status.cpp 508 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "status.hpp"
  4. #include <functional>
  5. #include <math.h>
  6. #include <stdlib.h>
  7. #include <string>
  8. #include <yaml-cpp/yaml.h>
  9. #include "../common/cbasetypes.hpp"
  10. #include "../common/ers.hpp"
  11. #include "../common/malloc.hpp"
  12. #include "../common/nullpo.hpp"
  13. #include "../common/random.hpp"
  14. #include "../common/showmsg.hpp"
  15. #include "../common/strlib.hpp"
  16. #include "../common/timer.hpp"
  17. #include "../common/utilities.hpp"
  18. #include "../common/utils.hpp"
  19. #include "battle.hpp"
  20. #include "battleground.hpp"
  21. #include "clif.hpp"
  22. #include "elemental.hpp"
  23. #include "guild.hpp"
  24. #include "homunculus.hpp"
  25. #include "itemdb.hpp"
  26. #include "map.hpp"
  27. #include "mercenary.hpp"
  28. #include "mob.hpp"
  29. #include "npc.hpp"
  30. #include "path.hpp"
  31. #include "pc.hpp"
  32. #include "pc_groups.hpp"
  33. #include "pet.hpp"
  34. #include "script.hpp"
  35. using namespace rathena;
  36. // Regen related flags.
  37. enum e_regen {
  38. RGN_NONE = 0x00,
  39. RGN_HP = 0x01,
  40. RGN_SP = 0x02,
  41. RGN_SHP = 0x04,
  42. RGN_SSP = 0x08,
  43. };
  44. // Bonus values and upgrade chances for refining equipment
  45. static struct {
  46. int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; /// Success chance
  47. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  48. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  49. struct refine_cost cost[REFINE_COST_MAX];
  50. } refine_info[REFINE_TYPE_MAX];
  51. static struct eri *sc_data_ers; /// For sc_data entries
  52. static struct status_data dummy_status;
  53. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  54. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  55. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  56. // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
  57. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  58. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  59. sc_type SkillStatusChangeTable[MAX_SKILL];
  60. int StatusIconChangeTable[SC_MAX];
  61. unsigned int StatusChangeFlagTable[SC_MAX];
  62. int StatusSkillChangeTable[SC_MAX];
  63. int StatusRelevantBLTypes[EFST_MAX];
  64. unsigned int StatusChangeStateTable[SC_MAX];
  65. unsigned int StatusDisplayType[SC_MAX];
  66. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  67. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  68. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  69. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  70. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  71. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  72. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  73. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  74. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  75. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  76. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  77. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  78. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  79. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  80. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  81. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  82. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  83. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  84. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  85. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  86. #ifdef RENEWAL_ASPD
  87. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  88. #endif
  89. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  90. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  91. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  92. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  93. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  94. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  95. #ifdef RENEWAL
  96. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  97. #endif
  98. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  99. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  100. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  101. static int status_get_sc_interval(enum sc_type type);
  102. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  103. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->flag[MF_PVP] != 0, mapdata_flag_gvg2_no_te((m)), m->flag[MF_BATTLEGROUND] != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
  104. const std::string SizeFixDatabase::getDefaultLocation() {
  105. return std::string(db_path) + "/size_fix.yml";
  106. }
  107. /**
  108. * Reads and parses an entry from size_fix.
  109. * @param node: YAML node containing the entry.
  110. * @return count of successfully parsed rows
  111. */
  112. uint64 SizeFixDatabase::parseBodyNode(const YAML::Node &node) {
  113. std::string weapon_name;
  114. if (!this->asString(node, "Weapon", weapon_name))
  115. return 0;
  116. std::string weapon_name_constant = "W_" + weapon_name;
  117. int64 constant;
  118. if (!script_get_constant(weapon_name_constant.c_str(), &constant)) {
  119. this->invalidWarning(node["Weapon"], "Size Fix unknown weapon %s, skipping.\n", weapon_name.c_str());
  120. return 0;
  121. }
  122. if (constant < W_FIST || constant > W_2HSTAFF) {
  123. this->invalidWarning(node["Weapon"], "Size Fix weapon %s is an invalid weapon, skipping.\n", weapon_name.c_str());
  124. return 0;
  125. }
  126. int weapon_id = static_cast<int>(constant);
  127. std::shared_ptr<s_sizefix_db> size = this->find(weapon_id);
  128. bool exists = size != nullptr;
  129. if (!exists)
  130. size = std::make_shared<s_sizefix_db>();
  131. if (this->nodeExists(node, "Small")) {
  132. uint16 small;
  133. if (!this->asUInt16(node, "Small", small))
  134. return 0;
  135. if (small > 100) {
  136. this->invalidWarning(node["Small"], "Small Size Fix %d for %s is out of bounds, defaulting to 100.\n", small, weapon_name.c_str());
  137. small = 100;
  138. }
  139. size->small = small;
  140. } else {
  141. if (!exists)
  142. size->small = 100;
  143. }
  144. if (this->nodeExists(node, "Medium")) {
  145. uint16 medium;
  146. if (!this->asUInt16(node, "Medium", medium))
  147. return 0;
  148. if (medium > 100) {
  149. this->invalidWarning(node["Medium"], "Medium Size Fix %d for %s is out of bounds, defaulting to 100.\n", medium, weapon_name.c_str());
  150. medium = 100;
  151. }
  152. size->medium = medium;
  153. } else {
  154. if (!exists)
  155. size->medium = 100;
  156. }
  157. if (this->nodeExists(node, "Large")) {
  158. uint16 large;
  159. if (!this->asUInt16(node, "Large", large))
  160. return 0;
  161. if (large > 100) {
  162. this->invalidWarning(node["Large"], "Large Size Fix %d for %s is out of bounds, defaulting to 100.\n", large, weapon_name.c_str());
  163. large = 100;
  164. }
  165. size->large = large;
  166. } else {
  167. if (!exists)
  168. size->large = 100;
  169. }
  170. if (!exists)
  171. this->put(weapon_id, size);
  172. return 1;
  173. }
  174. SizeFixDatabase size_fix_db;
  175. /**
  176. * Returns the status change associated with a skill.
  177. * @param skill The skill to look up
  178. * @return The status registered for this skill
  179. */
  180. sc_type status_skill2sc(int skill)
  181. {
  182. int idx = skill_get_index(skill);
  183. if( idx == 0 ) {
  184. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  185. return SC_NONE;
  186. }
  187. return SkillStatusChangeTable[idx];
  188. }
  189. /**
  190. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  191. * Utilized for various duration lookups. Use with caution!
  192. * @param sc The status to look up
  193. * @return A skill associated with the status
  194. */
  195. int status_sc2skill(sc_type sc)
  196. {
  197. if( sc < 0 || sc >= SC_MAX ) {
  198. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  199. return 0;
  200. }
  201. return StatusSkillChangeTable[sc];
  202. }
  203. /**
  204. * Returns the status calculation flag associated with a given status change.
  205. * @param sc The status to look up
  206. * @return The scb_flag registered for this status (see enum scb_flag)
  207. */
  208. unsigned int status_sc2scb_flag(sc_type sc)
  209. {
  210. if( sc < 0 || sc >= SC_MAX ) {
  211. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  212. return SCB_NONE;
  213. }
  214. return StatusChangeFlagTable[sc];
  215. }
  216. /**
  217. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  218. * @param type The client-side status identifier to look up (see enum efst_types)
  219. * @return The bl types relevant to the type (see enum bl_type)
  220. */
  221. int status_type2relevant_bl_types(int type)
  222. {
  223. if( type < EFST_BLANK || type >= EFST_MAX ) {
  224. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  225. return EFST_BLANK;
  226. }
  227. return StatusRelevantBLTypes[type];
  228. }
  229. #define add_sc(skill,sc) set_sc(skill,sc,EFST_BLANK,SCB_NONE)
  230. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  231. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < EFST_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  232. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  233. {
  234. uint16 idx = skill_get_index(skill_id);
  235. if( idx == 0 ) {
  236. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  237. return;
  238. }
  239. if( sc <= SC_NONE || sc >= SC_MAX ) {
  240. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  241. return;
  242. }
  243. if( StatusSkillChangeTable[sc] == 0 )
  244. StatusSkillChangeTable[sc] = skill_id;
  245. if( StatusIconChangeTable[sc] == EFST_BLANK )
  246. StatusIconChangeTable[sc] = icon;
  247. StatusChangeFlagTable[sc] |= flag;
  248. if( SkillStatusChangeTable[idx] == SC_NONE )
  249. SkillStatusChangeTable[idx] = sc;
  250. }
  251. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  252. if (sc > SC_NONE && sc < SC_MAX) {
  253. if (StatusIconChangeTable[sc] == EFST_BLANK)
  254. StatusIconChangeTable[sc] = icon;
  255. StatusChangeFlagTable[sc] |= flag;
  256. }
  257. if (icon > EFST_BLANK && icon < EFST_MAX)
  258. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  259. }
  260. void initChangeTables(void)
  261. {
  262. int i;
  263. for (i = 0; i < SC_MAX; i++)
  264. StatusIconChangeTable[i] = EFST_BLANK;
  265. for (i = 0; i < MAX_SKILL; i++)
  266. SkillStatusChangeTable[i] = SC_NONE;
  267. for (i = 0; i < EFST_MAX; i++)
  268. StatusRelevantBLTypes[i] = BL_PC;
  269. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  270. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  271. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  272. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  273. memset(SCDisabled, 0, sizeof(SCDisabled));
  274. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  275. set_sc( NPC_PETRIFYATTACK , SC_STONE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  276. set_sc( NPC_WIDEFREEZE , SC_FREEZE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  277. add_sc( NPC_STUNATTACK , SC_STUN );
  278. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  279. set_sc( NPC_POISON , SC_POISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  280. set_sc( NPC_WIDECURSE , SC_CURSE , EFST_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  281. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  282. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  283. set_sc( NPC_BLINDATTACK , SC_BLIND , EFST_BLANK , SCB_HIT|SCB_FLEE );
  284. set_sc( NPC_BLEEDING , SC_BLEEDING , EFST_BLOODING, SCB_REGEN );
  285. set_sc( NPC_POISON , SC_DPOISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  286. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  287. /* The main status definitions */
  288. add_sc( SM_BASH , SC_STUN );
  289. set_sc( SM_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  290. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  291. set_sc( SM_ENDURE , SC_ENDURE , EFST_ENDURE , SCB_MDEF|SCB_DSPD );
  292. add_sc( MG_SIGHT , SC_SIGHT );
  293. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  294. add_sc( MG_FROSTDIVER , SC_FREEZE );
  295. add_sc( MG_STONECURSE , SC_STONE );
  296. add_sc( AL_RUWACH , SC_RUWACH );
  297. add_sc( AL_PNEUMA , SC_PNEUMA );
  298. set_sc( AL_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED
  299. #ifdef RENEWAL
  300. |SCB_ASPD );
  301. #else
  302. );
  303. #endif
  304. set_sc( AL_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  305. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , EFST_CRUCIS, SCB_DEF );
  306. set_sc( AL_ANGELUS , SC_ANGELUS , EFST_ANGELUS , SCB_DEF2
  307. #ifdef RENEWAL
  308. |SCB_MAXHP );
  309. #else
  310. );
  311. #endif
  312. set_sc( AL_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX
  313. #ifdef RENEWAL
  314. |SCB_HIT );
  315. #else
  316. );
  317. #endif
  318. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , EFST_CONCENTRATION, SCB_AGI|SCB_DEX );
  319. set_sc( TF_HIDING , SC_HIDING , EFST_HIDING , SCB_SPEED );
  320. add_sc( TF_POISON , SC_POISON );
  321. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , EFST_TWOHANDQUICKEN , SCB_ASPD
  322. #ifdef RENEWAL
  323. |SCB_HIT|SCB_CRI );
  324. #else
  325. );
  326. #endif
  327. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , EFST_AUTOCOUNTER , SCB_NONE );
  328. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , EFST_IMPOSITIO , SCB_WATK
  329. #ifdef RENEWAL
  330. |SCB_MATK );
  331. #else
  332. );
  333. #endif
  334. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , EFST_SUFFRAGIUM , SCB_NONE );
  335. set_sc( PR_ASPERSIO , SC_ASPERSIO , EFST_ASPERSIO , SCB_ATK_ELE );
  336. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  337. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , EFST_SLOWPOISON , SCB_REGEN );
  338. set_sc( PR_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  339. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  340. set_sc( PR_GLORIA , SC_GLORIA , EFST_GLORIA , SCB_LUK );
  341. add_sc( PR_STRECOVERY , SC_BLIND );
  342. add_sc( PR_LEXDIVINA , SC_SILENCE );
  343. set_sc( PR_LEXAETERNA , SC_AETERNA , EFST_LEXAETERNA, SCB_NONE );
  344. add_sc( WZ_METEOR , SC_STUN );
  345. add_sc( WZ_VERMILION , SC_BLIND );
  346. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  347. add_sc( WZ_STORMGUST , SC_FREEZE );
  348. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , EFST_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  349. add_sc( BS_HAMMERFALL , SC_STUN );
  350. set_sc( BS_ADRENALINE , SC_ADRENALINE , EFST_ADRENALINE , SCB_ASPD
  351. #ifdef RENEWAL
  352. |SCB_HIT );
  353. #else
  354. );
  355. #endif
  356. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , EFST_WEAPONPERFECT, SCB_NONE );
  357. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , EFST_OVERTHRUST , SCB_NONE );
  358. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , EFST_MAXIMIZE, SCB_REGEN );
  359. add_sc( HT_LANDMINE , SC_STUN );
  360. set_sc( HT_ANKLESNARE , SC_ANKLE , EFST_ANKLESNARE , SCB_NONE );
  361. add_sc( HT_SANDMAN , SC_SLEEP );
  362. add_sc( HT_FLASHER , SC_BLIND );
  363. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  364. set_sc( AS_CLOAKING , SC_CLOAKING , EFST_CLOAKING , SCB_CRI|SCB_SPEED );
  365. add_sc( AS_SONICBLOW , SC_STUN );
  366. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , EFST_ENCHANTPOISON, SCB_ATK_ELE );
  367. set_sc( AS_POISONREACT , SC_POISONREACT , EFST_POISONREACT , SCB_NONE );
  368. add_sc( AS_VENOMDUST , SC_POISON );
  369. set_sc( AS_SPLASHER , SC_SPLASHER , EFST_SPLASHER , SCB_NONE );
  370. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , EFST_TRICKDEAD , SCB_REGEN );
  371. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  372. add_sc( TF_SPRINKLESAND , SC_BLIND );
  373. add_sc( TF_THROWSTONE , SC_STUN );
  374. set_sc( MC_LOUD , SC_LOUD , EFST_SHOUT, SCB_STR
  375. #ifdef RENEWAL
  376. |SCB_BATK );
  377. #else
  378. );
  379. #endif
  380. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , EFST_ENERGYCOAT , SCB_NONE );
  381. set_sc( NPC_EMOTION , SC_MODECHANGE , EFST_BLANK , SCB_MODE );
  382. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  383. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , EFST_ARMOR_PROPERTY , SCB_DEF_ELE );
  384. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  385. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  386. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  387. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  388. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  389. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  390. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  391. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  392. add_sc( NPC_POISON , SC_POISON );
  393. add_sc( NPC_BLINDATTACK , SC_BLIND );
  394. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  395. add_sc( NPC_STUNATTACK , SC_STUN );
  396. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  397. add_sc( NPC_CURSEATTACK , SC_CURSE );
  398. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  399. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  400. set_sc( NPC_KEEPING , SC_KEEPING , EFST_BLANK , SCB_DEF );
  401. add_sc( NPC_DARKBLESSING , SC_COMA );
  402. set_sc( NPC_BARRIER , SC_BARRIER , EFST_BARRIER , SCB_MDEF|SCB_DEF );
  403. add_sc( NPC_DEFENDER , SC_ARMOR );
  404. add_sc( NPC_LICK , SC_STUN );
  405. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , EFST_ILLUSION, SCB_NONE );
  406. add_sc( NPC_REBIRTH , SC_REBIRTH );
  407. add_sc( RG_RAID , SC_STUN );
  408. #ifdef RENEWAL
  409. add_sc( RG_RAID , SC_RAID );
  410. add_sc( RG_BACKSTAP , SC_STUN );
  411. #endif
  412. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , EFST_NOEQUIPWEAPON, SCB_WATK );
  413. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , EFST_NOEQUIPSHIELD, SCB_DEF );
  414. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , EFST_NOEQUIPARMOR, SCB_VIT );
  415. set_sc( RG_STRIPHELM , SC_STRIPHELM , EFST_NOEQUIPHELM, SCB_INT );
  416. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  417. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , EFST_PROTECTWEAPON, SCB_NONE );
  418. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , EFST_PROTECTSHIELD, SCB_NONE );
  419. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , EFST_PROTECTARMOR, SCB_NONE );
  420. set_sc( AM_CP_HELM , SC_CP_HELM , EFST_PROTECTHELM, SCB_NONE );
  421. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  422. add_sc( CR_SHIELDCHARGE , SC_STUN );
  423. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  424. add_sc( CR_HOLYCROSS , SC_BLIND );
  425. add_sc( CR_GRANDCROSS , SC_BLIND );
  426. set_sc( CR_DEVOTION , SC_DEVOTION , EFST_DEVOTION , SCB_NONE);
  427. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , EFST_PROVIDENCE , SCB_ALL );
  428. set_sc( CR_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  429. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , EFST_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  430. set_sc( MO_STEELBODY , SC_STEELBODY , EFST_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  431. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  432. set_sc( MO_BLADESTOP , SC_BLADESTOP , EFST_BLADESTOP , SCB_NONE );
  433. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , EFST_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  434. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , EFST_BLANK , SCB_REGEN );
  435. #ifdef RENEWAL
  436. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , EFST_EXTREMITYFIST , SCB_NONE );
  437. #endif
  438. set_sc( SA_MAGICROD , SC_MAGICROD , EFST_MAGICROD , SCB_NONE );
  439. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , EFST_AUTOSPELL , SCB_NONE );
  440. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , EFST_PROPERTYFIRE,
  441. #ifndef RENEWAL
  442. SCB_ATK_ELE );
  443. #else
  444. SCB_ALL );
  445. #endif
  446. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , EFST_PROPERTYWATER,
  447. #ifndef RENEWAL
  448. SCB_ATK_ELE);
  449. #else
  450. SCB_ALL);
  451. #endif
  452. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , EFST_PROPERTYWIND,
  453. #ifndef RENEWAL
  454. SCB_ATK_ELE);
  455. #else
  456. SCB_ALL);
  457. #endif
  458. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , EFST_PROPERTYGROUND,
  459. #ifndef RENEWAL
  460. SCB_ATK_ELE);
  461. #else
  462. SCB_ALL );
  463. #endif
  464. set_sc( SA_VOLCANO , SC_VOLCANO , EFST_GROUNDMAGIC, SCB_WATK
  465. #ifdef RENEWAL
  466. |SCB_MATK );
  467. #else
  468. );
  469. #endif
  470. set_sc( SA_DELUGE , SC_DELUGE , EFST_GROUNDMAGIC, SCB_MAXHP );
  471. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , EFST_GROUNDMAGIC, SCB_FLEE );
  472. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  473. add_sc( SA_COMA , SC_COMA );
  474. #ifdef RENEWAL
  475. set_sc( BD_ADAPTATION , SC_ADAPTATION , EFST_ADAPTATION, SCB_NONE );
  476. #endif
  477. set_sc( BD_ENCORE , SC_DANCING , EFST_BDPLAYING , SCB_SPEED|SCB_REGEN );
  478. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , EFST_RICHMANKIM , SCB_NONE );
  479. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , EFST_ETERNALCHAOS , SCB_DEF2 );
  480. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , EFST_DRUMBATTLEFIELD ,
  481. #ifndef RENEWAL
  482. SCB_WATK|SCB_DEF );
  483. #else
  484. SCB_DEF );
  485. #endif
  486. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , EFST_RINGNIBELUNGEN ,
  487. #ifndef RENEWAL
  488. SCB_WATK );
  489. #else
  490. SCB_ALL );
  491. #endif
  492. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , EFST_ROKISWEIL , SCB_NONE );
  493. set_sc( BD_INTOABYSS , SC_INTOABYSS , EFST_INTOABYSS , SCB_NONE );
  494. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , EFST_SIEGFRIED , SCB_ALL );
  495. add_sc( BA_FROSTJOKER , SC_FREEZE );
  496. set_sc( BA_WHISTLE , SC_WHISTLE , EFST_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  497. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , EFST_ASSASSINCROSS , SCB_ASPD );
  498. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , EFST_POEMBRAGI , SCB_NONE );
  499. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , EFST_APPLEIDUN , SCB_MAXHP );
  500. add_sc( DC_SCREAM , SC_STUN );
  501. set_sc( DC_HUMMING , SC_HUMMING , EFST_HUMMING , SCB_HIT );
  502. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , EFST_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  503. set_sc( DC_FORTUNEKISS , SC_FORTUNE , EFST_FORTUNEKISS , SCB_ALL );
  504. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , EFST_SERVICEFORYOU , SCB_ALL );
  505. add_sc( NPC_DARKCROSS , SC_BLIND );
  506. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  507. set_sc( NPC_STOP , SC_STOP , EFST_STOP , SCB_NONE );
  508. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , EFST_BROKENWEAPON , SCB_NONE );
  509. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , EFST_BROKENARMOR , SCB_NONE );
  510. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , EFST_PROPERTYUNDEAD, SCB_DEF_ELE );
  511. set_sc( NPC_POWERUP , SC_INCHITRATE , EFST_BLANK , SCB_HIT );
  512. set_sc( NPC_AGIUP , SC_INCFLEERATE , EFST_BLANK , SCB_FLEE );
  513. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  514. set_sc( LK_AURABLADE , SC_AURABLADE , EFST_AURABLADE , SCB_NONE );
  515. set_sc( LK_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  516. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , EFST_LKCONCENTRATION ,
  517. #ifndef RENEWAL
  518. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  519. #else
  520. SCB_HIT|SCB_DEF );
  521. #endif
  522. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , EFST_TENSIONRELAX , SCB_REGEN );
  523. set_sc( LK_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  524. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  525. #ifndef RENEWAL
  526. EFST_ASSUMPTIO , SCB_NONE );
  527. #else
  528. EFST_ASSUMPTIO_BUFF , SCB_DEF );
  529. #endif
  530. #ifdef RENEWAL
  531. set_sc( HP_BASILICA , SC_BASILICA , EFST_BASILICA_BUFF , SCB_ALL );
  532. #else
  533. add_sc( HP_BASILICA , SC_BASILICA );
  534. #endif
  535. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , EFST_MAGICPOWER , SCB_MATK );
  536. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  537. set_sc( PA_GOSPEL , SC_GOSPEL , EFST_GOSPEL , SCB_SPEED|SCB_ASPD );
  538. add_sc( PA_GOSPEL , SC_SCRESIST );
  539. add_sc( CH_TIGERFIST , SC_STOP );
  540. set_sc( ASC_EDP , SC_EDP , EFST_EDP , SCB_NONE );
  541. set_sc( SN_SIGHT , SC_TRUESIGHT , EFST_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  542. set_sc( SN_WINDWALK , SC_WINDWALK , EFST_WINDWALK , SCB_FLEE|SCB_SPEED );
  543. set_sc( WS_MELTDOWN , SC_MELTDOWN , EFST_MELTDOWN , SCB_NONE );
  544. set_sc( WS_CARTBOOST , SC_CARTBOOST , EFST_CARTBOOST , SCB_SPEED );
  545. set_sc( ST_CHASEWALK , SC_CHASEWALK , EFST_CHASEWALK , SCB_SPEED );
  546. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , EFST_SWORDREJECT, SCB_NONE );
  547. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  548. set_sc( CG_MARIONETTE , SC_MARIONETTE , EFST_MARIONETTE_MASTER, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  549. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , EFST_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  550. add_sc( LK_SPIRALPIERCE , SC_STOP );
  551. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  552. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , EFST_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  553. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  554. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , EFST_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  555. set_sc( PF_MEMORIZE , SC_MEMORIZE , EFST_MEMORIZE , SCB_NONE );
  556. set_sc( PF_FOGWALL , SC_FOGWALL , EFST_FOGWALL , SCB_NONE );
  557. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , EFST_SPIDERWEB , SCB_FLEE );
  558. set_sc( WE_BABY , SC_BABY , EFST_PROTECTEXP, SCB_NONE );
  559. set_sc( TK_RUN , SC_RUN , EFST_RUN , SCB_SPEED|SCB_DSPD );
  560. set_sc( TK_RUN , SC_SPURT , EFST_STRUP, SCB_STR );
  561. set_sc( TK_READYSTORM , SC_READYSTORM , EFST_STORMKICK_ON, SCB_NONE );
  562. set_sc( TK_READYDOWN , SC_READYDOWN , EFST_DOWNKICK_ON, SCB_NONE );
  563. add_sc( TK_DOWNKICK , SC_STUN );
  564. set_sc( TK_READYTURN , SC_READYTURN , EFST_TURNKICK_ON, SCB_NONE );
  565. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , EFST_COUNTER_ON, SCB_NONE );
  566. set_sc( TK_DODGE , SC_DODGE , EFST_DODGE_ON, SCB_NONE );
  567. set_sc( TK_SPTIME , SC_EARTHSCROLL , EFST_EARTHSCROLL , SCB_NONE );
  568. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  569. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , EFST_PROPERTYTELEKINESIS, SCB_ATK_ELE );
  570. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , EFST_PROPERTYDARK, SCB_ATK_ELE );
  571. set_sc( SG_SUN_WARM , SC_WARM , EFST_SG_SUN_WARM, SCB_NONE );
  572. set_sc( SG_MOON_WARM , SC_WARM, EFST_SG_MOON_WARM, SCB_NONE);
  573. set_sc( SG_STAR_WARM , SC_WARM, EFST_SG_STAR_WARM, SCB_NONE);
  574. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , EFST_SUN_COMFORT , SCB_DEF2 );
  575. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , EFST_MOON_COMFORT , SCB_FLEE );
  576. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , EFST_STAR_COMFORT , SCB_ASPD );
  577. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  578. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , EFST_BLANK , SCB_ALL );
  579. set_sc( SG_FUSION , SC_FUSION , EFST_BLANK , SCB_SPEED );
  580. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , EFST_ADRENALINE2 , SCB_ASPD );
  581. set_sc( SL_KAIZEL , SC_KAIZEL , EFST_KAIZEL , SCB_NONE );
  582. set_sc( SL_KAAHI , SC_KAAHI , EFST_KAAHI , SCB_NONE );
  583. set_sc( SL_KAUPE , SC_KAUPE , EFST_KAUPE , SCB_NONE );
  584. set_sc( SL_KAITE , SC_KAITE , EFST_KAITE , SCB_NONE );
  585. add_sc( SL_STUN , SC_STUN );
  586. set_sc( SL_SWOO , SC_SWOO , EFST_SWOO , SCB_SPEED );
  587. set_sc( SL_SKE , SC_SKE , EFST_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  588. set_sc( SL_SKA , SC_SKA , EFST_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  589. set_sc( SL_SMA , SC_SMA , EFST_SMA_READY, SCB_NONE );
  590. set_sc( SM_SELFPROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  591. set_sc( ST_PRESERVE , SC_PRESERVE , EFST_PRESERVE , SCB_NONE );
  592. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , EFST_DOUBLECASTING, SCB_NONE );
  593. #ifndef RENEWAL
  594. set_sc( HW_GRAVITATION , SC_GRAVITATION , EFST_GRAVITATION , SCB_ASPD );
  595. #endif
  596. add_sc( WS_CARTTERMINATION , SC_STUN );
  597. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , EFST_OVERTHRUSTMAX, SCB_NONE );
  598. #ifndef RENEWAL
  599. set_sc( CG_LONGINGFREEDOM , SC_LONGING , EFST_LONGING , SCB_SPEED|SCB_ASPD );
  600. #endif
  601. set_sc( CG_HERMODE , SC_HERMODE , EFST_HERMODE , SCB_NONE );
  602. set_sc( CG_TAROTCARD , SC_TAROTCARD , EFST_TAROTCARD, SCB_NONE );
  603. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , EFST_WEAPONPROPERTY, SCB_ATK_ELE );
  604. set_sc( SL_HIGH , SC_SPIRIT , EFST_SOULLINK, SCB_ALL );
  605. set_sc( KN_ONEHAND , SC_ONEHAND , EFST_ONEHANDQUICKEN, SCB_ASPD );
  606. set_sc( GS_FLING , SC_FLING , EFST_BLANK , SCB_DEF|SCB_DEF2 );
  607. add_sc( GS_CRACKER , SC_STUN );
  608. add_sc( GS_DISARM , SC_STRIPWEAPON );
  609. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  610. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , EFST_GS_MADNESSCANCEL,
  611. #ifndef RENEWAL
  612. SCB_BATK|SCB_ASPD );
  613. #else
  614. SCB_ASPD );
  615. #endif
  616. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , EFST_GS_ADJUSTMENT, SCB_HIT|SCB_FLEE );
  617. set_sc( GS_INCREASING , SC_INCREASING , EFST_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  618. #ifdef RENEWAL
  619. set_sc( GS_MAGICALBULLET , SC_MAGICALBULLET , EFST_GS_MAGICAL_BULLET , SCB_NONE );
  620. #endif
  621. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , EFST_GS_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD
  622. #ifndef RENEWAL
  623. |SCB_BATK );
  624. #else
  625. );
  626. #endif
  627. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  628. set_sc( NJ_SUITON , SC_SUITON , EFST_BLANK , SCB_AGI|SCB_SPEED );
  629. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  630. set_sc( NJ_NEN , SC_NEN , EFST_NJ_NEN, SCB_STR|SCB_INT );
  631. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , EFST_NJ_UTSUSEMI, SCB_NONE );
  632. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , EFST_NJ_BUNSINJYUTSU, SCB_DYE );
  633. add_sc( NPC_ICEBREATH , SC_FREEZE );
  634. add_sc( NPC_ACIDBREATH , SC_POISON );
  635. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  636. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  637. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  638. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  639. add_sc( NPC_WIDESTONE , SC_STONE );
  640. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  641. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  642. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  643. add_sc( NPC_EVILLAND , SC_BLIND );
  644. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  645. set_sc( NPC_SLOWCAST , SC_SLOWCAST , EFST_SLOWCAST , SCB_NONE );
  646. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , EFST_CRITICALWOUND , SCB_NONE );
  647. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , EFST_BLANK , SCB_NONE );
  648. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  649. add_sc( NPC_WIDECURSE , SC_CURSE );
  650. add_sc( NPC_WIDESTUN , SC_STUN );
  651. set_sc( NPC_HELLPOWER , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  652. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  653. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , EFST_INVINCIBLE , SCB_SPEED );
  654. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , EFST_BLANK , SCB_SPEED );
  655. set_sc( NPC_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  656. set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , EFST_MAXPAIN , SCB_NONE );
  657. add_sc( NPC_JACKFROST , SC_FREEZE );
  658. set_sc( CASH_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  659. set_sc( CASH_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  660. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO ,
  661. #ifndef RENEWAL
  662. EFST_ASSUMPTIO , SCB_NONE );
  663. #else
  664. EFST_ASSUMPTIO_BUFF , SCB_DEF );
  665. #endif
  666. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , EFST_PARTYFLEE , SCB_NONE );
  667. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , EFST_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  668. set_sc( CR_SHRINK , SC_SHRINK , EFST_CR_SHRINK, SCB_NONE );
  669. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , EFST_RG_CCONFINE_S, SCB_NONE );
  670. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , EFST_RG_CCONFINE_M, SCB_FLEE );
  671. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , EFST_WZ_SIGHTBLASTER, SCB_NONE );
  672. set_sc( DC_WINKCHARM , SC_WINKCHARM , EFST_DC_WINKCHARM, SCB_NONE );
  673. add_sc( MO_BALKYOUNG , SC_STUN );
  674. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  675. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  676. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  677. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  678. set_sc( HLIF_AVOID , SC_AVOID , EFST_BLANK , SCB_SPEED );
  679. set_sc( HLIF_CHANGE , SC_CHANGE , EFST_BLANK , SCB_VIT|SCB_INT );
  680. set_sc( HFLI_FLEET , SC_FLEET , EFST_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  681. set_sc( HFLI_SPEED , SC_SPEED , EFST_BLANK , SCB_FLEE );
  682. set_sc( HAMI_DEFENCE , SC_DEFENCE , EFST_BLANK ,
  683. #ifndef RENEWAL
  684. SCB_DEF );
  685. #else
  686. SCB_VIT );
  687. #endif
  688. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , EFST_BLANK , SCB_BATK|SCB_WATK );
  689. /* Homunculus S */
  690. add_sc(MH_STAHL_HORN , SC_STUN );
  691. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , EFST_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  692. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , EFST_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  693. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  694. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , EFST_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  695. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, EFST_LIGHT_OF_REGENE, SCB_NONE);
  696. set_sc(MH_VOLCANIC_ASH , SC_ASH , EFST_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  697. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , EFST_GRANITIC_ARMOR , SCB_NONE );
  698. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , EFST_MAGMA_FLOW , SCB_NONE );
  699. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , EFST_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  700. set_sc(MH_LAVA_SLIDE , SC_BURNING , EFST_BURNT , SCB_MDEF );
  701. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , EFST_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  702. add_sc(MH_POISON_MIST , SC_BLIND );
  703. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , EFST_PAIN_KILLER , SCB_ASPD );
  704. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  705. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , EFST_TINDER_BREAKER , SCB_FLEE );
  706. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , EFST_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  707. set_sc(MH_CBC , SC_CBC , EFST_CBC , SCB_FLEE );
  708. set_sc(MH_EQC , SC_EQC , EFST_EQC , SCB_DEF2|SCB_MAXHP );
  709. add_sc( MER_CRASH , SC_STUN );
  710. set_sc( MER_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  711. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  712. add_sc( MER_SIGHT , SC_SIGHT );
  713. set_sc( MER_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  714. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  715. add_sc( MER_LEXDIVINA , SC_SILENCE );
  716. add_sc( MA_LANDMINE , SC_STUN );
  717. add_sc( MA_SANDMAN , SC_SLEEP );
  718. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  719. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  720. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  721. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  722. set_sc( ML_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  723. set_sc( MS_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  724. set_sc( MS_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  725. add_sc( ML_SPIRALPIERCE , SC_STOP );
  726. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , EFST_BLANK , SCB_ASPD );
  727. add_sc( ML_DEVOTION , SC_DEVOTION );
  728. set_sc( MER_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  729. set_sc( MER_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  730. set_sc( MER_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  731. set_sc( MER_INVINCIBLEOFF2 , SC_INVINCIBLEOFF , EFST_BLANK, SCB_SPEED );
  732. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , EFST_BLANK , SCB_STR );
  733. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , EFST_BLANK , SCB_VIT );
  734. set_sc( GD_SOULCOLD , SC_SOULCOLD , EFST_BLANK , SCB_AGI );
  735. set_sc( GD_HAWKEYES , SC_HAWKEYES , EFST_BLANK , SCB_DEX );
  736. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , EFST_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  737. set_sc( GD_REGENERATION , SC_REGENERATION , EFST_GDSKILL_REGENERATION , SCB_REGEN );
  738. /* Rune Knight */
  739. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , EFST_ENCHANTBLADE , SCB_NONE );
  740. set_sc( RK_DRAGONHOWLING , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  741. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , EFST_DEATHBOUND , SCB_NONE );
  742. set_sc( RK_WINDCUTTER , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  743. set_sc( RK_DRAGONBREATH , SC_BURNING , EFST_BURNT , SCB_MDEF );
  744. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , EFST_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  745. set_sc( RK_REFRESH , SC_REFRESH , EFST_REFRESH , SCB_NONE );
  746. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , EFST_GIANTGROWTH , SCB_STR );
  747. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , EFST_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  748. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , EFST_VITALITYACTIVATION , SCB_NONE );
  749. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , EFST_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  750. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , EFST_ABUNDANCE , SCB_NONE );
  751. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , EFST_CRUSHSTRIKE , SCB_NONE );
  752. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  753. set_sc( RK_LUXANIMA , SC_LUXANIMA , EFST_LUXANIMA , SCB_ALL );
  754. /* GC Guillotine Cross */
  755. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , EFST_VENOMIMPRESS , SCB_NONE );
  756. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , EFST_POISONINGWEAPON , SCB_NONE );
  757. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , EFST_WEAPONBLOCKING , SCB_NONE );
  758. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , EFST_CLOAKINGEXCEED , SCB_SPEED );
  759. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , EFST_HALLUCINATIONWALK , SCB_FLEE );
  760. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , EFST_ROLLINGCUTTER , SCB_NONE );
  761. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , EFST_DARKCROW , SCB_NONE );
  762. /* Arch Bishop */
  763. set_sc( AB_ADORAMUS , SC_ADORAMUS , EFST_ADORAMUS , SCB_AGI|SCB_SPEED );
  764. add_sc( AB_CLEMENTIA , SC_BLESSING );
  765. add_sc( AB_CANTO , SC_INCREASEAGI );
  766. set_sc( AB_EPICLESIS , SC_EPICLESIS , EFST_EPICLESIS , SCB_MAXHP );
  767. add_sc( AB_PRAEFATIO , SC_KYRIE );
  768. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , EFST_ORATIO , SCB_NONE );
  769. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , EFST_LAUDAAGNUS , SCB_MAXHP );
  770. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , EFST_LAUDARAMUS , SCB_ALL );
  771. set_sc( AB_RENOVATIO , SC_RENOVATIO , EFST_RENOVATIO , SCB_REGEN );
  772. set_sc( AB_EXPIATIO , SC_EXPIATIO , EFST_EXPIATIO , SCB_NONE );
  773. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , EFST_DUPLELIGHT , SCB_NONE );
  774. set_sc( AB_SECRAMENT , SC_SECRAMENT , EFST_AB_SECRAMENT, SCB_NONE );
  775. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , EFST_OFFERTORIUM , SCB_NONE );
  776. add_sc( AB_VITUPERATUM , SC_AETERNA );
  777. /* Warlock */
  778. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  779. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  780. add_sc( WL_JACKFROST , SC_FREEZE );
  781. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , EFST_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  782. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , EFST_RECOGNIZEDSPELL , SCB_MATK);
  783. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  784. set_sc( WL_STASIS , SC_STASIS , EFST_STASIS , SCB_NONE );
  785. add_sc( WL_CRIMSONROCK , SC_STUN );
  786. set_sc( WL_HELLINFERNO , SC_BURNING , EFST_BURNT , SCB_MDEF );
  787. set_sc( WL_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  788. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, EFST_TELEKINESIS_INTENSE, SCB_MATK );
  789. /* Ranger */
  790. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , EFST_FEARBREEZE , SCB_NONE );
  791. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , EFST_ELECTRICSHOCKER , SCB_NONE );
  792. set_sc( RA_WUGDASH , SC_WUGDASH , EFST_WUGDASH , SCB_SPEED|SCB_DSPD );
  793. set_sc( RA_WUGBITE , SC_BITE , EFST_WUGBITE , SCB_NONE );
  794. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , EFST_CAMOUFLAGE , SCB_SPEED );
  795. set_sc( RA_FIRINGTRAP , SC_BURNING , EFST_BURNT , SCB_MDEF );
  796. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , EFST_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF );
  797. set_sc( RA_UNLIMIT , SC_UNLIMIT , EFST_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  798. /* Mechanic */
  799. set_sc( NC_ACCELERATION , SC_ACCELERATION , EFST_ACCELERATION , SCB_SPEED );
  800. set_sc( NC_HOVERING , SC_HOVERING , EFST_HOVERING , SCB_SPEED );
  801. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , EFST_SHAPESHIFT , SCB_DEF_ELE );
  802. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , EFST_INFRAREDSCAN , SCB_FLEE );
  803. set_sc( NC_ANALYZE , SC_ANALYZE , EFST_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  804. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , EFST_MAGNETICFIELD , SCB_NONE );
  805. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , EFST_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  806. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , EFST_STEALTHFIELD , SCB_SPEED );
  807. add_sc( NC_MAGMA_ERUPTION , SC_STUN );
  808. add_sc( NC_MAGMA_ERUPTION_DOTDAMAGE, SC_BURNING );
  809. /* Royal Guard */
  810. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , EFST_LG_REFLECTDAMAGE , SCB_NONE );
  811. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , EFST_FORCEOFVANGUARD , SCB_MAXHP );
  812. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , EFST_EXEEDBREAK , SCB_NONE );
  813. set_sc( LG_PRESTIGE , SC_PRESTIGE , EFST_PRESTIGE , SCB_DEF );
  814. set_sc( LG_BANDING , SC_BANDING , EFST_BANDING , SCB_DEF|SCB_WATK|SCB_REGEN );
  815. set_sc( LG_PIETY , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  816. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , EFST_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  817. set_sc( LG_INSPIRATION , SC_INSPIRATION , EFST_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  818. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , EFST_KINGS_GRACE , SCB_NONE );
  819. /* Shadow Chaser */
  820. set_sc( SC_REPRODUCE , SC__REPRODUCE , EFST_REPRODUCE , SCB_NONE );
  821. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , EFST_AUTOSHADOWSPELL , SCB_NONE );
  822. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , EFST_SHADOWFORM , SCB_NONE );
  823. set_sc( SC_BODYPAINT , SC__BODYPAINT , EFST_BODYPAINT , SCB_ASPD );
  824. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , EFST_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  825. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , EFST_DEADLYINFECT , SCB_NONE );
  826. set_sc( SC_ENERVATION , SC__ENERVATION , EFST_ENERVATION , SCB_BATK|SCB_WATK );
  827. set_sc( SC_GROOMY , SC__GROOMY , EFST_GROOMY , SCB_ASPD|SCB_HIT );
  828. set_sc( SC_IGNORANCE , SC__IGNORANCE , EFST_IGNORANCE , SCB_NONE );
  829. set_sc( SC_LAZINESS , SC__LAZINESS , EFST_LAZINESS , SCB_FLEE|SCB_SPEED );
  830. set_sc( SC_UNLUCKY , SC__UNLUCKY , EFST_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  831. set_sc( SC_WEAKNESS , SC__WEAKNESS , EFST_WEAKNESS , SCB_MAXHP );
  832. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , EFST_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  833. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , EFST_MANHOLE , SCB_NONE );
  834. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  835. add_sc( SC_BLOODYLUST , SC_BERSERK );
  836. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  837. add_sc( SC_ESCAPE , SC_ANKLE );
  838. /* Sura */
  839. add_sc( SR_DRAGONCOMBO , SC_STUN );
  840. add_sc( SR_EARTHSHAKER , SC_STUN );
  841. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , EFST_CRESCENTELBOW , SCB_NONE );
  842. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, EFST_CURSEDCIRCLE_TARGET , SCB_NONE );
  843. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , EFST_LIGHTNINGWALK , SCB_NONE );
  844. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , EFST_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  845. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , EFST_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  846. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , EFST_GENTLETOUCH_CHANGE , SCB_WATK|SCB_ASPD );
  847. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , EFST_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  848. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , EFST_FLASHCOMBO , SCB_WATK );
  849. /* Wanderer / Minstrel */
  850. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , EFST_SWING, SCB_SPEED|SCB_ASPD );
  851. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , EFST_SYMPHONY_LOVE, SCB_MDEF );
  852. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , EFST_MOONLIT_SERENADE, SCB_MATK );
  853. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , EFST_RUSH_WINDMILL, SCB_WATK|SCB_SPEED );
  854. set_sc( MI_ECHOSONG , SC_ECHOSONG , EFST_ECHOSONG , SCB_DEF );
  855. set_sc( MI_HARMONIZE , SC_HARMONIZE , EFST_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  856. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , EFST_NETHERWORLD , SCB_NONE );
  857. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , EFST_SIREN, SCB_NONE );
  858. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  859. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , EFST_SIRCLEOFNATURE , SCB_REGEN );
  860. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , EFST_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  861. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , EFST_SONG_OF_MANA, SCB_REGEN );
  862. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , EFST_DANCE_WITH_WUG, SCB_ASPD );
  863. set_sc( WM_SOUND_OF_DESTRUCTION , SC_SOUNDOFDESTRUCTION , EFST_SOUND_OF_DESTRUCTION, SCB_NONE );
  864. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , EFST_SATURDAY_NIGHT_FEVER, SCB_HIT|SCB_FLEE|SCB_REGEN );
  865. set_sc( WM_LERADS_DEW , SC_LERADSDEW , EFST_LERADS_DEW, SCB_MAXHP );
  866. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , EFST_MELODYOFSINK , SCB_INT|SCB_MAXSP );
  867. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , EFST_BEYOND_OF_WARCRY, SCB_STR|SCB_MAXHP );
  868. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , EFST_UNLIMITED_HUMMING_VOICE, SCB_NONE );
  869. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , EFST_FRIGG_SONG , SCB_MAXHP );
  870. /* Sorcerer */
  871. set_sc( SO_FIREWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  872. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  873. set_sc( SO_SPELLFIST , SC_SPELLFIST , EFST_SPELLFIST , SCB_NONE );
  874. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , EFST_COLD , SCB_NONE );
  875. set_sc( SO_CLOUD_KILL , SC_POISON , EFST_CLOUD_KILL, SCB_NONE );
  876. set_sc( SO_STRIKING , SC_STRIKING , EFST_STRIKING , SCB_WATK|SCB_CRI );
  877. set_sc( SO_WARMER , SC_WARMER , EFST_WARMER , SCB_NONE );
  878. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , EFST_VACUUM_EXTREME , SCB_NONE );
  879. set_sc( SO_ARRULLO , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  880. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , EFST_FIRE_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  881. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , EFST_WATER_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  882. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , EFST_WIND_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ASPD|SCB_ATK_ELE|SCB_REGEN );
  883. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , EFST_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  884. /* Genetic */
  885. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , EFST_GN_CARTBOOST , SCB_SPEED );
  886. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , EFST_THORNS_TRAP, SCB_NONE );
  887. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , EFST_BLOOD_SUCKER, SCB_NONE );
  888. set_sc( GN_SPORE_EXPLOSION , SC_SPORE_EXPLOSION , EFST_SPORE_EXPLOSION, SCB_NONE );
  889. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , EFST_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  890. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , EFST_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  891. set_sc_with_vfx( GN_HELLS_PLANT , SC_HELLS_PLANT , EFST_HELLS_PLANT_ARMOR , SCB_NONE );
  892. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , EFST_MANDRAGORA , SCB_INT );
  893. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , EFST_ILLUSIONDOPING , SCB_HIT );
  894. /* Elemental spirits' status changes */
  895. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , EFST_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  896. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , EFST_FIRE_CLOAK_OPTION , SCB_ALL );
  897. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , EFST_WATER_SCREEN_OPTION , SCB_NONE );
  898. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , EFST_WATER_DROP_OPTION , SCB_ALL );
  899. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , EFST_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  900. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , EFST_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  901. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , EFST_WIND_CURTAIN_OPTION , SCB_ALL );
  902. set_sc( EL_ZEPHYR , SC_ZEPHYR , EFST_ZEPHYR , SCB_FLEE );
  903. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , EFST_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  904. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , EFST_STONE_SHIELD_OPTION , SCB_ALL );
  905. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , EFST_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  906. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , EFST_PYROTECHNIC_OPTION , SCB_WATK );
  907. set_sc( EL_HEATER , SC_HEATER_OPTION , EFST_HEATER_OPTION , SCB_WATK );
  908. set_sc( EL_TROPIC , SC_TROPIC_OPTION , EFST_TROPIC_OPTION , SCB_WATK );
  909. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , EFST_AQUAPLAY_OPTION , SCB_MATK );
  910. set_sc( EL_COOLER , SC_COOLER_OPTION , EFST_COOLER_OPTION , SCB_MATK );
  911. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , EFST_CHILLY_AIR_OPTION , SCB_MATK );
  912. set_sc( EL_GUST , SC_GUST_OPTION , EFST_GUST_OPTION , SCB_ASPD );
  913. set_sc( EL_BLAST , SC_BLAST_OPTION , EFST_BLAST_OPTION , SCB_ASPD );
  914. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , EFST_WILD_STORM_OPTION , SCB_ASPD );
  915. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , EFST_PETROLOGY_OPTION , SCB_MAXHP );
  916. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , EFST_CURSED_SOIL_OPTION , SCB_MAXHP );
  917. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , EFST_UPHEAVAL_OPTION , SCB_MAXHP );
  918. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , EFST_TIDAL_WEAPON_OPTION , SCB_ALL );
  919. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , EFST_ROCK_CRUSHER , SCB_DEF );
  920. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , EFST_ROCK_CRUSHER_ATK , SCB_SPEED );
  921. add_sc( KO_YAMIKUMO , SC_HIDING );
  922. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , EFST_KO_JYUMONJIKIRI , SCB_NONE );
  923. add_sc( KO_MAKIBISHI , SC_STUN );
  924. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , EFST_MEIKYOUSISUI , SCB_NONE );
  925. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , EFST_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  926. add_sc( KO_JYUSATSU , SC_CURSE );
  927. set_sc( KO_ZENKAI , SC_ZENKAI , EFST_ZENKAI , SCB_NONE );
  928. set_sc( KO_IZAYOI , SC_IZAYOI , EFST_IZAYOI , SCB_MATK );
  929. set_sc( KG_KYOMU , SC_KYOMU , EFST_KYOMU , SCB_NONE );
  930. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , EFST_KAGEMUSYA , SCB_NONE );
  931. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , EFST_KG_KAGEHUMI , SCB_NONE );
  932. set_sc( OB_ZANGETSU , SC_ZANGETSU , EFST_ZANGETSU , SCB_MATK|SCB_BATK );
  933. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , EFST_AKAITSUKI , SCB_NONE );
  934. set_sc( OB_OBOROGENSOU , SC_GENSOU , EFST_GENSOU , SCB_NONE );
  935. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , EFST_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  936. /* Rebellion */
  937. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  938. set_sc( RL_H_MINE , SC_H_MINE , EFST_H_MINE , SCB_NONE);
  939. set_sc( RL_B_TRAP , SC_B_TRAP , EFST_B_TRAP , SCB_SPEED );
  940. set_sc( RL_E_CHAIN , SC_E_CHAIN , EFST_E_CHAIN , SCB_NONE );
  941. set_sc( RL_P_ALTER , SC_P_ALTER , EFST_P_ALTER , SCB_NONE );
  942. set_sc( RL_FALLEN_ANGEL , SC_FALLEN_ANGEL, EFST_BLANK, SCB_NONE );
  943. set_sc( RL_SLUGSHOT , SC_STUN , EFST_SLUGSHOT , SCB_NONE );
  944. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , EFST_HEAT_BARREL , SCB_HIT|SCB_ASPD );
  945. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , EFST_C_MARKER , SCB_FLEE );
  946. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , EFST_ANTI_M_BLAST , SCB_NONE );
  947. // New Mounts
  948. set_sc_with_vfx_noskill( SC_ALL_RIDING , EFST_ALL_RIDING , SCB_SPEED );
  949. // Costumes
  950. set_sc_with_vfx_noskill( SC_MOONSTAR , EFST_MOONSTAR , SCB_NONE );
  951. set_sc_with_vfx_noskill( SC_SUPER_STAR , EFST_SUPER_STAR , SCB_NONE );
  952. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , EFST_STRANGELIGHTS , SCB_NONE );
  953. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , EFST_DECORATION_OF_MUSIC , SCB_NONE );
  954. set_sc_with_vfx_noskill( SC_LJOSALFAR , EFST_LJOSALFAR , SCB_NONE);
  955. set_sc_with_vfx_noskill( SC_MERMAID_LONGING , EFST_MERMAID_LONGING , SCB_NONE);
  956. set_sc_with_vfx_noskill( SC_HAT_EFFECT , EFST_HAT_EFFECT , SCB_NONE);
  957. set_sc_with_vfx_noskill( SC_FLOWERSMOKE , EFST_FLOWERSMOKE , SCB_NONE);
  958. set_sc_with_vfx_noskill( SC_FSTONE , EFST_FSTONE , SCB_NONE);
  959. set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , EFST_HAPPINESS_STAR , SCB_NONE);
  960. set_sc_with_vfx_noskill( SC_MAPLE_FALLS , EFST_MAPLE_FALLS , SCB_NONE);
  961. set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , EFST_TIME_ACCESSORY , SCB_NONE);
  962. set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , EFST_MAGICAL_FEATHER , SCB_NONE);
  963. /* Summoner */
  964. set_sc( SU_HIDE , SC_SUHIDE , EFST_SUHIDE , SCB_NONE );
  965. add_sc( SU_SCRATCH , SC_BLEEDING );
  966. set_sc( SU_STOOP , SC_SU_STOOP , EFST_SU_STOOP , SCB_NONE );
  967. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  968. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , EFST_CATNIPPOWDER , SCB_WATK|SCB_MATK|SCB_SPEED|SCB_REGEN );
  969. add_sc( SU_CN_METEOR , SC_CURSE );
  970. set_sc_with_vfx( SU_SV_ROOTTWIST, SC_SV_ROOTTWIST , EFST_SV_ROOTTWIST , SCB_NONE );
  971. set_sc( SU_SCAROFTAROU , SC_BITESCAR , EFST_BITESCAR , SCB_NONE );
  972. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , EFST_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  973. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  974. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , EFST_TUNAPARTY , SCB_NONE );
  975. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , EFST_SHRIMP , SCB_BATK|SCB_MATK );
  976. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , EFST_FRESHSHRIMP , SCB_NONE );
  977. set_sc( SU_HISS , SC_HISS , EFST_HISS , SCB_FLEE2 );
  978. set_sc( SU_NYANGGRASS , SC_NYANGGRASS , EFST_NYANGGRASS , SCB_DEF|SCB_MDEF );
  979. set_sc( SU_GROOMING , SC_GROOMING , EFST_GROOMING , SCB_FLEE );
  980. add_sc( SU_PURRING , SC_GROOMING );
  981. set_sc( SU_SHRIMPARTY , SC_SHRIMPBLESSING , EFST_PROTECTIONOFSHRIMP , SCB_REGEN );
  982. add_sc( SU_MEOWMEOW , SC_CHATTERING );
  983. set_sc( SU_CHATTERING , SC_CHATTERING , EFST_CHATTERING , SCB_WATK|SCB_MATK );
  984. set_sc( WE_CHEERUP , SC_CHEERUP , EFST_CHEERUP , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  985. // Star Emperor
  986. set_sc( SJ_LIGHTOFMOON , SC_LIGHTOFMOON , EFST_LIGHTOFMOON , SCB_NONE );
  987. set_sc( SJ_LIGHTOFSTAR , SC_LIGHTOFSTAR , EFST_LIGHTOFSTAR , SCB_NONE );
  988. set_sc( SJ_LUNARSTANCE , SC_LUNARSTANCE , EFST_LUNARSTANCE , SCB_MAXHP );
  989. add_sc( SJ_FULLMOONKICK , SC_BLIND );
  990. set_sc( SJ_STARSTANCE , SC_STARSTANCE , EFST_STARSTANCE , SCB_ASPD );
  991. set_sc( SJ_NEWMOONKICK , SC_NEWMOON , EFST_NEWMOON , SCB_NONE );
  992. set_sc( SJ_FLASHKICK , SC_FLASHKICK , EFST_FLASHKICK , SCB_NONE );
  993. add_sc( SJ_STAREMPEROR , SC_SILENCE );
  994. set_sc( SJ_NOVAEXPLOSING , SC_NOVAEXPLOSING , EFST_NOVAEXPLOSING , SCB_NONE );
  995. set_sc( SJ_UNIVERSESTANCE , SC_UNIVERSESTANCE , EFST_UNIVERSESTANCE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  996. set_sc( SJ_FALLINGSTAR , SC_FALLINGSTAR , EFST_FALLINGSTAR , SCB_NONE );
  997. set_sc( SJ_GRAVITYCONTROL , SC_GRAVITYCONTROL , EFST_GRAVITYCONTROL , SCB_NONE );
  998. set_sc( SJ_BOOKOFDIMENSION , SC_DIMENSION , EFST_DIMENSION , SCB_NONE );
  999. set_sc( SJ_BOOKOFCREATINGSTAR , SC_CREATINGSTAR , EFST_CREATINGSTAR , SCB_SPEED );
  1000. set_sc( SJ_LIGHTOFSUN , SC_LIGHTOFSUN , EFST_LIGHTOFSUN , SCB_NONE );
  1001. set_sc( SJ_SUNSTANCE , SC_SUNSTANCE , EFST_SUNSTANCE , SCB_BATK|SCB_WATK );
  1002. // Soul Reaper
  1003. set_sc( SP_SOULGOLEM , SC_SOULGOLEM , EFST_SOULGOLEM , SCB_DEF|SCB_MDEF );
  1004. set_sc( SP_SOULSHADOW , SC_SOULSHADOW , EFST_SOULSHADOW , SCB_ASPD|SCB_CRI );
  1005. set_sc( SP_SOULFALCON , SC_SOULFALCON , EFST_SOULFALCON , SCB_WATK|SCB_HIT );
  1006. set_sc( SP_SOULFAIRY , SC_SOULFAIRY , EFST_SOULFAIRY , SCB_MATK );
  1007. set_sc( SP_SOULCURSE , SC_SOULCURSE , EFST_SOULCURSE , SCB_NONE );
  1008. set_sc( SP_SHA , SC_SP_SHA , EFST_SP_SHA , SCB_SPEED );
  1009. set_sc( SP_SOULUNITY , SC_SOULUNITY , EFST_SOULUNITY , SCB_NONE );
  1010. set_sc( SP_SOULDIVISION , SC_SOULDIVISION , EFST_SOULDIVISION , SCB_NONE );
  1011. set_sc( SP_SOULREAPER , SC_SOULREAPER , EFST_SOULREAPER , SCB_NONE );
  1012. set_sc( SP_SOULCOLLECT , SC_SOULCOLLECT , EFST_SOULCOLLECT , SCB_NONE );
  1013. #ifdef RENEWAL
  1014. set_sc( NV_HELPANGEL , SC_HELPANGEL , EFST_HELPANGEL , SCB_NONE );
  1015. #endif
  1016. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  1017. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  1018. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  1019. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  1020. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  1021. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  1022. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  1023. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  1024. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  1025. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  1026. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  1027. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  1028. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  1029. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  1030. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  1031. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  1032. /* Status that don't have a skill associated */
  1033. StatusIconChangeTable[SC_WEIGHT50] = EFST_WEIGHTOVER50;
  1034. StatusIconChangeTable[SC_WEIGHT90] = EFST_WEIGHTOVER90;
  1035. StatusIconChangeTable[SC_ASPDPOTION0] = EFST_ATTHASTE_POTION1;
  1036. StatusIconChangeTable[SC_ASPDPOTION1] = EFST_ATTHASTE_POTION2;
  1037. StatusIconChangeTable[SC_ASPDPOTION2] = EFST_ATTHASTE_POTION3;
  1038. StatusIconChangeTable[SC_ASPDPOTION3] = EFST_ATTHASTE_INFINITY;
  1039. StatusIconChangeTable[SC_SPEEDUP0] = EFST_MOVHASTE_HORSE;
  1040. StatusIconChangeTable[SC_SPEEDUP1] = EFST_MOVHASTE_POTION;
  1041. StatusIconChangeTable[SC_CHASEWALK2] = EFST_CHASEWALK2;
  1042. StatusIconChangeTable[SC_MIRACLE] = EFST_SOULLINK;
  1043. StatusIconChangeTable[SC_INTRAVISION] = EFST_CLAIRVOYANCE;
  1044. StatusIconChangeTable[SC_STRFOOD] = EFST_FOOD_STR;
  1045. StatusIconChangeTable[SC_AGIFOOD] = EFST_FOOD_AGI;
  1046. StatusIconChangeTable[SC_VITFOOD] = EFST_FOOD_VIT;
  1047. StatusIconChangeTable[SC_INTFOOD] = EFST_FOOD_INT;
  1048. StatusIconChangeTable[SC_DEXFOOD] = EFST_FOOD_DEX;
  1049. StatusIconChangeTable[SC_LUKFOOD] = EFST_FOOD_LUK;
  1050. StatusIconChangeTable[SC_FLEEFOOD] = EFST_FOOD_BASICAVOIDANCE;
  1051. StatusIconChangeTable[SC_HITFOOD] = EFST_FOOD_BASICHIT;
  1052. StatusIconChangeTable[SC_CRIFOOD] = EFST_FOOD_CRITICALSUCCESSVALUE;
  1053. StatusIconChangeTable[SC_MANU_ATK] = EFST_MANU_ATK;
  1054. StatusIconChangeTable[SC_MANU_DEF] = EFST_MANU_DEF;
  1055. StatusIconChangeTable[SC_SPL_ATK] = EFST_SPL_ATK;
  1056. StatusIconChangeTable[SC_SPL_DEF] = EFST_SPL_DEF;
  1057. StatusIconChangeTable[SC_MANU_MATK] = EFST_MANU_MATK;
  1058. StatusIconChangeTable[SC_SPL_MATK] = EFST_SPL_MATK;
  1059. StatusIconChangeTable[SC_ATKPOTION] = EFST_PLUSATTACKPOWER;
  1060. StatusIconChangeTable[SC_MATKPOTION] = EFST_PLUSMAGICPOWER;
  1061. StatusIconChangeTable[SC_INCREASE_MAXHP] = EFST_ATKER_ASPD;
  1062. StatusIconChangeTable[SC_INCREASE_MAXSP] = EFST_ATKER_MOVESPEED;
  1063. /* Cash Items */
  1064. StatusIconChangeTable[SC_FOOD_STR_CASH] = EFST_FOOD_STR_CASH;
  1065. StatusIconChangeTable[SC_FOOD_AGI_CASH] = EFST_FOOD_AGI_CASH;
  1066. StatusIconChangeTable[SC_FOOD_VIT_CASH] = EFST_FOOD_VIT_CASH;
  1067. StatusIconChangeTable[SC_FOOD_DEX_CASH] = EFST_FOOD_DEX_CASH;
  1068. StatusIconChangeTable[SC_FOOD_INT_CASH] = EFST_FOOD_INT_CASH;
  1069. StatusIconChangeTable[SC_FOOD_LUK_CASH] = EFST_FOOD_LUK_CASH;
  1070. StatusIconChangeTable[SC_EXPBOOST] = EFST_CASH_PLUSEXP;
  1071. StatusIconChangeTable[SC_ITEMBOOST] = EFST_CASH_RECEIVEITEM;
  1072. StatusIconChangeTable[SC_JEXPBOOST] = EFST_CASH_PLUSONLYJOBEXP;
  1073. StatusIconChangeTable[SC_LIFEINSURANCE] = EFST_CASH_DEATHPENALTY;
  1074. StatusIconChangeTable[SC_BOSSMAPINFO] = EFST_CASH_BOSS_ALARM;
  1075. StatusIconChangeTable[SC_DEF_RATE] = EFST_PROTECT_DEF;
  1076. StatusIconChangeTable[SC_MDEF_RATE] = EFST_PROTECT_MDEF;
  1077. StatusIconChangeTable[SC_INCCRI] = EFST_CRITICALPERCENT;
  1078. StatusIconChangeTable[SC_INCFLEE2] = EFST_PLUSAVOIDVALUE;
  1079. StatusIconChangeTable[SC_INCHEALRATE] = EFST_HEALPLUS;
  1080. StatusIconChangeTable[SC_S_LIFEPOTION] = EFST_S_LIFEPOTION;
  1081. StatusIconChangeTable[SC_L_LIFEPOTION] = EFST_L_LIFEPOTION;
  1082. StatusIconChangeTable[SC_SPCOST_RATE] = EFST_ATKER_BLOOD;
  1083. StatusIconChangeTable[SC_COMMONSC_RESIST] = EFST_TARGET_BLOOD;
  1084. StatusIconChangeTable[SC_ATTHASTE_CASH] = EFST_ATTHASTE_CASH;
  1085. /* Mercenary Bonus Effects */
  1086. StatusIconChangeTable[SC_MERC_FLEEUP] = EFST_MER_FLEE;
  1087. StatusIconChangeTable[SC_MERC_ATKUP] = EFST_MER_ATK;
  1088. StatusIconChangeTable[SC_MERC_HPUP] = EFST_MER_HP;
  1089. StatusIconChangeTable[SC_MERC_SPUP] = EFST_MER_SP;
  1090. StatusIconChangeTable[SC_MERC_HITUP] = EFST_MER_HIT;
  1091. /* Warlock Spheres */
  1092. StatusIconChangeTable[SC_SPHERE_1] = EFST_SUMMON1;
  1093. StatusIconChangeTable[SC_SPHERE_2] = EFST_SUMMON2;
  1094. StatusIconChangeTable[SC_SPHERE_3] = EFST_SUMMON3;
  1095. StatusIconChangeTable[SC_SPHERE_4] = EFST_SUMMON4;
  1096. StatusIconChangeTable[SC_SPHERE_5] = EFST_SUMMON5;
  1097. /* Warlock Preserved spells */
  1098. StatusIconChangeTable[SC_SPELLBOOK1] = EFST_SPELLBOOK1;
  1099. StatusIconChangeTable[SC_SPELLBOOK2] = EFST_SPELLBOOK2;
  1100. StatusIconChangeTable[SC_SPELLBOOK3] = EFST_SPELLBOOK3;
  1101. StatusIconChangeTable[SC_SPELLBOOK4] = EFST_SPELLBOOK4;
  1102. StatusIconChangeTable[SC_SPELLBOOK5] = EFST_SPELLBOOK5;
  1103. StatusIconChangeTable[SC_SPELLBOOK6] = EFST_SPELLBOOK6;
  1104. StatusIconChangeTable[SC_MAXSPELLBOOK] = EFST_SPELLBOOK7;
  1105. StatusIconChangeTable[SC_FREEZE_SP] = EFST_FREEZE_SP;
  1106. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = EFST_NEUTRALBARRIER_MASTER;
  1107. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = EFST_STEALTHFIELD_MASTER;
  1108. StatusIconChangeTable[SC_OVERHEAT] = EFST_OVERHEAT;
  1109. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = EFST_OVERHEAT_LIMITPOINT;
  1110. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = EFST_HALLUCINATIONWALK_POSTDELAY;
  1111. StatusIconChangeTable[SC_TOXIN] = EFST_TOXIN;
  1112. StatusIconChangeTable[SC_PARALYSE] = EFST_PARALYSE;
  1113. StatusIconChangeTable[SC_VENOMBLEED] = EFST_VENOMBLEED;
  1114. StatusIconChangeTable[SC_MAGICMUSHROOM] = EFST_MAGICMUSHROOM;
  1115. StatusIconChangeTable[SC_DEATHHURT] = EFST_DEATHHURT;
  1116. StatusIconChangeTable[SC_PYREXIA] = EFST_PYREXIA;
  1117. StatusIconChangeTable[SC_OBLIVIONCURSE] = EFST_OBLIVIONCURSE;
  1118. StatusIconChangeTable[SC_LEECHESEND] = EFST_LEECHESEND;
  1119. StatusIconChangeTable[SC_BANDING_DEFENCE] = EFST_BANDING_DEFENCE;
  1120. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = EFST_SHIELDSPELL_DEF;
  1121. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = EFST_SHIELDSPELL_MDEF;
  1122. StatusIconChangeTable[SC_SHIELDSPELL_REF] = EFST_SHIELDSPELL_REF;
  1123. StatusIconChangeTable[SC_GLOOMYDAY_SK] = EFST_GLOOMYDAY;
  1124. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = EFST_CURSEDCIRCLE_ATKER;
  1125. StatusIconChangeTable[SC__BLOODYLUST] = EFST_BLOODYLUST;
  1126. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = EFST_MYSTERIOUS_POWDER;
  1127. StatusIconChangeTable[SC_MELON_BOMB] = EFST_MELON_BOMB;
  1128. StatusIconChangeTable[SC_BANANA_BOMB] = EFST_BANANA_BOMB;
  1129. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = EFST_BANANA_BOMB_SITDOWN_POSTDELAY;
  1130. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = EFST_PROMOTE_HEALTH_RESERCH;
  1131. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = EFST_ENERGY_DRINK_RESERCH;
  1132. /* Genetics New Food Items Status Icons */
  1133. StatusIconChangeTable[SC_SAVAGE_STEAK] = EFST_SAVAGE_STEAK;
  1134. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = EFST_COCKTAIL_WARG_BLOOD;
  1135. StatusIconChangeTable[SC_MINOR_BBQ] = EFST_MINOR_BBQ;
  1136. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = EFST_SIROMA_ICE_TEA;
  1137. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = EFST_DROCERA_HERB_STEAMED;
  1138. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = EFST_PUTTI_TAILS_NOODLES;
  1139. StatusIconChangeTable[SC_STOMACHACHE] = EFST_STOMACHACHE;
  1140. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = EFST_EXTRACT_WHITE_POTION_Z;
  1141. StatusIconChangeTable[SC_VITATA_500] = EFST_VITATA_500;
  1142. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = EFST_EXTRACT_SALAMINE_JUICE;
  1143. StatusIconChangeTable[SC_BOOST500] = EFST_BOOST500;
  1144. StatusIconChangeTable[SC_FULL_SWING_K] = EFST_FULL_SWING_K;
  1145. StatusIconChangeTable[SC_MANA_PLUS] = EFST_MANA_PLUS;
  1146. StatusIconChangeTable[SC_MUSTLE_M] = EFST_MUSTLE_M;
  1147. StatusIconChangeTable[SC_LIFE_FORCE_F] = EFST_LIFE_FORCE_F;
  1148. /* Elemental Spirit's 'side' status change icons */
  1149. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = EFST_CIRCLE_OF_FIRE;
  1150. StatusIconChangeTable[SC_FIRE_CLOAK] = EFST_FIRE_CLOAK;
  1151. StatusIconChangeTable[SC_WATER_SCREEN] = EFST_WATER_SCREEN;
  1152. StatusIconChangeTable[SC_WATER_DROP] = EFST_WATER_DROP;
  1153. StatusIconChangeTable[SC_WIND_STEP] = EFST_WIND_STEP;
  1154. StatusIconChangeTable[SC_WIND_CURTAIN] = EFST_WIND_CURTAIN;
  1155. StatusIconChangeTable[SC_SOLID_SKIN] = EFST_SOLID_SKIN;
  1156. StatusIconChangeTable[SC_STONE_SHIELD] = EFST_STONE_SHIELD;
  1157. StatusIconChangeTable[SC_PYROTECHNIC] = EFST_PYROTECHNIC;
  1158. StatusIconChangeTable[SC_HEATER] = EFST_HEATER;
  1159. StatusIconChangeTable[SC_TROPIC] = EFST_TROPIC;
  1160. StatusIconChangeTable[SC_AQUAPLAY] = EFST_AQUAPLAY;
  1161. StatusIconChangeTable[SC_COOLER] = EFST_COOLER;
  1162. StatusIconChangeTable[SC_CHILLY_AIR] = EFST_CHILLY_AIR;
  1163. StatusIconChangeTable[SC_GUST] = EFST_GUST;
  1164. StatusIconChangeTable[SC_BLAST] = EFST_BLAST;
  1165. StatusIconChangeTable[SC_WILD_STORM] = EFST_WILD_STORM;
  1166. StatusIconChangeTable[SC_PETROLOGY] = EFST_PETROLOGY;
  1167. StatusIconChangeTable[SC_CURSED_SOIL] = EFST_CURSED_SOIL;
  1168. StatusIconChangeTable[SC_UPHEAVAL] = EFST_UPHEAVAL;
  1169. StatusIconChangeTable[SC_REBOUND] = EFST_REBOUND;
  1170. StatusIconChangeTable[SC_DEFSET] = EFST_SET_NUM_DEF;
  1171. StatusIconChangeTable[SC_MDEFSET] = EFST_SET_NUM_MDEF;
  1172. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = EFST_MONSTER_TRANSFORM;
  1173. StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = EFST_ACTIVE_MONSTER_TRANSFORM;
  1174. StatusIconChangeTable[SC_ALL_RIDING] = EFST_ALL_RIDING;
  1175. StatusIconChangeTable[SC_PUSH_CART] = EFST_ON_PUSH_CART;
  1176. StatusIconChangeTable[SC_MTF_ASPD] = EFST_MTF_ASPD;
  1177. StatusIconChangeTable[SC_MTF_RANGEATK] = EFST_MTF_RANGEATK;
  1178. StatusIconChangeTable[SC_MTF_MATK] = EFST_MTF_MATK;
  1179. StatusIconChangeTable[SC_MTF_MLEATKED] = EFST_MTF_MLEATKED;
  1180. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = EFST_MTF_CRIDAMAGE;
  1181. StatusIconChangeTable[SC_QD_SHOT_READY] = EFST_E_QD_SHOT_READY;
  1182. StatusIconChangeTable[SC_QUEST_BUFF1] = EFST_QUEST_BUFF1;
  1183. StatusIconChangeTable[SC_QUEST_BUFF2] = EFST_QUEST_BUFF2;
  1184. StatusIconChangeTable[SC_QUEST_BUFF3] = EFST_QUEST_BUFF3;
  1185. StatusIconChangeTable[SC_MTF_ASPD2] = EFST_MTF_ASPD2;
  1186. StatusIconChangeTable[SC_MTF_RANGEATK2] = EFST_MTF_RANGEATK2;
  1187. StatusIconChangeTable[SC_MTF_MATK2] = EFST_MTF_MATK2;
  1188. StatusIconChangeTable[SC_2011RWC_SCROLL] = EFST_2011RWC_SCROLL;
  1189. StatusIconChangeTable[SC_JP_EVENT04] = EFST_JP_EVENT04;
  1190. StatusIconChangeTable[SC_MTF_HITFLEE] = EFST_MTF_HITFLEE;
  1191. StatusIconChangeTable[SC_MTF_MHP] = EFST_MTF_MHP;
  1192. StatusIconChangeTable[SC_MTF_MSP] = EFST_MTF_MSP;
  1193. StatusIconChangeTable[SC_MTF_PUMPKIN] = EFST_MTF_PUMPKIN;
  1194. StatusIconChangeTable[SC_NORECOVER_STATE] = EFST_HANDICAPSTATE_NORECOVER;
  1195. StatusIconChangeTable[SC_GVG_GIANT] = EFST_GVG_GIANT;
  1196. StatusIconChangeTable[SC_GVG_GOLEM] = EFST_GVG_GOLEM;
  1197. StatusIconChangeTable[SC_GVG_STUN] = EFST_GVG_STUN;
  1198. StatusIconChangeTable[SC_GVG_STONE] = EFST_GVG_STONE;
  1199. StatusIconChangeTable[SC_GVG_FREEZ] = EFST_GVG_FREEZ;
  1200. StatusIconChangeTable[SC_GVG_SLEEP] = EFST_GVG_SLEEP;
  1201. StatusIconChangeTable[SC_GVG_CURSE] = EFST_GVG_CURSE;
  1202. StatusIconChangeTable[SC_GVG_SILENCE] = EFST_GVG_SILENCE;
  1203. StatusIconChangeTable[SC_GVG_BLIND] = EFST_GVG_BLIND;
  1204. StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = EFST_RESIST_PROPERTY_WATER;
  1205. StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = EFST_RESIST_PROPERTY_GROUND;
  1206. StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = EFST_RESIST_PROPERTY_FIRE;
  1207. StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = EFST_RESIST_PROPERTY_WIND;
  1208. // Costumes
  1209. StatusIconChangeTable[SC_MOONSTAR] = EFST_MOONSTAR;
  1210. StatusIconChangeTable[SC_SUPER_STAR] = EFST_SUPER_STAR;
  1211. StatusIconChangeTable[SC_STRANGELIGHTS] = EFST_STRANGELIGHTS;
  1212. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = EFST_DECORATION_OF_MUSIC;
  1213. StatusIconChangeTable[SC_LJOSALFAR] = EFST_LJOSALFAR;
  1214. StatusIconChangeTable[SC_MERMAID_LONGING] = EFST_MERMAID_LONGING;
  1215. StatusIconChangeTable[SC_HAT_EFFECT] = EFST_HAT_EFFECT;
  1216. StatusIconChangeTable[SC_FLOWERSMOKE] = EFST_FLOWERSMOKE;
  1217. StatusIconChangeTable[SC_FSTONE] = EFST_FSTONE;
  1218. StatusIconChangeTable[SC_HAPPINESS_STAR] = EFST_HAPPINESS_STAR;
  1219. StatusIconChangeTable[SC_MAPLE_FALLS] = EFST_MAPLE_FALLS;
  1220. StatusIconChangeTable[SC_TIME_ACCESSORY] = EFST_TIME_ACCESSORY;
  1221. StatusIconChangeTable[SC_MAGICAL_FEATHER] = EFST_MAGICAL_FEATHER;
  1222. /* Summoners status icons */
  1223. StatusIconChangeTable[SC_SPRITEMABLE] = EFST_SPRITEMABLE;
  1224. StatusIconChangeTable[SC_DORAM_BUF_01] = EFST_DORAM_BUF_01;
  1225. StatusIconChangeTable[SC_DORAM_BUF_02] = EFST_DORAM_BUF_02;
  1226. // Item Reuse Limits
  1227. StatusIconChangeTable[SC_REUSE_REFRESH] = EFST_REUSE_REFRESH;
  1228. StatusIconChangeTable[SC_REUSE_LIMIT_A] = EFST_REUSE_LIMIT_A;
  1229. StatusIconChangeTable[SC_REUSE_LIMIT_B] = EFST_REUSE_LIMIT_B;
  1230. StatusIconChangeTable[SC_REUSE_LIMIT_C] = EFST_REUSE_LIMIT_C;
  1231. StatusIconChangeTable[SC_REUSE_LIMIT_D] = EFST_REUSE_LIMIT_D;
  1232. StatusIconChangeTable[SC_REUSE_LIMIT_E] = EFST_REUSE_LIMIT_E;
  1233. StatusIconChangeTable[SC_REUSE_LIMIT_F] = EFST_REUSE_LIMIT_F;
  1234. StatusIconChangeTable[SC_REUSE_LIMIT_G] = EFST_REUSE_LIMIT_G;
  1235. StatusIconChangeTable[SC_REUSE_LIMIT_H] = EFST_REUSE_LIMIT_H;
  1236. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = EFST_REUSE_LIMIT_MTF;
