status.c 236 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/showmsg.h"
  7. #include "../common/malloc.h"
  8. #include "../common/utils.h"
  9. #include "../common/ers.h"
  10. #include "../common/strlib.h"
  11. #include "map.h"
  12. #include "path.h"
  13. #include "pc.h"
  14. #include "pet.h"
  15. #include "npc.h"
  16. #include "mob.h"
  17. #include "clif.h"
  18. #include "guild.h"
  19. #include "skill.h"
  20. #include "itemdb.h"
  21. #include "battle.h"
  22. #include "chrif.h"
  23. #include "skill.h"
  24. #include "status.h"
  25. #include "script.h"
  26. #include "unit.h"
  27. #include "homunculus.h"
  28. #include "mercenary.h"
  29. #include "vending.h"
  30. #include <time.h>
  31. #include <stdio.h>
  32. #include <stdlib.h>
  33. #include <memory.h>
  34. #include <string.h>
  35. //Regen related flags.
  36. #define RGN_HP 0x01
  37. #define RGN_SP 0x02
  38. #define RGN_SHP 0x04
  39. #define RGN_SSP 0x08
  40. static int max_weight_base[CLASS_COUNT];
  41. static int hp_coefficient[CLASS_COUNT];
  42. static int hp_coefficient2[CLASS_COUNT];
  43. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  44. static int sp_coefficient[CLASS_COUNT];
  45. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  46. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  47. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  48. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  49. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  50. static struct eri *sc_data_ers; //For sc_data entries
  51. static struct status_data dummy_status;
  52. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  53. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  54. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  55. //to avoid cards exploits
  56. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  57. static int StatusIconChangeTable[SC_MAX]; // status -> icon
  58. unsigned long StatusChangeFlagTable[SC_MAX]; // status -> flags
  59. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  60. sc_type status_skill2sc(int skill)
  61. {
  62. int sk = skill_get_index(skill);
  63. if( sk == 0 ) {
  64. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  65. return SC_NONE;
  66. }
  67. return SkillStatusChangeTable[sk];
  68. }
  69. int status_sc2skill(sc_type sc)
  70. {
  71. if( sc < 0 || sc >= SC_MAX ) {
  72. ShowError("status_skill2sc: Unsupported status change id %d\n", sc);
  73. return 0;
  74. }
  75. return StatusSkillChangeTable[sc];
  76. }
  77. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  78. static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
  79. {
  80. int sk = skill_get_index(skill);
  81. if( sk == 0 ) {
  82. ShowError("set_sc: Unsupported skill id %d\n", skill);
  83. return;
  84. }
  85. if( sc < 0 || sc >= SC_MAX ) {
  86. ShowError("set_sc: Unsupported status change id %d\n", sc);
  87. return;
  88. }
  89. if( StatusSkillChangeTable[sc] == 0 )
  90. StatusSkillChangeTable[sc] = skill;
  91. if( StatusIconChangeTable[sc] == SI_BLANK )
  92. StatusIconChangeTable[sc] = icon;
  93. StatusChangeFlagTable[sc] |= flag;
  94. if( SkillStatusChangeTable[sk] == SC_NONE )
  95. SkillStatusChangeTable[sk] = sc;
  96. }
  97. void initChangeTables(void)
  98. {
  99. int i;
  100. for (i = 0; i < SC_MAX; i++)
  101. StatusIconChangeTable[i] = SI_BLANK;
  102. for (i = 0; i < MAX_SKILL; i++)
  103. SkillStatusChangeTable[i] = SC_NONE;
  104. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  105. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  106. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  107. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  108. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  109. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  110. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  111. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  112. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  113. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  114. set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
  115. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  116. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  117. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  118. //The main status definitions
  119. add_sc( SM_BASH , SC_STUN );
  120. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  121. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  122. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  123. add_sc( MG_SIGHT , SC_SIGHT );
  124. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  125. add_sc( MG_FROSTDIVER , SC_FREEZE );
  126. add_sc( MG_STONECURSE , SC_STONE );
  127. add_sc( AL_RUWACH , SC_RUWACH );
  128. add_sc( AL_PNEUMA , SC_PNEUMA );
  129. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  130. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  131. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  132. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  133. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  134. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  135. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  136. add_sc( TF_POISON , SC_POISON );
  137. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  138. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  139. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  140. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  141. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  142. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  143. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  144. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  145. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  146. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  147. add_sc( PR_LEXDIVINA , SC_SILENCE );
  148. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  149. add_sc( WZ_METEOR , SC_STUN );
  150. add_sc( WZ_VERMILION , SC_BLIND );
  151. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  152. add_sc( WZ_STORMGUST , SC_FREEZE );
  153. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  154. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  155. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  156. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  157. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_NONE );
  158. add_sc( HT_LANDMINE , SC_STUN );
  159. add_sc( HT_ANKLESNARE , SC_ANKLE );
  160. add_sc( HT_SANDMAN , SC_SLEEP );
  161. add_sc( HT_FLASHER , SC_BLIND );
  162. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  163. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  164. add_sc( AS_SONICBLOW , SC_STUN );
  165. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  166. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  167. add_sc( AS_VENOMDUST , SC_POISON );
  168. add_sc( AS_SPLASHER , SC_SPLASHER );
  169. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  170. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  171. add_sc( TF_SPRINKLESAND , SC_BLIND );
  172. add_sc( TF_THROWSTONE , SC_STUN );
  173. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  174. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  175. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  176. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  177. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  178. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  179. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  180. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  181. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  182. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  183. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  184. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  185. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  186. add_sc( NPC_POISON , SC_POISON );
  187. add_sc( NPC_BLINDATTACK , SC_BLIND );
  188. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  189. add_sc( NPC_STUNATTACK , SC_STUN );
  190. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  191. add_sc( NPC_CURSEATTACK , SC_CURSE );
  192. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  193. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  194. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  195. add_sc( NPC_DARKBLESSING , SC_COMA );
  196. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  197. add_sc( NPC_DEFENDER , SC_ARMOR );
  198. add_sc( NPC_LICK , SC_STUN );
  199. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  200. add_sc( NPC_REBIRTH , SC_REBIRTH );
  201. add_sc( RG_RAID , SC_STUN );
  202. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  203. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  204. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  205. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  206. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  207. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  208. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  209. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  210. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  211. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  212. add_sc( CR_SHIELDCHARGE , SC_STUN );
  213. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  214. add_sc( CR_HOLYCROSS , SC_BLIND );
  215. add_sc( CR_GRANDCROSS , SC_BLIND );
  216. add_sc( CR_DEVOTION , SC_DEVOTION );
  217. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  218. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  219. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD );
  220. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  221. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  222. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  223. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  224. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  225. add_sc( SA_MAGICROD , SC_MAGICROD );
  226. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  227. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  228. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  229. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  230. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  231. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  232. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  233. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  234. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  235. add_sc( SA_COMA , SC_COMA );
  236. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  237. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  238. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  239. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  240. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  241. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  242. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  243. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
  244. add_sc( BA_FROSTJOKER , SC_FREEZE );
  245. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  246. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  247. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  248. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  249. add_sc( DC_SCREAM , SC_STUN );
  250. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  251. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  252. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  253. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );
  254. add_sc( NPC_DARKCROSS , SC_BLIND );
  255. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  256. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  257. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  258. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  259. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  260. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  261. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  262. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  263. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  264. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  265. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  266. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  267. 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 );
  268. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  269. add_sc( HP_BASILICA , SC_BASILICA );
  270. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  271. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  272. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  273. add_sc( PA_GOSPEL , SC_SCRESIST );
  274. add_sc( CH_TIGERFIST , SC_STOP );
  275. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  276. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  277. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  278. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  279. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  280. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  281. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  282. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  283. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  284. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  285. add_sc( LK_SPIRALPIERCE , SC_STOP );
  286. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  287. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  288. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  289. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  290. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  291. add_sc( PF_FOGWALL , SC_FOGWALL );
  292. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  293. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  294. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  295. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  296. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  297. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  298. add_sc( TK_DOWNKICK , SC_STUN );
  299. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  300. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  301. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  302. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  303. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  304. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  305. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  306. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  307. add_sc( SG_MOON_WARM , SC_WARM );
  308. add_sc( SG_STAR_WARM , SC_WARM );
  309. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  310. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  311. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  312. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  313. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  314. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  315. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  316. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  317. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  318. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  319. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  320. add_sc( SL_STUN , SC_STUN );
  321. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  322. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  323. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  324. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  325. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  326. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  327. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  328. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  329. add_sc( WS_CARTTERMINATION , SC_STUN );
  330. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  331. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  332. add_sc( CG_HERMODE , SC_HERMODE );
  333. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  334. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  335. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  336. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  337. add_sc( GS_CRACKER , SC_STUN );
  338. add_sc( GS_DISARM , SC_STRIPWEAPON );
  339. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  340. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  341. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  342. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  343. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  344. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  345. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  346. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  347. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  348. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  349. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  350. add_sc( NPC_ICEBREATH , SC_FREEZE );
  351. add_sc( NPC_ACIDBREATH , SC_POISON );
  352. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  353. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  354. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  355. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  356. add_sc( NPC_WIDESTONE , SC_STONE );
  357. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  358. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  359. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  360. add_sc( NPC_EVILLAND , SC_BLIND );
  361. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  362. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  363. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  364. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  365. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  366. add_sc( NPC_WIDECURSE , SC_CURSE );
  367. add_sc( NPC_WIDESTUN , SC_STUN );
  368. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  369. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  370. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  371. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  372. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  373. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  374. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  375. //set_sc( ALL_PARTYFLEE , SC_INCFLEE , SI_PARTYFLEE , SCB_NONE );
  376. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  377. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  378. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  379. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  380. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  381. add_sc( MO_BALKYOUNG , SC_STUN );
  382. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  383. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  384. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  385. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  386. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  387. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  388. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  389. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  390. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  391. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  392. add_sc( MER_CRASH , SC_STUN );
  393. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  394. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  395. add_sc( MER_SIGHT , SC_SIGHT );
  396. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  397. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  398. add_sc( MER_LEXDIVINA , SC_SILENCE );
  399. add_sc( MA_LANDMINE , SC_STUN );
  400. add_sc( MA_SANDMAN , SC_SLEEP );
  401. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  402. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  403. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  404. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  405. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  406. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  407. 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 );
  408. add_sc( ML_SPIRALPIERCE , SC_STOP );
  409. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  410. add_sc( ML_DEVOTION , SC_DEVOTION );
  411. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  412. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  413. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  414. set_sc( GD_LEADERSHIP , SC_GUILDAURA , SI_BLANK , SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX );
  415. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  416. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  417. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  418. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  419. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  420. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  421. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  422. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  423. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  424. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  425. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  426. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  427. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  428. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  429. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  430. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  431. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  432. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  433. //Status that don't have a skill associated.
  434. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  435. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  436. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  437. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  438. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  439. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  440. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  441. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  442. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  443. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  444. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  445. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  446. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  447. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  448. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  449. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  450. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  451. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  452. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  453. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  454. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  455. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  456. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  457. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  458. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  459. //Cash Items
  460. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  461. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  462. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  463. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  464. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  465. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  466. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  467. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  468. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  469. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  470. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  471. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  472. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  473. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  474. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  475. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  476. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  477. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  478. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  479. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  480. // Mercenary Bonus Effects
  481. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  482. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  483. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  484. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  485. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  486. //Other SC which are not necessarily associated to skills.
  487. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  488. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  489. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  490. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  491. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  492. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  493. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  494. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  495. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  496. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  497. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  498. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  499. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  500. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  501. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  502. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  503. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  504. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  505. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  506. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  507. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  508. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  509. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  510. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  511. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  512. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  513. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  514. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  515. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  516. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  517. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  518. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  519. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  520. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  521. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  522. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  523. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  524. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  525. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  526. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  527. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  528. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  529. // Cash Items
  530. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  531. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  532. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  533. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  534. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  535. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  536. // Mercenary Bonus Effects
  537. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  538. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  539. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  540. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  541. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  542. if( !battle_config.display_hallucination ) //Disable Hallucination.
  543. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  544. }
  545. static void initDummyData(void)
  546. {
  547. memset(&dummy_status, 0, sizeof(dummy_status));
  548. dummy_status.hp =
  549. dummy_status.max_hp =
  550. dummy_status.max_sp =
  551. dummy_status.str =
  552. dummy_status.agi =
  553. dummy_status.vit =
  554. dummy_status.int_ =
  555. dummy_status.dex =
  556. dummy_status.luk =
  557. dummy_status.hit = 1;
  558. dummy_status.speed = 2000;
  559. dummy_status.adelay = 4000;
  560. dummy_status.amotion = 2000;
  561. dummy_status.dmotion = 2000;
  562. dummy_status.ele_lv = 1; //Min elemental level.
  563. dummy_status.mode = MD_CANMOVE;
  564. }
  565. /*==========================================
  566. * 精錬ボーナス
  567. *------------------------------------------*/
  568. int status_getrefinebonus(int lv,int type)
  569. {
  570. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  571. return refinebonus[lv][type];
  572. return 0;
  573. }
  574. //Sets HP to given value. Flag is the flag passed to status_heal in case
  575. //final value is higher than current (use 2 to make a healing effect display
  576. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  577. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  578. {
  579. struct status_data *status;
  580. if (hp < 1) return 0;
  581. status = status_get_status_data(bl);
  582. if (status == &dummy_status)
  583. return 0;
  584. if (hp > status->max_hp) hp = status->max_hp;
  585. if (hp == status->hp) return 0;
  586. if (hp > status->hp)
  587. return status_heal(bl, hp - status->hp, 0, 1|flag);
  588. return status_zap(bl, status->hp - hp, 0);
  589. }
  590. //Sets SP to given value. Flag is the flag passed to status_heal in case
  591. //final value is higher than current (use 2 to make a healing effect display
  592. //on players)
  593. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  594. {
  595. struct status_data *status;
  596. status = status_get_status_data(bl);
  597. if (status == &dummy_status)
  598. return 0;
  599. if (sp > status->max_sp) sp = status->max_sp;
  600. if (sp == status->sp) return 0;
  601. if (sp > status->sp)
  602. return status_heal(bl, 0, sp - status->sp, 1|flag);
  603. return status_zap(bl, 0, status->sp - sp);
  604. }
  605. int status_charge(struct block_list* bl, int hp, int sp)
  606. {
  607. if(!(bl->type&BL_CONSUME))
  608. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  609. return status_damage(NULL, bl, hp, sp, 0, 3);
  610. }
  611. //Inflicts damage on the target with the according walkdelay.
  612. //If flag&1, damage is passive and does not triggers cancelling status changes.
  613. //If flag&2, fail if target does not has enough to substract.
  614. //If flag&4, if killed, mob must not give exp/loot.
  615. //If flag&8, sp loss on dead target.
  616. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  617. {
  618. struct status_data *status;
  619. struct status_change *sc;
  620. if(sp && !(target->type&BL_CONSUME))
  621. sp = 0; //Not a valid SP target.
  622. if (hp < 0) { //Assume absorbed damage.
  623. status_heal(target, cap_value(-hp, INT_MIN, INT_MAX), 0, 1);
  624. hp = 0;
  625. }
  626. if (sp < 0) {
  627. status_heal(target, 0, cap_value(-sp, INT_MIN, INT_MAX), 1);
  628. sp = 0;
  629. }
  630. if (!hp && !sp)
  631. return 0;
  632. if (target->type == BL_SKILL)
  633. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  634. status = status_get_status_data(target);
  635. if( status == &dummy_status )
  636. return 0;
  637. if( !status->hp )
  638. flag |= 8;
  639. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  640. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  641. // if (!target->prev && !(flag&2))
  642. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  643. sc = status_get_sc(target);
  644. if( battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  645. hp = 1;
  646. if( hp && !(flag&(1|8)) ) {
  647. if( sc ) {
  648. struct status_change_entry *sce;
  649. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  650. status_change_end(target,SC_STONE,-1);
  651. status_change_end(target,SC_FREEZE,-1);
  652. status_change_end(target,SC_SLEEP,-1);
  653. status_change_end(target,SC_WINKCHARM,-1);
  654. status_change_end(target,SC_CONFUSION,-1);
  655. status_change_end(target,SC_TRICKDEAD,-1);
  656. status_change_end(target,SC_HIDING,-1);
  657. status_change_end(target,SC_CLOAKING,-1);
  658. status_change_end(target,SC_CHASEWALK,-1);
  659. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  660. //Endure count is only reduced by non-players on non-gvg maps.
  661. //val4 signals infinite endure. [Skotlex]
  662. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  663. status_change_end(target, SC_ENDURE, -1);
  664. }
  665. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF)
  666. {
  667. struct skill_unit_group* sg = skill_id2group(sce->val4);
  668. if (sg) {
  669. skill_delunitgroup(sg);
  670. sce->val4 = 0;
  671. status_change_end(target, SC_GRAVITATION, -1);
  672. }
  673. }
  674. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  675. status_change_end(target, SC_DANCING, -1);
  676. }
  677. unit_skillcastcancel(target, 2);
  678. }
  679. if ((unsigned int)hp >= status->hp) {
  680. if (flag&2) return 0;
  681. hp = status->hp;
  682. }
  683. if ((unsigned int)sp > status->sp) {
  684. if (flag&2) return 0;
  685. sp = status->sp;
  686. }
  687. status->hp-= hp;
  688. status->sp-= sp;
  689. if (sc && hp && status->hp) {
  690. if (sc->data[SC_AUTOBERSERK] &&
  691. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  692. status->hp < status->max_hp>>2)
  693. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  694. if (sc->data[SC_BERSERK] && status->hp <= 100)
  695. status_change_end(target, SC_BERSERK, -1);
  696. }
  697. switch (target->type)
  698. {
  699. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  700. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  701. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  702. case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
  703. }
  704. if( status->hp || flag&8 )
  705. { //Still lives or has been dead before this damage.
  706. if (walkdelay)
  707. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  708. return hp+sp;
  709. }
  710. status->hp = 1; //To let the dead function cast skills and all that.
  711. //NOTE: These dead functions should return: [Skotlex]
  712. //0: Death cancelled, auto-revived.
  713. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  714. //&2: Also remove object from map.
  715. //&4: Also delete object from memory.
  716. switch (target->type) {
  717. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  718. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  719. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
  720. case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break;
  721. default: //Unhandled case, do nothing to object.
  722. flag = 0;
  723. break;
  724. }
  725. if(!flag) //Death cancelled.
  726. return hp+sp;
  727. //Normal death
  728. status->hp = 0;
  729. if (battle_config.clear_unit_ondeath &&
  730. battle_config.clear_unit_ondeath&target->type)
  731. skill_clear_unitgroup(target);
  732. if(target->type&BL_REGEN)
  733. { //Reset regen ticks.
  734. struct regen_data *regen = status_get_regen_data(target);
  735. if (regen) {
  736. memset(&regen->tick, 0, sizeof(regen->tick));
  737. if (regen->sregen)
  738. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  739. if (regen->ssregen)
  740. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  741. }
  742. }
  743. if( !(flag&8) && sc && sc->data[SC_KAIZEL] )
  744. { //flag&8 = disable Kaizel
  745. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  746. //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  747. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover == 1 )
  748. status_revive(target, 100, 100);
  749. else
  750. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  751. status_change_clear(target,0);
  752. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  753. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  754. if( target->type == BL_MOB )
  755. ((TBL_MOB*)target)->state.rebirth = 1;
  756. return hp+sp;
  757. }
  758. if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
  759. {// Ensure the monster has not already rebirthed before doing so.
  760. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  761. status_change_clear(target,0);
  762. ((TBL_MOB*)target)->state.rebirth = 1;
  763. return hp+sp;
  764. }
  765. status_change_clear(target,0);
  766. if(flag&4) //Delete from memory. (also invokes map removal code)
  767. unit_free(target,CLR_DEAD);
  768. else
  769. if(flag&2) //remove from map
  770. unit_remove_map(target,CLR_DEAD);
  771. else
  772. { //Some death states that would normally be handled by unit_remove_map
  773. unit_stop_attack(target);
  774. unit_stop_walking(target,1);
  775. unit_skillcastcancel(target,0);
  776. clif_clearunit_area(target,CLR_DEAD);
  777. skill_unit_move(target,gettick(),4);
  778. skill_cleartimerskill(target);
  779. }
  780. return hp+sp;
  781. }
  782. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  783. //If flag&2, when the player is healed, show the HP/SP heal effect.
  784. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  785. {
  786. struct status_data *status;
  787. struct status_change *sc;
  788. status = status_get_status_data(bl);
  789. if (status == &dummy_status || !status->hp)
  790. return 0;
  791. sc = status_get_sc(bl);
  792. if (sc && !sc->count)
  793. sc = NULL;
  794. if (hp < 0) {
  795. status_damage(NULL, bl, cap_value(-hp, INT_MIN, INT_MAX), 0, 0, 1);
  796. hp = 0;
  797. }
  798. if(hp) {
  799. if (!(flag&1) && sc && sc->data[SC_BERSERK])
  800. hp = 0;
  801. if((unsigned int)hp > status->max_hp - status->hp)
  802. hp = status->max_hp - status->hp;
  803. }
  804. if(sp < 0) {
  805. status_damage(NULL, bl, 0, cap_value(-sp, INT_MIN, INT_MAX), 0, 1);
  806. sp = 0;
  807. }
  808. if(sp) {
  809. if((unsigned int)sp > status->max_sp - status->sp)
  810. sp = status->max_sp - status->sp;
  811. }
  812. if(!sp && !hp) return 0;
  813. status->hp+= hp;
  814. status->sp+= sp;
  815. if(hp && sc &&
  816. sc->data[SC_AUTOBERSERK] &&
  817. sc->data[SC_PROVOKE] &&
  818. sc->data[SC_PROVOKE]->val2==1 &&
  819. status->hp>=status->max_hp>>2
  820. ) //End auto berserk.
  821. status_change_end(bl,SC_PROVOKE,-1);
  822. // send hp update to client
  823. switch(bl->type) {
  824. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  825. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  826. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  827. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  828. }
  829. return hp+sp;
  830. }
  831. //Does percentual non-flinching damage/heal. If mob is killed this way,
  832. //no exp/drops will be awarded if there is no src (or src is target)
  833. //If rates are > 0, percent is of current HP/SP
  834. //If rates are < 0, percent is of max HP/SP
  835. //If !flag, this is heal, otherwise it is damage.
  836. //Furthermore, if flag==2, then the target must not die from the substraction.
  837. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  838. {
  839. struct status_data *status;
  840. unsigned int hp =0, sp = 0;
  841. status = status_get_status_data(target);
  842. //Change the equation when the values are high enough to discard the
  843. //imprecision in exchange of overflow protection [Skotlex]
  844. //Also add 100% checks since those are the most used cases where we don't
  845. //want aproximation errors.
  846. if (hp_rate > 99)
  847. hp = status->hp;
  848. else if (hp_rate > 0)
  849. hp = status->hp>10000?
  850. hp_rate*(status->hp/100):
  851. (hp_rate*status->hp)/100;
  852. else if (hp_rate < -99)
  853. hp = status->max_hp;
  854. else if (hp_rate < 0)
  855. hp = status->max_hp>10000?
  856. (-hp_rate)*(status->max_hp/100):
  857. (-hp_rate*status->max_hp)/100;
  858. if (hp_rate && !hp)
  859. hp = 1;
  860. if (flag == 2 && hp >= status->hp)
  861. hp = status->hp-1; //Must not kill target.
  862. //Should be safe to not do overflow protection here, noone should have
  863. //millions upon millions of SP
  864. if (sp_rate > 99)
  865. sp = status->sp;
  866. else if (sp_rate > 0)
  867. sp = (sp_rate*status->sp)/100;
  868. else if (sp_rate < -99)
  869. sp = status->max_sp;
  870. else if (sp_rate < 0)
  871. sp = (-sp_rate)*status->max_sp/100;
  872. if (sp_rate && !sp)
  873. sp = 1;
  874. //Ugly check in case damage dealt is too much for the received args of
  875. //status_heal / status_damage. [Skotlex]
  876. if (hp > INT_MAX) {
  877. hp -= INT_MAX;
  878. if (flag)
  879. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  880. else
  881. status_heal(target, INT_MAX, 0, 0);
  882. }
  883. if (sp > INT_MAX) {
  884. sp -= INT_MAX;
  885. if (flag)
  886. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  887. else
  888. status_heal(target, 0, INT_MAX, 0);
  889. }
  890. if (flag)
  891. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  892. return status_heal(target, hp, sp, 0);
  893. }
  894. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  895. {
  896. struct status_data *status;
  897. unsigned int hp, sp;
  898. if (!status_isdead(bl)) return 0;
  899. status = status_get_status_data(bl);
  900. if (status == &dummy_status)
  901. return 0; //Invalid target.
  902. hp = status->max_hp * per_hp/100;
  903. sp = status->max_sp * per_sp/100;
  904. if(hp > status->max_hp - status->hp)
  905. hp = status->max_hp - status->hp;
  906. else if (per_hp && !hp)
  907. hp = 1;
  908. if(sp > status->max_sp - status->sp)
  909. sp = status->max_sp - status->sp;
  910. else if (per_sp && !sp)
  911. sp = 1;
  912. status->hp += hp;
  913. status->sp += sp;
  914. if (bl->prev) //Animation only if character is already on a map.
  915. clif_resurrection(bl, 1);
  916. switch (bl->type) {
  917. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  918. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  919. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  920. }
  921. return 1;
  922. }
  923. /*==========================================
  924. * Checks whether the src can use the skill on the target,
  925. * taking into account status/option of both source/target. [Skotlex]
  926. * flag:
  927. * 0 - Trying to use skill on target.
  928. * 1 - Cast bar is done.
  929. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  930. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  931. * target MAY Be null, in which case the checks are only to see
  932. * whether the source can cast or not the skill on the ground.
  933. *------------------------------------------*/
  934. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  935. {
  936. struct status_data *status;
  937. struct status_change *sc=NULL, *tsc;
  938. int hide_flag;
  939. status = src?status_get_status_data(src):&dummy_status;
  940. if (src && status_isdead(src))
  941. return 0;
  942. if (!skill_num) { //Normal attack checks.
  943. if (!(status->mode&MD_CANATTACK))
  944. return 0; //This mode is only needed for melee attacking.
  945. //Dead state is not checked for skills as some skills can be used
  946. //on dead characters, said checks are left to skill.c [Skotlex]
  947. if (target && status_isdead(target))
  948. return 0;
  949. }
  950. if (skill_num == PA_PRESSURE && flag && target) {
  951. //Gloria Avoids pretty much everything....
  952. tsc = status_get_sc(target);
  953. if(tsc && tsc->option&OPTION_HIDE)
  954. return 0;
  955. return 1;
  956. }
  957. //Should fail when used on top of Land Protector [Skotlex]
  958. if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  959. && !(status->mode&MD_BOSS)
  960. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num))
  961. return 0;
  962. if (src) sc = status_get_sc(src);
  963. if(sc && sc->count)
  964. {
  965. if(sc->opt1 >0)
  966. { //Stuned/Frozen/etc
  967. if (flag != 1) //Can't cast, casted stuff can't damage.
  968. return 0;
  969. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  970. return 0; //Targetted spells can't come off.
  971. }
  972. if (
  973. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  974. || (sc->data[SC_AUTOCOUNTER] && !flag)
  975. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  976. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  977. )
  978. return 0;
  979. if (sc->data[SC_WINKCHARM] && target && !flag)
  980. { //Prevents skill usage
  981. clif_emotion(src, E_LV);
  982. return 0;
  983. }
  984. if (sc->data[SC_BLADESTOP]) {
  985. switch (sc->data[SC_BLADESTOP]->val1)
  986. {
  987. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  988. case 4: if (skill_num == MO_CHAINCOMBO) break;
  989. case 3: if (skill_num == MO_INVESTIGATE) break;
  990. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  991. default: return 0;
  992. }
  993. }
  994. if (sc->data[SC_DANCING] && flag!=2)
  995. {
  996. if(sc->data[SC_LONGING])
  997. { //Allow everything except dancing/re-dancing. [Skotlex]
  998. if (skill_num == BD_ENCORE ||
  999. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1000. )
  1001. return 0;
  1002. } else
  1003. switch (skill_num) {
  1004. case BD_ADAPTATION:
  1005. case CG_LONGINGFREEDOM:
  1006. case BA_MUSICALSTRIKE:
  1007. case DC_THROWARROW:
  1008. break;
  1009. default:
  1010. return 0;
  1011. }
  1012. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  1013. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  1014. }
  1015. if (skill_num && //Do not block item-casted skills.
  1016. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  1017. ) { //Skills blocked through status changes...
  1018. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  1019. sc->data[SC_SILENCE] ||
  1020. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
  1021. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
  1022. sc->data[SC_STEELBODY] ||
  1023. sc->data[SC_BERSERK]
  1024. ))
  1025. return 0;
  1026. //Skill blocking.
  1027. if (
  1028. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  1029. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  1030. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  1031. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1032. )
  1033. return 0;
  1034. }
  1035. }
  1036. if (sc && sc->option)
  1037. {
  1038. if (sc->option&OPTION_HIDE)
  1039. switch (skill_num) { //Usable skills while hiding.
  1040. case TF_HIDING:
  1041. case AS_GRIMTOOTH:
  1042. case RG_BACKSTAP:
  1043. case RG_RAID:
  1044. case NJ_SHADOWJUMP:
  1045. case NJ_KIRIKAGE:
  1046. break;
  1047. default:
  1048. //Non players can use all skills while hidden.
  1049. if (!skill_num || src->type == BL_PC)
  1050. return 0;
  1051. }
  1052. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  1053. return 0;
  1054. }
  1055. if (target == NULL || target == src) //No further checking needed.
  1056. return 1;
  1057. tsc = status_get_sc(target);
  1058. if(tsc && tsc->count)
  1059. {
  1060. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD])
  1061. return 0;
  1062. if((skill_num == WZ_STORMGUST || skill_num == WZ_FROSTNOVA || skill_num == NJ_HYOUSYOURAKU)
  1063. && tsc->data[SC_FREEZE])
  1064. return 0;
  1065. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1066. return 0;
  1067. }
  1068. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1069. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1070. //You cannot hide from ground skills.
  1071. if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
  1072. hide_flag &= ~OPTION_HIDE;
  1073. switch( target->type )
  1074. {
  1075. case BL_PC:
  1076. {
  1077. struct map_session_data *sd = (TBL_PC*) target;
  1078. if (pc_isinvisible(sd))
  1079. return 0;
  1080. if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
  1081. (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1082. return 0;
  1083. }
  1084. break;
  1085. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1086. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1087. if (status->mode&MD_LOOTER)
  1088. return 1;
  1089. return 0;
  1090. case BL_HOM:
  1091. case BL_MER:
  1092. if( target->type == BL_HOM && skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1093. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1094. if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1095. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1096. if( target->type == BL_MER && skill_num == AM_POTIONPITCHER )
  1097. return 0; // Can't use Potion Pitcher on Mercenaries
  1098. default:
  1099. //Check for chase-walk/hiding/cloaking opponents.
