status.c 337 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/random.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "pet.h"
  16. #include "npc.h"
  17. #include "mob.h"
  18. #include "clif.h"
  19. #include "guild.h"
  20. #include "skill.h"
  21. #include "itemdb.h"
  22. #include "battle.h"
  23. #include "chrif.h"
  24. #include "skill.h"
  25. #include "status.h"
  26. #include "script.h"
  27. #include "unit.h"
  28. #include "homunculus.h"
  29. #include "mercenary.h"
  30. #include "elemental.h"
  31. #include "vending.h"
  32. #include <time.h>
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <memory.h>
  36. #include <string.h>
  37. //Regen related flags.
  38. enum e_regen
  39. {
  40. RGN_HP = 0x01,
  41. RGN_SP = 0x02,
  42. RGN_SHP = 0x04,
  43. RGN_SSP = 0x08,
  44. };
  45. static int max_weight_base[CLASS_COUNT];
  46. static int hp_coefficient[CLASS_COUNT];
  47. static int hp_coefficient2[CLASS_COUNT];
  48. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  49. static int sp_coefficient[CLASS_COUNT];
  50. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  51. // bonus values and upgrade chances for refining equipment
  52. static struct {
  53. int chance[MAX_REFINE]; // success chance
  54. int bonus[MAX_REFINE]; // cumulative fixed bonus damage
  55. int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage
  56. } refine_info[REFINE_TYPE_MAX];
  57. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  58. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  59. #ifdef RENEWAL
  60. enum {
  61. SHIELD_ASPD,
  62. RE_JOB_DB_MAX,
  63. } RE_JOB_DB;
  64. static int re_job_db[CLASS_COUNT][RE_JOB_DB_MAX];//[RRInd]
  65. #endif
  66. static struct eri *sc_data_ers; //For sc_data entries
  67. static struct status_data dummy_status;
  68. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  69. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  70. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  71. //to avoid cards exploits
  72. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  73. static int StatusIconChangeTable[SC_MAX]; // status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
  74. static unsigned int StatusChangeFlagTable[SC_MAX]; // status -> flags
  75. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  76. static int StatusRelevantBLTypes[SI_MAX]; // "icon" -> enum bl_type (for clif_status_change to identify for which bl types to send packets)
  77. static unsigned int StatusChangeStateTable[SC_MAX]; // status -> flags
  78. /**
  79. * Returns the status change associated with a skill.
  80. * @param skill The skill to look up
  81. * @return The status registered for this skill
  82. **/
  83. sc_type status_skill2sc(int skill)
  84. {
  85. int sk = skill_get_index(skill);
  86. if( sk == 0 ) {
  87. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  88. return SC_NONE;
  89. }
  90. return SkillStatusChangeTable[sk];
  91. }
  92. /**
  93. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  94. * Utilized for various duration lookups. Use with caution!
  95. * @param sc The status to look up
  96. * @return A skill associated with the status
  97. **/
  98. int status_sc2skill(sc_type sc)
  99. {
  100. if( sc < 0 || sc >= SC_MAX ) {
  101. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  102. return 0;
  103. }
  104. return StatusSkillChangeTable[sc];
  105. }
  106. /**
  107. * Returns the status calculation flag associated with a given status change.
  108. * @param sc The status to look up
  109. * @return The scb_flag registered for this status (see enum scb_flag)
  110. **/
  111. unsigned int status_sc2scb_flag(sc_type sc)
  112. {
  113. if( sc < 0 || sc >= SC_MAX ) {
  114. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  115. return SCB_NONE;
  116. }
  117. return StatusChangeFlagTable[sc];
  118. }
  119. /**
  120. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  121. * @param type The client-side status identifier to look up (see enum si_type)
  122. * @return The bl types relevant to the type (see enum bl_type)
  123. **/
  124. int status_type2relevant_bl_types(int type)
  125. {
  126. if( type < 0 || type >= SI_MAX ) {
  127. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  128. return SI_BLANK;
  129. }
  130. return StatusRelevantBLTypes[type];
  131. }
  132. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  133. // indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  134. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  135. static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
  136. {
  137. int sk = skill_get_index(skill);
  138. if( sk == 0 ) {
  139. ShowError("set_sc: Unsupported skill id %d\n", skill);
  140. return;
  141. }
  142. if( sc < 0 || sc >= SC_MAX ) {
  143. ShowError("set_sc: Unsupported status change id %d\n", sc);
  144. return;
  145. }
  146. if( StatusSkillChangeTable[sc] == 0 )
  147. StatusSkillChangeTable[sc] = skill;
  148. if( StatusIconChangeTable[sc] == SI_BLANK )
  149. StatusIconChangeTable[sc] = icon;
  150. StatusChangeFlagTable[sc] |= flag;
  151. if( SkillStatusChangeTable[sk] == SC_NONE )
  152. SkillStatusChangeTable[sk] = sc;
  153. }
  154. void initChangeTables(void) {
  155. int i;
  156. for (i = 0; i < SC_MAX; i++)
  157. StatusIconChangeTable[i] = SI_BLANK;
  158. for (i = 0; i < MAX_SKILL; i++)
  159. SkillStatusChangeTable[i] = SC_NONE;
  160. for (i = 0; i < SI_MAX; i++)
  161. StatusRelevantBLTypes[i] = BL_PC;
  162. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  163. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  164. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  165. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  166. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  167. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  168. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  169. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  170. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  171. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  172. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  173. set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
  174. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  175. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  176. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  177. //The main status definitions
  178. add_sc( SM_BASH , SC_STUN );
  179. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  180. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  181. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  182. add_sc( MG_SIGHT , SC_SIGHT );
  183. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  184. add_sc( MG_FROSTDIVER , SC_FREEZE );
  185. add_sc( MG_STONECURSE , SC_STONE );
  186. add_sc( AL_RUWACH , SC_RUWACH );
  187. add_sc( AL_PNEUMA , SC_PNEUMA );
  188. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  189. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  190. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  191. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  192. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  193. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  194. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  195. add_sc( TF_POISON , SC_POISON );
  196. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  197. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  198. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  199. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  200. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  201. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  202. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  203. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  204. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  205. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  206. add_sc( PR_LEXDIVINA , SC_SILENCE );
  207. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  208. add_sc( WZ_METEOR , SC_STUN );
  209. add_sc( WZ_VERMILION , SC_BLIND );
  210. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  211. add_sc( WZ_STORMGUST , SC_FREEZE );
  212. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  213. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  214. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  215. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  216. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  217. add_sc( HT_LANDMINE , SC_STUN );
  218. add_sc( HT_ANKLESNARE , SC_ANKLE );
  219. add_sc( HT_SANDMAN , SC_SLEEP );
  220. add_sc( HT_FLASHER , SC_BLIND );
  221. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  222. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  223. add_sc( AS_SONICBLOW , SC_STUN );
  224. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  225. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  226. add_sc( AS_VENOMDUST , SC_POISON );
  227. add_sc( AS_SPLASHER , SC_SPLASHER );
  228. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  229. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  230. add_sc( TF_SPRINKLESAND , SC_BLIND );
  231. add_sc( TF_THROWSTONE , SC_STUN );
  232. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  233. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  234. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  235. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  236. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  237. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  238. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  239. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  240. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  241. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  242. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  243. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  244. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  245. add_sc( NPC_POISON , SC_POISON );
  246. add_sc( NPC_BLINDATTACK , SC_BLIND );
  247. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  248. add_sc( NPC_STUNATTACK , SC_STUN );
  249. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  250. add_sc( NPC_CURSEATTACK , SC_CURSE );
  251. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  252. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  253. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  254. add_sc( NPC_DARKBLESSING , SC_COMA );
  255. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  256. add_sc( NPC_DEFENDER , SC_ARMOR );
  257. add_sc( NPC_LICK , SC_STUN );
  258. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  259. add_sc( NPC_REBIRTH , SC_REBIRTH );
  260. add_sc( RG_RAID , SC_STUN );
  261. add_sc( RG_RAID , SC_RAID );
  262. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  263. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  264. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  265. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  266. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  267. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  268. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  269. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  270. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  271. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  272. add_sc( CR_SHIELDCHARGE , SC_STUN );
  273. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  274. add_sc( CR_HOLYCROSS , SC_BLIND );
  275. add_sc( CR_GRANDCROSS , SC_BLIND );
  276. add_sc( CR_DEVOTION , SC_DEVOTION );
  277. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  278. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  279. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  280. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  281. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  282. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  283. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  284. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  285. add_sc( SA_MAGICROD , SC_MAGICROD );
  286. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  287. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  288. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  289. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  290. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  291. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  292. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  293. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  294. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  295. add_sc( SA_COMA , SC_COMA );
  296. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  297. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  298. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  299. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  300. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  301. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  302. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  303. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
  304. add_sc( BA_FROSTJOKER , SC_FREEZE );
  305. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  306. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  307. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  308. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  309. add_sc( DC_SCREAM , SC_STUN );
  310. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  311. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  312. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  313. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );
  314. add_sc( NPC_DARKCROSS , SC_BLIND );
  315. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  316. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  317. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  318. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  319. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  320. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  321. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  322. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  323. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  324. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  325. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  326. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  327. 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 );
  328. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  329. add_sc( HP_BASILICA , SC_BASILICA );
  330. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  331. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  332. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  333. add_sc( PA_GOSPEL , SC_SCRESIST );
  334. add_sc( CH_TIGERFIST , SC_STOP );
  335. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  336. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  337. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  338. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  339. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  340. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  341. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  342. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  343. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  344. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  345. add_sc( LK_SPIRALPIERCE , SC_STOP );
  346. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  347. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  348. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  349. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  350. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  351. add_sc( PF_FOGWALL , SC_FOGWALL );
  352. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  353. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  354. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  355. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  356. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  357. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  358. add_sc( TK_DOWNKICK , SC_STUN );
  359. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  360. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  361. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  362. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  363. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  364. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  365. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  366. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  367. add_sc( SG_MOON_WARM , SC_WARM );
  368. add_sc( SG_STAR_WARM , SC_WARM );
  369. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  370. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  371. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  372. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  373. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  374. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  375. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  376. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  377. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  378. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  379. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  380. add_sc( SL_STUN , SC_STUN );
  381. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  382. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  383. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  384. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  385. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  386. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  387. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  388. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  389. add_sc( WS_CARTTERMINATION , SC_STUN );
  390. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  391. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  392. add_sc( CG_HERMODE , SC_HERMODE );
  393. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  394. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  395. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  396. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  397. add_sc( GS_CRACKER , SC_STUN );
  398. add_sc( GS_DISARM , SC_STRIPWEAPON );
  399. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  400. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  401. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  402. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  403. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  404. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  405. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  406. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  407. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  408. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  409. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  410. add_sc( NPC_ICEBREATH , SC_FREEZE );
  411. add_sc( NPC_ACIDBREATH , SC_POISON );
  412. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  413. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  414. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  415. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  416. add_sc( NPC_WIDESTONE , SC_STONE );
  417. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  418. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  419. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  420. add_sc( NPC_EVILLAND , SC_BLIND );
  421. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  422. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  423. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  424. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  425. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  426. add_sc( NPC_WIDECURSE , SC_CURSE );
  427. add_sc( NPC_WIDESTUN , SC_STUN );
  428. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  429. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  430. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  431. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  432. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  433. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  434. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  435. //set_sc( ALL_PARTYFLEE , SC_INCFLEE , SI_PARTYFLEE , SCB_NONE );
  436. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF );
  437. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  438. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  439. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  440. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  441. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  442. add_sc( MO_BALKYOUNG , SC_STUN );
  443. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  444. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  445. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  446. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  447. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  448. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  449. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  450. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  451. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  452. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  453. add_sc( MER_CRASH , SC_STUN );
  454. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  455. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  456. add_sc( MER_SIGHT , SC_SIGHT );
  457. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  458. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  459. add_sc( MER_LEXDIVINA , SC_SILENCE );
  460. add_sc( MA_LANDMINE , SC_STUN );
  461. add_sc( MA_SANDMAN , SC_SLEEP );
  462. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  463. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  464. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  465. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  466. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  467. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  468. 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 );
  469. add_sc( ML_SPIRALPIERCE , SC_STOP );
  470. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  471. add_sc( ML_DEVOTION , SC_DEVOTION );
  472. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  473. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  474. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  475. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  476. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  477. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  478. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  479. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  480. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  481. /**
  482. * Rune Knight
  483. **/
  484. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  485. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  486. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  487. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  488. add_sc( RK_DRAGONBREATH , SC_BURNING );
  489. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  490. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  491. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  492. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE );
  493. set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
  494. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  495. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  496. /**
  497. * GC Guillotine Cross
  498. **/
  499. set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  500. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  501. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  502. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  503. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
  504. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  505. /**
  506. * Arch Bishop
  507. **/
  508. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  509. add_sc( AB_CLEMENTIA , SC_BLESSING );
  510. add_sc( AB_CANTO , SC_INCREASEAGI );
  511. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  512. add_sc( AB_PRAEFATIO , SC_KYRIE );
  513. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  514. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  515. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  516. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  517. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
  518. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  519. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  520. /**
  521. * Warlock
  522. **/
  523. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  524. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  525. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
  526. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_NONE );
  527. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  528. /**
  529. * Ranger
  530. **/
  531. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  532. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  533. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
  534. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_CRI|SCB_SPEED );
  535. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  536. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  537. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  538. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  539. add_sc( RA_FIRINGTRAP , SC_BURNING );
  540. set_sc_with_vfx( RA_ICEBOUNDTRAP , SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
  541. /**
  542. * Mechanic
  543. **/
  544. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  545. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  546. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  547. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  548. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  549. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  550. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
  551. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  552. /**
  553. * Royal Guard
  554. **/
  555. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
  556. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
  557. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  558. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  559. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
  560. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  561. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  562. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
  563. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
  564. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
  565. /**
  566. * Shadow Chaser
  567. **/
  568. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  569. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
  570. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  571. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  572. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  573. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  574. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
  575. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
  576. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  577. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
  578. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  579. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
  580. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  581. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  582. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  583. set_sc( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  584. /**
  585. * Sura
  586. **/
  587. add_sc( SR_DRAGONCOMBO , SC_STUN );
  588. add_sc( SR_EARTHSHAKER , SC_STUN );
  589. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  590. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  591. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  592. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP/*|SCB_ASPD*/ );
  593. set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
  594. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_BATK|SCB_ASPD|SCB_DEF|SCB_MDEF );
  595. set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_VIT|SCB_DEF2|SCB_REGEN|SCB_ASPD|SCB_SPEED );
  596. /**
  597. * Wanderer / Minstrel
  598. **/
  599. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  600. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  601. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  602. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
  603. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
  604. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  605. set_sc( WM_POEMOFNETHERWORLD , SC_STOP , SI_NETHERWORLD , SCB_NONE );
  606. set_sc( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  607. set_sc( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  608. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  609. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
  610. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  611. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  612. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  613. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  614. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
  615. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
  616. set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
  617. /**
  618. * Sorcerer
  619. **/
  620. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  621. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  622. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  623. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
  624. set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
  625. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  626. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  627. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  628. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  629. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK );
  630. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_NONE );
  631. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_NONE );
  632. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK );
  633. /**
  634. * Genetic
  635. **/
  636. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED );
  637. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  638. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  639. set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE );
  640. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
  641. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
  642. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  643. // Elemental Spirit summoner's 'side' status changes.
  644. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE );
  645. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  646. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  647. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  648. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
  649. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  650. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  651. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  652. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  653. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  654. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  655. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  656. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  657. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  658. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  659. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  660. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  661. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_NONE );
  662. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_NONE );
  663. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_NONE );
  664. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_NONE );
  665. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
  666. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
  667. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  668. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  669. set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  670. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  671. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  672. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  673. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  674. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  675. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  676. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  677. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  678. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  679. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  680. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  681. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  682. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  683. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  684. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  685. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  686. //Status that don't have a skill associated.
  687. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  688. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  689. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  690. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  691. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  692. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  693. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  694. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  695. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  696. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  697. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  698. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  699. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  700. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  701. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  702. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  703. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  704. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  705. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  706. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  707. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  708. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  709. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  710. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  711. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  712. //Cash Items
  713. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  714. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  715. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  716. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  717. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  718. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  719. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  720. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  721. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  722. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  723. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  724. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  725. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  726. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  727. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  728. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  729. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  730. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  731. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  732. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  733. // Mercenary Bonus Effects
  734. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  735. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  736. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  737. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  738. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  739. // Warlock Spheres
  740. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  741. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  742. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  743. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  744. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  745. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  746. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  747. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  748. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  749. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  750. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  751. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  752. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  753. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  754. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  755. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  756. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  757. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  758. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  759. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  760. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  761. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  762. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  763. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  764. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  765. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  766. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  767. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  768. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  769. //Genetics New Food Items Status Icons
  770. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  771. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  772. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  773. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  774. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  775. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  776. StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
  777. StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
  778. StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
  779. StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
  780. StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
  781. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
  782. StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
  783. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
  784. // Elemental Spirit's 'side' status change icons.
  785. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  786. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  787. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  788. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  789. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  790. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  791. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  792. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  793. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  794. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  795. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  796. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  797. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  798. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  799. StatusIconChangeTable[SC_GUST] = SI_GUST;
  800. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  801. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  802. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  803. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  804. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  805. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  806. //Other SC which are not necessarily associated to skills.
  807. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  808. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  809. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  810. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  811. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  812. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  813. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  814. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  815. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  816. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  817. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  818. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  819. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  820. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  821. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  822. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  823. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  824. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  825. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  826. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  827. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  828. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  829. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  830. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  831. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  832. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  833. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  834. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  835. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  836. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  837. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  838. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  839. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  840. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  841. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  842. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  843. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  844. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  845. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  846. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  847. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  848. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  849. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  850. // Cash Items
  851. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  852. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  853. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  854. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  855. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  856. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  857. // Mercenary Bonus Effects
  858. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  859. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  860. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  861. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  862. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  863. // Guillotine Cross Poison Effects
  864. StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
  865. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  866. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  867. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  868. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  869. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  870. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  871. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  872. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  873. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  874. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  875. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  876. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  877. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  878. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  879. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  880. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
  881. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  882. #ifdef RENEWAL_EDP
  883. // renewal EDP increases your atk and weapon atk
  884. StatusChangeFlagTable[SC_EDP] |= SCB_BATK|SCB_WATK;
  885. #endif
  886. if( !battle_config.display_hallucination ) //Disable Hallucination.
  887. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  888. /* StatusChangeState (SCS_) NOMOVE */
  889. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  890. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  891. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  892. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  893. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  894. StatusChangeStateTable[SC_DANCING] |= SCS_NOMOVE|SCS_NOMOVECOND;
  895. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  896. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  897. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  898. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  899. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  900. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOMOVE|SCS_NOMOVECOND;
  901. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  902. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  903. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  904. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  905. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  906. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  907. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  908. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  909. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  910. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  911. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  912. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  913. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  914. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  915. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  916. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  917. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  918. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  919. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  920. /* StatusChangeState (SCS_) NODROPITEMS */
  921. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  922. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  923. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  924. /* StatusChangeState (SCS_) NOCAST (skills) */
  925. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  926. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  927. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  928. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  929. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  930. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  931. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
  932. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  933. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  934. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  935. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  936. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  937. }
  938. static void initDummyData(void)
  939. {
  940. memset(&dummy_status, 0, sizeof(dummy_status));
  941. dummy_status.hp =
  942. dummy_status.max_hp =
  943. dummy_status.max_sp =
  944. dummy_status.str =
  945. dummy_status.agi =
  946. dummy_status.vit =
  947. dummy_status.int_ =
  948. dummy_status.dex =
  949. dummy_status.luk =
  950. dummy_status.hit = 1;
  951. dummy_status.speed = 2000;
  952. dummy_status.adelay = 4000;
  953. dummy_status.amotion = 2000;
  954. dummy_status.dmotion = 2000;
  955. dummy_status.ele_lv = 1; //Min elemental level.
  956. dummy_status.mode = MD_CANMOVE;
  957. }
  958. //For copying a status_data structure from b to a, without overwriting current Hp and Sp
  959. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  960. {
  961. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  962. }
  963. //Sets HP to given value. Flag is the flag passed to status_heal in case
  964. //final value is higher than current (use 2 to make a healing effect display
  965. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  966. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  967. {
  968. struct status_data *status;
  969. if (hp < 1) return 0;
  970. status = status_get_status_data(bl);
  971. if (status == &dummy_status)
  972. return 0;
  973. if (hp > status->max_hp) hp = status->max_hp;
  974. if (hp == status->hp) return 0;
  975. if (hp > status->hp)
  976. return status_heal(bl, hp - status->hp, 0, 1|flag);
  977. return status_zap(bl, status->hp - hp, 0);
  978. }
  979. //Sets SP to given value. Flag is the flag passed to status_heal in case
  980. //final value is higher than current (use 2 to make a healing effect display
  981. //on players)
  982. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  983. {
  984. struct status_data *status;
  985. status = status_get_status_data(bl);
  986. if (status == &dummy_status)
  987. return 0;
  988. if (sp > status->max_sp) sp = status->max_sp;
  989. if (sp == status->sp) return 0;
  990. if (sp > status->sp)
  991. return status_heal(bl, 0, sp - status->sp, 1|flag);
  992. return status_zap(bl, 0, status->sp - sp);
  993. }
  994. int status_charge(struct block_list* bl, int hp, int sp)
  995. {
  996. if(!(bl->type&BL_CONSUME))
  997. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  998. return status_damage(NULL, bl, hp, sp, 0, 3);
  999. }
  1000. //Inflicts damage on the target with the according walkdelay.
  1001. //If flag&1, damage is passive and does not triggers cancelling status changes.
  1002. //If flag&2, fail if target does not has enough to substract.
  1003. //If flag&4, if killed, mob must not give exp/loot.
  1004. //flag will be set to &8 when damaging sp of a dead character
  1005. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  1006. {
  1007. struct status_data *status;
  1008. struct status_change *sc;
  1009. if(sp && !(target->type&BL_CONSUME))
  1010. sp = 0; //Not a valid SP target.
  1011. if (hp < 0) { //Assume absorbed damage.
  1012. status_heal(target, -hp, 0, 1);
  1013. hp = 0;
  1014. }
  1015. if (sp < 0) {
  1016. status_heal(target, 0, -sp, 1);
  1017. sp = 0;
  1018. }
  1019. if (target->type == BL_SKILL)
  1020. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  1021. status = status_get_status_data(target);
  1022. if( status == &dummy_status )
  1023. return 0;
  1024. if ((unsigned int)hp >= status->hp) {
  1025. if (flag&2) return 0;
  1026. hp = status->hp;
  1027. }
  1028. if ((unsigned int)sp > status->sp) {
  1029. if (flag&2) return 0;
  1030. sp = status->sp;
  1031. }
  1032. if (!hp && !sp)
  1033. return 0;
  1034. if( !status->hp )
  1035. flag |= 8;
  1036. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  1037. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  1038. // if (!target->prev && !(flag&2))
  1039. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  1040. sc = status_get_sc(target);
  1041. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1042. hp = 1;
  1043. if( hp && !(flag&1) ) {
  1044. if( sc ) {
  1045. struct status_change_entry *sce;
  1046. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1047. status_change_end(target, SC_STONE, INVALID_TIMER);
  1048. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1049. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1050. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1051. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1052. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1053. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1054. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1055. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1056. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1057. status_change_end(target, SC__INVISIBILITY, INVALID_TIMER);
  1058. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1059. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1060. //Endure count is only reduced by non-players on non-gvg maps.
  1061. //val4 signals infinite endure. [Skotlex]
  1062. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1063. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1064. }
  1065. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1066. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1067. if (sg) {
  1068. skill_delunitgroup(sg);
  1069. sce->val4 = 0;
  1070. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1071. }
  1072. }
  1073. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1074. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1075. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1076. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1077. }
  1078. unit_skillcastcancel(target, 2);
  1079. }
  1080. status->hp-= hp;
  1081. status->sp-= sp;
  1082. if (sc && hp && status->hp) {
  1083. if (sc->data[SC_AUTOBERSERK] &&
  1084. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1085. status->hp < status->max_hp>>2)
  1086. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  1087. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1088. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1089. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1090. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1091. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1092. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1093. }
  1094. switch (target->type)
  1095. {
  1096. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1097. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1098. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  1099. case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
  1100. case BL_ELEM: elemental_damage((TBL_ELEM*)target,src,hp,sp); break;
  1101. }
  1102. if( target->type == BL_PC && ((TBL_PC*)target)->disguise && src )
  1103. {// stop walking when attacked in disguise to prevent walk-delay bug
  1104. unit_stop_walking( target, 1 );
  1105. }
  1106. if( status->hp || (flag&8) )
  1107. { //Still lives or has been dead before this damage.
  1108. if (walkdelay)
  1109. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1110. return hp+sp;
  1111. }
  1112. status->hp = 1; //To let the dead function cast skills and all that.
  1113. //NOTE: These dead functions should return: [Skotlex]
  1114. //0: Death cancelled, auto-revived.
  1115. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  1116. //&2: Also remove object from map.
  1117. //&4: Also delete object from memory.
  1118. switch (target->type) {
  1119. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1120. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1121. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
  1122. case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break;
  1123. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target,src); break;
  1124. default: //Unhandled case, do nothing to object.
  1125. flag = 0;
  1126. break;
  1127. }
  1128. if(!flag) //Death cancelled.
  1129. return hp+sp;
  1130. //Normal death
  1131. status->hp = 0;
  1132. if (battle_config.clear_unit_ondeath &&
  1133. battle_config.clear_unit_ondeath&target->type)
  1134. skill_clear_unitgroup(target);
  1135. if(target->type&BL_REGEN)
  1136. { //Reset regen ticks.
  1137. struct regen_data *regen = status_get_regen_data(target);
  1138. if (regen) {
  1139. memset(&regen->tick, 0, sizeof(regen->tick));
  1140. if (regen->sregen)
  1141. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1142. if (regen->ssregen)
  1143. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1144. }
  1145. }
  1146. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) )
  1147. { //flag&8 = disable Kaizel
  1148. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1149. //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1150. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1151. status_revive(target, 100, 100);
  1152. else
  1153. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1154. status_change_clear(target,0);
  1155. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1156. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  1157. if( target->type == BL_MOB )
  1158. ((TBL_MOB*)target)->state.rebirth = 1;
  1159. return hp+sp;
  1160. }
  1161. if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
  1162. {// Ensure the monster has not already rebirthed before doing so.
  1163. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1164. status_change_clear(target,0);
  1165. ((TBL_MOB*)target)->state.rebirth = 1;
  1166. return hp+sp;
  1167. }
  1168. status_change_clear(target,0);
  1169. if(flag&4) //Delete from memory. (also invokes map removal code)
  1170. unit_free(target,CLR_DEAD);
  1171. else
  1172. if(flag&2) //remove from map
  1173. unit_remove_map(target,CLR_DEAD);
  1174. else
  1175. { //Some death states that would normally be handled by unit_remove_map
  1176. unit_stop_attack(target);
  1177. unit_stop_walking(target,1);
  1178. unit_skillcastcancel(target,0);
  1179. clif_clearunit_area(target,CLR_DEAD);
  1180. skill_unit_move(target,gettick(),4);
  1181. skill_cleartimerskill(target);
  1182. }
  1183. return hp+sp;
  1184. }
  1185. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  1186. //If flag&2, when the player is healed, show the HP/SP heal effect.
  1187. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  1188. {
  1189. struct status_data *status;
  1190. struct status_change *sc;
  1191. status = status_get_status_data(bl);
  1192. if (status == &dummy_status || !status->hp)
  1193. return 0;
  1194. sc = status_get_sc(bl);
  1195. if (sc && !sc->count)
  1196. sc = NULL;
  1197. if (hp < 0) {
  1198. if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
  1199. status_damage(NULL, bl, -hp, 0, 0, 1);
  1200. hp = 0;
  1201. }
  1202. if(hp) {
  1203. if( sc && sc->data[SC_BERSERK] ) {
  1204. if( flag&1 )
  1205. flag &= ~2;
  1206. else
  1207. hp = 0;
  1208. }
  1209. if((unsigned int)hp > status->max_hp - status->hp)
  1210. hp = status->max_hp - status->hp;
  1211. }
  1212. if(sp < 0) {
  1213. if (sp==INT_MIN) sp++;
  1214. status_damage(NULL, bl, 0, -sp, 0, 1);
  1215. sp = 0;
  1216. }
  1217. if(sp) {
  1218. if((unsigned int)sp > status->max_sp - status->sp)
  1219. sp = status->max_sp - status->sp;
  1220. }
  1221. if(!sp && !hp) return 0;
  1222. status->hp+= hp;
  1223. status->sp+= sp;
  1224. if(hp && sc &&
  1225. sc->data[SC_AUTOBERSERK] &&
  1226. sc->data[SC_PROVOKE] &&
  1227. sc->data[SC_PROVOKE]->val2==1 &&
  1228. status->hp>=status->max_hp>>2
  1229. ) //End auto berserk.
  1230. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1231. // send hp update to client
  1232. switch(bl->type) {
  1233. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1234. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1235. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  1236. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1237. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1238. }
  1239. return hp+sp;
  1240. }
  1241. //Does percentual non-flinching damage/heal. If mob is killed this way,
  1242. //no exp/drops will be awarded if there is no src (or src is target)
  1243. //If rates are > 0, percent is of current HP/SP
  1244. //If rates are < 0, percent is of max HP/SP
  1245. //If !flag, this is heal, otherwise it is damage.
  1246. //Furthermore, if flag==2, then the target must not die from the substraction.
  1247. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  1248. {
  1249. struct status_data *status;
  1250. unsigned int hp =0, sp = 0;
  1251. status = status_get_status_data(target);
  1252. //Change the equation when the values are high enough to discard the
  1253. //imprecision in exchange of overflow protection [Skotlex]
  1254. //Also add 100% checks since those are the most used cases where we don't
  1255. //want aproximation errors.
  1256. if (hp_rate > 99)
  1257. hp = status->hp;
  1258. else if (hp_rate > 0)
  1259. hp = status->hp>10000?
  1260. hp_rate*(status->hp/100):
  1261. (hp_rate*status->hp)/100;
  1262. else if (hp_rate < -99)
  1263. hp = status->max_hp;
  1264. else if (hp_rate < 0)
  1265. hp = status->max_hp>10000?
  1266. (-hp_rate)*(status->max_hp/100):
  1267. (-hp_rate*status->max_hp)/100;
  1268. if (hp_rate && !hp)
  1269. hp = 1;
  1270. if (flag == 2 && hp >= status->hp)
  1271. hp = status->hp-1; //Must not kill target.
  1272. //Should be safe to not do overflow protection here, noone should have
  1273. //millions upon millions of SP
  1274. if (sp_rate > 99)
  1275. sp = status->sp;
  1276. else if (sp_rate > 0)
  1277. sp = (sp_rate*status->sp)/100;
  1278. else if (sp_rate < -99)
  1279. sp = status->max_sp;
  1280. else if (sp_rate < 0)
  1281. sp = (-sp_rate)*status->max_sp/100;
  1282. if (sp_rate && !sp)
  1283. sp = 1;
  1284. //Ugly check in case damage dealt is too much for the received args of
  1285. //status_heal / status_damage. [Skotlex]
  1286. if (hp > INT_MAX) {
  1287. hp -= INT_MAX;
  1288. if (flag)
  1289. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1290. else
  1291. status_heal(target, INT_MAX, 0, 0);
  1292. }
  1293. if (sp > INT_MAX) {
  1294. sp -= INT_MAX;
  1295. if (flag)
  1296. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1297. else
  1298. status_heal(target, 0, INT_MAX, 0);
  1299. }
  1300. if (flag)
  1301. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1302. return status_heal(target, hp, sp, 0);
  1303. }
  1304. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1305. {
  1306. struct status_data *status;
  1307. unsigned int hp, sp;
  1308. if (!status_isdead(bl)) return 0;
  1309. status = status_get_status_data(bl);
  1310. if (status == &dummy_status)
  1311. return 0; //Invalid target.
  1312. hp = status->max_hp * per_hp/100;
  1313. sp = status->max_sp * per_sp/100;
  1314. if(hp > status->max_hp - status->hp)
  1315. hp = status->max_hp - status->hp;
  1316. else if (per_hp && !hp)
  1317. hp = 1;
  1318. if(sp > status->max_sp - status->sp)
  1319. sp = status->max_sp - status->sp;
  1320. else if (per_sp && !sp)
  1321. sp = 1;
  1322. status->hp += hp;
  1323. status->sp += sp;
  1324. if (bl->prev) //Animation only if character is already on a map.
  1325. clif_resurrection(bl, 1);
  1326. switch (bl->type) {
  1327. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1328. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1329. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  1330. }
  1331. return 1;
  1332. }
  1333. /*==========================================
  1334. * Checks whether the src can use the skill on the target,
  1335. * taking into account status/option of both source/target. [Skotlex]
  1336. * flag:
  1337. * 0 - Trying to use skill on target.
  1338. * 1 - Cast bar is done.
  1339. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  1340. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  1341. * target MAY Be null, in which case the checks are only to see
  1342. * whether the source can cast or not the skill on the ground.
  1343. *------------------------------------------*/
  1344. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  1345. {
  1346. struct status_data *status;
  1347. struct status_change *sc=NULL, *tsc;
  1348. int hide_flag;
  1349. status = src?status_get_status_data(src):&dummy_status;
  1350. if (src && src->type != BL_PC && status_isdead(src))
  1351. return 0;
  1352. if (!skill_num) { //Normal attack checks.
  1353. if (!(status->mode&MD_CANATTACK))
  1354. return 0; //This mode is only needed for melee attacking.
  1355. //Dead state is not checked for skills as some skills can be used
  1356. //on dead characters, said checks are left to skill.c [Skotlex]
  1357. if (target && status_isdead(target))
  1358. return 0;
  1359. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
  1360. return 0;
  1361. }
  1362. switch( skill_num ) {
  1363. case PA_PRESSURE:
  1364. if( flag && target ) {
  1365. //Gloria Avoids pretty much everything....
  1366. tsc = status_get_sc(target);
  1367. if(tsc && tsc->option&OPTION_HIDE)
  1368. return 0;
  1369. }
  1370. break;
  1371. case GN_WALLOFTHORN:
  1372. if( target && status_isdead(target) )
  1373. return 0;
  1374. break;
  1375. case AL_TELEPORT:
  1376. //Should fail when used on top of Land Protector [Skotlex]
  1377. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1378. && !(status->mode&MD_BOSS)
  1379. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num))
  1380. return 0;
  1381. break;
  1382. default:
  1383. break;
  1384. }
  1385. if ( src ) sc = status_get_sc(src);
  1386. if( sc && sc->count ) {
  1387. if( sc->opt1 >0 && (sc->opt1 != OPT1_CRYSTALIZE && src->type != BL_MOB) && sc->opt1 != OPT1_BURNING && skill_num != SR_GENTLETOUCH_CURE ) { //Stuned/Frozen/etc
  1388. if (flag != 1) //Can't cast, casted stuff can't damage.
  1389. return 0;
  1390. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  1391. return 0; //Targetted spells can't come off.
  1392. }
  1393. if (
  1394. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  1395. || (sc->data[SC_AUTOCOUNTER] && !flag)
  1396. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  1397. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1398. )
  1399. return 0;
  1400. if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage
  1401. if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
  1402. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1403. clif_emotion(src, E_LV);
  1404. return 0;
  1405. }
  1406. if (sc->data[SC_BLADESTOP]) {
  1407. switch (sc->data[SC_BLADESTOP]->val1)
  1408. {
  1409. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  1410. case 4: if (skill_num == MO_CHAINCOMBO) break;
  1411. case 3: if (skill_num == MO_INVESTIGATE) break;
  1412. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  1413. default: return 0;
  1414. }
  1415. }
  1416. if (sc->data[SC_DANCING] && flag!=2) {
  1417. if( src->type == BL_PC && skill_num >= WA_SWING_DANCE && skill_num <= WM_UNLIMITED_HUMMING_VOICE )
  1418. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
  1419. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1420. return 0;
  1421. } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex]
  1422. if (skill_num == BD_ENCORE ||
  1423. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1424. )
  1425. return 0;
  1426. } else {
  1427. switch (skill_num) {
  1428. case BD_ADAPTATION:
  1429. case CG_LONGINGFREEDOM:
  1430. case BA_MUSICALSTRIKE:
  1431. case DC_THROWARROW:
  1432. break;
  1433. default:
  1434. return 0;
  1435. }
  1436. }
  1437. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  1438. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  1439. }
  1440. if (skill_num && //Do not block item-casted skills.
  1441. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  1442. ) { //Skills blocked through status changes...
  1443. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  1444. sc->cant.cast ||
  1445. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
  1446. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
  1447. (sc->data[SC_STASIS] && skill_stasis_check(src, sc->data[SC_STASIS]->val2, skill_num))
  1448. ))
  1449. return 0;
  1450. //Skill blocking.
  1451. if (
  1452. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  1453. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  1454. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  1455. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1456. )
  1457. return 0;
  1458. if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
  1459. switch(skill_num) {//##TODO## make this a flag in skill_db?
  1460. // Skills that can be used even under Man Hole effects.
  1461. case SC_SHADOWFORM:
  1462. case SC_STRIPACCESSARY:
  1463. break;
  1464. default:
  1465. return 0;
  1466. }
  1467. }
  1468. }
  1469. }
  1470. if (sc && sc->option)
  1471. {
  1472. if (sc->option&OPTION_HIDE)
  1473. switch (skill_num) { //Usable skills while hiding.
  1474. case TF_HIDING:
  1475. case AS_GRIMTOOTH:
  1476. case RG_BACKSTAP:
  1477. case RG_RAID:
  1478. case NJ_SHADOWJUMP:
  1479. case NJ_KIRIKAGE:
  1480. break;
  1481. default:
  1482. //Non players can use all skills while hidden.
  1483. if (!skill_num || src->type == BL_PC)
  1484. return 0;
  1485. }
  1486. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  1487. return 0;
  1488. if(sc->option&OPTION_MOUNTING)
  1489. return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
  1490. }
  1491. if (target == NULL || target == src) //No further checking needed.
  1492. return 1;
  1493. tsc = status_get_sc(target);
  1494. if(tsc && tsc->count) {
  1495. if( tsc->data[SC_INVINCIBLE] )
  1496. return 0;
  1497. if(!skill_num && tsc->data[SC_TRICKDEAD])
  1498. return 0;
  1499. if((skill_num == WZ_STORMGUST || skill_num == WZ_FROSTNOVA || skill_num == NJ_HYOUSYOURAKU)
  1500. && tsc->data[SC_FREEZE])
  1501. return 0;
  1502. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1503. return 0;
  1504. }
  1505. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1506. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1507. //You cannot hide from ground skills.
  1508. if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
  1509. hide_flag &= ~OPTION_HIDE;
  1510. switch( target->type ) {
  1511. case BL_PC: {
  1512. struct map_session_data *sd = (TBL_PC*) target;
  1513. bool is_boss = (status->mode&MD_BOSS);
  1514. bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
  1515. if (pc_isinvisible(sd))
  1516. return 0;
  1517. if (tsc->option&hide_flag && !is_boss &&
  1518. (sd->special_state.perfect_hiding || !is_detect) )
  1519. return 0;
  1520. if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_num )
  1521. return 0;
  1522. if( tsc->data[SC_CLOAKINGEXCEED] && !is_boss )
  1523. return 0;
  1524. if( tsc->data[SC_STEALTHFIELD] && !is_boss )
  1525. return 0;
  1526. }
  1527. break;
  1528. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1529. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1530. if (status->mode&MD_LOOTER)
  1531. return 1;
  1532. return 0;
  1533. case BL_HOM:
  1534. case BL_MER:
  1535. case BL_ELEM:
  1536. 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 )
  1537. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1538. if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1539. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1540. if( skill_num == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1541. return 0; // Can't use Potion Pitcher on Mercenaries
  1542. default:
  1543. //Check for chase-walk/hiding/cloaking opponents.
  1544. if( tsc ) {
  1545. if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1546. return 0;
  1547. if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) )
  1548. return 0;
  1549. }
  1550. }
  1551. return 1;
  1552. }
  1553. //Checks whether the source can see and chase target.
  1554. int status_check_visibility(struct block_list *src, struct block_list *target)
  1555. {
  1556. int view_range;
  1557. struct status_data* status = status_get_status_data(src);
  1558. struct status_change* tsc = status_get_sc(target);
  1559. switch (src->type) {
  1560. case BL_MOB:
  1561. view_range = ((TBL_MOB*)src)->min_chase;
  1562. break;
  1563. case BL_PET:
  1564. view_range = ((TBL_PET*)src)->db->range2;
  1565. break;
  1566. default:
  1567. view_range = AREA_SIZE;
  1568. }
  1569. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1570. return 0;
  1571. if( tsc && tsc->data[SC_STEALTHFIELD] )
  1572. return 0;
  1573. switch (target->type)
  1574. { //Check for chase-walk/hiding/cloaking opponents.
  1575. case BL_PC:
  1576. if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
  1577. return 0;
  1578. if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) &&
  1579. ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
  1580. return 0;
  1581. break;
  1582. default:
  1583. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
  1584. return 0;
  1585. }
  1586. return 1;
  1587. }
  1588. // Basic ASPD value
  1589. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1590. {
  1591. int amotion;
  1592. // base weapon delay
  1593. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1594. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1595. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1596. // percentual delay reduction from stats
  1597. amotion -= amotion * (4*status->agi + status->dex)/1000;
  1598. // raw delay adjustment from bAspd bonus
  1599. amotion += sd->bonus.aspd_add;
  1600. #ifdef RENEWAL
  1601. if( sd->status.shield ) {// bearing a shield decreases your ASPD by a fixed value depending on your class
  1602. amotion += re_job_db[pc_class2idx(sd->status.class_)][SHIELD_ASPD];
  1603. }
  1604. if( sd->sc.count ) {// renewal absolute ASPD modifiers
  1605. int i;
  1606. if ( sd->sc.data[i=SC_ASPDPOTION3] ||
  1607. sd->sc.data[i=SC_ASPDPOTION2] ||
  1608. sd->sc.data[i=SC_ASPDPOTION1] ||
  1609. sd->sc.data[i=SC_ASPDPOTION0] )
  1610. amotion -= sd->sc.data[i]->val1*10;
  1611. if( sd->sc.data[SC_BERSERK] )//berserk doesn't stack with the quickens.
