status.c 364 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/random.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "pet.h"
  16. #include "npc.h"
  17. #include "mob.h"
  18. #include "clif.h"
  19. #include "guild.h"
  20. #include "skill.h"
  21. #include "itemdb.h"
  22. #include "battle.h"
  23. #include "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. #include <math.h>
  38. //Regen related flags.
  39. enum e_regen
  40. {
  41. RGN_HP = 0x01,
  42. RGN_SP = 0x02,
  43. RGN_SHP = 0x04,
  44. RGN_SSP = 0x08,
  45. };
  46. static int max_weight_base[CLASS_COUNT];
  47. static int hp_coefficient[CLASS_COUNT];
  48. static int hp_coefficient2[CLASS_COUNT];
  49. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  50. static int sp_coefficient[CLASS_COUNT];
  51. #ifdef RENEWAL_ASPD
  52. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1];
  53. #else
  54. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  55. #endif
  56. // bonus values and upgrade chances for refining equipment
  57. static struct {
  58. int chance[MAX_REFINE]; // success chance
  59. int bonus[MAX_REFINE]; // cumulative fixed bonus damage
  60. int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage
  61. } refine_info[REFINE_TYPE_MAX];
  62. static int atkmods[3][MAX_WEAPON_TYPE]; //ATK weapon modification for size (size_fix.txt)
  63. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  64. static struct eri *sc_data_ers; //For sc_data entries
  65. static struct status_data dummy_status;
  66. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  67. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  68. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  69. //to avoid cards exploits
  70. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  71. static int StatusIconChangeTable[SC_MAX]; // status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
  72. static unsigned int StatusChangeFlagTable[SC_MAX]; // status -> flags
  73. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  74. static int StatusRelevantBLTypes[SI_MAX]; // "icon" -> enum bl_type (for clif_status_change to identify for which bl types to send packets)
  75. static unsigned int StatusChangeStateTable[SC_MAX]; // status -> flags
  76. /**
  77. * Returns the status change associated with a skill.
  78. * @param skill The skill to look up
  79. * @return The status registered for this skill
  80. **/
  81. sc_type status_skill2sc(int skill)
  82. {
  83. int idx = skill_get_index(skill);
  84. if( idx == 0 ) {
  85. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  86. return SC_NONE;
  87. }
  88. return SkillStatusChangeTable[idx];
  89. }
  90. /**
  91. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  92. * Utilized for various duration lookups. Use with caution!
  93. * @param sc The status to look up
  94. * @return A skill associated with the status
  95. **/
  96. int status_sc2skill(sc_type sc)
  97. {
  98. if( sc < 0 || sc >= SC_MAX ) {
  99. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  100. return 0;
  101. }
  102. return StatusSkillChangeTable[sc];
  103. }
  104. /**
  105. * Returns the status calculation flag associated with a given status change.
  106. * @param sc The status to look up
  107. * @return The scb_flag registered for this status (see enum scb_flag)
  108. **/
  109. unsigned int status_sc2scb_flag(sc_type sc)
  110. {
  111. if( sc < 0 || sc >= SC_MAX ) {
  112. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  113. return SCB_NONE;
  114. }
  115. return StatusChangeFlagTable[sc];
  116. }
  117. /**
  118. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  119. * @param type The client-side status identifier to look up (see enum si_type)
  120. * @return The bl types relevant to the type (see enum bl_type)
  121. **/
  122. int status_type2relevant_bl_types(int type)
  123. {
  124. if( type < 0 || type >= SI_MAX ) {
  125. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  126. return SI_BLANK;
  127. }
  128. return StatusRelevantBLTypes[type];
  129. }
  130. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  131. // indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  132. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  133. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  134. {
  135. uint16 idx = skill_get_index(skill_id);
  136. if( idx == 0 ) {
  137. ShowError("set_sc: Unsupported skill id %d\n", skill_id);
  138. return;
  139. }
  140. if( sc < 0 || sc >= SC_MAX ) {
  141. ShowError("set_sc: Unsupported status change id %d\n", sc);
  142. return;
  143. }
  144. if( StatusSkillChangeTable[sc] == 0 )
  145. StatusSkillChangeTable[sc] = skill_id;
  146. if( StatusIconChangeTable[sc] == SI_BLANK )
  147. StatusIconChangeTable[sc] = icon;
  148. StatusChangeFlagTable[sc] |= flag;
  149. if( SkillStatusChangeTable[idx] == SC_NONE )
  150. SkillStatusChangeTable[idx] = sc;
  151. }
  152. void initChangeTables(void) {
  153. int i;
  154. for (i = 0; i < SC_MAX; i++)
  155. StatusIconChangeTable[i] = SI_BLANK;
  156. for (i = 0; i < MAX_SKILL; i++)
  157. SkillStatusChangeTable[i] = SC_NONE;
  158. for (i = 0; i < SI_MAX; i++)
  159. StatusRelevantBLTypes[i] = BL_PC;
  160. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  161. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  162. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  163. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  164. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  165. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  166. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  167. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  168. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  169. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  170. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  171. set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
  172. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  173. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  174. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  175. //The main status definitions
  176. add_sc( SM_BASH , SC_STUN );
  177. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  178. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  179. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  180. add_sc( MG_SIGHT , SC_SIGHT );
  181. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  182. add_sc( MG_FROSTDIVER , SC_FREEZE );
  183. add_sc( MG_STONECURSE , SC_STONE );
  184. add_sc( AL_RUWACH , SC_RUWACH );
  185. add_sc( AL_PNEUMA , SC_PNEUMA );
  186. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  187. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  188. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  189. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  190. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  191. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  192. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  193. add_sc( TF_POISON , SC_POISON );
  194. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  195. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  196. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  197. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  198. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  199. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  200. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  201. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  202. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  203. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  204. add_sc( PR_LEXDIVINA , SC_SILENCE );
  205. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  206. add_sc( WZ_METEOR , SC_STUN );
  207. add_sc( WZ_VERMILION , SC_BLIND );
  208. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  209. add_sc( WZ_STORMGUST , SC_FREEZE );
  210. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  211. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  212. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  213. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  214. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  215. add_sc( HT_LANDMINE , SC_STUN );
  216. add_sc( HT_ANKLESNARE , SC_ANKLE );
  217. add_sc( HT_SANDMAN , SC_SLEEP );
  218. add_sc( HT_FLASHER , SC_BLIND );
  219. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  220. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  221. add_sc( AS_SONICBLOW , SC_STUN );
  222. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  223. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  224. add_sc( AS_VENOMDUST , SC_POISON );
  225. add_sc( AS_SPLASHER , SC_SPLASHER );
  226. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  227. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  228. add_sc( TF_SPRINKLESAND , SC_BLIND );
  229. add_sc( TF_THROWSTONE , SC_STUN );
  230. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  231. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  232. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  233. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  234. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  235. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  236. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  237. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  238. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  239. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  240. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  241. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  242. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  243. add_sc( NPC_POISON , SC_POISON );
  244. add_sc( NPC_BLINDATTACK , SC_BLIND );
  245. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  246. add_sc( NPC_STUNATTACK , SC_STUN );
  247. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  248. add_sc( NPC_CURSEATTACK , SC_CURSE );
  249. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  250. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  251. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  252. add_sc( NPC_DARKBLESSING , SC_COMA );
  253. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  254. add_sc( NPC_DEFENDER , SC_ARMOR );
  255. add_sc( NPC_LICK , SC_STUN );
  256. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  257. add_sc( NPC_REBIRTH , SC_REBIRTH );
  258. add_sc( RG_RAID , SC_STUN );
  259. #ifdef RENEWAL
  260. add_sc( RG_RAID , SC_RAID );
  261. add_sc( RG_BACKSTAP , SC_STUN );
  262. #endif
  263. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  264. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  265. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  266. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  267. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  268. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  269. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  270. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  271. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  272. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  273. add_sc( CR_SHIELDCHARGE , SC_STUN );
  274. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  275. add_sc( CR_HOLYCROSS , SC_BLIND );
  276. add_sc( CR_GRANDCROSS , SC_BLIND );
  277. add_sc( CR_DEVOTION , SC_DEVOTION );
  278. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  279. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  280. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  281. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  282. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  283. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  284. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  285. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  286. #ifdef RENEWAL
  287. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  288. #endif
  289. add_sc( SA_MAGICROD , SC_MAGICROD );
  290. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  291. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  292. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  293. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  294. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  295. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  296. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  297. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  298. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  299. add_sc( SA_COMA , SC_COMA );
  300. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  301. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  302. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  303. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  304. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  305. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  306. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  307. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
  308. add_sc( BA_FROSTJOKER , SC_FREEZE );
  309. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  310. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  311. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  312. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  313. add_sc( DC_SCREAM , SC_STUN );
  314. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  315. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  316. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  317. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );
  318. add_sc( NPC_DARKCROSS , SC_BLIND );
  319. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  320. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  321. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  322. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  323. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  324. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  325. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  326. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  327. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  328. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  329. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  330. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  331. 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 );
  332. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  333. add_sc( HP_BASILICA , SC_BASILICA );
  334. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  335. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  336. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  337. add_sc( PA_GOSPEL , SC_SCRESIST );
  338. add_sc( CH_TIGERFIST , SC_STOP );
  339. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  340. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  341. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  342. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  343. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  344. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  345. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  346. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  347. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  348. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  349. add_sc( LK_SPIRALPIERCE , SC_STOP );
  350. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  351. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  352. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  353. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  354. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  355. add_sc( PF_FOGWALL , SC_FOGWALL );
  356. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  357. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  358. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  359. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  360. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  361. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  362. add_sc( TK_DOWNKICK , SC_STUN );
  363. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  364. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  365. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  366. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  367. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  368. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  369. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  370. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  371. add_sc( SG_MOON_WARM , SC_WARM );
  372. add_sc( SG_STAR_WARM , SC_WARM );
  373. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  374. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  375. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  376. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  377. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  378. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  379. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  380. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  381. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  382. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  383. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  384. add_sc( SL_STUN , SC_STUN );
  385. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  386. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  387. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  388. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  389. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  390. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  391. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  392. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  393. add_sc( WS_CARTTERMINATION , SC_STUN );
  394. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  395. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  396. add_sc( CG_HERMODE , SC_HERMODE );
  397. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  398. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  399. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  400. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  401. add_sc( GS_CRACKER , SC_STUN );
  402. add_sc( GS_DISARM , SC_STRIPWEAPON );
  403. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  404. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  405. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  406. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  407. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  408. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  409. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  410. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  411. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  412. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  413. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  414. add_sc( NPC_ICEBREATH , SC_FREEZE );
  415. add_sc( NPC_ACIDBREATH , SC_POISON );
  416. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  417. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  418. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  419. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  420. add_sc( NPC_WIDESTONE , SC_STONE );
  421. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  422. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  423. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  424. add_sc( NPC_EVILLAND , SC_BLIND );
  425. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  426. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  427. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  428. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  429. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  430. add_sc( NPC_WIDECURSE , SC_CURSE );
  431. add_sc( NPC_WIDESTUN , SC_STUN );
  432. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  433. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  434. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  435. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  436. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  437. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  438. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  439. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  440. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF );
  441. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  442. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  443. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  444. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  445. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  446. add_sc( MO_BALKYOUNG , SC_STUN );
  447. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  448. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  449. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  450. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  451. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  452. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  453. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  454. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  455. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  456. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  457. // Homunculus S
  458. add_sc(MH_STAHL_HORN, SC_STUN);
