status.c 331 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149315031513152315331543155315631573158315931603161316231633164316531663167316831693170317131723173317431753176317731783179318031813182318331843185318631873188318931903191319231933194319531963197319831993200320132023203320432053206320732083209321032113212321332143215321632173218321932203221322232233224322532263227322832293230323132323233323432353236323732383239324032413242324332443245324632473248324932503251325232533254325532563257325832593260326132623263326432653266326732683269327032713272327332743275327632773278327932803281328232833284328532863287328832893290329132923293329432953296329732983299330033013302330333043305330633073308330933103311331233133314331533163317331833193320332133223323332433253326332733283329333033313332333333343335333633373338333933403341334233433344334533463347334833493350335133523353335433553356335733583359336033613362336333643365336633673368336933703371337233733374337533763377337833793380338133823383338433853386338733883389339033913392339333943395339633973398339934003401340234033404340534063407340834093410341134123413341434153416341734183419342034213422342334243425342634273428342934303431343234333434343534363437343834393440344134423443344434453446344734483449345034513452345334543455345634573458345934603461346234633464346534663467346834693470347134723473347434753476347734783479348034813482348334843485348634873488348934903491349234933494349534963497349834993500350135023503350435053506350735083509351035113512351335143515351635173518351935203521352235233524352535263527352835293530353135323533353435353536353735383539354035413542354335443545354635473548354935503551355235533554355535563557355835593560356135623563356435653566356735683569357035713572357335743575357635773578357935803581358235833584358535863587358835893590359135923593359435953596359735983599360036013602360336043605360636073608360936103611361236133614361536163617361836193620362136223623362436253626362736283629363036313632363336343635363636373638363936403641364236433644364536463647364836493650365136523653365436553656365736583659366036613662366336643665366636673668366936703671367236733674367536763677367836793680368136823683368436853686368736883689369036913692369336943695369636973698369937003701370237033704370537063707370837093710371137123713371437153716371737183719372037213722372337243725372637273728372937303731373237333734373537363737373837393740374137423743374437453746374737483749375037513752375337543755375637573758375937603761376237633764376537663767376837693770377137723773377437753776377737783779378037813782378337843785378637873788378937903791379237933794379537963797379837993800380138023803380438053806380738083809381038113812381338143815381638173818381938203821382238233824382538263827382838293830383138323833383438353836383738383839384038413842384338443845384638473848384938503851385238533854385538563857385838593860386138623863386438653866386738683869387038713872387338743875387638773878387938803881388238833884388538863887388838893890389138923893389438953896389738983899390039013902390339043905390639073908390939103911391239133914391539163917391839193920392139223923392439253926392739283929393039313932393339343935393639373938393939403941394239433944394539463947394839493950395139523953395439553956395739583959396039613962396339643965396639673968396939703971397239733974397539763977397839793980398139823983398439853986398739883989399039913992399339943995399639973998399940004001400240034004400540064007400840094010401140124013401440154016401740184019402040214022402340244025402640274028402940304031403240334034403540364037403840394040404140424043404440454046404740484049405040514052405340544055405640574058405940604061406240634064406540664067406840694070407140724073407440754076407740784079408040814082408340844085408640874088408940904091409240934094409540964097409840994100410141024103410441054106410741084109411041114112411341144115411641174118411941204121412241234124412541264127412841294130413141324133413441354136413741384139414041414142414341444145414641474148414941504151415241534154415541564157415841594160416141624163416441654166416741684169417041714172417341744175417641774178417941804181418241834184418541864187418841894190419141924193419441954196419741984199420042014202420342044205420642074208420942104211421242134214421542164217421842194220422142224223422442254226422742284229423042314232423342344235423642374238423942404241424242434244424542464247424842494250425142524253425442554256425742584259426042614262426342644265426642674268426942704271427242734274427542764277427842794280428142824283428442854286428742884289429042914292429342944295429642974298429943004301430243034304430543064307430843094310431143124313431443154316431743184319432043214322432343244325432643274328432943304331433243334334433543364337433843394340434143424343434443454346434743484349435043514352435343544355435643574358435943604361436243634364436543664367436843694370437143724373437443754376437743784379438043814382438343844385438643874388438943904391439243934394439543964397439843994400440144024403440444054406440744084409441044114412441344144415441644174418441944204421442244234424442544264427442844294430443144324433443444354436443744384439444044414442444344444445444644474448444944504451445244534454445544564457445844594460446144624463446444654466446744684469447044714472447344744475447644774478447944804481448244834484448544864487448844894490449144924493449444954496449744984499450045014502450345044505450645074508450945104511451245134514451545164517451845194520452145224523452445254526452745284529453045314532453345344535453645374538453945404541454245434544454545464547454845494550455145524553455445554556455745584559456045614562456345644565456645674568456945704571457245734574457545764577457845794580458145824583458445854586458745884589459045914592459345944595459645974598459946004601460246034604460546064607460846094610461146124613461446154616461746184619462046214622462346244625462646274628462946304631463246334634463546364637463846394640464146424643464446454646464746484649465046514652465346544655465646574658465946604661466246634664466546664667466846694670467146724673467446754676467746784679468046814682468346844685468646874688468946904691469246934694469546964697469846994700470147024703470447054706470747084709471047114712471347144715471647174718471947204721472247234724472547264727472847294730473147324733473447354736473747384739474047414742474347444745474647474748474947504751475247534754475547564757475847594760476147624763476447654766476747684769477047714772477347744775477647774778477947804781478247834784478547864787478847894790479147924793479447954796479747984799480048014802480348044805480648074808480948104811481248134814481548164817481848194820482148224823482448254826482748284829483048314832483348344835483648374838483948404841484248434844484548464847484848494850485148524853485448554856485748584859486048614862486348644865486648674868486948704871487248734874487548764877487848794880488148824883488448854886488748884889489048914892489348944895489648974898489949004901490249034904490549064907490849094910491149124913491449154916491749184919492049214922492349244925492649274928492949304931493249334934493549364937493849394940494149424943494449454946494749484949495049514952495349544955495649574958495949604961496249634964496549664967496849694970497149724973497449754976497749784979498049814982498349844985498649874988498949904991499249934994499549964997499849995000500150025003500450055006500750085009501050115012501350145015501650175018501950205021502250235024502550265027502850295030503150325033503450355036503750385039504050415042504350445045504650475048504950505051505250535054505550565057505850595060506150625063506450655066506750685069507050715072507350745075507650775078507950805081508250835084508550865087508850895090509150925093509450955096509750985099510051015102510351045105510651075108510951105111511251135114511551165117511851195120512151225123512451255126512751285129513051315132513351345135513651375138513951405141514251435144514551465147514851495150515151525153515451555156515751585159516051615162516351645165516651675168516951705171517251735174517551765177517851795180518151825183518451855186518751885189519051915192519351945195519651975198519952005201520252035204520552065207520852095210521152125213521452155216521752185219522052215222522352245225522652275228522952305231523252335234523552365237523852395240524152425243524452455246524752485249525052515252525352545255525652575258525952605261526252635264526552665267526852695270527152725273527452755276527752785279528052815282528352845285528652875288528952905291529252935294529552965297529852995300530153025303530453055306530753085309531053115312531353145315531653175318531953205321532253235324532553265327532853295330533153325333533453355336533753385339534053415342534353445345534653475348534953505351535253535354535553565357535853595360536153625363536453655366536753685369537053715372537353745375537653775378537953805381538253835384538553865387538853895390539153925393539453955396539753985399540054015402540354045405540654075408540954105411541254135414541554165417541854195420542154225423542454255426542754285429543054315432543354345435543654375438543954405441544254435444544554465447544854495450545154525453545454555456545754585459546054615462546354645465546654675468546954705471547254735474547554765477547854795480548154825483548454855486548754885489549054915492549354945495549654975498549955005501550255035504550555065507550855095510551155125513551455155516551755185519552055215522552355245525552655275528552955305531553255335534553555365537553855395540554155425543554455455546554755485549555055515552555355545555555655575558555955605561556255635564556555665567556855695570557155725573557455755576557755785579558055815582558355845585558655875588558955905591559255935594559555965597559855995600560156025603560456055606560756085609561056115612561356145615561656175618561956205621562256235624562556265627562856295630563156325633563456355636563756385639564056415642564356445645564656475648564956505651565256535654565556565657565856595660566156625663566456655666566756685669567056715672567356745675567656775678567956805681568256835684568556865687568856895690569156925693569456955696569756985699570057015702570357045705570657075708570957105711571257135714571557165717571857195720572157225723572457255726572757285729573057315732573357345735573657375738573957405741574257435744574557465747574857495750575157525753575457555756575757585759576057615762576357645765576657675768576957705771577257735774577557765777577857795780578157825783578457855786578757885789579057915792579357945795579657975798579958005801580258035804580558065807580858095810581158125813581458155816581758185819582058215822582358245825582658275828582958305831583258335834583558365837583858395840584158425843584458455846584758485849585058515852585358545855585658575858585958605861586258635864586558665867586858695870587158725873587458755876587758785879588058815882588358845885588658875888588958905891589258935894589558965897589858995900590159025903590459055906590759085909591059115912591359145915591659175918591959205921592259235924592559265927592859295930593159325933593459355936593759385939594059415942594359445945594659475948594959505951595259535954595559565957595859595960596159625963596459655966596759685969597059715972597359745975597659775978597959805981598259835984598559865987598859895990599159925993599459955996599759985999600060016002600360046005600660076008600960106011601260136014601560166017601860196020602160226023602460256026602760286029603060316032603360346035603660376038603960406041604260436044604560466047604860496050605160526053605460556056605760586059606060616062606360646065606660676068606960706071607260736074607560766077607860796080608160826083608460856086608760886089609060916092609360946095609660976098609961006101610261036104610561066107610861096110611161126113611461156116611761186119612061216122612361246125612661276128612961306131613261336134613561366137613861396140614161426143614461456146614761486149615061516152615361546155615661576158615961606161616261636164616561666167616861696170617161726173617461756176617761786179618061816182618361846185618661876188618961906191619261936194619561966197619861996200620162026203620462056206620762086209621062116212621362146215621662176218621962206221622262236224622562266227622862296230623162326233623462356236623762386239624062416242624362446245624662476248624962506251625262536254625562566257625862596260626162626263626462656266626762686269627062716272627362746275627662776278627962806281628262836284628562866287628862896290629162926293629462956296629762986299630063016302630363046305630663076308630963106311631263136314631563166317631863196320632163226323632463256326632763286329633063316332633363346335633663376338633963406341634263436344634563466347634863496350635163526353635463556356635763586359636063616362636363646365636663676368636963706371637263736374637563766377637863796380638163826383638463856386638763886389639063916392639363946395639663976398639964006401640264036404640564066407640864096410641164126413641464156416641764186419642064216422642364246425642664276428642964306431643264336434643564366437643864396440644164426443644464456446644764486449645064516452645364546455645664576458645964606461646264636464646564666467646864696470647164726473647464756476647764786479648064816482648364846485648664876488648964906491649264936494649564966497649864996500650165026503650465056506650765086509651065116512651365146515651665176518651965206521652265236524652565266527652865296530653165326533653465356536653765386539654065416542654365446545654665476548654965506551655265536554655565566557655865596560656165626563656465656566656765686569657065716572657365746575657665776578657965806581658265836584658565866587658865896590659165926593659465956596659765986599660066016602660366046605660666076608660966106611661266136614661566166617661866196620662166226623662466256626662766286629663066316632663366346635663666376638663966406641664266436644664566466647664866496650665166526653665466556656665766586659666066616662666366646665666666676668666966706671667266736674667566766677667866796680668166826683668466856686668766886689669066916692669366946695669666976698669967006701670267036704670567066707670867096710671167126713671467156716671767186719672067216722672367246725672667276728672967306731673267336734673567366737673867396740674167426743674467456746674767486749675067516752675367546755675667576758675967606761676267636764676567666767676867696770677167726773677467756776677767786779678067816782678367846785678667876788678967906791679267936794679567966797679867996800680168026803680468056806680768086809681068116812681368146815681668176818681968206821682268236824682568266827682868296830683168326833683468356836683768386839684068416842684368446845684668476848684968506851685268536854685568566857685868596860686168626863686468656866686768686869687068716872687368746875687668776878687968806881688268836884688568866887688868896890689168926893689468956896689768986899690069016902690369046905690669076908690969106911691269136914691569166917691869196920692169226923692469256926692769286929693069316932693369346935693669376938693969406941694269436944694569466947694869496950695169526953695469556956695769586959696069616962696369646965696669676968696969706971697269736974697569766977697869796980698169826983698469856986698769886989699069916992699369946995699669976998699970007001700270037004700570067007700870097010701170127013701470157016701770187019702070217022702370247025702670277028702970307031703270337034703570367037703870397040704170427043704470457046704770487049705070517052705370547055705670577058705970607061706270637064706570667067706870697070707170727073707470757076707770787079708070817082708370847085708670877088708970907091709270937094709570967097709870997100710171027103710471057106710771087109711071117112711371147115711671177118711971207121712271237124712571267127712871297130713171327133713471357136713771387139714071417142714371447145714671477148714971507151715271537154715571567157715871597160716171627163716471657166716771687169717071717172717371747175717671777178717971807181718271837184718571867187718871897190719171927193719471957196719771987199720072017202720372047205720672077208720972107211721272137214721572167217721872197220722172227223722472257226722772287229723072317232723372347235723672377238723972407241724272437244724572467247724872497250725172527253725472557256725772587259726072617262726372647265726672677268726972707271727272737274727572767277727872797280728172827283728472857286728772887289729072917292729372947295729672977298729973007301730273037304730573067307730873097310731173127313731473157316731773187319732073217322732373247325732673277328732973307331733273337334733573367337733873397340734173427343734473457346734773487349735073517352735373547355735673577358735973607361736273637364736573667367736873697370737173727373737473757376737773787379738073817382738373847385738673877388738973907391739273937394739573967397739873997400740174027403740474057406740774087409741074117412741374147415741674177418741974207421742274237424742574267427742874297430743174327433743474357436743774387439744074417442744374447445744674477448744974507451745274537454745574567457745874597460746174627463746474657466746774687469747074717472747374747475747674777478747974807481748274837484748574867487748874897490749174927493749474957496749774987499750075017502750375047505750675077508750975107511751275137514751575167517751875197520752175227523752475257526752775287529753075317532753375347535753675377538753975407541754275437544754575467547754875497550755175527553755475557556755775587559756075617562756375647565756675677568756975707571757275737574757575767577757875797580758175827583758475857586758775887589759075917592759375947595759675977598759976007601760276037604760576067607760876097610761176127613761476157616761776187619762076217622762376247625762676277628762976307631763276337634763576367637763876397640764176427643764476457646764776487649765076517652765376547655765676577658765976607661766276637664766576667667766876697670767176727673767476757676767776787679768076817682768376847685768676877688768976907691769276937694769576967697769876997700770177027703770477057706770777087709771077117712771377147715771677177718771977207721772277237724772577267727772877297730773177327733773477357736773777387739774077417742774377447745774677477748774977507751775277537754775577567757775877597760776177627763776477657766776777687769777077717772777377747775777677777778777977807781778277837784778577867787778877897790779177927793779477957796779777987799780078017802780378047805780678077808780978107811781278137814781578167817781878197820782178227823782478257826782778287829783078317832783378347835783678377838783978407841784278437844784578467847784878497850785178527853785478557856785778587859786078617862786378647865786678677868786978707871787278737874787578767877787878797880788178827883788478857886788778887889789078917892789378947895789678977898789979007901790279037904790579067907790879097910791179127913791479157916791779187919792079217922792379247925792679277928792979307931793279337934793579367937793879397940794179427943794479457946794779487949795079517952795379547955795679577958795979607961796279637964796579667967796879697970797179727973797479757976797779787979798079817982798379847985798679877988798979907991799279937994799579967997799879998000800180028003800480058006800780088009801080118012801380148015801680178018801980208021802280238024802580268027802880298030803180328033803480358036803780388039804080418042804380448045804680478048804980508051805280538054805580568057805880598060806180628063806480658066806780688069807080718072807380748075807680778078807980808081808280838084808580868087808880898090809180928093809480958096809780988099810081018102810381048105810681078108810981108111811281138114811581168117811881198120812181228123812481258126812781288129813081318132813381348135813681378138813981408141814281438144814581468147814881498150815181528153815481558156815781588159816081618162816381648165816681678168816981708171817281738174817581768177817881798180818181828183818481858186818781888189819081918192819381948195819681978198819982008201820282038204820582068207820882098210821182128213821482158216821782188219822082218222822382248225822682278228822982308231823282338234823582368237823882398240824182428243824482458246824782488249825082518252825382548255825682578258825982608261826282638264826582668267826882698270827182728273827482758276827782788279828082818282828382848285828682878288828982908291829282938294829582968297829882998300830183028303830483058306830783088309831083118312831383148315831683178318831983208321832283238324832583268327832883298330833183328333833483358336833783388339834083418342834383448345834683478348834983508351835283538354835583568357835883598360836183628363836483658366836783688369837083718372837383748375837683778378837983808381838283838384838583868387838883898390839183928393839483958396839783988399840084018402840384048405840684078408840984108411841284138414841584168417841884198420842184228423842484258426842784288429843084318432843384348435843684378438843984408441844284438444844584468447844884498450845184528453845484558456845784588459846084618462846384648465846684678468846984708471847284738474847584768477847884798480848184828483848484858486848784888489849084918492849384948495849684978498849985008501850285038504850585068507850885098510851185128513851485158516851785188519852085218522852385248525852685278528852985308531853285338534853585368537853885398540854185428543854485458546854785488549855085518552855385548555855685578558855985608561856285638564856585668567856885698570857185728573857485758576857785788579858085818582858385848585858685878588858985908591859285938594859585968597859885998600860186028603860486058606860786088609861086118612861386148615861686178618861986208621862286238624862586268627862886298630863186328633863486358636863786388639864086418642864386448645864686478648864986508651865286538654865586568657865886598660866186628663866486658666866786688669867086718672867386748675867686778678867986808681868286838684868586868687868886898690869186928693869486958696869786988699870087018702870387048705870687078708870987108711871287138714871587168717871887198720872187228723872487258726872787288729873087318732873387348735873687378738873987408741874287438744874587468747874887498750875187528753875487558756875787588759876087618762876387648765876687678768876987708771877287738774877587768777877887798780878187828783878487858786878787888789879087918792879387948795879687978798879988008801880288038804880588068807880888098810881188128813881488158816881788188819882088218822882388248825882688278828882988308831883288338834883588368837883888398840884188428843884488458846884788488849885088518852885388548855885688578858885988608861886288638864886588668867886888698870887188728873887488758876887788788879888088818882888388848885888688878888888988908891889288938894889588968897889888998900890189028903890489058906890789088909891089118912891389148915891689178918891989208921892289238924892589268927892889298930893189328933893489358936893789388939894089418942894389448945894689478948894989508951895289538954895589568957895889598960896189628963896489658966896789688969897089718972897389748975897689778978897989808981898289838984898589868987898889898990899189928993899489958996899789988999900090019002900390049005900690079008900990109011901290139014901590169017901890199020902190229023902490259026902790289029903090319032903390349035903690379038903990409041904290439044904590469047904890499050905190529053905490559056905790589059906090619062906390649065906690679068906990709071907290739074907590769077907890799080908190829083908490859086908790889089909090919092909390949095909690979098909991009101910291039104910591069107910891099110911191129113911491159116911791189119912091219122912391249125912691279128912991309131913291339134913591369137913891399140914191429143914491459146914791489149915091519152915391549155915691579158915991609161916291639164916591669167916891699170917191729173917491759176917791789179918091819182918391849185918691879188918991909191919291939194919591969197919891999200920192029203920492059206920792089209921092119212921392149215921692179218921992209221922292239224922592269227922892299230923192329233923492359236923792389239924092419242924392449245924692479248924992509251925292539254925592569257925892599260926192629263926492659266926792689269927092719272927392749275927692779278927992809281928292839284928592869287928892899290929192929293929492959296929792989299930093019302930393049305930693079308930993109311931293139314931593169317931893199320932193229323932493259326932793289329933093319332933393349335933693379338933993409341934293439344934593469347934893499350935193529353935493559356935793589359936093619362936393649365936693679368936993709371937293739374937593769377937893799380938193829383938493859386938793889389939093919392939393949395939693979398939994009401940294039404940594069407940894099410941194129413941494159416941794189419942094219422942394249425942694279428942994309431943294339434943594369437943894399440944194429443944494459446944794489449945094519452945394549455945694579458945994609461946294639464946594669467946894699470947194729473947494759476947794789479948094819482948394849485948694879488948994909491949294939494949594969497949894999500950195029503950495059506950795089509951095119512951395149515951695179518951995209521952295239524952595269527952895299530953195329533953495359536953795389539954095419542954395449545954695479548954995509551955295539554955595569557955895599560956195629563956495659566956795689569957095719572957395749575957695779578957995809581958295839584958595869587958895899590959195929593959495959596959795989599960096019602960396049605960696079608960996109611961296139614961596169617961896199620962196229623962496259626962796289629963096319632963396349635963696379638963996409641964296439644964596469647964896499650965196529653965496559656965796589659966096619662966396649665966696679668966996709671967296739674967596769677967896799680968196829683968496859686968796889689969096919692969396949695969696979698969997009701970297039704970597069707970897099710971197129713971497159716971797189719972097219722972397249725972697279728972997309731973297339734973597369737973897399740974197429743974497459746974797489749975097519752975397549755975697579758975997609761976297639764976597669767976897699770977197729773977497759776977797789779978097819782978397849785978697879788978997909791979297939794979597969797979897999800980198029803980498059806980798089809981098119812981398149815981698179818981998209821982298239824982598269827982898299830983198329833983498359836983798389839984098419842984398449845984698479848984998509851985298539854985598569857985898599860986198629863986498659866986798689869987098719872987398749875987698779878987998809881988298839884988598869887988898899890989198929893989498959896989798989899990099019902990399049905990699079908990999109911991299139914991599169917991899199920992199229923992499259926992799289929993099319932993399349935993699379938993999409941994299439944994599469947994899499950995199529953995499559956995799589959996099619962996399649965996699679968996999709971997299739974997599769977997899799980998199829983998499859986998799889989999099919992999399949995999699979998999910000100011000210003100041000510006100071000810009100101001110012100131001410015100161001710018100191002010021100221002310024100251002610027100281002910030100311003210033100341003510036100371003810039100401004110042100431004410045100461004710048100491005010051100521005310054100551005610057100581005910060100611006210063100641006510066100671006810069100701007110072100731007410075100761007710078100791008010081100821008310084100851008610087100881008910090100911009210093100941009510096100971009810099101001010110102101031010410105101061010710108101091011010111101121011310114101151011610117101181011910120101211012210123101241012510126101271012810129101301013110132101331013410135101361013710138101391014010141101421014310144101451014610147101481014910150101511015210153101541015510156101571015810159101601016110162101631016410165101661016710168101691017010171101721017310174101751017610177101781017910180101811018210183101841018510186101871018810189101901019110192101931019410195101961019710198101991020010201102021020310204102051020610207102081020910210102111021210213102141021510216102171021810219102201022110222102231022410225102261022710228102291023010231102321023310234102351023610237102381023910240102411024210243102441024510246102471024810249102501025110252102531025410255102561025710258102591026010261102621026310264102651026610267102681026910270102711027210273102741027510276102771027810279102801028110282102831028410285102861028710288102891029010291102921029310294102951029610297102981029910300103011030210303103041030510306103071030810309103101031110312103131031410315103161031710318103191032010321103221032310324103251032610327103281032910330103311033210333103341033510336103371033810339103401034110342103431034410345103461034710348103491035010351103521035310354103551035610357103581035910360103611036210363103641036510366103671036810369103701037110372103731037410375103761037710378103791038010381103821038310384103851038610387103881038910390103911039210393103941039510396103971039810399104001040110402104031040410405104061040710408104091041010411104121041310414104151041610417104181041910420104211042210423104241042510426104271042810429104301043110432104331043410435104361043710438104391044010441104421044310444104451044610447104481044910450104511045210453104541045510456104571045810459104601046110462104631046410465104661046710468104691047010471104721047310474104751047610477104781047910480104811048210483
  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 "chrif.h"
  24. #include "skill.h"
  25. #include "status.h"
  26. #include "script.h"
  27. #include "unit.h"
  28. #include "homunculus.h"
  29. #include "mercenary.h"
  30. #include "elemental.h"
  31. #include "vending.h"
  32. #include <time.h>
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <memory.h>
  36. #include <string.h>
  37. //Regen related flags.
  38. enum e_regen
  39. {
  40. RGN_HP = 0x01,
  41. RGN_SP = 0x02,
  42. RGN_SHP = 0x04,
  43. RGN_SSP = 0x08,
  44. };
  45. static int max_weight_base[CLASS_COUNT];
  46. static int hp_coefficient[CLASS_COUNT];
  47. static int hp_coefficient2[CLASS_COUNT];
  48. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  49. static int sp_coefficient[CLASS_COUNT];
  50. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  51. // bonus values and upgrade chances for refining equipment
  52. static struct {
  53. int chance[MAX_REFINE]; // success chance
  54. int bonus[MAX_REFINE]; // cumulative fixed bonus damage
  55. int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage
  56. } refine_info[REFINE_TYPE_MAX];
  57. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  58. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  59. #ifdef RENEWAL
  60. enum {
  61. SHIELD_ASPD,
  62. RE_JOB_DB_MAX,
  63. } RE_JOB_DB;
  64. static int re_job_db[CLASS_COUNT][RE_JOB_DB_MAX];//[RRInd]
  65. #endif
  66. static struct eri *sc_data_ers; //For sc_data entries
  67. static struct status_data dummy_status;
  68. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  69. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  70. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  71. //to avoid cards exploits
  72. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  73. static int StatusIconChangeTable[SC_MAX]; // status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
  74. static unsigned int StatusChangeFlagTable[SC_MAX]; // status -> flags
  75. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  76. static int StatusRelevantBLTypes[SI_MAX]; // "icon" -> enum bl_type (for clif_status_change to identify for which bl types to send packets)
  77. /**
  78. * Returns the status change associated with a skill.
  79. * @param skill The skill to look up
  80. * @return The status registered for this skill
  81. **/
  82. sc_type status_skill2sc(int skill)
  83. {
  84. int sk = skill_get_index(skill);
  85. if( sk == 0 ) {
  86. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  87. return SC_NONE;
  88. }
  89. return SkillStatusChangeTable[sk];
  90. }
  91. /**
  92. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  93. * Utilized for various duration lookups. Use with caution!
  94. * @param sc The status to look up
  95. * @return A skill associated with the status
  96. **/
  97. int status_sc2skill(sc_type sc)
  98. {
  99. if( sc < 0 || sc >= SC_MAX ) {
  100. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  101. return 0;
  102. }
  103. return StatusSkillChangeTable[sc];
  104. }
  105. /**
  106. * Returns the status calculation flag associated with a given status change.
  107. * @param sc The status to look up
  108. * @return The scb_flag registered for this status (see enum scb_flag)
  109. **/
  110. unsigned int status_sc2scb_flag(sc_type sc)
  111. {
  112. if( sc < 0 || sc >= SC_MAX ) {
  113. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  114. return SCB_NONE;
  115. }
  116. return StatusChangeFlagTable[sc];
  117. }
  118. /**
  119. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  120. * @param type The client-side status identifier to look up (see enum si_type)
  121. * @return The bl types relevant to the type (see enum bl_type)
  122. **/
  123. int status_type2relevant_bl_types(int type)
  124. {
  125. if( type < 0 || type >= SI_MAX ) {
  126. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  127. return SI_BLANK;
  128. }
  129. return StatusRelevantBLTypes[type];
  130. }
  131. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  132. // indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  133. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  134. static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
  135. {
  136. int sk = skill_get_index(skill);
  137. if( sk == 0 ) {
  138. ShowError("set_sc: Unsupported skill id %d\n", skill);
  139. return;
  140. }
  141. if( sc < 0 || sc >= SC_MAX ) {
  142. ShowError("set_sc: Unsupported status change id %d\n", sc);
  143. return;
  144. }
  145. if( StatusSkillChangeTable[sc] == 0 )
  146. StatusSkillChangeTable[sc] = skill;
  147. if( StatusIconChangeTable[sc] == SI_BLANK )
  148. StatusIconChangeTable[sc] = icon;
  149. StatusChangeFlagTable[sc] |= flag;
  150. if( SkillStatusChangeTable[sk] == SC_NONE )
  151. SkillStatusChangeTable[sk] = sc;
  152. }
  153. void initChangeTables(void)
  154. {
  155. int i;
  156. for (i = 0; i < SC_MAX; i++)
  157. StatusIconChangeTable[i] = SI_BLANK;
  158. for (i = 0; i < MAX_SKILL; i++)
  159. SkillStatusChangeTable[i] = SC_NONE;
  160. for (i = 0; i < SI_MAX; i++)
  161. StatusRelevantBLTypes[i] = BL_PC;
  162. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  163. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  164. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  165. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  166. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  167. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  168. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  169. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  170. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  171. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  172. set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
  173. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  174. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  175. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  176. //The main status definitions
  177. add_sc( SM_BASH , SC_STUN );
  178. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  179. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  180. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  181. add_sc( MG_SIGHT , SC_SIGHT );
  182. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  183. add_sc( MG_FROSTDIVER , SC_FREEZE );
  184. add_sc( MG_STONECURSE , SC_STONE );
  185. add_sc( AL_RUWACH , SC_RUWACH );
  186. add_sc( AL_PNEUMA , SC_PNEUMA );
  187. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  188. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  189. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  190. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  191. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  192. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  193. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  194. add_sc( TF_POISON , SC_POISON );
  195. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  196. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  197. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  198. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  199. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  200. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  201. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  202. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  203. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  204. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  205. add_sc( PR_LEXDIVINA , SC_SILENCE );
  206. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  207. add_sc( WZ_METEOR , SC_STUN );
  208. add_sc( WZ_VERMILION , SC_BLIND );
  209. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  210. add_sc( WZ_STORMGUST , SC_FREEZE );
  211. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  212. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  213. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  214. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  215. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  216. add_sc( HT_LANDMINE , SC_STUN );
  217. add_sc( HT_ANKLESNARE , SC_ANKLE );
  218. add_sc( HT_SANDMAN , SC_SLEEP );
  219. add_sc( HT_FLASHER , SC_BLIND );
  220. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  221. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  222. add_sc( AS_SONICBLOW , SC_STUN );
  223. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  224. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  225. add_sc( AS_VENOMDUST , SC_POISON );
  226. add_sc( AS_SPLASHER , SC_SPLASHER );
  227. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  228. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  229. add_sc( TF_SPRINKLESAND , SC_BLIND );
  230. add_sc( TF_THROWSTONE , SC_STUN );
  231. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  232. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  233. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  234. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  235. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  236. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  237. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  238. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  239. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  240. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  241. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  242. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  243. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  244. add_sc( NPC_POISON , SC_POISON );
  245. add_sc( NPC_BLINDATTACK , SC_BLIND );
  246. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  247. add_sc( NPC_STUNATTACK , SC_STUN );
  248. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  249. add_sc( NPC_CURSEATTACK , SC_CURSE );
  250. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  251. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  252. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  253. add_sc( NPC_DARKBLESSING , SC_COMA );
  254. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  255. add_sc( NPC_DEFENDER , SC_ARMOR );
  256. add_sc( NPC_LICK , SC_STUN );
  257. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  258. add_sc( NPC_REBIRTH , SC_REBIRTH );
  259. add_sc( RG_RAID , SC_STUN );
  260. add_sc( RG_RAID , SC_RAID );
  261. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  262. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  263. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  264. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  265. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  266. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  267. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  268. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  269. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  270. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  271. add_sc( CR_SHIELDCHARGE , SC_STUN );
  272. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  273. add_sc( CR_HOLYCROSS , SC_BLIND );
  274. add_sc( CR_GRANDCROSS , SC_BLIND );
  275. add_sc( CR_DEVOTION , SC_DEVOTION );
  276. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  277. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  278. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  279. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  280. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  281. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  282. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  283. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  284. add_sc( SA_MAGICROD , SC_MAGICROD );
  285. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  286. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  287. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  288. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  289. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  290. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  291. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  292. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  293. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  294. add_sc( SA_COMA , SC_COMA );
  295. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  296. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  297. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  298. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  299. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  300. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  301. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  302. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
  303. add_sc( BA_FROSTJOKER , SC_FREEZE );
  304. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  305. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  306. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  307. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  308. add_sc( DC_SCREAM , SC_STUN );
  309. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  310. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  311. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  312. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );
  313. add_sc( NPC_DARKCROSS , SC_BLIND );
  314. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  315. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  316. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  317. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  318. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  319. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  320. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  321. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  322. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  323. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  324. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  325. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  326. 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 );
  327. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  328. add_sc( HP_BASILICA , SC_BASILICA );
  329. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  330. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  331. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  332. add_sc( PA_GOSPEL , SC_SCRESIST );
  333. add_sc( CH_TIGERFIST , SC_STOP );
  334. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  335. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  336. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  337. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  338. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  339. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  340. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  341. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  342. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  343. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  344. add_sc( LK_SPIRALPIERCE , SC_STOP );
  345. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  346. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  347. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  348. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  349. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  350. add_sc( PF_FOGWALL , SC_FOGWALL );
  351. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  352. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  353. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  354. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  355. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  356. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  357. add_sc( TK_DOWNKICK , SC_STUN );
  358. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  359. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  360. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  361. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  362. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  363. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  364. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  365. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  366. add_sc( SG_MOON_WARM , SC_WARM );
  367. add_sc( SG_STAR_WARM , SC_WARM );
  368. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  369. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  370. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  371. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  372. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  373. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  374. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  375. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  376. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  377. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  378. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  379. add_sc( SL_STUN , SC_STUN );
  380. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  381. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  382. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  383. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  384. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  385. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  386. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  387. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  388. add_sc( WS_CARTTERMINATION , SC_STUN );
  389. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  390. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  391. add_sc( CG_HERMODE , SC_HERMODE );
  392. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  393. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  394. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  395. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  396. add_sc( GS_CRACKER , SC_STUN );
  397. add_sc( GS_DISARM , SC_STRIPWEAPON );
  398. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  399. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  400. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  401. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  402. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  403. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  404. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  405. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  406. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  407. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  408. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  409. add_sc( NPC_ICEBREATH , SC_FREEZE );
  410. add_sc( NPC_ACIDBREATH , SC_POISON );
  411. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  412. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  413. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  414. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  415. add_sc( NPC_WIDESTONE , SC_STONE );
  416. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  417. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  418. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  419. add_sc( NPC_EVILLAND , SC_BLIND );
  420. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  421. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  422. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  423. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  424. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  425. add_sc( NPC_WIDECURSE , SC_CURSE );
  426. add_sc( NPC_WIDESTUN , SC_STUN );
  427. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  428. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  429. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  430. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  431. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  432. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  433. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  434. //set_sc( ALL_PARTYFLEE , SC_INCFLEE , SI_PARTYFLEE , SCB_NONE );
  435. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF );
  436. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  437. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  438. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  439. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  440. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  441. add_sc( MO_BALKYOUNG , SC_STUN );
  442. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  443. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  444. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  445. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  446. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  447. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  448. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  449. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  450. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  451. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  452. add_sc( MER_CRASH , SC_STUN );
  453. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  454. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  455. add_sc( MER_SIGHT , SC_SIGHT );
  456. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  457. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  458. add_sc( MER_LEXDIVINA , SC_SILENCE );
  459. add_sc( MA_LANDMINE , SC_STUN );
  460. add_sc( MA_SANDMAN , SC_SLEEP );
  461. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  462. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  463. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  464. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  465. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  466. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  467. 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 );
  468. add_sc( ML_SPIRALPIERCE , SC_STOP );
  469. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  470. add_sc( ML_DEVOTION , SC_DEVOTION );
  471. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  472. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  473. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  474. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  475. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  476. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  477. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  478. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  479. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  480. /**
  481. * Rune Knight
  482. **/
  483. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  484. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  485. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  486. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  487. add_sc( RK_DRAGONBREATH , SC_BURNING );
  488. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  489. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  490. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  491. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE );
  492. set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
  493. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  494. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  495. /**
  496. * GC Guillotine Cross
  497. **/
  498. set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  499. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  500. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  501. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  502. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
  503. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  504. /**
  505. * Arch Bishop
  506. **/
  507. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  508. add_sc( AB_CLEMENTIA , SC_BLESSING );
  509. add_sc( AB_CANTO , SC_INCREASEAGI );
  510. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  511. add_sc( AB_PRAEFATIO , SC_KYRIE );
  512. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  513. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  514. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  515. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  516. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
  517. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  518. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  519. /**
  520. * Warlock
  521. **/
  522. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  523. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  524. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
  525. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_NONE );
  526. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  527. /**
  528. * Ranger
  529. **/
  530. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  531. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  532. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
  533. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_CRI|SCB_SPEED );
  534. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  535. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  536. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  537. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  538. add_sc( RA_FIRINGTRAP , SC_BURNING );
  539. set_sc_with_vfx( RA_ICEBOUNDTRAP , SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
  540. /**
  541. * Mechanic
  542. **/
  543. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  544. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  545. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  546. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  547. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  548. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  549. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
  550. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  551. /**
  552. * Royal Guard
  553. **/
  554. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
  555. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
  556. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  557. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  558. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
  559. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  560. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  561. 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);
  562. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
  563. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
  564. /**
  565. * Shadow Chaser
  566. **/
  567. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  568. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
  569. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  570. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  571. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  572. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  573. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
  574. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
  575. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  576. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
  577. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  578. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
  579. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  580. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  581. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  582. set_sc( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  583. /**
  584. * Sura
  585. **/
  586. add_sc( SR_DRAGONCOMBO , SC_STUN );
  587. add_sc( SR_EARTHSHAKER , SC_STUN );
  588. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  589. set_sc( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  590. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  591. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP/*|SCB_ASPD*/ );
  592. set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
  593. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_BATK|SCB_ASPD|SCB_DEF|SCB_MDEF );
  594. set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_VIT|SCB_DEF2|SCB_REGEN|SCB_ASPD|SCB_SPEED );
  595. /**
  596. * Wanderer / Minstrel
  597. **/
  598. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  599. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  600. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  601. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
  602. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
  603. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  604. set_sc( WM_POEMOFNETHERWORLD , SC_STOP , SI_NETHERWORLD , SCB_NONE );
  605. set_sc( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  606. set_sc( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  607. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  608. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
  609. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  610. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  611. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  612. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  613. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
  614. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
  615. set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
  616. /**
  617. * Sorcerer
  618. **/
  619. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  620. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  621. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  622. set_sc( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );//Will add flags in major balance update 8 [Rytech]
  623. set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
  624. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  625. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  626. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  627. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  628. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK );
  629. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_NONE );
  630. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_NONE );
  631. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK );
  632. /**
  633. * Genetic
  634. **/
  635. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED );
  636. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  637. set_sc( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  638. set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE );
  639. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
  640. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
  641. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  642. // Elemental Spirit summoner's 'side' 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_NONE );
  661. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_NONE );
  662. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_NONE );
  663. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_NONE );
  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. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  670. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  671. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  672. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  673. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  674. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  675. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  676. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  677. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  678. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  679. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  680. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  681. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  682. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  683. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  684. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  685. //Status that don't have a skill associated.
  686. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  687. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  688. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  689. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  690. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  691. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  692. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  693. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  694. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  695. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  696. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  697. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  698. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  699. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  700. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  701. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  702. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  703. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  704. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  705. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  706. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  707. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  708. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  709. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  710. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  711. //Cash Items
  712. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  713. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  714. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  715. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  716. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  717. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  718. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  719. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  720. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  721. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  722. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  723. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  724. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  725. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  726. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  727. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  728. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  729. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  730. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  731. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  732. // Mercenary Bonus Effects
  733. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  734. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  735. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  736. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  737. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  738. // Warlock Spheres
  739. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  740. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  741. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  742. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  743. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  744. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  745. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  746. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  747. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  748. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  749. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  750. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  751. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  752. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  753. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  754. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  755. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  756. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  757. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  758. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  759. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  760. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  761. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  762. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  763. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  764. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  765. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  766. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  767. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  768. //Genetics New Food Items Status Icons
  769. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  770. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  771. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  772. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  773. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  774. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  775. StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
  776. StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
  777. StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
  778. StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
  779. StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
  780. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
  781. StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
  782. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
  783. // Elemental Spirit's 'side' status change icons.
  784. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  785. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  786. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  787. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  788. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  789. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  790. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  791. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  792. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  793. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  794. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  795. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  796. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  797. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  798. StatusIconChangeTable[SC_GUST] = SI_GUST;
  799. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  800. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  801. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  802. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  803. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  804. //Other SC which are not necessarily associated to skills.
  805. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  806. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  807. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  808. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  809. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  810. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  811. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  812. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  813. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  814. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  815. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  816. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  817. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  818. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  819. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  820. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  821. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  822. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  823. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  824. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  825. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  826. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  827. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  828. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  829. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  830. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  831. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  832. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  833. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  834. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  835. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  836. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  837. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  838. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  839. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  840. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  841. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  842. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  843. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  844. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  845. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  846. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  847. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  848. // Cash Items
  849. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  850. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  851. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  852. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  853. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  854. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  855. // Mercenary Bonus Effects
  856. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  857. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  858. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  859. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  860. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  861. // Guillotine Cross Poison Effects
  862. StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
  863. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  864. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  865. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  866. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  867. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  868. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  869. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  870. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  871. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  872. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  873. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  874. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  875. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  876. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  877. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  878. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
  879. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  880. #ifdef RENEWAL_EDP
  881. // renewal EDP increases your atk and weapon atk
  882. StatusChangeFlagTable[SC_EDP] |= SCB_BATK|SCB_WATK;
  883. #endif
  884. if( !battle_config.display_hallucination ) //Disable Hallucination.
  885. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  886. }
  887. static void initDummyData(void)
  888. {
  889. memset(&dummy_status, 0, sizeof(dummy_status));
  890. dummy_status.hp =
  891. dummy_status.max_hp =
  892. dummy_status.max_sp =
  893. dummy_status.str =
  894. dummy_status.agi =
  895. dummy_status.vit =
  896. dummy_status.int_ =
  897. dummy_status.dex =
  898. dummy_status.luk =
  899. dummy_status.hit = 1;
  900. dummy_status.speed = 2000;
  901. dummy_status.adelay = 4000;
  902. dummy_status.amotion = 2000;
  903. dummy_status.dmotion = 2000;
  904. dummy_status.ele_lv = 1; //Min elemental level.
  905. dummy_status.mode = MD_CANMOVE;
  906. }
  907. //For copying a status_data structure from b to a, without overwriting current Hp and Sp
  908. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  909. {
  910. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  911. }
  912. //Sets HP to given value. Flag is the flag passed to status_heal in case
  913. //final value is higher than current (use 2 to make a healing effect display
  914. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  915. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  916. {
  917. struct status_data *status;
  918. if (hp < 1) return 0;
  919. status = status_get_status_data(bl);
  920. if (status == &dummy_status)
  921. return 0;
  922. if (hp > status->max_hp) hp = status->max_hp;
  923. if (hp == status->hp) return 0;
  924. if (hp > status->hp)
  925. return status_heal(bl, hp - status->hp, 0, 1|flag);
  926. return status_zap(bl, status->hp - hp, 0);
  927. }
  928. //Sets SP to given value. Flag is the flag passed to status_heal in case
  929. //final value is higher than current (use 2 to make a healing effect display
  930. //on players)
  931. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  932. {
  933. struct status_data *status;
  934. status = status_get_status_data(bl);
  935. if (status == &dummy_status)
  936. return 0;
  937. if (sp > status->max_sp) sp = status->max_sp;
  938. if (sp == status->sp) return 0;
  939. if (sp > status->sp)
  940. return status_heal(bl, 0, sp - status->sp, 1|flag);
  941. return status_zap(bl, 0, status->sp - sp);
  942. }
  943. int status_charge(struct block_list* bl, int hp, int sp)
  944. {
  945. if(!(bl->type&BL_CONSUME))
  946. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  947. return status_damage(NULL, bl, hp, sp, 0, 3);
  948. }
  949. //Inflicts damage on the target with the according walkdelay.
  950. //If flag&1, damage is passive and does not triggers cancelling status changes.
  951. //If flag&2, fail if target does not has enough to substract.
  952. //If flag&4, if killed, mob must not give exp/loot.
  953. //flag will be set to &8 when damaging sp of a dead character
  954. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  955. {
  956. struct status_data *status;
  957. struct status_change *sc;
  958. if(sp && !(target->type&BL_CONSUME))
  959. sp = 0; //Not a valid SP target.
  960. if (hp < 0) { //Assume absorbed damage.
