status.cpp 517 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "status.hpp"
  4. #include <functional>
  5. #include <math.h>
  6. #include <stdlib.h>
  7. #include <string>
  8. #include <yaml-cpp/yaml.h>
  9. #include "../common/cbasetypes.hpp"
  10. #include "../common/ers.hpp"
  11. #include "../common/malloc.hpp"
  12. #include "../common/nullpo.hpp"
  13. #include "../common/random.hpp"
  14. #include "../common/showmsg.hpp"
  15. #include "../common/strlib.hpp"
  16. #include "../common/timer.hpp"
  17. #include "../common/utilities.hpp"
  18. #include "../common/utils.hpp"
  19. #include "battle.hpp"
  20. #include "battleground.hpp"
  21. #include "clif.hpp"
  22. #include "elemental.hpp"
  23. #include "guild.hpp"
  24. #include "homunculus.hpp"
  25. #include "itemdb.hpp"
  26. #include "map.hpp"
  27. #include "mercenary.hpp"
  28. #include "mob.hpp"
  29. #include "npc.hpp"
  30. #include "path.hpp"
  31. #include "pc.hpp"
  32. #include "pc_groups.hpp"
  33. #include "pet.hpp"
  34. #include "script.hpp"
  35. using namespace rathena;
  36. // Regen related flags.
  37. enum e_regen {
  38. RGN_NONE = 0x00,
  39. RGN_HP = 0x01,
  40. RGN_SP = 0x02,
  41. RGN_SHP = 0x04,
  42. RGN_SSP = 0x08,
  43. };
  44. static struct eri *sc_data_ers; /// For sc_data entries
  45. static struct status_data dummy_status;
  46. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  47. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  48. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  49. // 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
  50. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  51. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  52. sc_type SkillStatusChangeTable[MAX_SKILL];
  53. int StatusIconChangeTable[SC_MAX];
  54. unsigned int StatusChangeFlagTable[SC_MAX];
  55. int StatusSkillChangeTable[SC_MAX];
  56. int StatusRelevantBLTypes[EFST_MAX];
  57. unsigned int StatusChangeStateTable[SC_MAX];
  58. unsigned int StatusDisplayType[SC_MAX];
  59. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  60. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  61. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  62. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  63. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  64. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  65. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  66. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  67. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  68. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  69. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  70. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  71. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  72. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  73. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  74. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  75. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  76. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  77. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  78. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  79. #ifdef RENEWAL_ASPD
  80. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  81. #endif
  82. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  83. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  84. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  85. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  86. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  87. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  88. #ifdef RENEWAL
  89. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  90. #endif
  91. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  92. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  93. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  94. static int status_get_sc_interval(enum sc_type type);
  95. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  96. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->flag[MF_PVP] != 0, mapdata_flag_gvg2_no_te((m)), m->flag[MF_BATTLEGROUND] != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
  97. const std::string RefineDatabase::getDefaultLocation(){
  98. return std::string( db_path ) + "/refine.yml";
  99. }
  100. uint64 RefineDatabase::parseBodyNode( const YAML::Node& node ){
  101. std::string group_name;
  102. if( !this->asString( node, "Group", group_name ) ){
  103. return 0;
  104. }
  105. std::string group_name_constant = "REFINE_TYPE_" + group_name;
  106. int64 constant;
  107. if( !script_get_constant( group_name_constant.c_str(), &constant ) ){
  108. this->invalidWarning(node["Group"], "Unknown refine group %s, skipping.\n", group_name.c_str() );
  109. return 0;
  110. }
  111. uint16 group_id = static_cast<uint16>( constant );
  112. std::shared_ptr<s_refine_info> info = this->find( group_id );
  113. bool exists = info != nullptr;
  114. if( !exists ){
  115. info = std::make_shared<s_refine_info>();
  116. }
  117. if( this->nodeExists( node, "Levels" ) ){
  118. for( const YAML::Node& levelNode : node["Levels"] ){
  119. uint16 level;
  120. if( !this->asUInt16( levelNode, "Level", level ) ){
  121. return 0;
  122. }
  123. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  124. bool levels_exists = levels_info != nullptr;
  125. if( !levels_exists ){
  126. levels_info = std::make_shared<s_refine_levels_info>();
  127. levels_info->level = level;
  128. }
  129. if( this->nodeExists( levelNode, "RefineLevels" ) ){
  130. for( const YAML::Node& refineLevelNode : levelNode["RefineLevels"] ){
  131. uint16 refine_level;
  132. if( !this->asUInt16( refineLevelNode, "Level", refine_level ) ){
  133. return 0;
  134. }
  135. if( refine_level == 0 || refine_level > MAX_REFINE ){
  136. this->invalidWarning( refineLevelNode["Level"], "Refine level %hu is invalid, skipping.\n", refine_level );
  137. return 0;
  138. }
  139. // Database is 1 based, code is 0 based
  140. refine_level -= 1;
  141. std::shared_ptr<s_refine_level_info> level_info = util::umap_find( levels_info->levels, refine_level );
  142. bool level_exists = level_info != nullptr;
  143. if( !level_exists ){
  144. level_info = std::make_shared<s_refine_level_info>();
  145. level_info->level = refine_level;
  146. }
  147. if( this->nodeExists( refineLevelNode, "Bonus" ) ){
  148. uint32 bonus;
  149. if( !this->asUInt32( refineLevelNode, "Bonus", bonus ) ){
  150. return 0;
  151. }
  152. level_info->bonus = bonus;
  153. }else{
  154. if( !level_exists ){
  155. level_info->bonus = 0;
  156. }
  157. }
  158. if( this->nodeExists( refineLevelNode, "RandomBonus" ) ){
  159. uint32 bonus;
  160. if( !this->asUInt32( refineLevelNode, "RandomBonus", bonus ) ){
  161. return 0;
  162. }
  163. level_info->randombonus_max = bonus;
  164. }else{
  165. if( !level_exists ){
  166. level_info->randombonus_max = 0;
  167. }
  168. }
  169. if( this->nodeExists( refineLevelNode, "BlacksmithBlessingAmount" ) ){
  170. uint16 amount;
  171. if( !this->asUInt16( refineLevelNode, "BlacksmithBlessingAmount", amount ) ){
  172. return 0;
  173. }
  174. if( amount > MAX_AMOUNT ){
  175. this->invalidWarning( refineLevelNode["BlacksmithBlessingAmount"], "Blacksmith Blessing amount %hu too high, capping to MAX_AMOUNT.\n", amount );
  176. amount = MAX_AMOUNT;
  177. }
  178. level_info->blessing_amount = amount;
  179. }else{
  180. if( !level_exists ){
  181. level_info->blessing_amount = 0;
  182. }
  183. }
  184. if( this->nodeExists( refineLevelNode, "Chances" ) ){
  185. for( const YAML::Node& chanceNode : refineLevelNode["Chances"] ){
  186. std::string cost_name;
  187. if( !this->asString( chanceNode, "Type", cost_name ) ){
  188. return 0;
  189. }
  190. std::string cost_name_constant = "REFINE_COST_" + cost_name;
  191. if( !script_get_constant( cost_name_constant.c_str(), &constant ) ){
  192. this->invalidWarning( chanceNode["Type"], "Unknown refine cost type %s, skipping.\n", cost_name.c_str() );
  193. return 0;
  194. }
  195. if( constant >= REFINE_COST_MAX ){
  196. this->invalidWarning( chanceNode["Type"], "Refine cost type %s is unsupported, skipping.\n", cost_name.c_str() );
  197. return 0;
  198. }
  199. uint16 index = (uint16)constant;
  200. std::shared_ptr<s_refine_cost> cost = util::umap_find( level_info->costs, index );
  201. bool cost_exists = cost != nullptr;
  202. if( !cost_exists ){
  203. cost = std::make_shared<s_refine_cost>();
  204. cost->index = index;
  205. }
  206. if( this->nodeExists( chanceNode, "Rate" ) ){
  207. uint16 rate;
  208. if( !this->asUInt16Rate( chanceNode, "Rate", rate ) ){
  209. return 0;
  210. }
  211. cost->chance = rate;
  212. }else{
  213. if( !cost_exists ){
  214. cost->chance = 0;
  215. }
  216. }
  217. if( this->nodeExists( chanceNode, "Price" ) ){
  218. uint32 price;
  219. if( !this->asUInt32( chanceNode, "Price", price ) ){
  220. return 0;
  221. }
  222. if( price > MAX_ZENY ){
  223. this->invalidWarning( chanceNode["Price"], "Price is above MAX_ZENY, capping...\n" );
  224. price = MAX_ZENY;
  225. }
  226. cost->zeny = price;
  227. }else{
  228. if( !cost_exists ){
  229. cost->zeny = 0;
  230. }
  231. }
  232. if( this->nodeExists( chanceNode, "Material" ) ){
  233. std::string item_name;
  234. if( !this->asString( chanceNode, "Material", item_name ) ){
  235. return 0;
  236. }
  237. std::shared_ptr<item_data> id = item_db.search_aegisname( item_name.c_str() );
  238. if( id == nullptr ){
  239. this->invalidWarning( chanceNode["Material"], "Unknown refine material %s, skipping.\n", item_name.c_str() );
  240. return 0;
  241. }
  242. cost->nameid = id->nameid;
  243. }else{
  244. if( !cost_exists ){
  245. cost->nameid = 0;
  246. }
  247. }
  248. if( this->nodeExists( chanceNode, "BreakingRate" ) ){
  249. uint16 breaking_rate;
  250. if( !this->asUInt16Rate( chanceNode, "BreakingRate", breaking_rate ) ){
  251. return 0;
  252. }
  253. cost->breaking_rate = breaking_rate;
  254. }else{
  255. if( !cost_exists ){
  256. cost->breaking_rate = 0;
  257. }
  258. }
  259. if( this->nodeExists( chanceNode, "DowngradeAmount" ) ){
  260. uint16 downgrade_amount;
  261. if( !this->asUInt16( chanceNode, "DowngradeAmount", downgrade_amount ) ){
  262. return 0;
  263. }
  264. if( downgrade_amount > MAX_REFINE ){
  265. this->invalidWarning( chanceNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  266. return 0;
  267. }
  268. cost->downgrade_amount = downgrade_amount;
  269. }else{
  270. if( !cost_exists ){
  271. cost->downgrade_amount = 0;
  272. }
  273. }
  274. if( !cost_exists ){
  275. level_info->costs[index] = cost;
  276. }
  277. }
  278. }
  279. if( !level_exists ){
  280. levels_info->levels[refine_level] = level_info;
  281. }
  282. }
  283. }
  284. if( !levels_exists ){
  285. info->levels[level] = levels_info;
  286. }
  287. }
  288. }
  289. if( !exists ){
  290. this->put( group_id, info );
  291. }
  292. return 1;
  293. }
  294. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine ){
  295. // Check if the item can be refined
  296. if( data.flag.no_refine ){
  297. return nullptr;
  298. }
  299. // Cap the refine level
  300. if( refine > MAX_REFINE ){
  301. refine = MAX_REFINE;
  302. }
  303. e_refine_type type;
  304. uint16 level;
  305. if( !this->calculate_refine_info( data, type, level ) ){
  306. return nullptr;
  307. }
  308. std::shared_ptr<s_refine_info> info = this->find( type );
  309. if( info == nullptr ){
  310. return nullptr;
  311. }
  312. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  313. if( levels_info == nullptr ){
  314. return nullptr;
  315. }
  316. return util::umap_find( levels_info->levels, refine );
  317. }
  318. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfo( const struct item_data& data, struct item& item ){
  319. // Check the current refine level
  320. if( item.refine >= MAX_REFINE ){
  321. return nullptr;
  322. }
  323. return this->findLevelInfoSub( data, item, item.refine );
  324. }
  325. std::shared_ptr<s_refine_level_info> RefineDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  326. if( item.refine > 0 ){
  327. return this->findLevelInfoSub( data, item, item.refine - 1 );
  328. }else{
  329. return nullptr;
  330. }
  331. }
  332. bool RefineDatabase::calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level ){
  333. if( data.type == IT_WEAPON ){
  334. refine_type = REFINE_TYPE_WEAPON;
  335. level = data.weapon_level;
  336. return true;
  337. }else if( data.type == IT_ARMOR ){
  338. refine_type = REFINE_TYPE_ARMOR;
  339. level = data.armor_level;
  340. return true;
  341. }else if( data.type == IT_SHADOWGEAR ){
  342. if( data.equip == EQP_SHADOW_WEAPON ){
  343. refine_type = REFINE_TYPE_SHADOW_WEAPON;
  344. }else{
  345. refine_type = REFINE_TYPE_SHADOW_ARMOR;
  346. }
  347. level = 1;
  348. return true;
  349. }else{
  350. return false;
  351. }
  352. }
  353. RefineDatabase refine_db;
  354. const std::string SizeFixDatabase::getDefaultLocation() {
  355. return std::string(db_path) + "/size_fix.yml";
  356. }
  357. /**
  358. * Reads and parses an entry from size_fix.
  359. * @param node: YAML node containing the entry.
  360. * @return count of successfully parsed rows
  361. */
  362. uint64 SizeFixDatabase::parseBodyNode(const YAML::Node &node) {
  363. std::string weapon_name;
  364. if (!this->asString(node, "Weapon", weapon_name))
  365. return 0;
  366. std::string weapon_name_constant = "W_" + weapon_name;
  367. int64 constant;
  368. if (!script_get_constant(weapon_name_constant.c_str(), &constant)) {
  369. this->invalidWarning(node["Weapon"], "Size Fix unknown weapon %s, skipping.\n", weapon_name.c_str());
  370. return 0;
  371. }
  372. if (constant < W_FIST || constant > W_2HSTAFF) {
  373. this->invalidWarning(node["Weapon"], "Size Fix weapon %s is an invalid weapon, skipping.\n", weapon_name.c_str());
  374. return 0;
  375. }
  376. int weapon_id = static_cast<int>(constant);
  377. std::shared_ptr<s_sizefix_db> size = this->find(weapon_id);
  378. bool exists = size != nullptr;
  379. if (!exists)
  380. size = std::make_shared<s_sizefix_db>();
  381. if (this->nodeExists(node, "Small")) {
  382. uint16 small;
  383. if (!this->asUInt16(node, "Small", small))
  384. return 0;
  385. if (small > 100) {
  386. this->invalidWarning(node["Small"], "Small Size Fix %d for %s is out of bounds, defaulting to 100.\n", small, weapon_name.c_str());
  387. small = 100;
  388. }
  389. size->small = small;
  390. } else {
  391. if (!exists)
  392. size->small = 100;
  393. }
  394. if (this->nodeExists(node, "Medium")) {
  395. uint16 medium;
  396. if (!this->asUInt16(node, "Medium", medium))
  397. return 0;
  398. if (medium > 100) {
  399. this->invalidWarning(node["Medium"], "Medium Size Fix %d for %s is out of bounds, defaulting to 100.\n", medium, weapon_name.c_str());
  400. medium = 100;
  401. }
  402. size->medium = medium;
  403. } else {
  404. if (!exists)
  405. size->medium = 100;
  406. }
  407. if (this->nodeExists(node, "Large")) {
  408. uint16 large;
  409. if (!this->asUInt16(node, "Large", large))
  410. return 0;
  411. if (large > 100) {
  412. this->invalidWarning(node["Large"], "Large Size Fix %d for %s is out of bounds, defaulting to 100.\n", large, weapon_name.c_str());
  413. large = 100;
  414. }
  415. size->large = large;
  416. } else {
  417. if (!exists)
  418. size->large = 100;
  419. }
  420. if (!exists)
  421. this->put(weapon_id, size);
  422. return 1;
  423. }
  424. SizeFixDatabase size_fix_db;
  425. /**
  426. * Returns the status change associated with a skill.
  427. * @param skill The skill to look up
  428. * @return The status registered for this skill
  429. */
  430. sc_type status_skill2sc(int skill)
  431. {
  432. int idx = skill_get_index(skill);
  433. if( idx == 0 ) {
  434. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  435. return SC_NONE;
  436. }
  437. return SkillStatusChangeTable[idx];
  438. }
  439. /**
  440. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  441. * Utilized for various duration lookups. Use with caution!
  442. * @param sc The status to look up
  443. * @return A skill associated with the status
  444. */
  445. int status_sc2skill(sc_type sc)
  446. {
  447. if( sc < 0 || sc >= SC_MAX ) {
  448. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  449. return 0;
  450. }
  451. return StatusSkillChangeTable[sc];
  452. }
  453. /**
  454. * Returns the status calculation flag associated with a given status change.
  455. * @param sc The status to look up
  456. * @return The scb_flag registered for this status (see enum scb_flag)
  457. */
  458. unsigned int status_sc2scb_flag(sc_type sc)
  459. {
  460. if( sc < 0 || sc >= SC_MAX ) {
  461. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  462. return SCB_NONE;
  463. }
  464. return StatusChangeFlagTable[sc];
  465. }
  466. /**
  467. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  468. * @param type The client-side status identifier to look up (see enum efst_types)
  469. * @return The bl types relevant to the type (see enum bl_type)
  470. */
  471. int status_type2relevant_bl_types(int type)
  472. {
  473. if( type < EFST_BLANK || type >= EFST_MAX ) {
  474. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  475. return EFST_BLANK;
  476. }
  477. return StatusRelevantBLTypes[type];
  478. }
  479. #define add_sc(skill,sc) set_sc(skill,sc,EFST_BLANK,SCB_NONE)
  480. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  481. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < EFST_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  482. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  483. {
  484. uint16 idx = skill_get_index(skill_id);
  485. if( idx == 0 ) {
  486. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  487. return;
  488. }
  489. if( sc <= SC_NONE || sc >= SC_MAX ) {
  490. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  491. return;
  492. }
  493. if( StatusSkillChangeTable[sc] == 0 )
  494. StatusSkillChangeTable[sc] = skill_id;
  495. if( StatusIconChangeTable[sc] == EFST_BLANK )
  496. StatusIconChangeTable[sc] = icon;
  497. StatusChangeFlagTable[sc] |= flag;
  498. if( SkillStatusChangeTable[idx] == SC_NONE )
  499. SkillStatusChangeTable[idx] = sc;
  500. }
  501. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  502. if (sc > SC_NONE && sc < SC_MAX) {
  503. if (StatusIconChangeTable[sc] == EFST_BLANK)
  504. StatusIconChangeTable[sc] = icon;
  505. StatusChangeFlagTable[sc] |= flag;
  506. }
  507. if (icon > EFST_BLANK && icon < EFST_MAX)
  508. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  509. }
  510. void initChangeTables(void)
  511. {
  512. int i;
  513. for (i = 0; i < SC_MAX; i++)
  514. StatusIconChangeTable[i] = EFST_BLANK;
  515. for (i = 0; i < MAX_SKILL; i++)
  516. SkillStatusChangeTable[i] = SC_NONE;
  517. for (i = 0; i < EFST_MAX; i++)
  518. StatusRelevantBLTypes[i] = BL_PC;
  519. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  520. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  521. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  522. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  523. memset(SCDisabled, 0, sizeof(SCDisabled));
  524. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  525. set_sc( NPC_PETRIFYATTACK , SC_STONE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  526. set_sc( NPC_WIDEFREEZE , SC_FREEZE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  527. add_sc( NPC_STUNATTACK , SC_STUN );
  528. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  529. set_sc( NPC_POISON , SC_POISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  530. set_sc( NPC_WIDECURSE , SC_CURSE , EFST_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  531. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  532. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  533. set_sc( NPC_BLINDATTACK , SC_BLIND , EFST_BLANK , SCB_HIT|SCB_FLEE );
  534. set_sc( NPC_BLEEDING , SC_BLEEDING , EFST_BLOODING, SCB_REGEN );
  535. set_sc( NPC_POISON , SC_DPOISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  536. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  537. /* The main status definitions */
  538. add_sc( SM_BASH , SC_STUN );
  539. set_sc( SM_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  540. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  541. set_sc( SM_ENDURE , SC_ENDURE , EFST_ENDURE , SCB_MDEF|SCB_DSPD );
  542. add_sc( MG_SIGHT , SC_SIGHT );
  543. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  544. add_sc( MG_FROSTDIVER , SC_FREEZE );
  545. add_sc( MG_STONECURSE , SC_STONE );
  546. add_sc( AL_RUWACH , SC_RUWACH );
  547. add_sc( AL_PNEUMA , SC_PNEUMA );
  548. set_sc( AL_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED
  549. #ifdef RENEWAL
  550. |SCB_ASPD );
  551. #else
  552. );
  553. #endif
  554. set_sc( AL_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  555. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , EFST_CRUCIS, SCB_DEF );
  556. set_sc( AL_ANGELUS , SC_ANGELUS , EFST_ANGELUS , SCB_DEF2
  557. #ifdef RENEWAL
  558. |SCB_MAXHP );
  559. #else
  560. );
  561. #endif
  562. set_sc( AL_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX
  563. #ifdef RENEWAL
  564. |SCB_HIT );
  565. #else
  566. );
  567. #endif
  568. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , EFST_CONCENTRATION, SCB_AGI|SCB_DEX );
  569. set_sc( TF_HIDING , SC_HIDING , EFST_HIDING , SCB_SPEED );
  570. add_sc( TF_POISON , SC_POISON );
  571. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , EFST_TWOHANDQUICKEN , SCB_ASPD
  572. #ifdef RENEWAL
  573. |SCB_HIT|SCB_CRI );
  574. #else
  575. );
  576. #endif
  577. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , EFST_AUTOCOUNTER , SCB_NONE );
  578. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , EFST_IMPOSITIO , SCB_WATK
  579. #ifdef RENEWAL
  580. |SCB_MATK );
  581. #else
  582. );
  583. #endif
  584. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , EFST_SUFFRAGIUM , SCB_NONE );
  585. set_sc( PR_ASPERSIO , SC_ASPERSIO , EFST_ASPERSIO , SCB_ATK_ELE );
  586. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  587. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , EFST_SLOWPOISON , SCB_REGEN );
  588. set_sc( PR_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  589. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  590. set_sc( PR_GLORIA , SC_GLORIA , EFST_GLORIA , SCB_LUK );
  591. add_sc( PR_STRECOVERY , SC_BLIND );
  592. add_sc( PR_LEXDIVINA , SC_SILENCE );
  593. set_sc( PR_LEXAETERNA , SC_AETERNA , EFST_LEXAETERNA, SCB_NONE );
  594. add_sc( WZ_METEOR , SC_STUN );
  595. add_sc( WZ_VERMILION , SC_BLIND );
  596. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  597. add_sc( WZ_STORMGUST , SC_FREEZE );
  598. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , EFST_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  599. add_sc( BS_HAMMERFALL , SC_STUN );
  600. set_sc( BS_ADRENALINE , SC_ADRENALINE , EFST_ADRENALINE , SCB_ASPD
  601. #ifdef RENEWAL
  602. |SCB_HIT );
  603. #else
  604. );
  605. #endif
  606. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , EFST_WEAPONPERFECT, SCB_NONE );
  607. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , EFST_OVERTHRUST , SCB_NONE );
  608. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , EFST_MAXIMIZE, SCB_REGEN );
  609. add_sc( HT_LANDMINE , SC_STUN );
  610. set_sc( HT_ANKLESNARE , SC_ANKLE , EFST_ANKLESNARE , SCB_NONE );
  611. add_sc( HT_SANDMAN , SC_SLEEP );
  612. add_sc( HT_FLASHER , SC_BLIND );
  613. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  614. set_sc( AS_CLOAKING , SC_CLOAKING , EFST_CLOAKING , SCB_CRI|SCB_SPEED );
  615. add_sc( AS_SONICBLOW , SC_STUN );
  616. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , EFST_ENCHANTPOISON, SCB_ATK_ELE );
  617. set_sc( AS_POISONREACT , SC_POISONREACT , EFST_POISONREACT , SCB_NONE );
  618. add_sc( AS_VENOMDUST , SC_POISON );
  619. set_sc( AS_SPLASHER , SC_SPLASHER , EFST_SPLASHER , SCB_NONE );
  620. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , EFST_TRICKDEAD , SCB_REGEN );
  621. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  622. add_sc( TF_SPRINKLESAND , SC_BLIND );
  623. add_sc( TF_THROWSTONE , SC_STUN );
  624. set_sc( MC_LOUD , SC_LOUD , EFST_SHOUT, SCB_STR
  625. #ifdef RENEWAL
  626. |SCB_BATK );
  627. #else
  628. );
  629. #endif
  630. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , EFST_ENERGYCOAT , SCB_NONE );
  631. set_sc( NPC_EMOTION , SC_MODECHANGE , EFST_BLANK , SCB_MODE );
  632. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  633. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , EFST_ARMOR_PROPERTY , SCB_DEF_ELE );
  634. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  635. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  636. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  637. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  638. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  639. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  640. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  641. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  642. add_sc( NPC_POISON , SC_POISON );
  643. add_sc( NPC_BLINDATTACK , SC_BLIND );
  644. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  645. add_sc( NPC_STUNATTACK , SC_STUN );
  646. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  647. add_sc( NPC_CURSEATTACK , SC_CURSE );
  648. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  649. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  650. set_sc( NPC_KEEPING , SC_KEEPING , EFST_BLANK , SCB_DEF );
  651. add_sc( NPC_DARKBLESSING , SC_COMA );
  652. set_sc( NPC_BARRIER , SC_BARRIER , EFST_BARRIER , SCB_MDEF|SCB_DEF );
  653. add_sc( NPC_DEFENDER , SC_ARMOR );
  654. add_sc( NPC_LICK , SC_STUN );
  655. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , EFST_ILLUSION, SCB_NONE );
  656. add_sc( NPC_REBIRTH , SC_REBIRTH );
  657. add_sc( RG_RAID , SC_STUN );
  658. #ifdef RENEWAL
  659. add_sc( RG_RAID , SC_RAID );
  660. add_sc( RG_BACKSTAP , SC_STUN );
  661. #endif
  662. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , EFST_NOEQUIPWEAPON, SCB_WATK );
  663. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , EFST_NOEQUIPSHIELD, SCB_DEF );
  664. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , EFST_NOEQUIPARMOR, SCB_VIT );
  665. set_sc( RG_STRIPHELM , SC_STRIPHELM , EFST_NOEQUIPHELM, SCB_INT );
  666. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  667. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , EFST_PROTECTWEAPON, SCB_NONE );
  668. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , EFST_PROTECTSHIELD, SCB_NONE );
  669. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , EFST_PROTECTARMOR, SCB_NONE );
  670. set_sc( AM_CP_HELM , SC_CP_HELM , EFST_PROTECTHELM, SCB_NONE );
  671. #ifdef RENEWAL
  672. set_sc( AM_CALLHOMUN , SC_HOMUN_TIME , EFST_HOMUN_TIME, SCB_NONE );
  673. #endif
  674. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  675. add_sc( CR_SHIELDCHARGE , SC_STUN );
  676. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  677. add_sc( CR_HOLYCROSS , SC_BLIND );
  678. add_sc( CR_GRANDCROSS , SC_BLIND );
  679. set_sc( CR_DEVOTION , SC_DEVOTION , EFST_DEVOTION , SCB_NONE);
  680. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , EFST_PROVIDENCE , SCB_ALL );
  681. set_sc( CR_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  682. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , EFST_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  683. set_sc( MO_STEELBODY , SC_STEELBODY , EFST_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  684. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  685. set_sc( MO_BLADESTOP , SC_BLADESTOP , EFST_BLADESTOP , SCB_NONE );
  686. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , EFST_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  687. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , EFST_BLANK , SCB_REGEN );
  688. #ifdef RENEWAL
  689. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , EFST_EXTREMITYFIST , SCB_NONE );
  690. #endif
  691. set_sc( SA_MAGICROD , SC_MAGICROD , EFST_MAGICROD , SCB_NONE );
  692. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , EFST_AUTOSPELL , SCB_NONE );
  693. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , EFST_PROPERTYFIRE,
  694. #ifndef RENEWAL
  695. SCB_ATK_ELE );
  696. #else
  697. SCB_ALL );
  698. #endif
  699. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , EFST_PROPERTYWATER,
  700. #ifndef RENEWAL
  701. SCB_ATK_ELE);
  702. #else
  703. SCB_ALL);
  704. #endif
  705. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , EFST_PROPERTYWIND,
  706. #ifndef RENEWAL
  707. SCB_ATK_ELE);
  708. #else
  709. SCB_ALL);
  710. #endif
  711. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , EFST_PROPERTYGROUND,
  712. #ifndef RENEWAL
  713. SCB_ATK_ELE);
  714. #else
  715. SCB_ALL );
  716. #endif
  717. set_sc( SA_VOLCANO , SC_VOLCANO , EFST_GROUNDMAGIC, SCB_WATK
  718. #ifdef RENEWAL
  719. |SCB_MATK );
  720. #else
  721. );
  722. #endif
  723. set_sc( SA_DELUGE , SC_DELUGE , EFST_GROUNDMAGIC, SCB_MAXHP );
  724. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , EFST_GROUNDMAGIC, SCB_FLEE );
  725. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  726. add_sc( SA_COMA , SC_COMA );
  727. #ifdef RENEWAL
  728. set_sc( BD_ADAPTATION , SC_ADAPTATION , EFST_ADAPTATION, SCB_NONE );
  729. #endif
  730. set_sc( BD_ENCORE , SC_DANCING , EFST_BDPLAYING , SCB_SPEED|SCB_REGEN );
  731. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , EFST_RICHMANKIM , SCB_NONE );
  732. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , EFST_ETERNALCHAOS , SCB_DEF2 );
  733. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , EFST_DRUMBATTLEFIELD ,
  734. #ifndef RENEWAL
  735. SCB_WATK|SCB_DEF );
  736. #else
  737. SCB_DEF );
  738. #endif
  739. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , EFST_RINGNIBELUNGEN ,
  740. #ifndef RENEWAL
  741. SCB_WATK );
  742. #else
  743. SCB_ALL );
  744. #endif
  745. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , EFST_ROKISWEIL , SCB_NONE );
  746. set_sc( BD_INTOABYSS , SC_INTOABYSS , EFST_INTOABYSS , SCB_NONE );
  747. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , EFST_SIEGFRIED , SCB_ALL );
  748. add_sc( BA_FROSTJOKER , SC_FREEZE );
  749. set_sc( BA_WHISTLE , SC_WHISTLE , EFST_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  750. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , EFST_ASSASSINCROSS , SCB_ASPD );
  751. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , EFST_POEMBRAGI , SCB_NONE );
  752. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , EFST_APPLEIDUN , SCB_MAXHP );
  753. add_sc( DC_SCREAM , SC_STUN );
  754. set_sc( DC_HUMMING , SC_HUMMING , EFST_HUMMING , SCB_HIT );
  755. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , EFST_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  756. set_sc( DC_FORTUNEKISS , SC_FORTUNE , EFST_FORTUNEKISS , SCB_ALL );
  757. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , EFST_SERVICEFORYOU , SCB_ALL );
  758. add_sc( NPC_DARKCROSS , SC_BLIND );
  759. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  760. set_sc( NPC_STOP , SC_STOP , EFST_STOP , SCB_NONE );
  761. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , EFST_BROKENWEAPON , SCB_NONE );
  762. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , EFST_BROKENARMOR , SCB_NONE );
  763. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , EFST_PROPERTYUNDEAD, SCB_DEF_ELE );
  764. set_sc( NPC_POWERUP , SC_INCHITRATE , EFST_BLANK , SCB_HIT );
  765. set_sc( NPC_AGIUP , SC_INCFLEERATE , EFST_BLANK , SCB_FLEE );
  766. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  767. set_sc( LK_AURABLADE , SC_AURABLADE , EFST_AURABLADE , SCB_NONE );
  768. set_sc( LK_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  769. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , EFST_LKCONCENTRATION ,
  770. #ifndef RENEWAL
  771. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  772. #else
  773. SCB_HIT|SCB_DEF );
  774. #endif
  775. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , EFST_TENSIONRELAX , SCB_REGEN );
  776. set_sc( LK_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  777. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  778. #ifndef RENEWAL
  779. EFST_ASSUMPTIO , SCB_NONE );
  780. #else
  781. EFST_ASSUMPTIO_BUFF , SCB_DEF );
  782. #endif
  783. #ifdef RENEWAL
  784. set_sc( HP_BASILICA , SC_BASILICA , EFST_BASILICA_BUFF , SCB_ALL );
  785. #else
  786. add_sc( HP_BASILICA , SC_BASILICA );
  787. #endif
  788. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , EFST_MAGICPOWER , SCB_MATK );
  789. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  790. set_sc( PA_GOSPEL , SC_GOSPEL , EFST_GOSPEL , SCB_SPEED|SCB_ASPD );
  791. add_sc( PA_GOSPEL , SC_SCRESIST );
  792. add_sc( CH_TIGERFIST , SC_STOP );
  793. set_sc( ASC_EDP , SC_EDP , EFST_EDP , SCB_NONE );
  794. set_sc( SN_SIGHT , SC_TRUESIGHT , EFST_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  795. set_sc( SN_WINDWALK , SC_WINDWALK , EFST_WINDWALK , SCB_FLEE|SCB_SPEED );
  796. set_sc( WS_MELTDOWN , SC_MELTDOWN , EFST_MELTDOWN , SCB_NONE );
  797. set_sc( WS_CARTBOOST , SC_CARTBOOST , EFST_CARTBOOST , SCB_SPEED );
  798. set_sc( ST_CHASEWALK , SC_CHASEWALK , EFST_CHASEWALK , SCB_SPEED );
  799. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , EFST_SWORDREJECT, SCB_NONE );
  800. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  801. set_sc( CG_MARIONETTE , SC_MARIONETTE , EFST_MARIONETTE_MASTER, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  802. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , EFST_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  803. add_sc( LK_SPIRALPIERCE , SC_STOP );
  804. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  805. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , EFST_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  806. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  807. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , EFST_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  808. set_sc( PF_MEMORIZE , SC_MEMORIZE , EFST_MEMORIZE , SCB_NONE );
  809. set_sc( PF_FOGWALL , SC_FOGWALL , EFST_FOGWALL , SCB_NONE );
  810. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , EFST_SPIDERWEB , SCB_FLEE );
  811. set_sc( WE_BABY , SC_BABY , EFST_PROTECTEXP, SCB_NONE );
  812. set_sc( TK_RUN , SC_RUN , EFST_RUN , SCB_SPEED|SCB_DSPD );
  813. set_sc( TK_RUN , SC_SPURT , EFST_STRUP, SCB_STR );
  814. set_sc( TK_READYSTORM , SC_READYSTORM , EFST_STORMKICK_ON, SCB_NONE );
  815. set_sc( TK_READYDOWN , SC_READYDOWN , EFST_DOWNKICK_ON, SCB_NONE );
  816. add_sc( TK_DOWNKICK , SC_STUN );
  817. set_sc( TK_READYTURN , SC_READYTURN , EFST_TURNKICK_ON, SCB_NONE );
  818. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , EFST_COUNTER_ON, SCB_NONE );
  819. set_sc( TK_DODGE , SC_DODGE , EFST_DODGE_ON, SCB_NONE );
  820. set_sc( TK_SPTIME , SC_EARTHSCROLL , EFST_EARTHSCROLL , SCB_NONE );
  821. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  822. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , EFST_PROPERTYTELEKINESIS, SCB_ATK_ELE );
  823. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , EFST_PROPERTYDARK, SCB_ATK_ELE );
  824. set_sc( SG_SUN_WARM , SC_WARM , EFST_SG_SUN_WARM, SCB_NONE );
  825. set_sc( SG_MOON_WARM , SC_WARM, EFST_SG_MOON_WARM, SCB_NONE);
  826. set_sc( SG_STAR_WARM , SC_WARM, EFST_SG_STAR_WARM, SCB_NONE);
  827. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , EFST_SUN_COMFORT , SCB_DEF2 );
  828. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , EFST_MOON_COMFORT , SCB_FLEE );
  829. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , EFST_STAR_COMFORT , SCB_ASPD );
  830. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  831. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , EFST_BLANK , SCB_ALL );
  832. set_sc( SG_FUSION , SC_FUSION , EFST_BLANK , SCB_SPEED );
  833. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , EFST_ADRENALINE2 , SCB_ASPD );
  834. set_sc( SL_KAIZEL , SC_KAIZEL , EFST_KAIZEL , SCB_NONE );
  835. set_sc( SL_KAAHI , SC_KAAHI , EFST_KAAHI , SCB_NONE );
  836. set_sc( SL_KAUPE , SC_KAUPE , EFST_KAUPE , SCB_NONE );
  837. set_sc( SL_KAITE , SC_KAITE , EFST_KAITE , SCB_NONE );
  838. add_sc( SL_STUN , SC_STUN );
  839. set_sc( SL_SWOO , SC_SWOO , EFST_SWOO , SCB_SPEED );
  840. set_sc( SL_SKE , SC_SKE , EFST_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  841. set_sc( SL_SKA , SC_SKA , EFST_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  842. set_sc( SL_SMA , SC_SMA , EFST_SMA_READY, SCB_NONE );
  843. set_sc( SM_SELFPROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  844. set_sc( ST_PRESERVE , SC_PRESERVE , EFST_PRESERVE , SCB_NONE );
  845. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , EFST_DOUBLECASTING, SCB_NONE );
  846. #ifndef RENEWAL
  847. set_sc( HW_GRAVITATION , SC_GRAVITATION , EFST_GRAVITATION , SCB_ASPD );
  848. #endif
  849. add_sc( WS_CARTTERMINATION , SC_STUN );
  850. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , EFST_OVERTHRUSTMAX, SCB_NONE );
  851. #ifndef RENEWAL
  852. set_sc( CG_LONGINGFREEDOM , SC_LONGING , EFST_LONGING , SCB_SPEED|SCB_ASPD );
  853. #endif
  854. set_sc( CG_HERMODE , SC_HERMODE , EFST_HERMODE , SCB_NONE );
  855. set_sc( CG_TAROTCARD , SC_TAROTCARD , EFST_TAROTCARD, SCB_NONE );
  856. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , EFST_WEAPONPROPERTY, SCB_ATK_ELE );
  857. set_sc( SL_HIGH , SC_SPIRIT , EFST_SOULLINK, SCB_ALL );
  858. set_sc( KN_ONEHAND , SC_ONEHAND , EFST_ONEHANDQUICKEN, SCB_ASPD );
  859. set_sc( GS_FLING , SC_FLING , EFST_BLANK , SCB_DEF|SCB_DEF2 );
  860. add_sc( GS_CRACKER , SC_STUN );
  861. add_sc( GS_DISARM , SC_STRIPWEAPON );
  862. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  863. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , EFST_GS_MADNESSCANCEL,
  864. #ifndef RENEWAL
  865. SCB_BATK|SCB_ASPD );
  866. #else
  867. SCB_ASPD );
  868. #endif
  869. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , EFST_GS_ADJUSTMENT, SCB_HIT|SCB_FLEE );
  870. set_sc( GS_INCREASING , SC_INCREASING , EFST_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  871. #ifdef RENEWAL
  872. set_sc( GS_MAGICALBULLET , SC_MAGICALBULLET , EFST_GS_MAGICAL_BULLET , SCB_NONE );
  873. #endif
  874. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , EFST_GS_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD
  875. #ifndef RENEWAL
  876. |SCB_BATK );
  877. #else
  878. );
  879. #endif
  880. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  881. set_sc( NJ_SUITON , SC_SUITON , EFST_BLANK , SCB_AGI|SCB_SPEED );
  882. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  883. set_sc( NJ_NEN , SC_NEN , EFST_NJ_NEN, SCB_STR|SCB_INT );
  884. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , EFST_NJ_UTSUSEMI, SCB_NONE );
  885. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , EFST_NJ_BUNSINJYUTSU, SCB_DYE );
  886. add_sc( NPC_ICEBREATH , SC_FREEZE );
  887. add_sc( NPC_ACIDBREATH , SC_POISON );
  888. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  889. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  890. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  891. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  892. add_sc( NPC_WIDESTONE , SC_STONE );
  893. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  894. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  895. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  896. add_sc( NPC_EVILLAND , SC_BLIND );
  897. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  898. set_sc( NPC_SLOWCAST , SC_SLOWCAST , EFST_SLOWCAST , SCB_NONE );
  899. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , EFST_CRITICALWOUND , SCB_NONE );
  900. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , EFST_BLANK , SCB_NONE );
  901. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  902. add_sc( NPC_WIDECURSE , SC_CURSE );
  903. add_sc( NPC_WIDESTUN , SC_STUN );
  904. set_sc( NPC_HELLPOWER , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  905. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  906. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , EFST_INVINCIBLE , SCB_SPEED );
  907. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , EFST_BLANK , SCB_SPEED );
  908. set_sc( NPC_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  909. set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , EFST_MAXPAIN , SCB_NONE );
  910. add_sc( NPC_JACKFROST , SC_FREEZE );
  911. add_sc( NPC_ELECTRICWALK , SC_PROPERTYWALK );
  912. add_sc( NPC_FIREWALK , SC_PROPERTYWALK );
  913. add_sc( NPC_CLOUD_KILL , SC_POISON );
  914. set_sc( NPC_HALLUCINATIONWALK , SC_NPC_HALLUCINATIONWALK , EFST_NPC_HALLUCINATIONWALK , SCB_FLEE );
  915. set_sc( NPC_WIDEWEB , SC_WIDEWEB , EFST_WIDEWEB , SCB_FLEE );
  916. set_sc_with_vfx( NPC_FIRESTORM, SC_BURNT , EFST_BURNT , SCB_NONE );
  917. set_sc( CASH_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  918. set_sc( CASH_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  919. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO ,
  920. #ifndef RENEWAL
  921. EFST_ASSUMPTIO , SCB_NONE );
  922. #else
  923. EFST_ASSUMPTIO_BUFF , SCB_DEF );
  924. #endif
  925. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , EFST_PARTYFLEE , SCB_NONE );
  926. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , EFST_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  927. set_sc( CR_SHRINK , SC_SHRINK , EFST_CR_SHRINK, SCB_NONE );
  928. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , EFST_RG_CCONFINE_S, SCB_NONE );
  929. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , EFST_RG_CCONFINE_M, SCB_FLEE );
  930. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , EFST_WZ_SIGHTBLASTER, SCB_NONE );
  931. set_sc( DC_WINKCHARM , SC_WINKCHARM , EFST_DC_WINKCHARM, SCB_NONE );
  932. add_sc( MO_BALKYOUNG , SC_STUN );
  933. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  934. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  935. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  936. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  937. set_sc( HLIF_AVOID , SC_AVOID , EFST_BLANK , SCB_SPEED );
  938. set_sc( HLIF_CHANGE , SC_CHANGE , EFST_BLANK , SCB_VIT|SCB_INT );
  939. set_sc( HFLI_FLEET , SC_FLEET , EFST_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  940. set_sc( HFLI_SPEED , SC_SPEED , EFST_BLANK , SCB_FLEE );
  941. set_sc( HAMI_DEFENCE , SC_DEFENCE , EFST_BLANK ,
  942. #ifndef RENEWAL
  943. SCB_DEF );
  944. #else
  945. SCB_VIT );
  946. #endif
  947. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , EFST_BLANK , SCB_BATK|SCB_WATK );
  948. /* Homunculus S */
  949. add_sc(MH_STAHL_HORN , SC_STUN );
  950. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , EFST_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  951. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , EFST_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  952. set_sc(MH_STEINWAND , SC_STONE_WALL , EFST_STONE_WALL , SCB_DEF|SCB_MDEF );
  953. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , EFST_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  954. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, EFST_LIGHT_OF_REGENE, SCB_NONE);
  955. set_sc(MH_VOLCANIC_ASH , SC_ASH , EFST_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  956. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , EFST_GRANITIC_ARMOR , SCB_NONE );
  957. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , EFST_MAGMA_FLOW , SCB_NONE );
  958. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , EFST_PYROCLASTIC , SCB_BATK|SCB_WATK|SCB_ATK_ELE );
  959. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , EFST_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  960. set_sc(MH_POISON_MIST , SC_POISON_MIST , EFST_POISON_MIST , SCB_FLEE );
  961. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , EFST_PAIN_KILLER , SCB_NONE );
  962. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  963. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , EFST_TINDER_BREAKER , SCB_FLEE );
  964. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , EFST_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  965. set_sc(MH_CBC , SC_CBC , EFST_CBC , SCB_FLEE );
  966. set_sc(MH_EQC , SC_EQC , EFST_EQC , SCB_DEF2|SCB_MAXHP );
  967. add_sc( MER_CRASH , SC_STUN );
  968. set_sc( MER_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  969. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  970. add_sc( MER_SIGHT , SC_SIGHT );
  971. set_sc( MER_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  972. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  973. add_sc( MER_LEXDIVINA , SC_SILENCE );
  974. add_sc( MA_LANDMINE , SC_STUN );
  975. add_sc( MA_SANDMAN , SC_SLEEP );
  976. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  977. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  978. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  979. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  980. set_sc( ML_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  981. set_sc( MS_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  982. set_sc( MS_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  983. add_sc( ML_SPIRALPIERCE , SC_STOP );
  984. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , EFST_BLANK , SCB_ASPD );
  985. add_sc( ML_DEVOTION , SC_DEVOTION );
  986. set_sc( MER_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  987. set_sc( MER_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  988. set_sc( MER_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  989. set_sc( MER_INVINCIBLEOFF2 , SC_INVINCIBLEOFF , EFST_BLANK, SCB_SPEED );
  990. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , EFST_BLANK , SCB_STR );
  991. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , EFST_BLANK , SCB_VIT );
  992. set_sc( GD_SOULCOLD , SC_SOULCOLD , EFST_BLANK , SCB_AGI );
  993. set_sc( GD_HAWKEYES , SC_HAWKEYES , EFST_BLANK , SCB_DEX );
  994. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , EFST_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  995. set_sc( GD_REGENERATION , SC_REGENERATION , EFST_GDSKILL_REGENERATION , SCB_REGEN );
  996. #ifdef RENEWAL
  997. set_sc( GD_EMERGENCY_MOVE , SC_EMERGENCY_MOVE , EFST_INC_AGI , SCB_SPEED );
  998. #endif
  999. /* Rune Knight */
  1000. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , EFST_ENCHANTBLADE , SCB_NONE );
  1001. set_sc( RK_DRAGONHOWLING , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  1002. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , EFST_DEATHBOUND , SCB_NONE );
  1003. set_sc( RK_WINDCUTTER , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  1004. set_sc( RK_DRAGONBREATH , SC_BURNING , EFST_BURNT , SCB_MDEF );
  1005. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , EFST_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  1006. set_sc( RK_REFRESH , SC_REFRESH , EFST_REFRESH , SCB_NONE );
  1007. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , EFST_GIANTGROWTH , SCB_STR );
  1008. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , EFST_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  1009. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , EFST_VITALITYACTIVATION , SCB_NONE );
  1010. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , EFST_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  1011. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , EFST_ABUNDANCE , SCB_NONE );
  1012. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , EFST_CRUSHSTRIKE , SCB_NONE );
  1013. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  1014. set_sc( RK_LUXANIMA , SC_LUXANIMA , EFST_LUXANIMA , SCB_ALL );
  1015. /* GC Guillotine Cross */
  1016. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , EFST_VENOMIMPRESS , SCB_NONE );
  1017. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , EFST_POISONINGWEAPON , SCB_NONE );
  1018. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , EFST_WEAPONBLOCKING , SCB_NONE );
  1019. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , EFST_CLOAKINGEXCEED , SCB_SPEED );
  1020. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , EFST_HALLUCINATIONWALK , SCB_FLEE );
  1021. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , EFST_ROLLINGCUTTER , SCB_NONE );
  1022. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , EFST_DARKCROW , SCB_NONE );
  1023. /* Arch Bishop */
  1024. set_sc( AB_ADORAMUS , SC_ADORAMUS , EFST_ADORAMUS , SCB_AGI|SCB_SPEED );
  1025. add_sc( AB_CLEMENTIA , SC_BLESSING );
  1026. add_sc( AB_CANTO , SC_INCREASEAGI );
  1027. set_sc( AB_EPICLESIS , SC_EPICLESIS , EFST_EPICLESIS , SCB_MAXHP );
  1028. add_sc( AB_PRAEFATIO , SC_KYRIE );
  1029. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , EFST_ORATIO , SCB_NONE );
  1030. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , EFST_LAUDAAGNUS , SCB_MAXHP );
  1031. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , EFST_LAUDARAMUS , SCB_ALL );
  1032. set_sc( AB_RENOVATIO , SC_RENOVATIO , EFST_RENOVATIO , SCB_REGEN );
  1033. set_sc( AB_EXPIATIO , SC_EXPIATIO , EFST_EXPIATIO , SCB_NONE );
  1034. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , EFST_DUPLELIGHT , SCB_NONE );
  1035. set_sc( AB_SECRAMENT , SC_SECRAMENT , EFST_AB_SECRAMENT, SCB_NONE );
  1036. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , EFST_OFFERTORIUM , SCB_NONE );
  1037. add_sc( AB_VITUPERATUM , SC_AETERNA );
  1038. /* Warlock */
  1039. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  1040. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  1041. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , EFST_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  1042. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , EFST_RECOGNIZEDSPELL , SCB_MATK);
  1043. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  1044. set_sc( WL_STASIS , SC_STASIS , EFST_STASIS , SCB_NONE );
  1045. set_sc_with_vfx( WL_COMET , SC_MAGIC_POISON , EFST_MAGIC_POISON , SCB_NONE );
  1046. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, EFST_TELEKINESIS_INTENSE, SCB_MATK );
  1047. /* Ranger */
  1048. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , EFST_FEARBREEZE , SCB_NONE );
  1049. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , EFST_ELECTRICSHOCKER , SCB_NONE );
  1050. set_sc( RA_WUGDASH , SC_WUGDASH , EFST_WUGDASH , SCB_SPEED|SCB_DSPD );
  1051. set_sc( RA_WUGBITE , SC_BITE , EFST_WUGBITE , SCB_NONE );
  1052. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , EFST_CAMOUFLAGE , SCB_SPEED );
  1053. set_sc( RA_FIRINGTRAP , SC_BURNING , EFST_BURNT , SCB_MDEF );
  1054. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , EFST_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF );
  1055. set_sc( RA_UNLIMIT , SC_UNLIMIT , EFST_UNLIMIT , SCB_NONE );
  1056. /* Mechanic */
  1057. set_sc( NC_ACCELERATION , SC_ACCELERATION , EFST_ACCELERATION , SCB_SPEED );
  1058. set_sc( NC_HOVERING , SC_HOVERING , EFST_HOVERING , SCB_SPEED );
  1059. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , EFST_SHAPESHIFT , SCB_DEF_ELE );
  1060. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , EFST_INFRAREDSCAN , SCB_FLEE );
  1061. set_sc( NC_ANALYZE , SC_ANALYZE , EFST_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  1062. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , EFST_MAGNETICFIELD , SCB_NONE );
  1063. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , EFST_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  1064. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , EFST_STEALTHFIELD , SCB_SPEED );
  1065. add_sc( NC_MAGMA_ERUPTION , SC_STUN );
  1066. add_sc( NC_MAGMA_ERUPTION_DOTDAMAGE, SC_BURNING );
  1067. /* Royal Guard */
  1068. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , EFST_LG_REFLECTDAMAGE , SCB_NONE );
  1069. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , EFST_FORCEOFVANGUARD , SCB_MAXHP );
  1070. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , EFST_EXEEDBREAK , SCB_NONE );
  1071. set_sc( LG_PRESTIGE , SC_PRESTIGE , EFST_PRESTIGE , SCB_DEF );
  1072. set_sc( LG_BANDING , SC_BANDING , EFST_BANDING , SCB_DEF|SCB_WATK|SCB_REGEN );
  1073. set_sc( LG_PIETY , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  1074. set_sc( LG_INSPIRATION , SC_INSPIRATION , EFST_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  1075. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , EFST_KINGS_GRACE , SCB_NONE );
  1076. set_sc( LG_MOONSLASHER , SC_OVERBRANDREADY , EFST_OVERBRANDREADY , SCB_NONE );
  1077. /* Shadow Chaser */
  1078. set_sc( SC_REPRODUCE , SC__REPRODUCE , EFST_REPRODUCE , SCB_NONE );
  1079. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , EFST_AUTOSHADOWSPELL , SCB_MATK );
  1080. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , EFST_SHADOWFORM , SCB_NONE );
  1081. set_sc( SC_BODYPAINT , SC__BODYPAINT , EFST_BODYPAINT , SCB_ASPD );
  1082. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , EFST_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  1083. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , EFST_DEADLYINFECT , SCB_NONE );
  1084. set_sc( SC_ENERVATION , SC__ENERVATION , EFST_ENERVATION , SCB_BATK|SCB_WATK );
  1085. set_sc( SC_GROOMY , SC__GROOMY , EFST_GROOMY , SCB_ASPD|SCB_HIT );
  1086. set_sc( SC_IGNORANCE , SC__IGNORANCE , EFST_IGNORANCE , SCB_NONE );
  1087. set_sc( SC_LAZINESS , SC__LAZINESS , EFST_LAZINESS , SCB_FLEE|SCB_SPEED );
  1088. set_sc( SC_UNLUCKY , SC__UNLUCKY , EFST_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  1089. set_sc( SC_WEAKNESS , SC__WEAKNESS , EFST_WEAKNESS , SCB_MAXHP );
  1090. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , EFST_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  1091. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , EFST_MANHOLE , SCB_NONE );
  1092. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  1093. add_sc( SC_BLOODYLUST , SC_BERSERK );
  1094. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  1095. add_sc( SC_ESCAPE , SC_ANKLE );
  1096. /* Sura */
  1097. add_sc( SR_DRAGONCOMBO , SC_STUN );
  1098. add_sc( SR_EARTHSHAKER , SC_STUN );
  1099. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , EFST_CRESCENTELBOW , SCB_NONE );
  1100. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, EFST_CURSEDCIRCLE_TARGET , SCB_NONE );
  1101. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , EFST_LIGHTNINGWALK , SCB_NONE );
  1102. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , EFST_RAISINGDRAGON , SCB_MAXHP|SCB_MAXSP );
  1103. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , EFST_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  1104. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , EFST_GENTLETOUCH_CHANGE , SCB_WATK|SCB_ASPD );
  1105. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , EFST_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  1106. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , EFST_FLASHCOMBO , SCB_WATK );
  1107. /* Wanderer / Minstrel */
  1108. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , EFST_SWING, SCB_SPEED|SCB_ASPD );
  1109. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , EFST_SYMPHONY_LOVE, SCB_MDEF );
  1110. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , EFST_MOONLIT_SERENADE, SCB_MATK );
  1111. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , EFST_RUSH_WINDMILL, SCB_WATK|SCB_SPEED );
  1112. set_sc( MI_ECHOSONG , SC_ECHOSONG , EFST_ECHOSONG , SCB_DEF );
  1113. set_sc( MI_HARMONIZE , SC_HARMONIZE , EFST_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  1114. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , EFST_NETHERWORLD , SCB_NONE );
  1115. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , EFST_SIREN, SCB_NONE );
  1116. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  1117. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , EFST_SIRCLEOFNATURE , SCB_REGEN );
  1118. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , EFST_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  1119. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , EFST_SONG_OF_MANA, SCB_REGEN );
  1120. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , EFST_DANCE_WITH_WUG, SCB_ASPD );
  1121. set_sc( WM_SOUND_OF_DESTRUCTION , SC_SOUNDOFDESTRUCTION , EFST_SOUND_OF_DESTRUCTION, SCB_NONE );
  1122. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , EFST_SATURDAY_NIGHT_FEVER, SCB_HIT|SCB_FLEE|SCB_REGEN );
  1123. set_sc( WM_LERADS_DEW , SC_LERADSDEW , EFST_LERADS_DEW, SCB_MAXHP );
  1124. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , EFST_MELODYOFSINK , SCB_INT|SCB_MAXSP );
  1125. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , EFST_BEYOND_OF_WARCRY, SCB_STR|SCB_MAXHP );
  1126. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , EFST_UNLIMITED_HUMMING_VOICE, SCB_NONE );
  1127. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , EFST_FRIGG_SONG , SCB_MAXHP );
  1128. /* Sorcerer */
  1129. set_sc( SO_FIREWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  1130. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  1131. set_sc( SO_SPELLFIST , SC_SPELLFIST , EFST_SPELLFIST , SCB_NONE );
  1132. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , EFST_COLD , SCB_NONE );
  1133. set_sc( SO_CLOUD_KILL , SC_CLOUD_POISON , EFST_CLOUD_POISON, SCB_NONE );
  1134. add_sc( SO_POISON_BUSTER , SC_POISON );
  1135. set_sc( SO_STRIKING , SC_STRIKING , EFST_STRIKING , SCB_ALL );
  1136. set_sc( SO_WARMER , SC_WARMER , EFST_WARMER , SCB_NONE );
  1137. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , EFST_VACUUM_EXTREME , SCB_NONE );
  1138. set_sc( SO_ARRULLO , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  1139. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , EFST_FIRE_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  1140. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , EFST_WATER_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  1141. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , EFST_WIND_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ASPD|SCB_ATK_ELE|SCB_REGEN );
  1142. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , EFST_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  1143. /* Genetic */
  1144. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , EFST_GN_CARTBOOST , SCB_SPEED );
  1145. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , EFST_THORNS_TRAP, SCB_NONE );
  1146. set_sc( GN_BLOOD_SUCKER , SC_BLOODSUCKER , EFST_BLOOD_SUCKER, SCB_NONE );
  1147. set_sc( GN_SPORE_EXPLOSION , SC_SPORE_EXPLOSION , EFST_SPORE_EXPLOSION_DEBUFF, SCB_NONE );
  1148. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , EFST_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  1149. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , EFST_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  1150. set_sc_with_vfx( GN_HELLS_PLANT , SC_HELLS_PLANT , EFST_HELLS_PLANT_ARMOR , SCB_NONE );
  1151. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , EFST_MANDRAGORA , SCB_INT );
  1152. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , EFST_ILLUSIONDOPING , SCB_HIT );
  1153. /* Elemental spirits' status changes */
  1154. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , EFST_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  1155. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , EFST_FIRE_CLOAK_OPTION , SCB_ALL );
  1156. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , EFST_WATER_SCREEN_OPTION , SCB_NONE );
  1157. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , EFST_WATER_DROP_OPTION , SCB_ALL );
  1158. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , EFST_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  1159. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , EFST_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  1160. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , EFST_WIND_CURTAIN_OPTION , SCB_ALL );
  1161. set_sc( EL_ZEPHYR , SC_ZEPHYR , EFST_ZEPHYR , SCB_FLEE );
  1162. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , EFST_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  1163. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , EFST_STONE_SHIELD_OPTION , SCB_ALL );
  1164. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , EFST_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  1165. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , EFST_PYROTECHNIC_OPTION , SCB_WATK );
  1166. set_sc( EL_HEATER , SC_HEATER_OPTION , EFST_HEATER_OPTION , SCB_WATK );
  1167. set_sc( EL_TROPIC , SC_TROPIC_OPTION , EFST_TROPIC_OPTION , SCB_WATK );
  1168. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , EFST_AQUAPLAY_OPTION , SCB_MATK );
  1169. set_sc( EL_COOLER , SC_COOLER_OPTION , EFST_COOLER_OPTION , SCB_MATK );
  1170. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , EFST_CHILLY_AIR_OPTION , SCB_MATK );
  1171. set_sc( EL_GUST , SC_GUST_OPTION , EFST_GUST_OPTION , SCB_ASPD );
  1172. set_sc( EL_BLAST , SC_BLAST_OPTION , EFST_BLAST_OPTION , SCB_ASPD );
  1173. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , EFST_WILD_STORM_OPTION , SCB_ASPD );
  1174. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , EFST_PETROLOGY_OPTION , SCB_MAXHP );
  1175. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , EFST_CURSED_SOIL_OPTION , SCB_MAXHP );
  1176. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , EFST_UPHEAVAL_OPTION , SCB_MAXHP );
  1177. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , EFST_TIDAL_WEAPON_OPTION , SCB_ALL );
  1178. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , EFST_ROCK_CRUSHER , SCB_DEF );
  1179. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , EFST_ROCK_CRUSHER_ATK , SCB_SPEED );
  1180. add_sc( KO_YAMIKUMO , SC_HIDING );
  1181. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , EFST_KO_JYUMONJIKIRI , SCB_NONE );
  1182. add_sc( KO_MAKIBISHI , SC_STUN );
  1183. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , EFST_MEIKYOUSISUI , SCB_NONE );
  1184. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , EFST_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  1185. add_sc( KO_JYUSATSU , SC_CURSE );
  1186. set_sc( KO_ZENKAI , SC_ZENKAI , EFST_ZENKAI , SCB_NONE );
  1187. set_sc( KO_IZAYOI , SC_IZAYOI , EFST_IZAYOI , SCB_MATK );
  1188. set_sc( KG_KYOMU , SC_KYOMU , EFST_KYOMU , SCB_NONE );
  1189. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , EFST_KAGEMUSYA , SCB_NONE );
  1190. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , EFST_KG_KAGEHUMI , SCB_NONE );
  1191. set_sc( OB_ZANGETSU , SC_ZANGETSU , EFST_ZANGETSU , SCB_MATK|SCB_BATK );
  1192. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , EFST_AKAITSUKI , SCB_NONE );
  1193. set_sc( OB_OBOROGENSOU , SC_GENSOU , EFST_GENSOU , SCB_NONE );
  1194. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , EFST_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  1195. /* Rebellion */
  1196. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  1197. set_sc( RL_H_MINE , SC_H_MINE , EFST_H_MINE , SCB_NONE);
  1198. set_sc( RL_B_TRAP , SC_B_TRAP , EFST_B_TRAP , SCB_SPEED );
  1199. set_sc( RL_E_CHAIN , SC_E_CHAIN , EFST_E_CHAIN , SCB_NONE );
  1200. set_sc( RL_P_ALTER , SC_P_ALTER , EFST_P_ALTER , SCB_NONE );
  1201. set_sc( RL_FALLEN_ANGEL , SC_FALLEN_ANGEL, EFST_BLANK, SCB_NONE );
  1202. set_sc( RL_SLUGSHOT , SC_STUN , EFST_SLUGSHOT , SCB_NONE );
  1203. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , EFST_HEAT_BARREL , SCB_HIT|SCB_ASPD );
  1204. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , EFST_C_MARKER , SCB_FLEE );
  1205. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , EFST_ANTI_M_BLAST , SCB_NONE );
  1206. // New Mounts
  1207. set_sc_with_vfx_noskill( SC_ALL_RIDING , EFST_ALL_RIDING , SCB_SPEED );
  1208. // Costumes
  1209. set_sc_with_vfx_noskill( SC_MOONSTAR , EFST_MOONSTAR , SCB_NONE );
  1210. set_sc_with_vfx_noskill( SC_SUPER_STAR , EFST_SUPER_STAR , SCB_NONE );
  1211. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , EFST_STRANGELIGHTS , SCB_NONE );
  1212. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , EFST_DECORATION_OF_MUSIC , SCB_NONE );
  1213. set_sc_with_vfx_noskill( SC_LJOSALFAR , EFST_LJOSALFAR , SCB_NONE);
  1214. set_sc_with_vfx_noskill( SC_MERMAID_LONGING , EFST_MERMAID_LONGING , SCB_NONE);
  1215. set_sc_with_vfx_noskill( SC_HAT_EFFECT , EFST_HAT_EFFECT , SCB_NONE);
  1216. set_sc_with_vfx_noskill( SC_FLOWERSMOKE , EFST_FLOWERSMOKE , SCB_NONE);
  1217. set_sc_with_vfx_noskill( SC_FSTONE , EFST_FSTONE , SCB_NONE);
  1218. set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , EFST_HAPPINESS_STAR , SCB_NONE);
  1219. set_sc_with_vfx_noskill( SC_MAPLE_FALLS , EFST_MAPLE_FALLS , SCB_NONE);
  1220. set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , EFST_TIME_ACCESSORY , SCB_NONE);
  1221. set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , EFST_MAGICAL_FEATHER , SCB_NONE);
  1222. /* Summoner */
  1223. set_sc( SU_HIDE , SC_SUHIDE , EFST_SUHIDE , SCB_NONE );
  1224. add_sc( SU_SCRATCH , SC_BLEEDING );
  1225. set_sc( SU_STOOP , SC_SU_STOOP , EFST_SU_STOOP , SCB_NONE );
  1226. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  1227. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , EFST_CATNIPPOWDER , SCB_WATK|SCB_MATK|SCB_SPEED|SCB_REGEN );
  1228. add_sc( SU_CN_METEOR , SC_CURSE );
  1229. set_sc_with_vfx( SU_SV_ROOTTWIST, SC_SV_ROOTTWIST , EFST_SV_ROOTTWIST , SCB_NONE );
  1230. set_sc( SU_SCAROFTAROU , SC_BITESCAR , EFST_BITESCAR , SCB_NONE );
  1231. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , EFST_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  1232. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  1233. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , EFST_TUNAPARTY , SCB_NONE );
  1234. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , EFST_SHRIMP , SCB_BATK|SCB_MATK );
  1235. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , EFST_FRESHSHRIMP , SCB_NONE );
  1236. set_sc( SU_HISS , SC_HISS , EFST_HISS , SCB_FLEE2 );
  1237. set_sc( SU_NYANGGRASS , SC_NYANGGRASS , EFST_NYANGGRASS , SCB_DEF|SCB_MDEF );
  1238. set_sc( SU_GROOMING , SC_GROOMING , EFST_GROOMING , SCB_FLEE );
  1239. add_sc( SU_PURRING , SC_GROOMING );
  1240. set_sc( SU_SHRIMPARTY , SC_SHRIMPBLESSING , EFST_PROTECTIONOFSHRIMP , SCB_REGEN );
  1241. add_sc( SU_MEOWMEOW , SC_CHATTERING );
  1242. set_sc( SU_CHATTERING , SC_CHATTERING , EFST_CHATTERING , SCB_WATK|SCB_MATK );
  1243. set_sc( WE_CHEERUP , SC_CHEERUP , EFST_CHEERUP , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  1244. // Star Emperor
  1245. set_sc( SJ_LIGHTOFMOON , SC_LIGHTOFMOON , EFST_LIGHTOFMOON , SCB_NONE );
  1246. set_sc( SJ_LIGHTOFSTAR , SC_LIGHTOFSTAR , EFST_LIGHTOFSTAR , SCB_NONE );
  1247. set_sc( SJ_LUNARSTANCE , SC_LUNARSTANCE , EFST_LUNARSTANCE , SCB_MAXHP );
  1248. add_sc( SJ_FULLMOONKICK , SC_BLIND );
  1249. set_sc( SJ_STARSTANCE , SC_STARSTANCE , EFST_STARSTANCE , SCB_ASPD );
  1250. set_sc( SJ_NEWMOONKICK , SC_NEWMOON , EFST_NEWMOON , SCB_NONE );
  1251. set_sc( SJ_FLASHKICK , SC_FLASHKICK , EFST_FLASHKICK , SCB_NONE );
  1252. add_sc( SJ_STAREMPEROR , SC_SILENCE );
  1253. set_sc( SJ_NOVAEXPLOSING , SC_NOVAEXPLOSING , EFST_NOVAEXPLOSING , SCB_NONE );
  1254. set_sc( SJ_UNIVERSESTANCE , SC_UNIVERSESTANCE , EFST_UNIVERSESTANCE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  1255. set_sc( SJ_FALLINGSTAR , SC_FALLINGSTAR , EFST_FALLINGSTAR , SCB_NONE );
  1256. set_sc( SJ_GRAVITYCONTROL , SC_GRAVITYCONTROL , EFST_GRAVITYCONTROL , SCB_NONE );
  1257. set_sc( SJ_BOOKOFDIMENSION , SC_DIMENSION , EFST_DIMENSION , SCB_NONE );
  1258. set_sc( SJ_BOOKOFCREATINGSTAR , SC_CREATINGSTAR , EFST_CREATINGSTAR , SCB_SPEED );
  1259. set_sc( SJ_LIGHTOFSUN , SC_LIGHTOFSUN , EFST_LIGHTOFSUN , SCB_NONE );
  1260. set_sc( SJ_SUNSTANCE , SC_SUNSTANCE , EFST_SUNSTANCE , SCB_BATK|SCB_WATK );
  1261. // Soul Reaper
  1262. set_sc( SP_SOULGOLEM , SC_SOULGOLEM , EFST_SOULGOLEM , SCB_DEF|SCB_MDEF );
  1263. set_sc( SP_SOULSHADOW , SC_SOULSHADOW , EFST_SOULSHADOW , SCB_ASPD|SCB_CRI );
  1264. set_sc( SP_SOULFALCON , SC_SOULFALCON , EFST_SOULFALCON , SCB_WATK|SCB_HIT );
  1265. set_sc( SP_SOULFAIRY , SC_SOULFAIRY , EFST_SOULFAIRY , SCB_MATK );
  1266. set_sc( SP_SOULCURSE , SC_SOULCURSE , EFST_SOULCURSE , SCB_NONE );
  1267. set_sc( SP_SHA , SC_SP_SHA , EFST_SP_SHA , SCB_SPEED );
  1268. set_sc( SP_SOULUNITY , SC_SOULUNITY , EFST_SOULUNITY , SCB_NONE );
  1269. set_sc( SP_SOULDIVISION , SC_SOULDIVISION , EFST_SOULDIVISION , SCB_NONE );
  1270. set_sc( SP_SOULREAPER , SC_SOULREAPER , EFST_SOULREAPER , SCB_NONE );
  1271. set_sc( SP_SOULCOLLECT , SC_SOULCOLLECT , EFST_SOULCOLLECT , SCB_NONE );
  1272. #ifdef RENEWAL
  1273. set_sc( NV_HELPANGEL , SC_HELPANGEL , EFST_HELPANGEL , SCB_NONE );
  1274. #endif
  1275. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  1276. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  1277. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  1278. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  1279. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  1280. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  1281. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  1282. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  1283. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  1284. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  1285. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  1286. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  1287. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  1288. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  1289. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  1290. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  1291. /* Status that don't have a skill associated */
  1292. StatusIconChangeTable[SC_WEIGHT50] = EFST_WEIGHTOVER50;
  1293. StatusIconChangeTable[SC_WEIGHT90] = EFST_WEIGHTOVER90;
  1294. StatusIconChangeTable[SC_ASPDPOTION0] = EFST_ATTHASTE_POTION1;
  1295. StatusIconChangeTable[SC_ASPDPOTION1] = EFST_ATTHASTE_POTION2;
  1296. StatusIconChangeTable[SC_ASPDPOTION2] = EFST_ATTHASTE_POTION3;
  1297. StatusIconChangeTable[SC_ASPDPOTION3] = EFST_ATTHASTE_INFINITY;
  1298. StatusIconChangeTable[SC_SPEEDUP0] = EFST_MOVHASTE_HORSE;
  1299. StatusIconChangeTable[SC_SPEEDUP1] = EFST_MOVHASTE_POTION;
  1300. StatusIconChangeTable[SC_CHASEWALK2] = EFST_CHASEWALK2;
  1301. StatusIconChangeTable[SC_MIRACLE] = EFST_SOULLINK;
  1302. StatusIconChangeTable[SC_INTRAVISION] = EFST_CLAIRVOYANCE;
  1303. StatusIconChangeTable[SC_STRFOOD] = EFST_FOOD_STR;
  1304. StatusIconChangeTable[SC_AGIFOOD] = EFST_FOOD_AGI;
  1305. StatusIconChangeTable[SC_VITFOOD] = EFST_FOOD_VIT;
  1306. StatusIconChangeTable[SC_INTFOOD] = EFST_FOOD_INT;
  1307. StatusIconChangeTable[SC_DEXFOOD] = EFST_FOOD_DEX;
  1308. StatusIconChangeTable[SC_LUKFOOD] = EFST_FOOD_LUK;
  1309. StatusIconChangeTable[SC_FLEEFOOD] = EFST_FOOD_BASICAVOIDANCE;
  1310. StatusIconChangeTable[SC_HITFOOD] = EFST_FOOD_BASICHIT;
  1311. StatusIconChangeTable[SC_CRIFOOD] = EFST_FOOD_CRITICALSUCCESSVALUE;
  1312. StatusIconChangeTable[SC_MANU_ATK] = EFST_MANU_ATK;
  1313. StatusIconChangeTable[SC_MANU_DEF] = EFST_MANU_DEF;
  1314. StatusIconChangeTable[SC_SPL_ATK] = EFST_SPL_ATK;
  1315. StatusIconChangeTable[SC_SPL_DEF] = EFST_SPL_DEF;
  1316. StatusIconChangeTable[SC_MANU_MATK] = EFST_MANU_MATK;
  1317. StatusIconChangeTable[SC_SPL_MATK] = EFST_SPL_MATK;
  1318. StatusIconChangeTable[SC_ATKPOTION] = EFST_PLUSATTACKPOWER;
  1319. StatusIconChangeTable[SC_MATKPOTION] = EFST_PLUSMAGICPOWER;
  1320. StatusIconChangeTable[SC_INCREASE_MAXHP] = EFST_ATKER_ASPD;
  1321. StatusIconChangeTable[SC_INCREASE_MAXSP] = EFST_ATKER_MOVESPEED;
  1322. /* Cash Items */
  1323. StatusIconChangeTable[SC_FOOD_STR_CASH] = EFST_FOOD_STR_CASH;
  1324. StatusIconChangeTable[SC_FOOD_AGI_CASH] = EFST_FOOD_AGI_CASH;
  1325. StatusIconChangeTable[SC_FOOD_VIT_CASH] = EFST_FOOD_VIT_CASH;
