status.c 389 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/random.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "pet.h"
  16. #include "npc.h"
  17. #include "mob.h"
  18. #include "clif.h"
  19. #include "guild.h"
  20. #include "skill.h"
  21. #include "itemdb.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "chrif.h"
  25. #include "skill.h"
  26. #include "status.h"
  27. #include "script.h"
  28. #include "unit.h"
  29. #include "homunculus.h"
  30. #include "mercenary.h"
  31. #include "elemental.h"
  32. #include "vending.h"
  33. #include <time.h>
  34. #include <stdio.h>
  35. #include <stdlib.h>
  36. #include <memory.h>
  37. #include <string.h>
  38. #include <math.h>
  39. // Regen related flags.
  40. enum e_regen {
  41. RGN_HP = 0x01,
  42. RGN_SP = 0x02,
  43. RGN_SHP = 0x04,
  44. RGN_SSP = 0x08,
  45. };
  46. // Bonus values and upgrade chances for refining equipment
  47. static struct {
  48. int chance[MAX_REFINE]; /// Success chance
  49. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  50. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  51. } refine_info[REFINE_TYPE_MAX];
  52. static int atkmods[3][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  53. static struct eri *sc_data_ers; /// For sc_data entries
  54. static struct status_data dummy_status;
  55. int current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  56. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  57. // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
  58. static sc_type SkillStatusChangeTable[MAX_SKILL]; /// skill -> status
  59. static int StatusIconChangeTable[SC_MAX]; /// status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
  60. static unsigned int StatusChangeFlagTable[SC_MAX]; /// status -> flags
  61. static int StatusSkillChangeTable[SC_MAX]; /// status -> skill
  62. static int StatusRelevantBLTypes[SI_MAX]; /// "icon" -> enum bl_type (for clif_status_change to identify for which bl types to send packets)
  63. static unsigned int StatusChangeStateTable[SC_MAX]; /// status -> flags
  64. /**
  65. * Returns the status change associated with a skill.
  66. * @param skill The skill to look up
  67. * @return The status registered for this skill
  68. **/
  69. sc_type status_skill2sc(int skill)
  70. {
  71. int idx = skill_get_index(skill);
  72. if( idx == 0 ) {
  73. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  74. return SC_NONE;
  75. }
  76. return SkillStatusChangeTable[idx];
  77. }
  78. /**
  79. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  80. * Utilized for various duration lookups. Use with caution!
  81. * @param sc The status to look up
  82. * @return A skill associated with the status
  83. **/
  84. int status_sc2skill(sc_type sc)
  85. {
  86. if( sc < 0 || sc >= SC_MAX ) {
  87. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  88. return 0;
  89. }
  90. return StatusSkillChangeTable[sc];
  91. }
  92. /**
  93. * Returns the status calculation flag associated with a given status change.
  94. * @param sc The status to look up
  95. * @return The scb_flag registered for this status (see enum scb_flag)
  96. **/
  97. unsigned int status_sc2scb_flag(sc_type sc)
  98. {
  99. if( sc < 0 || sc >= SC_MAX ) {
  100. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  101. return SCB_NONE;
  102. }
  103. return StatusChangeFlagTable[sc];
  104. }
  105. /**
  106. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  107. * @param type The client-side status identifier to look up (see enum si_type)
  108. * @return The bl types relevant to the type (see enum bl_type)
  109. **/
  110. int status_type2relevant_bl_types(int type)
  111. {
  112. if( type < 0 || type >= SI_MAX ) {
  113. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  114. return SI_BLANK;
  115. }
  116. return StatusRelevantBLTypes[type];
  117. }
  118. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  119. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  120. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  121. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  122. {
  123. uint16 idx = skill_get_index(skill_id);
  124. if( idx == 0 ) {
  125. ShowError("set_sc: Unsupported skill id %d\n", skill_id);
  126. return;
  127. }
  128. if( sc < 0 || sc >= SC_MAX ) {
  129. ShowError("set_sc: Unsupported status change id %d\n", sc);
  130. return;
  131. }
  132. if( StatusSkillChangeTable[sc] == 0 )
  133. StatusSkillChangeTable[sc] = skill_id;
  134. if( StatusIconChangeTable[sc] == SI_BLANK )
  135. StatusIconChangeTable[sc] = icon;
  136. StatusChangeFlagTable[sc] |= flag;
  137. if( SkillStatusChangeTable[idx] == SC_NONE )
  138. SkillStatusChangeTable[idx] = sc;
  139. }
  140. void initChangeTables(void)
  141. {
  142. int i;
  143. for (i = 0; i < SC_MAX; i++)
  144. StatusIconChangeTable[i] = SI_BLANK;
  145. for (i = 0; i < MAX_SKILL; i++)
  146. SkillStatusChangeTable[i] = SC_NONE;
  147. for (i = 0; i < SI_MAX; i++)
  148. StatusRelevantBLTypes[i] = BL_PC;
  149. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  150. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  151. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  152. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  153. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  154. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  155. add_sc( NPC_STUNATTACK , SC_STUN );
  156. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  157. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  158. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  159. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  160. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  161. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  162. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  163. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  164. /* The main status definitions */
  165. add_sc( SM_BASH , SC_STUN );
  166. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  167. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  168. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  169. add_sc( MG_SIGHT , SC_SIGHT );
  170. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  171. add_sc( MG_FROSTDIVER , SC_FREEZE );
  172. add_sc( MG_STONECURSE , SC_STONE );
  173. add_sc( AL_RUWACH , SC_RUWACH );
  174. add_sc( AL_PNEUMA , SC_PNEUMA );
  175. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  176. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  177. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  178. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  179. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  180. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  181. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  182. add_sc( TF_POISON , SC_POISON );
  183. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  184. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  185. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  186. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  187. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  188. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  189. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  190. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  191. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  192. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  193. add_sc( PR_LEXDIVINA , SC_SILENCE );
  194. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  195. add_sc( WZ_METEOR , SC_STUN );
  196. add_sc( WZ_VERMILION , SC_BLIND );
  197. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  198. add_sc( WZ_STORMGUST , SC_FREEZE );
  199. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  200. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  201. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
  202. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  203. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  204. add_sc( HT_LANDMINE , SC_STUN );
  205. add_sc( HT_ANKLESNARE , SC_ANKLE );
  206. add_sc( HT_SANDMAN , SC_SLEEP );
  207. add_sc( HT_FLASHER , SC_BLIND );
  208. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  209. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  210. add_sc( AS_SONICBLOW , SC_STUN );
  211. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  212. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  213. add_sc( AS_VENOMDUST , SC_POISON );
  214. add_sc( AS_SPLASHER , SC_SPLASHER );
  215. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  216. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  217. add_sc( TF_SPRINKLESAND , SC_BLIND );
  218. add_sc( TF_THROWSTONE , SC_STUN );
  219. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  220. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  221. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  222. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  223. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  224. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  225. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  226. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  227. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  228. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  229. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  230. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  231. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  232. add_sc( NPC_POISON , SC_POISON );
  233. add_sc( NPC_BLINDATTACK , SC_BLIND );
  234. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  235. add_sc( NPC_STUNATTACK , SC_STUN );
  236. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  237. add_sc( NPC_CURSEATTACK , SC_CURSE );
  238. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  239. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  240. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  241. add_sc( NPC_DARKBLESSING , SC_COMA );
  242. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  243. add_sc( NPC_DEFENDER , SC_ARMOR );
  244. add_sc( NPC_LICK , SC_STUN );
  245. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  246. add_sc( NPC_REBIRTH , SC_REBIRTH );
  247. add_sc( RG_RAID , SC_STUN );
  248. #ifdef RENEWAL
  249. add_sc( RG_RAID , SC_RAID );
  250. add_sc( RG_BACKSTAP , SC_STUN );
  251. #endif
  252. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  253. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  254. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  255. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  256. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  257. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  258. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  259. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  260. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  261. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  262. add_sc( CR_SHIELDCHARGE , SC_STUN );
  263. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  264. add_sc( CR_HOLYCROSS , SC_BLIND );
  265. add_sc( CR_GRANDCROSS , SC_BLIND );
  266. add_sc( CR_DEVOTION , SC_DEVOTION );
  267. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  268. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  269. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  270. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  271. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  272. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  273. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  274. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  275. #ifdef RENEWAL
  276. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  277. #endif
  278. add_sc( SA_MAGICROD , SC_MAGICROD );
  279. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  280. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  281. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  282. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  283. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  284. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  285. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  286. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  287. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  288. add_sc( SA_COMA , SC_COMA );
  289. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  290. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  291. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  292. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  293. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  294. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  295. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  296. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
  297. add_sc( BA_FROSTJOKER , SC_FREEZE );
  298. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  299. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  300. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  301. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  302. add_sc( DC_SCREAM , SC_STUN );
  303. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  304. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  305. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  306. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );
  307. add_sc( NPC_DARKCROSS , SC_BLIND );
  308. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  309. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  310. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  311. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  312. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  313. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  314. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  315. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  316. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  317. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  318. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  319. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  320. set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  321. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  322. add_sc( HP_BASILICA , SC_BASILICA );
  323. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  324. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  325. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  326. add_sc( PA_GOSPEL , SC_SCRESIST );
  327. add_sc( CH_TIGERFIST , SC_STOP );
  328. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  329. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  330. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  331. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  332. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  333. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  334. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  335. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  336. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  337. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  338. add_sc( LK_SPIRALPIERCE , SC_STOP );
  339. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  340. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  341. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  342. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  343. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  344. add_sc( PF_FOGWALL , SC_FOGWALL );
  345. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  346. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  347. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  348. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  349. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  350. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  351. add_sc( TK_DOWNKICK , SC_STUN );
  352. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  353. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  354. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  355. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  356. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  357. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  358. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  359. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  360. add_sc( SG_MOON_WARM , SC_WARM );
  361. add_sc( SG_STAR_WARM , SC_WARM );
  362. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  363. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  364. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  365. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  366. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  367. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  368. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  369. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  370. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  371. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  372. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  373. add_sc( SL_STUN , SC_STUN );
  374. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  375. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  376. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  377. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  378. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  379. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  380. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  381. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  382. add_sc( WS_CARTTERMINATION , SC_STUN );
  383. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  384. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  385. add_sc( CG_HERMODE , SC_HERMODE );
  386. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  387. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  388. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  389. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  390. add_sc( GS_CRACKER , SC_STUN );
  391. add_sc( GS_DISARM , SC_STRIPWEAPON );
  392. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  393. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  394. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  395. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  396. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  397. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  398. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  399. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  400. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  401. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  402. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  403. add_sc( NPC_ICEBREATH , SC_FREEZE );
  404. add_sc( NPC_ACIDBREATH , SC_POISON );
  405. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  406. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  407. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  408. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  409. add_sc( NPC_WIDESTONE , SC_STONE );
  410. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  411. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  412. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  413. add_sc( NPC_EVILLAND , SC_BLIND );
  414. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  415. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  416. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  417. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  418. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  419. add_sc( NPC_WIDECURSE , SC_CURSE );
  420. add_sc( NPC_WIDESTUN , SC_STUN );
  421. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  422. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  423. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  424. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  425. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  426. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  427. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  428. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  429. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF );
  430. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  431. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  432. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  433. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  434. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  435. add_sc( MO_BALKYOUNG , SC_STUN );
  436. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  437. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  438. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  439. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  440. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  441. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  442. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  443. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  444. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  445. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  446. /* Homunculus S */
  447. add_sc(MH_STAHL_HORN , SC_STUN );
  448. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  449. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  450. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  451. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_BLANK , SCB_FLEE|SCB_ASPD );
  452. add_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE );
  453. set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  454. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
  455. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
  456. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  457. add_sc(MH_LAVA_SLIDE , SC_BURNING );
  458. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  459. add_sc(MH_POISON_MIST , SC_BLIND );
  460. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
  461. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  462. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
  463. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  464. set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
  465. set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_BATK|SCB_MAXHP );
  466. add_sc( MER_CRASH , SC_STUN );
  467. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  468. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  469. add_sc( MER_SIGHT , SC_SIGHT );
  470. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  471. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  472. add_sc( MER_LEXDIVINA , SC_SILENCE );
  473. add_sc( MA_LANDMINE , SC_STUN );
  474. add_sc( MA_SANDMAN , SC_SLEEP );
  475. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  476. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  477. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  478. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  479. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  480. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  481. set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  482. add_sc( ML_SPIRALPIERCE , SC_STOP );
  483. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  484. add_sc( ML_DEVOTION , SC_DEVOTION );
  485. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  486. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  487. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  488. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  489. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  490. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  491. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  492. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  493. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  494. /* Rune Knight */
  495. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  496. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  497. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  498. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  499. add_sc( RK_DRAGONBREATH , SC_BURNING );
  500. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  501. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  502. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  503. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  504. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
  505. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  506. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  507. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  508. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  509. /* GC Guillotine Cross */
  510. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  511. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  512. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  513. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  514. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
  515. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  516. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
  517. /* Arch Bishop */
  518. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  519. add_sc( AB_CLEMENTIA , SC_BLESSING );
  520. add_sc( AB_CANTO , SC_INCREASEAGI );
  521. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  522. add_sc( AB_PRAEFATIO , SC_KYRIE );
  523. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  524. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  525. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  526. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  527. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
  528. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  529. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  530. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
  531. /* Warlock */
  532. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  533. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  534. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
  535. set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  536. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  537. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
  538. /* Ranger */
  539. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  540. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  541. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
  542. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED );
  543. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  544. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  545. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  546. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  547. add_sc( RA_FIRINGTRAP , SC_BURNING );
  548. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
  549. set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_NONE );
  550. /* Mechanic */
  551. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  552. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  553. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  554. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  555. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  556. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  557. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  558. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  559. /* Royal Guard */
  560. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
  561. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
  562. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  563. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  564. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );
  565. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  566. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  567. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
  568. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
  569. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
  570. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
  571. /* Shadow Chaser */
  572. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  573. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
  574. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  575. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  576. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  577. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  578. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
  579. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
  580. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  581. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
  582. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  583. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
  584. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  585. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  586. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  587. add_sc( SC_BLOODYLUST , SC_BERSERK );
  588. /* Sura */
  589. add_sc( SR_DRAGONCOMBO , SC_STUN );
  590. add_sc( SR_EARTHSHAKER , SC_STUN );
  591. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  592. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  593. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  594. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  595. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  596. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
  597. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  598. add_sc( SR_FLASHCOMBO , SC_FLASHCOMBO );
  599. /* Wanderer / Minstrel */
  600. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  601. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  602. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  603. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
  604. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
  605. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  606. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  607. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  608. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  609. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  610. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
  611. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  612. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  613. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  614. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  615. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
  616. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
  617. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
  618. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
  619. /* Sorcerer */
  620. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  621. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  622. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  623. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
  624. add_sc( SO_CLOUD_KILL , SC_POISON );
  625. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  626. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  627. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  628. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  629. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  630. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  631. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  632. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  633. /* Genetic */
  634. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_CARTSBOOST , SCB_SPEED );
  635. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  636. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  637. add_sc( GN_WALLOFTHORN , SC_STOP );
  638. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
  639. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
  640. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  641. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
  642. /* Elemental spirits' status changes */
  643. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  644. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  645. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  646. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  647. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
  648. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  649. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  650. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  651. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  652. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  653. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  654. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  655. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  656. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  657. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  658. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  659. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  660. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  661. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  662. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  663. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  664. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
  665. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
  666. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  667. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  668. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  669. add_sc( KO_YAMIKUMO , SC_HIDING );
  670. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  671. add_sc( KO_MAKIBISHI , SC_STUN );
  672. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  673. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  674. add_sc( KO_JYUSATSU , SC_CURSE );
  675. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  676. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  677. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  678. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  679. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  680. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  681. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  682. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  683. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  684. set_sc_with_vfx( SC_MOONSTAR , SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
  685. set_sc_with_vfx( SC_SUPER_STAR , SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
  686. /* Rebellion */
  687. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  688. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  689. set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
  690. set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
  691. set_sc( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_SPEED );
  692. set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_BATK );
  693. set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
  694. set_sc( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_DEF_ELE );
  695. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_BATK|SCB_ASPD|SCB_HIT );
  696. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  697. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  698. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  699. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  700. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  701. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  702. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  703. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  704. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  705. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  706. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  707. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  708. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  709. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  710. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  711. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  712. /* Status that don't have a skill associated */
  713. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  714. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  715. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  716. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  717. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  718. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  719. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  720. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  721. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  722. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  723. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  724. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  725. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  726. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  727. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  728. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  729. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  730. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  731. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  732. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  733. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  734. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  735. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  736. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  737. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  738. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  739. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  740. /* Cash Items */
  741. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  742. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  743. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  744. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  745. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  746. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  747. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  748. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  749. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  750. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  751. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  752. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  753. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  754. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  755. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  756. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  757. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  758. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  759. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  760. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  761. /* Mercenary Bonus Effects */
  762. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  763. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  764. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  765. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  766. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  767. /* Warlock Spheres */
  768. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  769. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  770. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  771. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  772. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  773. /* Warlock Preserved spells */
  774. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  775. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  776. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  777. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  778. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  779. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  780. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  781. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  782. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  783. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  784. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  785. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  786. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  787. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  788. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  789. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  790. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  791. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  792. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  793. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  794. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  795. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  796. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  797. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  798. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  799. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  800. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  801. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  802. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  803. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  804. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  805. /* Genetics New Food Items Status Icons */
  806. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  807. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  808. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  809. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  810. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  811. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  812. StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
  813. StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
  814. StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
  815. StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
  816. StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
  817. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
  818. StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
  819. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
  820. /* Elemental Spirit's 'side' status change icons */
  821. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  822. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  823. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  824. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  825. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  826. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  827. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  828. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  829. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  830. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  831. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  832. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  833. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  834. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  835. StatusIconChangeTable[SC_GUST] = SI_GUST;
  836. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  837. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  838. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  839. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  840. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  841. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  842. StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
  843. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
  844. StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
  845. StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
  846. StatusIconChangeTable[SC_BURNING] = SI_BURNT;
  847. StatusIconChangeTable[SC_H_MINE] = SI_H_MINE;
  848. StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
  849. StatusIconChangeTable[SC_HEAT_BARREL_AFTER] = SI_HEAT_BARREL_AFTER;
  850. /* Other SC which are not necessarily associated to skills */
  851. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  852. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  853. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  854. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  855. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  856. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  857. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  858. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  859. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  860. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  861. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  862. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  863. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  864. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  865. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  866. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  867. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  868. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  869. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  870. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  871. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  872. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  873. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  874. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  875. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  876. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  877. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  878. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  879. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  880. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  881. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  882. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  883. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  884. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  885. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  886. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  887. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  888. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  889. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  890. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  891. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  892. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  893. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  894. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  895. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  896. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  897. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  898. /* Cash Items */
  899. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  900. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  901. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  902. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  903. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  904. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  905. /* Mercenary Bonus Effects */
  906. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  907. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  908. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  909. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  910. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  911. /* Guillotine Cross Poison Effects */
  912. StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
  913. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  914. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  915. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  916. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  917. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  918. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  919. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  920. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  921. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  922. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  923. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  924. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  925. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  926. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  927. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  928. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
  929. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  930. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF;
  931. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF;
  932. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  933. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  934. StatusChangeFlagTable[SC_MTF_ASPD] = SCB_ASPD|SCB_HIT;
  935. StatusChangeFlagTable[SC_MTF_MATK] = SCB_MATK;
  936. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  937. #ifdef RENEWAL
  938. // renewal EDP increases your weapon atk
  939. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  940. #endif
  941. if( !battle_config.display_hallucination ) // Disable Hallucination.
  942. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  943. /* StatusChangeState (SCS_) NOMOVE */
  944. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  945. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  946. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  947. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  948. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  949. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  950. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  951. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  952. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  953. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  954. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  955. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  956. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  957. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  958. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  959. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  960. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  961. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  962. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  963. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  964. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  965. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  966. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  967. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  968. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  969. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  970. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  971. StatusChangeStateTable[SC_KYOUGAKU] |= SCS_NOMOVE;
  972. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  973. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  974. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  975. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  976. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  977. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  978. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  979. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  980. /* StatusChangeState (SCS_) NODROPITEMS */
  981. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  982. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  983. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  984. /* StatusChangeState (SCS_) NOCAST (skills) */
  985. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  986. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  987. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  988. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  989. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  990. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  991. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  992. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
  993. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  994. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  995. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  996. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  997. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  998. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  999. StatusChangeStateTable[SC_HEAT_BARREL_AFTER] |= SCS_NOCAST;
  1000. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1001. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1002. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1003. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1004. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1005. }
  1006. static void initDummyData(void)
  1007. {
  1008. memset(&dummy_status, 0, sizeof(dummy_status));
  1009. dummy_status.hp =
  1010. dummy_status.max_hp =
  1011. dummy_status.max_sp =
  1012. dummy_status.str =
  1013. dummy_status.agi =
  1014. dummy_status.vit =
  1015. dummy_status.int_ =
  1016. dummy_status.dex =
  1017. dummy_status.luk =
  1018. dummy_status.hit = 1;
  1019. dummy_status.speed = 2000;
  1020. dummy_status.adelay = 4000;
  1021. dummy_status.amotion = 2000;
  1022. dummy_status.dmotion = 2000;
  1023. dummy_status.ele_lv = 1; // Min elemental level.
  1024. dummy_status.mode = MD_CANMOVE;
  1025. }
  1026. /**
  1027. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1028. * @param a: Status data structure to copy from
  1029. * @param b: Status data structure to copy to
  1030. **/
  1031. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1032. {
  1033. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1034. }
  1035. /**
  1036. * Sets HP to a given value
  1037. * Will always succeed (overrides heal impedement statuses) but can't kill an object
  1038. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM]
  1039. * @param hp: What the HP is to be set as
  1040. * @param flag: Used in case final value is higher than current
  1041. * Use 2 to display healing effect
  1042. * @return heal or zapped HP if valid
  1043. **/
  1044. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1045. {
  1046. struct status_data *status;
  1047. if (hp < 1) return 0;
  1048. status = status_get_status_data(bl);
  1049. if (status == &dummy_status)
  1050. return 0;
  1051. if (hp > status->max_hp) hp = status->max_hp;
  1052. if (hp == status->hp) return 0;
  1053. if (hp > status->hp)
  1054. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1055. return status_zap(bl, status->hp - hp, 0);
  1056. }
  1057. /**
  1058. * Sets SP to a given value
  1059. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1060. * @param sp: What the SP is to be set as
  1061. * @param flag: Used in case final value is higher than current
  1062. * Use 2 to display healing effect
  1063. * @return heal or zapped SP if valid
  1064. **/
  1065. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1066. {
  1067. struct status_data *status;
  1068. status = status_get_status_data(bl);
  1069. if (status == &dummy_status)
  1070. return 0;
  1071. if (sp > status->max_sp) sp = status->max_sp;
  1072. if (sp == status->sp) return 0;
  1073. if (sp > status->sp)
  1074. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1075. return status_zap(bl, 0, status->sp - sp);
  1076. }
  1077. /**
  1078. * Takes HP/SP from an Object
  1079. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1080. * @param hp: How much HP to charge
  1081. * @param sp: How much SP to charge
  1082. * @return hp+sp through status_damage()
  1083. * Note: HP/SP are integer values, not percentages. Values should be
  1084. * calculated either within function call or before
  1085. **/
  1086. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1087. {
  1088. if(!(bl->type&BL_CONSUME))
  1089. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1090. return status_damage(NULL, bl, hp, sp, 0, 3);
  1091. }
  1092. /**
  1093. * Inflicts damage on the target with the according walkdelay.
  1094. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1095. * @param target: Target of the damage
  1096. * @param dhp: How much damage to HP
  1097. * @param dsp: How much damage to SP
  1098. * @param walkdelay: Amount of time before object can walk again
  1099. * @param flag: Damage flag decides various options
  1100. * flag&1: Passive damage - Does not trigger cancelling status changes
  1101. * flag&2: Fail if there is not enough to subtract
  1102. * flag&4: Mob does not give EXP/Loot if killed
  1103. * flag&8: Used to damage SP of a dead character
  1104. * @return hp+sp
  1105. * Note: HP/SP are integer values, not percentages. Values should be
  1106. * calculated either within function call or before
  1107. **/
  1108. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1109. {
  1110. struct status_data *status;
  1111. struct status_change *sc;
  1112. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1113. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1114. if(sp && !(target->type&BL_CONSUME))
  1115. sp = 0; // Not a valid SP target.
  1116. if (hp < 0) { // Assume absorbed damage.
  1117. status_heal(target, -hp, 0, 1);
  1118. hp = 0;
  1119. }
  1120. if (sp < 0) {
  1121. status_heal(target, 0, -sp, 1);
  1122. sp = 0;
  1123. }
  1124. if (target->type == BL_SKILL)
  1125. return (int)skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  1126. status = status_get_status_data(target);
  1127. if( status == &dummy_status )
  1128. return 0;
  1129. if ((unsigned int)hp >= status->hp) {
  1130. if (flag&2) return 0;
  1131. hp = status->hp;
  1132. }
  1133. if ((unsigned int)sp > status->sp) {
  1134. if (flag&2) return 0;
  1135. sp = status->sp;
  1136. }
  1137. if (!hp && !sp)
  1138. return 0;
  1139. if( !status->hp )
  1140. flag |= 8;
  1141. sc = status_get_sc(target);
  1142. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1143. hp = 1;
  1144. if( hp && !(flag&1) ) {
  1145. if( sc ) {
  1146. struct status_change_entry *sce;
  1147. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1148. status_change_end(target, SC_STONE, INVALID_TIMER);
  1149. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1150. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1151. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1152. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1153. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1154. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1155. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1156. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1157. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1158. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1159. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1160. /** [Skotlex]
  1161. * Endure count is only reduced by non-players on non-gvg maps.
  1162. * val4 signals infinite endure.
  1163. **/
  1164. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1165. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1166. }
  1167. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1168. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1169. if (sg) {
  1170. skill_delunitgroup(sg);
  1171. sce->val4 = 0;
  1172. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1173. }
  1174. }
  1175. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1176. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1177. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1178. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1179. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1180. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1181. }
  1182. unit_skillcastcancel(target, 2);
  1183. }
  1184. status->hp-= hp;
  1185. status->sp-= sp;
  1186. if (sc && hp && status->hp) {
  1187. if (sc->data[SC_AUTOBERSERK] &&
  1188. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1189. status->hp < status->max_hp>>2)
  1190. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1191. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1192. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1193. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1194. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1195. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1196. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1197. }
  1198. switch (target->type) {
  1199. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1200. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1201. case BL_HOM: merc_damage((TBL_HOM*)target); break;
  1202. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1203. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1204. }
  1205. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1206. unit_stop_walking( target, 1 );
  1207. }
  1208. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1209. if (walkdelay)
  1210. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1211. return (int)(hp+sp);
  1212. }
  1213. status->hp = 0;
  1214. /** [Skotlex]
  1215. * NOTE: These dead functions should return:
  1216. * 0: Death cancelled, auto-revived.
  1217. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1218. * &2: Remove object from map.
  1219. * &4: Delete object from memory. (One time spawn mobs)
  1220. **/
  1221. switch (target->type) {
  1222. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1223. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1224. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target); break;
  1225. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1226. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1227. default: // Unhandled case, do nothing to object.
  1228. flag = 0;
  1229. break;
  1230. }
  1231. if(!flag) // Death cancelled.
  1232. return (int)(hp+sp);
  1233. // Normal death
  1234. if (battle_config.clear_unit_ondeath &&
  1235. battle_config.clear_unit_ondeath&target->type)
  1236. skill_clear_unitgroup(target);
  1237. if(target->type&BL_REGEN) { // Reset regen ticks.
  1238. struct regen_data *regen = status_get_regen_data(target);
  1239. if (regen) {
  1240. memset(&regen->tick, 0, sizeof(regen->tick));
  1241. if (regen->sregen)
  1242. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1243. if (regen->ssregen)
  1244. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1245. }
  1246. }
  1247. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { // flag&8 = disable Kaizel
  1248. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1249. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1250. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1251. status_revive(target, 100, 100);
  1252. else
  1253. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1254. status_change_clear(target,0);
  1255. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1256. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1257. if( target->type == BL_MOB )
  1258. ((TBL_MOB*)target)->state.rebirth = 1;
  1259. return (int)(hp+sp);
  1260. }
  1261. if(target->type == BL_PC) {
  1262. TBL_PC *sd = BL_CAST(BL_PC,target);
  1263. TBL_HOM *hd = sd->hd;
  1264. if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]) {
  1265. status_change_clear(target,0);
  1266. clif_skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill_get_ele(MH_LIGHT_OF_REGENE, 1), 10); // just to display usage
  1267. clif_skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, status_revive(&sd->bl,hd->sc.data[SC_LIGHT_OF_REGENE]->val2,0));
  1268. status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER);
  1269. return (int)(hp+sp);
  1270. }
  1271. }
  1272. 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.
  1273. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1274. status_change_clear(target,0);
  1275. ((TBL_MOB*)target)->state.rebirth = 1;
  1276. return (int)(hp+sp);
  1277. }
  1278. status_change_clear(target,0);
  1279. if(flag&4) // Delete from memory. (also invokes map removal code)
  1280. unit_free(target,CLR_DEAD);
  1281. else if(flag&2) // remove from map
  1282. unit_remove_map(target,CLR_DEAD);
  1283. else { // Some death states that would normally be handled by unit_remove_map
  1284. unit_stop_attack(target);
  1285. unit_stop_walking(target,1);
  1286. unit_skillcastcancel(target,0);
  1287. clif_clearunit_area(target,CLR_DEAD);
  1288. skill_unit_move(target,gettick(),4);
  1289. skill_cleartimerskill(target);
  1290. }
  1291. // Always run NPC scripts for players last
  1292. if(target->type == BL_PC) {
  1293. TBL_PC *sd = BL_CAST(BL_PC,target);
  1294. if( sd->bg_id ) {
  1295. struct battleground_data *bg;
  1296. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1297. npc_event(sd, bg->die_event, 0);
  1298. }
  1299. npc_script_event(sd,NPCE_DIE);
  1300. }
  1301. return (int)(hp+sp);
  1302. }
  1303. /**
  1304. * Heals an object
  1305. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1306. * @param hhp: How much HP to heal
  1307. * @param hsp: How much SP to heal
  1308. * @param flag: Whether it's Forced(&1) or gives HP/SP(&2) heal effect
  1309. * Forced healing overrides heal impedement statuses (Berserk)
  1310. * @return hp+sp
  1311. **/
  1312. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1313. {
  1314. struct status_data *status;
  1315. struct status_change *sc;
  1316. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1317. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1318. status = status_get_status_data(bl);
  1319. if (status == &dummy_status || !status->hp)
  1320. return 0;
  1321. sc = status_get_sc(bl);
  1322. if (sc && !sc->count)
  1323. sc = NULL;
  1324. if (hp < 0) {
  1325. if (hp == INT_MIN) hp++; // -INT_MIN == INT_MIN in some architectures!
  1326. status_damage(NULL, bl, -hp, 0, 0, 1);
  1327. hp = 0;
  1328. }
  1329. if(hp) {
  1330. if( sc && (sc->data[SC_BERSERK]) ) {
  1331. if( flag&1 )
  1332. flag &= ~2;
  1333. else
  1334. hp = 0;
  1335. }
  1336. if((unsigned int)hp > status->max_hp - status->hp)
  1337. hp = status->max_hp - status->hp;
  1338. }
  1339. if(sp < 0) {
  1340. if (sp==INT_MIN) sp++;
  1341. status_damage(NULL, bl, 0, -sp, 0, 1);
  1342. sp = 0;
  1343. }
  1344. if(sp) {
  1345. if((unsigned int)sp > status->max_sp - status->sp)
  1346. sp = status->max_sp - status->sp;
  1347. }
  1348. if(!sp && !hp) return 0;
  1349. status->hp+= hp;
  1350. status->sp+= sp;
  1351. if(hp && sc &&
  1352. sc->data[SC_AUTOBERSERK] &&
  1353. sc->data[SC_PROVOKE] &&
  1354. sc->data[SC_PROVOKE]->val2==1 &&
  1355. status->hp>=status->max_hp>>2
  1356. ) // End auto berserk.
  1357. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1358. // Send HP update to client
  1359. switch(bl->type) {
  1360. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1361. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1362. case BL_HOM: merc_hom_heal((TBL_HOM*)bl); break;
  1363. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1364. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1365. }
  1366. return (int)hp+sp;
  1367. }
  1368. /**
  1369. * Applies percentage based damage to a unit
  1370. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded
  1371. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1372. * @param target: Object to modify HP/SP
  1373. * @param hp_rate: Percentage of HP to modify
  1374. * @param sp_rate: Percentage of SP to modify
  1375. * @param flag: 0: Heal target
  1376. * 2: Target must not die from subtraction
  1377. * @return hp+sp through status_heal()
  1378. **/
  1379. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  1380. {
  1381. struct status_data *status;
  1382. unsigned int hp =0, sp = 0;
  1383. status = status_get_status_data(target);
  1384. // It's safe now [MarkZD]
  1385. if (hp_rate > 99)
  1386. hp = status->hp;
  1387. else if (hp_rate > 0)
  1388. hp = status->hp>10000?
  1389. hp_rate*(status->hp/100):
  1390. ((int64)hp_rate*status->hp)/100;
  1391. else if (hp_rate < -99)
  1392. hp = status->max_hp;
  1393. else if (hp_rate < 0)
  1394. hp = status->max_hp>10000?
  1395. (-hp_rate)*(status->max_hp/100):
  1396. ((int64)-hp_rate*status->max_hp)/100;
  1397. if (hp_rate && !hp)
  1398. hp = 1;
  1399. if (flag == 2 && hp >= status->hp)
  1400. hp = status->hp-1; // Must not kill target.
  1401. if (sp_rate > 99)
  1402. sp = status->sp;
  1403. else if (sp_rate > 0)
  1404. sp = ((int64)sp_rate*status->sp)/100;
  1405. else if (sp_rate < -99)
  1406. sp = status->max_sp;
  1407. else if (sp_rate < 0)
  1408. sp = ((int64)-sp_rate)*status->max_sp/100;
  1409. if (sp_rate && !sp)
  1410. sp = 1;
  1411. // Ugly check in case damage dealt is too much for the received args of
  1412. // status_heal / status_damage. [Skotlex]
  1413. if (hp > INT_MAX) {
  1414. hp -= INT_MAX;
  1415. if (flag)
  1416. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1417. else
  1418. status_heal(target, INT_MAX, 0, 0);
  1419. }
  1420. if (sp > INT_MAX) {
  1421. sp -= INT_MAX;
  1422. if (flag)
  1423. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1424. else
  1425. status_heal(target, 0, INT_MAX, 0);
  1426. }
  1427. if (flag)
  1428. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1429. return status_heal(target, hp, sp, 0);
  1430. }
  1431. /**
  1432. * Revives a unit
  1433. * @param bl: Object to revive [PC|MOB|HOM]
  1434. * @param per_hp: Percentage of HP to revive with
  1435. * @param per_sp: Percentage of SP to revive with
  1436. * @return Successful (1) or Invalid target (0)
  1437. **/
  1438. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1439. {
  1440. struct status_data *status;
  1441. unsigned int hp, sp;
  1442. if (!status_isdead(bl)) return 0;
  1443. status = status_get_status_data(bl);
  1444. if (status == &dummy_status)
  1445. return 0; // Invalid target.
  1446. hp = (int64)status->max_hp * per_hp/100;
  1447. sp = (int64)status->max_sp * per_sp/100;
  1448. if(hp > status->max_hp - status->hp)
  1449. hp = status->max_hp - status->hp;
  1450. else if (per_hp && !hp)
  1451. hp = 1;
  1452. if(sp > status->max_sp - status->sp)
  1453. sp = status->max_sp - status->sp;
  1454. else if (per_sp && !sp)
  1455. sp = 1;
  1456. status->hp += hp;
  1457. status->sp += sp;
  1458. if (bl->prev) // Animation only if character is already on a map.
  1459. clif_resurrection(bl, 1);
  1460. switch (bl->type) {
  1461. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1462. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1463. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  1464. }
  1465. return 1;
  1466. }
  1467. /** [Skotlex]
  1468. * Checks whether the src can use the skill on the target,
  1469. * taking into account status/option of both source/target
  1470. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1471. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1472. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1473. target MAY be NULL, which checks if src can cast skill_id on the ground
  1474. * @param skill_id: Skill ID being used on target
  1475. * @param flag: 0 - Trying to use skill on target
  1476. * 1 - Cast bar is done
  1477. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1478. * @return src can use skill (1) or cannot use skill (0)
  1479. **/
  1480. int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
  1481. {
  1482. struct status_data *status;
  1483. struct status_change *sc=NULL, *tsc;
  1484. int hide_flag;
  1485. status = src?status_get_status_data(src):&dummy_status;
  1486. if (src && src->type != BL_PC && status_isdead(src))
  1487. return 0;
  1488. if (!skill_id) { // Normal attack checks.
  1489. // This mode is only needed for melee attacking.
  1490. if (!(status->mode&MD_CANATTACK))
  1491. return 0;
  1492. // Dead state is not checked for skills as some skills can be used
  1493. // on dead characters, said checks are left to skill.c [Skotlex]
  1494. if (target && status_isdead(target))
  1495. return 0;
  1496. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
  1497. return 0;
  1498. }
  1499. switch( skill_id ) {
  1500. case PA_PRESSURE:
  1501. if( flag && target ) {
  1502. // Gloria Avoids pretty much everything....
  1503. tsc = status_get_sc(target);
  1504. if(tsc && tsc->option&OPTION_HIDE)
  1505. return 0;
  1506. }
  1507. break;
  1508. case GN_WALLOFTHORN:
  1509. if( target && status_isdead(target) )
  1510. return 0;
  1511. break;
  1512. case AL_TELEPORT:
  1513. case ALL_ODINS_POWER:
  1514. // Should fail when used on top of Land Protector [Skotlex]
  1515. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1516. && !(status->mode&MD_BOSS)
  1517. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1518. return 0;
  1519. break;
  1520. default:
  1521. break;
  1522. }
  1523. if ( src ) sc = status_get_sc(src);
  1524. if( sc && sc->count ) {
  1525. if((sc->data[SC_ASH] && rnd()%2)) {
  1526. if(src->type==BL_PC) clif_skill_fail((TBL_PC*)src,skill_id,0,0);
  1527. return 0;
  1528. }
  1529. if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1530. if (flag != 1) // Can't cast, casted stuff can't damage.
  1531. return 0;
  1532. if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
  1533. return 0; // Targetted spells can't come off.
  1534. }
  1535. if (
  1536. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1537. || (sc->data[SC_AUTOCOUNTER] && !flag)
  1538. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1539. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1540. )
  1541. return 0;
  1542. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1543. if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
  1544. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1545. clif_emotion(src, E_LV);
  1546. return 0;
  1547. }
  1548. if (sc->data[SC_BLADESTOP]) {
  1549. switch (sc->data[SC_BLADESTOP]->val1) {
  1550. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1551. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1552. case 3: if (skill_id == MO_INVESTIGATE) break;
  1553. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1554. default: return 0;
  1555. }
  1556. }
  1557. if (sc->data[SC_DANCING] && flag!=2) {
  1558. if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE )
  1559. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1560. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1561. return 0;
  1562. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1563. if (skill_id == BD_ENCORE ||
  1564. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1565. )
  1566. return 0;
  1567. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  1568. return 0;
  1569. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1570. return 0; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1571. }
  1572. if (skill_id && // Do not block item-casted skills.
  1573. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1574. ) { // Skills blocked through status changes...
  1575. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1576. sc->cant.cast ||
  1577. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1578. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1579. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1580. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1581. ))
  1582. return 0;
  1583. // Skill blocking.
  1584. if (
  1585. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1586. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1587. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1588. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1589. )
  1590. return 0;
  1591. if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
  1592. switch(skill_id) { // !TODO: make this a flag in skill_db?
  1593. // Skills that can be used even under Man Hole effects.
  1594. case SC_SHADOWFORM:
  1595. case SC_STRIPACCESSARY:
  1596. break;
  1597. default:
  1598. return 0;
  1599. }
  1600. }
  1601. }
  1602. }
  1603. if (sc && sc->option) {
  1604. if ((sc->option&OPTION_HIDE) && src->type == BL_PC &&( !skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  1605. // Non players can use all skills while hidden.
  1606. return 0;
  1607. }
  1608. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1609. return 0;
  1610. if(sc->option&OPTION_MOUNTING)
  1611. return 0; // New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
  1612. }
  1613. if (target == NULL || target == src) // No further checking needed.
  1614. return 1;
  1615. tsc = status_get_sc(target);
  1616. if(tsc && tsc->count) {
  1617. /**
  1618. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  1619. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1620. **/
  1621. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1622. return 0;
  1623. if(!skill_id && tsc->data[SC_TRICKDEAD])
  1624. return 0;
  1625. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  1626. && tsc->data[SC_FREEZE])
  1627. return 0;
  1628. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1629. return 0;
  1630. }
  1631. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1632. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1633. // You cannot hide from ground skills.
  1634. if( skill_get_ele(skill_id,1) == ELE_EARTH ) // !TODO: Need Skill Lv here :/
  1635. hide_flag &= ~OPTION_HIDE;
  1636. switch( target->type ) {
  1637. case BL_PC: {
  1638. struct map_session_data *sd = (TBL_PC*) target;
  1639. bool is_boss = (status->mode&MD_BOSS);
  1640. bool is_detect = ((status->mode&MD_DETECTOR)?true:false);// god-knows-why gcc doesn't shut up until this happens
  1641. if (pc_isinvisible(sd))
  1642. return 0;
  1643. if (tsc->option&hide_flag && !is_boss &&
  1644. ((sd->special_state.perfect_hiding || !is_detect) ||
  1645. (tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
  1646. return 0;
  1647. if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
  1648. return 0;
  1649. if( tsc->data[SC_STEALTHFIELD] && !is_boss )
  1650. return 0;
  1651. }
  1652. break;
  1653. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1654. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1655. if (status->mode&MD_LOOTER)
  1656. return 1;
  1657. return 0;
  1658. case BL_HOM:
  1659. case BL_MER:
  1660. case BL_ELEM:
  1661. if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1662. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1663. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1664. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1665. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1666. return 0; // Can't use Potion Pitcher on Mercenaries
  1667. default:
  1668. // Check for chase-walk/hiding/cloaking opponents.
  1669. if( tsc ) {
  1670. if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1671. return 0;
  1672. }
  1673. }
  1674. return 1;
  1675. }
  1676. /**
  1677. * Checks whether the src can see the target
  1678. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1679. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1680. * @return src can see (1) or target is invisible (0)
  1681. **/
  1682. int status_check_visibility(struct block_list *src, struct block_list *target)
  1683. {
  1684. int view_range;
  1685. struct status_data* status = status_get_status_data(src);
  1686. struct status_change* tsc = status_get_sc(target);
  1687. switch (src->type) {
  1688. case BL_MOB:
  1689. view_range = ((TBL_MOB*)src)->min_chase;
  1690. break;
  1691. case BL_PET:
  1692. view_range = ((TBL_PET*)src)->db->range2;
  1693. break;
  1694. default:
  1695. view_range = AREA_SIZE;
  1696. }
  1697. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1698. return 0;
  1699. if( tsc && tsc->data[SC_STEALTHFIELD] )
  1700. return 0;
  1701. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1702. case BL_PC:
  1703. if ( tsc && tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
  1704. return 0;
  1705. if( ( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE])) && !(status->mode&MD_BOSS) &&
  1706. ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
  1707. return 0;
  1708. break;
  1709. default:
  1710. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
  1711. return 0;
  1712. }
  1713. return 1;
  1714. }
  1715. /**
  1716. * Base ASPD value taken from the job tables
  1717. * @param sd: Player object
  1718. * @param status: Player status
  1719. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1720. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1721. **/
  1722. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1723. {
  1724. int amotion;
  1725. int classidx = pc_class2idx(sd->status.class_);
  1726. #ifdef RENEWAL_ASPD
  1727. short mod = -1;
  1728. switch( sd->weapontype2 ) { // Adjustment for dual weilding
  1729. case W_DAGGER: mod = 0; break; // 0, 1, 1
  1730. case W_1HSWORD:
  1731. case W_1HAXE: mod = 1;
  1732. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  1733. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  1734. }
  1735. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  1736. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  1737. : ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield
  1738. + job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod
  1739. - job_info[classidx].aspd_base[sd->weapontype2]
  1740. + job_info[classidx].aspd_base[sd->weapontype1]);
  1741. if ( sd->status.shield )
  1742. amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) +
  1743. ( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 );
  1744. #else
  1745. // Base weapon delay
  1746. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1747. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  1748. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2])*7/10; // Dual-wield
  1749. // Percentual delay reduction from stats
  1750. amotion -= amotion * (4*status->agi + status->dex)/1000;
  1751. #endif
  1752. // Raw delay adjustment from bAspd bonus
  1753. amotion += sd->bonus.aspd_add;
  1754. return amotion;
  1755. }
  1756. /**
  1757. * Base attack value calculated for units
  1758. * @param bl: Object to get attack for [PC|HOM]
  1759. * @param status: Object status
  1760. * @return base attack
  1761. * Note: Function only calculates Homunculus bATK in RENEWAL
  1762. **/
  1763. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1764. {
  1765. int flag = 0, str, dex,
  1766. #ifdef RENEWAL
  1767. rstr,
  1768. #endif
  1769. dstr;
  1770. if(!(bl->type&battle_config.enable_baseatk))
  1771. return 0;
  1772. if (bl->type == BL_PC)
  1773. switch(((TBL_PC*)bl)->status.weapon) {
  1774. case W_BOW:
  1775. case W_MUSICAL:
  1776. case W_WHIP:
  1777. case W_REVOLVER:
  1778. case W_RIFLE:
  1779. case W_GATLING:
  1780. case W_SHOTGUN:
  1781. case W_GRENADE:
  1782. flag = 1;
  1783. }
  1784. if (flag) {
  1785. #ifdef RENEWAL
  1786. rstr =
  1787. #endif
  1788. str = status->dex;
  1789. dex = status->str;
  1790. } else {
  1791. #ifdef RENEWAL
  1792. rstr =
  1793. #endif
  1794. str = status->str;
  1795. dex = status->dex;
  1796. }
  1797. /** [Skotlex]
  1798. * Normally only players have base-atk, but homunc have a different batk
  1799. * equation, hinting that perhaps non-players should use this for batk.
  1800. **/
  1801. #ifdef RENEWAL
  1802. if (bl->type == BL_HOM)
  1803. str = (int)(floor((rstr + dex + status->luk) / 3) + floor(((TBL_HOM*)bl)->homunculus.level / 10));
  1804. #endif
  1805. dstr = str/10;
  1806. str += dstr*dstr;
  1807. if (bl->type == BL_PC) {
  1808. #ifdef RENEWAL
  1809. str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  1810. #else
  1811. str+= dex/5 + status->luk/5;
  1812. #endif
  1813. }
  1814. return cap_value(str, 0, USHRT_MAX);
  1815. }
  1816. #ifdef RENEWAL
  1817. /**
  1818. * Weapon attack value calculated for Players
  1819. * @param wa: Weapon attack
  1820. * @param status: Player status
  1821. * @return weapon attack
  1822. **/
  1823. unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data *status)
  1824. {
  1825. float str = status->str;
  1826. if (wa.range > 1)
  1827. str = status->dex;
  1828. // wa.at2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  1829. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
  1830. }
  1831. #endif
  1832. #ifndef RENEWAL
  1833. static inline unsigned short status_base_matk_min(const struct status_data* status) { return status->int_+(status->int_/7)*(status->int_/7); }
  1834. static inline unsigned short status_base_matk_max(const struct status_data* status) { return status->int_+(status->int_/5)*(status->int_/5); }
  1835. #else
  1836. unsigned short status_base_matk(const struct status_data* status, int level) { return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); }
  1837. #endif
  1838. /**
  1839. * Fills in the misc data that can be calculated from the other status info (except for level)
  1840. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  1841. * @param status: Player status
  1842. **/
  1843. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1844. {
  1845. // Non players get the value set, players need to stack with previous bonuses.