  1612. amotion -= 150;
  1613. else if( sd->sc.data[SC_SPEARQUICKEN] || sd->sc.data[SC_TWOHANDQUICKEN] )
  1614. amotion -= 70;
  1615. if( sd->sc.data[SC_ADRENALINE] )/* +7 for self, +6 for others */
  1616. amotion -= sd->sc.data[SC_ADRENALINE]->val2 ? 70 : 60;
  1617. }
  1618. #endif
  1619. return amotion;
  1620. }
  1621. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1622. {
  1623. int flag = 0, str, dex,
  1624. #ifdef RENEWAL
  1625. rstr,
  1626. #endif
  1627. dstr;
  1628. if(!(bl->type&battle_config.enable_baseatk))
  1629. return 0;
  1630. if (bl->type == BL_PC)
  1631. switch(((TBL_PC*)bl)->status.weapon){
  1632. case W_BOW:
  1633. case W_MUSICAL:
  1634. case W_WHIP:
  1635. case W_REVOLVER:
  1636. case W_RIFLE:
  1637. case W_GATLING:
  1638. case W_SHOTGUN:
  1639. case W_GRENADE:
  1640. flag = 1;
  1641. }
  1642. if (flag) {
  1643. #ifdef RENEWAL
  1644. rstr =
  1645. #endif
  1646. str = status->dex;
  1647. dex = status->str;
  1648. } else {
  1649. #ifdef RENEWAL
  1650. rstr =
  1651. #endif
  1652. str = status->str;
  1653. dex = status->dex;
  1654. }
  1655. //Normally only players have base-atk, but homunc have a different batk
  1656. // equation, hinting that perhaps non-players should use this for batk.
  1657. // [Skotlex]
  1658. dstr = str/10;
  1659. str += dstr*dstr;
  1660. if (bl->type == BL_PC)
  1661. #ifdef RENEWAL
  1662. str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  1663. #else
  1664. str+= dex/5 + status->luk/5;
  1665. #endif
  1666. return cap_value(str, 0, USHRT_MAX);
  1667. }
  1668. static inline unsigned short status_base_matk_max(const struct status_data* status)
  1669. {
  1670. #ifdef RENEWAL
  1671. return status->matk_max; // in RE maximum MATK signs weapon matk, which we store in this var
  1672. #else
  1673. return status->int_+(status->int_/5)*(status->int_/5);
  1674. #endif
  1675. }
  1676. #ifdef RENEWAL
  1677. static inline unsigned short status_base_matk_min(const struct status_data* status, int lvl)
  1678. #else
  1679. static inline unsigned short status_base_matk_min(const struct status_data* status)
  1680. #endif
  1681. {
  1682. #ifdef RENEWAL
  1683. return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(lvl/4);
  1684. #else
  1685. return status->int_+(status->int_/7)*(status->int_/7);
  1686. #endif
  1687. }
  1688. //Fills in the misc data that can be calculated from the other status info (except for level)
  1689. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1690. {
  1691. //Non players get the value set, players need to stack with previous bonuses.
  1692. if( bl->type != BL_PC )
  1693. status->batk =
  1694. status->hit = status->flee =
  1695. status->def2 = status->mdef2 =
  1696. status->cri = status->flee2 = 0;
  1697. #ifdef RENEWAL
  1698. status->matk_min = status_base_matk_min(status, level);
  1699. #else
  1700. status->matk_min = status_base_matk_min(status);
  1701. #endif
  1702. status->matk_max = status_base_matk_max(status);
  1703. #ifdef RENEWAL // renewal formulas
  1704. status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  1705. status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  1706. status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 agi = +1 def) + (every 5 agi = +1 def)
  1707. status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  1708. #else
  1709. status->hit += level + status->dex;
  1710. status->flee += level + status->agi;
  1711. status->def2 += status->vit;
  1712. status->mdef2 += status->int_ + (status->vit>>1);
  1713. #endif
  1714. if( bl->type&battle_config.enable_critical )
  1715. status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical)
  1716. else
  1717. status->cri = 0;
  1718. if (bl->type&battle_config.enable_perfect_flee)
  1719. status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee)
  1720. else
  1721. status->flee2 = 0;
  1722. if (status->batk) {
  1723. int temp = status->batk + status_base_atk(bl, status);
  1724. status->batk = cap_value(temp, 0, USHRT_MAX);
  1725. } else
  1726. status->batk = status_base_atk(bl, status);
  1727. if (status->cri)
  1728. switch (bl->type) {
  1729. case BL_MOB:
  1730. if(battle_config.mob_critical_rate != 100)
  1731. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1732. if(!status->cri && battle_config.mob_critical_rate)
  1733. status->cri = 10;
  1734. break;
  1735. case BL_PC:
  1736. //Players don't have a critical adjustment setting as of yet.
  1737. break;
  1738. default:
  1739. if(battle_config.critical_rate != 100)
  1740. status->cri = status->cri*battle_config.critical_rate/100;
  1741. if (!status->cri && battle_config.critical_rate)
  1742. status->cri = 10;
  1743. }
  1744. if(bl->type&BL_REGEN)
  1745. status_calc_regen(bl, status, status_get_regen_data(bl));
  1746. }
  1747. //Skotlex: Calculates the initial status for the given mob
  1748. //first will only be false when the mob leveled up or got a GuardUp level.
  1749. int status_calc_mob_(struct mob_data* md, bool first)
  1750. {
  1751. struct status_data *status;
  1752. struct block_list *mbl = NULL;
  1753. int flag=0;
  1754. if(first)
  1755. { //Set basic level on respawn.
  1756. md->level = md->db->lv;
  1757. }
  1758. //Check if we need custom base-status
  1759. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1760. flag|=1;
  1761. if (md->special_state.size)
  1762. flag|=2;
  1763. if (md->guardian_data && md->guardian_data->guardup_lv)
  1764. flag|=4;
  1765. if (md->class_ == MOBID_EMPERIUM)
  1766. flag|=4;
  1767. if (battle_config.slaves_inherit_speed && md->master_id)
  1768. flag|=8;
  1769. if (md->master_id && md->special_state.ai>1)
  1770. flag|=16;
  1771. if (!flag)
  1772. { //No special status required.
  1773. if (md->base_status) {
  1774. aFree(md->base_status);
  1775. md->base_status = NULL;
  1776. }
  1777. if(first)
  1778. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1779. return 0;
  1780. }
  1781. if (!md->base_status)
  1782. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1783. status = md->base_status;
  1784. memcpy(status, &md->db->status, sizeof(struct status_data));
  1785. if (flag&(8|16))
  1786. mbl = map_id2bl(md->master_id);
  1787. if (flag&8 && mbl) {
  1788. struct status_data *mstatus = status_get_base_status(mbl);
  1789. if (mstatus &&
  1790. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1791. status->speed = mstatus->speed;
  1792. }
  1793. if (flag&16 && mbl)
  1794. { //Max HP setting from Summon Flora/marine Sphere
  1795. struct unit_data *ud = unit_bl2ud(mbl);
  1796. //Remove special AI when this is used by regular mobs.
  1797. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1798. md->special_state.ai = 0;
  1799. if (ud)
  1800. { // different levels of HP according to skill level
  1801. if (ud->skillid == AM_SPHEREMINE) {
  1802. status->max_hp = 2000 + 400*ud->skilllv;
  1803. } else { //AM_CANNIBALIZE
  1804. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1805. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1806. }
  1807. status->hp = status->max_hp;
  1808. }
  1809. }
  1810. if (flag&1)
  1811. { // increase from mobs leveling up [Valaris]
  1812. int diff = md->level - md->db->lv;
  1813. status->str+= diff;
  1814. status->agi+= diff;
  1815. status->vit+= diff;
  1816. status->int_+= diff;
  1817. status->dex+= diff;
  1818. status->luk+= diff;
  1819. status->max_hp += diff*status->vit;
  1820. status->max_sp += diff*status->int_;
  1821. status->hp = status->max_hp;
  1822. status->sp = status->max_sp;
  1823. status->speed -= cap_value(diff, 0, status->speed - 10);
  1824. }
  1825. if (flag&2)
  1826. { // change for sized monsters [Valaris]
  1827. if (md->special_state.size==1) {
  1828. status->max_hp>>=1;
  1829. status->max_sp>>=1;
  1830. if (!status->max_hp) status->max_hp = 1;
  1831. if (!status->max_sp) status->max_sp = 1;
  1832. status->hp=status->max_hp;
  1833. status->sp=status->max_sp;
  1834. status->str>>=1;
  1835. status->agi>>=1;
  1836. status->vit>>=1;
  1837. status->int_>>=1;
  1838. status->dex>>=1;
  1839. status->luk>>=1;
  1840. if (!status->str) status->str = 1;
  1841. if (!status->agi) status->agi = 1;
  1842. if (!status->vit) status->vit = 1;
  1843. if (!status->int_) status->int_ = 1;
  1844. if (!status->dex) status->dex = 1;
  1845. if (!status->luk) status->luk = 1;
  1846. } else if (md->special_state.size==2) {
  1847. status->max_hp<<=1;
  1848. status->max_sp<<=1;
  1849. status->hp=status->max_hp;
  1850. status->sp=status->max_sp;
  1851. status->str<<=1;
  1852. status->agi<<=1;
  1853. status->vit<<=1;
  1854. status->int_<<=1;
  1855. status->dex<<=1;
  1856. status->luk<<=1;
  1857. }
  1858. }
  1859. status_calc_misc(&md->bl, status, md->level);
  1860. if(flag&4)
  1861. { // Strengthen Guardians - custom value +10% / lv
  1862. struct guild_castle *gc;
  1863. gc=guild_mapname2gc(map[md->bl.m].name);
  1864. if (!gc)
  1865. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1866. else
  1867. if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
  1868. #ifdef RENEWAL
  1869. status->max_hp += 50 * gc->defense;
  1870. status->max_sp += 70 * gc->defense;
  1871. #else
  1872. status->max_hp += 1000 * gc->defense;
  1873. status->max_sp += 200 * gc->defense;
  1874. #endif
  1875. status->hp = status->max_hp;
  1876. status->sp = status->max_sp;
  1877. status->def += (gc->defense+2)/3;
  1878. status->mdef += (gc->defense+2)/3;
  1879. }
  1880. if(md->class_ != MOBID_EMPERIUM) {
  1881. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1882. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1883. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1884. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1885. }
  1886. }
  1887. if( first ) //Initial battle status
  1888. memcpy(&md->status, status, sizeof(struct status_data));
  1889. return 1;
  1890. }
  1891. //Skotlex: Calculates the stats of the given pet.
  1892. int status_calc_pet_(struct pet_data *pd, bool first)
  1893. {
  1894. nullpo_ret(pd);
  1895. if (first) {
  1896. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1897. pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
  1898. pd->status.speed = pd->petDB->speed;
  1899. if(battle_config.pet_attack_support || battle_config.pet_damage_support)
  1900. {// attack support requires the pet to be able to attack
  1901. pd->status.mode|= MD_CANATTACK;
  1902. }
  1903. }
  1904. if (battle_config.pet_lv_rate && pd->msd)
  1905. {
  1906. struct map_session_data *sd = pd->msd;
  1907. int lv;
  1908. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1909. if (lv < 0)
  1910. lv = 1;
  1911. if (lv != pd->pet.level || first)
  1912. {
  1913. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1914. pd->pet.level = lv;
  1915. if (!first) //Lv Up animation
  1916. clif_misceffect(&pd->bl, 0);
  1917. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1918. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1919. status->str = (bstat->str*lv)/pd->db->lv;
  1920. status->agi = (bstat->agi*lv)/pd->db->lv;
  1921. status->vit = (bstat->vit*lv)/pd->db->lv;
  1922. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1923. status->dex = (bstat->dex*lv)/pd->db->lv;
  1924. status->luk = (bstat->luk*lv)/pd->db->lv;
  1925. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1926. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1927. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1928. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1929. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1930. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1931. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1932. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1933. status_calc_misc(&pd->bl, &pd->status, lv);
  1934. if (!first) //Not done the first time because the pet is not visible yet
  1935. clif_send_petstatus(sd);
  1936. }
  1937. } else if (first) {
  1938. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1939. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1940. pd->pet.level = pd->db->lv;
  1941. }
  1942. //Support rate modifier (1000 = 100%)
  1943. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1944. if(battle_config.pet_support_rate != 100)
  1945. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1946. return 1;
  1947. }
  1948. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  1949. static void status_calc_sigma(void)
  1950. {
  1951. int i,j;
  1952. for(i = 0; i < CLASS_COUNT; i++)
  1953. {
  1954. unsigned int k = 0;
  1955. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  1956. for(j = 2; j <= MAX_LEVEL; j++)
  1957. {
  1958. k += (hp_coefficient[i]*j + 50) / 100;
  1959. hp_sigma_val[i][j] = k;
  1960. if (k >= INT_MAX)
  1961. break; //Overflow protection. [Skotlex]
  1962. }
  1963. for(; j <= MAX_LEVEL; j++)
  1964. hp_sigma_val[i][j] = INT_MAX;
  1965. }
  1966. }
  1967. /// Calculates base MaxHP value according to class and base level
  1968. /// The recursive equation used to calculate level bonus is (using integer operations)
  1969. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  1970. /// which reduces to something close to
  1971. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  1972. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  1973. {
  1974. unsigned int val = pc_class2idx(sd->status.class_);
  1975. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  1976. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1977. val += 100; //Since their HP can't be approximated well enough without this.
  1978. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1979. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1980. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1981. val += 2000; //Supernovice lvl99 hp bonus.
  1982. val += val * status->vit/100; // +1% per each point of VIT
  1983. if (sd->class_&JOBL_UPPER)
  1984. val += val * 25/100; //Trans classes get a 25% hp bonus
  1985. else if (sd->class_&JOBL_BABY)
  1986. val -= val * 30/100; //Baby classes get a 30% hp penalty
  1987. return val;
  1988. }
  1989. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1990. {
  1991. unsigned int val;
  1992. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  1993. val += val * status->int_/100;
  1994. if (sd->class_&JOBL_UPPER)
  1995. val += val * 25/100;
  1996. else if (sd->class_&JOBL_BABY)
  1997. val -= val * 30/100;
  1998. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1999. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  2000. return val;
  2001. }
  2002. //Calculates player data from scratch without counting SC adjustments.
  2003. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  2004. int status_calc_pc_(struct map_session_data* sd, bool first)
  2005. {
  2006. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  2007. struct status_data *status; // pointer to the player's base status
  2008. const struct status_change *sc = &sd->sc;
  2009. struct s_skill b_skill[MAX_SKILL]; // previous skill tree
  2010. int b_weight, b_max_weight, b_cart_weight_max; // previous weight
  2011. int i,index;
  2012. int skill,refinedef=0;
  2013. if (++calculating > 10) //Too many recursive calls!
  2014. return -1;
  2015. // remember player-specific values that are currently being shown to the client (for refresh purposes)
  2016. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2017. b_weight = sd->weight;
  2018. b_max_weight = sd->max_weight;
  2019. b_cart_weight_max = sd->cart_weight_max;
  2020. pc_calc_skilltree(sd); // スキルツリ?の計算
  2021. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  2022. if(first) {
  2023. //Load Hp/SP from char-received data.
  2024. sd->battle_status.hp = sd->status.hp;
  2025. sd->battle_status.sp = sd->status.sp;
  2026. sd->regen.sregen = &sd->sregen;
  2027. sd->regen.ssregen = &sd->ssregen;
  2028. sd->weight=0;
  2029. for(i=0;i<MAX_INVENTORY;i++){
  2030. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  2031. continue;
  2032. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  2033. }
  2034. sd->cart_weight=0;
  2035. sd->cart_num=0;
  2036. for(i=0;i<MAX_CART;i++){
  2037. if(sd->status.cart[i].nameid==0)
  2038. continue;
  2039. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  2040. sd->cart_num++;
  2041. }
  2042. }
  2043. status = &sd->base_status;
  2044. // these are not zeroed. [zzo]
  2045. sd->hprate=100;
  2046. sd->sprate=100;
  2047. sd->castrate=100;
  2048. sd->delayrate=100;
  2049. sd->dsprate=100;
  2050. sd->hprecov_rate = 100;
  2051. sd->sprecov_rate = 100;
  2052. sd->matk_rate = 100;
  2053. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2054. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2055. sd->regen.state.block = 0;
  2056. sd->fixcastrate=100;
  2057. sd->varcastrate=100;
  2058. // zeroed arrays, order follows the order in pc.h.
  2059. // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2060. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2061. + sizeof(sd->param_equip)
  2062. + sizeof(sd->subele)
  2063. + sizeof(sd->subrace)
  2064. + sizeof(sd->subrace2)
  2065. + sizeof(sd->subsize)
  2066. + sizeof(sd->reseff)
  2067. + sizeof(sd->weapon_coma_ele)
  2068. + sizeof(sd->weapon_coma_race)
  2069. + sizeof(sd->weapon_atk)
  2070. + sizeof(sd->weapon_atk_rate)
  2071. + sizeof(sd->arrow_addele)
  2072. + sizeof(sd->arrow_addrace)
  2073. + sizeof(sd->arrow_addsize)
  2074. + sizeof(sd->magic_addele)
  2075. + sizeof(sd->magic_addrace)
  2076. + sizeof(sd->magic_addsize)
  2077. + sizeof(sd->critaddrace)
  2078. + sizeof(sd->expaddrace)
  2079. + sizeof(sd->ignore_mdef)
  2080. + sizeof(sd->ignore_def)
  2081. + sizeof(sd->itemgrouphealrate)
  2082. + sizeof(sd->sp_gain_race)
  2083. + sizeof(sd->sp_gain_race_attack)
  2084. + sizeof(sd->hp_gain_race_attack)
  2085. );
  2086. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2087. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2088. if (sd->special_state.intravision) //Clear status change.
  2089. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2090. memset(&sd->special_state,0,sizeof(sd->special_state));
  2091. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  2092. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2093. status->speed = DEFAULT_WALK_SPEED;
  2094. //Give them all modes except these (useful for clones)
  2095. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2096. status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
  2097. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  2098. if (sd->class_&JOBL_BABY) {
  2099. if (battle_config.character_size&SZ_BIG)
  2100. status->size++;
  2101. } else
  2102. if(battle_config.character_size&SZ_MEDIUM)
  2103. status->size++;
  2104. }
  2105. status->aspd_rate = 1000;
  2106. status->ele_lv = 1;
  2107. status->race = RC_DEMIHUMAN;
  2108. //zero up structures...
  2109. memset(&sd->autospell,0,sizeof(sd->autospell)
  2110. + sizeof(sd->autospell2)
  2111. + sizeof(sd->autospell3)
  2112. + sizeof(sd->addeff)
  2113. + sizeof(sd->addeff2)
  2114. + sizeof(sd->addeff3)
  2115. + sizeof(sd->skillatk)
  2116. + sizeof(sd->sprateskill)
  2117. + sizeof(sd->skillheal)
  2118. + sizeof(sd->skillheal2)
  2119. + sizeof(sd->hp_loss)
  2120. + sizeof(sd->sp_loss)
  2121. + sizeof(sd->hp_regen)
  2122. + sizeof(sd->sp_regen)
  2123. + sizeof(sd->skillblown)
  2124. + sizeof(sd->skillcast)
  2125. + sizeof(sd->add_def)
  2126. + sizeof(sd->add_mdef)
  2127. + sizeof(sd->add_mdmg)
  2128. + sizeof(sd->add_drop)
  2129. + sizeof(sd->itemhealrate)
  2130. + sizeof(sd->subele2)
  2131. + sizeof(sd->skillcooldown)
  2132. + sizeof(sd->skillfixcast)
  2133. + sizeof(sd->skillvarcast)
  2134. );
  2135. memset (&sd->bonus, 0,sizeof(sd->bonus));
  2136. // Autobonus
  2137. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2138. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2139. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2140. // Parse equipment.
  2141. for(i=0;i<EQI_MAX-1;i++) {
  2142. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2143. if(index < 0)
  2144. continue;
  2145. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2146. continue;
  2147. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2148. continue;
  2149. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2150. continue;
  2151. if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
  2152. continue;
  2153. if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
  2154. continue;
  2155. if(!sd->inventory_data[index])
  2156. continue;
  2157. status->def += sd->inventory_data[index]->def;
  2158. if(first && sd->inventory_data[index]->equip_script)
  2159. { //Execute equip-script on login
  2160. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2161. if (!calculating)
  2162. return 1;
  2163. }
  2164. // sanitize the refine level in case someone decreased the value inbetween
  2165. if (sd->status.inventory[index].refine > MAX_REFINE)
  2166. sd->status.inventory[index].refine = MAX_REFINE;
  2167. if(sd->inventory_data[index]->type == IT_WEAPON) {
  2168. int r,wlv = sd->inventory_data[index]->wlv;
  2169. struct weapon_data *wd;
  2170. struct weapon_atk *wa;
  2171. if (wlv >= REFINE_TYPE_MAX)
  2172. wlv = REFINE_TYPE_MAX - 1;
  2173. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2174. wd = &sd->left_weapon; // Left-hand weapon
  2175. wa = &status->lhw;
  2176. } else {
  2177. wd = &sd->right_weapon;
  2178. wa = &status->rhw;
  2179. }
  2180. wa->atk += sd->inventory_data[index]->atk;
  2181. if ( (r = sd->status.inventory[index].refine) )
  2182. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  2183. #ifdef RENEWAL
  2184. // in renewal max MATK is the weapon MATK
  2185. status->matk_max += sd->inventory_data[index]->matk;
  2186. if( r )
  2187. {// renewal magic attack refine bonus
  2188. status->matk_max += refine_info[wlv].bonus[r-1] / 100;
  2189. }
  2190. // record the weapon level for future usage
  2191. status->wlv = wlv;
  2192. #endif
  2193. //Overrefine bonus.
  2194. if (r)
  2195. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  2196. wa->range += sd->inventory_data[index]->range;
  2197. if(sd->inventory_data[index]->script) {
  2198. if (wd == &sd->left_weapon) {
  2199. sd->state.lr_flag = 1;
  2200. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2201. sd->state.lr_flag = 0;
  2202. } else
  2203. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2204. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  2205. return 1;
  2206. }
  2207. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  2208. { // Forged weapon
  2209. wd->star += (sd->status.inventory[index].card[1]>>8);
  2210. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2211. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2212. wd->star += 10;
  2213. if (!wa->ele) //Do not overwrite element from previous bonuses.
  2214. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2215. }
  2216. }
  2217. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2218. int r;
  2219. if ( (r = sd->status.inventory[index].refine) )
  2220. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  2221. if(sd->inventory_data[index]->script) {
  2222. if( i == EQI_HAND_L ) //Shield
  2223. sd->state.lr_flag = 3;
  2224. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2225. if( i == EQI_HAND_L ) //Shield
  2226. sd->state.lr_flag = 0;
  2227. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  2228. return 1;
  2229. }
  2230. }
  2231. }
  2232. if(sd->equip_index[EQI_AMMO] >= 0){
  2233. index = sd->equip_index[EQI_AMMO];
  2234. if(sd->inventory_data[index]){ // Arrows
  2235. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  2236. sd->state.lr_flag = 2;
  2237. if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
  2238. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2239. sd->state.lr_flag = 0;
  2240. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  2241. return 1;
  2242. }
  2243. }
  2244. //Store equipment script bonuses
  2245. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  2246. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2247. status->def += (refinedef+50)/100;
  2248. #ifdef RENEWAL
  2249. // increment the weapon ATK using the MATK max value
  2250. status->matk_max += sd->bonus.sp_weapon_matk;
  2251. #endif
  2252. //Parse Cards
  2253. for(i=0;i<EQI_MAX-1;i++) {
  2254. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2255. if(index < 0)
  2256. continue;
  2257. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2258. continue;
  2259. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2260. continue;
  2261. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2262. continue;
  2263. if(sd->inventory_data[index]) {
  2264. int j,c;
  2265. struct item_data *data;
  2266. //Card script execution.
  2267. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  2268. continue;
  2269. for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  2270. current_equip_card_id= c= sd->status.inventory[index].card[j];
  2271. if(!c)
  2272. continue;
  2273. data = itemdb_exists(c);
  2274. if(!data)
  2275. continue;
  2276. if(first && data->equip_script)
  2277. { //Execute equip-script on login
  2278. run_script(data->equip_script,0,sd->bl.id,0);
  2279. if (!calculating)
  2280. return 1;
  2281. }
  2282. if(!data->script)
  2283. continue;
  2284. if(data->flag.no_equip) { //Card restriction checks.
  2285. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&(8*map[sd->bl.m].zone))
  2286. continue;
  2287. if(!map_flag_vs(sd->bl.m) && data->flag.no_equip&1)
  2288. continue;
  2289. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&2)
  2290. continue;
  2291. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&4)
  2292. continue;
  2293. if(map[sd->bl.m].flag.battleground && data->flag.no_equip&8)
  2294. continue;
  2295. }
  2296. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  2297. { //Left hand status.
  2298. sd->state.lr_flag = 1;
  2299. run_script(data->script,0,sd->bl.id,0);
  2300. sd->state.lr_flag = 0;
  2301. } else
  2302. run_script(data->script,0,sd->bl.id,0);
  2303. if (!calculating) //Abort, run_script his function. [Skotlex]
  2304. return 1;
  2305. }
  2306. }
  2307. }
  2308. if( sc->count && sc->data[SC_ITEMSCRIPT] )
  2309. {
  2310. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2311. if( data && data->script )
  2312. run_script(data->script,0,sd->bl.id,0);
  2313. }
  2314. if( sd->pd )
  2315. { // Pet Bonus
  2316. struct pet_data *pd = sd->pd;
  2317. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2318. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2319. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2320. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2321. }
  2322. //param_bonus now holds card bonuses.
  2323. if(status->rhw.range < 1) status->rhw.range = 1;
  2324. if(status->lhw.range < 1) status->lhw.range = 1;
  2325. if(status->rhw.range < status->lhw.range)
  2326. status->rhw.range = status->lhw.range;
  2327. sd->bonus.double_rate += sd->bonus.double_add_rate;
  2328. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  2329. sd->bonus.splash_range += sd->bonus.splash_add_range;
  2330. // Damage modifiers from weapon type
  2331. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2332. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2333. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2334. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2335. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2336. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2337. if(pc_isriding(sd) &&
  2338. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  2339. { //When Riding with spear, damage modifier to mid-class becomes
  2340. //same as versus large size.
  2341. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2342. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2343. }
  2344. // ----- STATS CALCULATION -----
  2345. // Job bonuses
  2346. index = pc_class2idx(sd->status.class_);
  2347. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  2348. if(!job_bonus[index][i])
  2349. continue;
  2350. switch(job_bonus[index][i]) {
  2351. case 1: status->str++; break;
  2352. case 2: status->agi++; break;
  2353. case 3: status->vit++; break;
  2354. case 4: status->int_++; break;
  2355. case 5: status->dex++; break;
  2356. case 6: status->luk++; break;
  2357. }
  2358. }
  2359. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2360. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  2361. status->str += 10;
  2362. status->agi += 10;
  2363. status->vit += 10;
  2364. status->int_+= 10;
  2365. status->dex += 10;
  2366. status->luk += 10;
  2367. }
  2368. // Absolute modifiers from passive skills
  2369. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  2370. status->str++;
  2371. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  2372. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2373. if((skill=pc_checkskill(sd,AC_OWL))>0)
  2374. status->dex += skill;
  2375. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  2376. status->int_ += skill;
  2377. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2378. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2379. status->str = cap_value(i,0,USHRT_MAX);
  2380. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2381. status->agi = cap_value(i,0,USHRT_MAX);
  2382. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2383. status->vit = cap_value(i,0,USHRT_MAX);
  2384. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2385. status->int_ = cap_value(i,0,USHRT_MAX);
  2386. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2387. status->dex = cap_value(i,0,USHRT_MAX);
  2388. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2389. status->luk = cap_value(i,0,USHRT_MAX);
  2390. // ------ BASE ATTACK CALCULATION ------
  2391. // Base batk value is set on status_calc_misc
  2392. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  2393. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  2394. status->batk += sd->weapon_atk[sd->status.weapon];
  2395. // Absolute modifiers from passive skills
  2396. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  2397. status->batk += 4;
  2398. // ----- HP MAX CALCULATION -----
  2399. // Basic MaxHP value
  2400. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  2401. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  2402. //This is done to handle underflows from negative Max HP bonuses
  2403. i = sd->status.max_hp + (int)status->max_hp;
  2404. status->max_hp = cap_value(i, 0, INT_MAX);
  2405. // Absolute modifiers from passive skills
  2406. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2407. status->max_hp += skill*200;
  2408. // Apply relative modifiers from equipment
  2409. if(sd->hprate < 0)
  2410. sd->hprate = 0;
  2411. if(sd->hprate!=100)
  2412. status->max_hp = status->max_hp * sd->hprate/100;
  2413. if(battle_config.hp_rate != 100)
  2414. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  2415. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2416. status->max_hp = battle_config.max_hp;
  2417. else if(!status->max_hp)
  2418. status->max_hp = 1;
  2419. // ----- SP MAX CALCULATION -----
  2420. // Basic MaxSP value
  2421. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  2422. //This is done to handle underflows from negative Max SP bonuses
  2423. i = sd->status.max_sp + (int)status->max_sp;
  2424. status->max_sp = cap_value(i, 0, INT_MAX);
  2425. // Absolute modifiers from passive skills
  2426. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  2427. status->max_sp += 30*skill;
  2428. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  2429. status->max_sp += status->max_sp * skill/100;
  2430. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  2431. status->max_sp += status->max_sp * 2*skill/100;
  2432. if( (skill = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0 )
  2433. status->max_sp += 200 + 20 * skill;
  2434. if( (skill = pc_checkskill(sd,WM_LESSON)) > 0 )
  2435. status->max_sp += 30 * skill;
  2436. // Apply relative modifiers from equipment
  2437. if(sd->sprate < 0)
  2438. sd->sprate = 0;
  2439. if(sd->sprate!=100)
  2440. status->max_sp = status->max_sp * sd->sprate/100;
  2441. if(battle_config.sp_rate != 100)
  2442. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  2443. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2444. status->max_sp = battle_config.max_sp;
  2445. else if(!status->max_sp)
  2446. status->max_sp = 1;
  2447. // ----- RESPAWN HP/SP -----
  2448. //
  2449. //Calc respawn hp and store it on base_status
  2450. if (sd->special_state.restart_full_recover)
  2451. {
  2452. status->hp = status->max_hp;
  2453. status->sp = status->max_sp;
  2454. } else {
  2455. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  2456. && battle_config.restart_hp_rate < 50)
  2457. status->hp=status->max_hp>>1;
  2458. else
  2459. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  2460. if(!status->hp)
  2461. status->hp = 1;
  2462. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  2463. }
  2464. // ----- MISC CALCULATION -----
  2465. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2466. //Equipment modifiers for misc settings
  2467. if(sd->matk_rate < 0)
  2468. sd->matk_rate = 0;
  2469. if(sd->matk_rate != 100){
  2470. status->matk_max = status->matk_max * sd->matk_rate/100;
  2471. status->matk_min = status->matk_min * sd->matk_rate/100;
  2472. }
  2473. if(sd->hit_rate < 0)
  2474. sd->hit_rate = 0;
  2475. if(sd->hit_rate != 100)
  2476. status->hit = status->hit * sd->hit_rate/100;
  2477. if(sd->flee_rate < 0)
  2478. sd->flee_rate = 0;
  2479. if(sd->flee_rate != 100)
  2480. status->flee = status->flee * sd->flee_rate/100;
  2481. if(sd->def2_rate < 0)
  2482. sd->def2_rate = 0;
  2483. if(sd->def2_rate != 100)
  2484. status->def2 = status->def2 * sd->def2_rate/100;
  2485. if(sd->mdef2_rate < 0)
  2486. sd->mdef2_rate = 0;
  2487. if(sd->mdef2_rate != 100)
  2488. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2489. if(sd->critical_rate < 0)
  2490. sd->critical_rate = 0;
  2491. if(sd->critical_rate != 100)
  2492. status->cri = status->cri * sd->critical_rate/100;
  2493. if(sd->flee2_rate < 0)
  2494. sd->flee2_rate = 0;
  2495. if(sd->flee2_rate != 100)
  2496. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2497. // ----- HIT CALCULATION -----
  2498. // Absolute modifiers from passive skills
  2499. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  2500. status->hit += skill*2;
  2501. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  2502. status->hit += skill;
  2503. if(sd->status.weapon == W_BOW)
  2504. status->rhw.range += skill;
  2505. }
  2506. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  2507. {
  2508. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  2509. status->hit += 2*skill;
  2510. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  2511. status->hit += skill;
  2512. status->rhw.range += skill;
  2513. }
  2514. }
  2515. // ----- FLEE CALCULATION -----
  2516. // Absolute modifiers from passive skills
  2517. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2518. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  2519. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  2520. status->flee += (skill*3)>>1;
  2521. // ----- EQUIPMENT-DEF CALCULATION -----
  2522. // Apply relative modifiers from equipment
  2523. if(sd->def_rate < 0)
  2524. sd->def_rate = 0;
  2525. if(sd->def_rate != 100) {
  2526. i = status->def * sd->def_rate/100;
  2527. status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2528. }
  2529. #ifndef RENEWAL
  2530. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  2531. {
  2532. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  2533. status->def = (unsigned char)battle_config.max_def;
  2534. }
  2535. #endif
  2536. // ----- EQUIPMENT-MDEF CALCULATION -----
  2537. // Apply relative modifiers from equipment
  2538. if(sd->mdef_rate < 0)
  2539. sd->mdef_rate = 0;
  2540. if(sd->mdef_rate != 100) {
  2541. i = status->mdef * sd->mdef_rate/100;
  2542. status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2543. }
  2544. #ifndef RENEWAL
  2545. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  2546. {
  2547. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2548. status->mdef = (signed char)battle_config.max_def;
  2549. }
  2550. #endif
  2551. // ----- ASPD CALCULATION -----
  2552. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2553. // Basic ASPD value
  2554. i = status_base_amotion_pc(sd,status);
  2555. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  2556. // Relative modifiers from passive skills
  2557. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2558. status->aspd_rate -= 5*skill;
  2559. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2560. status->aspd_rate -= 30*skill;
  2561. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2562. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2563. status->aspd_rate -= ((skill+1)/2) * 10;
  2564. if(pc_isriding(sd))
  2565. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2566. else if(pc_isridingdragon(sd))
  2567. status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  2568. status->adelay = 2*status->amotion;
  2569. // ----- DMOTION -----
  2570. //
  2571. i = 800-status->agi*4;
  2572. status->dmotion = cap_value(i, 400, 800);
  2573. if(battle_config.pc_damage_delay_rate != 100)
  2574. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2575. // ----- MISC CALCULATIONS -----
  2576. // Weight
  2577. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2578. sd->max_weight += 2000*skill;
  2579. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2580. sd->max_weight += 10000;
  2581. else if(pc_isridingdragon(sd))
  2582. sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
  2583. if(sc->data[SC_KNOWLEDGE])
  2584. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2585. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2586. sd->max_weight += 2000*skill;
  2587. sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
  2588. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2589. sd->regen.state.walk = 1;
  2590. else
  2591. sd->regen.state.walk = 0;
  2592. // Skill SP cost
  2593. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2594. sd->dsprate -= 4*skill;
  2595. if(sc->data[SC_SERVICE4U])
  2596. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2597. if(sc->data[SC_SPCOST_RATE])
  2598. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2599. //Underflow protections.
  2600. if(sd->dsprate < 0)
  2601. sd->dsprate = 0;
  2602. if(sd->castrate < 0)
  2603. sd->castrate = 0;
  2604. if(sd->delayrate < 0)
  2605. sd->delayrate = 0;
  2606. if(sd->hprecov_rate < 0)
  2607. sd->hprecov_rate = 0;
  2608. if(sd->sprecov_rate < 0)
  2609. sd->sprecov_rate = 0;
  2610. if(sd->fixcastrate < 0)
  2611. sd->fixcastrate = 0;
  2612. if(sd->varcastrate < 0)
  2613. sd->varcastrate = 0;
  2614. // Anti-element and anti-race
  2615. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2616. sd->subele[ELE_HOLY] += skill*5;
  2617. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2618. sd->subele[ELE_NEUTRAL] += skill;
  2619. sd->subele[ELE_FIRE] += skill*4;
  2620. }
  2621. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2622. skill = skill*4;
  2623. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2624. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2625. sd->magic_addrace[RC_DRAGON]+=skill;
  2626. sd->subrace[RC_DRAGON]+=skill;
  2627. }
  2628. if(sc->count){
  2629. if(sc->data[SC_CONCENTRATE]) { //Update the card-bonus data
  2630. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2631. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2632. }
  2633. if(sc->data[SC_SIEGFRIED]){
  2634. i = sc->data[SC_SIEGFRIED]->val2;
  2635. sd->subele[ELE_WATER] += i;
  2636. sd->subele[ELE_EARTH] += i;
  2637. sd->subele[ELE_FIRE] += i;
  2638. sd->subele[ELE_WIND] += i;
  2639. sd->subele[ELE_POISON] += i;
  2640. sd->subele[ELE_HOLY] += i;
  2641. sd->subele[ELE_DARK] += i;
  2642. sd->subele[ELE_GHOST] += i;
  2643. sd->subele[ELE_UNDEAD] += i;
  2644. }
  2645. if(sc->data[SC_PROVIDENCE]){
  2646. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2647. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2648. }
  2649. if(sc->data[SC_ARMOR_ELEMENT]) { //This status change should grant card-type elemental resist.
  2650. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2651. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2652. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2653. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2654. }
  2655. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  2656. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2657. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2658. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2659. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2660. }
  2661. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  2662. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  2663. sd->subele[ELE_FIRE] += i;
  2664. sd->subele[ELE_EARTH] -= i;
  2665. }
  2666. if( sc->data[SC_WATER_DROP_OPTION] ) {
  2667. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  2668. sd->subele[ELE_WATER] += i;
  2669. sd->subele[ELE_WIND] -= i;
  2670. }
  2671. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  2672. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  2673. sd->subele[ELE_WIND] += i;
  2674. sd->subele[ELE_WATER] -= i;
  2675. }
  2676. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  2677. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  2678. sd->subele[ELE_EARTH] += i;
  2679. sd->subele[ELE_FIRE] -= i;
  2680. }
  2681. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  2682. sd->magic_addele[ELE_FIRE] += 25;
  2683. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  2684. sd->magic_addele[ELE_WATER] += 25;
  2685. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  2686. sd->magic_addele[ELE_WIND] += 25;
  2687. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  2688. sd->magic_addele[ELE_EARTH] += 25;
  2689. }
  2690. status_cpy(&sd->battle_status, status);
  2691. // ----- CLIENT-SIDE REFRESH -----
  2692. if(!sd->bl.prev) {
  2693. //Will update on LoadEndAck
  2694. calculating = 0;
  2695. return 0;
  2696. }
  2697. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2698. clif_skillinfoblock(sd);
  2699. if(b_weight != sd->weight)
  2700. clif_updatestatus(sd,SP_WEIGHT);
  2701. if(b_max_weight != sd->max_weight) {
  2702. clif_updatestatus(sd,SP_MAXWEIGHT);
  2703. pc_updateweightstatus(sd);
  2704. }
  2705. if( b_cart_weight_max != sd->cart_weight_max ) {
  2706. clif_updatestatus(sd,SP_CARTINFO);
  2707. }
  2708. calculating = 0;
  2709. return 0;
  2710. }
  2711. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  2712. {
  2713. struct status_data *status = &md->base_status;
  2714. struct s_mercenary *merc = &md->mercenary;
  2715. if( first )
  2716. {
  2717. memcpy(status, &md->db->status, sizeof(struct status_data));
  2718. status->mode = MD_CANMOVE|MD_CANATTACK;
  2719. status->hp = status->max_hp;
  2720. status->sp = status->max_sp;
  2721. md->battle_status.hp = merc->hp;
  2722. md->battle_status.sp = merc->sp;
  2723. }
  2724. status_calc_misc(&md->bl, status, md->db->lv);
  2725. status_cpy(&md->battle_status, status);
  2726. return 0;
  2727. }
  2728. int status_calc_homunculus_(struct homun_data *hd, bool first)
  2729. {
  2730. struct status_data *status = &hd->base_status;
  2731. struct s_homunculus *hom = &hd->homunculus;
  2732. int skill;
  2733. int amotion;
  2734. status->str = hom->str / 10;
  2735. status->agi = hom->agi / 10;
  2736. status->vit = hom->vit / 10;
  2737. status->dex = hom->dex / 10;
  2738. status->int_ = hom->int_ / 10;
  2739. status->luk = hom->luk / 10;
  2740. if (first) { //[orn]
  2741. const struct s_homunculus_db *db = hd->homunculusDB;
  2742. status->def_ele = db->element;
  2743. status->ele_lv = 1;
  2744. status->race = db->race;
  2745. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2746. status->rhw.range = 1 + status->size;
  2747. status->mode = MD_CANMOVE|MD_CANATTACK;
  2748. status->speed = DEFAULT_WALK_SPEED;
  2749. if (battle_config.hom_setting&0x8 && hd->master)
  2750. status->speed = status_get_speed(&hd->master->bl);
  2751. status->hp = 1;
  2752. status->sp = 1;
  2753. }
  2754. skill = hom->level/10 + status->vit/5;
  2755. status->def = cap_value(skill, 0, 99);
  2756. skill = hom->level/10 + status->int_/5;
  2757. status->mdef = cap_value(skill, 0, 99);
  2758. status->max_hp = hom->max_hp ;
  2759. status->max_sp = hom->max_sp ;
  2760. merc_hom_calc_skilltree(hd);
  2761. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2762. status->def += skill * 4;
  2763. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2764. {
  2765. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2766. status->str += 1 +skill/3 +skill/3 +skill/4;
  2767. }
  2768. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2769. status->max_hp += skill * 2 * status->max_hp / 100;
  2770. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2771. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2772. if (first) {
  2773. hd->battle_status.hp = hom->hp ;
  2774. hd->battle_status.sp = hom->sp ;
  2775. }
  2776. status->rhw.atk = status->dex;
  2777. status->rhw.atk2 = status->str + hom->level;
  2778. status->aspd_rate = 1000;
  2779. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2780. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2781. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2782. status_calc_misc(&hd->bl, status, hom->level);
  2783. #ifdef RENEWAL
  2784. status->matk_max = status->matk_min;
  2785. #endif
  2786. status_cpy(&hd->battle_status, status);
  2787. return 1;
  2788. }
  2789. int status_calc_elemental_(struct elemental_data *ed, bool first) {
  2790. struct status_data *status = &ed->base_status;
  2791. struct s_elemental *ele = &ed->elemental;
  2792. struct map_session_data *sd = ed->master;
  2793. if( !sd )
  2794. return 0;
  2795. status->str = ele->str;
  2796. status->agi = ele->agi;
  2797. status->vit = ele->vit;
  2798. status->dex = ele->dex;
  2799. status->int_ = ele->int_;
  2800. status->luk = ele->luk;
  2801. if( first ) {
  2802. memcpy(status, &ed->db->status, sizeof(struct status_data));
  2803. status->mode = MD_CANMOVE|MD_CANATTACK;
  2804. status->max_hp += 4000 + 500 * pc_checkskill(sd,SO_EL_SYMPATHY);
  2805. status->max_sp += 300 + 50 * pc_checkskill(sd,SO_EL_SYMPATHY);
  2806. status->hp = status->max_hp;
  2807. status->sp = status->max_sp;
  2808. status->str += sd->base_status.str * 25 / 100;
  2809. status->agi += sd->base_status.agi * 25 / 100;
  2810. status->vit += sd->base_status.vit * 25 / 100;
  2811. status->int_ += sd->base_status.int_ * 25 / 100;
  2812. status->def += sd->base_status.dex * 25 / 100;
  2813. status->luk += sd->base_status.luk * 25 / 100;
  2814. status_calc_misc(&ed->bl, status, ed->db->lv);
  2815. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  2816. } else {
  2817. status_calc_misc(&ed->bl, status, ed->db->lv);
  2818. status_cpy(&ed->battle_status, status);
  2819. }
  2820. return 0;
  2821. }
  2822. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2823. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2824. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2825. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2826. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2827. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2828. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2829. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2830. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2831. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2832. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2833. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2834. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2835. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  2836. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2837. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  2838. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2839. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2840. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2841. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2842. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2843. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2844. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2845. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2846. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2847. //Calculates base regen values.