  961. status_heal(target, -hp, 0, 1);
  962. hp = 0;
  963. }
  964. if (sp < 0) {
  965. status_heal(target, 0, -sp, 1);
  966. sp = 0;
  967. }
  968. if (target->type == BL_SKILL)
  969. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  970. status = status_get_status_data(target);
  971. if( status == &dummy_status )
  972. return 0;
  973. if ((unsigned int)hp >= status->hp) {
  974. if (flag&2) return 0;
  975. hp = status->hp;
  976. }
  977. if ((unsigned int)sp > status->sp) {
  978. if (flag&2) return 0;
  979. sp = status->sp;
  980. }
  981. if (!hp && !sp)
  982. return 0;
  983. if( !status->hp )
  984. flag |= 8;
  985. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  986. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  987. // if (!target->prev && !(flag&2))
  988. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  989. sc = status_get_sc(target);
  990. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  991. hp = 1;
  992. if( hp && !(flag&1) ) {
  993. if( sc ) {
  994. struct status_change_entry *sce;
  995. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  996. status_change_end(target, SC_STONE, INVALID_TIMER);
  997. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  998. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  999. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1000. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1001. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1002. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1003. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1004. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1005. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1006. status_change_end(target, SC__INVISIBILITY, INVALID_TIMER);
  1007. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1008. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1009. //Endure count is only reduced by non-players on non-gvg maps.
  1010. //val4 signals infinite endure. [Skotlex]
  1011. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1012. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1013. }
  1014. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1015. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1016. if (sg) {
  1017. skill_delunitgroup(sg);
  1018. sce->val4 = 0;
  1019. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1020. }
  1021. }
  1022. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1023. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1024. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1025. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1026. }
  1027. unit_skillcastcancel(target, 2);
  1028. }
  1029. status->hp-= hp;
  1030. status->sp-= sp;
  1031. if (sc && hp && status->hp) {
  1032. if (sc->data[SC_AUTOBERSERK] &&
  1033. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1034. status->hp < status->max_hp>>2)
  1035. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  1036. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1037. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1038. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1039. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1040. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1041. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1042. }
  1043. switch (target->type)
  1044. {
  1045. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1046. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1047. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  1048. case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
  1049. case BL_ELEM: elemental_damage((TBL_ELEM*)target,src,hp,sp); break;
  1050. }
  1051. if( target->type == BL_PC && ((TBL_PC*)target)->disguise && src )
  1052. {// stop walking when attacked in disguise to prevent walk-delay bug
  1053. unit_stop_walking( target, 1 );
  1054. }
  1055. if( status->hp || (flag&8) )
  1056. { //Still lives or has been dead before this damage.
  1057. if (walkdelay)
  1058. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1059. return hp+sp;
  1060. }
  1061. status->hp = 1; //To let the dead function cast skills and all that.
  1062. //NOTE: These dead functions should return: [Skotlex]
  1063. //0: Death cancelled, auto-revived.
  1064. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  1065. //&2: Also remove object from map.
  1066. //&4: Also delete object from memory.
  1067. switch (target->type) {
  1068. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1069. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1070. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
  1071. case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break;
  1072. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target,src); break;
  1073. default: //Unhandled case, do nothing to object.
  1074. flag = 0;
  1075. break;
  1076. }
  1077. if(!flag) //Death cancelled.
  1078. return hp+sp;
  1079. //Normal death
  1080. status->hp = 0;
  1081. if (battle_config.clear_unit_ondeath &&
  1082. battle_config.clear_unit_ondeath&target->type)
  1083. skill_clear_unitgroup(target);
  1084. if(target->type&BL_REGEN)
  1085. { //Reset regen ticks.
  1086. struct regen_data *regen = status_get_regen_data(target);
  1087. if (regen) {
  1088. memset(&regen->tick, 0, sizeof(regen->tick));
  1089. if (regen->sregen)
  1090. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1091. if (regen->ssregen)
  1092. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1093. }
  1094. }
  1095. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) )
  1096. { //flag&8 = disable Kaizel
  1097. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1098. //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1099. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1100. status_revive(target, 100, 100);
  1101. else
  1102. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1103. status_change_clear(target,0);
  1104. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1105. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  1106. if( target->type == BL_MOB )
  1107. ((TBL_MOB*)target)->state.rebirth = 1;
  1108. return hp+sp;
  1109. }
  1110. if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
  1111. {// Ensure the monster has not already rebirthed before doing so.
  1112. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1113. status_change_clear(target,0);
  1114. ((TBL_MOB*)target)->state.rebirth = 1;
  1115. return hp+sp;
  1116. }
  1117. status_change_clear(target,0);
  1118. if(flag&4) //Delete from memory. (also invokes map removal code)
  1119. unit_free(target,CLR_DEAD);
  1120. else
  1121. if(flag&2) //remove from map
  1122. unit_remove_map(target,CLR_DEAD);
  1123. else
  1124. { //Some death states that would normally be handled by unit_remove_map
  1125. unit_stop_attack(target);
  1126. unit_stop_walking(target,1);
  1127. unit_skillcastcancel(target,0);
  1128. clif_clearunit_area(target,CLR_DEAD);
  1129. skill_unit_move(target,gettick(),4);
  1130. skill_cleartimerskill(target);
  1131. }
  1132. return hp+sp;
  1133. }
  1134. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  1135. //If flag&2, when the player is healed, show the HP/SP heal effect.
  1136. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  1137. {
  1138. struct status_data *status;
  1139. struct status_change *sc;
  1140. status = status_get_status_data(bl);
  1141. if (status == &dummy_status || !status->hp)
  1142. return 0;
  1143. sc = status_get_sc(bl);
  1144. if (sc && !sc->count)
  1145. sc = NULL;
  1146. if (hp < 0) {
  1147. if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
  1148. status_damage(NULL, bl, -hp, 0, 0, 1);
  1149. hp = 0;
  1150. }
  1151. if(hp) {
  1152. if( sc && sc->data[SC_BERSERK] ) {
  1153. if( flag&1 )
  1154. flag &= ~2;
  1155. else
  1156. hp = 0;
  1157. }
  1158. if((unsigned int)hp > status->max_hp - status->hp)
  1159. hp = status->max_hp - status->hp;
  1160. }
  1161. if(sp < 0) {
  1162. if (sp==INT_MIN) sp++;
  1163. status_damage(NULL, bl, 0, -sp, 0, 1);
  1164. sp = 0;
  1165. }
  1166. if(sp) {
  1167. if((unsigned int)sp > status->max_sp - status->sp)
  1168. sp = status->max_sp - status->sp;
  1169. }
  1170. if(!sp && !hp) return 0;
  1171. status->hp+= hp;
  1172. status->sp+= sp;
  1173. if(hp && sc &&
  1174. sc->data[SC_AUTOBERSERK] &&
  1175. sc->data[SC_PROVOKE] &&
  1176. sc->data[SC_PROVOKE]->val2==1 &&
  1177. status->hp>=status->max_hp>>2
  1178. ) //End auto berserk.
  1179. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1180. // send hp update to client
  1181. switch(bl->type) {
  1182. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1183. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1184. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  1185. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1186. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1187. }
  1188. return hp+sp;
  1189. }
  1190. //Does percentual non-flinching damage/heal. If mob is killed this way,
  1191. //no exp/drops will be awarded if there is no src (or src is target)
  1192. //If rates are > 0, percent is of current HP/SP
  1193. //If rates are < 0, percent is of max HP/SP
  1194. //If !flag, this is heal, otherwise it is damage.
  1195. //Furthermore, if flag==2, then the target must not die from the substraction.
  1196. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  1197. {
  1198. struct status_data *status;
  1199. unsigned int hp =0, sp = 0;
  1200. status = status_get_status_data(target);
  1201. //Change the equation when the values are high enough to discard the
  1202. //imprecision in exchange of overflow protection [Skotlex]
  1203. //Also add 100% checks since those are the most used cases where we don't
  1204. //want aproximation errors.
  1205. if (hp_rate > 99)
  1206. hp = status->hp;
  1207. else if (hp_rate > 0)
  1208. hp = status->hp>10000?
  1209. hp_rate*(status->hp/100):
  1210. (hp_rate*status->hp)/100;
  1211. else if (hp_rate < -99)
  1212. hp = status->max_hp;
  1213. else if (hp_rate < 0)
  1214. hp = status->max_hp>10000?
  1215. (-hp_rate)*(status->max_hp/100):
  1216. (-hp_rate*status->max_hp)/100;
  1217. if (hp_rate && !hp)
  1218. hp = 1;
  1219. if (flag == 2 && hp >= status->hp)
  1220. hp = status->hp-1; //Must not kill target.
  1221. //Should be safe to not do overflow protection here, noone should have
  1222. //millions upon millions of SP
  1223. if (sp_rate > 99)
  1224. sp = status->sp;
  1225. else if (sp_rate > 0)
  1226. sp = (sp_rate*status->sp)/100;
  1227. else if (sp_rate < -99)
  1228. sp = status->max_sp;
  1229. else if (sp_rate < 0)
  1230. sp = (-sp_rate)*status->max_sp/100;
  1231. if (sp_rate && !sp)
  1232. sp = 1;
  1233. //Ugly check in case damage dealt is too much for the received args of
  1234. //status_heal / status_damage. [Skotlex]
  1235. if (hp > INT_MAX) {
  1236. hp -= INT_MAX;
  1237. if (flag)
  1238. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1239. else
  1240. status_heal(target, INT_MAX, 0, 0);
  1241. }
  1242. if (sp > INT_MAX) {
  1243. sp -= INT_MAX;
  1244. if (flag)
  1245. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1246. else
  1247. status_heal(target, 0, INT_MAX, 0);
  1248. }
  1249. if (flag)
  1250. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1251. return status_heal(target, hp, sp, 0);
  1252. }
  1253. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1254. {
  1255. struct status_data *status;
  1256. unsigned int hp, sp;
  1257. if (!status_isdead(bl)) return 0;
  1258. status = status_get_status_data(bl);
  1259. if (status == &dummy_status)
  1260. return 0; //Invalid target.
  1261. hp = status->max_hp * per_hp/100;
  1262. sp = status->max_sp * per_sp/100;
  1263. if(hp > status->max_hp - status->hp)
  1264. hp = status->max_hp - status->hp;
  1265. else if (per_hp && !hp)
  1266. hp = 1;
  1267. if(sp > status->max_sp - status->sp)
  1268. sp = status->max_sp - status->sp;
  1269. else if (per_sp && !sp)
  1270. sp = 1;
  1271. status->hp += hp;
  1272. status->sp += sp;
  1273. if (bl->prev) //Animation only if character is already on a map.
  1274. clif_resurrection(bl, 1);
  1275. switch (bl->type) {
  1276. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1277. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1278. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  1279. }
  1280. return 1;
  1281. }
  1282. /*==========================================
  1283. * Checks whether the src can use the skill on the target,
  1284. * taking into account status/option of both source/target. [Skotlex]
  1285. * flag:
  1286. * 0 - Trying to use skill on target.
  1287. * 1 - Cast bar is done.
  1288. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  1289. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  1290. * target MAY Be null, in which case the checks are only to see
  1291. * whether the source can cast or not the skill on the ground.
  1292. *------------------------------------------*/
  1293. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  1294. {
  1295. struct status_data *status;
  1296. struct status_change *sc=NULL, *tsc;
  1297. int hide_flag;
  1298. status = src?status_get_status_data(src):&dummy_status;
  1299. if (src && src->type != BL_PC && status_isdead(src))
  1300. return 0;
  1301. if (!skill_num) { //Normal attack checks.
  1302. if (!(status->mode&MD_CANATTACK))
  1303. return 0; //This mode is only needed for melee attacking.
  1304. //Dead state is not checked for skills as some skills can be used
  1305. //on dead characters, said checks are left to skill.c [Skotlex]
  1306. if (target && status_isdead(target))
  1307. return 0;
  1308. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] )
  1309. return 0;
  1310. }
  1311. switch( skill_num ) {
  1312. case PA_PRESSURE:
  1313. if( flag && target ) {
  1314. //Gloria Avoids pretty much everything....
  1315. tsc = status_get_sc(target);
  1316. if(tsc && tsc->option&OPTION_HIDE)
  1317. return 0;
  1318. }
  1319. break;
  1320. case GN_WALLOFTHORN:
  1321. if( target && status_isdead(target) )
  1322. return 0;
  1323. break;
  1324. case AL_TELEPORT:
  1325. //Should fail when used on top of Land Protector [Skotlex]
  1326. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1327. && !(status->mode&MD_BOSS)
  1328. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num))
  1329. return 0;
  1330. break;
  1331. default:
  1332. break;
  1333. }
  1334. if ( src ) sc = status_get_sc(src);
  1335. if( sc && sc->count ) {
  1336. if( sc->opt1 >0 && sc->opt1 != OPT1_BURNING && skill_num != SR_GENTLETOUCH_CURE ) { //Stuned/Frozen/etc
  1337. if (flag != 1) //Can't cast, casted stuff can't damage.
  1338. return 0;
  1339. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  1340. return 0; //Targetted spells can't come off.
  1341. }
  1342. if (
  1343. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  1344. || (sc->data[SC_AUTOCOUNTER] && !flag)
  1345. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  1346. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1347. )
  1348. return 0;
  1349. if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage
  1350. if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
  1351. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1352. clif_emotion(src, E_LV);
  1353. return 0;
  1354. }
  1355. if (sc->data[SC_BLADESTOP]) {
  1356. switch (sc->data[SC_BLADESTOP]->val1)
  1357. {
  1358. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  1359. case 4: if (skill_num == MO_CHAINCOMBO) break;
  1360. case 3: if (skill_num == MO_INVESTIGATE) break;
  1361. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  1362. default: return 0;
  1363. }
  1364. }
  1365. if (sc->data[SC_DANCING] && flag!=2) {
  1366. if( src->type == BL_PC && skill_num >= WA_SWING_DANCE && skill_num <= WM_UNLIMITED_HUMMING_VOICE )
  1367. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
  1368. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1369. return 0;
  1370. } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex]
  1371. if (skill_num == BD_ENCORE ||
  1372. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1373. )
  1374. return 0;
  1375. } else {
  1376. switch (skill_num) {
  1377. case BD_ADAPTATION:
  1378. case CG_LONGINGFREEDOM:
  1379. case BA_MUSICALSTRIKE:
  1380. case DC_THROWARROW:
  1381. break;
  1382. default:
  1383. return 0;
  1384. }
  1385. }
  1386. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  1387. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  1388. }
  1389. if (skill_num && //Do not block item-casted skills.
  1390. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  1391. ) { //Skills blocked through status changes...
  1392. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  1393. sc->data[SC_SILENCE] ||
  1394. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
  1395. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
  1396. sc->data[SC_STEELBODY] ||
  1397. sc->data[SC_BERSERK] ||
  1398. sc->data[SC_OBLIVIONCURSE] ||
  1399. sc->data[SC_WHITEIMPRISON] ||
  1400. (sc->data[SC_STASIS] && skill_stasis_check(src, sc->data[SC_STASIS]->val2, skill_num)) ||
  1401. sc->data[SC__INVISIBILITY] ||
  1402. sc->data[SC_CRYSTALIZE] ||
  1403. sc->data[SC__IGNORANCE] || // Target afflicted with this debuff cannot use skills or magic.
  1404. sc->data[SC_DEEPSLEEP] ||
  1405. sc->data[SC_SATURDAYNIGHTFEVER] ||
  1406. sc->data[SC_CURSEDCIRCLE_TARGET]
  1407. ))
  1408. return 0;
  1409. //Skill blocking.
  1410. if (
  1411. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  1412. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  1413. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  1414. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1415. )
  1416. return 0;
  1417. if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
  1418. switch(skill_num) {//##TODO## make this a flag in skill_db?
  1419. // Skills that can be used even under Man Hole effects.
  1420. case SC_SHADOWFORM:
  1421. case SC_STRIPACCESSARY:
  1422. break;
  1423. default:
  1424. return 0;
  1425. }
  1426. }
  1427. }
  1428. }
  1429. if (sc && sc->option)
  1430. {
  1431. if (sc->option&OPTION_HIDE)
  1432. switch (skill_num) { //Usable skills while hiding.
  1433. case TF_HIDING:
  1434. case AS_GRIMTOOTH:
  1435. case RG_BACKSTAP:
  1436. case RG_RAID:
  1437. case NJ_SHADOWJUMP:
  1438. case NJ_KIRIKAGE:
  1439. break;
  1440. default:
  1441. //Non players can use all skills while hidden.
  1442. if (!skill_num || src->type == BL_PC)
  1443. return 0;
  1444. }
  1445. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  1446. return 0;
  1447. if(sc->option&OPTION_MOUNTING)
  1448. return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
  1449. }
  1450. if (target == NULL || target == src) //No further checking needed.
  1451. return 1;
  1452. tsc = status_get_sc(target);
  1453. if(tsc && tsc->count) {
  1454. if( tsc->data[SC_INVINCIBLE] )
  1455. return 0;
  1456. if(!skill_num && tsc->data[SC_TRICKDEAD])
  1457. return 0;
  1458. if((skill_num == WZ_STORMGUST || skill_num == WZ_FROSTNOVA || skill_num == NJ_HYOUSYOURAKU)
  1459. && tsc->data[SC_FREEZE])
  1460. return 0;
  1461. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1462. return 0;
  1463. }
  1464. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1465. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1466. //You cannot hide from ground skills.
  1467. if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
  1468. hide_flag &= ~OPTION_HIDE;
  1469. switch( target->type ) {
  1470. case BL_PC: {
  1471. struct map_session_data *sd = (TBL_PC*) target;
  1472. bool is_boss = (status->mode&MD_BOSS);
  1473. bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
  1474. if (pc_isinvisible(sd))
  1475. return 0;
  1476. if (tsc->option&hide_flag && !is_boss &&
  1477. (sd->special_state.perfect_hiding || !is_detect) )
  1478. return 0;
  1479. if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_num )
  1480. return 0;
  1481. if( tsc->data[SC_CLOAKINGEXCEED] && !is_boss )
  1482. return 0;
  1483. if( tsc->data[SC_STEALTHFIELD] && !is_boss )
  1484. return 0;
  1485. }
  1486. break;
  1487. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1488. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1489. if (status->mode&MD_LOOTER)
  1490. return 1;
  1491. return 0;
  1492. case BL_HOM:
  1493. case BL_MER:
  1494. case BL_ELEM:
  1495. if( target->type == BL_HOM && skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1496. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1497. if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1498. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1499. if( skill_num == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1500. return 0; // Can't use Potion Pitcher on Mercenaries
  1501. default:
  1502. //Check for chase-walk/hiding/cloaking opponents.
  1503. if( tsc ) {
  1504. if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1505. return 0;
  1506. if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) )
  1507. return 0;
  1508. }
  1509. }
  1510. return 1;
  1511. }
  1512. //Checks whether the source can see and chase target.
  1513. int status_check_visibility(struct block_list *src, struct block_list *target)
  1514. {
  1515. int view_range;
  1516. struct status_data* status = status_get_status_data(src);
  1517. struct status_change* tsc = status_get_sc(target);
  1518. switch (src->type) {
  1519. case BL_MOB:
  1520. view_range = ((TBL_MOB*)src)->min_chase;
  1521. break;
  1522. case BL_PET:
  1523. view_range = ((TBL_PET*)src)->db->range2;
  1524. break;
  1525. default:
  1526. view_range = AREA_SIZE;
  1527. }
  1528. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1529. return 0;
  1530. if( tsc && tsc->data[SC_STEALTHFIELD] )
  1531. return 0;
  1532. switch (target->type)
  1533. { //Check for chase-walk/hiding/cloaking opponents.
  1534. case BL_PC:
  1535. if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
  1536. if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) &&
  1537. ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
  1538. return 0;
  1539. break;
  1540. default:
  1541. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
  1542. return 0;
  1543. }
  1544. return 1;
  1545. }
  1546. // Basic ASPD value
  1547. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1548. {
  1549. int amotion;
  1550. // base weapon delay
  1551. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1552. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1553. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1554. // percentual delay reduction from stats
  1555. amotion-= amotion * (4*status->agi + status->dex)/1000;
  1556. // raw delay adjustment from bAspd bonus
  1557. amotion+= sd->aspd_add;
  1558. #ifdef RENEWAL
  1559. if( sd->status.shield ) {// bearing a shield decreases your ASPD by a fixed value depending on your class
  1560. amotion += re_job_db[pc_class2idx(sd->status.class_)][SHIELD_ASPD];
  1561. }
  1562. if( sd->sc.count ) {// renewal absolute ASPD modifiers
  1563. int i;
  1564. if ( sd->sc.data[i=SC_ASPDPOTION3] ||
  1565. sd->sc.data[i=SC_ASPDPOTION2] ||
  1566. sd->sc.data[i=SC_ASPDPOTION1] ||
  1567. sd->sc.data[i=SC_ASPDPOTION0] )
  1568. amotion -= sd->sc.data[i]->val1*10;
  1569. if( sd->sc.data[SC_BERSERK] )//berserk doesn't stack with the quickens.
  1570. amotion -= 150;
  1571. else if( sd->sc.data[SC_SPEARQUICKEN] || sd->sc.data[SC_TWOHANDQUICKEN] )
  1572. amotion -= 70;
  1573. if( sd->sc.data[SC_ADRENALINE] )/* +7 for self, +6 for others */
  1574. amotion -= sd->sc.data[SC_ADRENALINE]->val2 ? 70 : 60;
  1575. }
  1576. #endif
  1577. return amotion;
  1578. }
  1579. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1580. {
  1581. int flag = 0, str, dex,
  1582. #ifdef RENEWAL
  1583. rstr,
  1584. #endif
  1585. dstr;
  1586. if(!(bl->type&battle_config.enable_baseatk))
  1587. return 0;
  1588. if (bl->type == BL_PC)
  1589. switch(((TBL_PC*)bl)->status.weapon){
  1590. case W_BOW:
  1591. case W_MUSICAL:
  1592. case W_WHIP:
  1593. case W_REVOLVER:
  1594. case W_RIFLE:
  1595. case W_GATLING:
  1596. case W_SHOTGUN:
  1597. case W_GRENADE:
  1598. flag = 1;
  1599. }
  1600. if (flag) {
  1601. #ifdef RENEWAL
  1602. rstr =
  1603. #endif
  1604. str = status->dex;
  1605. dex = status->str;
  1606. } else {
  1607. #ifdef RENEWAL
  1608. rstr =
  1609. #endif
  1610. str = status->str;
  1611. dex = status->dex;
  1612. }
  1613. //Normally only players have base-atk, but homunc have a different batk
  1614. // equation, hinting that perhaps non-players should use this for batk.
  1615. // [Skotlex]
  1616. dstr = str/10;
  1617. str += dstr*dstr;
  1618. if (bl->type == BL_PC)
  1619. #ifdef RENEWAL
  1620. str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  1621. #else
  1622. str+= dex/5 + status->luk/5;
  1623. #endif
  1624. return cap_value(str, 0, USHRT_MAX);
  1625. }
  1626. static inline unsigned short status_base_matk_max(const struct status_data* status)
  1627. {
  1628. #ifdef RENEWAL
  1629. return status->matk_max; // in RE maximum MATK signs weapon matk, which we store in this var
  1630. #else
  1631. return status->int_+(status->int_/5)*(status->int_/5);
  1632. #endif
  1633. }
  1634. #ifdef RENEWAL
  1635. static inline unsigned short status_base_matk_min(const struct status_data* status, int lvl)
  1636. #else
  1637. static inline unsigned short status_base_matk_min(const struct status_data* status)
  1638. #endif
  1639. {
  1640. #ifdef RENEWAL
  1641. return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(lvl/4);
  1642. #else
  1643. return status->int_+(status->int_/7)*(status->int_/7);
  1644. #endif
  1645. }
  1646. //Fills in the misc data that can be calculated from the other status info (except for level)
  1647. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1648. {
  1649. //Non players get the value set, players need to stack with previous bonuses.
  1650. if( bl->type != BL_PC )
  1651. status->batk =
  1652. status->hit = status->flee =
  1653. status->def2 = status->mdef2 =
  1654. status->cri = status->flee2 = 0;
  1655. #ifdef RENEWAL
  1656. status->matk_min = status_base_matk_min(status, level);
  1657. #else
  1658. status->matk_min = status_base_matk_min(status);
  1659. #endif
  1660. status->matk_max = status_base_matk_max(status);
  1661. #ifdef RENEWAL // renewal formulas
  1662. status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  1663. status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  1664. status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 agi = +1 def) + (every 5 agi = +1 def)
  1665. 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)
  1666. #else
  1667. status->hit += level + status->dex;
  1668. status->flee += level + status->agi;
  1669. status->def2 += status->vit;
  1670. status->mdef2 += status->int_ + (status->vit>>1);
  1671. #endif
  1672. if( bl->type&battle_config.enable_critical )
  1673. status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical)
  1674. else
  1675. status->cri = 0;
  1676. if (bl->type&battle_config.enable_perfect_flee)
  1677. status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee)
  1678. else
  1679. status->flee2 = 0;
  1680. if (status->batk) {
  1681. int temp = status->batk + status_base_atk(bl, status);
  1682. status->batk = cap_value(temp, 0, USHRT_MAX);
  1683. } else
  1684. status->batk = status_base_atk(bl, status);
  1685. if (status->cri)
  1686. switch (bl->type) {
  1687. case BL_MOB:
  1688. if(battle_config.mob_critical_rate != 100)
  1689. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1690. if(!status->cri && battle_config.mob_critical_rate)
  1691. status->cri = 10;
  1692. break;
  1693. case BL_PC:
  1694. //Players don't have a critical adjustment setting as of yet.
  1695. break;
  1696. default:
  1697. if(battle_config.critical_rate != 100)
  1698. status->cri = status->cri*battle_config.critical_rate/100;
  1699. if (!status->cri && battle_config.critical_rate)
  1700. status->cri = 10;
  1701. }
  1702. if(bl->type&BL_REGEN)
  1703. status_calc_regen(bl, status, status_get_regen_data(bl));
  1704. }
  1705. //Skotlex: Calculates the initial status for the given mob
  1706. //first will only be false when the mob leveled up or got a GuardUp level.
  1707. int status_calc_mob_(struct mob_data* md, bool first)
  1708. {
  1709. struct status_data *status;
  1710. struct block_list *mbl = NULL;
  1711. int flag=0;
  1712. if(first)
  1713. { //Set basic level on respawn.
  1714. md->level = md->db->lv;
  1715. }
  1716. //Check if we need custom base-status
  1717. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1718. flag|=1;
  1719. if (md->special_state.size)
  1720. flag|=2;
  1721. if (md->guardian_data && md->guardian_data->guardup_lv)
  1722. flag|=4;
  1723. if (md->class_ == MOBID_EMPERIUM)
  1724. flag|=4;
  1725. if (battle_config.slaves_inherit_speed && md->master_id)
  1726. flag|=8;
  1727. if (md->master_id && md->special_state.ai>1)
  1728. flag|=16;
  1729. if (!flag)
  1730. { //No special status required.
  1731. if (md->base_status) {
  1732. aFree(md->base_status);
  1733. md->base_status = NULL;
  1734. }
  1735. if(first)
  1736. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1737. return 0;
  1738. }
  1739. if (!md->base_status)
  1740. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1741. status = md->base_status;
  1742. memcpy(status, &md->db->status, sizeof(struct status_data));
  1743. if (flag&(8|16))
  1744. mbl = map_id2bl(md->master_id);
  1745. if (flag&8 && mbl) {
  1746. struct status_data *mstatus = status_get_base_status(mbl);
  1747. if (mstatus &&
  1748. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1749. status->speed = mstatus->speed;
  1750. }
  1751. if (flag&16 && mbl)
  1752. { //Max HP setting from Summon Flora/marine Sphere
  1753. struct unit_data *ud = unit_bl2ud(mbl);
  1754. //Remove special AI when this is used by regular mobs.
  1755. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1756. md->special_state.ai = 0;
  1757. if (ud)
  1758. { // different levels of HP according to skill level
  1759. if (ud->skillid == AM_SPHEREMINE) {
  1760. status->max_hp = 2000 + 400*ud->skilllv;
  1761. } else { //AM_CANNIBALIZE
  1762. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1763. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1764. }
  1765. status->hp = status->max_hp;
  1766. }
  1767. }
  1768. if (flag&1)
  1769. { // increase from mobs leveling up [Valaris]
  1770. int diff = md->level - md->db->lv;
  1771. status->str+= diff;
  1772. status->agi+= diff;
  1773. status->vit+= diff;
  1774. status->int_+= diff;
  1775. status->dex+= diff;
  1776. status->luk+= diff;
  1777. status->max_hp += diff*status->vit;
  1778. status->max_sp += diff*status->int_;
  1779. status->hp = status->max_hp;
  1780. status->sp = status->max_sp;
  1781. status->speed -= cap_value(diff, 0, status->speed - 10);
  1782. }
  1783. if (flag&2)
  1784. { // change for sized monsters [Valaris]
  1785. if (md->special_state.size==1) {
  1786. status->max_hp>>=1;
  1787. status->max_sp>>=1;
  1788. if (!status->max_hp) status->max_hp = 1;
  1789. if (!status->max_sp) status->max_sp = 1;
  1790. status->hp=status->max_hp;
  1791. status->sp=status->max_sp;
  1792. status->str>>=1;
  1793. status->agi>>=1;
  1794. status->vit>>=1;
  1795. status->int_>>=1;
  1796. status->dex>>=1;
  1797. status->luk>>=1;
  1798. if (!status->str) status->str = 1;
  1799. if (!status->agi) status->agi = 1;
  1800. if (!status->vit) status->vit = 1;
  1801. if (!status->int_) status->int_ = 1;
  1802. if (!status->dex) status->dex = 1;
  1803. if (!status->luk) status->luk = 1;
  1804. } else if (md->special_state.size==2) {
  1805. status->max_hp<<=1;
  1806. status->max_sp<<=1;
  1807. status->hp=status->max_hp;
  1808. status->sp=status->max_sp;
  1809. status->str<<=1;
  1810. status->agi<<=1;
  1811. status->vit<<=1;
  1812. status->int_<<=1;
  1813. status->dex<<=1;
  1814. status->luk<<=1;
  1815. }
  1816. }
  1817. status_calc_misc(&md->bl, status, md->level);
  1818. if(flag&4)
  1819. { // Strengthen Guardians - custom value +10% / lv
  1820. struct guild_castle *gc;
  1821. gc=guild_mapname2gc(map[md->bl.m].name);
  1822. if (!gc)
  1823. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1824. else
  1825. if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
  1826. #ifdef RENEWAL
  1827. status->max_hp += 50 * gc->defense;
  1828. status->max_sp += 70 * gc->defense;
  1829. #else
  1830. status->max_hp += 1000 * gc->defense;
  1831. status->max_sp += 200 * gc->defense;
  1832. #endif
  1833. status->hp = status->max_hp;
  1834. status->sp = status->max_sp;
  1835. status->def += (gc->defense+2)/3;
  1836. status->mdef += (gc->defense+2)/3;
  1837. }
  1838. if(md->class_ != MOBID_EMPERIUM) {
  1839. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1840. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1841. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1842. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1843. }
  1844. }
  1845. if( first ) //Initial battle status
  1846. memcpy(&md->status, status, sizeof(struct status_data));
  1847. return 1;
  1848. }
  1849. //Skotlex: Calculates the stats of the given pet.
  1850. int status_calc_pet_(struct pet_data *pd, bool first)
  1851. {
  1852. nullpo_ret(pd);
  1853. if (first) {
  1854. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1855. pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
  1856. pd->status.speed = pd->petDB->speed;
  1857. if(battle_config.pet_attack_support || battle_config.pet_damage_support)
  1858. {// attack support requires the pet to be able to attack
  1859. pd->status.mode|= MD_CANATTACK;
  1860. }
  1861. }
  1862. if (battle_config.pet_lv_rate && pd->msd)
  1863. {
  1864. struct map_session_data *sd = pd->msd;
  1865. int lv;
  1866. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1867. if (lv < 0)
  1868. lv = 1;
  1869. if (lv != pd->pet.level || first)
  1870. {
  1871. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1872. pd->pet.level = lv;
  1873. if (!first) //Lv Up animation
  1874. clif_misceffect(&pd->bl, 0);
  1875. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1876. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1877. status->str = (bstat->str*lv)/pd->db->lv;
  1878. status->agi = (bstat->agi*lv)/pd->db->lv;
  1879. status->vit = (bstat->vit*lv)/pd->db->lv;
  1880. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1881. status->dex = (bstat->dex*lv)/pd->db->lv;
  1882. status->luk = (bstat->luk*lv)/pd->db->lv;
  1883. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1884. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1885. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1886. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1887. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1888. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1889. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1890. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1891. status_calc_misc(&pd->bl, &pd->status, lv);
  1892. if (!first) //Not done the first time because the pet is not visible yet
  1893. clif_send_petstatus(sd);
  1894. }
  1895. } else if (first) {
  1896. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1897. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1898. pd->pet.level = pd->db->lv;
  1899. }
  1900. //Support rate modifier (1000 = 100%)
  1901. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1902. if(battle_config.pet_support_rate != 100)
  1903. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1904. return 1;
  1905. }
  1906. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  1907. static void status_calc_sigma(void)
  1908. {
  1909. int i,j;
  1910. for(i = 0; i < CLASS_COUNT; i++)
  1911. {
  1912. unsigned int k = 0;
  1913. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  1914. for(j = 2; j <= MAX_LEVEL; j++)
  1915. {
  1916. k += (hp_coefficient[i]*j + 50) / 100;
  1917. hp_sigma_val[i][j] = k;
  1918. if (k >= INT_MAX)
  1919. break; //Overflow protection. [Skotlex]
  1920. }
  1921. for(; j <= MAX_LEVEL; j++)
  1922. hp_sigma_val[i][j] = INT_MAX;
  1923. }
  1924. }
  1925. /// Calculates base MaxHP value according to class and base level
  1926. /// The recursive equation used to calculate level bonus is (using integer operations)
  1927. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  1928. /// which reduces to something close to
  1929. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  1930. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  1931. {
  1932. unsigned int val = pc_class2idx(sd->status.class_);
  1933. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  1934. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1935. val += 100; //Since their HP can't be approximated well enough without this.
  1936. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1937. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1938. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1939. val += 2000; //Supernovice lvl99 hp bonus.
  1940. val += val * status->vit/100; // +1% per each point of VIT
  1941. if (sd->class_&JOBL_UPPER)
  1942. val += val * 25/100; //Trans classes get a 25% hp bonus
  1943. else if (sd->class_&JOBL_BABY)
  1944. val -= val * 30/100; //Baby classes get a 30% hp penalty
  1945. return val;
  1946. }
  1947. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1948. {
  1949. unsigned int val;
  1950. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  1951. val += val * status->int_/100;
  1952. if (sd->class_&JOBL_UPPER)
  1953. val += val * 25/100;
  1954. else if (sd->class_&JOBL_BABY)
  1955. val -= val * 30/100;
  1956. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1957. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1958. return val;
  1959. }
  1960. //Calculates player data from scratch without counting SC adjustments.
  1961. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1962. int status_calc_pc_(struct map_session_data* sd, bool first)
  1963. {
  1964. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1965. struct status_data *status; // pointer to the player's base status
  1966. const struct status_change *sc = &sd->sc;
  1967. struct s_skill b_skill[MAX_SKILL]; // previous skill tree
  1968. int b_weight, b_max_weight, b_cart_weight_max; // previous weight
  1969. int i,index;
  1970. int skill,refinedef=0;
  1971. if (++calculating > 10) //Too many recursive calls!
  1972. return -1;
  1973. // remember player-specific values that are currently being shown to the client (for refresh purposes)
  1974. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  1975. b_weight = sd->weight;
  1976. b_max_weight = sd->max_weight;
  1977. b_cart_weight_max = sd->cart_weight_max;
  1978. pc_calc_skilltree(sd); // スキルツリ?の計算
  1979. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  1980. if(first) {
  1981. //Load Hp/SP from char-received data.
  1982. sd->battle_status.hp = sd->status.hp;
  1983. sd->battle_status.sp = sd->status.sp;
  1984. sd->regen.sregen = &sd->sregen;
  1985. sd->regen.ssregen = &sd->ssregen;
  1986. sd->weight=0;
  1987. for(i=0;i<MAX_INVENTORY;i++){
  1988. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1989. continue;
  1990. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1991. }
  1992. sd->cart_weight=0;
  1993. sd->cart_num=0;
  1994. for(i=0;i<MAX_CART;i++){
  1995. if(sd->status.cart[i].nameid==0)
  1996. continue;
  1997. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1998. sd->cart_num++;
  1999. }
  2000. }
  2001. status = &sd->base_status;
  2002. // these are not zeroed. [zzo]
  2003. sd->hprate=100;
  2004. sd->sprate=100;
  2005. sd->castrate=100;
  2006. sd->delayrate=100;
  2007. sd->dsprate=100;
  2008. sd->hprecov_rate = 100;
  2009. sd->sprecov_rate = 100;
  2010. sd->matk_rate = 100;
  2011. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2012. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2013. sd->regen.state.block = 0;
  2014. // zeroed arrays, order follows the order in pc.h.
  2015. // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2016. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2017. + sizeof(sd->param_equip)
  2018. + sizeof(sd->subele)
  2019. + sizeof(sd->subrace)
  2020. + sizeof(sd->subrace2)
  2021. + sizeof(sd->subsize)
  2022. + sizeof(sd->reseff)
  2023. + sizeof(sd->weapon_coma_ele)
  2024. + sizeof(sd->weapon_coma_race)
  2025. + sizeof(sd->weapon_atk)
  2026. + sizeof(sd->weapon_atk_rate)
  2027. + sizeof(sd->arrow_addele)
  2028. + sizeof(sd->arrow_addrace)
  2029. + sizeof(sd->arrow_addsize)
  2030. + sizeof(sd->magic_addele)
  2031. + sizeof(sd->magic_addrace)
  2032. + sizeof(sd->magic_addsize)
  2033. + sizeof(sd->critaddrace)
  2034. + sizeof(sd->expaddrace)
  2035. + sizeof(sd->ignore_mdef)
  2036. + sizeof(sd->ignore_def)
  2037. + sizeof(sd->itemgrouphealrate)
  2038. + sizeof(sd->sp_gain_race)
  2039. + sizeof(sd->sp_gain_race_attack)
  2040. + sizeof(sd->hp_gain_race_attack)
  2041. );
  2042. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2043. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2044. if (sd->special_state.intravision) //Clear status change.
  2045. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2046. memset(&sd->special_state,0,sizeof(sd->special_state));
  2047. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  2048. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2049. status->speed = DEFAULT_WALK_SPEED;
  2050. //Give them all modes except these (useful for clones)
  2051. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2052. status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
  2053. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  2054. if (sd->class_&JOBL_BABY) {
  2055. if (battle_config.character_size&SZ_BIG)
  2056. status->size++;
  2057. } else
  2058. if(battle_config.character_size&SZ_MEDIUM)
  2059. status->size++;
  2060. }
  2061. status->aspd_rate = 1000;
  2062. status->ele_lv = 1;
  2063. status->race = RC_DEMIHUMAN;
  2064. //zero up structures...
  2065. memset(&sd->autospell,0,sizeof(sd->autospell)
  2066. + sizeof(sd->autospell2)
  2067. + sizeof(sd->autospell3)
  2068. + sizeof(sd->addeff)
  2069. + sizeof(sd->addeff2)
  2070. + sizeof(sd->addeff3)
  2071. + sizeof(sd->skillatk)
  2072. + sizeof(sd->skillheal)
  2073. + sizeof(sd->skillheal2)
  2074. + sizeof(sd->hp_loss)
  2075. + sizeof(sd->sp_loss)
  2076. + sizeof(sd->hp_regen)
  2077. + sizeof(sd->sp_regen)
  2078. + sizeof(sd->skillblown)
  2079. + sizeof(sd->skillcast)
  2080. + sizeof(sd->add_def)
  2081. + sizeof(sd->add_mdef)
  2082. + sizeof(sd->add_mdmg)
  2083. + sizeof(sd->add_drop)
  2084. + sizeof(sd->itemhealrate)
  2085. + sizeof(sd->subele2)
  2086. );
  2087. // vars zeroing. ints, shorts, chars. in that order.
  2088. memset (&sd->atk_rate, 0,sizeof(sd->atk_rate)
  2089. + sizeof(sd->arrow_atk)
  2090. + sizeof(sd->arrow_ele)
  2091. + sizeof(sd->arrow_cri)
  2092. + sizeof(sd->arrow_hit)
  2093. + sizeof(sd->nsshealhp)
  2094. + sizeof(sd->nsshealsp)
  2095. + sizeof(sd->critical_def)
  2096. + sizeof(sd->double_rate)
  2097. + sizeof(sd->long_attack_atk_rate)
  2098. + sizeof(sd->near_attack_def_rate)
  2099. + sizeof(sd->long_attack_def_rate)
  2100. + sizeof(sd->magic_def_rate)
  2101. + sizeof(sd->misc_def_rate)
  2102. + sizeof(sd->ignore_mdef_ele)
  2103. + sizeof(sd->ignore_mdef_race)
  2104. + sizeof(sd->perfect_hit)
  2105. + sizeof(sd->perfect_hit_add)
  2106. + sizeof(sd->get_zeny_rate)
  2107. + sizeof(sd->get_zeny_num)
  2108. + sizeof(sd->double_add_rate)
  2109. + sizeof(sd->short_weapon_damage_return)
  2110. + sizeof(sd->long_weapon_damage_return)
  2111. + sizeof(sd->magic_damage_return)
  2112. + sizeof(sd->break_weapon_rate)
  2113. + sizeof(sd->break_armor_rate)
  2114. + sizeof(sd->crit_atk_rate)
  2115. + sizeof(sd->classchange)
  2116. + sizeof(sd->speed_rate)
  2117. + sizeof(sd->speed_add_rate)
  2118. + sizeof(sd->aspd_add)
  2119. + sizeof(sd->setitem_hash)
  2120. + sizeof(sd->setitem_hash2)
  2121. + sizeof(sd->itemhealrate2)
  2122. + sizeof(sd->shieldmdef)
  2123. // shorts
  2124. + sizeof(sd->splash_range)
  2125. + sizeof(sd->splash_add_range)
  2126. + sizeof(sd->add_steal_rate)
  2127. + sizeof(sd->add_heal_rate)
  2128. + sizeof(sd->add_heal2_rate)
  2129. + sizeof(sd->hp_gain_value)
  2130. + sizeof(sd->sp_gain_value)
  2131. + sizeof(sd->magic_hp_gain_value)
  2132. + sizeof(sd->magic_sp_gain_value)
  2133. + sizeof(sd->sp_vanish_rate)
  2134. + sizeof(sd->sp_vanish_per)
  2135. + sizeof(sd->sp_weapon_matk)
  2136. + sizeof(sd->sp_base_matk)
  2137. + sizeof(sd->unbreakable)
  2138. + sizeof(sd->unbreakable_equip)
  2139. + sizeof(sd->unstripable_equip)
  2140. );
  2141. // Autobonus
  2142. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2143. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2144. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2145. // Parse equipment.
  2146. for(i=0;i<EQI_MAX-1;i++) {
  2147. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2148. if(index < 0)
  2149. continue;
  2150. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2151. continue;
  2152. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2153. continue;
  2154. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2155. continue;
  2156. if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
  2157. continue;
  2158. if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
  2159. continue;
  2160. if(!sd->inventory_data[index])
  2161. continue;
  2162. status->def += sd->inventory_data[index]->def;
  2163. if(first && sd->inventory_data[index]->equip_script)
  2164. { //Execute equip-script on login
  2165. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2166. if (!calculating)
  2167. return 1;
  2168. }
  2169. // sanitize the refine level in case someone decreased the value inbetween
  2170. if (sd->status.inventory[index].refine > MAX_REFINE)
  2171. sd->status.inventory[index].refine = MAX_REFINE;
  2172. if(sd->inventory_data[index]->type == IT_WEAPON) {
  2173. int r,wlv = sd->inventory_data[index]->wlv;
  2174. struct weapon_data *wd;
  2175. struct weapon_atk *wa;
  2176. if (wlv >= REFINE_TYPE_MAX)
  2177. wlv = REFINE_TYPE_MAX - 1;
  2178. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2179. wd = &sd->left_weapon; // Left-hand weapon
  2180. wa = &status->lhw;
  2181. } else {
  2182. wd = &sd->right_weapon;
  2183. wa = &status->rhw;
  2184. }
  2185. wa->atk += sd->inventory_data[index]->atk;
  2186. if ( (r = sd->status.inventory[index].refine) )
  2187. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  2188. #ifdef RENEWAL
  2189. // in renewal max MATK is the weapon MATK
  2190. status->matk_max += sd->inventory_data[index]->matk;
  2191. if( r )
  2192. {// renewal magic attack refine bonus
  2193. status->matk_max += refine_info[wlv].bonus[r-1] / 100;
  2194. }
  2195. // record the weapon level for future usage
  2196. status->wlv = wlv;
  2197. #endif
  2198. //Overrefine bonus.