  459. set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP);
  460. set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP);
  461. add_sc( MH_STEINWAND, SC_SAFETYWALL );
  462. add_sc(MH_ERASER_CUTTER, SC_ERASER_CUTTER);
  463. set_sc(MH_OVERED_BOOST, SC_OVERED_BOOST, SI_BLANK, SCB_FLEE|SCB_ASPD);
  464. add_sc(MH_LIGHT_OF_REGENE, SC_LIGHT_OF_REGENE);
  465. set_sc(MH_VOLCANIC_ASH, SC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE);
  466. set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE);
  467. set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE);
  468. set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE);
  469. add_sc(MH_LAVA_SLIDE, SC_BURNING);
  470. set_sc(MH_NEEDLE_OF_PARALYZE, SC_PARALYSIS, SI_NEEDLE_OF_PARALYZE, SCB_DEF2);
  471. add_sc(MH_POISON_MIST, SC_BLIND);
  472. set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD);
  473. add_sc(MH_STYLE_CHANGE, SC_STYLE_CHANGE);
  474. set_sc( MH_TINDER_BREAKER , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  475. set_sc( MH_TINDER_BREAKER , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  476. add_sc( MER_CRASH , SC_STUN );
  477. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  478. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  479. add_sc( MER_SIGHT , SC_SIGHT );
  480. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  481. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  482. add_sc( MER_LEXDIVINA , SC_SILENCE );
  483. add_sc( MA_LANDMINE , SC_STUN );
  484. add_sc( MA_SANDMAN , SC_SLEEP );
  485. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  486. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  487. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  488. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  489. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  490. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  491. 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 );
  492. add_sc( ML_SPIRALPIERCE , SC_STOP );
  493. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  494. add_sc( ML_DEVOTION , SC_DEVOTION );
  495. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  496. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  497. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  498. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  499. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  500. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  501. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  502. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  503. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  504. /**
  505. * Rune Knight
  506. **/
  507. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  508. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  509. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  510. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  511. add_sc( RK_DRAGONBREATH , SC_BURNING );
  512. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  513. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  514. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  515. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE );
  516. set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
  517. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  518. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  519. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  520. /**
  521. * GC Guillotine Cross
  522. **/
  523. set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  524. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  525. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  526. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  527. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
  528. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  529. /**
  530. * Arch Bishop
  531. **/
  532. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  533. add_sc( AB_CLEMENTIA , SC_BLESSING );
  534. add_sc( AB_CANTO , SC_INCREASEAGI );
  535. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  536. add_sc( AB_PRAEFATIO , SC_KYRIE );
  537. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  538. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  539. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  540. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  541. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
  542. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  543. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  544. /**
  545. * Warlock
  546. **/
  547. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  548. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  549. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
  550. set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  551. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  552. /**
  553. * Ranger
  554. **/
  555. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  556. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  557. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
  558. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED );
  559. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  560. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  561. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  562. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  563. add_sc( RA_FIRINGTRAP , SC_BURNING );
  564. set_sc_with_vfx( RA_ICEBOUNDTRAP , SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
  565. /**
  566. * Mechanic
  567. **/
  568. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  569. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  570. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  571. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  572. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  573. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  574. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
  575. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  576. /**
  577. * Royal Guard
  578. **/
  579. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
  580. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
  581. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  582. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  583. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
  584. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  585. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  586. 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);
  587. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
  588. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
  589. /**
  590. * Shadow Chaser
  591. **/
  592. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  593. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
  594. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  595. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  596. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  597. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  598. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
  599. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
  600. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  601. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
  602. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  603. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
  604. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  605. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  606. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  607. set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN );
  608. /**
  609. * Sura
  610. **/
  611. add_sc( SR_DRAGONCOMBO , SC_STUN );
  612. add_sc( SR_EARTHSHAKER , SC_STUN );
  613. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  614. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  615. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  616. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  617. set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
  618. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
  619. set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN );
  620. /**
  621. * Wanderer / Minstrel
  622. **/
  623. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  624. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  625. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  626. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
  627. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
  628. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  629. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  630. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  631. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  632. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  633. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
  634. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  635. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  636. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  637. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  638. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
  639. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
  640. set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
  641. /**
  642. * Sorcerer
  643. **/
  644. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  645. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  646. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  647. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
  648. add_sc( SO_CLOUD_KILL , SC_POISON );
  649. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  650. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  651. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  652. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  653. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  654. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  655. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  656. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  657. /**
  658. * Genetic
  659. **/
  660. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED );
  661. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  662. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  663. set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE );
  664. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
  665. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
  666. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  667. // Elemental Spirit summoner's 'side' status changes.
  668. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE );
  669. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  670. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  671. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  672. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
  673. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  674. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  675. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  676. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  677. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  678. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  679. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  680. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  681. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  682. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  683. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  684. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  685. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  686. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  687. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  688. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  689. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
  690. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
  691. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  692. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  693. set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  694. add_sc( KO_YAMIKUMO , SC_HIDING );
  695. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  696. add_sc( KO_MAKIBISHI , SC_STUN );
  697. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  698. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  699. add_sc( KO_JYUSATSU , SC_CURSE );
  700. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  701. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  702. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  703. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  704. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  705. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  706. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  707. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  708. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  709. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  710. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  711. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  712. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  713. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  714. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  715. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  716. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  717. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  718. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  719. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  720. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  721. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  722. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  723. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  724. //Status that don't have a skill associated.
  725. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  726. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  727. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  728. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  729. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  730. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  731. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  732. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  733. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  734. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  735. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  736. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  737. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  738. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  739. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  740. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  741. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  742. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  743. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  744. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  745. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  746. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  747. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  748. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  749. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  750. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  751. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  752. //Cash Items
  753. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  754. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  755. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  756. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  757. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  758. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  759. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  760. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  761. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  762. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  763. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  764. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  765. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  766. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  767. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  768. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  769. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  770. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  771. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  772. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  773. // Mercenary Bonus Effects
  774. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  775. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  776. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  777. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  778. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  779. // Warlock Spheres
  780. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  781. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  782. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  783. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  784. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  785. // Warlock Preserved spells
  786. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  787. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  788. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  789. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  790. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  791. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  792. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  793. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  794. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  795. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  796. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  797. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  798. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  799. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  800. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  801. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  802. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  803. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  804. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  805. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  806. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  807. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  808. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  809. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  810. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  811. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  812. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  813. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  814. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  815. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  816. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  817. //Genetics New Food Items Status Icons
  818. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  819. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  820. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  821. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  822. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  823. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  824. StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
  825. StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
  826. StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
  827. StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
  828. StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
  829. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
  830. StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
  831. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
  832. // Elemental Spirit's 'side' status change icons.
  833. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  834. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  835. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  836. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  837. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  838. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  839. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  840. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  841. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  842. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  843. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  844. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  845. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  846. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  847. StatusIconChangeTable[SC_GUST] = SI_GUST;
  848. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  849. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  850. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  851. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  852. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  853. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  854. //Other SC which are not necessarily associated to skills.