  1237. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = EFST_REUSE_LIMIT_ECL;
  1238. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = EFST_REUSE_LIMIT_RECALL;
  1239. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = EFST_REUSE_LIMIT_ASPD_POTION;
  1240. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = EFST_REUSE_MILLENNIUMSHIELD;
  1241. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = EFST_REUSE_CRUSHSTRIKE;
  1242. StatusIconChangeTable[SC_REUSE_STORMBLAST] = EFST_REUSE_STORMBLAST;
  1243. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = EFST_ALL_RIDING_REUSE_LIMIT;
  1244. // Clan System
  1245. StatusIconChangeTable[SC_CLAN_INFO] = EFST_CLAN_INFO;
  1246. StatusIconChangeTable[SC_SWORDCLAN] = EFST_SWORDCLAN;
  1247. StatusIconChangeTable[SC_ARCWANDCLAN] = EFST_ARCWANDCLAN;
  1248. StatusIconChangeTable[SC_GOLDENMACECLAN] = EFST_GOLDENMACECLAN;
  1249. StatusIconChangeTable[SC_CROSSBOWCLAN] = EFST_CROSSBOWCLAN;
  1250. StatusIconChangeTable[SC_JUMPINGCLAN] = EFST_JUMPINGCLAN;
  1251. // Geffen Magic Tournament Buffs
  1252. StatusIconChangeTable[SC_GEFFEN_MAGIC1] = EFST_GEFFEN_MAGIC1;
  1253. StatusIconChangeTable[SC_GEFFEN_MAGIC2] = EFST_GEFFEN_MAGIC2;
  1254. StatusIconChangeTable[SC_GEFFEN_MAGIC3] = EFST_GEFFEN_MAGIC3;
  1255. // RODEX
  1256. StatusIconChangeTable[SC_DAILYSENDMAILCNT] = EFST_DAILYSENDMAILCNT;
  1257. StatusIconChangeTable[SC_DRESSUP] = EFST_DRESS_UP;
  1258. // Old Glast Heim
  1259. StatusIconChangeTable[SC_GLASTHEIM_ATK] = EFST_GLASTHEIM_ATK;
  1260. StatusIconChangeTable[SC_GLASTHEIM_DEF] = EFST_GLASTHEIM_DEF;
  1261. StatusIconChangeTable[SC_GLASTHEIM_HEAL] = EFST_GLASTHEIM_HEAL;
  1262. StatusIconChangeTable[SC_GLASTHEIM_HIDDEN] = EFST_GLASTHEIM_HIDDEN;
  1263. StatusIconChangeTable[SC_GLASTHEIM_STATE] = EFST_GLASTHEIM_STATE;
  1264. StatusIconChangeTable[SC_GLASTHEIM_ITEMDEF] = EFST_GLASTHEIM_ITEMDEF;
  1265. StatusIconChangeTable[SC_GLASTHEIM_HPSP] = EFST_GLASTHEIM_HPSP;
  1266. // Nightmare Biolab
  1267. StatusIconChangeTable[SC_LHZ_DUN_N1] = EFST_LHZ_DUN_N1;
  1268. StatusIconChangeTable[SC_LHZ_DUN_N2] = EFST_LHZ_DUN_N2;
  1269. StatusIconChangeTable[SC_LHZ_DUN_N3] = EFST_LHZ_DUN_N3;
  1270. StatusIconChangeTable[SC_LHZ_DUN_N4] = EFST_LHZ_DUN_N4;
  1271. StatusIconChangeTable[SC_ANCILLA] = EFST_ANCILLA;
  1272. StatusIconChangeTable[SC_WEAPONBLOCK_ON] = EFST_WEAPONBLOCK_ON;
  1273. StatusIconChangeTable[SC_REF_T_POTION] = EFST_REF_T_POTION;
  1274. StatusIconChangeTable[SC_ADD_ATK_DAMAGE] = EFST_ADD_ATK_DAMAGE;
  1275. StatusIconChangeTable[SC_ADD_MATK_DAMAGE] = EFST_ADD_MATK_DAMAGE;
  1276. StatusIconChangeTable[SC_ENSEMBLEFATIGUE] = EFST_ENSEMBLEFATIGUE;
  1277. // Battleground Queue
  1278. StatusIconChangeTable[SC_ENTRY_QUEUE_APPLY_DELAY] = EFST_ENTRY_QUEUE_APPLY_DELAY;
  1279. StatusIconChangeTable[SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT] = EFST_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT;
  1280. // Soul Reaper
  1281. StatusIconChangeTable[SC_SOULENERGY] = EFST_SOULENERGY;
  1282. StatusIconChangeTable[SC_USE_SKILL_SP_SPA] = EFST_USE_SKILL_SP_SPA;
  1283. StatusIconChangeTable[SC_USE_SKILL_SP_SHA] = EFST_USE_SKILL_SP_SHA;
  1284. /* Other SC which are not necessarily associated to skills */
  1285. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  1286. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  1287. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  1288. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  1289. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1290. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1291. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1292. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1293. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1294. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1295. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1296. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1297. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1298. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1299. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1300. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1301. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1302. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1303. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1304. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1305. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1306. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1307. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1308. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1309. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1310. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1311. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1312. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1313. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1314. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1315. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1316. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1317. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1318. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1319. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1320. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1321. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1322. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1323. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1324. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1325. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1326. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
  1327. StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
  1328. StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
  1329. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= SCB_ALL;
  1330. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1331. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1332. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1333. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1334. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1335. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1336. StatusChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
  1337. StatusChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
  1338. StatusChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
  1339. StatusChangeFlagTable[SC_INCREASE_MAXHP] |= SCB_MAXHP|SCB_REGEN;
  1340. StatusChangeFlagTable[SC_INCREASE_MAXSP] |= SCB_MAXSP|SCB_REGEN;
  1341. /* Cash Items */
  1342. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1343. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1344. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1345. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1346. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1347. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1348. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1349. /* Mercenary Bonus Effects */
  1350. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1351. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1352. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1353. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1354. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1355. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1356. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1357. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1358. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1359. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1360. StatusChangeFlagTable[SC_PYREXIA] |= SCB_ALL;
  1361. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1362. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1363. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  1364. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1365. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1366. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1367. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1368. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1369. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1370. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1371. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1372. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1373. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1374. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1375. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1376. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1377. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1378. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1379. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1380. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1381. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1382. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1383. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1384. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1385. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1386. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1387. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1388. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1389. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1390. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1391. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1392. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1393. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1394. StatusChangeFlagTable[SC_MTF_CRIDAMAGE] |= SCB_ALL;
  1395. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1396. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1397. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1398. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1399. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1400. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1401. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
  1402. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1403. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1404. // Costumes
  1405. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1406. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1407. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1408. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1409. StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
  1410. StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
  1411. StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
  1412. StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
  1413. StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
  1414. StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
  1415. StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
  1416. StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
  1417. StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
  1418. // Clan System
  1419. StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
  1420. StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
  1421. StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
  1422. StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
  1423. StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
  1424. StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1425. // RODEX
  1426. StatusChangeFlagTable[SC_DAILYSENDMAILCNT] |= SCB_NONE;
  1427. // Old Glast Heim
  1428. StatusChangeFlagTable[SC_GLASTHEIM_ATK] |= SCB_ALL;
  1429. StatusChangeFlagTable[SC_GLASTHEIM_STATE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1430. StatusChangeFlagTable[SC_GLASTHEIM_ITEMDEF] |= SCB_DEF|SCB_MDEF;
  1431. StatusChangeFlagTable[SC_GLASTHEIM_HPSP] |= SCB_MAXHP|SCB_MAXSP;
  1432. // Battleground Queue
  1433. StatusChangeFlagTable[SC_ENTRY_QUEUE_APPLY_DELAY] |= SCB_NONE;
  1434. StatusChangeFlagTable[SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT] |= SCB_NONE;
  1435. // Summoner
  1436. StatusChangeFlagTable[SC_DORAM_WALKSPEED] |= SCB_SPEED;
  1437. StatusChangeFlagTable[SC_DORAM_MATK] |= SCB_MATK;
  1438. StatusChangeFlagTable[SC_DORAM_FLEE2] |= SCB_FLEE2;
  1439. StatusChangeFlagTable[SC_DORAM_BUF_01] |= SCB_REGEN;
  1440. StatusChangeFlagTable[SC_DORAM_BUF_02] |= SCB_REGEN;
  1441. // Soul Reaper
  1442. StatusChangeFlagTable[SC_SOULENERGY] |= SCB_NONE;
  1443. StatusChangeFlagTable[SC_USE_SKILL_SP_SPA] |= SCB_NONE;
  1444. StatusChangeFlagTable[SC_USE_SKILL_SP_SHA] |= SCB_NONE;
  1445. StatusChangeFlagTable[SC_ANCILLA] |= SCB_REGEN;
  1446. StatusChangeFlagTable[SC_ENSEMBLEFATIGUE] |= SCB_SPEED|SCB_ASPD;
  1447. #ifdef RENEWAL
  1448. // renewal EDP increases your weapon atk
  1449. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1450. #endif
  1451. /* StatusDisplayType Table [Ind] */
  1452. StatusDisplayType[SC_ALL_RIDING] = BL_PC;
  1453. StatusDisplayType[SC_PUSH_CART] = BL_PC;
  1454. StatusDisplayType[SC_SPHERE_1] = BL_PC;
  1455. StatusDisplayType[SC_SPHERE_2] = BL_PC;
  1456. StatusDisplayType[SC_SPHERE_3] = BL_PC;
  1457. StatusDisplayType[SC_SPHERE_4] = BL_PC;
  1458. StatusDisplayType[SC_SPHERE_5] = BL_PC;
  1459. StatusDisplayType[SC_CAMOUFLAGE] = BL_PC;
  1460. StatusDisplayType[SC_STEALTHFIELD] = BL_PC;
  1461. StatusDisplayType[SC_DUPLELIGHT] = BL_PC;
  1462. StatusDisplayType[SC_ORATIO] = BL_PC;
  1463. StatusDisplayType[SC_FREEZING] = BL_PC;
  1464. StatusDisplayType[SC_VENOMIMPRESS] = BL_PC;
  1465. StatusDisplayType[SC_HALLUCINATIONWALK] = BL_PC;
  1466. StatusDisplayType[SC_ROLLINGCUTTER] = BL_PC;
  1467. StatusDisplayType[SC_BANDING] = BL_PC;
  1468. StatusDisplayType[SC_CRYSTALIZE] = BL_PC;
  1469. StatusDisplayType[SC_DEEPSLEEP] = BL_PC;
  1470. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = BL_PC;
  1471. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = BL_PC;
  1472. StatusDisplayType[SC_NETHERWORLD] = BL_PC;
  1473. StatusDisplayType[SC_VOICEOFSIREN] = BL_PC;
  1474. StatusDisplayType[SC_BLOODSUCKER] = BL_PC;
  1475. StatusDisplayType[SC__SHADOWFORM] = BL_PC;
  1476. StatusDisplayType[SC__MANHOLE] = BL_PC;
  1477. StatusDisplayType[SC_JYUMONJIKIRI] = BL_PC;
  1478. StatusDisplayType[SC_AKAITSUKI] = BL_PC;
  1479. StatusDisplayType[SC_MONSTER_TRANSFORM] = BL_PC;
  1480. StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = BL_PC;
  1481. StatusDisplayType[SC_DARKCROW] = BL_PC;
  1482. StatusDisplayType[SC_OFFERTORIUM] = BL_PC;
  1483. StatusDisplayType[SC_TELEKINESIS_INTENSE] = BL_PC;
  1484. StatusDisplayType[SC_UNLIMIT] = BL_PC;
  1485. StatusDisplayType[SC_ILLUSIONDOPING] = BL_PC;
  1486. StatusDisplayType[SC_C_MARKER] = BL_PC;
  1487. StatusDisplayType[SC_ANTI_M_BLAST] = BL_PC;
  1488. StatusDisplayType[SC_SPRITEMABLE] = BL_PC;
  1489. StatusDisplayType[SC_SV_ROOTTWIST] = BL_PC;
  1490. StatusDisplayType[SC_HELLS_PLANT] = BL_PC;
  1491. // Costumes
  1492. StatusDisplayType[SC_MOONSTAR] = BL_PC;
  1493. StatusDisplayType[SC_SUPER_STAR] = BL_PC;
  1494. StatusDisplayType[SC_STRANGELIGHTS] = BL_PC;
  1495. StatusDisplayType[SC_DECORATION_OF_MUSIC] = BL_PC;
  1496. StatusDisplayType[SC_LJOSALFAR] = BL_PC;
  1497. StatusDisplayType[SC_MERMAID_LONGING] = BL_PC;
  1498. StatusDisplayType[SC_HAT_EFFECT] = BL_PC;
  1499. StatusDisplayType[SC_FLOWERSMOKE] = BL_PC;
  1500. StatusDisplayType[SC_FSTONE] = BL_PC;
  1501. StatusDisplayType[SC_HAPPINESS_STAR] = BL_PC;
  1502. StatusDisplayType[SC_MAPLE_FALLS] = BL_PC;
  1503. StatusDisplayType[SC_TIME_ACCESSORY] = BL_PC;
  1504. StatusDisplayType[SC_MAGICAL_FEATHER] = BL_PC;
  1505. // Clans
  1506. StatusDisplayType[SC_CLAN_INFO] = BL_PC|BL_NPC;
  1507. StatusDisplayType[SC_DRESSUP] = BL_PC;
  1508. /* StatusChangeState (SCS_) NOMOVE */
  1509. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1510. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1511. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1512. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1513. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1514. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1515. #ifndef RENEWAL
  1516. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1517. #endif
  1518. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1519. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1520. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1521. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1522. #ifndef RENEWAL
  1523. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1524. #endif
  1525. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1526. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOMOVE;
  1527. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1528. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1529. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1530. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1531. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1532. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1533. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1534. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE;
  1535. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1536. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1537. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1538. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1539. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1540. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1541. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1542. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1543. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1544. StatusChangeStateTable[SC_GRAVITYCONTROL] |= SCS_NOMOVE;
  1545. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1546. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1547. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1548. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1549. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1550. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1551. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1552. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1553. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1554. StatusChangeStateTable[SC_NEWMOON] |= SCS_NOPICKITEM;
  1555. /* StatusChangeState (SCS_) NODROPITEMS */
  1556. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1557. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1558. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1559. /* StatusChangeState (SCS_) NOCAST (skills) */
  1560. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1561. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1562. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1563. #ifdef RENEWAL
  1564. StatusChangeStateTable[SC_BASILICA_CELL] |= SCS_NOCAST;
  1565. StatusChangeStateTable[SC_ROKISWEIL] |= SCS_NOCAST;
  1566. StatusChangeStateTable[SC_ENSEMBLEFATIGUE] |= SCS_NOCAST;
  1567. #endif
  1568. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1569. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1570. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST|SCS_NOCASTCOND;
  1571. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1572. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1573. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1574. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST;
  1575. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1576. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1577. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1578. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1579. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1580. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1581. StatusChangeStateTable[SC_GRAVITYCONTROL] |= SCS_NOCAST;
  1582. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1583. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1584. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1585. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1586. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1587. }
  1588. static void initDummyData(void)
  1589. {
  1590. memset(&dummy_status, 0, sizeof(dummy_status));
  1591. dummy_status.hp =
  1592. dummy_status.max_hp =
  1593. dummy_status.max_sp =
  1594. dummy_status.str =
  1595. dummy_status.agi =
  1596. dummy_status.vit =
  1597. dummy_status.int_ =
  1598. dummy_status.dex =
  1599. dummy_status.luk =
  1600. dummy_status.hit = 1;
  1601. dummy_status.speed = 2000;
  1602. dummy_status.adelay = 4000;
  1603. dummy_status.amotion = 2000;
  1604. dummy_status.dmotion = 2000;
  1605. dummy_status.ele_lv = 1; // Min elemental level.
  1606. dummy_status.mode = MD_CANMOVE;
  1607. }
  1608. /**
  1609. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1610. * @param a: Status data structure to copy from
  1611. * @param b: Status data structure to copy to
  1612. */
  1613. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1614. {
  1615. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1616. }
  1617. /**
  1618. * Sets HP to a given value
  1619. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1620. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1621. * @param hp: What the HP is to be set as
  1622. * @param flag: Used in case final value is higher than current
  1623. * Use 2 to display healing effect
  1624. * @return heal or zapped HP if valid
  1625. */
  1626. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1627. {
  1628. struct status_data *status;
  1629. if (hp < 1)
  1630. return 0;
  1631. status = status_get_status_data(bl);
  1632. if (status == &dummy_status)
  1633. return 0;
  1634. if (hp > status->max_hp)
  1635. hp = status->max_hp;
  1636. if (hp == status->hp)
  1637. return 0;
  1638. if (hp > status->hp)
  1639. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1640. return status_zap(bl, status->hp - hp, 0);
  1641. }
  1642. /**
  1643. * Sets Max HP to a given value
  1644. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1645. * @param maxhp: What the Max HP is to be set as
  1646. * @param flag: Used in case final value is higher than current
  1647. * Use 2 to display healing effect
  1648. * @return heal or zapped HP if valid
  1649. */
  1650. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1651. {
  1652. struct status_data *status;
  1653. int64 heal;
  1654. if (maxhp < 1)
  1655. return 0;
  1656. status = status_get_status_data(bl);
  1657. if (status == &dummy_status)
  1658. return 0;
  1659. if (maxhp == status->max_hp)
  1660. return 0;
  1661. heal = maxhp - status->max_hp;
  1662. status->max_hp = maxhp;
  1663. if (heal > 0)
  1664. status_heal(bl, heal, 0, 1|flag);
  1665. else
  1666. status_zap(bl, -heal, 0);
  1667. return maxhp;
  1668. }
  1669. /**
  1670. * Sets SP to a given value
  1671. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1672. * @param sp: What the SP is to be set as
  1673. * @param flag: Used in case final value is higher than current
  1674. * Use 2 to display healing effect
  1675. * @return heal or zapped SP if valid
  1676. */
  1677. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1678. {
  1679. struct status_data *status;
  1680. status = status_get_status_data(bl);
  1681. if (status == &dummy_status)
  1682. return 0;
  1683. if (sp > status->max_sp)
  1684. sp = status->max_sp;
  1685. if (sp == status->sp)
  1686. return 0;
  1687. if (sp > status->sp)
  1688. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1689. return status_zap(bl, 0, status->sp - sp);
  1690. }
  1691. /**
  1692. * Sets Max SP to a given value
  1693. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1694. * @param maxsp: What the Max SP is to be set as
  1695. * @param flag: Used in case final value is higher than current
  1696. * Use 2 to display healing effect
  1697. * @return heal or zapped HP if valid
  1698. */
  1699. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1700. {
  1701. struct status_data *status;
  1702. if (maxsp < 1)
  1703. return 0;
  1704. status = status_get_status_data(bl);
  1705. if (status == &dummy_status)
  1706. return 0;
  1707. if (maxsp == status->max_sp)
  1708. return 0;
  1709. if (maxsp > status->max_sp)
  1710. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1711. else
  1712. status_zap(bl, status->max_sp - maxsp, 0);
  1713. status->max_sp = maxsp;
  1714. return maxsp;
  1715. }
  1716. /**
  1717. * Takes HP/SP from an Object
  1718. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1719. * @param hp: How much HP to charge
  1720. * @param sp: How much SP to charge
  1721. * @return hp+sp through status_damage()
  1722. * Note: HP/SP are integer values, not percentages. Values should be
  1723. * calculated either within function call or before
  1724. */
  1725. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1726. {
  1727. if(!(bl->type&BL_CONSUME))
  1728. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1729. return status_damage(NULL, bl, hp, sp, 0, 3, 0);
  1730. }
  1731. /**
  1732. * Inflicts damage on the target with the according walkdelay.
  1733. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1734. * @param target: Target of the damage
  1735. * @param dhp: How much damage to HP
  1736. * @param dsp: How much damage to SP
  1737. * @param walkdelay: Amount of time before object can walk again
  1738. * @param flag: Damage flag decides various options
  1739. * flag&1: Passive damage - Does not trigger cancelling status changes
  1740. * flag&2: Fail if there is not enough to subtract
  1741. * flag&4: Mob does not give EXP/Loot if killed
  1742. * flag&8: Used to damage SP of a dead character
  1743. * @return hp+sp
  1744. * Note: HP/SP are integer values, not percentages. Values should be
  1745. * calculated either within function call or before
  1746. */
  1747. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, t_tick walkdelay, int flag, uint16 skill_id)
  1748. {
  1749. struct status_data *status;
  1750. struct status_change *sc;
  1751. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1752. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1753. nullpo_ret(target);
  1754. if(sp && !(target->type&BL_CONSUME))
  1755. sp = 0; // Not a valid SP target.
  1756. if (hp < 0) { // Assume absorbed damage.
  1757. status_heal(target, -hp, 0, 1);
  1758. hp = 0;
  1759. }
  1760. if (sp < 0) {
  1761. status_heal(target, 0, -sp, 1);
  1762. sp = 0;
  1763. }
  1764. if (target->type == BL_SKILL) {
  1765. if (!src || src->type&battle_config.can_damage_skill)
  1766. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1767. return 0;
  1768. }
  1769. status = status_get_status_data(target);
  1770. if(!status || status == &dummy_status )
  1771. return 0;
  1772. if ((unsigned int)hp >= status->hp) {
  1773. if (flag&2) return 0;
  1774. hp = status->hp;
  1775. }
  1776. if ((unsigned int)sp > status->sp) {
  1777. if (flag&2) return 0;
  1778. sp = status->sp;
  1779. }
  1780. if (!hp && !sp)
  1781. return 0;
  1782. if( !status->hp )
  1783. flag |= 8;
  1784. sc = status_get_sc(target);
  1785. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1786. hp = 1;
  1787. if( hp && !(flag&1) ) {
  1788. if( sc ) {
  1789. struct status_change_entry *sce;
  1790. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1791. status_change_end(target, SC_STONE, INVALID_TIMER);
  1792. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1793. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1794. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1795. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1796. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1797. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1798. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1799. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1800. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1801. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1802. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  1803. status_change_end(target, SC_NEWMOON, INVALID_TIMER);
  1804. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1805. /** [Skotlex]
  1806. * Endure count is only reduced by non-players on non-gvg maps.
  1807. * val4 signals infinite endure.
  1808. **/
  1809. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  1810. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1811. }
  1812. #ifndef RENEWAL
  1813. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1814. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1815. if (sg) {
  1816. skill_delunitgroup(sg);
  1817. sce->val4 = 0;
  1818. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1819. }
  1820. }
  1821. #endif
  1822. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1823. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1824. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1825. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1826. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1827. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1828. }
  1829. if (target->type == BL_PC)
  1830. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1831. unit_skillcastcancel(target, 2);
  1832. }
  1833. status->hp-= hp;
  1834. status->sp-= sp;
  1835. if (sc && hp && status->hp) {
  1836. if (sc->data[SC_AUTOBERSERK] &&
  1837. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1838. status->hp < status->max_hp>>2)
  1839. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1840. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1841. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1842. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1843. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1844. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1845. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1846. }
  1847. switch (target->type) {
  1848. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1849. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1850. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1851. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1852. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1853. }
  1854. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1855. unit_stop_walking( target, 1 );
  1856. }
  1857. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1858. if (walkdelay)
  1859. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1860. return (int)(hp+sp);
  1861. }
  1862. status->hp = 0;
  1863. /** [Skotlex]
  1864. * NOTE: These dead functions should return:
  1865. * 0: Death cancelled, auto-revived.
  1866. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1867. * &2: Remove object from map.
  1868. * &4: Delete object from memory. (One time spawn mobs)
  1869. **/
  1870. switch (target->type) {
  1871. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1872. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1873. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1874. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1875. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1876. default: // Unhandled case, do nothing to object.
  1877. flag = 0;
  1878. break;
  1879. }
  1880. if(!flag) // Death cancelled.
  1881. return (int)(hp+sp);
  1882. // Normal death
  1883. if (battle_config.clear_unit_ondeath &&
  1884. battle_config.clear_unit_ondeath&target->type)
  1885. skill_clear_unitgroup(target);
  1886. if(target->type&BL_REGEN) { // Reset regen ticks.
  1887. struct regen_data *regen = status_get_regen_data(target);
  1888. if (regen) {
  1889. memset(&regen->tick, 0, sizeof(regen->tick));
  1890. if (regen->sregen)
  1891. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1892. if (regen->ssregen)
  1893. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1894. }
  1895. }
  1896. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1897. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1898. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1899. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1900. status_revive(target, 100, 100);
  1901. else
  1902. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1903. status_change_clear(target,0);
  1904. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1905. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1906. if( target->type == BL_MOB )
  1907. ((TBL_MOB*)target)->state.rebirth = 1;
  1908. return (int)(hp+sp);
  1909. }
  1910. if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) { // Ensure the monster has not already rebirthed before doing so.
  1911. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1912. status_change_clear(target,0);
  1913. ((TBL_MOB*)target)->state.rebirth = 1;
  1914. return (int)(hp+sp);
  1915. }
  1916. status_change_clear(target,0);
  1917. if(flag&4) // Delete from memory. (also invokes map removal code)
  1918. unit_free(target,CLR_DEAD);
  1919. else if(flag&2) // remove from map
  1920. unit_remove_map(target,CLR_DEAD);
  1921. else { // Some death states that would normally be handled by unit_remove_map
  1922. unit_stop_attack(target);
  1923. unit_stop_walking(target,1);
  1924. unit_skillcastcancel(target,0);
  1925. clif_clearunit_area(target,CLR_DEAD);
  1926. skill_unit_move(target,gettick(),4);
  1927. skill_cleartimerskill(target);
  1928. }
  1929. // Always run NPC scripts for players last
  1930. //FIXME those ain't always run if a player die if he was resurrect meanwhile
  1931. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1932. if(target->type == BL_PC) {
  1933. TBL_PC *sd = BL_CAST(BL_PC,target);
  1934. if( sd->bg_id ) {
  1935. std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
  1936. if( bg && !(bg->die_event.empty()) )
  1937. npc_event(sd, bg->die_event.c_str(), 0);
  1938. }
  1939. npc_script_event(sd,NPCE_DIE);
  1940. }
  1941. return (int)(hp+sp);
  1942. }
  1943. /**
  1944. * Heals an object
  1945. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1946. * @param hhp: How much HP to heal
  1947. * @param hsp: How much SP to heal
  1948. * @param flag: Whether it's Forced(&1), gives HP/SP(&2) heal effect,
  1949. * or gives HP(&4) heal effect with 0 heal
  1950. * Forced healing overrides heal impedement statuses (Berserk)
  1951. * @return hp+sp
  1952. */
  1953. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1954. {
  1955. struct status_data *status;
  1956. struct status_change *sc;
  1957. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1958. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1959. status = status_get_status_data(bl);
  1960. if (status == &dummy_status || !status->hp)
  1961. return 0;
  1962. sc = status_get_sc(bl);
  1963. if (sc && !sc->count)
  1964. sc = NULL;
  1965. if (hp < 0) {
  1966. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1967. hp++;
  1968. status_damage(NULL, bl, -hp, 0, 0, 1, 0);
  1969. hp = 0;
  1970. }
  1971. if(hp) {
  1972. if( sc && (sc->data[SC_BERSERK]) ) {
  1973. if( flag&1 )
  1974. flag &= ~2;
  1975. else
  1976. hp = 0;
  1977. }
  1978. if((unsigned int)hp > status->max_hp - status->hp)
  1979. hp = status->max_hp - status->hp;
  1980. }
  1981. if(sp < 0) {
  1982. if (sp == INT_MIN)
  1983. sp++;
  1984. status_damage(NULL, bl, 0, -sp, 0, 1, 0);
  1985. sp = 0;
  1986. }
  1987. if(sp) {
  1988. if((unsigned int)sp > status->max_sp - status->sp)
  1989. sp = status->max_sp - status->sp;
  1990. }
  1991. if(!sp && !hp && !(flag&4))
  1992. return 0;
  1993. status->hp += hp;
  1994. status->sp += sp;
  1995. if(hp && sc &&
  1996. sc->data[SC_AUTOBERSERK] &&
  1997. sc->data[SC_PROVOKE] &&
  1998. sc->data[SC_PROVOKE]->val2==1 &&
  1999. status->hp>=status->max_hp>>2
  2000. ) // End auto berserk.
  2001. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  2002. // Send HP update to client
  2003. switch(bl->type) {
  2004. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag); break;
  2005. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  2006. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  2007. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  2008. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  2009. }
  2010. return (int)hp+sp;
  2011. }
  2012. /**
  2013. * Applies percentage based damage to a unit.
  2014. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  2015. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  2016. * @param target: Object to modify HP/SP
  2017. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  2018. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  2019. * @param flag: \n
  2020. * 0: Heal target \n
  2021. * 1: Use status_damage \n
  2022. * 2: Use status_damage and make sure target must not die from subtraction
  2023. * @return hp+sp through status_heal()
  2024. */
  2025. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  2026. {
  2027. struct status_data *status;
  2028. unsigned int hp = 0, sp = 0;
  2029. status = status_get_status_data(target);
  2030. // It's safe now [MarkZD]
  2031. if (hp_rate > 99)
  2032. hp = status->hp;
  2033. else if (hp_rate > 0)
  2034. hp = apply_rate(status->hp, hp_rate);
  2035. else if (hp_rate < -99)
  2036. hp = status->max_hp;
  2037. else if (hp_rate < 0)
  2038. hp = (apply_rate(status->max_hp, -hp_rate));
  2039. if (hp_rate && !hp)
  2040. hp = 1;
  2041. if (flag == 2 && hp >= status->hp)
  2042. hp = status->hp-1; // Must not kill target.
  2043. if (sp_rate > 99)
  2044. sp = status->sp;
  2045. else if (sp_rate > 0)
  2046. sp = apply_rate(status->sp, sp_rate);
  2047. else if (sp_rate < -99)
  2048. sp = status->max_sp;
  2049. else if (sp_rate < 0)
  2050. sp = (apply_rate(status->max_sp, -sp_rate));
  2051. if (sp_rate && !sp)
  2052. sp = 1;
  2053. // Ugly check in case damage dealt is too much for the received args of
  2054. // status_heal / status_damage. [Skotlex]
  2055. if (hp > INT_MAX) {
  2056. hp -= INT_MAX;
  2057. if (flag)
  2058. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
  2059. else
  2060. status_heal(target, INT_MAX, 0, 0);
  2061. }
  2062. if (sp > INT_MAX) {
  2063. sp -= INT_MAX;
  2064. if (flag)
  2065. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
  2066. else
  2067. status_heal(target, 0, INT_MAX, 0);
  2068. }
  2069. if (flag)
  2070. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1), 0);
  2071. return status_heal(target, hp, sp, 0);
  2072. }
  2073. /**
  2074. * Revives a unit
  2075. * @param bl: Object to revive [PC|MOB|HOM]
  2076. * @param per_hp: Percentage of HP to revive with
  2077. * @param per_sp: Percentage of SP to revive with
  2078. * @return Successful (1) or Invalid target (0)
  2079. */
  2080. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  2081. {
  2082. struct status_data *status;
  2083. unsigned int hp, sp;
  2084. if (!status_isdead(bl)) return 0;
  2085. status = status_get_status_data(bl);
  2086. if (status == &dummy_status)
  2087. return 0; // Invalid target.
  2088. hp = (int64)status->max_hp * per_hp/100;
  2089. sp = (int64)status->max_sp * per_sp/100;
  2090. if(hp > status->max_hp - status->hp)
  2091. hp = status->max_hp - status->hp;
  2092. else if (per_hp && !hp)
  2093. hp = 1;
  2094. if(sp > status->max_sp - status->sp)
  2095. sp = status->max_sp - status->sp;
  2096. else if (per_sp && !sp)
  2097. sp = 1;
  2098. status->hp += hp;
  2099. status->sp += sp;
  2100. if (bl->prev) // Animation only if character is already on a map.
  2101. clif_resurrection(bl, 1);
  2102. switch (bl->type) {
  2103. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  2104. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  2105. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  2106. }
  2107. return 1;
  2108. }
  2109. /**
  2110. * Checks whether the src can use the skill on the target,
  2111. * taking into account status/option of both source/target
  2112. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2113. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  2114. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2115. target MAY be NULL, which checks if src can cast skill_id on the ground
  2116. * @param skill_id: Skill ID being used on target
  2117. * @param flag: 0 - Trying to use skill on target
  2118. * 1 - Cast bar is done
  2119. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  2120. * @return src can use skill (1) or cannot use skill (0)
  2121. * @author [Skotlex]
  2122. */
  2123. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  2124. struct status_data *status;
  2125. struct status_change *sc = NULL, *tsc;
  2126. int hide_flag;
  2127. status = src ? status_get_status_data(src) : &dummy_status;
  2128. if (src && src->type != BL_PC && status_isdead(src))
  2129. return false;
  2130. if (!skill_id) { // Normal attack checks.
  2131. // This mode is only needed for melee attacking.
  2132. if (!status_has_mode(status,MD_CANATTACK))
  2133. return false;
  2134. // Dead state is not checked for skills as some skills can be used
  2135. // on dead characters, said checks are left to skill.cpp [Skotlex]
  2136. if (target && status_isdead(target))
  2137. return false;
  2138. }
  2139. switch( skill_id ) {
  2140. #ifndef RENEWAL
  2141. case PA_PRESSURE:
  2142. if( flag && target ) {
  2143. // Gloria Avoids pretty much everything....
  2144. tsc = status_get_sc(target);
  2145. if(tsc && tsc->option&OPTION_HIDE)
  2146. return false;
  2147. }
  2148. break;
  2149. #endif
  2150. case GN_WALLOFTHORN:
  2151. if( target && status_isdead(target) )
  2152. return false;
  2153. break;
  2154. case AL_TELEPORT:
  2155. case ALL_ODINS_POWER:
  2156. // Should fail when used on top of Land Protector [Skotlex]
  2157. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  2158. && !status_has_mode(status,MD_STATUS_IMMUNE)
  2159. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  2160. return false;
  2161. break;
  2162. case SC_MANHOLE:
  2163. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  2164. if (target && ( status_get_race2(target) == RC2_GVG || status_get_race2(target) == RC2_BATTLEFIELD ) )
  2165. return false;
  2166. default:
  2167. break;
  2168. }
  2169. if ( src )
  2170. sc = status_get_sc(src);
  2171. if( sc && sc->count ) {
  2172. if (sc->data[SC_ALL_RIDING])
  2173. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  2174. if (flag == 1 && !status_has_mode(status,MD_STATUS_IMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  2175. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  2176. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  2177. )) {
  2178. if (src->type == BL_PC)
  2179. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  2180. return false;
  2181. }
  2182. if (skill_id != RK_REFRESH && skill_id != SU_GROOMING && sc->opt1 && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  2183. if (flag != 1) // Can't cast, casted stuff can't damage.
  2184. return false;
  2185. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  2186. return false; // Damage spells stop casting.
  2187. }
  2188. if (
  2189. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  2190. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  2191. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  2192. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  2193. )
  2194. return false;
  2195. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  2196. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  2197. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  2198. clif_emotion(src, ET_THROB);
  2199. return false;
  2200. }
  2201. if (sc->data[SC_BLADESTOP]) {
  2202. switch (sc->data[SC_BLADESTOP]->val1) {
  2203. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  2204. case 4: if (skill_id == MO_CHAINCOMBO) break;
  2205. case 3: if (skill_id == MO_INVESTIGATE) break;
  2206. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  2207. default: return false;
  2208. }
  2209. }
  2210. if (sc->data[SC_DANCING] && flag!=2) {
  2211. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2212. if (!skill)
  2213. return false;
  2214. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  2215. skill_id == WM_FRIGG_SONG))
  2216. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  2217. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  2218. return false;
  2219. #ifndef RENEWAL
  2220. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  2221. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  2222. return false;
  2223. #endif
  2224. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  2225. return false;
  2226. #ifndef RENEWAL
  2227. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  2228. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  2229. #endif
  2230. }
  2231. if (skill_id && // Do not block item-casted skills.
  2232. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  2233. ) { // Skills blocked through status changes...
  2234. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  2235. sc->cant.cast ||
  2236. #ifndef RENEWAL
  2237. (sc->data[SC_BASILICA] && (sc->data[SC_BASILICA]->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it
  2238. #endif
  2239. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  2240. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  2241. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  2242. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  2243. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  2244. (sc->data[SC_NOVAEXPLOSING] && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  2245. (sc->data[SC_GRAVITYCONTROL] && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  2246. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  2247. #ifdef RENEWAL
  2248. || (sc->data[SC_ENSEMBLEFATIGUE] && skill_id != CG_SPECIALSINGER)
  2249. #endif
  2250. ))
  2251. return false;
  2252. // Skill blocking.
  2253. if (
  2254. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  2255. #ifndef RENEWAL
  2256. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  2257. #endif
  2258. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  2259. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  2260. )
  2261. return false;
  2262. }
  2263. if (sc->option) {
  2264. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  2265. // Non players can use all skills while hidden.
  2266. return false;
  2267. }
  2268. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  2269. return false;
  2270. }
  2271. }
  2272. if (target == NULL || target == src) // No further checking needed.
  2273. return true;
  2274. tsc = status_get_sc(target);
  2275. if (tsc && tsc->count) {
  2276. /**
  2277. * Attacks in invincible are capped to 1 damage and handled in battle.cpp.
  2278. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  2279. **/
  2280. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  2281. return false;
  2282. if(!skill_id && tsc->data[SC_TRICKDEAD])
  2283. return false;
  2284. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  2285. && tsc->data[SC_FREEZE])
  2286. return false;
  2287. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  2288. return false;
  2289. if (tsc->data[SC__MANHOLE] && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  2290. return false;
  2291. }
  2292. // If targetting, cloak+hide protect you, otherwise only hiding does.
  2293. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  2294. // Skill that can hit hidden target
  2295. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  2296. hide_flag &= ~OPTION_HIDE;
  2297. switch( target->type ) {
  2298. case BL_PC: {
  2299. struct map_session_data *tsd = (TBL_PC*)target;
  2300. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  2301. bool is_detect = status_has_mode(status,MD_DETECTOR);
  2302. if (pc_isinvisible(tsd))
  2303. return false;
  2304. if (tsc) {
  2305. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  2306. return false;
  2307. if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  2308. return false; // Works against insect and demon but not against bosses
  2309. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  2310. return false; // Works against all
  2311. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  2312. return false; // Insect, demon, and boss can detect
  2313. }
  2314. }
  2315. break;
  2316. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  2317. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  2318. if (status_has_mode(status,MD_LOOTER))
  2319. return true;
  2320. return false;
  2321. case BL_HOM:
  2322. case BL_MER:
  2323. case BL_ELEM:
  2324. if( target->type == BL_HOM && skill_id && battle_config.hom_setting&HOMSET_NO_SUPPORT_SKILL && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  2325. return false; // Can't use support skills on Homunculus (only Master/Self)
  2326. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  2327. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  2328. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  2329. return false; // Can't use Potion Pitcher on Mercenaries
  2330. default:
  2331. // Check for chase-walk/hiding/cloaking opponents.
  2332. if( tsc ) {
  2333. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  2334. return false;
  2335. }
  2336. }
  2337. return true;
  2338. }
  2339. /**
  2340. * Checks whether the src can see the target
  2341. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2342. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2343. * @return src can see (1) or target is invisible (0)
  2344. * @author [Skotlex]
  2345. */
  2346. int status_check_visibility(struct block_list *src, struct block_list *target)
  2347. {
  2348. int view_range;
  2349. struct status_data* status = status_get_status_data(src);
  2350. struct status_change* tsc = status_get_sc(target);
  2351. switch (src->type) {
  2352. case BL_MOB:
  2353. view_range = ((TBL_MOB*)src)->min_chase;
  2354. break;
  2355. case BL_PET:
  2356. view_range = ((TBL_PET*)src)->db->range2;
  2357. break;
  2358. default:
  2359. view_range = AREA_SIZE;
  2360. }
  2361. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  2362. return 0;
  2363. if ( src->type == BL_NPC) // NPCs don't care for the rest
  2364. return 1;
  2365. if (tsc) {
  2366. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  2367. bool is_detector = status_has_mode(status,MD_DETECTOR);
  2368. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  2369. case BL_PC: {
  2370. struct map_session_data *tsd = (TBL_PC*)target;
  2371. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector))
  2372. return 0;
  2373. if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  2374. return 0;
  2375. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  2376. return 0;
  2377. }
  2378. break;
  2379. default:
  2380. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && !is_detector)
  2381. return 0;
  2382. }
  2383. }
  2384. return 1;
  2385. }
  2386. /**
  2387. * Base ASPD value taken from the job tables
  2388. * @param sd: Player object
  2389. * @param status: Player status
  2390. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2391. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2392. */
  2393. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2394. {
  2395. int amotion;
  2396. int classidx = pc_class2idx(sd->status.class_);
  2397. #ifdef RENEWAL_ASPD
  2398. int16 skill_lv, val = 0;
  2399. float temp_aspd = 0;
  2400. amotion = job_info[classidx].aspd_base[sd->weapontype1]; // Single weapon
  2401. if (sd->status.shield)
  2402. amotion += job_info[classidx].aspd_base[MAX_WEAPON_TYPE];
  2403. else if (sd->weapontype2 && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  2404. amotion += job_info[classidx].aspd_base[sd->weapontype2] / 4; // Dual-wield
  2405. switch(sd->status.weapon) {
  2406. case W_BOW:
  2407. case W_MUSICAL:
  2408. case W_WHIP:
  2409. case W_REVOLVER:
  2410. case W_RIFLE:
  2411. case W_GATLING:
  2412. case W_SHOTGUN:
  2413. case W_GRENADE:
  2414. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  2415. break;
  2416. default:
  2417. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  2418. break;
  2419. }
  2420. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  2421. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  2422. val += (skill_lv - 1) / 2 + 1;
  2423. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  2424. val += 1 + skill_lv;
  2425. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2426. val += ((skill_lv + 1) / 2);
  2427. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  2428. val += skill_lv;
  2429. if (pc_isriding(sd))
  2430. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  2431. else if (pc_isridingdragon(sd))
  2432. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  2433. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  2434. #else
  2435. // Angra Manyu disregards aspd_base and similar
  2436. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  2437. return 0;
  2438. // Base weapon delay
  2439. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2440. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2441. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  2442. // Percentual delay reduction from stats
  2443. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  2444. // Raw delay adjustment from bAspd bonus
  2445. amotion += sd->bonus.aspd_add;
  2446. #endif
  2447. return amotion;
  2448. }
  2449. /**
  2450. * Base attack value calculated for units
  2451. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  2452. * @param status: Object status
  2453. * @return base attack
  2454. */
  2455. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  2456. {
  2457. int flag = 0, str, dex, dstr;
  2458. #ifdef RENEWAL
  2459. if (!(bl->type&battle_config.enable_baseatk_renewal))
  2460. return 0;
  2461. #else
  2462. if (!(bl->type&battle_config.enable_baseatk))
  2463. return 0;
  2464. #endif
  2465. if (bl->type == BL_PC)
  2466. switch(((TBL_PC*)bl)->status.weapon) {
  2467. case W_BOW:
  2468. case W_MUSICAL:
  2469. case W_WHIP:
  2470. case W_REVOLVER:
  2471. case W_RIFLE:
  2472. case W_GATLING:
  2473. case W_SHOTGUN:
  2474. case W_GRENADE:
  2475. flag = 1;
  2476. }
  2477. if (flag) {
  2478. #ifdef RENEWAL
  2479. dstr =
  2480. #endif
  2481. str = status->dex;
  2482. dex = status->str;
  2483. } else {
  2484. #ifdef RENEWAL
  2485. dstr =
  2486. #endif
  2487. str = status->str;
  2488. dex = status->dex;
  2489. }
  2490. /** [Skotlex]
  2491. * Normally only players have base-atk, but homunc have a different batk
  2492. * equation, hinting that perhaps non-players should use this for batk.
  2493. **/
  2494. switch (bl->type) {
  2495. case BL_HOM:
  2496. #ifdef RENEWAL
  2497. str = 2 * level + status_get_homstr(bl);
  2498. #else
  2499. dstr = str / 10;
  2500. str += dstr*dstr;
  2501. #endif
  2502. break;
  2503. case BL_PC:
  2504. #ifdef RENEWAL
  2505. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10;
  2506. #else
  2507. dstr = str / 10;
  2508. str += dstr*dstr;
  2509. str += dex / 5 + status->luk / 5;
  2510. #endif
  2511. break;
  2512. default:// Others
  2513. #ifdef RENEWAL
  2514. str = dstr + level;
  2515. #else
  2516. dstr = str / 10;
  2517. str += dstr*dstr;
  2518. str += dex / 5 + status->luk / 5;
  2519. #endif
  2520. break;
  2521. }
  2522. return cap_value(str, 0, USHRT_MAX);
  2523. }
  2524. #ifdef RENEWAL
  2525. /**
  2526. * Weapon attack value calculated for Players
  2527. * @param wa: Weapon attack
  2528. * @param status: Player status
  2529. * @return weapon attack
  2530. */
  2531. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd)
  2532. {
  2533. float str = sd->base_status.str;
  2534. int weapon_atk_bonus = 0;
  2535. if ((wa.range > 3 || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP) && !pc_checkskill(sd, SU_SOULATTACK))
  2536. str = sd->base_status.dex;
  2537. if (sd->bonus.weapon_atk_rate)
  2538. weapon_atk_bonus = wa.atk * sd->bonus.weapon_atk_rate / 100;
  2539. // wa.atk2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  2540. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200) + weapon_atk_bonus);
  2541. }
  2542. #endif
  2543. #ifndef RENEWAL
  2544. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2545. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2546. #else
  2547. /*
  2548. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2549. * status->batk (base attack) will be added in battle_calc_base_damage
  2550. */
  2551. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2552. {
  2553. switch (bl->type) {
  2554. case BL_PET:
  2555. case BL_MOB:
  2556. case BL_MER:
  2557. case BL_ELEM:
  2558. return status->rhw.atk * 80 / 100;
  2559. case BL_HOM:
  2560. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2561. default:
  2562. return status->rhw.atk;
  2563. }
  2564. }
  2565. /*
  2566. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2567. * status->batk (base attack) will be added in battle_calc_base_damage
  2568. */
  2569. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2570. {
  2571. switch (bl->type) {
  2572. case BL_PET:
  2573. case BL_MOB:
  2574. case BL_MER:
  2575. case BL_ELEM:
  2576. return status->rhw.atk * 120 / 100;
  2577. case BL_HOM:
  2578. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2579. default:
  2580. return status->rhw.atk2;
  2581. }
  2582. }
  2583. /*
  2584. * Calculates minimum magic attack
  2585. */
  2586. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2587. {
  2588. switch (bl->type) {
  2589. case BL_PET:
  2590. case BL_MOB:
  2591. case BL_MER:
  2592. case BL_ELEM:
  2593. return status->int_ + level + status->rhw.matk * 70 / 100;
  2594. case BL_HOM:
  2595. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2596. case BL_PC:
  2597. default:
  2598. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2599. }
  2600. }
  2601. /*
  2602. * Calculates maximum magic attack
  2603. */
  2604. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2605. {
  2606. switch (bl->type) {
  2607. case BL_PET:
  2608. case BL_MOB:
  2609. case BL_MER:
  2610. case BL_ELEM:
  2611. return status->int_ + level + status->rhw.matk * 130 / 100;
  2612. case BL_HOM:
  2613. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2614. case BL_PC:
  2615. default:
  2616. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2617. }
  2618. }
  2619. #endif
  2620. /**
  2621. * Fills in the misc data that can be calculated from the other status info (except for level)
  2622. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2623. * @param status: Player status
  2624. */
  2625. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2626. {
  2627. int stat;
  2628. // Non players get the value set, players need to stack with previous bonuses.
  2629. if( bl->type != BL_PC )
  2630. status->batk =
  2631. status->hit = status->flee =
  2632. status->def2 = status->mdef2 =
  2633. status->cri = status->flee2 = 0;
  2634. #ifdef RENEWAL // Renewal formulas
  2635. if (bl->type == BL_HOM) {
  2636. // Def2
  2637. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2638. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2639. // Mdef2
  2640. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2641. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2642. // Def
  2643. stat = status->def;
  2644. stat += status_get_homvit(bl) + level / 2;
  2645. status->def = cap_value(stat, 0, SHRT_MAX);
  2646. // Mdef
  2647. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2648. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2649. // Hit
  2650. stat = level + status->dex + 150;
  2651. status->hit = cap_value(stat, 1, SHRT_MAX);
  2652. // Flee
  2653. stat = level + status_get_homagi(bl);
  2654. status->flee = cap_value(stat, 1, SHRT_MAX);
  2655. } else {
  2656. // Hit
  2657. stat = status->hit;
  2658. stat += level + status->dex + (bl->type == BL_PC ? status->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  2659. status->hit = cap_value(stat, 1, SHRT_MAX);
  2660. // Flee
  2661. stat = status->flee;
  2662. stat += level + status->agi + (bl->type == BL_MER ? 0 : bl->type == BL_PC ? status->luk / 5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  2663. status->flee = cap_value(stat, 1, SHRT_MAX);
  2664. // Def2
  2665. if (bl->type == BL_MER)
  2666. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2667. else {
  2668. stat = status->def2;
  2669. stat += (int)(((float)level + status->vit) / 2 + (bl->type == BL_PC ? ((float)status->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
  2670. }
  2671. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2672. // Mdef2
  2673. if (bl->type == BL_MER)
  2674. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2675. else {
  2676. stat = status->mdef2;
  2677. stat += (int)(bl->type == BL_PC ? (status->int_ + ((float)level / 4) + ((float)(status->dex + status->vit) / 5)) : ((float)(status->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  2678. }
  2679. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2680. }
  2681. // ATK
  2682. if (bl->type != BL_PC) {
  2683. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2684. status->rhw.atk = status_base_atk_min(bl, status, level);
  2685. }
  2686. // MAtk
  2687. status->matk_min = status_base_matk_min(bl, status, level);
  2688. status->matk_max = status_base_matk_max(bl, status, level);
  2689. #else
  2690. // Matk
  2691. status->matk_min = status_base_matk_min(status);
  2692. status->matk_max = status_base_matk_max(status);
  2693. // Hit
  2694. stat = status->hit;
  2695. stat += level + status->dex;
  2696. status->hit = cap_value(stat, 1, SHRT_MAX);
  2697. // Flee
  2698. stat = status->flee;
  2699. stat += level + status->agi;
  2700. status->flee = cap_value(stat, 1, SHRT_MAX);
  2701. // Def2
  2702. stat = status->def2;
  2703. stat += status->vit;
  2704. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2705. // Mdef2
  2706. stat = status->mdef2;
  2707. stat += status->int_ + (status->vit>>1);
  2708. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2709. #endif
  2710. //Critical
  2711. if( bl->type&battle_config.enable_critical ) {
  2712. stat = status->cri;
  2713. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2714. status->cri = cap_value(stat, 1, SHRT_MAX);
  2715. } else
  2716. status->cri = 0;
  2717. if (bl->type&battle_config.enable_perfect_flee) {
  2718. stat = status->flee2;
  2719. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2720. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2721. } else
  2722. status->flee2 = 0;
  2723. if (status->batk) {
  2724. int temp = status->batk + status_base_atk(bl, status, level);
  2725. status->batk = cap_value(temp, 0, USHRT_MAX);
  2726. } else
  2727. status->batk = status_base_atk(bl, status, level);
  2728. if (status->cri) {
  2729. switch (bl->type) {
  2730. case BL_MOB:
  2731. if(battle_config.mob_critical_rate != 100)
  2732. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2733. if(!status->cri && battle_config.mob_critical_rate)
  2734. status->cri = 10;
  2735. break;
  2736. case BL_PC:
  2737. // Players don't have a critical adjustment setting as of yet.
  2738. break;
  2739. default:
  2740. if(battle_config.critical_rate != 100)
  2741. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2742. if (!status->cri && battle_config.critical_rate)
  2743. status->cri = 10;
  2744. }
  2745. }
  2746. if(bl->type&BL_REGEN)
  2747. status_calc_regen(bl, status, status_get_regen_data(bl));
  2748. }
  2749. /**
  2750. * Calculates the initial status for the given mob
  2751. * @param md: Mob object
  2752. * @param opt: Whether or not it is the first calculation
  2753. This will only be false when a mob levels up (Regular and WoE Guardians)
  2754. * @return 1 for calculated special statuses or 0 for none
  2755. * @author [Skotlex]
  2756. */
  2757. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2758. {
  2759. struct status_data *status;
  2760. struct block_list *mbl = NULL;
  2761. int flag=0;
  2762. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2763. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2764. ;
  2765. else
  2766. md->level = md->db->lv;
  2767. }
  2768. // Check if we need custom base-status
  2769. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2770. flag|=1;
  2771. if (md->special_state.size)
  2772. flag|=2;
  2773. if (md->guardian_data && md->guardian_data->guardup_lv)
  2774. flag|=4;
  2775. if (md->mob_id == MOBID_EMPERIUM)
  2776. flag|=4;
  2777. if (battle_config.slaves_inherit_speed && md->master_id)
  2778. flag|=8;
  2779. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2780. flag|=16;
  2781. if (md->master_id && battle_config.slaves_inherit_mode)
  2782. flag |= 32;
  2783. if (!flag) { // No special status required.
  2784. if (md->base_status) {
  2785. aFree(md->base_status);
  2786. md->base_status = NULL;
  2787. }
  2788. if (opt&SCO_FIRST)
  2789. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2790. return 0;
  2791. }
  2792. if (!md->base_status)
  2793. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2794. status = md->base_status;
  2795. memcpy(status, &md->db->status, sizeof(struct status_data));
  2796. if (flag&(8|16))
  2797. mbl = map_id2bl(md->master_id);
  2798. if (flag&8 && mbl) {
  2799. struct status_data *mstatus = status_get_base_status(mbl);
  2800. if (mstatus &&
  2801. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2802. status->speed = mstatus->speed;
  2803. if( status->speed < 2 ) // Minimum for the unit to function properly
  2804. status->speed = 2;
  2805. }
  2806. if (flag&32)
  2807. status_calc_slave_mode(md, map_id2md(md->master_id));
  2808. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2809. int diff = md->level - md->db->lv;
  2810. status->str += diff;
  2811. status->agi += diff;
  2812. status->vit += diff;
  2813. status->int_ += diff;
  2814. status->dex += diff;
  2815. status->luk += diff;
  2816. status->max_hp += diff * status->vit;
  2817. status->max_sp += diff * status->int_;
  2818. status->hp = status->max_hp;
  2819. status->sp = status->max_sp;
  2820. status->speed -= cap_value(diff, 0, status->speed - 10);
  2821. }
  2822. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2823. if (md->special_state.size == SZ_MEDIUM) {
  2824. status->max_hp >>= 1;
  2825. status->max_sp >>= 1;
  2826. if (!status->max_hp) status->max_hp = 1;
  2827. if (!status->max_sp) status->max_sp = 1;
  2828. status->hp = status->max_hp;
  2829. status->sp = status->max_sp;
  2830. status->str >>= 1;
  2831. status->agi >>= 1;
  2832. status->vit >>= 1;
  2833. status->int_ >>= 1;
  2834. status->dex >>= 1;
  2835. status->luk >>= 1;
  2836. if (!status->str) status->str = 1;
  2837. if (!status->agi) status->agi = 1;
  2838. if (!status->vit) status->vit = 1;
  2839. if (!status->int_) status->int_ = 1;
  2840. if (!status->dex) status->dex = 1;
  2841. if (!status->luk) status->luk = 1;
  2842. } else if (md->special_state.size == SZ_BIG) {
  2843. status->max_hp <<= 1;
  2844. status->max_sp <<= 1;
  2845. status->hp = status->max_hp;
  2846. status->sp = status->max_sp;
  2847. status->str <<= 1;
  2848. status->agi <<= 1;
  2849. status->vit <<= 1;
  2850. status->int_ <<= 1;
  2851. status->dex <<= 1;
  2852. status->luk <<= 1;
  2853. }
  2854. }
  2855. status_calc_misc(&md->bl, status, md->level);
  2856. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2857. struct guild_castle *gc;
  2858. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2859. gc=guild_mapname2gc(mapdata->name);
  2860. if (!gc)
  2861. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2862. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2863. #ifdef RENEWAL
  2864. status->max_hp += 50 * (gc->defense / 5);
  2865. #else
  2866. status->max_hp += 1000 * gc->defense;
  2867. #endif
  2868. status->hp = status->max_hp;
  2869. status->def += (gc->defense+2)/3;
  2870. status->mdef += (gc->defense+2)/3;
  2871. }
  2872. if(md->mob_id != MOBID_EMPERIUM) {
  2873. status->max_hp += 1000 * gc->defense;
  2874. status->hp = status->max_hp;
  2875. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2876. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2877. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2878. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2879. }
  2880. }
  2881. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2882. struct unit_data *ud = unit_bl2ud(mbl);
  2883. // Remove special AI when this is used by regular mobs.
  2884. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2885. md->special_state.ai = AI_NONE;
  2886. if (ud) {
  2887. // Different levels of HP according to skill level
  2888. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2889. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2890. switch(ud->skill_id) {
  2891. case AM_SPHEREMINE:
  2892. status->max_hp = 2000 + 400*ud->skill_lv;
  2893. break;
  2894. case KO_ZANZOU:
  2895. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2896. break;
  2897. case AM_CANNIBALIZE:
  2898. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2899. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2900. break;
  2901. case MH_SUMMON_LEGION:
  2902. {
  2903. int homblvl = status_get_lv(mbl);
  2904. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2905. status->batk = 100 * (ud->skill_lv+5) / 2;
  2906. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2907. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2908. // status->aspd_rate = max(100,status->aspd_rate);
  2909. break;
  2910. }
  2911. case NC_SILVERSNIPER:
  2912. {
  2913. struct status_data *mstatus = status_get_status_data(mbl);
  2914. if(!mstatus)
  2915. break;
  2916. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2917. status->batk = 200 * ud->skill_lv;
  2918. break;
  2919. }
  2920. case NC_MAGICDECOY:
  2921. {
  2922. struct status_data *mstatus = status_get_status_data(mbl);
  2923. if(!mstatus)
  2924. break;
  2925. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2926. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2927. break;
  2928. }
  2929. }
  2930. status->hp = status->max_hp;
  2931. }
  2932. }
  2933. if (opt&SCO_FIRST) // Initial battle status
  2934. memcpy(&md->status, status, sizeof(struct status_data));
  2935. return 1;
  2936. }
  2937. /**
  2938. * Calculates the stats of the given pet
  2939. * @param pd: Pet object
  2940. * @param opt: Whether or not it is the first calculation
  2941. This will only be false when a pet levels up
  2942. * @return 1
  2943. * @author [Skotlex]
  2944. */
  2945. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2946. {
  2947. nullpo_retv(pd);
  2948. if (opt&SCO_FIRST) {
  2949. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2950. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2951. pd->status.class_ = CLASS_NORMAL;
  2952. pd->status.speed = pd->get_pet_walk_speed();
  2953. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2954. // Attack support requires the pet to be able to attack
  2955. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2956. }
  2957. }
  2958. if (battle_config.pet_lv_rate && pd->master) {
  2959. struct map_session_data *sd = pd->master;
  2960. int lv;
  2961. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2962. if (lv < 0)
  2963. lv = 1;
  2964. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2965. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2966. pd->pet.level = lv;
  2967. if (!(opt&SCO_FIRST)) // Lv Up animation
  2968. clif_misceffect(&pd->bl, 0);
  2969. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2970. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2971. status->str = (bstat->str*lv)/pd->db->lv;
  2972. status->agi = (bstat->agi*lv)/pd->db->lv;
  2973. status->vit = (bstat->vit*lv)/pd->db->lv;
  2974. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2975. status->dex = (bstat->dex*lv)/pd->db->lv;
  2976. status->luk = (bstat->luk*lv)/pd->db->lv;
  2977. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2978. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2979. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2980. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2981. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2982. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2983. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2984. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2985. status_calc_misc(&pd->bl, &pd->status, lv);
  2986. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2987. clif_send_petstatus(sd);
  2988. }
  2989. } else if (opt&SCO_FIRST) {
  2990. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2991. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2992. pd->pet.level = pd->db->lv;
  2993. }
  2994. // Support rate modifier (1000 = 100%)
  2995. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2996. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2997. }
  2998. /**
  2999. * Get HP bonus modifiers
  3000. * @param bl: block_list that will be checked
  3001. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  3002. * @return bonus: total bonus for HP
  3003. * @author [Cydh]
  3004. */
  3005. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  3006. int bonus = 0;
  3007. if (type == STATUS_BONUS_FIX) {
  3008. struct status_change *sc = status_get_sc(bl);
  3009. //Only for BL_PC
  3010. if (bl->type == BL_PC) {
  3011. struct map_session_data *sd = map_id2sd(bl->id);
  3012. uint16 skill_lv;
  3013. bonus += sd->bonus.hp;
  3014. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  3015. bonus += skill_lv * 200;
  3016. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  3017. bonus += 1000;
  3018. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  3019. bonus += 1000;
  3020. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  3021. bonus += 3000;
  3022. }
  3023. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  3024. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  3025. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  3026. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  3027. #ifndef HP_SP_TABLES
  3028. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  3029. bonus += 2000; // Supernovice lvl99 hp bonus.