  1846. if( bl->type != BL_PC )
  1847. status->batk =
  1848. status->hit = status->flee =
  1849. status->def2 = status->mdef2 =
  1850. status->cri = status->flee2 = 0;
  1851. #ifdef RENEWAL // Renewal formulas
  1852. if (bl->type == BL_MOB) {
  1853. status->hit += level + status->dex + 175;
  1854. status->flee += level + status->agi + 100;
  1855. } else if (bl->type == BL_HOM) {
  1856. status->hit = level + status->dex + 150; // base level + dex + 150
  1857. status->flee = level + status->agi + level/10; // base level + agi + base level/10
  1858. } else {
  1859. status->hit += level + status->dex + status->luk/3 + 175; // base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  1860. status->flee += level + status->agi + status->luk/5 + 100; // base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  1861. }
  1862. status->matk_min = status->matk_max = status_base_matk(status, level);
  1863. status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); // base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
  1864. status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); // (every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  1865. #else
  1866. status->matk_min = status_base_matk_min(status);
  1867. status->matk_max = status_base_matk_max(status);
  1868. status->hit += level + status->dex;
  1869. status->flee += level + status->agi;
  1870. status->def2 += status->vit;
  1871. status->mdef2 += status->int_ + (status->vit>>1);
  1872. #endif
  1873. if( bl->type&battle_config.enable_critical )
  1874. status->cri += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  1875. else
  1876. status->cri = 0;
  1877. if (bl->type&battle_config.enable_perfect_flee)
  1878. status->flee2 += status->luk + 10; // (every 10 luk = +1 perfect flee)
  1879. else
  1880. status->flee2 = 0;
  1881. if (status->batk) {
  1882. int temp = status->batk + status_base_atk(bl, status);
  1883. status->batk = cap_value(temp, 0, USHRT_MAX);
  1884. } else
  1885. status->batk = status_base_atk(bl, status);
  1886. if (status->cri)
  1887. switch (bl->type) {
  1888. case BL_MOB:
  1889. if(battle_config.mob_critical_rate != 100)
  1890. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1891. if(!status->cri && battle_config.mob_critical_rate)
  1892. status->cri = 10;
  1893. break;
  1894. case BL_PC:
  1895. // Players don't have a critical adjustment setting as of yet.
  1896. break;
  1897. default:
  1898. if(battle_config.critical_rate != 100)
  1899. status->cri = status->cri*battle_config.critical_rate/100;
  1900. if (!status->cri && battle_config.critical_rate)
  1901. status->cri = 10;
  1902. }
  1903. if(bl->type&BL_REGEN)
  1904. status_calc_regen(bl, status, status_get_regen_data(bl));
  1905. }
  1906. /** [Skotlex]
  1907. * Calculates the initial status for the given mob
  1908. * @param md: Mob object
  1909. * @param first: Whether or not it is the first calculation
  1910. This will only be false when a mob levels up (Regular and WoE Guardians)
  1911. * @return 1 for calculated special statuses or 0 for none
  1912. **/
  1913. int status_calc_mob_(struct mob_data* md, bool first)
  1914. {
  1915. struct status_data *status;
  1916. struct block_list *mbl = NULL;
  1917. int flag=0;
  1918. if(first) { // Set basic level on respawn.
  1919. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  1920. ;
  1921. else
  1922. md->level = md->db->lv;
  1923. }
  1924. // Check if we need custom base-status
  1925. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1926. flag|=1;
  1927. if (md->special_state.size)
  1928. flag|=2;
  1929. if (md->guardian_data && md->guardian_data->guardup_lv)
  1930. flag|=4;
  1931. if (md->class_ == MOBID_EMPERIUM)
  1932. flag|=4;
  1933. if (battle_config.slaves_inherit_speed && md->master_id)
  1934. flag|=8;
  1935. if (md->master_id && md->special_state.ai>AI_ATTACK)
  1936. flag|=16;
  1937. if (!flag) { // No special status required.
  1938. if (md->base_status) {
  1939. aFree(md->base_status);
  1940. md->base_status = NULL;
  1941. }
  1942. if(first)
  1943. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1944. return 0;
  1945. }
  1946. if (!md->base_status)
  1947. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1948. status = md->base_status;
  1949. memcpy(status, &md->db->status, sizeof(struct status_data));
  1950. if (flag&(8|16))
  1951. mbl = map_id2bl(md->master_id);
  1952. if (flag&8 && mbl) {
  1953. struct status_data *mstatus = status_get_base_status(mbl);
  1954. if (mstatus &&
  1955. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1956. status->speed = mstatus->speed;
  1957. if( status->speed < 2 ) // Minimum for the unit to function properly
  1958. status->speed = 2;
  1959. }
  1960. if (flag&1) { // Increase from mobs leveling up [Valaris]
  1961. int diff = md->level - md->db->lv;
  1962. status->str+= diff;
  1963. status->agi+= diff;
  1964. status->vit+= diff;
  1965. status->int_+= diff;
  1966. status->dex+= diff;
  1967. status->luk+= diff;
  1968. status->max_hp += diff*status->vit;
  1969. status->max_sp += diff*status->int_;
  1970. status->hp = status->max_hp;
  1971. status->sp = status->max_sp;
  1972. status->speed -= cap_value(diff, 0, status->speed - 10);
  1973. }
  1974. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  1975. if (md->special_state.size==SZ_MEDIUM) {
  1976. status->max_hp>>=1;
  1977. status->max_sp>>=1;
  1978. if (!status->max_hp) status->max_hp = 1;
  1979. if (!status->max_sp) status->max_sp = 1;
  1980. status->hp=status->max_hp;
  1981. status->sp=status->max_sp;
  1982. status->str>>=1;
  1983. status->agi>>=1;
  1984. status->vit>>=1;
  1985. status->int_>>=1;
  1986. status->dex>>=1;
  1987. status->luk>>=1;
  1988. if (!status->str) status->str = 1;
  1989. if (!status->agi) status->agi = 1;
  1990. if (!status->vit) status->vit = 1;
  1991. if (!status->int_) status->int_ = 1;
  1992. if (!status->dex) status->dex = 1;
  1993. if (!status->luk) status->luk = 1;
  1994. } else if (md->special_state.size==SZ_BIG) {
  1995. status->max_hp<<=1;
  1996. status->max_sp<<=1;
  1997. status->hp=status->max_hp;
  1998. status->sp=status->max_sp;
  1999. status->str<<=1;
  2000. status->agi<<=1;
  2001. status->vit<<=1;
  2002. status->int_<<=1;
  2003. status->dex<<=1;
  2004. status->luk<<=1;
  2005. }
  2006. }
  2007. status_calc_misc(&md->bl, status, md->level);
  2008. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2009. struct guild_castle *gc;
  2010. gc=guild_mapname2gc(map[md->bl.m].name);
  2011. if (!gc)
  2012. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  2013. else
  2014. if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
  2015. #ifdef RENEWAL
  2016. status->max_hp += 50 * gc->defense;
  2017. status->max_sp += 70 * gc->defense;
  2018. #else
  2019. status->max_hp += 1000 * gc->defense;
  2020. status->max_sp += 200 * gc->defense;
  2021. #endif
  2022. status->hp = status->max_hp;
  2023. status->sp = status->max_sp;
  2024. status->def += (gc->defense+2)/3;
  2025. status->mdef += (gc->defense+2)/3;
  2026. }
  2027. if(md->class_ != MOBID_EMPERIUM) {
  2028. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  2029. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  2030. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  2031. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  2032. }
  2033. }
  2034. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2035. struct unit_data *ud = unit_bl2ud(mbl);
  2036. // Remove special AI when this is used by regular mobs.
  2037. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2038. md->special_state.ai = AI_NONE;
  2039. if (ud) {
  2040. // Different levels of HP according to skill level
  2041. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2042. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2043. switch(ud->skill_id) {
  2044. case AM_SPHEREMINE:
  2045. status->max_hp = 2000 + 400*ud->skill_lv;
  2046. break;
  2047. case KO_ZANZOU:
  2048. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2049. break;
  2050. case AM_CANNIBALIZE:
  2051. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2052. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  2053. break;
  2054. case MH_SUMMON_LEGION:
  2055. {
  2056. int homblvl = status_get_lv(mbl);
  2057. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2058. status->batk = 100 * (ud->skill_lv+5) / 2;
  2059. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2060. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2061. // status->aspd_rate = max(100,status->aspd_rate);
  2062. break;
  2063. }
  2064. case NC_SILVERSNIPER:
  2065. {
  2066. struct status_data *mstatus = status_get_status_data(mbl);
  2067. if(!mstatus)
  2068. break;
  2069. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2070. status->batk = (((ud->skill_lv > 3)?300:100) + (200 * ud->skill_lv));
  2071. break;
  2072. }
  2073. case NC_MAGICDECOY:
  2074. {
  2075. struct status_data *mstatus = status_get_status_data(mbl);
  2076. if(!mstatus)
  2077. break;
  2078. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->hp * 4) + (status_get_lv(mbl) * 12);
  2079. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2080. break;
  2081. }
  2082. }
  2083. status->hp = status->max_hp;
  2084. }
  2085. }
  2086. if( first ) // Initial battle status
  2087. memcpy(&md->status, status, sizeof(struct status_data));
  2088. return 1;
  2089. }
  2090. /** [Skotlex]
  2091. * Calculates the stats of the given pet
  2092. * @param pd: Pet object
  2093. * @param first: Whether or not it is the first calculation
  2094. This will only be false when a pet levels up
  2095. * @return 1
  2096. **/
  2097. int status_calc_pet_(struct pet_data *pd, bool first)
  2098. {
  2099. nullpo_ret(pd);
  2100. if (first) {
  2101. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2102. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2103. pd->status.speed = pd->petDB->speed;
  2104. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2105. // Attack support requires the pet to be able to attack
  2106. pd->status.mode|= MD_CANATTACK;
  2107. }
  2108. }
  2109. if (battle_config.pet_lv_rate && pd->master) {
  2110. struct map_session_data *sd = pd->master;
  2111. int lv;
  2112. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2113. if (lv < 0)
  2114. lv = 1;
  2115. if (lv != pd->pet.level || first) {
  2116. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2117. pd->pet.level = lv;
  2118. if (!first) // Lv Up animation
  2119. clif_misceffect(&pd->bl, 0);
  2120. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2121. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2122. status->str = (bstat->str*lv)/pd->db->lv;
  2123. status->agi = (bstat->agi*lv)/pd->db->lv;
  2124. status->vit = (bstat->vit*lv)/pd->db->lv;
  2125. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2126. status->dex = (bstat->dex*lv)/pd->db->lv;
  2127. status->luk = (bstat->luk*lv)/pd->db->lv;
  2128. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2129. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2130. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2131. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2132. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2133. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2134. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2135. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2136. status_calc_misc(&pd->bl, &pd->status, lv);
  2137. if (!first) // Not done the first time because the pet is not visible yet
  2138. clif_send_petstatus(sd);
  2139. }
  2140. } else if (first) {
  2141. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2142. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2143. pd->pet.level = pd->db->lv;
  2144. }
  2145. // Support rate modifier (1000 = 100%)
  2146. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  2147. if(battle_config.pet_support_rate != 100)
  2148. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  2149. return 1;
  2150. }
  2151. /**
  2152. * Modifies max HP based on job bonuses (pc_init_maxhpsp) <- GET REAL NAME
  2153. * @param sd: Player object
  2154. * @param status: Player status
  2155. * @return HP value after job bonuses
  2156. **/
  2157. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  2158. {
  2159. uint32 val = job_info[pc_class2idx(sd->status.class_)].hp_table[sd->status.base_level-1];
  2160. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2161. val *= 3; // Triple max HP for top ranking Taekwons over level 90.
  2162. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2163. val += 2000; // Supernovice lvl99 hp bonus.
  2164. if((sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  2165. val += 100; // Since Rebellion's HP can't be approximated well enough without this.
  2166. val += val * status->vit/100; // +1% per each point of VIT
  2167. if (sd->class_&JOBL_UPPER)
  2168. val += val * 25/100; // Trans classes get a 25% hp bonus
  2169. else if (sd->class_&JOBL_BABY)
  2170. val -= val * 30/100; // Baby classes get a 30% hp penalty
  2171. return (unsigned int)val;
  2172. }
  2173. /**
  2174. * Modifies max SP based on job bonuses (pc_init_maxhpsp) <- GET REAL NAME
  2175. * @param sd: Player object
  2176. * @param status: Player status
  2177. * @return SP value after job bonuses
  2178. **/
  2179. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  2180. {
  2181. uint32 val = job_info[pc_class2idx(sd->status.class_)].sp_table[sd->status.base_level-1];
  2182. val += val * status->int_/100;
  2183. if (sd->class_&JOBL_UPPER)
  2184. val += val * 25/100;
  2185. else if (sd->class_&JOBL_BABY)
  2186. val -= val * 30/100;
  2187. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2188. val *= 3; // Triple max SP for top ranking Taekwons over level 90.
  2189. return (unsigned int)val;
  2190. }
  2191. /**
  2192. * Calculates player data from scratch without counting SC adjustments
  2193. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2194. * @param sd: Player object
  2195. * @param first: Whether it is first calc (login) or not
  2196. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2197. **/
  2198. int status_calc_pc_(struct map_session_data* sd, bool first)
  2199. {
  2200. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  2201. struct status_data *status; ///< Pointer to the player's base status
  2202. const struct status_change *sc = &sd->sc;
  2203. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  2204. int b_weight, b_max_weight, b_cart_weight_max, ///< Previous weight
  2205. i, index, skill,refinedef=0;
  2206. int64 i64;
  2207. if (++calculating > 10) // Too many recursive calls!
  2208. return -1;
  2209. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  2210. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2211. b_weight = sd->weight;
  2212. b_max_weight = sd->max_weight;
  2213. b_cart_weight_max = sd->cart_weight_max;
  2214. pc_calc_skilltree(sd); // SkillTree calculation
  2215. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base+sd->status.str*300;
  2216. if(first) {
  2217. // Load Hp/SP from char-received data.
  2218. sd->battle_status.hp = sd->status.hp;
  2219. sd->battle_status.sp = sd->status.sp;
  2220. sd->regen.sregen = &sd->sregen;
  2221. sd->regen.ssregen = &sd->ssregen;
  2222. sd->weight=0;
  2223. for(i=0;i<MAX_INVENTORY;i++) {
  2224. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  2225. continue;
  2226. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  2227. }
  2228. sd->cart_weight=0;
  2229. sd->cart_num=0;
  2230. for(i=0;i<MAX_CART;i++) {
  2231. if(sd->status.cart[i].nameid==0)
  2232. continue;
  2233. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  2234. sd->cart_num++;
  2235. }
  2236. }
  2237. status = &sd->base_status;
  2238. // These are not zeroed. [zzo]
  2239. sd->hprate=100;
  2240. sd->sprate=100;
  2241. sd->castrate=100;
  2242. sd->delayrate=100;
  2243. sd->dsprate=100;
  2244. sd->hprecov_rate = 100;
  2245. sd->sprecov_rate = 100;
  2246. sd->matk_rate = 100;
  2247. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2248. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2249. sd->regen.state.block = 0;
  2250. // Zeroed arrays, order follows the order in pc.h.
  2251. // Add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2252. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2253. + sizeof(sd->param_equip)
  2254. + sizeof(sd->subele)
  2255. + sizeof(sd->subrace)
  2256. + sizeof(sd->subrace2)
  2257. + sizeof(sd->subsize)
  2258. + sizeof(sd->reseff)
  2259. + sizeof(sd->weapon_coma_ele)
  2260. + sizeof(sd->weapon_coma_race)
  2261. + sizeof(sd->weapon_atk)
  2262. + sizeof(sd->weapon_atk_rate)
  2263. + sizeof(sd->arrow_addele)
  2264. + sizeof(sd->arrow_addrace)
  2265. + sizeof(sd->arrow_addsize)
  2266. + sizeof(sd->magic_addele)
  2267. + sizeof(sd->magic_addrace)
  2268. + sizeof(sd->magic_addsize)
  2269. + sizeof(sd->magic_atk_ele)
  2270. + sizeof(sd->critaddrace)
  2271. + sizeof(sd->expaddrace)
  2272. + sizeof(sd->ignore_mdef)
  2273. + sizeof(sd->ignore_def)
  2274. + sizeof(sd->itemgrouphealrate)
  2275. + sizeof(sd->sp_gain_race)
  2276. + sizeof(sd->sp_gain_race_attack)
  2277. + sizeof(sd->hp_gain_race_attack)
  2278. );
  2279. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2280. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2281. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  2282. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2283. memset(&sd->special_state,0,sizeof(sd->special_state));
  2284. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  2285. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2286. if (!sd->state.permanent_speed)
  2287. status->speed = DEFAULT_WALK_SPEED;
  2288. // Give them all modes except these (useful for clones)
  2289. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2290. status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
  2291. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  2292. if (sd->class_&JOBL_BABY) {
  2293. if (battle_config.character_size&SZ_BIG)
  2294. status->size++;
  2295. } else
  2296. if(battle_config.character_size&SZ_MEDIUM)
  2297. status->size++;
  2298. }
  2299. status->aspd_rate = 1000;
  2300. status->ele_lv = 1;
  2301. status->race = RC_DEMIHUMAN;
  2302. // Zero up structures...
  2303. memset(&sd->autospell,0,sizeof(sd->autospell)
  2304. + sizeof(sd->autospell2)
  2305. + sizeof(sd->autospell3)
  2306. + sizeof(sd->addeff)
  2307. + sizeof(sd->addeff2)
  2308. + sizeof(sd->addeff3)
  2309. + sizeof(sd->skillatk)
  2310. + sizeof(sd->skillusesprate)
  2311. + sizeof(sd->skillusesp)
  2312. + sizeof(sd->skillheal)
  2313. + sizeof(sd->skillheal2)
  2314. + sizeof(sd->hp_loss)
  2315. + sizeof(sd->sp_loss)
  2316. + sizeof(sd->hp_regen)
  2317. + sizeof(sd->sp_regen)
  2318. + sizeof(sd->skillblown)
  2319. + sizeof(sd->skillcast)
  2320. + sizeof(sd->add_def)
  2321. + sizeof(sd->add_mdef)
  2322. + sizeof(sd->add_mdmg)
  2323. + sizeof(sd->add_drop)
  2324. + sizeof(sd->itemhealrate)
  2325. + sizeof(sd->subele2)
  2326. + sizeof(sd->skillcooldown)
  2327. + sizeof(sd->skillfixcast)
  2328. + sizeof(sd->skillvarcast)
  2329. + sizeof(sd->skillfixcastrate)
  2330. );
  2331. memset (&sd->bonus, 0,sizeof(sd->bonus));
  2332. // Autobonus
  2333. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2334. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2335. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2336. // Parse equipment
  2337. for(i=0;i<EQI_MAX;i++) {
  2338. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2339. if(index < 0)
  2340. continue;
  2341. if(i == EQI_AMMO) continue;
  2342. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2343. continue;
  2344. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2345. continue;
  2346. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2347. continue;
  2348. if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
  2349. continue;
  2350. if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
  2351. continue;
  2352. if(!sd->inventory_data[index])
  2353. continue;
  2354. status->def += sd->inventory_data[index]->def;
  2355. // Items may be equipped, their effects however are nullified.
  2356. if(first && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  2357. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  2358. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2359. if (!calculating)
  2360. return 1;
  2361. }
  2362. // Sanitize the refine level in case someone decreased the value inbetween
  2363. if (sd->status.inventory[index].refine > MAX_REFINE)
  2364. sd->status.inventory[index].refine = MAX_REFINE;
  2365. if(sd->inventory_data[index]->type == IT_WEAPON) {
  2366. int r,wlv = sd->inventory_data[index]->wlv;
  2367. struct weapon_data *wd;
  2368. struct weapon_atk *wa;
  2369. if (wlv >= REFINE_TYPE_MAX)
  2370. wlv = REFINE_TYPE_MAX - 1;
  2371. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2372. wd = &sd->left_weapon; // Left-hand weapon
  2373. wa = &status->lhw;
  2374. } else {
  2375. wd = &sd->right_weapon;
  2376. wa = &status->rhw;
  2377. }
  2378. wa->atk += sd->inventory_data[index]->atk;
  2379. if ( (r = sd->status.inventory[index].refine) )
  2380. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  2381. #ifdef RENEWAL
  2382. wa->matk += sd->inventory_data[index]->matk;
  2383. wa->wlv = wlv;
  2384. if( r ) // Renewal magic attack refine bonus
  2385. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  2386. #endif
  2387. // Overrefine bonus.
  2388. if (r)
  2389. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  2390. wa->range += sd->inventory_data[index]->range;
  2391. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2392. if (wd == &sd->left_weapon) {
  2393. sd->state.lr_flag = 1;
  2394. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2395. sd->state.lr_flag = 0;
  2396. } else
  2397. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2398. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2399. return 1;
  2400. }
  2401. if(sd->status.inventory[index].card[0]==CARD0_FORGE) { // Forged weapon
  2402. wd->star += (sd->status.inventory[index].card[1]>>8);
  2403. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2404. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2405. wd->star += 10;
  2406. if (!wa->ele) // Do not overwrite element from previous bonuses.
  2407. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2408. }
  2409. }
  2410. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2411. int r;
  2412. if ( (r = sd->status.inventory[index].refine) )
  2413. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  2414. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2415. if( i == EQI_HAND_L ) // Shield
  2416. sd->state.lr_flag = 3;
  2417. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2418. if( i == EQI_HAND_L ) // Shield
  2419. sd->state.lr_flag = 0;
  2420. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2421. return 1;
  2422. }
  2423. }
  2424. else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  2425. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2426. if( !calculating )
  2427. return 1;
  2428. }
  2429. }
  2430. if(sd->equip_index[EQI_AMMO] >= 0) {
  2431. index = sd->equip_index[EQI_AMMO];
  2432. if(sd->inventory_data[index]) { // Arrows
  2433. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  2434. sd->state.lr_flag = 2;
  2435. if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  2436. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2437. sd->state.lr_flag = 0;
  2438. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  2439. return 1;
  2440. }
  2441. }
  2442. // We've got combos to process and check
  2443. if( sd->combos.count ) {
  2444. DBMap *combo_db = itemdb_get_combodb();
  2445. for (i = 0; i < sd->combos.count; i++) {
  2446. uint8 j = 0;
  2447. bool no_run = false;
  2448. struct item_combo *combo = (struct item_combo *)idb_get(combo_db,sd->combos.id[i]);
  2449. if (!sd->combos.bonus[i])
  2450. continue;
  2451. // Check combo items
  2452. while (j < combo->count) {
  2453. struct item_data *id = itemdb_exists(combo->nameid[j]);
  2454. // Don't run the script if at least one of combo's pair has restriction
  2455. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  2456. no_run = true;
  2457. break;
  2458. }
  2459. j++;
  2460. }
  2461. if (no_run)
  2462. continue;
  2463. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  2464. if (!calculating) // Abort, run_script retriggered this
  2465. return 1;
  2466. }
  2467. }
  2468. // Store equipment script bonuses
  2469. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  2470. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2471. status->def += (refinedef+50)/100;
  2472. // Parse Cards
  2473. for(i=0;i<EQI_MAX;i++) {
  2474. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2475. if(index < 0)
  2476. continue;
  2477. if(i == EQI_AMMO) continue;
  2478. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2479. continue;
  2480. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2481. continue;
  2482. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2483. continue;
  2484. if(sd->inventory_data[index]) {
  2485. int j,c;
  2486. struct item_data *data;
  2487. // Card script execution.
  2488. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  2489. continue;
  2490. for(j=0;j<MAX_SLOTS;j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  2491. current_equip_card_id= c= sd->status.inventory[index].card[j];
  2492. if(!c)
  2493. continue;
  2494. data = itemdb_exists(c);
  2495. if(!data)
  2496. continue;
  2497. if(first && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
  2498. run_script(data->equip_script,0,sd->bl.id,0);
  2499. if (!calculating)
  2500. return 1;
  2501. }
  2502. if(!data->script)
  2503. continue;
  2504. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  2505. continue;
  2506. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { // Left hand status.
  2507. sd->state.lr_flag = 1;
  2508. run_script(data->script,0,sd->bl.id,0);
  2509. sd->state.lr_flag = 0;
  2510. } else
  2511. run_script(data->script,0,sd->bl.id,0);
  2512. if (!calculating) // Abort, run_script his function. [Skotlex]
  2513. return 1;
  2514. }
  2515. }
  2516. }
  2517. if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
  2518. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2519. if( data && data->script )
  2520. run_script(data->script,0,sd->bl.id,0);
  2521. }
  2522. for (i = 0; i < MAX_PC_BONUS_SCRIPT; i++) { // Script Bonus
  2523. if (!(&sd->bonus_script[i]) || !sd->bonus_script[i].script)
  2524. continue;
  2525. if (!sd->bonus_script[i].tid) //Just add timer only for new attached script
  2526. sd->bonus_script[i].tid = add_timer(sd->bonus_script[i].tick,pc_bonus_script_timer,sd->bl.id,i);
  2527. run_script(sd->bonus_script[i].script,0,sd->bl.id,0);
  2528. }
  2529. if( sd->pd ) { // Pet Bonus
  2530. struct pet_data *pd = sd->pd;
  2531. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2532. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2533. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2534. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2535. }
  2536. // param_bonus now holds card bonuses.
  2537. if(status->rhw.range < 1) status->rhw.range = 1;
  2538. if(status->lhw.range < 1) status->lhw.range = 1;
  2539. if(status->rhw.range < status->lhw.range)
  2540. status->rhw.range = status->lhw.range;
  2541. sd->bonus.double_rate += sd->bonus.double_add_rate;
  2542. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  2543. sd->bonus.splash_range += sd->bonus.splash_add_range;
  2544. // Damage modifiers from weapon type
  2545. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2546. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2547. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2548. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2549. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2550. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2551. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  2552. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  2553. { // When Riding with spear, damage modifier to mid-class becomes
  2554. // same as versus large size.
  2555. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2556. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2557. }
  2558. // ----- STATS CALCULATION -----
  2559. // Job bonuses
  2560. index = pc_class2idx(sd->status.class_);
  2561. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  2562. if(!job_info[index].job_bonus[i])
  2563. continue;
  2564. switch(job_info[index].job_bonus[i]) {
  2565. case 1: status->str++; break;
  2566. case 2: status->agi++; break;
  2567. case 3: status->vit++; break;
  2568. case 4: status->int_++; break;
  2569. case 5: status->dex++; break;
  2570. case 6: status->luk++; break;
  2571. }
  2572. }
  2573. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2574. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  2575. status->str += 10;
  2576. status->agi += 10;
  2577. status->vit += 10;
  2578. status->int_+= 10;
  2579. status->dex += 10;
  2580. status->luk += 10;
  2581. }
  2582. // Absolute modifiers from passive skills
  2583. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  2584. status->str++;
  2585. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  2586. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2587. if((skill=pc_checkskill(sd,AC_OWL))>0)
  2588. status->dex += skill;
  2589. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  2590. status->int_ += skill;
  2591. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2592. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2593. status->str = cap_value(i,0,USHRT_MAX);
  2594. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2595. status->agi = cap_value(i,0,USHRT_MAX);
  2596. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2597. status->vit = cap_value(i,0,USHRT_MAX);
  2598. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2599. status->int_ = cap_value(i,0,USHRT_MAX);
  2600. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2601. status->dex = cap_value(i,0,USHRT_MAX);
  2602. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2603. status->luk = cap_value(i,0,USHRT_MAX);
  2604. // ------ ATTACK CALCULATION ------
  2605. // Base batk value is set in status_calc_misc
  2606. #ifndef RENEWAL
  2607. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  2608. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  2609. status->batk += sd->weapon_atk[sd->status.weapon];
  2610. // Absolute modifiers from passive skills
  2611. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  2612. status->batk += 4;
  2613. #else
  2614. status->watk = status_weapon_atk(status->rhw, status);
  2615. status->watk2 = status_weapon_atk(status->lhw, status);
  2616. status->eatk = max(sd->bonus.eatk,0);
  2617. #endif
  2618. // ----- HP MAX CALCULATION -----
  2619. // Basic MaxHP value
  2620. // We hold the standard Max HP here to make it faster to recalculate on vit changes.
  2621. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  2622. // This is done to handle underflows from negative Max HP bonuses
  2623. i64 = sd->status.max_hp + (int)status->max_hp;
  2624. status->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX);
  2625. // Absolute modifiers from passive skills
  2626. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2627. status->max_hp += skill*200;
  2628. // Apply relative modifiers from equipment
  2629. if(sd->hprate < 0)
  2630. sd->hprate = 0;
  2631. if(sd->hprate!=100)
  2632. status->max_hp = (int64)status->max_hp * sd->hprate/100;
  2633. if(battle_config.hp_rate != 100)
  2634. status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100;
  2635. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2636. status->max_hp = battle_config.max_hp;
  2637. else if(!status->max_hp)
  2638. status->max_hp = 1;
  2639. // ----- SP MAX CALCULATION -----
  2640. // Basic MaxSP value
  2641. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  2642. // This is done to handle underflows from negative Max SP bonuses
  2643. i64 = sd->status.max_sp + (int)status->max_sp;
  2644. status->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX);
  2645. // Absolute modifiers from passive skills
  2646. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  2647. status->max_sp += 30*skill;
  2648. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  2649. status->max_sp += (int64)status->max_sp * skill/100;
  2650. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  2651. status->max_sp += (int64)status->max_sp * 2*skill/100;
  2652. if( (skill = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0 )
  2653. status->max_sp += 200 + 20 * skill;
  2654. if( (skill = pc_checkskill(sd,WM_LESSON)) > 0 )
  2655. status->max_sp += 30 * skill;
  2656. // Apply relative modifiers from equipment
  2657. if(sd->sprate < 0)
  2658. sd->sprate = 0;
  2659. if(sd->sprate!=100)
  2660. status->max_sp = (int64)status->max_sp * sd->sprate/100;
  2661. if(battle_config.sp_rate != 100)
  2662. status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100;
  2663. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2664. status->max_sp = battle_config.max_sp;
  2665. else if(!status->max_sp)
  2666. status->max_sp = 1;
  2667. // ----- RESPAWN HP/SP -----
  2668. // Calc respawn hp and store it on base_status
  2669. if (sd->special_state.restart_full_recover) {
  2670. status->hp = status->max_hp;
  2671. status->sp = status->max_sp;
  2672. } else {
  2673. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  2674. && battle_config.restart_hp_rate < 50)
  2675. status->hp = status->max_hp>>1;
  2676. else
  2677. status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
  2678. if(!status->hp)
  2679. status->hp = 1;
  2680. status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;
  2681. if( !status->sp ) // The minimum for the respawn setting is SP:1
  2682. status->sp = 1;
  2683. }
  2684. // ----- MISC CALCULATION -----
  2685. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2686. // Equipment modifiers for misc settings
  2687. if(sd->matk_rate < 0)
  2688. sd->matk_rate = 0;
  2689. if(sd->matk_rate != 100) {
  2690. status->matk_max = status->matk_max * sd->matk_rate/100;
  2691. status->matk_min = status->matk_min * sd->matk_rate/100;
  2692. }
  2693. if(sd->hit_rate < 0)
  2694. sd->hit_rate = 0;
  2695. if(sd->hit_rate != 100)
  2696. status->hit = status->hit * sd->hit_rate/100;
  2697. if(sd->flee_rate < 0)
  2698. sd->flee_rate = 0;
  2699. if(sd->flee_rate != 100)
  2700. status->flee = status->flee * sd->flee_rate/100;
  2701. if(sd->def2_rate < 0)
  2702. sd->def2_rate = 0;
  2703. if(sd->def2_rate != 100)
  2704. status->def2 = status->def2 * sd->def2_rate/100;
  2705. if(sd->mdef2_rate < 0)
  2706. sd->mdef2_rate = 0;
  2707. if(sd->mdef2_rate != 100)
  2708. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2709. if(sd->critical_rate < 0)
  2710. sd->critical_rate = 0;
  2711. if(sd->critical_rate != 100)
  2712. status->cri = status->cri * sd->critical_rate/100;
  2713. if(sd->flee2_rate < 0)
  2714. sd->flee2_rate = 0;
  2715. if(sd->flee2_rate != 100)
  2716. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2717. // ----- HIT CALCULATION -----
  2718. // Absolute modifiers from passive skills
  2719. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  2720. status->hit += skill*2;
  2721. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  2722. #ifndef RENEWAL
  2723. status->hit += skill;
  2724. #endif
  2725. if(sd->status.weapon == W_BOW)
  2726. status->rhw.range += skill;
  2727. }
  2728. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  2729. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  2730. status->hit += 2*skill;
  2731. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  2732. status->hit += skill;
  2733. status->rhw.range += skill;
  2734. }
  2735. }
  2736. // ----- FLEE CALCULATION -----
  2737. // Absolute modifiers from passive skills
  2738. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2739. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  2740. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  2741. status->flee += (skill*3)>>1;
  2742. // ----- EQUIPMENT-DEF CALCULATION -----
  2743. // Apply relative modifiers from equipment
  2744. if(sd->def_rate < 0)
  2745. sd->def_rate = 0;
  2746. if(sd->def_rate != 100) {
  2747. i = status->def * sd->def_rate/100;
  2748. status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2749. }
  2750. #ifndef RENEWAL
  2751. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) {
  2752. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  2753. status->def = (unsigned char)battle_config.max_def;
  2754. }
  2755. #endif
  2756. // ----- EQUIPMENT-MDEF CALCULATION -----
  2757. // Apply relative modifiers from equipment
  2758. if(sd->mdef_rate < 0)
  2759. sd->mdef_rate = 0;
  2760. if(sd->mdef_rate != 100) {
  2761. i = status->mdef * sd->mdef_rate/100;
  2762. status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2763. }
  2764. #ifndef RENEWAL
  2765. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) {
  2766. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2767. status->mdef = (signed char)battle_config.max_def;
  2768. }
  2769. #endif
  2770. // ----- ASPD CALCULATION -----
  2771. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2772. // Basic ASPD value
  2773. i = status_base_amotion_pc(sd,status);
  2774. status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  2775. // Relative modifiers from passive skills
  2776. #ifndef RENEWAL_ASPD
  2777. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2778. status->aspd_rate -= 5*skill;
  2779. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2780. status->aspd_rate -= 30*skill;
  2781. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2782. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2783. status->aspd_rate -= ((skill+1)/2) * 10;
  2784. if(pc_isriding(sd))
  2785. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2786. else if(pc_isridingdragon(sd))
  2787. status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  2788. #else // Needs more info
  2789. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2790. status->aspd_rate += 5*skill;
  2791. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2792. status->aspd_rate += 30*skill;
  2793. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2794. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2795. status->aspd_rate += ((skill+1)/2) * 10;
  2796. if(pc_isriding(sd))
  2797. status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2798. else if(pc_isridingdragon(sd))
  2799. status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  2800. #endif
  2801. status->adelay = 2*status->amotion;
  2802. // ----- DMOTION -----
  2803. i = 800-status->agi*4;
  2804. status->dmotion = cap_value(i, 400, 800);
  2805. if(battle_config.pc_damage_delay_rate != 100)
  2806. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2807. // ----- MISC CALCULATIONS -----
  2808. // Weight
  2809. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2810. sd->max_weight += 2000*skill;
  2811. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2812. sd->max_weight += 10000;
  2813. else if(pc_isridingdragon(sd))
  2814. sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
  2815. if(sc->data[SC_KNOWLEDGE])
  2816. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2817. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2818. sd->max_weight += 2000*skill;
  2819. sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
  2820. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2821. sd->regen.state.walk = 1;
  2822. else
  2823. sd->regen.state.walk = 0;
  2824. // Skill SP cost
  2825. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2826. sd->dsprate -= 4*skill;
  2827. if(sc->data[SC_SERVICE4U])
  2828. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2829. if(sc->data[SC_SPCOST_RATE])
  2830. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2831. // Underflow protections.
  2832. if(sd->dsprate < 0)
  2833. sd->dsprate = 0;
  2834. if(sd->castrate < 0)
  2835. sd->castrate = 0;
  2836. if(sd->delayrate < 0)
  2837. sd->delayrate = 0;
  2838. if(sd->hprecov_rate < 0)
  2839. sd->hprecov_rate = 0;
  2840. if(sd->sprecov_rate < 0)
  2841. sd->sprecov_rate = 0;
  2842. // Anti-element and anti-race
  2843. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2844. sd->subele[ELE_HOLY] += skill*5;
  2845. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2846. sd->subele[ELE_NEUTRAL] += skill;
  2847. sd->subele[ELE_FIRE] += skill*4;
  2848. }
  2849. if((skill=pc_checkskill(sd,NC_RESEARCHFE))>0) {
  2850. sd->subele[ELE_EARTH] += skill*10;
  2851. sd->subele[ELE_FIRE] += skill*10;
  2852. }
  2853. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  2854. skill = skill*4;
  2855. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2856. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2857. sd->magic_addrace[RC_DRAGON]+=skill;
  2858. sd->subrace[RC_DRAGON]+=skill;
  2859. }
  2860. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  2861. sd->right_weapon.addrace[RC_DEMON] += skill;
  2862. sd->right_weapon.addele[ELE_DARK] += skill;
  2863. sd->left_weapon.addrace[RC_DEMON] += skill;
  2864. sd->left_weapon.addele[ELE_DARK] += skill;
  2865. sd->magic_addrace[RC_DEMON] += skill;
  2866. sd->magic_addele[ELE_DARK] += skill;
  2867. sd->subrace[RC_DEMON] += skill;
  2868. sd->subele[ELE_DARK] += skill;
  2869. }
  2870. if(sc->count) {
  2871. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  2872. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  2873. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  2874. }
  2875. if(sc->data[SC_SIEGFRIED]) {
  2876. i = sc->data[SC_SIEGFRIED]->val2;
  2877. sd->subele[ELE_WATER] += i;
  2878. sd->subele[ELE_EARTH] += i;
  2879. sd->subele[ELE_FIRE] += i;
  2880. sd->subele[ELE_WIND] += i;
  2881. sd->subele[ELE_POISON] += i;
  2882. sd->subele[ELE_HOLY] += i;
  2883. sd->subele[ELE_DARK] += i;
  2884. sd->subele[ELE_GHOST] += i;
  2885. sd->subele[ELE_UNDEAD] += i;
  2886. }
  2887. if(sc->data[SC_PROVIDENCE]) {
  2888. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2889. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2890. }
  2891. if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
  2892. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2893. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2894. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2895. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2896. }
  2897. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  2898. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2899. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2900. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2901. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2902. }
  2903. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  2904. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  2905. sd->subele[ELE_FIRE] += i;
  2906. sd->subele[ELE_WATER] -= i;
  2907. }
  2908. if( sc->data[SC_WATER_DROP_OPTION] ) {
  2909. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  2910. sd->subele[ELE_WATER] += i;
  2911. sd->subele[ELE_WIND] -= i;
  2912. }
  2913. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  2914. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  2915. sd->subele[ELE_WIND] += i;
  2916. sd->subele[ELE_EARTH] -= i;
  2917. }
  2918. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  2919. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  2920. sd->subele[ELE_EARTH] += i;
  2921. sd->subele[ELE_FIRE] -= i;
  2922. }
  2923. if (sc->data[SC_MTF_MLEATKED] )
  2924. sd->subele[ELE_NEUTRAL] += 2;
  2925. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  2926. sd->magic_addele[ELE_FIRE] += 25;
  2927. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  2928. sd->magic_addele[ELE_WATER] += 25;
  2929. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  2930. sd->magic_addele[ELE_WIND] += 25;
  2931. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  2932. sd->magic_addele[ELE_EARTH] += 25;
  2933. }
  2934. status_cpy(&sd->battle_status, status);
  2935. // ----- CLIENT-SIDE REFRESH -----
  2936. if(!sd->bl.prev) {
  2937. // Will update on LoadEndAck
  2938. calculating = 0;
  2939. return 0;
  2940. }
  2941. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2942. clif_skillinfoblock(sd);
  2943. if(b_weight != sd->weight)
  2944. clif_updatestatus(sd,SP_WEIGHT);
  2945. if(b_max_weight != sd->max_weight) {
  2946. clif_updatestatus(sd,SP_MAXWEIGHT);
  2947. pc_updateweightstatus(sd);
  2948. }
  2949. if( b_cart_weight_max != sd->cart_weight_max ) {
  2950. clif_updatestatus(sd,SP_CARTINFO);
  2951. }
  2952. calculating = 0;
  2953. return 0;
  2954. }
  2955. /**
  2956. * Calculates Mercenary data
  2957. * @param md: Mercenary object
  2958. * @param first: Whether it is first calc or not (0 on level up or status)
  2959. * @return 0
  2960. **/
  2961. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  2962. {
  2963. struct status_data *status = &md->base_status;
  2964. struct s_mercenary *merc = &md->mercenary;
  2965. if( first ) {
  2966. memcpy(status, &md->db->status, sizeof(struct status_data));
  2967. status->mode = MD_CANMOVE|MD_CANATTACK;
  2968. status->hp = status->max_hp;
  2969. status->sp = status->max_sp;
  2970. md->battle_status.hp = merc->hp;
  2971. md->battle_status.sp = merc->sp;
  2972. if (md->master)
  2973. status->speed = status_get_speed(&md->master->bl);
  2974. }
  2975. status_calc_misc(&md->bl, status, md->db->lv);
  2976. status_cpy(&md->battle_status, status);
  2977. return 0;
  2978. }
  2979. /**
  2980. * Calculates Homunculus data
  2981. * @param hd: Homunculus object
  2982. * @param first: Whether it is first calc or not (0 on level up or status)
  2983. * @return 1
  2984. **/
  2985. int status_calc_homunculus_(struct homun_data *hd, bool first)
  2986. {
  2987. struct status_data *status = &hd->base_status;
  2988. struct s_homunculus *hom = &hd->homunculus;
  2989. int skill;
  2990. int amotion;
  2991. status->str = hom->str / 10;
  2992. status->agi = hom->agi / 10;
  2993. status->vit = hom->vit / 10;
  2994. status->dex = hom->dex / 10;
  2995. status->int_ = hom->int_ / 10;
  2996. status->luk = hom->luk / 10;
  2997. if (first) {
  2998. const struct s_homunculus_db *db = hd->homunculusDB;
  2999. status->def_ele = db->element;
  3000. status->ele_lv = 1;
  3001. status->race = db->race;
  3002. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  3003. status->rhw.range = 1 + status->size;
  3004. status->mode = MD_CANMOVE|MD_CANATTACK;
  3005. status->speed = DEFAULT_WALK_SPEED;
  3006. if (battle_config.hom_setting&0x8 && hd->master)
  3007. status->speed = status_get_speed(&hd->master->bl);
  3008. status->hp = 1;
  3009. status->sp = 1;
  3010. }
  3011. status->aspd_rate = 1000;
  3012. #ifdef RENEWAL
  3013. status->def = (status->vit + (hom->level / 10)) + ((status->agi + (hom->level / 10)) / 2);
  3014. status->mdef = status->int_ + ((status->int_ + status->dex + status->luk) / 3) + (hom->level / 10) * 2;
  3015. amotion = (1000 -2*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  3016. #else
  3017. skill = hom->level/10 + status->vit/5;
  3018. status->def = cap_value(skill, 0, 99);
  3019. skill = hom->level/10 + status->int_/5;
  3020. status->mdef = cap_value(skill, 0, 99);
  3021. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  3022. #endif
  3023. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3024. status->adelay = status->amotion; /// It seems adelay = amotion for Homunculus.
  3025. status->max_hp = hom->max_hp ;
  3026. status->max_sp = hom->max_sp ;
  3027. merc_hom_calc_skilltree(hd, 0);
  3028. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  3029. status->def += skill * 4;
  3030. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0) {
  3031. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  3032. status->str += 1 +skill/3 +skill/3 +skill/4;
  3033. }
  3034. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  3035. status->max_hp += skill * 2 * status->max_hp / 100;
  3036. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  3037. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  3038. if (first) {
  3039. hd->battle_status.hp = hom->hp ;
  3040. hd->battle_status.sp = hom->sp ;
  3041. if(hom->class_ == 6052) // Eleanor
  3042. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3043. }
  3044. #ifndef RENEWAL
  3045. status->rhw.atk = status->dex;
  3046. status->rhw.atk2 = status->str + hom->level;
  3047. #endif
  3048. status_calc_misc(&hd->bl, status, hom->level);
  3049. #ifdef RENEWAL
  3050. status->matk_max = status->matk_min;
  3051. #endif
  3052. status_cpy(&hd->battle_status, status);
  3053. return 1;
  3054. }
  3055. /**
  3056. * Calculates Elemental data
  3057. * @param ed: Elemental object
  3058. * @param first: Whether it is first calc or not (0 on status change)
  3059. * @return 0
  3060. **/
  3061. int status_calc_elemental_(struct elemental_data *ed, bool first)
  3062. {
  3063. struct status_data *status = &ed->base_status;
  3064. struct s_elemental *ele = &ed->elemental;
  3065. struct map_session_data *sd = ed->master;
  3066. if( !sd )
  3067. return 0;
  3068. if( first ) {
  3069. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3070. if( !ele->mode )
  3071. status->mode = EL_MODE_PASSIVE;
  3072. else
  3073. status->mode = ele->mode;
  3074. status_calc_misc(&ed->bl, status, 0);
  3075. status->max_hp = ele->max_hp;
  3076. status->max_sp = ele->max_sp;
  3077. status->hp = ele->hp;
  3078. status->sp = ele->sp;
  3079. status->rhw.atk = ele->atk;
  3080. status->rhw.atk2 = ele->atk2;
  3081. status->matk_min += ele->matk;
  3082. status->def += ele->def;
  3083. status->mdef += ele->mdef;
  3084. status->flee = ele->flee;
  3085. status->hit = ele->hit;
  3086. if (ed->master)
  3087. status->speed = status_get_speed(&ed->master->bl);
  3088. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3089. } else {
  3090. status_calc_misc(&ed->bl, status, 0);
  3091. status_cpy(&ed->battle_status, status);
  3092. }
  3093. return 0;
  3094. }
  3095. /**
  3096. * Calculates NPC data
  3097. * @param nd: NPC object
  3098. * @param first: Whether it is first calc or not (what?)
  3099. * @return 0
  3100. **/
  3101. int status_calc_npc_(struct npc_data *nd, bool first)
  3102. {
  3103. struct status_data *status = &nd->status;
  3104. if (!nd)
  3105. return 0;
  3106. if (first) {
  3107. status->hp = 1;
  3108. status->sp = 1;
  3109. status->max_hp = 1;
  3110. status->max_sp = 1;
  3111. status->def_ele = ELE_NEUTRAL;
  3112. status->ele_lv = 1;
  3113. status->race = RC_DEMIHUMAN;
  3114. status->size = nd->size;
  3115. status->rhw.range = 1 + status->size;
  3116. status->mode = (MD_CANMOVE|MD_CANATTACK);
  3117. status->speed = nd->speed;
  3118. }
  3119. status->str = nd->stat_point;
  3120. status->agi = nd->stat_point;
  3121. status->vit = nd->stat_point;
  3122. status->int_= nd->stat_point;
  3123. status->dex = nd->stat_point;
  3124. status->luk = nd->stat_point;
  3125. status_calc_misc(&nd->bl, status, nd->level);
  3126. status_cpy(&nd->status, status);
  3127. return 0;
  3128. }
  3129. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  3130. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  3131. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  3132. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  3133. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  3134. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  3135. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  3136. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  3137. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  3138. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  3139. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  3140. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  3141. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  3142. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  3143. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  3144. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  3145. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  3146. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  3147. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  3148. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  3149. #ifdef RENEWAL_ASPD
  3150. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
  3151. #endif
  3152. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  3153. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *, uint64);
  3154. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  3155. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  3156. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  3157. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  3158. #ifdef RENEWAL
  3159. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  3160. #endif
  3161. /**
  3162. * Calculates regeneration values
  3163. * Applies passive skill regeneration additions
  3164. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3165. * @param status: Object's status
  3166. * @param regen: Object's base regeneration data
  3167. **/
  3168. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3169. {
  3170. struct map_session_data *sd;
  3171. int val, skill, reg_flag;
  3172. if( !(bl->type&BL_REGEN) || !regen )
  3173. return;
  3174. sd = BL_CAST(BL_PC,bl);
  3175. val = 1 + (status->vit/5) + (status->max_hp/200);
  3176. if( sd && sd->hprecov_rate != 100 )
  3177. val = val*sd->hprecov_rate/100;
  3178. reg_flag = bl->type == BL_PC ? 0 : 1;
  3179. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3180. val = 1 + (status->int_/6) + (status->max_sp/100);
  3181. if( status->int_ >= 120 )
  3182. val += ((status->int_-120)>>1) + 4;
  3183. if( sd && sd->sprecov_rate != 100 )
  3184. val = val*sd->sprecov_rate/100;
  3185. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3186. if( sd ) {
  3187. struct regen_data_sub *sregen;
  3188. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  3189. val = regen->sp*(100+3*skill)/100;
  3190. regen->sp = cap_value(val, 1, SHRT_MAX);
  3191. }
  3192. // Only players have skill/sitting skill regen for now.