  1326. StatusIconChangeTable[SC_FOOD_DEX_CASH] = EFST_FOOD_DEX_CASH;
  1327. StatusIconChangeTable[SC_FOOD_INT_CASH] = EFST_FOOD_INT_CASH;
  1328. StatusIconChangeTable[SC_FOOD_LUK_CASH] = EFST_FOOD_LUK_CASH;
  1329. StatusIconChangeTable[SC_EXPBOOST] = EFST_CASH_PLUSEXP;
  1330. StatusIconChangeTable[SC_ITEMBOOST] = EFST_CASH_RECEIVEITEM;
  1331. StatusIconChangeTable[SC_JEXPBOOST] = EFST_CASH_PLUSONLYJOBEXP;
  1332. StatusIconChangeTable[SC_LIFEINSURANCE] = EFST_CASH_DEATHPENALTY;
  1333. StatusIconChangeTable[SC_BOSSMAPINFO] = EFST_CASH_BOSS_ALARM;
  1334. StatusIconChangeTable[SC_DEF_RATE] = EFST_PROTECT_DEF;
  1335. StatusIconChangeTable[SC_MDEF_RATE] = EFST_PROTECT_MDEF;
  1336. StatusIconChangeTable[SC_INCCRI] = EFST_CRITICALPERCENT;
  1337. StatusIconChangeTable[SC_INCFLEE2] = EFST_PLUSAVOIDVALUE;
  1338. StatusIconChangeTable[SC_INCHEALRATE] = EFST_HEALPLUS;
  1339. StatusIconChangeTable[SC_S_LIFEPOTION] = EFST_S_LIFEPOTION;
  1340. StatusIconChangeTable[SC_L_LIFEPOTION] = EFST_L_LIFEPOTION;
  1341. StatusIconChangeTable[SC_SPCOST_RATE] = EFST_ATKER_BLOOD;
  1342. StatusIconChangeTable[SC_COMMONSC_RESIST] = EFST_TARGET_BLOOD;
  1343. StatusIconChangeTable[SC_ATTHASTE_CASH] = EFST_ATTHASTE_CASH;
  1344. /* Mercenary Bonus Effects */
  1345. StatusIconChangeTable[SC_MERC_FLEEUP] = EFST_MER_FLEE;
  1346. StatusIconChangeTable[SC_MERC_ATKUP] = EFST_MER_ATK;
  1347. StatusIconChangeTable[SC_MERC_HPUP] = EFST_MER_HP;
  1348. StatusIconChangeTable[SC_MERC_SPUP] = EFST_MER_SP;
  1349. StatusIconChangeTable[SC_MERC_HITUP] = EFST_MER_HIT;
  1350. /* Warlock Spheres */
  1351. StatusIconChangeTable[SC_SPHERE_1] = EFST_SUMMON1;
  1352. StatusIconChangeTable[SC_SPHERE_2] = EFST_SUMMON2;
  1353. StatusIconChangeTable[SC_SPHERE_3] = EFST_SUMMON3;
  1354. StatusIconChangeTable[SC_SPHERE_4] = EFST_SUMMON4;
  1355. StatusIconChangeTable[SC_SPHERE_5] = EFST_SUMMON5;
  1356. /* Warlock Preserved spells */
  1357. StatusIconChangeTable[SC_SPELLBOOK1] = EFST_SPELLBOOK1;
  1358. StatusIconChangeTable[SC_SPELLBOOK2] = EFST_SPELLBOOK2;
  1359. StatusIconChangeTable[SC_SPELLBOOK3] = EFST_SPELLBOOK3;
  1360. StatusIconChangeTable[SC_SPELLBOOK4] = EFST_SPELLBOOK4;
  1361. StatusIconChangeTable[SC_SPELLBOOK5] = EFST_SPELLBOOK5;
  1362. StatusIconChangeTable[SC_SPELLBOOK6] = EFST_SPELLBOOK6;
  1363. StatusIconChangeTable[SC_MAXSPELLBOOK] = EFST_SPELLBOOK7;
  1364. StatusIconChangeTable[SC_FREEZE_SP] = EFST_FREEZE_SP;
  1365. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = EFST_NEUTRALBARRIER_MASTER;
  1366. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = EFST_STEALTHFIELD_MASTER;
  1367. StatusIconChangeTable[SC_OVERHEAT] = EFST_OVERHEAT;
  1368. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = EFST_OVERHEAT_LIMITPOINT;
  1369. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = EFST_HALLUCINATIONWALK_POSTDELAY;
  1370. StatusIconChangeTable[SC_TOXIN] = EFST_TOXIN;
  1371. StatusIconChangeTable[SC_PARALYSE] = EFST_PARALYSE;
  1372. StatusIconChangeTable[SC_VENOMBLEED] = EFST_VENOMBLEED;
  1373. StatusIconChangeTable[SC_MAGICMUSHROOM] = EFST_MAGICMUSHROOM;
  1374. StatusIconChangeTable[SC_DEATHHURT] = EFST_DEATHHURT;
  1375. StatusIconChangeTable[SC_PYREXIA] = EFST_PYREXIA;
  1376. StatusIconChangeTable[SC_OBLIVIONCURSE] = EFST_OBLIVIONCURSE;
  1377. StatusIconChangeTable[SC_LEECHESEND] = EFST_LEECHESEND;
  1378. StatusIconChangeTable[SC_BANDING_DEFENCE] = EFST_BANDING_DEFENCE;
  1379. StatusIconChangeTable[SC_SHIELDSPELL_HP] = EFST_SHIELDSPELL;
  1380. StatusIconChangeTable[SC_SHIELDSPELL_SP] = EFST_SHIELDSPELL;
  1381. StatusIconChangeTable[SC_SHIELDSPELL_ATK] = EFST_SHIELDSPELL;
  1382. StatusIconChangeTable[SC_GLOOMYDAY_SK] = EFST_GLOOMYDAY;
  1383. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = EFST_CURSEDCIRCLE_ATKER;
  1384. StatusIconChangeTable[SC__BLOODYLUST] = EFST_BLOODYLUST;
  1385. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = EFST_MYSTERIOUS_POWDER;
  1386. StatusIconChangeTable[SC_MELON_BOMB] = EFST_MELON_BOMB;
  1387. StatusIconChangeTable[SC_BANANA_BOMB] = EFST_BANANA_BOMB;
  1388. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = EFST_BANANA_BOMB_SITDOWN_POSTDELAY;
  1389. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = EFST_PROMOTE_HEALTH_RESERCH;
  1390. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = EFST_ENERGY_DRINK_RESERCH;
  1391. /* Genetics New Food Items Status Icons */
  1392. StatusIconChangeTable[SC_SAVAGE_STEAK] = EFST_SAVAGE_STEAK;
  1393. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = EFST_COCKTAIL_WARG_BLOOD;
  1394. StatusIconChangeTable[SC_MINOR_BBQ] = EFST_MINOR_BBQ;
  1395. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = EFST_SIROMA_ICE_TEA;
  1396. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = EFST_DROCERA_HERB_STEAMED;
  1397. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = EFST_PUTTI_TAILS_NOODLES;
  1398. StatusIconChangeTable[SC_STOMACHACHE] = EFST_STOMACHACHE;
  1399. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = EFST_EXTRACT_WHITE_POTION_Z;
  1400. StatusIconChangeTable[SC_VITATA_500] = EFST_VITATA_500;
  1401. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = EFST_EXTRACT_SALAMINE_JUICE;
  1402. StatusIconChangeTable[SC_BOOST500] = EFST_BOOST500;
  1403. StatusIconChangeTable[SC_FULL_SWING_K] = EFST_FULL_SWING_K;
  1404. StatusIconChangeTable[SC_MANA_PLUS] = EFST_MANA_PLUS;
  1405. StatusIconChangeTable[SC_MUSTLE_M] = EFST_MUSTLE_M;
  1406. StatusIconChangeTable[SC_LIFE_FORCE_F] = EFST_LIFE_FORCE_F;
  1407. /* Elemental Spirit's 'side' status change icons */
  1408. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = EFST_CIRCLE_OF_FIRE;
  1409. StatusIconChangeTable[SC_FIRE_CLOAK] = EFST_FIRE_CLOAK;
  1410. StatusIconChangeTable[SC_WATER_SCREEN] = EFST_WATER_SCREEN;
  1411. StatusIconChangeTable[SC_WATER_DROP] = EFST_WATER_DROP;
  1412. StatusIconChangeTable[SC_WIND_STEP] = EFST_WIND_STEP;
  1413. StatusIconChangeTable[SC_WIND_CURTAIN] = EFST_WIND_CURTAIN;
  1414. StatusIconChangeTable[SC_SOLID_SKIN] = EFST_SOLID_SKIN;
  1415. StatusIconChangeTable[SC_STONE_SHIELD] = EFST_STONE_SHIELD;
  1416. StatusIconChangeTable[SC_PYROTECHNIC] = EFST_PYROTECHNIC;
  1417. StatusIconChangeTable[SC_HEATER] = EFST_HEATER;
  1418. StatusIconChangeTable[SC_TROPIC] = EFST_TROPIC;
  1419. StatusIconChangeTable[SC_AQUAPLAY] = EFST_AQUAPLAY;
  1420. StatusIconChangeTable[SC_COOLER] = EFST_COOLER;
  1421. StatusIconChangeTable[SC_CHILLY_AIR] = EFST_CHILLY_AIR;
  1422. StatusIconChangeTable[SC_GUST] = EFST_GUST;
  1423. StatusIconChangeTable[SC_BLAST] = EFST_BLAST;
  1424. StatusIconChangeTable[SC_WILD_STORM] = EFST_WILD_STORM;
  1425. StatusIconChangeTable[SC_PETROLOGY] = EFST_PETROLOGY;
  1426. StatusIconChangeTable[SC_CURSED_SOIL] = EFST_CURSED_SOIL;
  1427. StatusIconChangeTable[SC_UPHEAVAL] = EFST_UPHEAVAL;
  1428. StatusIconChangeTable[SC_REBOUND] = EFST_REBOUND;
  1429. StatusIconChangeTable[SC_DEFSET] = EFST_SET_NUM_DEF;
  1430. StatusIconChangeTable[SC_MDEFSET] = EFST_SET_NUM_MDEF;
  1431. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = EFST_MONSTER_TRANSFORM;
  1432. StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = EFST_ACTIVE_MONSTER_TRANSFORM;
  1433. StatusIconChangeTable[SC_ALL_RIDING] = EFST_ALL_RIDING;
  1434. StatusIconChangeTable[SC_PUSH_CART] = EFST_ON_PUSH_CART;
  1435. StatusIconChangeTable[SC_MTF_ASPD] = EFST_MTF_ASPD;
  1436. StatusIconChangeTable[SC_MTF_RANGEATK] = EFST_MTF_RANGEATK;
  1437. StatusIconChangeTable[SC_MTF_MATK] = EFST_MTF_MATK;
  1438. StatusIconChangeTable[SC_MTF_MLEATKED] = EFST_MTF_MLEATKED;
  1439. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = EFST_MTF_CRIDAMAGE;
  1440. StatusIconChangeTable[SC_QD_SHOT_READY] = EFST_E_QD_SHOT_READY;
  1441. StatusIconChangeTable[SC_QUEST_BUFF1] = EFST_QUEST_BUFF1;
  1442. StatusIconChangeTable[SC_QUEST_BUFF2] = EFST_QUEST_BUFF2;
  1443. StatusIconChangeTable[SC_QUEST_BUFF3] = EFST_QUEST_BUFF3;
  1444. StatusIconChangeTable[SC_MTF_ASPD2] = EFST_MTF_ASPD2;
  1445. StatusIconChangeTable[SC_MTF_RANGEATK2] = EFST_MTF_RANGEATK2;
  1446. StatusIconChangeTable[SC_MTF_MATK2] = EFST_MTF_MATK2;
  1447. StatusIconChangeTable[SC_2011RWC_SCROLL] = EFST_2011RWC_SCROLL;
  1448. StatusIconChangeTable[SC_JP_EVENT04] = EFST_JP_EVENT04;
  1449. StatusIconChangeTable[SC_MTF_HITFLEE] = EFST_MTF_HITFLEE;
  1450. StatusIconChangeTable[SC_MTF_MHP] = EFST_MTF_MHP;
  1451. StatusIconChangeTable[SC_MTF_MSP] = EFST_MTF_MSP;
  1452. StatusIconChangeTable[SC_MTF_PUMPKIN] = EFST_MTF_PUMPKIN;
  1453. StatusIconChangeTable[SC_NORECOVER_STATE] = EFST_HANDICAPSTATE_NORECOVER;
  1454. StatusIconChangeTable[SC_GVG_GIANT] = EFST_GVG_GIANT;
  1455. StatusIconChangeTable[SC_GVG_GOLEM] = EFST_GVG_GOLEM;
  1456. StatusIconChangeTable[SC_GVG_STUN] = EFST_GVG_STUN;
  1457. StatusIconChangeTable[SC_GVG_STONE] = EFST_GVG_STONE;
  1458. StatusIconChangeTable[SC_GVG_FREEZ] = EFST_GVG_FREEZ;
  1459. StatusIconChangeTable[SC_GVG_SLEEP] = EFST_GVG_SLEEP;
  1460. StatusIconChangeTable[SC_GVG_CURSE] = EFST_GVG_CURSE;
  1461. StatusIconChangeTable[SC_GVG_SILENCE] = EFST_GVG_SILENCE;
  1462. StatusIconChangeTable[SC_GVG_BLIND] = EFST_GVG_BLIND;
  1463. StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = EFST_RESIST_PROPERTY_WATER;
  1464. StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = EFST_RESIST_PROPERTY_GROUND;
  1465. StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = EFST_RESIST_PROPERTY_FIRE;
  1466. StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = EFST_RESIST_PROPERTY_WIND;
  1467. // Costumes
  1468. StatusIconChangeTable[SC_MOONSTAR] = EFST_MOONSTAR;
  1469. StatusIconChangeTable[SC_SUPER_STAR] = EFST_SUPER_STAR;
  1470. StatusIconChangeTable[SC_STRANGELIGHTS] = EFST_STRANGELIGHTS;
  1471. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = EFST_DECORATION_OF_MUSIC;
  1472. StatusIconChangeTable[SC_LJOSALFAR] = EFST_LJOSALFAR;
  1473. StatusIconChangeTable[SC_MERMAID_LONGING] = EFST_MERMAID_LONGING;
  1474. StatusIconChangeTable[SC_HAT_EFFECT] = EFST_HAT_EFFECT;
  1475. StatusIconChangeTable[SC_FLOWERSMOKE] = EFST_FLOWERSMOKE;
  1476. StatusIconChangeTable[SC_FSTONE] = EFST_FSTONE;
  1477. StatusIconChangeTable[SC_HAPPINESS_STAR] = EFST_HAPPINESS_STAR;
  1478. StatusIconChangeTable[SC_MAPLE_FALLS] = EFST_MAPLE_FALLS;
  1479. StatusIconChangeTable[SC_TIME_ACCESSORY] = EFST_TIME_ACCESSORY;
  1480. StatusIconChangeTable[SC_MAGICAL_FEATHER] = EFST_MAGICAL_FEATHER;
  1481. /* Summoners status icons */
  1482. StatusIconChangeTable[SC_SPRITEMABLE] = EFST_SPRITEMABLE;
  1483. StatusIconChangeTable[SC_DORAM_BUF_01] = EFST_DORAM_BUF_01;
  1484. StatusIconChangeTable[SC_DORAM_BUF_02] = EFST_DORAM_BUF_02;
  1485. StatusIconChangeTable[SC_SOULATTACK] = EFST_SOULATTACK;
  1486. StatusIconChangeTable[SC_CHILL] = EFST_CHILL;
  1487. // Item Reuse Limits
  1488. StatusIconChangeTable[SC_REUSE_REFRESH] = EFST_REUSE_REFRESH;
  1489. StatusIconChangeTable[SC_REUSE_LIMIT_A] = EFST_REUSE_LIMIT_A;
  1490. StatusIconChangeTable[SC_REUSE_LIMIT_B] = EFST_REUSE_LIMIT_B;
  1491. StatusIconChangeTable[SC_REUSE_LIMIT_C] = EFST_REUSE_LIMIT_C;
  1492. StatusIconChangeTable[SC_REUSE_LIMIT_D] = EFST_REUSE_LIMIT_D;
  1493. StatusIconChangeTable[SC_REUSE_LIMIT_E] = EFST_REUSE_LIMIT_E;
  1494. StatusIconChangeTable[SC_REUSE_LIMIT_F] = EFST_REUSE_LIMIT_F;
  1495. StatusIconChangeTable[SC_REUSE_LIMIT_G] = EFST_REUSE_LIMIT_G;
  1496. StatusIconChangeTable[SC_REUSE_LIMIT_H] = EFST_REUSE_LIMIT_H;
  1497. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = EFST_REUSE_LIMIT_MTF;
  1498. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = EFST_REUSE_LIMIT_ECL;
  1499. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = EFST_REUSE_LIMIT_RECALL;
  1500. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = EFST_REUSE_LIMIT_ASPD_POTION;
  1501. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = EFST_REUSE_MILLENNIUMSHIELD;
  1502. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = EFST_REUSE_CRUSHSTRIKE;
  1503. StatusIconChangeTable[SC_REUSE_STORMBLAST] = EFST_REUSE_STORMBLAST;
  1504. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = EFST_ALL_RIDING_REUSE_LIMIT;
  1505. // Clan System
  1506. StatusIconChangeTable[SC_CLAN_INFO] = EFST_CLAN_INFO;
  1507. StatusIconChangeTable[SC_SWORDCLAN] = EFST_SWORDCLAN;
  1508. StatusIconChangeTable[SC_ARCWANDCLAN] = EFST_ARCWANDCLAN;
  1509. StatusIconChangeTable[SC_GOLDENMACECLAN] = EFST_GOLDENMACECLAN;
  1510. StatusIconChangeTable[SC_CROSSBOWCLAN] = EFST_CROSSBOWCLAN;
  1511. StatusIconChangeTable[SC_JUMPINGCLAN] = EFST_JUMPINGCLAN;
  1512. // Geffen Magic Tournament Buffs
  1513. StatusIconChangeTable[SC_GEFFEN_MAGIC1] = EFST_GEFFEN_MAGIC1;
  1514. StatusIconChangeTable[SC_GEFFEN_MAGIC2] = EFST_GEFFEN_MAGIC2;
  1515. StatusIconChangeTable[SC_GEFFEN_MAGIC3] = EFST_GEFFEN_MAGIC3;
  1516. // RODEX
  1517. StatusIconChangeTable[SC_DAILYSENDMAILCNT] = EFST_DAILYSENDMAILCNT;
  1518. StatusIconChangeTable[SC_DRESSUP] = EFST_DRESS_UP;
  1519. // Old Glast Heim
  1520. StatusIconChangeTable[SC_GLASTHEIM_ATK] = EFST_GLASTHEIM_ATK;
  1521. StatusIconChangeTable[SC_GLASTHEIM_DEF] = EFST_GLASTHEIM_DEF;
  1522. StatusIconChangeTable[SC_GLASTHEIM_HEAL] = EFST_GLASTHEIM_HEAL;
  1523. StatusIconChangeTable[SC_GLASTHEIM_HIDDEN] = EFST_GLASTHEIM_HIDDEN;
  1524. StatusIconChangeTable[SC_GLASTHEIM_STATE] = EFST_GLASTHEIM_STATE;
  1525. StatusIconChangeTable[SC_GLASTHEIM_ITEMDEF] = EFST_GLASTHEIM_ITEMDEF;
  1526. StatusIconChangeTable[SC_GLASTHEIM_HPSP] = EFST_GLASTHEIM_HPSP;
  1527. // Nightmare Biolab
  1528. StatusIconChangeTable[SC_LHZ_DUN_N1] = EFST_LHZ_DUN_N1;
  1529. StatusIconChangeTable[SC_LHZ_DUN_N2] = EFST_LHZ_DUN_N2;
  1530. StatusIconChangeTable[SC_LHZ_DUN_N3] = EFST_LHZ_DUN_N3;
  1531. StatusIconChangeTable[SC_LHZ_DUN_N4] = EFST_LHZ_DUN_N4;
  1532. StatusIconChangeTable[SC_ANCILLA] = EFST_ANCILLA;
  1533. StatusIconChangeTable[SC_WEAPONBLOCK_ON] = EFST_WEAPONBLOCK_ON;
  1534. StatusIconChangeTable[SC_REF_T_POTION] = EFST_REF_T_POTION;
  1535. StatusIconChangeTable[SC_ADD_ATK_DAMAGE] = EFST_ADD_ATK_DAMAGE;
  1536. StatusIconChangeTable[SC_ADD_MATK_DAMAGE] = EFST_ADD_MATK_DAMAGE;
  1537. StatusIconChangeTable[SC_ENSEMBLEFATIGUE] = EFST_ENSEMBLEFATIGUE;
  1538. StatusIconChangeTable[SC_MISTY_FROST] = EFST_MISTY_FROST;
  1539. // Battleground Queue
  1540. StatusIconChangeTable[SC_ENTRY_QUEUE_APPLY_DELAY] = EFST_ENTRY_QUEUE_APPLY_DELAY;
  1541. StatusIconChangeTable[SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT] = EFST_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT;
  1542. // Soul Reaper
  1543. StatusIconChangeTable[SC_SOULENERGY] = EFST_SOULENERGY;
  1544. StatusIconChangeTable[SC_USE_SKILL_SP_SPA] = EFST_USE_SKILL_SP_SPA;
  1545. StatusIconChangeTable[SC_USE_SKILL_SP_SHA] = EFST_USE_SKILL_SP_SHA;
  1546. // ep16.2
  1547. StatusIconChangeTable[SC_EP16_2_BUFF_SS] = EFST_EP16_2_BUFF_SS;
  1548. StatusIconChangeTable[SC_EP16_2_BUFF_SC] = EFST_EP16_2_BUFF_SC;
  1549. StatusIconChangeTable[SC_EP16_2_BUFF_AC] = EFST_EP16_2_BUFF_AC;
  1550. #if PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106
  1551. StatusIconChangeTable[SC_MADOGEAR] = EFST_MADOGEAR;
  1552. #else
  1553. StatusIconChangeTable[SC_MADOGEAR] = EFST_RIDING;
  1554. #endif
  1555. // ep15
  1556. StatusIconChangeTable[SC_PACKING_ENVELOPE1] = EFST_PACKING_ENVELOPE1;
  1557. StatusIconChangeTable[SC_PACKING_ENVELOPE2] = EFST_PACKING_ENVELOPE2;
  1558. StatusIconChangeTable[SC_PACKING_ENVELOPE3] = EFST_PACKING_ENVELOPE3;
  1559. StatusIconChangeTable[SC_PACKING_ENVELOPE4] = EFST_PACKING_ENVELOPE4;
  1560. StatusIconChangeTable[SC_PACKING_ENVELOPE5] = EFST_PACKING_ENVELOPE5;
  1561. StatusIconChangeTable[SC_PACKING_ENVELOPE6] = EFST_PACKING_ENVELOPE6;
  1562. StatusIconChangeTable[SC_PACKING_ENVELOPE7] = EFST_PACKING_ENVELOPE7;
  1563. StatusIconChangeTable[SC_PACKING_ENVELOPE8] = EFST_PACKING_ENVELOPE8;
  1564. StatusIconChangeTable[SC_PACKING_ENVELOPE9] = EFST_PACKING_ENVELOPE9;
  1565. StatusIconChangeTable[SC_PACKING_ENVELOPE10] = EFST_PACKING_ENVELOPE10;
  1566. /* Other SC which are not necessarily associated to skills */
  1567. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  1568. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  1569. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  1570. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  1571. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1572. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1573. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1574. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1575. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1576. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1577. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1578. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1579. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1580. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1581. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1582. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1583. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1584. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1585. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1586. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1587. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1588. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1589. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1590. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1591. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1592. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1593. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1594. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1595. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1596. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1597. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1598. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1599. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1600. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1601. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1602. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1603. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1604. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1605. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1606. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1607. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1608. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
  1609. StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
  1610. StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
  1611. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= SCB_ALL;
  1612. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1613. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1614. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1615. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1616. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1617. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1618. StatusChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
  1619. StatusChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
  1620. StatusChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
  1621. StatusChangeFlagTable[SC_INCREASE_MAXHP] |= SCB_MAXHP|SCB_REGEN;
  1622. StatusChangeFlagTable[SC_INCREASE_MAXSP] |= SCB_MAXSP|SCB_REGEN;
  1623. /* Cash Items */
  1624. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1625. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1626. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1627. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1628. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1629. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1630. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1631. /* Mercenary Bonus Effects */
  1632. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1633. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1634. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1635. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1636. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1637. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1638. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1639. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1640. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1641. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1642. StatusChangeFlagTable[SC_PYREXIA] |= SCB_ALL;
  1643. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1644. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1645. StatusChangeFlagTable[SC_SHIELDSPELL_ATK] |= SCB_WATK|SCB_MATK;
  1646. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1647. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1648. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1649. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1650. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1651. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1652. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1653. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1654. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1655. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1656. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1657. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1658. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1659. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1660. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1661. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1662. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1663. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1664. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1665. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1666. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1667. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1668. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1669. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1670. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1671. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1672. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1673. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1674. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1675. StatusChangeFlagTable[SC_MTF_CRIDAMAGE] |= SCB_ALL;
  1676. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1677. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1678. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1679. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1680. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1681. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1682. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE|SCB_CRI;
  1683. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1684. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1685. // Costumes
  1686. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1687. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1688. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1689. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1690. StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
  1691. StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
  1692. StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
  1693. StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
  1694. StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
  1695. StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
  1696. StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
  1697. StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
  1698. StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
  1699. // Clan System
  1700. StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
  1701. StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
  1702. StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
  1703. StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
  1704. StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
  1705. StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1706. // RODEX
  1707. StatusChangeFlagTable[SC_DAILYSENDMAILCNT] |= SCB_NONE;
  1708. // Old Glast Heim
  1709. StatusChangeFlagTable[SC_GLASTHEIM_ATK] |= SCB_ALL;
  1710. StatusChangeFlagTable[SC_GLASTHEIM_STATE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1711. StatusChangeFlagTable[SC_GLASTHEIM_ITEMDEF] |= SCB_DEF|SCB_MDEF;
  1712. StatusChangeFlagTable[SC_GLASTHEIM_HPSP] |= SCB_MAXHP|SCB_MAXSP;
  1713. // Battleground Queue
  1714. StatusChangeFlagTable[SC_ENTRY_QUEUE_APPLY_DELAY] |= SCB_NONE;
  1715. StatusChangeFlagTable[SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT] |= SCB_NONE;
  1716. // Summoner
  1717. StatusChangeFlagTable[SC_DORAM_WALKSPEED] |= SCB_SPEED;
  1718. StatusChangeFlagTable[SC_DORAM_MATK] |= SCB_MATK;
  1719. StatusChangeFlagTable[SC_DORAM_FLEE2] |= SCB_FLEE2;
  1720. StatusChangeFlagTable[SC_DORAM_BUF_01] |= SCB_REGEN;
  1721. StatusChangeFlagTable[SC_DORAM_BUF_02] |= SCB_REGEN;
  1722. // Soul Reaper
  1723. StatusChangeFlagTable[SC_SOULENERGY] |= SCB_NONE;
  1724. StatusChangeFlagTable[SC_USE_SKILL_SP_SPA] |= SCB_NONE;
  1725. StatusChangeFlagTable[SC_USE_SKILL_SP_SHA] |= SCB_NONE;
  1726. StatusChangeFlagTable[SC_ANCILLA] |= SCB_REGEN;
  1727. StatusChangeFlagTable[SC_ENSEMBLEFATIGUE] |= SCB_SPEED|SCB_ASPD;
  1728. StatusChangeFlagTable[SC_MISTY_FROST] |= SCB_NONE;
  1729. // ep16.2
  1730. StatusChangeFlagTable[SC_EP16_2_BUFF_SS] |= SCB_ASPD;
  1731. StatusChangeFlagTable[SC_EP16_2_BUFF_SC] |= SCB_CRI;
  1732. StatusChangeFlagTable[SC_EP16_2_BUFF_AC] |= SCB_NONE;
  1733. #ifdef RENEWAL
  1734. // renewal EDP increases your weapon atk
  1735. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1736. #endif
  1737. StatusChangeFlagTable[SC_MADOGEAR] |= SCB_SPEED;
  1738. StatusChangeFlagTable[SC_PACKING_ENVELOPE1] |= SCB_WATK;
  1739. StatusChangeFlagTable[SC_PACKING_ENVELOPE2] |= SCB_MATK;
  1740. StatusChangeFlagTable[SC_PACKING_ENVELOPE3] |= SCB_MAXHP;
  1741. StatusChangeFlagTable[SC_PACKING_ENVELOPE4] |= SCB_MAXSP;
  1742. StatusChangeFlagTable[SC_PACKING_ENVELOPE5] |= SCB_FLEE;
  1743. StatusChangeFlagTable[SC_PACKING_ENVELOPE6] |= SCB_ASPD;
  1744. StatusChangeFlagTable[SC_PACKING_ENVELOPE7] |= SCB_DEF;
  1745. StatusChangeFlagTable[SC_PACKING_ENVELOPE8] |= SCB_MDEF;
  1746. StatusChangeFlagTable[SC_PACKING_ENVELOPE9] |= SCB_CRI;
  1747. StatusChangeFlagTable[SC_PACKING_ENVELOPE10] |= SCB_HIT;
  1748. /* StatusDisplayType Table [Ind] */
  1749. StatusDisplayType[SC_ALL_RIDING] = BL_PC;
  1750. StatusDisplayType[SC_PUSH_CART] = BL_PC;
  1751. StatusDisplayType[SC_SPHERE_1] = BL_PC;
  1752. StatusDisplayType[SC_SPHERE_2] = BL_PC;
  1753. StatusDisplayType[SC_SPHERE_3] = BL_PC;
  1754. StatusDisplayType[SC_SPHERE_4] = BL_PC;
  1755. StatusDisplayType[SC_SPHERE_5] = BL_PC;
  1756. StatusDisplayType[SC_CAMOUFLAGE] = BL_PC;
  1757. StatusDisplayType[SC_STEALTHFIELD] = BL_PC;
  1758. StatusDisplayType[SC_DUPLELIGHT] = BL_PC;
  1759. StatusDisplayType[SC_ORATIO] = BL_PC;
  1760. StatusDisplayType[SC_FREEZING] = BL_PC;
  1761. StatusDisplayType[SC_VENOMIMPRESS] = BL_PC;
  1762. StatusDisplayType[SC_HALLUCINATIONWALK] = BL_PC;
  1763. StatusDisplayType[SC_ROLLINGCUTTER] = BL_PC;
  1764. StatusDisplayType[SC_BANDING] = BL_PC;
  1765. StatusDisplayType[SC_CRYSTALIZE] = BL_PC;
  1766. StatusDisplayType[SC_DEEPSLEEP] = BL_PC;
  1767. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = BL_PC;
  1768. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = BL_PC;
  1769. StatusDisplayType[SC_NETHERWORLD] = BL_PC;
  1770. StatusDisplayType[SC_VOICEOFSIREN] = BL_PC;
  1771. StatusDisplayType[SC__SHADOWFORM] = BL_PC;
  1772. StatusDisplayType[SC__MANHOLE] = BL_PC;
  1773. StatusDisplayType[SC_JYUMONJIKIRI] = BL_PC;
  1774. StatusDisplayType[SC_AKAITSUKI] = BL_PC;
  1775. StatusDisplayType[SC_MONSTER_TRANSFORM] = BL_PC;
  1776. StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = BL_PC;
  1777. StatusDisplayType[SC_DARKCROW] = BL_PC;
  1778. StatusDisplayType[SC_OFFERTORIUM] = BL_PC;
  1779. StatusDisplayType[SC_TELEKINESIS_INTENSE] = BL_PC;
  1780. StatusDisplayType[SC_UNLIMIT] = BL_PC;
  1781. StatusDisplayType[SC_ILLUSIONDOPING] = BL_PC;
  1782. StatusDisplayType[SC_C_MARKER] = BL_PC;
  1783. StatusDisplayType[SC_ANTI_M_BLAST] = BL_PC;
  1784. StatusDisplayType[SC_SPRITEMABLE] = BL_PC;
  1785. StatusDisplayType[SC_SV_ROOTTWIST] = BL_PC;
  1786. StatusDisplayType[SC_HELLS_PLANT] = BL_PC;
  1787. StatusDisplayType[SC_MISTY_FROST] = BL_PC;
  1788. StatusDisplayType[SC_MAGIC_POISON] = BL_PC;
  1789. StatusDisplayType[SC_MADOGEAR] = BL_PC;
  1790. StatusDisplayType[SC_SOULATTACK] = BL_PC;
  1791. // Costumes
  1792. StatusDisplayType[SC_MOONSTAR] = BL_PC;
  1793. StatusDisplayType[SC_SUPER_STAR] = BL_PC;
  1794. StatusDisplayType[SC_STRANGELIGHTS] = BL_PC;
  1795. StatusDisplayType[SC_DECORATION_OF_MUSIC] = BL_PC;
  1796. StatusDisplayType[SC_LJOSALFAR] = BL_PC;
  1797. StatusDisplayType[SC_MERMAID_LONGING] = BL_PC;
  1798. StatusDisplayType[SC_HAT_EFFECT] = BL_PC;
  1799. StatusDisplayType[SC_FLOWERSMOKE] = BL_PC;
  1800. StatusDisplayType[SC_FSTONE] = BL_PC;
  1801. StatusDisplayType[SC_HAPPINESS_STAR] = BL_PC;
  1802. StatusDisplayType[SC_MAPLE_FALLS] = BL_PC;
  1803. StatusDisplayType[SC_TIME_ACCESSORY] = BL_PC;
  1804. StatusDisplayType[SC_MAGICAL_FEATHER] = BL_PC;
  1805. // Clans
  1806. StatusDisplayType[SC_CLAN_INFO] = BL_PC|BL_NPC;
  1807. StatusDisplayType[SC_DRESSUP] = BL_PC;
  1808. /* StatusChangeState (SCS_) NOMOVE */
  1809. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1810. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1811. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1812. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1813. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1814. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1815. #ifndef RENEWAL
  1816. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1817. #endif
  1818. StatusChangeStateTable[SC_WIDEWEB] |= SCS_NOMOVE;
  1819. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1820. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1821. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1822. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1823. #ifndef RENEWAL
  1824. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1825. #endif
  1826. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1827. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOMOVE;
  1828. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1829. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1830. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1831. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1832. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1833. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1834. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1835. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE;
  1836. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1837. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1838. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1839. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1840. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1841. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1842. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1843. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1844. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1845. StatusChangeStateTable[SC_GRAVITYCONTROL] |= SCS_NOMOVE;
  1846. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1847. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1848. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1849. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1850. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1851. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1852. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1853. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1854. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1855. StatusChangeStateTable[SC_NEWMOON] |= SCS_NOPICKITEM;
  1856. /* StatusChangeState (SCS_) NODROPITEMS */
  1857. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1858. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1859. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1860. /* StatusChangeState (SCS_) NOCAST (skills) */
  1861. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1862. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1863. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1864. #ifdef RENEWAL
  1865. StatusChangeStateTable[SC_BASILICA_CELL] |= SCS_NOCAST;
  1866. StatusChangeStateTable[SC_ROKISWEIL] |= SCS_NOCAST;
  1867. StatusChangeStateTable[SC_ENSEMBLEFATIGUE] |= SCS_NOCAST;
  1868. #endif
  1869. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1870. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1871. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST|SCS_NOCASTCOND;
  1872. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1873. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1874. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1875. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST;
  1876. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1877. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1878. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1879. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1880. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1881. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1882. StatusChangeStateTable[SC_GRAVITYCONTROL] |= SCS_NOCAST;
  1883. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1884. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1885. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1886. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1887. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1888. }
  1889. static void initDummyData(void)
  1890. {
  1891. memset(&dummy_status, 0, sizeof(dummy_status));
  1892. dummy_status.hp =
  1893. dummy_status.max_hp =
  1894. dummy_status.max_sp =
  1895. dummy_status.str =
  1896. dummy_status.agi =
  1897. dummy_status.vit =
  1898. dummy_status.int_ =
  1899. dummy_status.dex =
  1900. dummy_status.luk =
  1901. dummy_status.hit = 1;
  1902. dummy_status.speed = 2000;
  1903. dummy_status.adelay = 4000;
  1904. dummy_status.amotion = 2000;
  1905. dummy_status.dmotion = 2000;
  1906. dummy_status.ele_lv = 1; // Min elemental level.
  1907. dummy_status.mode = MD_CANMOVE;
  1908. }
  1909. /**
  1910. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1911. * @param a: Status data structure to copy from
  1912. * @param b: Status data structure to copy to
  1913. */
  1914. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1915. {
  1916. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1917. }
  1918. /**
  1919. * Sets HP to a given value
  1920. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1921. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1922. * @param hp: What the HP is to be set as
  1923. * @param flag: Used in case final value is higher than current
  1924. * Use 2 to display healing effect
  1925. * @return heal or zapped HP if valid
  1926. */
  1927. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1928. {
  1929. struct status_data *status;
  1930. if (hp < 1)
  1931. return 0;
  1932. status = status_get_status_data(bl);
  1933. if (status == &dummy_status)
  1934. return 0;
  1935. if (hp > status->max_hp)
  1936. hp = status->max_hp;
  1937. if (hp == status->hp)
  1938. return 0;
  1939. if (hp > status->hp)
  1940. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1941. return status_zap(bl, status->hp - hp, 0);
  1942. }
  1943. /**
  1944. * Sets Max HP to a given value
  1945. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1946. * @param maxhp: What the Max HP is to be set as
  1947. * @param flag: Used in case final value is higher than current
  1948. * Use 2 to display healing effect
  1949. * @return heal or zapped HP if valid
  1950. */
  1951. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1952. {
  1953. struct status_data *status;
  1954. int64 heal;
  1955. if (maxhp < 1)
  1956. return 0;
  1957. status = status_get_status_data(bl);
  1958. if (status == &dummy_status)
  1959. return 0;
  1960. if (maxhp == status->max_hp)
  1961. return 0;
  1962. heal = maxhp - status->max_hp;
  1963. status->max_hp = maxhp;
  1964. if (heal > 0)
  1965. status_heal(bl, heal, 0, 1|flag);
  1966. else
  1967. status_zap(bl, -heal, 0);
  1968. return maxhp;
  1969. }
  1970. /**
  1971. * Sets SP to a given value
  1972. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1973. * @param sp: What the SP is to be set as
  1974. * @param flag: Used in case final value is higher than current
  1975. * Use 2 to display healing effect
  1976. * @return heal or zapped SP if valid
  1977. */
  1978. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1979. {
  1980. struct status_data *status;
  1981. status = status_get_status_data(bl);
  1982. if (status == &dummy_status)
  1983. return 0;
  1984. if (sp > status->max_sp)
  1985. sp = status->max_sp;
  1986. if (sp == status->sp)
  1987. return 0;
  1988. if (sp > status->sp)
  1989. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1990. return status_zap(bl, 0, status->sp - sp);
  1991. }
  1992. /**
  1993. * Sets Max SP to a given value
  1994. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1995. * @param maxsp: What the Max SP is to be set as
  1996. * @param flag: Used in case final value is higher than current
  1997. * Use 2 to display healing effect
  1998. * @return heal or zapped HP if valid
  1999. */
  2000. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  2001. {
  2002. struct status_data *status;
  2003. if (maxsp < 1)
  2004. return 0;
  2005. status = status_get_status_data(bl);
  2006. if (status == &dummy_status)
  2007. return 0;
  2008. if (maxsp == status->max_sp)
  2009. return 0;
  2010. if (maxsp > status->max_sp)
  2011. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  2012. else
  2013. status_zap(bl, status->max_sp - maxsp, 0);
  2014. status->max_sp = maxsp;
  2015. return maxsp;
  2016. }
  2017. /**
  2018. * Takes HP/SP from an Object
  2019. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  2020. * @param hp: How much HP to charge
  2021. * @param sp: How much SP to charge
  2022. * @return hp+sp through status_damage()
  2023. * Note: HP/SP are integer values, not percentages. Values should be
  2024. * calculated either within function call or before
  2025. */
  2026. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  2027. {
  2028. if(!(bl->type&BL_CONSUME))
  2029. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  2030. return status_damage(NULL, bl, hp, sp, 0, 3, 0);
  2031. }
  2032. /**
  2033. * Inflicts damage on the target with the according walkdelay.
  2034. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  2035. * @param target: Target of the damage
  2036. * @param dhp: How much damage to HP
  2037. * @param dsp: How much damage to SP
  2038. * @param walkdelay: Amount of time before object can walk again
  2039. * @param flag: Damage flag decides various options
  2040. * flag&1: Passive damage - Does not trigger cancelling status changes
  2041. * flag&2: Fail if there is not enough to subtract
  2042. * flag&4: Mob does not give EXP/Loot if killed
  2043. * flag&8: Used to damage SP of a dead character
  2044. * @return hp+sp
  2045. * Note: HP/SP are integer values, not percentages. Values should be
  2046. * calculated either within function call or before
  2047. */
  2048. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, t_tick walkdelay, int flag, uint16 skill_id)
  2049. {
  2050. struct status_data *status;
  2051. struct status_change *sc;
  2052. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  2053. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  2054. nullpo_ret(target);
  2055. if(sp && !(target->type&BL_CONSUME))
  2056. sp = 0; // Not a valid SP target.
  2057. if (hp < 0) { // Assume absorbed damage.
  2058. status_heal(target, -hp, 0, 1);
  2059. hp = 0;
  2060. }
  2061. if (sp < 0) {
  2062. status_heal(target, 0, -sp, 1);
  2063. sp = 0;
  2064. }
  2065. if (target->type == BL_SKILL) {
  2066. if (!src || src->type&battle_config.can_damage_skill)
  2067. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  2068. return 0;
  2069. }
  2070. status = status_get_status_data(target);
  2071. if(!status || status == &dummy_status )
  2072. return 0;
  2073. if ((unsigned int)hp >= status->hp) {
  2074. if (flag&2) return 0;
  2075. hp = status->hp;
  2076. }
  2077. if ((unsigned int)sp > status->sp) {
  2078. if (flag&2) return 0;
  2079. sp = status->sp;
  2080. }
  2081. if (!hp && !sp)
  2082. return 0;
  2083. if( !status->hp )
  2084. flag |= 8;
  2085. sc = status_get_sc(target);
  2086. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  2087. hp = 1;
  2088. if( hp && !(flag&1) ) {
  2089. if( sc ) {
  2090. struct status_change_entry *sce;
  2091. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  2092. status_change_end(target, SC_STONE, INVALID_TIMER);
  2093. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  2094. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  2095. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  2096. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  2097. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  2098. status_change_end(target, SC_HIDING, INVALID_TIMER);
  2099. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  2100. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  2101. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  2102. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  2103. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  2104. status_change_end(target, SC_NEWMOON, INVALID_TIMER);
  2105. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  2106. /** [Skotlex]
  2107. * Endure count is only reduced by non-players on non-gvg maps.
  2108. * val4 signals infinite endure.
  2109. **/
  2110. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  2111. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  2112. }
  2113. #ifndef RENEWAL
  2114. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  2115. std::shared_ptr<s_skill_unit_group> sg = skill_id2group(sce->val4);
  2116. if (sg) {
  2117. skill_delunitgroup(sg);
  2118. sce->val4 = 0;
  2119. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  2120. }
  2121. }
  2122. #endif
  2123. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  2124. status_change_end(target, SC_DANCING, INVALID_TIMER);
  2125. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  2126. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  2127. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  2128. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  2129. }
  2130. if (target->type == BL_PC)
  2131. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  2132. unit_skillcastcancel(target, 2);
  2133. }
  2134. status->hp-= hp;
  2135. status->sp-= sp;
  2136. if (sc && hp && status->hp) {
  2137. if (sc->data[SC_AUTOBERSERK] &&
  2138. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  2139. status->hp < status->max_hp>>2)
  2140. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  2141. if (sc->data[SC_BERSERK] && status->hp <= 100)
  2142. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  2143. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  2144. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  2145. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  2146. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  2147. }
  2148. switch (target->type) {
  2149. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  2150. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  2151. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  2152. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  2153. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  2154. }
  2155. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  2156. unit_stop_walking( target, 1 );
  2157. }
  2158. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  2159. if (walkdelay)
  2160. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  2161. return (int)(hp+sp);
  2162. }
  2163. status->hp = 0;
  2164. /** [Skotlex]
  2165. * NOTE: These dead functions should return:
  2166. * 0: Death cancelled, auto-revived.
  2167. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  2168. * &2: Remove object from map.
  2169. * &4: Delete object from memory. (One time spawn mobs)
  2170. **/
  2171. switch (target->type) {
  2172. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  2173. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  2174. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  2175. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  2176. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  2177. default: // Unhandled case, do nothing to object.
  2178. flag = 0;
  2179. break;
  2180. }
  2181. if(!flag) // Death cancelled.
  2182. return (int)(hp+sp);
  2183. // Normal death
  2184. if (battle_config.clear_unit_ondeath &&
  2185. battle_config.clear_unit_ondeath&target->type)
  2186. skill_clear_unitgroup(target);
  2187. if(target->type&BL_REGEN) { // Reset regen ticks.
  2188. struct regen_data *regen = status_get_regen_data(target);
  2189. if (regen) {
  2190. memset(&regen->tick, 0, sizeof(regen->tick));
  2191. if (regen->sregen)
  2192. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  2193. if (regen->ssregen)
  2194. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  2195. }
  2196. }
  2197. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  2198. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  2199. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  2200. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  2201. status_revive(target, 100, 100);
  2202. else
  2203. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  2204. status_change_clear(target,0);
  2205. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  2206. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  2207. if( target->type == BL_MOB )
  2208. ((TBL_MOB*)target)->state.rebirth = 1;
  2209. return (int)(hp+sp);
  2210. }
  2211. 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.
  2212. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  2213. status_change_clear(target,0);
  2214. ((TBL_MOB*)target)->state.rebirth = 1;
  2215. return (int)(hp+sp);
  2216. }
  2217. status_change_clear(target,0);
  2218. if(flag&4) // Delete from memory. (also invokes map removal code)
  2219. unit_free(target,CLR_DEAD);
  2220. else if(flag&2) // remove from map
  2221. unit_remove_map(target,CLR_DEAD);
  2222. else { // Some death states that would normally be handled by unit_remove_map
  2223. unit_stop_attack(target);
  2224. unit_stop_walking(target,1);
  2225. unit_skillcastcancel(target,0);
  2226. clif_clearunit_area(target,CLR_DEAD);
  2227. skill_unit_move(target,gettick(),4);
  2228. skill_cleartimerskill(target);
  2229. }
  2230. // Always run NPC scripts for players last
  2231. //FIXME those ain't always run if a player die if he was resurrect meanwhile
  2232. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  2233. if(target->type == BL_PC) {
  2234. TBL_PC *sd = BL_CAST(BL_PC,target);
  2235. if( sd->bg_id ) {
  2236. std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
  2237. if( bg && !(bg->die_event.empty()) )
  2238. npc_event(sd, bg->die_event.c_str(), 0);
  2239. }
  2240. npc_script_event(sd,NPCE_DIE);
  2241. }
  2242. return (int)(hp+sp);
  2243. }
  2244. /**
  2245. * Heals an object
  2246. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  2247. * @param hhp: How much HP to heal
  2248. * @param hsp: How much SP to heal
  2249. * @param flag: Whether it's Forced(&1), gives HP/SP(&2) heal effect,
  2250. * or gives HP(&4) heal effect with 0 heal
  2251. * Forced healing overrides heal impedement statuses (Berserk)
  2252. * @return hp+sp
  2253. */
  2254. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  2255. {
  2256. struct status_data *status;
  2257. struct status_change *sc;
  2258. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  2259. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  2260. status = status_get_status_data(bl);
  2261. if (status == &dummy_status || !status->hp)
  2262. return 0;
  2263. sc = status_get_sc(bl);
  2264. if (sc && !sc->count)
  2265. sc = NULL;
  2266. if (hp < 0) {
  2267. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  2268. hp++;
  2269. status_damage(NULL, bl, -hp, 0, 0, 1, 0);
  2270. hp = 0;
  2271. }
  2272. if(hp) {
  2273. if( sc && (sc->data[SC_BERSERK]) ) {
  2274. if( flag&1 )
  2275. flag &= ~2;
  2276. else
  2277. hp = 0;
  2278. }
  2279. if((unsigned int)hp > status->max_hp - status->hp)
  2280. hp = status->max_hp - status->hp;
  2281. }
  2282. if(sp < 0) {
  2283. if (sp == INT_MIN)
  2284. sp++;
  2285. status_damage(NULL, bl, 0, -sp, 0, 1, 0);
  2286. sp = 0;
  2287. }
  2288. if(sp) {
  2289. if((unsigned int)sp > status->max_sp - status->sp)
  2290. sp = status->max_sp - status->sp;
  2291. }
  2292. if(!sp && !hp && !(flag&4))
  2293. return 0;
  2294. status->hp += hp;
  2295. status->sp += sp;
  2296. if(hp && sc &&
  2297. sc->data[SC_AUTOBERSERK] &&
  2298. sc->data[SC_PROVOKE] &&
  2299. sc->data[SC_PROVOKE]->val2==1 &&
  2300. status->hp>=status->max_hp>>2
  2301. ) // End auto berserk.
  2302. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  2303. // Send HP update to client
  2304. switch(bl->type) {
  2305. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag); break;
  2306. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  2307. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  2308. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  2309. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  2310. }
  2311. return (int)hp+sp;
  2312. }
  2313. /**
  2314. * Applies percentage based damage to a unit.
  2315. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  2316. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  2317. * @param target: Object to modify HP/SP
  2318. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  2319. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  2320. * @param flag: \n
  2321. * 0: Heal target \n
  2322. * 1: Use status_damage \n
  2323. * 2: Use status_damage and make sure target must not die from subtraction
  2324. * @return hp+sp through status_heal()
  2325. */
  2326. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  2327. {
  2328. struct status_data *status;
  2329. unsigned int hp = 0, sp = 0;
  2330. status = status_get_status_data(target);
  2331. // It's safe now [MarkZD]
  2332. if (hp_rate > 99)
  2333. hp = status->hp;
  2334. else if (hp_rate > 0)
  2335. hp = apply_rate(status->hp, hp_rate);
  2336. else if (hp_rate < -99)
  2337. hp = status->max_hp;
  2338. else if (hp_rate < 0)
  2339. hp = (apply_rate(status->max_hp, -hp_rate));
  2340. if (hp_rate && !hp)
  2341. hp = 1;
  2342. if (flag == 2 && hp >= status->hp)
  2343. hp = status->hp-1; // Must not kill target.
  2344. if (sp_rate > 99)
  2345. sp = status->sp;
  2346. else if (sp_rate > 0)
  2347. sp = apply_rate(status->sp, sp_rate);
  2348. else if (sp_rate < -99)
  2349. sp = status->max_sp;
  2350. else if (sp_rate < 0)
  2351. sp = (apply_rate(status->max_sp, -sp_rate));
  2352. if (sp_rate && !sp)
  2353. sp = 1;
  2354. // Ugly check in case damage dealt is too much for the received args of
  2355. // status_heal / status_damage. [Skotlex]
  2356. if (hp > INT_MAX) {
  2357. hp -= INT_MAX;
  2358. if (flag)
  2359. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
  2360. else
  2361. status_heal(target, INT_MAX, 0, 0);
  2362. }
  2363. if (sp > INT_MAX) {
  2364. sp -= INT_MAX;
  2365. if (flag)
  2366. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
  2367. else
  2368. status_heal(target, 0, INT_MAX, 0);
  2369. }
  2370. if (flag)
  2371. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1), 0);
  2372. return status_heal(target, hp, sp, 0);
  2373. }
  2374. /**
  2375. * Revives a unit
  2376. * @param bl: Object to revive [PC|MOB|HOM]
  2377. * @param per_hp: Percentage of HP to revive with
  2378. * @param per_sp: Percentage of SP to revive with
  2379. * @return Successful (1) or Invalid target (0)
  2380. */
  2381. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  2382. {
  2383. struct status_data *status;
  2384. unsigned int hp, sp;
  2385. if (!status_isdead(bl)) return 0;
  2386. status = status_get_status_data(bl);
  2387. if (status == &dummy_status)
  2388. return 0; // Invalid target.
  2389. hp = (int64)status->max_hp * per_hp/100;
  2390. sp = (int64)status->max_sp * per_sp/100;
  2391. if(hp > status->max_hp - status->hp)
  2392. hp = status->max_hp - status->hp;
  2393. else if (per_hp && !hp)
  2394. hp = 1;
  2395. if(sp > status->max_sp - status->sp)
  2396. sp = status->max_sp - status->sp;
  2397. else if (per_sp && !sp)
  2398. sp = 1;
  2399. status->hp += hp;
  2400. status->sp += sp;
  2401. if (bl->prev) // Animation only if character is already on a map.
  2402. clif_resurrection(bl, 1);
  2403. switch (bl->type) {
  2404. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  2405. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  2406. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  2407. }
  2408. return 1;
  2409. }
  2410. /**
  2411. * Checks whether the src can use the skill on the target,
  2412. * taking into account status/option of both source/target
  2413. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2414. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  2415. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2416. target MAY be NULL, which checks if src can cast skill_id on the ground
  2417. * @param skill_id: Skill ID being used on target
  2418. * @param flag: 0 - Trying to use skill on target
  2419. * 1 - Cast bar is done
  2420. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  2421. * @return src can use skill (1) or cannot use skill (0)
  2422. * @author [Skotlex]
  2423. */
  2424. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  2425. struct status_data *status;
  2426. struct status_change *sc = NULL, *tsc;
  2427. int hide_flag;
  2428. status = src ? status_get_status_data(src) : &dummy_status;
  2429. if (src && src->type != BL_PC && status_isdead(src))
  2430. return false;
  2431. if (!skill_id) { // Normal attack checks.
  2432. // This mode is only needed for melee attacking.
  2433. if (!status_has_mode(status,MD_CANATTACK))
  2434. return false;
  2435. // Dead state is not checked for skills as some skills can be used
  2436. // on dead characters, said checks are left to skill.cpp [Skotlex]
  2437. if (target && status_isdead(target))
  2438. return false;
  2439. }
  2440. switch( skill_id ) {
  2441. #ifndef RENEWAL
  2442. case PA_PRESSURE:
  2443. if( flag && target ) {
  2444. // Gloria Avoids pretty much everything....
  2445. tsc = status_get_sc(target);
  2446. if(tsc && tsc->option&OPTION_HIDE)
  2447. return false;
  2448. }
  2449. break;
  2450. #endif
  2451. case GN_WALLOFTHORN:
  2452. if( target && status_isdead(target) )
  2453. return false;
  2454. break;
  2455. case AL_TELEPORT:
  2456. case ALL_ODINS_POWER:
  2457. // Should fail when used on top of Land Protector [Skotlex]
  2458. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  2459. && !status_has_mode(status,MD_STATUSIMMUNE)
  2460. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  2461. return false;
  2462. break;
  2463. case SC_MANHOLE:
  2464. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  2465. if (target && ( util::vector_exists(status_get_race2(target), RC2_GVG) || util::vector_exists(status_get_race2(target), RC2_BATTLEFIELD) ) )
  2466. return false;
  2467. default:
  2468. break;
  2469. }
  2470. if ( src )
  2471. sc = status_get_sc(src);
  2472. if( sc && sc->count ) {
  2473. if (sc->data[SC_ALL_RIDING])
  2474. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  2475. if (flag == 1 && !status_has_mode(status,MD_STATUSIMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  2476. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  2477. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  2478. )) {
  2479. if (src->type == BL_PC)
  2480. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  2481. return false;
  2482. }
  2483. if (skill_id != RK_REFRESH && skill_id != SU_GROOMING && sc->opt1 && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  2484. if (flag != 1) // Can't cast, casted stuff can't damage.
  2485. return false;
  2486. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  2487. return false; // Damage spells stop casting.
  2488. }
  2489. if (
  2490. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  2491. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  2492. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  2493. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  2494. )
  2495. return false;
  2496. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  2497. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  2498. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  2499. clif_emotion(src, ET_THROB);
  2500. return false;
  2501. }
  2502. if (sc->data[SC_BLADESTOP]) {
  2503. switch (sc->data[SC_BLADESTOP]->val1) {
  2504. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  2505. case 4: if (skill_id == MO_CHAINCOMBO) break;
  2506. case 3: if (skill_id == MO_INVESTIGATE) break;
  2507. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  2508. default: return false;
  2509. }
  2510. }
  2511. if (sc->data[SC_DANCING] && flag!=2) {
  2512. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2513. if (!skill)
  2514. return false;
  2515. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  2516. skill_id == WM_FRIGG_SONG))
  2517. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  2518. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  2519. return false;
  2520. #ifndef RENEWAL
  2521. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  2522. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  2523. return false;
  2524. #endif
  2525. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  2526. return false;
  2527. #ifndef RENEWAL
  2528. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  2529. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  2530. #endif
  2531. }
  2532. if (skill_id && // Do not block item-casted skills.
  2533. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  2534. ) { // Skills blocked through status changes...
  2535. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  2536. sc->cant.cast ||
  2537. #ifndef RENEWAL
  2538. (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
  2539. #endif
  2540. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  2541. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  2542. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  2543. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  2544. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  2545. (sc->data[SC_NOVAEXPLOSING] && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  2546. (sc->data[SC_GRAVITYCONTROL] && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  2547. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  2548. #ifdef RENEWAL
  2549. || (sc->data[SC_ENSEMBLEFATIGUE] && skill_id != CG_SPECIALSINGER)
  2550. #endif
  2551. ))
  2552. return false;
  2553. // Skill blocking.
  2554. if (
  2555. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  2556. #ifndef RENEWAL
  2557. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  2558. #endif
  2559. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  2560. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  2561. )
  2562. return false;
  2563. }
  2564. if (sc->option) {
  2565. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  2566. // Non players can use all skills while hidden.
  2567. return false;
  2568. }
  2569. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  2570. return false;
  2571. }
  2572. }
  2573. if (target == NULL || target == src) // No further checking needed.
  2574. return true;
  2575. tsc = status_get_sc(target);
  2576. if (tsc && tsc->count) {
  2577. /**
  2578. * Attacks in invincible are capped to 1 damage and handled in battle.cpp.
  2579. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  2580. **/
  2581. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  2582. return false;
  2583. if(!skill_id && tsc->data[SC_TRICKDEAD])
  2584. return false;
  2585. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  2586. && tsc->data[SC_FREEZE])
  2587. return false;
  2588. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  2589. return false;
  2590. if (tsc->data[SC__MANHOLE] && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  2591. return false;
  2592. }
  2593. // If targetting, cloak+hide protect you, otherwise only hiding does.
  2594. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  2595. // Skill that can hit hidden target
  2596. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  2597. hide_flag &= ~OPTION_HIDE;
  2598. switch( target->type ) {
  2599. case BL_PC: {
  2600. struct map_session_data *tsd = (TBL_PC*)target;
  2601. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  2602. bool is_detect = status_has_mode(status,MD_DETECTOR);
  2603. if (pc_isinvisible(tsd))
  2604. return false;
  2605. if (tsc) {
  2606. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  2607. return false;
  2608. if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  2609. return false; // Works against insect and demon but not against bosses
  2610. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  2611. return false; // Works against all
  2612. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  2613. return false; // Insect, demon, and boss can detect
  2614. }
  2615. }
  2616. break;
  2617. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  2618. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  2619. if (status_has_mode(status,MD_LOOTER))
  2620. return true;
  2621. return false;
  2622. case BL_HOM:
  2623. case BL_MER:
  2624. case BL_ELEM:
  2625. 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 )
  2626. return false; // Can't use support skills on Homunculus (only Master/Self)
  2627. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  2628. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  2629. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  2630. return false; // Can't use Potion Pitcher on Mercenaries
  2631. default:
  2632. // Check for chase-walk/hiding/cloaking opponents.
  2633. if( tsc ) {
  2634. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  2635. return false;
  2636. }
  2637. }
  2638. return true;
  2639. }
  2640. /**
  2641. * Checks whether the src can see the target
  2642. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2643. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2644. * @return src can see (1) or target is invisible (0)
  2645. * @author [Skotlex]
  2646. */
  2647. int status_check_visibility(struct block_list *src, struct block_list *target)
  2648. {
  2649. int view_range;
  2650. struct status_data* status = status_get_status_data(src);
  2651. struct status_change* tsc = status_get_sc(target);
  2652. switch (src->type) {
  2653. case BL_MOB:
  2654. view_range = ((TBL_MOB*)src)->min_chase;
  2655. break;
  2656. case BL_PET:
  2657. view_range = ((TBL_PET*)src)->db->range2;
  2658. break;
  2659. default:
  2660. view_range = AREA_SIZE;
  2661. }
  2662. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  2663. return 0;
  2664. if ( src->type == BL_NPC) // NPCs don't care for the rest
  2665. return 1;
  2666. if (tsc) {
  2667. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  2668. bool is_detector = status_has_mode(status,MD_DETECTOR);
  2669. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  2670. case BL_PC: {
  2671. struct map_session_data *tsd = (TBL_PC*)target;
  2672. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector))
  2673. return 0;
  2674. if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  2675. return 0;
  2676. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  2677. return 0;
  2678. }
  2679. break;
  2680. default:
  2681. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && !is_detector)
  2682. return 0;
  2683. }
  2684. }
  2685. return 1;
  2686. }
  2687. /**
  2688. * Base ASPD value taken from the job tables
  2689. * @param sd: Player object
  2690. * @param status: Player status
  2691. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2692. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2693. */
  2694. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2695. {
  2696. int amotion;
  2697. int classidx = pc_class2idx(sd->status.class_);
  2698. #ifdef RENEWAL_ASPD
  2699. int16 skill_lv, val = 0;
  2700. float temp_aspd = 0;
  2701. amotion = job_info[classidx].aspd_base[sd->weapontype1]; // Single weapon
  2702. if (sd->status.shield)
  2703. amotion += job_info[classidx].aspd_base[MAX_WEAPON_TYPE];
  2704. else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  2705. amotion += job_info[classidx].aspd_base[sd->weapontype2] / 4; // Dual-wield
  2706. switch(sd->status.weapon) {
  2707. case W_BOW:
  2708. case W_MUSICAL:
  2709. case W_WHIP:
  2710. case W_REVOLVER:
  2711. case W_RIFLE:
  2712. case W_GATLING:
  2713. case W_SHOTGUN:
  2714. case W_GRENADE:
  2715. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  2716. break;
  2717. default:
  2718. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  2719. break;
  2720. }
  2721. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  2722. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  2723. val += (skill_lv - 1) / 2 + 1;
  2724. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  2725. val += 1 + skill_lv;
  2726. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2727. val += ((skill_lv + 1) / 2);
  2728. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  2729. val += skill_lv;
  2730. if (pc_isriding(sd))
  2731. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  2732. else if (pc_isridingdragon(sd))
  2733. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  2734. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  2735. #else
  2736. // Angra Manyu disregards aspd_base and similar
  2737. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  2738. return 0;
  2739. // Base weapon delay
  2740. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2741. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2742. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  2743. // Percentual delay reduction from stats
  2744. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  2745. // Raw delay adjustment from bAspd bonus
  2746. amotion += sd->bonus.aspd_add;
  2747. #endif
  2748. return amotion;
  2749. }
  2750. /**
  2751. * Base attack value calculated for units
  2752. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  2753. * @param status: Object status
  2754. * @return base attack
  2755. */
  2756. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  2757. {
  2758. int flag = 0, str, dex, dstr;
  2759. #ifdef RENEWAL
  2760. if (!(bl->type&battle_config.enable_baseatk_renewal))
  2761. return 0;
  2762. #else
  2763. if (!(bl->type&battle_config.enable_baseatk))
  2764. return 0;
  2765. #endif
  2766. if (bl->type == BL_PC)
  2767. switch(((TBL_PC*)bl)->status.weapon) {
  2768. case W_BOW:
  2769. case W_MUSICAL:
  2770. case W_WHIP:
  2771. case W_REVOLVER:
  2772. case W_RIFLE:
  2773. case W_GATLING:
  2774. case W_SHOTGUN:
  2775. case W_GRENADE:
  2776. flag = 1;
  2777. }
  2778. if (flag) {
  2779. #ifdef RENEWAL
  2780. dstr =
  2781. #endif
  2782. str = status->dex;
  2783. dex = status->str;
  2784. } else {
  2785. #ifdef RENEWAL
  2786. dstr =
  2787. #endif
  2788. str = status->str;
  2789. dex = status->dex;
  2790. }
  2791. /** [Skotlex]
  2792. * Normally only players have base-atk, but homunc have a different batk
  2793. * equation, hinting that perhaps non-players should use this for batk.
  2794. **/
  2795. switch (bl->type) {
  2796. case BL_HOM:
  2797. #ifdef RENEWAL
  2798. str = 2 * level + status_get_homstr(bl);
  2799. #else
  2800. dstr = str / 10;
  2801. str += dstr*dstr;
  2802. #endif
  2803. break;
  2804. case BL_PC:
  2805. #ifdef RENEWAL
  2806. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10;
  2807. #else
  2808. dstr = str / 10;
  2809. str += dstr*dstr;
  2810. str += dex / 5 + status->luk / 5;
  2811. #endif
  2812. break;
  2813. default:// Others
  2814. #ifdef RENEWAL
  2815. str = dstr + level;
  2816. #else
  2817. dstr = str / 10;
  2818. str += dstr*dstr;
  2819. str += dex / 5 + status->luk / 5;
  2820. #endif
  2821. break;
  2822. }
  2823. return cap_value(str, 0, USHRT_MAX);
  2824. }
  2825. #ifdef RENEWAL
  2826. /**
  2827. * Weapon attack value calculated for Players
  2828. * @param wa: Weapon attack
  2829. * @param status: Player status
  2830. * @return weapon attack
  2831. */
  2832. unsigned int status_weapon_atk(weapon_atk &wa)
  2833. {
  2834. return wa.atk + wa.atk2;
  2835. }
  2836. #endif
  2837. #ifndef RENEWAL
  2838. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2839. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2840. #else
  2841. /*
  2842. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2843. * status->batk (base attack) will be added in battle_calc_base_damage
  2844. */
  2845. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2846. {
  2847. switch (bl->type) {
  2848. case BL_PET:
  2849. case BL_MOB:
  2850. case BL_MER:
  2851. case BL_ELEM:
  2852. return status->rhw.atk * 80 / 100;
  2853. case BL_HOM:
  2854. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2855. default:
  2856. return status->rhw.atk;
  2857. }
  2858. }
  2859. /*
  2860. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2861. * status->batk (base attack) will be added in battle_calc_base_damage
  2862. */
  2863. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2864. {
  2865. switch (bl->type) {
  2866. case BL_PET:
  2867. case BL_MOB:
  2868. case BL_MER:
  2869. case BL_ELEM:
  2870. return status->rhw.atk * 120 / 100;
  2871. case BL_HOM:
  2872. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2873. default:
  2874. return status->rhw.atk2;
  2875. }
  2876. }
  2877. /*
  2878. * Calculates minimum magic attack
  2879. */
  2880. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2881. {
  2882. switch (bl->type) {
  2883. case BL_PET:
  2884. case BL_MOB:
  2885. case BL_MER:
  2886. case BL_ELEM:
  2887. return status->int_ + level + status->rhw.matk * 70 / 100;
  2888. case BL_HOM:
  2889. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2890. case BL_PC:
  2891. default:
  2892. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2893. }
  2894. }
  2895. /*
  2896. * Calculates maximum magic attack
  2897. */
  2898. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2899. {
  2900. switch (bl->type) {
  2901. case BL_PET:
  2902. case BL_MOB:
  2903. case BL_MER:
  2904. case BL_ELEM:
  2905. return status->int_ + level + status->rhw.matk * 130 / 100;
  2906. case BL_HOM:
  2907. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2908. case BL_PC:
  2909. default:
  2910. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2911. }
  2912. }
  2913. #endif
  2914. /**
  2915. * Fills in the misc data that can be calculated from the other status info (except for level)
  2916. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2917. * @param status: Player status
  2918. */
  2919. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2920. {
  2921. int stat;
  2922. // Non players get the value set, players need to stack with previous bonuses.