  3030. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  3031. bonus += 2000; // Supernovice lvl150 hp bonus.
  3032. #endif
  3033. }
  3034. //Bonus by SC
  3035. if (sc) {
  3036. if(sc->data[SC_INCMHP])
  3037. bonus += sc->data[SC_INCMHP]->val1;
  3038. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  3039. bonus += 500;
  3040. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  3041. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3;
  3042. if(sc->data[SC_INSPIRATION])
  3043. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  3044. if(sc->data[SC_SOLID_SKIN_OPTION])
  3045. bonus += 2000;
  3046. if(sc->data[SC_MTF_MHP])
  3047. bonus += sc->data[SC_MTF_MHP]->val1;
  3048. if(sc->data[SC_MARIONETTE])
  3049. bonus -= 1000;
  3050. if(sc->data[SC_SWORDCLAN])
  3051. bonus += 30;
  3052. if(sc->data[SC_ARCWANDCLAN])
  3053. bonus += 30;
  3054. if(sc->data[SC_GOLDENMACECLAN])
  3055. bonus += 30;
  3056. if(sc->data[SC_CROSSBOWCLAN])
  3057. bonus += 30;
  3058. if(sc->data[SC_GLASTHEIM_HPSP])
  3059. bonus += sc->data[SC_GLASTHEIM_HPSP]->val1;
  3060. #ifdef RENEWAL
  3061. if (sc->data[SC_ANGELUS])
  3062. bonus += sc->data[SC_ANGELUS]->val1 * 50;
  3063. #endif
  3064. }
  3065. } else if (type == STATUS_BONUS_RATE) {
  3066. struct status_change *sc = status_get_sc(bl);
  3067. //Bonus by SC
  3068. if (sc) {
  3069. //Increasing
  3070. if(sc->data[SC_INCMHPRATE])
  3071. bonus += sc->data[SC_INCMHPRATE]->val1;
  3072. if(sc->data[SC_APPLEIDUN])
  3073. bonus += sc->data[SC_APPLEIDUN]->val2;
  3074. if(sc->data[SC_DELUGE])
  3075. bonus += sc->data[SC_DELUGE]->val2;
  3076. if(sc->data[SC_BERSERK])
  3077. bonus += 200; //+200%
  3078. if(sc->data[SC_MERC_HPUP])
  3079. bonus += sc->data[SC_MERC_HPUP]->val2;
  3080. if(sc->data[SC_EPICLESIS])
  3081. bonus += sc->data[SC_EPICLESIS]->val2;
  3082. if(sc->data[SC_FRIGG_SONG])
  3083. bonus += sc->data[SC_FRIGG_SONG]->val2;
  3084. if(sc->data[SC_LERADSDEW])
  3085. bonus += sc->data[SC_LERADSDEW]->val3;
  3086. if(sc->data[SC_FORCEOFVANGUARD])
  3087. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  3088. if(sc->data[SC_INSPIRATION])
  3089. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  3090. if(sc->data[SC_RAISINGDRAGON])
  3091. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  3092. if(sc->data[SC_GT_REVITALIZE])
  3093. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  3094. if(sc->data[SC_ANGRIFFS_MODUS])
  3095. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  3096. if(sc->data[SC_PETROLOGY_OPTION])
  3097. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  3098. if(sc->data[SC_POWER_OF_GAIA])
  3099. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  3100. if(sc->data[SC_CURSED_SOIL_OPTION])
  3101. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  3102. if(sc->data[SC_UPHEAVAL_OPTION])
  3103. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  3104. if(sc->data[SC_LAUDAAGNUS])
  3105. bonus += 2 + (sc->data[SC_LAUDAAGNUS]->val1 * 2);
  3106. #ifdef RENEWAL
  3107. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPRATE)
  3108. bonus += 30;
  3109. #endif
  3110. if(sc->data[SC_LUNARSTANCE])
  3111. bonus += sc->data[SC_LUNARSTANCE]->val2;
  3112. if (sc->data[SC_LUXANIMA])
  3113. bonus += sc->data[SC_LUXANIMA]->val3;
  3114. //Decreasing
  3115. if (sc->data[SC_VENOMBLEED] && sc->data[SC_VENOMBLEED]->val3 == 1)
  3116. bonus -= 15;
  3117. if(sc->data[SC_BEYONDOFWARCRY])
  3118. bonus -= sc->data[SC_BEYONDOFWARCRY]->val3;
  3119. if(sc->data[SC__WEAKNESS])
  3120. bonus -= sc->data[SC__WEAKNESS]->val2;
  3121. if(sc->data[SC_EQC])
  3122. bonus -= sc->data[SC_EQC]->val3;
  3123. }
  3124. // Max rate reduce is -100%
  3125. bonus = cap_value(bonus,-100,INT_MAX);
  3126. }
  3127. return min(bonus,INT_MAX);
  3128. }
  3129. /**
  3130. * HP bonus rate from equipment
  3131. */
  3132. static int status_get_hpbonus_equip(TBL_PC *sd) {
  3133. int bonus = 0;
  3134. bonus += sd->hprate;
  3135. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  3136. }
  3137. /**
  3138. * HP bonus rate from usable items
  3139. */
  3140. static int status_get_hpbonus_item(block_list *bl) {
  3141. int bonus = 0;
  3142. struct status_change *sc = status_get_sc(bl);
  3143. //Bonus by SC
  3144. if (sc) {
  3145. if (sc->data[SC_INCREASE_MAXHP])
  3146. bonus += sc->data[SC_INCREASE_MAXHP]->val1;
  3147. if (sc->data[SC_MUSTLE_M])
  3148. bonus += sc->data[SC_MUSTLE_M]->val1;
  3149. if (sc->data[SC_MYSTERIOUS_POWDER])
  3150. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  3151. }
  3152. // Max rate reduce is -100%
  3153. return cap_value(bonus, -100, INT_MAX);
  3154. }
  3155. /**
  3156. * Get SP bonus modifiers
  3157. * @param bl: block_list that will be checked
  3158. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  3159. * @return bonus: total bonus for SP
  3160. * @author [Cydh]
  3161. */
  3162. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  3163. int bonus = 0;
  3164. if (type == STATUS_BONUS_FIX) {
  3165. struct status_change *sc = status_get_sc(bl);
  3166. //Only for BL_PC
  3167. if (bl->type == BL_PC) {
  3168. struct map_session_data *sd = map_id2sd(bl->id);
  3169. uint16 skill_lv;
  3170. bonus += sd->bonus.sp;
  3171. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  3172. bonus += 30 * skill_lv;
  3173. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  3174. bonus += 200 + 20 * skill_lv;
  3175. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  3176. bonus += 30 * skill_lv;
  3177. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  3178. bonus += 100;
  3179. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  3180. bonus += 100;
  3181. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  3182. bonus += 300;
  3183. }
  3184. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  3185. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  3186. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  3187. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  3188. }
  3189. //Bonus by SC
  3190. if (sc) {
  3191. if(sc->data[SC_INCMSP])
  3192. bonus += sc->data[SC_INCMSP]->val1;
  3193. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  3194. bonus += 50;
  3195. if(sc->data[SC_MTF_MSP])
  3196. bonus += sc->data[SC_MTF_MSP]->val1;
  3197. if(sc->data[SC_SWORDCLAN])
  3198. bonus += 10;
  3199. if(sc->data[SC_ARCWANDCLAN])
  3200. bonus += 10;
  3201. if(sc->data[SC_GOLDENMACECLAN])
  3202. bonus += 10;
  3203. if(sc->data[SC_CROSSBOWCLAN])
  3204. bonus += 10;
  3205. if(sc->data[SC_GLASTHEIM_HPSP])
  3206. bonus += sc->data[SC_GLASTHEIM_HPSP]->val2;
  3207. }
  3208. } else if (type == STATUS_BONUS_RATE) {
  3209. struct status_change *sc = status_get_sc(bl);
  3210. //Only for BL_PC
  3211. if (bl->type == BL_PC) {
  3212. struct map_session_data *sd = map_id2sd(bl->id);
  3213. uint8 i;
  3214. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  3215. bonus += i;
  3216. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  3217. bonus += 2 * i;
  3218. #ifdef RENEWAL
  3219. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  3220. bonus += i;
  3221. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPRATE)
  3222. bonus += 30;
  3223. #endif
  3224. }
  3225. //Bonus by SC
  3226. if (sc) {
  3227. //Increasing
  3228. if(sc->data[SC_INCMSPRATE])
  3229. bonus += sc->data[SC_INCMSPRATE]->val1;
  3230. if(sc->data[SC_RAISINGDRAGON])
  3231. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  3232. if(sc->data[SC_SERVICE4U])
  3233. bonus += sc->data[SC_SERVICE4U]->val2;
  3234. if(sc->data[SC_MERC_SPUP])
  3235. bonus += sc->data[SC_MERC_SPUP]->val2;
  3236. if (sc->data[SC_LUXANIMA])
  3237. bonus += sc->data[SC_LUXANIMA]->val3;
  3238. //Decreasing
  3239. if (sc->data[SC_MELODYOFSINK])
  3240. bonus -= sc->data[SC_MELODYOFSINK]->val3;
  3241. }
  3242. // Max rate reduce is -100%
  3243. bonus = cap_value(bonus,-100,INT_MAX);
  3244. }
  3245. return min(bonus,INT_MAX);
  3246. }
  3247. /**
  3248. * SP bonus rate from equipment
  3249. */
  3250. static int status_get_spbonus_equip(TBL_PC *sd) {
  3251. int bonus = 0;
  3252. bonus += sd->sprate;
  3253. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  3254. }
  3255. /**
  3256. * SP bonus rate from usable items
  3257. */
  3258. static int status_get_spbonus_item(block_list *bl) {
  3259. int bonus = 0;
  3260. struct status_change *sc = status_get_sc(bl);
  3261. //Bonus by SC
  3262. if (sc) {
  3263. if (sc->data[SC_INCREASE_MAXSP])
  3264. bonus += sc->data[SC_INCREASE_MAXSP]->val1;
  3265. if (sc->data[SC_LIFE_FORCE_F])
  3266. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  3267. if (sc->data[SC_VITATA_500])
  3268. bonus += sc->data[SC_VITATA_500]->val2;
  3269. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  3270. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val3;
  3271. }
  3272. // Max rate reduce is -100%
  3273. return cap_value(bonus, -100, INT_MAX);
  3274. }
  3275. /**
  3276. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  3277. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  3278. * @param sd Player
  3279. * @param stat Vit/Int of player as param modifier
  3280. * @param isHP true - calculates Max HP, false - calculated Max SP
  3281. * @return max The max value of HP or SP
  3282. */
  3283. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  3284. double dmax = 0;
  3285. uint16 idx, level, job_id;
  3286. nullpo_ret(sd);
  3287. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  3288. idx = pc_class2idx(job_id);
  3289. level = umax(sd->status.base_level,1);
  3290. if (isHP) { //Calculates MaxHP
  3291. double equip_bonus = 0, item_bonus = 0;
  3292. dmax = job_info[idx].base_hp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  3293. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  3294. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  3295. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  3296. dmax += equip_bonus + item_bonus;
  3297. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3298. }
  3299. else { //Calculates MaxSP
  3300. double equip_bonus = 0, item_bonus = 0;
  3301. dmax = job_info[idx].base_sp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  3302. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  3303. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  3304. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  3305. dmax += equip_bonus + item_bonus;
  3306. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3307. }
  3308. //Make sure it's not negative before casting to unsigned int
  3309. if(dmax < 1) dmax = 1;
  3310. return cap_value((unsigned int)dmax,1,UINT_MAX);
  3311. }
  3312. /**
  3313. * Calculates player's weight
  3314. * @param sd: Player object
  3315. * @param flag: Calculation type
  3316. * CALCWT_ITEM - Item weight
  3317. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3318. * @return false - failed, true - success
  3319. */
  3320. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3321. {
  3322. int b_weight, b_max_weight, skill, i;
  3323. struct status_change *sc;
  3324. nullpo_retr(false, sd);
  3325. sc = &sd->sc;
  3326. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3327. b_weight = sd->weight; // Store current weight for later comparison
  3328. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
  3329. if (flag&CALCWT_ITEM) {
  3330. sd->weight = 0; // Reset current weight
  3331. for(i = 0; i < MAX_INVENTORY; i++) {
  3332. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  3333. continue;
  3334. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3335. }
  3336. }
  3337. if (flag&CALCWT_MAXBONUS) {
  3338. // Skill/Status bonus weight increases
  3339. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3340. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3341. sd->max_weight += 2000 * skill;
  3342. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3343. sd->max_weight += 10000;
  3344. else if (pc_isridingdragon(sd))
  3345. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3346. if (sc->data[SC_KNOWLEDGE])
  3347. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  3348. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3349. sd->max_weight += 2000 * skill;
  3350. if (pc_ismadogear(sd))
  3351. sd->max_weight += 15000;
  3352. }
  3353. // Update the client if the new weight calculations don't match
  3354. if (b_weight != sd->weight)
  3355. clif_updatestatus(sd, SP_WEIGHT);
  3356. if (b_max_weight != sd->max_weight) {
  3357. clif_updatestatus(sd, SP_MAXWEIGHT);
  3358. pc_updateweightstatus(sd);
  3359. }
  3360. return true;
  3361. }
  3362. /**
  3363. * Calculates player's cart weight
  3364. * @param sd: Player object
  3365. * @param flag: Calculation type
  3366. * CALCWT_ITEM - Cart item weight
  3367. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3368. * CALCWT_CARTSTATE - Whether to check for cart state
  3369. * @return false - failed, true - success
  3370. */
  3371. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3372. {
  3373. int b_cart_weight_max, i;
  3374. nullpo_retr(false, sd);
  3375. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3376. return false;
  3377. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3378. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3379. if (flag&CALCWT_ITEM) {
  3380. sd->cart_weight = 0; // Reset current cart weight
  3381. sd->cart_num = 0; // Reset current cart item count
  3382. for(i = 0; i < MAX_CART; i++) {
  3383. if (!sd->cart.u.items_cart[i].nameid)
  3384. continue;
  3385. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3386. sd->cart_num++; // Recalculate current cart item count
  3387. }
  3388. }
  3389. // Skill bonus max weight increases
  3390. if (flag&CALCWT_MAXBONUS)
  3391. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3392. // Update the client if the new weight calculations don't match
  3393. if (b_cart_weight_max != sd->cart_weight_max)
  3394. clif_updatestatus(sd, SP_CARTINFO);
  3395. return true;
  3396. }
  3397. /**
  3398. * Calculates player data from scratch without counting SC adjustments
  3399. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3400. * @param sd: Player object
  3401. * @param opt: Whether it is first calc (login) or not
  3402. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3403. */
  3404. int status_calc_pc_sub(struct map_session_data* sd, enum e_status_calc_opt opt)
  3405. {
  3406. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3407. struct status_data *base_status; ///< Pointer to the player's base status
  3408. const struct status_change *sc = &sd->sc;
  3409. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3410. int i, skill, refinedef = 0;
  3411. short index = -1;
  3412. if (++calculating > 10) // Too many recursive calls!
  3413. return -1;
  3414. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3415. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3416. pc_calc_skilltree(sd); // SkillTree calculation
  3417. if (opt&SCO_FIRST) {
  3418. // Load Hp/SP from char-received data.
  3419. sd->battle_status.hp = sd->status.hp;
  3420. sd->battle_status.sp = sd->status.sp;
  3421. sd->regen.sregen = &sd->sregen;
  3422. sd->regen.ssregen = &sd->ssregen;
  3423. }
  3424. base_status = &sd->base_status;
  3425. // These are not zeroed. [zzo]
  3426. sd->hprate = 100;
  3427. sd->sprate = 100;
  3428. sd->castrate = 100;
  3429. sd->delayrate = 100;
  3430. sd->dsprate = 100;
  3431. sd->hprecov_rate = 100;
  3432. sd->sprecov_rate = 100;
  3433. sd->matk_rate = 100;
  3434. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3435. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3436. sd->regen.state.block = 0;
  3437. sd->add_max_weight = 0;
  3438. // Zeroed arrays, order follows the order in pc.hpp.
  3439. // Add new arrays to the end of zeroed area in pc.hpp (see comments) and size here. [zzo]
  3440. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  3441. + sizeof(sd->param_equip)
  3442. + sizeof(sd->subele)
  3443. + sizeof(sd->subele_script)
  3444. + sizeof(sd->subdefele)
  3445. + sizeof(sd->subrace)
  3446. + sizeof(sd->subclass)
  3447. + sizeof(sd->subrace2)
  3448. + sizeof(sd->subsize)
  3449. + sizeof(sd->coma_class)
  3450. + sizeof(sd->coma_race)
  3451. + sizeof(sd->weapon_coma_ele)
  3452. + sizeof(sd->weapon_coma_race)
  3453. + sizeof(sd->weapon_coma_class)
  3454. + sizeof(sd->weapon_atk)
  3455. + sizeof(sd->weapon_damage_rate)
  3456. + sizeof(sd->arrow_addele)
  3457. + sizeof(sd->arrow_addrace)
  3458. + sizeof(sd->arrow_addclass)
  3459. + sizeof(sd->arrow_addsize)
  3460. + sizeof(sd->magic_addele)
  3461. + sizeof(sd->magic_addele_script)
  3462. + sizeof(sd->magic_addrace)
  3463. + sizeof(sd->magic_addclass)
  3464. + sizeof(sd->magic_addsize)
  3465. + sizeof(sd->magic_atk_ele)
  3466. + sizeof(sd->magic_subsize)
  3467. + sizeof(sd->critaddrace)
  3468. + sizeof(sd->expaddrace)
  3469. + sizeof(sd->expaddclass)
  3470. + sizeof(sd->ignore_mdef_by_race)
  3471. + sizeof(sd->ignore_mdef_by_class)
  3472. + sizeof(sd->ignore_def_by_race)
  3473. + sizeof(sd->ignore_def_by_class)
  3474. + sizeof(sd->sp_gain_race)
  3475. + sizeof(sd->magic_addrace2)
  3476. + sizeof(sd->ignore_mdef_by_race2)
  3477. + sizeof(sd->dropaddrace)
  3478. + sizeof(sd->dropaddclass)
  3479. );
  3480. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3481. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3482. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  3483. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3484. if (sd->special_state.no_walk_delay)
  3485. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3486. memset(&sd->special_state,0,sizeof(sd->special_state));
  3487. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3488. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3489. if (!sd->state.permanent_speed) {
  3490. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3491. base_status->speed = DEFAULT_WALK_SPEED;
  3492. } else {
  3493. int pSpeed = base_status->speed;
  3494. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3495. base_status->speed = pSpeed;
  3496. }
  3497. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3498. // Give them all modes except these (useful for clones)
  3499. base_status->mode = static_cast<e_mode>(MD_MASK&~(MD_STATUS_IMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK));
  3500. base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
  3501. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3502. if (sd->class_&JOBL_BABY) {
  3503. if (battle_config.character_size&SZ_BIG)
  3504. base_status->size++;
  3505. } else
  3506. if(battle_config.character_size&SZ_MEDIUM)
  3507. base_status->size++;
  3508. }
  3509. base_status->aspd_rate = 1000;
  3510. base_status->ele_lv = 1;
  3511. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
  3512. base_status->class_ = CLASS_NORMAL;
  3513. sd->autospell.clear();
  3514. sd->autospell2.clear();
  3515. sd->autospell3.clear();
  3516. sd->addeff.clear();
  3517. sd->addeff_atked.clear();
  3518. sd->addeff_onskill.clear();
  3519. sd->skillatk.clear();
  3520. sd->skillusesprate.clear();
  3521. sd->skillusesp.clear();
  3522. sd->skillheal.clear();
  3523. sd->skillheal2.clear();
  3524. sd->skillblown.clear();
  3525. sd->skillcastrate.clear();
  3526. sd->skillfixcastrate.clear();
  3527. sd->subskill.clear();
  3528. sd->skillcooldown.clear();
  3529. sd->skillfixcast.clear();
  3530. sd->skillvarcast.clear();
  3531. sd->add_def.clear();
  3532. sd->add_mdef.clear();
  3533. sd->add_mdmg.clear();
  3534. sd->reseff.clear();
  3535. sd->itemgrouphealrate.clear();
  3536. sd->add_drop.clear();
  3537. sd->itemhealrate.clear();
  3538. sd->subele2.clear();
  3539. sd->subrace3.clear();
  3540. sd->skilldelay.clear();
  3541. sd->sp_vanish.clear();
  3542. sd->hp_vanish.clear();
  3543. // Zero up structures...
  3544. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3545. + sizeof(sd->sp_loss)
  3546. + sizeof(sd->hp_regen)
  3547. + sizeof(sd->sp_regen)
  3548. + sizeof(sd->percent_hp_regen)
  3549. + sizeof(sd->percent_sp_regen)
  3550. + sizeof(sd->def_set_race)
  3551. + sizeof(sd->mdef_set_race)
  3552. + sizeof(sd->norecover_state_race)
  3553. + sizeof(sd->hp_vanish_race)
  3554. + sizeof(sd->sp_vanish_race)
  3555. );
  3556. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3557. // Autobonus
  3558. pc_delautobonus(sd, sd->autobonus, true);
  3559. pc_delautobonus(sd, sd->autobonus2, true);
  3560. pc_delautobonus(sd, sd->autobonus3, true);
  3561. // Parse equipment
  3562. for (i = 0; i < EQI_MAX; i++) {
  3563. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3564. current_equip_combo_pos = 0;
  3565. if (index < 0)
  3566. continue;
  3567. if (i == EQI_AMMO)
  3568. continue;
  3569. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3570. continue;
  3571. if (!sd->inventory_data[index])
  3572. continue;
  3573. base_status->def += sd->inventory_data[index]->def;
  3574. // Items may be equipped, their effects however are nullified.
  3575. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3576. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3577. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3578. if (!calculating)
  3579. return 1;
  3580. }
  3581. // Sanitize the refine level in case someone decreased the value inbetween
  3582. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3583. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3584. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3585. int r = sd->inventory.u.items_inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  3586. struct weapon_data *wd;
  3587. struct weapon_atk *wa;
  3588. if(wlv >= REFINE_TYPE_MAX)
  3589. wlv = REFINE_TYPE_MAX - 1;
  3590. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3591. wd = &sd->left_weapon; // Left-hand weapon
  3592. wa = &base_status->lhw;
  3593. } else {
  3594. wd = &sd->right_weapon;
  3595. wa = &base_status->rhw;
  3596. }
  3597. wa->atk += sd->inventory_data[index]->atk;
  3598. if(r)
  3599. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  3600. #ifdef RENEWAL
  3601. wa->matk += sd->inventory_data[index]->matk;
  3602. wa->wlv = wlv;
  3603. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  3604. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  3605. #endif
  3606. if(r) // Overrefine bonus.
  3607. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  3608. wa->range += sd->inventory_data[index]->range;
  3609. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3610. if (wd == &sd->left_weapon) {
  3611. sd->state.lr_flag = 1;
  3612. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3613. sd->state.lr_flag = 0;
  3614. } else
  3615. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3616. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3617. return 1;
  3618. }
  3619. #ifdef RENEWAL
  3620. if (sd->bonus.weapon_matk_rate)
  3621. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3622. #endif
  3623. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3624. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3625. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3626. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3627. wd->star += 10;
  3628. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3629. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3630. }
  3631. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3632. int r;
  3633. if ( (r = sd->inventory.u.items_inventory[index].refine) )
  3634. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  3635. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3636. if( i == EQI_HAND_L ) // Shield
  3637. sd->state.lr_flag = 3;
  3638. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3639. if( i == EQI_HAND_L ) // Shield
  3640. sd->state.lr_flag = 0;
  3641. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3642. return 1;
  3643. }
  3644. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3645. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3646. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3647. if( !calculating )
  3648. return 1;
  3649. }
  3650. }
  3651. }
  3652. if(sd->equip_index[EQI_AMMO] >= 0) {
  3653. index = sd->equip_index[EQI_AMMO];
  3654. if(sd->inventory_data[index]) { // Arrows
  3655. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3656. sd->state.lr_flag = 2;
  3657. if( !itemdb_group_item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3658. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3659. sd->state.lr_flag = 0;
  3660. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3661. return 1;
  3662. }
  3663. }
  3664. // We've got combos to process and check
  3665. if( sd->combos.count ) {
  3666. for (i = 0; i < sd->combos.count; i++) {
  3667. uint8 j = 0;
  3668. bool no_run = false;
  3669. struct item_combo *combo = NULL;
  3670. current_equip_item_index = -1;
  3671. current_equip_combo_pos = sd->combos.pos[i];
  3672. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  3673. continue;
  3674. // Check combo items
  3675. while (j < combo->count) {
  3676. struct item_data *id = itemdb_exists(combo->nameid[j]);
  3677. // Don't run the script if at least one of combo's pair has restriction
  3678. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3679. no_run = true;
  3680. break;
  3681. }
  3682. j++;
  3683. }
  3684. if (no_run)
  3685. continue;
  3686. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  3687. if (!calculating) // Abort, run_script retriggered this
  3688. return 1;
  3689. }
  3690. }
  3691. // Store equipment script bonuses
  3692. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  3693. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  3694. base_status->def += (refinedef+50)/100;
  3695. // Parse Cards
  3696. for (i = 0; i < EQI_MAX; i++) {
  3697. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3698. current_equip_combo_pos = 0;
  3699. if (index < 0)
  3700. continue;
  3701. if (i == EQI_AMMO)
  3702. continue;
  3703. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3704. continue;
  3705. if (sd->inventory_data[index]) {
  3706. int j;
  3707. struct item_data *data;
  3708. // Card script execution.
  3709. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3710. continue;
  3711. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3712. int c = sd->inventory.u.items_inventory[index].card[j];
  3713. current_equip_card_id= c;
  3714. if(!c)
  3715. continue;
  3716. data = itemdb_exists(c);
  3717. if(!data)
  3718. continue;
  3719. if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
  3720. run_script(data->equip_script,0,sd->bl.id,0);
  3721. if (!calculating)
  3722. return 1;
  3723. }
  3724. if(!data->script)
  3725. continue;
  3726. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3727. continue;
  3728. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3729. sd->state.lr_flag = 1;
  3730. run_script(data->script,0,sd->bl.id,0);
  3731. sd->state.lr_flag = 0;
  3732. } else
  3733. run_script(data->script,0,sd->bl.id,0);
  3734. if (!calculating) // Abort, run_script his function. [Skotlex]
  3735. return 1;
  3736. }
  3737. }
  3738. }
  3739. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3740. // Parse random options
  3741. for (i = 0; i < EQI_MAX; i++) {
  3742. current_equip_item_index = index = sd->equip_index[i];
  3743. current_equip_combo_pos = 0;
  3744. current_equip_opt_index = -1;
  3745. if (index < 0)
  3746. continue;
  3747. if (i == EQI_AMMO)
  3748. continue;
  3749. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3750. continue;
  3751. if (sd->inventory_data[index]) {
  3752. int j;
  3753. struct s_random_opt_data *data;
  3754. for (j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3755. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3756. if (!opt_id)
  3757. continue;
  3758. current_equip_opt_index = j;
  3759. data = itemdb_randomopt_exists(opt_id);
  3760. if (!data || !data->script)
  3761. continue;
  3762. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3763. continue;
  3764. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3765. sd->state.lr_flag = 1;
  3766. run_script(data->script, 0, sd->bl.id, 0);
  3767. sd->state.lr_flag = 0;
  3768. }
  3769. else
  3770. run_script(data->script, 0, sd->bl.id, 0);
  3771. if (!calculating)
  3772. return 1;
  3773. }
  3774. }
  3775. current_equip_opt_index = -1;
  3776. }
  3777. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  3778. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3779. if (data && data->script)
  3780. run_script(data->script, 0, sd->bl.id, 0);
  3781. }
  3782. pc_bonus_script(sd);
  3783. if( sd->pd ) { // Pet Bonus
  3784. struct pet_data *pd = sd->pd;
  3785. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  3786. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  3787. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  3788. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  3789. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3790. }
  3791. // param_bonus now holds card bonuses.
  3792. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3793. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3794. if(base_status->rhw.range < base_status->lhw.range)
  3795. base_status->rhw.range = base_status->lhw.range;
  3796. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3797. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3798. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3799. // Damage modifiers from weapon type
  3800. std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1);
  3801. std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2);
  3802. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  3803. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  3804. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  3805. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  3806. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  3807. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  3808. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3809. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3810. { // When Riding with spear, damage modifier to mid-class becomes
  3811. // same as versus large size.
  3812. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3813. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3814. }
  3815. // ----- STATS CALCULATION -----
  3816. // Job bonuses
  3817. index = pc_class2idx(sd->status.class_);
  3818. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  3819. if(!job_info[index].job_bonus[i])
  3820. continue;
  3821. switch(job_info[index].job_bonus[i]) {
  3822. case 1: base_status->str++; break;
  3823. case 2: base_status->agi++; break;
  3824. case 3: base_status->vit++; break;
  3825. case 4: base_status->int_++; break;
  3826. case 5: base_status->dex++; break;
  3827. case 6: base_status->luk++; break;
  3828. }
  3829. }
  3830. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3831. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3832. base_status->str += 10;
  3833. base_status->agi += 10;
  3834. base_status->vit += 10;
  3835. base_status->int_+= 10;
  3836. base_status->dex += 10;
  3837. base_status->luk += 10;
  3838. }
  3839. // Absolute modifiers from passive skills
  3840. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3841. base_status->str++;
  3842. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3843. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3844. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3845. base_status->dex += skill;
  3846. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3847. base_status->int_ += skill;
  3848. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3849. base_status->int_ += 20;
  3850. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3851. i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  3852. base_status->str = cap_value(i,0,USHRT_MAX);
  3853. i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  3854. base_status->agi = cap_value(i,0,USHRT_MAX);
  3855. i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  3856. base_status->vit = cap_value(i,0,USHRT_MAX);
  3857. i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  3858. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3859. i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  3860. base_status->dex = cap_value(i,0,USHRT_MAX);
  3861. i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  3862. base_status->luk = cap_value(i,0,USHRT_MAX);
  3863. if (sd->special_state.no_walk_delay) {
  3864. if (sc->data[SC_ENDURE]) {
  3865. if (sc->data[SC_ENDURE]->val4)
  3866. sc->data[SC_ENDURE]->val4 = 0;
  3867. status_change_end(&sd->bl, SC_ENDURE, INVALID_TIMER);
  3868. }
  3869. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3870. base_status->mdef++;
  3871. }
  3872. // ------ ATTACK CALCULATION ------
  3873. // Base batk value is set in status_calc_misc
  3874. #ifndef RENEWAL
  3875. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3876. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  3877. base_status->batk += sd->weapon_atk[sd->status.weapon];
  3878. // Absolute modifiers from passive skills
  3879. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3880. base_status->batk += 4;
  3881. #else
  3882. base_status->watk = status_weapon_atk(base_status->rhw, sd);
  3883. base_status->watk2 = status_weapon_atk(base_status->lhw, sd);
  3884. base_status->eatk = sd->bonus.eatk;
  3885. #endif
  3886. // ----- HP MAX CALCULATION -----
  3887. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3888. if(battle_config.hp_rate != 100)
  3889. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3890. if (sd->status.base_level < 100)
  3891. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3892. else if (sd->status.base_level < 151)
  3893. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3894. else
  3895. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3896. // ----- SP MAX CALCULATION -----
  3897. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3898. if(battle_config.sp_rate != 100)
  3899. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3900. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3901. // ----- RESPAWN HP/SP -----
  3902. // Calc respawn hp and store it on base_status
  3903. if (sd->special_state.restart_full_recover) {
  3904. base_status->hp = base_status->max_hp;
  3905. base_status->sp = base_status->max_sp;
  3906. } else {
  3907. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3908. && battle_config.restart_hp_rate < 50)
  3909. base_status->hp = base_status->max_hp>>1;
  3910. else
  3911. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3912. if(!base_status->hp)
  3913. base_status->hp = 1;
  3914. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3915. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3916. base_status->sp = 1;
  3917. }
  3918. // ----- MISC CALCULATION -----
  3919. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3920. // Equipment modifiers for misc settings
  3921. if(sd->matk_rate < 0)
  3922. sd->matk_rate = 0;
  3923. if(sd->matk_rate != 100) {
  3924. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3925. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3926. }
  3927. if(sd->hit_rate < 0)
  3928. sd->hit_rate = 0;
  3929. if(sd->hit_rate != 100)
  3930. base_status->hit = base_status->hit * sd->hit_rate/100;
  3931. if(sd->flee_rate < 0)
  3932. sd->flee_rate = 0;
  3933. if(sd->flee_rate != 100)
  3934. base_status->flee = base_status->flee * sd->flee_rate/100;
  3935. if(sd->def2_rate < 0)
  3936. sd->def2_rate = 0;
  3937. if(sd->def2_rate != 100)
  3938. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3939. if(sd->mdef2_rate < 0)
  3940. sd->mdef2_rate = 0;
  3941. if(sd->mdef2_rate != 100)
  3942. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3943. if(sd->critical_rate < 0)
  3944. sd->critical_rate = 0;
  3945. if(sd->critical_rate != 100)
  3946. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3947. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3948. base_status->cri += 200;
  3949. if(sd->flee2_rate < 0)
  3950. sd->flee2_rate = 0;
  3951. if(sd->flee2_rate != 100)
  3952. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3953. // ----- HIT CALCULATION -----
  3954. // Absolute modifiers from passive skills
  3955. #ifndef RENEWAL
  3956. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3957. base_status->hit += skill*2;
  3958. #endif
  3959. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3960. #ifndef RENEWAL
  3961. base_status->hit += skill;
  3962. #endif
  3963. if(sd->status.weapon == W_BOW)
  3964. base_status->rhw.range += skill;
  3965. }
  3966. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3967. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3968. base_status->hit += 2*skill;
  3969. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3970. base_status->hit += skill;
  3971. base_status->rhw.range += skill;
  3972. }
  3973. }
  3974. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3975. base_status->hit += skill * 3;
  3976. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3977. base_status->hit += skill * 2;
  3978. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3979. base_status->hit += 20;
  3980. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3981. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3982. // ----- FLEE CALCULATION -----
  3983. // Absolute modifiers from passive skills
  3984. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3985. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3986. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3987. base_status->flee += (skill*3)>>1;
  3988. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3989. base_status->flee += 20;
  3990. // ----- CRITICAL CALCULATION -----
  3991. #ifdef RENEWAL
  3992. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  3993. base_status->cri += skill * 10;
  3994. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  3995. base_status->cri += skill * 10;
  3996. #endif
  3997. // ----- EQUIPMENT-DEF CALCULATION -----
  3998. // Apply relative modifiers from equipment
  3999. if(sd->def_rate < 0)
  4000. sd->def_rate = 0;
  4001. if(sd->def_rate != 100) {
  4002. i = base_status->def * sd->def_rate/100;
  4003. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  4004. }
  4005. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  4006. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  4007. #ifndef RENEWAL
  4008. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  4009. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  4010. base_status->def = (unsigned char)battle_config.max_def;
  4011. }
  4012. #endif
  4013. // ----- EQUIPMENT-MDEF CALCULATION -----
  4014. // Apply relative modifiers from equipment
  4015. if(sd->mdef_rate < 0)
  4016. sd->mdef_rate = 0;
  4017. if(sd->mdef_rate != 100) {
  4018. i = base_status->mdef * sd->mdef_rate/100;
  4019. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  4020. }
  4021. #ifndef RENEWAL
  4022. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  4023. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  4024. base_status->mdef = (signed char)battle_config.max_def;
  4025. }
  4026. #endif
  4027. // ----- ASPD CALCULATION -----
  4028. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  4029. // Basic ASPD value
  4030. i = status_base_amotion_pc(sd,base_status);
  4031. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  4032. // Relative modifiers from passive skills
  4033. // Renewal modifiers are handled in status_base_amotion_pc
  4034. #ifndef RENEWAL_ASPD
  4035. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  4036. base_status->aspd_rate -= 5*skill;
  4037. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  4038. base_status->aspd_rate -= 30*skill;
  4039. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  4040. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  4041. base_status->aspd_rate -= ((skill+1)/2) * 10;
  4042. if(pc_isriding(sd))
  4043. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  4044. else if(pc_isridingdragon(sd))
  4045. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  4046. #endif
  4047. base_status->adelay = 2*base_status->amotion;
  4048. // ----- DMOTION -----
  4049. i = 800-base_status->agi*4;
  4050. base_status->dmotion = cap_value(i, 400, 800);
  4051. if(battle_config.pc_damage_delay_rate != 100)
  4052. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  4053. // ----- MISC CALCULATIONS -----
  4054. // Weight
  4055. status_calc_weight(sd, CALCWT_MAXBONUS);
  4056. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  4057. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  4058. sd->regen.state.walk = 1;
  4059. else
  4060. sd->regen.state.walk = 0;
  4061. // Skill SP cost
  4062. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  4063. sd->dsprate -= 4*skill;
  4064. if(sc->data[SC_SERVICE4U])
  4065. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  4066. if(sc->data[SC_SPCOST_RATE])
  4067. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  4068. // Underflow protections.
  4069. if(sd->dsprate < 0)
  4070. sd->dsprate = 0;
  4071. if(sd->castrate < 0)
  4072. sd->castrate = 0;
  4073. if(sd->delayrate < 0)
  4074. sd->delayrate = 0;
  4075. if(sd->hprecov_rate < 0)
  4076. sd->hprecov_rate = 0;
  4077. if(sd->sprecov_rate < 0)
  4078. sd->sprecov_rate = 0;
  4079. // Anti-element and anti-race
  4080. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  4081. sd->subele[ELE_HOLY] += skill*5;
  4082. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  4083. sd->subele[ELE_NEUTRAL] += skill;
  4084. sd->subele[ELE_FIRE] += skill*5;
  4085. }
  4086. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  4087. #ifdef RENEWAL
  4088. skill = skill * 2;
  4089. #else
  4090. skill = skill * 4;
  4091. #endif
  4092. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  4093. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  4094. sd->magic_addrace[RC_DRAGON]+=skill;
  4095. sd->subrace[RC_DRAGON]+=skill;
  4096. }
  4097. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  4098. sd->right_weapon.addrace[RC_DEMON] += skill;
  4099. sd->right_weapon.addele[ELE_DARK] += skill;
  4100. sd->left_weapon.addrace[RC_DEMON] += skill;
  4101. sd->left_weapon.addele[ELE_DARK] += skill;
  4102. sd->magic_addrace[RC_DEMON] += skill;
  4103. sd->magic_addele[ELE_DARK] += skill;
  4104. sd->subrace[RC_DEMON] += skill;
  4105. sd->subele[ELE_DARK] += skill;
  4106. }
  4107. if(sc->count) {
  4108. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  4109. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  4110. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  4111. }
  4112. if(sc->data[SC_SIEGFRIED]) {
  4113. i = sc->data[SC_SIEGFRIED]->val2;
  4114. sd->subele[ELE_WATER] += i;
  4115. sd->subele[ELE_EARTH] += i;
  4116. sd->subele[ELE_FIRE] += i;
  4117. sd->subele[ELE_WIND] += i;
  4118. #ifndef RENEWAL
  4119. sd->subele[ELE_POISON] += i;
  4120. sd->subele[ELE_HOLY] += i;
  4121. sd->subele[ELE_DARK] += i;
  4122. sd->subele[ELE_GHOST] += i;
  4123. sd->subele[ELE_UNDEAD] += i;
  4124. #endif
  4125. }
  4126. #ifdef RENEWAL
  4127. if (sc->data[SC_BASILICA]) {
  4128. i = sc->data[SC_BASILICA]->val1 * 5;
  4129. sd->right_weapon.addele[ELE_DARK] += i;
  4130. sd->right_weapon.addele[ELE_UNDEAD] += i;
  4131. sd->left_weapon.addele[ELE_DARK] += i;
  4132. sd->left_weapon.addele[ELE_UNDEAD] += i;
  4133. sd->magic_atk_ele[ELE_HOLY] += sc->data[SC_BASILICA]->val1 * 3;
  4134. }
  4135. if (sc->data[SC_FIREWEAPON])
  4136. sd->magic_atk_ele[ELE_FIRE] += sc->data[SC_FIREWEAPON]->val1;
  4137. if (sc->data[SC_WINDWEAPON])
  4138. sd->magic_atk_ele[ELE_WIND] += sc->data[SC_WINDWEAPON]->val1;
  4139. if (sc->data[SC_WATERWEAPON])
  4140. sd->magic_atk_ele[ELE_WATER] += sc->data[SC_WATERWEAPON]->val1;
  4141. if (sc->data[SC_EARTHWEAPON])
  4142. sd->magic_atk_ele[ELE_EARTH] += sc->data[SC_EARTHWEAPON]->val1;
  4143. #endif
  4144. if(sc->data[SC_PROVIDENCE]) {
  4145. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  4146. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  4147. }
  4148. if (sc->data[SC_GEFFEN_MAGIC1]) {
  4149. sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4150. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4151. sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4152. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4153. }
  4154. if (sc->data[SC_GEFFEN_MAGIC2]) {
  4155. sd->magic_addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  4156. sd->magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  4157. }
  4158. if(sc->data[SC_GEFFEN_MAGIC3]) {
  4159. sd->subrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  4160. sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  4161. }
  4162. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  4163. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  4164. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  4165. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  4166. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  4167. }
  4168. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  4169. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  4170. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  4171. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  4172. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  4173. }
  4174. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  4175. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  4176. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  4177. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  4178. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  4179. }
  4180. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  4181. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  4182. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  4183. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  4184. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  4185. }
  4186. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  4187. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  4188. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  4189. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  4190. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  4191. }
  4192. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  4193. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  4194. sd->subele[ELE_FIRE] += i;
  4195. sd->subele[ELE_WATER] -= i;
  4196. }
  4197. if( sc->data[SC_WATER_DROP_OPTION] ) {
  4198. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  4199. sd->subele[ELE_WATER] += i;
  4200. sd->subele[ELE_WIND] -= i;
  4201. }
  4202. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  4203. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  4204. sd->subele[ELE_WIND] += i;
  4205. sd->subele[ELE_EARTH] -= i;
  4206. }
  4207. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  4208. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  4209. sd->subele[ELE_EARTH] += i;
  4210. sd->subele[ELE_FIRE] -= i;
  4211. }
  4212. if (sc->data[SC_MTF_MLEATKED] )
  4213. sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  4214. if (sc->data[SC_MTF_CRIDAMAGE])
  4215. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  4216. if (sc->data[SC_GLASTHEIM_ATK]) {
  4217. sd->ignore_mdef_by_race[RC_UNDEAD] += sc->data[SC_GLASTHEIM_ATK]->val1;
  4218. sd->ignore_mdef_by_race[RC_DEMON] += sc->data[SC_GLASTHEIM_ATK]->val1;
  4219. }
  4220. if (sc->data[SC_LAUDARAMUS])
  4221. sd->bonus.crit_atk_rate += 5 * sc->data[SC_LAUDARAMUS]->val1;
  4222. #ifdef RENEWAL
  4223. if (sc->data[SC_FORTUNE])
  4224. sd->bonus.crit_atk_rate += 2 * sc->data[SC_FORTUNE]->val1;
  4225. #endif
  4226. if (sc->data[SC_SYMPHONYOFLOVER]) {
  4227. sd->subele[ELE_GHOST] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
  4228. sd->subele[ELE_HOLY] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
  4229. }
  4230. if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0)
  4231. sd->bonus.crit_atk_rate += sc->data[SC_PYREXIA]->val2;
  4232. if (sc->data[SC_LUXANIMA]) {
  4233. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->data[SC_LUXANIMA]->val3);
  4234. sd->bonus.crit_atk_rate += sc->data[SC_LUXANIMA]->val3;
  4235. sd->bonus.short_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
  4236. sd->bonus.long_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
  4237. }
  4238. }
  4239. status_cpy(&sd->battle_status, base_status);
  4240. // ----- CLIENT-SIDE REFRESH -----
  4241. if(!sd->bl.prev) {
  4242. // Will update on LoadEndAck
  4243. calculating = 0;
  4244. return 0;
  4245. }
  4246. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  4247. clif_skillinfoblock(sd);
  4248. // If the skill is learned, the status is infinite.
  4249. if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 && !sd->sc.data[SC_SPRITEMABLE] )
  4250. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4251. calculating = 0;
  4252. return 0;
  4253. }
  4254. /// Intermediate function since C++ does not have a try-finally syntax
  4255. int status_calc_pc_( struct map_session_data* sd, enum e_status_calc_opt opt ){
  4256. // Save the old script the player was attached to
  4257. struct script_state* previous_st = sd->st;
  4258. // Store the return value of the original function
  4259. int ret = status_calc_pc_sub( sd, opt );
  4260. // If an old script is present
  4261. if( previous_st ){
  4262. // Reattach the player to it, so that the limitations of that script kick back in
  4263. script_attach_state( previous_st );
  4264. }
  4265. // Return the original return value
  4266. return ret;
  4267. }
  4268. /**
  4269. * Calculates Mercenary data
  4270. * @param md: Mercenary object
  4271. * @param opt: Whether it is first calc or not (0 on level up or status)
  4272. * @return 0
  4273. */
  4274. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  4275. {
  4276. struct status_data *status = &md->base_status;
  4277. struct s_mercenary *merc = &md->mercenary;
  4278. if (opt&SCO_FIRST) {
  4279. memcpy(status, &md->db->status, sizeof(struct status_data));
  4280. status->class_ = CLASS_NORMAL;
  4281. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4282. status->hp = status->max_hp;
  4283. status->sp = status->max_sp;
  4284. md->battle_status.hp = merc->hp;
  4285. md->battle_status.sp = merc->sp;
  4286. if (md->master)
  4287. status->speed = status_get_speed(&md->master->bl);
  4288. }
  4289. status_calc_misc(&md->bl, status, md->db->lv);
  4290. status_cpy(&md->battle_status, status);
  4291. return 0;
  4292. }
  4293. /**
  4294. * Calculates Homunculus data
  4295. * @param hd: Homunculus object
  4296. * @param opt: Whether it is first calc or not (0 on level up or status)
  4297. * @return 1
  4298. */
  4299. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  4300. {
  4301. struct status_data *status = &hd->base_status;
  4302. struct s_homunculus *hom = &hd->homunculus;
  4303. int skill_lv;
  4304. int amotion;
  4305. status->str = hom->str / 10;
  4306. status->agi = hom->agi / 10;
  4307. status->vit = hom->vit / 10;
  4308. status->dex = hom->dex / 10;
  4309. status->int_ = hom->int_ / 10;
  4310. status->luk = hom->luk / 10;
  4311. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4312. if (opt&SCO_FIRST) {
  4313. const struct s_homunculus_db *db = hd->homunculusDB;
  4314. status->def_ele = db->element;
  4315. status->ele_lv = 1;
  4316. status->race = db->race;
  4317. status->class_ = CLASS_NORMAL;
  4318. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  4319. status->rhw.range = 1 + status->size;
  4320. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4321. status->speed = DEFAULT_WALK_SPEED;
  4322. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4323. status->speed = status_get_speed(&hd->master->bl);
  4324. status->hp = 1;
  4325. status->sp = 1;
  4326. }
  4327. status->aspd_rate = 1000;
  4328. #ifdef RENEWAL
  4329. amotion = hd->homunculusDB->baseASPD;
  4330. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  4331. status->def = status->mdef = 0;
  4332. #else
  4333. skill_lv = hom->level / 10 + status->vit / 5;
  4334. status->def = cap_value(skill_lv, 0, 99);
  4335. skill_lv = hom->level / 10 + status->int_ / 5;
  4336. status->mdef = cap_value(skill_lv, 0, 99);
  4337. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4338. #endif
  4339. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4340. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4341. status->max_hp = hom->max_hp;
  4342. status->max_sp = hom->max_sp;
  4343. hom_calc_skilltree(hd, 0);
  4344. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4345. status->def += skill_lv * 4;
  4346. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4347. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  4348. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  4349. }
  4350. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4351. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4352. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4353. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  4354. if (opt&SCO_FIRST) {
  4355. hd->battle_status.hp = hom->hp;
  4356. hd->battle_status.sp = hom->sp;
  4357. if(hom->class_ == 6052) // Eleanor
  4358. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4359. }
  4360. #ifndef RENEWAL
  4361. status->rhw.atk = status->dex;
  4362. status->rhw.atk2 = status->str + hom->level;
  4363. #endif
  4364. status_calc_misc(&hd->bl, status, hom->level);
  4365. status_cpy(&hd->battle_status, status);
  4366. return 1;
  4367. }
  4368. /**
  4369. * Calculates Elemental data
  4370. * @param ed: Elemental object
  4371. * @param opt: Whether it is first calc or not (0 on status change)
  4372. * @return 0
  4373. */
  4374. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  4375. {
  4376. struct status_data *status = &ed->base_status;
  4377. struct s_elemental *ele = &ed->elemental;
  4378. struct map_session_data *sd = ed->master;
  4379. if( !sd )
  4380. return 0;
  4381. if (opt&SCO_FIRST) {
  4382. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4383. if( !ele->mode )
  4384. status->mode = EL_MODE_PASSIVE;
  4385. else
  4386. status->mode = ele->mode;
  4387. status->class_ = CLASS_NORMAL;
  4388. status_calc_misc(&ed->bl, status, 0);
  4389. status->max_hp = ele->max_hp;
  4390. status->max_sp = ele->max_sp;
  4391. status->hp = ele->hp;
  4392. status->sp = ele->sp;
  4393. status->rhw.atk = ele->atk;
  4394. status->rhw.atk2 = ele->atk2;
  4395. status->matk_min += ele->matk;
  4396. status->def += ele->def;
  4397. status->mdef += ele->mdef;
  4398. status->flee = ele->flee;
  4399. status->hit = ele->hit;
  4400. if (ed->master)
  4401. status->speed = status_get_speed(&ed->master->bl);
  4402. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4403. } else {
  4404. status_calc_misc(&ed->bl, status, 0);
  4405. status_cpy(&ed->battle_status, status);
  4406. }
  4407. return 0;
  4408. }
  4409. /**
  4410. * Calculates NPC data
  4411. * @param nd: NPC object
  4412. * @param opt: Whether it is first calc or not (what?)
  4413. * @return 0
  4414. */
  4415. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  4416. {
  4417. struct status_data *status = &nd->status;
  4418. if (!nd)
  4419. return 0;
  4420. if (opt&SCO_FIRST) {
  4421. status->hp = 1;
  4422. status->sp = 1;
  4423. status->max_hp = 1;
  4424. status->max_sp = 1;
  4425. status->def_ele = ELE_NEUTRAL;
  4426. status->ele_lv = 1;
  4427. status->race = RC_DEMIHUMAN;
  4428. status->class_ = CLASS_NORMAL;
  4429. status->size = nd->size;
  4430. status->rhw.range = 1 + status->size;
  4431. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4432. status->speed = nd->speed;
  4433. }
  4434. status->str = nd->stat_point + nd->params.str;
  4435. status->agi = nd->stat_point + nd->params.agi;
  4436. status->vit = nd->stat_point + nd->params.vit;
  4437. status->int_= nd->stat_point + nd->params.int_;
  4438. status->dex = nd->stat_point + nd->params.dex;
  4439. status->luk = nd->stat_point + nd->params.luk;
  4440. status_calc_misc(&nd->bl, status, nd->level);
  4441. status_cpy(&nd->status, status);
  4442. return 0;
  4443. }
  4444. /**
  4445. * Calculates regeneration values
  4446. * Applies passive skill regeneration additions
  4447. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4448. * @param status: Object's status
  4449. * @param regen: Object's base regeneration data
  4450. */
  4451. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4452. {
  4453. struct map_session_data *sd;
  4454. struct status_change *sc;
  4455. int val, skill, reg_flag;
  4456. if( !(bl->type&BL_REGEN) || !regen )
  4457. return;
  4458. sd = BL_CAST(BL_PC,bl);
  4459. sc = status_get_sc(bl);
  4460. val = 1 + (status->vit/5) + (status->max_hp/200);
  4461. if( sd && sd->hprecov_rate != 100 )
  4462. val = val*sd->hprecov_rate/100;
  4463. reg_flag = bl->type == BL_PC ? 0 : 1;
  4464. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4465. val = 1 + (status->int_/6) + (status->max_sp/100);
  4466. if( status->int_ >= 120 )
  4467. val += ((status->int_-120)>>1) + 4;
  4468. if( sd && sd->sprecov_rate != 100 )
  4469. val = val*sd->sprecov_rate/100;
  4470. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4471. if( sd ) {
  4472. struct regen_data_sub *sregen;
  4473. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4474. val = regen->sp*(100+3*skill)/100;
  4475. regen->sp = cap_value(val, 1, SHRT_MAX);
  4476. }
  4477. // Only players have skill/sitting skill regen for now.
  4478. sregen = regen->sregen;
  4479. val = 0;
  4480. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4481. val += skill*5 + skill*status->max_hp/500;
  4482. if (sc && sc->count) {
  4483. if (sc->data[SC_INCREASE_MAXHP])
  4484. val += val * sc->data[SC_INCREASE_MAXHP]->val2 / 100;
  4485. }
  4486. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4487. val = 0;
  4488. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4489. val += skill*3 + skill*status->max_sp/500;
  4490. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4491. val += skill*3 + skill*status->max_sp/500;
  4492. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4493. val += 3 + 3 * skill;
  4494. if (sc && sc->count) {
  4495. if (sc->data[SC_SHRIMPBLESSING])
  4496. val *= 150 / 100;
  4497. if (sc->data[SC_ANCILLA])
  4498. val += sc->data[SC_ANCILLA]->val2 / 100;
  4499. if (sc->data[SC_INCREASE_MAXSP])
  4500. val += val * sc->data[SC_INCREASE_MAXSP]->val2 / 100;
  4501. }
  4502. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4503. // Skill-related recovery (only when sit)
  4504. sregen = regen->ssregen;
  4505. val = 0;
  4506. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4507. val += skill*4 + skill*status->max_hp/500;
  4508. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4509. val += skill*30 + skill*status->max_hp/500;
  4510. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4511. val = 0;
  4512. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4513. val += skill*3 + skill*status->max_sp/500;
  4514. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4515. val += (30+10*skill)*val/100;
  4516. }
  4517. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4518. val += skill*2 + skill*status->max_sp/500;
  4519. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4520. }
  4521. if( bl->type == BL_HOM ) {
  4522. struct homun_data *hd = (TBL_HOM*)bl;
  4523. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4524. val = regen->hp*(100+5*skill)/100;
  4525. regen->hp = cap_value(val, 1, SHRT_MAX);
  4526. }
  4527. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4528. val = regen->sp*(100+3*skill)/100;
  4529. regen->sp = cap_value(val, 1, SHRT_MAX);
  4530. }
  4531. } else if( bl->type == BL_MER ) {
  4532. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4533. regen->hp = cap_value(val, 1, SHRT_MAX);
  4534. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4535. regen->sp = cap_value(val, 1, SHRT_MAX);
  4536. } else if( bl->type == BL_ELEM ) {
  4537. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4538. regen->hp = cap_value(val, 1, SHRT_MAX);
  4539. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4540. regen->sp = cap_value(val, 1, SHRT_MAX);
  4541. }
  4542. }
  4543. /**
  4544. * Calculates SC (Status Changes) regeneration values
  4545. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4546. * @param regen: Object's base regeneration data
  4547. * @param sc: Object's status change data
  4548. */
  4549. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4550. {
  4551. if (!(bl->type&BL_REGEN) || !regen)
  4552. return;
  4553. regen->flag = RGN_HP|RGN_SP;
  4554. if(regen->sregen) {
  4555. if (regen->sregen->hp)
  4556. regen->flag |= RGN_SHP;
  4557. if (regen->sregen->sp)
  4558. regen->flag |= RGN_SSP;
  4559. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4560. }
  4561. if (regen->ssregen) {
  4562. if (regen->ssregen->hp)
  4563. regen->flag |= RGN_SHP;
  4564. if (regen->ssregen->sp)
  4565. regen->flag |= RGN_SSP;
  4566. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4567. }
  4568. regen->rate.hp = regen->rate.sp = 100;
  4569. if (!sc || !sc->count)
  4570. return;
  4571. // No HP or SP regen
  4572. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4573. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4574. || sc->data[SC_BERSERK]
  4575. || sc->data[SC_TRICKDEAD]
  4576. || sc->data[SC_BLEEDING]
  4577. || (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 1)
  4578. || sc->data[SC_SATURDAYNIGHTFEVER]
  4579. || sc->data[SC_REBOUND])
  4580. regen->flag = RGN_NONE;
  4581. // No natural SP regen
  4582. if (sc->data[SC_DANCING] ||
  4583. #ifdef RENEWAL
  4584. sc->data[SC_MAXIMIZEPOWER] ||
  4585. #endif
  4586. #ifndef RENEWAL
  4587. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4588. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4589. #else
  4590. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4591. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4592. #endif
  4593. (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1))
  4594. regen->flag &= ~RGN_SP;
  4595. if (sc->data[SC_TENSIONRELAX]) {
  4596. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4597. regen->state.overweight = 0; // 1x HP regen
  4598. else {
  4599. regen->rate.hp += 200;
  4600. if (regen->sregen)
  4601. regen->sregen->rate.hp += 200;
  4602. }
  4603. }
  4604. if (sc->data[SC_MAGNIFICAT])
  4605. regen->rate.sp += 100;
  4606. if (sc->data[SC_REGENERATION]) {
  4607. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4608. if (!sce->val4) {
  4609. regen->rate.hp += (sce->val2*100);
  4610. regen->rate.sp += (sce->val3*100);
  4611. } else
  4612. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4613. }
  4614. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  4615. regen->hp += cap_value(regen->hp * 50 / 100, 1, SHRT_MAX);
  4616. if(sc->data[SC_GT_REVITALIZE]) {
  4617. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4618. regen->state.walk = 1;
  4619. }
  4620. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4621. regen->hp += cap_value(regen->hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100, 1, SHRT_MAX);
  4622. if (sc->data[SC_VITATA_500])
  4623. regen->sp += cap_value(regen->sp * sc->data[SC_VITATA_500]->val1 / 100, 1, SHRT_MAX);
  4624. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4625. int ele_class = status_get_class(bl);
  4626. switch (ele_class) {
  4627. case ELEMENTALID_AGNI_S:
  4628. case ELEMENTALID_AGNI_M:
  4629. case ELEMENTALID_AGNI_L:
  4630. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4631. regen->rate.hp += 100;
  4632. break;
  4633. case ELEMENTALID_AQUA_S:
  4634. case ELEMENTALID_AQUA_M:
  4635. case ELEMENTALID_AQUA_L:
  4636. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4637. regen->rate.hp += 100;
  4638. break;
  4639. case ELEMENTALID_VENTUS_S:
  4640. case ELEMENTALID_VENTUS_M:
  4641. case ELEMENTALID_VENTUS_L:
  4642. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4643. regen->rate.hp += 100;
  4644. break;
  4645. case ELEMENTALID_TERA_S:
  4646. case ELEMENTALID_TERA_M:
  4647. case ELEMENTALID_TERA_L:
  4648. if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4649. regen->rate.hp += 100;
  4650. break;
  4651. }
  4652. }
  4653. if (sc->data[SC_CATNIPPOWDER]) {
  4654. regen->rate.hp *= 2;
  4655. regen->rate.sp *= 2;
  4656. }
  4657. #ifdef RENEWAL
  4658. if (sc->data[SC_NIBELUNGEN]) {
  4659. if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPREGEN)
  4660. regen->rate.hp += 100;
  4661. else if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPREGEN)
  4662. regen->rate.sp += 100;
  4663. }
  4664. #endif
  4665. if (sc->data[SC_SIRCLEOFNATURE])
  4666. regen->rate.hp += sc->data[SC_SIRCLEOFNATURE]->val2;
  4667. if (sc->data[SC_SONGOFMANA])
  4668. regen->rate.sp += sc->data[SC_SONGOFMANA]->val3;
  4669. }
  4670. /**
  4671. * Applies a state to a unit - See [StatusChangeStateTable]
  4672. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4673. * @param sc: Object's status change data
  4674. * @param flag: Which state to apply to bl
  4675. * @param start: (1) start state, (0) remove state
  4676. */
  4677. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  4678. {
  4679. /// No sc at all, we can zero without any extra weight over our conciousness
  4680. if( !sc->count ) {
  4681. memset(&sc->cant, 0, sizeof (sc->cant));
  4682. return;
  4683. }
  4684. // Can't move
  4685. if( flag&SCS_NOMOVE ) {
  4686. if( !(flag&SCS_NOMOVECOND) )
  4687. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4688. else if(
  4689. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4690. #ifndef RENEWAL
  4691. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4692. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4693. #endif
  4694. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4695. )
  4696. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4697. }
  4698. // Can't use skills
  4699. if( flag&SCS_NOCAST ) {
  4700. if( !(flag&SCS_NOCASTCOND) )
  4701. sc->cant.cast += ( start ? 1 : -1 );
  4702. else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1)
  4703. sc->cant.cast += (start ? 1 : -1);
  4704. }
  4705. // Can't chat
  4706. if( flag&SCS_NOCHAT ) {
  4707. if( !(flag&SCS_NOCHATCOND) )
  4708. sc->cant.chat += ( start ? 1 : -1 );
  4709. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4710. sc->cant.chat += ( start ? 1 : -1 );
  4711. }
  4712. // Player-only states
  4713. if( bl->type == BL_PC ) {
  4714. // Can't pick-up items
  4715. if( flag&SCS_NOPICKITEM ) {
  4716. if( !(flag&SCS_NOPICKITEMCOND) )
  4717. sc->cant.pickup += ( start ? 1 : -1 );
  4718. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4719. sc->cant.pickup += ( start ? 1 : -1 );
  4720. }
  4721. // Can't drop items
  4722. if( flag&SCS_NODROPITEM ) {
  4723. if( !(flag&SCS_NODROPITEMCOND) )
  4724. sc->cant.drop += ( start ? 1 : -1 );
  4725. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4726. sc->cant.drop += ( start ? 1 : -1 );
  4727. }
  4728. }
  4729. return;
  4730. }
  4731. /**
  4732. * Recalculates parts of an objects status according to specified flags
  4733. * See [set_sc] [add_sc]
  4734. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4735. * @param flag: Which status has changed on bl
  4736. */
  4737. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  4738. {
  4739. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4740. struct status_data *status = status_get_status_data(bl); // Battle Status
  4741. struct status_change *sc = status_get_sc(bl);
  4742. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4743. int temp;
  4744. if (!b_status || !status)
  4745. return;
  4746. /** [Playtester]
  4747. * This needs to be done even if there is currently no status change active, because
  4748. * we need to update the speed on the client when the last status change ends.
  4749. **/
  4750. if(flag&SCB_SPEED) {
  4751. struct unit_data *ud = unit_bl2ud(bl);
  4752. /** [Skotlex]
  4753. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4754. * because if you step on something while walking, the moment this
  4755. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4756. **/
  4757. if (ud)
  4758. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4759. }
  4760. if(flag&SCB_STR) {
  4761. status->str = status_calc_str(bl, sc, b_status->str);
  4762. flag|=SCB_BATK;
  4763. if( bl->type&BL_HOM )
  4764. flag |= SCB_WATK;
  4765. }
  4766. if(flag&SCB_AGI) {
  4767. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4768. flag|=SCB_FLEE
  4769. #ifdef RENEWAL
  4770. |SCB_DEF2
  4771. #endif
  4772. ;
  4773. if( bl->type&(BL_PC|BL_HOM) )
  4774. flag |= SCB_ASPD|SCB_DSPD;
  4775. }
  4776. if(flag&SCB_VIT) {
  4777. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4778. flag|=SCB_DEF2|SCB_MDEF2;
  4779. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4780. flag |= SCB_MAXHP;
  4781. if( bl->type&BL_HOM )
  4782. flag |= SCB_DEF;
  4783. }
  4784. if(flag&SCB_INT) {
  4785. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4786. flag|=SCB_MATK|SCB_MDEF2;
  4787. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4788. flag |= SCB_MAXSP;
  4789. if( bl->type&BL_HOM )
  4790. flag |= SCB_MDEF;
  4791. }
  4792. if(flag&SCB_DEX) {
  4793. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4794. flag|=SCB_BATK|SCB_HIT
  4795. #ifdef RENEWAL
  4796. |SCB_MATK|SCB_MDEF2
  4797. #endif
  4798. ;
  4799. if( bl->type&(BL_PC|BL_HOM) )
  4800. flag |= SCB_ASPD;
  4801. if( bl->type&BL_HOM )
  4802. flag |= SCB_WATK;
  4803. }
  4804. if(flag&SCB_LUK) {
  4805. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4806. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  4807. #ifdef RENEWAL
  4808. |SCB_MATK|SCB_HIT|SCB_FLEE
  4809. #endif
  4810. ;
  4811. }
  4812. if(flag&SCB_BATK && b_status->batk) {
  4813. int lv = status_get_lv(bl);
  4814. status->batk = status_base_atk(bl, status, lv);
  4815. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  4816. if (temp) {
  4817. temp += status->batk;
  4818. status->batk = cap_value(temp, 0, USHRT_MAX);
  4819. }
  4820. status->batk = status_calc_batk(bl, sc, status->batk);
  4821. }
  4822. if(flag&SCB_WATK) {
  4823. #ifndef RENEWAL
  4824. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4825. if (!sd) // Should not affect weapon refine bonus
  4826. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4827. if (sd && sd->bonus.weapon_atk_rate)
  4828. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4829. if(b_status->lhw.atk) {
  4830. if (sd) {
  4831. sd->state.lr_flag = 1;
  4832. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4833. sd->state.lr_flag = 0;
  4834. } else {
  4835. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4836. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4837. }
  4838. }
  4839. #else
  4840. if(!b_status->watk) { // We only have left-hand weapon
  4841. status->watk = 0;
  4842. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4843. }
  4844. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4845. #endif
  4846. }
  4847. if(flag&SCB_HIT) {
  4848. if (status->dex == b_status->dex
  4849. #ifdef RENEWAL
  4850. && status->luk == b_status->luk
  4851. #endif
  4852. )
  4853. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4854. else
  4855. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4856. #ifdef RENEWAL
  4857. + (status->luk/3 - b_status->luk/3)
  4858. #endif
  4859. );
  4860. }
  4861. if(flag&SCB_FLEE) {
  4862. if (status->agi == b_status->agi
  4863. #ifdef RENEWAL
  4864. && status->luk == b_status->luk
  4865. #endif
  4866. )
  4867. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4868. else
  4869. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4870. #ifdef RENEWAL
  4871. + (status->luk/5 - b_status->luk/5)
  4872. #endif
  4873. );
  4874. }
  4875. if(flag&SCB_DEF) {
  4876. status->def = status_calc_def(bl, sc, b_status->def);
  4877. if( bl->type&BL_HOM )
  4878. status->def += (status->vit/5 - b_status->vit/5);
  4879. }
  4880. if(flag&SCB_DEF2) {
  4881. if (status->vit == b_status->vit
  4882. #ifdef RENEWAL
  4883. && status->agi == b_status->agi
  4884. #endif
  4885. )
  4886. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4887. else
  4888. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4889. #ifdef RENEWAL
  4890. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4891. #else
  4892. + (status->vit - b_status->vit)
  4893. #endif
  4894. );
  4895. }
  4896. if(flag&SCB_MDEF) {
  4897. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4898. if( bl->type&BL_HOM )
  4899. status->mdef += (status->int_/5 - b_status->int_/5);
  4900. }
  4901. if(flag&SCB_MDEF2) {
  4902. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4903. #ifdef RENEWAL
  4904. && status->dex == b_status->dex
  4905. #endif
  4906. )
  4907. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4908. else
  4909. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4910. #ifdef RENEWAL
  4911. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4912. #else
  4913. + ((status->vit - b_status->vit)>>1)
  4914. #endif
  4915. );
  4916. }
  4917. if(flag&SCB_SPEED) {
  4918. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4919. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4920. status->speed = battle_config.max_walk_speed;
  4921. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  4922. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  4923. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4924. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4925. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4926. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4927. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4928. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4929. }
  4930. if(flag&SCB_CRI && b_status->cri) {
  4931. if (status->luk == b_status->luk)
  4932. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4933. else
  4934. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4935. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4936. if (sd) {
  4937. if (sd->status.weapon == W_KATAR)
  4938. status->cri <<= 1;
  4939. }
  4940. }
  4941. if(flag&SCB_FLEE2 && b_status->flee2) {
  4942. if (status->luk == b_status->luk)
  4943. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4944. else
  4945. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4946. }
  4947. if(flag&SCB_ATK_ELE) {
  4948. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4949. if (sd) sd->state.lr_flag = 1;
  4950. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4951. if (sd) sd->state.lr_flag = 0;
  4952. }
  4953. if(flag&SCB_DEF_ELE) {
  4954. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4955. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4956. }
  4957. if(flag&SCB_MODE) {
  4958. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4959. // Only switch between Normal and Boss classes as the others are determined by the race value
  4960. if (status->class_ == CLASS_NORMAL && status_has_mode(status, MD_STATUS_IMMUNE|MD_KNOCKBACK_IMMUNE|MD_DETECTOR))
  4961. status->class_ = CLASS_BOSS;
  4962. else if (status->class_ == CLASS_BOSS && !status_has_mode(status, MD_STATUS_IMMUNE|MD_KNOCKBACK_IMMUNE|MD_DETECTOR))
  4963. status->class_ = CLASS_NORMAL;
  4964. // Since mode changed, reset their state.