  2199. if (r)
  2200. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  2201. wa->range += sd->inventory_data[index]->range;
  2202. if(sd->inventory_data[index]->script) {
  2203. if (wd == &sd->left_weapon) {
  2204. sd->state.lr_flag = 1;
  2205. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2206. sd->state.lr_flag = 0;
  2207. } else
  2208. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2209. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  2210. return 1;
  2211. }
  2212. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  2213. { // Forged weapon
  2214. wd->star += (sd->status.inventory[index].card[1]>>8);
  2215. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2216. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2217. wd->star += 10;
  2218. if (!wa->ele) //Do not overwrite element from previous bonuses.
  2219. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2220. }
  2221. }
  2222. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2223. int r;
  2224. if ( (r = sd->status.inventory[index].refine) )
  2225. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  2226. if(sd->inventory_data[index]->script) {
  2227. if( i == EQI_HAND_L ) //Shield
  2228. sd->state.lr_flag = 3;
  2229. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2230. if( i == EQI_HAND_L ) //Shield
  2231. sd->state.lr_flag = 0;
  2232. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  2233. return 1;
  2234. }
  2235. }
  2236. }
  2237. if(sd->equip_index[EQI_AMMO] >= 0){
  2238. index = sd->equip_index[EQI_AMMO];
  2239. if(sd->inventory_data[index]){ // Arrows
  2240. sd->arrow_atk += sd->inventory_data[index]->atk;
  2241. sd->state.lr_flag = 2;
  2242. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2243. sd->state.lr_flag = 0;
  2244. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  2245. return 1;
  2246. }
  2247. }
  2248. //Store equipment script bonuses
  2249. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  2250. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2251. status->def += (refinedef+50)/100;
  2252. #ifdef RENEWAL
  2253. // increment the weapon ATK using the MATK max value
  2254. status->matk_max += sd->sp_weapon_matk;
  2255. #endif
  2256. //Parse Cards
  2257. for(i=0;i<EQI_MAX-1;i++) {
  2258. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2259. if(index < 0)
  2260. continue;
  2261. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2262. continue;
  2263. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2264. continue;
  2265. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2266. continue;
  2267. if(sd->inventory_data[index]) {
  2268. int j,c;
  2269. struct item_data *data;
  2270. //Card script execution.
  2271. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  2272. continue;
  2273. for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  2274. current_equip_card_id= c= sd->status.inventory[index].card[j];
  2275. if(!c)
  2276. continue;
  2277. data = itemdb_exists(c);
  2278. if(!data)
  2279. continue;
  2280. if(first && data->equip_script)
  2281. { //Execute equip-script on login
  2282. run_script(data->equip_script,0,sd->bl.id,0);
  2283. if (!calculating)
  2284. return 1;
  2285. }
  2286. if(!data->script)
  2287. continue;
  2288. if(data->flag.no_equip) { //Card restriction checks.
  2289. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&(8*map[sd->bl.m].zone))
  2290. continue;
  2291. if(!map_flag_vs(sd->bl.m) && data->flag.no_equip&1)
  2292. continue;
  2293. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&2)
  2294. continue;
  2295. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&4)
  2296. continue;
  2297. if(map[sd->bl.m].flag.battleground && data->flag.no_equip&8)
  2298. continue;
  2299. }
  2300. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  2301. { //Left hand status.
  2302. sd->state.lr_flag = 1;
  2303. run_script(data->script,0,sd->bl.id,0);
  2304. sd->state.lr_flag = 0;
  2305. } else
  2306. run_script(data->script,0,sd->bl.id,0);
  2307. if (!calculating) //Abort, run_script his function. [Skotlex]
  2308. return 1;
  2309. }
  2310. }
  2311. }
  2312. if( sc->count && sc->data[SC_ITEMSCRIPT] )
  2313. {
  2314. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2315. if( data && data->script )
  2316. run_script(data->script,0,sd->bl.id,0);
  2317. }
  2318. if( sd->pd )
  2319. { // Pet Bonus
  2320. struct pet_data *pd = sd->pd;
  2321. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2322. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2323. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2324. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2325. }
  2326. //param_bonus now holds card bonuses.
  2327. if(status->rhw.range < 1) status->rhw.range = 1;
  2328. if(status->lhw.range < 1) status->lhw.range = 1;
  2329. if(status->rhw.range < status->lhw.range)
  2330. status->rhw.range = status->lhw.range;
  2331. sd->double_rate += sd->double_add_rate;
  2332. sd->perfect_hit += sd->perfect_hit_add;
  2333. sd->splash_range += sd->splash_add_range;
  2334. // Damage modifiers from weapon type
  2335. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2336. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2337. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2338. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2339. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2340. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2341. if(pc_isriding(sd) &&
  2342. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  2343. { //When Riding with spear, damage modifier to mid-class becomes
  2344. //same as versus large size.
  2345. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2346. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2347. }
  2348. // ----- STATS CALCULATION -----
  2349. // Job bonuses
  2350. index = pc_class2idx(sd->status.class_);
  2351. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  2352. if(!job_bonus[index][i])
  2353. continue;
  2354. switch(job_bonus[index][i]) {
  2355. case 1: status->str++; break;
  2356. case 2: status->agi++; break;
  2357. case 3: status->vit++; break;
  2358. case 4: status->int_++; break;
  2359. case 5: status->dex++; break;
  2360. case 6: status->luk++; break;
  2361. }
  2362. }
  2363. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2364. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  2365. status->str += 10;
  2366. status->agi += 10;
  2367. status->vit += 10;
  2368. status->int_+= 10;
  2369. status->dex += 10;
  2370. status->luk += 10;
  2371. }
  2372. // Absolute modifiers from passive skills
  2373. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  2374. status->str++;
  2375. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  2376. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2377. if((skill=pc_checkskill(sd,AC_OWL))>0)
  2378. status->dex += skill;
  2379. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2380. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2381. status->str = cap_value(i,0,USHRT_MAX);
  2382. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2383. status->agi = cap_value(i,0,USHRT_MAX);
  2384. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2385. status->vit = cap_value(i,0,USHRT_MAX);
  2386. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2387. status->int_ = cap_value(i,0,USHRT_MAX);
  2388. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2389. status->dex = cap_value(i,0,USHRT_MAX);
  2390. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2391. status->luk = cap_value(i,0,USHRT_MAX);
  2392. // ------ BASE ATTACK CALCULATION ------
  2393. // Base batk value is set on status_calc_misc
  2394. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  2395. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  2396. status->batk += sd->weapon_atk[sd->status.weapon];
  2397. // Absolute modifiers from passive skills
  2398. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  2399. status->batk += 4;
  2400. // ----- HP MAX CALCULATION -----
  2401. // Basic MaxHP value
  2402. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  2403. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  2404. //This is done to handle underflows from negative Max HP bonuses
  2405. i = sd->status.max_hp + (int)status->max_hp;
  2406. status->max_hp = cap_value(i, 0, INT_MAX);
  2407. // Absolute modifiers from passive skills
  2408. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2409. status->max_hp += skill*200;
  2410. // Apply relative modifiers from equipment
  2411. if(sd->hprate < 0)
  2412. sd->hprate = 0;
  2413. if(sd->hprate!=100)
  2414. status->max_hp = status->max_hp * sd->hprate/100;
  2415. if(battle_config.hp_rate != 100)
  2416. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  2417. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2418. status->max_hp = battle_config.max_hp;
  2419. else if(!status->max_hp)
  2420. status->max_hp = 1;
  2421. // ----- SP MAX CALCULATION -----
  2422. // Basic MaxSP value
  2423. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  2424. //This is done to handle underflows from negative Max SP bonuses
  2425. i = sd->status.max_sp + (int)status->max_sp;
  2426. status->max_sp = cap_value(i, 0, INT_MAX);
  2427. // Absolute modifiers from passive skills
  2428. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  2429. status->max_sp += 30*skill;
  2430. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  2431. status->max_sp += status->max_sp * skill/100;
  2432. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  2433. status->max_sp += status->max_sp * 2*skill/100;
  2434. if( (skill = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0 )
  2435. status->max_sp += 200 + 20 * skill;
  2436. if( (skill = pc_checkskill(sd,WM_LESSON)) > 0 )
  2437. status->max_sp += 30 * skill;
  2438. // Apply relative modifiers from equipment
  2439. if(sd->sprate < 0)
  2440. sd->sprate = 0;
  2441. if(sd->sprate!=100)
  2442. status->max_sp = status->max_sp * sd->sprate/100;
  2443. if(battle_config.sp_rate != 100)
  2444. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  2445. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2446. status->max_sp = battle_config.max_sp;
  2447. else if(!status->max_sp)
  2448. status->max_sp = 1;
  2449. // ----- RESPAWN HP/SP -----
  2450. //
  2451. //Calc respawn hp and store it on base_status
  2452. if (sd->special_state.restart_full_recover)
  2453. {
  2454. status->hp = status->max_hp;
  2455. status->sp = status->max_sp;
  2456. } else {
  2457. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  2458. && battle_config.restart_hp_rate < 50)
  2459. status->hp=status->max_hp>>1;
  2460. else
  2461. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  2462. if(!status->hp)
  2463. status->hp = 1;
  2464. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  2465. }
  2466. // ----- MISC CALCULATION -----
  2467. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2468. //Equipment modifiers for misc settings
  2469. if(sd->matk_rate < 0)
  2470. sd->matk_rate = 0;
  2471. if(sd->matk_rate != 100){
  2472. status->matk_max = status->matk_max * sd->matk_rate/100;
  2473. status->matk_min = status->matk_min * sd->matk_rate/100;
  2474. }
  2475. if(sd->hit_rate < 0)
  2476. sd->hit_rate = 0;
  2477. if(sd->hit_rate != 100)
  2478. status->hit = status->hit * sd->hit_rate/100;
  2479. if(sd->flee_rate < 0)
  2480. sd->flee_rate = 0;
  2481. if(sd->flee_rate != 100)
  2482. status->flee = status->flee * sd->flee_rate/100;
  2483. if(sd->def2_rate < 0)
  2484. sd->def2_rate = 0;
  2485. if(sd->def2_rate != 100)
  2486. status->def2 = status->def2 * sd->def2_rate/100;
  2487. if(sd->mdef2_rate < 0)
  2488. sd->mdef2_rate = 0;
  2489. if(sd->mdef2_rate != 100)
  2490. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2491. if(sd->critical_rate < 0)
  2492. sd->critical_rate = 0;
  2493. if(sd->critical_rate != 100)
  2494. status->cri = status->cri * sd->critical_rate/100;
  2495. if(sd->flee2_rate < 0)
  2496. sd->flee2_rate = 0;
  2497. if(sd->flee2_rate != 100)
  2498. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2499. // ----- HIT CALCULATION -----
  2500. // Absolute modifiers from passive skills
  2501. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  2502. status->hit += skill*2;
  2503. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  2504. status->hit += skill;
  2505. if(sd->status.weapon == W_BOW)
  2506. status->rhw.range += skill;
  2507. }
  2508. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  2509. {
  2510. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  2511. status->hit += 2*skill;
  2512. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  2513. status->hit += skill;
  2514. status->rhw.range += skill;
  2515. }
  2516. }
  2517. // ----- FLEE CALCULATION -----
  2518. // Absolute modifiers from passive skills
  2519. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2520. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  2521. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  2522. status->flee += (skill*3)>>1;
  2523. // ----- EQUIPMENT-DEF CALCULATION -----
  2524. // Apply relative modifiers from equipment
  2525. if(sd->def_rate < 0)
  2526. sd->def_rate = 0;
  2527. if(sd->def_rate != 100) {
  2528. i = status->def * sd->def_rate/100;
  2529. status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2530. }
  2531. #ifndef RENEWAL
  2532. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  2533. {
  2534. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  2535. status->def = (unsigned char)battle_config.max_def;
  2536. }
  2537. #endif
  2538. // ----- EQUIPMENT-MDEF CALCULATION -----
  2539. // Apply relative modifiers from equipment
  2540. if(sd->mdef_rate < 0)
  2541. sd->mdef_rate = 0;
  2542. if(sd->mdef_rate != 100) {
  2543. i = status->mdef * sd->mdef_rate/100;
  2544. status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2545. }
  2546. #ifndef RENEWAL
  2547. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  2548. {
  2549. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2550. status->mdef = (signed char)battle_config.max_def;
  2551. }
  2552. #endif
  2553. // ----- ASPD CALCULATION -----
  2554. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2555. // Basic ASPD value
  2556. i = status_base_amotion_pc(sd,status);
  2557. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  2558. // Relative modifiers from passive skills
  2559. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2560. status->aspd_rate -= 5*skill;
  2561. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2562. status->aspd_rate -= 30*skill;
  2563. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2564. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2565. status->aspd_rate -= ((skill+1)/2) * 10;
  2566. if(pc_isriding(sd))
  2567. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2568. else if( sd->sc.option&OPTION_DRAGON )
  2569. status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  2570. status->adelay = 2*status->amotion;
  2571. // ----- DMOTION -----
  2572. //
  2573. i = 800-status->agi*4;
  2574. status->dmotion = cap_value(i, 400, 800);
  2575. if(battle_config.pc_damage_delay_rate != 100)
  2576. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2577. // ----- MISC CALCULATIONS -----
  2578. // Weight
  2579. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2580. sd->max_weight += 2000*skill;
  2581. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2582. sd->max_weight += 10000;
  2583. else if( sd->sc.option&OPTION_DRAGON )
  2584. sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
  2585. if(sc->data[SC_KNOWLEDGE])
  2586. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2587. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2588. sd->max_weight += 2000*skill;
  2589. sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
  2590. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2591. sd->regen.state.walk = 1;
  2592. else
  2593. sd->regen.state.walk = 0;
  2594. // Skill SP cost
  2595. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2596. sd->dsprate -= 4*skill;
  2597. if(sc->data[SC_SERVICE4U])
  2598. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2599. if(sc->data[SC_SPCOST_RATE])
  2600. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2601. //Underflow protections.
  2602. if(sd->dsprate < 0)
  2603. sd->dsprate = 0;
  2604. if(sd->castrate < 0)
  2605. sd->castrate = 0;
  2606. if(sd->delayrate < 0)
  2607. sd->delayrate = 0;
  2608. if(sd->hprecov_rate < 0)
  2609. sd->hprecov_rate = 0;
  2610. if(sd->sprecov_rate < 0)
  2611. sd->sprecov_rate = 0;
  2612. // Anti-element and anti-race
  2613. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2614. sd->subele[ELE_HOLY] += skill*5;
  2615. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2616. sd->subele[ELE_NEUTRAL] += skill;
  2617. sd->subele[ELE_FIRE] += skill*4;
  2618. }
  2619. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2620. skill = skill*4;
  2621. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2622. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2623. sd->magic_addrace[RC_DRAGON]+=skill;
  2624. sd->subrace[RC_DRAGON]+=skill;
  2625. }
  2626. if(sc->count){
  2627. if(sc->data[SC_CONCENTRATE]) { //Update the card-bonus data
  2628. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2629. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2630. }
  2631. if(sc->data[SC_SIEGFRIED]){
  2632. i = sc->data[SC_SIEGFRIED]->val2;
  2633. sd->subele[ELE_WATER] += i;
  2634. sd->subele[ELE_EARTH] += i;
  2635. sd->subele[ELE_FIRE] += i;
  2636. sd->subele[ELE_WIND] += i;
  2637. sd->subele[ELE_POISON] += i;
  2638. sd->subele[ELE_HOLY] += i;
  2639. sd->subele[ELE_DARK] += i;
  2640. sd->subele[ELE_GHOST] += i;
  2641. sd->subele[ELE_UNDEAD] += i;
  2642. }
  2643. if(sc->data[SC_PROVIDENCE]){
  2644. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2645. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2646. }
  2647. if(sc->data[SC_ARMOR_ELEMENT]) { //This status change should grant card-type elemental resist.
  2648. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2649. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2650. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2651. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2652. }
  2653. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  2654. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2655. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2656. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2657. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2658. }
  2659. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  2660. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  2661. sd->subele[ELE_FIRE] += i;
  2662. sd->subele[ELE_EARTH] -= i;
  2663. }
  2664. if( sc->data[SC_WATER_DROP_OPTION] ) {
  2665. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  2666. sd->subele[ELE_WATER] += i;
  2667. sd->subele[ELE_WIND] -= i;
  2668. }
  2669. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  2670. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  2671. sd->subele[ELE_WIND] += i;
  2672. sd->subele[ELE_WATER] -= i;
  2673. }
  2674. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  2675. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  2676. sd->subele[ELE_EARTH] += i;
  2677. sd->subele[ELE_FIRE] -= i;
  2678. }
  2679. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  2680. sd->magic_addele[ELE_FIRE] += 25;
  2681. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  2682. sd->magic_addele[ELE_WATER] += 25;
  2683. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  2684. sd->magic_addele[ELE_WIND] += 25;
  2685. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  2686. sd->magic_addele[ELE_EARTH] += 25;
  2687. }
  2688. status_cpy(&sd->battle_status, status);
  2689. // ----- CLIENT-SIDE REFRESH -----
  2690. if(!sd->bl.prev) {
  2691. //Will update on LoadEndAck
  2692. calculating = 0;
  2693. return 0;
  2694. }
  2695. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2696. clif_skillinfoblock(sd);
  2697. if(b_weight != sd->weight)
  2698. clif_updatestatus(sd,SP_WEIGHT);
  2699. if(b_max_weight != sd->max_weight) {
  2700. clif_updatestatus(sd,SP_MAXWEIGHT);
  2701. pc_updateweightstatus(sd);
  2702. }
  2703. if( b_cart_weight_max != sd->cart_weight_max ) {
  2704. clif_updatestatus(sd,SP_CARTINFO);
  2705. }
  2706. calculating = 0;
  2707. return 0;
  2708. }
  2709. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  2710. {
  2711. struct status_data *status = &md->base_status;
  2712. struct s_mercenary *merc = &md->mercenary;
  2713. if( first )
  2714. {
  2715. memcpy(status, &md->db->status, sizeof(struct status_data));
  2716. status->mode = MD_CANMOVE|MD_CANATTACK;
  2717. status->hp = status->max_hp;
  2718. status->sp = status->max_sp;
  2719. md->battle_status.hp = merc->hp;
  2720. md->battle_status.sp = merc->sp;
  2721. }
  2722. status_calc_misc(&md->bl, status, md->db->lv);
  2723. status_cpy(&md->battle_status, status);
  2724. return 0;
  2725. }
  2726. int status_calc_homunculus_(struct homun_data *hd, bool first)
  2727. {
  2728. struct status_data *status = &hd->base_status;
  2729. struct s_homunculus *hom = &hd->homunculus;
  2730. int skill;
  2731. int amotion;
  2732. status->str = hom->str / 10;
  2733. status->agi = hom->agi / 10;
  2734. status->vit = hom->vit / 10;
  2735. status->dex = hom->dex / 10;
  2736. status->int_ = hom->int_ / 10;
  2737. status->luk = hom->luk / 10;
  2738. if (first) { //[orn]
  2739. const struct s_homunculus_db *db = hd->homunculusDB;
  2740. status->def_ele = db->element;
  2741. status->ele_lv = 1;
  2742. status->race = db->race;
  2743. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2744. status->rhw.range = 1 + status->size;
  2745. status->mode = MD_CANMOVE|MD_CANATTACK;
  2746. status->speed = DEFAULT_WALK_SPEED;
  2747. if (battle_config.hom_setting&0x8 && hd->master)
  2748. status->speed = status_get_speed(&hd->master->bl);
  2749. status->hp = 1;
  2750. status->sp = 1;
  2751. }
  2752. skill = hom->level/10 + status->vit/5;
  2753. status->def = cap_value(skill, 0, 99);
  2754. skill = hom->level/10 + status->int_/5;
  2755. status->mdef = cap_value(skill, 0, 99);
  2756. status->max_hp = hom->max_hp ;
  2757. status->max_sp = hom->max_sp ;
  2758. merc_hom_calc_skilltree(hd);
  2759. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2760. status->def += skill * 4;
  2761. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2762. {
  2763. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2764. status->str += 1 +skill/3 +skill/3 +skill/4;
  2765. }
  2766. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2767. status->max_hp += skill * 2 * status->max_hp / 100;
  2768. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2769. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2770. if (first) {
  2771. hd->battle_status.hp = hom->hp ;
  2772. hd->battle_status.sp = hom->sp ;
  2773. }
  2774. status->rhw.atk = status->dex;
  2775. status->rhw.atk2 = status->str + hom->level;
  2776. status->aspd_rate = 1000;
  2777. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2778. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2779. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2780. status_calc_misc(&hd->bl, status, hom->level);
  2781. #ifdef RENEWAL
  2782. status->matk_max = status->matk_min;
  2783. #endif
  2784. status_cpy(&hd->battle_status, status);
  2785. return 1;
  2786. }
  2787. int status_calc_elemental_(struct elemental_data *ed, bool first) {
  2788. struct status_data *status = &ed->base_status;
  2789. struct s_elemental *ele = &ed->elemental;
  2790. struct map_session_data *sd = ed->master;
  2791. if( !sd )
  2792. return 0;
  2793. status->str = ele->str;
  2794. status->agi = ele->agi;
  2795. status->vit = ele->vit;
  2796. status->dex = ele->dex;
  2797. status->int_ = ele->int_;
  2798. status->luk = ele->luk;
  2799. if( first ) {
  2800. memcpy(status, &ed->db->status, sizeof(struct status_data));
  2801. status->mode = MD_CANMOVE|MD_CANATTACK;
  2802. status->max_hp += 4000 + 500 * pc_checkskill(sd,SO_EL_SYMPATHY);
  2803. status->max_sp += 300 + 50 * pc_checkskill(sd,SO_EL_SYMPATHY);
  2804. status->hp = status->max_hp;
  2805. status->sp = status->max_sp;
  2806. status->str += sd->base_status.str * 25 / 100;
  2807. status->agi += sd->base_status.agi * 25 / 100;
  2808. status->vit += sd->base_status.vit * 25 / 100;
  2809. status->int_ += sd->base_status.int_ * 25 / 100;
  2810. status->def += sd->base_status.dex * 25 / 100;
  2811. status->luk += sd->base_status.luk * 25 / 100;
  2812. status_calc_misc(&ed->bl, status, ed->db->lv);
  2813. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  2814. } else {
  2815. status_calc_misc(&ed->bl, status, ed->db->lv);
  2816. status_cpy(&ed->battle_status, status);
  2817. }
  2818. return 0;
  2819. }
  2820. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2821. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2822. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2823. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2824. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2825. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2826. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2827. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2828. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2829. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2830. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2831. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2832. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2833. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  2834. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2835. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  2836. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2837. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2838. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2839. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2840. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2841. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2842. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2843. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2844. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2845. //Calculates base regen values.
  2846. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2847. {
  2848. struct map_session_data *sd;
  2849. int val, skill;
  2850. if( !(bl->type&BL_REGEN) || !regen )
  2851. return;
  2852. sd = BL_CAST(BL_PC,bl);
  2853. val = 1 + (status->vit/5) + (status->max_hp/200);
  2854. if( sd && sd->hprecov_rate != 100 )
  2855. val = val*sd->hprecov_rate/100;
  2856. regen->hp = cap_value(val, 1, SHRT_MAX);
  2857. val = 1 + (status->int_/6) + (status->max_sp/100);
  2858. if( status->int_ >= 120 )
  2859. val += ((status->int_-120)>>1) + 4;
  2860. if( sd && sd->sprecov_rate != 100 )
  2861. val = val*sd->sprecov_rate/100;
  2862. regen->sp = cap_value(val, 1, SHRT_MAX);
  2863. if( sd )
  2864. {
  2865. struct regen_data_sub *sregen;
  2866. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  2867. {
  2868. val = regen->sp*(100+3*skill)/100;
  2869. regen->sp = cap_value(val, 1, SHRT_MAX);
  2870. }
  2871. //Only players have skill/sitting skill regen for now.
  2872. sregen = regen->sregen;
  2873. val = 0;
  2874. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  2875. val += skill*5 + skill*status->max_hp/500;
  2876. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2877. val = 0;
  2878. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  2879. val += skill*3 + skill*status->max_sp/500;
  2880. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  2881. val += skill*3 + skill*status->max_sp/500;
  2882. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  2883. val += 3 + 3 * skill;
  2884. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2885. // Skill-related recovery (only when sit)
  2886. sregen = regen->ssregen;
  2887. val = 0;
  2888. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2889. val += skill*4 + skill*status->max_hp/500;
  2890. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  2891. val += skill*30 + skill*status->max_hp/500;
  2892. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2893. val = 0;
  2894. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
  2895. {
  2896. val += skill*3 + skill*status->max_sp/500;
  2897. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2898. val += (30+10*skill)*val/100;
  2899. }
  2900. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2901. val += skill*2 + skill*status->max_sp/500;
  2902. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2903. }
  2904. if( bl->type == BL_HOM ) {
  2905. struct homun_data *hd = (TBL_HOM*)bl;
  2906. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  2907. val = regen->hp*(100+5*skill)/100;
  2908. regen->hp = cap_value(val, 1, SHRT_MAX);
  2909. }
  2910. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  2911. val = regen->sp*(100+3*skill)/100;
  2912. regen->sp = cap_value(val, 1, SHRT_MAX);
  2913. }
  2914. } else if( bl->type == BL_MER ) {
  2915. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  2916. regen->hp = cap_value(val, 1, SHRT_MAX);
  2917. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  2918. regen->sp = cap_value(val, 1, SHRT_MAX);
  2919. } else if( bl->type == BL_ELEM ) {
  2920. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  2921. regen->hp = cap_value(val, 1, SHRT_MAX);
  2922. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  2923. regen->sp = cap_value(val, 1, SHRT_MAX);
  2924. }
  2925. }
  2926. //Calculates SC related regen rates.
  2927. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2928. {
  2929. if (!(bl->type&BL_REGEN) || !regen)
  2930. return;
  2931. regen->flag = RGN_HP|RGN_SP;
  2932. if(regen->sregen)
  2933. {
  2934. if (regen->sregen->hp)
  2935. regen->flag|=RGN_SHP;
  2936. if (regen->sregen->sp)
  2937. regen->flag|=RGN_SSP;
  2938. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2939. }
  2940. if (regen->ssregen)
  2941. {
  2942. if (regen->ssregen->hp)
  2943. regen->flag|=RGN_SHP;
  2944. if (regen->ssregen->sp)
  2945. regen->flag|=RGN_SSP;
  2946. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2947. }
  2948. regen->rate.hp = regen->rate.sp = 1;
  2949. if (!sc || !sc->count)
  2950. return;
  2951. if (
  2952. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  2953. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  2954. || sc->data[SC_BERSERK]
  2955. || sc->data[SC_TRICKDEAD]
  2956. || sc->data[SC_BLEEDING]
  2957. || sc->data[SC_MAGICMUSHROOM]
  2958. || sc->data[SC_RAISINGDRAGON]
  2959. || sc->data[SC_SATURDAYNIGHTFEVER]
  2960. ) //No regen
  2961. regen->flag = 0;
  2962. if (
  2963. sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER]
  2964. || (
  2965. (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  2966. (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  2967. )
  2968. ) //No natural SP regen
  2969. regen->flag &=~RGN_SP;
  2970. if(
  2971. sc->data[SC_TENSIONRELAX]
  2972. ) {
  2973. regen->rate.hp += 2;
  2974. if (regen->sregen)
  2975. regen->sregen->rate.hp += 3;
  2976. }
  2977. if (sc->data[SC_MAGNIFICAT])
  2978. {
  2979. regen->rate.hp += 1;
  2980. regen->rate.sp += 1;
  2981. }
  2982. if (sc->data[SC_REGENERATION])
  2983. {
  2984. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  2985. if (!sce->val4)
  2986. {
  2987. regen->rate.hp += sce->val2;
  2988. regen->rate.sp += sce->val3;
  2989. } else
  2990. regen->flag&=~sce->val4; //Remove regen as specified by val4
  2991. }
  2992. }
  2993. /// Recalculates parts of an object's battle status according to the specified flags.
  2994. /// @param flag bitfield of values from enum scb_flag
  2995. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  2996. {
  2997. const struct status_data *b_status = status_get_base_status(bl);
  2998. struct status_data *status = status_get_status_data(bl);
  2999. struct status_change *sc = status_get_sc(bl);
  3000. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3001. int temp;
  3002. if (!b_status || !status)
  3003. return;
  3004. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  3005. status_cpy(status, b_status);
  3006. return;
  3007. }
  3008. if(flag&SCB_STR) {
  3009. status->str = status_calc_str(bl, sc, b_status->str);
  3010. flag|=SCB_BATK;
  3011. if( bl->type&BL_HOM )
  3012. flag |= SCB_WATK;
  3013. }
  3014. if(flag&SCB_AGI) {
  3015. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3016. flag|=SCB_FLEE;
  3017. if( bl->type&(BL_PC|BL_HOM) )
  3018. flag |= SCB_ASPD|SCB_DSPD;
  3019. }
  3020. if(flag&SCB_VIT) {
  3021. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3022. flag|=SCB_DEF2|SCB_MDEF2;
  3023. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3024. flag |= SCB_MAXHP;
  3025. if( bl->type&BL_HOM )
  3026. flag |= SCB_DEF;
  3027. }
  3028. if(flag&SCB_INT) {
  3029. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3030. flag|=SCB_MATK|SCB_MDEF2;
  3031. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3032. flag |= SCB_MAXSP;
  3033. if( bl->type&BL_HOM )
  3034. flag |= SCB_MDEF;
  3035. }
  3036. if(flag&SCB_DEX) {
  3037. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3038. flag|=SCB_BATK|SCB_HIT;
  3039. if( bl->type&(BL_PC|BL_HOM) )
  3040. flag |= SCB_ASPD;
  3041. if( bl->type&BL_HOM )
  3042. flag |= SCB_WATK;
  3043. }
  3044. if(flag&SCB_LUK) {
  3045. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3046. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  3047. }
  3048. if(flag&SCB_BATK && b_status->batk) {
  3049. status->batk = status_base_atk(bl,status);
  3050. temp = b_status->batk - status_base_atk(bl,b_status);
  3051. if (temp)
  3052. {
  3053. temp += status->batk;
  3054. status->batk = cap_value(temp, 0, USHRT_MAX);
  3055. }
  3056. status->batk = status_calc_batk(bl, sc, status->batk);
  3057. }
  3058. if(flag&SCB_WATK) {
  3059. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  3060. if (!sd) //Should not affect weapon refine bonus
  3061. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  3062. if(b_status->lhw.atk) {
  3063. if (sd) {
  3064. sd->state.lr_flag = 1;
  3065. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3066. sd->state.lr_flag = 0;
  3067. } else {
  3068. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3069. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  3070. }
  3071. }
  3072. if( bl->type&BL_HOM )
  3073. {
  3074. status->rhw.atk += (status->dex - b_status->dex);
  3075. status->rhw.atk2 += (status->str - b_status->str);
  3076. if( status->rhw.atk2 < status->rhw.atk )
  3077. status->rhw.atk2 = status->rhw.atk;
  3078. }
  3079. }
  3080. if(flag&SCB_HIT) {
  3081. if (status->dex == b_status->dex)
  3082. status->hit = status_calc_hit(bl, sc, b_status->hit);
  3083. else
  3084. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  3085. }
  3086. if(flag&SCB_FLEE) {
  3087. if (status->agi == b_status->agi)
  3088. status->flee = status_calc_flee(bl, sc, b_status->flee);
  3089. else
  3090. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  3091. }
  3092. if(flag&SCB_DEF)
  3093. {
  3094. status->def = status_calc_def(bl, sc, b_status->def);
  3095. if( bl->type&BL_HOM )
  3096. status->def += (status->vit/5 - b_status->vit/5);
  3097. }
  3098. if(flag&SCB_DEF2) {
  3099. if (status->vit == b_status->vit)
  3100. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  3101. else
  3102. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  3103. }
  3104. if(flag&SCB_MDEF)
  3105. {
  3106. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  3107. if( bl->type&BL_HOM )
  3108. status->mdef += (status->int_/5 - b_status->int_/5);
  3109. }
  3110. if(flag&SCB_MDEF2) {
  3111. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  3112. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  3113. else
  3114. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  3115. }
  3116. if(flag&SCB_SPEED) {
  3117. struct unit_data *ud = unit_bl2ud(bl);
  3118. status->speed = status_calc_speed(bl, sc, b_status->speed);
  3119. //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3120. //because if you step on something while walking, the moment this
  3121. //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
  3122. if (ud)
  3123. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3124. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  3125. status->speed = battle_config.max_walk_speed;
  3126. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  3127. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  3128. }
  3129. if(flag&SCB_CRI && b_status->cri) {
  3130. if (status->luk == b_status->luk)
  3131. status->cri = status_calc_critical(bl, sc, b_status->cri);
  3132. else
  3133. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  3134. /**
  3135. * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  3136. **/
  3137. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  3138. status->cri <<= 1;
  3139. }
  3140. if(flag&SCB_FLEE2 && b_status->flee2) {
  3141. if (status->luk == b_status->luk)
  3142. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  3143. else
  3144. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  3145. }
  3146. if(flag&SCB_ATK_ELE) {
  3147. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  3148. if (sd) sd->state.lr_flag = 1;
  3149. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  3150. if (sd) sd->state.lr_flag = 0;
  3151. }
  3152. if(flag&SCB_DEF_ELE) {
  3153. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  3154. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  3155. }
  3156. if(flag&SCB_MODE)
  3157. {
  3158. status->mode = status_calc_mode(bl, sc, b_status->mode);
  3159. //Since mode changed, reset their state.
  3160. if (!(status->mode&MD_CANATTACK))
  3161. unit_stop_attack(bl);
  3162. if (!(status->mode&MD_CANMOVE))
  3163. unit_stop_walking(bl,1);
  3164. }
  3165. // No status changes alter these yet.
  3166. // if(flag&SCB_SIZE)
  3167. // if(flag&SCB_RACE)
  3168. // if(flag&SCB_RANGE)
  3169. if(flag&SCB_MAXHP) {
  3170. if( bl->type&BL_PC )
  3171. {
  3172. status->max_hp = status_base_pc_maxhp(sd,status);
  3173. status->max_hp += b_status->max_hp - sd->status.max_hp;
  3174. status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
  3175. if( status->max_hp > (unsigned int)battle_config.max_hp )
  3176. status->max_hp = (unsigned int)battle_config.max_hp;
  3177. }
  3178. else
  3179. {
  3180. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  3181. }
  3182. if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
  3183. {
  3184. status->hp = status->max_hp;
  3185. if( sd ) clif_updatestatus(sd,SP_HP);
  3186. }
  3187. }
  3188. if(flag&SCB_MAXSP) {
  3189. if( bl->type&BL_PC )
  3190. {
  3191. status->max_sp = status_base_pc_maxsp(sd,status);
  3192. status->max_sp += b_status->max_sp - sd->status.max_sp;
  3193. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  3194. if( status->max_sp > (unsigned int)battle_config.max_sp )
  3195. status->max_sp = (unsigned int)battle_config.max_sp;
  3196. }
  3197. else
  3198. {
  3199. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  3200. }
  3201. if( status->sp > status->max_sp )
  3202. {
  3203. status->sp = status->max_sp;
  3204. if( sd ) clif_updatestatus(sd,SP_SP);
  3205. }
  3206. }
  3207. if(flag&SCB_MATK) {
  3208. #ifdef RENEWAL
  3209. status->matk_min = status_base_matk_min(status,status_get_lv(bl));
  3210. if( sd )
  3211. status->matk_min += sd->sp_base_matk;
  3212. #else
  3213. status->matk_min = status_base_matk_min(status);
  3214. #endif
  3215. status->matk_max = status_base_matk_max(status);
  3216. if( bl->type&BL_PC && sd->matk_rate != 100 )
  3217. {
  3218. //Bonuses from previous matk
  3219. #ifndef RENEWAL // only changed in non-renewal [Ind]
  3220. status->matk_max = status->matk_max * sd->matk_rate/100;
  3221. #endif
  3222. status->matk_min = status->matk_min * sd->matk_rate/100;
  3223. }
  3224. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3225. #ifndef RENEWAL // only changed in non-renewal [Ind]
  3226. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3227. #endif
  3228. if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
  3229. status->matk_min = status->matk_max;
  3230. }
  3231. if(flag&SCB_ASPD) {
  3232. int amotion;
  3233. if( bl->type&BL_PC )
  3234. {
  3235. amotion = status_base_amotion_pc(sd,status);
  3236. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3237. if(status->aspd_rate != 1000)
  3238. amotion = amotion*status->aspd_rate/1000;
  3239. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3240. status->adelay = 2*status->amotion;
  3241. }
  3242. else
  3243. if( bl->type&BL_HOM )
  3244. {
  3245. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3246. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3247. if(status->aspd_rate != 1000)
  3248. amotion = amotion*status->aspd_rate/1000;
  3249. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3250. status->adelay = status->amotion;
  3251. }
  3252. else // mercenary and mobs
  3253. {
  3254. amotion = b_status->amotion;
  3255. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3256. if(status->aspd_rate != 1000)
  3257. amotion = amotion*status->aspd_rate/1000;
  3258. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  3259. temp = b_status->adelay*status->aspd_rate/1000;
  3260. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  3261. }
  3262. }
  3263. if(flag&SCB_DSPD) {
  3264. int dmotion;
  3265. if( bl->type&BL_PC )
  3266. {
  3267. if (b_status->agi == status->agi)
  3268. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3269. else {
  3270. dmotion = 800-status->agi*4;
  3271. status->dmotion = cap_value(dmotion, 400, 800);
  3272. if(battle_config.pc_damage_delay_rate != 100)
  3273. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3274. //It's safe to ignore b_status->dmotion since no bonus affects it.
  3275. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  3276. }
  3277. }
  3278. else
  3279. if( bl->type&BL_HOM )
  3280. {
  3281. dmotion = 800-status->agi*4;
  3282. status->dmotion = cap_value(dmotion, 400, 800);
  3283. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3284. }
  3285. else // mercenary and mobs
  3286. {
  3287. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3288. }
  3289. }
  3290. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  3291. status_calc_regen(bl, status, status_get_regen_data(bl));
  3292. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  3293. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  3294. }
  3295. /// Recalculates parts of an object's base status and battle status according to the specified flags.
  3296. /// Also sends updates to the client wherever applicable.