  2923. if( bl->type != BL_PC )
  2924. status->batk =
  2925. status->hit = status->flee =
  2926. status->def2 = status->mdef2 =
  2927. status->cri = status->flee2 = 0;
  2928. #ifdef RENEWAL // Renewal formulas
  2929. if (bl->type == BL_HOM) {
  2930. // Def2
  2931. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2932. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2933. // Mdef2
  2934. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2935. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2936. // Def
  2937. stat = status->def;
  2938. stat += status_get_homvit(bl) + level / 2;
  2939. status->def = cap_value(stat, 0, SHRT_MAX);
  2940. // Mdef
  2941. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2942. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2943. // Hit
  2944. stat = level + status->dex + 150;
  2945. status->hit = cap_value(stat, 1, SHRT_MAX);
  2946. // Flee
  2947. stat = level + status_get_homagi(bl);
  2948. status->flee = cap_value(stat, 1, SHRT_MAX);
  2949. } else {
  2950. // Hit
  2951. stat = status->hit;
  2952. stat += level + status->dex + (bl->type == BL_PC ? status->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  2953. status->hit = cap_value(stat, 1, SHRT_MAX);
  2954. // Flee
  2955. stat = status->flee;
  2956. stat += level + status->agi + (bl->type == BL_MER ? 0 : bl->type == BL_PC ? status->luk / 5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  2957. status->flee = cap_value(stat, 1, SHRT_MAX);
  2958. // Def2
  2959. if (bl->type == BL_MER)
  2960. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2961. else {
  2962. stat = status->def2;
  2963. stat += (int)(((float)level + status->vit) / 2 + (bl->type == BL_PC ? ((float)status->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
  2964. }
  2965. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2966. // Mdef2
  2967. if (bl->type == BL_MER)
  2968. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2969. else {
  2970. stat = status->mdef2;
  2971. stat += (int)(bl->type == BL_PC ? (status->int_ + ((float)level / 4) + ((float)(status->dex + status->vit) / 5)) : ((float)(status->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  2972. }
  2973. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2974. }
  2975. // ATK
  2976. if (bl->type != BL_PC) {
  2977. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2978. status->rhw.atk = status_base_atk_min(bl, status, level);
  2979. }
  2980. // MAtk
  2981. status->matk_min = status_base_matk_min(bl, status, level);
  2982. status->matk_max = status_base_matk_max(bl, status, level);
  2983. #else
  2984. // Matk
  2985. status->matk_min = status_base_matk_min(status);
  2986. status->matk_max = status_base_matk_max(status);
  2987. // Hit
  2988. stat = status->hit;
  2989. stat += level + status->dex;
  2990. status->hit = cap_value(stat, 1, SHRT_MAX);
  2991. // Flee
  2992. stat = status->flee;
  2993. stat += level + status->agi;
  2994. status->flee = cap_value(stat, 1, SHRT_MAX);
  2995. // Def2
  2996. stat = status->def2;
  2997. stat += status->vit;
  2998. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2999. // Mdef2
  3000. stat = status->mdef2;
  3001. stat += status->int_ + (status->vit>>1);
  3002. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  3003. #endif
  3004. //Critical
  3005. if( bl->type&battle_config.enable_critical ) {
  3006. stat = status->cri;
  3007. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  3008. status->cri = cap_value(stat, 1, SHRT_MAX);
  3009. } else
  3010. status->cri = 0;
  3011. if (bl->type&battle_config.enable_perfect_flee) {
  3012. stat = status->flee2;
  3013. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  3014. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  3015. } else
  3016. status->flee2 = 0;
  3017. if (status->batk) {
  3018. int temp = status->batk + status_base_atk(bl, status, level);
  3019. status->batk = cap_value(temp, 0, USHRT_MAX);
  3020. } else
  3021. status->batk = status_base_atk(bl, status, level);
  3022. if (status->cri) {
  3023. switch (bl->type) {
  3024. case BL_MOB:
  3025. if(battle_config.mob_critical_rate != 100)
  3026. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  3027. if(!status->cri && battle_config.mob_critical_rate)
  3028. status->cri = 10;
  3029. break;
  3030. case BL_PC:
  3031. // Players don't have a critical adjustment setting as of yet.
  3032. break;
  3033. default:
  3034. if(battle_config.critical_rate != 100)
  3035. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  3036. if (!status->cri && battle_config.critical_rate)
  3037. status->cri = 10;
  3038. }
  3039. }
  3040. if(bl->type&BL_REGEN)
  3041. status_calc_regen(bl, status, status_get_regen_data(bl));
  3042. }
  3043. /**
  3044. * Calculates the initial status for the given mob
  3045. * @param md: Mob object
  3046. * @param opt: Whether or not it is the first calculation
  3047. This will only be false when a mob levels up (Regular and WoE Guardians)
  3048. * @return 1 for calculated special statuses or 0 for none
  3049. * @author [Skotlex]
  3050. */
  3051. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  3052. {
  3053. struct status_data *status;
  3054. struct block_list *mbl = NULL;
  3055. int flag=0;
  3056. if (opt&SCO_FIRST) { // Set basic level on respawn.
  3057. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  3058. ;
  3059. else
  3060. md->level = md->db->lv;
  3061. }
  3062. // Check if we need custom base-status
  3063. if (battle_config.mobs_level_up && md->level > md->db->lv)
  3064. flag|=1;
  3065. if (md->special_state.size)
  3066. flag|=2;
  3067. if (md->guardian_data && md->guardian_data->guardup_lv)
  3068. flag|=4;
  3069. if (md->mob_id == MOBID_EMPERIUM)
  3070. flag|=4;
  3071. if (battle_config.slaves_inherit_speed && md->master_id)
  3072. flag|=8;
  3073. if (md->master_id && md->special_state.ai>AI_ATTACK)
  3074. flag|=16;
  3075. if (md->master_id && battle_config.slaves_inherit_mode)
  3076. flag |= 32;
  3077. if (!flag) { // No special status required.
  3078. if (md->base_status) {
  3079. aFree(md->base_status);
  3080. md->base_status = NULL;
  3081. }
  3082. if (opt&SCO_FIRST)
  3083. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  3084. return 0;
  3085. }
  3086. if (!md->base_status)
  3087. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  3088. status = md->base_status;
  3089. memcpy(status, &md->db->status, sizeof(struct status_data));
  3090. if (flag&(8|16))
  3091. mbl = map_id2bl(md->master_id);
  3092. if (flag&8 && mbl) {
  3093. struct status_data *mstatus = status_get_base_status(mbl);
  3094. if (mstatus &&
  3095. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  3096. status->speed = mstatus->speed;
  3097. if( status->speed < 2 ) // Minimum for the unit to function properly
  3098. status->speed = 2;
  3099. }
  3100. if (flag&32)
  3101. status_calc_slave_mode(md, map_id2md(md->master_id));
  3102. if (flag&1) { // Increase from mobs leveling up [Valaris]
  3103. int diff = md->level - md->db->lv;
  3104. status->str += diff;
  3105. status->agi += diff;
  3106. status->vit += diff;
  3107. status->int_ += diff;
  3108. status->dex += diff;
  3109. status->luk += diff;
  3110. status->max_hp += diff * status->vit;
  3111. status->max_sp += diff * status->int_;
  3112. status->hp = status->max_hp;
  3113. status->sp = status->max_sp;
  3114. status->speed -= cap_value(diff, 0, status->speed - 10);
  3115. }
  3116. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  3117. if (md->special_state.size == SZ_MEDIUM) {
  3118. status->max_hp >>= 1;
  3119. status->max_sp >>= 1;
  3120. if (!status->max_hp) status->max_hp = 1;
  3121. if (!status->max_sp) status->max_sp = 1;
  3122. status->hp = status->max_hp;
  3123. status->sp = status->max_sp;
  3124. status->str >>= 1;
  3125. status->agi >>= 1;
  3126. status->vit >>= 1;
  3127. status->int_ >>= 1;
  3128. status->dex >>= 1;
  3129. status->luk >>= 1;
  3130. if (!status->str) status->str = 1;
  3131. if (!status->agi) status->agi = 1;
  3132. if (!status->vit) status->vit = 1;
  3133. if (!status->int_) status->int_ = 1;
  3134. if (!status->dex) status->dex = 1;
  3135. if (!status->luk) status->luk = 1;
  3136. } else if (md->special_state.size == SZ_BIG) {
  3137. status->max_hp <<= 1;
  3138. status->max_sp <<= 1;
  3139. status->hp = status->max_hp;
  3140. status->sp = status->max_sp;
  3141. status->str <<= 1;
  3142. status->agi <<= 1;
  3143. status->vit <<= 1;
  3144. status->int_ <<= 1;
  3145. status->dex <<= 1;
  3146. status->luk <<= 1;
  3147. }
  3148. }
  3149. status_calc_misc(&md->bl, status, md->level);
  3150. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  3151. struct map_data *mapdata = map_getmapdata(md->bl.m);
  3152. std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapdata->name);
  3153. if (gc == nullptr)
  3154. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  3155. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  3156. #ifdef RENEWAL
  3157. status->max_hp += 50 * (gc->defense / 5);
  3158. #else
  3159. status->max_hp += 1000 * gc->defense;
  3160. #endif
  3161. status->hp = status->max_hp;
  3162. status->def += (gc->defense+2)/3;
  3163. status->mdef += (gc->defense+2)/3;
  3164. }
  3165. if(md->mob_id != MOBID_EMPERIUM) {
  3166. status->max_hp += 1000 * gc->defense;
  3167. status->hp = status->max_hp;
  3168. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  3169. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  3170. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  3171. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  3172. }
  3173. }
  3174. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  3175. struct unit_data *ud = unit_bl2ud(mbl);
  3176. // Remove special AI when this is used by regular mobs.
  3177. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  3178. md->special_state.ai = AI_NONE;
  3179. if (ud) {
  3180. // Different levels of HP according to skill level
  3181. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  3182. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  3183. switch(ud->skill_id) {
  3184. case AM_SPHEREMINE:
  3185. status->max_hp = 2000 + 400*ud->skill_lv;
  3186. break;
  3187. case KO_ZANZOU:
  3188. status->max_hp = 3000 + 3000 * ud->skill_lv;
  3189. break;
  3190. case AM_CANNIBALIZE:
  3191. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  3192. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  3193. break;
  3194. case MH_SUMMON_LEGION:
  3195. {
  3196. int homblvl = status_get_lv(mbl);
  3197. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  3198. status->batk = 100 * (ud->skill_lv+5) / 2;
  3199. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  3200. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  3201. // status->aspd_rate = max(100,status->aspd_rate);
  3202. break;
  3203. }
  3204. case NC_SILVERSNIPER:
  3205. {
  3206. struct status_data *mstatus = status_get_status_data(mbl);
  3207. if(!mstatus)
  3208. break;
  3209. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  3210. status->batk = 200 * ud->skill_lv;
  3211. break;
  3212. }
  3213. case NC_MAGICDECOY:
  3214. {
  3215. struct status_data *mstatus = status_get_status_data(mbl);
  3216. if(!mstatus)
  3217. break;
  3218. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  3219. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  3220. break;
  3221. }
  3222. }
  3223. status->hp = status->max_hp;
  3224. }
  3225. }
  3226. if (opt&SCO_FIRST) // Initial battle status
  3227. memcpy(&md->status, status, sizeof(struct status_data));
  3228. return 1;
  3229. }
  3230. /**
  3231. * Calculates the stats of the given pet
  3232. * @param pd: Pet object
  3233. * @param opt: Whether or not it is the first calculation
  3234. This will only be false when a pet levels up
  3235. * @return 1
  3236. * @author [Skotlex]
  3237. */
  3238. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  3239. {
  3240. nullpo_retv(pd);
  3241. if (opt&SCO_FIRST) {
  3242. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  3243. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  3244. pd->status.class_ = CLASS_NORMAL;
  3245. pd->status.speed = pd->get_pet_walk_speed();
  3246. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  3247. // Attack support requires the pet to be able to attack
  3248. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  3249. }
  3250. }
  3251. if (battle_config.pet_lv_rate && pd->master) {
  3252. struct map_session_data *sd = pd->master;
  3253. int lv;
  3254. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  3255. if (lv < 0)
  3256. lv = 1;
  3257. if (lv != pd->pet.level || opt&SCO_FIRST) {
  3258. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  3259. pd->pet.level = lv;
  3260. if (!(opt&SCO_FIRST)) // Lv Up animation
  3261. clif_misceffect(&pd->bl, 0);
  3262. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  3263. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  3264. status->str = (bstat->str*lv)/pd->db->lv;
  3265. status->agi = (bstat->agi*lv)/pd->db->lv;
  3266. status->vit = (bstat->vit*lv)/pd->db->lv;
  3267. status->int_ = (bstat->int_*lv)/pd->db->lv;
  3268. status->dex = (bstat->dex*lv)/pd->db->lv;
  3269. status->luk = (bstat->luk*lv)/pd->db->lv;
  3270. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  3271. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  3272. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  3273. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  3274. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  3275. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  3276. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  3277. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  3278. status_calc_misc(&pd->bl, &pd->status, lv);
  3279. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  3280. clif_send_petstatus(sd);
  3281. }
  3282. } else if (opt&SCO_FIRST) {
  3283. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  3284. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  3285. pd->pet.level = pd->db->lv;
  3286. }
  3287. // Support rate modifier (1000 = 100%)
  3288. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  3289. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  3290. }
  3291. /**
  3292. * Get HP bonus modifiers
  3293. * @param bl: block_list that will be checked
  3294. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  3295. * @return bonus: total bonus for HP
  3296. * @author [Cydh]
  3297. */
  3298. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  3299. int bonus = 0;
  3300. if (type == STATUS_BONUS_FIX) {
  3301. struct status_change *sc = status_get_sc(bl);
  3302. //Only for BL_PC
  3303. if (bl->type == BL_PC) {
  3304. struct map_session_data *sd = map_id2sd(bl->id);
  3305. uint16 skill_lv;
  3306. bonus += sd->bonus.hp;
  3307. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  3308. bonus += skill_lv * 200;
  3309. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  3310. bonus += 1000;
  3311. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  3312. bonus += 1000;
  3313. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  3314. bonus += 3000;
  3315. }
  3316. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  3317. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  3318. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  3319. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  3320. #ifndef HP_SP_TABLES
  3321. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  3322. bonus += 2000; // Supernovice lvl99 hp bonus.
  3323. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  3324. bonus += 2000; // Supernovice lvl150 hp bonus.
  3325. #endif
  3326. }
  3327. //Bonus by SC
  3328. if (sc) {
  3329. if(sc->data[SC_INCMHP])
  3330. bonus += sc->data[SC_INCMHP]->val1;
  3331. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  3332. bonus += 500;
  3333. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  3334. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3;
  3335. if(sc->data[SC_SOLID_SKIN_OPTION])
  3336. bonus += 2000;
  3337. if(sc->data[SC_MARIONETTE])
  3338. bonus -= 1000;
  3339. if(sc->data[SC_SWORDCLAN])
  3340. bonus += 30;
  3341. if(sc->data[SC_ARCWANDCLAN])
  3342. bonus += 30;
  3343. if(sc->data[SC_GOLDENMACECLAN])
  3344. bonus += 30;
  3345. if(sc->data[SC_CROSSBOWCLAN])
  3346. bonus += 30;
  3347. if(sc->data[SC_GLASTHEIM_HPSP])
  3348. bonus += sc->data[SC_GLASTHEIM_HPSP]->val1;
  3349. #ifdef RENEWAL
  3350. if (sc->data[SC_ANGELUS])
  3351. bonus += sc->data[SC_ANGELUS]->val1 * 50;
  3352. #endif
  3353. }
  3354. } else if (type == STATUS_BONUS_RATE) {
  3355. struct status_change *sc = status_get_sc(bl);
  3356. //Bonus by SC
  3357. if (sc) {
  3358. //Increasing
  3359. if(sc->data[SC_INCMHPRATE])
  3360. bonus += sc->data[SC_INCMHPRATE]->val1;
  3361. if(sc->data[SC_APPLEIDUN])
  3362. bonus += sc->data[SC_APPLEIDUN]->val2;
  3363. if(sc->data[SC_DELUGE])
  3364. bonus += sc->data[SC_DELUGE]->val2;
  3365. if(sc->data[SC_BERSERK])
  3366. bonus += 200; //+200%
  3367. if(sc->data[SC_MERC_HPUP])
  3368. bonus += sc->data[SC_MERC_HPUP]->val2;
  3369. if(sc->data[SC_EPICLESIS])
  3370. bonus += sc->data[SC_EPICLESIS]->val2;
  3371. if(sc->data[SC_FRIGG_SONG])
  3372. bonus += sc->data[SC_FRIGG_SONG]->val2;
  3373. if(sc->data[SC_LERADSDEW])
  3374. bonus += sc->data[SC_LERADSDEW]->val3;
  3375. if(sc->data[SC_FORCEOFVANGUARD])
  3376. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  3377. if(sc->data[SC_INSPIRATION])
  3378. bonus += (4 * sc->data[SC_INSPIRATION]->val1);
  3379. if(sc->data[SC_RAISINGDRAGON])
  3380. bonus += sc->data[SC_RAISINGDRAGON]->val1;
  3381. if(sc->data[SC_GT_REVITALIZE])
  3382. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  3383. if(sc->data[SC_ANGRIFFS_MODUS])
  3384. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  3385. if(sc->data[SC_PETROLOGY_OPTION])
  3386. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  3387. if(sc->data[SC_POWER_OF_GAIA])
  3388. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  3389. if(sc->data[SC_CURSED_SOIL_OPTION])
  3390. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  3391. if(sc->data[SC_UPHEAVAL_OPTION])
  3392. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  3393. if(sc->data[SC_LAUDAAGNUS])
  3394. bonus += 2 + (sc->data[SC_LAUDAAGNUS]->val1 * 2);
  3395. #ifdef RENEWAL
  3396. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPRATE)
  3397. bonus += 30;
  3398. #endif
  3399. if(sc->data[SC_LUNARSTANCE])
  3400. bonus += sc->data[SC_LUNARSTANCE]->val2;
  3401. if (sc->data[SC_LUXANIMA])
  3402. bonus += sc->data[SC_LUXANIMA]->val3;
  3403. if (sc->data[SC_MTF_MHP])
  3404. bonus += sc->data[SC_MTF_MHP]->val1;
  3405. //Decreasing
  3406. if (sc->data[SC_VENOMBLEED] && sc->data[SC_VENOMBLEED]->val3 == 1)
  3407. bonus -= 15;
  3408. if(sc->data[SC_BEYONDOFWARCRY])
  3409. bonus -= sc->data[SC_BEYONDOFWARCRY]->val3;
  3410. if(sc->data[SC__WEAKNESS])
  3411. bonus -= sc->data[SC__WEAKNESS]->val2;
  3412. if(sc->data[SC_EQC])
  3413. bonus -= sc->data[SC_EQC]->val3;
  3414. if(sc->data[SC_PACKING_ENVELOPE3])
  3415. bonus += sc->data[SC_PACKING_ENVELOPE3]->val1;
  3416. }
  3417. // Max rate reduce is -100%
  3418. bonus = cap_value(bonus,-100,INT_MAX);
  3419. }
  3420. return min(bonus,INT_MAX);
  3421. }
  3422. /**
  3423. * HP bonus rate from equipment
  3424. */
  3425. static int status_get_hpbonus_equip(TBL_PC *sd) {
  3426. int bonus = 0;
  3427. bonus += sd->hprate;
  3428. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  3429. }
  3430. /**
  3431. * HP bonus rate from usable items
  3432. */
  3433. static int status_get_hpbonus_item(block_list *bl) {
  3434. int bonus = 0;
  3435. struct status_change *sc = status_get_sc(bl);
  3436. //Bonus by SC
  3437. if (sc) {
  3438. if (sc->data[SC_INCREASE_MAXHP])
  3439. bonus += sc->data[SC_INCREASE_MAXHP]->val1;
  3440. if (sc->data[SC_MUSTLE_M])
  3441. bonus += sc->data[SC_MUSTLE_M]->val1;
  3442. if (sc->data[SC_MYSTERIOUS_POWDER])
  3443. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  3444. }
  3445. // Max rate reduce is -100%
  3446. return cap_value(bonus, -100, INT_MAX);
  3447. }
  3448. /**
  3449. * Get SP bonus modifiers
  3450. * @param bl: block_list that will be checked
  3451. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  3452. * @return bonus: total bonus for SP
  3453. * @author [Cydh]
  3454. */
  3455. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  3456. int bonus = 0;
  3457. if (type == STATUS_BONUS_FIX) {
  3458. struct status_change *sc = status_get_sc(bl);
  3459. //Only for BL_PC
  3460. if (bl->type == BL_PC) {
  3461. struct map_session_data *sd = map_id2sd(bl->id);
  3462. uint16 skill_lv;
  3463. bonus += sd->bonus.sp;
  3464. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  3465. bonus += 30 * skill_lv;
  3466. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  3467. bonus += 200 + 20 * skill_lv;
  3468. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  3469. bonus += 30 * skill_lv;
  3470. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  3471. bonus += 100;
  3472. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  3473. bonus += 100;
  3474. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  3475. bonus += 300;
  3476. }
  3477. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  3478. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  3479. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  3480. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  3481. }
  3482. //Bonus by SC
  3483. if (sc) {
  3484. if(sc->data[SC_INCMSP])
  3485. bonus += sc->data[SC_INCMSP]->val1;
  3486. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  3487. bonus += 50;
  3488. if(sc->data[SC_SWORDCLAN])
  3489. bonus += 10;
  3490. if(sc->data[SC_ARCWANDCLAN])
  3491. bonus += 10;
  3492. if(sc->data[SC_GOLDENMACECLAN])
  3493. bonus += 10;
  3494. if(sc->data[SC_CROSSBOWCLAN])
  3495. bonus += 10;
  3496. if(sc->data[SC_GLASTHEIM_HPSP])
  3497. bonus += sc->data[SC_GLASTHEIM_HPSP]->val2;
  3498. }
  3499. } else if (type == STATUS_BONUS_RATE) {
  3500. struct status_change *sc = status_get_sc(bl);
  3501. //Only for BL_PC
  3502. if (bl->type == BL_PC) {
  3503. struct map_session_data *sd = map_id2sd(bl->id);
  3504. uint8 i;
  3505. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  3506. bonus += i;
  3507. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  3508. bonus += 2 * i;
  3509. #ifdef RENEWAL
  3510. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  3511. bonus += i;
  3512. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPRATE)
  3513. bonus += 30;
  3514. #endif
  3515. }
  3516. //Bonus by SC
  3517. if (sc) {
  3518. //Increasing
  3519. if(sc->data[SC_INCMSPRATE])
  3520. bonus += sc->data[SC_INCMSPRATE]->val1;
  3521. if(sc->data[SC_RAISINGDRAGON])
  3522. bonus += sc->data[SC_RAISINGDRAGON]->val1;
  3523. if(sc->data[SC_SERVICE4U])
  3524. bonus += sc->data[SC_SERVICE4U]->val2;
  3525. if(sc->data[SC_MERC_SPUP])
  3526. bonus += sc->data[SC_MERC_SPUP]->val2;
  3527. if (sc->data[SC_LUXANIMA])
  3528. bonus += sc->data[SC_LUXANIMA]->val3;
  3529. if (sc->data[SC_MTF_MSP])
  3530. bonus += sc->data[SC_MTF_MSP]->val1;
  3531. if(sc->data[SC_PACKING_ENVELOPE4])
  3532. bonus += sc->data[SC_PACKING_ENVELOPE4]->val1;
  3533. //Decreasing
  3534. if (sc->data[SC_MELODYOFSINK])
  3535. bonus -= sc->data[SC_MELODYOFSINK]->val3;
  3536. }
  3537. // Max rate reduce is -100%
  3538. bonus = cap_value(bonus,-100,INT_MAX);
  3539. }
  3540. return min(bonus,INT_MAX);
  3541. }
  3542. /**
  3543. * SP bonus rate from equipment
  3544. */
  3545. static int status_get_spbonus_equip(TBL_PC *sd) {
  3546. int bonus = 0;
  3547. bonus += sd->sprate;
  3548. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  3549. }
  3550. /**
  3551. * SP bonus rate from usable items
  3552. */
  3553. static int status_get_spbonus_item(block_list *bl) {
  3554. int bonus = 0;
  3555. struct status_change *sc = status_get_sc(bl);
  3556. //Bonus by SC
  3557. if (sc) {
  3558. if (sc->data[SC_INCREASE_MAXSP])
  3559. bonus += sc->data[SC_INCREASE_MAXSP]->val1;
  3560. if (sc->data[SC_LIFE_FORCE_F])
  3561. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  3562. if (sc->data[SC_VITATA_500])
  3563. bonus += sc->data[SC_VITATA_500]->val2;
  3564. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  3565. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val3;
  3566. }
  3567. // Max rate reduce is -100%
  3568. return cap_value(bonus, -100, INT_MAX);
  3569. }
  3570. /**
  3571. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  3572. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  3573. * @param sd Player
  3574. * @param stat Vit/Int of player as param modifier
  3575. * @param isHP true - calculates Max HP, false - calculated Max SP
  3576. * @return max The max value of HP or SP
  3577. */
  3578. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  3579. double dmax = 0;
  3580. uint16 idx, level, job_id;
  3581. nullpo_ret(sd);
  3582. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  3583. idx = pc_class2idx(job_id);
  3584. level = umax(sd->status.base_level,1);
  3585. if (isHP) { //Calculates MaxHP
  3586. double equip_bonus = 0, item_bonus = 0;
  3587. dmax = job_info[idx].base_hp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  3588. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  3589. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  3590. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  3591. dmax += equip_bonus + item_bonus;
  3592. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3593. }
  3594. else { //Calculates MaxSP
  3595. double equip_bonus = 0, item_bonus = 0;
  3596. dmax = job_info[idx].base_sp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  3597. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  3598. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  3599. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  3600. dmax += equip_bonus + item_bonus;
  3601. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3602. }
  3603. //Make sure it's not negative before casting to unsigned int
  3604. if(dmax < 1) dmax = 1;
  3605. return cap_value((unsigned int)dmax,1,UINT_MAX);
  3606. }
  3607. /**
  3608. * Calculates player's weight
  3609. * @param sd: Player object
  3610. * @param flag: Calculation type
  3611. * CALCWT_ITEM - Item weight
  3612. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3613. * @return false - failed, true - success
  3614. */
  3615. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3616. {
  3617. int b_weight, b_max_weight, skill, i;
  3618. struct status_change *sc;
  3619. nullpo_retr(false, sd);
  3620. sc = &sd->sc;
  3621. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3622. b_weight = sd->weight; // Store current weight for later comparison
  3623. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
  3624. if (flag&CALCWT_ITEM) {
  3625. sd->weight = 0; // Reset current weight
  3626. for(i = 0; i < MAX_INVENTORY; i++) {
  3627. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  3628. continue;
  3629. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3630. }
  3631. }
  3632. if (flag&CALCWT_MAXBONUS) {
  3633. // Skill/Status bonus weight increases
  3634. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3635. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3636. sd->max_weight += 2000 * skill;
  3637. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3638. sd->max_weight += 10000;
  3639. else if (pc_isridingdragon(sd))
  3640. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3641. if (sc->data[SC_KNOWLEDGE])
  3642. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  3643. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3644. sd->max_weight += 2000 * skill;
  3645. if (pc_ismadogear(sd))
  3646. sd->max_weight += 15000;
  3647. }
  3648. // Update the client if the new weight calculations don't match
  3649. if (b_weight != sd->weight)
  3650. clif_updatestatus(sd, SP_WEIGHT);
  3651. if (b_max_weight != sd->max_weight) {
  3652. clif_updatestatus(sd, SP_MAXWEIGHT);
  3653. pc_updateweightstatus(sd);
  3654. }
  3655. return true;
  3656. }
  3657. /**
  3658. * Calculates player's cart weight
  3659. * @param sd: Player object
  3660. * @param flag: Calculation type
  3661. * CALCWT_ITEM - Cart item weight
  3662. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3663. * CALCWT_CARTSTATE - Whether to check for cart state
  3664. * @return false - failed, true - success
  3665. */
  3666. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3667. {
  3668. int b_cart_weight_max, i;
  3669. nullpo_retr(false, sd);
  3670. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3671. return false;
  3672. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3673. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3674. if (flag&CALCWT_ITEM) {
  3675. sd->cart_weight = 0; // Reset current cart weight
  3676. sd->cart_num = 0; // Reset current cart item count
  3677. for(i = 0; i < MAX_CART; i++) {
  3678. if (!sd->cart.u.items_cart[i].nameid)
  3679. continue;
  3680. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3681. sd->cart_num++; // Recalculate current cart item count
  3682. }
  3683. }
  3684. // Skill bonus max weight increases
  3685. if (flag&CALCWT_MAXBONUS)
  3686. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3687. // Update the client if the new weight calculations don't match
  3688. if (b_cart_weight_max != sd->cart_weight_max)
  3689. clif_updatestatus(sd, SP_CARTINFO);
  3690. return true;
  3691. }
  3692. /**
  3693. * Calculates player data from scratch without counting SC adjustments
  3694. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3695. * @param sd: Player object
  3696. * @param opt: Whether it is first calc (login) or not
  3697. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3698. */
  3699. int status_calc_pc_sub(struct map_session_data* sd, enum e_status_calc_opt opt)
  3700. {
  3701. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3702. struct status_data *base_status; ///< Pointer to the player's base status
  3703. const struct status_change *sc = &sd->sc;
  3704. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3705. int i, skill, refinedef = 0;
  3706. short index = -1;
  3707. if (++calculating > 10) // Too many recursive calls!
  3708. return -1;
  3709. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3710. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3711. pc_calc_skilltree(sd); // SkillTree calculation
  3712. if (opt&SCO_FIRST) {
  3713. // Load Hp/SP from char-received data.
  3714. sd->battle_status.hp = sd->status.hp;
  3715. sd->battle_status.sp = sd->status.sp;
  3716. sd->regen.sregen = &sd->sregen;
  3717. sd->regen.ssregen = &sd->ssregen;
  3718. }
  3719. base_status = &sd->base_status;
  3720. // These are not zeroed. [zzo]
  3721. sd->hprate = 100;
  3722. sd->sprate = 100;
  3723. sd->castrate = 100;
  3724. sd->dsprate = 100;
  3725. sd->hprecov_rate = 100;
  3726. sd->sprecov_rate = 100;
  3727. sd->matk_rate = 100;
  3728. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3729. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3730. sd->regen.state.block = 0;
  3731. sd->add_max_weight = 0;
  3732. sd->indexed_bonus = {};
  3733. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3734. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3735. if (sd->special_state.intravision)
  3736. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3737. if (sd->special_state.no_walk_delay)
  3738. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3739. memset(&sd->special_state,0,sizeof(sd->special_state));
  3740. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3741. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3742. if (!sd->state.permanent_speed) {
  3743. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3744. base_status->speed = DEFAULT_WALK_SPEED;
  3745. } else {
  3746. int pSpeed = base_status->speed;
  3747. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3748. base_status->speed = pSpeed;
  3749. }
  3750. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3751. // Give them all modes except these (useful for clones)
  3752. base_status->mode = static_cast<e_mode>(MD_MASK&~(MD_STATUSIMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK));
  3753. base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
  3754. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3755. if (sd->class_&JOBL_BABY) {
  3756. if (battle_config.character_size&SZ_BIG)
  3757. base_status->size++;
  3758. } else
  3759. if(battle_config.character_size&SZ_MEDIUM)
  3760. base_status->size++;
  3761. }
  3762. base_status->aspd_rate = 1000;
  3763. base_status->ele_lv = 1;
  3764. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
  3765. base_status->class_ = CLASS_NORMAL;
  3766. sd->autospell.clear();
  3767. sd->autospell2.clear();
  3768. sd->autospell3.clear();
  3769. sd->addeff.clear();
  3770. sd->addeff_atked.clear();
  3771. sd->addeff_onskill.clear();
  3772. sd->skillatk.clear();
  3773. sd->skillusesprate.clear();
  3774. sd->skillusesp.clear();
  3775. sd->skillheal.clear();
  3776. sd->skillheal2.clear();
  3777. sd->skillblown.clear();
  3778. sd->skillcastrate.clear();
  3779. sd->skillfixcastrate.clear();
  3780. sd->subskill.clear();
  3781. sd->skillcooldown.clear();
  3782. sd->skillfixcast.clear();
  3783. sd->skillvarcast.clear();
  3784. sd->add_def.clear();
  3785. sd->add_mdef.clear();
  3786. sd->add_mdmg.clear();
  3787. sd->reseff.clear();
  3788. sd->itemgrouphealrate.clear();
  3789. sd->add_drop.clear();
  3790. sd->itemhealrate.clear();
  3791. sd->subele2.clear();
  3792. sd->subrace3.clear();
  3793. sd->skilldelay.clear();
  3794. sd->sp_vanish.clear();
  3795. sd->hp_vanish.clear();
  3796. sd->itemsphealrate.clear();
  3797. sd->itemgroupsphealrate.clear();
  3798. // Zero up structures...
  3799. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3800. + sizeof(sd->sp_loss)
  3801. + sizeof(sd->hp_regen)
  3802. + sizeof(sd->sp_regen)
  3803. + sizeof(sd->percent_hp_regen)
  3804. + sizeof(sd->percent_sp_regen)
  3805. + sizeof(sd->def_set_race)
  3806. + sizeof(sd->mdef_set_race)
  3807. + sizeof(sd->norecover_state_race)
  3808. + sizeof(sd->hp_vanish_race)
  3809. + sizeof(sd->sp_vanish_race)
  3810. );
  3811. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3812. // Autobonus
  3813. pc_delautobonus(*sd, sd->autobonus, true);
  3814. pc_delautobonus(*sd, sd->autobonus2, true);
  3815. pc_delautobonus(*sd, sd->autobonus3, true);
  3816. // Parse equipment
  3817. for (i = 0; i < EQI_MAX; i++) {
  3818. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3819. current_equip_combo_pos = 0;
  3820. if (index < 0)
  3821. continue;
  3822. if (i == EQI_AMMO)
  3823. continue;
  3824. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3825. continue;
  3826. if (!sd->inventory_data[index])
  3827. continue;
  3828. base_status->def += sd->inventory_data[index]->def;
  3829. // Items may be equipped, their effects however are nullified.
  3830. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3831. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3832. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3833. if (!calculating)
  3834. return 1;
  3835. }
  3836. // Sanitize the refine level in case someone decreased the value inbetween
  3837. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3838. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3839. std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3840. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3841. int wlv = sd->inventory_data[index]->weapon_level;
  3842. struct weapon_data *wd;
  3843. struct weapon_atk *wa;
  3844. if(wlv >= MAX_WEAPON_LEVEL)
  3845. wlv = MAX_WEAPON_LEVEL;
  3846. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3847. wd = &sd->left_weapon; // Left-hand weapon
  3848. wa = &base_status->lhw;
  3849. } else {
  3850. wd = &sd->right_weapon;
  3851. wa = &base_status->rhw;
  3852. }
  3853. wa->atk += sd->inventory_data[index]->atk;
  3854. if( info != nullptr ){
  3855. wa->atk2 += info->bonus / 100;
  3856. #ifdef RENEWAL
  3857. // TODO: additional grade bonus
  3858. if( wlv == 5 ){
  3859. // TODO: P.ATK += sd->inventory.u.items_inventory[index].refine * 2;
  3860. // TODO: S.MATK += sd->inventory.u.items_inventory[index].refine * 2;
  3861. }
  3862. #endif
  3863. }
  3864. #ifdef RENEWAL
  3865. if (sd->bonus.weapon_atk_rate)
  3866. wa->atk += wa->atk * sd->bonus.weapon_atk_rate / 100;
  3867. wa->matk += sd->inventory_data[index]->matk;
  3868. wa->wlv = wlv;
  3869. // Renewal magic attack refine bonus
  3870. if( info != nullptr && sd->weapontype1 != W_BOW ){
  3871. wa->matk += info->bonus / 100;
  3872. // TODO: additional grade bonus
  3873. }
  3874. #endif
  3875. // Overrefine bonus.
  3876. if( info != nullptr ){
  3877. wd->overrefine = info->randombonus_max / 100;
  3878. }
  3879. wa->range += sd->inventory_data[index]->range;
  3880. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3881. if (wd == &sd->left_weapon) {
  3882. sd->state.lr_flag = 1;
  3883. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3884. sd->state.lr_flag = 0;
  3885. } else
  3886. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3887. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3888. return 1;
  3889. }
  3890. #ifdef RENEWAL
  3891. if (sd->bonus.weapon_matk_rate)
  3892. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3893. #endif
  3894. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3895. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3896. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3897. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3898. wd->star += 10;
  3899. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3900. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3901. }
  3902. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3903. if( info != nullptr ){
  3904. refinedef += info->bonus;
  3905. #ifdef RENEWAL
  3906. if( sd->inventory_data[index]->armor_level == 2 ){
  3907. // TODO: RES += sd->inventory.u.items_inventory[index].refine * 2;
  3908. // TODO: MRES += sd->inventory.u.items_inventory[index].refine * 2;
  3909. }
  3910. #endif
  3911. }
  3912. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3913. if( i == EQI_HAND_L ) // Shield
  3914. sd->state.lr_flag = 3;
  3915. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3916. if( i == EQI_HAND_L ) // Shield
  3917. sd->state.lr_flag = 0;
  3918. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3919. return 1;
  3920. }
  3921. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3922. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3923. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3924. if( !calculating )
  3925. return 1;
  3926. }
  3927. }
  3928. }
  3929. if(sd->equip_index[EQI_AMMO] >= 0) {
  3930. index = sd->equip_index[EQI_AMMO];
  3931. if(sd->inventory_data[index]) { // Arrows
  3932. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3933. sd->state.lr_flag = 2;
  3934. if( !itemdb_group.item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3935. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3936. sd->state.lr_flag = 0;
  3937. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3938. return 1;
  3939. }
  3940. }
  3941. // Process and check item combos
  3942. if (!sd->combos.empty()) {
  3943. for (const auto &combo : sd->combos) {
  3944. s_item_combo *item_combo;
  3945. current_equip_item_index = -1;
  3946. current_equip_combo_pos = combo->pos;
  3947. if (combo->bonus == nullptr || !(item_combo = itemdb_combo_exists(combo->id)))
  3948. continue;
  3949. bool no_run = false;
  3950. size_t j = 0;
  3951. // Check combo items
  3952. while (j < item_combo->nameid.size()) {
  3953. item_data *id = itemdb_exists(item_combo->nameid[j]);
  3954. // Don't run the script if at least one of combo's pair has restriction
  3955. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3956. no_run = true;
  3957. break;
  3958. }
  3959. j++;
  3960. }
  3961. if (no_run)
  3962. continue;
  3963. run_script(combo->bonus, 0, sd->bl.id, 0);
  3964. if (!calculating) // Abort, run_script retriggered this
  3965. return 1;
  3966. }
  3967. }
  3968. // Store equipment script bonuses
  3969. memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip));
  3970. memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus));
  3971. base_status->def += (refinedef+50)/100;
  3972. // Parse Cards
  3973. for (i = 0; i < EQI_MAX; i++) {
  3974. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3975. current_equip_combo_pos = 0;
  3976. if (index < 0)
  3977. continue;
  3978. if (i == EQI_AMMO)
  3979. continue;
  3980. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3981. continue;
  3982. if (sd->inventory_data[index]) {
  3983. int j;
  3984. struct item_data *data;
  3985. // Card script execution.
  3986. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3987. continue;
  3988. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3989. int c = sd->inventory.u.items_inventory[index].card[j];
  3990. current_equip_card_id= c;
  3991. if(!c)
  3992. continue;
  3993. data = itemdb_exists(c);
  3994. if(!data)
  3995. continue;
  3996. 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
  3997. run_script(data->equip_script,0,sd->bl.id,0);
  3998. if (!calculating)
  3999. return 1;
  4000. }
  4001. if(!data->script)
  4002. continue;
  4003. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  4004. continue;
  4005. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  4006. sd->state.lr_flag = 1;
  4007. run_script(data->script,0,sd->bl.id,0);
  4008. sd->state.lr_flag = 0;
  4009. } else
  4010. run_script(data->script,0,sd->bl.id,0);
  4011. if (!calculating) // Abort, run_script his function. [Skotlex]
  4012. return 1;
  4013. }
  4014. }
  4015. }
  4016. current_equip_card_id = 0; // Clear stored card ID [Secret]
  4017. // Parse random options
  4018. for (i = 0; i < EQI_MAX; i++) {
  4019. current_equip_item_index = index = sd->equip_index[i];
  4020. current_equip_combo_pos = 0;
  4021. current_equip_opt_index = -1;
  4022. if (index < 0)
  4023. continue;
  4024. if (i == EQI_AMMO)
  4025. continue;
  4026. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  4027. continue;
  4028. if (sd->inventory_data[index]) {
  4029. for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  4030. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  4031. if (!opt_id)
  4032. continue;
  4033. current_equip_opt_index = j;
  4034. std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id);
  4035. if (!data || !data->script)
  4036. continue;
  4037. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  4038. continue;
  4039. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  4040. sd->state.lr_flag = 1;
  4041. run_script(data->script, 0, sd->bl.id, 0);
  4042. sd->state.lr_flag = 0;
  4043. }
  4044. else
  4045. run_script(data->script, 0, sd->bl.id, 0);
  4046. if (!calculating)
  4047. return 1;
  4048. }
  4049. }
  4050. current_equip_opt_index = -1;
  4051. }
  4052. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  4053. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  4054. if (data && data->script)
  4055. run_script(data->script, 0, sd->bl.id, 0);
  4056. }
  4057. pc_bonus_script(sd);
  4058. if( sd->pd ) { // Pet Bonus
  4059. struct pet_data *pd = sd->pd;
  4060. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  4061. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  4062. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  4063. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  4064. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  4065. }
  4066. // param_bonus now holds card bonuses.
  4067. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  4068. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  4069. if(base_status->rhw.range < base_status->lhw.range)
  4070. base_status->rhw.range = base_status->lhw.range;
  4071. sd->bonus.double_rate += sd->bonus.double_add_rate;
  4072. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  4073. sd->bonus.splash_range += sd->bonus.splash_add_range;
  4074. // Damage modifiers from weapon type
  4075. std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1);
  4076. std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2);
  4077. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  4078. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  4079. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  4080. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  4081. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  4082. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  4083. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  4084. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  4085. { // When Riding with spear, damage modifier to mid-class becomes
  4086. // same as versus large size.
  4087. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  4088. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  4089. }
  4090. // ----- STATS CALCULATION -----
  4091. // Job bonuses
  4092. index = pc_class2idx(sd->status.class_);
  4093. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  4094. if(!job_info[index].job_bonus[i])
  4095. continue;
  4096. switch(job_info[index].job_bonus[i]) {
  4097. case 1: base_status->str++; break;
  4098. case 2: base_status->agi++; break;
  4099. case 3: base_status->vit++; break;
  4100. case 4: base_status->int_++; break;
  4101. case 5: base_status->dex++; break;
  4102. case 6: base_status->luk++; break;
  4103. }
  4104. }
  4105. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  4106. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  4107. base_status->str += 10;
  4108. base_status->agi += 10;
  4109. base_status->vit += 10;
  4110. base_status->int_+= 10;
  4111. base_status->dex += 10;
  4112. base_status->luk += 10;
  4113. }
  4114. // Absolute modifiers from passive skills
  4115. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  4116. base_status->str++;
  4117. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  4118. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  4119. if((skill=pc_checkskill(sd,AC_OWL))>0)
  4120. base_status->dex += skill;
  4121. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  4122. base_status->int_ += skill;
  4123. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  4124. base_status->int_ += 20;
  4125. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  4126. i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[0] + sd->indexed_bonus.param_equip[0];
  4127. base_status->str = cap_value(i,0,USHRT_MAX);
  4128. i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[1] + sd->indexed_bonus.param_equip[1];
  4129. base_status->agi = cap_value(i,0,USHRT_MAX);
  4130. i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[2] + sd->indexed_bonus.param_equip[2];
  4131. base_status->vit = cap_value(i,0,USHRT_MAX);
  4132. i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[3] + sd->indexed_bonus.param_equip[3];
  4133. base_status->int_ = cap_value(i,0,USHRT_MAX);
  4134. i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[4] + sd->indexed_bonus.param_equip[4];
  4135. base_status->dex = cap_value(i,0,USHRT_MAX);
  4136. i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[5] + sd->indexed_bonus.param_equip[5];
  4137. base_status->luk = cap_value(i,0,USHRT_MAX);
  4138. if (sd->special_state.no_walk_delay) {
  4139. if (sc->data[SC_ENDURE]) {
  4140. if (sc->data[SC_ENDURE]->val4)
  4141. sc->data[SC_ENDURE]->val4 = 0;
  4142. status_change_end(&sd->bl, SC_ENDURE, INVALID_TIMER);
  4143. }
  4144. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  4145. base_status->mdef++;
  4146. }
  4147. // ------ ATTACK CALCULATION ------
  4148. // Base batk value is set in status_calc_misc
  4149. #ifndef RENEWAL
  4150. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  4151. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon])
  4152. base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon];
  4153. // Absolute modifiers from passive skills
  4154. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  4155. base_status->batk += 4;
  4156. #else
  4157. base_status->watk = status_weapon_atk(base_status->rhw);
  4158. base_status->watk2 = status_weapon_atk(base_status->lhw);
  4159. base_status->eatk = sd->bonus.eatk;
  4160. #endif
  4161. // ----- HP MAX CALCULATION -----
  4162. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  4163. if(battle_config.hp_rate != 100)
  4164. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  4165. if (sd->status.base_level < 100)
  4166. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  4167. else if (sd->status.base_level < 151)
  4168. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  4169. else
  4170. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  4171. // ----- SP MAX CALCULATION -----
  4172. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  4173. if(battle_config.sp_rate != 100)
  4174. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  4175. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  4176. // ----- RESPAWN HP/SP -----
  4177. // Calc respawn hp and store it on base_status
  4178. if (sd->special_state.restart_full_recover) {
  4179. base_status->hp = base_status->max_hp;
  4180. base_status->sp = base_status->max_sp;
  4181. } else {
  4182. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  4183. && battle_config.restart_hp_rate < 50)
  4184. base_status->hp = base_status->max_hp>>1;
  4185. else
  4186. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  4187. if(!base_status->hp)
  4188. base_status->hp = 1;
  4189. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  4190. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  4191. base_status->sp = 1;
  4192. }
  4193. // ----- MISC CALCULATION -----
  4194. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  4195. // Equipment modifiers for misc settings
  4196. if(sd->matk_rate < 0)
  4197. sd->matk_rate = 0;
  4198. if(sd->matk_rate != 100) {
  4199. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  4200. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  4201. }
  4202. if(sd->hit_rate < 0)
  4203. sd->hit_rate = 0;
  4204. if(sd->hit_rate != 100)
  4205. base_status->hit = base_status->hit * sd->hit_rate/100;
  4206. if(sd->flee_rate < 0)
  4207. sd->flee_rate = 0;
  4208. if(sd->flee_rate != 100)
  4209. base_status->flee = base_status->flee * sd->flee_rate/100;
  4210. if(sd->def2_rate < 0)
  4211. sd->def2_rate = 0;
  4212. if(sd->def2_rate != 100)
  4213. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  4214. if(sd->mdef2_rate < 0)
  4215. sd->mdef2_rate = 0;
  4216. if(sd->mdef2_rate != 100)
  4217. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  4218. if(sd->critical_rate < 0)
  4219. sd->critical_rate = 0;
  4220. if(sd->critical_rate != 100)
  4221. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  4222. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  4223. base_status->cri += 200;
  4224. if(sd->flee2_rate < 0)
  4225. sd->flee2_rate = 0;
  4226. if(sd->flee2_rate != 100)
  4227. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  4228. // ----- HIT CALCULATION -----
  4229. // Absolute modifiers from passive skills
  4230. #ifndef RENEWAL
  4231. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  4232. base_status->hit += skill*2;
  4233. #endif
  4234. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  4235. #ifndef RENEWAL
  4236. base_status->hit += skill;
  4237. #endif
  4238. if(sd->status.weapon == W_BOW)
  4239. base_status->rhw.range += skill;
  4240. }
  4241. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  4242. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  4243. base_status->hit += 2*skill;
  4244. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  4245. base_status->hit += skill;
  4246. base_status->rhw.range += skill;
  4247. }
  4248. }
  4249. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  4250. base_status->hit += skill * 3;
  4251. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  4252. base_status->hit += skill * 2;
  4253. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  4254. base_status->hit += 20;
  4255. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  4256. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  4257. // ----- FLEE CALCULATION -----
  4258. // Absolute modifiers from passive skills
  4259. if((skill=pc_checkskill(sd,TF_MISS))>0)
  4260. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  4261. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  4262. base_status->flee += (skill*3)>>1;
  4263. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  4264. base_status->flee += 20;
  4265. // ----- CRITICAL CALCULATION -----
  4266. #ifdef RENEWAL
  4267. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  4268. base_status->cri += skill * 10;
  4269. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  4270. base_status->cri += skill * 10;
  4271. #endif
  4272. // ----- EQUIPMENT-DEF CALCULATION -----
  4273. // Apply relative modifiers from equipment
  4274. if(sd->def_rate < 0)
  4275. sd->def_rate = 0;
  4276. if(sd->def_rate != 100) {
  4277. i = base_status->def * sd->def_rate/100;
  4278. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  4279. }
  4280. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  4281. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  4282. #ifndef RENEWAL
  4283. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  4284. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  4285. base_status->def = (unsigned char)battle_config.max_def;
  4286. }
  4287. #endif
  4288. // ----- EQUIPMENT-MDEF CALCULATION -----
  4289. // Apply relative modifiers from equipment
  4290. if(sd->mdef_rate < 0)
  4291. sd->mdef_rate = 0;
  4292. if(sd->mdef_rate != 100) {
  4293. i = base_status->mdef * sd->mdef_rate/100;
  4294. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  4295. }
  4296. #ifndef RENEWAL
  4297. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  4298. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  4299. base_status->mdef = (signed char)battle_config.max_def;
  4300. }
  4301. #endif
  4302. // ----- ASPD CALCULATION -----
  4303. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  4304. // Basic ASPD value
  4305. i = status_base_amotion_pc(sd,base_status);
  4306. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  4307. // Relative modifiers from passive skills
  4308. // Renewal modifiers are handled in status_base_amotion_pc
  4309. #ifndef RENEWAL_ASPD
  4310. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  4311. base_status->aspd_rate -= 5*skill;
  4312. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  4313. base_status->aspd_rate -= 30*skill;
  4314. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  4315. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  4316. base_status->aspd_rate -= ((skill+1)/2) * 10;
  4317. if(pc_isriding(sd))
  4318. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  4319. else if(pc_isridingdragon(sd))
  4320. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  4321. #endif
  4322. base_status->adelay = 2*base_status->amotion;
  4323. // ----- DMOTION -----
  4324. i = 800-base_status->agi*4;
  4325. base_status->dmotion = cap_value(i, 400, 800);
  4326. if(battle_config.pc_damage_delay_rate != 100)
  4327. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  4328. // ----- MISC CALCULATIONS -----
  4329. // Weight
  4330. status_calc_weight(sd, CALCWT_MAXBONUS);
  4331. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  4332. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  4333. sd->regen.state.walk = 1;
  4334. else
  4335. sd->regen.state.walk = 0;
  4336. // Skill SP cost
  4337. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  4338. sd->dsprate -= 4*skill;
  4339. if(sc->data[SC_SERVICE4U])
  4340. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  4341. if(sc->data[SC_SPCOST_RATE])
  4342. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  4343. // Underflow protections.
  4344. if(sd->dsprate < 0)
  4345. sd->dsprate = 0;
  4346. if(sd->castrate < 0)
  4347. sd->castrate = 0;
  4348. if(sd->hprecov_rate < 0)
  4349. sd->hprecov_rate = 0;
  4350. if(sd->sprecov_rate < 0)
  4351. sd->sprecov_rate = 0;
  4352. // Anti-element and anti-race
  4353. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  4354. sd->indexed_bonus.subele[ELE_HOLY] += skill*5;
  4355. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  4356. sd->indexed_bonus.subele[ELE_NEUTRAL] += skill;
  4357. sd->indexed_bonus.subele[ELE_FIRE] += skill*5;
  4358. }
  4359. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  4360. #ifdef RENEWAL
  4361. skill = skill * 2;
  4362. #else
  4363. skill = skill * 4;
  4364. #endif
  4365. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  4366. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  4367. sd->indexed_bonus.magic_addrace[RC_DRAGON]+=skill;
  4368. sd->indexed_bonus.subrace[RC_DRAGON]+=skill;
  4369. }
  4370. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  4371. sd->right_weapon.addrace[RC_DEMON] += skill;
  4372. sd->right_weapon.addele[ELE_DARK] += skill;
  4373. sd->left_weapon.addrace[RC_DEMON] += skill;
  4374. sd->left_weapon.addele[ELE_DARK] += skill;
  4375. sd->indexed_bonus.magic_addrace[RC_DEMON] += skill;
  4376. sd->indexed_bonus.magic_addele[ELE_DARK] += skill;
  4377. sd->indexed_bonus.subrace[RC_DEMON] += skill;
  4378. sd->indexed_bonus.subele[ELE_DARK] += skill;
  4379. }
  4380. if(sc->count) {
  4381. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  4382. sc->data[SC_CONCENTRATE]->val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  4383. sc->data[SC_CONCENTRATE]->val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  4384. }
  4385. if(sc->data[SC_SIEGFRIED]) {
  4386. i = sc->data[SC_SIEGFRIED]->val2;
  4387. sd->indexed_bonus.subele[ELE_WATER] += i;
  4388. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4389. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4390. sd->indexed_bonus.subele[ELE_WIND] += i;
  4391. #ifndef RENEWAL
  4392. sd->indexed_bonus.subele[ELE_POISON] += i;
  4393. sd->indexed_bonus.subele[ELE_HOLY] += i;
  4394. sd->indexed_bonus.subele[ELE_DARK] += i;
  4395. sd->indexed_bonus.subele[ELE_GHOST] += i;
  4396. sd->indexed_bonus.subele[ELE_UNDEAD] += i;
  4397. #endif
  4398. }
  4399. #ifdef RENEWAL
  4400. if (sc->data[SC_BASILICA]) {
  4401. i = sc->data[SC_BASILICA]->val1 * 5;
  4402. sd->right_weapon.addele[ELE_DARK] += i;
  4403. sd->right_weapon.addele[ELE_UNDEAD] += i;
  4404. sd->left_weapon.addele[ELE_DARK] += i;
  4405. sd->left_weapon.addele[ELE_UNDEAD] += i;
  4406. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->data[SC_BASILICA]->val1 * 3;
  4407. }
  4408. if (sc->data[SC_FIREWEAPON])
  4409. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->data[SC_FIREWEAPON]->val1;
  4410. if (sc->data[SC_WINDWEAPON])
  4411. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->data[SC_WINDWEAPON]->val1;
  4412. if (sc->data[SC_WATERWEAPON])
  4413. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->data[SC_WATERWEAPON]->val1;
  4414. if (sc->data[SC_EARTHWEAPON])
  4415. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->data[SC_EARTHWEAPON]->val1;
  4416. #endif
  4417. if(sc->data[SC_PROVIDENCE]) {
  4418. sd->indexed_bonus.subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  4419. sd->indexed_bonus.subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  4420. }
  4421. if (sc->data[SC_GEFFEN_MAGIC1]) {
  4422. sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4423. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4424. sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4425. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4426. }
  4427. if (sc->data[SC_GEFFEN_MAGIC2]) {
  4428. sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  4429. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  4430. }
  4431. if(sc->data[SC_GEFFEN_MAGIC3]) {
  4432. sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  4433. sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  4434. }
  4435. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  4436. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  4437. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  4438. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  4439. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  4440. }
  4441. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  4442. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  4443. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  4444. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  4445. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  4446. }
  4447. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  4448. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  4449. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  4450. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  4451. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  4452. }
  4453. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  4454. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  4455. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  4456. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  4457. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  4458. }
  4459. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  4460. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  4461. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  4462. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  4463. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  4464. }
  4465. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  4466. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  4467. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4468. sd->indexed_bonus.subele[ELE_WATER] -= i;
  4469. }
  4470. if( sc->data[SC_WATER_DROP_OPTION] ) {
  4471. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  4472. sd->indexed_bonus.subele[ELE_WATER] += i;
  4473. sd->indexed_bonus.subele[ELE_WIND] -= i;
  4474. }
  4475. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  4476. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  4477. sd->indexed_bonus.subele[ELE_WIND] += i;
  4478. sd->indexed_bonus.subele[ELE_EARTH] -= i;
  4479. }
  4480. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  4481. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  4482. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4483. sd->indexed_bonus.subele[ELE_FIRE] -= i;
  4484. }
  4485. if (sc->data[SC_MTF_MLEATKED] )
  4486. sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  4487. if (sc->data[SC_MTF_CRIDAMAGE])
  4488. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  4489. if (sc->data[SC_GLASTHEIM_ATK]) {
  4490. sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->data[SC_GLASTHEIM_ATK]->val1;
  4491. sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->data[SC_GLASTHEIM_ATK]->val1;
  4492. }
  4493. if (sc->data[SC_LAUDARAMUS])
  4494. sd->bonus.crit_atk_rate += 5 * sc->data[SC_LAUDARAMUS]->val1;
  4495. #ifdef RENEWAL
  4496. if (sc->data[SC_FORTUNE])
  4497. sd->bonus.crit_atk_rate += 2 * sc->data[SC_FORTUNE]->val1;
  4498. #endif
  4499. if (sc->data[SC_SYMPHONYOFLOVER]) {
  4500. sd->indexed_bonus.subele[ELE_GHOST] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
  4501. sd->indexed_bonus.subele[ELE_HOLY] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
  4502. }
  4503. if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0)
  4504. sd->bonus.crit_atk_rate += sc->data[SC_PYREXIA]->val2;
  4505. if (sc->data[SC_LUXANIMA]) {
  4506. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->data[SC_LUXANIMA]->val3);
  4507. sd->bonus.crit_atk_rate += sc->data[SC_LUXANIMA]->val3;
  4508. sd->bonus.short_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
  4509. sd->bonus.long_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
  4510. }
  4511. if (sc->data[SC_STRIKING])
  4512. sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING);
  4513. }
  4514. status_cpy(&sd->battle_status, base_status);
  4515. // ----- CLIENT-SIDE REFRESH -----
  4516. if(!sd->bl.prev) {
  4517. // Will update on LoadEndAck
  4518. calculating = 0;
  4519. return 0;
  4520. }
  4521. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  4522. clif_skillinfoblock(sd);
  4523. // If the skill is learned, the status is infinite.
  4524. if (pc_checkskill(sd, SU_SPRITEMABLE) > 0 && !sd->sc.data[SC_SPRITEMABLE])
  4525. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4526. if (pc_checkskill(sd, SU_SOULATTACK) > 0 && !sd->sc.data[SC_SOULATTACK])
  4527. sc_start(&sd->bl, &sd->bl, SC_SOULATTACK, 100, 1, INFINITE_TICK);
  4528. calculating = 0;
  4529. return 0;
  4530. }
  4531. /// Intermediate function since C++ does not have a try-finally syntax
  4532. int status_calc_pc_( struct map_session_data* sd, enum e_status_calc_opt opt ){
  4533. // Save the old script the player was attached to
  4534. struct script_state* previous_st = sd->st;
  4535. // Store the return value of the original function
  4536. int ret = status_calc_pc_sub( sd, opt );
  4537. // If an old script is present
  4538. if( previous_st ){
  4539. // Reattach the player to it, so that the limitations of that script kick back in
  4540. script_attach_state( previous_st );
  4541. }
  4542. // Return the original return value
  4543. return ret;
  4544. }
  4545. /**
  4546. * Calculates Mercenary data
  4547. * @param md: Mercenary object
  4548. * @param opt: Whether it is first calc or not (0 on level up or status)
  4549. * @return 0
  4550. */
  4551. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  4552. {
  4553. struct status_data *status = &md->base_status;
  4554. struct s_mercenary *merc = &md->mercenary;
  4555. if (opt&SCO_FIRST) {
  4556. memcpy(status, &md->db->status, sizeof(struct status_data));
  4557. status->class_ = CLASS_NORMAL;
  4558. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4559. status->hp = status->max_hp;
  4560. status->sp = status->max_sp;
  4561. md->battle_status.hp = merc->hp;
  4562. md->battle_status.sp = merc->sp;
  4563. if (md->master)
  4564. status->speed = status_get_speed(&md->master->bl);
  4565. }
  4566. status_calc_misc(&md->bl, status, md->db->lv);
  4567. status_cpy(&md->battle_status, status);
  4568. return 0;
  4569. }
  4570. /**
  4571. * Calculates Homunculus data
  4572. * @param hd: Homunculus object
  4573. * @param opt: Whether it is first calc or not (0 on level up or status)
  4574. * @return 1
  4575. */
  4576. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  4577. {
  4578. struct status_data *status = &hd->base_status;
  4579. struct s_homunculus *hom = &hd->homunculus;
  4580. int skill_lv;
  4581. int amotion;
  4582. status->str = hom->str / 10;
  4583. status->agi = hom->agi / 10;
  4584. status->vit = hom->vit / 10;
  4585. status->dex = hom->dex / 10;
  4586. status->int_ = hom->int_ / 10;
  4587. status->luk = hom->luk / 10;
  4588. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4589. if (opt&SCO_FIRST) {
  4590. const struct s_homunculus_db *db = hd->homunculusDB;
  4591. status->def_ele = db->element;
  4592. status->ele_lv = 1;
  4593. status->race = db->race;
  4594. status->class_ = CLASS_NORMAL;
  4595. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  4596. status->rhw.range = 1 + status->size;
  4597. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4598. status->speed = DEFAULT_WALK_SPEED;
  4599. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4600. status->speed = status_get_speed(&hd->master->bl);
  4601. status->hp = 1;
  4602. status->sp = 1;
  4603. }
  4604. status->aspd_rate = 1000;
  4605. #ifdef RENEWAL
  4606. amotion = hd->homunculusDB->baseASPD;
  4607. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  4608. status->def = status->mdef = 0;
  4609. #else
  4610. skill_lv = hom->level / 10 + status->vit / 5;
  4611. status->def = cap_value(skill_lv, 0, 99);
  4612. skill_lv = hom->level / 10 + status->int_ / 5;
  4613. status->mdef = cap_value(skill_lv, 0, 99);
  4614. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4615. #endif
  4616. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4617. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4618. status->max_hp = hom->max_hp;
  4619. status->max_sp = hom->max_sp;
  4620. hom_calc_skilltree(hd, 0);
  4621. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4622. status->def += skill_lv * 4;
  4623. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4624. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  4625. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  4626. }
  4627. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4628. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4629. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4630. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  4631. if (opt&SCO_FIRST) {
  4632. hd->battle_status.hp = hom->hp;
  4633. hd->battle_status.sp = hom->sp;
  4634. if(hom->class_ == 6052) // Eleanor
  4635. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4636. }
  4637. #ifndef RENEWAL
  4638. status->rhw.atk = status->dex;
  4639. status->rhw.atk2 = status->str + hom->level;
  4640. #endif
  4641. status_calc_misc(&hd->bl, status, hom->level);
  4642. status_cpy(&hd->battle_status, status);
  4643. return 1;
  4644. }
  4645. /**
  4646. * Calculates Elemental data
  4647. * @param ed: Elemental object
  4648. * @param opt: Whether it is first calc or not (0 on status change)
  4649. * @return 0
  4650. */
  4651. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  4652. {
  4653. struct status_data *status = &ed->base_status;
  4654. struct s_elemental *ele = &ed->elemental;
  4655. struct map_session_data *sd = ed->master;
  4656. if( !sd )
  4657. return 0;
  4658. if (opt&SCO_FIRST) {
  4659. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4660. if( !ele->mode )
  4661. status->mode = EL_MODE_PASSIVE;
  4662. else
  4663. status->mode = ele->mode;
  4664. status->class_ = CLASS_NORMAL;
  4665. status_calc_misc(&ed->bl, status, 0);
  4666. status->max_hp = ele->max_hp;
  4667. status->max_sp = ele->max_sp;
  4668. status->hp = ele->hp;
  4669. status->sp = ele->sp;
  4670. status->rhw.atk = ele->atk;
  4671. status->rhw.atk2 = ele->atk2;
  4672. status->matk_min += ele->matk;
  4673. status->def += ele->def;
  4674. status->mdef += ele->mdef;
  4675. status->flee = ele->flee;
  4676. status->hit = ele->hit;
  4677. if (ed->master)
  4678. status->speed = status_get_speed(&ed->master->bl);
  4679. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4680. } else {
  4681. status_calc_misc(&ed->bl, status, 0);
  4682. status_cpy(&ed->battle_status, status);
  4683. }
  4684. return 0;
  4685. }
  4686. /**
  4687. * Calculates NPC data
  4688. * @param nd: NPC object
  4689. * @param opt: Whether it is first calc or not (what?)
  4690. * @return 0
  4691. */
  4692. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  4693. {
  4694. struct status_data *status = &nd->status;
  4695. if (!nd)
  4696. return 0;
  4697. if (opt&SCO_FIRST) {
  4698. status->hp = 1;
  4699. status->sp = 1;
  4700. status->max_hp = 1;
  4701. status->max_sp = 1;
  4702. status->def_ele = ELE_NEUTRAL;
  4703. status->ele_lv = 1;
  4704. status->race = RC_DEMIHUMAN;
  4705. status->class_ = CLASS_NORMAL;
  4706. status->size = nd->size;
  4707. status->rhw.range = 1 + status->size;
  4708. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4709. status->speed = nd->speed;
  4710. }
  4711. status->str = nd->stat_point + nd->params.str;
  4712. status->agi = nd->stat_point + nd->params.agi;
  4713. status->vit = nd->stat_point + nd->params.vit;
  4714. status->int_= nd->stat_point + nd->params.int_;
  4715. status->dex = nd->stat_point + nd->params.dex;
  4716. status->luk = nd->stat_point + nd->params.luk;
  4717. status_calc_misc(&nd->bl, status, nd->level);
  4718. status_cpy(&nd->status, status);
  4719. return 0;
  4720. }
  4721. /**
  4722. * Calculates regeneration values
  4723. * Applies passive skill regeneration additions
  4724. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4725. * @param status: Object's status
  4726. * @param regen: Object's base regeneration data
  4727. */
  4728. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4729. {
  4730. struct map_session_data *sd;
  4731. struct status_change *sc;
  4732. int val, skill, reg_flag;
  4733. if( !(bl->type&BL_REGEN) || !regen )
  4734. return;
  4735. sd = BL_CAST(BL_PC,bl);
  4736. sc = status_get_sc(bl);
  4737. val = 1 + (status->vit/5) + (status->max_hp/200);
  4738. if( sd && sd->hprecov_rate != 100 )
  4739. val = val*sd->hprecov_rate/100;
  4740. reg_flag = bl->type == BL_PC ? 0 : 1;
  4741. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4742. val = 1 + (status->int_/6) + (status->max_sp/100);
  4743. if( status->int_ >= 120 )
  4744. val += ((status->int_-120)>>1) + 4;
  4745. if( sd && sd->sprecov_rate != 100 )
  4746. val = val*sd->sprecov_rate/100;
  4747. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4748. if( sd ) {
  4749. struct regen_data_sub *sregen;
  4750. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4751. val = regen->sp*(100+3*skill)/100;
  4752. regen->sp = cap_value(val, 1, SHRT_MAX);
  4753. }
  4754. // Only players have skill/sitting skill regen for now.
  4755. sregen = regen->sregen;
  4756. val = 0;
  4757. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4758. val += skill*5 + skill*status->max_hp/500;
  4759. if (sc && sc->count) {
  4760. if (sc->data[SC_INCREASE_MAXHP])
  4761. val += val * sc->data[SC_INCREASE_MAXHP]->val2 / 100;
  4762. }
  4763. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4764. val = 0;
  4765. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4766. val += skill*3 + skill*status->max_sp/500;
  4767. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4768. val += skill*3 + skill*status->max_sp/500;
  4769. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4770. val += 3 + 3 * skill;
  4771. if (sc && sc->count) {
  4772. if (sc->data[SC_SHRIMPBLESSING])
  4773. val *= 150 / 100;
  4774. if (sc->data[SC_ANCILLA])
  4775. val += sc->data[SC_ANCILLA]->val2 / 100;
  4776. if (sc->data[SC_INCREASE_MAXSP])
  4777. val += val * sc->data[SC_INCREASE_MAXSP]->val2 / 100;
  4778. }
  4779. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4780. // Skill-related recovery (only when sit)
  4781. sregen = regen->ssregen;
  4782. val = 0;
  4783. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4784. val += skill*4 + skill*status->max_hp/500;
  4785. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4786. val += skill*30 + skill*status->max_hp/500;
  4787. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4788. val = 0;
  4789. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4790. val += skill*3 + skill*status->max_sp/500;
  4791. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4792. val += (30+10*skill)*val/100;
  4793. }
  4794. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4795. val += skill*2 + skill*status->max_sp/500;
  4796. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4797. }
  4798. if( bl->type == BL_HOM ) {
  4799. struct homun_data *hd = (TBL_HOM*)bl;
  4800. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4801. val = regen->hp*(100+5*skill)/100;
  4802. regen->hp = cap_value(val, 1, SHRT_MAX);
  4803. }
  4804. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4805. val = regen->sp*(100+3*skill)/100;
  4806. regen->sp = cap_value(val, 1, SHRT_MAX);
  4807. }
  4808. } else if( bl->type == BL_MER ) {
  4809. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4810. regen->hp = cap_value(val, 1, SHRT_MAX);
  4811. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4812. regen->sp = cap_value(val, 1, SHRT_MAX);
  4813. } else if( bl->type == BL_ELEM ) {
  4814. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4815. regen->hp = cap_value(val, 1, SHRT_MAX);
  4816. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4817. regen->sp = cap_value(val, 1, SHRT_MAX);
  4818. }
  4819. }
  4820. /**
  4821. * Calculates SC (Status Changes) regeneration values
  4822. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4823. * @param regen: Object's base regeneration data
  4824. * @param sc: Object's status change data
  4825. */
  4826. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4827. {
  4828. if (!(bl->type&BL_REGEN) || !regen)
  4829. return;
  4830. regen->flag = RGN_HP|RGN_SP;
  4831. if(regen->sregen) {
  4832. if (regen->sregen->hp)
  4833. regen->flag |= RGN_SHP;
  4834. if (regen->sregen->sp)
  4835. regen->flag |= RGN_SSP;
  4836. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4837. }
  4838. if (regen->ssregen) {
  4839. if (regen->ssregen->hp)
  4840. regen->flag |= RGN_SHP;
  4841. if (regen->ssregen->sp)
  4842. regen->flag |= RGN_SSP;
  4843. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4844. }
  4845. regen->rate.hp = regen->rate.sp = 100;
  4846. if (!sc || !sc->count)
  4847. return;
  4848. // No HP or SP regen
  4849. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4850. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4851. || sc->data[SC_BERSERK]
  4852. || sc->data[SC_TRICKDEAD]
  4853. || sc->data[SC_BLEEDING]
  4854. || (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 1)
  4855. || sc->data[SC_SATURDAYNIGHTFEVER]
  4856. || sc->data[SC_REBOUND])
  4857. regen->flag = RGN_NONE;
  4858. // No natural SP regen
  4859. if (sc->data[SC_DANCING] ||
  4860. #ifdef RENEWAL
  4861. sc->data[SC_MAXIMIZEPOWER] ||
  4862. #endif
  4863. #ifndef RENEWAL
  4864. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4865. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4866. #else
  4867. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4868. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4869. #endif
  4870. (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1))
  4871. regen->flag &= ~RGN_SP;
  4872. if (sc->data[SC_TENSIONRELAX]) {
  4873. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4874. regen->state.overweight = 0; // 1x HP regen
  4875. else {
  4876. regen->rate.hp += 200;
  4877. if (regen->sregen)
  4878. regen->sregen->rate.hp += 200;
  4879. }
  4880. }
  4881. if (sc->data[SC_MAGNIFICAT])
  4882. regen->rate.sp += 100;
  4883. if (sc->data[SC_REGENERATION]) {
  4884. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4885. if (!sce->val4) {
  4886. regen->rate.hp += (sce->val2*100);
  4887. regen->rate.sp += (sce->val3*100);
  4888. } else
  4889. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4890. }
  4891. if(sc->data[SC_GT_REVITALIZE]) {
  4892. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4893. regen->state.walk = 1;
  4894. }
  4895. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4896. regen->hp += cap_value(regen->hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100, 1, SHRT_MAX);
  4897. if (sc->data[SC_VITATA_500])
  4898. regen->sp += cap_value(regen->sp * sc->data[SC_VITATA_500]->val1 / 100, 1, SHRT_MAX);
  4899. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4900. int ele_class = status_get_class(bl);
  4901. switch (ele_class) {
  4902. case ELEMENTALID_AGNI_S:
  4903. case ELEMENTALID_AGNI_M:
  4904. case ELEMENTALID_AGNI_L:
  4905. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4906. regen->rate.hp += 100;
  4907. break;
  4908. case ELEMENTALID_AQUA_S:
  4909. case ELEMENTALID_AQUA_M:
  4910. case ELEMENTALID_AQUA_L:
  4911. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4912. regen->rate.hp += 100;
  4913. break;
  4914. case ELEMENTALID_VENTUS_S:
  4915. case ELEMENTALID_VENTUS_M:
  4916. case ELEMENTALID_VENTUS_L:
  4917. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4918. regen->rate.hp += 100;
  4919. break;
  4920. case ELEMENTALID_TERA_S:
  4921. case ELEMENTALID_TERA_M:
  4922. case ELEMENTALID_TERA_L:
  4923. if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4924. regen->rate.hp += 100;
  4925. break;
  4926. }
  4927. }
  4928. if (sc->data[SC_CATNIPPOWDER]) {
  4929. regen->rate.hp *= 2;
  4930. regen->rate.sp *= 2;
  4931. }
  4932. #ifdef RENEWAL
  4933. if (sc->data[SC_NIBELUNGEN]) {
  4934. if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPREGEN)
  4935. regen->rate.hp += 100;
  4936. else if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPREGEN)
  4937. regen->rate.sp += 100;
  4938. }
  4939. #endif
  4940. if (sc->data[SC_SIRCLEOFNATURE])
  4941. regen->rate.hp += sc->data[SC_SIRCLEOFNATURE]->val2;
  4942. if (sc->data[SC_SONGOFMANA])
  4943. regen->rate.sp += sc->data[SC_SONGOFMANA]->val3;
  4944. }
  4945. /**
  4946. * Applies a state to a unit - See [StatusChangeStateTable]
  4947. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4948. * @param sc: Object's status change data
  4949. * @param flag: Which state to apply to bl
  4950. * @param start: (1) start state, (0) remove state
  4951. */
  4952. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  4953. {
  4954. /// No sc at all, we can zero without any extra weight over our conciousness
  4955. if( !sc->count ) {
  4956. memset(&sc->cant, 0, sizeof (sc->cant));
  4957. return;
  4958. }
  4959. // Can't move
  4960. if( flag&SCS_NOMOVE ) {
  4961. if( !(flag&SCS_NOMOVECOND) )
  4962. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4963. else if(
  4964. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4965. #ifndef RENEWAL
  4966. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4967. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4968. #endif
  4969. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4970. )
  4971. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4972. }
  4973. // Can't use skills
  4974. if( flag&SCS_NOCAST ) {
  4975. if( !(flag&SCS_NOCASTCOND) )
  4976. sc->cant.cast += ( start ? 1 : -1 );
  4977. else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1)
  4978. sc->cant.cast += (start ? 1 : -1);
  4979. }
  4980. // Can't chat
  4981. if( flag&SCS_NOCHAT ) {
  4982. if( !(flag&SCS_NOCHATCOND) )
  4983. sc->cant.chat += ( start ? 1 : -1 );
  4984. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4985. sc->cant.chat += ( start ? 1 : -1 );
  4986. }
  4987. // Player-only states
  4988. if( bl->type == BL_PC ) {
  4989. // Can't pick-up items
  4990. if( flag&SCS_NOPICKITEM ) {
  4991. if( !(flag&SCS_NOPICKITEMCOND) )
  4992. sc->cant.pickup += ( start ? 1 : -1 );
  4993. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4994. sc->cant.pickup += ( start ? 1 : -1 );
  4995. }
  4996. // Can't drop items
  4997. if( flag&SCS_NODROPITEM ) {
  4998. if( !(flag&SCS_NODROPITEMCOND) )
  4999. sc->cant.drop += ( start ? 1 : -1 );
  5000. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  5001. sc->cant.drop += ( start ? 1 : -1 );
  5002. }
  5003. }
  5004. return;
  5005. }
  5006. /**
  5007. * Recalculates parts of an objects status according to specified flags
  5008. * See [set_sc] [add_sc]
  5009. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5010. * @param flag: Which status has changed on bl
  5011. */
  5012. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  5013. {
  5014. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  5015. struct status_data *status = status_get_status_data(bl); // Battle Status
  5016. struct status_change *sc = status_get_sc(bl);
  5017. TBL_PC *sd = BL_CAST(BL_PC,bl);
  5018. int temp;
  5019. if (!b_status || !status)
  5020. return;
  5021. /** [Playtester]
  5022. * This needs to be done even if there is currently no status change active, because
  5023. * we need to update the speed on the client when the last status change ends.