  4965. if (!status_has_mode(status,MD_CANATTACK))
  4966. unit_stop_attack(bl);
  4967. if (!status_has_mode(status,MD_CANMOVE))
  4968. unit_stop_walking(bl,1);
  4969. }
  4970. /**
  4971. * No status changes alter these yet.
  4972. * if(flag&SCB_SIZE)
  4973. * if(flag&SCB_RACE)
  4974. * if(flag&SCB_RANGE)
  4975. **/
  4976. if(flag&SCB_MAXHP) {
  4977. if( bl->type&BL_PC ) {
  4978. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4979. if(battle_config.hp_rate != 100)
  4980. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4981. if (sd->status.base_level < 100)
  4982. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  4983. else if (sd->status.base_level < 151)
  4984. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  4985. else
  4986. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4987. }
  4988. else
  4989. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4990. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4991. status->hp = status->max_hp;
  4992. if( sd ) clif_updatestatus(sd,SP_HP);
  4993. }
  4994. }
  4995. if(flag&SCB_MAXSP) {
  4996. if( bl->type&BL_PC ) {
  4997. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4998. if(battle_config.sp_rate != 100)
  4999. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  5000. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  5001. }
  5002. else
  5003. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  5004. if( status->sp > status->max_sp ) {
  5005. status->sp = status->max_sp;
  5006. if( sd ) clif_updatestatus(sd,SP_SP);
  5007. }
  5008. }
  5009. if(flag&SCB_MATK) {
  5010. #ifndef RENEWAL
  5011. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  5012. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  5013. #else
  5014. /**
  5015. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  5016. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  5017. **/
  5018. int lv = status_get_lv(bl);
  5019. status->matk_min = status_base_matk_min(bl, status, lv);
  5020. status->matk_max = status_base_matk_max(bl, status, lv);
  5021. switch( bl->type ) {
  5022. case BL_PC: {
  5023. int wMatk = 0;
  5024. int variance = 0;
  5025. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  5026. if (sd) {
  5027. uint16 skill_lv;
  5028. if (sd->bonus.ematk > 0)
  5029. status->matk_min += sd->bonus.ematk;
  5030. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  5031. status->matk_min += status->matk_min * 20 / 100;
  5032. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  5033. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5034. }
  5035. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  5036. status->matk_max = status->matk_min;
  5037. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  5038. if (b_status->lhw.matk) {
  5039. if (sd) {
  5040. //sd->state.lr_flag = 1; //?? why was that set here
  5041. status->lhw.matk = b_status->lhw.matk;
  5042. sd->state.lr_flag = 0;
  5043. } else {
  5044. status->lhw.matk = b_status->lhw.matk;
  5045. }
  5046. }
  5047. if (b_status->rhw.matk) {
  5048. status->rhw.matk = b_status->rhw.matk;
  5049. }
  5050. if (status->rhw.matk) {
  5051. wMatk += status->rhw.matk;
  5052. variance += wMatk * status->rhw.wlv / 10;
  5053. }
  5054. if (status->lhw.matk) {
  5055. wMatk += status->lhw.matk;
  5056. variance += status->lhw.matk * status->lhw.wlv / 10;
  5057. }
  5058. status->matk_min += wMatk - variance;
  5059. status->matk_max += wMatk + variance;
  5060. }
  5061. break;
  5062. }
  5063. #endif
  5064. if (bl->type&BL_PC && sd->matk_rate != 100) {
  5065. status->matk_max = status->matk_max * sd->matk_rate/100;
  5066. status->matk_min = status->matk_min * sd->matk_rate/100;
  5067. }
  5068. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  5069. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  5070. status->matk_min = status->matk_max;
  5071. #ifdef RENEWAL
  5072. if( sd && sd->right_weapon.overrefine > 0) {
  5073. status->matk_min++;
  5074. status->matk_max += sd->right_weapon.overrefine - 1;
  5075. }
  5076. #endif
  5077. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  5078. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  5079. }
  5080. if(flag&SCB_ASPD) {
  5081. int amotion;
  5082. if ( bl->type&BL_HOM ) {
  5083. #ifdef RENEWAL_ASPD
  5084. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  5085. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  5086. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  5087. #else
  5088. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  5089. amotion = status_calc_aspd_rate(bl, sc, amotion);
  5090. amotion = amotion * status->aspd_rate / 1000;
  5091. #endif
  5092. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5093. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5094. status->adelay = status->amotion;
  5095. } else if ( bl->type&BL_PC ) {
  5096. uint16 skill_lv;
  5097. amotion = status_base_amotion_pc(sd,status);
  5098. #ifndef RENEWAL_ASPD
  5099. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5100. #endif
  5101. // Absolute ASPD % modifiers
  5102. amotion = amotion * status->aspd_rate / 1000;
  5103. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5104. #ifdef RENEWAL_ASPD
  5105. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5106. #else
  5107. amotion += (2000 - amotion) * ( 55 - 5 * ( skill_lv + 1 ) ) / 100; //Increases amotion to reduce ASPD to the corresponding absolute percentage for each level (overriding other adjustments)
  5108. #endif
  5109. #ifdef RENEWAL_ASPD
  5110. // RE ASPD % modifier
  5111. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  5112. amotion = 10 * (200 - amotion);
  5113. amotion += sd->bonus.aspd_add;
  5114. #endif
  5115. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5116. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5117. status->adelay = 2 * status->amotion;
  5118. } else { // Mercenary and mobs
  5119. amotion = b_status->amotion;
  5120. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5121. amotion = amotion*status->aspd_rate/1000;
  5122. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5123. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5124. temp = b_status->adelay*status->aspd_rate/1000;
  5125. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5126. }
  5127. }
  5128. if(flag&SCB_DSPD) {
  5129. int dmotion;
  5130. if( bl->type&BL_PC ) {
  5131. if (b_status->agi == status->agi)
  5132. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5133. else {
  5134. dmotion = 800-status->agi*4;
  5135. status->dmotion = cap_value(dmotion, 400, 800);
  5136. if(battle_config.pc_damage_delay_rate != 100)
  5137. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5138. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5139. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  5140. }
  5141. } else if( bl->type&BL_HOM ) {
  5142. dmotion = 800-status->agi*4;
  5143. status->dmotion = cap_value(dmotion, 400, 800);
  5144. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5145. } else { // Mercenary and mobs
  5146. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5147. }
  5148. }
  5149. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  5150. status_calc_regen(bl, status, status_get_regen_data(bl));
  5151. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  5152. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  5153. }
  5154. /**
  5155. * Recalculates parts of an objects status according to specified flags
  5156. * Also sends updates to the client when necessary
  5157. * See [set_sc] [add_sc]
  5158. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5159. * @param flag: Which status has changed on bl
  5160. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5161. */
  5162. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  5163. {
  5164. struct status_data b_status; // Previous battle status
  5165. struct status_data* status; // Pointer to current battle status
  5166. if (bl->type == BL_PC) {
  5167. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  5168. if (sd->delayed_damage != 0) {
  5169. if (opt&SCO_FORCE)
  5170. sd->state.hold_recalc = false; // Clear and move on
  5171. else {
  5172. sd->state.hold_recalc = true; // Flag and stop
  5173. return;
  5174. }
  5175. }
  5176. }
  5177. // Remember previous values
  5178. status = status_get_status_data(bl);
  5179. memcpy(&b_status, status, sizeof(struct status_data));
  5180. if( flag&SCB_BASE ) { // Calculate the object's base status too
  5181. switch( bl->type ) {
  5182. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5183. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5184. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5185. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5186. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5187. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5188. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5189. }
  5190. }
  5191. if( bl->type == BL_PET )
  5192. return; // Pets are not affected by statuses
  5193. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5194. return; // Assume there will be no statuses active
  5195. status_calc_bl_main(bl, flag);
  5196. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5197. return; // Client update handled by caller
  5198. // Compare against new values and send client updates
  5199. if( bl->type == BL_PC ) {
  5200. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5201. if(b_status.str != status->str)
  5202. clif_updatestatus(sd,SP_STR);
  5203. if(b_status.agi != status->agi)
  5204. clif_updatestatus(sd,SP_AGI);
  5205. if(b_status.vit != status->vit)
  5206. clif_updatestatus(sd,SP_VIT);
  5207. if(b_status.int_ != status->int_)
  5208. clif_updatestatus(sd,SP_INT);
  5209. if(b_status.dex != status->dex)
  5210. clif_updatestatus(sd,SP_DEX);
  5211. if(b_status.luk != status->luk)
  5212. clif_updatestatus(sd,SP_LUK);
  5213. if(b_status.hit != status->hit)
  5214. clif_updatestatus(sd,SP_HIT);
  5215. if(b_status.flee != status->flee)
  5216. clif_updatestatus(sd,SP_FLEE1);
  5217. if(b_status.amotion != status->amotion)
  5218. clif_updatestatus(sd,SP_ASPD);
  5219. if(b_status.speed != status->speed)
  5220. clif_updatestatus(sd,SP_SPEED);
  5221. if(b_status.batk != status->batk
  5222. #ifndef RENEWAL
  5223. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5224. #endif
  5225. )
  5226. clif_updatestatus(sd,SP_ATK1);
  5227. if(b_status.def != status->def) {
  5228. clif_updatestatus(sd,SP_DEF1);
  5229. #ifdef RENEWAL
  5230. clif_updatestatus(sd,SP_DEF2);
  5231. #endif
  5232. }
  5233. if(
  5234. #ifdef RENEWAL
  5235. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5236. #else
  5237. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5238. #endif
  5239. )
  5240. clif_updatestatus(sd,SP_ATK2);
  5241. if(b_status.def2 != status->def2) {
  5242. clif_updatestatus(sd,SP_DEF2);
  5243. #ifdef RENEWAL
  5244. clif_updatestatus(sd,SP_DEF1);
  5245. #endif
  5246. }
  5247. if(b_status.flee2 != status->flee2)
  5248. clif_updatestatus(sd,SP_FLEE2);
  5249. if(b_status.cri != status->cri)
  5250. clif_updatestatus(sd,SP_CRITICAL);
  5251. #ifndef RENEWAL
  5252. if(b_status.matk_max != status->matk_max)
  5253. clif_updatestatus(sd,SP_MATK1);
  5254. if(b_status.matk_min != status->matk_min)
  5255. clif_updatestatus(sd,SP_MATK2);
  5256. #else
  5257. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5258. clif_updatestatus(sd,SP_MATK2);
  5259. clif_updatestatus(sd,SP_MATK1);
  5260. }
  5261. #endif
  5262. if(b_status.mdef != status->mdef) {
  5263. clif_updatestatus(sd,SP_MDEF1);
  5264. #ifdef RENEWAL
  5265. clif_updatestatus(sd,SP_MDEF2);
  5266. #endif
  5267. }
  5268. if(b_status.mdef2 != status->mdef2) {
  5269. clif_updatestatus(sd,SP_MDEF2);
  5270. #ifdef RENEWAL
  5271. clif_updatestatus(sd,SP_MDEF1);
  5272. #endif
  5273. }
  5274. if(b_status.rhw.range != status->rhw.range)
  5275. clif_updatestatus(sd,SP_ATTACKRANGE);
  5276. if(b_status.max_hp != status->max_hp)
  5277. clif_updatestatus(sd,SP_MAXHP);
  5278. if(b_status.max_sp != status->max_sp)
  5279. clif_updatestatus(sd,SP_MAXSP);
  5280. if(b_status.hp != status->hp)
  5281. clif_updatestatus(sd,SP_HP);
  5282. if(b_status.sp != status->sp)
  5283. clif_updatestatus(sd,SP_SP);
  5284. } else if( bl->type == BL_HOM ) {
  5285. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5286. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5287. clif_hominfo(hd->master,hd,0);
  5288. } else if( bl->type == BL_MER ) {
  5289. TBL_MER* md = BL_CAST(BL_MER, bl);
  5290. if (!md->master)
  5291. return;
  5292. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5293. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5294. if( b_status.matk_max != status->matk_max )
  5295. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5296. if( b_status.hit != status->hit )
  5297. clif_mercenary_updatestatus(md->master, SP_HIT);
  5298. if( b_status.cri != status->cri )
  5299. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5300. if( b_status.def != status->def )
  5301. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5302. if( b_status.mdef != status->mdef )
  5303. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5304. if( b_status.flee != status->flee )
  5305. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5306. if( b_status.amotion != status->amotion )
  5307. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5308. if( b_status.max_hp != status->max_hp )
  5309. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5310. if( b_status.max_sp != status->max_sp )
  5311. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5312. if( b_status.hp != status->hp )
  5313. clif_mercenary_updatestatus(md->master, SP_HP);
  5314. if( b_status.sp != status->sp )
  5315. clif_mercenary_updatestatus(md->master, SP_SP);
  5316. } else if( bl->type == BL_ELEM ) {
  5317. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5318. if (!ed->master)
  5319. return;
  5320. if( b_status.max_hp != status->max_hp )
  5321. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  5322. if( b_status.max_sp != status->max_sp )
  5323. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  5324. if( b_status.hp != status->hp )
  5325. clif_elemental_updatestatus(ed->master, SP_HP);
  5326. if( b_status.sp != status->sp )
  5327. clif_mercenary_updatestatus(ed->master, SP_SP);
  5328. }
  5329. }
  5330. /**
  5331. * Adds strength modifications based on status changes
  5332. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5333. * @param sc: Object's status change information
  5334. * @param str: Initial str
  5335. * @return modified str with cap_value(str,0,USHRT_MAX)
  5336. */
  5337. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  5338. {
  5339. if(!sc || !sc->count)
  5340. return cap_value(str,0,USHRT_MAX);
  5341. if(sc->data[SC_HARMONIZE]) {
  5342. str -= sc->data[SC_HARMONIZE]->val2;
  5343. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5344. }
  5345. if(sc->data[SC_INCALLSTATUS])
  5346. str += sc->data[SC_INCALLSTATUS]->val1;
  5347. if(sc->data[SC_CHASEWALK2])
  5348. str += sc->data[SC_CHASEWALK2]->val1;
  5349. if(sc->data[SC_INCSTR])
  5350. str += sc->data[SC_INCSTR]->val1;
  5351. if(sc->data[SC_STRFOOD])
  5352. str += sc->data[SC_STRFOOD]->val1;
  5353. if(sc->data[SC_FOOD_STR_CASH])
  5354. str += sc->data[SC_FOOD_STR_CASH]->val1;
  5355. if(sc->data[SC_BATTLEORDERS])
  5356. str += 5;
  5357. if(sc->data[SC_LEADERSHIP])
  5358. str += sc->data[SC_LEADERSHIP]->val1;
  5359. if(sc->data[SC_LOUD])
  5360. str += 4;
  5361. if(sc->data[SC_TRUESIGHT])
  5362. str += 5;
  5363. if(sc->data[SC_SPURT])
  5364. str += 10;
  5365. if(sc->data[SC_NEN])
  5366. str += sc->data[SC_NEN]->val1;
  5367. if(sc->data[SC_BLESSING]) {
  5368. if(sc->data[SC_BLESSING]->val2)
  5369. str += sc->data[SC_BLESSING]->val2;
  5370. else
  5371. str >>= 1;
  5372. }
  5373. if(sc->data[SC_MARIONETTE])
  5374. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  5375. if(sc->data[SC_MARIONETTE2])
  5376. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  5377. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5378. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  5379. if(sc->data[SC_GIANTGROWTH])
  5380. str += sc->data[SC_GIANTGROWTH]->val2;
  5381. if(sc->data[SC_BEYONDOFWARCRY])
  5382. str -= sc->data[SC_BEYONDOFWARCRY]->val2;
  5383. if(sc->data[SC_SAVAGE_STEAK])
  5384. str += sc->data[SC_SAVAGE_STEAK]->val1;
  5385. if(sc->data[SC_INSPIRATION])
  5386. str += sc->data[SC_INSPIRATION]->val3;
  5387. if(sc->data[SC_2011RWC_SCROLL])
  5388. str += sc->data[SC_2011RWC_SCROLL]->val1;
  5389. if(sc->data[SC_STOMACHACHE])
  5390. str -= sc->data[SC_STOMACHACHE]->val1;
  5391. if(sc->data[SC_KYOUGAKU])
  5392. str -= sc->data[SC_KYOUGAKU]->val2;
  5393. if(sc->data[SC_SWORDCLAN])
  5394. str += 1;
  5395. if(sc->data[SC_JUMPINGCLAN])
  5396. str += 1;
  5397. if(sc->data[SC_FULL_THROTTLE])
  5398. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5399. if(sc->data[SC_CHEERUP])
  5400. str += 3;
  5401. if(sc->data[SC_GLASTHEIM_STATE])
  5402. str += sc->data[SC_GLASTHEIM_STATE]->val1;
  5403. #ifdef RENEWAL
  5404. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5405. str += 15;
  5406. #endif
  5407. if (sc->data[SC_UNIVERSESTANCE])
  5408. str += sc->data[SC_UNIVERSESTANCE]->val2;
  5409. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5410. }
  5411. /**
  5412. * Adds agility modifications based on status changes
  5413. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5414. * @param sc: Object's status change information
  5415. * @param agi: Initial agi
  5416. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5417. */
  5418. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  5419. {
  5420. if(!sc || !sc->count)
  5421. return cap_value(agi,0,USHRT_MAX);
  5422. if(sc->data[SC_HARMONIZE]) {
  5423. agi -= sc->data[SC_HARMONIZE]->val2;
  5424. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5425. }
  5426. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5427. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  5428. if(sc->data[SC_INCALLSTATUS])
  5429. agi += sc->data[SC_INCALLSTATUS]->val1;
  5430. if(sc->data[SC_INCAGI])
  5431. agi += sc->data[SC_INCAGI]->val1;
  5432. if(sc->data[SC_AGIFOOD])
  5433. agi += sc->data[SC_AGIFOOD]->val1;
  5434. if(sc->data[SC_FOOD_AGI_CASH])
  5435. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  5436. if(sc->data[SC_SOULCOLD])
  5437. agi += sc->data[SC_SOULCOLD]->val1;
  5438. if(sc->data[SC_TRUESIGHT])
  5439. agi += 5;
  5440. if(sc->data[SC_INCREASEAGI])
  5441. agi += sc->data[SC_INCREASEAGI]->val2;
  5442. if(sc->data[SC_INCREASING])
  5443. agi += 4; // Added based on skill updates [Reddozen]
  5444. if(sc->data[SC_2011RWC_SCROLL])
  5445. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  5446. if(sc->data[SC_DECREASEAGI])
  5447. agi -= sc->data[SC_DECREASEAGI]->val2;
  5448. if(sc->data[SC_QUAGMIRE])
  5449. agi -= sc->data[SC_QUAGMIRE]->val2;
  5450. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  5451. agi -= sc->data[SC_SUITON]->val2;
  5452. if(sc->data[SC_MARIONETTE])
  5453. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  5454. if(sc->data[SC_MARIONETTE2])
  5455. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  5456. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5457. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  5458. if(sc->data[SC_ADORAMUS])
  5459. agi -= sc->data[SC_ADORAMUS]->val2;
  5460. if(sc->data[SC_MARSHOFABYSS])
  5461. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5462. if(sc->data[SC_DROCERA_HERB_STEAMED])
  5463. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  5464. if(sc->data[SC_INSPIRATION])
  5465. agi += sc->data[SC_INSPIRATION]->val3;
  5466. if(sc->data[SC_STOMACHACHE])
  5467. agi -= sc->data[SC_STOMACHACHE]->val1;
  5468. if(sc->data[SC_KYOUGAKU])
  5469. agi -= sc->data[SC_KYOUGAKU]->val2;
  5470. if(sc->data[SC_CROSSBOWCLAN])
  5471. agi += 1;
  5472. if(sc->data[SC_JUMPINGCLAN])
  5473. agi += 1;
  5474. if(sc->data[SC_FULL_THROTTLE])
  5475. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5476. if (sc->data[SC_ARCLOUSEDASH])
  5477. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  5478. if(sc->data[SC_CHEERUP])
  5479. agi += 3;
  5480. if(sc->data[SC_GLASTHEIM_STATE])
  5481. agi += sc->data[SC_GLASTHEIM_STATE]->val1;
  5482. #ifdef RENEWAL
  5483. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5484. agi += 15;
  5485. #endif
  5486. if (sc->data[SC_UNIVERSESTANCE])
  5487. agi += sc->data[SC_UNIVERSESTANCE]->val2;
  5488. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5489. }
  5490. /**
  5491. * Adds vitality modifications based on status changes
  5492. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5493. * @param sc: Object's status change information
  5494. * @param vit: Initial vit
  5495. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5496. */
  5497. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  5498. {
  5499. if(!sc || !sc->count)
  5500. return cap_value(vit,0,USHRT_MAX);
  5501. if(sc->data[SC_HARMONIZE]) {
  5502. vit -= sc->data[SC_HARMONIZE]->val2;
  5503. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5504. }
  5505. if(sc->data[SC_INCALLSTATUS])
  5506. vit += sc->data[SC_INCALLSTATUS]->val1;
  5507. if(sc->data[SC_INCVIT])
  5508. vit += sc->data[SC_INCVIT]->val1;
  5509. if(sc->data[SC_VITFOOD])
  5510. vit += sc->data[SC_VITFOOD]->val1;
  5511. if(sc->data[SC_FOOD_VIT_CASH])
  5512. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  5513. if(sc->data[SC_CHANGE])
  5514. vit += sc->data[SC_CHANGE]->val2;
  5515. if(sc->data[SC_GLORYWOUNDS])
  5516. vit += sc->data[SC_GLORYWOUNDS]->val1;
  5517. if(sc->data[SC_TRUESIGHT])
  5518. vit += 5;
  5519. if(sc->data[SC_MARIONETTE])
  5520. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  5521. if(sc->data[SC_MARIONETTE2])
  5522. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  5523. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5524. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  5525. if(sc->data[SC_MINOR_BBQ])
  5526. vit += sc->data[SC_MINOR_BBQ]->val1;
  5527. if(sc->data[SC_INSPIRATION])
  5528. vit += sc->data[SC_INSPIRATION]->val3;
  5529. if(sc->data[SC_2011RWC_SCROLL])
  5530. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  5531. if(sc->data[SC_STOMACHACHE])
  5532. vit -= sc->data[SC_STOMACHACHE]->val1;
  5533. if(sc->data[SC_KYOUGAKU])
  5534. vit -= sc->data[SC_KYOUGAKU]->val2;
  5535. if(sc->data[SC_SWORDCLAN])
  5536. vit += 1;
  5537. if(sc->data[SC_JUMPINGCLAN])
  5538. vit += 1;
  5539. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  5540. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  5541. if(sc->data[SC_FULL_THROTTLE])
  5542. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5543. #ifdef RENEWAL
  5544. if(sc->data[SC_DEFENCE])
  5545. vit += sc->data[SC_DEFENCE]->val2;
  5546. #endif
  5547. if(sc->data[SC_CHEERUP])
  5548. vit += 3;
  5549. if(sc->data[SC_GLASTHEIM_STATE])
  5550. vit += sc->data[SC_GLASTHEIM_STATE]->val1;
  5551. #ifdef RENEWAL
  5552. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5553. vit += 15;
  5554. #endif
  5555. if (sc->data[SC_UNIVERSESTANCE])
  5556. vit += sc->data[SC_UNIVERSESTANCE]->val2;
  5557. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5558. }
  5559. /**
  5560. * Adds intelligence modifications based on status changes
  5561. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5562. * @param sc: Object's status change information
  5563. * @param int_: Initial int
  5564. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5565. */
  5566. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  5567. {
  5568. if(!sc || !sc->count)
  5569. return cap_value(int_,0,USHRT_MAX);
  5570. if(sc->data[SC_HARMONIZE]) {
  5571. int_ -= sc->data[SC_HARMONIZE]->val2;
  5572. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5573. }
  5574. if(sc->data[SC_INCALLSTATUS])
  5575. int_ += sc->data[SC_INCALLSTATUS]->val1;
  5576. if(sc->data[SC_INCINT])
  5577. int_ += sc->data[SC_INCINT]->val1;
  5578. if(sc->data[SC_INTFOOD])
  5579. int_ += sc->data[SC_INTFOOD]->val1;
  5580. if(sc->data[SC_FOOD_INT_CASH])
  5581. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  5582. if(sc->data[SC_CHANGE])
  5583. int_ += sc->data[SC_CHANGE]->val3;
  5584. if(sc->data[SC_BATTLEORDERS])
  5585. int_ += 5;
  5586. if(sc->data[SC_TRUESIGHT])
  5587. int_ += 5;
  5588. if(sc->data[SC_BLESSING]) {
  5589. if (sc->data[SC_BLESSING]->val2)
  5590. int_ += sc->data[SC_BLESSING]->val2;
  5591. else
  5592. int_ >>= 1;
  5593. }
  5594. if(sc->data[SC_NEN])
  5595. int_ += sc->data[SC_NEN]->val1;
  5596. if(sc->data[SC_MARIONETTE])
  5597. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5598. if(sc->data[SC_2011RWC_SCROLL])
  5599. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  5600. if(sc->data[SC_MARIONETTE2])
  5601. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5602. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5603. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5604. if(sc->data[SC_INSPIRATION])
  5605. int_ += sc->data[SC_INSPIRATION]->val3;
  5606. if(sc->data[SC_MELODYOFSINK])
  5607. int_ -= sc->data[SC_MELODYOFSINK]->val2;
  5608. if(sc->data[SC_MANDRAGORA])
  5609. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5610. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5611. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5612. if(sc->data[SC_STOMACHACHE])
  5613. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5614. if(sc->data[SC_KYOUGAKU])
  5615. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5616. if(sc->data[SC_ARCWANDCLAN])
  5617. int_ += 1;
  5618. if(sc->data[SC_GOLDENMACECLAN])
  5619. int_ += 1;
  5620. if(sc->data[SC_JUMPINGCLAN])
  5621. int_ += 1;
  5622. if(sc->data[SC_FULL_THROTTLE])
  5623. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5624. if(sc->data[SC_CHEERUP])
  5625. int_ += 3;
  5626. if(sc->data[SC_GLASTHEIM_STATE])
  5627. int_ += sc->data[SC_GLASTHEIM_STATE]->val1;
  5628. if (sc->data[SC_UNIVERSESTANCE])
  5629. int_ += sc->data[SC_UNIVERSESTANCE]->val2;
  5630. if(bl->type != BL_PC) {
  5631. if(sc->data[SC_STRIPHELM])
  5632. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5633. if(sc->data[SC__STRIPACCESSORY])
  5634. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5635. }
  5636. #ifdef RENEWAL
  5637. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5638. int_ += 15;
  5639. #endif
  5640. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5641. }
  5642. /**
  5643. * Adds dexterity modifications based on status changes
  5644. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5645. * @param sc: Object's status change information
  5646. * @param dex: Initial dex
  5647. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5648. */
  5649. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5650. {
  5651. if(!sc || !sc->count)
  5652. return cap_value(dex,0,USHRT_MAX);
  5653. if(sc->data[SC_HARMONIZE]) {
  5654. dex -= sc->data[SC_HARMONIZE]->val2;
  5655. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5656. }
  5657. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5658. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5659. if(sc->data[SC_INCALLSTATUS])
  5660. dex += sc->data[SC_INCALLSTATUS]->val1;
  5661. if(sc->data[SC_INCDEX])
  5662. dex += sc->data[SC_INCDEX]->val1;
  5663. if(sc->data[SC_DEXFOOD])
  5664. dex += sc->data[SC_DEXFOOD]->val1;
  5665. if(sc->data[SC_FOOD_DEX_CASH])
  5666. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5667. if(sc->data[SC_BATTLEORDERS])
  5668. dex += 5;
  5669. if(sc->data[SC_HAWKEYES])
  5670. dex += sc->data[SC_HAWKEYES]->val1;
  5671. if(sc->data[SC_TRUESIGHT])
  5672. dex += 5;
  5673. if(sc->data[SC_QUAGMIRE])
  5674. dex -= sc->data[SC_QUAGMIRE]->val2;
  5675. if(sc->data[SC_BLESSING]) {
  5676. if (sc->data[SC_BLESSING]->val2)
  5677. dex += sc->data[SC_BLESSING]->val2;
  5678. else
  5679. dex >>= 1;
  5680. }
  5681. if(sc->data[SC_INCREASING])
  5682. dex += 4; // Added based on skill updates [Reddozen]
  5683. if(sc->data[SC_MARIONETTE])
  5684. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5685. if(sc->data[SC_2011RWC_SCROLL])
  5686. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  5687. if(sc->data[SC_MARIONETTE2])
  5688. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5689. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5690. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5691. if(sc->data[SC_SIROMA_ICE_TEA])
  5692. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5693. if(sc->data[SC_INSPIRATION])
  5694. dex += sc->data[SC_INSPIRATION]->val3;
  5695. if(sc->data[SC_STOMACHACHE])
  5696. dex -= sc->data[SC_STOMACHACHE]->val1;
  5697. if(sc->data[SC_KYOUGAKU])
  5698. dex -= sc->data[SC_KYOUGAKU]->val2;
  5699. if(sc->data[SC_ARCWANDCLAN])
  5700. dex += 1;
  5701. if(sc->data[SC_CROSSBOWCLAN])
  5702. dex += 1;
  5703. if(sc->data[SC_JUMPINGCLAN])
  5704. dex += 1;
  5705. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5706. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5707. if(sc->data[SC_MARSHOFABYSS])
  5708. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5709. if(sc->data[SC_FULL_THROTTLE])
  5710. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5711. if(sc->data[SC_CHEERUP])
  5712. dex += 3;
  5713. if(sc->data[SC_GLASTHEIM_STATE])
  5714. dex += sc->data[SC_GLASTHEIM_STATE]->val1;
  5715. #ifdef RENEWAL
  5716. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5717. dex += 15;
  5718. #endif
  5719. if (sc->data[SC_UNIVERSESTANCE])
  5720. dex += sc->data[SC_UNIVERSESTANCE]->val2;
  5721. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5722. }
  5723. /**
  5724. * Adds luck modifications based on status changes
  5725. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5726. * @param sc: Object's status change information
  5727. * @param luk: Initial luk
  5728. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5729. */
  5730. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5731. {
  5732. if(!sc || !sc->count)
  5733. return cap_value(luk,0,USHRT_MAX);
  5734. if(sc->data[SC_HARMONIZE]) {
  5735. luk -= sc->data[SC_HARMONIZE]->val2;
  5736. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5737. }
  5738. if(sc->data[SC_CURSE])
  5739. return 0;
  5740. if(sc->data[SC_INCALLSTATUS])
  5741. luk += sc->data[SC_INCALLSTATUS]->val1;
  5742. if(sc->data[SC_INCLUK])
  5743. luk += sc->data[SC_INCLUK]->val1;
  5744. if(sc->data[SC_LUKFOOD])
  5745. luk += sc->data[SC_LUKFOOD]->val1;
  5746. if(sc->data[SC_FOOD_LUK_CASH])
  5747. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  5748. if(sc->data[SC_TRUESIGHT])
  5749. luk += 5;
  5750. if(sc->data[SC_GLORIA])
  5751. luk += 30;
  5752. if(sc->data[SC_MARIONETTE])
  5753. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  5754. if(sc->data[SC_MARIONETTE2])
  5755. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  5756. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5757. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  5758. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  5759. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  5760. if(sc->data[SC_INSPIRATION])
  5761. luk += sc->data[SC_INSPIRATION]->val3;
  5762. if(sc->data[SC_STOMACHACHE])
  5763. luk -= sc->data[SC_STOMACHACHE]->val1;
  5764. if(sc->data[SC_KYOUGAKU])
  5765. luk -= sc->data[SC_KYOUGAKU]->val2;
  5766. if(sc->data[SC_2011RWC_SCROLL])
  5767. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  5768. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5769. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5770. if(sc->data[SC_BANANA_BOMB])
  5771. luk -= 75;
  5772. if(sc->data[SC_GOLDENMACECLAN])
  5773. luk += 1;
  5774. if(sc->data[SC_JUMPINGCLAN])
  5775. luk += 1;
  5776. if(sc->data[SC_FULL_THROTTLE])
  5777. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5778. if(sc->data[SC_CHEERUP])
  5779. luk += 3;
  5780. if(sc->data[SC_GLASTHEIM_STATE])
  5781. luk += sc->data[SC_GLASTHEIM_STATE]->val1;
  5782. #ifdef RENEWAL
  5783. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5784. luk += 15;
  5785. #endif
  5786. if (sc->data[SC_UNIVERSESTANCE])
  5787. luk += sc->data[SC_UNIVERSESTANCE]->val2;
  5788. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5789. }
  5790. /**
  5791. * Adds base attack modifications based on status changes
  5792. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  5793. * @param sc: Object's status change information
  5794. * @param batk: Initial batk
  5795. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  5796. */
  5797. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  5798. {
  5799. if(!sc || !sc->count)
  5800. return cap_value(batk,0,USHRT_MAX);
  5801. if(sc->data[SC_ATKPOTION])
  5802. batk += sc->data[SC_ATKPOTION]->val1;
  5803. if(sc->data[SC_BATKFOOD])
  5804. batk += sc->data[SC_BATKFOOD]->val1;
  5805. #ifndef RENEWAL
  5806. if(sc->data[SC_GATLINGFEVER])
  5807. batk += sc->data[SC_GATLINGFEVER]->val3;
  5808. if(sc->data[SC_MADNESSCANCEL])
  5809. batk += 100;
  5810. #endif
  5811. if(sc->data[SC_FULL_SWING_K])
  5812. batk += sc->data[SC_FULL_SWING_K]->val1;
  5813. if(sc->data[SC_ASH])
  5814. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  5815. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  5816. batk += sc->data[SC_PYROCLASTIC]->val2;
  5817. if (sc->data[SC_ANGRIFFS_MODUS])
  5818. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  5819. if(sc->data[SC_2011RWC_SCROLL])
  5820. batk += 30;
  5821. if(sc->data[SC_INCATKRATE])
  5822. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  5823. if(sc->data[SC_PROVOKE])
  5824. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  5825. #ifndef RENEWAL
  5826. if(sc->data[SC_CONCENTRATION])
  5827. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  5828. #endif
  5829. if(sc->data[SC_SKE])
  5830. batk += batk * 3;
  5831. if(sc->data[SC_BLOODLUST])
  5832. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  5833. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  5834. batk -= batk * 25/100;
  5835. if(sc->data[SC_CURSE])
  5836. batk -= batk * 25/100;
  5837. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  5838. if(sc->data[SC_BLEEDING])
  5839. batk -= batk * 25 / 100; */
  5840. if(sc->data[SC_FLEET])
  5841. batk += batk * sc->data[SC_FLEET]->val3/100;
  5842. if(sc->data[SC__ENERVATION])
  5843. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  5844. if( sc->data[SC_ZANGETSU] )
  5845. batk += sc->data[SC_ZANGETSU]->val2;
  5846. if(sc->data[SC_QUEST_BUFF1])
  5847. batk += sc->data[SC_QUEST_BUFF1]->val1;
  5848. if(sc->data[SC_QUEST_BUFF2])
  5849. batk += sc->data[SC_QUEST_BUFF2]->val1;
  5850. if(sc->data[SC_QUEST_BUFF3])
  5851. batk += sc->data[SC_QUEST_BUFF3]->val1;
  5852. if (sc->data[SC_SHRIMP])
  5853. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  5854. #ifdef RENEWAL
  5855. if (sc->data[SC_LOUD])
  5856. batk += 30;
  5857. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ATKRATE)
  5858. batk += batk * 20 / 100;
  5859. #endif
  5860. if (sc->data[SC_SUNSTANCE])
  5861. batk += batk * sc->data[SC_SUNSTANCE]->val2 / 100;
  5862. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  5863. }
  5864. /**
  5865. * Adds weapon attack modifications based on status changes
  5866. * @param bl: Object to change watk [PC]
  5867. * @param sc: Object's status change information
  5868. * @param watk: Initial watk
  5869. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  5870. */
  5871. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  5872. {
  5873. if(!sc || !sc->count)
  5874. return cap_value(watk,0,USHRT_MAX);
  5875. #ifndef RENEWAL
  5876. if(sc->data[SC_DRUMBATTLE])
  5877. watk += sc->data[SC_DRUMBATTLE]->val2;
  5878. #endif
  5879. if (sc->data[SC_IMPOSITIO])
  5880. watk += sc->data[SC_IMPOSITIO]->val2;
  5881. if(sc->data[SC_WATKFOOD])
  5882. watk += sc->data[SC_WATKFOOD]->val1;
  5883. if(sc->data[SC_VOLCANO])
  5884. watk += sc->data[SC_VOLCANO]->val2;
  5885. if(sc->data[SC_MERC_ATKUP])
  5886. watk += sc->data[SC_MERC_ATKUP]->val2;
  5887. if(sc->data[SC_WATER_BARRIER])
  5888. watk -= sc->data[SC_WATER_BARRIER]->val2;
  5889. #ifndef RENEWAL
  5890. if(sc->data[SC_NIBELUNGEN]) {
  5891. if (bl->type != BL_PC)
  5892. watk += sc->data[SC_NIBELUNGEN]->val2;
  5893. else {
  5894. TBL_PC *sd = (TBL_PC*)bl;
  5895. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  5896. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  5897. watk += sc->data[SC_NIBELUNGEN]->val2;
  5898. }
  5899. }
  5900. if(sc->data[SC_CONCENTRATION])
  5901. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  5902. #endif
  5903. if(sc->data[SC_INCATKRATE])
  5904. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  5905. if(sc->data[SC_PROVOKE])
  5906. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  5907. if(sc->data[SC_SKE])
  5908. watk += watk * 3;
  5909. if(sc->data[SC_FLEET])
  5910. watk += watk * sc->data[SC_FLEET]->val3/100;
  5911. if(sc->data[SC_CURSE])
  5912. watk -= watk * 25/100;
  5913. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  5914. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  5915. if(sc->data[SC_FIGHTINGSPIRIT])
  5916. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  5917. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  5918. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  5919. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  5920. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5921. if(sc->data[SC_INSPIRATION])
  5922. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  5923. if(sc->data[SC_GT_CHANGE])
  5924. watk += sc->data[SC_GT_CHANGE]->val2;
  5925. if(sc->data[SC__ENERVATION])
  5926. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  5927. if(sc->data[SC_STRIKING])
  5928. watk += sc->data[SC_STRIKING]->val2;
  5929. if(sc->data[SC_RUSHWINDMILL])
  5930. watk += sc->data[SC_RUSHWINDMILL]->val3;
  5931. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5932. watk += 50;
  5933. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5934. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  5935. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  5936. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  5937. watk += watk * 10 / 100;
  5938. if(sc->data[SC_PYROTECHNIC_OPTION])
  5939. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  5940. if(sc->data[SC_HEATER_OPTION])
  5941. watk += sc->data[SC_HEATER_OPTION]->val2;
  5942. if(sc->data[SC_TROPIC_OPTION])
  5943. watk += sc->data[SC_TROPIC_OPTION]->val2;
  5944. if( sc && sc->data[SC_TIDAL_WEAPON] )
  5945. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  5946. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  5947. watk += sc->data[SC_PYROCLASTIC]->val2;
  5948. if(sc->data[SC_ANGRIFFS_MODUS])
  5949. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  5950. if(sc->data[SC_ODINS_POWER])
  5951. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  5952. if (sc->data[SC_FLASHCOMBO])
  5953. watk += sc->data[SC_FLASHCOMBO]->val2;
  5954. if (sc->data[SC_CATNIPPOWDER])
  5955. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5956. if (sc->data[SC_CHATTERING])
  5957. watk += sc->data[SC_CHATTERING]->val2;
  5958. if (sc->data[SC_SUNSTANCE])
  5959. watk += watk * sc->data[SC_SUNSTANCE]->val2 / 100;
  5960. if (sc->data[SC_SOULFALCON])
  5961. watk += sc->data[SC_SOULFALCON]->val2;
  5962. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  5963. }
  5964. #ifdef RENEWAL
  5965. /**
  5966. * Adds equip magic attack modifications based on status changes [RENEWAL]
  5967. * @param bl: Object to change matk [PC]
  5968. * @param sc: Object's status change information
  5969. * @param matk: Initial matk
  5970. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5971. */
  5972. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  5973. {
  5974. if (!sc || !sc->count)
  5975. return cap_value(matk,0,USHRT_MAX);
  5976. if (sc->data[SC_IMPOSITIO])
  5977. matk += sc->data[SC_IMPOSITIO]->val2;
  5978. if (sc->data[SC_MATKPOTION])
  5979. matk += sc->data[SC_MATKPOTION]->val1;
  5980. if (sc->data[SC_MATKFOOD])
  5981. matk += sc->data[SC_MATKFOOD]->val1;
  5982. if(sc->data[SC_MANA_PLUS])
  5983. matk += sc->data[SC_MANA_PLUS]->val1;
  5984. if(sc->data[SC_COOLER_OPTION])
  5985. matk += sc->data[SC_COOLER_OPTION]->val2;
  5986. if(sc->data[SC_AQUAPLAY_OPTION])
  5987. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5988. if(sc->data[SC_CHILLY_AIR_OPTION])
  5989. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5990. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5991. matk += 50;
  5992. if(sc->data[SC_ODINS_POWER])
  5993. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5994. if(sc->data[SC_MOONLITSERENADE])
  5995. matk += sc->data[SC_MOONLITSERENADE]->val3;
  5996. if(sc->data[SC_IZAYOI])
  5997. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5998. if(sc->data[SC_ZANGETSU])
  5999. matk += sc->data[SC_ZANGETSU]->val3;
  6000. if(sc->data[SC_QUEST_BUFF1])
  6001. matk += sc->data[SC_QUEST_BUFF1]->val1;
  6002. if(sc->data[SC_QUEST_BUFF2])
  6003. matk += sc->data[SC_QUEST_BUFF2]->val1;
  6004. if(sc->data[SC_QUEST_BUFF3])
  6005. matk += sc->data[SC_QUEST_BUFF3]->val1;
  6006. if(sc->data[SC_MTF_MATK2])
  6007. matk += sc->data[SC_MTF_MATK2]->val1;
  6008. if(sc->data[SC_2011RWC_SCROLL])
  6009. matk += 30;
  6010. if (sc->data[SC_CATNIPPOWDER])
  6011. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  6012. if (sc->data[SC_CHATTERING])
  6013. matk += sc->data[SC_CHATTERING]->val2;
  6014. if (sc->data[SC_DORAM_MATK])
  6015. matk += sc->data[SC_DORAM_MATK]->val1;
  6016. if (sc->data[SC_SOULFAIRY])
  6017. matk += sc->data[SC_SOULFAIRY]->val2;
  6018. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6019. }
  6020. #endif
  6021. /**
  6022. * Adds magic attack modifications based on status changes
  6023. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6024. * @param sc: Object's status change information
  6025. * @param matk: Initial matk
  6026. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6027. */
  6028. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  6029. {
  6030. if(!sc || !sc->count)
  6031. return cap_value(matk,0,USHRT_MAX);
  6032. #ifndef RENEWAL
  6033. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6034. if (sc->data[SC_MATKPOTION])
  6035. matk += sc->data[SC_MATKPOTION]->val1;
  6036. if (sc->data[SC_MATKFOOD])
  6037. matk += sc->data[SC_MATKFOOD]->val1;
  6038. if (sc->data[SC_MANA_PLUS])
  6039. matk += sc->data[SC_MANA_PLUS]->val1;
  6040. if (sc->data[SC_AQUAPLAY_OPTION])
  6041. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  6042. if (sc->data[SC_CHILLY_AIR_OPTION])
  6043. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  6044. if (sc->data[SC_COOLER_OPTION])
  6045. matk += sc->data[SC_COOLER_OPTION]->val2;
  6046. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  6047. matk += 50;
  6048. if (sc->data[SC_ODINS_POWER])
  6049. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  6050. if (sc->data[SC_IZAYOI])
  6051. matk += 25 * sc->data[SC_IZAYOI]->val1;
  6052. if (sc->data[SC_MTF_MATK2])
  6053. matk += sc->data[SC_MTF_MATK2]->val1;
  6054. if (sc->data[SC_2011RWC_SCROLL])
  6055. matk += 30;
  6056. #endif
  6057. if (sc->data[SC_ZANGETSU])
  6058. matk += sc->data[SC_ZANGETSU]->val3;
  6059. if (sc->data[SC_QUEST_BUFF1])
  6060. matk += sc->data[SC_QUEST_BUFF1]->val1;
  6061. if (sc->data[SC_QUEST_BUFF2])
  6062. matk += sc->data[SC_QUEST_BUFF2]->val1;
  6063. if (sc->data[SC_QUEST_BUFF3])
  6064. matk += sc->data[SC_QUEST_BUFF3]->val1;
  6065. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  6066. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  6067. if (sc->data[SC_MINDBREAKER])
  6068. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  6069. if (sc->data[SC_INCMATKRATE])
  6070. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  6071. if (sc->data[SC_MOONLITSERENADE])
  6072. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  6073. if (sc->data[SC_MTF_MATK])
  6074. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  6075. if(sc->data[SC_2011RWC_SCROLL])
  6076. matk += 30;
  6077. if (sc->data[SC_SHRIMP])
  6078. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  6079. if (sc->data[SC_VOLCANO])
  6080. matk += sc->data[SC_VOLCANO]->val2;
  6081. #ifdef RENEWAL
  6082. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_MATKRATE)
  6083. matk += matk * 20 / 100;
  6084. #endif
  6085. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6086. }
  6087. /**
  6088. * Adds critical modifications based on status changes
  6089. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6090. * @param sc: Object's status change information
  6091. * @param critical: Initial critical
  6092. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6093. */
  6094. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  6095. {
  6096. if(!sc || !sc->count)
  6097. return cap_value(critical,10,SHRT_MAX);
  6098. if (sc->data[SC_INCCRI])
  6099. critical += sc->data[SC_INCCRI]->val2;
  6100. if (sc->data[SC_CRIFOOD])
  6101. critical += sc->data[SC_CRIFOOD]->val1;
  6102. if (sc->data[SC_EXPLOSIONSPIRITS])
  6103. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  6104. if (sc->data[SC_FORTUNE])
  6105. critical += sc->data[SC_FORTUNE]->val2;
  6106. if (sc->data[SC_TRUESIGHT])
  6107. critical += sc->data[SC_TRUESIGHT]->val2;
  6108. if (sc->data[SC_CLOAKING])
  6109. critical += critical;
  6110. if (sc->data[SC_STRIKING])
  6111. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  6112. #ifdef RENEWAL
  6113. if (sc->data[SC_SPEARQUICKEN])
  6114. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  6115. if (sc->data[SC_TWOHANDQUICKEN])
  6116. critical += (2 + sc->data[SC_TWOHANDQUICKEN]->val1) * 10;
  6117. #endif
  6118. if (sc->data[SC__INVISIBILITY])
  6119. critical += sc->data[SC__INVISIBILITY]->val3 * 10;
  6120. if (sc->data[SC__UNLUCKY])
  6121. critical -= sc->data[SC__UNLUCKY]->val2;
  6122. if (sc->data[SC_SOULSHADOW])
  6123. critical += 10 * sc->data[SC_SOULSHADOW]->val3;
  6124. if(sc->data[SC_BEYONDOFWARCRY])
  6125. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  6126. return (short)cap_value(critical,10,SHRT_MAX);
  6127. }
  6128. /**
  6129. * Adds hit modifications based on status changes
  6130. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6131. * @param sc: Object's status change information
  6132. * @param hit: Initial hit
  6133. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6134. */
  6135. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  6136. {
  6137. if(!sc || !sc->count)
  6138. return cap_value(hit,1,SHRT_MAX);
  6139. if(sc->data[SC_INCHIT])
  6140. hit += sc->data[SC_INCHIT]->val1;
  6141. if(sc->data[SC_HITFOOD])
  6142. hit += sc->data[SC_HITFOOD]->val1;
  6143. if(sc->data[SC_TRUESIGHT])
  6144. hit += sc->data[SC_TRUESIGHT]->val3;
  6145. if(sc->data[SC_HUMMING])
  6146. hit += sc->data[SC_HUMMING]->val2;
  6147. if(sc->data[SC_CONCENTRATION])
  6148. hit += sc->data[SC_CONCENTRATION]->val3;
  6149. if(sc->data[SC_INSPIRATION])
  6150. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  6151. if(sc->data[SC_ADJUSTMENT])
  6152. hit -= 30;
  6153. if(sc->data[SC_INCREASING])
  6154. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6155. if(sc->data[SC_MERC_HITUP])
  6156. hit += sc->data[SC_MERC_HITUP]->val2;
  6157. if(sc->data[SC_MTF_HITFLEE])
  6158. hit += sc->data[SC_MTF_HITFLEE]->val1;
  6159. if(sc->data[SC_INCHITRATE])
  6160. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  6161. if(sc->data[SC_BLIND])
  6162. hit -= hit * 25/100;
  6163. if(sc->data[SC_HEAT_BARREL])
  6164. hit -= sc->data[SC_HEAT_BARREL]->val4;
  6165. if(sc->data[SC__GROOMY])
  6166. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  6167. if(sc->data[SC_FEAR])
  6168. hit -= hit * 20 / 100;
  6169. if (sc->data[SC_ASH])
  6170. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  6171. if (sc->data[SC_TEARGAS])
  6172. hit -= hit * 50 / 100;
  6173. if(sc->data[SC_ILLUSIONDOPING])
  6174. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  6175. if (sc->data[SC_MTF_ASPD])
  6176. hit += sc->data[SC_MTF_ASPD]->val2;
  6177. #ifdef RENEWAL
  6178. if (sc->data[SC_BLESSING])
  6179. hit += sc->data[SC_BLESSING]->val1 * 2;
  6180. if (sc->data[SC_TWOHANDQUICKEN])
  6181. hit += sc->data[SC_TWOHANDQUICKEN]->val1 * 2;
  6182. if (sc->data[SC_ADRENALINE])
  6183. hit += sc->data[SC_ADRENALINE]->val1 * 3 + 5;
  6184. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HIT)
  6185. hit += 50;
  6186. #endif
  6187. if (sc->data[SC_SOULFALCON])
  6188. hit += sc->data[SC_SOULFALCON]->val3;
  6189. if (sc->data[SC_SATURDAYNIGHTFEVER])
  6190. hit -= 50 + 50 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  6191. return (short)cap_value(hit,1,SHRT_MAX);
  6192. }
  6193. /**
  6194. * Adds flee modifications based on status changes
  6195. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6196. * @param sc: Object's status change information
  6197. * @param flee: Initial flee
  6198. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6199. */
  6200. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  6201. {
  6202. if( bl->type == BL_PC ) {
  6203. struct map_data *mapdata = map_getmapdata(bl->m);
  6204. if( mapdata_flag_gvg(mapdata) )
  6205. flee -= flee * battle_config.gvg_flee_penalty/100;
  6206. else if( mapdata->flag[MF_BATTLEGROUND] )
  6207. flee -= flee * battle_config.bg_flee_penalty/100;
  6208. }
  6209. if(!sc || !sc->count)
  6210. return cap_value(flee,1,SHRT_MAX);
  6211. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  6212. return sc->data[SC_OVERED_BOOST]->val2;
  6213. // Fixed value
  6214. if(sc->data[SC_INCFLEE])
  6215. flee += sc->data[SC_INCFLEE]->val1;
  6216. if(sc->data[SC_FLEEFOOD])
  6217. flee += sc->data[SC_FLEEFOOD]->val1;
  6218. if(sc->data[SC_WHISTLE])
  6219. flee += sc->data[SC_WHISTLE]->val2;
  6220. if(sc->data[SC_WINDWALK])
  6221. flee += sc->data[SC_WINDWALK]->val2;
  6222. if(sc->data[SC_VIOLENTGALE])
  6223. flee += sc->data[SC_VIOLENTGALE]->val2;
  6224. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  6225. flee += sc->data[SC_MOON_COMFORT]->val2;
  6226. if(sc->data[SC_CLOSECONFINE])
  6227. flee += 10;
  6228. if (sc->data[SC_ANGRIFFS_MODUS])
  6229. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  6230. if(sc->data[SC_ADJUSTMENT])
  6231. flee += 30;
  6232. if(sc->data[SC_SPEED])
  6233. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  6234. if(sc->data[SC_GATLINGFEVER])
  6235. flee -= sc->data[SC_GATLINGFEVER]->val4;
  6236. if(sc->data[SC_PARTYFLEE])
  6237. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  6238. if(sc->data[SC_MERC_FLEEUP])
  6239. flee += sc->data[SC_MERC_FLEEUP]->val2;
  6240. if( sc->data[SC_HALLUCINATIONWALK] )
  6241. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  6242. if(sc->data[SC_MTF_HITFLEE])
  6243. flee += sc->data[SC_MTF_HITFLEE]->val2;
  6244. if( sc->data[SC_WATER_BARRIER] )
  6245. flee -= sc->data[SC_WATER_BARRIER]->val2;
  6246. if( sc->data[SC_C_MARKER] )
  6247. flee -= sc->data[SC_C_MARKER]->val3;
  6248. #ifdef RENEWAL
  6249. if( sc->data[SC_SPEARQUICKEN] )
  6250. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  6251. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_FLEE)
  6252. flee += 50;
  6253. #endif
  6254. // Rate value
  6255. if(sc->data[SC_INCFLEERATE])
  6256. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  6257. if(sc->data[SC_SPIDERWEB])
  6258. flee -= flee * 50/100;
  6259. if(sc->data[SC_BERSERK])
  6260. flee -= flee * 50/100;
  6261. if(sc->data[SC_BLIND])
  6262. flee -= flee * 25/100;
  6263. if(sc->data[SC_FEAR])
  6264. flee -= flee * 20 / 100;
  6265. if(sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
  6266. flee -= flee * 10 / 100;
  6267. if(sc->data[SC_INFRAREDSCAN])
  6268. flee -= flee * 30 / 100;
  6269. if( sc->data[SC__LAZINESS] )
  6270. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  6271. if( sc->data[SC_GLOOMYDAY] )
  6272. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  6273. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  6274. flee -= 20 + 30 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  6275. if( sc->data[SC_WIND_STEP_OPTION] )
  6276. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  6277. if( sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2] )
  6278. flee -= flee * 50 / 100;
  6279. if( sc->data[SC_ZEPHYR] )
  6280. flee += sc->data[SC_ZEPHYR]->val2;
  6281. if(sc->data[SC_ASH])
  6282. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  6283. if (sc->data[SC_GOLDENE_FERSE])
  6284. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  6285. if (sc->data[SC_SMOKEPOWDER])
  6286. flee += flee * 20 / 100;
  6287. if (sc->data[SC_TEARGAS])
  6288. flee -= flee * 50 / 100;
  6289. //if( sc->data[SC_C_MARKER] )
  6290. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  6291. if (sc->data[SC_GROOMING])
  6292. flee += sc->data[SC_GROOMING]->val2;
  6293. return (short)cap_value(flee,1,SHRT_MAX);
  6294. }
  6295. /**
  6296. * Adds perfect flee modifications based on status changes
  6297. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6298. * @param sc: Object's status change information
  6299. * @param flee2: Initial flee2
  6300. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6301. */
  6302. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  6303. {
  6304. if(!sc || !sc->count)
  6305. return cap_value(flee2,10,SHRT_MAX);
  6306. if(sc->data[SC_INCFLEE2])
  6307. flee2 += sc->data[SC_INCFLEE2]->val2;
  6308. if(sc->data[SC_WHISTLE])
  6309. flee2 += sc->data[SC_WHISTLE]->val3*10;
  6310. if(sc->data[SC__UNLUCKY])
  6311. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  6312. if (sc->data[SC_HISS])
  6313. flee2 += sc->data[SC_HISS]->val2*10;
  6314. if (sc->data[SC_DORAM_FLEE2])
  6315. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  6316. return (short)cap_value(flee2,10,SHRT_MAX);
  6317. }
  6318. /**
  6319. * Adds defense (left-side) modifications based on status changes
  6320. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6321. * @param sc: Object's status change information
  6322. * @param def: Initial def
  6323. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6324. */
  6325. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  6326. {
  6327. if(!sc || !sc->count)
  6328. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6329. if(sc->data[SC_BERSERK])
  6330. return 0;
  6331. if(sc->data[SC_BARRIER])
  6332. return 100;
  6333. if(sc->data[SC_KEEPING])
  6334. return 90;
  6335. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6336. if(sc->data[SC_STEELBODY])
  6337. return 90;
  6338. #endif
  6339. if (sc->data[SC_NYANGGRASS]) {
  6340. if (bl->type == BL_PC)
  6341. return 0;
  6342. else
  6343. return def >>= 1;
  6344. }
  6345. if(sc->data[SC_DEFSET])
  6346. return sc->data[SC_DEFSET]->val1;
  6347. if(sc->data[SC_DRUMBATTLE])
  6348. def += sc->data[SC_DRUMBATTLE]->val3;
  6349. #ifdef RENEWAL
  6350. if (sc->data[SC_ASSUMPTIO])
  6351. def += sc->data[SC_ASSUMPTIO]->val1 * 50;
  6352. #else
  6353. if(sc->data[SC_DEFENCE])
  6354. def += sc->data[SC_DEFENCE]->val2;
  6355. #endif
  6356. if(sc->data[SC_INCDEFRATE])
  6357. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  6358. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  6359. def += 50;
  6360. if(sc->data[SC_ODINS_POWER])
  6361. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6362. if( sc->data[SC_ANGRIFFS_MODUS] )
  6363. def -= 20 + 10 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  6364. if(sc->data[SC_STONEHARDSKIN])
  6365. def += sc->data[SC_STONEHARDSKIN]->val1;
  6366. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6367. def >>=1;
  6368. if(sc->data[SC_FREEZE])
  6369. def >>=1;
  6370. if(sc->data[SC_SIGNUMCRUCIS])
  6371. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  6372. if(sc->data[SC_CONCENTRATION])
  6373. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  6374. if(sc->data[SC_SKE])
  6375. def >>=1;
  6376. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6377. def -= def * sc->data[SC_PROVOKE]->val4/100;
  6378. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6379. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  6380. if (sc->data[SC_FLING])
  6381. def -= def * (sc->data[SC_FLING]->val2)/100;
  6382. if( sc->data[SC_FREEZING] )
  6383. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6384. if( sc->data[SC_ANALYZE] )
  6385. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6386. if( sc->data[SC_NEUTRALBARRIER] )
  6387. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6388. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  6389. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  6390. if( sc->data[SC_PRESTIGE] )
  6391. def += sc->data[SC_PRESTIGE]->val3;
  6392. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  6393. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  6394. if( sc->data[SC_ECHOSONG] )
  6395. def += sc->data[SC_ECHOSONG]->val3;
  6396. if( sc->data[SC_EARTHDRIVE] )
  6397. def -= def * 25 / 100;
  6398. if( sc->data[SC_CAMOUFLAGE] )
  6399. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6400. if( sc->data[SC_SOLID_SKIN_OPTION] )
  6401. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  6402. if( sc->data[SC_ROCK_CRUSHER] )
  6403. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  6404. if( sc->data[SC_POWER_OF_GAIA] )
  6405. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  6406. if(sc->data[SC_ASH])
  6407. def -= def * sc->data[SC_ASH]->val3/100;
  6408. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  6409. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  6410. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6411. def += sc->data[SC_GLASTHEIM_ITEMDEF]->val1;
  6412. if (sc->data[SC_SOULGOLEM])
  6413. def += sc->data[SC_SOULGOLEM]->val2;
  6414. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6415. }
  6416. /**
  6417. * Adds defense (right-side) modifications based on status changes
  6418. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6419. * @param sc: Object's status change information
  6420. * @param def2: Initial def2
  6421. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6422. */
  6423. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  6424. {
  6425. if(!sc || !sc->count)
  6426. #ifdef RENEWAL
  6427. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6428. #else
  6429. return (short)cap_value(def2,1,SHRT_MAX);
  6430. #endif
  6431. if(sc->data[SC_BERSERK])
  6432. return 0;
  6433. if(sc->data[SC_ETERNALCHAOS])
  6434. return 0;
  6435. if(sc->data[SC_DEFSET])
  6436. return sc->data[SC_DEFSET]->val1;
  6437. if(sc->data[SC_SUN_COMFORT])
  6438. def2 += sc->data[SC_SUN_COMFORT]->val2;
  6439. #ifdef RENEWAL
  6440. if (sc->data[SC_SKA])
  6441. def2 += 80;
  6442. #endif
  6443. if(sc->data[SC_ANGELUS])
  6444. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6445. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  6446. #else
  6447. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  6448. if(sc->data[SC_CONCENTRATION])
  6449. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  6450. #endif
  6451. if(sc->data[SC_POISON])
  6452. def2 -= def2 * 25/100;
  6453. if(sc->data[SC_DPOISON])
  6454. def2 -= def2 * 25/100;
  6455. if(sc->data[SC_SKE])
  6456. def2 -= def2 * 50/100;
  6457. if(sc->data[SC_PROVOKE])
  6458. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  6459. if(sc->data[SC_JOINTBEAT])
  6460. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6461. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6462. if(sc->data[SC_FLING])
  6463. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  6464. if(sc->data[SC_ANALYZE])
  6465. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6466. if(sc->data[SC_ASH])
  6467. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  6468. if (sc->data[SC_PARALYSIS])
  6469. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  6470. if(sc->data[SC_EQC])
  6471. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  6472. if( sc->data[SC_CAMOUFLAGE] )
  6473. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6474. #ifdef RENEWAL
  6475. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6476. #else
  6477. return (short)cap_value(def2,1,SHRT_MAX);
  6478. #endif
  6479. }
  6480. /**
  6481. * Adds magic defense (left-side) modifications based on status changes
  6482. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6483. * @param sc: Object's status change information
  6484. * @param mdef: Initial mdef
  6485. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6486. */
  6487. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  6488. {
  6489. if(!sc || !sc->count)
  6490. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6491. if(sc->data[SC_BERSERK])
  6492. return 0;
  6493. if(sc->data[SC_BARRIER])
  6494. return 100;
  6495. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6496. if(sc->data[SC_STEELBODY])
  6497. return 90;
  6498. #endif
  6499. if (sc->data[SC_NYANGGRASS]) {
  6500. if (bl->type == BL_PC)
  6501. return 0;
  6502. else
  6503. return mdef >>= 1;
  6504. }
  6505. if(sc->data[SC_MDEFSET])
  6506. return sc->data[SC_MDEFSET]->val1;
  6507. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  6508. mdef += 50;
  6509. if(sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val3) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  6510. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  6511. if(sc->data[SC_STONEHARDSKIN])
  6512. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  6513. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6514. mdef += 25 * mdef / 100;
  6515. if(sc->data[SC_FREEZE])
  6516. mdef += 25 * mdef / 100;
  6517. if(sc->data[SC_BURNING])
  6518. mdef -= 25 * mdef / 100;
  6519. if( sc->data[SC_NEUTRALBARRIER] )
  6520. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6521. if(sc->data[SC_ANALYZE])
  6522. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  6523. if(sc->data[SC_SYMPHONYOFLOVER])
  6524. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  6525. if (sc->data[SC_ODINS_POWER])
  6526. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6527. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6528. mdef += sc->data[SC_GLASTHEIM_ITEMDEF]->val2;
  6529. if (sc->data[SC_SOULGOLEM])
  6530. mdef += sc->data[SC_SOULGOLEM]->val3;
  6531. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6532. }
  6533. /**
  6534. * Adds magic defense (right-side) modifications based on status changes
  6535. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6536. * @param sc: Object's status change information
  6537. * @param mdef2: Initial mdef2
  6538. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6539. */
  6540. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  6541. {
  6542. if(!sc || !sc->count)
  6543. #ifdef RENEWAL
  6544. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6545. #else
  6546. return (short)cap_value(mdef2,1,SHRT_MAX);
  6547. #endif
  6548. if(sc->data[SC_BERSERK])
  6549. return 0;
  6550. if(sc->data[SC_SKA])
  6551. return 90;
  6552. if(sc->data[SC_MDEFSET])
  6553. return sc->data[SC_MDEFSET]->val1;
  6554. if(sc->data[SC_MINDBREAKER])
  6555. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  6556. if(sc->data[SC_BURNING])
  6557. mdef2 -= mdef2 * 25 / 100;
  6558. if(sc->data[SC_ANALYZE])
  6559. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6560. #ifdef RENEWAL
  6561. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6562. #else
  6563. return (short)cap_value(mdef2,1,SHRT_MAX);
  6564. #endif
  6565. }
  6566. /**
  6567. * Adds speed modifications based on status changes
  6568. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6569. * @param sc: Object's status change information
  6570. * @param speed: Initial speed
  6571. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6572. */
  6573. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  6574. {
  6575. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6576. int speed_rate = 100;
  6577. if (sc == NULL || (sd && sd->state.permanent_speed))
  6578. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6579. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6580. int val = 0;
  6581. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6582. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6583. else
  6584. val -= 25;
  6585. if (sc->data[SC_ACCELERATION])
  6586. val -= 25;
  6587. speed += speed * val / 100;
  6588. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6589. }
  6590. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6591. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6592. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6593. else
  6594. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6595. } else {
  6596. int val = 0;
  6597. // GetMoveHasteValue2()
  6598. if( sc->data[SC_FUSION] )
  6599. val = 25;
  6600. else if( sd ) {
  6601. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6602. val = 25; // Same bonus
  6603. else if( pc_isridingwug(sd) )
  6604. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6605. else if( sc->data[SC_ALL_RIDING] )
  6606. val = battle_config.rental_mount_speed_boost;
  6607. }
  6608. speed_rate -= val;
  6609. // GetMoveSlowValue()
  6610. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6611. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6612. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  6613. val = sc->data[SC_CHASEWALK]->val3;
  6614. else {
  6615. val = 0;
  6616. // Longing for Freedom/Special Singer cancels song/dance penalty
  6617. #ifdef RENEWAL
  6618. if (sc->data[SC_ENSEMBLEFATIGUE])
  6619. val = max(val, sc->data[SC_ENSEMBLEFATIGUE]->val2);
  6620. #else
  6621. if( sc->data[SC_LONGING] )
  6622. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  6623. #endif
  6624. else
  6625. if( sd && sc->data[SC_DANCING] )
  6626. 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)) );
  6627. if( sc->data[SC_DECREASEAGI] )
  6628. val = max( val, 25 );
  6629. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  6630. val = max( val, 50 );
  6631. if( sc->data[SC_DONTFORGETME] )
  6632. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  6633. if( sc->data[SC_CURSE] )
  6634. val = max( val, 300 );
  6635. if( sc->data[SC_CHASEWALK] )
  6636. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  6637. if( sc->data[SC_WEDDING] )
  6638. val = max( val, 100 );
  6639. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6640. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  6641. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  6642. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  6643. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  6644. val = max( val, 75 );
  6645. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  6646. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  6647. if( sc->data[SC_GATLINGFEVER] )
  6648. val = max( val, 100 );
  6649. if( sc->data[SC_SUITON] )
  6650. val = max( val, sc->data[SC_SUITON]->val3 );
  6651. if( sc->data[SC_SWOO] )
  6652. val = max( val, 300 );
  6653. if( sc->data[SC_SKA] )
  6654. val = max( val, 25 );
  6655. if( sc->data[SC_FREEZING] )
  6656. val = max( val, 30 );
  6657. if( sc->data[SC_MARSHOFABYSS] )
  6658. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  6659. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6660. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6661. if( sc->data[SC_STEALTHFIELD] )
  6662. val = max( val, 20 );
  6663. if( sc->data[SC__LAZINESS] )
  6664. val = max( val, 25 );
  6665. if( sc->data[SC_BANDING_DEFENCE] )
  6666. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  6667. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6668. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6669. if( sc->data[SC_POWER_OF_GAIA] )
  6670. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6671. if( sc->data[SC_MELON_BOMB] )
  6672. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6673. if( sc->data[SC_REBOUND] )
  6674. val = max( val, 25 );
  6675. if( sc->data[SC_B_TRAP] )
  6676. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6677. if (sc->data[SC_CATNIPPOWDER])
  6678. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6679. if (sc->data[SC_SP_SHA])
  6680. val = max(val, sc->data[SC_SP_SHA]->val2);
  6681. if (sc->data[SC_CREATINGSTAR])
  6682. val = max(val, 90);
  6683. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6684. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6685. }
  6686. speed_rate += val;
  6687. val = 0;
  6688. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6689. speed_rate = 150;
  6690. // GetMoveHasteValue1()
  6691. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6692. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6693. if( sc->data[SC_INCREASEAGI] )
  6694. val = max( val, 25 );
  6695. if( sc->data[SC_WINDWALK] )
  6696. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  6697. if( sc->data[SC_CARTBOOST] )
  6698. val = max( val, 20 );
  6699. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6700. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6701. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  6702. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  6703. if( sc->data[SC_BERSERK] )
  6704. val = max( val, 25 );
  6705. if( sc->data[SC_RUN] )
  6706. val = max( val, 55 );
  6707. if( sc->data[SC_AVOID] )
  6708. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  6709. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  6710. val = max( val, 75 );
  6711. if( sc->data[SC_CLOAKINGEXCEED] )
  6712. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  6713. if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 0)
  6714. val = max(val, 50);
  6715. if( sc->data[SC_HOVERING] )
  6716. val = max( val, 10 );
  6717. if( sc->data[SC_GN_CARTBOOST] )
  6718. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  6719. if( sc->data[SC_SWINGDANCE] )
  6720. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  6721. if( sc->data[SC_WIND_STEP_OPTION] )
  6722. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  6723. if( sc->data[SC_FULL_THROTTLE] )
  6724. val = max( val, 25 );
  6725. if (sc->data[SC_ARCLOUSEDASH])
  6726. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  6727. if( sc->data[SC_DORAM_WALKSPEED] )
  6728. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  6729. if (sc->data[SC_RUSHWINDMILL])
  6730. val = max(val, 25); // !TODO: Confirm bonus movement speed
  6731. // !FIXME: official items use a single bonus for this [ultramage]
  6732. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  6733. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  6734. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  6735. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  6736. speed_rate -= val;
  6737. if( speed_rate < 40 )
  6738. speed_rate = 40;
  6739. }
  6740. // GetSpeed()
  6741. if( sd && pc_iscarton(sd) )
  6742. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  6743. if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
  6744. speed += speed * 50 / 100;
  6745. if( speed_rate != 100 )
  6746. speed = speed * speed_rate / 100;
  6747. if( sc->data[SC_STEELBODY] )
  6748. speed = 200;
  6749. if( sc->data[SC_DEFENDER] )
  6750. speed = max(speed, 200);
  6751. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  6752. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  6753. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6754. }
  6755. #ifdef RENEWAL_ASPD
  6756. /**
  6757. * Renewal attack speed modifiers based on status changes
  6758. * This function only affects RENEWAL players and comes after base calculation
  6759. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6760. * @param sc: Object's status change information
  6761. * @param fixed: True - fixed value [malufett]
  6762. * False - percentage value
  6763. * @return modified aspd
  6764. */
  6765. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  6766. {
  6767. int bonus = 0;
  6768. if (!sc || !sc->count)
  6769. return 0;
  6770. if (fixed) {
  6771. enum sc_type sc_val;
  6772. if (!sc->data[SC_QUAGMIRE]) {
  6773. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  6774. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  6775. bonus = 7;
  6776. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  6777. bonus = 6;
  6778. else if (bonus < 5 && sc->data[SC_FLEET])
  6779. bonus = 5;
  6780. }
  6781. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  6782. if (bl->type != BL_PC)
  6783. bonus += sc->data[SC_ASSNCROS]->val2;
  6784. else {
  6785. switch(((TBL_PC*)bl)->status.weapon) {
  6786. case W_BOW:
  6787. case W_REVOLVER:
  6788. case W_RIFLE:
  6789. case W_GATLING:
  6790. case W_SHOTGUN:
  6791. case W_GRENADE:
  6792. break;
  6793. default:
  6794. bonus += sc->data[SC_ASSNCROS]->val2;
  6795. break;
  6796. }
  6797. }
  6798. }
  6799. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  6800. bonus = 20;
  6801. else if (bonus < 15 && sc->data[SC_BERSERK])
  6802. bonus = 15;
  6803. if (sc->data[sc_val = SC_ASPDPOTION3] || sc->data[sc_val = SC_ASPDPOTION2] || sc->data[sc_val = SC_ASPDPOTION1] || sc->data[sc_val = SC_ASPDPOTION0])
  6804. bonus += sc->data[sc_val]->val1;
  6805. if (sc->data[SC_ATTHASTE_CASH])
  6806. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  6807. } else {
  6808. if (sc->data[SC_DONTFORGETME])
  6809. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  6810. #ifdef RENEWAL
  6811. if (sc->data[SC_ENSEMBLEFATIGUE])
  6812. bonus -= sc->data[SC_ENSEMBLEFATIGUE]->val2 / 10;
  6813. #else
  6814. if (sc->data[SC_LONGING])
  6815. bonus -= sc->data[SC_LONGING]->val2 / 10;
  6816. #endif
  6817. if (sc->data[SC_STEELBODY])
  6818. bonus -= 25;
  6819. if (sc->data[SC_SKA])
  6820. bonus -= 25;
  6821. if (sc->data[SC_DEFENDER])
  6822. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  6823. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6824. bonus -= 75;
  6825. #ifndef RENEWAL
  6826. if (sc->data[SC_GRAVITATION])
  6827. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  6828. #endif
  6829. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  6830. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  6831. bonus -= 25;
  6832. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  6833. bonus -= 10;
  6834. }
  6835. if (sc->data[SC_FREEZING])
  6836. bonus -= 30;
  6837. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  6838. bonus -= 50;
  6839. if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
  6840. bonus -= 10;
  6841. if (sc->data[SC__BODYPAINT])
  6842. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  6843. if (sc->data[SC__INVISIBILITY])
  6844. bonus -= sc->data[SC__INVISIBILITY]->val2;
  6845. if (sc->data[SC__GROOMY])
  6846. bonus -= sc->data[SC__GROOMY]->val2;
  6847. if (sc->data[SC_SWINGDANCE])
  6848. bonus += sc->data[SC_SWINGDANCE]->val3;
  6849. if (sc->data[SC_DANCEWITHWUG])
  6850. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  6851. if (sc->data[SC_GLOOMYDAY])
  6852. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  6853. if (sc->data[SC_EARTHDRIVE])
  6854. bonus -= 25;
  6855. if (sc->data[SC_GT_CHANGE])
  6856. bonus += sc->data[SC_GT_CHANGE]->val3;
  6857. if (sc->data[SC_MELON_BOMB])
  6858. bonus -= sc->data[SC_MELON_BOMB]->val3;
  6859. if (sc->data[SC_PAIN_KILLER])
  6860. bonus -= sc->data[SC_PAIN_KILLER]->val2;
  6861. if (sc->data[SC_BOOST500])
  6862. bonus += sc->data[SC_BOOST500]->val1;
  6863. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  6864. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  6865. if (sc->data[SC_GOLDENE_FERSE])
  6866. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  6867. if (sc->data[SC_INCASPDRATE])
  6868. bonus += sc->data[SC_INCASPDRATE]->val1;
  6869. if (sc->data[SC_GATLINGFEVER])
  6870. bonus += sc->data[SC_GATLINGFEVER]->val1;
  6871. if (sc->data[SC_STAR_COMFORT])
  6872. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  6873. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6874. bonus += 10;
  6875. if (sc->data[SC_INCREASEAGI])
  6876. bonus += sc->data[SC_INCREASEAGI]->val1;
  6877. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ASPDRATE)
  6878. bonus += 20;
  6879. if (sc->data[SC_STARSTANCE])
  6880. bonus += sc->data[SC_STARSTANCE]->val2;
  6881. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  6882. uint8 skill_lv;
  6883. if (sd && (skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  6884. bonus += skill_lv;
  6885. }
  6886. return bonus;
  6887. }
  6888. #endif
  6889. /**
  6890. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  6891. * A subtraction reduces the delay, meaning an increase in ASPD
  6892. * This comes after the percentage changes and is based on status changes
  6893. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6894. * @param sc: Object's status change information
  6895. * @param aspd: Object's current ASPD
  6896. * @return modified aspd
  6897. */
  6898. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  6899. {
  6900. if (!sc || !sc->count)
  6901. return cap_value(aspd, 0, 2000);
  6902. if (sc->data[SC_OVERED_BOOST])
  6903. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  6904. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  6905. aspd -= 50; // +5 ASPD
  6906. if (sc->data[SC_FIGHTINGSPIRIT])
  6907. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  6908. if (sc->data[SC_MTF_ASPD])
  6909. aspd -= sc->data[SC_MTF_ASPD]->val1;
  6910. if (sc->data[SC_MTF_ASPD2])
  6911. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  6912. if (sc->data[SC_SOULSHADOW])
  6913. aspd -= 10 * sc->data[SC_SOULSHADOW]->val2;
  6914. if (sc->data[SC_HEAT_BARREL])
  6915. aspd -= sc->data[SC_HEAT_BARREL]->val1 * 10;
  6916. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  6917. }
  6918. /**
  6919. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  6920. * Note: The scale of aspd_rate is 1000 = 100%
  6921. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  6922. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6923. * @param sc: Object's status change information
  6924. * @param aspd_rate: Object's current ASPD
  6925. * @return modified aspd_rate
  6926. */
  6927. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  6928. {
  6929. int i;
  6930. if(!sc || !sc->count)
  6931. return cap_value(aspd_rate,0,SHRT_MAX);
  6932. if( !sc->data[SC_QUAGMIRE] ) {
  6933. int max = 0;
  6934. if(sc->data[SC_STAR_COMFORT])
  6935. max = sc->data[SC_STAR_COMFORT]->val2;
  6936. if(sc->data[SC_TWOHANDQUICKEN] &&
  6937. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  6938. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  6939. if(sc->data[SC_ONEHAND] &&
  6940. max < sc->data[SC_ONEHAND]->val2)
  6941. max = sc->data[SC_ONEHAND]->val2;
  6942. if(sc->data[SC_MERC_QUICKEN] &&
  6943. max < sc->data[SC_MERC_QUICKEN]->val2)
  6944. max = sc->data[SC_MERC_QUICKEN]->val2;
  6945. if(sc->data[SC_ADRENALINE2] &&
  6946. max < sc->data[SC_ADRENALINE2]->val3)
  6947. max = sc->data[SC_ADRENALINE2]->val3;
  6948. if(sc->data[SC_ADRENALINE] &&
  6949. max < sc->data[SC_ADRENALINE]->val3)
  6950. max = sc->data[SC_ADRENALINE]->val3;
  6951. if(sc->data[SC_SPEARQUICKEN] &&
  6952. max < sc->data[SC_SPEARQUICKEN]->val2)
  6953. max = sc->data[SC_SPEARQUICKEN]->val2;
  6954. if(sc->data[SC_GATLINGFEVER] &&
  6955. max < sc->data[SC_GATLINGFEVER]->val2)
  6956. max = sc->data[SC_GATLINGFEVER]->val2;
  6957. if(sc->data[SC_FLEET] &&
  6958. max < sc->data[SC_FLEET]->val2)
  6959. max = sc->data[SC_FLEET]->val2;
  6960. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  6961. if (bl->type!=BL_PC)
  6962. max = sc->data[SC_ASSNCROS]->val2;
  6963. else
  6964. switch(((TBL_PC*)bl)->status.weapon) {
  6965. case W_BOW:
  6966. case W_REVOLVER:
  6967. case W_RIFLE:
  6968. case W_GATLING:
  6969. case W_SHOTGUN:
  6970. case W_GRENADE:
  6971. break;
  6972. default:
  6973. max = sc->data[SC_ASSNCROS]->val2;
  6974. }
  6975. }
  6976. aspd_rate -= max;
  6977. if(sc->data[SC_BERSERK])
  6978. aspd_rate -= 300;
  6979. else if(sc->data[SC_MADNESSCANCEL])
  6980. aspd_rate -= 200;
  6981. }
  6982. if( sc->data[i=SC_ASPDPOTION3] ||
  6983. sc->data[i=SC_ASPDPOTION2] ||
  6984. sc->data[i=SC_ASPDPOTION1] ||
  6985. sc->data[i=SC_ASPDPOTION0] )
  6986. aspd_rate -= sc->data[i]->val2;
  6987. if (sc->data[SC_ATTHASTE_CASH])
  6988. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  6989. if(sc->data[SC_DONTFORGETME])
  6990. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  6991. #ifdef RENEWAL
  6992. if (sc->data[SC_ENSEMBLEFATIGUE])
  6993. aspd_rate += sc->data[SC_ENSEMBLEFATIGUE]->val2;
  6994. #else
  6995. if(sc->data[SC_LONGING])
  6996. aspd_rate += sc->data[SC_LONGING]->val2;
  6997. #endif
  6998. if(sc->data[SC_STEELBODY])
  6999. aspd_rate += 250;
  7000. if(sc->data[SC_SKA])
  7001. aspd_rate += 250;
  7002. if(sc->data[SC_DEFENDER])
  7003. aspd_rate += sc->data[SC_DEFENDER]->val4;
  7004. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  7005. aspd_rate += 250;
  7006. #ifndef RENEWAL
  7007. if(sc->data[SC_GRAVITATION])
  7008. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  7009. #endif
  7010. if(sc->data[SC_JOINTBEAT]) {
  7011. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  7012. aspd_rate += 250;
  7013. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  7014. aspd_rate += 100;
  7015. }
  7016. if( sc->data[SC_FREEZING] )
  7017. aspd_rate += 300;
  7018. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  7019. aspd_rate += 500;
  7020. if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
  7021. aspd_rate += 100;
  7022. if( sc->data[SC__BODYPAINT] )
  7023. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  7024. if( sc->data[SC__INVISIBILITY] )
  7025. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  7026. if( sc->data[SC__GROOMY] )
  7027. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  7028. if( sc->data[SC_SWINGDANCE] )
  7029. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  7030. if( sc->data[SC_DANCEWITHWUG] )
  7031. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  7032. if( sc->data[SC_GLOOMYDAY] )
  7033. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  7034. if( sc->data[SC_EARTHDRIVE] )
  7035. aspd_rate += 250;
  7036. if( sc->data[SC_GT_CHANGE] )
  7037. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  7038. if( sc->data[SC_MELON_BOMB] )
  7039. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  7040. if( sc->data[SC_BOOST500] )
  7041. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  7042. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  7043. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  7044. if( sc->data[SC_INCASPDRATE] )
  7045. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  7046. if( sc->data[SC_PAIN_KILLER])
  7047. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  7048. if( sc->data[SC_GOLDENE_FERSE])
  7049. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  7050. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  7051. aspd_rate -= 100;
  7052. if (sc->data[SC_STARSTANCE])
  7053. aspd_rate -= 10 * sc->data[SC_STARSTANCE]->val2;
  7054. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7055. }
  7056. /**
  7057. * Modifies the damage delay time based on status changes
  7058. * The lower your delay, the quicker you can act after taking damage
  7059. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7060. * @param sc: Object's status change information
  7061. * @param dmotion: Object's current damage delay
  7062. * @return modified delay rate
  7063. */
  7064. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  7065. {
  7066. if( !sc || !sc->count || map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND) )
  7067. return cap_value(dmotion,0,USHRT_MAX);
  7068. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7069. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7070. return 0;
  7071. if (bl->type == BL_PC && ((TBL_PC *)bl)->special_state.no_walk_delay)
  7072. return 0;
  7073. if( sc->data[SC_ENDURE] || sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  7074. return 0;
  7075. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7076. }
  7077. /**
  7078. * Calculates a max HP based on status changes
  7079. * Values can either be percentages or fixed, based on how equations are formulated
  7080. * @param bl: Object's block_list data
  7081. * @param maxhp: Object's current max HP
  7082. * @return modified maxhp
  7083. */
  7084. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7085. {
  7086. int rate = 100;
  7087. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7088. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7089. maxhp = maxhp * rate / 100;
  7090. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7091. }
  7092. /**
  7093. * Calculates a max SP based on status changes
  7094. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7095. * @param bl: Object's block_list data
  7096. * @param maxsp: Object's current max SP
  7097. * @return modified maxsp
  7098. */
  7099. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7100. {
  7101. int rate = 100;
  7102. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7103. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7104. maxsp = maxsp * rate / 100;
  7105. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7106. }
  7107. /**
  7108. * Changes a player's element based on status changes
  7109. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7110. * @param sc: Object's status change information
  7111. * @param element: Object's current element
  7112. * @return new element
  7113. */
  7114. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  7115. {
  7116. if(!sc || !sc->count)
  7117. return cap_value(element, 0, UCHAR_MAX);
  7118. if(sc->data[SC_FREEZE])
  7119. return ELE_WATER;
  7120. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7121. return ELE_EARTH;
  7122. if(sc->data[SC_BENEDICTIO])
  7123. return ELE_HOLY;
  7124. if(sc->data[SC_CHANGEUNDEAD])
  7125. return ELE_UNDEAD;
  7126. if(sc->data[SC_ELEMENTALCHANGE])
  7127. return sc->data[SC_ELEMENTALCHANGE]->val2;
  7128. if(sc->data[SC_SHAPESHIFT])
  7129. return sc->data[SC_SHAPESHIFT]->val2;
  7130. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7131. }
  7132. /**
  7133. * Changes a player's element level based on status changes
  7134. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7135. * @param sc: Object's status change information
  7136. * @param lv: Object's current element level
  7137. * @return new element level
  7138. */
  7139. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  7140. {
  7141. if(!sc || !sc->count)
  7142. return cap_value(lv, 1, 4);
  7143. if(sc->data[SC_FREEZE])
  7144. return 1;
  7145. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7146. return 1;
  7147. if(sc->data[SC_BENEDICTIO])
  7148. return 1;
  7149. if(sc->data[SC_CHANGEUNDEAD])
  7150. return 1;
  7151. if(sc->data[SC_ELEMENTALCHANGE])
  7152. return sc->data[SC_ELEMENTALCHANGE]->val1;
  7153. if(sc->data[SC_SHAPESHIFT])
  7154. return 1;
  7155. if(sc->data[SC__INVISIBILITY])
  7156. return 1;
  7157. return (unsigned char)cap_value(lv,1,4);
  7158. }
  7159. /**
  7160. * Changes a player's attack element based on status changes
  7161. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7162. * @param sc: Object's status change information
  7163. * @param element: Object's current attack element
  7164. * @return new attack element
  7165. */
  7166. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  7167. {
  7168. if(!sc || !sc->count)
  7169. return cap_value(element, 0, UCHAR_MAX);
  7170. if(sc->data[SC_ENCHANTARMS])
  7171. return sc->data[SC_ENCHANTARMS]->val1;
  7172. if(sc->data[SC_WATERWEAPON]
  7173. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  7174. return ELE_WATER;
  7175. if(sc->data[SC_EARTHWEAPON]
  7176. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  7177. return ELE_EARTH;
  7178. if(sc->data[SC_FIREWEAPON]
  7179. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  7180. return ELE_FIRE;
  7181. if(sc->data[SC_WINDWEAPON]
  7182. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  7183. return ELE_WIND;
  7184. if(sc->data[SC_ENCPOISON])
  7185. return ELE_POISON;
  7186. if(sc->data[SC_ASPERSIO])
  7187. return ELE_HOLY;
  7188. if(sc->data[SC_SHADOWWEAPON])
  7189. return ELE_DARK;
  7190. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  7191. return ELE_GHOST;
  7192. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  7193. return ELE_WATER;
  7194. if(sc->data[SC_PYROCLASTIC])
  7195. return ELE_FIRE;
  7196. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7197. }
  7198. /**
  7199. * Changes the mode of an object
  7200. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7201. * @param sc: Object's status change data
  7202. * @param mode: Original mode
  7203. * @return mode with cap_value(mode, 0, INT_MAX)
  7204. */
  7205. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  7206. {
  7207. if(!sc || !sc->count)
  7208. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  7209. if(sc->data[SC_MODECHANGE]) {
  7210. if (sc->data[SC_MODECHANGE]->val2)
  7211. mode = static_cast<e_mode>((mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2); // Set mode
  7212. if (sc->data[SC_MODECHANGE]->val3)
  7213. mode = static_cast<e_mode>(mode|sc->data[SC_MODECHANGE]->val3); // Add mode
  7214. if (sc->data[SC_MODECHANGE]->val4)
  7215. mode = static_cast<e_mode>(mode&~sc->data[SC_MODECHANGE]->val4); // Del mode
  7216. }
  7217. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  7218. }
  7219. /**
  7220. * Changes the mode of a slave mob
  7221. * @param md: Slave mob whose mode to change
  7222. * @param mmd: Master of slave mob
  7223. */
  7224. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  7225. {
  7226. switch (battle_config.slaves_inherit_mode) {
  7227. case 1: //Always aggressive
  7228. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  7229. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7230. break;
  7231. case 2: //Always passive
  7232. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  7233. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7234. break;
  7235. case 4: // Overwrite with slave mode
  7236. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOM_WALK|MD_CANATTACK, 0, 0, 0);
  7237. break;
  7238. default: //Copy master
  7239. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  7240. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7241. else
  7242. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7243. break;
  7244. }
  7245. }
  7246. /**
  7247. * Gets the name of the given bl
  7248. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7249. * @return name or "Unknown" if any other bl->type than noted above
  7250. */
  7251. const char* status_get_name(struct block_list *bl)
  7252. {
  7253. nullpo_ret(bl);
  7254. switch (bl->type) {
  7255. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7256. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7257. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7258. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7259. //case BL_MER: // They only have database names which are global, not specific to GID.