  855. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  856. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  857. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  858. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  859. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  860. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  861. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  862. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  863. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  864. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  865. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  866. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  867. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  868. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  869. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  870. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  871. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  872. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  873. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  874. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  875. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  876. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  877. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  878. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  879. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  880. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  881. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  882. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  883. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  884. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  885. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  886. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  887. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  888. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  889. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  890. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  891. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  892. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  893. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  894. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  895. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  896. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  897. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  898. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  899. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  900. // Cash Items
  901. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  902. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  903. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  904. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  905. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  906. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  907. // Mercenary Bonus Effects
  908. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  909. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  910. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  911. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  912. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  913. // Guillotine Cross Poison Effects
  914. StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
  915. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  916. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  917. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  918. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  919. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  920. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  921. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  922. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  923. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  924. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  925. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  926. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  927. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  928. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  929. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  930. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
  931. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  932. #ifdef RENEWAL_EDP
  933. // renewal EDP increases your weapon atk
  934. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  935. #endif
  936. if( !battle_config.display_hallucination ) //Disable Hallucination.
  937. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  938. /* StatusChangeState (SCS_) NOMOVE */
  939. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  940. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  941. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  942. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  943. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  944. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  945. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  946. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  947. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  948. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  949. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  950. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  951. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  952. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  953. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  954. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  955. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  956. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  957. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  958. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  959. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  960. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  961. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  962. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  963. StatusChangeStateTable[SC_KYOUGAKU] |= SCS_NOMOVE;
  964. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  965. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  966. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  967. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  968. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  969. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  970. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  971. /* StatusChangeState (SCS_) NODROPITEMS */
  972. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  973. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  974. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  975. /* StatusChangeState (SCS_) NOCAST (skills) */
  976. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  977. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  978. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  979. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  980. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  981. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  982. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  983. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
  984. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  985. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  986. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  987. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  988. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  989. //Homon S
  990. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  991. }
  992. static void initDummyData(void)
  993. {
  994. memset(&dummy_status, 0, sizeof(dummy_status));
  995. dummy_status.hp =
  996. dummy_status.max_hp =
  997. dummy_status.max_sp =
  998. dummy_status.str =
  999. dummy_status.agi =
  1000. dummy_status.vit =
  1001. dummy_status.int_ =
  1002. dummy_status.dex =
  1003. dummy_status.luk =
  1004. dummy_status.hit = 1;
  1005. dummy_status.speed = 2000;
  1006. dummy_status.adelay = 4000;
  1007. dummy_status.amotion = 2000;
  1008. dummy_status.dmotion = 2000;
  1009. dummy_status.ele_lv = 1; //Min elemental level.
  1010. dummy_status.mode = MD_CANMOVE;
  1011. }
  1012. //For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1013. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1014. {
  1015. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1016. }
  1017. //Sets HP to given value. Flag is the flag passed to status_heal in case
  1018. //final value is higher than current (use 2 to make a healing effect display
  1019. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  1020. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1021. {
  1022. struct status_data *status;
  1023. if (hp < 1) return 0;
  1024. status = status_get_status_data(bl);
  1025. if (status == &dummy_status)
  1026. return 0;
  1027. if (hp > status->max_hp) hp = status->max_hp;
  1028. if (hp == status->hp) return 0;
  1029. if (hp > status->hp)
  1030. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1031. return status_zap(bl, status->hp - hp, 0);
  1032. }
  1033. //Sets SP to given value. Flag is the flag passed to status_heal in case
  1034. //final value is higher than current (use 2 to make a healing effect display
  1035. //on players)
  1036. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1037. {
  1038. struct status_data *status;
  1039. status = status_get_status_data(bl);
  1040. if (status == &dummy_status)
  1041. return 0;
  1042. if (sp > status->max_sp) sp = status->max_sp;
  1043. if (sp == status->sp) return 0;
  1044. if (sp > status->sp)
  1045. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1046. return status_zap(bl, 0, status->sp - sp);
  1047. }
  1048. int status_charge(struct block_list* bl, int hp, int sp)
  1049. {
  1050. if(!(bl->type&BL_CONSUME))
  1051. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  1052. return status_damage(NULL, bl, hp, sp, 0, 3);
  1053. }
  1054. //Inflicts damage on the target with the according walkdelay.
  1055. //If flag&1, damage is passive and does not triggers cancelling status changes.
  1056. //If flag&2, fail if target does not has enough to substract.
  1057. //If flag&4, if killed, mob must not give exp/loot.
  1058. //flag will be set to &8 when damaging sp of a dead character
  1059. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  1060. {
  1061. struct status_data *status;
  1062. struct status_change *sc;
  1063. if(sp && !(target->type&BL_CONSUME))
  1064. sp = 0; //Not a valid SP target.
  1065. if (hp < 0) { //Assume absorbed damage.
  1066. status_heal(target, -hp, 0, 1);
  1067. hp = 0;
  1068. }
  1069. if (sp < 0) {
  1070. status_heal(target, 0, -sp, 1);
  1071. sp = 0;
  1072. }
  1073. if (target->type == BL_SKILL)
  1074. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  1075. status = status_get_status_data(target);
  1076. if( status == &dummy_status )
  1077. return 0;
  1078. if ((unsigned int)hp >= status->hp) {
  1079. if (flag&2) return 0;
  1080. hp = status->hp;
  1081. }
  1082. if ((unsigned int)sp > status->sp) {
  1083. if (flag&2) return 0;
  1084. sp = status->sp;
  1085. }
  1086. if (!hp && !sp)
  1087. return 0;
  1088. if( !status->hp )
  1089. flag |= 8;
  1090. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  1091. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  1092. // if (!target->prev && !(flag&2))
  1093. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  1094. sc = status_get_sc(target);
  1095. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1096. hp = 1;
  1097. if( hp && !(flag&1) ) {
  1098. if( sc ) {
  1099. struct status_change_entry *sce;
  1100. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1101. status_change_end(target, SC_STONE, INVALID_TIMER);
  1102. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1103. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1104. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1105. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1106. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1107. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1108. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1109. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1110. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1111. status_change_end(target, SC__INVISIBILITY, INVALID_TIMER);
  1112. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1113. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1114. //Endure count is only reduced by non-players on non-gvg maps.
  1115. //val4 signals infinite endure. [Skotlex]
  1116. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1117. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1118. }
  1119. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1120. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1121. if (sg) {
  1122. skill_delunitgroup(sg);
  1123. sce->val4 = 0;
  1124. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1125. }
  1126. }
  1127. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1128. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1129. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1130. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1131. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1132. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1133. }
  1134. unit_skillcastcancel(target, 2);
  1135. }
  1136. status->hp-= hp;
  1137. status->sp-= sp;
  1138. if (sc && hp && status->hp) {
  1139. if (sc->data[SC_AUTOBERSERK] &&
  1140. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1141. status->hp < status->max_hp>>2)
  1142. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  1143. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1144. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1145. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1146. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1147. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1148. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1149. if (sc->data[SC__BLOODYLUST] && status->hp <= 100)
  1150. status_change_end(target, SC__BLOODYLUST, INVALID_TIMER);
  1151. }
  1152. switch (target->type) {
  1153. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1154. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1155. case BL_HOM: merc_damage((TBL_HOM*)target); break;
  1156. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1157. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1158. }
  1159. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) {// stop walking when attacked in disguise to prevent walk-delay bug
  1160. unit_stop_walking( target, 1 );
  1161. }
  1162. if( status->hp || (flag&8) )
  1163. { //Still lives or has been dead before this damage.
  1164. if (walkdelay)
  1165. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1166. return hp+sp;
  1167. }
  1168. status->hp = 1; //To let the dead function cast skills and all that.
  1169. //NOTE: These dead functions should return: [Skotlex]
  1170. //0: Death cancelled, auto-revived.
  1171. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  1172. //&2: Also remove object from map.
  1173. //&4: Also delete object from memory.
  1174. switch (target->type) {
  1175. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1176. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1177. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target); break;
  1178. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1179. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1180. default: //Unhandled case, do nothing to object.
  1181. flag = 0;
  1182. break;
  1183. }
  1184. if(!flag) //Death cancelled.
  1185. return hp+sp;
  1186. //Normal death
  1187. status->hp = 0;
  1188. if (battle_config.clear_unit_ondeath &&
  1189. battle_config.clear_unit_ondeath&target->type)
  1190. skill_clear_unitgroup(target);
  1191. if(target->type&BL_REGEN)
  1192. { //Reset regen ticks.
  1193. struct regen_data *regen = status_get_regen_data(target);
  1194. if (regen) {
  1195. memset(&regen->tick, 0, sizeof(regen->tick));
  1196. if (regen->sregen)
  1197. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1198. if (regen->ssregen)
  1199. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1200. }
  1201. }
  1202. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) )
  1203. { //flag&8 = disable Kaizel
  1204. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1205. //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1206. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1207. status_revive(target, 100, 100);
  1208. else
  1209. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1210. status_change_clear(target,0);
  1211. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1212. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  1213. if( target->type == BL_MOB )
  1214. ((TBL_MOB*)target)->state.rebirth = 1;
  1215. return hp+sp;
  1216. }
  1217. if(target->type == BL_PC){
  1218. TBL_PC *sd = BL_CAST(BL_PC,target);
  1219. TBL_HOM *hd = sd->hd;
  1220. if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){
  1221. clif_skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill_get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage
  1222. clif_skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, status_revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0));
  1223. status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER);
  1224. return hp + sp;
  1225. }
  1226. }
  1227. if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so.