  5024. **/
  5025. if(flag&SCB_SPEED) {
  5026. struct unit_data *ud = unit_bl2ud(bl);
  5027. /** [Skotlex]
  5028. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  5029. * because if you step on something while walking, the moment this
  5030. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  5031. **/
  5032. if (ud)
  5033. ud->state.change_walk_target = ud->state.speed_changed = 1;
  5034. }
  5035. if(flag&SCB_STR) {
  5036. status->str = status_calc_str(bl, sc, b_status->str);
  5037. flag|=SCB_BATK;
  5038. if( bl->type&BL_HOM )
  5039. flag |= SCB_WATK;
  5040. }
  5041. if(flag&SCB_AGI) {
  5042. status->agi = status_calc_agi(bl, sc, b_status->agi);
  5043. flag|=SCB_FLEE
  5044. #ifdef RENEWAL
  5045. |SCB_DEF2
  5046. #endif
  5047. ;
  5048. if( bl->type&(BL_PC|BL_HOM) )
  5049. flag |= SCB_ASPD|SCB_DSPD;
  5050. }
  5051. if(flag&SCB_VIT) {
  5052. status->vit = status_calc_vit(bl, sc, b_status->vit);
  5053. flag|=SCB_DEF2|SCB_MDEF2;
  5054. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  5055. flag |= SCB_MAXHP;
  5056. if( bl->type&BL_HOM )
  5057. flag |= SCB_DEF;
  5058. }
  5059. if(flag&SCB_INT) {
  5060. status->int_ = status_calc_int(bl, sc, b_status->int_);
  5061. flag|=SCB_MATK|SCB_MDEF2;
  5062. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  5063. flag |= SCB_MAXSP;
  5064. if( bl->type&BL_HOM )
  5065. flag |= SCB_MDEF;
  5066. }
  5067. if(flag&SCB_DEX) {
  5068. status->dex = status_calc_dex(bl, sc, b_status->dex);
  5069. flag|=SCB_BATK|SCB_HIT
  5070. #ifdef RENEWAL
  5071. |SCB_MATK|SCB_MDEF2
  5072. #endif
  5073. ;
  5074. if( bl->type&(BL_PC|BL_HOM) )
  5075. flag |= SCB_ASPD;
  5076. if( bl->type&BL_HOM )
  5077. flag |= SCB_WATK;
  5078. }
  5079. if(flag&SCB_LUK) {
  5080. status->luk = status_calc_luk(bl, sc, b_status->luk);
  5081. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  5082. #ifdef RENEWAL
  5083. |SCB_MATK|SCB_HIT|SCB_FLEE
  5084. #endif
  5085. ;
  5086. }
  5087. if(flag&SCB_BATK && b_status->batk) {
  5088. int lv = status_get_lv(bl);
  5089. status->batk = status_base_atk(bl, status, lv);
  5090. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  5091. if (temp) {
  5092. temp += status->batk;
  5093. status->batk = cap_value(temp, 0, USHRT_MAX);
  5094. }
  5095. status->batk = status_calc_batk(bl, sc, status->batk);
  5096. }
  5097. if(flag&SCB_WATK) {
  5098. #ifndef RENEWAL
  5099. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  5100. if (!sd) // Should not affect weapon refine bonus
  5101. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  5102. if (sd && sd->bonus.weapon_atk_rate)
  5103. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  5104. if(b_status->lhw.atk) {
  5105. if (sd) {
  5106. sd->state.lr_flag = 1;
  5107. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  5108. sd->state.lr_flag = 0;
  5109. } else {
  5110. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  5111. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  5112. }
  5113. }
  5114. #else
  5115. if(!b_status->watk) { // We only have left-hand weapon
  5116. status->watk = 0;
  5117. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  5118. }
  5119. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  5120. #endif
  5121. }
  5122. if(flag&SCB_HIT) {
  5123. if (status->dex == b_status->dex
  5124. #ifdef RENEWAL
  5125. && status->luk == b_status->luk
  5126. #endif
  5127. )
  5128. status->hit = status_calc_hit(bl, sc, b_status->hit);
  5129. else
  5130. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  5131. #ifdef RENEWAL
  5132. + (status->luk/3 - b_status->luk/3)
  5133. #endif
  5134. );
  5135. }
  5136. if(flag&SCB_FLEE) {
  5137. if (status->agi == b_status->agi
  5138. #ifdef RENEWAL
  5139. && status->luk == b_status->luk
  5140. #endif
  5141. )
  5142. status->flee = status_calc_flee(bl, sc, b_status->flee);
  5143. else
  5144. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  5145. #ifdef RENEWAL
  5146. + (status->luk/5 - b_status->luk/5)
  5147. #endif
  5148. );
  5149. }
  5150. if(flag&SCB_DEF) {
  5151. status->def = status_calc_def(bl, sc, b_status->def);
  5152. if( bl->type&BL_HOM )
  5153. status->def += (status->vit/5 - b_status->vit/5);
  5154. }
  5155. if(flag&SCB_DEF2) {
  5156. if (status->vit == b_status->vit
  5157. #ifdef RENEWAL
  5158. && status->agi == b_status->agi
  5159. #endif
  5160. )
  5161. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  5162. else
  5163. status->def2 = status_calc_def2(bl, sc, b_status->def2
  5164. #ifdef RENEWAL
  5165. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  5166. #else
  5167. + (status->vit - b_status->vit)
  5168. #endif
  5169. );
  5170. }
  5171. if(flag&SCB_MDEF) {
  5172. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  5173. if( bl->type&BL_HOM )
  5174. status->mdef += (status->int_/5 - b_status->int_/5);
  5175. }
  5176. if(flag&SCB_MDEF2) {
  5177. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  5178. #ifdef RENEWAL
  5179. && status->dex == b_status->dex
  5180. #endif
  5181. )
  5182. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  5183. else
  5184. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  5185. #ifdef RENEWAL
  5186. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  5187. #else
  5188. + ((status->vit - b_status->vit)>>1)
  5189. #endif
  5190. );
  5191. }
  5192. if(flag&SCB_SPEED) {
  5193. status->speed = status_calc_speed(bl, sc, b_status->speed);
  5194. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  5195. status->speed = battle_config.max_walk_speed;
  5196. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  5197. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  5198. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  5199. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  5200. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  5201. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  5202. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  5203. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  5204. }
  5205. if(flag&SCB_CRI && b_status->cri) {
  5206. if (status->luk == b_status->luk)
  5207. status->cri = status_calc_critical(bl, sc, b_status->cri);
  5208. else
  5209. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  5210. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  5211. if (sd) {
  5212. if (sd->status.weapon == W_KATAR)
  5213. status->cri <<= 1;
  5214. }
  5215. }
  5216. if(flag&SCB_FLEE2 && b_status->flee2) {
  5217. if (status->luk == b_status->luk)
  5218. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  5219. else
  5220. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  5221. }
  5222. if(flag&SCB_ATK_ELE) {
  5223. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  5224. if (sd) sd->state.lr_flag = 1;
  5225. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  5226. if (sd) sd->state.lr_flag = 0;
  5227. }
  5228. if(flag&SCB_DEF_ELE) {
  5229. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  5230. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  5231. }
  5232. if(flag&SCB_MODE) {
  5233. status->mode = status_calc_mode(bl, sc, b_status->mode);
  5234. if (status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
  5235. status->class_ = CLASS_BATTLEFIELD;
  5236. else if (status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
  5237. status->class_ = CLASS_BOSS;
  5238. else if (status_has_mode(status, MD_STATUSIMMUNE))
  5239. status->class_ = CLASS_GUARDIAN;
  5240. else
  5241. status->class_ = CLASS_NORMAL;
  5242. // Since mode changed, reset their state.
  5243. if (!status_has_mode(status,MD_CANATTACK))
  5244. unit_stop_attack(bl);
  5245. if (!status_has_mode(status,MD_CANMOVE))
  5246. unit_stop_walking(bl,1);
  5247. }
  5248. /**
  5249. * No status changes alter these yet.
  5250. * if(flag&SCB_SIZE)
  5251. * if(flag&SCB_RACE)
  5252. * if(flag&SCB_RANGE)
  5253. **/
  5254. if(flag&SCB_MAXHP) {
  5255. if( bl->type&BL_PC ) {
  5256. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  5257. if(battle_config.hp_rate != 100)
  5258. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  5259. if (sd->status.base_level < 100)
  5260. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  5261. else if (sd->status.base_level < 151)
  5262. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  5263. else
  5264. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  5265. }
  5266. else
  5267. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  5268. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  5269. status->hp = status->max_hp;
  5270. if( sd ) clif_updatestatus(sd,SP_HP);
  5271. }
  5272. }
  5273. if(flag&SCB_MAXSP) {
  5274. if( bl->type&BL_PC ) {
  5275. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  5276. if(battle_config.sp_rate != 100)
  5277. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  5278. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  5279. }
  5280. else
  5281. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  5282. if( status->sp > status->max_sp ) {
  5283. status->sp = status->max_sp;
  5284. if( sd ) clif_updatestatus(sd,SP_SP);
  5285. }
  5286. }
  5287. if(flag&SCB_MATK) {
  5288. #ifndef RENEWAL
  5289. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  5290. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  5291. #else
  5292. /**
  5293. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  5294. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  5295. **/
  5296. int lv = status_get_lv(bl);
  5297. status->matk_min = status_base_matk_min(bl, status, lv);
  5298. status->matk_max = status_base_matk_max(bl, status, lv);
  5299. switch( bl->type ) {
  5300. case BL_PC: {
  5301. int wMatk = 0;
  5302. int variance = 0;
  5303. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  5304. if (sd) {
  5305. uint16 skill_lv;
  5306. if (sd->bonus.ematk > 0)
  5307. status->matk_min += sd->bonus.ematk;
  5308. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  5309. status->matk_min += status->matk_min * 20 / 100;
  5310. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  5311. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5312. }
  5313. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  5314. status->matk_max = status->matk_min;
  5315. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  5316. if (b_status->lhw.matk) {
  5317. if (sd) {
  5318. //sd->state.lr_flag = 1; //?? why was that set here
  5319. status->lhw.matk = b_status->lhw.matk;
  5320. sd->state.lr_flag = 0;
  5321. } else {
  5322. status->lhw.matk = b_status->lhw.matk;
  5323. }
  5324. }
  5325. if (b_status->rhw.matk) {
  5326. status->rhw.matk = b_status->rhw.matk;
  5327. }
  5328. if (status->rhw.matk) {
  5329. wMatk += status->rhw.matk;
  5330. variance += wMatk * status->rhw.wlv / 10;
  5331. }
  5332. if (status->lhw.matk) {
  5333. wMatk += status->lhw.matk;
  5334. variance += status->lhw.matk * status->lhw.wlv / 10;
  5335. }
  5336. status->matk_min += wMatk - variance;
  5337. status->matk_max += wMatk + variance;
  5338. }
  5339. break;
  5340. }
  5341. #endif
  5342. if (bl->type&BL_PC && sd->matk_rate != 100) {
  5343. status->matk_max = status->matk_max * sd->matk_rate/100;
  5344. status->matk_min = status->matk_min * sd->matk_rate/100;
  5345. }
  5346. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  5347. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  5348. status->matk_min = status->matk_max;
  5349. #ifdef RENEWAL
  5350. if( sd && sd->right_weapon.overrefine > 0) {
  5351. status->matk_min++;
  5352. status->matk_max += sd->right_weapon.overrefine - 1;
  5353. }
  5354. #endif
  5355. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  5356. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  5357. }
  5358. if(flag&SCB_ASPD) {
  5359. int amotion;
  5360. if ( bl->type&BL_HOM ) {
  5361. #ifdef RENEWAL_ASPD
  5362. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  5363. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  5364. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  5365. #else
  5366. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  5367. amotion = status_calc_aspd_rate(bl, sc, amotion);
  5368. amotion = amotion * status->aspd_rate / 1000;
  5369. #endif
  5370. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5371. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5372. status->adelay = status->amotion;
  5373. } else if ( bl->type&BL_PC ) {
  5374. uint16 skill_lv;
  5375. amotion = status_base_amotion_pc(sd,status);
  5376. #ifndef RENEWAL_ASPD
  5377. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5378. #endif
  5379. // Absolute ASPD % modifiers
  5380. amotion = amotion * status->aspd_rate / 1000;
  5381. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5382. #ifdef RENEWAL_ASPD
  5383. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5384. #else
  5385. amotion += (2000 - amotion) * ( 55 - 5 * ( skill_lv + 1 ) ) / 100; //Increases amotion to reduce ASPD to the corresponding absolute percentage for each level (overriding other adjustments)
  5386. #endif
  5387. #ifdef RENEWAL_ASPD
  5388. // RE ASPD % modifier
  5389. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  5390. amotion = 10 * (200 - amotion);
  5391. amotion += sd->bonus.aspd_add;
  5392. #endif
  5393. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5394. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5395. status->adelay = 2 * status->amotion;
  5396. } else { // Mercenary and mobs
  5397. amotion = b_status->amotion;
  5398. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5399. amotion = amotion*status->aspd_rate/1000;
  5400. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5401. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5402. temp = b_status->adelay*status->aspd_rate/1000;
  5403. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5404. }
  5405. }
  5406. if(flag&SCB_DSPD) {
  5407. int dmotion;
  5408. if( bl->type&BL_PC ) {
  5409. if (b_status->agi == status->agi)
  5410. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5411. else {
  5412. dmotion = 800-status->agi*4;
  5413. status->dmotion = cap_value(dmotion, 400, 800);
  5414. if(battle_config.pc_damage_delay_rate != 100)
  5415. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5416. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5417. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  5418. }
  5419. } else if( bl->type&BL_HOM ) {
  5420. dmotion = 800-status->agi*4;
  5421. status->dmotion = cap_value(dmotion, 400, 800);
  5422. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5423. } else { // Mercenary and mobs
  5424. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5425. }
  5426. }
  5427. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  5428. status_calc_regen(bl, status, status_get_regen_data(bl));
  5429. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  5430. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  5431. }
  5432. /**
  5433. * Recalculates parts of an objects status according to specified flags
  5434. * Also sends updates to the client when necessary
  5435. * See [set_sc] [add_sc]
  5436. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5437. * @param flag: Which status has changed on bl
  5438. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5439. */
  5440. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  5441. {
  5442. struct status_data b_status; // Previous battle status
  5443. struct status_data* status; // Pointer to current battle status
  5444. if (bl->type == BL_PC) {
  5445. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  5446. if (sd->delayed_damage != 0) {
  5447. if (opt&SCO_FORCE)
  5448. sd->state.hold_recalc = false; // Clear and move on
  5449. else {
  5450. sd->state.hold_recalc = true; // Flag and stop
  5451. return;
  5452. }
  5453. }
  5454. }
  5455. // Remember previous values
  5456. status = status_get_status_data(bl);
  5457. memcpy(&b_status, status, sizeof(struct status_data));
  5458. if( flag&SCB_BASE ) { // Calculate the object's base status too
  5459. switch( bl->type ) {
  5460. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5461. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5462. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5463. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5464. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5465. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5466. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5467. }
  5468. }
  5469. if( bl->type == BL_PET )
  5470. return; // Pets are not affected by statuses
  5471. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5472. return; // Assume there will be no statuses active
  5473. status_calc_bl_main(bl, flag);
  5474. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5475. return; // Client update handled by caller
  5476. // Compare against new values and send client updates
  5477. if( bl->type == BL_PC ) {
  5478. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5479. if(b_status.str != status->str)
  5480. clif_updatestatus(sd,SP_STR);
  5481. if(b_status.agi != status->agi)
  5482. clif_updatestatus(sd,SP_AGI);
  5483. if(b_status.vit != status->vit)
  5484. clif_updatestatus(sd,SP_VIT);
  5485. if(b_status.int_ != status->int_)
  5486. clif_updatestatus(sd,SP_INT);
  5487. if(b_status.dex != status->dex)
  5488. clif_updatestatus(sd,SP_DEX);
  5489. if(b_status.luk != status->luk)
  5490. clif_updatestatus(sd,SP_LUK);
  5491. if(b_status.hit != status->hit)
  5492. clif_updatestatus(sd,SP_HIT);
  5493. if(b_status.flee != status->flee)
  5494. clif_updatestatus(sd,SP_FLEE1);
  5495. if(b_status.amotion != status->amotion)
  5496. clif_updatestatus(sd,SP_ASPD);
  5497. if(b_status.speed != status->speed)
  5498. clif_updatestatus(sd,SP_SPEED);
  5499. if(b_status.batk != status->batk
  5500. #ifndef RENEWAL
  5501. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5502. #endif
  5503. )
  5504. clif_updatestatus(sd,SP_ATK1);
  5505. if(b_status.def != status->def) {
  5506. clif_updatestatus(sd,SP_DEF1);
  5507. #ifdef RENEWAL
  5508. clif_updatestatus(sd,SP_DEF2);
  5509. #endif
  5510. }
  5511. if(
  5512. #ifdef RENEWAL
  5513. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5514. #else
  5515. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5516. #endif
  5517. )
  5518. clif_updatestatus(sd,SP_ATK2);
  5519. if(b_status.def2 != status->def2) {
  5520. clif_updatestatus(sd,SP_DEF2);
  5521. #ifdef RENEWAL
  5522. clif_updatestatus(sd,SP_DEF1);
  5523. #endif
  5524. }
  5525. if(b_status.flee2 != status->flee2)
  5526. clif_updatestatus(sd,SP_FLEE2);
  5527. if(b_status.cri != status->cri)
  5528. clif_updatestatus(sd,SP_CRITICAL);
  5529. #ifndef RENEWAL
  5530. if(b_status.matk_max != status->matk_max)
  5531. clif_updatestatus(sd,SP_MATK1);
  5532. if(b_status.matk_min != status->matk_min)
  5533. clif_updatestatus(sd,SP_MATK2);
  5534. #else
  5535. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5536. clif_updatestatus(sd,SP_MATK2);
  5537. clif_updatestatus(sd,SP_MATK1);
  5538. }
  5539. #endif
  5540. if(b_status.mdef != status->mdef) {
  5541. clif_updatestatus(sd,SP_MDEF1);
  5542. #ifdef RENEWAL
  5543. clif_updatestatus(sd,SP_MDEF2);
  5544. #endif
  5545. }
  5546. if(b_status.mdef2 != status->mdef2) {
  5547. clif_updatestatus(sd,SP_MDEF2);
  5548. #ifdef RENEWAL
  5549. clif_updatestatus(sd,SP_MDEF1);
  5550. #endif
  5551. }
  5552. if(b_status.rhw.range != status->rhw.range)
  5553. clif_updatestatus(sd,SP_ATTACKRANGE);
  5554. if(b_status.max_hp != status->max_hp)
  5555. clif_updatestatus(sd,SP_MAXHP);
  5556. if(b_status.max_sp != status->max_sp)
  5557. clif_updatestatus(sd,SP_MAXSP);
  5558. if(b_status.hp != status->hp)
  5559. clif_updatestatus(sd,SP_HP);
  5560. if(b_status.sp != status->sp)
  5561. clif_updatestatus(sd,SP_SP);
  5562. } else if( bl->type == BL_HOM ) {
  5563. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5564. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5565. clif_hominfo(hd->master,hd,0);
  5566. } else if( bl->type == BL_MER ) {
  5567. TBL_MER* md = BL_CAST(BL_MER, bl);
  5568. if (!md->master)
  5569. return;
  5570. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5571. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5572. if( b_status.matk_max != status->matk_max )
  5573. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5574. if( b_status.hit != status->hit )
  5575. clif_mercenary_updatestatus(md->master, SP_HIT);
  5576. if( b_status.cri != status->cri )
  5577. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5578. if( b_status.def != status->def )
  5579. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5580. if( b_status.mdef != status->mdef )
  5581. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5582. if( b_status.flee != status->flee )
  5583. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5584. if( b_status.amotion != status->amotion )
  5585. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5586. if( b_status.max_hp != status->max_hp )
  5587. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5588. if( b_status.max_sp != status->max_sp )
  5589. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5590. if( b_status.hp != status->hp )
  5591. clif_mercenary_updatestatus(md->master, SP_HP);
  5592. if( b_status.sp != status->sp )
  5593. clif_mercenary_updatestatus(md->master, SP_SP);
  5594. } else if( bl->type == BL_ELEM ) {
  5595. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5596. if (!ed->master)
  5597. return;
  5598. if( b_status.max_hp != status->max_hp )
  5599. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  5600. if( b_status.max_sp != status->max_sp )
  5601. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  5602. if( b_status.hp != status->hp )
  5603. clif_elemental_updatestatus(ed->master, SP_HP);
  5604. if( b_status.sp != status->sp )
  5605. clif_mercenary_updatestatus(ed->master, SP_SP);
  5606. }
  5607. }
  5608. /**
  5609. * Adds strength modifications based on status changes
  5610. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5611. * @param sc: Object's status change information
  5612. * @param str: Initial str
  5613. * @return modified str with cap_value(str,0,USHRT_MAX)
  5614. */
  5615. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  5616. {
  5617. if(!sc || !sc->count)
  5618. return cap_value(str,0,USHRT_MAX);
  5619. if(sc->data[SC_HARMONIZE]) {
  5620. str -= sc->data[SC_HARMONIZE]->val2;
  5621. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5622. }
  5623. if(sc->data[SC_INCALLSTATUS])
  5624. str += sc->data[SC_INCALLSTATUS]->val1;
  5625. if(sc->data[SC_CHASEWALK2])
  5626. str += sc->data[SC_CHASEWALK2]->val1;
  5627. if(sc->data[SC_INCSTR])
  5628. str += sc->data[SC_INCSTR]->val1;
  5629. if(sc->data[SC_STRFOOD])
  5630. str += sc->data[SC_STRFOOD]->val1;
  5631. if(sc->data[SC_FOOD_STR_CASH])
  5632. str += sc->data[SC_FOOD_STR_CASH]->val1;
  5633. if(sc->data[SC_BATTLEORDERS])
  5634. str += 5;
  5635. if(sc->data[SC_LEADERSHIP])
  5636. str += sc->data[SC_LEADERSHIP]->val1;
  5637. if(sc->data[SC_LOUD])
  5638. str += 4;
  5639. if(sc->data[SC_TRUESIGHT])
  5640. str += 5;
  5641. if(sc->data[SC_SPURT])
  5642. str += 10;
  5643. if(sc->data[SC_NEN])
  5644. str += sc->data[SC_NEN]->val1;
  5645. if(sc->data[SC_BLESSING]) {
  5646. if(sc->data[SC_BLESSING]->val2)
  5647. str += sc->data[SC_BLESSING]->val2;
  5648. else
  5649. str >>= 1;
  5650. }
  5651. if(sc->data[SC_MARIONETTE])
  5652. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  5653. if(sc->data[SC_MARIONETTE2])
  5654. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  5655. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5656. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  5657. if(sc->data[SC_GIANTGROWTH])
  5658. str += sc->data[SC_GIANTGROWTH]->val2;
  5659. if(sc->data[SC_BEYONDOFWARCRY])
  5660. str -= sc->data[SC_BEYONDOFWARCRY]->val2;
  5661. if(sc->data[SC_SAVAGE_STEAK])
  5662. str += sc->data[SC_SAVAGE_STEAK]->val1;
  5663. if(sc->data[SC_INSPIRATION])
  5664. str += sc->data[SC_INSPIRATION]->val3;
  5665. if(sc->data[SC_2011RWC_SCROLL])
  5666. str += sc->data[SC_2011RWC_SCROLL]->val1;
  5667. if(sc->data[SC_STOMACHACHE])
  5668. str -= sc->data[SC_STOMACHACHE]->val1;
  5669. if(sc->data[SC_KYOUGAKU])
  5670. str -= sc->data[SC_KYOUGAKU]->val2;
  5671. if(sc->data[SC_SWORDCLAN])
  5672. str += 1;
  5673. if(sc->data[SC_JUMPINGCLAN])
  5674. str += 1;
  5675. if(sc->data[SC_FULL_THROTTLE])
  5676. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5677. if(sc->data[SC_CHEERUP])
  5678. str += 3;
  5679. if(sc->data[SC_GLASTHEIM_STATE])
  5680. str += sc->data[SC_GLASTHEIM_STATE]->val1;
  5681. #ifdef RENEWAL
  5682. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5683. str += 15;
  5684. #endif
  5685. if (sc->data[SC_UNIVERSESTANCE])
  5686. str += sc->data[SC_UNIVERSESTANCE]->val2;
  5687. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5688. }
  5689. /**
  5690. * Adds agility modifications based on status changes
  5691. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5692. * @param sc: Object's status change information
  5693. * @param agi: Initial agi
  5694. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5695. */
  5696. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  5697. {
  5698. if(!sc || !sc->count)
  5699. return cap_value(agi,0,USHRT_MAX);
  5700. if(sc->data[SC_HARMONIZE]) {
  5701. agi -= sc->data[SC_HARMONIZE]->val2;
  5702. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5703. }
  5704. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5705. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  5706. if(sc->data[SC_INCALLSTATUS])
  5707. agi += sc->data[SC_INCALLSTATUS]->val1;
  5708. if(sc->data[SC_INCAGI])
  5709. agi += sc->data[SC_INCAGI]->val1;
  5710. if(sc->data[SC_AGIFOOD])
  5711. agi += sc->data[SC_AGIFOOD]->val1;
  5712. if(sc->data[SC_FOOD_AGI_CASH])
  5713. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  5714. if(sc->data[SC_SOULCOLD])
  5715. agi += sc->data[SC_SOULCOLD]->val1;
  5716. if(sc->data[SC_TRUESIGHT])
  5717. agi += 5;
  5718. if(sc->data[SC_INCREASEAGI])
  5719. agi += sc->data[SC_INCREASEAGI]->val2;
  5720. if(sc->data[SC_INCREASING])
  5721. agi += 4; // Added based on skill updates [Reddozen]
  5722. if(sc->data[SC_2011RWC_SCROLL])
  5723. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  5724. if(sc->data[SC_DECREASEAGI])
  5725. agi -= sc->data[SC_DECREASEAGI]->val2;
  5726. if(sc->data[SC_QUAGMIRE])
  5727. agi -= sc->data[SC_QUAGMIRE]->val2;
  5728. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  5729. agi -= sc->data[SC_SUITON]->val2;
  5730. if(sc->data[SC_MARIONETTE])
  5731. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  5732. if(sc->data[SC_MARIONETTE2])
  5733. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  5734. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5735. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  5736. if(sc->data[SC_ADORAMUS])
  5737. agi -= sc->data[SC_ADORAMUS]->val2;
  5738. if(sc->data[SC_MARSHOFABYSS])
  5739. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5740. if(sc->data[SC_DROCERA_HERB_STEAMED])
  5741. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  5742. if(sc->data[SC_INSPIRATION])
  5743. agi += sc->data[SC_INSPIRATION]->val3;
  5744. if(sc->data[SC_STOMACHACHE])
  5745. agi -= sc->data[SC_STOMACHACHE]->val1;
  5746. if(sc->data[SC_KYOUGAKU])
  5747. agi -= sc->data[SC_KYOUGAKU]->val2;
  5748. if(sc->data[SC_CROSSBOWCLAN])
  5749. agi += 1;
  5750. if(sc->data[SC_JUMPINGCLAN])
  5751. agi += 1;
  5752. if(sc->data[SC_FULL_THROTTLE])
  5753. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5754. if (sc->data[SC_ARCLOUSEDASH])
  5755. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  5756. if(sc->data[SC_CHEERUP])
  5757. agi += 3;
  5758. if(sc->data[SC_GLASTHEIM_STATE])
  5759. agi += sc->data[SC_GLASTHEIM_STATE]->val1;
  5760. #ifdef RENEWAL
  5761. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5762. agi += 15;
  5763. #endif
  5764. if (sc->data[SC_UNIVERSESTANCE])
  5765. agi += sc->data[SC_UNIVERSESTANCE]->val2;
  5766. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5767. }
  5768. /**
  5769. * Adds vitality modifications based on status changes
  5770. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5771. * @param sc: Object's status change information
  5772. * @param vit: Initial vit
  5773. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5774. */
  5775. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  5776. {
  5777. if(!sc || !sc->count)
  5778. return cap_value(vit,0,USHRT_MAX);
  5779. if(sc->data[SC_HARMONIZE]) {
  5780. vit -= sc->data[SC_HARMONIZE]->val2;
  5781. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5782. }
  5783. if(sc->data[SC_INCALLSTATUS])
  5784. vit += sc->data[SC_INCALLSTATUS]->val1;
  5785. if(sc->data[SC_INCVIT])
  5786. vit += sc->data[SC_INCVIT]->val1;
  5787. if(sc->data[SC_VITFOOD])
  5788. vit += sc->data[SC_VITFOOD]->val1;
  5789. if(sc->data[SC_FOOD_VIT_CASH])
  5790. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  5791. if(sc->data[SC_CHANGE])
  5792. vit += sc->data[SC_CHANGE]->val2;
  5793. if(sc->data[SC_GLORYWOUNDS])
  5794. vit += sc->data[SC_GLORYWOUNDS]->val1;
  5795. if(sc->data[SC_TRUESIGHT])
  5796. vit += 5;
  5797. if(sc->data[SC_MARIONETTE])
  5798. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  5799. if(sc->data[SC_MARIONETTE2])
  5800. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  5801. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5802. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  5803. if(sc->data[SC_MINOR_BBQ])
  5804. vit += sc->data[SC_MINOR_BBQ]->val1;
  5805. if(sc->data[SC_INSPIRATION])
  5806. vit += sc->data[SC_INSPIRATION]->val3;
  5807. if(sc->data[SC_2011RWC_SCROLL])
  5808. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  5809. if(sc->data[SC_STOMACHACHE])
  5810. vit -= sc->data[SC_STOMACHACHE]->val1;
  5811. if(sc->data[SC_KYOUGAKU])
  5812. vit -= sc->data[SC_KYOUGAKU]->val2;
  5813. if(sc->data[SC_SWORDCLAN])
  5814. vit += 1;
  5815. if(sc->data[SC_JUMPINGCLAN])
  5816. vit += 1;
  5817. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  5818. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  5819. if(sc->data[SC_FULL_THROTTLE])
  5820. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5821. #ifdef RENEWAL
  5822. if(sc->data[SC_DEFENCE])
  5823. vit += sc->data[SC_DEFENCE]->val2;
  5824. #endif
  5825. if(sc->data[SC_CHEERUP])
  5826. vit += 3;
  5827. if(sc->data[SC_GLASTHEIM_STATE])
  5828. vit += sc->data[SC_GLASTHEIM_STATE]->val1;
  5829. #ifdef RENEWAL
  5830. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5831. vit += 15;
  5832. #endif
  5833. if (sc->data[SC_UNIVERSESTANCE])
  5834. vit += sc->data[SC_UNIVERSESTANCE]->val2;
  5835. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5836. }
  5837. /**
  5838. * Adds intelligence modifications based on status changes
  5839. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5840. * @param sc: Object's status change information
  5841. * @param int_: Initial int
  5842. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5843. */
  5844. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  5845. {
  5846. if(!sc || !sc->count)
  5847. return cap_value(int_,0,USHRT_MAX);
  5848. if(sc->data[SC_HARMONIZE]) {
  5849. int_ -= sc->data[SC_HARMONIZE]->val2;
  5850. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5851. }
  5852. if(sc->data[SC_INCALLSTATUS])
  5853. int_ += sc->data[SC_INCALLSTATUS]->val1;
  5854. if(sc->data[SC_INCINT])
  5855. int_ += sc->data[SC_INCINT]->val1;
  5856. if(sc->data[SC_INTFOOD])
  5857. int_ += sc->data[SC_INTFOOD]->val1;
  5858. if(sc->data[SC_FOOD_INT_CASH])
  5859. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  5860. if(sc->data[SC_CHANGE])
  5861. int_ += sc->data[SC_CHANGE]->val3;
  5862. if(sc->data[SC_BATTLEORDERS])
  5863. int_ += 5;
  5864. if(sc->data[SC_TRUESIGHT])
  5865. int_ += 5;
  5866. if(sc->data[SC_BLESSING]) {
  5867. if (sc->data[SC_BLESSING]->val2)
  5868. int_ += sc->data[SC_BLESSING]->val2;
  5869. else
  5870. int_ >>= 1;
  5871. }
  5872. if(sc->data[SC_NEN])
  5873. int_ += sc->data[SC_NEN]->val1;
  5874. if(sc->data[SC_MARIONETTE])
  5875. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5876. if(sc->data[SC_2011RWC_SCROLL])
  5877. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  5878. if(sc->data[SC_MARIONETTE2])
  5879. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5880. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5881. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5882. if(sc->data[SC_INSPIRATION])
  5883. int_ += sc->data[SC_INSPIRATION]->val3;
  5884. if(sc->data[SC_MELODYOFSINK])
  5885. int_ -= sc->data[SC_MELODYOFSINK]->val2;
  5886. if(sc->data[SC_MANDRAGORA])
  5887. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5888. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5889. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5890. if(sc->data[SC_STOMACHACHE])
  5891. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5892. if(sc->data[SC_KYOUGAKU])
  5893. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5894. if(sc->data[SC_ARCWANDCLAN])
  5895. int_ += 1;
  5896. if(sc->data[SC_GOLDENMACECLAN])
  5897. int_ += 1;
  5898. if(sc->data[SC_JUMPINGCLAN])
  5899. int_ += 1;
  5900. if(sc->data[SC_FULL_THROTTLE])
  5901. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5902. if(sc->data[SC_CHEERUP])
  5903. int_ += 3;
  5904. if(sc->data[SC_GLASTHEIM_STATE])
  5905. int_ += sc->data[SC_GLASTHEIM_STATE]->val1;
  5906. if (sc->data[SC_UNIVERSESTANCE])
  5907. int_ += sc->data[SC_UNIVERSESTANCE]->val2;
  5908. if(bl->type != BL_PC) {
  5909. if(sc->data[SC_STRIPHELM])
  5910. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5911. if(sc->data[SC__STRIPACCESSORY])
  5912. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5913. }
  5914. #ifdef RENEWAL
  5915. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5916. int_ += 15;
  5917. #endif
  5918. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5919. }
  5920. /**
  5921. * Adds dexterity modifications based on status changes
  5922. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5923. * @param sc: Object's status change information
  5924. * @param dex: Initial dex
  5925. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5926. */
  5927. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5928. {
  5929. if(!sc || !sc->count)
  5930. return cap_value(dex,0,USHRT_MAX);
  5931. if(sc->data[SC_HARMONIZE]) {
  5932. dex -= sc->data[SC_HARMONIZE]->val2;
  5933. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5934. }
  5935. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5936. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5937. if(sc->data[SC_INCALLSTATUS])
  5938. dex += sc->data[SC_INCALLSTATUS]->val1;
  5939. if(sc->data[SC_INCDEX])
  5940. dex += sc->data[SC_INCDEX]->val1;
  5941. if(sc->data[SC_DEXFOOD])
  5942. dex += sc->data[SC_DEXFOOD]->val1;
  5943. if(sc->data[SC_FOOD_DEX_CASH])
  5944. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5945. if(sc->data[SC_BATTLEORDERS])
  5946. dex += 5;
  5947. if(sc->data[SC_HAWKEYES])
  5948. dex += sc->data[SC_HAWKEYES]->val1;
  5949. if(sc->data[SC_TRUESIGHT])
  5950. dex += 5;
  5951. if(sc->data[SC_QUAGMIRE])
  5952. dex -= sc->data[SC_QUAGMIRE]->val2;
  5953. if(sc->data[SC_BLESSING]) {
  5954. if (sc->data[SC_BLESSING]->val2)
  5955. dex += sc->data[SC_BLESSING]->val2;
  5956. else
  5957. dex >>= 1;
  5958. }
  5959. if(sc->data[SC_INCREASING])
  5960. dex += 4; // Added based on skill updates [Reddozen]
  5961. if(sc->data[SC_MARIONETTE])
  5962. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5963. if(sc->data[SC_2011RWC_SCROLL])
  5964. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  5965. if(sc->data[SC_MARIONETTE2])
  5966. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5967. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5968. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5969. if(sc->data[SC_SIROMA_ICE_TEA])
  5970. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5971. if(sc->data[SC_INSPIRATION])
  5972. dex += sc->data[SC_INSPIRATION]->val3;
  5973. if(sc->data[SC_STOMACHACHE])
  5974. dex -= sc->data[SC_STOMACHACHE]->val1;
  5975. if(sc->data[SC_KYOUGAKU])
  5976. dex -= sc->data[SC_KYOUGAKU]->val2;
  5977. if(sc->data[SC_ARCWANDCLAN])
  5978. dex += 1;
  5979. if(sc->data[SC_CROSSBOWCLAN])
  5980. dex += 1;
  5981. if(sc->data[SC_JUMPINGCLAN])
  5982. dex += 1;
  5983. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5984. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5985. if(sc->data[SC_MARSHOFABYSS])
  5986. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5987. if(sc->data[SC_FULL_THROTTLE])
  5988. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5989. if(sc->data[SC_CHEERUP])
  5990. dex += 3;
  5991. if(sc->data[SC_GLASTHEIM_STATE])
  5992. dex += sc->data[SC_GLASTHEIM_STATE]->val1;
  5993. #ifdef RENEWAL
  5994. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5995. dex += 15;
  5996. #endif
  5997. if (sc->data[SC_UNIVERSESTANCE])
  5998. dex += sc->data[SC_UNIVERSESTANCE]->val2;
  5999. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  6000. }
  6001. /**
  6002. * Adds luck modifications based on status changes
  6003. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  6004. * @param sc: Object's status change information
  6005. * @param luk: Initial luk
  6006. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  6007. */
  6008. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  6009. {
  6010. if(!sc || !sc->count)
  6011. return cap_value(luk,0,USHRT_MAX);
  6012. if(sc->data[SC_HARMONIZE]) {
  6013. luk -= sc->data[SC_HARMONIZE]->val2;
  6014. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  6015. }
  6016. if(sc->data[SC_CURSE])
  6017. return 0;
  6018. if(sc->data[SC_INCALLSTATUS])
  6019. luk += sc->data[SC_INCALLSTATUS]->val1;
  6020. if(sc->data[SC_INCLUK])
  6021. luk += sc->data[SC_INCLUK]->val1;
  6022. if(sc->data[SC_LUKFOOD])
  6023. luk += sc->data[SC_LUKFOOD]->val1;
  6024. if(sc->data[SC_FOOD_LUK_CASH])
  6025. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  6026. if(sc->data[SC_TRUESIGHT])
  6027. luk += 5;
  6028. if(sc->data[SC_GLORIA])
  6029. luk += 30;
  6030. if(sc->data[SC_MARIONETTE])
  6031. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  6032. if(sc->data[SC_MARIONETTE2])
  6033. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  6034. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  6035. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  6036. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  6037. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  6038. if(sc->data[SC_INSPIRATION])
  6039. luk += sc->data[SC_INSPIRATION]->val3;
  6040. if(sc->data[SC_STOMACHACHE])
  6041. luk -= sc->data[SC_STOMACHACHE]->val1;
  6042. if(sc->data[SC_KYOUGAKU])
  6043. luk -= sc->data[SC_KYOUGAKU]->val2;
  6044. if(sc->data[SC_2011RWC_SCROLL])
  6045. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  6046. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  6047. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  6048. if(sc->data[SC_BANANA_BOMB])
  6049. luk -= 75;
  6050. if(sc->data[SC_GOLDENMACECLAN])
  6051. luk += 1;
  6052. if(sc->data[SC_JUMPINGCLAN])
  6053. luk += 1;
  6054. if(sc->data[SC_FULL_THROTTLE])
  6055. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  6056. if(sc->data[SC_CHEERUP])
  6057. luk += 3;
  6058. if(sc->data[SC_GLASTHEIM_STATE])
  6059. luk += sc->data[SC_GLASTHEIM_STATE]->val1;
  6060. #ifdef RENEWAL
  6061. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  6062. luk += 15;
  6063. #endif
  6064. if (sc->data[SC_UNIVERSESTANCE])
  6065. luk += sc->data[SC_UNIVERSESTANCE]->val2;
  6066. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  6067. }
  6068. /**
  6069. * Adds base attack modifications based on status changes
  6070. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  6071. * @param sc: Object's status change information
  6072. * @param batk: Initial batk
  6073. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  6074. */
  6075. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  6076. {
  6077. if(!sc || !sc->count)
  6078. return cap_value(batk,0,USHRT_MAX);
  6079. if(sc->data[SC_ATKPOTION])
  6080. batk += sc->data[SC_ATKPOTION]->val1;
  6081. if(sc->data[SC_BATKFOOD])
  6082. batk += sc->data[SC_BATKFOOD]->val1;
  6083. #ifndef RENEWAL
  6084. if(sc->data[SC_GATLINGFEVER])
  6085. batk += sc->data[SC_GATLINGFEVER]->val3;
  6086. if(sc->data[SC_MADNESSCANCEL])
  6087. batk += 100;
  6088. #endif
  6089. if(sc->data[SC_FULL_SWING_K])
  6090. batk += sc->data[SC_FULL_SWING_K]->val1;
  6091. if(sc->data[SC_ASH])
  6092. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  6093. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  6094. batk += sc->data[SC_PYROCLASTIC]->val2;
  6095. if (sc->data[SC_ANGRIFFS_MODUS])
  6096. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  6097. if(sc->data[SC_2011RWC_SCROLL])
  6098. batk += 30;
  6099. if(sc->data[SC_INCATKRATE])
  6100. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  6101. if(sc->data[SC_PROVOKE])
  6102. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  6103. #ifndef RENEWAL
  6104. if(sc->data[SC_CONCENTRATION])
  6105. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  6106. #endif
  6107. if(sc->data[SC_SKE])
  6108. batk += batk * 3;
  6109. if(sc->data[SC_BLOODLUST])
  6110. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  6111. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  6112. batk -= batk * 25/100;
  6113. if(sc->data[SC_CURSE])
  6114. batk -= batk * 25/100;
  6115. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  6116. if(sc->data[SC_BLEEDING])
  6117. batk -= batk * 25 / 100; */
  6118. if(sc->data[SC_FLEET])
  6119. batk += batk * sc->data[SC_FLEET]->val3/100;
  6120. if(sc->data[SC__ENERVATION])
  6121. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  6122. if( sc->data[SC_ZANGETSU] )
  6123. batk += sc->data[SC_ZANGETSU]->val2;
  6124. if(sc->data[SC_QUEST_BUFF1])
  6125. batk += sc->data[SC_QUEST_BUFF1]->val1;
  6126. if(sc->data[SC_QUEST_BUFF2])
  6127. batk += sc->data[SC_QUEST_BUFF2]->val1;
  6128. if(sc->data[SC_QUEST_BUFF3])
  6129. batk += sc->data[SC_QUEST_BUFF3]->val1;
  6130. if (sc->data[SC_SHRIMP])
  6131. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  6132. #ifdef RENEWAL
  6133. if (sc->data[SC_LOUD])
  6134. batk += 30;
  6135. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ATKRATE)
  6136. batk += batk * 20 / 100;
  6137. #endif
  6138. if (sc->data[SC_SUNSTANCE])
  6139. batk += batk * sc->data[SC_SUNSTANCE]->val2 / 100;
  6140. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  6141. }
  6142. /**
  6143. * Adds weapon attack modifications based on status changes
  6144. * @param bl: Object to change watk [PC]
  6145. * @param sc: Object's status change information
  6146. * @param watk: Initial watk
  6147. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  6148. */
  6149. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  6150. {
  6151. if(!sc || !sc->count)
  6152. return cap_value(watk,0,USHRT_MAX);
  6153. #ifndef RENEWAL
  6154. if(sc->data[SC_DRUMBATTLE])
  6155. watk += sc->data[SC_DRUMBATTLE]->val2;
  6156. #endif
  6157. if (sc->data[SC_IMPOSITIO])
  6158. watk += sc->data[SC_IMPOSITIO]->val2;
  6159. if(sc->data[SC_WATKFOOD])
  6160. watk += sc->data[SC_WATKFOOD]->val1;
  6161. if(sc->data[SC_VOLCANO])
  6162. watk += sc->data[SC_VOLCANO]->val2;
  6163. if(sc->data[SC_MERC_ATKUP])
  6164. watk += sc->data[SC_MERC_ATKUP]->val2;
  6165. if(sc->data[SC_WATER_BARRIER])
  6166. watk -= sc->data[SC_WATER_BARRIER]->val2;
  6167. #ifndef RENEWAL
  6168. if(sc->data[SC_NIBELUNGEN]) {
  6169. if (bl->type != BL_PC)
  6170. watk += sc->data[SC_NIBELUNGEN]->val2;
  6171. else {
  6172. TBL_PC *sd = (TBL_PC*)bl;
  6173. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  6174. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON && sd->inventory_data[index]->weapon_level == 4)
  6175. watk += sc->data[SC_NIBELUNGEN]->val2;
  6176. }
  6177. }
  6178. if(sc->data[SC_CONCENTRATION])
  6179. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  6180. #endif
  6181. if(sc->data[SC_INCATKRATE])
  6182. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  6183. if(sc->data[SC_PROVOKE])
  6184. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  6185. if(sc->data[SC_SKE])
  6186. watk += watk * 3;
  6187. if(sc->data[SC_FLEET])
  6188. watk += watk * sc->data[SC_FLEET]->val3/100;
  6189. if(sc->data[SC_CURSE])
  6190. watk -= watk * 25/100;
  6191. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  6192. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  6193. if(sc->data[SC_FIGHTINGSPIRIT])
  6194. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  6195. if (sc->data[SC_SHIELDSPELL_ATK])
  6196. watk += sc->data[SC_SHIELDSPELL_ATK]->val2;
  6197. if(sc->data[SC_INSPIRATION])
  6198. watk += sc->data[SC_INSPIRATION]->val2;
  6199. if(sc->data[SC_GT_CHANGE])
  6200. watk += sc->data[SC_GT_CHANGE]->val2;
  6201. if(sc->data[SC__ENERVATION])
  6202. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  6203. if(sc->data[SC_STRIKING])
  6204. watk += sc->data[SC_STRIKING]->val2;
  6205. if(sc->data[SC_RUSHWINDMILL])
  6206. watk += sc->data[SC_RUSHWINDMILL]->val3;
  6207. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  6208. watk += 50;
  6209. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  6210. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  6211. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6212. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  6213. watk += watk * 10 / 100;
  6214. if(sc->data[SC_PYROTECHNIC_OPTION])
  6215. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  6216. if(sc->data[SC_HEATER_OPTION])
  6217. watk += sc->data[SC_HEATER_OPTION]->val2;
  6218. if(sc->data[SC_TROPIC_OPTION])
  6219. watk += sc->data[SC_TROPIC_OPTION]->val2;
  6220. if( sc && sc->data[SC_TIDAL_WEAPON] )
  6221. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  6222. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  6223. watk += sc->data[SC_PYROCLASTIC]->val2;
  6224. if(sc->data[SC_ANGRIFFS_MODUS])
  6225. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  6226. if(sc->data[SC_ODINS_POWER])
  6227. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  6228. if (sc->data[SC_FLASHCOMBO])
  6229. watk += sc->data[SC_FLASHCOMBO]->val2;
  6230. if (sc->data[SC_CATNIPPOWDER])
  6231. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  6232. if (sc->data[SC_CHATTERING])
  6233. watk += sc->data[SC_CHATTERING]->val2;
  6234. if (sc->data[SC_SUNSTANCE])
  6235. watk += watk * sc->data[SC_SUNSTANCE]->val2 / 100;
  6236. if (sc->data[SC_SOULFALCON])
  6237. watk += sc->data[SC_SOULFALCON]->val2;
  6238. if (sc->data[SC_PACKING_ENVELOPE1])
  6239. watk += sc->data[SC_PACKING_ENVELOPE1]->val1;
  6240. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  6241. }
  6242. #ifdef RENEWAL
  6243. /**
  6244. * Adds equip magic attack modifications based on status changes [RENEWAL]
  6245. * @param bl: Object to change matk [PC]
  6246. * @param sc: Object's status change information
  6247. * @param matk: Initial matk
  6248. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6249. */
  6250. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  6251. {
  6252. if (!sc || !sc->count)
  6253. return cap_value(matk,0,USHRT_MAX);
  6254. if (sc->data[SC_IMPOSITIO])
  6255. matk += sc->data[SC_IMPOSITIO]->val2;
  6256. if (sc->data[SC_MATKPOTION])
  6257. matk += sc->data[SC_MATKPOTION]->val1;
  6258. if (sc->data[SC_MATKFOOD])
  6259. matk += sc->data[SC_MATKFOOD]->val1;
  6260. if(sc->data[SC_MANA_PLUS])
  6261. matk += sc->data[SC_MANA_PLUS]->val1;
  6262. if(sc->data[SC_COOLER_OPTION])
  6263. matk += sc->data[SC_COOLER_OPTION]->val2;
  6264. if(sc->data[SC_AQUAPLAY_OPTION])
  6265. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  6266. if(sc->data[SC_CHILLY_AIR_OPTION])
  6267. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  6268. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  6269. matk += 50;
  6270. if(sc->data[SC_ODINS_POWER])
  6271. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  6272. if(sc->data[SC_MOONLITSERENADE])
  6273. matk += sc->data[SC_MOONLITSERENADE]->val3;
  6274. if(sc->data[SC_IZAYOI])
  6275. matk += 25 * sc->data[SC_IZAYOI]->val1;
  6276. if(sc->data[SC_ZANGETSU])
  6277. matk += sc->data[SC_ZANGETSU]->val3;
  6278. if(sc->data[SC_QUEST_BUFF1])
  6279. matk += sc->data[SC_QUEST_BUFF1]->val1;
  6280. if(sc->data[SC_QUEST_BUFF2])
  6281. matk += sc->data[SC_QUEST_BUFF2]->val1;
  6282. if(sc->data[SC_QUEST_BUFF3])
  6283. matk += sc->data[SC_QUEST_BUFF3]->val1;
  6284. if(sc->data[SC_MTF_MATK2])
  6285. matk += sc->data[SC_MTF_MATK2]->val1;
  6286. if(sc->data[SC_2011RWC_SCROLL])
  6287. matk += 30;
  6288. if (sc->data[SC_CATNIPPOWDER])
  6289. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  6290. if (sc->data[SC_CHATTERING])
  6291. matk += sc->data[SC_CHATTERING]->val2;
  6292. if (sc->data[SC_DORAM_MATK])
  6293. matk += sc->data[SC_DORAM_MATK]->val1;
  6294. if (sc->data[SC_SOULFAIRY])
  6295. matk += sc->data[SC_SOULFAIRY]->val2;
  6296. if (sc->data[SC__AUTOSHADOWSPELL])
  6297. matk += sc->data[SC__AUTOSHADOWSPELL]->val4 * 5;
  6298. if (sc->data[SC_INSPIRATION])
  6299. matk += sc->data[SC_INSPIRATION]->val2;
  6300. if (sc->data[SC_PACKING_ENVELOPE2])
  6301. matk += sc->data[SC_PACKING_ENVELOPE2]->val1;
  6302. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6303. }
  6304. #endif
  6305. /**
  6306. * Adds magic attack modifications based on status changes
  6307. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6308. * @param sc: Object's status change information
  6309. * @param matk: Initial matk
  6310. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6311. */
  6312. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  6313. {
  6314. if(!sc || !sc->count)
  6315. return cap_value(matk,0,USHRT_MAX);
  6316. #ifndef RENEWAL
  6317. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6318. if (sc->data[SC_MATKPOTION])
  6319. matk += sc->data[SC_MATKPOTION]->val1;
  6320. if (sc->data[SC_MATKFOOD])
  6321. matk += sc->data[SC_MATKFOOD]->val1;
  6322. if (sc->data[SC_MANA_PLUS])
  6323. matk += sc->data[SC_MANA_PLUS]->val1;
  6324. if (sc->data[SC_AQUAPLAY_OPTION])
  6325. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  6326. if (sc->data[SC_CHILLY_AIR_OPTION])
  6327. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  6328. if (sc->data[SC_COOLER_OPTION])
  6329. matk += sc->data[SC_COOLER_OPTION]->val2;
  6330. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  6331. matk += 50;
  6332. if (sc->data[SC_ODINS_POWER])
  6333. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  6334. if (sc->data[SC_IZAYOI])
  6335. matk += 25 * sc->data[SC_IZAYOI]->val1;
  6336. if (sc->data[SC_MTF_MATK2])
  6337. matk += sc->data[SC_MTF_MATK2]->val1;
  6338. if (sc->data[SC_2011RWC_SCROLL])
  6339. matk += 30;
  6340. #endif
  6341. if (sc->data[SC_ZANGETSU])
  6342. matk += sc->data[SC_ZANGETSU]->val3;
  6343. if (sc->data[SC_QUEST_BUFF1])
  6344. matk += sc->data[SC_QUEST_BUFF1]->val1;
  6345. if (sc->data[SC_QUEST_BUFF2])
  6346. matk += sc->data[SC_QUEST_BUFF2]->val1;
  6347. if (sc->data[SC_QUEST_BUFF3])
  6348. matk += sc->data[SC_QUEST_BUFF3]->val1;
  6349. if (sc->data[SC_MAGICPOWER]
  6350. #ifndef RENEWAL
  6351. && sc->data[SC_MAGICPOWER]->val4
  6352. #endif
  6353. )
  6354. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  6355. if (sc->data[SC_MINDBREAKER])
  6356. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  6357. if (sc->data[SC_INCMATKRATE])
  6358. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  6359. if (sc->data[SC_MOONLITSERENADE])
  6360. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  6361. if (sc->data[SC_MTF_MATK])
  6362. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  6363. if(sc->data[SC_2011RWC_SCROLL])
  6364. matk += 30;
  6365. if (sc->data[SC_SHRIMP])
  6366. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  6367. if (sc->data[SC_VOLCANO])
  6368. matk += sc->data[SC_VOLCANO]->val2;
  6369. #ifdef RENEWAL
  6370. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_MATKRATE)
  6371. matk += matk * 20 / 100;
  6372. #endif
  6373. if (sc->data[SC_SHIELDSPELL_ATK])
  6374. matk += sc->data[SC_SHIELDSPELL_ATK]->val2;
  6375. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6376. }
  6377. /**
  6378. * Adds critical modifications based on status changes
  6379. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6380. * @param sc: Object's status change information
  6381. * @param critical: Initial critical
  6382. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6383. */
  6384. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  6385. {
  6386. if(!sc || !sc->count)
  6387. return cap_value(critical,10,SHRT_MAX);
  6388. if (sc->data[SC_INCCRI])
  6389. critical += sc->data[SC_INCCRI]->val2;
  6390. if (sc->data[SC_EP16_2_BUFF_SC])
  6391. critical += 300;// crit +30
  6392. if (sc->data[SC_CRIFOOD])
  6393. critical += sc->data[SC_CRIFOOD]->val1;
  6394. if (sc->data[SC_EXPLOSIONSPIRITS])
  6395. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  6396. if (sc->data[SC_FORTUNE])
  6397. critical += sc->data[SC_FORTUNE]->val2;
  6398. if (sc->data[SC_TRUESIGHT])
  6399. critical += sc->data[SC_TRUESIGHT]->val2;
  6400. if (sc->data[SC_CLOAKING])
  6401. critical += critical;
  6402. #ifdef RENEWAL
  6403. if (sc->data[SC_SPEARQUICKEN])
  6404. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  6405. if (sc->data[SC_TWOHANDQUICKEN])
  6406. critical += (2 + sc->data[SC_TWOHANDQUICKEN]->val1) * 10;
  6407. #endif
  6408. if (sc->data[SC__INVISIBILITY])
  6409. critical += sc->data[SC__INVISIBILITY]->val3 * 10;
  6410. if (sc->data[SC__UNLUCKY])
  6411. critical -= sc->data[SC__UNLUCKY]->val2;
  6412. if (sc->data[SC_SOULSHADOW])
  6413. critical += 10 * sc->data[SC_SOULSHADOW]->val3;
  6414. if(sc->data[SC_BEYONDOFWARCRY])
  6415. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  6416. if (sc->data[SC_MTF_HITFLEE])
  6417. critical += sc->data[SC_MTF_HITFLEE]->val1;
  6418. if (sc->data[SC_PACKING_ENVELOPE9])
  6419. critical += sc->data[SC_PACKING_ENVELOPE9]->val1 * 10;
  6420. return (short)cap_value(critical,10,SHRT_MAX);
  6421. }
  6422. /**
  6423. * Adds hit modifications based on status changes
  6424. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6425. * @param sc: Object's status change information
  6426. * @param hit: Initial hit
  6427. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6428. */
  6429. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  6430. {
  6431. if(!sc || !sc->count)
  6432. return cap_value(hit,1,SHRT_MAX);
  6433. if(sc->data[SC_INCHIT])
  6434. hit += sc->data[SC_INCHIT]->val1;
  6435. if(sc->data[SC_HITFOOD])
  6436. hit += sc->data[SC_HITFOOD]->val1;
  6437. if(sc->data[SC_TRUESIGHT])
  6438. hit += sc->data[SC_TRUESIGHT]->val3;
  6439. if(sc->data[SC_HUMMING])
  6440. hit += sc->data[SC_HUMMING]->val2;
  6441. if(sc->data[SC_CONCENTRATION])
  6442. hit += sc->data[SC_CONCENTRATION]->val3;
  6443. if(sc->data[SC_INSPIRATION])
  6444. hit += 12 * sc->data[SC_INSPIRATION]->val1;
  6445. if(sc->data[SC_ADJUSTMENT])
  6446. hit -= 30;
  6447. if(sc->data[SC_INCREASING])
  6448. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6449. if(sc->data[SC_MERC_HITUP])
  6450. hit += sc->data[SC_MERC_HITUP]->val2;
  6451. if(sc->data[SC_MTF_HITFLEE])
  6452. hit += sc->data[SC_MTF_HITFLEE]->val1;
  6453. if(sc->data[SC_INCHITRATE])
  6454. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  6455. if(sc->data[SC_BLIND])
  6456. hit -= hit * 25/100;
  6457. if(sc->data[SC_HEAT_BARREL])
  6458. hit -= sc->data[SC_HEAT_BARREL]->val4;
  6459. if(sc->data[SC__GROOMY])
  6460. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  6461. if(sc->data[SC_FEAR])
  6462. hit -= hit * 20 / 100;
  6463. if (sc->data[SC_ASH])
  6464. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  6465. if (sc->data[SC_TEARGAS])
  6466. hit -= hit * 50 / 100;
  6467. if(sc->data[SC_ILLUSIONDOPING])
  6468. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  6469. if (sc->data[SC_MTF_ASPD])
  6470. hit += sc->data[SC_MTF_ASPD]->val2;
  6471. #ifdef RENEWAL
  6472. if (sc->data[SC_BLESSING])
  6473. hit += sc->data[SC_BLESSING]->val1 * 2;
  6474. if (sc->data[SC_TWOHANDQUICKEN])
  6475. hit += sc->data[SC_TWOHANDQUICKEN]->val1 * 2;
  6476. if (sc->data[SC_ADRENALINE])
  6477. hit += sc->data[SC_ADRENALINE]->val1 * 3 + 5;
  6478. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HIT)
  6479. hit += 50;
  6480. #endif
  6481. if (sc->data[SC_SOULFALCON])
  6482. hit += sc->data[SC_SOULFALCON]->val3;
  6483. if (sc->data[SC_SATURDAYNIGHTFEVER])
  6484. hit -= 50 + 50 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  6485. if (sc->data[SC_PACKING_ENVELOPE10])
  6486. hit += sc->data[SC_PACKING_ENVELOPE10]->val1;
  6487. return (short)cap_value(hit,1,SHRT_MAX);
  6488. }
  6489. /**
  6490. * Adds flee modifications based on status changes
  6491. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6492. * @param sc: Object's status change information
  6493. * @param flee: Initial flee
  6494. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6495. */
  6496. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  6497. {
  6498. if( bl->type == BL_PC ) {
  6499. struct map_data *mapdata = map_getmapdata(bl->m);
  6500. if( mapdata_flag_gvg(mapdata) )
  6501. flee -= flee * battle_config.gvg_flee_penalty/100;
  6502. else if( mapdata->flag[MF_BATTLEGROUND] )
  6503. flee -= flee * battle_config.bg_flee_penalty/100;
  6504. }
  6505. if(!sc || !sc->count)
  6506. return cap_value(flee,1,SHRT_MAX);
  6507. if (sc->data[SC_POISON_MIST])
  6508. return 0;
  6509. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  6510. return sc->data[SC_OVERED_BOOST]->val2;
  6511. // Fixed value
  6512. if(sc->data[SC_INCFLEE])
  6513. flee += sc->data[SC_INCFLEE]->val1;
  6514. if(sc->data[SC_FLEEFOOD])
  6515. flee += sc->data[SC_FLEEFOOD]->val1;
  6516. if(sc->data[SC_WHISTLE])
  6517. flee += sc->data[SC_WHISTLE]->val2;
  6518. if(sc->data[SC_WINDWALK])
  6519. flee += sc->data[SC_WINDWALK]->val2;
  6520. if(sc->data[SC_VIOLENTGALE])
  6521. flee += sc->data[SC_VIOLENTGALE]->val2;
  6522. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  6523. flee += sc->data[SC_MOON_COMFORT]->val2;
  6524. if(sc->data[SC_CLOSECONFINE])
  6525. flee += 10;
  6526. if (sc->data[SC_ANGRIFFS_MODUS])
  6527. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  6528. if(sc->data[SC_ADJUSTMENT])
  6529. flee += 30;
  6530. if(sc->data[SC_SPEED])
  6531. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  6532. if(sc->data[SC_GATLINGFEVER])
  6533. flee -= sc->data[SC_GATLINGFEVER]->val4;
  6534. if(sc->data[SC_PARTYFLEE])
  6535. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  6536. if(sc->data[SC_MERC_FLEEUP])
  6537. flee += sc->data[SC_MERC_FLEEUP]->val2;
  6538. if( sc->data[SC_HALLUCINATIONWALK] )
  6539. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  6540. if( sc->data[SC_NPC_HALLUCINATIONWALK] )
  6541. flee += sc->data[SC_NPC_HALLUCINATIONWALK]->val2;
  6542. if(sc->data[SC_MTF_HITFLEE])
  6543. flee += sc->data[SC_MTF_HITFLEE]->val2;
  6544. if( sc->data[SC_WATER_BARRIER] )
  6545. flee -= sc->data[SC_WATER_BARRIER]->val2;
  6546. if( sc->data[SC_C_MARKER] )
  6547. flee -= sc->data[SC_C_MARKER]->val3;
  6548. #ifdef RENEWAL
  6549. if( sc->data[SC_SPEARQUICKEN] )
  6550. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  6551. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_FLEE)
  6552. flee += 50;
  6553. #endif
  6554. // Rate value
  6555. if(sc->data[SC_INCFLEERATE])
  6556. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  6557. if(sc->data[SC_SPIDERWEB] || sc->data[SC_WIDEWEB])
  6558. flee -= flee * 50/100;
  6559. if(sc->data[SC_BERSERK])
  6560. flee -= flee * 50/100;
  6561. if(sc->data[SC_BLIND])
  6562. flee -= flee * 25/100;
  6563. if(sc->data[SC_FEAR])
  6564. flee -= flee * 20 / 100;
  6565. if(sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
  6566. flee -= flee * 10 / 100;
  6567. if(sc->data[SC_INFRAREDSCAN])
  6568. flee -= flee * 30 / 100;
  6569. if( sc->data[SC__LAZINESS] )
  6570. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  6571. if( sc->data[SC_GLOOMYDAY] )
  6572. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  6573. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  6574. flee -= 20 + 30 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  6575. if( sc->data[SC_WIND_STEP_OPTION] )
  6576. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  6577. if( sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2] )
  6578. flee -= flee * 50 / 100;
  6579. if( sc->data[SC_ZEPHYR] )
  6580. flee += sc->data[SC_ZEPHYR]->val2;
  6581. if(sc->data[SC_ASH])
  6582. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  6583. if (sc->data[SC_GOLDENE_FERSE])
  6584. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  6585. if (sc->data[SC_SMOKEPOWDER])
  6586. flee += flee * 20 / 100;
  6587. if (sc->data[SC_TEARGAS])
  6588. flee -= flee * 50 / 100;
  6589. //if( sc->data[SC_C_MARKER] )
  6590. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  6591. if (sc->data[SC_GROOMING])
  6592. flee += sc->data[SC_GROOMING]->val2;
  6593. if (sc->data[SC_PACKING_ENVELOPE5])
  6594. flee += sc->data[SC_PACKING_ENVELOPE5]->val1;
  6595. return (short)cap_value(flee,1,SHRT_MAX);
  6596. }
  6597. /**
  6598. * Adds perfect flee modifications based on status changes
  6599. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6600. * @param sc: Object's status change information
  6601. * @param flee2: Initial flee2
  6602. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6603. */
  6604. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  6605. {
  6606. if(!sc || !sc->count)
  6607. return cap_value(flee2,10,SHRT_MAX);
  6608. if(sc->data[SC_INCFLEE2])
  6609. flee2 += sc->data[SC_INCFLEE2]->val2;
  6610. if(sc->data[SC_WHISTLE])
  6611. flee2 += sc->data[SC_WHISTLE]->val3*10;
  6612. if(sc->data[SC__UNLUCKY])
  6613. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  6614. if (sc->data[SC_HISS])
  6615. flee2 += sc->data[SC_HISS]->val2*10;
  6616. if (sc->data[SC_DORAM_FLEE2])
  6617. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  6618. return (short)cap_value(flee2,10,SHRT_MAX);
  6619. }
  6620. /**
  6621. * Adds defense (left-side) modifications based on status changes
  6622. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6623. * @param sc: Object's status change information
  6624. * @param def: Initial def
  6625. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6626. */
  6627. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  6628. {
  6629. if(!sc || !sc->count)
  6630. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6631. if(sc->data[SC_BERSERK])
  6632. return 0;
  6633. if(sc->data[SC_BARRIER])
  6634. return 100;
  6635. if(sc->data[SC_KEEPING])
  6636. return 90;
  6637. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6638. if(sc->data[SC_STEELBODY])
  6639. return 90;
  6640. #endif
  6641. if (sc->data[SC_NYANGGRASS]) {
  6642. if (bl->type == BL_PC)
  6643. return 0;
  6644. else
  6645. return def >>= 1;
  6646. }
  6647. if(sc->data[SC_DEFSET])
  6648. return sc->data[SC_DEFSET]->val1;
  6649. if(sc->data[SC_DRUMBATTLE])
  6650. def += sc->data[SC_DRUMBATTLE]->val3;
  6651. #ifdef RENEWAL
  6652. if (sc->data[SC_ASSUMPTIO])
  6653. def += sc->data[SC_ASSUMPTIO]->val1 * 50;
  6654. #else
  6655. if(sc->data[SC_DEFENCE])
  6656. def += sc->data[SC_DEFENCE]->val2;
  6657. #endif
  6658. if(sc->data[SC_INCDEFRATE])
  6659. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  6660. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  6661. def += 50;
  6662. if(sc->data[SC_ODINS_POWER])
  6663. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6664. if( sc->data[SC_ANGRIFFS_MODUS] )
  6665. def -= 20 + 10 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  6666. if(sc->data[SC_STONEHARDSKIN])
  6667. def += sc->data[SC_STONEHARDSKIN]->val1;
  6668. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6669. def >>=1;
  6670. if(sc->data[SC_FREEZE])
  6671. def >>=1;
  6672. if(sc->data[SC_SIGNUMCRUCIS])
  6673. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  6674. if(sc->data[SC_CONCENTRATION])
  6675. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  6676. if(sc->data[SC_SKE])
  6677. def >>=1;
  6678. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6679. def -= def * sc->data[SC_PROVOKE]->val4/100;
  6680. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6681. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  6682. if (sc->data[SC_FLING])
  6683. def -= def * (sc->data[SC_FLING]->val2)/100;
  6684. if( sc->data[SC_FREEZING] )
  6685. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6686. if( sc->data[SC_ANALYZE] )
  6687. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6688. if( sc->data[SC_NEUTRALBARRIER] )
  6689. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6690. if( sc->data[SC_PRESTIGE] )
  6691. def += sc->data[SC_PRESTIGE]->val3;
  6692. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  6693. def += 6 * sc->data[SC_BANDING]->val1;
  6694. if( sc->data[SC_ECHOSONG] )
  6695. def += sc->data[SC_ECHOSONG]->val3;
  6696. if( sc->data[SC_CAMOUFLAGE] )
  6697. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6698. if( sc->data[SC_SOLID_SKIN_OPTION] )
  6699. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  6700. if( sc->data[SC_ROCK_CRUSHER] )
  6701. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  6702. if( sc->data[SC_POWER_OF_GAIA] )
  6703. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  6704. if(sc->data[SC_ASH])
  6705. def -= def * sc->data[SC_ASH]->val3/100;
  6706. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  6707. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  6708. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6709. def += sc->data[SC_GLASTHEIM_ITEMDEF]->val1;
  6710. if (sc->data[SC_SOULGOLEM])
  6711. def += sc->data[SC_SOULGOLEM]->val2;
  6712. if (sc->data[SC_STONE_WALL])
  6713. def += sc->data[SC_STONE_WALL]->val2;
  6714. if( sc->data[SC_PACKING_ENVELOPE7] )
  6715. def += sc->data[SC_PACKING_ENVELOPE7]->val1;
  6716. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6717. }
  6718. /**
  6719. * Adds defense (right-side) modifications based on status changes
  6720. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6721. * @param sc: Object's status change information
  6722. * @param def2: Initial def2
  6723. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6724. */
  6725. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  6726. {
  6727. if(!sc || !sc->count)
  6728. #ifdef RENEWAL
  6729. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6730. #else
  6731. return (short)cap_value(def2,1,SHRT_MAX);
  6732. #endif
  6733. if(sc->data[SC_BERSERK])
  6734. return 0;
  6735. if(sc->data[SC_ETERNALCHAOS])
  6736. return 0;
  6737. if(sc->data[SC_DEFSET])
  6738. return sc->data[SC_DEFSET]->val1;
  6739. if(sc->data[SC_SUN_COMFORT])
  6740. def2 += sc->data[SC_SUN_COMFORT]->val2;
  6741. #ifdef RENEWAL
  6742. if (sc->data[SC_SKA])
  6743. def2 += 80;
  6744. #endif
  6745. if(sc->data[SC_ANGELUS])
  6746. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6747. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  6748. #else
  6749. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  6750. if(sc->data[SC_CONCENTRATION])
  6751. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  6752. #endif
  6753. if(sc->data[SC_POISON])
  6754. def2 -= def2 * 25/100;
  6755. if(sc->data[SC_DPOISON])
  6756. def2 -= def2 * 25/100;
  6757. if(sc->data[SC_SKE])
  6758. def2 -= def2 * 50/100;
  6759. if(sc->data[SC_PROVOKE])
  6760. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  6761. if(sc->data[SC_JOINTBEAT])
  6762. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6763. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6764. if(sc->data[SC_FLING])
  6765. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  6766. if(sc->data[SC_ANALYZE])
  6767. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6768. if(sc->data[SC_ASH])
  6769. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  6770. if (sc->data[SC_PARALYSIS])
  6771. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  6772. if(sc->data[SC_EQC])
  6773. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  6774. if( sc->data[SC_CAMOUFLAGE] )
  6775. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6776. #ifdef RENEWAL
  6777. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6778. #else
  6779. return (short)cap_value(def2,1,SHRT_MAX);
  6780. #endif
  6781. }
  6782. /**
  6783. * Adds magic defense (left-side) modifications based on status changes
  6784. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6785. * @param sc: Object's status change information
  6786. * @param mdef: Initial mdef
  6787. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6788. */
  6789. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  6790. {
  6791. if(!sc || !sc->count)
  6792. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6793. if(sc->data[SC_BERSERK])
  6794. return 0;
  6795. if(sc->data[SC_BARRIER])
  6796. return 100;
  6797. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6798. if(sc->data[SC_STEELBODY])
  6799. return 90;
  6800. #endif
  6801. if (sc->data[SC_NYANGGRASS]) {
  6802. if (bl->type == BL_PC)
  6803. return 0;
  6804. else
  6805. return mdef >>= 1;
  6806. }
  6807. if(sc->data[SC_MDEFSET])
  6808. return sc->data[SC_MDEFSET]->val1;
  6809. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  6810. mdef += 50;