  1100. if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1101. return 0;
  1102. }
  1103. return 1;
  1104. }
  1105. //Checks whether the source can see and chase target.
  1106. int status_check_visibility(struct block_list *src, struct block_list *target)
  1107. {
  1108. int view_range;
  1109. struct status_data* status = status_get_status_data(src);
  1110. struct status_change* tsc = status_get_sc(target);
  1111. switch (src->type) {
  1112. case BL_MOB:
  1113. view_range = ((TBL_MOB*)src)->min_chase;
  1114. break;
  1115. case BL_PET:
  1116. view_range = ((TBL_PET*)src)->db->range2;
  1117. break;
  1118. default:
  1119. view_range = AREA_SIZE;
  1120. }
  1121. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1122. return 0;
  1123. switch (target->type)
  1124. { //Check for chase-walk/hiding/cloaking opponents.
  1125. case BL_PC:
  1126. if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1127. !(status->mode&MD_BOSS) &&
  1128. (
  1129. ((TBL_PC*)target)->special_state.perfect_hiding ||
  1130. !(status->mode&MD_DETECTOR)
  1131. ))
  1132. return 0;
  1133. break;
  1134. default:
  1135. if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1136. !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1137. return 0;
  1138. }
  1139. return 1;
  1140. }
  1141. // Basic ASPD value
  1142. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1143. {
  1144. int amotion;
  1145. // base weapon delay
  1146. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1147. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1148. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1149. // percentual delay reduction from stats
  1150. amotion-= amotion * (4*status->agi + status->dex)/1000;
  1151. // raw delay adjustment from bAspd bonus
  1152. amotion+= sd->aspd_add;
  1153. return amotion;
  1154. }
  1155. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1156. {
  1157. int flag = 0, str, dex, dstr;
  1158. if(!(bl->type&battle_config.enable_baseatk))
  1159. return 0;
  1160. if (bl->type == BL_PC)
  1161. switch(((TBL_PC*)bl)->status.weapon){
  1162. case W_BOW:
  1163. case W_MUSICAL:
  1164. case W_WHIP:
  1165. case W_REVOLVER:
  1166. case W_RIFLE:
  1167. case W_GATLING:
  1168. case W_SHOTGUN:
  1169. case W_GRENADE:
  1170. flag = 1;
  1171. }
  1172. if (flag) {
  1173. str = status->dex;
  1174. dex = status->str;
  1175. } else {
  1176. str = status->str;
  1177. dex = status->dex;
  1178. }
  1179. //Normally only players have base-atk, but homunc have a different batk
  1180. // equation, hinting that perhaps non-players should use this for batk.
  1181. // [Skotlex]
  1182. dstr = str/10;
  1183. str += dstr*dstr;
  1184. if (bl->type == BL_PC)
  1185. str+= dex/5 + status->luk/5;
  1186. return cap_value(str, 0, USHRT_MAX);
  1187. }
  1188. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1189. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1190. //Fills in the misc data that can be calculated from the other status info (except for level)
  1191. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1192. {
  1193. //Non players get the value set, players need to stack with previous bonuses.
  1194. if( bl->type != BL_PC )
  1195. status->batk =
  1196. status->hit = status->flee =
  1197. status->def2 = status->mdef2 =
  1198. status->cri = status->flee2 = 0;
  1199. status->matk_min = status_base_matk_min(status);
  1200. status->matk_max = status_base_matk_max(status);
  1201. status->hit += level + status->dex;
  1202. status->flee += level + status->agi;
  1203. status->def2 += status->vit;
  1204. status->mdef2 += status->int_ + (status->vit>>1);
  1205. if( bl->type&battle_config.enable_critical )
  1206. status->cri += status->luk*3 + 10;
  1207. else
  1208. status->cri = 0;
  1209. if (bl->type&battle_config.enable_perfect_flee)
  1210. status->flee2 += status->luk + 10;
  1211. else
  1212. status->flee2 = 0;
  1213. if (status->batk) {
  1214. int temp = status->batk + status_base_atk(bl, status);
  1215. status->batk = cap_value(temp, 0, USHRT_MAX);
  1216. } else
  1217. status->batk = status_base_atk(bl, status);
  1218. if (status->cri)
  1219. switch (bl->type) {
  1220. case BL_MOB:
  1221. if(battle_config.mob_critical_rate != 100)
  1222. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1223. if(!status->cri && battle_config.mob_critical_rate)
  1224. status->cri = 10;
  1225. break;
  1226. case BL_PC:
  1227. //Players don't have a critical adjustment setting as of yet.
  1228. break;
  1229. default:
  1230. if(battle_config.critical_rate != 100)
  1231. status->cri = status->cri*battle_config.critical_rate/100;
  1232. if (!status->cri && battle_config.critical_rate)
  1233. status->cri = 10;
  1234. }
  1235. if(bl->type&BL_REGEN)
  1236. status_calc_regen(bl, status, status_get_regen_data(bl));
  1237. }
  1238. //Skotlex: Calculates the initial status for the given mob
  1239. //first will only be false when the mob leveled up or got a GuardUp level.
  1240. int status_calc_mob_(struct mob_data* md, bool first)
  1241. {
  1242. struct status_data *status;
  1243. struct block_list *mbl = NULL;
  1244. int flag=0;
  1245. if(first)
  1246. { //Set basic level on respawn.
  1247. md->level = md->db->lv;
  1248. }
  1249. //Check if we need custom base-status
  1250. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1251. flag|=1;
  1252. if (md->special_state.size)
  1253. flag|=2;
  1254. if (md->guardian_data && md->guardian_data->guardup_lv)
  1255. flag|=4;
  1256. if (md->class_ == MOBID_EMPERIUM)
  1257. flag|=4;
  1258. if (battle_config.slaves_inherit_speed && md->master_id)
  1259. flag|=8;
  1260. if (md->master_id && md->special_state.ai>1)
  1261. flag|=16;
  1262. if (!flag)
  1263. { //No special status required.
  1264. if (md->base_status) {
  1265. aFree(md->base_status);
  1266. md->base_status = NULL;
  1267. }
  1268. if(first)
  1269. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1270. return 0;
  1271. }
  1272. if (!md->base_status)
  1273. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1274. status = md->base_status;
  1275. memcpy(status, &md->db->status, sizeof(struct status_data));
  1276. if (flag&(8|16))
  1277. mbl = map_id2bl(md->master_id);
  1278. if (flag&8 && mbl) {
  1279. struct status_data *mstatus = status_get_base_status(mbl);
  1280. if (mstatus &&
  1281. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1282. status->speed = mstatus->speed;
  1283. }
  1284. if (flag&16 && mbl)
  1285. { //Max HP setting from Summon Flora/marine Sphere
  1286. struct unit_data *ud = unit_bl2ud(mbl);
  1287. //Remove special AI when this is used by regular mobs.
  1288. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1289. md->special_state.ai = 0;
  1290. if (ud)
  1291. { // different levels of HP according to skill level
  1292. if (ud->skillid == AM_SPHEREMINE) {
  1293. status->max_hp = 2000 + 400*ud->skilllv;
  1294. } else { //AM_CANNIBALIZE
  1295. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1296. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1297. }
  1298. status->hp = status->max_hp;
  1299. }
  1300. }
  1301. if (flag&1)
  1302. { // increase from mobs leveling up [Valaris]
  1303. int diff = md->level - md->db->lv;
  1304. status->str+= diff;
  1305. status->agi+= diff;
  1306. status->vit+= diff;
  1307. status->int_+= diff;
  1308. status->dex+= diff;
  1309. status->luk+= diff;
  1310. status->max_hp += diff*status->vit;
  1311. status->max_sp += diff*status->int_;
  1312. status->hp = status->max_hp;
  1313. status->sp = status->max_sp;
  1314. status->speed -= diff;
  1315. }
  1316. if (flag&2)
  1317. { // change for sized monsters [Valaris]
  1318. if (md->special_state.size==1) {
  1319. status->max_hp>>=1;
  1320. status->max_sp>>=1;
  1321. if (!status->max_hp) status->max_hp = 1;
  1322. if (!status->max_sp) status->max_sp = 1;
  1323. status->hp=status->max_hp;
  1324. status->sp=status->max_sp;
  1325. status->str>>=1;
  1326. status->agi>>=1;
  1327. status->vit>>=1;
  1328. status->int_>>=1;
  1329. status->dex>>=1;
  1330. status->luk>>=1;
  1331. if (!status->str) status->str = 1;
  1332. if (!status->agi) status->agi = 1;
  1333. if (!status->vit) status->vit = 1;
  1334. if (!status->int_) status->int_ = 1;
  1335. if (!status->dex) status->dex = 1;
  1336. if (!status->luk) status->luk = 1;
  1337. } else if (md->special_state.size==2) {
  1338. status->max_hp<<=1;
  1339. status->max_sp<<=1;
  1340. status->hp=status->max_hp;
  1341. status->sp=status->max_sp;
  1342. status->str<<=1;
  1343. status->agi<<=1;
  1344. status->vit<<=1;
  1345. status->int_<<=1;
  1346. status->dex<<=1;
  1347. status->luk<<=1;
  1348. }
  1349. }
  1350. status_calc_misc(&md->bl, status, md->level);
  1351. if(flag&4)
  1352. { // Strengthen Guardians - custom value +10% / lv
  1353. struct guild_castle *gc;
  1354. gc=guild_mapname2gc(map[md->bl.m].name);
  1355. if (!gc)
  1356. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1357. else {
  1358. if(gc->castle_id > 23) {
  1359. if(md->class_ == MOBID_EMPERIUM) {
  1360. status->max_hp += 1000 * gc->defense;
  1361. status->max_sp += 200 * gc->defense;
  1362. status->hp = status->max_hp;
  1363. status->sp = status->max_sp;
  1364. status->def += (gc->defense+2)/3;
  1365. status->mdef += (gc->defense+2)/3;
  1366. }
  1367. }else{
  1368. status->max_hp += 1000 * gc->defense;
  1369. status->max_sp += 200 * gc->defense;
  1370. status->hp = status->max_hp;
  1371. status->sp = status->max_sp;
  1372. status->def += (gc->defense+2)/3;
  1373. status->mdef += (gc->defense+2)/3;
  1374. }
  1375. }
  1376. if(md->class_ != MOBID_EMPERIUM) {
  1377. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1378. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1379. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1380. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1381. }
  1382. }
  1383. if( first ) //Initial battle status
  1384. memcpy(&md->status, status, sizeof(struct status_data));
  1385. return 1;
  1386. }
  1387. //Skotlex: Calculates the stats of the given pet.
  1388. int status_calc_pet_(struct pet_data *pd, bool first)
  1389. {
  1390. nullpo_ret(pd);
  1391. if (first) {
  1392. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1393. pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
  1394. pd->status.speed = pd->petDB->speed;
  1395. if(battle_config.pet_attack_support || battle_config.pet_damage_support)
  1396. {// attack support requires the pet to be able to attack
  1397. pd->status.mode|= MD_CANATTACK;
  1398. }
  1399. }
  1400. if (battle_config.pet_lv_rate && pd->msd)
  1401. {
  1402. struct map_session_data *sd = pd->msd;
  1403. int lv;
  1404. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1405. if (lv < 0)
  1406. lv = 1;
  1407. if (lv != pd->pet.level || first)
  1408. {
  1409. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1410. pd->pet.level = lv;
  1411. if (!first) //Lv Up animation
  1412. clif_misceffect(&pd->bl, 0);
  1413. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1414. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1415. status->str = (bstat->str*lv)/pd->db->lv;
  1416. status->agi = (bstat->agi*lv)/pd->db->lv;
  1417. status->vit = (bstat->vit*lv)/pd->db->lv;
  1418. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1419. status->dex = (bstat->dex*lv)/pd->db->lv;
  1420. status->luk = (bstat->luk*lv)/pd->db->lv;
  1421. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1422. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1423. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1424. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1425. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1426. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1427. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1428. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1429. status_calc_misc(&pd->bl, &pd->status, lv);
  1430. if (!first) //Not done the first time because the pet is not visible yet
  1431. clif_send_petstatus(sd);
  1432. }
  1433. } else if (first) {
  1434. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1435. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1436. pd->pet.level = pd->db->lv;
  1437. }
  1438. //Support rate modifier (1000 = 100%)
  1439. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1440. if(battle_config.pet_support_rate != 100)
  1441. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1442. return 1;
  1443. }
  1444. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  1445. static void status_calc_sigma(void)
  1446. {
  1447. int i,j;
  1448. for(i = 0; i < CLASS_COUNT; i++)
  1449. {
  1450. unsigned int k = 0;
  1451. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  1452. for(j = 2; j <= MAX_LEVEL; j++)
  1453. {
  1454. k += (hp_coefficient[i]*j + 50) / 100;
  1455. hp_sigma_val[i][j] = k;
  1456. if (k >= INT_MAX)
  1457. break; //Overflow protection. [Skotlex]
  1458. }
  1459. for(; j <= MAX_LEVEL; j++)
  1460. hp_sigma_val[i][j] = INT_MAX;
  1461. }
  1462. }
  1463. /// Calculates base MaxHP value according to class and base level
  1464. /// The recursive equation used to calculate level bonus is (using integer operations)
  1465. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  1466. /// which reduces to something close to
  1467. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  1468. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  1469. {
  1470. unsigned int val = pc_class2idx(sd->status.class_);
  1471. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  1472. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1473. val += 100; //Since their HP can't be approximated well enough without this.
  1474. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1475. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1476. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1477. val += 2000; //Supernovice lvl99 hp bonus.
  1478. val += val * status->vit/100; // +1% per each point of VIT
  1479. if (sd->class_&JOBL_UPPER)
  1480. val += val * 25/100; //Trans classes get a 25% hp bonus
  1481. else if (sd->class_&JOBL_BABY)
  1482. val -= val * 30/100; //Baby classes get a 30% hp penalty
  1483. return val;
  1484. }
  1485. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1486. {
  1487. unsigned int val;
  1488. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  1489. val += val * status->int_/100;
  1490. if (sd->class_&JOBL_UPPER)
  1491. val += val * 25/100;
  1492. else if (sd->class_&JOBL_BABY)
  1493. val -= val * 30/100;
  1494. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1495. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1496. return val;
  1497. }
  1498. //Calculates player data from scratch without counting SC adjustments.
  1499. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1500. int status_calc_pc_(struct map_session_data* sd, bool first)
  1501. {
  1502. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1503. struct status_data *status; // pointer to the player's base status
  1504. const struct status_change *sc = &sd->sc;
  1505. struct s_skill b_skill[MAX_SKILL]; // previous skill tree
  1506. int b_weight, b_max_weight; // previous weight
  1507. int i,index;
  1508. int skill,refinedef=0;
  1509. if (++calculating > 10) //Too many recursive calls!
  1510. return -1;
  1511. // remember player-specific values that are currently being shown to the client (for refresh purposes)
  1512. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  1513. b_weight = sd->weight;
  1514. b_max_weight = sd->max_weight;
  1515. pc_calc_skilltree(sd); // スキルツリ?の計算
  1516. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  1517. if(first) {
  1518. //Load Hp/SP from char-received data.
  1519. sd->battle_status.hp = sd->status.hp;
  1520. sd->battle_status.sp = sd->status.sp;
  1521. sd->regen.sregen = &sd->sregen;
  1522. sd->regen.ssregen = &sd->ssregen;
  1523. sd->weight=0;
  1524. for(i=0;i<MAX_INVENTORY;i++){
  1525. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1526. continue;
  1527. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1528. }
  1529. sd->cart_weight=0;
  1530. sd->cart_num=0;
  1531. for(i=0;i<MAX_CART;i++){
  1532. if(sd->status.cart[i].nameid==0)
  1533. continue;
  1534. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1535. sd->cart_num++;
  1536. }
  1537. }
  1538. status = &sd->base_status;
  1539. // these are not zeroed. [zzo]
  1540. sd->hprate=100;
  1541. sd->sprate=100;
  1542. sd->castrate=100;
  1543. sd->delayrate=100;
  1544. sd->dsprate=100;
  1545. sd->hprecov_rate = 100;
  1546. sd->sprecov_rate = 100;
  1547. sd->matk_rate = 100;
  1548. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1549. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1550. sd->regen.state.block = 0;
  1551. // zeroed arrays, order follows the order in pc.h.
  1552. // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  1553. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1554. + sizeof(sd->param_equip)
  1555. + sizeof(sd->subele)
  1556. + sizeof(sd->subrace)
  1557. + sizeof(sd->subrace2)
  1558. + sizeof(sd->subsize)
  1559. + sizeof(sd->reseff)
  1560. + sizeof(sd->weapon_coma_ele)
  1561. + sizeof(sd->weapon_coma_race)
  1562. + sizeof(sd->weapon_atk)
  1563. + sizeof(sd->weapon_atk_rate)
  1564. + sizeof(sd->arrow_addele)
  1565. + sizeof(sd->arrow_addrace)
  1566. + sizeof(sd->arrow_addsize)
  1567. + sizeof(sd->magic_addele)
  1568. + sizeof(sd->magic_addrace)
  1569. + sizeof(sd->magic_addsize)
  1570. + sizeof(sd->critaddrace)
  1571. + sizeof(sd->expaddrace)
  1572. + sizeof(sd->ignore_mdef)
  1573. + sizeof(sd->ignore_def)
  1574. + sizeof(sd->itemgrouphealrate)
  1575. + sizeof(sd->sp_gain_race)
  1576. );
  1577. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1578. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1579. if (sd->special_state.intravision) //Clear status change.
  1580. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  1581. memset(&sd->special_state,0,sizeof(sd->special_state));
  1582. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  1583. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1584. status->speed = DEFAULT_WALK_SPEED;
  1585. //Give them all modes except these (useful for clones)
  1586. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  1587. status->size = (sd->class_&JOBL_BABY)?0:1;
  1588. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1589. if (sd->class_&JOBL_BABY) {
  1590. if (battle_config.character_size&2)
  1591. status->size++;
  1592. } else
  1593. if(battle_config.character_size&1)
  1594. status->size++;
  1595. }
  1596. status->aspd_rate = 1000;
  1597. status->ele_lv = 1;
  1598. status->race = RC_DEMIHUMAN;
  1599. //zero up structures...
  1600. memset(&sd->autospell,0,sizeof(sd->autospell)
  1601. + sizeof(sd->autospell2)
  1602. + sizeof(sd->autospell3)
  1603. + sizeof(sd->addeff)
  1604. + sizeof(sd->addeff2)
  1605. + sizeof(sd->addeff3)
  1606. + sizeof(sd->skillatk)
  1607. + sizeof(sd->skillheal)
  1608. + sizeof(sd->skillheal2)
  1609. + sizeof(sd->hp_loss)
  1610. + sizeof(sd->sp_loss)
  1611. + sizeof(sd->hp_regen)
  1612. + sizeof(sd->sp_regen)
  1613. + sizeof(sd->skillblown)
  1614. + sizeof(sd->skillcast)
  1615. + sizeof(sd->add_def)
  1616. + sizeof(sd->add_mdef)
  1617. + sizeof(sd->add_mdmg)
  1618. + sizeof(sd->add_drop)
  1619. + sizeof(sd->itemhealrate)
  1620. + sizeof(sd->subele2)
  1621. );
  1622. // vars zeroing. ints, shorts, chars. in that order.
  1623. memset (&sd->atk_rate, 0,sizeof(sd->atk_rate)
  1624. + sizeof(sd->arrow_atk)
  1625. + sizeof(sd->arrow_ele)
  1626. + sizeof(sd->arrow_cri)
  1627. + sizeof(sd->arrow_hit)
  1628. + sizeof(sd->nsshealhp)
  1629. + sizeof(sd->nsshealsp)
  1630. + sizeof(sd->critical_def)
  1631. + sizeof(sd->double_rate)
  1632. + sizeof(sd->long_attack_atk_rate)
  1633. + sizeof(sd->near_attack_def_rate)
  1634. + sizeof(sd->long_attack_def_rate)
  1635. + sizeof(sd->magic_def_rate)
  1636. + sizeof(sd->misc_def_rate)
  1637. + sizeof(sd->ignore_mdef_ele)
  1638. + sizeof(sd->ignore_mdef_race)
  1639. + sizeof(sd->perfect_hit)
  1640. + sizeof(sd->perfect_hit_add)
  1641. + sizeof(sd->get_zeny_rate)
  1642. + sizeof(sd->get_zeny_num)
  1643. + sizeof(sd->double_add_rate)
  1644. + sizeof(sd->short_weapon_damage_return)
  1645. + sizeof(sd->long_weapon_damage_return)
  1646. + sizeof(sd->magic_damage_return)
  1647. + sizeof(sd->random_attack_increase_add)
  1648. + sizeof(sd->random_attack_increase_per)
  1649. + sizeof(sd->break_weapon_rate)
  1650. + sizeof(sd->break_armor_rate)
  1651. + sizeof(sd->crit_atk_rate)
  1652. + sizeof(sd->classchange)
  1653. + sizeof(sd->speed_rate)
  1654. + sizeof(sd->speed_add_rate)
  1655. + sizeof(sd->aspd_add)
  1656. + sizeof(sd->setitem_hash)
  1657. + sizeof(sd->setitem_hash2)
  1658. + sizeof(sd->itemhealrate2)
  1659. // shorts
  1660. + sizeof(sd->splash_range)
  1661. + sizeof(sd->splash_add_range)
  1662. + sizeof(sd->add_steal_rate)
  1663. + sizeof(sd->add_heal_rate)
  1664. + sizeof(sd->add_heal2_rate)
  1665. + sizeof(sd->hp_gain_value)
  1666. + sizeof(sd->sp_gain_value)
  1667. + sizeof(sd->magic_hp_gain_value)
  1668. + sizeof(sd->magic_sp_gain_value)
  1669. + sizeof(sd->sp_vanish_rate)
  1670. + sizeof(sd->sp_vanish_per)
  1671. + sizeof(sd->unbreakable)
  1672. + sizeof(sd->unbreakable_equip)
  1673. + sizeof(sd->unstripable_equip)
  1674. );
  1675. // Autobonus
  1676. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  1677. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  1678. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  1679. // Parse equipment.
  1680. for(i=0;i<EQI_MAX-1;i++) {
  1681. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1682. if(index < 0)
  1683. continue;
  1684. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1685. continue;
  1686. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1687. continue;
  1688. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1689. continue;
  1690. if(!sd->inventory_data[index])
  1691. continue;
  1692. status->def += sd->inventory_data[index]->def;
  1693. if(first && sd->inventory_data[index]->equip_script)
  1694. { //Execute equip-script on login
  1695. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1696. if (!calculating)
  1697. return 1;
  1698. }
  1699. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1700. int r,wlv = sd->inventory_data[index]->wlv;
  1701. struct weapon_data *wd;
  1702. struct weapon_atk *wa;
  1703. if (wlv >= MAX_REFINE_BONUS)
  1704. wlv = MAX_REFINE_BONUS - 1;
  1705. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1706. wd = &sd->left_weapon; // Left-hand weapon
  1707. wa = &status->lhw;
  1708. } else {
  1709. wd = &sd->right_weapon;
  1710. wa = &status->rhw;
  1711. }
  1712. wa->atk += sd->inventory_data[index]->atk;
  1713. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1714. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1715. wd->overrefine = r*refinebonus[wlv][1];
  1716. wa->range += sd->inventory_data[index]->range;
  1717. if(sd->inventory_data[index]->script) {
  1718. if (wd == &sd->left_weapon) {
  1719. sd->state.lr_flag = 1;
  1720. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1721. sd->state.lr_flag = 0;
  1722. } else
  1723. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1724. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1725. return 1;
  1726. }
  1727. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1728. { // Forged weapon
  1729. wd->star += (sd->status.inventory[index].card[1]>>8);
  1730. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1731. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1732. wd->star += 10;
  1733. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1734. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1735. }
  1736. }
  1737. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1738. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1739. if(sd->inventory_data[index]->script) {
  1740. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1741. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1742. return 1;
  1743. }
  1744. }
  1745. }
  1746. if(sd->equip_index[EQI_AMMO] >= 0){
  1747. index = sd->equip_index[EQI_AMMO];
  1748. if(sd->inventory_data[index]){ // Arrows
  1749. sd->arrow_atk += sd->inventory_data[index]->atk;
  1750. sd->state.lr_flag = 2;
  1751. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1752. sd->state.lr_flag = 0;
  1753. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1754. return 1;
  1755. }
  1756. }
  1757. //Store equipment script bonuses
  1758. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1759. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1760. status->def += (refinedef+50)/100;
  1761. //Parse Cards
  1762. for(i=0;i<EQI_MAX-1;i++) {
  1763. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1764. if(index < 0)
  1765. continue;
  1766. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1767. continue;
  1768. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1769. continue;
  1770. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1771. continue;
  1772. if(sd->inventory_data[index]) {
  1773. int j,c;
  1774. struct item_data *data;
  1775. //Card script execution.
  1776. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1777. continue;
  1778. for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  1779. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1780. if(!c)
  1781. continue;
  1782. data = itemdb_exists(c);
  1783. if(!data)
  1784. continue;
  1785. if(first && data->equip_script)
  1786. { //Execute equip-script on login
  1787. run_script(data->equip_script,0,sd->bl.id,0);
  1788. if (!calculating)
  1789. return 1;
  1790. }
  1791. if(!data->script)
  1792. continue;
  1793. if(data->flag.no_equip) { //Card restriction checks.
  1794. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1795. continue;
  1796. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1797. continue;
  1798. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1799. continue;
  1800. }
  1801. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1802. { //Left hand status.
  1803. sd->state.lr_flag = 1;
  1804. run_script(data->script,0,sd->bl.id,0);
  1805. sd->state.lr_flag = 0;
  1806. } else
  1807. run_script(data->script,0,sd->bl.id,0);
  1808. if (!calculating) //Abort, run_script his function. [Skotlex]
  1809. return 1;
  1810. }
  1811. }
  1812. }
  1813. if( sc->count && sc->data[SC_ITEMSCRIPT] )
  1814. {
  1815. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  1816. if( data && data->script )
  1817. run_script(data->script,0,sd->bl.id,0);
  1818. }
  1819. if( sd->pd )
  1820. { // Pet Bonus
  1821. struct pet_data *pd = sd->pd;
  1822. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  1823. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  1824. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  1825. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1826. }
  1827. //param_bonus now holds card bonuses.
  1828. if(status->rhw.range < 1) status->rhw.range = 1;
  1829. if(status->lhw.range < 1) status->lhw.range = 1;
  1830. if(status->rhw.range < status->lhw.range)
  1831. status->rhw.range = status->lhw.range;
  1832. sd->double_rate += sd->double_add_rate;
  1833. sd->perfect_hit += sd->perfect_hit_add;
  1834. sd->splash_range += sd->splash_add_range;
  1835. // Damage modifiers from weapon type
  1836. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1837. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1838. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1839. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1840. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1841. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1842. if(pc_isriding(sd) &&
  1843. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1844. { //When Riding with spear, damage modifier to mid-class becomes
  1845. //same as versus large size.