  1228. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1229. status_change_clear(target,0);
  1230. ((TBL_MOB*)target)->state.rebirth = 1;
  1231. return hp+sp;
  1232. }
  1233. status_change_clear(target,0);
  1234. if(flag&4) //Delete from memory. (also invokes map removal code)
  1235. unit_free(target,CLR_DEAD);
  1236. else
  1237. if(flag&2) //remove from map
  1238. unit_remove_map(target,CLR_DEAD);
  1239. else
  1240. { //Some death states that would normally be handled by unit_remove_map
  1241. unit_stop_attack(target);
  1242. unit_stop_walking(target,1);
  1243. unit_skillcastcancel(target,0);
  1244. clif_clearunit_area(target,CLR_DEAD);
  1245. skill_unit_move(target,gettick(),4);
  1246. skill_cleartimerskill(target);
  1247. }
  1248. return hp+sp;
  1249. }
  1250. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  1251. //If flag&2, when the player is healed, show the HP/SP heal effect.
  1252. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  1253. {
  1254. struct status_data *status;
  1255. struct status_change *sc;
  1256. status = status_get_status_data(bl);
  1257. if (status == &dummy_status || !status->hp)
  1258. return 0;
  1259. sc = status_get_sc(bl);
  1260. if (sc && !sc->count)
  1261. sc = NULL;
  1262. if (hp < 0) {
  1263. if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
  1264. status_damage(NULL, bl, -hp, 0, 0, 1);
  1265. hp = 0;
  1266. }
  1267. if(hp) {
  1268. if( sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) ) {
  1269. if( flag&1 )
  1270. flag &= ~2;
  1271. else
  1272. hp = 0;
  1273. }
  1274. if((unsigned int)hp > status->max_hp - status->hp)
  1275. hp = status->max_hp - status->hp;
  1276. }
  1277. if(sp < 0) {
  1278. if (sp==INT_MIN) sp++;
  1279. status_damage(NULL, bl, 0, -sp, 0, 1);
  1280. sp = 0;
  1281. }
  1282. if(sp) {
  1283. if((unsigned int)sp > status->max_sp - status->sp)
  1284. sp = status->max_sp - status->sp;
  1285. }
  1286. if(!sp && !hp) return 0;
  1287. status->hp+= hp;
  1288. status->sp+= sp;
  1289. if(hp && sc &&
  1290. sc->data[SC_AUTOBERSERK] &&
  1291. sc->data[SC_PROVOKE] &&
  1292. sc->data[SC_PROVOKE]->val2==1 &&
  1293. status->hp>=status->max_hp>>2
  1294. ) //End auto berserk.
  1295. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1296. // send hp update to client
  1297. switch(bl->type) {
  1298. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1299. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1300. case BL_HOM: merc_hom_heal((TBL_HOM*)bl); break;
  1301. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1302. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1303. }
  1304. return hp+sp;
  1305. }
  1306. //Does percentual non-flinching damage/heal. If mob is killed this way,
  1307. //no exp/drops will be awarded if there is no src (or src is target)
  1308. //If rates are > 0, percent is of current HP/SP
  1309. //If rates are < 0, percent is of max HP/SP
  1310. //If !flag, this is heal, otherwise it is damage.
  1311. //Furthermore, if flag==2, then the target must not die from the substraction.
  1312. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  1313. {
  1314. struct status_data *status;
  1315. unsigned int hp =0, sp = 0;
  1316. status = status_get_status_data(target);
  1317. //It's safe now [MarkZD]
  1318. if (hp_rate > 99)
  1319. hp = status->hp;
  1320. else if (hp_rate > 0)
  1321. hp = status->hp>10000?
  1322. hp_rate*(status->hp/100):
  1323. ((int64)hp_rate*status->hp)/100;
  1324. else if (hp_rate < -99)
  1325. hp = status->max_hp;
  1326. else if (hp_rate < 0)
  1327. hp = status->max_hp>10000?
  1328. (-hp_rate)*(status->max_hp/100):
  1329. ((int64)-hp_rate*status->max_hp)/100;
  1330. if (hp_rate && !hp)
  1331. hp = 1;
  1332. if (flag == 2 && hp >= status->hp)
  1333. hp = status->hp-1; //Must not kill target.
  1334. if (sp_rate > 99)
  1335. sp = status->sp;
  1336. else if (sp_rate > 0)
  1337. sp = ((int64)sp_rate*status->sp)/100;
  1338. else if (sp_rate < -99)
  1339. sp = status->max_sp;
  1340. else if (sp_rate < 0)
  1341. sp = ((int64)-sp_rate)*status->max_sp/100;
  1342. if (sp_rate && !sp)
  1343. sp = 1;
  1344. //Ugly check in case damage dealt is too much for the received args of
  1345. //status_heal / status_damage. [Skotlex]
  1346. if (hp > INT_MAX) {
  1347. hp -= INT_MAX;
  1348. if (flag)
  1349. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1350. else
  1351. status_heal(target, INT_MAX, 0, 0);
  1352. }
  1353. if (sp > INT_MAX) {
  1354. sp -= INT_MAX;
  1355. if (flag)
  1356. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1357. else
  1358. status_heal(target, 0, INT_MAX, 0);
  1359. }
  1360. if (flag)
  1361. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1362. return status_heal(target, hp, sp, 0);
  1363. }
  1364. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1365. {
  1366. struct status_data *status;
  1367. unsigned int hp, sp;
  1368. if (!status_isdead(bl)) return 0;
  1369. status = status_get_status_data(bl);
  1370. if (status == &dummy_status)
  1371. return 0; //Invalid target.
  1372. hp = (int64)status->max_hp * per_hp/100;
  1373. sp = (int64)status->max_sp * per_sp/100;
  1374. if(hp > status->max_hp - status->hp)
  1375. hp = status->max_hp - status->hp;
  1376. else if (per_hp && !hp)
  1377. hp = 1;
  1378. if(sp > status->max_sp - status->sp)
  1379. sp = status->max_sp - status->sp;
  1380. else if (per_sp && !sp)
  1381. sp = 1;
  1382. status->hp += hp;
  1383. status->sp += sp;
  1384. if (bl->prev) //Animation only if character is already on a map.
  1385. clif_resurrection(bl, 1);
  1386. switch (bl->type) {
  1387. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1388. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1389. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  1390. }
  1391. return 1;
  1392. }
  1393. /*==========================================
  1394. * Checks whether the src can use the skill on the target,
  1395. * taking into account status/option of both source/target. [Skotlex]
  1396. * flag:
  1397. * 0 - Trying to use skill on target.
  1398. * 1 - Cast bar is done.
  1399. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  1400. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  1401. * target MAY Be null, in which case the checks are only to see
  1402. * whether the source can cast or not the skill on the ground.
  1403. *------------------------------------------*/
  1404. int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
  1405. {
  1406. struct status_data *status;
  1407. struct status_change *sc=NULL, *tsc;
  1408. int hide_flag;
  1409. status = src?status_get_status_data(src):&dummy_status;
  1410. if (src && src->type != BL_PC && status_isdead(src))
  1411. return 0;
  1412. if (!skill_id) { //Normal attack checks.
  1413. if (!(status->mode&MD_CANATTACK))
  1414. return 0; //This mode is only needed for melee attacking.
  1415. //Dead state is not checked for skills as some skills can be used
  1416. //on dead characters, said checks are left to skill.c [Skotlex]
  1417. if (target && status_isdead(target))
  1418. return 0;
  1419. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
  1420. return 0;
  1421. }
  1422. switch( skill_id ) {
  1423. case PA_PRESSURE:
  1424. if( flag && target ) {
  1425. //Gloria Avoids pretty much everything....
  1426. tsc = status_get_sc(target);
  1427. if(tsc && tsc->option&OPTION_HIDE)
  1428. return 0;
  1429. }
  1430. break;
  1431. case GN_WALLOFTHORN:
  1432. if( target && status_isdead(target) )
  1433. return 0;
  1434. break;
  1435. case AL_TELEPORT:
  1436. //Should fail when used on top of Land Protector [Skotlex]
  1437. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1438. && !(status->mode&MD_BOSS)
  1439. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1440. return 0;
  1441. break;
  1442. default:
  1443. break;
  1444. }
  1445. if ( src ) sc = status_get_sc(src);
  1446. if( sc && sc->count ) {
  1447. if (skill_id != RK_REFRESH && sc->opt1 >0 && (sc->opt1 != OPT1_CRYSTALIZE && src->type != BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { //Stuned/Frozen/etc
  1448. if (flag != 1) //Can't cast, casted stuff can't damage.
  1449. return 0;
  1450. if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
  1451. return 0; //Targetted spells can't come off.