  6811. if(sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val3) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  6812. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  6813. if(sc->data[SC_STONEHARDSKIN])
  6814. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  6815. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6816. mdef += 25 * mdef / 100;
  6817. if(sc->data[SC_FREEZE])
  6818. mdef += 25 * mdef / 100;
  6819. if(sc->data[SC_BURNING])
  6820. mdef -= 25 * mdef / 100;
  6821. if( sc->data[SC_NEUTRALBARRIER] )
  6822. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6823. if(sc->data[SC_ANALYZE])
  6824. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  6825. if(sc->data[SC_SYMPHONYOFLOVER])
  6826. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  6827. if (sc->data[SC_ODINS_POWER])
  6828. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6829. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6830. mdef += sc->data[SC_GLASTHEIM_ITEMDEF]->val2;
  6831. if (sc->data[SC_SOULGOLEM])
  6832. mdef += sc->data[SC_SOULGOLEM]->val3;
  6833. if (sc->data[SC_STONE_WALL])
  6834. mdef += sc->data[SC_STONE_WALL]->val3;
  6835. if (sc->data[SC_PACKING_ENVELOPE8])
  6836. mdef += sc->data[SC_PACKING_ENVELOPE8]->val1;
  6837. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6838. }
  6839. /**
  6840. * Adds magic defense (right-side) modifications based on status changes
  6841. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6842. * @param sc: Object's status change information
  6843. * @param mdef2: Initial mdef2
  6844. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6845. */
  6846. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  6847. {
  6848. if(!sc || !sc->count)
  6849. #ifdef RENEWAL
  6850. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6851. #else
  6852. return (short)cap_value(mdef2,1,SHRT_MAX);
  6853. #endif
  6854. if(sc->data[SC_BERSERK])
  6855. return 0;
  6856. if(sc->data[SC_SKA])
  6857. return 90;
  6858. if(sc->data[SC_MDEFSET])
  6859. return sc->data[SC_MDEFSET]->val1;
  6860. if(sc->data[SC_MINDBREAKER])
  6861. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  6862. if(sc->data[SC_BURNING])
  6863. mdef2 -= mdef2 * 25 / 100;
  6864. if(sc->data[SC_ANALYZE])
  6865. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6866. #ifdef RENEWAL
  6867. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6868. #else
  6869. return (short)cap_value(mdef2,1,SHRT_MAX);
  6870. #endif
  6871. }
  6872. /**
  6873. * Adds speed modifications based on status changes
  6874. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6875. * @param sc: Object's status change information
  6876. * @param speed: Initial speed
  6877. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6878. */
  6879. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  6880. {
  6881. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6882. int speed_rate = 100;
  6883. if (sc == NULL || (sd && sd->state.permanent_speed))
  6884. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6885. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6886. int val = 0;
  6887. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6888. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6889. else
  6890. val -= 25;
  6891. if (sc->data[SC_ACCELERATION])
  6892. val -= 25;
  6893. speed += speed * val / 100;
  6894. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6895. }
  6896. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6897. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6898. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6899. else
  6900. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6901. } else {
  6902. int val = 0;
  6903. // GetMoveHasteValue2()
  6904. if( sc->data[SC_FUSION] )
  6905. val = 25;
  6906. else if( sd ) {
  6907. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6908. val = 25; // Same bonus
  6909. else if( pc_isridingwug(sd) )
  6910. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6911. else if( sc->data[SC_ALL_RIDING] )
  6912. val = battle_config.rental_mount_speed_boost;
  6913. }
  6914. speed_rate -= val;
  6915. // GetMoveSlowValue()
  6916. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6917. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6918. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  6919. val = sc->data[SC_CHASEWALK]->val3;
  6920. else {
  6921. val = 0;
  6922. // Longing for Freedom/Special Singer cancels song/dance penalty
  6923. #ifdef RENEWAL
  6924. if (sc->data[SC_ENSEMBLEFATIGUE])
  6925. val = max(val, sc->data[SC_ENSEMBLEFATIGUE]->val2);
  6926. #else
  6927. if( sc->data[SC_LONGING] )
  6928. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  6929. #endif
  6930. else
  6931. if( sd && sc->data[SC_DANCING] )
  6932. 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)) );
  6933. if( sc->data[SC_DECREASEAGI] )
  6934. val = max( val, 25 );
  6935. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  6936. val = max( val, 50 );
  6937. if( sc->data[SC_DONTFORGETME] )
  6938. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  6939. if( sc->data[SC_CURSE] )
  6940. val = max( val, 300 );
  6941. if( sc->data[SC_CHASEWALK] )
  6942. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  6943. if( sc->data[SC_WEDDING] )
  6944. val = max( val, 100 );
  6945. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6946. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  6947. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  6948. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  6949. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  6950. val = max( val, 75 );
  6951. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  6952. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  6953. if( sc->data[SC_GATLINGFEVER] )
  6954. val = max( val, 100 );
  6955. if( sc->data[SC_SUITON] )
  6956. val = max( val, sc->data[SC_SUITON]->val3 );
  6957. if( sc->data[SC_SWOO] )
  6958. val = max( val, 300 );
  6959. if( sc->data[SC_SKA] )
  6960. val = max( val, 25 );
  6961. if( sc->data[SC_FREEZING] )
  6962. val = max( val, 30 );
  6963. if( sc->data[SC_MARSHOFABYSS] )
  6964. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  6965. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6966. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6967. if( sc->data[SC_STEALTHFIELD] )
  6968. val = max( val, 20 );
  6969. if( sc->data[SC__LAZINESS] )
  6970. val = max( val, 25 );
  6971. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6972. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6973. if( sc->data[SC_POWER_OF_GAIA] )
  6974. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6975. if( sc->data[SC_MELON_BOMB] )
  6976. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6977. if( sc->data[SC_REBOUND] )
  6978. val = max( val, 25 );
  6979. if( sc->data[SC_B_TRAP] )
  6980. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6981. if (sc->data[SC_CATNIPPOWDER])
  6982. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6983. if (sc->data[SC_SP_SHA])
  6984. val = max(val, sc->data[SC_SP_SHA]->val2);
  6985. if (sc->data[SC_CREATINGSTAR])
  6986. val = max(val, 90);
  6987. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6988. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6989. }
  6990. speed_rate += val;
  6991. val = 0;
  6992. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6993. speed_rate = 150;
  6994. // GetMoveHasteValue1()
  6995. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6996. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6997. if( sc->data[SC_INCREASEAGI] )
  6998. val = max( val, 25 );
  6999. if( sc->data[SC_WINDWALK] )
  7000. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  7001. if( sc->data[SC_CARTBOOST] )
  7002. val = max( val, 20 );
  7003. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  7004. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  7005. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  7006. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  7007. if( sc->data[SC_BERSERK] )
  7008. val = max( val, 25 );
  7009. if( sc->data[SC_RUN] )
  7010. val = max( val, 55 );
  7011. if( sc->data[SC_AVOID] )
  7012. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  7013. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  7014. val = max( val, 75 );
  7015. if( sc->data[SC_CLOAKINGEXCEED] )
  7016. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  7017. if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 0)
  7018. val = max(val, 50);
  7019. if( sc->data[SC_HOVERING] )
  7020. val = max( val, 10 );
  7021. if( sc->data[SC_GN_CARTBOOST] )
  7022. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  7023. if( sc->data[SC_SWINGDANCE] )
  7024. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  7025. if( sc->data[SC_WIND_STEP_OPTION] )
  7026. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  7027. if( sc->data[SC_FULL_THROTTLE] )
  7028. val = max( val, 25 );
  7029. if (sc->data[SC_ARCLOUSEDASH])
  7030. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  7031. if( sc->data[SC_DORAM_WALKSPEED] )
  7032. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  7033. if (sc->data[SC_RUSHWINDMILL])
  7034. val = max(val, 25); // !TODO: Confirm bonus movement speed
  7035. if (sc->data[SC_EMERGENCY_MOVE])
  7036. val = max(val, sc->data[SC_EMERGENCY_MOVE]->val2);
  7037. // !FIXME: official items use a single bonus for this [ultramage]
  7038. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  7039. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  7040. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  7041. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  7042. speed_rate -= val;
  7043. if( speed_rate < 40 )
  7044. speed_rate = 40;
  7045. }
  7046. // GetSpeed()
  7047. if( sd && pc_iscarton(sd) )
  7048. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  7049. if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
  7050. speed += speed * 50 / 100;
  7051. if( speed_rate != 100 )
  7052. speed = speed * speed_rate / 100;
  7053. if( sc->data[SC_STEELBODY] )
  7054. speed = 200;
  7055. if( sc->data[SC_DEFENDER] )
  7056. speed = max(speed, 200);
  7057. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  7058. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  7059. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7060. }
  7061. #ifdef RENEWAL_ASPD
  7062. /**
  7063. * Renewal attack speed modifiers based on status changes
  7064. * This function only affects RENEWAL players and comes after base calculation
  7065. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7066. * @param sc: Object's status change information
  7067. * @param fixed: True - fixed value [malufett]
  7068. * False - percentage value
  7069. * @return modified aspd
  7070. */
  7071. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  7072. {
  7073. int bonus = 0;
  7074. if (!sc || !sc->count)
  7075. return 0;
  7076. if (fixed) {
  7077. enum sc_type sc_val;
  7078. if (!sc->data[SC_QUAGMIRE]) {
  7079. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  7080. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  7081. bonus = 7;
  7082. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  7083. bonus = 6;
  7084. else if (bonus < 5 && sc->data[SC_FLEET])
  7085. bonus = 5;
  7086. }
  7087. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  7088. #ifdef RENEWAL
  7089. bonus += sc->data[SC_ASSNCROS]->val2;
  7090. #else
  7091. if (bl->type != BL_PC)
  7092. bonus += sc->data[SC_ASSNCROS]->val2;
  7093. else {
  7094. switch(((TBL_PC*)bl)->status.weapon) {
  7095. case W_BOW:
  7096. case W_REVOLVER:
  7097. case W_RIFLE:
  7098. case W_GATLING:
  7099. case W_SHOTGUN:
  7100. case W_GRENADE:
  7101. break;
  7102. default:
  7103. bonus += sc->data[SC_ASSNCROS]->val2;
  7104. break;
  7105. }
  7106. }
  7107. #endif
  7108. }
  7109. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  7110. bonus = 20;
  7111. else if (bonus < 15 && sc->data[SC_BERSERK])
  7112. bonus = 15;
  7113. if (sc->data[sc_val = SC_ASPDPOTION3] || sc->data[sc_val = SC_ASPDPOTION2] || sc->data[sc_val = SC_ASPDPOTION1] || sc->data[sc_val = SC_ASPDPOTION0])
  7114. bonus += sc->data[sc_val]->val1;
  7115. if (sc->data[SC_ATTHASTE_CASH])
  7116. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  7117. } else {
  7118. if (sc->data[SC_DONTFORGETME])
  7119. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  7120. #ifdef RENEWAL
  7121. if (sc->data[SC_ENSEMBLEFATIGUE])
  7122. bonus -= sc->data[SC_ENSEMBLEFATIGUE]->val2 / 10;
  7123. #else
  7124. if (sc->data[SC_LONGING])
  7125. bonus -= sc->data[SC_LONGING]->val2 / 10;
  7126. #endif
  7127. if (sc->data[SC_STEELBODY])
  7128. bonus -= 25;
  7129. if (sc->data[SC_SKA])
  7130. bonus -= 25;
  7131. if (sc->data[SC_DEFENDER])
  7132. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  7133. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  7134. bonus -= 75;
  7135. #ifndef RENEWAL
  7136. if (sc->data[SC_GRAVITATION])
  7137. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  7138. #endif
  7139. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  7140. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  7141. bonus -= 25;
  7142. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  7143. bonus -= 10;
  7144. }
  7145. if (sc->data[SC_FREEZING])
  7146. bonus -= 30;
  7147. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  7148. bonus -= 50;
  7149. if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
  7150. bonus -= 10;
  7151. if (sc->data[SC__BODYPAINT])
  7152. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  7153. if (sc->data[SC__INVISIBILITY])
  7154. bonus -= sc->data[SC__INVISIBILITY]->val2;
  7155. if (sc->data[SC__GROOMY])
  7156. bonus -= sc->data[SC__GROOMY]->val2;
  7157. if (sc->data[SC_SWINGDANCE])
  7158. bonus += sc->data[SC_SWINGDANCE]->val3;
  7159. if (sc->data[SC_DANCEWITHWUG])
  7160. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  7161. if (sc->data[SC_GLOOMYDAY])
  7162. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  7163. if (sc->data[SC_GT_CHANGE])
  7164. bonus += sc->data[SC_GT_CHANGE]->val3;
  7165. if (sc->data[SC_MELON_BOMB])
  7166. bonus -= sc->data[SC_MELON_BOMB]->val3;
  7167. if (sc->data[SC_BOOST500])
  7168. bonus += sc->data[SC_BOOST500]->val1;
  7169. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  7170. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  7171. if (sc->data[SC_GOLDENE_FERSE])
  7172. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  7173. if (sc->data[SC_INCASPDRATE])
  7174. bonus += sc->data[SC_INCASPDRATE]->val1;
  7175. if (sc->data[SC_GATLINGFEVER])
  7176. bonus += sc->data[SC_GATLINGFEVER]->val1;
  7177. if (sc->data[SC_STAR_COMFORT])
  7178. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  7179. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  7180. bonus += 10;
  7181. if (sc->data[SC_INCREASEAGI])
  7182. bonus += sc->data[SC_INCREASEAGI]->val1;
  7183. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ASPDRATE)
  7184. bonus += 20;
  7185. if (sc->data[SC_STARSTANCE])
  7186. bonus += sc->data[SC_STARSTANCE]->val2;
  7187. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  7188. uint8 skill_lv;
  7189. if (sd && (skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  7190. bonus += skill_lv;
  7191. }
  7192. return bonus;
  7193. }
  7194. #endif
  7195. /**
  7196. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  7197. * A subtraction reduces the delay, meaning an increase in ASPD
  7198. * This comes after the percentage changes and is based on status changes
  7199. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7200. * @param sc: Object's status change information
  7201. * @param aspd: Object's current ASPD
  7202. * @return modified aspd
  7203. */
  7204. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  7205. {
  7206. if (!sc || !sc->count)
  7207. return cap_value(aspd, 0, 2000);
  7208. if (sc->data[SC_OVERED_BOOST])
  7209. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  7210. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  7211. aspd -= 50; // +5 ASPD
  7212. if (sc->data[SC_FIGHTINGSPIRIT])
  7213. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  7214. if (sc->data[SC_MTF_ASPD])
  7215. aspd -= sc->data[SC_MTF_ASPD]->val1;
  7216. if (sc->data[SC_MTF_ASPD2])
  7217. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  7218. if (sc->data[SC_SOULSHADOW])
  7219. aspd -= 10 * sc->data[SC_SOULSHADOW]->val2;
  7220. if (sc->data[SC_HEAT_BARREL])
  7221. aspd -= sc->data[SC_HEAT_BARREL]->val1 * 10;
  7222. if (sc->data[SC_EP16_2_BUFF_SS])
  7223. aspd -= 100; // +10 ASPD
  7224. if (sc->data[SC_PACKING_ENVELOPE6])
  7225. aspd -= sc->data[SC_PACKING_ENVELOPE6]->val1 * 10;
  7226. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  7227. }
  7228. /**
  7229. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  7230. * Note: The scale of aspd_rate is 1000 = 100%
  7231. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  7232. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7233. * @param sc: Object's status change information
  7234. * @param aspd_rate: Object's current ASPD
  7235. * @return modified aspd_rate
  7236. */
  7237. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  7238. {
  7239. int i;
  7240. if(!sc || !sc->count)
  7241. return cap_value(aspd_rate,0,SHRT_MAX);
  7242. if( !sc->data[SC_QUAGMIRE] ) {
  7243. int max = 0;
  7244. if(sc->data[SC_STAR_COMFORT])
  7245. max = sc->data[SC_STAR_COMFORT]->val2;
  7246. if(sc->data[SC_TWOHANDQUICKEN] &&
  7247. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  7248. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  7249. if(sc->data[SC_ONEHAND] &&
  7250. max < sc->data[SC_ONEHAND]->val2)
  7251. max = sc->data[SC_ONEHAND]->val2;
  7252. if(sc->data[SC_MERC_QUICKEN] &&
  7253. max < sc->data[SC_MERC_QUICKEN]->val2)
  7254. max = sc->data[SC_MERC_QUICKEN]->val2;
  7255. if(sc->data[SC_ADRENALINE2] &&
  7256. max < sc->data[SC_ADRENALINE2]->val3)
  7257. max = sc->data[SC_ADRENALINE2]->val3;
  7258. if(sc->data[SC_ADRENALINE] &&
  7259. max < sc->data[SC_ADRENALINE]->val3)
  7260. max = sc->data[SC_ADRENALINE]->val3;
  7261. if(sc->data[SC_SPEARQUICKEN] &&
  7262. max < sc->data[SC_SPEARQUICKEN]->val2)
  7263. max = sc->data[SC_SPEARQUICKEN]->val2;
  7264. if(sc->data[SC_GATLINGFEVER] &&
  7265. max < sc->data[SC_GATLINGFEVER]->val2)
  7266. max = sc->data[SC_GATLINGFEVER]->val2;
  7267. if(sc->data[SC_FLEET] &&
  7268. max < sc->data[SC_FLEET]->val2)
  7269. max = sc->data[SC_FLEET]->val2;
  7270. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  7271. if (bl->type!=BL_PC)
  7272. max = sc->data[SC_ASSNCROS]->val2;
  7273. else
  7274. switch(((TBL_PC*)bl)->status.weapon) {
  7275. case W_BOW:
  7276. case W_REVOLVER:
  7277. case W_RIFLE:
  7278. case W_GATLING:
  7279. case W_SHOTGUN:
  7280. case W_GRENADE:
  7281. break;
  7282. default:
  7283. max = sc->data[SC_ASSNCROS]->val2;
  7284. }
  7285. }
  7286. aspd_rate -= max;
  7287. if(sc->data[SC_BERSERK])
  7288. aspd_rate -= 300;
  7289. else if(sc->data[SC_MADNESSCANCEL])
  7290. aspd_rate -= 200;
  7291. }
  7292. if( sc->data[i=SC_ASPDPOTION3] ||
  7293. sc->data[i=SC_ASPDPOTION2] ||
  7294. sc->data[i=SC_ASPDPOTION1] ||
  7295. sc->data[i=SC_ASPDPOTION0] )
  7296. aspd_rate -= sc->data[i]->val2;
  7297. if (sc->data[SC_ATTHASTE_CASH])
  7298. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  7299. if(sc->data[SC_DONTFORGETME])
  7300. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  7301. #ifdef RENEWAL
  7302. if (sc->data[SC_ENSEMBLEFATIGUE])
  7303. aspd_rate += sc->data[SC_ENSEMBLEFATIGUE]->val2;
  7304. #else
  7305. if(sc->data[SC_LONGING])
  7306. aspd_rate += sc->data[SC_LONGING]->val2;
  7307. #endif
  7308. if(sc->data[SC_STEELBODY])
  7309. aspd_rate += 250;
  7310. if(sc->data[SC_SKA])
  7311. aspd_rate += 250;
  7312. if(sc->data[SC_DEFENDER])
  7313. aspd_rate += sc->data[SC_DEFENDER]->val4;
  7314. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  7315. aspd_rate += 250;
  7316. #ifndef RENEWAL
  7317. if(sc->data[SC_GRAVITATION])
  7318. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  7319. #endif
  7320. if(sc->data[SC_JOINTBEAT]) {
  7321. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  7322. aspd_rate += 250;
  7323. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  7324. aspd_rate += 100;
  7325. }
  7326. if( sc->data[SC_FREEZING] )
  7327. aspd_rate += 300;
  7328. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  7329. aspd_rate += 500;
  7330. if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
  7331. aspd_rate += 100;
  7332. if( sc->data[SC__BODYPAINT] )
  7333. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  7334. if( sc->data[SC__INVISIBILITY] )
  7335. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  7336. if( sc->data[SC__GROOMY] )
  7337. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  7338. if( sc->data[SC_SWINGDANCE] )
  7339. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  7340. if( sc->data[SC_DANCEWITHWUG] )
  7341. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  7342. if( sc->data[SC_GLOOMYDAY] )
  7343. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  7344. if( sc->data[SC_GT_CHANGE] )
  7345. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  7346. if( sc->data[SC_MELON_BOMB] )
  7347. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  7348. if( sc->data[SC_BOOST500] )
  7349. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  7350. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  7351. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  7352. if( sc->data[SC_INCASPDRATE] )
  7353. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  7354. if( sc->data[SC_GOLDENE_FERSE])
  7355. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  7356. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  7357. aspd_rate -= 100;
  7358. if (sc->data[SC_STARSTANCE])
  7359. aspd_rate -= 10 * sc->data[SC_STARSTANCE]->val2;
  7360. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7361. }
  7362. /**
  7363. * Modifies the damage delay time based on status changes
  7364. * The lower your delay, the quicker you can act after taking damage
  7365. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7366. * @param sc: Object's status change information
  7367. * @param dmotion: Object's current damage delay
  7368. * @return modified delay rate
  7369. */
  7370. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  7371. {
  7372. if( !sc || !sc->count || map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND) )
  7373. return cap_value(dmotion,0,USHRT_MAX);
  7374. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7375. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7376. return 0;
  7377. if (bl->type == BL_PC && ((TBL_PC *)bl)->special_state.no_walk_delay)
  7378. return 0;
  7379. if( sc->data[SC_ENDURE] || sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  7380. return 0;
  7381. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7382. }
  7383. /**
  7384. * Calculates a max HP based on status changes
  7385. * Values can either be percentages or fixed, based on how equations are formulated
  7386. * @param bl: Object's block_list data
  7387. * @param maxhp: Object's current max HP
  7388. * @return modified maxhp
  7389. */
  7390. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7391. {
  7392. int rate = 100;
  7393. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7394. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7395. maxhp = maxhp * rate / 100;
  7396. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7397. }
  7398. /**
  7399. * Calculates a max SP based on status changes
  7400. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7401. * @param bl: Object's block_list data
  7402. * @param maxsp: Object's current max SP
  7403. * @return modified maxsp
  7404. */
  7405. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7406. {
  7407. int rate = 100;
  7408. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7409. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7410. maxsp = maxsp * rate / 100;
  7411. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7412. }
  7413. /**
  7414. * Changes a player's element based on status changes
  7415. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7416. * @param sc: Object's status change information
  7417. * @param element: Object's current element
  7418. * @return new element
  7419. */
  7420. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  7421. {
  7422. if(!sc || !sc->count)
  7423. return cap_value(element, 0, UCHAR_MAX);
  7424. if(sc->data[SC_FREEZE])
  7425. return ELE_WATER;
  7426. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7427. return ELE_EARTH;
  7428. if(sc->data[SC_BENEDICTIO])
  7429. return ELE_HOLY;
  7430. if(sc->data[SC_CHANGEUNDEAD])
  7431. return ELE_UNDEAD;
  7432. if(sc->data[SC_ELEMENTALCHANGE])
  7433. return sc->data[SC_ELEMENTALCHANGE]->val2;
  7434. if(sc->data[SC_SHAPESHIFT])
  7435. return sc->data[SC_SHAPESHIFT]->val2;
  7436. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7437. }
  7438. /**
  7439. * Changes a player's element level based on status changes
  7440. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7441. * @param sc: Object's status change information
  7442. * @param lv: Object's current element level
  7443. * @return new element level
  7444. */
  7445. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  7446. {
  7447. if(!sc || !sc->count)
  7448. return cap_value(lv, 1, 4);
  7449. if(sc->data[SC_FREEZE])
  7450. return 1;
  7451. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7452. return 1;
  7453. if(sc->data[SC_BENEDICTIO])
  7454. return 1;
  7455. if(sc->data[SC_CHANGEUNDEAD])
  7456. return 1;
  7457. if(sc->data[SC_ELEMENTALCHANGE])
  7458. return sc->data[SC_ELEMENTALCHANGE]->val1;
  7459. if(sc->data[SC_SHAPESHIFT])
  7460. return 1;
  7461. if(sc->data[SC__INVISIBILITY])
  7462. return 1;
  7463. return (unsigned char)cap_value(lv,1,4);
  7464. }
  7465. /**
  7466. * Changes a player's attack element based on status changes
  7467. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7468. * @param sc: Object's status change information
  7469. * @param element: Object's current attack element
  7470. * @return new attack element
  7471. */
  7472. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  7473. {
  7474. if(!sc || !sc->count)
  7475. return cap_value(element, 0, UCHAR_MAX);
  7476. if(sc->data[SC_ENCHANTARMS])
  7477. return sc->data[SC_ENCHANTARMS]->val1;
  7478. if(sc->data[SC_WATERWEAPON]
  7479. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  7480. return ELE_WATER;
  7481. if(sc->data[SC_EARTHWEAPON]
  7482. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  7483. return ELE_EARTH;
  7484. if(sc->data[SC_FIREWEAPON]
  7485. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  7486. return ELE_FIRE;
  7487. if(sc->data[SC_WINDWEAPON]
  7488. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  7489. return ELE_WIND;
  7490. if(sc->data[SC_ENCPOISON])
  7491. return ELE_POISON;
  7492. if(sc->data[SC_ASPERSIO])
  7493. return ELE_HOLY;
  7494. if(sc->data[SC_SHADOWWEAPON])
  7495. return ELE_DARK;
  7496. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  7497. return ELE_GHOST;
  7498. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  7499. return ELE_WATER;
  7500. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7501. }
  7502. /**
  7503. * Changes the mode of an object
  7504. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7505. * @param sc: Object's status change data
  7506. * @param mode: Original mode
  7507. * @return mode with cap_value(mode, 0, INT_MAX)
  7508. */
  7509. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  7510. {
  7511. if(!sc || !sc->count)
  7512. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  7513. if(sc->data[SC_MODECHANGE]) {
  7514. if (sc->data[SC_MODECHANGE]->val2)
  7515. mode = static_cast<e_mode>((mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2); // Set mode
  7516. if (sc->data[SC_MODECHANGE]->val3)
  7517. mode = static_cast<e_mode>(mode|sc->data[SC_MODECHANGE]->val3); // Add mode
  7518. if (sc->data[SC_MODECHANGE]->val4)
  7519. mode = static_cast<e_mode>(mode&~sc->data[SC_MODECHANGE]->val4); // Del mode
  7520. }
  7521. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  7522. }
  7523. /**
  7524. * Changes the mode of a slave mob
  7525. * @param md: Slave mob whose mode to change
  7526. * @param mmd: Master of slave mob
  7527. */
  7528. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  7529. {
  7530. switch (battle_config.slaves_inherit_mode) {
  7531. case 1: //Always aggressive
  7532. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  7533. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7534. break;
  7535. case 2: //Always passive
  7536. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  7537. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7538. break;
  7539. case 4: // Overwrite with slave mode
  7540. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
  7541. break;
  7542. default: //Copy master
  7543. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  7544. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7545. else
  7546. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7547. break;
  7548. }
  7549. }
  7550. /**
  7551. * Gets the name of the given bl
  7552. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7553. * @return name or "Unknown" if any other bl->type than noted above
  7554. */
  7555. const char* status_get_name(struct block_list *bl)
  7556. {
  7557. nullpo_ret(bl);
  7558. switch (bl->type) {
  7559. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7560. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7561. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7562. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7563. //case BL_MER: // They only have database names which are global, not specific to GID.
  7564. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7565. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  7566. }
  7567. return "Unknown";
  7568. }
  7569. /**
  7570. * Gets the class/sprite id of the given bl
  7571. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7572. * @return class or 0 if any other bl->type than noted above
  7573. */
  7574. int status_get_class(struct block_list *bl)
  7575. {
  7576. nullpo_ret(bl);
  7577. switch( bl->type ) {
  7578. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7579. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7580. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7581. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7582. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7583. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7584. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7585. }
  7586. return 0;
  7587. }
  7588. /**
  7589. * Gets the base level of the given bl
  7590. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7591. * @return base level or 1 if any other bl->type than noted above
  7592. */
  7593. int status_get_lv(struct block_list *bl)
  7594. {
  7595. nullpo_ret(bl);
  7596. switch (bl->type) {
  7597. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7598. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7599. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7600. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7601. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7602. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7603. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7604. }
  7605. return 1;
  7606. }
  7607. /**
  7608. * Gets the regeneration info of the given bl
  7609. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  7610. * @return regen data or NULL if any other bl->type than noted above
  7611. */
  7612. struct regen_data *status_get_regen_data(struct block_list *bl)
  7613. {
  7614. nullpo_retr(NULL, bl);
  7615. switch (bl->type) {
  7616. case BL_PC: return &((TBL_PC*)bl)->regen;
  7617. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  7618. case BL_MER: return &((TBL_MER*)bl)->regen;
  7619. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  7620. default:
  7621. return NULL;
  7622. }
  7623. }
  7624. /**
  7625. * Gets the status data of the given bl
  7626. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7627. * @return status or "dummy_status" if any other bl->type than noted above
  7628. */
  7629. struct status_data *status_get_status_data(struct block_list *bl)
  7630. {
  7631. nullpo_retr(&dummy_status, bl);
  7632. switch (bl->type) {
  7633. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  7634. case BL_MOB: return &((TBL_MOB*)bl)->status;
  7635. case BL_PET: return &((TBL_PET*)bl)->status;
  7636. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  7637. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  7638. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  7639. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  7640. default:
  7641. return &dummy_status;
  7642. }
  7643. }
  7644. /**
  7645. * Gets the base status data of the given bl
  7646. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7647. * @return base_status or NULL if any other bl->type than noted above
  7648. */
  7649. struct status_data *status_get_base_status(struct block_list *bl)
  7650. {
  7651. nullpo_retr(NULL, bl);
  7652. switch (bl->type) {
  7653. case BL_PC: return &((TBL_PC*)bl)->base_status;
  7654. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  7655. case BL_PET: return &((TBL_PET*)bl)->db->status;
  7656. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  7657. case BL_MER: return &((TBL_MER*)bl)->base_status;
  7658. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  7659. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  7660. default:
  7661. return NULL;
  7662. }
  7663. }
  7664. /**
  7665. * Gets the defense of the given bl
  7666. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  7667. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  7668. */
  7669. defType status_get_def(struct block_list *bl)
  7670. {
  7671. struct unit_data *ud;
  7672. struct status_data *status = status_get_status_data(bl);
  7673. int def = status?status->def:0;
  7674. ud = unit_bl2ud(bl);
  7675. if (ud && ud->skilltimer != INVALID_TIMER)
  7676. def -= def * skill_get_castdef(ud->skill_id)/100;
  7677. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  7678. }
  7679. /**
  7680. * Gets the walking speed of the given bl
  7681. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7682. * @return speed
  7683. */
  7684. unsigned short status_get_speed(struct block_list *bl)
  7685. {
  7686. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  7687. return ((struct npc_data *)bl)->speed;
  7688. return status_get_status_data(bl)->speed;
  7689. }
  7690. /**
  7691. * Gets the party ID of the given bl
  7692. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  7693. * @return party ID
  7694. */
  7695. int status_get_party_id(struct block_list *bl)
  7696. {
  7697. nullpo_ret(bl);
  7698. switch (bl->type) {
  7699. case BL_PC:
  7700. return ((TBL_PC*)bl)->status.party_id;
  7701. case BL_PET:
  7702. if (((TBL_PET*)bl)->master)
  7703. return ((TBL_PET*)bl)->master->status.party_id;
  7704. break;
  7705. case BL_MOB: {
  7706. struct mob_data *md=(TBL_MOB*)bl;
  7707. if( md->master_id > 0 ) {
  7708. struct map_session_data *msd;
  7709. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7710. return msd->status.party_id;
  7711. return -md->master_id;
  7712. }
  7713. }
  7714. break;
  7715. case BL_HOM:
  7716. if (((TBL_HOM*)bl)->master)
  7717. return ((TBL_HOM*)bl)->master->status.party_id;
  7718. break;
  7719. case BL_MER:
  7720. if (((TBL_MER*)bl)->master)
  7721. return ((TBL_MER*)bl)->master->status.party_id;
  7722. break;
  7723. case BL_SKILL:
  7724. if (((TBL_SKILL*)bl)->group)
  7725. return ((TBL_SKILL*)bl)->group->party_id;
  7726. break;
  7727. case BL_ELEM:
  7728. if (((TBL_ELEM*)bl)->master)
  7729. return ((TBL_ELEM*)bl)->master->status.party_id;
  7730. break;
  7731. }
  7732. return 0;
  7733. }
  7734. /**
  7735. * Gets the guild ID of the given bl
  7736. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7737. * @return guild ID
  7738. */
  7739. int status_get_guild_id(struct block_list *bl)
  7740. {
  7741. nullpo_ret(bl);
  7742. switch (bl->type) {
  7743. case BL_PC:
  7744. return ((TBL_PC*)bl)->status.guild_id;
  7745. case BL_PET:
  7746. if (((TBL_PET*)bl)->master)
  7747. return ((TBL_PET*)bl)->master->status.guild_id;
  7748. break;
  7749. case BL_MOB:
  7750. {
  7751. struct map_session_data *msd;
  7752. struct mob_data *md = (struct mob_data *)bl;
  7753. if (md->guardian_data) // Guardian's guild [Skotlex]
  7754. return md->guardian_data->guild_id;
  7755. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7756. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  7757. }
  7758. break;
  7759. case BL_HOM:
  7760. if (((TBL_HOM*)bl)->master)
  7761. return ((TBL_HOM*)bl)->master->status.guild_id;
  7762. break;
  7763. case BL_MER:
  7764. if (((TBL_MER*)bl)->master)
  7765. return ((TBL_MER*)bl)->master->status.guild_id;
  7766. break;
  7767. case BL_NPC:
  7768. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  7769. return ((TBL_NPC*)bl)->u.scr.guild_id;
  7770. break;
  7771. case BL_SKILL:
  7772. if (((TBL_SKILL*)bl)->group)
  7773. return ((TBL_SKILL*)bl)->group->guild_id;
  7774. break;
  7775. case BL_ELEM:
  7776. if (((TBL_ELEM*)bl)->master)
  7777. return ((TBL_ELEM*)bl)->master->status.guild_id;
  7778. break;
  7779. }
  7780. return 0;
  7781. }
  7782. /**
  7783. * Gets the guild emblem ID of the given bl
  7784. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7785. * @return guild emblem ID
  7786. */
  7787. int status_get_emblem_id(struct block_list *bl)
  7788. {
  7789. nullpo_ret(bl);
  7790. switch (bl->type) {
  7791. case BL_PC:
  7792. return ((TBL_PC*)bl)->guild_emblem_id;
  7793. case BL_PET:
  7794. if (((TBL_PET*)bl)->master)
  7795. return ((TBL_PET*)bl)->master->guild_emblem_id;
  7796. break;
  7797. case BL_MOB:
  7798. {
  7799. struct map_session_data *msd;
  7800. struct mob_data *md = (struct mob_data *)bl;
  7801. if (md->guardian_data) // Guardian's guild [Skotlex]
  7802. return md->guardian_data->emblem_id;
  7803. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7804. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  7805. }
  7806. break;
  7807. case BL_HOM:
  7808. if (((TBL_HOM*)bl)->master)
  7809. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  7810. break;
  7811. case BL_MER:
  7812. if (((TBL_MER*)bl)->master)
  7813. return ((TBL_MER*)bl)->master->guild_emblem_id;
  7814. break;
  7815. case BL_NPC:
  7816. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  7817. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  7818. if (g)
  7819. return g->emblem_id;
  7820. }
  7821. break;
  7822. case BL_ELEM:
  7823. if (((TBL_ELEM*)bl)->master)
  7824. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  7825. break;
  7826. }
  7827. return 0;
  7828. }
  7829. /**
  7830. * Gets the race2 of a mob or pet
  7831. * @param bl: Object whose race2 to get [MOB|PET]
  7832. * @return race2
  7833. */
  7834. std::vector<e_race2> status_get_race2(struct block_list *bl)
  7835. {
  7836. nullpo_retr(std::vector<e_race2>(),bl);
  7837. if (bl->type == BL_MOB)
  7838. return ((struct mob_data *)bl)->db->race2;
  7839. if (bl->type == BL_PET)
  7840. return ((struct pet_data *)bl)->db->race2;
  7841. return std::vector<e_race2>();
  7842. }
  7843. /**
  7844. * Checks if an object is dead
  7845. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7846. * @return 1: Is dead or 0: Is alive
  7847. */
  7848. int status_isdead(struct block_list *bl)
  7849. {
  7850. nullpo_ret(bl);
  7851. return status_get_status_data(bl)->hp == 0;
  7852. }
  7853. /**
  7854. * Checks if an object is immune to magic
  7855. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7856. * @return value of magic damage to be blocked
  7857. */
  7858. int status_isimmune(struct block_list *bl)
  7859. {
  7860. struct status_change *sc =status_get_sc(bl);
  7861. if (sc && sc->data[SC_HERMODE])
  7862. return 100;
  7863. if (bl->type == BL_PC &&
  7864. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  7865. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  7866. return 0;
  7867. }
  7868. /**
  7869. * Get view data of an object
  7870. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7871. * @return view data structure bl->vd
  7872. */
  7873. struct view_data* status_get_viewdata(struct block_list *bl)
  7874. {
  7875. nullpo_retr(NULL, bl);
  7876. switch (bl->type) {
  7877. case BL_PC: return &((TBL_PC*)bl)->vd;
  7878. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  7879. case BL_PET: return &((TBL_PET*)bl)->vd;
  7880. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  7881. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  7882. case BL_MER: return ((TBL_MER*)bl)->vd;
  7883. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  7884. }
  7885. return NULL;
  7886. }
  7887. /**
  7888. * Set view data of an object
  7889. * This function deals with class, mount, and item views
  7890. * SC views are set in clif_getareachar_unit()
  7891. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7892. * @param class_: class of the object
  7893. */
  7894. void status_set_viewdata(struct block_list *bl, int class_)
  7895. {
  7896. struct view_data* vd;
  7897. nullpo_retv(bl);
  7898. if (mobdb_checkid(class_) || mob_is_clone(class_))
  7899. vd = mob_get_viewdata(class_);
  7900. else if (npcdb_checkid(class_))
  7901. vd = npc_get_viewdata(class_);
  7902. else if (homdb_checkid(class_))
  7903. vd = hom_get_viewdata(class_);
  7904. else if (mercenary_db(class_))
  7905. vd = mercenary_get_viewdata(class_);
  7906. else if (elemental_class(class_))
  7907. vd = elemental_get_viewdata(class_);
  7908. else
  7909. vd = NULL;
  7910. switch (bl->type) {
  7911. case BL_PC:
  7912. {
  7913. TBL_PC* sd = (TBL_PC*)bl;
  7914. if (pcdb_checkid(class_)) {
  7915. if (sd->sc.option&OPTION_RIDING) {
  7916. switch (class_) { // Adapt class to a Mounted one.
  7917. case JOB_KNIGHT:
  7918. class_ = JOB_KNIGHT2;
  7919. break;
  7920. case JOB_CRUSADER:
  7921. class_ = JOB_CRUSADER2;
  7922. break;
  7923. case JOB_LORD_KNIGHT:
  7924. class_ = JOB_LORD_KNIGHT2;
  7925. break;
  7926. case JOB_PALADIN:
  7927. class_ = JOB_PALADIN2;
  7928. break;
  7929. case JOB_BABY_KNIGHT:
  7930. class_ = JOB_BABY_KNIGHT2;
  7931. break;
  7932. case JOB_BABY_CRUSADER:
  7933. class_ = JOB_BABY_CRUSADER2;
  7934. break;
  7935. }
  7936. }
  7937. sd->vd.class_ = class_;
  7938. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  7939. sd->vd.head_top = sd->status.head_top;
  7940. sd->vd.head_mid = sd->status.head_mid;
  7941. sd->vd.head_bottom = sd->status.head_bottom;
  7942. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7943. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  7944. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  7945. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  7946. sd->vd.sex = sd->status.sex;
  7947. if (sd->vd.cloth_color) {
  7948. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  7949. sd->vd.cloth_color = 0;
  7950. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  7951. sd->vd.cloth_color = 0;
  7952. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  7953. sd->vd.cloth_color = 0;
  7954. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  7955. sd->vd.cloth_color = 0;
  7956. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  7957. sd->vd.cloth_color = 0;
  7958. }
  7959. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  7960. sd->vd.body_style = 0;
  7961. } else if (vd)
  7962. memcpy(&sd->vd, vd, sizeof(struct view_data));
  7963. else
  7964. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  7965. }
  7966. break;
  7967. case BL_MOB:
  7968. {
  7969. TBL_MOB* md = (TBL_MOB*)bl;
  7970. if (vd){
  7971. mob_free_dynamic_viewdata( md );
  7972. md->vd = vd;
  7973. }else if( pcdb_checkid( class_ ) ){
  7974. mob_set_dynamic_viewdata( md );
  7975. md->vd->class_ = class_;
  7976. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7977. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  7978. }else
  7979. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  7980. }
  7981. break;
  7982. case BL_PET:
  7983. {
  7984. TBL_PET* pd = (TBL_PET*)bl;
  7985. if (vd) {
  7986. memcpy(&pd->vd, vd, sizeof(struct view_data));
  7987. if (!pcdb_checkid(vd->class_)) {
  7988. pd->vd.hair_style = battle_config.pet_hair_style;
  7989. if(pd->pet.equip) {
  7990. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  7991. if (!pd->vd.head_bottom)
  7992. pd->vd.head_bottom = pd->pet.equip;
  7993. }
  7994. }
  7995. } else
  7996. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  7997. }
  7998. break;
  7999. case BL_NPC:
  8000. {
  8001. TBL_NPC* nd = (TBL_NPC*)bl;
  8002. if (vd)
  8003. memcpy(&nd->vd, vd, sizeof(struct view_data));
  8004. else if (pcdb_checkid(class_)) {
  8005. memset(&nd->vd, 0, sizeof(struct view_data));
  8006. nd->vd.class_ = class_;
  8007. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  8008. } else {
  8009. ShowError("status_set_viewdata (NPC): Invalid view data %d\n", class_);
  8010. if (bl->m >= 0)
  8011. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  8012. else
  8013. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  8014. ShowDebug( "Source (NPC): %s is located in: %s\n", nd->name, nd->path );
  8015. }
  8016. break;
  8017. }
  8018. break;
  8019. case BL_HOM:
  8020. {
  8021. struct homun_data *hd = (struct homun_data*)bl;
  8022. if (vd)
  8023. hd->vd = vd;
  8024. else
  8025. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  8026. }
  8027. break;
  8028. case BL_MER:
  8029. {
  8030. struct mercenary_data *md = (struct mercenary_data*)bl;
  8031. if (vd)
  8032. md->vd = vd;
  8033. else
  8034. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  8035. }
  8036. break;
  8037. case BL_ELEM:
  8038. {
  8039. struct elemental_data *ed = (struct elemental_data*)bl;
  8040. if (vd)
  8041. ed->vd = vd;
  8042. else
  8043. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  8044. }
  8045. break;
  8046. }
  8047. }
  8048. /**
  8049. * Get status change data of an object
  8050. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  8051. * @return status change data structure bl->sc
  8052. */
  8053. struct status_change *status_get_sc(struct block_list *bl)
  8054. {
  8055. if( bl )
  8056. switch (bl->type) {
  8057. case BL_PC: return &((TBL_PC*)bl)->sc;
  8058. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  8059. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  8060. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  8061. case BL_MER: return &((TBL_MER*)bl)->sc;
  8062. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  8063. }
  8064. return NULL;
  8065. }
  8066. /**
  8067. * Initiate (memset) the status change data of an object
  8068. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  8069. */
  8070. void status_change_init(struct block_list *bl)
  8071. {
  8072. struct status_change *sc = status_get_sc(bl);
  8073. nullpo_retv(sc);
  8074. memset(sc, 0, sizeof (struct status_change));
  8075. }
  8076. /*========================================== [Playtester]
  8077. * Returns the interval for status changes that iterate multiple times
  8078. * through the timer (e.g. those that deal damage in regular intervals)
  8079. * @param type: Status change (SC_*)
  8080. *------------------------------------------*/
  8081. static int status_get_sc_interval(enum sc_type type)
  8082. {
  8083. switch (type) {
  8084. case SC_POISON:
  8085. case SC_LEECHESEND:
  8086. case SC_DPOISON:
  8087. case SC_DEATHHURT:
  8088. return 1000;
  8089. case SC_BURNING:
  8090. case SC_PYREXIA:
  8091. return 3000;
  8092. case SC_MAGICMUSHROOM:
  8093. return 4000;
  8094. case SC_STONE:
  8095. return 5000;
  8096. case SC_BLEEDING:
  8097. case SC_TOXIN:
  8098. return 10000;
  8099. case SC_HELLS_PLANT:
  8100. return 333;
  8101. case SC_SHIELDSPELL_HP:
  8102. return 3000;
  8103. case SC_SHIELDSPELL_SP:
  8104. return 5000;
  8105. default:
  8106. break;
  8107. }
  8108. return 0;
  8109. }
  8110. /**
  8111. * Applies SC defense to a given status change
  8112. * This function also determines whether or not the status change will be applied
  8113. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8114. * @param bl: Target of the status change
  8115. * @param type: Status change (SC_*)
  8116. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8117. * @param tick: Initial duration that the status change affects bl
  8118. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8119. * @return adjusted duration based on flag values
  8120. */
  8121. t_tick status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, t_tick tick, unsigned char flag)
  8122. {
  8123. /// Resistance rate: 10000 = 100%
  8124. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  8125. /// 5000ms -> tick_def = 5000 -> 2500ms
  8126. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  8127. /// Fixed resistance value (after rate calculation)
  8128. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  8129. /// 2500ms -> tick_def2=2000 -> 500ms
  8130. int sc_def2 = 0, tick_def2 = 0;
  8131. struct status_data *status, *status_src;
  8132. struct status_change *sc;
  8133. struct map_session_data *sd;
  8134. nullpo_ret(bl);
  8135. if (src == NULL)
  8136. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  8137. // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
  8138. if (status_isimmune(bl)) {
  8139. std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
  8140. if (skill != nullptr && skill->skill_type == BF_MAGIC)
  8141. return 0;
  8142. }
  8143. rate = cap_value(rate, 0, 10000);
  8144. sd = BL_CAST(BL_PC,bl);
  8145. status = status_get_status_data(bl);
  8146. status_src = status_get_status_data(src);
  8147. sc = status_get_sc(bl);
  8148. if( sc && !sc->count )
  8149. sc = NULL;
  8150. switch (type) {
  8151. case SC_POISON:
  8152. case SC_DPOISON:
  8153. sc_def = status->vit*100;
  8154. #ifndef RENEWAL
  8155. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8156. if (sd) {
  8157. // For players: 60000 - 450*vit - 100*luk
  8158. tick_def = status->vit*75;
  8159. tick_def2 = status->luk*100;
  8160. } else {
  8161. // For monsters: 30000 - 200*vit
  8162. tick>>=1;
  8163. tick_def = (status->vit*200)/3;
  8164. }
  8165. #endif
  8166. break;
  8167. case SC_STUN:
  8168. sc_def = status->vit*100;
  8169. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8170. tick_def2 = status->luk*10;
  8171. break;
  8172. case SC_SILENCE:
  8173. #ifndef RENEWAL
  8174. sc_def = status->vit*100;
  8175. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8176. #else
  8177. sc_def = status->int_*100;
  8178. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8179. #endif
  8180. tick_def2 = status->luk*10;
  8181. break;
  8182. case SC_BLEEDING:
  8183. #ifndef RENEWAL
  8184. sc_def = status->vit*100;
  8185. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8186. #else
  8187. sc_def = status->agi*100;
  8188. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8189. #endif
  8190. tick_def2 = status->luk*10;
  8191. break;
  8192. case SC_SLEEP:
  8193. #ifndef RENEWAL
  8194. sc_def = status->int_*100;
  8195. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8196. #else
  8197. sc_def = status->agi*100;
  8198. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8199. #endif
  8200. tick_def2 = status->luk*10;
  8201. break;
  8202. case SC_STONE:
  8203. sc_def = status->mdef*100;
  8204. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8205. tick_def = 0; // No duration reduction
  8206. break;
  8207. case SC_FREEZE:
  8208. sc_def = status->mdef*100;
  8209. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8210. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  8211. break;
  8212. case SC_CURSE:
  8213. // Special property: immunity when luk is zero
  8214. if (status->luk == 0)
  8215. return 0;
  8216. sc_def = status->luk*100;
  8217. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  8218. tick_def = status->vit*100;
  8219. tick_def2 = status->luk*10;
  8220. break;
  8221. case SC_BLIND:
  8222. sc_def = (status->vit + status->int_)*50;
  8223. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8224. tick_def2 = status->luk*10;
  8225. break;
  8226. case SC_CONFUSION:
  8227. sc_def = (status->str + status->int_)*50;
  8228. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  8229. tick_def2 = status->luk*10;
  8230. break;
  8231. case SC_DECREASEAGI:
  8232. if (sd)
  8233. tick >>= 1; // Half duration for players.
  8234. sc_def2 = status->mdef*100;
  8235. break;
  8236. case SC_ANKLE:
  8237. if(status_has_mode(status,MD_STATUSIMMUNE)) // Lasts 5 times less on bosses
  8238. tick /= 5;
  8239. sc_def = status->agi*50;
  8240. break;
  8241. case SC_JOINTBEAT:
  8242. sc_def2 = 270 * status->str / 100; // 270 * STR / 100
  8243. tick_def2 = (status->luk * 50 + status->agi * 200) / 2; // (50 * LUK / 100 + 20 * AGI / 100) / 2
  8244. break;
  8245. case SC_DEEPSLEEP:
  8246. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  8247. break;
  8248. case SC_NETHERWORLD:
  8249. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  8250. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  8251. break;
  8252. case SC_MARSHOFABYSS:
  8253. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  8254. tick_def2 = (status->int_ + status->luk)*50;
  8255. break;
  8256. case SC_STASIS:
  8257. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  8258. tick_def2 = (status->vit + status->dex) * 50;
  8259. break;
  8260. case SC_WHITEIMPRISON:
  8261. if( tick == 5000 ) // 100% on caster
  8262. break;
  8263. if( bl->type == BL_PC )
  8264. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  8265. else
  8266. tick_def2 = (status->vit + status->luk)*50;
  8267. break;
  8268. case SC_BURNING:
  8269. tick_def2 = 75*status->luk + 125*status->agi;
  8270. break;
  8271. case SC_FREEZING:
  8272. tick_def2 = (status->vit + status->dex)*50;
  8273. break;
  8274. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  8275. sc_def = status->int_ * 80;
  8276. sc_def = max(sc_def, 500); // minimum of 5% resist
  8277. tick_def = 0;
  8278. tick_def2 = (status->vit + status->luk) * 500;
  8279. break;
  8280. case SC_TOXIN:
  8281. case SC_PARALYSE:
  8282. case SC_VENOMBLEED:
  8283. case SC_MAGICMUSHROOM:
  8284. case SC_DEATHHURT:
  8285. case SC_PYREXIA:
  8286. case SC_LEECHESEND:
  8287. tick_def2 = (status->vit + status->luk) * 500;
  8288. break;
  8289. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8290. sc_def2 = status->agi*25;
  8291. break;
  8292. case SC_ELECTRICSHOCKER:
  8293. tick_def2 = (status->vit + status->agi) * 70;
  8294. break;
  8295. case SC_CRYSTALIZE:
  8296. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  8297. break;
  8298. case SC_VACUUM_EXTREME:
  8299. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8300. break;
  8301. case SC_KYOUGAKU:
  8302. tick_def2 = 30*status->int_;
  8303. break;
  8304. case SC_PARALYSIS:
  8305. tick_def2 = (status->vit + status->luk)*50;
  8306. break;
  8307. case SC_VOICEOFSIREN:
  8308. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8309. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8310. break;
  8311. case SC_B_TRAP:
  8312. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8313. break;
  8314. case SC_NORECOVER_STATE:
  8315. tick_def2 = status->luk * 100;
  8316. break;
  8317. default:
  8318. // Effect that cannot be reduced? Likely a buff.
  8319. if (!(rnd()%10000 < rate))
  8320. return 0;
  8321. return tick ? tick : 1;
  8322. }
  8323. if (sd) {
  8324. if (battle_config.pc_sc_def_rate != 100) {
  8325. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8326. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8327. }
  8328. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  8329. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  8330. if (battle_config.pc_sc_def_rate != 100) {
  8331. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8332. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8333. }
  8334. } else {
  8335. if (battle_config.mob_sc_def_rate != 100) {
  8336. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8337. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8338. }
  8339. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  8340. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  8341. if (battle_config.mob_sc_def_rate != 100) {
  8342. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8343. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8344. }
  8345. }
  8346. if (sc) {
  8347. if (sc->data[SC_SCRESIST])
  8348. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  8349. #ifdef RENEWAL
  8350. else if (sc->data[SC_SIEGFRIED] && (type == SC_BLIND || type == SC_STONE || type == SC_FREEZE || type == SC_STUN || type == SC_CURSE || type == SC_SLEEP || type == SC_SILENCE))
  8351. sc_def += sc->data[SC_SIEGFRIED]->val3 * 100; // Status resistance.
  8352. #else
  8353. else if (sc->data[SC_SIEGFRIED])
  8354. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  8355. #endif
  8356. else if (sc->data[SC_LEECHESEND] && sc->data[SC_LEECHESEND]->val3 == 0) {
  8357. switch (type) {
  8358. case SC_BLIND:
  8359. case SC_STUN:
  8360. return 0; // Immune
  8361. }
  8362. } else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 0) {
  8363. switch (type) {
  8364. case SC_SILENCE:
  8365. case SC_CURSE:
  8366. return 0; // Immune
  8367. }
  8368. }
  8369. }
  8370. // When tick def not set, reduction is the same for both.
  8371. if(tick_def == -1)
  8372. tick_def = sc_def;
  8373. // Natural resistance
  8374. if (!(flag&SCSTART_NORATEDEF)) {
  8375. rate -= rate*sc_def/10000;
  8376. rate -= sc_def2;
  8377. // Minimum chances
  8378. switch (type) {
  8379. case SC_BITE:
  8380. rate = max(rate, 5000); // Minimum of 50%
  8381. break;
  8382. }
  8383. // Item resistance (only applies to rate%)
  8384. if (sd) {
  8385. for (const auto &it : sd->reseff) {
  8386. if (it.id == type)
  8387. rate -= rate * it.val / 10000;
  8388. }
  8389. if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8390. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  8391. }
  8392. // Aegis accuracy
  8393. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8394. }
  8395. if (!(rnd()%10000 < rate))
  8396. return 0;
  8397. // Duration cannot be reduced
  8398. if (flag&SCSTART_NOTICKDEF)
  8399. return i64max(tick, 1);
  8400. tick -= tick*tick_def/10000;
  8401. tick -= tick_def2;
  8402. // Minimum durations
  8403. switch (type) {
  8404. case SC_ANKLE:
  8405. case SC_MARSHOFABYSS:
  8406. tick = i64max(tick, 5000); // Minimum duration 5s
  8407. break;
  8408. case SC_FREEZING:
  8409. tick = i64max(tick, 6000); // Minimum duration 6s
  8410. // NEED AEGIS CHECK: might need to be 10s (http://ro.gnjoy.com/news/notice/View.asp?seq=5352)
  8411. break;
  8412. case SC_BURNING:
  8413. case SC_STASIS:
  8414. case SC_VOICEOFSIREN:
  8415. tick = i64max(tick, 10000); // Minimum duration 10s
  8416. break;
  8417. default:
  8418. // Skills need to trigger even if the duration is reduced below 1ms
  8419. tick = i64max(tick, 1);
  8420. break;
  8421. }
  8422. return tick;
  8423. }
  8424. /**
  8425. * Applies SC effect
  8426. * @param bl: Source to apply effect
  8427. * @param type: Status change (SC_*)
  8428. * @param dval1~3: Depends on type of status change
  8429. * Author: Ind
  8430. */
  8431. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8432. struct eri *eri;
  8433. struct sc_display_entry **sc_display;
  8434. struct sc_display_entry ***sc_display_ptr;
  8435. struct sc_display_entry *entry;
  8436. int i;
  8437. unsigned char sc_display_count;
  8438. unsigned char *sc_display_count_ptr;
  8439. nullpo_retv(bl);
  8440. switch( bl->type ){
  8441. case BL_PC: {
  8442. struct map_session_data* sd = (struct map_session_data*)bl;
  8443. sc_display_ptr = &sd->sc_display;
  8444. sc_display_count_ptr = &sd->sc_display_count;
  8445. eri = pc_sc_display_ers;
  8446. }
  8447. break;
  8448. case BL_NPC: {
  8449. struct npc_data* nd = (struct npc_data*)bl;
  8450. sc_display_ptr = &nd->sc_display;
  8451. sc_display_count_ptr = &nd->sc_display_count;
  8452. eri = npc_sc_display_ers;
  8453. }
  8454. break;
  8455. default:
  8456. return;
  8457. }
  8458. sc_display = *sc_display_ptr;
  8459. sc_display_count = *sc_display_count_ptr;
  8460. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8461. if( i != sc_display_count ) {
  8462. sc_display[i]->val1 = dval1;
  8463. sc_display[i]->val2 = dval2;
  8464. sc_display[i]->val3 = dval3;
  8465. return;
  8466. }
  8467. entry = ers_alloc(eri, struct sc_display_entry);
  8468. entry->type = type;
  8469. entry->val1 = dval1;
  8470. entry->val2 = dval2;
  8471. entry->val3 = dval3;
  8472. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8473. sc_display[sc_display_count - 1] = entry;
  8474. *sc_display_ptr = sc_display;
  8475. *sc_display_count_ptr = sc_display_count;
  8476. }
  8477. /**
  8478. * Removes SC effect
  8479. * @param bl: Source to remove effect
  8480. * @param type: Status change (SC_*)
  8481. * Author: Ind
  8482. */
  8483. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8484. struct eri *eri;
  8485. struct sc_display_entry **sc_display;
  8486. struct sc_display_entry ***sc_display_ptr;
  8487. int i;
  8488. unsigned char sc_display_count;
  8489. unsigned char *sc_display_count_ptr;
  8490. nullpo_retv(bl);
  8491. switch( bl->type ){
  8492. case BL_PC: {
  8493. struct map_session_data* sd = (struct map_session_data*)bl;
  8494. sc_display_ptr = &sd->sc_display;
  8495. sc_display_count_ptr = &sd->sc_display_count;
  8496. eri = pc_sc_display_ers;
  8497. }
  8498. break;
  8499. case BL_NPC: {
  8500. struct npc_data* nd = (struct npc_data*)bl;
  8501. sc_display_ptr = &nd->sc_display;
  8502. sc_display_count_ptr = &nd->sc_display_count;
  8503. eri = npc_sc_display_ers;
  8504. }
  8505. break;
  8506. default:
  8507. return;
  8508. }
  8509. sc_display = *sc_display_ptr;
  8510. sc_display_count = *sc_display_count_ptr;
  8511. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8512. if( i != sc_display_count ) {
  8513. int cursor;
  8514. ers_free(eri, sc_display[i]);
  8515. sc_display[i] = NULL;
  8516. /* The all-mighty compact-o-matic */
  8517. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8518. if( sc_display[i] == NULL )
  8519. continue;
  8520. if( i != cursor )
  8521. sc_display[cursor] = sc_display[i];
  8522. cursor++;
  8523. }
  8524. if( !(sc_display_count = cursor) ) {
  8525. aFree(sc_display);
  8526. sc_display = NULL;
  8527. }
  8528. *sc_display_ptr = sc_display;
  8529. *sc_display_count_ptr = sc_display_count;
  8530. }
  8531. }
  8532. /**
  8533. * Applies SC defense to a given status change
  8534. * This function also determines whether or not the status change will be applied
  8535. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8536. * @param bl: Target of the status change (See: enum sc_type)
  8537. * @param type: Status change (SC_*)
  8538. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8539. * @param val1~4: Depends on type of status change
  8540. * @param tick: Initial duration that the status change affects bl
  8541. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8542. * @return adjusted duration based on flag values
  8543. */
  8544. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,t_tick duration,unsigned char flag) {
  8545. struct map_session_data *sd = NULL;
  8546. struct status_change* sc;
  8547. struct status_change_entry* sce;
  8548. struct status_data *status;
  8549. struct view_data *vd;
  8550. int calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  8551. bool sc_isnew = true;
  8552. nullpo_ret(bl);
  8553. sc = status_get_sc(bl);
  8554. status = status_get_status_data(bl);
  8555. if( type <= SC_NONE || type >= SC_MAX ) {
  8556. ShowError("status_change_start: invalid status change (%d)!\n", type);
  8557. return 0;
  8558. }
  8559. if( !sc )
  8560. return 0; // Unable to receive status changes
  8561. if( bl->type != BL_NPC && status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
  8562. return 0;
  8563. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  8564. return 0;
  8565. if (sc->data[SC_GRAVITYCONTROL])
  8566. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  8567. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  8568. // if (bl->type == BL_MOB)
  8569. // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  8570. if( sc->data[SC_REFRESH] ) {
  8571. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  8572. return 0; // Immune to status ailments
  8573. switch( type ) {
  8574. case SC_DEEPSLEEP:
  8575. case SC_BURNING:
  8576. case SC_FREEZING:
  8577. case SC_CRYSTALIZE:
  8578. case SC_TOXIN:
  8579. case SC_PARALYSE:
  8580. case SC_VENOMBLEED:
  8581. case SC_MAGICMUSHROOM:
  8582. case SC_DEATHHURT:
  8583. case SC_PYREXIA:
  8584. case SC_OBLIVIONCURSE:
  8585. case SC_MARSHOFABYSS:
  8586. case SC_MANDRAGORA:
  8587. return 0;
  8588. }
  8589. }
  8590. if( sc->data[SC_INSPIRATION] ) {
  8591. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  8592. return 0; // Immune to status ailments
  8593. switch( type ) {
  8594. case SC_BURNING:
  8595. case SC_FREEZING:
  8596. case SC_CRYSTALIZE:
  8597. case SC_FEAR:
  8598. case SC_TOXIN:
  8599. case SC_PARALYSE:
  8600. case SC_VENOMBLEED:
  8601. case SC_MAGICMUSHROOM:
  8602. case SC_DEATHHURT:
  8603. case SC_PYREXIA:
  8604. case SC_OBLIVIONCURSE:
  8605. case SC_LEECHESEND:
  8606. case SC_DEEPSLEEP:
  8607. case SC_SATURDAYNIGHTFEVER:
  8608. case SC__BODYPAINT:
  8609. case SC__ENERVATION:
  8610. case SC__GROOMY:
  8611. case SC__IGNORANCE:
  8612. case SC__LAZINESS:
  8613. case SC__UNLUCKY:
  8614. case SC__WEAKNESS:
  8615. return 0;
  8616. }
  8617. }
  8618. if( sc->data[SC_KINGS_GRACE] ) {
  8619. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  8620. return 0; // Immune to status ailments
  8621. switch( type ) {
  8622. case SC_HALLUCINATION:
  8623. case SC_BURNING:
  8624. case SC_CRYSTALIZE:
  8625. case SC_FREEZING:
  8626. case SC_DEEPSLEEP:
  8627. case SC_FEAR:
  8628. case SC_MANDRAGORA:
  8629. return 0;
  8630. }
  8631. }
  8632. // Statuses from Merchant family skills that can be blocked while using Madogear; see pc.cpp::pc_setoption for cancellation
  8633. if (sc->option & OPTION_MADOGEAR) {
  8634. for (const auto &madosc : mado_statuses) {
  8635. if (type != madosc)
  8636. continue;
  8637. uint16 skill_id = status_sc2skill(type);
  8638. if (skill_id > 0 && !skill_get_inf2(skill_id, INF2_ALLOWONMADO))
  8639. return 0;
  8640. }
  8641. }
  8642. // Adjust tick according to status resistances
  8643. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  8644. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  8645. if( !duration )
  8646. return 0;
  8647. }
  8648. int tick = (int)duration;
  8649. sd = BL_CAST(BL_PC, bl);
  8650. vd = status_get_viewdata(bl);
  8651. undead_flag = battle_check_undead(status->race,status->def_ele);
  8652. // Check for immunities / sc fails
  8653. switch (type) {
  8654. case SC_DECREASEAGI:
  8655. case SC_QUAGMIRE:
  8656. case SC_DONTFORGETME:
  8657. case SC_CREATINGSTAR:
  8658. if(sc->data[SC_SPEEDUP1])
  8659. return 0;
  8660. break;
  8661. case SC_ANGRIFFS_MODUS:
  8662. case SC_GOLDENE_FERSE:
  8663. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  8664. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  8665. )
  8666. return 0;
  8667. case SC_VACUUM_EXTREME:
  8668. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_NPC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  8669. (sc->data[SC_VACUUM_EXTREME_POSTDELAY] && sc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == val2))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  8670. return 0;
  8671. break;
  8672. case SC_STONE:
  8673. // Undead are immune to Stone
  8674. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8675. return 0;
  8676. if (sc->data[SC_POWER_OF_GAIA] || sc->data[SC_GVG_STONE])
  8677. return 0;
  8678. if (sc->opt1)
  8679. return 0; //Cannot override other OPT1 status changes [Skotlex]
  8680. break;
  8681. case SC_FREEZE:
  8682. // Undead are immune to Freeze
  8683. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8684. return 0;
  8685. if (sc->data[SC_GVG_FREEZ] || sc->data[SC_WARMER])
  8686. return 0;
  8687. if (sc->opt1)
  8688. return 0; // Cannot override other opt1 status changes. [Skotlex]
  8689. break;
  8690. case SC_FREEZING:
  8691. case SC_CRYSTALIZE:
  8692. if (sc->data[SC_WARMER])
  8693. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  8694. break;
  8695. case SC_SLEEP:
  8696. if (sc->data[SC_GVG_SLEEP])
  8697. return 0;
  8698. if (sc->opt1)
  8699. return 0; // Cannot override other opt1 status changes. [Skotlex]
  8700. break;
  8701. case SC_STUN:
  8702. if (sc->opt1)
  8703. return 0; // Cannot override other opt1 status changes. [Skotlex]
  8704. if (sc->data[SC_GVG_STUN])
  8705. return 0;
  8706. break;
  8707. case SC_BLIND:
  8708. if (sc->data[SC_FEAR])
  8709. return 0;
  8710. if (sc->data[SC_GVG_BLIND])
  8711. return 0;
  8712. break;
  8713. case SC_CURSE:
  8714. if (sc->data[SC_GVG_CURSE])
  8715. return 0;
  8716. break;
  8717. case SC_SILENCE:
  8718. if (sc->data[SC_GVG_SILENCE])
  8719. return 0;
  8720. break;
  8721. case SC_ALL_RIDING:
  8722. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  8723. return 0;
  8724. if( sc->data[type] )
  8725. { // Already mounted, just dismount.