  1846. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1847. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1848. }
  1849. // ----- STATS CALCULATION -----
  1850. // Job bonuses
  1851. index = pc_class2idx(sd->status.class_);
  1852. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1853. if(!job_bonus[index][i])
  1854. continue;
  1855. switch(job_bonus[index][i]) {
  1856. case 1: status->str++; break;
  1857. case 2: status->agi++; break;
  1858. case 3: status->vit++; break;
  1859. case 4: status->int_++; break;
  1860. case 5: status->dex++; break;
  1861. case 6: status->luk++; break;
  1862. }
  1863. }
  1864. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1865. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1866. status->str += 10;
  1867. status->agi += 10;
  1868. status->vit += 10;
  1869. status->int_+= 10;
  1870. status->dex += 10;
  1871. status->luk += 10;
  1872. }
  1873. // Absolute modifiers from passive skills
  1874. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1875. status->str++;
  1876. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1877. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1878. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1879. status->dex += skill;
  1880. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1881. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1882. status->str = cap_value(i,0,USHRT_MAX);
  1883. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1884. status->agi = cap_value(i,0,USHRT_MAX);
  1885. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1886. status->vit = cap_value(i,0,USHRT_MAX);
  1887. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1888. status->int_ = cap_value(i,0,USHRT_MAX);
  1889. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1890. status->dex = cap_value(i,0,USHRT_MAX);
  1891. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1892. status->luk = cap_value(i,0,USHRT_MAX);
  1893. // ------ BASE ATTACK CALCULATION ------
  1894. // Base batk value is set on status_calc_misc
  1895. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1896. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1897. status->batk += sd->weapon_atk[sd->status.weapon];
  1898. // Absolute modifiers from passive skills
  1899. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1900. status->batk += 4;
  1901. // ----- HP MAX CALCULATION -----
  1902. // Basic MaxHP value
  1903. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1904. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1905. //This is done to handle underflows from negative Max HP bonuses
  1906. i = sd->status.max_hp + (int)status->max_hp;
  1907. status->max_hp = cap_value(i, 0, INT_MAX);
  1908. // Absolute modifiers from passive skills
  1909. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1910. status->max_hp += skill*200;
  1911. // Apply relative modifiers from equipment
  1912. if(sd->hprate < 0)
  1913. sd->hprate = 0;
  1914. if(sd->hprate!=100)
  1915. status->max_hp = status->max_hp * sd->hprate/100;
  1916. if(battle_config.hp_rate != 100)
  1917. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1918. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1919. status->max_hp = battle_config.max_hp;
  1920. else if(!status->max_hp)
  1921. status->max_hp = 1;
  1922. // ----- SP MAX CALCULATION -----
  1923. // Basic MaxSP value
  1924. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1925. //This is done to handle underflows from negative Max SP bonuses
  1926. i = sd->status.max_sp + (int)status->max_sp;
  1927. status->max_sp = cap_value(i, 0, INT_MAX);
  1928. // Absolute modifiers from passive skills
  1929. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1930. status->max_sp += 30*skill;
  1931. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1932. status->max_sp += status->max_sp * skill/100;
  1933. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1934. status->max_sp += status->max_sp * 2*skill/100;
  1935. // Apply relative modifiers from equipment
  1936. if(sd->sprate < 0)
  1937. sd->sprate = 0;
  1938. if(sd->sprate!=100)
  1939. status->max_sp = status->max_sp * sd->sprate/100;
  1940. if(battle_config.sp_rate != 100)
  1941. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1942. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1943. status->max_sp = battle_config.max_sp;
  1944. else if(!status->max_sp)
  1945. status->max_sp = 1;
  1946. // ----- RESPAWN HP/SP -----
  1947. //
  1948. //Calc respawn hp and store it on base_status
  1949. if (sd->special_state.restart_full_recover)
  1950. {
  1951. status->hp = status->max_hp;
  1952. status->sp = status->max_sp;
  1953. } else {
  1954. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1955. && battle_config.restart_hp_rate < 50)
  1956. status->hp=status->max_hp>>1;
  1957. else
  1958. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1959. if(!status->hp)
  1960. status->hp = 1;
  1961. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1962. }
  1963. // ----- MISC CALCULATION -----
  1964. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1965. //Equipment modifiers for misc settings
  1966. if(sd->matk_rate < 0)
  1967. sd->matk_rate = 0;
  1968. if(sd->matk_rate != 100){
  1969. status->matk_max = status->matk_max * sd->matk_rate/100;
  1970. status->matk_min = status->matk_min * sd->matk_rate/100;
  1971. }
  1972. if(sd->hit_rate < 0)
  1973. sd->hit_rate = 0;
  1974. if(sd->hit_rate != 100)
  1975. status->hit = status->hit * sd->hit_rate/100;
  1976. if(sd->flee_rate < 0)
  1977. sd->flee_rate = 0;
  1978. if(sd->flee_rate != 100)
  1979. status->flee = status->flee * sd->flee_rate/100;
  1980. if(sd->def2_rate < 0)
  1981. sd->def2_rate = 0;
  1982. if(sd->def2_rate != 100)
  1983. status->def2 = status->def2 * sd->def2_rate/100;
  1984. if(sd->mdef2_rate < 0)
  1985. sd->mdef2_rate = 0;
  1986. if(sd->mdef2_rate != 100)
  1987. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1988. if(sd->critical_rate < 0)
  1989. sd->critical_rate = 0;
  1990. if(sd->critical_rate != 100)
  1991. status->cri = status->cri * sd->critical_rate/100;
  1992. if(sd->flee2_rate < 0)
  1993. sd->flee2_rate = 0;
  1994. if(sd->flee2_rate != 100)
  1995. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1996. // ----- HIT CALCULATION -----
  1997. // Absolute modifiers from passive skills
  1998. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1999. status->hit += skill*2;
  2000. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  2001. status->hit += skill;
  2002. if(sd->status.weapon == W_BOW)
  2003. status->rhw.range += skill;
  2004. }
  2005. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  2006. {
  2007. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  2008. status->hit += 2*skill;
  2009. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  2010. status->hit += skill;
  2011. status->rhw.range += skill;
  2012. }
  2013. }
  2014. // ----- FLEE CALCULATION -----
  2015. // Absolute modifiers from passive skills
  2016. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2017. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  2018. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  2019. status->flee += (skill*3)>>1;
  2020. // ----- EQUIPMENT-DEF CALCULATION -----
  2021. // Apply relative modifiers from equipment
  2022. if(sd->def_rate < 0)
  2023. sd->def_rate = 0;
  2024. if(sd->def_rate != 100) {
  2025. i = status->def * sd->def_rate/100;
  2026. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  2027. }
  2028. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  2029. {
  2030. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  2031. status->def = (unsigned char)battle_config.max_def;
  2032. }
  2033. // ----- EQUIPMENT-MDEF CALCULATION -----
  2034. // Apply relative modifiers from equipment
  2035. if(sd->mdef_rate < 0)
  2036. sd->mdef_rate = 0;
  2037. if(sd->mdef_rate != 100) {
  2038. i = status->mdef * sd->mdef_rate/100;
  2039. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  2040. }
  2041. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  2042. {
  2043. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2044. status->mdef = (signed char)battle_config.max_def;
  2045. }
  2046. // ----- ASPD CALCULATION -----
  2047. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2048. // Basic ASPD value
  2049. i = status_base_amotion_pc(sd,status);
  2050. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  2051. // Relative modifiers from passive skills
  2052. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2053. status->aspd_rate -= 5*skill;
  2054. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2055. status->aspd_rate -= 30*skill;
  2056. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2057. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2058. status->aspd_rate -= ((skill+1)/2) * 10;
  2059. if(pc_isriding(sd))
  2060. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2061. status->adelay = 2*status->amotion;
  2062. // ----- DMOTION -----
  2063. //
  2064. i = 800-status->agi*4;
  2065. status->dmotion = cap_value(i, 400, 800);
  2066. if(battle_config.pc_damage_delay_rate != 100)
  2067. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2068. // ----- MISC CALCULATIONS -----
  2069. // Weight
  2070. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2071. sd->max_weight += 2000*skill;
  2072. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2073. sd->max_weight += 10000;
  2074. if(sc->data[SC_KNOWLEDGE])
  2075. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2076. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2077. sd->max_weight += 2000*skill;
  2078. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2079. sd->regen.state.walk = 1;
  2080. else
  2081. sd->regen.state.walk = 0;
  2082. // Skill SP cost
  2083. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2084. sd->dsprate -= 4*skill;
  2085. if(sc->data[SC_SERVICE4U])
  2086. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2087. if(sc->data[SC_SPCOST_RATE])
  2088. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2089. //Underflow protections.
  2090. if(sd->dsprate < 0)
  2091. sd->dsprate = 0;
  2092. if(sd->castrate < 0)
  2093. sd->castrate = 0;
  2094. if(sd->delayrate < 0)
  2095. sd->delayrate = 0;
  2096. if(sd->hprecov_rate < 0)
  2097. sd->hprecov_rate = 0;
  2098. if(sd->sprecov_rate < 0)
  2099. sd->sprecov_rate = 0;
  2100. // Anti-element and anti-race
  2101. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2102. sd->subele[ELE_HOLY] += skill*5;
  2103. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2104. sd->subele[ELE_NEUTRAL] += skill;
  2105. sd->subele[ELE_FIRE] += skill*4;
  2106. }
  2107. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2108. skill = skill*4;
  2109. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2110. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2111. sd->magic_addrace[RC_DRAGON]+=skill;
  2112. sd->subrace[RC_DRAGON]+=skill;
  2113. }
  2114. if(sc->count){
  2115. if(sc->data[SC_CONCENTRATE])
  2116. { //Update the card-bonus data
  2117. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2118. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2119. }
  2120. if(sc->data[SC_SIEGFRIED]){
  2121. i = sc->data[SC_SIEGFRIED]->val2;
  2122. sd->subele[ELE_WATER] += i;
  2123. sd->subele[ELE_EARTH] += i;
  2124. sd->subele[ELE_FIRE] += i;
  2125. sd->subele[ELE_WIND] += i;
  2126. sd->subele[ELE_POISON] += i;
  2127. sd->subele[ELE_HOLY] += i;
  2128. sd->subele[ELE_DARK] += i;
  2129. sd->subele[ELE_GHOST] += i;
  2130. sd->subele[ELE_UNDEAD] += i;
  2131. }
  2132. if(sc->data[SC_PROVIDENCE]){
  2133. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2134. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2135. }
  2136. if(sc->data[SC_ARMOR_ELEMENT])
  2137. { //This status change should grant card-type elemental resist.
  2138. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2139. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2140. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2141. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2142. }
  2143. if(sc->data[SC_ARMOR_RESIST])
  2144. { // Undead Scroll
  2145. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2146. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2147. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2148. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2149. }
  2150. }
  2151. status_cpy(&sd->battle_status, status);
  2152. // ----- CLIENT-SIDE REFRESH -----
  2153. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2154. clif_skillinfoblock(sd);
  2155. if(b_weight != sd->weight)
  2156. clif_updatestatus(sd,SP_WEIGHT);
  2157. if(b_max_weight != sd->max_weight) {
  2158. clif_updatestatus(sd,SP_MAXWEIGHT);
  2159. pc_updateweightstatus(sd);
  2160. }
  2161. calculating = 0;
  2162. return 0;
  2163. }
  2164. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  2165. {
  2166. struct status_data *status = &md->base_status;
  2167. struct s_mercenary *merc = &md->mercenary;
  2168. if( first )
  2169. {
  2170. memcpy(status, &md->db->status, sizeof(struct status_data));
  2171. status->mode = MD_CANMOVE|MD_CANATTACK;
  2172. status->hp = status->max_hp;
  2173. status->sp = status->max_sp;
  2174. md->battle_status.hp = merc->hp;
  2175. md->battle_status.sp = merc->sp;
  2176. }
  2177. status_calc_misc(&md->bl, status, md->db->lv);
  2178. status_cpy(&md->battle_status, status);
  2179. return 0;
  2180. }
  2181. int status_calc_homunculus_(struct homun_data *hd, bool first)
  2182. {
  2183. struct status_data *status = &hd->base_status;
  2184. struct s_homunculus *hom = &hd->homunculus;
  2185. int skill;
  2186. int amotion;
  2187. status->str = hom->str / 10;
  2188. status->agi = hom->agi / 10;
  2189. status->vit = hom->vit / 10;
  2190. status->dex = hom->dex / 10;
  2191. status->int_ = hom->int_ / 10;
  2192. status->luk = hom->luk / 10;
  2193. if (first) { //[orn]
  2194. const struct s_homunculus_db *db = hd->homunculusDB;
  2195. status->def_ele = db->element;
  2196. status->ele_lv = 1;
  2197. status->race = db->race;
  2198. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2199. status->rhw.range = 1 + status->size;
  2200. status->mode = MD_CANMOVE|MD_CANATTACK;
  2201. status->speed = DEFAULT_WALK_SPEED;
  2202. if (battle_config.hom_setting&0x8 && hd->master)
  2203. status->speed = status_get_speed(&hd->master->bl);
  2204. status->hp = 1;
  2205. status->sp = 1;
  2206. }
  2207. skill = hom->level/10 + status->vit/5;
  2208. status->def = cap_value(skill, 0, 99);
  2209. skill = hom->level/10 + status->int_/5;
  2210. status->mdef = cap_value(skill, 0, 99);
  2211. status->max_hp = hom->max_hp ;
  2212. status->max_sp = hom->max_sp ;
  2213. merc_hom_calc_skilltree(hd);
  2214. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2215. status->def += skill * 4;
  2216. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2217. {
  2218. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2219. status->str += 1 +skill/3 +skill/3 +skill/4;
  2220. }
  2221. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2222. status->max_hp += skill * 2 * status->max_hp / 100;
  2223. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2224. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2225. if (first) {
  2226. hd->battle_status.hp = hom->hp ;
  2227. hd->battle_status.sp = hom->sp ;
  2228. }
  2229. status->rhw.atk = status->dex;
  2230. status->rhw.atk2 = status->str + hom->level;
  2231. status->aspd_rate = 1000;
  2232. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2233. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2234. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2235. status_calc_misc(&hd->bl, status, hom->level);
  2236. status_cpy(&hd->battle_status, status);
  2237. return 1;
  2238. }
  2239. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2240. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2241. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2242. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2243. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2244. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2245. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2246. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2247. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2248. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2249. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2250. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2251. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2252. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2253. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2254. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2255. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2256. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2257. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2258. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2259. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2260. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2261. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2262. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2263. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2264. //Calculates base regen values.
  2265. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2266. {
  2267. struct map_session_data *sd;
  2268. int val, skill;
  2269. if( !(bl->type&BL_REGEN) || !regen )
  2270. return;
  2271. sd = BL_CAST(BL_PC,bl);
  2272. val = 1 + (status->vit/5) + (status->max_hp/200);
  2273. if( sd && sd->hprecov_rate != 100 )
  2274. val = val*sd->hprecov_rate/100;
  2275. regen->hp = cap_value(val, 1, SHRT_MAX);
  2276. val = 1 + (status->int_/6) + (status->max_sp/100);
  2277. if( status->int_ >= 120 )
  2278. val += ((status->int_-120)>>1) + 4;
  2279. if( sd && sd->sprecov_rate != 100 )
  2280. val = val*sd->sprecov_rate/100;
  2281. regen->sp = cap_value(val, 1, SHRT_MAX);
  2282. if( sd )
  2283. {
  2284. struct regen_data_sub *sregen;
  2285. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  2286. {
  2287. val = regen->sp*(100+3*skill)/100;
  2288. regen->sp = cap_value(val, 1, SHRT_MAX);
  2289. }
  2290. //Only players have skill/sitting skill regen for now.
  2291. sregen = regen->sregen;
  2292. val = 0;
  2293. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  2294. val += skill*5 + skill*status->max_hp/500;
  2295. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2296. val = 0;
  2297. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  2298. val += skill*3 + skill*status->max_sp/500;
  2299. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  2300. val += skill*3 + skill*status->max_sp/500;
  2301. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2302. // Skill-related recovery (only when sit)
  2303. sregen = regen->ssregen;
  2304. val = 0;
  2305. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2306. val += skill*4 + skill*status->max_hp/500;
  2307. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  2308. val += skill*30 + skill*status->max_hp/500;
  2309. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2310. val = 0;
  2311. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
  2312. {
  2313. val += skill*3 + skill*status->max_sp/500;
  2314. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2315. val += (30+10*skill)*val/100;
  2316. }
  2317. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2318. val += skill*2 + skill*status->max_sp/500;
  2319. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2320. }
  2321. if( bl->type == BL_HOM )
  2322. {
  2323. struct homun_data *hd = (TBL_HOM*)bl;
  2324. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 )
  2325. {
  2326. val = regen->hp*(100+5*skill)/100;
  2327. regen->hp = cap_value(val, 1, SHRT_MAX);
  2328. }
  2329. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 )
  2330. {
  2331. val = regen->sp*(100+3*skill)/100;
  2332. regen->sp = cap_value(val, 1, SHRT_MAX);
  2333. }
  2334. }
  2335. else if( bl->type == BL_MER )
  2336. {
  2337. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  2338. regen->hp = cap_value(val, 1, SHRT_MAX);
  2339. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  2340. regen->sp = cap_value(val, 1, SHRT_MAX);
  2341. }
  2342. }
  2343. //Calculates SC related regen rates.
  2344. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2345. {
  2346. if (!(bl->type&BL_REGEN) || !regen)
  2347. return;
  2348. regen->flag = RGN_HP|RGN_SP;
  2349. if(regen->sregen)
  2350. {
  2351. if (regen->sregen->hp)
  2352. regen->flag|=RGN_SHP;
  2353. if (regen->sregen->sp)
  2354. regen->flag|=RGN_SSP;
  2355. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2356. }
  2357. if (regen->ssregen)
  2358. {
  2359. if (regen->ssregen->hp)
  2360. regen->flag|=RGN_SHP;
  2361. if (regen->ssregen->sp)
  2362. regen->flag|=RGN_SSP;
  2363. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2364. }
  2365. regen->rate.hp = regen->rate.sp = 1;
  2366. if (!sc || !sc->count)
  2367. return;
  2368. if (
  2369. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  2370. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  2371. || sc->data[SC_BERSERK]
  2372. || sc->data[SC_TRICKDEAD]
  2373. || sc->data[SC_BLEEDING]
  2374. ) //No regen
  2375. regen->flag = 0;
  2376. if (
  2377. sc->data[SC_DANCING]
  2378. || (
  2379. (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  2380. (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  2381. )
  2382. ) //No natural SP regen
  2383. regen->flag &=~RGN_SP;
  2384. if(
  2385. sc->data[SC_TENSIONRELAX]
  2386. ) {
  2387. regen->rate.hp += 2;
  2388. if (regen->sregen)
  2389. regen->sregen->rate.hp += 3;
  2390. }
  2391. if (sc->data[SC_MAGNIFICAT])
  2392. {
  2393. regen->rate.hp += 1;
  2394. regen->rate.sp += 1;
  2395. }
  2396. if (sc->data[SC_REGENERATION])
  2397. {
  2398. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  2399. if (!sce->val4)
  2400. {
  2401. regen->rate.hp += sce->val2;
  2402. regen->rate.sp += sce->val3;
  2403. } else
  2404. regen->flag&=~sce->val4; //Remove regen as specified by val4
  2405. }
  2406. }
  2407. /// Recalculates parts of an object's battle status according to the specified flags.
  2408. /// @param flag bitfield of values from enum scb_flag
  2409. void status_calc_bl_main(struct block_list *bl, enum scb_flag flag)
  2410. {
  2411. const struct status_data *b_status = status_get_base_status(bl);
  2412. struct status_data *status = status_get_status_data(bl);
  2413. struct status_change *sc = status_get_sc(bl);
  2414. TBL_PC *sd = BL_CAST(BL_PC,bl);
  2415. int temp;
  2416. if (!b_status || !status)
  2417. return;
  2418. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2419. status_cpy(status, b_status);
  2420. return;
  2421. }
  2422. if(flag&SCB_STR) {
  2423. status->str = status_calc_str(bl, sc, b_status->str);
  2424. flag|=SCB_BATK;
  2425. if( bl->type&BL_HOM )
  2426. flag |= SCB_WATK;
  2427. }
  2428. if(flag&SCB_AGI) {
  2429. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2430. flag|=SCB_FLEE;
  2431. if( bl->type&(BL_PC|BL_HOM) )
  2432. flag |= SCB_ASPD|SCB_DSPD;
  2433. }
  2434. if(flag&SCB_VIT) {
  2435. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2436. flag|=SCB_DEF2|SCB_MDEF2;
  2437. if( bl->type&(BL_PC|BL_HOM|BL_MER) )
  2438. flag |= SCB_MAXHP;
  2439. if( bl->type&BL_HOM )
  2440. flag |= SCB_DEF;
  2441. }
  2442. if(flag&SCB_INT) {
  2443. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2444. flag|=SCB_MATK|SCB_MDEF2;
  2445. if( bl->type&(BL_PC|BL_HOM|BL_MER) )
  2446. flag |= SCB_MAXSP;
  2447. if( bl->type&BL_HOM )
  2448. flag |= SCB_MDEF;
  2449. }
  2450. if(flag&SCB_DEX) {
  2451. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2452. flag|=SCB_BATK|SCB_HIT;
  2453. if( bl->type&(BL_PC|BL_HOM) )
  2454. flag |= SCB_ASPD;
  2455. if( bl->type&BL_HOM )
  2456. flag |= SCB_WATK;
  2457. }
  2458. if(flag&SCB_LUK) {
  2459. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2460. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2461. }
  2462. if(flag&SCB_BATK && b_status->batk) {
  2463. status->batk = status_base_atk(bl,status);
  2464. temp = b_status->batk - status_base_atk(bl,b_status);
  2465. if (temp)
  2466. {
  2467. temp += status->batk;
  2468. status->batk = cap_value(temp, 0, USHRT_MAX);
  2469. }
  2470. status->batk = status_calc_batk(bl, sc, status->batk);
  2471. }
  2472. if(flag&SCB_WATK) {
  2473. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2474. if (!sd) //Should not affect weapon refine bonus
  2475. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2476. if(b_status->lhw.atk) {
  2477. if (sd) {
  2478. sd->state.lr_flag = 1;
  2479. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2480. sd->state.lr_flag = 0;
  2481. } else {
  2482. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2483. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  2484. }
  2485. }
  2486. if( bl->type&BL_HOM )
  2487. {
  2488. status->rhw.atk += (status->dex - b_status->dex);
  2489. status->rhw.atk2 += (status->str - b_status->str);
  2490. if( status->rhw.atk2 < status->rhw.atk )
  2491. status->rhw.atk2 = status->rhw.atk;
  2492. }
  2493. }
  2494. if(flag&SCB_HIT) {
  2495. if (status->dex == b_status->dex)
  2496. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2497. else
  2498. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2499. }
  2500. if(flag&SCB_FLEE) {
  2501. if (status->agi == b_status->agi)
  2502. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2503. else
  2504. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2505. }
  2506. if(flag&SCB_DEF)
  2507. {
  2508. status->def = status_calc_def(bl, sc, b_status->def);
  2509. if( bl->type&BL_HOM )
  2510. status->def += (status->vit/5 - b_status->vit/5);
  2511. }
  2512. if(flag&SCB_DEF2) {
  2513. if (status->vit == b_status->vit)
  2514. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2515. else
  2516. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2517. }
  2518. if(flag&SCB_MDEF)
  2519. {
  2520. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2521. if( bl->type&BL_HOM )
  2522. status->mdef += (status->int_/5 - b_status->int_/5);
  2523. }
  2524. if(flag&SCB_MDEF2) {
  2525. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2526. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2527. else
  2528. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2529. }
  2530. if(flag&SCB_SPEED) {
  2531. struct unit_data *ud = unit_bl2ud(bl);
  2532. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2533. //Re-walk to adjust speed (we do not check if walktimer != -1
  2534. //because if you step on something while walking, the moment this
  2535. //piece of code triggers the walk-timer is set on -1) [Skotlex]
  2536. if (ud)
  2537. ud->state.change_walk_target = ud->state.speed_changed = 1;
  2538. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  2539. status->speed = battle_config.max_walk_speed;
  2540. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  2541. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  2542. }
  2543. if(flag&SCB_CRI && b_status->cri) {
  2544. if (status->luk == b_status->luk)
  2545. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2546. else
  2547. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2548. }
  2549. if(flag&SCB_FLEE2 && b_status->flee2) {
  2550. if (status->luk == b_status->luk)
  2551. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2552. else
  2553. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2554. }
  2555. if(flag&SCB_ATK_ELE) {
  2556. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2557. if (sd) sd->state.lr_flag = 1;
  2558. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  2559. if (sd) sd->state.lr_flag = 0;
  2560. }
  2561. if(flag&SCB_DEF_ELE) {
  2562. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2563. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2564. }
  2565. if(flag&SCB_MODE)
  2566. {
  2567. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2568. //Since mode changed, reset their state.
  2569. if (!(status->mode&MD_CANATTACK))
  2570. unit_stop_attack(bl);
  2571. if (!(status->mode&MD_CANMOVE))
  2572. unit_stop_walking(bl,1);
  2573. }
  2574. // No status changes alter these yet.
  2575. // if(flag&SCB_SIZE)
  2576. // if(flag&SCB_RACE)
  2577. // if(flag&SCB_RANGE)
  2578. if(flag&SCB_MAXHP) {
  2579. if( bl->type&BL_PC )
  2580. {
  2581. status->max_hp = status_base_pc_maxhp(sd,status);
  2582. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2583. status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
  2584. if( status->max_hp > (unsigned int)battle_config.max_hp )
  2585. status->max_hp = (unsigned int)battle_config.max_hp;
  2586. }
  2587. else
  2588. {
  2589. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2590. }
  2591. if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
  2592. {
  2593. status->hp = status->max_hp;
  2594. if( sd ) clif_updatestatus(sd,SP_HP);
  2595. }
  2596. }
  2597. if(flag&SCB_MAXSP) {
  2598. if( bl->type&BL_PC )
  2599. {
  2600. status->max_sp = status_base_pc_maxsp(sd,status);
  2601. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2602. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2603. if( status->max_sp > (unsigned int)battle_config.max_sp )
  2604. status->max_sp = (unsigned int)battle_config.max_sp;
  2605. }
  2606. else
  2607. {
  2608. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2609. }
  2610. if( status->sp > status->max_sp )
  2611. {
  2612. status->sp = status->max_sp;
  2613. if( sd ) clif_updatestatus(sd,SP_SP);
  2614. }
  2615. }
  2616. if(flag&SCB_MATK) {
  2617. //New matk
  2618. status->matk_min = status_base_matk_min(status);
  2619. status->matk_max = status_base_matk_max(status);
  2620. if( bl->type&BL_PC && sd->matk_rate != 100 )
  2621. {
  2622. //Bonuses from previous matk
  2623. status->matk_max = status->matk_max * sd->matk_rate/100;
  2624. status->matk_min = status->matk_min * sd->matk_rate/100;
  2625. }
  2626. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2627. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2628. if(sc->data[SC_MAGICPOWER]) { //Store current matk values
  2629. sc->mp_matk_min = status->matk_min;
  2630. sc->mp_matk_max = status->matk_max;
  2631. }
  2632. if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
  2633. status->matk_min = status->matk_max;
  2634. }
  2635. if(flag&SCB_ASPD) {
  2636. int amotion;
  2637. if( bl->type&BL_PC )
  2638. {
  2639. amotion = status_base_amotion_pc(sd,status);
  2640. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  2641. if(status->aspd_rate != 1000)
  2642. amotion = amotion*status->aspd_rate/1000;
  2643. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2644. status->adelay = 2*status->amotion;
  2645. }
  2646. else
  2647. if( bl->type&BL_HOM )
  2648. {
  2649. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  2650. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  2651. if(status->aspd_rate != 1000)
  2652. amotion = amotion*status->aspd_rate/1000;
  2653. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2654. status->adelay = status->amotion;
  2655. }
  2656. else // mercenary and mobs
  2657. {
  2658. amotion = b_status->amotion;
  2659. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  2660. if(status->aspd_rate != 1000)
  2661. amotion = amotion*status->aspd_rate/1000;
  2662. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  2663. temp = b_status->adelay*status->aspd_rate/1000;
  2664. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  2665. }
  2666. }
  2667. if(flag&SCB_DSPD) {
  2668. int dmotion;
  2669. if( bl->type&BL_PC )
  2670. {
  2671. if (b_status->agi == status->agi)
  2672. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2673. else {
  2674. dmotion = 800-status->agi*4;
  2675. status->dmotion = cap_value(dmotion, 400, 800);
  2676. if(battle_config.pc_damage_delay_rate != 100)
  2677. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2678. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2679. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  2680. }
  2681. }
  2682. else
  2683. if( bl->type&BL_HOM )
  2684. {
  2685. dmotion = 800-status->agi*4;
  2686. status->dmotion = cap_value(dmotion, 400, 800);
  2687. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2688. }
  2689. else // mercenary and mobs
  2690. {
  2691. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2692. }
  2693. }
  2694. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  2695. status_calc_regen(bl, status, status_get_regen_data(bl));
  2696. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  2697. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2698. }
  2699. /// Recalculates parts of an object's base status and battle status according to the specified flags.
  2700. /// Also sends updates to the client wherever applicable.
