status.c 413 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/random.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "pet.h"
  16. #include "npc.h"
  17. #include "mob.h"
  18. #include "clif.h"
  19. #include "guild.h"
  20. #include "skill.h"
  21. #include "itemdb.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "chrif.h"
  25. #include "skill.h"
  26. #include "status.h"
  27. #include "script.h"
  28. #include "unit.h"
  29. #include "homunculus.h"
  30. #include "mercenary.h"
  31. #include "elemental.h"
  32. #include "vending.h"
  33. #include <time.h>
  34. #include <stdio.h>
  35. #include <stdlib.h>
  36. #include <memory.h>
  37. #include <string.h>
  38. #include <math.h>
  39. // Regen related flags.
  40. enum e_regen {
  41. RGN_HP = 0x01,
  42. RGN_SP = 0x02,
  43. RGN_SHP = 0x04,
  44. RGN_SSP = 0x08,
  45. };
  46. // Bonus values and upgrade chances for refining equipment
  47. static struct {
  48. int chance[MAX_REFINE]; /// Success chance
  49. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  50. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  51. } refine_info[REFINE_TYPE_MAX];
  52. static int atkmods[3][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  53. static struct eri *sc_data_ers; /// For sc_data entries
  54. static struct status_data dummy_status;
  55. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  56. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  57. // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
  58. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  59. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  60. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  61. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  62. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  63. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  64. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  65. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  66. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  67. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  68. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  69. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  70. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  71. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  72. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  73. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  74. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  75. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  76. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  77. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  78. #ifdef RENEWAL_ASPD
  79. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
  80. #endif
  81. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  82. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  83. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  84. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  85. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  86. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  87. #ifdef RENEWAL
  88. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  89. #endif
  90. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  91. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  92. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  93. /**
  94. * Returns the status change associated with a skill.
  95. * @param skill The skill to look up
  96. * @return The status registered for this skill
  97. */
  98. sc_type status_skill2sc(int skill)
  99. {
  100. int idx = skill_get_index(skill);
  101. if( idx == 0 ) {
  102. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  103. return SC_NONE;
  104. }
  105. return SkillStatusChangeTable[idx];
  106. }
  107. /**
  108. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  109. * Utilized for various duration lookups. Use with caution!
  110. * @param sc The status to look up
  111. * @return A skill associated with the status
  112. */
  113. int status_sc2skill(sc_type sc)
  114. {
  115. if( sc < 0 || sc >= SC_MAX ) {
  116. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  117. return 0;
  118. }
  119. return StatusSkillChangeTable[sc];
  120. }
  121. /**
  122. * Returns the status calculation flag associated with a given status change.
  123. * @param sc The status to look up
  124. * @return The scb_flag registered for this status (see enum scb_flag)
  125. */
  126. unsigned int status_sc2scb_flag(sc_type sc)
  127. {
  128. if( sc < 0 || sc >= SC_MAX ) {
  129. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  130. return SCB_NONE;
  131. }
  132. return StatusChangeFlagTable[sc];
  133. }
  134. /**
  135. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  136. * @param type The client-side status identifier to look up (see enum si_type)
  137. * @return The bl types relevant to the type (see enum bl_type)
  138. */
  139. int status_type2relevant_bl_types(int type)
  140. {
  141. if( type < 0 || type >= SI_MAX ) {
  142. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  143. return SI_BLANK;
  144. }
  145. return StatusRelevantBLTypes[type];
  146. }
  147. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  148. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  149. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  150. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  151. {
  152. uint16 idx = skill_get_index(skill_id);
  153. if( idx == 0 ) {
  154. ShowError("set_sc: Unsupported skill id %d\n", skill_id);
  155. return;
  156. }
  157. if( sc < 0 || sc >= SC_MAX ) {
  158. ShowError("set_sc: Unsupported status change id %d\n", sc);
  159. return;
  160. }
  161. if( StatusSkillChangeTable[sc] == 0 )
  162. StatusSkillChangeTable[sc] = skill_id;
  163. if( StatusIconChangeTable[sc] == SI_BLANK )
  164. StatusIconChangeTable[sc] = icon;
  165. StatusChangeFlagTable[sc] |= flag;
  166. if( SkillStatusChangeTable[idx] == SC_NONE )
  167. SkillStatusChangeTable[idx] = sc;
  168. }
  169. void initChangeTables(void)
  170. {
  171. int i;
  172. for (i = 0; i < SC_MAX; i++)
  173. StatusIconChangeTable[i] = SI_BLANK;
  174. for (i = 0; i < MAX_SKILL; i++)
  175. SkillStatusChangeTable[i] = SC_NONE;
  176. for (i = 0; i < SI_MAX; i++)
  177. StatusRelevantBLTypes[i] = BL_PC;
  178. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  179. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  180. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  181. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  182. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  183. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  184. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  185. add_sc( NPC_STUNATTACK , SC_STUN );
  186. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  187. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  188. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  189. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  190. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  191. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  192. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  193. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  194. /* The main status definitions */
  195. add_sc( SM_BASH , SC_STUN );
  196. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  197. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  198. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  199. add_sc( MG_SIGHT , SC_SIGHT );
  200. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  201. add_sc( MG_FROSTDIVER , SC_FREEZE );
  202. add_sc( MG_STONECURSE , SC_STONE );
  203. add_sc( AL_RUWACH , SC_RUWACH );
  204. add_sc( AL_PNEUMA , SC_PNEUMA );
  205. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  206. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  207. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  208. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  209. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  210. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  211. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  212. add_sc( TF_POISON , SC_POISON );
  213. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  214. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE );
  215. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
  216. #ifndef RENEWAL
  217. SCB_WATK );
  218. #else
  219. SCB_NONE );
  220. #endif
  221. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  222. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  223. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  224. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  225. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  226. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  227. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  228. add_sc( PR_LEXDIVINA , SC_SILENCE );
  229. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  230. add_sc( WZ_METEOR , SC_STUN );
  231. add_sc( WZ_VERMILION , SC_BLIND );
  232. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  233. add_sc( WZ_STORMGUST , SC_FREEZE );
  234. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  235. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  236. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
  237. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  238. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  239. add_sc( HT_LANDMINE , SC_STUN );
  240. set_sc( HT_ANKLESNARE , SC_ANKLE , SI_ANKLESNARE , SCB_NONE );
  241. add_sc( HT_SANDMAN , SC_SLEEP );
  242. add_sc( HT_FLASHER , SC_BLIND );
  243. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  244. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  245. add_sc( AS_SONICBLOW , SC_STUN );
  246. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  247. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  248. add_sc( AS_VENOMDUST , SC_POISON );
  249. set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE );
  250. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  251. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  252. add_sc( TF_SPRINKLESAND , SC_BLIND );
  253. add_sc( TF_THROWSTONE , SC_STUN );
  254. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  255. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  256. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  257. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  258. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  259. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  260. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  261. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  262. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  263. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  264. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  265. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  266. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  267. add_sc( NPC_POISON , SC_POISON );
  268. add_sc( NPC_BLINDATTACK , SC_BLIND );
  269. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  270. add_sc( NPC_STUNATTACK , SC_STUN );
  271. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  272. add_sc( NPC_CURSEATTACK , SC_CURSE );
  273. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  274. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  275. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  276. add_sc( NPC_DARKBLESSING , SC_COMA );
  277. set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF );
  278. add_sc( NPC_DEFENDER , SC_ARMOR );
  279. add_sc( NPC_LICK , SC_STUN );
  280. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  281. add_sc( NPC_REBIRTH , SC_REBIRTH );
  282. add_sc( RG_RAID , SC_STUN );
  283. #ifdef RENEWAL
  284. add_sc( RG_RAID , SC_RAID );
  285. add_sc( RG_BACKSTAP , SC_STUN );
  286. #endif
  287. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  288. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  289. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  290. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  291. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  292. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  293. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  294. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  295. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  296. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  297. add_sc( CR_SHIELDCHARGE , SC_STUN );
  298. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  299. add_sc( CR_HOLYCROSS , SC_BLIND );
  300. add_sc( CR_GRANDCROSS , SC_BLIND );
  301. set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE);
  302. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  303. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  304. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  305. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  306. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  307. set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE );
  308. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  309. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  310. #ifdef RENEWAL
  311. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  312. #endif
  313. set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE );
  314. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  315. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  316. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  317. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  318. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  319. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  320. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  321. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  322. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  323. add_sc( SA_COMA , SC_COMA );
  324. set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN );
  325. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE );
  326. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 );
  327. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD ,
  328. #ifndef RENEWAL
  329. SCB_WATK|SCB_DEF );
  330. #else
  331. SCB_DEF );
  332. #endif
  333. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN , SCB_WATK );
  334. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
  335. set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
  336. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
  337. add_sc( BA_FROSTJOKER , SC_FREEZE );
  338. set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  339. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
  340. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE );
  341. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP );
  342. add_sc( DC_SCREAM , SC_STUN );
  343. set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT );
  344. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  345. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI );
  346. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL );
  347. add_sc( NPC_DARKCROSS , SC_BLIND );
  348. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  349. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  350. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  351. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  352. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  353. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  354. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  355. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  356. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  357. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  358. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  359. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  360. 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 );
  361. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  362. #ifndef RENEWAL
  363. SI_ASSUMPTIO , SCB_NONE );
  364. #else
  365. SI_ASSUMPTIO2 , SCB_NONE );
  366. #endif
  367. add_sc( HP_BASILICA , SC_BASILICA );
  368. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  369. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  370. set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD );
  371. add_sc( PA_GOSPEL , SC_SCRESIST );
  372. add_sc( CH_TIGERFIST , SC_STOP );
  373. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  374. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  375. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  376. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  377. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  378. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED );
  379. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  380. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  381. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  382. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  383. add_sc( LK_SPIRALPIERCE , SC_STOP );
  384. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  385. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  386. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  387. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  388. set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE );
  389. set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE );
  390. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE );
  391. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  392. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  393. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  394. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  395. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  396. add_sc( TK_DOWNKICK , SC_STUN );
  397. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  398. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  399. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  400. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  401. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  402. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  403. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  404. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  405. add_sc( SG_MOON_WARM , SC_WARM );
  406. add_sc( SG_STAR_WARM , SC_WARM );
  407. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  408. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  409. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  410. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  411. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  412. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  413. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  414. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  415. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  416. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  417. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  418. add_sc( SL_STUN , SC_STUN );
  419. set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED );
  420. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  421. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_SPEED|SCB_ASPD );
  422. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  423. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  424. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  425. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  426. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD );
  427. add_sc( WS_CARTTERMINATION , SC_STUN );
  428. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  429. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD );
  430. set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE );
  431. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  432. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  433. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  434. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  435. add_sc( GS_CRACKER , SC_STUN );
  436. add_sc( GS_DISARM , SC_STRIPWEAPON );
  437. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  438. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL ,
  439. #ifndef RENEWAL
  440. SCB_BATK|SCB_ASPD );
  441. #else
  442. SCB_ASPD );
  443. #endif
  444. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  445. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  446. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER ,
  447. #ifndef RENEWAL
  448. SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  449. #else
  450. SCB_FLEE|SCB_SPEED|SCB_ASPD );
  451. #endif
  452. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  453. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  454. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  455. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  456. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  457. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  458. add_sc( NPC_ICEBREATH , SC_FREEZE );
  459. add_sc( NPC_ACIDBREATH , SC_POISON );
  460. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  461. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  462. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  463. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  464. add_sc( NPC_WIDESTONE , SC_STONE );
  465. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  466. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  467. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  468. add_sc( NPC_EVILLAND , SC_BLIND );
  469. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  470. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  471. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  472. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  473. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  474. add_sc( NPC_WIDECURSE , SC_CURSE );
  475. add_sc( NPC_WIDESTUN , SC_STUN );
  476. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  477. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  478. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  479. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  480. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  481. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  482. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  483. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  484. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  485. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  486. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  487. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  488. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  489. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  490. add_sc( MO_BALKYOUNG , SC_STUN );
  491. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  492. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  493. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  494. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  495. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  496. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  497. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  498. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  499. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  500. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  501. /* Homunculus S */
  502. add_sc(MH_STAHL_HORN , SC_STUN );
  503. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  504. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  505. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  506. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  507. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, SI_LIGHT_OF_REGENE, SCB_NONE);
  508. set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  509. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
  510. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
  511. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  512. set_sc(MH_LAVA_SLIDE , SC_BURNING , SI_BURNT , SCB_MDEF );
  513. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  514. add_sc(MH_POISON_MIST , SC_BLIND );
  515. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
  516. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  517. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
  518. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  519. set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
  520. set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_BATK|SCB_MAXHP );
  521. add_sc( MER_CRASH , SC_STUN );
  522. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  523. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  524. add_sc( MER_SIGHT , SC_SIGHT );
  525. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  526. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  527. add_sc( MER_LEXDIVINA , SC_SILENCE );
  528. add_sc( MA_LANDMINE , SC_STUN );
  529. add_sc( MA_SANDMAN , SC_SLEEP );
  530. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  531. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  532. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  533. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  534. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  535. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  536. 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 );
  537. add_sc( ML_SPIRALPIERCE , SC_STOP );
  538. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  539. add_sc( ML_DEVOTION , SC_DEVOTION );
  540. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  541. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  542. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  543. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  544. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  545. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  546. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  547. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  548. set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN );
  549. /* Rune Knight */
  550. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  551. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  552. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  553. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  554. set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BURNT , SCB_MDEF );
  555. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  556. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  557. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  558. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  559. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
  560. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  561. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  562. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  563. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  564. /* GC Guillotine Cross */
  565. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  566. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  567. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  568. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  569. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
  570. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  571. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
  572. /* Arch Bishop */
  573. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  574. add_sc( AB_CLEMENTIA , SC_BLESSING );
  575. add_sc( AB_CANTO , SC_INCREASEAGI );
  576. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  577. add_sc( AB_PRAEFATIO , SC_KYRIE );
  578. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  579. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  580. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  581. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  582. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_NONE );
  583. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  584. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  585. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
  586. /* Warlock */
  587. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  588. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  589. add_sc( WL_JACKFROST , SC_FREEZE );
  590. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  591. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  592. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  593. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  594. add_sc( WL_CRIMSONROCK , SC_STUN );
  595. set_sc( WL_HELLINFERNO , SC_BURNING , SI_BURNT , SCB_MDEF );
  596. set_sc( WL_COMET , SC_BURNING , SI_BURNT , SCB_MDEF );
  597. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
  598. /* Ranger */
  599. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  600. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  601. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED|SCB_DSPD );
  602. set_sc( RA_WUGBITE , SC_BITE , SI_WUGBITE , SCB_NONE );
  603. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED );
  604. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  605. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  606. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  607. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  608. set_sc( RA_FIRINGTRAP , SC_BURNING , SI_BURNT , SCB_MDEF );
  609. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF|SCB_DEF2 );
  610. set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  611. /* Mechanic */
  612. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  613. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  614. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  615. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  616. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  617. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  618. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  619. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  620. /* Royal Guard */
  621. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
  622. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
  623. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  624. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  625. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );
  626. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  627. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  628. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  629. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
  630. /* Shadow Chaser */
  631. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  632. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
  633. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  634. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  635. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  636. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  637. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK|SCB_WATK );
  638. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT );
  639. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  640. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE|SCB_SPEED );
  641. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  642. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_MAXHP );
  643. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  644. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  645. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  646. add_sc( SC_BLOODYLUST , SC_BERSERK );
  647. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  648. /* Sura */
  649. add_sc( SR_DRAGONCOMBO , SC_STUN );
  650. add_sc( SR_EARTHSHAKER , SC_STUN );
  651. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  652. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  653. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  654. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  655. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  656. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD|SCB_MAXHP );
  657. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  658. add_sc( SR_FLASHCOMBO , SC_FLASHCOMBO );
  659. /* Wanderer / Minstrel */
  660. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  661. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  662. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  663. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_WATK );
  664. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF );
  665. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  666. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  667. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  668. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  669. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  670. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  671. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  672. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  673. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  674. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  675. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
  676. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
  677. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
  678. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
  679. /* Sorcerer */
  680. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  681. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  682. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  683. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
  684. set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
  685. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  686. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  687. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  688. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  689. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_BATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  690. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  691. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  692. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  693. add_sc( SO_ELEMENTAL_SHIELD , SC_ELEMENTAL_SHIELD );
  694. /* Genetic */
  695. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED );
  696. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  697. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  698. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  699. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  700. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  701. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
  702. /* Elemental spirits' status changes */
  703. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  704. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  705. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  706. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  707. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
  708. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  709. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  710. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  711. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  712. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  713. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  714. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  715. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  716. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  717. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  718. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  719. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  720. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  721. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  722. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  723. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  724. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP );
  725. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP );
  726. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  727. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  728. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  729. add_sc( KO_YAMIKUMO , SC_HIDING );
  730. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  731. add_sc( KO_MAKIBISHI , SC_STUN );
  732. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  733. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  734. add_sc( KO_JYUSATSU , SC_CURSE );
  735. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  736. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  737. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  738. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  739. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  740. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  741. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  742. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  743. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  744. set_sc_with_vfx( SC_MOONSTAR , SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
  745. set_sc_with_vfx( SC_SUPER_STAR , SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
  746. /* Rebellion */
  747. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  748. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  749. set_sc( RL_H_MINE , SC_H_MINE , SI_H_MINE , SCB_NONE);
  750. set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
  751. set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
  752. set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_NONE );
  753. set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
  754. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_FLEE|SCB_ASPD );
  755. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_FLEE );
  756. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_NONE );
  757. set_sc_with_vfx( SC_ALL_RIDING , SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED );
  758. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  759. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  760. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  761. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  762. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  763. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  764. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  765. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  766. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  767. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  768. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  769. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  770. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  771. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  772. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  773. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  774. /* Status that don't have a skill associated */
  775. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  776. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  777. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  778. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  779. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  780. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  781. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  782. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  783. StatusIconChangeTable[SC_CHASEWALK2] = SI_CHASEWALK2;
  784. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  785. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  786. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  787. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  788. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  789. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  790. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  791. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  792. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  793. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  794. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  795. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  796. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  797. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  798. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  799. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  800. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  801. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  802. /* Cash Items */
  803. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  804. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  805. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  806. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  807. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  808. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  809. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  810. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  811. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  812. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  813. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  814. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  815. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  816. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  817. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  818. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  819. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  820. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  821. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  822. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  823. /* Mercenary Bonus Effects */
  824. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  825. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  826. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  827. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  828. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  829. /* Warlock Spheres */
  830. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  831. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  832. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  833. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  834. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  835. /* Warlock Preserved spells */
  836. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  837. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  838. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  839. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  840. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  841. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  842. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  843. StatusIconChangeTable[SC_FREEZE_SP] = SI_FREEZE_SP;
  844. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  845. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  846. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  847. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  848. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  849. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  850. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  851. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  852. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  853. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  854. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  855. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  856. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  857. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  858. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  859. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  860. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  861. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  862. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  863. StatusIconChangeTable[SC__BLOODYLUST] = SI_BLOODYLUST;
  864. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  865. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  866. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  867. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  868. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  869. /* Genetics New Food Items Status Icons */
  870. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  871. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  872. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  873. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  874. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  875. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  876. StatusIconChangeTable[SC_BOOST500] = SI_BOOST500;
  877. StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K;
  878. StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS;
  879. StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M;
  880. StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F;
  881. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z;
  882. StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500;
  883. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE;
  884. /* Elemental Spirit's 'side' status change icons */
  885. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  886. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  887. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  888. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  889. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  890. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  891. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  892. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  893. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  894. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  895. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  896. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  897. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  898. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  899. StatusIconChangeTable[SC_GUST] = SI_GUST;
  900. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  901. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  902. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  903. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  904. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  905. StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
  906. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
  907. StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
  908. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  909. StatusIconChangeTable[SC_MTF_ASPD] = SI_MTF_ASPD;
  910. StatusIconChangeTable[SC_MTF_RANGEATK] = SI_MTF_RANGEATK;
  911. StatusIconChangeTable[SC_MTF_MATK] = SI_MTF_MATK;
  912. StatusIconChangeTable[SC_MTF_MLEATKED] = SI_MTF_MLEATKED;
  913. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = SI_MTF_CRIDAMAGE;
  914. StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
  915. StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
  916. StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
  917. StatusIconChangeTable[SC_HEAT_BARREL_AFTER] = SI_HEAT_BARREL_AFTER;
  918. StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
  919. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
  920. StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
  921. StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
  922. StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;
  923. /* Other SC which are not necessarily associated to skills */
  924. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  925. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  926. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  927. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  928. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  929. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  930. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  931. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  932. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  933. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  934. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  935. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  936. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  937. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  938. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  939. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  940. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  941. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  942. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  943. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  944. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  945. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  946. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  947. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  948. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  949. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  950. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  951. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  952. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  953. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  954. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  955. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  956. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  957. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  958. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  959. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  960. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  961. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  962. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  963. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  964. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_DEF_ELE;
  965. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_DEF_ELE;
  966. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  967. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  968. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  969. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  970. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  971. /* Cash Items */
  972. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  973. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  974. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  975. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  976. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  977. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  978. /* Mercenary Bonus Effects */
  979. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  980. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  981. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  982. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  983. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  984. StatusChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED;
  985. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  986. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  987. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  988. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  989. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  990. StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
  991. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  992. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  993. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  994. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  995. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  996. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  997. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  998. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  999. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1000. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1001. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1002. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1003. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1004. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1005. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1006. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1007. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1008. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1009. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1010. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1011. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
  1012. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1013. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1014. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1015. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1016. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1017. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1018. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1019. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1020. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1021. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1022. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1023. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1024. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1025. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1026. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1027. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1028. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1029. #ifdef RENEWAL
  1030. // renewal EDP increases your weapon atk
  1031. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1032. #endif
  1033. if( !battle_config.display_hallucination ) // Disable Hallucination.
  1034. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  1035. /* StatusDisplayType Table [Ind] */
  1036. StatusDisplayType[SC_ALL_RIDING] = true;
  1037. StatusDisplayType[SC_PUSH_CART] = true;
  1038. StatusDisplayType[SC_SPHERE_1] = true;
  1039. StatusDisplayType[SC_SPHERE_2] = true;
  1040. StatusDisplayType[SC_SPHERE_3] = true;
  1041. StatusDisplayType[SC_SPHERE_4] = true;
  1042. StatusDisplayType[SC_SPHERE_5] = true;
  1043. StatusDisplayType[SC_CAMOUFLAGE] = true;
  1044. StatusDisplayType[SC_DUPLELIGHT] = true;
  1045. StatusDisplayType[SC_ORATIO] = true;
  1046. StatusDisplayType[SC_FREEZING] = true;
  1047. StatusDisplayType[SC_VENOMIMPRESS] = true;
  1048. StatusDisplayType[SC_HALLUCINATIONWALK] = true;
  1049. StatusDisplayType[SC_ROLLINGCUTTER] = true;
  1050. StatusDisplayType[SC_BANDING] = true;
  1051. StatusDisplayType[SC_CRYSTALIZE] = true;
  1052. StatusDisplayType[SC_DEEPSLEEP] = true;
  1053. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = true;
  1054. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = true;
  1055. StatusDisplayType[SC_NETHERWORLD] = true;
  1056. StatusDisplayType[SC_VOICEOFSIREN] = true;
  1057. StatusDisplayType[SC_BLOODSUCKER] = true;
  1058. StatusDisplayType[SC__SHADOWFORM] = true;
  1059. StatusDisplayType[SC__MANHOLE] = true;
  1060. StatusDisplayType[SC_JYUMONJIKIRI] = true;
  1061. StatusDisplayType[SC_AKAITSUKI] = true;
  1062. StatusDisplayType[SC_MONSTER_TRANSFORM] = true;
  1063. StatusDisplayType[SC_DARKCROW] = true;
  1064. StatusDisplayType[SC_OFFERTORIUM] = true;
  1065. StatusDisplayType[SC_TELEKINESIS_INTENSE] = true;
  1066. StatusDisplayType[SC_UNLIMIT] = true;
  1067. StatusDisplayType[SC_ILLUSIONDOPING] = true;
  1068. StatusDisplayType[SC_C_MARKER] = true;
  1069. StatusDisplayType[SC_ANTI_M_BLAST] = true;
  1070. StatusDisplayType[SC_MOONSTAR] = true;
  1071. StatusDisplayType[SC_SUPER_STAR] = true;
  1072. StatusDisplayType[SC_STRANGELIGHTS] = true;
  1073. StatusDisplayType[SC_DECORATION_OF_MUSIC] = true;
  1074. /* StatusChangeState (SCS_) NOMOVE */
  1075. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1076. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1077. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1078. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1079. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1080. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1081. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1082. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1083. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1084. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1085. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1086. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1087. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1088. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1089. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1090. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1091. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1092. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1093. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1094. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1095. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1096. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1097. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1098. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1099. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1100. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1101. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1102. StatusChangeStateTable[SC_KYOUGAKU] |= SCS_NOMOVE;
  1103. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1104. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1105. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1106. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1107. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1108. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1109. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1110. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1111. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1112. /* StatusChangeState (SCS_) NODROPITEMS */
  1113. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1114. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1115. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1116. /* StatusChangeState (SCS_) NOCAST (skills) */
  1117. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1118. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1119. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1120. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1121. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1122. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1123. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1124. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1125. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1126. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
  1127. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1128. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1129. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1130. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1131. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1132. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1133. StatusChangeStateTable[SC_HEAT_BARREL_AFTER] |= SCS_NOCAST;
  1134. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1135. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1136. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1137. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1138. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1139. }
  1140. static void initDummyData(void)
  1141. {
  1142. memset(&dummy_status, 0, sizeof(dummy_status));
  1143. dummy_status.hp =
  1144. dummy_status.max_hp =
  1145. dummy_status.max_sp =
  1146. dummy_status.str =
  1147. dummy_status.agi =
  1148. dummy_status.vit =
  1149. dummy_status.int_ =
  1150. dummy_status.dex =
  1151. dummy_status.luk =
  1152. dummy_status.hit = 1;
  1153. dummy_status.speed = 2000;
  1154. dummy_status.adelay = 4000;
  1155. dummy_status.amotion = 2000;
  1156. dummy_status.dmotion = 2000;
  1157. dummy_status.ele_lv = 1; // Min elemental level.
  1158. dummy_status.mode = MD_CANMOVE;
  1159. }
  1160. /**
  1161. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1162. * @param a: Status data structure to copy from
  1163. * @param b: Status data structure to copy to
  1164. */
  1165. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1166. {
  1167. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1168. }
  1169. /**
  1170. * Sets HP to a given value
  1171. * Will always succeed (overrides heal impedement statuses) but can't kill an object
  1172. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM]
  1173. * @param hp: What the HP is to be set as
  1174. * @param flag: Used in case final value is higher than current
  1175. * Use 2 to display healing effect
  1176. * @return heal or zapped HP if valid
  1177. */
  1178. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1179. {
  1180. struct status_data *status;
  1181. if (hp < 1) return 0;
  1182. status = status_get_status_data(bl);
  1183. if (status == &dummy_status)
  1184. return 0;
  1185. if (hp > status->max_hp) hp = status->max_hp;
  1186. if (hp == status->hp) return 0;
  1187. if (hp > status->hp)
  1188. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1189. return status_zap(bl, status->hp - hp, 0);
  1190. }
  1191. /**
  1192. * Sets SP to a given value
  1193. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1194. * @param sp: What the SP is to be set as
  1195. * @param flag: Used in case final value is higher than current
  1196. * Use 2 to display healing effect
  1197. * @return heal or zapped SP if valid
  1198. */
  1199. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1200. {
  1201. struct status_data *status;
  1202. status = status_get_status_data(bl);
  1203. if (status == &dummy_status)
  1204. return 0;
  1205. if (sp > status->max_sp) sp = status->max_sp;
  1206. if (sp == status->sp) return 0;
  1207. if (sp > status->sp)
  1208. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1209. return status_zap(bl, 0, status->sp - sp);
  1210. }
  1211. /**
  1212. * Takes HP/SP from an Object
  1213. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1214. * @param hp: How much HP to charge
  1215. * @param sp: How much SP to charge
  1216. * @return hp+sp through status_damage()
  1217. * Note: HP/SP are integer values, not percentages. Values should be
  1218. * calculated either within function call or before
  1219. */
  1220. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1221. {
  1222. if(!(bl->type&BL_CONSUME))
  1223. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1224. return status_damage(NULL, bl, hp, sp, 0, 3);
  1225. }
  1226. /**
  1227. * Inflicts damage on the target with the according walkdelay.
  1228. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1229. * @param target: Target of the damage
  1230. * @param dhp: How much damage to HP
  1231. * @param dsp: How much damage to SP
  1232. * @param walkdelay: Amount of time before object can walk again
  1233. * @param flag: Damage flag decides various options
  1234. * flag&1: Passive damage - Does not trigger cancelling status changes
  1235. * flag&2: Fail if there is not enough to subtract
  1236. * flag&4: Mob does not give EXP/Loot if killed
  1237. * flag&8: Used to damage SP of a dead character
  1238. * @return hp+sp
  1239. * Note: HP/SP are integer values, not percentages. Values should be
  1240. * calculated either within function call or before
  1241. */
  1242. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1243. {
  1244. struct status_data *status;
  1245. struct status_change *sc;
  1246. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1247. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1248. nullpo_ret(target);
  1249. if(sp && !(target->type&BL_CONSUME))
  1250. sp = 0; // Not a valid SP target.
  1251. if (hp < 0) { // Assume absorbed damage.
  1252. status_heal(target, -hp, 0, 1);
  1253. hp = 0;
  1254. }
  1255. if (sp < 0) {
  1256. status_heal(target, 0, -sp, 1);
  1257. sp = 0;
  1258. }
  1259. if (target->type == BL_SKILL)
  1260. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1261. status = status_get_status_data(target);
  1262. if(!status || status == &dummy_status )
  1263. return 0;
  1264. if ((unsigned int)hp >= status->hp) {
  1265. if (flag&2) return 0;
  1266. hp = status->hp;
  1267. }
  1268. if ((unsigned int)sp > status->sp) {
  1269. if (flag&2) return 0;
  1270. sp = status->sp;
  1271. }
  1272. if (!hp && !sp)
  1273. return 0;
  1274. if( !status->hp )
  1275. flag |= 8;
  1276. sc = status_get_sc(target);
  1277. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1278. hp = 1;
  1279. if( hp && !(flag&1) ) {
  1280. if( sc ) {
  1281. struct status_change_entry *sce;
  1282. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1283. status_change_end(target, SC_STONE, INVALID_TIMER);
  1284. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1285. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1286. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1287. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1288. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1289. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1290. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1291. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1292. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1293. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1294. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1295. /** [Skotlex]
  1296. * Endure count is only reduced by non-players on non-gvg maps.
  1297. * val4 signals infinite endure.
  1298. **/
  1299. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1300. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1301. }
  1302. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1303. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1304. if (sg) {
  1305. skill_delunitgroup(sg);
  1306. sce->val4 = 0;
  1307. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1308. }
  1309. }
  1310. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1311. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1312. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1313. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1314. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1315. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1316. }
  1317. if (target->type == BL_PC)
  1318. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1319. unit_skillcastcancel(target, 2);
  1320. }
  1321. status->hp-= hp;
  1322. status->sp-= sp;
  1323. if (sc && hp && status->hp) {
  1324. if (sc->data[SC_AUTOBERSERK] &&
  1325. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1326. status->hp < status->max_hp>>2)
  1327. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1328. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1329. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1330. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1331. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1332. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1333. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1334. }
  1335. switch (target->type) {
  1336. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1337. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1338. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1339. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1340. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1341. }
  1342. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1343. unit_stop_walking( target, 1 );
  1344. }
  1345. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1346. if (walkdelay)
  1347. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1348. return (int)(hp+sp);
  1349. }
  1350. status->hp = 0;
  1351. /** [Skotlex]
  1352. * NOTE: These dead functions should return:
  1353. * 0: Death cancelled, auto-revived.
  1354. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1355. * &2: Remove object from map.
  1356. * &4: Delete object from memory. (One time spawn mobs)
  1357. **/
  1358. switch (target->type) {
  1359. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1360. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1361. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1362. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1363. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1364. default: // Unhandled case, do nothing to object.
  1365. flag = 0;
  1366. break;
  1367. }
  1368. if(!flag) // Death cancelled.
  1369. return (int)(hp+sp);
  1370. // Normal death
  1371. if (battle_config.clear_unit_ondeath &&
  1372. battle_config.clear_unit_ondeath&target->type)
  1373. skill_clear_unitgroup(target);
  1374. if(target->type&BL_REGEN) { // Reset regen ticks.
  1375. struct regen_data *regen = status_get_regen_data(target);
  1376. if (regen) {
  1377. memset(&regen->tick, 0, sizeof(regen->tick));
  1378. if (regen->sregen)
  1379. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1380. if (regen->ssregen)
  1381. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1382. }
  1383. }
  1384. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { // flag&8 = disable Kaizel
  1385. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1386. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1387. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1388. status_revive(target, 100, 100);
  1389. else
  1390. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1391. status_change_clear(target,0);
  1392. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1393. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1394. if( target->type == BL_MOB )
  1395. ((TBL_MOB*)target)->state.rebirth = 1;
  1396. return (int)(hp+sp);
  1397. }
  1398. if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) { // Ensure the monster has not already rebirthed before doing so.
  1399. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1400. status_change_clear(target,0);
  1401. ((TBL_MOB*)target)->state.rebirth = 1;
  1402. return (int)(hp+sp);
  1403. }
  1404. status_change_clear(target,0);
  1405. if(flag&4) // Delete from memory. (also invokes map removal code)
  1406. unit_free(target,CLR_DEAD);
  1407. else if(flag&2) // remove from map
  1408. unit_remove_map(target,CLR_DEAD);
  1409. else { // Some death states that would normally be handled by unit_remove_map
  1410. unit_stop_attack(target);
  1411. unit_stop_walking(target,1);
  1412. unit_skillcastcancel(target,0);
  1413. clif_clearunit_area(target,CLR_DEAD);
  1414. skill_unit_move(target,gettick(),4);
  1415. skill_cleartimerskill(target);
  1416. }
  1417. // Always run NPC scripts for players last
  1418. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1419. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1420. if(target->type == BL_PC) {
  1421. TBL_PC *sd = BL_CAST(BL_PC,target);
  1422. if( sd->bg_id ) {
  1423. struct battleground_data *bg;
  1424. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1425. npc_event(sd, bg->die_event, 0);
  1426. }
  1427. npc_script_event(sd,NPCE_DIE);
  1428. }
  1429. return (int)(hp+sp);
  1430. }
  1431. /**
  1432. * Heals an object
  1433. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1434. * @param hhp: How much HP to heal
  1435. * @param hsp: How much SP to heal
  1436. * @param flag: Whether it's Forced(&1) or gives HP/SP(&2) heal effect \n
  1437. * Forced healing overrides heal impedement statuses (Berserk)
  1438. * @return hp+sp
  1439. */
  1440. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1441. {
  1442. struct status_data *status;
  1443. struct status_change *sc;
  1444. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1445. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1446. status = status_get_status_data(bl);
  1447. if (status == &dummy_status || !status->hp)
  1448. return 0;
  1449. sc = status_get_sc(bl);
  1450. if (sc && !sc->count)
  1451. sc = NULL;
  1452. if (hp < 0) {
  1453. if (hp == INT_MIN) hp++; // -INT_MIN == INT_MIN in some architectures!
  1454. status_damage(NULL, bl, -hp, 0, 0, 1);
  1455. hp = 0;
  1456. }
  1457. if(hp) {
  1458. if( sc && (sc->data[SC_BERSERK]) ) {
  1459. if( flag&1 )
  1460. flag &= ~2;
  1461. else
  1462. hp = 0;
  1463. }
  1464. if((unsigned int)hp > status->max_hp - status->hp)
  1465. hp = status->max_hp - status->hp;
  1466. }
  1467. if(sp < 0) {
  1468. if (sp==INT_MIN) sp++;
  1469. status_damage(NULL, bl, 0, -sp, 0, 1);
  1470. sp = 0;
  1471. }
  1472. if(sp) {
  1473. if((unsigned int)sp > status->max_sp - status->sp)
  1474. sp = status->max_sp - status->sp;
  1475. }
  1476. if(!sp && !hp) return 0;
  1477. status->hp+= hp;
  1478. status->sp+= sp;
  1479. if(hp && sc &&
  1480. sc->data[SC_AUTOBERSERK] &&
  1481. sc->data[SC_PROVOKE] &&
  1482. sc->data[SC_PROVOKE]->val2==1 &&
  1483. status->hp>=status->max_hp>>2
  1484. ) // End auto berserk.
  1485. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1486. // Send HP update to client
  1487. switch(bl->type) {
  1488. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1489. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1490. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1491. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1492. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1493. }
  1494. return (int)hp+sp;
  1495. }
  1496. /**
  1497. * Applies percentage based damage to a unit
  1498. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded
  1499. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1500. * @param target: Object to modify HP/SP
  1501. * @param hp_rate: Percentage of HP to modify
  1502. * @param sp_rate: Percentage of SP to modify
  1503. * @param flag: \n
  1504. * 0: Heal target \n
  1505. * 2: Target must not die from subtraction
  1506. * @return hp+sp through status_heal()
  1507. */
  1508. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  1509. {
  1510. struct status_data *status;
  1511. unsigned int hp =0, sp = 0;
  1512. status = status_get_status_data(target);
  1513. // It's safe now [MarkZD]
  1514. if (hp_rate > 99)
  1515. hp = status->hp;
  1516. else if (hp_rate > 0)
  1517. hp = status->hp>10000?
  1518. hp_rate*(status->hp/100):
  1519. ((int64)hp_rate*status->hp)/100;
  1520. else if (hp_rate < -99)
  1521. hp = status->max_hp;
  1522. else if (hp_rate < 0)
  1523. hp = status->max_hp>10000?
  1524. (-hp_rate)*(status->max_hp/100):
  1525. ((int64)-hp_rate*status->max_hp)/100;
  1526. if (hp_rate && !hp)
  1527. hp = 1;
  1528. if (flag == 2 && hp >= status->hp)
  1529. hp = status->hp-1; // Must not kill target.
  1530. if (sp_rate > 99)
  1531. sp = status->sp;
  1532. else if (sp_rate > 0)
  1533. sp = ((int64)sp_rate*status->sp)/100;
  1534. else if (sp_rate < -99)
  1535. sp = status->max_sp;
  1536. else if (sp_rate < 0)
  1537. sp = ((int64)-sp_rate)*status->max_sp/100;
  1538. if (sp_rate && !sp)
  1539. sp = 1;
  1540. // Ugly check in case damage dealt is too much for the received args of
  1541. // status_heal / status_damage. [Skotlex]
  1542. if (hp > INT_MAX) {
  1543. hp -= INT_MAX;
  1544. if (flag)
  1545. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1546. else
  1547. status_heal(target, INT_MAX, 0, 0);
  1548. }
  1549. if (sp > INT_MAX) {
  1550. sp -= INT_MAX;
  1551. if (flag)
  1552. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1553. else
  1554. status_heal(target, 0, INT_MAX, 0);
  1555. }
  1556. if (flag)
  1557. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1558. return status_heal(target, hp, sp, 0);
  1559. }
  1560. /**
  1561. * Revives a unit
  1562. * @param bl: Object to revive [PC|MOB|HOM]
  1563. * @param per_hp: Percentage of HP to revive with
  1564. * @param per_sp: Percentage of SP to revive with
  1565. * @return Successful (1) or Invalid target (0)
  1566. */
  1567. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1568. {
  1569. struct status_data *status;
  1570. unsigned int hp, sp;
  1571. if (!status_isdead(bl)) return 0;
  1572. status = status_get_status_data(bl);
  1573. if (status == &dummy_status)
  1574. return 0; // Invalid target.
  1575. hp = (int64)status->max_hp * per_hp/100;
  1576. sp = (int64)status->max_sp * per_sp/100;
  1577. if(hp > status->max_hp - status->hp)
  1578. hp = status->max_hp - status->hp;
  1579. else if (per_hp && !hp)
  1580. hp = 1;
  1581. if(sp > status->max_sp - status->sp)
  1582. sp = status->max_sp - status->sp;
  1583. else if (per_sp && !sp)
  1584. sp = 1;
  1585. status->hp += hp;
  1586. status->sp += sp;
  1587. if (bl->prev) // Animation only if character is already on a map.
  1588. clif_resurrection(bl, 1);
  1589. switch (bl->type) {
  1590. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1591. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1592. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1593. }
  1594. return 1;
  1595. }
  1596. /**
  1597. * Checks whether the src can use the skill on the target,
  1598. * taking into account status/option of both source/target
  1599. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1600. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1601. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1602. target MAY be NULL, which checks if src can cast skill_id on the ground
  1603. * @param skill_id: Skill ID being used on target
  1604. * @param flag: 0 - Trying to use skill on target
  1605. * 1 - Cast bar is done
  1606. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1607. * @return src can use skill (1) or cannot use skill (0)
  1608. * @author [Skotlex]
  1609. */
  1610. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1611. struct status_data *status;
  1612. struct status_change *sc = NULL, *tsc;
  1613. int hide_flag;
  1614. status = src ? status_get_status_data(src) : &dummy_status;
  1615. if (src && src->type != BL_PC && status_isdead(src))
  1616. return false;
  1617. if (!skill_id) { // Normal attack checks.
  1618. // This mode is only needed for melee attacking.
  1619. if (!(status->mode&MD_CANATTACK))
  1620. return false;
  1621. // Dead state is not checked for skills as some skills can be used
  1622. // on dead characters, said checks are left to skill.c [Skotlex]
  1623. if (target && status_isdead(target))
  1624. return false;
  1625. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
  1626. return false;
  1627. }
  1628. switch( skill_id ) {
  1629. case PA_PRESSURE:
  1630. if( flag && target ) {
  1631. // Gloria Avoids pretty much everything....
  1632. tsc = status_get_sc(target);
  1633. if(tsc && tsc->option&OPTION_HIDE)
  1634. return false;
  1635. }
  1636. break;
  1637. case GN_WALLOFTHORN:
  1638. if( target && status_isdead(target) )
  1639. return false;
  1640. break;
  1641. case AL_TELEPORT:
  1642. case ALL_ODINS_POWER:
  1643. // Should fail when used on top of Land Protector [Skotlex]
  1644. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1645. && !(status->mode&MD_BOSS)
  1646. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1647. return false;
  1648. break;
  1649. default:
  1650. break;
  1651. }
  1652. if ( src )
  1653. sc = status_get_sc(src);
  1654. if( sc && sc->count ) {
  1655. if (sc->data[SC_ALL_RIDING])
  1656. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1657. if ((sc->data[SC_ASH] && rnd()%2)) {
  1658. if (src->type == BL_PC)
  1659. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1660. return false;
  1661. }
  1662. if (skill_id != RK_REFRESH && sc->opt1 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1663. if (flag != 1) // Can't cast, casted stuff can't damage.
  1664. return false;
  1665. if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
  1666. return false; // Targetted spells can't come off.
  1667. }
  1668. if (
  1669. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1670. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1671. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1672. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1673. )
  1674. return false;
  1675. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1676. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  1677. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1678. clif_emotion(src, E_LV);
  1679. return false;
  1680. }
  1681. if (sc->data[SC_BLADESTOP]) {
  1682. switch (sc->data[SC_BLADESTOP]->val1) {
  1683. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1684. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1685. case 3: if (skill_id == MO_INVESTIGATE) break;
  1686. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1687. default: return false;
  1688. }
  1689. }
  1690. if (sc->data[SC_DANCING] && flag!=2) {
  1691. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1692. skill_id == WM_FRIGG_SONG))
  1693. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1694. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1695. return false;
  1696. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1697. if (skill_id == BD_ENCORE ||
  1698. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1699. )
  1700. return false;
  1701. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  1702. return false;
  1703. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1704. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1705. }
  1706. if (skill_id && // Do not block item-casted skills.
  1707. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1708. ) { // Skills blocked through status changes...
  1709. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1710. sc->cant.cast ||
  1711. (sc->data[SC_BASILICA] && (sc->data[SC_BASILICA]->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it
  1712. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1713. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1714. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1715. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1716. ))
  1717. return false;
  1718. // Skill blocking.
  1719. if (
  1720. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1721. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1722. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1723. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1724. )
  1725. return false;
  1726. }
  1727. if (sc->option) {
  1728. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  1729. // Non players can use all skills while hidden.
  1730. return false;
  1731. }
  1732. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1733. return false;
  1734. }
  1735. }
  1736. if (target == NULL || target == src) // No further checking needed.
  1737. return true;
  1738. tsc = status_get_sc(target);
  1739. if (tsc && tsc->count) {
  1740. /**
  1741. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  1742. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1743. **/
  1744. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1745. return false;
  1746. if(!skill_id && tsc->data[SC_TRICKDEAD])
  1747. return false;
  1748. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  1749. && tsc->data[SC_FREEZE])
  1750. return false;
  1751. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1752. return false;
  1753. if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
  1754. return false;
  1755. }
  1756. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1757. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1758. // Skill that can hit hidden target
  1759. if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
  1760. hide_flag &= ~OPTION_HIDE;
  1761. switch( target->type ) {
  1762. case BL_PC: {
  1763. struct map_session_data *tsd = (TBL_PC*)target;
  1764. bool is_boss = (status->mode&MD_BOSS);
  1765. bool is_detect = ((status->mode&MD_DETECTOR)?true:false);// god-knows-why gcc doesn't shut up until this happens
  1766. if (pc_isinvisible(tsd))
  1767. return false;
  1768. if (tsc) {
  1769. if ((tsc->option&hide_flag) && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || !is_detect))
  1770. return false;
  1771. if (tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || is_detect))
  1772. return false;
  1773. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  1774. return false;
  1775. if (tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id)
  1776. return false;
  1777. if (tsc->data[SC_STEALTHFIELD] && !(is_boss || is_detect))
  1778. return false;
  1779. }
  1780. }
  1781. break;
  1782. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1783. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1784. if (status->mode&MD_LOOTER)
  1785. return true;
  1786. return false;
  1787. case BL_HOM:
  1788. case BL_MER:
  1789. case BL_ELEM:
  1790. if( target->type == BL_HOM && skill_id && battle_config.hom_setting&HOMSET_NO_SUPPORT_SKILL && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1791. return false; // Can't use support skills on Homunculus (only Master/Self)
  1792. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1793. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  1794. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1795. return false; // Can't use Potion Pitcher on Mercenaries
  1796. default:
  1797. // Check for chase-walk/hiding/cloaking opponents.
  1798. if( tsc ) {
  1799. if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1800. return false;
  1801. }
  1802. }
  1803. return true;
  1804. }
  1805. /**
  1806. * Checks whether the src can see the target
  1807. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1808. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1809. * @return src can see (1) or target is invisible (0)
  1810. * @author [Skotlex]
  1811. */
  1812. int status_check_visibility(struct block_list *src, struct block_list *target)
  1813. {
  1814. int view_range;
  1815. struct status_data* status = status_get_status_data(src);
  1816. struct status_change* tsc = status_get_sc(target);
  1817. switch (src->type) {
  1818. case BL_MOB:
  1819. view_range = ((TBL_MOB*)src)->min_chase;
  1820. break;
  1821. case BL_PET:
  1822. view_range = ((TBL_PET*)src)->db->range2;
  1823. break;
  1824. default:
  1825. view_range = AREA_SIZE;
  1826. }
  1827. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1828. return 0;
  1829. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1830. return 1;
  1831. if (tsc) {
  1832. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1833. case BL_PC: {
  1834. struct map_session_data *tsd = (TBL_PC*)target;
  1835. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD]) && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1836. return 0;
  1837. if (tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) && ((tsd && tsd->special_state.perfect_hiding) || (status->mode&MD_DETECTOR)))
  1838. return 0;
  1839. if (tsc->data[SC__FEINTBOMB] && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1840. return 0;
  1841. }
  1842. break;
  1843. default:
  1844. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD]) && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1845. return 0;
  1846. }
  1847. }
  1848. return 1;
  1849. }
  1850. /**
  1851. * Base ASPD value taken from the job tables
  1852. * @param sd: Player object
  1853. * @param status: Player status
  1854. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1855. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1856. */
  1857. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1858. {
  1859. int amotion;
  1860. int classidx = pc_class2idx(sd->status.class_);
  1861. #ifdef RENEWAL_ASPD
  1862. short mod = -1;
  1863. switch( sd->weapontype2 ) { // Adjustment for dual weilding
  1864. case W_DAGGER: mod = 0; break; // 0, 1, 1
  1865. case W_1HSWORD:
  1866. case W_1HAXE: mod = 1;
  1867. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  1868. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  1869. }
  1870. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  1871. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  1872. : ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield
  1873. + job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod
  1874. - job_info[classidx].aspd_base[sd->weapontype2]
  1875. + job_info[classidx].aspd_base[sd->weapontype1]);
  1876. if ( sd->status.shield )
  1877. amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) +
  1878. ( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 );
  1879. #else
  1880. // Base weapon delay
  1881. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1882. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  1883. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2])*7/10; // Dual-wield
  1884. // Percentual delay reduction from stats
  1885. amotion -= amotion * (4*status->agi + status->dex)/1000;
  1886. #endif
  1887. // Raw delay adjustment from bAspd bonus
  1888. amotion += sd->bonus.aspd_add;
  1889. return amotion;
  1890. }
  1891. /**
  1892. * Base attack value calculated for units
  1893. * @param bl: Object to get attack for [PC|HOM]
  1894. * @param status: Object status
  1895. * @return base attack
  1896. * Note: Function only calculates Homunculus bATK in RENEWAL
  1897. */
  1898. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1899. {
  1900. int flag = 0, str, dex,
  1901. #ifdef RENEWAL
  1902. rstr,
  1903. #endif
  1904. dstr;
  1905. if(!(bl->type&battle_config.enable_baseatk))
  1906. return 0;
  1907. if (bl->type == BL_PC)
  1908. switch(((TBL_PC*)bl)->status.weapon) {
  1909. case W_BOW:
  1910. case W_MUSICAL:
  1911. case W_WHIP:
  1912. case W_REVOLVER:
  1913. case W_RIFLE:
  1914. case W_GATLING:
  1915. case W_SHOTGUN:
  1916. case W_GRENADE:
  1917. flag = 1;
  1918. }
  1919. if (flag) {
  1920. #ifdef RENEWAL
  1921. rstr =
  1922. #endif
  1923. str = status->dex;
  1924. dex = status->str;
  1925. } else {
  1926. #ifdef RENEWAL
  1927. rstr =
  1928. #endif
  1929. str = status->str;
  1930. dex = status->dex;
  1931. }
  1932. /** [Skotlex]
  1933. * Normally only players have base-atk, but homunc have a different batk
  1934. * equation, hinting that perhaps non-players should use this for batk.