  2848. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2849. {
  2850. struct map_session_data *sd;
  2851. int val, skill;
  2852. if( !(bl->type&BL_REGEN) || !regen )
  2853. return;
  2854. sd = BL_CAST(BL_PC,bl);
  2855. val = 1 + (status->vit/5) + (status->max_hp/200);
  2856. if( sd && sd->hprecov_rate != 100 )
  2857. val = val*sd->hprecov_rate/100;
  2858. regen->hp = cap_value(val, 1, SHRT_MAX);
  2859. val = 1 + (status->int_/6) + (status->max_sp/100);
  2860. if( status->int_ >= 120 )
  2861. val += ((status->int_-120)>>1) + 4;
  2862. if( sd && sd->sprecov_rate != 100 )
  2863. val = val*sd->sprecov_rate/100;
  2864. regen->sp = cap_value(val, 1, SHRT_MAX);
  2865. if( sd )
  2866. {
  2867. struct regen_data_sub *sregen;
  2868. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  2869. {
  2870. val = regen->sp*(100+3*skill)/100;
  2871. regen->sp = cap_value(val, 1, SHRT_MAX);
  2872. }
  2873. //Only players have skill/sitting skill regen for now.
  2874. sregen = regen->sregen;
  2875. val = 0;
  2876. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  2877. val += skill*5 + skill*status->max_hp/500;
  2878. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2879. val = 0;
  2880. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  2881. val += skill*3 + skill*status->max_sp/500;
  2882. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  2883. val += skill*3 + skill*status->max_sp/500;
  2884. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  2885. val += 3 + 3 * skill;
  2886. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2887. // Skill-related recovery (only when sit)
  2888. sregen = regen->ssregen;
  2889. val = 0;
  2890. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2891. val += skill*4 + skill*status->max_hp/500;
  2892. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  2893. val += skill*30 + skill*status->max_hp/500;
  2894. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2895. val = 0;
  2896. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
  2897. {
  2898. val += skill*3 + skill*status->max_sp/500;
  2899. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2900. val += (30+10*skill)*val/100;
  2901. }
  2902. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2903. val += skill*2 + skill*status->max_sp/500;
  2904. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2905. }
  2906. if( bl->type == BL_HOM ) {
  2907. struct homun_data *hd = (TBL_HOM*)bl;
  2908. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  2909. val = regen->hp*(100+5*skill)/100;
  2910. regen->hp = cap_value(val, 1, SHRT_MAX);
  2911. }
  2912. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  2913. val = regen->sp*(100+3*skill)/100;
  2914. regen->sp = cap_value(val, 1, SHRT_MAX);
  2915. }
  2916. } else if( bl->type == BL_MER ) {
  2917. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  2918. regen->hp = cap_value(val, 1, SHRT_MAX);
  2919. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  2920. regen->sp = cap_value(val, 1, SHRT_MAX);
  2921. } else if( bl->type == BL_ELEM ) {
  2922. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  2923. regen->hp = cap_value(val, 1, SHRT_MAX);
  2924. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  2925. regen->sp = cap_value(val, 1, SHRT_MAX);
  2926. }
  2927. }
  2928. //Calculates SC related regen rates.
  2929. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2930. {
  2931. if (!(bl->type&BL_REGEN) || !regen)
  2932. return;
  2933. regen->flag = RGN_HP|RGN_SP;
  2934. if(regen->sregen)
  2935. {
  2936. if (regen->sregen->hp)
  2937. regen->flag|=RGN_SHP;
  2938. if (regen->sregen->sp)
  2939. regen->flag|=RGN_SSP;
  2940. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2941. }
  2942. if (regen->ssregen)
  2943. {
  2944. if (regen->ssregen->hp)
  2945. regen->flag|=RGN_SHP;
  2946. if (regen->ssregen->sp)
  2947. regen->flag|=RGN_SSP;
  2948. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2949. }
  2950. regen->rate.hp = regen->rate.sp = 1;
  2951. if (!sc || !sc->count)
  2952. return;
  2953. if (
  2954. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  2955. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  2956. || sc->data[SC_BERSERK]
  2957. || sc->data[SC_TRICKDEAD]
  2958. || sc->data[SC_BLEEDING]
  2959. || sc->data[SC_MAGICMUSHROOM]
  2960. || sc->data[SC_RAISINGDRAGON]
  2961. || sc->data[SC_SATURDAYNIGHTFEVER]
  2962. ) //No regen
  2963. regen->flag = 0;
  2964. if (
  2965. sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER]
  2966. || (
  2967. (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  2968. (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  2969. )
  2970. ) //No natural SP regen
  2971. regen->flag &=~RGN_SP;
  2972. if(
  2973. sc->data[SC_TENSIONRELAX]
  2974. ) {
  2975. regen->rate.hp += 2;
  2976. if (regen->sregen)
  2977. regen->sregen->rate.hp += 3;
  2978. }
  2979. if (sc->data[SC_MAGNIFICAT])
  2980. {
  2981. regen->rate.hp += 1;
  2982. regen->rate.sp += 1;
  2983. }
  2984. if (sc->data[SC_REGENERATION])
  2985. {
  2986. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  2987. if (!sce->val4)
  2988. {
  2989. regen->rate.hp += sce->val2;
  2990. regen->rate.sp += sce->val3;
  2991. } else
  2992. regen->flag&=~sce->val4; //Remove regen as specified by val4
  2993. }
  2994. }
  2995. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start ) {
  2996. /* no sc at all, we can zero without any extra weight over our conciousness */
  2997. if( !sc->count ) {
  2998. memset(&sc->cant, 0, sizeof (sc->cant));
  2999. return;
  3000. }
  3001. /* can move? */
  3002. if( flag&SCS_NOMOVE ) {
  3003. if( !(flag&SCS_NOMOVECOND) ) {
  3004. sc->cant.move += ( start ? 1 : -1 );
  3005. } else if(
  3006. (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && (
  3007. !sc->data[SC_LONGING] ||
  3008. (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT ||
  3009. (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
  3010. ) )
  3011. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  3012. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  3013. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  3014. || (sc->data[SC_CLOAKING] && //Need wall at level 1-2
  3015. sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1))
  3016. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  3017. ) {
  3018. sc->cant.move += ( start ? 1 : -1 );
  3019. }
  3020. }
  3021. /* can't use skills */
  3022. if( flag&SCS_NOCAST ) {
  3023. if( !(flag&SCS_NOCASTCOND) ) {
  3024. sc->cant.cast += ( start ? 1 : -1 );
  3025. } else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) ){
  3026. sc->cant.cast += ( start ? 1 : -1 );
  3027. }
  3028. }
  3029. /* player-only states */
  3030. if( bl->type == BL_PC ) {
  3031. /* can pick items? */
  3032. if( flag&SCS_NOPICKITEM ) {
  3033. if( !(flag&SCS_NOPICKITEMCOND) ) {
  3034. sc->cant.pickup += ( start ? 1 : -1 );
  3035. } else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) {
  3036. sc->cant.pickup += ( start ? 1 : -1 );
  3037. }
  3038. }
  3039. /* can drop items? */
  3040. if( flag&SCS_NODROPITEM ) {
  3041. if( !(flag&SCS_NODROPITEMCOND) ) {
  3042. sc->cant.drop += ( start ? 1 : -1 );
  3043. } else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) {
  3044. sc->cant.drop += ( start ? 1 : -1 );
  3045. }
  3046. }
  3047. }
  3048. return;
  3049. }
  3050. /// Recalculates parts of an object's battle status according to the specified flags.
  3051. /// @param flag bitfield of values from enum scb_flag
  3052. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  3053. {
  3054. const struct status_data *b_status = status_get_base_status(bl);
  3055. struct status_data *status = status_get_status_data(bl);
  3056. struct status_change *sc = status_get_sc(bl);
  3057. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3058. int temp;
  3059. if (!b_status || !status)
  3060. return;
  3061. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  3062. status_cpy(status, b_status);
  3063. return;
  3064. }
  3065. if(flag&SCB_STR) {
  3066. status->str = status_calc_str(bl, sc, b_status->str);
  3067. flag|=SCB_BATK;
  3068. if( bl->type&BL_HOM )
  3069. flag |= SCB_WATK;
  3070. }
  3071. if(flag&SCB_AGI) {
  3072. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3073. flag|=SCB_FLEE;
  3074. if( bl->type&(BL_PC|BL_HOM) )
  3075. flag |= SCB_ASPD|SCB_DSPD;
  3076. }
  3077. if(flag&SCB_VIT) {
  3078. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3079. flag|=SCB_DEF2|SCB_MDEF2;
  3080. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3081. flag |= SCB_MAXHP;
  3082. if( bl->type&BL_HOM )
  3083. flag |= SCB_DEF;
  3084. }
  3085. if(flag&SCB_INT) {
  3086. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3087. flag|=SCB_MATK|SCB_MDEF2;
  3088. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3089. flag |= SCB_MAXSP;
  3090. if( bl->type&BL_HOM )
  3091. flag |= SCB_MDEF;
  3092. }
  3093. if(flag&SCB_DEX) {
  3094. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3095. flag|=SCB_BATK|SCB_HIT;
  3096. if( bl->type&(BL_PC|BL_HOM) )
  3097. flag |= SCB_ASPD;
  3098. if( bl->type&BL_HOM )
  3099. flag |= SCB_WATK;
  3100. }
  3101. if(flag&SCB_LUK) {
  3102. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3103. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  3104. }
  3105. if(flag&SCB_BATK && b_status->batk) {
  3106. status->batk = status_base_atk(bl,status);
  3107. temp = b_status->batk - status_base_atk(bl,b_status);
  3108. if (temp)
  3109. {
  3110. temp += status->batk;
  3111. status->batk = cap_value(temp, 0, USHRT_MAX);
  3112. }
  3113. status->batk = status_calc_batk(bl, sc, status->batk);
  3114. }
  3115. if(flag&SCB_WATK) {
  3116. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  3117. if (!sd) //Should not affect weapon refine bonus
  3118. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  3119. if(b_status->lhw.atk) {
  3120. if (sd) {
  3121. sd->state.lr_flag = 1;
  3122. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3123. sd->state.lr_flag = 0;
  3124. } else {
  3125. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3126. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  3127. }
  3128. }
  3129. if( bl->type&BL_HOM )
  3130. {
  3131. status->rhw.atk += (status->dex - b_status->dex);
  3132. status->rhw.atk2 += (status->str - b_status->str);
  3133. if( status->rhw.atk2 < status->rhw.atk )
  3134. status->rhw.atk2 = status->rhw.atk;
  3135. }
  3136. }
  3137. if(flag&SCB_HIT) {
  3138. if (status->dex == b_status->dex)
  3139. status->hit = status_calc_hit(bl, sc, b_status->hit);
  3140. else
  3141. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  3142. }
  3143. if(flag&SCB_FLEE) {
  3144. if (status->agi == b_status->agi)
  3145. status->flee = status_calc_flee(bl, sc, b_status->flee);
  3146. else
  3147. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  3148. }
  3149. if(flag&SCB_DEF)
  3150. {
  3151. status->def = status_calc_def(bl, sc, b_status->def);
  3152. if( bl->type&BL_HOM )
  3153. status->def += (status->vit/5 - b_status->vit/5);
  3154. }
  3155. if(flag&SCB_DEF2) {
  3156. if (status->vit == b_status->vit)
  3157. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  3158. else
  3159. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  3160. }
  3161. if(flag&SCB_MDEF)
  3162. {
  3163. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  3164. if( bl->type&BL_HOM )
  3165. status->mdef += (status->int_/5 - b_status->int_/5);
  3166. }
  3167. if(flag&SCB_MDEF2) {
  3168. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  3169. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  3170. else
  3171. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  3172. }
  3173. if(flag&SCB_SPEED) {
  3174. struct unit_data *ud = unit_bl2ud(bl);
  3175. status->speed = status_calc_speed(bl, sc, b_status->speed);
  3176. //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3177. //because if you step on something while walking, the moment this
  3178. //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
  3179. if (ud)
  3180. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3181. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  3182. status->speed = battle_config.max_walk_speed;
  3183. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  3184. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  3185. }
  3186. if(flag&SCB_CRI && b_status->cri) {
  3187. if (status->luk == b_status->luk)
  3188. status->cri = status_calc_critical(bl, sc, b_status->cri);
  3189. else
  3190. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  3191. /**
  3192. * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  3193. **/
  3194. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  3195. status->cri <<= 1;
  3196. }
  3197. if(flag&SCB_FLEE2 && b_status->flee2) {
  3198. if (status->luk == b_status->luk)
  3199. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  3200. else
  3201. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  3202. }
  3203. if(flag&SCB_ATK_ELE) {
  3204. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  3205. if (sd) sd->state.lr_flag = 1;
  3206. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  3207. if (sd) sd->state.lr_flag = 0;
  3208. }
  3209. if(flag&SCB_DEF_ELE) {
  3210. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  3211. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  3212. }
  3213. if(flag&SCB_MODE)
  3214. {
  3215. status->mode = status_calc_mode(bl, sc, b_status->mode);
  3216. //Since mode changed, reset their state.
  3217. if (!(status->mode&MD_CANATTACK))
  3218. unit_stop_attack(bl);
  3219. if (!(status->mode&MD_CANMOVE))
  3220. unit_stop_walking(bl,1);
  3221. }
  3222. // No status changes alter these yet.
  3223. // if(flag&SCB_SIZE)
  3224. // if(flag&SCB_RACE)
  3225. // if(flag&SCB_RANGE)
  3226. if(flag&SCB_MAXHP) {
  3227. if( bl->type&BL_PC )
  3228. {
  3229. status->max_hp = status_base_pc_maxhp(sd,status);
  3230. status->max_hp += b_status->max_hp - sd->status.max_hp;
  3231. status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
  3232. if( status->max_hp > (unsigned int)battle_config.max_hp )
  3233. status->max_hp = (unsigned int)battle_config.max_hp;
  3234. }
  3235. else
  3236. {
  3237. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  3238. }
  3239. if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
  3240. {
  3241. status->hp = status->max_hp;
  3242. if( sd ) clif_updatestatus(sd,SP_HP);
  3243. }
  3244. }
  3245. if(flag&SCB_MAXSP) {
  3246. if( bl->type&BL_PC )
  3247. {
  3248. status->max_sp = status_base_pc_maxsp(sd,status);
  3249. status->max_sp += b_status->max_sp - sd->status.max_sp;
  3250. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  3251. if( status->max_sp > (unsigned int)battle_config.max_sp )
  3252. status->max_sp = (unsigned int)battle_config.max_sp;
  3253. }
  3254. else
  3255. {
  3256. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  3257. }
  3258. if( status->sp > status->max_sp )
  3259. {
  3260. status->sp = status->max_sp;
  3261. if( sd ) clif_updatestatus(sd,SP_SP);
  3262. }
  3263. }
  3264. if(flag&SCB_MATK) {
  3265. #ifdef RENEWAL
  3266. status->matk_min = status_base_matk_min(status,status_get_lv(bl));
  3267. if( sd )
  3268. status->matk_min += sd->bonus.sp_base_matk;
  3269. #else
  3270. status->matk_min = status_base_matk_min(status);
  3271. #endif
  3272. status->matk_max = status_base_matk_max(status);
  3273. if( bl->type&BL_PC && sd->matk_rate != 100 )
  3274. {
  3275. //Bonuses from previous matk
  3276. #ifndef RENEWAL // only changed in non-renewal [Ind]
  3277. status->matk_max = status->matk_max * sd->matk_rate/100;
  3278. #endif
  3279. status->matk_min = status->matk_min * sd->matk_rate/100;
  3280. }
  3281. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3282. #ifndef RENEWAL // only changed in non-renewal [Ind]
  3283. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3284. #endif
  3285. if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
  3286. status->matk_min = status->matk_max;
  3287. }
  3288. if(flag&SCB_ASPD) {
  3289. int amotion;
  3290. if( bl->type&BL_PC )
  3291. {
  3292. amotion = status_base_amotion_pc(sd,status);
  3293. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3294. if(status->aspd_rate != 1000)
  3295. amotion = amotion*status->aspd_rate/1000;
  3296. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3297. status->adelay = 2*status->amotion;
  3298. }
  3299. else
  3300. if( bl->type&BL_HOM )
  3301. {
  3302. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3303. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3304. if(status->aspd_rate != 1000)
  3305. amotion = amotion*status->aspd_rate/1000;
  3306. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3307. status->adelay = status->amotion;
  3308. }
  3309. else // mercenary and mobs
  3310. {
  3311. amotion = b_status->amotion;
  3312. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3313. if(status->aspd_rate != 1000)
  3314. amotion = amotion*status->aspd_rate/1000;
  3315. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  3316. temp = b_status->adelay*status->aspd_rate/1000;
  3317. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  3318. }
  3319. }
  3320. if(flag&SCB_DSPD) {
  3321. int dmotion;
  3322. if( bl->type&BL_PC )
  3323. {
  3324. if (b_status->agi == status->agi)
  3325. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3326. else {
  3327. dmotion = 800-status->agi*4;
  3328. status->dmotion = cap_value(dmotion, 400, 800);
  3329. if(battle_config.pc_damage_delay_rate != 100)
  3330. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3331. //It's safe to ignore b_status->dmotion since no bonus affects it.
  3332. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  3333. }
  3334. }
  3335. else
  3336. if( bl->type&BL_HOM )
  3337. {
  3338. dmotion = 800-status->agi*4;
  3339. status->dmotion = cap_value(dmotion, 400, 800);
  3340. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3341. }
  3342. else // mercenary and mobs
  3343. {
  3344. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3345. }
  3346. }
  3347. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  3348. status_calc_regen(bl, status, status_get_regen_data(bl));
  3349. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  3350. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  3351. }
  3352. /// Recalculates parts of an object's base status and battle status according to the specified flags.
  3353. /// Also sends updates to the client wherever applicable.
  3354. /// @param flag bitfield of values from enum scb_flag
  3355. /// @param first if true, will cause status_calc_* functions to run their base status initialization code
  3356. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  3357. {
  3358. struct status_data b_status; // previous battle status
  3359. struct status_data* status; // pointer to current battle status
  3360. // remember previous values
  3361. status = status_get_status_data(bl);
  3362. memcpy(&b_status, status, sizeof(struct status_data));
  3363. if( flag&SCB_BASE ) {// calculate the object's base status too
  3364. switch( bl->type ) {
  3365. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  3366. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  3367. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  3368. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  3369. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  3370. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
  3371. }
  3372. }
  3373. if( bl->type == BL_PET )
  3374. return; // pets are not affected by statuses
  3375. if( first && bl->type == BL_MOB )
  3376. return; // assume there will be no statuses active
  3377. status_calc_bl_main(bl, flag);
  3378. if( first && bl->type == BL_HOM )
  3379. return; // client update handled by caller
  3380. // compare against new values and send client updates
  3381. if( bl->type == BL_PC )
  3382. {
  3383. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3384. if(b_status.str != status->str)
  3385. clif_updatestatus(sd,SP_STR);
  3386. if(b_status.agi != status->agi)
  3387. clif_updatestatus(sd,SP_AGI);
  3388. if(b_status.vit != status->vit)
  3389. clif_updatestatus(sd,SP_VIT);
  3390. if(b_status.int_ != status->int_)
  3391. clif_updatestatus(sd,SP_INT);
  3392. if(b_status.dex != status->dex)
  3393. clif_updatestatus(sd,SP_DEX);
  3394. if(b_status.luk != status->luk)
  3395. clif_updatestatus(sd,SP_LUK);
  3396. if(b_status.hit != status->hit)
  3397. clif_updatestatus(sd,SP_HIT);
  3398. if(b_status.flee != status->flee)
  3399. clif_updatestatus(sd,SP_FLEE1);
  3400. if(b_status.amotion != status->amotion)
  3401. clif_updatestatus(sd,SP_ASPD);
  3402. if(b_status.speed != status->speed)
  3403. clif_updatestatus(sd,SP_SPEED);
  3404. if(b_status.batk != status->batk
  3405. #ifndef RENEWAL
  3406. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  3407. #endif
  3408. )
  3409. clif_updatestatus(sd,SP_ATK1);
  3410. if(b_status.def != status->def){
  3411. clif_updatestatus(sd,SP_DEF1);
  3412. #ifdef RENEWAL
  3413. clif_updatestatus(sd,SP_DEF2);
  3414. #endif
  3415. }
  3416. if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  3417. #ifdef RENEWAL
  3418. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  3419. #endif
  3420. )
  3421. clif_updatestatus(sd,SP_ATK2);
  3422. if(b_status.def2 != status->def2){
  3423. clif_updatestatus(sd,SP_DEF2);
  3424. #ifdef RENEWAL
  3425. clif_updatestatus(sd,SP_DEF1);
  3426. #endif
  3427. }
  3428. if(b_status.flee2 != status->flee2)
  3429. clif_updatestatus(sd,SP_FLEE2);
  3430. if(b_status.cri != status->cri)
  3431. clif_updatestatus(sd,SP_CRITICAL);
  3432. if(b_status.matk_max != status->matk_max)
  3433. clif_updatestatus(sd,SP_MATK1);
  3434. if(b_status.matk_min != status->matk_min)
  3435. clif_updatestatus(sd,SP_MATK2);
  3436. if(b_status.mdef != status->mdef){
  3437. clif_updatestatus(sd,SP_MDEF1);
  3438. #ifdef RENEWAL
  3439. clif_updatestatus(sd,SP_MDEF2);
  3440. #endif
  3441. }
  3442. if(b_status.mdef2 != status->mdef2){
  3443. clif_updatestatus(sd,SP_MDEF2);
  3444. #ifdef RENEWAL
  3445. clif_updatestatus(sd,SP_MDEF1);
  3446. #endif
  3447. }
  3448. if(b_status.rhw.range != status->rhw.range)
  3449. clif_updatestatus(sd,SP_ATTACKRANGE);
  3450. if(b_status.max_hp != status->max_hp)
  3451. clif_updatestatus(sd,SP_MAXHP);
  3452. if(b_status.max_sp != status->max_sp)
  3453. clif_updatestatus(sd,SP_MAXSP);
  3454. if(b_status.hp != status->hp)
  3455. clif_updatestatus(sd,SP_HP);
  3456. if(b_status.sp != status->sp)
  3457. clif_updatestatus(sd,SP_SP);
  3458. } else if( bl->type == BL_HOM ) {
  3459. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  3460. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  3461. clif_hominfo(hd->master,hd,0);
  3462. } else if( bl->type == BL_MER ) {
  3463. TBL_MER* md = BL_CAST(BL_MER, bl);
  3464. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  3465. clif_mercenary_updatestatus(md->master, SP_ATK1);
  3466. if( b_status.matk_max != status->matk_max )
  3467. clif_mercenary_updatestatus(md->master, SP_MATK1);
  3468. if( b_status.hit != status->hit )
  3469. clif_mercenary_updatestatus(md->master, SP_HIT);
  3470. if( b_status.cri != status->cri )
  3471. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  3472. if( b_status.def != status->def )
  3473. clif_mercenary_updatestatus(md->master, SP_DEF1);
  3474. if( b_status.mdef != status->mdef )
  3475. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  3476. if( b_status.flee != status->flee )
  3477. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  3478. if( b_status.amotion != status->amotion )
  3479. clif_mercenary_updatestatus(md->master, SP_ASPD);
  3480. if( b_status.max_hp != status->max_hp )
  3481. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  3482. if( b_status.max_sp != status->max_sp )
  3483. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  3484. if( b_status.hp != status->hp )
  3485. clif_mercenary_updatestatus(md->master, SP_HP);
  3486. if( b_status.sp != status->sp )
  3487. clif_mercenary_updatestatus(md->master, SP_SP);
  3488. } else if( bl->type == BL_ELEM ) {
  3489. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  3490. if( b_status.max_hp != status->max_hp )
  3491. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  3492. if( b_status.max_sp != status->max_sp )
  3493. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  3494. if( b_status.hp != status->hp )
  3495. clif_elemental_updatestatus(ed->master, SP_HP);
  3496. if( b_status.sp != status->sp )
  3497. clif_mercenary_updatestatus(ed->master, SP_SP);
  3498. }
  3499. }
  3500. /*==========================================
  3501. * Apply shared stat mods from status changes [DracoRPG]
  3502. *------------------------------------------*/
  3503. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  3504. {
  3505. if(!sc || !sc->count)
  3506. return cap_value(str,0,USHRT_MAX);
  3507. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  3508. return 50;
  3509. if(sc->data[SC_INCALLSTATUS])
  3510. str += sc->data[SC_INCALLSTATUS]->val1;
  3511. if(sc->data[SC_INCSTR])
  3512. str += sc->data[SC_INCSTR]->val1;
  3513. if(sc->data[SC_STRFOOD])
  3514. str += sc->data[SC_STRFOOD]->val1;
  3515. if(sc->data[SC_FOOD_STR_CASH])
  3516. str += sc->data[SC_FOOD_STR_CASH]->val1;
  3517. if(sc->data[SC_BATTLEORDERS])
  3518. str += 5;
  3519. if(sc->data[SC_LEADERSHIP])
  3520. str += sc->data[SC_LEADERSHIP]->val1;
  3521. if(sc->data[SC_LOUD])
  3522. str += 4;
  3523. if(sc->data[SC_TRUESIGHT])
  3524. str += 5;
  3525. if(sc->data[SC_SPURT])
  3526. str += 10;
  3527. if(sc->data[SC_NEN])
  3528. str += sc->data[SC_NEN]->val1;
  3529. if(sc->data[SC_BLESSING]){
  3530. if(sc->data[SC_BLESSING]->val2)
  3531. str += sc->data[SC_BLESSING]->val2;
  3532. else
  3533. str >>= 1;
  3534. }
  3535. if(sc->data[SC_MARIONETTE])
  3536. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  3537. if(sc->data[SC_MARIONETTE2])
  3538. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  3539. if(sc->data[SC_GIANTGROWTH])
  3540. str += 30;
  3541. if(sc->data[SC_HARMONIZE])
  3542. str += sc->data[SC_HARMONIZE]->val2;
  3543. if(sc->data[SC_SAVAGE_STEAK])
  3544. str += sc->data[SC_SAVAGE_STEAK]->val1;
  3545. if(sc->data[SC_INSPIRATION])
  3546. str += sc->data[SC_INSPIRATION]->val3;
  3547. if(sc->data[SC_STOMACHACHE])
  3548. str -= sc->data[SC_STOMACHACHE]->val1;
  3549. return (unsigned short)cap_value(str,0,USHRT_MAX);
  3550. }
  3551. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  3552. {
  3553. if(!sc || !sc->count)
  3554. return cap_value(agi,0,USHRT_MAX);
  3555. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  3556. return 50;
  3557. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3558. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  3559. if(sc->data[SC_INCALLSTATUS])
  3560. agi += sc->data[SC_INCALLSTATUS]->val1;
  3561. if(sc->data[SC_INCAGI])
  3562. agi += sc->data[SC_INCAGI]->val1;
  3563. if(sc->data[SC_AGIFOOD])
  3564. agi += sc->data[SC_AGIFOOD]->val1;
  3565. if(sc->data[SC_FOOD_AGI_CASH])
  3566. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  3567. if(sc->data[SC_SOULCOLD])
  3568. agi += sc->data[SC_SOULCOLD]->val1;
  3569. if(sc->data[SC_TRUESIGHT])
  3570. agi += 5;
  3571. if(sc->data[SC_INCREASEAGI])
  3572. agi += sc->data[SC_INCREASEAGI]->val2;
  3573. if(sc->data[SC_INCREASING])
  3574. agi += 4; // added based on skill updates [Reddozen]
  3575. if(sc->data[SC_DECREASEAGI])
  3576. agi -= sc->data[SC_DECREASEAGI]->val2;
  3577. if(sc->data[SC_QUAGMIRE])
  3578. agi -= sc->data[SC_QUAGMIRE]->val2;
  3579. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  3580. agi -= sc->data[SC_SUITON]->val2;
  3581. if(sc->data[SC_MARIONETTE])
  3582. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  3583. if(sc->data[SC_MARIONETTE2])
  3584. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  3585. if(sc->data[SC_ADORAMUS])
  3586. agi -= sc->data[SC_ADORAMUS]->val2;
  3587. if(sc->data[SC_HARMONIZE])
  3588. agi += sc->data[SC_HARMONIZE]->val2;
  3589. if(sc->data[SC_DROCERA_HERB_STEAMED])
  3590. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  3591. if(sc->data[SC_INSPIRATION])
  3592. agi += sc->data[SC_INSPIRATION]->val3;
  3593. if(sc->data[SC_STOMACHACHE])
  3594. agi -= sc->data[SC_STOMACHACHE]->val1;
  3595. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  3596. }
  3597. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  3598. {
  3599. if(!sc || !sc->count)
  3600. return cap_value(vit,0,USHRT_MAX);
  3601. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  3602. return 50;
  3603. if(sc->data[SC_INCALLSTATUS])
  3604. vit += sc->data[SC_INCALLSTATUS]->val1;
  3605. if(sc->data[SC_INCVIT])
  3606. vit += sc->data[SC_INCVIT]->val1;
  3607. if(sc->data[SC_VITFOOD])
  3608. vit += sc->data[SC_VITFOOD]->val1;
  3609. if(sc->data[SC_FOOD_VIT_CASH])
  3610. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  3611. if(sc->data[SC_CHANGE])
  3612. vit += sc->data[SC_CHANGE]->val2;
  3613. if(sc->data[SC_GLORYWOUNDS])
  3614. vit += sc->data[SC_GLORYWOUNDS]->val1;
  3615. if(sc->data[SC_TRUESIGHT])
  3616. vit += 5;
  3617. if(sc->data[SC_STRIPARMOR])
  3618. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  3619. if(sc->data[SC_MARIONETTE])
  3620. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  3621. if(sc->data[SC_MARIONETTE2])
  3622. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  3623. if(sc->data[SC_LAUDAAGNUS])
  3624. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  3625. if(sc->data[SC_HARMONIZE])
  3626. vit += sc->data[SC_HARMONIZE]->val2;
  3627. if(sc->data[SC_MINOR_BBQ])
  3628. vit += sc->data[SC_MINOR_BBQ]->val1;
  3629. if(sc->data[SC_INSPIRATION])
  3630. vit += sc->data[SC_INSPIRATION]->val3;
  3631. if(sc->data[SC_STOMACHACHE])
  3632. vit -= sc->data[SC_STOMACHACHE]->val1;
  3633. if(sc->data[SC_GT_REVITALIZE])
  3634. vit += sc->data[SC_GT_REVITALIZE]->val1;
  3635. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  3636. }
  3637. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  3638. {
  3639. if(!sc || !sc->count)
  3640. return cap_value(int_,0,USHRT_MAX);
  3641. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  3642. return 50;
  3643. if(sc->data[SC_INCALLSTATUS])
  3644. int_ += sc->data[SC_INCALLSTATUS]->val1;
  3645. if(sc->data[SC_INCINT])
  3646. int_ += sc->data[SC_INCINT]->val1;
  3647. if(sc->data[SC_INTFOOD])
  3648. int_ += sc->data[SC_INTFOOD]->val1;
  3649. if(sc->data[SC_FOOD_INT_CASH])
  3650. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  3651. if(sc->data[SC_CHANGE])
  3652. int_ += sc->data[SC_CHANGE]->val3;
  3653. if(sc->data[SC_BATTLEORDERS])
  3654. int_ += 5;
  3655. if(sc->data[SC_TRUESIGHT])
  3656. int_ += 5;
  3657. if(sc->data[SC_BLESSING]){
  3658. if (sc->data[SC_BLESSING]->val2)
  3659. int_ += sc->data[SC_BLESSING]->val2;
  3660. else
  3661. int_ >>= 1;
  3662. }
  3663. if(sc->data[SC_STRIPHELM])
  3664. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  3665. if(sc->data[SC_NEN])
  3666. int_ += sc->data[SC_NEN]->val1;
  3667. if(sc->data[SC_MARIONETTE])
  3668. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  3669. if(sc->data[SC_MARIONETTE2])
  3670. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  3671. if(sc->data[SC_MANDRAGORA])
  3672. int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
  3673. if(sc->data[SC__STRIPACCESSORY])
  3674. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3675. if(sc->data[SC_HARMONIZE])
  3676. int_ += sc->data[SC_HARMONIZE]->val2;
  3677. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  3678. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  3679. if(sc->data[SC_INSPIRATION])
  3680. int_ += sc->data[SC_INSPIRATION]->val3;
  3681. if(sc->data[SC_STOMACHACHE])
  3682. int_ -= sc->data[SC_STOMACHACHE]->val1;
  3683. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  3684. }
  3685. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  3686. {
  3687. if(!sc || !sc->count)
  3688. return cap_value(dex,0,USHRT_MAX);
  3689. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  3690. return 50;
  3691. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3692. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  3693. if(sc->data[SC_INCALLSTATUS])
  3694. dex += sc->data[SC_INCALLSTATUS]->val1;
  3695. if(sc->data[SC_INCDEX])
  3696. dex += sc->data[SC_INCDEX]->val1;
  3697. if(sc->data[SC_DEXFOOD])
  3698. dex += sc->data[SC_DEXFOOD]->val1;
  3699. if(sc->data[SC_FOOD_DEX_CASH])
  3700. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  3701. if(sc->data[SC_BATTLEORDERS])
  3702. dex += 5;
  3703. if(sc->data[SC_HAWKEYES])
  3704. dex += sc->data[SC_HAWKEYES]->val1;
  3705. if(sc->data[SC_TRUESIGHT])
  3706. dex += 5;
  3707. if(sc->data[SC_QUAGMIRE])
  3708. dex -= sc->data[SC_QUAGMIRE]->val2;
  3709. if(sc->data[SC_BLESSING]){
  3710. if (sc->data[SC_BLESSING]->val2)
  3711. dex += sc->data[SC_BLESSING]->val2;
  3712. else
  3713. dex >>= 1;
  3714. }
  3715. if(sc->data[SC_INCREASING])
  3716. dex += 4; // added based on skill updates [Reddozen]
  3717. if(sc->data[SC_MARIONETTE])
  3718. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  3719. if(sc->data[SC_MARIONETTE2])
  3720. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  3721. if(sc->data[SC__STRIPACCESSORY])
  3722. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3723. if(sc->data[SC_HARMONIZE])
  3724. dex += sc->data[SC_HARMONIZE]->val2;
  3725. if(sc->data[SC_SIROMA_ICE_TEA])
  3726. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  3727. if(sc->data[SC_INSPIRATION])
  3728. dex += sc->data[SC_INSPIRATION]->val3;
  3729. if(sc->data[SC_STOMACHACHE])
  3730. dex -= sc->data[SC_STOMACHACHE]->val1;
  3731. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  3732. }
  3733. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  3734. {
  3735. if(!sc || !sc->count)
  3736. return cap_value(luk,0,USHRT_MAX);
  3737. if(sc->data[SC_CURSE])
  3738. return 0;
  3739. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  3740. return 50;
  3741. if(sc->data[SC_INCALLSTATUS])
  3742. luk += sc->data[SC_INCALLSTATUS]->val1;
  3743. if(sc->data[SC_INCLUK])
  3744. luk += sc->data[SC_INCLUK]->val1;
  3745. if(sc->data[SC_LUKFOOD])
  3746. luk += sc->data[SC_LUKFOOD]->val1;
  3747. if(sc->data[SC_FOOD_LUK_CASH])
  3748. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  3749. if(sc->data[SC_TRUESIGHT])
  3750. luk += 5;
  3751. if(sc->data[SC_GLORIA])
  3752. luk += 30;
  3753. if(sc->data[SC_MARIONETTE])
  3754. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  3755. if(sc->data[SC_MARIONETTE2])
  3756. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  3757. if(sc->data[SC_LAUDARAMUS])
  3758. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  3759. if(sc->data[SC__STRIPACCESSORY])
  3760. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3761. if(sc->data[SC_HARMONIZE])
  3762. luk += sc->data[SC_HARMONIZE]->val2;
  3763. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  3764. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  3765. if(sc->data[SC_INSPIRATION])
  3766. luk += sc->data[SC_INSPIRATION]->val3;
  3767. if(sc->data[SC_STOMACHACHE])
  3768. luk -= sc->data[SC_STOMACHACHE]->val1;
  3769. if(sc->data[SC_BANANA_BOMB])
  3770. luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
  3771. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  3772. }
  3773. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  3774. {
  3775. if(!sc || !sc->count)
  3776. return cap_value(batk,0,USHRT_MAX);
  3777. if(sc->data[SC_ATKPOTION])
  3778. batk += sc->data[SC_ATKPOTION]->val1;
  3779. if(sc->data[SC_BATKFOOD])
  3780. batk += sc->data[SC_BATKFOOD]->val1;
  3781. if(sc->data[SC_INCATKRATE])
  3782. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  3783. if(sc->data[SC_PROVOKE])
  3784. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  3785. if(sc->data[SC_CONCENTRATION])
  3786. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  3787. if(sc->data[SC_SKE])
  3788. batk += batk * 3;
  3789. if(sc->data[SC_BLOODLUST])
  3790. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  3791. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  3792. batk -= batk * 25/100;
  3793. if(sc->data[SC_CURSE])
  3794. batk -= batk * 25/100;
  3795. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  3796. // if(sc->data[SC_BLEEDING])
  3797. // batk -= batk * 25/100;
  3798. if(sc->data[SC_FLEET])
  3799. batk += batk * sc->data[SC_FLEET]->val3/100;
  3800. if(sc->data[SC_GATLINGFEVER])
  3801. batk += sc->data[SC_GATLINGFEVER]->val3;
  3802. if(sc->data[SC_MADNESSCANCEL])
  3803. batk += 100;
  3804. if(sc->data[SC__ENERVATION])
  3805. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  3806. if(sc->data[SC__BLOODYLUST])
  3807. batk += batk * 32 / 100;
  3808. if(sc->data[SC_RUSHWINDMILL])
  3809. batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100;
  3810. if(sc->data[SC_SATURDAYNIGHTFEVER])
  3811. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  3812. if(sc->data[SC_MELODYOFSINK])
  3813. batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
  3814. if(sc->data[SC_BEYONDOFWARCRY])
  3815. batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  3816. if(sc->data[SC_GT_CHANGE])
  3817. batk += batk * sc->data[SC_GT_CHANGE]->val3 / 100;
  3818. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  3819. batk += 50;
  3820. if(bl->type == BL_ELEM
  3821. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  3822. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  3823. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  3824. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  3825. )
  3826. batk += batk / 5;
  3827. if(sc->data[SC_FULL_SWING_K])
  3828. batk += sc->data[SC_FULL_SWING_K]->val1;
  3829. if(sc->data[SC_ODINS_POWER])
  3830. batk += 70;
  3831. #ifdef RENEWAL_EDP
  3832. // renewal EDP increases your base atk by atk x skill level
  3833. if( sc->data[SC_EDP] )
  3834. batk = batk * sc->data[SC_EDP]->val1;
  3835. #endif
  3836. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  3837. }
  3838. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  3839. {
  3840. if(!sc || !sc->count)
  3841. return cap_value(watk,0,USHRT_MAX);
  3842. if(sc->data[SC_IMPOSITIO])
  3843. watk += sc->data[SC_IMPOSITIO]->val2;
  3844. if(sc->data[SC_WATKFOOD])
  3845. watk += sc->data[SC_WATKFOOD]->val1;
  3846. if(sc->data[SC_DRUMBATTLE])
  3847. watk += sc->data[SC_DRUMBATTLE]->val2;
  3848. if(sc->data[SC_VOLCANO])
  3849. watk += sc->data[SC_VOLCANO]->val2;
  3850. if(sc->data[SC_INCATKRATE])
  3851. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  3852. if(sc->data[SC_PROVOKE])
  3853. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  3854. if(sc->data[SC_CONCENTRATION])
  3855. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  3856. if(sc->data[SC_SKE])
  3857. watk += watk * 3;
  3858. if(sc->data[SC_NIBELUNGEN]) {
  3859. if (bl->type != BL_PC)
  3860. watk += sc->data[SC_NIBELUNGEN]->val2;
  3861. else {
  3862. #ifndef RENEWAL
  3863. TBL_PC *sd = (TBL_PC*)bl;
  3864. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  3865. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3866. #endif
  3867. watk += sc->data[SC_NIBELUNGEN]->val2;
  3868. }
  3869. }
  3870. if(sc->data[SC__ENERVATION])
  3871. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  3872. if(sc->data[SC__BLOODYLUST])
  3873. watk += watk * 32 / 100;
  3874. if(sc->data[SC_FLEET])
  3875. watk += watk * sc->data[SC_FLEET]->val3/100;
  3876. if(sc->data[SC_CURSE])
  3877. watk -= watk * 25/100;
  3878. if(sc->data[SC_STRIPWEAPON])
  3879. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  3880. if(sc->data[SC_MERC_ATKUP])
  3881. watk += sc->data[SC_MERC_ATKUP]->val2;
  3882. if(sc->data[SC_FIGHTINGSPIRIT])
  3883. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  3884. if(sc->data[SC__ENERVATION])
  3885. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  3886. if(sc->data[SC__BLOODYLUST])
  3887. watk += watk * 32 / 100;
  3888. if(sc->data[SC_STRIKING])
  3889. watk += sc->data[SC_STRIKING]->val2;
  3890. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  3891. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  3892. if(sc->data[SC_INSPIRATION])
  3893. watk += sc->data[SC_INSPIRATION]->val2;
  3894. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  3895. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  3896. if( sc->data[SC_TROPIC_OPTION] )
  3897. watk += sc->data[SC_TROPIC_OPTION]->val2;
  3898. if( sc->data[SC_HEATER_OPTION] )
  3899. watk += sc->data[SC_HEATER_OPTION]->val2;
  3900. if( sc->data[SC_WATER_BARRIER] )
  3901. watk -= sc->data[SC_WATER_BARRIER]->val3;
  3902. if( sc->data[SC_PYROTECHNIC_OPTION] )
  3903. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  3904. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  3905. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  3906. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  3907. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  3908. )
  3909. watk += watk / 10;
  3910. if( sc && sc->data[SC_TIDAL_WEAPON] )
  3911. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  3912. #ifdef RENEWAL_EDP
  3913. // renewal EDP increases your weapon atk by watk x Skill Level - 1
  3914. if( sc->data[SC_EDP] && sc->data[SC_EDP]->val1 > 1 )
  3915. watk = watk * (sc->data[SC_EDP]->val1 - 1);
  3916. #endif
  3917. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  3918. }
  3919. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3920. {
  3921. if(!sc || !sc->count)
  3922. return cap_value(matk,0,USHRT_MAX);
  3923. if(sc->data[SC_MATKPOTION])
  3924. matk += sc->data[SC_MATKPOTION]->val1;
  3925. if(sc->data[SC_MATKFOOD])
  3926. matk += sc->data[SC_MATKFOOD]->val1;
  3927. if(sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  3928. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  3929. if(sc->data[SC_MINDBREAKER])