  2701. /// @param flag bitfield of values from enum scb_flag
  2702. /// @param first if true, will cause status_calc_* functions to run their base status initialization code
  2703. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  2704. {
  2705. struct status_data b_status; // previous battle status
  2706. struct status_data* status; // pointer to current battle status
  2707. // remember previous values
  2708. status = status_get_status_data(bl);
  2709. memcpy(&b_status, status, sizeof(struct status_data));
  2710. if( flag&SCB_BASE )
  2711. {// calculate the object's base status too
  2712. switch( bl->type )
  2713. {
  2714. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  2715. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  2716. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  2717. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  2718. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  2719. }
  2720. }
  2721. if( bl->type == BL_PET )
  2722. return; // pets are not affected by statuses
  2723. if( first && bl->type == BL_MOB )
  2724. return; // assume there will be no statuses active
  2725. status_calc_bl_main(bl, flag);
  2726. if( first && bl->type == BL_HOM )
  2727. return; // client update handled by caller
  2728. // compare against new values and send client updates
  2729. if( bl->type == BL_PC )
  2730. {
  2731. TBL_PC* sd = BL_CAST(BL_PC, bl);
  2732. if(b_status.str != status->str)
  2733. clif_updatestatus(sd,SP_STR);
  2734. if(b_status.agi != status->agi)
  2735. clif_updatestatus(sd,SP_AGI);
  2736. if(b_status.vit != status->vit)
  2737. clif_updatestatus(sd,SP_VIT);
  2738. if(b_status.int_ != status->int_)
  2739. clif_updatestatus(sd,SP_INT);
  2740. if(b_status.dex != status->dex)
  2741. clif_updatestatus(sd,SP_DEX);
  2742. if(b_status.luk != status->luk)
  2743. clif_updatestatus(sd,SP_LUK);
  2744. if(b_status.hit != status->hit)
  2745. clif_updatestatus(sd,SP_HIT);
  2746. if(b_status.flee != status->flee)
  2747. clif_updatestatus(sd,SP_FLEE1);
  2748. if(b_status.amotion != status->amotion)
  2749. clif_updatestatus(sd,SP_ASPD);
  2750. if(b_status.speed != status->speed)
  2751. clif_updatestatus(sd,SP_SPEED);
  2752. if(b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk || b_status.batk != status->batk)
  2753. clif_updatestatus(sd,SP_ATK1);
  2754. if(b_status.def != status->def)
  2755. clif_updatestatus(sd,SP_DEF1);
  2756. if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2)
  2757. clif_updatestatus(sd,SP_ATK2);
  2758. if(b_status.def2 != status->def2)
  2759. clif_updatestatus(sd,SP_DEF2);
  2760. if(b_status.flee2 != status->flee2)
  2761. clif_updatestatus(sd,SP_FLEE2);
  2762. if(b_status.cri != status->cri)
  2763. clif_updatestatus(sd,SP_CRITICAL);
  2764. if(b_status.matk_max != status->matk_max)
  2765. clif_updatestatus(sd,SP_MATK1);
  2766. if(b_status.matk_min != status->matk_min)
  2767. clif_updatestatus(sd,SP_MATK2);
  2768. if(b_status.mdef != status->mdef)
  2769. clif_updatestatus(sd,SP_MDEF1);
  2770. if(b_status.mdef2 != status->mdef2)
  2771. clif_updatestatus(sd,SP_MDEF2);
  2772. if(b_status.rhw.range != status->rhw.range)
  2773. clif_updatestatus(sd,SP_ATTACKRANGE);
  2774. if(b_status.max_hp != status->max_hp)
  2775. clif_updatestatus(sd,SP_MAXHP);
  2776. if(b_status.max_sp != status->max_sp)
  2777. clif_updatestatus(sd,SP_MAXSP);
  2778. if(b_status.hp != status->hp)
  2779. clif_updatestatus(sd,SP_HP);
  2780. if(b_status.sp != status->sp)
  2781. clif_updatestatus(sd,SP_SP);
  2782. }
  2783. else
  2784. if( bl->type == BL_HOM )
  2785. {
  2786. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  2787. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  2788. clif_hominfo(hd->master,hd,0);
  2789. }
  2790. else
  2791. if( bl->type == BL_MER )
  2792. {
  2793. TBL_MER* md = BL_CAST(BL_MER, bl);
  2794. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  2795. clif_mercenary_updatestatus(md->master, SP_ATK1);
  2796. if( b_status.matk_max != status->matk_max )
  2797. clif_mercenary_updatestatus(md->master, SP_MATK1);
  2798. if( b_status.hit != status->hit )
  2799. clif_mercenary_updatestatus(md->master, SP_HIT);
  2800. if( b_status.cri != status->cri )
  2801. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  2802. if( b_status.def != status->def )
  2803. clif_mercenary_updatestatus(md->master, SP_DEF1);
  2804. if( b_status.mdef != status->mdef )
  2805. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  2806. if( b_status.flee != status->flee )
  2807. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  2808. if( b_status.amotion != status->amotion )
  2809. clif_mercenary_updatestatus(md->master, SP_ASPD);
  2810. if( b_status.max_hp != status->max_hp )
  2811. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  2812. if( b_status.max_sp != status->max_sp )
  2813. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  2814. if( b_status.hp != status->hp )
  2815. clif_mercenary_updatestatus(md->master, SP_HP);
  2816. if( b_status.sp != status->sp )
  2817. clif_mercenary_updatestatus(md->master, SP_SP);
  2818. }
  2819. }
  2820. /*==========================================
  2821. * Apply shared stat mods from status changes [DracoRPG]
  2822. *------------------------------------------*/
  2823. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2824. {
  2825. if(!sc || !sc->count)
  2826. return cap_value(str,0,USHRT_MAX);
  2827. if(sc->data[SC_INCALLSTATUS])
  2828. str += sc->data[SC_INCALLSTATUS]->val1;
  2829. if(sc->data[SC_INCSTR])
  2830. str += sc->data[SC_INCSTR]->val1;
  2831. if(sc->data[SC_STRFOOD])
  2832. str += sc->data[SC_STRFOOD]->val1;
  2833. if(sc->data[SC_FOOD_STR_CASH])
  2834. str += sc->data[SC_FOOD_STR_CASH]->val1;
  2835. if(sc->data[SC_BATTLEORDERS])
  2836. str += 5;
  2837. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16)
  2838. str += (sc->data[SC_GUILDAURA]->val3)>>16;
  2839. if(sc->data[SC_LOUD])
  2840. str += 4;
  2841. if(sc->data[SC_TRUESIGHT])
  2842. str += 5;
  2843. if(sc->data[SC_SPURT])
  2844. str += 10;
  2845. if(sc->data[SC_NEN])
  2846. str += sc->data[SC_NEN]->val1;
  2847. if(sc->data[SC_BLESSING]){
  2848. if(sc->data[SC_BLESSING]->val2)
  2849. str += sc->data[SC_BLESSING]->val2;
  2850. else
  2851. str >>= 1;
  2852. }
  2853. if(sc->data[SC_MARIONETTE])
  2854. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  2855. if(sc->data[SC_MARIONETTE2])
  2856. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  2857. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  2858. str = 50;
  2859. return (unsigned short)cap_value(str,0,USHRT_MAX);
  2860. }
  2861. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2862. {
  2863. if(!sc || !sc->count)
  2864. return cap_value(agi,0,USHRT_MAX);
  2865. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2866. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  2867. if(sc->data[SC_INCALLSTATUS])
  2868. agi += sc->data[SC_INCALLSTATUS]->val1;
  2869. if(sc->data[SC_INCAGI])
  2870. agi += sc->data[SC_INCAGI]->val1;
  2871. if(sc->data[SC_AGIFOOD])
  2872. agi += sc->data[SC_AGIFOOD]->val1;
  2873. if(sc->data[SC_FOOD_AGI_CASH])
  2874. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  2875. if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16)
  2876. agi += (sc->data[SC_GUILDAURA]->val4)>>16;
  2877. if(sc->data[SC_TRUESIGHT])
  2878. agi += 5;
  2879. if(sc->data[SC_INCREASEAGI])
  2880. agi += sc->data[SC_INCREASEAGI]->val2;
  2881. if(sc->data[SC_INCREASING])
  2882. agi += 4; // added based on skill updates [Reddozen]
  2883. if(sc->data[SC_DECREASEAGI])
  2884. agi -= sc->data[SC_DECREASEAGI]->val2;
  2885. if(sc->data[SC_QUAGMIRE])
  2886. agi -= sc->data[SC_QUAGMIRE]->val2;
  2887. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  2888. agi -= sc->data[SC_SUITON]->val2;
  2889. if(sc->data[SC_MARIONETTE])
  2890. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  2891. if(sc->data[SC_MARIONETTE2])
  2892. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  2893. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  2894. agi = 50;
  2895. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  2896. }
  2897. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2898. {
  2899. if(!sc || !sc->count)
  2900. return cap_value(vit,0,USHRT_MAX);
  2901. if(sc->data[SC_INCALLSTATUS])
  2902. vit += sc->data[SC_INCALLSTATUS]->val1;
  2903. if(sc->data[SC_INCVIT])
  2904. vit += sc->data[SC_INCVIT]->val1;
  2905. if(sc->data[SC_VITFOOD])
  2906. vit += sc->data[SC_VITFOOD]->val1;
  2907. if(sc->data[SC_FOOD_VIT_CASH])
  2908. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  2909. if(sc->data[SC_CHANGE])
  2910. vit += sc->data[SC_CHANGE]->val2;
  2911. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF)
  2912. vit += sc->data[SC_GUILDAURA]->val3&0xFFFF;
  2913. if(sc->data[SC_TRUESIGHT])
  2914. vit += 5;
  2915. if(sc->data[SC_STRIPARMOR])
  2916. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  2917. if(sc->data[SC_MARIONETTE])
  2918. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  2919. if(sc->data[SC_MARIONETTE2])
  2920. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  2921. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  2922. vit = 50;
  2923. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  2924. }
  2925. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2926. {
  2927. if(!sc || !sc->count)
  2928. return cap_value(int_,0,USHRT_MAX);
  2929. if(sc->data[SC_INCALLSTATUS])
  2930. int_ += sc->data[SC_INCALLSTATUS]->val1;
  2931. if(sc->data[SC_INCINT])
  2932. int_ += sc->data[SC_INCINT]->val1;
  2933. if(sc->data[SC_INTFOOD])
  2934. int_ += sc->data[SC_INTFOOD]->val1;
  2935. if(sc->data[SC_FOOD_INT_CASH])
  2936. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  2937. if(sc->data[SC_CHANGE])
  2938. int_ += sc->data[SC_CHANGE]->val3;
  2939. if(sc->data[SC_BATTLEORDERS])
  2940. int_ += 5;
  2941. if(sc->data[SC_TRUESIGHT])
  2942. int_ += 5;
  2943. if(sc->data[SC_BLESSING]){
  2944. if (sc->data[SC_BLESSING]->val2)
  2945. int_ += sc->data[SC_BLESSING]->val2;
  2946. else
  2947. int_ >>= 1;
  2948. }
  2949. if(sc->data[SC_STRIPHELM])
  2950. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  2951. if(sc->data[SC_NEN])
  2952. int_ += sc->data[SC_NEN]->val1;
  2953. if(sc->data[SC_MARIONETTE])
  2954. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  2955. if(sc->data[SC_MARIONETTE2])
  2956. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  2957. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  2958. int_ = 50;
  2959. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  2960. }
  2961. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2962. {
  2963. if(!sc || !sc->count)
  2964. return cap_value(dex,0,USHRT_MAX);
  2965. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2966. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  2967. if(sc->data[SC_INCALLSTATUS])
  2968. dex += sc->data[SC_INCALLSTATUS]->val1;
  2969. if(sc->data[SC_INCDEX])
  2970. dex += sc->data[SC_INCDEX]->val1;
  2971. if(sc->data[SC_DEXFOOD])
  2972. dex += sc->data[SC_DEXFOOD]->val1;
  2973. if(sc->data[SC_FOOD_DEX_CASH])
  2974. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  2975. if(sc->data[SC_BATTLEORDERS])
  2976. dex += 5;
  2977. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF)
  2978. dex += sc->data[SC_GUILDAURA]->val4&0xFFFF;
  2979. if(sc->data[SC_TRUESIGHT])
  2980. dex += 5;
  2981. if(sc->data[SC_QUAGMIRE])
  2982. dex -= sc->data[SC_QUAGMIRE]->val2;
  2983. if(sc->data[SC_BLESSING]){
  2984. if (sc->data[SC_BLESSING]->val2)
  2985. dex += sc->data[SC_BLESSING]->val2;
  2986. else
  2987. dex >>= 1;
  2988. }
  2989. if(sc->data[SC_INCREASING])
  2990. dex += 4; // added based on skill updates [Reddozen]
  2991. if(sc->data[SC_MARIONETTE])
  2992. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  2993. if(sc->data[SC_MARIONETTE2])
  2994. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  2995. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  2996. dex = 50;
  2997. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  2998. }
  2999. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  3000. {
  3001. if(!sc || !sc->count)
  3002. return cap_value(luk,0,USHRT_MAX);
  3003. if(sc->data[SC_CURSE])
  3004. return 0;
  3005. if(sc->data[SC_INCALLSTATUS])
  3006. luk += sc->data[SC_INCALLSTATUS]->val1;
  3007. if(sc->data[SC_INCLUK])
  3008. luk += sc->data[SC_INCLUK]->val1;
  3009. if(sc->data[SC_LUKFOOD])
  3010. luk += sc->data[SC_LUKFOOD]->val1;
  3011. if(sc->data[SC_FOOD_LUK_CASH])
  3012. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  3013. if(sc->data[SC_TRUESIGHT])
  3014. luk += 5;
  3015. if(sc->data[SC_GLORIA])
  3016. luk += 30;
  3017. if(sc->data[SC_MARIONETTE])
  3018. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  3019. if(sc->data[SC_MARIONETTE2])
  3020. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  3021. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  3022. luk = 50;
  3023. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  3024. }
  3025. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  3026. {
  3027. if(!sc || !sc->count)
  3028. return cap_value(batk,0,USHRT_MAX);
  3029. if(sc->data[SC_ATKPOTION])
  3030. batk += sc->data[SC_ATKPOTION]->val1;
  3031. if(sc->data[SC_BATKFOOD])
  3032. batk += sc->data[SC_BATKFOOD]->val1;
  3033. if(sc->data[SC_INCATKRATE])
  3034. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  3035. if(sc->data[SC_PROVOKE])
  3036. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  3037. if(sc->data[SC_CONCENTRATION])
  3038. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  3039. if(sc->data[SC_SKE])
  3040. batk += batk * 3;
  3041. if(sc->data[SC_BLOODLUST])
  3042. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  3043. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  3044. batk -= batk * 25/100;
  3045. if(sc->data[SC_CURSE])
  3046. batk -= batk * 25/100;
  3047. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  3048. // if(sc->data[SC_BLEEDING])
  3049. // batk -= batk * 25/100;
  3050. if(sc->data[SC_FLEET])
  3051. batk += batk * sc->data[SC_FLEET]->val3/100;
  3052. if(sc->data[SC_GATLINGFEVER])
  3053. batk += sc->data[SC_GATLINGFEVER]->val3;
  3054. if(sc->data[SC_MADNESSCANCEL])
  3055. batk += 100;
  3056. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  3057. }
  3058. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  3059. {
  3060. if(!sc || !sc->count)
  3061. return cap_value(watk,0,USHRT_MAX);
  3062. if(sc->data[SC_IMPOSITIO])
  3063. watk += sc->data[SC_IMPOSITIO]->val2;
  3064. if(sc->data[SC_WATKFOOD])
  3065. watk += sc->data[SC_WATKFOOD]->val1;
  3066. if(sc->data[SC_DRUMBATTLE])
  3067. watk += sc->data[SC_DRUMBATTLE]->val2;
  3068. if(sc->data[SC_VOLCANO])
  3069. watk += sc->data[SC_VOLCANO]->val2;
  3070. if(sc->data[SC_INCATKRATE])
  3071. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  3072. if(sc->data[SC_PROVOKE])
  3073. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  3074. if(sc->data[SC_CONCENTRATION])
  3075. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  3076. if(sc->data[SC_SKE])
  3077. watk += watk * 3;
  3078. if(sc->data[SC_NIBELUNGEN]) {
  3079. if (bl->type != BL_PC)
  3080. watk += sc->data[SC_NIBELUNGEN]->val2;
  3081. else {
  3082. TBL_PC *sd = (TBL_PC*)bl;
  3083. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  3084. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3085. watk += sc->data[SC_NIBELUNGEN]->val2;
  3086. }
  3087. }
  3088. if(sc->data[SC_BLOODLUST])
  3089. watk += watk * sc->data[SC_BLOODLUST]->val2/100;
  3090. if(sc->data[SC_FLEET])
  3091. watk += watk * sc->data[SC_FLEET]->val3/100;
  3092. if(sc->data[SC_CURSE])
  3093. watk -= watk * 25/100;
  3094. if(sc->data[SC_STRIPWEAPON])
  3095. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  3096. if(sc->data[SC_MERC_ATKUP])
  3097. watk += sc->data[SC_MERC_ATKUP]->val2;
  3098. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  3099. }
  3100. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3101. {
  3102. if(!sc || !sc->count)
  3103. return cap_value(matk,0,USHRT_MAX);
  3104. if(sc->data[SC_MATKPOTION])
  3105. matk += sc->data[SC_MATKPOTION]->val1;
  3106. if(sc->data[SC_MATKFOOD])
  3107. matk += sc->data[SC_MATKFOOD]->val1;
  3108. if(sc->data[SC_MAGICPOWER])
  3109. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  3110. if(sc->data[SC_MINDBREAKER])
  3111. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  3112. if(sc->data[SC_INCMATKRATE])
  3113. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  3114. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  3115. }
  3116. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3117. {
  3118. if(!sc || !sc->count)
  3119. return cap_value(critical,10,SHRT_MAX);
  3120. if (sc->data[SC_INCCRI])
  3121. critical += sc->data[SC_INCCRI]->val2;
  3122. if (sc->data[SC_EXPLOSIONSPIRITS])
  3123. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  3124. if (sc->data[SC_FORTUNE])
  3125. critical += sc->data[SC_FORTUNE]->val2;
  3126. if (sc->data[SC_TRUESIGHT])
  3127. critical += sc->data[SC_TRUESIGHT]->val2;
  3128. if(sc->data[SC_CLOAKING])
  3129. critical += critical;
  3130. return (short)cap_value(critical,10,SHRT_MAX);
  3131. }
  3132. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3133. {
  3134. if(!sc || !sc->count)
  3135. return cap_value(hit,1,SHRT_MAX);
  3136. if(sc->data[SC_INCHIT])
  3137. hit += sc->data[SC_INCHIT]->val1;
  3138. if(sc->data[SC_HITFOOD])
  3139. hit += sc->data[SC_HITFOOD]->val1;
  3140. if(sc->data[SC_TRUESIGHT])
  3141. hit += sc->data[SC_TRUESIGHT]->val3;
  3142. if(sc->data[SC_HUMMING])
  3143. hit += sc->data[SC_HUMMING]->val2;
  3144. if(sc->data[SC_CONCENTRATION])
  3145. hit += sc->data[SC_CONCENTRATION]->val3;
  3146. if(sc->data[SC_INCHITRATE])
  3147. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  3148. if(sc->data[SC_BLIND])
  3149. hit -= hit * 25/100;
  3150. if(sc->data[SC_ADJUSTMENT])
  3151. hit -= 30;
  3152. if(sc->data[SC_INCREASING])
  3153. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3154. if(sc->data[SC_MERC_HITUP])
  3155. hit += sc->data[SC_MERC_HITUP]->val2;
  3156. return (short)cap_value(hit,1,SHRT_MAX);
  3157. }
  3158. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3159. {
  3160. if( bl->type == BL_PC )
  3161. {
  3162. if( map_flag_gvg(bl->m) )
  3163. flee -= flee * battle_config.gvg_flee_penalty/100;
  3164. else if( map[bl->m].flag.battleground )
  3165. flee -= flee * battle_config.bg_flee_penalty/100;
  3166. }
  3167. if(!sc || !sc->count)
  3168. return cap_value(flee,1,SHRT_MAX);
  3169. if(sc->data[SC_INCFLEE])
  3170. flee += sc->data[SC_INCFLEE]->val1;
  3171. if(sc->data[SC_FLEEFOOD])
  3172. flee += sc->data[SC_FLEEFOOD]->val1;
  3173. if(sc->data[SC_WHISTLE])
  3174. flee += sc->data[SC_WHISTLE]->val2;
  3175. if(sc->data[SC_WINDWALK])
  3176. flee += sc->data[SC_WINDWALK]->val2;
  3177. if(sc->data[SC_INCFLEERATE])
  3178. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  3179. if(sc->data[SC_VIOLENTGALE])
  3180. flee += sc->data[SC_VIOLENTGALE]->val2;
  3181. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  3182. flee += sc->data[SC_MOON_COMFORT]->val2;
  3183. if(sc->data[SC_CLOSECONFINE])
  3184. flee += 10;
  3185. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  3186. flee -= flee * 50/100;
  3187. if(sc->data[SC_BERSERK])
  3188. flee -= flee * 50/100;
  3189. if(sc->data[SC_BLIND])
  3190. flee -= flee * 25/100;
  3191. if(sc->data[SC_ADJUSTMENT])
  3192. flee += 30;
  3193. if(sc->data[SC_GATLINGFEVER])
  3194. flee -= sc->data[SC_GATLINGFEVER]->val4;
  3195. if(sc->data[SC_SPEED])
  3196. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  3197. if(sc->data[SC_MERC_FLEEUP])
  3198. flee += sc->data[SC_MERC_FLEEUP]->val2;
  3199. return (short)cap_value(flee,1,SHRT_MAX);
  3200. }
  3201. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3202. {
  3203. if(!sc || !sc->count)
  3204. return cap_value(flee2,10,SHRT_MAX);
  3205. if(sc->data[SC_INCFLEE2])
  3206. flee2 += sc->data[SC_INCFLEE2]->val2;
  3207. if(sc->data[SC_WHISTLE])
  3208. flee2 += sc->data[SC_WHISTLE]->val3*10;
  3209. return (short)cap_value(flee2,10,SHRT_MAX);
  3210. }
  3211. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3212. {
  3213. if(!sc || !sc->count)
  3214. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3215. if(sc->data[SC_BERSERK])
  3216. return 0;
  3217. if(sc->data[SC_SKA])
  3218. return sc->data[SC_SKA]->val3;
  3219. if(sc->data[SC_BARRIER])
  3220. return 100;
  3221. if(sc->data[SC_KEEPING])
  3222. return 90;
  3223. if(sc->data[SC_STEELBODY])
  3224. return 90;
  3225. if(sc->data[SC_ARMORCHANGE])
  3226. def += sc->data[SC_ARMORCHANGE]->val2;
  3227. if(sc->data[SC_DRUMBATTLE])
  3228. def += sc->data[SC_DRUMBATTLE]->val3;
  3229. if(sc->data[SC_DEFENCE]) //[orn]
  3230. def += sc->data[SC_DEFENCE]->val2 ;
  3231. if(sc->data[SC_INCDEFRATE])
  3232. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  3233. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3234. def >>=1;
  3235. if(sc->data[SC_FREEZE])
  3236. def >>=1;
  3237. if(sc->data[SC_SIGNUMCRUCIS])
  3238. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  3239. if(sc->data[SC_CONCENTRATION])
  3240. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  3241. if(sc->data[SC_SKE])
  3242. def >>=1;
  3243. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  3244. def -= def * sc->data[SC_PROVOKE]->val4/100;
  3245. if(sc->data[SC_STRIPSHIELD])
  3246. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  3247. if (sc->data[SC_FLING])
  3248. def -= def * (sc->data[SC_FLING]->val2)/100;
  3249. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3250. }
  3251. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3252. {
  3253. if(!sc || !sc->count)
  3254. return cap_value(def2,1,SHRT_MAX);
  3255. if(sc->data[SC_BERSERK])
  3256. return 0;
  3257. if(sc->data[SC_ETERNALCHAOS])
  3258. return 0;
  3259. if(sc->data[SC_SUN_COMFORT])
  3260. def2 += sc->data[SC_SUN_COMFORT]->val2;
  3261. if(sc->data[SC_ANGELUS])
  3262. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  3263. if(sc->data[SC_CONCENTRATION])
  3264. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  3265. if(sc->data[SC_POISON])
  3266. def2 -= def2 * 25/100;
  3267. if(sc->data[SC_DPOISON])
  3268. def2 -= def2 * 25/100;
  3269. if(sc->data[SC_SKE])
  3270. def2 -= def2 * 50/100;
  3271. if(sc->data[SC_PROVOKE])
  3272. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  3273. if(sc->data[SC_JOINTBEAT])
  3274. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  3275. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  3276. if(sc->data[SC_FLING])
  3277. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  3278. return (short)cap_value(def2,1,SHRT_MAX);
  3279. }
  3280. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3281. {
  3282. if(!sc || !sc->count)
  3283. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3284. if(sc->data[SC_BERSERK])
  3285. return 0;
  3286. if(sc->data[SC_BARRIER])
  3287. return 100;
  3288. if(sc->data[SC_STEELBODY])
  3289. return 90;
  3290. if(sc->data[SC_SKA])
  3291. return 90;
  3292. if(sc->data[SC_ARMORCHANGE])
  3293. mdef += sc->data[SC_ARMORCHANGE]->val3;
  3294. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3295. mdef += 25*mdef/100;
  3296. if(sc->data[SC_FREEZE])
  3297. mdef += 25*mdef/100;
  3298. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0)
  3299. mdef += sc->data[SC_ENDURE]->val1;
  3300. if(sc->data[SC_CONCENTRATION])
  3301. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  3302. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3303. }
  3304. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3305. {
  3306. if(!sc || !sc->count)
  3307. return cap_value(mdef2,1,SHRT_MAX);
  3308. if(sc->data[SC_BERSERK])
  3309. return 0;
  3310. if(sc->data[SC_MINDBREAKER])
  3311. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  3312. return (short)cap_value(mdef2,1,SHRT_MAX);
  3313. }
  3314. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3315. {
  3316. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3317. int speed_rate;
  3318. if( sc == NULL )
  3319. return cap_value(speed,10,USHRT_MAX);
  3320. if( sd && sd->ud.skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  3321. {
  3322. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  3323. }
  3324. else
  3325. {
  3326. speed_rate = 100;
  3327. //GetMoveHasteValue2()
  3328. {
  3329. int val = 0;
  3330. if( sc->data[SC_FUSION] )
  3331. val = 25;
  3332. else
  3333. if( sd && pc_isriding(sd) )
  3334. val = 25;
  3335. speed_rate -= val;
  3336. }
  3337. //GetMoveSlowValue()
  3338. {
  3339. int val = 0;
  3340. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  3341. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  3342. else
  3343. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  3344. val = sc->data[SC_CHASEWALK]->val3;
  3345. else
  3346. {
  3347. // Longing for Freedom cancels song/dance penalty
  3348. if( sc->data[SC_LONGING] )
  3349. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  3350. else
  3351. if( sd && sc->data[SC_DANCING] )
  3352. 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)) );
  3353. if( sc->data[SC_DECREASEAGI] )
  3354. val = max( val, 25 );
  3355. if( sc->data[SC_QUAGMIRE] )
  3356. val = max( val, 50 );
  3357. if( sc->data[SC_DONTFORGETME] )
  3358. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  3359. if( sc->data[SC_CURSE] )
  3360. val = max( val, 300 );
  3361. if( sc->data[SC_CHASEWALK] )
  3362. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  3363. if( sc->data[SC_WEDDING] )
  3364. val = max( val, 100 );
  3365. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  3366. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  3367. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  3368. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  3369. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  3370. val = max( val, 75 );
  3371. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  3372. val = max( val, 100 );
  3373. if( sc->data[SC_GATLINGFEVER] )
  3374. val = max( val, 100 );
  3375. if( sc->data[SC_SUITON] )
  3376. val = max( val, sc->data[SC_SUITON]->val3 );
  3377. if( sc->data[SC_SWOO] )
  3378. val = max( val, 300 );
  3379. if( sd && sd->speed_rate + sd->speed_add_rate > 0 ) // permanent item-based speedup
  3380. val = max( val, sd->speed_rate + sd->speed_add_rate );
  3381. }
  3382. speed_rate += val;
  3383. }
  3384. //GetMoveHasteValue1()
  3385. {
  3386. int val = 0;
  3387. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  3388. val = max( val, 50 );
  3389. if( sc->data[SC_INCREASEAGI] )
  3390. val = max( val, 25 );
  3391. if( sc->data[SC_WINDWALK] )
  3392. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  3393. if( sc->data[SC_CARTBOOST] )
  3394. val = max( val, 20 );
  3395. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  3396. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  3397. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  3398. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  3399. if( sc->data[SC_BERSERK] )
  3400. val = max( val, 25 );
  3401. if( sc->data[SC_RUN] )
  3402. val = max( val, 55 );
  3403. if( sc->data[SC_AVOID] )
  3404. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  3405. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  3406. val = max( val, 75 );
  3407. //FIXME: official items use a single bonus for this [ultramage]
  3408. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  3409. val = max( val, 25 );
  3410. if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup
  3411. val = max( val, -(sd->speed_rate + sd->speed_add_rate) );
  3412. speed_rate -= val;
  3413. }
  3414. if( speed_rate < 40 )
  3415. speed_rate = 40;
  3416. }
  3417. //GetSpeed()
  3418. {
  3419. if( sd && pc_iscarton(sd) )
  3420. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  3421. if( speed_rate != 100 )
  3422. speed = speed * speed_rate / 100;
  3423. if( sc->data[SC_STEELBODY] )
  3424. speed = 200;
  3425. if( sc->data[SC_DEFENDER] )
  3426. speed = max(speed, 200);
  3427. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  3428. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  3429. }
  3430. return (short)cap_value(speed,10,USHRT_MAX);
  3431. }
  3432. /// Calculates an object's ASPD modifier (alters the base amotion value).
  3433. /// Note that the scale of aspd_rate is 1000 = 100%.
  3434. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3435. {
  3436. int i;
  3437. if(!sc || !sc->count)
  3438. return cap_value(aspd_rate,0,SHRT_MAX);
  3439. if(!sc->data[SC_QUAGMIRE])
  3440. {
  3441. int max = 0;
  3442. if(sc->data[SC_STAR_COMFORT])
  3443. max = sc->data[SC_STAR_COMFORT]->val2;
  3444. if(sc->data[SC_TWOHANDQUICKEN] &&
  3445. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  3446. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  3447. if(sc->data[SC_ONEHAND] &&
  3448. max < sc->data[SC_ONEHAND]->val2)
  3449. max = sc->data[SC_ONEHAND]->val2;
  3450. if(sc->data[SC_MERC_QUICKEN] &&
  3451. max < sc->data[SC_MERC_QUICKEN]->val2)
  3452. max = sc->data[SC_MERC_QUICKEN]->val2;
  3453. if(sc->data[SC_ADRENALINE2] &&
  3454. max < sc->data[SC_ADRENALINE2]->val3)
  3455. max = sc->data[SC_ADRENALINE2]->val3;
  3456. if(sc->data[SC_ADRENALINE] &&
  3457. max < sc->data[SC_ADRENALINE]->val3)
  3458. max = sc->data[SC_ADRENALINE]->val3;
  3459. if(sc->data[SC_SPEARQUICKEN] &&
  3460. max < sc->data[SC_SPEARQUICKEN]->val2)
  3461. max = sc->data[SC_SPEARQUICKEN]->val2;
  3462. if(sc->data[SC_GATLINGFEVER] &&
  3463. max < sc->data[SC_GATLINGFEVER]->val2)
  3464. max = sc->data[SC_GATLINGFEVER]->val2;
  3465. if(sc->data[SC_FLEET] &&
  3466. max < sc->data[SC_FLEET]->val2)
  3467. max = sc->data[SC_FLEET]->val2;
  3468. if(sc->data[SC_ASSNCROS] &&
  3469. max < sc->data[SC_ASSNCROS]->val2)
  3470. {
  3471. if (bl->type!=BL_PC)
  3472. max = sc->data[SC_ASSNCROS]->val2;
  3473. else
  3474. switch(((TBL_PC*)bl)->status.weapon)
  3475. {
  3476. case W_BOW:
  3477. case W_REVOLVER:
  3478. case W_RIFLE:
  3479. case W_GATLING:
  3480. case W_SHOTGUN:
  3481. case W_GRENADE:
  3482. break;
  3483. default:
  3484. max = sc->data[SC_ASSNCROS]->val2;
  3485. }
  3486. }
  3487. aspd_rate -= max;
  3488. //These stack with the rest of bonuses.