  1935. **/
  1936. #ifdef RENEWAL
  1937. if (bl->type == BL_HOM)
  1938. str = (int)(floor((rstr + dex + status->luk) / 3) + floor(((TBL_HOM*)bl)->homunculus.level / 10));
  1939. #endif
  1940. dstr = str/10;
  1941. str += dstr*dstr;
  1942. if (bl->type == BL_PC) {
  1943. #ifdef RENEWAL
  1944. str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  1945. #else
  1946. str+= dex/5 + status->luk/5;
  1947. #endif
  1948. }
  1949. return cap_value(str, 0, USHRT_MAX);
  1950. }
  1951. #ifdef RENEWAL
  1952. /**
  1953. * Weapon attack value calculated for Players
  1954. * @param wa: Weapon attack
  1955. * @param status: Player status
  1956. * @return weapon attack
  1957. */
  1958. unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data *status)
  1959. {
  1960. float str = status->str;
  1961. if (wa.range > 1)
  1962. str = status->dex;
  1963. // wa.at2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  1964. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
  1965. }
  1966. #endif
  1967. #ifndef RENEWAL
  1968. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  1969. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  1970. #else
  1971. unsigned short status_base_matk(const struct status_data* status, int level) { return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4); }
  1972. #endif
  1973. /**
  1974. * Fills in the misc data that can be calculated from the other status info (except for level)
  1975. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  1976. * @param status: Player status
  1977. */
  1978. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1979. {
  1980. int stat;
  1981. // Non players get the value set, players need to stack with previous bonuses.
  1982. if( bl->type != BL_PC )
  1983. status->batk =
  1984. status->hit = status->flee =
  1985. status->def2 = status->mdef2 =
  1986. status->cri = status->flee2 = 0;
  1987. #ifdef RENEWAL // Renewal formulas
  1988. if (bl->type == BL_MOB) {
  1989. //Hit
  1990. stat = status->hit;
  1991. stat += level + status->dex + 175;
  1992. status->hit = cap_value(stat,1,SHRT_MAX);
  1993. //Flee
  1994. stat = status->flee;
  1995. stat += level + status->agi + 100;
  1996. status->flee = cap_value(stat,1,SHRT_MAX);
  1997. } else if (bl->type == BL_HOM) {
  1998. status->hit = cap_value(level + status->dex + 150,1,SHRT_MAX); // base level + dex + 150
  1999. status->flee = cap_value(level + status->agi + level/10,1,SHRT_MAX); // base level + agi + base level/10
  2000. } else {
  2001. //Hit
  2002. stat = status->hit;
  2003. stat += level + status->dex + status->luk/3 + 175; // base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  2004. status->hit = cap_value(stat,1,SHRT_MAX);
  2005. //Flee
  2006. stat = status->flee;
  2007. stat += level + status->agi + status->luk/5 + 100; // base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  2008. status->flee = cap_value(stat,1,SHRT_MAX);
  2009. }
  2010. status->matk_min = status->matk_max = status_base_matk(status, level);
  2011. //Def2
  2012. stat = status->def2;
  2013. stat += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); // base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
  2014. status->def2 = cap_value(stat,0,SHRT_MAX);
  2015. //MDef2
  2016. stat = status->mdef2;
  2017. stat += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); // (every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  2018. status->mdef2 = cap_value(stat,0,SHRT_MAX);
  2019. #else
  2020. status->matk_min = status_base_matk_min(status);
  2021. status->matk_max = status_base_matk_max(status);
  2022. //Hit
  2023. stat = status->hit;
  2024. stat += level + status->dex;
  2025. status->hit = cap_value(stat,1,SHRT_MAX);
  2026. //Flee
  2027. stat = status->flee;
  2028. stat += level + status->agi;
  2029. status->flee = cap_value(stat,1,SHRT_MAX);
  2030. //Def2
  2031. stat = status->def2;
  2032. stat += status->vit;
  2033. status->def2 = cap_value(stat,0,SHRT_MAX);
  2034. //MDef2
  2035. stat = status->mdef2;
  2036. stat += status->int_ + (status->vit>>1);
  2037. status->mdef2 = cap_value(stat,0,SHRT_MAX);
  2038. #endif
  2039. //Critical
  2040. if( bl->type&battle_config.enable_critical ) {
  2041. stat = status->cri;
  2042. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2043. status->cri = cap_value(stat,1,SHRT_MAX);
  2044. }
  2045. else
  2046. status->cri = 0;
  2047. if (bl->type&battle_config.enable_perfect_flee) {
  2048. stat = status->flee2;
  2049. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2050. status->flee2 = cap_value(stat,0,SHRT_MAX);
  2051. }
  2052. else
  2053. status->flee2 = 0;
  2054. if (status->batk) {
  2055. int temp = status->batk + status_base_atk(bl, status);
  2056. status->batk = cap_value(temp, 0, USHRT_MAX);
  2057. } else
  2058. status->batk = status_base_atk(bl, status);
  2059. if (status->cri)
  2060. switch (bl->type) {
  2061. case BL_MOB:
  2062. if(battle_config.mob_critical_rate != 100)
  2063. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2064. if(!status->cri && battle_config.mob_critical_rate)
  2065. status->cri = 10;
  2066. break;
  2067. case BL_PC:
  2068. // Players don't have a critical adjustment setting as of yet.
  2069. break;
  2070. default:
  2071. if(battle_config.critical_rate != 100)
  2072. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2073. if (!status->cri && battle_config.critical_rate)
  2074. status->cri = 10;
  2075. }
  2076. if(bl->type&BL_REGEN)
  2077. status_calc_regen(bl, status, status_get_regen_data(bl));
  2078. }
  2079. /**
  2080. * Calculates the initial status for the given mob
  2081. * @param md: Mob object
  2082. * @param opt: Whether or not it is the first calculation
  2083. This will only be false when a mob levels up (Regular and WoE Guardians)
  2084. * @return 1 for calculated special statuses or 0 for none
  2085. * @author [Skotlex]
  2086. */
  2087. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2088. {
  2089. struct status_data *status;
  2090. struct block_list *mbl = NULL;
  2091. int flag=0;
  2092. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2093. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2094. ;
  2095. else
  2096. md->level = md->db->lv;
  2097. }
  2098. // Check if we need custom base-status
  2099. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2100. flag|=1;
  2101. if (md->special_state.size)
  2102. flag|=2;
  2103. if (md->guardian_data && md->guardian_data->guardup_lv)
  2104. flag|=4;
  2105. if (md->mob_id == MOBID_EMPERIUM)
  2106. flag|=4;
  2107. if (battle_config.slaves_inherit_speed && md->master_id)
  2108. flag|=8;
  2109. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2110. flag|=16;
  2111. if (!flag) { // No special status required.
  2112. if (md->base_status) {
  2113. aFree(md->base_status);
  2114. md->base_status = NULL;
  2115. }
  2116. if (opt&SCO_FIRST)
  2117. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2118. return 0;
  2119. }
  2120. if (!md->base_status)
  2121. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2122. status = md->base_status;
  2123. memcpy(status, &md->db->status, sizeof(struct status_data));
  2124. if (flag&(8|16))
  2125. mbl = map_id2bl(md->master_id);
  2126. if (flag&8 && mbl) {
  2127. struct status_data *mstatus = status_get_base_status(mbl);
  2128. if (mstatus &&
  2129. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  2130. status->speed = mstatus->speed;
  2131. if( status->speed < 2 ) // Minimum for the unit to function properly
  2132. status->speed = 2;
  2133. }
  2134. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2135. int diff = md->level - md->db->lv;
  2136. status->str+= diff;
  2137. status->agi+= diff;
  2138. status->vit+= diff;
  2139. status->int_+= diff;
  2140. status->dex+= diff;
  2141. status->luk+= diff;
  2142. status->max_hp += diff*status->vit;
  2143. status->max_sp += diff*status->int_;
  2144. status->hp = status->max_hp;
  2145. status->sp = status->max_sp;
  2146. status->speed -= cap_value(diff, 0, status->speed - 10);
  2147. }
  2148. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2149. if (md->special_state.size==SZ_MEDIUM) {
  2150. status->max_hp>>=1;
  2151. status->max_sp>>=1;
  2152. if (!status->max_hp) status->max_hp = 1;
  2153. if (!status->max_sp) status->max_sp = 1;
  2154. status->hp=status->max_hp;
  2155. status->sp=status->max_sp;
  2156. status->str>>=1;
  2157. status->agi>>=1;
  2158. status->vit>>=1;
  2159. status->int_>>=1;
  2160. status->dex>>=1;
  2161. status->luk>>=1;
  2162. if (!status->str) status->str = 1;
  2163. if (!status->agi) status->agi = 1;
  2164. if (!status->vit) status->vit = 1;
  2165. if (!status->int_) status->int_ = 1;
  2166. if (!status->dex) status->dex = 1;
  2167. if (!status->luk) status->luk = 1;
  2168. } else if (md->special_state.size==SZ_BIG) {
  2169. status->max_hp<<=1;
  2170. status->max_sp<<=1;
  2171. status->hp=status->max_hp;
  2172. status->sp=status->max_sp;
  2173. status->str<<=1;
  2174. status->agi<<=1;
  2175. status->vit<<=1;
  2176. status->int_<<=1;
  2177. status->dex<<=1;
  2178. status->luk<<=1;
  2179. }
  2180. }
  2181. status_calc_misc(&md->bl, status, md->level);
  2182. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2183. struct guild_castle *gc;
  2184. gc=guild_mapname2gc(map[md->bl.m].name);
  2185. if (!gc)
  2186. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  2187. else
  2188. if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2189. #ifdef RENEWAL
  2190. status->max_hp += 50 * gc->defense;
  2191. status->max_sp += 70 * gc->defense;
  2192. #else
  2193. status->max_hp += 1000 * gc->defense;
  2194. status->max_sp += 200 * gc->defense;
  2195. #endif
  2196. status->hp = status->max_hp;
  2197. status->sp = status->max_sp;
  2198. status->def += (gc->defense+2)/3;
  2199. status->mdef += (gc->defense+2)/3;
  2200. }
  2201. if(md->mob_id != MOBID_EMPERIUM) {
  2202. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  2203. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  2204. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  2205. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  2206. }
  2207. }
  2208. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2209. struct unit_data *ud = unit_bl2ud(mbl);
  2210. // Remove special AI when this is used by regular mobs.
  2211. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2212. md->special_state.ai = AI_NONE;
  2213. if (ud) {
  2214. // Different levels of HP according to skill level
  2215. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2216. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2217. switch(ud->skill_id) {
  2218. case AM_SPHEREMINE:
  2219. status->max_hp = 2000 + 400*ud->skill_lv;
  2220. break;
  2221. case KO_ZANZOU:
  2222. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2223. break;
  2224. case AM_CANNIBALIZE:
  2225. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2226. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  2227. break;
  2228. case MH_SUMMON_LEGION:
  2229. {
  2230. int homblvl = status_get_lv(mbl);
  2231. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2232. status->batk = 100 * (ud->skill_lv+5) / 2;
  2233. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2234. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2235. // status->aspd_rate = max(100,status->aspd_rate);
  2236. break;
  2237. }
  2238. case NC_SILVERSNIPER:
  2239. {
  2240. struct status_data *mstatus = status_get_status_data(mbl);
  2241. if(!mstatus)
  2242. break;
  2243. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2244. status->batk = 200 * ud->skill_lv;
  2245. break;
  2246. }
  2247. case NC_MAGICDECOY:
  2248. {
  2249. struct status_data *mstatus = status_get_status_data(mbl);
  2250. if(!mstatus)
  2251. break;
  2252. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2253. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2254. break;
  2255. }
  2256. }
  2257. status->hp = status->max_hp;
  2258. }
  2259. }
  2260. if (opt&SCO_FIRST) // Initial battle status
  2261. memcpy(&md->status, status, sizeof(struct status_data));
  2262. return 1;
  2263. }
  2264. /**
  2265. * Calculates the stats of the given pet
  2266. * @param pd: Pet object
  2267. * @param opt: Whether or not it is the first calculation
  2268. This will only be false when a pet levels up
  2269. * @return 1
  2270. * @author [Skotlex]
  2271. */
  2272. int status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2273. {
  2274. nullpo_ret(pd);
  2275. if (opt&SCO_FIRST) {
  2276. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2277. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2278. pd->status.class_ = CLASS_NORMAL;
  2279. pd->status.speed = pd->petDB->speed;
  2280. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2281. // Attack support requires the pet to be able to attack
  2282. pd->status.mode |= MD_CANATTACK;
  2283. }
  2284. }
  2285. if (battle_config.pet_lv_rate && pd->master) {
  2286. struct map_session_data *sd = pd->master;
  2287. int lv;
  2288. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2289. if (lv < 0)
  2290. lv = 1;
  2291. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2292. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2293. pd->pet.level = lv;
  2294. if (!(opt&SCO_FIRST)) // Lv Up animation
  2295. clif_misceffect(&pd->bl, 0);
  2296. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2297. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2298. status->str = (bstat->str*lv)/pd->db->lv;
  2299. status->agi = (bstat->agi*lv)/pd->db->lv;
  2300. status->vit = (bstat->vit*lv)/pd->db->lv;
  2301. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2302. status->dex = (bstat->dex*lv)/pd->db->lv;
  2303. status->luk = (bstat->luk*lv)/pd->db->lv;
  2304. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2305. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2306. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2307. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2308. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2309. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2310. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2311. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2312. status_calc_misc(&pd->bl, &pd->status, lv);
  2313. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2314. clif_send_petstatus(sd);
  2315. }
  2316. } else if (opt&SCO_FIRST) {
  2317. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2318. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2319. pd->pet.level = pd->db->lv;
  2320. }
  2321. // Support rate modifier (1000 = 100%)
  2322. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  2323. if(battle_config.pet_support_rate != 100)
  2324. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  2325. return 1;
  2326. }
  2327. /**
  2328. * Get HP bonus modifiers
  2329. * @param bl: block_list that will be checked
  2330. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2331. * @return bonus: total bonus for HP
  2332. * @author [Cydh]
  2333. */
  2334. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2335. int bonus = 0;
  2336. if (type == STATUS_BONUS_FIX) {
  2337. struct status_change *sc = status_get_sc(bl);
  2338. //Only for BL_PC
  2339. if (bl->type == BL_PC) {
  2340. struct map_session_data *sd = map_id2sd(bl->id);
  2341. uint8 i;
  2342. bonus += sd->bonus.hp;
  2343. if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
  2344. bonus += i * 200;
  2345. if (sd->class_&JOBL_SUPER_NOVICE && sd->status.base_level >= 99)
  2346. bonus += 2000; // Supernovice lvl99 hp bonus.
  2347. }
  2348. //Bonus by SC
  2349. if (sc) {
  2350. if(sc->data[SC_INCMHP])
  2351. bonus += sc->data[SC_INCMHP]->val1;
  2352. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2353. bonus += 500;
  2354. if(sc->data[SC_LERADSDEW])
  2355. bonus += sc->data[SC_LERADSDEW]->val3;
  2356. if(sc->data[SC_INSPIRATION])
  2357. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2358. if(sc->data[SC_SOLID_SKIN_OPTION])
  2359. bonus += 2000;
  2360. if(sc->data[SC_MARIONETTE])
  2361. bonus -= 1000;
  2362. }
  2363. } else if (type == STATUS_BONUS_RATE) {
  2364. struct status_change *sc = status_get_sc(bl);
  2365. //Only for BL_PC
  2366. if (bl->type == BL_PC) {
  2367. struct map_session_data *sd = map_id2sd(bl->id);
  2368. bonus += sd->hprate;
  2369. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2370. //+200% for top ranking Taekwons over level 90.
  2371. if (pc_is_taekwon_ranker(sd))
  2372. bonus += 200;
  2373. }
  2374. //Bonus by SC
  2375. if (sc) {
  2376. //Increasing
  2377. if(sc->data[SC_INCMHPRATE])
  2378. bonus += sc->data[SC_INCMHPRATE]->val1;
  2379. if(sc->data[SC_APPLEIDUN])
  2380. bonus += sc->data[SC_APPLEIDUN]->val2;
  2381. if(sc->data[SC_DELUGE])
  2382. bonus += sc->data[SC_DELUGE]->val2;
  2383. if(sc->data[SC_BERSERK])
  2384. bonus += 200; //+200%
  2385. if(sc->data[SC_MERC_HPUP])
  2386. bonus += sc->data[SC_MERC_HPUP]->val2;
  2387. if(sc->data[SC_EPICLESIS])
  2388. bonus += sc->data[SC_EPICLESIS]->val2;
  2389. if(sc->data[SC_FRIGG_SONG])
  2390. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2391. if(sc->data[SC_FORCEOFVANGUARD])
  2392. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2393. if(sc->data[SC_INSPIRATION])
  2394. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2395. if(sc->data[SC_RAISINGDRAGON])
  2396. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2397. if(sc->data[SC_GT_REVITALIZE])
  2398. bonus += (2 * sc->data[SC_GT_REVITALIZE]->val1);
  2399. if(sc->data[SC_MUSTLE_M])
  2400. bonus += sc->data[SC_MUSTLE_M]->val1;
  2401. if(sc->data[SC_ANGRIFFS_MODUS])
  2402. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2403. if(sc->data[SC_PETROLOGY_OPTION])
  2404. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2405. if(sc->data[SC_POWER_OF_GAIA])
  2406. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2407. if(sc->data[SC_CURSED_SOIL_OPTION])
  2408. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2409. if(sc->data[SC_UPHEAVAL_OPTION])
  2410. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2411. //Decreasing
  2412. if(sc->data[SC_VENOMBLEED])
  2413. bonus -= 15;
  2414. if(sc->data[SC_BEYONDOFWARCRY])
  2415. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2416. if(sc->data[SC__WEAKNESS])
  2417. bonus -= sc->data[SC__WEAKNESS]->val2;
  2418. if(sc->data[SC_MYSTERIOUS_POWDER])
  2419. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2420. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2421. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2422. if(sc->data[SC_EQC])
  2423. bonus -= sc->data[SC_EQC]->val4;
  2424. }
  2425. // Max rate reduce is -100%
  2426. bonus = cap_value(bonus,-100,INT_MAX);
  2427. }
  2428. return min(bonus,INT_MAX);
  2429. }
  2430. /**
  2431. * Get SP bonus modifiers
  2432. * @param bl: block_list that will be checked
  2433. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2434. * @return bonus: total bonus for SP
  2435. * @author [Cydh]
  2436. */
  2437. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2438. int bonus = 0;
  2439. if (type == STATUS_BONUS_FIX) {
  2440. struct status_change *sc = status_get_sc(bl);
  2441. //Only for BL_PC
  2442. if (bl->type == BL_PC) {
  2443. struct map_session_data *sd = map_id2sd(bl->id);
  2444. uint8 i;
  2445. bonus += sd->bonus.sp;
  2446. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2447. bonus += 30 * i;
  2448. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2449. bonus += 200 + 20 * i;
  2450. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2451. bonus += 30 * i;
  2452. }
  2453. //Bonus by SC
  2454. if (sc) {
  2455. if(sc->data[SC_INCMSP])
  2456. bonus += (sc->data[SC_INCMSP]->val1);
  2457. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2458. bonus += 50;
  2459. }
  2460. } else if (type == STATUS_BONUS_RATE) {
  2461. struct status_change *sc = status_get_sc(bl);
  2462. //Only for BL_PC
  2463. if (bl->type == BL_PC) {
  2464. struct map_session_data *sd = map_id2sd(bl->id);
  2465. uint8 i;
  2466. bonus += sd->sprate;
  2467. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2468. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2469. bonus += i;
  2470. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2471. bonus += 2 * i;
  2472. //+200% for top ranking Taekwons over level 90.
  2473. if (pc_is_taekwon_ranker(sd))
  2474. bonus += 200;
  2475. }
  2476. //Bonus by SC
  2477. if (sc) {
  2478. if(sc->data[SC_INCMSPRATE])
  2479. bonus += sc->data[SC_INCMSPRATE]->val1;
  2480. if(sc->data[SC_RAISINGDRAGON])
  2481. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2482. if(sc->data[SC_SERVICE4U])
  2483. bonus += sc->data[SC_SERVICE4U]->val2;
  2484. if(sc->data[SC_MERC_SPUP])
  2485. bonus += sc->data[SC_MERC_SPUP]->val2;
  2486. if(sc->data[SC_LIFE_FORCE_F])
  2487. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2488. }
  2489. // Max rate reduce is -100%
  2490. bonus = cap_value(bonus,-100,INT_MAX);
  2491. }
  2492. return min(bonus,INT_MAX);
  2493. }
  2494. /**
  2495. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2496. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2497. * @param sd Player
  2498. * @param stat Vit/Int of player as param modifier
  2499. * @param isHP true - calculates Max HP, false - calculated Max SP
  2500. * @return max The max value of HP or SP
  2501. */
  2502. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2503. double max = 0;
  2504. uint16 idx, level, job_id;
  2505. nullpo_ret(sd);
  2506. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2507. idx = pc_class2idx(job_id);
  2508. level = max(sd->status.base_level,1);
  2509. if (isHP) { //Calculates MaxHP
  2510. max = job_info[idx].base_hp[level-1] * (1 + (max(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:1);
  2511. max += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2512. max *= (1 + status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) * 0.01);
  2513. }
  2514. else { //Calculates MaxSP
  2515. max = job_info[idx].base_sp[level-1] * (1 + (max(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:1);
  2516. max += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2517. max *= (1 + status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) * 0.01);
  2518. }
  2519. return cap_value((unsigned int)max,1,UINT_MAX);
  2520. }
  2521. /**
  2522. * Calculates player data from scratch without counting SC adjustments
  2523. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2524. * @param sd: Player object
  2525. * @param opt: Whether it is first calc (login) or not
  2526. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2527. */
  2528. int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
  2529. {
  2530. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  2531. struct status_data *status; ///< Pointer to the player's base status
  2532. const struct status_change *sc = &sd->sc;
  2533. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  2534. int b_weight, b_max_weight, b_cart_weight_max, ///< Previous weight
  2535. i, skill,refinedef=0;
  2536. short index = -1;
  2537. if (++calculating > 10) // Too many recursive calls!
  2538. return -1;
  2539. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  2540. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2541. b_weight = sd->weight;
  2542. b_max_weight = sd->max_weight;
  2543. b_cart_weight_max = sd->cart_weight_max;
  2544. pc_calc_skilltree(sd); // SkillTree calculation
  2545. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base+sd->status.str*300;
  2546. if (opt&SCO_FIRST) {
  2547. // Load Hp/SP from char-received data.
  2548. sd->battle_status.hp = sd->status.hp;
  2549. sd->battle_status.sp = sd->status.sp;
  2550. sd->regen.sregen = &sd->sregen;
  2551. sd->regen.ssregen = &sd->ssregen;
  2552. sd->weight=0;
  2553. for(i=0;i<MAX_INVENTORY;i++) {
  2554. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  2555. continue;
  2556. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  2557. }
  2558. sd->cart_weight=0;
  2559. sd->cart_num=0;
  2560. for(i=0;i<MAX_CART;i++) {
  2561. if(sd->status.cart[i].nameid==0)
  2562. continue;
  2563. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  2564. sd->cart_num++;
  2565. }
  2566. }
  2567. status = &sd->base_status;
  2568. // These are not zeroed. [zzo]
  2569. sd->hprate = 100;
  2570. sd->sprate = 100;
  2571. sd->castrate = 100;
  2572. sd->delayrate = 100;
  2573. sd->dsprate = 100;
  2574. sd->hprecov_rate = 100;
  2575. sd->sprecov_rate = 100;
  2576. sd->matk_rate = 100;
  2577. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2578. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2579. sd->regen.state.block = 0;
  2580. // Zeroed arrays, order follows the order in pc.h.
  2581. // Add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2582. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2583. + sizeof(sd->param_equip)
  2584. + sizeof(sd->subele)
  2585. + sizeof(sd->subrace)
  2586. + sizeof(sd->subclass)
  2587. + sizeof(sd->subrace2)
  2588. + sizeof(sd->subsize)
  2589. + sizeof(sd->reseff)
  2590. + sizeof(sd->weapon_coma_ele)
  2591. + sizeof(sd->weapon_coma_race)
  2592. + sizeof(sd->weapon_coma_class)
  2593. + sizeof(sd->weapon_atk)
  2594. + sizeof(sd->weapon_atk_rate)
  2595. + sizeof(sd->arrow_addele)
  2596. + sizeof(sd->arrow_addrace)
  2597. + sizeof(sd->arrow_addclass)
  2598. + sizeof(sd->arrow_addsize)
  2599. + sizeof(sd->magic_addele)
  2600. + sizeof(sd->magic_addrace)
  2601. + sizeof(sd->magic_addclass)
  2602. + sizeof(sd->magic_addsize)
  2603. + sizeof(sd->magic_atk_ele)
  2604. + sizeof(sd->critaddrace)
  2605. + sizeof(sd->expaddrace)
  2606. + sizeof(sd->expaddclass)
  2607. + sizeof(sd->ignore_mdef_by_race)
  2608. + sizeof(sd->ignore_mdef_by_class)
  2609. + sizeof(sd->ignore_def_by_race)
  2610. + sizeof(sd->sp_gain_race)
  2611. + sizeof(sd->sp_gain_race_attack)
  2612. + sizeof(sd->hp_gain_race_attack)
  2613. );
  2614. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2615. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2616. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  2617. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2618. memset(&sd->special_state,0,sizeof(sd->special_state));
  2619. if (!sd->state.permanent_speed) {
  2620. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  2621. status->speed = DEFAULT_WALK_SPEED;
  2622. } else {
  2623. int pSpeed = status->speed;
  2624. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  2625. status->speed = pSpeed;
  2626. }
  2627. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2628. // Give them all modes except these (useful for clones)
  2629. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2630. status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
  2631. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  2632. if (sd->class_&JOBL_BABY) {
  2633. if (battle_config.character_size&SZ_BIG)
  2634. status->size++;
  2635. } else
  2636. if(battle_config.character_size&SZ_MEDIUM)
  2637. status->size++;
  2638. }
  2639. status->aspd_rate = 1000;
  2640. status->ele_lv = 1;
  2641. status->race = RC_PLAYER;
  2642. status->class_ = CLASS_NORMAL;
  2643. // Zero up structures...
  2644. memset(&sd->autospell, 0, sizeof(sd->autospell)
  2645. + sizeof(sd->autospell2)
  2646. + sizeof(sd->autospell3)
  2647. + sizeof(sd->addeff)
  2648. + sizeof(sd->addeff2)
  2649. + sizeof(sd->addeff3)
  2650. + sizeof(sd->skillatk)
  2651. + sizeof(sd->skillusesprate)
  2652. + sizeof(sd->skillusesp)
  2653. + sizeof(sd->skillheal)
  2654. + sizeof(sd->skillheal2)
  2655. + sizeof(sd->skillblown)
  2656. + sizeof(sd->skillcast)
  2657. + sizeof(sd->skillcooldown)
  2658. + sizeof(sd->skillfixcast)
  2659. + sizeof(sd->skillvarcast)
  2660. + sizeof(sd->skillfixcastrate)
  2661. + sizeof(sd->hp_loss)
  2662. + sizeof(sd->sp_loss)
  2663. + sizeof(sd->hp_regen)
  2664. + sizeof(sd->sp_regen)
  2665. + sizeof(sd->add_def)
  2666. + sizeof(sd->add_mdef)
  2667. + sizeof(sd->add_mdmg)
  2668. + sizeof(sd->add_drop)
  2669. + sizeof(sd->itemhealrate)
  2670. + sizeof(sd->subele2)
  2671. + sizeof(sd->def_set_race)
  2672. + sizeof(sd->mdef_set_race)
  2673. );
  2674. memset (&sd->bonus, 0, sizeof(sd->bonus));
  2675. // Autobonus
  2676. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2677. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2678. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2679. pc_itemgrouphealrate_clear(sd);
  2680. npc_script_event(sd, NPCE_STATCALC);
  2681. // Parse equipment
  2682. for (i = 0; i < EQI_MAX; i++) {
  2683. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2684. if (index < 0)
  2685. continue;
  2686. if (i == EQI_AMMO)
  2687. continue;
  2688. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  2689. continue;
  2690. if (!sd->inventory_data[index])
  2691. continue;
  2692. status->def += sd->inventory_data[index]->def;
  2693. // Items may be equipped, their effects however are nullified.
  2694. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  2695. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  2696. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2697. if (!calculating)
  2698. return 1;
  2699. }
  2700. // Sanitize the refine level in case someone decreased the value inbetween
  2701. if (sd->status.inventory[index].refine > MAX_REFINE)
  2702. sd->status.inventory[index].refine = MAX_REFINE;
  2703. if (sd->inventory_data[index]->type == IT_WEAPON) {
  2704. int r = sd->status.inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  2705. struct weapon_data *wd;
  2706. struct weapon_atk *wa;
  2707. if(wlv >= REFINE_TYPE_MAX)
  2708. wlv = REFINE_TYPE_MAX - 1;
  2709. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2710. wd = &sd->left_weapon; // Left-hand weapon
  2711. wa = &status->lhw;
  2712. } else {
  2713. wd = &sd->right_weapon;
  2714. wa = &status->rhw;
  2715. }
  2716. wa->atk += sd->inventory_data[index]->atk;
  2717. if(r)
  2718. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  2719. #ifdef RENEWAL
  2720. wa->matk += sd->inventory_data[index]->matk;
  2721. wa->wlv = wlv;
  2722. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  2723. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  2724. #endif
  2725. if(r) // Overrefine bonus.
  2726. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  2727. wa->range += sd->inventory_data[index]->range;
  2728. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2729. if (wd == &sd->left_weapon) {
  2730. sd->state.lr_flag = 1;
  2731. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2732. sd->state.lr_flag = 0;
  2733. } else
  2734. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2735. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2736. return 1;
  2737. }
  2738. if(sd->status.inventory[index].card[0]==CARD0_FORGE) { // Forged weapon
  2739. wd->star += (sd->status.inventory[index].card[1]>>8);
  2740. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2741. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2742. wd->star += 10;
  2743. if (!wa->ele) // Do not overwrite element from previous bonuses.
  2744. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2745. }
  2746. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2747. int r;
  2748. if ( (r = sd->status.inventory[index].refine) )
  2749. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  2750. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2751. if( i == EQI_HAND_L ) // Shield
  2752. sd->state.lr_flag = 3;
  2753. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2754. if( i == EQI_HAND_L ) // Shield
  2755. sd->state.lr_flag = 0;
  2756. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2757. return 1;
  2758. }
  2759. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  2760. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2761. if( !calculating )
  2762. return 1;
  2763. }
  2764. }
  2765. if(sd->equip_index[EQI_AMMO] >= 0) {
  2766. index = sd->equip_index[EQI_AMMO];
  2767. if(sd->inventory_data[index]) { // Arrows
  2768. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  2769. sd->state.lr_flag = 2;
  2770. if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  2771. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2772. sd->state.lr_flag = 0;
  2773. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  2774. return 1;
  2775. }
  2776. }
  2777. // We've got combos to process and check
  2778. if( sd->combos.count ) {
  2779. for (i = 0; i < sd->combos.count; i++) {
  2780. uint8 j = 0;
  2781. bool no_run = false;
  2782. struct item_combo *combo = NULL;
  2783. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  2784. continue;
  2785. // Check combo items
  2786. while (j < combo->count) {
  2787. struct item_data *id = itemdb_exists(combo->nameid[j]);
  2788. // Don't run the script if at least one of combo's pair has restriction
  2789. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  2790. no_run = true;
  2791. break;
  2792. }
  2793. j++;
  2794. }
  2795. if (no_run)
  2796. continue;
  2797. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  2798. if (!calculating) // Abort, run_script retriggered this
  2799. return 1;
  2800. }
  2801. }
  2802. // Store equipment script bonuses
  2803. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  2804. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2805. status->def += (refinedef+50)/100;
  2806. // Parse Cards
  2807. for (i = 0; i < EQI_MAX; i++) {
  2808. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2809. if (index < 0)
  2810. continue;
  2811. if (i == EQI_AMMO)
  2812. continue;
  2813. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  2814. continue;
  2815. if (sd->inventory_data[index]) {
  2816. int j;
  2817. struct item_data *data;
  2818. // Card script execution.
  2819. if (itemdb_isspecial(sd->status.inventory[index].card[0]))
  2820. continue;
  2821. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  2822. int c = sd->status.inventory[index].card[j];
  2823. current_equip_card_id= c;
  2824. if(!c)
  2825. continue;
  2826. data = itemdb_exists(c);
  2827. if(!data)
  2828. continue;
  2829. if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
  2830. run_script(data->equip_script,0,sd->bl.id,0);
  2831. if (!calculating)
  2832. return 1;
  2833. }
  2834. if(!data->script)
  2835. continue;
  2836. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  2837. continue;
  2838. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { // Left hand status.
  2839. sd->state.lr_flag = 1;
  2840. run_script(data->script,0,sd->bl.id,0);
  2841. sd->state.lr_flag = 0;
  2842. } else
  2843. run_script(data->script,0,sd->bl.id,0);
  2844. if (!calculating) // Abort, run_script his function. [Skotlex]
  2845. return 1;
  2846. }
  2847. }
  2848. }
  2849. if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
  2850. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2851. if( data && data->script )
  2852. run_script(data->script,0,sd->bl.id,0);
  2853. }
  2854. for (i = 0; i < MAX_PC_BONUS_SCRIPT; i++) { //Process script Bonus [Cydh]
  2855. if (!(&sd->bonus_script[i]) || !sd->bonus_script[i].script)
  2856. continue;
  2857. if (sd->bonus_script[i].tid == INVALID_TIMER) //Just add timer only for new attached script
  2858. sd->bonus_script[i].tid = add_timer(sd->bonus_script[i].tick,pc_bonus_script_timer,sd->bl.id,i);
  2859. run_script(sd->bonus_script[i].script,0,sd->bl.id,0);
  2860. }
  2861. if( sd->pd ) { // Pet Bonus
  2862. struct pet_data *pd = sd->pd;
  2863. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2864. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2865. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2866. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2867. }
  2868. // param_bonus now holds card bonuses.
  2869. if(status->rhw.range < 1) status->rhw.range = 1;
  2870. if(status->lhw.range < 1) status->lhw.range = 1;
  2871. if(status->rhw.range < status->lhw.range)
  2872. status->rhw.range = status->lhw.range;
  2873. sd->bonus.double_rate += sd->bonus.double_add_rate;
  2874. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  2875. sd->bonus.splash_range += sd->bonus.splash_add_range;
  2876. // Damage modifiers from weapon type
  2877. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2878. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2879. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2880. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2881. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2882. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2883. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  2884. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  2885. { // When Riding with spear, damage modifier to mid-class becomes
  2886. // same as versus large size.
  2887. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2888. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2889. }
  2890. // ----- STATS CALCULATION -----
  2891. // Job bonuses
  2892. index = pc_class2idx(sd->status.class_);
  2893. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  2894. if(!job_info[index].job_bonus[i])
  2895. continue;
  2896. switch(job_info[index].job_bonus[i]) {
  2897. case 1: status->str++; break;
  2898. case 2: status->agi++; break;
  2899. case 3: status->vit++; break;
  2900. case 4: status->int_++; break;
  2901. case 5: status->dex++; break;
  2902. case 6: status->luk++; break;
  2903. }
  2904. }
  2905. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2906. if((sd->class_&JOBL_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  2907. status->str += 10;
  2908. status->agi += 10;
  2909. status->vit += 10;
  2910. status->int_+= 10;
  2911. status->dex += 10;
  2912. status->luk += 10;
  2913. }
  2914. // Absolute modifiers from passive skills
  2915. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  2916. status->str++;
  2917. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  2918. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2919. if((skill=pc_checkskill(sd,AC_OWL))>0)
  2920. status->dex += skill;
  2921. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  2922. status->int_ += skill;
  2923. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2924. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2925. status->str = cap_value(i,0,USHRT_MAX);
  2926. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2927. status->agi = cap_value(i,0,USHRT_MAX);
  2928. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2929. status->vit = cap_value(i,0,USHRT_MAX);
  2930. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2931. status->int_ = cap_value(i,0,USHRT_MAX);
  2932. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2933. status->dex = cap_value(i,0,USHRT_MAX);
  2934. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2935. status->luk = cap_value(i,0,USHRT_MAX);
  2936. // ------ ATTACK CALCULATION ------
  2937. // Base batk value is set in status_calc_misc
  2938. #ifndef RENEWAL
  2939. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  2940. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  2941. status->batk += sd->weapon_atk[sd->status.weapon];
  2942. // Absolute modifiers from passive skills
  2943. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  2944. status->batk += 4;
  2945. #else
  2946. status->watk = status_weapon_atk(status->rhw, status);
  2947. status->watk2 = status_weapon_atk(status->lhw, status);
  2948. status->eatk = max(sd->bonus.eatk,0);
  2949. #endif
  2950. // ----- HP MAX CALCULATION -----
  2951. status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  2952. if(battle_config.hp_rate != 100)
  2953. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  2954. status->max_hp = cap_value(status->max_hp,1,(unsigned int)battle_config.max_hp);
  2955. // ----- SP MAX CALCULATION -----
  2956. status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  2957. if(battle_config.sp_rate != 100)
  2958. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  2959. status->max_sp = cap_value(status->max_sp,1,(unsigned int)battle_config.max_sp);
  2960. // ----- RESPAWN HP/SP -----
  2961. // Calc respawn hp and store it on base_status
  2962. if (sd->special_state.restart_full_recover) {
  2963. status->hp = status->max_hp;
  2964. status->sp = status->max_sp;
  2965. } else {
  2966. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  2967. && battle_config.restart_hp_rate < 50)
  2968. status->hp = status->max_hp>>1;
  2969. else
  2970. status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
  2971. if(!status->hp)
  2972. status->hp = 1;
  2973. status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;
  2974. if( !status->sp ) // The minimum for the respawn setting is SP:1
  2975. status->sp = 1;
  2976. }
  2977. // ----- MISC CALCULATION -----
  2978. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2979. // Equipment modifiers for misc settings
  2980. if(sd->matk_rate < 0)
  2981. sd->matk_rate = 0;
  2982. if(sd->matk_rate != 100) {
  2983. status->matk_max = status->matk_max * sd->matk_rate/100;
  2984. status->matk_min = status->matk_min * sd->matk_rate/100;
  2985. }
  2986. if(sd->hit_rate < 0)
  2987. sd->hit_rate = 0;
  2988. if(sd->hit_rate != 100)
  2989. status->hit = status->hit * sd->hit_rate/100;
  2990. if(sd->flee_rate < 0)
  2991. sd->flee_rate = 0;
  2992. if(sd->flee_rate != 100)
  2993. status->flee = status->flee * sd->flee_rate/100;
  2994. if(sd->def2_rate < 0)
  2995. sd->def2_rate = 0;
  2996. if(sd->def2_rate != 100)
  2997. status->def2 = status->def2 * sd->def2_rate/100;
  2998. if(sd->mdef2_rate < 0)
  2999. sd->mdef2_rate = 0;
  3000. if(sd->mdef2_rate != 100)
  3001. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  3002. if(sd->critical_rate < 0)
  3003. sd->critical_rate = 0;
  3004. if(sd->critical_rate != 100)
  3005. status->cri = cap_value(status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3006. if(sd->flee2_rate < 0)
  3007. sd->flee2_rate = 0;
  3008. if(sd->flee2_rate != 100)
  3009. status->flee2 = status->flee2 * sd->flee2_rate/100;
  3010. // ----- HIT CALCULATION -----
  3011. // Absolute modifiers from passive skills
  3012. #ifndef RENEWAL
  3013. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3014. status->hit += skill*2;
  3015. #endif
  3016. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3017. #ifndef RENEWAL
  3018. status->hit += skill;
  3019. #endif
  3020. if(sd->status.weapon == W_BOW)
  3021. status->rhw.range += skill;
  3022. }
  3023. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3024. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3025. status->hit += 2*skill;
  3026. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3027. status->hit += skill;
  3028. status->rhw.range += skill;
  3029. }
  3030. }
  3031. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3032. status->hit += skill * 3;
  3033. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3034. status->hit += skill * 2;
  3035. // ----- FLEE CALCULATION -----
  3036. // Absolute modifiers from passive skills
  3037. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3038. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3039. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3040. status->flee += (skill*3)>>1;
  3041. // ----- EQUIPMENT-DEF CALCULATION -----
  3042. // Apply relative modifiers from equipment
  3043. if(sd->def_rate < 0)
  3044. sd->def_rate = 0;
  3045. if(sd->def_rate != 100) {
  3046. i = status->def * sd->def_rate/100;
  3047. status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3048. }
  3049. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3050. status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3051. #ifndef RENEWAL
  3052. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) {
  3053. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  3054. status->def = (unsigned char)battle_config.max_def;
  3055. }
  3056. #endif
  3057. // ----- EQUIPMENT-MDEF CALCULATION -----
  3058. // Apply relative modifiers from equipment
  3059. if(sd->mdef_rate < 0)
  3060. sd->mdef_rate = 0;
  3061. if(sd->mdef_rate != 100) {
  3062. i = status->mdef * sd->mdef_rate/100;
  3063. status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3064. }
  3065. #ifndef RENEWAL
  3066. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) {
  3067. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  3068. status->mdef = (signed char)battle_config.max_def;
  3069. }
  3070. #endif
  3071. // ----- ASPD CALCULATION -----
  3072. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3073. // Basic ASPD value
  3074. i = status_base_amotion_pc(sd,status);
  3075. status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3076. // Relative modifiers from passive skills
  3077. #ifndef RENEWAL_ASPD
  3078. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3079. status->aspd_rate -= 5*skill;
  3080. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  3081. status->aspd_rate -= 30*skill;
  3082. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3083. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3084. status->aspd_rate -= ((skill+1)/2) * 10;
  3085. if(pc_isriding(sd))
  3086. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3087. else if(pc_isridingdragon(sd))
  3088. status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3089. #else // Needs more info
  3090. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3091. status->aspd_rate += 5*skill;
  3092. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  3093. status->aspd_rate += 30*skill;
  3094. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3095. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3096. status->aspd_rate += ((skill+1)/2) * 10;
  3097. if(pc_isriding(sd))
  3098. status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3099. else if(pc_isridingdragon(sd))
  3100. status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3101. #endif
  3102. status->adelay = 2*status->amotion;
  3103. // ----- DMOTION -----
  3104. i = 800-status->agi*4;
  3105. status->dmotion = cap_value(i, 400, 800);
  3106. if(battle_config.pc_damage_delay_rate != 100)
  3107. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3108. // ----- MISC CALCULATIONS -----
  3109. // Weight
  3110. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  3111. sd->max_weight += 2000*skill;
  3112. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  3113. sd->max_weight += 10000;
  3114. else if(pc_isridingdragon(sd))
  3115. sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
  3116. if(sc->data[SC_KNOWLEDGE])
  3117. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  3118. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  3119. sd->max_weight += 2000*skill;
  3120. sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
  3121. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  3122. sd->regen.state.walk = 1;
  3123. else
  3124. sd->regen.state.walk = 0;
  3125. // Skill SP cost
  3126. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3127. sd->dsprate -= 4*skill;
  3128. if(sc->data[SC_SERVICE4U])
  3129. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3130. if(sc->data[SC_SPCOST_RATE])
  3131. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3132. // Underflow protections.
  3133. if(sd->dsprate < 0)
  3134. sd->dsprate = 0;
  3135. if(sd->castrate < 0)
  3136. sd->castrate = 0;
  3137. if(sd->delayrate < 0)
  3138. sd->delayrate = 0;
  3139. if(sd->hprecov_rate < 0)
  3140. sd->hprecov_rate = 0;
  3141. if(sd->sprecov_rate < 0)
  3142. sd->sprecov_rate = 0;
  3143. // Anti-element and anti-race
  3144. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3145. sd->subele[ELE_HOLY] += skill*5;
  3146. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3147. sd->subele[ELE_NEUTRAL] += skill;
  3148. sd->subele[ELE_FIRE] += skill*4;
  3149. }
  3150. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3151. #ifdef RENEWAL
  3152. skill = skill * 2;
  3153. #else
  3154. skill = skill * 4;
  3155. #endif
  3156. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3157. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3158. sd->magic_addrace[RC_DRAGON]+=skill;
  3159. sd->subrace[RC_DRAGON]+=skill;
  3160. }
  3161. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3162. sd->right_weapon.addrace[RC_DEMON] += skill;
  3163. sd->right_weapon.addele[ELE_DARK] += skill;
  3164. sd->left_weapon.addrace[RC_DEMON] += skill;
  3165. sd->left_weapon.addele[ELE_DARK] += skill;
  3166. sd->magic_addrace[RC_DEMON] += skill;
  3167. sd->magic_addele[ELE_DARK] += skill;
  3168. sd->subrace[RC_DEMON] += skill;
  3169. sd->subele[ELE_DARK] += skill;
  3170. }
  3171. if(sc->count) {
  3172. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3173. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3174. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3175. }
  3176. if(sc->data[SC_SIEGFRIED]) {
  3177. i = sc->data[SC_SIEGFRIED]->val2;
  3178. sd->subele[ELE_WATER] += i;
  3179. sd->subele[ELE_EARTH] += i;
  3180. sd->subele[ELE_FIRE] += i;
  3181. sd->subele[ELE_WIND] += i;
  3182. sd->subele[ELE_POISON] += i;
  3183. sd->subele[ELE_HOLY] += i;
  3184. sd->subele[ELE_DARK] += i;
  3185. sd->subele[ELE_GHOST] += i;
  3186. sd->subele[ELE_UNDEAD] += i;
  3187. }
  3188. if(sc->data[SC_PROVIDENCE]) {
  3189. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3190. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3191. }
  3192. if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
  3193. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  3194. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  3195. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  3196. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  3197. }
  3198. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3199. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3200. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3201. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3202. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3203. }
  3204. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3205. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3206. sd->subele[ELE_FIRE] += i;
  3207. sd->subele[ELE_WATER] -= i;
  3208. }
  3209. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3210. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3211. sd->subele[ELE_WATER] += i;
  3212. sd->subele[ELE_WIND] -= i;
  3213. }
  3214. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3215. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3216. sd->subele[ELE_WIND] += i;
  3217. sd->subele[ELE_EARTH] -= i;
  3218. }
  3219. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3220. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3221. sd->subele[ELE_EARTH] += i;
  3222. sd->subele[ELE_FIRE] -= i;
  3223. }
  3224. if (sc->data[SC_MTF_MLEATKED] )
  3225. sd->subele[ELE_NEUTRAL] += 2;
  3226. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  3227. sd->magic_addele[ELE_FIRE] += 25;
  3228. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  3229. sd->magic_addele[ELE_WATER] += 25;
  3230. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  3231. sd->magic_addele[ELE_WIND] += 25;
  3232. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  3233. sd->magic_addele[ELE_EARTH] += 25;
  3234. }
  3235. status_cpy(&sd->battle_status, status);
  3236. // ----- CLIENT-SIDE REFRESH -----
  3237. if(!sd->bl.prev) {
  3238. // Will update on LoadEndAck
  3239. calculating = 0;
  3240. return 0;
  3241. }
  3242. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3243. clif_skillinfoblock(sd);
  3244. if(b_weight != sd->weight)
  3245. clif_updatestatus(sd,SP_WEIGHT);
  3246. if(b_max_weight != sd->max_weight) {
  3247. clif_updatestatus(sd,SP_MAXWEIGHT);
  3248. pc_updateweightstatus(sd);
  3249. }
  3250. if( b_cart_weight_max != sd->cart_weight_max ) {
  3251. clif_updatestatus(sd,SP_CARTINFO);
  3252. }
  3253. calculating = 0;
  3254. return 0;
  3255. }
  3256. /**
  3257. * Calculates Mercenary data
  3258. * @param md: Mercenary object
  3259. * @param opt: Whether it is first calc or not (0 on level up or status)
  3260. * @return 0
  3261. */
  3262. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  3263. {
  3264. struct status_data *status = &md->base_status;
  3265. struct s_mercenary *merc = &md->mercenary;
  3266. if (opt&SCO_FIRST) {
  3267. memcpy(status, &md->db->status, sizeof(struct status_data));
  3268. status->class_ = CLASS_NORMAL;
  3269. status->mode = MD_CANMOVE|MD_CANATTACK;
  3270. status->hp = status->max_hp;
  3271. status->sp = status->max_sp;
  3272. md->battle_status.hp = merc->hp;
  3273. md->battle_status.sp = merc->sp;
  3274. if (md->master)
  3275. status->speed = status_get_speed(&md->master->bl);
  3276. }
  3277. status_calc_misc(&md->bl, status, md->db->lv);
  3278. status_cpy(&md->battle_status, status);
  3279. return 0;
  3280. }
  3281. /**
  3282. * Calculates Homunculus data
  3283. * @param hd: Homunculus object
  3284. * @param opt: Whether it is first calc or not (0 on level up or status)
  3285. * @return 1
  3286. */
  3287. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  3288. {
  3289. struct status_data *status = &hd->base_status;
  3290. struct s_homunculus *hom = &hd->homunculus;
  3291. int skill;
  3292. int amotion;
  3293. status->str = hom->str / 10;
  3294. status->agi = hom->agi / 10;
  3295. status->vit = hom->vit / 10;
  3296. status->dex = hom->dex / 10;
  3297. status->int_ = hom->int_ / 10;
  3298. status->luk = hom->luk / 10;
  3299. if (opt&SCO_FIRST) {
  3300. const struct s_homunculus_db *db = hd->homunculusDB;
  3301. status->def_ele = db->element;
  3302. status->ele_lv = 1;
  3303. status->race = db->race;
  3304. status->class_ = CLASS_NORMAL;
  3305. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  3306. status->rhw.range = 1 + status->size;
  3307. status->mode = MD_CANMOVE|MD_CANATTACK;
  3308. status->speed = DEFAULT_WALK_SPEED;
  3309. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  3310. status->speed = status_get_speed(&hd->master->bl);
  3311. status->hp = 1;
  3312. status->sp = 1;
  3313. }
  3314. status->aspd_rate = 1000;
  3315. #ifdef RENEWAL
  3316. status->def = (status->vit + (hom->level / 10)) + ((status->agi + (hom->level / 10)) / 2);
  3317. status->mdef = status->int_ + ((status->int_ + status->dex + status->luk) / 3) + (hom->level / 10) * 2;
  3318. amotion = (1000 -2*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  3319. #else
  3320. skill = hom->level/10 + status->vit/5;
  3321. status->def = cap_value(skill, 0, 99);
  3322. skill = hom->level/10 + status->int_/5;
  3323. status->mdef = cap_value(skill, 0, 99);
  3324. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  3325. #endif
  3326. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3327. status->adelay = status->amotion; /// It seems adelay = amotion for Homunculus.