  1452. }
  1453. if (
  1454. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1455. || (sc->data[SC_AUTOCOUNTER] && !flag)
  1456. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1457. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1458. )
  1459. return 0;
  1460. if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage
  1461. if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
  1462. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1463. clif_emotion(src, E_LV);
  1464. return 0;
  1465. }
  1466. if (sc->data[SC_BLADESTOP]) {
  1467. switch (sc->data[SC_BLADESTOP]->val1)
  1468. {
  1469. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1470. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1471. case 3: if (skill_id == MO_INVESTIGATE) break;
  1472. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1473. default: return 0;
  1474. }
  1475. }
  1476. if (sc->data[SC_DANCING] && flag!=2) {
  1477. if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE )
  1478. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
  1479. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1480. return 0;
  1481. } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex]
  1482. if (skill_id == BD_ENCORE ||
  1483. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1484. )
  1485. return 0;
  1486. } else {
  1487. switch (skill_id) {
  1488. case BD_ADAPTATION:
  1489. case CG_LONGINGFREEDOM:
  1490. case BA_MUSICALSTRIKE:
  1491. case DC_THROWARROW:
  1492. break;
  1493. default:
  1494. return 0;
  1495. }
  1496. }
  1497. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1498. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  1499. }
  1500. if (skill_id && //Do not block item-casted skills.
  1501. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1502. ) { //Skills blocked through status changes...
  1503. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  1504. sc->cant.cast ||
  1505. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
  1506. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
  1507. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1508. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1509. ))
  1510. return 0;
  1511. //Skill blocking.
  1512. if (
  1513. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1514. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1515. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1516. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1517. )
  1518. return 0;
  1519. if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
  1520. switch(skill_id) {//##TODO## make this a flag in skill_db?
  1521. // Skills that can be used even under Man Hole effects.
  1522. case SC_SHADOWFORM:
  1523. case SC_STRIPACCESSARY:
  1524. break;
  1525. default:
  1526. return 0;
  1527. }
  1528. }
  1529. }
  1530. }
  1531. if (sc && sc->option)
  1532. {
  1533. if (sc->option&OPTION_HIDE)
  1534. switch (skill_id) { //Usable skills while hiding.
  1535. case TF_HIDING:
  1536. case AS_GRIMTOOTH:
  1537. case RG_BACKSTAP:
  1538. case RG_RAID:
  1539. case NJ_SHADOWJUMP:
  1540. case NJ_KIRIKAGE:
  1541. case KO_YAMIKUMO:
  1542. break;
  1543. default:
  1544. //Non players can use all skills while hidden.
  1545. if (!skill_id || src->type == BL_PC)
  1546. return 0;
  1547. }
  1548. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1549. return 0;
  1550. if(sc->option&OPTION_MOUNTING)
  1551. return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
  1552. }
  1553. if (target == NULL || target == src) //No further checking needed.
  1554. return 1;
  1555. tsc = status_get_sc(target);
  1556. if(tsc && tsc->count) {
  1557. /* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */
  1558. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1559. return 0;
  1560. if(!skill_id && tsc->data[SC_TRICKDEAD])
  1561. return 0;
  1562. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  1563. && tsc->data[SC_FREEZE])
  1564. return 0;
  1565. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1566. return 0;
  1567. }
  1568. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1569. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1570. //You cannot hide from ground skills.
  1571. if( skill_get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
  1572. hide_flag &= ~OPTION_HIDE;
  1573. switch( target->type ) {
  1574. case BL_PC: {
  1575. struct map_session_data *sd = (TBL_PC*) target;
  1576. bool is_boss = (status->mode&MD_BOSS);
  1577. bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
  1578. if (pc_isinvisible(sd))
  1579. return 0;
  1580. if (tsc->option&hide_flag && !is_boss &&
  1581. ((sd->special_state.perfect_hiding || !is_detect) ||
  1582. (tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
  1583. return 0;
  1584. if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
  1585. return 0;
  1586. if( tsc->data[SC_STEALTHFIELD] && !is_boss )
  1587. return 0;
  1588. }
  1589. break;
  1590. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1591. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1592. if (status->mode&MD_LOOTER)
  1593. return 1;
  1594. return 0;
  1595. case BL_HOM:
  1596. case BL_MER:
  1597. case BL_ELEM:
  1598. if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1599. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1600. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1601. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1602. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1603. return 0; // Can't use Potion Pitcher on Mercenaries
  1604. default:
  1605. //Check for chase-walk/hiding/cloaking opponents.
  1606. if( tsc ) {
  1607. if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1608. return 0;
  1609. if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) )
  1610. return 0;
  1611. }
  1612. }
  1613. return 1;
  1614. }
  1615. //Checks whether the source can see and chase target.
  1616. int status_check_visibility(struct block_list *src, struct block_list *target)
  1617. {
  1618. int view_range;
  1619. struct status_data* status = status_get_status_data(src);
  1620. struct status_change* tsc = status_get_sc(target);
  1621. switch (src->type) {
  1622. case BL_MOB:
  1623. view_range = ((TBL_MOB*)src)->min_chase;
  1624. break;
  1625. case BL_PET:
  1626. view_range = ((TBL_PET*)src)->db->range2;
  1627. break;
  1628. default:
  1629. view_range = AREA_SIZE;
  1630. }
  1631. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1632. return 0;
  1633. if( tsc && tsc->data[SC_STEALTHFIELD] )
  1634. return 0;
  1635. switch (target->type)
  1636. { //Check for chase-walk/hiding/cloaking opponents.
  1637. case BL_PC:
  1638. if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
  1639. return 0;
  1640. if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) &&
  1641. ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
  1642. return 0;
  1643. break;
  1644. default:
  1645. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
  1646. return 0;
  1647. }
  1648. return 1;
  1649. }
  1650. // Basic ASPD value
  1651. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1652. {
  1653. int amotion;
  1654. #ifdef RENEWAL_ASPD
  1655. short mod = -1;
  1656. switch( sd->weapontype2 ){ // adjustment for dual weilding
  1657. case W_DAGGER: mod = 0; break; // 0, 1, 1
  1658. case W_1HSWORD:
  1659. case W_1HAXE: mod = 1;
  1660. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  1661. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  1662. }
  1663. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  1664. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1665. : ((aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2] // dual-wield
  1666. + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod
  1667. - aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2]
  1668. + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1]);
  1669. if ( sd->status.shield )
  1670. amotion += ( 2000 - aspd_base[pc_class2idx(sd->status.class_)][W_FIST] ) +
  1671. ( aspd_base[pc_class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 );
  1672. #else
  1673. // base weapon delay
  1674. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1675. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1676. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1677. // percentual delay reduction from stats
  1678. amotion -= amotion * (4*status->agi + status->dex)/1000;
  1679. #endif
  1680. // raw delay adjustment from bAspd bonus
  1681. amotion += sd->bonus.aspd_add;
  1682. return amotion;
  1683. }
  1684. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1685. {
  1686. int flag = 0, str, dex,
  1687. #ifdef RENEWAL
  1688. rstr,
  1689. #endif
  1690. dstr;
  1691. if(!(bl->type&battle_config.enable_baseatk))
  1692. return 0;
  1693. if (bl->type == BL_PC)
  1694. switch(((TBL_PC*)bl)->status.weapon){
  1695. case W_BOW:
  1696. case W_MUSICAL:
  1697. case W_WHIP:
  1698. case W_REVOLVER:
  1699. case W_RIFLE:
  1700. case W_GATLING:
  1701. case W_SHOTGUN:
  1702. case W_GRENADE:
  1703. flag = 1;
  1704. }
  1705. if (flag) {
  1706. #ifdef RENEWAL
  1707. rstr =
  1708. #endif
  1709. str = status->dex;
  1710. dex = status->str;
  1711. } else {
  1712. #ifdef RENEWAL
  1713. rstr =
  1714. #endif
  1715. str = status->str;
  1716. dex = status->dex;
  1717. }
  1718. //Normally only players have base-atk, but homunc have a different batk
  1719. // equation, hinting that perhaps non-players should use this for batk.
  1720. // [Skotlex]
  1721. dstr = str/10;
  1722. str += dstr*dstr;
  1723. if (bl->type == BL_PC)
  1724. #ifdef RENEWAL
  1725. str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  1726. #else
  1727. str+= dex/5 + status->luk/5;
  1728. #endif
  1729. return cap_value(str, 0, USHRT_MAX);
  1730. }
  1731. #ifndef RENEWAL
  1732. static inline unsigned short status_base_matk_min(const struct status_data* status){ return status->int_+(status->int_/7)*(status->int_/7); }
  1733. static inline unsigned short status_base_matk_max(const struct status_data* status){ return status->int_+(status->int_/5)*(status->int_/5); }
  1734. #else
  1735. unsigned short status_base_matk(const struct status_data* status, int level){ return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); }
  1736. #endif
  1737. //Fills in the misc data that can be calculated from the other status info (except for level)
  1738. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1739. {
  1740. //Non players get the value set, players need to stack with previous bonuses.
  1741. if( bl->type != BL_PC )
  1742. status->batk =
  1743. status->hit = status->flee =
  1744. status->def2 = status->mdef2 =
  1745. status->cri = status->flee2 = 0;
  1746. #ifdef RENEWAL // renewal formulas
  1747. status->matk_min = status->matk_max = status_base_matk(status, level);
  1748. status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  1749. status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  1750. status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
  1751. 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)
  1752. #else
  1753. status->matk_min = status_base_matk_min(status);
  1754. status->matk_max = status_base_matk_max(status);
  1755. status->hit += level + status->dex;
  1756. status->flee += level + status->agi;
  1757. status->def2 += status->vit;
  1758. status->mdef2 += status->int_ + (status->vit>>1);
  1759. #endif
  1760. if( bl->type&battle_config.enable_critical )
  1761. status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical)
  1762. else
  1763. status->cri = 0;
  1764. if (bl->type&battle_config.enable_perfect_flee)
  1765. status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee)
  1766. else
  1767. status->flee2 = 0;
  1768. if (status->batk) {
  1769. int temp = status->batk + status_base_atk(bl, status);
  1770. status->batk = cap_value(temp, 0, USHRT_MAX);
  1771. } else
  1772. status->batk = status_base_atk(bl, status);
  1773. if (status->cri)
  1774. switch (bl->type) {
  1775. case BL_MOB:
  1776. if(battle_config.mob_critical_rate != 100)
  1777. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1778. if(!status->cri && battle_config.mob_critical_rate)
  1779. status->cri = 10;
  1780. break;
  1781. case BL_PC:
  1782. //Players don't have a critical adjustment setting as of yet.