  3489. if(sc->data[SC_BERSERK])
  3490. aspd_rate -= 300;
  3491. else if(sc->data[SC_MADNESSCANCEL])
  3492. aspd_rate -= 200;
  3493. }
  3494. if(sc->data[i=SC_ASPDPOTION3] ||
  3495. sc->data[i=SC_ASPDPOTION2] ||
  3496. sc->data[i=SC_ASPDPOTION1] ||
  3497. sc->data[i=SC_ASPDPOTION0])
  3498. aspd_rate -= sc->data[i]->val2;
  3499. if(sc->data[SC_DONTFORGETME])
  3500. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  3501. if(sc->data[SC_LONGING])
  3502. aspd_rate += sc->data[SC_LONGING]->val2;
  3503. if(sc->data[SC_STEELBODY])
  3504. aspd_rate += 250;
  3505. if(sc->data[SC_SKA])
  3506. aspd_rate += 250;
  3507. if(sc->data[SC_DEFENDER])
  3508. aspd_rate += sc->data[SC_DEFENDER]->val4;
  3509. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  3510. aspd_rate += 250;
  3511. if(sc->data[SC_GRAVITATION])
  3512. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  3513. if(sc->data[SC_JOINTBEAT]) {
  3514. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  3515. aspd_rate += 250;
  3516. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  3517. aspd_rate += 100;
  3518. }
  3519. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  3520. }
  3521. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3522. {
  3523. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  3524. return cap_value(dmotion,0,USHRT_MAX);
  3525. if( sc->data[SC_ENDURE] )
  3526. return 0;
  3527. if( sc->data[SC_CONCENTRATION] )
  3528. return 0;
  3529. if( sc->data[SC_RUN] )
  3530. return 0;
  3531. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  3532. }
  3533. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3534. {
  3535. if(!sc || !sc->count)
  3536. return cap_value(maxhp,1,UINT_MAX);
  3537. if(sc->data[SC_INCMHPRATE])
  3538. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  3539. if(sc->data[SC_APPLEIDUN])
  3540. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  3541. if(sc->data[SC_DELUGE])
  3542. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  3543. if(sc->data[SC_BERSERK])
  3544. maxhp += maxhp * 2;
  3545. if(sc->data[SC_MARIONETTE])
  3546. maxhp -= 1000;
  3547. if(sc->data[SC_MERC_HPUP])
  3548. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  3549. return cap_value(maxhp,1,UINT_MAX);
  3550. }
  3551. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3552. {
  3553. if(!sc || !sc->count)
  3554. return cap_value(maxsp,1,UINT_MAX);
  3555. if(sc->data[SC_INCMSPRATE])
  3556. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  3557. if(sc->data[SC_SERVICE4U])
  3558. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  3559. if(sc->data[SC_MERC_SPUP])
  3560. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  3561. return cap_value(maxsp,1,UINT_MAX);
  3562. }
  3563. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3564. {
  3565. if(!sc || !sc->count)
  3566. return element;
  3567. if(sc->data[SC_FREEZE])
  3568. return ELE_WATER;
  3569. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3570. return ELE_EARTH;
  3571. if(sc->data[SC_BENEDICTIO])
  3572. return ELE_HOLY;
  3573. if(sc->data[SC_CHANGEUNDEAD])
  3574. return ELE_UNDEAD;
  3575. if(sc->data[SC_ELEMENTALCHANGE])
  3576. return sc->data[SC_ELEMENTALCHANGE]->val2;
  3577. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3578. }
  3579. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3580. {
  3581. if(!sc || !sc->count)
  3582. return lv;
  3583. if(sc->data[SC_FREEZE])
  3584. return 1;
  3585. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3586. return 1;
  3587. if(sc->data[SC_BENEDICTIO])
  3588. return 1;
  3589. if(sc->data[SC_CHANGEUNDEAD])
  3590. return 1;
  3591. if(sc->data[SC_ELEMENTALCHANGE])
  3592. return sc->data[SC_ELEMENTALCHANGE]->val1;
  3593. return (unsigned char)cap_value(lv,1,4);
  3594. }
  3595. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3596. {
  3597. if(!sc || !sc->count)
  3598. return element;
  3599. if(sc->data[SC_ENCHANTARMS])
  3600. return sc->data[SC_ENCHANTARMS]->val2;
  3601. if(sc->data[SC_WATERWEAPON])
  3602. return ELE_WATER;
  3603. if(sc->data[SC_EARTHWEAPON])
  3604. return ELE_EARTH;
  3605. if(sc->data[SC_FIREWEAPON])
  3606. return ELE_FIRE;
  3607. if(sc->data[SC_WINDWEAPON])
  3608. return ELE_WIND;
  3609. if(sc->data[SC_ENCPOISON])
  3610. return ELE_POISON;
  3611. if(sc->data[SC_ASPERSIO])
  3612. return ELE_HOLY;
  3613. if(sc->data[SC_SHADOWWEAPON])
  3614. return ELE_DARK;
  3615. if(sc->data[SC_GHOSTWEAPON])
  3616. return ELE_GHOST;
  3617. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3618. }
  3619. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3620. {
  3621. if(!sc || !sc->count)
  3622. return mode;
  3623. if(sc->data[SC_MODECHANGE]) {
  3624. if (sc->data[SC_MODECHANGE]->val2)
  3625. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  3626. if (sc->data[SC_MODECHANGE]->val3)
  3627. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  3628. if (sc->data[SC_MODECHANGE]->val4)
  3629. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  3630. }
  3631. return cap_value(mode,0,USHRT_MAX);
  3632. }
  3633. const char* status_get_name(struct block_list *bl)
  3634. {
  3635. nullpo_ret(bl);
  3636. switch (bl->type) {
  3637. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  3638. case BL_MOB: return ((TBL_MOB*)bl)->name;
  3639. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  3640. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  3641. case BL_NPC: return ((TBL_NPC*)bl)->name;
  3642. }
  3643. return "Unknown";
  3644. }
  3645. /*==========================================
  3646. * 対象のClassを返す(汎用)
  3647. * 戻りは整数で0以上
  3648. *------------------------------------------*/
  3649. int status_get_class(struct block_list *bl)
  3650. {
  3651. nullpo_ret(bl);
  3652. switch( bl->type )
  3653. {
  3654. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  3655. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  3656. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  3657. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  3658. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  3659. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  3660. }
  3661. return 0;
  3662. }
  3663. /*==========================================
  3664. * 対象のレベルを返す(汎用)
  3665. * 戻りは整数で0以上
  3666. *------------------------------------------*/
  3667. int status_get_lv(struct block_list *bl)
  3668. {
  3669. nullpo_ret(bl);
  3670. switch (bl->type) {
  3671. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  3672. case BL_MOB: return ((TBL_MOB*)bl)->level;
  3673. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  3674. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  3675. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  3676. }
  3677. return 1;
  3678. }
  3679. struct regen_data *status_get_regen_data(struct block_list *bl)
  3680. {
  3681. nullpo_retr(NULL, bl);
  3682. switch (bl->type) {
  3683. case BL_PC: return &((TBL_PC*)bl)->regen;
  3684. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  3685. case BL_MER: return &((TBL_MER*)bl)->regen;
  3686. default:
  3687. return NULL;
  3688. }
  3689. }
  3690. struct status_data *status_get_status_data(struct block_list *bl)
  3691. {
  3692. nullpo_retr(&dummy_status, bl);
  3693. switch (bl->type) {
  3694. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  3695. case BL_MOB: return &((TBL_MOB*)bl)->status;
  3696. case BL_PET: return &((TBL_PET*)bl)->status;
  3697. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  3698. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  3699. default:
  3700. return &dummy_status;
  3701. }
  3702. }
  3703. struct status_data *status_get_base_status(struct block_list *bl)
  3704. {
  3705. nullpo_retr(NULL, bl);
  3706. switch (bl->type) {
  3707. case BL_PC: return &((TBL_PC*)bl)->base_status;
  3708. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  3709. case BL_PET: return &((TBL_PET*)bl)->db->status;
  3710. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  3711. case BL_MER: return &((TBL_MER*)bl)->base_status;
  3712. default:
  3713. return NULL;
  3714. }
  3715. }
  3716. signed char status_get_def(struct block_list *bl)
  3717. {
  3718. struct unit_data *ud;
  3719. struct status_data *status = status_get_status_data(bl);
  3720. int def = status?status->def:0;
  3721. ud = unit_bl2ud(bl);
  3722. if (ud && ud->skilltimer != -1)
  3723. def -= def * skill_get_castdef(ud->skillid)/100;
  3724. return cap_value(def, CHAR_MIN, CHAR_MAX);
  3725. }
  3726. unsigned short status_get_speed(struct block_list *bl)
  3727. {
  3728. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3729. return ((struct npc_data *)bl)->speed;
  3730. return status_get_status_data(bl)->speed;
  3731. }
  3732. int status_get_party_id(struct block_list *bl)
  3733. {
  3734. nullpo_ret(bl);
  3735. switch (bl->type) {
  3736. case BL_PC:
  3737. return ((TBL_PC*)bl)->status.party_id;
  3738. case BL_PET:
  3739. if (((TBL_PET*)bl)->msd)
  3740. return ((TBL_PET*)bl)->msd->status.party_id;
  3741. break;
  3742. case BL_MOB:
  3743. {
  3744. struct mob_data *md=(TBL_MOB*)bl;
  3745. if( md->master_id>0 )
  3746. {
  3747. struct map_session_data *msd;
  3748. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3749. return msd->status.party_id;
  3750. return -md->master_id;
  3751. }
  3752. }
  3753. break;
  3754. case BL_HOM:
  3755. if (((TBL_HOM*)bl)->master)
  3756. return ((TBL_HOM*)bl)->master->status.party_id;
  3757. break;
  3758. case BL_MER:
  3759. if (((TBL_MER*)bl)->master)
  3760. return ((TBL_MER*)bl)->master->status.party_id;
  3761. break;
  3762. case BL_SKILL:
  3763. return ((TBL_SKILL*)bl)->group->party_id;
  3764. }
  3765. return 0;
  3766. }
  3767. int status_get_guild_id(struct block_list *bl)
  3768. {
  3769. nullpo_ret(bl);
  3770. switch (bl->type) {
  3771. case BL_PC:
  3772. return ((TBL_PC*)bl)->status.guild_id;
  3773. case BL_PET:
  3774. if (((TBL_PET*)bl)->msd)
  3775. return ((TBL_PET*)bl)->msd->status.guild_id;
  3776. break;
  3777. case BL_MOB:
  3778. {
  3779. struct map_session_data *msd;
  3780. struct mob_data *md = (struct mob_data *)bl;
  3781. if (md->guardian_data) //Guardian's guild [Skotlex]
  3782. return md->guardian_data->guild_id;
  3783. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3784. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3785. }
  3786. break;
  3787. case BL_HOM:
  3788. if (((TBL_HOM*)bl)->master)
  3789. return ((TBL_HOM*)bl)->master->status.guild_id;
  3790. break;
  3791. case BL_MER:
  3792. if (((TBL_MER*)bl)->master)
  3793. return ((TBL_MER*)bl)->master->status.guild_id;
  3794. break;
  3795. case BL_NPC:
  3796. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  3797. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3798. break;
  3799. case BL_SKILL:
  3800. return ((TBL_SKILL*)bl)->group->guild_id;
  3801. }
  3802. return 0;
  3803. }
  3804. int status_get_emblem_id(struct block_list *bl)
  3805. {
  3806. nullpo_ret(bl);
  3807. switch (bl->type) {
  3808. case BL_PC:
  3809. return ((TBL_PC*)bl)->guild_emblem_id;
  3810. case BL_PET:
  3811. if (((TBL_PET*)bl)->msd)
  3812. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  3813. break;
  3814. case BL_MOB:
  3815. {
  3816. struct map_session_data *msd;
  3817. struct mob_data *md = (struct mob_data *)bl;
  3818. if (md->guardian_data) //Guardian's guild [Skotlex]
  3819. return md->guardian_data->emblem_id;
  3820. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3821. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  3822. }
  3823. break;
  3824. case BL_HOM:
  3825. if (((TBL_HOM*)bl)->master)
  3826. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  3827. break;
  3828. case BL_MER:
  3829. if (((TBL_MER*)bl)->master)
  3830. return ((TBL_MER*)bl)->master->guild_emblem_id;
  3831. break;
  3832. case BL_NPC:
  3833. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  3834. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  3835. if (g)
  3836. return g->emblem_id;
  3837. }
  3838. break;
  3839. }
  3840. return 0;
  3841. }
  3842. int status_get_mexp(struct block_list *bl)
  3843. {
  3844. nullpo_ret(bl);
  3845. if(bl->type==BL_MOB)
  3846. return ((struct mob_data *)bl)->db->mexp;
  3847. if(bl->type==BL_PET)
  3848. return ((struct pet_data *)bl)->db->mexp;
  3849. return 0;
  3850. }
  3851. int status_get_race2(struct block_list *bl)
  3852. {
  3853. nullpo_ret(bl);
  3854. if(bl->type == BL_MOB)
  3855. return ((struct mob_data *)bl)->db->race2;
  3856. if(bl->type==BL_PET)
  3857. return ((struct pet_data *)bl)->db->race2;
  3858. return 0;
  3859. }
  3860. int status_isdead(struct block_list *bl)
  3861. {
  3862. nullpo_ret(bl);
  3863. return status_get_status_data(bl)->hp == 0;
  3864. }
  3865. int status_isimmune(struct block_list *bl)
  3866. {
  3867. struct status_change *sc =status_get_sc(bl);
  3868. if (sc && sc->data[SC_HERMODE])
  3869. return 100;
  3870. if (bl->type == BL_PC &&
  3871. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  3872. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  3873. return 0;
  3874. }
  3875. struct view_data* status_get_viewdata(struct block_list *bl)
  3876. {
  3877. nullpo_retr(NULL, bl);
  3878. switch (bl->type) {
  3879. case BL_PC: return &((TBL_PC*)bl)->vd;
  3880. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  3881. case BL_PET: return &((TBL_PET*)bl)->vd;
  3882. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  3883. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  3884. case BL_MER: return ((TBL_MER*)bl)->vd;
  3885. }
  3886. return NULL;
  3887. }
  3888. void status_set_viewdata(struct block_list *bl, int class_)
  3889. {
  3890. struct view_data* vd;
  3891. nullpo_retv(bl);
  3892. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3893. vd = mob_get_viewdata(class_);
  3894. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3895. vd = npc_get_viewdata(class_);
  3896. else if (homdb_checkid(class_))
  3897. vd = merc_get_hom_viewdata(class_);
  3898. else if (merc_class(class_))
  3899. vd = merc_get_viewdata(class_);
  3900. else
  3901. vd = NULL;
  3902. switch (bl->type) {
  3903. case BL_PC:
  3904. {
  3905. TBL_PC* sd = (TBL_PC*)bl;
  3906. if (pcdb_checkid(class_)) {
  3907. if (sd->sc.option&OPTION_WEDDING)
  3908. class_ = JOB_WEDDING;
  3909. else
  3910. if (sd->sc.option&OPTION_SUMMER)
  3911. class_ = JOB_SUMMER;
  3912. else
  3913. if (sd->sc.option&OPTION_XMAS)
  3914. class_ = JOB_XMAS;
  3915. else
  3916. if (sd->sc.option&OPTION_RIDING)
  3917. switch (class_)
  3918. { //Adapt class to a Mounted one.
  3919. case JOB_KNIGHT:
  3920. class_ = JOB_KNIGHT2;
  3921. break;
  3922. case JOB_CRUSADER:
  3923. class_ = JOB_CRUSADER2;
  3924. break;
  3925. case JOB_LORD_KNIGHT:
  3926. class_ = JOB_LORD_KNIGHT2;
  3927. break;
  3928. case JOB_PALADIN:
  3929. class_ = JOB_PALADIN2;
  3930. break;
  3931. case JOB_BABY_KNIGHT:
  3932. class_ = JOB_BABY_KNIGHT2;
  3933. break;
  3934. case JOB_BABY_CRUSADER:
  3935. class_ = JOB_BABY_CRUSADER2;
  3936. break;
  3937. }
  3938. sd->vd.class_ = class_;
  3939. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3940. sd->vd.head_top = sd->status.head_top;
  3941. sd->vd.head_mid = sd->status.head_mid;
  3942. sd->vd.head_bottom = sd->status.head_bottom;
  3943. sd->vd.hair_style = sd->status.hair;
  3944. sd->vd.hair_color = sd->status.hair_color;
  3945. sd->vd.cloth_color = sd->status.clothes_color;
  3946. sd->vd.sex = sd->status.sex;
  3947. } else if (vd)
  3948. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3949. else
  3950. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3951. }
  3952. break;
  3953. case BL_MOB:
  3954. {
  3955. TBL_MOB* md = (TBL_MOB*)bl;
  3956. if (vd)
  3957. md->vd = vd;
  3958. else
  3959. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3960. }
  3961. break;
  3962. case BL_PET:
  3963. {
  3964. TBL_PET* pd = (TBL_PET*)bl;
  3965. if (vd) {
  3966. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3967. if (!pcdb_checkid(vd->class_)) {
  3968. pd->vd.hair_style = battle_config.pet_hair_style;
  3969. if(pd->pet.equip) {
  3970. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3971. if (!pd->vd.head_bottom)
  3972. pd->vd.head_bottom = pd->pet.equip;
  3973. }
  3974. }
  3975. } else
  3976. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3977. }
  3978. break;
  3979. case BL_NPC:
  3980. {
  3981. TBL_NPC* nd = (TBL_NPC*)bl;
  3982. if (vd)
  3983. nd->vd = vd;
  3984. else
  3985. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3986. }
  3987. break;
  3988. case BL_HOM: //[blackhole89]
  3989. {
  3990. struct homun_data *hd = (struct homun_data*)bl;
  3991. if (vd)
  3992. hd->vd = vd;
  3993. else
  3994. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3995. }
  3996. break;
  3997. case BL_MER:
  3998. {
  3999. struct mercenary_data *md = (struct mercenary_data*)bl;
  4000. if (vd)
  4001. md->vd = vd;
  4002. else
  4003. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  4004. }
  4005. break;
  4006. }
  4007. vd = status_get_viewdata(bl);
  4008. if (vd && vd->cloth_color && (
  4009. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  4010. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  4011. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  4012. ))
  4013. vd->cloth_color = 0;
  4014. }
  4015. /// Returns the status_change data of bl or NULL if it doesn't exist.
  4016. struct status_change *status_get_sc(struct block_list *bl)
  4017. {
  4018. if( bl )
  4019. switch (bl->type) {
  4020. case BL_PC: return &((TBL_PC*)bl)->sc;
  4021. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  4022. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  4023. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  4024. case BL_MER: return &((TBL_MER*)bl)->sc;
  4025. }
  4026. return NULL;
  4027. }
  4028. void status_change_init(struct block_list *bl)
  4029. {
  4030. struct status_change *sc = status_get_sc(bl);
  4031. nullpo_retv(sc);
  4032. memset(sc, 0, sizeof (struct status_change));
  4033. }
  4034. //Applies SC defense to a given status change.
  4035. //Returns the adjusted duration based on flag values.
  4036. //the flag values are the same as in status_change_start.
  4037. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  4038. {
  4039. int sc_def, tick_def = 0;
  4040. struct status_data* status;
  4041. struct status_change* sc;
  4042. struct map_session_data *sd;
  4043. nullpo_ret(bl);
  4044. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  4045. if (status_isimmune(bl))
  4046. switch (type)
  4047. {
  4048. case SC_DECREASEAGI:
  4049. case SC_SILENCE:
  4050. case SC_COMA:
  4051. case SC_INCREASEAGI:
  4052. case SC_BLESSING:
  4053. case SC_SLOWPOISON:
  4054. case SC_IMPOSITIO:
  4055. case SC_AETERNA:
  4056. case SC_SUFFRAGIUM:
  4057. case SC_BENEDICTIO:
  4058. case SC_PROVIDENCE:
  4059. case SC_KYRIE:
  4060. case SC_ASSUMPTIO:
  4061. case SC_ANGELUS:
  4062. case SC_MAGNIFICAT:
  4063. case SC_GLORIA:
  4064. case SC_WINDWALK:
  4065. case SC_MAGICROD:
  4066. case SC_HALLUCINATION:
  4067. case SC_STONE:
  4068. case SC_QUAGMIRE:
  4069. case SC_SUITON:
  4070. return 0;
  4071. }
  4072. sd = BL_CAST(BL_PC,bl);
  4073. status = status_get_status_data(bl);
  4074. switch (type)
  4075. {
  4076. case SC_STUN:
  4077. case SC_POISON:
  4078. case SC_DPOISON:
  4079. case SC_SILENCE:
  4080. case SC_BLEEDING:
  4081. sc_def = 3 +status->vit;
  4082. break;
  4083. case SC_SLEEP:
  4084. sc_def = 3 +status->int_;
  4085. break;
  4086. case SC_DECREASEAGI:
  4087. if (sd) tick>>=1; //Half duration for players.
  4088. case SC_STONE:
  4089. case SC_FREEZE:
  4090. sc_def = 3 +status->mdef;
  4091. break;
  4092. case SC_CURSE:
  4093. //Special property: inmunity when luk is greater than level or zero
  4094. if (status->luk > status_get_lv(bl) || status->luk == 0)
  4095. return 0;
  4096. else
  4097. sc_def = 3 +status->luk;
  4098. tick_def = status->vit;
  4099. break;
  4100. case SC_BLIND:
  4101. sc_def = 3 +(status->vit + status->int_)/2;
  4102. break;
  4103. case SC_CONFUSION:
  4104. sc_def = 3 +(status->str + status->int_)/2;
  4105. break;
  4106. case SC_ANKLE:
  4107. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  4108. tick /= 5;
  4109. sc_def = status->agi / 2;
  4110. break;
  4111. case SC_MAGICMIRROR:
  4112. case SC_ARMORCHANGE:
  4113. if (sd) //Duration greatly reduced for players.
  4114. tick /= 15;
  4115. //No defense against it (buff).
  4116. default:
  4117. //Effect that cannot be reduced? Likely a buff.
  4118. if (!(rand()%10000 < rate))
  4119. return 0;
  4120. return tick?tick:1;
  4121. }
  4122. if (sd) {
  4123. if (battle_config.pc_sc_def_rate != 100)
  4124. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  4125. if (sc_def < battle_config.pc_max_sc_def)
  4126. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  4127. status->luk/battle_config.pc_luk_sc_def;
  4128. else
  4129. sc_def = battle_config.pc_max_sc_def;
  4130. if (tick_def) {
  4131. if (battle_config.pc_sc_def_rate != 100)
  4132. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  4133. }
  4134. } else {
  4135. if (battle_config.mob_sc_def_rate != 100)
  4136. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  4137. if (sc_def < battle_config.mob_max_sc_def)
  4138. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  4139. status->luk/battle_config.mob_luk_sc_def;
  4140. else
  4141. sc_def = battle_config.mob_max_sc_def;
  4142. if (tick_def) {
  4143. if (battle_config.mob_sc_def_rate != 100)
  4144. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  4145. }
  4146. }
  4147. sc = status_get_sc(bl);
  4148. if (sc && sc->count)
  4149. {
  4150. if (sc->data[SC_SCRESIST])
  4151. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  4152. else if (sc->data[SC_SIEGFRIED])
  4153. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  4154. }
  4155. //When no tick def, reduction is the same for both.
  4156. if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish]
  4157. tick_def = sc_def;
  4158. //Natural resistance
  4159. if (!(flag&8)) {
  4160. rate -= rate*sc_def/100;
  4161. //Item resistance (only applies to rate%)
  4162. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  4163. {
  4164. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  4165. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4166. if( sd->sc.data[SC_COMMONSC_RESIST] )
  4167. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  4168. }
  4169. }
  4170. if (!(rand()%10000 < rate))
  4171. return 0;
  4172. //Why would a status start with no duration? Presume it has
  4173. //duration defined elsewhere.
  4174. if (!tick) return 1;
  4175. //Rate reduction
  4176. if (flag&2)
  4177. return tick;
  4178. tick -= tick*tick_def/100;
  4179. // Changed to 5 seconds according to recent tests [Playtester]
  4180. if (type == SC_ANKLE && tick < 5000)
  4181. tick = 5000;
  4182. return tick<=0?0:tick;
  4183. }
  4184. /*==========================================
  4185. * Starts a status change.
  4186. * 'type' = type, 'val1~4' depend on the type.
  4187. * 'rate' = base success rate. 10000 = 100%
  4188. * 'tick' is base duration
  4189. * 'flag':
  4190. * &1: Cannot be avoided (it has to start)
  4191. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  4192. * &4: sc_data loaded, no value has to be altered.
  4193. * &8: rate should not be reduced
  4194. *------------------------------------------*/
  4195. int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  4196. {
  4197. struct map_session_data *sd = NULL;
  4198. struct status_change* sc;
  4199. struct status_change_entry* sce;
  4200. struct status_data *status;
  4201. struct view_data *vd;
  4202. int opt_flag, calc_flag, undead_flag;
  4203. nullpo_ret(bl);
  4204. sc = status_get_sc(bl);
  4205. status = status_get_status_data(bl);
  4206. if( type <= SC_NONE || type >= SC_MAX )
  4207. {
  4208. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4209. return 0;
  4210. }
  4211. if( !sc )
  4212. return 0; //Unable to receive status changes
  4213. if( status_isdead(bl) )
  4214. return 0;
  4215. if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA )
  4216. {
  4217. struct mob_data *md = BL_CAST(BL_MOB,bl);
  4218. if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) )
  4219. return 0; //Emperium/BG Monsters can't be afflicted by status changes
  4220. }
  4221. sd = BL_CAST(BL_PC, bl);
  4222. //Adjust tick according to status resistances
  4223. if( !(flag&(1|4)) )
  4224. {
  4225. tick = status_get_sc_def(bl, type, rate, tick, flag);
  4226. if( !tick ) return 0;
  4227. }
  4228. undead_flag = battle_check_undead(status->race,status->def_ele);
  4229. //Check for inmunities / sc fails
  4230. switch (type)
  4231. {
  4232. case SC_FREEZE:
  4233. case SC_STONE:
  4234. //Undead are immune to Freeze/Stone
  4235. if (undead_flag && !(flag&1))
  4236. return 0;
  4237. case SC_SLEEP:
  4238. case SC_STUN:
  4239. if (sc->opt1)
  4240. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4241. break;
  4242. case SC_SIGNUMCRUCIS:
  4243. //Only affects demons and undead element (but not players)
  4244. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4245. return 0;
  4246. break;
  4247. case SC_AETERNA:
  4248. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  4249. return 0;
  4250. break;
  4251. case SC_KYRIE:
  4252. if (bl->type == BL_MOB)
  4253. return 0;
  4254. break;
  4255. case SC_OVERTHRUST:
  4256. if (sc->data[SC_MAXOVERTHRUST])
  4257. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4258. break;
  4259. case SC_ADRENALINE:
  4260. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4261. return 0;
  4262. if (sc->data[SC_QUAGMIRE] ||
  4263. sc->data[SC_DECREASEAGI]
  4264. )
  4265. return 0;
  4266. break;
  4267. case SC_ADRENALINE2:
  4268. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4269. return 0;
  4270. if (sc->data[SC_QUAGMIRE] ||
  4271. sc->data[SC_DECREASEAGI]
  4272. )
  4273. return 0;
  4274. break;
  4275. case SC_ONEHAND:
  4276. case SC_MERC_QUICKEN:
  4277. case SC_TWOHANDQUICKEN:
  4278. if(sc->data[SC_DECREASEAGI])
  4279. return 0;
  4280. case SC_CONCENTRATE:
  4281. case SC_INCREASEAGI:
  4282. case SC_SPEARQUICKEN:
  4283. case SC_TRUESIGHT:
  4284. case SC_WINDWALK:
  4285. case SC_CARTBOOST:
  4286. case SC_ASSNCROS:
  4287. if (sc->data[SC_QUAGMIRE])
  4288. return 0;
  4289. break;
  4290. case SC_CLOAKING:
  4291. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4292. //Due to the cloaking card, we have to check the wall versus to known
  4293. //skill level rather than the used one. [Skotlex]
  4294. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  4295. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  4296. return 0;
  4297. break;
  4298. case SC_MODECHANGE:
  4299. {
  4300. int mode;
  4301. struct status_data *bstatus = status_get_base_status(bl);
  4302. if (!bstatus) return 0;
  4303. if (sc->data[type])
  4304. { //Pile up with previous values.
  4305. if(!val2) val2 = sc->data[type]->val2;
  4306. val3 |= sc->data[type]->val3;
  4307. val4 |= sc->data[type]->val4;
  4308. }
  4309. mode = val2?val2:bstatus->mode; //Base mode
  4310. if (val4) mode&=~val4; //Del mode
  4311. if (val3) mode|= val3; //Add mode
  4312. if (mode == bstatus->mode) { //No change.
  4313. if (sc->data[type]) //Abort previous status
  4314. return status_change_end(bl, type, -1);
  4315. return 0;
  4316. }
  4317. }
  4318. break;
  4319. //Strip skills, need to divest something or it fails.
  4320. case SC_STRIPWEAPON:
  4321. if (sd) {
  4322. int i;
  4323. opt_flag = 0; //Reuse to check success condition.
  4324. if(sd->unstripable_equip&EQP_WEAPON)
  4325. return 0;
  4326. i = sd->equip_index[EQI_HAND_L];
  4327. if (i>=0 && sd->inventory_data[i] &&
  4328. sd->inventory_data[i]->type == IT_WEAPON)
  4329. {
  4330. opt_flag|=1;
  4331. pc_unequipitem(sd,i,3); //L-hand weapon
  4332. }
  4333. i = sd->equip_index[EQI_HAND_R];
  4334. if (i>=0 && sd->inventory_data[i] &&
  4335. sd->inventory_data[i]->type == IT_WEAPON)
  4336. {
  4337. opt_flag|=2;
  4338. pc_unequipitem(sd,i,3);
  4339. }
  4340. if (!opt_flag) return 0;
  4341. }
  4342. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4343. break;
  4344. case SC_STRIPSHIELD:
  4345. if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
  4346. else
  4347. if (sd) {
  4348. int i;
  4349. if(sd->unstripable_equip&EQP_SHIELD)
  4350. return 0;
  4351. i = sd->equip_index[EQI_HAND_L];
  4352. if (i<0 || !sd->inventory_data[i] ||
  4353. sd->inventory_data[i]->type != IT_ARMOR)
  4354. return 0;
  4355. pc_unequipitem(sd,i,3);
  4356. }
  4357. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4358. break;
  4359. case SC_STRIPARMOR:
  4360. if (sd) {
  4361. int i;
  4362. if(sd->unstripable_equip&EQP_ARMOR)
  4363. return 0;
  4364. i = sd->equip_index[EQI_ARMOR];
  4365. if (i<0 || !sd->inventory_data[i])
  4366. return 0;
  4367. pc_unequipitem(sd,i,3);
  4368. }
  4369. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4370. break;
  4371. case SC_STRIPHELM:
  4372. if (sd) {
  4373. int i;
  4374. if(sd->unstripable_equip&EQP_HELM)
  4375. return 0;
  4376. i = sd->equip_index[EQI_HEAD_TOP];
  4377. if (i<0 || !sd->inventory_data[i])
  4378. return 0;
  4379. pc_unequipitem(sd,i,3);
  4380. }
  4381. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4382. break;
  4383. case SC_MERC_FLEEUP:
  4384. case SC_MERC_ATKUP:
  4385. case SC_MERC_HPUP:
  4386. case SC_MERC_SPUP:
  4387. case SC_MERC_HITUP:
  4388. if( bl->type != BL_MER )
  4389. return 0; // Stats only for Mercenaries
  4390. break;
  4391. case SC_STRFOOD:
  4392. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  4393. return 0;
  4394. break;
  4395. case SC_AGIFOOD:
  4396. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  4397. return 0;
  4398. break;
  4399. case SC_VITFOOD:
  4400. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  4401. return 0;
  4402. break;
  4403. case SC_INTFOOD:
  4404. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  4405. return 0;
  4406. break;
  4407. case SC_DEXFOOD:
  4408. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  4409. return 0;
  4410. break;
  4411. case SC_LUKFOOD:
  4412. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  4413. return 0;
  4414. break;
  4415. case SC_FOOD_STR_CASH:
  4416. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  4417. return 0;
  4418. break;
  4419. case SC_FOOD_AGI_CASH:
  4420. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  4421. return 0;
  4422. break;
  4423. case SC_FOOD_VIT_CASH:
  4424. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  4425. return 0;
  4426. break;
  4427. case SC_FOOD_INT_CASH:
  4428. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  4429. return 0;
  4430. break;
  4431. case SC_FOOD_DEX_CASH:
  4432. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  4433. return 0;
  4434. break;
  4435. case SC_FOOD_LUK_CASH:
  4436. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  4437. return 0;
  4438. break;
  4439. }
  4440. //Check for BOSS resistances
  4441. if(status->mode&MD_BOSS && !(flag&1)) {
  4442. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4443. return 0;
  4444. switch (type) {
  4445. case SC_BLESSING:
  4446. if (!undead_flag && status->race!=RC_DEMON)
  4447. break;
  4448. case SC_DECREASEAGI:
  4449. case SC_PROVOKE:
  4450. case SC_COMA:
  4451. case SC_GRAVITATION:
  4452. case SC_SUITON:
  4453. case SC_RICHMANKIM:
  4454. case SC_ROKISWEIL:
  4455. case SC_FOGWALL:
  4456. return 0;
  4457. }
  4458. }
  4459. //Before overlapping fail, one must check for status cured.