  3328. status->max_hp = hom->max_hp ;
  3329. status->max_sp = hom->max_sp ;
  3330. hom_calc_skilltree(hd, 0);
  3331. if((skill=hom_checkskill(hd,HAMI_SKIN)) > 0)
  3332. status->def += skill * 4;
  3333. if((skill = hom_checkskill(hd,HVAN_INSTRUCT)) > 0) {
  3334. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  3335. status->str += 1 +skill/3 +skill/3 +skill/4;
  3336. }
  3337. if((skill=hom_checkskill(hd,HAMI_SKIN)) > 0)
  3338. status->max_hp += skill * 2 * status->max_hp / 100;
  3339. if((skill = hom_checkskill(hd,HLIF_BRAIN)) > 0)
  3340. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  3341. if (opt&SCO_FIRST) {
  3342. hd->battle_status.hp = hom->hp ;
  3343. hd->battle_status.sp = hom->sp ;
  3344. if(hom->class_ == 6052) // Eleanor
  3345. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3346. }
  3347. #ifndef RENEWAL
  3348. status->rhw.atk = status->dex;
  3349. status->rhw.atk2 = status->str + hom->level;
  3350. #endif
  3351. status_calc_misc(&hd->bl, status, hom->level);
  3352. #ifdef RENEWAL
  3353. status->matk_max = status->matk_min;
  3354. #endif
  3355. status_cpy(&hd->battle_status, status);
  3356. return 1;
  3357. }
  3358. /**
  3359. * Calculates Elemental data
  3360. * @param ed: Elemental object
  3361. * @param opt: Whether it is first calc or not (0 on status change)
  3362. * @return 0
  3363. */
  3364. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  3365. {
  3366. struct status_data *status = &ed->base_status;
  3367. struct s_elemental *ele = &ed->elemental;
  3368. struct map_session_data *sd = ed->master;
  3369. if( !sd )
  3370. return 0;
  3371. if (opt&SCO_FIRST) {
  3372. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3373. if( !ele->mode )
  3374. status->mode = EL_MODE_PASSIVE;
  3375. else
  3376. status->mode = ele->mode;
  3377. status->class_ = CLASS_NORMAL;
  3378. status_calc_misc(&ed->bl, status, 0);
  3379. status->max_hp = ele->max_hp;
  3380. status->max_sp = ele->max_sp;
  3381. status->hp = ele->hp;
  3382. status->sp = ele->sp;
  3383. status->rhw.atk = ele->atk;
  3384. status->rhw.atk2 = ele->atk2;
  3385. status->matk_min += ele->matk;
  3386. status->def += ele->def;
  3387. status->mdef += ele->mdef;
  3388. status->flee = ele->flee;
  3389. status->hit = ele->hit;
  3390. if (ed->master)
  3391. status->speed = status_get_speed(&ed->master->bl);
  3392. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3393. } else {
  3394. status_calc_misc(&ed->bl, status, 0);
  3395. status_cpy(&ed->battle_status, status);
  3396. }
  3397. return 0;
  3398. }
  3399. /**
  3400. * Calculates NPC data
  3401. * @param nd: NPC object
  3402. * @param opt: Whether it is first calc or not (what?)
  3403. * @return 0
  3404. */
  3405. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  3406. {
  3407. struct status_data *status = &nd->status;
  3408. if (!nd)
  3409. return 0;
  3410. if (opt&SCO_FIRST) {
  3411. status->hp = 1;
  3412. status->sp = 1;
  3413. status->max_hp = 1;
  3414. status->max_sp = 1;
  3415. status->def_ele = ELE_NEUTRAL;
  3416. status->ele_lv = 1;
  3417. status->race = RC_DEMIHUMAN;
  3418. status->class_ = CLASS_NORMAL;
  3419. status->size = nd->size;
  3420. status->rhw.range = 1 + status->size;
  3421. status->mode = (MD_CANMOVE|MD_CANATTACK);
  3422. status->speed = nd->speed;
  3423. }
  3424. status->str = nd->stat_point;
  3425. status->agi = nd->stat_point;
  3426. status->vit = nd->stat_point;
  3427. status->int_= nd->stat_point;
  3428. status->dex = nd->stat_point;
  3429. status->luk = nd->stat_point;
  3430. status_calc_misc(&nd->bl, status, nd->level);
  3431. status_cpy(&nd->status, status);
  3432. return 0;
  3433. }
  3434. /**
  3435. * Calculates regeneration values
  3436. * Applies passive skill regeneration additions
  3437. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3438. * @param status: Object's status
  3439. * @param regen: Object's base regeneration data
  3440. */
  3441. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3442. {
  3443. struct map_session_data *sd;
  3444. int val, skill, reg_flag;
  3445. if( !(bl->type&BL_REGEN) || !regen )
  3446. return;
  3447. sd = BL_CAST(BL_PC,bl);
  3448. val = 1 + (status->vit/5) + (status->max_hp/200);
  3449. if( sd && sd->hprecov_rate != 100 )
  3450. val = val*sd->hprecov_rate/100;
  3451. reg_flag = bl->type == BL_PC ? 0 : 1;
  3452. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3453. val = 1 + (status->int_/6) + (status->max_sp/100);
  3454. if( status->int_ >= 120 )
  3455. val += ((status->int_-120)>>1) + 4;
  3456. if( sd && sd->sprecov_rate != 100 )
  3457. val = val*sd->sprecov_rate/100;
  3458. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3459. if( sd ) {
  3460. struct regen_data_sub *sregen;
  3461. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  3462. val = regen->sp*(100+3*skill)/100;
  3463. regen->sp = cap_value(val, 1, SHRT_MAX);
  3464. }
  3465. // Only players have skill/sitting skill regen for now.
  3466. sregen = regen->sregen;
  3467. val = 0;
  3468. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  3469. val += skill*5 + skill*status->max_hp/500;
  3470. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3471. val = 0;
  3472. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  3473. val += skill*3 + skill*status->max_sp/500;
  3474. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  3475. val += skill*3 + skill*status->max_sp/500;
  3476. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  3477. val += 3 + 3 * skill;
  3478. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3479. // Skill-related recovery (only when sit)
  3480. sregen = regen->ssregen;
  3481. val = 0;
  3482. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3483. val += skill*4 + skill*status->max_hp/500;
  3484. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  3485. val += skill*30 + skill*status->max_hp/500;
  3486. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3487. val = 0;
  3488. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  3489. val += skill*3 + skill*status->max_sp/500;
  3490. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  3491. val += (30+10*skill)*val/100;
  3492. }
  3493. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3494. val += skill*2 + skill*status->max_sp/500;
  3495. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3496. }
  3497. if( bl->type == BL_HOM ) {
  3498. struct homun_data *hd = (TBL_HOM*)bl;
  3499. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  3500. val = regen->hp*(100+5*skill)/100;
  3501. regen->hp = cap_value(val, 1, SHRT_MAX);
  3502. }
  3503. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  3504. val = regen->sp*(100+3*skill)/100;
  3505. regen->sp = cap_value(val, 1, SHRT_MAX);
  3506. }
  3507. } else if( bl->type == BL_MER ) {
  3508. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3509. regen->hp = cap_value(val, 1, SHRT_MAX);
  3510. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3511. regen->sp = cap_value(val, 1, SHRT_MAX);
  3512. } else if( bl->type == BL_ELEM ) {
  3513. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3514. regen->hp = cap_value(val, 1, SHRT_MAX);
  3515. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3516. regen->sp = cap_value(val, 1, SHRT_MAX);
  3517. }
  3518. }
  3519. /**
  3520. * Calculates SC (Status Changes) regeneration values
  3521. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3522. * @param regen: Object's base regeneration data
  3523. * @param sc: Object's status change data
  3524. */
  3525. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  3526. {
  3527. if (!(bl->type&BL_REGEN) || !regen)
  3528. return;
  3529. regen->flag = RGN_HP|RGN_SP;
  3530. if(regen->sregen) {
  3531. if (regen->sregen->hp)
  3532. regen->flag|=RGN_SHP;
  3533. if (regen->sregen->sp)
  3534. regen->flag|=RGN_SSP;
  3535. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  3536. }
  3537. if (regen->ssregen) {
  3538. if (regen->ssregen->hp)
  3539. regen->flag|=RGN_SHP;
  3540. if (regen->ssregen->sp)
  3541. regen->flag|=RGN_SSP;
  3542. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  3543. }
  3544. regen->rate.hp = regen->rate.sp = 1;
  3545. if (!sc || !sc->count)
  3546. return;
  3547. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  3548. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  3549. || sc->data[SC_BERSERK]
  3550. || sc->data[SC_TRICKDEAD]
  3551. || sc->data[SC_BLEEDING]
  3552. || sc->data[SC_MAGICMUSHROOM]
  3553. || sc->data[SC_SATURDAYNIGHTFEVER]
  3554. || sc->data[SC_REBOUND])
  3555. regen->flag = 0; // No HP or SP regen
  3556. if (sc->data[SC_DANCING] ||
  3557. #ifdef RENEWAL
  3558. sc->data[SC_MAXIMIZEPOWER] ||
  3559. #endif
  3560. #ifndef RENEWAL
  3561. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3562. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  3563. #else
  3564. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3565. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  3566. #endif
  3567. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  3568. regen->flag &= ~RGN_SP; // No natural SP regen
  3569. if(sc->data[SC_TENSIONRELAX]) {
  3570. regen->rate.hp += 2;
  3571. if (regen->sregen)
  3572. regen->sregen->rate.hp += 3;
  3573. }
  3574. if (sc->data[SC_MAGNIFICAT]) {
  3575. regen->rate.hp += 1;
  3576. regen->rate.sp += 1;
  3577. }
  3578. if (sc->data[SC_REGENERATION]) {
  3579. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  3580. if (!sce->val4) {
  3581. regen->rate.hp += sce->val2;
  3582. regen->rate.sp += sce->val3;
  3583. } else
  3584. regen->flag&=~sce->val4; // Remove regen as specified by val4
  3585. }
  3586. if(sc->data[SC_GT_REVITALIZE]) {
  3587. regen->hp += cap_value(regen->hp*sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  3588. regen->state.walk = 1;
  3589. }
  3590. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
  3591. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  3592. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  3593. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
  3594. regen->rate.hp *= 2;
  3595. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  3596. regen->rate.hp += regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
  3597. if (sc->data[SC_VITATA_500])
  3598. regen->rate.sp += regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100;
  3599. }
  3600. /**
  3601. * Applies a state to a unit - See [StatusChangeStateTable]
  3602. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  3603. * @param sc: Object's status change data
  3604. * @param flag: Which state to apply to bl
  3605. * @param start: (1) start state, (0) remove state
  3606. */
  3607. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  3608. {
  3609. /// No sc at all, we can zero without any extra weight over our conciousness
  3610. if( !sc->count ) {
  3611. memset(&sc->cant, 0, sizeof (sc->cant));
  3612. return;
  3613. }
  3614. // Can't move
  3615. if( flag&SCS_NOMOVE ) {
  3616. if( !(flag&SCS_NOMOVECOND) )
  3617. sc->cant.move += ( start ? 1 : -1 );
  3618. else if(
  3619. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  3620. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  3621. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  3622. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  3623. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  3624. || (sc->data[SC_MAGNETICFIELD] && sc->data[SC_MAGNETICFIELD]->val2 != bl->id)
  3625. )
  3626. sc->cant.move += ( start ? 1 : -1 );
  3627. sc->cant.move = max(sc->cant.move,0); // safecheck
  3628. }
  3629. // Can't use skills
  3630. if( flag&SCS_NOCAST ) {
  3631. if( !(flag&SCS_NOCASTCOND) )
  3632. sc->cant.cast += ( start ? 1 : -1 );
  3633. else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) )
  3634. sc->cant.cast += ( start ? 1 : -1 );
  3635. }
  3636. // Can't chat
  3637. if( flag&SCS_NOCHAT ) {
  3638. if( !(flag&SCS_NOCHATCOND) )
  3639. sc->cant.chat += ( start ? 1 : -1 );
  3640. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  3641. sc->cant.chat += ( start ? 1 : -1 );
  3642. }
  3643. // Player-only states
  3644. if( bl->type == BL_PC ) {
  3645. // Can't pick-up items
  3646. if( flag&SCS_NOPICKITEM ) {
  3647. if( !(flag&SCS_NOPICKITEMCOND) )
  3648. sc->cant.pickup += ( start ? 1 : -1 );
  3649. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3650. sc->cant.pickup += ( start ? 1 : -1 );
  3651. }
  3652. // Can't drop items
  3653. if( flag&SCS_NODROPITEM ) {
  3654. if( !(flag&SCS_NODROPITEMCOND) )
  3655. sc->cant.drop += ( start ? 1 : -1 );
  3656. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3657. sc->cant.drop += ( start ? 1 : -1 );
  3658. }
  3659. }
  3660. return;
  3661. }
  3662. /**
  3663. * Recalculates parts of an objects status according to specified flags
  3664. * See [set_sc] [add_sc]
  3665. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  3666. * @param flag: Which status has changed on bl
  3667. */
  3668. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  3669. {
  3670. const struct status_data *b_status = status_get_base_status(bl);
  3671. struct status_data *status = status_get_status_data(bl);
  3672. struct status_change *sc = status_get_sc(bl);
  3673. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3674. int temp;
  3675. if (!b_status || !status)
  3676. return;
  3677. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  3678. status_cpy(status, b_status);
  3679. return;
  3680. }
  3681. if(flag&SCB_STR) {
  3682. status->str = status_calc_str(bl, sc, b_status->str);
  3683. flag|=SCB_BATK;
  3684. if( bl->type&BL_HOM )
  3685. flag |= SCB_WATK;
  3686. }
  3687. if(flag&SCB_AGI) {
  3688. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3689. flag|=SCB_FLEE
  3690. #ifdef RENEWAL
  3691. |SCB_DEF2
  3692. #endif
  3693. ;
  3694. if( bl->type&(BL_PC|BL_HOM) )
  3695. flag |= SCB_ASPD|SCB_DSPD;
  3696. }
  3697. if(flag&SCB_VIT) {
  3698. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3699. flag|=SCB_DEF2|SCB_MDEF2;
  3700. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3701. flag |= SCB_MAXHP;
  3702. if( bl->type&BL_HOM )
  3703. flag |= SCB_DEF;
  3704. }
  3705. if(flag&SCB_INT) {
  3706. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3707. flag|=SCB_MATK|SCB_MDEF2;
  3708. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3709. flag |= SCB_MAXSP;
  3710. if( bl->type&BL_HOM )
  3711. flag |= SCB_MDEF;
  3712. }
  3713. if(flag&SCB_DEX) {
  3714. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3715. flag|=SCB_BATK|SCB_HIT
  3716. #ifdef RENEWAL
  3717. |SCB_MATK|SCB_MDEF2
  3718. #endif
  3719. ;
  3720. if( bl->type&(BL_PC|BL_HOM) )
  3721. flag |= SCB_ASPD;
  3722. if( bl->type&BL_HOM )
  3723. flag |= SCB_WATK;
  3724. }
  3725. if(flag&SCB_LUK) {
  3726. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3727. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  3728. #ifdef RENEWAL
  3729. |SCB_MATK|SCB_HIT|SCB_FLEE
  3730. #endif
  3731. ;
  3732. }
  3733. if(flag&SCB_BATK && b_status->batk) {
  3734. status->batk = status_base_atk(bl,status);
  3735. temp = b_status->batk - status_base_atk(bl,b_status);
  3736. if (temp) {
  3737. temp += status->batk;
  3738. status->batk = cap_value(temp, 0, USHRT_MAX);
  3739. }
  3740. status->batk = status_calc_batk(bl, sc, status->batk);
  3741. }
  3742. if(flag&SCB_WATK) {
  3743. #ifndef RENEWAL
  3744. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  3745. if (!sd) // Should not affect weapon refine bonus
  3746. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  3747. if(b_status->lhw.atk) {
  3748. if (sd) {
  3749. sd->state.lr_flag = 1;
  3750. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3751. sd->state.lr_flag = 0;
  3752. } else {
  3753. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3754. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  3755. }
  3756. }
  3757. #else
  3758. if(!b_status->watk) { // We only have left-hand weapon
  3759. status->watk = 0;
  3760. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  3761. }
  3762. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  3763. #endif
  3764. }
  3765. if(flag&SCB_HIT) {
  3766. if (status->dex == b_status->dex
  3767. #ifdef RENEWAL
  3768. && status->luk == b_status->luk
  3769. #endif
  3770. )
  3771. status->hit = status_calc_hit(bl, sc, b_status->hit);
  3772. else
  3773. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  3774. #ifdef RENEWAL
  3775. + (status->luk/3 - b_status->luk/3)
  3776. #endif
  3777. );
  3778. }
  3779. if(flag&SCB_FLEE) {
  3780. if (status->agi == b_status->agi
  3781. #ifdef RENEWAL
  3782. && status->luk == b_status->luk
  3783. #endif
  3784. )
  3785. status->flee = status_calc_flee(bl, sc, b_status->flee);
  3786. else
  3787. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  3788. #ifdef RENEWAL
  3789. + (status->luk/5 - b_status->luk/5)
  3790. #endif
  3791. );
  3792. }
  3793. if(flag&SCB_DEF) {
  3794. status->def = status_calc_def(bl, sc, b_status->def);
  3795. if( bl->type&BL_HOM )
  3796. status->def += (status->vit/5 - b_status->vit/5);
  3797. }
  3798. if(flag&SCB_DEF2) {
  3799. if (status->vit == b_status->vit
  3800. #ifdef RENEWAL
  3801. && status->agi == b_status->agi
  3802. #endif
  3803. )
  3804. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  3805. else
  3806. status->def2 = status_calc_def2(bl, sc, b_status->def2
  3807. #ifdef RENEWAL
  3808. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  3809. #else
  3810. + (status->vit - b_status->vit)
  3811. #endif
  3812. );
  3813. }
  3814. if(flag&SCB_MDEF) {
  3815. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  3816. if( bl->type&BL_HOM )
  3817. status->mdef += (status->int_/5 - b_status->int_/5);
  3818. }
  3819. if(flag&SCB_MDEF2) {
  3820. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  3821. #ifdef RENEWAL
  3822. && status->dex == b_status->dex
  3823. #endif
  3824. )
  3825. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  3826. else
  3827. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  3828. #ifdef RENEWAL
  3829. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  3830. #else
  3831. + ((status->vit - b_status->vit)>>1)
  3832. #endif
  3833. );
  3834. }
  3835. if(flag&SCB_SPEED) {
  3836. struct unit_data *ud = unit_bl2ud(bl);
  3837. status->speed = status_calc_speed(bl, sc, b_status->speed);
  3838. /** [Skotlex]
  3839. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3840. * because if you step on something while walking, the moment this
  3841. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  3842. **/
  3843. if (ud)
  3844. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3845. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  3846. status->speed = battle_config.max_walk_speed;
  3847. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  3848. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  3849. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  3850. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  3851. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  3852. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  3853. }
  3854. if(flag&SCB_CRI && b_status->cri) {
  3855. if (status->luk == b_status->luk)
  3856. status->cri = status_calc_critical(bl, sc, b_status->cri);
  3857. else
  3858. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  3859. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  3860. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  3861. status->cri <<= 1;
  3862. }
  3863. if(flag&SCB_FLEE2 && b_status->flee2) {
  3864. if (status->luk == b_status->luk)
  3865. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  3866. else
  3867. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  3868. }
  3869. if(flag&SCB_ATK_ELE) {
  3870. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  3871. if (sd) sd->state.lr_flag = 1;
  3872. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  3873. if (sd) sd->state.lr_flag = 0;
  3874. }
  3875. if(flag&SCB_DEF_ELE) {
  3876. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  3877. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  3878. }
  3879. if(flag&SCB_MODE) {
  3880. status->mode = status_calc_mode(bl, sc, b_status->mode);
  3881. // Since mode changed, reset their state.
  3882. if (!(status->mode&MD_CANATTACK))
  3883. unit_stop_attack(bl);
  3884. if (!(status->mode&MD_CANMOVE))
  3885. unit_stop_walking(bl,1);
  3886. }
  3887. /**
  3888. * No status changes alter these yet.
  3889. * if(flag&SCB_SIZE)
  3890. * if(flag&SCB_RACE)
  3891. * if(flag&SCB_RANGE)
  3892. **/
  3893. if(flag&SCB_MAXHP) {
  3894. if( bl->type&BL_PC ) {
  3895. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  3896. if(battle_config.hp_rate != 100)
  3897. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  3898. status->max_hp = min(status->max_hp,(unsigned int)battle_config.max_hp);
  3899. }
  3900. else
  3901. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  3902. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  3903. status->hp = status->max_hp;
  3904. if( sd ) clif_updatestatus(sd,SP_HP);
  3905. }
  3906. }
  3907. if(flag&SCB_MAXSP) {
  3908. if( bl->type&BL_PC ) {
  3909. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  3910. if(battle_config.sp_rate != 100)
  3911. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  3912. status->max_sp = min(status->max_sp,(unsigned int)battle_config.max_sp);
  3913. }
  3914. else
  3915. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  3916. if( status->sp > status->max_sp ) {
  3917. status->sp = status->max_sp;
  3918. if( sd ) clif_updatestatus(sd,SP_SP);
  3919. }
  3920. }
  3921. if(flag&SCB_MATK) {
  3922. #ifndef RENEWAL
  3923. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  3924. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  3925. #else
  3926. /**
  3927. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  3928. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  3929. **/
  3930. status->matk_min = status->matk_max = status_base_matk(status, status_get_lv(bl));
  3931. if( bl->type&BL_PC ) {
  3932. int wMatk = 0;
  3933. int variance = 0;
  3934. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  3935. if( sd->bonus.ematk > 0 ) {
  3936. status->matk_max += sd->bonus.ematk;
  3937. status->matk_min += sd->bonus.ematk;
  3938. }
  3939. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  3940. status->matk_max = status_calc_ematk(bl, sc, status->matk_max);
  3941. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  3942. if(b_status->lhw.matk) {
  3943. if (sd) {
  3944. //sd->state.lr_flag = 1; //?? why was that set here
  3945. status->lhw.matk = b_status->lhw.matk;
  3946. sd->state.lr_flag = 0;
  3947. } else {
  3948. status->lhw.matk = b_status->lhw.matk;
  3949. }
  3950. }
  3951. if(b_status->rhw.matk) {
  3952. status->rhw.matk = b_status->rhw.matk;
  3953. }
  3954. if(status->rhw.matk) {
  3955. wMatk += status->rhw.matk;
  3956. variance += wMatk * status->rhw.wlv / 10;
  3957. }
  3958. if(status->lhw.matk) {
  3959. wMatk += status->lhw.matk;
  3960. variance += status->lhw.matk * status->lhw.wlv / 10;
  3961. }
  3962. status->matk_min += wMatk - variance;
  3963. status->matk_max += wMatk + variance;
  3964. }
  3965. #endif
  3966. if (bl->type&BL_PC && sd->matk_rate != 100) {
  3967. status->matk_max = status->matk_max * sd->matk_rate/100;
  3968. status->matk_min = status->matk_min * sd->matk_rate/100;
  3969. }
  3970. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3971. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  3972. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  3973. status->matk_min = status->matk_max;
  3974. else
  3975. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3976. #ifdef RENEWAL
  3977. if( sd && sd->right_weapon.overrefine > 0) {
  3978. status->matk_min++;
  3979. status->matk_max += sd->right_weapon.overrefine - 1;
  3980. }
  3981. #endif
  3982. }
  3983. if(flag&SCB_ASPD) {
  3984. int amotion;
  3985. if( bl->type&BL_PC ) {
  3986. amotion = status_base_amotion_pc(sd,status);
  3987. #ifndef RENEWAL_ASPD
  3988. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3989. if(status->aspd_rate != 1000)
  3990. amotion = amotion*status->aspd_rate/1000;
  3991. #else
  3992. /// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  3993. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
  3994. if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  3995. amotion -= ( amotion - pc_maxaspd(sd) )
  3996. * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;
  3997. if(status->aspd_rate != 1000) // Absolute percentage modifier
  3998. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  3999. #endif
  4000. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4001. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  4002. status->adelay = 2*status->amotion;
  4003. } else if( bl->type&BL_HOM ) {
  4004. #ifdef RENEWAL
  4005. amotion = (1000 -2*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  4006. #else
  4007. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  4008. #endif
  4009. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4010. if(status->aspd_rate != 1000)
  4011. amotion = amotion*status->aspd_rate/1000;
  4012. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4013. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  4014. status->adelay = status->amotion;
  4015. } else { // Mercenary and mobs
  4016. amotion = b_status->amotion;
  4017. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4018. if(status->aspd_rate != 1000)
  4019. amotion = amotion*status->aspd_rate/1000;
  4020. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4021. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4022. temp = b_status->adelay*status->aspd_rate/1000;
  4023. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4024. }
  4025. }
  4026. if(flag&SCB_DSPD) {
  4027. int dmotion;
  4028. if( bl->type&BL_PC ) {
  4029. if (b_status->agi == status->agi)
  4030. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4031. else {
  4032. dmotion = 800-status->agi*4;
  4033. status->dmotion = cap_value(dmotion, 400, 800);
  4034. if(battle_config.pc_damage_delay_rate != 100)
  4035. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  4036. // It's safe to ignore b_status->dmotion since no bonus affects it.
  4037. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  4038. }
  4039. } else if( bl->type&BL_HOM ) {
  4040. dmotion = 800-status->agi*4;
  4041. status->dmotion = cap_value(dmotion, 400, 800);
  4042. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4043. } else // Mercenary and mobs
  4044. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4045. }
  4046. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4047. status_calc_regen(bl, status, status_get_regen_data(bl));
  4048. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4049. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4050. }
  4051. /**
  4052. * Recalculates parts of an objects status according to specified flags
  4053. * Also sends updates to the client when necessary
  4054. * See [set_sc] [add_sc]
  4055. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4056. * @param flag: Which status has changed on bl
  4057. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  4058. */
  4059. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  4060. {
  4061. struct status_data b_status; // Previous battle status
  4062. struct status_data* status; // Pointer to current battle status
  4063. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
  4064. if (opt&SCO_FORCE)
  4065. ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
  4066. else {
  4067. ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
  4068. return;
  4069. }
  4070. }
  4071. // Remember previous values
  4072. status = status_get_status_data(bl);
  4073. memcpy(&b_status, status, sizeof(struct status_data));
  4074. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4075. switch( bl->type ) {
  4076. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  4077. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  4078. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  4079. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  4080. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  4081. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  4082. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  4083. }
  4084. }
  4085. if (opt&SCO_FIRST && bl->type == BL_MOB)
  4086. return; // Assume there will be no statuses active
  4087. if( bl->type == BL_PET )
  4088. return; // Pets are not affected by statuses
  4089. status_calc_bl_main(bl, flag);
  4090. if (opt&SCO_FIRST && bl->type == BL_HOM)
  4091. return; // Client update handled by caller
  4092. // Compare against new values and send client updates
  4093. if( bl->type == BL_PC ) {
  4094. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4095. if(b_status.str != status->str)
  4096. clif_updatestatus(sd,SP_STR);
  4097. if(b_status.agi != status->agi)
  4098. clif_updatestatus(sd,SP_AGI);
  4099. if(b_status.vit != status->vit)
  4100. clif_updatestatus(sd,SP_VIT);
  4101. if(b_status.int_ != status->int_)
  4102. clif_updatestatus(sd,SP_INT);
  4103. if(b_status.dex != status->dex)
  4104. clif_updatestatus(sd,SP_DEX);
  4105. if(b_status.luk != status->luk)
  4106. clif_updatestatus(sd,SP_LUK);
  4107. if(b_status.hit != status->hit)
  4108. clif_updatestatus(sd,SP_HIT);
  4109. if(b_status.flee != status->flee)
  4110. clif_updatestatus(sd,SP_FLEE1);
  4111. if(b_status.amotion != status->amotion)
  4112. clif_updatestatus(sd,SP_ASPD);
  4113. if(b_status.speed != status->speed)
  4114. clif_updatestatus(sd,SP_SPEED);
  4115. if(b_status.batk != status->batk
  4116. #ifndef RENEWAL
  4117. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4118. #endif
  4119. )
  4120. clif_updatestatus(sd,SP_ATK1);
  4121. if(b_status.def != status->def) {
  4122. clif_updatestatus(sd,SP_DEF1);
  4123. #ifdef RENEWAL
  4124. clif_updatestatus(sd,SP_DEF2);
  4125. #endif
  4126. }
  4127. if(
  4128. #ifdef RENEWAL
  4129. b_status.watk != status->watk || b_status.watk2 != status->watk2
  4130. || b_status.eatk != status->eatk
  4131. #else
  4132. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4133. #endif
  4134. )
  4135. clif_updatestatus(sd,SP_ATK2);
  4136. if(b_status.def2 != status->def2) {
  4137. clif_updatestatus(sd,SP_DEF2);
  4138. #ifdef RENEWAL
  4139. clif_updatestatus(sd,SP_DEF1);
  4140. #endif
  4141. }
  4142. if(b_status.flee2 != status->flee2)
  4143. clif_updatestatus(sd,SP_FLEE2);
  4144. if(b_status.cri != status->cri)
  4145. clif_updatestatus(sd,SP_CRITICAL);
  4146. #ifndef RENEWAL
  4147. if(b_status.matk_max != status->matk_max)
  4148. clif_updatestatus(sd,SP_MATK1);
  4149. if(b_status.matk_min != status->matk_min)
  4150. clif_updatestatus(sd,SP_MATK2);
  4151. #else
  4152. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4153. clif_updatestatus(sd,SP_MATK2);
  4154. clif_updatestatus(sd,SP_MATK1);
  4155. }
  4156. #endif
  4157. if(b_status.mdef != status->mdef) {
  4158. clif_updatestatus(sd,SP_MDEF1);
  4159. #ifdef RENEWAL
  4160. clif_updatestatus(sd,SP_MDEF2);
  4161. #endif
  4162. }
  4163. if(b_status.mdef2 != status->mdef2) {
  4164. clif_updatestatus(sd,SP_MDEF2);
  4165. #ifdef RENEWAL
  4166. clif_updatestatus(sd,SP_MDEF1);
  4167. #endif
  4168. }
  4169. if(b_status.rhw.range != status->rhw.range)
  4170. clif_updatestatus(sd,SP_ATTACKRANGE);
  4171. if(b_status.max_hp != status->max_hp)
  4172. clif_updatestatus(sd,SP_MAXHP);
  4173. if(b_status.max_sp != status->max_sp)
  4174. clif_updatestatus(sd,SP_MAXSP);
  4175. if(b_status.hp != status->hp)
  4176. clif_updatestatus(sd,SP_HP);
  4177. if(b_status.sp != status->sp)
  4178. clif_updatestatus(sd,SP_SP);
  4179. } else if( bl->type == BL_HOM ) {
  4180. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4181. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4182. clif_hominfo(hd->master,hd,0);
  4183. } else if( bl->type == BL_MER ) {
  4184. TBL_MER* md = BL_CAST(BL_MER, bl);
  4185. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4186. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4187. if( b_status.matk_max != status->matk_max )
  4188. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4189. if( b_status.hit != status->hit )
  4190. clif_mercenary_updatestatus(md->master, SP_HIT);
  4191. if( b_status.cri != status->cri )
  4192. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4193. if( b_status.def != status->def )
  4194. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4195. if( b_status.mdef != status->mdef )
  4196. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4197. if( b_status.flee != status->flee )
  4198. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4199. if( b_status.amotion != status->amotion )
  4200. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4201. if( b_status.max_hp != status->max_hp )
  4202. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4203. if( b_status.max_sp != status->max_sp )
  4204. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4205. if( b_status.hp != status->hp )
  4206. clif_mercenary_updatestatus(md->master, SP_HP);
  4207. if( b_status.sp != status->sp )
  4208. clif_mercenary_updatestatus(md->master, SP_SP);
  4209. } else if( bl->type == BL_ELEM ) {
  4210. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4211. if( b_status.max_hp != status->max_hp )
  4212. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4213. if( b_status.max_sp != status->max_sp )
  4214. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4215. if( b_status.hp != status->hp )
  4216. clif_elemental_updatestatus(ed->master, SP_HP);
  4217. if( b_status.sp != status->sp )
  4218. clif_mercenary_updatestatus(ed->master, SP_SP);
  4219. }
  4220. }
  4221. /**
  4222. * Adds strength modifications based on status changes
  4223. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4224. * @param sc: Object's status change information
  4225. * @param str: Initial str
  4226. * @return modified str with cap_value(str,0,USHRT_MAX)
  4227. */
  4228. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4229. {
  4230. if(!sc || !sc->count)
  4231. return cap_value(str,0,USHRT_MAX);
  4232. if(sc->data[SC_HARMONIZE]) {
  4233. str -= sc->data[SC_HARMONIZE]->val2;
  4234. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4235. }
  4236. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  4237. return 50;
  4238. if(sc->data[SC_INCALLSTATUS])
  4239. str += sc->data[SC_INCALLSTATUS]->val1;
  4240. if(sc->data[SC_CHASEWALK2])
  4241. str += sc->data[SC_CHASEWALK2]->val1;
  4242. if(sc->data[SC_INCSTR])
  4243. str += sc->data[SC_INCSTR]->val1;
  4244. if(sc->data[SC_STRFOOD])
  4245. str += sc->data[SC_STRFOOD]->val1;
  4246. if(sc->data[SC_FOOD_STR_CASH])
  4247. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4248. if(sc->data[SC_BATTLEORDERS])
  4249. str += 5;
  4250. if(sc->data[SC_LEADERSHIP])
  4251. str += sc->data[SC_LEADERSHIP]->val1;
  4252. if(sc->data[SC_LOUD])
  4253. str += 4;
  4254. if(sc->data[SC_TRUESIGHT])
  4255. str += 5;
  4256. if(sc->data[SC_SPURT])
  4257. str += 10;
  4258. if(sc->data[SC_NEN])
  4259. str += sc->data[SC_NEN]->val1;
  4260. if(sc->data[SC_BLESSING]) {
  4261. if(sc->data[SC_BLESSING]->val2)
  4262. str += sc->data[SC_BLESSING]->val2;
  4263. else
  4264. str >>= 1;
  4265. }
  4266. if(sc->data[SC_MARIONETTE])
  4267. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4268. if(sc->data[SC_MARIONETTE2])
  4269. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4270. if(sc->data[SC_GIANTGROWTH])
  4271. str += 30;
  4272. if(sc->data[SC_BEYONDOFWARCRY])
  4273. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4274. if(sc->data[SC_SAVAGE_STEAK])
  4275. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4276. if(sc->data[SC_INSPIRATION])
  4277. str += sc->data[SC_INSPIRATION]->val3;
  4278. if(sc->data[SC_STOMACHACHE])
  4279. str -= sc->data[SC_STOMACHACHE]->val1;
  4280. if(sc->data[SC_KYOUGAKU])
  4281. str -= sc->data[SC_KYOUGAKU]->val2;
  4282. if(sc->data[SC_FULL_THROTTLE])
  4283. str += str * 20 / 100;
  4284. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4285. }
  4286. /**
  4287. * Adds agility modifications based on status changes
  4288. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  4289. * @param sc: Object's status change information
  4290. * @param agi: Initial agi
  4291. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  4292. */
  4293. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  4294. {
  4295. if(!sc || !sc->count)
  4296. return cap_value(agi,0,USHRT_MAX);
  4297. if(sc->data[SC_HARMONIZE]) {
  4298. agi -= sc->data[SC_HARMONIZE]->val2;
  4299. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4300. }
  4301. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  4302. return 50;
  4303. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4304. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  4305. if(sc->data[SC_INCALLSTATUS])
  4306. agi += sc->data[SC_INCALLSTATUS]->val1;
  4307. if(sc->data[SC_INCAGI])
  4308. agi += sc->data[SC_INCAGI]->val1;
  4309. if(sc->data[SC_AGIFOOD])
  4310. agi += sc->data[SC_AGIFOOD]->val1;
  4311. if(sc->data[SC_FOOD_AGI_CASH])
  4312. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  4313. if(sc->data[SC_SOULCOLD])
  4314. agi += sc->data[SC_SOULCOLD]->val1;
  4315. if(sc->data[SC_TRUESIGHT])
  4316. agi += 5;
  4317. if(sc->data[SC_INCREASEAGI])
  4318. agi += sc->data[SC_INCREASEAGI]->val2;
  4319. if(sc->data[SC_INCREASING])
  4320. agi += 4; // Added based on skill updates [Reddozen]
  4321. if(sc->data[SC_DECREASEAGI])
  4322. agi -= sc->data[SC_DECREASEAGI]->val2;
  4323. if(sc->data[SC_QUAGMIRE])
  4324. agi -= sc->data[SC_QUAGMIRE]->val2;
  4325. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  4326. agi -= sc->data[SC_SUITON]->val2;
  4327. if(sc->data[SC_MARIONETTE])
  4328. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  4329. if(sc->data[SC_MARIONETTE2])
  4330. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  4331. if(sc->data[SC_ADORAMUS])
  4332. agi -= sc->data[SC_ADORAMUS]->val2;
  4333. if(sc->data[SC_MARSHOFABYSS])
  4334. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4335. if(sc->data[SC_DROCERA_HERB_STEAMED])
  4336. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  4337. if(sc->data[SC_INSPIRATION])
  4338. agi += sc->data[SC_INSPIRATION]->val3;
  4339. if(sc->data[SC_STOMACHACHE])
  4340. agi -= sc->data[SC_STOMACHACHE]->val1;
  4341. if(sc->data[SC_KYOUGAKU])
  4342. agi -= sc->data[SC_KYOUGAKU]->val2;
  4343. if(sc->data[SC_FULL_THROTTLE])
  4344. agi += agi * 20 / 100;
  4345. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4346. }
  4347. /**
  4348. * Adds vitality modifications based on status changes
  4349. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  4350. * @param sc: Object's status change information
  4351. * @param vit: Initial vit
  4352. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  4353. */
  4354. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  4355. {
  4356. if(!sc || !sc->count)
  4357. return cap_value(vit,0,USHRT_MAX);
  4358. if(sc->data[SC_HARMONIZE]) {
  4359. vit -= sc->data[SC_HARMONIZE]->val2;
  4360. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4361. }
  4362. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  4363. return 50;
  4364. if(sc->data[SC_INCALLSTATUS])
  4365. vit += sc->data[SC_INCALLSTATUS]->val1;
  4366. if(sc->data[SC_INCVIT])
  4367. vit += sc->data[SC_INCVIT]->val1;
  4368. if(sc->data[SC_VITFOOD])
  4369. vit += sc->data[SC_VITFOOD]->val1;
  4370. if(sc->data[SC_FOOD_VIT_CASH])
  4371. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  4372. if(sc->data[SC_CHANGE])
  4373. vit += sc->data[SC_CHANGE]->val2;
  4374. if(sc->data[SC_GLORYWOUNDS])
  4375. vit += sc->data[SC_GLORYWOUNDS]->val1;
  4376. if(sc->data[SC_TRUESIGHT])
  4377. vit += 5;
  4378. if(sc->data[SC_MARIONETTE])
  4379. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  4380. if(sc->data[SC_MARIONETTE2])
  4381. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  4382. if(sc->data[SC_LAUDAAGNUS])
  4383. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  4384. if(sc->data[SC_MINOR_BBQ])
  4385. vit += sc->data[SC_MINOR_BBQ]->val1;
  4386. if(sc->data[SC_INSPIRATION])
  4387. vit += sc->data[SC_INSPIRATION]->val3;
  4388. if(sc->data[SC_STOMACHACHE])
  4389. vit -= sc->data[SC_STOMACHACHE]->val1;
  4390. if(sc->data[SC_KYOUGAKU])
  4391. vit -= sc->data[SC_KYOUGAKU]->val2;
  4392. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  4393. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  4394. if(sc->data[SC_FULL_THROTTLE])
  4395. vit += vit * 20 / 100;
  4396. #ifdef RENEWAL
  4397. if(sc->data[SC_DEFENCE])
  4398. vit += sc->data[SC_DEFENCE]->val2;
  4399. #endif
  4400. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4401. }
  4402. /**
  4403. * Adds intelligence modifications based on status changes
  4404. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  4405. * @param sc: Object's status change information
  4406. * @param int_: Initial int
  4407. * @return modified int with cap_value(int_,0,USHRT_MAX)
  4408. */
  4409. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  4410. {
  4411. if(!sc || !sc->count)
  4412. return cap_value(int_,0,USHRT_MAX);
  4413. if(sc->data[SC_HARMONIZE]) {
  4414. int_ -= sc->data[SC_HARMONIZE]->val2;
  4415. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4416. }
  4417. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  4418. return 50;
  4419. if(sc->data[SC_INCALLSTATUS])
  4420. int_ += sc->data[SC_INCALLSTATUS]->val1;
  4421. if(sc->data[SC_INCINT])
  4422. int_ += sc->data[SC_INCINT]->val1;
  4423. if(sc->data[SC_INTFOOD])
  4424. int_ += sc->data[SC_INTFOOD]->val1;
  4425. if(sc->data[SC_FOOD_INT_CASH])
  4426. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  4427. if(sc->data[SC_CHANGE])
  4428. int_ += sc->data[SC_CHANGE]->val3;
  4429. if(sc->data[SC_BATTLEORDERS])
  4430. int_ += 5;
  4431. if(sc->data[SC_TRUESIGHT])
  4432. int_ += 5;
  4433. if(sc->data[SC_BLESSING]) {
  4434. if (sc->data[SC_BLESSING]->val2)
  4435. int_ += sc->data[SC_BLESSING]->val2;
  4436. else
  4437. int_ >>= 1;
  4438. }
  4439. if(sc->data[SC_NEN])
  4440. int_ += sc->data[SC_NEN]->val1;
  4441. if(sc->data[SC_MARIONETTE])
  4442. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  4443. if(sc->data[SC_MARIONETTE2])
  4444. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  4445. if(sc->data[SC_INSPIRATION])
  4446. int_ += sc->data[SC_INSPIRATION]->val3;
  4447. if(sc->data[SC_MELODYOFSINK])
  4448. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  4449. if(sc->data[SC_MANDRAGORA])
  4450. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  4451. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  4452. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  4453. if(sc->data[SC_STOMACHACHE])
  4454. int_ -= sc->data[SC_STOMACHACHE]->val1;
  4455. if(sc->data[SC_KYOUGAKU])
  4456. int_ -= sc->data[SC_KYOUGAKU]->val2;
  4457. if(sc->data[SC_FULL_THROTTLE])
  4458. int_ += int_ * 20 / 100;
  4459. if(bl->type != BL_PC) {
  4460. if(sc->data[SC_STRIPHELM])
  4461. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  4462. if(sc->data[SC__STRIPACCESSORY])
  4463. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4464. }
  4465. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4466. }
  4467. /**
  4468. * Adds dexterity modifications based on status changes
  4469. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  4470. * @param sc: Object's status change information
  4471. * @param dex: Initial dex
  4472. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  4473. */
  4474. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  4475. {
  4476. if(!sc || !sc->count)
  4477. return cap_value(dex,0,USHRT_MAX);
  4478. if(sc->data[SC_HARMONIZE]) {
  4479. dex -= sc->data[SC_HARMONIZE]->val2;
  4480. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4481. }
  4482. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  4483. return 50;
  4484. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4485. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  4486. if(sc->data[SC_INCALLSTATUS])
  4487. dex += sc->data[SC_INCALLSTATUS]->val1;
  4488. if(sc->data[SC_INCDEX])
  4489. dex += sc->data[SC_INCDEX]->val1;
  4490. if(sc->data[SC_DEXFOOD])
  4491. dex += sc->data[SC_DEXFOOD]->val1;
  4492. if(sc->data[SC_FOOD_DEX_CASH])
  4493. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  4494. if(sc->data[SC_BATTLEORDERS])
  4495. dex += 5;
  4496. if(sc->data[SC_HAWKEYES])
  4497. dex += sc->data[SC_HAWKEYES]->val1;
  4498. if(sc->data[SC_TRUESIGHT])
  4499. dex += 5;
  4500. if(sc->data[SC_QUAGMIRE])
  4501. dex -= sc->data[SC_QUAGMIRE]->val2;
  4502. if(sc->data[SC_BLESSING]) {
  4503. if (sc->data[SC_BLESSING]->val2)
  4504. dex += sc->data[SC_BLESSING]->val2;
  4505. else
  4506. dex >>= 1;
  4507. }
  4508. if(sc->data[SC_INCREASING])
  4509. dex += 4; // Added based on skill updates [Reddozen]
  4510. if(sc->data[SC_MARIONETTE])
  4511. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  4512. if(sc->data[SC_MARIONETTE2])
  4513. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  4514. if(sc->data[SC_SIROMA_ICE_TEA])
  4515. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  4516. if(sc->data[SC_INSPIRATION])
  4517. dex += sc->data[SC_INSPIRATION]->val3;
  4518. if(sc->data[SC_STOMACHACHE])
  4519. dex -= sc->data[SC_STOMACHACHE]->val1;
  4520. if(sc->data[SC_KYOUGAKU])
  4521. dex -= sc->data[SC_KYOUGAKU]->val2;
  4522. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4523. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4524. if(sc->data[SC_MARSHOFABYSS])
  4525. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4526. if(sc->data[SC_FULL_THROTTLE])
  4527. dex += dex * 20 / 100;
  4528. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4529. }
  4530. /**
  4531. * Adds luck modifications based on status changes
  4532. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  4533. * @param sc: Object's status change information
  4534. * @param luk: Initial luk
  4535. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  4536. */
  4537. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  4538. {
  4539. if(!sc || !sc->count)
  4540. return cap_value(luk,0,USHRT_MAX);
  4541. if(sc->data[SC_HARMONIZE]) {
  4542. luk -= sc->data[SC_HARMONIZE]->val2;
  4543. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4544. }
  4545. if(sc->data[SC_CURSE])
  4546. return 0;
  4547. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  4548. return 50;
  4549. if(sc->data[SC_INCALLSTATUS])
  4550. luk += sc->data[SC_INCALLSTATUS]->val1;
  4551. if(sc->data[SC_INCLUK])
  4552. luk += sc->data[SC_INCLUK]->val1;
  4553. if(sc->data[SC_LUKFOOD])
  4554. luk += sc->data[SC_LUKFOOD]->val1;
  4555. if(sc->data[SC_FOOD_LUK_CASH])
  4556. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  4557. if(sc->data[SC_TRUESIGHT])
  4558. luk += 5;
  4559. if(sc->data[SC_GLORIA])
  4560. luk += 30;
  4561. if(sc->data[SC_MARIONETTE])
  4562. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  4563. if(sc->data[SC_MARIONETTE2])
  4564. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  4565. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  4566. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  4567. if(sc->data[SC_INSPIRATION])
  4568. luk += sc->data[SC_INSPIRATION]->val3;
  4569. if(sc->data[SC_STOMACHACHE])
  4570. luk -= sc->data[SC_STOMACHACHE]->val1;
  4571. if(sc->data[SC_KYOUGAKU])
  4572. luk -= sc->data[SC_KYOUGAKU]->val2;
  4573. if(sc->data[SC_LAUDARAMUS])
  4574. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  4575. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4576. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4577. if(sc->data[SC_BANANA_BOMB])
  4578. luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
  4579. if(sc->data[SC_FULL_THROTTLE])
  4580. luk += luk * 20 / 100;
  4581. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4582. }
  4583. /**
  4584. * Adds base attack modifications based on status changes
  4585. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  4586. * @param sc: Object's status change information
  4587. * @param batk: Initial batk
  4588. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  4589. */
  4590. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  4591. {
  4592. if(!sc || !sc->count)
  4593. return cap_value(batk,0,USHRT_MAX);
  4594. if(sc->data[SC_ATKPOTION])
  4595. batk += sc->data[SC_ATKPOTION]->val1;
  4596. if(sc->data[SC_BATKFOOD])
  4597. batk += sc->data[SC_BATKFOOD]->val1;
  4598. #ifndef RENEWAL
  4599. if(sc->data[SC_GATLINGFEVER])
  4600. batk += sc->data[SC_GATLINGFEVER]->val3;
  4601. if(sc->data[SC_MADNESSCANCEL])
  4602. batk += 100;
  4603. #endif
  4604. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4605. batk += 50;
  4606. if(bl->type == BL_ELEM
  4607. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4608. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4609. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4610. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  4611. )
  4612. batk += batk / 5;
  4613. if(sc->data[SC_FULL_SWING_K])
  4614. batk += sc->data[SC_FULL_SWING_K]->val1;
  4615. if(sc->data[SC_ASH])
  4616. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  4617. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  4618. batk += sc->data[SC_PYROCLASTIC]->val2;
  4619. if (sc->data[SC_ANGRIFFS_MODUS])
  4620. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  4621. if(sc->data[SC_INCATKRATE])
  4622. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  4623. if(sc->data[SC_PROVOKE])
  4624. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  4625. if(sc->data[SC_CONCENTRATION])
  4626. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  4627. if(sc->data[SC_SKE])
  4628. batk += batk * 3;
  4629. if(sc->data[SC_BLOODLUST])
  4630. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  4631. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  4632. batk -= batk * 25/100;
  4633. if(sc->data[SC_CURSE])
  4634. batk -= batk * 25/100;
  4635. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  4636. if(sc->data[SC_BLEEDING])
  4637. batk -= batk * 25 / 100; */
  4638. if(sc->data[SC_FLEET])
  4639. batk += batk * sc->data[SC_FLEET]->val3/100;
  4640. if(sc->data[SC__ENERVATION])
  4641. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  4642. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4643. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  4644. if( sc->data[SC_ZANGETSU] )
  4645. batk += sc->data[SC_ZANGETSU]->val2;
  4646. if(sc->data[SC_EQC])
  4647. batk -= batk * sc->data[SC_EQC]->val3 / 100;
  4648. if(sc->data[SC_QUEST_BUFF1])
  4649. batk += sc->data[SC_QUEST_BUFF1]->val1;
  4650. if(sc->data[SC_QUEST_BUFF2])
  4651. batk += sc->data[SC_QUEST_BUFF2]->val1;
  4652. if(sc->data[SC_QUEST_BUFF3])
  4653. batk += sc->data[SC_QUEST_BUFF3]->val1;
  4654. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  4655. }
  4656. /**
  4657. * Adds weapon attack modifications based on status changes
  4658. * @param bl: Object to change watk [PC]
  4659. * @param sc: Object's status change information
  4660. * @param watk: Initial watk
  4661. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  4662. */
  4663. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  4664. {
  4665. if(!sc || !sc->count)
  4666. return cap_value(watk,0,USHRT_MAX);
  4667. #ifndef RENEWAL
  4668. if(sc->data[SC_IMPOSITIO])
  4669. watk += sc->data[SC_IMPOSITIO]->val2;
  4670. if(sc->data[SC_DRUMBATTLE])
  4671. watk += sc->data[SC_DRUMBATTLE]->val2;
  4672. #endif
  4673. if(sc->data[SC_WATKFOOD])
  4674. watk += sc->data[SC_WATKFOOD]->val1;
  4675. if(sc->data[SC_VOLCANO])
  4676. watk += sc->data[SC_VOLCANO]->val2;
  4677. if(sc->data[SC_MERC_ATKUP])
  4678. watk += sc->data[SC_MERC_ATKUP]->val2;
  4679. if(sc->data[SC_WATER_BARRIER])
  4680. watk -= sc->data[SC_WATER_BARRIER]->val3;
  4681. if(sc->data[SC_NIBELUNGEN]) {
  4682. if (bl->type != BL_PC)
  4683. watk += sc->data[SC_NIBELUNGEN]->val2;
  4684. #ifndef RENEWAL
  4685. else {
  4686. TBL_PC *sd = (TBL_PC*)bl;
  4687. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  4688. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  4689. watk += sc->data[SC_NIBELUNGEN]->val2;
  4690. }
  4691. #endif
  4692. }
  4693. if(sc->data[SC_INCATKRATE])
  4694. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  4695. if(sc->data[SC_PROVOKE])
  4696. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  4697. if(sc->data[SC_CONCENTRATION])
  4698. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  4699. if(sc->data[SC_SKE])
  4700. watk += watk * 3;
  4701. if(sc->data[SC_FLEET])
  4702. watk += watk * sc->data[SC_FLEET]->val3/100;
  4703. if(sc->data[SC_CURSE])
  4704. watk -= watk * 25/100;
  4705. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  4706. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  4707. if(sc->data[SC_FIGHTINGSPIRIT])
  4708. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  4709. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  4710. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  4711. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  4712. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  4713. if(sc->data[SC_INSPIRATION])
  4714. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  4715. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val2)
  4716. watk += sc->data[SC_GT_CHANGE]->val2;
  4717. if(sc->data[SC__ENERVATION])
  4718. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  4719. if(sc->data[SC_STRIKING])
  4720. watk += sc->data[SC_STRIKING]->val2;
  4721. if(sc->data[SC_RUSHWINDMILL])
  4722. watk += sc->data[SC_RUSHWINDMILL]->val3;
  4723. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4724. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  4725. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  4726. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  4727. watk += watk / 10;
  4728. if(sc->data[SC_PYROTECHNIC_OPTION])
  4729. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  4730. if(sc->data[SC_HEATER_OPTION])
  4731. watk += sc->data[SC_HEATER_OPTION]->val2;
  4732. if(sc->data[SC_TROPIC_OPTION])
  4733. watk += sc->data[SC_TROPIC_OPTION]->val2;
  4734. if( sc && sc->data[SC_TIDAL_WEAPON] )
  4735. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  4736. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  4737. watk += sc->data[SC_PYROCLASTIC]->val2;
  4738. if(sc->data[SC_ANGRIFFS_MODUS])
  4739. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  4740. if(sc->data[SC_ODINS_POWER])
  4741. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  4742. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  4743. }
  4744. #ifdef RENEWAL
  4745. /**
  4746. * Adds equip magic attack modifications based on status changes [RENEWAL]
  4747. * @param bl: Object to change matk [PC]
  4748. * @param sc: Object's status change information
  4749. * @param matk: Initial matk
  4750. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  4751. */
  4752. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  4753. {
  4754. if (!sc || !sc->count)
  4755. return cap_value(matk,0,USHRT_MAX);
  4756. if (sc->data[SC_MATKPOTION])
  4757. matk += sc->data[SC_MATKPOTION]->val1;
  4758. if (sc->data[SC_MATKFOOD])
  4759. matk += sc->data[SC_MATKFOOD]->val1;
  4760. if(sc->data[SC_MANA_PLUS])
  4761. matk += sc->data[SC_MANA_PLUS]->val1;
  4762. if(sc->data[SC_COOLER_OPTION])
  4763. matk += sc->data[SC_COOLER_OPTION]->val2;
  4764. if(sc->data[SC_AQUAPLAY_OPTION])
  4765. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4766. if(sc->data[SC_CHILLY_AIR_OPTION])
  4767. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4768. if(sc->data[SC_WATER_BARRIER])
  4769. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4770. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4771. matk += 50;
  4772. if(sc->data[SC_ODINS_POWER])
  4773. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  4774. if(sc->data[SC_MOONLITSERENADE])
  4775. matk += sc->data[SC_MOONLITSERENADE]->val3;
  4776. if(sc->data[SC_IZAYOI])
  4777. matk += 25 * sc->data[SC_IZAYOI]->val1;
  4778. if(sc->data[SC_ZANGETSU])
  4779. matk += sc->data[SC_ZANGETSU]->val3;
  4780. if(sc->data[SC_QUEST_BUFF1])
