status.c 299 KB

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