  3193. sregen = regen->sregen;
  3194. val = 0;
  3195. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  3196. val += skill*5 + skill*status->max_hp/500;
  3197. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3198. val = 0;
  3199. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  3200. val += skill*3 + skill*status->max_sp/500;
  3201. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  3202. val += skill*3 + skill*status->max_sp/500;
  3203. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  3204. val += 3 + 3 * skill;
  3205. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3206. // Skill-related recovery (only when sit)
  3207. sregen = regen->ssregen;
  3208. val = 0;
  3209. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3210. val += skill*4 + skill*status->max_hp/500;
  3211. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  3212. val += skill*30 + skill*status->max_hp/500;
  3213. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3214. val = 0;
  3215. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  3216. val += skill*3 + skill*status->max_sp/500;
  3217. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  3218. val += (30+10*skill)*val/100;
  3219. }
  3220. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3221. val += skill*2 + skill*status->max_sp/500;
  3222. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3223. }
  3224. if( bl->type == BL_HOM ) {
  3225. struct homun_data *hd = (TBL_HOM*)bl;
  3226. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  3227. val = regen->hp*(100+5*skill)/100;
  3228. regen->hp = cap_value(val, 1, SHRT_MAX);
  3229. }
  3230. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  3231. val = regen->sp*(100+3*skill)/100;
  3232. regen->sp = cap_value(val, 1, SHRT_MAX);
  3233. }
  3234. } else if( bl->type == BL_MER ) {
  3235. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3236. regen->hp = cap_value(val, 1, SHRT_MAX);
  3237. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3238. regen->sp = cap_value(val, 1, SHRT_MAX);
  3239. } else if( bl->type == BL_ELEM ) {
  3240. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3241. regen->hp = cap_value(val, 1, SHRT_MAX);
  3242. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3243. regen->sp = cap_value(val, 1, SHRT_MAX);
  3244. }
  3245. }
  3246. /**
  3247. * Calculates SC (Status Changes) regeneration values
  3248. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3249. * @param regen: Object's base regeneration data
  3250. * @param sc: Object's status change data
  3251. **/
  3252. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  3253. {
  3254. if (!(bl->type&BL_REGEN) || !regen)
  3255. return;
  3256. regen->flag = RGN_HP|RGN_SP;
  3257. if(regen->sregen) {
  3258. if (regen->sregen->hp)
  3259. regen->flag|=RGN_SHP;
  3260. if (regen->sregen->sp)
  3261. regen->flag|=RGN_SSP;
  3262. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  3263. }
  3264. if (regen->ssregen) {
  3265. if (regen->ssregen->hp)
  3266. regen->flag|=RGN_SHP;
  3267. if (regen->ssregen->sp)
  3268. regen->flag|=RGN_SSP;
  3269. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  3270. }
  3271. regen->rate.hp = regen->rate.sp = 1;
  3272. if (!sc || !sc->count)
  3273. return;
  3274. if (
  3275. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  3276. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  3277. || sc->data[SC_BERSERK]
  3278. || sc->data[SC_TRICKDEAD]
  3279. || sc->data[SC_BLEEDING]
  3280. || sc->data[SC_MAGICMUSHROOM]
  3281. || sc->data[SC_RAISINGDRAGON]
  3282. || sc->data[SC_SATURDAYNIGHTFEVER]
  3283. ) // No regen
  3284. regen->flag = 0;
  3285. if (
  3286. sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_REBOUND] ||
  3287. #ifdef RENEWAL
  3288. sc->data[SC_MAXIMIZEPOWER] ||
  3289. #endif
  3290. ( (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3291. (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  3292. )
  3293. ) // No natural SP regen
  3294. regen->flag &=~RGN_SP;
  3295. if(sc->data[SC_TENSIONRELAX]) {
  3296. regen->rate.hp += 2;
  3297. if (regen->sregen)
  3298. regen->sregen->rate.hp += 3;
  3299. }
  3300. if (sc->data[SC_MAGNIFICAT]) {
  3301. regen->rate.hp += 1;
  3302. regen->rate.sp += 1;
  3303. }
  3304. if (sc->data[SC_REGENERATION]) {
  3305. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  3306. if (!sce->val4) {
  3307. regen->rate.hp += sce->val2;
  3308. regen->rate.sp += sce->val3;
  3309. } else
  3310. regen->flag&=~sce->val4; // Remove regen as specified by val4
  3311. }
  3312. if(sc->data[SC_GT_REVITALIZE]) {
  3313. regen->hp = cap_value(regen->hp*sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  3314. regen->state.walk= 1;
  3315. }
  3316. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
  3317. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  3318. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  3319. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
  3320. regen->rate.hp *= 2;
  3321. if( sc->data[SC_VITALITYACTIVATION] )
  3322. regen->flag &=~RGN_SP;
  3323. }
  3324. /**
  3325. * Applies a state to a unit - See [StatusChangeStateTable]
  3326. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  3327. * @param sc: Object's status change data
  3328. * @param flag: Which state to apply to bl
  3329. * @param start: (1) start state, (0) remove state
  3330. **/
  3331. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  3332. {
  3333. /// No sc at all, we can zero without any extra weight over our conciousness
  3334. if( !sc->count ) {
  3335. memset(&sc->cant, 0, sizeof (sc->cant));
  3336. return;
  3337. }
  3338. // Can't move
  3339. if( flag&SCS_NOMOVE ) {
  3340. if( !(flag&SCS_NOMOVECOND) ) {
  3341. sc->cant.move += ( start ? 1 : -1 );
  3342. sc->cant.move = max(sc->cant.move,0); // safecheck
  3343. } else if(
  3344. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  3345. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  3346. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  3347. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  3348. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  3349. ) {
  3350. sc->cant.move += ( start ? 1 : -1 );
  3351. }
  3352. }
  3353. // Can't use skills
  3354. if( flag&SCS_NOCAST ) {
  3355. if( !(flag&SCS_NOCASTCOND) )
  3356. sc->cant.cast += ( start ? 1 : -1 );
  3357. else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) )
  3358. sc->cant.cast += ( start ? 1 : -1 );
  3359. }
  3360. // Can't chat
  3361. if( flag&SCS_NOCHAT ) {
  3362. if( !(flag&SCS_NOCHATCOND) )
  3363. sc->cant.chat += ( start ? 1 : -1 );
  3364. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  3365. sc->cant.chat += ( start ? 1 : -1 );
  3366. }
  3367. // Player-only states
  3368. if( bl->type == BL_PC ) {
  3369. // Can't pick-up items
  3370. if( flag&SCS_NOPICKITEM ) {
  3371. if( !(flag&SCS_NOPICKITEMCOND) )
  3372. sc->cant.pickup += ( start ? 1 : -1 );
  3373. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3374. sc->cant.pickup += ( start ? 1 : -1 );
  3375. }
  3376. // Can't drop items
  3377. if( flag&SCS_NODROPITEM ) {
  3378. if( !(flag&SCS_NODROPITEMCOND) )
  3379. sc->cant.drop += ( start ? 1 : -1 );
  3380. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3381. sc->cant.drop += ( start ? 1 : -1 );
  3382. }
  3383. }
  3384. return;
  3385. }
  3386. /**
  3387. * Recalculates parts of an objects status according to specified flags
  3388. * See [set_sc] [add_sc]
  3389. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  3390. * @param flag: Which status has changed on bl
  3391. **/
  3392. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  3393. {
  3394. const struct status_data *b_status = status_get_base_status(bl);
  3395. struct status_data *status = status_get_status_data(bl);
  3396. struct status_change *sc = status_get_sc(bl);
  3397. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3398. int temp;
  3399. if (!b_status || !status)
  3400. return;
  3401. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  3402. status_cpy(status, b_status);
  3403. return;
  3404. }
  3405. if(flag&SCB_STR) {
  3406. status->str = status_calc_str(bl, sc, b_status->str);
  3407. flag|=SCB_BATK;
  3408. if( bl->type&BL_HOM )
  3409. flag |= SCB_WATK;
  3410. }
  3411. if(flag&SCB_AGI) {
  3412. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3413. flag|=SCB_FLEE
  3414. #ifdef RENEWAL
  3415. |SCB_DEF2
  3416. #endif
  3417. ;
  3418. if( bl->type&(BL_PC|BL_HOM) )
  3419. flag |= SCB_ASPD|SCB_DSPD;
  3420. }
  3421. if(flag&SCB_VIT) {
  3422. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3423. flag|=SCB_DEF2|SCB_MDEF2;
  3424. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3425. flag |= SCB_MAXHP;
  3426. if( bl->type&BL_HOM )
  3427. flag |= SCB_DEF;
  3428. }
  3429. if(flag&SCB_INT) {
  3430. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3431. flag|=SCB_MATK|SCB_MDEF2;
  3432. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3433. flag |= SCB_MAXSP;
  3434. if( bl->type&BL_HOM )
  3435. flag |= SCB_MDEF;
  3436. }
  3437. if(flag&SCB_DEX) {
  3438. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3439. flag|=SCB_BATK|SCB_HIT
  3440. #ifdef RENEWAL
  3441. |SCB_MATK|SCB_MDEF2
  3442. #endif
  3443. ;
  3444. if( bl->type&(BL_PC|BL_HOM) )
  3445. flag |= SCB_ASPD;
  3446. if( bl->type&BL_HOM )
  3447. flag |= SCB_WATK;
  3448. }
  3449. if(flag&SCB_LUK) {
  3450. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3451. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  3452. #ifdef RENEWAL
  3453. |SCB_MATK|SCB_HIT|SCB_FLEE
  3454. #endif
  3455. ;
  3456. }
  3457. if(flag&SCB_BATK && b_status->batk) {
  3458. status->batk = status_base_atk(bl,status);
  3459. temp = b_status->batk - status_base_atk(bl,b_status);
  3460. if (temp) {
  3461. temp += status->batk;
  3462. status->batk = cap_value(temp, 0, USHRT_MAX);
  3463. }
  3464. status->batk = status_calc_batk(bl, sc, status->batk);
  3465. }
  3466. if(flag&SCB_WATK) {
  3467. #ifndef RENEWAL
  3468. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  3469. if (!sd) // Should not affect weapon refine bonus
  3470. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  3471. if(b_status->lhw.atk) {
  3472. if (sd) {
  3473. sd->state.lr_flag = 1;
  3474. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3475. sd->state.lr_flag = 0;
  3476. } else {
  3477. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3478. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  3479. }
  3480. }
  3481. #else
  3482. if(!b_status->watk) { // We only have left-hand weapon
  3483. status->watk = 0;
  3484. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  3485. }
  3486. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  3487. #endif
  3488. }
  3489. if(flag&SCB_HIT) {
  3490. if (status->dex == b_status->dex
  3491. #ifdef RENEWAL
  3492. && status->luk == b_status->luk
  3493. #endif
  3494. )
  3495. status->hit = status_calc_hit(bl, sc, b_status->hit);
  3496. else
  3497. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  3498. #ifdef RENEWAL
  3499. + (status->luk/3 - b_status->luk/3)
  3500. #endif
  3501. );
  3502. }
  3503. if(flag&SCB_FLEE) {
  3504. if (status->agi == b_status->agi
  3505. #ifdef RENEWAL
  3506. && status->luk == b_status->luk
  3507. #endif
  3508. )
  3509. status->flee = status_calc_flee(bl, sc, b_status->flee);
  3510. else
  3511. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  3512. #ifdef RENEWAL
  3513. + (status->luk/5 - b_status->luk/5)
  3514. #endif
  3515. );
  3516. }
  3517. if(flag&SCB_DEF) {
  3518. status->def = status_calc_def(bl, sc, b_status->def);
  3519. if( bl->type&BL_HOM )
  3520. status->def += (status->vit/5 - b_status->vit/5);
  3521. }
  3522. if(flag&SCB_DEF2) {
  3523. if (status->vit == b_status->vit
  3524. #ifdef RENEWAL
  3525. && status->agi == b_status->agi
  3526. #endif
  3527. )
  3528. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  3529. else
  3530. status->def2 = status_calc_def2(bl, sc, b_status->def2
  3531. #ifdef RENEWAL
  3532. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  3533. #else
  3534. + (status->vit - b_status->vit)
  3535. #endif
  3536. );
  3537. }
  3538. if(flag&SCB_MDEF) {
  3539. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  3540. if( bl->type&BL_HOM )
  3541. status->mdef += (status->int_/5 - b_status->int_/5);
  3542. }
  3543. if(flag&SCB_MDEF2) {
  3544. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  3545. #ifdef RENEWAL
  3546. && status->dex == b_status->dex
  3547. #endif
  3548. )
  3549. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  3550. else
  3551. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  3552. #ifdef RENEWAL
  3553. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  3554. #else
  3555. + ((status->vit - b_status->vit)>>1)
  3556. #endif
  3557. );
  3558. }
  3559. if(flag&SCB_SPEED) {
  3560. struct unit_data *ud = unit_bl2ud(bl);
  3561. status->speed = status_calc_speed(bl, sc, b_status->speed);
  3562. /** [Skotlex]
  3563. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3564. * because if you step on something while walking, the moment this
  3565. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  3566. **/
  3567. if (ud)
  3568. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3569. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  3570. status->speed = battle_config.max_walk_speed;
  3571. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  3572. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  3573. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  3574. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  3575. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  3576. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  3577. }
  3578. if(flag&SCB_CRI && b_status->cri) {
  3579. if (status->luk == b_status->luk)
  3580. status->cri = status_calc_critical(bl, sc, b_status->cri);
  3581. else
  3582. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  3583. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  3584. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  3585. status->cri <<= 1;
  3586. }
  3587. if(flag&SCB_FLEE2 && b_status->flee2) {
  3588. if (status->luk == b_status->luk)
  3589. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  3590. else
  3591. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  3592. }
  3593. if(flag&SCB_ATK_ELE) {
  3594. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  3595. if (sd) sd->state.lr_flag = 1;
  3596. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  3597. if (sd) sd->state.lr_flag = 0;
  3598. }
  3599. if(flag&SCB_DEF_ELE) {
  3600. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  3601. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  3602. }
  3603. if(flag&SCB_MODE) {
  3604. status->mode = status_calc_mode(bl, sc, b_status->mode);
  3605. // Since mode changed, reset their state.
  3606. if (!(status->mode&MD_CANATTACK))
  3607. unit_stop_attack(bl);
  3608. if (!(status->mode&MD_CANMOVE))
  3609. unit_stop_walking(bl,1);
  3610. }
  3611. /**
  3612. * No status changes alter these yet.
  3613. * if(flag&SCB_SIZE)
  3614. * if(flag&SCB_RACE)
  3615. * if(flag&SCB_RANGE)
  3616. **/
  3617. if(flag&SCB_MAXHP) {
  3618. if( bl->type&BL_PC ) {
  3619. status->max_hp = status_base_pc_maxhp(sd,status);
  3620. status->max_hp += b_status->max_hp - sd->status.max_hp;
  3621. status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
  3622. if( status->max_hp > (unsigned int)battle_config.max_hp )
  3623. status->max_hp = (unsigned int)battle_config.max_hp;
  3624. } else
  3625. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  3626. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  3627. status->hp = status->max_hp;
  3628. if( sd ) clif_updatestatus(sd,SP_HP);
  3629. }
  3630. }
  3631. if(flag&SCB_MAXSP) {
  3632. if( bl->type&BL_PC ) {
  3633. status->max_sp = status_base_pc_maxsp(sd,status);
  3634. status->max_sp += b_status->max_sp - sd->status.max_sp;
  3635. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  3636. if( status->max_sp > (unsigned int)battle_config.max_sp )
  3637. status->max_sp = (unsigned int)battle_config.max_sp;
  3638. } else
  3639. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  3640. if( status->sp > status->max_sp ) {
  3641. status->sp = status->max_sp;
  3642. if( sd ) clif_updatestatus(sd,SP_SP);
  3643. }
  3644. }
  3645. if(flag&SCB_MATK) {
  3646. #ifndef RENEWAL
  3647. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  3648. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  3649. #else
  3650. /**
  3651. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  3652. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  3653. **/
  3654. status->matk_min = status->matk_max = status_base_matk(status, status_get_lv(bl));
  3655. if( bl->type&BL_PC ) {
  3656. int wMatk = 0;
  3657. int variance = 0;
  3658. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  3659. if( sd->bonus.ematk > 0 ) {
  3660. status->matk_max += sd->bonus.ematk;
  3661. status->matk_min += sd->bonus.ematk;
  3662. }
  3663. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  3664. status->matk_max = status_calc_ematk(bl, sc, status->matk_max);
  3665. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  3666. if(b_status->lhw.matk) {
  3667. if (sd) {
  3668. sd->state.lr_flag = 1;
  3669. status->lhw.matk = b_status->lhw.matk;
  3670. sd->state.lr_flag = 0;
  3671. } else {
  3672. status->lhw.matk = b_status->lhw.matk;
  3673. }
  3674. }
  3675. if(b_status->rhw.matk) {
  3676. status->rhw.matk = b_status->rhw.matk;
  3677. }
  3678. if(status->rhw.matk) {
  3679. wMatk += status->rhw.matk;
  3680. variance += wMatk * status->rhw.wlv / 10;
  3681. }
  3682. if(status->lhw.matk) {
  3683. wMatk += status->lhw.matk;
  3684. variance += status->lhw.matk * status->lhw.wlv / 10;
  3685. }
  3686. status->matk_min += wMatk - variance;
  3687. status->matk_max += wMatk + variance;
  3688. }
  3689. #endif
  3690. if (bl->type&BL_PC && sd->matk_rate != 100) {
  3691. status->matk_max = status->matk_max * sd->matk_rate/100;
  3692. status->matk_min = status->matk_min * sd->matk_rate/100;
  3693. }
  3694. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3695. if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) /// Hom Min Matk is always the same as Max Matk
  3696. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  3697. status->matk_min = status->matk_max;
  3698. else
  3699. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3700. #ifdef RENEWAL
  3701. if( sd && sd->right_weapon.overrefine > 0) {
  3702. status->matk_min++;
  3703. status->matk_max += sd->right_weapon.overrefine - 1;
  3704. }
  3705. #endif
  3706. }
  3707. if(flag&SCB_ASPD) {
  3708. int amotion;
  3709. if( bl->type&BL_PC ) {
  3710. amotion = status_base_amotion_pc(sd,status);
  3711. #ifndef RENEWAL_ASPD
  3712. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3713. if(status->aspd_rate != 1000)
  3714. amotion = amotion*status->aspd_rate/1000;
  3715. #else
  3716. /// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  3717. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
  3718. if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  3719. amotion -= ( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
  3720. * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;
  3721. if(status->aspd_rate != 1000) // Absolute percentage modifier
  3722. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  3723. #endif
  3724. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3725. status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  3726. status->adelay = 2*status->amotion;
  3727. } else if( bl->type&BL_HOM ) {
  3728. #ifdef RENEWAL
  3729. amotion = (1000 -2*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3730. #else
  3731. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3732. #endif
  3733. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3734. if(status->aspd_rate != 1000)
  3735. amotion = amotion*status->aspd_rate/1000;
  3736. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3737. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3738. status->adelay = status->amotion;
  3739. } else { // Mercenary and mobs
  3740. amotion = b_status->amotion;
  3741. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3742. if(status->aspd_rate != 1000)
  3743. amotion = amotion*status->aspd_rate/1000;
  3744. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3745. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  3746. temp = b_status->adelay*status->aspd_rate/1000;
  3747. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  3748. }
  3749. }
  3750. if(flag&SCB_DSPD) {
  3751. int dmotion;
  3752. if( bl->type&BL_PC ) {
  3753. if (b_status->agi == status->agi)
  3754. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3755. else {
  3756. dmotion = 800-status->agi*4;
  3757. status->dmotion = cap_value(dmotion, 400, 800);
  3758. if(battle_config.pc_damage_delay_rate != 100)
  3759. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3760. // It's safe to ignore b_status->dmotion since no bonus affects it.
  3761. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  3762. }
  3763. } else if( bl->type&BL_HOM ) {
  3764. dmotion = 800-status->agi*4;
  3765. status->dmotion = cap_value(dmotion, 400, 800);
  3766. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3767. } else // Mercenary and mobs
  3768. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3769. }
  3770. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  3771. status_calc_regen(bl, status, status_get_regen_data(bl));
  3772. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  3773. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  3774. }
  3775. /**
  3776. * Recalculates parts of an objects status according to specified flags
  3777. * Also sends updates to the client when necessary
  3778. * See [set_sc] [add_sc]
  3779. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  3780. * @param flag: Which status has changed on bl
  3781. * @param first: If true, will cause status_calc_* functions to run their base status initialization code
  3782. **/
  3783. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  3784. {
  3785. struct status_data b_status; // Previous battle status
  3786. struct status_data* status; // Pointer to current battle status
  3787. // Remember previous values
  3788. status = status_get_status_data(bl);
  3789. memcpy(&b_status, status, sizeof(struct status_data));
  3790. if( flag&SCB_BASE ) { // Calculate the object's base status too
  3791. switch( bl->type ) {
  3792. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  3793. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  3794. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  3795. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  3796. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  3797. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
  3798. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break;
  3799. }
  3800. }
  3801. if( first && bl->type == BL_MOB )
  3802. return; // Assume there will be no statuses active
  3803. if( bl->type == BL_PET )
  3804. return; // Pets are not affected by statuses
  3805. status_calc_bl_main(bl, flag);
  3806. if( first && bl->type == BL_HOM )
  3807. return; // Client update handled by caller
  3808. // Compare against new values and send client updates
  3809. if( bl->type == BL_PC ) {
  3810. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3811. if(b_status.str != status->str)
  3812. clif_updatestatus(sd,SP_STR);
  3813. if(b_status.agi != status->agi)
  3814. clif_updatestatus(sd,SP_AGI);
  3815. if(b_status.vit != status->vit)
  3816. clif_updatestatus(sd,SP_VIT);
  3817. if(b_status.int_ != status->int_)
  3818. clif_updatestatus(sd,SP_INT);
  3819. if(b_status.dex != status->dex)
  3820. clif_updatestatus(sd,SP_DEX);
  3821. if(b_status.luk != status->luk)
  3822. clif_updatestatus(sd,SP_LUK);
  3823. if(b_status.hit != status->hit)
  3824. clif_updatestatus(sd,SP_HIT);
  3825. if(b_status.flee != status->flee)
  3826. clif_updatestatus(sd,SP_FLEE1);
  3827. if(b_status.amotion != status->amotion)
  3828. clif_updatestatus(sd,SP_ASPD);
  3829. if(b_status.speed != status->speed)
  3830. clif_updatestatus(sd,SP_SPEED);
  3831. if(b_status.batk != status->batk
  3832. #ifndef RENEWAL
  3833. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  3834. #endif
  3835. )
  3836. clif_updatestatus(sd,SP_ATK1);
  3837. if(b_status.def != status->def) {
  3838. clif_updatestatus(sd,SP_DEF1);
  3839. #ifdef RENEWAL
  3840. clif_updatestatus(sd,SP_DEF2);
  3841. #endif
  3842. }
  3843. if(
  3844. #ifdef RENEWAL
  3845. b_status.watk != status->watk || b_status.watk2 != status->watk2
  3846. || b_status.eatk != status->eatk
  3847. #else
  3848. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  3849. #endif
  3850. )
  3851. clif_updatestatus(sd,SP_ATK2);
  3852. if(b_status.def2 != status->def2) {
  3853. clif_updatestatus(sd,SP_DEF2);
  3854. #ifdef RENEWAL
  3855. clif_updatestatus(sd,SP_DEF1);
  3856. #endif
  3857. }
  3858. if(b_status.flee2 != status->flee2)
  3859. clif_updatestatus(sd,SP_FLEE2);
  3860. if(b_status.cri != status->cri)
  3861. clif_updatestatus(sd,SP_CRITICAL);
  3862. #ifndef RENEWAL
  3863. if(b_status.matk_max != status->matk_max)
  3864. clif_updatestatus(sd,SP_MATK1);
  3865. if(b_status.matk_min != status->matk_min)
  3866. clif_updatestatus(sd,SP_MATK2);
  3867. #else
  3868. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  3869. clif_updatestatus(sd,SP_MATK2);
  3870. clif_updatestatus(sd,SP_MATK1);
  3871. }
  3872. #endif
  3873. if(b_status.mdef != status->mdef) {
  3874. clif_updatestatus(sd,SP_MDEF1);
  3875. #ifdef RENEWAL
  3876. clif_updatestatus(sd,SP_MDEF2);
  3877. #endif
  3878. }
  3879. if(b_status.mdef2 != status->mdef2) {
  3880. clif_updatestatus(sd,SP_MDEF2);
  3881. #ifdef RENEWAL
  3882. clif_updatestatus(sd,SP_MDEF1);
  3883. #endif
  3884. }
  3885. if(b_status.rhw.range != status->rhw.range)
  3886. clif_updatestatus(sd,SP_ATTACKRANGE);
  3887. if(b_status.max_hp != status->max_hp)
  3888. clif_updatestatus(sd,SP_MAXHP);
  3889. if(b_status.max_sp != status->max_sp)
  3890. clif_updatestatus(sd,SP_MAXSP);
  3891. if(b_status.hp != status->hp)
  3892. clif_updatestatus(sd,SP_HP);
  3893. if(b_status.sp != status->sp)
  3894. clif_updatestatus(sd,SP_SP);
  3895. } else if( bl->type == BL_HOM ) {
  3896. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  3897. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  3898. clif_hominfo(hd->master,hd,0);
  3899. } else if( bl->type == BL_MER ) {
  3900. TBL_MER* md = BL_CAST(BL_MER, bl);
  3901. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  3902. clif_mercenary_updatestatus(md->master, SP_ATK1);
  3903. if( b_status.matk_max != status->matk_max )
  3904. clif_mercenary_updatestatus(md->master, SP_MATK1);
  3905. if( b_status.hit != status->hit )
  3906. clif_mercenary_updatestatus(md->master, SP_HIT);
  3907. if( b_status.cri != status->cri )
  3908. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  3909. if( b_status.def != status->def )
  3910. clif_mercenary_updatestatus(md->master, SP_DEF1);
  3911. if( b_status.mdef != status->mdef )
  3912. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  3913. if( b_status.flee != status->flee )
  3914. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  3915. if( b_status.amotion != status->amotion )
  3916. clif_mercenary_updatestatus(md->master, SP_ASPD);
  3917. if( b_status.max_hp != status->max_hp )
  3918. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  3919. if( b_status.max_sp != status->max_sp )
  3920. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  3921. if( b_status.hp != status->hp )
  3922. clif_mercenary_updatestatus(md->master, SP_HP);
  3923. if( b_status.sp != status->sp )
  3924. clif_mercenary_updatestatus(md->master, SP_SP);
  3925. } else if( bl->type == BL_ELEM ) {
  3926. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  3927. if( b_status.max_hp != status->max_hp )
  3928. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  3929. if( b_status.max_sp != status->max_sp )
  3930. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  3931. if( b_status.hp != status->hp )
  3932. clif_elemental_updatestatus(ed->master, SP_HP);
  3933. if( b_status.sp != status->sp )
  3934. clif_mercenary_updatestatus(ed->master, SP_SP);
  3935. }
  3936. }
  3937. /**
  3938. * Adds strength modifications based on status changes
  3939. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  3940. * @param sc: Object's status change information
  3941. * @param str: Initial str
  3942. * @return modified str with cap_value(str,0,USHRT_MAX)
  3943. **/
  3944. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  3945. {
  3946. if(!sc || !sc->count)
  3947. return cap_value(str,0,USHRT_MAX);
  3948. if(sc->data[SC_HARMONIZE]) {
  3949. str -= sc->data[SC_HARMONIZE]->val2;
  3950. return (unsigned short)cap_value(str,0,USHRT_MAX);
  3951. }
  3952. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  3953. return 50;
  3954. if(sc->data[SC_INCALLSTATUS])
  3955. str += sc->data[SC_INCALLSTATUS]->val1;
  3956. if(sc->data[SC_INCSTR])
  3957. str += sc->data[SC_INCSTR]->val1;
  3958. if(sc->data[SC_STRFOOD])
  3959. str += sc->data[SC_STRFOOD]->val1;
  3960. if(sc->data[SC_FOOD_STR_CASH])
  3961. str += sc->data[SC_FOOD_STR_CASH]->val1;
  3962. if(sc->data[SC_BATTLEORDERS])
  3963. str += 5;
  3964. if(sc->data[SC_LEADERSHIP])
  3965. str += sc->data[SC_LEADERSHIP]->val1;
  3966. if(sc->data[SC_LOUD])
  3967. str += 4;
  3968. if(sc->data[SC_TRUESIGHT])
  3969. str += 5;
  3970. if(sc->data[SC_SPURT])
  3971. str += 10;
  3972. if(sc->data[SC_NEN])
  3973. str += sc->data[SC_NEN]->val1;
  3974. if(sc->data[SC_BLESSING]) {
  3975. if(sc->data[SC_BLESSING]->val2)
  3976. str += sc->data[SC_BLESSING]->val2;
  3977. else
  3978. str >>= 1;
  3979. }
  3980. if(sc->data[SC_MARIONETTE])
  3981. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  3982. if(sc->data[SC_MARIONETTE2])
  3983. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  3984. if(sc->data[SC_GIANTGROWTH])
  3985. str += 30;
  3986. if(sc->data[SC_SAVAGE_STEAK])
  3987. str += sc->data[SC_SAVAGE_STEAK]->val1;
  3988. if(sc->data[SC_INSPIRATION])
  3989. str += sc->data[SC_INSPIRATION]->val3;
  3990. if(sc->data[SC_STOMACHACHE])
  3991. str -= sc->data[SC_STOMACHACHE]->val1;
  3992. if(sc->data[SC_KYOUGAKU])
  3993. str -= sc->data[SC_KYOUGAKU]->val2;
  3994. if(sc->data[SC_FULL_THROTTLE])
  3995. str += str * 20 / 100;
  3996. return (unsigned short)cap_value(str,0,USHRT_MAX);
  3997. }
  3998. /**
  3999. * Adds agility modifications based on status changes
  4000. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  4001. * @param sc: Object's status change information
  4002. * @param agi: Initial agi
  4003. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  4004. **/
  4005. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  4006. {
  4007. if(!sc || !sc->count)
  4008. return cap_value(agi,0,USHRT_MAX);
  4009. if(sc->data[SC_HARMONIZE]) {
  4010. agi -= sc->data[SC_HARMONIZE]->val2;
  4011. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4012. }
  4013. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  4014. return 50;
  4015. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4016. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  4017. if(sc->data[SC_INCALLSTATUS])
  4018. agi += sc->data[SC_INCALLSTATUS]->val1;
  4019. if(sc->data[SC_INCAGI])
  4020. agi += sc->data[SC_INCAGI]->val1;
  4021. if(sc->data[SC_AGIFOOD])
  4022. agi += sc->data[SC_AGIFOOD]->val1;
  4023. if(sc->data[SC_FOOD_AGI_CASH])
  4024. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  4025. if(sc->data[SC_SOULCOLD])
  4026. agi += sc->data[SC_SOULCOLD]->val1;
  4027. if(sc->data[SC_TRUESIGHT])
  4028. agi += 5;
  4029. if(sc->data[SC_INCREASEAGI])
  4030. agi += sc->data[SC_INCREASEAGI]->val2;
  4031. if(sc->data[SC_INCREASING])
  4032. agi += 4; // Added based on skill updates [Reddozen]
  4033. if(sc->data[SC_DECREASEAGI])
  4034. agi -= sc->data[SC_DECREASEAGI]->val2;
  4035. if(sc->data[SC_QUAGMIRE])
  4036. agi -= sc->data[SC_QUAGMIRE]->val2;
  4037. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  4038. agi -= sc->data[SC_SUITON]->val2;
  4039. if(sc->data[SC_MARIONETTE])
  4040. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  4041. if(sc->data[SC_MARIONETTE2])
  4042. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  4043. if(sc->data[SC_ADORAMUS])
  4044. agi -= sc->data[SC_ADORAMUS]->val2;
  4045. if(sc->data[SC_DROCERA_HERB_STEAMED])
  4046. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  4047. if(sc->data[SC_INSPIRATION])
  4048. agi += sc->data[SC_INSPIRATION]->val3;
  4049. if(sc->data[SC_STOMACHACHE])
  4050. agi -= sc->data[SC_STOMACHACHE]->val1;
  4051. if(sc->data[SC_KYOUGAKU])
  4052. agi -= sc->data[SC_KYOUGAKU]->val2;
  4053. if(sc->data[SC_FULL_THROTTLE])
  4054. agi += agi * 20 / 100;
  4055. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4056. }
  4057. /**
  4058. * Adds vitality modifications based on status changes
  4059. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  4060. * @param sc: Object's status change information
  4061. * @param vit: Initial vit
  4062. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  4063. **/
  4064. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  4065. {
  4066. if(!sc || !sc->count)
  4067. return cap_value(vit,0,USHRT_MAX);
  4068. if(sc->data[SC_HARMONIZE]) {
  4069. vit -= sc->data[SC_HARMONIZE]->val2;
  4070. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4071. }
  4072. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  4073. return 50;
  4074. if(sc->data[SC_INCALLSTATUS])
  4075. vit += sc->data[SC_INCALLSTATUS]->val1;
  4076. if(sc->data[SC_INCVIT])
  4077. vit += sc->data[SC_INCVIT]->val1;
  4078. if(sc->data[SC_VITFOOD])
  4079. vit += sc->data[SC_VITFOOD]->val1;
  4080. if(sc->data[SC_FOOD_VIT_CASH])
  4081. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  4082. if(sc->data[SC_CHANGE])
  4083. vit += sc->data[SC_CHANGE]->val2;
  4084. if(sc->data[SC_GLORYWOUNDS])
  4085. vit += sc->data[SC_GLORYWOUNDS]->val1;
  4086. if(sc->data[SC_TRUESIGHT])
  4087. vit += 5;
  4088. if(sc->data[SC_MARIONETTE])
  4089. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  4090. if(sc->data[SC_MARIONETTE2])
  4091. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  4092. if(sc->data[SC_LAUDAAGNUS])
  4093. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  4094. if(sc->data[SC_MINOR_BBQ])
  4095. vit += sc->data[SC_MINOR_BBQ]->val1;
  4096. if(sc->data[SC_INSPIRATION])
  4097. vit += sc->data[SC_INSPIRATION]->val3;
  4098. if(sc->data[SC_STOMACHACHE])
  4099. vit -= sc->data[SC_STOMACHACHE]->val1;
  4100. if(sc->data[SC_KYOUGAKU])
  4101. vit -= sc->data[SC_KYOUGAKU]->val2;
  4102. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  4103. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  4104. if(sc->data[SC_FULL_THROTTLE])
  4105. vit += vit * 20 / 100;
  4106. #ifdef RENEWAL
  4107. if(sc->data[SC_DEFENCE])
  4108. vit += sc->data[SC_DEFENCE]->val2;
  4109. #endif
  4110. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4111. }
  4112. /**
  4113. * Adds intelligence modifications based on status changes
  4114. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  4115. * @param sc: Object's status change information
  4116. * @param int_: Initial int
  4117. * @return modified int with cap_value(int_,0,USHRT_MAX)
  4118. **/
  4119. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  4120. {
  4121. if(!sc || !sc->count)
  4122. return cap_value(int_,0,USHRT_MAX);
  4123. if(sc->data[SC_HARMONIZE]) {
  4124. int_ -= sc->data[SC_HARMONIZE]->val2;
  4125. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4126. }
  4127. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  4128. return 50;
  4129. if(sc->data[SC_INCALLSTATUS])
  4130. int_ += sc->data[SC_INCALLSTATUS]->val1;
  4131. if(sc->data[SC_INCINT])
  4132. int_ += sc->data[SC_INCINT]->val1;
  4133. if(sc->data[SC_INTFOOD])
  4134. int_ += sc->data[SC_INTFOOD]->val1;
  4135. if(sc->data[SC_FOOD_INT_CASH])
  4136. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  4137. if(sc->data[SC_CHANGE])
  4138. int_ += sc->data[SC_CHANGE]->val3;
  4139. if(sc->data[SC_BATTLEORDERS])
  4140. int_ += 5;
  4141. if(sc->data[SC_TRUESIGHT])
  4142. int_ += 5;
  4143. if(sc->data[SC_BLESSING]) {
  4144. if (sc->data[SC_BLESSING]->val2)
  4145. int_ += sc->data[SC_BLESSING]->val2;
  4146. else
  4147. int_ >>= 1;
  4148. }
  4149. if(sc->data[SC_NEN])
  4150. int_ += sc->data[SC_NEN]->val1;
  4151. if(sc->data[SC_MARIONETTE])
  4152. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  4153. if(sc->data[SC_MARIONETTE2])
  4154. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  4155. if(sc->data[SC_MANDRAGORA])
  4156. int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
  4157. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  4158. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  4159. if(sc->data[SC_INSPIRATION])
  4160. int_ += sc->data[SC_INSPIRATION]->val3;
  4161. if(sc->data[SC_STOMACHACHE])
  4162. int_ -= sc->data[SC_STOMACHACHE]->val1;
  4163. if(sc->data[SC_KYOUGAKU])
  4164. int_ -= sc->data[SC_KYOUGAKU]->val2;
  4165. if(sc->data[SC_FULL_THROTTLE])
  4166. int_ += int_ * 20 / 100;
  4167. if(bl->type != BL_PC) {
  4168. if(sc->data[SC_STRIPHELM])
  4169. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  4170. if(sc->data[SC__STRIPACCESSORY])
  4171. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4172. }
  4173. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4174. }
  4175. /**
  4176. * Adds dexterity modifications based on status changes
  4177. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  4178. * @param sc: Object's status change information
  4179. * @param dex: Initial dex
  4180. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  4181. **/
  4182. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  4183. {
  4184. if(!sc || !sc->count)
  4185. return cap_value(dex,0,USHRT_MAX);
  4186. if(sc->data[SC_HARMONIZE]) {
  4187. dex -= sc->data[SC_HARMONIZE]->val2;
  4188. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4189. }
  4190. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  4191. return 50;
  4192. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4193. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  4194. if(sc->data[SC_INCALLSTATUS])
  4195. dex += sc->data[SC_INCALLSTATUS]->val1;
  4196. if(sc->data[SC_INCDEX])
  4197. dex += sc->data[SC_INCDEX]->val1;
  4198. if(sc->data[SC_DEXFOOD])
  4199. dex += sc->data[SC_DEXFOOD]->val1;
  4200. if(sc->data[SC_FOOD_DEX_CASH])
  4201. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  4202. if(sc->data[SC_BATTLEORDERS])
  4203. dex += 5;
  4204. if(sc->data[SC_HAWKEYES])
  4205. dex += sc->data[SC_HAWKEYES]->val1;
  4206. if(sc->data[SC_TRUESIGHT])
  4207. dex += 5;
  4208. if(sc->data[SC_QUAGMIRE])
  4209. dex -= sc->data[SC_QUAGMIRE]->val2;
  4210. if(sc->data[SC_BLESSING]) {
  4211. if (sc->data[SC_BLESSING]->val2)
  4212. dex += sc->data[SC_BLESSING]->val2;
  4213. else
  4214. dex >>= 1;
  4215. }
  4216. if(sc->data[SC_INCREASING])
  4217. dex += 4; // Added based on skill updates [Reddozen]
  4218. if(sc->data[SC_MARIONETTE])
  4219. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  4220. if(sc->data[SC_MARIONETTE2])
  4221. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  4222. if(sc->data[SC_SIROMA_ICE_TEA])
  4223. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  4224. if(sc->data[SC_INSPIRATION])
  4225. dex += sc->data[SC_INSPIRATION]->val3;
  4226. if(sc->data[SC_STOMACHACHE])
  4227. dex -= sc->data[SC_STOMACHACHE]->val1;
  4228. if(sc->data[SC_KYOUGAKU])
  4229. dex -= sc->data[SC_KYOUGAKU]->val2;
  4230. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4231. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4232. if(sc->data[SC_FULL_THROTTLE])
  4233. dex += dex * 20 / 100;
  4234. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4235. }
  4236. /**
  4237. * Adds luck modifications based on status changes
  4238. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  4239. * @param sc: Object's status change information
  4240. * @param luk: Initial luk
  4241. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  4242. **/
  4243. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  4244. {
  4245. if(!sc || !sc->count)
  4246. return cap_value(luk,0,USHRT_MAX);
  4247. if(sc->data[SC_HARMONIZE]) {
  4248. luk -= sc->data[SC_HARMONIZE]->val2;
  4249. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4250. }
  4251. if(sc->data[SC_CURSE])
  4252. return 0;
  4253. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  4254. return 50;
  4255. if(sc->data[SC_INCALLSTATUS])
  4256. luk += sc->data[SC_INCALLSTATUS]->val1;
  4257. if(sc->data[SC_INCLUK])
  4258. luk += sc->data[SC_INCLUK]->val1;
  4259. if(sc->data[SC_LUKFOOD])
  4260. luk += sc->data[SC_LUKFOOD]->val1;
  4261. if(sc->data[SC_FOOD_LUK_CASH])
  4262. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  4263. if(sc->data[SC_TRUESIGHT])
  4264. luk += 5;
  4265. if(sc->data[SC_GLORIA])
  4266. luk += 30;
  4267. if(sc->data[SC_MARIONETTE])
  4268. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  4269. if(sc->data[SC_MARIONETTE2])
  4270. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  4271. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  4272. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  4273. if(sc->data[SC_INSPIRATION])
  4274. luk += sc->data[SC_INSPIRATION]->val3;
  4275. if(sc->data[SC_STOMACHACHE])
  4276. luk -= sc->data[SC_STOMACHACHE]->val1;
  4277. if(sc->data[SC_KYOUGAKU])
  4278. luk -= sc->data[SC_KYOUGAKU]->val2;
  4279. if(sc->data[SC_LAUDARAMUS])
  4280. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  4281. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4282. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4283. if(sc->data[SC_BANANA_BOMB])
  4284. luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
  4285. if(sc->data[SC_FULL_THROTTLE])
  4286. luk += luk * 20 / 100;
  4287. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4288. }
  4289. /**
  4290. * Adds base attack modifications based on status changes
  4291. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  4292. * @param sc: Object's status change information
  4293. * @param batk: Initial batk
  4294. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  4295. **/
  4296. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  4297. {
  4298. if(!sc || !sc->count)
  4299. return cap_value(batk,0,USHRT_MAX);
  4300. if(sc->data[SC_ATKPOTION])
  4301. batk += sc->data[SC_ATKPOTION]->val1;
  4302. if(sc->data[SC_BATKFOOD])
  4303. batk += sc->data[SC_BATKFOOD]->val1;
  4304. if(sc->data[SC_GATLINGFEVER])
  4305. batk += sc->data[SC_GATLINGFEVER]->val3;
  4306. if(sc->data[SC_MADNESSCANCEL])
  4307. batk += 100;
  4308. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4309. batk += 50;
  4310. if(bl->type == BL_ELEM
  4311. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4312. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4313. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4314. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  4315. )
  4316. batk += batk / 5;
  4317. if(sc->data[SC_FULL_SWING_K])
  4318. batk += sc->data[SC_FULL_SWING_K]->val1;
  4319. if(sc->data[SC_ODINS_POWER])
  4320. batk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  4321. if(sc->data[SC_ASH])
  4322. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  4323. if(sc->data[SC_PYROCLASTIC])
  4324. batk += sc->data[SC_PYROCLASTIC]->val2;
  4325. if (sc->data[SC_ANGRIFFS_MODUS])
  4326. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  4327. if(sc->data[SC_INCATKRATE])
  4328. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  4329. if(sc->data[SC_PROVOKE])
  4330. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  4331. if(sc->data[SC_CONCENTRATION])
  4332. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  4333. if(sc->data[SC_SKE])
  4334. batk += batk * 3;
  4335. if(sc->data[SC_BLOODLUST])
  4336. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  4337. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  4338. batk -= batk * 25/100;
  4339. if(sc->data[SC_CURSE])
  4340. batk -= batk * 25/100;
  4341. if(sc->data[SC_FLEET])
  4342. batk += batk * sc->data[SC_FLEET]->val3/100;
  4343. if(sc->data[SC__ENERVATION])