  8726. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  8727. return 0;
  8728. }
  8729. break;
  8730. // They're all like berserk, do not everlap each other
  8731. case SC_BERSERK:
  8732. if(sc->data[SC_SATURDAYNIGHTFEVER])
  8733. return 0;
  8734. break;
  8735. // Fall through
  8736. case SC_WHITEIMPRISON:
  8737. if (sc->opt1)
  8738. return 0; //Cannot override other OPT1 status changes [Skotlex]
  8739. break;
  8740. case SC_SIGNUMCRUCIS:
  8741. // Only affects demons and undead element (but not players)
  8742. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8743. return 0;
  8744. break;
  8745. case SC_AETERNA:
  8746. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  8747. return 0;
  8748. break;
  8749. case SC_KYRIE:
  8750. case SC_TUNAPARTY:
  8751. if (bl->type == BL_MOB)
  8752. return 0;
  8753. break;
  8754. case SC_OVERTHRUST:
  8755. if (sc->data[SC_MAXOVERTHRUST])
  8756. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  8757. break;
  8758. case SC_ADRENALINE:
  8759. case SC_ADRENALINE2:
  8760. if (sc->data[SC_QUAGMIRE] || sc->data[SC_DECREASEAGI])
  8761. return 0;
  8762. break;
  8763. case SC_MAGNIFICAT:
  8764. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  8765. return 0;
  8766. break;
  8767. case SC_ONEHAND:
  8768. case SC_MERC_QUICKEN:
  8769. case SC_TWOHANDQUICKEN:
  8770. if(sc->data[SC_DECREASEAGI])
  8771. return 0;
  8772. case SC_INCREASEAGI:
  8773. case SC_CONCENTRATE:
  8774. case SC_SPEARQUICKEN:
  8775. case SC_TRUESIGHT:
  8776. case SC_WINDWALK:
  8777. case SC_ASSNCROS:
  8778. if (sc->option&OPTION_MADOGEAR)
  8779. return 0; // Mado is immune to the above [Ind]
  8780. case SC_CARTBOOST:
  8781. if (sc->data[SC_QUAGMIRE])
  8782. return 0;
  8783. break;
  8784. case SC_CLOAKING:
  8785. // Avoid cloaking with no wall and low skill level. [Skotlex]
  8786. // Due to the cloaking card, we have to check the wall versus to known
  8787. // skill level rather than the used one. [Skotlex]
  8788. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  8789. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  8790. return 0;
  8791. break;
  8792. case SC_NEWMOON:
  8793. if (sc->data[SC_BITE])
  8794. return 0;
  8795. break;
  8796. case SC_MODECHANGE:
  8797. {
  8798. enum e_mode mode;
  8799. struct status_data *bstatus = status_get_base_status(bl);
  8800. if (!bstatus) return 0;
  8801. if (sc->data[type]) { // Pile up with previous values.
  8802. if(!val2) val2 = sc->data[type]->val2;
  8803. val3 |= sc->data[type]->val3;
  8804. val4 |= sc->data[type]->val4;
  8805. }
  8806. mode = val2 ? static_cast<e_mode>((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
  8807. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  8808. if (val3) mode = static_cast<e_mode>(mode|val3); // Add mode
  8809. if (mode == bstatus->mode) { // No change.
  8810. if (sc->data[type]) // Abort previous status
  8811. return status_change_end(bl, type, INVALID_TIMER);
  8812. return 0;
  8813. }
  8814. }
  8815. break;
  8816. // Strip skills, need to divest something or it fails.
  8817. case SC_STRIPWEAPON:
  8818. if (val2 == 1)
  8819. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  8820. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  8821. short i;
  8822. uint8 successFlag = 0;
  8823. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  8824. return 0;
  8825. i = sd->equip_index[EQI_HAND_L];
  8826. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8827. successFlag|=1;
  8828. pc_unequipitem(sd,i,3); // Left-hand weapon
  8829. }
  8830. i = sd->equip_index[EQI_HAND_R];
  8831. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8832. successFlag|=2;
  8833. pc_unequipitem(sd,i,3);
  8834. }
  8835. if (!successFlag) return 0;
  8836. }
  8837. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8838. break;
  8839. case SC_STRIPSHIELD:
  8840. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  8841. else
  8842. if (sd && !(flag&SCSTART_LOADED)) {
  8843. short i;
  8844. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  8845. return 0;
  8846. i = sd->equip_index[EQI_HAND_L];
  8847. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  8848. return 0;
  8849. pc_unequipitem(sd,i,3);
  8850. }
  8851. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8852. break;
  8853. case SC_STRIPARMOR:
  8854. if (sd && !(flag&SCSTART_LOADED)) {
  8855. short i;
  8856. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  8857. return 0;
  8858. i = sd->equip_index[EQI_ARMOR];
  8859. if ( i < 0 || !sd->inventory_data[i] )
  8860. return 0;
  8861. pc_unequipitem(sd,i,3);
  8862. }
  8863. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8864. break;
  8865. case SC_STRIPHELM:
  8866. if (sd && !(flag&SCSTART_LOADED)) {
  8867. short i;
  8868. if(sd->bonus.unstripable_equip&EQP_HELM)
  8869. return 0;
  8870. i = sd->equip_index[EQI_HEAD_TOP];
  8871. if ( i < 0 || !sd->inventory_data[i] )
  8872. return 0;
  8873. pc_unequipitem(sd,i,3);
  8874. }
  8875. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8876. break;
  8877. case SC_MERC_FLEEUP:
  8878. case SC_MERC_ATKUP:
  8879. case SC_MERC_HPUP:
  8880. case SC_MERC_SPUP:
  8881. case SC_MERC_HITUP:
  8882. if( bl->type != BL_MER )
  8883. return 0; // Stats only for Mercenaries
  8884. break;
  8885. case SC_STRFOOD:
  8886. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  8887. return 0;
  8888. break;
  8889. case SC_AGIFOOD:
  8890. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  8891. return 0;
  8892. break;
  8893. case SC_VITFOOD:
  8894. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  8895. return 0;
  8896. break;
  8897. case SC_INTFOOD:
  8898. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  8899. return 0;
  8900. break;
  8901. case SC_DEXFOOD:
  8902. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  8903. return 0;
  8904. break;
  8905. case SC_LUKFOOD:
  8906. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  8907. return 0;
  8908. break;
  8909. case SC_FOOD_STR_CASH:
  8910. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8911. return 0;
  8912. break;
  8913. case SC_FOOD_AGI_CASH:
  8914. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8915. return 0;
  8916. break;
  8917. case SC_FOOD_VIT_CASH:
  8918. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8919. return 0;
  8920. break;
  8921. case SC_FOOD_INT_CASH:
  8922. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8923. return 0;
  8924. break;
  8925. case SC_FOOD_DEX_CASH:
  8926. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8927. return 0;
  8928. break;
  8929. case SC_FOOD_LUK_CASH:
  8930. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8931. return 0;
  8932. break;
  8933. case SC_CAMOUFLAGE:
  8934. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  8935. return 0;
  8936. break;
  8937. case SC__STRIPACCESSORY:
  8938. if( sd ) {
  8939. short i = -1;
  8940. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  8941. i = sd->equip_index[EQI_ACC_L];
  8942. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8943. pc_unequipitem(sd,i,3); // Left-Accessory
  8944. }
  8945. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  8946. i = sd->equip_index[EQI_ACC_R];
  8947. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8948. pc_unequipitem(sd,i,3); // Right-Accessory
  8949. }
  8950. if( i < 0 )
  8951. return 0;
  8952. }
  8953. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8954. break;
  8955. case SC_TOXIN:
  8956. case SC_PARALYSE:
  8957. case SC_VENOMBLEED:
  8958. case SC_MAGICMUSHROOM:
  8959. case SC_DEATHHURT:
  8960. case SC_PYREXIA:
  8961. case SC_OBLIVIONCURSE:
  8962. case SC_LEECHESEND:
  8963. if (val3 == 0) // Don't display icon on self
  8964. flag |= SCSTART_NOICON;
  8965. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  8966. if (sc->data[i] && sc->data[i]->val3 == 1) // It doesn't stack or even renew on the target
  8967. return 0;
  8968. else if (sc->data[i] && sc->data[i]->val3 == 0)
  8969. status_change_end(bl, static_cast<sc_type>(i), INVALID_TIMER); // End the bonus part on the caster
  8970. }
  8971. break;
  8972. case SC_SATURDAYNIGHTFEVER:
  8973. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  8974. return 0;
  8975. break;
  8976. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  8977. if(sc->data[SC_HOVERING])
  8978. return 0;
  8979. break;
  8980. case SC_HEAT_BARREL:
  8981. //kRO Update 2014-02-12
  8982. //- Cannot be stacked with Platinum Alter and Madness Canceler [Cydh]
  8983. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  8984. return 0;
  8985. break;
  8986. case SC_P_ALTER:
  8987. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  8988. return 0;
  8989. break;
  8990. case SC_MADNESSCANCEL:
  8991. if (sc->data[type]) { // Toggle the status but still consume requirements.
  8992. status_change_end(bl, type, INVALID_TIMER);
  8993. return 0;
  8994. }
  8995. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  8996. return 0;
  8997. break;
  8998. case SC_KINGS_GRACE:
  8999. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  9000. return 0;
  9001. break;
  9002. case SC_GROOMING:
  9003. case SC_CHATTERING:
  9004. if (sc->data[type])
  9005. return 0;
  9006. case SC_BURNT:
  9007. if( sc->data[SC_CHILL] )
  9008. return 0;
  9009. break;
  9010. case SC_WEDDING:
  9011. case SC_XMAS:
  9012. case SC_SUMMER:
  9013. case SC_HANBOK:
  9014. case SC_OKTOBERFEST:
  9015. case SC_DRESSUP:
  9016. if (!vd)
  9017. return 0;
  9018. break;
  9019. }
  9020. // Check for resistances
  9021. if(status_has_mode(status,MD_STATUSIMMUNE) && !(flag&SCSTART_NOAVOID)) {
  9022. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  9023. return 0;
  9024. switch (type) {
  9025. case SC_BLESSING:
  9026. case SC_DECREASEAGI:
  9027. case SC_PROVOKE:
  9028. case SC_COMA:
  9029. #ifndef RENEWAL
  9030. case SC_GRAVITATION:
  9031. #endif
  9032. case SC_SUITON:
  9033. case SC_STRIPWEAPON:
  9034. case SC_STRIPARMOR:
  9035. case SC_STRIPSHIELD:
  9036. case SC_STRIPHELM:
  9037. case SC_RICHMANKIM:
  9038. case SC_ROKISWEIL:
  9039. case SC_FOGWALL:
  9040. case SC_WHITEIMPRISON:
  9041. case SC_FEAR:
  9042. case SC_FREEZING:
  9043. case SC_BURNING:
  9044. case SC_MARSHOFABYSS:
  9045. case SC_ADORAMUS:
  9046. case SC_PARALYSIS:
  9047. case SC_DEEPSLEEP:
  9048. case SC_CRYSTALIZE:
  9049. case SC_TEARGAS:
  9050. case SC_TEARGAS_SOB:
  9051. case SC_PYREXIA:
  9052. case SC_DEATHHURT:
  9053. case SC_TOXIN:
  9054. case SC_PARALYSE:
  9055. case SC_VENOMBLEED:
  9056. case SC_MAGICMUSHROOM:
  9057. case SC_OBLIVIONCURSE:
  9058. case SC_LEECHESEND:
  9059. case SC_BANDING_DEFENCE:
  9060. case SC__ENERVATION:
  9061. case SC__GROOMY:
  9062. case SC__IGNORANCE:
  9063. case SC__LAZINESS:
  9064. case SC__UNLUCKY:
  9065. case SC__WEAKNESS:
  9066. case SC_BITE:
  9067. case SC_MAGNETICFIELD:
  9068. case SC_NETHERWORLD:
  9069. case SC_CRESCENTELBOW:
  9070. case SC_VACUUM_EXTREME:
  9071. case SC_CATNIPPOWDER:
  9072. case SC_SV_ROOTTWIST:
  9073. case SC_BITESCAR:
  9074. case SC_SP_SHA:
  9075. case SC_FRESHSHRIMP:
  9076. return 0;
  9077. }
  9078. }
  9079. // Check for mvp resistance // atm only those who OS
  9080. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  9081. switch (type) {
  9082. case SC_COMA:
  9083. // continue list...
  9084. return 0;
  9085. }
  9086. }
  9087. // Before overlapping fail, one must check for status cured.
  9088. switch (type) {
  9089. case SC_BLESSING:
  9090. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  9091. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  9092. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  9093. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  9094. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9095. if (sc->data[SC_CURSE]) {
  9096. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9097. return 1; // End Curse and do not give stat boost
  9098. }
  9099. }
  9100. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  9101. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  9102. break;
  9103. case SC_INCREASEAGI:
  9104. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9105. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  9106. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  9107. break;
  9108. case SC_QUAGMIRE:
  9109. status_change_end(bl, SC_LOUD, INVALID_TIMER);
  9110. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  9111. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  9112. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  9113. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  9114. // Also blocks the ones below...
  9115. case SC_DECREASEAGI:
  9116. if (type == SC_DECREASEAGI) {
  9117. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9118. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  9119. }
  9120. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  9121. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  9122. // Also blocks the ones below...
  9123. #ifndef RENEWAL
  9124. case SC_DONTFORGETME:
  9125. #endif
  9126. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  9127. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  9128. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  9129. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  9130. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  9131. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  9132. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  9133. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  9134. break;
  9135. #ifdef RENEWAL
  9136. case SC_RICHMANKIM:
  9137. case SC_ETERNALCHAOS:
  9138. case SC_DRUMBATTLE:
  9139. case SC_NIBELUNGEN:
  9140. case SC_ROKISWEIL:
  9141. case SC_INTOABYSS:
  9142. case SC_SIEGFRIED:
  9143. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  9144. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  9145. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  9146. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  9147. status_change_end(bl, SC_ROKISWEIL, INVALID_TIMER);
  9148. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  9149. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  9150. break;
  9151. case SC_WHISTLE:
  9152. case SC_ASSNCROS:
  9153. case SC_POEMBRAGI:
  9154. case SC_APPLEIDUN:
  9155. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  9156. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  9157. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  9158. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  9159. break;
  9160. case SC_DONTFORGETME:
  9161. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  9162. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  9163. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  9164. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  9165. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  9166. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  9167. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  9168. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  9169. case SC_HUMMING:
  9170. case SC_FORTUNE:
  9171. case SC_SERVICE4U:
  9172. status_change_end(bl, SC_DONTFORGETME, INVALID_TIMER);
  9173. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  9174. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  9175. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  9176. break;
  9177. #endif
  9178. case SC_ADORAMUS:
  9179. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9180. break;
  9181. case SC_ONEHAND:
  9182. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  9183. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  9184. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  9185. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  9186. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  9187. break;
  9188. case SC_MAXOVERTHRUST:
  9189. // Cancels Normal Overthrust. [Skotlex]
  9190. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  9191. break;
  9192. case SC_SUNSTANCE:
  9193. case SC_LUNARSTANCE:
  9194. case SC_STARSTANCE:
  9195. case SC_UNIVERSESTANCE:
  9196. if (sc->data[type])
  9197. break;
  9198. status_change_end(bl, SC_SUNSTANCE, INVALID_TIMER);
  9199. status_change_end(bl, SC_LUNARSTANCE, INVALID_TIMER);
  9200. status_change_end(bl, SC_STARSTANCE, INVALID_TIMER);
  9201. status_change_end(bl, SC_UNIVERSESTANCE, INVALID_TIMER);
  9202. break;
  9203. case SC_SPIRIT:
  9204. case SC_SOULGOLEM:
  9205. case SC_SOULSHADOW:
  9206. case SC_SOULFALCON:
  9207. case SC_SOULFAIRY:
  9208. if (sc->data[type])
  9209. break;
  9210. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  9211. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  9212. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  9213. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  9214. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  9215. break;
  9216. case SC_MAGNIFICAT:
  9217. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  9218. break;
  9219. case SC_OFFERTORIUM:
  9220. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  9221. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9222. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9223. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9224. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9225. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9226. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9227. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9228. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9229. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  9230. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  9231. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  9232. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  9233. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  9234. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  9235. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  9236. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  9237. break;
  9238. #ifndef RENEWAL
  9239. case SC_KYRIE:
  9240. // Cancels Assumptio
  9241. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  9242. break;
  9243. #endif
  9244. case SC_DELUGE:
  9245. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  9246. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9247. break;
  9248. case SC_SILENCE:
  9249. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  9250. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  9251. break;
  9252. case SC_FREEZE:
  9253. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  9254. break;
  9255. case SC_HIDING:
  9256. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  9257. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  9258. break;
  9259. case SC_BERSERK:
  9260. if( val3 == SC__BLOODYLUST )
  9261. break;
  9262. if(battle_config.berserk_cancels_buffs) {
  9263. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  9264. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  9265. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  9266. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  9267. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  9268. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  9269. }
  9270. #ifdef RENEWAL
  9271. else {
  9272. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  9273. }
  9274. #endif
  9275. break;
  9276. case SC_ASSUMPTIO:
  9277. #ifndef RENEWAL
  9278. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  9279. #endif
  9280. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  9281. break;
  9282. case SC_KAITE:
  9283. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  9284. break;
  9285. case SC_GN_CARTBOOST:
  9286. case SC_CARTBOOST:
  9287. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  9288. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9289. return 0;
  9290. }
  9291. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  9292. //since Cart Boost don't cancel Slow Grace effect
  9293. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  9294. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  9295. if(sc->data[SC_DONTFORGETME])
  9296. return 0;
  9297. break;
  9298. case SC_FUSION:
  9299. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  9300. break;
  9301. case SC_ADJUSTMENT:
  9302. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  9303. break;
  9304. case SC_MADNESSCANCEL:
  9305. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  9306. break;
  9307. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  9308. case SC_CHANGEUNDEAD:
  9309. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  9310. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  9311. break;
  9312. case SC_STRFOOD:
  9313. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  9314. break;
  9315. case SC_AGIFOOD:
  9316. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  9317. break;
  9318. case SC_VITFOOD:
  9319. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  9320. break;
  9321. case SC_INTFOOD:
  9322. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  9323. break;
  9324. case SC_DEXFOOD:
  9325. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  9326. break;
  9327. case SC_LUKFOOD:
  9328. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  9329. break;
  9330. case SC_FOOD_STR_CASH:
  9331. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  9332. break;
  9333. case SC_FOOD_AGI_CASH:
  9334. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  9335. break;
  9336. case SC_FOOD_VIT_CASH:
  9337. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  9338. break;
  9339. case SC_FOOD_INT_CASH:
  9340. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  9341. break;
  9342. case SC_FOOD_DEX_CASH:
  9343. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  9344. break;
  9345. case SC_FOOD_LUK_CASH:
  9346. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  9347. break;
  9348. case SC_MARSHOFABYSS:
  9349. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  9350. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  9351. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  9352. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  9353. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  9354. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  9355. break;
  9356. case SC_SWINGDANCE:
  9357. case SC_SYMPHONYOFLOVER:
  9358. case SC_MOONLITSERENADE:
  9359. case SC_RUSHWINDMILL:
  9360. case SC_ECHOSONG:
  9361. case SC_HARMONIZE: // Group A doesn't overlap
  9362. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  9363. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  9364. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  9365. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  9366. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  9367. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9368. break;
  9369. case SC_VOICEOFSIREN:
  9370. case SC_DEEPSLEEP:
  9371. case SC_GLOOMYDAY:
  9372. case SC_SONGOFMANA:
  9373. case SC_DANCEWITHWUG:
  9374. case SC_SATURDAYNIGHTFEVER:
  9375. case SC_LERADSDEW:
  9376. case SC_MELODYOFSINK:
  9377. case SC_BEYONDOFWARCRY:
  9378. case SC_UNLIMITEDHUMMINGVOICE:
  9379. case SC_SIRCLEOFNATURE: // Group B
  9380. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  9381. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9382. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  9383. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  9384. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9385. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  9386. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  9387. if (type != SC_GLOOMYDAY) {
  9388. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  9389. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  9390. }
  9391. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  9392. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  9393. if (type != SC_SATURDAYNIGHTFEVER) {
  9394. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  9395. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  9396. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  9397. }
  9398. }
  9399. break;
  9400. case SC_REFLECTSHIELD:
  9401. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  9402. break;
  9403. case SC_REFLECTDAMAGE:
  9404. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  9405. break;
  9406. case SC_SHIELDSPELL_HP:
  9407. case SC_SHIELDSPELL_SP:
  9408. case SC_SHIELDSPELL_ATK:
  9409. if( type != SC_SHIELDSPELL_HP )
  9410. status_change_end(bl, SC_SHIELDSPELL_HP, INVALID_TIMER);
  9411. if( type != SC_SHIELDSPELL_SP )
  9412. status_change_end(bl, SC_SHIELDSPELL_SP, INVALID_TIMER);
  9413. if( type != SC_SHIELDSPELL_ATK )
  9414. status_change_end(bl, SC_SHIELDSPELL_ATK, INVALID_TIMER);
  9415. break;
  9416. case SC_BANDING:
  9417. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  9418. break;
  9419. case SC_GT_CHANGE:
  9420. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  9421. break;
  9422. case SC_GT_REVITALIZE:
  9423. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  9424. break;
  9425. case SC_WARMER:
  9426. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9427. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9428. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9429. break;
  9430. case SC_INVINCIBLE:
  9431. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  9432. break;
  9433. case SC_INVINCIBLEOFF:
  9434. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  9435. break;
  9436. case SC_WHITEIMPRISON:
  9437. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9438. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9439. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9440. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9441. break;
  9442. case SC_FEAR:
  9443. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9444. break;
  9445. case SC_KINGS_GRACE:
  9446. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  9447. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  9448. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  9449. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  9450. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  9451. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  9452. // Fall through
  9453. case SC_GROOMING:
  9454. status_change_end(bl,SC_STUN,INVALID_TIMER);
  9455. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  9456. status_change_end(bl,SC_STONE,INVALID_TIMER);
  9457. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  9458. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  9459. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  9460. status_change_end(bl,SC_POISON,INVALID_TIMER);
  9461. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  9462. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  9463. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  9464. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  9465. break;
  9466. case SC_2011RWC_SCROLL:
  9467. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  9468. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  9469. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  9470. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  9471. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  9472. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  9473. break;
  9474. case SC_FIGHTINGSPIRIT:
  9475. case SC_OVERED_BOOST:
  9476. case SC_MAGICPOWER:
  9477. case SC_IMPOSITIO:
  9478. case SC_KAAHI:
  9479. //These status changes always overwrite themselves even when a lower level is cast
  9480. status_change_end(bl, type, INVALID_TIMER);
  9481. break;
  9482. case SC_ENDURE:
  9483. if (sd && sd->special_state.no_walk_delay)
  9484. return 1;
  9485. break;
  9486. case SC_MADOGEAR:
  9487. for (const auto &sc : mado_statuses) {
  9488. uint16 skill_id = status_sc2skill(sc);
  9489. if (skill_id > 0 && !skill_get_inf2(skill_id, INF2_ALLOWONMADO))
  9490. status_change_end(bl, sc, INVALID_TIMER);
  9491. }
  9492. if (sd)
  9493. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  9494. break;
  9495. case SC_CHILL:
  9496. status_change_end(bl,SC_BURNT,INVALID_TIMER);
  9497. break;
  9498. }
  9499. // Check for overlapping fails
  9500. if( (sce = sc->data[type]) ) {
  9501. switch( type ) {
  9502. case SC_MERC_FLEEUP:
  9503. case SC_MERC_ATKUP:
  9504. case SC_MERC_HPUP:
  9505. case SC_MERC_SPUP:
  9506. case SC_MERC_HITUP:
  9507. if( sce->val1 > val1 )
  9508. val1 = sce->val1;
  9509. break;
  9510. case SC_ADRENALINE:
  9511. case SC_ADRENALINE2:
  9512. case SC_WEAPONPERFECTION:
  9513. case SC_OVERTHRUST:
  9514. if (sce->val2 > val2)
  9515. return 0;
  9516. break;
  9517. case SC_S_LIFEPOTION:
  9518. case SC_L_LIFEPOTION:
  9519. case SC_BOSSMAPINFO:
  9520. case SC_STUN:
  9521. case SC_SLEEP:
  9522. case SC_POISON:
  9523. case SC_CURSE:
  9524. case SC_SILENCE:
  9525. case SC_CONFUSION:
  9526. case SC_BLIND:
  9527. case SC_BLEEDING:
  9528. case SC_DPOISON:
  9529. case SC_CLOSECONFINE2: // Can't be re-closed in.
  9530. case SC_TINDER_BREAKER2:
  9531. case SC_MARIONETTE:
  9532. case SC_MARIONETTE2:
  9533. case SC_NOCHAT:
  9534. case SC_ABUNDANCE:
  9535. case SC_FEAR:
  9536. case SC_BURNING:
  9537. case SC_FREEZING:
  9538. case SC_WHITEIMPRISON:
  9539. case SC_TOXIN:
  9540. case SC_PARALYSE:
  9541. case SC_VENOMBLEED:
  9542. case SC_MAGICMUSHROOM:
  9543. case SC_DEATHHURT:
  9544. case SC_PYREXIA:
  9545. case SC_OBLIVIONCURSE:
  9546. case SC_LEECHESEND:
  9547. case SC_CURSEDCIRCLE_TARGET:
  9548. case SC_ELECTRICSHOCKER:
  9549. case SC_BANDING_DEFENCE:
  9550. case SC__ENERVATION:
  9551. case SC__GROOMY:
  9552. case SC__IGNORANCE:
  9553. case SC__LAZINESS:
  9554. case SC__UNLUCKY:
  9555. case SC__WEAKNESS:
  9556. case SC_DEEPSLEEP:
  9557. case SC_NETHERWORLD:
  9558. case SC_CRYSTALIZE:
  9559. case SC_MANDRAGORA:
  9560. case SC_DEFSET:
  9561. case SC_MDEFSET:
  9562. case SC_NORECOVER_STATE:
  9563. case SC_REUSE_LIMIT_A:
  9564. case SC_REUSE_LIMIT_B:
  9565. case SC_REUSE_LIMIT_C:
  9566. case SC_REUSE_LIMIT_D:
  9567. case SC_REUSE_LIMIT_E:
  9568. case SC_REUSE_LIMIT_F:
  9569. case SC_REUSE_LIMIT_G:
  9570. case SC_REUSE_LIMIT_H:
  9571. case SC_REUSE_MILLENNIUMSHIELD:
  9572. case SC_REUSE_CRUSHSTRIKE:
  9573. case SC_REUSE_REFRESH:
  9574. case SC_REUSE_STORMBLAST:
  9575. case SC_ALL_RIDING_REUSE_LIMIT:
  9576. case SC_REUSE_LIMIT_MTF:
  9577. case SC_REUSE_LIMIT_ECL:
  9578. case SC_REUSE_LIMIT_RECALL:
  9579. case SC_REUSE_LIMIT_ASPD_POTION:
  9580. case SC_DORAM_BUF_01:
  9581. case SC_DORAM_BUF_02:
  9582. case SC_REUSE_LIMIT_LUXANIMA:
  9583. return 0;
  9584. case SC_PUSH_CART:
  9585. case SC_COMBO:
  9586. case SC_DANCING:
  9587. case SC_DEVOTION:
  9588. case SC_ASPDPOTION0:
  9589. case SC_ASPDPOTION1:
  9590. case SC_ASPDPOTION2:
  9591. case SC_ASPDPOTION3:
  9592. case SC_ATKPOTION:
  9593. case SC_MATKPOTION:
  9594. case SC_ENCHANTARMS:
  9595. case SC_ARMOR_ELEMENT_WATER:
  9596. case SC_ARMOR_ELEMENT_EARTH:
  9597. case SC_ARMOR_ELEMENT_FIRE:
  9598. case SC_ARMOR_ELEMENT_WIND:
  9599. case SC_ARMOR_RESIST:
  9600. case SC_ATTHASTE_CASH:
  9601. case SC_LHZ_DUN_N1:
  9602. case SC_LHZ_DUN_N2:
  9603. case SC_LHZ_DUN_N3:
  9604. case SC_LHZ_DUN_N4:
  9605. case SC_FLASHKICK:
  9606. case SC_SOULUNITY:
  9607. break;
  9608. case SC_GOSPEL:
  9609. // Must not override a casting gospel char.
  9610. if(sce->val4 == BCT_SELF)
  9611. return 0;
  9612. if(sce->val1 > val1)
  9613. return 1;
  9614. break;
  9615. case SC_ENDURE:
  9616. if(sce->val4 && !val4)
  9617. return 1; // Don't let you override infinite endure.
  9618. if(sce->val1 > val1)
  9619. return 1;
  9620. break;
  9621. case SC_JAILED:
  9622. // When a player is already jailed, do not edit the jail data.
  9623. val2 = sce->val2;
  9624. val3 = sce->val3;
  9625. val4 = sce->val4;
  9626. break;
  9627. case SC_LERADSDEW:
  9628. if (sc && sc->data[SC_BERSERK])
  9629. return 0;
  9630. case SC_SHAPESHIFT:
  9631. case SC_PROPERTYWALK:
  9632. break;
  9633. case SC_LEADERSHIP:
  9634. case SC_GLORYWOUNDS:
  9635. case SC_SOULCOLD:
  9636. case SC_HAWKEYES:
  9637. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9638. return 0;
  9639. break;
  9640. case SC_JOINTBEAT:
  9641. if (sc && sc->data[type]->val2 & BREAK_NECK)
  9642. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9643. val2 |= sce->val2; // Stackable ailments
  9644. default:
  9645. if(sce->val1 > val1)
  9646. return 1; // Return true to not mess up skill animations. [Skotlex]
  9647. }
  9648. }
  9649. calc_flag = StatusChangeFlagTable[type];
  9650. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9651. switch(type)
  9652. {
  9653. /* Permanent effects */
  9654. case SC_AETERNA:
  9655. case SC_MODECHANGE:
  9656. case SC_WEIGHT50:
  9657. case SC_WEIGHT90:
  9658. case SC_BROKENWEAPON:
  9659. case SC_BROKENARMOR:
  9660. case SC_READYSTORM:
  9661. case SC_READYDOWN:
  9662. case SC_READYCOUNTER:
  9663. case SC_READYTURN:
  9664. case SC_DODGE:
  9665. case SC_PUSH_CART:
  9666. case SC_SPRITEMABLE:
  9667. case SC_CLAN_INFO:
  9668. case SC_DAILYSENDMAILCNT:
  9669. case SC_SOULATTACK:
  9670. tick = INFINITE_TICK;
  9671. break;
  9672. case SC_KEEPING:
  9673. case SC_BARRIER: {
  9674. unit_data *ud = unit_bl2ud(bl);
  9675. if (ud)
  9676. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9677. }
  9678. break;
  9679. case SC_DECREASEAGI:
  9680. case SC_INCREASEAGI:
  9681. case SC_ADORAMUS:
  9682. if (type == SC_ADORAMUS) {
  9683. // 1000% base chance to blind, but still can be resisted
  9684. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  9685. if (sc->data[SC_ADORAMUS])
  9686. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9687. }
  9688. val2 = 2 + val1; // Agi change
  9689. break;
  9690. case SC_ENDURE:
  9691. val2 = 7; // Hit-count [Celest]
  9692. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9693. struct map_session_data *tsd;
  9694. if( sd ) {
  9695. int i;
  9696. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9697. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9698. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9699. }
  9700. }
  9701. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9702. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9703. }
  9704. if( val4 )
  9705. tick = INFINITE_TICK;
  9706. break;
  9707. case SC_AUTOBERSERK:
  9708. if (status->hp < status->max_hp>>2 &&
  9709. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  9710. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  9711. tick = INFINITE_TICK;
  9712. break;
  9713. case SC_SIGNUMCRUCIS:
  9714. val2 = 10 + 4*val1; // Def reduction
  9715. tick = INFINITE_TICK;
  9716. clif_emotion(bl, ET_SWEAT);
  9717. break;
  9718. case SC_MAXIMIZEPOWER:
  9719. tick_time = val2 = tick>0?tick:60000;
  9720. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9721. break;
  9722. case SC_EDP:
  9723. val2 = val1 + 2; // Chance to Poison enemies.
  9724. #ifndef RENEWAL
  9725. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9726. #endif
  9727. if (sd) {
  9728. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9729. if (poison_level > 0) {
  9730. tick += 30000; // Base of 30 seconds
  9731. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9732. }
  9733. }
  9734. break;
  9735. case SC_POISONREACT:
  9736. #ifdef RENEWAL
  9737. val2=(val1 - ((val1-1) % 1 - 1)) / 2;
  9738. #else
  9739. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9740. #endif
  9741. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9742. break;
  9743. case SC_MAGICROD:
  9744. val2 = val1*20; // SP gained
  9745. break;
  9746. case SC_KYRIE:
  9747. if( val4 ) { // Formulas for Praefatio
  9748. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9749. val3 = 6 + val1; //Hits
  9750. } else { // Formulas for Kyrie Eleison
  9751. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9752. val3 = (val1 / 2 + 5);
  9753. }
  9754. break;
  9755. case SC_MAGICPOWER:
  9756. #ifdef RENEWAL
  9757. val3 = 5 * val1; // Matk% increase
  9758. #else
  9759. val2 = 1; // Lasts 1 invocation
  9760. val3 = 10 * val1; // Matk% increase
  9761. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9762. #endif
  9763. break;
  9764. case SC_SACRIFICE:
  9765. val2 = 5; // Lasts 5 hits
  9766. tick = INFINITE_TICK;
  9767. break;
  9768. case SC_ENCPOISON:
  9769. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9770. case SC_ASPERSIO:
  9771. case SC_FIREWEAPON:
  9772. case SC_WATERWEAPON:
  9773. case SC_WINDWEAPON:
  9774. case SC_EARTHWEAPON:
  9775. case SC_SHADOWWEAPON:
  9776. case SC_GHOSTWEAPON:
  9777. skill_enchant_elemental_end(bl,type);
  9778. break;
  9779. case SC_ELEMENTALCHANGE:
  9780. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9781. // val2 : Element (When no element, random one is picked)
  9782. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9783. if( !val2 ) val2 = rnd()%ELE_ALL;
  9784. if( val1 == 1 && val3 == 0 )
  9785. val1 = 1 + rnd()%4;
  9786. else if( val1 > 4 )
  9787. val1 = 4; // Max Level
  9788. val3 = 0; // Not need to keep this info.
  9789. break;
  9790. case SC_PROVIDENCE:
  9791. val2 = val1*5; // Race/Ele resist
  9792. break;
  9793. case SC_REFLECTSHIELD:
  9794. val2 = 10+val1*3; // %Dmg reflected
  9795. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9796. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9797. struct map_session_data *tsd;
  9798. if( sd ) {
  9799. int i;
  9800. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9801. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9802. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9803. }
  9804. }
  9805. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9806. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9807. }
  9808. break;
  9809. case SC_STRIPWEAPON:
  9810. if (!sd) // Watk reduction
  9811. val2 = 25;
  9812. break;
  9813. case SC_STRIPSHIELD:
  9814. if (!sd) // Def reduction
  9815. val2 = 15;
  9816. break;
  9817. case SC_STRIPARMOR:
  9818. if (!sd) // Vit reduction
  9819. val2 = 40;
  9820. break;
  9821. case SC_STRIPHELM:
  9822. if (!sd) // Int reduction
  9823. val2 = 40;
  9824. break;
  9825. case SC_AUTOSPELL:
  9826. // Val1 Skill LV of Autospell
  9827. // Val2 Skill ID to cast
  9828. // Val3 Max Lv to cast
  9829. #ifdef RENEWAL
  9830. val4 = val1 * 2; // Chance of casting
  9831. #else
  9832. val4 = 5 + val1*2; // Chance of casting
  9833. #endif
  9834. break;
  9835. case SC_VOLCANO:
  9836. {
  9837. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9838. uint8 i = max((val1-1)%5, 0);
  9839. #ifdef RENEWAL
  9840. val2 = 5 + val1 * 5; // ATK/MATK increase
  9841. #else
  9842. val2 = val1*10; // Watk increase
  9843. if (status->def_ele != ELE_FIRE)
  9844. val2 = 0;
  9845. #endif
  9846. val3 = enchant_eff[i];
  9847. }
  9848. break;
  9849. case SC_VIOLENTGALE:
  9850. {
  9851. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9852. uint8 i = max((val1-1)%5, 0);
  9853. val2 = val1*3; // Flee increase
  9854. #ifndef RENEWAL
  9855. if (status->def_ele != ELE_WIND)
  9856. val2 = 0;
  9857. #endif
  9858. val3 = enchant_eff[i];
  9859. }
  9860. break;
  9861. case SC_DELUGE:
  9862. {
  9863. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9864. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9865. uint8 i = max((val1-1)%5, 0);
  9866. val2 = deluge_eff[i]; // HP increase
  9867. #ifndef RENEWAL
  9868. if (status->def_ele != ELE_WATER)
  9869. val2 = 0;
  9870. #endif
  9871. val3 = enchant_eff[i];
  9872. }
  9873. break;
  9874. case SC_SUITON:
  9875. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9876. // No penalties.
  9877. val2 = 0; // Agi penalty
  9878. val3 = 0; // Walk speed penalty
  9879. break;
  9880. }
  9881. val3 = 50;
  9882. val2 = 3*((val1+1)/3);
  9883. if (val1 > 4) val2--;
  9884. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9885. if (!unit_blown_immune(bl, 0x1))
  9886. unit_stop_walking(bl, 9);
  9887. break;
  9888. case SC_ONEHAND:
  9889. case SC_TWOHANDQUICKEN:
  9890. val2 = 300;
  9891. if (val1 > 10) // For boss casted skills [Skotlex]
  9892. val2 += 20*(val1-10);
  9893. break;
  9894. case SC_MERC_QUICKEN:
  9895. val2 = 300;
  9896. break;
  9897. #ifndef RENEWAL_ASPD
  9898. case SC_SPEARQUICKEN:
  9899. val2 = 200+10*val1;
  9900. break;
  9901. #endif
  9902. case SC_DANCING:
  9903. // val1 : Skill ID + LV
  9904. // val2 : Skill Group of the Dance.
  9905. // val3 : Brings the skill_lv (merged into val1 here)
  9906. // val4 : Partner
  9907. if (val1 == CG_MOONLIT)
  9908. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9909. val1|= (val3<<16);
  9910. val3 = tick/1000; // Tick duration
  9911. tick_time = 1000; // [GodLesZ] tick time
  9912. break;
  9913. #ifndef RENEWAL
  9914. case SC_LONGING:
  9915. val2 = 500-100*val1; // Aspd penalty.
  9916. break;
  9917. #else
  9918. case SC_ENSEMBLEFATIGUE:
  9919. val2 = 30; // Speed and ASPD penalty
  9920. break;
  9921. case SC_RICHMANKIM:
  9922. val2 = 10 + 10 * val1; // Exp increase bonus
  9923. break;
  9924. case SC_DRUMBATTLE:
  9925. val2 = 15 + val1 * 5; // Atk increase
  9926. val3 = val1 * 15; // Def increase
  9927. break;
  9928. case SC_NIBELUNGEN:
  9929. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9930. break;
  9931. case SC_SIEGFRIED:
  9932. val2 = val1 * 3; // Elemental Resistance
  9933. val3 = val1 * 5; // Status ailment resistance
  9934. break;
  9935. case SC_WHISTLE:
  9936. val2 = 18 + 2 * val1; // Flee increase
  9937. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9938. break;
  9939. case SC_ASSNCROS:
  9940. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9941. break;
  9942. case SC_POEMBRAGI:
  9943. val2 = 2 * val1; // Cast time reduction
  9944. val3 = 3 * val1; // After-cast delay reduction
  9945. break;
  9946. case SC_APPLEIDUN:
  9947. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9948. val3 = 2 * val1; // Potion recovery rate
  9949. break;
  9950. case SC_HUMMING:
  9951. val2 = 4 * val1; // Hit increase
  9952. break;
  9953. case SC_DONTFORGETME:
  9954. val2 = 1 + 30 * val1; // ASPD decrease
  9955. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9956. break;
  9957. case SC_FORTUNE:
  9958. val2 = val1 * 10; // Critical increase
  9959. break;
  9960. case SC_SERVICE4U:
  9961. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9962. val3 = 5 + val1; // SP cost reduction
  9963. break;
  9964. #endif
  9965. case SC_EXPLOSIONSPIRITS:
  9966. val2 = 75 + 25*val1; // Cri bonus
  9967. break;
  9968. case SC_ASPDPOTION0:
  9969. case SC_ASPDPOTION1:
  9970. case SC_ASPDPOTION2:
  9971. case SC_ASPDPOTION3:
  9972. val2 = 50*(2+type-SC_ASPDPOTION0);
  9973. break;
  9974. case SC_ATTHASTE_CASH:
  9975. val2 = 50*val1; // Just custom for pre-re
  9976. break;
  9977. case SC_NOCHAT:
  9978. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9979. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9980. // This is done this way because the message that the client displays is hardcoded, and only
  9981. // shows how many minutes are remaining. [Panikon]
  9982. tick = 60000;
  9983. val1 = battle_config.manner_system; // Mute filters.
  9984. if (sd) {
  9985. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9986. clif_updatestatus(sd,SP_MANNER);
  9987. }
  9988. break;
  9989. case SC_STONE:
  9990. val3 = max(val3, 100); // Incubation time
  9991. val4 = max(tick-val3, 100); // Petrify time
  9992. tick = val3;
  9993. calc_flag = 0; // Actual status changes take effect on petrified state.
  9994. break;
  9995. case SC_DPOISON:
  9996. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9997. if (status->hp > status->max_hp>>2) {
  9998. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9999. if (status->hp - diff < status->max_hp>>2)
  10000. diff = status->hp - (status->max_hp>>2);
  10001. status_zap(bl, diff, 0);
  10002. }
  10003. // Fall through
  10004. case SC_POISON:
  10005. case SC_BLEEDING:
  10006. case SC_BURNING:
  10007. tick_time = status_get_sc_interval(type);
  10008. val4 = tick - tick_time; // Remaining time
  10009. break;
  10010. case SC_TOXIN:
  10011. if (val3 == 1) // Target
  10012. tick_time = status_get_sc_interval(type);
  10013. else // Caster
  10014. tick_time = 1000;
  10015. val4 = tick - tick_time; // Remaining time
  10016. break;
  10017. case SC_DEATHHURT:
  10018. if (val3 == 1)
  10019. break;
  10020. tick_time = status_get_sc_interval(type);
  10021. val4 = tick - tick_time; // Remaining time
  10022. case SC_LEECHESEND:
  10023. if (val3 == 0)
  10024. break;
  10025. tick_time = status_get_sc_interval(type);
  10026. val4 = tick - tick_time; // Remaining time
  10027. break;
  10028. case SC_PYREXIA:
  10029. if (val3 == 1) { // Target
  10030. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  10031. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  10032. tick_time = status_get_sc_interval(type);
  10033. val4 = tick - tick_time; // Remaining time
  10034. } else // Caster
  10035. val2 = 15; // CRIT % and ATK % increase
  10036. break;
  10037. case SC_VENOMBLEED:
  10038. if (val3 == 0) // Caster
  10039. val2 = 30; // Reflect damage % reduction
  10040. break;
  10041. case SC_MAGICMUSHROOM:
  10042. if (val3 == 1) { // Target
  10043. tick_time = status_get_sc_interval(type);
  10044. val4 = tick - tick_time; // Remaining time
  10045. } else // Caster
  10046. val2 = 10; // After-cast delay % reduction
  10047. break;
  10048. case SC_CONFUSION:
  10049. if (!val4)
  10050. clif_emotion(bl,ET_QUESTION);
  10051. break;
  10052. case SC_S_LIFEPOTION:
  10053. case SC_L_LIFEPOTION:
  10054. if( val1 == 0 ) return 0;
  10055. // val1 = heal percent/amout
  10056. // val2 = seconds between heals
  10057. // val4 = total of heals
  10058. if( val2 < 1 ) val2 = 1;
  10059. if( (val4 = tick/(val2 * 1000)) < 1 )
  10060. val4 = 1;
  10061. tick_time = val2 * 1000; // [GodLesZ] tick time
  10062. break;
  10063. case SC_BOSSMAPINFO:
  10064. if( sd != NULL ) {
  10065. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  10066. if( boss_md == NULL ) { // No MVP on this map
  10067. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  10068. return 0;
  10069. }
  10070. val1 = boss_md->bl.id;
  10071. tick_time = 1000; // [GodLesZ] tick time
  10072. val4 = tick / tick_time;
  10073. }
  10074. break;
  10075. case SC_HIDING:
  10076. val2 = tick/1000;
  10077. tick_time = 1000; // [GodLesZ] tick time
  10078. val3 = 0; // Unused, previously speed adjustment
  10079. val4 = val1+3; // Seconds before SP substraction happen.
  10080. break;
  10081. case SC_CHASEWALK:
  10082. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  10083. val3 = 35 - 5 * val1; // Speed adjustment.
  10084. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  10085. val3 -= 40;
  10086. val4 = 10+val1*2; // SP cost.
  10087. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  10088. break;
  10089. case SC_CLOAKING:
  10090. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  10091. val1 = 10;
  10092. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  10093. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10094. val3 = 0; // Unused, previously walk speed adjustment
  10095. // val4&1 signals the presence of a wall.
  10096. // val4&2 makes cloak not end on normal attacks [Skotlex]
  10097. // val4&4 makes cloak not end on using skills
  10098. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  10099. val4 |= battle_config.pc_cloak_check_type&7;
  10100. else
  10101. val4 |= battle_config.monster_cloak_check_type&7;
  10102. break;
  10103. case SC_SIGHT: /* splash status */
  10104. case SC_RUWACH:
  10105. case SC_SIGHTBLASTER:
  10106. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  10107. val2 = tick/20;
  10108. tick_time = 20; // [GodLesZ] tick time
  10109. break;
  10110. case SC_AUTOGUARD:
  10111. if( !(flag&SCSTART_NOAVOID) ) {
  10112. struct map_session_data *tsd;
  10113. int i;
  10114. for( i = val2 = 0; i < val1; i++) {
  10115. int t = 5-(i>>1);
  10116. val2 += (t < 0)? 1:t;
  10117. }
  10118. if( bl->type&(BL_PC|BL_MER) ) {
  10119. if( sd ) {
  10120. for( i = 0; i < MAX_DEVOTION; i++ ) {
  10121. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  10122. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  10123. }
  10124. }
  10125. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  10126. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  10127. }
  10128. }
  10129. break;
  10130. case SC_DEFENDER:
  10131. if (!(flag&SCSTART_NOAVOID)) {
  10132. val2 = 5 + 15*val1; // Damage reduction
  10133. val3 = 0; // Unused, previously speed adjustment
  10134. val4 = 250 - 50*val1; // Aspd adjustment
  10135. if (sd) {
  10136. struct map_session_data *tsd;
  10137. int i;
  10138. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  10139. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  10140. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  10141. }
  10142. }
  10143. }
  10144. break;
  10145. case SC_TENSIONRELAX:
  10146. if (sd) {
  10147. pc_setsit(sd);
  10148. skill_sit(sd, true);
  10149. clif_sitting(&sd->bl);
  10150. }
  10151. val2 = 12; // SP cost
  10152. tick_time = 10000; // Decrease at 10secs intervals.
  10153. val3 = tick / tick_time;
  10154. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10155. break;
  10156. case SC_PARRYING:
  10157. val2 = 20 + val1*3; // Block Chance
  10158. break;
  10159. case SC_WINDWALK:
  10160. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  10161. break;
  10162. case SC_JOINTBEAT:
  10163. if( val2&BREAK_NECK )
  10164. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  10165. break;
  10166. case SC_BERSERK:
  10167. if( val3 == SC__BLOODYLUST )
  10168. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  10169. else
  10170. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  10171. // HP healing is performing after the calc_status call.
  10172. // Val2 holds HP penalty
  10173. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  10174. if (!val4) val4 = 10000; // Val4 holds damage interval
  10175. val3 = tick/val4; // val3 holds skill duration
  10176. tick_time = val4; // [GodLesZ] tick time
  10177. break;
  10178. case SC_GOSPEL:
  10179. if(val4 == BCT_SELF) { // Self effect
  10180. val2 = tick/10000;
  10181. tick_time = 10000; // [GodLesZ] tick time
  10182. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  10183. }
  10184. break;
  10185. case SC_MARIONETTE:
  10186. {
  10187. int stat;
  10188. val3 = 0;
  10189. val4 = 0;
  10190. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  10191. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  10192. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  10193. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  10194. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  10195. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  10196. break;
  10197. }
  10198. case SC_MARIONETTE2:
  10199. {
  10200. int stat,max_stat;
  10201. // Fetch caster information
  10202. struct block_list *pbl = map_id2bl(val1);
  10203. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  10204. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  10205. // Fetch target's stats
  10206. struct status_data* status2 = status_get_status_data(bl); // Battle status
  10207. if (!psce)
  10208. return 0;
  10209. val3 = 0;
  10210. val4 = 0;
  10211. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  10212. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  10213. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10214. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10215. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10216. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10217. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10218. break;
  10219. }
  10220. case SC_SPIRIT:
  10221. //1st Transcendent Spirit works similar to Marionette Control
  10222. if(sd && val2 == SL_HIGH) {
  10223. int stat,max_stat;
  10224. struct status_data *status2 = status_get_base_status(bl);
  10225. val3 = 0;
  10226. val4 = 0;
  10227. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  10228. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  10229. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10230. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10231. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10232. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10233. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10234. }
  10235. break;
  10236. case SC_REJECTSWORD:
  10237. val2 = 15*val1; // Reflect chance
  10238. val3 = 3; // Reflections
  10239. tick = INFINITE_TICK;
  10240. break;
  10241. case SC_MEMORIZE:
  10242. val2 = 5; // Memorized casts.
  10243. tick = INFINITE_TICK;
  10244. break;
  10245. #ifndef RENEWAL
  10246. case SC_GRAVITATION:
  10247. val2 = 50*val1; // aspd reduction
  10248. break;
  10249. #endif
  10250. case SC_REGENERATION:
  10251. if (val1 == 1)
  10252. val2 = 2;
  10253. else
  10254. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  10255. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  10256. // If val4 comes set, this blocks regen rather than increase it.
  10257. break;
  10258. case SC_DEVOTION:
  10259. {
  10260. struct block_list *d_bl;
  10261. struct status_change *d_sc;
  10262. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  10263. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  10264. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  10265. while( i >= 0 ) {
  10266. enum sc_type type2 = types[i];
  10267. if( d_sc->data[type2] )
  10268. status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? SCSTART_NOAVOID : SCSTART_NOAVOID|SCSTART_NOICON);
  10269. i--;
  10270. }
  10271. }
  10272. break;
  10273. }
  10274. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  10275. status_zap(bl, status->hp-1, val2?0:status->sp);
  10276. return 1;
  10277. break;
  10278. case SC_CLOSECONFINE2:
  10279. {
  10280. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  10281. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  10282. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  10283. if (src2 && sc2) {
  10284. if (!sce2) // Start lock on caster.
  10285. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  10286. else { // Increase count of locked enemies and refresh time.
  10287. (sce2->val2)++;
  10288. delete_timer(sce2->timer, status_change_timer);
  10289. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  10290. }
  10291. } else // Status failed.
  10292. return 0;
  10293. }
  10294. break;
  10295. case SC_KAITE:
  10296. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  10297. break;
  10298. case SC_KAUPE:
  10299. switch (val1) {
  10300. case 3: // 33*3 + 1 -> 100%
  10301. val2++;
  10302. case 1:
  10303. case 2: // 33, 66%
  10304. val2 += 33*val1;
  10305. val3 = 1; // Dodge 1 attack total.
  10306. break;
  10307. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  10308. val2 = 100;
  10309. val3 = val1-2;
  10310. break;
  10311. }
  10312. break;
  10313. case SC_COMBO:
  10314. {
  10315. // val1: Skill ID
  10316. // val2: When given, target (for autotargetting skills)
  10317. // val3: When set, this combo time should NOT delay attack/movement
  10318. // val3: If set to 2 this combo will delay ONLY attack
  10319. // val3: TK: Last used kick
  10320. // val4: TK: Combo time
  10321. struct unit_data *ud = unit_bl2ud(bl);
  10322. if ( ud && (!val3 || val3 == 2) ) {
  10323. tick += 300 * battle_config.combo_delay_rate/100;
  10324. ud->attackabletime = gettick()+tick;
  10325. if( !val3 )
  10326. unit_set_walkdelay(bl, gettick(), tick, 1);
  10327. }
  10328. val3 = 0;
  10329. val4 = tick;
  10330. break;
  10331. }
  10332. case SC_EARTHSCROLL:
  10333. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  10334. break;
  10335. case SC_RUN:
  10336. {
  10337. //Store time at which you started running.
  10338. t_tick currenttick = gettick();
  10339. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10340. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  10341. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  10342. tick = INFINITE_TICK;
  10343. break;
  10344. }
  10345. case SC_KAAHI:
  10346. val2 = 200*val1; // HP heal
  10347. val3 = 5*val1; // SP cost
  10348. break;
  10349. case SC_BLESSING:
  10350. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  10351. val2 = val1;
  10352. else
  10353. val2 = 0; // 0 -> Half stat.
  10354. break;
  10355. case SC_TRICKDEAD:
  10356. if (vd) vd->dead_sit = 1;
  10357. tick = INFINITE_TICK;
  10358. break;
  10359. case SC_CONCENTRATE:
  10360. val2 = 2 + val1;
  10361. if (sd) { // Store the card-bonus data that should not count in the %
  10362. val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  10363. val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  10364. } else
  10365. val3 = val4 = 0;
  10366. break;
  10367. case SC_MAXOVERTHRUST:
  10368. val2 = 20*val1; // Power increase
  10369. break;
  10370. case SC_OVERTHRUST:
  10371. case SC_ADRENALINE2:
  10372. case SC_ADRENALINE:
  10373. case SC_WEAPONPERFECTION:
  10374. {
  10375. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10376. if (type == SC_OVERTHRUST) {
  10377. // val2 holds if it was casted on self, or is bonus received from others
  10378. #ifdef RENEWAL
  10379. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  10380. #else
  10381. val3 = (val2) ? 5 * val1 : 5; // Power increase
  10382. #endif
  10383. }
  10384. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  10385. val3 = (val2) ? 300 : 200; // Aspd increase
  10386. }
  10387. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  10388. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  10389. }
  10390. break;
  10391. case SC_CONCENTRATION:
  10392. #ifdef RENEWAL
  10393. val2 = 5 + val1 * 2; // Batk/Watk Increase
  10394. val4 = 5 + val1 * 2; // Def reduction
  10395. #else
  10396. val2 = 5*val1; // Batk/Watk Increase
  10397. val4 = 5*val1; // Def reduction
  10398. #endif
  10399. val3 = 10*val1; // Hit Increase
  10400. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  10401. break;
  10402. case SC_ANGELUS:
  10403. val2 = 5*val1; // def increase
  10404. break;
  10405. case SC_IMPOSITIO:
  10406. val2 = 5*val1; // WATK/MATK increase
  10407. break;
  10408. case SC_MELTDOWN:
  10409. val2 = 100*val1; // Chance to break weapon
  10410. val3 = 70*val1; // Change to break armor
  10411. break;
  10412. case SC_TRUESIGHT:
  10413. val2 = 10*val1; // Critical increase
  10414. val3 = 3*val1; // Hit increase
  10415. break;
  10416. case SC_SUN_COMFORT:
  10417. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  10418. break;
  10419. case SC_MOON_COMFORT:
  10420. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  10421. break;
  10422. case SC_STAR_COMFORT:
  10423. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  10424. break;
  10425. case SC_QUAGMIRE:
  10426. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  10427. break;
  10428. // gs_something1 [Vicious]
  10429. case SC_GATLINGFEVER:
  10430. val2 = 20*val1; // Aspd increase
  10431. val3 = 20+10*val1; // Atk increase
  10432. val4 = 5*val1; // Flee decrease
  10433. break;
  10434. case SC_FLING:
  10435. if (bl->type == BL_PC)
  10436. val2 = 0; // No armor reduction to players.
  10437. else
  10438. val2 = 5*val1; // Def reduction
  10439. val3 = 5*val1; // Def2 reduction
  10440. break;
  10441. case SC_PROVOKE:
  10442. // val2 signals autoprovoke.
  10443. val3 = 2+3*val1; // Atk increase
  10444. val4 = 5+5*val1; // Def reduction.
  10445. break;
  10446. case SC_AVOID:
  10447. // val2 = 10*val1; // Speed change rate.
  10448. break;
  10449. case SC_DEFENCE:
  10450. #ifdef RENEWAL
  10451. val2 = 5 + (val1 * 5); // Vit bonus
  10452. #else
  10453. val2 = 2*val1; // Def bonus
  10454. #endif
  10455. break;
  10456. case SC_BLOODLUST:
  10457. val2 = 20+10*val1; // Atk rate change.
  10458. val3 = 3*val1; // Leech chance
  10459. val4 = 20; // Leech percent
  10460. break;
  10461. case SC_FLEET:
  10462. val2 = 30*val1; // Aspd change
  10463. val3 = 5+5*val1; // bAtk/wAtk rate change
  10464. break;
  10465. case SC_MINDBREAKER:
  10466. val2 = 20*val1; // matk increase.
  10467. val3 = 12*val1; // mdef2 reduction.
  10468. break;
  10469. case SC_JAILED:
  10470. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10471. tick = val1>0?1000:250;
  10472. if (sd) {
  10473. if (sd->mapindex != val2) {
  10474. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10475. map_idx = sd->mapindex; // Current Map
  10476. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10477. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10478. // 2. Set restore point (val3 -> return map, val4 return coords
  10479. val3 = map_idx;
  10480. val4 = pos;
  10481. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10482. val3 = sd->status.save_point.map;
  10483. val4 = (sd->status.save_point.x&0xFFFF)
  10484. |(sd->status.save_point.y<<16);
  10485. }
  10486. }
  10487. break;
  10488. case SC_UTSUSEMI:
  10489. val2=(val1+1)/2; // Number of hits blocked
  10490. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10491. break;
  10492. case SC_BUNSINJYUTSU:
  10493. val2=(val1+1)/2; // Number of hits blocked
  10494. break;
  10495. case SC_CHANGE:
  10496. val2= 30*val1; // Vit increase
  10497. val3= 20*val1; // Int increase
  10498. break;
  10499. case SC_SWOO:
  10500. if(status_has_mode(status,MD_STATUSIMMUNE))
  10501. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10502. break;
  10503. case SC_ARMOR:
  10504. // NPC_DEFENDER:
  10505. val2 = 80; // Damage reduction
  10506. // Attack requirements to be blocked:
  10507. val3 = BF_LONG; // Range
  10508. val4 = BF_WEAPON|BF_MISC; // Type
  10509. break;
  10510. case SC_ENCHANTARMS:
  10511. // end previous enchants
  10512. skill_enchant_elemental_end(bl,type);
  10513. // Make sure the received element is valid.
  10514. if (val1 >= ELE_ALL)
  10515. val1 = val1%ELE_ALL;
  10516. else if (val1 < 0)
  10517. val1 = rnd()%ELE_ALL;
  10518. break;
  10519. case SC_CRITICALWOUND:
  10520. val2 = 20*val1; // Heal effectiveness decrease
  10521. break;
  10522. case SC_MAGICMIRROR:
  10523. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10524. // Level 6 ~ 10 use effect of level 1 ~ 5
  10525. val1 = 1 + ((val1-1)%5);
  10526. case SC_SLOWCAST:
  10527. val2 = 20*val1; // Magic reflection/cast rate
  10528. break;
  10529. case SC_ARMORCHANGE:
  10530. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10531. val2 =-20;
  10532. val3 = 20;
  10533. } else { // Boost def
  10534. val2 = 20;
  10535. val3 =-20;
  10536. }
  10537. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10538. // Level 6 ~ 10 use effect of level 1 ~ 5
  10539. val1 = 1 + ((val1-1)%5);
  10540. val2 *= val1; // 20% per level
  10541. val3 *= val1;
  10542. break;
  10543. case SC_EXPBOOST:
  10544. case SC_JEXPBOOST:
  10545. case SC_JP_EVENT04:
  10546. if (val1 < 0)
  10547. val1 = 0;
  10548. break;
  10549. case SC_INCFLEE2:
  10550. case SC_INCCRI:
  10551. val2 = val1*10; // Actual boost (since 100% = 1000)
  10552. break;
  10553. case SC_SUFFRAGIUM:
  10554. #ifdef RENEWAL
  10555. val2 = 5 + val1 * 5; // Speed cast decrease
  10556. #else
  10557. val2 = 15 * val1; // Speed cast decrease
  10558. #endif
  10559. break;
  10560. case SC_INCHEALRATE:
  10561. if (val1 < 1)
  10562. val1 = 1;
  10563. break;
  10564. case SC_DOUBLECAST:
  10565. val2 = 30+10*val1; // Trigger rate
  10566. break;
  10567. case SC_KAIZEL:
  10568. val2 = 10*val1; // % of life to be revived with
  10569. break;
  10570. // case SC_ARMOR_ELEMENT_WATER:
  10571. // case SC_ARMOR_ELEMENT_EARTH:
  10572. // case SC_ARMOR_ELEMENT_FIRE:
  10573. // case SC_ARMOR_ELEMENT_WIND:
  10574. // case SC_ARMOR_RESIST:
  10575. // Mod your resistance against elements:
  10576. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10577. // break;
  10578. // case ????:
  10579. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10580. // associated, and yet are not wrong/unknown. [Skotlex]
  10581. // break;
  10582. case SC_MERC_FLEEUP:
  10583. case SC_MERC_ATKUP:
  10584. case SC_MERC_HITUP:
  10585. val2 = 15 * val1;
  10586. break;
  10587. case SC_MERC_HPUP:
  10588. case SC_MERC_SPUP:
  10589. val2 = 5 * val1;
  10590. break;
  10591. case SC_REBIRTH:
  10592. val2 = 20*val1; // % of life to be revived with
  10593. break;
  10594. case SC_MANU_DEF:
  10595. case SC_MANU_ATK:
  10596. case SC_MANU_MATK:
  10597. val2 = 1; // Manuk group
  10598. break;
  10599. case SC_SPL_DEF:
  10600. case SC_SPL_ATK:
  10601. case SC_SPL_MATK:
  10602. val2 = 2; // Splendide group
  10603. break;
  10604. /* General */
  10605. case SC_FEAR:
  10606. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10607. break;
  10608. /* Rune Knight */
  10609. case SC_DEATHBOUND:
  10610. val2 = 500 + 100 * val1;
  10611. break;
  10612. case SC_STONEHARDSKIN:
  10613. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10614. return 0;
  10615. if (sd)
  10616. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10617. break;
  10618. case SC_REFRESH:
  10619. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10620. status_change_clear_buffs(bl, SCCB_REFRESH);
  10621. break;
  10622. case SC_MILLENNIUMSHIELD:
  10623. {
  10624. int8 chance = rnd()%100;
  10625. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10626. val3 = 1000; // Shield HP
  10627. clif_millenniumshield(bl, val2);
  10628. }
  10629. break;
  10630. case SC_ABUNDANCE:
  10631. val4 = tick / 10000;
  10632. tick_time = 10000; // [GodLesZ] tick time
  10633. break;
  10634. case SC_GIANTGROWTH:
  10635. val2 = 30; // Damage success rate and STR increase
  10636. break;
  10637. case SC_LUXANIMA:
  10638. val2 = 15; // Storm Blast success %
  10639. val3 = 30; // Damage/HP/SP % increase
  10640. break;
  10641. /* Arch Bishop */
  10642. case SC_RENOVATIO:
  10643. val4 = tick / 5000;
  10644. tick_time = 5000;
  10645. break;
  10646. case SC_SECRAMENT:
  10647. val2 = 10 * val1;
  10648. break;
  10649. case SC_VENOMIMPRESS:
  10650. val2 = 10 * val1;
  10651. break;
  10652. case SC_WEAPONBLOCKING:
  10653. val2 = 10 + 2 * val1; // Chance
  10654. val4 = tick / 5000;
  10655. tick_time = 5000; // [GodLesZ] tick time
  10656. break;
  10657. case SC_OBLIVIONCURSE:
  10658. if (val3 == 0)
  10659. break;
  10660. val4 = tick / 3000;
  10661. tick_time = 3000; // [GodLesZ] tick time
  10662. break;
  10663. case SC_CLOAKINGEXCEED:
  10664. val2 = (val1 + 1) / 2; // Hits
  10665. val3 = (val1 - 1) * 10; // Walk speed
  10666. if (bl->type == BL_PC)
  10667. val4 |= battle_config.pc_cloak_check_type&7;
  10668. else
  10669. val4 |= battle_config.monster_cloak_check_type&7;
  10670. tick_time = 1000; // [GodLesZ] tick time
  10671. break;
  10672. case SC_HALLUCINATIONWALK:
  10673. case SC_NPC_HALLUCINATIONWALK:
  10674. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10675. val3 = 10 * val1; // Evasion rate of magical attacks.
  10676. break;
  10677. case SC_MARSHOFABYSS:
  10678. if( bl->type == BL_PC )
  10679. val2 = 3 * val1; // AGI and DEX Reduction
  10680. else // BL_MOB
  10681. val2 = 6 * val1; // AGI and DEX Reduction
  10682. val3 = 10 * val1; // Movement Speed Reduction
  10683. break;
  10684. case SC_FREEZE_SP:
  10685. // val2 = sp drain per 10 seconds
  10686. tick_time = 10000; // [GodLesZ] tick time
  10687. break;
  10688. case SC_SPHERE_1:
  10689. case SC_SPHERE_2:
  10690. case SC_SPHERE_3:
  10691. case SC_SPHERE_4:
  10692. case SC_SPHERE_5:
  10693. if( !sd )
  10694. return 0; // Should only work on players.
  10695. val4 = tick / 1000;
  10696. if( val4 < 1 )
  10697. val4 = 1;
  10698. tick_time = 1000; // [GodLesZ] tick time
  10699. break;
  10700. case SC_SHAPESHIFT:
  10701. switch( val1 ) {
  10702. case 1: val2 = ELE_FIRE; break;
  10703. case 2: val2 = ELE_EARTH; break;
  10704. case 3: val2 = ELE_WIND; break;
  10705. case 4: val2 = ELE_WATER; break;
  10706. }
  10707. break;
  10708. case SC_ELECTRICSHOCKER:
  10709. case SC_CRYSTALIZE:
  10710. val4 = tick / 1000;
  10711. if( val4 < 1 )
  10712. val4 = 1;
  10713. tick_time = 1000; // [GodLesZ] tick time
  10714. break;
  10715. case SC_MEIKYOUSISUI:
  10716. val2 = val1 * 2; // % HP each sec
  10717. val3 = val1; // % SP each sec
  10718. val4 = tick / 1000;
  10719. if( val4 < 1 )
  10720. val4 = 1;
  10721. tick_time = 1000;
  10722. break;
  10723. case SC_CAMOUFLAGE:
  10724. val4 = tick/1000;
  10725. tick_time = 1000; // [GodLesZ] tick time
  10726. break;
  10727. case SC_WUGDASH:
  10728. {
  10729. //Store time at which you started running.
  10730. t_tick currenttick = gettick();
  10731. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10732. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10733. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10734. tick = INFINITE_TICK;
  10735. break;
  10736. }
  10737. case SC__SHADOWFORM:
  10738. {
  10739. struct map_session_data * s_sd = map_id2sd(val2);
  10740. if( s_sd )
  10741. s_sd->shadowform_id = bl->id;
  10742. val4 = tick / 1000;
  10743. tick_time = 1000; // [GodLesZ] tick time
  10744. }
  10745. break;
  10746. case SC__STRIPACCESSORY:
  10747. if (!sd)
  10748. val2 = 20;
  10749. break;
  10750. case SC__INVISIBILITY:
  10751. val2 = 50 - 10 * val1; // ASPD
  10752. val3 = 20 * val1; // CRITICAL
  10753. val4 = tick / 1000;
  10754. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10755. tick_time = 1000; // [GodLesZ] tick time
  10756. break;
  10757. case SC__ENERVATION:
  10758. val2 = 20 + 10 * val1; // ATK Reduction
  10759. if (sd) {
  10760. pc_delspiritball(sd,sd->spiritball,0);
  10761. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10762. }
  10763. break;
  10764. case SC__GROOMY:
  10765. val2 = 20 + 10 * val1; // ASPD
  10766. val3 = 20 * val1; // HIT
  10767. if( sd ) { // Removes Animals
  10768. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10769. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10770. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10771. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10772. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10773. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10774. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10775. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10776. }
  10777. break;
  10778. case SC__LAZINESS:
  10779. val2 = 10 + 10 * val1; // Cast Increase
  10780. val3 = 10 * val1; // Flee Reduction
  10781. break;
  10782. case SC__UNLUCKY:
  10783. {
  10784. sc_type rand_eff;
  10785. switch(rnd() % 3) {
  10786. case 1: rand_eff = SC_BLIND; break;
  10787. case 2: rand_eff = SC_SILENCE; break;
  10788. default: rand_eff = SC_POISON; break;
  10789. }
  10790. val2 = 10 * val1; // Crit and Flee2 Reduction
  10791. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10792. break;
  10793. }
  10794. case SC__WEAKNESS:
  10795. val2 = 10 * val1;
  10796. // Bypasses coating protection and MADO
  10797. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10798. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10799. break;
  10800. case SC_GN_CARTBOOST:
  10801. if( val1 < 3 )
  10802. val2 = 50;
  10803. else if( val1 > 2 && val1 < 5 )
  10804. val2 = 75;
  10805. else
  10806. val2 = 100;
  10807. break;
  10808. case SC_PROPERTYWALK:
  10809. val3 = 0;
  10810. break;
  10811. case SC_STRIKING:
  10812. // val2 = watk bonus already calc
  10813. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10814. val4 = tick / 1000;
  10815. tick_time = 1000; // [GodLesZ] tick time
  10816. break;
  10817. case SC_WARMER:
  10818. val4 = tick / 3000;
  10819. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10820. tick_time = 3000;
  10821. break;
  10822. case SC_HELLS_PLANT:
  10823. tick_time = status_get_sc_interval(type);
  10824. val4 = tick - tick_time; // Remaining time
  10825. break;
  10826. case SC_SWINGDANCE:
  10827. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10828. break;
  10829. case SC_SYMPHONYOFLOVER:
  10830. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10831. break;
  10832. case SC_MOONLITSERENADE: // MATK Increase
  10833. case SC_RUSHWINDMILL: // ATK Increase
  10834. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10835. break;
  10836. case SC_ECHOSONG:
  10837. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10838. break;
  10839. case SC_HARMONIZE:
  10840. val2 = 5 + 5 * val1;
  10841. break;
  10842. case SC_VOICEOFSIREN:
  10843. val4 = tick / 2000;
  10844. tick_time = 2000; // [GodLesZ] tick time
  10845. break;
  10846. case SC_DEEPSLEEP:
  10847. val4 = tick / 2000;
  10848. tick_time = 2000; // [GodLesZ] tick time
  10849. break;
  10850. case SC_SIRCLEOFNATURE:
  10851. val2 = 50 * val1; // HP recovery rate
  10852. break;
  10853. case SC_SONGOFMANA:
  10854. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10855. val3 = 50 * val1;
  10856. break;
  10857. case SC_SATURDAYNIGHTFEVER:
  10858. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  10859. if (!val4) val4 = 3000;
  10860. val3 = tick/val4;
  10861. tick_time = val4; // [GodLesZ] tick time
  10862. break;
  10863. case SC_GLOOMYDAY:
  10864. val2 = 20 + 5 * val1; // Flee reduction.
  10865. val3 = 15 + 5 * val1; // ASPD reduction.
  10866. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10867. val4 = 1; // Reduce walk speed by half.
  10868. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10869. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10870. }
  10871. break;
  10872. case SC_GLOOMYDAY_SK:
  10873. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10874. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10875. break;
  10876. case SC_SITDOWN_FORCE:
  10877. case SC_BANANA_BOMB_SITDOWN:
  10878. if( sd && !pc_issit(sd) ) {
  10879. pc_setsit(sd);
  10880. skill_sit(sd, true);
  10881. clif_sitting(bl);
  10882. }
  10883. break;
  10884. case SC_DANCEWITHWUG:
  10885. val3 = 5 * val1; // ASPD Increase
  10886. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10887. break;
  10888. case SC_LERADSDEW:
  10889. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10890. break;
  10891. case SC_MELODYOFSINK:
  10892. val2 = 10 * val1; // INT Reduction.