  3297. /// @param flag bitfield of values from enum scb_flag
  3298. /// @param first if true, will cause status_calc_* functions to run their base status initialization code
  3299. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  3300. {
  3301. struct status_data b_status; // previous battle status
  3302. struct status_data* status; // pointer to current battle status
  3303. // remember previous values
  3304. status = status_get_status_data(bl);
  3305. memcpy(&b_status, status, sizeof(struct status_data));
  3306. if( flag&SCB_BASE ) {// calculate the object's base status too
  3307. switch( bl->type ) {
  3308. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  3309. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  3310. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  3311. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  3312. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  3313. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
  3314. }
  3315. }
  3316. if( bl->type == BL_PET )
  3317. return; // pets are not affected by statuses
  3318. if( first && bl->type == BL_MOB )
  3319. return; // assume there will be no statuses active
  3320. status_calc_bl_main(bl, flag);
  3321. if( first && bl->type == BL_HOM )
  3322. return; // client update handled by caller
  3323. // compare against new values and send client updates
  3324. if( bl->type == BL_PC )
  3325. {
  3326. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3327. if(b_status.str != status->str)
  3328. clif_updatestatus(sd,SP_STR);
  3329. if(b_status.agi != status->agi)
  3330. clif_updatestatus(sd,SP_AGI);
  3331. if(b_status.vit != status->vit)
  3332. clif_updatestatus(sd,SP_VIT);
  3333. if(b_status.int_ != status->int_)
  3334. clif_updatestatus(sd,SP_INT);
  3335. if(b_status.dex != status->dex)
  3336. clif_updatestatus(sd,SP_DEX);
  3337. if(b_status.luk != status->luk)
  3338. clif_updatestatus(sd,SP_LUK);
  3339. if(b_status.hit != status->hit)
  3340. clif_updatestatus(sd,SP_HIT);
  3341. if(b_status.flee != status->flee)
  3342. clif_updatestatus(sd,SP_FLEE1);
  3343. if(b_status.amotion != status->amotion)
  3344. clif_updatestatus(sd,SP_ASPD);
  3345. if(b_status.speed != status->speed)
  3346. clif_updatestatus(sd,SP_SPEED);
  3347. if(b_status.batk != status->batk
  3348. #ifndef RENEWAL
  3349. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  3350. #endif
  3351. )
  3352. clif_updatestatus(sd,SP_ATK1);
  3353. if(b_status.def != status->def){
  3354. clif_updatestatus(sd,SP_DEF1);
  3355. #ifdef RENEWAL
  3356. clif_updatestatus(sd,SP_DEF2);
  3357. #endif
  3358. }
  3359. if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  3360. #ifdef RENEWAL
  3361. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  3362. #endif
  3363. )
  3364. clif_updatestatus(sd,SP_ATK2);
  3365. if(b_status.def2 != status->def2){
  3366. clif_updatestatus(sd,SP_DEF2);
  3367. #ifdef RENEWAL
  3368. clif_updatestatus(sd,SP_DEF1);
  3369. #endif
  3370. }
  3371. if(b_status.flee2 != status->flee2)
  3372. clif_updatestatus(sd,SP_FLEE2);
  3373. if(b_status.cri != status->cri)
  3374. clif_updatestatus(sd,SP_CRITICAL);
  3375. if(b_status.matk_max != status->matk_max)
  3376. clif_updatestatus(sd,SP_MATK1);
  3377. if(b_status.matk_min != status->matk_min)
  3378. clif_updatestatus(sd,SP_MATK2);
  3379. if(b_status.mdef != status->mdef){
  3380. clif_updatestatus(sd,SP_MDEF1);
  3381. #ifdef RENEWAL
  3382. clif_updatestatus(sd,SP_MDEF2);
  3383. #endif
  3384. }
  3385. if(b_status.mdef2 != status->mdef2){
  3386. clif_updatestatus(sd,SP_MDEF2);
  3387. #ifdef RENEWAL
  3388. clif_updatestatus(sd,SP_MDEF1);
  3389. #endif
  3390. }
  3391. if(b_status.rhw.range != status->rhw.range)
  3392. clif_updatestatus(sd,SP_ATTACKRANGE);
  3393. if(b_status.max_hp != status->max_hp)
  3394. clif_updatestatus(sd,SP_MAXHP);
  3395. if(b_status.max_sp != status->max_sp)
  3396. clif_updatestatus(sd,SP_MAXSP);
  3397. if(b_status.hp != status->hp)
  3398. clif_updatestatus(sd,SP_HP);
  3399. if(b_status.sp != status->sp)
  3400. clif_updatestatus(sd,SP_SP);
  3401. } else if( bl->type == BL_HOM ) {
  3402. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  3403. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  3404. clif_hominfo(hd->master,hd,0);
  3405. } else if( bl->type == BL_MER ) {
  3406. TBL_MER* md = BL_CAST(BL_MER, bl);
  3407. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  3408. clif_mercenary_updatestatus(md->master, SP_ATK1);
  3409. if( b_status.matk_max != status->matk_max )
  3410. clif_mercenary_updatestatus(md->master, SP_MATK1);
  3411. if( b_status.hit != status->hit )
  3412. clif_mercenary_updatestatus(md->master, SP_HIT);
  3413. if( b_status.cri != status->cri )
  3414. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  3415. if( b_status.def != status->def )
  3416. clif_mercenary_updatestatus(md->master, SP_DEF1);
  3417. if( b_status.mdef != status->mdef )
  3418. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  3419. if( b_status.flee != status->flee )
  3420. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  3421. if( b_status.amotion != status->amotion )
  3422. clif_mercenary_updatestatus(md->master, SP_ASPD);
  3423. if( b_status.max_hp != status->max_hp )
  3424. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  3425. if( b_status.max_sp != status->max_sp )
  3426. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  3427. if( b_status.hp != status->hp )
  3428. clif_mercenary_updatestatus(md->master, SP_HP);
  3429. if( b_status.sp != status->sp )
  3430. clif_mercenary_updatestatus(md->master, SP_SP);
  3431. } else if( bl->type == BL_ELEM ) {
  3432. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  3433. if( b_status.max_hp != status->max_hp )
  3434. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  3435. if( b_status.max_sp != status->max_sp )
  3436. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  3437. if( b_status.hp != status->hp )
  3438. clif_elemental_updatestatus(ed->master, SP_HP);
  3439. if( b_status.sp != status->sp )
  3440. clif_mercenary_updatestatus(ed->master, SP_SP);
  3441. }
  3442. }
  3443. /*==========================================
  3444. * Apply shared stat mods from status changes [DracoRPG]
  3445. *------------------------------------------*/
  3446. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  3447. {
  3448. if(!sc || !sc->count)
  3449. return cap_value(str,0,USHRT_MAX);
  3450. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  3451. return 50;
  3452. if(sc->data[SC_INCALLSTATUS])
  3453. str += sc->data[SC_INCALLSTATUS]->val1;
  3454. if(sc->data[SC_INCSTR])
  3455. str += sc->data[SC_INCSTR]->val1;
  3456. if(sc->data[SC_STRFOOD])
  3457. str += sc->data[SC_STRFOOD]->val1;
  3458. if(sc->data[SC_FOOD_STR_CASH])
  3459. str += sc->data[SC_FOOD_STR_CASH]->val1;
  3460. if(sc->data[SC_BATTLEORDERS])
  3461. str += 5;
  3462. if(sc->data[SC_LEADERSHIP])
  3463. str += sc->data[SC_LEADERSHIP]->val1;
  3464. if(sc->data[SC_LOUD])
  3465. str += 4;
  3466. if(sc->data[SC_TRUESIGHT])
  3467. str += 5;
  3468. if(sc->data[SC_SPURT])
  3469. str += 10;
  3470. if(sc->data[SC_NEN])
  3471. str += sc->data[SC_NEN]->val1;
  3472. if(sc->data[SC_BLESSING]){
  3473. if(sc->data[SC_BLESSING]->val2)
  3474. str += sc->data[SC_BLESSING]->val2;
  3475. else
  3476. str >>= 1;
  3477. }
  3478. if(sc->data[SC_MARIONETTE])
  3479. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  3480. if(sc->data[SC_MARIONETTE2])
  3481. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  3482. if(sc->data[SC_GIANTGROWTH])
  3483. str += 30;
  3484. if(sc->data[SC_HARMONIZE])
  3485. str += sc->data[SC_HARMONIZE]->val2;
  3486. if(sc->data[SC_SAVAGE_STEAK])
  3487. str += sc->data[SC_SAVAGE_STEAK]->val1;
  3488. if(sc->data[SC_INSPIRATION])
  3489. str += sc->data[SC_INSPIRATION]->val3;
  3490. if(sc->data[SC_STOMACHACHE])
  3491. str -= sc->data[SC_STOMACHACHE]->val1;
  3492. return (unsigned short)cap_value(str,0,USHRT_MAX);
  3493. }
  3494. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  3495. {
  3496. if(!sc || !sc->count)
  3497. return cap_value(agi,0,USHRT_MAX);
  3498. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  3499. return 50;
  3500. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3501. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  3502. if(sc->data[SC_INCALLSTATUS])
  3503. agi += sc->data[SC_INCALLSTATUS]->val1;
  3504. if(sc->data[SC_INCAGI])
  3505. agi += sc->data[SC_INCAGI]->val1;
  3506. if(sc->data[SC_AGIFOOD])
  3507. agi += sc->data[SC_AGIFOOD]->val1;
  3508. if(sc->data[SC_FOOD_AGI_CASH])
  3509. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  3510. if(sc->data[SC_SOULCOLD])
  3511. agi += sc->data[SC_SOULCOLD]->val1;
  3512. if(sc->data[SC_TRUESIGHT])
  3513. agi += 5;
  3514. if(sc->data[SC_INCREASEAGI])
  3515. agi += sc->data[SC_INCREASEAGI]->val2;
  3516. if(sc->data[SC_INCREASING])
  3517. agi += 4; // added based on skill updates [Reddozen]
  3518. if(sc->data[SC_DECREASEAGI])
  3519. agi -= sc->data[SC_DECREASEAGI]->val2;
  3520. if(sc->data[SC_QUAGMIRE])
  3521. agi -= sc->data[SC_QUAGMIRE]->val2;
  3522. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  3523. agi -= sc->data[SC_SUITON]->val2;
  3524. if(sc->data[SC_MARIONETTE])
  3525. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  3526. if(sc->data[SC_MARIONETTE2])
  3527. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  3528. if(sc->data[SC_ADORAMUS])
  3529. agi -= sc->data[SC_ADORAMUS]->val2;
  3530. if(sc->data[SC_HARMONIZE])
  3531. agi += sc->data[SC_HARMONIZE]->val2;
  3532. if(sc->data[SC_DROCERA_HERB_STEAMED])
  3533. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  3534. if(sc->data[SC_INSPIRATION])
  3535. agi += sc->data[SC_INSPIRATION]->val3;
  3536. if(sc->data[SC_STOMACHACHE])
  3537. agi -= sc->data[SC_STOMACHACHE]->val1;
  3538. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  3539. }
  3540. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  3541. {
  3542. if(!sc || !sc->count)
  3543. return cap_value(vit,0,USHRT_MAX);
  3544. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  3545. return 50;
  3546. if(sc->data[SC_INCALLSTATUS])
  3547. vit += sc->data[SC_INCALLSTATUS]->val1;
  3548. if(sc->data[SC_INCVIT])
  3549. vit += sc->data[SC_INCVIT]->val1;
  3550. if(sc->data[SC_VITFOOD])
  3551. vit += sc->data[SC_VITFOOD]->val1;
  3552. if(sc->data[SC_FOOD_VIT_CASH])
  3553. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  3554. if(sc->data[SC_CHANGE])
  3555. vit += sc->data[SC_CHANGE]->val2;
  3556. if(sc->data[SC_GLORYWOUNDS])
  3557. vit += sc->data[SC_GLORYWOUNDS]->val1;
  3558. if(sc->data[SC_TRUESIGHT])
  3559. vit += 5;
  3560. if(sc->data[SC_STRIPARMOR])
  3561. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  3562. if(sc->data[SC_MARIONETTE])
  3563. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  3564. if(sc->data[SC_MARIONETTE2])
  3565. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  3566. if(sc->data[SC_LAUDAAGNUS])
  3567. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  3568. if(sc->data[SC_HARMONIZE])
  3569. vit += sc->data[SC_HARMONIZE]->val2;
  3570. if(sc->data[SC_MINOR_BBQ])
  3571. vit += sc->data[SC_MINOR_BBQ]->val1;
  3572. if(sc->data[SC_INSPIRATION])
  3573. vit += sc->data[SC_INSPIRATION]->val3;
  3574. if(sc->data[SC_STOMACHACHE])
  3575. vit -= sc->data[SC_STOMACHACHE]->val1;
  3576. if(sc->data[SC_GT_REVITALIZE])
  3577. vit += sc->data[SC_GT_REVITALIZE]->val1;
  3578. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  3579. }
  3580. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  3581. {
  3582. if(!sc || !sc->count)
  3583. return cap_value(int_,0,USHRT_MAX);
  3584. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  3585. return 50;
  3586. if(sc->data[SC_INCALLSTATUS])
  3587. int_ += sc->data[SC_INCALLSTATUS]->val1;
  3588. if(sc->data[SC_INCINT])
  3589. int_ += sc->data[SC_INCINT]->val1;
  3590. if(sc->data[SC_INTFOOD])
  3591. int_ += sc->data[SC_INTFOOD]->val1;
  3592. if(sc->data[SC_FOOD_INT_CASH])
  3593. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  3594. if(sc->data[SC_CHANGE])
  3595. int_ += sc->data[SC_CHANGE]->val3;
  3596. if(sc->data[SC_BATTLEORDERS])
  3597. int_ += 5;
  3598. if(sc->data[SC_TRUESIGHT])
  3599. int_ += 5;
  3600. if(sc->data[SC_BLESSING]){
  3601. if (sc->data[SC_BLESSING]->val2)
  3602. int_ += sc->data[SC_BLESSING]->val2;
  3603. else
  3604. int_ >>= 1;
  3605. }
  3606. if(sc->data[SC_STRIPHELM])
  3607. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  3608. if(sc->data[SC_NEN])
  3609. int_ += sc->data[SC_NEN]->val1;
  3610. if(sc->data[SC_MARIONETTE])
  3611. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  3612. if(sc->data[SC_MARIONETTE2])
  3613. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  3614. if(sc->data[SC_MANDRAGORA])
  3615. int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
  3616. if(sc->data[SC__STRIPACCESSORY])
  3617. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3618. if(sc->data[SC_HARMONIZE])
  3619. int_ += sc->data[SC_HARMONIZE]->val2;
  3620. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  3621. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  3622. if(sc->data[SC_INSPIRATION])
  3623. int_ += sc->data[SC_INSPIRATION]->val3;
  3624. if(sc->data[SC_STOMACHACHE])
  3625. int_ -= sc->data[SC_STOMACHACHE]->val1;
  3626. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  3627. }
  3628. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  3629. {
  3630. if(!sc || !sc->count)
  3631. return cap_value(dex,0,USHRT_MAX);
  3632. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  3633. return 50;
  3634. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3635. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  3636. if(sc->data[SC_INCALLSTATUS])
  3637. dex += sc->data[SC_INCALLSTATUS]->val1;
  3638. if(sc->data[SC_INCDEX])
  3639. dex += sc->data[SC_INCDEX]->val1;
  3640. if(sc->data[SC_DEXFOOD])
  3641. dex += sc->data[SC_DEXFOOD]->val1;
  3642. if(sc->data[SC_FOOD_DEX_CASH])
  3643. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  3644. if(sc->data[SC_BATTLEORDERS])
  3645. dex += 5;
  3646. if(sc->data[SC_HAWKEYES])
  3647. dex += sc->data[SC_HAWKEYES]->val1;
  3648. if(sc->data[SC_TRUESIGHT])
  3649. dex += 5;
  3650. if(sc->data[SC_QUAGMIRE])
  3651. dex -= sc->data[SC_QUAGMIRE]->val2;
  3652. if(sc->data[SC_BLESSING]){
  3653. if (sc->data[SC_BLESSING]->val2)
  3654. dex += sc->data[SC_BLESSING]->val2;
  3655. else
  3656. dex >>= 1;
  3657. }
  3658. if(sc->data[SC_INCREASING])
  3659. dex += 4; // added based on skill updates [Reddozen]
  3660. if(sc->data[SC_MARIONETTE])
  3661. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  3662. if(sc->data[SC_MARIONETTE2])
  3663. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  3664. if(sc->data[SC__STRIPACCESSORY])
  3665. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3666. if(sc->data[SC_HARMONIZE])
  3667. dex += sc->data[SC_HARMONIZE]->val2;
  3668. if(sc->data[SC_SIROMA_ICE_TEA])
  3669. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  3670. if(sc->data[SC_INSPIRATION])
  3671. dex += sc->data[SC_INSPIRATION]->val3;
  3672. if(sc->data[SC_STOMACHACHE])
  3673. dex -= sc->data[SC_STOMACHACHE]->val1;
  3674. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  3675. }
  3676. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  3677. {
  3678. if(!sc || !sc->count)
  3679. return cap_value(luk,0,USHRT_MAX);
  3680. if(sc->data[SC_CURSE])
  3681. return 0;
  3682. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  3683. return 50;
  3684. if(sc->data[SC_INCALLSTATUS])
  3685. luk += sc->data[SC_INCALLSTATUS]->val1;
  3686. if(sc->data[SC_INCLUK])
  3687. luk += sc->data[SC_INCLUK]->val1;
  3688. if(sc->data[SC_LUKFOOD])
  3689. luk += sc->data[SC_LUKFOOD]->val1;
  3690. if(sc->data[SC_FOOD_LUK_CASH])
  3691. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  3692. if(sc->data[SC_TRUESIGHT])
  3693. luk += 5;
  3694. if(sc->data[SC_GLORIA])
  3695. luk += 30;
  3696. if(sc->data[SC_MARIONETTE])
  3697. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  3698. if(sc->data[SC_MARIONETTE2])
  3699. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  3700. if(sc->data[SC_LAUDARAMUS])
  3701. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  3702. if(sc->data[SC__STRIPACCESSORY])
  3703. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3704. if(sc->data[SC_HARMONIZE])
  3705. luk += sc->data[SC_HARMONIZE]->val2;
  3706. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  3707. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  3708. if(sc->data[SC_INSPIRATION])
  3709. luk += sc->data[SC_INSPIRATION]->val3;
  3710. if(sc->data[SC_STOMACHACHE])
  3711. luk -= sc->data[SC_STOMACHACHE]->val1;
  3712. if(sc->data[SC_BANANA_BOMB])
  3713. luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
  3714. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  3715. }
  3716. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  3717. {
  3718. if(!sc || !sc->count)
  3719. return cap_value(batk,0,USHRT_MAX);
  3720. if(sc->data[SC_ATKPOTION])
  3721. batk += sc->data[SC_ATKPOTION]->val1;
  3722. if(sc->data[SC_BATKFOOD])
  3723. batk += sc->data[SC_BATKFOOD]->val1;
  3724. if(sc->data[SC_INCATKRATE])
  3725. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  3726. if(sc->data[SC_PROVOKE])
  3727. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  3728. if(sc->data[SC_CONCENTRATION])
  3729. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  3730. if(sc->data[SC_SKE])
  3731. batk += batk * 3;
  3732. if(sc->data[SC_BLOODLUST])
  3733. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  3734. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  3735. batk -= batk * 25/100;
  3736. if(sc->data[SC_CURSE])
  3737. batk -= batk * 25/100;
  3738. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  3739. // if(sc->data[SC_BLEEDING])
  3740. // batk -= batk * 25/100;
  3741. if(sc->data[SC_FLEET])
  3742. batk += batk * sc->data[SC_FLEET]->val3/100;
  3743. if(sc->data[SC_GATLINGFEVER])
  3744. batk += sc->data[SC_GATLINGFEVER]->val3;
  3745. if(sc->data[SC_MADNESSCANCEL])
  3746. batk += 100;
  3747. if(sc->data[SC__ENERVATION])
  3748. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  3749. if(sc->data[SC__BLOODYLUST])
  3750. batk += batk * 32 / 100;
  3751. if(sc->data[SC_RUSHWINDMILL])
  3752. batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100;
  3753. if(sc->data[SC_SATURDAYNIGHTFEVER])
  3754. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  3755. if(sc->data[SC_MELODYOFSINK])
  3756. batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
  3757. if(sc->data[SC_BEYONDOFWARCRY])
  3758. batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  3759. if(sc->data[SC_GT_CHANGE])
  3760. batk += batk * sc->data[SC_GT_CHANGE]->val3 / 100;
  3761. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  3762. batk += 50;
  3763. if(bl->type == BL_ELEM
  3764. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  3765. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  3766. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  3767. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  3768. )
  3769. batk += batk / 5;
  3770. if(sc->data[SC_FULL_SWING_K])
  3771. batk += sc->data[SC_FULL_SWING_K]->val1;
  3772. if(sc->data[SC_ODINS_POWER])
  3773. batk += 70;
  3774. #ifdef RENEWAL_EDP
  3775. // renewal EDP increases your base atk by atk x skill level
  3776. if( sc->data[SC_EDP] )
  3777. batk = batk * sc->data[SC_EDP]->val1;
  3778. #endif
  3779. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  3780. }
  3781. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  3782. {
  3783. if(!sc || !sc->count)
  3784. return cap_value(watk,0,USHRT_MAX);
  3785. if(sc->data[SC_IMPOSITIO])
  3786. watk += sc->data[SC_IMPOSITIO]->val2;
  3787. if(sc->data[SC_WATKFOOD])
  3788. watk += sc->data[SC_WATKFOOD]->val1;
  3789. if(sc->data[SC_DRUMBATTLE])
  3790. watk += sc->data[SC_DRUMBATTLE]->val2;
  3791. if(sc->data[SC_VOLCANO])
  3792. watk += sc->data[SC_VOLCANO]->val2;
  3793. if(sc->data[SC_INCATKRATE])
  3794. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  3795. if(sc->data[SC_PROVOKE])
  3796. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  3797. if(sc->data[SC_CONCENTRATION])
  3798. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  3799. if(sc->data[SC_SKE])
  3800. watk += watk * 3;
  3801. if(sc->data[SC_NIBELUNGEN]) {
  3802. if (bl->type != BL_PC)
  3803. watk += sc->data[SC_NIBELUNGEN]->val2;
  3804. else {
  3805. TBL_PC *sd = (TBL_PC*)bl;
  3806. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  3807. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3808. watk += sc->data[SC_NIBELUNGEN]->val2;
  3809. }
  3810. }
  3811. if(sc->data[SC__ENERVATION])
  3812. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  3813. if(sc->data[SC__BLOODYLUST])
  3814. watk += watk * 32 / 100;
  3815. if(sc->data[SC_FLEET])
  3816. watk += watk * sc->data[SC_FLEET]->val3/100;
  3817. if(sc->data[SC_CURSE])
  3818. watk -= watk * 25/100;
  3819. if(sc->data[SC_STRIPWEAPON])
  3820. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  3821. if(sc->data[SC_MERC_ATKUP])
  3822. watk += sc->data[SC_MERC_ATKUP]->val2;
  3823. if(sc->data[SC_FIGHTINGSPIRIT])
  3824. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  3825. if(sc->data[SC__ENERVATION])
  3826. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  3827. if(sc->data[SC__BLOODYLUST])
  3828. watk += watk * 32 / 100;
  3829. if(sc->data[SC_STRIKING])
  3830. watk += sc->data[SC_STRIKING]->val2;
  3831. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  3832. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  3833. if(sc->data[SC_INSPIRATION])
  3834. watk += sc->data[SC_INSPIRATION]->val2;
  3835. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  3836. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  3837. if( sc->data[SC_TROPIC_OPTION] )
  3838. watk += sc->data[SC_TROPIC_OPTION]->val2;
  3839. if( sc->data[SC_HEATER_OPTION] )
  3840. watk += sc->data[SC_HEATER_OPTION]->val2;
  3841. if( sc->data[SC_WATER_BARRIER] )
  3842. watk -= sc->data[SC_WATER_BARRIER]->val3;
  3843. if( sc->data[SC_PYROTECHNIC_OPTION] )
  3844. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  3845. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  3846. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  3847. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  3848. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  3849. )
  3850. watk += watk / 10;
  3851. if( sc && sc->data[SC_TIDAL_WEAPON] )
  3852. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  3853. #ifdef RENEWAL_EDP
  3854. // renewal EDP increases your weapon atk by watk x Skill Level - 1
  3855. if( sc->data[SC_EDP] && sc->data[SC_EDP]->val1 > 1 )
  3856. watk = watk * (sc->data[SC_EDP]->val1 - 1);
  3857. #endif
  3858. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  3859. }
  3860. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3861. {
  3862. if(!sc || !sc->count)
  3863. return cap_value(matk,0,USHRT_MAX);
  3864. if(sc->data[SC_MATKPOTION])
  3865. matk += sc->data[SC_MATKPOTION]->val1;
  3866. if(sc->data[SC_MATKFOOD])
  3867. matk += sc->data[SC_MATKFOOD]->val1;
  3868. if(sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  3869. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  3870. if(sc->data[SC_MINDBREAKER])
  3871. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  3872. if(sc->data[SC_INCMATKRATE])
  3873. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  3874. if(sc->data[SC_MOONLITSERENADE])
  3875. matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
  3876. if(sc->data[SC_MELODYOFSINK])
  3877. matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
  3878. if(sc->data[SC_BEYONDOFWARCRY])
  3879. matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  3880. if(sc->data[SC_MANA_PLUS])
  3881. matk += sc->data[SC_MANA_PLUS]->val1;
  3882. if(sc->data[SC_AQUAPLAY_OPTION])
  3883. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  3884. if(sc->data[SC_CHILLY_AIR_OPTION])
  3885. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  3886. if(sc->data[SC_WATER_BARRIER])
  3887. matk -= sc->data[SC_WATER_BARRIER]->val3;
  3888. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  3889. matk += 50;
  3890. if(sc->data[SC_ODINS_POWER])
  3891. matk += 70;
  3892. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  3893. }
  3894. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) {
  3895. if(!sc || !sc->count)
  3896. return cap_value(critical,10,SHRT_MAX);
  3897. if (sc->data[SC_INCCRI])
  3898. critical += sc->data[SC_INCCRI]->val2;
  3899. if (sc->data[SC_EXPLOSIONSPIRITS])
  3900. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  3901. if (sc->data[SC_FORTUNE])
  3902. critical += sc->data[SC_FORTUNE]->val2;
  3903. if (sc->data[SC_TRUESIGHT])
  3904. critical += sc->data[SC_TRUESIGHT]->val2;
  3905. if(sc->data[SC_CLOAKING])
  3906. critical += critical;
  3907. if(sc->data[SC_STRIKING])
  3908. critical += sc->data[SC_STRIKING]->val1;
  3909. if(sc->data[SC__INVISIBILITY])
  3910. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  3911. if(sc->data[SC_CAMOUFLAGE])
  3912. critical += 100;
  3913. if(sc->data[SC__UNLUCKY])
  3914. critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
  3915. #ifdef RENEWAL
  3916. if (sc->data[SC_SPEARQUICKEN])
  3917. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  3918. #endif
  3919. return (short)cap_value(critical,10,SHRT_MAX);
  3920. }
  3921. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3922. {
  3923. if(!sc || !sc->count)
  3924. return cap_value(hit,1,SHRT_MAX);
  3925. if(sc->data[SC_INCHIT])
  3926. hit += sc->data[SC_INCHIT]->val1;
  3927. if(sc->data[SC_HITFOOD])
  3928. hit += sc->data[SC_HITFOOD]->val1;
  3929. if(sc->data[SC_TRUESIGHT])
  3930. hit += sc->data[SC_TRUESIGHT]->val3;
  3931. if(sc->data[SC_HUMMING])
  3932. hit += sc->data[SC_HUMMING]->val2;
  3933. if(sc->data[SC_CONCENTRATION])
  3934. hit += sc->data[SC_CONCENTRATION]->val3;
  3935. if(sc->data[SC_INCHITRATE])
  3936. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  3937. if(sc->data[SC_BLIND])
  3938. hit -= hit * 25/100;
  3939. if(sc->data[SC_ADJUSTMENT])
  3940. hit -= 30;
  3941. if(sc->data[SC_INCREASING])
  3942. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3943. if(sc->data[SC_MERC_HITUP])
  3944. hit += sc->data[SC_MERC_HITUP]->val2;
  3945. if(sc->data[SC__GROOMY])
  3946. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  3947. if(sc->data[SC_FEAR])
  3948. hit -= hit * 20 / 100;
  3949. if(sc->data[SC_INSPIRATION])
  3950. hit += 5 * sc->data[SC_INSPIRATION]->val1;
  3951. return (short)cap_value(hit,1,SHRT_MAX);
  3952. }
  3953. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3954. {
  3955. if( bl->type == BL_PC )
  3956. {
  3957. if( map_flag_gvg(bl->m) )
  3958. flee -= flee * battle_config.gvg_flee_penalty/100;
  3959. else if( map[bl->m].flag.battleground )
  3960. flee -= flee * battle_config.bg_flee_penalty/100;
  3961. }
  3962. if(!sc || !sc->count)
  3963. return cap_value(flee,1,SHRT_MAX);
  3964. if(sc->data[SC_INCFLEE])
  3965. flee += sc->data[SC_INCFLEE]->val1;
  3966. if(sc->data[SC_FLEEFOOD])
  3967. flee += sc->data[SC_FLEEFOOD]->val1;
  3968. if(sc->data[SC_WHISTLE])
  3969. flee += sc->data[SC_WHISTLE]->val2;
  3970. if(sc->data[SC_WINDWALK])
  3971. flee += sc->data[SC_WINDWALK]->val2;
  3972. if(sc->data[SC_INCFLEERATE])
  3973. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  3974. if(sc->data[SC_VIOLENTGALE])
  3975. flee += sc->data[SC_VIOLENTGALE]->val2;
  3976. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  3977. flee += sc->data[SC_MOON_COMFORT]->val2;
  3978. if(sc->data[SC_CLOSECONFINE])
  3979. flee += 10;
  3980. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  3981. flee -= flee * 50/100;
  3982. if(sc->data[SC_BERSERK])
  3983. flee -= flee * 50/100;
  3984. if(sc->data[SC_BLIND])
  3985. flee -= flee * 25/100;
  3986. if(sc->data[SC_ADJUSTMENT])
  3987. flee += 30;
  3988. if(sc->data[SC_GATLINGFEVER])
  3989. flee -= sc->data[SC_GATLINGFEVER]->val4;
  3990. if(sc->data[SC_SPEED])
  3991. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  3992. if(sc->data[SC_MERC_FLEEUP])
  3993. flee += sc->data[SC_MERC_FLEEUP]->val2;
  3994. if(sc->data[SC_FEAR])
  3995. flee -= flee * 20 / 100;
  3996. if(sc->data[SC_PARALYSE])
  3997. flee -= flee * 10 / 100; // 10% Flee reduction
  3998. if(sc->data[SC_INFRAREDSCAN])
  3999. flee -= flee * 30 / 100;
  4000. if( sc->data[SC__LAZINESS] )
  4001. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  4002. if( sc->data[SC_GLOOMYDAY] )
  4003. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  4004. if( sc->data[SC_HALLUCINATIONWALK] )
  4005. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  4006. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  4007. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4008. if( sc->data[SC_WATER_BARRIER] )
  4009. flee -= sc->data[SC_WATER_BARRIER]->val3;
  4010. if( sc->data[SC_WIND_STEP_OPTION] )
  4011. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  4012. if( sc->data[SC_ZEPHYR] )
  4013. flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
  4014. if( sc->data[SC_MARSHOFABYSS] )
  4015. flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1);
  4016. #ifdef RENEWAL
  4017. if( sc->data[SC_SPEARQUICKEN] )
  4018. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  4019. #endif
  4020. return (short)cap_value(flee,1,SHRT_MAX);
  4021. }
  4022. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  4023. {
  4024. if(!sc || !sc->count)
  4025. return cap_value(flee2,10,SHRT_MAX);
  4026. if(sc->data[SC_INCFLEE2])
  4027. flee2 += sc->data[SC_INCFLEE2]->val2;
  4028. if(sc->data[SC_WHISTLE])
  4029. flee2 += sc->data[SC_WHISTLE]->val3*10;
  4030. if(sc->data[SC__UNLUCKY])
  4031. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  4032. return (short)cap_value(flee2,10,SHRT_MAX);
  4033. }
  4034. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def) {
  4035. if(!sc || !sc->count)
  4036. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  4037. if(sc->data[SC_BERSERK])
  4038. return 0;
  4039. if(sc->data[SC_SKA])
  4040. return sc->data[SC_SKA]->val3;
  4041. if(sc->data[SC_BARRIER])
  4042. return 100;
  4043. if(sc->data[SC_KEEPING])
  4044. return 90;
  4045. #ifndef RENEWAL // does not provide 90 DEF in renewal mode
  4046. if(sc->data[SC_STEELBODY])
  4047. return 90;
  4048. #endif
  4049. if(sc->data[SC_ARMORCHANGE])
  4050. def += sc->data[SC_ARMORCHANGE]->val2;
  4051. if(sc->data[SC_DRUMBATTLE])
  4052. def += sc->data[SC_DRUMBATTLE]->val3;
  4053. if(sc->data[SC_DEFENCE]) //[orn]
  4054. def += sc->data[SC_DEFENCE]->val2 ;
  4055. if(sc->data[SC_INCDEFRATE])
  4056. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  4057. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4058. def >>=1;
  4059. if(sc->data[SC_FREEZE])
  4060. def >>=1;
  4061. if(sc->data[SC_SIGNUMCRUCIS])
  4062. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  4063. if(sc->data[SC_CONCENTRATION])
  4064. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  4065. if(sc->data[SC_SKE])
  4066. def >>=1;
  4067. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  4068. def -= def * sc->data[SC_PROVOKE]->val4/100;
  4069. if(sc->data[SC_STRIPSHIELD])
  4070. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  4071. if (sc->data[SC_FLING])
  4072. def -= def * (sc->data[SC_FLING]->val2)/100;
  4073. if(sc->data[SC_STONEHARDSKIN])// Final DEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
  4074. def += sc->data[SC_STONEHARDSKIN]->val1;
  4075. if( sc->data[SC_FREEZING] )
  4076. def -= def * 10 / 100;
  4077. if( sc->data[SC_MARSHOFABYSS] )
  4078. def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4079. if( sc->data[SC_ANALYZE] )
  4080. def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4081. if( sc->data[SC__BLOODYLUST] )
  4082. def -= def * 55 / 100;
  4083. if( sc->data[SC_FORCEOFVANGUARD] )
  4084. def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4085. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4086. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4087. if(sc->data[SC_EARTHDRIVE])
  4088. def -= def * 25 / 100;
  4089. if( sc->data[SC_GT_CHANGE] )
  4090. def -= def * sc->data[SC_GT_CHANGE]->val3 / 100;
  4091. if( sc->data[SC_ROCK_CRUSHER] )
  4092. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  4093. if( sc->data[SC_POWER_OF_GAIA] )
  4094. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  4095. if( sc->data[SC_PRESTIGE] )
  4096. def += def * sc->data[SC_PRESTIGE]->val1 / 100;
  4097. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4098. def += 50;
  4099. if(sc->data[SC_ODINS_POWER])
  4100. def -= 20;
  4101. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  4102. }
  4103. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  4104. {
  4105. if(!sc || !sc->count)
  4106. #ifdef RENEWAL
  4107. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  4108. #else
  4109. return (short)cap_value(def2,1,SHRT_MAX);
  4110. #endif
  4111. if(sc->data[SC_BERSERK])
  4112. return 0;
  4113. if(sc->data[SC_ETERNALCHAOS])
  4114. return 0;
  4115. if(sc->data[SC_SUN_COMFORT])
  4116. def2 += sc->data[SC_SUN_COMFORT]->val2;
  4117. if(sc->data[SC_ANGELUS])
  4118. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  4119. if(sc->data[SC_CONCENTRATION])
  4120. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  4121. if(sc->data[SC_POISON])
  4122. def2 -= def2 * 25/100;
  4123. if(sc->data[SC_DPOISON])
  4124. def2 -= def2 * 25/100;
  4125. if(sc->data[SC_SKE])
  4126. def2 -= def2 * 50/100;
  4127. if(sc->data[SC_PROVOKE])
  4128. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  4129. if(sc->data[SC_JOINTBEAT])
  4130. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  4131. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  4132. if(sc->data[SC_FLING])
  4133. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  4134. if( sc->data[SC_FREEZING] )
  4135. def2 -= def2 * 3 / 10;
  4136. if(sc->data[SC_ANALYZE])
  4137. def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4138. if( sc->data[SC_ECHOSONG] )
  4139. def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
  4140. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
  4141. def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
  4142. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4143. def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4144. if( sc->data[SC_GT_REVITALIZE] )
  4145. def2 += def2 * ( 50 + 10 * sc->data[SC_GT_REVITALIZE]->val1 ) / 100;
  4146. #ifdef RENEWAL
  4147. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  4148. #else
  4149. return (short)cap_value(def2,1,SHRT_MAX);
  4150. #endif
  4151. }
  4152. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) {
  4153. if(!sc || !sc->count)
  4154. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  4155. if(sc->data[SC_BERSERK])
  4156. return 0;
  4157. if(sc->data[SC_BARRIER])
  4158. return 100;
  4159. #ifndef RENEWAL // no longer provides 90 MDEF in renewal mode
  4160. if(sc->data[SC_STEELBODY])
  4161. return 90;
  4162. #endif
  4163. if(sc->data[SC_ARMORCHANGE])
  4164. mdef += sc->data[SC_ARMORCHANGE]->val3;
  4165. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4166. mdef += 25*mdef/100;
  4167. if(sc->data[SC_FREEZE])
  4168. mdef += 25*mdef/100;
  4169. if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1.
  4170. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  4171. if(sc->data[SC_CONCENTRATION])
  4172. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  4173. if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
  4174. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  4175. if( sc->data[SC_MARSHOFABYSS] )
  4176. mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4177. if(sc->data[SC_ANALYZE])
  4178. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4179. if(sc->data[SC_SYMPHONYOFLOVER])
  4180. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100;
  4181. if(sc->data[SC_GT_CHANGE])
  4182. mdef -= mdef * sc->data[SC_GT_CHANGE]->val3 / 100;
  4183. if(sc->data[SC_WATER_BARRIER])
  4184. mdef += sc->data[SC_WATER_BARRIER]->val2;
  4185. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  4186. mdef += 50;
  4187. if(sc->data[SC_ODINS_POWER])
  4188. mdef -= 20;
  4189. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  4190. }
  4191. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  4192. {
  4193. if(!sc || !sc->count)
  4194. #ifdef RENEWAL
  4195. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  4196. #else
  4197. return (short)cap_value(mdef2,1,SHRT_MAX);
  4198. #endif
  4199. if(sc->data[SC_BERSERK])
  4200. return 0;
  4201. if(sc->data[SC_SKA])
  4202. return 90;
  4203. if(sc->data[SC_MINDBREAKER])
  4204. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  4205. if(sc->data[SC_ANALYZE])
  4206. mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4207. #ifdef RENEWAL
  4208. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  4209. #else
  4210. return (short)cap_value(mdef2,1,SHRT_MAX);
  4211. #endif
  4212. }
  4213. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  4214. {
  4215. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4216. int speed_rate;
  4217. if( sc == NULL )
  4218. return cap_value(speed,10,USHRT_MAX);
  4219. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skillid == LG_EXEEDBREAK) )
  4220. {
  4221. if( sd->ud.skillid == LG_EXEEDBREAK )
  4222. speed_rate = 100 + 60 - (sd->ud.skilllv * 10);
  4223. else
  4224. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  4225. }
  4226. else
  4227. {
  4228. speed_rate = 100;
  4229. //GetMoveHasteValue2()
  4230. {
  4231. int val = 0;
  4232. if( sc->data[SC_FUSION] )
  4233. val = 25;
  4234. else if( sd ) {
  4235. if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON|OPTION_MOUNTING) )
  4236. val = 25;//Same bonus
  4237. else if( pc_isridingwug(sd) )
  4238. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  4239. else if( pc_ismadogear(sd) ) {
  4240. val = (- 10 * (5 - pc_checkskill(sd,NC_MADOLICENCE)));
  4241. if( sc->data[SC_ACCELERATION] )
  4242. val += 25;
  4243. }
  4244. }
  4245. speed_rate -= val;
  4246. }
  4247. //GetMoveSlowValue()
  4248. {
  4249. int val = 0;
  4250. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  4251. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  4252. else
  4253. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  4254. val = sc->data[SC_CHASEWALK]->val3;
  4255. else
  4256. {
  4257. // Longing for Freedom cancels song/dance penalty
  4258. if( sc->data[SC_LONGING] )
  4259. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  4260. else
  4261. if( sd && sc->data[SC_DANCING] )
  4262. 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)) );
  4263. if( sc->data[SC_DECREASEAGI] )
  4264. val = max( val, 25 );
  4265. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  4266. val = max( val, 50 );
  4267. if( sc->data[SC_DONTFORGETME] )
  4268. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  4269. if( sc->data[SC_CURSE] )
  4270. val = max( val, 300 );
  4271. if( sc->data[SC_CHASEWALK] )
  4272. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  4273. if( sc->data[SC_WEDDING] )
  4274. val = max( val, 100 );
  4275. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  4276. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  4277. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  4278. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  4279. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  4280. val = max( val, 75 );
  4281. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  4282. val = max( val, 100 );
  4283. if( sc->data[SC_GATLINGFEVER] )
  4284. val = max( val, 100 );
  4285. if( sc->data[SC_SUITON] )
  4286. val = max( val, sc->data[SC_SUITON]->val3 );
  4287. if( sc->data[SC_SWOO] )
  4288. val = max( val, 300 );
  4289. if( sc->data[SC_FREEZING] )
  4290. val = max( val, 70 );
  4291. if( sc->data[SC_MARSHOFABYSS] )
  4292. val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
  4293. if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
  4294. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 300 : 25 * (6 - sc->data[SC_CAMOUFLAGE]->val1) );
  4295. if( sc->data[SC__GROOMY] )
  4296. val = max( val, sc->data[SC__GROOMY]->val2);
  4297. if( sc->data[SC_STEALTHFIELD_MASTER] )
  4298. val = max( val, 30 );
  4299. if( sc->data[SC_BANDING_DEFENCE] )
  4300. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
  4301. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  4302. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  4303. if( sc->data[SC_POWER_OF_GAIA] )
  4304. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  4305. if( sc->data[SC_MELON_BOMB] )
  4306. val = max( val, sc->data[SC_MELON_BOMB]->val1 );
  4307. if( sd && sd->speed_rate + sd->speed_add_rate > 0 ) // permanent item-based speedup
  4308. val = max( val, sd->speed_rate + sd->speed_add_rate );
  4309. }
  4310. speed_rate += val;
  4311. }
  4312. //GetMoveHasteValue1()
  4313. {
  4314. int val = 0;
  4315. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  4316. val = max( val, 50 );
  4317. if( sc->data[SC_INCREASEAGI] )
  4318. val = max( val, 25 );
  4319. if( sc->data[SC_WINDWALK] )
  4320. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  4321. if( sc->data[SC_CARTBOOST] )
  4322. val = max( val, 20 );
  4323. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  4324. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  4325. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  4326. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  4327. if( sc->data[SC_BERSERK] )
  4328. val = max( val, 25 );
  4329. if( sc->data[SC_RUN] )
  4330. val = max( val, 55 );
  4331. if( sc->data[SC_AVOID] )
  4332. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  4333. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  4334. val = max( val, 75 );
  4335. if( sc->data[SC_CLOAKINGEXCEED] )
  4336. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  4337. if( sc->data[SC_HOVERING] )
  4338. val = max( val, 10 );
  4339. if( sc->data[SC_GN_CARTBOOST] )
  4340. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  4341. if( sc->data[SC_GT_REVITALIZE] )
  4342. val = max( val, sc->data[SC_GT_REVITALIZE]->val2 );
  4343. if( sc->data[SC_SWINGDANCE] )
  4344. val = max( val, sc->data[SC_SWINGDANCE]->val2 );
  4345. if( sc->data[SC_GT_REVITALIZE] )
  4346. val = max( val, sc->data[SC_GT_REVITALIZE]->val2 );
  4347. if( sc->data[SC_WIND_STEP_OPTION] )
  4348. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  4349. //FIXME: official items use a single bonus for this [ultramage]
  4350. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  4351. val = max( val, 25 );
  4352. if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup
  4353. val = max( val, -(sd->speed_rate + sd->speed_add_rate) );
  4354. speed_rate -= val;
  4355. }
  4356. if( speed_rate < 40 )
  4357. speed_rate = 40;
  4358. }
  4359. //GetSpeed()
  4360. {
  4361. if( sd && pc_iscarton(sd) )
  4362. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  4363. if( sc->data[SC_PARALYSE] )
  4364. speed += speed * 50 / 100;
  4365. if( speed_rate != 100 )
  4366. speed = speed * speed_rate / 100;
  4367. if( sc->data[SC_STEELBODY] )
  4368. speed = 200;
  4369. if( sc->data[SC_DEFENDER] )
  4370. speed = max(speed, 200);
  4371. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  4372. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  4373. }
  4374. return (short)cap_value(speed,10,USHRT_MAX);
  4375. }
  4376. /// Calculates an object's ASPD modifier (alters the base amotion value).
  4377. /// Note that the scale of aspd_rate is 1000 = 100%.
  4378. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  4379. {
  4380. #ifndef RENEWAL
  4381. int i;
  4382. #endif
  4383. if(!sc || !sc->count)
  4384. return cap_value(aspd_rate,0,SHRT_MAX);
  4385. if( !sc->data[SC_QUAGMIRE] ){
  4386. int max = 0;
  4387. if(sc->data[SC_STAR_COMFORT])
  4388. max = sc->data[SC_STAR_COMFORT]->val2;
  4389. #ifndef RENEWAL
  4390. if(sc->data[SC_TWOHANDQUICKEN] &&
  4391. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  4392. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  4393. #endif
  4394. if(sc->data[SC_ONEHAND] &&
  4395. max < sc->data[SC_ONEHAND]->val2)
  4396. max = sc->data[SC_ONEHAND]->val2;
  4397. if(sc->data[SC_MERC_QUICKEN] &&
  4398. max < sc->data[SC_MERC_QUICKEN]->val2)
  4399. max = sc->data[SC_MERC_QUICKEN]->val2;
  4400. if(sc->data[SC_ADRENALINE2] &&
  4401. max < sc->data[SC_ADRENALINE2]->val3)
  4402. max = sc->data[SC_ADRENALINE2]->val3;
  4403. #ifndef RENEWAL
  4404. if(sc->data[SC_ADRENALINE] &&
  4405. max < sc->data[SC_ADRENALINE]->val3)
  4406. max = sc->data[SC_ADRENALINE]->val3;
  4407. if(sc->data[SC_SPEARQUICKEN] &&
  4408. max < sc->data[SC_SPEARQUICKEN]->val2)
  4409. max = sc->data[SC_SPEARQUICKEN]->val2;
  4410. #endif
  4411. if(sc->data[SC_GATLINGFEVER] &&
  4412. max < sc->data[SC_GATLINGFEVER]->val2)
  4413. max = sc->data[SC_GATLINGFEVER]->val2;
  4414. if(sc->data[SC_FLEET] &&
  4415. max < sc->data[SC_FLEET]->val2)
  4416. max = sc->data[SC_FLEET]->val2;
  4417. if(sc->data[SC_ASSNCROS] &&
  4418. max < sc->data[SC_ASSNCROS]->val2)
  4419. {
  4420. if (bl->type!=BL_PC)
  4421. max = sc->data[SC_ASSNCROS]->val2;
  4422. else
  4423. switch(((TBL_PC*)bl)->status.weapon)
  4424. {
  4425. case W_BOW:
  4426. case W_REVOLVER:
  4427. case W_RIFLE:
  4428. case W_GATLING:
  4429. case W_SHOTGUN:
  4430. case W_GRENADE:
  4431. break;
  4432. default:
  4433. max = sc->data[SC_ASSNCROS]->val2;
  4434. }
  4435. }
  4436. aspd_rate -= max;
  4437. //These stack with the rest of bonuses.
  4438. #ifndef RENEWAL
  4439. if(sc->data[SC_BERSERK])
  4440. aspd_rate -= 300;
  4441. else
  4442. #endif
  4443. if(sc->data[SC_MADNESSCANCEL])
  4444. aspd_rate -= 200;
  4445. }
  4446. #ifndef RENEWAL // non-renewal variable ASPD improvement
  4447. if( sc->data[i=SC_ASPDPOTION3] ||
  4448. sc->data[i=SC_ASPDPOTION2] ||
  4449. sc->data[i=SC_ASPDPOTION1] ||
  4450. sc->data[i=SC_ASPDPOTION0] )
  4451. aspd_rate -= sc->data[i]->val2;
  4452. #endif
  4453. if(sc->data[SC_DONTFORGETME])
  4454. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  4455. if(sc->data[SC_LONGING])
  4456. aspd_rate += sc->data[SC_LONGING]->val2;
  4457. if(sc->data[SC_STEELBODY])
  4458. aspd_rate += 250;
  4459. if(sc->data[SC_SKA])
  4460. aspd_rate += 250;
  4461. if(sc->data[SC_DEFENDER])
  4462. aspd_rate += sc->data[SC_DEFENDER]->val4;
  4463. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  4464. aspd_rate += 250;
  4465. if(sc->data[SC_GRAVITATION])
  4466. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  4467. if(sc->data[SC_JOINTBEAT]) {
  4468. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  4469. aspd_rate += 250;
  4470. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  4471. aspd_rate += 100;
  4472. }
  4473. if( sc->data[SC_FREEZING] )
  4474. aspd_rate += 300;
  4475. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  4476. aspd_rate += 500;
  4477. if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
  4478. aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  4479. if( sc->data[SC_PARALYSE] )
  4480. aspd_rate += 100;
  4481. if( sc->data[SC__BODYPAINT] )
  4482. aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1;
  4483. if( sc->data[SC__INVISIBILITY] )
  4484. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
  4485. if( sc->data[SC__GROOMY] )
  4486. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  4487. if( sc->data[SC_SWINGDANCE] )
  4488. aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
  4489. if( sc->data[SC_DANCEWITHWUG] )
  4490. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  4491. if( sc->data[SC_GLOOMYDAY] )
  4492. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  4493. if( sc->data[SC_EARTHDRIVE] )
  4494. aspd_rate += 250;
  4495. /*As far I tested the skill there is no ASPD addition is applied. [Jobbie] */
  4496. //if( sc->data[SC_RAISINGDRAGON] )
  4497. // aspd_rate -= 100; //FIXME: Need official ASPD bonus of this status. [Jobbie]
  4498. if( sc->data[SC_GT_CHANGE] )
  4499. aspd_rate -= (sc->data[SC_GT_CHANGE]->val2/200) * 10;
  4500. if( sc->data[SC_GT_REVITALIZE] )
  4501. aspd_rate -= sc->data[SC_GT_REVITALIZE]->val2 * 10;
  4502. if( sc->data[SC_MELON_BOMB] )
  4503. aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
  4504. if( sc->data[SC_BOOST500] )
  4505. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  4506. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  4507. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  4508. if( sc->data[SC_INCASPDRATE] )
  4509. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  4510. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  4511. }
  4512. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  4513. {
  4514. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  4515. return cap_value(dmotion,0,USHRT_MAX);
  4516. /**
  4517. * It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  4518. **/
  4519. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
  4520. return 0;
  4521. if( sc->data[SC_CONCENTRATION] )
  4522. return 0;
  4523. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  4524. return 0;
  4525. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  4526. }
  4527. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  4528. {
  4529. if(!sc || !sc->count)
  4530. return cap_value(maxhp,1,UINT_MAX);
  4531. if(sc->data[SC_INCMHPRATE])
  4532. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  4533. if(sc->data[SC_APPLEIDUN])
  4534. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  4535. if(sc->data[SC_DELUGE])
  4536. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  4537. if(sc->data[SC_BERSERK])
  4538. maxhp += maxhp * 2;
  4539. if(sc->data[SC_MARIONETTE])
  4540. maxhp -= 1000;
  4541. if(sc->data[SC_MERC_HPUP])
  4542. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  4543. if(sc->data[SC_EPICLESIS])
  4544. maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
  4545. if(sc->data[SC_VENOMBLEED])
  4546. maxhp -= maxhp * 15 / 100;
  4547. if(sc->data[SC__WEAKNESS])
  4548. maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
  4549. if(sc->data[SC_LERADSDEW])
  4550. maxhp += maxhp * sc->data[SC_LERADSDEW]->val3 / 100;
  4551. if(sc->data[SC_FORCEOFVANGUARD])
  4552. maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4553. if(sc->data[SC_INSPIRATION]) //Custom value.