  1783. break;
  1784. default:
  1785. if(battle_config.critical_rate != 100)
  1786. status->cri = status->cri*battle_config.critical_rate/100;
  1787. if (!status->cri && battle_config.critical_rate)
  1788. status->cri = 10;
  1789. }
  1790. if(bl->type&BL_REGEN)
  1791. status_calc_regen(bl, status, status_get_regen_data(bl));
  1792. }
  1793. //Skotlex: Calculates the initial status for the given mob
  1794. //first will only be false when the mob leveled up or got a GuardUp level.
  1795. int status_calc_mob_(struct mob_data* md, bool first)
  1796. {
  1797. struct status_data *status;
  1798. struct block_list *mbl = NULL;
  1799. int flag=0;
  1800. if(first)
  1801. { //Set basic level on respawn.
  1802. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  1803. ;
  1804. else
  1805. md->level = md->db->lv;
  1806. }
  1807. //Check if we need custom base-status
  1808. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1809. flag|=1;
  1810. if (md->special_state.size)
  1811. flag|=2;
  1812. if (md->guardian_data && md->guardian_data->guardup_lv)
  1813. flag|=4;
  1814. if (md->class_ == MOBID_EMPERIUM)
  1815. flag|=4;
  1816. if (battle_config.slaves_inherit_speed && md->master_id)
  1817. flag|=8;
  1818. if (md->master_id && md->special_state.ai>1)
  1819. flag|=16;
  1820. if (!flag)
  1821. { //No special status required.
  1822. if (md->base_status) {
  1823. aFree(md->base_status);
  1824. md->base_status = NULL;
  1825. }
  1826. if(first)
  1827. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1828. return 0;
  1829. }
  1830. if (!md->base_status)
  1831. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1832. status = md->base_status;
  1833. memcpy(status, &md->db->status, sizeof(struct status_data));
  1834. if (flag&(8|16))
  1835. mbl = map_id2bl(md->master_id);
  1836. if (flag&8 && mbl) {
  1837. struct status_data *mstatus = status_get_base_status(mbl);
  1838. if (mstatus &&
  1839. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1840. status->speed = mstatus->speed;
  1841. if( status->speed < 2 ) /* minimum for the unit to function properly */
  1842. status->speed = 2;
  1843. }
  1844. if (flag&16 && mbl)
  1845. { //Max HP setting from Summon Flora/marine Sphere
  1846. struct unit_data *ud = unit_bl2ud(mbl);
  1847. //Remove special AI when this is used by regular mobs.
  1848. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1849. md->special_state.ai = 0;
  1850. if (ud)
  1851. { // different levels of HP according to skill level
  1852. if (ud->skill_id == AM_SPHEREMINE) {
  1853. status->max_hp = 2000 + 400*ud->skill_lv;
  1854. } else if(ud->skill_id == KO_ZANZOU){
  1855. status->max_hp = 3000 + 3000 * ud->skill_lv;
  1856. } else { //AM_CANNIBALIZE
  1857. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  1858. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1859. }
  1860. status->hp = status->max_hp;
  1861. }
  1862. }
  1863. if (flag&1)
  1864. { // increase from mobs leveling up [Valaris]
  1865. int diff = md->level - md->db->lv;
  1866. status->str+= diff;
  1867. status->agi+= diff;
  1868. status->vit+= diff;
  1869. status->int_+= diff;
  1870. status->dex+= diff;
  1871. status->luk+= diff;
  1872. status->max_hp += diff*status->vit;
  1873. status->max_sp += diff*status->int_;
  1874. status->hp = status->max_hp;
  1875. status->sp = status->max_sp;
  1876. status->speed -= cap_value(diff, 0, status->speed - 10);
  1877. }
  1878. if (flag&2 && battle_config.mob_size_influence)
  1879. { // change for sized monsters [Valaris]
  1880. if (md->special_state.size==SZ_MEDIUM) {
  1881. status->max_hp>>=1;
  1882. status->max_sp>>=1;
  1883. if (!status->max_hp) status->max_hp = 1;
  1884. if (!status->max_sp) status->max_sp = 1;
  1885. status->hp=status->max_hp;
  1886. status->sp=status->max_sp;
  1887. status->str>>=1;
  1888. status->agi>>=1;
  1889. status->vit>>=1;
  1890. status->int_>>=1;
  1891. status->dex>>=1;
  1892. status->luk>>=1;
  1893. if (!status->str) status->str = 1;
  1894. if (!status->agi) status->agi = 1;
  1895. if (!status->vit) status->vit = 1;
  1896. if (!status->int_) status->int_ = 1;
  1897. if (!status->dex) status->dex = 1;
  1898. if (!status->luk) status->luk = 1;
  1899. } else if (md->special_state.size==SZ_BIG) {
  1900. status->max_hp<<=1;
  1901. status->max_sp<<=1;
  1902. status->hp=status->max_hp;
  1903. status->sp=status->max_sp;
  1904. status->str<<=1;
  1905. status->agi<<=1;
  1906. status->vit<<=1;
  1907. status->int_<<=1;
  1908. status->dex<<=1;
  1909. status->luk<<=1;
  1910. }
  1911. }
  1912. status_calc_misc(&md->bl, status, md->level);
  1913. if(flag&4)
  1914. { // Strengthen Guardians - custom value +10% / lv
  1915. struct guild_castle *gc;
  1916. gc=guild_mapname2gc(map[md->bl.m].name);
  1917. if (!gc)
  1918. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1919. else
  1920. if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
  1921. #ifdef RENEWAL
  1922. status->max_hp += 50 * gc->defense;
  1923. status->max_sp += 70 * gc->defense;
  1924. #else
  1925. status->max_hp += 1000 * gc->defense;
  1926. status->max_sp += 200 * gc->defense;
  1927. #endif
  1928. status->hp = status->max_hp;
  1929. status->sp = status->max_sp;
  1930. status->def += (gc->defense+2)/3;
  1931. status->mdef += (gc->defense+2)/3;
  1932. }
  1933. if(md->class_ != MOBID_EMPERIUM) {
  1934. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1935. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1936. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1937. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1938. }
  1939. }
  1940. if( first ) //Initial battle status
  1941. memcpy(&md->status, status, sizeof(struct status_data));
  1942. return 1;
  1943. }
  1944. //Skotlex: Calculates the stats of the given pet.
  1945. int status_calc_pet_(struct pet_data *pd, bool first)
  1946. {
  1947. nullpo_ret(pd);
  1948. if (first) {
  1949. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1950. pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
  1951. pd->status.speed = pd->petDB->speed;
  1952. if(battle_config.pet_attack_support || battle_config.pet_damage_support)
  1953. {// attack support requires the pet to be able to attack
  1954. pd->status.mode|= MD_CANATTACK;
  1955. }
  1956. }
  1957. if (battle_config.pet_lv_rate && pd->msd)
  1958. {
  1959. struct map_session_data *sd = pd->msd;
  1960. int lv;
  1961. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1962. if (lv < 0)
  1963. lv = 1;
  1964. if (lv != pd->pet.level || first)
  1965. {
  1966. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1967. pd->pet.level = lv;
  1968. if (!first) //Lv Up animation
  1969. clif_misceffect(&pd->bl, 0);
  1970. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1971. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1972. status->str = (bstat->str*lv)/pd->db->lv;
  1973. status->agi = (bstat->agi*lv)/pd->db->lv;
  1974. status->vit = (bstat->vit*lv)/pd->db->lv;
  1975. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1976. status->dex = (bstat->dex*lv)/pd->db->lv;
  1977. status->luk = (bstat->luk*lv)/pd->db->lv;
  1978. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1979. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1980. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1981. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1982. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1983. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1984. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1985. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1986. status_calc_misc(&pd->bl, &pd->status, lv);
  1987. if (!first) //Not done the first time because the pet is not visible yet
  1988. clif_send_petstatus(sd);
  1989. }
  1990. } else if (first) {
  1991. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1992. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1993. pd->pet.level = pd->db->lv;
  1994. }
  1995. //Support rate modifier (1000 = 100%)
  1996. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1997. if(battle_config.pet_support_rate != 100)
  1998. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1999. return 1;
  2000. }
  2001. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  2002. static void status_calc_sigma(void)
  2003. {
  2004. int i,j;
  2005. for(i = 0; i < CLASS_COUNT; i++)
  2006. {
  2007. unsigned int k = 0;
  2008. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  2009. for(j = 2; j <= MAX_LEVEL; j++)
  2010. {
  2011. k += (hp_coefficient[i]*j + 50) / 100;
  2012. hp_sigma_val[i][j] = k;
  2013. if (k >= INT_MAX)
  2014. break; //Overflow protection. [Skotlex]
  2015. }
  2016. for(; j <= MAX_LEVEL; j++)
  2017. hp_sigma_val[i][j] = INT_MAX;
  2018. }
  2019. }
  2020. /// Calculates base MaxHP value according to class and base level
  2021. /// The recursive equation used to calculate level bonus is (using integer operations)
  2022. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  2023. /// which reduces to something close to
  2024. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  2025. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  2026. {
  2027. uint64 val = pc_class2idx(sd->status.class_);
  2028. val = 35 + sd->status.base_level*(int64)hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  2029. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  2030. val += 100; //Since their HP can't be approximated well enough without this.