  4781. matk += sc->data[SC_QUEST_BUFF1]->val1;
  4782. if(sc->data[SC_QUEST_BUFF2])
  4783. matk += sc->data[SC_QUEST_BUFF2]->val1;
  4784. if(sc->data[SC_QUEST_BUFF3])
  4785. matk += sc->data[SC_QUEST_BUFF3]->val1;
  4786. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4787. }
  4788. #endif
  4789. /**
  4790. * Adds magic attack modifications based on status changes
  4791. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  4792. * @param sc: Object's status change information
  4793. * @param matk: Initial matk
  4794. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  4795. */
  4796. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  4797. {
  4798. if(!sc || !sc->count)
  4799. return cap_value(matk,0,USHRT_MAX);
  4800. #ifndef RENEWAL
  4801. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  4802. if (sc->data[SC_MATKPOTION])
  4803. matk += sc->data[SC_MATKPOTION]->val1;
  4804. if (sc->data[SC_MATKFOOD])
  4805. matk += sc->data[SC_MATKFOOD]->val1;
  4806. if (sc->data[SC_MANA_PLUS])
  4807. matk += sc->data[SC_MANA_PLUS]->val1;
  4808. if (sc->data[SC_AQUAPLAY_OPTION])
  4809. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4810. if (sc->data[SC_CHILLY_AIR_OPTION])
  4811. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4812. if (sc->data[SC_COOLER_OPTION])
  4813. matk += sc->data[SC_COOLER_OPTION]->val2;
  4814. if (sc->data[SC_WATER_BARRIER])
  4815. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4816. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4817. matk += 50;
  4818. if (sc->data[SC_ODINS_POWER])
  4819. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  4820. if (sc->data[SC_IZAYOI])
  4821. matk += 25 * sc->data[SC_IZAYOI]->val1;
  4822. #endif
  4823. if (sc->data[SC_ZANGETSU])
  4824. matk += sc->data[SC_ZANGETSU]->val3;
  4825. if (sc->data[SC_QUEST_BUFF1])
  4826. matk += sc->data[SC_QUEST_BUFF1]->val1;
  4827. if (sc->data[SC_QUEST_BUFF2])
  4828. matk += sc->data[SC_QUEST_BUFF2]->val1;
  4829. if (sc->data[SC_QUEST_BUFF3])
  4830. matk += sc->data[SC_QUEST_BUFF3]->val1;
  4831. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  4832. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  4833. if (sc->data[SC_MINDBREAKER])
  4834. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  4835. if (sc->data[SC_INCMATKRATE])
  4836. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  4837. if (sc->data[SC_MOONLITSERENADE])
  4838. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  4839. if (sc->data[SC_MTF_MATK])
  4840. matk += matk * 25 / 100;
  4841. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4842. }
  4843. /**
  4844. * Adds critical modifications based on status changes
  4845. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  4846. * @param sc: Object's status change information
  4847. * @param critical: Initial critical
  4848. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  4849. */
  4850. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  4851. {
  4852. if(!sc || !sc->count)
  4853. return cap_value(critical,10,SHRT_MAX);
  4854. if (sc->data[SC_INCCRI])
  4855. critical += sc->data[SC_INCCRI]->val2;
  4856. if (sc->data[SC_EXPLOSIONSPIRITS])
  4857. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  4858. if (sc->data[SC_FORTUNE])
  4859. critical += sc->data[SC_FORTUNE]->val2;
  4860. if (sc->data[SC_TRUESIGHT])
  4861. critical += sc->data[SC_TRUESIGHT]->val2;
  4862. if (sc->data[SC_CLOAKING])
  4863. critical += critical;
  4864. if (sc->data[SC_STRIKING])
  4865. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  4866. #ifdef RENEWAL
  4867. if (sc->data[SC_SPEARQUICKEN])
  4868. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  4869. #endif
  4870. if (sc->data[SC__INVISIBILITY])
  4871. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  4872. if (sc->data[SC__UNLUCKY])
  4873. critical -= sc->data[SC__UNLUCKY]->val2;
  4874. if(sc->data[SC_BEYONDOFWARCRY])
  4875. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  4876. return (short)cap_value(critical,10,SHRT_MAX);
  4877. }
  4878. /**
  4879. * Adds hit modifications based on status changes
  4880. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  4881. * @param sc: Object's status change information
  4882. * @param hit: Initial hit
  4883. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  4884. */
  4885. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  4886. {
  4887. if(!sc || !sc->count)
  4888. return cap_value(hit,1,SHRT_MAX);
  4889. if(sc->data[SC_INCHIT])
  4890. hit += sc->data[SC_INCHIT]->val1;
  4891. if(sc->data[SC_HITFOOD])
  4892. hit += sc->data[SC_HITFOOD]->val1;
  4893. if(sc->data[SC_TRUESIGHT])
  4894. hit += sc->data[SC_TRUESIGHT]->val3;
  4895. if(sc->data[SC_HUMMING])
  4896. hit += sc->data[SC_HUMMING]->val2;
  4897. if(sc->data[SC_CONCENTRATION])
  4898. hit += sc->data[SC_CONCENTRATION]->val3;
  4899. if(sc->data[SC_INSPIRATION])
  4900. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  4901. if(sc->data[SC_ADJUSTMENT])
  4902. hit -= 30;
  4903. if(sc->data[SC_INCREASING])
  4904. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  4905. if(sc->data[SC_MERC_HITUP])
  4906. hit += sc->data[SC_MERC_HITUP]->val2;
  4907. if(sc->data[SC_INCHITRATE])
  4908. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  4909. if(sc->data[SC_BLIND])
  4910. hit -= hit * 25/100;
  4911. if(sc->data[SC__GROOMY])
  4912. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  4913. if(sc->data[SC_FEAR])
  4914. hit -= hit * 20 / 100;
  4915. if (sc->data[SC_ASH])
  4916. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  4917. if (sc->data[SC_TEARGAS])
  4918. hit -= hit * 50 / 100;
  4919. if(sc->data[SC_ILLUSIONDOPING])
  4920. hit -= 50;
  4921. if (sc->data[SC_MTF_ASPD])
  4922. hit += 5;
  4923. return (short)cap_value(hit,1,SHRT_MAX);
  4924. }
  4925. /**
  4926. * Adds flee modifications based on status changes
  4927. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  4928. * @param sc: Object's status change information
  4929. * @param flee: Initial flee
  4930. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  4931. */
  4932. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  4933. {
  4934. if( bl->type == BL_PC ) {
  4935. if( map_flag_gvg(bl->m) )
  4936. flee -= flee * battle_config.gvg_flee_penalty/100;
  4937. else if( map[bl->m].flag.battleground )
  4938. flee -= flee * battle_config.bg_flee_penalty/100;
  4939. }
  4940. if(!sc || !sc->count)
  4941. return cap_value(flee,1,SHRT_MAX);
  4942. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  4943. return sc->data[SC_OVERED_BOOST]->val2;
  4944. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  4945. return 1; // 1 = min flee
  4946. // Fixed value
  4947. if(sc->data[SC_INCFLEE])
  4948. flee += sc->data[SC_INCFLEE]->val1;
  4949. if(sc->data[SC_FLEEFOOD])
  4950. flee += sc->data[SC_FLEEFOOD]->val1;
  4951. if(sc->data[SC_WHISTLE])
  4952. flee += sc->data[SC_WHISTLE]->val2;
  4953. if(sc->data[SC_WINDWALK])
  4954. flee += sc->data[SC_WINDWALK]->val2;
  4955. if(sc->data[SC_VIOLENTGALE])
  4956. flee += sc->data[SC_VIOLENTGALE]->val2;
  4957. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  4958. flee += sc->data[SC_MOON_COMFORT]->val2;
  4959. if(sc->data[SC_CLOSECONFINE])
  4960. flee += 10;
  4961. if (sc->data[SC_ANGRIFFS_MODUS])
  4962. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  4963. if(sc->data[SC_ADJUSTMENT])
  4964. flee += 30;
  4965. if(sc->data[SC_SPEED])
  4966. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  4967. if(sc->data[SC_GATLINGFEVER])
  4968. flee -= sc->data[SC_GATLINGFEVER]->val4;
  4969. if(sc->data[SC_PARTYFLEE])
  4970. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  4971. if(sc->data[SC_MERC_FLEEUP])
  4972. flee += sc->data[SC_MERC_FLEEUP]->val2;
  4973. if( sc->data[SC_HALLUCINATIONWALK] )
  4974. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  4975. if( sc->data[SC_WATER_BARRIER] )
  4976. flee -= sc->data[SC_WATER_BARRIER]->val3;
  4977. if( sc->data[SC_C_MARKER] )
  4978. flee -= sc->data[SC_C_MARKER]->val3;
  4979. #ifdef RENEWAL
  4980. if( sc->data[SC_SPEARQUICKEN] )
  4981. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  4982. #endif
  4983. // Rate value
  4984. if(sc->data[SC_INCFLEERATE])
  4985. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  4986. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  4987. flee -= flee * 50/100;
  4988. if(sc->data[SC_BERSERK])
  4989. flee -= flee * 50/100;
  4990. if(sc->data[SC_BLIND])
  4991. flee -= flee * 25/100;
  4992. if(sc->data[SC_FEAR])
  4993. flee -= flee * 20 / 100;
  4994. if(sc->data[SC_PARALYSE])
  4995. flee -= flee * 10 / 100;
  4996. if(sc->data[SC_INFRAREDSCAN])
  4997. flee -= flee * 30 / 100;
  4998. if( sc->data[SC__LAZINESS] )
  4999. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  5000. if( sc->data[SC_GLOOMYDAY] )
  5001. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  5002. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5003. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5004. if( sc->data[SC_WIND_STEP_OPTION] )
  5005. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  5006. if( sc->data[SC_ZEPHYR] )
  5007. flee += sc->data[SC_ZEPHYR]->val2;
  5008. if(sc->data[SC_ASH])
  5009. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  5010. if (sc->data[SC_GOLDENE_FERSE])
  5011. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5012. if (sc->data[SC_SMOKEPOWDER])
  5013. flee += flee * 20 / 100;
  5014. if (sc->data[SC_TEARGAS])
  5015. flee -= flee * 50 / 100;
  5016. //if( sc->data[SC_C_MARKER] )
  5017. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  5018. if(sc->data[SC_HEAT_BARREL])
  5019. flee -= sc->data[SC_HEAT_BARREL]->val4;
  5020. return (short)cap_value(flee,1,SHRT_MAX);
  5021. }
  5022. /**
  5023. * Adds perfect flee modifications based on status changes
  5024. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  5025. * @param sc: Object's status change information
  5026. * @param flee2: Initial flee2
  5027. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  5028. */
  5029. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  5030. {
  5031. if(!sc || !sc->count)
  5032. return cap_value(flee2,10,SHRT_MAX);
  5033. if(sc->data[SC_INCFLEE2])
  5034. flee2 += sc->data[SC_INCFLEE2]->val2;
  5035. if(sc->data[SC_WHISTLE])
  5036. flee2 += sc->data[SC_WHISTLE]->val3*10;
  5037. if(sc->data[SC__UNLUCKY])
  5038. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  5039. return (short)cap_value(flee2,10,SHRT_MAX);
  5040. }
  5041. /**
  5042. * Adds defense (left-side) modifications based on status changes
  5043. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  5044. * @param sc: Object's status change information
  5045. * @param def: Initial def
  5046. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  5047. */
  5048. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  5049. {
  5050. if(!sc || !sc->count)
  5051. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5052. if(sc->data[SC_BERSERK])
  5053. return 0;
  5054. if(sc->data[SC_SKA])
  5055. return sc->data[SC_SKA]->val3;
  5056. if(sc->data[SC_BARRIER])
  5057. return 100;
  5058. if(sc->data[SC_KEEPING])
  5059. return 90;
  5060. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  5061. if(sc->data[SC_STEELBODY])
  5062. return 90;
  5063. #endif
  5064. if(sc->data[SC_DEFSET])
  5065. return sc->data[SC_DEFSET]->val1;
  5066. if(sc->data[SC_UNLIMIT])
  5067. return 1;
  5068. if(sc->data[SC_ARMORCHANGE])
  5069. def += (def * sc->data[SC_ARMORCHANGE]->val2) / 100;
  5070. if(sc->data[SC_DRUMBATTLE])
  5071. def += sc->data[SC_DRUMBATTLE]->val3;
  5072. #ifndef RENEWAL
  5073. if(sc->data[SC_DEFENCE])
  5074. def += sc->data[SC_DEFENCE]->val2 ;
  5075. #endif
  5076. if(sc->data[SC_INCDEFRATE])
  5077. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5078. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5079. def += 50;
  5080. if(sc->data[SC_ODINS_POWER])
  5081. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5082. if( sc->data[SC_ANGRIFFS_MODUS] )
  5083. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5084. if(sc->data[SC_STONEHARDSKIN])
  5085. def += sc->data[SC_STONEHARDSKIN]->val1;
  5086. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5087. def >>=1;
  5088. if(sc->data[SC_FREEZE])
  5089. def >>=1;
  5090. if(sc->data[SC_SIGNUMCRUCIS])
  5091. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5092. if(sc->data[SC_CONCENTRATION])
  5093. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5094. if(sc->data[SC_SKE])
  5095. def >>=1;
  5096. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5097. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5098. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5099. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5100. if (sc->data[SC_FLING])
  5101. def -= def * (sc->data[SC_FLING]->val2)/100;
  5102. if( sc->data[SC_FREEZING] )
  5103. def -= def * 10 / 100;
  5104. if( sc->data[SC_ANALYZE] )
  5105. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5106. if( sc->data[SC_NEUTRALBARRIER] )
  5107. def += def * (10 + sc->data[SC_NEUTRALBARRIER]->val1 * 5) / 100;
  5108. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5109. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  5110. if( sc->data[SC_PRESTIGE] )
  5111. def += sc->data[SC_PRESTIGE]->val1;
  5112. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5113. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  5114. if( sc->data[SC_ECHOSONG] )
  5115. def += def * sc->data[SC_ECHOSONG]->val3 / 100;
  5116. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5117. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5118. if( sc->data[SC_EARTHDRIVE] )
  5119. def -= def * 25 / 100;
  5120. if( sc->data[SC_SOLID_SKIN_OPTION] )
  5121. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  5122. if( sc->data[SC_ROCK_CRUSHER] )
  5123. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5124. if( sc->data[SC_POWER_OF_GAIA] )
  5125. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5126. if(sc->data[SC_ASH])
  5127. def -= def * sc->data[SC_ASH]->val3/100;
  5128. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  5129. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  5130. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  5131. }
  5132. /**
  5133. * Adds defense (right-side) modifications based on status changes
  5134. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5135. * @param sc: Object's status change information
  5136. * @param def2: Initial def2
  5137. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5138. */
  5139. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5140. {
  5141. if(!sc || !sc->count)
  5142. #ifdef RENEWAL
  5143. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5144. #else
  5145. return (short)cap_value(def2,1,SHRT_MAX);
  5146. #endif
  5147. if(sc->data[SC_BERSERK])
  5148. return 0;
  5149. if(sc->data[SC_ETERNALCHAOS])
  5150. return 0;
  5151. if(sc->data[SC_DEFSET])
  5152. return sc->data[SC_DEFSET]->val1;
  5153. if(sc->data[SC_UNLIMIT])
  5154. return 1;
  5155. if(sc->data[SC_SUN_COMFORT])
  5156. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5157. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5158. def2 += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5159. if(sc->data[SC_ANGELUS])
  5160. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5161. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5162. #else
  5163. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5164. #endif
  5165. if(sc->data[SC_CONCENTRATION])
  5166. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5167. if(sc->data[SC_POISON])
  5168. def2 -= def2 * 25/100;
  5169. if(sc->data[SC_DPOISON])
  5170. def2 -= def2 * 25/100;
  5171. if(sc->data[SC_SKE])
  5172. def2 -= def2 * 50/100;
  5173. if(sc->data[SC_PROVOKE])
  5174. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5175. if(sc->data[SC_JOINTBEAT])
  5176. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5177. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5178. if(sc->data[SC_FLING])
  5179. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5180. if( sc->data[SC_FREEZING] )
  5181. def2 -= def2 * 10 / 100;
  5182. if(sc->data[SC_ANALYZE])
  5183. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5184. if(sc->data[SC_ASH])
  5185. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5186. if (sc->data[SC_PARALYSIS])
  5187. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5188. if(sc->data[SC_EQC])
  5189. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5190. #ifdef RENEWAL
  5191. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5192. #else
  5193. return (short)cap_value(def2,1,SHRT_MAX);
  5194. #endif
  5195. }
  5196. /**
  5197. * Adds magic defense (left-side) modifications based on status changes
  5198. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  5199. * @param sc: Object's status change information
  5200. * @param mdef: Initial mdef
  5201. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  5202. */
  5203. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  5204. {
  5205. if(!sc || !sc->count)
  5206. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5207. if(sc->data[SC_BERSERK])
  5208. return 0;
  5209. if(sc->data[SC_BARRIER])
  5210. return 100;
  5211. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  5212. if(sc->data[SC_STEELBODY])
  5213. return 90;
  5214. #endif
  5215. if(sc->data[SC_MDEFSET])
  5216. return sc->data[SC_MDEFSET]->val1;
  5217. if(sc->data[SC_UNLIMIT])
  5218. return 1;
  5219. if(sc->data[SC_ARMORCHANGE])
  5220. mdef += (mdef * sc->data[SC_ARMORCHANGE]->val3) / 100;
  5221. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5222. mdef += 50;
  5223. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  5224. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  5225. if(sc->data[SC_STONEHARDSKIN])
  5226. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  5227. if(sc->data[SC_WATER_BARRIER])
  5228. mdef += sc->data[SC_WATER_BARRIER]->val2;
  5229. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5230. mdef += 25 * mdef / 100;
  5231. if(sc->data[SC_FREEZE])
  5232. mdef += 25 * mdef / 100;
  5233. if(sc->data[SC_BURNING])
  5234. mdef -= 25 * mdef / 100;
  5235. if( sc->data[SC_NEUTRALBARRIER] )
  5236. mdef += mdef * (10 + sc->data[SC_NEUTRALBARRIER]->val1 * 5) / 100;
  5237. if(sc->data[SC_ANALYZE])
  5238. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5239. if(sc->data[SC_SYMPHONYOFLOVER])
  5240. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  5241. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4) {
  5242. mdef -= sc->data[SC_GT_CHANGE]->val4;
  5243. if (mdef < 0)
  5244. return 0;
  5245. }
  5246. if (sc->data[SC_ODINS_POWER])
  5247. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5248. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5249. }
  5250. /**
  5251. * Adds magic defense (right-side) modifications based on status changes
  5252. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  5253. * @param sc: Object's status change information
  5254. * @param mdef2: Initial mdef2
  5255. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  5256. */
  5257. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  5258. {
  5259. if(!sc || !sc->count)
  5260. #ifdef RENEWAL
  5261. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5262. #else
  5263. return (short)cap_value(mdef2,1,SHRT_MAX);
  5264. #endif
  5265. if(sc->data[SC_BERSERK])
  5266. return 0;
  5267. if(sc->data[SC_SKA])
  5268. return 90;
  5269. if(sc->data[SC_MDEFSET])
  5270. return sc->data[SC_MDEFSET]->val1;
  5271. if(sc->data[SC_UNLIMIT])
  5272. return 1;
  5273. if(sc->data[SC_MINDBREAKER])
  5274. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  5275. if(sc->data[SC_BURNING])
  5276. mdef2 -= mdef2 * 25 / 100;
  5277. if(sc->data[SC_ANALYZE])
  5278. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5279. #ifdef RENEWAL
  5280. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5281. #else
  5282. return (short)cap_value(mdef2,1,SHRT_MAX);
  5283. #endif
  5284. }
  5285. /**
  5286. * Adds speed modifications based on status changes
  5287. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  5288. * @param sc: Object's status change information
  5289. * @param speed: Initial speed
  5290. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  5291. */
  5292. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  5293. {
  5294. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5295. int speed_rate = 100;
  5296. if (sc == NULL || (sd && sd->state.permanent_speed))
  5297. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  5298. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  5299. if( sd->ud.skill_id == LG_EXEEDBREAK )
  5300. speed_rate = 160 - 10 * sd->ud.skill_lv;
  5301. else
  5302. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  5303. } else {
  5304. int val = 0;
  5305. // GetMoveHasteValue2()
  5306. if( sc->data[SC_FUSION] )
  5307. val = 25;
  5308. else if( sd ) {
  5309. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  5310. val = 25; // Same bonus
  5311. else if( pc_isridingwug(sd) )
  5312. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  5313. else if( pc_ismadogear(sd) ) {
  5314. val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
  5315. if( sc->data[SC_ACCELERATION] )
  5316. val += 25;
  5317. }
  5318. else if( sc->data[SC_ALL_RIDING] )
  5319. val = battle_config.rental_mount_speed_boost;
  5320. }
  5321. speed_rate -= val;
  5322. // GetMoveSlowValue()
  5323. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  5324. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  5325. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  5326. val = sc->data[SC_CHASEWALK]->val3;
  5327. else {
  5328. val = 0;
  5329. // Longing for Freedom cancels song/dance penalty
  5330. if( sc->data[SC_LONGING] )
  5331. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  5332. else
  5333. if( sd && sc->data[SC_DANCING] )
  5334. 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)) );
  5335. if( sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS] )
  5336. val = max( val, 25 );
  5337. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  5338. val = max( val, 50 );
  5339. if( sc->data[SC_DONTFORGETME] )
  5340. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  5341. if( sc->data[SC_CURSE] )
  5342. val = max( val, 300 );
  5343. if( sc->data[SC_CHASEWALK] )
  5344. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  5345. if( sc->data[SC_WEDDING] )
  5346. val = max( val, 100 );
  5347. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  5348. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  5349. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  5350. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  5351. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  5352. val = max( val, 75 );
  5353. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  5354. val = max( val, 100 );
  5355. if( sc->data[SC_GATLINGFEVER] )
  5356. val = max( val, 100 );
  5357. if( sc->data[SC_SUITON] )
  5358. val = max( val, sc->data[SC_SUITON]->val3 );
  5359. if( sc->data[SC_SWOO] )
  5360. val = max( val, 300 );
  5361. if( sc->data[SC_SKA] )
  5362. val = max( val, 25 );
  5363. if( sc->data[SC_FREEZING] )
  5364. val = max( val, 50 );
  5365. if( sc->data[SC_MARSHOFABYSS] )
  5366. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  5367. if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
  5368. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  5369. if( sc->data[SC_STEALTHFIELD_MASTER] )
  5370. val = max( val, 30 );
  5371. if( sc->data[SC__LAZINESS] )
  5372. val = max( val, 25 );
  5373. if( sc->data[SC_BANDING_DEFENCE] )
  5374. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  5375. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  5376. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  5377. if( sc->data[SC_POWER_OF_GAIA] )
  5378. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  5379. if( sc->data[SC_MELON_BOMB] )
  5380. val = max( val, sc->data[SC_MELON_BOMB]->val1 );
  5381. if( sc->data[SC_B_TRAP] )
  5382. val = max( val, sc->data[SC_B_TRAP]->val3 );
  5383. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  5384. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  5385. }
  5386. speed_rate += val;
  5387. val = 0;
  5388. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  5389. speed_rate = 150;
  5390. // GetMoveHasteValue1()
  5391. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  5392. val = max( val, 50 );
  5393. if( sc->data[SC_INCREASEAGI] )
  5394. val = max( val, 25 );
  5395. if( sc->data[SC_WINDWALK] )
  5396. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  5397. if( sc->data[SC_CARTBOOST] )
  5398. val = max( val, 20 );
  5399. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  5400. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  5401. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  5402. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  5403. if( sc->data[SC_BERSERK] )
  5404. val = max( val, 25 );
  5405. if( sc->data[SC_RUN] )
  5406. val = max( val, 55 );
  5407. if( sc->data[SC_AVOID] )
  5408. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  5409. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  5410. val = max( val, 75 );
  5411. if( sc->data[SC_CLOAKINGEXCEED] )
  5412. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  5413. if( sc->data[SC_HOVERING] )
  5414. val = max( val, 10 );
  5415. if( sc->data[SC_GN_CARTBOOST] )
  5416. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  5417. if( sc->data[SC_SWINGDANCE] )
  5418. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  5419. if( sc->data[SC_WIND_STEP_OPTION] )
  5420. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  5421. if( sc->data[SC_FULL_THROTTLE] )
  5422. val = max( val, 30 );
  5423. // !FIXME: official items use a single bonus for this [ultramage]
  5424. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  5425. val = max( val, 25 );
  5426. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  5427. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  5428. speed_rate -= val;
  5429. if( speed_rate < 40 )
  5430. speed_rate = 40;
  5431. }
  5432. // GetSpeed()
  5433. if( sd && pc_iscarton(sd) )
  5434. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  5435. if( sc->data[SC_PARALYSE] )
  5436. speed += speed * 50 / 100;
  5437. if( speed_rate != 100 )
  5438. speed = speed * speed_rate / 100;
  5439. if( sc->data[SC_STEELBODY] )
  5440. speed = 200;
  5441. if( sc->data[SC_DEFENDER] )
  5442. speed = max(speed, 200);
  5443. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  5444. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  5445. if( sc->data[SC_REBOUND] )
  5446. speed += max(speed, 100);
  5447. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  5448. }
  5449. #ifdef RENEWAL_ASPD
  5450. /**
  5451. * Renewal attack speed modifiers based on status changes
  5452. * This function only affects RENEWAL players and comes after base calculation
  5453. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5454. * @param sc: Object's status change information
  5455. * @param flag: flag&1 - fixed value [malufett]
  5456. * flag&2 - percentage value
  5457. * @return modified aspd
  5458. */
  5459. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
  5460. {
  5461. int i, pots = 0, skills1 = 0, skills2 = 0;
  5462. if(!sc || !sc->count)
  5463. return 0;
  5464. if(sc->data[i=SC_ASPDPOTION3] ||
  5465. sc->data[i=SC_ASPDPOTION2] ||
  5466. sc->data[i=SC_ASPDPOTION1] ||
  5467. sc->data[i=SC_ASPDPOTION0])
  5468. pots += sc->data[i]->val1;
  5469. if( !sc->data[SC_QUAGMIRE] ) {
  5470. if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
  5471. skills1 = 7;
  5472. if(sc->data[SC_ONEHAND] && skills1 < 7)
  5473. skills1 = 7;
  5474. if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // Needs more info
  5475. skills1 = 7;
  5476. if(sc->data[SC_ADRENALINE2] && skills1 < 6)
  5477. skills1 = 6;
  5478. if(sc->data[SC_ADRENALINE] && skills1 < 7)
  5479. skills1 = 7;
  5480. if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
  5481. skills1 = 7;
  5482. if(sc->data[SC_FLEET] && skills1 < 5)
  5483. skills1 = 5;
  5484. }
  5485. if(sc->data[SC_BERSERK] && skills1 < 15)
  5486. skills1 = 15;
  5487. else if(sc->data[SC_MADNESSCANCEL] && skills1 < 20)
  5488. skills1 = 20;
  5489. if(sc->data[SC_DONTFORGETME])
  5490. skills2 -= sc->data[SC_DONTFORGETME]->val2 / 10;
  5491. if(sc->data[SC_LONGING])
  5492. skills2 -= sc->data[SC_LONGING]->val2 / 10;
  5493. if(sc->data[SC_STEELBODY])
  5494. skills2 -= 25;
  5495. if(sc->data[SC_SKA])
  5496. skills2 -= 25;
  5497. if(sc->data[SC_DEFENDER])
  5498. skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
  5499. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  5500. skills2 -= 75;
  5501. if(sc->data[SC_GRAVITATION])
  5502. skills2 -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  5503. if(sc->data[SC_JOINTBEAT]) { // Needs more info
  5504. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5505. skills2 -= 25;
  5506. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5507. skills2 -= 10;
  5508. }
  5509. if( sc->data[SC_FREEZING] )
  5510. skills2 -= 15;
  5511. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5512. skills2 -= 50;
  5513. if( sc->data[SC_PARALYSE] )
  5514. skills2 -= 10;
  5515. if( sc->data[SC__BODYPAINT] )
  5516. skills2 -= 5 * sc->data[SC__BODYPAINT]->val1;
  5517. if( sc->data[SC__INVISIBILITY] )
  5518. skills2 -= sc->data[SC__INVISIBILITY]->val2;
  5519. if( sc->data[SC__GROOMY] )
  5520. skills2 -= sc->data[SC__GROOMY]->val2;
  5521. if( sc->data[SC_SWINGDANCE] )
  5522. skills2 += sc->data[SC_SWINGDANCE]->val2;
  5523. if( sc->data[SC_DANCEWITHWUG] )
  5524. skills2 += sc->data[SC_DANCEWITHWUG]->val3;
  5525. if( sc->data[SC_GLOOMYDAY] )
  5526. skills2 -= sc->data[SC_GLOOMYDAY]->val3;
  5527. if( sc->data[SC_EARTHDRIVE] )
  5528. skills2 -= 25;
  5529. if( sc->data[SC_GT_CHANGE] )
  5530. skills2 += sc->data[SC_GT_CHANGE]->val3;
  5531. if( sc->data[SC_MELON_BOMB] )
  5532. skills2 -= sc->data[SC_MELON_BOMB]->val1;
  5533. if( sc->data[SC_PAIN_KILLER] )
  5534. skills2 -= sc->data[SC_PAIN_KILLER]->val2;
  5535. if( sc->data[SC_BOOST500] )
  5536. skills2 += sc->data[SC_BOOST500]->val1;
  5537. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5538. skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  5539. if( sc->data[SC_GOLDENE_FERSE] )
  5540. skills2 += sc->data[SC_GOLDENE_FERSE]->val3;
  5541. if( sc->data[SC_INCASPDRATE] )
  5542. skills2 += sc->data[SC_INCASPDRATE]->val1;
  5543. if( sc->data[SC_GATLINGFEVER] )
  5544. skills2 += sc->data[SC_GATLINGFEVER]->val1;
  5545. if( sc->data[SC_STAR_COMFORT] )
  5546. skills2 += sc->data[SC_STAR_COMFORT]->val1;
  5547. if( sc->data[SC_HEAT_BARREL] )
  5548. skills2 += sc->data[SC_HEAT_BARREL]->val3;
  5549. if(sc->data[SC_ASSNCROS] && !skills1) {
  5550. if (bl->type!=BL_PC)
  5551. skills2 += sc->data[SC_ASSNCROS]->val2/10;
  5552. else
  5553. switch(((TBL_PC*)bl)->status.weapon) {
  5554. case W_BOW:
  5555. case W_REVOLVER:
  5556. case W_RIFLE:
  5557. case W_GATLING:
  5558. case W_SHOTGUN:
  5559. case W_GRENADE:
  5560. break;
  5561. default:
  5562. skills2 += sc->data[SC_ASSNCROS]->val2/10;
  5563. break;
  5564. }
  5565. }
  5566. return ( flag&1? (skills1 + pots) : skills2 );
  5567. }
  5568. #endif
  5569. /**
  5570. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  5571. * A subtraction reduces the delay, meaning an increase in ASPD
  5572. * This comes after the percentage changes and is based on status changes
  5573. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5574. * @param sc: Object's status change information
  5575. * @param aspd: Object's current ASPD
  5576. * @return modified aspd
  5577. */
  5578. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  5579. {
  5580. if (!sc || !sc->count)
  5581. return cap_value(aspd, 0, 2000);
  5582. if (sc->data[SC_OVERED_BOOST])
  5583. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  5584. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
  5585. || sc->data[SC_WILD_STORM_OPTION]))
  5586. aspd -= 50; // +5 ASPD
  5587. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  5588. aspd -= (bl->type==BL_PC?pc_checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;
  5589. if (sc->data[SC_MTF_ASPD])
  5590. aspd -= 10;
  5591. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  5592. }
  5593. /**
  5594. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  5595. * Note: The scale of aspd_rate is 1000 = 100%
  5596. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  5597. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5598. * @param sc: Object's status change information
  5599. * @param aspd_rate: Object's current ASPD
  5600. * @return modified aspd_rate
  5601. */
  5602. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  5603. {
  5604. int i;
  5605. if(!sc || !sc->count)
  5606. return cap_value(aspd_rate,0,SHRT_MAX);
  5607. if( !sc->data[SC_QUAGMIRE] ) {
  5608. int max = 0;
  5609. if(sc->data[SC_STAR_COMFORT])
  5610. max = sc->data[SC_STAR_COMFORT]->val2;
  5611. if(sc->data[SC_TWOHANDQUICKEN] &&
  5612. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  5613. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  5614. if(sc->data[SC_ONEHAND] &&
  5615. max < sc->data[SC_ONEHAND]->val2)
  5616. max = sc->data[SC_ONEHAND]->val2;
  5617. if(sc->data[SC_MERC_QUICKEN] &&
  5618. max < sc->data[SC_MERC_QUICKEN]->val2)
  5619. max = sc->data[SC_MERC_QUICKEN]->val2;
  5620. if(sc->data[SC_ADRENALINE2] &&
  5621. max < sc->data[SC_ADRENALINE2]->val3)
  5622. max = sc->data[SC_ADRENALINE2]->val3;
  5623. if(sc->data[SC_ADRENALINE] &&
  5624. max < sc->data[SC_ADRENALINE]->val3)
  5625. max = sc->data[SC_ADRENALINE]->val3;
  5626. if(sc->data[SC_SPEARQUICKEN] &&
  5627. max < sc->data[SC_SPEARQUICKEN]->val2)
  5628. max = sc->data[SC_SPEARQUICKEN]->val2;
  5629. if(sc->data[SC_GATLINGFEVER] &&
  5630. max < sc->data[SC_GATLINGFEVER]->val2)
  5631. max = sc->data[SC_GATLINGFEVER]->val2;
  5632. if(sc->data[SC_FLEET] &&
  5633. max < sc->data[SC_FLEET]->val2)
  5634. max = sc->data[SC_FLEET]->val2;
  5635. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  5636. if (bl->type!=BL_PC)
  5637. max = sc->data[SC_ASSNCROS]->val2;
  5638. else
  5639. switch(((TBL_PC*)bl)->status.weapon) {
  5640. case W_BOW:
  5641. case W_REVOLVER:
  5642. case W_RIFLE:
  5643. case W_GATLING:
  5644. case W_SHOTGUN:
  5645. case W_GRENADE:
  5646. break;
  5647. default:
  5648. max = sc->data[SC_ASSNCROS]->val2;
  5649. }
  5650. }
  5651. aspd_rate -= max;
  5652. if(sc->data[SC_BERSERK])
  5653. aspd_rate -= 300;
  5654. else if(sc->data[SC_MADNESSCANCEL])
  5655. aspd_rate -= 200;
  5656. }
  5657. if( sc->data[i=SC_ASPDPOTION3] ||
  5658. sc->data[i=SC_ASPDPOTION2] ||
  5659. sc->data[i=SC_ASPDPOTION1] ||
  5660. sc->data[i=SC_ASPDPOTION0] )
  5661. aspd_rate -= sc->data[i]->val2;
  5662. if(sc->data[SC_DONTFORGETME])
  5663. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  5664. if(sc->data[SC_LONGING])
  5665. aspd_rate += sc->data[SC_LONGING]->val2;
  5666. if(sc->data[SC_STEELBODY])
  5667. aspd_rate += 250;
  5668. if(sc->data[SC_SKA])
  5669. aspd_rate += 250;
  5670. if(sc->data[SC_DEFENDER])
  5671. aspd_rate += sc->data[SC_DEFENDER]->val4;
  5672. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  5673. aspd_rate += 250;
  5674. if(sc->data[SC_GRAVITATION])
  5675. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  5676. if(sc->data[SC_JOINTBEAT]) {
  5677. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5678. aspd_rate += 250;
  5679. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5680. aspd_rate += 100;
  5681. }
  5682. if( sc->data[SC_FREEZING] )
  5683. aspd_rate += 150;
  5684. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5685. aspd_rate += 500;
  5686. if( sc->data[SC_PARALYSE] )
  5687. aspd_rate += 100;
  5688. if( sc->data[SC__BODYPAINT] )
  5689. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  5690. if( sc->data[SC__INVISIBILITY] )
  5691. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  5692. if( sc->data[SC__GROOMY] )
  5693. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  5694. if( sc->data[SC_SWINGDANCE] )
  5695. aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
  5696. if( sc->data[SC_DANCEWITHWUG] )
  5697. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  5698. if( sc->data[SC_GLOOMYDAY] )
  5699. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  5700. if( sc->data[SC_EARTHDRIVE] )
  5701. aspd_rate += 250;
  5702. if( sc->data[SC_GT_CHANGE] )
  5703. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  5704. if( sc->data[SC_MELON_BOMB] )
  5705. aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
  5706. if( sc->data[SC_BOOST500] )
  5707. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  5708. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5709. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  5710. if( sc->data[SC_INCASPDRATE] )
  5711. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  5712. if( sc->data[SC_PAIN_KILLER])
  5713. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  5714. if( sc->data[SC_GOLDENE_FERSE])
  5715. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  5716. if( sc->data[SC_HEAT_BARREL] )
  5717. aspd_rate -= sc->data[SC_HEAT_BARREL]->val3 * 10;
  5718. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  5719. }
  5720. /**
  5721. * Modifies the damage delay time based on status changes
  5722. * The lower your delay, the quicker you can act after taking damage
  5723. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5724. * @param sc: Object's status change information
  5725. * @param dmotion: Object's current damage delay
  5726. * @return modified delay rate
  5727. */
  5728. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  5729. {
  5730. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  5731. return cap_value(dmotion,0,USHRT_MAX);
  5732. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  5733. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
  5734. return 0;
  5735. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  5736. return 0;
  5737. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  5738. }
  5739. /**
  5740. * Calculates a max HP based on status changes
  5741. * Values can either be percentages or fixed, based on how equations are formulated
  5742. * @param bl: Object's block_list data
  5743. * @param maxhp: Object's current max HP
  5744. * @return modified maxhp
  5745. */
  5746. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  5747. {
  5748. int rate = 100;
  5749. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  5750. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  5751. maxhp = maxhp * rate / 100;
  5752. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  5753. }
  5754. /**
  5755. * Calculates a max SP based on status changes
  5756. * Values can either be percentages or fixed, bas ed on how equations are formulated
  5757. * @param bl: Object's block_list data
  5758. * @param maxsp: Object's current max SP
  5759. * @return modified maxsp
  5760. */
  5761. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  5762. {
  5763. int rate = 100;
  5764. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  5765. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  5766. maxsp = maxsp * rate / 100;
  5767. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  5768. }
  5769. /**
  5770. * Changes a player's element based on status changes
  5771. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5772. * @param sc: Object's status change information
  5773. * @param element: Object's current element
  5774. * @return new element
  5775. */
  5776. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  5777. {
  5778. if(!sc || !sc->count)
  5779. return cap_value(element, 0, UCHAR_MAX);
  5780. if(sc->data[SC_FREEZE])
  5781. return ELE_WATER;
  5782. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5783. return ELE_EARTH;
  5784. if(sc->data[SC_BENEDICTIO])
  5785. return ELE_HOLY;
  5786. if(sc->data[SC_CHANGEUNDEAD])
  5787. return ELE_UNDEAD;
  5788. if(sc->data[SC_ELEMENTALCHANGE])
  5789. return sc->data[SC_ELEMENTALCHANGE]->val2;
  5790. if(sc->data[SC_SHAPESHIFT])
  5791. return sc->data[SC_SHAPESHIFT]->val2;
  5792. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5793. }
  5794. /**
  5795. * Changes a player's element level based on status changes
  5796. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5797. * @param sc: Object's status change information
  5798. * @param lv: Object's current element level
  5799. * @return new element level
  5800. */
  5801. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  5802. {
  5803. if(!sc || !sc->count)
  5804. return cap_value(lv, 1, 4);
  5805. if(sc->data[SC_FREEZE])
  5806. return 1;
  5807. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5808. return 1;
  5809. if(sc->data[SC_BENEDICTIO])
  5810. return 1;
  5811. if(sc->data[SC_CHANGEUNDEAD])
  5812. return 1;
  5813. if(sc->data[SC_ELEMENTALCHANGE])
  5814. return sc->data[SC_ELEMENTALCHANGE]->val1;
  5815. if(sc->data[SC_SHAPESHIFT])
  5816. return 1;
  5817. if(sc->data[SC__INVISIBILITY])
  5818. return 1;
  5819. return (unsigned char)cap_value(lv,1,4);
  5820. }
  5821. /**
  5822. * Changes a player's attack element based on status changes
  5823. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5824. * @param sc: Object's status change information
  5825. * @param element: Object's current attack element
  5826. * @return new attack element
  5827. */
  5828. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  5829. {
  5830. if(!sc || !sc->count)
  5831. return cap_value(element, 0, UCHAR_MAX);
  5832. if(sc->data[SC_ENCHANTARMS])
  5833. return sc->data[SC_ENCHANTARMS]->val2;
  5834. if(sc->data[SC_WATERWEAPON]
  5835. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  5836. return ELE_WATER;
  5837. if(sc->data[SC_EARTHWEAPON]
  5838. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  5839. return ELE_EARTH;
  5840. if(sc->data[SC_FIREWEAPON]
  5841. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  5842. return ELE_FIRE;
  5843. if(sc->data[SC_WINDWEAPON]
  5844. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  5845. return ELE_WIND;
  5846. if(sc->data[SC_ENCPOISON])
  5847. return ELE_POISON;
  5848. if(sc->data[SC_ASPERSIO])
  5849. return ELE_HOLY;
  5850. if(sc->data[SC_SHADOWWEAPON])
  5851. return ELE_DARK;
  5852. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  5853. return ELE_GHOST;
  5854. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  5855. return ELE_WATER;
  5856. if(sc->data[SC_PYROCLASTIC])
  5857. return ELE_FIRE;
  5858. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5859. }
  5860. /**
  5861. * Changes the mode of an object
  5862. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  5863. * @param sc: Object's status change data
  5864. * @param mode: Original mode
  5865. * @return mode with cap_value(mode,0,USHRT_MAX)
  5866. */
  5867. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  5868. {
  5869. if(!sc || !sc->count)
  5870. return cap_value(mode, 0, USHRT_MAX);
  5871. if(sc->data[SC_MODECHANGE]) {
  5872. if (sc->data[SC_MODECHANGE]->val2)
  5873. mode = sc->data[SC_MODECHANGE]->val2; // Set mode
  5874. if (sc->data[SC_MODECHANGE]->val3)
  5875. mode|= sc->data[SC_MODECHANGE]->val3; // Add mode
  5876. if (sc->data[SC_MODECHANGE]->val4)
  5877. mode&=~sc->data[SC_MODECHANGE]->val4; // Del mode
  5878. }
  5879. return cap_value(mode,0,USHRT_MAX);
  5880. }
  5881. /**
  5882. * Gets the name of the given bl
  5883. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  5884. * @return name or "Unknown" if any other bl->type than noted above
  5885. */
  5886. const char* status_get_name(struct block_list *bl)
  5887. {
  5888. nullpo_ret(bl);
  5889. switch (bl->type) {
  5890. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  5891. case BL_MOB: return ((TBL_MOB*)bl)->name;
  5892. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  5893. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  5894. case BL_NPC: return ((TBL_NPC*)bl)->name;
  5895. }
  5896. return "Unknown";
  5897. }
  5898. /**
  5899. * Gets the class/sprite id of the given bl
  5900. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  5901. * @return class or 0 if any other bl->type than noted above
  5902. */
  5903. int status_get_class(struct block_list *bl)
  5904. {
  5905. nullpo_ret(bl);
  5906. switch( bl->type ) {
  5907. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  5908. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  5909. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  5910. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  5911. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  5912. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  5913. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  5914. }
  5915. return 0;
  5916. }
  5917. /**
  5918. * Gets the base level of the given bl
  5919. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  5920. * @return base level or 1 if any other bl->type than noted above
  5921. */
  5922. int status_get_lv(struct block_list *bl)
  5923. {
  5924. nullpo_ret(bl);
  5925. switch (bl->type) {
  5926. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  5927. case BL_MOB: return ((TBL_MOB*)bl)->level;
  5928. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  5929. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  5930. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  5931. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  5932. case BL_NPC: return ((TBL_NPC*)bl)->level;
  5933. }
  5934. return 1;
  5935. }
  5936. /**
  5937. * Gets the regeneration info of the given bl
  5938. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  5939. * @return regen data or NULL if any other bl->type than noted above
  5940. */
  5941. struct regen_data *status_get_regen_data(struct block_list *bl)
  5942. {
  5943. nullpo_retr(NULL, bl);
  5944. switch (bl->type) {
  5945. case BL_PC: return &((TBL_PC*)bl)->regen;
  5946. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  5947. case BL_MER: return &((TBL_MER*)bl)->regen;
  5948. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  5949. default:
  5950. return NULL;
  5951. }
  5952. }
  5953. /**
  5954. * Gets the status data of the given bl
  5955. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5956. * @return status or "dummy_status" if any other bl->type than noted above
  5957. */
  5958. struct status_data *status_get_status_data(struct block_list *bl)
  5959. {
  5960. nullpo_retr(&dummy_status, bl);
  5961. switch (bl->type) {
  5962. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  5963. case BL_MOB: return &((TBL_MOB*)bl)->status;
  5964. case BL_PET: return &((TBL_PET*)bl)->status;
  5965. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  5966. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  5967. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  5968. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  5969. default:
  5970. return &dummy_status;
  5971. }
  5972. }
  5973. /**
  5974. * Gets the base status data of the given bl
  5975. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5976. * @return base_status or NULL if any other bl->type than noted above
  5977. */
  5978. struct status_data *status_get_base_status(struct block_list *bl)
  5979. {
  5980. nullpo_retr(NULL, bl);
  5981. switch (bl->type) {
  5982. case BL_PC: return &((TBL_PC*)bl)->base_status;
  5983. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  5984. case BL_PET: return &((TBL_PET*)bl)->db->status;
  5985. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  5986. case BL_MER: return &((TBL_MER*)bl)->base_status;
  5987. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  5988. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  5989. default:
  5990. return NULL;
  5991. }
  5992. }
  5993. /**
  5994. * Gets the defense of the given bl
  5995. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  5996. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  5997. */
  5998. defType status_get_def(struct block_list *bl)
  5999. {
  6000. struct unit_data *ud;
  6001. struct status_data *status = status_get_status_data(bl);
  6002. int def = status?status->def:0;
  6003. ud = unit_bl2ud(bl);
  6004. if (ud && ud->skilltimer != INVALID_TIMER)
  6005. def -= def * skill_get_castdef(ud->skill_id)/100;
  6006. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  6007. }
  6008. /**
  6009. * Gets the walking speed of the given bl
  6010. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6011. * @return speed
  6012. */
  6013. unsigned short status_get_speed(struct block_list *bl)
  6014. {
  6015. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  6016. return ((struct npc_data *)bl)->speed;
  6017. return status_get_status_data(bl)->speed;
  6018. }
  6019. /**
  6020. * Gets the party ID of the given bl
  6021. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  6022. * @return party ID
  6023. */
  6024. int status_get_party_id(struct block_list *bl)
  6025. {
  6026. nullpo_ret(bl);
  6027. switch (bl->type) {
  6028. case BL_PC:
  6029. return ((TBL_PC*)bl)->status.party_id;
  6030. case BL_PET:
  6031. if (((TBL_PET*)bl)->master)
  6032. return ((TBL_PET*)bl)->master->status.party_id;
  6033. break;
  6034. case BL_MOB: {
  6035. struct mob_data *md=(TBL_MOB*)bl;
  6036. if( md->master_id > 0 ) {
  6037. struct map_session_data *msd;
  6038. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6039. return msd->status.party_id;
  6040. return -md->master_id;
  6041. }
  6042. }
  6043. break;
  6044. case BL_HOM:
  6045. if (((TBL_HOM*)bl)->master)
  6046. return ((TBL_HOM*)bl)->master->status.party_id;
  6047. break;
  6048. case BL_MER:
  6049. if (((TBL_MER*)bl)->master)
  6050. return ((TBL_MER*)bl)->master->status.party_id;
  6051. break;
  6052. case BL_SKILL:
  6053. if (((TBL_SKILL*)bl)->group)
  6054. return ((TBL_SKILL*)bl)->group->party_id;
  6055. break;
  6056. case BL_ELEM:
  6057. if (((TBL_ELEM*)bl)->master)
  6058. return ((TBL_ELEM*)bl)->master->status.party_id;
  6059. break;
  6060. }
  6061. return 0;
  6062. }
  6063. /**
  6064. * Gets the guild ID of the given bl
  6065. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6066. * @return guild ID
  6067. */
  6068. int status_get_guild_id(struct block_list *bl)
  6069. {
  6070. nullpo_ret(bl);
  6071. switch (bl->type) {
  6072. case BL_PC:
  6073. return ((TBL_PC*)bl)->status.guild_id;
  6074. case BL_PET:
  6075. if (((TBL_PET*)bl)->master)
  6076. return ((TBL_PET*)bl)->master->status.guild_id;
  6077. break;
  6078. case BL_MOB:
  6079. {
  6080. struct map_session_data *msd;
  6081. struct mob_data *md = (struct mob_data *)bl;
  6082. if (md->guardian_data) // Guardian's guild [Skotlex]
  6083. return md->guardian_data->guild_id;
  6084. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6085. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6086. }
  6087. break;
  6088. case BL_HOM:
  6089. if (((TBL_HOM*)bl)->master)
  6090. return ((TBL_HOM*)bl)->master->status.guild_id;
  6091. break;
  6092. case BL_MER:
  6093. if (((TBL_MER*)bl)->master)
  6094. return ((TBL_MER*)bl)->master->status.guild_id;
  6095. break;
  6096. case BL_NPC:
  6097. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  6098. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6099. break;
  6100. case BL_SKILL:
  6101. return ((TBL_SKILL*)bl)->group->guild_id;
  6102. case BL_ELEM:
  6103. if (((TBL_ELEM*)bl)->master)
  6104. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6105. break;
  6106. }
  6107. return 0;
  6108. }
  6109. /**
  6110. * Gets the guild emblem ID of the given bl
  6111. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6112. * @return guild emblem ID
  6113. */
  6114. int status_get_emblem_id(struct block_list *bl)
  6115. {
  6116. nullpo_ret(bl);
  6117. switch (bl->type) {
  6118. case BL_PC:
  6119. return ((TBL_PC*)bl)->guild_emblem_id;
  6120. case BL_PET:
  6121. if (((TBL_PET*)bl)->master)
  6122. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6123. break;
  6124. case BL_MOB:
  6125. {
  6126. struct map_session_data *msd;
  6127. struct mob_data *md = (struct mob_data *)bl;
  6128. if (md->guardian_data) // Guardian's guild [Skotlex]
  6129. return md->guardian_data->emblem_id;
  6130. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6131. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6132. }
  6133. break;
  6134. case BL_HOM:
  6135. if (((TBL_HOM*)bl)->master)
  6136. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6137. break;
  6138. case BL_MER:
  6139. if (((TBL_MER*)bl)->master)
  6140. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6141. break;
  6142. case BL_NPC:
  6143. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6144. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6145. if (g)
  6146. return g->emblem_id;
  6147. }
  6148. break;
  6149. case BL_ELEM:
  6150. if (((TBL_ELEM*)bl)->master)
  6151. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  6152. break;
  6153. }
  6154. return 0;
  6155. }
  6156. /**
  6157. * Gets the race of a mob or pet
  6158. * @param bl: Object whose race to get [MOB|PET]
  6159. * @return race
  6160. */
  6161. int status_get_race2(struct block_list *bl)
  6162. {
  6163. nullpo_ret(bl);
  6164. if(bl->type == BL_MOB)
  6165. return ((struct mob_data *)bl)->db->race2;
  6166. if(bl->type==BL_PET)
  6167. return ((struct pet_data *)bl)->db->race2;
  6168. return 0;
  6169. }
  6170. /**
  6171. * Checks if an object is dead
  6172. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6173. * @return 1: Is dead or 0: Is alive
  6174. */
  6175. int status_isdead(struct block_list *bl)
  6176. {
  6177. nullpo_ret(bl);
  6178. return status_get_status_data(bl)->hp == 0;
  6179. }
  6180. /**
  6181. * Checks if an object is immune to magic
  6182. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6183. * @return value of magic damage to be blocked
  6184. */
  6185. int status_isimmune(struct block_list *bl)
  6186. {
  6187. struct status_change *sc =status_get_sc(bl);
  6188. if (sc && sc->data[SC_HERMODE])
  6189. return 100;
  6190. if (bl->type == BL_PC &&
  6191. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  6192. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  6193. return 0;
  6194. }
  6195. /**
  6196. * Get view data of an object
  6197. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6198. * @return view data structure bl->vd
  6199. */
  6200. struct view_data* status_get_viewdata(struct block_list *bl)
  6201. {
  6202. nullpo_retr(NULL, bl);
  6203. switch (bl->type) {
  6204. case BL_PC: return &((TBL_PC*)bl)->vd;
  6205. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  6206. case BL_PET: return &((TBL_PET*)bl)->vd;
  6207. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  6208. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  6209. case BL_MER: return ((TBL_MER*)bl)->vd;
  6210. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  6211. }
  6212. return NULL;
  6213. }
  6214. /**
  6215. * Set view data of an object
  6216. * This function deals with class, mount, and item views
  6217. * SC views are set in clif_getareachar_unit()
  6218. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6219. * @param class_: class of the object
  6220. */
  6221. void status_set_viewdata(struct block_list *bl, int class_)
  6222. {
  6223. struct view_data* vd;
  6224. nullpo_retv(bl);
  6225. if (mobdb_checkid(class_) || mob_is_clone(class_))
  6226. vd = mob_get_viewdata(class_);
  6227. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  6228. vd = npc_get_viewdata(class_);
  6229. else if (homdb_checkid(class_))
  6230. vd = hom_get_viewdata(class_);
  6231. else if (mercenary_class(class_))
  6232. vd = mercenary_get_viewdata(class_);
  6233. else if (elemental_class(class_))
  6234. vd = elemental_get_viewdata(class_);
  6235. else
  6236. vd = NULL;
  6237. switch (bl->type) {
  6238. case BL_PC:
  6239. {
  6240. TBL_PC* sd = (TBL_PC*)bl;
  6241. if (pcdb_checkid(class_)) {
  6242. if (sd->sc.option&OPTION_RIDING) {
  6243. switch (class_) { // Adapt class to a Mounted one.