  4554. maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
  4555. if(sc->data[SC_RAISINGDRAGON])
  4556. maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  4557. if(sc->data[SC_GT_CHANGE])
  4558. maxhp -= maxhp * (2 * sc->data[SC_GT_CHANGE]->val1) / 100;
  4559. if(sc->data[SC_GT_REVITALIZE])
  4560. maxhp += maxhp * (3 * sc->data[SC_GT_REVITALIZE]->val1) / 100;
  4561. if(sc->data[SC_MUSTLE_M])
  4562. maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
  4563. if(sc->data[SC_SOLID_SKIN_OPTION])
  4564. maxhp += 2000;// Fix amount.
  4565. if(sc->data[SC_POWER_OF_GAIA])
  4566. maxhp += 3000;
  4567. if(sc->data[SC_MYSTERIOUS_POWDER])
  4568. maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
  4569. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4570. maxhp += 500;
  4571. return cap_value(maxhp,1,UINT_MAX);
  4572. }
  4573. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  4574. {
  4575. if(!sc || !sc->count)
  4576. return cap_value(maxsp,1,UINT_MAX);
  4577. if(sc->data[SC_INCMSPRATE])
  4578. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  4579. if(sc->data[SC_SERVICE4U])
  4580. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  4581. if(sc->data[SC_MERC_SPUP])
  4582. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  4583. if(sc->data[SC_RAISINGDRAGON])
  4584. maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  4585. if(sc->data[SC_LIFE_FORCE_F])
  4586. maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
  4587. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  4588. maxsp += 50;
  4589. return cap_value(maxsp,1,UINT_MAX);
  4590. }
  4591. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  4592. {
  4593. if(!sc || !sc->count)
  4594. return element;
  4595. if(sc->data[SC_FREEZE])
  4596. return ELE_WATER;
  4597. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4598. return ELE_EARTH;
  4599. if(sc->data[SC_BENEDICTIO])
  4600. return ELE_HOLY;
  4601. if(sc->data[SC_CHANGEUNDEAD])
  4602. return ELE_UNDEAD;
  4603. if(sc->data[SC_ELEMENTALCHANGE])
  4604. return sc->data[SC_ELEMENTALCHANGE]->val2;
  4605. if(sc->data[SC_SHAPESHIFT])
  4606. return sc->data[SC_SHAPESHIFT]->val2;
  4607. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  4608. }
  4609. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  4610. {
  4611. if(!sc || !sc->count)
  4612. return lv;
  4613. if(sc->data[SC_FREEZE])
  4614. return 1;
  4615. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4616. return 1;
  4617. if(sc->data[SC_BENEDICTIO])
  4618. return 1;
  4619. if(sc->data[SC_CHANGEUNDEAD])
  4620. return 1;
  4621. if(sc->data[SC_ELEMENTALCHANGE])
  4622. return sc->data[SC_ELEMENTALCHANGE]->val1;
  4623. if(sc->data[SC_SHAPESHIFT])
  4624. return 1;
  4625. if(sc->data[SC__INVISIBILITY])
  4626. return 1;
  4627. return (unsigned char)cap_value(lv,1,4);
  4628. }
  4629. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  4630. {
  4631. if(!sc || !sc->count)
  4632. return element;
  4633. if(sc->data[SC_ENCHANTARMS])
  4634. return sc->data[SC_ENCHANTARMS]->val2;
  4635. if(sc->data[SC_WATERWEAPON]
  4636. || sc->data[SC_TIDAL_WEAPON_OPTION]
  4637. || sc->data[SC_TIDAL_WEAPON]
  4638. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  4639. return ELE_WATER;
  4640. if(sc->data[SC_EARTHWEAPON] || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  4641. return ELE_EARTH;
  4642. if(sc->data[SC_FIREWEAPON] || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  4643. return ELE_FIRE;
  4644. if(sc->data[SC_WINDWEAPON] || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  4645. return ELE_WIND;
  4646. if(sc->data[SC_EARTHWEAPON])
  4647. return ELE_EARTH;
  4648. if(sc->data[SC_FIREWEAPON])
  4649. return ELE_FIRE;
  4650. if(sc->data[SC_WINDWEAPON])
  4651. return ELE_WIND;
  4652. if(sc->data[SC_ENCPOISON])
  4653. return ELE_POISON;
  4654. if(sc->data[SC_ASPERSIO])
  4655. return ELE_HOLY;
  4656. if(sc->data[SC_SHADOWWEAPON])
  4657. return ELE_DARK;
  4658. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  4659. return ELE_GHOST;
  4660. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  4661. return ELE_WATER;
  4662. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  4663. }
  4664. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  4665. {
  4666. if(!sc || !sc->count)
  4667. return mode;
  4668. if(sc->data[SC_MODECHANGE]) {
  4669. if (sc->data[SC_MODECHANGE]->val2)
  4670. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  4671. if (sc->data[SC_MODECHANGE]->val3)
  4672. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  4673. if (sc->data[SC_MODECHANGE]->val4)
  4674. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  4675. }
  4676. return cap_value(mode,0,USHRT_MAX);
  4677. }
  4678. const char* status_get_name(struct block_list *bl) {
  4679. nullpo_ret(bl);
  4680. switch (bl->type) {
  4681. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  4682. case BL_MOB: return ((TBL_MOB*)bl)->name;
  4683. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  4684. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  4685. case BL_NPC: return ((TBL_NPC*)bl)->name;
  4686. }
  4687. return "Unknown";
  4688. }
  4689. /*==========================================
  4690. * 対象のClassを返す(汎用)
  4691. * 戻りは整数で0以上
  4692. *------------------------------------------*/
  4693. int status_get_class(struct block_list *bl) {
  4694. nullpo_ret(bl);
  4695. switch( bl->type ) {
  4696. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  4697. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  4698. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  4699. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  4700. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  4701. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  4702. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  4703. }
  4704. return 0;
  4705. }
  4706. /*==========================================
  4707. * 対象のレベルを返す(汎用)
  4708. * 戻りは整数で0以上
  4709. *------------------------------------------*/
  4710. int status_get_lv(struct block_list *bl) {
  4711. nullpo_ret(bl);
  4712. switch (bl->type) {
  4713. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  4714. case BL_MOB: return ((TBL_MOB*)bl)->level;
  4715. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  4716. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  4717. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  4718. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  4719. }
  4720. return 1;
  4721. }
  4722. struct regen_data *status_get_regen_data(struct block_list *bl)
  4723. {
  4724. nullpo_retr(NULL, bl);
  4725. switch (bl->type) {
  4726. case BL_PC: return &((TBL_PC*)bl)->regen;
  4727. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  4728. case BL_MER: return &((TBL_MER*)bl)->regen;
  4729. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  4730. default:
  4731. return NULL;
  4732. }
  4733. }
  4734. struct status_data *status_get_status_data(struct block_list *bl)
  4735. {
  4736. nullpo_retr(&dummy_status, bl);
  4737. switch (bl->type) {
  4738. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  4739. case BL_MOB: return &((TBL_MOB*)bl)->status;
  4740. case BL_PET: return &((TBL_PET*)bl)->status;
  4741. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  4742. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  4743. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  4744. default:
  4745. return &dummy_status;
  4746. }
  4747. }
  4748. struct status_data *status_get_base_status(struct block_list *bl)
  4749. {
  4750. nullpo_retr(NULL, bl);
  4751. switch (bl->type) {
  4752. case BL_PC: return &((TBL_PC*)bl)->base_status;
  4753. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  4754. case BL_PET: return &((TBL_PET*)bl)->db->status;
  4755. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  4756. case BL_MER: return &((TBL_MER*)bl)->base_status;
  4757. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  4758. default:
  4759. return NULL;
  4760. }
  4761. }
  4762. defType status_get_def(struct block_list *bl) {
  4763. struct unit_data *ud;
  4764. struct status_data *status = status_get_status_data(bl);
  4765. int def = status?status->def:0;
  4766. ud = unit_bl2ud(bl);
  4767. if (ud && ud->skilltimer != INVALID_TIMER)
  4768. def -= def * skill_get_castdef(ud->skillid)/100;
  4769. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  4770. }
  4771. unsigned short status_get_speed(struct block_list *bl)
  4772. {
  4773. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  4774. return ((struct npc_data *)bl)->speed;
  4775. return status_get_status_data(bl)->speed;
  4776. }
  4777. int status_get_party_id(struct block_list *bl) {
  4778. nullpo_ret(bl);
  4779. switch (bl->type) {
  4780. case BL_PC:
  4781. return ((TBL_PC*)bl)->status.party_id;
  4782. case BL_PET:
  4783. if (((TBL_PET*)bl)->msd)
  4784. return ((TBL_PET*)bl)->msd->status.party_id;
  4785. break;
  4786. case BL_MOB: {
  4787. struct mob_data *md=(TBL_MOB*)bl;
  4788. if( md->master_id > 0 ) {
  4789. struct map_session_data *msd;
  4790. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  4791. return msd->status.party_id;
  4792. return -md->master_id;
  4793. }
  4794. }
  4795. break;
  4796. case BL_HOM:
  4797. if (((TBL_HOM*)bl)->master)
  4798. return ((TBL_HOM*)bl)->master->status.party_id;
  4799. break;
  4800. case BL_MER:
  4801. if (((TBL_MER*)bl)->master)
  4802. return ((TBL_MER*)bl)->master->status.party_id;
  4803. break;
  4804. case BL_SKILL:
  4805. return ((TBL_SKILL*)bl)->group->party_id;
  4806. case BL_ELEM:
  4807. if (((TBL_ELEM*)bl)->master)
  4808. return ((TBL_ELEM*)bl)->master->status.party_id;
  4809. break;
  4810. }
  4811. return 0;
  4812. }
  4813. int status_get_guild_id(struct block_list *bl) {
  4814. nullpo_ret(bl);
  4815. switch (bl->type) {
  4816. case BL_PC:
  4817. return ((TBL_PC*)bl)->status.guild_id;
  4818. case BL_PET:
  4819. if (((TBL_PET*)bl)->msd)
  4820. return ((TBL_PET*)bl)->msd->status.guild_id;
  4821. break;
  4822. case BL_MOB: {
  4823. struct map_session_data *msd;
  4824. struct mob_data *md = (struct mob_data *)bl;
  4825. if (md->guardian_data) //Guardian's guild [Skotlex]
  4826. return md->guardian_data->guild_id;
  4827. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  4828. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  4829. }
  4830. break;
  4831. case BL_HOM:
  4832. if (((TBL_HOM*)bl)->master)
  4833. return ((TBL_HOM*)bl)->master->status.guild_id;
  4834. break;
  4835. case BL_MER:
  4836. if (((TBL_MER*)bl)->master)
  4837. return ((TBL_MER*)bl)->master->status.guild_id;
  4838. break;
  4839. case BL_NPC:
  4840. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  4841. return ((TBL_NPC*)bl)->u.scr.guild_id;
  4842. break;
  4843. case BL_SKILL:
  4844. return ((TBL_SKILL*)bl)->group->guild_id;
  4845. case BL_ELEM:
  4846. if (((TBL_ELEM*)bl)->master)
  4847. return ((TBL_ELEM*)bl)->master->status.guild_id;
  4848. break;
  4849. }
  4850. return 0;
  4851. }
  4852. int status_get_emblem_id(struct block_list *bl) {
  4853. nullpo_ret(bl);
  4854. switch (bl->type) {
  4855. case BL_PC:
  4856. return ((TBL_PC*)bl)->guild_emblem_id;
  4857. case BL_PET:
  4858. if (((TBL_PET*)bl)->msd)
  4859. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  4860. break;
  4861. case BL_MOB: {
  4862. struct map_session_data *msd;
  4863. struct mob_data *md = (struct mob_data *)bl;
  4864. if (md->guardian_data) //Guardian's guild [Skotlex]
  4865. return md->guardian_data->emblem_id;
  4866. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  4867. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  4868. }
  4869. break;
  4870. case BL_HOM:
  4871. if (((TBL_HOM*)bl)->master)
  4872. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  4873. break;
  4874. case BL_MER:
  4875. if (((TBL_MER*)bl)->master)
  4876. return ((TBL_MER*)bl)->master->guild_emblem_id;
  4877. break;
  4878. case BL_NPC:
  4879. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  4880. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  4881. if (g)
  4882. return g->emblem_id;
  4883. }
  4884. break;
  4885. case BL_ELEM:
  4886. if (((TBL_ELEM*)bl)->master)
  4887. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  4888. break;
  4889. }
  4890. return 0;
  4891. }
  4892. int status_get_mexp(struct block_list *bl)
  4893. {
  4894. nullpo_ret(bl);
  4895. if(bl->type==BL_MOB)
  4896. return ((struct mob_data *)bl)->db->mexp;
  4897. if(bl->type==BL_PET)
  4898. return ((struct pet_data *)bl)->db->mexp;
  4899. return 0;
  4900. }
  4901. int status_get_race2(struct block_list *bl)
  4902. {
  4903. nullpo_ret(bl);
  4904. if(bl->type == BL_MOB)
  4905. return ((struct mob_data *)bl)->db->race2;
  4906. if(bl->type==BL_PET)
  4907. return ((struct pet_data *)bl)->db->race2;
  4908. return 0;
  4909. }
  4910. int status_isdead(struct block_list *bl)
  4911. {
  4912. nullpo_ret(bl);
  4913. return status_get_status_data(bl)->hp == 0;
  4914. }
  4915. int status_isimmune(struct block_list *bl)
  4916. {
  4917. struct status_change *sc =status_get_sc(bl);
  4918. if (sc && sc->data[SC_HERMODE])
  4919. return 100;
  4920. if (bl->type == BL_PC &&
  4921. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  4922. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  4923. return 0;
  4924. }
  4925. struct view_data* status_get_viewdata(struct block_list *bl)
  4926. {
  4927. nullpo_retr(NULL, bl);
  4928. switch (bl->type) {
  4929. case BL_PC: return &((TBL_PC*)bl)->vd;
  4930. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  4931. case BL_PET: return &((TBL_PET*)bl)->vd;
  4932. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  4933. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  4934. case BL_MER: return ((TBL_MER*)bl)->vd;
  4935. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  4936. }
  4937. return NULL;
  4938. }
  4939. void status_set_viewdata(struct block_list *bl, int class_)
  4940. {
  4941. struct view_data* vd;
  4942. nullpo_retv(bl);
  4943. if (mobdb_checkid(class_) || mob_is_clone(class_))
  4944. vd = mob_get_viewdata(class_);
  4945. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  4946. vd = npc_get_viewdata(class_);
  4947. else if (homdb_checkid(class_))
  4948. vd = merc_get_hom_viewdata(class_);
  4949. else if (merc_class(class_))
  4950. vd = merc_get_viewdata(class_);
  4951. else if (elemental_class(class_))
  4952. vd = elemental_get_viewdata(class_);
  4953. else
  4954. vd = NULL;
  4955. switch (bl->type) {
  4956. case BL_PC:
  4957. {
  4958. TBL_PC* sd = (TBL_PC*)bl;
  4959. if (pcdb_checkid(class_)) {
  4960. if (sd->sc.option&OPTION_WEDDING)
  4961. class_ = JOB_WEDDING;
  4962. else if (sd->sc.option&OPTION_SUMMER)
  4963. class_ = JOB_SUMMER;
  4964. else if (sd->sc.option&OPTION_XMAS)
  4965. class_ = JOB_XMAS;
  4966. else if (sd->sc.option&OPTION_RIDING) {
  4967. switch (class_) { //Adapt class to a Mounted one.
  4968. case JOB_KNIGHT:
  4969. class_ = JOB_KNIGHT2;
  4970. break;
  4971. case JOB_CRUSADER:
  4972. class_ = JOB_CRUSADER2;
  4973. break;
  4974. case JOB_LORD_KNIGHT:
  4975. class_ = JOB_LORD_KNIGHT2;
  4976. break;
  4977. case JOB_PALADIN:
  4978. class_ = JOB_PALADIN2;
  4979. break;
  4980. case JOB_BABY_KNIGHT:
  4981. class_ = JOB_BABY_KNIGHT2;
  4982. break;
  4983. case JOB_BABY_CRUSADER:
  4984. class_ = JOB_BABY_CRUSADER2;
  4985. break;
  4986. }
  4987. }
  4988. sd->vd.class_ = class_;
  4989. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  4990. sd->vd.head_top = sd->status.head_top;
  4991. sd->vd.head_mid = sd->status.head_mid;
  4992. sd->vd.head_bottom = sd->status.head_bottom;
  4993. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  4994. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  4995. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  4996. sd->vd.sex = sd->status.sex;
  4997. } else if (vd)
  4998. memcpy(&sd->vd, vd, sizeof(struct view_data));
  4999. else
  5000. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  5001. }
  5002. break;
  5003. case BL_MOB:
  5004. {
  5005. TBL_MOB* md = (TBL_MOB*)bl;
  5006. if (vd)
  5007. md->vd = vd;
  5008. else
  5009. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  5010. }
  5011. break;
  5012. case BL_PET:
  5013. {
  5014. TBL_PET* pd = (TBL_PET*)bl;
  5015. if (vd) {
  5016. memcpy(&pd->vd, vd, sizeof(struct view_data));
  5017. if (!pcdb_checkid(vd->class_)) {
  5018. pd->vd.hair_style = battle_config.pet_hair_style;
  5019. if(pd->pet.equip) {
  5020. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  5021. if (!pd->vd.head_bottom)
  5022. pd->vd.head_bottom = pd->pet.equip;
  5023. }
  5024. }
  5025. } else
  5026. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  5027. }
  5028. break;
  5029. case BL_NPC:
  5030. {
  5031. TBL_NPC* nd = (TBL_NPC*)bl;
  5032. if (vd)
  5033. nd->vd = vd;
  5034. else
  5035. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  5036. }
  5037. break;
  5038. case BL_HOM: //[blackhole89]
  5039. {
  5040. struct homun_data *hd = (struct homun_data*)bl;
  5041. if (vd)
  5042. hd->vd = vd;
  5043. else
  5044. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  5045. }
  5046. break;
  5047. case BL_MER:
  5048. {
  5049. struct mercenary_data *md = (struct mercenary_data*)bl;
  5050. if (vd)
  5051. md->vd = vd;
  5052. else
  5053. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  5054. }
  5055. break;
  5056. case BL_ELEM:
  5057. {
  5058. struct elemental_data *ed = (struct elemental_data*)bl;
  5059. if (vd)
  5060. ed->vd = vd;
  5061. else
  5062. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  5063. }
  5064. break;
  5065. }
  5066. vd = status_get_viewdata(bl);
  5067. if (vd && vd->cloth_color && (
  5068. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  5069. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  5070. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  5071. ))
  5072. vd->cloth_color = 0;
  5073. }
  5074. /// Returns the status_change data of bl or NULL if it doesn't exist.
  5075. struct status_change *status_get_sc(struct block_list *bl) {
  5076. if( bl )
  5077. switch (bl->type) {
  5078. case BL_PC: return &((TBL_PC*)bl)->sc;
  5079. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  5080. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  5081. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  5082. case BL_MER: return &((TBL_MER*)bl)->sc;
  5083. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  5084. }
  5085. return NULL;
  5086. }
  5087. void status_change_init(struct block_list *bl)
  5088. {
  5089. struct status_change *sc = status_get_sc(bl);
  5090. nullpo_retv(sc);
  5091. memset(sc, 0, sizeof (struct status_change));
  5092. }
  5093. //Applies SC defense to a given status change.
  5094. //Returns the adjusted duration based on flag values.
  5095. //the flag values are the same as in status_change_start.
  5096. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  5097. {
  5098. int sc_def = 0, tick_def = 0;
  5099. struct status_data* status;
  5100. struct status_change* sc;
  5101. struct map_session_data *sd;
  5102. nullpo_ret(bl);
  5103. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  5104. if (status_isimmune(bl))
  5105. switch (type) {
  5106. case SC_DECREASEAGI:
  5107. case SC_SILENCE:
  5108. case SC_COMA:
  5109. case SC_INCREASEAGI:
  5110. case SC_BLESSING:
  5111. case SC_SLOWPOISON:
  5112. case SC_IMPOSITIO:
  5113. case SC_AETERNA:
  5114. case SC_SUFFRAGIUM:
  5115. case SC_BENEDICTIO:
  5116. case SC_PROVIDENCE:
  5117. case SC_KYRIE:
  5118. case SC_ASSUMPTIO:
  5119. case SC_ANGELUS:
  5120. case SC_MAGNIFICAT:
  5121. case SC_GLORIA:
  5122. case SC_WINDWALK:
  5123. case SC_MAGICROD:
  5124. case SC_HALLUCINATION:
  5125. case SC_STONE:
  5126. case SC_QUAGMIRE:
  5127. case SC_SUITON:
  5128. case SC_SWINGDANCE:
  5129. case SC__ENERVATION:
  5130. case SC__GROOMY:
  5131. case SC__IGNORANCE:
  5132. case SC__LAZINESS:
  5133. case SC__UNLUCKY:
  5134. case SC__WEAKNESS:
  5135. return 0;
  5136. }
  5137. sd = BL_CAST(BL_PC,bl);
  5138. status = status_get_status_data(bl);
  5139. sc = status_get_sc(bl);
  5140. if( sc && !sc->count )
  5141. sc = NULL;
  5142. switch (type) {
  5143. case SC_STUN:
  5144. case SC_POISON:
  5145. if( sc && sc->data[SC__UNLUCKY] )
  5146. return tick;
  5147. case SC_DPOISON:
  5148. case SC_SILENCE:
  5149. case SC_BLEEDING:
  5150. sc_def = 3 +status->vit;
  5151. break;
  5152. case SC_SLEEP:
  5153. sc_def = 3 +status->int_;
  5154. break;
  5155. case SC_DEEPSLEEP:
  5156. tick_def = status->int_ / 10 + status_get_lv(bl) * 65 / 1000; // Seems to be -1 sec every 10 int and -5% chance every 10 int.
  5157. sc_def = 5 * status->int_ /10;
  5158. break;
  5159. case SC_DECREASEAGI:
  5160. case SC_ADORAMUS://Arch Bishop
  5161. if (sd) tick>>=1; //Half duration for players.
  5162. case SC_STONE:
  5163. case SC_FREEZE:
  5164. sc_def = 3 +status->mdef;
  5165. break;
  5166. case SC_CURSE:
  5167. //Special property: inmunity when luk is greater than level or zero
  5168. if (status->luk > status_get_lv(bl) || status->luk == 0)
  5169. return 0;
  5170. else
  5171. sc_def = 3 +status->luk;
  5172. tick_def = status->vit;
  5173. break;
  5174. case SC_BLIND:
  5175. if( sc && sc->data[SC__UNLUCKY] )
  5176. return tick;
  5177. sc_def = 3 +(status->vit + status->int_)/2;
  5178. break;
  5179. case SC_CONFUSION:
  5180. sc_def = 3 +(status->str + status->int_)/2;
  5181. break;
  5182. case SC_ANKLE:
  5183. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  5184. tick /= 5;
  5185. sc_def = status->agi / 2;
  5186. break;
  5187. case SC_MAGICMIRROR:
  5188. case SC_ARMORCHANGE:
  5189. if (sd) //Duration greatly reduced for players.
  5190. tick /= 15;
  5191. //No defense against it (buff).
  5192. case SC_WHITEIMPRISON:
  5193. rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate
  5194. //tick_def = (int)floor(log10(status_get_lv(bl)) * 10.);
  5195. break;
  5196. case SC_BURNING:
  5197. // From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583
  5198. tick -= 50*status->luk + 60*status->int_ + 170*status->vit;
  5199. tick = max(tick,10000); // Minimum Duration 10s.
  5200. break;
  5201. case SC_FREEZING:
  5202. tick -= 1000 * ((status->vit + status->dex) / 20);
  5203. tick = max(tick,10000); // Minimum Duration 10s.
  5204. break;
  5205. case SC_OBLIVIONCURSE:
  5206. sc_def = status->int_*4/5; //FIXME: info said this is the formula of status chance. Check again pls. [Jobbie]
  5207. break;
  5208. case SC_ELECTRICSHOCKER:
  5209. case SC_BITE: {
  5210. if( bl->type == BL_MOB )
  5211. tick -= 1000 * (status->agi/10);
  5212. if( sd && type != SC_ELECTRICSHOCKER )
  5213. tick >>= 1;
  5214. }
  5215. break;
  5216. case SC_CRYSTALIZE:
  5217. tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50);
  5218. break;
  5219. case SC_VACUUM_EXTREME:
  5220. tick -= 50*status->str;
  5221. break;
  5222. default:
  5223. //Effect that cannot be reduced? Likely a buff.
  5224. if (!(rnd()%10000 < rate))
  5225. return 0;
  5226. return tick?tick:1;
  5227. }
  5228. if (sd) {
  5229. if (battle_config.pc_sc_def_rate != 100)
  5230. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  5231. if (sc_def < battle_config.pc_max_sc_def)
  5232. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  5233. status->luk/battle_config.pc_luk_sc_def;
  5234. else
  5235. sc_def = battle_config.pc_max_sc_def;
  5236. if (tick_def) {
  5237. if (battle_config.pc_sc_def_rate != 100)
  5238. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  5239. }
  5240. } else {
  5241. if (battle_config.mob_sc_def_rate != 100)
  5242. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  5243. if (sc_def < battle_config.mob_max_sc_def)
  5244. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  5245. status->luk/battle_config.mob_luk_sc_def;
  5246. else
  5247. sc_def = battle_config.mob_max_sc_def;
  5248. if (tick_def) {
  5249. if (battle_config.mob_sc_def_rate != 100)
  5250. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  5251. }
  5252. }
  5253. if (sc) {
  5254. if (sc->data[SC_SCRESIST])
  5255. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  5256. else if (sc->data[SC_SIEGFRIED])
  5257. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  5258. }
  5259. //When no tick def, reduction is the same for both.
  5260. if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish]
  5261. tick_def = sc_def;
  5262. //Natural resistance
  5263. if (!(flag&8)) {
  5264. rate -= rate*sc_def/100;
  5265. //Item resistance (only applies to rate%)
  5266. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  5267. {
  5268. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  5269. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  5270. if( sd->sc.data[SC_COMMONSC_RESIST] )
  5271. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  5272. }
  5273. }
  5274. if (!(rnd()%10000 < rate))
  5275. return 0;
  5276. //Why would a status start with no duration? Presume it has
  5277. //duration defined elsewhere.
  5278. if (!tick) return 1;
  5279. //Rate reduction
  5280. if (flag&2)
  5281. return tick;
  5282. tick -= tick*tick_def/100;
  5283. // Changed to 5 seconds according to recent tests [Playtester]
  5284. if (type == SC_ANKLE && tick < 5000)
  5285. tick = 5000;
  5286. return tick<=0?0:tick;
  5287. }
  5288. /*==========================================
  5289. * Starts a status change.
  5290. * 'type' = type, 'val1~4' depend on the type.
  5291. * 'rate' = base success rate. 10000 = 100%
  5292. * 'tick' is base duration
  5293. * 'flag':
  5294. * &1: Cannot be avoided (it has to start)
  5295. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  5296. * &4: sc_data loaded, no value has to be altered.
  5297. * &8: rate should not be reduced
  5298. *------------------------------------------*/
  5299. int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  5300. {
  5301. struct map_session_data *sd = NULL;
  5302. struct status_change* sc;
  5303. struct status_change_entry* sce;
  5304. struct status_data *status;
  5305. struct view_data *vd;
  5306. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  5307. nullpo_ret(bl);
  5308. sc = status_get_sc(bl);
  5309. status = status_get_status_data(bl);
  5310. if( type <= SC_NONE || type >= SC_MAX )
  5311. {
  5312. ShowError("status_change_start: invalid status change (%d)!\n", type);
  5313. return 0;
  5314. }
  5315. if( !sc )
  5316. return 0; //Unable to receive status changes
  5317. if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
  5318. return 0;
  5319. if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA )
  5320. {
  5321. struct mob_data *md = BL_CAST(BL_MOB,bl);
  5322. if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) )
  5323. return 0; //Emperium/BG Monsters can't be afflicted by status changes
  5324. }
  5325. if( sc->data[SC_REFRESH] ) {
  5326. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  5327. return 0; // Immune to status ailements
  5328. switch( type ) {
  5329. case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
  5330. case SC_DECREASEAGI:
  5331. case SC_BURNING:
  5332. case SC_FREEZING:
  5333. //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
  5334. case SC_MARSHOFABYSS:
  5335. case SC_TOXIN:
  5336. case SC_PARALYSE:
  5337. case SC_VENOMBLEED:
  5338. case SC_MAGICMUSHROOM:
  5339. case SC_DEATHHURT:
  5340. case SC_PYREXIA:
  5341. case SC_OBLIVIONCURSE:
  5342. //case SC_LEECHESEND://Need confirm. If it protects against nearly every Guillotine poison, it should work on this too right? [Rytech]
  5343. case SC_CRYSTALIZE:
  5344. case SC_DEEPSLEEP:
  5345. case SC_MANDRAGORA:
  5346. return 0;
  5347. }
  5348. }
  5349. else if( sc->data[SC_INSPIRATION] ) {
  5350. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  5351. return 0; // Immune to status ailements
  5352. switch( type ) {
  5353. case SC_DEEPSLEEP:
  5354. case SC_SATURDAYNIGHTFEVER:
  5355. case SC_PYREXIA:
  5356. case SC_DEATHHURT:
  5357. case SC_MAGICMUSHROOM:
  5358. case SC_VENOMBLEED:
  5359. case SC_TOXIN:
  5360. case SC_OBLIVIONCURSE:
  5361. case SC_LEECHESEND:
  5362. case SC__ENERVATION:
  5363. case SC__GROOMY:
  5364. case SC__LAZINESS:
  5365. case SC__UNLUCKY:
  5366. case SC__WEAKNESS:
  5367. case SC__BODYPAINT:
  5368. case SC__IGNORANCE:
  5369. return 0;
  5370. }
  5371. }
  5372. sd = BL_CAST(BL_PC, bl);
  5373. //Adjust tick according to status resistances
  5374. if( !(flag&(1|4)) )
  5375. {
  5376. tick = status_get_sc_def(bl, type, rate, tick, flag);
  5377. if( !tick ) return 0;
  5378. }
  5379. undead_flag = battle_check_undead(status->race,status->def_ele);
  5380. //Check for inmunities / sc fails
  5381. switch (type) {
  5382. case SC_STONE:
  5383. if(sc->data[SC_POWER_OF_GAIA])
  5384. return 0;
  5385. case SC_FREEZE:
  5386. //Undead are immune to Freeze/Stone
  5387. if (undead_flag && !(flag&1))
  5388. return 0;
  5389. case SC_DEEPSLEEP:
  5390. case SC_SLEEP:
  5391. case SC_STUN:
  5392. case SC_FREEZING:
  5393. if (sc->opt1)
  5394. return 0; //Cannot override other opt1 status changes. [Skotlex]
  5395. if((type == SC_FREEZE || type == SC_FREEZING) && sc->data[SC_WARMER])
  5396. return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  5397. break;
  5398. case SC_BURNING:
  5399. if(sc->opt1 || sc->data[SC_FREEZING])
  5400. return 0;
  5401. break;
  5402. case SC_SIGNUMCRUCIS:
  5403. //Only affects demons and undead element (but not players)
  5404. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5405. return 0;
  5406. break;
  5407. case SC_AETERNA:
  5408. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  5409. return 0;
  5410. break;
  5411. case SC_KYRIE:
  5412. if (bl->type == BL_MOB)
  5413. return 0;
  5414. break;
  5415. case SC_OVERTHRUST:
  5416. if (sc->data[SC_MAXOVERTHRUST])
  5417. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  5418. case SC_MAXOVERTHRUST:
  5419. if( sc->option&OPTION_MADOGEAR )
  5420. return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  5421. break;
  5422. case SC_ADRENALINE:
  5423. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  5424. return 0;
  5425. if (sc->data[SC_QUAGMIRE] ||
  5426. sc->data[SC_DECREASEAGI] ||
  5427. sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
  5428. )
  5429. return 0;
  5430. break;
  5431. case SC_ADRENALINE2:
  5432. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  5433. return 0;
  5434. if (sc->data[SC_QUAGMIRE] ||
  5435. sc->data[SC_DECREASEAGI]
  5436. )
  5437. return 0;
  5438. break;
  5439. case SC_MAGNIFICAT:
  5440. if( sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
  5441. return 0;
  5442. break;
  5443. case SC_ONEHAND:
  5444. case SC_MERC_QUICKEN:
  5445. case SC_TWOHANDQUICKEN:
  5446. if(sc->data[SC_DECREASEAGI])
  5447. return 0;
  5448. case SC_INCREASEAGI:
  5449. if(sd && pc_issit(sd)){
  5450. pc_setstand(sd);
  5451. clif_status_load(&sd->bl,SI_SIT,0);
  5452. }
  5453. case SC_CONCENTRATE:
  5454. case SC_SPEARQUICKEN:
  5455. case SC_TRUESIGHT:
  5456. case SC_WINDWALK:
  5457. case SC_CARTBOOST:
  5458. case SC_ASSNCROS:
  5459. if (sc->data[SC_QUAGMIRE])
  5460. return 0;
  5461. if(sc->option&OPTION_MADOGEAR)
  5462. return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
  5463. break;
  5464. case SC_CLOAKING:
  5465. //Avoid cloaking with no wall and low skill level. [Skotlex]
  5466. //Due to the cloaking card, we have to check the wall versus to known
  5467. //skill level rather than the used one. [Skotlex]
  5468. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  5469. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  5470. return 0;
  5471. break;
  5472. case SC_MODECHANGE:
  5473. {
  5474. int mode;
  5475. struct status_data *bstatus = status_get_base_status(bl);
  5476. if (!bstatus) return 0;
  5477. if (sc->data[type])
  5478. { //Pile up with previous values.
  5479. if(!val2) val2 = sc->data[type]->val2;
  5480. val3 |= sc->data[type]->val3;
  5481. val4 |= sc->data[type]->val4;
  5482. }
  5483. mode = val2?val2:bstatus->mode; //Base mode
  5484. if (val4) mode&=~val4; //Del mode
  5485. if (val3) mode|= val3; //Add mode
  5486. if (mode == bstatus->mode) { //No change.
  5487. if (sc->data[type]) //Abort previous status
  5488. return status_change_end(bl, type, INVALID_TIMER);
  5489. return 0;
  5490. }
  5491. }
  5492. break;
  5493. //Strip skills, need to divest something or it fails.
  5494. case SC_STRIPWEAPON:
  5495. if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
  5496. int i;
  5497. opt_flag = 0; //Reuse to check success condition.
  5498. if(sd->unstripable_equip&EQP_WEAPON)
  5499. return 0;
  5500. i = sd->equip_index[EQI_HAND_L];
  5501. if (i>=0 && sd->inventory_data[i] &&
  5502. sd->inventory_data[i]->type == IT_WEAPON)
  5503. {
  5504. opt_flag|=1;
  5505. pc_unequipitem(sd,i,3); //L-hand weapon
  5506. }
  5507. i = sd->equip_index[EQI_HAND_R];
  5508. if (i>=0 && sd->inventory_data[i] &&
  5509. sd->inventory_data[i]->type == IT_WEAPON)
  5510. {
  5511. opt_flag|=2;
  5512. pc_unequipitem(sd,i,3);
  5513. }
  5514. if (!opt_flag) return 0;
  5515. }
  5516. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5517. break;
  5518. case SC_STRIPSHIELD:
  5519. if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
  5520. else
  5521. if (sd && !(flag&4)) {
  5522. int i;
  5523. if(sd->unstripable_equip&EQP_SHIELD)
  5524. return 0;
  5525. i = sd->equip_index[EQI_HAND_L];
  5526. if (i<0 || !sd->inventory_data[i] ||
  5527. sd->inventory_data[i]->type != IT_ARMOR)
  5528. return 0;
  5529. pc_unequipitem(sd,i,3);
  5530. }
  5531. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5532. break;
  5533. case SC_STRIPARMOR:
  5534. if (sd && !(flag&4)) {
  5535. int i;
  5536. if(sd->unstripable_equip&EQP_ARMOR)
  5537. return 0;
  5538. i = sd->equip_index[EQI_ARMOR];
  5539. if (i<0 || !sd->inventory_data[i])
  5540. return 0;
  5541. pc_unequipitem(sd,i,3);
  5542. }
  5543. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5544. break;
  5545. case SC_STRIPHELM:
  5546. if (sd && !(flag&4)) {
  5547. int i;
  5548. if(sd->unstripable_equip&EQP_HELM)
  5549. return 0;
  5550. i = sd->equip_index[EQI_HEAD_TOP];
  5551. if (i<0 || !sd->inventory_data[i])
  5552. return 0;
  5553. pc_unequipitem(sd,i,3);
  5554. }
  5555. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5556. break;
  5557. case SC_MERC_FLEEUP:
  5558. case SC_MERC_ATKUP:
  5559. case SC_MERC_HPUP:
  5560. case SC_MERC_SPUP:
  5561. case SC_MERC_HITUP:
  5562. if( bl->type != BL_MER )
  5563. return 0; // Stats only for Mercenaries
  5564. break;
  5565. case SC_STRFOOD:
  5566. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  5567. return 0;
  5568. break;
  5569. case SC_AGIFOOD:
  5570. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  5571. return 0;
  5572. break;
  5573. case SC_VITFOOD:
  5574. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  5575. return 0;
  5576. break;
  5577. case SC_INTFOOD:
  5578. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  5579. return 0;
  5580. break;
  5581. case SC_DEXFOOD:
  5582. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  5583. return 0;
  5584. break;
  5585. case SC_LUKFOOD:
  5586. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  5587. return 0;
  5588. break;
  5589. case SC_FOOD_STR_CASH:
  5590. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  5591. return 0;
  5592. break;
  5593. case SC_FOOD_AGI_CASH:
  5594. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  5595. return 0;
  5596. break;
  5597. case SC_FOOD_VIT_CASH:
  5598. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  5599. return 0;
  5600. break;
  5601. case SC_FOOD_INT_CASH:
  5602. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  5603. return 0;
  5604. break;
  5605. case SC_FOOD_DEX_CASH:
  5606. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  5607. return 0;
  5608. break;
  5609. case SC_FOOD_LUK_CASH:
  5610. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  5611. return 0;
  5612. break;
  5613. case SC_CAMOUFLAGE:
  5614. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  5615. return 0;
  5616. break;
  5617. case SC__STRIPACCESSORY:
  5618. if( sd ) {
  5619. int i = -1;
  5620. if( !(sd->unstripable_equip&EQI_ACC_L) ) {
  5621. i = sd->equip_index[EQI_ACC_L];
  5622. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  5623. pc_unequipitem(sd,i,3); //L-Accessory
  5624. } if( !(sd->unstripable_equip&EQI_ACC_R) ) {
  5625. i = sd->equip_index[EQI_ACC_R];
  5626. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  5627. pc_unequipitem(sd,i,3); //R-Accessory
  5628. }
  5629. if( i < 0 )
  5630. return 0;
  5631. }
  5632. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5633. break;
  5634. }
  5635. //Check for BOSS resistances
  5636. if(status->mode&MD_BOSS && !(flag&1)) {
  5637. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  5638. return 0;
  5639. switch (type) {
  5640. case SC_BLESSING:
  5641. case SC_DECREASEAGI:
  5642. case SC_PROVOKE:
  5643. case SC_COMA:
  5644. case SC_GRAVITATION:
  5645. case SC_SUITON:
  5646. case SC_RICHMANKIM:
  5647. case SC_ROKISWEIL:
  5648. case SC_FOGWALL:
  5649. case SC_FREEZING:
  5650. case SC_BURNING: // Place here until we have info about its behavior on Boss-monsters. [pakpil]
  5651. case SC_MARSHOFABYSS:
  5652. case SC_ADORAMUS:
  5653. // Exploit prevention - kRO Fix
  5654. case SC_PYREXIA:
  5655. case SC_DEATHHURT:
  5656. case SC_TOXIN:
  5657. case SC_PARALYSE:
  5658. case SC_VENOMBLEED:
  5659. case SC_MAGICMUSHROOM:
  5660. case SC_OBLIVIONCURSE:
  5661. case SC_LEECHESEND:
  5662. // Ranger Effects
  5663. case SC_BITE:
  5664. case SC_ELECTRICSHOCKER:
  5665. case SC_MAGNETICFIELD:
  5666. return 0;
  5667. }
  5668. }
  5669. //Before overlapping fail, one must check for status cured.
  5670. switch (type) {
  5671. case SC_BLESSING:
  5672. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  5673. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  5674. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  5675. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5676. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5677. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5678. }
  5679. break;
  5680. case SC_INCREASEAGI:
  5681. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  5682. break;
  5683. case SC_QUAGMIRE:
  5684. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  5685. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  5686. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  5687. //Also blocks the ones below...
  5688. case SC_DECREASEAGI:
  5689. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  5690. //Also blocks the ones below...
  5691. case SC_DONTFORGETME:
  5692. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  5693. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  5694. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  5695. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  5696. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5697. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  5698. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  5699. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  5700. break;
  5701. case SC_ONEHAND:
  5702. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  5703. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  5704. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  5705. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  5706. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  5707. break;
  5708. case SC_MAXOVERTHRUST:
  5709. //Cancels Normal Overthrust. [Skotlex]
  5710. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  5711. break;
  5712. case SC_KYRIE:
  5713. //Cancels Assumptio
  5714. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  5715. break;
  5716. case SC_DELUGE:
  5717. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  5718. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5719. break;
  5720. case SC_SILENCE:
  5721. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  5722. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  5723. break;
  5724. case SC_HIDING:
  5725. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  5726. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  5727. break;
  5728. case SC_BERSERK:
  5729. if(battle_config.berserk_cancels_buffs) {
  5730. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  5731. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5732. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  5733. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  5734. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  5735. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  5736. }
  5737. #ifdef RENEWAL
  5738. else {
  5739. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5740. }
  5741. #endif
  5742. break;
  5743. case SC_ASSUMPTIO:
  5744. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  5745. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5746. break;
  5747. case SC_KAITE:
  5748. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  5749. break;
  5750. case SC_CARTBOOST:
  5751. if(sc->data[SC_DECREASEAGI])
  5752. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  5753. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  5754. return 0;
  5755. }
  5756. break;
  5757. case SC_FUSION:
  5758. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  5759. break;
  5760. case SC_ADJUSTMENT:
  5761. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  5762. break;
  5763. case SC_MADNESSCANCEL:
  5764. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  5765. break;
  5766. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  5767. case SC_CHANGEUNDEAD:
  5768. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  5769. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  5770. break;
  5771. case SC_STRFOOD:
  5772. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  5773. break;
  5774. case SC_AGIFOOD:
  5775. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  5776. break;
  5777. case SC_VITFOOD:
  5778. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  5779. break;
  5780. case SC_INTFOOD:
  5781. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  5782. break;
  5783. case SC_DEXFOOD:
  5784. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  5785. break;
  5786. case SC_LUKFOOD:
  5787. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  5788. break;
  5789. case SC_FOOD_STR_CASH:
  5790. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  5791. break;
  5792. case SC_FOOD_AGI_CASH:
  5793. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  5794. break;
  5795. case SC_FOOD_VIT_CASH:
  5796. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  5797. break;
  5798. case SC_FOOD_INT_CASH:
  5799. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  5800. break;
  5801. case SC_FOOD_DEX_CASH:
  5802. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  5803. break;
  5804. case SC_FOOD_LUK_CASH:
  5805. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  5806. break;
  5807. case SC_FIGHTINGSPIRIT:
  5808. status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
  5809. break;
  5810. case SC_SWINGDANCE:
  5811. case SC_SYMPHONYOFLOVER:
  5812. case SC_MOONLITSERENADE:
  5813. case SC_RUSHWINDMILL:
  5814. case SC_ECHOSONG:
  5815. case SC_HARMONIZE:
  5816. case SC_VOICEOFSIREN:
  5817. case SC_DEEPSLEEP:
  5818. case SC_SIRCLEOFNATURE:
  5819. if( sc->data[type] ) // Don't remove same sc.