  4460. switch (type)
  4461. {
  4462. case SC_BLESSING:
  4463. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  4464. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  4465. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4466. if (sc->data[SC_CURSE])
  4467. status_change_end(bl,SC_CURSE,-1);
  4468. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4469. status_change_end(bl,SC_STONE,-1);
  4470. }
  4471. break;
  4472. case SC_INCREASEAGI:
  4473. status_change_end(bl,SC_DECREASEAGI,-1);
  4474. break;
  4475. case SC_QUAGMIRE:
  4476. status_change_end(bl,SC_CONCENTRATE,-1);
  4477. status_change_end(bl,SC_TRUESIGHT,-1);
  4478. status_change_end(bl,SC_WINDWALK,-1);
  4479. //Also blocks the ones below...
  4480. case SC_DECREASEAGI:
  4481. status_change_end(bl,SC_CARTBOOST,-1);
  4482. //Also blocks the ones below...
  4483. case SC_DONTFORGETME:
  4484. status_change_end(bl,SC_INCREASEAGI,-1);
  4485. status_change_end(bl,SC_ADRENALINE,-1);
  4486. status_change_end(bl,SC_ADRENALINE2,-1);
  4487. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4488. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4489. status_change_end(bl,SC_ONEHAND,-1);
  4490. status_change_end(bl,SC_MERC_QUICKEN,-1);
  4491. break;
  4492. case SC_ONEHAND:
  4493. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4494. status_change_end(bl,SC_ASPDPOTION0,-1);
  4495. status_change_end(bl,SC_ASPDPOTION1,-1);
  4496. status_change_end(bl,SC_ASPDPOTION2,-1);
  4497. status_change_end(bl,SC_ASPDPOTION3,-1);
  4498. break;
  4499. case SC_MAXOVERTHRUST:
  4500. //Cancels Normal Overthrust. [Skotlex]
  4501. status_change_end(bl, SC_OVERTHRUST, -1);
  4502. break;
  4503. case SC_KYRIE:
  4504. //Cancels Assumptio
  4505. status_change_end(bl,SC_ASSUMPTIO,-1);
  4506. break;
  4507. case SC_DELUGE:
  4508. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  4509. status_change_end(bl,SC_BLIND,-1);
  4510. break;
  4511. case SC_SILENCE:
  4512. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  4513. status_change_end(bl,SC_GOSPEL,-1);
  4514. break;
  4515. case SC_HIDING:
  4516. status_change_end(bl, SC_CLOSECONFINE, -1);
  4517. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4518. break;
  4519. case SC_BERSERK:
  4520. if(battle_config.berserk_cancels_buffs)
  4521. {
  4522. status_change_end(bl,SC_ONEHAND,-1);
  4523. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4524. status_change_end(bl,SC_CONCENTRATION,-1);
  4525. status_change_end(bl,SC_PARRYING,-1);
  4526. status_change_end(bl,SC_AURABLADE,-1);
  4527. status_change_end(bl,SC_MERC_QUICKEN,-1);
  4528. }
  4529. break;
  4530. case SC_ASSUMPTIO:
  4531. status_change_end(bl,SC_KYRIE,-1);
  4532. status_change_end(bl,SC_KAITE,-1);
  4533. break;
  4534. case SC_KAITE:
  4535. status_change_end(bl,SC_ASSUMPTIO,-1);
  4536. break;
  4537. case SC_CARTBOOST:
  4538. if(sc->data[SC_DECREASEAGI])
  4539. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4540. status_change_end(bl,SC_DECREASEAGI,-1);
  4541. return 0;
  4542. }
  4543. break;
  4544. case SC_FUSION:
  4545. status_change_end(bl,SC_SPIRIT,-1);
  4546. break;
  4547. case SC_ADJUSTMENT:
  4548. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4549. break;
  4550. case SC_MADNESSCANCEL:
  4551. status_change_end(bl,SC_ADJUSTMENT,-1);
  4552. break;
  4553. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  4554. case SC_CHANGEUNDEAD:
  4555. status_change_end(bl,SC_BLESSING,-1);
  4556. status_change_end(bl,SC_INCREASEAGI,-1);
  4557. break;
  4558. case SC_STRFOOD:
  4559. status_change_end(bl,SC_FOOD_STR_CASH,-1);
  4560. break;
  4561. case SC_AGIFOOD:
  4562. status_change_end(bl,SC_FOOD_AGI_CASH,-1);
  4563. break;
  4564. case SC_VITFOOD:
  4565. status_change_end(bl,SC_FOOD_VIT_CASH,-1);
  4566. break;
  4567. case SC_INTFOOD:
  4568. status_change_end(bl,SC_FOOD_INT_CASH,-1);
  4569. break;
  4570. case SC_DEXFOOD:
  4571. status_change_end(bl,SC_FOOD_DEX_CASH,-1);
  4572. break;
  4573. case SC_LUKFOOD:
  4574. status_change_end(bl,SC_FOOD_LUK_CASH,-1);
  4575. break;
  4576. case SC_FOOD_STR_CASH:
  4577. status_change_end(bl,SC_STRFOOD,-1);
  4578. break;
  4579. case SC_FOOD_AGI_CASH:
  4580. status_change_end(bl,SC_AGIFOOD,-1);
  4581. break;
  4582. case SC_FOOD_VIT_CASH:
  4583. status_change_end(bl,SC_VITFOOD,-1);
  4584. break;
  4585. case SC_FOOD_INT_CASH:
  4586. status_change_end(bl,SC_INTFOOD,-1);
  4587. break;
  4588. case SC_FOOD_DEX_CASH:
  4589. status_change_end(bl,SC_DEXFOOD,-1);
  4590. break;
  4591. case SC_FOOD_LUK_CASH:
  4592. status_change_end(bl,SC_LUKFOOD,-1);
  4593. break;
  4594. }
  4595. //Check for overlapping fails
  4596. if( (sce = sc->data[type]) )
  4597. {
  4598. switch( type )
  4599. {
  4600. case SC_MERC_FLEEUP:
  4601. case SC_MERC_ATKUP:
  4602. case SC_MERC_HPUP:
  4603. case SC_MERC_SPUP:
  4604. case SC_MERC_HITUP:
  4605. if( sce->val1 > val1 )
  4606. val1 = sce->val1;
  4607. break;
  4608. case SC_ADRENALINE:
  4609. case SC_ADRENALINE2:
  4610. case SC_WEAPONPERFECTION:
  4611. case SC_OVERTHRUST:
  4612. if (sce->val2 > val2)
  4613. return 0;
  4614. break;
  4615. case SC_S_LIFEPOTION:
  4616. case SC_L_LIFEPOTION:
  4617. case SC_BOSSMAPINFO:
  4618. case SC_STUN:
  4619. case SC_SLEEP:
  4620. case SC_POISON:
  4621. case SC_CURSE:
  4622. case SC_SILENCE:
  4623. case SC_CONFUSION:
  4624. case SC_BLIND:
  4625. case SC_BLEEDING:
  4626. case SC_DPOISON:
  4627. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4628. case SC_MARIONETTE:
  4629. case SC_MARIONETTE2:
  4630. case SC_NOCHAT:
  4631. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4632. return 0;
  4633. case SC_COMBO:
  4634. case SC_DANCING:
  4635. case SC_DEVOTION:
  4636. case SC_ASPDPOTION0:
  4637. case SC_ASPDPOTION1:
  4638. case SC_ASPDPOTION2:
  4639. case SC_ASPDPOTION3:
  4640. case SC_ATKPOTION:
  4641. case SC_MATKPOTION:
  4642. case SC_ENCHANTARMS:
  4643. case SC_ARMOR_ELEMENT:
  4644. case SC_ARMOR_RESIST:
  4645. break;
  4646. case SC_GOSPEL:
  4647. //Must not override a casting gospel char.
  4648. if(sce->val4 == BCT_SELF)
  4649. return 0;
  4650. if(sce->val1 > val1)
  4651. return 1;
  4652. break;
  4653. case SC_ENDURE:
  4654. if(sce->val4 && !val4)
  4655. return 1; //Don't let you override infinite endure.
  4656. if(sce->val1 > val1)
  4657. return 1;
  4658. break;
  4659. case SC_KAAHI:
  4660. //Kaahi overwrites previous level regardless of existing level.
  4661. //Delete timer if it exists.
  4662. if (sce->val4 != -1) {
  4663. delete_timer(sce->val4,kaahi_heal_timer);
  4664. sce->val4=-1;
  4665. }
  4666. break;
  4667. case SC_JAILED:
  4668. //When a player is already jailed, do not edit the jail data.
  4669. val2 = sce->val2;
  4670. val3 = sce->val3;
  4671. val4 = sce->val4;
  4672. break;
  4673. case SC_JOINTBEAT:
  4674. val2 |= sce->val2; // stackable ailments
  4675. default:
  4676. if(sce->val1 > val1)
  4677. return 1; //Return true to not mess up skill animations. [Skotlex]
  4678. }
  4679. }
  4680. vd = status_get_viewdata(bl);
  4681. calc_flag = StatusChangeFlagTable[type];
  4682. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  4683. switch(type)
  4684. {
  4685. case SC_DECREASEAGI:
  4686. case SC_INCREASEAGI:
  4687. val2 = 2 + val1; //Agi change
  4688. break;
  4689. case SC_ENDURE:
  4690. val2 = 7; // Hit-count [Celest]
  4691. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
  4692. {
  4693. struct map_session_data *tsd;
  4694. if( sd )
  4695. {
  4696. int i;
  4697. for( i = 0; i < 5; i++ )
  4698. {
  4699. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  4700. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  4701. }
  4702. }
  4703. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  4704. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  4705. }
  4706. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  4707. if( val4 )
  4708. tick = -1;
  4709. break;
  4710. case SC_AUTOBERSERK:
  4711. if (status->hp < status->max_hp>>2 &&
  4712. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  4713. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4714. tick = -1;
  4715. break;
  4716. case SC_SIGNUMCRUCIS:
  4717. val2 = 10 + 4*val1; //Def reduction
  4718. tick = -1;
  4719. clif_emotion(bl,E_SWT);
  4720. break;
  4721. case SC_MAXIMIZEPOWER:
  4722. val2 = tick>0?tick:60000;
  4723. break;
  4724. case SC_EDP: // [Celest]
  4725. val2 = val1 + 2; //Chance to Poison enemies.
  4726. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  4727. break;
  4728. case SC_POISONREACT:
  4729. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4730. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4731. break;
  4732. case SC_MAGICROD:
  4733. val2 = val1*20; //SP gained
  4734. break;
  4735. case SC_KYRIE:
  4736. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4737. val3 = (val1 / 2 + 5); //Hits
  4738. break;
  4739. case SC_MAGICPOWER:
  4740. //val1: Skill lv
  4741. val2 = 1; //Lasts 1 invocation
  4742. val3 = 5*val1; //Matk% increase
  4743. break;
  4744. case SC_SACRIFICE:
  4745. val2 = 5; //Lasts 5 hits
  4746. tick = -1;
  4747. break;
  4748. case SC_ENCPOISON:
  4749. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4750. case SC_ASPERSIO:
  4751. case SC_FIREWEAPON:
  4752. case SC_WATERWEAPON:
  4753. case SC_WINDWEAPON:
  4754. case SC_EARTHWEAPON:
  4755. case SC_SHADOWWEAPON:
  4756. case SC_GHOSTWEAPON:
  4757. skill_enchant_elemental_end(bl,type);
  4758. break;
  4759. case SC_ELEMENTALCHANGE:
  4760. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  4761. // val2 : Element (When no element, random one is picked)
  4762. // val3 : 0 = called by skill 1 = called by script (fixed level)
  4763. if( !val2 ) val2 = rand()%ELE_MAX;
  4764. if( val1 == 1 && val3 == 0 )
  4765. val1 = 1 + rand()%4;
  4766. else if( val1 > 4 )
  4767. val1 = 4; // Max Level
  4768. val3 = 0; // Not need to keep this info.
  4769. break;
  4770. case SC_PROVIDENCE:
  4771. val2=val1*5; //Race/Ele resist
  4772. break;
  4773. case SC_REFLECTSHIELD:
  4774. val2=10+val1*3; // %Dmg reflected
  4775. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
  4776. {
  4777. struct map_session_data *tsd;
  4778. if( sd )
  4779. {
  4780. int i;
  4781. for( i = 0; i < 5; i++ )
  4782. {
  4783. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  4784. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4785. }
  4786. }
  4787. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  4788. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4789. }
  4790. break;
  4791. case SC_STRIPWEAPON:
  4792. if (!sd) //Watk reduction
  4793. val2 = 25;
  4794. break;
  4795. case SC_STRIPSHIELD:
  4796. if (!sd) //Def reduction
  4797. val2 = 15;
  4798. break;
  4799. case SC_STRIPARMOR:
  4800. if (!sd) //Vit reduction
  4801. val2 = 40;
  4802. break;
  4803. case SC_STRIPHELM:
  4804. if (!sd) //Int reduction
  4805. val2 = 40;
  4806. break;
  4807. case SC_AUTOSPELL:
  4808. //Val1 Skill LV of Autospell
  4809. //Val2 Skill ID to cast
  4810. //Val3 Max Lv to cast
  4811. val4 = 5 + val1*2; //Chance of casting
  4812. break;
  4813. case SC_VOLCANO:
  4814. if (status->def_ele == ELE_FIRE)
  4815. val2 = val1*10; //Watk increase
  4816. else
  4817. val2 = 0;
  4818. break;
  4819. case SC_VIOLENTGALE:
  4820. if (status->def_ele == ELE_WIND)
  4821. val2 = val1*3; //Flee increase
  4822. else
  4823. val2 = 0;
  4824. break;
  4825. case SC_DELUGE:
  4826. if(status->def_ele == ELE_WATER)
  4827. val2 = deluge_eff[val1-1]; //HP increase
  4828. else
  4829. val2 = 0;
  4830. break;
  4831. case SC_SUITON:
  4832. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  4833. //No penalties.
  4834. val2 = 0; //Agi penalty
  4835. val3 = 0; //Walk speed penalty
  4836. break;
  4837. }
  4838. val3 = 50;
  4839. val2 = 3*((val1+1)/3);
  4840. if (val1 > 4) val2--;
  4841. break;
  4842. case SC_ONEHAND:
  4843. case SC_TWOHANDQUICKEN:
  4844. val2 = 300;
  4845. if (val1 > 10) //For boss casted skills [Skotlex]
  4846. val2 += 20*(val1-10);
  4847. break;
  4848. case SC_MERC_QUICKEN:
  4849. val2 = 300;
  4850. break;
  4851. case SC_SPEARQUICKEN:
  4852. val2 = 200+10*val1;
  4853. break;
  4854. case SC_DANCING:
  4855. //val1 : Skill ID + LV
  4856. //val2 : Skill Group of the Dance.
  4857. //val3 : Brings the skilllv (merged into val1 here)
  4858. //val4 : Partner
  4859. if (val1 == CG_MOONLIT)
  4860. clif_status_change(bl,SI_MOONLIT,1,tick);
  4861. val1|= (val3<<16);
  4862. val3 = tick/1000; //Tick duration
  4863. tick = 1000;
  4864. break;
  4865. case SC_LONGING:
  4866. val2 = 500-100*val1; //Aspd penalty.
  4867. break;
  4868. case SC_EXPLOSIONSPIRITS:
  4869. val2 = 75 + 25*val1; //Cri bonus
  4870. break;
  4871. case SC_ASPDPOTION0:
  4872. case SC_ASPDPOTION1:
  4873. case SC_ASPDPOTION2:
  4874. case SC_ASPDPOTION3:
  4875. val2 = 50*(2+type-SC_ASPDPOTION0);
  4876. break;
  4877. case SC_WEDDING:
  4878. case SC_XMAS:
  4879. case SC_SUMMER:
  4880. if (!vd) return 0;
  4881. //Store previous values as they could be removed.
  4882. val1 = vd->class_;
  4883. val2 = vd->weapon;
  4884. val3 = vd->shield;
  4885. val4 = vd->cloth_color;
  4886. unit_stop_attack(bl);
  4887. clif_changelook(bl,LOOK_WEAPON,0);
  4888. clif_changelook(bl,LOOK_SHIELD,0);
  4889. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  4890. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4891. break;
  4892. case SC_NOCHAT:
  4893. tick = 60000;
  4894. val1 = battle_config.manner_system; //Mute filters.
  4895. if (sd)
  4896. {
  4897. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  4898. clif_updatestatus(sd,SP_MANNER);
  4899. }
  4900. break;
  4901. case SC_STONE:
  4902. val3 = tick/1000; //Petrified HP-damage iterations.
  4903. if(val3 < 1) val3 = 1;
  4904. tick = val4; //Petrifying time.
  4905. if (tick < 1000)
  4906. tick = 1000; //Min time
  4907. calc_flag = 0; //Actual status changes take effect on petrified state.
  4908. break;
  4909. case SC_DPOISON:
  4910. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4911. if (status->hp > status->max_hp>>2)
  4912. {
  4913. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4914. if (status->hp - diff < status->max_hp>>2)
  4915. diff = status->hp - (status->max_hp>>2);
  4916. status_zap(bl, diff, 0);
  4917. }
  4918. // fall through
  4919. case SC_POISON: /* 毒 */
  4920. val3 = tick/1000; //Damage iterations
  4921. if(val3 < 1) val3 = 1;
  4922. tick = 1000;
  4923. //val4: HP damage
  4924. if (bl->type == BL_PC)
  4925. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4926. else
  4927. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4928. break;
  4929. case SC_CONFUSION:
  4930. clif_emotion(bl,E_WHAT);
  4931. break;
  4932. case SC_BLEEDING:
  4933. val4 = tick/10000;
  4934. if (!val4) val4 = 1;
  4935. tick = 10000;
  4936. break;
  4937. case SC_S_LIFEPOTION:
  4938. case SC_L_LIFEPOTION:
  4939. if( val1 == 0 ) return 0;
  4940. // val1 = heal percent/amout
  4941. // val2 = seconds between heals
  4942. // val4 = total of heals
  4943. if( val2 < 1 ) val2 = 1;
  4944. if( (val4 = tick/(val2 * 1000)) < 1 )
  4945. val4 = 1;
  4946. tick = val2 * 1000; // val2 = Seconds between heals
  4947. break;
  4948. case SC_BOSSMAPINFO:
  4949. if( sd != NULL )
  4950. {
  4951. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  4952. if( boss_md == NULL || boss_md->bl.prev == NULL )
  4953. { // No MVP on this map - MVP is dead
  4954. clif_bossmapinfo(sd->fd, boss_md, 1);
  4955. return 0; // No need to start SC
  4956. }
  4957. val1 = boss_md->bl.id;
  4958. if( (val4 = tick/1000) < 1 )
  4959. val4 = 1;
  4960. tick = 1000;
  4961. }
  4962. break;
  4963. case SC_HIDING:
  4964. val2 = tick/1000;
  4965. tick = 1000;
  4966. val3 = 0; // unused, previously speed adjustment
  4967. val4 = val1+3; //Seconds before SP substraction happen.
  4968. break;
  4969. case SC_CHASEWALK:
  4970. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4971. val3 = 35 - 5 * val1; //Speed adjustment.
  4972. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  4973. val3 -= 40;
  4974. val4 = 10+val1*2; //SP cost.
  4975. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  4976. break;
  4977. case SC_CLOAKING:
  4978. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  4979. val1 = 10;
  4980. val2 = tick>0?tick:60000; //SP consumption rate.
  4981. val3 = 0; // unused, previously walk speed adjustment
  4982. //val4&1 signals the presence of a wall.
  4983. //val4&2 makes cloak not end on normal attacks [Skotlex]
  4984. //val4&4 makes cloak not end on using skills
  4985. if (bl->type == BL_PC) //Standard cloaking.
  4986. val4 |= battle_config.pc_cloak_check_type&7;
  4987. else
  4988. val4 |= battle_config.monster_cloak_check_type&7;
  4989. break;
  4990. case SC_SIGHT: /* サイト/ルアフ */
  4991. case SC_RUWACH:
  4992. case SC_SIGHTBLASTER:
  4993. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  4994. val2 = tick/250;
  4995. tick = 10;
  4996. break;
  4997. //Permanent effects.
  4998. case SC_AETERNA:
  4999. case SC_MODECHANGE:
  5000. case SC_WEIGHT50:
  5001. case SC_WEIGHT90:
  5002. case SC_BROKENWEAPON:
  5003. case SC_BROKENARMOR:
  5004. case SC_READYSTORM:
  5005. case SC_READYDOWN:
  5006. case SC_READYCOUNTER:
  5007. case SC_READYTURN:
  5008. case SC_DODGE:
  5009. tick = -1;
  5010. break;
  5011. case SC_AUTOGUARD:
  5012. if( !(flag&1) )
  5013. {
  5014. struct map_session_data *tsd;
  5015. int i,t;
  5016. for( i = val2 = 0; i < val1; i++)
  5017. {
  5018. t = 5-(i>>1);
  5019. val2 += (t < 0)? 1:t;
  5020. }
  5021. if( bl->type&(BL_PC|BL_MER) )
  5022. {
  5023. if( sd )
  5024. {
  5025. for( i = 0; i < 5; i++ )
  5026. {
  5027. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  5028. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  5029. }
  5030. }
  5031. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  5032. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  5033. }
  5034. }
  5035. break;
  5036. case SC_DEFENDER:
  5037. if (!(flag&1))
  5038. {
  5039. struct map_session_data *tsd;
  5040. int i;
  5041. val2 = 5 + 15*val1; //Damage reduction
  5042. val3 = 0; // unused, previously speed adjustment
  5043. val4 = 250 - 50*val1; //Aspd adjustment
  5044. if (sd)
  5045. for (i = 0; i < 5; i++)
  5046. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  5047. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  5048. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  5049. }
  5050. }
  5051. break;
  5052. case SC_TENSIONRELAX:
  5053. if (sd) {
  5054. pc_setsit(sd);
  5055. clif_sitting(&sd->bl);
  5056. }
  5057. val2 = 12; //SP cost
  5058. val4 = 10000; //Decrease at 10secs intervals.
  5059. val3 = tick/val4;
  5060. tick = val4;
  5061. break;
  5062. case SC_PARRYING:
  5063. val2 = 20 + val1*3; //Block Chance
  5064. break;
  5065. case SC_WINDWALK:
  5066. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  5067. break;
  5068. case SC_JOINTBEAT:
  5069. if( val2&BREAK_NECK )
  5070. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
  5071. break;
  5072. case SC_BERSERK:
  5073. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  5074. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  5075. //HP healing is performing after the calc_status call.
  5076. //Val2 holds HP penalty
  5077. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  5078. if (!val4) val4 = 10000; //Val4 holds damage interval
  5079. val3 = tick/val4; //val3 holds skill duration
  5080. tick = val4;
  5081. break;
  5082. case SC_GOSPEL:
  5083. if(val4 == BCT_SELF) { // self effect
  5084. val2 = tick/10000;
  5085. tick = 10000;
  5086. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  5087. }
  5088. break;
  5089. case SC_MARIONETTE:
  5090. {
  5091. int stat;
  5092. val3 = 0;
  5093. val4 = 0;
  5094. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  5095. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  5096. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  5097. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  5098. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  5099. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  5100. break;
  5101. }
  5102. case SC_MARIONETTE2:
  5103. {
  5104. int stat,max_stat;
  5105. // fetch caster information
  5106. struct block_list *pbl = map_id2bl(val1);
  5107. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  5108. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  5109. // fetch target's stats
  5110. struct status_data* status = status_get_status_data(bl); // battle status
  5111. if (!psce)
  5112. return 0;
  5113. val3 = 0;
  5114. val4 = 0;
  5115. max_stat = battle_config.max_parameter; //Cap to 99 (default)
  5116. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  5117. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  5118. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  5119. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  5120. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  5121. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  5122. break;
  5123. }
  5124. case SC_REJECTSWORD:
  5125. val2 = 15*val1; //Reflect chance
  5126. val3 = 3; //Reflections
  5127. tick = -1;
  5128. break;
  5129. case SC_MEMORIZE:
  5130. val2 = 5; //Memorized casts.
  5131. tick = -1;
  5132. break;
  5133. case SC_GRAVITATION:
  5134. val2 = 50*val1; //aspd reduction
  5135. break;
  5136. case SC_REGENERATION:
  5137. if (val1 == 1)
  5138. val2 = 2;
  5139. else
  5140. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  5141. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  5142. //if val4 comes set, this blocks regen rather than increase it.
  5143. break;
  5144. case SC_DEVOTION:
  5145. {
  5146. struct block_list *d_bl;
  5147. struct status_change *d_sc;
  5148. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
  5149. { // Inherits Status From Source
  5150. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  5151. enum sc_type type2;
  5152. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  5153. while( i >= 0 )
  5154. {
  5155. type2 = types[i];
  5156. if( d_sc->data[type2] )
  5157. sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  5158. i--;
  5159. }
  5160. }
  5161. break;
  5162. }
  5163. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  5164. status_zap(bl, status->hp-1, val2?0:status->sp);
  5165. return 1;
  5166. break;
  5167. case SC_CLOSECONFINE2:
  5168. {
  5169. struct block_list *src = val2?map_id2bl(val2):NULL;
  5170. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5171. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  5172. if (src && sc2) {
  5173. if (!sce2) //Start lock on caster.
  5174. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  5175. else { //Increase count of locked enemies and refresh time.
  5176. (sce2->val2)++;
  5177. delete_timer(sce2->timer, status_change_timer);
  5178. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  5179. }
  5180. } else //Status failed.
  5181. return 0;
  5182. }
  5183. break;
  5184. case SC_KAITE:
  5185. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  5186. break;
  5187. case SC_KAUPE:
  5188. switch (val1) {
  5189. case 3: //33*3 + 1 -> 100%
  5190. val2++;
  5191. case 1:
  5192. case 2: //33, 66%
  5193. val2 += 33*val1;
  5194. val3 = 1; //Dodge 1 attack total.
  5195. break;
  5196. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  5197. val2 = 100;
  5198. val3 = val1-2;
  5199. break;
  5200. }
  5201. break;
  5202. case SC_COMBO:
  5203. {
  5204. //val1: Skill ID
  5205. //val2: When given, target (for autotargetting skills)
  5206. //val3: When set, this combo time should NOT delay attack/movement
  5207. //val4: Combo time
  5208. struct unit_data *ud = unit_bl2ud(bl);
  5209. switch (val1) {
  5210. case TK_STORMKICK:
  5211. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  5212. break;
  5213. case TK_DOWNKICK:
  5214. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  5215. break;
  5216. case TK_TURNKICK:
  5217. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  5218. break;
  5219. case TK_COUNTER:
  5220. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  5221. break;
  5222. case MO_COMBOFINISH:
  5223. case CH_TIGERFIST:
  5224. case CH_CHAINCRUSH:
  5225. if( sd )
  5226. {
  5227. sd->state.combo = 1;
  5228. clif_skillinfoblock(sd);
  5229. }
  5230. break;
  5231. case TK_JUMPKICK:
  5232. if( sd )
  5233. {
  5234. sd->state.combo = 2;
  5235. clif_skillinfoblock(sd);
  5236. }
  5237. break;
  5238. }
  5239. if (ud && !val3)
  5240. {
  5241. ud->attackabletime = gettick()+tick;
  5242. unit_set_walkdelay(bl, gettick(), tick, 1);
  5243. }
  5244. val4 = tick; //Store combo-time in val4.
  5245. }
  5246. break;
  5247. case SC_EARTHSCROLL:
  5248. val2 = 11-val1; //Chance to consume: 11-skilllv%
  5249. break;
  5250. case SC_RUN:
  5251. val4 = gettick(); //Store time at which you started running.
  5252. tick = -1;
  5253. break;
  5254. case SC_KAAHI:
  5255. val2 = 200*val1; //HP heal
  5256. val3 = 5*val1; //SP cost
  5257. val4 = -1; //Kaahi Timer.
  5258. break;
  5259. case SC_BLESSING:
  5260. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5261. val2 = val1;
  5262. else
  5263. val2 = 0; //0 -> Half stat.
  5264. break;
  5265. case SC_TRICKDEAD:
  5266. if (vd) vd->dead_sit = 1;
  5267. tick = -1;
  5268. break;
  5269. case SC_CONCENTRATE:
  5270. val2 = 2 + val1;
  5271. if (sd) { //Store the card-bonus data that should not count in the %
  5272. val3 = sd->param_bonus[1]; //Agi
  5273. val4 = sd->param_bonus[4]; //Dex
  5274. } else {
  5275. val3 = val4 = 0;
  5276. }
  5277. break;
  5278. case SC_MAXOVERTHRUST:
  5279. val2 = 20*val1; //Power increase
  5280. break;
  5281. case SC_OVERTHRUST:
  5282. //val2 holds if it was casted on self, or is bonus received from others
  5283. val3 = 5*val1; //Power increase
  5284. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5285. tick += tick / 10;
  5286. break;
  5287. case SC_ADRENALINE2:
  5288. case SC_ADRENALINE:
  5289. val3 = (val2) ? 300 : 200; // aspd increase
  5290. case SC_WEAPONPERFECTION:
  5291. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5292. tick += tick / 10;
  5293. break;
  5294. case SC_CONCENTRATION:
  5295. val2 = 5*val1; //Batk/Watk Increase
  5296. val3 = 10*val1; //Hit Increase
  5297. val4 = 5*val1; //Def reduction
  5298. break;
  5299. case SC_ANGELUS:
  5300. val2 = 5*val1; //def increase
  5301. break;
  5302. case SC_IMPOSITIO:
  5303. val2 = 5*val1; //watk increase
  5304. break;
  5305. case SC_MELTDOWN:
  5306. val2 = 100*val1; //Chance to break weapon
  5307. val3 = 70*val1; //Change to break armor
  5308. break;
  5309. case SC_TRUESIGHT:
  5310. val2 = 10*val1; //Critical increase
  5311. val3 = 3*val1; //Hit increase
  5312. break;
  5313. case SC_SUN_COMFORT:
  5314. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  5315. break;
  5316. case SC_MOON_COMFORT:
  5317. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  5318. break;
  5319. case SC_STAR_COMFORT:
  5320. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  5321. break;
  5322. case SC_QUAGMIRE:
  5323. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5324. break;
  5325. // gs_something1 [Vicious]
  5326. case SC_GATLINGFEVER:
  5327. val2 = 20*val1; //Aspd increase
  5328. val3 = 20+10*val1; //Batk increase
  5329. val4 = 5*val1; //Flee decrease
  5330. break;
  5331. case SC_FLING:
  5332. if (bl->type == BL_PC)
  5333. val2 = 0; //No armor reduction to players.