  7260. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7261. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  7262. }
  7263. return "Unknown";
  7264. }
  7265. /**
  7266. * Gets the class/sprite id of the given bl
  7267. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7268. * @return class or 0 if any other bl->type than noted above
  7269. */
  7270. int status_get_class(struct block_list *bl)
  7271. {
  7272. nullpo_ret(bl);
  7273. switch( bl->type ) {
  7274. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7275. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7276. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7277. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7278. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7279. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7280. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7281. }
  7282. return 0;
  7283. }
  7284. /**
  7285. * Gets the base level of the given bl
  7286. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7287. * @return base level or 1 if any other bl->type than noted above
  7288. */
  7289. int status_get_lv(struct block_list *bl)
  7290. {
  7291. nullpo_ret(bl);
  7292. switch (bl->type) {
  7293. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7294. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7295. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7296. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7297. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7298. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7299. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7300. }
  7301. return 1;
  7302. }
  7303. /**
  7304. * Gets the regeneration info of the given bl
  7305. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  7306. * @return regen data or NULL if any other bl->type than noted above
  7307. */
  7308. struct regen_data *status_get_regen_data(struct block_list *bl)
  7309. {
  7310. nullpo_retr(NULL, bl);
  7311. switch (bl->type) {
  7312. case BL_PC: return &((TBL_PC*)bl)->regen;
  7313. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  7314. case BL_MER: return &((TBL_MER*)bl)->regen;
  7315. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  7316. default:
  7317. return NULL;
  7318. }
  7319. }
  7320. /**
  7321. * Gets the status data of the given bl
  7322. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7323. * @return status or "dummy_status" if any other bl->type than noted above
  7324. */
  7325. struct status_data *status_get_status_data(struct block_list *bl)
  7326. {
  7327. nullpo_retr(&dummy_status, bl);
  7328. switch (bl->type) {
  7329. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  7330. case BL_MOB: return &((TBL_MOB*)bl)->status;
  7331. case BL_PET: return &((TBL_PET*)bl)->status;
  7332. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  7333. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  7334. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  7335. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  7336. default:
  7337. return &dummy_status;
  7338. }
  7339. }
  7340. /**
  7341. * Gets the base status data of the given bl
  7342. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7343. * @return base_status or NULL if any other bl->type than noted above
  7344. */
  7345. struct status_data *status_get_base_status(struct block_list *bl)
  7346. {
  7347. nullpo_retr(NULL, bl);
  7348. switch (bl->type) {
  7349. case BL_PC: return &((TBL_PC*)bl)->base_status;
  7350. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  7351. case BL_PET: return &((TBL_PET*)bl)->db->status;
  7352. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  7353. case BL_MER: return &((TBL_MER*)bl)->base_status;
  7354. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  7355. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  7356. default:
  7357. return NULL;
  7358. }
  7359. }
  7360. /**
  7361. * Gets the defense of the given bl
  7362. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  7363. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  7364. */
  7365. defType status_get_def(struct block_list *bl)
  7366. {
  7367. struct unit_data *ud;
  7368. struct status_data *status = status_get_status_data(bl);
  7369. int def = status?status->def:0;
  7370. ud = unit_bl2ud(bl);
  7371. if (ud && ud->skilltimer != INVALID_TIMER)
  7372. def -= def * skill_get_castdef(ud->skill_id)/100;
  7373. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  7374. }
  7375. /**
  7376. * Gets the walking speed of the given bl
  7377. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7378. * @return speed
  7379. */
  7380. unsigned short status_get_speed(struct block_list *bl)
  7381. {
  7382. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  7383. return ((struct npc_data *)bl)->speed;
  7384. return status_get_status_data(bl)->speed;
  7385. }
  7386. /**
  7387. * Gets the party ID of the given bl
  7388. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  7389. * @return party ID
  7390. */
  7391. int status_get_party_id(struct block_list *bl)
  7392. {
  7393. nullpo_ret(bl);
  7394. switch (bl->type) {
  7395. case BL_PC:
  7396. return ((TBL_PC*)bl)->status.party_id;
  7397. case BL_PET:
  7398. if (((TBL_PET*)bl)->master)
  7399. return ((TBL_PET*)bl)->master->status.party_id;
  7400. break;
  7401. case BL_MOB: {
  7402. struct mob_data *md=(TBL_MOB*)bl;
  7403. if( md->master_id > 0 ) {
  7404. struct map_session_data *msd;
  7405. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7406. return msd->status.party_id;
  7407. return -md->master_id;
  7408. }
  7409. }
  7410. break;
  7411. case BL_HOM:
  7412. if (((TBL_HOM*)bl)->master)
  7413. return ((TBL_HOM*)bl)->master->status.party_id;
  7414. break;
  7415. case BL_MER:
  7416. if (((TBL_MER*)bl)->master)
  7417. return ((TBL_MER*)bl)->master->status.party_id;
  7418. break;
  7419. case BL_SKILL:
  7420. if (((TBL_SKILL*)bl)->group)
  7421. return ((TBL_SKILL*)bl)->group->party_id;
  7422. break;
  7423. case BL_ELEM:
  7424. if (((TBL_ELEM*)bl)->master)
  7425. return ((TBL_ELEM*)bl)->master->status.party_id;
  7426. break;
  7427. }
  7428. return 0;
  7429. }
  7430. /**
  7431. * Gets the guild ID of the given bl
  7432. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7433. * @return guild ID
  7434. */
  7435. int status_get_guild_id(struct block_list *bl)
  7436. {
  7437. nullpo_ret(bl);
  7438. switch (bl->type) {
  7439. case BL_PC:
  7440. return ((TBL_PC*)bl)->status.guild_id;
  7441. case BL_PET:
  7442. if (((TBL_PET*)bl)->master)
  7443. return ((TBL_PET*)bl)->master->status.guild_id;
  7444. break;
  7445. case BL_MOB:
  7446. {
  7447. struct map_session_data *msd;
  7448. struct mob_data *md = (struct mob_data *)bl;
  7449. if (md->guardian_data) // Guardian's guild [Skotlex]
  7450. return md->guardian_data->guild_id;
  7451. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7452. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  7453. }
  7454. break;
  7455. case BL_HOM:
  7456. if (((TBL_HOM*)bl)->master)
  7457. return ((TBL_HOM*)bl)->master->status.guild_id;
  7458. break;
  7459. case BL_MER:
  7460. if (((TBL_MER*)bl)->master)
  7461. return ((TBL_MER*)bl)->master->status.guild_id;
  7462. break;
  7463. case BL_NPC:
  7464. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  7465. return ((TBL_NPC*)bl)->u.scr.guild_id;
  7466. break;
  7467. case BL_SKILL:
  7468. if (((TBL_SKILL*)bl)->group)
  7469. return ((TBL_SKILL*)bl)->group->guild_id;
  7470. break;
  7471. case BL_ELEM:
  7472. if (((TBL_ELEM*)bl)->master)
  7473. return ((TBL_ELEM*)bl)->master->status.guild_id;
  7474. break;
  7475. }
  7476. return 0;
  7477. }
  7478. /**
  7479. * Gets the guild emblem ID of the given bl
  7480. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7481. * @return guild emblem ID
  7482. */
  7483. int status_get_emblem_id(struct block_list *bl)
  7484. {
  7485. nullpo_ret(bl);
  7486. switch (bl->type) {
  7487. case BL_PC:
  7488. return ((TBL_PC*)bl)->guild_emblem_id;
  7489. case BL_PET:
  7490. if (((TBL_PET*)bl)->master)
  7491. return ((TBL_PET*)bl)->master->guild_emblem_id;
  7492. break;
  7493. case BL_MOB:
  7494. {
  7495. struct map_session_data *msd;
  7496. struct mob_data *md = (struct mob_data *)bl;
  7497. if (md->guardian_data) // Guardian's guild [Skotlex]
  7498. return md->guardian_data->emblem_id;
  7499. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7500. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  7501. }
  7502. break;
  7503. case BL_HOM:
  7504. if (((TBL_HOM*)bl)->master)
  7505. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  7506. break;
  7507. case BL_MER:
  7508. if (((TBL_MER*)bl)->master)
  7509. return ((TBL_MER*)bl)->master->guild_emblem_id;
  7510. break;
  7511. case BL_NPC:
  7512. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  7513. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  7514. if (g)
  7515. return g->emblem_id;
  7516. }
  7517. break;
  7518. case BL_ELEM:
  7519. if (((TBL_ELEM*)bl)->master)
  7520. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  7521. break;
  7522. }
  7523. return 0;
  7524. }
  7525. /**
  7526. * Gets the race2 of a mob or pet
  7527. * @param bl: Object whose race2 to get [MOB|PET]
  7528. * @return race2
  7529. */
  7530. enum e_race2 status_get_race2(struct block_list *bl)
  7531. {
  7532. nullpo_retr(RC2_NONE,bl);
  7533. if (bl->type == BL_MOB)
  7534. return ((struct mob_data *)bl)->db->race2;
  7535. if (bl->type == BL_PET)
  7536. return ((struct pet_data *)bl)->db->race2;
  7537. return RC2_NONE;
  7538. }
  7539. /**
  7540. * Checks if an object is dead
  7541. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7542. * @return 1: Is dead or 0: Is alive
  7543. */
  7544. int status_isdead(struct block_list *bl)
  7545. {
  7546. nullpo_ret(bl);
  7547. return status_get_status_data(bl)->hp == 0;
  7548. }
  7549. /**
  7550. * Checks if an object is immune to magic
  7551. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7552. * @return value of magic damage to be blocked
  7553. */
  7554. int status_isimmune(struct block_list *bl)
  7555. {
  7556. struct status_change *sc =status_get_sc(bl);
  7557. if (sc && sc->data[SC_HERMODE])
  7558. return 100;
  7559. if (bl->type == BL_PC &&
  7560. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  7561. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  7562. return 0;
  7563. }
  7564. /**
  7565. * Get view data of an object
  7566. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7567. * @return view data structure bl->vd
  7568. */
  7569. struct view_data* status_get_viewdata(struct block_list *bl)
  7570. {
  7571. nullpo_retr(NULL, bl);
  7572. switch (bl->type) {
  7573. case BL_PC: return &((TBL_PC*)bl)->vd;
  7574. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  7575. case BL_PET: return &((TBL_PET*)bl)->vd;
  7576. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  7577. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  7578. case BL_MER: return ((TBL_MER*)bl)->vd;
  7579. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  7580. }
  7581. return NULL;
  7582. }
  7583. /**
  7584. * Set view data of an object
  7585. * This function deals with class, mount, and item views
  7586. * SC views are set in clif_getareachar_unit()
  7587. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7588. * @param class_: class of the object
  7589. */
  7590. void status_set_viewdata(struct block_list *bl, int class_)
  7591. {
  7592. struct view_data* vd;
  7593. nullpo_retv(bl);
  7594. if (mobdb_checkid(class_) || mob_is_clone(class_))
  7595. vd = mob_get_viewdata(class_);
  7596. else if (npcdb_checkid(class_))
  7597. vd = npc_get_viewdata(class_);
  7598. else if (homdb_checkid(class_))
  7599. vd = hom_get_viewdata(class_);
  7600. else if (mercenary_db(class_))
  7601. vd = mercenary_get_viewdata(class_);
  7602. else if (elemental_class(class_))
  7603. vd = elemental_get_viewdata(class_);
  7604. else
  7605. vd = NULL;
  7606. switch (bl->type) {
  7607. case BL_PC:
  7608. {
  7609. TBL_PC* sd = (TBL_PC*)bl;
  7610. if (pcdb_checkid(class_)) {
  7611. if (sd->sc.option&OPTION_RIDING) {
  7612. switch (class_) { // Adapt class to a Mounted one.
  7613. case JOB_KNIGHT:
  7614. class_ = JOB_KNIGHT2;
  7615. break;
  7616. case JOB_CRUSADER:
  7617. class_ = JOB_CRUSADER2;
  7618. break;
  7619. case JOB_LORD_KNIGHT:
  7620. class_ = JOB_LORD_KNIGHT2;
  7621. break;
  7622. case JOB_PALADIN:
  7623. class_ = JOB_PALADIN2;
  7624. break;
  7625. case JOB_BABY_KNIGHT:
  7626. class_ = JOB_BABY_KNIGHT2;
  7627. break;
  7628. case JOB_BABY_CRUSADER:
  7629. class_ = JOB_BABY_CRUSADER2;
  7630. break;
  7631. }
  7632. }
  7633. sd->vd.class_ = class_;
  7634. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  7635. sd->vd.head_top = sd->status.head_top;
  7636. sd->vd.head_mid = sd->status.head_mid;
  7637. sd->vd.head_bottom = sd->status.head_bottom;
  7638. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7639. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  7640. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  7641. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  7642. sd->vd.sex = sd->status.sex;
  7643. if (sd->vd.cloth_color) {
  7644. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  7645. sd->vd.cloth_color = 0;
  7646. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  7647. sd->vd.cloth_color = 0;
  7648. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  7649. sd->vd.cloth_color = 0;
  7650. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  7651. sd->vd.cloth_color = 0;
  7652. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  7653. sd->vd.cloth_color = 0;
  7654. }
  7655. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  7656. sd->vd.body_style = 0;
  7657. } else if (vd)
  7658. memcpy(&sd->vd, vd, sizeof(struct view_data));
  7659. else
  7660. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  7661. }
  7662. break;
  7663. case BL_MOB:
  7664. {
  7665. TBL_MOB* md = (TBL_MOB*)bl;
  7666. if (vd){
  7667. mob_free_dynamic_viewdata( md );
  7668. md->vd = vd;
  7669. }else if( pcdb_checkid( class_ ) ){
  7670. mob_set_dynamic_viewdata( md );
  7671. md->vd->class_ = class_;
  7672. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7673. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  7674. }else
  7675. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  7676. }
  7677. break;
  7678. case BL_PET:
  7679. {
  7680. TBL_PET* pd = (TBL_PET*)bl;
  7681. if (vd) {
  7682. memcpy(&pd->vd, vd, sizeof(struct view_data));
  7683. if (!pcdb_checkid(vd->class_)) {
  7684. pd->vd.hair_style = battle_config.pet_hair_style;
  7685. if(pd->pet.equip) {
  7686. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  7687. if (!pd->vd.head_bottom)
  7688. pd->vd.head_bottom = pd->pet.equip;
  7689. }
  7690. }
  7691. } else
  7692. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  7693. }
  7694. break;
  7695. case BL_NPC:
  7696. {
  7697. TBL_NPC* nd = (TBL_NPC*)bl;
  7698. if (vd)
  7699. memcpy(&nd->vd, vd, sizeof(struct view_data));
  7700. else if (pcdb_checkid(class_)) {
  7701. memset(&nd->vd, 0, sizeof(struct view_data));
  7702. nd->vd.class_ = class_;
  7703. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7704. } else {
  7705. if (bl->m >= 0)
  7706. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  7707. else
  7708. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  7709. }
  7710. break;
  7711. }
  7712. break;
  7713. case BL_HOM:
  7714. {
  7715. struct homun_data *hd = (struct homun_data*)bl;
  7716. if (vd)
  7717. hd->vd = vd;
  7718. else
  7719. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  7720. }
  7721. break;
  7722. case BL_MER:
  7723. {
  7724. struct mercenary_data *md = (struct mercenary_data*)bl;
  7725. if (vd)
  7726. md->vd = vd;
  7727. else
  7728. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  7729. }
  7730. break;
  7731. case BL_ELEM:
  7732. {
  7733. struct elemental_data *ed = (struct elemental_data*)bl;
  7734. if (vd)
  7735. ed->vd = vd;
  7736. else
  7737. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  7738. }
  7739. break;
  7740. }
  7741. }
  7742. /**
  7743. * Get status change data of an object
  7744. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  7745. * @return status change data structure bl->sc
  7746. */
  7747. struct status_change *status_get_sc(struct block_list *bl)
  7748. {
  7749. if( bl )
  7750. switch (bl->type) {
  7751. case BL_PC: return &((TBL_PC*)bl)->sc;
  7752. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  7753. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  7754. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  7755. case BL_MER: return &((TBL_MER*)bl)->sc;
  7756. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  7757. }
  7758. return NULL;
  7759. }
  7760. /**
  7761. * Initiate (memset) the status change data of an object
  7762. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  7763. */
  7764. void status_change_init(struct block_list *bl)
  7765. {
  7766. struct status_change *sc = status_get_sc(bl);
  7767. nullpo_retv(sc);
  7768. memset(sc, 0, sizeof (struct status_change));
  7769. }
  7770. /*========================================== [Playtester]
  7771. * Returns the interval for status changes that iterate multiple times
  7772. * through the timer (e.g. those that deal damage in regular intervals)
  7773. * @param type: Status change (SC_*)
  7774. *------------------------------------------*/
  7775. static int status_get_sc_interval(enum sc_type type)
  7776. {
  7777. switch (type) {
  7778. case SC_POISON:
  7779. case SC_LEECHESEND:
  7780. case SC_DPOISON:
  7781. case SC_DEATHHURT:
  7782. return 1000;
  7783. case SC_BURNING:
  7784. case SC_PYREXIA:
  7785. return 3000;
  7786. case SC_MAGICMUSHROOM:
  7787. return 4000;
  7788. case SC_STONE:
  7789. return 5000;
  7790. case SC_BLEEDING:
  7791. case SC_TOXIN:
  7792. return 10000;
  7793. default:
  7794. break;
  7795. }
  7796. return 0;
  7797. }
  7798. /**
  7799. * Applies SC defense to a given status change
  7800. * This function also determines whether or not the status change will be applied
  7801. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7802. * @param bl: Target of the status change
  7803. * @param type: Status change (SC_*)
  7804. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7805. * @param tick: Initial duration that the status change affects bl
  7806. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7807. * @return adjusted duration based on flag values
  7808. */
  7809. t_tick status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, t_tick tick, unsigned char flag)
  7810. {
  7811. /// Resistance rate: 10000 = 100%
  7812. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  7813. /// 5000ms -> tick_def = 5000 -> 2500ms
  7814. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  7815. /// Fixed resistance value (after rate calculation)
  7816. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  7817. /// 2500ms -> tick_def2=2000 -> 500ms
  7818. int sc_def2 = 0, tick_def2 = 0;
  7819. struct status_data *status, *status_src;
  7820. struct status_change *sc;
  7821. struct map_session_data *sd;
  7822. nullpo_ret(bl);
  7823. if (src == NULL)
  7824. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  7825. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  7826. if (status_isimmune(bl)) {
  7827. switch (type) {
  7828. case SC_DECREASEAGI:
  7829. case SC_SILENCE:
  7830. case SC_COMA:
  7831. case SC_INCREASEAGI:
  7832. case SC_BLESSING:
  7833. case SC_SLOWPOISON:
  7834. case SC_IMPOSITIO:
  7835. case SC_AETERNA:
  7836. case SC_SUFFRAGIUM:
  7837. case SC_BENEDICTIO:
  7838. case SC_PROVIDENCE:
  7839. case SC_KYRIE:
  7840. case SC_ASSUMPTIO:
  7841. case SC_ANGELUS:
  7842. case SC_MAGNIFICAT:
  7843. case SC_GLORIA:
  7844. case SC_WINDWALK:
  7845. case SC_MAGICROD:
  7846. case SC_HALLUCINATION:
  7847. case SC_STONE:
  7848. case SC_QUAGMIRE:
  7849. case SC_SUITON:
  7850. case SC_SWINGDANCE:
  7851. case SC_FIRE_INSIGNIA:
  7852. case SC_WATER_INSIGNIA:
  7853. case SC_WIND_INSIGNIA:
  7854. case SC_EARTH_INSIGNIA:
  7855. return 0;
  7856. }
  7857. }
  7858. rate = cap_value(rate, 0, 10000);
  7859. sd = BL_CAST(BL_PC,bl);
  7860. status = status_get_status_data(bl);
  7861. status_src = status_get_status_data(src);
  7862. sc = status_get_sc(bl);
  7863. if( sc && !sc->count )
  7864. sc = NULL;
  7865. switch (type) {
  7866. case SC_POISON:
  7867. case SC_DPOISON:
  7868. sc_def = status->vit*100;
  7869. #ifndef RENEWAL
  7870. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7871. if (sd) {
  7872. // For players: 60000 - 450*vit - 100*luk
  7873. tick_def = status->vit*75;
  7874. tick_def2 = status->luk*100;
  7875. } else {
  7876. // For monsters: 30000 - 200*vit
  7877. tick>>=1;
  7878. tick_def = (status->vit*200)/3;
  7879. }
  7880. #endif
  7881. break;
  7882. case SC_STUN:
  7883. sc_def = status->vit*100;
  7884. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7885. tick_def2 = status->luk*10;
  7886. break;
  7887. case SC_SILENCE:
  7888. #ifndef RENEWAL
  7889. sc_def = status->vit*100;
  7890. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7891. #else
  7892. sc_def = status->int_*100;
  7893. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7894. #endif
  7895. tick_def2 = status->luk*10;
  7896. break;
  7897. case SC_BLEEDING:
  7898. #ifndef RENEWAL
  7899. sc_def = status->vit*100;
  7900. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7901. #else
  7902. sc_def = status->agi*100;
  7903. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7904. #endif
  7905. tick_def2 = status->luk*10;
  7906. break;
  7907. case SC_SLEEP:
  7908. #ifndef RENEWAL
  7909. sc_def = status->int_*100;
  7910. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7911. #else
  7912. sc_def = status->agi*100;
  7913. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7914. #endif
  7915. tick_def2 = status->luk*10;
  7916. break;
  7917. case SC_STONE:
  7918. sc_def = status->mdef*100;
  7919. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7920. tick_def = 0; // No duration reduction
  7921. break;
  7922. case SC_FREEZE:
  7923. sc_def = status->mdef*100;
  7924. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7925. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  7926. break;
  7927. case SC_CURSE:
  7928. // Special property: immunity when luk is zero
  7929. if (status->luk == 0)
  7930. return 0;
  7931. sc_def = status->luk*100;
  7932. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  7933. tick_def = status->vit*100;
  7934. tick_def2 = status->luk*10;
  7935. break;
  7936. case SC_BLIND:
  7937. sc_def = (status->vit + status->int_)*50;
  7938. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7939. tick_def2 = status->luk*10;
  7940. break;
  7941. case SC_CONFUSION:
  7942. sc_def = (status->str + status->int_)*50;
  7943. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  7944. tick_def2 = status->luk*10;
  7945. break;
  7946. case SC_DECREASEAGI:
  7947. if (sd)
  7948. tick >>= 1; // Half duration for players.
  7949. sc_def2 = status->mdef*100;
  7950. break;
  7951. case SC_ANKLE:
  7952. if(status_has_mode(status,MD_STATUS_IMMUNE)) // Lasts 5 times less on bosses
  7953. tick /= 5;
  7954. sc_def = status->agi*50;
  7955. break;
  7956. case SC_JOINTBEAT:
  7957. sc_def2 = 270 * status->str / 100; // 270 * STR / 100
  7958. tick_def2 = (status->luk * 50 + status->agi * 200) / 2; // (50 * LUK / 100 + 20 * AGI / 100) / 2
  7959. break;
  7960. case SC_DEEPSLEEP:
  7961. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  7962. break;
  7963. case SC_NETHERWORLD:
  7964. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  7965. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  7966. break;
  7967. case SC_MARSHOFABYSS:
  7968. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  7969. tick_def2 = (status->int_ + status->luk)*50;
  7970. break;
  7971. case SC_STASIS:
  7972. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  7973. tick_def2 = (status->vit + status->dex) * 50;
  7974. break;
  7975. case SC_WHITEIMPRISON:
  7976. if( tick == 5000 ) // 100% on caster
  7977. break;
  7978. if( bl->type == BL_PC )
  7979. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  7980. else
  7981. tick_def2 = (status->vit + status->luk)*50;
  7982. break;
  7983. case SC_BURNING:
  7984. tick_def2 = 75*status->luk + 125*status->agi;
  7985. break;
  7986. case SC_FREEZING:
  7987. tick_def2 = (status->vit + status->dex)*50;
  7988. break;
  7989. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  7990. sc_def = status->int_ * 80;
  7991. sc_def = max(sc_def, 500); // minimum of 5% resist
  7992. tick_def = 0;
  7993. tick_def2 = (status->vit + status->luk) * 500;
  7994. break;
  7995. case SC_TOXIN:
  7996. case SC_PARALYSE:
  7997. case SC_VENOMBLEED:
  7998. case SC_MAGICMUSHROOM:
  7999. case SC_DEATHHURT:
  8000. case SC_PYREXIA:
  8001. case SC_LEECHESEND:
  8002. tick_def2 = (status->vit + status->luk) * 500;
  8003. break;
  8004. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8005. sc_def2 = status->agi*25;
  8006. break;
  8007. case SC_ELECTRICSHOCKER:
  8008. tick_def2 = (status->vit + status->agi) * 70;
  8009. break;
  8010. case SC_CRYSTALIZE:
  8011. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  8012. break;
  8013. case SC_VACUUM_EXTREME:
  8014. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8015. break;
  8016. case SC_KYOUGAKU:
  8017. tick_def2 = 30*status->int_;
  8018. break;
  8019. case SC_PARALYSIS:
  8020. tick_def2 = (status->vit + status->luk)*50;
  8021. break;
  8022. case SC_VOICEOFSIREN:
  8023. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8024. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8025. break;
  8026. case SC_B_TRAP:
  8027. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8028. break;
  8029. case SC_NORECOVER_STATE:
  8030. tick_def2 = status->luk * 100;
  8031. break;
  8032. default:
  8033. // Effect that cannot be reduced? Likely a buff.
  8034. if (!(rnd()%10000 < rate))
  8035. return 0;
  8036. return tick ? tick : 1;
  8037. }
  8038. if (sd) {
  8039. if (battle_config.pc_sc_def_rate != 100) {
  8040. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8041. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8042. }
  8043. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  8044. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  8045. if (battle_config.pc_sc_def_rate != 100) {
  8046. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8047. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8048. }
  8049. } else {
  8050. if (battle_config.mob_sc_def_rate != 100) {
  8051. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8052. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8053. }
  8054. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  8055. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  8056. if (battle_config.mob_sc_def_rate != 100) {
  8057. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8058. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8059. }
  8060. }
  8061. if (sc) {
  8062. if (sc->data[SC_SCRESIST])
  8063. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  8064. #ifdef RENEWAL
  8065. else if (sc->data[SC_SIEGFRIED] && (type == SC_BLIND || type == SC_STONE || type == SC_FREEZE || type == SC_STUN || type == SC_CURSE || type == SC_SLEEP || type == SC_SILENCE))
  8066. sc_def += sc->data[SC_SIEGFRIED]->val3 * 100; // Status resistance.
  8067. #else
  8068. else if (sc->data[SC_SIEGFRIED])
  8069. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  8070. #endif
  8071. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  8072. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  8073. else if (sc->data[SC_LEECHESEND] && sc->data[SC_LEECHESEND]->val3 == 0) {
  8074. switch (type) {
  8075. case SC_BLIND:
  8076. case SC_STUN:
  8077. return 0; // Immune
  8078. }
  8079. } else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 0) {
  8080. switch (type) {
  8081. case SC_SILENCE:
  8082. case SC_CURSE:
  8083. return 0; // Immune
  8084. }
  8085. }
  8086. }
  8087. // When tick def not set, reduction is the same for both.
  8088. if(tick_def == -1)
  8089. tick_def = sc_def;
  8090. // Natural resistance
  8091. if (!(flag&SCSTART_NORATEDEF)) {
  8092. rate -= rate*sc_def/10000;
  8093. rate -= sc_def2;
  8094. // Minimum chances
  8095. switch (type) {
  8096. case SC_BITE:
  8097. rate = max(rate, 5000); // Minimum of 50%
  8098. break;
  8099. }
  8100. // Item resistance (only applies to rate%)
  8101. if (sd) {
  8102. for (const auto &it : sd->reseff) {
  8103. if (it.id == type)
  8104. rate -= rate * it.val / 10000;
  8105. }
  8106. if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8107. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  8108. }
  8109. // Aegis accuracy
  8110. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8111. }
  8112. if (!(rnd()%10000 < rate))
  8113. return 0;
  8114. // Duration cannot be reduced
  8115. if (flag&SCSTART_NOTICKDEF)
  8116. return i64max(tick, 1);
  8117. tick -= tick*tick_def/10000;
  8118. tick -= tick_def2;
  8119. // Minimum durations
  8120. switch (type) {
  8121. case SC_ANKLE:
  8122. case SC_MARSHOFABYSS:
  8123. tick = i64max(tick, 5000); // Minimum duration 5s
  8124. break;
  8125. case SC_FREEZING:
  8126. tick = i64max(tick, 6000); // Minimum duration 6s
  8127. // NEED AEGIS CHECK: might need to be 10s (http://ro.gnjoy.com/news/notice/View.asp?seq=5352)
  8128. break;
  8129. case SC_BURNING:
  8130. case SC_STASIS:
  8131. case SC_VOICEOFSIREN:
  8132. tick = i64max(tick, 10000); // Minimum duration 10s
  8133. break;
  8134. default:
  8135. // Skills need to trigger even if the duration is reduced below 1ms
  8136. tick = i64max(tick, 1);
  8137. break;
  8138. }
  8139. return tick;
  8140. }
  8141. /**
  8142. * Applies SC effect
  8143. * @param bl: Source to apply effect
  8144. * @param type: Status change (SC_*)
  8145. * @param dval1~3: Depends on type of status change
  8146. * Author: Ind
  8147. */
  8148. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8149. struct eri *eri;
  8150. struct sc_display_entry **sc_display;
  8151. struct sc_display_entry ***sc_display_ptr;
  8152. struct sc_display_entry *entry;
  8153. int i;
  8154. unsigned char sc_display_count;
  8155. unsigned char *sc_display_count_ptr;
  8156. nullpo_retv(bl);
  8157. switch( bl->type ){
  8158. case BL_PC: {
  8159. struct map_session_data* sd = (struct map_session_data*)bl;
  8160. sc_display_ptr = &sd->sc_display;
  8161. sc_display_count_ptr = &sd->sc_display_count;
  8162. eri = pc_sc_display_ers;
  8163. }
  8164. break;
  8165. case BL_NPC: {
  8166. struct npc_data* nd = (struct npc_data*)bl;
  8167. sc_display_ptr = &nd->sc_display;
  8168. sc_display_count_ptr = &nd->sc_display_count;
  8169. eri = npc_sc_display_ers;
  8170. }
  8171. break;
  8172. default:
  8173. return;
  8174. }
  8175. sc_display = *sc_display_ptr;
  8176. sc_display_count = *sc_display_count_ptr;
  8177. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8178. if( i != sc_display_count ) {
  8179. sc_display[i]->val1 = dval1;
  8180. sc_display[i]->val2 = dval2;
  8181. sc_display[i]->val3 = dval3;
  8182. return;
  8183. }
  8184. entry = ers_alloc(eri, struct sc_display_entry);
  8185. entry->type = type;
  8186. entry->val1 = dval1;
  8187. entry->val2 = dval2;
  8188. entry->val3 = dval3;
  8189. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8190. sc_display[sc_display_count - 1] = entry;
  8191. *sc_display_ptr = sc_display;
  8192. *sc_display_count_ptr = sc_display_count;
  8193. }
  8194. /**
  8195. * Removes SC effect
  8196. * @param bl: Source to remove effect
  8197. * @param type: Status change (SC_*)
  8198. * Author: Ind
  8199. */
  8200. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8201. struct eri *eri;
  8202. struct sc_display_entry **sc_display;
  8203. struct sc_display_entry ***sc_display_ptr;
  8204. int i;
  8205. unsigned char sc_display_count;
  8206. unsigned char *sc_display_count_ptr;
  8207. nullpo_retv(bl);
  8208. switch( bl->type ){
  8209. case BL_PC: {
  8210. struct map_session_data* sd = (struct map_session_data*)bl;
  8211. sc_display_ptr = &sd->sc_display;
  8212. sc_display_count_ptr = &sd->sc_display_count;
  8213. eri = pc_sc_display_ers;
  8214. }
  8215. break;
  8216. case BL_NPC: {
  8217. struct npc_data* nd = (struct npc_data*)bl;
  8218. sc_display_ptr = &nd->sc_display;
  8219. sc_display_count_ptr = &nd->sc_display_count;
  8220. eri = npc_sc_display_ers;
  8221. }
  8222. break;
  8223. default:
  8224. return;
  8225. }
  8226. sc_display = *sc_display_ptr;
  8227. sc_display_count = *sc_display_count_ptr;
  8228. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8229. if( i != sc_display_count ) {
  8230. int cursor;
  8231. ers_free(eri, sc_display[i]);
  8232. sc_display[i] = NULL;
  8233. /* The all-mighty compact-o-matic */
  8234. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8235. if( sc_display[i] == NULL )
  8236. continue;
  8237. if( i != cursor )
  8238. sc_display[cursor] = sc_display[i];
  8239. cursor++;
  8240. }
  8241. if( !(sc_display_count = cursor) ) {
  8242. aFree(sc_display);
  8243. sc_display = NULL;
  8244. }
  8245. *sc_display_ptr = sc_display;
  8246. *sc_display_count_ptr = sc_display_count;
  8247. }
  8248. }
  8249. /**
  8250. * Applies SC defense to a given status change
  8251. * This function also determines whether or not the status change will be applied
  8252. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8253. * @param bl: Target of the status change (See: enum sc_type)
  8254. * @param type: Status change (SC_*)
  8255. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8256. * @param val1~4: Depends on type of status change
  8257. * @param tick: Initial duration that the status change affects bl
  8258. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8259. * @return adjusted duration based on flag values
  8260. */
  8261. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,t_tick duration,unsigned char flag) {
  8262. struct map_session_data *sd = NULL;
  8263. struct status_change* sc;
  8264. struct status_change_entry* sce;
  8265. struct status_data *status;
  8266. struct view_data *vd;
  8267. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  8268. bool sc_isnew = true;
  8269. nullpo_ret(bl);
  8270. sc = status_get_sc(bl);
  8271. status = status_get_status_data(bl);
  8272. if( type <= SC_NONE || type >= SC_MAX ) {
  8273. ShowError("status_change_start: invalid status change (%d)!\n", type);
  8274. return 0;
  8275. }
  8276. if( !sc )
  8277. return 0; // Unable to receive status changes
  8278. if( bl->type != BL_NPC && status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
  8279. return 0;
  8280. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  8281. return 0;
  8282. if (sc->data[SC_GRAVITYCONTROL])
  8283. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  8284. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  8285. // if (bl->type == BL_MOB)
  8286. // if (status_get_race2(bl) == RC2_GVG && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  8287. if( sc->data[SC_REFRESH] ) {
  8288. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  8289. return 0; // Immune to status ailments
  8290. switch( type ) {
  8291. case SC_DEEPSLEEP:
  8292. case SC_BURNING:
  8293. case SC_FREEZING:
  8294. case SC_CRYSTALIZE:
  8295. case SC_TOXIN:
  8296. case SC_PARALYSE:
  8297. case SC_VENOMBLEED:
  8298. case SC_MAGICMUSHROOM:
  8299. case SC_DEATHHURT:
  8300. case SC_PYREXIA:
  8301. case SC_OBLIVIONCURSE:
  8302. case SC_MARSHOFABYSS:
  8303. case SC_MANDRAGORA:
  8304. return 0;
  8305. }
  8306. }
  8307. if( sc->data[SC_INSPIRATION] ) {
  8308. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  8309. return 0; // Immune to status ailments
  8310. switch( type ) {
  8311. case SC_BURNING:
  8312. case SC_FREEZING:
  8313. case SC_CRYSTALIZE:
  8314. case SC_FEAR:
  8315. case SC_TOXIN:
  8316. case SC_PARALYSE:
  8317. case SC_VENOMBLEED:
  8318. case SC_MAGICMUSHROOM:
  8319. case SC_DEATHHURT:
  8320. case SC_PYREXIA:
  8321. case SC_OBLIVIONCURSE:
  8322. case SC_LEECHESEND:
  8323. case SC_DEEPSLEEP:
  8324. case SC_SATURDAYNIGHTFEVER:
  8325. case SC__BODYPAINT:
  8326. case SC__ENERVATION:
  8327. case SC__GROOMY:
  8328. case SC__IGNORANCE:
  8329. case SC__LAZINESS:
  8330. case SC__UNLUCKY:
  8331. case SC__WEAKNESS:
  8332. return 0;
  8333. }
  8334. }
  8335. if( sc->data[SC_KINGS_GRACE] ) {
  8336. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  8337. return 0; // Immune to status ailments
  8338. switch( type ) {
  8339. case SC_HALLUCINATION:
  8340. case SC_BURNING:
  8341. case SC_CRYSTALIZE:
  8342. case SC_FREEZING:
  8343. case SC_DEEPSLEEP:
  8344. case SC_FEAR:
  8345. case SC_MANDRAGORA:
  8346. return 0;
  8347. }
  8348. }
  8349. // Adjust tick according to status resistances
  8350. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  8351. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  8352. if( !duration )
  8353. return 0;
  8354. }
  8355. int tick = (int)duration;
  8356. sd = BL_CAST(BL_PC, bl);
  8357. vd = status_get_viewdata(bl);
  8358. undead_flag = battle_check_undead(status->race,status->def_ele);
  8359. // Check for immunities / sc fails
  8360. switch (type) {
  8361. case SC_DECREASEAGI:
  8362. case SC_QUAGMIRE:
  8363. case SC_DONTFORGETME:
  8364. case SC_CREATINGSTAR:
  8365. if(sc->data[SC_SPEEDUP1])
  8366. return 0;
  8367. break;
  8368. case SC_ANGRIFFS_MODUS:
  8369. case SC_GOLDENE_FERSE:
  8370. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  8371. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  8372. )
  8373. return 0;
  8374. case SC_VACUUM_EXTREME:
  8375. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  8376. (sc->data[SC_VACUUM_EXTREME_POSTDELAY] && sc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == val2))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  8377. return 0;
  8378. break;
  8379. case SC_STONE:
  8380. // Undead are immune to Stone
  8381. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8382. return 0;
  8383. if (sc->data[SC_POWER_OF_GAIA] || sc->data[SC_GVG_STONE])
  8384. return 0;
  8385. if (sc->opt1)
  8386. return 0; //Cannot override other OPT1 status changes [Skotlex]
  8387. break;
  8388. case SC_FREEZE:
  8389. // Undead are immune to Freeze
  8390. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8391. return 0;
  8392. if (sc->data[SC_GVG_FREEZ] || sc->data[SC_WARMER])
  8393. return 0;
  8394. if (sc->opt1)
  8395. return 0; // Cannot override other opt1 status changes. [Skotlex]
  8396. break;
  8397. case SC_FREEZING:
  8398. case SC_CRYSTALIZE:
  8399. if (sc->data[SC_WARMER])
  8400. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  8401. break;
  8402. case SC_SLEEP:
  8403. if (sc->data[SC_GVG_SLEEP])
  8404. return 0;
  8405. if (sc->opt1)
  8406. return 0; // Cannot override other opt1 status changes. [Skotlex]
  8407. break;
  8408. case SC_STUN:
  8409. if (sc->opt1)
  8410. return 0; // Cannot override other opt1 status changes. [Skotlex]
  8411. if (sc->data[SC_GVG_STUN])
  8412. return 0;
  8413. break;
  8414. case SC_BLIND:
  8415. if (sc->data[SC_FEAR])
  8416. return 0;
  8417. if (sc->data[SC_GVG_BLIND])
  8418. return 0;
  8419. break;
  8420. case SC_CURSE:
  8421. if (sc->data[SC_GVG_CURSE])
  8422. return 0;
  8423. break;
  8424. case SC_SILENCE:
  8425. if (sc->data[SC_GVG_SILENCE])
  8426. return 0;
  8427. break;
  8428. case SC_ALL_RIDING:
  8429. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  8430. return 0;
  8431. if( sc->data[type] )
  8432. { // Already mounted, just dismount.
  8433. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  8434. return 0;
  8435. }
  8436. break;
  8437. // They're all like berserk, do not everlap each other
  8438. case SC_BERSERK:
  8439. if(sc->data[SC_SATURDAYNIGHTFEVER])
  8440. return 0;
  8441. break;
  8442. // Fall through
  8443. case SC_WHITEIMPRISON:
  8444. if (sc->opt1)
  8445. return 0; //Cannot override other OPT1 status changes [Skotlex]
  8446. break;
  8447. case SC_SIGNUMCRUCIS:
  8448. // Only affects demons and undead element (but not players)
  8449. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8450. return 0;
  8451. break;
  8452. case SC_AETERNA:
  8453. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  8454. return 0;
  8455. break;
  8456. case SC_KYRIE:
  8457. case SC_TUNAPARTY:
  8458. if (bl->type == BL_MOB)
  8459. return 0;
  8460. break;
  8461. case SC_OVERTHRUST:
  8462. if (sc->data[SC_MAXOVERTHRUST])
  8463. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  8464. case SC_MAXOVERTHRUST:
  8465. if( sc->option&OPTION_MADOGEAR )
  8466. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  8467. break;
  8468. case SC_ADRENALINE:
  8469. if (sc->data[SC_QUAGMIRE] ||
  8470. sc->data[SC_DECREASEAGI] ||
  8471. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  8472. )
  8473. return 0;
  8474. break;
  8475. case SC_ADRENALINE2:
  8476. if (sc->data[SC_QUAGMIRE] ||
  8477. sc->data[SC_DECREASEAGI]
  8478. )
  8479. return 0;
  8480. break;
  8481. case SC_MAGNIFICAT:
  8482. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  8483. return 0;
  8484. break;
  8485. case SC_ONEHAND:
  8486. case SC_MERC_QUICKEN:
  8487. case SC_TWOHANDQUICKEN:
  8488. if(sc->data[SC_DECREASEAGI])
  8489. return 0;
  8490. case SC_INCREASEAGI:
  8491. case SC_CONCENTRATE:
  8492. case SC_SPEARQUICKEN:
  8493. case SC_TRUESIGHT:
  8494. case SC_WINDWALK:
  8495. case SC_CARTBOOST:
  8496. case SC_ASSNCROS:
  8497. if (sc->option&OPTION_MADOGEAR)
  8498. return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
  8499. if (sc->data[SC_QUAGMIRE])
  8500. return 0;
  8501. break;
  8502. case SC_CLOAKING:
  8503. // Avoid cloaking with no wall and low skill level. [Skotlex]
  8504. // Due to the cloaking card, we have to check the wall versus to known
  8505. // skill level rather than the used one. [Skotlex]
  8506. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  8507. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  8508. return 0;
  8509. break;
  8510. case SC_NEWMOON:
  8511. if (sc->data[SC_BITE])
  8512. return 0;
  8513. break;
  8514. case SC_MODECHANGE:
  8515. {
  8516. enum e_mode mode;
  8517. struct status_data *bstatus = status_get_base_status(bl);
  8518. if (!bstatus) return 0;
  8519. if (sc->data[type]) { // Pile up with previous values.
  8520. if(!val2) val2 = sc->data[type]->val2;
  8521. val3 |= sc->data[type]->val3;
  8522. val4 |= sc->data[type]->val4;
  8523. }
  8524. mode = val2 ? static_cast<e_mode>((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
  8525. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  8526. if (val3) mode = static_cast<e_mode>(mode|val3); // Add mode
  8527. if (mode == bstatus->mode) { // No change.
  8528. if (sc->data[type]) // Abort previous status
  8529. return status_change_end(bl, type, INVALID_TIMER);
  8530. return 0;
  8531. }
  8532. }
  8533. break;
  8534. // Strip skills, need to divest something or it fails.
  8535. case SC_STRIPWEAPON:
  8536. if (val2 == 1)
  8537. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  8538. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  8539. short i;
  8540. opt_flag = 0; // Reuse to check success condition.
  8541. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  8542. return 0;
  8543. i = sd->equip_index[EQI_HAND_L];
  8544. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8545. opt_flag|=1;
  8546. pc_unequipitem(sd,i,3); // Left-hand weapon
  8547. }
  8548. i = sd->equip_index[EQI_HAND_R];
  8549. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8550. opt_flag|=2;
  8551. pc_unequipitem(sd,i,3);
  8552. }
  8553. if (!opt_flag) return 0;
  8554. }
  8555. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8556. break;
  8557. case SC_STRIPSHIELD:
  8558. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  8559. else
  8560. if (sd && !(flag&SCSTART_LOADED)) {
  8561. short i;
  8562. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  8563. return 0;
  8564. i = sd->equip_index[EQI_HAND_L];
  8565. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  8566. return 0;
  8567. pc_unequipitem(sd,i,3);
  8568. }
  8569. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8570. break;
  8571. case SC_STRIPARMOR:
  8572. if (sd && !(flag&SCSTART_LOADED)) {
  8573. short i;
  8574. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  8575. return 0;
  8576. i = sd->equip_index[EQI_ARMOR];
  8577. if ( i < 0 || !sd->inventory_data[i] )
  8578. return 0;
  8579. pc_unequipitem(sd,i,3);
  8580. }
  8581. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8582. break;
  8583. case SC_STRIPHELM:
  8584. if (sd && !(flag&SCSTART_LOADED)) {
  8585. short i;
  8586. if(sd->bonus.unstripable_equip&EQP_HELM)
  8587. return 0;
  8588. i = sd->equip_index[EQI_HEAD_TOP];
  8589. if ( i < 0 || !sd->inventory_data[i] )
  8590. return 0;
  8591. pc_unequipitem(sd,i,3);
  8592. }
  8593. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8594. break;
  8595. case SC_MERC_FLEEUP:
  8596. case SC_MERC_ATKUP:
  8597. case SC_MERC_HPUP:
  8598. case SC_MERC_SPUP:
  8599. case SC_MERC_HITUP:
  8600. if( bl->type != BL_MER )
  8601. return 0; // Stats only for Mercenaries
  8602. break;
  8603. case SC_STRFOOD:
  8604. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  8605. return 0;
  8606. break;
  8607. case SC_AGIFOOD:
  8608. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  8609. return 0;
  8610. break;
  8611. case SC_VITFOOD:
  8612. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  8613. return 0;
  8614. break;
  8615. case SC_INTFOOD:
  8616. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  8617. return 0;
  8618. break;
  8619. case SC_DEXFOOD:
  8620. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  8621. return 0;
  8622. break;
  8623. case SC_LUKFOOD:
  8624. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  8625. return 0;
  8626. break;
  8627. case SC_FOOD_STR_CASH:
  8628. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8629. return 0;
  8630. break;
  8631. case SC_FOOD_AGI_CASH:
  8632. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8633. return 0;
  8634. break;
  8635. case SC_FOOD_VIT_CASH:
  8636. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8637. return 0;
  8638. break;
  8639. case SC_FOOD_INT_CASH:
  8640. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8641. return 0;
  8642. break;
  8643. case SC_FOOD_DEX_CASH:
  8644. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8645. return 0;
  8646. break;
  8647. case SC_FOOD_LUK_CASH:
  8648. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8649. return 0;
  8650. break;
  8651. case SC_CAMOUFLAGE:
  8652. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  8653. return 0;
  8654. break;
  8655. case SC__STRIPACCESSORY:
  8656. if( sd ) {
  8657. short i = -1;
  8658. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  8659. i = sd->equip_index[EQI_ACC_L];
  8660. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8661. pc_unequipitem(sd,i,3); // Left-Accessory
  8662. }
  8663. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  8664. i = sd->equip_index[EQI_ACC_R];
  8665. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8666. pc_unequipitem(sd,i,3); // Right-Accessory
  8667. }
  8668. if( i < 0 )
  8669. return 0;
  8670. }
  8671. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8672. break;
  8673. case SC_TOXIN:
  8674. case SC_PARALYSE:
  8675. case SC_VENOMBLEED:
  8676. case SC_MAGICMUSHROOM:
  8677. case SC_DEATHHURT:
  8678. case SC_PYREXIA:
  8679. case SC_OBLIVIONCURSE:
  8680. case SC_LEECHESEND:
  8681. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  8682. if (sc->data[i] && sc->data[i]->val3 == 1) // It doesn't stack or even renew on the target
  8683. return 0;
  8684. else if (sc->data[i] && sc->data[i]->val3 == 0)
  8685. status_change_end(bl, static_cast<sc_type>(i), INVALID_TIMER); // End the bonus part on the caster
  8686. }
  8687. break;
  8688. case SC_SATURDAYNIGHTFEVER:
  8689. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  8690. return 0;
  8691. break;
  8692. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  8693. if(sc->data[SC_HOVERING])
  8694. return 0;
  8695. break;
  8696. case SC_HEAT_BARREL:
  8697. //kRO Update 2014-02-12
  8698. //- Cannot be stacked with Platinum Alter and Madness Canceler [Cydh]
  8699. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  8700. return 0;
  8701. break;
  8702. case SC_P_ALTER:
  8703. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  8704. return 0;
  8705. break;
  8706. case SC_MADNESSCANCEL:
  8707. if (sc->data[type]) { // Toggle the status but still consume requirements.