  3930. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  3931. if(sc->data[SC_INCMATKRATE])
  3932. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  3933. if(sc->data[SC_MOONLITSERENADE])
  3934. matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
  3935. if(sc->data[SC_MELODYOFSINK])
  3936. matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
  3937. if(sc->data[SC_BEYONDOFWARCRY])
  3938. matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  3939. if(sc->data[SC_MANA_PLUS])
  3940. matk += sc->data[SC_MANA_PLUS]->val1;
  3941. if(sc->data[SC_AQUAPLAY_OPTION])
  3942. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  3943. if(sc->data[SC_CHILLY_AIR_OPTION])
  3944. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  3945. if(sc->data[SC_WATER_BARRIER])
  3946. matk -= sc->data[SC_WATER_BARRIER]->val3;
  3947. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  3948. matk += 50;
  3949. if(sc->data[SC_ODINS_POWER])
  3950. matk += 70;
  3951. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  3952. }
  3953. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) {
  3954. if(!sc || !sc->count)
  3955. return cap_value(critical,10,SHRT_MAX);
  3956. if (sc->data[SC_INCCRI])
  3957. critical += sc->data[SC_INCCRI]->val2;
  3958. if (sc->data[SC_EXPLOSIONSPIRITS])
  3959. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  3960. if (sc->data[SC_FORTUNE])
  3961. critical += sc->data[SC_FORTUNE]->val2;
  3962. if (sc->data[SC_TRUESIGHT])
  3963. critical += sc->data[SC_TRUESIGHT]->val2;
  3964. if(sc->data[SC_CLOAKING])
  3965. critical += critical;
  3966. if(sc->data[SC_STRIKING])
  3967. critical += sc->data[SC_STRIKING]->val1;
  3968. if(sc->data[SC__INVISIBILITY])
  3969. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  3970. if(sc->data[SC_CAMOUFLAGE])
  3971. critical += 100;
  3972. if(sc->data[SC__UNLUCKY])
  3973. critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
  3974. #ifdef RENEWAL
  3975. if (sc->data[SC_SPEARQUICKEN])
  3976. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  3977. #endif
  3978. return (short)cap_value(critical,10,SHRT_MAX);
  3979. }
  3980. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3981. {
  3982. if(!sc || !sc->count)
  3983. return cap_value(hit,1,SHRT_MAX);
  3984. if(sc->data[SC_INCHIT])
  3985. hit += sc->data[SC_INCHIT]->val1;
  3986. if(sc->data[SC_HITFOOD])
  3987. hit += sc->data[SC_HITFOOD]->val1;
  3988. if(sc->data[SC_TRUESIGHT])
  3989. hit += sc->data[SC_TRUESIGHT]->val3;
  3990. if(sc->data[SC_HUMMING])
  3991. hit += sc->data[SC_HUMMING]->val2;
  3992. if(sc->data[SC_CONCENTRATION])
  3993. hit += sc->data[SC_CONCENTRATION]->val3;
  3994. if(sc->data[SC_INCHITRATE])
  3995. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  3996. if(sc->data[SC_BLIND])
  3997. hit -= hit * 25/100;
  3998. if(sc->data[SC_ADJUSTMENT])
  3999. hit -= 30;
  4000. if(sc->data[SC_INCREASING])
  4001. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  4002. if(sc->data[SC_MERC_HITUP])
  4003. hit += sc->data[SC_MERC_HITUP]->val2;
  4004. if(sc->data[SC__GROOMY])
  4005. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  4006. if(sc->data[SC_FEAR])
  4007. hit -= hit * 20 / 100;
  4008. if(sc->data[SC_INSPIRATION])
  4009. hit += 5 * sc->data[SC_INSPIRATION]->val1;
  4010. return (short)cap_value(hit,1,SHRT_MAX);
  4011. }
  4012. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  4013. {
  4014. if( bl->type == BL_PC )
  4015. {
  4016. if( map_flag_gvg(bl->m) )
  4017. flee -= flee * battle_config.gvg_flee_penalty/100;
  4018. else if( map[bl->m].flag.battleground )
  4019. flee -= flee * battle_config.bg_flee_penalty/100;
  4020. }
  4021. if(!sc || !sc->count)
  4022. return cap_value(flee,1,SHRT_MAX);
  4023. if(sc->data[SC_INCFLEE])
  4024. flee += sc->data[SC_INCFLEE]->val1;
  4025. if(sc->data[SC_FLEEFOOD])
  4026. flee += sc->data[SC_FLEEFOOD]->val1;
  4027. if(sc->data[SC_WHISTLE])
  4028. flee += sc->data[SC_WHISTLE]->val2;
  4029. if(sc->data[SC_WINDWALK])
  4030. flee += sc->data[SC_WINDWALK]->val2;
  4031. if(sc->data[SC_INCFLEERATE])
  4032. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  4033. if(sc->data[SC_VIOLENTGALE])
  4034. flee += sc->data[SC_VIOLENTGALE]->val2;
  4035. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  4036. flee += sc->data[SC_MOON_COMFORT]->val2;
  4037. if(sc->data[SC_CLOSECONFINE])
  4038. flee += 10;
  4039. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  4040. flee -= flee * 50/100;
  4041. if(sc->data[SC_BERSERK])
  4042. flee -= flee * 50/100;
  4043. if(sc->data[SC_BLIND])
  4044. flee -= flee * 25/100;
  4045. if(sc->data[SC_ADJUSTMENT])
  4046. flee += 30;
  4047. if(sc->data[SC_GATLINGFEVER])
  4048. flee -= sc->data[SC_GATLINGFEVER]->val4;
  4049. if(sc->data[SC_SPEED])
  4050. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  4051. if(sc->data[SC_MERC_FLEEUP])
  4052. flee += sc->data[SC_MERC_FLEEUP]->val2;
  4053. if(sc->data[SC_FEAR])
  4054. flee -= flee * 20 / 100;
  4055. if(sc->data[SC_PARALYSE])
  4056. flee -= flee * 10 / 100; // 10% Flee reduction
  4057. if(sc->data[SC_INFRAREDSCAN])
  4058. flee -= flee * 30 / 100;
  4059. if( sc->data[SC__LAZINESS] )
  4060. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  4061. if( sc->data[SC_GLOOMYDAY] )
  4062. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  4063. if( sc->data[SC_HALLUCINATIONWALK] )
  4064. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  4065. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  4066. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4067. if( sc->data[SC_WATER_BARRIER] )
  4068. flee -= sc->data[SC_WATER_BARRIER]->val3;
  4069. if( sc->data[SC_WIND_STEP_OPTION] )
  4070. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  4071. if( sc->data[SC_ZEPHYR] )
  4072. flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
  4073. if( sc->data[SC_MARSHOFABYSS] )
  4074. flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1);
  4075. #ifdef RENEWAL
  4076. if( sc->data[SC_SPEARQUICKEN] )
  4077. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  4078. #endif
  4079. return (short)cap_value(flee,1,SHRT_MAX);
  4080. }
  4081. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  4082. {
  4083. if(!sc || !sc->count)
  4084. return cap_value(flee2,10,SHRT_MAX);
  4085. if(sc->data[SC_INCFLEE2])
  4086. flee2 += sc->data[SC_INCFLEE2]->val2;
  4087. if(sc->data[SC_WHISTLE])
  4088. flee2 += sc->data[SC_WHISTLE]->val3*10;
  4089. if(sc->data[SC__UNLUCKY])
  4090. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  4091. return (short)cap_value(flee2,10,SHRT_MAX);
  4092. }
  4093. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def) {
  4094. if(!sc || !sc->count)
  4095. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  4096. if(sc->data[SC_BERSERK])
  4097. return 0;
  4098. if(sc->data[SC_SKA])
  4099. return sc->data[SC_SKA]->val3;
  4100. if(sc->data[SC_BARRIER])
  4101. return 100;
  4102. if(sc->data[SC_KEEPING])
  4103. return 90;
  4104. #ifndef RENEWAL // does not provide 90 DEF in renewal mode
  4105. if(sc->data[SC_STEELBODY])
  4106. return 90;
  4107. #endif
  4108. if(sc->data[SC_ARMORCHANGE])
  4109. def += sc->data[SC_ARMORCHANGE]->val2;
  4110. if(sc->data[SC_DRUMBATTLE])
  4111. def += sc->data[SC_DRUMBATTLE]->val3;
  4112. if(sc->data[SC_DEFENCE]) //[orn]
  4113. def += sc->data[SC_DEFENCE]->val2 ;
  4114. if(sc->data[SC_INCDEFRATE])
  4115. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  4116. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4117. def >>=1;
  4118. if(sc->data[SC_FREEZE])
  4119. def >>=1;
  4120. if(sc->data[SC_SIGNUMCRUCIS])
  4121. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  4122. if(sc->data[SC_CONCENTRATION])
  4123. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  4124. if(sc->data[SC_SKE])
  4125. def >>=1;
  4126. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  4127. def -= def * sc->data[SC_PROVOKE]->val4/100;
  4128. if(sc->data[SC_STRIPSHIELD])
  4129. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  4130. if (sc->data[SC_FLING])
  4131. def -= def * (sc->data[SC_FLING]->val2)/100;
  4132. if(sc->data[SC_STONEHARDSKIN])// Final DEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
  4133. def += sc->data[SC_STONEHARDSKIN]->val1;
  4134. if( sc->data[SC_FREEZING] )
  4135. def -= def * 10 / 100;
  4136. if( sc->data[SC_MARSHOFABYSS] )
  4137. def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4138. if( sc->data[SC_ANALYZE] )
  4139. def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4140. if( sc->data[SC__BLOODYLUST] )
  4141. def -= def * 55 / 100;
  4142. if( sc->data[SC_FORCEOFVANGUARD] )
  4143. def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4144. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4145. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4146. if(sc->data[SC_EARTHDRIVE])
  4147. def -= def * 25 / 100;
  4148. if( sc->data[SC_GT_CHANGE] )
  4149. def -= def * sc->data[SC_GT_CHANGE]->val3 / 100;
  4150. if( sc->data[SC_ROCK_CRUSHER] )
  4151. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  4152. if( sc->data[SC_POWER_OF_GAIA] )
  4153. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  4154. if( sc->data[SC_PRESTIGE] )
  4155. def += def * sc->data[SC_PRESTIGE]->val1 / 100;
  4156. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4157. def += 50;
  4158. if(sc->data[SC_ODINS_POWER])
  4159. def -= 20;
  4160. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  4161. }
  4162. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  4163. {
  4164. if(!sc || !sc->count)
  4165. #ifdef RENEWAL
  4166. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  4167. #else
  4168. return (short)cap_value(def2,1,SHRT_MAX);
  4169. #endif
  4170. if(sc->data[SC_BERSERK])
  4171. return 0;
  4172. if(sc->data[SC_ETERNALCHAOS])
  4173. return 0;
  4174. if(sc->data[SC_SUN_COMFORT])
  4175. def2 += sc->data[SC_SUN_COMFORT]->val2;
  4176. if(sc->data[SC_ANGELUS])
  4177. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  4178. if(sc->data[SC_CONCENTRATION])
  4179. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  4180. if(sc->data[SC_POISON])
  4181. def2 -= def2 * 25/100;
  4182. if(sc->data[SC_DPOISON])
  4183. def2 -= def2 * 25/100;
  4184. if(sc->data[SC_SKE])
  4185. def2 -= def2 * 50/100;
  4186. if(sc->data[SC_PROVOKE])
  4187. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  4188. if(sc->data[SC_JOINTBEAT])
  4189. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  4190. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  4191. if(sc->data[SC_FLING])
  4192. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  4193. if( sc->data[SC_FREEZING] )
  4194. def2 -= def2 * 3 / 10;
  4195. if(sc->data[SC_ANALYZE])
  4196. def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4197. if( sc->data[SC_ECHOSONG] )
  4198. def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
  4199. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
  4200. def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
  4201. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4202. def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4203. if( sc->data[SC_GT_REVITALIZE] )
  4204. def2 += def2 * ( 50 + 10 * sc->data[SC_GT_REVITALIZE]->val1 ) / 100;
  4205. #ifdef RENEWAL
  4206. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  4207. #else
  4208. return (short)cap_value(def2,1,SHRT_MAX);
  4209. #endif
  4210. }
  4211. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) {
  4212. if(!sc || !sc->count)
  4213. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  4214. if(sc->data[SC_BERSERK])
  4215. return 0;
  4216. if(sc->data[SC_BARRIER])
  4217. return 100;
  4218. #ifndef RENEWAL // no longer provides 90 MDEF in renewal mode
  4219. if(sc->data[SC_STEELBODY])
  4220. return 90;
  4221. #endif
  4222. if(sc->data[SC_ARMORCHANGE])
  4223. mdef += sc->data[SC_ARMORCHANGE]->val3;
  4224. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4225. mdef += 25*mdef/100;
  4226. if(sc->data[SC_FREEZE])
  4227. mdef += 25*mdef/100;
  4228. if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1.
  4229. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  4230. if(sc->data[SC_CONCENTRATION])
  4231. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  4232. if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
  4233. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  4234. if( sc->data[SC_MARSHOFABYSS] )
  4235. mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4236. if(sc->data[SC_ANALYZE])
  4237. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4238. if(sc->data[SC_SYMPHONYOFLOVER])
  4239. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100;
  4240. if(sc->data[SC_GT_CHANGE])
  4241. mdef -= mdef * sc->data[SC_GT_CHANGE]->val3 / 100;
  4242. if(sc->data[SC_WATER_BARRIER])
  4243. mdef += sc->data[SC_WATER_BARRIER]->val2;
  4244. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  4245. mdef += 50;
  4246. if(sc->data[SC_ODINS_POWER])
  4247. mdef -= 20;
  4248. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  4249. }
  4250. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  4251. {
  4252. if(!sc || !sc->count)
  4253. #ifdef RENEWAL
  4254. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  4255. #else
  4256. return (short)cap_value(mdef2,1,SHRT_MAX);
  4257. #endif
  4258. if(sc->data[SC_BERSERK])
  4259. return 0;
  4260. if(sc->data[SC_SKA])
  4261. return 90;
  4262. if(sc->data[SC_MINDBREAKER])
  4263. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  4264. if(sc->data[SC_ANALYZE])
  4265. mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4266. #ifdef RENEWAL
  4267. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  4268. #else
  4269. return (short)cap_value(mdef2,1,SHRT_MAX);
  4270. #endif
  4271. }
  4272. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  4273. {
  4274. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4275. int speed_rate;
  4276. if( sc == NULL )
  4277. return cap_value(speed,10,USHRT_MAX);
  4278. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skillid == LG_EXEEDBREAK) )
  4279. {
  4280. if( sd->ud.skillid == LG_EXEEDBREAK )
  4281. speed_rate = 100 + 60 - (sd->ud.skilllv * 10);
  4282. else
  4283. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  4284. }
  4285. else
  4286. {
  4287. speed_rate = 100;
  4288. //GetMoveHasteValue2()
  4289. {
  4290. int val = 0;
  4291. if( sc->data[SC_FUSION] )
  4292. val = 25;
  4293. else if( sd ) {
  4294. if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON|OPTION_MOUNTING) )
  4295. val = 25;//Same bonus
  4296. else if( pc_isridingwug(sd) )
  4297. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  4298. else if( pc_ismadogear(sd) ) {
  4299. val = (- 10 * (5 - pc_checkskill(sd,NC_MADOLICENCE)));
  4300. if( sc->data[SC_ACCELERATION] )
  4301. val += 25;
  4302. }
  4303. }
  4304. speed_rate -= val;
  4305. }
  4306. //GetMoveSlowValue()
  4307. {
  4308. int val = 0;
  4309. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  4310. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  4311. else
  4312. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  4313. val = sc->data[SC_CHASEWALK]->val3;
  4314. else
  4315. {
  4316. // Longing for Freedom cancels song/dance penalty
  4317. if( sc->data[SC_LONGING] )
  4318. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  4319. else
  4320. if( sd && sc->data[SC_DANCING] )
  4321. 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)) );
  4322. if( sc->data[SC_DECREASEAGI] )
  4323. val = max( val, 25 );
  4324. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  4325. val = max( val, 50 );
  4326. if( sc->data[SC_DONTFORGETME] )
  4327. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  4328. if( sc->data[SC_CURSE] )
  4329. val = max( val, 300 );
  4330. if( sc->data[SC_CHASEWALK] )
  4331. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  4332. if( sc->data[SC_WEDDING] )
  4333. val = max( val, 100 );
  4334. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  4335. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  4336. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  4337. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  4338. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  4339. val = max( val, 75 );
  4340. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  4341. val = max( val, 100 );
  4342. if( sc->data[SC_GATLINGFEVER] )
  4343. val = max( val, 100 );
  4344. if( sc->data[SC_SUITON] )
  4345. val = max( val, sc->data[SC_SUITON]->val3 );
  4346. if( sc->data[SC_SWOO] )
  4347. val = max( val, 300 );
  4348. if( sc->data[SC_FREEZING] )
  4349. val = max( val, 70 );
  4350. if( sc->data[SC_MARSHOFABYSS] )
  4351. val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
  4352. if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
  4353. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 300 : 25 * (6 - sc->data[SC_CAMOUFLAGE]->val1) );
  4354. if( sc->data[SC__GROOMY] )
  4355. val = max( val, sc->data[SC__GROOMY]->val2);
  4356. if( sc->data[SC_STEALTHFIELD_MASTER] )
  4357. val = max( val, 30 );
  4358. if( sc->data[SC_BANDING_DEFENCE] )
  4359. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
  4360. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  4361. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  4362. if( sc->data[SC_POWER_OF_GAIA] )
  4363. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  4364. if( sc->data[SC_MELON_BOMB] )
  4365. val = max( val, sc->data[SC_MELON_BOMB]->val1 );
  4366. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup
  4367. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  4368. }
  4369. speed_rate += val;
  4370. }
  4371. //GetMoveHasteValue1()
  4372. {
  4373. int val = 0;
  4374. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  4375. val = max( val, 50 );
  4376. if( sc->data[SC_INCREASEAGI] )
  4377. val = max( val, 25 );
  4378. if( sc->data[SC_WINDWALK] )
  4379. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  4380. if( sc->data[SC_CARTBOOST] )
  4381. val = max( val, 20 );
  4382. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  4383. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  4384. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  4385. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  4386. if( sc->data[SC_BERSERK] )
  4387. val = max( val, 25 );
  4388. if( sc->data[SC_RUN] )
  4389. val = max( val, 55 );
  4390. if( sc->data[SC_AVOID] )
  4391. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  4392. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  4393. val = max( val, 75 );
  4394. if( sc->data[SC_CLOAKINGEXCEED] )
  4395. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  4396. if( sc->data[SC_HOVERING] )
  4397. val = max( val, 10 );
  4398. if( sc->data[SC_GN_CARTBOOST] )
  4399. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  4400. if( sc->data[SC_GT_REVITALIZE] )
  4401. val = max( val, sc->data[SC_GT_REVITALIZE]->val2 );
  4402. if( sc->data[SC_SWINGDANCE] )
  4403. val = max( val, sc->data[SC_SWINGDANCE]->val2 );
  4404. if( sc->data[SC_GT_REVITALIZE] )
  4405. val = max( val, sc->data[SC_GT_REVITALIZE]->val2 );
  4406. if( sc->data[SC_WIND_STEP_OPTION] )
  4407. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  4408. //FIXME: official items use a single bonus for this [ultramage]
  4409. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  4410. val = max( val, 25 );
  4411. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup
  4412. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  4413. speed_rate -= val;
  4414. }
  4415. if( speed_rate < 40 )
  4416. speed_rate = 40;
  4417. }
  4418. //GetSpeed()
  4419. {
  4420. if( sd && pc_iscarton(sd) )
  4421. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  4422. if( sc->data[SC_PARALYSE] )
  4423. speed += speed * 50 / 100;
  4424. if( speed_rate != 100 )
  4425. speed = speed * speed_rate / 100;
  4426. if( sc->data[SC_STEELBODY] )
  4427. speed = 200;
  4428. if( sc->data[SC_DEFENDER] )
  4429. speed = max(speed, 200);
  4430. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  4431. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  4432. }
  4433. return (short)cap_value(speed,10,USHRT_MAX);
  4434. }
  4435. /// Calculates an object's ASPD modifier (alters the base amotion value).
  4436. /// Note that the scale of aspd_rate is 1000 = 100%.
  4437. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  4438. {
  4439. #ifndef RENEWAL
  4440. int i;
  4441. #endif
  4442. if(!sc || !sc->count)
  4443. return cap_value(aspd_rate,0,SHRT_MAX);
  4444. if( !sc->data[SC_QUAGMIRE] ){
  4445. int max = 0;
  4446. if(sc->data[SC_STAR_COMFORT])
  4447. max = sc->data[SC_STAR_COMFORT]->val2;
  4448. #ifndef RENEWAL
  4449. if(sc->data[SC_TWOHANDQUICKEN] &&
  4450. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  4451. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  4452. #endif
  4453. if(sc->data[SC_ONEHAND] &&
  4454. max < sc->data[SC_ONEHAND]->val2)
  4455. max = sc->data[SC_ONEHAND]->val2;
  4456. if(sc->data[SC_MERC_QUICKEN] &&
  4457. max < sc->data[SC_MERC_QUICKEN]->val2)
  4458. max = sc->data[SC_MERC_QUICKEN]->val2;
  4459. if(sc->data[SC_ADRENALINE2] &&
  4460. max < sc->data[SC_ADRENALINE2]->val3)
  4461. max = sc->data[SC_ADRENALINE2]->val3;
  4462. #ifndef RENEWAL
  4463. if(sc->data[SC_ADRENALINE] &&
  4464. max < sc->data[SC_ADRENALINE]->val3)
  4465. max = sc->data[SC_ADRENALINE]->val3;
  4466. if(sc->data[SC_SPEARQUICKEN] &&
  4467. max < sc->data[SC_SPEARQUICKEN]->val2)
  4468. max = sc->data[SC_SPEARQUICKEN]->val2;
  4469. #endif
  4470. if(sc->data[SC_GATLINGFEVER] &&
  4471. max < sc->data[SC_GATLINGFEVER]->val2)
  4472. max = sc->data[SC_GATLINGFEVER]->val2;
  4473. if(sc->data[SC_FLEET] &&
  4474. max < sc->data[SC_FLEET]->val2)
  4475. max = sc->data[SC_FLEET]->val2;
  4476. if(sc->data[SC_ASSNCROS] &&
  4477. max < sc->data[SC_ASSNCROS]->val2)
  4478. {
  4479. if (bl->type!=BL_PC)
  4480. max = sc->data[SC_ASSNCROS]->val2;
  4481. else
  4482. switch(((TBL_PC*)bl)->status.weapon)
  4483. {
  4484. case W_BOW:
  4485. case W_REVOLVER:
  4486. case W_RIFLE:
  4487. case W_GATLING:
  4488. case W_SHOTGUN:
  4489. case W_GRENADE:
  4490. break;
  4491. default:
  4492. max = sc->data[SC_ASSNCROS]->val2;
  4493. }
  4494. }
  4495. aspd_rate -= max;
  4496. //These stack with the rest of bonuses.
  4497. #ifndef RENEWAL
  4498. if(sc->data[SC_BERSERK])
  4499. aspd_rate -= 300;
  4500. else
  4501. #endif
  4502. if(sc->data[SC_MADNESSCANCEL])
  4503. aspd_rate -= 200;
  4504. }
  4505. #ifndef RENEWAL // non-renewal variable ASPD improvement
  4506. if( sc->data[i=SC_ASPDPOTION3] ||
  4507. sc->data[i=SC_ASPDPOTION2] ||
  4508. sc->data[i=SC_ASPDPOTION1] ||
  4509. sc->data[i=SC_ASPDPOTION0] )
  4510. aspd_rate -= sc->data[i]->val2;
  4511. #endif
  4512. if(sc->data[SC_DONTFORGETME])
  4513. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  4514. if(sc->data[SC_LONGING])
  4515. aspd_rate += sc->data[SC_LONGING]->val2;
  4516. if(sc->data[SC_STEELBODY])
  4517. aspd_rate += 250;
  4518. if(sc->data[SC_SKA])
  4519. aspd_rate += 250;
  4520. if(sc->data[SC_DEFENDER])
  4521. aspd_rate += sc->data[SC_DEFENDER]->val4;
  4522. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  4523. aspd_rate += 250;
  4524. if(sc->data[SC_GRAVITATION])
  4525. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  4526. if(sc->data[SC_JOINTBEAT]) {
  4527. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  4528. aspd_rate += 250;
  4529. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  4530. aspd_rate += 100;
  4531. }
  4532. if( sc->data[SC_FREEZING] )
  4533. aspd_rate += 300;
  4534. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  4535. aspd_rate += 500;
  4536. if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
  4537. aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  4538. if( sc->data[SC_PARALYSE] )
  4539. aspd_rate += 100;
  4540. if( sc->data[SC__BODYPAINT] )
  4541. aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1;
  4542. if( sc->data[SC__INVISIBILITY] )
  4543. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
  4544. if( sc->data[SC__GROOMY] )
  4545. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  4546. if( sc->data[SC_SWINGDANCE] )
  4547. aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
  4548. if( sc->data[SC_DANCEWITHWUG] )
  4549. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  4550. if( sc->data[SC_GLOOMYDAY] )
  4551. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  4552. if( sc->data[SC_EARTHDRIVE] )
  4553. aspd_rate += 250;
  4554. /*As far I tested the skill there is no ASPD addition is applied. [Jobbie] */
  4555. //if( sc->data[SC_RAISINGDRAGON] )
  4556. // aspd_rate -= 100; //FIXME: Need official ASPD bonus of this status. [Jobbie]
  4557. if( sc->data[SC_GT_CHANGE] )
  4558. aspd_rate -= (sc->data[SC_GT_CHANGE]->val2/200) * 10;
  4559. if( sc->data[SC_GT_REVITALIZE] )
  4560. aspd_rate -= sc->data[SC_GT_REVITALIZE]->val2 * 10;
  4561. if( sc->data[SC_MELON_BOMB] )
  4562. aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
  4563. if( sc->data[SC_BOOST500] )
  4564. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  4565. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  4566. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  4567. if( sc->data[SC_INCASPDRATE] )
  4568. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  4569. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  4570. }
  4571. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  4572. {
  4573. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  4574. return cap_value(dmotion,0,USHRT_MAX);
  4575. /**
  4576. * It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  4577. **/
  4578. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
  4579. return 0;
  4580. if( sc->data[SC_CONCENTRATION] )
  4581. return 0;
  4582. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  4583. return 0;
  4584. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  4585. }
  4586. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  4587. {
  4588. if(!sc || !sc->count)
  4589. return cap_value(maxhp,1,UINT_MAX);
  4590. if(sc->data[SC_INCMHPRATE])
  4591. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  4592. if(sc->data[SC_APPLEIDUN])
  4593. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  4594. if(sc->data[SC_DELUGE])
  4595. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  4596. if(sc->data[SC_BERSERK])
  4597. maxhp += maxhp * 2;
  4598. if(sc->data[SC_MARIONETTE])
  4599. maxhp -= 1000;
  4600. if(sc->data[SC_MERC_HPUP])
  4601. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  4602. if(sc->data[SC_EPICLESIS])
  4603. maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
  4604. if(sc->data[SC_VENOMBLEED])
  4605. maxhp -= maxhp * 15 / 100;
  4606. if(sc->data[SC__WEAKNESS])
  4607. maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
  4608. if(sc->data[SC_LERADSDEW])
  4609. maxhp += maxhp * sc->data[SC_LERADSDEW]->val3 / 100;
  4610. if(sc->data[SC_FORCEOFVANGUARD])
  4611. maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4612. if(sc->data[SC_INSPIRATION]) //Custom value.
  4613. maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
  4614. if(sc->data[SC_RAISINGDRAGON])
  4615. maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  4616. if(sc->data[SC_GT_CHANGE])
  4617. maxhp -= maxhp * (2 * sc->data[SC_GT_CHANGE]->val1) / 100;
  4618. if(sc->data[SC_GT_REVITALIZE])
  4619. maxhp += maxhp * (3 * sc->data[SC_GT_REVITALIZE]->val1) / 100;
  4620. if(sc->data[SC_MUSTLE_M])
  4621. maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
  4622. if(sc->data[SC_SOLID_SKIN_OPTION])
  4623. maxhp += 2000;// Fix amount.
  4624. if(sc->data[SC_POWER_OF_GAIA])
  4625. maxhp += 3000;
  4626. if(sc->data[SC_MYSTERIOUS_POWDER])
  4627. maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
  4628. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4629. maxhp += 500;
  4630. return cap_value(maxhp,1,UINT_MAX);
  4631. }
  4632. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  4633. {
  4634. if(!sc || !sc->count)
  4635. return cap_value(maxsp,1,UINT_MAX);
  4636. if(sc->data[SC_INCMSPRATE])
  4637. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  4638. if(sc->data[SC_SERVICE4U])
  4639. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  4640. if(sc->data[SC_MERC_SPUP])
  4641. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  4642. if(sc->data[SC_RAISINGDRAGON])
  4643. maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  4644. if(sc->data[SC_LIFE_FORCE_F])
  4645. maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
  4646. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  4647. maxsp += 50;
  4648. return cap_value(maxsp,1,UINT_MAX);
  4649. }
  4650. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  4651. {
  4652. if(!sc || !sc->count)
  4653. return element;
  4654. if(sc->data[SC_FREEZE])
  4655. return ELE_WATER;
  4656. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4657. return ELE_EARTH;
  4658. if(sc->data[SC_BENEDICTIO])
  4659. return ELE_HOLY;
  4660. if(sc->data[SC_CHANGEUNDEAD])
  4661. return ELE_UNDEAD;
  4662. if(sc->data[SC_ELEMENTALCHANGE])
  4663. return sc->data[SC_ELEMENTALCHANGE]->val2;
  4664. if(sc->data[SC_SHAPESHIFT])
  4665. return sc->data[SC_SHAPESHIFT]->val2;
  4666. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  4667. }
  4668. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  4669. {
  4670. if(!sc || !sc->count)
  4671. return lv;
  4672. if(sc->data[SC_FREEZE])
  4673. return 1;
  4674. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4675. return 1;
  4676. if(sc->data[SC_BENEDICTIO])
  4677. return 1;
  4678. if(sc->data[SC_CHANGEUNDEAD])
  4679. return 1;
  4680. if(sc->data[SC_ELEMENTALCHANGE])
  4681. return sc->data[SC_ELEMENTALCHANGE]->val1;
  4682. if(sc->data[SC_SHAPESHIFT])
  4683. return 1;
  4684. if(sc->data[SC__INVISIBILITY])
  4685. return 1;
  4686. return (unsigned char)cap_value(lv,1,4);
  4687. }
  4688. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  4689. {
  4690. if(!sc || !sc->count)
  4691. return element;
  4692. if(sc->data[SC_ENCHANTARMS])
  4693. return sc->data[SC_ENCHANTARMS]->val2;
  4694. if(sc->data[SC_WATERWEAPON]
  4695. || sc->data[SC_TIDAL_WEAPON_OPTION]
  4696. || sc->data[SC_TIDAL_WEAPON]
  4697. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  4698. return ELE_WATER;
  4699. if(sc->data[SC_EARTHWEAPON] || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  4700. return ELE_EARTH;
  4701. if(sc->data[SC_FIREWEAPON] || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  4702. return ELE_FIRE;
  4703. if(sc->data[SC_WINDWEAPON] || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  4704. return ELE_WIND;
  4705. if(sc->data[SC_EARTHWEAPON])
  4706. return ELE_EARTH;
  4707. if(sc->data[SC_FIREWEAPON])
  4708. return ELE_FIRE;
  4709. if(sc->data[SC_WINDWEAPON])
  4710. return ELE_WIND;
  4711. if(sc->data[SC_ENCPOISON])
  4712. return ELE_POISON;
  4713. if(sc->data[SC_ASPERSIO])
  4714. return ELE_HOLY;
  4715. if(sc->data[SC_SHADOWWEAPON])
  4716. return ELE_DARK;
  4717. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  4718. return ELE_GHOST;
  4719. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  4720. return ELE_WATER;
  4721. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  4722. }
  4723. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  4724. {
  4725. if(!sc || !sc->count)
  4726. return mode;
  4727. if(sc->data[SC_MODECHANGE]) {
  4728. if (sc->data[SC_MODECHANGE]->val2)
  4729. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  4730. if (sc->data[SC_MODECHANGE]->val3)
  4731. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  4732. if (sc->data[SC_MODECHANGE]->val4)
  4733. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  4734. }
  4735. return cap_value(mode,0,USHRT_MAX);
  4736. }
  4737. const char* status_get_name(struct block_list *bl) {
  4738. nullpo_ret(bl);
  4739. switch (bl->type) {
  4740. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  4741. case BL_MOB: return ((TBL_MOB*)bl)->name;
  4742. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  4743. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  4744. case BL_NPC: return ((TBL_NPC*)bl)->name;
  4745. }
  4746. return "Unknown";
  4747. }
  4748. /*==========================================
  4749. * 対象のClassを返す(汎用)
  4750. * 戻りは整数で0以上
  4751. *------------------------------------------*/
  4752. int status_get_class(struct block_list *bl) {
  4753. nullpo_ret(bl);
  4754. switch( bl->type ) {
  4755. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  4756. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  4757. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  4758. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  4759. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  4760. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  4761. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  4762. }
  4763. return 0;
  4764. }
  4765. /*==========================================
  4766. * 対象のレベルを返す(汎用)
  4767. * 戻りは整数で0以上
  4768. *------------------------------------------*/
  4769. int status_get_lv(struct block_list *bl) {
  4770. nullpo_ret(bl);
  4771. switch (bl->type) {
  4772. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  4773. case BL_MOB: return ((TBL_MOB*)bl)->level;
  4774. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  4775. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  4776. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  4777. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  4778. }
  4779. return 1;
  4780. }
  4781. struct regen_data *status_get_regen_data(struct block_list *bl)
  4782. {
  4783. nullpo_retr(NULL, bl);
  4784. switch (bl->type) {
  4785. case BL_PC: return &((TBL_PC*)bl)->regen;
  4786. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  4787. case BL_MER: return &((TBL_MER*)bl)->regen;
  4788. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  4789. default:
  4790. return NULL;
  4791. }
  4792. }
  4793. struct status_data *status_get_status_data(struct block_list *bl)
  4794. {
  4795. nullpo_retr(&dummy_status, bl);
  4796. switch (bl->type) {
  4797. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  4798. case BL_MOB: return &((TBL_MOB*)bl)->status;
  4799. case BL_PET: return &((TBL_PET*)bl)->status;
  4800. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  4801. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  4802. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  4803. default:
  4804. return &dummy_status;
  4805. }
  4806. }
  4807. struct status_data *status_get_base_status(struct block_list *bl)
  4808. {
  4809. nullpo_retr(NULL, bl);
  4810. switch (bl->type) {
  4811. case BL_PC: return &((TBL_PC*)bl)->base_status;
  4812. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  4813. case BL_PET: return &((TBL_PET*)bl)->db->status;
  4814. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  4815. case BL_MER: return &((TBL_MER*)bl)->base_status;
  4816. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  4817. default:
  4818. return NULL;
  4819. }
  4820. }
  4821. defType status_get_def(struct block_list *bl) {
  4822. struct unit_data *ud;
  4823. struct status_data *status = status_get_status_data(bl);
  4824. int def = status?status->def:0;
  4825. ud = unit_bl2ud(bl);
  4826. if (ud && ud->skilltimer != INVALID_TIMER)
  4827. def -= def * skill_get_castdef(ud->skillid)/100;
  4828. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  4829. }
  4830. unsigned short status_get_speed(struct block_list *bl)
  4831. {
  4832. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  4833. return ((struct npc_data *)bl)->speed;
  4834. return status_get_status_data(bl)->speed;
  4835. }
  4836. int status_get_party_id(struct block_list *bl) {
  4837. nullpo_ret(bl);
  4838. switch (bl->type) {
  4839. case BL_PC:
  4840. return ((TBL_PC*)bl)->status.party_id;
  4841. case BL_PET:
  4842. if (((TBL_PET*)bl)->msd)
  4843. return ((TBL_PET*)bl)->msd->status.party_id;
  4844. break;
  4845. case BL_MOB: {
  4846. struct mob_data *md=(TBL_MOB*)bl;
  4847. if( md->master_id > 0 ) {
  4848. struct map_session_data *msd;
  4849. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  4850. return msd->status.party_id;
  4851. return -md->master_id;
  4852. }
  4853. }
  4854. break;
  4855. case BL_HOM:
  4856. if (((TBL_HOM*)bl)->master)
  4857. return ((TBL_HOM*)bl)->master->status.party_id;
  4858. break;
  4859. case BL_MER:
  4860. if (((TBL_MER*)bl)->master)
  4861. return ((TBL_MER*)bl)->master->status.party_id;
  4862. break;
  4863. case BL_SKILL:
  4864. return ((TBL_SKILL*)bl)->group->party_id;
  4865. case BL_ELEM:
  4866. if (((TBL_ELEM*)bl)->master)
  4867. return ((TBL_ELEM*)bl)->master->status.party_id;
  4868. break;
  4869. }
  4870. return 0;
  4871. }
  4872. int status_get_guild_id(struct block_list *bl) {
  4873. nullpo_ret(bl);
  4874. switch (bl->type) {
  4875. case BL_PC:
  4876. return ((TBL_PC*)bl)->status.guild_id;
  4877. case BL_PET:
  4878. if (((TBL_PET*)bl)->msd)
  4879. return ((TBL_PET*)bl)->msd->status.guild_id;
  4880. break;
  4881. case BL_MOB: {
  4882. struct map_session_data *msd;
  4883. struct mob_data *md = (struct mob_data *)bl;
  4884. if (md->guardian_data) //Guardian's guild [Skotlex]
  4885. return md->guardian_data->guild_id;
  4886. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  4887. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  4888. }
  4889. break;
  4890. case BL_HOM:
  4891. if (((TBL_HOM*)bl)->master)
  4892. return ((TBL_HOM*)bl)->master->status.guild_id;
  4893. break;
  4894. case BL_MER:
  4895. if (((TBL_MER*)bl)->master)
  4896. return ((TBL_MER*)bl)->master->status.guild_id;
  4897. break;
  4898. case BL_NPC:
  4899. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  4900. return ((TBL_NPC*)bl)->u.scr.guild_id;
  4901. break;
  4902. case BL_SKILL:
  4903. return ((TBL_SKILL*)bl)->group->guild_id;
  4904. case BL_ELEM:
  4905. if (((TBL_ELEM*)bl)->master)
  4906. return ((TBL_ELEM*)bl)->master->status.guild_id;
  4907. break;
  4908. }
  4909. return 0;
  4910. }
  4911. int status_get_emblem_id(struct block_list *bl) {
  4912. nullpo_ret(bl);
  4913. switch (bl->type) {
  4914. case BL_PC:
  4915. return ((TBL_PC*)bl)->guild_emblem_id;
  4916. case BL_PET:
  4917. if (((TBL_PET*)bl)->msd)
  4918. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  4919. break;
  4920. case BL_MOB: {
  4921. struct map_session_data *msd;
  4922. struct mob_data *md = (struct mob_data *)bl;
  4923. if (md->guardian_data) //Guardian's guild [Skotlex]
  4924. return md->guardian_data->emblem_id;
  4925. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  4926. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  4927. }
  4928. break;
  4929. case BL_HOM:
  4930. if (((TBL_HOM*)bl)->master)
  4931. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  4932. break;
  4933. case BL_MER:
  4934. if (((TBL_MER*)bl)->master)
  4935. return ((TBL_MER*)bl)->master->guild_emblem_id;
  4936. break;
  4937. case BL_NPC:
  4938. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  4939. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  4940. if (g)
  4941. return g->emblem_id;
  4942. }
  4943. break;
  4944. case BL_ELEM:
  4945. if (((TBL_ELEM*)bl)->master)
  4946. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  4947. break;
  4948. }
  4949. return 0;
  4950. }
  4951. int status_get_mexp(struct block_list *bl)
  4952. {
  4953. nullpo_ret(bl);
  4954. if(bl->type==BL_MOB)
  4955. return ((struct mob_data *)bl)->db->mexp;
  4956. if(bl->type==BL_PET)
  4957. return ((struct pet_data *)bl)->db->mexp;
  4958. return 0;
  4959. }
  4960. int status_get_race2(struct block_list *bl)
  4961. {
  4962. nullpo_ret(bl);
  4963. if(bl->type == BL_MOB)
  4964. return ((struct mob_data *)bl)->db->race2;
  4965. if(bl->type==BL_PET)
  4966. return ((struct pet_data *)bl)->db->race2;
  4967. return 0;
  4968. }
  4969. int status_isdead(struct block_list *bl)
  4970. {
  4971. nullpo_ret(bl);
  4972. return status_get_status_data(bl)->hp == 0;
  4973. }
  4974. int status_isimmune(struct block_list *bl)
  4975. {
  4976. struct status_change *sc =status_get_sc(bl);
  4977. if (sc && sc->data[SC_HERMODE])
  4978. return 100;
  4979. if (bl->type == BL_PC &&
  4980. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  4981. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  4982. return 0;
  4983. }
  4984. struct view_data* status_get_viewdata(struct block_list *bl)
  4985. {
  4986. nullpo_retr(NULL, bl);
  4987. switch (bl->type) {
  4988. case BL_PC: return &((TBL_PC*)bl)->vd;
  4989. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  4990. case BL_PET: return &((TBL_PET*)bl)->vd;
  4991. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  4992. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  4993. case BL_MER: return ((TBL_MER*)bl)->vd;
  4994. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  4995. }
  4996. return NULL;
  4997. }
  4998. void status_set_viewdata(struct block_list *bl, int class_)
  4999. {
  5000. struct view_data* vd;
  5001. nullpo_retv(bl);
  5002. if (mobdb_checkid(class_) || mob_is_clone(class_))
  5003. vd = mob_get_viewdata(class_);
  5004. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  5005. vd = npc_get_viewdata(class_);
  5006. else if (homdb_checkid(class_))
  5007. vd = merc_get_hom_viewdata(class_);
  5008. else if (merc_class(class_))
  5009. vd = merc_get_viewdata(class_);
  5010. else if (elemental_class(class_))
  5011. vd = elemental_get_viewdata(class_);
  5012. else
  5013. vd = NULL;
  5014. switch (bl->type) {
  5015. case BL_PC:
  5016. {
  5017. TBL_PC* sd = (TBL_PC*)bl;
  5018. if (pcdb_checkid(class_)) {
  5019. if (sd->sc.option&OPTION_WEDDING)
  5020. class_ = JOB_WEDDING;
  5021. else if (sd->sc.option&OPTION_SUMMER)
  5022. class_ = JOB_SUMMER;
  5023. else if (sd->sc.option&OPTION_XMAS)
  5024. class_ = JOB_XMAS;
  5025. else if (sd->sc.option&OPTION_RIDING) {
  5026. switch (class_) { //Adapt class to a Mounted one.