  5334. else
  5335. val2 = 5*val1; //Def reduction
  5336. val3 = 5*val1; //Def2 reduction
  5337. break;
  5338. case SC_PROVOKE:
  5339. //val2 signals autoprovoke.
  5340. val3 = 2+3*val1; //Atk increase
  5341. val4 = 5+5*val1; //Def reduction.
  5342. break;
  5343. case SC_AVOID:
  5344. //val2 = 10*val1; //Speed change rate.
  5345. break;
  5346. case SC_DEFENCE:
  5347. val2 = 2*val1; //Def bonus
  5348. break;
  5349. case SC_BLOODLUST:
  5350. val2 = 20+10*val1; //Atk rate change.
  5351. val3 = 3*val1; //Leech chance
  5352. val4 = 20; //Leech percent
  5353. break;
  5354. case SC_FLEET:
  5355. val2 = 30*val1; //Aspd change
  5356. val3 = 5+5*val1; //bAtk/wAtk rate change
  5357. break;
  5358. case SC_MINDBREAKER:
  5359. val2 = 20*val1; //matk increase.
  5360. val3 = 12*val1; //mdef2 reduction.
  5361. break;
  5362. case SC_SKA:
  5363. val2 = tick/1000;
  5364. val3 = rand()%100; //Def changes randomly every second...
  5365. tick = 1000;
  5366. break;
  5367. case SC_JAILED:
  5368. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  5369. tick = val1>0?1000:250;
  5370. if (sd)
  5371. {
  5372. if (sd->mapindex != val2)
  5373. {
  5374. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5375. map = sd->mapindex; //Current Map
  5376. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5377. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  5378. //2. Set restore point (val3 -> return map, val4 return coords
  5379. val3 = map;
  5380. val4 = pos;
  5381. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  5382. val3 = sd->status.save_point.map;
  5383. val4 = (sd->status.save_point.x&0xFFFF)
  5384. |(sd->status.save_point.y<<16);
  5385. }
  5386. }
  5387. break;
  5388. case SC_UTSUSEMI:
  5389. val2=(val1+1)/2; // number of hits blocked
  5390. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5391. break;
  5392. case SC_BUNSINJYUTSU:
  5393. val2=(val1+1)/2; // number of hits blocked
  5394. break;
  5395. case SC_CHANGE:
  5396. val2= 30*val1; //Vit increase
  5397. val3= 20*val1; //Int increase
  5398. break;
  5399. case SC_SWOO:
  5400. if(status->mode&MD_BOSS)
  5401. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5402. break;
  5403. case SC_SPIDERWEB:
  5404. if( bl->type == BL_PC )
  5405. tick /= 2;
  5406. break;
  5407. case SC_ARMOR:
  5408. //NPC_DEFENDER:
  5409. val2 = 80; //Damage reduction
  5410. //Attack requirements to be blocked:
  5411. val3 = BF_LONG; //Range
  5412. val4 = BF_WEAPON|BF_MISC; //Type
  5413. break;
  5414. case SC_ENCHANTARMS:
  5415. //end previous enchants
  5416. skill_enchant_elemental_end(bl,type);
  5417. //Make sure the received element is valid.
  5418. if (val2 >= ELE_MAX)
  5419. val2 = val2%ELE_MAX;
  5420. else if (val2 < 0)
  5421. val2 = rand()%ELE_MAX;
  5422. break;
  5423. case SC_CRITICALWOUND:
  5424. val2 = 20*val1; //Heal effectiveness decrease
  5425. break;
  5426. case SC_MAGICMIRROR:
  5427. case SC_SLOWCAST:
  5428. val2 = 20*val1; //Magic reflection/cast rate
  5429. break;
  5430. case SC_ARMORCHANGE:
  5431. if (val2 == NPC_ANTIMAGIC)
  5432. { //Boost mdef
  5433. val2 =-20;
  5434. val3 = 20;
  5435. } else { //Boost def
  5436. val2 = 20;
  5437. val3 =-20;
  5438. }
  5439. val2*=val1; //20% per level
  5440. val3*=val1;
  5441. break;
  5442. case SC_EXPBOOST:
  5443. case SC_JEXPBOOST:
  5444. if (val1 < 0)
  5445. val1 = 0;
  5446. break;
  5447. case SC_INCFLEE2:
  5448. case SC_INCCRI:
  5449. val2 = val1*10; //Actual boost (since 100% = 1000)
  5450. break;
  5451. case SC_SUFFRAGIUM:
  5452. val2 = 15 * val1; //Speed cast decrease
  5453. break;
  5454. case SC_INCHEALRATE:
  5455. if (val1 < 1)
  5456. val1 = 1;
  5457. break;
  5458. case SC_HALLUCINATION:
  5459. val2 = 5+val1; //Factor by which displayed damage is increased by
  5460. break;
  5461. case SC_DOUBLECAST:
  5462. val2 = 30+10*val1; //Trigger rate
  5463. break;
  5464. case SC_KAIZEL:
  5465. val2 = 10*val1; //% of life to be revived with
  5466. break;
  5467. // case SC_ARMOR_ELEMENT:
  5468. // case SC_ARMOR_RESIST:
  5469. // Mod your resistance against elements:
  5470. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  5471. // break;
  5472. //case ????:
  5473. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5474. //associated, and yet are not wrong/unknown. [Skotlex]
  5475. //break;
  5476. case SC_MERC_FLEEUP:
  5477. case SC_MERC_ATKUP:
  5478. case SC_MERC_HITUP:
  5479. val2 = 15 * val1;
  5480. break;
  5481. case SC_MERC_HPUP:
  5482. case SC_MERC_SPUP:
  5483. val2 = 5 * val1;
  5484. break;
  5485. case SC_REBIRTH:
  5486. val2 = 20*val1; //% of life to be revived with
  5487. break;
  5488. case SC_MANU_DEF:
  5489. case SC_MANU_ATK:
  5490. case SC_MANU_MATK:
  5491. val2 = 1; // Manuk group
  5492. break;
  5493. case SC_SPL_DEF:
  5494. case SC_SPL_ATK:
  5495. case SC_SPL_MATK:
  5496. val2 = 2; // Splendide group
  5497. break;
  5498. default:
  5499. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  5500. { //Status change with no calc, no icon, and no skill associated...?
  5501. ShowError("UnknownStatusChange [%d]\n", type);
  5502. return 0;
  5503. }
  5504. }
  5505. else //Special considerations when loading SC data.
  5506. switch( type )
  5507. {
  5508. case SC_WEDDING:
  5509. case SC_XMAS:
  5510. case SC_SUMMER:
  5511. clif_changelook(bl,LOOK_WEAPON,0);
  5512. clif_changelook(bl,LOOK_SHIELD,0);
  5513. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  5514. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5515. break;
  5516. case SC_KAAHI:
  5517. val4 = -1;
  5518. break;
  5519. }
  5520. //Those that make you stop attacking/walking....
  5521. switch (type)
  5522. {
  5523. case SC_FREEZE:
  5524. case SC_STUN:
  5525. case SC_SLEEP:
  5526. case SC_STONE:
  5527. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5528. pc_setstand(sd);
  5529. case SC_TRICKDEAD:
  5530. unit_stop_attack(bl);
  5531. status_change_end(bl, SC_DANCING, -1);
  5532. // Cancel cast when get status [LuzZza]
  5533. if (battle_config.sc_castcancel&bl->type)
  5534. unit_skillcastcancel(bl, 0);
  5535. case SC_STOP:
  5536. case SC_CONFUSION:
  5537. case SC_CLOSECONFINE:
  5538. case SC_CLOSECONFINE2:
  5539. case SC_ANKLE:
  5540. case SC_SPIDERWEB:
  5541. unit_stop_walking(bl,1);
  5542. break;
  5543. case SC_HIDING:
  5544. case SC_CLOAKING:
  5545. case SC_CHASEWALK:
  5546. case SC_WEIGHT90:
  5547. unit_stop_attack(bl);
  5548. break;
  5549. case SC_SILENCE:
  5550. if (battle_config.sc_castcancel&bl->type)
  5551. unit_skillcastcancel(bl, 0);
  5552. break;
  5553. }
  5554. // Set option as needed.
  5555. opt_flag = 1;
  5556. switch(type)
  5557. {
  5558. //OPT1
  5559. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  5560. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  5561. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  5562. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  5563. //OPT2
  5564. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  5565. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  5566. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  5567. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  5568. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  5569. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  5570. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  5571. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  5572. //OPT3
  5573. case SC_TWOHANDQUICKEN:
  5574. case SC_ONEHAND:
  5575. case SC_SPEARQUICKEN:
  5576. case SC_CONCENTRATION:
  5577. case SC_MERC_QUICKEN:
  5578. sc->opt3 |= OPT3_QUICKEN;
  5579. opt_flag = 0;
  5580. break;
  5581. case SC_MAXOVERTHRUST:
  5582. case SC_OVERTHRUST:
  5583. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5584. sc->opt3 |= OPT3_OVERTHRUST;
  5585. opt_flag = 0;
  5586. break;
  5587. case SC_ENERGYCOAT:
  5588. case SC_SKE:
  5589. sc->opt3 |= OPT3_ENERGYCOAT;
  5590. opt_flag = 0;
  5591. break;
  5592. case SC_INCATKRATE:
  5593. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5594. if (bl->type != BL_MOB) {
  5595. opt_flag = 0;
  5596. break;
  5597. }
  5598. case SC_EXPLOSIONSPIRITS:
  5599. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  5600. opt_flag = 0;
  5601. break;
  5602. case SC_STEELBODY:
  5603. case SC_SKA:
  5604. sc->opt3 |= OPT3_STEELBODY;
  5605. opt_flag = 0;
  5606. break;
  5607. case SC_BLADESTOP:
  5608. sc->opt3 |= OPT3_BLADESTOP;
  5609. opt_flag = 0;
  5610. break;
  5611. case SC_AURABLADE:
  5612. sc->opt3 |= OPT3_AURABLADE;
  5613. opt_flag = 0;
  5614. break;
  5615. case SC_BERSERK:
  5616. sc->opt3 |= OPT3_BERSERK;
  5617. opt_flag = 0;
  5618. break;
  5619. // case ???: // doesn't seem to do anything
  5620. // sc->opt3 |= OPT3_LIGHTBLADE;
  5621. // opt_flag = 0;
  5622. // break;
  5623. case SC_DANCING:
  5624. if ((val1&0xFFFF) == CG_MOONLIT)
  5625. sc->opt3 |= OPT3_MOONLIT;
  5626. opt_flag = 0;
  5627. break;
  5628. case SC_MARIONETTE:
  5629. case SC_MARIONETTE2:
  5630. sc->opt3 |= OPT3_MARIONETTE;
  5631. opt_flag = 0;
  5632. break;
  5633. case SC_ASSUMPTIO:
  5634. sc->opt3 |= OPT3_ASSUMPTIO;
  5635. opt_flag = 0;
  5636. break;
  5637. case SC_WARM: //SG skills [Komurka]
  5638. sc->opt3 |= OPT3_WARM;
  5639. opt_flag = 0;
  5640. break;
  5641. case SC_KAITE:
  5642. sc->opt3 |= OPT3_KAITE;
  5643. opt_flag = 0;
  5644. break;
  5645. case SC_BUNSINJYUTSU:
  5646. sc->opt3 |= OPT3_BUNSIN;
  5647. opt_flag = 0;
  5648. break;
  5649. case SC_SPIRIT:
  5650. sc->opt3 |= OPT3_SOULLINK;
  5651. opt_flag = 0;
  5652. break;
  5653. case SC_CHANGEUNDEAD:
  5654. sc->opt3 |= OPT3_UNDEAD;
  5655. opt_flag = 0;
  5656. break;
  5657. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  5658. // sc->opt3 |= OPT3_CONTRACT;
  5659. // opt_flag = 0;
  5660. // break;
  5661. //OPTION
  5662. case SC_HIDING:
  5663. sc->option |= OPTION_HIDE;
  5664. opt_flag = 2;
  5665. break;
  5666. case SC_CLOAKING:
  5667. sc->option |= OPTION_CLOAK;
  5668. opt_flag = 2;
  5669. break;
  5670. case SC_CHASEWALK:
  5671. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5672. opt_flag = 2;
  5673. break;
  5674. case SC_SIGHT:
  5675. sc->option |= OPTION_SIGHT;
  5676. break;
  5677. case SC_RUWACH:
  5678. sc->option |= OPTION_RUWACH;
  5679. break;
  5680. case SC_WEDDING:
  5681. sc->option |= OPTION_WEDDING;
  5682. break;
  5683. case SC_XMAS:
  5684. sc->option |= OPTION_XMAS;
  5685. break;
  5686. case SC_SUMMER:
  5687. sc->option |= OPTION_SUMMER;
  5688. break;
  5689. case SC_ORCISH:
  5690. sc->option |= OPTION_ORCISH;
  5691. break;
  5692. case SC_FUSION:
  5693. sc->option |= OPTION_FLYING;
  5694. break;
  5695. default:
  5696. opt_flag = 0;
  5697. }
  5698. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  5699. if(opt_flag)
  5700. clif_changeoption(bl);
  5701. if (calc_flag&SCB_DYE)
  5702. { //Reset DYE color
  5703. if (vd && vd->cloth_color)
  5704. {
  5705. val4 = vd->cloth_color;
  5706. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5707. }
  5708. calc_flag&=~SCB_DYE;
  5709. }
  5710. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) ) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5711. clif_status_change(bl,StatusIconChangeTable[type],1,tick);
  5712. else if( sd ) //Send packet to self otherwise (disguised player?)
  5713. clif_status_load(bl,StatusIconChangeTable[type],1);
  5714. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  5715. if((sce=sc->data[type]))
  5716. {// reuse old sc
  5717. if( sce->timer != INVALID_TIMER )
  5718. delete_timer(sce->timer, status_change_timer);
  5719. }
  5720. else
  5721. {// new sc
  5722. ++(sc->count);
  5723. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  5724. }
  5725. sce->val1 = val1;
  5726. sce->val2 = val2;
  5727. sce->val3 = val3;
  5728. sce->val4 = val4;
  5729. if (tick >= 0)
  5730. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  5731. else
  5732. sce->timer = INVALID_TIMER; //Infinite duration
  5733. if (calc_flag)
  5734. status_calc_bl(bl,calc_flag);
  5735. if(sd && sd->pd)
  5736. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5737. switch( type )
  5738. {
  5739. case SC_BERSERK:
  5740. sce->val2 = 5*status->max_hp/100;
  5741. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5742. status_set_sp(bl, 0, 0); //Damage all SP
  5743. break;
  5744. case SC_CHANGE:
  5745. status_percent_heal(bl, 100, 100);
  5746. break;
  5747. case SC_RUN:
  5748. {
  5749. struct unit_data *ud = unit_bl2ud(bl);
  5750. if( ud )
  5751. ud->state.running = unit_run(bl);
  5752. }
  5753. break;
  5754. case SC_BOSSMAPINFO:
  5755. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  5756. break;
  5757. case SC_MERC_HPUP:
  5758. status_percent_heal(bl, 100, 0); // Recover Full HP
  5759. break;
  5760. case SC_MERC_SPUP:
  5761. status_percent_heal(bl, 0, 100); // Recover Full SP
  5762. break;
  5763. }
  5764. if( opt_flag&2 && sd && sd->touching_id )
  5765. npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
  5766. return 1;
  5767. }
  5768. /*==========================================
  5769. * ステータス異常全解除
  5770. * type:
  5771. * 0 - ???
  5772. * 1 - ???
  5773. * 2 - ???
  5774. *------------------------------------------*/
  5775. int status_change_clear(struct block_list* bl, int type)
  5776. {
  5777. struct status_change* sc;
  5778. int i;
  5779. sc = status_get_sc(bl);
  5780. if (!sc || !sc->count)
  5781. return 0;
  5782. for(i = 0; i < SC_MAX; i++)
  5783. {
  5784. if(!sc->data[i])
  5785. continue;
  5786. if(type == 0)
  5787. switch (i)
  5788. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  5789. case SC_WEIGHT50:
  5790. case SC_WEIGHT90:
  5791. case SC_EDP:
  5792. case SC_MELTDOWN:
  5793. case SC_XMAS:
  5794. case SC_SUMMER:
  5795. case SC_NOCHAT:
  5796. case SC_FUSION:
  5797. case SC_EARTHSCROLL:
  5798. case SC_READYSTORM:
  5799. case SC_READYDOWN:
  5800. case SC_READYCOUNTER:
  5801. case SC_READYTURN:
  5802. case SC_DODGE:
  5803. case SC_JAILED:
  5804. case SC_EXPBOOST:
  5805. case SC_ITEMBOOST:
  5806. case SC_HELLPOWER:
  5807. case SC_JEXPBOOST:
  5808. case SC_AUTOTRADE:
  5809. case SC_FOOD_STR_CASH:
  5810. case SC_FOOD_AGI_CASH:
  5811. case SC_FOOD_VIT_CASH:
  5812. case SC_FOOD_DEX_CASH:
  5813. case SC_FOOD_INT_CASH:
  5814. case SC_FOOD_LUK_CASH:
  5815. continue;
  5816. }
  5817. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5818. if( type == 1 && sc->data[i] )
  5819. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5820. (sc->count)--;
  5821. if (sc->data[i]->timer != INVALID_TIMER)
  5822. delete_timer(sc->data[i]->timer, status_change_timer);
  5823. ers_free(sc_data_ers, sc->data[i]);
  5824. sc->data[i] = NULL;
  5825. }
  5826. }
  5827. sc->opt1 = 0;
  5828. sc->opt2 = 0;
  5829. sc->opt3 = 0;
  5830. sc->option &= OPTION_MASK;
  5831. if( type == 0 || type == 2 )
  5832. clif_changeoption(bl);
  5833. return 1;
  5834. }
  5835. /*==========================================
  5836. * ステータス異常終了
  5837. *------------------------------------------*/
  5838. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  5839. {
  5840. struct map_session_data *sd;
  5841. struct status_change *sc;
  5842. struct status_change_entry *sce;
  5843. struct status_data *status;
  5844. struct view_data *vd;
  5845. int opt_flag=0, calc_flag;
  5846. nullpo_ret(bl);
  5847. sc = status_get_sc(bl);
  5848. status = status_get_status_data(bl);
  5849. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  5850. return 0;
  5851. sd = BL_CAST(BL_PC,bl);
  5852. if (sce->timer != tid && tid != -1)
  5853. return 0;
  5854. if (tid == -1) {
  5855. if (type == SC_ENDURE && sce->val4)
  5856. //Do not end infinite endure.
  5857. return 0;
  5858. if (sce->timer != -1) //Could be a SC with infinite duration
  5859. delete_timer(sce->timer,status_change_timer);
  5860. if (sc->opt1)
  5861. switch (type) {
  5862. //"Ugly workaround" [Skotlex]
  5863. //delays status change ending so that a skill that sets opt1 fails to
  5864. //trigger when it also removed one
  5865. case SC_STONE:
  5866. sce->val3 = 0; //Petrify time counter.
  5867. case SC_FREEZE:
  5868. case SC_STUN:
  5869. case SC_SLEEP:
  5870. if (sce->val1) {
  5871. //Removing the 'level' shouldn't affect anything in the code
  5872. //since these SC are not affected by it, and it lets us know
  5873. //if we have already delayed this attack or not.
  5874. sce->val1 = 0;
  5875. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  5876. return 1;
  5877. }
  5878. }
  5879. }
  5880. sc->data[type] = NULL;
  5881. (sc->count)--;
  5882. vd = status_get_viewdata(bl);
  5883. calc_flag = StatusChangeFlagTable[type];
  5884. switch(type){
  5885. case SC_WEDDING:
  5886. case SC_XMAS:
  5887. case SC_SUMMER:
  5888. if (!vd) break;
  5889. if (sd)
  5890. { //Load data from sd->status.* as the stored values could have changed.
  5891. //Must remove OPTION to prevent class being rechanged.
  5892. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  5893. clif_changeoption(&sd->bl);
  5894. status_set_viewdata(bl, sd->status.class_);
  5895. } else {
  5896. vd->class_ = sce->val1;
  5897. vd->weapon = sce->val2;
  5898. vd->shield = sce->val3;
  5899. vd->cloth_color = sce->val4;
  5900. }
  5901. clif_changelook(bl,LOOK_BASE,vd->class_);
  5902. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5903. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5904. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5905. if(sd) clif_skillinfoblock(sd);
  5906. break;
  5907. case SC_RUN:
  5908. {
  5909. struct unit_data *ud = unit_bl2ud(bl);
  5910. bool begin_spurt = true;
  5911. if (ud) {
  5912. if(!ud->state.running)
  5913. begin_spurt = false;
  5914. ud->state.running = 0;
  5915. if (ud->walktimer != -1)
  5916. unit_stop_walking(bl,1);
  5917. }
  5918. if (begin_spurt && sce->val1 >= 7 &&
  5919. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  5920. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5921. )
  5922. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  5923. }
  5924. break;
  5925. case SC_AUTOBERSERK:
  5926. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  5927. status_change_end(bl,SC_PROVOKE,-1);
  5928. break;
  5929. case SC_ENDURE:
  5930. case SC_DEFENDER:
  5931. case SC_REFLECTSHIELD:
  5932. case SC_AUTOGUARD:
  5933. {
  5934. struct map_session_data *tsd;
  5935. if( bl->type == BL_PC )
  5936. { // Clear Status from others
  5937. int i;
  5938. for( i = 0; i < 5; i++ )
  5939. {
  5940. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  5941. status_change_end(&tsd->bl, type, -1);
  5942. }
  5943. }
  5944. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
  5945. { // Clear Status from Master
  5946. tsd = ((TBL_MER*)bl)->master;
  5947. if( tsd && tsd->sc.data[type] )
  5948. status_change_end(&tsd->bl, type, -1);
  5949. }
  5950. }
  5951. break;
  5952. case SC_DEVOTION:
  5953. {
  5954. struct block_list *d_bl = map_id2bl(sce->val1);
  5955. if( d_bl )
  5956. {
  5957. if( d_bl->type == BL_PC )
  5958. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  5959. else if( d_bl->type == BL_MER )
  5960. ((TBL_MER*)d_bl)->devotion_flag = 0;
  5961. clif_devotion(d_bl, NULL);
  5962. }
  5963. status_change_end(bl,SC_AUTOGUARD,-1);
  5964. status_change_end(bl,SC_DEFENDER,-1);
  5965. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5966. status_change_end(bl,SC_ENDURE,-1);
  5967. }
  5968. break;
  5969. case SC_BLADESTOP:
  5970. if(sce->val4)
  5971. {
  5972. int tid = sce->val4;
  5973. struct block_list *tbl = map_id2bl(tid);
  5974. struct status_change *tsc = status_get_sc(tbl);
  5975. sce->val4 = 0;
  5976. if(tbl && tsc && tsc->data[SC_BLADESTOP])
  5977. {
  5978. tsc->data[SC_BLADESTOP]->val4 = 0;
  5979. status_change_end(tbl,SC_BLADESTOP,-1);
  5980. }
  5981. clif_bladestop(bl, tid, 0);
  5982. }
  5983. break;
  5984. case SC_DANCING:
  5985. {
  5986. struct map_session_data *dsd;
  5987. struct status_change_entry *dsc;
  5988. struct skill_unit_group *group;
  5989. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
  5990. {// end status on partner as well
  5991. dsc = dsd->sc.data[SC_DANCING];
  5992. if(dsc)
  5993. { //This will prevent recursive loops.
  5994. dsc->val2 = dsc->val4 = 0;
  5995. status_change_end(&dsd->bl, SC_DANCING, -1);
  5996. }
  5997. }
  5998. if(sce->val2)
  5999. {// erase associated land skill
  6000. group = skill_id2group(sce->val2);
  6001. if( group == NULL )
  6002. {
  6003. ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d). Please report this! (#3504)\n",
  6004. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  6005. sd ? sd->status.char_id : 0,
  6006. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y);
  6007. }
  6008. sce->val2 = 0;
  6009. skill_delunitgroup(group);
  6010. }
  6011. if((sce->val1&0xFFFF) == CG_MOONLIT)
  6012. clif_status_change(bl,SI_MOONLIT,0,0);
  6013. status_change_end(bl,SC_LONGING,-1);
  6014. }
  6015. break;
  6016. case SC_NOCHAT:
  6017. if (sd && sd->status.manner < 0 && tid != -1)
  6018. sd->status.manner = 0;
  6019. if (sd)
  6020. {
  6021. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  6022. clif_updatestatus(sd,SP_MANNER);
  6023. }
  6024. break;
  6025. case SC_SPLASHER:
  6026. {
  6027. struct block_list *src=map_id2bl(sce->val3);
  6028. if(src && tid!=-1)
  6029. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  6030. }
  6031. break;
  6032. case SC_CLOSECONFINE2:
  6033. {
  6034. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  6035. struct status_change *sc2 = src?status_get_sc(src):NULL;
  6036. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  6037. //If status was already ended, do nothing.
  6038. //Decrease count
  6039. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  6040. status_change_end(src, SC_CLOSECONFINE, -1);
  6041. }
  6042. }
  6043. case SC_CLOSECONFINE:
  6044. if (sce->val2 > 0) {
  6045. //Caster has been unlocked... nearby chars need to be unlocked.
  6046. int range = 1
  6047. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  6048. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  6049. map_foreachinarea(status_change_timer_sub,
  6050. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  6051. }
  6052. break;
  6053. case SC_COMBO: //Clear last used skill when it is part of a combo.
  6054. if( sd )
  6055. {
  6056. if( sd->state.combo )
  6057. {
  6058. sd->state.combo = 0;
  6059. clif_skillinfoblock(sd);
  6060. }
  6061. if( sd->skillid_old == sce->val1 )
  6062. sd->skillid_old = sd->skilllv_old = 0;
  6063. }
  6064. break;
  6065. case SC_MARIONETTE:
  6066. case SC_MARIONETTE2: /// Marionette target
  6067. if (sce->val1)
  6068. { // check for partner and end their marionette status as well
  6069. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  6070. struct block_list *pbl = map_id2bl(sce->val1);
  6071. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  6072. if (sc2 && sc2->data[type2])
  6073. {
  6074. sc2->data[type2]->val1 = 0;
  6075. status_change_end(pbl, type2, -1);
  6076. }
  6077. }
  6078. break;
  6079. case SC_BERSERK:
  6080. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  6081. if(status->hp > 100 && sce->val2)
  6082. status_set_hp(bl, 100, 0);
  6083. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  6084. {
  6085. sc->data[SC_ENDURE]->val4 = 0;
  6086. status_change_end(bl, SC_ENDURE, -1);
  6087. }
  6088. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  6089. break;
  6090. case SC_GOSPEL:
  6091. if (sce->val3) { //Clear the group.
  6092. struct skill_unit_group* group = skill_id2group(sce->val3);
  6093. sce->val3 = 0;
  6094. skill_delunitgroup(group);
  6095. }
  6096. break;
  6097. case SC_HERMODE:
  6098. if(sce->val3 == BCT_SELF)
  6099. skill_clear_unitgroup(bl);
  6100. break;
  6101. case SC_BASILICA: //Clear the skill area. [Skotlex]
  6102. skill_clear_unitgroup(bl);
  6103. break;
  6104. case SC_TRICKDEAD:
  6105. if (vd) vd->dead_sit = 0;
  6106. break;
  6107. case SC_WARM:
  6108. if (sce->val4) { //Clear the group.
  6109. struct skill_unit_group* group = skill_id2group(sce->val4);
  6110. sce->val4 = 0;
  6111. skill_delunitgroup(group);
  6112. }
  6113. break;
  6114. case SC_KAAHI:
  6115. //Delete timer if it exists.
  6116. if (sce->val4 != -1)
  6117. delete_timer(sce->val4,kaahi_heal_timer);
  6118. break;
  6119. case SC_JAILED:
  6120. if(tid == -1)
  6121. break;
  6122. //natural expiration.
  6123. if(sd && sd->mapindex == sce->val2)
  6124. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  6125. break; //guess hes not in jail :P
  6126. case SC_CHANGE:
  6127. if (tid == -1)
  6128. break;
  6129. // "lose almost all their HP and SP" on natural expiration.