  10893. val3 = 2 + 2 * val1; // MaxSP reduction
  10894. break;
  10895. case SC_BEYONDOFWARCRY:
  10896. val2 = 10 + 10 * val1; // STR Reduction
  10897. val3 = 4 * val1; // MaxHP Reduction
  10898. break;
  10899. case SC_UNLIMITEDHUMMINGVOICE:
  10900. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10901. break;
  10902. case SC_REFLECTDAMAGE:
  10903. val2 = 10 * val1; // Reflect reduction amount
  10904. val3 = val1*5 + 25; // Number of reflects
  10905. val4 = tick/1000; // Number of SP cycles (duration)
  10906. tick_time = 1000; // [GodLesZ] tick time
  10907. break;
  10908. case SC_FORCEOFVANGUARD:
  10909. val2 = 8 + 12 * val1; // Chance
  10910. val3 = 5 + 2 * val1; // Max rage counters
  10911. tick = INFINITE_TICK; // Endless duration in the client
  10912. tick_time = 10000; // [GodLesZ] tick time
  10913. break;
  10914. case SC_EXEEDBREAK:
  10915. val2 = 150 * val1;
  10916. if (sd) { // Players
  10917. short index = sd->equip_index[EQI_HAND_R];
  10918. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10919. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->weapon_level * status_get_lv(bl) / 100;
  10920. } else // Monster
  10921. val2 += 750;
  10922. break;
  10923. case SC_PRESTIGE:
  10924. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10925. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10926. break;
  10927. case SC_SHIELDSPELL_HP:
  10928. val2 = 3; // 3% HP every 3 seconds
  10929. tick_time = status_get_sc_interval(type);
  10930. val4 = tick - tick_time; // Remaining time
  10931. break;
  10932. case SC_SHIELDSPELL_SP:
  10933. val2 = 3; // 3% SP every 5 seconds
  10934. tick_time = status_get_sc_interval(type);
  10935. val4 = tick - tick_time; // Remaining time
  10936. break;
  10937. case SC_SHIELDSPELL_ATK:
  10938. val2 = 150; // WATK/MATK bonus
  10939. break;
  10940. case SC_BANDING:
  10941. val2 = (sd ? skill_banding_count(sd) : 1);
  10942. tick_time = 5000; // [GodLesZ] tick time
  10943. break;
  10944. case SC_MAGNETICFIELD:
  10945. tick_time = 1000; // [GodLesZ] tick time
  10946. val4 = tick / tick_time;
  10947. break;
  10948. case SC_INSPIRATION:
  10949. val2 = 40 * val1; // ATK/MATK
  10950. val3 = 6 * val1; //All stat bonus
  10951. val4 = tick / 5000;
  10952. tick_time = 5000; // [GodLesZ] tick time
  10953. status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
  10954. break;
  10955. case SC_CRESCENTELBOW:
  10956. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10957. break;
  10958. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10959. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10960. break;
  10961. case SC_GT_ENERGYGAIN:
  10962. val2 = 10 + 5 * val1; // Sphere gain chance.
  10963. break;
  10964. case SC_GT_CHANGE:
  10965. // Take note there is no def increase as skill desc says. [malufett]
  10966. val2 = val1 * 8; // ATK increase
  10967. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10968. break;
  10969. case SC_GT_REVITALIZE:
  10970. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10971. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10972. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10973. // The stat def is not shown in the status window and it is processed differently
  10974. val4 = val1 * 20; // STAT DEF increase
  10975. break;
  10976. case SC_PYROTECHNIC_OPTION:
  10977. val2 = 60; // Eatk Renewal (Atk2)
  10978. break;
  10979. case SC_HEATER_OPTION:
  10980. val2 = 120; // Eatk Renewal (Atk2)
  10981. val3 = ELE_FIRE; // Change into fire element.
  10982. break;
  10983. case SC_TROPIC_OPTION:
  10984. val2 = 180; // Eatk Renewal (Atk2)
  10985. val3 = MG_FIREBOLT;
  10986. break;
  10987. case SC_AQUAPLAY_OPTION:
  10988. val2 = 40;
  10989. break;
  10990. case SC_COOLER_OPTION:
  10991. val2 = 80;
  10992. val3 = ELE_WATER; // Change into water element.
  10993. break;
  10994. case SC_CHILLY_AIR_OPTION:
  10995. val2 = 120; // Matk. Renewal (Matk1)
  10996. val3 = MG_COLDBOLT;
  10997. break;
  10998. case SC_WIND_STEP_OPTION:
  10999. val2 = 50; // % Increase speed and flee.
  11000. break;
  11001. case SC_BLAST_OPTION:
  11002. val2 = 20;
  11003. val3 = ELE_WIND; // Change into wind element.
  11004. break;
  11005. case SC_WILD_STORM_OPTION:
  11006. val2 = MG_LIGHTNINGBOLT;
  11007. break;
  11008. case SC_PETROLOGY_OPTION:
  11009. val2 = 5; //HP Rate bonus
  11010. val3 = 50;
  11011. break;
  11012. case SC_SOLID_SKIN_OPTION:
  11013. val2 = 33; //% Increase DEF
  11014. break;
  11015. case SC_CURSED_SOIL_OPTION:
  11016. val2 = 10; //HP rate bonus
  11017. val3 = ELE_EARTH; // Change into earth element.
  11018. break;
  11019. case SC_UPHEAVAL_OPTION:
  11020. val2 = 15; //HP rate bonus
  11021. val3 = WZ_EARTHSPIKE;
  11022. break;
  11023. case SC_CIRCLE_OF_FIRE_OPTION:
  11024. val2 = 300;
  11025. break;
  11026. case SC_WATER_SCREEN_OPTION:
  11027. tick_time = 10000;
  11028. break;
  11029. case SC_FIRE_CLOAK_OPTION:
  11030. case SC_WATER_DROP_OPTION:
  11031. case SC_WIND_CURTAIN_OPTION:
  11032. case SC_STONE_SHIELD_OPTION:
  11033. val2 = 100; // Elemental modifier.
  11034. break;
  11035. case SC_TROPIC:
  11036. case SC_CHILLY_AIR:
  11037. case SC_WILD_STORM:
  11038. case SC_UPHEAVAL:
  11039. val2 += 10;
  11040. case SC_HEATER:
  11041. case SC_COOLER:
  11042. case SC_BLAST:
  11043. case SC_CURSED_SOIL:
  11044. val2 += 10;
  11045. case SC_PYROTECHNIC:
  11046. case SC_AQUAPLAY:
  11047. case SC_GUST:
  11048. case SC_PETROLOGY:
  11049. val2 += 5;
  11050. val3 += 9000;
  11051. case SC_CIRCLE_OF_FIRE:
  11052. case SC_FIRE_CLOAK:
  11053. case SC_WATER_DROP:
  11054. case SC_WATER_SCREEN:
  11055. case SC_WIND_CURTAIN:
  11056. case SC_WIND_STEP:
  11057. case SC_STONE_SHIELD:
  11058. case SC_SOLID_SKIN:
  11059. val2 += 5;
  11060. val3 += 1000;
  11061. tick_time = val3; // [GodLesZ] tick time
  11062. break;
  11063. case SC_WATER_BARRIER:
  11064. val2 = 30; // Reductions. Atk2 and Flee1
  11065. break;
  11066. case SC_ZEPHYR:
  11067. val2 = 25; // Flee.
  11068. break;
  11069. case SC_TIDAL_WEAPON:
  11070. val2 = 20; // Increase Elemental's attack.
  11071. break;
  11072. case SC_ROCK_CRUSHER:
  11073. case SC_ROCK_CRUSHER_ATK:
  11074. case SC_POWER_OF_GAIA:
  11075. val2 = 33; //Def rate bonus/Speed rate reduction
  11076. val3 = 20; //HP rate bonus
  11077. break;
  11078. case SC_TEARGAS:
  11079. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  11080. val4 = tick / 2000;
  11081. tick_time = 2000;
  11082. break;
  11083. case SC_TEARGAS_SOB:
  11084. val4 = tick / 3000;
  11085. tick_time = 3000;
  11086. break;
  11087. case SC_STOMACHACHE:
  11088. val2 = 8; // SP consume.
  11089. val4 = tick / 10000;
  11090. tick_time = 10000; // [GodLesZ] tick time
  11091. break;
  11092. case SC_PROMOTE_HEALTH_RESERCH:
  11093. //val1: 1 = Regular Potion, 2 = Thrown Potion
  11094. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  11095. //val3: MaxHP Increase By Fixed Amount
  11096. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  11097. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  11098. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  11099. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  11100. if (val3 <= 0) // Prevents a negeative value from happening
  11101. val3 = 0;
  11102. break;
  11103. case SC_ENERGY_DRINK_RESERCH:
  11104. //val1: 1 = Regular Potion, 2 = Thrown Potion
  11105. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  11106. //val3: MaxSP Increase By Percentage Amount
  11107. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  11108. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  11109. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  11110. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  11111. if (val3 <= 0) // Prevents a negeative value from happening
  11112. val3 = 0;
  11113. break;
  11114. case SC_KYOUGAKU:
  11115. val2 = 2*val1 + rnd()%val1;
  11116. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  11117. break;
  11118. case SC_KAGEMUSYA:
  11119. val2 = 20; // Damage increase bonus
  11120. val3 = val1 * 2;
  11121. tick_time = 1000;
  11122. val4 = tick / tick_time;
  11123. break;
  11124. case SC_ZANGETSU:
  11125. if( status_get_hp(bl) % 2 == 0 )
  11126. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  11127. else
  11128. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  11129. if( status_get_sp(bl) % 2 == 0 )
  11130. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  11131. else
  11132. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  11133. break;
  11134. case SC_GENSOU:
  11135. {
  11136. int hp = status_get_hp(bl), lv = 5;
  11137. short per = 100 / (status_get_max_hp(bl) / hp);
  11138. if( per <= 15 )
  11139. lv = 1;
  11140. else if( per <= 30 )
  11141. lv = 2;
  11142. else if( per <= 50 )
  11143. lv = 3;
  11144. else if( per <= 75 )
  11145. lv = 4;
  11146. if( hp % 2 == 0)
  11147. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  11148. else
  11149. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  11150. }
  11151. break;
  11152. case SC_ANGRIFFS_MODUS:
  11153. val2 = 50 + 20 * val1; // atk bonus
  11154. val3 = 25 + 10 * val1; // Flee reduction.
  11155. val4 = tick/1000; // hp/sp reduction timer
  11156. tick_time = 1000;
  11157. break;
  11158. case SC_GOLDENE_FERSE:
  11159. val2 = 10 + 10*val1; // flee bonus
  11160. val3 = 6 + 4 * val1; // Aspd Bonus
  11161. val4 = 2 + 2 * val1; // Chance of holy attack
  11162. break;
  11163. case SC_STONE_WALL:
  11164. val2 = 100 * val1; // DEF bonus
  11165. val3 = 30 * val1; // MDEF bonus
  11166. break;
  11167. case SC_OVERED_BOOST:
  11168. val2 = 400 + 40 * val1; // flee bonus
  11169. val3 = 180 + 2 * val1; // aspd bonus
  11170. val4 = 50; // def reduc %
  11171. break;
  11172. case SC_GRANITIC_ARMOR:
  11173. val2 = 2*val1; // dmg reduction
  11174. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  11175. val4 = 5*val1; // unknow formula
  11176. break;
  11177. case SC_MAGMA_FLOW:
  11178. val2 = 3*val1; // Activation chance
  11179. break;
  11180. case SC_PYROCLASTIC:
  11181. val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
  11182. break;
  11183. case SC_PARALYSIS: // [Lighta] need real info
  11184. val2 = 2*val1; // def reduction
  11185. val3 = 500*val1; // varcast augmentation
  11186. break;
  11187. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  11188. val2 = 20 * val1; // hp reco on death %
  11189. break;
  11190. case SC_PAIN_KILLER: // Yommy leak need confirm
  11191. val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  11192. if(sc->data[SC_PARALYSIS])
  11193. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  11194. break;
  11195. case SC_STYLE_CHANGE:
  11196. tick = INFINITE_TICK; // Infinite duration
  11197. break;
  11198. case SC_CBC:
  11199. val3 = 10; // Drain sp % dmg
  11200. val4 = tick/1000; // dmg each sec
  11201. tick = 1000;
  11202. break;
  11203. case SC_EQC:
  11204. val2 = 5 * val1; // def % reduc
  11205. val3 = 2 * val1; // HP drain %
  11206. break;
  11207. case SC_ASH:
  11208. val2 = 0; // hit % reduc
  11209. val3 = 0; // def % reduc
  11210. val4 = 0; // atk flee & reduc
  11211. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
  11212. val2 = 50;
  11213. if (status_get_race(bl) == RC_PLANT) // plant type
  11214. val3 = 50;
  11215. if (status_get_element(bl) == ELE_WATER) // defense water type
  11216. val4 = 50;
  11217. }
  11218. break;
  11219. case SC_FULL_THROTTLE:
  11220. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  11221. val3 = 20; //+% AllStats
  11222. tick_time = 1000;
  11223. val4 = tick / tick_time;
  11224. break;
  11225. case SC_REBOUND:
  11226. tick_time = 2000;
  11227. val4 = tick / tick_time;
  11228. clif_emotion(bl, ET_SWEAT);
  11229. break;
  11230. case SC_KINGS_GRACE:
  11231. val2 = 3 + val1; //HP Recover rate
  11232. tick_time = 1000;
  11233. val4 = tick / tick_time;
  11234. break;
  11235. case SC_TELEKINESIS_INTENSE:
  11236. val2 = 10 * val1; // sp consum / casttime reduc %
  11237. val3 = 40 * val1; // magic dmg bonus
  11238. break;
  11239. case SC_OFFERTORIUM:
  11240. val2 = 30 * val1; // heal power bonus
  11241. val3 = 100 + 20 * val1; // sp cost inc
  11242. break;
  11243. case SC_FRIGG_SONG:
  11244. val2 = 5 * val1; // maxhp bonus
  11245. val3 = 80 + 20 * val1; // healing
  11246. tick_time = 1000;
  11247. val4 = tick / tick_time;
  11248. break;
  11249. case SC_FLASHCOMBO:
  11250. val2 = 20 * val1 + 20; // atk bonus
  11251. break;
  11252. case SC_DARKCROW:
  11253. val2 = 30 * val1; // ATK bonus
  11254. break;
  11255. case SC_UNLIMIT:
  11256. val2 = 50 * val1;
  11257. break;
  11258. case SC_MONSTER_TRANSFORM:
  11259. case SC_ACTIVE_MONSTER_TRANSFORM:
  11260. if( !mobdb_checkid(val1) )
  11261. val1 = MOBID_PORING; // Default poring
  11262. break;
  11263. #ifndef RENEWAL
  11264. case SC_APPLEIDUN:
  11265. {
  11266. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  11267. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  11268. if (s_sd)
  11269. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  11270. break;
  11271. }
  11272. #endif
  11273. case SC_EPICLESIS:
  11274. val2 = 5 * val1; //HP rate bonus
  11275. break;
  11276. case SC_ILLUSIONDOPING:
  11277. val2 = 50; // -Hit
  11278. break;
  11279. case SC_OVERHEAT:
  11280. case SC_OVERHEAT_LIMITPOINT:
  11281. case SC_STEALTHFIELD:
  11282. tick_time = tick;
  11283. tick = INFINITE_TICK;
  11284. break;
  11285. case SC_STEALTHFIELD_MASTER:
  11286. tick_time = val3 = 2000 + 1000 * val1;
  11287. val4 = tick / tick_time;
  11288. break;
  11289. case SC_VACUUM_EXTREME:
  11290. // Suck target at n second, only if the n second is lower than the duration
  11291. // Does not suck targets on no-knockback maps
  11292. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  11293. tick_time = val4;
  11294. val4 = tick - tick_time;
  11295. } else
  11296. val4 = 0;
  11297. break;
  11298. case SC_FIRE_INSIGNIA:
  11299. case SC_WATER_INSIGNIA:
  11300. case SC_WIND_INSIGNIA:
  11301. case SC_EARTH_INSIGNIA:
  11302. tick_time = 5000;
  11303. val4 = tick / tick_time;
  11304. break;
  11305. case SC_NEUTRALBARRIER:
  11306. val2 = 10 + val1 * 5; // Def/Mdef
  11307. tick = INFINITE_TICK;
  11308. break;
  11309. case SC_MAGIC_POISON:
  11310. val2 = 50; // Attribute Reduction
  11311. break;
  11312. /* Rebellion */
  11313. case SC_B_TRAP:
  11314. val2 = src->id;
  11315. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  11316. break;
  11317. case SC_C_MARKER:
  11318. case SC_BURNT:
  11319. // val1 = skill_lv
  11320. // val2 = src_id
  11321. val3 = 10; // -10 flee
  11322. //Start timer to send mark on mini map
  11323. val4 = tick/1000;
  11324. tick_time = 1000; // Sends every 1 seconds
  11325. break;
  11326. case SC_H_MINE:
  11327. val2 = src->id;
  11328. break;
  11329. case SC_HEAT_BARREL:
  11330. {
  11331. uint8 n = 10;
  11332. if (sd)
  11333. n = (uint8)sd->spiritball_old;
  11334. //kRO Update 2016-05-25
  11335. val2 = n * 5; // -fixed casttime
  11336. val3 = (6 + val1 * 2) * n; // ATK
  11337. val4 = 25 + val1 * 5; // -hit
  11338. }
  11339. break;
  11340. case SC_P_ALTER:
  11341. {
  11342. uint8 n = 10;
  11343. if (sd)
  11344. n = (uint8)sd->spiritball_old;
  11345. val2 = 10 * n; // +atk
  11346. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  11347. }
  11348. break;
  11349. case SC_E_CHAIN:
  11350. val2 = 10;
  11351. if (sd)
  11352. val2 = sd->spiritball_old;
  11353. break;
  11354. case SC_ANTI_M_BLAST:
  11355. val2 = val1 * 10;
  11356. break;
  11357. case SC_CATNIPPOWDER:
  11358. val2 = 50; // WATK%, MATK%
  11359. val3 = 25 * val1; // Move speed reduction
  11360. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  11361. val4 = status_get_lv(src) / 12;
  11362. break;
  11363. case SC_BITESCAR: {
  11364. const struct status_data *b_status = status_get_base_status(src); // Base Status
  11365. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  11366. tick_time = 1000;
  11367. val4 = tick / tick_time;
  11368. }
  11369. break;
  11370. case SC_ARCLOUSEDASH:
  11371. val2 = 15 + 5 * val1; // AGI
  11372. val3 = 25; // Move speed increase
  11373. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  11374. val4 = 10; // Ranged ATK increase
  11375. break;
  11376. case SC_SHRIMP:
  11377. val2 = 10; // BATK%, MATK%
  11378. break;
  11379. case SC_FRESHSHRIMP: {
  11380. int min = 0, max = 0;
  11381. #ifdef RENEWAL
  11382. min = status_base_matk_min(src, status, status_get_lv(src));
  11383. max = status_base_matk_max(src, status, status_get_lv(src));
  11384. if (status->rhw.matk > 0) {
  11385. int wMatk, variance;
  11386. wMatk = status->rhw.matk;
  11387. variance = wMatk * status->rhw.wlv / 10;
  11388. min += wMatk - variance;
  11389. max += wMatk + variance;
  11390. }
  11391. #endif
  11392. if (sd && sd->right_weapon.overrefine > 0) {
  11393. min++;
  11394. max += sd->right_weapon.overrefine - 1;
  11395. }
  11396. val2 += min + 178; // Heal
  11397. if (max > min)
  11398. val2 += rnd() % (max - min); // Heal
  11399. if (sd) {
  11400. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  11401. val2 += val2 * 10 / 100;
  11402. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  11403. val2 += val2 * 20 / 100;
  11404. }
  11405. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  11406. val2 *= 2; // Doubles HP
  11407. }
  11408. tick_time = 10000 - ((val1 - 1) * 1000);
  11409. val4 = tick / tick_time;
  11410. }
  11411. break;
  11412. case SC_TUNAPARTY:
  11413. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  11414. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  11415. val2 <<= 1; // Double the shield life
  11416. break;
  11417. case SC_HISS:
  11418. val2 = 50; // Perfect Dodge
  11419. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  11420. break;
  11421. case SC_GROOMING:
  11422. val2 = 100; // Flee
  11423. break;
  11424. case SC_CHATTERING:
  11425. val2 = 100; // eATK, eMATK
  11426. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  11427. break;
  11428. case SC_SWORDCLAN:
  11429. case SC_ARCWANDCLAN:
  11430. case SC_GOLDENMACECLAN:
  11431. case SC_CROSSBOWCLAN:
  11432. case SC_JUMPINGCLAN:
  11433. tick = INFINITE_TICK;
  11434. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  11435. break;
  11436. case SC_DORAM_BUF_01:
  11437. case SC_DORAM_BUF_02:
  11438. tick_time = 10000; // every 10 seconds
  11439. if( (val4 = tick/tick_time) < 1 )
  11440. val4 = 1;
  11441. break;
  11442. case SC_GLASTHEIM_ATK:
  11443. val1 = 100; // Undead/Demon MDEF ignore rate
  11444. break;
  11445. case SC_GLASTHEIM_HEAL:
  11446. val1 = 100; // Heal Power rate bonus
  11447. val2 = 50; // Received heal rate bonus
  11448. break;
  11449. case SC_GLASTHEIM_HIDDEN:
  11450. val1 = 90; // Damage rate reduction bonus
  11451. break;
  11452. case SC_GLASTHEIM_STATE:
  11453. val1 = 20; // All-stat bonus
  11454. break;
  11455. case SC_GLASTHEIM_ITEMDEF:
  11456. val1 = 200; // DEF bonus
  11457. val2 = 50; // MDEF bonus
  11458. break;
  11459. case SC_GLASTHEIM_HPSP:
  11460. val1 = 10000; // HP bonus
  11461. val2 = 1000; // SP bonus
  11462. break;
  11463. case SC_ANCILLA:
  11464. val1 = 15; // Heal Power rate bonus
  11465. val2 = 30; // SP Recovery rate bonus
  11466. break;
  11467. case SC_HELPANGEL:
  11468. tick_time = 1000;
  11469. val4 = tick / tick_time;
  11470. break;
  11471. case SC_EMERGENCY_MOVE:
  11472. val2 = 25; // Movement speed increase
  11473. break;
  11474. case SC_SUNSTANCE:
  11475. val2 = 2 + val1; // ATK Increase
  11476. tick = INFINITE_TICK;
  11477. break;
  11478. case SC_LUNARSTANCE:
  11479. val2 = 2 + val1; // MaxHP Increase
  11480. tick = INFINITE_TICK;
  11481. break;
  11482. case SC_STARSTANCE:
  11483. val2 = 4 + 2 * val1; // ASPD Increase
  11484. tick = INFINITE_TICK;
  11485. break;
  11486. case SC_DIMENSION1:
  11487. case SC_DIMENSION2:
  11488. if (sd)
  11489. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  11490. break;
  11491. case SC_UNIVERSESTANCE:
  11492. val2 = 2 + val1; // All Stats Increase
  11493. tick = INFINITE_TICK;
  11494. break;
  11495. case SC_NEWMOON:
  11496. val2 = 7; // Number of Regular Attacks Until Reveal
  11497. tick_time = 1000;
  11498. val4 = tick / tick_time;
  11499. break;
  11500. case SC_FALLINGSTAR:
  11501. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11502. if (val1 >= 7)
  11503. val2 += 1; // Make it 15% at level 7.
  11504. break;
  11505. case SC_CREATINGSTAR:
  11506. tick_time = 500;
  11507. val4 = tick / tick_time;
  11508. break;
  11509. case SC_LIGHTOFSUN:
  11510. case SC_LIGHTOFMOON:
  11511. case SC_LIGHTOFSTAR:
  11512. val2 = 5 * val1; // Skill Damage Increase.
  11513. break;
  11514. case SC_SOULGOLEM:
  11515. val2 = 60 * val1; // DEF Increase
  11516. val3 = 15 + 5 * val1; // MDEF Increase
  11517. break;
  11518. case SC_SOULSHADOW:
  11519. val2 = (1 + val1) / 2; // ASPD Increase
  11520. val3 = 10 + 2 * val1; // CRIT Increase
  11521. break;
  11522. case SC_SOULFALCON:
  11523. val2 = 10 * val1; // WATK Increase
  11524. val3 = 10; // HIT Increase
  11525. if (val1 >= 3)
  11526. val3 += 3;
  11527. else if (val1 >= 5)
  11528. val3 += 5;
  11529. break;
  11530. case SC_SOULFAIRY:
  11531. val2 = 10 * val1; // MATK Increase
  11532. val3 = 5; // Variable Cast Time Reduction
  11533. if (val1 >= 3)
  11534. val3 += 2;
  11535. else if (val1 >= 5)
  11536. val3 += 5;
  11537. break;
  11538. case SC_SOULUNITY:
  11539. tick_time = 3000;
  11540. val4 = tick / tick_time;
  11541. break;
  11542. case SC_SOULDIVISION:
  11543. val2 = 10 * val1; // Skill Aftercast Increase
  11544. break;
  11545. case SC_SOULREAPER:
  11546. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11547. break;
  11548. case SC_SOULCOLLECT:
  11549. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11550. val3 = tick > 0 ? tick : 60000;
  11551. tick_time = tick;
  11552. tick = INFINITE_TICK;
  11553. break;
  11554. case SC_SP_SHA:
  11555. val2 = 50; // Move speed reduction
  11556. break;
  11557. default:
  11558. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == EFST_BLANK ) {
  11559. // Status change with no calc, no icon, and no skill associated...?
  11560. ShowError("UnknownStatusChange [%d]\n", type);
  11561. return 0;
  11562. }
  11563. } else // Special considerations when loading SC data.
  11564. switch( type ) {
  11565. case SC_WEDDING:
  11566. case SC_XMAS:
  11567. case SC_SUMMER:
  11568. case SC_HANBOK:
  11569. case SC_OKTOBERFEST:
  11570. case SC_DRESSUP:
  11571. if( !vd )
  11572. break;
  11573. clif_changelook(bl,LOOK_BASE,vd->class_);
  11574. clif_changelook(bl,LOOK_WEAPON,0);
  11575. clif_changelook(bl,LOOK_SHIELD,0);
  11576. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11577. clif_changelook(bl,LOOK_BODY2,0);
  11578. break;
  11579. case SC_STONE:
  11580. if (val3 > 0)
  11581. break; //Incubation time still active
  11582. //Fall through
  11583. case SC_POISON:
  11584. case SC_DPOISON:
  11585. case SC_BLEEDING:
  11586. case SC_BURNING:
  11587. case SC_TOXIN:
  11588. tick_time = tick;
  11589. tick = tick_time + max(val4, 0);
  11590. break;
  11591. case SC_DEATHHURT:
  11592. if (val3 == 1)
  11593. break;
  11594. tick_time = tick;
  11595. tick = tick_time + max(val4, 0);
  11596. case SC_MAGICMUSHROOM:
  11597. case SC_PYREXIA:
  11598. case SC_LEECHESEND:
  11599. if (val3 == 0)
  11600. break;
  11601. tick_time = tick;
  11602. tick = tick_time + max(val4, 0);
  11603. break;
  11604. case SC_SWORDCLAN:
  11605. case SC_ARCWANDCLAN:
  11606. case SC_GOLDENMACECLAN:
  11607. case SC_CROSSBOWCLAN:
  11608. case SC_JUMPINGCLAN:
  11609. case SC_CLAN_INFO:
  11610. // If the player still has a clan status, but was removed from his clan
  11611. if( sd && sd->status.clan_id == 0 ){
  11612. return 0;
  11613. }
  11614. break;
  11615. }
  11616. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  11617. switch(type) {
  11618. // Start |1 val_flag setting
  11619. case SC_ENCHANTARMS:
  11620. case SC_ROLLINGCUTTER:
  11621. case SC_BANDING:
  11622. case SC_SPHERE_1:
  11623. case SC_SPHERE_2:
  11624. case SC_SPHERE_3:
  11625. case SC_SPHERE_4:
  11626. case SC_SPHERE_5:
  11627. case SC_OVERHEAT:
  11628. case SC_LIGHTNINGWALK:
  11629. case SC_MONSTER_TRANSFORM:
  11630. case SC_ACTIVE_MONSTER_TRANSFORM:
  11631. case SC_EXPBOOST:
  11632. case SC_JEXPBOOST:
  11633. case SC_ITEMBOOST:
  11634. case SC_JP_EVENT04:
  11635. case SC_PUSH_CART:
  11636. case SC_SWORDCLAN:
  11637. case SC_ARCWANDCLAN:
  11638. case SC_GOLDENMACECLAN:
  11639. case SC_CROSSBOWCLAN:
  11640. case SC_JUMPINGCLAN:
  11641. case SC_DRESSUP:
  11642. case SC_MISTY_FROST:
  11643. case SC_MADOGEAR:
  11644. val_flag |= 1;
  11645. break;
  11646. // Start |1|2 val_flag setting
  11647. case SC_FIGHTINGSPIRIT:
  11648. case SC_VENOMIMPRESS:
  11649. case SC_WEAPONBLOCKING:
  11650. case SC__INVISIBILITY:
  11651. case SC__ENERVATION:
  11652. case SC__WEAKNESS:
  11653. case SC_PROPERTYWALK:
  11654. case SC_PRESTIGE:
  11655. case SC_CRESCENTELBOW:
  11656. case SC_CHILLY_AIR_OPTION:
  11657. case SC_GUST_OPTION:
  11658. case SC_WILD_STORM_OPTION:
  11659. case SC_UPHEAVAL_OPTION:
  11660. case SC_CIRCLE_OF_FIRE_OPTION:
  11661. case SC_CLAN_INFO:
  11662. case SC_DAILYSENDMAILCNT:
  11663. val_flag |= 1|2;
  11664. break;
  11665. // Start |1|2|4 val_flag setting
  11666. case SC_POISONINGWEAPON:
  11667. case SC_CLOAKINGEXCEED:
  11668. case SC_NPC_HALLUCINATIONWALK:
  11669. case SC_HALLUCINATIONWALK:
  11670. case SC__SHADOWFORM:
  11671. case SC__GROOMY:
  11672. case SC__LAZINESS:
  11673. case SC__UNLUCKY:
  11674. case SC_FORCEOFVANGUARD:
  11675. case SC_SPELLFIST:
  11676. case SC_CURSEDCIRCLE_ATKER:
  11677. case SC_PYROTECHNIC_OPTION:
  11678. case SC_HEATER_OPTION:
  11679. case SC_AQUAPLAY_OPTION:
  11680. case SC_COOLER_OPTION:
  11681. case SC_BLAST_OPTION:
  11682. case SC_PETROLOGY_OPTION:
  11683. case SC_CURSED_SOIL_OPTION:
  11684. case SC_WATER_BARRIER:
  11685. val_flag |= 1|2|4;
  11686. break;
  11687. }
  11688. if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
  11689. ShowWarning("sc_start: Item combo of item #%u contains an INFINITE_TICK duration. Skipping bonus.\n", sd->inventory_data[pc_checkequip(sd, current_equip_combo_pos)]->nameid);
  11690. return 0;
  11691. }
  11692. /* [Ind] */
  11693. if (StatusDisplayType[type]&bl->type) {
  11694. int dval1 = 0, dval2 = 0, dval3 = 0;
  11695. switch (type) {
  11696. case SC_ALL_RIDING:
  11697. dval1 = 1;
  11698. break;
  11699. case SC_CLAN_INFO:
  11700. dval1 = val1;
  11701. dval2 = val2;
  11702. dval3 = val3;
  11703. break;
  11704. default: /* All others: just copy val1 */
  11705. dval1 = val1;
  11706. break;
  11707. }
  11708. status_display_add(bl,type,dval1,dval2,dval3);
  11709. }
  11710. // Those that make you stop attacking/walking....
  11711. switch (type) {
  11712. case SC_WHITEIMPRISON:
  11713. case SC_DEEPSLEEP:
  11714. case SC_CRYSTALIZE:
  11715. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  11716. pc_setstand(sd, true);
  11717. case SC_FREEZE:
  11718. case SC_STUN:
  11719. case SC_GRAVITYCONTROL:
  11720. if (sc->data[SC_DANCING])
  11721. unit_stop_walking(bl, 1);
  11722. case SC_TRICKDEAD:
  11723. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11724. case SC_SLEEP:
  11725. case SC_STONE:
  11726. // Cancel cast when get status [LuzZza]
  11727. if (battle_config.sc_castcancel&bl->type)
  11728. unit_skillcastcancel(bl, 0);
  11729. // Fall through
  11730. case SC_CURSEDCIRCLE_ATKER:
  11731. case SC_KINGS_GRACE:
  11732. unit_stop_attack(bl);
  11733. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  11734. break;
  11735. // Fall through
  11736. case SC_STOP:
  11737. case SC_CONFUSION:
  11738. case SC_CLOSECONFINE:
  11739. case SC_CLOSECONFINE2:
  11740. case SC_BITE:
  11741. case SC_THORNSTRAP:
  11742. case SC_MEIKYOUSISUI:
  11743. case SC_KYOUGAKU:
  11744. case SC_PARALYSIS:
  11745. //case SC__CHAOS:
  11746. case SC_SV_ROOTTWIST:
  11747. unit_stop_walking(bl,1);
  11748. break;
  11749. case SC_CURSEDCIRCLE_TARGET:
  11750. unit_stop_attack(bl);
  11751. // Fall through
  11752. case SC_ANKLE:
  11753. case SC_SPIDERWEB:
  11754. case SC_ELECTRICSHOCKER:
  11755. case SC_MAGNETICFIELD:
  11756. case SC_NETHERWORLD:
  11757. case SC_WIDEWEB:
  11758. if (!unit_blown_immune(bl,0x1))
  11759. unit_stop_walking(bl,1);
  11760. break;
  11761. case SC__MANHOLE:
  11762. // Manhole ignores blow_immune, when the enemy is BL_PC
  11763. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11764. unit_stop_walking(bl,1);
  11765. unit_stop_attack(bl);
  11766. break;
  11767. case SC_VACUUM_EXTREME:
  11768. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11769. unit_stop_walking(bl,1);
  11770. unit_stop_attack(bl);
  11771. }
  11772. break;
  11773. case SC_HIDING:
  11774. case SC_CLOAKING:
  11775. case SC_CLOAKINGEXCEED:
  11776. case SC__FEINTBOMB:
  11777. case SC_CHASEWALK:
  11778. case SC_WEIGHT90:
  11779. case SC_CAMOUFLAGE:
  11780. case SC_STEALTHFIELD:
  11781. case SC_VOICEOFSIREN:
  11782. case SC_WEDDING:
  11783. case SC_XMAS:
  11784. case SC_SUMMER:
  11785. case SC_HANBOK:
  11786. case SC_OKTOBERFEST:
  11787. case SC_DRESSUP:
  11788. case SC_NEWMOON:
  11789. case SC_SUHIDE:
  11790. unit_stop_attack(bl);
  11791. break;
  11792. case SC_SILENCE:
  11793. if (battle_config.sc_castcancel&bl->type)
  11794. unit_skillcastcancel(bl, 0);
  11795. break;
  11796. case SC_ITEMSCRIPT: // Shows Buff Icons
  11797. if (sd && val2 != EFST_BLANK)
  11798. clif_status_change(bl, (enum efst_types)val2, 1, tick, 0, 0, 0);
  11799. break;
  11800. }
  11801. // Set option as needed.
  11802. uint16 opt_flag = OCF_SEND_OPTION;
  11803. switch(type) {
  11804. // OPT1
  11805. case SC_STONE:
  11806. if (val3 > 0)
  11807. sc->opt1 = OPT1_STONEWAIT;
  11808. else
  11809. sc->opt1 = OPT1_STONE;
  11810. break;
  11811. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  11812. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  11813. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  11814. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  11815. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  11816. // OPT2
  11817. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  11818. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  11819. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  11820. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  11821. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  11822. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  11823. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  11824. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  11825. // OPT3
  11826. case SC_TWOHANDQUICKEN:
  11827. case SC_ONEHAND:
  11828. case SC_SPEARQUICKEN:
  11829. case SC_CONCENTRATION:
  11830. case SC_MERC_QUICKEN:
  11831. sc->opt3 |= OPT3_QUICKEN;
  11832. opt_flag = OCF_NONE;
  11833. break;
  11834. case SC_MAXOVERTHRUST:
  11835. case SC_OVERTHRUST:
  11836. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  11837. sc->opt3 |= OPT3_OVERTHRUST;
  11838. opt_flag = OCF_NONE;
  11839. break;
  11840. case SC_ENERGYCOAT:
  11841. case SC_SKE:
  11842. sc->opt3 |= OPT3_ENERGYCOAT;
  11843. opt_flag = OCF_NONE;
  11844. break;
  11845. case SC_INCATKRATE:
  11846. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  11847. if (bl->type != BL_MOB) {
  11848. opt_flag = OCF_NONE;
  11849. break;
  11850. }
  11851. case SC_EXPLOSIONSPIRITS:
  11852. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  11853. opt_flag = OCF_NONE;
  11854. break;
  11855. case SC_STEELBODY:
  11856. case SC_SKA:
  11857. sc->opt3 |= OPT3_STEELBODY;
  11858. opt_flag = OCF_NONE;
  11859. break;
  11860. case SC_BLADESTOP:
  11861. sc->opt3 |= OPT3_BLADESTOP;
  11862. opt_flag = OCF_NONE;
  11863. break;
  11864. case SC_AURABLADE:
  11865. sc->opt3 |= OPT3_AURABLADE;
  11866. opt_flag = OCF_NONE;
  11867. break;
  11868. case SC_BERSERK:
  11869. opt_flag = OCF_NONE;
  11870. sc->opt3 |= OPT3_BERSERK;
  11871. break;
  11872. // case ???: // doesn't seem to do anything
  11873. // sc->opt3 |= OPT3_LIGHTBLADE;
  11874. // opt_flag = OCF_NONE;
  11875. // break;
  11876. case SC_DANCING:
  11877. if ((val1&0xFFFF) == CG_MOONLIT)
  11878. sc->opt3 |= OPT3_MOONLIT;
  11879. opt_flag = OCF_NONE;
  11880. break;
  11881. case SC_MARIONETTE:
  11882. case SC_MARIONETTE2:
  11883. sc->opt3 |= OPT3_MARIONETTE;
  11884. opt_flag = OCF_NONE;
  11885. break;
  11886. case SC_ASSUMPTIO:
  11887. sc->opt3 |= OPT3_ASSUMPTIO;
  11888. opt_flag = OCF_NONE;
  11889. break;
  11890. case SC_WARM: // SG skills [Komurka]
  11891. sc->opt3 |= OPT3_WARM;
  11892. opt_flag = OCF_NONE;
  11893. break;
  11894. case SC_KAITE:
  11895. sc->opt3 |= OPT3_KAITE;
  11896. opt_flag = OCF_NONE;
  11897. break;
  11898. case SC_BUNSINJYUTSU:
  11899. sc->opt3 |= OPT3_BUNSIN;
  11900. opt_flag = OCF_NONE;
  11901. break;
  11902. case SC_SPIRIT:
  11903. sc->opt3 |= OPT3_SOULLINK;
  11904. opt_flag = OCF_NONE;
  11905. break;
  11906. case SC_CHANGEUNDEAD:
  11907. sc->opt3 |= OPT3_UNDEAD;
  11908. opt_flag = OCF_NONE;
  11909. break;
  11910. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  11911. // sc->opt3 |= OPT3_CONTRACT;
  11912. // opt_flag = OCF_NONE;
  11913. // break;
  11914. // OPTION
  11915. case SC_HIDING:
  11916. sc->option |= OPTION_HIDE;
  11917. opt_flag = OCF_ONTOUCH;
  11918. break;
  11919. case SC_CLOAKING:
  11920. case SC_CLOAKINGEXCEED:
  11921. case SC__INVISIBILITY:
  11922. case SC_NEWMOON:
  11923. sc->option |= OPTION_CLOAK;
  11924. case SC_CAMOUFLAGE:
  11925. case SC_STEALTHFIELD:
  11926. case SC__SHADOWFORM:
  11927. opt_flag = OCF_ONTOUCH;
  11928. break;
  11929. case SC_CHASEWALK:
  11930. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  11931. opt_flag = OCF_ONTOUCH;
  11932. break;
  11933. case SC__FEINTBOMB:
  11934. sc->option |= OPTION_INVISIBLE;
  11935. opt_flag |= OCF_ONTOUCH|OCF_UNIT_MOVE;
  11936. break;
  11937. case SC_SIGHT:
  11938. sc->option |= OPTION_SIGHT;
  11939. break;
  11940. case SC_RUWACH:
  11941. sc->option |= OPTION_RUWACH;
  11942. break;
  11943. case SC_WEDDING:
  11944. sc->option |= OPTION_WEDDING;
  11945. opt_flag |= OCF_SEND_LOOK;
  11946. break;
  11947. case SC_XMAS:
  11948. sc->option |= OPTION_XMAS;
  11949. opt_flag |= OCF_SEND_LOOK;
  11950. break;
  11951. case SC_SUMMER:
  11952. sc->option |= OPTION_SUMMER;
  11953. opt_flag |= OCF_SEND_LOOK;
  11954. break;
  11955. case SC_HANBOK:
  11956. sc->option |= OPTION_HANBOK;
  11957. opt_flag |= OCF_SEND_LOOK;
  11958. break;
  11959. case SC_OKTOBERFEST:
  11960. sc->option |= OPTION_OKTOBERFEST;
  11961. opt_flag |= OCF_SEND_LOOK;
  11962. break;
  11963. case SC_DRESSUP:
  11964. sc->option |= OPTION_SUMMER2;
  11965. opt_flag |= OCF_SEND_LOOK;
  11966. break;
  11967. case SC_ORCISH:
  11968. sc->option |= OPTION_ORCISH;
  11969. break;
  11970. case SC_FUSION:
  11971. sc->option |= OPTION_FLYING;
  11972. break;
  11973. default:
  11974. opt_flag = OCF_NONE;
  11975. }
  11976. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11977. if(opt_flag) {
  11978. clif_changeoption(bl);
  11979. if(sd && (opt_flag&OCF_SEND_LOOK)) {
  11980. clif_changelook(bl,LOOK_BASE,vd->class_);
  11981. clif_changelook(bl,LOOK_WEAPON,0);
  11982. clif_changelook(bl,LOOK_SHIELD,0);
  11983. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11984. }
  11985. }
  11986. if (calc_flag&SCB_DYE) { // Reset DYE color
  11987. if (vd && vd->cloth_color) {
  11988. val4 = vd->cloth_color;
  11989. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11990. }
  11991. calc_flag&=~SCB_DYE;
  11992. }
  11993. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  11994. { //Reset body style
  11995. if (vd && vd->body_style)
  11996. {
  11997. val4 = vd->body_style;
  11998. clif_changelook(bl,LOOK_BODY2,0);
  11999. }
  12000. calc_flag&=~SCB_BODY;
  12001. }*/
  12002. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type])) {
  12003. int status_icon = StatusIconChangeTable[type];
  12004. #if PACKETVER < 20151104
  12005. if (status_icon == EFST_WEAPONPROPERTY)
  12006. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  12007. #endif
  12008. clif_status_change(bl, status_icon, 1, tick, (val_flag & 1) ? val1 : 1, (val_flag & 2) ? val2 : 0, (val_flag & 4) ? val3 : 0);
  12009. }
  12010. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  12011. if( tick_time )
  12012. tick = tick_time;
  12013. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  12014. if((sce=sc->data[type])) { // reuse old sc
  12015. if( sce->timer != INVALID_TIMER )
  12016. delete_timer(sce->timer, status_change_timer);
  12017. sc_isnew = false;
  12018. } else { // New sc
  12019. ++(sc->count);
  12020. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  12021. }
  12022. sce->val1 = val1;
  12023. sce->val2 = val2;
  12024. sce->val3 = val3;
  12025. sce->val4 = val4;
  12026. if (tick >= 0)
  12027. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  12028. else
  12029. sce->timer = INVALID_TIMER; // Infinite duration
  12030. if (calc_flag) {
  12031. if (sd) {
  12032. switch(type) {
  12033. // Statuses that adjust HP/SP and heal after starting
  12034. case SC_BERSERK:
  12035. case SC_MERC_HPUP:
  12036. case SC_MERC_SPUP:
  12037. status_calc_bl_(bl, static_cast<scb_flag>(calc_flag), SCO_FORCE);
  12038. break;
  12039. default:
  12040. status_calc_bl(bl, calc_flag);
  12041. break;
  12042. }
  12043. } else
  12044. status_calc_bl(bl, calc_flag);
  12045. }
  12046. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  12047. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  12048. if (sd && sd->pd)
  12049. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  12050. // 1st thing to execute when loading status
  12051. switch (type) {
  12052. case SC_BERSERK:
  12053. if (!(sce->val2)) { // Don't heal if already set
  12054. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  12055. status_set_sp(bl, 0, 0); // Damage all SP
  12056. }
  12057. sce->val2 = 5 * status->max_hp / 100;
  12058. break;
  12059. case SC_RUN:
  12060. {
  12061. struct unit_data *ud = unit_bl2ud(bl);
  12062. if( ud )
  12063. ud->state.running = unit_run(bl, NULL, SC_RUN);
  12064. }
  12065. break;
  12066. case SC_BOSSMAPINFO:
  12067. if (sd)
  12068. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  12069. break;
  12070. case SC_FULL_THROTTLE:
  12071. case SC_MERC_HPUP:
  12072. status_percent_heal(bl, 100, 0); // Recover Full HP
  12073. break;
  12074. case SC_MERC_SPUP:
  12075. status_percent_heal(bl, 0, 100); // Recover Full SP
  12076. break;
  12077. case SC_WUGDASH:
  12078. {
  12079. struct unit_data *ud = unit_bl2ud(bl);
  12080. if( ud )
  12081. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  12082. }
  12083. break;
  12084. case SC_COMBO:
  12085. switch(sce->val1) {
  12086. case TK_STORMKICK:
  12087. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  12088. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  12089. break;
  12090. case TK_DOWNKICK:
  12091. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  12092. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  12093. break;
  12094. case TK_TURNKICK:
  12095. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  12096. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  12097. break;
  12098. case TK_COUNTER:
  12099. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  12100. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  12101. break;
  12102. default: // Rest just toggle inf to enable autotarget
  12103. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  12104. break;
  12105. }
  12106. break;
  12107. case SC_C_MARKER:
  12108. //Send mini-map, don't wait for first timer triggered
  12109. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  12110. clif_crimson_marker(sd, bl, false);
  12111. break;
  12112. case SC_GVG_GIANT:
  12113. case SC_GVG_GOLEM:
  12114. case SC_GVG_STUN:
  12115. case SC_GVG_STONE:
  12116. case SC_GVG_FREEZ:
  12117. case SC_GVG_SLEEP:
  12118. case SC_GVG_CURSE:
  12119. case SC_GVG_SILENCE:
  12120. case SC_GVG_BLIND:
  12121. if (val1 || val2)
  12122. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  12123. break;
  12124. }
  12125. if( opt_flag&OCF_ONTOUCH && sd && !sd->npc_ontouch_.empty() )
  12126. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  12127. return 1;
  12128. }
  12129. /**
  12130. * End all statuses except those listed
  12131. * TODO: May be useful for dispel instead resetting a list there
  12132. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  12133. * @param type: Changes behaviour of the function
  12134. * 0: PC killed -> Place here statuses that do not dispel on death.
  12135. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  12136. * 2: Do clif_changeoption()
  12137. * 3: Do not remove some permanent/time-independent effects
  12138. * @return 1: Success 0: Fail
  12139. */
  12140. int status_change_clear(struct block_list* bl, int type)
  12141. {
  12142. struct status_change* sc;
  12143. int i;
  12144. sc = status_get_sc(bl);
  12145. if (!sc)
  12146. return 0;
  12147. // Cleaning all extras vars
  12148. sc->comet_x = 0;
  12149. sc->comet_y = 0;
  12150. #ifndef RENEWAL
  12151. sc->sg_counter = 0;
  12152. #endif
  12153. if (!sc->count)
  12154. return 0;
  12155. for(i = 0; i < SC_MAX; i++) {
  12156. if(!sc->data[i])
  12157. continue;
  12158. if(type == 0) {
  12159. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  12160. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  12161. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  12162. break;
  12163. case SC_WEIGHT50:
  12164. case SC_WEIGHT90:
  12165. case SC_EDP:
  12166. case SC_MELTDOWN:
  12167. case SC_WEDDING:
  12168. case SC_XMAS:
  12169. case SC_SUMMER:
  12170. case SC_HANBOK:
  12171. case SC_OKTOBERFEST:
  12172. case SC_DRESSUP:
  12173. case SC_NOCHAT:
  12174. case SC_FUSION:
  12175. case SC_EARTHSCROLL:
  12176. case SC_READYSTORM:
  12177. case SC_READYDOWN:
  12178. case SC_READYCOUNTER:
  12179. case SC_READYTURN:
  12180. case SC_DODGE:
  12181. case SC_MIRACLE:
  12182. case SC_JAILED:
  12183. case SC_EXPBOOST:
  12184. case SC_ITEMBOOST:
  12185. case SC_HELLPOWER:
  12186. case SC_JEXPBOOST:
  12187. case SC_AUTOTRADE:
  12188. case SC_WHISTLE:
  12189. case SC_ASSNCROS:
  12190. case SC_POEMBRAGI:
  12191. case SC_APPLEIDUN:
  12192. case SC_HUMMING:
  12193. case SC_DONTFORGETME:
  12194. case SC_FORTUNE:
  12195. case SC_SERVICE4U:
  12196. case SC_FOOD_STR_CASH:
  12197. case SC_FOOD_AGI_CASH:
  12198. case SC_FOOD_VIT_CASH:
  12199. case SC_FOOD_DEX_CASH:
  12200. case SC_FOOD_INT_CASH:
  12201. case SC_FOOD_LUK_CASH:
  12202. case SC_SAVAGE_STEAK:
  12203. case SC_COCKTAIL_WARG_BLOOD:
  12204. case SC_MINOR_BBQ:
  12205. case SC_SIROMA_ICE_TEA:
  12206. case SC_DROCERA_HERB_STEAMED:
  12207. case SC_PUTTI_TAILS_NOODLES:
  12208. case SC_DEF_RATE:
  12209. case SC_MDEF_RATE:
  12210. case SC_INCHEALRATE:
  12211. case SC_INCFLEE2:
  12212. case SC_INCHIT:
  12213. case SC_ATKPOTION:
  12214. case SC_MATKPOTION:
  12215. case SC_S_LIFEPOTION:
  12216. case SC_L_LIFEPOTION:
  12217. case SC_PUSH_CART:
  12218. case SC_LIGHT_OF_REGENE:
  12219. case SC_STYLE_CHANGE:
  12220. case SC_QUEST_BUFF1:
  12221. case SC_QUEST_BUFF2:
  12222. case SC_QUEST_BUFF3:
  12223. case SC_2011RWC_SCROLL:
  12224. case SC_JP_EVENT04:
  12225. case SC_ATTHASTE_CASH:
  12226. case SC_REUSE_REFRESH:
  12227. case SC_REUSE_LIMIT_A:
  12228. case SC_REUSE_LIMIT_B:
  12229. case SC_REUSE_LIMIT_C:
  12230. case SC_REUSE_LIMIT_D:
  12231. case SC_REUSE_LIMIT_E:
  12232. case SC_REUSE_LIMIT_F:
  12233. case SC_REUSE_LIMIT_G:
  12234. case SC_REUSE_LIMIT_H:
  12235. case SC_REUSE_LIMIT_MTF:
  12236. case SC_REUSE_LIMIT_ECL:
  12237. case SC_REUSE_LIMIT_RECALL:
  12238. case SC_REUSE_LIMIT_ASPD_POTION:
  12239. case SC_REUSE_MILLENNIUMSHIELD:
  12240. case SC_REUSE_CRUSHSTRIKE:
  12241. case SC_REUSE_STORMBLAST:
  12242. case SC_ALL_RIDING_REUSE_LIMIT:
  12243. case SC_SPRITEMABLE:
  12244. case SC_DORAM_BUF_01:
  12245. case SC_DORAM_BUF_02:
  12246. case SC_GEFFEN_MAGIC1:
  12247. case SC_GEFFEN_MAGIC2:
  12248. case SC_GEFFEN_MAGIC3:
  12249. case SC_LHZ_DUN_N1:
  12250. case SC_LHZ_DUN_N2:
  12251. case SC_LHZ_DUN_N3:
  12252. case SC_LHZ_DUN_N4:
  12253. case SC_ENTRY_QUEUE_APPLY_DELAY:
  12254. case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  12255. case SC_REUSE_LIMIT_LUXANIMA:
  12256. case SC_SOULENERGY:
  12257. case SC_MADOGEAR:
  12258. case SC_HOMUN_TIME:
  12259. case SC_PACKING_ENVELOPE1:
  12260. case SC_PACKING_ENVELOPE2:
  12261. case SC_PACKING_ENVELOPE3:
  12262. case SC_PACKING_ENVELOPE4:
  12263. case SC_PACKING_ENVELOPE5:
  12264. case SC_PACKING_ENVELOPE6:
  12265. case SC_PACKING_ENVELOPE7:
  12266. case SC_PACKING_ENVELOPE8:
  12267. case SC_PACKING_ENVELOPE9:
  12268. case SC_PACKING_ENVELOPE10:
  12269. case SC_SOULATTACK:
  12270. // Costumes
  12271. case SC_MOONSTAR:
  12272. case SC_SUPER_STAR:
  12273. case SC_STRANGELIGHTS:
  12274. case SC_DECORATION_OF_MUSIC:
  12275. case SC_LJOSALFAR:
  12276. case SC_MERMAID_LONGING:
  12277. case SC_HAT_EFFECT:
  12278. case SC_FLOWERSMOKE:
  12279. case SC_FSTONE:
  12280. case SC_HAPPINESS_STAR:
  12281. case SC_MAPLE_FALLS:
  12282. case SC_TIME_ACCESSORY:
  12283. case SC_MAGICAL_FEATHER:
  12284. // Clans
  12285. case SC_CLAN_INFO:
  12286. case SC_SWORDCLAN:
  12287. case SC_ARCWANDCLAN:
  12288. case SC_GOLDENMACECLAN:
  12289. case SC_CROSSBOWCLAN:
  12290. case SC_JUMPINGCLAN:
  12291. case SC_DAILYSENDMAILCNT:
  12292. continue;
  12293. }
  12294. }
  12295. if( type == 3 ) {
  12296. switch (i) { // !TODO: This list may be incomplete
  12297. case SC_WEIGHT50:
  12298. case SC_WEIGHT90:
  12299. case SC_NOCHAT:
  12300. case SC_PUSH_CART:
  12301. case SC_ALL_RIDING:
  12302. case SC_STYLE_CHANGE:
  12303. case SC_ENTRY_QUEUE_APPLY_DELAY:
  12304. case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  12305. case SC_MADOGEAR:
  12306. case SC_HOMUN_TIME:
  12307. // Costumes
  12308. case SC_MOONSTAR:
  12309. case SC_SUPER_STAR:
  12310. case SC_STRANGELIGHTS:
  12311. case SC_DECORATION_OF_MUSIC:
  12312. case SC_LJOSALFAR:
  12313. case SC_MERMAID_LONGING:
  12314. case SC_HAT_EFFECT:
  12315. case SC_FLOWERSMOKE:
  12316. case SC_FSTONE:
  12317. case SC_HAPPINESS_STAR:
  12318. case SC_MAPLE_FALLS:
  12319. case SC_TIME_ACCESSORY:
  12320. case SC_MAGICAL_FEATHER:
  12321. // Clans
  12322. case SC_CLAN_INFO:
  12323. case SC_SWORDCLAN:
  12324. case SC_ARCWANDCLAN:
  12325. case SC_GOLDENMACECLAN:
  12326. case SC_CROSSBOWCLAN:
  12327. case SC_JUMPINGCLAN:
  12328. case SC_DAILYSENDMAILCNT:
  12329. continue;
  12330. }
  12331. }
  12332. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12333. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  12334. (sc->count)--;
  12335. if (sc->data[i]->timer != INVALID_TIMER)
  12336. delete_timer(sc->data[i]->timer, status_change_timer);
  12337. ers_free(sc_data_ers, sc->data[i]);
  12338. sc->data[i] = NULL;
  12339. }
  12340. }
  12341. sc->opt1 = 0;
  12342. sc->opt2 = 0;
  12343. sc->opt3 = 0;
  12344. if( type == 0 || type == 2 )
  12345. clif_changeoption(bl);
  12346. return 1;
  12347. }
  12348. /**
  12349. * End a specific status after checking
  12350. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  12351. * @param type: Status change (SC_*)
  12352. * @param tid: Timer
  12353. * @param file: Used for dancing save
  12354. * @param line: Used for dancing save
  12355. * @return 1: Success 0: Fail
  12356. */
  12357. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  12358. {
  12359. struct map_session_data *sd;
  12360. struct status_change *sc;
  12361. struct status_change_entry *sce;
  12362. struct status_data *status;
  12363. struct view_data *vd;
  12364. enum scb_flag calc_flag = SCB_NONE;
  12365. nullpo_ret(bl);
  12366. sc = status_get_sc(bl);
  12367. status = status_get_status_data(bl);
  12368. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  12369. return 0;
  12370. sd = BL_CAST(BL_PC,bl);
  12371. if (sce->timer != tid && tid != INVALID_TIMER)
  12372. return 0;
  12373. if (tid == INVALID_TIMER) {
  12374. if (type == SC_ENDURE && sce->val4)
  12375. // Do not end infinite endure.
  12376. return 0;
  12377. if (type == SC_SPIDERWEB) {
  12378. //Delete the unit group first to expire found in the status change
  12379. std::shared_ptr<s_skill_unit_group> group, group2;
  12380. t_tick tick = gettick();
  12381. int pos = 1;
  12382. if (sce->val2)
  12383. if (!(group = skill_id2group(sce->val2)))
  12384. sce->val2 = 0;
  12385. if (sce->val3) {
  12386. if (!(group2 = skill_id2group(sce->val3)))
  12387. sce->val3 = 0;
  12388. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12389. group = group2;
  12390. pos = 2;
  12391. }
  12392. }
  12393. if (sce->val4) {
  12394. if (!(group2 = skill_id2group(sce->val4)))
  12395. sce->val4 = 0;
  12396. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12397. group = group2;
  12398. pos = 3;
  12399. }
  12400. }
  12401. if (pos == 1)
  12402. sce->val2 = 0;
  12403. else if (pos == 2)
  12404. sce->val3 = 0;
  12405. else if (pos == 3)
  12406. sce->val4 = 0;
  12407. if (group)
  12408. skill_delunitgroup(group);
  12409. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  12410. return 0; //Don't end the status change yet as there are still unit groups associated with it
  12411. }
  12412. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  12413. delete_timer(sce->timer,status_change_timer);
  12414. if (sc->opt1)
  12415. switch (type) {
  12416. // "Ugly workaround" [Skotlex]
  12417. // delays status change ending so that a skill that sets opt1 fails to
  12418. // trigger when it also removed one
  12419. case SC_STONE:
  12420. sce->val4 = -1; // Petrify time
  12421. case SC_FREEZE:
  12422. case SC_STUN:
  12423. case SC_SLEEP:
  12424. if (sce->val1) {
  12425. // Removing the 'level' shouldn't affect anything in the code
  12426. // since these SC are not affected by it, and it lets us know
  12427. // if we have already delayed this attack or not.
  12428. sce->val1 = 0;
  12429. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  12430. return 1;
  12431. }
  12432. }
  12433. }
  12434. (sc->count)--;
  12435. if ( StatusChangeStateTable[type] )
  12436. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  12437. sc->data[type] = NULL;
  12438. if (StatusDisplayType[type]&bl->type)
  12439. status_display_remove(bl,type);
  12440. vd = status_get_viewdata(bl);
  12441. calc_flag = static_cast<scb_flag>(StatusChangeFlagTable[type]);
  12442. switch(type) {
  12443. case SC_KEEPING:
  12444. case SC_BARRIER: {
  12445. unit_data *ud = unit_bl2ud(bl);
  12446. if (ud)
  12447. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  12448. }
  12449. break;
  12450. case SC_GRANITIC_ARMOR:
  12451. {
  12452. int damage = status->max_hp*sce->val3/100;
  12453. if(status->hp < damage) // to not kill him
  12454. damage = status->hp-1;
  12455. status_damage(NULL,bl,damage,0,0,1,0);
  12456. }
  12457. break;
  12458. case SC_RUN:
  12459. {
  12460. struct unit_data *ud = unit_bl2ud(bl);
  12461. bool begin_spurt = true;
  12462. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  12463. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  12464. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  12465. if (ud) {
  12466. if(!ud->state.running)
  12467. begin_spurt = false;
  12468. ud->state.running = 0;
  12469. if (ud->walktimer != INVALID_TIMER)
  12470. unit_stop_walking(bl,1);
  12471. }
  12472. if (begin_spurt && sce->val1 >= 7 &&
  12473. DIFF_TICK(gettick(), starttick) <= 1000 &&
  12474. (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
  12475. )
  12476. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  12477. }
  12478. break;
  12479. case SC_AUTOBERSERK:
  12480. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  12481. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  12482. break;
  12483. case SC_ENDURE:
  12484. case SC_DEFENDER:
  12485. case SC_REFLECTSHIELD:
  12486. case SC_AUTOGUARD:
  12487. {
  12488. struct map_session_data *tsd;
  12489. if( bl->type == BL_PC ) { // Clear Status from others
  12490. int i;
  12491. for( i = 0; i < MAX_DEVOTION; i++ ) {
  12492. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  12493. status_change_end(&tsd->bl, type, INVALID_TIMER);
  12494. }
  12495. }
  12496. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  12497. tsd = ((TBL_MER*)bl)->master;
  12498. if( tsd && tsd->sc.data[type] )
  12499. status_change_end(&tsd->bl, type, INVALID_TIMER);
  12500. }
  12501. }
  12502. break;
  12503. case SC_DEVOTION:
  12504. {
  12505. struct block_list *d_bl = map_id2bl(sce->val1);
  12506. if( d_bl ) {
  12507. if( d_bl->type == BL_PC )
  12508. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  12509. else if( d_bl->type == BL_MER )
  12510. ((TBL_MER*)d_bl)->devotion_flag = 0;
  12511. clif_devotion(d_bl, NULL);
  12512. }
  12513. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  12514. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  12515. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  12516. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  12517. }
  12518. break;
  12519. case SC_FLASHKICK: {
  12520. map_session_data *tsd;
  12521. if (!(tsd = map_id2sd(sce->val1)))
  12522. break;
  12523. tsd->stellar_mark[sce->val2] = 0;
  12524. }
  12525. break;
  12526. case SC_SOULUNITY: {
  12527. map_session_data *tsd;
  12528. if (!(tsd = map_id2sd(sce->val2)))
  12529. break;
  12530. tsd->united_soul[sce->val3] = 0;
  12531. }
  12532. break;
  12533. case SC_BLADESTOP:
  12534. if(sce->val4) {
  12535. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  12536. struct block_list *tbl = map_id2bl(tid2);
  12537. struct status_change *tsc = status_get_sc(tbl);
  12538. sce->val4 = 0;
  12539. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  12540. tsc->data[SC_BLADESTOP]->val4 = 0;
  12541. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  12542. }
  12543. clif_bladestop(bl, tid2, 0);
  12544. }
  12545. break;
  12546. case SC_DANCING:
  12547. {
  12548. struct map_session_data *dsd;
  12549. struct status_change_entry *dsc;
  12550. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  12551. dsc = dsd->sc.data[SC_DANCING];
  12552. if(dsc) {
  12553. // This will prevent recursive loops.
  12554. dsc->val2 = dsc->val4 = 0;
  12555. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  12556. }
  12557. }
  12558. if(sce->val2) { // Erase associated land skill
  12559. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12560. sce->val2 = 0;
  12561. if (group)
  12562. skill_delunitgroup(group);
  12563. }
  12564. if((sce->val1&0xFFFF) == CG_MOONLIT)
  12565. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  12566. #ifdef RENEWAL
  12567. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  12568. #else
  12569. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  12570. #endif
  12571. }
  12572. break;
  12573. case SC_NOCHAT:
  12574. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  12575. sd->status.manner = 0;
  12576. if (sd && tid == INVALID_TIMER) {
  12577. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12578. clif_updatestatus(sd,SP_MANNER);
  12579. }
  12580. break;
  12581. case SC_SPLASHER:
  12582. {
  12583. struct block_list *src=map_id2bl(sce->val3);
  12584. if(src && tid != INVALID_TIMER)
  12585. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  12586. }
  12587. break;
  12588. case SC_CLOSECONFINE2:{
  12589. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  12590. struct status_change *sc2 = src?status_get_sc(src):NULL;
  12591. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  12592. // If status was already ended, do nothing.
  12593. // Decrease count
  12594. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) // No more holds, free him up.
  12595. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
  12596. }
  12597. }
  12598. case SC_CLOSECONFINE:
  12599. if (sce->val2 > 0) {
  12600. // Caster has been unlocked... nearby chars need to be unlocked.
  12601. int range = 1
  12602. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  12603. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  12604. map_foreachinallarea(status_change_timer_sub,
  12605. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  12606. }
  12607. break;
  12608. case SC_COMBO:
  12609. skill_combo_toggle_inf(bl,sce->val1,0);
  12610. break;
  12611. case SC_MARIONETTE:
  12612. case SC_MARIONETTE2: // Marionette target
  12613. if (sce->val1) { // Check for partner and end their marionette status as well
  12614. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  12615. struct block_list *pbl = map_id2bl(sce->val1);
  12616. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  12617. if (sc2 && sc2->data[type2]) {
  12618. sc2->data[type2]->val1 = 0;
  12619. status_change_end(pbl, type2, INVALID_TIMER);
  12620. }
  12621. }
  12622. break;
  12623. case SC_CONCENTRATION:
  12624. if (sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val4)
  12625. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  12626. break;
  12627. case SC_BERSERK:
  12628. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  12629. status_percent_heal(bl, 100, 0);
  12630. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  12631. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  12632. status_set_hp(bl, 100, 0);
  12633. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4) {
  12634. sc->data[SC_ENDURE]->val4 = 0;
  12635. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  12636. }
  12637. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  12638. break;
  12639. case SC_GOSPEL:
  12640. if (sce->val3) { // Clear the group.
  12641. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12642. sce->val3 = 0;
  12643. if (group)
  12644. skill_delunitgroup(group);
  12645. }
  12646. break;
  12647. #ifndef RENEWAL
  12648. case SC_HERMODE:
  12649. if(sce->val3 == BCT_SELF)
  12650. skill_clear_unitgroup(bl);
  12651. break;
  12652. case SC_BASILICA: // Clear the skill area. [Skotlex]
  12653. if (sce->val3 && sce->val4 == bl->id) {
  12654. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val3);
  12655. sce->val3 = 0;
  12656. if (group)
  12657. skill_delunitgroup(group);
  12658. }
  12659. break;
  12660. #endif
  12661. case SC_TRICKDEAD:
  12662. if (vd) vd->dead_sit = 0;
  12663. break;
  12664. case SC_WARM:
  12665. case SC__MANHOLE:
  12666. case SC_BANDING:
  12667. if (sce->val4) { // Clear the group.
  12668. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val4);
  12669. sce->val4 = 0;
  12670. if( group ) // Might have been cleared before status ended, e.g. land protector
  12671. skill_delunitgroup(group);
  12672. }
  12673. break;
  12674. case SC_JAILED:
  12675. if(tid == INVALID_TIMER)
  12676. break;
  12677. // Natural expiration.
  12678. if(sd && sd->mapindex == sce->val2)
  12679. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  12680. break; // Guess hes not in jail :P
  12681. case SC_CHANGE:
  12682. if (tid == INVALID_TIMER)
  12683. break;
  12684. // "lose almost all their HP and SP" on natural expiration.