  6244. case JOB_KNIGHT:
  6245. class_ = JOB_KNIGHT2;
  6246. break;
  6247. case JOB_CRUSADER:
  6248. class_ = JOB_CRUSADER2;
  6249. break;
  6250. case JOB_LORD_KNIGHT:
  6251. class_ = JOB_LORD_KNIGHT2;
  6252. break;
  6253. case JOB_PALADIN:
  6254. class_ = JOB_PALADIN2;
  6255. break;
  6256. case JOB_BABY_KNIGHT:
  6257. class_ = JOB_BABY_KNIGHT2;
  6258. break;
  6259. case JOB_BABY_CRUSADER:
  6260. class_ = JOB_BABY_CRUSADER2;
  6261. break;
  6262. }
  6263. }
  6264. sd->vd.class_ = class_;
  6265. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  6266. sd->vd.head_top = sd->status.head_top;
  6267. sd->vd.head_mid = sd->status.head_mid;
  6268. sd->vd.head_bottom = sd->status.head_bottom;
  6269. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  6270. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  6271. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  6272. sd->vd.sex = sd->status.sex;
  6273. if (sd->vd.cloth_color) {
  6274. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  6275. sd->vd.cloth_color = 0;
  6276. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  6277. sd->vd.cloth_color = 0;
  6278. if(sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette)
  6279. sd->vd.cloth_color = 0;
  6280. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  6281. sd->vd.cloth_color = 0;
  6282. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  6283. sd->vd.cloth_color = 0;
  6284. }
  6285. } else if (vd)
  6286. memcpy(&sd->vd, vd, sizeof(struct view_data));
  6287. else
  6288. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  6289. }
  6290. break;
  6291. case BL_MOB:
  6292. {
  6293. TBL_MOB* md = (TBL_MOB*)bl;
  6294. if (vd)
  6295. md->vd = vd;
  6296. else
  6297. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  6298. }
  6299. break;
  6300. case BL_PET:
  6301. {
  6302. TBL_PET* pd = (TBL_PET*)bl;
  6303. if (vd) {
  6304. memcpy(&pd->vd, vd, sizeof(struct view_data));
  6305. if (!pcdb_checkid(vd->class_)) {
  6306. pd->vd.hair_style = battle_config.pet_hair_style;
  6307. if(pd->pet.equip) {
  6308. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  6309. if (!pd->vd.head_bottom)
  6310. pd->vd.head_bottom = pd->pet.equip;
  6311. }
  6312. }
  6313. } else
  6314. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  6315. }
  6316. break;
  6317. case BL_NPC:
  6318. {
  6319. TBL_NPC* nd = (TBL_NPC*)bl;
  6320. if (vd)
  6321. nd->vd = vd;
  6322. else
  6323. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  6324. }
  6325. break;
  6326. case BL_HOM:
  6327. {
  6328. struct homun_data *hd = (struct homun_data*)bl;
  6329. if (vd)
  6330. hd->vd = vd;
  6331. else
  6332. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  6333. }
  6334. break;
  6335. case BL_MER:
  6336. {
  6337. struct mercenary_data *md = (struct mercenary_data*)bl;
  6338. if (vd)
  6339. md->vd = vd;
  6340. else
  6341. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  6342. }
  6343. break;
  6344. case BL_ELEM:
  6345. {
  6346. struct elemental_data *ed = (struct elemental_data*)bl;
  6347. if (vd)
  6348. ed->vd = vd;
  6349. else
  6350. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  6351. }
  6352. break;
  6353. }
  6354. }
  6355. /**
  6356. * Get status change data of an object
  6357. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  6358. * @return status change data structure bl->sc
  6359. */
  6360. struct status_change *status_get_sc(struct block_list *bl)
  6361. {
  6362. if( bl )
  6363. switch (bl->type) {
  6364. case BL_PC: return &((TBL_PC*)bl)->sc;
  6365. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  6366. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  6367. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  6368. case BL_MER: return &((TBL_MER*)bl)->sc;
  6369. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  6370. }
  6371. return NULL;
  6372. }
  6373. /**
  6374. * Initiate (memset) the status change data of an object
  6375. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  6376. */
  6377. void status_change_init(struct block_list *bl)
  6378. {
  6379. struct status_change *sc = status_get_sc(bl);
  6380. nullpo_retv(sc);
  6381. memset(sc, 0, sizeof (struct status_change));
  6382. }
  6383. /**
  6384. * Applies SC defense to a given status change
  6385. * This function also determines whether or not the status change will be applied
  6386. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6387. * @param bl: Target of the status change
  6388. * @param type: Status change (SC_*)
  6389. * @param rate: Initial percentage rate of affecting bl
  6390. * @param tick: Initial duration that the status change affects bl
  6391. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  6392. * @return adjusted duration based on flag values
  6393. */
  6394. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, unsigned char flag)
  6395. {
  6396. /// Resistance rate: 10000 = 100%
  6397. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  6398. /// 5000ms -> tick_def = 5000 -> 2500ms
  6399. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  6400. /// Fixed resistance value (after rate calculation)
  6401. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  6402. /// 2500ms -> tick_def2=2000 -> 500ms
  6403. int sc_def2 = 0, tick_def2 = 0;
  6404. struct status_data *status, *status_src, *b_status;
  6405. struct status_change *sc;
  6406. struct map_session_data *sd;
  6407. nullpo_ret(bl);
  6408. if (src == NULL)
  6409. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  6410. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  6411. if (status_isimmune(bl)) {
  6412. switch (type) {
  6413. case SC_DECREASEAGI:
  6414. case SC_SILENCE:
  6415. case SC_COMA:
  6416. case SC_INCREASEAGI:
  6417. case SC_BLESSING:
  6418. case SC_SLOWPOISON:
  6419. case SC_IMPOSITIO:
  6420. case SC_AETERNA:
  6421. case SC_SUFFRAGIUM:
  6422. case SC_BENEDICTIO:
  6423. case SC_PROVIDENCE:
  6424. case SC_KYRIE:
  6425. case SC_ASSUMPTIO:
  6426. case SC_ANGELUS:
  6427. case SC_MAGNIFICAT:
  6428. case SC_GLORIA:
  6429. case SC_WINDWALK:
  6430. case SC_MAGICROD:
  6431. case SC_HALLUCINATION:
  6432. case SC_STONE:
  6433. case SC_QUAGMIRE:
  6434. case SC_SUITON:
  6435. case SC_SWINGDANCE:
  6436. case SC__ENERVATION:
  6437. case SC__GROOMY:
  6438. case SC__IGNORANCE:
  6439. case SC__LAZINESS:
  6440. case SC__UNLUCKY:
  6441. case SC__WEAKNESS:
  6442. return 0;
  6443. }
  6444. }
  6445. sd = BL_CAST(BL_PC,bl);
  6446. status = status_get_status_data(bl);
  6447. status_src = status_get_status_data(src);
  6448. b_status = status_get_base_status(bl);
  6449. sc = status_get_sc(bl);
  6450. if( sc && !sc->count )
  6451. sc = NULL;
  6452. switch (type) {
  6453. case SC_POISON:
  6454. case SC_DPOISON:
  6455. sc_def = status->vit*100;
  6456. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6457. if (sd) {
  6458. // For players: 60000 - 450*vit - 100*luk
  6459. tick_def = status->vit*75;
  6460. tick_def2 = status->luk*100;
  6461. } else {
  6462. // For monsters: 30000 - 200*vit
  6463. tick>>=1;
  6464. tick_def = (status->vit*200)/3;
  6465. }
  6466. break;
  6467. case SC_STUN:
  6468. sc_def = status->vit*100;
  6469. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6470. tick_def2 = status->luk*10;
  6471. break;
  6472. case SC_SILENCE:
  6473. #ifndef RENEWAL
  6474. sc_def = status->vit*100;
  6475. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6476. #else
  6477. sc_def = status->int_*100;
  6478. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6479. #endif
  6480. tick_def2 = status->luk*10;
  6481. break;
  6482. case SC_BLEEDING:
  6483. #ifndef RENEWAL
  6484. sc_def = status->vit*100;
  6485. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6486. #else
  6487. sc_def = status->agi*100;
  6488. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6489. #endif
  6490. tick_def2 = status->luk*10;
  6491. break;
  6492. case SC_SLEEP:
  6493. #ifndef RENEWAL
  6494. sc_def = status->int_*100;
  6495. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6496. #else
  6497. sc_def = status->agi*100;
  6498. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6499. #endif
  6500. tick_def2 = status->luk*10;
  6501. break;
  6502. case SC_STONE:
  6503. sc_def = status->mdef*100;
  6504. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6505. tick_def = 0; // No duration reduction
  6506. break;
  6507. case SC_FREEZE:
  6508. sc_def = status->mdef*100;
  6509. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6510. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  6511. break;
  6512. case SC_CURSE:
  6513. // Special property: immunity when luk is zero
  6514. if (status->luk == 0)
  6515. return 0;
  6516. sc_def = status->luk*100;
  6517. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  6518. tick_def = status->vit*100;
  6519. tick_def2 = status->luk*10;
  6520. break;
  6521. case SC_BLIND:
  6522. sc_def = (status->vit + status->int_)*50;
  6523. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6524. tick_def2 = status->luk*10;
  6525. break;
  6526. case SC_CONFUSION:
  6527. sc_def = (status->str + status->int_)*50;
  6528. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  6529. tick_def2 = status->luk*10;
  6530. break;
  6531. case SC_DECREASEAGI:
  6532. case SC_ADORAMUS: // Arch Bishop
  6533. if (sd)
  6534. tick >>= 1; // Half duration for players.
  6535. sc_def = status->mdef*100;
  6536. tick_def = 0; // No duration reduction
  6537. break;
  6538. case SC_ANKLE:
  6539. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  6540. tick /= 5;
  6541. sc_def = status->agi*50;
  6542. break;
  6543. case SC_DEEPSLEEP:
  6544. sc_def = b_status->int_*50;
  6545. tick_def = 0; // Linear reduction instead
  6546. tick_def2 = (b_status->int_ + status_get_lv(bl))*50; // kRO balance update lists this formula
  6547. break;
  6548. case SC_NETHERWORLD:
  6549. tick_def2 = (status_get_lv(bl) > 150 ? 150 : status_get_lv(bl)) * 20 +
  6550. (sd ? (sd->status.job_level > 50 ? 50 : sd->status.job_level) * 100 : 0);
  6551. break;
  6552. case SC_MAGICMIRROR:
  6553. case SC_ARMORCHANGE:
  6554. if (sd) // Duration greatly reduced for players.
  6555. tick /= 15;
  6556. sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate
  6557. break;
  6558. case SC_MARSHOFABYSS:
  6559. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  6560. tick_def2 = (status->int_ + status->luk)*50;
  6561. break;
  6562. case SC_STASIS:
  6563. // 5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
  6564. tick_def2 = (status->vit + status->dex)*50;
  6565. break;
  6566. case SC_WHITEIMPRISON:
  6567. if( tick == 5000 ) // 100% on caster
  6568. break;
  6569. if( bl->type == BL_PC )
  6570. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  6571. else
  6572. tick_def2 = (status->vit + status->luk)*50;
  6573. break;
  6574. case SC_BURNING:
  6575. tick_def2 = 75*status->luk + 125*status->agi;
  6576. break;
  6577. case SC_FREEZING:
  6578. tick_def2 = (status->vit + status->dex)*50;
  6579. break;
  6580. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  6581. sc_def = status->int_*80;
  6582. sc_def = max(sc_def, 500); // minimum of 5% resist
  6583. break;
  6584. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  6585. sc_def2 = status->agi*25;
  6586. break;
  6587. case SC_ELECTRICSHOCKER:
  6588. tick_def2 = (status->vit + status->agi) * 70;
  6589. break;
  6590. case SC_CRYSTALIZE:
  6591. tick_def2 = b_status->vit*100;
  6592. break;
  6593. case SC_VACUUM_EXTREME:
  6594. tick_def2 = b_status->str*50;
  6595. break;
  6596. case SC_MANDRAGORA:
  6597. sc_def = (status->vit + status->luk)*20;
  6598. break;
  6599. case SC_KYOUGAKU:
  6600. tick_def2 = 30*status->int_;
  6601. break;
  6602. case SC_PARALYSIS:
  6603. tick_def2 = (status->vit + status->luk)*50;
  6604. break;
  6605. case SC_VOICEOFSIREN:
  6606. tick_def2 = (status_get_lv(bl) * 100) + ((bl->type == BL_PC)?((TBL_PC*)bl)->status.job_level * 200 : 0);
  6607. break;
  6608. case SC_B_TRAP:
  6609. tick_def = b_status->str * 50; // (custom)
  6610. break;
  6611. default:
  6612. // Effect that cannot be reduced? Likely a buff.
  6613. if (!(rnd()%10000 < rate))
  6614. return 0;
  6615. return tick ? tick : 1;
  6616. }
  6617. if (sd) {
  6618. if (battle_config.pc_sc_def_rate != 100) {
  6619. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  6620. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  6621. }
  6622. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  6623. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  6624. if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) {
  6625. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  6626. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  6627. }
  6628. } else {
  6629. if (battle_config.mob_sc_def_rate != 100) {
  6630. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  6631. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  6632. }
  6633. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  6634. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  6635. if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) {
  6636. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  6637. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  6638. }
  6639. }
  6640. if (sc) {
  6641. if (sc->data[SC_SCRESIST])
  6642. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  6643. else if (sc->data[SC_SIEGFRIED])
  6644. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  6645. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  6646. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  6647. }
  6648. // When tick def not set, reduction is the same for both.
  6649. if(tick_def == -1)
  6650. tick_def = sc_def;
  6651. // Natural resistance
  6652. if (!(flag&SCSTART_NORATEDEF)) {
  6653. rate -= rate*sc_def/10000;
  6654. rate -= sc_def2;
  6655. // Minimum chances
  6656. switch (type) {
  6657. case SC_BITE:
  6658. rate = max(rate, 5000); // Minimum of 50%
  6659. break;
  6660. }
  6661. // Item resistance (only applies to rate%)
  6662. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  6663. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  6664. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  6665. if( sd->sc.data[SC_COMMONSC_RESIST] )
  6666. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  6667. }
  6668. // Aegis accuracy
  6669. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  6670. }
  6671. if (!(rnd()%10000 < rate))
  6672. return 0;
  6673. // Even if a status change doesn't have a duration, it should still trigger
  6674. if (tick < 1)
  6675. return 1;
  6676. // Duration cannot be reduced
  6677. if (flag&SCSTART_NOTICKDEF)
  6678. return tick;
  6679. tick -= tick*tick_def/10000;
  6680. tick -= tick_def2;
  6681. // Minimum durations
  6682. switch (type) {
  6683. case SC_ANKLE:
  6684. case SC_BURNING:
  6685. case SC_MARSHOFABYSS:
  6686. case SC_STASIS:
  6687. case SC_DEEPSLEEP:
  6688. tick = max(tick, 5000); // Minimum duration 5s
  6689. break;
  6690. case SC_FREEZING:
  6691. tick = max(tick, 6000); // Minimum duration 6s
  6692. break;
  6693. default:
  6694. // Skills need to trigger even if the duration is reduced below 1ms
  6695. tick = max(tick, 1);
  6696. break;
  6697. }
  6698. return tick;
  6699. }
  6700. /**
  6701. * Applies SC effect to the player
  6702. * @param sd: Source to apply effect [PC]
  6703. * @param type: Status change (SC_*)
  6704. * @param dval1~3: Depends on type of status change
  6705. * Author: Ind
  6706. */
  6707. void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
  6708. struct sc_display_entry *entry;
  6709. int i;
  6710. for( i = 0; i < sd->sc_display_count; i++ ) {
  6711. if( sd->sc_display[i]->type == type )
  6712. break;
  6713. }
  6714. if( i != sd->sc_display_count ) {
  6715. sd->sc_display[i]->val1 = dval1;
  6716. sd->sc_display[i]->val2 = dval2;
  6717. sd->sc_display[i]->val3 = dval3;
  6718. return;
  6719. }
  6720. entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry);
  6721. entry->type = type;
  6722. entry->val1 = dval1;
  6723. entry->val2 = dval2;
  6724. entry->val3 = dval3;
  6725. RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
  6726. sd->sc_display[sd->sc_display_count - 1] = entry;
  6727. }
  6728. /**
  6729. * Removes SC effect of the player
  6730. * @param sd: Source to remove effect [PC]
  6731. * @param type: Status change (SC_*)
  6732. * Author: Ind
  6733. */
  6734. void status_display_remove(struct map_session_data *sd, enum sc_type type) {
  6735. int i;
  6736. for( i = 0; i < sd->sc_display_count; i++ ) {
  6737. if( sd->sc_display[i]->type == type )
  6738. break;
  6739. }
  6740. if( i != sd->sc_display_count ) {
  6741. int cursor;
  6742. ers_free(pc_sc_display_ers, sd->sc_display[i]);
  6743. sd->sc_display[i] = NULL;
  6744. /* The all-mighty compact-o-matic */
  6745. for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
  6746. if( sd->sc_display[i] == NULL )
  6747. continue;
  6748. if( i != cursor )
  6749. sd->sc_display[cursor] = sd->sc_display[i];
  6750. cursor++;
  6751. }
  6752. if( !(sd->sc_display_count = cursor) ) {
  6753. aFree(sd->sc_display);
  6754. sd->sc_display = NULL;
  6755. }
  6756. }
  6757. }
  6758. /**
  6759. * Applies SC defense to a given status change
  6760. * This function also determines whether or not the status change will be applied
  6761. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6762. * @param bl: Target of the status change (See: enum sc_type)
  6763. * @param type: Status change (SC_*)
  6764. * @param rate: Initial percentage rate of affecting bl (0~10000)
  6765. * @param val1~4: Depends on type of status change
  6766. * @param tick: Initial duration that the status change affects bl
  6767. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  6768. * @return adjusted duration based on flag values
  6769. */
  6770. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,unsigned char flag) {
  6771. struct map_session_data *sd = NULL;
  6772. struct status_change* sc;
  6773. struct status_change_entry* sce;
  6774. struct status_data *status;
  6775. struct view_data *vd;
  6776. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  6777. bool sc_isnew = true;
  6778. nullpo_ret(bl);
  6779. sc = status_get_sc(bl);
  6780. status = status_get_status_data(bl);
  6781. if( type <= SC_NONE || type >= SC_MAX ) {
  6782. ShowError("status_change_start: invalid status change (%d)!\n", type);
  6783. return 0;
  6784. }
  6785. if( !sc )
  6786. return 0; // Unable to receive status changes
  6787. if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
  6788. return 0;
  6789. if( bl->type == BL_MOB) {
  6790. struct mob_data *md = BL_CAST(BL_MOB,bl);
  6791. if(md && (md->mob_id == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
  6792. return 0; // Emperium/BG Monsters can't be afflicted by status changes
  6793. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  6794. // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  6795. }
  6796. if( sc->data[SC_REFRESH] ) {
  6797. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  6798. return 0; // Immune to status ailements
  6799. switch( type ) {
  6800. case SC_DEEPSLEEP:
  6801. case SC_BURNING:
  6802. case SC_FREEZING:
  6803. case SC_CRYSTALIZE:
  6804. case SC_TOXIN:
  6805. case SC_PARALYSE:
  6806. case SC_VENOMBLEED:
  6807. case SC_MAGICMUSHROOM:
  6808. case SC_DEATHHURT:
  6809. case SC_PYREXIA:
  6810. case SC_OBLIVIONCURSE:
  6811. case SC_MARSHOFABYSS:
  6812. case SC_MANDRAGORA:
  6813. return 0;
  6814. }
  6815. }
  6816. else if( sc->data[SC_INSPIRATION] ) {
  6817. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  6818. return 0; // Immune to status ailements
  6819. switch( type ) {
  6820. case SC_BURNING:
  6821. case SC_FREEZING:
  6822. case SC_CRYSTALIZE:
  6823. case SC_FEAR:
  6824. case SC_TOXIN:
  6825. case SC_PARALYSE:
  6826. case SC_VENOMBLEED:
  6827. case SC_MAGICMUSHROOM:
  6828. case SC_DEATHHURT:
  6829. case SC_PYREXIA:
  6830. case SC_OBLIVIONCURSE:
  6831. case SC_LEECHESEND:
  6832. case SC_DEEPSLEEP:
  6833. case SC_SATURDAYNIGHTFEVER:
  6834. case SC__BODYPAINT:
  6835. case SC__ENERVATION:
  6836. case SC__GROOMY:
  6837. case SC__IGNORANCE:
  6838. case SC__LAZINESS:
  6839. case SC__UNLUCKY:
  6840. case SC__WEAKNESS:
  6841. return 0;
  6842. }
  6843. }
  6844. else if( sc->data[SC_KINGS_GRACE] ) {
  6845. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  6846. return 0; // Immune to status ailements
  6847. switch( type ) {
  6848. case SC_HALLUCINATION:
  6849. case SC_BURNING:
  6850. case SC_CRYSTALIZE:
  6851. case SC_FREEZING:
  6852. case SC_DEEPSLEEP:
  6853. case SC_FEAR:
  6854. case SC_MANDRAGORA:
  6855. return 0;
  6856. }
  6857. }
  6858. sd = BL_CAST(BL_PC, bl);
  6859. // Adjust tick according to status resistances
  6860. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  6861. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  6862. if( !tick )
  6863. return 0;
  6864. }
  6865. vd = status_get_viewdata(bl);
  6866. undead_flag = battle_check_undead(status->race,status->def_ele);
  6867. // Check for immunities / sc fails
  6868. switch (type) {
  6869. case SC_DECREASEAGI:
  6870. case SC_QUAGMIRE:
  6871. case SC_DONTFORGETME:
  6872. case SC_ADORAMUS:
  6873. if(sc->data[SC_SPEEDUP1])
  6874. return 0;
  6875. break;
  6876. case SC_ANGRIFFS_MODUS:
  6877. case SC_GOLDENE_FERSE:
  6878. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  6879. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  6880. )
  6881. return 0;
  6882. case SC_VACUUM_EXTREME:
  6883. if(sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING])
  6884. return 0;
  6885. break;
  6886. case SC_STONE:
  6887. if(sc->data[SC_POWER_OF_GAIA])
  6888. return 0;
  6889. case SC_FREEZE:
  6890. // Undead are immune to Freeze/Stone
  6891. if (undead_flag && !(flag&SCSTART_NOAVOID))
  6892. return 0;
  6893. case SC_DEEPSLEEP:
  6894. case SC_SLEEP:
  6895. case SC_STUN:
  6896. case SC_FREEZING:
  6897. case SC_CRYSTALIZE:
  6898. if (sc->opt1)
  6899. return 0; // Cannot override other opt1 status changes. [Skotlex]
  6900. if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
  6901. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  6902. break;
  6903. case SC_ALL_RIDING:
  6904. if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  6905. return 0;
  6906. if( sc->data[type] )
  6907. { // Already mounted, just dismount.
  6908. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  6909. return 0;
  6910. }
  6911. break;
  6912. // They're all like berserk, do not everlap each other
  6913. case SC_BERSERK:
  6914. if(sc->data[SC_SATURDAYNIGHTFEVER])
  6915. return 0;
  6916. break;
  6917. case SC_BURNING:
  6918. if(sc->opt1 || sc->data[SC_FREEZING])
  6919. return 0;
  6920. break;
  6921. case SC_SIGNUMCRUCIS:
  6922. // Only affects demons and undead element (but not players)
  6923. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  6924. return 0;
  6925. break;
  6926. case SC_AETERNA:
  6927. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  6928. return 0;
  6929. break;
  6930. case SC_KYRIE:
  6931. if (bl->type == BL_MOB)
  6932. return 0;
  6933. break;
  6934. case SC_OVERTHRUST:
  6935. if (sc->data[SC_MAXOVERTHRUST])
  6936. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  6937. case SC_MAXOVERTHRUST:
  6938. if( sc->option&OPTION_MADOGEAR )
  6939. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  6940. break;
  6941. case SC_ADRENALINE:
  6942. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  6943. return 0;
  6944. if (sc->data[SC_QUAGMIRE] ||
  6945. sc->data[SC_DECREASEAGI] ||
  6946. sc->data[SC_ADORAMUS] ||
  6947. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  6948. )
  6949. return 0;
  6950. break;
  6951. case SC_ADRENALINE2:
  6952. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  6953. return 0;
  6954. if (sc->data[SC_QUAGMIRE] ||
  6955. sc->data[SC_DECREASEAGI] ||
  6956. sc->data[SC_ADORAMUS]
  6957. )
  6958. return 0;
  6959. break;
  6960. case SC_MAGNIFICAT:
  6961. if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  6962. return 0;
  6963. break;
  6964. case SC_OFFERTORIUM:
  6965. if(sc->data[SC_MAGNIFICAT])
  6966. return 0;
  6967. break;
  6968. case SC_ONEHAND:
  6969. case SC_MERC_QUICKEN:
  6970. case SC_TWOHANDQUICKEN:
  6971. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS])
  6972. return 0;
  6973. case SC_INCREASEAGI:
  6974. case SC_CONCENTRATE:
  6975. case SC_SPEARQUICKEN:
  6976. case SC_TRUESIGHT:
  6977. case SC_WINDWALK:
  6978. case SC_CARTBOOST:
  6979. case SC_ASSNCROS:
  6980. if (sc->data[SC_QUAGMIRE])
  6981. return 0;
  6982. if(sc->option&OPTION_MADOGEAR)
  6983. return 0; // Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
  6984. break;
  6985. case SC_CLOAKING:
  6986. // Avoid cloaking with no wall and low skill level. [Skotlex]
  6987. // Due to the cloaking card, we have to check the wall versus to known
  6988. // skill level rather than the used one. [Skotlex]
  6989. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  6990. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  6991. return 0;
  6992. break;
  6993. case SC_MODECHANGE:
  6994. {
  6995. int mode;
  6996. struct status_data *bstatus = status_get_base_status(bl);
  6997. if (!bstatus) return 0;
  6998. if (sc->data[type]) { // Pile up with previous values.
  6999. if(!val2) val2 = sc->data[type]->val2;
  7000. val3 |= sc->data[type]->val3;
  7001. val4 |= sc->data[type]->val4;
  7002. }
  7003. mode = val2?val2:bstatus->mode; // Base mode
  7004. if (val4) mode&=~val4; // Del mode
  7005. if (val3) mode|= val3; // Add mode
  7006. if (mode == bstatus->mode) { // No change.
  7007. if (sc->data[type]) // Abort previous status
  7008. return status_change_end(bl, type, INVALID_TIMER);
  7009. return 0;
  7010. }
  7011. }
  7012. break;
  7013. // Strip skills, need to divest something or it fails.
  7014. case SC_STRIPWEAPON:
  7015. if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  7016. short i;
  7017. opt_flag = 0; // Reuse to check success condition.
  7018. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  7019. return 0;
  7020. i = sd->equip_index[EQI_HAND_L];
  7021. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7022. opt_flag|=1;
  7023. pc_unequipitem(sd,i,3); // Left-hand weapon
  7024. }
  7025. i = sd->equip_index[EQI_HAND_R];
  7026. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7027. opt_flag|=2;
  7028. pc_unequipitem(sd,i,3);
  7029. }
  7030. if (!opt_flag) return 0;
  7031. }
  7032. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7033. break;
  7034. case SC_STRIPSHIELD:
  7035. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  7036. else
  7037. if (sd && !(flag&SCSTART_LOADED)) {
  7038. short i;
  7039. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  7040. return 0;
  7041. i = sd->equip_index[EQI_HAND_L];
  7042. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  7043. return 0;
  7044. pc_unequipitem(sd,i,3);
  7045. }
  7046. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7047. break;
  7048. case SC_STRIPARMOR:
  7049. if (sd && !(flag&SCSTART_LOADED)) {
  7050. short i;
  7051. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  7052. return 0;
  7053. i = sd->equip_index[EQI_ARMOR];
  7054. if ( i < 0 || !sd->inventory_data[i] )
  7055. return 0;
  7056. pc_unequipitem(sd,i,3);
  7057. }
  7058. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7059. break;
  7060. case SC_STRIPHELM:
  7061. if (sd && !(flag&SCSTART_LOADED)) {
  7062. short i;
  7063. if(sd->bonus.unstripable_equip&EQP_HELM)
  7064. return 0;
  7065. i = sd->equip_index[EQI_HEAD_TOP];
  7066. if ( i < 0 || !sd->inventory_data[i] )
  7067. return 0;
  7068. pc_unequipitem(sd,i,3);
  7069. }
  7070. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7071. break;
  7072. case SC_MERC_FLEEUP:
  7073. case SC_MERC_ATKUP:
  7074. case SC_MERC_HPUP:
  7075. case SC_MERC_SPUP:
  7076. case SC_MERC_HITUP:
  7077. if( bl->type != BL_MER )
  7078. return 0; // Stats only for Mercenaries
  7079. break;
  7080. case SC_STRFOOD:
  7081. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  7082. return 0;
  7083. break;
  7084. case SC_AGIFOOD:
  7085. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  7086. return 0;
  7087. break;
  7088. case SC_VITFOOD:
  7089. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  7090. return 0;
  7091. break;
  7092. case SC_INTFOOD:
  7093. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  7094. return 0;
  7095. break;
  7096. case SC_DEXFOOD:
  7097. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  7098. return 0;
  7099. break;
  7100. case SC_LUKFOOD:
  7101. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  7102. return 0;
  7103. break;
  7104. case SC_FOOD_STR_CASH:
  7105. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  7106. return 0;
  7107. break;
  7108. case SC_FOOD_AGI_CASH:
  7109. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  7110. return 0;
  7111. break;
  7112. case SC_FOOD_VIT_CASH:
  7113. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  7114. return 0;
  7115. break;
  7116. case SC_FOOD_INT_CASH:
  7117. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  7118. return 0;
  7119. break;
  7120. case SC_FOOD_DEX_CASH:
  7121. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  7122. return 0;
  7123. break;
  7124. case SC_FOOD_LUK_CASH:
  7125. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  7126. return 0;
  7127. break;
  7128. case SC_CAMOUFLAGE:
  7129. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  7130. return 0;
  7131. break;
  7132. case SC__STRIPACCESSORY:
  7133. if( sd ) {
  7134. short i = -1;
  7135. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  7136. i = sd->equip_index[EQI_ACC_L];
  7137. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7138. pc_unequipitem(sd,i,3); // Left-Accessory
  7139. }
  7140. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  7141. i = sd->equip_index[EQI_ACC_R];
  7142. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7143. pc_unequipitem(sd,i,3); // Right-Accessory
  7144. }
  7145. if( i < 0 )
  7146. return 0;
  7147. }
  7148. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7149. break;
  7150. case SC_TOXIN:
  7151. case SC_PARALYSE:
  7152. case SC_VENOMBLEED:
  7153. case SC_MAGICMUSHROOM:
  7154. case SC_DEATHHURT:
  7155. case SC_PYREXIA:
  7156. case SC_OBLIVIONCURSE:
  7157. case SC_LEECHESEND:
  7158. { // It doesn't stack or even renew
  7159. int i = SC_TOXIN;
  7160. for(; i<= SC_LEECHESEND; i++)
  7161. if(sc->data[i]) return 0;
  7162. }
  7163. break;
  7164. case SC_SATURDAYNIGHTFEVER:
  7165. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  7166. return 0;
  7167. break;
  7168. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  7169. if(sc->data[SC_HOVERING])
  7170. return 0;
  7171. break;
  7172. case SC_HEAT_BARREL:
  7173. //kRO Update 2014-02-12
  7174. //- Cannot be stacked with Platinum Alter and Madness Canceler (and otherwise?) [Cydh]
  7175. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  7176. return 0;
  7177. break;
  7178. case SC_P_ALTER:
  7179. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  7180. return 0;
  7181. break;
  7182. case SC_MADNESSCANCEL:
  7183. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  7184. return 0;
  7185. break;
  7186. case SC_WEDDING:
  7187. case SC_XMAS:
  7188. case SC_SUMMER:
  7189. case SC_HANBOK:
  7190. case SC_OKTOBERFEST:
  7191. if (!vd)
  7192. return 0;
  7193. break;
  7194. }
  7195. // Check for BOSS resistances
  7196. if(status->mode&MD_BOSS && !(flag&SCSTART_NOAVOID)) {
  7197. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  7198. return 0;
  7199. switch (type) {
  7200. case SC_BLESSING:
  7201. case SC_DECREASEAGI:
  7202. case SC_PROVOKE:
  7203. case SC_COMA:
  7204. case SC_GRAVITATION:
  7205. case SC_SUITON:
  7206. case SC_RICHMANKIM:
  7207. case SC_ROKISWEIL:
  7208. case SC_FOGWALL:
  7209. case SC_FREEZING:
  7210. case SC_BURNING:
  7211. case SC_MARSHOFABYSS:
  7212. case SC_ADORAMUS:
  7213. case SC_PARALYSIS:
  7214. case SC_DEEPSLEEP:
  7215. case SC_CRYSTALIZE:
  7216. case SC__ENERVATION:
  7217. case SC__GROOMY:
  7218. case SC__IGNORANCE:
  7219. case SC__LAZINESS:
  7220. case SC__UNLUCKY:
  7221. case SC__WEAKNESS:
  7222. case SC_TEARGAS:
  7223. case SC_TEARGAS_SOB:
  7224. case SC_PYREXIA:
  7225. case SC_DEATHHURT:
  7226. case SC_TOXIN:
  7227. case SC_PARALYSE:
  7228. case SC_VENOMBLEED:
  7229. case SC_MAGICMUSHROOM:
  7230. case SC_OBLIVIONCURSE:
  7231. case SC_LEECHESEND:
  7232. case SC_BITE:
  7233. case SC_ELECTRICSHOCKER:
  7234. case SC_MAGNETICFIELD:
  7235. case SC_NETHERWORLD:
  7236. return 0;
  7237. }
  7238. }
  7239. // Check for mvp resistance // atm only those who OS
  7240. if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID)) {
  7241. switch (type) {
  7242. case SC_COMA:
  7243. // continue list...
  7244. return 0;
  7245. }
  7246. }
  7247. // Before overlapping fail, one must check for status cured.
  7248. switch (type) {
  7249. case SC_BLESSING:
  7250. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  7251. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  7252. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  7253. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7254. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7255. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7256. }
  7257. break;
  7258. case SC_INCREASEAGI:
  7259. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7260. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  7261. break;
  7262. case SC_QUAGMIRE:
  7263. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  7264. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  7265. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7266. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  7267. // Also blocks the ones below...
  7268. case SC_DECREASEAGI:
  7269. case SC_ADORAMUS:
  7270. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  7271. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  7272. // Also blocks the ones below...
  7273. case SC_DONTFORGETME:
  7274. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7275. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  7276. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  7277. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  7278. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7279. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7280. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7281. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  7282. break;
  7283. case SC_ONEHAND:
  7284. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  7285. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7286. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7287. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7288. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7289. break;
  7290. case SC_MAXOVERTHRUST:
  7291. // Cancels Normal Overthrust. [Skotlex]
  7292. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  7293. break;
  7294. case SC_KYRIE:
  7295. // Cancels Assumptio
  7296. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7297. break;
  7298. case SC_DELUGE:
  7299. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  7300. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7301. break;
  7302. case SC_SILENCE:
  7303. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  7304. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  7305. break;
  7306. case SC_HIDING:
  7307. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  7308. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  7309. break;
  7310. case SC_BERSERK:
  7311. if( val3 == SC__BLOODYLUST )
  7312. break;
  7313. if(battle_config.berserk_cancels_buffs) {
  7314. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7315. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7316. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  7317. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  7318. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  7319. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7320. }
  7321. #ifdef RENEWAL
  7322. else {
  7323. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7324. }
  7325. #endif
  7326. break;
  7327. case SC_ASSUMPTIO:
  7328. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  7329. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  7330. break;
  7331. case SC_KAITE:
  7332. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7333. break;
  7334. case SC_GN_CARTBOOST:
  7335. case SC_CARTBOOST:
  7336. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  7337. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7338. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  7339. return 0;
  7340. }
  7341. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  7342. //since Cart Boost don't cancel Slow Grace effect
  7343. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  7344. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  7345. if(sc->data[SC_DONTFORGETME])
  7346. return 0;
  7347. break;
  7348. case SC_FUSION:
  7349. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7350. break;
  7351. case SC_ADJUSTMENT:
  7352. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  7353. break;
  7354. case SC_MADNESSCANCEL:
  7355. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  7356. break;
  7357. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  7358. case SC_CHANGEUNDEAD:
  7359. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  7360. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7361. break;
  7362. case SC_STRFOOD:
  7363. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  7364. break;
  7365. case SC_AGIFOOD:
  7366. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  7367. break;
  7368. case SC_VITFOOD:
  7369. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  7370. break;
  7371. case SC_INTFOOD:
  7372. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  7373. break;
  7374. case SC_DEXFOOD:
  7375. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  7376. break;
  7377. case SC_LUKFOOD:
  7378. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  7379. break;
  7380. case SC_FOOD_STR_CASH:
  7381. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  7382. break;
  7383. case SC_FOOD_AGI_CASH:
  7384. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  7385. break;
  7386. case SC_FOOD_VIT_CASH:
  7387. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  7388. break;
  7389. case SC_FOOD_INT_CASH:
  7390. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  7391. break;
  7392. case SC_FOOD_DEX_CASH:
  7393. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  7394. break;
  7395. case SC_FOOD_LUK_CASH:
  7396. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  7397. break;
  7398. case SC_FIGHTINGSPIRIT:
  7399. case SC_OVERED_BOOST:
  7400. status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
  7401. break;
  7402. case SC_MARSHOFABYSS:
  7403. status_change_end(bl, SC_INCAGI, INVALID_TIMER);
  7404. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7405. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7406. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7407. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7408. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7409. break;
  7410. case SC_SWINGDANCE:
  7411. case SC_SYMPHONYOFLOVER:
  7412. case SC_MOONLITSERENADE:
  7413. case SC_RUSHWINDMILL:
  7414. case SC_ECHOSONG:
  7415. case SC_HARMONIZE:
  7416. case SC_FRIGG_SONG: // Group A doesn't overlap
  7417. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  7418. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  7419. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  7420. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  7421. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  7422. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  7423. if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER);
  7424. break;
  7425. case SC_VOICEOFSIREN:
  7426. case SC_DEEPSLEEP:
  7427. case SC_GLOOMYDAY:
  7428. case SC_SONGOFMANA:
  7429. case SC_DANCEWITHWUG:
  7430. case SC_SATURDAYNIGHTFEVER:
  7431. case SC_LERADSDEW:
  7432. case SC_MELODYOFSINK:
  7433. case SC_BEYONDOFWARCRY:
  7434. case SC_UNLIMITEDHUMMINGVOICE:
  7435. case SC_SIRCLEOFNATURE: // Group B
  7436. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  7437. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7438. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  7439. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  7440. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  7441. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  7442. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  7443. if (type != SC_GLOOMYDAY) {
  7444. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  7445. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  7446. }
  7447. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  7448. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  7449. if (type != SC_SATURDAYNIGHTFEVER) {
  7450. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  7451. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  7452. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  7453. }
  7454. }
  7455. break;
  7456. case SC_REFLECTSHIELD:
  7457. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  7458. break;
  7459. case SC_REFLECTDAMAGE:
  7460. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  7461. break;
  7462. case SC_SHIELDSPELL_DEF:
  7463. case SC_SHIELDSPELL_MDEF:
  7464. case SC_SHIELDSPELL_REF:
  7465. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  7466. if( type != SC_SHIELDSPELL_DEF )
  7467. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  7468. if( type != SC_SHIELDSPELL_MDEF )
  7469. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  7470. if( type != SC_SHIELDSPELL_REF )
  7471. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  7472. break;
  7473. case SC_GT_ENERGYGAIN:
  7474. case SC_GT_CHANGE:
  7475. case SC_GT_REVITALIZE:
  7476. if( type != SC_GT_REVITALIZE )
  7477. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  7478. if( type != SC_GT_ENERGYGAIN )
  7479. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  7480. if( type != SC_GT_CHANGE )
  7481. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  7482. break;
  7483. case SC_WARMER:
  7484. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7485. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7486. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7487. break;
  7488. case SC_INVINCIBLE:
  7489. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  7490. break;
  7491. case SC_INVINCIBLEOFF:
  7492. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  7493. break;
  7494. case SC_MAGICPOWER:
  7495. status_change_end(bl, type, INVALID_TIMER);
  7496. break;
  7497. case SC_WHITEIMPRISON:
  7498. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7499. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7500. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7501. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7502. break;
  7503. case SC_FREEZING:
  7504. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7505. break;
  7506. }
  7507. // Check for overlapping fails
  7508. if( (sce = sc->data[type]) ) {
  7509. switch( type ) {
  7510. case SC_MERC_FLEEUP:
  7511. case SC_MERC_ATKUP:
  7512. case SC_MERC_HPUP:
  7513. case SC_MERC_SPUP:
  7514. case SC_MERC_HITUP:
  7515. if( sce->val1 > val1 )
  7516. val1 = sce->val1;
  7517. break;
  7518. case SC_ADRENALINE:
  7519. case SC_ADRENALINE2:
  7520. case SC_WEAPONPERFECTION:
  7521. case SC_OVERTHRUST:
  7522. if (sce->val2 > val2)
  7523. return 0;
  7524. break;
  7525. case SC_S_LIFEPOTION:
  7526. case SC_L_LIFEPOTION:
  7527. case SC_BOSSMAPINFO:
  7528. case SC_STUN:
  7529. case SC_SLEEP:
  7530. case SC_POISON:
  7531. case SC_CURSE:
  7532. case SC_SILENCE:
  7533. case SC_CONFUSION:
  7534. case SC_BLIND:
  7535. case SC_BLEEDING:
  7536. case SC_DPOISON:
  7537. case SC_CLOSECONFINE2: // Can't be re-closed in.
  7538. case SC_TINDER_BREAKER2:
  7539. case SC_MARIONETTE:
  7540. case SC_MARIONETTE2:
  7541. case SC_NOCHAT:
  7542. case SC_ABUNDANCE:
  7543. case SC_FEAR:
  7544. case SC_TOXIN:
  7545. case SC_PARALYSE:
  7546. case SC_VENOMBLEED:
  7547. case SC_MAGICMUSHROOM:
  7548. case SC_DEATHHURT:
  7549. case SC_PYREXIA:
  7550. case SC_OBLIVIONCURSE:
  7551. case SC_LEECHESEND:
  7552. case SC__INVISIBILITY:
  7553. case SC__ENERVATION:
  7554. case SC__GROOMY:
  7555. case SC__IGNORANCE:
  7556. case SC__LAZINESS:
  7557. case SC__WEAKNESS:
  7558. case SC__UNLUCKY:
  7559. //case SC__CHAOS:
  7560. return 0;
  7561. case SC_COMBO:
  7562. case SC_DANCING:
  7563. case SC_DEVOTION:
  7564. case SC_ASPDPOTION0:
  7565. case SC_ASPDPOTION1:
  7566. case SC_ASPDPOTION2:
  7567. case SC_ASPDPOTION3:
  7568. case SC_ATKPOTION:
  7569. case SC_MATKPOTION:
  7570. case SC_ENCHANTARMS:
  7571. case SC_ARMOR_ELEMENT:
  7572. case SC_ARMOR_RESIST:
  7573. break;
  7574. case SC_GOSPEL:
  7575. // Must not override a casting gospel char.
  7576. if(sce->val4 == BCT_SELF)
  7577. return 0;
  7578. if(sce->val1 > val1)
  7579. return 1;
  7580. break;
  7581. case SC_ENDURE:
  7582. if(sce->val4 && !val4)
  7583. return 1; // Don't let you override infinite endure.
  7584. if(sce->val1 > val1)
  7585. return 1;
  7586. break;
  7587. case SC_KAAHI:
  7588. // Kaahi overwrites previous level regardless of existing level.
  7589. // Delete timer if it exists.
  7590. if (sce->val4 != INVALID_TIMER) {
  7591. delete_timer(sce->val4,kaahi_heal_timer);
  7592. sce->val4 = INVALID_TIMER;
  7593. }
  7594. break;
  7595. case SC_JAILED:
  7596. // When a player is already jailed, do not edit the jail data.