  8708. status_change_end(bl, type, INVALID_TIMER);
  8709. return 0;
  8710. }
  8711. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  8712. return 0;
  8713. break;
  8714. case SC_KINGS_GRACE:
  8715. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  8716. return 0;
  8717. break;
  8718. case SC_GROOMING:
  8719. case SC_CHATTERING:
  8720. if (sc->data[type])
  8721. return 0;
  8722. case SC_WEDDING:
  8723. case SC_XMAS:
  8724. case SC_SUMMER:
  8725. case SC_HANBOK:
  8726. case SC_OKTOBERFEST:
  8727. case SC_DRESSUP:
  8728. if (!vd)
  8729. return 0;
  8730. break;
  8731. }
  8732. // Check for resistances
  8733. if(status_has_mode(status,MD_STATUS_IMMUNE) && !(flag&SCSTART_NOAVOID)) {
  8734. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  8735. return 0;
  8736. switch (type) {
  8737. case SC_BLESSING:
  8738. case SC_DECREASEAGI:
  8739. case SC_PROVOKE:
  8740. case SC_COMA:
  8741. #ifndef RENEWAL
  8742. case SC_GRAVITATION:
  8743. #endif
  8744. case SC_SUITON:
  8745. case SC_STRIPWEAPON:
  8746. case SC_STRIPARMOR:
  8747. case SC_STRIPSHIELD:
  8748. case SC_STRIPHELM:
  8749. case SC_RICHMANKIM:
  8750. case SC_ROKISWEIL:
  8751. case SC_FOGWALL:
  8752. case SC_WHITEIMPRISON:
  8753. case SC_FEAR:
  8754. case SC_FREEZING:
  8755. case SC_BURNING:
  8756. case SC_MARSHOFABYSS:
  8757. case SC_ADORAMUS:
  8758. case SC_PARALYSIS:
  8759. case SC_DEEPSLEEP:
  8760. case SC_CRYSTALIZE:
  8761. case SC_TEARGAS:
  8762. case SC_TEARGAS_SOB:
  8763. case SC_PYREXIA:
  8764. case SC_DEATHHURT:
  8765. case SC_TOXIN:
  8766. case SC_PARALYSE:
  8767. case SC_VENOMBLEED:
  8768. case SC_MAGICMUSHROOM:
  8769. case SC_OBLIVIONCURSE:
  8770. case SC_LEECHESEND:
  8771. case SC_BANDING_DEFENCE:
  8772. case SC__ENERVATION:
  8773. case SC__GROOMY:
  8774. case SC__IGNORANCE:
  8775. case SC__LAZINESS:
  8776. case SC__UNLUCKY:
  8777. case SC__WEAKNESS:
  8778. case SC_BITE:
  8779. case SC_MAGNETICFIELD:
  8780. case SC_NETHERWORLD:
  8781. case SC_CRESCENTELBOW:
  8782. case SC_VACUUM_EXTREME:
  8783. case SC_CATNIPPOWDER:
  8784. case SC_SV_ROOTTWIST:
  8785. case SC_BITESCAR:
  8786. case SC_SP_SHA:
  8787. case SC_FRESHSHRIMP:
  8788. return 0;
  8789. }
  8790. }
  8791. // Check for mvp resistance // atm only those who OS
  8792. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  8793. switch (type) {
  8794. case SC_COMA:
  8795. // continue list...
  8796. return 0;
  8797. }
  8798. }
  8799. // Before overlapping fail, one must check for status cured.
  8800. switch (type) {
  8801. case SC_BLESSING:
  8802. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  8803. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  8804. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  8805. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  8806. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8807. if (sc->data[SC_CURSE]) {
  8808. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8809. return 1; // End Curse and do not give stat boost
  8810. }
  8811. }
  8812. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8813. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8814. break;
  8815. case SC_INCREASEAGI:
  8816. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8817. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8818. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8819. break;
  8820. case SC_QUAGMIRE:
  8821. status_change_end(bl, SC_LOUD, INVALID_TIMER);
  8822. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  8823. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  8824. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8825. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  8826. // Also blocks the ones below...
  8827. case SC_DECREASEAGI:
  8828. if (type == SC_DECREASEAGI) {
  8829. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8830. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  8831. }
  8832. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  8833. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  8834. // Also blocks the ones below...
  8835. #ifndef RENEWAL
  8836. case SC_DONTFORGETME:
  8837. #endif
  8838. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8839. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  8840. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  8841. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  8842. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8843. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8844. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8845. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  8846. break;
  8847. #ifdef RENEWAL
  8848. case SC_RICHMANKIM:
  8849. case SC_ETERNALCHAOS:
  8850. case SC_DRUMBATTLE:
  8851. case SC_NIBELUNGEN:
  8852. case SC_ROKISWEIL:
  8853. case SC_INTOABYSS:
  8854. case SC_SIEGFRIED:
  8855. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  8856. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  8857. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  8858. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  8859. status_change_end(bl, SC_ROKISWEIL, INVALID_TIMER);
  8860. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  8861. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  8862. break;
  8863. case SC_WHISTLE:
  8864. case SC_ASSNCROS:
  8865. case SC_POEMBRAGI:
  8866. case SC_APPLEIDUN:
  8867. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  8868. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  8869. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  8870. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  8871. break;
  8872. case SC_DONTFORGETME:
  8873. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8874. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  8875. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  8876. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  8877. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8878. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8879. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8880. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  8881. case SC_HUMMING:
  8882. case SC_FORTUNE:
  8883. case SC_SERVICE4U:
  8884. status_change_end(bl, SC_DONTFORGETME, INVALID_TIMER);
  8885. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  8886. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  8887. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  8888. break;
  8889. #endif
  8890. case SC_ADORAMUS:
  8891. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8892. break;
  8893. case SC_ONEHAND:
  8894. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  8895. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8896. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8897. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8898. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8899. break;
  8900. case SC_MAXOVERTHRUST:
  8901. // Cancels Normal Overthrust. [Skotlex]
  8902. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  8903. break;
  8904. case SC_SUNSTANCE:
  8905. case SC_LUNARSTANCE:
  8906. case SC_STARSTANCE:
  8907. case SC_UNIVERSESTANCE:
  8908. if (sc->data[type])
  8909. break;
  8910. status_change_end(bl, SC_SUNSTANCE, INVALID_TIMER);
  8911. status_change_end(bl, SC_LUNARSTANCE, INVALID_TIMER);
  8912. status_change_end(bl, SC_STARSTANCE, INVALID_TIMER);
  8913. status_change_end(bl, SC_UNIVERSESTANCE, INVALID_TIMER);
  8914. break;
  8915. case SC_SPIRIT:
  8916. case SC_SOULGOLEM:
  8917. case SC_SOULSHADOW:
  8918. case SC_SOULFALCON:
  8919. case SC_SOULFAIRY:
  8920. if (sc->data[type])
  8921. break;
  8922. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8923. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  8924. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  8925. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  8926. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  8927. break;
  8928. case SC_MAGNIFICAT:
  8929. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  8930. break;
  8931. case SC_OFFERTORIUM:
  8932. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8933. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8934. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8935. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8936. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8937. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8938. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8939. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8940. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8941. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8942. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8943. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8944. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8945. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8946. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8947. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8948. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8949. break;
  8950. #ifndef RENEWAL
  8951. case SC_KYRIE:
  8952. // Cancels Assumptio
  8953. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8954. break;
  8955. #endif
  8956. case SC_DELUGE:
  8957. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  8958. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8959. break;
  8960. case SC_SILENCE:
  8961. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  8962. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  8963. break;
  8964. case SC_FREEZE:
  8965. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  8966. break;
  8967. case SC_HIDING:
  8968. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  8969. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  8970. break;
  8971. case SC_BERSERK:
  8972. if( val3 == SC__BLOODYLUST )
  8973. break;
  8974. if(battle_config.berserk_cancels_buffs) {
  8975. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8976. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8977. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  8978. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  8979. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  8980. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8981. }
  8982. #ifdef RENEWAL
  8983. else {
  8984. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8985. }
  8986. #endif
  8987. break;
  8988. case SC_ASSUMPTIO:
  8989. #ifndef RENEWAL
  8990. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  8991. #endif
  8992. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  8993. break;
  8994. case SC_KAITE:
  8995. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8996. break;
  8997. case SC_GN_CARTBOOST:
  8998. case SC_CARTBOOST:
  8999. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  9000. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9001. return 0;
  9002. }
  9003. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  9004. //since Cart Boost don't cancel Slow Grace effect
  9005. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  9006. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  9007. if(sc->data[SC_DONTFORGETME])
  9008. return 0;
  9009. break;
  9010. case SC_FUSION:
  9011. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  9012. break;
  9013. case SC_ADJUSTMENT:
  9014. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  9015. break;
  9016. case SC_MADNESSCANCEL:
  9017. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  9018. break;
  9019. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  9020. case SC_CHANGEUNDEAD:
  9021. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  9022. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  9023. break;
  9024. case SC_STRFOOD:
  9025. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  9026. break;
  9027. case SC_AGIFOOD:
  9028. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  9029. break;
  9030. case SC_VITFOOD:
  9031. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  9032. break;
  9033. case SC_INTFOOD:
  9034. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  9035. break;
  9036. case SC_DEXFOOD:
  9037. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  9038. break;
  9039. case SC_LUKFOOD:
  9040. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  9041. break;
  9042. case SC_FOOD_STR_CASH:
  9043. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  9044. break;
  9045. case SC_FOOD_AGI_CASH:
  9046. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  9047. break;
  9048. case SC_FOOD_VIT_CASH:
  9049. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  9050. break;
  9051. case SC_FOOD_INT_CASH:
  9052. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  9053. break;
  9054. case SC_FOOD_DEX_CASH:
  9055. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  9056. break;
  9057. case SC_FOOD_LUK_CASH:
  9058. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  9059. break;
  9060. case SC_MARSHOFABYSS:
  9061. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  9062. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  9063. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  9064. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  9065. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  9066. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  9067. break;
  9068. case SC_SWINGDANCE:
  9069. case SC_SYMPHONYOFLOVER:
  9070. case SC_MOONLITSERENADE:
  9071. case SC_RUSHWINDMILL:
  9072. case SC_ECHOSONG:
  9073. case SC_HARMONIZE: // Group A doesn't overlap
  9074. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  9075. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  9076. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  9077. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  9078. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  9079. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9080. break;
  9081. case SC_VOICEOFSIREN:
  9082. case SC_DEEPSLEEP:
  9083. case SC_GLOOMYDAY:
  9084. case SC_SONGOFMANA:
  9085. case SC_DANCEWITHWUG:
  9086. case SC_SATURDAYNIGHTFEVER:
  9087. case SC_LERADSDEW:
  9088. case SC_MELODYOFSINK:
  9089. case SC_BEYONDOFWARCRY:
  9090. case SC_UNLIMITEDHUMMINGVOICE:
  9091. case SC_SIRCLEOFNATURE: // Group B
  9092. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  9093. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9094. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  9095. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  9096. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9097. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  9098. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  9099. if (type != SC_GLOOMYDAY) {
  9100. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  9101. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  9102. }
  9103. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  9104. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  9105. if (type != SC_SATURDAYNIGHTFEVER) {
  9106. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  9107. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  9108. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  9109. }
  9110. }
  9111. break;
  9112. case SC_REFLECTSHIELD:
  9113. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  9114. break;
  9115. case SC_REFLECTDAMAGE:
  9116. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  9117. break;
  9118. case SC_SHIELDSPELL_DEF:
  9119. case SC_SHIELDSPELL_MDEF:
  9120. case SC_SHIELDSPELL_REF:
  9121. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  9122. if( type != SC_SHIELDSPELL_DEF )
  9123. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  9124. if( type != SC_SHIELDSPELL_MDEF )
  9125. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  9126. if( type != SC_SHIELDSPELL_REF )
  9127. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  9128. break;
  9129. case SC_BANDING:
  9130. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  9131. break;
  9132. case SC_GT_CHANGE:
  9133. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  9134. break;
  9135. case SC_GT_REVITALIZE:
  9136. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  9137. break;
  9138. case SC_WARMER:
  9139. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9140. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9141. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9142. break;
  9143. case SC_INVINCIBLE:
  9144. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  9145. break;
  9146. case SC_INVINCIBLEOFF:
  9147. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  9148. break;
  9149. case SC_WHITEIMPRISON:
  9150. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9151. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9152. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9153. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9154. break;
  9155. case SC_FEAR:
  9156. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9157. break;
  9158. case SC_KINGS_GRACE:
  9159. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  9160. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  9161. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  9162. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  9163. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  9164. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  9165. // Fall through
  9166. case SC_GROOMING:
  9167. status_change_end(bl,SC_STUN,INVALID_TIMER);
  9168. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  9169. status_change_end(bl,SC_STONE,INVALID_TIMER);
  9170. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  9171. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  9172. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  9173. status_change_end(bl,SC_POISON,INVALID_TIMER);
  9174. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  9175. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  9176. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  9177. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  9178. break;
  9179. case SC_2011RWC_SCROLL:
  9180. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  9181. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  9182. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  9183. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  9184. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  9185. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  9186. break;
  9187. case SC_FIGHTINGSPIRIT:
  9188. case SC_OVERED_BOOST:
  9189. case SC_MAGICPOWER:
  9190. case SC_IMPOSITIO:
  9191. case SC_KAAHI:
  9192. //These status changes always overwrite themselves even when a lower level is cast
  9193. status_change_end(bl, type, INVALID_TIMER);
  9194. break;
  9195. case SC_ENDURE:
  9196. if (sd && sd->special_state.no_walk_delay)
  9197. return 1;
  9198. break;
  9199. }
  9200. // Check for overlapping fails
  9201. if( (sce = sc->data[type]) ) {
  9202. switch( type ) {
  9203. case SC_MERC_FLEEUP:
  9204. case SC_MERC_ATKUP:
  9205. case SC_MERC_HPUP:
  9206. case SC_MERC_SPUP:
  9207. case SC_MERC_HITUP:
  9208. if( sce->val1 > val1 )
  9209. val1 = sce->val1;
  9210. break;
  9211. case SC_ADRENALINE:
  9212. case SC_ADRENALINE2:
  9213. case SC_WEAPONPERFECTION:
  9214. case SC_OVERTHRUST:
  9215. if (sce->val2 > val2)
  9216. return 0;
  9217. break;
  9218. case SC_S_LIFEPOTION:
  9219. case SC_L_LIFEPOTION:
  9220. case SC_BOSSMAPINFO:
  9221. case SC_STUN:
  9222. case SC_SLEEP:
  9223. case SC_POISON:
  9224. case SC_CURSE:
  9225. case SC_SILENCE:
  9226. case SC_CONFUSION:
  9227. case SC_BLIND:
  9228. case SC_BLEEDING:
  9229. case SC_DPOISON:
  9230. case SC_CLOSECONFINE2: // Can't be re-closed in.
  9231. case SC_TINDER_BREAKER2:
  9232. case SC_MARIONETTE:
  9233. case SC_MARIONETTE2:
  9234. case SC_NOCHAT:
  9235. case SC_ABUNDANCE:
  9236. case SC_FEAR:
  9237. case SC_BURNING:
  9238. case SC_FREEZING:
  9239. case SC_WHITEIMPRISON:
  9240. case SC_TOXIN:
  9241. case SC_PARALYSE:
  9242. case SC_VENOMBLEED:
  9243. case SC_MAGICMUSHROOM:
  9244. case SC_DEATHHURT:
  9245. case SC_PYREXIA:
  9246. case SC_OBLIVIONCURSE:
  9247. case SC_LEECHESEND:
  9248. case SC_CURSEDCIRCLE_TARGET:
  9249. case SC_ELECTRICSHOCKER:
  9250. case SC_BANDING_DEFENCE:
  9251. case SC__ENERVATION:
  9252. case SC__GROOMY:
  9253. case SC__IGNORANCE:
  9254. case SC__LAZINESS:
  9255. case SC__UNLUCKY:
  9256. case SC__WEAKNESS:
  9257. case SC_DEEPSLEEP:
  9258. case SC_NETHERWORLD:
  9259. case SC_CRYSTALIZE:
  9260. case SC_MANDRAGORA:
  9261. case SC_DEFSET:
  9262. case SC_MDEFSET:
  9263. case SC_NORECOVER_STATE:
  9264. case SC_REUSE_LIMIT_A:
  9265. case SC_REUSE_LIMIT_B:
  9266. case SC_REUSE_LIMIT_C:
  9267. case SC_REUSE_LIMIT_D:
  9268. case SC_REUSE_LIMIT_E:
  9269. case SC_REUSE_LIMIT_F:
  9270. case SC_REUSE_LIMIT_G:
  9271. case SC_REUSE_LIMIT_H:
  9272. case SC_REUSE_MILLENNIUMSHIELD:
  9273. case SC_REUSE_CRUSHSTRIKE:
  9274. case SC_REUSE_REFRESH:
  9275. case SC_REUSE_STORMBLAST:
  9276. case SC_ALL_RIDING_REUSE_LIMIT:
  9277. case SC_REUSE_LIMIT_MTF:
  9278. case SC_REUSE_LIMIT_ECL:
  9279. case SC_REUSE_LIMIT_RECALL:
  9280. case SC_REUSE_LIMIT_ASPD_POTION:
  9281. case SC_DORAM_BUF_01:
  9282. case SC_DORAM_BUF_02:
  9283. case SC_REUSE_LIMIT_LUXANIMA:
  9284. return 0;
  9285. case SC_PUSH_CART:
  9286. case SC_COMBO:
  9287. case SC_DANCING:
  9288. case SC_DEVOTION:
  9289. case SC_ASPDPOTION0:
  9290. case SC_ASPDPOTION1:
  9291. case SC_ASPDPOTION2:
  9292. case SC_ASPDPOTION3:
  9293. case SC_ATKPOTION:
  9294. case SC_MATKPOTION:
  9295. case SC_ENCHANTARMS:
  9296. case SC_ARMOR_ELEMENT_WATER:
  9297. case SC_ARMOR_ELEMENT_EARTH:
  9298. case SC_ARMOR_ELEMENT_FIRE:
  9299. case SC_ARMOR_ELEMENT_WIND:
  9300. case SC_ARMOR_RESIST:
  9301. case SC_ATTHASTE_CASH:
  9302. case SC_LHZ_DUN_N1:
  9303. case SC_LHZ_DUN_N2:
  9304. case SC_LHZ_DUN_N3:
  9305. case SC_LHZ_DUN_N4:
  9306. case SC_FLASHKICK:
  9307. case SC_SOULUNITY:
  9308. break;
  9309. case SC_GOSPEL:
  9310. // Must not override a casting gospel char.
  9311. if(sce->val4 == BCT_SELF)
  9312. return 0;
  9313. if(sce->val1 > val1)
  9314. return 1;
  9315. break;
  9316. case SC_ENDURE:
  9317. if(sce->val4 && !val4)
  9318. return 1; // Don't let you override infinite endure.
  9319. if(sce->val1 > val1)
  9320. return 1;
  9321. break;
  9322. case SC_JAILED:
  9323. // When a player is already jailed, do not edit the jail data.
  9324. val2 = sce->val2;
  9325. val3 = sce->val3;
  9326. val4 = sce->val4;
  9327. break;
  9328. case SC_LERADSDEW:
  9329. if (sc && sc->data[SC_BERSERK])
  9330. return 0;
  9331. case SC_SHAPESHIFT:
  9332. case SC_PROPERTYWALK:
  9333. break;
  9334. case SC_LEADERSHIP:
  9335. case SC_GLORYWOUNDS:
  9336. case SC_SOULCOLD:
  9337. case SC_HAWKEYES:
  9338. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9339. return 0;
  9340. break;
  9341. case SC_JOINTBEAT:
  9342. if (sc && sc->data[type]->val2 & BREAK_NECK)
  9343. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9344. val2 |= sce->val2; // Stackable ailments
  9345. default:
  9346. if(sce->val1 > val1)
  9347. return 1; // Return true to not mess up skill animations. [Skotlex]
  9348. }
  9349. }
  9350. calc_flag = StatusChangeFlagTable[type];
  9351. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9352. switch(type)
  9353. {
  9354. /* Permanent effects */
  9355. case SC_AETERNA:
  9356. case SC_MODECHANGE:
  9357. case SC_WEIGHT50:
  9358. case SC_WEIGHT90:
  9359. case SC_BROKENWEAPON:
  9360. case SC_BROKENARMOR:
  9361. case SC_READYSTORM:
  9362. case SC_READYDOWN:
  9363. case SC_READYCOUNTER:
  9364. case SC_READYTURN:
  9365. case SC_DODGE:
  9366. case SC_PUSH_CART:
  9367. case SC_SPRITEMABLE:
  9368. case SC_CLAN_INFO:
  9369. case SC_DAILYSENDMAILCNT:
  9370. tick = INFINITE_TICK;
  9371. break;
  9372. case SC_KEEPING:
  9373. case SC_BARRIER: {
  9374. unit_data *ud = unit_bl2ud(bl);
  9375. if (ud)
  9376. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9377. }
  9378. break;
  9379. case SC_DECREASEAGI:
  9380. case SC_INCREASEAGI:
  9381. case SC_ADORAMUS:
  9382. if (type == SC_ADORAMUS) {
  9383. // 1000% base chance to blind, but still can be resisted
  9384. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  9385. if (sc->data[SC_ADORAMUS])
  9386. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9387. }
  9388. val2 = 2 + val1; // Agi change
  9389. break;
  9390. case SC_ENDURE:
  9391. val2 = 7; // Hit-count [Celest]
  9392. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9393. struct map_session_data *tsd;
  9394. if( sd ) {
  9395. int i;
  9396. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9397. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9398. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9399. }
  9400. }
  9401. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9402. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9403. }
  9404. if( val4 )
  9405. tick = INFINITE_TICK;
  9406. break;
  9407. case SC_AUTOBERSERK:
  9408. if (status->hp < status->max_hp>>2 &&
  9409. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  9410. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  9411. tick = INFINITE_TICK;
  9412. break;
  9413. case SC_SIGNUMCRUCIS:
  9414. val2 = 10 + 4*val1; // Def reduction
  9415. tick = INFINITE_TICK;
  9416. clif_emotion(bl, ET_SWEAT);
  9417. break;
  9418. case SC_MAXIMIZEPOWER:
  9419. tick_time = val2 = tick>0?tick:60000;
  9420. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9421. break;
  9422. case SC_EDP:
  9423. val2 = val1 + 2; // Chance to Poison enemies.
  9424. #ifndef RENEWAL
  9425. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9426. #endif
  9427. if (sd) {
  9428. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9429. if (poison_level > 0) {
  9430. tick += 30000; // Base of 30 seconds
  9431. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9432. }
  9433. }
  9434. break;
  9435. case SC_POISONREACT:
  9436. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9437. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9438. break;
  9439. case SC_MAGICROD:
  9440. val2 = val1*20; // SP gained
  9441. break;
  9442. case SC_KYRIE:
  9443. if( val4 ) { // Formulas for Praefatio
  9444. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9445. val3 = 6 + val1; //Hits
  9446. } else { // Formulas for Kyrie Eleison
  9447. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9448. val3 = (val1 / 2 + 5);
  9449. }
  9450. break;
  9451. case SC_MAGICPOWER:
  9452. // val1: Skill lv
  9453. val2 = 1; // Lasts 1 invocation
  9454. val3 = 5*val1; // Matk% increase
  9455. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9456. break;
  9457. case SC_SACRIFICE:
  9458. val2 = 5; // Lasts 5 hits
  9459. tick = INFINITE_TICK;
  9460. break;
  9461. case SC_ENCPOISON:
  9462. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9463. case SC_ASPERSIO:
  9464. case SC_FIREWEAPON:
  9465. case SC_WATERWEAPON:
  9466. case SC_WINDWEAPON:
  9467. case SC_EARTHWEAPON:
  9468. case SC_SHADOWWEAPON:
  9469. case SC_GHOSTWEAPON:
  9470. skill_enchant_elemental_end(bl,type);
  9471. break;
  9472. case SC_ELEMENTALCHANGE:
  9473. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9474. // val2 : Element (When no element, random one is picked)
  9475. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9476. if( !val2 ) val2 = rnd()%ELE_ALL;
  9477. if( val1 == 1 && val3 == 0 )
  9478. val1 = 1 + rnd()%4;
  9479. else if( val1 > 4 )
  9480. val1 = 4; // Max Level
  9481. val3 = 0; // Not need to keep this info.
  9482. break;
  9483. case SC_PROVIDENCE:
  9484. val2 = val1*5; // Race/Ele resist
  9485. break;
  9486. case SC_REFLECTSHIELD:
  9487. val2 = 10+val1*3; // %Dmg reflected
  9488. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9489. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9490. struct map_session_data *tsd;
  9491. if( sd ) {
  9492. int i;
  9493. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9494. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9495. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9496. }
  9497. }
  9498. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9499. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9500. }
  9501. break;
  9502. case SC_STRIPWEAPON:
  9503. if (!sd) // Watk reduction
  9504. val2 = 25;
  9505. break;
  9506. case SC_STRIPSHIELD:
  9507. if (!sd) // Def reduction
  9508. val2 = 15;
  9509. break;
  9510. case SC_STRIPARMOR:
  9511. if (!sd) // Vit reduction
  9512. val2 = 40;
  9513. break;
  9514. case SC_STRIPHELM:
  9515. if (!sd) // Int reduction
  9516. val2 = 40;
  9517. break;
  9518. case SC_AUTOSPELL:
  9519. // Val1 Skill LV of Autospell
  9520. // Val2 Skill ID to cast
  9521. // Val3 Max Lv to cast
  9522. #ifdef RENEWAL
  9523. val4 = val1 * 2; // Chance of casting
  9524. #else
  9525. val4 = 5 + val1*2; // Chance of casting
  9526. #endif
  9527. break;
  9528. case SC_VOLCANO:
  9529. {
  9530. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9531. uint8 i = max((val1-1)%5, 0);
  9532. #ifdef RENEWAL
  9533. val2 = 5 + val1 * 5; // ATK/MATK increase
  9534. #else
  9535. val2 = val1*10; // Watk increase
  9536. if (status->def_ele != ELE_FIRE)
  9537. val2 = 0;
  9538. #endif
  9539. val3 = enchant_eff[i];
  9540. }
  9541. break;
  9542. case SC_VIOLENTGALE:
  9543. {
  9544. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9545. uint8 i = max((val1-1)%5, 0);
  9546. val2 = val1*3; // Flee increase
  9547. #ifndef RENEWAL
  9548. if (status->def_ele != ELE_WIND)
  9549. val2 = 0;
  9550. #endif
  9551. val3 = enchant_eff[i];
  9552. }
  9553. break;
  9554. case SC_DELUGE:
  9555. {
  9556. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9557. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9558. uint8 i = max((val1-1)%5, 0);
  9559. val2 = deluge_eff[i]; // HP increase
  9560. #ifndef RENEWAL
  9561. if (status->def_ele != ELE_WATER)
  9562. val2 = 0;
  9563. #endif
  9564. val3 = enchant_eff[i];
  9565. }
  9566. break;
  9567. case SC_SUITON:
  9568. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9569. // No penalties.
  9570. val2 = 0; // Agi penalty
  9571. val3 = 0; // Walk speed penalty
  9572. break;
  9573. }
  9574. val3 = 50;
  9575. val2 = 3*((val1+1)/3);
  9576. if (val1 > 4) val2--;
  9577. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9578. if (!unit_blown_immune(bl, 0x1))
  9579. unit_stop_walking(bl, 9);
  9580. break;
  9581. case SC_ONEHAND:
  9582. case SC_TWOHANDQUICKEN:
  9583. val2 = 300;
  9584. if (val1 > 10) // For boss casted skills [Skotlex]
  9585. val2 += 20*(val1-10);
  9586. break;
  9587. case SC_MERC_QUICKEN:
  9588. val2 = 300;
  9589. break;
  9590. #ifndef RENEWAL_ASPD
  9591. case SC_SPEARQUICKEN:
  9592. val2 = 200+10*val1;
  9593. break;
  9594. #endif
  9595. case SC_DANCING:
  9596. // val1 : Skill ID + LV
  9597. // val2 : Skill Group of the Dance.
  9598. // val3 : Brings the skill_lv (merged into val1 here)
  9599. // val4 : Partner
  9600. if (val1 == CG_MOONLIT)
  9601. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9602. val1|= (val3<<16);
  9603. val3 = tick/1000; // Tick duration
  9604. tick_time = 1000; // [GodLesZ] tick time
  9605. break;
  9606. #ifndef RENEWAL
  9607. case SC_LONGING:
  9608. val2 = 500-100*val1; // Aspd penalty.
  9609. break;
  9610. #else
  9611. case SC_ENSEMBLEFATIGUE:
  9612. val2 = 30; // Speed and ASPD penalty
  9613. break;
  9614. case SC_RICHMANKIM:
  9615. val2 = 10 + 10 * val1; // Exp increase bonus
  9616. break;
  9617. case SC_DRUMBATTLE:
  9618. val2 = 15 + val1 * 5; // Atk increase
  9619. val3 = val1 * 15; // Def increase
  9620. break;
  9621. case SC_NIBELUNGEN:
  9622. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9623. break;
  9624. case SC_SIEGFRIED:
  9625. val2 = val1 * 3; // Elemental Resistance
  9626. val3 = val1 * 5; // Status ailment resistance
  9627. break;
  9628. case SC_WHISTLE:
  9629. val2 = 18 + 2 * val1; // Flee increase
  9630. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9631. break;
  9632. case SC_ASSNCROS:
  9633. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9634. break;
  9635. case SC_POEMBRAGI:
  9636. val2 = 2 * val1; // Cast time reduction
  9637. val3 = 3 * val1; // After-cast delay reduction
  9638. break;
  9639. case SC_APPLEIDUN:
  9640. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9641. val3 = 2 * val1; // Potion recovery rate
  9642. break;
  9643. case SC_HUMMING:
  9644. val2 = 4 * val1; // Hit increase
  9645. break;
  9646. case SC_DONTFORGETME:
  9647. val2 = 1 + 30 * val1; // ASPD decrease
  9648. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9649. break;
  9650. case SC_FORTUNE:
  9651. val2 = val1 * 10; // Critical increase
  9652. break;
  9653. case SC_SERVICE4U:
  9654. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9655. val3 = 5 + val1; // SP cost reduction
  9656. break;
  9657. #endif
  9658. case SC_EXPLOSIONSPIRITS:
  9659. val2 = 75 + 25*val1; // Cri bonus
  9660. break;
  9661. case SC_ASPDPOTION0:
  9662. case SC_ASPDPOTION1:
  9663. case SC_ASPDPOTION2:
  9664. case SC_ASPDPOTION3:
  9665. val2 = 50*(2+type-SC_ASPDPOTION0);
  9666. break;
  9667. case SC_ATTHASTE_CASH:
  9668. val2 = 50*val1; // Just custom for pre-re
  9669. break;
  9670. case SC_NOCHAT:
  9671. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9672. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9673. // This is done this way because the message that the client displays is hardcoded, and only
  9674. // shows how many minutes are remaining. [Panikon]
  9675. tick = 60000;
  9676. val1 = battle_config.manner_system; // Mute filters.
  9677. if (sd) {
  9678. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9679. clif_updatestatus(sd,SP_MANNER);
  9680. }
  9681. break;
  9682. case SC_STONE:
  9683. val3 = max(val3, 100); // Incubation time
  9684. val4 = max(tick-val3, 100); // Petrify time
  9685. tick = val3;
  9686. calc_flag = 0; // Actual status changes take effect on petrified state.
  9687. break;
  9688. case SC_DPOISON:
  9689. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9690. if (status->hp > status->max_hp>>2) {
  9691. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9692. if (status->hp - diff < status->max_hp>>2)
  9693. diff = status->hp - (status->max_hp>>2);
  9694. status_zap(bl, diff, 0);
  9695. }
  9696. // Fall through
  9697. case SC_POISON:
  9698. case SC_BLEEDING:
  9699. case SC_BURNING:
  9700. tick_time = status_get_sc_interval(type);
  9701. val4 = tick - tick_time; // Remaining time
  9702. break;
  9703. case SC_TOXIN:
  9704. if (val3 == 1) // Target
  9705. tick_time = status_get_sc_interval(type);
  9706. else // Caster
  9707. tick_time = 1000;
  9708. val4 = tick - tick_time; // Remaining time
  9709. break;
  9710. case SC_DEATHHURT:
  9711. if (val3 == 1)
  9712. break;
  9713. tick_time = status_get_sc_interval(type);
  9714. val4 = tick - tick_time; // Remaining time
  9715. case SC_LEECHESEND:
  9716. if (val3 == 0)
  9717. break;
  9718. tick_time = status_get_sc_interval(type);
  9719. val4 = tick - tick_time; // Remaining time
  9720. break;
  9721. case SC_PYREXIA:
  9722. if (val3 == 1) { // Target
  9723. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9724. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  9725. tick_time = status_get_sc_interval(type);
  9726. val4 = tick - tick_time; // Remaining time
  9727. } else // Caster
  9728. val2 = 15; // CRIT % and ATK % increase
  9729. break;
  9730. case SC_VENOMBLEED:
  9731. if (val3 == 0) // Caster
  9732. val2 = 30; // Reflect damage % reduction
  9733. break;
  9734. case SC_MAGICMUSHROOM:
  9735. if (val3 == 1) { // Target
  9736. tick_time = status_get_sc_interval(type);
  9737. val4 = tick - tick_time; // Remaining time
  9738. } else // Caster
  9739. val2 = 10; // After-cast delay % reduction
  9740. break;
  9741. case SC_CONFUSION:
  9742. if (!val4)
  9743. clif_emotion(bl,ET_QUESTION);
  9744. break;
  9745. case SC_S_LIFEPOTION:
  9746. case SC_L_LIFEPOTION:
  9747. if( val1 == 0 ) return 0;
  9748. // val1 = heal percent/amout
  9749. // val2 = seconds between heals
  9750. // val4 = total of heals
  9751. if( val2 < 1 ) val2 = 1;
  9752. if( (val4 = tick/(val2 * 1000)) < 1 )
  9753. val4 = 1;
  9754. tick_time = val2 * 1000; // [GodLesZ] tick time
  9755. break;
  9756. case SC_BOSSMAPINFO:
  9757. if( sd != NULL ) {
  9758. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  9759. if( boss_md == NULL ) { // No MVP on this map
  9760. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  9761. return 0;
  9762. }
  9763. val1 = boss_md->bl.id;
  9764. tick_time = 1000; // [GodLesZ] tick time
  9765. val4 = tick / tick_time;
  9766. }
  9767. break;
  9768. case SC_HIDING:
  9769. val2 = tick/1000;
  9770. tick_time = 1000; // [GodLesZ] tick time
  9771. val3 = 0; // Unused, previously speed adjustment
  9772. val4 = val1+3; // Seconds before SP substraction happen.
  9773. break;
  9774. case SC_CHASEWALK:
  9775. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9776. val3 = 35 - 5 * val1; // Speed adjustment.
  9777. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  9778. val3 -= 40;
  9779. val4 = 10+val1*2; // SP cost.
  9780. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9781. break;
  9782. case SC_CLOAKING:
  9783. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9784. val1 = 10;
  9785. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  9786. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9787. val3 = 0; // Unused, previously walk speed adjustment
  9788. // val4&1 signals the presence of a wall.
  9789. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9790. // val4&4 makes cloak not end on using skills
  9791. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9792. val4 |= battle_config.pc_cloak_check_type&7;
  9793. else
  9794. val4 |= battle_config.monster_cloak_check_type&7;
  9795. break;
  9796. case SC_SIGHT: /* splash status */
  9797. case SC_RUWACH:
  9798. case SC_SIGHTBLASTER:
  9799. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9800. val2 = tick/20;
  9801. tick_time = 20; // [GodLesZ] tick time
  9802. break;
  9803. case SC_AUTOGUARD:
  9804. if( !(flag&SCSTART_NOAVOID) ) {
  9805. struct map_session_data *tsd;
  9806. int i;
  9807. for( i = val2 = 0; i < val1; i++) {
  9808. int t = 5-(i>>1);
  9809. val2 += (t < 0)? 1:t;
  9810. }
  9811. if( bl->type&(BL_PC|BL_MER) ) {
  9812. if( sd ) {
  9813. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9814. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9815. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9816. }
  9817. }
  9818. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9819. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9820. }
  9821. }
  9822. break;
  9823. case SC_DEFENDER:
  9824. if (!(flag&SCSTART_NOAVOID)) {
  9825. val2 = 5 + 15*val1; // Damage reduction
  9826. val3 = 0; // Unused, previously speed adjustment
  9827. val4 = 250 - 50*val1; // Aspd adjustment
  9828. if (sd) {
  9829. struct map_session_data *tsd;
  9830. int i;
  9831. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  9832. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  9833. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  9834. }
  9835. }
  9836. }
  9837. break;
  9838. case SC_TENSIONRELAX:
  9839. if (sd) {
  9840. pc_setsit(sd);
  9841. skill_sit(sd, true);
  9842. clif_sitting(&sd->bl);
  9843. }
  9844. val2 = 12; // SP cost
  9845. tick_time = 10000; // Decrease at 10secs intervals.
  9846. val3 = tick / tick_time;
  9847. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9848. break;
  9849. case SC_PARRYING:
  9850. val2 = 20 + val1*3; // Block Chance
  9851. break;
  9852. case SC_WINDWALK:
  9853. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  9854. break;
  9855. case SC_JOINTBEAT:
  9856. if( val2&BREAK_NECK )
  9857. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  9858. break;
  9859. case SC_BERSERK:
  9860. if( val3 == SC__BLOODYLUST )
  9861. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  9862. else
  9863. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  9864. // HP healing is performing after the calc_status call.
  9865. // Val2 holds HP penalty
  9866. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9867. if (!val4) val4 = 10000; // Val4 holds damage interval
  9868. val3 = tick/val4; // val3 holds skill duration
  9869. tick_time = val4; // [GodLesZ] tick time
  9870. break;
  9871. case SC_GOSPEL:
  9872. if(val4 == BCT_SELF) { // Self effect
  9873. val2 = tick/10000;
  9874. tick_time = 10000; // [GodLesZ] tick time
  9875. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  9876. }
  9877. break;
  9878. case SC_MARIONETTE:
  9879. {
  9880. int stat;
  9881. val3 = 0;
  9882. val4 = 0;
  9883. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  9884. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  9885. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  9886. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  9887. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  9888. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  9889. break;
  9890. }
  9891. case SC_MARIONETTE2:
  9892. {
  9893. int stat,max_stat;
  9894. // Fetch caster information
  9895. struct block_list *pbl = map_id2bl(val1);
  9896. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  9897. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  9898. // Fetch target's stats
  9899. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9900. if (!psce)
  9901. return 0;
  9902. val3 = 0;
  9903. val4 = 0;
  9904. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9905. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9906. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9907. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9908. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9909. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9910. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9911. break;
  9912. }
  9913. case SC_SPIRIT:
  9914. //1st Transcendent Spirit works similar to Marionette Control
  9915. if(sd && val2 == SL_HIGH) {
  9916. int stat,max_stat;
  9917. struct status_data *status2 = status_get_base_status(bl);
  9918. val3 = 0;
  9919. val4 = 0;
  9920. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9921. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9922. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9923. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9924. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9925. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9926. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9927. }
  9928. break;
  9929. case SC_REJECTSWORD:
  9930. val2 = 15*val1; // Reflect chance
  9931. val3 = 3; // Reflections
  9932. tick = INFINITE_TICK;
  9933. break;
  9934. case SC_MEMORIZE:
  9935. val2 = 5; // Memorized casts.
  9936. tick = INFINITE_TICK;
  9937. break;
  9938. #ifndef RENEWAL
  9939. case SC_GRAVITATION:
  9940. val2 = 50*val1; // aspd reduction
  9941. break;
  9942. #endif
  9943. case SC_REGENERATION:
  9944. if (val1 == 1)
  9945. val2 = 2;
  9946. else
  9947. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  9948. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  9949. // If val4 comes set, this blocks regen rather than increase it.
  9950. break;
  9951. case SC_DEVOTION:
  9952. {
  9953. struct block_list *d_bl;
  9954. struct status_change *d_sc;
  9955. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  9956. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  9957. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  9958. while( i >= 0 ) {
  9959. enum sc_type type2 = types[i];
  9960. if( d_sc->data[type2] )
  9961. status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? SCSTART_NOAVOID : SCSTART_NOAVOID|SCSTART_NOICON);
  9962. i--;
  9963. }
  9964. }
  9965. break;
  9966. }
  9967. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  9968. status_zap(bl, status->hp-1, val2?0:status->sp);
  9969. return 1;
  9970. break;
  9971. case SC_CLOSECONFINE2:
  9972. {
  9973. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  9974. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  9975. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  9976. if (src2 && sc2) {
  9977. if (!sce2) // Start lock on caster.
  9978. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  9979. else { // Increase count of locked enemies and refresh time.
  9980. (sce2->val2)++;
  9981. delete_timer(sce2->timer, status_change_timer);
  9982. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  9983. }
  9984. } else // Status failed.
  9985. return 0;
  9986. }
  9987. break;
  9988. case SC_KAITE:
  9989. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  9990. break;
  9991. case SC_KAUPE:
  9992. switch (val1) {
  9993. case 3: // 33*3 + 1 -> 100%
  9994. val2++;
  9995. case 1:
  9996. case 2: // 33, 66%
  9997. val2 += 33*val1;
  9998. val3 = 1; // Dodge 1 attack total.
  9999. break;
  10000. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  10001. val2 = 100;
  10002. val3 = val1-2;
  10003. break;
  10004. }
  10005. break;
  10006. case SC_COMBO:
  10007. {
  10008. // val1: Skill ID
  10009. // val2: When given, target (for autotargetting skills)
  10010. // val3: When set, this combo time should NOT delay attack/movement
  10011. // val3: If set to 2 this combo will delay ONLY attack
  10012. // val3: TK: Last used kick
  10013. // val4: TK: Combo time
  10014. struct unit_data *ud = unit_bl2ud(bl);
  10015. if ( ud && (!val3 || val3 == 2) ) {
  10016. tick += 300 * battle_config.combo_delay_rate/100;
  10017. ud->attackabletime = gettick()+tick;
  10018. if( !val3 )
  10019. unit_set_walkdelay(bl, gettick(), tick, 1);
  10020. }
  10021. val3 = 0;
  10022. val4 = tick;
  10023. break;
  10024. }
  10025. case SC_EARTHSCROLL:
  10026. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  10027. break;
  10028. case SC_RUN:
  10029. {
  10030. //Store time at which you started running.
  10031. t_tick currenttick = gettick();
  10032. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10033. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  10034. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  10035. tick = INFINITE_TICK;
  10036. break;
  10037. }
  10038. case SC_KAAHI:
  10039. val2 = 200*val1; // HP heal
  10040. val3 = 5*val1; // SP cost
  10041. break;
  10042. case SC_BLESSING:
  10043. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  10044. val2 = val1;
  10045. else
  10046. val2 = 0; // 0 -> Half stat.
  10047. break;
  10048. case SC_TRICKDEAD:
  10049. if (vd) vd->dead_sit = 1;
  10050. tick = INFINITE_TICK;
  10051. break;
  10052. case SC_CONCENTRATE:
  10053. val2 = 2 + val1;
  10054. if (sd) { // Store the card-bonus data that should not count in the %
  10055. val3 = sd->param_bonus[1]; // Agi
  10056. val4 = sd->param_bonus[4]; // Dex
  10057. } else
  10058. val3 = val4 = 0;
  10059. break;
  10060. case SC_MAXOVERTHRUST:
  10061. val2 = 20*val1; // Power increase
  10062. break;
  10063. case SC_OVERTHRUST:
  10064. case SC_ADRENALINE2:
  10065. case SC_ADRENALINE:
  10066. case SC_WEAPONPERFECTION:
  10067. {
  10068. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10069. if (type == SC_OVERTHRUST) {
  10070. // val2 holds if it was casted on self, or is bonus received from others
  10071. #ifdef RENEWAL
  10072. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  10073. #else
  10074. val3 = (val2) ? 5 * val1 : 5; // Power increase
  10075. #endif
  10076. }
  10077. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  10078. val3 = (val2) ? 300 : 200; // Aspd increase
  10079. }
  10080. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  10081. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  10082. }
  10083. break;
  10084. case SC_CONCENTRATION:
  10085. #ifdef RENEWAL
  10086. val2 = 5 + val1 * 2; // Batk/Watk Increase
  10087. val4 = 5 + val1 * 2; // Def reduction
  10088. #else
  10089. val2 = 5*val1; // Batk/Watk Increase
  10090. val4 = 5*val1; // Def reduction
  10091. #endif
  10092. val3 = 10*val1; // Hit Increase
  10093. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  10094. break;
  10095. case SC_ANGELUS:
  10096. val2 = 5*val1; // def increase
  10097. break;
  10098. case SC_IMPOSITIO:
  10099. val2 = 5*val1; // WATK/MATK increase
  10100. break;
  10101. case SC_MELTDOWN:
  10102. val2 = 100*val1; // Chance to break weapon
  10103. val3 = 70*val1; // Change to break armor
  10104. break;
  10105. case SC_TRUESIGHT:
  10106. val2 = 10*val1; // Critical increase
  10107. val3 = 3*val1; // Hit increase
  10108. break;
  10109. case SC_SUN_COMFORT:
  10110. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  10111. break;
  10112. case SC_MOON_COMFORT:
  10113. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  10114. break;
  10115. case SC_STAR_COMFORT:
  10116. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  10117. break;
  10118. case SC_QUAGMIRE:
  10119. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  10120. break;
  10121. // gs_something1 [Vicious]
  10122. case SC_GATLINGFEVER:
  10123. val2 = 20*val1; // Aspd increase
  10124. val3 = 20+10*val1; // Atk increase
  10125. val4 = 5*val1; // Flee decrease
  10126. break;
  10127. case SC_FLING:
  10128. if (bl->type == BL_PC)
  10129. val2 = 0; // No armor reduction to players.
  10130. else
  10131. val2 = 5*val1; // Def reduction
  10132. val3 = 5*val1; // Def2 reduction
  10133. break;
  10134. case SC_PROVOKE:
  10135. // val2 signals autoprovoke.
  10136. val3 = 2+3*val1; // Atk increase
  10137. val4 = 5+5*val1; // Def reduction.
  10138. break;
  10139. case SC_AVOID:
  10140. // val2 = 10*val1; // Speed change rate.
  10141. break;
  10142. case SC_DEFENCE:
  10143. #ifdef RENEWAL
  10144. val2 = 5 + (val1 * 5); // Vit bonus
  10145. #else
  10146. val2 = 2*val1; // Def bonus
  10147. #endif
  10148. break;
  10149. case SC_BLOODLUST:
  10150. val2 = 20+10*val1; // Atk rate change.
  10151. val3 = 3*val1; // Leech chance
  10152. val4 = 20; // Leech percent
  10153. break;
  10154. case SC_FLEET:
  10155. val2 = 30*val1; // Aspd change
  10156. val3 = 5+5*val1; // bAtk/wAtk rate change
  10157. break;
  10158. case SC_MINDBREAKER:
  10159. val2 = 20*val1; // matk increase.
  10160. val3 = 12*val1; // mdef2 reduction.
  10161. break;
  10162. case SC_JAILED:
  10163. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10164. tick = val1>0?1000:250;
  10165. if (sd) {
  10166. if (sd->mapindex != val2) {
  10167. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10168. map_idx = sd->mapindex; // Current Map
  10169. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10170. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10171. // 2. Set restore point (val3 -> return map, val4 return coords
  10172. val3 = map_idx;
  10173. val4 = pos;
  10174. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10175. val3 = sd->status.save_point.map;
  10176. val4 = (sd->status.save_point.x&0xFFFF)
  10177. |(sd->status.save_point.y<<16);
  10178. }
  10179. }
  10180. break;
  10181. case SC_UTSUSEMI:
  10182. val2=(val1+1)/2; // Number of hits blocked
  10183. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10184. break;
  10185. case SC_BUNSINJYUTSU:
  10186. val2=(val1+1)/2; // Number of hits blocked
  10187. break;
  10188. case SC_CHANGE:
  10189. val2= 30*val1; // Vit increase
  10190. val3= 20*val1; // Int increase
  10191. break;
  10192. case SC_SWOO:
  10193. if(status_has_mode(status,MD_STATUS_IMMUNE))
  10194. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10195. break;
  10196. case SC_ARMOR:
  10197. // NPC_DEFENDER:
  10198. val2 = 80; // Damage reduction
  10199. // Attack requirements to be blocked:
  10200. val3 = BF_LONG; // Range
  10201. val4 = BF_WEAPON|BF_MISC; // Type
  10202. break;
  10203. case SC_ENCHANTARMS:
  10204. // end previous enchants
  10205. skill_enchant_elemental_end(bl,type);
  10206. // Make sure the received element is valid.
  10207. if (val1 >= ELE_ALL)
  10208. val1 = val1%ELE_ALL;
  10209. else if (val1 < 0)
  10210. val1 = rnd()%ELE_ALL;
  10211. break;
  10212. case SC_CRITICALWOUND:
  10213. val2 = 20*val1; // Heal effectiveness decrease
  10214. break;
  10215. case SC_MAGICMIRROR:
  10216. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10217. // Level 6 ~ 10 use effect of level 1 ~ 5
  10218. val1 = 1 + ((val1-1)%5);
  10219. case SC_SLOWCAST:
  10220. val2 = 20*val1; // Magic reflection/cast rate
  10221. break;
  10222. case SC_ARMORCHANGE:
  10223. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10224. val2 =-20;
  10225. val3 = 20;
  10226. } else { // Boost def
  10227. val2 = 20;
  10228. val3 =-20;
  10229. }
  10230. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10231. // Level 6 ~ 10 use effect of level 1 ~ 5
  10232. val1 = 1 + ((val1-1)%5);
  10233. val2 *= val1; // 20% per level
  10234. val3 *= val1;
  10235. break;
  10236. case SC_EXPBOOST:
  10237. case SC_JEXPBOOST:
  10238. case SC_JP_EVENT04:
  10239. if (val1 < 0)
  10240. val1 = 0;
  10241. break;
  10242. case SC_INCFLEE2:
  10243. case SC_INCCRI:
  10244. val2 = val1*10; // Actual boost (since 100% = 1000)
  10245. break;
  10246. case SC_SUFFRAGIUM:
  10247. #ifdef RENEWAL
  10248. val2 = 5 + val1 * 5; // Speed cast decrease
  10249. #else
  10250. val2 = 15 * val1; // Speed cast decrease
  10251. #endif
  10252. break;
  10253. case SC_INCHEALRATE:
  10254. if (val1 < 1)
  10255. val1 = 1;
  10256. break;
  10257. case SC_DOUBLECAST:
  10258. val2 = 30+10*val1; // Trigger rate
  10259. break;
  10260. case SC_KAIZEL:
  10261. val2 = 10*val1; // % of life to be revived with
  10262. break;
  10263. // case SC_ARMOR_ELEMENT_WATER:
  10264. // case SC_ARMOR_ELEMENT_EARTH:
  10265. // case SC_ARMOR_ELEMENT_FIRE:
  10266. // case SC_ARMOR_ELEMENT_WIND:
  10267. // case SC_ARMOR_RESIST:
  10268. // Mod your resistance against elements:
  10269. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10270. // break;
  10271. // case ????:
  10272. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10273. // associated, and yet are not wrong/unknown. [Skotlex]
  10274. // break;
  10275. case SC_MERC_FLEEUP:
  10276. case SC_MERC_ATKUP:
  10277. case SC_MERC_HITUP:
  10278. val2 = 15 * val1;
  10279. break;
  10280. case SC_MERC_HPUP:
  10281. case SC_MERC_SPUP:
  10282. val2 = 5 * val1;
  10283. break;
  10284. case SC_REBIRTH:
  10285. val2 = 20*val1; // % of life to be revived with
  10286. break;
  10287. case SC_MANU_DEF:
  10288. case SC_MANU_ATK:
  10289. case SC_MANU_MATK:
  10290. val2 = 1; // Manuk group
  10291. break;
  10292. case SC_SPL_DEF:
  10293. case SC_SPL_ATK:
  10294. case SC_SPL_MATK:
  10295. val2 = 2; // Splendide group
  10296. break;
  10297. /* General */
  10298. case SC_FEAR:
  10299. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10300. break;
  10301. /* Rune Knight */
  10302. case SC_DEATHBOUND:
  10303. val2 = 500 + 100 * val1;
  10304. break;
  10305. case SC_STONEHARDSKIN:
  10306. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10307. return 0;
  10308. if (sd)
  10309. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10310. break;
  10311. case SC_REFRESH:
  10312. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10313. status_change_clear_buffs(bl, SCCB_REFRESH);
  10314. break;
  10315. case SC_MILLENNIUMSHIELD:
  10316. {
  10317. int8 chance = rnd()%100;
  10318. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10319. val3 = 1000; // Shield HP
  10320. clif_millenniumshield(bl, val2);
  10321. }
  10322. break;
  10323. case SC_ABUNDANCE:
  10324. val4 = tick / 10000;
  10325. tick_time = 10000; // [GodLesZ] tick time
  10326. break;
  10327. case SC_GIANTGROWTH:
  10328. val2 = 30; // Damage success rate and STR increase
  10329. break;
  10330. case SC_LUXANIMA:
  10331. val2 = 15; // Storm Blast success %
  10332. val3 = 30; // Damage/HP/SP % increase
  10333. break;
  10334. /* Arch Bishop */
  10335. case SC_RENOVATIO:
  10336. val4 = tick / 5000;
  10337. tick_time = 5000;
  10338. break;
  10339. case SC_SECRAMENT:
  10340. val2 = 10 * val1;
  10341. break;
  10342. case SC_VENOMIMPRESS:
  10343. val2 = 10 * val1;
  10344. break;
  10345. case SC_WEAPONBLOCKING:
  10346. val2 = 10 + 2 * val1; // Chance
  10347. val4 = tick / 5000;
  10348. tick_time = 5000; // [GodLesZ] tick time
  10349. break;
  10350. case SC_OBLIVIONCURSE:
  10351. if (val3 == 0)
  10352. break;
  10353. val4 = tick / 3000;
  10354. tick_time = 3000; // [GodLesZ] tick time
  10355. break;
  10356. case SC_CLOAKINGEXCEED:
  10357. val2 = (val1 + 1) / 2; // Hits
  10358. val3 = (val1 - 1) * 10; // Walk speed
  10359. if (bl->type == BL_PC)
  10360. val4 |= battle_config.pc_cloak_check_type&7;
  10361. else
  10362. val4 |= battle_config.monster_cloak_check_type&7;
  10363. tick_time = 1000; // [GodLesZ] tick time
  10364. break;
  10365. case SC_HALLUCINATIONWALK:
  10366. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10367. val3 = 10 * val1; // Evasion rate of magical attacks.
  10368. break;
  10369. case SC_MARSHOFABYSS:
  10370. if( bl->type == BL_PC )
  10371. val2 = 3 * val1; // AGI and DEX Reduction
  10372. else // BL_MOB
  10373. val2 = 6 * val1; // AGI and DEX Reduction
  10374. val3 = 10 * val1; // Movement Speed Reduction
  10375. break;
  10376. case SC_FREEZE_SP:
  10377. // val2 = sp drain per 10 seconds
  10378. tick_time = 10000; // [GodLesZ] tick time
  10379. break;
  10380. case SC_SPHERE_1:
  10381. case SC_SPHERE_2:
  10382. case SC_SPHERE_3:
  10383. case SC_SPHERE_4:
  10384. case SC_SPHERE_5:
  10385. if( !sd )
  10386. return 0; // Should only work on players.
  10387. val4 = tick / 1000;
  10388. if( val4 < 1 )
  10389. val4 = 1;
  10390. tick_time = 1000; // [GodLesZ] tick time
  10391. break;
  10392. case SC_SHAPESHIFT:
  10393. switch( val1 ) {
  10394. case 1: val2 = ELE_FIRE; break;
  10395. case 2: val2 = ELE_EARTH; break;
  10396. case 3: val2 = ELE_WIND; break;
  10397. case 4: val2 = ELE_WATER; break;
  10398. }
  10399. break;
  10400. case SC_ELECTRICSHOCKER:
  10401. case SC_CRYSTALIZE:
  10402. val4 = tick / 1000;
  10403. if( val4 < 1 )
  10404. val4 = 1;
  10405. tick_time = 1000; // [GodLesZ] tick time
  10406. break;
  10407. case SC_MEIKYOUSISUI:
  10408. val2 = val1 * 2; // % HP each sec
  10409. val3 = val1; // % SP each sec
  10410. val4 = tick / 1000;
  10411. if( val4 < 1 )
  10412. val4 = 1;
  10413. tick_time = 1000;
  10414. break;
  10415. case SC_CAMOUFLAGE:
  10416. val4 = tick/1000;
  10417. tick_time = 1000; // [GodLesZ] tick time
  10418. break;
  10419. case SC_WUGDASH:
  10420. {
  10421. //Store time at which you started running.
  10422. t_tick currenttick = gettick();
  10423. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10424. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10425. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10426. tick = INFINITE_TICK;
  10427. break;
  10428. }
  10429. case SC__SHADOWFORM:
  10430. {
  10431. struct map_session_data * s_sd = map_id2sd(val2);
  10432. if( s_sd )
  10433. s_sd->shadowform_id = bl->id;
  10434. val4 = tick / 1000;
  10435. tick_time = 1000; // [GodLesZ] tick time
  10436. }
  10437. break;
  10438. case SC__STRIPACCESSORY:
  10439. if (!sd)
  10440. val2 = 20;
  10441. break;
  10442. case SC__INVISIBILITY:
  10443. val2 = 50 - 10 * val1; // ASPD
  10444. val3 = 20 * val1; // CRITICAL
  10445. val4 = tick / 1000;
  10446. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10447. tick_time = 1000; // [GodLesZ] tick time
  10448. break;
  10449. case SC__ENERVATION:
  10450. val2 = 20 + 10 * val1; // ATK Reduction
  10451. if (sd) {
  10452. pc_delspiritball(sd,sd->spiritball,0);
  10453. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10454. }
  10455. break;
  10456. case SC__GROOMY:
  10457. val2 = 20 + 10 * val1; // ASPD
  10458. val3 = 20 * val1; // HIT
  10459. if( sd ) { // Removes Animals
  10460. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10461. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10462. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10463. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10464. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10465. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10466. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10467. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10468. }
  10469. break;
  10470. case SC__LAZINESS:
  10471. val2 = 10 + 10 * val1; // Cast Increase
  10472. val3 = 10 * val1; // Flee Reduction
  10473. break;
  10474. case SC__UNLUCKY:
  10475. {
  10476. sc_type rand_eff;
  10477. switch(rnd() % 3) {
  10478. case 1: rand_eff = SC_BLIND; break;
  10479. case 2: rand_eff = SC_SILENCE; break;
  10480. default: rand_eff = SC_POISON; break;
  10481. }
  10482. val2 = 10 * val1; // Crit and Flee2 Reduction
  10483. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10484. break;
  10485. }
  10486. case SC__WEAKNESS:
  10487. val2 = 10 * val1;
  10488. // Bypasses coating protection and MADO
  10489. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10490. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10491. break;
  10492. case SC_GN_CARTBOOST:
  10493. if( val1 < 3 )
  10494. val2 = 50;
  10495. else if( val1 > 2 && val1 < 5 )
  10496. val2 = 75;
  10497. else
  10498. val2 = 100;
  10499. break;
  10500. case SC_PROPERTYWALK:
  10501. val3 = 0;
  10502. break;
  10503. case SC_STRIKING:
  10504. // val2 = watk bonus already calc
  10505. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10506. val4 = tick / 1000;
  10507. tick_time = 1000; // [GodLesZ] tick time
  10508. break;
  10509. case SC_WARMER:
  10510. val4 = tick / 3000;
  10511. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10512. tick_time = 3000;
  10513. break;
  10514. case SC_BLOODSUCKER:
  10515. val4 = tick / 1000;
  10516. tick_time = 1000; // [GodLesZ] tick time
  10517. break;
  10518. case SC_HELLS_PLANT:
  10519. tick_time = 333;
  10520. val4 = tick / tick_time;
  10521. break;
  10522. case SC_SWINGDANCE:
  10523. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10524. break;
  10525. case SC_SYMPHONYOFLOVER:
  10526. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10527. break;
  10528. case SC_MOONLITSERENADE: // MATK Increase
  10529. case SC_RUSHWINDMILL: // ATK Increase
  10530. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10531. break;
  10532. case SC_ECHOSONG:
  10533. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10534. break;
  10535. case SC_HARMONIZE:
  10536. val2 = 5 + 5 * val1;
  10537. break;
  10538. case SC_VOICEOFSIREN:
  10539. val4 = tick / 2000;
  10540. tick_time = 2000; // [GodLesZ] tick time
  10541. break;
  10542. case SC_DEEPSLEEP:
  10543. val4 = tick / 2000;
  10544. tick_time = 2000; // [GodLesZ] tick time
  10545. break;
  10546. case SC_SIRCLEOFNATURE:
  10547. val2 = 50 * val1; // HP recovery rate
  10548. break;
  10549. case SC_SONGOFMANA:
  10550. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10551. val3 = 50 * val1;
  10552. break;
  10553. case SC_SATURDAYNIGHTFEVER:
  10554. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  10555. if (!val4) val4 = 3000;
  10556. val3 = tick/val4;
  10557. tick_time = val4; // [GodLesZ] tick time
  10558. break;
  10559. case SC_GLOOMYDAY:
  10560. val2 = 20 + 5 * val1; // Flee reduction.
  10561. val3 = 15 + 5 * val1; // ASPD reduction.
  10562. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10563. val4 = 1; // Reduce walk speed by half.
  10564. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10565. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10566. }
  10567. break;
  10568. case SC_GLOOMYDAY_SK:
  10569. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10570. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10571. break;
  10572. case SC_SITDOWN_FORCE:
  10573. case SC_BANANA_BOMB_SITDOWN:
  10574. if( sd && !pc_issit(sd) ) {
  10575. pc_setsit(sd);
  10576. skill_sit(sd, true);
  10577. clif_sitting(bl);
  10578. }
  10579. break;
  10580. case SC_DANCEWITHWUG:
  10581. val3 = 5 * val1; // ASPD Increase
  10582. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10583. break;
  10584. case SC_LERADSDEW:
  10585. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10586. break;
  10587. case SC_MELODYOFSINK:
  10588. val2 = 10 * val1; // INT Reduction.
  10589. val3 = 2 + 2 * val1; // MaxSP reduction
  10590. break;
  10591. case SC_BEYONDOFWARCRY:
  10592. val2 = 10 + 10 * val1; // STR Reduction
  10593. val3 = 4 * val1; // MaxHP Reduction
  10594. break;
  10595. case SC_UNLIMITEDHUMMINGVOICE:
  10596. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10597. break;
  10598. case SC_REFLECTDAMAGE:
  10599. val2 = 15 + 5 * val1; // Reflect amount
  10600. val3 = val1*5 + 25; // Number of reflects
  10601. val4 = tick/1000; // Number of SP cycles (duration)
  10602. tick_time = 1000; // [GodLesZ] tick time
  10603. break;
  10604. case SC_FORCEOFVANGUARD:
  10605. val2 = 8 + 12 * val1; // Chance
  10606. val3 = 5 + 2 * val1; // Max rage counters
  10607. tick = INFINITE_TICK; // Endless duration in the client
  10608. tick_time = 10000; // [GodLesZ] tick time
  10609. break;
  10610. case SC_EXEEDBREAK:
  10611. val2 = 150 * val1;
  10612. if (sd) { // Players
  10613. short index = sd->equip_index[EQI_HAND_R];
  10614. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10615. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  10616. } else // Monster
  10617. val2 += 750;
  10618. break;
  10619. case SC_PRESTIGE:
  10620. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10621. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10622. break;
  10623. case SC_BANDING:
  10624. val2 = (sd ? skill_banding_count(sd) : 1);
  10625. tick_time = 5000; // [GodLesZ] tick time
  10626. break;
  10627. case SC_MAGNETICFIELD:
  10628. val3 = tick / 1000;
  10629. tick_time = 1000; // [GodLesZ] tick time
  10630. break;
  10631. case SC_INSPIRATION:
  10632. val2 = (sd?sd->status.job_level:50);
  10633. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  10634. val4 = tick / 5000;
  10635. tick_time = 5000; // [GodLesZ] tick time
  10636. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
  10637. break;
  10638. case SC_CRESCENTELBOW:
  10639. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10640. break;
  10641. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10642. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10643. break;
  10644. case SC_RAISINGDRAGON:
  10645. val3 = tick / 5000;
  10646. tick_time = 5000; // [GodLesZ] tick time
  10647. break;
  10648. case SC_GT_ENERGYGAIN:
  10649. val2 = 10 + 5 * val1; // Sphere gain chance.
  10650. break;
  10651. case SC_GT_CHANGE:
  10652. // Take note there is no def increase as skill desc says. [malufett]
  10653. val2 = val1 * 8; // ATK increase
  10654. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10655. break;
  10656. case SC_GT_REVITALIZE:
  10657. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10658. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10659. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10660. // The stat def is not shown in the status window and it is processed differently
  10661. val4 = val1 * 20; // STAT DEF increase
  10662. break;
  10663. case SC_PYROTECHNIC_OPTION:
  10664. val2 = 60; // Eatk Renewal (Atk2)
  10665. break;
  10666. case SC_HEATER_OPTION:
  10667. val2 = 120; // Eatk Renewal (Atk2)
  10668. val3 = ELE_FIRE; // Change into fire element.
  10669. break;
  10670. case SC_TROPIC_OPTION:
  10671. val2 = 180; // Eatk Renewal (Atk2)
  10672. val3 = MG_FIREBOLT;
  10673. break;
  10674. case SC_AQUAPLAY_OPTION:
  10675. val2 = 40;
  10676. break;
  10677. case SC_COOLER_OPTION:
  10678. val2 = 80;
  10679. val3 = ELE_WATER; // Change into water element.
  10680. break;
  10681. case SC_CHILLY_AIR_OPTION:
  10682. val2 = 120; // Matk. Renewal (Matk1)
  10683. val3 = MG_COLDBOLT;
  10684. break;
  10685. case SC_WIND_STEP_OPTION:
  10686. val2 = 50; // % Increase speed and flee.
  10687. break;
  10688. case SC_BLAST_OPTION:
  10689. val2 = 20;
  10690. val3 = ELE_WIND; // Change into wind element.
  10691. break;
  10692. case SC_WILD_STORM_OPTION:
  10693. val2 = MG_LIGHTNINGBOLT;
  10694. break;
  10695. case SC_PETROLOGY_OPTION:
  10696. val2 = 5; //HP Rate bonus
  10697. val3 = 50;
  10698. break;
  10699. case SC_SOLID_SKIN_OPTION:
  10700. val2 = 33; //% Increase DEF
  10701. break;
  10702. case SC_CURSED_SOIL_OPTION:
  10703. val2 = 10; //HP rate bonus
  10704. val3 = ELE_EARTH; // Change into earth element.
  10705. break;
  10706. case SC_UPHEAVAL_OPTION:
  10707. val2 = 15; //HP rate bonus
  10708. val3 = WZ_EARTHSPIKE;
  10709. break;
  10710. case SC_CIRCLE_OF_FIRE_OPTION:
  10711. val2 = 300;
  10712. break;
  10713. case SC_WATER_SCREEN_OPTION:
  10714. tick_time = 10000;
  10715. break;
  10716. case SC_FIRE_CLOAK_OPTION:
  10717. case SC_WATER_DROP_OPTION:
  10718. case SC_WIND_CURTAIN_OPTION:
  10719. case SC_STONE_SHIELD_OPTION:
  10720. val2 = 100; // Elemental modifier.
  10721. break;
  10722. case SC_TROPIC:
  10723. case SC_CHILLY_AIR:
  10724. case SC_WILD_STORM:
  10725. case SC_UPHEAVAL:
  10726. val2 += 10;
  10727. case SC_HEATER:
  10728. case SC_COOLER:
  10729. case SC_BLAST:
  10730. case SC_CURSED_SOIL:
  10731. val2 += 10;
  10732. case SC_PYROTECHNIC:
  10733. case SC_AQUAPLAY:
  10734. case SC_GUST:
  10735. case SC_PETROLOGY:
  10736. val2 += 5;
  10737. val3 += 9000;
  10738. case SC_CIRCLE_OF_FIRE:
  10739. case SC_FIRE_CLOAK:
  10740. case SC_WATER_DROP:
  10741. case SC_WATER_SCREEN:
  10742. case SC_WIND_CURTAIN:
  10743. case SC_WIND_STEP:
  10744. case SC_STONE_SHIELD:
  10745. case SC_SOLID_SKIN:
  10746. val2 += 5;
  10747. val3 += 1000;
  10748. tick_time = val3; // [GodLesZ] tick time
  10749. break;
  10750. case SC_WATER_BARRIER:
  10751. val2 = 30; // Reductions. Atk2 and Flee1
  10752. break;
  10753. case SC_ZEPHYR:
  10754. val2 = 25; // Flee.
  10755. break;
  10756. case SC_TIDAL_WEAPON:
  10757. val2 = 20; // Increase Elemental's attack.
  10758. break;
  10759. case SC_ROCK_CRUSHER:
  10760. case SC_ROCK_CRUSHER_ATK:
  10761. case SC_POWER_OF_GAIA:
  10762. val2 = 33; //Def rate bonus/Speed rate reduction
  10763. val3 = 20; //HP rate bonus
  10764. break;
  10765. case SC_TEARGAS:
  10766. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10767. val4 = tick / 2000;
  10768. tick_time = 2000;
  10769. break;
  10770. case SC_TEARGAS_SOB:
  10771. val4 = tick / 3000;
  10772. tick_time = 3000;
  10773. break;
  10774. case SC_STOMACHACHE:
  10775. val2 = 8; // SP consume.