  5027. case JOB_KNIGHT:
  5028. class_ = JOB_KNIGHT2;
  5029. break;
  5030. case JOB_CRUSADER:
  5031. class_ = JOB_CRUSADER2;
  5032. break;
  5033. case JOB_LORD_KNIGHT:
  5034. class_ = JOB_LORD_KNIGHT2;
  5035. break;
  5036. case JOB_PALADIN:
  5037. class_ = JOB_PALADIN2;
  5038. break;
  5039. case JOB_BABY_KNIGHT:
  5040. class_ = JOB_BABY_KNIGHT2;
  5041. break;
  5042. case JOB_BABY_CRUSADER:
  5043. class_ = JOB_BABY_CRUSADER2;
  5044. break;
  5045. }
  5046. }
  5047. sd->vd.class_ = class_;
  5048. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  5049. sd->vd.head_top = sd->status.head_top;
  5050. sd->vd.head_mid = sd->status.head_mid;
  5051. sd->vd.head_bottom = sd->status.head_bottom;
  5052. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  5053. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  5054. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  5055. sd->vd.sex = sd->status.sex;
  5056. } else if (vd)
  5057. memcpy(&sd->vd, vd, sizeof(struct view_data));
  5058. else
  5059. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  5060. }
  5061. break;
  5062. case BL_MOB:
  5063. {
  5064. TBL_MOB* md = (TBL_MOB*)bl;
  5065. if (vd)
  5066. md->vd = vd;
  5067. else
  5068. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  5069. }
  5070. break;
  5071. case BL_PET:
  5072. {
  5073. TBL_PET* pd = (TBL_PET*)bl;
  5074. if (vd) {
  5075. memcpy(&pd->vd, vd, sizeof(struct view_data));
  5076. if (!pcdb_checkid(vd->class_)) {
  5077. pd->vd.hair_style = battle_config.pet_hair_style;
  5078. if(pd->pet.equip) {
  5079. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  5080. if (!pd->vd.head_bottom)
  5081. pd->vd.head_bottom = pd->pet.equip;
  5082. }
  5083. }
  5084. } else
  5085. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  5086. }
  5087. break;
  5088. case BL_NPC:
  5089. {
  5090. TBL_NPC* nd = (TBL_NPC*)bl;
  5091. if (vd)
  5092. nd->vd = vd;
  5093. else
  5094. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  5095. }
  5096. break;
  5097. case BL_HOM: //[blackhole89]
  5098. {
  5099. struct homun_data *hd = (struct homun_data*)bl;
  5100. if (vd)
  5101. hd->vd = vd;
  5102. else
  5103. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  5104. }
  5105. break;
  5106. case BL_MER:
  5107. {
  5108. struct mercenary_data *md = (struct mercenary_data*)bl;
  5109. if (vd)
  5110. md->vd = vd;
  5111. else
  5112. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  5113. }
  5114. break;
  5115. case BL_ELEM:
  5116. {
  5117. struct elemental_data *ed = (struct elemental_data*)bl;
  5118. if (vd)
  5119. ed->vd = vd;
  5120. else
  5121. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  5122. }
  5123. break;
  5124. }
  5125. vd = status_get_viewdata(bl);
  5126. if (vd && vd->cloth_color && (
  5127. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  5128. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  5129. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  5130. ))
  5131. vd->cloth_color = 0;
  5132. }
  5133. /// Returns the status_change data of bl or NULL if it doesn't exist.
  5134. struct status_change *status_get_sc(struct block_list *bl) {
  5135. if( bl )
  5136. switch (bl->type) {
  5137. case BL_PC: return &((TBL_PC*)bl)->sc;
  5138. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  5139. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  5140. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  5141. case BL_MER: return &((TBL_MER*)bl)->sc;
  5142. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  5143. }
  5144. return NULL;
  5145. }
  5146. void status_change_init(struct block_list *bl)
  5147. {
  5148. struct status_change *sc = status_get_sc(bl);
  5149. nullpo_retv(sc);
  5150. memset(sc, 0, sizeof (struct status_change));
  5151. }
  5152. //Applies SC defense to a given status change.
  5153. //Returns the adjusted duration based on flag values.
  5154. //the flag values are the same as in status_change_start.
  5155. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  5156. {
  5157. int sc_def = 0, tick_def = 0;
  5158. struct status_data* status;
  5159. struct status_change* sc;
  5160. struct map_session_data *sd;
  5161. nullpo_ret(bl);
  5162. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  5163. if (status_isimmune(bl))
  5164. switch (type) {
  5165. case SC_DECREASEAGI:
  5166. case SC_SILENCE:
  5167. case SC_COMA:
  5168. case SC_INCREASEAGI:
  5169. case SC_BLESSING:
  5170. case SC_SLOWPOISON:
  5171. case SC_IMPOSITIO:
  5172. case SC_AETERNA:
  5173. case SC_SUFFRAGIUM:
  5174. case SC_BENEDICTIO:
  5175. case SC_PROVIDENCE:
  5176. case SC_KYRIE:
  5177. case SC_ASSUMPTIO:
  5178. case SC_ANGELUS:
  5179. case SC_MAGNIFICAT:
  5180. case SC_GLORIA:
  5181. case SC_WINDWALK:
  5182. case SC_MAGICROD:
  5183. case SC_HALLUCINATION:
  5184. case SC_STONE:
  5185. case SC_QUAGMIRE:
  5186. case SC_SUITON:
  5187. case SC_SWINGDANCE:
  5188. case SC__ENERVATION:
  5189. case SC__GROOMY:
  5190. case SC__IGNORANCE:
  5191. case SC__LAZINESS:
  5192. case SC__UNLUCKY:
  5193. case SC__WEAKNESS:
  5194. return 0;
  5195. }
  5196. sd = BL_CAST(BL_PC,bl);
  5197. status = status_get_status_data(bl);
  5198. sc = status_get_sc(bl);
  5199. if( sc && !sc->count )
  5200. sc = NULL;
  5201. switch (type) {
  5202. case SC_STUN:
  5203. case SC_POISON:
  5204. if( sc && sc->data[SC__UNLUCKY] )
  5205. return tick;
  5206. case SC_DPOISON:
  5207. case SC_SILENCE:
  5208. case SC_BLEEDING:
  5209. sc_def = 3 +status->vit;
  5210. break;
  5211. case SC_SLEEP:
  5212. sc_def = 3 +status->int_;
  5213. break;
  5214. case SC_DEEPSLEEP:
  5215. tick_def = status->int_ / 10 + status_get_lv(bl) * 65 / 1000; // Seems to be -1 sec every 10 int and -5% chance every 10 int.
  5216. sc_def = 5 * status->int_ /10;
  5217. break;
  5218. case SC_DECREASEAGI:
  5219. case SC_ADORAMUS://Arch Bishop
  5220. if (sd) tick>>=1; //Half duration for players.
  5221. case SC_STONE:
  5222. case SC_FREEZE:
  5223. sc_def = 3 +status->mdef;
  5224. break;
  5225. case SC_CURSE:
  5226. //Special property: inmunity when luk is greater than level or zero
  5227. if (status->luk > status_get_lv(bl) || status->luk == 0)
  5228. return 0;
  5229. else
  5230. sc_def = 3 +status->luk;
  5231. tick_def = status->vit;
  5232. break;
  5233. case SC_BLIND:
  5234. if( sc && sc->data[SC__UNLUCKY] )
  5235. return tick;
  5236. sc_def = 3 +(status->vit + status->int_)/2;
  5237. break;
  5238. case SC_CONFUSION:
  5239. sc_def = 3 +(status->str + status->int_)/2;
  5240. break;
  5241. case SC_ANKLE:
  5242. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  5243. tick /= 5;
  5244. sc_def = status->agi / 2;
  5245. break;
  5246. case SC_MAGICMIRROR:
  5247. case SC_ARMORCHANGE:
  5248. if (sd) //Duration greatly reduced for players.
  5249. tick /= 15;
  5250. //No defense against it (buff).
  5251. case SC_WHITEIMPRISON:
  5252. rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate
  5253. //tick_def = (int)floor(log10(status_get_lv(bl)) * 10.);
  5254. break;
  5255. case SC_BURNING:
  5256. // From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583
  5257. tick -= 50*status->luk + 60*status->int_ + 170*status->vit;
  5258. tick = max(tick,10000); // Minimum Duration 10s.
  5259. break;
  5260. case SC_FREEZING:
  5261. tick -= 1000 * ((status->vit + status->dex) / 20);
  5262. tick = max(tick,10000); // Minimum Duration 10s.
  5263. break;
  5264. case SC_OBLIVIONCURSE:
  5265. sc_def = status->int_*4/5; //FIXME: info said this is the formula of status chance. Check again pls. [Jobbie]
  5266. break;
  5267. case SC_ELECTRICSHOCKER:
  5268. case SC_BITE: {
  5269. if( bl->type == BL_MOB )
  5270. tick -= 1000 * (status->agi/10);
  5271. if( sd && type != SC_ELECTRICSHOCKER )
  5272. tick >>= 1;
  5273. }
  5274. break;
  5275. case SC_CRYSTALIZE:
  5276. tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50);
  5277. break;
  5278. case SC_VACUUM_EXTREME:
  5279. tick -= 50*status->str;
  5280. break;
  5281. case SC_MANDRAGORA:
  5282. sc_def = (status->vit+status->luk)/5;
  5283. break;
  5284. default:
  5285. //Effect that cannot be reduced? Likely a buff.
  5286. if (!(rnd()%10000 < rate))
  5287. return 0;
  5288. return tick?tick:1;
  5289. }
  5290. if (sd) {
  5291. if (battle_config.pc_sc_def_rate != 100)
  5292. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  5293. if (sc_def < battle_config.pc_max_sc_def)
  5294. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  5295. status->luk/battle_config.pc_luk_sc_def;
  5296. else
  5297. sc_def = battle_config.pc_max_sc_def;
  5298. if (tick_def) {
  5299. if (battle_config.pc_sc_def_rate != 100)
  5300. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  5301. }
  5302. } else {
  5303. if (battle_config.mob_sc_def_rate != 100)
  5304. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  5305. if (sc_def < battle_config.mob_max_sc_def)
  5306. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  5307. status->luk/battle_config.mob_luk_sc_def;
  5308. else
  5309. sc_def = battle_config.mob_max_sc_def;
  5310. if (tick_def) {
  5311. if (battle_config.mob_sc_def_rate != 100)
  5312. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  5313. }
  5314. }
  5315. if (sc) {
  5316. if (sc->data[SC_SCRESIST])
  5317. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  5318. else if (sc->data[SC_SIEGFRIED])
  5319. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  5320. }
  5321. //When no tick def, reduction is the same for both.
  5322. if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish]
  5323. tick_def = sc_def;
  5324. //Natural resistance
  5325. if (!(flag&8)) {
  5326. rate -= rate*sc_def/100;
  5327. //Item resistance (only applies to rate%)
  5328. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  5329. {
  5330. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  5331. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  5332. if( sd->sc.data[SC_COMMONSC_RESIST] )
  5333. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  5334. }
  5335. }
  5336. if (!(rnd()%10000 < rate))
  5337. return 0;
  5338. //Why would a status start with no duration? Presume it has
  5339. //duration defined elsewhere.
  5340. if (!tick) return 1;
  5341. //Rate reduction
  5342. if (flag&2)
  5343. return tick;
  5344. tick -= tick*tick_def/100;
  5345. // Changed to 5 seconds according to recent tests [Playtester]
  5346. if (type == SC_ANKLE && tick < 5000)
  5347. tick = 5000;
  5348. return tick<=0?0:tick;
  5349. }
  5350. /*==========================================
  5351. * Starts a status change.
  5352. * 'type' = type, 'val1~4' depend on the type.
  5353. * 'rate' = base success rate. 10000 = 100%
  5354. * 'tick' is base duration
  5355. * 'flag':
  5356. * &1: Cannot be avoided (it has to start)
  5357. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  5358. * &4: sc_data loaded, no value has to be altered.
  5359. * &8: rate should not be reduced
  5360. *------------------------------------------*/
  5361. 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)
  5362. {
  5363. struct map_session_data *sd = NULL;
  5364. struct status_change* sc;
  5365. struct status_change_entry* sce;
  5366. struct status_data *status;
  5367. struct view_data *vd;
  5368. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  5369. bool sc_isnew = true;
  5370. nullpo_ret(bl);
  5371. sc = status_get_sc(bl);
  5372. status = status_get_status_data(bl);
  5373. if( type <= SC_NONE || type >= SC_MAX )
  5374. {
  5375. ShowError("status_change_start: invalid status change (%d)!\n", type);
  5376. return 0;
  5377. }
  5378. if( !sc )
  5379. return 0; //Unable to receive status changes
  5380. if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
  5381. return 0;
  5382. if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA )
  5383. {
  5384. struct mob_data *md = BL_CAST(BL_MOB,bl);
  5385. if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) )
  5386. return 0; //Emperium/BG Monsters can't be afflicted by status changes
  5387. }
  5388. if( sc->data[SC_REFRESH] ) {
  5389. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  5390. return 0; // Immune to status ailements
  5391. switch( type ) {
  5392. case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
  5393. case SC_DECREASEAGI:
  5394. case SC_BURNING:
  5395. case SC_FREEZING:
  5396. //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
  5397. case SC_MARSHOFABYSS:
  5398. case SC_TOXIN:
  5399. case SC_PARALYSE:
  5400. case SC_VENOMBLEED:
  5401. case SC_MAGICMUSHROOM:
  5402. case SC_DEATHHURT:
  5403. case SC_PYREXIA:
  5404. case SC_OBLIVIONCURSE:
  5405. //case SC_LEECHESEND://Need confirm. If it protects against nearly every Guillotine poison, it should work on this too right? [Rytech]
  5406. case SC_CRYSTALIZE:
  5407. case SC_DEEPSLEEP:
  5408. case SC_MANDRAGORA:
  5409. return 0;
  5410. }
  5411. }
  5412. else if( sc->data[SC_INSPIRATION] ) {
  5413. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  5414. return 0; // Immune to status ailements
  5415. switch( type ) {
  5416. case SC_DEEPSLEEP:
  5417. case SC_SATURDAYNIGHTFEVER:
  5418. case SC_PYREXIA:
  5419. case SC_DEATHHURT:
  5420. case SC_MAGICMUSHROOM:
  5421. case SC_VENOMBLEED:
  5422. case SC_TOXIN:
  5423. case SC_OBLIVIONCURSE:
  5424. case SC_LEECHESEND:
  5425. case SC__ENERVATION:
  5426. case SC__GROOMY:
  5427. case SC__LAZINESS:
  5428. case SC__UNLUCKY:
  5429. case SC__WEAKNESS:
  5430. case SC__BODYPAINT:
  5431. case SC__IGNORANCE:
  5432. return 0;
  5433. }
  5434. }
  5435. sd = BL_CAST(BL_PC, bl);
  5436. //Adjust tick according to status resistances
  5437. if( !(flag&(1|4)) )
  5438. {
  5439. tick = status_get_sc_def(bl, type, rate, tick, flag);
  5440. if( !tick ) return 0;
  5441. }
  5442. undead_flag = battle_check_undead(status->race,status->def_ele);
  5443. //Check for inmunities / sc fails
  5444. switch (type) {
  5445. case SC_STONE:
  5446. if(sc->data[SC_POWER_OF_GAIA])
  5447. return 0;
  5448. case SC_FREEZE:
  5449. //Undead are immune to Freeze/Stone
  5450. if (undead_flag && !(flag&1))
  5451. return 0;
  5452. case SC_DEEPSLEEP:
  5453. case SC_SLEEP:
  5454. case SC_STUN:
  5455. case SC_FREEZING:
  5456. if (sc->opt1)
  5457. return 0; //Cannot override other opt1 status changes. [Skotlex]
  5458. if((type == SC_FREEZE || type == SC_FREEZING) && sc->data[SC_WARMER])
  5459. return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  5460. break;
  5461. case SC_BURNING:
  5462. if(sc->opt1 || sc->data[SC_FREEZING])
  5463. return 0;
  5464. break;
  5465. case SC_SIGNUMCRUCIS:
  5466. //Only affects demons and undead element (but not players)
  5467. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5468. return 0;
  5469. break;
  5470. case SC_AETERNA:
  5471. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  5472. return 0;
  5473. break;
  5474. case SC_KYRIE:
  5475. if (bl->type == BL_MOB)
  5476. return 0;
  5477. break;
  5478. case SC_OVERTHRUST:
  5479. if (sc->data[SC_MAXOVERTHRUST])
  5480. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  5481. case SC_MAXOVERTHRUST:
  5482. if( sc->option&OPTION_MADOGEAR )
  5483. return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  5484. break;
  5485. case SC_ADRENALINE:
  5486. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  5487. return 0;
  5488. if (sc->data[SC_QUAGMIRE] ||
  5489. sc->data[SC_DECREASEAGI] ||
  5490. sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
  5491. )
  5492. return 0;
  5493. break;
  5494. case SC_ADRENALINE2:
  5495. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  5496. return 0;
  5497. if (sc->data[SC_QUAGMIRE] ||
  5498. sc->data[SC_DECREASEAGI]
  5499. )
  5500. return 0;
  5501. break;
  5502. case SC_MAGNIFICAT:
  5503. if( sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
  5504. return 0;
  5505. break;
  5506. case SC_ONEHAND:
  5507. case SC_MERC_QUICKEN:
  5508. case SC_TWOHANDQUICKEN:
  5509. if(sc->data[SC_DECREASEAGI])
  5510. return 0;
  5511. case SC_INCREASEAGI:
  5512. if(sd && pc_issit(sd)){
  5513. pc_setstand(sd);
  5514. clif_status_load(&sd->bl,SI_SIT,0);
  5515. }
  5516. case SC_CONCENTRATE:
  5517. case SC_SPEARQUICKEN:
  5518. case SC_TRUESIGHT:
  5519. case SC_WINDWALK:
  5520. case SC_CARTBOOST:
  5521. case SC_ASSNCROS:
  5522. if (sc->data[SC_QUAGMIRE])
  5523. return 0;
  5524. if(sc->option&OPTION_MADOGEAR)
  5525. return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
  5526. break;
  5527. case SC_CLOAKING:
  5528. //Avoid cloaking with no wall and low skill level. [Skotlex]
  5529. //Due to the cloaking card, we have to check the wall versus to known
  5530. //skill level rather than the used one. [Skotlex]
  5531. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  5532. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  5533. return 0;
  5534. break;
  5535. case SC_MODECHANGE:
  5536. {
  5537. int mode;
  5538. struct status_data *bstatus = status_get_base_status(bl);
  5539. if (!bstatus) return 0;
  5540. if (sc->data[type])
  5541. { //Pile up with previous values.
  5542. if(!val2) val2 = sc->data[type]->val2;
  5543. val3 |= sc->data[type]->val3;
  5544. val4 |= sc->data[type]->val4;
  5545. }
  5546. mode = val2?val2:bstatus->mode; //Base mode
  5547. if (val4) mode&=~val4; //Del mode
  5548. if (val3) mode|= val3; //Add mode
  5549. if (mode == bstatus->mode) { //No change.
  5550. if (sc->data[type]) //Abort previous status
  5551. return status_change_end(bl, type, INVALID_TIMER);
  5552. return 0;
  5553. }
  5554. }
  5555. break;
  5556. //Strip skills, need to divest something or it fails.
  5557. case SC_STRIPWEAPON:
  5558. if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
  5559. int i;
  5560. opt_flag = 0; //Reuse to check success condition.
  5561. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  5562. return 0;
  5563. i = sd->equip_index[EQI_HAND_L];
  5564. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  5565. opt_flag|=1;
  5566. pc_unequipitem(sd,i,3); //L-hand weapon
  5567. }
  5568. i = sd->equip_index[EQI_HAND_R];
  5569. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  5570. opt_flag|=2;
  5571. pc_unequipitem(sd,i,3);
  5572. }
  5573. if (!opt_flag) return 0;
  5574. }
  5575. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5576. break;
  5577. case SC_STRIPSHIELD:
  5578. if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
  5579. else
  5580. if (sd && !(flag&4)) {
  5581. int i;
  5582. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  5583. return 0;
  5584. i = sd->equip_index[EQI_HAND_L];
  5585. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  5586. return 0;
  5587. pc_unequipitem(sd,i,3);
  5588. }
  5589. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5590. break;
  5591. case SC_STRIPARMOR:
  5592. if (sd && !(flag&4)) {
  5593. int i;
  5594. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  5595. return 0;
  5596. i = sd->equip_index[EQI_ARMOR];
  5597. if ( i < 0 || !sd->inventory_data[i] )
  5598. return 0;
  5599. pc_unequipitem(sd,i,3);
  5600. }
  5601. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5602. break;
  5603. case SC_STRIPHELM:
  5604. if (sd && !(flag&4)) {
  5605. int i;
  5606. if(sd->bonus.unstripable_equip&EQP_HELM)
  5607. return 0;
  5608. i = sd->equip_index[EQI_HEAD_TOP];
  5609. if ( i < 0 || !sd->inventory_data[i] )
  5610. return 0;
  5611. pc_unequipitem(sd,i,3);
  5612. }
  5613. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5614. break;
  5615. case SC_MERC_FLEEUP:
  5616. case SC_MERC_ATKUP:
  5617. case SC_MERC_HPUP:
  5618. case SC_MERC_SPUP:
  5619. case SC_MERC_HITUP:
  5620. if( bl->type != BL_MER )
  5621. return 0; // Stats only for Mercenaries
  5622. break;
  5623. case SC_STRFOOD:
  5624. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  5625. return 0;
  5626. break;
  5627. case SC_AGIFOOD:
  5628. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  5629. return 0;
  5630. break;
  5631. case SC_VITFOOD:
  5632. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  5633. return 0;
  5634. break;
  5635. case SC_INTFOOD:
  5636. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  5637. return 0;
  5638. break;
  5639. case SC_DEXFOOD:
  5640. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  5641. return 0;
  5642. break;
  5643. case SC_LUKFOOD:
  5644. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  5645. return 0;
  5646. break;
  5647. case SC_FOOD_STR_CASH:
  5648. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  5649. return 0;
  5650. break;
  5651. case SC_FOOD_AGI_CASH:
  5652. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  5653. return 0;
  5654. break;
  5655. case SC_FOOD_VIT_CASH:
  5656. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  5657. return 0;
  5658. break;
  5659. case SC_FOOD_INT_CASH:
  5660. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  5661. return 0;
  5662. break;
  5663. case SC_FOOD_DEX_CASH:
  5664. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  5665. return 0;
  5666. break;
  5667. case SC_FOOD_LUK_CASH:
  5668. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  5669. return 0;
  5670. break;
  5671. case SC_CAMOUFLAGE:
  5672. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  5673. return 0;
  5674. break;
  5675. case SC__STRIPACCESSORY:
  5676. if( sd ) {
  5677. int i = -1;
  5678. if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) {
  5679. i = sd->equip_index[EQI_ACC_L];
  5680. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  5681. pc_unequipitem(sd,i,3); //L-Accessory
  5682. } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) {
  5683. i = sd->equip_index[EQI_ACC_R];
  5684. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  5685. pc_unequipitem(sd,i,3); //R-Accessory
  5686. }
  5687. if( i < 0 )
  5688. return 0;
  5689. }
  5690. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5691. break;
  5692. }
  5693. //Check for BOSS resistances
  5694. if(status->mode&MD_BOSS && !(flag&1)) {
  5695. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  5696. return 0;
  5697. switch (type) {
  5698. case SC_BLESSING:
  5699. case SC_DECREASEAGI:
  5700. case SC_PROVOKE:
  5701. case SC_COMA:
  5702. case SC_GRAVITATION:
  5703. case SC_SUITON:
  5704. case SC_RICHMANKIM:
  5705. case SC_ROKISWEIL:
  5706. case SC_FOGWALL:
  5707. case SC_FREEZING:
  5708. case SC_BURNING: // Place here until we have info about its behavior on Boss-monsters. [pakpil]
  5709. case SC_MARSHOFABYSS:
  5710. case SC_ADORAMUS:
  5711. // Exploit prevention - kRO Fix
  5712. case SC_PYREXIA:
  5713. case SC_DEATHHURT:
  5714. case SC_TOXIN:
  5715. case SC_PARALYSE:
  5716. case SC_VENOMBLEED:
  5717. case SC_MAGICMUSHROOM:
  5718. case SC_OBLIVIONCURSE:
  5719. case SC_LEECHESEND:
  5720. // Ranger Effects
  5721. case SC_BITE:
  5722. case SC_ELECTRICSHOCKER:
  5723. case SC_MAGNETICFIELD:
  5724. return 0;
  5725. }
  5726. }
  5727. //Before overlapping fail, one must check for status cured.
  5728. switch (type) {
  5729. case SC_BLESSING:
  5730. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  5731. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  5732. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  5733. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5734. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5735. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5736. }
  5737. break;
  5738. case SC_INCREASEAGI:
  5739. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  5740. break;
  5741. case SC_QUAGMIRE:
  5742. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  5743. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  5744. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  5745. //Also blocks the ones below...
  5746. case SC_DECREASEAGI:
  5747. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  5748. //Also blocks the ones below...
  5749. case SC_DONTFORGETME:
  5750. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  5751. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  5752. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  5753. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  5754. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5755. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  5756. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  5757. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  5758. break;
  5759. case SC_ONEHAND:
  5760. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  5761. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  5762. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  5763. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  5764. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  5765. break;
  5766. case SC_MAXOVERTHRUST:
  5767. //Cancels Normal Overthrust. [Skotlex]
  5768. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  5769. break;
  5770. case SC_KYRIE:
  5771. //Cancels Assumptio
  5772. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  5773. break;
  5774. case SC_DELUGE:
  5775. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  5776. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5777. break;
  5778. case SC_SILENCE:
  5779. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  5780. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  5781. break;
  5782. case SC_HIDING:
  5783. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  5784. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  5785. break;
  5786. case SC_BERSERK:
  5787. if(battle_config.berserk_cancels_buffs) {
  5788. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  5789. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5790. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  5791. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  5792. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  5793. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  5794. }
  5795. #ifdef RENEWAL
  5796. else {
  5797. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5798. }
  5799. #endif
  5800. break;
  5801. case SC_ASSUMPTIO:
  5802. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  5803. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5804. break;
  5805. case SC_KAITE:
  5806. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  5807. break;
  5808. case SC_CARTBOOST:
  5809. if(sc->data[SC_DECREASEAGI])
  5810. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  5811. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  5812. return 0;
  5813. }
  5814. break;
  5815. case SC_FUSION:
  5816. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  5817. break;
  5818. case SC_ADJUSTMENT:
  5819. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  5820. break;
  5821. case SC_MADNESSCANCEL:
  5822. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  5823. break;
  5824. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  5825. case SC_CHANGEUNDEAD:
  5826. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  5827. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  5828. break;
  5829. case SC_STRFOOD:
  5830. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  5831. break;
  5832. case SC_AGIFOOD:
  5833. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  5834. break;
  5835. case SC_VITFOOD:
  5836. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  5837. break;
  5838. case SC_INTFOOD:
  5839. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  5840. break;
  5841. case SC_DEXFOOD:
  5842. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  5843. break;
  5844. case SC_LUKFOOD:
  5845. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  5846. break;
  5847. case SC_FOOD_STR_CASH:
  5848. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  5849. break;
  5850. case SC_FOOD_AGI_CASH:
  5851. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  5852. break;
  5853. case SC_FOOD_VIT_CASH:
  5854. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  5855. break;
  5856. case SC_FOOD_INT_CASH:
  5857. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  5858. break;
  5859. case SC_FOOD_DEX_CASH:
  5860. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  5861. break;
  5862. case SC_FOOD_LUK_CASH:
  5863. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  5864. break;
  5865. case SC_FIGHTINGSPIRIT:
  5866. status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
  5867. break;
  5868. case SC_SWINGDANCE:
  5869. case SC_SYMPHONYOFLOVER:
  5870. case SC_MOONLITSERENADE:
  5871. case SC_RUSHWINDMILL:
  5872. case SC_ECHOSONG:
  5873. case SC_HARMONIZE:
  5874. case SC_VOICEOFSIREN:
  5875. case SC_DEEPSLEEP:
  5876. case SC_SIRCLEOFNATURE:
  5877. if( sc->data[type] ) // Don't remove same sc.
  5878. break;
  5879. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5880. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5881. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5882. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5883. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5884. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5885. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5886. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5887. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5888. break;
  5889. case SC_SONGOFMANA:
  5890. case SC_DANCEWITHWUG:
  5891. case SC_LERADSDEW:
  5892. case SC_MELODYOFSINK:
  5893. case SC_BEYONDOFWARCRY:
  5894. case SC_UNLIMITEDHUMMINGVOICE:
  5895. if( sc->data[type] ) // Don't remove same sc.
  5896. break;
  5897. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5898. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5899. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5900. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5901. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5902. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5903. break;
  5904. case SC_REFLECTSHIELD:
  5905. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  5906. break;
  5907. case SC_REFLECTDAMAGE:
  5908. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  5909. break;
  5910. case SC_SHIELDSPELL_DEF:
  5911. case SC_SHIELDSPELL_MDEF:
  5912. case SC_SHIELDSPELL_REF:
  5913. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  5914. if( type != SC_SHIELDSPELL_DEF )
  5915. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  5916. if( type != SC_SHIELDSPELL_MDEF )
  5917. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  5918. if( type != SC_SHIELDSPELL_REF )
  5919. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  5920. break;
  5921. case SC_GT_ENERGYGAIN:
  5922. case SC_GT_CHANGE:
  5923. case SC_GT_REVITALIZE:
  5924. if( type != SC_GT_REVITALIZE )
  5925. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  5926. if( type != SC_GT_ENERGYGAIN )
  5927. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  5928. if( type != SC_GT_CHANGE )
  5929. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  5930. break;
  5931. }
  5932. //Check for overlapping fails
  5933. if( (sce = sc->data[type]) ) {
  5934. switch( type ) {
  5935. case SC_MERC_FLEEUP:
  5936. case SC_MERC_ATKUP:
  5937. case SC_MERC_HPUP:
  5938. case SC_MERC_SPUP:
  5939. case SC_MERC_HITUP:
  5940. if( sce->val1 > val1 )
  5941. val1 = sce->val1;
  5942. break;
  5943. case SC_ADRENALINE:
  5944. case SC_ADRENALINE2:
  5945. case SC_WEAPONPERFECTION:
  5946. case SC_OVERTHRUST:
  5947. if (sce->val2 > val2)
  5948. return 0;
  5949. break;
  5950. case SC_S_LIFEPOTION:
  5951. case SC_L_LIFEPOTION:
  5952. case SC_BOSSMAPINFO:
  5953. case SC_STUN:
  5954. case SC_SLEEP:
  5955. case SC_POISON:
  5956. case SC_CURSE:
  5957. case SC_SILENCE:
  5958. case SC_CONFUSION:
  5959. case SC_BLIND:
  5960. case SC_BLEEDING:
  5961. case SC_DPOISON:
  5962. case SC_CLOSECONFINE2: //Can't be re-closed in.
  5963. case SC_MARIONETTE:
  5964. case SC_MARIONETTE2:
  5965. case SC_NOCHAT:
  5966. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  5967. case SC__INVISIBILITY:
  5968. case SC__ENERVATION:
  5969. case SC__GROOMY:
  5970. case SC__IGNORANCE:
  5971. case SC__LAZINESS:
  5972. case SC__WEAKNESS:
  5973. case SC__UNLUCKY:
  5974. return 0;
  5975. case SC_COMBO:
  5976. case SC_DANCING:
  5977. case SC_DEVOTION:
  5978. case SC_ASPDPOTION0:
  5979. case SC_ASPDPOTION1:
  5980. case SC_ASPDPOTION2:
  5981. case SC_ASPDPOTION3:
  5982. case SC_ATKPOTION:
  5983. case SC_MATKPOTION:
  5984. case SC_ENCHANTARMS:
  5985. case SC_ARMOR_ELEMENT:
  5986. case SC_ARMOR_RESIST:
  5987. break;
  5988. case SC_GOSPEL:
  5989. //Must not override a casting gospel char.
  5990. if(sce->val4 == BCT_SELF)
  5991. return 0;
  5992. if(sce->val1 > val1)
  5993. return 1;
  5994. break;
  5995. case SC_ENDURE:
  5996. if(sce->val4 && !val4)
  5997. return 1; //Don't let you override infinite endure.
  5998. if(sce->val1 > val1)
  5999. return 1;
  6000. break;
  6001. case SC_KAAHI:
  6002. //Kaahi overwrites previous level regardless of existing level.
  6003. //Delete timer if it exists.
  6004. if (sce->val4 != INVALID_TIMER) {
  6005. delete_timer(sce->val4,kaahi_heal_timer);
  6006. sce->val4 = INVALID_TIMER;
  6007. }
  6008. break;
  6009. case SC_JAILED:
  6010. //When a player is already jailed, do not edit the jail data.
  6011. val2 = sce->val2;
  6012. val3 = sce->val3;
  6013. val4 = sce->val4;
  6014. break;
  6015. case SC_LERADSDEW:
  6016. if( sc && sc->data[SC_BERSERK] )
  6017. return 0;
  6018. case SC_SHAPESHIFT:
  6019. case SC_PROPERTYWALK:
  6020. break;
  6021. case SC_LEADERSHIP:
  6022. case SC_GLORYWOUNDS:
  6023. case SC_SOULCOLD:
  6024. case SC_HAWKEYES:
  6025. if( sce->val4 && !val4 )//you cannot override master guild aura
  6026. return 0;
  6027. break;
  6028. case SC_JOINTBEAT:
  6029. val2 |= sce->val2; // stackable ailments
  6030. default:
  6031. if(sce->val1 > val1)
  6032. return 1; //Return true to not mess up skill animations. [Skotlex]
  6033. }
  6034. }
  6035. vd = status_get_viewdata(bl);
  6036. calc_flag = StatusChangeFlagTable[type];
  6037. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  6038. switch(type)
  6039. {
  6040. case SC_DECREASEAGI:
  6041. case SC_INCREASEAGI:
  6042. val2 = 2 + val1; //Agi change
  6043. break;
  6044. case SC_ENDURE:
  6045. val2 = 7; // Hit-count [Celest]
  6046. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
  6047. {
  6048. struct map_session_data *tsd;
  6049. if( sd )
  6050. {
  6051. int i;
  6052. for( i = 0; i < 5; i++ )
  6053. {
  6054. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6055. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  6056. }
  6057. }
  6058. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6059. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  6060. }
  6061. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  6062. if( val4 )
  6063. tick = -1;
  6064. break;
  6065. case SC_AUTOBERSERK:
  6066. if (status->hp < status->max_hp>>2 &&
  6067. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  6068. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  6069. tick = -1;
  6070. break;
  6071. case SC_SIGNUMCRUCIS:
  6072. val2 = 10 + 4*val1; //Def reduction
  6073. tick = -1;
  6074. clif_emotion(bl,E_SWT);
  6075. break;
  6076. case SC_MAXIMIZEPOWER:
  6077. tick_time = val2 = tick>0?tick:60000;
  6078. tick = -1; // duration sent to the client should be infinite
  6079. break;
  6080. case SC_EDP: // [Celest]
  6081. val2 = val1 + 2; //Chance to Poison enemies.
  6082. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  6083. if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
  6084. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  6085. break;
  6086. case SC_POISONREACT:
  6087. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  6088. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  6089. break;
  6090. case SC_MAGICROD:
  6091. val2 = val1*20; //SP gained
  6092. break;
  6093. case SC_KYRIE:
  6094. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  6095. val3 = (val1 / 2 + 5); //Hits
  6096. break;
  6097. case SC_MAGICPOWER:
  6098. //val1: Skill lv
  6099. val2 = 1; //Lasts 1 invocation
  6100. val3 = 5*val1; //Matk% increase
  6101. val4 = 0; // 0 = ready to be used, 1 = activated and running
  6102. break;
  6103. case SC_SACRIFICE:
  6104. val2 = 5; //Lasts 5 hits
  6105. tick = -1;
  6106. break;
  6107. case SC_ENCPOISON:
  6108. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  6109. case SC_ASPERSIO:
  6110. case SC_FIREWEAPON:
  6111. case SC_WATERWEAPON:
  6112. case SC_WINDWEAPON:
  6113. case SC_EARTHWEAPON:
  6114. case SC_SHADOWWEAPON:
  6115. case SC_GHOSTWEAPON:
  6116. skill_enchant_elemental_end(bl,type);
  6117. break;
  6118. case SC_ELEMENTALCHANGE:
  6119. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  6120. // val2 : Element (When no element, random one is picked)
  6121. // val3 : 0 = called by skill 1 = called by script (fixed level)
  6122. if( !val2 ) val2 = rnd()%ELE_MAX;
  6123. if( val1 == 1 && val3 == 0 )
  6124. val1 = 1 + rnd()%4;
  6125. else if( val1 > 4 )
  6126. val1 = 4; // Max Level
  6127. val3 = 0; // Not need to keep this info.