  7597. val2 = sce->val2;
  7598. val3 = sce->val3;
  7599. val4 = sce->val4;
  7600. break;
  7601. case SC_LERADSDEW:
  7602. if (sc && sc->data[SC_BERSERK])
  7603. return 0;
  7604. case SC_SHAPESHIFT:
  7605. case SC_PROPERTYWALK:
  7606. break;
  7607. case SC_LEADERSHIP:
  7608. case SC_GLORYWOUNDS:
  7609. case SC_SOULCOLD:
  7610. case SC_HAWKEYES:
  7611. if( sce->val4 && !val4 ) // You cannot override master guild aura
  7612. return 0;
  7613. break;
  7614. case SC_JOINTBEAT:
  7615. val2 |= sce->val2; // Stackable ailments
  7616. default:
  7617. if(sce->val1 > val1)
  7618. return 1; // Return true to not mess up skill animations. [Skotlex]
  7619. }
  7620. }
  7621. calc_flag = StatusChangeFlagTable[type];
  7622. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  7623. switch(type)
  7624. {
  7625. /* Permanent effects */
  7626. case SC_AETERNA:
  7627. case SC_MODECHANGE:
  7628. case SC_WEIGHT50:
  7629. case SC_WEIGHT90:
  7630. case SC_BROKENWEAPON:
  7631. case SC_BROKENARMOR:
  7632. case SC_READYSTORM:
  7633. case SC_READYDOWN:
  7634. case SC_READYCOUNTER:
  7635. case SC_READYTURN:
  7636. case SC_DODGE:
  7637. case SC_PUSH_CART:
  7638. tick = -1;
  7639. break;
  7640. case SC_DECREASEAGI:
  7641. case SC_INCREASEAGI:
  7642. case SC_ADORAMUS:
  7643. val2 = 2 + val1; // Agi change
  7644. if( type == SC_ADORAMUS )
  7645. sc_start(src,bl,SC_BLIND,val1 * 4 + (sd ? sd->status.job_level : 50) / 2,val1,skill_get_time(status_sc2skill(type),val1));
  7646. break;
  7647. case SC_ENDURE:
  7648. val2 = 7; // Hit-count [Celest]
  7649. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
  7650. struct map_session_data *tsd;
  7651. if( sd ) {
  7652. int i;
  7653. for( i = 0; i < MAX_DEVOTION; i++ ) {
  7654. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7655. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  7656. }
  7657. }
  7658. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7659. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  7660. }
  7661. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  7662. if( val4 )
  7663. tick = -1;
  7664. break;
  7665. case SC_AUTOBERSERK:
  7666. if (status->hp < status->max_hp>>2 &&
  7667. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  7668. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  7669. tick = -1;
  7670. break;
  7671. case SC_SIGNUMCRUCIS:
  7672. val2 = 10 + 4*val1; // Def reduction
  7673. tick = -1;
  7674. clif_emotion(bl,E_SWT);
  7675. break;
  7676. case SC_MAXIMIZEPOWER:
  7677. tick_time = val2 = tick>0?tick:60000;
  7678. tick = -1; // Duration sent to the client should be infinite
  7679. break;
  7680. case SC_EDP:
  7681. val2 = val1 + 2; // Chance to Poison enemies.
  7682. #ifndef RENEWAL
  7683. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  7684. #endif
  7685. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  7686. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  7687. break;
  7688. case SC_POISONREACT:
  7689. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  7690. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  7691. break;
  7692. case SC_MAGICROD:
  7693. val2 = val1*20; // SP gained
  7694. break;
  7695. case SC_KYRIE:
  7696. if( val4 ) { // Formulas for Praefatio
  7697. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  7698. val3 = 6 + val1; //Hits
  7699. } else { // Formulas for Kyrie Eleison
  7700. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  7701. val3 = (val1 / 2 + 5);
  7702. }
  7703. break;
  7704. case SC_MAGICPOWER:
  7705. // val1: Skill lv
  7706. val2 = 1; // Lasts 1 invocation
  7707. val3 = 5*val1; // Matk% increase
  7708. val4 = 0; // 0 = ready to be used, 1 = activated and running
  7709. break;
  7710. case SC_SACRIFICE:
  7711. val2 = 5; // Lasts 5 hits
  7712. tick = -1;
  7713. break;
  7714. case SC_ENCPOISON:
  7715. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  7716. case SC_ASPERSIO:
  7717. case SC_FIREWEAPON:
  7718. case SC_WATERWEAPON:
  7719. case SC_WINDWEAPON:
  7720. case SC_EARTHWEAPON:
  7721. case SC_SHADOWWEAPON:
  7722. case SC_GHOSTWEAPON:
  7723. skill_enchant_elemental_end(bl,type);
  7724. break;
  7725. case SC_ELEMENTALCHANGE:
  7726. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  7727. // val2 : Element (When no element, random one is picked)
  7728. // val3 : 0 = called by skill 1 = called by script (fixed level)
  7729. if( !val2 ) val2 = rnd()%ELE_ALL;
  7730. if( val1 == 1 && val3 == 0 )
  7731. val1 = 1 + rnd()%4;
  7732. else if( val1 > 4 )
  7733. val1 = 4; // Max Level
  7734. val3 = 0; // Not need to keep this info.
  7735. break;
  7736. case SC_PROVIDENCE:
  7737. val2 = val1*5; // Race/Ele resist
  7738. break;
  7739. case SC_REFLECTSHIELD:
  7740. val2 = 10+val1*3; // %Dmg reflected
  7741. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  7742. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  7743. struct map_session_data *tsd;
  7744. if( sd ) {
  7745. int i;
  7746. for( i = 0; i < MAX_DEVOTION; i++ ) {
  7747. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7748. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  7749. }
  7750. }
  7751. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7752. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  7753. }
  7754. break;
  7755. case SC_STRIPWEAPON:
  7756. if (!sd) // Watk reduction
  7757. val2 = 25;
  7758. break;
  7759. case SC_STRIPSHIELD:
  7760. if (!sd) // Def reduction
  7761. val2 = 15;
  7762. break;
  7763. case SC_STRIPARMOR:
  7764. if (!sd) // Vit reduction
  7765. val2 = 40;
  7766. break;
  7767. case SC_STRIPHELM:
  7768. if (!sd) // Int reduction
  7769. val2 = 40;
  7770. break;
  7771. case SC_AUTOSPELL:
  7772. // Val1 Skill LV of Autospell
  7773. // Val2 Skill ID to cast
  7774. // Val3 Max Lv to cast
  7775. val4 = 5 + val1*2; // Chance of casting
  7776. break;
  7777. case SC_VOLCANO:
  7778. {
  7779. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  7780. uint8 i = max((val1-1)%5, 0);
  7781. val2 = val1*10; // Watk increase
  7782. #ifndef RENEWAL
  7783. if (status->def_ele != ELE_FIRE)
  7784. val2 = 0;
  7785. #endif
  7786. val3 = enchant_eff[i];
  7787. }
  7788. break;
  7789. case SC_VIOLENTGALE:
  7790. {
  7791. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  7792. uint8 i = max((val1-1)%5, 0);
  7793. val2 = val1*3; // Flee increase
  7794. #ifndef RENEWAL
  7795. if (status->def_ele != ELE_WIND)
  7796. val2 = 0;
  7797. #endif
  7798. val3 = enchant_eff[i];
  7799. }
  7800. break;
  7801. case SC_DELUGE:
  7802. {
  7803. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  7804. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  7805. uint8 i = max((val1-1)%5, 0);
  7806. val2 = deluge_eff[i]; // HP increase
  7807. #ifndef RENEWAL
  7808. if (status->def_ele != ELE_WATER)
  7809. val2 = 0;
  7810. #endif
  7811. val3 = enchant_eff[i];
  7812. }
  7813. break;
  7814. case SC_SUITON:
  7815. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  7816. // No penalties.
  7817. val2 = 0; // Agi penalty
  7818. val3 = 0; // Walk speed penalty
  7819. break;
  7820. }
  7821. val3 = 50;
  7822. val2 = 3*((val1+1)/3);
  7823. if (val1 > 4) val2--;
  7824. break;
  7825. case SC_ONEHAND:
  7826. case SC_TWOHANDQUICKEN:
  7827. val2 = 300;
  7828. if (val1 > 10) // For boss casted skills [Skotlex]
  7829. val2 += 20*(val1-10);
  7830. break;
  7831. case SC_MERC_QUICKEN:
  7832. val2 = 300;
  7833. break;
  7834. #ifndef RENEWAL_ASPD
  7835. case SC_SPEARQUICKEN:
  7836. val2 = 200+10*val1;
  7837. break;
  7838. #endif
  7839. case SC_DANCING:
  7840. // val1 : Skill ID + LV
  7841. // val2 : Skill Group of the Dance.
  7842. // val3 : Brings the skill_lv (merged into val1 here)
  7843. // val4 : Partner
  7844. if (val1 == CG_MOONLIT)
  7845. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  7846. val1|= (val3<<16);
  7847. val3 = tick/1000; // Tick duration
  7848. tick_time = 1000; // [GodLesZ] tick time
  7849. break;
  7850. case SC_LONGING:
  7851. val2 = 500-100*val1; // Aspd penalty.
  7852. break;
  7853. case SC_EXPLOSIONSPIRITS:
  7854. val2 = 75 + 25*val1; // Cri bonus
  7855. break;
  7856. case SC_ASPDPOTION0:
  7857. case SC_ASPDPOTION1:
  7858. case SC_ASPDPOTION2:
  7859. case SC_ASPDPOTION3:
  7860. val2 = 50*(2+type-SC_ASPDPOTION0);
  7861. break;
  7862. case SC_NOCHAT:
  7863. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  7864. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  7865. // This is done this way because the message that the client displays is hardcoded, and only
  7866. // shows how many minutes are remaining. [Panikon]
  7867. tick = 60000;
  7868. val1 = battle_config.manner_system; // Mute filters.
  7869. if (sd) {
  7870. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  7871. clif_updatestatus(sd,SP_MANNER);
  7872. }
  7873. break;
  7874. case SC_STONE:
  7875. val3 = tick/1000; // Petrified HP-damage iterations.
  7876. if(val3 < 1) val3 = 1;
  7877. tick = val4; // Petrifying time.
  7878. tick = max(tick, 1000); // Min time
  7879. calc_flag = 0; // Actual status changes take effect on petrified state.
  7880. break;
  7881. case SC_DPOISON:
  7882. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  7883. if (status->hp > status->max_hp>>2) {
  7884. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  7885. if (status->hp - diff < status->max_hp>>2)
  7886. diff = status->hp - (status->max_hp>>2);
  7887. if( val2 && bl->type == BL_MOB ) {
  7888. struct block_list* src2 = map_id2bl(val2);
  7889. if( src2 )
  7890. mob_log_damage((TBL_MOB*)bl,src2,diff);
  7891. }
  7892. status_zap(bl, diff, 0);
  7893. }
  7894. case SC_POISON:
  7895. // Fall through
  7896. val3 = tick/1000; // Damage iterations
  7897. if(val3 < 1) val3 = 1;
  7898. tick_time = 1000; // [GodLesZ] tick time
  7899. // val4: HP damage
  7900. if (bl->type == BL_PC)
  7901. val4 = (type == SC_DPOISON) ? 2 + status->max_hp/50 : 2 + status->max_hp*3/200;
  7902. else
  7903. val4 = (type == SC_DPOISON) ? 2 + status->max_hp/100 : 2 + status->max_hp/200;
  7904. break;
  7905. case SC_CONFUSION:
  7906. if (!val4)
  7907. clif_emotion(bl,E_WHAT);
  7908. break;
  7909. case SC_BLEEDING:
  7910. val4 = tick/10000;
  7911. if (!val4) val4 = 1;
  7912. tick_time = 10000; // [GodLesZ] tick time
  7913. break;
  7914. case SC_S_LIFEPOTION:
  7915. case SC_L_LIFEPOTION:
  7916. if( val1 == 0 ) return 0;
  7917. // val1 = heal percent/amout
  7918. // val2 = seconds between heals
  7919. // val4 = total of heals
  7920. if( val2 < 1 ) val2 = 1;
  7921. if( (val4 = tick/(val2 * 1000)) < 1 )
  7922. val4 = 1;
  7923. tick_time = val2 * 1000; // [GodLesZ] tick time
  7924. break;
  7925. case SC_BOSSMAPINFO:
  7926. if( sd != NULL ) {
  7927. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  7928. if( boss_md == NULL || boss_md->bl.prev == NULL ) { // No MVP on this map - MVP is dead
  7929. clif_bossmapinfo(sd->fd, boss_md, 1);
  7930. return 0; // No need to start SC
  7931. }
  7932. val1 = boss_md->bl.id;
  7933. if( (val4 = tick/1000) < 1 )
  7934. val4 = 1;
  7935. tick_time = 1000; // [GodLesZ] tick time
  7936. }
  7937. break;
  7938. case SC_HIDING:
  7939. val2 = tick/1000;
  7940. tick_time = 1000; // [GodLesZ] tick time
  7941. val3 = 0; // Unused, previously speed adjustment
  7942. val4 = val1+3; // Seconds before SP substraction happen.
  7943. break;
  7944. case SC_CHASEWALK:
  7945. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  7946. val3 = 35 - 5 * val1; // Speed adjustment.
  7947. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  7948. val3 -= 40;
  7949. val4 = 10+val1*2; // SP cost.
  7950. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  7951. break;
  7952. case SC_CLOAKING:
  7953. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  7954. val1 = 10;
  7955. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  7956. tick = -1; // Duration sent to the client should be infinite
  7957. val3 = 0; // Unused, previously walk speed adjustment
  7958. // val4&1 signals the presence of a wall.
  7959. // val4&2 makes cloak not end on normal attacks [Skotlex]
  7960. // val4&4 makes cloak not end on using skills
  7961. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  7962. val4 |= battle_config.pc_cloak_check_type&7;
  7963. else
  7964. val4 |= battle_config.monster_cloak_check_type&7;
  7965. break;
  7966. case SC_SIGHT: /* splash status */
  7967. case SC_RUWACH:
  7968. case SC_SIGHTBLASTER:
  7969. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  7970. val2 = tick/250;
  7971. tick_time = 10; // [GodLesZ] tick time
  7972. break;
  7973. case SC_AUTOGUARD:
  7974. if( !(flag&SCSTART_NOAVOID) ) {
  7975. struct map_session_data *tsd;
  7976. int i;
  7977. for( i = val2 = 0; i < val1; i++) {
  7978. int t = 5-(i>>1);
  7979. val2 += (t < 0)? 1:t;
  7980. }
  7981. if( bl->type&(BL_PC|BL_MER) ) {
  7982. if( sd ) {
  7983. for( i = 0; i < MAX_DEVOTION; i++ ) {
  7984. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7985. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  7986. }
  7987. }
  7988. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7989. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  7990. }
  7991. }
  7992. break;
  7993. case SC_DEFENDER:
  7994. if (!(flag&SCSTART_NOAVOID)) {
  7995. val2 = 5 + 15*val1; // Damage reduction
  7996. val3 = 0; // Unused, previously speed adjustment
  7997. val4 = 250 - 50*val1; // Aspd adjustment
  7998. if (sd) {
  7999. struct map_session_data *tsd;
  8000. int i;
  8001. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  8002. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  8003. status_change_start(src,&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,SCSTART_NOAVOID);
  8004. }
  8005. }
  8006. }
  8007. break;
  8008. case SC_TENSIONRELAX:
  8009. if (sd) {
  8010. pc_setsit(sd);
  8011. skill_sit(sd, 1);
  8012. clif_sitting(&sd->bl);
  8013. }
  8014. val2 = 12; // SP cost
  8015. val4 = 10000; // Decrease at 10secs intervals.
  8016. val3 = tick/val4;
  8017. tick = -1; // Duration sent to the client should be infinite
  8018. tick_time = val4; // [GodLesZ] tick time
  8019. break;
  8020. case SC_PARRYING:
  8021. val2 = 20 + val1*3; // Block Chance
  8022. break;
  8023. case SC_WINDWALK:
  8024. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  8025. break;
  8026. case SC_JOINTBEAT:
  8027. if( val2&BREAK_NECK )
  8028. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  8029. break;
  8030. case SC_BERSERK:
  8031. if( val3 == SC__BLOODYLUST )
  8032. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  8033. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  8034. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  8035. // HP healing is performing after the calc_status call.
  8036. // Val2 holds HP penalty
  8037. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8038. if (!val4) val4 = 10000; // Val4 holds damage interval
  8039. val3 = tick/val4; // val3 holds skill duration
  8040. tick_time = val4; // [GodLesZ] tick time
  8041. break;
  8042. case SC_GOSPEL:
  8043. if(val4 == BCT_SELF) { // Self effect
  8044. val2 = tick/10000;
  8045. tick_time = 10000; // [GodLesZ] tick time
  8046. status_change_clear_buffs(bl,3); // Remove buffs/debuffs
  8047. }
  8048. break;
  8049. case SC_MARIONETTE:
  8050. {
  8051. int stat;
  8052. val3 = 0;
  8053. val4 = 0;
  8054. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  8055. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  8056. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  8057. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  8058. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  8059. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  8060. break;
  8061. }
  8062. case SC_MARIONETTE2:
  8063. {
  8064. int stat,max_stat;
  8065. // Fetch caster information
  8066. struct block_list *pbl = map_id2bl(val1);
  8067. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  8068. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  8069. // Fetch target's stats
  8070. struct status_data* status2 = status_get_status_data(bl); // Battle status
  8071. if (!psce)
  8072. return 0;
  8073. val3 = 0;
  8074. val4 = 0;
  8075. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  8076. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  8077. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  8078. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  8079. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  8080. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  8081. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  8082. break;
  8083. }
  8084. case SC_REJECTSWORD:
  8085. val2 = 15*val1; // Reflect chance
  8086. val3 = 3; // Reflections
  8087. tick = -1;
  8088. break;
  8089. case SC_MEMORIZE:
  8090. val2 = 5; // Memorized casts.
  8091. tick = -1;
  8092. break;
  8093. case SC_GRAVITATION:
  8094. val2 = 50*val1; // aspd reduction
  8095. break;
  8096. case SC_REGENERATION:
  8097. if (val1 == 1)
  8098. val2 = 2;
  8099. else
  8100. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  8101. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  8102. // If val4 comes set, this blocks regen rather than increase it.
  8103. break;
  8104. case SC_DEVOTION:
  8105. {
  8106. struct block_list *d_bl;
  8107. struct status_change *d_sc;
  8108. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  8109. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  8110. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  8111. while( i >= 0 ) {
  8112. enum sc_type type2 = types[i];
  8113. if( d_sc->data[type2] )
  8114. status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? 1 : SCSTART_NOAVOID|SCSTART_NOICON);
  8115. i--;
  8116. }
  8117. }
  8118. break;
  8119. }
  8120. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  8121. if( val3 && bl->type == BL_MOB ) {
  8122. struct block_list* src2 = map_id2bl(val3);
  8123. if( src2 )
  8124. mob_log_damage((TBL_MOB*)bl,src2,status->hp - 1);
  8125. }
  8126. status_zap(bl, status->hp-1, val2?0:status->sp);
  8127. return 1;
  8128. break;
  8129. case SC_TINDER_BREAKER2:
  8130. case SC_CLOSECONFINE2:
  8131. {
  8132. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  8133. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  8134. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  8135. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  8136. if (src2 && sc2) {
  8137. if (!sce2) // Start lock on caster.
  8138. sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
  8139. else { // Increase count of locked enemies and refresh time.
  8140. (sce2->val2)++;
  8141. delete_timer(sce2->timer, status_change_timer);
  8142. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
  8143. }
  8144. } else // Status failed.
  8145. return 0;
  8146. }
  8147. break;
  8148. case SC_KAITE:
  8149. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  8150. break;
  8151. case SC_KAUPE:
  8152. switch (val1) {
  8153. case 3: // 33*3 + 1 -> 100%
  8154. val2++;
  8155. case 1:
  8156. case 2: // 33, 66%
  8157. val2 += 33*val1;
  8158. val3 = 1; // Dodge 1 attack total.
  8159. break;
  8160. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  8161. val2 = 100;
  8162. val3 = val1-2;
  8163. break;
  8164. }
  8165. break;
  8166. case SC_COMBO: {
  8167. // val1: Skill ID
  8168. // val2: When given, target (for autotargetting skills)
  8169. // val3: When set, this combo time should NOT delay attack/movement
  8170. // val3: TK: Last used kick
  8171. // val4: TK: Combo time
  8172. struct unit_data *ud = unit_bl2ud(bl);
  8173. if (ud && !val3) {
  8174. tick += 300 * battle_config.combo_delay_rate/100;
  8175. ud->attackabletime = gettick()+tick;
  8176. unit_set_walkdelay(bl, gettick(), tick, 1);
  8177. }
  8178. val3 = 0;
  8179. val4 = tick;
  8180. }
  8181. break;
  8182. case SC_EARTHSCROLL:
  8183. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  8184. break;
  8185. case SC_RUN:
  8186. val4 = gettick(); // Store time at which you started running.
  8187. tick = -1;
  8188. break;
  8189. case SC_KAAHI:
  8190. val2 = 200*val1; // HP heal
  8191. val3 = 5*val1; // SP cost
  8192. val4 = INVALID_TIMER; // Kaahi Timer.
  8193. break;
  8194. case SC_BLESSING:
  8195. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8196. val2 = val1;
  8197. else
  8198. val2 = 0; // 0 -> Half stat.
  8199. break;
  8200. case SC_TRICKDEAD:
  8201. if (vd) vd->dead_sit = 1;
  8202. tick = -1;
  8203. break;
  8204. case SC_CONCENTRATE:
  8205. val2 = 2 + val1;
  8206. if (sd) { // Store the card-bonus data that should not count in the %
  8207. val3 = sd->param_bonus[1]; // Agi
  8208. val4 = sd->param_bonus[4]; // Dex
  8209. } else
  8210. val3 = val4 = 0;
  8211. break;
  8212. case SC_MAXOVERTHRUST:
  8213. val2 = 20*val1; // Power increase
  8214. break;
  8215. case SC_OVERTHRUST:
  8216. // val2 holds if it was casted on self, or is bonus received from others
  8217. val3 = 5*val1; // Power increase
  8218. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  8219. tick += tick / 10;
  8220. break;
  8221. case SC_ADRENALINE2:
  8222. case SC_ADRENALINE:
  8223. val3 = (val2) ? 300 : 200; // aspd increase
  8224. case SC_WEAPONPERFECTION:
  8225. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  8226. tick += tick / 10;
  8227. break;
  8228. case SC_CONCENTRATION:
  8229. val2 = 5*val1; // Batk/Watk Increase
  8230. val3 = 10*val1; // Hit Increase
  8231. val4 = 5*val1; // Def reduction
  8232. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  8233. break;
  8234. case SC_ANGELUS:
  8235. val2 = 5*val1; // def increase
  8236. break;
  8237. case SC_IMPOSITIO:
  8238. #ifndef RENEWAL
  8239. val2 = 5*val1; // Watk increase
  8240. #endif
  8241. break;
  8242. case SC_MELTDOWN:
  8243. val2 = 100*val1; // Chance to break weapon
  8244. val3 = 70*val1; // Change to break armor
  8245. break;
  8246. case SC_TRUESIGHT:
  8247. val2 = 10*val1; // Critical increase
  8248. val3 = 3*val1; // Hit increase
  8249. break;
  8250. case SC_SUN_COMFORT:
  8251. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  8252. break;
  8253. case SC_MOON_COMFORT:
  8254. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  8255. break;
  8256. case SC_STAR_COMFORT:
  8257. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  8258. break;
  8259. case SC_QUAGMIRE:
  8260. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  8261. break;
  8262. // gs_something1 [Vicious]
  8263. case SC_GATLINGFEVER:
  8264. val2 = 20*val1; // Aspd increase
  8265. #ifndef RENEWAL
  8266. val3 = 20+10*val1; // Atk increase
  8267. #endif
  8268. val4 = 5*val1; // Flee decrease
  8269. break;
  8270. case SC_FLING:
  8271. if (bl->type == BL_PC)
  8272. val2 = 0; // No armor reduction to players.
  8273. else
  8274. val2 = 5*val1; // Def reduction
  8275. val3 = 5*val1; // Def2 reduction
  8276. break;
  8277. case SC_PROVOKE:
  8278. // val2 signals autoprovoke.
  8279. val3 = 2+3*val1; // Atk increase
  8280. val4 = 5+5*val1; // Def reduction.
  8281. break;
  8282. case SC_AVOID:
  8283. // val2 = 10*val1; // Speed change rate.
  8284. break;
  8285. case SC_DEFENCE:
  8286. #ifdef RENEWAL
  8287. val2 = 5 + (val1 * 5); // Vit bonus
  8288. #else
  8289. val2 = 2*val1; // Def bonus
  8290. #endif
  8291. break;
  8292. case SC_BLOODLUST:
  8293. val2 = 20+10*val1; // Atk rate change.
  8294. val3 = 3*val1; // Leech chance
  8295. val4 = 20; // Leech percent
  8296. break;
  8297. case SC_FLEET:
  8298. val2 = 30*val1; // Aspd change
  8299. val3 = 5+5*val1; // bAtk/wAtk rate change
  8300. break;
  8301. case SC_MINDBREAKER:
  8302. val2 = 20*val1; // matk increase.
  8303. val3 = 12*val1; // mdef2 reduction.
  8304. break;
  8305. case SC_SKA:
  8306. val2 = tick/1000;
  8307. val3 = rnd()%100; // Def changes randomly every second...
  8308. tick_time = 1000; // [GodLesZ] tick time
  8309. break;
  8310. case SC_JAILED:
  8311. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  8312. tick = val1>0?1000:250;
  8313. if (sd) {
  8314. if (sd->mapindex != val2) {
  8315. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  8316. map_idx = sd->mapindex; // Current Map
  8317. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  8318. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  8319. // 2. Set restore point (val3 -> return map, val4 return coords
  8320. val3 = map_idx;
  8321. val4 = pos;
  8322. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  8323. val3 = sd->status.save_point.map;
  8324. val4 = (sd->status.save_point.x&0xFFFF)
  8325. |(sd->status.save_point.y<<16);
  8326. }
  8327. }
  8328. break;
  8329. case SC_UTSUSEMI:
  8330. val2=(val1+1)/2; // Number of hits blocked
  8331. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  8332. break;
  8333. case SC_BUNSINJYUTSU:
  8334. val2=(val1+1)/2; // Number of hits blocked
  8335. break;
  8336. case SC_CHANGE:
  8337. val2= 30*val1; // Vit increase
  8338. val3= 20*val1; // Int increase
  8339. break;
  8340. case SC_SWOO:
  8341. if(status->mode&MD_BOSS)
  8342. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  8343. break;
  8344. case SC_SPIDERWEB:
  8345. if( bl->type == BL_PC )
  8346. tick /= 2;
  8347. break;
  8348. case SC_ARMOR:
  8349. // NPC_DEFENDER:
  8350. val2 = 80; // Damage reduction
  8351. // Attack requirements to be blocked:
  8352. val3 = BF_LONG; // Range
  8353. val4 = BF_WEAPON|BF_MISC; // Type
  8354. break;
  8355. case SC_ENCHANTARMS:
  8356. // end previous enchants
  8357. skill_enchant_elemental_end(bl,type);
  8358. // Make sure the received element is valid.
  8359. if (val2 >= ELE_ALL)
  8360. val2 = val2%ELE_ALL;
  8361. else if (val2 < 0)
  8362. val2 = rnd()%ELE_ALL;
  8363. break;
  8364. case SC_CRITICALWOUND:
  8365. val2 = 20*val1; // Heal effectiveness decrease
  8366. break;
  8367. case SC_MAGICMIRROR:
  8368. // Level 1 ~ 5 & 6 ~ 10 has different duration
  8369. // Level 6 ~ 10 use effect of level 1 ~ 5
  8370. val1 %= 5;
  8371. case SC_SLOWCAST:
  8372. val2 = 20*val1; // Magic reflection/cast rate
  8373. break;
  8374. case SC_ARMORCHANGE:
  8375. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  8376. val2 =-20;
  8377. val3 = 20;
  8378. } else { // Boost def
  8379. val2 = 20;
  8380. val3 =-20;
  8381. }
  8382. // Level 1 ~ 5 & 6 ~ 10 has different duration
  8383. // Level 6 ~ 10 use effect of level 1 ~ 5
  8384. val1 %= 5;
  8385. val2 *= val1; // 20% per level
  8386. val3 *= val1;
  8387. break;
  8388. case SC_EXPBOOST:
  8389. case SC_JEXPBOOST:
  8390. if (val1 < 0)
  8391. val1 = 0;
  8392. break;
  8393. case SC_INCFLEE2:
  8394. case SC_INCCRI:
  8395. val2 = val1*10; // Actual boost (since 100% = 1000)
  8396. break;
  8397. case SC_SUFFRAGIUM:
  8398. val2 = 15 * val1; // Speed cast decrease
  8399. break;
  8400. case SC_INCHEALRATE:
  8401. if (val1 < 1)
  8402. val1 = 1;
  8403. break;
  8404. case SC_HALLUCINATION:
  8405. val2 = 5+val1; // Factor by which displayed damage is increased by
  8406. break;
  8407. case SC_DOUBLECAST:
  8408. val2 = 30+10*val1; // Trigger rate
  8409. break;
  8410. case SC_KAIZEL:
  8411. val2 = 10*val1; // % of life to be revived with
  8412. break;
  8413. // case SC_ARMOR_ELEMENT:
  8414. // case SC_ARMOR_RESIST:
  8415. // Mod your resistance against elements:
  8416. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  8417. // break;
  8418. // case ????:
  8419. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  8420. // associated, and yet are not wrong/unknown. [Skotlex]
  8421. // break;
  8422. case SC_MERC_FLEEUP:
  8423. case SC_MERC_ATKUP:
  8424. case SC_MERC_HITUP:
  8425. val2 = 15 * val1;
  8426. break;
  8427. case SC_MERC_HPUP:
  8428. case SC_MERC_SPUP:
  8429. val2 = 5 * val1;
  8430. break;
  8431. case SC_REBIRTH:
  8432. val2 = 20*val1; // % of life to be revived with
  8433. break;
  8434. case SC_MANU_DEF:
  8435. case SC_MANU_ATK:
  8436. case SC_MANU_MATK:
  8437. val2 = 1; // Manuk group
  8438. break;
  8439. case SC_SPL_DEF:
  8440. case SC_SPL_ATK:
  8441. case SC_SPL_MATK:
  8442. val2 = 2; // Splendide group
  8443. break;
  8444. /* General */
  8445. case SC_FEAR:
  8446. val2 = 2;
  8447. val4 = tick / 1000;
  8448. tick_time = 1000; // [GodLesZ] tick time
  8449. break;
  8450. case SC_BURNING:
  8451. val4 = tick / 2000; // Total Ticks to Burn!!
  8452. tick_time = 2000; // [GodLesZ] tick time
  8453. break;
  8454. /* Rune Knight */
  8455. case SC_DEATHBOUND:
  8456. val2 = 500 + 100 * val1;
  8457. break;
  8458. case SC_STONEHARDSKIN:
  8459. if( sd )
  8460. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  8461. break;
  8462. case SC_ABUNDANCE:
  8463. val4 = tick / 10000;
  8464. tick_time = 10000; // [GodLesZ] tick time
  8465. break;
  8466. case SC_GIANTGROWTH:
  8467. val2 = 15; // Triple damage success rate.
  8468. break;
  8469. /* Arch Bishop */
  8470. case SC_RENOVATIO:
  8471. val4 = tick / 5000;
  8472. tick_time = 5000;
  8473. break;
  8474. case SC_SECRAMENT:
  8475. val2 = 10 * val1;
  8476. break;
  8477. case SC_VENOMIMPRESS:
  8478. val2 = 10 * val1;
  8479. break;
  8480. case SC_WEAPONBLOCKING:
  8481. val2 = 10 + 2 * val1; // Chance
  8482. val4 = tick / 3000;
  8483. tick_time = 3000; // [GodLesZ] tick time
  8484. break;
  8485. case SC_TOXIN:
  8486. val4 = tick / 10000;
  8487. tick_time = 10000; // [GodLesZ] tick time
  8488. break;
  8489. case SC_MAGICMUSHROOM:
  8490. val4 = tick / 4000;
  8491. tick_time = 4000; // [GodLesZ] tick time
  8492. break;
  8493. case SC_PYREXIA:
  8494. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,30000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF); // Blind status that last for 30 seconds
  8495. val4 = tick / 3000;
  8496. tick_time = 3000; // [GodLesZ] tick time
  8497. break;
  8498. case SC_LEECHESEND:
  8499. val4 = tick / 1000;
  8500. tick_time = 1000; // [GodLesZ] tick time
  8501. break;
  8502. case SC_OBLIVIONCURSE:
  8503. val4 = tick / 3000;
  8504. tick_time = 3000; // [GodLesZ] tick time
  8505. break;
  8506. case SC_CLOAKINGEXCEED:
  8507. val2 = (val1 + 1) / 2; // Hits
  8508. val3 = (val1 - 1) * 10; // Walk speed
  8509. if (bl->type == BL_PC)
  8510. val4 |= battle_config.pc_cloak_check_type&7;
  8511. else
  8512. val4 |= battle_config.monster_cloak_check_type&7;
  8513. tick_time = 1000; // [GodLesZ] tick time
  8514. break;
  8515. case SC_HALLUCINATIONWALK:
  8516. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  8517. val3 = 10 * val1; // Evasion rate of magical attacks.
  8518. break;
  8519. case SC_MARSHOFABYSS:
  8520. if( bl->type == BL_PC )
  8521. val2 = 3 * val1; // AGI and DEX Reduction
  8522. else // BL_MOB
  8523. val2 = 6 * val1; // AGI and DEX Reduction
  8524. val3 = 10 * val1; // Movement Speed Reduction
  8525. break;
  8526. case SC_FREEZE_SP:
  8527. // val2 = sp drain per 10 seconds
  8528. tick_time = 10000; // [GodLesZ] tick time
  8529. break;
  8530. case SC_SPHERE_1:
  8531. case SC_SPHERE_2:
  8532. case SC_SPHERE_3:
  8533. case SC_SPHERE_4:
  8534. case SC_SPHERE_5:
  8535. if( !sd )
  8536. return 0; // Should only work on players.
  8537. val4 = tick / 1000;
  8538. if( val4 < 1 )
  8539. val4 = 1;
  8540. tick_time = 1000; // [GodLesZ] tick time
  8541. break;
  8542. case SC_SHAPESHIFT:
  8543. switch( val1 ) {
  8544. case 1: val2 = ELE_FIRE; break;
  8545. case 2: val2 = ELE_EARTH; break;
  8546. case 3: val2 = ELE_WIND; break;
  8547. case 4: val2 = ELE_WATER; break;
  8548. }
  8549. break;
  8550. case SC_ELECTRICSHOCKER:
  8551. case SC_CRYSTALIZE:
  8552. case SC_MEIKYOUSISUI:
  8553. val4 = tick / 1000;
  8554. if( val4 < 1 )
  8555. val4 = 1;
  8556. tick_time = 1000; // [GodLesZ] tick time
  8557. break;
  8558. case SC_CAMOUFLAGE:
  8559. val4 = tick/1000;
  8560. tick_time = 1000; // [GodLesZ] tick time
  8561. break;
  8562. case SC_WUGDASH:
  8563. val4 = gettick(); // Store time at which you started running.
  8564. tick = -1;
  8565. break;
  8566. case SC__SHADOWFORM:
  8567. {
  8568. struct map_session_data * s_sd = map_id2sd(val2);
  8569. if( s_sd )
  8570. s_sd->shadowform_id = bl->id;
  8571. val4 = tick / 1000;
  8572. tick_time = 1000; // [GodLesZ] tick time
  8573. }
  8574. break;
  8575. case SC__STRIPACCESSORY:
  8576. if (!sd)
  8577. val2 = 20;
  8578. break;
  8579. case SC__INVISIBILITY:
  8580. val2 = 50 - 10 * val1; // ASPD
  8581. val3 = 20 * val1; // CRITICAL
  8582. val4 = tick / 1000;
  8583. tick = -1; // Duration sent to the client should be infinite
  8584. tick_time = 1000; // [GodLesZ] tick time
  8585. break;
  8586. case SC__ENERVATION:
  8587. val2 = 20 + 10 * val1; // ATK Reduction
  8588. if( sd ) pc_delspiritball(sd,sd->spiritball,0);
  8589. break;
  8590. case SC__GROOMY:
  8591. val2 = 20 + 10 * val1; // ASPD
  8592. val3 = 20 * val1; // HIT
  8593. if( sd ) { // Removes Animals
  8594. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  8595. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  8596. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  8597. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  8598. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  8599. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  8600. if( hom_is_active(sd->hd) ) hom_vaporize(sd,HOM_ST_REST);
  8601. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  8602. }
  8603. break;
  8604. case SC__LAZINESS:
  8605. val2 = 10 + 10 * val1; // Cast Increase
  8606. val3 = 10 * val1; // Flee Reduction
  8607. break;
  8608. case SC__UNLUCKY:
  8609. {
  8610. sc_type rand_eff;
  8611. switch(rand() % 3) {
  8612. case 1: rand_eff = SC_BLIND; break;
  8613. case 2: rand_eff = SC_SILENCE; break;
  8614. default: rand_eff = SC_POISON; break;
  8615. }
  8616. val2 = 10 * val1; // Crit and Flee2 Reduction
  8617. status_change_start(src,bl,rand_eff,10000,val1,0,0,0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8618. break;
  8619. }
  8620. case SC__WEAKNESS:
  8621. val2 = 10 * val1;
  8622. // Bypasses coating protection and MADO
  8623. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  8624. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  8625. break;
  8626. case SC__FEINTBOMB:
  8627. val4 = tick / 1000;
  8628. tick_time = 1000;
  8629. val_flag |= 1|2;
  8630. break;
  8631. case SC_GN_CARTBOOST:
  8632. if( val1 < 3 )
  8633. val2 = 50;
  8634. else if( val1 > 2 && val1 < 5 )
  8635. val2 = 75;
  8636. else
  8637. val2 = 100;
  8638. break;
  8639. case SC_PROPERTYWALK:
  8640. val3 = 0;
  8641. break;
  8642. case SC_STRIKING:
  8643. // val2 = watk bonus already calc
  8644. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  8645. val4 = tick / 1000;
  8646. tick_time = 1000; // [GodLesZ] tick time
  8647. break;
  8648. case SC_BLOODSUCKER:
  8649. val4 = tick / 1000;
  8650. tick_time = 1000; // [GodLesZ] tick time
  8651. break;
  8652. case SC_VACUUM_EXTREME:
  8653. tick -= (status->str / 20) * 1000;
  8654. val4 = val3 = tick / 100;
  8655. tick_time = 100; // [GodLesZ] tick time
  8656. break;
  8657. case SC_SWINGDANCE:
  8658. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  8659. break;
  8660. case SC_SYMPHONYOFLOVER:
  8661. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  8662. break;
  8663. case SC_MOONLITSERENADE: // MATK Increase
  8664. case SC_RUSHWINDMILL: // ATK Increase
  8665. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  8666. break;
  8667. case SC_ECHOSONG:
  8668. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  8669. break;
  8670. case SC_HARMONIZE:
  8671. val2 = 5 + 5 * val1;
  8672. break;
  8673. case SC_VOICEOFSIREN:
  8674. val4 = tick / 2000;
  8675. tick_time = 2000; // [GodLesZ] tick time
  8676. break;
  8677. case SC_DEEPSLEEP:
  8678. val4 = tick / 2000;
  8679. tick_time = 2000; // [GodLesZ] tick time
  8680. break;
  8681. case SC_SIRCLEOFNATURE:
  8682. val2 = 40 * val1; // HP recovery
  8683. val3 = 4 * val1; // SP consume
  8684. val4 = tick / 1000;
  8685. tick_time = 1000; // [GodLesZ] tick time
  8686. break;
  8687. case SC_SONGOFMANA:
  8688. val3 = 10 + min(5 * val2, 35);
  8689. val4 = tick/5000;
  8690. tick_time = 5000; // [GodLesZ] tick time
  8691. break;
  8692. case SC_SATURDAYNIGHTFEVER:
  8693. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8694. if (!val4) val4 = 3000;
  8695. val3 = tick/val4;
  8696. tick_time = val4; // [GodLesZ] tick time
  8697. break;
  8698. case SC_GLOOMYDAY:
  8699. val2 = 20 + 5 * val1; // Flee reduction.
  8700. val3 = 15 + 5 * val1; // ASPD reduction.
  8701. if( sd && rand()%100 < val1 ) { // (Skill Lv) %
  8702. val4 = 1; // Reduce walk speed by half.
  8703. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  8704. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  8705. }
  8706. break;
  8707. case SC_GLOOMYDAY_SK:
  8708. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  8709. val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  8710. break;
  8711. case SC_SITDOWN_FORCE:
  8712. case SC_BANANA_BOMB_SITDOWN:
  8713. if( sd && !pc_issit(sd) ) {
  8714. pc_setsit(sd);
  8715. skill_sit(sd, 1);
  8716. clif_sitting(bl);
  8717. }
  8718. break;
  8719. case SC_DANCEWITHWUG:
  8720. val3 = 5 + 5 * val2; // ASPD Increase
  8721. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  8722. break;
  8723. case SC_LERADSDEW:
  8724. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  8725. break;
  8726. case SC_MELODYOFSINK:
  8727. val3 = val1 * val2; // INT Reduction.
  8728. val4 = tick/1000;
  8729. tick_time = 1000;
  8730. break;
  8731. case SC_BEYONDOFWARCRY:
  8732. val3 = val1 * val2; // STR and CRIT Reduction
  8733. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  8734. break;
  8735. case SC_UNLIMITEDHUMMINGVOICE:
  8736. {
  8737. struct unit_data *ud = unit_bl2ud(bl);
  8738. if( ud == NULL ) return 0;
  8739. ud->state.skillcastcancel = 0;
  8740. val3 = 15 - min(3 * val2, 15);
  8741. }
  8742. break;
  8743. case SC_REFLECTDAMAGE:
  8744. val2 = 15 + 5 * val1; // Reflect amount
  8745. val3 = val1*5 + 25; // Number of reflects
  8746. val4 = tick/1000; // Number of SP cycles (duration)
  8747. tick_time = 1000; // [GodLesZ] tick time
  8748. break;
  8749. case SC_FORCEOFVANGUARD:
  8750. val2 = 8 + 12 * val1; // Chance
  8751. val3 = 5 + 2 * val1; // Max rage counters
  8752. tick = -1; // Endless duration in the client
  8753. tick_time = 10000; // [GodLesZ] tick time
  8754. break;
  8755. case SC_EXEEDBREAK:
  8756. {
  8757. short idx = -1;
  8758. val1 *= 100; // 100 * skill_lv
  8759. if( sd && (idx = sd->equip_index[EQI_HAND_R]) >= 0 && sd->inventory_data[idx] ) {
  8760. val1 += (sd->inventory_data[idx]->weight/10 * sd->inventory_data[idx]->wlv * status_get_lv(bl) / 100);
  8761. val1 += 10 * sd->status.job_level;
  8762. }
  8763. }
  8764. break;
  8765. case SC_PRESTIGE:
  8766. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  8767. val1 *= 15; // Defence added
  8768. if( sd )
  8769. val1 += (10 * pc_checkskill(sd,CR_DEFENDER)) * (status_get_lv(bl) / 100);
  8770. break;
  8771. case SC_BANDING:
  8772. tick_time = 5000; // [GodLesZ] tick time
  8773. break;
  8774. case SC_MAGNETICFIELD:
  8775. val3 = tick / 1000;
  8776. tick_time = 1000; // [GodLesZ] tick time
  8777. break;
  8778. case SC_INSPIRATION:
  8779. if( sd ) {
  8780. val2 = (sd?sd->status.job_level:50);
  8781. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  8782. }
  8783. val4 = tick / 5000;
  8784. tick_time = 5000; // [GodLesZ] tick time
  8785. status_change_clear_buffs(bl,3); // Remove buffs/debuffs
  8786. break;
  8787. case SC_CRESCENTELBOW:
  8788. if( sd )
  8789. val2 = (sd->status.job_level / 2) + (50 + 5 * val1);
  8790. break;
  8791. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  8792. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  8793. break;
  8794. case SC_RAISINGDRAGON:
  8795. val3 = tick / 5000;
  8796. tick_time = 5000; // [GodLesZ] tick time
  8797. break;
  8798. case SC_GT_ENERGYGAIN:
  8799. val3 = 10 + 5 * val1; // Sphere gain chance.
  8800. break;
  8801. case SC_GT_CHANGE:
  8802. { // Take note there is no def increase as skill desc says. [malufett]
  8803. struct block_list * src2;
  8804. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  8805. if( (src2 = map_id2bl(val2)) ) {
  8806. val2 = (status_get_dex(src2) / 4 + status_get_str(src2) / 2) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
  8807. val4 = ( 200/status_get_int(src2) ) * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  8808. }
  8809. if( val4 < 0 )
  8810. val4 = 0;
  8811. }
  8812. break;
  8813. case SC_GT_REVITALIZE:
  8814. { // Take note there is no vit,aspd,speed increase as skill desc says. [malufett]
  8815. struct block_list * src2;
  8816. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  8817. if( (src2 = map_id2bl(val2)) ) // The stat def is not shown in the status window and it is process differently
  8818. val4 = ( status_get_vit(src2)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  8819. }
  8820. break;
  8821. case SC_PYROTECHNIC_OPTION:
  8822. val2 = 60; // Eatk Renewal (Atk2)
  8823. break;
  8824. case SC_HEATER_OPTION:
  8825. val2 = 120; // Eatk Renewal (Atk2)
  8826. val3 = ELE_FIRE; // Change into fire element.
  8827. break;
  8828. case SC_TROPIC_OPTION:
  8829. val2 = 180; // Eatk Renewal (Atk2)
  8830. val3 = MG_FIREBOLT;
  8831. break;
  8832. case SC_AQUAPLAY_OPTION:
  8833. val2 = 40;
  8834. break;
  8835. case SC_COOLER_OPTION:
  8836. val2 = 80;
  8837. val3 = ELE_WATER; // Change into water element.
  8838. break;
  8839. case SC_CHILLY_AIR_OPTION:
  8840. val2 = 120; // Matk. Renewal (Matk1)
  8841. val3 = MG_COLDBOLT;
  8842. break;
  8843. case SC_WIND_STEP_OPTION:
  8844. val2 = 50; // % Increase speed and flee.
  8845. break;
  8846. case SC_BLAST_OPTION:
  8847. val2 = 20;
  8848. val3 = ELE_WIND; // Change into wind element.
  8849. break;
  8850. case SC_WILD_STORM_OPTION:
  8851. val2 = MG_LIGHTNINGBOLT;
  8852. break;
  8853. case SC_PETROLOGY_OPTION:
  8854. val2 = 5; //HP Rate bonus
  8855. val3 = 50;
  8856. break;
  8857. case SC_SOLID_SKIN_OPTION:
  8858. val2 = 33; //% Increase DEF
  8859. break;
  8860. case SC_CURSED_SOIL_OPTION:
  8861. val2 = 10; //HP rate bonus
  8862. val3 = ELE_EARTH; // Change into earth element.
  8863. break;
  8864. case SC_UPHEAVAL_OPTION:
  8865. val2 = 15; //HP rate bonus
  8866. val3 = WZ_EARTHSPIKE;
  8867. break;
  8868. case SC_CIRCLE_OF_FIRE_OPTION:
  8869. val2 = 300;
  8870. break;
  8871. case SC_FIRE_CLOAK_OPTION:
  8872. case SC_WATER_DROP_OPTION:
  8873. case SC_WIND_CURTAIN_OPTION:
  8874. case SC_STONE_SHIELD_OPTION:
  8875. val2 = 100; // Elemental modifier.
  8876. break;
  8877. case SC_TROPIC:
  8878. case SC_CHILLY_AIR:
  8879. case SC_WILD_STORM:
  8880. case SC_UPHEAVAL:
  8881. val2 += 10;
  8882. case SC_HEATER:
  8883. case SC_COOLER:
  8884. case SC_BLAST:
  8885. case SC_CURSED_SOIL:
  8886. val2 += 10;
  8887. case SC_PYROTECHNIC:
  8888. case SC_AQUAPLAY:
  8889. case SC_GUST:
  8890. case SC_PETROLOGY:
  8891. val2 += 5;
  8892. val3 += 9000;
  8893. case SC_CIRCLE_OF_FIRE:
  8894. case SC_FIRE_CLOAK:
  8895. case SC_WATER_DROP:
  8896. case SC_WATER_SCREEN:
  8897. case SC_WIND_CURTAIN:
  8898. case SC_WIND_STEP:
  8899. case SC_STONE_SHIELD:
  8900. case SC_SOLID_SKIN:
  8901. val2 += 5;
  8902. val3 += 1000;
  8903. tick_time = val3; // [GodLesZ] tick time
  8904. break;
  8905. case SC_WATER_BARRIER:
  8906. val2 = 40; // Increasement. Mdef1 ???
  8907. val3 = 30; // Reductions. Atk2, Flee1, Matk1 ????
  8908. break;
  8909. case SC_ZEPHYR:
  8910. val2 = 25; // Flee.
  8911. break;
  8912. case SC_TIDAL_WEAPON:
  8913. val2 = 20; // Increase Elemental's attack.
  8914. break;
  8915. case SC_ROCK_CRUSHER:
  8916. case SC_ROCK_CRUSHER_ATK:
  8917. case SC_POWER_OF_GAIA:
  8918. val2 = 33; //Def rate bonus/Speed rate reduction
  8919. val3 = 20; //HP rate bonus
  8920. break;
  8921. case SC_TEARGAS:
  8922. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  8923. val4 = tick / 2000;
  8924. tick_time = 2000;
  8925. break;
  8926. case SC_TEARGAS_SOB:
  8927. val4 = tick / 3000;
  8928. tick_time = 3000;
  8929. break;
  8930. case SC_MELON_BOMB:
  8931. case SC_BANANA_BOMB:
  8932. val1 = 20;
  8933. break;
  8934. case SC_STOMACHACHE:
  8935. val2 = 8; // SP consume.
  8936. val4 = tick / 10000;
  8937. tick_time = 10000; // [GodLesZ] tick time
  8938. break;
  8939. case SC_KYOUGAKU:
  8940. val2 = 2*val1 + rand()%val1;
  8941. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  8942. break;
  8943. case SC_KAGEMUSYA:
  8944. val3 = val1 * 2;
  8945. case SC_IZAYOI:
  8946. val2 = tick/1000;
  8947. if( type == SC_IZAYOI )
  8948. tick = -1; // Duration sent to the client should be infinite
  8949. tick_time = 1000;
  8950. break;
  8951. case SC_ZANGETSU:
  8952. if( status_get_hp(bl) % 2 == 0 )
  8953. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  8954. else
  8955. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  8956. if( status_get_sp(bl) % 2 == 0 )
  8957. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  8958. else
  8959. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  8960. break;
  8961. case SC_GENSOU:
  8962. {
  8963. int hp = status_get_hp(bl), lv = 5;
  8964. short per = 100 / (status_get_max_hp(bl) / hp);
  8965. if( per <= 15 )
  8966. lv = 1;
  8967. else if( per <= 30 )
  8968. lv = 2;
  8969. else if( per <= 50 )
  8970. lv = 3;
  8971. else if( per <= 75 )
  8972. lv = 4;
  8973. if( hp % 2 == 0)
  8974. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  8975. else
  8976. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  8977. }
  8978. break;
  8979. case SC_ANGRIFFS_MODUS:
  8980. val2 = 50 + 20 * val1; // atk bonus
  8981. val3 = 40 + 20 * val1; // Flee reduction.