  4344. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  4345. if(sc->data[SC_RUSHWINDMILL])
  4346. batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100;
  4347. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4348. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  4349. if(sc->data[SC_MELODYOFSINK])
  4350. batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
  4351. if(sc->data[SC_BEYONDOFWARCRY])
  4352. batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  4353. if( sc->data[SC_ZANGETSU] )
  4354. batk += batk * sc->data[SC_ZANGETSU]->val2 / 100;
  4355. if(sc->data[SC_EQC])
  4356. batk -= batk * sc->data[SC_EQC]->val3 / 100;
  4357. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  4358. }
  4359. /**
  4360. * Adds weapon attack modifications based on status changes
  4361. * @param bl: Object to change watk [PC]
  4362. * @param sc: Object's status change information
  4363. * @param watk: Initial watk
  4364. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  4365. **/
  4366. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  4367. {
  4368. if(!sc || !sc->count)
  4369. return cap_value(watk,0,USHRT_MAX);
  4370. if(sc->data[SC_IMPOSITIO])
  4371. watk += sc->data[SC_IMPOSITIO]->val2;
  4372. if(sc->data[SC_WATKFOOD])
  4373. watk += sc->data[SC_WATKFOOD]->val1;
  4374. if(sc->data[SC_DRUMBATTLE])
  4375. watk += sc->data[SC_DRUMBATTLE]->val2;
  4376. if(sc->data[SC_VOLCANO])
  4377. watk += sc->data[SC_VOLCANO]->val2;
  4378. if(sc->data[SC_MERC_ATKUP])
  4379. watk += sc->data[SC_MERC_ATKUP]->val2;
  4380. if(sc->data[SC_FIGHTINGSPIRIT])
  4381. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  4382. if(sc->data[SC_STRIKING])
  4383. watk += sc->data[SC_STRIKING]->val2;
  4384. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  4385. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  4386. if(sc->data[SC_INSPIRATION])
  4387. watk += sc->data[SC_INSPIRATION]->val2;
  4388. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4389. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4390. if( sc->data[SC_TROPIC_OPTION] )
  4391. watk += sc->data[SC_TROPIC_OPTION]->val2;
  4392. if( sc->data[SC_HEATER_OPTION] )
  4393. watk += sc->data[SC_HEATER_OPTION]->val2;
  4394. if( sc->data[SC_WATER_BARRIER] )
  4395. watk -= sc->data[SC_WATER_BARRIER]->val3;
  4396. if( sc->data[SC_PYROTECHNIC_OPTION] )
  4397. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  4398. if(sc->data[SC_NIBELUNGEN]) {
  4399. if (bl->type != BL_PC)
  4400. watk += sc->data[SC_NIBELUNGEN]->val2;
  4401. else {
  4402. #ifndef RENEWAL
  4403. TBL_PC *sd = (TBL_PC*)bl;
  4404. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  4405. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  4406. #endif
  4407. watk += sc->data[SC_NIBELUNGEN]->val2;
  4408. }
  4409. }
  4410. if(sc->data[SC_INCATKRATE])
  4411. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  4412. if(sc->data[SC_PROVOKE])
  4413. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  4414. if(sc->data[SC_CONCENTRATION])
  4415. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  4416. if(sc->data[SC_SKE])
  4417. watk += watk * 3;
  4418. if(sc->data[SC__ENERVATION])
  4419. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  4420. if(sc->data[SC_FLEET])
  4421. watk += watk * sc->data[SC_FLEET]->val3/100;
  4422. if(sc->data[SC_CURSE])
  4423. watk -= watk * 25/100;
  4424. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  4425. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  4426. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4427. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  4428. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  4429. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4430. )
  4431. watk += watk / 10;
  4432. if( sc && sc->data[SC_TIDAL_WEAPON] )
  4433. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  4434. if(sc->data[SC_ANGRIFFS_MODUS])
  4435. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  4436. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  4437. }
  4438. #ifdef RENEWAL
  4439. /**
  4440. * Adds equip magic attack modifications based on status changes [RENEWAL]
  4441. * @param bl: Object to change matk [PC]
  4442. * @param sc: Object's status change information
  4443. * @param matk: Initial matk
  4444. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  4445. **/
  4446. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  4447. {
  4448. if (!sc || !sc->count)
  4449. return cap_value(matk,0,USHRT_MAX);
  4450. if (sc->data[SC_MATKPOTION])
  4451. matk += sc->data[SC_MATKPOTION]->val1;
  4452. if (sc->data[SC_MATKFOOD])
  4453. matk += sc->data[SC_MATKFOOD]->val1;
  4454. if(sc->data[SC_MANA_PLUS])
  4455. matk += sc->data[SC_MANA_PLUS]->val1;
  4456. if(sc->data[SC_AQUAPLAY_OPTION])
  4457. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4458. if(sc->data[SC_CHILLY_AIR_OPTION])
  4459. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4460. if(sc->data[SC_WATER_BARRIER])
  4461. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4462. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4463. matk += 50;
  4464. if(sc->data[SC_ODINS_POWER])
  4465. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  4466. if(sc->data[SC_IZAYOI])
  4467. matk += 50 * sc->data[SC_IZAYOI]->val1;
  4468. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4469. }
  4470. #endif
  4471. /**
  4472. * Adds magic attack modifications based on status changes
  4473. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  4474. * @param sc: Object's status change information
  4475. * @param matk: Initial matk
  4476. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  4477. **/
  4478. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  4479. {
  4480. if(!sc || !sc->count)
  4481. return cap_value(matk,0,USHRT_MAX);
  4482. #ifndef RENEWAL
  4483. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  4484. if (sc->data[SC_MATKPOTION])
  4485. matk += sc->data[SC_MATKPOTION]->val1;
  4486. if (sc->data[SC_MATKFOOD])
  4487. matk += sc->data[SC_MATKFOOD]->val1;
  4488. if (sc->data[SC_MANA_PLUS])
  4489. matk += sc->data[SC_MANA_PLUS]->val1;
  4490. if (sc->data[SC_AQUAPLAY_OPTION])
  4491. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4492. if (sc->data[SC_CHILLY_AIR_OPTION])
  4493. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4494. if (sc->data[SC_WATER_BARRIER])
  4495. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4496. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4497. matk += 50;
  4498. if (sc->data[SC_ODINS_POWER])
  4499. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  4500. if (sc->data[SC_IZAYOI])
  4501. matk += 50 * sc->data[SC_IZAYOI]->val1;
  4502. #endif
  4503. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  4504. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  4505. if (sc->data[SC_MINDBREAKER])
  4506. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  4507. if (sc->data[SC_INCMATKRATE])
  4508. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  4509. if (sc->data[SC_MOONLITSERENADE])
  4510. matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
  4511. if (sc->data[SC_MELODYOFSINK])
  4512. matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
  4513. if (sc->data[SC_BEYONDOFWARCRY])
  4514. matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  4515. if (sc->data[SC_ZANGETSU])
  4516. matk += matk * sc->data[SC_ZANGETSU]->val2 / 100;
  4517. if (sc->data[SC_MTF_MATK])
  4518. matk += matk * 25 / 100;
  4519. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4520. }
  4521. /**
  4522. * Adds critical modifications based on status changes
  4523. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  4524. * @param sc: Object's status change information
  4525. * @param critical: Initial critical
  4526. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  4527. **/
  4528. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  4529. {
  4530. if(!sc || !sc->count)
  4531. return cap_value(critical,10,SHRT_MAX);
  4532. if (sc->data[SC_INCCRI])
  4533. critical += sc->data[SC_INCCRI]->val2;
  4534. if (sc->data[SC_EXPLOSIONSPIRITS])
  4535. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  4536. if (sc->data[SC_FORTUNE])
  4537. critical += sc->data[SC_FORTUNE]->val2;
  4538. if (sc->data[SC_TRUESIGHT])
  4539. critical += sc->data[SC_TRUESIGHT]->val2;
  4540. if (sc->data[SC_CLOAKING])
  4541. critical += critical;
  4542. if (sc->data[SC_STRIKING])
  4543. critical += sc->data[SC_STRIKING]->val1*10;
  4544. #ifdef RENEWAL
  4545. if (sc->data[SC_SPEARQUICKEN])
  4546. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  4547. #endif
  4548. if (sc->data[SC__INVISIBILITY])
  4549. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  4550. if (sc->data[SC__UNLUCKY])
  4551. critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
  4552. return (short)cap_value(critical,10,SHRT_MAX);
  4553. }
  4554. /**
  4555. * Adds hit modifications based on status changes
  4556. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  4557. * @param sc: Object's status change information
  4558. * @param hit: Initial hit
  4559. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  4560. **/
  4561. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  4562. {
  4563. if(!sc || !sc->count)
  4564. return cap_value(hit,1,SHRT_MAX);
  4565. if(sc->data[SC_INCHIT])
  4566. hit += sc->data[SC_INCHIT]->val1;
  4567. if(sc->data[SC_HITFOOD])
  4568. hit += sc->data[SC_HITFOOD]->val1;
  4569. if(sc->data[SC_TRUESIGHT])
  4570. hit += sc->data[SC_TRUESIGHT]->val3;
  4571. if(sc->data[SC_HUMMING])
  4572. hit += sc->data[SC_HUMMING]->val2;
  4573. if(sc->data[SC_CONCENTRATION])
  4574. hit += sc->data[SC_CONCENTRATION]->val3;
  4575. if(sc->data[SC_INSPIRATION])
  4576. hit += 5 * sc->data[SC_INSPIRATION]->val1;
  4577. if(sc->data[SC_ADJUSTMENT])
  4578. hit -= 30;
  4579. if(sc->data[SC_INCREASING])
  4580. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  4581. if(sc->data[SC_MERC_HITUP])
  4582. hit += sc->data[SC_MERC_HITUP]->val2;
  4583. if(sc->data[SC_INCHITRATE])
  4584. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  4585. if(sc->data[SC_BLIND])
  4586. hit -= hit * 25/100;
  4587. if(sc->data[SC__GROOMY])
  4588. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  4589. if(sc->data[SC_FEAR])
  4590. hit -= hit * 20 / 100;
  4591. if (sc->data[SC_ASH])
  4592. hit -= (hit * sc->data[SC_ASH]->val2) / 100;
  4593. if(sc->data[SC_ILLUSIONDOPING])
  4594. hit -= hit * (5 + sc->data[SC_ILLUSIONDOPING]->val1) / 100; // Custom
  4595. if(sc->data[SC_HEAT_BARREL])
  4596. hit -= sc->data[SC_HEAT_BARREL]->val4;
  4597. if (sc->data[SC_MTF_ASPD])
  4598. hit += 5;
  4599. return (short)cap_value(hit,1,SHRT_MAX);
  4600. }
  4601. /**
  4602. * Adds flee modifications based on status changes
  4603. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  4604. * @param sc: Object's status change information
  4605. * @param flee: Initial flee
  4606. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  4607. **/
  4608. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  4609. {
  4610. if( bl->type == BL_PC ) {
  4611. if( map_flag_gvg(bl->m) )
  4612. flee -= flee * battle_config.gvg_flee_penalty/100;
  4613. else if( map[bl->m].flag.battleground )
  4614. flee -= flee * battle_config.bg_flee_penalty/100;
  4615. }
  4616. if(!sc || !sc->count)
  4617. return cap_value(flee,1,SHRT_MAX);
  4618. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  4619. return 1; // 1 = min flee
  4620. if(sc->data[SC_INCFLEE])
  4621. flee += sc->data[SC_INCFLEE]->val1;
  4622. if(sc->data[SC_FLEEFOOD])
  4623. flee += sc->data[SC_FLEEFOOD]->val1;
  4624. if(sc->data[SC_WHISTLE])
  4625. flee += sc->data[SC_WHISTLE]->val2;
  4626. if(sc->data[SC_WINDWALK])
  4627. flee += sc->data[SC_WINDWALK]->val2;
  4628. if(sc->data[SC_VIOLENTGALE])
  4629. flee += sc->data[SC_VIOLENTGALE]->val2;
  4630. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  4631. flee += sc->data[SC_MOON_COMFORT]->val2;
  4632. if(sc->data[SC_CLOSECONFINE])
  4633. flee += 10;
  4634. if (sc->data[SC_ANGRIFFS_MODUS])
  4635. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  4636. if (sc->data[SC_OVERED_BOOST])
  4637. flee = max(flee,sc->data[SC_OVERED_BOOST]->val2);
  4638. if(sc->data[SC_ADJUSTMENT])
  4639. flee += 30;
  4640. if(sc->data[SC_SPEED])
  4641. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  4642. if(sc->data[SC_GATLINGFEVER])
  4643. flee -= sc->data[SC_GATLINGFEVER]->val4;
  4644. if(sc->data[SC_PARTYFLEE])
  4645. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  4646. if(sc->data[SC_MERC_FLEEUP])
  4647. flee += sc->data[SC_MERC_FLEEUP]->val2;
  4648. if( sc->data[SC_HALLUCINATIONWALK] )
  4649. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  4650. if( sc->data[SC_WATER_BARRIER] )
  4651. flee -= sc->data[SC_WATER_BARRIER]->val3;
  4652. if( sc->data[SC_MARSHOFABYSS] )
  4653. flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1);
  4654. #ifdef RENEWAL
  4655. if( sc->data[SC_SPEARQUICKEN] )
  4656. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  4657. #endif
  4658. if(sc->data[SC_INCFLEERATE])
  4659. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  4660. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  4661. flee -= flee * 50/100;
  4662. if(sc->data[SC_BERSERK])
  4663. flee -= flee * 50/100;
  4664. if(sc->data[SC_BLIND])
  4665. flee -= flee * 25/100;
  4666. if(sc->data[SC_FEAR])
  4667. flee -= flee * 20 / 100;
  4668. if(sc->data[SC_PARALYSE])
  4669. flee -= flee * 10 / 100;
  4670. if(sc->data[SC_INFRAREDSCAN])
  4671. flee -= flee * 30 / 100;
  4672. if( sc->data[SC__LAZINESS] )
  4673. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  4674. if( sc->data[SC_GLOOMYDAY] )
  4675. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  4676. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  4677. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4678. if( sc->data[SC_WIND_STEP_OPTION] )
  4679. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  4680. if( sc->data[SC_ZEPHYR] )
  4681. flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
  4682. if(sc->data[SC_ASH])
  4683. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  4684. if (sc->data[SC_GOLDENE_FERSE])
  4685. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  4686. return (short)cap_value(flee,1,SHRT_MAX);
  4687. }
  4688. /**
  4689. * Adds perfect flee modifications based on status changes
  4690. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  4691. * @param sc: Object's status change information
  4692. * @param flee2: Initial flee2
  4693. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  4694. **/
  4695. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  4696. {
  4697. if(!sc || !sc->count)
  4698. return cap_value(flee2,10,SHRT_MAX);
  4699. if(sc->data[SC_INCFLEE2])
  4700. flee2 += sc->data[SC_INCFLEE2]->val2;
  4701. if(sc->data[SC_WHISTLE])
  4702. flee2 += sc->data[SC_WHISTLE]->val3*10;
  4703. if(sc->data[SC__UNLUCKY])
  4704. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  4705. return (short)cap_value(flee2,10,SHRT_MAX);
  4706. }
  4707. /**
  4708. * Adds defense (left-side) modifications based on status changes
  4709. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  4710. * @param sc: Object's status change information
  4711. * @param def: Initial def
  4712. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  4713. **/
  4714. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  4715. {
  4716. if(!sc || !sc->count)
  4717. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  4718. if(sc->data[SC_DEFSET]) // !FIXME: Find out if this really overrides all other SCs
  4719. return sc->data[SC_DEFSET]->val1;
  4720. if(sc->data[SC_BERSERK])
  4721. return 0;
  4722. if(sc->data[SC_SKA])
  4723. return sc->data[SC_SKA]->val3;
  4724. if(sc->data[SC_BARRIER])
  4725. return 100;
  4726. if(sc->data[SC_KEEPING])
  4727. return 90;
  4728. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  4729. if(sc->data[SC_STEELBODY])
  4730. return 90;
  4731. #endif
  4732. if(sc->data[SC_ARMORCHANGE])
  4733. def += sc->data[SC_ARMORCHANGE]->val2;
  4734. if(sc->data[SC_DRUMBATTLE])
  4735. def += sc->data[SC_DRUMBATTLE]->val3;
  4736. #ifndef RENEWAL
  4737. if(sc->data[SC_DEFENCE])
  4738. def += sc->data[SC_DEFENCE]->val2 ;
  4739. #endif
  4740. if(sc->data[SC_INCDEFRATE])
  4741. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  4742. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4743. def += 50;
  4744. if(sc->data[SC_ODINS_POWER])
  4745. def -= 20;
  4746. if( sc->data[SC_ANGRIFFS_MODUS] )
  4747. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  4748. if(sc->data[SC_STONEHARDSKIN])
  4749. def += sc->data[SC_STONEHARDSKIN]->val1;
  4750. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4751. def >>=1;
  4752. if(sc->data[SC_FREEZE])
  4753. def >>=1;
  4754. if(sc->data[SC_SIGNUMCRUCIS])
  4755. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  4756. if(sc->data[SC_CONCENTRATION])
  4757. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  4758. if(sc->data[SC_SKE])
  4759. def >>=1;
  4760. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  4761. def -= def * sc->data[SC_PROVOKE]->val4/100;
  4762. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  4763. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  4764. if (sc->data[SC_FLING])
  4765. def -= def * (sc->data[SC_FLING]->val2)/100;
  4766. if( sc->data[SC_FREEZING] )
  4767. def -= def * 10 / 100;
  4768. if( sc->data[SC_MARSHOFABYSS] )
  4769. def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4770. if( sc->data[SC_ANALYZE] )
  4771. def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4772. if( sc->data[SC_FORCEOFVANGUARD] )
  4773. def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4774. if( sc->data[SC_NEUTRALBARRIER] )
  4775. def += def * (10 + sc->data[SC_NEUTRALBARRIER]->val1 * 5) / 100;
  4776. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4777. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4778. if(sc->data[SC_EARTHDRIVE])
  4779. def -= def * 25 / 100;
  4780. if( sc->data[SC_ROCK_CRUSHER] )
  4781. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  4782. if( sc->data[SC_POWER_OF_GAIA] )
  4783. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  4784. if( sc->data[SC_PRESTIGE] )
  4785. def += def * sc->data[SC_PRESTIGE]->val1 / 100;
  4786. if(sc->data[SC_ASH])
  4787. def -= def * sc->data[SC_ASH]->val3/100;
  4788. if( sc->data[SC_OVERED_BOOST] )
  4789. def -= def * sc->data[SC_OVERED_BOOST]->val3 / 100;
  4790. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  4791. }
  4792. /**
  4793. * Adds defense (right-side) modifications based on status changes
  4794. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  4795. * @param sc: Object's status change information
  4796. * @param def2: Initial def2
  4797. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  4798. **/
  4799. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  4800. {
  4801. if(!sc || !sc->count)
  4802. #ifdef RENEWAL
  4803. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  4804. #else
  4805. return (short)cap_value(def2,1,SHRT_MAX);
  4806. #endif
  4807. if(sc->data[SC_BERSERK])
  4808. return 0;
  4809. if(sc->data[SC_ETERNALCHAOS])
  4810. return 0;
  4811. if(sc->data[SC_SUN_COMFORT])
  4812. def2 += sc->data[SC_SUN_COMFORT]->val2;
  4813. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  4814. def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
  4815. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4816. def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4817. if(sc->data[SC_ANGELUS])
  4818. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  4819. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  4820. #else
  4821. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  4822. #endif
  4823. if(sc->data[SC_CONCENTRATION])
  4824. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  4825. if(sc->data[SC_POISON])
  4826. def2 -= def2 * 25/100;
  4827. if(sc->data[SC_DPOISON])
  4828. def2 -= def2 * 25/100;
  4829. if(sc->data[SC_SKE])
  4830. def2 -= def2 * 50/100;
  4831. if(sc->data[SC_PROVOKE])
  4832. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  4833. if(sc->data[SC_JOINTBEAT])
  4834. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  4835. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  4836. if(sc->data[SC_FLING])
  4837. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  4838. if( sc->data[SC_FREEZING] )
  4839. def2 -= def2 * 3 / 10;
  4840. if(sc->data[SC_ANALYZE])
  4841. def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4842. if( sc->data[SC_ECHOSONG] )
  4843. def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
  4844. if(sc->data[SC_ASH])
  4845. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  4846. if (sc->data[SC_PARALYSIS])
  4847. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  4848. if(sc->data[SC_EQC])
  4849. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  4850. #ifdef RENEWAL
  4851. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  4852. #else
  4853. return (short)cap_value(def2,1,SHRT_MAX);
  4854. #endif
  4855. }
  4856. /**
  4857. * Adds magic defense (left-side) modifications based on status changes
  4858. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  4859. * @param sc: Object's status change information
  4860. * @param mdef: Initial mdef
  4861. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  4862. **/
  4863. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  4864. {
  4865. if(!sc || !sc->count)
  4866. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  4867. if(sc->data[SC_MDEFSET]) // !FIXME: Find out if this really overrides all other SCs
  4868. return sc->data[SC_MDEFSET]->val1;
  4869. if(sc->data[SC_BERSERK])
  4870. return 0;
  4871. if(sc->data[SC_BARRIER])
  4872. return 100;
  4873. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  4874. if(sc->data[SC_STEELBODY])
  4875. return 90;
  4876. #endif
  4877. if(sc->data[SC_ARMORCHANGE])
  4878. mdef += sc->data[SC_ARMORCHANGE]->val3;
  4879. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  4880. mdef += 50;
  4881. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  4882. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  4883. if(sc->data[SC_CONCENTRATION])
  4884. mdef += 1; // Skill info says it adds a fixed 1 Mdef point.
  4885. if(sc->data[SC_STONEHARDSKIN])
  4886. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  4887. if(sc->data[SC_WATER_BARRIER])
  4888. mdef += sc->data[SC_WATER_BARRIER]->val2;
  4889. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4890. mdef += 25*mdef/100;
  4891. if(sc->data[SC_FREEZE])
  4892. mdef += 25*mdef/100;
  4893. if( sc->data[SC_NEUTRALBARRIER] )
  4894. mdef += mdef * (10 + sc->data[SC_NEUTRALBARRIER]->val1 * 5) / 100;
  4895. if( sc->data[SC_MARSHOFABYSS] )
  4896. mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4897. if(sc->data[SC_ANALYZE])
  4898. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4899. if(sc->data[SC_SYMPHONYOFLOVER])
  4900. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100;
  4901. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4)
  4902. mdef -= mdef * sc->data[SC_GT_CHANGE]->val4 / 100;
  4903. if (sc->data[SC_ODINS_POWER])
  4904. mdef -= 20;
  4905. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  4906. }
  4907. /**
  4908. * Adds magic defense (right-side) modifications based on status changes
  4909. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  4910. * @param sc: Object's status change information
  4911. * @param mdef2: Initial mdef2
  4912. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  4913. **/
  4914. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  4915. {
  4916. if(!sc || !sc->count)
  4917. #ifdef RENEWAL
  4918. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  4919. #else
  4920. return (short)cap_value(mdef2,1,SHRT_MAX);
  4921. #endif
  4922. if(sc->data[SC_BERSERK])
  4923. return 0;
  4924. if(sc->data[SC_SKA])
  4925. return 90;
  4926. if(sc->data[SC_MINDBREAKER])
  4927. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  4928. if(sc->data[SC_ANALYZE])
  4929. mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4930. #ifdef RENEWAL
  4931. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  4932. #else
  4933. return (short)cap_value(mdef2,1,SHRT_MAX);
  4934. #endif
  4935. }
  4936. /**
  4937. * Adds speed modifications based on status changes
  4938. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  4939. * @param sc: Object's status change information
  4940. * @param speed: Initial speed
  4941. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  4942. **/
  4943. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  4944. {
  4945. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4946. int speed_rate = 100;
  4947. if( sc == NULL )
  4948. return cap_value(speed,10,USHRT_MAX);
  4949. if (sd && sd->state.permanent_speed)
  4950. return (short)cap_value(speed,10,USHRT_MAX);
  4951. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  4952. if( sd->ud.skill_id == LG_EXEEDBREAK )
  4953. speed_rate = 100 + 60 - (sd->ud.skill_lv * 10);
  4954. else
  4955. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  4956. } else {
  4957. int val = 0;
  4958. // GetMoveHasteValue2()
  4959. if( sc->data[SC_FUSION] )
  4960. val = 25;
  4961. else if( sd ) {
  4962. if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON|OPTION_MOUNTING) )
  4963. val = 25; // Same bonus
  4964. else if( pc_isridingwug(sd) )
  4965. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  4966. else if( pc_ismadogear(sd) ) {
  4967. val = (- 10 * (5 - pc_checkskill(sd,NC_MADOLICENCE)));
  4968. if( sc->data[SC_ACCELERATION] )
  4969. val += 25;
  4970. }
  4971. }
  4972. speed_rate -= val;
  4973. // GetMoveSlowValue()
  4974. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  4975. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  4976. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  4977. val = sc->data[SC_CHASEWALK]->val3;
  4978. else {
  4979. val = 0;
  4980. // Longing for Freedom cancels song/dance penalty
  4981. if( sc->data[SC_LONGING] )
  4982. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  4983. else
  4984. if( sd && sc->data[SC_DANCING] )
  4985. 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)) );
  4986. if( sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS] )
  4987. val = max( val, 25 );
  4988. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  4989. val = max( val, 50 );
  4990. if( sc->data[SC_DONTFORGETME] )
  4991. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  4992. if( sc->data[SC_CURSE] )
  4993. val = max( val, 300 );
  4994. if( sc->data[SC_CHASEWALK] )
  4995. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  4996. if( sc->data[SC_WEDDING] )
  4997. val = max( val, 100 );
  4998. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  4999. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  5000. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  5001. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  5002. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  5003. val = max( val, 75 );
  5004. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  5005. val = max( val, 100 );
  5006. if( sc->data[SC_GATLINGFEVER] )
  5007. val = max( val, 100 );
  5008. if( sc->data[SC_SUITON] )
  5009. val = max( val, sc->data[SC_SUITON]->val3 );
  5010. if( sc->data[SC_SWOO] )
  5011. val = max( val, 300 );
  5012. if( sc->data[SC_FREEZING] )
  5013. val = max( val, 70 );
  5014. if( sc->data[SC_MARSHOFABYSS] )
  5015. val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
  5016. if( sc->data[SC_CAMOUFLAGE] )
  5017. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  5018. if( sc->data[SC__GROOMY] )
  5019. val = max( val, sc->data[SC__GROOMY]->val2);
  5020. if( sc->data[SC_STEALTHFIELD_MASTER] )
  5021. val = max( val, 30 );
  5022. if( sc->data[SC_BANDING_DEFENCE] )
  5023. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  5024. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  5025. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  5026. if( sc->data[SC_POWER_OF_GAIA] )
  5027. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  5028. if( sc->data[SC_MELON_BOMB] )
  5029. val = max( val, sc->data[SC_MELON_BOMB]->val1 );
  5030. if( sc->data[SC_C_MARKER] )
  5031. val = max( val, 10 );
  5032. if( sc->data[SC_B_TRAP] )
  5033. val = max( val, sc->data[SC_B_TRAP]->val3 );
  5034. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  5035. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  5036. }
  5037. speed_rate += val;
  5038. val = 0;
  5039. // GetMoveHasteValue1()
  5040. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  5041. val = max( val, 50 );
  5042. if( sc->data[SC_INCREASEAGI] )
  5043. val = max( val, 25 );
  5044. if( sc->data[SC_WINDWALK] )
  5045. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  5046. if( sc->data[SC_CARTBOOST] )
  5047. val = max( val, 20 );
  5048. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  5049. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  5050. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  5051. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  5052. if( sc->data[SC_BERSERK] )
  5053. val = max( val, 25 );
  5054. if( sc->data[SC_RUN] )
  5055. val = max( val, 55 );
  5056. if( sc->data[SC_AVOID] )
  5057. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  5058. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  5059. val = max( val, 75 );
  5060. if( sc->data[SC_CLOAKINGEXCEED] )
  5061. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  5062. if( sc->data[SC_HOVERING] )
  5063. val = max( val, 10 );
  5064. if( sc->data[SC_GN_CARTBOOST] )
  5065. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  5066. if( sc->data[SC_SWINGDANCE] )
  5067. val = max( val, sc->data[SC_SWINGDANCE]->val2 );
  5068. if( sc->data[SC_WIND_STEP_OPTION] )
  5069. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  5070. if( sc->data[SC_FULL_THROTTLE] )
  5071. val = max( val, 30 );
  5072. // !FIXME: official items use a single bonus for this [ultramage]
  5073. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  5074. val = max( val, 25 );
  5075. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  5076. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  5077. speed_rate -= val;
  5078. if( speed_rate < 40 )
  5079. speed_rate = 40;
  5080. }
  5081. // GetSpeed()
  5082. if( sd && pc_iscarton(sd) )
  5083. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  5084. if( sc->data[SC_PARALYSE] )
  5085. speed += speed * 50 / 100;
  5086. if( speed_rate != 100 )
  5087. speed = speed * speed_rate / 100;
  5088. if( sc->data[SC_STEELBODY] )
  5089. speed = 200;
  5090. if( sc->data[SC_DEFENDER] )
  5091. speed = max(speed, 200);
  5092. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  5093. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  5094. if( sc->data[SC_REBOUND] )
  5095. speed += max(speed, 100);
  5096. return (short)cap_value(speed,10,USHRT_MAX);
  5097. }
  5098. #ifdef RENEWAL_ASPD
  5099. /**
  5100. * Renewal attack speed modifiers based on status changes
  5101. * This function only affects RENEWAL players and comes after base calculation
  5102. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5103. * @param sc: Object's status change information
  5104. * @param flag: flag&1 - fixed value [malufett]
  5105. * flag&2 - percentage value
  5106. * @return modified aspd
  5107. **/
  5108. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
  5109. {
  5110. int i, pots = 0, skills1 = 0, skills2 = 0;
  5111. if(!sc || !sc->count)
  5112. return 0;
  5113. if(sc->data[i=SC_ASPDPOTION3] ||
  5114. sc->data[i=SC_ASPDPOTION2] ||
  5115. sc->data[i=SC_ASPDPOTION1] ||
  5116. sc->data[i=SC_ASPDPOTION0])
  5117. pots += sc->data[i]->val1;
  5118. if( !sc->data[SC_QUAGMIRE] ) {
  5119. if(sc->data[SC_STAR_COMFORT])
  5120. skills1 = 5; // Needs more info
  5121. if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
  5122. skills1 = 7;
  5123. if(sc->data[SC_ONEHAND] && skills1 < 7) skills1 = 7;
  5124. if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // Needs more info
  5125. skills1 = 7;
  5126. if(sc->data[SC_ADRENALINE2] && skills1 < 6)
  5127. skills1 = 6;
  5128. if(sc->data[SC_ADRENALINE] && skills1 < 7)
  5129. skills1 = 7;
  5130. if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
  5131. skills1 = 7;
  5132. if(sc->data[SC_GATLINGFEVER] && skills1 < 9) // Needs more info
  5133. skills1 = 9;
  5134. if(sc->data[SC_FLEET] && skills1 < 5)
  5135. skills1 = 5;
  5136. if(sc->data[SC_ASSNCROS] && skills1 < sc->data[SC_ASSNCROS]->val2/10) {
  5137. if (bl->type!=BL_PC)
  5138. skills1 = sc->data[SC_ASSNCROS]->val2/10;
  5139. else
  5140. switch(((TBL_PC*)bl)->status.weapon) {
  5141. case W_BOW:
  5142. case W_REVOLVER:
  5143. case W_RIFLE:
  5144. case W_GATLING:
  5145. case W_SHOTGUN:
  5146. case W_GRENADE:
  5147. break;
  5148. default:
  5149. skills1 = sc->data[SC_ASSNCROS]->val2/10;
  5150. }
  5151. }
  5152. }
  5153. if(sc->data[SC_BERSERK] && skills1 < 15)
  5154. skills1 = 15;
  5155. else if(sc->data[SC_MADNESSCANCEL] && skills1 < 15) // Needs more info
  5156. skills1 = 15;
  5157. if(sc->data[SC_DONTFORGETME])
  5158. skills2 -= sc->data[SC_DONTFORGETME]->val2; // Needs more info
  5159. if(sc->data[SC_LONGING])
  5160. skills2 -= sc->data[SC_LONGING]->val2; // Needs more info
  5161. if(sc->data[SC_STEELBODY])
  5162. skills2 -= 25;
  5163. if(sc->data[SC_SKA])
  5164. skills2 -= 25;
  5165. if(sc->data[SC_DEFENDER])
  5166. skills2 -= sc->data[SC_DEFENDER]->val4; // Needs more info
  5167. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // Needs more info
  5168. skills2 -= 25;
  5169. if(sc->data[SC_GRAVITATION])
  5170. skills2 -= sc->data[SC_GRAVITATION]->val2; // Needs more info
  5171. if(sc->data[SC_JOINTBEAT]) { // Needs more info
  5172. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5173. skills2 -= 25;
  5174. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5175. skills2 -= 10;
  5176. }
  5177. if( sc->data[SC_FREEZING] )
  5178. skills2 -= 30;
  5179. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5180. skills2 -= 50;
  5181. if( sc->data[SC_PARALYSE] )
  5182. skills2 -= 10;
  5183. if( sc->data[SC__BODYPAINT] )
  5184. skills2 -= 2 + 5 * sc->data[SC__BODYPAINT]->val1;
  5185. if( sc->data[SC__INVISIBILITY] )
  5186. skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
  5187. if( sc->data[SC__GROOMY] )
  5188. skills2 -= sc->data[SC__GROOMY]->val2;
  5189. if( sc->data[SC_SWINGDANCE] )
  5190. skills2 += sc->data[SC_SWINGDANCE]->val2;
  5191. if( sc->data[SC_DANCEWITHWUG] )
  5192. skills2 += sc->data[SC_DANCEWITHWUG]->val3;
  5193. if( sc->data[SC_GLOOMYDAY] )
  5194. skills2 -= sc->data[SC_GLOOMYDAY]->val3;
  5195. if( sc->data[SC_EARTHDRIVE] )
  5196. skills2 -= 25;
  5197. if( sc->data[SC_GT_CHANGE] )
  5198. skills2 += sc->data[SC_GT_CHANGE]->val3;
  5199. if( sc->data[SC_MELON_BOMB] )
  5200. skills2 -= sc->data[SC_MELON_BOMB]->val1;
  5201. if( sc->data[SC_BOOST500] )
  5202. skills2 += sc->data[SC_BOOST500]->val1;
  5203. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5204. skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  5205. if( sc->data[SC_INCASPDRATE] )
  5206. skills2 += sc->data[SC_INCASPDRATE]->val1;
  5207. if( sc->data[SC_HEAT_BARREL] )
  5208. skills2 += sc->data[SC_HEAT_BARREL]->val3;
  5209. return ( flag&1? (skills1 + pots) : skills2 );
  5210. }
  5211. #endif
  5212. /**
  5213. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  5214. * A subtraction reduces the delay, meaning an increase in ASPD
  5215. * This comes after the percentage changes and is based on status changes
  5216. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5217. * @param sc: Object's status change information
  5218. * @param aspd: Object's current ASPD
  5219. * @return modified aspd
  5220. **/
  5221. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  5222. {
  5223. if (!sc || !sc->count)
  5224. return cap_value(aspd, 0, 2000);
  5225. if (!sc->data[SC_QUAGMIRE]) {
  5226. if (sc->data[SC_OVERED_BOOST])
  5227. aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10;
  5228. }
  5229. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
  5230. || sc->data[SC_WILD_STORM_OPTION]))
  5231. aspd -= 50; // +5 ASPD
  5232. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  5233. aspd -= (bl->type==BL_PC?pc_checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;
  5234. if (sc->data[SC_MTF_ASPD])
  5235. aspd -= 10;
  5236. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  5237. }
  5238. /**
  5239. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  5240. * Note: The scale of aspd_rate is 1000 = 100%
  5241. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  5242. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5243. * @param sc: Object's status change information
  5244. * @param aspd_rate: Object's current ASPD
  5245. * @return modified aspd_rate
  5246. **/
  5247. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  5248. {
  5249. int i;
  5250. if(!sc || !sc->count)
  5251. return cap_value(aspd_rate,0,SHRT_MAX);
  5252. if( !sc->data[SC_QUAGMIRE] ) {
  5253. int max = 0;
  5254. if(sc->data[SC_STAR_COMFORT])
  5255. max = sc->data[SC_STAR_COMFORT]->val2;
  5256. if(sc->data[SC_TWOHANDQUICKEN] &&
  5257. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  5258. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  5259. if(sc->data[SC_ONEHAND] &&
  5260. max < sc->data[SC_ONEHAND]->val2)
  5261. max = sc->data[SC_ONEHAND]->val2;
  5262. if(sc->data[SC_MERC_QUICKEN] &&
  5263. max < sc->data[SC_MERC_QUICKEN]->val2)
  5264. max = sc->data[SC_MERC_QUICKEN]->val2;
  5265. if(sc->data[SC_ADRENALINE2] &&
  5266. max < sc->data[SC_ADRENALINE2]->val3)
  5267. max = sc->data[SC_ADRENALINE2]->val3;
  5268. if(sc->data[SC_ADRENALINE] &&
  5269. max < sc->data[SC_ADRENALINE]->val3)
  5270. max = sc->data[SC_ADRENALINE]->val3;
  5271. if(sc->data[SC_SPEARQUICKEN] &&
  5272. max < sc->data[SC_SPEARQUICKEN]->val2)
  5273. max = sc->data[SC_SPEARQUICKEN]->val2;
  5274. if(sc->data[SC_GATLINGFEVER] &&
  5275. max < sc->data[SC_GATLINGFEVER]->val2)
  5276. max = sc->data[SC_GATLINGFEVER]->val2;
  5277. if(sc->data[SC_FLEET] &&
  5278. max < sc->data[SC_FLEET]->val2)
  5279. max = sc->data[SC_FLEET]->val2;
  5280. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  5281. if (bl->type!=BL_PC)
  5282. max = sc->data[SC_ASSNCROS]->val2;
  5283. else
  5284. switch(((TBL_PC*)bl)->status.weapon) {
  5285. case W_BOW:
  5286. case W_REVOLVER:
  5287. case W_RIFLE:
  5288. case W_GATLING:
  5289. case W_SHOTGUN:
  5290. case W_GRENADE:
  5291. break;
  5292. default:
  5293. max = sc->data[SC_ASSNCROS]->val2;
  5294. }
  5295. }
  5296. aspd_rate -= max;
  5297. if(sc->data[SC_BERSERK])
  5298. aspd_rate -= 300;
  5299. else if(sc->data[SC_MADNESSCANCEL])
  5300. aspd_rate -= 200;
  5301. }
  5302. if( sc->data[i=SC_ASPDPOTION3] ||
  5303. sc->data[i=SC_ASPDPOTION2] ||
  5304. sc->data[i=SC_ASPDPOTION1] ||
  5305. sc->data[i=SC_ASPDPOTION0] )
  5306. aspd_rate -= sc->data[i]->val2;
  5307. if(sc->data[SC_DONTFORGETME])
  5308. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  5309. if(sc->data[SC_LONGING])
  5310. aspd_rate += sc->data[SC_LONGING]->val2;
  5311. if(sc->data[SC_STEELBODY])
  5312. aspd_rate += 250;
  5313. if(sc->data[SC_SKA])
  5314. aspd_rate += 250;
  5315. if(sc->data[SC_DEFENDER])
  5316. aspd_rate += sc->data[SC_DEFENDER]->val4;
  5317. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  5318. aspd_rate += 250;
  5319. if(sc->data[SC_GRAVITATION])
  5320. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  5321. if(sc->data[SC_JOINTBEAT]) {
  5322. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5323. aspd_rate += 250;
  5324. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5325. aspd_rate += 100;
  5326. }
  5327. if( sc->data[SC_FREEZING] )
  5328. aspd_rate += 300;
  5329. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5330. aspd_rate += 500;
  5331. if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
  5332. aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  5333. if( sc->data[SC_PARALYSE] )
  5334. aspd_rate += 100;
  5335. if( sc->data[SC__BODYPAINT] )
  5336. aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1;
  5337. if( sc->data[SC__INVISIBILITY] )
  5338. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
  5339. if( sc->data[SC__GROOMY] )
  5340. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  5341. if( sc->data[SC_SWINGDANCE] )
  5342. aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
  5343. if( sc->data[SC_DANCEWITHWUG] )
  5344. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  5345. if( sc->data[SC_GLOOMYDAY] )
  5346. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  5347. if( sc->data[SC_EARTHDRIVE] )
  5348. aspd_rate += 250;
  5349. if( sc->data[SC_GT_CHANGE] )
  5350. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  5351. if( sc->data[SC_MELON_BOMB] )
  5352. aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
  5353. if( sc->data[SC_BOOST500] )
  5354. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  5355. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5356. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  5357. if( sc->data[SC_INCASPDRATE] )
  5358. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  5359. if( sc->data[SC_PAIN_KILLER])
  5360. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  5361. if( sc->data[SC_GOLDENE_FERSE])
  5362. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  5363. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  5364. }
  5365. /**
  5366. * Modifies the damage delay time based on status changes
  5367. * The lower your delay, the quicker you can act after taking damage
  5368. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5369. * @param sc: Object's status change information
  5370. * @param dmotion: Object's current damage delay
  5371. * @return modified delay rate
  5372. **/
  5373. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  5374. {
  5375. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  5376. return cap_value(dmotion,0,USHRT_MAX);
  5377. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  5378. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
  5379. return 0;
  5380. if( sc->data[SC_CONCENTRATION] )
  5381. return 0;
  5382. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  5383. return 0;
  5384. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  5385. }
  5386. /**
  5387. * Calculates a player's max HP based on status changes
  5388. * Values can either be percentages or fixed, based on how equations are formulated
  5389. * Examples: maxhp += maxhp * value; (percentage increase)
  5390. * maxhp -= value (fixed decrease)
  5391. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5392. * @param sc: Object's status change information
  5393. * @param maxhp: Object's current max HP
  5394. * @return modified maxhp
  5395. **/
  5396. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp)
  5397. {
  5398. if(!sc || !sc->count)
  5399. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  5400. if(sc->data[SC_INCMHPRATE])
  5401. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  5402. if(sc->data[SC_INCMHP])
  5403. maxhp += (sc->data[SC_INCMHP]->val1);
  5404. if(sc->data[SC_APPLEIDUN])
  5405. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  5406. if(sc->data[SC_DELUGE])
  5407. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  5408. if(sc->data[SC_BERSERK])
  5409. maxhp += maxhp * 2;
  5410. if(sc->data[SC_MARIONETTE])
  5411. maxhp -= 1000;
  5412. if(sc->data[SC_SOLID_SKIN_OPTION])
  5413. maxhp += 2000;
  5414. if(sc->data[SC_POWER_OF_GAIA])
  5415. maxhp += 3000;
  5416. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5417. maxhp += 500;
  5418. if(sc->data[SC_MERC_HPUP])
  5419. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  5420. if(sc->data[SC_EPICLESIS])
  5421. maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
  5422. if(sc->data[SC_VENOMBLEED])
  5423. maxhp -= maxhp * 15 / 100;
  5424. if(sc->data[SC__WEAKNESS])
  5425. maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
  5426. if(sc->data[SC_LERADSDEW])
  5427. maxhp += maxhp * sc->data[SC_LERADSDEW]->val3 / 100;
  5428. if(sc->data[SC_FORCEOFVANGUARD])
  5429. maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  5430. if(sc->data[SC_INSPIRATION]) // Custom value.