  5820. break;
  5821. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5822. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5823. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5824. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5825. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5826. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5827. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5828. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5829. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5830. break;
  5831. case SC_SONGOFMANA:
  5832. case SC_DANCEWITHWUG:
  5833. case SC_LERADSDEW:
  5834. case SC_MELODYOFSINK:
  5835. case SC_BEYONDOFWARCRY:
  5836. case SC_UNLIMITEDHUMMINGVOICE:
  5837. if( sc->data[type] ) // Don't remove same sc.
  5838. break;
  5839. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5840. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5841. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5842. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5843. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5844. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5845. break;
  5846. case SC_REFLECTSHIELD:
  5847. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  5848. break;
  5849. case SC_REFLECTDAMAGE:
  5850. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  5851. break;
  5852. case SC_SHIELDSPELL_DEF:
  5853. case SC_SHIELDSPELL_MDEF:
  5854. case SC_SHIELDSPELL_REF:
  5855. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  5856. if( type != SC_SHIELDSPELL_DEF )
  5857. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  5858. if( type != SC_SHIELDSPELL_MDEF )
  5859. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  5860. if( type != SC_SHIELDSPELL_REF )
  5861. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  5862. break;
  5863. case SC_GT_ENERGYGAIN:
  5864. case SC_GT_CHANGE:
  5865. case SC_GT_REVITALIZE:
  5866. if( type != SC_GT_REVITALIZE )
  5867. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  5868. if( type != SC_GT_ENERGYGAIN )
  5869. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  5870. if( type != SC_GT_CHANGE )
  5871. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  5872. break;
  5873. }
  5874. //Check for overlapping fails
  5875. if( (sce = sc->data[type]) ) {
  5876. switch( type ) {
  5877. case SC_MERC_FLEEUP:
  5878. case SC_MERC_ATKUP:
  5879. case SC_MERC_HPUP:
  5880. case SC_MERC_SPUP:
  5881. case SC_MERC_HITUP:
  5882. if( sce->val1 > val1 )
  5883. val1 = sce->val1;
  5884. break;
  5885. case SC_ADRENALINE:
  5886. case SC_ADRENALINE2:
  5887. case SC_WEAPONPERFECTION:
  5888. case SC_OVERTHRUST:
  5889. if (sce->val2 > val2)
  5890. return 0;
  5891. break;
  5892. case SC_S_LIFEPOTION:
  5893. case SC_L_LIFEPOTION:
  5894. case SC_BOSSMAPINFO:
  5895. case SC_STUN:
  5896. case SC_SLEEP:
  5897. case SC_POISON:
  5898. case SC_CURSE:
  5899. case SC_SILENCE:
  5900. case SC_CONFUSION:
  5901. case SC_BLIND:
  5902. case SC_BLEEDING:
  5903. case SC_DPOISON:
  5904. case SC_CLOSECONFINE2: //Can't be re-closed in.
  5905. case SC_MARIONETTE:
  5906. case SC_MARIONETTE2:
  5907. case SC_NOCHAT:
  5908. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  5909. case SC__INVISIBILITY:
  5910. case SC__ENERVATION:
  5911. case SC__GROOMY:
  5912. case SC__IGNORANCE:
  5913. case SC__LAZINESS:
  5914. case SC__WEAKNESS:
  5915. case SC__UNLUCKY:
  5916. return 0;
  5917. case SC_COMBO:
  5918. case SC_DANCING:
  5919. case SC_DEVOTION:
  5920. case SC_ASPDPOTION0:
  5921. case SC_ASPDPOTION1:
  5922. case SC_ASPDPOTION2:
  5923. case SC_ASPDPOTION3:
  5924. case SC_ATKPOTION:
  5925. case SC_MATKPOTION:
  5926. case SC_ENCHANTARMS:
  5927. case SC_ARMOR_ELEMENT:
  5928. case SC_ARMOR_RESIST:
  5929. break;
  5930. case SC_GOSPEL:
  5931. //Must not override a casting gospel char.
  5932. if(sce->val4 == BCT_SELF)
  5933. return 0;
  5934. if(sce->val1 > val1)
  5935. return 1;
  5936. break;
  5937. case SC_ENDURE:
  5938. if(sce->val4 && !val4)
  5939. return 1; //Don't let you override infinite endure.
  5940. if(sce->val1 > val1)
  5941. return 1;
  5942. break;
  5943. case SC_KAAHI:
  5944. //Kaahi overwrites previous level regardless of existing level.
  5945. //Delete timer if it exists.
  5946. if (sce->val4 != INVALID_TIMER) {
  5947. delete_timer(sce->val4,kaahi_heal_timer);
  5948. sce->val4 = INVALID_TIMER;
  5949. }
  5950. break;
  5951. case SC_JAILED:
  5952. //When a player is already jailed, do not edit the jail data.
  5953. val2 = sce->val2;
  5954. val3 = sce->val3;
  5955. val4 = sce->val4;
  5956. break;
  5957. case SC_LERADSDEW:
  5958. if( sc && sc->data[SC_BERSERK] )
  5959. return 0;
  5960. case SC_SHAPESHIFT:
  5961. case SC_PROPERTYWALK:
  5962. break;
  5963. case SC_LEADERSHIP:
  5964. case SC_GLORYWOUNDS:
  5965. case SC_SOULCOLD:
  5966. case SC_HAWKEYES:
  5967. if( sce->val4 && !val4 )//you cannot override master guild aura
  5968. return 0;
  5969. break;
  5970. case SC_JOINTBEAT:
  5971. val2 |= sce->val2; // stackable ailments
  5972. default:
  5973. if(sce->val1 > val1)
  5974. return 1; //Return true to not mess up skill animations. [Skotlex]
  5975. }
  5976. }
  5977. vd = status_get_viewdata(bl);
  5978. calc_flag = StatusChangeFlagTable[type];
  5979. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  5980. switch(type)
  5981. {
  5982. case SC_DECREASEAGI:
  5983. case SC_INCREASEAGI:
  5984. val2 = 2 + val1; //Agi change
  5985. break;
  5986. case SC_ENDURE:
  5987. val2 = 7; // Hit-count [Celest]
  5988. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
  5989. {
  5990. struct map_session_data *tsd;
  5991. if( sd )
  5992. {
  5993. int i;
  5994. for( i = 0; i < 5; i++ )
  5995. {
  5996. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  5997. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  5998. }
  5999. }
  6000. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6001. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  6002. }
  6003. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  6004. if( val4 )
  6005. tick = -1;
  6006. break;
  6007. case SC_AUTOBERSERK:
  6008. if (status->hp < status->max_hp>>2 &&
  6009. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  6010. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  6011. tick = -1;
  6012. break;
  6013. case SC_SIGNUMCRUCIS:
  6014. val2 = 10 + 4*val1; //Def reduction
  6015. tick = -1;
  6016. clif_emotion(bl,E_SWT);
  6017. break;
  6018. case SC_MAXIMIZEPOWER:
  6019. tick_time = val2 = tick>0?tick:60000;
  6020. tick = -1; // duration sent to the client should be infinite
  6021. break;
  6022. case SC_EDP: // [Celest]
  6023. val2 = val1 + 2; //Chance to Poison enemies.
  6024. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  6025. if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
  6026. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  6027. break;
  6028. case SC_POISONREACT:
  6029. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  6030. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  6031. break;
  6032. case SC_MAGICROD:
  6033. val2 = val1*20; //SP gained
  6034. break;
  6035. case SC_KYRIE:
  6036. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  6037. val3 = (val1 / 2 + 5); //Hits
  6038. break;
  6039. case SC_MAGICPOWER:
  6040. //val1: Skill lv
  6041. val2 = 1; //Lasts 1 invocation
  6042. val3 = 5*val1; //Matk% increase
  6043. val4 = 0; // 0 = ready to be used, 1 = activated and running
  6044. break;
  6045. case SC_SACRIFICE:
  6046. val2 = 5; //Lasts 5 hits
  6047. tick = -1;
  6048. break;
  6049. case SC_ENCPOISON:
  6050. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  6051. case SC_ASPERSIO:
  6052. case SC_FIREWEAPON:
  6053. case SC_WATERWEAPON:
  6054. case SC_WINDWEAPON:
  6055. case SC_EARTHWEAPON:
  6056. case SC_SHADOWWEAPON:
  6057. case SC_GHOSTWEAPON:
  6058. skill_enchant_elemental_end(bl,type);
  6059. break;
  6060. case SC_ELEMENTALCHANGE:
  6061. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  6062. // val2 : Element (When no element, random one is picked)
  6063. // val3 : 0 = called by skill 1 = called by script (fixed level)
  6064. if( !val2 ) val2 = rnd()%ELE_MAX;
  6065. if( val1 == 1 && val3 == 0 )
  6066. val1 = 1 + rnd()%4;
  6067. else if( val1 > 4 )
  6068. val1 = 4; // Max Level
  6069. val3 = 0; // Not need to keep this info.
  6070. break;
  6071. case SC_PROVIDENCE:
  6072. val2=val1*5; //Race/Ele resist
  6073. break;
  6074. case SC_REFLECTSHIELD:
  6075. val2=10+val1*3; // %Dmg reflected
  6076. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
  6077. {
  6078. struct map_session_data *tsd;
  6079. if( sd )
  6080. {
  6081. int i;
  6082. for( i = 0; i < 5; i++ )
  6083. {
  6084. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6085. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6086. }
  6087. }
  6088. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6089. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6090. }
  6091. break;
  6092. case SC_STRIPWEAPON:
  6093. if (!sd) //Watk reduction
  6094. val2 = 25;
  6095. break;
  6096. case SC_STRIPSHIELD:
  6097. if (!sd) //Def reduction
  6098. val2 = 15;
  6099. break;
  6100. case SC_STRIPARMOR:
  6101. if (!sd) //Vit reduction
  6102. val2 = 40;
  6103. break;
  6104. case SC_STRIPHELM:
  6105. if (!sd) //Int reduction
  6106. val2 = 40;
  6107. break;
  6108. case SC_AUTOSPELL:
  6109. //Val1 Skill LV of Autospell
  6110. //Val2 Skill ID to cast
  6111. //Val3 Max Lv to cast
  6112. val4 = 5 + val1*2; //Chance of casting
  6113. break;
  6114. case SC_VOLCANO:
  6115. val2 = val1*10; //Watk increase
  6116. #ifndef RENEWAL
  6117. if (status->def_ele != ELE_FIRE)
  6118. val2 = 0;
  6119. #endif
  6120. break;
  6121. case SC_VIOLENTGALE:
  6122. val2 = val1*3; //Flee increase
  6123. #ifndef RENEWAL
  6124. if (status->def_ele != ELE_WIND)
  6125. val2 = 0;
  6126. #endif
  6127. break;
  6128. case SC_DELUGE:
  6129. val2 = deluge_eff[val1-1]; //HP increase
  6130. #ifndef RENEWAL
  6131. if(status->def_ele != ELE_WATER)
  6132. val2 = 0;
  6133. #endif
  6134. break;
  6135. case SC_SUITON:
  6136. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  6137. //No penalties.
  6138. val2 = 0; //Agi penalty
  6139. val3 = 0; //Walk speed penalty
  6140. break;
  6141. }
  6142. val3 = 50;
  6143. val2 = 3*((val1+1)/3);
  6144. if (val1 > 4) val2--;
  6145. break;
  6146. case SC_ONEHAND:
  6147. case SC_TWOHANDQUICKEN:
  6148. val2 = 300;
  6149. if (val1 > 10) //For boss casted skills [Skotlex]
  6150. val2 += 20*(val1-10);
  6151. break;
  6152. case SC_MERC_QUICKEN:
  6153. val2 = 300;
  6154. break;
  6155. #ifndef RENEWAL
  6156. case SC_SPEARQUICKEN:
  6157. val2 = 200+10*val1;
  6158. break;
  6159. #endif
  6160. case SC_DANCING:
  6161. //val1 : Skill ID + LV
  6162. //val2 : Skill Group of the Dance.
  6163. //val3 : Brings the skilllv (merged into val1 here)
  6164. //val4 : Partner
  6165. if (val1 == CG_MOONLIT)
  6166. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  6167. val1|= (val3<<16);
  6168. val3 = tick/1000; //Tick duration
  6169. tick_time = 1000; // [GodLesZ] tick time
  6170. break;
  6171. case SC_LONGING:
  6172. val2 = 500-100*val1; //Aspd penalty.
  6173. break;
  6174. case SC_EXPLOSIONSPIRITS:
  6175. val2 = 75 + 25*val1; //Cri bonus
  6176. break;
  6177. #ifndef RENEWAL
  6178. case SC_ASPDPOTION0:
  6179. case SC_ASPDPOTION1:
  6180. case SC_ASPDPOTION2:
  6181. #endif
  6182. case SC_ASPDPOTION3:
  6183. val2 = 50*(2+type-SC_ASPDPOTION0);
  6184. break;
  6185. case SC_WEDDING:
  6186. case SC_XMAS:
  6187. case SC_SUMMER:
  6188. if (!vd) return 0;
  6189. //Store previous values as they could be removed.
  6190. val1 = vd->class_;
  6191. val2 = vd->weapon;
  6192. val3 = vd->shield;
  6193. val4 = vd->cloth_color;
  6194. unit_stop_attack(bl);
  6195. clif_changelook(bl,LOOK_WEAPON,0);
  6196. clif_changelook(bl,LOOK_SHIELD,0);
  6197. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  6198. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  6199. break;
  6200. case SC_NOCHAT:
  6201. // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
  6202. tick = 60000;
  6203. val1 = battle_config.manner_system; //Mute filters.
  6204. if (sd)
  6205. {
  6206. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  6207. clif_updatestatus(sd,SP_MANNER);
  6208. }
  6209. break;
  6210. case SC_STONE:
  6211. val3 = tick/1000; //Petrified HP-damage iterations.
  6212. if(val3 < 1) val3 = 1;
  6213. tick = val4; //Petrifying time.
  6214. if (tick < 1000)
  6215. tick = 1000; //Min time
  6216. calc_flag = 0; //Actual status changes take effect on petrified state.
  6217. break;
  6218. case SC_DPOISON:
  6219. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  6220. if (status->hp > status->max_hp>>2) {
  6221. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  6222. if (status->hp - diff < status->max_hp>>2)
  6223. diff = status->hp - (status->max_hp>>2);
  6224. if( val2 && bl->type == BL_MOB ) {
  6225. struct block_list* src = map_id2bl(val2);
  6226. if( src )
  6227. mob_log_damage((TBL_MOB*)bl,src,diff);
  6228. }
  6229. status_zap(bl, diff, 0);
  6230. }
  6231. // fall through
  6232. case SC_POISON: /* 毒 */
  6233. val3 = tick/1000; //Damage iterations
  6234. if(val3 < 1) val3 = 1;
  6235. tick_time = 1000; // [GodLesZ] tick time
  6236. //val4: HP damage
  6237. if (bl->type == BL_PC)
  6238. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  6239. else
  6240. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  6241. break;
  6242. case SC_CONFUSION:
  6243. clif_emotion(bl,E_WHAT);
  6244. break;
  6245. case SC_BLEEDING:
  6246. val4 = tick/10000;
  6247. if (!val4) val4 = 1;
  6248. tick_time = 10000; // [GodLesZ] tick time
  6249. break;
  6250. case SC_S_LIFEPOTION:
  6251. case SC_L_LIFEPOTION:
  6252. if( val1 == 0 ) return 0;
  6253. // val1 = heal percent/amout
  6254. // val2 = seconds between heals
  6255. // val4 = total of heals
  6256. if( val2 < 1 ) val2 = 1;
  6257. if( (val4 = tick/(val2 * 1000)) < 1 )
  6258. val4 = 1;
  6259. tick_time = val2 * 1000; // [GodLesZ] tick time
  6260. break;
  6261. case SC_BOSSMAPINFO:
  6262. if( sd != NULL )
  6263. {
  6264. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  6265. if( boss_md == NULL || boss_md->bl.prev == NULL )
  6266. { // No MVP on this map - MVP is dead
  6267. clif_bossmapinfo(sd->fd, boss_md, 1);
  6268. return 0; // No need to start SC
  6269. }
  6270. val1 = boss_md->bl.id;
  6271. if( (val4 = tick/1000) < 1 )
  6272. val4 = 1;
  6273. tick_time = 1000; // [GodLesZ] tick time
  6274. }
  6275. break;
  6276. case SC_HIDING:
  6277. val2 = tick/1000;
  6278. tick_time = 1000; // [GodLesZ] tick time
  6279. val3 = 0; // unused, previously speed adjustment
  6280. val4 = val1+3; //Seconds before SP substraction happen.
  6281. break;
  6282. case SC_CHASEWALK:
  6283. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  6284. val3 = 35 - 5 * val1; //Speed adjustment.
  6285. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  6286. val3 -= 40;
  6287. val4 = 10+val1*2; //SP cost.
  6288. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  6289. break;
  6290. case SC_CLOAKING:
  6291. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  6292. val1 = 10;
  6293. tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
  6294. tick = -1; // duration sent to the client should be infinite
  6295. val3 = 0; // unused, previously walk speed adjustment
  6296. //val4&1 signals the presence of a wall.
  6297. //val4&2 makes cloak not end on normal attacks [Skotlex]
  6298. //val4&4 makes cloak not end on using skills
  6299. if (bl->type == BL_PC) //Standard cloaking.
  6300. val4 |= battle_config.pc_cloak_check_type&7;
  6301. else
  6302. val4 |= battle_config.monster_cloak_check_type&7;
  6303. break;
  6304. case SC_SIGHT: /* サイト/ルアフ */
  6305. case SC_RUWACH:
  6306. case SC_SIGHTBLASTER:
  6307. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  6308. val2 = tick/250;
  6309. tick_time = 10; // [GodLesZ] tick time
  6310. break;
  6311. //Permanent effects.
  6312. case SC_AETERNA:
  6313. case SC_MODECHANGE:
  6314. case SC_WEIGHT50:
  6315. case SC_WEIGHT90:
  6316. case SC_BROKENWEAPON:
  6317. case SC_BROKENARMOR:
  6318. case SC_READYSTORM:
  6319. case SC_READYDOWN:
  6320. case SC_READYCOUNTER:
  6321. case SC_READYTURN:
  6322. case SC_DODGE:
  6323. tick = -1;
  6324. break;
  6325. case SC_AUTOGUARD:
  6326. if( !(flag&1) )
  6327. {
  6328. struct map_session_data *tsd;
  6329. int i,t;
  6330. for( i = val2 = 0; i < val1; i++)
  6331. {
  6332. t = 5-(i>>1);
  6333. val2 += (t < 0)? 1:t;
  6334. }
  6335. if( bl->type&(BL_PC|BL_MER) )
  6336. {
  6337. if( sd )
  6338. {
  6339. for( i = 0; i < 5; i++ )
  6340. {
  6341. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6342. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6343. }
  6344. }
  6345. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6346. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6347. }
  6348. }
  6349. break;
  6350. case SC_DEFENDER:
  6351. if (!(flag&1))
  6352. {
  6353. val2 = 5 + 15*val1; //Damage reduction
  6354. val3 = 0; // unused, previously speed adjustment
  6355. val4 = 250 - 50*val1; //Aspd adjustment
  6356. if (sd)
  6357. {
  6358. struct map_session_data *tsd;
  6359. int i;
  6360. for (i = 0; i < 5; i++)
  6361. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  6362. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  6363. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  6364. }
  6365. }
  6366. }
  6367. break;
  6368. case SC_TENSIONRELAX:
  6369. if (sd) {
  6370. pc_setsit(sd);
  6371. clif_sitting(&sd->bl);
  6372. }
  6373. val2 = 12; //SP cost
  6374. val4 = 10000; //Decrease at 10secs intervals.
  6375. val3 = tick/val4;
  6376. tick = -1; // duration sent to the client should be infinite
  6377. tick_time = val4; // [GodLesZ] tick time
  6378. break;
  6379. case SC_PARRYING:
  6380. val2 = 20 + val1*3; //Block Chance
  6381. break;
  6382. case SC_WINDWALK:
  6383. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  6384. break;
  6385. case SC_JOINTBEAT:
  6386. if( val2&BREAK_NECK )
  6387. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
  6388. break;
  6389. case SC_BERSERK:
  6390. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  6391. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  6392. //HP healing is performing after the calc_status call.
  6393. //Val2 holds HP penalty
  6394. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  6395. if (!val4) val4 = 10000; //Val4 holds damage interval
  6396. val3 = tick/val4; //val3 holds skill duration
  6397. tick_time = val4; // [GodLesZ] tick time
  6398. break;
  6399. case SC_GOSPEL:
  6400. if(val4 == BCT_SELF) { // self effect
  6401. val2 = tick/10000;
  6402. tick_time = 10000; // [GodLesZ] tick time
  6403. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  6404. }
  6405. break;
  6406. case SC_MARIONETTE:
  6407. {
  6408. int stat;
  6409. val3 = 0;
  6410. val4 = 0;
  6411. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  6412. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  6413. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  6414. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  6415. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  6416. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  6417. break;
  6418. }
  6419. case SC_MARIONETTE2:
  6420. {
  6421. int stat,max_stat;
  6422. // fetch caster information
  6423. struct block_list *pbl = map_id2bl(val1);
  6424. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  6425. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  6426. // fetch target's stats
  6427. struct status_data* status = status_get_status_data(bl); // battle status
  6428. if (!psce)
  6429. return 0;
  6430. val3 = 0;
  6431. val4 = 0;
  6432. max_stat = battle_config.max_parameter; //Cap to 99 (default)
  6433. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  6434. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  6435. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  6436. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  6437. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  6438. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  6439. break;
  6440. }
  6441. case SC_REJECTSWORD:
  6442. val2 = 15*val1; //Reflect chance
  6443. val3 = 3; //Reflections
  6444. tick = -1;
  6445. break;
  6446. case SC_MEMORIZE:
  6447. val2 = 5; //Memorized casts.
  6448. tick = -1;
  6449. break;
  6450. case SC_GRAVITATION:
  6451. val2 = 50*val1; //aspd reduction
  6452. break;
  6453. case SC_REGENERATION:
  6454. if (val1 == 1)
  6455. val2 = 2;
  6456. else
  6457. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  6458. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  6459. //if val4 comes set, this blocks regen rather than increase it.
  6460. break;
  6461. case SC_DEVOTION:
  6462. {
  6463. struct block_list *d_bl;
  6464. struct status_change *d_sc;
  6465. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
  6466. { // Inherits Status From Source
  6467. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  6468. enum sc_type type2;
  6469. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  6470. while( i >= 0 )
  6471. {
  6472. type2 = types[i];
  6473. if( d_sc->data[type2] )
  6474. sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  6475. i--;
  6476. }
  6477. }
  6478. break;
  6479. }
  6480. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  6481. if( val3 && bl->type == BL_MOB ) {
  6482. struct block_list* src = map_id2bl(val3);
  6483. if( src )
  6484. mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
  6485. }
  6486. status_zap(bl, status->hp-1, val2?0:status->sp);
  6487. return 1;
  6488. break;
  6489. case SC_CLOSECONFINE2:
  6490. {
  6491. struct block_list *src = val2?map_id2bl(val2):NULL;
  6492. struct status_change *sc2 = src?status_get_sc(src):NULL;
  6493. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  6494. if (src && sc2) {
  6495. if (!sce2) //Start lock on caster.
  6496. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  6497. else { //Increase count of locked enemies and refresh time.
  6498. (sce2->val2)++;
  6499. delete_timer(sce2->timer, status_change_timer);
  6500. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  6501. }
  6502. } else //Status failed.
  6503. return 0;
  6504. }
  6505. break;
  6506. case SC_KAITE:
  6507. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  6508. break;
  6509. case SC_KAUPE:
  6510. switch (val1) {
  6511. case 3: //33*3 + 1 -> 100%
  6512. val2++;
  6513. case 1:
  6514. case 2: //33, 66%
  6515. val2 += 33*val1;
  6516. val3 = 1; //Dodge 1 attack total.
  6517. break;
  6518. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  6519. val2 = 100;
  6520. val3 = val1-2;
  6521. break;
  6522. }
  6523. break;
  6524. case SC_COMBO: {
  6525. //val1: Skill ID
  6526. //val2: When given, target (for autotargetting skills)
  6527. //val3: When set, this combo time should NOT delay attack/movement
  6528. //val3: TK: Last used kick
  6529. //val4: TK: Combo time
  6530. struct unit_data *ud = unit_bl2ud(bl);
  6531. if (ud && !val3) {
  6532. tick += 300 * battle_config.combo_delay_rate/100;
  6533. if(val1 == SR_FALLENEMPIRE)//TODO: better option for this bonus. [malufett]
  6534. tick += 1000;
  6535. ud->attackabletime = gettick()+tick;
  6536. unit_set_walkdelay(bl, gettick(), tick, 1);
  6537. }
  6538. val3 = 0;
  6539. val4 = tick;
  6540. }
  6541. break;
  6542. case SC_EARTHSCROLL:
  6543. val2 = 11-val1; //Chance to consume: 11-skilllv%
  6544. break;
  6545. case SC_RUN:
  6546. val4 = gettick(); //Store time at which you started running.
  6547. tick = -1;
  6548. break;
  6549. case SC_KAAHI:
  6550. val2 = 200*val1; //HP heal
  6551. val3 = 5*val1; //SP cost
  6552. val4 = INVALID_TIMER; //Kaahi Timer.
  6553. break;
  6554. case SC_BLESSING:
  6555. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  6556. val2 = val1;
  6557. else
  6558. val2 = 0; //0 -> Half stat.
  6559. break;
  6560. case SC_TRICKDEAD:
  6561. if (vd) vd->dead_sit = 1;
  6562. tick = -1;
  6563. break;
  6564. case SC_CONCENTRATE:
  6565. val2 = 2 + val1;
  6566. if (sd) { //Store the card-bonus data that should not count in the %
  6567. val3 = sd->param_bonus[1]; //Agi
  6568. val4 = sd->param_bonus[4]; //Dex
  6569. } else {
  6570. val3 = val4 = 0;
  6571. }
  6572. break;
  6573. case SC_MAXOVERTHRUST:
  6574. val2 = 20*val1; //Power increase
  6575. break;
  6576. case SC_OVERTHRUST:
  6577. //val2 holds if it was casted on self, or is bonus received from others
  6578. val3 = 5*val1; //Power increase
  6579. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  6580. tick += tick / 10;
  6581. break;
  6582. case SC_ADRENALINE2:
  6583. case SC_ADRENALINE:
  6584. val3 = (val2) ? 300 : 200; // aspd increase
  6585. case SC_WEAPONPERFECTION:
  6586. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  6587. tick += tick / 10;
  6588. break;
  6589. case SC_CONCENTRATION:
  6590. val2 = 5*val1; //Batk/Watk Increase
  6591. val3 = 10*val1; //Hit Increase
  6592. val4 = 5*val1; //Def reduction
  6593. break;
  6594. case SC_ANGELUS:
  6595. val2 = 5*val1; //def increase
  6596. break;
  6597. case SC_IMPOSITIO:
  6598. val2 = 5*val1; //watk increase
  6599. break;
  6600. case SC_MELTDOWN:
  6601. val2 = 100*val1; //Chance to break weapon
  6602. val3 = 70*val1; //Change to break armor
  6603. break;
  6604. case SC_TRUESIGHT:
  6605. val2 = 10*val1; //Critical increase
  6606. val3 = 3*val1; //Hit increase
  6607. break;
  6608. case SC_SUN_COMFORT:
  6609. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  6610. break;
  6611. case SC_MOON_COMFORT:
  6612. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  6613. break;
  6614. case SC_STAR_COMFORT:
  6615. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  6616. break;
  6617. case SC_QUAGMIRE:
  6618. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  6619. break;
  6620. // gs_something1 [Vicious]
  6621. case SC_GATLINGFEVER:
  6622. val2 = 20*val1; //Aspd increase
  6623. val3 = 20+10*val1; //Batk increase
  6624. val4 = 5*val1; //Flee decrease
  6625. break;
  6626. case SC_FLING:
  6627. if (bl->type == BL_PC)
  6628. val2 = 0; //No armor reduction to players.
  6629. else
  6630. val2 = 5*val1; //Def reduction
  6631. val3 = 5*val1; //Def2 reduction
  6632. break;
  6633. case SC_PROVOKE:
  6634. //val2 signals autoprovoke.
  6635. val3 = 2+3*val1; //Atk increase
  6636. val4 = 5+5*val1; //Def reduction.
  6637. break;
  6638. case SC_AVOID:
  6639. //val2 = 10*val1; //Speed change rate.
  6640. break;
  6641. case SC_DEFENCE:
  6642. val2 = 2*val1; //Def bonus
  6643. break;
  6644. case SC_BLOODLUST:
  6645. val2 = 20+10*val1; //Atk rate change.
  6646. val3 = 3*val1; //Leech chance
  6647. val4 = 20; //Leech percent
  6648. break;
  6649. case SC_FLEET:
  6650. val2 = 30*val1; //Aspd change
  6651. val3 = 5+5*val1; //bAtk/wAtk rate change
  6652. break;
  6653. case SC_MINDBREAKER:
  6654. val2 = 20*val1; //matk increase.
  6655. val3 = 12*val1; //mdef2 reduction.
  6656. break;
  6657. case SC_SKA:
  6658. val2 = tick/1000;
  6659. val3 = rnd()%100; //Def changes randomly every second...
  6660. tick_time = 1000; // [GodLesZ] tick time
  6661. break;
  6662. case SC_JAILED:
  6663. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  6664. tick = val1>0?1000:250;
  6665. if (sd)
  6666. {
  6667. if (sd->mapindex != val2)
  6668. {
  6669. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  6670. map = sd->mapindex; //Current Map
  6671. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  6672. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  6673. //2. Set restore point (val3 -> return map, val4 return coords
  6674. val3 = map;
  6675. val4 = pos;
  6676. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  6677. val3 = sd->status.save_point.map;
  6678. val4 = (sd->status.save_point.x&0xFFFF)
  6679. |(sd->status.save_point.y<<16);
  6680. }
  6681. }
  6682. break;
  6683. case SC_UTSUSEMI:
  6684. val2=(val1+1)/2; // number of hits blocked
  6685. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  6686. break;
  6687. case SC_BUNSINJYUTSU:
  6688. val2=(val1+1)/2; // number of hits blocked
  6689. break;
  6690. case SC_CHANGE:
  6691. val2= 30*val1; //Vit increase
  6692. val3= 20*val1; //Int increase
  6693. break;
  6694. case SC_SWOO:
  6695. if(status->mode&MD_BOSS)
  6696. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  6697. break;
  6698. case SC_SPIDERWEB:
  6699. if( bl->type == BL_PC )
  6700. tick /= 2;
  6701. break;
  6702. case SC_ARMOR:
  6703. //NPC_DEFENDER:
  6704. val2 = 80; //Damage reduction
  6705. //Attack requirements to be blocked:
  6706. val3 = BF_LONG; //Range
  6707. val4 = BF_WEAPON|BF_MISC; //Type
  6708. break;
  6709. case SC_ENCHANTARMS:
  6710. //end previous enchants
  6711. skill_enchant_elemental_end(bl,type);
  6712. //Make sure the received element is valid.
  6713. if (val2 >= ELE_MAX)
  6714. val2 = val2%ELE_MAX;
  6715. else if (val2 < 0)
  6716. val2 = rnd()%ELE_MAX;
  6717. break;
  6718. case SC_CRITICALWOUND:
  6719. val2 = 20*val1; //Heal effectiveness decrease
  6720. break;
  6721. case SC_MAGICMIRROR:
  6722. case SC_SLOWCAST:
  6723. val2 = 20*val1; //Magic reflection/cast rate
  6724. break;
  6725. case SC_ARMORCHANGE:
  6726. if (val2 == NPC_ANTIMAGIC)
  6727. { //Boost mdef
  6728. val2 =-20;
  6729. val3 = 20;
  6730. } else { //Boost def
  6731. val2 = 20;
  6732. val3 =-20;
  6733. }
  6734. val2*=val1; //20% per level
  6735. val3*=val1;
  6736. break;
  6737. case SC_EXPBOOST:
  6738. case SC_JEXPBOOST:
  6739. if (val1 < 0)
  6740. val1 = 0;
  6741. break;
  6742. case SC_INCFLEE2:
  6743. case SC_INCCRI:
  6744. val2 = val1*10; //Actual boost (since 100% = 1000)
  6745. break;
  6746. case SC_SUFFRAGIUM:
  6747. val2 = 15 * val1; //Speed cast decrease
  6748. break;
  6749. case SC_INCHEALRATE:
  6750. if (val1 < 1)
  6751. val1 = 1;
  6752. break;
  6753. case SC_HALLUCINATION:
  6754. val2 = 5+val1; //Factor by which displayed damage is increased by
  6755. break;
  6756. case SC_DOUBLECAST:
  6757. val2 = 30+10*val1; //Trigger rate
  6758. break;
  6759. case SC_KAIZEL:
  6760. val2 = 10*val1; //% of life to be revived with
  6761. break;
  6762. // case SC_ARMOR_ELEMENT:
  6763. // case SC_ARMOR_RESIST:
  6764. // Mod your resistance against elements:
  6765. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  6766. // break;
  6767. //case ????:
  6768. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  6769. //associated, and yet are not wrong/unknown. [Skotlex]
  6770. //break;
  6771. case SC_MERC_FLEEUP:
  6772. case SC_MERC_ATKUP:
  6773. case SC_MERC_HITUP:
  6774. val2 = 15 * val1;
  6775. break;
  6776. case SC_MERC_HPUP:
  6777. case SC_MERC_SPUP:
  6778. val2 = 5 * val1;
  6779. break;
  6780. case SC_REBIRTH:
  6781. val2 = 20*val1; //% of life to be revived with
  6782. break;
  6783. case SC_MANU_DEF:
  6784. case SC_MANU_ATK:
  6785. case SC_MANU_MATK:
  6786. val2 = 1; // Manuk group
  6787. break;
  6788. case SC_SPL_DEF:
  6789. case SC_SPL_ATK:
  6790. case SC_SPL_MATK:
  6791. val2 = 2; // Splendide group
  6792. break;
  6793. /**
  6794. * General
  6795. **/
  6796. case SC_FEAR:
  6797. val2 = 2;
  6798. val4 = tick / 1000;
  6799. tick_time = 1000; // [GodLesZ] tick time
  6800. break;
  6801. case SC_BURNING:
  6802. val4 = tick / 2000; // Total Ticks to Burn!!
  6803. tick_time = 2000; // [GodLesZ] tick time
  6804. break;
  6805. /**
  6806. * Rune Knight
  6807. **/
  6808. case SC_DEATHBOUND:
  6809. val2 = 500 + 100 * val1;
  6810. break;
  6811. case SC_FIGHTINGSPIRIT:
  6812. val_flag |= 1|2;
  6813. break;
  6814. case SC_ABUNDANCE:
  6815. val4 = tick / 10000;
  6816. tick_time = 10000; // [GodLesZ] tick time
  6817. break;
  6818. case SC_GIANTGROWTH:
  6819. val2 = 10; // Triple damage success rate.
  6820. break;
  6821. /**
  6822. * Arch Bishop
  6823. **/
  6824. case SC_RENOVATIO:
  6825. val4 = tick / 5000;
  6826. tick_time = 5000;
  6827. break;
  6828. case SC_SECRAMENT:
  6829. val2 = 10 * val1;
  6830. break;
  6831. case SC_VENOMIMPRESS:
  6832. val2 = 10 * val1;
  6833. val_flag |= 1|2;
  6834. break;
  6835. case SC_POISONINGWEAPON:
  6836. val_flag |= 1|2|4;
  6837. break;
  6838. case SC_WEAPONBLOCKING:
  6839. val2 = 10 + 2 * val1; // Chance
  6840. val4 = tick / 3000;
  6841. tick_time = 3000; // [GodLesZ] tick time
  6842. val_flag |= 1|2;
  6843. break;
  6844. case SC_TOXIN:
  6845. val4 = tick / 10000;
  6846. tick_time = 10000; // [GodLesZ] tick time
  6847. break;
  6848. case SC_MAGICMUSHROOM:
  6849. val4 = tick / 4000;
  6850. tick_time = 4000; // [GodLesZ] tick time
  6851. break;
  6852. case SC_PYREXIA:
  6853. val4 = tick / 3000;
  6854. tick_time = 4000; // [GodLesZ] tick time
  6855. break;
  6856. case SC_LEECHESEND:
  6857. val4 = tick / 1000;
  6858. tick_time = 1000; // [GodLesZ] tick time
  6859. break;
  6860. case SC_OBLIVIONCURSE:
  6861. val4 = tick / 3000;
  6862. tick_time = 3000; // [GodLesZ] tick time
  6863. break;
  6864. case SC_ROLLINGCUTTER:
  6865. val_flag |= 1;
  6866. break;
  6867. case SC_CLOAKINGEXCEED:
  6868. val2 = ( val1 + 1 ) / 2; // Hits
  6869. val3 = 90 + val1 * 10; // Walk speed
  6870. val_flag |= 1|2|4;
  6871. if (bl->type == BL_PC)
  6872. val4 |= battle_config.pc_cloak_check_type&7;
  6873. else
  6874. val4 |= battle_config.monster_cloak_check_type&7;
  6875. tick_time = 1000; // [GodLesZ] tick time
  6876. break;
  6877. case SC_HALLUCINATIONWALK:
  6878. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  6879. val3 = 10 * val1; // Evasion rate of magical attacks.
  6880. val_flag |= 1|2|4;
  6881. break;
  6882. case SC_WHITEIMPRISON:
  6883. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  6884. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  6885. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6886. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6887. break;
  6888. case SC_FREEZING:
  6889. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  6890. break;
  6891. case SC_READING_SB:
  6892. // val2 = sp reduction per second
  6893. tick_time = 1000; // [GodLesZ] tick time
  6894. break;
  6895. case SC_SPHERE_1:
  6896. case SC_SPHERE_2:
  6897. case SC_SPHERE_3:
  6898. case SC_SPHERE_4:
  6899. case SC_SPHERE_5:
  6900. if( !sd )
  6901. return 0; // Should only work on players.
  6902. val4 = tick / 1000;
  6903. if( val4 < 1 )
  6904. val4 = 1;
  6905. tick_time = 1000; // [GodLesZ] tick time
  6906. val_flag |= 1;
  6907. break;
  6908. case SC_SHAPESHIFT:
  6909. switch( val1 )
  6910. {
  6911. case 1: val2 = ELE_FIRE; break;
  6912. case 2: val2 = ELE_EARTH; break;
  6913. case 3: val2 = ELE_WIND; break;
  6914. case 4: val2 = ELE_WATER; break;
  6915. }
  6916. break;
  6917. case SC_ELECTRICSHOCKER:
  6918. case SC_CRYSTALIZE:
  6919. val4 = tick / 1000;
  6920. if( val4 < 1 )
  6921. val4 = 1;
  6922. tick_time = 1000; // [GodLesZ] tick time
  6923. break;
  6924. case SC_CAMOUFLAGE:
  6925. //val3 |= battle_config.pc_camouflage_check_type&7;
  6926. tick_time = 1000; // [GodLesZ] tick time
  6927. break;
  6928. case SC_WUGDASH:
  6929. val4 = gettick(); //Store time at which you started running.
  6930. tick = -1;
  6931. break;
  6932. case SC__SHADOWFORM: {
  6933. struct map_session_data * s_sd = map_id2sd(val2);
  6934. if( s_sd )
  6935. s_sd->shadowform_id = bl->id;
  6936. val4 = tick / 1000;
  6937. val_flag |= 1|2|4;
  6938. tick_time = 1000; // [GodLesZ] tick time
  6939. }
  6940. break;
  6941. case SC__STRIPACCESSORY:
  6942. if (!sd)
  6943. val2 = 20;
  6944. break;
  6945. case SC__INVISIBILITY:
  6946. val2 = 50 - 10 * val1; // ASPD
  6947. val3 = 20 * val1; // CRITICAL
  6948. val4 = tick / 1000;
  6949. tick_time = 1000; // [GodLesZ] tick time
  6950. val_flag |= 1|2;
  6951. break;
  6952. case SC__ENERVATION:
  6953. val2 = 20 + 10 * val1; // ATK Reduction
  6954. val_flag |= 1|2;
  6955. if( sd ) pc_delspiritball(sd,sd->spiritball,0);
  6956. break;
  6957. case SC__GROOMY:
  6958. val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
  6959. val3 = 20 * val1; //HIT
  6960. val_flag |= 1|2|4;
  6961. if( sd )
  6962. { // Removes Animals
  6963. if( pc_isriding(sd) ){ pc_setriding(sd, 0); pc_setoption(sd, sd->sc.option&~OPTION_DRAGON); }
  6964. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  6965. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  6966. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  6967. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  6968. if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1);
  6969. if( sd->md ) merc_delete(sd->md,3);
  6970. }
  6971. break;
  6972. case SC__LAZINESS:
  6973. val2 = 10 + 10 * val1; // Cast reduction
  6974. val3 = 10 * val1; // Flee Reduction
  6975. val_flag |= 1|2|4;
  6976. break;
  6977. case SC__UNLUCKY:
  6978. val2 = 10 * val1; // Crit and Flee2 Reduction
  6979. val_flag |= 1|2|4;
  6980. break;
  6981. case SC__WEAKNESS:
  6982. val2 = 10 * val1;
  6983. val_flag |= 1|2;
  6984. skill_strip_equip(bl,EQP_WEAPON|EQP_SHIELD,100,val1,tick);
  6985. break;
  6986. case SC__BLOODYLUST:
  6987. val_flag |= 1|2;
  6988. break;
  6989. case SC_GN_CARTBOOST:
  6990. if( val1 < 3 )
  6991. val2 = 50;
  6992. else if( val1 < 5 )
  6993. val2 = 75;
  6994. else
  6995. val2 = 100;
  6996. break;
  6997. case SC_PROPERTYWALK:
  6998. val_flag |= 1|2;
  6999. val3 = 0;
  7000. break;
  7001. case SC_WARMER:
  7002. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7003. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7004. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7005. break;
  7006. case SC_STRIKING:
  7007. val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  7008. val4 = tick / 1000;
  7009. tick_time = 1000; // [GodLesZ] tick time
  7010. break;
  7011. case SC_BLOODSUCKER:
  7012. val4 = tick / 1000;
  7013. tick_time = 1000; // [GodLesZ] tick time
  7014. break;
  7015. case SC_SWINGDANCE:
  7016. val2 = 4 * val1; // Walk speed and aspd reduction.
  7017. break;
  7018. case SC_SYMPHONYOFLOVER:
  7019. case SC_RUSHWINDMILL:
  7020. case SC_ECHOSONG:
  7021. val2 = 6 * val1;
  7022. val2 += val3; //Adding 1% * Lesson Bonus
  7023. val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
  7024. break;
  7025. case SC_MOONLITSERENADE:
  7026. val2 = 10 * val1;
  7027. break;
  7028. case SC_HARMONIZE:
  7029. val2 = 3 + 2 * val1;
  7030. break;
  7031. case SC_VOICEOFSIREN:
  7032. val4 = tick / 2000;
  7033. tick_time = 2000; // [GodLesZ] tick time
  7034. break;
  7035. case SC_DEEPSLEEP:
  7036. val4 = tick / 2000;
  7037. tick_time = 2000; // [GodLesZ] tick time
  7038. break;
  7039. case SC_SIRCLEOFNATURE:
  7040. val2 = 1 + val1; //SP consume
  7041. val3 = 40 * val1; //HP recovery
  7042. val4 = tick / 1000;
  7043. tick_time = 1000; // [GodLesZ] tick time
  7044. break;
  7045. case SC_SONGOFMANA:
  7046. val3 = 10 + (2 * val2);
  7047. val4 = tick/3000;
  7048. tick_time = 3000; // [GodLesZ] tick time
  7049. break;
  7050. case SC_SATURDAYNIGHTFEVER:
  7051. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  7052. if (!val4) val4 = 3000;
  7053. val3 = tick/val4;
  7054. tick_time = val4; // [GodLesZ] tick time
  7055. break;
  7056. case SC_GLOOMYDAY:
  7057. val2 = 3 + 2 * val1; // Flee reduction.
