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