  10776. val4 = tick / 10000;
  10777. tick_time = 10000; // [GodLesZ] tick time
  10778. break;
  10779. case SC_PROMOTE_HEALTH_RESERCH:
  10780. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10781. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10782. //val3: MaxHP Increase By Fixed Amount
  10783. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10784. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10785. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10786. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  10787. if (val3 <= 0) // Prevents a negeative value from happening
  10788. val3 = 0;
  10789. break;
  10790. case SC_ENERGY_DRINK_RESERCH:
  10791. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10792. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10793. //val3: MaxSP Increase By Percentage Amount
  10794. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10795. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10796. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10797. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  10798. if (val3 <= 0) // Prevents a negeative value from happening
  10799. val3 = 0;
  10800. break;
  10801. case SC_KYOUGAKU:
  10802. val2 = 2*val1 + rnd()%val1;
  10803. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  10804. break;
  10805. case SC_KAGEMUSYA:
  10806. val2 = 20; // Damage increase bonus
  10807. val3 = val1 * 2;
  10808. tick_time = 1000;
  10809. val4 = tick / tick_time;
  10810. break;
  10811. case SC_ZANGETSU:
  10812. if( status_get_hp(bl) % 2 == 0 )
  10813. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  10814. else
  10815. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  10816. if( status_get_sp(bl) % 2 == 0 )
  10817. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  10818. else
  10819. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  10820. break;
  10821. case SC_GENSOU:
  10822. {
  10823. int hp = status_get_hp(bl), lv = 5;
  10824. short per = 100 / (status_get_max_hp(bl) / hp);
  10825. if( per <= 15 )
  10826. lv = 1;
  10827. else if( per <= 30 )
  10828. lv = 2;
  10829. else if( per <= 50 )
  10830. lv = 3;
  10831. else if( per <= 75 )
  10832. lv = 4;
  10833. if( hp % 2 == 0)
  10834. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  10835. else
  10836. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  10837. }
  10838. break;
  10839. case SC_ANGRIFFS_MODUS:
  10840. val2 = 50 + 20 * val1; // atk bonus
  10841. val3 = 25 + 10 * val1; // Flee reduction.
  10842. val4 = tick/1000; // hp/sp reduction timer
  10843. tick_time = 1000;
  10844. break;
  10845. case SC_GOLDENE_FERSE:
  10846. val2 = 10 + 10*val1; // flee bonus
  10847. val3 = 6 + 4 * val1; // Aspd Bonus
  10848. val4 = 2 + 2 * val1; // Chance of holy attack
  10849. break;
  10850. case SC_OVERED_BOOST:
  10851. val2 = 400 + 40 * val1; // flee bonus
  10852. val3 = 180 + 2 * val1; // aspd bonus
  10853. val4 = 50; // def reduc %
  10854. break;
  10855. case SC_GRANITIC_ARMOR:
  10856. val2 = 2*val1; // dmg reduction
  10857. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  10858. val4 = 5*val1; // unknow formula
  10859. break;
  10860. case SC_MAGMA_FLOW:
  10861. val2 = 3*val1; // Activation chance
  10862. break;
  10863. case SC_PYROCLASTIC:
  10864. val2 += 10*val1; // atk bonus
  10865. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  10866. break;
  10867. case SC_PARALYSIS: // [Lighta] need real info
  10868. val2 = 2*val1; // def reduction
  10869. val3 = 500*val1; // varcast augmentation
  10870. break;
  10871. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  10872. val2 = 20 * val1; // hp reco on death %
  10873. break;
  10874. case SC_PAIN_KILLER: // Yommy leak need confirm
  10875. val2 = 10 * val1; // aspd reduction %
  10876. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  10877. if(sc->data[SC_PARALYSIS])
  10878. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  10879. break;
  10880. case SC_STYLE_CHANGE:
  10881. tick = INFINITE_TICK; // Infinite duration
  10882. break;
  10883. case SC_CBC:
  10884. val3 = 10; // Drain sp % dmg
  10885. val4 = tick/1000; // dmg each sec
  10886. tick = 1000;
  10887. break;
  10888. case SC_EQC:
  10889. val2 = 5 * val1; // def % reduc
  10890. val3 = 2 * val1; // HP drain %
  10891. break;
  10892. case SC_ASH:
  10893. val2 = 0; // hit % reduc
  10894. val3 = 0; // def % reduc
  10895. val4 = 0; // atk flee & reduc
  10896. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE)) {
  10897. val2 = 50;
  10898. if (status_get_race(bl) == RC_PLANT) // plant type
  10899. val3 = 50;
  10900. if (status_get_element(bl) == ELE_WATER) // defense water type
  10901. val4 = 50;
  10902. }
  10903. break;
  10904. case SC_FULL_THROTTLE:
  10905. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  10906. val3 = 20; //+% AllStats
  10907. tick_time = 1000;
  10908. val4 = tick / tick_time;
  10909. break;
  10910. case SC_REBOUND:
  10911. tick_time = 2000;
  10912. val4 = tick / tick_time;
  10913. clif_emotion(bl, ET_SWEAT);
  10914. break;
  10915. case SC_KINGS_GRACE:
  10916. val2 = 3 + val1; //HP Recover rate
  10917. tick_time = 1000;
  10918. val4 = tick / tick_time;
  10919. break;
  10920. case SC_TELEKINESIS_INTENSE:
  10921. val2 = 10 * val1; // sp consum / casttime reduc %
  10922. val3 = 40 * val1; // magic dmg bonus
  10923. break;
  10924. case SC_OFFERTORIUM:
  10925. val2 = 30 * val1; // heal power bonus
  10926. val3 = 100 + 20 * val1; // sp cost inc
  10927. break;
  10928. case SC_FRIGG_SONG:
  10929. val2 = 5 * val1; // maxhp bonus
  10930. val3 = 80 + 20 * val1; // healing
  10931. tick_time = 1000;
  10932. val4 = tick / tick_time;
  10933. break;
  10934. case SC_FLASHCOMBO:
  10935. val2 = 20 * val1 + 20; // atk bonus
  10936. break;
  10937. case SC_DARKCROW:
  10938. val2 = 30 * val1; // ATK bonus
  10939. break;
  10940. case SC_UNLIMIT:
  10941. val2 = 50 * val1;
  10942. status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10943. status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10944. break;
  10945. case SC_MONSTER_TRANSFORM:
  10946. case SC_ACTIVE_MONSTER_TRANSFORM:
  10947. if( !mobdb_checkid(val1) )
  10948. val1 = MOBID_PORING; // Default poring
  10949. break;
  10950. #ifndef RENEWAL
  10951. case SC_APPLEIDUN:
  10952. {
  10953. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10954. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  10955. if (s_sd)
  10956. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  10957. break;
  10958. }
  10959. #endif
  10960. case SC_EPICLESIS:
  10961. val2 = 5 * val1; //HP rate bonus
  10962. break;
  10963. case SC_ILLUSIONDOPING:
  10964. val2 = 50; // -Hit
  10965. break;
  10966. case SC_OVERHEAT:
  10967. case SC_OVERHEAT_LIMITPOINT:
  10968. case SC_STEALTHFIELD:
  10969. tick_time = tick;
  10970. tick = INFINITE_TICK;
  10971. break;
  10972. case SC_STEALTHFIELD_MASTER:
  10973. tick_time = val3 = 2000 + 1000 * val1;
  10974. val4 = tick / tick_time;
  10975. break;
  10976. case SC_VACUUM_EXTREME:
  10977. // Suck target at n second, only if the n second is lower than the duration
  10978. // Does not suck targets on no-knockback maps
  10979. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  10980. tick_time = val4;
  10981. val4 = tick - tick_time;
  10982. } else
  10983. val4 = 0;
  10984. break;
  10985. case SC_FIRE_INSIGNIA:
  10986. case SC_WATER_INSIGNIA:
  10987. case SC_WIND_INSIGNIA:
  10988. case SC_EARTH_INSIGNIA:
  10989. tick_time = 5000;
  10990. val4 = tick / tick_time;
  10991. break;
  10992. case SC_NEUTRALBARRIER:
  10993. val2 = 10 + val1 * 5; // Def/Mdef
  10994. tick = INFINITE_TICK;
  10995. break;
  10996. /* Rebellion */
  10997. case SC_B_TRAP:
  10998. val2 = src->id;
  10999. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  11000. break;
  11001. case SC_C_MARKER:
  11002. // val1 = skill_lv
  11003. // val2 = src_id
  11004. val3 = 10; // -10 flee
  11005. //Start timer to send mark on mini map
  11006. val4 = tick/1000;
  11007. tick_time = 1000; // Sends every 1 seconds
  11008. break;
  11009. case SC_H_MINE:
  11010. val2 = src->id;
  11011. break;
  11012. case SC_HEAT_BARREL:
  11013. {
  11014. uint8 n = 10;
  11015. if (sd)
  11016. n = (uint8)sd->spiritball_old;
  11017. //kRO Update 2016-05-25
  11018. val2 = n * 5; // -fixed casttime
  11019. val3 = (6 + val1 * 2) * n; // ATK
  11020. val4 = 25 + val1 * 5; // -hit
  11021. }
  11022. break;
  11023. case SC_P_ALTER:
  11024. {
  11025. uint8 n = 10;
  11026. if (sd)
  11027. n = (uint8)sd->spiritball_old;
  11028. val2 = 10 * n; // +atk
  11029. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  11030. }
  11031. break;
  11032. case SC_E_CHAIN:
  11033. val2 = 10;
  11034. if (sd)
  11035. val2 = sd->spiritball_old;
  11036. break;
  11037. case SC_ANTI_M_BLAST:
  11038. val2 = val1 * 10;
  11039. break;
  11040. case SC_CATNIPPOWDER:
  11041. val2 = 50; // WATK%, MATK%
  11042. val3 = 25 * val1; // Move speed reduction
  11043. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  11044. val4 = status_get_lv(src) / 12;
  11045. break;
  11046. case SC_BITESCAR: {
  11047. const struct status_data *b_status = status_get_base_status(src); // Base Status
  11048. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  11049. tick_time = 1000;
  11050. val4 = tick / tick_time;
  11051. }
  11052. break;
  11053. case SC_ARCLOUSEDASH:
  11054. val2 = 15 + 5 * val1; // AGI
  11055. val3 = 25; // Move speed increase
  11056. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  11057. val4 = 10; // Ranged ATK increase
  11058. break;
  11059. case SC_SHRIMP:
  11060. val2 = 10; // BATK%, MATK%
  11061. break;
  11062. case SC_FRESHSHRIMP: {
  11063. int min = 0, max = 0;
  11064. #ifdef RENEWAL
  11065. min = status_base_matk_min(src, status, status_get_lv(src));
  11066. max = status_base_matk_max(src, status, status_get_lv(src));
  11067. if (status->rhw.matk > 0) {
  11068. int wMatk, variance;
  11069. wMatk = status->rhw.matk;
  11070. variance = wMatk * status->rhw.wlv / 10;
  11071. min += wMatk - variance;
  11072. max += wMatk + variance;
  11073. }
  11074. #endif
  11075. if (sd && sd->right_weapon.overrefine > 0) {
  11076. min++;
  11077. max += sd->right_weapon.overrefine - 1;
  11078. }
  11079. val2 += min + 178; // Heal
  11080. if (max > min)
  11081. val2 += rnd() % (max - min); // Heal
  11082. if (sd) {
  11083. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  11084. val2 += val2 * 10 / 100;
  11085. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  11086. val2 += val2 * 20 / 100;
  11087. }
  11088. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  11089. val2 *= 2; // Doubles HP
  11090. }
  11091. tick_time = 10000 - ((val1 - 1) * 1000);
  11092. val4 = tick / tick_time;
  11093. }
  11094. break;
  11095. case SC_TUNAPARTY:
  11096. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  11097. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  11098. val2 <<= 1; // Double the shield life
  11099. break;
  11100. case SC_HISS:
  11101. val2 = 50; // Perfect Dodge
  11102. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  11103. break;
  11104. case SC_GROOMING:
  11105. val2 = 100; // Flee
  11106. break;
  11107. case SC_CHATTERING:
  11108. val2 = 100; // eATK, eMATK
  11109. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  11110. break;
  11111. case SC_SWORDCLAN:
  11112. case SC_ARCWANDCLAN:
  11113. case SC_GOLDENMACECLAN:
  11114. case SC_CROSSBOWCLAN:
  11115. case SC_JUMPINGCLAN:
  11116. tick = INFINITE_TICK;
  11117. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  11118. break;
  11119. case SC_DORAM_BUF_01:
  11120. case SC_DORAM_BUF_02:
  11121. tick_time = 10000; // every 10 seconds
  11122. if( (val4 = tick/tick_time) < 1 )
  11123. val4 = 1;
  11124. break;
  11125. case SC_GLASTHEIM_ATK:
  11126. val1 = 100; // Undead/Demon MDEF ignore rate
  11127. break;
  11128. case SC_GLASTHEIM_HEAL:
  11129. val1 = 100; // Heal Power rate bonus
  11130. val2 = 50; // Received heal rate bonus
  11131. break;
  11132. case SC_GLASTHEIM_HIDDEN:
  11133. val1 = 90; // Damage rate reduction bonus
  11134. break;
  11135. case SC_GLASTHEIM_STATE:
  11136. val1 = 20; // All-stat bonus
  11137. break;
  11138. case SC_GLASTHEIM_ITEMDEF:
  11139. val1 = 200; // DEF bonus
  11140. val2 = 50; // MDEF bonus
  11141. break;
  11142. case SC_GLASTHEIM_HPSP:
  11143. val1 = 10000; // HP bonus
  11144. val2 = 1000; // SP bonus
  11145. break;
  11146. case SC_ANCILLA:
  11147. val1 = 15; // Heal Power rate bonus
  11148. val2 = 30; // SP Recovery rate bonus
  11149. break;
  11150. case SC_HELPANGEL:
  11151. tick_time = 1000;
  11152. val4 = tick / tick_time;
  11153. break;
  11154. case SC_SUNSTANCE:
  11155. val2 = 2 + val1; // ATK Increase
  11156. tick = INFINITE_TICK;
  11157. break;
  11158. case SC_LUNARSTANCE:
  11159. val2 = 2 + val1; // MaxHP Increase
  11160. tick = INFINITE_TICK;
  11161. break;
  11162. case SC_STARSTANCE:
  11163. val2 = 4 + 2 * val1; // ASPD Increase
  11164. tick = INFINITE_TICK;
  11165. break;
  11166. case SC_UNIVERSESTANCE:
  11167. val2 = 2 + val1; // All Stats Increase
  11168. tick = INFINITE_TICK;
  11169. break;
  11170. case SC_NEWMOON:
  11171. val2 = 7; // Number of Regular Attacks Until Reveal
  11172. tick_time = 1000;
  11173. val4 = tick / tick_time;
  11174. break;
  11175. case SC_FALLINGSTAR:
  11176. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11177. if (val1 >= 7)
  11178. val2 += 1; // Make it 15% at level 7.
  11179. break;
  11180. case SC_CREATINGSTAR:
  11181. tick_time = 500;
  11182. val4 = tick / tick_time;
  11183. break;
  11184. case SC_LIGHTOFSUN:
  11185. case SC_LIGHTOFMOON:
  11186. case SC_LIGHTOFSTAR:
  11187. val2 = 5 * val1; // Skill Damage Increase.
  11188. break;
  11189. case SC_SOULGOLEM:
  11190. val2 = 60 * val1; // DEF Increase
  11191. val3 = 15 + 5 * val1; // MDEF Increase
  11192. break;
  11193. case SC_SOULSHADOW:
  11194. val2 = (1 + val1) / 2; // ASPD Increase
  11195. val3 = 10 + 2 * val1; // CRIT Increase
  11196. break;
  11197. case SC_SOULFALCON:
  11198. val2 = 10 * val1; // WATK Increase
  11199. val3 = 10; // HIT Increase
  11200. if (val1 >= 3)
  11201. val3 += 3;
  11202. else if (val1 >= 5)
  11203. val3 += 5;
  11204. break;
  11205. case SC_SOULFAIRY:
  11206. val2 = 10 * val1; // MATK Increase
  11207. val3 = 5; // Variable Cast Time Reduction
  11208. if (val1 >= 3)
  11209. val3 += 2;
  11210. else if (val1 >= 5)
  11211. val3 += 5;
  11212. break;
  11213. case SC_SOULUNITY:
  11214. tick_time = 3000;
  11215. val4 = tick / tick_time;
  11216. break;
  11217. case SC_SOULDIVISION:
  11218. val2 = 10 * val1; // Skill Aftercast Increase
  11219. break;
  11220. case SC_SOULREAPER:
  11221. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11222. break;
  11223. case SC_SOULCOLLECT:
  11224. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11225. val3 = tick > 0 ? tick : 60000;
  11226. tick_time = tick;
  11227. tick = INFINITE_TICK;
  11228. break;
  11229. case SC_SP_SHA:
  11230. val2 = 50; // Move speed reduction
  11231. break;
  11232. default:
  11233. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == EFST_BLANK ) {
  11234. // Status change with no calc, no icon, and no skill associated...?
  11235. ShowError("UnknownStatusChange [%d]\n", type);
  11236. return 0;
  11237. }
  11238. } else // Special considerations when loading SC data.
  11239. switch( type ) {
  11240. case SC_WEDDING:
  11241. case SC_XMAS:
  11242. case SC_SUMMER:
  11243. case SC_HANBOK:
  11244. case SC_OKTOBERFEST:
  11245. case SC_DRESSUP:
  11246. if( !vd )
  11247. break;
  11248. clif_changelook(bl,LOOK_BASE,vd->class_);
  11249. clif_changelook(bl,LOOK_WEAPON,0);
  11250. clif_changelook(bl,LOOK_SHIELD,0);
  11251. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11252. clif_changelook(bl,LOOK_BODY2,0);
  11253. break;
  11254. case SC_STONE:
  11255. if (val3 > 0)
  11256. break; //Incubation time still active
  11257. //Fall through
  11258. case SC_POISON:
  11259. case SC_DPOISON:
  11260. case SC_BLEEDING:
  11261. case SC_BURNING:
  11262. case SC_TOXIN:
  11263. tick_time = tick;
  11264. tick = tick_time + max(val4, 0);
  11265. break;
  11266. case SC_DEATHHURT:
  11267. if (val3 == 1)
  11268. break;
  11269. tick_time = tick;
  11270. tick = tick_time + max(val4, 0);
  11271. case SC_MAGICMUSHROOM:
  11272. case SC_PYREXIA:
  11273. case SC_LEECHESEND:
  11274. if (val3 == 0)
  11275. break;
  11276. tick_time = tick;
  11277. tick = tick_time + max(val4, 0);
  11278. break;
  11279. case SC_SWORDCLAN:
  11280. case SC_ARCWANDCLAN:
  11281. case SC_GOLDENMACECLAN:
  11282. case SC_CROSSBOWCLAN:
  11283. case SC_JUMPINGCLAN:
  11284. case SC_CLAN_INFO:
  11285. // If the player still has a clan status, but was removed from his clan
  11286. if( sd && sd->status.clan_id == 0 ){
  11287. return 0;
  11288. }
  11289. break;
  11290. }
  11291. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  11292. switch(type) {
  11293. // Start |1 val_flag setting
  11294. case SC_ENCHANTARMS:
  11295. case SC_ROLLINGCUTTER:
  11296. case SC_BANDING:
  11297. case SC_SPHERE_1:
  11298. case SC_SPHERE_2:
  11299. case SC_SPHERE_3:
  11300. case SC_SPHERE_4:
  11301. case SC_SPHERE_5:
  11302. case SC_OVERHEAT:
  11303. case SC_LIGHTNINGWALK:
  11304. case SC_MONSTER_TRANSFORM:
  11305. case SC_ACTIVE_MONSTER_TRANSFORM:
  11306. case SC_EXPBOOST:
  11307. case SC_JEXPBOOST:
  11308. case SC_ITEMBOOST:
  11309. case SC_JP_EVENT04:
  11310. case SC_PUSH_CART:
  11311. case SC_SWORDCLAN:
  11312. case SC_ARCWANDCLAN:
  11313. case SC_GOLDENMACECLAN:
  11314. case SC_CROSSBOWCLAN:
  11315. case SC_JUMPINGCLAN:
  11316. case SC_DRESSUP:
  11317. val_flag |= 1;
  11318. break;
  11319. // Start |1|2 val_flag setting
  11320. case SC_FIGHTINGSPIRIT:
  11321. case SC_VENOMIMPRESS:
  11322. case SC_WEAPONBLOCKING:
  11323. case SC__INVISIBILITY:
  11324. case SC__ENERVATION:
  11325. case SC__WEAKNESS:
  11326. case SC_PROPERTYWALK:
  11327. case SC_PRESTIGE:
  11328. case SC_SHIELDSPELL_DEF:
  11329. case SC_SHIELDSPELL_MDEF:
  11330. case SC_SHIELDSPELL_REF:
  11331. case SC_CRESCENTELBOW:
  11332. case SC_CHILLY_AIR_OPTION:
  11333. case SC_GUST_OPTION:
  11334. case SC_WILD_STORM_OPTION:
  11335. case SC_UPHEAVAL_OPTION:
  11336. case SC_CIRCLE_OF_FIRE_OPTION:
  11337. case SC_CLAN_INFO:
  11338. case SC_DAILYSENDMAILCNT:
  11339. val_flag |= 1|2;
  11340. break;
  11341. // Start |1|2|4 val_flag setting
  11342. case SC_POISONINGWEAPON:
  11343. case SC_CLOAKINGEXCEED:
  11344. case SC_HALLUCINATIONWALK:
  11345. case SC__SHADOWFORM:
  11346. case SC__GROOMY:
  11347. case SC__LAZINESS:
  11348. case SC__UNLUCKY:
  11349. case SC_FORCEOFVANGUARD:
  11350. case SC_SPELLFIST:
  11351. case SC_CURSEDCIRCLE_ATKER:
  11352. case SC_PYROTECHNIC_OPTION:
  11353. case SC_HEATER_OPTION:
  11354. case SC_AQUAPLAY_OPTION:
  11355. case SC_COOLER_OPTION:
  11356. case SC_BLAST_OPTION:
  11357. case SC_PETROLOGY_OPTION:
  11358. case SC_CURSED_SOIL_OPTION:
  11359. case SC_WATER_BARRIER:
  11360. val_flag |= 1|2|4;
  11361. break;
  11362. }
  11363. if (current_equip_combo_pos && tick == INFINITE_TICK) {
  11364. ShowWarning("sc_start: Item combo contains an INFINITE_TICK duration. Skipping bonus.\n");
  11365. return 0;
  11366. }
  11367. /* [Ind] */
  11368. if (StatusDisplayType[type]&bl->type) {
  11369. int dval1 = 0, dval2 = 0, dval3 = 0;
  11370. switch (type) {
  11371. case SC_ALL_RIDING:
  11372. dval1 = 1;
  11373. break;
  11374. case SC_CLAN_INFO:
  11375. dval1 = val1;
  11376. dval2 = val2;
  11377. dval3 = val3;
  11378. break;
  11379. default: /* All others: just copy val1 */
  11380. dval1 = val1;
  11381. break;
  11382. }
  11383. status_display_add(bl,type,dval1,dval2,dval3);
  11384. }
  11385. // Those that make you stop attacking/walking....
  11386. switch (type) {
  11387. case SC_WHITEIMPRISON:
  11388. case SC_DEEPSLEEP:
  11389. case SC_CRYSTALIZE:
  11390. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  11391. pc_setstand(sd, true);
  11392. case SC_FREEZE:
  11393. case SC_STUN:
  11394. case SC_GRAVITYCONTROL:
  11395. if (sc->data[SC_DANCING])
  11396. unit_stop_walking(bl, 1);
  11397. case SC_TRICKDEAD:
  11398. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11399. case SC_SLEEP:
  11400. case SC_STONE:
  11401. // Cancel cast when get status [LuzZza]
  11402. if (battle_config.sc_castcancel&bl->type)
  11403. unit_skillcastcancel(bl, 0);
  11404. // Fall through
  11405. case SC_CURSEDCIRCLE_ATKER:
  11406. case SC_KINGS_GRACE:
  11407. unit_stop_attack(bl);
  11408. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  11409. break;
  11410. // Fall through
  11411. case SC_STOP:
  11412. case SC_CONFUSION:
  11413. case SC_CLOSECONFINE:
  11414. case SC_CLOSECONFINE2:
  11415. case SC_BITE:
  11416. case SC_THORNSTRAP:
  11417. case SC_MEIKYOUSISUI:
  11418. case SC_KYOUGAKU:
  11419. case SC_PARALYSIS:
  11420. //case SC__CHAOS:
  11421. case SC_SV_ROOTTWIST:
  11422. unit_stop_walking(bl,1);
  11423. break;
  11424. case SC_CURSEDCIRCLE_TARGET:
  11425. unit_stop_attack(bl);
  11426. // Fall through
  11427. case SC_ANKLE:
  11428. case SC_SPIDERWEB:
  11429. case SC_ELECTRICSHOCKER:
  11430. case SC_MAGNETICFIELD:
  11431. case SC_NETHERWORLD:
  11432. if (!unit_blown_immune(bl,0x1))
  11433. unit_stop_walking(bl,1);
  11434. break;
  11435. case SC__MANHOLE:
  11436. // Manhole ignores blow_immune, when the enemy is BL_PC
  11437. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11438. unit_stop_walking(bl,1);
  11439. unit_stop_attack(bl);
  11440. break;
  11441. case SC_VACUUM_EXTREME:
  11442. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11443. unit_stop_walking(bl,1);
  11444. unit_stop_attack(bl);
  11445. }
  11446. break;
  11447. case SC_HIDING:
  11448. case SC_CLOAKING:
  11449. case SC_CLOAKINGEXCEED:
  11450. case SC__FEINTBOMB:
  11451. case SC_CHASEWALK:
  11452. case SC_WEIGHT90:
  11453. case SC_CAMOUFLAGE:
  11454. case SC_STEALTHFIELD:
  11455. case SC_VOICEOFSIREN:
  11456. case SC_WEDDING:
  11457. case SC_XMAS:
  11458. case SC_SUMMER:
  11459. case SC_HANBOK:
  11460. case SC_OKTOBERFEST:
  11461. case SC_DRESSUP:
  11462. case SC_NEWMOON:
  11463. case SC_SUHIDE:
  11464. unit_stop_attack(bl);
  11465. break;
  11466. case SC_SILENCE:
  11467. if (battle_config.sc_castcancel&bl->type)
  11468. unit_skillcastcancel(bl, 0);
  11469. break;
  11470. case SC_ITEMSCRIPT: // Shows Buff Icons
  11471. if (sd && val2 != EFST_BLANK)
  11472. clif_status_change(bl, (enum efst_types)val2, 1, tick, 0, 0, 0);
  11473. break;
  11474. }
  11475. // Set option as needed.
  11476. opt_flag = 1;
  11477. switch(type) {
  11478. // OPT1
  11479. case SC_STONE:
  11480. if (val3 > 0)
  11481. sc->opt1 = OPT1_STONEWAIT;
  11482. else
  11483. sc->opt1 = OPT1_STONE;
  11484. break;
  11485. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  11486. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  11487. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  11488. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  11489. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  11490. // OPT2
  11491. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  11492. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  11493. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  11494. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  11495. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  11496. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  11497. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  11498. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  11499. // OPT3
  11500. case SC_TWOHANDQUICKEN:
  11501. case SC_ONEHAND:
  11502. case SC_SPEARQUICKEN:
  11503. case SC_CONCENTRATION:
  11504. case SC_MERC_QUICKEN:
  11505. sc->opt3 |= OPT3_QUICKEN;
  11506. opt_flag = 0;
  11507. break;
  11508. case SC_MAXOVERTHRUST:
  11509. case SC_OVERTHRUST:
  11510. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  11511. sc->opt3 |= OPT3_OVERTHRUST;
  11512. opt_flag = 0;
  11513. break;
  11514. case SC_ENERGYCOAT:
  11515. case SC_SKE:
  11516. sc->opt3 |= OPT3_ENERGYCOAT;
  11517. opt_flag = 0;
  11518. break;
  11519. case SC_INCATKRATE:
  11520. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  11521. if (bl->type != BL_MOB) {
  11522. opt_flag = 0;
  11523. break;
  11524. }
  11525. case SC_EXPLOSIONSPIRITS:
  11526. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  11527. opt_flag = 0;
  11528. break;
  11529. case SC_STEELBODY:
  11530. case SC_SKA:
  11531. sc->opt3 |= OPT3_STEELBODY;
  11532. opt_flag = 0;
  11533. break;
  11534. case SC_BLADESTOP:
  11535. sc->opt3 |= OPT3_BLADESTOP;
  11536. opt_flag = 0;
  11537. break;
  11538. case SC_AURABLADE:
  11539. sc->opt3 |= OPT3_AURABLADE;
  11540. opt_flag = 0;
  11541. break;
  11542. case SC_BERSERK:
  11543. opt_flag = 0;
  11544. sc->opt3 |= OPT3_BERSERK;
  11545. break;
  11546. // case ???: // doesn't seem to do anything
  11547. // sc->opt3 |= OPT3_LIGHTBLADE;
  11548. // opt_flag = 0;
  11549. // break;
  11550. case SC_DANCING:
  11551. if ((val1&0xFFFF) == CG_MOONLIT)
  11552. sc->opt3 |= OPT3_MOONLIT;
  11553. opt_flag = 0;
  11554. break;
  11555. case SC_MARIONETTE:
  11556. case SC_MARIONETTE2:
  11557. sc->opt3 |= OPT3_MARIONETTE;
  11558. opt_flag = 0;
  11559. break;
  11560. case SC_ASSUMPTIO:
  11561. sc->opt3 |= OPT3_ASSUMPTIO;
  11562. opt_flag = 0;
  11563. break;
  11564. case SC_WARM: // SG skills [Komurka]
  11565. sc->opt3 |= OPT3_WARM;
  11566. opt_flag = 0;
  11567. break;
  11568. case SC_KAITE:
  11569. sc->opt3 |= OPT3_KAITE;
  11570. opt_flag = 0;
  11571. break;
  11572. case SC_BUNSINJYUTSU:
  11573. sc->opt3 |= OPT3_BUNSIN;
  11574. opt_flag = 0;
  11575. break;
  11576. case SC_SPIRIT:
  11577. sc->opt3 |= OPT3_SOULLINK;
  11578. opt_flag = 0;
  11579. break;
  11580. case SC_CHANGEUNDEAD:
  11581. sc->opt3 |= OPT3_UNDEAD;
  11582. opt_flag = 0;
  11583. break;
  11584. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  11585. // sc->opt3 |= OPT3_CONTRACT;
  11586. // opt_flag = 0;
  11587. // break;
  11588. // OPTION
  11589. case SC_HIDING:
  11590. sc->option |= OPTION_HIDE;
  11591. opt_flag = 2;
  11592. break;
  11593. case SC_CLOAKING:
  11594. case SC_CLOAKINGEXCEED:
  11595. case SC__INVISIBILITY:
  11596. case SC_NEWMOON:
  11597. sc->option |= OPTION_CLOAK;
  11598. case SC_CAMOUFLAGE:
  11599. case SC_STEALTHFIELD:
  11600. case SC__SHADOWFORM:
  11601. opt_flag = 2;
  11602. break;
  11603. case SC_CHASEWALK:
  11604. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  11605. opt_flag = 2;
  11606. break;
  11607. case SC__FEINTBOMB:
  11608. sc->option |= OPTION_INVISIBLE;
  11609. opt_flag |= 2|4;
  11610. break;
  11611. case SC_SIGHT:
  11612. sc->option |= OPTION_SIGHT;
  11613. break;
  11614. case SC_RUWACH:
  11615. sc->option |= OPTION_RUWACH;
  11616. break;
  11617. case SC_WEDDING:
  11618. sc->option |= OPTION_WEDDING;
  11619. opt_flag |= 0x4;
  11620. break;
  11621. case SC_XMAS:
  11622. sc->option |= OPTION_XMAS;
  11623. opt_flag |= 0x4;
  11624. break;
  11625. case SC_SUMMER:
  11626. sc->option |= OPTION_SUMMER;
  11627. opt_flag |= 0x4;
  11628. break;
  11629. case SC_HANBOK:
  11630. sc->option |= OPTION_HANBOK;
  11631. opt_flag |= 0x4;
  11632. break;
  11633. case SC_OKTOBERFEST:
  11634. sc->option |= OPTION_OKTOBERFEST;
  11635. opt_flag |= 0x4;
  11636. break;
  11637. case SC_DRESSUP:
  11638. sc->option |= OPTION_SUMMER2;
  11639. opt_flag |= 0x4;
  11640. break;
  11641. case SC_ORCISH:
  11642. sc->option |= OPTION_ORCISH;
  11643. break;
  11644. case SC_FUSION:
  11645. sc->option |= OPTION_FLYING;
  11646. break;
  11647. default:
  11648. opt_flag = 0;
  11649. }
  11650. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11651. if(opt_flag) {
  11652. clif_changeoption(bl);
  11653. if(sd && (opt_flag&0x4)) {
  11654. clif_changelook(bl,LOOK_BASE,vd->class_);
  11655. clif_changelook(bl,LOOK_WEAPON,0);
  11656. clif_changelook(bl,LOOK_SHIELD,0);
  11657. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11658. }
  11659. }
  11660. if (calc_flag&SCB_DYE) { // Reset DYE color
  11661. if (vd && vd->cloth_color) {
  11662. val4 = vd->cloth_color;
  11663. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11664. }
  11665. calc_flag&=~SCB_DYE;
  11666. }
  11667. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  11668. { //Reset body style
  11669. if (vd && vd->body_style)
  11670. {
  11671. val4 = vd->body_style;
  11672. clif_changelook(bl,LOOK_BODY2,0);
  11673. }
  11674. calc_flag&=~SCB_BODY;
  11675. }*/
  11676. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type])) {
  11677. int status_icon = StatusIconChangeTable[type];
  11678. #if PACKETVER < 20151104
  11679. if (status_icon == EFST_WEAPONPROPERTY)
  11680. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11681. #endif
  11682. clif_status_change(bl, status_icon, 1, tick, (val_flag & 1) ? val1 : 1, (val_flag & 2) ? val2 : 0, (val_flag & 4) ? val3 : 0);
  11683. }
  11684. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11685. if( tick_time )
  11686. tick = tick_time;
  11687. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11688. if((sce=sc->data[type])) { // reuse old sc
  11689. if( sce->timer != INVALID_TIMER )
  11690. delete_timer(sce->timer, status_change_timer);
  11691. sc_isnew = false;
  11692. } else { // New sc
  11693. ++(sc->count);
  11694. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  11695. }
  11696. sce->val1 = val1;
  11697. sce->val2 = val2;
  11698. sce->val3 = val3;
  11699. sce->val4 = val4;
  11700. if (tick >= 0)
  11701. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11702. else
  11703. sce->timer = INVALID_TIMER; // Infinite duration
  11704. if (calc_flag) {
  11705. if (sd) {
  11706. switch(type) {
  11707. // Statuses that adjust HP/SP and heal after starting
  11708. case SC_BERSERK:
  11709. case SC_MERC_HPUP:
  11710. case SC_MERC_SPUP:
  11711. status_calc_bl_(bl, static_cast<scb_flag>(calc_flag), SCO_FORCE);
  11712. break;
  11713. default:
  11714. status_calc_bl(bl, calc_flag);
  11715. break;
  11716. }
  11717. } else
  11718. status_calc_bl(bl, calc_flag);
  11719. }
  11720. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  11721. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  11722. if (sd && sd->pd)
  11723. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  11724. // 1st thing to execute when loading status
  11725. switch (type) {
  11726. case SC_BERSERK:
  11727. if (!(sce->val2)) { // Don't heal if already set
  11728. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  11729. status_set_sp(bl, 0, 0); // Damage all SP
  11730. }
  11731. sce->val2 = 5 * status->max_hp / 100;
  11732. break;
  11733. case SC_RUN:
  11734. {
  11735. struct unit_data *ud = unit_bl2ud(bl);
  11736. if( ud )
  11737. ud->state.running = unit_run(bl, NULL, SC_RUN);
  11738. }
  11739. break;
  11740. case SC_BOSSMAPINFO:
  11741. if (sd)
  11742. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  11743. break;
  11744. case SC_FULL_THROTTLE:
  11745. case SC_MERC_HPUP:
  11746. status_percent_heal(bl, 100, 0); // Recover Full HP
  11747. break;
  11748. case SC_MERC_SPUP:
  11749. status_percent_heal(bl, 0, 100); // Recover Full SP
  11750. break;
  11751. case SC_WUGDASH:
  11752. {
  11753. struct unit_data *ud = unit_bl2ud(bl);
  11754. if( ud )
  11755. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  11756. }
  11757. break;
  11758. case SC_COMBO:
  11759. switch(sce->val1) {
  11760. case TK_STORMKICK:
  11761. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11762. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  11763. break;
  11764. case TK_DOWNKICK:
  11765. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11766. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  11767. break;
  11768. case TK_TURNKICK:
  11769. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11770. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  11771. break;
  11772. case TK_COUNTER:
  11773. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11774. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  11775. break;
  11776. default: // Rest just toggle inf to enable autotarget
  11777. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  11778. break;
  11779. }
  11780. break;
  11781. case SC_RAISINGDRAGON:
  11782. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  11783. break;
  11784. case SC_C_MARKER:
  11785. //Send mini-map, don't wait for first timer triggered
  11786. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  11787. clif_crimson_marker(sd, bl, false);
  11788. break;
  11789. case SC_GVG_GIANT:
  11790. case SC_GVG_GOLEM:
  11791. case SC_GVG_STUN:
  11792. case SC_GVG_STONE:
  11793. case SC_GVG_FREEZ:
  11794. case SC_GVG_SLEEP:
  11795. case SC_GVG_CURSE:
  11796. case SC_GVG_SILENCE:
  11797. case SC_GVG_BLIND:
  11798. if (val1 || val2)
  11799. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  11800. break;
  11801. }
  11802. if( opt_flag&2 && sd && !sd->npc_ontouch_.empty() )
  11803. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  11804. return 1;
  11805. }
  11806. /**
  11807. * End all statuses except those listed
  11808. * TODO: May be useful for dispel instead resetting a list there
  11809. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11810. * @param type: Changes behaviour of the function
  11811. * 0: PC killed -> Place here statuses that do not dispel on death.
  11812. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  11813. * 2: Do clif_changeoption()
  11814. * 3: Do not remove some permanent/time-independent effects
  11815. * @return 1: Success 0: Fail
  11816. */
  11817. int status_change_clear(struct block_list* bl, int type)
  11818. {
  11819. struct status_change* sc;
  11820. int i;
  11821. sc = status_get_sc(bl);
  11822. if (!sc)
  11823. return 0;
  11824. // Cleaning all extras vars
  11825. sc->comet_x = 0;
  11826. sc->comet_y = 0;
  11827. #ifndef RENEWAL
  11828. sc->sg_counter = 0;
  11829. #endif
  11830. sc->bs_counter = 0;
  11831. if (!sc->count)
  11832. return 0;
  11833. for(i = 0; i < SC_MAX; i++) {
  11834. if(!sc->data[i])
  11835. continue;
  11836. if(type == 0) {
  11837. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  11838. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  11839. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  11840. break;
  11841. case SC_WEIGHT50:
  11842. case SC_WEIGHT90:
  11843. case SC_EDP:
  11844. case SC_MELTDOWN:
  11845. case SC_WEDDING:
  11846. case SC_XMAS:
  11847. case SC_SUMMER:
  11848. case SC_HANBOK:
  11849. case SC_OKTOBERFEST:
  11850. case SC_DRESSUP:
  11851. case SC_NOCHAT:
  11852. case SC_FUSION:
  11853. case SC_EARTHSCROLL:
  11854. case SC_READYSTORM:
  11855. case SC_READYDOWN:
  11856. case SC_READYCOUNTER:
  11857. case SC_READYTURN:
  11858. case SC_DODGE:
  11859. case SC_MIRACLE:
  11860. case SC_JAILED:
  11861. case SC_EXPBOOST:
  11862. case SC_ITEMBOOST:
  11863. case SC_HELLPOWER:
  11864. case SC_JEXPBOOST:
  11865. case SC_AUTOTRADE:
  11866. case SC_WHISTLE:
  11867. case SC_ASSNCROS:
  11868. case SC_POEMBRAGI:
  11869. case SC_APPLEIDUN:
  11870. case SC_HUMMING:
  11871. case SC_DONTFORGETME:
  11872. case SC_FORTUNE:
  11873. case SC_SERVICE4U:
  11874. case SC_FOOD_STR_CASH:
  11875. case SC_FOOD_AGI_CASH:
  11876. case SC_FOOD_VIT_CASH:
  11877. case SC_FOOD_DEX_CASH:
  11878. case SC_FOOD_INT_CASH:
  11879. case SC_FOOD_LUK_CASH:
  11880. case SC_SAVAGE_STEAK:
  11881. case SC_COCKTAIL_WARG_BLOOD:
  11882. case SC_MINOR_BBQ:
  11883. case SC_SIROMA_ICE_TEA:
  11884. case SC_DROCERA_HERB_STEAMED:
  11885. case SC_PUTTI_TAILS_NOODLES:
  11886. case SC_DEF_RATE:
  11887. case SC_MDEF_RATE:
  11888. case SC_INCHEALRATE:
  11889. case SC_INCFLEE2:
  11890. case SC_INCHIT:
  11891. case SC_ATKPOTION:
  11892. case SC_MATKPOTION:
  11893. case SC_S_LIFEPOTION:
  11894. case SC_L_LIFEPOTION:
  11895. case SC_PUSH_CART:
  11896. case SC_LIGHT_OF_REGENE:
  11897. case SC_STYLE_CHANGE:
  11898. case SC_QUEST_BUFF1:
  11899. case SC_QUEST_BUFF2:
  11900. case SC_QUEST_BUFF3:
  11901. case SC_2011RWC_SCROLL:
  11902. case SC_JP_EVENT04:
  11903. case SC_ATTHASTE_CASH:
  11904. case SC_REUSE_REFRESH:
  11905. case SC_REUSE_LIMIT_A:
  11906. case SC_REUSE_LIMIT_B:
  11907. case SC_REUSE_LIMIT_C:
  11908. case SC_REUSE_LIMIT_D:
  11909. case SC_REUSE_LIMIT_E:
  11910. case SC_REUSE_LIMIT_F:
  11911. case SC_REUSE_LIMIT_G:
  11912. case SC_REUSE_LIMIT_H:
  11913. case SC_REUSE_LIMIT_MTF:
  11914. case SC_REUSE_LIMIT_ECL:
  11915. case SC_REUSE_LIMIT_RECALL:
  11916. case SC_REUSE_LIMIT_ASPD_POTION:
  11917. case SC_REUSE_MILLENNIUMSHIELD:
  11918. case SC_REUSE_CRUSHSTRIKE:
  11919. case SC_REUSE_STORMBLAST:
  11920. case SC_ALL_RIDING_REUSE_LIMIT:
  11921. case SC_SPRITEMABLE:
  11922. case SC_DORAM_BUF_01:
  11923. case SC_DORAM_BUF_02:
  11924. case SC_GEFFEN_MAGIC1:
  11925. case SC_GEFFEN_MAGIC2:
  11926. case SC_GEFFEN_MAGIC3:
  11927. case SC_LHZ_DUN_N1:
  11928. case SC_LHZ_DUN_N2:
  11929. case SC_LHZ_DUN_N3:
  11930. case SC_LHZ_DUN_N4:
  11931. case SC_ENTRY_QUEUE_APPLY_DELAY:
  11932. case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  11933. case SC_REUSE_LIMIT_LUXANIMA:
  11934. case SC_SOULENERGY:
  11935. // Costumes
  11936. case SC_MOONSTAR:
  11937. case SC_SUPER_STAR:
  11938. case SC_STRANGELIGHTS:
  11939. case SC_DECORATION_OF_MUSIC:
  11940. case SC_LJOSALFAR:
  11941. case SC_MERMAID_LONGING:
  11942. case SC_HAT_EFFECT:
  11943. case SC_FLOWERSMOKE:
  11944. case SC_FSTONE:
  11945. case SC_HAPPINESS_STAR:
  11946. case SC_MAPLE_FALLS:
  11947. case SC_TIME_ACCESSORY:
  11948. case SC_MAGICAL_FEATHER:
  11949. // Clans
  11950. case SC_CLAN_INFO:
  11951. case SC_SWORDCLAN:
  11952. case SC_ARCWANDCLAN:
  11953. case SC_GOLDENMACECLAN:
  11954. case SC_CROSSBOWCLAN:
  11955. case SC_JUMPINGCLAN:
  11956. case SC_DAILYSENDMAILCNT:
  11957. continue;
  11958. }
  11959. }
  11960. if( type == 3 ) {
  11961. switch (i) { // !TODO: This list may be incomplete
  11962. case SC_WEIGHT50:
  11963. case SC_WEIGHT90:
  11964. case SC_NOCHAT:
  11965. case SC_PUSH_CART:
  11966. case SC_ALL_RIDING:
  11967. case SC_STYLE_CHANGE:
  11968. case SC_ENTRY_QUEUE_APPLY_DELAY:
  11969. case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  11970. // Costumes
  11971. case SC_MOONSTAR:
  11972. case SC_SUPER_STAR:
  11973. case SC_STRANGELIGHTS:
  11974. case SC_DECORATION_OF_MUSIC:
  11975. case SC_LJOSALFAR:
  11976. case SC_MERMAID_LONGING:
  11977. case SC_HAT_EFFECT:
  11978. case SC_FLOWERSMOKE:
  11979. case SC_FSTONE:
  11980. case SC_HAPPINESS_STAR:
  11981. case SC_MAPLE_FALLS:
  11982. case SC_TIME_ACCESSORY:
  11983. case SC_MAGICAL_FEATHER:
  11984. // Clans
  11985. case SC_CLAN_INFO:
  11986. case SC_SWORDCLAN:
  11987. case SC_ARCWANDCLAN:
  11988. case SC_GOLDENMACECLAN:
  11989. case SC_CROSSBOWCLAN:
  11990. case SC_JUMPINGCLAN:
  11991. case SC_DAILYSENDMAILCNT:
  11992. continue;
  11993. }
  11994. }
  11995. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11996. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11997. (sc->count)--;
  11998. if (sc->data[i]->timer != INVALID_TIMER)
  11999. delete_timer(sc->data[i]->timer, status_change_timer);
  12000. ers_free(sc_data_ers, sc->data[i]);
  12001. sc->data[i] = NULL;
  12002. }
  12003. }
  12004. sc->opt1 = 0;
  12005. sc->opt2 = 0;
  12006. sc->opt3 = 0;
  12007. if( type == 0 || type == 2 )
  12008. clif_changeoption(bl);
  12009. return 1;
  12010. }
  12011. /**
  12012. * End a specific status after checking
  12013. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  12014. * @param type: Status change (SC_*)
  12015. * @param tid: Timer
  12016. * @param file: Used for dancing save
  12017. * @param line: Used for dancing save
  12018. * @return 1: Success 0: Fail
  12019. */
  12020. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  12021. {
  12022. struct map_session_data *sd;
  12023. struct status_change *sc;
  12024. struct status_change_entry *sce;
  12025. struct status_data *status;
  12026. struct view_data *vd;
  12027. int opt_flag = 0;
  12028. enum scb_flag calc_flag = SCB_NONE;
  12029. nullpo_ret(bl);
  12030. sc = status_get_sc(bl);
  12031. status = status_get_status_data(bl);
  12032. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  12033. return 0;
  12034. sd = BL_CAST(BL_PC,bl);
  12035. if (sce->timer != tid && tid != INVALID_TIMER)
  12036. return 0;
  12037. if (tid == INVALID_TIMER) {
  12038. if (type == SC_ENDURE && sce->val4)
  12039. // Do not end infinite endure.
  12040. return 0;
  12041. if (type == SC_SPIDERWEB) {
  12042. //Delete the unit group first to expire found in the status change
  12043. struct skill_unit_group *group = NULL, *group2 = NULL;
  12044. t_tick tick = gettick();
  12045. int pos = 1;
  12046. if (sce->val2)
  12047. if (!(group = skill_id2group(sce->val2)))
  12048. sce->val2 = 0;
  12049. if (sce->val3) {
  12050. if (!(group2 = skill_id2group(sce->val3)))
  12051. sce->val3 = 0;
  12052. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12053. group = group2;
  12054. pos = 2;
  12055. }
  12056. }
  12057. if (sce->val4) {
  12058. if (!(group2 = skill_id2group(sce->val4)))
  12059. sce->val4 = 0;
  12060. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12061. group = group2;
  12062. pos = 3;
  12063. }
  12064. }
  12065. if (pos == 1)
  12066. sce->val2 = 0;
  12067. else if (pos == 2)
  12068. sce->val3 = 0;
  12069. else if (pos == 3)
  12070. sce->val4 = 0;
  12071. if (group)
  12072. skill_delunitgroup(group);
  12073. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  12074. return 0; //Don't end the status change yet as there are still unit groups associated with it
  12075. }
  12076. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  12077. delete_timer(sce->timer,status_change_timer);
  12078. if (sc->opt1)
  12079. switch (type) {
  12080. // "Ugly workaround" [Skotlex]
  12081. // delays status change ending so that a skill that sets opt1 fails to
  12082. // trigger when it also removed one
  12083. case SC_STONE:
  12084. sce->val4 = -1; // Petrify time
  12085. case SC_FREEZE:
  12086. case SC_STUN:
  12087. case SC_SLEEP:
  12088. if (sce->val1) {
  12089. // Removing the 'level' shouldn't affect anything in the code
  12090. // since these SC are not affected by it, and it lets us know
  12091. // if we have already delayed this attack or not.
  12092. sce->val1 = 0;
  12093. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  12094. return 1;
  12095. }
  12096. }
  12097. }
  12098. (sc->count)--;
  12099. if ( StatusChangeStateTable[type] )
  12100. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  12101. sc->data[type] = NULL;
  12102. if (StatusDisplayType[type]&bl->type)
  12103. status_display_remove(bl,type);
  12104. vd = status_get_viewdata(bl);
  12105. calc_flag = static_cast<scb_flag>(StatusChangeFlagTable[type]);
  12106. switch(type) {
  12107. case SC_KEEPING:
  12108. case SC_BARRIER: {
  12109. unit_data *ud = unit_bl2ud(bl);
  12110. if (ud)
  12111. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  12112. }
  12113. break;
  12114. case SC_GRANITIC_ARMOR:
  12115. {
  12116. int damage = status->max_hp*sce->val3/100;
  12117. if(status->hp < damage) // to not kill him
  12118. damage = status->hp-1;
  12119. status_damage(NULL,bl,damage,0,0,1,0);
  12120. }
  12121. break;
  12122. case SC_RUN:
  12123. {
  12124. struct unit_data *ud = unit_bl2ud(bl);
  12125. bool begin_spurt = true;
  12126. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  12127. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  12128. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  12129. if (ud) {
  12130. if(!ud->state.running)
  12131. begin_spurt = false;
  12132. ud->state.running = 0;
  12133. if (ud->walktimer != INVALID_TIMER)
  12134. unit_stop_walking(bl,1);
  12135. }
  12136. if (begin_spurt && sce->val1 >= 7 &&
  12137. DIFF_TICK(gettick(), starttick) <= 1000 &&
  12138. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  12139. )
  12140. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  12141. }
  12142. break;
  12143. case SC_AUTOBERSERK:
  12144. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  12145. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  12146. break;
  12147. case SC_ENDURE:
  12148. case SC_DEFENDER:
  12149. case SC_REFLECTSHIELD:
  12150. case SC_AUTOGUARD:
  12151. {
  12152. struct map_session_data *tsd;
  12153. if( bl->type == BL_PC ) { // Clear Status from others
  12154. int i;
  12155. for( i = 0; i < MAX_DEVOTION; i++ ) {
  12156. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  12157. status_change_end(&tsd->bl, type, INVALID_TIMER);
  12158. }
  12159. }
  12160. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  12161. tsd = ((TBL_MER*)bl)->master;
  12162. if( tsd && tsd->sc.data[type] )
  12163. status_change_end(&tsd->bl, type, INVALID_TIMER);
  12164. }
  12165. }
  12166. break;
  12167. case SC_DEVOTION:
  12168. {
  12169. struct block_list *d_bl = map_id2bl(sce->val1);
  12170. if( d_bl ) {
  12171. if( d_bl->type == BL_PC )
  12172. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  12173. else if( d_bl->type == BL_MER )
  12174. ((TBL_MER*)d_bl)->devotion_flag = 0;
  12175. clif_devotion(d_bl, NULL);
  12176. }
  12177. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  12178. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  12179. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  12180. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  12181. }
  12182. break;
  12183. case SC_FLASHKICK: {
  12184. map_session_data *tsd;
  12185. if (!(tsd = map_id2sd(sce->val1)))
  12186. break;
  12187. tsd->stellar_mark[sce->val2] = 0;
  12188. }
  12189. break;
  12190. case SC_SOULUNITY: {
  12191. map_session_data *tsd;
  12192. if (!(tsd = map_id2sd(sce->val2)))
  12193. break;
  12194. tsd->united_soul[sce->val3] = 0;
  12195. }
  12196. break;
  12197. case SC_BLADESTOP:
  12198. if(sce->val4) {
  12199. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  12200. struct block_list *tbl = map_id2bl(tid2);
  12201. struct status_change *tsc = status_get_sc(tbl);
  12202. sce->val4 = 0;
  12203. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  12204. tsc->data[SC_BLADESTOP]->val4 = 0;
  12205. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  12206. }
  12207. clif_bladestop(bl, tid2, 0);
  12208. }
  12209. break;
  12210. case SC_DANCING:
  12211. {
  12212. struct map_session_data *dsd;
  12213. struct status_change_entry *dsc;
  12214. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  12215. dsc = dsd->sc.data[SC_DANCING];
  12216. if(dsc) {
  12217. // This will prevent recursive loops.
  12218. dsc->val2 = dsc->val4 = 0;
  12219. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  12220. }
  12221. }
  12222. if(sce->val2) { // Erase associated land skill
  12223. struct skill_unit_group *group;
  12224. group = skill_id2group(sce->val2);
  12225. if( group == NULL ) {
  12226. ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d). Please report this!\n",
  12227. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  12228. sd ? sd->status.char_id : 0,
  12229. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y);
  12230. }
  12231. sce->val2 = 0;
  12232. skill_delunitgroup(group);
  12233. }
  12234. if((sce->val1&0xFFFF) == CG_MOONLIT)
  12235. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  12236. #ifdef RENEWAL
  12237. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  12238. #else
  12239. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  12240. #endif
  12241. }
  12242. break;
  12243. case SC_NOCHAT:
  12244. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  12245. sd->status.manner = 0;
  12246. if (sd && tid == INVALID_TIMER) {
  12247. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12248. clif_updatestatus(sd,SP_MANNER);
  12249. }
  12250. break;
  12251. case SC_SPLASHER:
  12252. case SC_SPORE_EXPLOSION:
  12253. {
  12254. struct block_list *src=map_id2bl(sce->val3);
  12255. if(src && tid != INVALID_TIMER)
  12256. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  12257. }
  12258. break;
  12259. case SC_CLOSECONFINE2:{
  12260. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  12261. struct status_change *sc2 = src?status_get_sc(src):NULL;
  12262. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  12263. // If status was already ended, do nothing.
  12264. // Decrease count
  12265. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) // No more holds, free him up.
  12266. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
  12267. }
  12268. }
  12269. case SC_CLOSECONFINE:
  12270. if (sce->val2 > 0) {
  12271. // Caster has been unlocked... nearby chars need to be unlocked.
  12272. int range = 1
  12273. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  12274. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  12275. map_foreachinallarea(status_change_timer_sub,
  12276. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  12277. }
  12278. break;
  12279. case SC_COMBO:
  12280. skill_combo_toggle_inf(bl,sce->val1,0);
  12281. break;
  12282. case SC_MARIONETTE:
  12283. case SC_MARIONETTE2: // Marionette target
  12284. if (sce->val1) { // Check for partner and end their marionette status as well
  12285. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  12286. struct block_list *pbl = map_id2bl(sce->val1);
  12287. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  12288. if (sc2 && sc2->data[type2]) {
  12289. sc2->data[type2]->val1 = 0;
  12290. status_change_end(pbl, type2, INVALID_TIMER);
  12291. }
  12292. }
  12293. break;
  12294. case SC_CONCENTRATION:
  12295. if (sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val4)
  12296. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  12297. break;
  12298. case SC_BERSERK:
  12299. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  12300. status_percent_heal(bl, 100, 0);
  12301. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  12302. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  12303. status_set_hp(bl, 100, 0);
  12304. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4) {
  12305. sc->data[SC_ENDURE]->val4 = 0;
  12306. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  12307. }
  12308. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  12309. break;
  12310. case SC_GOSPEL:
  12311. if (sce->val3) { // Clear the group.
  12312. struct skill_unit_group* group = skill_id2group(sce->val3);
  12313. sce->val3 = 0;
  12314. if (group)
  12315. skill_delunitgroup(group);
  12316. }
  12317. break;
  12318. #ifndef RENEWAL
  12319. case SC_HERMODE:
  12320. if(sce->val3 == BCT_SELF)
  12321. skill_clear_unitgroup(bl);
  12322. break;
  12323. case SC_BASILICA: // Clear the skill area. [Skotlex]
  12324. if (sce->val3 && sce->val4 == bl->id) {
  12325. struct skill_unit_group* group = skill_id2group(sce->val3);
  12326. sce->val3 = 0;
  12327. if (group)
  12328. skill_delunitgroup(group);
  12329. }
  12330. break;
  12331. #endif
  12332. case SC_TRICKDEAD:
  12333. if (vd) vd->dead_sit = 0;
  12334. break;
  12335. case SC_WARM:
  12336. case SC__MANHOLE:
  12337. case SC_BANDING:
  12338. if (sce->val4) { // Clear the group.
  12339. struct skill_unit_group* group = skill_id2group(sce->val4);
  12340. sce->val4 = 0;
  12341. if( group ) // Might have been cleared before status ended, e.g. land protector
  12342. skill_delunitgroup(group);
  12343. }
  12344. break;
  12345. case SC_JAILED:
  12346. if(tid == INVALID_TIMER)
  12347. break;
  12348. // Natural expiration.
  12349. if(sd && sd->mapindex == sce->val2)
  12350. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  12351. break; // Guess hes not in jail :P
  12352. case SC_CHANGE:
  12353. if (tid == INVALID_TIMER)
  12354. break;
  12355. // "lose almost all their HP and SP" on natural expiration.
  12356. status_set_hp(bl, 10, 0);
  12357. status_set_sp(bl, 10, 0);
  12358. break;
  12359. case SC_AUTOTRADE:
  12360. if (tid == INVALID_TIMER)
  12361. break;
  12362. // Vending is not automatically closed for autovenders
  12363. vending_closevending(sd);
  12364. map_quit(sd);
  12365. // Because map_quit calls status_change_end with tid -1
  12366. // from here it's not neccesary to continue
  12367. return 1;
  12368. break;
  12369. case SC_STOP:
  12370. if( sce->val2 ) {
  12371. struct block_list* tbl = map_id2bl(sce->val2);
  12372. sce->val2 = 0;
  12373. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  12374. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  12375. }
  12376. break;
  12377. case SC_TENSIONRELAX:
  12378. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  12379. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  12380. break;
  12381. case SC_MONSTER_TRANSFORM:
  12382. case SC_ACTIVE_MONSTER_TRANSFORM:
  12383. if (sce->val2)
  12384. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  12385. break;
  12386. /* 3rd Stuff */
  12387. case SC_MILLENNIUMSHIELD:
  12388. clif_millenniumshield(bl, 0);
  12389. break;
  12390. case SC_HALLUCINATIONWALK:
  12391. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  12392. break;
  12393. case SC_WHITEIMPRISON:
  12394. {
  12395. struct block_list* src = map_id2bl(sce->val2);
  12396. if( tid == -1 || !src)
  12397. break; // Terminated by Damage
  12398. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false),WL_WHITEIMPRISON);
  12399. }
  12400. break;
  12401. case SC_WUGDASH:
  12402. {
  12403. struct unit_data *ud = unit_bl2ud(bl);
  12404. if (ud) {
  12405. ud->state.running = 0;
  12406. if (ud->walktimer != INVALID_TIMER)
  12407. unit_stop_walking(bl,1);
  12408. }
  12409. }
  12410. break;
  12411. case SC__SHADOWFORM:
  12412. {
  12413. struct map_session_data *s_sd = map_id2sd(sce->val2);
  12414. if (s_sd) s_sd->shadowform_id = 0;
  12415. }
  12416. break;
  12417. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12418. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12419. break;
  12420. case SC_NEUTRALBARRIER_MASTER:
  12421. case SC_STEALTHFIELD_MASTER:
  12422. if( sce->val2 ) {
  12423. struct skill_unit_group* group = skill_id2group(sce->val2);
  12424. sce->val2 = 0;
  12425. if( group ) // Might have been cleared before status ended, e.g. land protector
  12426. skill_delunitgroup(group);
  12427. }
  12428. break;
  12429. case SC_CURSEDCIRCLE_ATKER:
  12430. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12431. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12432. break;
  12433. case SC_RAISINGDRAGON:
  12434. if( sd && sce->val2 && !pc_isdead(sd) ) {
  12435. int i = min(sd->spiritball,5);
  12436. pc_delspiritball(sd, sd->spiritball, 0);
  12437. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  12438. while( i > 0 ) {
  12439. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12440. --i;
  12441. }
  12442. }
  12443. break;
  12444. case SC_CURSEDCIRCLE_TARGET:
  12445. {
  12446. struct block_list *src = map_id2bl(sce->val2);
  12447. struct status_change *sc2 = status_get_sc(src);
  12448. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  12449. clif_bladestop(bl, sce->val2, 0);
  12450. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  12451. }
  12452. }
  12453. break;
  12454. case SC_BLOODSUCKER:
  12455. if( sce->val2 ) {
  12456. struct block_list *src = map_id2bl(sce->val2);
  12457. if (src && !status_isdead(src)) {
  12458. struct status_change *sc2 = status_get_sc(src);
  12459. if (sc2)
  12460. sc2->bs_counter--;
  12461. }
  12462. }
  12463. break;
  12464. case SC_TEARGAS:
  12465. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  12466. break;
  12467. case SC_SITDOWN_FORCE:
  12468. case SC_BANANA_BOMB_SITDOWN:
  12469. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12470. skill_sit(sd, false);
  12471. break;
  12472. case SC_KYOUGAKU:
  12473. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12474. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12475. break;
  12476. case SC_INTRAVISION:
  12477. calc_flag = SCB_ALL; // Required for overlapping
  12478. break;
  12479. case SC_SUNSTANCE:
  12480. status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER);
  12481. break;
  12482. case SC_LUNARSTANCE:
  12483. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  12484. status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER);
  12485. break;
  12486. case SC_STARSTANCE:
  12487. status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER);
  12488. status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER);
  12489. break;
  12490. case SC_UNIVERSESTANCE:
  12491. status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER);
  12492. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  12493. status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER);
  12494. status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER);
  12495. status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER);
  12496. status_change_end(bl, SC_DIMENSION, INVALID_TIMER);
  12497. break;
  12498. case SC_GRAVITYCONTROL:
  12499. status_fix_damage(bl, bl, sce->val2, clif_damage(bl, bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12500. clif_specialeffect(bl, 223, AREA);
  12501. clif_specialeffect(bl, 330, AREA);
  12502. break;
  12503. case SC_OVERED_BOOST:
  12504. switch (bl->type) {
  12505. case BL_HOM: {
  12506. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12507. if( hd )
  12508. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12509. }
  12510. break;
  12511. case BL_PC:
  12512. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12513. break;
  12514. }
  12515. break;
  12516. case SC_FULL_THROTTLE: {
  12517. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  12518. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12519. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12520. }
  12521. break;
  12522. case SC_REBOUND:
  12523. clif_status_load(bl, EFST_DEC_AGI, 0);
  12524. break;
  12525. case SC_ITEMSCRIPT: // Removes Buff Icons
  12526. if (sd && sce->val2 != EFST_BLANK)
  12527. clif_status_load(bl, (enum efst_types)sce->val2, 0);
  12528. break;
  12529. case SC_C_MARKER:
  12530. {
  12531. // Remove mark data from caster
  12532. struct map_session_data *caster = map_id2sd(sce->val2);
  12533. uint8 i = 0;
  12534. if (!caster)
  12535. break;
  12536. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12537. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12538. caster->c_marker[i] = 0;
  12539. clif_crimson_marker(caster, bl, true);
  12540. }
  12541. }
  12542. break;
  12543. case SC_H_MINE:
  12544. {
  12545. // Drop the material from target if expired
  12546. struct item it;
  12547. struct map_session_data *caster = NULL;
  12548. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  12549. break;
  12550. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12551. if (!itemdb_exists(skill->require.itemid[0]))
  12552. break;
  12553. memset(&it, 0, sizeof(it));
  12554. it.nameid = skill->require.itemid[0];
  12555. it.amount = max(skill->require.amount[0],1);
  12556. it.identify = 1;
  12557. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12558. }
  12559. break;
  12560. case SC_VACUUM_EXTREME:
  12561. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12562. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12563. break;
  12564. case SC_SWORDCLAN:
  12565. case SC_ARCWANDCLAN:
  12566. case SC_GOLDENMACECLAN:
  12567. case SC_CROSSBOWCLAN:
  12568. case SC_JUMPINGCLAN:
  12569. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  12570. break;
  12571. case SC_SOULENERGY:
  12572. if (sd)
  12573. pc_delsoulball(sd, sd->soulball, false);
  12574. break;
  12575. }
  12576. opt_flag = 1;
  12577. switch(type) {
  12578. case SC_STONE:
  12579. case SC_FREEZE:
  12580. case SC_STUN:
  12581. case SC_SLEEP:
  12582. case SC_BURNING:
  12583. case SC_WHITEIMPRISON:
  12584. sc->opt1 = 0;
  12585. break;
  12586. case SC_POISON:
  12587. case SC_CURSE:
  12588. case SC_SILENCE:
  12589. case SC_BLIND:
  12590. sc->opt2 &= ~(1<<(type-SC_POISON));
  12591. break;
  12592. case SC_DPOISON:
  12593. sc->opt2 &= ~OPT2_DPOISON;
  12594. break;
  12595. case SC_SIGNUMCRUCIS:
  12596. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  12597. break;
  12598. case SC_HIDING:
  12599. sc->option &= ~OPTION_HIDE;
  12600. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  12601. break;
  12602. case SC_CLOAKING:
  12603. case SC_CLOAKINGEXCEED:
  12604. case SC__INVISIBILITY:
  12605. case SC_NEWMOON:
  12606. sc->option &= ~OPTION_CLOAK;
  12607. case SC_CAMOUFLAGE:
  12608. case SC_STEALTHFIELD:
  12609. case SC__SHADOWFORM:
  12610. opt_flag |= 2;
  12611. break;
  12612. case SC_CHASEWALK:
  12613. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  12614. opt_flag |= 2;
  12615. break;
  12616. case SC__FEINTBOMB:
  12617. sc->option &= ~OPTION_INVISIBLE;
  12618. opt_flag |= 2|4;
  12619. break;
  12620. case SC_SIGHT:
  12621. sc->option &= ~OPTION_SIGHT;
  12622. break;
  12623. case SC_WEDDING:
  12624. sc->option &= ~OPTION_WEDDING;
  12625. opt_flag |= 0x4;
  12626. break;
  12627. case SC_XMAS:
  12628. sc->option &= ~OPTION_XMAS;
  12629. opt_flag |= 0x4;
  12630. break;
  12631. case SC_SUMMER:
  12632. sc->option &= ~OPTION_SUMMER;
  12633. opt_flag |= 0x4;
  12634. break;
  12635. case SC_HANBOK:
  12636. sc->option &= ~OPTION_HANBOK;
  12637. opt_flag |= 0x4;
  12638. break;
  12639. case SC_OKTOBERFEST:
  12640. sc->option &= ~OPTION_OKTOBERFEST;
  12641. opt_flag |= 0x4;
  12642. break;
  12643. case SC_DRESSUP:
  12644. sc->option &= ~OPTION_SUMMER2;
  12645. opt_flag |= 0x4;
  12646. break;
  12647. case SC_ORCISH:
  12648. sc->option &= ~OPTION_ORCISH;
  12649. break;
  12650. case SC_RUWACH:
  12651. sc->option &= ~OPTION_RUWACH;
  12652. break;
  12653. case SC_FUSION:
  12654. sc->option &= ~OPTION_FLYING;
  12655. break;
  12656. // opt3
  12657. case SC_TWOHANDQUICKEN:
  12658. case SC_ONEHAND:
  12659. case SC_SPEARQUICKEN:
  12660. case SC_CONCENTRATION:
  12661. case SC_MERC_QUICKEN:
  12662. sc->opt3 &= ~OPT3_QUICKEN;
  12663. opt_flag = 0;
  12664. break;
  12665. case SC_OVERTHRUST:
  12666. case SC_MAXOVERTHRUST:
  12667. case SC_SWOO:
  12668. sc->opt3 &= ~OPT3_OVERTHRUST;
  12669. if( type == SC_SWOO )
  12670. opt_flag = 8;
  12671. else
  12672. opt_flag = 0;
  12673. break;
  12674. case SC_ENERGYCOAT:
  12675. case SC_SKE:
  12676. sc->opt3 &= ~OPT3_ENERGYCOAT;
  12677. opt_flag = 0;
  12678. break;
  12679. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12680. if (bl->type != BL_MOB) {
  12681. opt_flag = 0;
  12682. break;
  12683. }
  12684. case SC_EXPLOSIONSPIRITS:
  12685. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  12686. opt_flag = 0;
  12687. break;
  12688. case SC_STEELBODY:
  12689. case SC_SKA:
  12690. sc->opt3 &= ~OPT3_STEELBODY;
  12691. if (type == SC_SKA)
  12692. opt_flag = 8;
  12693. else
  12694. opt_flag = 0;
  12695. break;
  12696. case SC_BLADESTOP:
  12697. sc->opt3 &= ~OPT3_BLADESTOP;
  12698. opt_flag = 0;
  12699. break;
  12700. case SC_AURABLADE:
  12701. sc->opt3 &= ~OPT3_AURABLADE;
  12702. opt_flag = 0;
  12703. break;
  12704. case SC_BERSERK:
  12705. opt_flag = 0;
  12706. sc->opt3 &= ~OPT3_BERSERK;
  12707. break;
  12708. // case ???: // doesn't seem to do anything
  12709. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  12710. // opt_flag = 0;
  12711. // break;
  12712. case SC_DANCING:
  12713. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  12714. sc->opt3 &= ~OPT3_MOONLIT;
  12715. opt_flag = 0;
  12716. break;
  12717. case SC_MARIONETTE:
  12718. case SC_MARIONETTE2:
  12719. sc->opt3 &= ~OPT3_MARIONETTE;
  12720. opt_flag = 0;
  12721. break;
  12722. case SC_ASSUMPTIO:
  12723. sc->opt3 &= ~OPT3_ASSUMPTIO;
  12724. opt_flag = 0;
  12725. break;
  12726. case SC_WARM: // SG skills [Komurka]
  12727. sc->opt3 &= ~OPT3_WARM;
  12728. opt_flag = 0;
  12729. break;
  12730. case SC_KAITE:
  12731. sc->opt3 &= ~OPT3_KAITE;
  12732. opt_flag = 0;
  12733. break;
  12734. case SC_BUNSINJYUTSU:
  12735. sc->opt3 &= ~OPT3_BUNSIN;
  12736. opt_flag = 0;
  12737. break;
  12738. case SC_SPIRIT:
  12739. sc->opt3 &= ~OPT3_SOULLINK;
  12740. opt_flag = 0;
  12741. break;
  12742. case SC_CHANGEUNDEAD:
  12743. sc->opt3 &= ~OPT3_UNDEAD;
  12744. opt_flag = 0;
  12745. break;
  12746. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  12747. // sc->opt3 &= ~OPT3_CONTRACT;
  12748. // opt_flag = 0;
  12749. // break;
  12750. default:
  12751. opt_flag = 0;
  12752. }
  12753. if (calc_flag&SCB_DYE) { // Restore DYE color
  12754. if (vd && !vd->cloth_color && sce->val4)
  12755. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  12756. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_DYE);
  12757. }
  12758. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  12759. { //Restore body style
  12760. if (vd && !vd->body_style && sce->val4)
  12761. clif_changelook(bl,LOOK_BODY2,sce->val4);
  12762. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_BODY);
  12763. }*/
  12764. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  12765. int status_icon = StatusIconChangeTable[type];
  12766. #if PACKETVER < 20151104
  12767. if (status_icon == EFST_WEAPONPROPERTY)
  12768. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  12769. #endif
  12770. clif_status_change(bl,status_icon,0,0,0,0,0);
  12771. if( opt_flag&8 ) // bugreport:681
  12772. clif_changeoption2(bl);
  12773. else if(opt_flag) {
  12774. clif_changeoption(bl);
  12775. if (sd && (opt_flag&0x4)) {
  12776. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  12777. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  12778. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  12779. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  12780. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  12781. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  12782. }
  12783. }
  12784. if (calc_flag) {
  12785. switch (type) {
  12786. case SC_MAGICPOWER:
  12787. //If Mystical Amplification ends, MATK is immediately recalculated
  12788. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  12789. break;
  12790. default:
  12791. status_calc_bl(bl, calc_flag);
  12792. break;
  12793. }
  12794. }
  12795. if(opt_flag&4) // Out of hiding, invoke on place.