  7058. val3 = 3 * val1; // ASPD reduction.
  7059. break;
  7060. case SC_SITDOWN_FORCE:
  7061. case SC_BANANA_BOMB_SITDOWN:
  7062. if( sd && !pc_issit(sd) )
  7063. {
  7064. pc_setsit(sd);
  7065. skill_sit(sd,1);
  7066. clif_sitting(bl);
  7067. }
  7068. break;
  7069. case SC_DANCEWITHWUG:
  7070. val3 = (5 * val1) + (1 * val2); //Still need official value.
  7071. break;
  7072. case SC_LERADSDEW:
  7073. val3 = (5 * val1) + (1 * val2);
  7074. break;
  7075. case SC_MELODYOFSINK:
  7076. val3 = (5 * val1) + (1 * val2);
  7077. break;
  7078. case SC_BEYONDOFWARCRY:
  7079. val3 = (5 * val1) + (1 * val2);
  7080. break;
  7081. case SC_UNLIMITEDHUMMINGVOICE:
  7082. {
  7083. struct unit_data *ud = unit_bl2ud(bl);
  7084. if( ud == NULL ) return 0;
  7085. ud->state.skillcastcancel = 0;
  7086. val3 = 15 - (2 * val2);
  7087. }
  7088. break;
  7089. case SC_REFLECTDAMAGE:
  7090. val2 = 15 + 5 * val1;
  7091. val3 = (val1==5)?20:(val1+4)*2; // SP consumption
  7092. val4 = tick/10000;
  7093. tick_time = 10000; // [GodLesZ] tick time
  7094. break;
  7095. case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
  7096. val2 = 20 + 12 * (val1 - 1); // Chance
  7097. val3 = 5 + (2 * val1); // Max rage counters
  7098. tick = -1; //endless duration in the client
  7099. tick_time = 6000; // [GodLesZ] tick time
  7100. val_flag |= 1|2|4;
  7101. break;
  7102. case SC_EXEEDBREAK:
  7103. val1 *= 150; // 150 * skill_lv
  7104. if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
  7105. 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);
  7106. val1 += 15 * (sd ? sd->status.job_level:50) + 100;
  7107. }
  7108. else // Mobs
  7109. 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]
  7110. break;
  7111. case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
  7112. val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
  7113. val1 *= 15; // Defence added
  7114. if( sd )
  7115. val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
  7116. val_flag |= 1|2;
  7117. break;
  7118. case SC_BANDING:
  7119. tick_time = 5000; // [GodLesZ] tick time
  7120. val_flag |= 1;
  7121. break;
  7122. case SC_SHIELDSPELL_DEF:
  7123. case SC_SHIELDSPELL_MDEF:
  7124. case SC_SHIELDSPELL_REF:
  7125. val_flag |= 1|2;
  7126. break;
  7127. case SC_MAGNETICFIELD:
  7128. val3 = tick / 1000;
  7129. tick_time = 1000; // [GodLesZ] tick time
  7130. break;
  7131. case SC_INSPIRATION:
  7132. if( sd )
  7133. {
  7134. val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
  7135. val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
  7136. }
  7137. val4 = tick / 1000;
  7138. tick_time = 1000; // [GodLesZ] tick time
  7139. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  7140. break;
  7141. case SC_SPELLFIST:
  7142. case SC_CURSEDCIRCLE_ATKER:
  7143. val_flag |= 1|2|4;
  7144. break;
  7145. case SC_CRESCENTELBOW:
  7146. val2 = 94 + val1;
  7147. val_flag |= 1|2;
  7148. break;
  7149. case SC_LIGHTNINGWALK:
  7150. val1 = 88 + 2 * val1;
  7151. val_flag |= 1;
  7152. break;
  7153. case SC_RAISINGDRAGON:
  7154. val3 = tick / 5000;
  7155. tick_time = 5000; // [GodLesZ] tick time
  7156. break;
  7157. case SC_GT_CHANGE:
  7158. if( sd ) val2 = (13 * val1 / 2) * sd->status.agi; //Aspd - old formula.
  7159. val3 = 20 + 1 * val1; //Base Atk, Reduction to DEF & MDEF
  7160. break;
  7161. case SC_GT_REVITALIZE:
  7162. val2 = 5 * val1; //Custom value VIT, ASPD, SPEED bonus.
  7163. val3 = 60 + 40 * val1; //HP recovery
  7164. break;
  7165. case SC_PYROTECHNIC_OPTION:
  7166. val2 = 60; // Watk TODO: Renewal (Atk2)
  7167. val3 = 11; // % Increase damage.
  7168. val_flag |= 1|2|4;
  7169. break;
  7170. case SC_HEATER_OPTION:
  7171. val2 = 120; // Watk. TODO: Renewal (Atk2)
  7172. val3 = 33; // % Increase effects.
  7173. val4 = 3; // Change into fire element.
  7174. val_flag |= 1|2|4;
  7175. break;
  7176. case SC_TROPIC_OPTION:
  7177. val2 = 180; // Watk. TODO: Renewal (Atk2)
  7178. val3 = MG_FIREBOLT;
  7179. break;
  7180. case SC_AQUAPLAY_OPTION:
  7181. val2 = 40; // Matk. TODO: Renewal (Matk1)
  7182. val3 = 33; // % Increase effects.
  7183. val_flag |= 1|2|4;
  7184. break;
  7185. case SC_COOLER_OPTION:
  7186. val2 = 80; // % Freezing chance
  7187. val3 = 33; // % increased damage
  7188. val4 = 1; // Change into water elemet
  7189. val_flag |= 1|2|4;
  7190. break;
  7191. case SC_CHILLY_AIR_OPTION:
  7192. val2 = 120; // Matk. TODO: Renewal (Matk1)
  7193. val3 = MG_COLDBOLT;
  7194. val_flag |= 1|2;
  7195. break;
  7196. case SC_GUST_OPTION:
  7197. val2 = 33;
  7198. val_flag |= 1|2;
  7199. break;
  7200. case SC_WIND_STEP_OPTION:
  7201. val2 = 50; // % Increase speed and flee.
  7202. break;
  7203. case SC_BLAST_OPTION:
  7204. val2 = 33;
  7205. val3 = 4;
  7206. val_flag |= 1|2|4;
  7207. break;
  7208. case SC_WILD_STORM_OPTION:
  7209. val2 = MG_LIGHTNINGBOLT;
  7210. val_flag |= 1|2;
  7211. break;
  7212. case SC_PETROLOGY_OPTION:
  7213. val2 = 5;
  7214. val3 = 33;
  7215. val_flag |= 1|2|4;
  7216. break;
  7217. case SC_CURSED_SOIL_OPTION:
  7218. val2 = 10;
  7219. val3 = 33;
  7220. val4 = 2;
  7221. val_flag |= 1|2|4;
  7222. break;
  7223. case SC_UPHEAVAL_OPTION:
  7224. val2 = WZ_EARTHSPIKE;
  7225. val_flag |= 1|2;
  7226. break;
  7227. case SC_CIRCLE_OF_FIRE_OPTION:
  7228. val2 = 300;
  7229. val_flag |= 1|2;
  7230. break;
  7231. case SC_FIRE_CLOAK_OPTION:
  7232. case SC_WATER_DROP_OPTION:
  7233. case SC_WIND_CURTAIN_OPTION:
  7234. case SC_STONE_SHIELD_OPTION:
  7235. val2 = 20; // Elemental modifier. Not confirmed.
  7236. break;
  7237. case SC_CIRCLE_OF_FIRE:
  7238. case SC_FIRE_CLOAK:
  7239. case SC_WATER_DROP:
  7240. case SC_WATER_SCREEN:
  7241. case SC_WIND_CURTAIN:
  7242. case SC_WIND_STEP:
  7243. case SC_STONE_SHIELD:
  7244. case SC_SOLID_SKIN:
  7245. val2 = 10;
  7246. tick_time = 2000; // [GodLesZ] tick time
  7247. break;
  7248. case SC_WATER_BARRIER:
  7249. val2 = 40; // Increasement. Mdef1 ???
  7250. val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
  7251. val_flag |= 1|2|4;
  7252. break;
  7253. case SC_ZEPHYR:
  7254. val2 = 22; // Flee.
  7255. break;
  7256. case SC_TIDAL_WEAPON:
  7257. val2 = 20; // Increase Elemental's attack.
  7258. break;
  7259. case SC_ROCK_CRUSHER:
  7260. case SC_ROCK_CRUSHER_ATK:
  7261. case SC_POWER_OF_GAIA:
  7262. val2 = 33;
  7263. break;
  7264. case SC_MELON_BOMB:
  7265. case SC_BANANA_BOMB:
  7266. val1 = 15;
  7267. break;
  7268. case SC_STOMACHACHE:
  7269. val2 = 8; // SP consume.
  7270. val4 = tick / 10000;
  7271. tick_time = 10000; // [GodLesZ] tick time
  7272. break;
  7273. default:
  7274. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  7275. { //Status change with no calc, no icon, and no skill associated...?
  7276. ShowError("UnknownStatusChange [%d]\n", type);
  7277. return 0;
  7278. }
  7279. }
  7280. else //Special considerations when loading SC data.
  7281. switch( type )
  7282. {
  7283. case SC_WEDDING:
  7284. case SC_XMAS:
  7285. case SC_SUMMER:
  7286. clif_changelook(bl,LOOK_WEAPON,0);
  7287. clif_changelook(bl,LOOK_SHIELD,0);
  7288. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  7289. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  7290. break;
  7291. case SC_KAAHI:
  7292. val4 = INVALID_TIMER;
  7293. break;
  7294. }
  7295. //Those that make you stop attacking/walking....
  7296. switch (type) {
  7297. case SC_FREEZE:
  7298. case SC_STUN:
  7299. case SC_SLEEP:
  7300. case SC_STONE:
  7301. case SC_DEEPSLEEP:
  7302. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  7303. pc_setstand(sd);
  7304. case SC_TRICKDEAD:
  7305. unit_stop_attack(bl);
  7306. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7307. // Cancel cast when get status [LuzZza]
  7308. if (battle_config.sc_castcancel&bl->type)
  7309. unit_skillcastcancel(bl, 0);
  7310. case SC_STOP:
  7311. case SC_CONFUSION:
  7312. case SC_CLOSECONFINE:
  7313. case SC_CLOSECONFINE2:
  7314. case SC_ANKLE:
  7315. case SC_SPIDERWEB:
  7316. case SC_ELECTRICSHOCKER:
  7317. case SC_BITE:
  7318. case SC_THORNSTRAP:
  7319. case SC__MANHOLE:
  7320. case SC_CRYSTALIZE:
  7321. case SC_WHITEIMPRISON:
  7322. case SC_VACUUM_EXTREME:
  7323. case SC_CURSEDCIRCLE_ATKER:
  7324. case SC_CURSEDCIRCLE_TARGET:
  7325. case SC_FEAR:
  7326. unit_stop_walking(bl,1);
  7327. break;
  7328. case SC_HIDING:
  7329. case SC_CLOAKING:
  7330. case SC_CLOAKINGEXCEED:
  7331. case SC_CHASEWALK:
  7332. case SC_WEIGHT90:
  7333. case SC_CAMOUFLAGE:
  7334. case SC_VOICEOFSIREN:
  7335. unit_stop_attack(bl);
  7336. break;
  7337. case SC_SILENCE:
  7338. if (battle_config.sc_castcancel&bl->type)
  7339. unit_skillcastcancel(bl, 0);
  7340. break;
  7341. }
  7342. // Set option as needed.
  7343. opt_flag = 1;
  7344. switch(type)
  7345. {
  7346. //OPT1
  7347. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  7348. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  7349. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  7350. case SC_SLEEP:
  7351. case SC_DEEPSLEEP:
  7352. sc->opt1 = OPT1_SLEEP;
  7353. break;
  7354. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  7355. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  7356. //OPT2
  7357. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  7358. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  7359. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  7360. case SC_SIGNUMCRUCIS:
  7361. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  7362. break;
  7363. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  7364. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  7365. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  7366. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  7367. //OPT3
  7368. case SC_TWOHANDQUICKEN:
  7369. case SC_ONEHAND:
  7370. case SC_SPEARQUICKEN:
  7371. case SC_CONCENTRATION:
  7372. case SC_MERC_QUICKEN:
  7373. sc->opt3 |= OPT3_QUICKEN;
  7374. opt_flag = 0;
  7375. break;
  7376. case SC_MAXOVERTHRUST:
  7377. case SC_OVERTHRUST:
  7378. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  7379. sc->opt3 |= OPT3_OVERTHRUST;
  7380. opt_flag = 0;
  7381. break;
  7382. case SC_ENERGYCOAT:
  7383. case SC_SKE:
  7384. sc->opt3 |= OPT3_ENERGYCOAT;
  7385. opt_flag = 0;
  7386. break;
  7387. case SC_INCATKRATE:
  7388. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  7389. if (bl->type != BL_MOB) {
  7390. opt_flag = 0;
  7391. break;
  7392. }
  7393. case SC_EXPLOSIONSPIRITS:
  7394. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  7395. opt_flag = 0;
  7396. break;
  7397. case SC_STEELBODY:
  7398. case SC_SKA:
  7399. sc->opt3 |= OPT3_STEELBODY;
  7400. opt_flag = 0;
  7401. break;
  7402. case SC_BLADESTOP:
  7403. sc->opt3 |= OPT3_BLADESTOP;
  7404. opt_flag = 0;
  7405. break;
  7406. case SC_AURABLADE:
  7407. sc->opt3 |= OPT3_AURABLADE;
  7408. opt_flag = 0;
  7409. break;
  7410. case SC_BERSERK:
  7411. sc->opt3 |= OPT3_BERSERK;
  7412. opt_flag = 0;
  7413. break;
  7414. // case ???: // doesn't seem to do anything
  7415. // sc->opt3 |= OPT3_LIGHTBLADE;
  7416. // opt_flag = 0;
  7417. // break;
  7418. case SC_DANCING:
  7419. if ((val1&0xFFFF) == CG_MOONLIT)
  7420. sc->opt3 |= OPT3_MOONLIT;
  7421. opt_flag = 0;
  7422. break;
  7423. case SC_MARIONETTE:
  7424. case SC_MARIONETTE2:
  7425. sc->opt3 |= OPT3_MARIONETTE;
  7426. opt_flag = 0;
  7427. break;
  7428. case SC_ASSUMPTIO:
  7429. sc->opt3 |= OPT3_ASSUMPTIO;
  7430. opt_flag = 0;
  7431. break;
  7432. case SC_WARM: //SG skills [Komurka]
  7433. sc->opt3 |= OPT3_WARM;
  7434. opt_flag = 0;
  7435. break;
  7436. case SC_KAITE:
  7437. sc->opt3 |= OPT3_KAITE;
  7438. opt_flag = 0;
  7439. break;
  7440. case SC_BUNSINJYUTSU:
  7441. sc->opt3 |= OPT3_BUNSIN;
  7442. opt_flag = 0;
  7443. break;
  7444. case SC_SPIRIT:
  7445. sc->opt3 |= OPT3_SOULLINK;
  7446. opt_flag = 0;
  7447. break;
  7448. case SC_CHANGEUNDEAD:
  7449. sc->opt3 |= OPT3_UNDEAD;
  7450. opt_flag = 0;
  7451. break;
  7452. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  7453. // sc->opt3 |= OPT3_CONTRACT;
  7454. // opt_flag = 0;
  7455. // break;
  7456. //OPTION
  7457. case SC_HIDING:
  7458. sc->option |= OPTION_HIDE;
  7459. opt_flag = 2;
  7460. break;
  7461. case SC_CLOAKING:
  7462. case SC_CLOAKINGEXCEED:
  7463. case SC__INVISIBILITY:
  7464. sc->option |= OPTION_CLOAK;
  7465. opt_flag = 2;
  7466. break;
  7467. case SC_CHASEWALK:
  7468. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  7469. opt_flag = 2;
  7470. break;
  7471. case SC_SIGHT:
  7472. sc->option |= OPTION_SIGHT;
  7473. break;
  7474. case SC_RUWACH:
  7475. sc->option |= OPTION_RUWACH;
  7476. break;
  7477. case SC_WEDDING:
  7478. sc->option |= OPTION_WEDDING;
  7479. break;
  7480. case SC_XMAS:
  7481. sc->option |= OPTION_XMAS;
  7482. break;
  7483. case SC_SUMMER:
  7484. sc->option |= OPTION_SUMMER;
  7485. break;
  7486. case SC_ORCISH:
  7487. sc->option |= OPTION_ORCISH;
  7488. break;
  7489. case SC_FUSION:
  7490. sc->option |= OPTION_FLYING;
  7491. break;
  7492. default:
  7493. opt_flag = 0;
  7494. }
  7495. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  7496. if(opt_flag)
  7497. clif_changeoption(bl);
  7498. if (calc_flag&SCB_DYE)
  7499. { //Reset DYE color
  7500. if (vd && vd->cloth_color)
  7501. {
  7502. val4 = vd->cloth_color;
  7503. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  7504. }
  7505. calc_flag&=~SCB_DYE;
  7506. }
  7507. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  7508. /**
  7509. * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  7510. **/
  7511. if( tick_time )
  7512. tick = tick_time;
  7513. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  7514. if((sce=sc->data[type]))
  7515. {// reuse old sc
  7516. if( sce->timer != INVALID_TIMER )
  7517. delete_timer(sce->timer, status_change_timer);
  7518. }
  7519. else
  7520. {// new sc
  7521. ++(sc->count);
  7522. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  7523. }
  7524. sce->val1 = val1;
  7525. sce->val2 = val2;
  7526. sce->val3 = val3;
  7527. sce->val4 = val4;
  7528. if (tick >= 0)
  7529. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  7530. else
  7531. sce->timer = INVALID_TIMER; //Infinite duration
  7532. if (calc_flag)
  7533. status_calc_bl(bl,calc_flag);
  7534. if(sd && sd->pd)
  7535. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  7536. switch( type )
  7537. {
  7538. case SC_BERSERK:
  7539. sce->val2 = 5*status->max_hp/100;
  7540. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  7541. status_set_sp(bl, 0, 0); //Damage all SP
  7542. break;
  7543. case SC_CHANGE:
  7544. status_percent_heal(bl, 100, 100);
  7545. break;
  7546. case SC_RUN:
  7547. {
  7548. struct unit_data *ud = unit_bl2ud(bl);
  7549. if( ud )
  7550. ud->state.running = unit_run(bl);
  7551. }
  7552. break;
  7553. case SC_BOSSMAPINFO:
  7554. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  7555. break;
  7556. case SC_MERC_HPUP:
  7557. status_percent_heal(bl, 100, 0); // Recover Full HP
  7558. break;
  7559. case SC_MERC_SPUP:
  7560. status_percent_heal(bl, 0, 100); // Recover Full SP
  7561. break;
  7562. /**
  7563. * Ranger
  7564. **/
  7565. case SC_WUGDASH:
  7566. {
  7567. struct unit_data *ud = unit_bl2ud(bl);
  7568. if( ud )
  7569. ud->state.running = unit_wugdash(bl, sd);
  7570. }
  7571. break;
  7572. case SC_COMBO:
  7573. switch (sce->val1) {
  7574. case TK_STORMKICK:
  7575. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  7576. break;
  7577. case TK_DOWNKICK:
  7578. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  7579. break;
  7580. case TK_TURNKICK:
  7581. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  7582. break;
  7583. case TK_COUNTER:
  7584. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  7585. break;
  7586. case MO_COMBOFINISH:
  7587. case CH_TIGERFIST:
  7588. case CH_CHAINCRUSH:
  7589. if (sd)
  7590. clif_skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
  7591. break;
  7592. case TK_JUMPKICK:
  7593. if (sd)
  7594. clif_skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
  7595. break;
  7596. case MO_TRIPLEATTACK:
  7597. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  7598. clif_skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
  7599. break;
  7600. case SR_FALLENEMPIRE:
  7601. if (sd){
  7602. clif_skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
  7603. clif_skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
  7604. }
  7605. break;
  7606. }
  7607. break;
  7608. case SC_RAISINGDRAGON:
  7609. sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
  7610. break;
  7611. }
  7612. if( opt_flag&2 && sd && sd->touching_id )
  7613. npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
  7614. return 1;
  7615. }
  7616. /*==========================================
  7617. * ステータス異常全解除
  7618. * type:
  7619. * 0 - ???
  7620. * 1 - ???
  7621. * 2 - ???
  7622. *------------------------------------------*/
  7623. int status_change_clear(struct block_list* bl, int type)
  7624. {
  7625. struct status_change* sc;
  7626. int i;
  7627. sc = status_get_sc(bl);
  7628. if (!sc || !sc->count)
  7629. return 0;
  7630. for(i = 0; i < SC_MAX; i++)
  7631. {
  7632. if(!sc->data[i])
  7633. continue;
  7634. if(type == 0)
  7635. switch (i)
  7636. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  7637. case SC_ELEMENTALCHANGE://Only when its Holy or Dark that it doesn't dispell on death
  7638. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  7639. break;
  7640. case SC_WEIGHT50:
  7641. case SC_WEIGHT90:
  7642. case SC_EDP:
  7643. case SC_MELTDOWN:
  7644. case SC_XMAS:
  7645. case SC_SUMMER:
  7646. case SC_NOCHAT:
  7647. case SC_FUSION:
  7648. case SC_EARTHSCROLL:
  7649. case SC_READYSTORM:
  7650. case SC_READYDOWN:
  7651. case SC_READYCOUNTER:
  7652. case SC_READYTURN:
  7653. case SC_DODGE:
  7654. case SC_JAILED:
  7655. case SC_EXPBOOST:
  7656. case SC_ITEMBOOST:
  7657. case SC_HELLPOWER:
  7658. case SC_JEXPBOOST:
  7659. case SC_AUTOTRADE:
  7660. case SC_WHISTLE:
  7661. case SC_ASSNCROS:
  7662. case SC_POEMBRAGI:
  7663. case SC_APPLEIDUN:
  7664. case SC_HUMMING:
  7665. case SC_DONTFORGETME:
  7666. case SC_FORTUNE:
  7667. case SC_SERVICE4U:
  7668. case SC_FOOD_STR_CASH:
  7669. case SC_FOOD_AGI_CASH:
  7670. case SC_FOOD_VIT_CASH:
  7671. case SC_FOOD_DEX_CASH:
  7672. case SC_FOOD_INT_CASH:
  7673. case SC_FOOD_LUK_CASH:
  7674. case SC_DEF_RATE:
  7675. case SC_MDEF_RATE:
  7676. case SC_INCHEALRATE:
  7677. case SC_INCFLEE2:
  7678. case SC_INCHIT:
  7679. case SC_ATKPOTION:
  7680. case SC_MATKPOTION:
  7681. case SC_S_LIFEPOTION:
  7682. case SC_L_LIFEPOTION:
  7683. continue;
  7684. }
  7685. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7686. if( type == 1 && sc->data[i] )
  7687. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  7688. (sc->count)--;
  7689. if (sc->data[i]->timer != INVALID_TIMER)
  7690. delete_timer(sc->data[i]->timer, status_change_timer);
  7691. ers_free(sc_data_ers, sc->data[i]);
  7692. sc->data[i] = NULL;
  7693. }
  7694. }
  7695. sc->opt1 = 0;
  7696. sc->opt2 = 0;
  7697. sc->opt3 = 0;
  7698. sc->option &= OPTION_MASK;
  7699. if( type == 0 || type == 2 )
  7700. clif_changeoption(bl);
  7701. return 1;
  7702. }
  7703. /*==========================================
  7704. * ステータス異常終了
  7705. *------------------------------------------*/
  7706. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  7707. {
  7708. struct map_session_data *sd;
  7709. struct status_change *sc;
  7710. struct status_change_entry *sce;
  7711. struct status_data *status;
  7712. struct view_data *vd;
  7713. int opt_flag=0, calc_flag;
  7714. nullpo_ret(bl);
  7715. sc = status_get_sc(bl);
  7716. status = status_get_status_data(bl);
  7717. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  7718. return 0;
  7719. sd = BL_CAST(BL_PC,bl);
  7720. if (sce->timer != tid && tid != INVALID_TIMER)
  7721. return 0;
  7722. if (tid == INVALID_TIMER) {
  7723. if (type == SC_ENDURE && sce->val4)
  7724. //Do not end infinite endure.
  7725. return 0;
  7726. if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
  7727. delete_timer(sce->timer,status_change_timer);
  7728. if (sc->opt1)
  7729. switch (type) {
  7730. //"Ugly workaround" [Skotlex]
  7731. //delays status change ending so that a skill that sets opt1 fails to
  7732. //trigger when it also removed one
  7733. case SC_STONE:
  7734. sce->val3 = 0; //Petrify time counter.
  7735. case SC_FREEZE:
  7736. case SC_STUN:
  7737. case SC_SLEEP:
  7738. if (sce->val1) {
  7739. //Removing the 'level' shouldn't affect anything in the code
  7740. //since these SC are not affected by it, and it lets us know
  7741. //if we have already delayed this attack or not.
  7742. sce->val1 = 0;
  7743. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  7744. return 1;
  7745. }
  7746. }
  7747. }
  7748. sc->data[type] = NULL;
  7749. (sc->count)--;
  7750. vd = status_get_viewdata(bl);
  7751. calc_flag = StatusChangeFlagTable[type];
  7752. switch(type){
  7753. case SC_WEDDING:
  7754. case SC_XMAS:
  7755. case SC_SUMMER:
  7756. if (!vd) break;
  7757. if (sd)
  7758. { //Load data from sd->status.* as the stored values could have changed.
  7759. //Must remove OPTION to prevent class being rechanged.
  7760. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  7761. clif_changeoption(&sd->bl);
  7762. status_set_viewdata(bl, sd->status.class_);
  7763. } else {
  7764. vd->class_ = sce->val1;
  7765. vd->weapon = sce->val2;
  7766. vd->shield = sce->val3;
  7767. vd->cloth_color = sce->val4;
  7768. }
  7769. clif_changelook(bl,LOOK_BASE,vd->class_);
  7770. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  7771. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  7772. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  7773. if(sd) clif_skillinfoblock(sd);
  7774. break;
  7775. case SC_RUN:
  7776. {
  7777. struct unit_data *ud = unit_bl2ud(bl);
  7778. bool begin_spurt = true;
  7779. if (ud) {
  7780. if(!ud->state.running)
  7781. begin_spurt = false;
  7782. ud->state.running = 0;
  7783. if (ud->walktimer != INVALID_TIMER)
  7784. unit_stop_walking(bl,1);
  7785. }
  7786. if (begin_spurt && sce->val1 >= 7 &&
  7787. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  7788. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  7789. )
  7790. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  7791. }
  7792. break;
  7793. case SC_AUTOBERSERK:
  7794. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  7795. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  7796. break;
  7797. case SC_ENDURE:
  7798. case SC_DEFENDER:
  7799. case SC_REFLECTSHIELD:
  7800. case SC_AUTOGUARD:
  7801. {
  7802. struct map_session_data *tsd;
  7803. if( bl->type == BL_PC )
  7804. { // Clear Status from others
  7805. int i;
  7806. for( i = 0; i < 5; i++ )
  7807. {
  7808. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  7809. status_change_end(&tsd->bl, type, INVALID_TIMER);
  7810. }
  7811. }
  7812. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
  7813. { // Clear Status from Master
  7814. tsd = ((TBL_MER*)bl)->master;
  7815. if( tsd && tsd->sc.data[type] )
  7816. status_change_end(&tsd->bl, type, INVALID_TIMER);
  7817. }
  7818. }
  7819. break;
  7820. case SC_DEVOTION:
  7821. {
  7822. struct block_list *d_bl = map_id2bl(sce->val1);
  7823. if( d_bl )
  7824. {
  7825. if( d_bl->type == BL_PC )
  7826. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  7827. else if( d_bl->type == BL_MER )
  7828. ((TBL_MER*)d_bl)->devotion_flag = 0;
  7829. clif_devotion(d_bl, NULL);
  7830. }
  7831. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  7832. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  7833. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  7834. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  7835. }
  7836. break;
  7837. case SC_BLADESTOP:
  7838. if(sce->val4)
  7839. {
  7840. int tid = sce->val4;
  7841. struct block_list *tbl = map_id2bl(tid);
  7842. struct status_change *tsc = status_get_sc(tbl);
  7843. sce->val4 = 0;
  7844. if(tbl && tsc && tsc->data[SC_BLADESTOP])
  7845. {
  7846. tsc->data[SC_BLADESTOP]->val4 = 0;
  7847. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  7848. }
  7849. clif_bladestop(bl, tid, 0);
  7850. }
  7851. break;
  7852. case SC_DANCING:
  7853. {
  7854. const char* prevfile = "<unknown>";
  7855. int prevline = 0;
  7856. struct map_session_data *dsd;
  7857. struct status_change_entry *dsc;
  7858. struct skill_unit_group *group;
  7859. if( sd )
  7860. {
  7861. if( sd->delunit_prevfile )
  7862. {// initially this is NULL, when a character logs in
  7863. prevfile = sd->delunit_prevfile;
  7864. prevline = sd->delunit_prevline;
  7865. }
  7866. else
  7867. {
  7868. prevfile = "<none>";
  7869. }
  7870. sd->delunit_prevfile = file;
  7871. sd->delunit_prevline = line;
  7872. }
  7873. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
  7874. {// end status on partner as well
  7875. dsc = dsd->sc.data[SC_DANCING];
  7876. if(dsc)
  7877. { //This will prevent recursive loops.
  7878. dsc->val2 = dsc->val4 = 0;
  7879. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  7880. }
  7881. }
  7882. if(sce->val2)
  7883. {// erase associated land skill
  7884. group = skill_id2group(sce->val2);
  7885. if( group == NULL )
  7886. {
  7887. 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",
  7888. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  7889. sd ? sd->status.char_id : 0,
  7890. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  7891. prevfile, prevline,
  7892. file, line);
  7893. }
  7894. sce->val2 = 0;
  7895. skill_delunitgroup(group);
  7896. }
  7897. if((sce->val1&0xFFFF) == CG_MOONLIT)
  7898. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  7899. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  7900. }
  7901. break;
  7902. case SC_NOCHAT:
  7903. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  7904. sd->status.manner = 0;
  7905. if (sd && tid == INVALID_TIMER)
  7906. {
  7907. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  7908. clif_updatestatus(sd,SP_MANNER);
  7909. }
  7910. break;
  7911. case SC_SPLASHER:
  7912. {
  7913. struct block_list *src=map_id2bl(sce->val3);
  7914. if(src && tid != INVALID_TIMER)
  7915. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  7916. }
  7917. break;
  7918. case SC_CLOSECONFINE2:
  7919. {
  7920. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  7921. struct status_change *sc2 = src?status_get_sc(src):NULL;
  7922. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  7923. //If status was already ended, do nothing.
  7924. //Decrease count
  7925. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  7926. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
  7927. }
  7928. }
  7929. case SC_CLOSECONFINE:
  7930. if (sce->val2 > 0) {
  7931. //Caster has been unlocked... nearby chars need to be unlocked.
  7932. int range = 1
  7933. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  7934. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  7935. map_foreachinarea(status_change_timer_sub,
  7936. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  7937. }
  7938. break;
  7939. case SC_COMBO:
  7940. if( sd )
  7941. switch (sce->val1) {
  7942. case MO_COMBOFINISH:
  7943. case CH_TIGERFIST:
  7944. case CH_CHAINCRUSH:
  7945. clif_skillinfo(sd, MO_EXTREMITYFIST, 0);
  7946. break;
  7947. case TK_JUMPKICK:
  7948. clif_skillinfo(sd, TK_JUMPKICK, 0);
  7949. break;
  7950. case MO_TRIPLEATTACK:
  7951. if (pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  7952. clif_skillinfo(sd, SR_DRAGONCOMBO, 0);
  7953. break;
  7954. case SR_FALLENEMPIRE:
  7955. clif_skillinfo(sd, SR_GATEOFHELL, 0);
  7956. clif_skillinfo(sd, SR_TIGERCANNON, 0);
  7957. break;
  7958. }
  7959. break;
  7960. case SC_MARIONETTE:
  7961. case SC_MARIONETTE2: /// Marionette target
  7962. if (sce->val1)
  7963. { // check for partner and end their marionette status as well
  7964. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  7965. struct block_list *pbl = map_id2bl(sce->val1);
  7966. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  7967. if (sc2 && sc2->data[type2])
  7968. {
  7969. sc2->data[type2]->val1 = 0;
  7970. status_change_end(pbl, type2, INVALID_TIMER);
  7971. }
  7972. }
  7973. break;
  7974. case SC_BERSERK:
  7975. case SC_SATURDAYNIGHTFEVER:
  7976. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  7977. if(status->hp > 100 && sce->val2)
  7978. status_set_hp(bl, 100, 0);
  7979. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  7980. {
  7981. sc->data[SC_ENDURE]->val4 = 0;
  7982. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  7983. }
  7984. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  7985. if( type == SC_SATURDAYNIGHTFEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  7986. sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  7987. break;
  7988. case SC_GOSPEL:
  7989. if (sce->val3) { //Clear the group.
  7990. struct skill_unit_group* group = skill_id2group(sce->val3);
  7991. sce->val3 = 0;
  7992. skill_delunitgroup(group);
  7993. }
  7994. break;
  7995. case SC_HERMODE:
  7996. if(sce->val3 == BCT_SELF)
  7997. skill_clear_unitgroup(bl);
  7998. break;
  7999. case SC_BASILICA: //Clear the skill area. [Skotlex]
  8000. skill_clear_unitgroup(bl);
  8001. break;
  8002. case SC_TRICKDEAD:
  8003. if (vd) vd->dead_sit = 0;
  8004. break;
  8005. case SC_WARM:
  8006. case SC__MANHOLE:
  8007. if (sce->val4) { //Clear the group.
  8008. struct skill_unit_group* group = skill_id2group(sce->val4);
  8009. sce->val4 = 0;
  8010. skill_delunitgroup(group);
  8011. }
  8012. break;
  8013. case SC_KAAHI:
  8014. //Delete timer if it exists.
  8015. if (sce->val4 != INVALID_TIMER)
  8016. delete_timer(sce->val4,kaahi_heal_timer);
  8017. break;
  8018. case SC_JAILED:
  8019. if(tid == INVALID_TIMER)
  8020. break;
  8021. //natural expiration.
  8022. if(sd && sd->mapindex == sce->val2)
  8023. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  8024. break; //guess hes not in jail :P
  8025. case SC_CHANGE:
  8026. if (tid == INVALID_TIMER)
  8027. break;
  8028. // "lose almost all their HP and SP" on natural expiration.
  8029. status_set_hp(bl, 10, 0);
  8030. status_set_sp(bl, 10, 0);
  8031. break;
  8032. case SC_AUTOTRADE:
  8033. if (tid == INVALID_TIMER)
  8034. break;
  8035. // Note: vending/buying is closed by unit_remove_map, no
  8036. // need to do it here.
  8037. map_quit(sd);
  8038. // Because map_quit calls status_change_end with tid -1
  8039. // from here it's not neccesary to continue
  8040. return 1;
  8041. break;
  8042. case SC_STOP:
  8043. if( sce->val2 )
  8044. {
  8045. struct block_list* tbl = map_id2bl(sce->val2);
  8046. sce->val2 = 0;
  8047. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  8048. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  8049. }
  8050. break;
  8051. /**
  8052. * 3rd Stuff
  8053. **/
  8054. case SC_MILLENNIUMSHIELD:
  8055. clif_millenniumshield(sd,0);
  8056. break;
  8057. case SC_HALLUCINATIONWALK:
  8058. sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  8059. break;
  8060. case SC_WHITEIMPRISON:
  8061. if( tid == -1 )
  8062. break; // Terminated by Damage
  8063. status_fix_damage(bl,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,0,0));
  8064. break;
  8065. case SC_WUGDASH:
  8066. {
  8067. struct unit_data *ud = unit_bl2ud(bl);
  8068. if (ud) {
  8069. ud->state.running = 0;
  8070. if (ud->walktimer != -1)
  8071. unit_stop_walking(bl,1);
  8072. }
  8073. }
  8074. break;
  8075. case SC_ADORAMUS:
  8076. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8077. break;
  8078. case SC__SHADOWFORM: {
  8079. struct map_session_data *s_sd = map_id2sd(sce->val2);
  8080. if( !s_sd )
  8081. break;
  8082. s_sd->shadowform_id = 0;
  8083. }
  8084. break;
  8085. case SC_SITDOWN_FORCE:
  8086. if( sd && pc_issit(sd) ) {
  8087. pc_setstand(sd);
  8088. clif_standing(bl);
  8089. }
  8090. break;
  8091. case SC_NEUTRALBARRIER_MASTER:
  8092. case SC_STEALTHFIELD_MASTER:
  8093. if( sce->val2 )
  8094. {
  8095. struct skill_unit_group* group = skill_id2group(sce->val2);
  8096. sce->val2 = 0;
  8097. skill_delunitgroup(group);
  8098. }
  8099. break;
  8100. case SC_BANDING:
  8101. {
  8102. struct skill_unit_group *group;
  8103. if(sce->val4)
  8104. {
  8105. group = skill_id2group(sce->val4);
  8106. sce->val4 = 0;
  8107. skill_delunitgroup(group);
  8108. }
  8109. }
  8110. break;
  8111. case SC_CURSEDCIRCLE_ATKER:
  8112. if( sce->val3 )
  8113. map_foreachinrange(status_change_timer_sub, bl, skill_get_splash(SR_CURSEDCIRCLE, sce->val1),BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  8114. break;
  8115. case SC_RAISINGDRAGON:
  8116. if( sd && sce->val2 && !pc_isdead(sd) ) {
  8117. int i;
  8118. i = min(sd->spiritball,5);
  8119. pc_delspiritball(sd, sd->spiritball, 0);
  8120. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8121. while( i > 0 ) {
  8122. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  8123. --i;
  8124. }
  8125. }
  8126. break;
  8127. case SC_CURSEDCIRCLE_TARGET:
  8128. clif_bladestop(bl, sce->val2, 0);
  8129. break;
  8130. }
  8131. opt_flag = 1;
  8132. switch(type){
  8133. case SC_STONE:
  8134. case SC_FREEZE:
  8135. case SC_STUN:
  8136. case SC_SLEEP:
  8137. case SC_DEEPSLEEP:
  8138. case SC_BURNING:
  8139. case SC_WHITEIMPRISON:
  8140. sc->opt1 = 0;
  8141. break;
  8142. case SC_POISON:
  8143. case SC_CURSE:
  8144. case SC_SILENCE:
  8145. case SC_BLIND:
  8146. sc->opt2 &= ~(1<<(type-SC_POISON));
  8147. break;
  8148. case SC_DPOISON:
  8149. sc->opt2 &= ~OPT2_DPOISON;
  8150. break;
  8151. case SC_SIGNUMCRUCIS:
  8152. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  8153. break;
  8154. case SC_HIDING:
  8155. sc->option &= ~OPTION_HIDE;
  8156. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  8157. break;
  8158. case SC_CLOAKING:
  8159. case SC_CLOAKINGEXCEED:
  8160. case SC__INVISIBILITY:
  8161. sc->option &= ~OPTION_CLOAK;
  8162. case SC_CAMOUFLAGE:
  8163. opt_flag|= 2;
  8164. break;
  8165. case SC_CHASEWALK:
  8166. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  8167. opt_flag|= 2;
  8168. break;
  8169. case SC_SIGHT:
  8170. sc->option &= ~OPTION_SIGHT;
  8171. break;
  8172. case SC_WEDDING:
  8173. sc->option &= ~OPTION_WEDDING;
  8174. break;
  8175. case SC_XMAS:
  8176. sc->option &= ~OPTION_XMAS;
  8177. break;
  8178. case SC_SUMMER:
  8179. sc->option &= ~OPTION_SUMMER;
  8180. break;
  8181. case SC_ORCISH:
  8182. sc->option &= ~OPTION_ORCISH;
  8183. break;
  8184. case SC_RUWACH:
  8185. sc->option &= ~OPTION_RUWACH;
  8186. break;
  8187. case SC_FUSION:
  8188. sc->option &= ~OPTION_FLYING;
  8189. break;
  8190. //opt3
  8191. case SC_TWOHANDQUICKEN:
  8192. case SC_ONEHAND:
  8193. case SC_SPEARQUICKEN:
  8194. case SC_CONCENTRATION:
  8195. case SC_MERC_QUICKEN:
  8196. sc->opt3 &= ~OPT3_QUICKEN;
  8197. opt_flag = 0;
  8198. break;
  8199. case SC_OVERTHRUST:
  8200. case SC_MAXOVERTHRUST:
  8201. case SC_SWOO:
  8202. sc->opt3 &= ~OPT3_OVERTHRUST;
  8203. if( type == SC_SWOO )
  8204. opt_flag = 8;
  8205. else
  8206. opt_flag = 0;
  8207. break;
  8208. case SC_ENERGYCOAT:
  8209. case SC_SKE:
  8210. sc->opt3 &= ~OPT3_ENERGYCOAT;
  8211. opt_flag = 0;
  8212. break;
  8213. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  8214. if (bl->type != BL_MOB)
  8215. {
  8216. opt_flag = 0;
  8217. break;
  8218. }
  8219. case SC_EXPLOSIONSPIRITS:
  8220. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  8221. opt_flag = 0;
  8222. break;
  8223. case SC_STEELBODY:
  8224. case SC_SKA:
  8225. sc->opt3 &= ~OPT3_STEELBODY;
  8226. opt_flag = 0;
  8227. break;
  8228. case SC_BLADESTOP:
  8229. sc->opt3 &= ~OPT3_BLADESTOP;
  8230. opt_flag = 0;
  8231. break;
  8232. case SC_AURABLADE:
  8233. sc->opt3 &= ~OPT3_AURABLADE;
  8234. opt_flag = 0;
  8235. break;
  8236. case SC_BERSERK:
  8237. sc->opt3 &= ~OPT3_BERSERK;
  8238. opt_flag = 0;
  8239. break;
  8240. // case ???: // doesn't seem to do anything
  8241. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  8242. // opt_flag = 0;
  8243. // break;
  8244. case SC_DANCING:
  8245. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  8246. sc->opt3 &= ~OPT3_MOONLIT;
  8247. opt_flag = 0;
  8248. break;
  8249. case SC_MARIONETTE:
  8250. case SC_MARIONETTE2:
  8251. sc->opt3 &= ~OPT3_MARIONETTE;
  8252. opt_flag = 0;
  8253. break;
  8254. case SC_ASSUMPTIO:
  8255. sc->opt3 &= ~OPT3_ASSUMPTIO;
  8256. opt_flag = 0;
  8257. break;
  8258. case SC_WARM: //SG skills [Komurka]
  8259. sc->opt3 &= ~OPT3_WARM;
  8260. opt_flag = 0;
  8261. break;
  8262. case SC_KAITE:
  8263. sc->opt3 &= ~OPT3_KAITE;
  8264. opt_flag = 0;
  8265. break;
  8266. case SC_BUNSINJYUTSU:
  8267. sc->opt3 &= ~OPT3_BUNSIN;
  8268. opt_flag = 0;
  8269. break;
  8270. case SC_SPIRIT:
  8271. sc->opt3 &= ~OPT3_SOULLINK;
  8272. opt_flag = 0;
  8273. break;
  8274. case SC_CHANGEUNDEAD:
  8275. sc->opt3 &= ~OPT3_UNDEAD;
  8276. opt_flag = 0;
  8277. break;
  8278. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  8279. // sc->opt3 &= ~OPT3_CONTRACT;
  8280. // opt_flag = 0;
  8281. // break;
  8282. default:
  8283. opt_flag = 0;
  8284. }
  8285. if (calc_flag&SCB_DYE)
  8286. { //Restore DYE color
  8287. if (vd && !vd->cloth_color && sce->val4)
  8288. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  8289. calc_flag&=~SCB_DYE;
  8290. }
  8291. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  8292. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  8293. if( opt_flag&8 ) //bugreport:681
  8294. clif_changeoption2(bl);
  8295. else if(opt_flag)
  8296. clif_changeoption(bl);
  8297. if (calc_flag)
  8298. status_calc_bl(bl,calc_flag);
  8299. if(opt_flag&4) //Out of hiding, invoke on place.