  6128. break;
  6129. case SC_PROVIDENCE:
  6130. val2=val1*5; //Race/Ele resist
  6131. break;
  6132. case SC_REFLECTSHIELD:
  6133. val2=10+val1*3; // %Dmg reflected
  6134. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
  6135. {
  6136. struct map_session_data *tsd;
  6137. if( sd )
  6138. {
  6139. int i;
  6140. for( i = 0; i < 5; i++ )
  6141. {
  6142. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6143. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6144. }
  6145. }
  6146. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6147. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6148. }
  6149. break;
  6150. case SC_STRIPWEAPON:
  6151. if (!sd) //Watk reduction
  6152. val2 = 25;
  6153. break;
  6154. case SC_STRIPSHIELD:
  6155. if (!sd) //Def reduction
  6156. val2 = 15;
  6157. break;
  6158. case SC_STRIPARMOR:
  6159. if (!sd) //Vit reduction
  6160. val2 = 40;
  6161. break;
  6162. case SC_STRIPHELM:
  6163. if (!sd) //Int reduction
  6164. val2 = 40;
  6165. break;
  6166. case SC_AUTOSPELL:
  6167. //Val1 Skill LV of Autospell
  6168. //Val2 Skill ID to cast
  6169. //Val3 Max Lv to cast
  6170. val4 = 5 + val1*2; //Chance of casting
  6171. break;
  6172. case SC_VOLCANO:
  6173. val2 = val1*10; //Watk increase
  6174. #ifndef RENEWAL
  6175. if (status->def_ele != ELE_FIRE)
  6176. val2 = 0;
  6177. #endif
  6178. break;
  6179. case SC_VIOLENTGALE:
  6180. val2 = val1*3; //Flee increase
  6181. #ifndef RENEWAL
  6182. if (status->def_ele != ELE_WIND)
  6183. val2 = 0;
  6184. #endif
  6185. break;
  6186. case SC_DELUGE:
  6187. val2 = deluge_eff[val1-1]; //HP increase
  6188. #ifndef RENEWAL
  6189. if(status->def_ele != ELE_WATER)
  6190. val2 = 0;
  6191. #endif
  6192. break;
  6193. case SC_SUITON:
  6194. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  6195. //No penalties.
  6196. val2 = 0; //Agi penalty
  6197. val3 = 0; //Walk speed penalty
  6198. break;
  6199. }
  6200. val3 = 50;
  6201. val2 = 3*((val1+1)/3);
  6202. if (val1 > 4) val2--;
  6203. break;
  6204. case SC_ONEHAND:
  6205. case SC_TWOHANDQUICKEN:
  6206. val2 = 300;
  6207. if (val1 > 10) //For boss casted skills [Skotlex]
  6208. val2 += 20*(val1-10);
  6209. break;
  6210. case SC_MERC_QUICKEN:
  6211. val2 = 300;
  6212. break;
  6213. #ifndef RENEWAL
  6214. case SC_SPEARQUICKEN:
  6215. val2 = 200+10*val1;
  6216. break;
  6217. #endif
  6218. case SC_DANCING:
  6219. //val1 : Skill ID + LV
  6220. //val2 : Skill Group of the Dance.
  6221. //val3 : Brings the skilllv (merged into val1 here)
  6222. //val4 : Partner
  6223. if (val1 == CG_MOONLIT)
  6224. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  6225. val1|= (val3<<16);
  6226. val3 = tick/1000; //Tick duration
  6227. tick_time = 1000; // [GodLesZ] tick time
  6228. break;
  6229. case SC_LONGING:
  6230. val2 = 500-100*val1; //Aspd penalty.
  6231. break;
  6232. case SC_EXPLOSIONSPIRITS:
  6233. val2 = 75 + 25*val1; //Cri bonus
  6234. break;
  6235. #ifndef RENEWAL
  6236. case SC_ASPDPOTION0:
  6237. case SC_ASPDPOTION1:
  6238. case SC_ASPDPOTION2:
  6239. #endif
  6240. case SC_ASPDPOTION3:
  6241. val2 = 50*(2+type-SC_ASPDPOTION0);
  6242. break;
  6243. case SC_WEDDING:
  6244. case SC_XMAS:
  6245. case SC_SUMMER:
  6246. if (!vd) return 0;
  6247. //Store previous values as they could be removed.
  6248. val1 = vd->class_;
  6249. val2 = vd->weapon;
  6250. val3 = vd->shield;
  6251. val4 = vd->cloth_color;
  6252. unit_stop_attack(bl);
  6253. clif_changelook(bl,LOOK_WEAPON,0);
  6254. clif_changelook(bl,LOOK_SHIELD,0);
  6255. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  6256. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  6257. break;
  6258. case SC_NOCHAT:
  6259. // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
  6260. tick = 60000;
  6261. val1 = battle_config.manner_system; //Mute filters.
  6262. if (sd)
  6263. {
  6264. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  6265. clif_updatestatus(sd,SP_MANNER);
  6266. }
  6267. break;
  6268. case SC_STONE:
  6269. val3 = tick/1000; //Petrified HP-damage iterations.
  6270. if(val3 < 1) val3 = 1;
  6271. tick = val4; //Petrifying time.
  6272. if (tick < 1000)
  6273. tick = 1000; //Min time
  6274. calc_flag = 0; //Actual status changes take effect on petrified state.
  6275. break;
  6276. case SC_DPOISON:
  6277. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  6278. if (status->hp > status->max_hp>>2) {
  6279. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  6280. if (status->hp - diff < status->max_hp>>2)
  6281. diff = status->hp - (status->max_hp>>2);
  6282. if( val2 && bl->type == BL_MOB ) {
  6283. struct block_list* src = map_id2bl(val2);
  6284. if( src )
  6285. mob_log_damage((TBL_MOB*)bl,src,diff);
  6286. }
  6287. status_zap(bl, diff, 0);
  6288. }
  6289. // fall through
  6290. case SC_POISON: /* 毒 */
  6291. val3 = tick/1000; //Damage iterations
  6292. if(val3 < 1) val3 = 1;
  6293. tick_time = 1000; // [GodLesZ] tick time
  6294. //val4: HP damage
  6295. if (bl->type == BL_PC)
  6296. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  6297. else
  6298. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  6299. break;
  6300. case SC_CONFUSION:
  6301. clif_emotion(bl,E_WHAT);
  6302. break;
  6303. case SC_BLEEDING:
  6304. val4 = tick/10000;
  6305. if (!val4) val4 = 1;
  6306. tick_time = 10000; // [GodLesZ] tick time
  6307. break;
  6308. case SC_S_LIFEPOTION:
  6309. case SC_L_LIFEPOTION:
  6310. if( val1 == 0 ) return 0;
  6311. // val1 = heal percent/amout
  6312. // val2 = seconds between heals
  6313. // val4 = total of heals
  6314. if( val2 < 1 ) val2 = 1;
  6315. if( (val4 = tick/(val2 * 1000)) < 1 )
  6316. val4 = 1;
  6317. tick_time = val2 * 1000; // [GodLesZ] tick time
  6318. break;
  6319. case SC_BOSSMAPINFO:
  6320. if( sd != NULL )
  6321. {
  6322. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  6323. if( boss_md == NULL || boss_md->bl.prev == NULL )
  6324. { // No MVP on this map - MVP is dead
  6325. clif_bossmapinfo(sd->fd, boss_md, 1);
  6326. return 0; // No need to start SC
  6327. }
  6328. val1 = boss_md->bl.id;
  6329. if( (val4 = tick/1000) < 1 )
  6330. val4 = 1;
  6331. tick_time = 1000; // [GodLesZ] tick time
  6332. }
  6333. break;
  6334. case SC_HIDING:
  6335. val2 = tick/1000;
  6336. tick_time = 1000; // [GodLesZ] tick time
  6337. val3 = 0; // unused, previously speed adjustment
  6338. val4 = val1+3; //Seconds before SP substraction happen.
  6339. break;
  6340. case SC_CHASEWALK:
  6341. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  6342. val3 = 35 - 5 * val1; //Speed adjustment.
  6343. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  6344. val3 -= 40;
  6345. val4 = 10+val1*2; //SP cost.
  6346. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  6347. break;
  6348. case SC_CLOAKING:
  6349. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  6350. val1 = 10;
  6351. tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
  6352. tick = -1; // duration sent to the client should be infinite
  6353. val3 = 0; // unused, previously walk speed adjustment
  6354. //val4&1 signals the presence of a wall.
  6355. //val4&2 makes cloak not end on normal attacks [Skotlex]
  6356. //val4&4 makes cloak not end on using skills
  6357. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
  6358. val4 |= battle_config.pc_cloak_check_type&7;
  6359. else
  6360. val4 |= battle_config.monster_cloak_check_type&7;
  6361. break;
  6362. case SC_SIGHT: /* サイト/ルアフ */
  6363. case SC_RUWACH:
  6364. case SC_SIGHTBLASTER:
  6365. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  6366. val2 = tick/250;
  6367. tick_time = 10; // [GodLesZ] tick time
  6368. break;
  6369. //Permanent effects.
  6370. case SC_AETERNA:
  6371. case SC_MODECHANGE:
  6372. case SC_WEIGHT50:
  6373. case SC_WEIGHT90:
  6374. case SC_BROKENWEAPON:
  6375. case SC_BROKENARMOR:
  6376. case SC_READYSTORM:
  6377. case SC_READYDOWN:
  6378. case SC_READYCOUNTER:
  6379. case SC_READYTURN:
  6380. case SC_DODGE:
  6381. case SC_PUSH_CART:
  6382. tick = -1;
  6383. break;
  6384. case SC_AUTOGUARD:
  6385. if( !(flag&1) )
  6386. {
  6387. struct map_session_data *tsd;
  6388. int i,t;
  6389. for( i = val2 = 0; i < val1; i++)
  6390. {
  6391. t = 5-(i>>1);
  6392. val2 += (t < 0)? 1:t;
  6393. }
  6394. if( bl->type&(BL_PC|BL_MER) )
  6395. {
  6396. if( sd )
  6397. {
  6398. for( i = 0; i < 5; i++ )
  6399. {
  6400. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6401. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6402. }
  6403. }
  6404. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6405. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6406. }
  6407. }
  6408. break;
  6409. case SC_DEFENDER:
  6410. if (!(flag&1))
  6411. {
  6412. val2 = 5 + 15*val1; //Damage reduction
  6413. val3 = 0; // unused, previously speed adjustment
  6414. val4 = 250 - 50*val1; //Aspd adjustment
  6415. if (sd)
  6416. {
  6417. struct map_session_data *tsd;
  6418. int i;
  6419. for (i = 0; i < 5; i++)
  6420. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  6421. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  6422. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  6423. }
  6424. }
  6425. }
  6426. break;
  6427. case SC_TENSIONRELAX:
  6428. if (sd) {
  6429. pc_setsit(sd);
  6430. clif_sitting(&sd->bl);
  6431. }
  6432. val2 = 12; //SP cost
  6433. val4 = 10000; //Decrease at 10secs intervals.
  6434. val3 = tick/val4;
  6435. tick = -1; // duration sent to the client should be infinite
  6436. tick_time = val4; // [GodLesZ] tick time
  6437. break;
  6438. case SC_PARRYING:
  6439. val2 = 20 + val1*3; //Block Chance
  6440. break;
  6441. case SC_WINDWALK:
  6442. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  6443. break;
  6444. case SC_JOINTBEAT:
  6445. if( val2&BREAK_NECK )
  6446. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
  6447. break;
  6448. case SC_BERSERK:
  6449. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  6450. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  6451. //HP healing is performing after the calc_status call.
  6452. //Val2 holds HP penalty
  6453. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  6454. if (!val4) val4 = 10000; //Val4 holds damage interval
  6455. val3 = tick/val4; //val3 holds skill duration
  6456. tick_time = val4; // [GodLesZ] tick time
  6457. break;
  6458. case SC_GOSPEL:
  6459. if(val4 == BCT_SELF) { // self effect
  6460. val2 = tick/10000;
  6461. tick_time = 10000; // [GodLesZ] tick time
  6462. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  6463. }
  6464. break;
  6465. case SC_MARIONETTE:
  6466. {
  6467. int stat;
  6468. val3 = 0;
  6469. val4 = 0;
  6470. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  6471. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  6472. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  6473. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  6474. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  6475. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  6476. break;
  6477. }
  6478. case SC_MARIONETTE2:
  6479. {
  6480. int stat,max_stat;
  6481. // fetch caster information
  6482. struct block_list *pbl = map_id2bl(val1);
  6483. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  6484. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  6485. // fetch target's stats
  6486. struct status_data* status = status_get_status_data(bl); // battle status
  6487. if (!psce)
  6488. return 0;
  6489. val3 = 0;
  6490. val4 = 0;
  6491. max_stat = battle_config.max_parameter; //Cap to 99 (default)
  6492. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  6493. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  6494. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  6495. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  6496. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  6497. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  6498. break;
  6499. }
  6500. case SC_REJECTSWORD:
  6501. val2 = 15*val1; //Reflect chance
  6502. val3 = 3; //Reflections
  6503. tick = -1;
  6504. break;
  6505. case SC_MEMORIZE:
  6506. val2 = 5; //Memorized casts.
  6507. tick = -1;
  6508. break;
  6509. case SC_GRAVITATION:
  6510. val2 = 50*val1; //aspd reduction
  6511. break;
  6512. case SC_REGENERATION:
  6513. if (val1 == 1)
  6514. val2 = 2;
  6515. else
  6516. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  6517. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  6518. //if val4 comes set, this blocks regen rather than increase it.
  6519. break;
  6520. case SC_DEVOTION:
  6521. {
  6522. struct block_list *d_bl;
  6523. struct status_change *d_sc;
  6524. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
  6525. { // Inherits Status From Source
  6526. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  6527. enum sc_type type2;
  6528. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  6529. while( i >= 0 )
  6530. {
  6531. type2 = types[i];
  6532. if( d_sc->data[type2] )
  6533. sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  6534. i--;
  6535. }
  6536. }
  6537. break;
  6538. }
  6539. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  6540. if( val3 && bl->type == BL_MOB ) {
  6541. struct block_list* src = map_id2bl(val3);
  6542. if( src )
  6543. mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
  6544. }
  6545. status_zap(bl, status->hp-1, val2?0:status->sp);
  6546. return 1;
  6547. break;
  6548. case SC_CLOSECONFINE2:
  6549. {
  6550. struct block_list *src = val2?map_id2bl(val2):NULL;
  6551. struct status_change *sc2 = src?status_get_sc(src):NULL;
  6552. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  6553. if (src && sc2) {
  6554. if (!sce2) //Start lock on caster.
  6555. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  6556. else { //Increase count of locked enemies and refresh time.
  6557. (sce2->val2)++;
  6558. delete_timer(sce2->timer, status_change_timer);
  6559. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  6560. }
  6561. } else //Status failed.
  6562. return 0;
  6563. }
  6564. break;
  6565. case SC_KAITE:
  6566. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  6567. break;
  6568. case SC_KAUPE:
  6569. switch (val1) {
  6570. case 3: //33*3 + 1 -> 100%
  6571. val2++;
  6572. case 1:
  6573. case 2: //33, 66%
  6574. val2 += 33*val1;
  6575. val3 = 1; //Dodge 1 attack total.
  6576. break;
  6577. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  6578. val2 = 100;
  6579. val3 = val1-2;
  6580. break;
  6581. }
  6582. break;
  6583. case SC_COMBO: {
  6584. //val1: Skill ID
  6585. //val2: When given, target (for autotargetting skills)
  6586. //val3: When set, this combo time should NOT delay attack/movement
  6587. //val3: TK: Last used kick
  6588. //val4: TK: Combo time
  6589. struct unit_data *ud = unit_bl2ud(bl);
  6590. if (ud && !val3) {
  6591. tick += 300 * battle_config.combo_delay_rate/100;
  6592. if(val1 == SR_FALLENEMPIRE)//TODO: better option for this bonus. [malufett]
  6593. tick += 1000;
  6594. ud->attackabletime = gettick()+tick;
  6595. unit_set_walkdelay(bl, gettick(), tick, 1);
  6596. }
  6597. val3 = 0;
  6598. val4 = tick;
  6599. }
  6600. break;
  6601. case SC_EARTHSCROLL:
  6602. val2 = 11-val1; //Chance to consume: 11-skilllv%
  6603. break;
  6604. case SC_RUN:
  6605. val4 = gettick(); //Store time at which you started running.
  6606. tick = -1;
  6607. break;
  6608. case SC_KAAHI:
  6609. val2 = 200*val1; //HP heal
  6610. val3 = 5*val1; //SP cost
  6611. val4 = INVALID_TIMER; //Kaahi Timer.
  6612. break;
  6613. case SC_BLESSING:
  6614. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  6615. val2 = val1;
  6616. else
  6617. val2 = 0; //0 -> Half stat.
  6618. break;
  6619. case SC_TRICKDEAD:
  6620. if (vd) vd->dead_sit = 1;
  6621. tick = -1;
  6622. break;
  6623. case SC_CONCENTRATE:
  6624. val2 = 2 + val1;
  6625. if (sd) { //Store the card-bonus data that should not count in the %
  6626. val3 = sd->param_bonus[1]; //Agi
  6627. val4 = sd->param_bonus[4]; //Dex
  6628. } else {
  6629. val3 = val4 = 0;
  6630. }
  6631. break;
  6632. case SC_MAXOVERTHRUST:
  6633. val2 = 20*val1; //Power increase
  6634. break;
  6635. case SC_OVERTHRUST:
  6636. //val2 holds if it was casted on self, or is bonus received from others
  6637. val3 = 5*val1; //Power increase
  6638. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  6639. tick += tick / 10;
  6640. break;
  6641. case SC_ADRENALINE2:
  6642. case SC_ADRENALINE:
  6643. val3 = (val2) ? 300 : 200; // aspd increase
  6644. case SC_WEAPONPERFECTION:
  6645. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  6646. tick += tick / 10;
  6647. break;
  6648. case SC_CONCENTRATION:
  6649. val2 = 5*val1; //Batk/Watk Increase
  6650. val3 = 10*val1; //Hit Increase
  6651. val4 = 5*val1; //Def reduction
  6652. break;
  6653. case SC_ANGELUS:
  6654. val2 = 5*val1; //def increase
  6655. break;
  6656. case SC_IMPOSITIO:
  6657. val2 = 5*val1; //watk increase
  6658. break;
  6659. case SC_MELTDOWN:
  6660. val2 = 100*val1; //Chance to break weapon
  6661. val3 = 70*val1; //Change to break armor
  6662. break;
  6663. case SC_TRUESIGHT:
  6664. val2 = 10*val1; //Critical increase
  6665. val3 = 3*val1; //Hit increase
  6666. break;
  6667. case SC_SUN_COMFORT:
  6668. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  6669. break;
  6670. case SC_MOON_COMFORT:
  6671. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  6672. break;
  6673. case SC_STAR_COMFORT:
  6674. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  6675. break;
  6676. case SC_QUAGMIRE:
  6677. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  6678. break;
  6679. // gs_something1 [Vicious]
  6680. case SC_GATLINGFEVER:
  6681. val2 = 20*val1; //Aspd increase
  6682. val3 = 20+10*val1; //Batk increase
  6683. val4 = 5*val1; //Flee decrease
  6684. break;
  6685. case SC_FLING:
  6686. if (bl->type == BL_PC)
  6687. val2 = 0; //No armor reduction to players.
  6688. else
  6689. val2 = 5*val1; //Def reduction
  6690. val3 = 5*val1; //Def2 reduction
  6691. break;
  6692. case SC_PROVOKE:
  6693. //val2 signals autoprovoke.
  6694. val3 = 2+3*val1; //Atk increase
  6695. val4 = 5+5*val1; //Def reduction.
  6696. break;
  6697. case SC_AVOID:
  6698. //val2 = 10*val1; //Speed change rate.
  6699. break;
  6700. case SC_DEFENCE:
  6701. val2 = 2*val1; //Def bonus
  6702. break;
  6703. case SC_BLOODLUST:
  6704. val2 = 20+10*val1; //Atk rate change.
  6705. val3 = 3*val1; //Leech chance
  6706. val4 = 20; //Leech percent
  6707. break;
  6708. case SC_FLEET:
  6709. val2 = 30*val1; //Aspd change
  6710. val3 = 5+5*val1; //bAtk/wAtk rate change
  6711. break;
  6712. case SC_MINDBREAKER:
  6713. val2 = 20*val1; //matk increase.
  6714. val3 = 12*val1; //mdef2 reduction.
  6715. break;
  6716. case SC_SKA:
  6717. val2 = tick/1000;
  6718. val3 = rnd()%100; //Def changes randomly every second...
  6719. tick_time = 1000; // [GodLesZ] tick time
  6720. break;
  6721. case SC_JAILED:
  6722. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  6723. tick = val1>0?1000:250;
  6724. if (sd)
  6725. {
  6726. if (sd->mapindex != val2)
  6727. {
  6728. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  6729. map = sd->mapindex; //Current Map
  6730. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  6731. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  6732. //2. Set restore point (val3 -> return map, val4 return coords
  6733. val3 = map;
  6734. val4 = pos;
  6735. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  6736. val3 = sd->status.save_point.map;
  6737. val4 = (sd->status.save_point.x&0xFFFF)
  6738. |(sd->status.save_point.y<<16);
  6739. }
  6740. }
  6741. break;
  6742. case SC_UTSUSEMI:
  6743. val2=(val1+1)/2; // number of hits blocked
  6744. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  6745. break;
  6746. case SC_BUNSINJYUTSU:
  6747. val2=(val1+1)/2; // number of hits blocked
  6748. break;
  6749. case SC_CHANGE:
  6750. val2= 30*val1; //Vit increase
  6751. val3= 20*val1; //Int increase
  6752. break;
  6753. case SC_SWOO:
  6754. if(status->mode&MD_BOSS)
  6755. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  6756. break;
  6757. case SC_SPIDERWEB:
  6758. if( bl->type == BL_PC )
  6759. tick /= 2;
  6760. break;
  6761. case SC_ARMOR:
  6762. //NPC_DEFENDER:
  6763. val2 = 80; //Damage reduction
  6764. //Attack requirements to be blocked:
  6765. val3 = BF_LONG; //Range
  6766. val4 = BF_WEAPON|BF_MISC; //Type
  6767. break;
  6768. case SC_ENCHANTARMS:
  6769. //end previous enchants
  6770. skill_enchant_elemental_end(bl,type);
  6771. //Make sure the received element is valid.
  6772. if (val2 >= ELE_MAX)
  6773. val2 = val2%ELE_MAX;
  6774. else if (val2 < 0)
  6775. val2 = rnd()%ELE_MAX;
  6776. break;
  6777. case SC_CRITICALWOUND:
  6778. val2 = 20*val1; //Heal effectiveness decrease
  6779. break;
  6780. case SC_MAGICMIRROR:
  6781. case SC_SLOWCAST:
  6782. val2 = 20*val1; //Magic reflection/cast rate
  6783. break;
  6784. case SC_ARMORCHANGE:
  6785. if (val2 == NPC_ANTIMAGIC)
  6786. { //Boost mdef
  6787. val2 =-20;
  6788. val3 = 20;
  6789. } else { //Boost def
  6790. val2 = 20;
  6791. val3 =-20;
  6792. }
  6793. val2*=val1; //20% per level
  6794. val3*=val1;
  6795. break;
  6796. case SC_EXPBOOST:
  6797. case SC_JEXPBOOST:
  6798. if (val1 < 0)
  6799. val1 = 0;
  6800. break;
  6801. case SC_INCFLEE2:
  6802. case SC_INCCRI:
  6803. val2 = val1*10; //Actual boost (since 100% = 1000)
  6804. break;
  6805. case SC_SUFFRAGIUM:
  6806. val2 = 15 * val1; //Speed cast decrease
  6807. break;
  6808. case SC_INCHEALRATE:
  6809. if (val1 < 1)
  6810. val1 = 1;
  6811. break;
  6812. case SC_HALLUCINATION:
  6813. val2 = 5+val1; //Factor by which displayed damage is increased by
  6814. break;
  6815. case SC_DOUBLECAST:
  6816. val2 = 30+10*val1; //Trigger rate
  6817. break;
  6818. case SC_KAIZEL:
  6819. val2 = 10*val1; //% of life to be revived with
  6820. break;
  6821. // case SC_ARMOR_ELEMENT:
  6822. // case SC_ARMOR_RESIST:
  6823. // Mod your resistance against elements:
  6824. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  6825. // break;
  6826. //case ????:
  6827. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  6828. //associated, and yet are not wrong/unknown. [Skotlex]
  6829. //break;
  6830. case SC_MERC_FLEEUP:
  6831. case SC_MERC_ATKUP:
  6832. case SC_MERC_HITUP:
  6833. val2 = 15 * val1;
  6834. break;
  6835. case SC_MERC_HPUP:
  6836. case SC_MERC_SPUP:
  6837. val2 = 5 * val1;
  6838. break;
  6839. case SC_REBIRTH:
  6840. val2 = 20*val1; //% of life to be revived with
  6841. break;
  6842. case SC_MANU_DEF:
  6843. case SC_MANU_ATK:
  6844. case SC_MANU_MATK:
  6845. val2 = 1; // Manuk group
  6846. break;
  6847. case SC_SPL_DEF:
  6848. case SC_SPL_ATK:
  6849. case SC_SPL_MATK:
  6850. val2 = 2; // Splendide group
  6851. break;
  6852. /**
  6853. * General
  6854. **/
  6855. case SC_FEAR:
  6856. val2 = 2;
  6857. val4 = tick / 1000;
  6858. tick_time = 1000; // [GodLesZ] tick time
  6859. break;
  6860. case SC_BURNING:
  6861. val4 = tick / 2000; // Total Ticks to Burn!!
  6862. tick_time = 2000; // [GodLesZ] tick time
  6863. break;
  6864. /**
  6865. * Rune Knight
  6866. **/
  6867. case SC_DEATHBOUND:
  6868. val2 = 500 + 100 * val1;
  6869. break;
  6870. case SC_FIGHTINGSPIRIT:
  6871. val_flag |= 1|2;
  6872. break;
  6873. case SC_ABUNDANCE:
  6874. val4 = tick / 10000;
  6875. tick_time = 10000; // [GodLesZ] tick time
  6876. break;
  6877. case SC_GIANTGROWTH:
  6878. val2 = 10; // Triple damage success rate.
  6879. break;
  6880. /**
  6881. * Arch Bishop
  6882. **/
  6883. case SC_RENOVATIO:
  6884. val4 = tick / 5000;
  6885. tick_time = 5000;
  6886. break;
  6887. case SC_SECRAMENT:
  6888. val2 = 10 * val1;
  6889. break;
  6890. case SC_VENOMIMPRESS:
  6891. val2 = 10 * val1;
  6892. val_flag |= 1|2;
  6893. break;
  6894. case SC_POISONINGWEAPON:
  6895. val_flag |= 1|2|4;
  6896. break;
  6897. case SC_WEAPONBLOCKING:
  6898. val2 = 10 + 2 * val1; // Chance
  6899. val4 = tick / 3000;
  6900. tick_time = 3000; // [GodLesZ] tick time
  6901. val_flag |= 1|2;
  6902. break;
  6903. case SC_TOXIN:
  6904. val4 = tick / 10000;
  6905. tick_time = 10000; // [GodLesZ] tick time
  6906. break;
  6907. case SC_MAGICMUSHROOM:
  6908. val4 = tick / 4000;
  6909. tick_time = 4000; // [GodLesZ] tick time
  6910. break;
  6911. case SC_PYREXIA:
  6912. val4 = tick / 3000;
  6913. tick_time = 4000; // [GodLesZ] tick time
  6914. break;
  6915. case SC_LEECHESEND:
  6916. val4 = tick / 1000;
  6917. tick_time = 1000; // [GodLesZ] tick time
  6918. break;
  6919. case SC_OBLIVIONCURSE:
  6920. val4 = tick / 3000;
  6921. tick_time = 3000; // [GodLesZ] tick time
  6922. break;
  6923. case SC_ROLLINGCUTTER:
  6924. val_flag |= 1;
  6925. break;
  6926. case SC_CLOAKINGEXCEED:
  6927. val2 = ( val1 + 1 ) / 2; // Hits
  6928. val3 = 90 + val1 * 10; // Walk speed
  6929. val_flag |= 1|2|4;
  6930. if (bl->type == BL_PC)
  6931. val4 |= battle_config.pc_cloak_check_type&7;
  6932. else
  6933. val4 |= battle_config.monster_cloak_check_type&7;
  6934. tick_time = 1000; // [GodLesZ] tick time
  6935. break;
  6936. case SC_HALLUCINATIONWALK:
  6937. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  6938. val3 = 10 * val1; // Evasion rate of magical attacks.
  6939. val_flag |= 1|2|4;
  6940. break;
  6941. case SC_WHITEIMPRISON:
  6942. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  6943. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  6944. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6945. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6946. break;
  6947. case SC_FREEZING:
  6948. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  6949. break;
  6950. case SC_READING_SB:
  6951. // val2 = sp reduction per second
  6952. tick_time = 1000; // [GodLesZ] tick time
  6953. break;
  6954. case SC_SPHERE_1:
  6955. case SC_SPHERE_2:
  6956. case SC_SPHERE_3:
  6957. case SC_SPHERE_4:
  6958. case SC_SPHERE_5:
  6959. if( !sd )
  6960. return 0; // Should only work on players.
  6961. val4 = tick / 1000;
  6962. if( val4 < 1 )
  6963. val4 = 1;
  6964. tick_time = 1000; // [GodLesZ] tick time
  6965. val_flag |= 1;
  6966. break;
  6967. case SC_SHAPESHIFT:
  6968. switch( val1 )
  6969. {
  6970. case 1: val2 = ELE_FIRE; break;
  6971. case 2: val2 = ELE_EARTH; break;
  6972. case 3: val2 = ELE_WIND; break;
  6973. case 4: val2 = ELE_WATER; break;
  6974. }
  6975. break;
  6976. case SC_ELECTRICSHOCKER:
  6977. case SC_CRYSTALIZE:
  6978. val4 = tick / 1000;
  6979. if( val4 < 1 )
  6980. val4 = 1;
  6981. tick_time = 1000; // [GodLesZ] tick time
  6982. break;
  6983. case SC_CAMOUFLAGE:
  6984. //val3 |= battle_config.pc_camouflage_check_type&7;
  6985. tick_time = 1000; // [GodLesZ] tick time
  6986. break;
  6987. case SC_WUGDASH:
  6988. val4 = gettick(); //Store time at which you started running.
  6989. tick = -1;
  6990. break;
  6991. case SC__SHADOWFORM: {
  6992. struct map_session_data * s_sd = map_id2sd(val2);
  6993. if( s_sd )
  6994. s_sd->shadowform_id = bl->id;
  6995. val4 = tick / 1000;
  6996. val_flag |= 1|2|4;
  6997. tick_time = 1000; // [GodLesZ] tick time
  6998. }
  6999. break;
  7000. case SC__STRIPACCESSORY:
  7001. if (!sd)
  7002. val2 = 20;
  7003. break;
  7004. case SC__INVISIBILITY:
  7005. val2 = 50 - 10 * val1; // ASPD
  7006. val3 = 20 * val1; // CRITICAL
  7007. val4 = tick / 1000;
  7008. tick_time = 1000; // [GodLesZ] tick time
  7009. val_flag |= 1|2;
  7010. break;
  7011. case SC__ENERVATION:
  7012. val2 = 20 + 10 * val1; // ATK Reduction
  7013. val_flag |= 1|2;
  7014. if( sd ) pc_delspiritball(sd,sd->spiritball,0);
  7015. break;
  7016. case SC__GROOMY:
  7017. val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
  7018. val3 = 20 * val1; //HIT
  7019. val_flag |= 1|2|4;
  7020. if( sd )
  7021. { // Removes Animals
  7022. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  7023. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  7024. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  7025. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  7026. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  7027. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  7028. if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1);
  7029. if( sd->md ) merc_delete(sd->md,3);
  7030. }
  7031. break;
  7032. case SC__LAZINESS:
  7033. val2 = 10 + 10 * val1; // Cast reduction
  7034. val3 = 10 * val1; // Flee Reduction
  7035. val_flag |= 1|2|4;
  7036. break;
  7037. case SC__UNLUCKY:
  7038. val2 = 10 * val1; // Crit and Flee2 Reduction
  7039. val_flag |= 1|2|4;
  7040. break;
  7041. case SC__WEAKNESS:
  7042. val2 = 10 * val1;
  7043. val_flag |= 1|2;
  7044. skill_strip_equip(bl,EQP_WEAPON|EQP_SHIELD,100,val1,tick);
  7045. break;
  7046. case SC__BLOODYLUST:
  7047. val_flag |= 1|2;
  7048. break;
  7049. case SC_GN_CARTBOOST:
  7050. if( val1 < 3 )
  7051. val2 = 50;
  7052. else if( val1 < 5 )
  7053. val2 = 75;
  7054. else
  7055. val2 = 100;
  7056. break;
  7057. case SC_PROPERTYWALK:
  7058. val_flag |= 1|2;
  7059. val3 = 0;
  7060. break;
  7061. case SC_WARMER:
  7062. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7063. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7064. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7065. break;
  7066. case SC_STRIKING:
  7067. val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  7068. val4 = tick / 1000;
  7069. tick_time = 1000; // [GodLesZ] tick time
  7070. break;
  7071. case SC_BLOODSUCKER:
  7072. val4 = tick / 1000;
  7073. tick_time = 1000; // [GodLesZ] tick time
  7074. break;
  7075. case SC_SWINGDANCE:
  7076. val2 = 4 * val1; // Walk speed and aspd reduction.
  7077. break;
  7078. case SC_SYMPHONYOFLOVER:
  7079. case SC_RUSHWINDMILL:
  7080. case SC_ECHOSONG:
  7081. val2 = 6 * val1;
  7082. val2 += val3; //Adding 1% * Lesson Bonus
  7083. val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
  7084. break;
  7085. case SC_MOONLITSERENADE:
  7086. val2 = 10 * val1;
  7087. break;
  7088. case SC_HARMONIZE:
  7089. val2 = 3 + 2 * val1;
  7090. break;
  7091. case SC_VOICEOFSIREN:
  7092. val4 = tick / 2000;
  7093. tick_time = 2000; // [GodLesZ] tick time
  7094. break;
  7095. case SC_DEEPSLEEP:
  7096. val4 = tick / 2000;
  7097. tick_time = 2000; // [GodLesZ] tick time
  7098. break;
  7099. case SC_SIRCLEOFNATURE:
  7100. val2 = 1 + val1; //SP consume
  7101. val3 = 40 * val1; //HP recovery
  7102. val4 = tick / 1000;
  7103. tick_time = 1000; // [GodLesZ] tick time
  7104. break;
  7105. case SC_SONGOFMANA:
  7106. val3 = 10 + (2 * val2);
  7107. val4 = tick/3000;
  7108. tick_time = 3000; // [GodLesZ] tick time
  7109. break;
  7110. case SC_SATURDAYNIGHTFEVER:
  7111. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  7112. if (!val4) val4 = 3000;
  7113. val3 = tick/val4;
  7114. tick_time = val4; // [GodLesZ] tick time
  7115. break;
  7116. case SC_GLOOMYDAY:
  7117. val2 = 20 + 5 * val1; // Flee reduction.
  7118. val3 = 15 + 5 * val1; // ASPD reduction.
  7119. if( rand()%100 < val1 ){ // (Skill Lv) %
  7120. val4 = 1; // reduce walk speed by half.
  7121. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  7122. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  7123. }
  7124. break;
  7125. case SC_GLOOMYDAY_SK:
  7126. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  7127. val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  7128. break;
  7129. case SC_SITDOWN_FORCE:
  7130. case SC_BANANA_BOMB_SITDOWN:
  7131. if( sd && !pc_issit(sd) )
  7132. {
  7133. pc_setsit(sd);
  7134. skill_sit(sd,1);
  7135. clif_sitting(bl);
  7136. }
  7137. break;
  7138. case SC_DANCEWITHWUG:
  7139. val3 = (5 * val1) + (1 * val2); //Still need official value.
  7140. break;
  7141. case SC_LERADSDEW:
  7142. val3 = (5 * val1) + (1 * val2);
  7143. break;
  7144. case SC_MELODYOFSINK:
  7145. val3 = (5 * val1) + (1 * val2);
  7146. break;
  7147. case SC_BEYONDOFWARCRY:
  7148. val3 = (5 * val1) + (1 * val2);
  7149. break;
  7150. case SC_UNLIMITEDHUMMINGVOICE:
  7151. {
  7152. struct unit_data *ud = unit_bl2ud(bl);
  7153. if( ud == NULL ) return 0;
  7154. ud->state.skillcastcancel = 0;
  7155. val3 = 15 - (2 * val2);
  7156. }
  7157. break;
  7158. case SC_REFLECTDAMAGE:
  7159. val2 = 15 + 5 * val1;
  7160. val3 = (val1==5)?20:(val1+4)*2; // SP consumption
  7161. val4 = tick/10000;
  7162. tick_time = 10000; // [GodLesZ] tick time
  7163. break;
  7164. case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
  7165. val2 = 20 + 12 * (val1 - 1); // Chance
  7166. val3 = 5 + (2 * val1); // Max rage counters
  7167. tick = -1; //endless duration in the client
  7168. tick_time = 6000; // [GodLesZ] tick time
  7169. val_flag |= 1|2|4;
  7170. break;
  7171. case SC_EXEEDBREAK:
  7172. val1 *= 150; // 150 * skill_lv
  7173. if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
  7174. val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100);
  7175. val1 += 15 * (sd ? sd->status.job_level:50) + 100;
  7176. }
  7177. else // Mobs
  7178. val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
  7179. break;
  7180. case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
  7181. val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
  7182. val1 *= 15; // Defence added
  7183. if( sd )
  7184. val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
  7185. val_flag |= 1|2;
  7186. break;
  7187. case SC_BANDING:
  7188. tick_time = 5000; // [GodLesZ] tick time
  7189. val_flag |= 1;
  7190. break;
  7191. case SC_SHIELDSPELL_DEF:
  7192. case SC_SHIELDSPELL_MDEF:
  7193. case SC_SHIELDSPELL_REF:
  7194. val_flag |= 1|2;
  7195. break;
  7196. case SC_MAGNETICFIELD:
  7197. val3 = tick / 1000;
  7198. tick_time = 1000; // [GodLesZ] tick time
  7199. break;
  7200. case SC_INSPIRATION:
  7201. if( sd )
  7202. {
  7203. val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
  7204. val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
  7205. }
  7206. val4 = tick / 1000;
  7207. tick_time = 1000; // [GodLesZ] tick time
  7208. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  7209. break;
  7210. case SC_SPELLFIST:
  7211. case SC_CURSEDCIRCLE_ATKER:
  7212. val_flag |= 1|2|4;
  7213. break;
  7214. case SC_CRESCENTELBOW:
  7215. val2 = 94 + val1;
  7216. val_flag |= 1|2;
  7217. break;
  7218. case SC_LIGHTNINGWALK:
  7219. val1 = 88 + 2 * val1;
  7220. val_flag |= 1;
  7221. break;
  7222. case SC_RAISINGDRAGON:
  7223. val3 = tick / 5000;
  7224. tick_time = 5000; // [GodLesZ] tick time
  7225. break;
  7226. case SC_GT_CHANGE:
  7227. if( sd ) val2 = (13 * val1 / 2) * sd->status.agi; //Aspd - old formula.
  7228. val3 = 20 + 1 * val1; //Base Atk, Reduction to DEF & MDEF
  7229. break;
  7230. case SC_GT_REVITALIZE:
  7231. val2 = 5 * val1; //Custom value VIT, ASPD, SPEED bonus.
  7232. val3 = 60 + 40 * val1; //HP recovery
  7233. break;
  7234. case SC_PYROTECHNIC_OPTION:
  7235. val2 = 60; // Watk TODO: Renewal (Atk2)
  7236. val3 = 11; // % Increase damage.
  7237. val_flag |= 1|2|4;
  7238. break;
  7239. case SC_HEATER_OPTION:
  7240. val2 = 120; // Watk. TODO: Renewal (Atk2)
  7241. val3 = 33; // % Increase effects.
  7242. val4 = 3; // Change into fire element.
  7243. val_flag |= 1|2|4;
  7244. break;
  7245. case SC_TROPIC_OPTION:
  7246. val2 = 180; // Watk. TODO: Renewal (Atk2)
  7247. val3 = MG_FIREBOLT;
  7248. break;
  7249. case SC_AQUAPLAY_OPTION:
  7250. val2 = 40; // Matk. TODO: Renewal (Matk1)
  7251. val3 = 33; // % Increase effects.
  7252. val_flag |= 1|2|4;
  7253. break;
  7254. case SC_COOLER_OPTION:
  7255. val2 = 80; // % Freezing chance
  7256. val3 = 33; // % increased damage
  7257. val4 = 1; // Change into water elemet
  7258. val_flag |= 1|2|4;
  7259. break;
  7260. case SC_CHILLY_AIR_OPTION:
  7261. val2 = 120; // Matk. TODO: Renewal (Matk1)
  7262. val3 = MG_COLDBOLT;
  7263. val_flag |= 1|2;
  7264. break;
  7265. case SC_GUST_OPTION:
  7266. val2 = 33;
  7267. val_flag |= 1|2;
  7268. break;
  7269. case SC_WIND_STEP_OPTION:
  7270. val2 = 50; // % Increase speed and flee.