  5431. maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
  5432. if(sc->data[SC_RAISINGDRAGON])
  5433. maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  5434. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  5435. maxhp -= maxhp * (4 * sc->data[SC_GT_CHANGE]->val1) / 100;
  5436. if(sc->data[SC_GT_REVITALIZE])// Max HP increase: [Skill Level x 2] %
  5437. maxhp += maxhp * (2 * sc->data[SC_GT_REVITALIZE]->val1) / 100;
  5438. if(sc->data[SC_MUSTLE_M])
  5439. maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
  5440. if(sc->data[SC_MYSTERIOUS_POWDER])
  5441. maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
  5442. if(sc->data[SC_PETROLOGY_OPTION])
  5443. maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100;
  5444. if (sc->data[SC_ANGRIFFS_MODUS])
  5445. maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
  5446. if(sc->data[SC_EQC])
  5447. maxhp -= maxhp * sc->data[SC_EQC]->val4 / 100;
  5448. if (sc->data[SC_GOLDENE_FERSE])
  5449. maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5450. if(sc->data[SC_FRIGG_SONG])
  5451. maxhp += maxhp * sc->data[SC_FRIGG_SONG]->val2 / 100;
  5452. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  5453. }
  5454. /**
  5455. * Calculates a player's max SP based on status changes
  5456. * Values can either be percentages or fixed, bas ed on how equations are formulated
  5457. * Examples: maxsp += maxhp * value; (percentage increase)
  5458. * maxsp -= value (fixed decrease)
  5459. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5460. * @param sc: Object's status change information
  5461. * @param maxsp: Object's current max SP
  5462. * @return modified maxsp
  5463. **/
  5464. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  5465. {
  5466. if(!sc || !sc->count)
  5467. return cap_value(maxsp,1,UINT_MAX);
  5468. if(sc->data[SC_INCMSPRATE])
  5469. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  5470. if(sc->data[SC_INCMSP])
  5471. maxsp += (sc->data[SC_INCMSP]->val1);
  5472. if(sc->data[SC_SERVICE4U])
  5473. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  5474. if(sc->data[SC_MERC_SPUP])
  5475. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  5476. if(sc->data[SC_RAISINGDRAGON])
  5477. maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  5478. if(sc->data[SC_LIFE_FORCE_F])
  5479. maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
  5480. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5481. maxsp += 50;
  5482. return cap_value(maxsp,1,UINT_MAX);
  5483. }
  5484. /**
  5485. * Changes a player's element based on status changes
  5486. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5487. * @param sc: Object's status change information
  5488. * @param element: Object's current element
  5489. * @return new element
  5490. **/
  5491. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  5492. {
  5493. if(!sc || !sc->count)
  5494. return cap_value(element, 0, UCHAR_MAX);
  5495. if(sc->data[SC_FREEZE])
  5496. return ELE_WATER;
  5497. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5498. return ELE_EARTH;
  5499. if(sc->data[SC_BENEDICTIO])
  5500. return ELE_HOLY;
  5501. if(sc->data[SC_CHANGEUNDEAD])
  5502. return ELE_UNDEAD;
  5503. if(sc->data[SC_ELEMENTALCHANGE])
  5504. return sc->data[SC_ELEMENTALCHANGE]->val2;
  5505. if(sc->data[SC_SHAPESHIFT])
  5506. return sc->data[SC_SHAPESHIFT]->val2;
  5507. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5508. }
  5509. /**
  5510. * Changes a player's element level based on status changes
  5511. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5512. * @param sc: Object's status change information
  5513. * @param lv: Object's current element level
  5514. * @return new element level
  5515. **/
  5516. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  5517. {
  5518. if(!sc || !sc->count)
  5519. return cap_value(lv, 1, 4);
  5520. if(sc->data[SC_FREEZE])
  5521. return 1;
  5522. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5523. return 1;
  5524. if(sc->data[SC_BENEDICTIO])
  5525. return 1;
  5526. if(sc->data[SC_CHANGEUNDEAD])
  5527. return 1;
  5528. if(sc->data[SC_ELEMENTALCHANGE])
  5529. return sc->data[SC_ELEMENTALCHANGE]->val1;
  5530. if(sc->data[SC_SHAPESHIFT])
  5531. return 1;
  5532. if(sc->data[SC__INVISIBILITY])
  5533. return 1;
  5534. return (unsigned char)cap_value(lv,1,4);
  5535. }
  5536. /**
  5537. * Changes a player's attack element based on status changes
  5538. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5539. * @param sc: Object's status change information
  5540. * @param element: Object's current attack element
  5541. * @return new attack element
  5542. **/
  5543. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  5544. {
  5545. if(!sc || !sc->count)
  5546. return cap_value(element, 0, UCHAR_MAX);
  5547. if(sc->data[SC_ENCHANTARMS])
  5548. return sc->data[SC_ENCHANTARMS]->val2;
  5549. if(sc->data[SC_WATERWEAPON]
  5550. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  5551. return ELE_WATER;
  5552. if(sc->data[SC_EARTHWEAPON]
  5553. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  5554. return ELE_EARTH;
  5555. if(sc->data[SC_FIREWEAPON]
  5556. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  5557. return ELE_FIRE;
  5558. if(sc->data[SC_WINDWEAPON]
  5559. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  5560. return ELE_WIND;
  5561. if(sc->data[SC_ENCPOISON])
  5562. return ELE_POISON;
  5563. if(sc->data[SC_ASPERSIO])
  5564. return ELE_HOLY;
  5565. if(sc->data[SC_SHADOWWEAPON])
  5566. return ELE_DARK;
  5567. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  5568. return ELE_GHOST;
  5569. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  5570. return ELE_WATER;
  5571. if(sc->data[SC_PYROCLASTIC])
  5572. return ELE_FIRE;
  5573. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5574. }
  5575. /**
  5576. * Changes the mode of an object
  5577. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  5578. * @param sc: Object's status change data
  5579. * @param mode: Original mode
  5580. * @return mode with cap_value(mode,0,USHRT_MAX)
  5581. **/
  5582. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  5583. {
  5584. if(!sc || !sc->count)
  5585. return cap_value(mode, 0, USHRT_MAX);
  5586. if(sc->data[SC_MODECHANGE]) {
  5587. if (sc->data[SC_MODECHANGE]->val2)
  5588. mode = sc->data[SC_MODECHANGE]->val2; // Set mode
  5589. if (sc->data[SC_MODECHANGE]->val3)
  5590. mode|= sc->data[SC_MODECHANGE]->val3; // Add mode
  5591. if (sc->data[SC_MODECHANGE]->val4)
  5592. mode&=~sc->data[SC_MODECHANGE]->val4; // Del mode
  5593. }
  5594. return cap_value(mode,0,USHRT_MAX);
  5595. }
  5596. /**
  5597. * Gets the name of the given bl
  5598. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  5599. * @return name or "Unknown" if any other bl->type than noted above
  5600. **/
  5601. const char* status_get_name(struct block_list *bl)
  5602. {
  5603. nullpo_ret(bl);
  5604. switch (bl->type) {
  5605. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  5606. case BL_MOB: return ((TBL_MOB*)bl)->name;
  5607. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  5608. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  5609. case BL_NPC: return ((TBL_NPC*)bl)->name;
  5610. }
  5611. return "Unknown";
  5612. }
  5613. /**
  5614. * Gets the class of the given bl
  5615. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  5616. * @return class or 0 if any other bl->type than noted above
  5617. **/
  5618. int status_get_class(struct block_list *bl)
  5619. {
  5620. nullpo_ret(bl);
  5621. switch( bl->type ) {
  5622. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  5623. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  5624. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  5625. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  5626. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  5627. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  5628. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  5629. }
  5630. return 0;
  5631. }
  5632. /**
  5633. * Gets the base level of the given bl
  5634. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  5635. * @return base level or 1 if any other bl->type than noted above
  5636. **/
  5637. int status_get_lv(struct block_list *bl)
  5638. {
  5639. nullpo_ret(bl);
  5640. switch (bl->type) {
  5641. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  5642. case BL_MOB: return ((TBL_MOB*)bl)->level;
  5643. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  5644. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  5645. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  5646. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  5647. case BL_NPC: return ((TBL_NPC*)bl)->level;
  5648. }
  5649. return 1;
  5650. }
  5651. /**
  5652. * Gets the regeneration info of the given bl
  5653. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  5654. * @return regen data or NULL if any other bl->type than noted above
  5655. **/
  5656. struct regen_data *status_get_regen_data(struct block_list *bl)
  5657. {
  5658. nullpo_retr(NULL, bl);
  5659. switch (bl->type) {
  5660. case BL_PC: return &((TBL_PC*)bl)->regen;
  5661. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  5662. case BL_MER: return &((TBL_MER*)bl)->regen;
  5663. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  5664. default:
  5665. return NULL;
  5666. }
  5667. }
  5668. /**
  5669. * Gets the status data of the given bl
  5670. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5671. * @return status or "dummy_status" if any other bl->type than noted above
  5672. **/
  5673. struct status_data *status_get_status_data(struct block_list *bl)
  5674. {
  5675. nullpo_retr(&dummy_status, bl);
  5676. switch (bl->type) {
  5677. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  5678. case BL_MOB: return &((TBL_MOB*)bl)->status;
  5679. case BL_PET: return &((TBL_PET*)bl)->status;
  5680. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  5681. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  5682. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  5683. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  5684. default:
  5685. return &dummy_status;
  5686. }
  5687. }
  5688. /**
  5689. * Gets the base status data of the given bl
  5690. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5691. * @return base_status or NULL if any other bl->type than noted above
  5692. **/
  5693. struct status_data *status_get_base_status(struct block_list *bl)
  5694. {
  5695. nullpo_retr(NULL, bl);
  5696. switch (bl->type) {
  5697. case BL_PC: return &((TBL_PC*)bl)->base_status;
  5698. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  5699. case BL_PET: return &((TBL_PET*)bl)->db->status;
  5700. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  5701. case BL_MER: return &((TBL_MER*)bl)->base_status;
  5702. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  5703. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  5704. default:
  5705. return NULL;
  5706. }
  5707. }
  5708. /**
  5709. * Gets the defense of the given bl
  5710. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  5711. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  5712. **/
  5713. defType status_get_def(struct block_list *bl)
  5714. {
  5715. struct unit_data *ud;
  5716. struct status_data *status = status_get_status_data(bl);
  5717. int def = status?status->def:0;
  5718. ud = unit_bl2ud(bl);
  5719. if (ud && ud->skilltimer != INVALID_TIMER)
  5720. def -= def * skill_get_castdef(ud->skill_id)/100;
  5721. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  5722. }
  5723. /**
  5724. * Gets the walking speed of the given bl
  5725. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5726. * @return speed
  5727. **/
  5728. unsigned short status_get_speed(struct block_list *bl)
  5729. {
  5730. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  5731. return ((struct npc_data *)bl)->speed;
  5732. return status_get_status_data(bl)->speed;
  5733. }
  5734. /**
  5735. * Gets the party ID of the given bl
  5736. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  5737. * @return party ID
  5738. **/
  5739. int status_get_party_id(struct block_list *bl)
  5740. {
  5741. nullpo_ret(bl);
  5742. switch (bl->type) {
  5743. case BL_PC:
  5744. return ((TBL_PC*)bl)->status.party_id;
  5745. case BL_PET:
  5746. if (((TBL_PET*)bl)->master)
  5747. return ((TBL_PET*)bl)->master->status.party_id;
  5748. break;
  5749. case BL_MOB: {
  5750. struct mob_data *md=(TBL_MOB*)bl;
  5751. if( md->master_id > 0 ) {
  5752. struct map_session_data *msd;
  5753. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5754. return msd->status.party_id;
  5755. return -md->master_id;
  5756. }
  5757. }
  5758. break;
  5759. case BL_HOM:
  5760. if (((TBL_HOM*)bl)->master)
  5761. return ((TBL_HOM*)bl)->master->status.party_id;
  5762. break;
  5763. case BL_MER:
  5764. if (((TBL_MER*)bl)->master)
  5765. return ((TBL_MER*)bl)->master->status.party_id;
  5766. break;
  5767. case BL_SKILL:
  5768. return ((TBL_SKILL*)bl)->group->party_id;
  5769. case BL_ELEM:
  5770. if (((TBL_ELEM*)bl)->master)
  5771. return ((TBL_ELEM*)bl)->master->status.party_id;
  5772. break;
  5773. }
  5774. return 0;
  5775. }
  5776. /**
  5777. * Gets the guild ID of the given bl
  5778. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  5779. * @return guild ID
  5780. **/
  5781. int status_get_guild_id(struct block_list *bl)
  5782. {
  5783. nullpo_ret(bl);
  5784. switch (bl->type) {
  5785. case BL_PC:
  5786. return ((TBL_PC*)bl)->status.guild_id;
  5787. case BL_PET:
  5788. if (((TBL_PET*)bl)->master)
  5789. return ((TBL_PET*)bl)->master->status.guild_id;
  5790. break;
  5791. case BL_MOB:
  5792. {
  5793. struct map_session_data *msd;
  5794. struct mob_data *md = (struct mob_data *)bl;
  5795. if (md->guardian_data) // Guardian's guild [Skotlex]
  5796. return md->guardian_data->guild_id;
  5797. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5798. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  5799. }
  5800. break;
  5801. case BL_HOM:
  5802. if (((TBL_HOM*)bl)->master)
  5803. return ((TBL_HOM*)bl)->master->status.guild_id;
  5804. break;
  5805. case BL_MER:
  5806. if (((TBL_MER*)bl)->master)
  5807. return ((TBL_MER*)bl)->master->status.guild_id;
  5808. break;
  5809. case BL_NPC:
  5810. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  5811. return ((TBL_NPC*)bl)->u.scr.guild_id;
  5812. break;
  5813. case BL_SKILL:
  5814. return ((TBL_SKILL*)bl)->group->guild_id;
  5815. case BL_ELEM:
  5816. if (((TBL_ELEM*)bl)->master)
  5817. return ((TBL_ELEM*)bl)->master->status.guild_id;
  5818. break;
  5819. }
  5820. return 0;
  5821. }
  5822. /**
  5823. * Gets the guild emblem ID of the given bl
  5824. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  5825. * @return guild emblem ID
  5826. **/
  5827. int status_get_emblem_id(struct block_list *bl)
  5828. {
  5829. nullpo_ret(bl);
  5830. switch (bl->type) {
  5831. case BL_PC:
  5832. return ((TBL_PC*)bl)->guild_emblem_id;
  5833. case BL_PET:
  5834. if (((TBL_PET*)bl)->master)
  5835. return ((TBL_PET*)bl)->master->guild_emblem_id;
  5836. break;
  5837. case BL_MOB:
  5838. {
  5839. struct map_session_data *msd;
  5840. struct mob_data *md = (struct mob_data *)bl;
  5841. if (md->guardian_data) // Guardian's guild [Skotlex]
  5842. return md->guardian_data->emblem_id;
  5843. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5844. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  5845. }
  5846. break;
  5847. case BL_HOM:
  5848. if (((TBL_HOM*)bl)->master)
  5849. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  5850. break;
  5851. case BL_MER:
  5852. if (((TBL_MER*)bl)->master)
  5853. return ((TBL_MER*)bl)->master->guild_emblem_id;
  5854. break;
  5855. case BL_NPC:
  5856. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  5857. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  5858. if (g)
  5859. return g->emblem_id;
  5860. }
  5861. break;
  5862. case BL_ELEM:
  5863. if (((TBL_ELEM*)bl)->master)
  5864. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  5865. break;
  5866. }
  5867. return 0;
  5868. }
  5869. /**
  5870. * Gets the race of a mob or pet
  5871. * @param bl: Object whose race to get [MOB|PET]
  5872. * @return race
  5873. **/
  5874. int status_get_race2(struct block_list *bl)
  5875. {
  5876. nullpo_ret(bl);
  5877. if(bl->type == BL_MOB)
  5878. return ((struct mob_data *)bl)->db->race2;
  5879. if(bl->type==BL_PET)
  5880. return ((struct pet_data *)bl)->db->race2;
  5881. return 0;
  5882. }
  5883. /**
  5884. * Checks if an object is dead
  5885. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  5886. * @return 1: Is dead or 0: Is alive
  5887. **/
  5888. int status_isdead(struct block_list *bl)
  5889. {
  5890. nullpo_ret(bl);
  5891. return status_get_status_data(bl)->hp == 0;
  5892. }
  5893. /**
  5894. * Checks if an object is immune to magic
  5895. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  5896. * @return value of magic damage to be blocked
  5897. **/
  5898. int status_isimmune(struct block_list *bl)
  5899. {
  5900. struct status_change *sc =status_get_sc(bl);
  5901. if (sc && sc->data[SC_HERMODE])
  5902. return 100;
  5903. if (bl->type == BL_PC &&
  5904. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  5905. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  5906. return 0;
  5907. }
  5908. /**
  5909. * Get view data of an object
  5910. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5911. * @return view data structure bl->vd
  5912. **/
  5913. struct view_data* status_get_viewdata(struct block_list *bl)
  5914. {
  5915. nullpo_retr(NULL, bl);
  5916. switch (bl->type) {
  5917. case BL_PC: return &((TBL_PC*)bl)->vd;
  5918. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  5919. case BL_PET: return &((TBL_PET*)bl)->vd;
  5920. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  5921. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  5922. case BL_MER: return ((TBL_MER*)bl)->vd;
  5923. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  5924. }
  5925. return NULL;
  5926. }
  5927. /**
  5928. * Set view data of an object
  5929. * This function deals with class, mount, and item views
  5930. * SC views are set in clif_getareachar_unit()
  5931. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5932. * @param class_: class of the object
  5933. **/
  5934. void status_set_viewdata(struct block_list *bl, int class_)
  5935. {
  5936. struct view_data* vd;
  5937. nullpo_retv(bl);
  5938. if (mobdb_checkid(class_) || mob_is_clone(class_))
  5939. vd = mob_get_viewdata(class_);
  5940. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  5941. vd = npc_get_viewdata(class_);
  5942. else if (homdb_checkid(class_))
  5943. vd = merc_get_hom_viewdata(class_);
  5944. else if (merc_class(class_))
  5945. vd = merc_get_viewdata(class_);
  5946. else if (elemental_class(class_))
  5947. vd = elemental_get_viewdata(class_);
  5948. else
  5949. vd = NULL;
  5950. switch (bl->type) {
  5951. case BL_PC:
  5952. {
  5953. TBL_PC* sd = (TBL_PC*)bl;
  5954. if (pcdb_checkid(class_)) {
  5955. if (sd->sc.option&OPTION_WEDDING)
  5956. class_ = JOB_WEDDING;
  5957. else if (sd->sc.option&OPTION_SUMMER)
  5958. class_ = JOB_SUMMER;
  5959. else if (sd->sc.option&OPTION_XMAS)
  5960. class_ = JOB_XMAS;
  5961. else if (sd->sc.option&OPTION_HANBOK)
  5962. class_ = JOB_HANBOK;
  5963. else if (sd->sc.option&OPTION_RIDING) {
  5964. switch (class_) { // Adapt class to a Mounted one.
  5965. case JOB_KNIGHT:
  5966. class_ = JOB_KNIGHT2;
  5967. break;
  5968. case JOB_CRUSADER:
  5969. class_ = JOB_CRUSADER2;
  5970. break;
  5971. case JOB_LORD_KNIGHT:
  5972. class_ = JOB_LORD_KNIGHT2;
  5973. break;
  5974. case JOB_PALADIN:
  5975. class_ = JOB_PALADIN2;
  5976. break;
  5977. case JOB_BABY_KNIGHT:
  5978. class_ = JOB_BABY_KNIGHT2;
  5979. break;
  5980. case JOB_BABY_CRUSADER:
  5981. class_ = JOB_BABY_CRUSADER2;
  5982. break;
  5983. }
  5984. }
  5985. sd->vd.class_ = class_;
  5986. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  5987. sd->vd.head_top = sd->status.head_top;
  5988. sd->vd.head_mid = sd->status.head_mid;
  5989. sd->vd.head_bottom = sd->status.head_bottom;
  5990. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  5991. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  5992. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  5993. sd->vd.sex = sd->status.sex;
  5994. } else if (vd)
  5995. memcpy(&sd->vd, vd, sizeof(struct view_data));
  5996. else
  5997. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  5998. }
  5999. break;
  6000. case BL_MOB:
  6001. {
  6002. TBL_MOB* md = (TBL_MOB*)bl;
  6003. if (vd)
  6004. md->vd = vd;
  6005. else
  6006. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  6007. }
  6008. break;
  6009. case BL_PET:
  6010. {
  6011. TBL_PET* pd = (TBL_PET*)bl;
  6012. if (vd) {
  6013. memcpy(&pd->vd, vd, sizeof(struct view_data));
  6014. if (!pcdb_checkid(vd->class_)) {
  6015. pd->vd.hair_style = battle_config.pet_hair_style;
  6016. if(pd->pet.equip) {
  6017. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  6018. if (!pd->vd.head_bottom)
  6019. pd->vd.head_bottom = pd->pet.equip;
  6020. }
  6021. }
  6022. } else
  6023. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  6024. }
  6025. break;
  6026. case BL_NPC:
  6027. {
  6028. TBL_NPC* nd = (TBL_NPC*)bl;
  6029. if (vd)
  6030. nd->vd = vd;
  6031. else
  6032. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  6033. }
  6034. break;
  6035. case BL_HOM:
  6036. {
  6037. struct homun_data *hd = (struct homun_data*)bl;
  6038. if (vd)
  6039. hd->vd = vd;
  6040. else
  6041. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  6042. }
  6043. break;
  6044. case BL_MER:
  6045. {
  6046. struct mercenary_data *md = (struct mercenary_data*)bl;
  6047. if (vd)
  6048. md->vd = vd;
  6049. else
  6050. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  6051. }
  6052. break;
  6053. case BL_ELEM:
  6054. {
  6055. struct elemental_data *ed = (struct elemental_data*)bl;
  6056. if (vd)
  6057. ed->vd = vd;
  6058. else
  6059. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  6060. }
  6061. break;
  6062. }
  6063. vd = status_get_viewdata(bl);
  6064. if (vd && vd->cloth_color && (
  6065. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  6066. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  6067. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  6068. || (vd->class_ == JOB_HANBOK && battle_config.hanbok_ignorepalette)
  6069. ))
  6070. vd->cloth_color = 0;
  6071. }
  6072. /**
  6073. * Get status change data of an object
  6074. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  6075. * @return status change data structure bl->sc
  6076. **/
  6077. struct status_change *status_get_sc(struct block_list *bl)
  6078. {
  6079. if( bl )
  6080. switch (bl->type) {
  6081. case BL_PC: return &((TBL_PC*)bl)->sc;
  6082. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  6083. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  6084. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  6085. case BL_MER: return &((TBL_MER*)bl)->sc;
  6086. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  6087. }
  6088. return NULL;
  6089. }
  6090. /**
  6091. * Initiate (memset) the status change data of an object
  6092. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  6093. **/
  6094. void status_change_init(struct block_list *bl)
  6095. {
  6096. struct status_change *sc = status_get_sc(bl);
  6097. nullpo_retv(sc);
  6098. memset(sc, 0, sizeof (struct status_change));
  6099. }
  6100. /**
  6101. * Applies SC defense to a given status change
  6102. * This function also determines whether or not the status change will be applied
  6103. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6104. * @param bl: Target of the status change
  6105. * @param type: Status change (SC_*)
  6106. * @param rate: Initial percentage rate of affecting bl
  6107. * @param tick: Initial duration that the status change affects bl
  6108. * @param flag: Value which determines what parts to calculate
  6109. * &1: Cannot be avoided (it has to start)
  6110. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  6111. * &4: sc_data loaded, no value has to be altered.
  6112. * &8: rate should not be reduced
  6113. * @return adjusted duration based on flag values
  6114. **/
  6115. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  6116. {
  6117. /// Percentual resistance: 10000 = 100% Resist
  6118. /// Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
  6119. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  6120. /// Linear resistance substracted from rate and tick after percentual resistance was applied
  6121. /// Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
  6122. int sc_def2 = 0, tick_def2 = 0;
  6123. struct status_data *status, *status_src;
  6124. struct status_change *sc;
  6125. struct map_session_data *sd;
  6126. nullpo_ret(bl);
  6127. if(src==NULL) return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  6128. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  6129. if (status_isimmune(bl))
  6130. switch (type) {
  6131. case SC_DECREASEAGI:
  6132. case SC_SILENCE:
  6133. case SC_COMA:
  6134. case SC_INCREASEAGI:
  6135. case SC_BLESSING:
  6136. case SC_SLOWPOISON:
  6137. case SC_IMPOSITIO:
  6138. case SC_AETERNA:
  6139. case SC_SUFFRAGIUM:
  6140. case SC_BENEDICTIO:
  6141. case SC_PROVIDENCE:
  6142. case SC_KYRIE:
  6143. case SC_ASSUMPTIO:
  6144. case SC_ANGELUS:
  6145. case SC_MAGNIFICAT:
  6146. case SC_GLORIA:
  6147. case SC_WINDWALK:
  6148. case SC_MAGICROD:
  6149. case SC_HALLUCINATION:
  6150. case SC_STONE:
  6151. case SC_QUAGMIRE:
  6152. case SC_SUITON:
  6153. case SC_SWINGDANCE:
  6154. case SC__ENERVATION:
  6155. case SC__GROOMY:
  6156. case SC__IGNORANCE:
  6157. case SC__LAZINESS:
  6158. case SC__UNLUCKY:
  6159. case SC__WEAKNESS:
  6160. return 0;
  6161. }
  6162. sd = BL_CAST(BL_PC,bl);
  6163. status = status_get_status_data(bl);
  6164. status_src = status_get_status_data(src);
  6165. sc = status_get_sc(bl);
  6166. if( sc && !sc->count )
  6167. sc = NULL;
  6168. switch (type) {
  6169. case SC_POISON:
  6170. case SC_DPOISON:
  6171. sc_def = status->vit*100;
  6172. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6173. if (sd) {
  6174. // For players: 60000 - 450*vit - 100*luk
  6175. tick_def = status->vit*75;
  6176. tick_def2 = status->luk*100;
  6177. } else {
  6178. // For monsters: 30000 - 200*vit
  6179. tick>>=1;
  6180. tick_def = (status->vit*200)/3;
  6181. }
  6182. break;
  6183. case SC_STUN:
  6184. case SC_SILENCE:
  6185. case SC_BLEEDING:
  6186. sc_def = status->vit*100;
  6187. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6188. tick_def2 = status->luk*10;
  6189. break;
  6190. case SC_SLEEP:
  6191. sc_def = status->int_*100;
  6192. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6193. tick_def2 = status->luk*10;
  6194. break;
  6195. case SC_STONE:
  6196. sc_def = status->mdef*100;
  6197. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6198. tick_def = 0; // No duration reduction
  6199. break;
  6200. case SC_FREEZE:
  6201. sc_def = status->mdef*100;
  6202. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6203. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  6204. break;
  6205. case SC_CURSE:
  6206. // Special property: immunity when luk is zero
  6207. if (status->luk == 0)
  6208. return 0;
  6209. sc_def = status->luk*100;
  6210. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  6211. tick_def = status->vit*100;
  6212. tick_def2 = status->luk*10;
  6213. break;
  6214. case SC_BLIND:
  6215. sc_def = (status->vit + status->int_)*50;
  6216. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6217. tick_def2 = status->luk*10;
  6218. break;
  6219. case SC_CONFUSION:
  6220. sc_def = (status->str + status->int_)*50;
  6221. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  6222. tick_def2 = status->luk*10;
  6223. break;
  6224. case SC_DECREASEAGI:
  6225. case SC_ADORAMUS: // Arch Bishop
  6226. if (sd) tick>>=1; // Half duration for players.
  6227. sc_def = status->mdef*100;
  6228. tick_def = 0; // No duration reduction
  6229. break;
  6230. case SC_ANKLE:
  6231. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  6232. tick /= 5;
  6233. sc_def = status->agi*50;
  6234. break;
  6235. case SC_DEEPSLEEP:
  6236. sc_def = status->int_*50;
  6237. tick_def = 0; // Linear reduction instead
  6238. tick_def2 = (status->int_ + status_get_lv(bl))*50; // kRO balance update lists this formula
  6239. break;
  6240. case SC_MAGICMIRROR:
  6241. case SC_ARMORCHANGE:
  6242. if (sd) // Duration greatly reduced for players.
  6243. tick /= 15;
  6244. sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate
  6245. break;
  6246. case SC_MARSHOFABYSS:
  6247. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  6248. tick_def2 = (status->int_ + status->luk)*50;
  6249. break;
  6250. case SC_STASIS:
  6251. // 5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
  6252. tick_def2 = (status->vit + status->dex)*50;
  6253. break;
  6254. case SC_WHITEIMPRISON:
  6255. if( tick == 5000 ) // 100% on caster
  6256. break;
  6257. if( bl->type == BL_PC )
  6258. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  6259. else
  6260. tick_def2 = (status->vit + status->luk)*50;
  6261. break;
  6262. case SC_BURNING:
  6263. tick_def2 = 75*status->luk + 125*status->agi;
  6264. break;
  6265. case SC_FREEZING:
  6266. tick_def2 = (status->vit + status->dex)*50;
  6267. break;
  6268. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  6269. sc_def = status->int_*80;
  6270. sc_def = max(sc_def, 500); // minimum of 5% resist
  6271. break;
  6272. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  6273. sc_def2 = status->agi*25;
  6274. break;
  6275. case SC_ELECTRICSHOCKER:
  6276. if( bl->type == BL_MOB )
  6277. tick_def2 = status->agi*100;
  6278. break;
  6279. case SC_CRYSTALIZE:
  6280. tick_def2 = status->vit*100 + status_get_lv(bl)*20;
  6281. break;
  6282. case SC_MANDRAGORA:
  6283. sc_def = (status->vit + status->luk)*20;
  6284. break;
  6285. case SC_KYOUGAKU:
  6286. tick_def2 = 30*status->int_;
  6287. break;
  6288. case SC_PARALYSIS:
  6289. tick_def2 = (status->vit + status->luk)*50;
  6290. break;
  6291. case SC_VOICEOFSIREN:
  6292. tick_def2 = (status_get_lv(bl) * 100) + ((bl->type == BL_PC)?((TBL_PC*)bl)->status.job_level : 0);
  6293. break;
  6294. default:
  6295. // Effect that cannot be reduced? Likely a buff.
  6296. if (!(rnd()%10000 < rate))
  6297. return 0;
  6298. return tick ? tick : 1;
  6299. }
  6300. if (sd) {
  6301. if (battle_config.pc_sc_def_rate != 100) {
  6302. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  6303. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  6304. }
  6305. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  6306. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  6307. if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) {
  6308. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  6309. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  6310. }
  6311. } else {
  6312. if (battle_config.mob_sc_def_rate != 100) {
  6313. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  6314. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  6315. }
  6316. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  6317. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  6318. if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) {
  6319. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  6320. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  6321. }
  6322. }
  6323. if (sc) {
  6324. if (sc->data[SC_SCRESIST])
  6325. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  6326. else if (sc->data[SC_SIEGFRIED])
  6327. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  6328. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  6329. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  6330. }
  6331. // When tick def not set, reduction is the same for both.
  6332. if(tick_def == -1)
  6333. tick_def = sc_def;
  6334. // Natural resistance
  6335. if (!(flag&8)) {
  6336. rate -= rate*sc_def/10000;
  6337. rate -= sc_def2;
  6338. // Minimum chances
  6339. switch (type) {
  6340. case SC_BITE:
  6341. rate = max(rate, 5000); // Minimum of 50%
  6342. break;
  6343. }
  6344. // Item resistance (only applies to rate%)
  6345. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  6346. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  6347. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  6348. if( sd->sc.data[SC_COMMONSC_RESIST] )
  6349. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  6350. }
  6351. // Aegis accuracy
  6352. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  6353. }
  6354. if (!(rnd()%10000 < rate))
  6355. return 0;
  6356. // Even if a status change doesn't have a duration, it should still trigger
  6357. if (tick < 1) return 1;
  6358. // Rate reduction
  6359. if (flag&2)
  6360. return tick;
  6361. tick -= tick*tick_def/10000;
  6362. tick -= tick_def2;
  6363. // Minimum durations
  6364. switch (type) {
  6365. case SC_ANKLE:
  6366. case SC_MARSHOFABYSS:
  6367. case SC_STASIS:
  6368. case SC_DEEPSLEEP:
  6369. tick = max(tick, 5000); // Minimum duration 5s
  6370. break;
  6371. case SC_BURNING:
  6372. tick = max(tick, 5000); // Minimum duration 5s
  6373. break;
  6374. case SC_FREEZING:
  6375. tick = max(tick, 6000); // Minimum duration 6s
  6376. break;
  6377. default:
  6378. // Skills need to trigger even if the duration is reduced below 1ms
  6379. tick = max(tick, 1);
  6380. break;
  6381. }
  6382. return tick;
  6383. }
  6384. /**
  6385. * Applies SC defense to a given status change
  6386. * This function also determines whether or not the status change will be applied
  6387. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6388. * @param bl: Target of the status change (See: enum sc_type)
  6389. * @param type: Status change (SC_*)
  6390. * @param rate: Initial percentage rate of affecting bl
  6391. * @param val1~4: Depends on type of status change
  6392. * @param tick: Initial duration that the status change affects bl
  6393. * @param flag: Value which determines what parts to calculate
  6394. * &1: Cannot be avoided (it has to start)
  6395. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  6396. * &4: sc_data loaded, no value has to be altered.
  6397. * &8: rate should not be reduced
  6398. * @return adjusted duration based on flag values
  6399. **/
  6400. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  6401. {
  6402. struct map_session_data *sd = NULL;
  6403. struct status_change* sc;
  6404. struct status_change_entry* sce;
  6405. struct status_data *status;
  6406. struct view_data *vd;
  6407. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  6408. bool sc_isnew = true;
  6409. nullpo_ret(bl);
  6410. sc = status_get_sc(bl);
  6411. status = status_get_status_data(bl);
  6412. if( type <= SC_NONE || type >= SC_MAX ) {
  6413. ShowError("status_change_start: invalid status change (%d)!\n", type);
  6414. return 0;
  6415. }
  6416. if( !sc )
  6417. return 0; // Unable to receive status changes
  6418. if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
  6419. return 0;
  6420. if( bl->type == BL_MOB) {
  6421. struct mob_data *md = BL_CAST(BL_MOB,bl);
  6422. if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
  6423. return 0; // Emperium/BG Monsters can't be afflicted by status changes
  6424. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  6425. // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  6426. }
  6427. if( sc->data[SC_REFRESH] ) {
  6428. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  6429. return 0; // Immune to status ailements
  6430. switch( type ) {
  6431. case SC_DEEPSLEEP:
  6432. case SC_BURNING:
  6433. case SC_STUN:
  6434. case SC_SLEEP:
  6435. case SC_CURSE:
  6436. case SC_STONE:
  6437. case SC_POISON:
  6438. case SC_BLIND:
  6439. case SC_SILENCE:
  6440. case SC_BLEEDING:
  6441. case SC_FREEZE:
  6442. case SC_FREEZING:
  6443. case SC_CRYSTALIZE:
  6444. case SC_TOXIN:
  6445. case SC_PARALYSE:
  6446. case SC_VENOMBLEED:
  6447. case SC_MAGICMUSHROOM:
  6448. case SC_DEATHHURT:
  6449. case SC_PYREXIA:
  6450. case SC_OBLIVIONCURSE:
  6451. case SC_MARSHOFABYSS:
  6452. case SC_MANDRAGORA:
  6453. return 0;
  6454. }
  6455. }
  6456. else if( sc->data[SC_INSPIRATION] ) {
  6457. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  6458. return 0; // Immune to status ailements
  6459. switch( type ) {
  6460. case SC_DEEPSLEEP:
  6461. case SC_SATURDAYNIGHTFEVER:
  6462. case SC_PYREXIA:
  6463. case SC_DEATHHURT:
  6464. case SC_MAGICMUSHROOM:
  6465. case SC_VENOMBLEED:
  6466. case SC_TOXIN:
  6467. case SC_OBLIVIONCURSE:
  6468. case SC_LEECHESEND:
  6469. case SC__ENERVATION:
  6470. case SC__GROOMY:
  6471. case SC__LAZINESS:
  6472. case SC__UNLUCKY:
  6473. case SC__WEAKNESS:
  6474. case SC__BODYPAINT:
  6475. case SC__IGNORANCE:
  6476. return 0;
  6477. }
  6478. }
  6479. sd = BL_CAST(BL_PC, bl);
  6480. // Adjust tick according to status resistances
  6481. if( !(flag&(1|4)) ) {
  6482. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  6483. if( !tick ) return 0;
  6484. }
  6485. undead_flag = battle_check_undead(status->race,status->def_ele);
  6486. // Check for immunities / sc fails
  6487. switch (type) {
  6488. case SC_ANGRIFFS_MODUS:
  6489. case SC_GOLDENE_FERSE:
  6490. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  6491. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  6492. )
  6493. return 0;
  6494. case SC_STONE:
  6495. if(sc->data[SC_POWER_OF_GAIA])
  6496. return 0;
  6497. case SC_FREEZE:
  6498. // Undead are immune to Freeze/Stone
  6499. if (undead_flag && !(flag&1))
  6500. return 0;
  6501. case SC_DEEPSLEEP:
  6502. case SC_SLEEP:
  6503. case SC_STUN:
  6504. case SC_FREEZING:
  6505. case SC_CRYSTALIZE:
  6506. if (sc->opt1)
  6507. return 0; // Cannot override other opt1 status changes. [Skotlex]
  6508. if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
  6509. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  6510. break;
  6511. // They're all like berserk, do not everlap each other
  6512. case SC_BERSERK:
  6513. if(sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST])
  6514. return 0;
  6515. break;
  6516. case SC_BURNING:
  6517. if(sc->opt1 || sc->data[SC_FREEZING])
  6518. return 0;
  6519. break;
  6520. case SC_SIGNUMCRUCIS:
  6521. // Only affects demons and undead element (but not players)
  6522. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  6523. return 0;
  6524. break;
  6525. case SC_AETERNA:
  6526. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  6527. return 0;
  6528. break;
  6529. case SC_KYRIE:
  6530. if (bl->type == BL_MOB)
  6531. return 0;
  6532. break;
  6533. case SC_OVERTHRUST:
  6534. if (sc->data[SC_MAXOVERTHRUST])
  6535. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  6536. case SC_MAXOVERTHRUST:
  6537. if( sc->option&OPTION_MADOGEAR )
  6538. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  6539. break;
  6540. case SC_ADRENALINE:
  6541. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  6542. return 0;
  6543. if (sc->data[SC_QUAGMIRE] ||
  6544. sc->data[SC_DECREASEAGI] ||
  6545. sc->data[SC_ADORAMUS] ||
  6546. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  6547. )
  6548. return 0;
  6549. break;
  6550. case SC_ADRENALINE2:
  6551. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  6552. return 0;
  6553. if (sc->data[SC_QUAGMIRE] ||
  6554. sc->data[SC_DECREASEAGI] ||
  6555. sc->data[SC_ADORAMUS]
  6556. )
  6557. return 0;
  6558. break;
  6559. case SC_MAGNIFICAT:
  6560. if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  6561. return 0;
  6562. break;
  6563. case SC_OFFERTORIUM:
  6564. if(sc->data[SC_MAGNIFICAT])
  6565. return 0;
  6566. break;
  6567. case SC_ONEHAND:
  6568. case SC_MERC_QUICKEN:
  6569. case SC_TWOHANDQUICKEN:
  6570. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS])
  6571. return 0;
  6572. case SC_INCREASEAGI:
  6573. case SC_CONCENTRATE:
  6574. case SC_SPEARQUICKEN:
  6575. case SC_TRUESIGHT:
  6576. case SC_WINDWALK:
  6577. case SC_CARTBOOST:
  6578. case SC_ASSNCROS:
  6579. if (sc->data[SC_QUAGMIRE])
  6580. return 0;
  6581. if(sc->option&OPTION_MADOGEAR)
  6582. return 0; // Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
  6583. break;
  6584. case SC_CLOAKING:
  6585. // Avoid cloaking with no wall and low skill level. [Skotlex]
  6586. // Due to the cloaking card, we have to check the wall versus to known
  6587. // skill level rather than the used one. [Skotlex]
  6588. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  6589. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  6590. return 0;
  6591. break;
  6592. case SC_MODECHANGE:
  6593. {
  6594. int mode;
  6595. struct status_data *bstatus = status_get_base_status(bl);
  6596. if (!bstatus) return 0;
  6597. if (sc->data[type]) { // Pile up with previous values.
  6598. if(!val2) val2 = sc->data[type]->val2;
  6599. val3 |= sc->data[type]->val3;
  6600. val4 |= sc->data[type]->val4;
  6601. }
  6602. mode = val2?val2:bstatus->mode; // Base mode
  6603. if (val4) mode&=~val4; // Del mode
  6604. if (val3) mode|= val3; // Add mode
  6605. if (mode == bstatus->mode) { // No change.
  6606. if (sc->data[type]) // Abort previous status
  6607. return status_change_end(bl, type, INVALID_TIMER);
  6608. return 0;
  6609. }
  6610. }
  6611. break;
  6612. // Strip skills, need to divest something or it fails.
  6613. case SC_STRIPWEAPON:
  6614. if (sd && !(flag&4)) { // Apply sc anyway if loading saved sc_data
  6615. int i;
  6616. opt_flag = 0; // Reuse to check success condition.
  6617. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  6618. return 0;
  6619. i = sd->equip_index[EQI_HAND_L];
  6620. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  6621. opt_flag|=1;
  6622. pc_unequipitem(sd,i,3); // Left-hand weapon
  6623. }
  6624. i = sd->equip_index[EQI_HAND_R];
  6625. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  6626. opt_flag|=2;
  6627. pc_unequipitem(sd,i,3);
  6628. }
  6629. if (!opt_flag) return 0;
  6630. }
  6631. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6632. break;
  6633. case SC_STRIPSHIELD:
  6634. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  6635. else
  6636. if (sd && !(flag&4)) {
  6637. int i;
  6638. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  6639. return 0;
  6640. i = sd->equip_index[EQI_HAND_L];
  6641. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  6642. return 0;
  6643. pc_unequipitem(sd,i,3);
  6644. }
  6645. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6646. break;
  6647. case SC_STRIPARMOR:
  6648. if (sd && !(flag&4)) {
  6649. int i;
  6650. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  6651. return 0;
  6652. i = sd->equip_index[EQI_ARMOR];
  6653. if ( i < 0 || !sd->inventory_data[i] )
  6654. return 0;
  6655. pc_unequipitem(sd,i,3);
  6656. }
  6657. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6658. break;
  6659. case SC_STRIPHELM:
  6660. if (sd && !(flag&4)) {
  6661. int i;
  6662. if(sd->bonus.unstripable_equip&EQP_HELM)
  6663. return 0;
  6664. i = sd->equip_index[EQI_HEAD_TOP];
  6665. if ( i < 0 || !sd->inventory_data[i] )
  6666. return 0;
  6667. pc_unequipitem(sd,i,3);
  6668. }
  6669. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6670. break;
  6671. case SC_MERC_FLEEUP:
  6672. case SC_MERC_ATKUP:
  6673. case SC_MERC_HPUP:
  6674. case SC_MERC_SPUP:
  6675. case SC_MERC_HITUP:
  6676. if( bl->type != BL_MER )
  6677. return 0; // Stats only for Mercenaries
  6678. break;
  6679. case SC_STRFOOD:
  6680. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  6681. return 0;
  6682. break;
  6683. case SC_AGIFOOD:
  6684. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  6685. return 0;
  6686. break;
  6687. case SC_VITFOOD:
  6688. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  6689. return 0;
  6690. break;
  6691. case SC_INTFOOD:
  6692. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  6693. return 0;
  6694. break;
  6695. case SC_DEXFOOD:
  6696. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  6697. return 0;
  6698. break;
  6699. case SC_LUKFOOD:
  6700. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  6701. return 0;
  6702. break;
  6703. case SC_FOOD_STR_CASH:
  6704. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  6705. return 0;
  6706. break;
  6707. case SC_FOOD_AGI_CASH:
  6708. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  6709. return 0;
  6710. break;
  6711. case SC_FOOD_VIT_CASH:
  6712. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  6713. return 0;
  6714. break;
  6715. case SC_FOOD_INT_CASH:
  6716. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  6717. return 0;
  6718. break;
  6719. case SC_FOOD_DEX_CASH:
  6720. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  6721. return 0;
  6722. break;
  6723. case SC_FOOD_LUK_CASH:
  6724. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  6725. return 0;
  6726. break;
  6727. case SC_CAMOUFLAGE:
  6728. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  6729. return 0;
  6730. break;
  6731. case SC__STRIPACCESSORY:
  6732. if( sd ) {
  6733. int i = -1;
  6734. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  6735. i = sd->equip_index[EQI_ACC_L];
  6736. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  6737. pc_unequipitem(sd,i,3); // Left-Accessory
  6738. }
  6739. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  6740. i = sd->equip_index[EQI_ACC_R];
  6741. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  6742. pc_unequipitem(sd,i,3); // Right-Accessory
  6743. }
  6744. if( i < 0 )
  6745. return 0;
  6746. }
  6747. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6748. break;
  6749. case SC_TOXIN:
  6750. case SC_PARALYSE:
  6751. case SC_VENOMBLEED:
  6752. case SC_MAGICMUSHROOM:
  6753. case SC_DEATHHURT:
  6754. case SC_PYREXIA:
  6755. case SC_OBLIVIONCURSE:
  6756. case SC_LEECHESEND:
  6757. { // It doesn't stack or even renew
  6758. int i = SC_TOXIN;
  6759. for(; i<= SC_LEECHESEND; i++)
  6760. if(sc->data[i]) return 0;
  6761. }
  6762. break;
  6763. case SC_SATURDAYNIGHTFEVER:
  6764. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  6765. return 0;
  6766. break;
  6767. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  6768. if(sc->data[SC_HOVERING])
  6769. return 0;
  6770. break;
  6771. case SC_C_MARKER:
  6772. if (src == bl)
  6773. return 0;
  6774. else {
  6775. struct status_change *tsc = status_get_sc(bl);
  6776. // Failed if the target is already marked and the new marker that isn't same marker
  6777. if (tsc && tsc->data[type] && tsc->data[type]->val2 != src->id)
  6778. return 0;
  6779. }
  6780. break;
  6781. }
  6782. // Check for BOSS resistances
  6783. if(status->mode&MD_BOSS && !(flag&1)) {
  6784. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  6785. return 0;
  6786. switch (type) {
  6787. case SC_BLESSING:
  6788. case SC_DECREASEAGI:
  6789. case SC_PROVOKE:
  6790. case SC_COMA:
  6791. case SC_GRAVITATION:
  6792. case SC_SUITON:
  6793. case SC_RICHMANKIM:
  6794. case SC_ROKISWEIL:
  6795. case SC_FOGWALL:
  6796. case SC_FREEZING:
  6797. case SC_BURNING:
  6798. case SC_MARSHOFABYSS:
  6799. case SC_ADORAMUS:
  6800. case SC_PARALYSIS:
  6801. case SC_DEEPSLEEP:
  6802. case SC_CRYSTALIZE:
  6803. case SC__ENERVATION:
  6804. case SC__GROOMY:
  6805. case SC__IGNORANCE:
  6806. case SC__LAZINESS:
  6807. case SC__UNLUCKY:
  6808. case SC__WEAKNESS:
  6809. // Exploit prevention - kRO Fix
  6810. case SC_PYREXIA:
  6811. case SC_DEATHHURT:
  6812. case SC_TOXIN:
  6813. case SC_PARALYSE:
  6814. case SC_VENOMBLEED:
  6815. case SC_MAGICMUSHROOM:
  6816. case SC_OBLIVIONCURSE:
  6817. case SC_LEECHESEND:
  6818. // Ranger Effects
  6819. case SC_BITE:
  6820. case SC_ELECTRICSHOCKER:
  6821. case SC_MAGNETICFIELD:
  6822. return 0;
  6823. }
  6824. }
  6825. // Check for mvp resistance // atm only those who OS
  6826. if(status->mode&MD_MVP && !(flag&1)) {
  6827. switch (type) {
  6828. case SC_COMA:
  6829. // continue list...
  6830. return 0;
  6831. }
  6832. }
  6833. // Before overlapping fail, one must check for status cured.
  6834. switch (type) {
  6835. case SC_BLESSING:
  6836. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  6837. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  6838. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  6839. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6840. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6841. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6842. }
  6843. break;
  6844. case SC_INCREASEAGI:
  6845. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  6846. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  6847. break;
  6848. case SC_QUAGMIRE:
  6849. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  6850. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  6851. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  6852. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  6853. // Also blocks the ones below...
  6854. case SC_DECREASEAGI:
  6855. case SC_ADORAMUS:
  6856. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  6857. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  6858. // Also blocks the ones below...
  6859. case SC_DONTFORGETME:
  6860. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  6861. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  6862. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  6863. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  6864. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  6865. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  6866. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  6867. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  6868. break;
  6869. case SC_ONEHAND:
  6870. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  6871. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  6872. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  6873. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  6874. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  6875. break;
  6876. case SC_MAXOVERTHRUST:
  6877. // Cancels Normal Overthrust. [Skotlex]
  6878. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  6879. break;
  6880. case SC_KYRIE:
  6881. // Cancels Assumptio
  6882. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  6883. break;
  6884. case SC_DELUGE:
  6885. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  6886. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6887. break;
  6888. case SC_SILENCE:
  6889. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  6890. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  6891. break;
  6892. case SC_HIDING:
  6893. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  6894. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  6895. break;
  6896. case SC_BERSERK:
  6897. if( val3 == SC__BLOODYLUST )
  6898. break;
  6899. if(battle_config.berserk_cancels_buffs) {
  6900. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  6901. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  6902. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  6903. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  6904. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  6905. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  6906. }
  6907. #ifdef RENEWAL
  6908. else {
  6909. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  6910. }
  6911. #endif
  6912. break;
  6913. case SC_ASSUMPTIO:
  6914. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  6915. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  6916. break;
  6917. case SC_KAITE:
  6918. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  6919. break;
  6920. case SC_GN_CARTBOOST:
  6921. case SC_CARTBOOST:
  6922. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  6923. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  6924. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  6925. return 0;
  6926. }
  6927. break;
  6928. case SC_FUSION:
  6929. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  6930. break;
  6931. case SC_ADJUSTMENT:
  6932. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  6933. break;
  6934. case SC_MADNESSCANCEL:
  6935. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  6936. break;
  6937. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  6938. case SC_CHANGEUNDEAD:
  6939. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  6940. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  6941. break;
  6942. case SC_STRFOOD:
  6943. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  6944. break;
  6945. case SC_AGIFOOD:
  6946. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  6947. break;
  6948. case SC_VITFOOD:
  6949. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  6950. break;
  6951. case SC_INTFOOD:
  6952. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  6953. break;
  6954. case SC_DEXFOOD:
  6955. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  6956. break;
  6957. case SC_LUKFOOD:
  6958. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  6959. break;
  6960. case SC_FOOD_STR_CASH:
  6961. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  6962. break;
  6963. case SC_FOOD_AGI_CASH:
  6964. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  6965. break;
  6966. case SC_FOOD_VIT_CASH:
  6967. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  6968. break;
  6969. case SC_FOOD_INT_CASH:
  6970. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  6971. break;
  6972. case SC_FOOD_DEX_CASH:
  6973. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  6974. break;
  6975. case SC_FOOD_LUK_CASH:
  6976. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  6977. break;
  6978. case SC_FIGHTINGSPIRIT:
  6979. status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
  6980. break;
  6981. case SC_MARSHOFABYSS:
  6982. status_change_end(bl, SC_INCAGI, INVALID_TIMER);
  6983. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  6984. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  6985. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  6986. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  6987. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  6988. break;
  6989. case SC_SWINGDANCE:
  6990. case SC_SYMPHONYOFLOVER:
  6991. case SC_MOONLITSERENADE:
  6992. case SC_RUSHWINDMILL:
  6993. case SC_ECHOSONG:
  6994. case SC_HARMONIZE: // Group A doesn't overlap
  6995. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  6996. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  6997. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  6998. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  6999. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  7000. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  7001. break;
  7002. case SC_VOICEOFSIREN:
  7003. case SC_DEEPSLEEP:
  7004. case SC_GLOOMYDAY:
  7005. case SC_SONGOFMANA:
  7006. case SC_DANCEWITHWUG:
  7007. case SC_SATURDAYNIGHTFEVER:
  7008. case SC_LERADSDEW:
  7009. case SC_MELODYOFSINK:
  7010. case SC_BEYONDOFWARCRY:
  7011. case SC_UNLIMITEDHUMMINGVOICE: // Group B
  7012. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  7013. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7014. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  7015. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  7016. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  7017. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  7018. if (type != SC_GLOOMYDAY) {
  7019. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  7020. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  7021. }
  7022. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  7023. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  7024. if (type != SC_SATURDAYNIGHTFEVER) {
  7025. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  7026. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  7027. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  7028. }
  7029. }
  7030. break;
  7031. case SC_REFLECTSHIELD:
  7032. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  7033. break;
  7034. case SC_REFLECTDAMAGE:
  7035. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  7036. break;
  7037. case SC_SHIELDSPELL_DEF:
  7038. case SC_SHIELDSPELL_MDEF:
  7039. case SC_SHIELDSPELL_REF:
  7040. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  7041. if( type != SC_SHIELDSPELL_DEF )
  7042. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  7043. if( type != SC_SHIELDSPELL_MDEF )
  7044. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  7045. if( type != SC_SHIELDSPELL_REF )
  7046. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  7047. break;
  7048. case SC_GT_ENERGYGAIN:
  7049. case SC_GT_CHANGE:
  7050. case SC_GT_REVITALIZE:
  7051. if( type != SC_GT_REVITALIZE )
  7052. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  7053. if( type != SC_GT_ENERGYGAIN )
  7054. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  7055. if( type != SC_GT_CHANGE )
  7056. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  7057. break;
  7058. case SC_WARMER:
  7059. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7060. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7061. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7062. break;
  7063. case SC_INVINCIBLE:
  7064. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  7065. break;
  7066. case SC_INVINCIBLEOFF:
  7067. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  7068. break;
  7069. case SC_MAGICPOWER:
  7070. status_change_end(bl, type, INVALID_TIMER);
  7071. break;
  7072. case SC_WHITEIMPRISON:
  7073. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7074. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7075. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7076. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7077. break;
  7078. case SC_FREEZING:
  7079. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7080. break;
  7081. }
  7082. // Check for overlapping fails
  7083. if( (sce = sc->data[type]) ) {
  7084. switch( type ) {
  7085. case SC_MERC_FLEEUP:
  7086. case SC_MERC_ATKUP:
  7087. case SC_MERC_HPUP:
  7088. case SC_MERC_SPUP:
  7089. case SC_MERC_HITUP:
  7090. if( sce->val1 > val1 )
  7091. val1 = sce->val1;
  7092. break;
  7093. case SC_ADRENALINE:
  7094. case SC_ADRENALINE2:
  7095. case SC_WEAPONPERFECTION:
  7096. case SC_OVERTHRUST:
  7097. if (sce->val2 > val2)
  7098. return 0;
  7099. break;
  7100. case SC_S_LIFEPOTION:
  7101. case SC_L_LIFEPOTION:
  7102. case SC_BOSSMAPINFO:
  7103. case SC_STUN:
  7104. case SC_SLEEP:
  7105. case SC_POISON:
  7106. case SC_CURSE:
  7107. case SC_SILENCE:
  7108. case SC_CONFUSION:
  7109. case SC_BLIND:
  7110. case SC_BLEEDING:
  7111. case SC_DPOISON:
  7112. case SC_CLOSECONFINE2: // Can't be re-closed in.
  7113. case SC_TINDER_BREAKER2:
  7114. case SC_MARIONETTE:
  7115. case SC_MARIONETTE2:
  7116. case SC_NOCHAT:
  7117. case SC_CHANGE: // Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  7118. case SC__INVISIBILITY:
  7119. case SC__ENERVATION:
  7120. case SC__GROOMY:
  7121. case SC__IGNORANCE:
  7122. case SC__LAZINESS:
  7123. case SC__WEAKNESS:
  7124. case SC__UNLUCKY:
  7125. return 0;
  7126. case SC_COMBO:
  7127. case SC_DANCING:
  7128. case SC_DEVOTION:
  7129. case SC_ASPDPOTION0:
  7130. case SC_ASPDPOTION1:
  7131. case SC_ASPDPOTION2:
  7132. case SC_ASPDPOTION3:
  7133. case SC_ATKPOTION:
  7134. case SC_MATKPOTION:
  7135. case SC_ENCHANTARMS:
  7136. case SC_ARMOR_ELEMENT:
  7137. case SC_ARMOR_RESIST:
  7138. break;
  7139. case SC_GOSPEL:
  7140. // Must not override a casting gospel char.
  7141. if(sce->val4 == BCT_SELF)
  7142. return 0;
  7143. if(sce->val1 > val1)
  7144. return 1;
  7145. break;
  7146. case SC_ENDURE:
  7147. if(sce->val4 && !val4)
  7148. return 1; // Don't let you override infinite endure.