  2031. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2032. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  2033. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2034. val += 2000; //Supernovice lvl99 hp bonus.
  2035. val += val * status->vit/100; // +1% per each point of VIT
  2036. if (sd->class_&JOBL_UPPER)
  2037. val += val * 25/100; //Trans classes get a 25% hp bonus
  2038. else if (sd->class_&JOBL_BABY)
  2039. val -= val * 30/100; //Baby classes get a 30% hp penalty
  2040. return (unsigned int)val;
  2041. }
  2042. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  2043. {
  2044. uint64 val;
  2045. val = 10 + sd->status.base_level*(int64)sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  2046. val += val * status->int_/100;
  2047. if (sd->class_&JOBL_UPPER)
  2048. val += val * 25/100;
  2049. else if (sd->class_&JOBL_BABY)
  2050. val -= val * 30/100;
  2051. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2052. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  2053. return (unsigned int)val;
  2054. }
  2055. //Calculates player data from scratch without counting SC adjustments.
  2056. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  2057. int status_calc_pc_(struct map_session_data* sd, bool first)
  2058. {
  2059. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  2060. struct status_data *status; // pointer to the player's base status
  2061. const struct status_change *sc = &sd->sc;
  2062. struct s_skill b_skill[MAX_SKILL]; // previous skill tree
  2063. int b_weight, b_max_weight, b_cart_weight_max, // previous weight
  2064. i, index, skill,refinedef=0;
  2065. int64 i64;
  2066. if (++calculating > 10) //Too many recursive calls!
  2067. return -1;
  2068. // remember player-specific values that are currently being shown to the client (for refresh purposes)
  2069. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2070. b_weight = sd->weight;
  2071. b_max_weight = sd->max_weight;
  2072. b_cart_weight_max = sd->cart_weight_max;
  2073. pc_calc_skilltree(sd); // SkillTree calculation
  2074. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  2075. if(first) {
  2076. //Load Hp/SP from char-received data.
  2077. sd->battle_status.hp = sd->status.hp;
  2078. sd->battle_status.sp = sd->status.sp;
  2079. sd->regen.sregen = &sd->sregen;
  2080. sd->regen.ssregen = &sd->ssregen;
  2081. sd->weight=0;
  2082. for(i=0;i<MAX_INVENTORY;i++){
  2083. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  2084. continue;
  2085. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  2086. }
  2087. sd->cart_weight=0;
  2088. sd->cart_num=0;
  2089. for(i=0;i<MAX_CART;i++){
  2090. if(sd->status.cart[i].nameid==0)
  2091. continue;
  2092. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  2093. sd->cart_num++;
  2094. }
  2095. }
  2096. status = &sd->base_status;
  2097. // these are not zeroed. [zzo]
  2098. sd->hprate=100;
  2099. sd->sprate=100;
  2100. sd->castrate=100;
  2101. sd->delayrate=100;
  2102. sd->dsprate=100;
  2103. sd->hprecov_rate = 100;
  2104. sd->sprecov_rate = 100;
  2105. sd->matk_rate = 100;
  2106. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2107. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2108. sd->regen.state.block = 0;
  2109. // zeroed arrays, order follows the order in pc.h.
  2110. // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2111. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2112. + sizeof(sd->param_equip)
  2113. + sizeof(sd->subele)
  2114. + sizeof(sd->subrace)
  2115. + sizeof(sd->subrace2)
  2116. + sizeof(sd->subsize)
  2117. + sizeof(sd->reseff)
  2118. + sizeof(sd->weapon_coma_ele)
  2119. + sizeof(sd->weapon_coma_race)
  2120. + sizeof(sd->weapon_atk)
  2121. + sizeof(sd->weapon_atk_rate)
  2122. + sizeof(sd->arrow_addele)
  2123. + sizeof(sd->arrow_addrace)
  2124. + sizeof(sd->arrow_addsize)
  2125. + sizeof(sd->magic_addele)
  2126. + sizeof(sd->magic_addrace)
  2127. + sizeof(sd->magic_addsize)
  2128. + sizeof(sd->magic_atk_ele)
  2129. + sizeof(sd->critaddrace)
  2130. + sizeof(sd->expaddrace)
  2131. + sizeof(sd->ignore_mdef)
  2132. + sizeof(sd->ignore_def)
  2133. + sizeof(sd->itemgrouphealrate)
  2134. + sizeof(sd->sp_gain_race)
  2135. + sizeof(sd->sp_gain_race_attack)
  2136. + sizeof(sd->hp_gain_race_attack)
  2137. );
  2138. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2139. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2140. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) //Clear intravision as long as nothing else is using it
  2141. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2142. memset(&sd->special_state,0,sizeof(sd->special_state));
  2143. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  2144. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2145. status->speed = DEFAULT_WALK_SPEED;
  2146. //Give them all modes except these (useful for clones)
  2147. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2148. status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
  2149. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  2150. if (sd->class_&JOBL_BABY) {
  2151. if (battle_config.character_size&SZ_BIG)
  2152. status->size++;
  2153. } else
  2154. if(battle_config.character_size&SZ_MEDIUM)
  2155. status->size++;
  2156. }
  2157. status->aspd_rate = 1000;
  2158. status->ele_lv = 1;
  2159. status->race = RC_DEMIHUMAN;
  2160. //zero up structures...
  2161. memset(&sd->autospell,0,sizeof(sd->autospell)
  2162. + sizeof(sd->autospell2)
  2163. + sizeof(sd->autospell3)
  2164. + sizeof(sd->addeff)
  2165. + sizeof(sd->addeff2)
  2166. + sizeof(sd->addeff3)
  2167. + sizeof(sd->skillatk)
  2168. + sizeof(sd->skillusesprate)
  2169. + sizeof(sd->skillusesp)
  2170. + sizeof(sd->skillheal)
  2171. + sizeof(sd->skillheal2)
  2172. + sizeof(sd->hp_loss)
  2173. + sizeof(sd->sp_loss)
  2174. + sizeof(sd->hp_regen)
  2175. + sizeof(sd->sp_regen)
  2176. + sizeof(sd->skillblown)
  2177. + sizeof(sd->skillcast)
  2178. + sizeof(sd->add_def)
  2179. + sizeof(sd->add_mdef)
  2180. + sizeof(sd->add_mdmg)
  2181. + sizeof(sd->add_drop)
  2182. + sizeof(sd->itemhealrate)
  2183. + sizeof(sd->subele2)
  2184. + sizeof(sd->skillcooldown)
  2185. + sizeof(sd->skillfixcast)
  2186. + sizeof(sd->skillvarcast)
  2187. );
  2188. memset (&sd->bonus, 0,sizeof(sd->bonus));
  2189. // Autobonus
  2190. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2191. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2192. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2193. // Parse equipment.
  2194. for(i=0;i<EQI_MAX-1;i++) {
  2195. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2196. if(index < 0)
  2197. continue;
  2198. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2199. continue;
  2200. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2201. continue;
  2202. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2203. continue;
  2204. if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
  2205. continue;
  2206. if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
  2207. continue;
  2208. if(!sd->inventory_data[index])
  2209. continue;
  2210. status->def += sd->inventory_data[index]->def;
  2211. if(first && sd->inventory_data[index]->equip_script)
  2212. { //Execute equip-script on login
  2213. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2214. if (!calculating)
  2215. return 1;
  2216. }
  2217. // sanitize the refine level in case someone decreased the value inbetween
  2218. if (sd->status.inventory[index].refine > MAX_REFINE)
  2219. sd->status.inventory[index].refine = MAX_REFINE;
  2220. if(sd->inventory_data[index]->type == IT_WEAPON) {
  2221. int r,wlv = sd->inventory_data[index]->wlv;
  2222. struct weapon_data *wd;
  2223. struct weapon_atk *wa;
  2224. if (wlv >= REFINE_TYPE_MAX)
  2225. wlv = REFINE_TYPE_MAX - 1;
  2226. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2227. wd = &sd->left_weapon; // Left-hand weapon
  2228. wa = &status->lhw;
  2229. } else {
  2230. wd = &sd->right_weapon;
  2231. wa = &status->rhw;
  2232. }
  2233. wa->atk += sd->inventory_data[index]->atk;
  2234. if ( (r = sd->status.inventory[index].refine) )
  2235. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  2236. #ifdef RENEWAL
  2237. wa->matk += sd->inventory_data[index]->matk;
  2238. wa->wlv = wlv;
  2239. if( r ) // renewal magic attack refine bonus
  2240. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  2241. #endif
  2242. //Overrefine bonus.