  8982. val4 = tick/1000; // hp/sp reduction timer
  8983. tick_time = 1000;
  8984. break;
  8985. case SC_GOLDENE_FERSE:
  8986. val2 = 10 + 10*val1; // flee bonus
  8987. val3 = 6 + 4 * val1; // Aspd Bonus
  8988. val4 = 2 + 2 * val1; // Chance of holy attack
  8989. break;
  8990. case SC_OVERED_BOOST:
  8991. val2 = 300 + 40*val1; // flee bonus
  8992. val3 = 179 + 2*val1; // aspd bonus
  8993. val4 = 50; // def reduc %
  8994. break;
  8995. case SC_GRANITIC_ARMOR:
  8996. val2 = 2*val1; // dmg reduction
  8997. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  8998. val4 = 5*val1; // unknow formula
  8999. break;
  9000. case SC_MAGMA_FLOW:
  9001. val2 = 3*val1; // Activation chance
  9002. break;
  9003. case SC_PYROCLASTIC:
  9004. val2 += 10*val1; // atk bonus
  9005. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  9006. break;
  9007. case SC_PARALYSIS: // [Lighta] need real info
  9008. val2 = 2*val1; // def reduction
  9009. val3 = 500*val1; // varcast augmentation
  9010. break;
  9011. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  9012. val2 = 20 * val1; // hp reco on death %
  9013. break;
  9014. case SC_PAIN_KILLER: // Yommy leak need confirm
  9015. val2 = 10 * val1; // aspd reduction %
  9016. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  9017. if(sc->data[SC_PARALYSIS])
  9018. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  9019. break;
  9020. case SC_STYLE_CHANGE:
  9021. tick = -1; // Infinite duration
  9022. break;
  9023. case SC_CBC:
  9024. val3 = 10; // Drain sp % dmg
  9025. val4 = tick/1000; // dmg each sec
  9026. tick = 1000;
  9027. break;
  9028. case SC_EQC:
  9029. val2 = 5 * val1; // def % reduc
  9030. val3 = 5 * val1; // atk % reduc
  9031. val4 = 2 * val1; // HP drain %
  9032. break;
  9033. case SC_ASH:
  9034. val2 = 50; // hit % reduc
  9035. val3 = 0; // def % reduc
  9036. val4 = 0; // atk flee & reduc
  9037. if(status_get_race(bl) == RC_PLANT) // plant type
  9038. val3 = 50;
  9039. if(status_get_element(bl) == ELE_WATER) // defense water type
  9040. val4 = 50;
  9041. break;
  9042. case SC_FULL_THROTTLE:
  9043. val2 = ( val1 == 1 ? 6 : 5 - val1 );
  9044. tick_time = 1000;
  9045. val4 = tick / tick_time;
  9046. tick = -1;
  9047. break;
  9048. case SC_KINGS_GRACE:
  9049. val2 = 3 + val1; //HP Recover rate
  9050. tick_time = 1000;
  9051. val4 = tick / tick_time;
  9052. break;
  9053. case SC_TELEKINESIS_INTENSE:
  9054. val2 = 10 * val1; // sp consum / casttime reduc %
  9055. val3 = 40 * val1; // magic dmg bonus
  9056. break;
  9057. case SC_OFFERTORIUM:
  9058. val2 = 30 * val1; // heal power bonus
  9059. val3 = 100 + 20 * val1; // sp cost inc
  9060. break;
  9061. case SC_FRIGG_SONG:
  9062. val2 = 5 * val1; // maxhp bonus
  9063. val3 = 80 + 20 * val1; // healing
  9064. tick_time = 10000;
  9065. val4 = tick / tick_time;
  9066. break;
  9067. case SC_FLASHCOMBO:
  9068. val2 = 20 * val1 + 20; // atk bonus
  9069. break;
  9070. case SC_DARKCROW:
  9071. val2 = 30 * val1;
  9072. break;
  9073. case SC_UNLIMIT:
  9074. val2 = 50 * val1;
  9075. break;
  9076. case SC_MONSTER_TRANSFORM:
  9077. if( !mobdb_checkid(val1) )
  9078. val1 = 1002; // Default poring
  9079. break;
  9080. case SC_APPLEIDUN:
  9081. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  9082. if (sd)
  9083. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9084. break;
  9085. case SC_EPICLESIS:
  9086. val2 = 5 * val1; //HP rate bonus
  9087. break;
  9088. /* Rebellion */
  9089. case SC_B_TRAP:
  9090. val2 = src->id;
  9091. val3 = val1 * 25; // -movespeed (custom)
  9092. break;
  9093. case SC_C_MARKER:
  9094. // val1 = skill_lv
  9095. // val2 = src_id
  9096. val3 = 10; // -10 flee
  9097. //Start timer to send mark on mini map
  9098. val4 = tick/1000;
  9099. tick_time = 1000; // Sends every 1 seconds
  9100. break;
  9101. case SC_H_MINE:
  9102. val2 = src->id;
  9103. break;
  9104. case SC_HEAT_BARREL:
  9105. //kRO Update 2014-02-26
  9106. {
  9107. uint8 n = 10;
  9108. if (sd)
  9109. n = (uint8)sd->spiritball_old;
  9110. val2 = val1 * 5; // -fixed casttime (custom)
  9111. val3 = val1 * n / 5; // +aspd (custom)
  9112. val4 = 75 - val1 * 5; // -flee
  9113. }
  9114. break;
  9115. case SC_P_ALTER:
  9116. {
  9117. uint8 n = 10;
  9118. if (sd)
  9119. n = (uint8)sd->spiritball_old;
  9120. val2 = val1 * n * 2; // +atk (custom)
  9121. val3 = val1 * 15; // +def (custom)
  9122. }
  9123. break;
  9124. case SC_E_CHAIN:
  9125. val2 = 10;
  9126. if (sd)
  9127. val2 = sd->spiritball_old;
  9128. break;
  9129. case SC_ANTI_M_BLAST:
  9130. val2 = val1 * 10;
  9131. if (bl->type != BL_PC)
  9132. val2 /= 5; //(custom) //kRO update 2012-02-12, reduce the rate for Non-Player target [Cydh]
  9133. break;
  9134. default:
  9135. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == SI_BLANK ) {
  9136. // Status change with no calc, no icon, and no skill associated...?
  9137. ShowError("UnknownStatusChange [%d]\n", type);
  9138. return 0;
  9139. }
  9140. } else // Special considerations when loading SC data.
  9141. switch( type ) {
  9142. case SC_WEDDING:
  9143. case SC_XMAS:
  9144. case SC_SUMMER:
  9145. case SC_HANBOK:
  9146. case SC_OKTOBERFEST:
  9147. if( !vd )
  9148. break;
  9149. clif_changelook(bl,LOOK_BASE,vd->class_);
  9150. clif_changelook(bl,LOOK_WEAPON,0);
  9151. clif_changelook(bl,LOOK_SHIELD,0);
  9152. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  9153. break;
  9154. case SC_KAAHI:
  9155. val4 = INVALID_TIMER;
  9156. break;
  9157. }
  9158. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  9159. switch(type) {
  9160. // Start |1 val_flag setting
  9161. case SC_ROLLINGCUTTER:
  9162. case SC_BANDING:
  9163. case SC_SPHERE_1:
  9164. case SC_SPHERE_2:
  9165. case SC_SPHERE_3:
  9166. case SC_SPHERE_4:
  9167. case SC_SPHERE_5:
  9168. case SC_LIGHTNINGWALK:
  9169. case SC_MONSTER_TRANSFORM:
  9170. case SC_EXPBOOST:
  9171. case SC_JEXPBOOST:
  9172. case SC_ITEMBOOST:
  9173. val_flag |= 1;
  9174. break;
  9175. // Start |1|2 val_flag setting
  9176. case SC_FIGHTINGSPIRIT:
  9177. case SC_VENOMIMPRESS:
  9178. case SC_WEAPONBLOCKING:
  9179. case SC__INVISIBILITY:
  9180. case SC__ENERVATION:
  9181. case SC__WEAKNESS:
  9182. case SC_PROPERTYWALK:
  9183. case SC_PRESTIGE:
  9184. case SC_SHIELDSPELL_DEF:
  9185. case SC_SHIELDSPELL_MDEF:
  9186. case SC_SHIELDSPELL_REF:
  9187. case SC_CRESCENTELBOW:
  9188. case SC_CHILLY_AIR_OPTION:
  9189. case SC_GUST_OPTION:
  9190. case SC_WILD_STORM_OPTION:
  9191. case SC_UPHEAVAL_OPTION:
  9192. case SC_CIRCLE_OF_FIRE_OPTION:
  9193. val_flag |= 1|2;
  9194. break;
  9195. // Start |1|2|4 val_flag setting
  9196. case SC_POISONINGWEAPON:
  9197. case SC_CLOAKINGEXCEED:
  9198. case SC_HALLUCINATIONWALK:
  9199. case SC__SHADOWFORM:
  9200. case SC__GROOMY:
  9201. case SC__LAZINESS:
  9202. case SC__UNLUCKY:
  9203. case SC_FORCEOFVANGUARD:
  9204. case SC_SPELLFIST:
  9205. case SC_CURSEDCIRCLE_ATKER:
  9206. case SC_PYROTECHNIC_OPTION:
  9207. case SC_HEATER_OPTION:
  9208. case SC_AQUAPLAY_OPTION:
  9209. case SC_COOLER_OPTION:
  9210. case SC_BLAST_OPTION:
  9211. case SC_PETROLOGY_OPTION:
  9212. case SC_CURSED_SOIL_OPTION:
  9213. case SC_WATER_BARRIER:
  9214. val_flag |= 1|2|4;
  9215. break;
  9216. }
  9217. /* [Ind] */
  9218. if (sd && StatusDisplayType[type]) {
  9219. int dval1 = 0, dval2 = 0, dval3 = 0;
  9220. switch (type) {
  9221. case SC_ALL_RIDING:
  9222. dval1 = 1;
  9223. break;
  9224. default: /* All others: just copy val1 */
  9225. dval1 = val1;
  9226. break;
  9227. }
  9228. status_display_add(sd,type,dval1,dval2,dval3);
  9229. }
  9230. // Those that make you stop attacking/walking....
  9231. switch (type) {
  9232. case SC_FREEZE:
  9233. case SC_STUN:
  9234. case SC_SLEEP:
  9235. case SC_STONE:
  9236. case SC_DEEPSLEEP:
  9237. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  9238. pc_setstand(sd, true);
  9239. case SC_TRICKDEAD:
  9240. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  9241. // Cancel cast when get status [LuzZza]
  9242. if (battle_config.sc_castcancel&bl->type)
  9243. unit_skillcastcancel(bl, 0);
  9244. case SC_WHITEIMPRISON:
  9245. unit_stop_attack(bl);
  9246. case SC_STOP:
  9247. case SC_CONFUSION:
  9248. case SC_CLOSECONFINE:
  9249. case SC_CLOSECONFINE2:
  9250. case SC_TINDER_BREAKER:
  9251. case SC_TINDER_BREAKER2:
  9252. case SC_SPIDERWEB:
  9253. case SC_ELECTRICSHOCKER:
  9254. case SC_BITE:
  9255. case SC_THORNSTRAP:
  9256. case SC__MANHOLE:
  9257. //case SC__CHAOS:
  9258. case SC_CRYSTALIZE:
  9259. case SC_CURSEDCIRCLE_ATKER:
  9260. case SC_FEAR:
  9261. case SC_NETHERWORLD:
  9262. case SC_MEIKYOUSISUI:
  9263. case SC_KYOUGAKU:
  9264. case SC_PARALYSIS:
  9265. case SC_MAGNETICFIELD:
  9266. unit_stop_walking(bl,1);
  9267. break;
  9268. case SC_ANKLE:
  9269. if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
  9270. unit_stop_walking(bl,1);
  9271. break;
  9272. case SC_HIDING:
  9273. case SC_CLOAKING:
  9274. case SC_CLOAKINGEXCEED:
  9275. case SC__FEINTBOMB:
  9276. case SC_CHASEWALK:
  9277. case SC_WEIGHT90:
  9278. case SC_CAMOUFLAGE:
  9279. case SC_VOICEOFSIREN:
  9280. case SC_HEAT_BARREL_AFTER:
  9281. case SC_WEDDING:
  9282. case SC_XMAS:
  9283. case SC_SUMMER:
  9284. case SC_HANBOK:
  9285. case SC_OKTOBERFEST:
  9286. unit_stop_attack(bl);
  9287. break;
  9288. case SC_SILENCE:
  9289. if (battle_config.sc_castcancel&bl->type)
  9290. unit_skillcastcancel(bl, 0);
  9291. break;
  9292. case SC_VACUUM_EXTREME:
  9293. if (!map_flag_gvg(bl->m))
  9294. unit_stop_walking(bl, 1);
  9295. break;
  9296. case SC_ITEMSCRIPT: // Shows Buff Icons
  9297. if (sd && val2 != SI_BLANK)
  9298. clif_status_change(bl, (enum si_type)val2, 1, tick, 0, 0, 0);
  9299. break;
  9300. }
  9301. // Set option as needed.
  9302. opt_flag = 1;
  9303. switch(type) {
  9304. // OPT1
  9305. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  9306. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  9307. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  9308. case SC_DEEPSLEEP: opt_flag = 0;
  9309. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  9310. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  9311. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  9312. case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
  9313. // OPT2
  9314. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  9315. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  9316. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  9317. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  9318. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  9319. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  9320. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  9321. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  9322. // OPT3
  9323. case SC_TWOHANDQUICKEN:
  9324. case SC_ONEHAND:
  9325. case SC_SPEARQUICKEN:
  9326. case SC_CONCENTRATION:
  9327. case SC_MERC_QUICKEN:
  9328. sc->opt3 |= OPT3_QUICKEN;
  9329. opt_flag = 0;
  9330. break;
  9331. case SC_MAXOVERTHRUST:
  9332. case SC_OVERTHRUST:
  9333. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  9334. sc->opt3 |= OPT3_OVERTHRUST;
  9335. opt_flag = 0;
  9336. break;
  9337. case SC_ENERGYCOAT:
  9338. case SC_SKE:
  9339. sc->opt3 |= OPT3_ENERGYCOAT;
  9340. opt_flag = 0;
  9341. break;
  9342. case SC_INCATKRATE:
  9343. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  9344. if (bl->type != BL_MOB) {
  9345. opt_flag = 0;
  9346. break;
  9347. }
  9348. case SC_EXPLOSIONSPIRITS:
  9349. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  9350. opt_flag = 0;
  9351. break;
  9352. case SC_STEELBODY:
  9353. case SC_SKA:
  9354. sc->opt3 |= OPT3_STEELBODY;
  9355. opt_flag = 0;
  9356. break;
  9357. case SC_BLADESTOP:
  9358. sc->opt3 |= OPT3_BLADESTOP;
  9359. opt_flag = 0;
  9360. break;
  9361. case SC_AURABLADE:
  9362. sc->opt3 |= OPT3_AURABLADE;
  9363. opt_flag = 0;
  9364. break;
  9365. case SC_BERSERK:
  9366. opt_flag = 0;
  9367. sc->opt3 |= OPT3_BERSERK;
  9368. break;
  9369. // case ???: // doesn't seem to do anything
  9370. // sc->opt3 |= OPT3_LIGHTBLADE;
  9371. // opt_flag = 0;
  9372. // break;
  9373. case SC_DANCING:
  9374. if ((val1&0xFFFF) == CG_MOONLIT)
  9375. sc->opt3 |= OPT3_MOONLIT;
  9376. opt_flag = 0;
  9377. break;
  9378. case SC_MARIONETTE:
  9379. case SC_MARIONETTE2:
  9380. sc->opt3 |= OPT3_MARIONETTE;
  9381. opt_flag = 0;
  9382. break;
  9383. case SC_ASSUMPTIO:
  9384. sc->opt3 |= OPT3_ASSUMPTIO;
  9385. opt_flag = 0;
  9386. break;
  9387. case SC_WARM: // SG skills [Komurka]
  9388. sc->opt3 |= OPT3_WARM;
  9389. opt_flag = 0;
  9390. break;
  9391. case SC_KAITE:
  9392. sc->opt3 |= OPT3_KAITE;
  9393. opt_flag = 0;
  9394. break;
  9395. case SC_BUNSINJYUTSU:
  9396. sc->opt3 |= OPT3_BUNSIN;
  9397. opt_flag = 0;
  9398. break;
  9399. case SC_SPIRIT:
  9400. sc->opt3 |= OPT3_SOULLINK;
  9401. opt_flag = 0;
  9402. break;
  9403. case SC_CHANGEUNDEAD:
  9404. sc->opt3 |= OPT3_UNDEAD;
  9405. opt_flag = 0;
  9406. break;
  9407. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  9408. // sc->opt3 |= OPT3_CONTRACT;
  9409. // opt_flag = 0;
  9410. // break;
  9411. // OPTION
  9412. case SC_HIDING:
  9413. sc->option |= OPTION_HIDE;
  9414. opt_flag = 2;
  9415. break;
  9416. case SC_CLOAKING:
  9417. case SC_CLOAKINGEXCEED:
  9418. case SC__INVISIBILITY:
  9419. sc->option |= OPTION_CLOAK;
  9420. case SC_CAMOUFLAGE:
  9421. opt_flag = 2;
  9422. break;
  9423. case SC_CHASEWALK:
  9424. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  9425. opt_flag = 2;
  9426. break;
  9427. case SC__FEINTBOMB:
  9428. sc->option |= OPTION_INVISIBLE;
  9429. opt_flag = 2;
  9430. break;
  9431. case SC_SIGHT:
  9432. sc->option |= OPTION_SIGHT;
  9433. break;
  9434. case SC_RUWACH:
  9435. sc->option |= OPTION_RUWACH;
  9436. break;
  9437. case SC_WEDDING:
  9438. sc->option |= OPTION_WEDDING;
  9439. opt_flag |= 0x4;
  9440. break;
  9441. case SC_XMAS:
  9442. sc->option |= OPTION_XMAS;
  9443. opt_flag |= 0x4;
  9444. break;
  9445. case SC_SUMMER:
  9446. sc->option |= OPTION_SUMMER;
  9447. opt_flag |= 0x4;
  9448. break;
  9449. case SC_HANBOK:
  9450. sc->option |= OPTION_HANBOK;
  9451. opt_flag |= 0x4;
  9452. break;
  9453. case SC_OKTOBERFEST:
  9454. sc->option |= OPTION_OKTOBERFEST;
  9455. opt_flag |= 0x4;
  9456. break;
  9457. case SC_ORCISH:
  9458. sc->option |= OPTION_ORCISH;
  9459. break;
  9460. case SC_FUSION:
  9461. sc->option |= OPTION_FLYING;
  9462. break;
  9463. default:
  9464. opt_flag = 0;
  9465. }
  9466. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  9467. if(opt_flag) {
  9468. clif_changeoption(bl);
  9469. if(sd && (opt_flag&0x4)) {
  9470. clif_changelook(bl,LOOK_BASE,vd->class_);
  9471. clif_changelook(bl,LOOK_WEAPON,0);
  9472. clif_changelook(bl,LOOK_SHIELD,0);
  9473. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  9474. }
  9475. }
  9476. if (calc_flag&SCB_DYE) { // Reset DYE color
  9477. if (vd && vd->cloth_color) {
  9478. val4 = vd->cloth_color;
  9479. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  9480. }
  9481. calc_flag&=~SCB_DYE;
  9482. }
  9483. if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
  9484. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  9485. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  9486. if( tick_time )
  9487. tick = tick_time;
  9488. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  9489. if((sce=sc->data[type])) { // reuse old sc
  9490. if( sce->timer != INVALID_TIMER )
  9491. delete_timer(sce->timer, status_change_timer);
  9492. sc_isnew = false;
  9493. } else { // New sc
  9494. ++(sc->count);
  9495. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  9496. }
  9497. sce->val1 = val1;
  9498. sce->val2 = val2;
  9499. sce->val3 = val3;
  9500. sce->val4 = val4;
  9501. if (tick >= 0)
  9502. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  9503. else
  9504. sce->timer = INVALID_TIMER; // Infinite duration
  9505. if (calc_flag)
  9506. status_calc_bl(bl,calc_flag);
  9507. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  9508. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  9509. if(sd) {
  9510. if (sd->pd)
  9511. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  9512. status_calc_pc(sd, SCO_NONE);
  9513. }
  9514. // 1st thing to execute when loading status
  9515. switch (type) {
  9516. case SC_FULL_THROTTLE:
  9517. status_percent_heal(bl,100,0);
  9518. break;
  9519. case SC_BERSERK:
  9520. if (!(sce->val2)) { // Don't heal if already set
  9521. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  9522. status_set_sp(bl, 0, 0); // Damage all SP
  9523. }
  9524. sce->val2 = 5 * status->max_hp / 100;
  9525. break;
  9526. case SC_RUN:
  9527. {
  9528. struct unit_data *ud = unit_bl2ud(bl);
  9529. if( ud )
  9530. ud->state.running = unit_run(bl, NULL, SC_RUN);
  9531. }
  9532. break;
  9533. case SC_BOSSMAPINFO:
  9534. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  9535. break;
  9536. case SC_MERC_HPUP:
  9537. status_percent_heal(bl, 100, 0); // Recover Full HP
  9538. break;
  9539. case SC_MERC_SPUP:
  9540. status_percent_heal(bl, 0, 100); // Recover Full SP
  9541. break;
  9542. case SC_WUGDASH:
  9543. {
  9544. struct unit_data *ud = unit_bl2ud(bl);
  9545. if( ud )
  9546. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  9547. }
  9548. break;
  9549. case SC_COMBO:
  9550. switch(sce->val1) {
  9551. case TK_STORMKICK:
  9552. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  9553. break;
  9554. case TK_DOWNKICK:
  9555. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  9556. break;
  9557. case TK_TURNKICK:
  9558. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  9559. break;
  9560. case TK_COUNTER:
  9561. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  9562. break;
  9563. default: // Rest just toogle inf to enable autotarget
  9564. skill_combo_toogle_inf(bl,sce->val1,INF_SELF_SKILL);
  9565. break;
  9566. }
  9567. break;
  9568. case SC_RAISINGDRAGON:
  9569. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  9570. break;
  9571. case SC_EQC:
  9572. sc_start2(src, bl,SC_STUN,100,val1,bl->id,(1000*status_get_lv(src))/50+500*val1);
  9573. status_change_end(bl,SC_TINDER_BREAKER2,INVALID_TIMER);
  9574. break;
  9575. case SC_C_MARKER:
  9576. //Send mini-map, don't wait for first timer triggered
  9577. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  9578. clif_crimson_marker(sd, bl, false);
  9579. break;
  9580. }
  9581. if( opt_flag&2 && sd && sd->touching_id )
  9582. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  9583. return 1;
  9584. }
  9585. /**
  9586. * End all statuses except those listed
  9587. * TODO: May be useful for dispel instead resetting a list there
  9588. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  9589. * @param type: Changes behaviour of the function
  9590. * 0: PC killed -> Place here statuses that do not dispel on death.
  9591. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  9592. * 2: Do clif_changeoption()
  9593. * 3: Do not remove some permanent/time-independent effects
  9594. * @return 1: Success 0: Fail
  9595. */
  9596. int status_change_clear(struct block_list* bl, int type)
  9597. {
  9598. struct status_change* sc;
  9599. int i;
  9600. sc = status_get_sc(bl);
  9601. if (!sc || !sc->count)
  9602. return 0;
  9603. for(i = 0; i < SC_MAX; i++) {
  9604. if(!sc->data[i])
  9605. continue;
  9606. if(type == 0)
  9607. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  9608. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  9609. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  9610. break;
  9611. case SC_WEIGHT50:
  9612. case SC_WEIGHT90:
  9613. case SC_EDP:
  9614. case SC_MELTDOWN:
  9615. case SC_WEDDING:
  9616. case SC_XMAS:
  9617. case SC_SUMMER:
  9618. case SC_HANBOK:
  9619. case SC_OKTOBERFEST:
  9620. case SC_NOCHAT:
  9621. case SC_FUSION:
  9622. case SC_EARTHSCROLL:
  9623. case SC_READYSTORM:
  9624. case SC_READYDOWN:
  9625. case SC_READYCOUNTER:
  9626. case SC_READYTURN:
  9627. case SC_DODGE:
  9628. case SC_JAILED:
  9629. case SC_EXPBOOST:
  9630. case SC_ITEMBOOST:
  9631. case SC_HELLPOWER:
  9632. case SC_JEXPBOOST:
  9633. case SC_AUTOTRADE:
  9634. case SC_WHISTLE:
  9635. case SC_ASSNCROS:
  9636. case SC_POEMBRAGI:
  9637. case SC_APPLEIDUN:
  9638. case SC_HUMMING:
  9639. case SC_DONTFORGETME:
  9640. case SC_FORTUNE:
  9641. case SC_SERVICE4U:
  9642. case SC_FOOD_STR_CASH:
  9643. case SC_FOOD_AGI_CASH:
  9644. case SC_FOOD_VIT_CASH:
  9645. case SC_FOOD_DEX_CASH:
  9646. case SC_FOOD_INT_CASH:
  9647. case SC_FOOD_LUK_CASH:
  9648. case SC_DEF_RATE:
  9649. case SC_MDEF_RATE:
  9650. case SC_INCHEALRATE:
  9651. case SC_INCFLEE2:
  9652. case SC_INCHIT:
  9653. case SC_ATKPOTION:
  9654. case SC_MATKPOTION:
  9655. case SC_S_LIFEPOTION:
  9656. case SC_L_LIFEPOTION:
  9657. case SC_PUSH_CART:
  9658. case SC_ALL_RIDING:
  9659. case SC_LIGHT_OF_REGENE:
  9660. case SC_STYLE_CHANGE:
  9661. case SC_MOONSTAR:
  9662. case SC_SUPER_STAR:
  9663. case SC_HEAT_BARREL_AFTER:
  9664. case SC_STRANGELIGHTS:
  9665. case SC_DECORATION_OF_MUSIC:
  9666. case SC_QUEST_BUFF1:
  9667. case SC_QUEST_BUFF2:
  9668. case SC_QUEST_BUFF3:
  9669. continue;
  9670. }
  9671. if( type == 3 ) {
  9672. switch (i) { // !TODO: This list may be incomplete
  9673. case SC_WEIGHT50:
  9674. case SC_WEIGHT90:
  9675. case SC_NOCHAT:
  9676. case SC_PUSH_CART:
  9677. case SC_ALL_RIDING:
  9678. case SC_STYLE_CHANGE:
  9679. case SC_MOONSTAR:
  9680. case SC_SUPER_STAR:
  9681. case SC_STRANGELIGHTS:
  9682. case SC_DECORATION_OF_MUSIC:
  9683. continue;
  9684. }
  9685. }
  9686. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9687. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  9688. (sc->count)--;
  9689. if (sc->data[i]->timer != INVALID_TIMER)
  9690. delete_timer(sc->data[i]->timer, status_change_timer);
  9691. ers_free(sc_data_ers, sc->data[i]);
  9692. sc->data[i] = NULL;
  9693. }
  9694. }
  9695. sc->opt1 = 0;
  9696. sc->opt2 = 0;
  9697. sc->opt3 = 0;
  9698. // Cleaning all extras vars
  9699. sc->comet_x = 0;
  9700. sc->comet_y = 0;
  9701. #ifndef RENEWAL
  9702. sc->sg_counter = 0;
  9703. #endif
  9704. sc->bs_counter = 0;
  9705. if( type == 0 || type == 2 )
  9706. clif_changeoption(bl);
  9707. return 1;
  9708. }
  9709. /**
  9710. * End a specific status after checking
  9711. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  9712. * @param type: Status change (SC_*)
  9713. * @param tid: Timer
  9714. * @param file: Used for dancing save
  9715. * @param line: Used for dancing save
  9716. * @return 1: Success 0: Fail
  9717. */
  9718. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  9719. {
  9720. struct map_session_data *sd;
  9721. struct status_change *sc;
  9722. struct status_change_entry *sce;
  9723. struct status_data *status;
  9724. struct view_data *vd;
  9725. int opt_flag = 0, calc_flag;
  9726. nullpo_ret(bl);
  9727. sc = status_get_sc(bl);
  9728. status = status_get_status_data(bl);
  9729. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  9730. return 0;
  9731. sd = BL_CAST(BL_PC,bl);
  9732. if (sce->timer != tid && tid != INVALID_TIMER)
  9733. return 0;
  9734. if (tid == INVALID_TIMER) {
  9735. if (type == SC_ENDURE && sce->val4)
  9736. // Do not end infinite endure.
  9737. return 0;
  9738. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  9739. delete_timer(sce->timer,status_change_timer);
  9740. if (sc->opt1)
  9741. switch (type) {
  9742. // "Ugly workaround" [Skotlex]
  9743. // delays status change ending so that a skill that sets opt1 fails to
  9744. // trigger when it also removed one
  9745. case SC_STONE:
  9746. sce->val3 = 0; // Petrify time counter.
  9747. case SC_FREEZE:
  9748. case SC_STUN:
  9749. case SC_SLEEP:
  9750. if (sce->val1) {
  9751. // Removing the 'level' shouldn't affect anything in the code
  9752. // since these SC are not affected by it, and it lets us know
  9753. // if we have already delayed this attack or not.
  9754. sce->val1 = 0;
  9755. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  9756. return 1;
  9757. }
  9758. }
  9759. }
  9760. (sc->count)--;
  9761. if ( StatusChangeStateTable[type] )
  9762. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  9763. sc->data[type] = NULL;
  9764. if (sd && StatusDisplayType[type])
  9765. status_display_remove(sd,type);
  9766. vd = status_get_viewdata(bl);
  9767. calc_flag = StatusChangeFlagTable[type];
  9768. switch(type) {
  9769. case SC_GRANITIC_ARMOR:
  9770. {
  9771. int damage = status->max_hp*sce->val3/100;
  9772. if(status->hp < damage) // to not kill him
  9773. damage = status->hp-1;
  9774. status_damage(NULL,bl,damage,0,0,1);
  9775. }
  9776. break;
  9777. case SC_PYROCLASTIC:
  9778. if(bl->type == BL_PC)
  9779. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  9780. break;
  9781. case SC_RUN:
  9782. {
  9783. struct unit_data *ud = unit_bl2ud(bl);
  9784. bool begin_spurt = true;
  9785. if (ud) {
  9786. if(!ud->state.running)
  9787. begin_spurt = false;
  9788. ud->state.running = 0;
  9789. if (ud->walktimer != INVALID_TIMER)
  9790. unit_stop_walking(bl,1);
  9791. }
  9792. if (begin_spurt && sce->val1 >= 7 &&
  9793. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  9794. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  9795. )
  9796. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  9797. }
  9798. break;
  9799. case SC_AUTOBERSERK:
  9800. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  9801. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  9802. break;
  9803. case SC_ENDURE:
  9804. case SC_DEFENDER:
  9805. case SC_REFLECTSHIELD:
  9806. case SC_AUTOGUARD:
  9807. {
  9808. struct map_session_data *tsd;
  9809. if( bl->type == BL_PC ) { // Clear Status from others
  9810. int i;
  9811. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9812. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  9813. status_change_end(&tsd->bl, type, INVALID_TIMER);
  9814. }
  9815. }
  9816. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  9817. tsd = ((TBL_MER*)bl)->master;
  9818. if( tsd && tsd->sc.data[type] )
  9819. status_change_end(&tsd->bl, type, INVALID_TIMER);
  9820. }
  9821. }
  9822. break;
  9823. case SC_DEVOTION:
  9824. {
  9825. struct block_list *d_bl = map_id2bl(sce->val1);
  9826. if( d_bl ) {
  9827. if( d_bl->type == BL_PC )
  9828. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  9829. else if( d_bl->type == BL_MER )
  9830. ((TBL_MER*)d_bl)->devotion_flag = 0;
  9831. clif_devotion(d_bl, NULL);
  9832. }
  9833. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  9834. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  9835. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  9836. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9837. }
  9838. break;
  9839. case SC_BLADESTOP:
  9840. if(sce->val4) {
  9841. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  9842. struct block_list *tbl = map_id2bl(tid2);
  9843. struct status_change *tsc = status_get_sc(tbl);
  9844. sce->val4 = 0;
  9845. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  9846. tsc->data[SC_BLADESTOP]->val4 = 0;
  9847. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  9848. }
  9849. clif_bladestop(bl, tid2, 0);
  9850. }
  9851. break;
  9852. case SC_DANCING:
  9853. {
  9854. const char* prevfile = "<unknown>";
  9855. int prevline = 0;
  9856. struct map_session_data *dsd;
  9857. struct status_change_entry *dsc;
  9858. if( sd ) {
  9859. if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
  9860. prevfile = sd->delunit_prevfile;
  9861. prevline = sd->delunit_prevline;
  9862. } else
  9863. prevfile = "<none>";
  9864. sd->delunit_prevfile = file;
  9865. sd->delunit_prevline = line;
  9866. }
  9867. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  9868. dsc = dsd->sc.data[SC_DANCING];
  9869. if(dsc) {
  9870. // This will prevent recursive loops.
  9871. dsc->val2 = dsc->val4 = 0;
  9872. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  9873. }
  9874. }
  9875. if(sce->val2) { // Erase associated land skill
  9876. struct skill_unit_group *group;
  9877. group = skill_id2group(sce->val2);
  9878. if( group == NULL ) {
  9879. 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",
  9880. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  9881. sd ? sd->status.char_id : 0,
  9882. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  9883. prevfile, prevline,
  9884. file, line);
  9885. }
  9886. sce->val2 = 0;
  9887. skill_delunitgroup(group);
  9888. }
  9889. if((sce->val1&0xFFFF) == CG_MOONLIT)
  9890. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  9891. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  9892. }
  9893. break;
  9894. case SC_NOCHAT:
  9895. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  9896. sd->status.manner = 0;
  9897. if (sd && tid == INVALID_TIMER) {
  9898. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9899. clif_updatestatus(sd,SP_MANNER);
  9900. }
  9901. break;
  9902. case SC_SPLASHER:
  9903. {
  9904. struct block_list *src=map_id2bl(sce->val3);
  9905. if(src && tid != INVALID_TIMER)
  9906. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  9907. }
  9908. break;
  9909. case SC_TINDER_BREAKER2:
  9910. case SC_CLOSECONFINE2:{
  9911. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  9912. struct status_change *sc2 = src?status_get_sc(src):NULL;
  9913. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  9914. if (src && sc2 && sc2->data[type2]) {
  9915. // If status was already ended, do nothing.
  9916. // Decrease count
  9917. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  9918. status_change_end(src, type2, INVALID_TIMER);
  9919. }
  9920. }
  9921. case SC_TINDER_BREAKER:
  9922. case SC_CLOSECONFINE:
  9923. if (sce->val2 > 0) {
  9924. // Caster has been unlocked... nearby chars need to be unlocked.
  9925. int range = 1
  9926. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  9927. +skill_get_range2(bl, TF_BACKSLIDING, 1); // Since most people use this to escape the hold....
  9928. map_foreachinarea(status_change_timer_sub,
  9929. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  9930. }
  9931. break;
  9932. case SC_COMBO:
  9933. skill_combo_toogle_inf(bl,sce->val1,0);
  9934. break;
  9935. case SC_MARIONETTE:
  9936. case SC_MARIONETTE2: // Marionette target
  9937. if (sce->val1) { // Check for partner and end their marionette status as well
  9938. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  9939. struct block_list *pbl = map_id2bl(sce->val1);
  9940. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  9941. if (sc2 && sc2->data[type2]) {
  9942. sc2->data[type2]->val1 = 0;
  9943. status_change_end(pbl, type2, INVALID_TIMER);
  9944. }
  9945. }
  9946. break;
  9947. case SC_CONCENTRATION:
  9948. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9949. break;
  9950. case SC_BERSERK:
  9951. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  9952. status_percent_heal(bl, 100, 0);
  9953. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  9954. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  9955. status_set_hp(bl, 100, 0);
  9956. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  9957. sc->data[SC_ENDURE]->val4 = 0;
  9958. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9959. }
  9960. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  9961. break;
  9962. case SC_GOSPEL:
  9963. if (sce->val3) { // Clear the group.
  9964. struct skill_unit_group* group = skill_id2group(sce->val3);
  9965. sce->val3 = 0;
  9966. if (group)
  9967. skill_delunitgroup(group);
  9968. }
  9969. break;
  9970. case SC_HERMODE:
  9971. if(sce->val3 == BCT_SELF)
  9972. skill_clear_unitgroup(bl);
  9973. break;
  9974. case SC_BASILICA: // Clear the skill area. [Skotlex]
  9975. if (sce->val3 && sce->val4 == bl->id) {
  9976. struct skill_unit_group* group = skill_id2group(sce->val3);
  9977. sce->val3 = 0;
  9978. if (group)
  9979. skill_delunitgroup(group);
  9980. }
  9981. break;
  9982. case SC_TRICKDEAD:
  9983. if (vd) vd->dead_sit = 0;
  9984. break;
  9985. case SC_WARM:
  9986. case SC__MANHOLE:
  9987. if (sce->val4) { // Clear the group.
  9988. struct skill_unit_group* group = skill_id2group(sce->val4);
  9989. sce->val4 = 0;
  9990. if( group ) // Might have been cleared before status ended, e.g. land protector
  9991. skill_delunitgroup(group);
  9992. }
  9993. break;
  9994. case SC_KAAHI:
  9995. // Delete timer if it exists.
  9996. if (sce->val4 != INVALID_TIMER)
  9997. delete_timer(sce->val4,kaahi_heal_timer);
  9998. break;
  9999. case SC_JAILED:
  10000. if(tid == INVALID_TIMER)
  10001. break;
  10002. // Natural expiration.
  10003. if(sd && sd->mapindex == sce->val2)
  10004. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  10005. break; // Guess hes not in jail :P
  10006. case SC_CHANGE:
  10007. if (tid == INVALID_TIMER)
  10008. break;
  10009. // "lose almost all their HP and SP" on natural expiration.
  10010. status_set_hp(bl, 10, 0);
  10011. status_set_sp(bl, 10, 0);
  10012. break;
  10013. case SC_AUTOTRADE:
  10014. if (tid == INVALID_TIMER)
  10015. break;
  10016. // Note: vending/buying is closed by unit_remove_map, no
  10017. // need to do it here.
  10018. map_quit(sd);
  10019. // Because map_quit calls status_change_end with tid -1
  10020. // from here it's not neccesary to continue
  10021. return 1;
  10022. break;
  10023. case SC_STOP:
  10024. if( sce->val2 ) {
  10025. struct block_list* tbl = map_id2bl(sce->val2);
  10026. sce->val2 = 0;
  10027. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  10028. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  10029. }
  10030. break;
  10031. case SC_MONSTER_TRANSFORM:
  10032. if (sce->val2)
  10033. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  10034. break;
  10035. /* 3rd Stuff */
  10036. case SC_MILLENNIUMSHIELD:
  10037. clif_millenniumshield(bl, 0);
  10038. break;
  10039. case SC_HALLUCINATIONWALK:
  10040. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  10041. break;
  10042. case SC_WHITEIMPRISON:
  10043. {
  10044. struct block_list* src = map_id2bl(sce->val2);
  10045. if( tid == -1 || !src)
  10046. break; // Terminated by Damage
  10047. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0));
  10048. }
  10049. break;
  10050. case SC_WUGDASH:
  10051. {
  10052. struct unit_data *ud = unit_bl2ud(bl);
  10053. if (ud) {
  10054. ud->state.running = 0;
  10055. if (ud->walktimer != INVALID_TIMER)
  10056. unit_stop_walking(bl,1);
  10057. }
  10058. }
  10059. break;
  10060. case SC_ADORAMUS:
  10061. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  10062. break;
  10063. case SC__SHADOWFORM:
  10064. {
  10065. struct map_session_data *s_sd = map_id2sd(sce->val2);
  10066. if(s_sd ) s_sd->shadowform_id = 0;
  10067. }
  10068. break;
  10069. case SC__FEINTBOMB:
  10070. if( sd && pc_ishiding(sd) ) {
  10071. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10072. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10073. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  10074. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  10075. }
  10076. break;
  10077. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  10078. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  10079. break;
  10080. case SC_SITDOWN_FORCE:
  10081. if( sd && pc_issit(sd) && pc_setstand(sd, false) ) {
  10082. clif_standing(bl);
  10083. }
  10084. break;
  10085. case SC_NEUTRALBARRIER_MASTER:
  10086. case SC_STEALTHFIELD_MASTER:
  10087. if( sce->val2 ) {
  10088. struct skill_unit_group* group = skill_id2group(sce->val2);
  10089. sce->val2 = 0;
  10090. if( group ) // Might have been cleared before status ended, e.g. land protector
  10091. skill_delunitgroup(group);
  10092. }
  10093. break;
  10094. case SC_BANDING:
  10095. if(sce->val4) {
  10096. struct skill_unit_group *group = skill_id2group(sce->val4);
  10097. sce->val4 = 0;
  10098. if( group ) // Might have been cleared before status ended, e.g. land protector
  10099. skill_delunitgroup(group);
  10100. }
  10101. break;
  10102. case SC_CURSEDCIRCLE_ATKER:
  10103. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  10104. map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  10105. break;
  10106. case SC_RAISINGDRAGON:
  10107. if( sd && sce->val2 && !pc_isdead(sd) ) {
  10108. int i = min(sd->spiritball,5);
  10109. pc_delspiritball(sd, sd->spiritball, 0);
  10110. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10111. while( i > 0 ) {
  10112. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  10113. --i;
  10114. }
  10115. }
  10116. break;
  10117. case SC_CURSEDCIRCLE_TARGET:
  10118. {
  10119. struct block_list *src = map_id2bl(sce->val2);
  10120. struct status_change *sc2 = status_get_sc(src);
  10121. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  10122. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  10123. clif_bladestop(bl, sce->val2, 0);
  10124. }
  10125. }
  10126. break;
  10127. case SC_BLOODSUCKER:
  10128. if( sce->val2 ) {
  10129. struct block_list *src = map_id2bl(sce->val2);
  10130. if(src) {
  10131. struct status_change *sc2 = status_get_sc(src);
  10132. sc2->bs_counter--;
  10133. }
  10134. }
  10135. break;
  10136. case SC_TEARGAS:
  10137. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  10138. break;
  10139. case SC_BANANA_BOMB_SITDOWN:
  10140. if( sd && pc_issit(sd) && pc_setstand(sd, false) ) {
  10141. skill_sit(sd,0);
  10142. clif_standing(bl);
  10143. }
  10144. break;
  10145. case SC_KYOUGAKU:
  10146. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  10147. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  10148. break;
  10149. case SC_INTRAVISION:
  10150. calc_flag = SCB_ALL; // Required for overlapping
  10151. break;
  10152. case SC_OVERED_BOOST:
  10153. switch (bl->type) {
  10154. case BL_HOM: {
  10155. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  10156. if( hd )
  10157. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  10158. }
  10159. break;
  10160. case BL_PC:
  10161. status_zap(bl,0,status_get_max_sp(bl) / 2);
  10162. break;
  10163. }
  10164. break;
  10165. case SC_FULL_THROTTLE: {
  10166. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  10167. clif_status_change(bl, SI_DECREASEAGI, 1, sec, 0, 0, 0);
  10168. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  10169. }
  10170. break;
  10171. case SC_REBOUND:
  10172. clif_status_load(bl, SI_DECREASEAGI, 0);
  10173. break;
  10174. case SC_ITEMSCRIPT: // Removes Buff Icons
  10175. if (sd && sce->val2 != SI_BLANK)
  10176. clif_status_load(bl, (enum si_type)sce->val2, 0);
  10177. break;
  10178. case SC_HEAT_BARREL:
  10179. if (sd)
  10180. sc_start(bl,bl,SC_HEAT_BARREL_AFTER,100,sce->val1,skill_get_time2(RL_HEAT_BARREL, sce->val1));
  10181. break;
  10182. case SC_C_MARKER:
  10183. {
  10184. // Remove mark data from caster
  10185. struct map_session_data *caster = map_id2sd(sce->val2);
  10186. uint8 i = 0;
  10187. if (!caster)
  10188. break;
  10189. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  10190. if (i < MAX_SKILL_CRIMSON_MARKER) {
  10191. caster->c_marker[i] = 0;
  10192. clif_crimson_marker(caster, bl, true);
  10193. }
  10194. }
  10195. break;
  10196. case SC_H_MINE:
  10197. {
  10198. // Drop the material from target if expired
  10199. struct item it;
  10200. struct map_session_data *caster = NULL;
  10201. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  10202. break;
  10203. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  10204. break;
  10205. memset(&it, 0, sizeof(it));
  10206. it.nameid = skill_get_itemid(RL_H_MINE,0);
  10207. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  10208. it.identify = 1;
  10209. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4);
  10210. }
  10211. break;
  10212. }
  10213. opt_flag = 1;
  10214. switch(type) {
  10215. case SC_STONE:
  10216. case SC_FREEZE:
  10217. case SC_STUN:
  10218. case SC_SLEEP:
  10219. case SC_DEEPSLEEP:
  10220. case SC_BURNING:
  10221. case SC_WHITEIMPRISON:
  10222. case SC_CRYSTALIZE:
  10223. sc->opt1 = 0;
  10224. break;
  10225. case SC_POISON:
  10226. case SC_CURSE:
  10227. case SC_SILENCE:
  10228. case SC_BLIND:
  10229. sc->opt2 &= ~(1<<(type-SC_POISON));
  10230. break;
  10231. case SC_DPOISON:
  10232. sc->opt2 &= ~OPT2_DPOISON;
  10233. break;
  10234. case SC_SIGNUMCRUCIS:
  10235. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  10236. break;
  10237. case SC_HIDING:
  10238. sc->option &= ~OPTION_HIDE;
  10239. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  10240. break;
  10241. case SC_CLOAKING:
  10242. case SC_CLOAKINGEXCEED:
  10243. case SC__INVISIBILITY:
  10244. sc->option &= ~OPTION_CLOAK;
  10245. case SC_CAMOUFLAGE:
  10246. opt_flag |= 2;
  10247. break;
  10248. case SC_CHASEWALK:
  10249. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  10250. opt_flag |= 2;
  10251. break;
  10252. case SC__FEINTBOMB:
  10253. sc->option &= ~OPTION_INVISIBLE;
  10254. opt_flag |= 2;
  10255. case SC_SIGHT:
  10256. sc->option &= ~OPTION_SIGHT;
  10257. break;
  10258. case SC_WEDDING:
  10259. sc->option &= ~OPTION_WEDDING;
  10260. opt_flag |= 0x4;
  10261. break;
  10262. case SC_XMAS:
  10263. sc->option &= ~OPTION_XMAS;
  10264. opt_flag |= 0x4;
  10265. break;
  10266. case SC_SUMMER:
  10267. sc->option &= ~OPTION_SUMMER;
  10268. opt_flag |= 0x4;
  10269. break;
  10270. case SC_HANBOK:
  10271. sc->option &= ~OPTION_HANBOK;
  10272. opt_flag |= 0x4;
  10273. break;
  10274. case SC_OKTOBERFEST:
  10275. sc->option &= ~OPTION_OKTOBERFEST;
  10276. opt_flag |= 0x4;
  10277. break;
  10278. case SC_ORCISH:
  10279. sc->option &= ~OPTION_ORCISH;
  10280. break;
  10281. case SC_RUWACH:
  10282. sc->option &= ~OPTION_RUWACH;
  10283. break;
  10284. case SC_FUSION:
  10285. sc->option &= ~OPTION_FLYING;
  10286. break;
  10287. // opt3
  10288. case SC_TWOHANDQUICKEN:
  10289. case SC_ONEHAND:
  10290. case SC_SPEARQUICKEN:
  10291. case SC_CONCENTRATION:
  10292. case SC_MERC_QUICKEN:
  10293. sc->opt3 &= ~OPT3_QUICKEN;
  10294. opt_flag = 0;
  10295. break;
  10296. case SC_OVERTHRUST:
  10297. case SC_MAXOVERTHRUST:
  10298. case SC_SWOO:
  10299. sc->opt3 &= ~OPT3_OVERTHRUST;
  10300. if( type == SC_SWOO )
  10301. opt_flag = 8;
  10302. else
  10303. opt_flag = 0;
  10304. break;
  10305. case SC_ENERGYCOAT:
  10306. case SC_SKE:
  10307. sc->opt3 &= ~OPT3_ENERGYCOAT;
  10308. opt_flag = 0;
  10309. break;
  10310. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  10311. if (bl->type != BL_MOB) {
  10312. opt_flag = 0;
  10313. break;
  10314. }
  10315. case SC_EXPLOSIONSPIRITS:
  10316. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  10317. opt_flag = 0;
  10318. break;
  10319. case SC_STEELBODY:
  10320. case SC_SKA:
  10321. sc->opt3 &= ~OPT3_STEELBODY;
  10322. opt_flag = 0;
  10323. break;
  10324. case SC_BLADESTOP:
  10325. sc->opt3 &= ~OPT3_BLADESTOP;
  10326. opt_flag = 0;
  10327. break;
  10328. case SC_AURABLADE:
  10329. sc->opt3 &= ~OPT3_AURABLADE;
  10330. opt_flag = 0;
  10331. break;
  10332. case SC_BERSERK:
  10333. opt_flag = 0;
  10334. sc->opt3 &= ~OPT3_BERSERK;
  10335. break;
  10336. // case ???: // doesn't seem to do anything
  10337. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  10338. // opt_flag = 0;
  10339. // break;
  10340. case SC_DANCING:
  10341. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  10342. sc->opt3 &= ~OPT3_MOONLIT;
  10343. opt_flag = 0;
  10344. break;
  10345. case SC_MARIONETTE:
  10346. case SC_MARIONETTE2:
  10347. sc->opt3 &= ~OPT3_MARIONETTE;
  10348. opt_flag = 0;
  10349. break;
  10350. case SC_ASSUMPTIO:
  10351. sc->opt3 &= ~OPT3_ASSUMPTIO;
  10352. opt_flag = 0;
  10353. break;
  10354. case SC_WARM: // SG skills [Komurka]
  10355. sc->opt3 &= ~OPT3_WARM;
  10356. opt_flag = 0;
  10357. break;
  10358. case SC_KAITE:
  10359. sc->opt3 &= ~OPT3_KAITE;
  10360. opt_flag = 0;
  10361. break;
  10362. case SC_BUNSINJYUTSU:
  10363. sc->opt3 &= ~OPT3_BUNSIN;
  10364. opt_flag = 0;
  10365. break;
  10366. case SC_SPIRIT:
  10367. sc->opt3 &= ~OPT3_SOULLINK;
  10368. opt_flag = 0;
  10369. break;
  10370. case SC_CHANGEUNDEAD:
  10371. sc->opt3 &= ~OPT3_UNDEAD;
  10372. opt_flag = 0;
  10373. break;
  10374. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10375. // sc->opt3 &= ~OPT3_CONTRACT;
  10376. // opt_flag = 0;
  10377. // break;
  10378. default:
  10379. opt_flag = 0;
  10380. }
  10381. if (calc_flag&SCB_DYE) { // Restore DYE color
  10382. if (vd && !vd->cloth_color && sce->val4)
  10383. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  10384. calc_flag&=~SCB_DYE;
  10385. }
  10386. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  10387. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  10388. if( opt_flag&8 ) // bugreport:681
  10389. clif_changeoption2(bl);
  10390. else if(opt_flag) {
  10391. clif_changeoption(bl);
  10392. if (sd && (opt_flag&0x4)) {
  10393. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  10394. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  10395. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  10396. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  10397. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  10398. }
  10399. }
  10400. if (calc_flag)
  10401. status_calc_bl(bl,calc_flag);
  10402. if(opt_flag&4) // Out of hiding, invoke on place.