  12796. skill_unit_move(bl,gettick(),1);
  12797. if(opt_flag&2 && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  12798. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  12799. ers_free(sc_data_ers, sce);
  12800. return 1;
  12801. }
  12802. /**
  12803. * Resets timers for statuses
  12804. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  12805. * @param tid: Timer ID
  12806. * @param tick: How long before next call
  12807. * @param id: ID of character
  12808. * @param data: Information passed through the timer call
  12809. * @return 1: Success 0: Fail
  12810. */
  12811. TIMER_FUNC(status_change_timer){
  12812. enum sc_type type = (sc_type)data;
  12813. struct block_list *bl;
  12814. struct map_session_data *sd;
  12815. int interval = status_get_sc_interval(type);
  12816. bool dounlock = false;
  12817. bl = map_id2bl(id);
  12818. if(!bl) {
  12819. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  12820. return 0;
  12821. }
  12822. struct status_change * const sc = status_get_sc(bl);
  12823. struct status_data * const status = status_get_status_data(bl);
  12824. if(!sc) {
  12825. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12826. return 0;
  12827. }
  12828. struct status_change_entry * const sce = sc->data[type];
  12829. if(!sce) {
  12830. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12831. return 0;
  12832. }
  12833. if( sce->timer != tid ) {
  12834. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  12835. return 0;
  12836. }
  12837. sd = BL_CAST(BL_PC, bl);
  12838. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  12839. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  12840. };
  12841. switch(type) {
  12842. case SC_MAXIMIZEPOWER:
  12843. case SC_CLOAKING:
  12844. if(!status_charge(bl, 0, 1))
  12845. break; // Not enough SP to continue.
  12846. sc_timer_next(sce->val2+tick);
  12847. return 0;
  12848. case SC_CHASEWALK:
  12849. if(!status_charge(bl, 0, sce->val4))
  12850. break; // Not enough SP to continue.
  12851. if (!sc->data[SC_CHASEWALK2]) {
  12852. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  12853. (t_tick)(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  12854. *skill_get_time2(status_sc2skill(type),sce->val1));
  12855. }
  12856. sc_timer_next(sce->val2+tick);
  12857. return 0;
  12858. break;
  12859. case SC_HIDING:
  12860. if(--(sce->val2)>0) {
  12861. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  12862. break; // Fail if it's time to substract SP and there isn't.
  12863. sc_timer_next(1000+tick);
  12864. return 0;
  12865. }
  12866. break;
  12867. case SC_SIGHT:
  12868. case SC_RUWACH:
  12869. case SC_SIGHTBLASTER:
  12870. if(type == SC_SIGHTBLASTER) {
  12871. //Restore trap immunity
  12872. if(sce->val4%2)
  12873. sce->val4--;
  12874. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12875. } else {
  12876. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12877. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12878. }
  12879. if( --(sce->val2)>0 ) {
  12880. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12881. sc_timer_next(20+tick);
  12882. return 0;
  12883. }
  12884. break;
  12885. case SC_PROVOKE:
  12886. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  12887. sc_timer_next(1000*60+tick);
  12888. return 0;
  12889. }
  12890. break;
  12891. case SC_STONE:
  12892. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  12893. sce->val3 = 0; //Incubation time used up
  12894. unit_stop_attack(bl);
  12895. if (sc->data[SC_DANCING]) {
  12896. unit_stop_walking(bl, 1);
  12897. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12898. }
  12899. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  12900. sc->opt1 = OPT1_STONE;
  12901. clif_changeoption(bl);
  12902. sc_timer_next(min(sce->val4, interval) + tick);
  12903. sce->val4 -= interval; //Remaining time
  12904. status_calc_bl(bl, StatusChangeFlagTable[type]);
  12905. return 0;
  12906. }
  12907. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  12908. status_percent_damage(NULL, bl, 1, 0, false);
  12909. }
  12910. break;
  12911. case SC_POISON:
  12912. case SC_DPOISON:
  12913. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  12914. unsigned int damage = 0;
  12915. if (sd)
  12916. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12917. else
  12918. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12919. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12920. status_zap(bl, damage, 0);
  12921. }
  12922. break;
  12923. case SC_BLEEDING:
  12924. if (sce->val4 >= 0) {
  12925. int64 damage = rnd() % 600 + 200;
  12926. if (!sd && damage >= status->hp)
  12927. damage = status->hp - 1; // No deadly damage for monsters
  12928. map_freeblock_lock();
  12929. dounlock = true;
  12930. status_zap(bl, damage, 0);
  12931. }
  12932. break;
  12933. case SC_BURNING:
  12934. if (sce->val4 >= 0) {
  12935. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12936. map_freeblock_lock();
  12937. dounlock = true;
  12938. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  12939. }
  12940. break;
  12941. case SC_TOXIN:
  12942. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12943. if (sce->val3 == 1) { // Target
  12944. map_freeblock_lock();
  12945. dounlock = true;
  12946. status_damage(bl, bl, 1, status->max_sp * 3 / 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 1, 1, DMG_NORMAL, 0, false), 0, 0);
  12947. } else { // Caster
  12948. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  12949. if (status->sp < status->max_sp)
  12950. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  12951. }
  12952. }
  12953. break;
  12954. case SC_MAGICMUSHROOM:
  12955. if (sce->val4 >= 0) {
  12956. bool flag = 0;
  12957. int64 damage = status->max_hp * 3 / 100;
  12958. if (status->hp <= damage)
  12959. damage = status->hp - 1; // Cannot Kill
  12960. if (damage > 0) { // 3% Damage each 4 seconds
  12961. map_freeblock_lock();
  12962. status_zap(bl, damage, 0);
  12963. flag = !sc->data[type]; // Killed? Should not
  12964. map_freeblock_unlock();
  12965. }
  12966. if (!flag) { // Random Skill Cast
  12967. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12968. auto mushroom_spell = magic_mushroom_db.begin();
  12969. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12970. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12971. if (!skill_get_index(mushroom_skill_id))
  12972. break;
  12973. unit_stop_attack(bl);
  12974. unit_skillcastcancel(bl, 1);
  12975. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12976. case CAST_GROUND:
  12977. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12978. break;
  12979. case CAST_NODAMAGE:
  12980. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12981. break;
  12982. case CAST_DAMAGE:
  12983. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12984. break;
  12985. }
  12986. }
  12987. clif_emotion(bl, ET_SMILE);
  12988. }
  12989. }
  12990. break;
  12991. case SC_PYREXIA:
  12992. if (sce->val4 >= 0) {
  12993. map_freeblock_lock();
  12994. dounlock = true;
  12995. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  12996. }
  12997. break;
  12998. case SC_LEECHESEND:
  12999. if (sce->val4 >= 0) {
  13000. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  13001. map_freeblock_lock();
  13002. dounlock = true;
  13003. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  13004. unit_skillcastcancel(bl, 2);
  13005. }
  13006. break;
  13007. case SC_DEATHHURT:
  13008. if (sce->val4 >= 0) {
  13009. if (status->hp < status->max_hp)
  13010. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  13011. }
  13012. break;
  13013. case SC_TENSIONRELAX:
  13014. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  13015. sc_timer_next(10000 + tick);
  13016. return 0;
  13017. }
  13018. break;
  13019. case SC_KNOWLEDGE:
  13020. if (!sd) break;
  13021. if(bl->m == sd->feel_map[0].m ||
  13022. bl->m == sd->feel_map[1].m ||
  13023. bl->m == sd->feel_map[2].m)
  13024. { // Timeout will be handled by pc_setpos
  13025. sce->timer = INVALID_TIMER;
  13026. return 0;
  13027. }
  13028. break;
  13029. case SC_S_LIFEPOTION:
  13030. case SC_L_LIFEPOTION:
  13031. if( --(sce->val4) >= 0 ) {
  13032. // val1 < 0 = per max% | val1 > 0 = exact amount
  13033. int hp = 0;
  13034. if( status->hp < status->max_hp )
  13035. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  13036. status_heal(bl, hp, 0, 2);
  13037. sc_timer_next((sce->val2 * 1000) + tick);
  13038. return 0;
  13039. }
  13040. break;
  13041. case SC_BOSSMAPINFO:
  13042. if( sd && --(sce->val4) >= 0 ) {
  13043. struct mob_data *boss_md = map_id2boss(sce->val1);
  13044. if (boss_md) {
  13045. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  13046. return 0;
  13047. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  13048. sce->val2 = 0;
  13049. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  13050. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  13051. sce->val2 = 1;
  13052. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  13053. }
  13054. }
  13055. sc_timer_next(1000 + tick);
  13056. return 0;
  13057. }
  13058. break;
  13059. case SC_DANCING: // SP consumption by time of dancing skills
  13060. {
  13061. int s = 0;
  13062. int sp = 1;
  13063. if (--sce->val3 <= 0)
  13064. break;
  13065. switch(sce->val1&0xFFFF) {
  13066. #ifndef RENEWAL
  13067. case BD_RICHMANKIM:
  13068. case BD_DRUMBATTLEFIELD:
  13069. case BD_RINGNIBELUNGEN:
  13070. case BD_SIEGFRIED:
  13071. case BA_DISSONANCE:
  13072. case BA_ASSASSINCROSS:
  13073. case DC_UGLYDANCE:
  13074. s=3;
  13075. break;
  13076. case BD_LULLABY:
  13077. case BD_ETERNALCHAOS:
  13078. case BD_ROKISWEIL:
  13079. case DC_FORTUNEKISS:
  13080. s=4;
  13081. break;
  13082. case CG_HERMODE:
  13083. case BD_INTOABYSS:
  13084. case BA_WHISTLE:
  13085. case DC_HUMMING:
  13086. case BA_POEMBRAGI:
  13087. case DC_SERVICEFORYOU:
  13088. s=5;
  13089. break;
  13090. case BA_APPLEIDUN:
  13091. s=6;
  13092. break;
  13093. #endif
  13094. case CG_MOONLIT:
  13095. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  13096. sp= 4*(sce->val1>>16);
  13097. // Upkeep is also every 10 secs.
  13098. #ifndef RENEWAL
  13099. case DC_DONTFORGETME:
  13100. #endif
  13101. s=10;
  13102. break;
  13103. }
  13104. if( s != 0 && sce->val3 % s == 0 ) {
  13105. #ifndef RENEWAL
  13106. if (sc->data[SC_LONGING])
  13107. sp*= 3;
  13108. #endif
  13109. if (!status_charge(bl, 0, sp))
  13110. break;
  13111. }
  13112. sc_timer_next(1000+tick);
  13113. return 0;
  13114. }
  13115. break;
  13116. case SC_BERSERK:
  13117. // 5% every 10 seconds [DracoRPG]
  13118. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  13119. sc_timer_next(sce->val4+tick);
  13120. return 0;
  13121. }
  13122. break;
  13123. case SC_NOCHAT:
  13124. if(sd) {
  13125. sd->status.manner++;
  13126. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  13127. clif_updatestatus(sd,SP_MANNER);
  13128. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  13129. sc_timer_next(60000+tick);
  13130. return 0;
  13131. }
  13132. }
  13133. break;
  13134. case SC_SPLASHER:
  13135. // Custom Venom Splasher countdown timer
  13136. // if (sce->val4 % 1000 == 0) {
  13137. // char timer[10];
  13138. // snprintf (timer, 10, "%d", sce->val4/1000);
  13139. // clif_message(bl, timer);
  13140. // }
  13141. if((sce->val4 -= 500) > 0) {
  13142. sc_timer_next(500 + tick);
  13143. return 0;
  13144. }
  13145. break;
  13146. case SC_MARIONETTE:
  13147. case SC_MARIONETTE2:
  13148. {
  13149. struct block_list *pbl = map_id2bl(sce->val1);
  13150. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  13151. sc_timer_next(1000 + tick);
  13152. return 0;
  13153. }
  13154. }
  13155. break;
  13156. case SC_GOSPEL:
  13157. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  13158. int hp, sp;
  13159. hp = (sce->val1 > 5) ? 45 : 30;
  13160. sp = (sce->val1 > 5) ? 35 : 20;
  13161. if(!status_charge(bl, hp, sp))
  13162. break;
  13163. sc_timer_next(10000+tick);
  13164. return 0;
  13165. }
  13166. break;
  13167. case SC_JAILED:
  13168. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  13169. sc_timer_next(60000+tick);
  13170. return 0;
  13171. }
  13172. break;
  13173. case SC_BLIND:
  13174. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  13175. sc_timer_next(5000+tick);
  13176. return 0;
  13177. }
  13178. break;
  13179. case SC_ABUNDANCE:
  13180. if(--(sce->val4) > 0) {
  13181. status_heal(bl,0,60,0);
  13182. sc_timer_next(10000+tick);
  13183. }
  13184. break;
  13185. case SC_OBLIVIONCURSE:
  13186. if( --(sce->val4) >= 0 ) {
  13187. clif_emotion(bl,ET_QUESTION);
  13188. sc_timer_next(3000 + tick);
  13189. return 0;
  13190. }
  13191. break;
  13192. case SC_WEAPONBLOCKING:
  13193. if( --(sce->val4) >= 0 ) {
  13194. if( !status_charge(bl,0,3) )
  13195. break;
  13196. sc_timer_next(5000+tick);
  13197. return 0;
  13198. }
  13199. break;
  13200. case SC_CLOAKINGEXCEED:
  13201. if(!status_charge(bl,0,10-sce->val1))
  13202. break;
  13203. sc_timer_next(1000 + tick);
  13204. return 0;
  13205. case SC_RENOVATIO:
  13206. if( --(sce->val4) >= 0 ) {
  13207. int heal = status->max_hp * (sce->val1 + 4) / 100;
  13208. if( sc && sc->data[SC_AKAITSUKI] && heal )
  13209. heal = ~heal + 1;
  13210. status_heal(bl, heal, 0, 3);
  13211. sc_timer_next(5000 + tick);
  13212. return 0;
  13213. }
  13214. break;
  13215. case SC_SPHERE_1:
  13216. case SC_SPHERE_2:
  13217. case SC_SPHERE_3:
  13218. case SC_SPHERE_4:
  13219. case SC_SPHERE_5:
  13220. if( --(sce->val4) >= 0 ) {
  13221. if( !status_charge(bl, 0, 1) )
  13222. break;
  13223. sc_timer_next(1000 + tick);
  13224. return 0;
  13225. }
  13226. break;
  13227. case SC_FREEZE_SP:
  13228. if( !status_charge(bl, 0, sce->val2) ) {
  13229. int i;
  13230. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  13231. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13232. break;
  13233. }
  13234. sc_timer_next(10000 + tick);
  13235. return 0;
  13236. case SC_ELECTRICSHOCKER:
  13237. if( --(sce->val4) >= 0 ) {
  13238. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  13239. sc_timer_next(1000 + tick);
  13240. return 0;
  13241. }
  13242. break;
  13243. case SC_CAMOUFLAGE:
  13244. if (!status_charge(bl, 0, 7 - sce->val1))
  13245. break;
  13246. if (--sce->val4 >= 0)
  13247. sce->val3++;
  13248. sc_timer_next(1000 + tick);
  13249. return 0;
  13250. case SC__REPRODUCE:
  13251. if(!status_charge(bl, 0, 1))
  13252. break;
  13253. sc_timer_next(1000+tick);
  13254. return 0;
  13255. case SC__SHADOWFORM:
  13256. if( --(sce->val4) >= 0 ) {
  13257. if( !status_charge(bl, 0, 11 - sce->val1) )
  13258. break;
  13259. sc_timer_next(1000 + tick);
  13260. return 0;
  13261. }
  13262. break;
  13263. case SC__INVISIBILITY:
  13264. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  13265. break;
  13266. sc_timer_next(1000 + tick);
  13267. return 0;
  13268. case SC_STRIKING:
  13269. if( --(sce->val4) >= 0 ) {
  13270. if( !status_charge(bl,0, sce->val3 ) )
  13271. break;
  13272. sc_timer_next(1000 + tick);
  13273. return 0;
  13274. }
  13275. break;
  13276. case SC_WARMER: {
  13277. int hp = 0;
  13278. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  13279. if (ssc && ssc->data[SC_HEATER_OPTION])
  13280. hp = status->max_hp * 3 * sce->val1 / 100;
  13281. else
  13282. hp = status->max_hp * sce->val1 / 100;
  13283. if (sc && sc->data[SC_AKAITSUKI] && hp)
  13284. hp = ~hp + 1;
  13285. if (status->hp != status->max_hp)
  13286. status_heal(bl, hp, 0, 0);
  13287. sc_timer_next(3000 + tick);
  13288. return 0;
  13289. }
  13290. case SC_BLOODSUCKER:
  13291. if( --(sce->val4) >= 0 ) {
  13292. struct block_list *src = map_id2bl(sce->val2);
  13293. int damage;
  13294. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  13295. break;
  13296. map_freeblock_lock();
  13297. if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
  13298. damage = 1;
  13299. else
  13300. damage = 200 + 100 * sce->val1 + status_get_int(src);
  13301. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0, 0);
  13302. unit_skillcastcancel(bl,1);
  13303. if ( sc->data[type] ) {
  13304. sc_timer_next(1000 + tick);
  13305. }
  13306. map_freeblock_unlock();
  13307. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  13308. return 0;
  13309. }
  13310. break;
  13311. case SC_HELLS_PLANT:
  13312. if (--(sce->val4) > 0) {
  13313. skill_castend_damage_id(bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0);
  13314. sc_timer_next(333 + tick);
  13315. return 0;
  13316. }
  13317. break;
  13318. case SC_VOICEOFSIREN:
  13319. if( --(sce->val4) >= 0 ) {
  13320. clif_emotion(bl,ET_THROB);
  13321. sc_timer_next(2000 + tick);
  13322. return 0;
  13323. }
  13324. break;
  13325. case SC_DEEPSLEEP:
  13326. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  13327. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  13328. sc_timer_next(2000 + tick);
  13329. return 0;
  13330. }
  13331. break;
  13332. case SC_SATURDAYNIGHTFEVER:
  13333. // 1% HP/SP drain every val4 seconds [Jobbie]
  13334. if( --(sce->val3) >= 0 ) {
  13335. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  13336. break;
  13337. sc_timer_next(sce->val4+tick);
  13338. return 0;
  13339. }
  13340. break;
  13341. case SC_CRYSTALIZE:
  13342. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  13343. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  13344. break;
  13345. sc_timer_next(1000 + tick);
  13346. return 0;
  13347. }
  13348. break;
  13349. case SC_FORCEOFVANGUARD:
  13350. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  13351. break;
  13352. sc_timer_next(10000 + tick);
  13353. return 0;
  13354. case SC_BANDING:
  13355. if( status_charge(bl, 0, 7 - sce->val1) ) {
  13356. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  13357. sc_timer_next(5000 + tick);
  13358. return 0;
  13359. }
  13360. break;
  13361. case SC_REFLECTDAMAGE:
  13362. if( --(sce->val4) > 0 ) {
  13363. if( !status_charge(bl,0,10) )
  13364. break;
  13365. sc_timer_next(1000 + tick);
  13366. return 0;
  13367. }
  13368. break;
  13369. case SC_OVERHEAT_LIMITPOINT:
  13370. if (--(sce->val1) >= 0) { // Cooling
  13371. int16 limit[] = { 150, 200, 280, 360, 450 };
  13372. uint16 skill_lv = (sd ? pc_checkskill(sd, NC_MAINFRAME) : 0);
  13373. if (sc && sc->data[SC_OVERHEAT])
  13374. status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
  13375. if (sce->val1 > limit[skill_lv])
  13376. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000);
  13377. sc_timer_next(1000 + tick);
  13378. return 0;
  13379. }
  13380. break;
  13381. case SC_OVERHEAT: {
  13382. int damage = status->max_hp / 100; // Suggestion 1% each second
  13383. if (damage >= status->hp)
  13384. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  13385. map_freeblock_lock();
  13386. status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false),0);
  13387. if (sc->data[type]) {
  13388. sc_timer_next(1000 + tick);
  13389. }
  13390. map_freeblock_unlock();
  13391. return 0;
  13392. }
  13393. break;
  13394. case SC_MAGNETICFIELD:
  13395. if (--(sce->val3) >= 0) {
  13396. struct block_list *src = map_id2bl(sce->val2);
  13397. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  13398. break;
  13399. if (!status_charge(bl, 0, 50))
  13400. status_zap(bl, 0, status->sp);
  13401. sc_timer_next(1000 + tick);
  13402. return 0;
  13403. }
  13404. break;
  13405. case SC_INSPIRATION:
  13406. if(--(sce->val4) >= 0) {
  13407. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  13408. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  13409. if( !status_charge(bl,hp,sp) ) break;
  13410. sc_timer_next(5000+tick);
  13411. return 0;
  13412. }
  13413. break;
  13414. case SC_RAISINGDRAGON:
  13415. // 1% every 5 seconds [Jobbie]
  13416. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  13417. if( !sc->data[type] ) return 0;
  13418. sc_timer_next(5000 + tick);
  13419. return 0;
  13420. }
  13421. break;
  13422. case SC_TROPIC:
  13423. case SC_CHILLY_AIR:
  13424. case SC_WILD_STORM:
  13425. case SC_UPHEAVAL:
  13426. case SC_HEATER:
  13427. case SC_COOLER:
  13428. case SC_BLAST:
  13429. case SC_CURSED_SOIL:
  13430. case SC_PYROTECHNIC:
  13431. case SC_AQUAPLAY:
  13432. case SC_GUST:
  13433. case SC_PETROLOGY:
  13434. case SC_CIRCLE_OF_FIRE:
  13435. case SC_FIRE_CLOAK:
  13436. case SC_WATER_DROP:
  13437. case SC_WATER_SCREEN:
  13438. case SC_WIND_CURTAIN:
  13439. case SC_WIND_STEP:
  13440. case SC_STONE_SHIELD:
  13441. case SC_SOLID_SKIN:
  13442. if( !status_charge(bl,0,sce->val2) ) {
  13443. struct block_list *s_bl = battle_get_master(bl);
  13444. if (bl->type == BL_ELEM)
  13445. elemental_change_mode(BL_CAST(BL_ELEM, bl), static_cast<e_mode>(MAX_ELESKILLTREE));
  13446. if( s_bl )
  13447. status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
  13448. status_change_end(bl,type,INVALID_TIMER);
  13449. break;
  13450. }
  13451. sc_timer_next(sce->val3 + tick);
  13452. return 0;
  13453. case SC_WATER_SCREEN_OPTION:
  13454. status_heal(bl,1000,0,2);
  13455. sc_timer_next(10000 + tick);
  13456. return 0;
  13457. case SC_TEARGAS:
  13458. if( --(sce->val4) >= 0 ) {
  13459. struct block_list *src = map_id2bl(sce->val3);
  13460. int damage = sce->val2;
  13461. map_freeblock_lock();
  13462. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  13463. status_damage(src, bl, damage,0, 0, 1, 0);
  13464. if( sc->data[type] ) {
  13465. sc_timer_next(2000 + tick);
  13466. }
  13467. map_freeblock_unlock();
  13468. return 0;
  13469. }
  13470. break;
  13471. case SC_TEARGAS_SOB:
  13472. if( --(sce->val4) >= 0 ) {
  13473. clif_emotion(bl, ET_CRY);
  13474. sc_timer_next(3000 + tick);
  13475. return 0;
  13476. }
  13477. break;
  13478. case SC_STOMACHACHE:
  13479. if( --(sce->val4) >= 0 ) {
  13480. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  13481. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  13482. pc_setsit(sd);
  13483. skill_sit(sd, true);
  13484. clif_sitting(bl);
  13485. }
  13486. sc_timer_next(10000 + tick);
  13487. return 0;
  13488. }
  13489. break;
  13490. case SC_LEADERSHIP:
  13491. case SC_GLORYWOUNDS:
  13492. case SC_SOULCOLD:
  13493. case SC_HAWKEYES:
  13494. // They only end by status_change_end
  13495. sc_timer_next(600000 + tick);
  13496. return 0;
  13497. case SC_MEIKYOUSISUI:
  13498. if( --(sce->val4) >= 0 ) {
  13499. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  13500. sc_timer_next(1000 + tick);
  13501. return 0;
  13502. }
  13503. break;
  13504. case SC_KAGEMUSYA:
  13505. if( --(sce->val4) >= 0 ) {
  13506. if(!status_charge(bl, 0, 1)) break;
  13507. sc_timer_next(1000+tick);
  13508. return 0;
  13509. }
  13510. break;
  13511. case SC_ANGRIFFS_MODUS:
  13512. if(--(sce->val4) >= 0) { // Drain hp/sp
  13513. if( !status_charge(bl,100,20) ) break;
  13514. sc_timer_next(1000+tick);
  13515. return 0;
  13516. }
  13517. break;
  13518. case SC_CBC:
  13519. if(--(sce->val4) >= 0) { // Drain hp/sp
  13520. int hp=0;
  13521. int sp = (status->max_sp * sce->val3) / 100;
  13522. if(bl->type == BL_MOB) hp = sp*10;
  13523. if( !status_charge(bl,hp,sp) )break;
  13524. sc_timer_next(1000+tick);
  13525. return 0;
  13526. }
  13527. break;
  13528. case SC_FULL_THROTTLE:
  13529. if( --(sce->val4) >= 0 ) {
  13530. status_percent_damage(bl, bl, 0, sce->val2, false);
  13531. sc_timer_next(1000 + tick);
  13532. return 0;
  13533. }
  13534. break;
  13535. case SC_REBOUND:
  13536. if( --(sce->val4) >= 0 ) {
  13537. clif_emotion(bl, ET_SWEAT);
  13538. sc_timer_next(2000 + tick);
  13539. return 0;
  13540. }
  13541. break;
  13542. case SC_KINGS_GRACE:
  13543. if( --(sce->val4) >= 0 ) {
  13544. status_percent_heal(bl, sce->val2, 0);
  13545. sc_timer_next(1000 + tick);
  13546. return 0;
  13547. }
  13548. break;
  13549. case SC_FRIGG_SONG:
  13550. if( --(sce->val4) >= 0 ) {
  13551. status_heal(bl, sce->val3, 0, 0);
  13552. sc_timer_next(1000 + tick);
  13553. return 0;
  13554. }
  13555. break;
  13556. case SC_C_MARKER:
  13557. if( --(sce->val4) >= 0 ) {
  13558. TBL_PC *caster = map_id2sd(sce->val2);
  13559. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13560. break;
  13561. sc_timer_next(1000 + tick);
  13562. clif_crimson_marker(caster, bl, false);
  13563. return 0;
  13564. }
  13565. break;
  13566. case SC_STEALTHFIELD_MASTER:
  13567. if (--(sce->val4) >= 0) {
  13568. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13569. break;
  13570. sc_timer_next(sce->val3 + tick);
  13571. return 0;
  13572. }
  13573. break;
  13574. case SC_VACUUM_EXTREME:
  13575. if (sce->val4) {
  13576. if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
  13577. clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
  13578. clif_fixpos(bl);
  13579. }
  13580. sc_timer_next(tick+sce->val4);
  13581. sce->val4 = 0;
  13582. }
  13583. break;
  13584. case SC_FIRE_INSIGNIA:
  13585. if (--(sce->val4) >= 0) {
  13586. if (status->def_ele == ELE_FIRE)
  13587. status_heal(bl, status->max_hp / 100, 0, 1);
  13588. else if (status->def_ele == ELE_EARTH)
  13589. status_zap(bl, status->max_hp / 100, 0);
  13590. sc_timer_next(5000 + tick);
  13591. return 0;
  13592. }
  13593. break;
  13594. case SC_WATER_INSIGNIA:
  13595. if (--(sce->val4) >= 0) {
  13596. if (status->def_ele == ELE_WATER)
  13597. status_heal(bl, status->max_hp / 100, 0, 1);
  13598. else if (status->def_ele == ELE_FIRE)
  13599. status_zap(bl, status->max_hp / 100, 0);
  13600. sc_timer_next(5000 + tick);
  13601. return 0;
  13602. }
  13603. break;
  13604. case SC_WIND_INSIGNIA:
  13605. if (--(sce->val4) >= 0) {
  13606. if (status->def_ele == ELE_WIND)
  13607. status_heal(bl, status->max_hp / 100, 0, 1);
  13608. else if (status->def_ele == ELE_WATER)
  13609. status_zap(bl, status->max_hp / 100, 0);
  13610. sc_timer_next(5000 + tick);
  13611. return 0;
  13612. }
  13613. break;
  13614. case SC_EARTH_INSIGNIA:
  13615. if (--(sce->val4) >= 0) {
  13616. if (status->def_ele == ELE_EARTH)
  13617. status_heal(bl, status->max_hp / 100, 0, 1);
  13618. else if (status->def_ele == ELE_WIND)
  13619. status_zap(bl, status->max_hp / 100, 0);
  13620. sc_timer_next(5000 + tick);
  13621. return 0;
  13622. }
  13623. break;
  13624. case SC_BITESCAR:
  13625. if (--(sce->val4) >= 0) {
  13626. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13627. sc_timer_next(1000 + tick);
  13628. return 0;
  13629. }
  13630. break;
  13631. case SC_FRESHSHRIMP:
  13632. if (--(sce->val4) >= 0) {
  13633. status_heal(bl, sce->val2, 0, 3);
  13634. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13635. return 0;
  13636. }
  13637. break;
  13638. case SC_DORAM_BUF_01:
  13639. if( sd && --(sce->val4) >= 0 ) {
  13640. if( status->hp < status->max_hp )
  13641. status_heal(bl, 10, 0, 2);
  13642. sc_timer_next(10000 + tick);
  13643. return 0;
  13644. }
  13645. break;
  13646. case SC_DORAM_BUF_02:
  13647. if( sd && --(sce->val4) >= 0 ) {
  13648. if( status->sp < status->max_sp )
  13649. status_heal(bl, 0, 5, 2);
  13650. sc_timer_next(10000 + tick);
  13651. return 0;
  13652. }
  13653. break;
  13654. case SC_NEWMOON:
  13655. if (--(sce->val4) >= 0) {
  13656. if (!status_charge(bl, 0, 1))
  13657. break;
  13658. sc_timer_next(1000 + tick);
  13659. return 0;
  13660. }
  13661. break;
  13662. case SC_CREATINGSTAR:
  13663. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13664. struct block_list *star_caster = map_id2bl(sce->val2);
  13665. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13666. if (star_caster == nullptr || status_isdead(star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13667. break;
  13668. sc_timer_next(500 + tick);
  13669. // Attack after timer to prevent errors
  13670. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13671. return 0;
  13672. }
  13673. break;
  13674. case SC_SOULUNITY:
  13675. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13676. struct block_list *unity_src = map_id2bl(sce->val2);
  13677. if (!unity_src || status_isdead(unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  13678. break;
  13679. status_heal(bl, 150 * sce->val1, 0, 2);
  13680. sc_timer_next(3000 + tick);
  13681. return 0;
  13682. }
  13683. break;
  13684. case SC_SOULCOLLECT:
  13685. pc_addsoulball(sd, sce->val2);
  13686. if (sd->soulball < sce->val2) {
  13687. sc_timer_next(sce->val3 + tick);
  13688. return 0;
  13689. }
  13690. break;
  13691. case SC_HELPANGEL:
  13692. if (--(sce->val4) >= 0) {
  13693. status_heal(bl, 1000, 350, 2);
  13694. sc_timer_next(1000 + tick);
  13695. return 0;
  13696. }
  13697. break;
  13698. }
  13699. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13700. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  13701. sc_timer_next(min(sce->val4,interval)+tick);
  13702. sce->val4 -= interval;
  13703. if (dounlock)
  13704. map_freeblock_unlock();
  13705. return 0;
  13706. }
  13707. if (dounlock)
  13708. map_freeblock_unlock();
  13709. // Default for all non-handled control paths is to end the status
  13710. return status_change_end( bl,type,tid );
  13711. }
  13712. /**
  13713. * For each iteration of repetitive status
  13714. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  13715. * @param ap: va_list arguments (src, sce, type, tick)
  13716. */
  13717. int status_change_timer_sub(struct block_list* bl, va_list ap)
  13718. {
  13719. struct status_change* tsc;
  13720. struct block_list* src = va_arg(ap,struct block_list*);
  13721. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  13722. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  13723. t_tick tick = va_arg(ap,t_tick);
  13724. if (status_isdead(bl))
  13725. return 0;
  13726. tsc = status_get_sc(bl);
  13727. switch( type ) {
  13728. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  13729. case SC_CONCENTRATE:
  13730. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  13731. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13732. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  13733. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13734. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  13735. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13736. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  13737. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13738. break;
  13739. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  13740. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  13741. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_NEWMOON] || tsc->data[SC_CLOAKINGEXCEED])) {
  13742. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  13743. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13744. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13745. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  13746. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  13747. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  13748. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  13749. }
  13750. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13751. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  13752. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13753. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  13754. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  13755. }
  13756. break;
  13757. case SC_SIGHTBLASTER:
  13758. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  13759. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  13760. {
  13761. if (sce) {
  13762. struct skill_unit *su = NULL;
  13763. if(bl->type == BL_SKILL)
  13764. su = (struct skill_unit *)bl;
  13765. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  13766. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  13767. sce->val2 = 0; // This signals it to end.
  13768. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  13769. //Remove trap immunity temporarily so it triggers if you still stand on it
  13770. sce->val4++;
  13771. }
  13772. }
  13773. }
  13774. break;
  13775. case SC_CLOSECONFINE:
  13776. // Lock char has released the hold on everyone...
  13777. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  13778. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  13779. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  13780. }
  13781. break;
  13782. case SC_CURSEDCIRCLE_TARGET:
  13783. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  13784. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  13785. status_change_end(bl, type, INVALID_TIMER);
  13786. }
  13787. break;
  13788. }
  13789. return 0;
  13790. }
  13791. /**
  13792. * Clears buffs/debuffs on an object
  13793. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  13794. * @param type: Type to remove
  13795. * SCCB_BUFFS: Clear Buffs
  13796. * SCCB_DEBUFFS: Clear Debuffs
  13797. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  13798. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  13799. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  13800. */
  13801. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  13802. {
  13803. int i;
  13804. struct status_change *sc= status_get_sc(bl);
  13805. if (!sc || !sc->count)
  13806. return;
  13807. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  13808. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  13809. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13810. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  13811. if(!sc->data[i])
  13812. continue;
  13813. switch (i) {
  13814. // Stuff that cannot be removed
  13815. case SC_WEIGHT50:
  13816. case SC_WEIGHT90:
  13817. case SC_COMBO:
  13818. case SC_SMA:
  13819. case SC_DANCING:
  13820. case SC_LEADERSHIP:
  13821. case SC_GLORYWOUNDS:
  13822. case SC_SOULCOLD:
  13823. case SC_HAWKEYES:
  13824. case SC_SAFETYWALL:
  13825. case SC_PNEUMA:
  13826. case SC_NOCHAT:
  13827. case SC_JAILED:
  13828. case SC_ANKLE:
  13829. case SC_BLADESTOP:
  13830. case SC_STRFOOD:
  13831. case SC_AGIFOOD:
  13832. case SC_VITFOOD:
  13833. case SC_INTFOOD:
  13834. case SC_DEXFOOD:
  13835. case SC_LUKFOOD:
  13836. case SC_FLEEFOOD:
  13837. case SC_HITFOOD:
  13838. case SC_CRIFOOD:
  13839. case SC_BATKFOOD:
  13840. case SC_WATKFOOD:
  13841. case SC_MATKFOOD:
  13842. case SC_FOOD_STR_CASH:
  13843. case SC_FOOD_AGI_CASH:
  13844. case SC_FOOD_VIT_CASH:
  13845. case SC_FOOD_DEX_CASH:
  13846. case SC_FOOD_INT_CASH:
  13847. case SC_FOOD_LUK_CASH:
  13848. case SC_EXPBOOST:
  13849. case SC_JEXPBOOST:
  13850. case SC_ITEMBOOST:
  13851. case SC__MANHOLE:
  13852. case SC_GIANTGROWTH:
  13853. case SC_MILLENNIUMSHIELD:
  13854. case SC_REFRESH:
  13855. case SC_STONEHARDSKIN:
  13856. case SC_VITALITYACTIVATION:
  13857. case SC_FIGHTINGSPIRIT:
  13858. case SC_ABUNDANCE:
  13859. case SC_CRUSHSTRIKE:
  13860. case SC_SAVAGE_STEAK:
  13861. case SC_COCKTAIL_WARG_BLOOD:
  13862. case SC_MINOR_BBQ:
  13863. case SC_SIROMA_ICE_TEA:
  13864. case SC_DROCERA_HERB_STEAMED:
  13865. case SC_PUTTI_TAILS_NOODLES:
  13866. case SC_CURSEDCIRCLE_ATKER:
  13867. case SC_CURSEDCIRCLE_TARGET:
  13868. case SC_PUSH_CART:
  13869. case SC_ALL_RIDING:
  13870. case SC_STYLE_CHANGE:
  13871. case SC_MONSTER_TRANSFORM:
  13872. case SC_ACTIVE_MONSTER_TRANSFORM:
  13873. case SC_MTF_ASPD:
  13874. case SC_MTF_RANGEATK:
  13875. case SC_MTF_MATK:
  13876. case SC_MTF_MLEATKED:
  13877. case SC_MTF_CRIDAMAGE:
  13878. case SC_QUEST_BUFF1:
  13879. case SC_QUEST_BUFF2:
  13880. case SC_QUEST_BUFF3:
  13881. case SC_MTF_ASPD2:
  13882. case SC_MTF_RANGEATK2:
  13883. case SC_MTF_MATK2:
  13884. case SC_2011RWC_SCROLL:
  13885. case SC_JP_EVENT04:
  13886. case SC_MTF_MHP:
  13887. case SC_MTF_MSP:
  13888. case SC_MTF_PUMPKIN:
  13889. case SC_MTF_HITFLEE:
  13890. case SC_ATTHASTE_CASH:
  13891. case SC_REUSE_REFRESH:
  13892. case SC_REUSE_LIMIT_A:
  13893. case SC_REUSE_LIMIT_B:
  13894. case SC_REUSE_LIMIT_C:
  13895. case SC_REUSE_LIMIT_D:
  13896. case SC_REUSE_LIMIT_E:
  13897. case SC_REUSE_LIMIT_F:
  13898. case SC_REUSE_LIMIT_G:
  13899. case SC_REUSE_LIMIT_H:
  13900. case SC_REUSE_LIMIT_MTF:
  13901. case SC_REUSE_LIMIT_ECL:
  13902. case SC_REUSE_LIMIT_RECALL:
  13903. case SC_REUSE_LIMIT_ASPD_POTION:
  13904. case SC_REUSE_MILLENNIUMSHIELD:
  13905. case SC_REUSE_CRUSHSTRIKE:
  13906. case SC_REUSE_STORMBLAST:
  13907. case SC_ALL_RIDING_REUSE_LIMIT:
  13908. case SC_SPRITEMABLE:
  13909. case SC_BITESCAR:
  13910. case SC_DORAM_BUF_01:
  13911. case SC_DORAM_BUF_02:
  13912. case SC_GEFFEN_MAGIC1:
  13913. case SC_GEFFEN_MAGIC2:
  13914. case SC_GEFFEN_MAGIC3:
  13915. case SC_LHZ_DUN_N1:
  13916. case SC_LHZ_DUN_N2:
  13917. case SC_LHZ_DUN_N3:
  13918. case SC_LHZ_DUN_N4:
  13919. case SC_REUSE_LIMIT_LUXANIMA:
  13920. case SC_LUXANIMA:
  13921. case SC_SOULENERGY:
  13922. // Clans
  13923. case SC_CLAN_INFO:
  13924. case SC_SWORDCLAN:
  13925. case SC_ARCWANDCLAN:
  13926. case SC_GOLDENMACECLAN:
  13927. case SC_CROSSBOWCLAN:
  13928. case SC_JUMPINGCLAN:
  13929. // RODEX
  13930. case SC_DAILYSENDMAILCNT:
  13931. // Costumes
  13932. case SC_MOONSTAR:
  13933. case SC_SUPER_STAR:
  13934. case SC_STRANGELIGHTS:
  13935. case SC_DECORATION_OF_MUSIC:
  13936. case SC_LJOSALFAR:
  13937. case SC_MERMAID_LONGING:
  13938. case SC_HAT_EFFECT:
  13939. case SC_FLOWERSMOKE:
  13940. case SC_FSTONE:
  13941. case SC_HAPPINESS_STAR:
  13942. case SC_MAPLE_FALLS:
  13943. case SC_TIME_ACCESSORY:
  13944. case SC_MAGICAL_FEATHER:
  13945. continue;
  13946. // Chemical Protection is only removed by some skills
  13947. case SC_CP_WEAPON:
  13948. case SC_CP_SHIELD:
  13949. case SC_CP_ARMOR:
  13950. case SC_CP_HELM:
  13951. if(!(type&SCCB_CHEM_PROTECT))
  13952. continue;
  13953. break;
  13954. // Debuffs that can be removed.
  13955. case SC_DEEPSLEEP:
  13956. case SC_BURNING:
  13957. case SC_FREEZING:
  13958. case SC_CRYSTALIZE:
  13959. case SC_TOXIN:
  13960. case SC_PARALYSE:
  13961. case SC_VENOMBLEED:
  13962. case SC_MAGICMUSHROOM:
  13963. case SC_DEATHHURT:
  13964. case SC_PYREXIA:
  13965. case SC_OBLIVIONCURSE:
  13966. case SC_LEECHESEND:
  13967. case SC_MARSHOFABYSS:
  13968. case SC_MANDRAGORA:
  13969. if(!(type&SCCB_REFRESH))
  13970. continue;
  13971. break;
  13972. case SC_HALLUCINATION:
  13973. case SC_QUAGMIRE:
  13974. case SC_SIGNUMCRUCIS:
  13975. case SC_DECREASEAGI:
  13976. case SC_SLOWDOWN:
  13977. case SC_MINDBREAKER:
  13978. case SC_WINKCHARM:
  13979. case SC_STOP:
  13980. case SC_ORCISH:
  13981. case SC_STRIPWEAPON:
  13982. case SC_STRIPSHIELD:
  13983. case SC_STRIPARMOR:
  13984. case SC_STRIPHELM:
  13985. case SC_BITE:
  13986. case SC_ADORAMUS:
  13987. case SC_VACUUM_EXTREME:
  13988. case SC_FEAR:
  13989. case SC_MAGNETICFIELD:
  13990. case SC_NETHERWORLD:
  13991. case SC_CREATINGSTAR:
  13992. if (!(type&SCCB_DEBUFFS))
  13993. continue;
  13994. break;
  13995. // The rest are buffs that can be removed.
  13996. case SC_BERSERK:
  13997. case SC_SATURDAYNIGHTFEVER:
  13998. if (!(type&SCCB_BUFFS))
  13999. continue;
  14000. sc->data[i]->val2 = 0;
  14001. break;
  14002. default:
  14003. if (!(type&SCCB_BUFFS))
  14004. continue;
  14005. break;
  14006. }
  14007. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  14008. }
  14009. //Removes bonus_script
  14010. if (bl->type == BL_PC) {
  14011. i = 0;
  14012. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  14013. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  14014. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  14015. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  14016. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  14017. }
  14018. // Cleaning all extras vars
  14019. sc->comet_x = 0;
  14020. sc->comet_y = 0;
  14021. #ifndef RENEWAL
  14022. sc->sg_counter = 0;
  14023. #endif
  14024. sc->bs_counter = 0;
  14025. return;
  14026. }
  14027. /**
  14028. * Infect a user with status effects (SC_DEADLYINFECT)
  14029. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  14030. * @param bl: Object to change
  14031. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  14032. * @return 1: Success 0: Fail
  14033. */
  14034. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  14035. {
  14036. int i, flag = 0;
  14037. struct status_change *sc = status_get_sc(src);
  14038. const struct TimerData *timer = NULL;
  14039. t_tick tick;
  14040. struct status_change_data data;
  14041. if( !sc || !sc->count )
  14042. return 0;
  14043. tick = gettick();
  14044. // Status Immunity resistance
  14045. if (status_bl_has_mode(src,MD_STATUS_IMMUNE) || status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  14046. return 0;
  14047. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  14048. if( !sc->data[i] || i == SC_COMMON_MAX )
  14049. continue;
  14050. if (sc->data[i]->timer != INVALID_TIMER) {
  14051. timer = get_timer(sc->data[i]->timer);
  14052. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  14053. continue;
  14054. }
  14055. switch( i ) {
  14056. // Debuffs that can be spread.
  14057. // NOTE: We'll add/delete SCs when we are able to confirm it.
  14058. case SC_DEATHHURT:
  14059. case SC_PARALYSE:
  14060. if (type)
  14061. continue;
  14062. case SC_CURSE:
  14063. case SC_SILENCE:
  14064. case SC_CONFUSION:
  14065. case SC_BLIND:
  14066. case SC_HALLUCINATION:
  14067. case SC_SIGNUMCRUCIS:
  14068. case SC_DECREASEAGI:
  14069. //case SC_SLOWDOWN:
  14070. //case SC_MINDBREAKER:
  14071. //case SC_WINKCHARM:
  14072. //case SC_STOP:
  14073. case SC_ORCISH:
  14074. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  14075. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  14076. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  14077. //case SC_STRIPHELM:
  14078. //case SC__STRIPACCESSORY:
  14079. //case SC_BITE:
  14080. case SC_FEAR:
  14081. case SC_FREEZING:
  14082. case SC_VENOMBLEED:
  14083. if (sc->data[i]->timer != INVALID_TIMER)
  14084. data.tick = DIFF_TICK(timer->tick, tick);
  14085. else
  14086. data.tick = INFINITE_TICK;
  14087. break;
  14088. // Special cases
  14089. case SC_TOXIN:
  14090. case SC_MAGICMUSHROOM:
  14091. case SC_PYREXIA:
  14092. case SC_LEECHESEND:
  14093. if (type)
  14094. continue;
  14095. case SC_POISON:
  14096. case SC_DPOISON:
  14097. case SC_BLEEDING:
  14098. case SC_BURNING:
  14099. if (sc->data[i]->timer != INVALID_TIMER)
  14100. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  14101. else
  14102. data.tick = INFINITE_TICK;
  14103. break;
  14104. default:
  14105. continue;
  14106. }
  14107. if( i ) {
  14108. data.val1 = sc->data[i]->val1;
  14109. data.val2 = sc->data[i]->val2;
  14110. data.val3 = sc->data[i]->val3;
  14111. data.val4 = sc->data[i]->val4;
  14112. status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  14113. flag = 1;
  14114. }
  14115. }
  14116. return flag;
  14117. }
  14118. /**
  14119. * Applying natural heal bonuses (sit, skill, homun, etc...)
  14120. * TODO: the va_list doesn't seem to be used, safe to remove?
  14121. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  14122. * @param args: va_list arguments
  14123. * @return which regeneration bonuses have been applied (flag)
  14124. */
  14125. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  14126. static int status_natural_heal(struct block_list* bl, va_list args)
  14127. {
  14128. struct regen_data *regen;
  14129. struct status_data *status;
  14130. struct status_change *sc;
  14131. struct unit_data *ud;
  14132. struct view_data *vd = NULL;
  14133. struct regen_data_sub *sregen;
  14134. struct map_session_data *sd;
  14135. int rate, multi = 1, flag;
  14136. regen = status_get_regen_data(bl);
  14137. if (!regen)
  14138. return 0;
  14139. status = status_get_status_data(bl);
  14140. sc = status_get_sc(bl);
  14141. if (sc && !sc->count)
  14142. sc = NULL;
  14143. sd = BL_CAST(BL_PC,bl);
  14144. flag = regen->flag;
  14145. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  14146. flag &= ~(RGN_HP|RGN_SHP);
  14147. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  14148. flag &= ~(RGN_SP|RGN_SSP);
  14149. if (flag && (
  14150. status_isdead(bl) ||
  14151. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  14152. ))
  14153. flag = RGN_NONE;
  14154. if (sd) {
  14155. if (sd->hp_loss.value || sd->sp_loss.value)
  14156. pc_bleeding(sd, natural_heal_diff_tick);
  14157. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  14158. pc_regen(sd, natural_heal_diff_tick);
  14159. }
  14160. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  14161. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  14162. { // Apply sitting regen bonus.
  14163. sregen = regen->ssregen;
  14164. if(flag&(RGN_SHP)) { // Sitting HP regen
  14165. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  14166. if (regen->state.overweight)
  14167. rate >>= 1; // Half as fast when overweight.
  14168. sregen->tick.hp += rate;
  14169. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14170. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  14171. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  14172. flag &= ~(RGN_HP|RGN_SHP);
  14173. break;
  14174. }
  14175. }
  14176. }
  14177. if(flag&(RGN_SSP)) { // Sitting SP regen
  14178. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  14179. if (regen->state.overweight)
  14180. rate >>= 1; // Half as fast when overweight.
  14181. sregen->tick.sp += rate;
  14182. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14183. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  14184. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  14185. flag &= ~(RGN_SP|RGN_SSP);
  14186. break;
  14187. }
  14188. }
  14189. }
  14190. }
  14191. if (flag && regen->state.overweight)
  14192. flag = RGN_NONE;
  14193. ud = unit_bl2ud(bl);
  14194. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  14195. flag &= ~(RGN_SHP|RGN_SSP);
  14196. if(!regen->state.walk)
  14197. flag &= ~RGN_HP;
  14198. }
  14199. if (!flag)
  14200. return 0;
  14201. if (flag&(RGN_HP|RGN_SP)) {
  14202. if(!vd)
  14203. vd = status_get_viewdata(bl);
  14204. if(vd && vd->dead_sit == 2)
  14205. multi += 1; //This causes the interval to be halved
  14206. if(regen->state.gc)
  14207. multi += 1; //This causes the interval to be halved
  14208. }
  14209. // Natural Hp regen
  14210. if (flag&RGN_HP) {
  14211. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  14212. if (ud && ud->walktimer != INVALID_TIMER)
  14213. rate /= 2;
  14214. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  14215. if(bl->type == BL_HOM)
  14216. rate *= 2;
  14217. regen->tick.hp += rate;
  14218. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  14219. int val = 0;
  14220. do {
  14221. val += regen->hp;
  14222. regen->tick.hp -= battle_config.natural_healhp_interval;
  14223. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  14224. if (status_heal(bl, val, 0, 1) < val)
  14225. flag &= ~RGN_SHP; // Full.
  14226. }
  14227. }
  14228. // Natural SP regen
  14229. if(flag&RGN_SP) {
  14230. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  14231. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  14232. if(bl->type==BL_HOM)
  14233. rate *= 2;
  14234. #ifdef RENEWAL
  14235. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  14236. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  14237. rate /= 2; // Tick is doubled in Fury state
  14238. #endif
  14239. regen->tick.sp += rate;
  14240. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  14241. int val = 0;
  14242. do {
  14243. val += regen->sp;
  14244. regen->tick.sp -= battle_config.natural_healsp_interval;
  14245. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  14246. if (status_heal(bl, 0, val, 1) < val)
  14247. flag &= ~RGN_SSP; // full.
  14248. }
  14249. }
  14250. if (!regen->sregen)
  14251. return flag;
  14252. // Skill regen
  14253. sregen = regen->sregen;
  14254. if(flag&RGN_SHP) { // Skill HP regen
  14255. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  14256. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14257. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  14258. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  14259. break; // Full
  14260. }
  14261. }
  14262. if(flag&RGN_SSP) { // Skill SP regen
  14263. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  14264. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14265. int val = sregen->sp;
  14266. if (sd && sd->state.doridori) {
  14267. val *= 2;
  14268. sd->state.doridori = 0;
  14269. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  14270. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  14271. 100,rate,skill_get_time(TK_SPTIME, rate));
  14272. if (
  14273. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  14274. rnd()%10000 < battle_config.sg_angel_skill_ratio
  14275. ) { // Angel of the Sun/Moon/Star
  14276. clif_feel_hate_reset(sd);
  14277. pc_resethate(sd);
  14278. pc_resetfeel(sd);
  14279. }
  14280. }
  14281. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  14282. if(status_heal(bl, 0, val, 3) < val)
  14283. break; // Full
  14284. }
  14285. }
  14286. return flag;
  14287. }
  14288. /**
  14289. * Natural heal main timer
  14290. * @param tid: Timer ID
  14291. * @param tick: Current tick (time)
  14292. * @param id: Object ID to heal
  14293. * @param data: data pushed through timer function
  14294. * @return 0
  14295. */
  14296. static TIMER_FUNC(status_natural_heal_timer){
  14297. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  14298. map_foreachregen(status_natural_heal);
  14299. natural_heal_prev_tick = tick;
  14300. return 0;
  14301. }
  14302. /**
  14303. * Get the chance to upgrade a piece of equipment
  14304. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  14305. * @param refine: The target's refine level
  14306. * @return The chance to refine the item, in percent (0~100)
  14307. */
  14308. int status_get_refine_chance(enum refine_type wlv, int refine, bool enriched)
  14309. {
  14310. if ( refine < 0 || refine >= MAX_REFINE)
  14311. return 0;
  14312. int type = enriched ? 1 : 0;
  14313. if (battle_config.event_refine_chance)
  14314. type |= 2;
  14315. return refine_info[wlv].chance[type][refine];
  14316. }
  14317. /**
  14318. * Check if status is disabled on a map
  14319. * @param type: Status Change data
  14320. * @param mapIsVS: If the map is a map_flag_vs type
  14321. * @param mapisPVP: If the map is a PvP type
  14322. * @param mapIsGVG: If the map is a map_flag_gvg type
  14323. * @param mapIsBG: If the map is a Battleground type
  14324. * @param mapZone: Map Zone type
  14325. * @param mapIsTE: If the map us WOE TE
  14326. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  14327. */
  14328. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  14329. {
  14330. if (type <= SC_NONE || type >= SC_MAX)
  14331. return false;
  14332. if ((!mapIsVS && SCDisabled[type]&1) ||
  14333. (mapIsPVP && SCDisabled[type]&2) ||
  14334. (mapIsGVG && SCDisabled[type]&4) ||
  14335. (mapIsBG && SCDisabled[type]&8) ||
  14336. (mapIsTE && SCDisabled[type]&16) ||
  14337. (SCDisabled[type]&(mapZone)))
  14338. {
  14339. return true;
  14340. }
  14341. return false;
  14342. }
  14343. /**
  14344. * Clear a status if it is disabled on a map
  14345. * @param bl: Block list data
  14346. * @param sc: Status Change data
  14347. */
  14348. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  14349. {
  14350. nullpo_retv(bl);
  14351. if (sc && sc->count) {
  14352. struct map_data *mapdata = map_getmapdata(bl->m);
  14353. unsigned short i;
  14354. bool mapIsVS = mapdata_flag_vs2(mapdata);
  14355. bool mapIsPVP = mapdata->flag[MF_PVP] != 0;
  14356. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  14357. bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0;
  14358. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  14359. for (i = 0; i < SC_MAX; i++) {
  14360. if (!sc->data[i] || !SCDisabled[i])
  14361. continue;
  14362. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  14363. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  14364. }
  14365. }
  14366. }
  14367. /**
  14368. * Read status_disabled.txt file
  14369. * @param str: Fields passed from sv_readdb
  14370. * @param columns: Columns passed from sv_readdb function call
  14371. * @param current: Current row being read into SCDisabled array
  14372. * @return True - Successfully stored, False - Invalid SC
  14373. */
  14374. static bool status_readdb_status_disabled(char **str, int columns, int current)
  14375. {
  14376. int64 type = SC_NONE;
  14377. if (ISDIGIT(str[0][0]))
  14378. type = atoi(str[0]);
  14379. else {
  14380. if (!script_get_constant(str[0],&type))
  14381. type = SC_NONE;
  14382. }
  14383. if (type <= SC_NONE || type >= SC_MAX) {
  14384. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  14385. return false;
  14386. }
  14387. SCDisabled[type] = (unsigned int)atol(str[1]);
  14388. return true;
  14389. }
  14390. /**
  14391. * Reads and parses an entry from the refine_db
  14392. * @param node: The YAML node containing the entry
  14393. * @param refine_info_index: The sequential index of the current entry
  14394. * @param file_name: File name for displaying only
  14395. * @return True on success or false on failure
  14396. */
  14397. static bool status_yaml_readdb_refine_sub(const YAML::Node &node, int refine_info_index, const std::string &file_name) {
  14398. if (refine_info_index < 0 || refine_info_index >= REFINE_TYPE_MAX)
  14399. return false;
  14400. int bonus_per_level = node["StatsPerLevel"].as<int>();
  14401. int random_bonus_start_level = node["RandomBonusStartLevel"].as<int>();
  14402. int random_bonus = node["RandomBonusValue"].as<int>();
  14403. if (file_name.find("import") != std::string::npos) { // Import file, reset refine bonus before calculation
  14404. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  14405. refine_info[refine_info_index].bonus[refine_level] = 0;
  14406. }
  14407. const YAML::Node &costs = node["Costs"];
  14408. for (const auto costit : costs) {
  14409. int64 idx_tmp = 0;
  14410. const YAML::Node &type = costit;
  14411. int idx = 0, price;
  14412. unsigned short material;
  14413. const std::string keys[] = { "Type", "Price", "Material" };
  14414. for (int i = 0; i < ARRAYLENGTH(keys); i++) {
  14415. if (!type[keys[i]].IsDefined())
  14416. ShowWarning("status_yaml_readdb_refine_sub: Invalid refine cost with undefined " CL_WHITE "%s" CL_RESET "in file" CL_WHITE "%s" CL_RESET ".\n", keys[i].c_str(), file_name.c_str());
  14417. }
  14418. std::string refine_cost_const = type["Type"].as<std::string>();
  14419. if (ISDIGIT(refine_cost_const[0]))
  14420. idx = atoi(refine_cost_const.c_str());
  14421. else {
  14422. script_get_constant(refine_cost_const.c_str(), &idx_tmp);
  14423. idx = static_cast<int>(idx_tmp);
  14424. }
  14425. price = type["Price"].as<int>();
  14426. material = type["Material"].as<uint16>();
  14427. refine_info[refine_info_index].cost[idx].nameid = material;
  14428. refine_info[refine_info_index].cost[idx].zeny = price;
  14429. }
  14430. const YAML::Node &rates = node["Rates"];
  14431. for (const auto rateit : rates) {
  14432. const YAML::Node &level = rateit;
  14433. int refine_level = level["Level"].as<int>() - 1;
  14434. if (refine_level >= MAX_REFINE)
  14435. continue;
  14436. if (level["NormalChance"].IsDefined())
  14437. refine_info[refine_info_index].chance[REFINE_CHANCE_NORMAL][refine_level] = level["NormalChance"].as<int>();
  14438. if (level["EnrichedChance"].IsDefined())
  14439. refine_info[refine_info_index].chance[REFINE_CHANCE_ENRICHED][refine_level] = level["EnrichedChance"].as<int>();
  14440. if (level["EventNormalChance"].IsDefined())
  14441. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_NORMAL][refine_level] = level["EventNormalChance"].as<int>();
  14442. if (level["EventEnrichedChance"].IsDefined())
  14443. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_ENRICHED][refine_level] = level["EventEnrichedChance"].as<int>();
  14444. if (level["Bonus"].IsDefined())
  14445. refine_info[refine_info_index].bonus[refine_level] = level["Bonus"].as<int>();
  14446. if (refine_level >= random_bonus_start_level - 1)
  14447. refine_info[refine_info_index].randombonus_max[refine_level] = random_bonus * (refine_level - random_bonus_start_level + 2);
  14448. }
  14449. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  14450. refine_info[refine_info_index].bonus[refine_level] += bonus_per_level + (refine_level > 0 ? refine_info[refine_info_index].bonus[refine_level - 1] : 0);
  14451. return true;
  14452. }
  14453. /**
  14454. * Loads refine values from the refine_db
  14455. * @param directory: Location of refine_db file
  14456. * @param file: File name
  14457. */
  14458. static void status_yaml_readdb_refine(const std::string &directory, const std::string &file) {
  14459. int count = 0;
  14460. const std::string labels[] = { "Armor", "WeaponLv1", "WeaponLv2", "WeaponLv3", "WeaponLv4", "Shadow" };
  14461. const std::string current_file = directory + "/" + file;
  14462. YAML::Node config;
  14463. try {
  14464. config = YAML::LoadFile(current_file);
  14465. }
  14466. catch (...) {
  14467. ShowError("Failed to read '" CL_WHITE "%s" CL_RESET "'.\n", current_file.c_str());
  14468. return;
  14469. }
  14470. for (int i = 0; i < ARRAYLENGTH(labels); i++) {
  14471. const YAML::Node &node = config[labels[i]];
  14472. if (node.IsDefined() && status_yaml_readdb_refine_sub(node, i, current_file))
  14473. count++;
  14474. }
  14475. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, current_file.c_str());
  14476. }
  14477. /**
  14478. * Returns refine cost (zeny or item) for a weapon level.
  14479. * @param weapon_lv Weapon level
  14480. * @param type Refine type (can be retrieved from refine_cost_type enum)
  14481. * @param what true = returns zeny, false = returns item id
  14482. * @return Refine cost for a weapon level
  14483. */
  14484. int status_get_refine_cost(int weapon_lv, int type, bool what) {
  14485. return what ? refine_info[weapon_lv].cost[type].zeny : refine_info[weapon_lv].cost[type].nameid;
  14486. }
  14487. /**
  14488. * Read attribute fix database for attack calculations
  14489. * Function stores information in the attr_fix_table
  14490. * @return True
  14491. */
  14492. static bool status_readdb_attrfix(const char *basedir,bool silent)
  14493. {
  14494. FILE *fp;
  14495. char line[512], path[512];
  14496. int entries = 0;
  14497. sprintf(path, "%s/attr_fix.txt", basedir);
  14498. fp = fopen(path,"r");
  14499. if (fp == NULL) {
  14500. if (silent==0)
  14501. ShowError("Can't read %s\n", path);
  14502. return 1;
  14503. }
  14504. while (fgets(line, sizeof(line), fp)) {
  14505. int lv, i, j;
  14506. if (line[0] == '/' && line[1] == '/')
  14507. continue;
  14508. lv = atoi(line);
  14509. if (!CHK_ELEMENT_LEVEL(lv))
  14510. continue;
  14511. for (i = 0; i < ELE_ALL;) {
  14512. char *p;
  14513. if (!fgets(line, sizeof(line), fp))
  14514. break;
  14515. if (line[0]=='/' && line[1]=='/')
  14516. continue;
  14517. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  14518. while (*p == 32) //skipping space (32=' ')
  14519. p++;
  14520. //TODO seem unsafe to continue without check
  14521. attr_fix_table[lv-1][i][j] = atoi(p);
  14522. p = strchr(p,',');
  14523. if(p)
  14524. *p++=0;
  14525. }
  14526. i++;
  14527. }
  14528. entries++;
  14529. }
  14530. fclose(fp);
  14531. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", entries, path);
  14532. return true;
  14533. }
  14534. /**
  14535. * Sets defaults in tables and starts read db functions
  14536. * sv_readdb reads the file, outputting the information line-by-line to
  14537. * previous functions above, separating information by delimiter
  14538. * DBs being read:
  14539. * attr_fix.txt: Attribute adjustment table for attacks
  14540. * size_fix.yml: Size adjustment table for weapons
  14541. * refine_db.txt: Refining data table
  14542. * @return 0
  14543. */
  14544. int status_readdb(void)
  14545. {
  14546. int i, j, k;
  14547. const char* dbsubpath[] = {
  14548. "",
  14549. "/" DBIMPORT,
  14550. //add other path here
  14551. };
  14552. // Initialize databases to default
  14553. memset(SCDisabled, 0, sizeof(SCDisabled));
  14554. // refine_db.yml
  14555. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  14556. {
  14557. memset(refine_info[i].cost, 0, sizeof(struct refine_cost));
  14558. for(j = 0; j < REFINE_CHANCE_TYPE_MAX; j++)
  14559. for(k=0;k<MAX_REFINE; k++)
  14560. {
  14561. refine_info[i].chance[j][k] = 100;
  14562. refine_info[i].bonus[k] = 0;
  14563. refine_info[i].randombonus_max[k] = 0;
  14564. }
  14565. }
  14566. // attr_fix.txt
  14567. for(i=0;i<MAX_ELE_LEVEL;i++)
  14568. for(j=0;j<ELE_ALL;j++)
  14569. for(k=0;k<ELE_ALL;k++)
  14570. attr_fix_table[i][j][k]=100;
  14571. // read databases
  14572. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  14573. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  14574. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  14575. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  14576. char* dbsubpath1 = (char*)aMalloc(n1+1);
  14577. char* dbsubpath2 = (char*)aMalloc(n2+1);
  14578. if(i==0) {
  14579. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14580. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  14581. }
  14582. else {
  14583. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14584. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  14585. }
  14586. status_readdb_attrfix(dbsubpath2,i > 0); // !TODO use sv_readdb ?
  14587. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  14588. status_yaml_readdb_refine(dbsubpath2, "refine_db.yml");
  14589. aFree(dbsubpath1);
  14590. aFree(dbsubpath2);
  14591. }
  14592. size_fix_db.load();
  14593. return 0;
  14594. }
  14595. /**
  14596. * Status db init and destroy.
  14597. */
  14598. int do_init_status(void)
  14599. {
  14600. add_timer_func_list(status_change_timer,"status_change_timer");
  14601. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14602. initChangeTables();
  14603. initDummyData();
  14604. status_readdb();
  14605. natural_heal_prev_tick = gettick();
  14606. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14607. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14608. return 0;
  14609. }
  14610. void do_final_status(void)
  14611. {
  14612. ers_destroy(sc_data_ers);
  14613. }