  7149. if(sce->val1 > val1)
  7150. return 1;
  7151. break;
  7152. case SC_KAAHI:
  7153. // Kaahi overwrites previous level regardless of existing level.
  7154. // Delete timer if it exists.
  7155. if (sce->val4 != INVALID_TIMER) {
  7156. delete_timer(sce->val4,kaahi_heal_timer);
  7157. sce->val4 = INVALID_TIMER;
  7158. }
  7159. break;
  7160. case SC_JAILED:
  7161. // When a player is already jailed, do not edit the jail data.
  7162. val2 = sce->val2;
  7163. val3 = sce->val3;
  7164. val4 = sce->val4;
  7165. break;
  7166. case SC_LERADSDEW:
  7167. if (sc && sc->data[SC_BERSERK])
  7168. return 0;
  7169. case SC_SHAPESHIFT:
  7170. case SC_PROPERTYWALK:
  7171. break;
  7172. case SC_LEADERSHIP:
  7173. case SC_GLORYWOUNDS:
  7174. case SC_SOULCOLD:
  7175. case SC_HAWKEYES:
  7176. if( sce->val4 && !val4 ) // You cannot override master guild aura
  7177. return 0;
  7178. break;
  7179. case SC_JOINTBEAT:
  7180. val2 |= sce->val2; // Stackable ailments
  7181. default:
  7182. if(sce->val1 > val1)
  7183. return 1; // Return true to not mess up skill animations. [Skotlex]
  7184. }
  7185. }
  7186. vd = status_get_viewdata(bl);
  7187. calc_flag = StatusChangeFlagTable[type];
  7188. if(!(flag&4)) // &4 - Do not parse val settings when loading SCs
  7189. switch(type)
  7190. {
  7191. case SC_DECREASEAGI:
  7192. case SC_INCREASEAGI:
  7193. case SC_ADORAMUS:
  7194. val2 = 2 + val1; // Agi change
  7195. if( type == SC_ADORAMUS )
  7196. sc_start(src,bl,SC_BLIND,val1 * 4 + (sd ? sd->status.job_level : 50) / 2,val1,skill_get_time(status_sc2skill(type),val1));
  7197. break;
  7198. case SC_ENDURE:
  7199. val2 = 7; // Hit-count [Celest]
  7200. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
  7201. struct map_session_data *tsd;
  7202. if( sd ) {
  7203. int i;
  7204. for( i = 0; i < 5; i++ ) {
  7205. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7206. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  7207. }
  7208. }
  7209. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7210. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  7211. }
  7212. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  7213. if( val4 )
  7214. tick = -1;
  7215. break;
  7216. case SC_AUTOBERSERK:
  7217. if (status->hp < status->max_hp>>2 &&
  7218. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  7219. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  7220. tick = -1;
  7221. break;
  7222. case SC_SIGNUMCRUCIS:
  7223. val2 = 10 + 4*val1; // Def reduction
  7224. tick = -1;
  7225. clif_emotion(bl,E_SWT);
  7226. break;
  7227. case SC_MAXIMIZEPOWER:
  7228. tick_time = val2 = tick>0?tick:60000;
  7229. tick = -1; // Duration sent to the client should be infinite
  7230. break;
  7231. case SC_EDP:
  7232. val2 = val1 + 2; // Chance to Poison enemies.
  7233. #ifndef RENEWAL
  7234. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  7235. #endif
  7236. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  7237. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  7238. break;
  7239. case SC_POISONREACT:
  7240. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  7241. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  7242. break;
  7243. case SC_MAGICROD:
  7244. val2 = val1*20; // SP gained
  7245. break;
  7246. case SC_KYRIE:
  7247. if( sd )
  7248. val1 = min(val1,pc_checkskill(sd,PR_KYRIE)); // Use skill level to determine barrier health.
  7249. val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; // %Max HP to absorb
  7250. // val4 holds current amount of party members when casting Praefatio
  7251. // as Praefatio's barrier has more health and blocks more hits than Kyrie Elesion.
  7252. if( val4 < 1 ) // == PR_KYRIE
  7253. val3 = (val1 / 2 + 5);
  7254. else { // == AB_PRAEFATIO
  7255. val2 += val4 * 2; // Increase barrier strength per party member.
  7256. val3 = 6 + val1;
  7257. }
  7258. break;
  7259. case SC_MAGICPOWER:
  7260. // val1: Skill lv
  7261. val2 = 1; // Lasts 1 invocation
  7262. val3 = 5*val1; // Matk% increase
  7263. val4 = 0; // 0 = ready to be used, 1 = activated and running
  7264. break;
  7265. case SC_SACRIFICE:
  7266. val2 = 5; // Lasts 5 hits
  7267. tick = -1;
  7268. break;
  7269. case SC_ENCPOISON:
  7270. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  7271. case SC_ASPERSIO:
  7272. case SC_FIREWEAPON:
  7273. case SC_WATERWEAPON:
  7274. case SC_WINDWEAPON:
  7275. case SC_EARTHWEAPON:
  7276. case SC_SHADOWWEAPON:
  7277. case SC_GHOSTWEAPON:
  7278. skill_enchant_elemental_end(bl,type);
  7279. break;
  7280. case SC_ELEMENTALCHANGE:
  7281. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  7282. // val2 : Element (When no element, random one is picked)
  7283. // val3 : 0 = called by skill 1 = called by script (fixed level)
  7284. if( !val2 ) val2 = rnd()%ELE_MAX;
  7285. if( val1 == 1 && val3 == 0 )
  7286. val1 = 1 + rnd()%4;
  7287. else if( val1 > 4 )
  7288. val1 = 4; // Max Level
  7289. val3 = 0; // Not need to keep this info.
  7290. break;
  7291. case SC_PROVIDENCE:
  7292. val2=val1*5; // Race/Ele resist
  7293. break;
  7294. case SC_REFLECTSHIELD:
  7295. val2=10+val1*3; // %Dmg reflected
  7296. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) {
  7297. struct map_session_data *tsd;
  7298. if( sd ) {
  7299. int i;
  7300. for( i = 0; i < 5; i++ ) {
  7301. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7302. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7303. }
  7304. }
  7305. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7306. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7307. }
  7308. break;
  7309. case SC_STRIPWEAPON:
  7310. if (!sd) // Watk reduction
  7311. val2 = 25;
  7312. break;
  7313. case SC_STRIPSHIELD:
  7314. if (!sd) // Def reduction
  7315. val2 = 15;
  7316. break;
  7317. case SC_STRIPARMOR:
  7318. if (!sd) // Vit reduction
  7319. val2 = 40;
  7320. break;
  7321. case SC_STRIPHELM:
  7322. if (!sd) // Int reduction
  7323. val2 = 40;
  7324. break;
  7325. case SC_AUTOSPELL:
  7326. // Val1 Skill LV of Autospell
  7327. // Val2 Skill ID to cast
  7328. // Val3 Max Lv to cast
  7329. val4 = 5 + val1*2; // Chance of casting
  7330. break;
  7331. case SC_VOLCANO:
  7332. val2 = val1*10; // Watk increase
  7333. #ifndef RENEWAL
  7334. if (status->def_ele != ELE_FIRE)
  7335. val2 = 0;
  7336. #endif
  7337. break;
  7338. case SC_VIOLENTGALE:
  7339. val2 = val1*3; // Flee increase
  7340. #ifndef RENEWAL
  7341. if (status->def_ele != ELE_WIND)
  7342. val2 = 0;
  7343. #endif
  7344. break;
  7345. case SC_DELUGE:
  7346. val2 = deluge_eff[val1-1]; // HP increase
  7347. #ifndef RENEWAL
  7348. if(status->def_ele != ELE_WATER)
  7349. val2 = 0;
  7350. #endif
  7351. break;
  7352. case SC_SUITON:
  7353. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  7354. // No penalties.
  7355. val2 = 0; // Agi penalty
  7356. val3 = 0; // Walk speed penalty
  7357. break;
  7358. }
  7359. val3 = 50;
  7360. val2 = 3*((val1+1)/3);
  7361. if (val1 > 4) val2--;
  7362. break;
  7363. case SC_ONEHAND:
  7364. case SC_TWOHANDQUICKEN:
  7365. val2 = 300;
  7366. if (val1 > 10) // For boss casted skills [Skotlex]
  7367. val2 += 20*(val1-10);
  7368. break;
  7369. case SC_MERC_QUICKEN:
  7370. val2 = 300;
  7371. break;
  7372. #ifndef RENEWAL_ASPD
  7373. case SC_SPEARQUICKEN:
  7374. val2 = 200+10*val1;
  7375. break;
  7376. #endif
  7377. case SC_DANCING:
  7378. // val1 : Skill ID + LV
  7379. // val2 : Skill Group of the Dance.
  7380. // val3 : Brings the skill_lv (merged into val1 here)
  7381. // val4 : Partner
  7382. if (val1 == CG_MOONLIT)
  7383. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  7384. val1|= (val3<<16);
  7385. val3 = tick/1000; // Tick duration
  7386. tick_time = 1000; // [GodLesZ] tick time
  7387. break;
  7388. case SC_LONGING:
  7389. val2 = 500-100*val1; // Aspd penalty.
  7390. break;
  7391. case SC_EXPLOSIONSPIRITS:
  7392. val2 = 75 + 25*val1; // Cri bonus
  7393. break;
  7394. case SC_ASPDPOTION0:
  7395. case SC_ASPDPOTION1:
  7396. case SC_ASPDPOTION2:
  7397. case SC_ASPDPOTION3:
  7398. val2 = 50*(2+type-SC_ASPDPOTION0);
  7399. break;
  7400. case SC_WEDDING:
  7401. case SC_XMAS:
  7402. case SC_SUMMER:
  7403. case SC_HANBOK:
  7404. if (!vd) return 0;
  7405. // Store previous values as they could be removed.
  7406. val1 = vd->class_;
  7407. val2 = vd->weapon;
  7408. val3 = vd->shield;
  7409. val4 = vd->cloth_color;
  7410. unit_stop_attack(bl);
  7411. clif_changelook(bl,LOOK_WEAPON,0);
  7412. clif_changelook(bl,LOOK_SHIELD,0);
  7413. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:type==SC_SUMMER?JOB_SUMMER:JOB_HANBOK);
  7414. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  7415. break;
  7416. case SC_NOCHAT:
  7417. // !FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
  7418. tick = 60000;
  7419. val1 = battle_config.manner_system; // Mute filters.
  7420. if (sd) {
  7421. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  7422. clif_updatestatus(sd,SP_MANNER);
  7423. }
  7424. break;
  7425. case SC_STONE:
  7426. val3 = tick/1000; // Petrified HP-damage iterations.
  7427. if(val3 < 1) val3 = 1;
  7428. tick = val4; // Petrifying time.
  7429. tick = max(tick, 1000); // Min time
  7430. calc_flag = 0; // Actual status changes take effect on petrified state.
  7431. break;
  7432. case SC_DPOISON:
  7433. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  7434. if (status->hp > status->max_hp>>2) {
  7435. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  7436. if (status->hp - diff < status->max_hp>>2)
  7437. diff = status->hp - (status->max_hp>>2);
  7438. if( val2 && bl->type == BL_MOB ) {
  7439. struct block_list* src = map_id2bl(val2);
  7440. if( src )
  7441. mob_log_damage((TBL_MOB*)bl,src,diff);
  7442. }
  7443. status_zap(bl, diff, 0);
  7444. }
  7445. case SC_POISON:
  7446. // Fall through
  7447. val3 = tick/1000; // Damage iterations
  7448. if(val3 < 1) val3 = 1;
  7449. tick_time = 1000; // [GodLesZ] tick time
  7450. // val4: HP damage
  7451. if (bl->type == BL_PC)
  7452. val4 = (type == SC_DPOISON) ? 2 + status->max_hp/50 : 2 + status->max_hp*3/200;
  7453. else
  7454. val4 = (type == SC_DPOISON) ? 2 + status->max_hp/100 : 2 + status->max_hp/200;
  7455. break;
  7456. case SC_CONFUSION:
  7457. clif_emotion(bl,E_WHAT);
  7458. break;
  7459. case SC_BLEEDING:
  7460. val4 = tick/10000;
  7461. if (!val4) val4 = 1;
  7462. tick_time = 10000; // [GodLesZ] tick time
  7463. break;
  7464. case SC_S_LIFEPOTION:
  7465. case SC_L_LIFEPOTION:
  7466. if( val1 == 0 ) return 0;
  7467. // val1 = heal percent/amout
  7468. // val2 = seconds between heals
  7469. // val4 = total of heals
  7470. if( val2 < 1 ) val2 = 1;
  7471. if( (val4 = tick/(val2 * 1000)) < 1 )
  7472. val4 = 1;
  7473. tick_time = val2 * 1000; // [GodLesZ] tick time
  7474. break;
  7475. case SC_BOSSMAPINFO:
  7476. if( sd != NULL ) {
  7477. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  7478. if( boss_md == NULL || boss_md->bl.prev == NULL ) { // No MVP on this map - MVP is dead
  7479. clif_bossmapinfo(sd->fd, boss_md, 1);
  7480. return 0; // No need to start SC
  7481. }
  7482. val1 = boss_md->bl.id;
  7483. if( (val4 = tick/1000) < 1 )
  7484. val4 = 1;
  7485. tick_time = 1000; // [GodLesZ] tick time
  7486. }
  7487. break;
  7488. case SC_HIDING:
  7489. val2 = tick/1000;
  7490. tick_time = 1000; // [GodLesZ] tick time
  7491. val3 = 0; // Unused, previously speed adjustment
  7492. val4 = val1+3; // Seconds before SP substraction happen.
  7493. break;
  7494. case SC_CHASEWALK:
  7495. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  7496. val3 = 35 - 5 * val1; // Speed adjustment.
  7497. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  7498. val3 -= 40;
  7499. val4 = 10+val1*2; // SP cost.
  7500. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  7501. break;
  7502. case SC_CLOAKING:
  7503. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  7504. val1 = 10;
  7505. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  7506. tick = -1; // Duration sent to the client should be infinite
  7507. val3 = 0; // Unused, previously walk speed adjustment
  7508. // val4&1 signals the presence of a wall.
  7509. // val4&2 makes cloak not end on normal attacks [Skotlex]
  7510. // val4&4 makes cloak not end on using skills
  7511. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  7512. val4 |= battle_config.pc_cloak_check_type&7;
  7513. else
  7514. val4 |= battle_config.monster_cloak_check_type&7;
  7515. break;
  7516. case SC_SIGHT: /* splash status */
  7517. case SC_RUWACH:
  7518. case SC_SIGHTBLASTER:
  7519. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  7520. val2 = tick/250;
  7521. tick_time = 10; // [GodLesZ] tick time
  7522. break;
  7523. /* Permanent effects */
  7524. case SC_AETERNA:
  7525. case SC_MODECHANGE:
  7526. case SC_WEIGHT50:
  7527. case SC_WEIGHT90:
  7528. case SC_BROKENWEAPON:
  7529. case SC_BROKENARMOR:
  7530. case SC_READYSTORM:
  7531. case SC_READYDOWN:
  7532. case SC_READYCOUNTER:
  7533. case SC_READYTURN:
  7534. case SC_DODGE:
  7535. case SC_PUSH_CART:
  7536. tick = -1;
  7537. break;
  7538. case SC_AUTOGUARD:
  7539. if( !(flag&1) ) {
  7540. struct map_session_data *tsd;
  7541. int i,t;
  7542. for( i = val2 = 0; i < val1; i++) {
  7543. t = 5-(i>>1);
  7544. val2 += (t < 0)? 1:t;
  7545. }
  7546. if( bl->type&(BL_PC|BL_MER) ) {
  7547. if( sd ) {
  7548. for( i = 0; i < 5; i++ ) {
  7549. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7550. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7551. }
  7552. }
  7553. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7554. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7555. }
  7556. }
  7557. break;
  7558. case SC_DEFENDER:
  7559. if (!(flag&1)) {
  7560. val2 = 5 + 15*val1; // Damage reduction
  7561. val3 = 0; // Unused, previously speed adjustment
  7562. val4 = 250 - 50*val1; // Aspd adjustment
  7563. if (sd) {
  7564. struct map_session_data *tsd;
  7565. int i;
  7566. for (i = 0; i < 5; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  7567. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  7568. status_change_start(src,&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  7569. }
  7570. }
  7571. }
  7572. break;
  7573. case SC_TENSIONRELAX:
  7574. if (sd) {
  7575. pc_setsit(sd);
  7576. clif_sitting(&sd->bl);
  7577. }
  7578. val2 = 12; // SP cost
  7579. val4 = 10000; // Decrease at 10secs intervals.
  7580. val3 = tick/val4;
  7581. tick = -1; // Duration sent to the client should be infinite
  7582. tick_time = val4; // [GodLesZ] tick time
  7583. break;
  7584. case SC_PARRYING:
  7585. val2 = 20 + val1*3; // Block Chance
  7586. break;
  7587. case SC_WINDWALK:
  7588. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  7589. break;
  7590. case SC_JOINTBEAT:
  7591. if( val2&BREAK_NECK )
  7592. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  7593. break;
  7594. case SC_BERSERK:
  7595. if( val3 == SC__BLOODYLUST )
  7596. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  7597. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  7598. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  7599. // HP healing is performing after the calc_status call.
  7600. // Val2 holds HP penalty
  7601. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  7602. if (!val4) val4 = 10000; // Val4 holds damage interval
  7603. val3 = tick/val4; // val3 holds skill duration
  7604. tick_time = val4; // [GodLesZ] tick time
  7605. break;
  7606. case SC_GOSPEL:
  7607. if(val4 == BCT_SELF) { // Self effect
  7608. val2 = tick/10000;
  7609. tick_time = 10000; // [GodLesZ] tick time
  7610. status_change_clear_buffs(bl,3); // Remove buffs/debuffs
  7611. }
  7612. break;
  7613. case SC_MARIONETTE:
  7614. {
  7615. int stat;
  7616. val3 = 0;
  7617. val4 = 0;
  7618. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  7619. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  7620. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  7621. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  7622. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  7623. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  7624. break;
  7625. }
  7626. case SC_MARIONETTE2:
  7627. {
  7628. int stat,max_stat;
  7629. // Fetch caster information
  7630. struct block_list *pbl = map_id2bl(val1);
  7631. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  7632. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  7633. // Fetch target's stats
  7634. struct status_data* status = status_get_status_data(bl); // Battle status
  7635. if (!psce)
  7636. return 0;
  7637. val3 = 0;
  7638. val4 = 0;
  7639. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  7640. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  7641. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  7642. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  7643. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  7644. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  7645. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  7646. break;
  7647. }
  7648. case SC_REJECTSWORD:
  7649. val2 = 15*val1; // Reflect chance
  7650. val3 = 3; // Reflections
  7651. tick = -1;
  7652. break;
  7653. case SC_MEMORIZE:
  7654. val2 = 5; // Memorized casts.
  7655. tick = -1;
  7656. break;
  7657. case SC_GRAVITATION:
  7658. val2 = 50*val1; // aspd reduction
  7659. break;
  7660. case SC_REGENERATION:
  7661. if (val1 == 1)
  7662. val2 = 2;
  7663. else
  7664. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  7665. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  7666. // If val4 comes set, this blocks regen rather than increase it.
  7667. break;
  7668. case SC_DEVOTION:
  7669. {
  7670. struct block_list *d_bl;
  7671. struct status_change *d_sc;
  7672. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  7673. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  7674. enum sc_type type2;
  7675. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  7676. while( i >= 0 ) {
  7677. type2 = types[i];
  7678. if( d_sc->data[type2] )
  7679. sc_start(d_bl,bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  7680. i--;
  7681. }
  7682. }
  7683. break;
  7684. }
  7685. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  7686. if( val3 && bl->type == BL_MOB ) {
  7687. struct block_list* src = map_id2bl(val3);
  7688. if( src )
  7689. mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
  7690. }
  7691. status_zap(bl, status->hp-1, val2?0:status->sp);
  7692. return 1;
  7693. break;
  7694. case SC_TINDER_BREAKER2:
  7695. case SC_CLOSECONFINE2:
  7696. {
  7697. struct block_list *src = val2?map_id2bl(val2):NULL;
  7698. struct status_change *sc2 = src?status_get_sc(src):NULL;
  7699. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  7700. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  7701. if (src && sc2) {
  7702. if (!sce2) // Start lock on caster.
  7703. sc_start4(src,src,type2,100,val1,1,0,0,tick+1000);
  7704. else { // Increase count of locked enemies and refresh time.
  7705. (sce2->val2)++;
  7706. delete_timer(sce2->timer, status_change_timer);
  7707. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, type2);
  7708. }
  7709. } else // Status failed.
  7710. return 0;
  7711. }
  7712. break;
  7713. case SC_KAITE:
  7714. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  7715. break;
  7716. case SC_KAUPE:
  7717. switch (val1) {
  7718. case 3: // 33*3 + 1 -> 100%
  7719. val2++;
  7720. case 1:
  7721. case 2: // 33, 66%
  7722. val2 += 33*val1;
  7723. val3 = 1; // Dodge 1 attack total.
  7724. break;
  7725. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  7726. val2 = 100;
  7727. val3 = val1-2;
  7728. break;
  7729. }
  7730. break;
  7731. case SC_COMBO: {
  7732. // val1: Skill ID
  7733. // val2: When given, target (for autotargetting skills)
  7734. // val3: When set, this combo time should NOT delay attack/movement
  7735. // val3: TK: Last used kick
  7736. // val4: TK: Combo time
  7737. struct unit_data *ud = unit_bl2ud(bl);
  7738. if (ud && !val3) {
  7739. tick += 300 * battle_config.combo_delay_rate/100;
  7740. ud->attackabletime = gettick()+tick;
  7741. unit_set_walkdelay(bl, gettick(), tick, 1);
  7742. }
  7743. val3 = 0;
  7744. val4 = tick;
  7745. }
  7746. break;
  7747. case SC_EARTHSCROLL:
  7748. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  7749. break;
  7750. case SC_RUN:
  7751. val4 = gettick(); // Store time at which you started running.
  7752. tick = -1;
  7753. break;
  7754. case SC_KAAHI:
  7755. val2 = 200*val1; // HP heal
  7756. val3 = 5*val1; // SP cost
  7757. val4 = INVALID_TIMER; // Kaahi Timer.
  7758. break;
  7759. case SC_BLESSING:
  7760. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7761. val2 = val1;
  7762. else
  7763. val2 = 0; // 0 -> Half stat.
  7764. break;
  7765. case SC_TRICKDEAD:
  7766. if (vd) vd->dead_sit = 1;
  7767. tick = -1;
  7768. break;
  7769. case SC_CONCENTRATE:
  7770. val2 = 2 + val1;
  7771. if (sd) { // Store the card-bonus data that should not count in the %
  7772. val3 = sd->param_bonus[1]; // Agi
  7773. val4 = sd->param_bonus[4]; // Dex
  7774. } else
  7775. val3 = val4 = 0;
  7776. break;
  7777. case SC_MAXOVERTHRUST:
  7778. val2 = 20*val1; // Power increase
  7779. break;
  7780. case SC_OVERTHRUST:
  7781. // val2 holds if it was casted on self, or is bonus received from others
  7782. val3 = 5*val1; // Power increase
  7783. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  7784. tick += tick / 10;
  7785. break;
  7786. case SC_ADRENALINE2:
  7787. case SC_ADRENALINE:
  7788. val3 = (val2) ? 300 : 200; // aspd increase
  7789. case SC_WEAPONPERFECTION:
  7790. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  7791. tick += tick / 10;
  7792. break;
  7793. case SC_CONCENTRATION:
  7794. val2 = 5*val1; // Batk/Watk Increase
  7795. val3 = 10*val1; // Hit Increase
  7796. val4 = 5*val1; // Def reduction
  7797. break;
  7798. case SC_ANGELUS:
  7799. val2 = 5*val1; // def increase
  7800. break;
  7801. case SC_IMPOSITIO:
  7802. val2 = 5*val1; // watk increase
  7803. break;
  7804. case SC_MELTDOWN:
  7805. val2 = 100*val1; // Chance to break weapon
  7806. val3 = 70*val1; // Change to break armor
  7807. break;
  7808. case SC_TRUESIGHT:
  7809. val2 = 10*val1; // Critical increase
  7810. val3 = 3*val1; // Hit increase
  7811. break;
  7812. case SC_SUN_COMFORT:
  7813. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  7814. break;
  7815. case SC_MOON_COMFORT:
  7816. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  7817. break;
  7818. case SC_STAR_COMFORT:
  7819. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  7820. break;
  7821. case SC_QUAGMIRE:
  7822. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  7823. break;
  7824. // gs_something1 [Vicious]
  7825. case SC_GATLINGFEVER:
  7826. val2 = 20*val1; // Aspd increase
  7827. val3 = 20+10*val1; // Batk increase
  7828. val4 = 5*val1; // Flee decrease
  7829. break;
  7830. case SC_FLING:
  7831. if (bl->type == BL_PC)
  7832. val2 = 0; // No armor reduction to players.
  7833. else
  7834. val2 = 5*val1; // Def reduction
  7835. val3 = 5*val1; // Def2 reduction
  7836. break;
  7837. case SC_PROVOKE:
  7838. // val2 signals autoprovoke.
  7839. val3 = 2+3*val1; // Atk increase
  7840. val4 = 5+5*val1; // Def reduction.
  7841. break;
  7842. case SC_AVOID:
  7843. // val2 = 10*val1; // Speed change rate.
  7844. break;
  7845. case SC_DEFENCE:
  7846. #ifdef RENEWAL
  7847. val2 = 5 + (val1 * 5); // Vit bonus
  7848. #else
  7849. val2 = 2*val1; // Def bonus
  7850. #endif
  7851. break;
  7852. case SC_BLOODLUST:
  7853. val2 = 20+10*val1; // Atk rate change.
  7854. val3 = 3*val1; // Leech chance
  7855. val4 = 20; // Leech percent
  7856. break;
  7857. case SC_FLEET:
  7858. val2 = 30*val1; // Aspd change
  7859. val3 = 5+5*val1; // bAtk/wAtk rate change
  7860. break;
  7861. case SC_MINDBREAKER:
  7862. val2 = 20*val1; // matk increase.
  7863. val3 = 12*val1; // mdef2 reduction.
  7864. break;
  7865. case SC_SKA:
  7866. val2 = tick/1000;
  7867. val3 = rnd()%100; // Def changes randomly every second...
  7868. tick_time = 1000; // [GodLesZ] tick time
  7869. break;
  7870. case SC_JAILED:
  7871. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  7872. tick = val1>0?1000:250;
  7873. if (sd) {
  7874. if (sd->mapindex != val2) {
  7875. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  7876. map = sd->mapindex; // Current Map
  7877. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  7878. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  7879. // 2. Set restore point (val3 -> return map, val4 return coords
  7880. val3 = map;
  7881. val4 = pos;
  7882. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  7883. val3 = sd->status.save_point.map;
  7884. val4 = (sd->status.save_point.x&0xFFFF)
  7885. |(sd->status.save_point.y<<16);
  7886. }
  7887. }
  7888. break;
  7889. case SC_UTSUSEMI:
  7890. val2=(val1+1)/2; // Number of hits blocked
  7891. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  7892. break;
  7893. case SC_BUNSINJYUTSU:
  7894. val2=(val1+1)/2; // Number of hits blocked
  7895. break;
  7896. case SC_CHANGE:
  7897. val2= 30*val1; // Vit increase
  7898. val3= 20*val1; // Int increase
  7899. break;
  7900. case SC_SWOO:
  7901. if(status->mode&MD_BOSS)
  7902. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  7903. break;
  7904. case SC_SPIDERWEB:
  7905. if( bl->type == BL_PC )
  7906. tick /= 2;
  7907. break;
  7908. case SC_ARMOR:
  7909. // NPC_DEFENDER:
  7910. val2 = 80; // Damage reduction
  7911. // Attack requirements to be blocked:
  7912. val3 = BF_LONG; // Range
  7913. val4 = BF_WEAPON|BF_MISC; // Type
  7914. break;
  7915. case SC_ENCHANTARMS:
  7916. // end previous enchants
  7917. skill_enchant_elemental_end(bl,type);
  7918. // Make sure the received element is valid.
  7919. if (val2 >= ELE_MAX)
  7920. val2 = val2%ELE_MAX;
  7921. else if (val2 < 0)
  7922. val2 = rnd()%ELE_MAX;
  7923. break;
  7924. case SC_CRITICALWOUND:
  7925. val2 = 20*val1; // Heal effectiveness decrease
  7926. break;
  7927. case SC_MAGICMIRROR:
  7928. case SC_SLOWCAST:
  7929. val2 = 20*val1; // Magic reflection/cast rate
  7930. break;
  7931. case SC_ARMORCHANGE:
  7932. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  7933. val2 =-20;
  7934. val3 = 20;
  7935. } else { // Boost def
  7936. val2 = 20;
  7937. val3 =-20;
  7938. }
  7939. val2*=val1; // 20% per level
  7940. val3*=val1;
  7941. break;
  7942. case SC_EXPBOOST:
  7943. case SC_JEXPBOOST:
  7944. if (val1 < 0)
  7945. val1 = 0;
  7946. break;
  7947. case SC_INCFLEE2:
  7948. case SC_INCCRI:
  7949. val2 = val1*10; // Actual boost (since 100% = 1000)
  7950. break;
  7951. case SC_SUFFRAGIUM:
  7952. val2 = 15 * val1; // Speed cast decrease
  7953. break;
  7954. case SC_INCHEALRATE:
  7955. if (val1 < 1)
  7956. val1 = 1;
  7957. break;
  7958. case SC_HALLUCINATION:
  7959. val2 = 5+val1; // Factor by which displayed damage is increased by
  7960. break;
  7961. case SC_DOUBLECAST:
  7962. val2 = 30+10*val1; // Trigger rate
  7963. break;
  7964. case SC_KAIZEL:
  7965. val2 = 10*val1; // % of life to be revived with
  7966. break;
  7967. // case SC_ARMOR_ELEMENT:
  7968. // case SC_ARMOR_RESIST:
  7969. // Mod your resistance against elements:
  7970. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  7971. // break;
  7972. // case ????:
  7973. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  7974. // associated, and yet are not wrong/unknown. [Skotlex]
  7975. // break;
  7976. case SC_MERC_FLEEUP:
  7977. case SC_MERC_ATKUP:
  7978. case SC_MERC_HITUP:
  7979. val2 = 15 * val1;
  7980. break;
  7981. case SC_MERC_HPUP:
  7982. case SC_MERC_SPUP:
  7983. val2 = 5 * val1;
  7984. break;
  7985. case SC_REBIRTH:
  7986. val2 = 20*val1; // % of life to be revived with
  7987. break;
  7988. case SC_MANU_DEF:
  7989. case SC_MANU_ATK:
  7990. case SC_MANU_MATK:
  7991. val2 = 1; // Manuk group
  7992. break;
  7993. case SC_SPL_DEF:
  7994. case SC_SPL_ATK:
  7995. case SC_SPL_MATK:
  7996. val2 = 2; // Splendide group
  7997. break;
  7998. /* General */
  7999. case SC_FEAR:
  8000. val2 = 2;
  8001. val4 = tick / 1000;
  8002. tick_time = 1000; // [GodLesZ] tick time
  8003. break;
  8004. case SC_BURNING:
  8005. val4 = tick / 2000; // Total Ticks to Burn!!
  8006. tick_time = 2000; // [GodLesZ] tick time
  8007. break;
  8008. /* Rune Knight */
  8009. case SC_DEATHBOUND:
  8010. val2 = 500 + 100 * val1;
  8011. break;
  8012. case SC_STONEHARDSKIN:
  8013. if( sd )
  8014. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  8015. break;
  8016. case SC_ABUNDANCE:
  8017. val4 = tick / 10000;
  8018. tick_time = 10000; // [GodLesZ] tick time
  8019. break;
  8020. case SC_GIANTGROWTH:
  8021. val2 = 15; // Triple damage success rate.
  8022. break;
  8023. /* Arch Bishop */
  8024. case SC_RENOVATIO:
  8025. val4 = tick / 5000;
  8026. tick_time = 5000;
  8027. break;
  8028. case SC_SECRAMENT:
  8029. val2 = 10 * val1;
  8030. break;
  8031. case SC_VENOMIMPRESS:
  8032. val2 = 10 * val1;
  8033. break;
  8034. case SC_WEAPONBLOCKING:
  8035. val2 = 10 + 2 * val1; // Chance
  8036. val4 = tick / 3000;
  8037. tick_time = 3000; // [GodLesZ] tick time
  8038. break;
  8039. case SC_TOXIN:
  8040. val4 = tick / 10000;
  8041. tick_time = 10000; // [GodLesZ] tick time
  8042. break;
  8043. case SC_MAGICMUSHROOM:
  8044. val4 = tick / 4000;
  8045. tick_time = 4000; // [GodLesZ] tick time
  8046. break;
  8047. case SC_PYREXIA:
  8048. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
  8049. val4 = tick / 3000;
  8050. tick_time = 3000; // [GodLesZ] tick time
  8051. break;
  8052. case SC_LEECHESEND:
  8053. val4 = tick / 1000;
  8054. tick_time = 1000; // [GodLesZ] tick time
  8055. break;
  8056. case SC_OBLIVIONCURSE:
  8057. val4 = tick / 3000;
  8058. tick_time = 3000; // [GodLesZ] tick time
  8059. break;
  8060. case SC_CLOAKINGEXCEED:
  8061. val2 = (val1 + 1) / 2; // Hits
  8062. val3 = (val1 - 1) * 10; // Walk speed
  8063. if (bl->type == BL_PC)
  8064. val4 |= battle_config.pc_cloak_check_type&7;
  8065. else
  8066. val4 |= battle_config.monster_cloak_check_type&7;
  8067. tick_time = 1000; // [GodLesZ] tick time
  8068. break;
  8069. case SC_HALLUCINATIONWALK:
  8070. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  8071. val3 = 10 * val1; // Evasion rate of magical attacks.
  8072. break;
  8073. case SC_READING_SB:
  8074. // val2 = sp reduction per second
  8075. tick_time = 5000; // [GodLesZ] tick time
  8076. break;
  8077. case SC_SPHERE_1:
  8078. case SC_SPHERE_2:
  8079. case SC_SPHERE_3:
  8080. case SC_SPHERE_4:
  8081. case SC_SPHERE_5:
  8082. if( !sd )
  8083. return 0; // Should only work on players.
  8084. val4 = tick / 1000;
  8085. if( val4 < 1 )
  8086. val4 = 1;
  8087. tick_time = 1000; // [GodLesZ] tick time
  8088. break;
  8089. case SC_SHAPESHIFT:
  8090. switch( val1 ) {
  8091. case 1: val2 = ELE_FIRE; break;
  8092. case 2: val2 = ELE_EARTH; break;
  8093. case 3: val2 = ELE_WIND; break;
  8094. case 4: val2 = ELE_WATER; break;
  8095. }
  8096. break;
  8097. case SC_ELECTRICSHOCKER:
  8098. case SC_CRYSTALIZE:
  8099. case SC_MEIKYOUSISUI:
  8100. val4 = tick / 1000;
  8101. if( val4 < 1 )
  8102. val4 = 1;
  8103. tick_time = 1000; // [GodLesZ] tick time
  8104. break;
  8105. case SC_CAMOUFLAGE:
  8106. val4 = tick/1000;
  8107. tick_time = 1000; // [GodLesZ] tick time
  8108. break;
  8109. case SC_WUGDASH:
  8110. val4 = gettick(); // Store time at which you started running.
  8111. tick = -1;
  8112. break;
  8113. case SC__SHADOWFORM:
  8114. {
  8115. struct map_session_data * s_sd = map_id2sd(val2);
  8116. if( s_sd )
  8117. s_sd->shadowform_id = bl->id;
  8118. val4 = tick / 1000;
  8119. tick_time = 1000; // [GodLesZ] tick time
  8120. }
  8121. break;
  8122. case SC__STRIPACCESSORY:
  8123. if (!sd)
  8124. val2 = 20;
  8125. break;
  8126. case SC__INVISIBILITY:
  8127. val2 = 50 - 10 * val1; // ASPD
  8128. val3 = 20 * val1; // CRITICAL
  8129. val4 = tick / 1000;
  8130. tick_time = 1000; // [GodLesZ] tick time
  8131. break;
  8132. case SC__ENERVATION:
  8133. val2 = 20 + 10 * val1; // ATK Reduction
  8134. if( sd ) pc_delspiritball(sd,sd->spiritball,0);
  8135. break;
  8136. case SC__GROOMY:
  8137. val2 = 20 + 10 * val1; // ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
  8138. val3 = 20 * val1; // HIT
  8139. if( sd ) { // Removes Animals
  8140. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  8141. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  8142. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  8143. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  8144. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  8145. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  8146. if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,HOM_ST_REST);
  8147. if( sd->md ) merc_delete(sd->md,3);
  8148. }
  8149. break;
  8150. case SC__LAZINESS:
  8151. val2 = 10 + 10 * val1; // Cast Increase
  8152. val3 = 10 * val1; // Flee Reduction
  8153. break;
  8154. case SC__UNLUCKY:
  8155. {
  8156. short rand_eff;
  8157. switch(rand() % 3) {
  8158. case 1: rand_eff = SC_BLIND; break;
  8159. case 2: rand_eff = SC_SILENCE; break;
  8160. default: rand_eff = SC_POISON; break;
  8161. }
  8162. val2 = 10 * val1; // Crit and Flee2 Reduction
  8163. status_change_start(src,bl,rand_eff,10000,val1,0,0,0,tick,10);
  8164. break;
  8165. }
  8166. case SC__WEAKNESS:
  8167. val2 = 10 * val1;
  8168. // Bypasses coating protection and MADO
  8169. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  8170. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  8171. break;
  8172. case SC_GN_CARTBOOST:
  8173. if( val1 < 3 )
  8174. val2 = 50;
  8175. else if( val1 < 5 )
  8176. val2 = 75;
  8177. else
  8178. val2 = 100;
  8179. break;
  8180. case SC_PROPERTYWALK:
  8181. val3 = 0;
  8182. break;
  8183. case SC_STRIKING:
  8184. // val2 = watk bonus already calc
  8185. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  8186. val4 = tick / 1000;
  8187. tick_time = 1000; // [GodLesZ] tick time
  8188. break;
  8189. case SC_BLOODSUCKER:
  8190. val4 = tick / 1000;
  8191. tick_time = 1000; // [GodLesZ] tick time
  8192. break;
  8193. case SC_VACUUM_EXTREME:
  8194. tick -= (status->str / 20) * 1000;
  8195. val4 = val3 = tick / 100;
  8196. tick_time = 100; // [GodLesZ] tick time
  8197. break;
  8198. case SC_SWINGDANCE:
  8199. val2 = 4 * val1; // Walk speed and aspd reduction.
  8200. break;
  8201. case SC_SYMPHONYOFLOVER:
  8202. case SC_RUSHWINDMILL:
  8203. case SC_ECHOSONG:
  8204. val2 = 6 * val1;
  8205. val2 += val3; // Adding 1% * Lesson Bonus
  8206. val2 += (int)(val4*2/10); // Adding 0.2% per JobLevel
  8207. break;
  8208. case SC_MOONLITSERENADE:
  8209. val2 = 10 * val1;
  8210. break;
  8211. case SC_HARMONIZE:
  8212. val2 = 5 + 5 * val1;
  8213. break;
  8214. case SC_VOICEOFSIREN:
  8215. val4 = tick / 2000;
  8216. tick_time = 2000; // [GodLesZ] tick time
  8217. break;
  8218. case SC_DEEPSLEEP:
  8219. val4 = tick / 2000;
  8220. tick_time = 2000; // [GodLesZ] tick time
  8221. break;
  8222. case SC_SIRCLEOFNATURE:
  8223. val2 = 1 + val1; // SP consume
  8224. val3 = 40 * val1; // HP recovery
  8225. val4 = tick / 1000;
  8226. tick_time = 1000; // [GodLesZ] tick time
  8227. break;
  8228. case SC_SONGOFMANA:
  8229. val3 = 10 + (2 * val2);
  8230. val4 = tick/3000;
  8231. tick_time = 3000; // [GodLesZ] tick time
  8232. break;
  8233. case SC_SATURDAYNIGHTFEVER:
  8234. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8235. if (!val4) val4 = 3000;
  8236. val3 = tick/val4;
  8237. tick_time = val4; // [GodLesZ] tick time
  8238. break;
  8239. case SC_GLOOMYDAY:
  8240. val2 = 20 + 5 * val1; // Flee reduction.
  8241. val3 = 15 + 5 * val1; // ASPD reduction.
  8242. if( sd && rand()%100 < val1 ) { // (Skill Lv) %
  8243. val4 = 1; // Reduce walk speed by half.
  8244. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  8245. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  8246. }
  8247. break;
  8248. case SC_GLOOMYDAY_SK:
  8249. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  8250. val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  8251. break;
  8252. case SC_SITDOWN_FORCE:
  8253. case SC_BANANA_BOMB_SITDOWN:
  8254. if( sd && !pc_issit(sd) ) {
  8255. pc_setsit(sd);
  8256. skill_sit(sd,1);
  8257. clif_sitting(bl);
  8258. }
  8259. break;
  8260. case SC_DANCEWITHWUG:
  8261. val3 = (5 * val1) + (1 * val2); // Still need official value.
  8262. break;
  8263. case SC_LERADSDEW:
  8264. val3 = (5 * val1) + (1 * val2);
  8265. break;
  8266. case SC_MELODYOFSINK:
  8267. val3 = (5 * val1) + (1 * val2);
  8268. break;
  8269. case SC_BEYONDOFWARCRY:
  8270. val3 = (5 * val1) + (1 * val2);
  8271. break;
  8272. case SC_UNLIMITEDHUMMINGVOICE:
  8273. {
  8274. struct unit_data *ud = unit_bl2ud(bl);
  8275. if( ud == NULL ) return 0;
  8276. ud->state.skillcastcancel = 0;
  8277. val3 = 15 - (2 * val2);
  8278. }
  8279. break;
  8280. case SC_REFLECTDAMAGE:
  8281. val2 = 15 + 5 * val1; // Reflect amount
  8282. val3 = val1*5 + 25; // Number of reflects
  8283. val4 = tick/1000; // Number of SP cycles (duration)
  8284. tick_time = 1000; // [GodLesZ] tick time
  8285. break;
  8286. case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
  8287. val2 = 8 + (12 * val1); // Chance
  8288. val3 = 5 + (2 * val1); // Max rage counters
  8289. tick = -1; // Endless duration in the client
  8290. tick_time = 6000; // [GodLesZ] tick time
  8291. break;
  8292. case SC_EXEEDBREAK:
  8293. val1 *= 150; // 150 * skill_lv
  8294. if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
  8295. val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100);
  8296. val1 += 15 * (sd ? sd->status.job_level:50) + 100;
  8297. }
  8298. else // Mobs
  8299. val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
  8300. break;
  8301. case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
  8302. val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
  8303. val1 *= 15; // Defence added
  8304. if( sd )
  8305. val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
  8306. break;
  8307. case SC_BANDING:
  8308. tick_time = 5000; // [GodLesZ] tick time
  8309. break;
  8310. case SC_MAGNETICFIELD:
  8311. val3 = tick / 1000;
  8312. tick_time = 1000; // [GodLesZ] tick time
  8313. break;
  8314. case SC_INSPIRATION:
  8315. if( sd ) {
  8316. val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
  8317. val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
  8318. }
  8319. val4 = tick / 1000;
  8320. tick_time = 1000; // [GodLesZ] tick time
  8321. status_change_clear_buffs(bl,3); // Remove buffs/debuffs
  8322. break;
  8323. case SC_CRESCENTELBOW:
  8324. if( sd )
  8325. val2 = (sd->status.job_level / 2) + (50 + 5 * val1);
  8326. break;
  8327. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  8328. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  8329. break;
  8330. case SC_RAISINGDRAGON:
  8331. val3 = tick / 5000;
  8332. tick_time = 5000; // [GodLesZ] tick time
  8333. break;
  8334. case SC_GT_CHANGE:
  8335. { // Take note there is no def increase as skill desc says. [malufett]
  8336. struct block_list * src;
  8337. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  8338. if( (src = map_id2bl(val2)) )
  8339. val4 = ( 200/status_get_int(src) ) * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  8340. }
  8341. break;
  8342. case SC_GT_REVITALIZE:
  8343. { // Take note there is no vit,aspd,speed increase as skill desc says. [malufett]
  8344. struct block_list * src;
  8345. val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  8346. if( (src = map_id2bl(val2)) ) // The stat def is not shown in the status window and it is process differently
  8347. val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  8348. }
  8349. break;
  8350. case SC_HEATER_OPTION:
  8351. val2 = 120; // !TODO: Watk. Renewal (Atk2)
  8352. val3 = 33; // % Increase effects.
  8353. val4 = 3; // Change into fire element.
  8354. break;
  8355. case SC_TROPIC_OPTION:
  8356. val2 = 180; // !TODO: Watk. Renewal (Atk2)
  8357. val3 = MG_FIREBOLT;
  8358. break;
  8359. case SC_AQUAPLAY_OPTION:
  8360. val2 = 40;
  8361. break;
  8362. case SC_COOLER_OPTION:
  8363. val2 = 80; // % Freezing chance
  8364. val3 = 33; // % increased damage
  8365. val4 = 1; // Change into water elemet
  8366. break;
  8367. case SC_CHILLY_AIR_OPTION:
  8368. val2 = 120; // !TODO: Matk. Renewal (Matk1)
  8369. val3 = MG_COLDBOLT;
  8370. break;
  8371. case SC_WIND_STEP_OPTION:
  8372. val2 = 50; // % Increase speed and flee.
  8373. break;
  8374. case SC_BLAST_OPTION:
  8375. val2 = 20;
  8376. val3 = ELE_WIND;
  8377. break;
  8378. case SC_WILD_STORM_OPTION:
  8379. val2 = MG_LIGHTNINGBOLT;
  8380. break;
  8381. case SC_PETROLOGY_OPTION:
  8382. val2 = 5;
  8383. val3 = 50;
  8384. break;
  8385. case SC_CURSED_SOIL_OPTION:
  8386. val2 = 10;
  8387. val3 = 33;
  8388. val4 = 2;
  8389. break;
  8390. case SC_UPHEAVAL_OPTION:
  8391. val2 = WZ_EARTHSPIKE;
  8392. break;
  8393. case SC_CIRCLE_OF_FIRE_OPTION:
  8394. val2 = 300;
  8395. break;
  8396. case SC_FIRE_CLOAK_OPTION:
  8397. case SC_WATER_DROP_OPTION:
  8398. case SC_WIND_CURTAIN_OPTION:
  8399. case SC_STONE_SHIELD_OPTION:
  8400. val2 = 20; // Elemental modifier. Not confirmed.
  8401. break;
  8402. case SC_CIRCLE_OF_FIRE:
  8403. case SC_FIRE_CLOAK:
  8404. case SC_WATER_DROP:
  8405. case SC_WATER_SCREEN:
  8406. case SC_WIND_CURTAIN:
  8407. case SC_WIND_STEP:
  8408. case SC_STONE_SHIELD:
  8409. case SC_SOLID_SKIN:
  8410. val2 = 10;
  8411. tick_time = 2000; // [GodLesZ] tick time
  8412. break;
  8413. case SC_WATER_BARRIER:
  8414. val2 = 40; // Increasement. Mdef1 ???
  8415. val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
  8416. break;
  8417. case SC_ZEPHYR:
  8418. val2 = 22; // Flee.
  8419. break;
  8420. case SC_TIDAL_WEAPON:
  8421. val2 = 20; // Increase Elemental's attack.
  8422. break;
  8423. case SC_ROCK_CRUSHER:
  8424. case SC_ROCK_CRUSHER_ATK:
  8425. case SC_POWER_OF_GAIA:
  8426. val2 = 33;
  8427. break;
  8428. case SC_MELON_BOMB:
  8429. case SC_BANANA_BOMB:
  8430. val1 = 15;
  8431. break;
  8432. case SC_STOMACHACHE:
  8433. val2 = 8; // SP consume.