  10403. skill_unit_move(bl,gettick(),1);
  10404. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  10405. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  10406. ers_free(sc_data_ers, sce);
  10407. return 1;
  10408. }
  10409. /**
  10410. * Special timer and heal for Kaahi status
  10411. * @param tid: Timer ID
  10412. * @param tick: How long before next call
  10413. * @param id: ID of character
  10414. * @param data: Information passed through the timer call
  10415. * @return 1: Success 0: Fail
  10416. */
  10417. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  10418. {
  10419. struct block_list *bl;
  10420. struct status_change *sc;
  10421. struct status_change_entry *sce;
  10422. struct status_data *status;
  10423. int hp;
  10424. if(!((bl=map_id2bl(id))&&
  10425. (sc=status_get_sc(bl)) &&
  10426. (sce = sc->data[SC_KAAHI])))
  10427. return 0;
  10428. if(sce->val4 != tid) {
  10429. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  10430. sce->val4 = INVALID_TIMER;
  10431. return 0;
  10432. }
  10433. status=status_get_status_data(bl);
  10434. if(!status_charge(bl, 0, sce->val3)) {
  10435. sce->val4 = INVALID_TIMER;
  10436. return 0;
  10437. }
  10438. hp = status->max_hp - status->hp;
  10439. if (hp > sce->val2)
  10440. hp = sce->val2;
  10441. if (hp)
  10442. status_heal(bl, hp, 0, 2);
  10443. sce->val4 = INVALID_TIMER;
  10444. return 1;
  10445. }
  10446. /**
  10447. * Resets timers for statuses
  10448. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  10449. * @param tid: Timer ID
  10450. * @param tick: How long before next call
  10451. * @param id: ID of character
  10452. * @param data: Information passed through the timer call
  10453. * @return 1: Success 0: Fail
  10454. */
  10455. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  10456. {
  10457. enum sc_type type = (sc_type)data;
  10458. struct block_list *bl;
  10459. struct map_session_data *sd;
  10460. struct status_data *status;
  10461. struct status_change *sc;
  10462. struct status_change_entry *sce;
  10463. bl = map_id2bl(id);
  10464. if(!bl) {
  10465. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  10466. return 0;
  10467. }
  10468. sc = status_get_sc(bl);
  10469. status = status_get_status_data(bl);
  10470. if(!(sc && (sce = sc->data[type]))) {
  10471. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  10472. return 0;
  10473. }
  10474. if( sce->timer != tid ) {
  10475. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  10476. return 0;
  10477. }
  10478. sd = BL_CAST(BL_PC, bl);
  10479. // Set the next timer of the sce (don't assume the status still exists)
  10480. #define sc_timer_next(t,f,i,d) \
  10481. if( (sce=sc->data[type]) ) \
  10482. sce->timer = add_timer(t,f,i,d); \
  10483. else \
  10484. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  10485. switch(type) {
  10486. case SC_MAXIMIZEPOWER:
  10487. case SC_CLOAKING:
  10488. if(!status_charge(bl, 0, 1))
  10489. break; // Not enough SP to continue.
  10490. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  10491. return 0;
  10492. case SC_CHASEWALK:
  10493. if(!status_charge(bl, 0, sce->val4))
  10494. break; // Not enough SP to continue.
  10495. if (!sc->data[SC_CHASEWALK2]) {
  10496. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  10497. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  10498. *skill_get_time2(status_sc2skill(type),sce->val1));
  10499. }
  10500. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  10501. return 0;
  10502. break;
  10503. case SC_SKA:
  10504. if(--(sce->val2)>0) {
  10505. sce->val3 = rnd()%100; // Random defense.
  10506. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  10507. return 0;
  10508. }
  10509. break;
  10510. case SC_HIDING:
  10511. if(--(sce->val2)>0) {
  10512. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  10513. break; // Fail if it's time to substract SP and there isn't.
  10514. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  10515. return 0;
  10516. }
  10517. break;
  10518. case SC_SIGHT:
  10519. case SC_RUWACH:
  10520. case SC_SIGHTBLASTER:
  10521. if(type == SC_SIGHTBLASTER)
  10522. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  10523. else
  10524. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  10525. if( --(sce->val2)>0 ) {
  10526. sce->val4 += 250; // Use for Shadow Form 2 seconds checking.
  10527. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  10528. return 0;
  10529. }
  10530. break;
  10531. case SC_PROVOKE:
  10532. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  10533. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  10534. return 0;
  10535. }
  10536. break;
  10537. case SC_STONE:
  10538. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  10539. sce->val4 = 0;
  10540. unit_stop_walking(bl,1);
  10541. unit_stop_attack(bl);
  10542. sc->opt1 = OPT1_STONE;
  10543. clif_changeoption(bl);
  10544. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  10545. status_calc_bl(bl, StatusChangeFlagTable[type]);
  10546. return 0;
  10547. }
  10548. if(--(sce->val3) > 0) {
  10549. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  10550. status_percent_damage(NULL, bl, 1, 0, false);
  10551. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  10552. return 0;
  10553. }
  10554. break;
  10555. case SC_POISON:
  10556. case SC_DPOISON:
  10557. if (--(sce->val3) > 0) {
  10558. if (!sc->data[SC_SLOWPOISON]) {
  10559. if( sce->val2 && bl->type == BL_MOB ) {
  10560. struct block_list* src = map_id2bl(sce->val2);
  10561. if( src )
  10562. mob_log_damage((TBL_MOB*)bl,src,sce->val4);
  10563. }
  10564. map_freeblock_lock();
  10565. if(status->hp >= max(status->max_hp>>2, sce->val4)) // Stop damaging after 25% HP left.
  10566. status_zap(bl, sce->val4, 0);
  10567. if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
  10568. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  10569. }
  10570. map_freeblock_unlock();
  10571. }
  10572. return 0;
  10573. }
  10574. break;
  10575. case SC_TENSIONRELAX:
  10576. if(status->max_hp > status->hp && --(sce->val3) > 0) {
  10577. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10578. return 0;
  10579. }
  10580. break;
  10581. case SC_KNOWLEDGE:
  10582. if (!sd) break;
  10583. if(bl->m == sd->feel_map[0].m ||
  10584. bl->m == sd->feel_map[1].m ||
  10585. bl->m == sd->feel_map[2].m)
  10586. { // Timeout will be handled by pc_setpos
  10587. sce->timer = INVALID_TIMER;
  10588. return 0;
  10589. }
  10590. break;
  10591. case SC_BLEEDING:
  10592. if (--(sce->val4) >= 0) {
  10593. int hp = rnd()%600 + 200;
  10594. struct block_list* src = map_id2bl(sce->val2);
  10595. if( src && bl && bl->type == BL_MOB )
  10596. mob_log_damage( (TBL_MOB*)bl, src, sd || hp < status->hp ? hp : status->hp - 1 );
  10597. map_freeblock_lock();
  10598. status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
  10599. if( sc->data[type] ) {
  10600. if( status->hp == 1 ) {
  10601. map_freeblock_unlock();
  10602. break;
  10603. }
  10604. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10605. }
  10606. map_freeblock_unlock();
  10607. return 0;
  10608. }
  10609. break;
  10610. case SC_S_LIFEPOTION:
  10611. case SC_L_LIFEPOTION:
  10612. if( sd && --(sce->val4) >= 0 ) {
  10613. // val1 < 0 = per max% | val1 > 0 = exact amount
  10614. int hp = 0;
  10615. if( status->hp < status->max_hp )
  10616. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  10617. status_heal(bl, hp, 0, 2);
  10618. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  10619. return 0;
  10620. }
  10621. break;
  10622. case SC_BOSSMAPINFO:
  10623. if( sd && --(sce->val4) >= 0 ) {
  10624. struct mob_data *boss_md = map_id2boss(sce->val1);
  10625. if( boss_md && sd->bl.m == boss_md->bl.m ) {
  10626. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X, Y on minimap
  10627. if (boss_md->bl.prev != NULL) {
  10628. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10629. return 0;
  10630. }
  10631. }
  10632. }
  10633. break;
  10634. case SC_DANCING: // SP consumption by time of dancing skills
  10635. {
  10636. int s = 0;
  10637. int sp = 1;
  10638. if (--sce->val3 <= 0)
  10639. break;
  10640. switch(sce->val1&0xFFFF) {
  10641. case BD_RICHMANKIM:
  10642. case BD_DRUMBATTLEFIELD:
  10643. case BD_RINGNIBELUNGEN:
  10644. case BD_SIEGFRIED:
  10645. case BA_DISSONANCE:
  10646. case BA_ASSASSINCROSS:
  10647. case DC_UGLYDANCE:
  10648. s=3;
  10649. break;
  10650. case BD_LULLABY:
  10651. case BD_ETERNALCHAOS:
  10652. case BD_ROKISWEIL:
  10653. case DC_FORTUNEKISS:
  10654. s=4;
  10655. break;
  10656. case CG_HERMODE:
  10657. case BD_INTOABYSS:
  10658. case BA_WHISTLE:
  10659. case DC_HUMMING:
  10660. case BA_POEMBRAGI:
  10661. case DC_SERVICEFORYOU:
  10662. s=5;
  10663. break;
  10664. case BA_APPLEIDUN:
  10665. #ifdef RENEWAL
  10666. s=5;
  10667. #else
  10668. s=6;
  10669. #endif
  10670. break;
  10671. case CG_MOONLIT:
  10672. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  10673. sp= 4*(sce->val1>>16);
  10674. // Upkeep is also every 10 secs.
  10675. case DC_DONTFORGETME:
  10676. s=10;
  10677. break;
  10678. }
  10679. if( s != 0 && sce->val3 % s == 0 ) {
  10680. if (sc->data[SC_LONGING])
  10681. sp*= 3;
  10682. if (!status_charge(bl, 0, sp))
  10683. break;
  10684. }
  10685. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10686. return 0;
  10687. }
  10688. break;
  10689. case SC_BERSERK:
  10690. // 5% every 10 seconds [DracoRPG]
  10691. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  10692. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10693. return 0;
  10694. }
  10695. break;
  10696. case SC_NOCHAT:
  10697. if(sd) {
  10698. sd->status.manner++;
  10699. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  10700. clif_updatestatus(sd,SP_MANNER);
  10701. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  10702. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  10703. return 0;
  10704. }
  10705. }
  10706. break;
  10707. case SC_SPLASHER:
  10708. // Custom Venom Splasher countdown timer
  10709. // if (sce->val4 % 1000 == 0) {
  10710. // char timer[10];
  10711. // snprintf (timer, 10, "%d", sce->val4/1000);
  10712. // clif_message(bl, timer);
  10713. // }
  10714. if((sce->val4 -= 500) > 0) {
  10715. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  10716. return 0;
  10717. }
  10718. break;
  10719. case SC_MARIONETTE:
  10720. case SC_MARIONETTE2:
  10721. {
  10722. struct block_list *pbl = map_id2bl(sce->val1);
  10723. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  10724. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10725. return 0;
  10726. }
  10727. }
  10728. break;
  10729. case SC_GOSPEL:
  10730. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  10731. int hp, sp;
  10732. hp = (sce->val1 > 5) ? 45 : 30;
  10733. sp = (sce->val1 > 5) ? 35 : 20;
  10734. if(!status_charge(bl, hp, sp))
  10735. break;
  10736. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  10737. return 0;
  10738. }
  10739. break;
  10740. case SC_JAILED:
  10741. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  10742. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  10743. return 0;
  10744. }
  10745. break;
  10746. case SC_BLIND:
  10747. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  10748. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  10749. return 0;
  10750. }
  10751. break;
  10752. case SC_ABUNDANCE:
  10753. if(--(sce->val4) > 0) {
  10754. status_heal(bl,0,60,0);
  10755. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  10756. }
  10757. break;
  10758. case SC_PYREXIA:
  10759. if( --(sce->val4) >= 0 ) {
  10760. map_freeblock_lock();
  10761. clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,DMG_NORMAL,0);
  10762. status_fix_damage(NULL,bl,100,0);
  10763. if( sc->data[type] ) {
  10764. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  10765. }
  10766. map_freeblock_unlock();
  10767. return 0;
  10768. }
  10769. break;
  10770. case SC_LEECHESEND:
  10771. if( --(sce->val4) >= 0 ) {
  10772. int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  10773. damage += status->vit * (sce->val1 - 3);
  10774. unit_skillcastcancel(bl,2);
  10775. map_freeblock_lock();
  10776. status_damage(bl, bl, damage, 0, clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,DMG_NORMAL,0), 1);
  10777. if( sc->data[type] ) {
  10778. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  10779. }
  10780. map_freeblock_unlock();
  10781. return 0;
  10782. }
  10783. break;
  10784. case SC_MAGICMUSHROOM:
  10785. if( --(sce->val4) >= 0 ) {
  10786. bool flag = 0;
  10787. int damage = status->max_hp * 3 / 100;
  10788. if( status->hp <= damage )
  10789. damage = status->hp - 1; // Cannot Kill
  10790. if( damage > 0 ) { // 3% Damage each 4 seconds
  10791. map_freeblock_lock();
  10792. status_zap(bl,damage,0);
  10793. flag = !sc->data[type]; // Killed? Should not
  10794. map_freeblock_unlock();
  10795. }
  10796. if( !flag ) { // Random Skill Cast
  10797. if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
  10798. int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
  10799. unit_stop_attack(bl);
  10800. unit_skillcastcancel(bl,1);
  10801. do {
  10802. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  10803. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  10804. }
  10805. while( checked++ < checked_max && mushroom_skill_id == 0 );
  10806. if (!skill_get_index(mushroom_skill_id))
  10807. break;
  10808. switch( skill_get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
  10809. case CAST_GROUND:
  10810. skill_castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
  10811. break;
  10812. case CAST_NODAMAGE:
  10813. skill_castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
  10814. break;
  10815. case CAST_DAMAGE:
  10816. skill_castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
  10817. break;
  10818. }
  10819. }
  10820. clif_emotion(bl,E_HEH);
  10821. sc_timer_next(4000+tick,status_change_timer,bl->id,data);
  10822. }
  10823. return 0;
  10824. }
  10825. break;
  10826. case SC_TOXIN:
  10827. if( --(sce->val4) >= 0 ) { // Damage is every 10 seconds including 3%sp drain.
  10828. map_freeblock_lock();
  10829. clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,DMG_NORMAL,0);
  10830. status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); // Cancel dmg only if cancelable
  10831. if( sc->data[type] ) {
  10832. sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
  10833. }
  10834. map_freeblock_unlock();
  10835. return 0;
  10836. }
  10837. break;
  10838. case SC_OBLIVIONCURSE:
  10839. if( --(sce->val4) >= 0 ) {
  10840. clif_emotion(bl,E_WHAT);
  10841. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  10842. return 0;
  10843. }
  10844. break;
  10845. case SC_WEAPONBLOCKING:
  10846. if( --(sce->val4) >= 0 ) {
  10847. if( !status_charge(bl,0,3) )
  10848. break;
  10849. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  10850. return 0;
  10851. }
  10852. break;
  10853. case SC_CLOAKINGEXCEED:
  10854. if(!status_charge(bl,0,10-sce->val1))
  10855. break;
  10856. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10857. return 0;
  10858. case SC_RENOVATIO:
  10859. if( --(sce->val4) >= 0 ) {
  10860. int heal = status->max_hp * 3 / 100;
  10861. if( sc && sc->data[SC_AKAITSUKI] && heal )
  10862. heal = ~heal + 1;
  10863. status_heal(bl, heal, 0, 3);
  10864. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10865. return 0;
  10866. }
  10867. break;
  10868. case SC_BURNING:
  10869. if( --(sce->val4) >= 0 ) {
  10870. struct block_list *src = map_id2bl(sce->val3);
  10871. int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
  10872. map_freeblock_lock();
  10873. clif_damage(bl,bl,tick,0,0,damage,1,DMG_MULTI_HIT_ENDURE,0); // Damage is like endure effect with no walk delay
  10874. status_damage(src, bl, damage, 0, 0, 1);
  10875. if( sc->data[type]) { // Target still lives. [LimitLine]
  10876. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10877. }
  10878. map_freeblock_unlock();
  10879. return 0;
  10880. }
  10881. break;
  10882. case SC_FEAR:
  10883. if( --(sce->val4) >= 0 ) {
  10884. if( sce->val2 > 0 )
  10885. sce->val2--;
  10886. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10887. return 0;
  10888. }
  10889. break;
  10890. case SC_SPHERE_1:
  10891. case SC_SPHERE_2:
  10892. case SC_SPHERE_3:
  10893. case SC_SPHERE_4:
  10894. case SC_SPHERE_5:
  10895. if( --(sce->val4) >= 0 ) {
  10896. if( !status_charge(bl, 0, 1) )
  10897. break;
  10898. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10899. return 0;
  10900. }
  10901. break;
  10902. case SC_FREEZE_SP:
  10903. if( !status_charge(bl, 0, sce->val2) ) {
  10904. int i;
  10905. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  10906. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10907. break;
  10908. }
  10909. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10910. return 0;
  10911. case SC_ELECTRICSHOCKER:
  10912. if( --(sce->val4) >= 0 ) {
  10913. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  10914. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10915. return 0;
  10916. }
  10917. break;
  10918. case SC_CAMOUFLAGE:
  10919. if (!status_charge(bl, 0, 7 - sce->val1))
  10920. break;
  10921. if (--sce->val4 >= 0)
  10922. sce->val3++;
  10923. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10924. return 0;
  10925. case SC__REPRODUCE:
  10926. if(!status_charge(bl, 0, 1))
  10927. break;
  10928. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10929. return 0;
  10930. case SC__SHADOWFORM:
  10931. if( --(sce->val4) >= 0 ) {
  10932. if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
  10933. break;
  10934. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10935. return 0;
  10936. }
  10937. break;
  10938. case SC__INVISIBILITY:
  10939. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  10940. break;
  10941. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10942. return 0;
  10943. case SC__FEINTBOMB:
  10944. if( --(sce->val4) >= 0) {
  10945. if( !status_charge(bl, 0, 1) )
  10946. break;
  10947. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10948. return 0;
  10949. }
  10950. break;
  10951. case SC_STRIKING:
  10952. if( --(sce->val4) >= 0 ) {
  10953. if( !status_charge(bl,0, sce->val3 ) )
  10954. break;
  10955. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10956. return 0;
  10957. }
  10958. break;
  10959. case SC_BLOODSUCKER:
  10960. if( --(sce->val4) >= 0 ) {
  10961. struct block_list *src = map_id2bl(sce->val2);
  10962. int damage;
  10963. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  10964. break;
  10965. map_freeblock_lock();
  10966. damage = 200 + 100 * sce->val1 + status_get_int(src);
  10967. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0), 0);
  10968. unit_skillcastcancel(bl,1);
  10969. if ( sc->data[type] ) {
  10970. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10971. }
  10972. map_freeblock_unlock();
  10973. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  10974. return 0;
  10975. }
  10976. break;
  10977. case SC_VOICEOFSIREN:
  10978. if( --(sce->val4) >= 0 ) {
  10979. clif_emotion(bl,E_LV);
  10980. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10981. return 0;
  10982. }
  10983. break;
  10984. case SC_DEEPSLEEP:
  10985. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  10986. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  10987. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10988. return 0;
  10989. }
  10990. break;
  10991. case SC_SIRCLEOFNATURE:
  10992. if( --(sce->val4) >= 0 ) {
  10993. if( !status_charge(bl,0,sce->val3) )
  10994. break;
  10995. status_heal(bl, sce->val2, 0, 1);
  10996. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10997. return 0;
  10998. }
  10999. break;
  11000. case SC_SONGOFMANA:
  11001. if( --(sce->val4) >= 0 ) {
  11002. status_heal(bl,0,sce->val3,3);
  11003. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11004. return 0;
  11005. }
  11006. break;
  11007. case SC_SATURDAYNIGHTFEVER:
  11008. // 1% HP/SP drain every val4 seconds [Jobbie]
  11009. if( --(sce->val3) >= 0 ) {
  11010. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  11011. break;
  11012. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  11013. return 0;
  11014. }
  11015. break;
  11016. case SC_MELODYOFSINK:
  11017. if( --(sce->val4) >= 0 ) {
  11018. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  11019. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11020. return 0;
  11021. }
  11022. break;
  11023. case SC_CRYSTALIZE:
  11024. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  11025. if( bl->type != BL_MOB) // Doesn't work on mobs
  11026. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  11027. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11028. return 0;
  11029. }
  11030. break;
  11031. case SC_FORCEOFVANGUARD:
  11032. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  11033. break;
  11034. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11035. return 0;
  11036. case SC_BANDING:
  11037. if( status_charge(bl, 0, 7 - sce->val1) ) {
  11038. if( sd ) pc_banding(sd, sce->val1);
  11039. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11040. return 0;
  11041. }
  11042. break;
  11043. case SC_REFLECTDAMAGE:
  11044. if( --(sce->val4) > 0 ) {
  11045. if( !status_charge(bl,0,10) )
  11046. break;
  11047. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11048. return 0;
  11049. }
  11050. break;
  11051. case SC_OVERHEAT_LIMITPOINT:
  11052. if( --(sce->val1) > 0 ) { // Cooling
  11053. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  11054. }
  11055. break;
  11056. case SC_OVERHEAT:
  11057. {
  11058. int damage = status->max_hp / 100; // Suggestion 1% each second
  11059. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  11060. map_freeblock_lock();
  11061. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,DMG_NORMAL,0));
  11062. if( sc->data[type] ) {
  11063. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11064. }
  11065. map_freeblock_unlock();
  11066. }
  11067. break;
  11068. case SC_MAGNETICFIELD:
  11069. {
  11070. if( --(sce->val3) <= 0 )
  11071. break; // Time out
  11072. if( sce->val2 == bl->id ) {
  11073. if( !status_charge(bl,0,50) )
  11074. break; // No more SP status should end, and in the next second will end for the other affected players
  11075. } else {
  11076. struct block_list *src = map_id2bl(sce->val2);
  11077. struct status_change *ssc;
  11078. if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
  11079. break; // Source no more under Magnetic Field
  11080. }
  11081. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11082. }
  11083. break;
  11084. case SC_INSPIRATION:
  11085. if(--(sce->val4) >= 0) {
  11086. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  11087. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  11088. if( !status_charge(bl,hp,sp) ) break;
  11089. sc_timer_next(5000+tick,status_change_timer,bl->id, data);
  11090. return 0;
  11091. }
  11092. break;
  11093. case SC_RAISINGDRAGON:
  11094. // 1% every 5 seconds [Jobbie]
  11095. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  11096. if( !sc->data[type] ) return 0;
  11097. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11098. return 0;
  11099. }
  11100. break;
  11101. case SC_TROPIC:
  11102. case SC_CHILLY_AIR:
  11103. case SC_WILD_STORM:
  11104. case SC_UPHEAVAL:
  11105. case SC_HEATER:
  11106. case SC_COOLER:
  11107. case SC_BLAST:
  11108. case SC_CURSED_SOIL:
  11109. case SC_PYROTECHNIC:
  11110. case SC_AQUAPLAY:
  11111. case SC_GUST:
  11112. case SC_PETROLOGY:
  11113. case SC_CIRCLE_OF_FIRE:
  11114. case SC_FIRE_CLOAK:
  11115. case SC_WATER_DROP:
  11116. case SC_WATER_SCREEN:
  11117. case SC_WIND_CURTAIN:
  11118. case SC_WIND_STEP:
  11119. case SC_STONE_SHIELD:
  11120. case SC_SOLID_SKIN:
  11121. if( !status_charge(bl,0,sce->val2) ) {
  11122. struct block_list *s_bl = battle_get_master(bl);
  11123. if (bl->type == BL_ELEM)
  11124. elemental_change_mode(BL_CAST(BL_ELEM, bl), MAX_ELESKILLTREE);
  11125. if( s_bl )
  11126. status_change_end(s_bl,type+1,INVALID_TIMER);
  11127. status_change_end(bl,type,INVALID_TIMER);
  11128. break;
  11129. }
  11130. sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
  11131. return 0;
  11132. case SC_TEARGAS:
  11133. if( --(sce->val4) >= 0 ) {
  11134. struct block_list *src = map_id2bl(sce->val3);
  11135. int damage = sce->val2;
  11136. map_freeblock_lock();
  11137. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0);
  11138. status_damage(src, bl, damage,0, 0, 1);
  11139. if( sc->data[type] ) {
  11140. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11141. }
  11142. map_freeblock_unlock();
  11143. return 0;
  11144. }
  11145. break;
  11146. case SC_TEARGAS_SOB:
  11147. if( --(sce->val4) >= 0 ) {
  11148. clif_emotion(bl, E_SOB);
  11149. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  11150. return 0;
  11151. }
  11152. break;
  11153. case SC_STOMACHACHE:
  11154. if( --(sce->val4) >= 0 ) {
  11155. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  11156. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  11157. pc_setsit(sd);
  11158. skill_sit(sd, 1);
  11159. clif_sitting(bl);
  11160. }
  11161. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11162. return 0;
  11163. }
  11164. break;
  11165. case SC_LEADERSHIP:
  11166. case SC_GLORYWOUNDS:
  11167. case SC_SOULCOLD:
  11168. case SC_HAWKEYES:
  11169. // They only end by status_change_end
  11170. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  11171. return 0;
  11172. case SC_MEIKYOUSISUI:
  11173. if( --(sce->val4) >= 0 ) {
  11174. status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
  11175. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11176. return 0;
  11177. }
  11178. break;
  11179. case SC_IZAYOI:
  11180. case SC_KAGEMUSYA:
  11181. if( --(sce->val2) >= 0 ) {
  11182. if(!status_charge(bl, 0, 1)) break;
  11183. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11184. return 0;
  11185. }
  11186. break;
  11187. case SC_ANGRIFFS_MODUS:
  11188. if(--(sce->val4) >= 0) { // Drain hp/sp
  11189. if( !status_charge(bl,100,20) ) break;
  11190. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  11191. return 0;
  11192. }
  11193. break;
  11194. case SC_CBC:
  11195. if(--(sce->val4) >= 0) { // Drain hp/sp
  11196. int hp=0;
  11197. int sp = (status->max_sp * sce->val3) / 100;
  11198. if(bl->type == BL_MOB) hp = sp*10;
  11199. if( !status_charge(bl,hp,sp) ) break;
  11200. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  11201. return 0;
  11202. }
  11203. break;
  11204. case SC_FULL_THROTTLE:
  11205. if( --(sce->val4) >= 0 ) {
  11206. status_percent_damage(bl, bl, 0, sce->val2, false);
  11207. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11208. return 0;
  11209. }
  11210. break;
  11211. case SC_KINGS_GRACE:
  11212. if( --(sce->val4) >= 0 ) {
  11213. status_percent_heal(bl, sce->val2, 0);
  11214. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11215. return 0;
  11216. }
  11217. break;
  11218. case SC_FRIGG_SONG:
  11219. if( --(sce->val4) >= 0 ) {
  11220. status_heal(bl, sce->val3, 0, 0);
  11221. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11222. return 0;
  11223. }
  11224. break;
  11225. case SC_C_MARKER:
  11226. if( --(sce->val4) >= 0 ) {
  11227. TBL_PC *caster = map_id2sd(sce->val2);
  11228. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  11229. break;
  11230. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11231. clif_crimson_marker(caster, bl, false);
  11232. return 0;
  11233. }
  11234. break;
  11235. }
  11236. // Default for all non-handled control paths is to end the status
  11237. return status_change_end( bl,type,tid );
  11238. #undef sc_timer_next
  11239. }
  11240. /**
  11241. * For each iteration of repetitive status
  11242. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  11243. * @param ap: va_list arguments (src, sce, type, tick)
  11244. */
  11245. int status_change_timer_sub(struct block_list* bl, va_list ap)
  11246. {
  11247. struct status_change* tsc;
  11248. struct block_list* src = va_arg(ap,struct block_list*);
  11249. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  11250. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  11251. unsigned int tick = va_arg(ap,unsigned int);
  11252. if (status_isdead(bl))
  11253. return 0;
  11254. tsc = status_get_sc(bl);
  11255. switch( type ) {
  11256. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  11257. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  11258. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  11259. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  11260. case SC_CONCENTRATE:
  11261. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  11262. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  11263. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  11264. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  11265. break;
  11266. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  11267. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  11268. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
  11269. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  11270. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  11271. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  11272. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  11273. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  11274. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  11275. }
  11276. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  11277. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  11278. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  11279. break;
  11280. case SC_SIGHTBLASTER:
  11281. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  11282. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  11283. {
  11284. if (sce && !(bl->type&BL_SKILL) // The hit is not counted if it's against a trap
  11285. && skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0)) {
  11286. sce->val2 = 0; // This signals it to end.
  11287. }
  11288. }
  11289. break;
  11290. case SC_TINDER_BREAKER:
  11291. case SC_CLOSECONFINE:{
  11292. int type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  11293. // Lock char has released the hold on everyone...
  11294. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  11295. tsc->data[type2]->val2 = 0;
  11296. status_change_end(bl, type2, INVALID_TIMER);
  11297. }
  11298. break;
  11299. }
  11300. case SC_CURSEDCIRCLE_TARGET:
  11301. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  11302. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  11303. status_change_end(bl, type, INVALID_TIMER);
  11304. }
  11305. break;
  11306. }
  11307. return 0;
  11308. }
  11309. /**
  11310. * Clears buffs/debuffs on an object
  11311. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  11312. * @param type: Type to remove
  11313. * &1: Clear Buffs
  11314. * $2: Clear Debuffs
  11315. * &4: Specific debuffs with a refresh
  11316. */
  11317. void status_change_clear_buffs (struct block_list* bl, int type)
  11318. {
  11319. int i;
  11320. struct status_change *sc= status_get_sc(bl);
  11321. if (!sc || !sc->count)
  11322. return;
  11323. if (type&6) // Debuffs
  11324. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  11325. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11326. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  11327. if(!sc->data[i])
  11328. continue;
  11329. switch (i) {
  11330. // Stuff that cannot be removed
  11331. case SC_WEIGHT50:
  11332. case SC_WEIGHT90:
  11333. case SC_COMBO:
  11334. case SC_SMA:
  11335. case SC_DANCING:
  11336. case SC_LEADERSHIP:
  11337. case SC_GLORYWOUNDS:
  11338. case SC_SOULCOLD:
  11339. case SC_HAWKEYES:
  11340. case SC_SAFETYWALL:
  11341. case SC_PNEUMA:
  11342. case SC_NOCHAT:
  11343. case SC_JAILED:
  11344. case SC_ANKLE:
  11345. case SC_BLADESTOP:
  11346. case SC_CP_WEAPON:
  11347. case SC_CP_SHIELD:
  11348. case SC_CP_ARMOR:
  11349. case SC_CP_HELM:
  11350. case SC_STRFOOD:
  11351. case SC_AGIFOOD:
  11352. case SC_VITFOOD:
  11353. case SC_INTFOOD:
  11354. case SC_DEXFOOD:
  11355. case SC_LUKFOOD:
  11356. case SC_HITFOOD:
  11357. case SC_FLEEFOOD:
  11358. case SC_BATKFOOD:
  11359. case SC_WATKFOOD:
  11360. case SC_MATKFOOD:
  11361. case SC_FOOD_STR_CASH:
  11362. case SC_FOOD_AGI_CASH:
  11363. case SC_FOOD_VIT_CASH:
  11364. case SC_FOOD_DEX_CASH:
  11365. case SC_FOOD_INT_CASH:
  11366. case SC_FOOD_LUK_CASH:
  11367. case SC_EXPBOOST:
  11368. case SC_JEXPBOOST:
  11369. case SC_ITEMBOOST:
  11370. case SC_ELECTRICSHOCKER:
  11371. case SC__MANHOLE:
  11372. case SC_GIANTGROWTH:
  11373. case SC_MILLENNIUMSHIELD:
  11374. case SC_REFRESH:
  11375. case SC_STONEHARDSKIN:
  11376. case SC_VITALITYACTIVATION:
  11377. case SC_FIGHTINGSPIRIT:
  11378. case SC_ABUNDANCE:
  11379. case SC_SAVAGE_STEAK:
  11380. case SC_COCKTAIL_WARG_BLOOD:
  11381. case SC_MINOR_BBQ:
  11382. case SC_SIROMA_ICE_TEA:
  11383. case SC_DROCERA_HERB_STEAMED:
  11384. case SC_PUTTI_TAILS_NOODLES:
  11385. case SC_CURSEDCIRCLE_ATKER:
  11386. case SC_CURSEDCIRCLE_TARGET:
  11387. case SC_PUSH_CART:
  11388. case SC_ALL_RIDING:
  11389. case SC_STYLE_CHANGE:
  11390. case SC_MONSTER_TRANSFORM:
  11391. case SC_MOONSTAR:
  11392. case SC_SUPER_STAR:
  11393. case SC_MTF_ASPD:
  11394. case SC_MTF_RANGEATK:
  11395. case SC_MTF_MATK:
  11396. case SC_MTF_MLEATKED:
  11397. case SC_MTF_CRIDAMAGE:
  11398. case SC_HEAT_BARREL_AFTER:
  11399. case SC_STRANGELIGHTS:
  11400. case SC_DECORATION_OF_MUSIC:
  11401. case SC_QUEST_BUFF1:
  11402. case SC_QUEST_BUFF2:
  11403. case SC_QUEST_BUFF3:
  11404. continue;
  11405. // Debuffs that can be removed.
  11406. case SC_DEEPSLEEP:
  11407. case SC_BURNING:
  11408. case SC_FREEZING:
  11409. case SC_CRYSTALIZE:
  11410. case SC_TOXIN:
  11411. case SC_PARALYSE:
  11412. case SC_VENOMBLEED:
  11413. case SC_MAGICMUSHROOM:
  11414. case SC_DEATHHURT:
  11415. case SC_PYREXIA:
  11416. case SC_OBLIVIONCURSE:
  11417. case SC_LEECHESEND:
  11418. case SC_MARSHOFABYSS:
  11419. case SC_MANDRAGORA:
  11420. if(!(type&4))
  11421. continue;
  11422. break;
  11423. case SC_HALLUCINATION:
  11424. case SC_QUAGMIRE:
  11425. case SC_SIGNUMCRUCIS:
  11426. case SC_DECREASEAGI:
  11427. case SC_SLOWDOWN:
  11428. case SC_MINDBREAKER:
  11429. case SC_WINKCHARM:
  11430. case SC_STOP:
  11431. case SC_ORCISH:
  11432. case SC_STRIPWEAPON:
  11433. case SC_STRIPSHIELD:
  11434. case SC_STRIPARMOR:
  11435. case SC_STRIPHELM:
  11436. case SC_BITE:
  11437. case SC_ADORAMUS:
  11438. case SC_VACUUM_EXTREME:
  11439. case SC_FEAR:
  11440. case SC_MAGNETICFIELD:
  11441. case SC_NETHERWORLD:
  11442. if (!(type&2))
  11443. continue;
  11444. break;
  11445. // The rest are buffs that can be removed.
  11446. case SC_BERSERK:
  11447. case SC_SATURDAYNIGHTFEVER:
  11448. if (!(type&1))
  11449. continue;
  11450. sc->data[i]->val2 = 0;
  11451. break;
  11452. default:
  11453. if (!(type&1))
  11454. continue;
  11455. break;
  11456. }
  11457. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11458. }
  11459. //Removes bonus_script
  11460. if (bl->type == BL_PC) {
  11461. i = 0;
  11462. if (type&1) i |= BSF_REM_BUFF;
  11463. if (type&2) i |= BSF_REM_DEBUFF;
  11464. if (type&4) i |= BSF_REM_ON_REFRESH;
  11465. if (type&8) i |= BSF_REM_ON_LUXANIMA;
  11466. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  11467. }
  11468. // Cleaning all extras vars
  11469. sc->comet_x = 0;
  11470. sc->comet_y = 0;
  11471. #ifndef RENEWAL
  11472. sc->sg_counter = 0;
  11473. #endif
  11474. sc->bs_counter = 0;
  11475. return;
  11476. }
  11477. /**
  11478. * Infect a user with status effects (SC_DEADLYINFECT)
  11479. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  11480. * @param bl: Object to change
  11481. * @return 1: Success 0: Fail
  11482. */
  11483. int status_change_spread( struct block_list *src, struct block_list *bl )
  11484. {
  11485. int i, flag = 0;
  11486. struct status_change *sc = status_get_sc(src);
  11487. const struct TimerData *timer;
  11488. unsigned int tick;
  11489. struct status_change_data data;
  11490. if( !sc || !sc->count )
  11491. return 0;
  11492. tick = gettick();
  11493. //Boss monsters resistance
  11494. if( (status_get_mode(src)&MD_BOSS) || (status_get_mode(bl)&MD_BOSS) )
  11495. return 0;
  11496. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  11497. if( !sc->data[i] || i == SC_COMMON_MAX )
  11498. continue;
  11499. switch( i ) {
  11500. // Debuffs that can be spread.
  11501. // NOTE: We'll add/delete SCs when we are able to confirm it.
  11502. case SC_CURSE:
  11503. case SC_SILENCE:
  11504. case SC_CONFUSION:
  11505. case SC_BLIND:
  11506. //case SC_NOCHAT:
  11507. case SC_HALLUCINATION:
  11508. case SC_SIGNUMCRUCIS:
  11509. case SC_DECREASEAGI:
  11510. //case SC_SLOWDOWN:
  11511. //case SC_MINDBREAKER:
  11512. //case SC_WINKCHARM:
  11513. //case SC_STOP:
  11514. case SC_ORCISH:
  11515. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  11516. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  11517. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  11518. //case SC_STRIPHELM:
  11519. //case SC__STRIPACCESSORY:
  11520. //case SC_BITE:
  11521. case SC_FREEZING:
  11522. case SC_VENOMBLEED:
  11523. case SC_DEATHHURT:
  11524. case SC_PARALYSE:
  11525. if( sc->data[i]->timer != INVALID_TIMER ) {
  11526. timer = get_timer(sc->data[i]->timer);
  11527. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
  11528. continue;
  11529. data.tick = DIFF_TICK(timer->tick,tick);
  11530. } else
  11531. data.tick = INVALID_TIMER;
  11532. break;
  11533. // Special cases
  11534. case SC_POISON:
  11535. case SC_DPOISON:
  11536. data.tick = sc->data[i]->val3 * 1000;
  11537. break;
  11538. case SC_FEAR:
  11539. case SC_LEECHESEND:
  11540. data.tick = sc->data[i]->val4 * 1000;
  11541. break;
  11542. case SC_BURNING:
  11543. data.tick = sc->data[i]->val4 * 2000;
  11544. break;
  11545. case SC_PYREXIA:
  11546. //case SC_OBLIVIONCURSE: // Players are not affected by Oblivion Curse.
  11547. data.tick = sc->data[i]->val4 * 3000;
  11548. break;
  11549. case SC_MAGICMUSHROOM:
  11550. data.tick = sc->data[i]->val4 * 4000;
  11551. break;
  11552. case SC_TOXIN:
  11553. case SC_BLEEDING:
  11554. data.tick = sc->data[i]->val4 * 10000;
  11555. break;
  11556. default:
  11557. continue;
  11558. break;
  11559. }
  11560. if( i ) {
  11561. data.val1 = sc->data[i]->val1;
  11562. data.val2 = sc->data[i]->val2;
  11563. data.val3 = sc->data[i]->val3;
  11564. data.val4 = sc->data[i]->val4;
  11565. status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11566. flag = 1;
  11567. }
  11568. }
  11569. return flag;
  11570. }
  11571. /**
  11572. * Applying natural heal bonuses (sit, skill, homun, etc...)
  11573. * TODO: the va_list doesn't seem to be used, safe to remove?
  11574. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  11575. * @param args: va_list arguments
  11576. * @return which regeneration bonuses have been applied (flag)
  11577. */
  11578. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  11579. static int status_natural_heal(struct block_list* bl, va_list args)
  11580. {
  11581. struct regen_data *regen;
  11582. struct status_data *status;
  11583. struct status_change *sc;
  11584. struct unit_data *ud;
  11585. struct view_data *vd = NULL;
  11586. struct regen_data_sub *sregen;
  11587. struct map_session_data *sd;
  11588. int val,rate,bonus = 0,flag;
  11589. regen = status_get_regen_data(bl);
  11590. if (!regen) return 0;
  11591. status = status_get_status_data(bl);
  11592. sc = status_get_sc(bl);
  11593. if (sc && !sc->count)
  11594. sc = NULL;
  11595. sd = BL_CAST(BL_PC,bl);
  11596. flag = regen->flag;
  11597. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  11598. flag&=~(RGN_HP|RGN_SHP);
  11599. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  11600. flag&=~(RGN_SP|RGN_SSP);
  11601. if (flag && (
  11602. status_isdead(bl) ||
  11603. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  11604. ))
  11605. flag=0;
  11606. if (sd) {
  11607. if (sd->hp_loss.value || sd->sp_loss.value)
  11608. pc_bleeding(sd, natural_heal_diff_tick);
  11609. if (sd->hp_regen.value || sd->sp_regen.value)
  11610. pc_regen(sd, natural_heal_diff_tick);
  11611. }
  11612. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  11613. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) { // Apply sitting regen bonus.
  11614. sregen = regen->ssregen;
  11615. if(flag&(RGN_SHP)) { // Sitting HP regen
  11616. val = natural_heal_diff_tick * sregen->rate.hp;
  11617. if (regen->state.overweight)
  11618. val>>=1; // Half as fast when overweight.
  11619. sregen->tick.hp += val;
  11620. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11621. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  11622. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  11623. flag&=~(RGN_HP|RGN_SHP);
  11624. break;
  11625. }
  11626. }
  11627. }
  11628. if(flag&(RGN_SSP)) { // Sitting SP regen
  11629. val = natural_heal_diff_tick * sregen->rate.sp;
  11630. if (regen->state.overweight)
  11631. val>>=1; // Half as fast when overweight.
  11632. sregen->tick.sp += val;
  11633. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11634. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  11635. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  11636. flag&=~(RGN_SP|RGN_SSP);
  11637. break;
  11638. }
  11639. }
  11640. }
  11641. }
  11642. if (flag && regen->state.overweight)
  11643. flag=0;
  11644. ud = unit_bl2ud(bl);
  11645. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  11646. flag&=~(RGN_SHP|RGN_SSP);
  11647. if(!regen->state.walk)
  11648. flag&=~RGN_HP;
  11649. }
  11650. if (!flag)
  11651. return 0;
  11652. if (flag&(RGN_HP|RGN_SP)) {
  11653. if(!vd) vd = status_get_viewdata(bl);
  11654. if(vd && vd->dead_sit == 2)
  11655. bonus++;
  11656. if(regen->state.gc)
  11657. bonus++;
  11658. }
  11659. // Natural Hp regen
  11660. if (flag&RGN_HP) {
  11661. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  11662. if (ud && ud->walktimer != INVALID_TIMER)
  11663. rate/=2;
  11664. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  11665. if(bl->type==BL_HOM) rate *=2;
  11666. regen->tick.hp += rate;
  11667. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  11668. val = 0;
  11669. do {
  11670. val += regen->hp;
  11671. regen->tick.hp -= battle_config.natural_healhp_interval;
  11672. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  11673. if (status_heal(bl, val, 0, 1) < val)
  11674. flag&=~RGN_SHP; // Full.
  11675. }
  11676. }
  11677. // Natural SP regen
  11678. if(flag&RGN_SP) {
  11679. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  11680. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  11681. if(bl->type==BL_HOM) rate *=2;
  11682. #ifdef RENEWAL
  11683. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  11684. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  11685. rate /= 2; // Tick is doubled in Fury state
  11686. #endif
  11687. regen->tick.sp += rate;
  11688. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  11689. val = 0;
  11690. do {
  11691. val += regen->sp;
  11692. regen->tick.sp -= battle_config.natural_healsp_interval;
  11693. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  11694. if (status_heal(bl, 0, val, 1) < val)
  11695. flag&=~RGN_SSP; // full.
  11696. }
  11697. }
  11698. if (!regen->sregen)
  11699. return flag;
  11700. // Skill regen
  11701. sregen = regen->sregen;
  11702. if(flag&RGN_SHP) { // Skill HP regen
  11703. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  11704. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11705. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  11706. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  11707. break; // Full
  11708. }
  11709. }
  11710. if(flag&RGN_SSP) { // Skill SP regen
  11711. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  11712. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11713. val = sregen->sp;
  11714. if (sd && sd->state.doridori) {
  11715. val*=2;
  11716. sd->state.doridori = 0;
  11717. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  11718. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  11719. 100,rate,skill_get_time(TK_SPTIME, rate));
  11720. if (
  11721. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  11722. rnd()%10000 < battle_config.sg_angel_skill_ratio
  11723. ) { // Angel of the Sun/Moon/Star
  11724. clif_feel_hate_reset(sd);
  11725. pc_resethate(sd);
  11726. pc_resetfeel(sd);
  11727. }
  11728. }
  11729. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  11730. if(status_heal(bl, 0, val, 3) < val)
  11731. break; // Full
  11732. }
  11733. }
  11734. return flag;
  11735. }
  11736. /**
  11737. * Natural heal main timer
  11738. * @param tid: Timer ID
  11739. * @param tick: Current tick (time)
  11740. * @param id: Object ID to heal
  11741. * @param data: data pushed through timer function
  11742. * @return 0
  11743. */
  11744. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  11745. {
  11746. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  11747. map_foreachregen(status_natural_heal);
  11748. natural_heal_prev_tick = tick;
  11749. return 0;
  11750. }
  11751. /**
  11752. * Get the chance to upgrade a piece of equipment
  11753. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  11754. * @param refine: The target's refine level
  11755. * @return The chance to refine the item, in percent (0~100)
  11756. */
  11757. int status_get_refine_chance(enum refine_type wlv, int refine)
  11758. {
  11759. if ( refine < 0 || refine >= MAX_REFINE)
  11760. return 0;
  11761. return refine_info[wlv].chance[refine];
  11762. }
  11763. /**
  11764. * Read sizefix database for attack calculations
  11765. * @param fields: Fields passed from sv_readdb
  11766. * @param columns: Columns passed from sv_readdb function call
  11767. * @param current: Current row being read into atkmods array
  11768. * @return True
  11769. */
  11770. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  11771. {
  11772. unsigned int i;
  11773. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  11774. atkmods[current][i] = atoi(fields[i]);
  11775. return true;
  11776. }
  11777. /**
  11778. * Read refine database for refining calculations
  11779. * @param fields: Fields passed from sv_readdb
  11780. * @param columns: Columns passed from sv_readdb function call
  11781. * @param current: Current row being read into refine_info array
  11782. * @return True
  11783. */
  11784. static bool status_readdb_refine(char* fields[], int columns, int current)
  11785. {
  11786. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  11787. current = atoi(fields[0]);
  11788. if (current < 0 || current >= REFINE_TYPE_MAX)
  11789. return false;
  11790. bonus_per_level = atoi(fields[1]);
  11791. random_bonus_start_level = atoi(fields[2]);
  11792. random_bonus = atoi(fields[3]);
  11793. for(i = 0; i < MAX_REFINE; i++) {
  11794. char* delim;
  11795. if (!(delim = strchr(fields[4+i], ':')))
  11796. return false;
  11797. *delim = '\0';
  11798. refine_info[current].chance[i] = atoi(fields[4+i]);
  11799. if (i >= random_bonus_start_level - 1)
  11800. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  11801. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  11802. if (i > 0)
  11803. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  11804. }
  11805. return true;
  11806. }
  11807. /**
  11808. * Read attribute fix database for attack calculations
  11809. * Function stores information in the attr_fix_table
  11810. * @return True
  11811. */
  11812. static bool status_readdb_attrfix(const char *basedir,bool silent)
  11813. {
  11814. FILE *fp;
  11815. char line[512], path[512];
  11816. int entries = 0;
  11817. sprintf(path, "%s/attr_fix.txt", basedir);
  11818. fp = fopen(path,"r");
  11819. if (fp == NULL) {
  11820. if (silent==0)
  11821. ShowError("Can't read %s\n", path);
  11822. return 1;
  11823. }
  11824. while (fgets(line, sizeof(line), fp)) {
  11825. int lv, i, j;
  11826. if (line[0] == '/' && line[1] == '/')
  11827. continue;
  11828. lv = atoi(line);
  11829. if (!CHK_ELEMENT_LEVEL(lv))
  11830. continue;
  11831. for (i = 0; i < ELE_ALL;) {
  11832. char *p;
  11833. if (!fgets(line, sizeof(line), fp))
  11834. break;
  11835. if (line[0]=='/' && line[1]=='/')
  11836. continue;
  11837. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  11838. while (*p > 0 && *p == 32) //skipping newline and space (32=' ')
  11839. p++;
  11840. attr_fix_table[lv-1][i][j] = atoi(p);
  11841. if (battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  11842. attr_fix_table[lv-1][i][j] = 0;
  11843. p = strchr(p,',');
  11844. if(p)
  11845. *p++=0;
  11846. }
  11847. i++;
  11848. }
  11849. entries++;
  11850. }
  11851. fclose(fp);
  11852. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  11853. return true;
  11854. }
  11855. /**
  11856. * Sets defaults in tables and starts read db functions
  11857. * sv_readdb reads the file, outputting the information line-by-line to
  11858. * previous functions above, separating information by delimiter
  11859. * DBs being read:
  11860. * attr_fix.txt: Attribute adjustment table for attacks
  11861. * size_fix.txt: Size adjustment table for weapons
  11862. * refine_db.txt: Refining data table
  11863. * @return 0
  11864. */
  11865. int status_readdb(void)
  11866. {
  11867. int i, j, k;
  11868. const char* dbsubpath[] = {
  11869. "",
  11870. "/"DBIMPORT,
  11871. //add other path here
  11872. };
  11873. // Initialize databases to default
  11874. // size_fix.txt
  11875. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  11876. for(j=0;j<MAX_WEAPON_TYPE;j++)
  11877. atkmods[i][j]=100;
  11878. // refine_db.txt
  11879. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  11880. {
  11881. for(j=0;j<MAX_REFINE; j++)
  11882. {
  11883. refine_info[i].chance[j] = 100;
  11884. refine_info[i].bonus[j] = 0;
  11885. refine_info[i].randombonus_max[j] = 0;
  11886. }
  11887. }
  11888. // attr_fix.txt
  11889. for(i=0;i<4;i++)
  11890. for(j=0;j<ELE_ALL;j++)
  11891. for(k=0;k<ELE_ALL;k++)
  11892. attr_fix_table[i][j][k]=100;
  11893. // read databases
  11894. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  11895. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  11896. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  11897. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  11898. char* dbsubpath1 = (char*)aMalloc(n1+1);
  11899. char* dbsubpath2 = (char*)aMalloc(n2+1);
  11900. if(i==0) {
  11901. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  11902. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  11903. }
  11904. else {
  11905. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  11906. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  11907. }
  11908. status_readdb_attrfix(dbsubpath2,i); // !TODO use sv_readdb ?
  11909. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i);
  11910. sv_readdb(dbsubpath2, "refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine, i);
  11911. aFree(dbsubpath1);
  11912. aFree(dbsubpath2);
  11913. }
  11914. return 0;
  11915. }
  11916. /**
  11917. * Status db init and destroy.
  11918. */
  11919. int do_init_status(void)
  11920. {
  11921. add_timer_func_list(status_change_timer,"status_change_timer");
  11922. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  11923. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  11924. initChangeTables();
  11925. initDummyData();
  11926. status_readdb();
  11927. natural_heal_prev_tick = gettick();
  11928. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
  11929. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  11930. return 0;
  11931. }
  11932. void do_final_status(void)
  11933. {
  11934. ers_destroy(sc_data_ers);
  11935. }