  12685. status_set_hp(bl, 10, 0);
  12686. status_set_sp(bl, 10, 0);
  12687. break;
  12688. case SC_AUTOTRADE:
  12689. if (tid == INVALID_TIMER)
  12690. break;
  12691. // Vending is not automatically closed for autovenders
  12692. vending_closevending(sd);
  12693. map_quit(sd);
  12694. // Because map_quit calls status_change_end with tid -1
  12695. // from here it's not neccesary to continue
  12696. return 1;
  12697. break;
  12698. case SC_STOP:
  12699. if( sce->val2 ) {
  12700. struct block_list* tbl = map_id2bl(sce->val2);
  12701. sce->val2 = 0;
  12702. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  12703. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  12704. }
  12705. break;
  12706. case SC_TENSIONRELAX:
  12707. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  12708. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  12709. break;
  12710. case SC_MONSTER_TRANSFORM:
  12711. case SC_ACTIVE_MONSTER_TRANSFORM:
  12712. if (sce->val2)
  12713. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  12714. break;
  12715. /* 3rd Stuff */
  12716. case SC_MILLENNIUMSHIELD:
  12717. clif_millenniumshield(bl, 0);
  12718. break;
  12719. case SC_HALLUCINATIONWALK:
  12720. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  12721. break;
  12722. case SC_WHITEIMPRISON:
  12723. {
  12724. struct block_list* src = map_id2bl(sce->val2);
  12725. if( tid == -1 || !src)
  12726. break; // Terminated by Damage
  12727. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false),WL_WHITEIMPRISON);
  12728. }
  12729. break;
  12730. case SC_WUGDASH:
  12731. {
  12732. struct unit_data *ud = unit_bl2ud(bl);
  12733. if (ud) {
  12734. ud->state.running = 0;
  12735. if (ud->walktimer != INVALID_TIMER)
  12736. unit_stop_walking(bl,1);
  12737. }
  12738. }
  12739. break;
  12740. case SC__SHADOWFORM:
  12741. {
  12742. struct map_session_data *s_sd = map_id2sd(sce->val2);
  12743. if (s_sd) s_sd->shadowform_id = 0;
  12744. }
  12745. break;
  12746. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12747. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12748. break;
  12749. case SC_NEUTRALBARRIER_MASTER:
  12750. case SC_STEALTHFIELD_MASTER:
  12751. if( sce->val2 ) {
  12752. std::shared_ptr<s_skill_unit_group> group = skill_id2group(sce->val2);
  12753. sce->val2 = 0;
  12754. if( group ) // Might have been cleared before status ended, e.g. land protector
  12755. skill_delunitgroup(group);
  12756. }
  12757. break;
  12758. case SC_CURSEDCIRCLE_ATKER:
  12759. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12760. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12761. break;
  12762. case SC_RAISINGDRAGON:
  12763. if( sd && !pc_isdead(sd) ) {
  12764. int i = min(sd->spiritball,5);
  12765. pc_delspiritball(sd, sd->spiritball, 0);
  12766. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  12767. while( i > 0 ) {
  12768. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12769. --i;
  12770. }
  12771. }
  12772. break;
  12773. case SC_CURSEDCIRCLE_TARGET:
  12774. {
  12775. struct block_list *src = map_id2bl(sce->val2);
  12776. struct status_change *sc2 = status_get_sc(src);
  12777. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  12778. clif_bladestop(bl, sce->val2, 0);
  12779. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  12780. }
  12781. }
  12782. break;
  12783. case SC_TEARGAS:
  12784. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  12785. break;
  12786. case SC_SITDOWN_FORCE:
  12787. case SC_BANANA_BOMB_SITDOWN:
  12788. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12789. skill_sit(sd, false);
  12790. break;
  12791. case SC_KYOUGAKU:
  12792. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12793. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12794. break;
  12795. case SC_INTRAVISION:
  12796. calc_flag = SCB_ALL; // Required for overlapping
  12797. break;
  12798. case SC_SUNSTANCE:
  12799. status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER);
  12800. break;
  12801. case SC_LUNARSTANCE:
  12802. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  12803. status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER);
  12804. break;
  12805. case SC_STARSTANCE:
  12806. status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER);
  12807. status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER);
  12808. break;
  12809. case SC_UNIVERSESTANCE:
  12810. status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER);
  12811. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  12812. status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER);
  12813. status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER);
  12814. status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER);
  12815. status_change_end(bl, SC_DIMENSION, INVALID_TIMER);
  12816. break;
  12817. case SC_GRAVITYCONTROL:
  12818. status_fix_damage(bl, bl, sce->val2, clif_damage(bl, bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12819. clif_specialeffect(bl, 223, AREA);
  12820. clif_specialeffect(bl, 330, AREA);
  12821. break;
  12822. case SC_OVERED_BOOST:
  12823. switch (bl->type) {
  12824. case BL_HOM: {
  12825. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12826. if( hd )
  12827. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12828. }
  12829. break;
  12830. case BL_PC:
  12831. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12832. break;
  12833. }
  12834. break;
  12835. case SC_FULL_THROTTLE: {
  12836. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  12837. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12838. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12839. }
  12840. break;
  12841. case SC_REBOUND:
  12842. clif_status_load(bl, EFST_DEC_AGI, 0);
  12843. break;
  12844. case SC_ITEMSCRIPT: // Removes Buff Icons
  12845. if (sd && sce->val2 != EFST_BLANK)
  12846. clif_status_load(bl, (enum efst_types)sce->val2, 0);
  12847. break;
  12848. case SC_C_MARKER:
  12849. {
  12850. // Remove mark data from caster
  12851. struct map_session_data *caster = map_id2sd(sce->val2);
  12852. uint8 i = 0;
  12853. if (!caster)
  12854. break;
  12855. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12856. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12857. caster->c_marker[i] = 0;
  12858. clif_crimson_marker(caster, bl, true);
  12859. }
  12860. }
  12861. break;
  12862. case SC_H_MINE:
  12863. {
  12864. // Drop the material from target if expired
  12865. struct item it;
  12866. struct map_session_data *caster = NULL;
  12867. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  12868. break;
  12869. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12870. if (!itemdb_exists(skill->require.itemid[0]))
  12871. break;
  12872. memset(&it, 0, sizeof(it));
  12873. it.nameid = skill->require.itemid[0];
  12874. it.amount = max(skill->require.amount[0],1);
  12875. it.identify = 1;
  12876. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12877. }
  12878. break;
  12879. case SC_VACUUM_EXTREME:
  12880. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12881. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12882. break;
  12883. case SC_SWORDCLAN:
  12884. case SC_ARCWANDCLAN:
  12885. case SC_GOLDENMACECLAN:
  12886. case SC_CROSSBOWCLAN:
  12887. case SC_JUMPINGCLAN:
  12888. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  12889. break;
  12890. case SC_DIMENSION1:
  12891. case SC_DIMENSION2:
  12892. if (sd)
  12893. pc_delspiritball(sd, 1, 0);
  12894. break;
  12895. case SC_SOULENERGY:
  12896. if (sd)
  12897. pc_delsoulball(sd, sd->soulball, false);
  12898. break;
  12899. case SC_MADOGEAR:
  12900. status_change_end(bl, SC_SHAPESHIFT, INVALID_TIMER);
  12901. status_change_end(bl, SC_HOVERING, INVALID_TIMER);
  12902. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  12903. status_change_end(bl, SC_OVERHEAT_LIMITPOINT, INVALID_TIMER);
  12904. status_change_end(bl, SC_OVERHEAT, INVALID_TIMER);
  12905. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  12906. status_change_end(bl, SC_NEUTRALBARRIER_MASTER, INVALID_TIMER);
  12907. status_change_end(bl, SC_STEALTHFIELD_MASTER, INVALID_TIMER);
  12908. if (sd)
  12909. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  12910. break;
  12911. case SC_HOMUN_TIME:
  12912. if (sd && hom_is_active(sd->hd))
  12913. hom_vaporize(sd, HOM_ST_REST);
  12914. break;
  12915. }
  12916. uint16 opt_flag = OCF_SEND_OPTION;
  12917. switch(type) {
  12918. case SC_STONE:
  12919. case SC_FREEZE:
  12920. case SC_STUN:
  12921. case SC_SLEEP:
  12922. case SC_BURNING:
  12923. case SC_WHITEIMPRISON:
  12924. sc->opt1 = OCF_NONE;
  12925. break;
  12926. case SC_POISON:
  12927. case SC_CURSE:
  12928. case SC_SILENCE:
  12929. case SC_BLIND:
  12930. sc->opt2 &= ~(1<<(type-SC_POISON));
  12931. break;
  12932. case SC_DPOISON:
  12933. sc->opt2 &= ~OPT2_DPOISON;
  12934. break;
  12935. case SC_SIGNUMCRUCIS:
  12936. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  12937. break;
  12938. case SC_HIDING:
  12939. sc->option &= ~OPTION_HIDE;
  12940. opt_flag |= OCF_ONTOUCH|OCF_UNIT_MOVE; // Check for warp trigger + AoE trigger
  12941. break;
  12942. case SC_CLOAKING:
  12943. case SC_CLOAKINGEXCEED:
  12944. case SC__INVISIBILITY:
  12945. case SC_NEWMOON:
  12946. sc->option &= ~OPTION_CLOAK;
  12947. case SC_CAMOUFLAGE:
  12948. case SC_STEALTHFIELD:
  12949. case SC__SHADOWFORM:
  12950. opt_flag |= OCF_ONTOUCH;
  12951. break;
  12952. case SC_CHASEWALK:
  12953. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  12954. opt_flag |= OCF_ONTOUCH;
  12955. break;
  12956. case SC__FEINTBOMB:
  12957. sc->option &= ~OPTION_INVISIBLE;
  12958. opt_flag |= OCF_ONTOUCH|OCF_UNIT_MOVE;
  12959. break;
  12960. case SC_SIGHT:
  12961. sc->option &= ~OPTION_SIGHT;
  12962. break;
  12963. case SC_WEDDING:
  12964. sc->option &= ~OPTION_WEDDING;
  12965. opt_flag |= OCF_SEND_LOOK;
  12966. break;
  12967. case SC_XMAS:
  12968. sc->option &= ~OPTION_XMAS;
  12969. opt_flag |= OCF_SEND_LOOK;
  12970. break;
  12971. case SC_SUMMER:
  12972. sc->option &= ~OPTION_SUMMER;
  12973. opt_flag |= OCF_SEND_LOOK;
  12974. break;
  12975. case SC_HANBOK:
  12976. sc->option &= ~OPTION_HANBOK;
  12977. opt_flag |= OCF_SEND_LOOK;
  12978. break;
  12979. case SC_OKTOBERFEST:
  12980. sc->option &= ~OPTION_OKTOBERFEST;
  12981. opt_flag |= OCF_SEND_LOOK;
  12982. break;
  12983. case SC_DRESSUP:
  12984. sc->option &= ~OPTION_SUMMER2;
  12985. opt_flag |= OCF_SEND_LOOK;
  12986. break;
  12987. case SC_ORCISH:
  12988. sc->option &= ~OPTION_ORCISH;
  12989. break;
  12990. case SC_RUWACH:
  12991. sc->option &= ~OPTION_RUWACH;
  12992. break;
  12993. case SC_FUSION:
  12994. sc->option &= ~OPTION_FLYING;
  12995. break;
  12996. // opt3
  12997. case SC_TWOHANDQUICKEN:
  12998. case SC_ONEHAND:
  12999. case SC_SPEARQUICKEN:
  13000. case SC_CONCENTRATION:
  13001. case SC_MERC_QUICKEN:
  13002. sc->opt3 &= ~OPT3_QUICKEN;
  13003. opt_flag = OCF_NONE;
  13004. break;
  13005. case SC_OVERTHRUST:
  13006. case SC_MAXOVERTHRUST:
  13007. case SC_SWOO:
  13008. sc->opt3 &= ~OPT3_OVERTHRUST;
  13009. if( type == SC_SWOO )
  13010. opt_flag = OCF_NON_PLAYER;
  13011. else
  13012. opt_flag = OCF_NONE;
  13013. break;
  13014. case SC_ENERGYCOAT:
  13015. case SC_SKE:
  13016. sc->opt3 &= ~OPT3_ENERGYCOAT;
  13017. opt_flag = OCF_NONE;
  13018. break;
  13019. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  13020. if (bl->type != BL_MOB) {
  13021. opt_flag = OCF_NONE;
  13022. break;
  13023. }
  13024. case SC_EXPLOSIONSPIRITS:
  13025. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  13026. opt_flag = OCF_NONE;
  13027. break;
  13028. case SC_STEELBODY:
  13029. case SC_SKA:
  13030. sc->opt3 &= ~OPT3_STEELBODY;
  13031. if (type == SC_SKA)
  13032. opt_flag = OCF_NON_PLAYER;
  13033. else
  13034. opt_flag = OCF_NONE;
  13035. break;
  13036. case SC_BLADESTOP:
  13037. sc->opt3 &= ~OPT3_BLADESTOP;
  13038. opt_flag = OCF_NONE;
  13039. break;
  13040. case SC_AURABLADE:
  13041. sc->opt3 &= ~OPT3_AURABLADE;
  13042. opt_flag = OCF_NONE;
  13043. break;
  13044. case SC_BERSERK:
  13045. opt_flag = OCF_NONE;
  13046. sc->opt3 &= ~OPT3_BERSERK;
  13047. break;
  13048. // case ???: // doesn't seem to do anything
  13049. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  13050. // opt_flag = OCF_NONE;
  13051. // break;
  13052. case SC_DANCING:
  13053. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  13054. sc->opt3 &= ~OPT3_MOONLIT;
  13055. opt_flag = OCF_NONE;
  13056. break;
  13057. case SC_MARIONETTE:
  13058. case SC_MARIONETTE2:
  13059. sc->opt3 &= ~OPT3_MARIONETTE;
  13060. opt_flag = OCF_NONE;
  13061. break;
  13062. case SC_ASSUMPTIO:
  13063. sc->opt3 &= ~OPT3_ASSUMPTIO;
  13064. opt_flag = OCF_NONE;
  13065. break;
  13066. case SC_WARM: // SG skills [Komurka]
  13067. sc->opt3 &= ~OPT3_WARM;
  13068. opt_flag = OCF_NONE;
  13069. break;
  13070. case SC_KAITE:
  13071. sc->opt3 &= ~OPT3_KAITE;
  13072. opt_flag = OCF_NONE;
  13073. break;
  13074. case SC_BUNSINJYUTSU:
  13075. sc->opt3 &= ~OPT3_BUNSIN;
  13076. opt_flag = OCF_NONE;
  13077. break;
  13078. case SC_SPIRIT:
  13079. sc->opt3 &= ~OPT3_SOULLINK;
  13080. opt_flag = OCF_NONE;
  13081. break;
  13082. case SC_CHANGEUNDEAD:
  13083. sc->opt3 &= ~OPT3_UNDEAD;
  13084. opt_flag = OCF_NONE;
  13085. break;
  13086. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  13087. // sc->opt3 &= ~OPT3_CONTRACT;
  13088. // opt_flag = OCF_NONE;
  13089. // break;
  13090. default:
  13091. opt_flag = OCF_NONE;
  13092. }
  13093. if (calc_flag&SCB_DYE) { // Restore DYE color
  13094. if (vd && !vd->cloth_color && sce->val4)
  13095. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  13096. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_DYE);
  13097. }
  13098. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  13099. { //Restore body style
  13100. if (vd && !vd->body_style && sce->val4)
  13101. clif_changelook(bl,LOOK_BODY2,sce->val4);
  13102. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_BODY);
  13103. }*/
  13104. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  13105. int status_icon = StatusIconChangeTable[type];
  13106. #if PACKETVER < 20151104
  13107. if (status_icon == EFST_WEAPONPROPERTY)
  13108. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  13109. #endif
  13110. clif_status_change(bl,status_icon,0,0,0,0,0);
  13111. if( opt_flag&OCF_NON_PLAYER ) // bugreport:681
  13112. clif_changeoption2(bl);
  13113. else if(opt_flag) {
  13114. clif_changeoption(bl);
  13115. if (sd && (opt_flag&OCF_SEND_LOOK)) {
  13116. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  13117. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  13118. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  13119. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  13120. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  13121. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  13122. }
  13123. }
  13124. if (calc_flag) {
  13125. #ifndef RENEWAL
  13126. if (type == SC_MAGICPOWER) {
  13127. //If Mystical Amplification ends, MATK is immediately recalculated
  13128. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  13129. } else
  13130. #endif
  13131. status_calc_bl(bl, calc_flag);
  13132. }
  13133. if(opt_flag&OCF_UNIT_MOVE) // Out of hiding, invoke on place.
  13134. skill_unit_move(bl,gettick(),1);
  13135. if(opt_flag&OCF_ONTOUCH && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  13136. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  13137. ers_free(sc_data_ers, sce);
  13138. return 1;
  13139. }
  13140. /**
  13141. * Resets timers for statuses
  13142. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  13143. * @param tid: Timer ID
  13144. * @param tick: How long before next call
  13145. * @param id: ID of character
  13146. * @param data: Information passed through the timer call
  13147. * @return 1: Success 0: Fail
  13148. */
  13149. TIMER_FUNC(status_change_timer){
  13150. enum sc_type type = (sc_type)data;
  13151. struct block_list *bl;
  13152. struct map_session_data *sd;
  13153. int interval = status_get_sc_interval(type);
  13154. bool dounlock = false;
  13155. bl = map_id2bl(id);
  13156. if(!bl) {
  13157. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  13158. return 0;
  13159. }
  13160. struct status_change * const sc = status_get_sc(bl);
  13161. struct status_data * const status = status_get_status_data(bl);
  13162. if(!sc) {
  13163. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  13164. return 0;
  13165. }
  13166. struct status_change_entry * const sce = sc->data[type];
  13167. if(!sce) {
  13168. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  13169. return 0;
  13170. }
  13171. if( sce->timer != tid ) {
  13172. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  13173. return 0;
  13174. }
  13175. sd = BL_CAST(BL_PC, bl);
  13176. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  13177. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  13178. };
  13179. switch(type) {
  13180. case SC_MAXIMIZEPOWER:
  13181. case SC_CLOAKING:
  13182. if(!status_charge(bl, 0, 1))
  13183. break; // Not enough SP to continue.
  13184. sc_timer_next(sce->val2+tick);
  13185. return 0;
  13186. case SC_CHASEWALK:
  13187. if(!status_charge(bl, 0, sce->val4))
  13188. break; // Not enough SP to continue.
  13189. if (!sc->data[SC_CHASEWALK2]) {
  13190. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  13191. (t_tick)(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  13192. *skill_get_time2(status_sc2skill(type),sce->val1));
  13193. }
  13194. sc_timer_next(sce->val2+tick);
  13195. return 0;
  13196. break;
  13197. case SC_HIDING:
  13198. if(--(sce->val2)>0) {
  13199. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  13200. break; // Fail if it's time to substract SP and there isn't.
  13201. sc_timer_next(1000+tick);
  13202. return 0;
  13203. }
  13204. break;
  13205. case SC_SIGHT:
  13206. case SC_RUWACH:
  13207. case SC_SIGHTBLASTER:
  13208. if(type == SC_SIGHTBLASTER) {
  13209. //Restore trap immunity
  13210. if(sce->val4%2)
  13211. sce->val4--;
  13212. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  13213. } else {
  13214. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  13215. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  13216. }
  13217. if( --(sce->val2)>0 ) {
  13218. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  13219. sc_timer_next(20+tick);
  13220. return 0;
  13221. }
  13222. break;
  13223. case SC_PROVOKE:
  13224. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  13225. sc_timer_next(1000*60+tick);
  13226. return 0;
  13227. }
  13228. break;
  13229. case SC_STONE:
  13230. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  13231. sce->val3 = 0; //Incubation time used up
  13232. unit_stop_attack(bl);
  13233. if (sc->data[SC_DANCING]) {
  13234. unit_stop_walking(bl, 1);
  13235. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13236. }
  13237. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  13238. sc->opt1 = OPT1_STONE;
  13239. clif_changeoption(bl);
  13240. sc_timer_next(min(sce->val4, interval) + tick);
  13241. sce->val4 -= interval; //Remaining time
  13242. status_calc_bl(bl, StatusChangeFlagTable[type]);
  13243. return 0;
  13244. }
  13245. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  13246. status_percent_damage(NULL, bl, 1, 0, false);
  13247. }
  13248. break;
  13249. case SC_POISON:
  13250. case SC_DPOISON:
  13251. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  13252. unsigned int damage = 0;
  13253. if (sd)
  13254. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  13255. else
  13256. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  13257. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  13258. status_zap(bl, damage, 0);
  13259. }
  13260. break;
  13261. case SC_BLEEDING:
  13262. if (sce->val4 >= 0) {
  13263. int64 damage = rnd() % 600 + 200;
  13264. if (!sd && damage >= status->hp)
  13265. damage = status->hp - 1; // No deadly damage for monsters
  13266. map_freeblock_lock();
  13267. dounlock = true;
  13268. status_zap(bl, damage, 0);
  13269. }
  13270. break;
  13271. case SC_BURNING:
  13272. if (sce->val4 >= 0) {
  13273. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  13274. map_freeblock_lock();
  13275. dounlock = true;
  13276. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  13277. }
  13278. break;
  13279. case SC_TOXIN:
  13280. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  13281. if (sce->val3 == 1) { // Target
  13282. map_freeblock_lock();
  13283. dounlock = true;
  13284. status_damage(bl, bl, 1, status->max_sp * 3 / 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 1, 1, DMG_NORMAL, 0, false), 0, 0);
  13285. } else { // Caster
  13286. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  13287. if (status->sp < status->max_sp)
  13288. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  13289. }
  13290. }
  13291. break;
  13292. case SC_MAGICMUSHROOM:
  13293. if (sce->val4 >= 0) {
  13294. bool flag = 0;
  13295. int64 damage = status->max_hp * 3 / 100;
  13296. if (status->hp <= damage)
  13297. damage = status->hp - 1; // Cannot Kill
  13298. if (damage > 0) { // 3% Damage each 4 seconds
  13299. map_freeblock_lock();
  13300. status_zap(bl, damage, 0);
  13301. flag = !sc->data[type]; // Killed? Should not
  13302. map_freeblock_unlock();
  13303. }
  13304. if (!flag) { // Random Skill Cast
  13305. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  13306. auto mushroom_spell = magic_mushroom_db.begin();
  13307. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  13308. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  13309. if (!skill_get_index(mushroom_skill_id))
  13310. break;
  13311. unit_stop_attack(bl);
  13312. unit_skillcastcancel(bl, 1);
  13313. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  13314. case CAST_GROUND:
  13315. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  13316. break;
  13317. case CAST_NODAMAGE:
  13318. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  13319. break;
  13320. case CAST_DAMAGE:
  13321. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  13322. break;
  13323. }
  13324. }
  13325. clif_emotion(bl, ET_SMILE);
  13326. }
  13327. }
  13328. break;
  13329. case SC_PYREXIA:
  13330. if (sce->val4 >= 0) {
  13331. map_freeblock_lock();
  13332. dounlock = true;
  13333. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  13334. }
  13335. break;
  13336. case SC_LEECHESEND:
  13337. if (sce->val4 >= 0) {
  13338. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  13339. map_freeblock_lock();
  13340. dounlock = true;
  13341. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  13342. unit_skillcastcancel(bl, 2);
  13343. }
  13344. break;
  13345. case SC_DEATHHURT:
  13346. if (sce->val4 >= 0) {
  13347. if (status->hp < status->max_hp)
  13348. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  13349. }
  13350. break;
  13351. case SC_TENSIONRELAX:
  13352. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  13353. sc_timer_next(10000 + tick);
  13354. return 0;
  13355. }
  13356. break;
  13357. case SC_KNOWLEDGE:
  13358. if (!sd) break;
  13359. if(bl->m == sd->feel_map[0].m ||
  13360. bl->m == sd->feel_map[1].m ||
  13361. bl->m == sd->feel_map[2].m)
  13362. { // Timeout will be handled by pc_setpos
  13363. sce->timer = INVALID_TIMER;
  13364. return 0;
  13365. }
  13366. break;
  13367. case SC_S_LIFEPOTION:
  13368. case SC_L_LIFEPOTION:
  13369. if( --(sce->val4) >= 0 ) {
  13370. // val1 < 0 = per max% | val1 > 0 = exact amount
  13371. int hp = 0;
  13372. if( status->hp < status->max_hp )
  13373. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  13374. status_heal(bl, hp, 0, 2);
  13375. sc_timer_next((sce->val2 * 1000) + tick);
  13376. return 0;
  13377. }
  13378. break;
  13379. case SC_BOSSMAPINFO:
  13380. if( sd && --(sce->val4) >= 0 ) {
  13381. struct mob_data *boss_md = map_id2boss(sce->val1);
  13382. if (boss_md) {
  13383. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  13384. return 0;
  13385. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  13386. sce->val2 = 0;
  13387. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  13388. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  13389. sce->val2 = 1;
  13390. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  13391. }
  13392. }
  13393. sc_timer_next(1000 + tick);
  13394. return 0;
  13395. }
  13396. break;
  13397. case SC_DANCING: // SP consumption by time of dancing skills
  13398. {
  13399. int s = 0;
  13400. int sp = 1;
  13401. if (--sce->val3 <= 0)
  13402. break;
  13403. switch(sce->val1&0xFFFF) {
  13404. #ifndef RENEWAL
  13405. case BD_RICHMANKIM:
  13406. case BD_DRUMBATTLEFIELD:
  13407. case BD_RINGNIBELUNGEN:
  13408. case BD_SIEGFRIED:
  13409. case BA_DISSONANCE:
  13410. case BA_ASSASSINCROSS:
  13411. case DC_UGLYDANCE:
  13412. s=3;
  13413. break;
  13414. case BD_LULLABY:
  13415. case BD_ETERNALCHAOS:
  13416. case BD_ROKISWEIL:
  13417. case DC_FORTUNEKISS:
  13418. s=4;
  13419. break;
  13420. case CG_HERMODE:
  13421. case BD_INTOABYSS:
  13422. case BA_WHISTLE:
  13423. case DC_HUMMING:
  13424. case BA_POEMBRAGI:
  13425. case DC_SERVICEFORYOU:
  13426. s=5;
  13427. break;
  13428. case BA_APPLEIDUN:
  13429. s=6;
  13430. break;
  13431. #endif
  13432. case CG_MOONLIT:
  13433. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  13434. sp= 4*(sce->val1>>16);
  13435. // Upkeep is also every 10 secs.
  13436. #ifndef RENEWAL
  13437. case DC_DONTFORGETME:
  13438. #endif
  13439. s=10;
  13440. break;
  13441. }
  13442. if( s != 0 && sce->val3 % s == 0 ) {
  13443. #ifndef RENEWAL
  13444. if (sc->data[SC_LONGING])
  13445. sp*= 3;
  13446. #endif
  13447. if (!status_charge(bl, 0, sp))
  13448. break;
  13449. }
  13450. sc_timer_next(1000+tick);
  13451. return 0;
  13452. }
  13453. break;
  13454. case SC_BERSERK:
  13455. // 5% every 10 seconds [DracoRPG]
  13456. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  13457. sc_timer_next(sce->val4+tick);
  13458. return 0;
  13459. }
  13460. break;
  13461. case SC_NOCHAT:
  13462. if(sd) {
  13463. sd->status.manner++;
  13464. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  13465. clif_updatestatus(sd,SP_MANNER);
  13466. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  13467. sc_timer_next(60000+tick);
  13468. return 0;
  13469. }
  13470. }
  13471. break;
  13472. case SC_SPLASHER:
  13473. // Custom Venom Splasher countdown timer
  13474. // if (sce->val4 % 1000 == 0) {
  13475. // char timer[10];
  13476. // snprintf (timer, 10, "%d", sce->val4/1000);
  13477. // clif_message(bl, timer);
  13478. // }
  13479. if((sce->val4 -= 500) > 0) {
  13480. sc_timer_next(500 + tick);
  13481. return 0;
  13482. }
  13483. break;
  13484. case SC_MARIONETTE:
  13485. case SC_MARIONETTE2:
  13486. {
  13487. struct block_list *pbl = map_id2bl(sce->val1);
  13488. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  13489. sc_timer_next(1000 + tick);
  13490. return 0;
  13491. }
  13492. }
  13493. break;
  13494. case SC_GOSPEL:
  13495. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  13496. int hp, sp;
  13497. hp = (sce->val1 > 5) ? 45 : 30;
  13498. sp = (sce->val1 > 5) ? 35 : 20;
  13499. if(!status_charge(bl, hp, sp))
  13500. break;
  13501. sc_timer_next(10000+tick);
  13502. return 0;
  13503. }
  13504. break;
  13505. case SC_JAILED:
  13506. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  13507. sc_timer_next(60000+tick);
  13508. return 0;
  13509. }
  13510. break;
  13511. case SC_BLIND:
  13512. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  13513. sc_timer_next(5000+tick);
  13514. return 0;
  13515. }
  13516. break;
  13517. case SC_ABUNDANCE:
  13518. if(--(sce->val4) > 0) {
  13519. status_heal(bl,0,60,0);
  13520. sc_timer_next(10000+tick);
  13521. }
  13522. break;
  13523. case SC_OBLIVIONCURSE:
  13524. if( --(sce->val4) >= 0 ) {
  13525. clif_emotion(bl,ET_QUESTION);
  13526. sc_timer_next(3000 + tick);
  13527. return 0;
  13528. }
  13529. break;
  13530. case SC_WEAPONBLOCKING:
  13531. if( --(sce->val4) >= 0 ) {
  13532. if( !status_charge(bl,0,3) )
  13533. break;
  13534. sc_timer_next(5000+tick);
  13535. return 0;
  13536. }
  13537. break;
  13538. case SC_CLOAKINGEXCEED:
  13539. if(!status_charge(bl,0,10-sce->val1))
  13540. break;
  13541. sc_timer_next(1000 + tick);
  13542. return 0;
  13543. case SC_RENOVATIO:
  13544. if( --(sce->val4) >= 0 ) {
  13545. int heal = status->max_hp * (sce->val1 + 4) / 100;
  13546. if( sc && sc->data[SC_AKAITSUKI] && heal )
  13547. heal = ~heal + 1;
  13548. status_heal(bl, heal, 0, 3);
  13549. sc_timer_next(5000 + tick);
  13550. return 0;
  13551. }
  13552. break;
  13553. case SC_SPHERE_1:
  13554. case SC_SPHERE_2:
  13555. case SC_SPHERE_3:
  13556. case SC_SPHERE_4:
  13557. case SC_SPHERE_5:
  13558. if( --(sce->val4) >= 0 ) {
  13559. if( !status_charge(bl, 0, 1) )
  13560. break;
  13561. sc_timer_next(1000 + tick);
  13562. return 0;
  13563. }
  13564. break;
  13565. case SC_FREEZE_SP:
  13566. if( !status_charge(bl, 0, sce->val2) ) {
  13567. int i;
  13568. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  13569. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13570. break;
  13571. }
  13572. sc_timer_next(10000 + tick);
  13573. return 0;
  13574. case SC_ELECTRICSHOCKER:
  13575. if( --(sce->val4) >= 0 ) {
  13576. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  13577. sc_timer_next(1000 + tick);
  13578. return 0;
  13579. }
  13580. break;
  13581. case SC_CAMOUFLAGE:
  13582. if (!status_charge(bl, 0, 7 - sce->val1))
  13583. break;
  13584. if (--sce->val4 >= 0)
  13585. sce->val3++;
  13586. sc_timer_next(1000 + tick);
  13587. return 0;
  13588. case SC__REPRODUCE:
  13589. if(!status_charge(bl, 0, 1))
  13590. break;
  13591. sc_timer_next(1000+tick);
  13592. return 0;
  13593. case SC__SHADOWFORM:
  13594. if( --(sce->val4) >= 0 ) {
  13595. if( !status_charge(bl, 0, 11 - sce->val1) )
  13596. break;
  13597. sc_timer_next(1000 + tick);
  13598. return 0;
  13599. }
  13600. break;
  13601. case SC__INVISIBILITY:
  13602. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  13603. break;
  13604. sc_timer_next(1000 + tick);
  13605. return 0;
  13606. case SC_STRIKING:
  13607. if( --(sce->val4) >= 0 ) {
  13608. if( !status_charge(bl,0, sce->val3 ) )
  13609. break;
  13610. sc_timer_next(1000 + tick);
  13611. return 0;
  13612. }
  13613. break;
  13614. case SC_WARMER: {
  13615. int hp = 0;
  13616. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  13617. if (ssc && ssc->data[SC_HEATER_OPTION])
  13618. hp = status->max_hp * 3 * sce->val1 / 100;
  13619. else
  13620. hp = status->max_hp * sce->val1 / 100;
  13621. if (sc && sc->data[SC_AKAITSUKI] && hp)
  13622. hp = ~hp + 1;
  13623. if (status->hp != status->max_hp)
  13624. status_heal(bl, hp, 0, 0);
  13625. sc_timer_next(3000 + tick);
  13626. return 0;
  13627. }
  13628. case SC_HELLS_PLANT:
  13629. if( sce->val4 >= 0 ){
  13630. skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
  13631. }
  13632. break;
  13633. case SC_VOICEOFSIREN:
  13634. if( --(sce->val4) >= 0 ) {
  13635. clif_emotion(bl,ET_THROB);
  13636. sc_timer_next(2000 + tick);
  13637. return 0;
  13638. }
  13639. break;
  13640. case SC_DEEPSLEEP:
  13641. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  13642. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  13643. sc_timer_next(2000 + tick);
  13644. return 0;
  13645. }
  13646. break;
  13647. case SC_SATURDAYNIGHTFEVER:
  13648. // 1% HP/SP drain every val4 seconds [Jobbie]
  13649. if( --(sce->val3) >= 0 ) {
  13650. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  13651. break;
  13652. sc_timer_next(sce->val4+tick);
  13653. return 0;
  13654. }
  13655. break;
  13656. case SC_CRYSTALIZE:
  13657. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  13658. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  13659. break;
  13660. sc_timer_next(1000 + tick);
  13661. return 0;
  13662. }
  13663. break;
  13664. case SC_FORCEOFVANGUARD:
  13665. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  13666. break;
  13667. sc_timer_next(10000 + tick);
  13668. return 0;
  13669. case SC_BANDING:
  13670. if( status_charge(bl, 0, 7 - sce->val1) ) {
  13671. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  13672. sc_timer_next(5000 + tick);
  13673. return 0;
  13674. }
  13675. break;
  13676. case SC_REFLECTDAMAGE:
  13677. if( --(sce->val4) > 0 ) {
  13678. if( !status_charge(bl,0,10) )
  13679. break;
  13680. sc_timer_next(1000 + tick);
  13681. return 0;
  13682. }
  13683. break;
  13684. case SC_OVERHEAT_LIMITPOINT:
  13685. if (--(sce->val1) >= 0) { // Cooling
  13686. static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
  13687. uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size()-1)) : 0);
  13688. if (sc && sc->data[SC_OVERHEAT])
  13689. status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
  13690. if (sce->val1 > limit[skill_lv])
  13691. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000);
  13692. sc_timer_next(1000 + tick);
  13693. return 0;
  13694. }
  13695. break;
  13696. case SC_OVERHEAT: {
  13697. uint32 damage = status->max_hp / 100; // Suggestion 1% each second
  13698. if (damage >= status->hp)
  13699. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  13700. map_freeblock_lock();
  13701. status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false),0);
  13702. if (sc->data[type]) {
  13703. sc_timer_next(1000 + tick);
  13704. }
  13705. map_freeblock_unlock();
  13706. return 0;
  13707. }
  13708. break;
  13709. case SC_MAGNETICFIELD:
  13710. if (--(sce->val4) >= 0) {
  13711. struct block_list *src = map_id2bl(sce->val2);
  13712. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  13713. break;
  13714. map_freeblock_lock();
  13715. if (!status_charge(bl, 0, 50))
  13716. status_zap(bl, 0, status->sp);
  13717. if (sc->data[type])
  13718. sc_timer_next(1000 + tick);
  13719. map_freeblock_unlock();
  13720. return 0;
  13721. }
  13722. break;
  13723. case SC_INSPIRATION:
  13724. if(--(sce->val4) >= 0) {
  13725. if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
  13726. break;
  13727. sc_timer_next(5000+tick);
  13728. return 0;
  13729. }
  13730. break;
  13731. case SC_SHIELDSPELL_HP:
  13732. if( sce->val4 >= 0 && status->hp < status->max_hp ){
  13733. status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
  13734. }
  13735. break;
  13736. case SC_SHIELDSPELL_SP:
  13737. if( sce->val4 >= 0 && status->sp < status->max_sp ){
  13738. status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
  13739. }
  13740. break;
  13741. case SC_TROPIC:
  13742. case SC_CHILLY_AIR:
  13743. case SC_WILD_STORM:
  13744. case SC_UPHEAVAL:
  13745. case SC_HEATER:
  13746. case SC_COOLER:
  13747. case SC_BLAST:
  13748. case SC_CURSED_SOIL:
  13749. case SC_PYROTECHNIC:
  13750. case SC_AQUAPLAY:
  13751. case SC_GUST:
  13752. case SC_PETROLOGY:
  13753. case SC_CIRCLE_OF_FIRE:
  13754. case SC_FIRE_CLOAK:
  13755. case SC_WATER_DROP:
  13756. case SC_WATER_SCREEN:
  13757. case SC_WIND_CURTAIN:
  13758. case SC_WIND_STEP:
  13759. case SC_STONE_SHIELD:
  13760. case SC_SOLID_SKIN:
  13761. if( !status_charge(bl,0,sce->val2) ) {
  13762. struct block_list *s_bl = battle_get_master(bl);
  13763. if (bl->type == BL_ELEM)
  13764. elemental_change_mode(BL_CAST(BL_ELEM, bl), static_cast<e_mode>(MAX_ELESKILLTREE));
  13765. if( s_bl )
  13766. status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
  13767. status_change_end(bl,type,INVALID_TIMER);
  13768. break;
  13769. }
  13770. sc_timer_next(sce->val3 + tick);
  13771. return 0;
  13772. case SC_WATER_SCREEN_OPTION:
  13773. status_heal(bl,1000,0,2);
  13774. sc_timer_next(10000 + tick);
  13775. return 0;
  13776. case SC_TEARGAS:
  13777. if( --(sce->val4) >= 0 ) {
  13778. struct block_list *src = map_id2bl(sce->val3);
  13779. int damage = sce->val2;
  13780. map_freeblock_lock();
  13781. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  13782. status_damage(src, bl, damage,0, 0, 1, 0);
  13783. if( sc->data[type] ) {
  13784. sc_timer_next(2000 + tick);
  13785. }
  13786. map_freeblock_unlock();
  13787. return 0;
  13788. }
  13789. break;
  13790. case SC_TEARGAS_SOB:
  13791. if( --(sce->val4) >= 0 ) {
  13792. clif_emotion(bl, ET_CRY);
  13793. sc_timer_next(3000 + tick);
  13794. return 0;
  13795. }
  13796. break;
  13797. case SC_STOMACHACHE:
  13798. if( --(sce->val4) >= 0 ) {
  13799. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  13800. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  13801. pc_setsit(sd);
  13802. skill_sit(sd, true);
  13803. clif_sitting(bl);
  13804. }
  13805. sc_timer_next(10000 + tick);
  13806. return 0;
  13807. }
  13808. break;
  13809. case SC_LEADERSHIP:
  13810. case SC_GLORYWOUNDS:
  13811. case SC_SOULCOLD:
  13812. case SC_HAWKEYES:
  13813. // They only end by status_change_end
  13814. sc_timer_next(600000 + tick);
  13815. return 0;
  13816. case SC_MEIKYOUSISUI:
  13817. if( --(sce->val4) >= 0 ) {
  13818. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  13819. sc_timer_next(1000 + tick);
  13820. return 0;
  13821. }
  13822. break;
  13823. case SC_KAGEMUSYA:
  13824. if( --(sce->val4) >= 0 ) {
  13825. if(!status_charge(bl, 0, 1)) break;
  13826. sc_timer_next(1000+tick);
  13827. return 0;
  13828. }
  13829. break;
  13830. case SC_ANGRIFFS_MODUS:
  13831. if(--(sce->val4) >= 0) { // Drain hp/sp
  13832. if( !status_charge(bl,100,20) ) break;
  13833. sc_timer_next(1000+tick);
  13834. return 0;
  13835. }
  13836. break;
  13837. case SC_CBC:
  13838. if(--(sce->val4) >= 0) { // Drain hp/sp
  13839. int hp=0;
  13840. int sp = (status->max_sp * sce->val3) / 100;
  13841. if(bl->type == BL_MOB) hp = sp*10;
  13842. if( !status_charge(bl,hp,sp) )break;
  13843. sc_timer_next(1000+tick);
  13844. return 0;
  13845. }
  13846. break;
  13847. case SC_FULL_THROTTLE:
  13848. if( --(sce->val4) >= 0 ) {
  13849. status_percent_damage(bl, bl, 0, sce->val2, false);
  13850. sc_timer_next(1000 + tick);
  13851. return 0;
  13852. }
  13853. break;
  13854. case SC_REBOUND:
  13855. if( --(sce->val4) >= 0 ) {
  13856. clif_emotion(bl, ET_SWEAT);
  13857. sc_timer_next(2000 + tick);
  13858. return 0;
  13859. }
  13860. break;
  13861. case SC_KINGS_GRACE:
  13862. if( --(sce->val4) >= 0 ) {
  13863. status_percent_heal(bl, sce->val2, 0);
  13864. sc_timer_next(1000 + tick);
  13865. return 0;
  13866. }
  13867. break;
  13868. case SC_FRIGG_SONG:
  13869. if( --(sce->val4) >= 0 ) {
  13870. status_heal(bl, sce->val3, 0, 0);
  13871. sc_timer_next(1000 + tick);
  13872. return 0;
  13873. }
  13874. break;
  13875. case SC_C_MARKER:
  13876. if( --(sce->val4) >= 0 ) {
  13877. TBL_PC *caster = map_id2sd(sce->val2);
  13878. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13879. break;
  13880. sc_timer_next(1000 + tick);
  13881. clif_crimson_marker(caster, bl, false);
  13882. return 0;
  13883. }
  13884. break;
  13885. case SC_STEALTHFIELD_MASTER:
  13886. if (--(sce->val4) >= 0) {
  13887. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13888. break;
  13889. sc_timer_next(sce->val3 + tick);
  13890. return 0;
  13891. }
  13892. break;
  13893. case SC_VACUUM_EXTREME:
  13894. if (sce->val4 > 0) {
  13895. // Only slide targets to center if they are standing still
  13896. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
  13897. uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
  13898. if (distance_xy(x, y, bl->x, bl->y) <= skill_get_unit_range(status_sc2skill(type), sce->val1) && unit_movepos(bl, x, y, 0, false)) {
  13899. clif_slide(bl, x, y);
  13900. clif_fixpos(bl);
  13901. }
  13902. }
  13903. sc_timer_next(tick + sce->val4);
  13904. sce->val4 = 0;
  13905. }
  13906. break;
  13907. case SC_FIRE_INSIGNIA:
  13908. if (--(sce->val4) >= 0) {
  13909. if (status->def_ele == ELE_FIRE)
  13910. status_heal(bl, status->max_hp / 100, 0, 1);
  13911. else if (status->def_ele == ELE_EARTH)
  13912. status_zap(bl, status->max_hp / 100, 0);
  13913. sc_timer_next(5000 + tick);
  13914. return 0;
  13915. }
  13916. break;
  13917. case SC_WATER_INSIGNIA:
  13918. if (--(sce->val4) >= 0) {
  13919. if (status->def_ele == ELE_WATER)
  13920. status_heal(bl, status->max_hp / 100, 0, 1);
  13921. else if (status->def_ele == ELE_FIRE)
  13922. status_zap(bl, status->max_hp / 100, 0);
  13923. sc_timer_next(5000 + tick);
  13924. return 0;
  13925. }
  13926. break;
  13927. case SC_WIND_INSIGNIA:
  13928. if (--(sce->val4) >= 0) {
  13929. if (status->def_ele == ELE_WIND)
  13930. status_heal(bl, status->max_hp / 100, 0, 1);
  13931. else if (status->def_ele == ELE_WATER)
  13932. status_zap(bl, status->max_hp / 100, 0);
  13933. sc_timer_next(5000 + tick);
  13934. return 0;
  13935. }
  13936. break;
  13937. case SC_EARTH_INSIGNIA:
  13938. if (--(sce->val4) >= 0) {
  13939. if (status->def_ele == ELE_EARTH)
  13940. status_heal(bl, status->max_hp / 100, 0, 1);
  13941. else if (status->def_ele == ELE_WIND)
  13942. status_zap(bl, status->max_hp / 100, 0);
  13943. sc_timer_next(5000 + tick);
  13944. return 0;
  13945. }
  13946. break;
  13947. case SC_BITESCAR:
  13948. if (--(sce->val4) >= 0) {
  13949. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13950. sc_timer_next(1000 + tick);
  13951. return 0;
  13952. }
  13953. break;
  13954. case SC_FRESHSHRIMP:
  13955. if (--(sce->val4) >= 0) {
  13956. status_heal(bl, sce->val2, 0, 3);
  13957. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13958. return 0;
  13959. }
  13960. break;
  13961. case SC_DORAM_BUF_01:
  13962. if( sd && --(sce->val4) >= 0 ) {
  13963. if( status->hp < status->max_hp )
  13964. status_heal(bl, 10, 0, 2);
  13965. sc_timer_next(10000 + tick);
  13966. return 0;
  13967. }
  13968. break;
  13969. case SC_DORAM_BUF_02:
  13970. if( sd && --(sce->val4) >= 0 ) {
  13971. if( status->sp < status->max_sp )
  13972. status_heal(bl, 0, 5, 2);
  13973. sc_timer_next(10000 + tick);
  13974. return 0;
  13975. }
  13976. break;
  13977. case SC_NEWMOON:
  13978. if (--(sce->val4) >= 0) {
  13979. if (!status_charge(bl, 0, 1))
  13980. break;
  13981. sc_timer_next(1000 + tick);
  13982. return 0;
  13983. }
  13984. break;
  13985. case SC_CREATINGSTAR:
  13986. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13987. struct block_list *star_caster = map_id2bl(sce->val2);
  13988. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13989. if (star_caster == nullptr || status_isdead(star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13990. break;
  13991. sc_timer_next(500 + tick);
  13992. // Attack after timer to prevent errors
  13993. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13994. return 0;
  13995. }
  13996. break;
  13997. case SC_SOULUNITY:
  13998. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13999. struct block_list *unity_src = map_id2bl(sce->val2);
  14000. if (!unity_src || status_isdead(unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  14001. break;
  14002. status_heal(bl, 150 * sce->val1, 0, 2);
  14003. sc_timer_next(3000 + tick);
  14004. return 0;
  14005. }
  14006. break;
  14007. case SC_SOULCOLLECT:
  14008. pc_addsoulball(sd, sce->val2);
  14009. if (sd->soulball < sce->val2) {
  14010. sc_timer_next(sce->val3 + tick);
  14011. return 0;
  14012. }
  14013. break;
  14014. case SC_HELPANGEL:
  14015. if (--(sce->val4) >= 0) {
  14016. status_heal(bl, 1000, 350, 2);
  14017. sc_timer_next(1000 + tick);
  14018. return 0;
  14019. }
  14020. break;
  14021. case SC_BURNT:
  14022. if( --(sce->val4) >= 0 ) {
  14023. int damage = 2000;
  14024. if( damage >= status->hp )
  14025. damage = status->hp - 1;
  14026. map_freeblock_lock();
  14027. status_zap(bl,damage,0);
  14028. if( sc->data[type] ) {
  14029. sc_timer_next(1000 + tick);
  14030. }
  14031. map_freeblock_unlock();
  14032. return 0;
  14033. }
  14034. break;
  14035. }
  14036. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  14037. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  14038. sc_timer_next(min(sce->val4,interval)+tick);
  14039. sce->val4 -= interval;
  14040. if (dounlock)
  14041. map_freeblock_unlock();
  14042. return 0;
  14043. }
  14044. if (dounlock)
  14045. map_freeblock_unlock();
  14046. // Default for all non-handled control paths is to end the status
  14047. return status_change_end( bl,type,tid );
  14048. }
  14049. /**
  14050. * For each iteration of repetitive status
  14051. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  14052. * @param ap: va_list arguments (src, sce, type, tick)
  14053. */
  14054. int status_change_timer_sub(struct block_list* bl, va_list ap)
  14055. {
  14056. struct status_change* tsc;
  14057. struct block_list* src = va_arg(ap,struct block_list*);
  14058. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  14059. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  14060. t_tick tick = va_arg(ap,t_tick);
  14061. if (status_isdead(bl))
  14062. return 0;
  14063. tsc = status_get_sc(bl);
  14064. switch( type ) {
  14065. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  14066. case SC_CONCENTRATE:
  14067. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  14068. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  14069. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  14070. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  14071. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  14072. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  14073. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  14074. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  14075. break;
  14076. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  14077. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  14078. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_NEWMOON] || tsc->data[SC_CLOAKINGEXCEED])) {
  14079. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  14080. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  14081. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  14082. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  14083. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  14084. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  14085. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  14086. }
  14087. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  14088. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  14089. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  14090. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  14091. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  14092. }
  14093. break;
  14094. case SC_SIGHTBLASTER:
  14095. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  14096. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  14097. {
  14098. if (sce) {
  14099. struct skill_unit *su = NULL;
  14100. if(bl->type == BL_SKILL)
  14101. su = (struct skill_unit *)bl;
  14102. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  14103. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  14104. sce->val2 = 0; // This signals it to end.
  14105. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  14106. //Remove trap immunity temporarily so it triggers if you still stand on it
  14107. sce->val4++;
  14108. }
  14109. }
  14110. }
  14111. break;
  14112. case SC_CLOSECONFINE:
  14113. // Lock char has released the hold on everyone...
  14114. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  14115. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  14116. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  14117. }
  14118. break;
  14119. case SC_CURSEDCIRCLE_TARGET:
  14120. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  14121. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  14122. status_change_end(bl, type, INVALID_TIMER);
  14123. }
  14124. break;
  14125. }
  14126. return 0;
  14127. }
  14128. /**
  14129. * Clears buffs/debuffs on an object
  14130. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  14131. * @param type: Type to remove
  14132. * SCCB_BUFFS: Clear Buffs
  14133. * SCCB_DEBUFFS: Clear Debuffs
  14134. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  14135. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  14136. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  14137. */
  14138. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  14139. {
  14140. int i;
  14141. struct status_change *sc= status_get_sc(bl);
  14142. if (!sc || !sc->count)
  14143. return;
  14144. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  14145. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  14146. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  14147. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  14148. if(!sc->data[i])
  14149. continue;
  14150. switch (i) {
  14151. // Stuff that cannot be removed
  14152. case SC_WEIGHT50:
  14153. case SC_WEIGHT90:
  14154. case SC_COMBO:
  14155. case SC_SMA:
  14156. case SC_DANCING:
  14157. case SC_LEADERSHIP:
  14158. case SC_GLORYWOUNDS:
  14159. case SC_SOULCOLD:
  14160. case SC_HAWKEYES:
  14161. case SC_EMERGENCY_MOVE:
  14162. case SC_SAFETYWALL:
  14163. case SC_PNEUMA:
  14164. case SC_NOCHAT:
  14165. case SC_JAILED:
  14166. case SC_ANKLE:
  14167. case SC_BLADESTOP:
  14168. case SC_STRFOOD:
  14169. case SC_AGIFOOD:
  14170. case SC_VITFOOD:
  14171. case SC_INTFOOD:
  14172. case SC_DEXFOOD:
  14173. case SC_LUKFOOD:
  14174. case SC_FLEEFOOD:
  14175. case SC_HITFOOD:
  14176. case SC_CRIFOOD:
  14177. case SC_BATKFOOD:
  14178. case SC_WATKFOOD:
  14179. case SC_MATKFOOD:
  14180. case SC_FOOD_STR_CASH:
  14181. case SC_FOOD_AGI_CASH:
  14182. case SC_FOOD_VIT_CASH:
  14183. case SC_FOOD_DEX_CASH:
  14184. case SC_FOOD_INT_CASH:
  14185. case SC_FOOD_LUK_CASH:
  14186. case SC_EXPBOOST:
  14187. case SC_JEXPBOOST:
  14188. case SC_ITEMBOOST:
  14189. case SC__MANHOLE:
  14190. case SC_GIANTGROWTH:
  14191. case SC_MILLENNIUMSHIELD:
  14192. case SC_REFRESH:
  14193. case SC_STONEHARDSKIN:
  14194. case SC_VITALITYACTIVATION:
  14195. case SC_FIGHTINGSPIRIT:
  14196. case SC_ABUNDANCE:
  14197. case SC_CRUSHSTRIKE:
  14198. case SC_SAVAGE_STEAK:
  14199. case SC_COCKTAIL_WARG_BLOOD:
  14200. case SC_MINOR_BBQ:
  14201. case SC_SIROMA_ICE_TEA:
  14202. case SC_DROCERA_HERB_STEAMED:
  14203. case SC_PUTTI_TAILS_NOODLES:
  14204. case SC_CURSEDCIRCLE_ATKER:
  14205. case SC_CURSEDCIRCLE_TARGET:
  14206. case SC_PUSH_CART:
  14207. case SC_ALL_RIDING:
  14208. case SC_STYLE_CHANGE:
  14209. case SC_MONSTER_TRANSFORM:
  14210. case SC_ACTIVE_MONSTER_TRANSFORM:
  14211. case SC_MTF_ASPD:
  14212. case SC_MTF_RANGEATK:
  14213. case SC_MTF_MATK:
  14214. case SC_MTF_MLEATKED:
  14215. case SC_MTF_CRIDAMAGE:
  14216. case SC_QUEST_BUFF1:
  14217. case SC_QUEST_BUFF2:
  14218. case SC_QUEST_BUFF3:
  14219. case SC_MTF_ASPD2:
  14220. case SC_MTF_RANGEATK2:
  14221. case SC_MTF_MATK2:
  14222. case SC_2011RWC_SCROLL:
  14223. case SC_JP_EVENT04:
  14224. case SC_MTF_MHP:
  14225. case SC_MTF_MSP:
  14226. case SC_MTF_PUMPKIN:
  14227. case SC_MTF_HITFLEE:
  14228. case SC_ATTHASTE_CASH:
  14229. case SC_REUSE_REFRESH:
  14230. case SC_REUSE_LIMIT_A:
  14231. case SC_REUSE_LIMIT_B:
  14232. case SC_REUSE_LIMIT_C:
  14233. case SC_REUSE_LIMIT_D:
  14234. case SC_REUSE_LIMIT_E:
  14235. case SC_REUSE_LIMIT_F:
  14236. case SC_REUSE_LIMIT_G:
  14237. case SC_REUSE_LIMIT_H:
  14238. case SC_REUSE_LIMIT_MTF:
  14239. case SC_REUSE_LIMIT_ECL:
  14240. case SC_REUSE_LIMIT_RECALL:
  14241. case SC_REUSE_LIMIT_ASPD_POTION:
  14242. case SC_REUSE_MILLENNIUMSHIELD:
  14243. case SC_REUSE_CRUSHSTRIKE:
  14244. case SC_REUSE_STORMBLAST:
  14245. case SC_ALL_RIDING_REUSE_LIMIT:
  14246. case SC_SPRITEMABLE:
  14247. case SC_BITESCAR:
  14248. case SC_DORAM_BUF_01:
  14249. case SC_DORAM_BUF_02:
  14250. case SC_GEFFEN_MAGIC1:
  14251. case SC_GEFFEN_MAGIC2:
  14252. case SC_GEFFEN_MAGIC3:
  14253. case SC_LHZ_DUN_N1:
  14254. case SC_LHZ_DUN_N2:
  14255. case SC_LHZ_DUN_N3:
  14256. case SC_LHZ_DUN_N4:
  14257. case SC_REUSE_LIMIT_LUXANIMA:
  14258. case SC_LUXANIMA:
  14259. case SC_SOULENERGY:
  14260. case SC_EP16_2_BUFF_SS:
  14261. case SC_EP16_2_BUFF_SC:
  14262. case SC_EP16_2_BUFF_AC:
  14263. case SC_HOMUN_TIME:
  14264. case SC_SOULATTACK:
  14265. // Clans
  14266. case SC_CLAN_INFO:
  14267. case SC_SWORDCLAN:
  14268. case SC_ARCWANDCLAN:
  14269. case SC_GOLDENMACECLAN:
  14270. case SC_CROSSBOWCLAN:
  14271. case SC_JUMPINGCLAN:
  14272. // RODEX
  14273. case SC_DAILYSENDMAILCNT:
  14274. // Costumes
  14275. case SC_MOONSTAR:
  14276. case SC_SUPER_STAR:
  14277. case SC_STRANGELIGHTS:
  14278. case SC_DECORATION_OF_MUSIC:
  14279. case SC_LJOSALFAR:
  14280. case SC_MERMAID_LONGING:
  14281. case SC_HAT_EFFECT:
  14282. case SC_FLOWERSMOKE:
  14283. case SC_FSTONE:
  14284. case SC_HAPPINESS_STAR:
  14285. case SC_MAPLE_FALLS:
  14286. case SC_TIME_ACCESSORY:
  14287. case SC_MAGICAL_FEATHER:
  14288. continue;
  14289. // Chemical Protection is only removed by some skills
  14290. case SC_CP_WEAPON:
  14291. case SC_CP_SHIELD:
  14292. case SC_CP_ARMOR:
  14293. case SC_CP_HELM:
  14294. if(!(type&SCCB_CHEM_PROTECT))
  14295. continue;
  14296. break;
  14297. // Debuffs that can be removed.
  14298. case SC_DEEPSLEEP:
  14299. case SC_BURNING:
  14300. case SC_FREEZING:
  14301. case SC_CRYSTALIZE:
  14302. case SC_TOXIN:
  14303. case SC_PARALYSE:
  14304. case SC_VENOMBLEED:
  14305. case SC_MAGICMUSHROOM:
  14306. case SC_DEATHHURT:
  14307. case SC_PYREXIA:
  14308. case SC_OBLIVIONCURSE:
  14309. case SC_LEECHESEND:
  14310. case SC_MARSHOFABYSS:
  14311. case SC_MANDRAGORA:
  14312. if(!(type&SCCB_REFRESH))
  14313. continue;
  14314. break;
  14315. case SC_HALLUCINATION:
  14316. case SC_QUAGMIRE:
  14317. case SC_SIGNUMCRUCIS:
  14318. case SC_DECREASEAGI:
  14319. case SC_SLOWDOWN:
  14320. case SC_MINDBREAKER:
  14321. case SC_WINKCHARM:
  14322. case SC_STOP:
  14323. case SC_ORCISH:
  14324. case SC_STRIPWEAPON:
  14325. case SC_STRIPSHIELD:
  14326. case SC_STRIPARMOR:
  14327. case SC_STRIPHELM:
  14328. case SC_BITE:
  14329. case SC_ADORAMUS:
  14330. case SC_VACUUM_EXTREME:
  14331. case SC_FEAR:
  14332. case SC_MAGNETICFIELD:
  14333. case SC_NETHERWORLD:
  14334. case SC_CREATINGSTAR:
  14335. if (!(type&SCCB_DEBUFFS))
  14336. continue;
  14337. break;
  14338. // The rest are buffs that can be removed.
  14339. case SC_BERSERK:
  14340. case SC_SATURDAYNIGHTFEVER:
  14341. if (!(type&SCCB_BUFFS))
  14342. continue;
  14343. sc->data[i]->val2 = 0;
  14344. break;
  14345. default:
  14346. if (!(type&SCCB_BUFFS))
  14347. continue;
  14348. break;
  14349. }
  14350. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  14351. }
  14352. //Removes bonus_script
  14353. if (bl->type == BL_PC) {
  14354. i = 0;
  14355. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  14356. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  14357. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  14358. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  14359. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  14360. }
  14361. // Cleaning all extras vars
  14362. sc->comet_x = 0;
  14363. sc->comet_y = 0;
  14364. #ifndef RENEWAL
  14365. sc->sg_counter = 0;
  14366. #endif
  14367. return;
  14368. }
  14369. /**
  14370. * Infect a user with status effects (SC_DEADLYINFECT)
  14371. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  14372. * @param bl: Object to change
  14373. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  14374. * @return 1: Success 0: Fail
  14375. */
  14376. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  14377. {
  14378. int i, flag = 0;
  14379. struct status_change *sc = status_get_sc(src);
  14380. const struct TimerData *timer = NULL;
  14381. t_tick tick;
  14382. struct status_change_data data;
  14383. if( !sc || !sc->count )
  14384. return 0;
  14385. tick = gettick();
  14386. // Status Immunity resistance
  14387. if (status_bl_has_mode(src,MD_STATUSIMMUNE) || status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14388. return 0;
  14389. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  14390. if( !sc->data[i] || i == SC_COMMON_MAX )
  14391. continue;
  14392. if (sc->data[i]->timer != INVALID_TIMER) {
  14393. timer = get_timer(sc->data[i]->timer);
  14394. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  14395. continue;
  14396. }
  14397. switch( i ) {
  14398. // Debuffs that can be spread.
  14399. // NOTE: We'll add/delete SCs when we are able to confirm it.
  14400. case SC_DEATHHURT:
  14401. case SC_PARALYSE:
  14402. if (type)
  14403. continue;
  14404. case SC_CURSE:
  14405. case SC_SILENCE:
  14406. case SC_CONFUSION:
  14407. case SC_BLIND:
  14408. case SC_HALLUCINATION:
  14409. case SC_SIGNUMCRUCIS:
  14410. case SC_DECREASEAGI:
  14411. //case SC_SLOWDOWN:
  14412. //case SC_MINDBREAKER:
  14413. //case SC_WINKCHARM:
  14414. //case SC_STOP:
  14415. case SC_ORCISH:
  14416. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  14417. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  14418. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  14419. //case SC_STRIPHELM:
  14420. //case SC__STRIPACCESSORY:
  14421. //case SC_BITE:
  14422. case SC_FEAR:
  14423. case SC_FREEZING:
  14424. case SC_VENOMBLEED:
  14425. if (sc->data[i]->timer != INVALID_TIMER)
  14426. data.tick = DIFF_TICK(timer->tick, tick);
  14427. else
  14428. data.tick = INFINITE_TICK;
  14429. break;
  14430. // Special cases
  14431. case SC_TOXIN:
  14432. case SC_MAGICMUSHROOM:
  14433. case SC_PYREXIA:
  14434. case SC_LEECHESEND:
  14435. if (type)
  14436. continue;
  14437. case SC_POISON:
  14438. case SC_DPOISON:
  14439. case SC_BLEEDING:
  14440. case SC_BURNING:
  14441. if (sc->data[i]->timer != INVALID_TIMER)
  14442. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  14443. else
  14444. data.tick = INFINITE_TICK;
  14445. break;
  14446. default:
  14447. continue;
  14448. }
  14449. if( i ) {
  14450. data.val1 = sc->data[i]->val1;
  14451. data.val2 = sc->data[i]->val2;
  14452. data.val3 = sc->data[i]->val3;
  14453. data.val4 = sc->data[i]->val4;
  14454. 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);
  14455. flag = 1;
  14456. }
  14457. }
  14458. return flag;
  14459. }
  14460. /**
  14461. * Applying natural heal bonuses (sit, skill, homun, etc...)
  14462. * TODO: the va_list doesn't seem to be used, safe to remove?
  14463. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  14464. * @param args: va_list arguments
  14465. * @return which regeneration bonuses have been applied (flag)
  14466. */
  14467. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  14468. static int status_natural_heal(struct block_list* bl, va_list args)
  14469. {
  14470. struct regen_data *regen;
  14471. struct status_data *status;
  14472. struct status_change *sc;
  14473. struct unit_data *ud;
  14474. struct view_data *vd = NULL;
  14475. struct regen_data_sub *sregen;
  14476. struct map_session_data *sd;
  14477. int rate, multi = 1, flag;
  14478. regen = status_get_regen_data(bl);
  14479. if (!regen)
  14480. return 0;
  14481. status = status_get_status_data(bl);
  14482. sc = status_get_sc(bl);
  14483. if (sc && !sc->count)
  14484. sc = NULL;
  14485. sd = BL_CAST(BL_PC,bl);
  14486. flag = regen->flag;
  14487. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  14488. flag &= ~(RGN_HP|RGN_SHP);
  14489. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  14490. flag &= ~(RGN_SP|RGN_SSP);
  14491. if (flag && (
  14492. status_isdead(bl) ||
  14493. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  14494. ))
  14495. flag = RGN_NONE;
  14496. if (sd) {
  14497. if (sd->hp_loss.value || sd->sp_loss.value)
  14498. pc_bleeding(sd, natural_heal_diff_tick);
  14499. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  14500. pc_regen(sd, natural_heal_diff_tick);
  14501. }
  14502. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  14503. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  14504. { // Apply sitting regen bonus.
  14505. sregen = regen->ssregen;
  14506. if(flag&(RGN_SHP)) { // Sitting HP regen
  14507. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  14508. if (regen->state.overweight)
  14509. rate >>= 1; // Half as fast when overweight.
  14510. sregen->tick.hp += rate;
  14511. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14512. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  14513. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  14514. flag &= ~(RGN_HP|RGN_SHP);
  14515. break;
  14516. }
  14517. }
  14518. }
  14519. if(flag&(RGN_SSP)) { // Sitting SP regen
  14520. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  14521. if (regen->state.overweight)
  14522. rate >>= 1; // Half as fast when overweight.
  14523. sregen->tick.sp += rate;
  14524. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14525. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  14526. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  14527. flag &= ~(RGN_SP|RGN_SSP);
  14528. break;
  14529. }
  14530. }
  14531. }
  14532. }
  14533. if (flag && regen->state.overweight)
  14534. flag = RGN_NONE;
  14535. ud = unit_bl2ud(bl);
  14536. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  14537. flag &= ~(RGN_SHP|RGN_SSP);
  14538. if(!regen->state.walk)
  14539. flag &= ~RGN_HP;
  14540. }
  14541. if (!flag)
  14542. return 0;
  14543. if (flag&(RGN_HP|RGN_SP)) {
  14544. if(!vd)
  14545. vd = status_get_viewdata(bl);
  14546. if(vd && vd->dead_sit == 2)
  14547. multi += 1; //This causes the interval to be halved
  14548. if(regen->state.gc)
  14549. multi += 1; //This causes the interval to be halved
  14550. }
  14551. // Natural Hp regen
  14552. if (flag&RGN_HP) {
  14553. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  14554. if (ud && ud->walktimer != INVALID_TIMER)
  14555. rate /= 2;
  14556. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  14557. if(bl->type == BL_HOM)
  14558. rate *= 2;
  14559. regen->tick.hp += rate;
  14560. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  14561. int val = 0;
  14562. do {
  14563. val += regen->hp;
  14564. regen->tick.hp -= battle_config.natural_healhp_interval;
  14565. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  14566. if (status_heal(bl, val, 0, 1) < val)
  14567. flag &= ~RGN_SHP; // Full.
  14568. }
  14569. }
  14570. // Natural SP regen
  14571. if(flag&RGN_SP) {
  14572. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  14573. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  14574. if(bl->type==BL_HOM)
  14575. rate *= 2;
  14576. #ifdef RENEWAL
  14577. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  14578. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  14579. rate /= 2; // Tick is doubled in Fury state
  14580. #endif
  14581. regen->tick.sp += rate;
  14582. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  14583. int val = 0;
  14584. do {
  14585. val += regen->sp;
  14586. regen->tick.sp -= battle_config.natural_healsp_interval;
  14587. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  14588. if (status_heal(bl, 0, val, 1) < val)
  14589. flag &= ~RGN_SSP; // full.
  14590. }
  14591. }
  14592. if (!regen->sregen)
  14593. return flag;
  14594. // Skill regen
  14595. sregen = regen->sregen;
  14596. if(flag&RGN_SHP) { // Skill HP regen
  14597. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  14598. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14599. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  14600. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  14601. break; // Full
  14602. }
  14603. }
  14604. if(flag&RGN_SSP) { // Skill SP regen
  14605. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  14606. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14607. int val = sregen->sp;
  14608. if (sd && sd->state.doridori) {
  14609. val *= 2;
  14610. sd->state.doridori = 0;
  14611. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  14612. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  14613. 100,rate,skill_get_time(TK_SPTIME, rate));
  14614. if (
  14615. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  14616. rnd()%10000 < battle_config.sg_angel_skill_ratio
  14617. ) { // Angel of the Sun/Moon/Star
  14618. clif_feel_hate_reset(sd);
  14619. pc_resethate(sd);
  14620. pc_resetfeel(sd);
  14621. }
  14622. }
  14623. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  14624. if(status_heal(bl, 0, val, 3) < val)
  14625. break; // Full
  14626. }
  14627. }
  14628. return flag;
  14629. }
  14630. /**
  14631. * Natural heal main timer
  14632. * @param tid: Timer ID
  14633. * @param tick: Current tick (time)
  14634. * @param id: Object ID to heal
  14635. * @param data: data pushed through timer function
  14636. * @return 0
  14637. */
  14638. static TIMER_FUNC(status_natural_heal_timer){
  14639. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  14640. map_foreachregen(status_natural_heal);
  14641. natural_heal_prev_tick = tick;
  14642. return 0;
  14643. }
  14644. /**
  14645. * Check if status is disabled on a map
  14646. * @param type: Status Change data
  14647. * @param mapIsVS: If the map is a map_flag_vs type
  14648. * @param mapisPVP: If the map is a PvP type
  14649. * @param mapIsGVG: If the map is a map_flag_gvg type
  14650. * @param mapIsBG: If the map is a Battleground type
  14651. * @param mapZone: Map Zone type
  14652. * @param mapIsTE: If the map us WOE TE
  14653. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  14654. */
  14655. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  14656. {
  14657. if (type <= SC_NONE || type >= SC_MAX)
  14658. return false;
  14659. if ((!mapIsVS && SCDisabled[type]&1) ||
  14660. (mapIsPVP && SCDisabled[type]&2) ||
  14661. (mapIsGVG && SCDisabled[type]&4) ||
  14662. (mapIsBG && SCDisabled[type]&8) ||
  14663. (mapIsTE && SCDisabled[type]&16) ||
  14664. (SCDisabled[type]&(mapZone)))
  14665. {
  14666. return true;
  14667. }
  14668. return false;
  14669. }
  14670. /**
  14671. * Clear a status if it is disabled on a map
  14672. * @param bl: Block list data
  14673. * @param sc: Status Change data
  14674. */
  14675. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  14676. {
  14677. nullpo_retv(bl);
  14678. if (sc && sc->count) {
  14679. struct map_data *mapdata = map_getmapdata(bl->m);
  14680. unsigned short i;
  14681. bool mapIsVS = mapdata_flag_vs2(mapdata);
  14682. bool mapIsPVP = mapdata->flag[MF_PVP] != 0;
  14683. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  14684. bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0;
  14685. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  14686. for (i = 0; i < SC_MAX; i++) {
  14687. if (!sc->data[i] || !SCDisabled[i])
  14688. continue;
  14689. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  14690. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  14691. }
  14692. }
  14693. }
  14694. /**
  14695. * Read status_disabled.txt file
  14696. * @param str: Fields passed from sv_readdb
  14697. * @param columns: Columns passed from sv_readdb function call
  14698. * @param current: Current row being read into SCDisabled array
  14699. * @return True - Successfully stored, False - Invalid SC
  14700. */
  14701. static bool status_readdb_status_disabled(char **str, int columns, int current)
  14702. {
  14703. int64 type = SC_NONE;
  14704. if (ISDIGIT(str[0][0]))
  14705. type = atoi(str[0]);
  14706. else {
  14707. if (!script_get_constant(str[0],&type))
  14708. type = SC_NONE;
  14709. }
  14710. if (type <= SC_NONE || type >= SC_MAX) {
  14711. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  14712. return false;
  14713. }
  14714. SCDisabled[type] = (unsigned int)atol(str[1]);
  14715. return true;
  14716. }
  14717. const std::string AttributeDatabase::getDefaultLocation() {
  14718. return std::string(db_path) + "/attr_fix.yml";
  14719. }
  14720. /**
  14721. * Reads and parses an entry from the attr_fix.
  14722. * @param node: YAML node containing the entry.
  14723. * @return count of successfully parsed rows
  14724. */
  14725. uint64 AttributeDatabase::parseBodyNode(const YAML::Node &node) {
  14726. uint16 level;
  14727. if (!this->asUInt16(node, "Level", level))
  14728. return 0;
  14729. if (!CHK_ELEMENT_LEVEL(level)) {
  14730. this->invalidWarning(node["Level"], "Invalid element level %hu.\n", level);
  14731. return 0;
  14732. }
  14733. for (const auto &itatk : um_eleid2elename) {
  14734. if (!this->nodeExists(node, itatk.first))
  14735. continue;
  14736. const YAML::Node &eleNode = node[itatk.first];
  14737. for (const auto &itdef : um_eleid2elename) {
  14738. if (!this->nodeExists(eleNode, itdef.first))
  14739. continue;
  14740. int16 val;
  14741. if (!this->asInt16(eleNode, itdef.first, val))
  14742. return 0;
  14743. if (val < -100) {
  14744. this->invalidWarning(eleNode[itdef.first], "%s %h is out of range %d~%d. Setting to -100.\n", itdef.first.c_str(), val, -100, 200);
  14745. val = -100;
  14746. }
  14747. else if (val > 200) {
  14748. this->invalidWarning(eleNode[itdef.first], "%s %h is out of range %d~%d. Setting to 200.\n", itdef.first.c_str(), val, -100, 200);
  14749. val = 200;
  14750. }
  14751. this->attr_fix_table[level-1][itatk.second][itdef.second] = val;
  14752. }
  14753. }
  14754. return 1;
  14755. }
  14756. AttributeDatabase elemental_attribute_db;
  14757. /**
  14758. * Get attribute ratio
  14759. * @param atk_ele Attack element enum e_element
  14760. * @param def_ele Defense element enum e_element
  14761. * @param level Element level 1 ~ MAX_ELE_LEVEL
  14762. */
  14763. int16 AttributeDatabase::getAttribute(uint16 level, uint16 atk_ele, uint16 def_ele) {
  14764. if (!CHK_ELEMENT(atk_ele) || !CHK_ELEMENT(def_ele) || !CHK_ELEMENT_LEVEL(level+1))
  14765. return 100;
  14766. return this->attr_fix_table[level][atk_ele][def_ele];
  14767. }
  14768. /**
  14769. * Sets defaults in tables and starts read db functions
  14770. * sv_readdb reads the file, outputting the information line-by-line to
  14771. * previous functions above, separating information by delimiter
  14772. * DBs being read:
  14773. * attr_fix.yml: Attribute adjustment table for attacks
  14774. * size_fix.yml: Size adjustment table for weapons
  14775. * refine.yml: Refining data table
  14776. * @return 0
  14777. */
  14778. int status_readdb( bool reload ){
  14779. int i;
  14780. const char* dbsubpath[] = {
  14781. "",
  14782. "/" DBIMPORT,
  14783. //add other path here
  14784. };
  14785. // Initialize databases to default
  14786. memset(SCDisabled, 0, sizeof(SCDisabled));
  14787. // read databases
  14788. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  14789. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  14790. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  14791. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  14792. char* dbsubpath1 = (char*)aMalloc(n1+1);
  14793. char* dbsubpath2 = (char*)aMalloc(n2+1);
  14794. if(i==0) {
  14795. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14796. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  14797. }
  14798. else {
  14799. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14800. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  14801. }
  14802. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  14803. aFree(dbsubpath1);
  14804. aFree(dbsubpath2);
  14805. }
  14806. if( reload ){
  14807. size_fix_db.reload();
  14808. refine_db.reload();
  14809. }else{
  14810. size_fix_db.load();
  14811. refine_db.load();
  14812. }
  14813. elemental_attribute_db.load();
  14814. return 0;
  14815. }
  14816. /**
  14817. * Status db init and destroy.
  14818. */
  14819. int do_init_status(void)
  14820. {
  14821. add_timer_func_list(status_change_timer,"status_change_timer");
  14822. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14823. initChangeTables();
  14824. initDummyData();
  14825. status_readdb();
  14826. natural_heal_prev_tick = gettick();
  14827. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14828. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14829. return 0;
  14830. }
  14831. void do_final_status(void)
  14832. {
  14833. ers_destroy(sc_data_ers);
  14834. }