  8434. val4 = tick / 10000;
  8435. tick_time = 10000; // [GodLesZ] tick time
  8436. break;
  8437. case SC_KYOUGAKU:
  8438. val2 = 2*val1 + rand()%val1;
  8439. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  8440. break;
  8441. case SC_KAGEMUSYA:
  8442. val3 = val1 * 2;
  8443. case SC_IZAYOI:
  8444. val2 = tick/1000;
  8445. tick_time = 1000;
  8446. break;
  8447. case SC_ZANGETSU:
  8448. if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0)
  8449. val2 = status_get_lv(bl) / 2 + 50;
  8450. else
  8451. val2 -= 50;
  8452. break;
  8453. case SC_GENSOU:
  8454. {
  8455. int hp = status_get_hp(bl), lv = 5;
  8456. short per = 100 / (status_get_max_hp(bl) / hp);
  8457. if( per <= 15 )
  8458. lv = 1;
  8459. else if( per <= 30 )
  8460. lv = 2;
  8461. else if( per <= 50 )
  8462. lv = 3;
  8463. else if( per <= 75 )
  8464. lv = 4;
  8465. if( hp % 2 == 0)
  8466. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  8467. else
  8468. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  8469. }
  8470. break;
  8471. case SC_ANGRIFFS_MODUS:
  8472. val2 = 50 + 20 * val1; // atk bonus
  8473. val3 = 40 + 20 * val1; // Flee reduction.
  8474. val4 = tick/1000; // hp/sp reduction timer
  8475. tick_time = 1000;
  8476. break;
  8477. case SC_GOLDENE_FERSE:
  8478. val2 = 10 + 10*val1; // flee bonus
  8479. val3 = 6 + 4 * val1; // Aspd Bonus
  8480. val4 = 2 + 2 * val1; // Chance of holy attack
  8481. break;
  8482. case SC_OVERED_BOOST:
  8483. val2 = 300 + 40*val1; // flee bonus
  8484. val3 = 179 + 2*val1; // aspd bonus
  8485. val4 = 50; // def reduc %
  8486. break;
  8487. case SC_GRANITIC_ARMOR:
  8488. val2 = 2*val1; // dmg reduction
  8489. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  8490. val4 = 5*val1; // unknow formula
  8491. break;
  8492. case SC_MAGMA_FLOW:
  8493. val2 = 3*val1; // Activation chance
  8494. break;
  8495. case SC_PYROCLASTIC:
  8496. val2 += 10*val1; // atk bonus
  8497. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  8498. break;
  8499. case SC_PARALYSIS: // [Lighta] need real info
  8500. val2 = 2*val1; // def reduction
  8501. val3 = 500*val1; // varcast augmentation
  8502. break;
  8503. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  8504. val2 = 20 * val1; // hp reco on death %
  8505. break;
  8506. case SC_PAIN_KILLER: // Yommy leak need confirm
  8507. val2 = 10 * val1; // aspd reduction %
  8508. val3 = (( 200 * val1 ) * status_get_lv(src)) / 150; // dmg reduction linear
  8509. if(sc->data[SC_PARALYSIS])
  8510. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  8511. break;
  8512. case SC_STYLE_CHANGE:
  8513. tick = -1; // Infinite duration
  8514. break;
  8515. case SC_CBC:
  8516. val3 = 10; // Drain sp % dmg
  8517. val4 = tick/1000; // dmg each sec
  8518. tick = 1000;
  8519. break;
  8520. case SC_EQC:
  8521. val2 = 5 * val1; // def % reduc
  8522. val3 = 5 * val1; // atk % reduc
  8523. val4 = 2 * val1; // maxhp % reduc
  8524. break;
  8525. case SC_ASH:
  8526. val2 = 50; // hit % reduc
  8527. val3 = 0; // def % reduc
  8528. val4 = 0; // atk flee & reduc
  8529. if(status_get_race(bl) == RC_PLANT) // plant type
  8530. val3 = 50;
  8531. if(status_get_element(bl) == ELE_WATER) // defense water type
  8532. val4 = 50;
  8533. break;
  8534. case SC_FULL_THROTTLE:
  8535. val2 = 6 - val1;
  8536. tick_time = 1000;
  8537. val4 = tick / tick_time;
  8538. break;
  8539. case SC_KINGS_GRACE:
  8540. val2 = 3 + val1; //HP Recover rate
  8541. tick_time = 1000;
  8542. val4 = tick / tick_time;
  8543. break;
  8544. case SC_TELEKINESIS_INTENSE:
  8545. val2 = 10 * val1; // sp consum / casttime reduc %
  8546. val3 = 40 * val1; // magic dmg bonus
  8547. break;
  8548. case SC_OFFERTORIUM:
  8549. val2 = 30 * val1; // heal power bonus
  8550. val3 = 100 + (20 * val1); // sp cost inc
  8551. break;
  8552. case SC_FRIGG_SONG:
  8553. val2 = 5 * val1; // maxhp bonus
  8554. val3 = 1000 + 100 * val1; // healing
  8555. tick_time = 10000;
  8556. val4 = tick / tick_time;
  8557. break;
  8558. case SC_FLASHCOMBO:
  8559. val2 = (20 * val1) + 20; // atk bonus
  8560. break;
  8561. case SC_DARKCROW:
  8562. val2 = 30 * val1;
  8563. break;
  8564. case SC_UNLIMIT:
  8565. val2 = 50 * val1;
  8566. break;
  8567. case SC_MONSTER_TRANSFORM:
  8568. if( !mobdb_checkid(val1) )
  8569. val1 = 1002; // Default poring
  8570. break;
  8571. /* Rebellion */
  8572. case SC_HEAT_BARREL_AFTER:
  8573. case SC_QD_SHOT_READY:
  8574. break;
  8575. case SC_B_TRAP:
  8576. val3 = val1 * 25; // -movespeed (custom)
  8577. case SC_C_MARKER:
  8578. case SC_H_MINE:
  8579. val2 = src->id;
  8580. break;
  8581. case SC_HEAT_BARREL:
  8582. if (sd) {
  8583. uint8 n = (uint8)sd->spiritball_old;
  8584. val2 = val1 * n * 4; // +atk (custom)
  8585. val3 = val1 * n / 5; // +aspd (custom)
  8586. val4 = val1 * n * 2; // -hit (custom)
  8587. }
  8588. break;
  8589. case SC_P_ALTER:
  8590. if (sd) {
  8591. uint8 n = (uint8)sd->spiritball_old;
  8592. val2 = val1 * n * 2; // +atk (custom)
  8593. val3 = val1 * 15; // +def (custom)
  8594. }
  8595. break;
  8596. case SC_E_CHAIN:
  8597. if (sd)
  8598. val2 = (uint8)sd->spiritball_old;
  8599. break;
  8600. case SC_ANTI_M_BLAST:
  8601. val2 = val1 * 10;
  8602. break;
  8603. default:
  8604. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) {
  8605. // Status change with no calc, no icon, and no skill associated...?
  8606. ShowError("UnknownStatusChange [%d]\n", type);
  8607. return 0;
  8608. }
  8609. } else // Special considerations when loading SC data.
  8610. switch( type ) {
  8611. case SC_WEDDING:
  8612. case SC_XMAS:
  8613. case SC_SUMMER:
  8614. case SC_HANBOK:
  8615. clif_changelook(bl,LOOK_WEAPON,0);
  8616. clif_changelook(bl,LOOK_SHIELD,0);
  8617. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:type==SC_SUMMER?JOB_SUMMER:JOB_HANBOK);
  8618. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  8619. break;
  8620. case SC_KAAHI:
  8621. val4 = INVALID_TIMER;
  8622. break;
  8623. }
  8624. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  8625. switch(type) {
  8626. // Start |1 val_flag setting
  8627. case SC_ROLLINGCUTTER:
  8628. case SC_BANDING:
  8629. case SC_SPHERE_1:
  8630. case SC_SPHERE_2:
  8631. case SC_SPHERE_3:
  8632. case SC_SPHERE_4:
  8633. case SC_SPHERE_5:
  8634. case SC_LIGHTNINGWALK:
  8635. case SC_MONSTER_TRANSFORM:
  8636. case SC_EXPBOOST:
  8637. case SC_JEXPBOOST:
  8638. case SC_ITEMBOOST:
  8639. val_flag |= 1;
  8640. break;
  8641. // Start |1|2 val_flag setting
  8642. case SC_FIGHTINGSPIRIT:
  8643. case SC_VENOMIMPRESS:
  8644. case SC_WEAPONBLOCKING:
  8645. case SC__INVISIBILITY:
  8646. case SC__ENERVATION:
  8647. case SC__WEAKNESS:
  8648. case SC_PROPERTYWALK:
  8649. case SC_PRESTIGE:
  8650. case SC_SHIELDSPELL_DEF:
  8651. case SC_SHIELDSPELL_MDEF:
  8652. case SC_SHIELDSPELL_REF:
  8653. case SC_CRESCENTELBOW:
  8654. case SC_CHILLY_AIR_OPTION:
  8655. case SC_GUST_OPTION:
  8656. case SC_WILD_STORM_OPTION:
  8657. case SC_UPHEAVAL_OPTION:
  8658. case SC_CIRCLE_OF_FIRE_OPTION:
  8659. val_flag |= 1|2;
  8660. break;
  8661. // Start |1|2|4 val_flag setting
  8662. case SC_POISONINGWEAPON:
  8663. case SC_CLOAKINGEXCEED:
  8664. case SC_HALLUCINATIONWALK:
  8665. case SC__SHADOWFORM:
  8666. case SC__GROOMY:
  8667. case SC__LAZINESS:
  8668. case SC__UNLUCKY:
  8669. case SC_FORCEOFVANGUARD:
  8670. case SC_SPELLFIST:
  8671. case SC_CURSEDCIRCLE_ATKER:
  8672. case SC_PYROTECHNIC_OPTION:
  8673. case SC_HEATER_OPTION:
  8674. case SC_AQUAPLAY_OPTION:
  8675. case SC_COOLER_OPTION:
  8676. case SC_BLAST_OPTION:
  8677. case SC_PETROLOGY_OPTION:
  8678. case SC_CURSED_SOIL_OPTION:
  8679. case SC_WATER_BARRIER:
  8680. val_flag |= 1|2|4;
  8681. break;
  8682. }
  8683. // Those that make you stop attacking/walking....
  8684. switch (type) {
  8685. case SC_FREEZE:
  8686. case SC_STUN:
  8687. case SC_SLEEP:
  8688. case SC_STONE:
  8689. case SC_DEEPSLEEP:
  8690. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  8691. pc_setstand(sd);
  8692. case SC_TRICKDEAD:
  8693. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  8694. // Cancel cast when get status [LuzZza]
  8695. if (battle_config.sc_castcancel&bl->type)
  8696. unit_skillcastcancel(bl, 0);
  8697. case SC_WHITEIMPRISON:
  8698. unit_stop_attack(bl);
  8699. case SC_STOP:
  8700. case SC_CONFUSION:
  8701. case SC_CLOSECONFINE:
  8702. case SC_CLOSECONFINE2:
  8703. case SC_TINDER_BREAKER:
  8704. case SC_TINDER_BREAKER2:
  8705. case SC_SPIDERWEB:
  8706. case SC_ELECTRICSHOCKER:
  8707. case SC_BITE:
  8708. case SC_THORNSTRAP:
  8709. case SC__MANHOLE:
  8710. case SC_CRYSTALIZE:
  8711. case SC_CURSEDCIRCLE_ATKER:
  8712. case SC_CURSEDCIRCLE_TARGET:
  8713. case SC_FEAR:
  8714. case SC_NETHERWORLD:
  8715. case SC_MEIKYOUSISUI:
  8716. case SC_KYOUGAKU:
  8717. case SC_PARALYSIS:
  8718. unit_stop_walking(bl,1);
  8719. break;
  8720. case SC_ANKLE:
  8721. if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
  8722. unit_stop_walking(bl,1);
  8723. break;
  8724. case SC_HIDING:
  8725. case SC_CLOAKING:
  8726. case SC_CLOAKINGEXCEED:
  8727. case SC_CHASEWALK:
  8728. case SC_WEIGHT90:
  8729. case SC_CAMOUFLAGE:
  8730. case SC_VOICEOFSIREN:
  8731. case SC_HEAT_BARREL_AFTER:
  8732. unit_stop_attack(bl);
  8733. break;
  8734. case SC_SILENCE:
  8735. if (battle_config.sc_castcancel&bl->type)
  8736. unit_skillcastcancel(bl, 0);
  8737. break;
  8738. }
  8739. // Set option as needed.
  8740. opt_flag = 1;
  8741. switch(type) {
  8742. // OPT1
  8743. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  8744. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  8745. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  8746. case SC_DEEPSLEEP: opt_flag = 0;
  8747. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  8748. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  8749. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  8750. case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
  8751. // OPT2
  8752. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  8753. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  8754. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  8755. case SC_SIGNUMCRUCIS:
  8756. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  8757. break;
  8758. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  8759. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  8760. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  8761. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  8762. // OPT3
  8763. case SC_TWOHANDQUICKEN:
  8764. case SC_ONEHAND:
  8765. case SC_SPEARQUICKEN:
  8766. case SC_CONCENTRATION:
  8767. case SC_MERC_QUICKEN:
  8768. sc->opt3 |= OPT3_QUICKEN;
  8769. opt_flag = 0;
  8770. break;
  8771. case SC_MAXOVERTHRUST:
  8772. case SC_OVERTHRUST:
  8773. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  8774. sc->opt3 |= OPT3_OVERTHRUST;
  8775. opt_flag = 0;
  8776. break;
  8777. case SC_ENERGYCOAT:
  8778. case SC_SKE:
  8779. sc->opt3 |= OPT3_ENERGYCOAT;
  8780. opt_flag = 0;
  8781. break;
  8782. case SC_INCATKRATE:
  8783. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  8784. if (bl->type != BL_MOB) {
  8785. opt_flag = 0;
  8786. break;
  8787. }
  8788. case SC_EXPLOSIONSPIRITS:
  8789. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  8790. opt_flag = 0;
  8791. break;
  8792. case SC_STEELBODY:
  8793. case SC_SKA:
  8794. sc->opt3 |= OPT3_STEELBODY;
  8795. opt_flag = 0;
  8796. break;
  8797. case SC_BLADESTOP:
  8798. sc->opt3 |= OPT3_BLADESTOP;
  8799. opt_flag = 0;
  8800. break;
  8801. case SC_AURABLADE:
  8802. sc->opt3 |= OPT3_AURABLADE;
  8803. opt_flag = 0;
  8804. break;
  8805. case SC_BERSERK:
  8806. opt_flag = 0;
  8807. sc->opt3 |= OPT3_BERSERK;
  8808. break;
  8809. // case ???: // doesn't seem to do anything
  8810. // sc->opt3 |= OPT3_LIGHTBLADE;
  8811. // opt_flag = 0;
  8812. // break;
  8813. case SC_DANCING:
  8814. if ((val1&0xFFFF) == CG_MOONLIT)
  8815. sc->opt3 |= OPT3_MOONLIT;
  8816. opt_flag = 0;
  8817. break;
  8818. case SC_MARIONETTE:
  8819. case SC_MARIONETTE2:
  8820. sc->opt3 |= OPT3_MARIONETTE;
  8821. opt_flag = 0;
  8822. break;
  8823. case SC_ASSUMPTIO:
  8824. sc->opt3 |= OPT3_ASSUMPTIO;
  8825. opt_flag = 0;
  8826. break;
  8827. case SC_WARM: // SG skills [Komurka]
  8828. sc->opt3 |= OPT3_WARM;
  8829. opt_flag = 0;
  8830. break;
  8831. case SC_KAITE:
  8832. sc->opt3 |= OPT3_KAITE;
  8833. opt_flag = 0;
  8834. break;
  8835. case SC_BUNSINJYUTSU:
  8836. sc->opt3 |= OPT3_BUNSIN;
  8837. opt_flag = 0;
  8838. break;
  8839. case SC_SPIRIT:
  8840. sc->opt3 |= OPT3_SOULLINK;
  8841. opt_flag = 0;
  8842. break;
  8843. case SC_CHANGEUNDEAD:
  8844. sc->opt3 |= OPT3_UNDEAD;
  8845. opt_flag = 0;
  8846. break;
  8847. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  8848. // sc->opt3 |= OPT3_CONTRACT;
  8849. // opt_flag = 0;
  8850. // break;
  8851. // OPTION
  8852. case SC_HIDING:
  8853. sc->option |= OPTION_HIDE;
  8854. opt_flag = 2;
  8855. break;
  8856. case SC_CLOAKING:
  8857. case SC_CLOAKINGEXCEED:
  8858. case SC__INVISIBILITY:
  8859. sc->option |= OPTION_CLOAK;
  8860. opt_flag = 2;
  8861. break;
  8862. case SC_CHASEWALK:
  8863. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  8864. opt_flag = 2;
  8865. break;
  8866. case SC_SIGHT:
  8867. sc->option |= OPTION_SIGHT;
  8868. break;
  8869. case SC_RUWACH:
  8870. sc->option |= OPTION_RUWACH;
  8871. break;
  8872. case SC_WEDDING:
  8873. sc->option |= OPTION_WEDDING;
  8874. break;
  8875. case SC_XMAS:
  8876. sc->option |= OPTION_XMAS;
  8877. break;
  8878. case SC_SUMMER:
  8879. sc->option |= OPTION_SUMMER;
  8880. break;
  8881. case SC_HANBOK:
  8882. sc->option |= OPTION_HANBOK;
  8883. break;
  8884. case SC_ORCISH:
  8885. sc->option |= OPTION_ORCISH;
  8886. break;
  8887. case SC_FUSION:
  8888. sc->option |= OPTION_FLYING;
  8889. break;
  8890. default:
  8891. opt_flag = 0;
  8892. }
  8893. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  8894. if(opt_flag)
  8895. clif_changeoption(bl);
  8896. if (calc_flag&SCB_DYE) { // Reset DYE color
  8897. if (vd && vd->cloth_color) {
  8898. val4 = vd->cloth_color;
  8899. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  8900. }
  8901. calc_flag&=~SCB_DYE;
  8902. }
  8903. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  8904. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  8905. if( tick_time )
  8906. tick = tick_time;
  8907. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  8908. if((sce=sc->data[type])) { // reuse old sc
  8909. if( sce->timer != INVALID_TIMER )
  8910. delete_timer(sce->timer, status_change_timer);
  8911. sc_isnew = false;
  8912. } else { // New sc
  8913. ++(sc->count);
  8914. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  8915. }
  8916. sce->val1 = val1;
  8917. sce->val2 = val2;
  8918. sce->val3 = val3;
  8919. sce->val4 = val4;
  8920. if (tick >= 0)
  8921. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  8922. else
  8923. sce->timer = INVALID_TIMER; // Infinite duration
  8924. if (calc_flag)
  8925. status_calc_bl(bl,calc_flag);
  8926. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  8927. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  8928. if(sd && sd->pd)
  8929. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  8930. // 1st thing to execute when loading status
  8931. switch (type) {
  8932. case SC_FULL_THROTTLE:
  8933. status_percent_heal(bl,100,0);
  8934. break;
  8935. case SC_BERSERK:
  8936. if (!(sce->val2)) { // Don't heal if already set
  8937. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  8938. status_set_sp(bl, 0, 0); // Damage all SP
  8939. }
  8940. sce->val2 = 5 * status->max_hp / 100;
  8941. break;
  8942. case SC_CHANGE:
  8943. status_percent_heal(bl, 100, 100);
  8944. break;
  8945. case SC_RUN:
  8946. {
  8947. struct unit_data *ud = unit_bl2ud(bl);
  8948. if( ud )
  8949. ud->state.running = unit_run(bl);
  8950. }
  8951. break;
  8952. case SC_BOSSMAPINFO:
  8953. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  8954. break;
  8955. case SC_MERC_HPUP:
  8956. status_percent_heal(bl, 100, 0); // Recover Full HP
  8957. break;
  8958. case SC_MERC_SPUP:
  8959. status_percent_heal(bl, 0, 100); // Recover Full SP
  8960. break;
  8961. case SC_WUGDASH:
  8962. {
  8963. struct unit_data *ud = unit_bl2ud(bl);
  8964. if( ud )
  8965. ud->state.running = unit_wugdash(bl, sd);
  8966. }
  8967. break;
  8968. case SC_COMBO:
  8969. switch(sce->val1) {
  8970. case TK_STORMKICK:
  8971. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  8972. break;
  8973. case TK_DOWNKICK:
  8974. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  8975. break;
  8976. case TK_TURNKICK:
  8977. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  8978. break;
  8979. case TK_COUNTER:
  8980. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  8981. break;
  8982. default: // Rest just toogle inf to enable autotarget
  8983. skill_combo_toogle_inf(bl,sce->val1,INF_SELF_SKILL);
  8984. break;
  8985. }
  8986. break;
  8987. case SC_RAISINGDRAGON:
  8988. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  8989. break;
  8990. case SC_EQC:
  8991. sc_start2(src, bl,SC_STUN,100,val1,bl->id,(1000*status_get_lv(src))/50+500*val1);
  8992. status_change_end(bl,SC_TINDER_BREAKER2,INVALID_TIMER);
  8993. break;
  8994. }
  8995. if( opt_flag&2 && sd && sd->touching_id )
  8996. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  8997. return 1;
  8998. }
  8999. /**
  9000. * End all statuses except those listed
  9001. * TODO: May be useful for dispel instead resetting a list there
  9002. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  9003. * @param type: Changes behaviour of the function
  9004. * 0: PC killed -> Place here statuses that do not dispel on death.
  9005. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  9006. * 2: Do clif_changeoption()
  9007. * 3: Do not remove some permanent/time-independent effects
  9008. * @return 1: Success 0: Fail
  9009. **/
  9010. int status_change_clear(struct block_list* bl, int type)
  9011. {
  9012. struct status_change* sc;
  9013. int i;
  9014. sc = status_get_sc(bl);
  9015. if (!sc || !sc->count)
  9016. return 0;
  9017. for(i = 0; i < SC_MAX; i++) {
  9018. if(!sc->data[i])
  9019. continue;
  9020. if(type == 0)
  9021. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  9022. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  9023. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  9024. break;
  9025. case SC_WEIGHT50:
  9026. case SC_WEIGHT90:
  9027. case SC_EDP:
  9028. case SC_MELTDOWN:
  9029. case SC_XMAS:
  9030. case SC_SUMMER:
  9031. case SC_HANBOK:
  9032. case SC_NOCHAT:
  9033. case SC_FUSION:
  9034. case SC_EARTHSCROLL:
  9035. case SC_READYSTORM:
  9036. case SC_READYDOWN:
  9037. case SC_READYCOUNTER:
  9038. case SC_READYTURN:
  9039. case SC_DODGE:
  9040. case SC_JAILED:
  9041. case SC_EXPBOOST:
  9042. case SC_ITEMBOOST:
  9043. case SC_HELLPOWER:
  9044. case SC_JEXPBOOST:
  9045. case SC_AUTOTRADE:
  9046. case SC_WHISTLE:
  9047. case SC_ASSNCROS:
  9048. case SC_POEMBRAGI:
  9049. case SC_APPLEIDUN:
  9050. case SC_HUMMING:
  9051. case SC_DONTFORGETME:
  9052. case SC_FORTUNE:
  9053. case SC_SERVICE4U:
  9054. case SC_FOOD_STR_CASH:
  9055. case SC_FOOD_AGI_CASH:
  9056. case SC_FOOD_VIT_CASH:
  9057. case SC_FOOD_DEX_CASH:
  9058. case SC_FOOD_INT_CASH:
  9059. case SC_FOOD_LUK_CASH:
  9060. case SC_DEF_RATE:
  9061. case SC_MDEF_RATE:
  9062. case SC_INCHEALRATE:
  9063. case SC_INCFLEE2:
  9064. case SC_INCHIT:
  9065. case SC_ATKPOTION:
  9066. case SC_MATKPOTION:
  9067. case SC_S_LIFEPOTION:
  9068. case SC_L_LIFEPOTION:
  9069. case SC_PUSH_CART:
  9070. case SC_STYLE_CHANGE:
  9071. case SC_HEAT_BARREL_AFTER:
  9072. continue;
  9073. }
  9074. if( type == 3 ) {
  9075. switch (i) { // !TODO: This list may be incomplete
  9076. case SC_WEIGHT50:
  9077. case SC_WEIGHT90:
  9078. case SC_NOCHAT:
  9079. case SC_PUSH_CART:
  9080. case SC_STYLE_CHANGE:
  9081. case SC_MOONSTAR:
  9082. continue;
  9083. }
  9084. }
  9085. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9086. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  9087. (sc->count)--;
  9088. if (sc->data[i]->timer != INVALID_TIMER)
  9089. delete_timer(sc->data[i]->timer, status_change_timer);
  9090. ers_free(sc_data_ers, sc->data[i]);
  9091. sc->data[i] = NULL;
  9092. }
  9093. }
  9094. sc->opt1 = 0;
  9095. sc->opt2 = 0;
  9096. sc->opt3 = 0;
  9097. // Cleaning all extras vars
  9098. sc->comet_x = 0;
  9099. sc->comet_y = 0;
  9100. #ifndef RENEWAL
  9101. sc->sg_counter = 0;
  9102. #endif
  9103. sc->bs_counter = 0;
  9104. if( type == 0 || type == 2 )
  9105. clif_changeoption(bl);
  9106. return 1;
  9107. }
  9108. /**
  9109. * End a specific status after checking
  9110. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  9111. * @param type: Status change (SC_*)
  9112. * @param tid: Timer
  9113. * @param file: Used for dancing save
  9114. * @param line: Used for dancing save
  9115. * @return 1: Success 0: Fail
  9116. **/
  9117. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  9118. {
  9119. struct map_session_data *sd;
  9120. struct status_change *sc;
  9121. struct status_change_entry *sce;
  9122. struct status_data *status;
  9123. struct view_data *vd;
  9124. int opt_flag=0, calc_flag,temp_n = 0;
  9125. nullpo_ret(bl);
  9126. sc = status_get_sc(bl);
  9127. status = status_get_status_data(bl);
  9128. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  9129. return 0;
  9130. sd = BL_CAST(BL_PC,bl);
  9131. if (sce->timer != tid && tid != INVALID_TIMER)
  9132. return 0;
  9133. if (tid == INVALID_TIMER) {
  9134. if (type == SC_ENDURE && sce->val4)
  9135. // Do not end infinite endure.
  9136. return 0;
  9137. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  9138. delete_timer(sce->timer,status_change_timer);
  9139. if (sc->opt1)
  9140. switch (type) {
  9141. // "Ugly workaround" [Skotlex]
  9142. // delays status change ending so that a skill that sets opt1 fails to
  9143. // trigger when it also removed one
  9144. case SC_STONE:
  9145. sce->val3 = 0; // Petrify time counter.
  9146. case SC_FREEZE:
  9147. case SC_STUN:
  9148. case SC_SLEEP:
  9149. if (sce->val1) {
  9150. // Removing the 'level' shouldn't affect anything in the code
  9151. // since these SC are not affected by it, and it lets us know
  9152. // if we have already delayed this attack or not.
  9153. sce->val1 = 0;
  9154. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  9155. return 1;
  9156. }
  9157. }
  9158. }
  9159. (sc->count)--;
  9160. if ( StatusChangeStateTable[type] )
  9161. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  9162. switch (type) {
  9163. case SC_H_MINE: temp_n = sc->data[type]->val3; break; // If ended by RL_FLICKER, don't drop the trap
  9164. case SC_C_MARKER: temp_n = sc->data[type]->val2; break; // Player who gave mark
  9165. }
  9166. sc->data[type] = NULL;
  9167. vd = status_get_viewdata(bl);
  9168. calc_flag = StatusChangeFlagTable[type];
  9169. switch(type) {
  9170. case SC_GRANITIC_ARMOR:
  9171. {
  9172. int damage = status->max_hp*sce->val3/100;
  9173. if(status->hp < damage) // to not kill him
  9174. damage = status->hp-1;
  9175. status_damage(NULL,bl,damage,0,0,1);
  9176. }
  9177. break;
  9178. case SC_PYROCLASTIC:
  9179. if(bl->type == BL_PC)
  9180. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  9181. break;
  9182. case SC_WEDDING:
  9183. case SC_XMAS:
  9184. case SC_SUMMER:
  9185. case SC_HANBOK:
  9186. if (!vd) break;
  9187. if (sd) {
  9188. // Load data from sd->status.* as the stored values could have changed.
  9189. // Must remove OPTION to prevent class being rechanged.
  9190. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:type==SC_SUMMER?~OPTION_SUMMER:~OPTION_HANBOK;
  9191. clif_changeoption(&sd->bl);
  9192. status_set_viewdata(bl, sd->status.class_);
  9193. } else {
  9194. vd->class_ = sce->val1;
  9195. vd->weapon = sce->val2;
  9196. vd->shield = sce->val3;
  9197. vd->cloth_color = sce->val4;
  9198. }
  9199. clif_changelook(bl,LOOK_BASE,vd->class_);
  9200. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  9201. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  9202. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  9203. if(sd) clif_skillinfoblock(sd);
  9204. break;
  9205. case SC_RUN:
  9206. {
  9207. struct unit_data *ud = unit_bl2ud(bl);
  9208. bool begin_spurt = true;
  9209. if (ud) {
  9210. if(!ud->state.running)
  9211. begin_spurt = false;
  9212. ud->state.running = 0;
  9213. if (ud->walktimer != INVALID_TIMER)
  9214. unit_stop_walking(bl,1);
  9215. }
  9216. if (begin_spurt && sce->val1 >= 7 &&
  9217. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  9218. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  9219. )
  9220. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  9221. }
  9222. break;
  9223. case SC_AUTOBERSERK:
  9224. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  9225. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  9226. break;
  9227. case SC_ENDURE:
  9228. case SC_DEFENDER:
  9229. case SC_REFLECTSHIELD:
  9230. case SC_AUTOGUARD:
  9231. {
  9232. struct map_session_data *tsd;
  9233. if( bl->type == BL_PC ) { // Clear Status from others
  9234. int i;
  9235. for( i = 0; i < 5; i++ ) {
  9236. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  9237. status_change_end(&tsd->bl, type, INVALID_TIMER);
  9238. }
  9239. }
  9240. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  9241. tsd = ((TBL_MER*)bl)->master;
  9242. if( tsd && tsd->sc.data[type] )
  9243. status_change_end(&tsd->bl, type, INVALID_TIMER);
  9244. }
  9245. }
  9246. break;
  9247. case SC_DEVOTION:
  9248. {
  9249. struct block_list *d_bl = map_id2bl(sce->val1);
  9250. if( d_bl ) {
  9251. if( d_bl->type == BL_PC )
  9252. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  9253. else if( d_bl->type == BL_MER )
  9254. ((TBL_MER*)d_bl)->devotion_flag = 0;
  9255. clif_devotion(d_bl, NULL);
  9256. }
  9257. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  9258. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  9259. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  9260. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9261. }
  9262. break;
  9263. case SC_BLADESTOP:
  9264. if(sce->val4) {
  9265. int tid = sce->val4;
  9266. struct block_list *tbl = map_id2bl(tid);
  9267. struct status_change *tsc = status_get_sc(tbl);
  9268. sce->val4 = 0;
  9269. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  9270. tsc->data[SC_BLADESTOP]->val4 = 0;
  9271. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  9272. }
  9273. clif_bladestop(bl, tid, 0);
  9274. }
  9275. break;
  9276. case SC_DANCING:
  9277. {
  9278. const char* prevfile = "<unknown>";
  9279. int prevline = 0;
  9280. struct map_session_data *dsd;
  9281. struct status_change_entry *dsc;
  9282. struct skill_unit_group *group;
  9283. if( sd ) {
  9284. if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
  9285. prevfile = sd->delunit_prevfile;
  9286. prevline = sd->delunit_prevline;
  9287. } else
  9288. prevfile = "<none>";
  9289. sd->delunit_prevfile = file;
  9290. sd->delunit_prevline = line;
  9291. }
  9292. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  9293. dsc = dsd->sc.data[SC_DANCING];
  9294. if(dsc) {
  9295. // This will prevent recursive loops.
  9296. dsc->val2 = dsc->val4 = 0;
  9297. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  9298. }
  9299. }
  9300. if(sce->val2) { // Erase associated land skill
  9301. group = skill_id2group(sce->val2);
  9302. if( group == NULL ) {
  9303. ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
  9304. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  9305. sd ? sd->status.char_id : 0,
  9306. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  9307. prevfile, prevline,
  9308. file, line);
  9309. }
  9310. sce->val2 = 0;
  9311. skill_delunitgroup(group);
  9312. }
  9313. if((sce->val1&0xFFFF) == CG_MOONLIT)
  9314. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  9315. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  9316. }
  9317. break;
  9318. case SC_NOCHAT:
  9319. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  9320. sd->status.manner = 0;
  9321. if (sd && tid == INVALID_TIMER) {
  9322. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9323. clif_updatestatus(sd,SP_MANNER);
  9324. }
  9325. break;
  9326. case SC_SPLASHER:
  9327. {
  9328. struct block_list *src=map_id2bl(sce->val3);
  9329. if(src && tid != INVALID_TIMER)
  9330. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  9331. }
  9332. break;
  9333. case SC_TINDER_BREAKER2:
  9334. case SC_CLOSECONFINE2:{
  9335. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  9336. struct status_change *sc2 = src?status_get_sc(src):NULL;
  9337. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  9338. if (src && sc2 && sc2->data[type2]) {
  9339. // If status was already ended, do nothing.
  9340. // Decrease count
  9341. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  9342. status_change_end(src, type2, INVALID_TIMER);
  9343. }
  9344. }
  9345. case SC_TINDER_BREAKER:
  9346. case SC_CLOSECONFINE:
  9347. if (sce->val2 > 0) {
  9348. // Caster has been unlocked... nearby chars need to be unlocked.
  9349. int range = 1
  9350. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  9351. +skill_get_range2(bl, TF_BACKSLIDING, 1); // Since most people use this to escape the hold....
  9352. map_foreachinarea(status_change_timer_sub,
  9353. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  9354. }
  9355. break;
  9356. case SC_COMBO:
  9357. skill_combo_toogle_inf(bl,sce->val1,0);
  9358. break;
  9359. case SC_MARIONETTE:
  9360. case SC_MARIONETTE2: // Marionette target
  9361. if (sce->val1) { // Check for partner and end their marionette status as well
  9362. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  9363. struct block_list *pbl = map_id2bl(sce->val1);
  9364. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  9365. if (sc2 && sc2->data[type2]) {
  9366. sc2->data[type2]->val1 = 0;
  9367. status_change_end(pbl, type2, INVALID_TIMER);
  9368. }
  9369. }
  9370. break;
  9371. case SC_BERSERK:
  9372. case SC_SATURDAYNIGHTFEVER:
  9373. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  9374. status_percent_heal(bl, 100, 0);
  9375. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  9376. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  9377. status_set_hp(bl, 100, 0);
  9378. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  9379. sc->data[SC_ENDURE]->val4 = 0;
  9380. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9381. }
  9382. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  9383. if( type == SC_SATURDAYNIGHTFEVER ) // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  9384. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  9385. break;
  9386. case SC_GOSPEL:
  9387. if (sce->val3) { // Clear the group.
  9388. struct skill_unit_group* group = skill_id2group(sce->val3);
  9389. sce->val3 = 0;
  9390. skill_delunitgroup(group);
  9391. }
  9392. break;
  9393. case SC_HERMODE:
  9394. if(sce->val3 == BCT_SELF)
  9395. skill_clear_unitgroup(bl);
  9396. break;
  9397. case SC_BASILICA: // Clear the skill area. [Skotlex]
  9398. skill_clear_unitgroup(bl);
  9399. break;
  9400. case SC_TRICKDEAD:
  9401. if (vd) vd->dead_sit = 0;
  9402. break;
  9403. case SC_WARM:
  9404. case SC__MANHOLE:
  9405. if (sce->val4) { // Clear the group.
  9406. struct skill_unit_group* group = skill_id2group(sce->val4);
  9407. sce->val4 = 0;
  9408. if( group ) // Might have been cleared before status ended, e.g. land protector
  9409. skill_delunitgroup(group);
  9410. }
  9411. break;
  9412. case SC_KAAHI:
  9413. // Delete timer if it exists.
  9414. if (sce->val4 != INVALID_TIMER)
  9415. delete_timer(sce->val4,kaahi_heal_timer);
  9416. break;
  9417. case SC_JAILED:
  9418. if(tid == INVALID_TIMER)
  9419. break;
  9420. // Natural expiration.
  9421. if(sd && sd->mapindex == sce->val2)
  9422. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  9423. break; // Guess hes not in jail :P
  9424. case SC_CHANGE:
  9425. if (tid == INVALID_TIMER)
  9426. break;
  9427. // "lose almost all their HP and SP" on natural expiration.
  9428. status_set_hp(bl, 10, 0);
  9429. status_set_sp(bl, 10, 0);
  9430. break;
  9431. case SC_AUTOTRADE:
  9432. if (tid == INVALID_TIMER)
  9433. break;
  9434. // Note: vending/buying is closed by unit_remove_map, no
  9435. // need to do it here.
  9436. map_quit(sd);
  9437. // Because map_quit calls status_change_end with tid -1
  9438. // from here it's not neccesary to continue
  9439. return 1;
  9440. break;
  9441. case SC_STOP:
  9442. if( sce->val2 ) {
  9443. struct block_list* tbl = map_id2bl(sce->val2);
  9444. sce->val2 = 0;
  9445. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  9446. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  9447. }
  9448. break;
  9449. case SC_MONSTER_TRANSFORM:
  9450. if (sce->val2)
  9451. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  9452. break;
  9453. /* 3rd Stuff */
  9454. case SC_MILLENNIUMSHIELD:
  9455. clif_millenniumshield(sd,0);
  9456. break;
  9457. case SC_HALLUCINATIONWALK:
  9458. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  9459. break;
  9460. case SC_WHITEIMPRISON:
  9461. {
  9462. struct block_list* src = map_id2bl(sce->val2);
  9463. if( tid == -1 || !src)
  9464. break; // Terminated by Damage
  9465. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,0,0));
  9466. }
  9467. break;
  9468. case SC_WUGDASH:
  9469. {
  9470. struct unit_data *ud = unit_bl2ud(bl);
  9471. if (ud) {
  9472. ud->state.running = 0;
  9473. if (ud->walktimer != INVALID_TIMER)
  9474. unit_stop_walking(bl,1);
  9475. }
  9476. }
  9477. break;
  9478. case SC_ADORAMUS:
  9479. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9480. break;
  9481. case SC__SHADOWFORM:
  9482. {
  9483. struct map_session_data *s_sd = map_id2sd(sce->val2);
  9484. if(s_sd ) s_sd->shadowform_id = 0;
  9485. }
  9486. break;
  9487. case SC_SITDOWN_FORCE:
  9488. if( sd && pc_issit(sd) ) {
  9489. pc_setstand(sd);
  9490. clif_standing(bl);
  9491. }
  9492. break;
  9493. case SC_NEUTRALBARRIER_MASTER:
  9494. case SC_STEALTHFIELD_MASTER:
  9495. if( sce->val2 ) {
  9496. struct skill_unit_group* group = skill_id2group(sce->val2);
  9497. sce->val2 = 0;
  9498. if( group ) // Might have been cleared before status ended, e.g. land protector
  9499. skill_delunitgroup(group);
  9500. }
  9501. break;
  9502. case SC_BANDING:
  9503. if(sce->val4) {
  9504. struct skill_unit_group *group = skill_id2group(sce->val4);
  9505. sce->val4 = 0;
  9506. if( group ) // Might have been cleared before status ended, e.g. land protector
  9507. skill_delunitgroup(group);
  9508. }
  9509. break;
  9510. case SC_CURSEDCIRCLE_ATKER:
  9511. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  9512. map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  9513. break;
  9514. case SC_RAISINGDRAGON:
  9515. if( sd && sce->val2 && !pc_isdead(sd) ) {
  9516. int i;
  9517. i = min(sd->spiritball,5);
  9518. pc_delspiritball(sd, sd->spiritball, 0);
  9519. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9520. while( i > 0 ) {
  9521. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  9522. --i;
  9523. }
  9524. }
  9525. break;
  9526. case SC_CURSEDCIRCLE_TARGET:
  9527. {
  9528. struct block_list *src = map_id2bl(sce->val2);
  9529. struct status_change *sc = status_get_sc(src);
  9530. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  9531. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  9532. clif_bladestop(bl, sce->val2, 0);
  9533. }
  9534. }
  9535. break;
  9536. case SC_BLOODSUCKER:
  9537. if( sce->val2 ) {
  9538. struct block_list *src = map_id2bl(sce->val2);
  9539. if(src) {
  9540. struct status_change *sc = status_get_sc(src);
  9541. sc->bs_counter--;
  9542. }
  9543. }
  9544. break;
  9545. case SC_VACUUM_EXTREME:
  9546. if(sc && sce->val2 && sc->cant.move > 0) sc->cant.move--;
  9547. break;
  9548. case SC_KYOUGAKU:
  9549. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  9550. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  9551. break;
  9552. case SC_INTRAVISION:
  9553. calc_flag = SCB_ALL; // Required for overlapping
  9554. break;
  9555. case SC_FULL_THROTTLE:
  9556. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, skill_get_time2(ALL_FULL_THROTTLE, sce->val1));
  9557. break;
  9558. case SC_HEAT_BARREL:
  9559. if (sd)
  9560. sc_start(bl,bl,SC_HEAT_BARREL_AFTER,100,sce->val1,skill_get_time2(RL_HEAT_BARREL, sce->val1));
  9561. break;
  9562. case SC_C_MARKER:
  9563. {
  9564. // Remove mark data from caster
  9565. struct map_session_data *caster = map_id2sd(temp_n);
  9566. uint8 i = 0;
  9567. if (!caster || !&caster->c_marker || !caster->c_marker.target)
  9568. break;
  9569. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker.target[i] == bl->id);
  9570. if (i < MAX_SKILL_CRIMSON_MARKER)
  9571. caster->c_marker.target[i] = 0;
  9572. }
  9573. break;
  9574. case SC_H_MINE:
  9575. {
  9576. // Drop the material from target if expired
  9577. struct item it;
  9578. if (temp_n)
  9579. break;
  9580. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  9581. break;
  9582. memset(&it,0,sizeof(it));
  9583. it.nameid = skill_get_itemid(RL_H_MINE,0);
  9584. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  9585. it.identify = 1;
  9586. map_addflooritem(&it,it.amount,bl->m,bl->x,bl->y,0,0,0,4);
  9587. }
  9588. break;
  9589. }
  9590. opt_flag = 1;
  9591. switch(type) {
  9592. case SC_STONE:
  9593. case SC_FREEZE:
  9594. case SC_STUN:
  9595. case SC_SLEEP:
  9596. case SC_DEEPSLEEP:
  9597. case SC_BURNING:
  9598. case SC_WHITEIMPRISON:
  9599. case SC_CRYSTALIZE:
  9600. sc->opt1 = 0;
  9601. break;
  9602. case SC_POISON:
  9603. case SC_CURSE:
  9604. case SC_SILENCE:
  9605. case SC_BLIND:
  9606. sc->opt2 &= ~(1<<(type-SC_POISON));
  9607. break;
  9608. case SC_DPOISON:
  9609. sc->opt2 &= ~OPT2_DPOISON;
  9610. break;
  9611. case SC_SIGNUMCRUCIS:
  9612. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  9613. break;
  9614. case SC_HIDING:
  9615. sc->option &= ~OPTION_HIDE;
  9616. opt_flag|= 2|4; // Check for warp trigger + AoE trigger
  9617. break;
  9618. case SC_CLOAKING:
  9619. case SC_CLOAKINGEXCEED:
  9620. case SC__INVISIBILITY:
  9621. sc->option &= ~OPTION_CLOAK;
  9622. case SC_CAMOUFLAGE:
  9623. opt_flag|= 2;
  9624. break;
  9625. case SC_CHASEWALK:
  9626. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  9627. opt_flag|= 2;
  9628. break;
  9629. case SC_SIGHT:
  9630. sc->option &= ~OPTION_SIGHT;
  9631. break;
  9632. case SC_WEDDING:
  9633. sc->option &= ~OPTION_WEDDING;
  9634. break;
  9635. case SC_XMAS:
  9636. sc->option &= ~OPTION_XMAS;
  9637. break;
  9638. case SC_SUMMER:
  9639. sc->option &= ~OPTION_SUMMER;
  9640. break;
  9641. case SC_HANBOK:
  9642. sc->option &= ~OPTION_HANBOK;
  9643. break;
  9644. case SC_ORCISH:
  9645. sc->option &= ~OPTION_ORCISH;
  9646. break;
  9647. case SC_RUWACH:
  9648. sc->option &= ~OPTION_RUWACH;
  9649. break;
  9650. case SC_FUSION:
  9651. sc->option &= ~OPTION_FLYING;
  9652. break;
  9653. // opt3
  9654. case SC_TWOHANDQUICKEN:
  9655. case SC_ONEHAND:
  9656. case SC_SPEARQUICKEN:
  9657. case SC_CONCENTRATION:
  9658. case SC_MERC_QUICKEN:
  9659. sc->opt3 &= ~OPT3_QUICKEN;
  9660. opt_flag = 0;
  9661. break;
  9662. case SC_OVERTHRUST:
  9663. case SC_MAXOVERTHRUST:
  9664. case SC_SWOO:
  9665. sc->opt3 &= ~OPT3_OVERTHRUST;
  9666. if( type == SC_SWOO )
  9667. opt_flag = 8;
  9668. else
  9669. opt_flag = 0;
  9670. break;
  9671. case SC_ENERGYCOAT:
  9672. case SC_SKE:
  9673. sc->opt3 &= ~OPT3_ENERGYCOAT;
  9674. opt_flag = 0;
  9675. break;
  9676. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  9677. if (bl->type != BL_MOB) {
  9678. opt_flag = 0;
  9679. break;
  9680. }
  9681. case SC_EXPLOSIONSPIRITS:
  9682. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  9683. opt_flag = 0;
  9684. break;
  9685. case SC_STEELBODY:
  9686. case SC_SKA:
  9687. sc->opt3 &= ~OPT3_STEELBODY;
  9688. opt_flag = 0;
  9689. break;
  9690. case SC_BLADESTOP:
  9691. sc->opt3 &= ~OPT3_BLADESTOP;
  9692. opt_flag = 0;
  9693. break;
  9694. case SC_AURABLADE:
  9695. sc->opt3 &= ~OPT3_AURABLADE;
  9696. opt_flag = 0;
  9697. break;
  9698. case SC_BERSERK:
  9699. opt_flag = 0;
  9700. sc->opt3 &= ~OPT3_BERSERK;
  9701. break;
  9702. // case ???: // doesn't seem to do anything
  9703. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  9704. // opt_flag = 0;
  9705. // break;
  9706. case SC_DANCING:
  9707. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  9708. sc->opt3 &= ~OPT3_MOONLIT;
  9709. opt_flag = 0;
  9710. break;
  9711. case SC_MARIONETTE:
  9712. case SC_MARIONETTE2:
  9713. sc->opt3 &= ~OPT3_MARIONETTE;
  9714. opt_flag = 0;
  9715. break;
  9716. case SC_ASSUMPTIO:
  9717. sc->opt3 &= ~OPT3_ASSUMPTIO;
  9718. opt_flag = 0;
  9719. break;
  9720. case SC_WARM: // SG skills [Komurka]
  9721. sc->opt3 &= ~OPT3_WARM;
  9722. opt_flag = 0;
  9723. break;
  9724. case SC_KAITE:
  9725. sc->opt3 &= ~OPT3_KAITE;
  9726. opt_flag = 0;
  9727. break;
  9728. case SC_BUNSINJYUTSU:
  9729. sc->opt3 &= ~OPT3_BUNSIN;
  9730. opt_flag = 0;
  9731. break;
  9732. case SC_SPIRIT:
  9733. sc->opt3 &= ~OPT3_SOULLINK;
  9734. opt_flag = 0;
  9735. break;
  9736. case SC_CHANGEUNDEAD:
  9737. sc->opt3 &= ~OPT3_UNDEAD;
  9738. opt_flag = 0;
  9739. break;
  9740. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  9741. // sc->opt3 &= ~OPT3_CONTRACT;
  9742. // opt_flag = 0;
  9743. // break;
  9744. default:
  9745. opt_flag = 0;
  9746. }
  9747. if (calc_flag&SCB_DYE) { // Restore DYE color
  9748. if (vd && !vd->cloth_color && sce->val4)
  9749. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  9750. calc_flag&=~SCB_DYE;
  9751. }
  9752. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  9753. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  9754. if( opt_flag&8 ) // bugreport:681
  9755. clif_changeoption2(bl);
  9756. else if(opt_flag)
  9757. clif_changeoption(bl);
  9758. if (calc_flag)
  9759. status_calc_bl(bl,calc_flag);
  9760. if(opt_flag&4) // Out of hiding, invoke on place.