  7271. break;
  7272. case SC_BLAST_OPTION:
  7273. val2 = 33;
  7274. val3 = 4;
  7275. val_flag |= 1|2|4;
  7276. break;
  7277. case SC_WILD_STORM_OPTION:
  7278. val2 = MG_LIGHTNINGBOLT;
  7279. val_flag |= 1|2;
  7280. break;
  7281. case SC_PETROLOGY_OPTION:
  7282. val2 = 5;
  7283. val3 = 33;
  7284. val_flag |= 1|2|4;
  7285. break;
  7286. case SC_CURSED_SOIL_OPTION:
  7287. val2 = 10;
  7288. val3 = 33;
  7289. val4 = 2;
  7290. val_flag |= 1|2|4;
  7291. break;
  7292. case SC_UPHEAVAL_OPTION:
  7293. val2 = WZ_EARTHSPIKE;
  7294. val_flag |= 1|2;
  7295. break;
  7296. case SC_CIRCLE_OF_FIRE_OPTION:
  7297. val2 = 300;
  7298. val_flag |= 1|2;
  7299. break;
  7300. case SC_FIRE_CLOAK_OPTION:
  7301. case SC_WATER_DROP_OPTION:
  7302. case SC_WIND_CURTAIN_OPTION:
  7303. case SC_STONE_SHIELD_OPTION:
  7304. val2 = 20; // Elemental modifier. Not confirmed.
  7305. break;
  7306. case SC_CIRCLE_OF_FIRE:
  7307. case SC_FIRE_CLOAK:
  7308. case SC_WATER_DROP:
  7309. case SC_WATER_SCREEN:
  7310. case SC_WIND_CURTAIN:
  7311. case SC_WIND_STEP:
  7312. case SC_STONE_SHIELD:
  7313. case SC_SOLID_SKIN:
  7314. val2 = 10;
  7315. tick_time = 2000; // [GodLesZ] tick time
  7316. break;
  7317. case SC_WATER_BARRIER:
  7318. val2 = 40; // Increasement. Mdef1 ???
  7319. val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
  7320. val_flag |= 1|2|4;
  7321. break;
  7322. case SC_ZEPHYR:
  7323. val2 = 22; // Flee.
  7324. break;
  7325. case SC_TIDAL_WEAPON:
  7326. val2 = 20; // Increase Elemental's attack.
  7327. break;
  7328. case SC_ROCK_CRUSHER:
  7329. case SC_ROCK_CRUSHER_ATK:
  7330. case SC_POWER_OF_GAIA:
  7331. val2 = 33;
  7332. break;
  7333. case SC_MELON_BOMB:
  7334. case SC_BANANA_BOMB:
  7335. val1 = 15;
  7336. break;
  7337. case SC_STOMACHACHE:
  7338. val2 = 8; // SP consume.
  7339. val4 = tick / 10000;
  7340. tick_time = 10000; // [GodLesZ] tick time
  7341. break;
  7342. default:
  7343. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  7344. { //Status change with no calc, no icon, and no skill associated...?
  7345. ShowError("UnknownStatusChange [%d]\n", type);
  7346. return 0;
  7347. }
  7348. }
  7349. else //Special considerations when loading SC data.
  7350. switch( type )
  7351. {
  7352. case SC_WEDDING:
  7353. case SC_XMAS:
  7354. case SC_SUMMER:
  7355. clif_changelook(bl,LOOK_WEAPON,0);
  7356. clif_changelook(bl,LOOK_SHIELD,0);
  7357. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  7358. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  7359. break;
  7360. case SC_KAAHI:
  7361. val4 = INVALID_TIMER;
  7362. break;
  7363. }
  7364. //Those that make you stop attacking/walking....
  7365. switch (type) {
  7366. case SC_FREEZE:
  7367. case SC_STUN:
  7368. case SC_SLEEP:
  7369. case SC_STONE:
  7370. case SC_DEEPSLEEP:
  7371. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  7372. pc_setstand(sd);
  7373. case SC_TRICKDEAD:
  7374. unit_stop_attack(bl);
  7375. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7376. // Cancel cast when get status [LuzZza]
  7377. if (battle_config.sc_castcancel&bl->type)
  7378. unit_skillcastcancel(bl, 0);
  7379. case SC_STOP:
  7380. case SC_CONFUSION:
  7381. case SC_CLOSECONFINE:
  7382. case SC_CLOSECONFINE2:
  7383. case SC_ANKLE:
  7384. case SC_SPIDERWEB:
  7385. case SC_ELECTRICSHOCKER:
  7386. case SC_BITE:
  7387. case SC_THORNSTRAP:
  7388. case SC__MANHOLE:
  7389. case SC_CRYSTALIZE:
  7390. case SC_WHITEIMPRISON:
  7391. case SC_VACUUM_EXTREME:
  7392. case SC_CURSEDCIRCLE_ATKER:
  7393. case SC_CURSEDCIRCLE_TARGET:
  7394. case SC_FEAR:
  7395. unit_stop_walking(bl,1);
  7396. break;
  7397. case SC_HIDING:
  7398. case SC_CLOAKING:
  7399. case SC_CLOAKINGEXCEED:
  7400. case SC_CHASEWALK:
  7401. case SC_WEIGHT90:
  7402. case SC_CAMOUFLAGE:
  7403. case SC_VOICEOFSIREN:
  7404. unit_stop_attack(bl);
  7405. break;
  7406. case SC_SILENCE:
  7407. if (battle_config.sc_castcancel&bl->type)
  7408. unit_skillcastcancel(bl, 0);
  7409. break;
  7410. }
  7411. // Set option as needed.
  7412. opt_flag = 1;
  7413. switch(type)
  7414. {
  7415. //OPT1
  7416. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  7417. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  7418. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  7419. case SC_SLEEP:
  7420. case SC_DEEPSLEEP: sc->opt1 = OPT1_SLEEP; break;
  7421. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  7422. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  7423. case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
  7424. //OPT2
  7425. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  7426. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  7427. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  7428. case SC_SIGNUMCRUCIS:
  7429. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  7430. break;
  7431. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  7432. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  7433. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  7434. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  7435. //OPT3
  7436. case SC_TWOHANDQUICKEN:
  7437. case SC_ONEHAND:
  7438. case SC_SPEARQUICKEN:
  7439. case SC_CONCENTRATION:
  7440. case SC_MERC_QUICKEN:
  7441. sc->opt3 |= OPT3_QUICKEN;
  7442. opt_flag = 0;
  7443. break;
  7444. case SC_MAXOVERTHRUST:
  7445. case SC_OVERTHRUST:
  7446. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  7447. sc->opt3 |= OPT3_OVERTHRUST;
  7448. opt_flag = 0;
  7449. break;
  7450. case SC_ENERGYCOAT:
  7451. case SC_SKE:
  7452. sc->opt3 |= OPT3_ENERGYCOAT;
  7453. opt_flag = 0;
  7454. break;
  7455. case SC_INCATKRATE:
  7456. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  7457. if (bl->type != BL_MOB) {
  7458. opt_flag = 0;
  7459. break;
  7460. }
  7461. case SC_EXPLOSIONSPIRITS:
  7462. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  7463. opt_flag = 0;
  7464. break;
  7465. case SC_STEELBODY:
  7466. case SC_SKA:
  7467. sc->opt3 |= OPT3_STEELBODY;
  7468. opt_flag = 0;
  7469. break;
  7470. case SC_BLADESTOP:
  7471. sc->opt3 |= OPT3_BLADESTOP;
  7472. opt_flag = 0;
  7473. break;
  7474. case SC_AURABLADE:
  7475. sc->opt3 |= OPT3_AURABLADE;
  7476. opt_flag = 0;
  7477. break;
  7478. case SC_BERSERK:
  7479. sc->opt3 |= OPT3_BERSERK;
  7480. opt_flag = 0;
  7481. break;
  7482. // case ???: // doesn't seem to do anything
  7483. // sc->opt3 |= OPT3_LIGHTBLADE;
  7484. // opt_flag = 0;
  7485. // break;
  7486. case SC_DANCING:
  7487. if ((val1&0xFFFF) == CG_MOONLIT)
  7488. sc->opt3 |= OPT3_MOONLIT;
  7489. opt_flag = 0;
  7490. break;
  7491. case SC_MARIONETTE:
  7492. case SC_MARIONETTE2:
  7493. sc->opt3 |= OPT3_MARIONETTE;
  7494. opt_flag = 0;
  7495. break;
  7496. case SC_ASSUMPTIO:
  7497. sc->opt3 |= OPT3_ASSUMPTIO;
  7498. opt_flag = 0;
  7499. break;
  7500. case SC_WARM: //SG skills [Komurka]
  7501. sc->opt3 |= OPT3_WARM;
  7502. opt_flag = 0;
  7503. break;
  7504. case SC_KAITE:
  7505. sc->opt3 |= OPT3_KAITE;
  7506. opt_flag = 0;
  7507. break;
  7508. case SC_BUNSINJYUTSU:
  7509. sc->opt3 |= OPT3_BUNSIN;
  7510. opt_flag = 0;
  7511. break;
  7512. case SC_SPIRIT:
  7513. sc->opt3 |= OPT3_SOULLINK;
  7514. opt_flag = 0;
  7515. break;
  7516. case SC_CHANGEUNDEAD:
  7517. sc->opt3 |= OPT3_UNDEAD;
  7518. opt_flag = 0;
  7519. break;
  7520. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  7521. // sc->opt3 |= OPT3_CONTRACT;
  7522. // opt_flag = 0;
  7523. // break;
  7524. //OPTION
  7525. case SC_HIDING:
  7526. sc->option |= OPTION_HIDE;
  7527. opt_flag = 2;
  7528. break;
  7529. case SC_CLOAKING:
  7530. case SC_CLOAKINGEXCEED:
  7531. case SC__INVISIBILITY:
  7532. sc->option |= OPTION_CLOAK;
  7533. opt_flag = 2;
  7534. break;
  7535. case SC_CHASEWALK:
  7536. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  7537. opt_flag = 2;
  7538. break;
  7539. case SC_SIGHT:
  7540. sc->option |= OPTION_SIGHT;
  7541. break;
  7542. case SC_RUWACH:
  7543. sc->option |= OPTION_RUWACH;
  7544. break;
  7545. case SC_WEDDING:
  7546. sc->option |= OPTION_WEDDING;
  7547. break;
  7548. case SC_XMAS:
  7549. sc->option |= OPTION_XMAS;
  7550. break;
  7551. case SC_SUMMER:
  7552. sc->option |= OPTION_SUMMER;
  7553. break;
  7554. case SC_ORCISH:
  7555. sc->option |= OPTION_ORCISH;
  7556. break;
  7557. case SC_FUSION:
  7558. sc->option |= OPTION_FLYING;
  7559. break;
  7560. default:
  7561. opt_flag = 0;
  7562. }
  7563. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  7564. if(opt_flag)
  7565. clif_changeoption(bl);
  7566. if (calc_flag&SCB_DYE)
  7567. { //Reset DYE color
  7568. if (vd && vd->cloth_color)
  7569. {
  7570. val4 = vd->cloth_color;
  7571. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  7572. }
  7573. calc_flag&=~SCB_DYE;
  7574. }
  7575. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  7576. /**
  7577. * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  7578. **/
  7579. if( tick_time )
  7580. tick = tick_time;
  7581. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  7582. if((sce=sc->data[type])) {// reuse old sc
  7583. if( sce->timer != INVALID_TIMER )
  7584. delete_timer(sce->timer, status_change_timer);
  7585. sc_isnew = false;
  7586. } else {// new sc
  7587. ++(sc->count);
  7588. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  7589. }
  7590. sce->val1 = val1;
  7591. sce->val2 = val2;
  7592. sce->val3 = val3;
  7593. sce->val4 = val4;
  7594. if (tick >= 0)
  7595. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  7596. else
  7597. sce->timer = INVALID_TIMER; //Infinite duration
  7598. if (calc_flag)
  7599. status_calc_bl(bl,calc_flag);
  7600. if ( sc_isnew && StatusChangeStateTable[type] ) /* non-zero */
  7601. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  7602. if(sd && sd->pd)
  7603. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  7604. switch( type )
  7605. {
  7606. case SC_BERSERK:
  7607. sce->val2 = 5*status->max_hp/100;
  7608. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  7609. status_set_sp(bl, 0, 0); //Damage all SP
  7610. break;
  7611. case SC_CHANGE:
  7612. status_percent_heal(bl, 100, 100);
  7613. break;
  7614. case SC_RUN:
  7615. {
  7616. struct unit_data *ud = unit_bl2ud(bl);
  7617. if( ud )
  7618. ud->state.running = unit_run(bl);
  7619. }
  7620. break;
  7621. case SC_BOSSMAPINFO:
  7622. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  7623. break;
  7624. case SC_MERC_HPUP:
  7625. status_percent_heal(bl, 100, 0); // Recover Full HP
  7626. break;
  7627. case SC_MERC_SPUP:
  7628. status_percent_heal(bl, 0, 100); // Recover Full SP
  7629. break;
  7630. /**
  7631. * Ranger
  7632. **/
  7633. case SC_WUGDASH:
  7634. {
  7635. struct unit_data *ud = unit_bl2ud(bl);
  7636. if( ud )
  7637. ud->state.running = unit_wugdash(bl, sd);
  7638. }
  7639. break;
  7640. case SC_COMBO:
  7641. switch (sce->val1) {
  7642. case TK_STORMKICK:
  7643. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  7644. break;
  7645. case TK_DOWNKICK:
  7646. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  7647. break;
  7648. case TK_TURNKICK:
  7649. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  7650. break;
  7651. case TK_COUNTER:
  7652. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  7653. break;
  7654. case MO_COMBOFINISH:
  7655. case CH_TIGERFIST:
  7656. case CH_CHAINCRUSH:
  7657. if (sd)
  7658. clif_skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
  7659. break;
  7660. case TK_JUMPKICK:
  7661. if (sd)
  7662. clif_skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
  7663. break;
  7664. case MO_TRIPLEATTACK:
  7665. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  7666. clif_skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
  7667. break;
  7668. case SR_FALLENEMPIRE:
  7669. if (sd){
  7670. clif_skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
  7671. clif_skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
  7672. }
  7673. break;
  7674. }
  7675. break;
  7676. case SC_RAISINGDRAGON:
  7677. sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
  7678. break;
  7679. }
  7680. if( opt_flag&2 && sd && sd->touching_id )
  7681. npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
  7682. return 1;
  7683. }
  7684. /*==========================================
  7685. * ステータス異常全解除
  7686. * type:
  7687. * 0 - ???
  7688. * 1 - ???
  7689. * 2 - ???
  7690. *------------------------------------------*/
  7691. int status_change_clear(struct block_list* bl, int type)
  7692. {
  7693. struct status_change* sc;
  7694. int i;
  7695. sc = status_get_sc(bl);
  7696. if (!sc || !sc->count)
  7697. return 0;
  7698. for(i = 0; i < SC_MAX; i++)
  7699. {
  7700. if(!sc->data[i])
  7701. continue;
  7702. if(type == 0)
  7703. switch (i)
  7704. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  7705. case SC_ELEMENTALCHANGE://Only when its Holy or Dark that it doesn't dispell on death
  7706. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  7707. break;
  7708. case SC_WEIGHT50:
  7709. case SC_WEIGHT90:
  7710. case SC_EDP:
  7711. case SC_MELTDOWN:
  7712. case SC_XMAS:
  7713. case SC_SUMMER:
  7714. case SC_NOCHAT:
  7715. case SC_FUSION:
  7716. case SC_EARTHSCROLL:
  7717. case SC_READYSTORM:
  7718. case SC_READYDOWN:
  7719. case SC_READYCOUNTER:
  7720. case SC_READYTURN:
  7721. case SC_DODGE:
  7722. case SC_JAILED:
  7723. case SC_EXPBOOST:
  7724. case SC_ITEMBOOST:
  7725. case SC_HELLPOWER:
  7726. case SC_JEXPBOOST:
  7727. case SC_AUTOTRADE:
  7728. case SC_WHISTLE:
  7729. case SC_ASSNCROS:
  7730. case SC_POEMBRAGI:
  7731. case SC_APPLEIDUN:
  7732. case SC_HUMMING:
  7733. case SC_DONTFORGETME:
  7734. case SC_FORTUNE:
  7735. case SC_SERVICE4U:
  7736. case SC_FOOD_STR_CASH:
  7737. case SC_FOOD_AGI_CASH:
  7738. case SC_FOOD_VIT_CASH:
  7739. case SC_FOOD_DEX_CASH:
  7740. case SC_FOOD_INT_CASH:
  7741. case SC_FOOD_LUK_CASH:
  7742. case SC_DEF_RATE:
  7743. case SC_MDEF_RATE:
  7744. case SC_INCHEALRATE:
  7745. case SC_INCFLEE2:
  7746. case SC_INCHIT:
  7747. case SC_ATKPOTION:
  7748. case SC_MATKPOTION:
  7749. case SC_S_LIFEPOTION:
  7750. case SC_L_LIFEPOTION:
  7751. case SC_PUSH_CART:
  7752. continue;
  7753. }
  7754. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7755. if( type == 1 && sc->data[i] )
  7756. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  7757. (sc->count)--;
  7758. if (sc->data[i]->timer != INVALID_TIMER)
  7759. delete_timer(sc->data[i]->timer, status_change_timer);
  7760. ers_free(sc_data_ers, sc->data[i]);
  7761. sc->data[i] = NULL;
  7762. }
  7763. }
  7764. sc->opt1 = 0;
  7765. sc->opt2 = 0;
  7766. sc->opt3 = 0;
  7767. sc->option &= OPTION_MASK;
  7768. if( type == 0 || type == 2 )
  7769. clif_changeoption(bl);
  7770. return 1;
  7771. }
  7772. /*==========================================
  7773. * ステータス異常終了
  7774. *------------------------------------------*/
  7775. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  7776. {
  7777. struct map_session_data *sd;
  7778. struct status_change *sc;
  7779. struct status_change_entry *sce;
  7780. struct status_data *status;
  7781. struct view_data *vd;
  7782. int opt_flag=0, calc_flag;
  7783. nullpo_ret(bl);
  7784. sc = status_get_sc(bl);
  7785. status = status_get_status_data(bl);
  7786. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  7787. return 0;
  7788. sd = BL_CAST(BL_PC,bl);
  7789. if (sce->timer != tid && tid != INVALID_TIMER)
  7790. return 0;
  7791. if (tid == INVALID_TIMER) {
  7792. if (type == SC_ENDURE && sce->val4)
  7793. //Do not end infinite endure.
  7794. return 0;
  7795. if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
  7796. delete_timer(sce->timer,status_change_timer);
  7797. if (sc->opt1)
  7798. switch (type) {
  7799. //"Ugly workaround" [Skotlex]
  7800. //delays status change ending so that a skill that sets opt1 fails to
  7801. //trigger when it also removed one
  7802. case SC_STONE:
  7803. sce->val3 = 0; //Petrify time counter.
  7804. case SC_FREEZE:
  7805. case SC_STUN:
  7806. case SC_SLEEP:
  7807. if (sce->val1) {
  7808. //Removing the 'level' shouldn't affect anything in the code
  7809. //since these SC are not affected by it, and it lets us know
  7810. //if we have already delayed this attack or not.
  7811. sce->val1 = 0;
  7812. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  7813. return 1;
  7814. }
  7815. }
  7816. }
  7817. (sc->count)--;
  7818. if ( StatusChangeStateTable[type] )
  7819. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  7820. sc->data[type] = NULL;
  7821. vd = status_get_viewdata(bl);
  7822. calc_flag = StatusChangeFlagTable[type];
  7823. switch(type){
  7824. case SC_WEDDING:
  7825. case SC_XMAS:
  7826. case SC_SUMMER:
  7827. if (!vd) break;
  7828. if (sd)
  7829. { //Load data from sd->status.* as the stored values could have changed.
  7830. //Must remove OPTION to prevent class being rechanged.
  7831. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  7832. clif_changeoption(&sd->bl);
  7833. status_set_viewdata(bl, sd->status.class_);
  7834. } else {
  7835. vd->class_ = sce->val1;
  7836. vd->weapon = sce->val2;
  7837. vd->shield = sce->val3;
  7838. vd->cloth_color = sce->val4;
  7839. }
  7840. clif_changelook(bl,LOOK_BASE,vd->class_);
  7841. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  7842. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  7843. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  7844. if(sd) clif_skillinfoblock(sd);
  7845. break;
  7846. case SC_RUN:
  7847. {
  7848. struct unit_data *ud = unit_bl2ud(bl);
  7849. bool begin_spurt = true;
  7850. if (ud) {
  7851. if(!ud->state.running)
  7852. begin_spurt = false;
  7853. ud->state.running = 0;
  7854. if (ud->walktimer != INVALID_TIMER)
  7855. unit_stop_walking(bl,1);
  7856. }
  7857. if (begin_spurt && sce->val1 >= 7 &&
  7858. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  7859. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  7860. )
  7861. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  7862. }
  7863. break;
  7864. case SC_AUTOBERSERK:
  7865. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  7866. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  7867. break;
  7868. case SC_ENDURE:
  7869. case SC_DEFENDER:
  7870. case SC_REFLECTSHIELD:
  7871. case SC_AUTOGUARD:
  7872. {
  7873. struct map_session_data *tsd;
  7874. if( bl->type == BL_PC )
  7875. { // Clear Status from others
  7876. int i;
  7877. for( i = 0; i < 5; i++ )
  7878. {
  7879. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  7880. status_change_end(&tsd->bl, type, INVALID_TIMER);
  7881. }
  7882. }
  7883. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
  7884. { // Clear Status from Master
  7885. tsd = ((TBL_MER*)bl)->master;
  7886. if( tsd && tsd->sc.data[type] )
  7887. status_change_end(&tsd->bl, type, INVALID_TIMER);
  7888. }
  7889. }
  7890. break;
  7891. case SC_DEVOTION:
  7892. {
  7893. struct block_list *d_bl = map_id2bl(sce->val1);
  7894. if( d_bl )
  7895. {
  7896. if( d_bl->type == BL_PC )
  7897. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  7898. else if( d_bl->type == BL_MER )
  7899. ((TBL_MER*)d_bl)->devotion_flag = 0;
  7900. clif_devotion(d_bl, NULL);
  7901. }
  7902. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  7903. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  7904. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  7905. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  7906. }
  7907. break;
  7908. case SC_BLADESTOP:
  7909. if(sce->val4)
  7910. {
  7911. int tid = sce->val4;
  7912. struct block_list *tbl = map_id2bl(tid);
  7913. struct status_change *tsc = status_get_sc(tbl);
  7914. sce->val4 = 0;
  7915. if(tbl && tsc && tsc->data[SC_BLADESTOP])
  7916. {
  7917. tsc->data[SC_BLADESTOP]->val4 = 0;
  7918. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  7919. }
  7920. clif_bladestop(bl, tid, 0);
  7921. }
  7922. break;
  7923. case SC_DANCING:
  7924. {
  7925. const char* prevfile = "<unknown>";
  7926. int prevline = 0;
  7927. struct map_session_data *dsd;
  7928. struct status_change_entry *dsc;
  7929. struct skill_unit_group *group;
  7930. if( sd )
  7931. {
  7932. if( sd->delunit_prevfile )
  7933. {// initially this is NULL, when a character logs in
  7934. prevfile = sd->delunit_prevfile;
  7935. prevline = sd->delunit_prevline;
  7936. }
  7937. else
  7938. {
  7939. prevfile = "<none>";
  7940. }
  7941. sd->delunit_prevfile = file;
  7942. sd->delunit_prevline = line;
  7943. }
  7944. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
  7945. {// end status on partner as well
  7946. dsc = dsd->sc.data[SC_DANCING];
  7947. if(dsc)
  7948. { //This will prevent recursive loops.
  7949. dsc->val2 = dsc->val4 = 0;
  7950. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  7951. }
  7952. }
  7953. if(sce->val2)
  7954. {// erase associated land skill
  7955. group = skill_id2group(sce->val2);
  7956. if( group == NULL )
  7957. {
  7958. ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
  7959. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  7960. sd ? sd->status.char_id : 0,
  7961. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  7962. prevfile, prevline,
  7963. file, line);
  7964. }
  7965. sce->val2 = 0;
  7966. skill_delunitgroup(group);
  7967. }
  7968. if((sce->val1&0xFFFF) == CG_MOONLIT)
  7969. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  7970. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  7971. }
  7972. break;
  7973. case SC_NOCHAT:
  7974. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  7975. sd->status.manner = 0;
  7976. if (sd && tid == INVALID_TIMER)
  7977. {
  7978. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  7979. clif_updatestatus(sd,SP_MANNER);
  7980. }
  7981. break;
  7982. case SC_SPLASHER:
  7983. {
  7984. struct block_list *src=map_id2bl(sce->val3);
  7985. if(src && tid != INVALID_TIMER)
  7986. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  7987. }
  7988. break;
  7989. case SC_CLOSECONFINE2:
  7990. {
  7991. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  7992. struct status_change *sc2 = src?status_get_sc(src):NULL;
  7993. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  7994. //If status was already ended, do nothing.
  7995. //Decrease count
  7996. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  7997. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
  7998. }
  7999. }
  8000. case SC_CLOSECONFINE:
  8001. if (sce->val2 > 0) {
  8002. //Caster has been unlocked... nearby chars need to be unlocked.
  8003. int range = 1
  8004. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  8005. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  8006. map_foreachinarea(status_change_timer_sub,
  8007. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  8008. }
  8009. break;
  8010. case SC_COMBO:
  8011. if( sd )
  8012. switch (sce->val1) {
  8013. case MO_COMBOFINISH:
  8014. case CH_TIGERFIST:
  8015. case CH_CHAINCRUSH:
  8016. clif_skillinfo(sd, MO_EXTREMITYFIST, 0);
  8017. break;
  8018. case TK_JUMPKICK:
  8019. clif_skillinfo(sd, TK_JUMPKICK, 0);
  8020. break;
  8021. case MO_TRIPLEATTACK:
  8022. if (pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  8023. clif_skillinfo(sd, SR_DRAGONCOMBO, 0);
  8024. break;
  8025. case SR_FALLENEMPIRE:
  8026. clif_skillinfo(sd, SR_GATEOFHELL, 0);
  8027. clif_skillinfo(sd, SR_TIGERCANNON, 0);
  8028. break;
  8029. }
  8030. break;
  8031. case SC_MARIONETTE:
  8032. case SC_MARIONETTE2: /// Marionette target
  8033. if (sce->val1)
  8034. { // check for partner and end their marionette status as well
  8035. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  8036. struct block_list *pbl = map_id2bl(sce->val1);
  8037. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  8038. if (sc2 && sc2->data[type2])
  8039. {
  8040. sc2->data[type2]->val1 = 0;
  8041. status_change_end(pbl, type2, INVALID_TIMER);
  8042. }
  8043. }
  8044. break;
  8045. case SC_BERSERK:
  8046. case SC_SATURDAYNIGHTFEVER:
  8047. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  8048. if(status->hp > 100 && sce->val2)
  8049. status_set_hp(bl, 100, 0);
  8050. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  8051. {
  8052. sc->data[SC_ENDURE]->val4 = 0;
  8053. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  8054. }
  8055. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  8056. if( type == SC_SATURDAYNIGHTFEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  8057. sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  8058. break;
  8059. case SC_GOSPEL:
  8060. if (sce->val3) { //Clear the group.
  8061. struct skill_unit_group* group = skill_id2group(sce->val3);
  8062. sce->val3 = 0;
  8063. skill_delunitgroup(group);
  8064. }
  8065. break;
  8066. case SC_HERMODE:
  8067. if(sce->val3 == BCT_SELF)
  8068. skill_clear_unitgroup(bl);
  8069. break;
  8070. case SC_BASILICA: //Clear the skill area. [Skotlex]
  8071. skill_clear_unitgroup(bl);
  8072. break;
  8073. case SC_TRICKDEAD:
  8074. if (vd) vd->dead_sit = 0;
  8075. break;
  8076. case SC_WARM:
  8077. case SC__MANHOLE:
  8078. if (sce->val4) { //Clear the group.
  8079. struct skill_unit_group* group = skill_id2group(sce->val4);
  8080. sce->val4 = 0;
  8081. if( group ) /* might have been cleared before status ended, e.g. land protector */
  8082. skill_delunitgroup(group);
  8083. }
  8084. break;
  8085. case SC_KAAHI:
  8086. //Delete timer if it exists.
  8087. if (sce->val4 != INVALID_TIMER)
  8088. delete_timer(sce->val4,kaahi_heal_timer);
  8089. break;
  8090. case SC_JAILED:
  8091. if(tid == INVALID_TIMER)
  8092. break;
  8093. //natural expiration.
  8094. if(sd && sd->mapindex == sce->val2)
  8095. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  8096. break; //guess hes not in jail :P
  8097. case SC_CHANGE:
  8098. if (tid == INVALID_TIMER)
  8099. break;
  8100. // "lose almost all their HP and SP" on natural expiration.
  8101. status_set_hp(bl, 10, 0);
  8102. status_set_sp(bl, 10, 0);
  8103. break;
  8104. case SC_AUTOTRADE:
  8105. if (tid == INVALID_TIMER)
  8106. break;
  8107. // Note: vending/buying is closed by unit_remove_map, no
  8108. // need to do it here.
  8109. map_quit(sd);
  8110. // Because map_quit calls status_change_end with tid -1
  8111. // from here it's not neccesary to continue
  8112. return 1;
  8113. break;
  8114. case SC_STOP:
  8115. if( sce->val2 )
  8116. {
  8117. struct block_list* tbl = map_id2bl(sce->val2);
  8118. sce->val2 = 0;
  8119. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  8120. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  8121. }
  8122. break;
  8123. /**
  8124. * 3rd Stuff
  8125. **/
  8126. case SC_MILLENNIUMSHIELD:
  8127. clif_millenniumshield(sd,0);
  8128. break;
  8129. case SC_HALLUCINATIONWALK:
  8130. sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  8131. break;
  8132. case SC_WHITEIMPRISON:
  8133. if( tid == -1 )
  8134. break; // Terminated by Damage
  8135. status_fix_damage(bl,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,0,0));
  8136. break;
  8137. case SC_WUGDASH:
  8138. {
  8139. struct unit_data *ud = unit_bl2ud(bl);
  8140. if (ud) {
  8141. ud->state.running = 0;
  8142. if (ud->walktimer != -1)
  8143. unit_stop_walking(bl,1);
  8144. }
  8145. }
  8146. break;
  8147. case SC_ADORAMUS:
  8148. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8149. break;
  8150. case SC__SHADOWFORM: {
  8151. struct map_session_data *s_sd = map_id2sd(sce->val2);
  8152. if( !s_sd )
  8153. break;
  8154. s_sd->shadowform_id = 0;
  8155. }
  8156. break;
  8157. case SC_SITDOWN_FORCE:
  8158. if( sd && pc_issit(sd) ) {
  8159. pc_setstand(sd);
  8160. clif_standing(bl);
  8161. }
  8162. break;
  8163. case SC_NEUTRALBARRIER_MASTER:
  8164. case SC_STEALTHFIELD_MASTER:
  8165. if( sce->val2 ) {
  8166. struct skill_unit_group* group = skill_id2group(sce->val2);
  8167. sce->val2 = 0;
  8168. if( group ) /* might have been cleared before status ended, e.g. land protector */
  8169. skill_delunitgroup(group);
  8170. }
  8171. break;
  8172. case SC_BANDING:
  8173. if(sce->val4) {
  8174. struct skill_unit_group *group = skill_id2group(sce->val4);
  8175. sce->val4 = 0;
  8176. if( group ) /* might have been cleared before status ended, e.g. land protector */
  8177. skill_delunitgroup(group);
  8178. }
  8179. break;
  8180. case SC_CURSEDCIRCLE_ATKER:
  8181. if( sce->val3 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
  8182. map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  8183. break;
  8184. case SC_RAISINGDRAGON:
  8185. if( sd && sce->val2 && !pc_isdead(sd) ) {
  8186. int i;
  8187. i = min(sd->spiritball,5);
  8188. pc_delspiritball(sd, sd->spiritball, 0);
  8189. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8190. while( i > 0 ) {
  8191. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  8192. --i;
  8193. }
  8194. }
  8195. break;
  8196. case SC_CURSEDCIRCLE_TARGET:
  8197. clif_bladestop(bl, sce->val2, 0);
  8198. break;
  8199. case SC_BLOODSUCKER:
  8200. if( sce->val2 ){
  8201. struct block_list *src = map_id2bl(sce->val2);
  8202. if(src){
  8203. struct status_change *sc = status_get_sc(src);
  8204. sc->bs_counter--;
  8205. }
  8206. }
  8207. break;
  8208. }
  8209. opt_flag = 1;
  8210. switch(type){
  8211. case SC_STONE:
  8212. case SC_FREEZE:
  8213. case SC_STUN:
  8214. case SC_SLEEP:
  8215. case SC_DEEPSLEEP:
  8216. case SC_BURNING:
  8217. case SC_WHITEIMPRISON:
  8218. case SC_CRYSTALIZE:
  8219. sc->opt1 = 0;
  8220. break;
  8221. case SC_POISON:
  8222. case SC_CURSE:
  8223. case SC_SILENCE:
  8224. case SC_BLIND:
  8225. sc->opt2 &= ~(1<<(type-SC_POISON));
  8226. break;
  8227. case SC_DPOISON:
  8228. sc->opt2 &= ~OPT2_DPOISON;
  8229. break;
  8230. case SC_SIGNUMCRUCIS:
  8231. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  8232. break;
  8233. case SC_HIDING:
  8234. sc->option &= ~OPTION_HIDE;
  8235. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  8236. break;
  8237. case SC_CLOAKING:
  8238. case SC_CLOAKINGEXCEED:
  8239. case SC__INVISIBILITY:
  8240. sc->option &= ~OPTION_CLOAK;
  8241. case SC_CAMOUFLAGE:
  8242. opt_flag|= 2;
  8243. break;
  8244. case SC_CHASEWALK:
  8245. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  8246. opt_flag|= 2;
  8247. break;
  8248. case SC_SIGHT:
  8249. sc->option &= ~OPTION_SIGHT;
  8250. break;
  8251. case SC_WEDDING:
  8252. sc->option &= ~OPTION_WEDDING;
  8253. break;
  8254. case SC_XMAS:
  8255. sc->option &= ~OPTION_XMAS;
  8256. break;
  8257. case SC_SUMMER:
  8258. sc->option &= ~OPTION_SUMMER;
  8259. break;
  8260. case SC_ORCISH:
  8261. sc->option &= ~OPTION_ORCISH;
  8262. break;
  8263. case SC_RUWACH:
  8264. sc->option &= ~OPTION_RUWACH;
  8265. break;
  8266. case SC_FUSION:
  8267. sc->option &= ~OPTION_FLYING;
  8268. break;
  8269. //opt3
  8270. case SC_TWOHANDQUICKEN:
  8271. case SC_ONEHAND:
  8272. case SC_SPEARQUICKEN:
  8273. case SC_CONCENTRATION:
  8274. case SC_MERC_QUICKEN:
  8275. sc->opt3 &= ~OPT3_QUICKEN;
  8276. opt_flag = 0;
  8277. break;
  8278. case SC_OVERTHRUST:
  8279. case SC_MAXOVERTHRUST:
  8280. case SC_SWOO:
  8281. sc->opt3 &= ~OPT3_OVERTHRUST;
  8282. if( type == SC_SWOO )
  8283. opt_flag = 8;
  8284. else
  8285. opt_flag = 0;
  8286. break;
  8287. case SC_ENERGYCOAT:
  8288. case SC_SKE:
  8289. sc->opt3 &= ~OPT3_ENERGYCOAT;
  8290. opt_flag = 0;
  8291. break;
  8292. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  8293. if (bl->type != BL_MOB)
  8294. {
  8295. opt_flag = 0;
  8296. break;
  8297. }
  8298. case SC_EXPLOSIONSPIRITS:
  8299. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  8300. opt_flag = 0;
  8301. break;
  8302. case SC_STEELBODY:
  8303. case SC_SKA:
  8304. sc->opt3 &= ~OPT3_STEELBODY;
  8305. opt_flag = 0;
  8306. break;
  8307. case SC_BLADESTOP:
  8308. sc->opt3 &= ~OPT3_BLADESTOP;
  8309. opt_flag = 0;
  8310. break;
  8311. case SC_AURABLADE:
  8312. sc->opt3 &= ~OPT3_AURABLADE;
  8313. opt_flag = 0;
  8314. break;
  8315. case SC_BERSERK:
  8316. sc->opt3 &= ~OPT3_BERSERK;
  8317. opt_flag = 0;
  8318. break;
  8319. // case ???: // doesn't seem to do anything
  8320. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  8321. // opt_flag = 0;
  8322. // break;
  8323. case SC_DANCING:
  8324. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  8325. sc->opt3 &= ~OPT3_MOONLIT;
  8326. opt_flag = 0;
  8327. break;
  8328. case SC_MARIONETTE:
  8329. case SC_MARIONETTE2:
  8330. sc->opt3 &= ~OPT3_MARIONETTE;
  8331. opt_flag = 0;
  8332. break;
  8333. case SC_ASSUMPTIO:
  8334. sc->opt3 &= ~OPT3_ASSUMPTIO;
  8335. opt_flag = 0;
  8336. break;
  8337. case SC_WARM: //SG skills [Komurka]
  8338. sc->opt3 &= ~OPT3_WARM;
  8339. opt_flag = 0;
  8340. break;
  8341. case SC_KAITE:
  8342. sc->opt3 &= ~OPT3_KAITE;
  8343. opt_flag = 0;
  8344. break;
  8345. case SC_BUNSINJYUTSU:
  8346. sc->opt3 &= ~OPT3_BUNSIN;
  8347. opt_flag = 0;
  8348. break;
  8349. case SC_SPIRIT:
  8350. sc->opt3 &= ~OPT3_SOULLINK;
  8351. opt_flag = 0;
  8352. break;
  8353. case SC_CHANGEUNDEAD:
  8354. sc->opt3 &= ~OPT3_UNDEAD;
  8355. opt_flag = 0;
  8356. break;
  8357. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  8358. // sc->opt3 &= ~OPT3_CONTRACT;
  8359. // opt_flag = 0;
  8360. // break;
  8361. default:
  8362. opt_flag = 0;
  8363. }
  8364. if (calc_flag&SCB_DYE)
  8365. { //Restore DYE color
  8366. if (vd && !vd->cloth_color && sce->val4)
  8367. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  8368. calc_flag&=~SCB_DYE;
  8369. }
  8370. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  8371. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  8372. if( opt_flag&8 ) //bugreport:681
  8373. clif_changeoption2(bl);
  8374. else if(opt_flag)
  8375. clif_changeoption(bl);
  8376. if (calc_flag)
  8377. status_calc_bl(bl,calc_flag);
  8378. if(opt_flag&4) //Out of hiding, invoke on place.
  8379. skill_unit_move(bl,gettick(),1);
  8380. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  8381. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  8382. ers_free(sc_data_ers, sce);
  8383. return 1;
  8384. }
  8385. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  8386. {
  8387. struct block_list *bl;
  8388. struct status_change *sc;
  8389. struct status_change_entry *sce;
  8390. struct status_data *status;
  8391. int hp;
  8392. if(!((bl=map_id2bl(id))&&
  8393. (sc=status_get_sc(bl)) &&
  8394. (sce = sc->data[SC_KAAHI])))
  8395. return 0;
  8396. if(sce->val4 != tid) {
  8397. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  8398. sce->val4 = INVALID_TIMER;
  8399. return 0;
  8400. }
  8401. status=status_get_status_data(bl);
  8402. if(!status_charge(bl, 0, sce->val3)) {
  8403. sce->val4 = INVALID_TIMER;
  8404. return 0;
  8405. }
  8406. hp = status->max_hp - status->hp;
  8407. if (hp > sce->val2)
  8408. hp = sce->val2;
  8409. if (hp)
  8410. status_heal(bl, hp, 0, 2);
  8411. sce->val4 = INVALID_TIMER;
  8412. return 1;
  8413. }
  8414. /*==========================================
  8415. * ステータス異常終了タイマー
  8416. *------------------------------------------*/
  8417. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  8418. {
  8419. enum sc_type type = (sc_type)data;
  8420. struct block_list *bl;
  8421. struct map_session_data *sd;
  8422. struct status_data *status;
  8423. struct status_change *sc;
  8424. struct status_change_entry *sce;
  8425. bl = map_id2bl(id);
  8426. if(!bl)
  8427. {
  8428. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  8429. return 0;
  8430. }
  8431. sc = status_get_sc(bl);
  8432. status = status_get_status_data(bl);
  8433. if(!(sc && (sce = sc->data[type])))
  8434. {
  8435. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  8436. return 0;
  8437. }
  8438. if( sce->timer != tid )
  8439. {
  8440. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  8441. return 0;
  8442. }
  8443. sd = BL_CAST(BL_PC, bl);
  8444. // set the next timer of the sce (don't assume the status still exists)
  8445. #define sc_timer_next(t,f,i,d) \
  8446. if( (sce=sc->data[type]) ) \
  8447. sce->timer = add_timer(t,f,i,d); \
  8448. else \
  8449. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  8450. switch(type)
  8451. {
  8452. case SC_MAXIMIZEPOWER:
  8453. case SC_CLOAKING:
  8454. if(!status_charge(bl, 0, 1))
  8455. break; //Not enough SP to continue.
  8456. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  8457. return 0;
  8458. case SC_CHASEWALK:
  8459. if(!status_charge(bl, 0, sce->val4))
  8460. break; //Not enough SP to continue.
  8461. if (!sc->data[SC_INCSTR]) {
  8462. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  8463. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  8464. *skill_get_time2(status_sc2skill(type),sce->val1));
  8465. }
  8466. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  8467. return 0;
  8468. break;
  8469. case SC_SKA:
  8470. if(--(sce->val2)>0){
  8471. sce->val3 = rnd()%100; //Random defense.