  6130. status_set_hp(bl, 10, 0);
  6131. status_set_sp(bl, 10, 0);
  6132. break;
  6133. case SC_AUTOTRADE:
  6134. if (tid == -1)
  6135. break;
  6136. vending_closevending(sd);
  6137. map_quit(sd);
  6138. // Because map_quit calls status_change_end with tid -1
  6139. // from here it's not neccesary to continue
  6140. return 1;
  6141. break;
  6142. case SC_STOP:
  6143. if( sce->val2 )
  6144. {
  6145. struct block_list* tbl = map_id2bl(sce->val2);
  6146. sce->val2 = 0;
  6147. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  6148. status_change_end(tbl, SC_STOP, -1);
  6149. }
  6150. break;
  6151. }
  6152. opt_flag = 1;
  6153. switch(type){
  6154. case SC_STONE:
  6155. case SC_FREEZE:
  6156. case SC_STUN:
  6157. case SC_SLEEP:
  6158. sc->opt1 = 0;
  6159. break;
  6160. case SC_POISON:
  6161. case SC_CURSE:
  6162. case SC_SILENCE:
  6163. case SC_BLIND:
  6164. sc->opt2 &= ~(1<<(type-SC_POISON));
  6165. break;
  6166. case SC_DPOISON:
  6167. sc->opt2 &= ~OPT2_DPOISON;
  6168. break;
  6169. case SC_SIGNUMCRUCIS:
  6170. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  6171. break;
  6172. case SC_HIDING:
  6173. sc->option &= ~OPTION_HIDE;
  6174. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  6175. break;
  6176. case SC_CLOAKING:
  6177. sc->option &= ~OPTION_CLOAK;
  6178. opt_flag|= 2;
  6179. break;
  6180. case SC_CHASEWALK:
  6181. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  6182. opt_flag|= 2;
  6183. break;
  6184. case SC_SIGHT:
  6185. sc->option &= ~OPTION_SIGHT;
  6186. break;
  6187. case SC_WEDDING:
  6188. sc->option &= ~OPTION_WEDDING;
  6189. break;
  6190. case SC_XMAS:
  6191. sc->option &= ~OPTION_XMAS;
  6192. break;
  6193. case SC_SUMMER:
  6194. sc->option &= ~OPTION_SUMMER;
  6195. break;
  6196. case SC_ORCISH:
  6197. sc->option &= ~OPTION_ORCISH;
  6198. break;
  6199. case SC_RUWACH:
  6200. sc->option &= ~OPTION_RUWACH;
  6201. break;
  6202. case SC_FUSION:
  6203. sc->option &= ~OPTION_FLYING;
  6204. break;
  6205. //opt3
  6206. case SC_TWOHANDQUICKEN:
  6207. case SC_ONEHAND:
  6208. case SC_SPEARQUICKEN:
  6209. case SC_CONCENTRATION:
  6210. case SC_MERC_QUICKEN:
  6211. sc->opt3 &= ~OPT3_QUICKEN;
  6212. opt_flag = 0;
  6213. break;
  6214. case SC_OVERTHRUST:
  6215. case SC_MAXOVERTHRUST:
  6216. case SC_SWOO:
  6217. sc->opt3 &= ~OPT3_OVERTHRUST;
  6218. opt_flag = 0;
  6219. break;
  6220. case SC_ENERGYCOAT:
  6221. case SC_SKE:
  6222. sc->opt3 &= ~OPT3_ENERGYCOAT;
  6223. opt_flag = 0;
  6224. break;
  6225. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  6226. if (bl->type != BL_MOB)
  6227. {
  6228. opt_flag = 0;
  6229. break;
  6230. }
  6231. case SC_EXPLOSIONSPIRITS:
  6232. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  6233. opt_flag = 0;
  6234. break;
  6235. case SC_STEELBODY:
  6236. case SC_SKA:
  6237. sc->opt3 &= ~OPT3_STEELBODY;
  6238. opt_flag = 0;
  6239. break;
  6240. case SC_BLADESTOP:
  6241. sc->opt3 &= ~OPT3_BLADESTOP;
  6242. opt_flag = 0;
  6243. break;
  6244. case SC_AURABLADE:
  6245. sc->opt3 &= ~OPT3_AURABLADE;
  6246. opt_flag = 0;
  6247. break;
  6248. case SC_BERSERK:
  6249. sc->opt3 &= ~OPT3_BERSERK;
  6250. opt_flag = 0;
  6251. break;
  6252. // case ???: // doesn't seem to do anything
  6253. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  6254. // opt_flag = 0;
  6255. // break;
  6256. case SC_DANCING:
  6257. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  6258. sc->opt3 &= ~OPT3_MOONLIT;
  6259. opt_flag = 0;
  6260. break;
  6261. case SC_MARIONETTE:
  6262. case SC_MARIONETTE2:
  6263. sc->opt3 &= ~OPT3_MARIONETTE;
  6264. opt_flag = 0;
  6265. break;
  6266. case SC_ASSUMPTIO:
  6267. sc->opt3 &= ~OPT3_ASSUMPTIO;
  6268. opt_flag = 0;
  6269. break;
  6270. case SC_WARM: //SG skills [Komurka]
  6271. sc->opt3 &= ~OPT3_WARM;
  6272. opt_flag = 0;
  6273. break;
  6274. case SC_KAITE:
  6275. sc->opt3 &= ~OPT3_KAITE;
  6276. opt_flag = 0;
  6277. break;
  6278. case SC_BUNSINJYUTSU:
  6279. sc->opt3 &= ~OPT3_BUNSIN;
  6280. opt_flag = 0;
  6281. break;
  6282. case SC_SPIRIT:
  6283. sc->opt3 &= ~OPT3_SOULLINK;
  6284. opt_flag = 0;
  6285. break;
  6286. case SC_CHANGEUNDEAD:
  6287. sc->opt3 &= ~OPT3_UNDEAD;
  6288. opt_flag = 0;
  6289. break;
  6290. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  6291. // sc->opt3 &= ~OPT3_CONTRACT;
  6292. // opt_flag = 0;
  6293. // break;
  6294. default:
  6295. opt_flag = 0;
  6296. }
  6297. if (calc_flag&SCB_DYE)
  6298. { //Restore DYE color
  6299. if (vd && !vd->cloth_color && sce->val4)
  6300. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  6301. calc_flag&=~SCB_DYE;
  6302. }
  6303. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  6304. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) )
  6305. clif_status_change(bl,StatusIconChangeTable[type],0,0);
  6306. else if (sd)
  6307. clif_status_load(bl,StatusIconChangeTable[type],0);
  6308. if(opt_flag)
  6309. clif_changeoption(bl);
  6310. if (calc_flag)
  6311. status_calc_bl(bl,calc_flag);
  6312. if(opt_flag&4) //Out of hiding, invoke on place.
  6313. skill_unit_move(bl,gettick(),1);
  6314. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  6315. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  6316. ers_free(sc_data_ers, sce);
  6317. return 1;
  6318. }
  6319. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr data)
  6320. {
  6321. struct block_list *bl;
  6322. struct status_change *sc;
  6323. struct status_change_entry *sce;
  6324. struct status_data *status;
  6325. int hp;
  6326. if(!((bl=map_id2bl(id))&&
  6327. (sc=status_get_sc(bl)) &&
  6328. (sce = sc->data[SC_KAAHI])))
  6329. return 0;
  6330. if(sce->val4 != tid) {
  6331. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  6332. sce->val4=-1;
  6333. return 0;
  6334. }
  6335. status=status_get_status_data(bl);
  6336. if(!status_charge(bl, 0, sce->val3)) {
  6337. sce->val4=-1;
  6338. return 0;
  6339. }
  6340. hp = status->max_hp - status->hp;
  6341. if (hp > sce->val2)
  6342. hp = sce->val2;
  6343. if (hp)
  6344. status_heal(bl, hp, 0, 2);
  6345. sce->val4=-1;
  6346. return 1;
  6347. }
  6348. /*==========================================
  6349. * ステータス異常終了タイマー
  6350. *------------------------------------------*/
  6351. int status_change_timer(int tid, unsigned int tick, int id, intptr data)
  6352. {
  6353. enum sc_type type = (sc_type)data;
  6354. struct block_list *bl;
  6355. struct map_session_data *sd;
  6356. struct status_data *status;
  6357. struct status_change *sc;
  6358. struct status_change_entry *sce;
  6359. bl = map_id2bl(id);
  6360. if(!bl)
  6361. {
  6362. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  6363. return 0;
  6364. }
  6365. sc = status_get_sc(bl);
  6366. status = status_get_status_data(bl);
  6367. if(!(sc && (sce = sc->data[type])))
  6368. {
  6369. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  6370. return 0;
  6371. }
  6372. if( sce->timer != tid )
  6373. {
  6374. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  6375. return 0;
  6376. }
  6377. sd = BL_CAST(BL_PC, bl);
  6378. // set the next timer of the sce (don't assume the status still exists)
  6379. #define sc_timer_next(t,f,i,d) \
  6380. if( (sce=sc->data[type]) ) \
  6381. sce->timer = add_timer(t,f,i,d); \
  6382. else \
  6383. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  6384. switch(type)
  6385. {
  6386. case SC_MAXIMIZEPOWER:
  6387. case SC_CLOAKING:
  6388. if(!status_charge(bl, 0, 1))
  6389. break; //Not enough SP to continue.
  6390. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  6391. return 0;
  6392. case SC_CHASEWALK:
  6393. if(!status_charge(bl, 0, sce->val4))
  6394. break; //Not enough SP to continue.
  6395. if (!sc->data[SC_INCSTR]) {
  6396. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  6397. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  6398. *skill_get_time2(status_sc2skill(type),sce->val1));
  6399. }
  6400. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  6401. return 0;
  6402. break;
  6403. case SC_SKA:
  6404. if(--(sce->val2)>0){
  6405. sce->val3 = rand()%100; //Random defense.
  6406. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  6407. return 0;
  6408. }
  6409. break;
  6410. case SC_HIDING:
  6411. if(--(sce->val2)>0){
  6412. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  6413. break; //Fail if it's time to substract SP and there isn't.
  6414. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  6415. return 0;
  6416. }
  6417. break;
  6418. case SC_SIGHT:
  6419. case SC_RUWACH:
  6420. case SC_SIGHTBLASTER:
  6421. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  6422. if( --(sce->val2)>0 ){
  6423. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  6424. return 0;
  6425. }
  6426. break;
  6427. case SC_PROVOKE:
  6428. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  6429. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  6430. return 0;
  6431. }
  6432. break;
  6433. case SC_STONE:
  6434. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  6435. sce->val4 = 0;
  6436. unit_stop_walking(bl,1);
  6437. sc->opt1 = OPT1_STONE;
  6438. clif_changeoption(bl);
  6439. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  6440. status_calc_bl(bl, StatusChangeFlagTable[type]);
  6441. return 0;
  6442. }
  6443. if(--(sce->val3) > 0) {
  6444. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  6445. status_percent_damage(NULL, bl, 1, 0, false);
  6446. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  6447. return 0;
  6448. }
  6449. break;
  6450. case SC_POISON:
  6451. if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
  6452. break;
  6453. case SC_DPOISON:
  6454. if (--(sce->val3) > 0) {
  6455. if (!sc->data[SC_SLOWPOISON]) {
  6456. bool flag;
  6457. map_freeblock_lock();
  6458. status_zap(bl, sce->val4, 0);
  6459. flag = !sc->data[type]; //We check for this rather than 'killed' since the target could have revived with kaizel.
  6460. map_freeblock_unlock();
  6461. if (flag) return 0; //target died, SC cancelled already.
  6462. }
  6463. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  6464. return 0;
  6465. }
  6466. break;
  6467. case SC_TENSIONRELAX:
  6468. if(status->max_hp > status->hp && --(sce->val3) > 0){
  6469. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  6470. return 0;
  6471. }
  6472. break;
  6473. case SC_KNOWLEDGE:
  6474. if (!sd) break;
  6475. if(bl->m == sd->feel_map[0].m ||
  6476. bl->m == sd->feel_map[1].m ||
  6477. bl->m == sd->feel_map[2].m)
  6478. { //Timeout will be handled by pc_setpos
  6479. sce->timer = INVALID_TIMER;
  6480. return 0;
  6481. }
  6482. break;
  6483. case SC_BLEEDING:
  6484. if (--(sce->val4) >= 0) {
  6485. int flag, hp = rand()%600 + 200;
  6486. map_freeblock_lock();
  6487. status_fix_damage(NULL, bl, sd||hp<status->hp?hp:status->hp-1, 0);
  6488. flag = !sc->data[type];
  6489. map_freeblock_unlock();
  6490. if( !flag ) {
  6491. if( status->hp == 1 ) break;
  6492. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  6493. }
  6494. return 0;
  6495. }
  6496. break;
  6497. case SC_S_LIFEPOTION:
  6498. case SC_L_LIFEPOTION:
  6499. if( sd && --(sce->val4) >= 0 )
  6500. {
  6501. // val1 < 0 = per max% | val1 > 0 = exact amount
  6502. int hp = 0;
  6503. if( status->hp < status->max_hp )
  6504. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  6505. status_heal(bl, hp, 0, 2);
  6506. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  6507. return 0;
  6508. }
  6509. break;
  6510. case SC_BOSSMAPINFO:
  6511. if( sd && --(sce->val4) >= 0 )
  6512. {
  6513. struct mob_data *boss_md = map_id2boss(sce->val1);
  6514. if( boss_md && sd->bl.m == boss_md->bl.m )
  6515. {
  6516. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  6517. if (boss_md->bl.prev != NULL) {
  6518. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  6519. return 0;
  6520. }
  6521. }
  6522. }
  6523. break;
  6524. case SC_DANCING: //ダンススキルの時間SP消費
  6525. {
  6526. int s = 0;
  6527. int sp = 1;
  6528. if (--sce->val3 <= 0)
  6529. break;
  6530. switch(sce->val1&0xFFFF){
  6531. case BD_RICHMANKIM:
  6532. case BD_DRUMBATTLEFIELD:
  6533. case BD_RINGNIBELUNGEN:
  6534. case BD_SIEGFRIED:
  6535. case BA_DISSONANCE:
  6536. case BA_ASSASSINCROSS:
  6537. case DC_UGLYDANCE:
  6538. s=3;
  6539. break;
  6540. case BD_LULLABY:
  6541. case BD_ETERNALCHAOS:
  6542. case BD_ROKISWEIL:
  6543. case DC_FORTUNEKISS:
  6544. s=4;
  6545. break;
  6546. case CG_HERMODE:
  6547. case BD_INTOABYSS:
  6548. case BA_WHISTLE:
  6549. case DC_HUMMING:
  6550. case BA_POEMBRAGI:
  6551. case DC_SERVICEFORYOU:
  6552. s=5;
  6553. break;
  6554. case BA_APPLEIDUN:
  6555. s=6;
  6556. break;
  6557. case CG_MOONLIT:
  6558. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  6559. sp= 4*(sce->val1>>16);
  6560. //Upkeep is also every 10 secs.
  6561. case DC_DONTFORGETME:
  6562. s=10;
  6563. break;
  6564. }
  6565. if( s != 0 && sce->val3 % s == 0 )
  6566. {
  6567. if (sc->data[SC_LONGING])
  6568. sp*= 3;
  6569. if (!status_charge(bl, 0, sp))
  6570. break;
  6571. }
  6572. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  6573. return 0;
  6574. }
  6575. break;
  6576. case SC_DEVOTION:
  6577. //FIXME: use normal status duration instead of a looping timer
  6578. if( (sce->val4 -= 1000) > 0 )
  6579. {
  6580. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  6581. return 0;
  6582. }
  6583. break;
  6584. case SC_BERSERK:
  6585. // 5% every 10 seconds [DracoRPG]
  6586. if(--(sce->val3)>0 && status_charge(bl, sce->val2, 0))
  6587. {
  6588. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  6589. return 0;
  6590. }
  6591. break;
  6592. case SC_NOCHAT:
  6593. if(sd){
  6594. sd->status.manner++;
  6595. clif_changestatus(bl,SP_MANNER,sd->status.manner);
  6596. clif_updatestatus(sd,SP_MANNER);
  6597. if (sd->status.manner < 0)
  6598. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6599. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  6600. return 0;
  6601. }
  6602. }
  6603. break;
  6604. case SC_SPLASHER:
  6605. // custom Venom Splasher countdown timer
  6606. //if (sce->val4 % 1000 == 0) {
  6607. // char timer[10];
  6608. // snprintf (timer, 10, "%d", sce->val4/1000);
  6609. // clif_message(bl, timer);
  6610. //}
  6611. if((sce->val4 -= 500) > 0) {
  6612. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  6613. return 0;
  6614. }
  6615. break;
  6616. case SC_MARIONETTE:
  6617. case SC_MARIONETTE2:
  6618. {
  6619. struct block_list *pbl = map_id2bl(sce->val1);
  6620. if( pbl && check_distance_bl(bl, pbl, 7) )
  6621. {
  6622. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  6623. return 0;
  6624. }
  6625. }
  6626. break;
  6627. case SC_GOSPEL:
  6628. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  6629. {
  6630. int hp, sp;
  6631. hp = (sce->val1 > 5) ? 45 : 30;
  6632. sp = (sce->val1 > 5) ? 35 : 20;
  6633. if(!status_charge(bl, hp, sp))
  6634. break;
  6635. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  6636. return 0;
  6637. }
  6638. break;
  6639. case SC_GUILDAURA:
  6640. {
  6641. struct block_list *tbl = map_id2bl(sce->val2);
  6642. if (tbl && battle_check_range(bl, tbl, 2)){
  6643. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  6644. return 0;
  6645. }
  6646. }
  6647. break;
  6648. case SC_JAILED:
  6649. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  6650. {
  6651. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  6652. return 0;
  6653. }
  6654. break;
  6655. case SC_BLIND:
  6656. if(sc->data[SC_FOGWALL])
  6657. { //Blind lasts forever while you are standing on the fog.
  6658. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  6659. return 0;
  6660. }
  6661. break;
  6662. }
  6663. // default for all non-handled control paths is to end the status
  6664. return status_change_end( bl,type,tid );
  6665. #undef sc_timer_next
  6666. }
  6667. /*==========================================
  6668. * ステータス異常タイマー範囲処理
  6669. *------------------------------------------*/
  6670. int status_change_timer_sub(struct block_list* bl, va_list ap)
  6671. {
  6672. struct status_change* tsc;
  6673. struct block_list* src = va_arg(ap,struct block_list*);
  6674. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  6675. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  6676. unsigned int tick = va_arg(ap,unsigned int);
  6677. if (status_isdead(bl))
  6678. return 0;
  6679. tsc = status_get_sc(bl);
  6680. switch( type )
  6681. {
  6682. case SC_SIGHT: /* サイト */
  6683. case SC_CONCENTRATE:
  6684. status_change_end(bl, SC_HIDING, -1);
  6685. status_change_end(bl, SC_CLOAKING, -1);
  6686. break;
  6687. case SC_RUWACH: /* ルアフ */
  6688. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING])) {
  6689. status_change_end(bl, SC_HIDING, -1);
  6690. status_change_end(bl, SC_CLOAKING, -1);
  6691. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6692. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6693. }
  6694. break;
  6695. case SC_SIGHTBLASTER:
  6696. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6697. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6698. {
  6699. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6700. if (sce) sce->val2 = 0; //This signals it to end.
  6701. }
  6702. break;
  6703. case SC_CLOSECONFINE:
  6704. //Lock char has released the hold on everyone...
  6705. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  6706. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  6707. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6708. }
  6709. break;
  6710. }
  6711. return 0;
  6712. }
  6713. /*==========================================
  6714. * Clears buffs/debuffs of a character.
  6715. * type&1 -> buffs, type&2 -> debuffs
  6716. *------------------------------------------*/
  6717. int status_change_clear_buffs (struct block_list* bl, int type)
  6718. {
  6719. int i;
  6720. struct status_change *sc= status_get_sc(bl);
  6721. if (!sc || !sc->count)
  6722. return 0;
  6723. if (type&2) //Debuffs
  6724. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  6725. {
  6726. if(sc->data[i])
  6727. status_change_end(bl,(sc_type)i,-1);
  6728. }
  6729. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  6730. {
  6731. if(!sc->data[i])
  6732. continue;
  6733. switch (i) {
  6734. //Stuff that cannot be removed
  6735. case SC_WEIGHT50:
  6736. case SC_WEIGHT90:
  6737. case SC_COMBO:
  6738. case SC_SMA:
  6739. case SC_DANCING:
  6740. case SC_GUILDAURA:
  6741. case SC_SAFETYWALL:
  6742. case SC_PNEUMA:
  6743. case SC_NOCHAT:
  6744. case SC_JAILED:
  6745. case SC_ANKLE:
  6746. case SC_BLADESTOP:
  6747. case SC_CP_WEAPON:
  6748. case SC_CP_SHIELD:
  6749. case SC_CP_ARMOR:
  6750. case SC_CP_HELM:
  6751. case SC_STRFOOD:
  6752. case SC_AGIFOOD:
  6753. case SC_VITFOOD:
  6754. case SC_INTFOOD:
  6755. case SC_DEXFOOD:
  6756. case SC_LUKFOOD:
  6757. case SC_HITFOOD:
  6758. case SC_FLEEFOOD:
  6759. case SC_BATKFOOD:
  6760. case SC_WATKFOOD:
  6761. case SC_MATKFOOD:
  6762. case SC_FOOD_STR_CASH:
  6763. case SC_FOOD_AGI_CASH:
  6764. case SC_FOOD_VIT_CASH:
  6765. case SC_FOOD_DEX_CASH:
  6766. case SC_FOOD_INT_CASH:
  6767. case SC_FOOD_LUK_CASH:
  6768. continue;
  6769. //Debuffs that can be removed.
  6770. case SC_HALLUCINATION:
  6771. case SC_QUAGMIRE:
  6772. case SC_SIGNUMCRUCIS:
  6773. case SC_DECREASEAGI:
  6774. case SC_SLOWDOWN:
  6775. case SC_MINDBREAKER:
  6776. case SC_WINKCHARM:
  6777. case SC_STOP:
  6778. case SC_ORCISH:
  6779. case SC_STRIPWEAPON:
  6780. case SC_STRIPSHIELD:
  6781. case SC_STRIPARMOR:
  6782. case SC_STRIPHELM:
  6783. if (!(type&2))
  6784. continue;
  6785. break;
  6786. //The rest are buffs that can be removed.
  6787. case SC_BERSERK:
  6788. if (!(type&1))
  6789. continue;
  6790. sc->data[i]->val2 = 0;
  6791. break;
  6792. default:
  6793. if (!(type&1))
  6794. continue;
  6795. break;
  6796. }
  6797. status_change_end(bl,(sc_type)i,-1);
  6798. }
  6799. return 0;
  6800. }
  6801. //Natural regen related stuff.
  6802. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6803. static int status_natural_heal(struct block_list* bl, va_list args)
  6804. {
  6805. struct regen_data *regen;
  6806. struct status_data *status;
  6807. struct status_change *sc;
  6808. struct unit_data *ud;
  6809. struct view_data *vd = NULL;
  6810. struct regen_data_sub *sregen;
  6811. struct map_session_data *sd;
  6812. int val,rate,bonus = 0,flag;
  6813. regen = status_get_regen_data(bl);
  6814. if (!regen) return 0;
  6815. status = status_get_status_data(bl);
  6816. sc = status_get_sc(bl);
  6817. if (sc && !sc->count)
  6818. sc = NULL;
  6819. sd = BL_CAST(BL_PC,bl);
  6820. flag = regen->flag;
  6821. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6822. flag&=~(RGN_HP|RGN_SHP);
  6823. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6824. flag&=~(RGN_SP|RGN_SSP);
  6825. if (flag && (
  6826. status_isdead(bl) ||
  6827. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6828. ))
  6829. flag=0;
  6830. if (sd) {
  6831. if (sd->hp_loss.value || sd->sp_loss.value)
  6832. pc_bleeding(sd, natural_heal_diff_tick);
  6833. if (sd->hp_regen.value || sd->sp_regen.value)
  6834. pc_regen(sd, natural_heal_diff_tick);
  6835. }
  6836. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6837. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6838. { //Apply sitting regen bonus.
  6839. sregen = regen->ssregen;
  6840. if(flag&(RGN_SHP))
  6841. { //Sitting HP regen
  6842. val = natural_heal_diff_tick * sregen->rate.hp;
  6843. if (regen->state.overweight)
  6844. val>>=1; //Half as fast when overweight.
  6845. sregen->tick.hp += val;
  6846. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6847. {
  6848. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6849. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6850. { //Full
  6851. flag&=~(RGN_HP|RGN_SHP);
  6852. break;
  6853. }
  6854. }
  6855. }
  6856. if(flag&(RGN_SSP))
  6857. { //Sitting SP regen
  6858. val = natural_heal_diff_tick * sregen->rate.sp;
  6859. if (regen->state.overweight)
  6860. val>>=1; //Half as fast when overweight.
  6861. sregen->tick.sp += val;
  6862. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6863. {
  6864. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6865. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6866. { //Full
  6867. flag&=~(RGN_SP|RGN_SSP);
  6868. break;
  6869. }
  6870. }
  6871. }
  6872. }
  6873. if (flag && regen->state.overweight)
  6874. flag=0;
  6875. ud = unit_bl2ud(bl);
  6876. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6877. {
  6878. flag&=~(RGN_SHP|RGN_SSP);
  6879. if(!regen->state.walk)
  6880. flag&=~RGN_HP;
  6881. }
  6882. if (!flag)
  6883. return 0;
  6884. if (flag&(RGN_HP|RGN_SP))
  6885. {
  6886. if(!vd) vd = status_get_viewdata(bl);
  6887. if(vd && vd->dead_sit == 2)
  6888. bonus++;
  6889. if(regen->state.gc)
  6890. bonus++;
  6891. }
  6892. //Natural Hp regen
  6893. if (flag&RGN_HP)
  6894. {
  6895. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6896. if (ud && ud->walktimer != -1)
  6897. rate/=2;
  6898. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  6899. if(bl->type==BL_HOM) rate *=2;
  6900. regen->tick.hp += rate;
  6901. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6902. {
  6903. val = 0;
  6904. do {
  6905. val += regen->hp;
  6906. regen->tick.hp -= battle_config.natural_healhp_interval;
  6907. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6908. if (status_heal(bl, val, 0, 1) < val)
  6909. flag&=~RGN_SHP; //full.
  6910. }
  6911. }
  6912. //Natural SP regen
  6913. if(flag&RGN_SP)
  6914. {
  6915. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  6916. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  6917. if(bl->type==BL_HOM) rate *=2;
  6918. regen->tick.sp += rate;
  6919. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6920. {
  6921. val = 0;
  6922. do {
  6923. val += regen->sp;
  6924. regen->tick.sp -= battle_config.natural_healsp_interval;
  6925. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6926. if (status_heal(bl, 0, val, 1) < val)
  6927. flag&=~RGN_SSP; //full.
  6928. }
  6929. }
  6930. if (!regen->sregen)
  6931. return flag;
  6932. //Skill regen
  6933. sregen = regen->sregen;
  6934. if(flag&RGN_SHP)
  6935. { //Skill HP regen
  6936. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6937. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6938. {
  6939. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6940. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6941. break; //Full
  6942. }
  6943. }
  6944. if(flag&RGN_SSP)
  6945. { //Skill SP regen
  6946. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6947. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6948. {
  6949. val = sregen->sp;
  6950. if (sd && sd->state.doridori) {
  6951. val*=2;
  6952. sd->state.doridori = 0;
  6953. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6954. sc_start(bl,status_skill2sc(TK_SPTIME),
  6955. 100,rate,skill_get_time(TK_SPTIME, rate));
  6956. if (
  6957. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6958. rand()%10000 < battle_config.sg_angel_skill_ratio
  6959. ) { //Angel of the Sun/Moon/Star
  6960. clif_feel_hate_reset(sd);
  6961. pc_resethate(sd);
  6962. pc_resetfeel(sd);
  6963. }
  6964. }
  6965. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6966. if(status_heal(bl, 0, val, 3) < val)
  6967. break; //Full
  6968. }
  6969. }
  6970. return flag;
  6971. }
  6972. //Natural heal main timer.
  6973. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr data)
  6974. {
  6975. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6976. map_foreachregen(status_natural_heal);
  6977. natural_heal_prev_tick = tick;
  6978. return 0;
  6979. }
  6980. /*==========================================
  6981. * DB reading.
  6982. * job_db1.txt - weight, hp, sp, aspd
  6983. * job_db2.txt - job level stat bonuses
  6984. * size_fix.txt - size adjustment table for weapons
  6985. * refine_db.txt - refining data table
  6986. *------------------------------------------*/
  6987. static bool status_readdb_job1(char* fields[], int columns, int current)
  6988. {// Job-specific values (weight, HP, SP, ASPD)
  6989. int idx, class_;
  6990. unsigned int i;
  6991. class_ = atoi(fields[0]);
  6992. if(!pcdb_checkid(class_))
  6993. {
  6994. ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
  6995. return false;
  6996. }
  6997. idx = pc_class2idx(class_);
  6998. max_weight_base[idx] = atoi(fields[1]);
  6999. hp_coefficient[idx] = atoi(fields[2]);
  7000. hp_coefficient2[idx] = atoi(fields[3]);
  7001. sp_coefficient[idx] = atoi(fields[4]);
  7002. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  7003. {
  7004. aspd_base[idx][i] = atoi(fields[i+5]);
  7005. }
  7006. return true;
  7007. }
  7008. static bool status_readdb_job2(char* fields[], int columns, int current)
  7009. {
  7010. int idx, class_, i;
  7011. class_ = atoi(fields[0]);
  7012. if(!pcdb_checkid(class_))
  7013. {
  7014. ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
  7015. return false;
  7016. }
  7017. idx = pc_class2idx(class_);
  7018. for(i = 1; i < columns; i++)
  7019. {
  7020. job_bonus[idx][i-1] = atoi(fields[i]);
  7021. }
  7022. return true;
  7023. }
  7024. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  7025. {
  7026. unsigned int i;
  7027. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  7028. {
  7029. atkmods[current][i] = atoi(fields[i]);
  7030. }
  7031. return true;
  7032. }
  7033. static bool status_readdb_refine(char* fields[], int columns, int current)
  7034. {
  7035. int i;
  7036. refinebonus[current][0] = atoi(fields[0]); // stats per safe-upgrade
  7037. refinebonus[current][1] = atoi(fields[1]); // stats after safe-limit
  7038. refinebonus[current][2] = atoi(fields[2]); // safe limit
  7039. for(i = 0; i < MAX_REFINE; i++)
  7040. {
  7041. percentrefinery[current][i] = atoi(fields[3+i]);
  7042. }
  7043. return true;
  7044. }
  7045. int status_readdb(void)
  7046. {
  7047. int i, j;
  7048. // initialize databases to default
  7049. //
  7050. // job_db1.txt
  7051. memset(max_weight_base, 0, sizeof(max_weight_base));
  7052. memset(hp_coefficient, 0, sizeof(hp_coefficient));
  7053. memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
  7054. memset(sp_coefficient, 0, sizeof(sp_coefficient));
  7055. memset(aspd_base, 0, sizeof(aspd_base));
  7056. // job_db2.txt
  7057. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  7058. // size_fix.txt
  7059. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  7060. for(j=0;j<MAX_WEAPON_TYPE;j++)
  7061. atkmods[i][j]=100;
  7062. // refine_db.txt
  7063. for(i=0;i<ARRAYLENGTH(percentrefinery);i++){
  7064. for(j=0;j<MAX_REFINE; j++)
  7065. percentrefinery[i][j]=100; // success chance
  7066. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  7067. refinebonus[i][0]=0; // stats per safe-upgrade
  7068. refinebonus[i][1]=0; // stats after safe-limit
  7069. refinebonus[i][2]=10; // safe limit
  7070. }
  7071. // read databases
  7072. //
  7073. sv_readdb(db_path, "job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
  7074. sv_readdb(db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
  7075. sv_readdb(db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
  7076. sv_readdb(db_path, "refine_db.txt", ',', 3+MAX_REFINE+1, 3+MAX_REFINE+1, ARRAYLENGTH(percentrefinery), &status_readdb_refine);
  7077. return 0;
  7078. }
  7079. /*==========================================
  7080. * スキル関係初期化処理
  7081. *------------------------------------------*/
  7082. int do_init_status(void)
  7083. {
  7084. add_timer_func_list(status_change_timer,"status_change_timer");
  7085. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  7086. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  7087. initChangeTables();
  7088. initDummyData();
  7089. status_readdb();
  7090. status_calc_sigma();
  7091. natural_heal_prev_tick = gettick();
  7092. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  7093. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  7094. return 0;
  7095. }
  7096. void do_final_status(void)
  7097. {
  7098. ers_destroy(sc_data_ers);
  7099. }