  9761. skill_unit_move(bl,gettick(),1);
  9762. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  9763. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  9764. ers_free(sc_data_ers, sce);
  9765. return 1;
  9766. }
  9767. /**
  9768. * Special timer and heal for Kaahi status
  9769. * @param tid: Timer ID
  9770. * @param tick: How long before next call
  9771. * @param id: ID of character
  9772. * @param data: Information passed through the timer call
  9773. * @return 1: Success 0: Fail
  9774. **/
  9775. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  9776. {
  9777. struct block_list *bl;
  9778. struct status_change *sc;
  9779. struct status_change_entry *sce;
  9780. struct status_data *status;
  9781. int hp;
  9782. if(!((bl=map_id2bl(id))&&
  9783. (sc=status_get_sc(bl)) &&
  9784. (sce = sc->data[SC_KAAHI])))
  9785. return 0;
  9786. if(sce->val4 != tid) {
  9787. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  9788. sce->val4 = INVALID_TIMER;
  9789. return 0;
  9790. }
  9791. status=status_get_status_data(bl);
  9792. if(!status_charge(bl, 0, sce->val3)) {
  9793. sce->val4 = INVALID_TIMER;
  9794. return 0;
  9795. }
  9796. hp = status->max_hp - status->hp;
  9797. if (hp > sce->val2)
  9798. hp = sce->val2;
  9799. if (hp)
  9800. status_heal(bl, hp, 0, 2);
  9801. sce->val4 = INVALID_TIMER;
  9802. return 1;
  9803. }
  9804. /**
  9805. * Resets timers for statuses
  9806. * Used with reoccuring status effects, such as dropping SP every 5 seconds
  9807. * @param tid: Timer ID
  9808. * @param tick: How long before next call
  9809. * @param id: ID of character
  9810. * @param data: Information passed through the timer call
  9811. * @return 1: Success 0: Fail
  9812. **/
  9813. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  9814. {
  9815. enum sc_type type = (sc_type)data;
  9816. struct block_list *bl;
  9817. struct map_session_data *sd;
  9818. struct status_data *status;
  9819. struct status_change *sc;
  9820. struct status_change_entry *sce;
  9821. bl = map_id2bl(id);
  9822. if(!bl) {
  9823. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  9824. return 0;
  9825. }
  9826. sc = status_get_sc(bl);
  9827. status = status_get_status_data(bl);
  9828. if(!(sc && (sce = sc->data[type]))) {
  9829. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  9830. return 0;
  9831. }
  9832. if( sce->timer != tid ) {
  9833. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  9834. return 0;
  9835. }
  9836. sd = BL_CAST(BL_PC, bl);
  9837. // Set the next timer of the sce (don't assume the status still exists)
  9838. #define sc_timer_next(t,f,i,d) \
  9839. if( (sce=sc->data[type]) ) \
  9840. sce->timer = add_timer(t,f,i,d); \
  9841. else \
  9842. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  9843. switch(type) {
  9844. case SC_MAXIMIZEPOWER:
  9845. case SC_CLOAKING:
  9846. if(!status_charge(bl, 0, 1))
  9847. break; // Not enough SP to continue.
  9848. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  9849. return 0;
  9850. case SC_CHASEWALK:
  9851. if(!status_charge(bl, 0, sce->val4))
  9852. break; // Not enough SP to continue.
  9853. if (!sc->data[SC_INCSTR]) {
  9854. sc_start(bl,bl, SC_INCSTR,100,1<<(sce->val1-1),
  9855. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  9856. *skill_get_time2(status_sc2skill(type),sce->val1));
  9857. }
  9858. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  9859. return 0;
  9860. break;
  9861. case SC_SKA:
  9862. if(--(sce->val2)>0) {
  9863. sce->val3 = rnd()%100; // Random defense.
  9864. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  9865. return 0;
  9866. }
  9867. break;
  9868. case SC_HIDING:
  9869. if(--(sce->val2)>0) {
  9870. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  9871. break; // Fail if it's time to substract SP and there isn't.
  9872. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  9873. return 0;
  9874. }
  9875. break;
  9876. case SC_SIGHT:
  9877. case SC_RUWACH:
  9878. case SC_SIGHTBLASTER:
  9879. if(type == SC_SIGHTBLASTER)
  9880. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  9881. else
  9882. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  9883. if( --(sce->val2)>0 ) {
  9884. sce->val4 += 250; // Use for Shadow Form 2 seconds checking.
  9885. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  9886. return 0;
  9887. }
  9888. break;
  9889. case SC_PROVOKE:
  9890. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  9891. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  9892. return 0;
  9893. }
  9894. break;
  9895. case SC_STONE:
  9896. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  9897. sce->val4 = 0;
  9898. unit_stop_walking(bl,1);
  9899. unit_stop_attack(bl);
  9900. sc->opt1 = OPT1_STONE;
  9901. clif_changeoption(bl);
  9902. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  9903. status_calc_bl(bl, StatusChangeFlagTable[type]);
  9904. return 0;
  9905. }
  9906. if(--(sce->val3) > 0) {
  9907. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  9908. status_percent_damage(NULL, bl, 1, 0, false);
  9909. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  9910. return 0;
  9911. }
  9912. break;
  9913. case SC_POISON:
  9914. case SC_DPOISON:
  9915. if (--(sce->val3) > 0) {
  9916. if (!sc->data[SC_SLOWPOISON]) {
  9917. if( sce->val2 && bl->type == BL_MOB ) {
  9918. struct block_list* src = map_id2bl(sce->val2);
  9919. if( src )
  9920. mob_log_damage((TBL_MOB*)bl,src,sce->val4);
  9921. }
  9922. map_freeblock_lock();
  9923. if(status->hp >= max(status->max_hp>>2, sce->val4)) // Stop damaging after 25% HP left.
  9924. status_zap(bl, sce->val4, 0);
  9925. if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
  9926. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  9927. }
  9928. map_freeblock_unlock();
  9929. }
  9930. return 0;
  9931. }
  9932. break;
  9933. case SC_TENSIONRELAX:
  9934. if(status->max_hp > status->hp && --(sce->val3) > 0) {
  9935. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  9936. return 0;
  9937. }
  9938. break;
  9939. case SC_KNOWLEDGE:
  9940. if (!sd) break;
  9941. if(bl->m == sd->feel_map[0].m ||
  9942. bl->m == sd->feel_map[1].m ||
  9943. bl->m == sd->feel_map[2].m)
  9944. { // Timeout will be handled by pc_setpos
  9945. sce->timer = INVALID_TIMER;
  9946. return 0;
  9947. }
  9948. break;
  9949. case SC_BLEEDING:
  9950. if (--(sce->val4) >= 0) {
  9951. int hp = rnd()%600 + 200;
  9952. struct block_list* src = map_id2bl(sce->val2);
  9953. if( src && bl && bl->type == BL_MOB )
  9954. mob_log_damage( (TBL_MOB*)bl, src, sd || hp < status->hp ? hp : status->hp - 1 );
  9955. map_freeblock_lock();
  9956. status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
  9957. if( sc->data[type] ) {
  9958. if( status->hp == 1 ) {
  9959. map_freeblock_unlock();
  9960. break;
  9961. }
  9962. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9963. }
  9964. map_freeblock_unlock();
  9965. return 0;
  9966. }
  9967. break;
  9968. case SC_S_LIFEPOTION:
  9969. case SC_L_LIFEPOTION:
  9970. if( sd && --(sce->val4) >= 0 ) {
  9971. // val1 < 0 = per max% | val1 > 0 = exact amount
  9972. int hp = 0;
  9973. if( status->hp < status->max_hp )
  9974. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  9975. status_heal(bl, hp, 0, 2);
  9976. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  9977. return 0;
  9978. }
  9979. break;
  9980. case SC_BOSSMAPINFO:
  9981. if( sd && --(sce->val4) >= 0 ) {
  9982. struct mob_data *boss_md = map_id2boss(sce->val1);
  9983. if( boss_md && sd->bl.m == boss_md->bl.m ) {
  9984. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  9985. if (boss_md->bl.prev != NULL) {
  9986. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9987. return 0;
  9988. }
  9989. }
  9990. }
  9991. break;
  9992. case SC_DANCING: // SP consumption by time of dancing skills
  9993. {
  9994. int s = 0;
  9995. int sp = 1;
  9996. if (--sce->val3 <= 0)
  9997. break;
  9998. switch(sce->val1&0xFFFF) {
  9999. case BD_RICHMANKIM:
  10000. case BD_DRUMBATTLEFIELD:
  10001. case BD_RINGNIBELUNGEN:
  10002. case BD_SIEGFRIED:
  10003. case BA_DISSONANCE:
  10004. case BA_ASSASSINCROSS:
  10005. case DC_UGLYDANCE:
  10006. s=3;
  10007. break;
  10008. case BD_LULLABY:
  10009. case BD_ETERNALCHAOS:
  10010. case BD_ROKISWEIL:
  10011. case DC_FORTUNEKISS:
  10012. s=4;
  10013. break;
  10014. case CG_HERMODE:
  10015. case BD_INTOABYSS:
  10016. case BA_WHISTLE:
  10017. case DC_HUMMING:
  10018. case BA_POEMBRAGI:
  10019. case DC_SERVICEFORYOU:
  10020. s=5;
  10021. break;
  10022. case BA_APPLEIDUN:
  10023. #ifdef RENEWAL
  10024. s=5;
  10025. #else
  10026. s=6;
  10027. #endif
  10028. break;
  10029. case CG_MOONLIT:
  10030. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  10031. sp= 4*(sce->val1>>16);
  10032. // Upkeep is also every 10 secs.
  10033. case DC_DONTFORGETME:
  10034. s=10;
  10035. break;
  10036. }
  10037. if( s != 0 && sce->val3 % s == 0 ) {
  10038. if (sc->data[SC_LONGING])
  10039. sp*= 3;
  10040. if (!status_charge(bl, 0, sp))
  10041. break;
  10042. }
  10043. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10044. return 0;
  10045. }
  10046. break;
  10047. case SC_BERSERK:
  10048. // 5% every 10 seconds [DracoRPG]
  10049. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  10050. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10051. return 0;
  10052. }
  10053. break;
  10054. case SC_NOCHAT:
  10055. if(sd) {
  10056. sd->status.manner++;
  10057. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  10058. clif_updatestatus(sd,SP_MANNER);
  10059. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  10060. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  10061. return 0;
  10062. }
  10063. }
  10064. break;
  10065. case SC_SPLASHER:
  10066. // Custom Venom Splasher countdown timer
  10067. // if (sce->val4 % 1000 == 0) {
  10068. // char timer[10];
  10069. // snprintf (timer, 10, "%d", sce->val4/1000);
  10070. // clif_message(bl, timer);
  10071. // }
  10072. if((sce->val4 -= 500) > 0) {
  10073. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  10074. return 0;
  10075. }
  10076. break;
  10077. case SC_MARIONETTE:
  10078. case SC_MARIONETTE2:
  10079. {
  10080. struct block_list *pbl = map_id2bl(sce->val1);
  10081. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  10082. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10083. return 0;
  10084. }
  10085. }
  10086. break;
  10087. case SC_GOSPEL:
  10088. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  10089. int hp, sp;
  10090. hp = (sce->val1 > 5) ? 45 : 30;
  10091. sp = (sce->val1 > 5) ? 35 : 20;
  10092. if(!status_charge(bl, hp, sp))
  10093. break;
  10094. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  10095. return 0;
  10096. }
  10097. break;
  10098. case SC_JAILED:
  10099. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  10100. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  10101. return 0;
  10102. }
  10103. break;
  10104. case SC_BLIND:
  10105. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  10106. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  10107. return 0;
  10108. }
  10109. break;
  10110. case SC_ABUNDANCE:
  10111. if(--(sce->val4) > 0) {
  10112. status_heal(bl,0,60,0);
  10113. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  10114. }
  10115. break;
  10116. case SC_PYREXIA:
  10117. if( --(sce->val4) >= 0 ) {
  10118. map_freeblock_lock();
  10119. clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
  10120. status_fix_damage(NULL,bl,100,0);
  10121. if( sc->data[type] ) {
  10122. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  10123. }
  10124. map_freeblock_unlock();
  10125. return 0;
  10126. }
  10127. break;
  10128. case SC_LEECHESEND:
  10129. if( --(sce->val4) >= 0 ) {
  10130. int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  10131. damage += status->vit * (sce->val1 - 3);
  10132. unit_skillcastcancel(bl,2);
  10133. map_freeblock_lock();
  10134. status_damage(bl, bl, damage, 0, clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
  10135. if( sc->data[type] ) {
  10136. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  10137. }
  10138. map_freeblock_unlock();
  10139. return 0;
  10140. }
  10141. break;
  10142. case SC_MAGICMUSHROOM:
  10143. if( --(sce->val4) >= 0 ) {
  10144. bool flag = 0;
  10145. int damage = status->max_hp * 3 / 100;
  10146. if( status->hp <= damage )
  10147. damage = status->hp - 1; // Cannot Kill
  10148. if( damage > 0 ) { // 3% Damage each 4 seconds
  10149. map_freeblock_lock();
  10150. status_zap(bl,damage,0);
  10151. flag = !sc->data[type]; // Killed? Should not
  10152. map_freeblock_unlock();
  10153. }
  10154. if( !flag ) { // Random Skill Cast
  10155. if (sd && !pc_issit(sd)) { // Can't cast if sit
  10156. int mushroom_skill_id = 0, i;
  10157. unit_stop_attack(bl);
  10158. unit_skillcastcancel(bl,1);
  10159. do {
  10160. i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  10161. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  10162. }
  10163. while( mushroom_skill_id == 0 );
  10164. switch( skill_get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
  10165. case CAST_GROUND:
  10166. skill_castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
  10167. break;
  10168. case CAST_NODAMAGE:
  10169. skill_castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
  10170. break;
  10171. case CAST_DAMAGE:
  10172. skill_castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
  10173. break;
  10174. }
  10175. }
  10176. clif_emotion(bl,E_HEH);
  10177. sc_timer_next(4000+tick,status_change_timer,bl->id,data);
  10178. }
  10179. return 0;
  10180. }
  10181. break;
  10182. case SC_TOXIN:
  10183. if( --(sce->val4) >= 0 ) { // Damage is every 10 seconds including 3%sp drain.
  10184. map_freeblock_lock();
  10185. clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
  10186. status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); // Cancel dmg only if cancelable
  10187. if( sc->data[type] ) {
  10188. sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
  10189. }
  10190. map_freeblock_unlock();
  10191. return 0;
  10192. }
  10193. break;
  10194. case SC_OBLIVIONCURSE:
  10195. if( --(sce->val4) >= 0 ) {
  10196. clif_emotion(bl,E_WHAT);
  10197. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  10198. return 0;
  10199. }
  10200. break;
  10201. case SC_WEAPONBLOCKING:
  10202. if( --(sce->val4) >= 0 ) {
  10203. if( !status_charge(bl,0,3) )
  10204. break;
  10205. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  10206. return 0;
  10207. }
  10208. break;
  10209. case SC_CLOAKINGEXCEED:
  10210. if(!status_charge(bl,0,10-sce->val1))
  10211. break;
  10212. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10213. return 0;
  10214. case SC_RENOVATIO:
  10215. if( --(sce->val4) >= 0 ) {
  10216. int heal = status->max_hp * 3 / 100;
  10217. if( sc && sc->data[SC_AKAITSUKI] && heal )
  10218. heal = ~heal + 1;
  10219. status_heal(bl, heal, 0, 2);
  10220. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10221. return 0;
  10222. }
  10223. break;
  10224. case SC_BURNING:
  10225. if( --(sce->val4) >= 0 ) {
  10226. struct block_list *src = map_id2bl(sce->val3);
  10227. int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
  10228. map_freeblock_lock();
  10229. clif_damage(bl,bl,tick,0,0,damage,1,9,0); // Damage is like endure effect with no walk delay
  10230. status_damage(src, bl, damage, 0, 0, 1);
  10231. if( sc->data[type]) { // Target still lives. [LimitLine]
  10232. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10233. }
  10234. map_freeblock_unlock();
  10235. return 0;
  10236. }
  10237. break;
  10238. case SC_FEAR:
  10239. if( --(sce->val4) >= 0 ) {
  10240. if( sce->val2 > 0 )
  10241. sce->val2--;
  10242. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10243. return 0;
  10244. }
  10245. break;
  10246. case SC_SPHERE_1:
  10247. case SC_SPHERE_2:
  10248. case SC_SPHERE_3:
  10249. case SC_SPHERE_4:
  10250. case SC_SPHERE_5:
  10251. if( --(sce->val4) >= 0 ) {
  10252. if( !status_charge(bl, 0, 1) )
  10253. break;
  10254. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10255. return 0;
  10256. }
  10257. break;
  10258. case SC_READING_SB:
  10259. if( !status_charge(bl, 0, sce->val2) ) {
  10260. int i;
  10261. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  10262. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10263. break;
  10264. }
  10265. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10266. return 0;
  10267. case SC_ELECTRICSHOCKER:
  10268. if( --(sce->val4) >= 0 ) {
  10269. status_charge(bl, 0, status->max_sp / 100 * sce->val1 * 5 );
  10270. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10271. return 0;
  10272. }
  10273. break;
  10274. case SC_CAMOUFLAGE:
  10275. if (!status_charge(bl, 0, 7 - sce->val1))
  10276. break;
  10277. if (--sce->val4 >= 0)
  10278. sce->val3++;
  10279. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10280. return 0;
  10281. case SC__REPRODUCE:
  10282. if(!status_charge(bl, 0, 1))
  10283. break;
  10284. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10285. return 0;
  10286. case SC__SHADOWFORM:
  10287. if( --(sce->val4) >= 0 ) {
  10288. if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
  10289. break;
  10290. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10291. return 0;
  10292. }
  10293. break;
  10294. case SC__INVISIBILITY:
  10295. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  10296. break;
  10297. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10298. return 0;
  10299. case SC_STRIKING:
  10300. if( --(sce->val4) >= 0 ) {
  10301. if( !status_charge(bl,0, sce->val3 ) )
  10302. break;
  10303. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10304. return 0;
  10305. }
  10306. break;
  10307. case SC_VACUUM_EXTREME:
  10308. if( --(sce->val4) >= 0 ) {
  10309. if( !unit_is_walking(bl) && !sce->val2 ) {
  10310. sc->cant.move++;
  10311. sce->val2 = 1;
  10312. }
  10313. sc_timer_next(100 + tick, status_change_timer, bl->id, data);
  10314. return 0;
  10315. }
  10316. break;
  10317. case SC_BLOODSUCKER:
  10318. if( --(sce->val4) >= 0 ) {
  10319. struct block_list *src = map_id2bl(sce->val2);
  10320. int damage;
  10321. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  10322. break;
  10323. map_freeblock_lock();
  10324. damage = 200 + 100 * sce->val1 + status_get_int(src);
  10325. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 0);
  10326. unit_skillcastcancel(bl,1);
  10327. if ( sc->data[type] ) {
  10328. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10329. }
  10330. map_freeblock_unlock();
  10331. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  10332. return 0;
  10333. }
  10334. break;
  10335. case SC_VOICEOFSIREN:
  10336. if( --(sce->val4) >= 0 ) {
  10337. clif_emotion(bl,E_LV);
  10338. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10339. return 0;
  10340. }
  10341. break;
  10342. case SC_DEEPSLEEP:
  10343. if( --(sce->val4) >= 0 ) { // Recovers 1% HP/SP every 2 seconds.
  10344. status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
  10345. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10346. return 0;
  10347. }
  10348. break;
  10349. case SC_SIRCLEOFNATURE:
  10350. if( --(sce->val4) >= 0 ) {
  10351. if( !status_charge(bl,0,sce->val2) )
  10352. break;
  10353. status_heal(bl, sce->val3, 0, 1);
  10354. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10355. return 0;
  10356. }
  10357. break;
  10358. case SC_SONGOFMANA:
  10359. if( --(sce->val4) >= 0 ) {
  10360. status_heal(bl,0,sce->val3,3);
  10361. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  10362. return 0;
  10363. }
  10364. break;
  10365. case SC_SATURDAYNIGHTFEVER:
  10366. // 1% HP/SP drain every val4 seconds [Jobbie]
  10367. if( --(sce->val3) >= 0 ) {
  10368. int hp = status->hp / 100;
  10369. int sp = status->sp / 100;
  10370. if( !status_charge(bl, hp, sp) )
  10371. break;
  10372. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10373. return 0;
  10374. }
  10375. break;
  10376. case SC_CRYSTALIZE:
  10377. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  10378. if( bl->type != BL_MOB) // Doesn't work on mobs
  10379. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  10380. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10381. return 0;
  10382. }
  10383. break;
  10384. case SC_FORCEOFVANGUARD:
  10385. if( !status_charge(bl,0,24 - (4 * sce->val1)) )
  10386. break;
  10387. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10388. return 0;
  10389. case SC_BANDING:
  10390. if( status_charge(bl, 0, 7 - sce->val1) ) {
  10391. if( sd ) pc_banding(sd, sce->val1);
  10392. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10393. return 0;
  10394. }
  10395. break;
  10396. case SC_REFLECTDAMAGE:
  10397. if( --(sce->val4) > 0 ) {
  10398. if( !status_charge(bl,0,10) )
  10399. break;
  10400. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10401. return 0;
  10402. }
  10403. break;
  10404. case SC_OVERHEAT_LIMITPOINT:
  10405. if( --(sce->val1) > 0 ) { // Cooling
  10406. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  10407. }
  10408. break;
  10409. case SC_OVERHEAT:
  10410. {
  10411. int damage = status->max_hp / 100; // Suggestion 1% each second
  10412. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  10413. map_freeblock_lock();
  10414. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  10415. if( sc->data[type] ) {
  10416. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10417. }
  10418. map_freeblock_unlock();
  10419. }
  10420. break;
  10421. case SC_MAGNETICFIELD:
  10422. {
  10423. if( --(sce->val3) <= 0 )
  10424. break; // Time out
  10425. if( sce->val2 == bl->id ) {
  10426. if( !status_charge(bl,0,14 + (3 * sce->val1)) )
  10427. break; // No more SP status should end, and in the next second will end for the other affected players
  10428. } else {
  10429. struct block_list *src = map_id2bl(sce->val2);
  10430. struct status_change *ssc;
  10431. if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
  10432. break; // Source no more under Magnetic Field
  10433. }
  10434. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10435. }
  10436. break;
  10437. case SC_INSPIRATION:
  10438. if(--(sce->val4) >= 0) {
  10439. int hp = status->max_hp * (7-sce->val1) / 100;
  10440. int sp = status->max_sp * (9-sce->val1) / 100;
  10441. if( !status_charge(bl,hp,sp) ) break;
  10442. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  10443. return 0;
  10444. }
  10445. break;
  10446. case SC_RAISINGDRAGON:
  10447. // 1% every 5 seconds [Jobbie]
  10448. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  10449. if( !sc->data[type] ) return 0;
  10450. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10451. return 0;
  10452. }
  10453. break;
  10454. case SC_CIRCLE_OF_FIRE:
  10455. case SC_FIRE_CLOAK:
  10456. case SC_WATER_DROP:
  10457. case SC_WATER_SCREEN:
  10458. case SC_WIND_CURTAIN:
  10459. case SC_WIND_STEP:
  10460. case SC_STONE_SHIELD:
  10461. case SC_SOLID_SKIN:
  10462. if( !status_charge(bl,0,sce->val2) ) {
  10463. struct block_list *s_bl = battle_get_master(bl);
  10464. if( s_bl )
  10465. status_change_end(s_bl,type+1,INVALID_TIMER);
  10466. status_change_end(bl,type,INVALID_TIMER);
  10467. break;
  10468. }
  10469. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10470. return 0;
  10471. case SC_STOMACHACHE:
  10472. if( --(sce->val4) > 0 ) {
  10473. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  10474. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  10475. pc_stop_walking(sd,1|4);
  10476. pc_stop_attack(sd);
  10477. pc_setsit(sd);
  10478. clif_sitting(bl);
  10479. }
  10480. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10481. return 0;
  10482. }
  10483. break;
  10484. case SC_LEADERSHIP:
  10485. case SC_GLORYWOUNDS:
  10486. case SC_SOULCOLD:
  10487. case SC_HAWKEYES:
  10488. // They only end by status_change_end
  10489. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  10490. return 0;
  10491. case SC_MEIKYOUSISUI:
  10492. if( --(sce->val4) > 0 ) {
  10493. status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
  10494. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10495. return 0;
  10496. }
  10497. break;
  10498. case SC_IZAYOI:
  10499. case SC_KAGEMUSYA:
  10500. if( --(sce->val2) > 0 ) {
  10501. if(!status_charge(bl, 0, 1)) break;
  10502. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10503. return 0;
  10504. }
  10505. break;
  10506. case SC_ANGRIFFS_MODUS:
  10507. if(--(sce->val4) >= 0) { // Drain hp/sp
  10508. if( !status_charge(bl,100,20) ) break;
  10509. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  10510. return 0;
  10511. }
  10512. break;
  10513. case SC_CBC:
  10514. if(--(sce->val4) >= 0) { // Drain hp/sp
  10515. int hp=0;
  10516. int sp = (status->max_sp * sce->val3) / 100;
  10517. if(bl->type == BL_MOB) hp = sp*10;
  10518. if( !status_charge(bl,hp,sp) ) break;
  10519. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  10520. return 0;
  10521. }
  10522. break;
  10523. case SC_FULL_THROTTLE:
  10524. if( --(sce->val4) > 0 ) {
  10525. status_percent_damage(bl, bl, sce->val2, sce->val2, false);
  10526. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10527. return 0;
  10528. }
  10529. break;
  10530. case SC_KINGS_GRACE:
  10531. if( --(sce->val4) > 0 ) {
  10532. status_percent_heal(bl, sce->val2, 0);
  10533. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10534. return 0;
  10535. }
  10536. break;
  10537. case SC_FRIGG_SONG:
  10538. if( --(sce->val4) > 0 ) {
  10539. status_heal(bl, sce->val3, 0, 0);
  10540. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10541. return 0;
  10542. }
  10543. break;
  10544. }
  10545. // Default for all non-handled control paths is to end the status
  10546. return status_change_end( bl,type,tid );
  10547. #undef sc_timer_next
  10548. }
  10549. /**
  10550. * For each iteration of repetitive status
  10551. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  10552. * @param ap: va_list arguments (src, sce, type, tick)
  10553. **/
  10554. int status_change_timer_sub(struct block_list* bl, va_list ap)
  10555. {
  10556. struct status_change* tsc;
  10557. struct block_list* src = va_arg(ap,struct block_list*);
  10558. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  10559. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  10560. unsigned int tick = va_arg(ap,unsigned int);
  10561. if (status_isdead(bl))
  10562. return 0;
  10563. tsc = status_get_sc(bl);
  10564. switch( type ) {
  10565. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  10566. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  10567. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  10568. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10569. case SC_CONCENTRATE:
  10570. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10571. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10572. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10573. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10574. break;
  10575. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  10576. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  10577. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
  10578. tsc->data[SC__INVISIBILITY])) { // this sc should hit only
  10579. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10580. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10581. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10582. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10583. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  10584. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  10585. }
  10586. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  10587. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  10588. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10589. break;
  10590. case SC_SIGHTBLASTER:
  10591. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  10592. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  10593. {
  10594. if (sce && !(bl->type&BL_SKILL) // The hit is not counted if it's against a trap
  10595. && skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)) {
  10596. sce->val2 = 0; // This signals it to end.
  10597. }
  10598. }
  10599. break;
  10600. case SC_TINDER_BREAKER:
  10601. case SC_CLOSECONFINE:{
  10602. int type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  10603. // Lock char has released the hold on everyone...
  10604. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  10605. tsc->data[type2]->val2 = 0;
  10606. status_change_end(bl, type2, INVALID_TIMER);
  10607. }
  10608. break;
  10609. }
  10610. case SC_CURSEDCIRCLE_TARGET:
  10611. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  10612. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  10613. status_change_end(bl, type, INVALID_TIMER);
  10614. }
  10615. break;
  10616. }
  10617. return 0;
  10618. }
  10619. /**
  10620. * Clears buffs/debuffs on an object
  10621. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  10622. * @param type: Type to remove
  10623. * &1: Clear Buffs
  10624. * $2: Clear Debuffs
  10625. * &4: Specific debuffs with a refresh
  10626. **/
  10627. void status_change_clear_buffs (struct block_list* bl, int type)
  10628. {
  10629. int i;
  10630. struct status_change *sc= status_get_sc(bl);
  10631. if (!sc || !sc->count)
  10632. return;
  10633. if (type&6) // Debuffs
  10634. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  10635. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10636. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  10637. if(!sc->data[i])
  10638. continue;
  10639. switch (i) {
  10640. // Stuff that cannot be removed
  10641. case SC_WEIGHT50:
  10642. case SC_WEIGHT90:
  10643. case SC_COMBO:
  10644. case SC_SMA:
  10645. case SC_DANCING:
  10646. case SC_LEADERSHIP:
  10647. case SC_GLORYWOUNDS:
  10648. case SC_SOULCOLD:
  10649. case SC_HAWKEYES:
  10650. case SC_GUILDAURA:
  10651. case SC_SAFETYWALL:
  10652. case SC_PNEUMA:
  10653. case SC_NOCHAT:
  10654. case SC_JAILED:
  10655. case SC_ANKLE:
  10656. case SC_BLADESTOP:
  10657. case SC_CP_WEAPON:
  10658. case SC_CP_SHIELD:
  10659. case SC_CP_ARMOR:
  10660. case SC_CP_HELM:
  10661. case SC_STRFOOD:
  10662. case SC_AGIFOOD:
  10663. case SC_VITFOOD:
  10664. case SC_INTFOOD:
  10665. case SC_DEXFOOD:
  10666. case SC_LUKFOOD:
  10667. case SC_HITFOOD:
  10668. case SC_FLEEFOOD:
  10669. case SC_BATKFOOD:
  10670. case SC_WATKFOOD:
  10671. case SC_MATKFOOD:
  10672. case SC_FOOD_STR_CASH:
  10673. case SC_FOOD_AGI_CASH:
  10674. case SC_FOOD_VIT_CASH:
  10675. case SC_FOOD_DEX_CASH:
  10676. case SC_FOOD_INT_CASH:
  10677. case SC_FOOD_LUK_CASH:
  10678. case SC_EXPBOOST:
  10679. case SC_JEXPBOOST:
  10680. case SC_ITEMBOOST:
  10681. case SC_ELECTRICSHOCKER:
  10682. case SC__MANHOLE:
  10683. case SC_GIANTGROWTH:
  10684. case SC_MILLENNIUMSHIELD:
  10685. case SC_REFRESH:
  10686. case SC_STONEHARDSKIN:
  10687. case SC_VITALITYACTIVATION:
  10688. case SC_FIGHTINGSPIRIT:
  10689. case SC_ABUNDANCE:
  10690. case SC_CURSEDCIRCLE_ATKER:
  10691. case SC_CURSEDCIRCLE_TARGET:
  10692. case SC_PUSH_CART:
  10693. case SC_STYLE_CHANGE:
  10694. case SC_HEAT_BARREL_AFTER:
  10695. continue;
  10696. // Debuffs that can be removed.
  10697. case SC_DEEPSLEEP:
  10698. case SC_BURNING:
  10699. case SC_FREEZING:
  10700. case SC_CRYSTALIZE:
  10701. case SC_TOXIN:
  10702. case SC_PARALYSE:
  10703. case SC_VENOMBLEED:
  10704. case SC_MAGICMUSHROOM:
  10705. case SC_DEATHHURT:
  10706. case SC_PYREXIA:
  10707. case SC_OBLIVIONCURSE:
  10708. case SC_LEECHESEND:
  10709. case SC_MARSHOFABYSS:
  10710. case SC_MANDRAGORA:
  10711. if(!(type&4))
  10712. continue;
  10713. break;
  10714. case SC_HALLUCINATION:
  10715. case SC_QUAGMIRE:
  10716. case SC_SIGNUMCRUCIS:
  10717. case SC_DECREASEAGI:
  10718. case SC_SLOWDOWN:
  10719. case SC_MINDBREAKER:
  10720. case SC_WINKCHARM:
  10721. case SC_STOP:
  10722. case SC_ORCISH:
  10723. case SC_STRIPWEAPON:
  10724. case SC_STRIPSHIELD:
  10725. case SC_STRIPARMOR:
  10726. case SC_STRIPHELM:
  10727. case SC_BITE:
  10728. case SC_ADORAMUS:
  10729. case SC_VACUUM_EXTREME:
  10730. case SC_FEAR:
  10731. case SC_MAGNETICFIELD:
  10732. case SC_NETHERWORLD:
  10733. if (!(type&2))
  10734. continue;
  10735. break;
  10736. // The rest are buffs that can be removed.
  10737. case SC_BERSERK:
  10738. case SC_SATURDAYNIGHTFEVER:
  10739. if (!(type&1))
  10740. continue;
  10741. sc->data[i]->val2 = 0;
  10742. break;
  10743. default:
  10744. if (!(type&1))
  10745. continue;
  10746. break;
  10747. }
  10748. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10749. }
  10750. // Cleaning all extras vars
  10751. sc->comet_x = 0;
  10752. sc->comet_y = 0;
  10753. #ifndef RENEWAL
  10754. sc->sg_counter = 0;
  10755. #endif
  10756. sc->bs_counter = 0;
  10757. return;
  10758. }
  10759. /**
  10760. * Infect a user with status effects (SC_DEADLYINFECT)
  10761. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  10762. * @param bl: Object to change
  10763. * @return 1: Success 0: Fail
  10764. **/
  10765. int status_change_spread( struct block_list *src, struct block_list *bl )
  10766. {
  10767. int i, flag = 0;
  10768. struct status_change *sc = status_get_sc(src);
  10769. const struct TimerData *timer;
  10770. unsigned int tick;
  10771. struct status_change_data data;
  10772. if( !sc || !sc->count )
  10773. return 0;
  10774. tick = gettick();
  10775. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  10776. if( !sc->data[i] || i == SC_COMMON_MAX )
  10777. continue;
  10778. switch( i ) {
  10779. // Debuffs that can be spread.
  10780. // NOTE: We'll add/delete SCs when we are able to confirm it.
  10781. case SC_CURSE:
  10782. case SC_SILENCE:
  10783. case SC_CONFUSION:
  10784. case SC_BLIND:
  10785. case SC_NOCHAT:
  10786. case SC_HALLUCINATION:
  10787. case SC_SIGNUMCRUCIS:
  10788. case SC_DECREASEAGI:
  10789. case SC_SLOWDOWN:
  10790. case SC_MINDBREAKER:
  10791. case SC_WINKCHARM:
  10792. case SC_STOP:
  10793. case SC_ORCISH:
  10794. // case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  10795. // case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  10796. // case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  10797. // case SC_STRIPHELM:
  10798. // case SC__STRIPACCESSORY:
  10799. case SC_BITE:
  10800. case SC_FREEZING:
  10801. case SC_VENOMBLEED:
  10802. case SC_DEATHHURT:
  10803. case SC_PARALYSE:
  10804. if( sc->data[i]->timer != INVALID_TIMER ) {
  10805. timer = get_timer(sc->data[i]->timer);
  10806. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
  10807. continue;
  10808. data.tick = DIFF_TICK(timer->tick,tick);
  10809. } else
  10810. data.tick = INVALID_TIMER;
  10811. break;
  10812. // Special cases
  10813. case SC_POISON:
  10814. case SC_DPOISON:
  10815. data.tick = sc->data[i]->val3 * 1000;
  10816. break;
  10817. case SC_FEAR:
  10818. case SC_LEECHESEND:
  10819. data.tick = sc->data[i]->val4 * 1000;
  10820. break;
  10821. case SC_BURNING:
  10822. data.tick = sc->data[i]->val4 * 2000;
  10823. break;
  10824. case SC_PYREXIA:
  10825. case SC_OBLIVIONCURSE:
  10826. data.tick = sc->data[i]->val4 * 3000;
  10827. break;
  10828. case SC_MAGICMUSHROOM:
  10829. data.tick = sc->data[i]->val4 * 4000;
  10830. break;
  10831. case SC_TOXIN:
  10832. case SC_BLEEDING:
  10833. data.tick = sc->data[i]->val4 * 10000;
  10834. break;
  10835. default:
  10836. continue;
  10837. break;
  10838. }
  10839. if( i ) {
  10840. data.val1 = sc->data[i]->val1;
  10841. data.val2 = sc->data[i]->val2;
  10842. data.val3 = sc->data[i]->val3;
  10843. data.val4 = sc->data[i]->val4;
  10844. status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
  10845. flag = 1;
  10846. }
  10847. }
  10848. return flag;
  10849. }
  10850. /**
  10851. * Applying natural heal bonuses (sit, skill, homun, etc...)
  10852. * TODO: the va_list doesn't see to be used, safe to remove?
  10853. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  10854. * @param args: va_list arguments
  10855. * @return which regeneration bonuses have been applied (flag)
  10856. **/
  10857. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  10858. static int status_natural_heal(struct block_list* bl, va_list args)
  10859. {
  10860. struct regen_data *regen;
  10861. struct status_data *status;
  10862. struct status_change *sc;
  10863. struct unit_data *ud;
  10864. struct view_data *vd = NULL;
  10865. struct regen_data_sub *sregen;
  10866. struct map_session_data *sd;
  10867. int val,rate,bonus = 0,flag;
  10868. regen = status_get_regen_data(bl);
  10869. if (!regen) return 0;
  10870. status = status_get_status_data(bl);
  10871. sc = status_get_sc(bl);
  10872. if (sc && !sc->count)
  10873. sc = NULL;
  10874. sd = BL_CAST(BL_PC,bl);
  10875. flag = regen->flag;
  10876. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  10877. flag&=~(RGN_HP|RGN_SHP);
  10878. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  10879. flag&=~(RGN_SP|RGN_SSP);
  10880. if (flag && (
  10881. status_isdead(bl) ||
  10882. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  10883. ))
  10884. flag=0;
  10885. if (sd) {
  10886. if (sd->hp_loss.value || sd->sp_loss.value)
  10887. pc_bleeding(sd, natural_heal_diff_tick);
  10888. if (sd->hp_regen.value || sd->sp_regen.value)
  10889. pc_regen(sd, natural_heal_diff_tick);
  10890. }
  10891. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  10892. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) { // Apply sitting regen bonus.
  10893. sregen = regen->ssregen;
  10894. if(flag&(RGN_SHP)) { // Sitting HP regen
  10895. val = natural_heal_diff_tick * sregen->rate.hp;
  10896. if (regen->state.overweight)
  10897. val>>=1; // Half as fast when overweight.
  10898. sregen->tick.hp += val;
  10899. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  10900. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  10901. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  10902. flag&=~(RGN_HP|RGN_SHP);
  10903. break;
  10904. }
  10905. }
  10906. }
  10907. if(flag&(RGN_SSP)) { // Sitting SP regen
  10908. val = natural_heal_diff_tick * sregen->rate.sp;
  10909. if (regen->state.overweight)
  10910. val>>=1; // Half as fast when overweight.
  10911. sregen->tick.sp += val;
  10912. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  10913. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  10914. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  10915. flag&=~(RGN_SP|RGN_SSP);
  10916. break;
  10917. }
  10918. }
  10919. }
  10920. }
  10921. if (flag && regen->state.overweight)
  10922. flag=0;
  10923. ud = unit_bl2ud(bl);
  10924. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  10925. flag&=~(RGN_SHP|RGN_SSP);
  10926. if(!regen->state.walk)
  10927. flag&=~RGN_HP;
  10928. }
  10929. if (!flag)
  10930. return 0;
  10931. if (flag&(RGN_HP|RGN_SP)) {
  10932. if(!vd) vd = status_get_viewdata(bl);
  10933. if(vd && vd->dead_sit == 2)
  10934. bonus++;
  10935. if(regen->state.gc)
  10936. bonus++;
  10937. }
  10938. // Natural Hp regen
  10939. if (flag&RGN_HP) {
  10940. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  10941. if (ud && ud->walktimer != INVALID_TIMER)
  10942. rate/=2;
  10943. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  10944. if(bl->type==BL_HOM) rate *=2;
  10945. regen->tick.hp += rate;
  10946. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  10947. val = 0;
  10948. do {
  10949. val += regen->hp;
  10950. regen->tick.hp -= battle_config.natural_healhp_interval;
  10951. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  10952. if (status_heal(bl, val, 0, 1) < val)
  10953. flag&=~RGN_SHP; // Full.
  10954. }
  10955. }
  10956. // Natural SP regen
  10957. if(flag&RGN_SP) {
  10958. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  10959. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  10960. if(bl->type==BL_HOM) rate *=2;
  10961. regen->tick.sp += rate;
  10962. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  10963. val = 0;
  10964. do {
  10965. val += regen->sp;
  10966. regen->tick.sp -= battle_config.natural_healsp_interval;
  10967. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  10968. if (status_heal(bl, 0, val, 1) < val)
  10969. flag&=~RGN_SSP; // full.
  10970. }
  10971. }
  10972. if (!regen->sregen)
  10973. return flag;
  10974. // Skill regen
  10975. sregen = regen->sregen;
  10976. if(flag&RGN_SHP) { // Skill HP regen
  10977. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  10978. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  10979. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  10980. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  10981. break; // Full
  10982. }
  10983. }
  10984. if(flag&RGN_SSP) { // Skill SP regen
  10985. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  10986. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  10987. val = sregen->sp;
  10988. if (sd && sd->state.doridori) {
  10989. val*=2;
  10990. sd->state.doridori = 0;
  10991. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  10992. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  10993. 100,rate,skill_get_time(TK_SPTIME, rate));
  10994. if (
  10995. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  10996. rnd()%10000 < battle_config.sg_angel_skill_ratio
  10997. ) { // Angel of the Sun/Moon/Star
  10998. clif_feel_hate_reset(sd);
  10999. pc_resethate(sd);
  11000. pc_resetfeel(sd);
  11001. }
  11002. }
  11003. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  11004. if(status_heal(bl, 0, val, 3) < val)
  11005. break; // Full
  11006. }
  11007. }
  11008. return flag;
  11009. }
  11010. /**
  11011. * Natural heal main timer
  11012. * @param tid: Timer ID
  11013. * @param tick: Current tick (time)
  11014. * @param id: Object ID to heal
  11015. * @param data: data pushed through timer function
  11016. * @return 0
  11017. **/
  11018. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  11019. {
  11020. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  11021. map_foreachregen(status_natural_heal);
  11022. natural_heal_prev_tick = tick;
  11023. return 0;
  11024. }
  11025. /**
  11026. * Get the chance to upgrade a piece of equipment
  11027. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  11028. * @param refine: The target's refine level
  11029. * @return The chance to refine the item, in percent (0~100)
  11030. **/
  11031. int status_get_refine_chance(enum refine_type wlv, int refine)
  11032. {
  11033. if ( refine < 0 || refine >= MAX_REFINE)
  11034. return 0;
  11035. return refine_info[wlv].chance[refine];
  11036. }
  11037. /**
  11038. * Read sizefix database for attack calculations
  11039. * @param fields: Fields passed from sv_readdb
  11040. * @param columns: Columns passed from sv_readdb function call
  11041. * @param current: Current row being read into atkmods array
  11042. * @return True
  11043. **/
  11044. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  11045. {
  11046. unsigned int i;
  11047. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  11048. atkmods[current][i] = atoi(fields[i]);
  11049. return true;
  11050. }
  11051. /**
  11052. * Read refine database for refining calculations
  11053. * @param fields: Fields passed from sv_readdb
  11054. * @param columns: Columns passed from sv_readdb function call
  11055. * @param current: Current row being read into refine_info array
  11056. * @return True
  11057. **/
  11058. static bool status_readdb_refine(char* fields[], int columns, int current)
  11059. {
  11060. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  11061. current = atoi(fields[0]);
  11062. if (current < 0 || current >= REFINE_TYPE_MAX)
  11063. return false;
  11064. bonus_per_level = atoi(fields[1]);
  11065. random_bonus_start_level = atoi(fields[2]);
  11066. random_bonus = atoi(fields[3]);
  11067. for(i = 0; i < MAX_REFINE; i++) {
  11068. char* delim;
  11069. if (!(delim = strchr(fields[4+i], ':')))
  11070. return false;
  11071. *delim = '\0';
  11072. refine_info[current].chance[i] = atoi(fields[4+i]);
  11073. if (i >= random_bonus_start_level - 1)
  11074. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  11075. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  11076. if (i > 0)
  11077. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  11078. }
  11079. return true;
  11080. }
  11081. /**
  11082. * Read attribute fix database for attack calculations
  11083. * Function stores information in the attr_fix_table
  11084. * @return True
  11085. **/
  11086. static bool status_readdb_attrfix()
  11087. {
  11088. FILE *fp;
  11089. char line[512], path[512],*p;
  11090. int entries=0;
  11091. sprintf(path, "%s/"DBPATH"attr_fix.txt", db_path);
  11092. fp=fopen(path,"r");
  11093. if(fp==NULL) {
  11094. ShowError("can't read %s\n", path);
  11095. return 1;
  11096. }
  11097. while(fgets(line, sizeof(line), fp))
  11098. {
  11099. char *split[10];
  11100. int lv,n,i,j;
  11101. if(line[0]=='/' && line[1]=='/')
  11102. continue;
  11103. for(j=0,p=line;j<3 && p;j++) {
  11104. split[j]=p;
  11105. p=strchr(p,',');
  11106. if(p) *p++=0;
  11107. }
  11108. if( j < 2 )
  11109. continue;
  11110. lv=atoi(split[0]);
  11111. n=atoi(split[1]);
  11112. for(i=0;i<n && i<ELE_MAX;) {
  11113. if( !fgets(line, sizeof(line), fp) )
  11114. break;
  11115. if(line[0]=='/' && line[1]=='/')
  11116. continue;
  11117. for(j=0,p=line;j<n && j<ELE_MAX && p;j++) {
  11118. while(*p==32 && *p>0)
  11119. p++;
  11120. attr_fix_table[lv-1][i][j]=atoi(p);
  11121. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  11122. attr_fix_table[lv-1][i][j] = 0;
  11123. p=strchr(p,',');
  11124. if(p) *p++=0;
  11125. }
  11126. i++;
  11127. }
  11128. entries++;
  11129. }
  11130. fclose(fp);
  11131. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  11132. return true;
  11133. }
  11134. /**
  11135. * Sets defaults in tables and starts read db functions
  11136. * sv_readdb reads the file, outputting the information line-by-line to
  11137. * previous functions above, separating information by delimiter
  11138. * DBs being read:
  11139. * attr_fix.txt: Attribute adjustment table for attacks
  11140. * size_fix.txt: Size adjustment table for weapons
  11141. * refine_db.txt: Refining data table
  11142. * @return 0
  11143. **/
  11144. int status_readdb(void)
  11145. {
  11146. int i, j, k;
  11147. // Initialize databases to default
  11148. // size_fix.txt
  11149. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  11150. for(j=0;j<MAX_WEAPON_TYPE;j++)
  11151. atkmods[i][j]=100;
  11152. // refine_db.txt
  11153. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  11154. {
  11155. for(j=0;j<MAX_REFINE; j++)
  11156. {
  11157. refine_info[i].chance[j] = 100;
  11158. refine_info[i].bonus[j] = 0;
  11159. refine_info[i].randombonus_max[j] = 0;
  11160. }
  11161. }
  11162. // attr_fix.txt
  11163. for(i=0;i<4;i++)
  11164. for(j=0;j<ELE_MAX;j++)
  11165. for(k=0;k<ELE_MAX;k++)
  11166. attr_fix_table[i][j][k]=100;
  11167. // read databases
  11168. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  11169. status_readdb_attrfix(); // !TODO use sv_readdb ?
  11170. sv_readdb(db_path, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix);
  11171. sv_readdb(db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine);
  11172. return 0;
  11173. }
  11174. /**
  11175. * Status db init and destroy.
  11176. **/
  11177. int do_init_status(void)
  11178. {
  11179. add_timer_func_list(status_change_timer,"status_change_timer");
  11180. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  11181. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  11182. initChangeTables();
  11183. initDummyData();
  11184. status_readdb();
  11185. natural_heal_prev_tick = gettick();
  11186. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
  11187. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  11188. return 0;
  11189. }
  11190. void do_final_status(void)
  11191. {
  11192. ers_destroy(sc_data_ers);
  11193. }