  8300. skill_unit_move(bl,gettick(),1);
  8301. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  8302. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  8303. ers_free(sc_data_ers, sce);
  8304. return 1;
  8305. }
  8306. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  8307. {
  8308. struct block_list *bl;
  8309. struct status_change *sc;
  8310. struct status_change_entry *sce;
  8311. struct status_data *status;
  8312. int hp;
  8313. if(!((bl=map_id2bl(id))&&
  8314. (sc=status_get_sc(bl)) &&
  8315. (sce = sc->data[SC_KAAHI])))
  8316. return 0;
  8317. if(sce->val4 != tid) {
  8318. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  8319. sce->val4 = INVALID_TIMER;
  8320. return 0;
  8321. }
  8322. status=status_get_status_data(bl);
  8323. if(!status_charge(bl, 0, sce->val3)) {
  8324. sce->val4 = INVALID_TIMER;
  8325. return 0;
  8326. }
  8327. hp = status->max_hp - status->hp;
  8328. if (hp > sce->val2)
  8329. hp = sce->val2;
  8330. if (hp)
  8331. status_heal(bl, hp, 0, 2);
  8332. sce->val4 = INVALID_TIMER;
  8333. return 1;
  8334. }
  8335. /*==========================================
  8336. * ステータス異常終了タイマー
  8337. *------------------------------------------*/
  8338. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  8339. {
  8340. enum sc_type type = (sc_type)data;
  8341. struct block_list *bl;
  8342. struct map_session_data *sd;
  8343. struct status_data *status;
  8344. struct status_change *sc;
  8345. struct status_change_entry *sce;
  8346. bl = map_id2bl(id);
  8347. if(!bl)
  8348. {
  8349. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  8350. return 0;
  8351. }
  8352. sc = status_get_sc(bl);
  8353. status = status_get_status_data(bl);
  8354. if(!(sc && (sce = sc->data[type])))
  8355. {
  8356. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  8357. return 0;
  8358. }
  8359. if( sce->timer != tid )
  8360. {
  8361. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  8362. return 0;
  8363. }
  8364. sd = BL_CAST(BL_PC, bl);
  8365. // set the next timer of the sce (don't assume the status still exists)
  8366. #define sc_timer_next(t,f,i,d) \
  8367. if( (sce=sc->data[type]) ) \
  8368. sce->timer = add_timer(t,f,i,d); \
  8369. else \
  8370. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  8371. switch(type)
  8372. {
  8373. case SC_MAXIMIZEPOWER:
  8374. case SC_CLOAKING:
  8375. if(!status_charge(bl, 0, 1))
  8376. break; //Not enough SP to continue.
  8377. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  8378. return 0;
  8379. case SC_CHASEWALK:
  8380. if(!status_charge(bl, 0, sce->val4))
  8381. break; //Not enough SP to continue.
  8382. if (!sc->data[SC_INCSTR]) {
  8383. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  8384. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  8385. *skill_get_time2(status_sc2skill(type),sce->val1));
  8386. }
  8387. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  8388. return 0;
  8389. break;
  8390. case SC_SKA:
  8391. if(--(sce->val2)>0){
  8392. sce->val3 = rnd()%100; //Random defense.
  8393. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  8394. return 0;
  8395. }
  8396. break;
  8397. case SC_HIDING:
  8398. if(--(sce->val2)>0){
  8399. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  8400. break; //Fail if it's time to substract SP and there isn't.
  8401. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  8402. return 0;
  8403. }
  8404. break;
  8405. case SC_SIGHT:
  8406. case SC_RUWACH:
  8407. case SC_SIGHTBLASTER:
  8408. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  8409. if( --(sce->val2)>0 ){
  8410. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  8411. return 0;
  8412. }
  8413. break;
  8414. case SC_PROVOKE:
  8415. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  8416. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  8417. return 0;
  8418. }
  8419. break;
  8420. case SC_STONE:
  8421. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  8422. sce->val4 = 0;
  8423. unit_stop_walking(bl,1);
  8424. sc->opt1 = OPT1_STONE;
  8425. clif_changeoption(bl);
  8426. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  8427. status_calc_bl(bl, StatusChangeFlagTable[type]);
  8428. return 0;
  8429. }
  8430. if(--(sce->val3) > 0) {
  8431. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  8432. status_percent_damage(NULL, bl, 1, 0, false);
  8433. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  8434. return 0;
  8435. }
  8436. break;
  8437. case SC_POISON:
  8438. if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
  8439. break;
  8440. case SC_DPOISON:
  8441. if (--(sce->val3) > 0) {
  8442. if (!sc->data[SC_SLOWPOISON]) {
  8443. if( sce->val2 && bl->type == BL_MOB ) {
  8444. struct block_list* src = map_id2bl(sce->val2);
  8445. if( src )
  8446. mob_log_damage((TBL_MOB*)bl,src,sce->val4);
  8447. }
  8448. map_freeblock_lock();
  8449. status_zap(bl, sce->val4, 0);
  8450. if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
  8451. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  8452. }
  8453. map_freeblock_unlock();
  8454. }
  8455. return 0;
  8456. }
  8457. break;
  8458. case SC_TENSIONRELAX:
  8459. if(status->max_hp > status->hp && --(sce->val3) > 0){
  8460. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  8461. return 0;
  8462. }
  8463. break;
  8464. case SC_KNOWLEDGE:
  8465. if (!sd) break;
  8466. if(bl->m == sd->feel_map[0].m ||
  8467. bl->m == sd->feel_map[1].m ||
  8468. bl->m == sd->feel_map[2].m)
  8469. { //Timeout will be handled by pc_setpos
  8470. sce->timer = INVALID_TIMER;
  8471. return 0;
  8472. }
  8473. break;
  8474. case SC_BLEEDING:
  8475. if (--(sce->val4) >= 0) {
  8476. int hp = rnd()%600 + 200;
  8477. map_freeblock_lock();
  8478. status_fix_damage(NULL, bl, sd||hp<status->hp?hp:status->hp-1, 0);
  8479. if( sc->data[type] ) {
  8480. if( status->hp == 1 ) break;
  8481. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  8482. }
  8483. map_freeblock_unlock();
  8484. return 0;
  8485. }
  8486. break;
  8487. case SC_S_LIFEPOTION:
  8488. case SC_L_LIFEPOTION:
  8489. if( sd && --(sce->val4) >= 0 )
  8490. {
  8491. // val1 < 0 = per max% | val1 > 0 = exact amount
  8492. int hp = 0;
  8493. if( status->hp < status->max_hp )
  8494. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  8495. status_heal(bl, hp, 0, 2);
  8496. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  8497. return 0;
  8498. }
  8499. break;
  8500. case SC_BOSSMAPINFO:
  8501. if( sd && --(sce->val4) >= 0 )
  8502. {
  8503. struct mob_data *boss_md = map_id2boss(sce->val1);
  8504. if( boss_md && sd->bl.m == boss_md->bl.m )
  8505. {
  8506. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  8507. if (boss_md->bl.prev != NULL) {
  8508. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  8509. return 0;
  8510. }
  8511. }
  8512. }
  8513. break;
  8514. case SC_DANCING: //ダンススキルの時間SP消費
  8515. {
  8516. int s = 0;
  8517. int sp = 1;
  8518. if (--sce->val3 <= 0)
  8519. break;
  8520. switch(sce->val1&0xFFFF){
  8521. case BD_RICHMANKIM:
  8522. case BD_DRUMBATTLEFIELD:
  8523. case BD_RINGNIBELUNGEN:
  8524. case BD_SIEGFRIED:
  8525. case BA_DISSONANCE:
  8526. case BA_ASSASSINCROSS:
  8527. case DC_UGLYDANCE:
  8528. s=3;
  8529. break;
  8530. case BD_LULLABY:
  8531. case BD_ETERNALCHAOS:
  8532. case BD_ROKISWEIL:
  8533. case DC_FORTUNEKISS:
  8534. s=4;
  8535. break;
  8536. case CG_HERMODE:
  8537. case BD_INTOABYSS:
  8538. case BA_WHISTLE:
  8539. case DC_HUMMING:
  8540. case BA_POEMBRAGI:
  8541. case DC_SERVICEFORYOU:
  8542. s=5;
  8543. break;
  8544. case BA_APPLEIDUN:
  8545. #ifdef RENEWAL
  8546. s=5;
  8547. #else
  8548. s=6;
  8549. #endif
  8550. break;
  8551. case CG_MOONLIT:
  8552. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  8553. sp= 4*(sce->val1>>16);
  8554. //Upkeep is also every 10 secs.
  8555. case DC_DONTFORGETME:
  8556. s=10;
  8557. break;
  8558. }
  8559. if( s != 0 && sce->val3 % s == 0 )
  8560. {
  8561. if (sc->data[SC_LONGING])
  8562. sp*= 3;
  8563. if (!status_charge(bl, 0, sp))
  8564. break;
  8565. }
  8566. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  8567. return 0;
  8568. }
  8569. break;
  8570. case SC_BERSERK:
  8571. // 5% every 10 seconds [DracoRPG]
  8572. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 )
  8573. {
  8574. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  8575. return 0;
  8576. }
  8577. break;
  8578. case SC_NOCHAT:
  8579. if(sd){
  8580. sd->status.manner++;
  8581. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8582. clif_updatestatus(sd,SP_MANNER);
  8583. if (sd->status.manner < 0)
  8584. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  8585. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  8586. return 0;
  8587. }
  8588. }
  8589. break;
  8590. case SC_SPLASHER:
  8591. // custom Venom Splasher countdown timer
  8592. //if (sce->val4 % 1000 == 0) {
  8593. // char timer[10];
  8594. // snprintf (timer, 10, "%d", sce->val4/1000);
  8595. // clif_message(bl, timer);
  8596. //}
  8597. if((sce->val4 -= 500) > 0) {
  8598. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  8599. return 0;
  8600. }
  8601. break;
  8602. case SC_MARIONETTE:
  8603. case SC_MARIONETTE2:
  8604. {
  8605. struct block_list *pbl = map_id2bl(sce->val1);
  8606. if( pbl && check_distance_bl(bl, pbl, 7) )
  8607. {
  8608. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8609. return 0;
  8610. }
  8611. }
  8612. break;
  8613. case SC_GOSPEL:
  8614. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  8615. {
  8616. int hp, sp;
  8617. hp = (sce->val1 > 5) ? 45 : 30;
  8618. sp = (sce->val1 > 5) ? 35 : 20;
  8619. if(!status_charge(bl, hp, sp))
  8620. break;
  8621. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  8622. return 0;
  8623. }
  8624. break;
  8625. case SC_JAILED:
  8626. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  8627. {
  8628. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  8629. return 0;
  8630. }
  8631. break;
  8632. case SC_BLIND:
  8633. if(sc->data[SC_FOGWALL])
  8634. { //Blind lasts forever while you are standing on the fog.
  8635. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  8636. return 0;
  8637. }
  8638. break;
  8639. case SC_ABUNDANCE:
  8640. if(--(sce->val4) > 0)
  8641. {
  8642. if( !sc->data[SC_BERSERK] )
  8643. status_heal(bl,0,60,0);
  8644. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  8645. }
  8646. break;
  8647. case SC_PYREXIA:
  8648. if( --(sce->val4) >= 0 )
  8649. {
  8650. map_freeblock_lock();
  8651. clif_damage(bl,bl,tick,status_get_amotion(bl),0,100,0,0,0);
  8652. status_fix_damage(NULL,bl,100,0);
  8653. if( sc->data[type] ) {
  8654. if( sce->val4 == 10 )
  8655. sc_start(bl,SC_BLIND,100,sce->val1,30000); // Blind status for the final 30 seconds
  8656. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  8657. }
  8658. map_freeblock_unlock();
  8659. return 0;
  8660. }
  8661. break;
  8662. case SC_LEECHESEND:
  8663. if( --(sce->val4) >= 0 )
  8664. {
  8665. int damage = status->max_hp/100;
  8666. if( sd && (sd->status.class_ == JOB_GUILLOTINE_CROSS || sd->status.class_ == JOB_GUILLOTINE_CROSS_T ) )
  8667. damage += 3 * status->vit;
  8668. else
  8669. damage += 7 * status->vit;
  8670. unit_skillcastcancel(bl,2);
  8671. map_freeblock_lock();
  8672. status_zap(bl,damage,0);
  8673. if( sc->data[type] ) {
  8674. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  8675. }
  8676. map_freeblock_unlock();
  8677. return 0;
  8678. }
  8679. break;
  8680. case SC_MAGICMUSHROOM:
  8681. if( --(sce->val4) >= 0 )
  8682. {
  8683. bool flag = 0;
  8684. int damage = status->max_hp * 3 / 100;
  8685. if( status->hp <= damage )
  8686. damage = status->hp - 1; // Cannot Kill
  8687. if( damage > 0 )
  8688. { // 3% Damage each 4 seconds
  8689. map_freeblock_lock();
  8690. status_zap(bl,damage,0);
  8691. flag = !sc->data[type]; // Killed? Should not
  8692. map_freeblock_unlock();
  8693. }
  8694. if( !flag )
  8695. { // Random Skill Cast
  8696. if( sd )
  8697. {
  8698. int mushroom_skillid = 0, i;
  8699. unit_stop_attack(bl);
  8700. unit_skillcastcancel(bl,1);
  8701. do
  8702. {
  8703. i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  8704. mushroom_skillid = skill_magicmushroom_db[i].skillid;
  8705. }
  8706. while( mushroom_skillid == 0 );
  8707. switch( skill_get_casttype(mushroom_skillid) )
  8708. { // Magic Mushroom skills are buffs or area damage
  8709. case CAST_GROUND:
  8710. skill_castend_pos2(bl,bl->x,bl->y,mushroom_skillid,1,tick,0);
  8711. break;
  8712. case CAST_NODAMAGE:
  8713. skill_castend_nodamage_id(bl,bl,mushroom_skillid,1,tick,0);
  8714. break;
  8715. case CAST_DAMAGE:
  8716. skill_castend_damage_id(bl,bl,mushroom_skillid,1,tick,0);
  8717. break;
  8718. }
  8719. }
  8720. clif_emotion(bl,E_HEH);
  8721. sc_timer_next(4000+tick,status_change_timer,bl->id,data);
  8722. }
  8723. return 0;
  8724. }
  8725. break;
  8726. case SC_TOXIN:
  8727. if( --(sce->val4) >= 0 )
  8728. { //Damage is every 10 seconds including 3%sp drain.
  8729. map_freeblock_lock();
  8730. clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
  8731. status_damage(NULL,bl,1,status->max_sp*3/100,0,16);
  8732. if( sc->data[type] ) {
  8733. sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
  8734. }
  8735. map_freeblock_unlock();
  8736. return 0;
  8737. }
  8738. break;
  8739. case SC_OBLIVIONCURSE:
  8740. if( --(sce->val4) >= 0 )
  8741. {
  8742. clif_emotion(bl,E_WHAT);
  8743. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  8744. return 0;
  8745. }
  8746. break;
  8747. case SC_WEAPONBLOCKING:
  8748. if( --(sce->val4) >= 0 )
  8749. {
  8750. if( !status_charge(bl,0,3) )
  8751. break;
  8752. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  8753. return 0;
  8754. }
  8755. break;
  8756. case SC_CLOAKINGEXCEED:
  8757. if(!status_charge(bl,0,10-sce->val1))
  8758. break;
  8759. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8760. return 0;
  8761. case SC_RENOVATIO:
  8762. if( --(sce->val4) >= 0 )
  8763. {
  8764. status_heal(bl, status->max_hp * 3 / 100, 0, 2);
  8765. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  8766. return 0;
  8767. }
  8768. break;
  8769. case SC_BURNING:
  8770. if( --(sce->val4) >= 0 )
  8771. {
  8772. struct block_list *src = map_id2bl(sce->val3);
  8773. int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
  8774. map_freeblock_lock();
  8775. clif_damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
  8776. status_damage(src, bl, damage, 0, 0, 1);
  8777. if( sc->data[type]){ // Target still lives. [LimitLine]
  8778. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  8779. }
  8780. map_freeblock_unlock();
  8781. return 0;
  8782. }
  8783. break;
  8784. case SC_FEAR:
  8785. if( --(sce->val4) >= 0 )
  8786. {
  8787. if( sce->val2 > 0 )
  8788. sce->val2--;
  8789. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8790. return 0;
  8791. }
  8792. break;
  8793. case SC_SPHERE_1:
  8794. case SC_SPHERE_2:
  8795. case SC_SPHERE_3:
  8796. case SC_SPHERE_4:
  8797. case SC_SPHERE_5:
  8798. if( --(sce->val4) >= 0 )
  8799. {
  8800. if( !status_charge(bl, 0, 1) )
  8801. break;
  8802. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8803. return 0;
  8804. }
  8805. break;
  8806. case SC_READING_SB:
  8807. if( !status_charge(bl, 0, sce->val2) )
  8808. break;
  8809. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8810. return 0;
  8811. case SC_ELECTRICSHOCKER:
  8812. if( --(sce->val4) >= 0 )
  8813. {
  8814. status_charge(bl, 0, status->max_sp / 100 * sce->val1 );
  8815. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8816. return 0;
  8817. }
  8818. break;
  8819. case SC_CAMOUFLAGE:
  8820. if( !status_charge(bl,0,7 - sce->val1) )
  8821. break;
  8822. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8823. return 0;
  8824. case SC__REPRODUCE:
  8825. if(!status_charge(bl, 0, 1))
  8826. break;
  8827. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  8828. return 0;
  8829. case SC__SHADOWFORM:
  8830. if( --(sce->val4) >= 0 )
  8831. {
  8832. if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
  8833. break;
  8834. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8835. return 0;
  8836. }
  8837. break;
  8838. case SC__INVISIBILITY:
  8839. if( --(sce->val4) >= 0 )
  8840. {
  8841. if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skilllv.
  8842. break;
  8843. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8844. return 0;
  8845. }
  8846. break;
  8847. case SC_STRIKING:
  8848. if( --(sce->val4) >= 0 )
  8849. {
  8850. if( !status_charge(bl,0, sce->val1 ) )
  8851. break;
  8852. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8853. return 0;
  8854. }
  8855. break;
  8856. case SC_BLOODSUCKER:
  8857. if( --(sce->val4) >= 0 ) {
  8858. struct block_list *src = map_id2bl(sce->val2);
  8859. int damage;
  8860. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  8861. break;
  8862. map_freeblock_lock();
  8863. damage = skill_attack(skill_get_type(GN_BLOOD_SUCKER), src, src, bl, GN_BLOOD_SUCKER, sce->val1, tick, 0);
  8864. if ( sc->data[type] ) {
  8865. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8866. }
  8867. map_freeblock_unlock();
  8868. status_heal(src, damage, 0, 0);
  8869. clif_skill_nodamage(src, bl, GN_BLOOD_SUCKER, 0, 1);
  8870. return 0;
  8871. }
  8872. break;
  8873. case SC_VOICEOFSIREN:
  8874. if( --(sce->val4) >= 0 )
  8875. {
  8876. clif_emotion(bl,E_LV);
  8877. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  8878. return 0;
  8879. }
  8880. break;
  8881. case SC_DEEPSLEEP:
  8882. if( --(sce->val4) >= 0 )
  8883. { // Recovers 1% HP/SP every 2 seconds.
  8884. status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
  8885. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  8886. return 0;
  8887. }
  8888. break;
  8889. case SC_SIRCLEOFNATURE:
  8890. if( --(sce->val4) >= 0 )
  8891. {
  8892. if( !status_charge(bl,0,sce->val2) )
  8893. break;
  8894. status_heal(bl, sce->val3, 0, 1);
  8895. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8896. return 0;
  8897. }
  8898. break;
  8899. case SC_SONGOFMANA:
  8900. if( --(sce->val4) >= 0 )
  8901. {
  8902. status_heal(bl,0,sce->val3,3);
  8903. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  8904. return 0;
  8905. }
  8906. break;
  8907. case SC_SATURDAYNIGHTFEVER:
  8908. // 1% HP/SP drain every 3 seconds [Jobbie]
  8909. if( --(sce->val3) >= 0 )
  8910. {
  8911. int hp = status->hp / 100;
  8912. int sp = status->sp / 100;
  8913. if( !status_charge(bl, hp, sp) )
  8914. break;
  8915. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  8916. return 0;
  8917. }
  8918. break;
  8919. case SC_CRYSTALIZE:
  8920. if( --(sce->val4) >= 0 )
  8921. { // Drains 2% of HP and 1% of SP every seconds.
  8922. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  8923. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8924. return 0;
  8925. }
  8926. break;
  8927. case SC_FORCEOFVANGUARD:
  8928. if( !status_charge(bl,0,20) )
  8929. break;
  8930. sc_timer_next(6000 + tick, status_change_timer, bl->id, data);
  8931. return 0;
  8932. case SC_BANDING:
  8933. if( status_charge(bl, 0, 7 - sce->val1) )
  8934. {
  8935. if( sd ) pc_banding(sd, sce->val1);
  8936. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  8937. return 0;
  8938. }
  8939. break;
  8940. case SC_REFLECTDAMAGE:
  8941. if( --(sce->val4) >= 0 ) {
  8942. if( !status_charge(bl,0,sce->val3) )
  8943. break;
  8944. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  8945. return 0;
  8946. }
  8947. break;
  8948. case SC_OVERHEAT_LIMITPOINT:
  8949. if( --(sce->val1) > 0 ) { // Cooling
  8950. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  8951. }
  8952. break;
  8953. case SC_OVERHEAT:
  8954. {
  8955. int damage = status->max_hp / 100; // Suggestion 1% each second
  8956. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  8957. map_freeblock_lock();
  8958. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  8959. if( sc->data[type] ) {
  8960. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8961. }
  8962. map_freeblock_unlock();
  8963. }
  8964. break;
  8965. case SC_MAGNETICFIELD:
  8966. {
  8967. if( --(sce->val3) <= 0 )
  8968. break; // Time out
  8969. if( sce->val2 == bl->id )
  8970. {
  8971. if( !status_charge(bl,0,14 + (3 * sce->val1)) )
  8972. break; // No more SP status should end, and in the next second will end for the other affected players
  8973. }
  8974. else
  8975. {
  8976. struct block_list *src = map_id2bl(sce->val2);
  8977. struct status_change *ssc;
  8978. if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
  8979. break; // Source no more under Magnetic Field
  8980. }
  8981. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8982. }
  8983. break;
  8984. case SC_INSPIRATION:
  8985. if(--(sce->val4) >= 0)
  8986. {
  8987. int hp = status->max_hp * (7-sce->val1) / 100;
  8988. int sp = status->max_sp * (9-sce->val1) / 100;
  8989. if( !status_charge(bl,hp,sp) ) break;
  8990. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  8991. return 0;
  8992. }
  8993. break;
  8994. case SC_RAISINGDRAGON:
  8995. // 1% every 5 seconds [Jobbie]
  8996. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) )
  8997. {
  8998. if( !sc->data[type] ) return 0;
  8999. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9000. return 0;
  9001. }
  9002. break;
  9003. case SC_CIRCLE_OF_FIRE:
  9004. case SC_FIRE_CLOAK:
  9005. case SC_WATER_DROP:
  9006. case SC_WATER_SCREEN:
  9007. case SC_WIND_CURTAIN:
  9008. case SC_WIND_STEP:
  9009. case SC_STONE_SHIELD:
  9010. case SC_SOLID_SKIN:
  9011. if( !status_charge(bl,0,sce->val2) )
  9012. {
  9013. struct block_list *s_bl = battle_get_master(bl);
  9014. if( s_bl )
  9015. status_change_end(s_bl,type+1,INVALID_TIMER);
  9016. status_change_end(bl,type,INVALID_TIMER);
  9017. break;
  9018. }
  9019. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9020. return 0;
  9021. case SC_STOMACHACHE:
  9022. if( --(sce->val4) > 0 )
  9023. {
  9024. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  9025. if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds.
  9026. {
  9027. pc_stop_walking(sd,1|4);
  9028. pc_stop_attack(sd);
  9029. pc_setsit(sd);
  9030. clif_sitting(bl);
  9031. }
  9032. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9033. return 0;
  9034. }
  9035. break;
  9036. case SC_LEADERSHIP:
  9037. case SC_GLORYWOUNDS:
  9038. case SC_SOULCOLD:
  9039. case SC_HAWKEYES:
  9040. /* they only end by status_change_end */
  9041. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  9042. return 0;
  9043. }
  9044. // default for all non-handled control paths is to end the status
  9045. return status_change_end( bl,type,tid );
  9046. #undef sc_timer_next
  9047. }
  9048. /*==========================================
  9049. * ステータス異常タイマー範囲処理
  9050. *------------------------------------------*/
  9051. int status_change_timer_sub(struct block_list* bl, va_list ap)
  9052. {
  9053. struct status_change* tsc;
  9054. struct block_list* src = va_arg(ap,struct block_list*);
  9055. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  9056. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  9057. unsigned int tick = va_arg(ap,unsigned int);
  9058. if (status_isdead(bl))
  9059. return 0;
  9060. tsc = status_get_sc(bl);
  9061. switch( type ) {
  9062. case SC_SIGHT: /* サイト */
  9063. case SC_CONCENTRATE:
  9064. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9065. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9066. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9067. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9068. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  9069. break;
  9070. case SC_RUWACH: /* ルアフ */
  9071. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  9072. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
  9073. tsc->data[SC__INVISIBILITY])) {
  9074. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9075. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9076. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9077. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9078. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  9079. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  9080. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  9081. }
  9082. break;
  9083. case SC_SIGHTBLASTER:
  9084. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  9085. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  9086. {
  9087. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  9088. if (sce) sce->val2 = 0; //This signals it to end.
  9089. }
  9090. break;
  9091. case SC_CLOSECONFINE:
  9092. //Lock char has released the hold on everyone...
  9093. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  9094. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  9095. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  9096. }
  9097. break;
  9098. case SC_CURSEDCIRCLE_TARGET:
  9099. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  9100. status_change_end(bl, type, INVALID_TIMER);
  9101. }
  9102. break;
  9103. }
  9104. return 0;
  9105. }
  9106. /*==========================================
  9107. * Clears buffs/debuffs of a character.
  9108. * type&1 -> buffs, type&2 -> debuffs
  9109. *------------------------------------------*/
  9110. int status_change_clear_buffs (struct block_list* bl, int type)
  9111. {
  9112. int i;
  9113. struct status_change *sc= status_get_sc(bl);
  9114. if (!sc || !sc->count)
  9115. return 0;
  9116. if (type&2) //Debuffs
  9117. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  9118. {
  9119. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9120. }
  9121. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  9122. {
  9123. if(!sc->data[i])
  9124. continue;
  9125. switch (i) {
  9126. //Stuff that cannot be removed
  9127. case SC_WEIGHT50:
  9128. case SC_WEIGHT90:
  9129. case SC_COMBO:
  9130. case SC_SMA:
  9131. case SC_DANCING:
  9132. case SC_LEADERSHIP:
  9133. case SC_GLORYWOUNDS:
  9134. case SC_SOULCOLD:
  9135. case SC_HAWKEYES:
  9136. case SC_GUILDAURA:
  9137. case SC_SAFETYWALL:
  9138. case SC_PNEUMA:
  9139. case SC_NOCHAT:
  9140. case SC_JAILED:
  9141. case SC_ANKLE:
  9142. case SC_BLADESTOP:
  9143. case SC_CP_WEAPON:
  9144. case SC_CP_SHIELD:
  9145. case SC_CP_ARMOR:
  9146. case SC_CP_HELM:
  9147. case SC_STRFOOD:
  9148. case SC_AGIFOOD:
  9149. case SC_VITFOOD:
  9150. case SC_INTFOOD:
  9151. case SC_DEXFOOD:
  9152. case SC_LUKFOOD:
  9153. case SC_HITFOOD:
  9154. case SC_FLEEFOOD:
  9155. case SC_BATKFOOD:
  9156. case SC_WATKFOOD:
  9157. case SC_MATKFOOD:
  9158. case SC_FOOD_STR_CASH:
  9159. case SC_FOOD_AGI_CASH:
  9160. case SC_FOOD_VIT_CASH:
  9161. case SC_FOOD_DEX_CASH:
  9162. case SC_FOOD_INT_CASH:
  9163. case SC_FOOD_LUK_CASH:
  9164. case SC_EXPBOOST:
  9165. case SC_JEXPBOOST:
  9166. case SC_ITEMBOOST:
  9167. case SC_ELECTRICSHOCKER:
  9168. case SC__MANHOLE:
  9169. case SC_GIANTGROWTH:
  9170. case SC_MILLENNIUMSHIELD:
  9171. case SC_REFRESH:
  9172. case SC_STONEHARDSKIN:
  9173. case SC_VITALITYACTIVATION:
  9174. case SC_FIGHTINGSPIRIT:
  9175. case SC_ABUNDANCE:
  9176. case SC_CURSEDCIRCLE_ATKER:
  9177. case SC_CURSEDCIRCLE_TARGET:
  9178. continue;
  9179. //Debuffs that can be removed.
  9180. case SC_HALLUCINATION:
  9181. case SC_QUAGMIRE:
  9182. case SC_SIGNUMCRUCIS:
  9183. case SC_DECREASEAGI:
  9184. case SC_SLOWDOWN:
  9185. case SC_MINDBREAKER:
  9186. case SC_WINKCHARM:
  9187. case SC_STOP:
  9188. case SC_ORCISH:
  9189. case SC_STRIPWEAPON:
  9190. case SC_STRIPSHIELD:
  9191. case SC_STRIPARMOR:
  9192. case SC_STRIPHELM:
  9193. case SC_BITE:
  9194. case SC_ADORAMUS:
  9195. case SC_VACUUM_EXTREME:
  9196. case SC_BURNING:
  9197. case SC_FEAR:
  9198. case SC_MAGNETICFIELD:
  9199. if (!(type&2))
  9200. continue;
  9201. break;
  9202. //The rest are buffs that can be removed.
  9203. case SC_BERSERK:
  9204. case SC_SATURDAYNIGHTFEVER:
  9205. if (!(type&1))
  9206. continue;
  9207. sc->data[i]->val2 = 0;
  9208. break;
  9209. default:
  9210. if (!(type&1))
  9211. continue;
  9212. break;
  9213. }
  9214. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9215. }
  9216. return 0;
  9217. }
  9218. int status_change_spread( struct block_list *src, struct block_list *bl ) {
  9219. int i, flag = 0;
  9220. struct status_change *sc = status_get_sc(src);
  9221. const struct TimerData *timer;
  9222. unsigned int tick;
  9223. struct status_change_data data;
  9224. if( !sc || !sc->count )
  9225. return 0;
  9226. tick = gettick();
  9227. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  9228. if( !sc->data[i] || i == SC_COMMON_MAX )
  9229. continue;
  9230. switch( i ) {
  9231. //Debuffs that can be spreaded.
  9232. // NOTE: We'll add/delte SCs when we are able to confirm it.
  9233. case SC_POISON:
  9234. case SC_CURSE:
  9235. case SC_SILENCE:
  9236. case SC_CONFUSION:
  9237. case SC_BLIND:
  9238. case SC_BLEEDING:
  9239. case SC_DPOISON:
  9240. case SC_NOCHAT:
  9241. case SC_HALLUCINATION:
  9242. case SC_SIGNUMCRUCIS:
  9243. case SC_DECREASEAGI:
  9244. case SC_SLOWDOWN:
  9245. case SC_MINDBREAKER:
  9246. case SC_WINKCHARM:
  9247. case SC_STOP:
  9248. case SC_ORCISH:
  9249. //case SC_STRIPWEAPON://Omg I got infected and had the urge to strip myself physically.
  9250. //case SC_STRIPSHIELD://No this is stupid and shouldnt be spreadable at all.
  9251. //case SC_STRIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
  9252. //case SC_STRIPHELM:
  9253. //case SC__STRIPACCESSORY:
  9254. case SC_BITE:
  9255. case SC_FREEZING:
  9256. case SC_BURNING:
  9257. case SC_FEAR:
  9258. case SC_PYREXIA:
  9259. case SC_PARALYSE:
  9260. case SC_DEATHHURT:
  9261. case SC_MAGICMUSHROOM:
  9262. case SC_VENOMBLEED:
  9263. case SC_TOXIN:
  9264. case SC_OBLIVIONCURSE:
  9265. case SC_LEECHESEND:
  9266. if( sc->data[i]->timer != INVALID_TIMER ) {
  9267. timer = get_timer(sc->data[i]->timer);
  9268. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
  9269. continue;
  9270. data.tick = DIFF_TICK(timer->tick,tick);
  9271. } else
  9272. data.tick = INVALID_TIMER;
  9273. data.val1 = sc->data[i]->val1;
  9274. data.val2 = sc->data[i]->val2;
  9275. data.val3 = sc->data[i]->val3;
  9276. data.val4 = sc->data[i]->val4;
  9277. status_change_start(bl,i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
  9278. flag = 1;
  9279. break;
  9280. default:
  9281. continue;
  9282. break;
  9283. }
  9284. }
  9285. return flag;
  9286. }
  9287. //Natural regen related stuff.
  9288. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  9289. static int status_natural_heal(struct block_list* bl, va_list args)
  9290. {
  9291. struct regen_data *regen;
  9292. struct status_data *status;
  9293. struct status_change *sc;
  9294. struct unit_data *ud;
  9295. struct view_data *vd = NULL;
  9296. struct regen_data_sub *sregen;
  9297. struct map_session_data *sd;
  9298. int val,rate,bonus = 0,flag;
  9299. regen = status_get_regen_data(bl);
  9300. if (!regen) return 0;
  9301. status = status_get_status_data(bl);
  9302. sc = status_get_sc(bl);
  9303. if (sc && !sc->count)
  9304. sc = NULL;
  9305. sd = BL_CAST(BL_PC,bl);
  9306. flag = regen->flag;
  9307. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  9308. flag&=~(RGN_HP|RGN_SHP);
  9309. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  9310. flag&=~(RGN_SP|RGN_SSP);
  9311. if (flag && (
  9312. status_isdead(bl) ||
  9313. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  9314. ))
  9315. flag=0;
  9316. if (sd) {
  9317. if (sd->hp_loss.value || sd->sp_loss.value)
  9318. pc_bleeding(sd, natural_heal_diff_tick);
  9319. if (sd->hp_regen.value || sd->sp_regen.value)
  9320. pc_regen(sd, natural_heal_diff_tick);
  9321. }
  9322. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  9323. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  9324. { //Apply sitting regen bonus.
  9325. sregen = regen->ssregen;
  9326. if(flag&(RGN_SHP))
  9327. { //Sitting HP regen
  9328. val = natural_heal_diff_tick * sregen->rate.hp;
  9329. if (regen->state.overweight)
  9330. val>>=1; //Half as fast when overweight.
  9331. sregen->tick.hp += val;
  9332. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9333. {
  9334. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  9335. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  9336. { //Full
  9337. flag&=~(RGN_HP|RGN_SHP);
  9338. break;
  9339. }
  9340. }
  9341. }
  9342. if(flag&(RGN_SSP))
  9343. { //Sitting SP regen
  9344. val = natural_heal_diff_tick * sregen->rate.sp;
  9345. if (regen->state.overweight)
  9346. val>>=1; //Half as fast when overweight.
  9347. sregen->tick.sp += val;
  9348. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9349. {
  9350. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  9351. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  9352. { //Full
  9353. flag&=~(RGN_SP|RGN_SSP);
  9354. break;
  9355. }
  9356. }
  9357. }
  9358. }
  9359. if (flag && regen->state.overweight)
  9360. flag=0;
  9361. ud = unit_bl2ud(bl);
  9362. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
  9363. {
  9364. flag&=~(RGN_SHP|RGN_SSP);
  9365. if(!regen->state.walk)
  9366. flag&=~RGN_HP;
  9367. }
  9368. if (!flag)
  9369. return 0;
  9370. if (flag&(RGN_HP|RGN_SP))
  9371. {
  9372. if(!vd) vd = status_get_viewdata(bl);
  9373. if(vd && vd->dead_sit == 2)
  9374. bonus++;
  9375. if(regen->state.gc)
  9376. bonus++;
  9377. }
  9378. //Natural Hp regen
  9379. if (flag&RGN_HP)
  9380. {
  9381. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  9382. if (ud && ud->walktimer != INVALID_TIMER)
  9383. rate/=2;
  9384. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  9385. if(bl->type==BL_HOM) rate *=2;
  9386. regen->tick.hp += rate;
  9387. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  9388. {
  9389. val = 0;
  9390. do {
  9391. val += regen->hp;
  9392. regen->tick.hp -= battle_config.natural_healhp_interval;
  9393. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  9394. if (status_heal(bl, val, 0, 1) < val)
  9395. flag&=~RGN_SHP; //full.
  9396. }
  9397. }
  9398. //Natural SP regen
  9399. if(flag&RGN_SP)
  9400. {
  9401. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  9402. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  9403. if(bl->type==BL_HOM) rate *=2;
  9404. regen->tick.sp += rate;
  9405. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  9406. {
  9407. val = 0;
  9408. do {
  9409. val += regen->sp;
  9410. regen->tick.sp -= battle_config.natural_healsp_interval;
  9411. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  9412. if (status_heal(bl, 0, val, 1) < val)
  9413. flag&=~RGN_SSP; //full.
  9414. }
  9415. }
  9416. if (!regen->sregen)
  9417. return flag;
  9418. //Skill regen
  9419. sregen = regen->sregen;
  9420. if(flag&RGN_SHP)
  9421. { //Skill HP regen
  9422. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  9423. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9424. {
  9425. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  9426. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  9427. break; //Full
  9428. }
  9429. }
  9430. if(flag&RGN_SSP)
  9431. { //Skill SP regen
  9432. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  9433. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9434. {
  9435. val = sregen->sp;
  9436. if (sd && sd->state.doridori) {
  9437. val*=2;
  9438. sd->state.doridori = 0;
  9439. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  9440. sc_start(bl,status_skill2sc(TK_SPTIME),
  9441. 100,rate,skill_get_time(TK_SPTIME, rate));
  9442. if (
  9443. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  9444. rnd()%10000 < battle_config.sg_angel_skill_ratio
  9445. ) { //Angel of the Sun/Moon/Star
  9446. clif_feel_hate_reset(sd);
  9447. pc_resethate(sd);
  9448. pc_resetfeel(sd);
  9449. }
  9450. }
  9451. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  9452. if(status_heal(bl, 0, val, 3) < val)
  9453. break; //Full
  9454. }
  9455. }
  9456. return flag;
  9457. }
  9458. //Natural heal main timer.
  9459. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  9460. {
  9461. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  9462. map_foreachregen(status_natural_heal);
  9463. natural_heal_prev_tick = tick;
  9464. return 0;
  9465. }
  9466. /**
  9467. * Get the chance to upgrade a piece of equipment.
  9468. * @param wlv The weapon type of the item to refine (see see enum refine_type)
  9469. * @param refine The target refine level
  9470. * @return The chance to refine the item, in percent (0~100)
  9471. **/
  9472. int status_get_refine_chance(enum refine_type wlv, int refine)
  9473. {
  9474. if (wlv < 0 || wlv > REFINE_TYPE_MAX || refine < 0 || refine >= MAX_REFINE)
  9475. return 0;
  9476. return refine_info[wlv].chance[refine];
  9477. }
  9478. /*------------------------------------------
  9479. * DB reading.
  9480. * job_db1.txt - weight, hp, sp, aspd
  9481. * job_db2.txt - job level stat bonuses
  9482. * size_fix.txt - size adjustment table for weapons
  9483. * refine_db.txt - refining data table
  9484. *------------------------------------------*/
  9485. #ifdef RENEWAL
  9486. static bool status_readdb_job_re(char* fields[], int columns, int current) {
  9487. int idx, class_;
  9488. unsigned int i;
  9489. class_ = atoi(fields[0]);
  9490. if(!pcdb_checkid(class_)) {
  9491. ShowWarning("status_readdb_job_re: Invalid job class %d specified.\n", class_);
  9492. return false;
  9493. }
  9494. idx = pc_class2idx(class_);
  9495. for(i = 0; i < RE_JOB_DB_MAX; i++) {
  9496. re_job_db[idx][i] = atoi(fields[i+1]);
  9497. }
  9498. return true;
  9499. }
  9500. #endif
  9501. static bool status_readdb_job1(char* fields[], int columns, int current)
  9502. {// Job-specific values (weight, HP, SP, ASPD)
  9503. int idx, class_;
  9504. unsigned int i;
  9505. class_ = atoi(fields[0]);
  9506. if(!pcdb_checkid(class_))
  9507. {
  9508. ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
  9509. return false;
  9510. }
  9511. idx = pc_class2idx(class_);
  9512. max_weight_base[idx] = atoi(fields[1]);
  9513. hp_coefficient[idx] = atoi(fields[2]);
  9514. hp_coefficient2[idx] = atoi(fields[3]);
  9515. sp_coefficient[idx] = atoi(fields[4]);
  9516. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  9517. {
  9518. aspd_base[idx][i] = atoi(fields[i+5]);
  9519. }
  9520. return true;
  9521. }
  9522. static bool status_readdb_job2(char* fields[], int columns, int current)
  9523. {
  9524. int idx, class_, i;
  9525. class_ = atoi(fields[0]);
  9526. if(!pcdb_checkid(class_))
  9527. {
  9528. ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
  9529. return false;
  9530. }
  9531. idx = pc_class2idx(class_);
  9532. for(i = 1; i < columns; i++)
  9533. {
  9534. job_bonus[idx][i-1] = atoi(fields[i]);
  9535. }
  9536. return true;
  9537. }
  9538. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  9539. {
  9540. unsigned int i;
  9541. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  9542. {
  9543. atkmods[current][i] = atoi(fields[i]);
  9544. }
  9545. return true;
  9546. }
  9547. static bool status_readdb_refine(char* fields[], int columns, int current)
  9548. {
  9549. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  9550. current = atoi(fields[0]);
  9551. if (current < 0 || current >= REFINE_TYPE_MAX)
  9552. return false;
  9553. bonus_per_level = atoi(fields[1]);
  9554. random_bonus_start_level = atoi(fields[2]);
  9555. random_bonus = atoi(fields[3]);
  9556. for(i = 0; i < MAX_REFINE; i++)
  9557. {
  9558. char* delim;
  9559. if (!(delim = strchr(fields[4+i], ':')))
  9560. return false;
  9561. *delim = '\0';
  9562. refine_info[current].chance[i] = atoi(fields[4+i]);
  9563. if (i >= random_bonus_start_level - 1)
  9564. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  9565. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  9566. if (i > 0)
  9567. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  9568. }
  9569. return true;
  9570. }
  9571. int status_readdb(void)
  9572. {
  9573. int i, j;
  9574. // initialize databases to default
  9575. //
  9576. // job_db1.txt
  9577. memset(max_weight_base, 0, sizeof(max_weight_base));
  9578. memset(hp_coefficient, 0, sizeof(hp_coefficient));
  9579. memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
  9580. memset(sp_coefficient, 0, sizeof(sp_coefficient));
  9581. memset(aspd_base, 0, sizeof(aspd_base));
  9582. #ifdef RENEWAL
  9583. memset(re_job_db, 0, sizeof(re_job_db));
  9584. #endif
  9585. // job_db2.txt
  9586. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  9587. // size_fix.txt
  9588. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  9589. for(j=0;j<MAX_WEAPON_TYPE;j++)
  9590. atkmods[i][j]=100;
  9591. // refine_db.txt
  9592. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  9593. {
  9594. for(j=0;j<MAX_REFINE; j++)
  9595. {
  9596. refine_info[i].chance[j] = 100;
  9597. refine_info[i].bonus[j] = 0;
  9598. refine_info[i].randombonus_max[j] = 0;
  9599. }
  9600. }
  9601. // read databases
  9602. //
  9603. sv_readdb(db_path, "job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
  9604. sv_readdb(db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
  9605. sv_readdb(db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
  9606. #ifdef RENEWAL
  9607. sv_readdb(db_path, DBPATH"job_db_extra.txt", ',', 1+RE_JOB_DB_MAX, 1+RE_JOB_DB_MAX, -1, &status_readdb_job_re);
  9608. #endif
  9609. sv_readdb(db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine);
  9610. return 0;
  9611. }
  9612. /*==========================================
  9613. * スキル関係初期化処理
  9614. *------------------------------------------*/
  9615. int do_init_status(void)
  9616. {
  9617. add_timer_func_list(status_change_timer,"status_change_timer");
  9618. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  9619. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  9620. initChangeTables();
  9621. initDummyData();
  9622. status_readdb();
  9623. status_calc_sigma();
  9624. natural_heal_prev_tick = gettick();
  9625. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  9626. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  9627. return 0;
  9628. }
  9629. void do_final_status(void)
  9630. {
  9631. ers_destroy(sc_data_ers);
  9632. }