  8472. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  8473. return 0;
  8474. }
  8475. break;
  8476. case SC_HIDING:
  8477. if(--(sce->val2)>0){
  8478. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  8479. break; //Fail if it's time to substract SP and there isn't.
  8480. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  8481. return 0;
  8482. }
  8483. break;
  8484. case SC_SIGHT:
  8485. case SC_RUWACH:
  8486. case SC_SIGHTBLASTER:
  8487. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  8488. if( --(sce->val2)>0 ){
  8489. sce->val4 += 250; // use for Shadow Form 2 seconds checking.
  8490. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  8491. return 0;
  8492. }
  8493. break;
  8494. case SC_PROVOKE:
  8495. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  8496. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  8497. return 0;
  8498. }
  8499. break;
  8500. case SC_STONE:
  8501. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  8502. sce->val4 = 0;
  8503. unit_stop_walking(bl,1);
  8504. unit_stop_attack(bl);
  8505. sc->opt1 = OPT1_STONE;
  8506. clif_changeoption(bl);
  8507. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  8508. status_calc_bl(bl, StatusChangeFlagTable[type]);
  8509. return 0;
  8510. }
  8511. if(--(sce->val3) > 0) {
  8512. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  8513. status_percent_damage(NULL, bl, 1, 0, false);
  8514. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  8515. return 0;
  8516. }
  8517. break;
  8518. case SC_POISON:
  8519. if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
  8520. break;
  8521. case SC_DPOISON:
  8522. if (--(sce->val3) > 0) {
  8523. if (!sc->data[SC_SLOWPOISON]) {
  8524. if( sce->val2 && bl->type == BL_MOB ) {
  8525. struct block_list* src = map_id2bl(sce->val2);
  8526. if( src )
  8527. mob_log_damage((TBL_MOB*)bl,src,sce->val4);
  8528. }
  8529. map_freeblock_lock();
  8530. status_zap(bl, sce->val4, 0);
  8531. if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
  8532. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  8533. }
  8534. map_freeblock_unlock();
  8535. }
  8536. return 0;
  8537. }
  8538. break;
  8539. case SC_TENSIONRELAX:
  8540. if(status->max_hp > status->hp && --(sce->val3) > 0){
  8541. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  8542. return 0;
  8543. }
  8544. break;
  8545. case SC_KNOWLEDGE:
  8546. if (!sd) break;
  8547. if(bl->m == sd->feel_map[0].m ||
  8548. bl->m == sd->feel_map[1].m ||
  8549. bl->m == sd->feel_map[2].m)
  8550. { //Timeout will be handled by pc_setpos
  8551. sce->timer = INVALID_TIMER;
  8552. return 0;
  8553. }
  8554. break;
  8555. case SC_BLEEDING:
  8556. if (--(sce->val4) >= 0) {
  8557. int hp = rnd()%600 + 200;
  8558. map_freeblock_lock();
  8559. status_fix_damage(NULL, bl, sd||hp<status->hp?hp:status->hp-1, 1);
  8560. if( sc->data[type] ) {
  8561. if( status->hp == 1 ) break;
  8562. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  8563. }
  8564. map_freeblock_unlock();
  8565. return 0;
  8566. }
  8567. break;
  8568. case SC_S_LIFEPOTION:
  8569. case SC_L_LIFEPOTION:
  8570. if( sd && --(sce->val4) >= 0 )
  8571. {
  8572. // val1 < 0 = per max% | val1 > 0 = exact amount
  8573. int hp = 0;
  8574. if( status->hp < status->max_hp )
  8575. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  8576. status_heal(bl, hp, 0, 2);
  8577. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  8578. return 0;
  8579. }
  8580. break;
  8581. case SC_BOSSMAPINFO:
  8582. if( sd && --(sce->val4) >= 0 )
  8583. {
  8584. struct mob_data *boss_md = map_id2boss(sce->val1);
  8585. if( boss_md && sd->bl.m == boss_md->bl.m )
  8586. {
  8587. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  8588. if (boss_md->bl.prev != NULL) {
  8589. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  8590. return 0;
  8591. }
  8592. }
  8593. }
  8594. break;
  8595. case SC_DANCING: //ダンススキルの時間SP消費
  8596. {
  8597. int s = 0;
  8598. int sp = 1;
  8599. if (--sce->val3 <= 0)
  8600. break;
  8601. switch(sce->val1&0xFFFF){
  8602. case BD_RICHMANKIM:
  8603. case BD_DRUMBATTLEFIELD:
  8604. case BD_RINGNIBELUNGEN:
  8605. case BD_SIEGFRIED:
  8606. case BA_DISSONANCE:
  8607. case BA_ASSASSINCROSS:
  8608. case DC_UGLYDANCE:
  8609. s=3;
  8610. break;
  8611. case BD_LULLABY:
  8612. case BD_ETERNALCHAOS:
  8613. case BD_ROKISWEIL:
  8614. case DC_FORTUNEKISS:
  8615. s=4;
  8616. break;
  8617. case CG_HERMODE:
  8618. case BD_INTOABYSS:
  8619. case BA_WHISTLE:
  8620. case DC_HUMMING:
  8621. case BA_POEMBRAGI:
  8622. case DC_SERVICEFORYOU:
  8623. s=5;
  8624. break;
  8625. case BA_APPLEIDUN:
  8626. #ifdef RENEWAL
  8627. s=5;
  8628. #else
  8629. s=6;
  8630. #endif
  8631. break;
  8632. case CG_MOONLIT:
  8633. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  8634. sp= 4*(sce->val1>>16);
  8635. //Upkeep is also every 10 secs.
  8636. case DC_DONTFORGETME:
  8637. s=10;
  8638. break;
  8639. }
  8640. if( s != 0 && sce->val3 % s == 0 )
  8641. {
  8642. if (sc->data[SC_LONGING])
  8643. sp*= 3;
  8644. if (!status_charge(bl, 0, sp))
  8645. break;
  8646. }
  8647. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  8648. return 0;
  8649. }
  8650. break;
  8651. case SC_BERSERK:
  8652. // 5% every 10 seconds [DracoRPG]
  8653. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 )
  8654. {
  8655. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  8656. return 0;
  8657. }
  8658. break;
  8659. case SC_NOCHAT:
  8660. if(sd){
  8661. sd->status.manner++;
  8662. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8663. clif_updatestatus(sd,SP_MANNER);
  8664. if (sd->status.manner < 0)
  8665. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  8666. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  8667. return 0;
  8668. }
  8669. }
  8670. break;
  8671. case SC_SPLASHER:
  8672. // custom Venom Splasher countdown timer
  8673. //if (sce->val4 % 1000 == 0) {
  8674. // char timer[10];
  8675. // snprintf (timer, 10, "%d", sce->val4/1000);
  8676. // clif_message(bl, timer);
  8677. //}
  8678. if((sce->val4 -= 500) > 0) {
  8679. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  8680. return 0;
  8681. }
  8682. break;
  8683. case SC_MARIONETTE:
  8684. case SC_MARIONETTE2:
  8685. {
  8686. struct block_list *pbl = map_id2bl(sce->val1);
  8687. if( pbl && check_distance_bl(bl, pbl, 7) )
  8688. {
  8689. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8690. return 0;
  8691. }
  8692. }
  8693. break;
  8694. case SC_GOSPEL:
  8695. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  8696. {
  8697. int hp, sp;
  8698. hp = (sce->val1 > 5) ? 45 : 30;
  8699. sp = (sce->val1 > 5) ? 35 : 20;
  8700. if(!status_charge(bl, hp, sp))
  8701. break;
  8702. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  8703. return 0;
  8704. }
  8705. break;
  8706. case SC_JAILED:
  8707. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  8708. {
  8709. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  8710. return 0;
  8711. }
  8712. break;
  8713. case SC_BLIND:
  8714. if(sc->data[SC_FOGWALL])
  8715. { //Blind lasts forever while you are standing on the fog.
  8716. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  8717. return 0;
  8718. }
  8719. break;
  8720. case SC_ABUNDANCE:
  8721. if(--(sce->val4) > 0) {
  8722. if( !sc->data[SC_BERSERK] )
  8723. status_heal(bl,0,60,0);
  8724. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  8725. }
  8726. break;
  8727. case SC_PYREXIA:
  8728. if( --(sce->val4) >= 0 ) {
  8729. map_freeblock_lock();
  8730. clif_damage(bl,bl,tick,status_get_amotion(bl),0,100,0,0,0);
  8731. status_fix_damage(NULL,bl,100,0);
  8732. if( sc->data[type] ) {
  8733. if( sce->val4 == 10 )
  8734. sc_start(bl,SC_BLIND,100,sce->val1,30000); // Blind status for the final 30 seconds
  8735. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  8736. }
  8737. map_freeblock_unlock();
  8738. return 0;
  8739. }
  8740. break;
  8741. case SC_LEECHESEND:
  8742. if( --(sce->val4) >= 0 ) {
  8743. int damage = status->max_hp/100;
  8744. if( sd && (sd->status.class_ == JOB_GUILLOTINE_CROSS || sd->status.class_ == JOB_GUILLOTINE_CROSS_T ) )
  8745. damage += 3 * status->vit;
  8746. else
  8747. damage += 7 * status->vit;
  8748. unit_skillcastcancel(bl,0);
  8749. map_freeblock_lock();
  8750. status_zap(bl,damage,0);
  8751. if( sc->data[type] ) {
  8752. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  8753. }
  8754. map_freeblock_unlock();
  8755. return 0;
  8756. }
  8757. break;
  8758. case SC_MAGICMUSHROOM:
  8759. if( --(sce->val4) >= 0 ) {
  8760. bool flag = 0;
  8761. int damage = status->max_hp * 3 / 100;
  8762. if( status->hp <= damage )
  8763. damage = status->hp - 1; // Cannot Kill
  8764. if( damage > 0 ) { // 3% Damage each 4 seconds
  8765. map_freeblock_lock();
  8766. status_zap(bl,damage,0);
  8767. flag = !sc->data[type]; // Killed? Should not
  8768. map_freeblock_unlock();
  8769. }
  8770. if( !flag ) { // Random Skill Cast
  8771. if( sd ) {
  8772. int mushroom_skillid = 0, i;
  8773. unit_stop_attack(bl);
  8774. unit_skillcastcancel(bl,1);
  8775. do {
  8776. i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  8777. mushroom_skillid = skill_magicmushroom_db[i].skillid;
  8778. }
  8779. while( mushroom_skillid == 0 );
  8780. switch( skill_get_casttype(mushroom_skillid) ) { // Magic Mushroom skills are buffs or area damage
  8781. case CAST_GROUND:
  8782. skill_castend_pos2(bl,bl->x,bl->y,mushroom_skillid,1,tick,0);
  8783. break;
  8784. case CAST_NODAMAGE:
  8785. skill_castend_nodamage_id(bl,bl,mushroom_skillid,1,tick,0);
  8786. break;
  8787. case CAST_DAMAGE:
  8788. skill_castend_damage_id(bl,bl,mushroom_skillid,1,tick,0);
  8789. break;
  8790. }
  8791. }
  8792. clif_emotion(bl,E_HEH);
  8793. sc_timer_next(4000+tick,status_change_timer,bl->id,data);
  8794. }
  8795. return 0;
  8796. }
  8797. break;
  8798. case SC_TOXIN:
  8799. if( --(sce->val4) >= 0 )
  8800. { //Damage is every 10 seconds including 3%sp drain.
  8801. map_freeblock_lock();
  8802. clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
  8803. status_damage(NULL,bl,1,status->max_sp*3/100,0,16);
  8804. if( sc->data[type] ) {
  8805. sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
  8806. }
  8807. map_freeblock_unlock();
  8808. return 0;
  8809. }
  8810. break;
  8811. case SC_OBLIVIONCURSE:
  8812. if( --(sce->val4) >= 0 )
  8813. {
  8814. clif_emotion(bl,E_WHAT);
  8815. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  8816. return 0;
  8817. }
  8818. break;
  8819. case SC_WEAPONBLOCKING:
  8820. if( --(sce->val4) >= 0 )
  8821. {
  8822. if( !status_charge(bl,0,3) )
  8823. break;
  8824. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  8825. return 0;
  8826. }
  8827. break;
  8828. case SC_CLOAKINGEXCEED:
  8829. if(!status_charge(bl,0,10-sce->val1))
  8830. break;
  8831. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8832. return 0;
  8833. case SC_RENOVATIO:
  8834. if( --(sce->val4) >= 0 )
  8835. {
  8836. status_heal(bl, status->max_hp * 3 / 100, 0, 2);
  8837. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  8838. return 0;
  8839. }
  8840. break;
  8841. case SC_BURNING:
  8842. if( --(sce->val4) >= 0 )
  8843. {
  8844. struct block_list *src = map_id2bl(sce->val3);
  8845. int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
  8846. map_freeblock_lock();
  8847. clif_damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
  8848. status_damage(src, bl, damage, 0, 0, 1);
  8849. if( sc->data[type]){ // Target still lives. [LimitLine]
  8850. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  8851. }
  8852. map_freeblock_unlock();
  8853. return 0;
  8854. }
  8855. break;
  8856. case SC_FEAR:
  8857. if( --(sce->val4) >= 0 )
  8858. {
  8859. if( sce->val2 > 0 )
  8860. sce->val2--;
  8861. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8862. return 0;
  8863. }
  8864. break;
  8865. case SC_SPHERE_1:
  8866. case SC_SPHERE_2:
  8867. case SC_SPHERE_3:
  8868. case SC_SPHERE_4:
  8869. case SC_SPHERE_5:
  8870. if( --(sce->val4) >= 0 )
  8871. {
  8872. if( !status_charge(bl, 0, 1) )
  8873. break;
  8874. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8875. return 0;
  8876. }
  8877. break;
  8878. case SC_READING_SB:
  8879. if( !status_charge(bl, 0, sce->val2) )
  8880. break;
  8881. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8882. return 0;
  8883. case SC_ELECTRICSHOCKER:
  8884. if( --(sce->val4) >= 0 )
  8885. {
  8886. status_charge(bl, 0, status->max_sp / 100 * sce->val1 );
  8887. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8888. return 0;
  8889. }
  8890. break;
  8891. case SC_CAMOUFLAGE:
  8892. if( !status_charge(bl,0,7 - sce->val1) )
  8893. break;
  8894. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8895. return 0;
  8896. case SC__REPRODUCE:
  8897. if(!status_charge(bl, 0, 1))
  8898. break;
  8899. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  8900. return 0;
  8901. case SC__SHADOWFORM:
  8902. if( --(sce->val4) >= 0 )
  8903. {
  8904. if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
  8905. break;
  8906. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8907. return 0;
  8908. }
  8909. break;
  8910. case SC__INVISIBILITY:
  8911. if( --(sce->val4) >= 0 )
  8912. {
  8913. if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skilllv.
  8914. break;
  8915. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8916. return 0;
  8917. }
  8918. break;
  8919. case SC_STRIKING:
  8920. if( --(sce->val4) >= 0 )
  8921. {
  8922. if( !status_charge(bl,0, sce->val1 ) )
  8923. break;
  8924. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8925. return 0;
  8926. }
  8927. break;
  8928. case SC_BLOODSUCKER:
  8929. if( --(sce->val4) >= 0 ) {
  8930. struct block_list *src = map_id2bl(sce->val2);
  8931. int damage;
  8932. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  8933. break;
  8934. map_freeblock_lock();
  8935. damage = 200 + 100 * sce->val1 + status_get_int(src);
  8936. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1);
  8937. unit_skillcastcancel(bl,1);
  8938. if ( sc->data[type] ) {
  8939. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8940. }
  8941. map_freeblock_unlock();
  8942. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  8943. return 0;
  8944. }
  8945. break;
  8946. case SC_VOICEOFSIREN:
  8947. if( --(sce->val4) >= 0 )
  8948. {
  8949. clif_emotion(bl,E_LV);
  8950. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  8951. return 0;
  8952. }
  8953. break;
  8954. case SC_DEEPSLEEP:
  8955. if( --(sce->val4) >= 0 )
  8956. { // Recovers 1% HP/SP every 2 seconds.
  8957. status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
  8958. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  8959. return 0;
  8960. }
  8961. break;
  8962. case SC_SIRCLEOFNATURE:
  8963. if( --(sce->val4) >= 0 )
  8964. {
  8965. if( !status_charge(bl,0,sce->val2) )
  8966. break;
  8967. status_heal(bl, sce->val3, 0, 1);
  8968. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8969. return 0;
  8970. }
  8971. break;
  8972. case SC_SONGOFMANA:
  8973. if( --(sce->val4) >= 0 )
  8974. {
  8975. status_heal(bl,0,sce->val3,3);
  8976. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  8977. return 0;
  8978. }
  8979. break;
  8980. case SC_SATURDAYNIGHTFEVER:
  8981. // 1% HP/SP drain every 3 seconds [Jobbie]
  8982. if( --(sce->val3) >= 0 )
  8983. {
  8984. int hp = status->hp / 100;
  8985. int sp = status->sp / 100;
  8986. if( !status_charge(bl, hp, sp) )
  8987. break;
  8988. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  8989. return 0;
  8990. }
  8991. break;
  8992. case SC_CRYSTALIZE:
  8993. if( --(sce->val4) >= 0 )
  8994. { // Drains 2% of HP and 1% of SP every seconds.
  8995. if( bl->type != BL_MOB) // doesn't work on mobs
  8996. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  8997. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8998. return 0;
  8999. }
  9000. break;
  9001. case SC_FORCEOFVANGUARD:
  9002. if( !status_charge(bl,0,20) )
  9003. break;
  9004. sc_timer_next(6000 + tick, status_change_timer, bl->id, data);
  9005. return 0;
  9006. case SC_BANDING:
  9007. if( status_charge(bl, 0, 7 - sce->val1) )
  9008. {
  9009. if( sd ) pc_banding(sd, sce->val1);
  9010. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9011. return 0;
  9012. }
  9013. break;
  9014. case SC_REFLECTDAMAGE:
  9015. if( --(sce->val4) >= 0 ) {
  9016. if( !status_charge(bl,0,sce->val3) )
  9017. break;
  9018. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9019. return 0;
  9020. }
  9021. break;
  9022. case SC_OVERHEAT_LIMITPOINT:
  9023. if( --(sce->val1) > 0 ) { // Cooling
  9024. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  9025. }
  9026. break;
  9027. case SC_OVERHEAT:
  9028. {
  9029. int damage = status->max_hp / 100; // Suggestion 1% each second
  9030. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  9031. map_freeblock_lock();
  9032. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  9033. if( sc->data[type] ) {
  9034. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9035. }
  9036. map_freeblock_unlock();
  9037. }
  9038. break;
  9039. case SC_MAGNETICFIELD:
  9040. {
  9041. if( --(sce->val3) <= 0 )
  9042. break; // Time out
  9043. if( sce->val2 == bl->id )
  9044. {
  9045. if( !status_charge(bl,0,14 + (3 * sce->val1)) )
  9046. break; // No more SP status should end, and in the next second will end for the other affected players
  9047. }
  9048. else
  9049. {
  9050. struct block_list *src = map_id2bl(sce->val2);
  9051. struct status_change *ssc;
  9052. if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
  9053. break; // Source no more under Magnetic Field
  9054. }
  9055. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9056. }
  9057. break;
  9058. case SC_INSPIRATION:
  9059. if(--(sce->val4) >= 0)
  9060. {
  9061. int hp = status->max_hp * (7-sce->val1) / 100;
  9062. int sp = status->max_sp * (9-sce->val1) / 100;
  9063. if( !status_charge(bl,hp,sp) ) break;
  9064. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  9065. return 0;
  9066. }
  9067. break;
  9068. case SC_RAISINGDRAGON:
  9069. // 1% every 5 seconds [Jobbie]
  9070. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) )
  9071. {
  9072. if( !sc->data[type] ) return 0;
  9073. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9074. return 0;
  9075. }
  9076. break;
  9077. case SC_CIRCLE_OF_FIRE:
  9078. case SC_FIRE_CLOAK:
  9079. case SC_WATER_DROP:
  9080. case SC_WATER_SCREEN:
  9081. case SC_WIND_CURTAIN:
  9082. case SC_WIND_STEP:
  9083. case SC_STONE_SHIELD:
  9084. case SC_SOLID_SKIN:
  9085. if( !status_charge(bl,0,sce->val2) )
  9086. {
  9087. struct block_list *s_bl = battle_get_master(bl);
  9088. if( s_bl )
  9089. status_change_end(s_bl,type+1,INVALID_TIMER);
  9090. status_change_end(bl,type,INVALID_TIMER);
  9091. break;
  9092. }
  9093. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9094. return 0;
  9095. case SC_STOMACHACHE:
  9096. if( --(sce->val4) > 0 )
  9097. {
  9098. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  9099. if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds.
  9100. {
  9101. pc_stop_walking(sd,1|4);
  9102. pc_stop_attack(sd);
  9103. pc_setsit(sd);
  9104. clif_sitting(bl);
  9105. }
  9106. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9107. return 0;
  9108. }
  9109. break;
  9110. case SC_LEADERSHIP:
  9111. case SC_GLORYWOUNDS:
  9112. case SC_SOULCOLD:
  9113. case SC_HAWKEYES:
  9114. /* they only end by status_change_end */
  9115. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  9116. return 0;
  9117. }
  9118. // default for all non-handled control paths is to end the status
  9119. return status_change_end( bl,type,tid );
  9120. #undef sc_timer_next
  9121. }
  9122. /*==========================================
  9123. * ステータス異常タイマー範囲処理
  9124. *------------------------------------------*/
  9125. int status_change_timer_sub(struct block_list* bl, va_list ap)
  9126. {
  9127. struct status_change* tsc;
  9128. struct block_list* src = va_arg(ap,struct block_list*);
  9129. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  9130. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  9131. unsigned int tick = va_arg(ap,unsigned int);
  9132. if (status_isdead(bl))
  9133. return 0;
  9134. tsc = status_get_sc(bl);
  9135. switch( type ) {
  9136. case SC_SIGHT: /* サイト */
  9137. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
  9138. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  9139. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9140. case SC_CONCENTRATE:
  9141. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9142. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9143. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9144. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9145. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  9146. break;
  9147. case SC_RUWACH: /* ルアフ */
  9148. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  9149. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
  9150. tsc->data[SC__INVISIBILITY])) {
  9151. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9152. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9153. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9154. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9155. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  9156. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  9157. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  9158. }
  9159. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
  9160. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  9161. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9162. break;
  9163. case SC_SIGHTBLASTER:
  9164. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  9165. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  9166. {
  9167. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  9168. if (sce) sce->val2 = 0; //This signals it to end.
  9169. }
  9170. break;
  9171. case SC_CLOSECONFINE:
  9172. //Lock char has released the hold on everyone...
  9173. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  9174. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  9175. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  9176. }
  9177. break;
  9178. case SC_CURSEDCIRCLE_TARGET:
  9179. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  9180. status_change_end(bl, type, INVALID_TIMER);
  9181. }
  9182. break;
  9183. }
  9184. return 0;
  9185. }
  9186. /*==========================================
  9187. * Clears buffs/debuffs of a character.
  9188. * type&1 -> buffs, type&2 -> debuffs
  9189. *------------------------------------------*/
  9190. int status_change_clear_buffs (struct block_list* bl, int type)
  9191. {
  9192. int i;
  9193. struct status_change *sc= status_get_sc(bl);
  9194. if (!sc || !sc->count)
  9195. return 0;
  9196. if (type&2) //Debuffs
  9197. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  9198. {
  9199. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9200. }
  9201. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  9202. {
  9203. if(!sc->data[i])
  9204. continue;
  9205. switch (i) {
  9206. //Stuff that cannot be removed
  9207. case SC_WEIGHT50:
  9208. case SC_WEIGHT90:
  9209. case SC_COMBO:
  9210. case SC_SMA:
  9211. case SC_DANCING:
  9212. case SC_LEADERSHIP:
  9213. case SC_GLORYWOUNDS:
  9214. case SC_SOULCOLD:
  9215. case SC_HAWKEYES:
  9216. case SC_GUILDAURA:
  9217. case SC_SAFETYWALL:
  9218. case SC_PNEUMA:
  9219. case SC_NOCHAT:
  9220. case SC_JAILED:
  9221. case SC_ANKLE:
  9222. case SC_BLADESTOP:
  9223. case SC_CP_WEAPON:
  9224. case SC_CP_SHIELD:
  9225. case SC_CP_ARMOR:
  9226. case SC_CP_HELM:
  9227. case SC_STRFOOD:
  9228. case SC_AGIFOOD:
  9229. case SC_VITFOOD:
  9230. case SC_INTFOOD:
  9231. case SC_DEXFOOD:
  9232. case SC_LUKFOOD:
  9233. case SC_HITFOOD:
  9234. case SC_FLEEFOOD:
  9235. case SC_BATKFOOD:
  9236. case SC_WATKFOOD:
  9237. case SC_MATKFOOD:
  9238. case SC_FOOD_STR_CASH:
  9239. case SC_FOOD_AGI_CASH:
  9240. case SC_FOOD_VIT_CASH:
  9241. case SC_FOOD_DEX_CASH:
  9242. case SC_FOOD_INT_CASH:
  9243. case SC_FOOD_LUK_CASH:
  9244. case SC_EXPBOOST:
  9245. case SC_JEXPBOOST:
  9246. case SC_ITEMBOOST:
  9247. case SC_ELECTRICSHOCKER:
  9248. case SC__MANHOLE:
  9249. case SC_GIANTGROWTH:
  9250. case SC_MILLENNIUMSHIELD:
  9251. case SC_REFRESH:
  9252. case SC_STONEHARDSKIN:
  9253. case SC_VITALITYACTIVATION:
  9254. case SC_FIGHTINGSPIRIT:
  9255. case SC_ABUNDANCE:
  9256. case SC_CURSEDCIRCLE_ATKER:
  9257. case SC_CURSEDCIRCLE_TARGET:
  9258. continue;
  9259. //Debuffs that can be removed.
  9260. case SC_HALLUCINATION:
  9261. case SC_QUAGMIRE:
  9262. case SC_SIGNUMCRUCIS:
  9263. case SC_DECREASEAGI:
  9264. case SC_SLOWDOWN:
  9265. case SC_MINDBREAKER:
  9266. case SC_WINKCHARM:
  9267. case SC_STOP:
  9268. case SC_ORCISH:
  9269. case SC_STRIPWEAPON:
  9270. case SC_STRIPSHIELD:
  9271. case SC_STRIPARMOR:
  9272. case SC_STRIPHELM:
  9273. case SC_BITE:
  9274. case SC_ADORAMUS:
  9275. case SC_VACUUM_EXTREME:
  9276. case SC_BURNING:
  9277. case SC_FEAR:
  9278. case SC_MAGNETICFIELD:
  9279. if (!(type&2))
  9280. continue;
  9281. break;
  9282. //The rest are buffs that can be removed.
  9283. case SC_BERSERK:
  9284. case SC_SATURDAYNIGHTFEVER:
  9285. if (!(type&1))
  9286. continue;
  9287. sc->data[i]->val2 = 0;
  9288. break;
  9289. default:
  9290. if (!(type&1))
  9291. continue;
  9292. break;
  9293. }
  9294. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9295. }
  9296. return 0;
  9297. }
  9298. int status_change_spread( struct block_list *src, struct block_list *bl ) {
  9299. int i, flag = 0;
  9300. struct status_change *sc = status_get_sc(src);
  9301. const struct TimerData *timer;
  9302. unsigned int tick;
  9303. struct status_change_data data;
  9304. if( !sc || !sc->count )
  9305. return 0;
  9306. tick = gettick();
  9307. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  9308. if( !sc->data[i] || i == SC_COMMON_MAX )
  9309. continue;
  9310. switch( i ) {
  9311. //Debuffs that can be spreaded.
  9312. // NOTE: We'll add/delte SCs when we are able to confirm it.
  9313. case SC_POISON:
  9314. case SC_CURSE:
  9315. case SC_SILENCE:
  9316. case SC_CONFUSION:
  9317. case SC_BLIND:
  9318. case SC_BLEEDING:
  9319. case SC_DPOISON:
  9320. case SC_NOCHAT:
  9321. case SC_HALLUCINATION:
  9322. case SC_SIGNUMCRUCIS:
  9323. case SC_DECREASEAGI:
  9324. case SC_SLOWDOWN:
  9325. case SC_MINDBREAKER:
  9326. case SC_WINKCHARM:
  9327. case SC_STOP:
  9328. case SC_ORCISH:
  9329. //case SC_STRIPWEAPON://Omg I got infected and had the urge to strip myself physically.
  9330. //case SC_STRIPSHIELD://No this is stupid and shouldnt be spreadable at all.
  9331. //case SC_STRIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
  9332. //case SC_STRIPHELM:
  9333. //case SC__STRIPACCESSORY:
  9334. case SC_BITE:
  9335. case SC_FREEZING:
  9336. case SC_BURNING:
  9337. case SC_FEAR:
  9338. case SC_PYREXIA:
  9339. case SC_PARALYSE:
  9340. case SC_DEATHHURT:
  9341. case SC_MAGICMUSHROOM:
  9342. case SC_VENOMBLEED:
  9343. case SC_TOXIN:
  9344. case SC_OBLIVIONCURSE:
  9345. case SC_LEECHESEND:
  9346. if( sc->data[i]->timer != INVALID_TIMER ) {
  9347. timer = get_timer(sc->data[i]->timer);
  9348. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
  9349. continue;
  9350. data.tick = DIFF_TICK(timer->tick,tick);
  9351. } else
  9352. data.tick = INVALID_TIMER;
  9353. data.val1 = sc->data[i]->val1;
  9354. data.val2 = sc->data[i]->val2;
  9355. data.val3 = sc->data[i]->val3;
  9356. data.val4 = sc->data[i]->val4;
  9357. status_change_start(bl,i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
  9358. flag = 1;
  9359. break;
  9360. default:
  9361. continue;
  9362. break;
  9363. }
  9364. }
  9365. return flag;
  9366. }
  9367. //Natural regen related stuff.
  9368. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  9369. static int status_natural_heal(struct block_list* bl, va_list args)
  9370. {
  9371. struct regen_data *regen;
  9372. struct status_data *status;
  9373. struct status_change *sc;
  9374. struct unit_data *ud;
  9375. struct view_data *vd = NULL;
  9376. struct regen_data_sub *sregen;
  9377. struct map_session_data *sd;
  9378. int val,rate,bonus = 0,flag;
  9379. regen = status_get_regen_data(bl);
  9380. if (!regen) return 0;
  9381. status = status_get_status_data(bl);
  9382. sc = status_get_sc(bl);
  9383. if (sc && !sc->count)
  9384. sc = NULL;
  9385. sd = BL_CAST(BL_PC,bl);
  9386. flag = regen->flag;
  9387. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  9388. flag&=~(RGN_HP|RGN_SHP);
  9389. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  9390. flag&=~(RGN_SP|RGN_SSP);
  9391. if (flag && (
  9392. status_isdead(bl) ||
  9393. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  9394. ))
  9395. flag=0;
  9396. if (sd) {
  9397. if (sd->hp_loss.value || sd->sp_loss.value)
  9398. pc_bleeding(sd, natural_heal_diff_tick);
  9399. if (sd->hp_regen.value || sd->sp_regen.value)
  9400. pc_regen(sd, natural_heal_diff_tick);
  9401. }
  9402. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  9403. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  9404. { //Apply sitting regen bonus.
  9405. sregen = regen->ssregen;
  9406. if(flag&(RGN_SHP))
  9407. { //Sitting HP regen
  9408. val = natural_heal_diff_tick * sregen->rate.hp;
  9409. if (regen->state.overweight)
  9410. val>>=1; //Half as fast when overweight.
  9411. sregen->tick.hp += val;
  9412. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9413. {
  9414. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  9415. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  9416. { //Full
  9417. flag&=~(RGN_HP|RGN_SHP);
  9418. break;
  9419. }
  9420. }
  9421. }
  9422. if(flag&(RGN_SSP))
  9423. { //Sitting SP regen
  9424. val = natural_heal_diff_tick * sregen->rate.sp;
  9425. if (regen->state.overweight)
  9426. val>>=1; //Half as fast when overweight.
  9427. sregen->tick.sp += val;
  9428. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9429. {
  9430. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  9431. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  9432. { //Full
  9433. flag&=~(RGN_SP|RGN_SSP);
  9434. break;
  9435. }
  9436. }
  9437. }
  9438. }
  9439. if (flag && regen->state.overweight)
  9440. flag=0;
  9441. ud = unit_bl2ud(bl);
  9442. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
  9443. {
  9444. flag&=~(RGN_SHP|RGN_SSP);
  9445. if(!regen->state.walk)
  9446. flag&=~RGN_HP;
  9447. }
  9448. if (!flag)
  9449. return 0;
  9450. if (flag&(RGN_HP|RGN_SP))
  9451. {
  9452. if(!vd) vd = status_get_viewdata(bl);
  9453. if(vd && vd->dead_sit == 2)
  9454. bonus++;
  9455. if(regen->state.gc)
  9456. bonus++;
  9457. }
  9458. //Natural Hp regen
  9459. if (flag&RGN_HP)
  9460. {
  9461. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  9462. if (ud && ud->walktimer != INVALID_TIMER)
  9463. rate/=2;
  9464. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  9465. if(bl->type==BL_HOM) rate *=2;
  9466. regen->tick.hp += rate;
  9467. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  9468. {
  9469. val = 0;
  9470. do {
  9471. val += regen->hp;
  9472. regen->tick.hp -= battle_config.natural_healhp_interval;
  9473. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  9474. if (status_heal(bl, val, 0, 1) < val)
  9475. flag&=~RGN_SHP; //full.
  9476. }
  9477. }
  9478. //Natural SP regen
  9479. if(flag&RGN_SP)
  9480. {
  9481. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  9482. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  9483. if(bl->type==BL_HOM) rate *=2;
  9484. regen->tick.sp += rate;
  9485. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  9486. {
  9487. val = 0;
  9488. do {
  9489. val += regen->sp;
  9490. regen->tick.sp -= battle_config.natural_healsp_interval;
  9491. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  9492. if (status_heal(bl, 0, val, 1) < val)
  9493. flag&=~RGN_SSP; //full.
  9494. }
  9495. }
  9496. if (!regen->sregen)
  9497. return flag;
  9498. //Skill regen
  9499. sregen = regen->sregen;
  9500. if(flag&RGN_SHP)
  9501. { //Skill HP regen
  9502. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  9503. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9504. {
  9505. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  9506. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  9507. break; //Full
  9508. }
  9509. }
  9510. if(flag&RGN_SSP)
  9511. { //Skill SP regen
  9512. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  9513. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9514. {
  9515. val = sregen->sp;
  9516. if (sd && sd->state.doridori) {
  9517. val*=2;
  9518. sd->state.doridori = 0;
  9519. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  9520. sc_start(bl,status_skill2sc(TK_SPTIME),
  9521. 100,rate,skill_get_time(TK_SPTIME, rate));
  9522. if (
  9523. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  9524. rnd()%10000 < battle_config.sg_angel_skill_ratio
  9525. ) { //Angel of the Sun/Moon/Star
  9526. clif_feel_hate_reset(sd);
  9527. pc_resethate(sd);
  9528. pc_resetfeel(sd);
  9529. }
  9530. }
  9531. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  9532. if(status_heal(bl, 0, val, 3) < val)
  9533. break; //Full
  9534. }
  9535. }
  9536. return flag;
  9537. }
  9538. //Natural heal main timer.
  9539. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  9540. {
  9541. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  9542. map_foreachregen(status_natural_heal);
  9543. natural_heal_prev_tick = tick;
  9544. return 0;
  9545. }
  9546. /**
  9547. * Get the chance to upgrade a piece of equipment.
  9548. * @param wlv The weapon type of the item to refine (see see enum refine_type)
  9549. * @param refine The target refine level
  9550. * @return The chance to refine the item, in percent (0~100)
  9551. **/
  9552. int status_get_refine_chance(enum refine_type wlv, int refine)
  9553. {
  9554. if (wlv < 0 || wlv > REFINE_TYPE_MAX || refine < 0 || refine >= MAX_REFINE)
  9555. return 0;
  9556. return refine_info[wlv].chance[refine];
  9557. }
  9558. /*------------------------------------------
  9559. * DB reading.
  9560. * job_db1.txt - weight, hp, sp, aspd
  9561. * job_db2.txt - job level stat bonuses
  9562. * size_fix.txt - size adjustment table for weapons
  9563. * refine_db.txt - refining data table
  9564. *------------------------------------------*/
  9565. #ifdef RENEWAL
  9566. static bool status_readdb_job_re(char* fields[], int columns, int current) {
  9567. int idx, class_;
  9568. unsigned int i;
  9569. class_ = atoi(fields[0]);
  9570. if(!pcdb_checkid(class_)) {
  9571. ShowWarning("status_readdb_job_re: Invalid job class %d specified.\n", class_);
  9572. return false;
  9573. }
  9574. idx = pc_class2idx(class_);
  9575. for(i = 0; i < RE_JOB_DB_MAX; i++) {
  9576. re_job_db[idx][i] = atoi(fields[i+1]);
  9577. }
  9578. return true;
  9579. }
  9580. #endif
  9581. static bool status_readdb_job1(char* fields[], int columns, int current)
  9582. {// Job-specific values (weight, HP, SP, ASPD)
  9583. int idx, class_;
  9584. unsigned int i;
  9585. class_ = atoi(fields[0]);
  9586. if(!pcdb_checkid(class_))
  9587. {
  9588. ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
  9589. return false;
  9590. }
  9591. idx = pc_class2idx(class_);
  9592. max_weight_base[idx] = atoi(fields[1]);
  9593. hp_coefficient[idx] = atoi(fields[2]);
  9594. hp_coefficient2[idx] = atoi(fields[3]);
  9595. sp_coefficient[idx] = atoi(fields[4]);
  9596. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  9597. {
  9598. aspd_base[idx][i] = atoi(fields[i+5]);
  9599. }
  9600. return true;
  9601. }
  9602. static bool status_readdb_job2(char* fields[], int columns, int current)
  9603. {
  9604. int idx, class_, i;
  9605. class_ = atoi(fields[0]);
  9606. if(!pcdb_checkid(class_))
  9607. {
  9608. ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
  9609. return false;
  9610. }
  9611. idx = pc_class2idx(class_);
  9612. for(i = 1; i < columns; i++)
  9613. {
  9614. job_bonus[idx][i-1] = atoi(fields[i]);
  9615. }
  9616. return true;
  9617. }
  9618. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  9619. {
  9620. unsigned int i;
  9621. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  9622. {
  9623. atkmods[current][i] = atoi(fields[i]);
  9624. }
  9625. return true;
  9626. }
  9627. static bool status_readdb_refine(char* fields[], int columns, int current)
  9628. {
  9629. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  9630. current = atoi(fields[0]);
  9631. if (current < 0 || current >= REFINE_TYPE_MAX)
  9632. return false;
  9633. bonus_per_level = atoi(fields[1]);
  9634. random_bonus_start_level = atoi(fields[2]);
  9635. random_bonus = atoi(fields[3]);
  9636. for(i = 0; i < MAX_REFINE; i++)
  9637. {
  9638. char* delim;
  9639. if (!(delim = strchr(fields[4+i], ':')))
  9640. return false;
  9641. *delim = '\0';
  9642. refine_info[current].chance[i] = atoi(fields[4+i]);
  9643. if (i >= random_bonus_start_level - 1)
  9644. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  9645. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  9646. if (i > 0)
  9647. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  9648. }
  9649. return true;
  9650. }
  9651. int status_readdb(void)
  9652. {
  9653. int i, j;
  9654. // initialize databases to default
  9655. //
  9656. // job_db1.txt
  9657. memset(max_weight_base, 0, sizeof(max_weight_base));
  9658. memset(hp_coefficient, 0, sizeof(hp_coefficient));
  9659. memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
  9660. memset(sp_coefficient, 0, sizeof(sp_coefficient));
  9661. memset(aspd_base, 0, sizeof(aspd_base));
  9662. #ifdef RENEWAL
  9663. memset(re_job_db, 0, sizeof(re_job_db));
  9664. #endif
  9665. // job_db2.txt
  9666. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  9667. // size_fix.txt
  9668. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  9669. for(j=0;j<MAX_WEAPON_TYPE;j++)
  9670. atkmods[i][j]=100;
  9671. // refine_db.txt
  9672. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  9673. {
  9674. for(j=0;j<MAX_REFINE; j++)
  9675. {
  9676. refine_info[i].chance[j] = 100;
  9677. refine_info[i].bonus[j] = 0;
  9678. refine_info[i].randombonus_max[j] = 0;
  9679. }
  9680. }
  9681. // read databases
  9682. //
  9683. sv_readdb(db_path, "job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
  9684. sv_readdb(db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
  9685. sv_readdb(db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
  9686. #ifdef RENEWAL
  9687. sv_readdb(db_path, DBPATH"job_db_extra.txt", ',', 1+RE_JOB_DB_MAX, 1+RE_JOB_DB_MAX, -1, &status_readdb_job_re);
  9688. #endif
  9689. sv_readdb(db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine);
  9690. return 0;
  9691. }
  9692. /*==========================================
  9693. * スキル関係初期化処理
  9694. *------------------------------------------*/
  9695. int do_init_status(void)
  9696. {
  9697. add_timer_func_list(status_change_timer,"status_change_timer");
  9698. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  9699. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  9700. initChangeTables();
  9701. initDummyData();
  9702. status_readdb();
  9703. status_calc_sigma();
  9704. natural_heal_prev_tick = gettick();
  9705. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  9706. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  9707. return 0;
  9708. }
  9709. void do_final_status(void)
  9710. {
  9711. ers_destroy(sc_data_ers);
  9712. }