  2243. if (r)
  2244. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  2245. wa->range += sd->inventory_data[index]->range;
  2246. if(sd->inventory_data[index]->script) {
  2247. if (wd == &sd->left_weapon) {
  2248. sd->state.lr_flag = 1;
  2249. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2250. sd->state.lr_flag = 0;
  2251. } else
  2252. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2253. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  2254. return 1;
  2255. }
  2256. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  2257. { // Forged weapon
  2258. wd->star += (sd->status.inventory[index].card[1]>>8);
  2259. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2260. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2261. wd->star += 10;
  2262. if (!wa->ele) //Do not overwrite element from previous bonuses.
  2263. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2264. }
  2265. }
  2266. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2267. int r;
  2268. if ( (r = sd->status.inventory[index].refine) )
  2269. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  2270. if(sd->inventory_data[index]->script) {
  2271. if( i == EQI_HAND_L ) //Shield
  2272. sd->state.lr_flag = 3;
  2273. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2274. if( i == EQI_HAND_L ) //Shield
  2275. sd->state.lr_flag = 0;
  2276. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  2277. return 1;
  2278. }
  2279. }
  2280. }
  2281. if(sd->equip_index[EQI_AMMO] >= 0){
  2282. index = sd->equip_index[EQI_AMMO];
  2283. if(sd->inventory_data[index]){ // Arrows
  2284. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  2285. sd->state.lr_flag = 2;
  2286. if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
  2287. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2288. sd->state.lr_flag = 0;
  2289. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  2290. return 1;
  2291. }
  2292. }
  2293. /* we've got combos to process */
  2294. if( sd->combos.count ) {
  2295. for( i = 0; i < sd->combos.count; i++ ) {
  2296. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  2297. if (!calculating) //Abort, run_script retriggered this.
  2298. return 1;
  2299. }
  2300. }
  2301. //Store equipment script bonuses
  2302. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  2303. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2304. status->def += (refinedef+50)/100;
  2305. //Parse Cards
  2306. for(i=0;i<EQI_MAX-1;i++) {
  2307. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2308. if(index < 0)
  2309. continue;
  2310. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2311. continue;
  2312. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2313. continue;
  2314. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2315. continue;
  2316. if(sd->inventory_data[index]) {
  2317. int j,c;
  2318. struct item_data *data;
  2319. //Card script execution.
  2320. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  2321. continue;
  2322. for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  2323. current_equip_card_id= c= sd->status.inventory[index].card[j];
  2324. if(!c)
  2325. continue;
  2326. data = itemdb_exists(c);
  2327. if(!data)
  2328. continue;
  2329. if(first && data->equip_script)
  2330. { //Execute equip-script on login
  2331. run_script(data->equip_script,0,sd->bl.id,0);
  2332. if (!calculating)
  2333. return 1;
  2334. }
  2335. if(!data->script)
  2336. continue;
  2337. if(data->flag.no_equip) { //Card restriction checks.
  2338. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&(8*map[sd->bl.m].zone))
  2339. continue;
  2340. if(!map_flag_vs(sd->bl.m) && data->flag.no_equip&1)
  2341. continue;
  2342. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&2)
  2343. continue;
  2344. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&4)
  2345. continue;
  2346. if(map[sd->bl.m].flag.battleground && data->flag.no_equip&8)
  2347. continue;
  2348. }
  2349. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  2350. { //Left hand status.
  2351. sd->state.lr_flag = 1;
  2352. run_script(data->script,0,sd->bl.id,0);
  2353. sd->state.lr_flag = 0;
  2354. } else
  2355. run_script(data->script,0,sd->bl.id,0);
  2356. if (!calculating) //Abort, run_script his function. [Skotlex]
  2357. return 1;
  2358. }
  2359. }
  2360. }
  2361. if( sc->count && sc->data[SC_ITEMSCRIPT] )
  2362. {
  2363. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2364. if( data && data->script )
  2365. run_script(data->script,0,sd->bl.id,0);
  2366. }
  2367. if( sd->pd )
  2368. { // Pet Bonus
  2369. struct pet_data *pd = sd->pd;
  2370. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2371. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2372. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2373. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2374. }
  2375. //param_bonus now holds card bonuses.
  2376. if(status->rhw.range < 1) status->rhw.range = 1;
  2377. if(status->lhw.range < 1) status->lhw.range = 1;
  2378. if(status->rhw.range < status->lhw.range)
  2379. status->rhw.range = status->lhw.range;
  2380. sd->bonus.double_rate += sd->bonus.double_add_rate;
  2381. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  2382. sd->bonus.splash_range += sd->bonus.splash_add_range;
  2383. // Damage modifiers from weapon type
  2384. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2385. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2386. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2387. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2388. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2389. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2390. if(pc_isriding(sd) &&
  2391. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  2392. { //When Riding with spear, damage modifier to mid-class becomes
  2393. //same as versus large size.
  2394. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2395. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2396. }
  2397. // ----- STATS CALCULATION -----
  2398. // Job bonuses
  2399. index = pc_class2idx(sd->status.class_);
  2400. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  2401. if(!job_bonus[index][i])
  2402. continue;
  2403. switch(job_bonus[index][i]) {
  2404. case 1: status->str++; break;
  2405. case 2: status->agi++; break;
  2406. case 3: status->vit++; break;
  2407. case 4: status->int_++; break;
  2408. case 5: status->dex++; break;
  2409. case 6: status->luk++; break;
  2410. }
  2411. }
  2412. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2413. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  2414. status->str += 10;
  2415. status->agi += 10;
  2416. status->vit += 10;
  2417. status->int_+= 10;
  2418. status->dex += 10;
  2419. status->luk += 10;
  2420. }
  2421. // Absolute modifiers from passive skills
  2422. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  2423. status->str++;
  2424. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  2425. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2426. if((skill=pc_checkskill(sd,AC_OWL))>0)
  2427. status->dex += skill;
  2428. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  2429. status->int_ += skill;
  2430. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2431. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2432. status->str = cap_value(i,0,USHRT_MAX);
  2433. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2434. status->agi = cap_value(i,0,USHRT_MAX);
  2435. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2436. status->vit = cap_value(i,0,USHRT_MAX);
  2437. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2438. status->int_ = cap_value(i,0,USHRT_MAX);
  2439. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2440. status->dex = cap_value(i,0,USHRT_MAX);
  2441. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2442. status->luk = cap_value(i,0,USHRT_MAX);
  2443. // ------ BASE ATTACK CALCULATION ------
  2444. // Base batk value is set on status_calc_misc
  2445. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  2446. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  2447. status->batk += sd->weapon_atk[sd->status.weapon];
  2448. // Absolute modifiers from passive skills
  2449. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  2450. status->batk += 4;
  2451. // ----- HP MAX CALCULATION -----
  2452. // Basic MaxHP value
  2453. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  2454. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  2455. //This is done to handle underflows from negative Max HP bonuses
  2456. i64 = sd->status.max_hp + (int)status->max_hp;
  2457. status->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX);
  2458. // Absolute modifiers from passive skills
  2459. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2460. status->max_hp += skill*200;
  2461. // Apply relative modifiers from equipment
  2462. if(sd->hprate < 0)
  2463. sd->hprate = 0;
  2464. if(sd->hprate!=100)
  2465. status->max_hp = (int64)status->max_hp * sd->hprate/100;
  2466. if(battle_config.hp_rate != 100)
  2467. status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100;
  2468. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2469. status->max_hp = battle_config.max_hp;
  2470. else if(!status->max_hp)
  2471. status->max_hp = 1;
  2472. // ----- SP MAX CALCULATION -----
  2473. // Basic MaxSP value
  2474. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  2475. //This is done to handle underflows from negative Max SP bonuses
  2476. i64 = sd->status.max_sp + (int)status->max_sp;
  2477. status->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX);
  2478. // Absolute modifiers from passive skills
  2479. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  2480. status->max_sp += 30*skill;
  2481. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  2482. status->max_sp += (int64)status->max_sp * skill/100;
  2483. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  2484. status->max_sp += (int64)status->max_sp * 2*skill/100;
  2485. if( (skill = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0 )
  2486. status->max_sp += 200 + 20 * skill;
  2487. if( (skill = pc_checkskill(sd,WM_LESSON)) > 0 )
  2488. status->max_sp += 30 * skill;
  2489. // Apply relative modifiers from equipment
  2490. if(sd->sprate < 0)
  2491. sd->sprate = 0;
  2492. if(sd->sprate!=100)
  2493. status->max_sp = (int64)status->max_sp * sd->sprate/100;
  2494. if(battle_config.sp_rate != 100)
  2495. status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100;
  2496. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2497. status->max_sp = battle_config.max_sp;
  2498. else if(!status->max_sp)
  2499. status->max_sp = 1;
  2500. // ----- RESPAWN HP/SP -----
  2501. //
  2502. //Calc respawn hp and store it on base_status
  2503. if (sd->special_state.restart_full_recover)
  2504. {
  2505. status->hp = status->max_hp;
  2506. status->sp = status->max_sp;
  2507. } else {
  2508. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  2509. && battle_config.restart_hp_rate < 50)
  2510. status->hp = status->max_hp>>1;
  2511. else
  2512. status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
  2513. if(!status->hp)
  2514. status->hp = 1;
  2515. status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;
  2516. if( !status->sp ) /* the minimum for the respawn setting is SP:1 */
  2517. status->sp = 1;
  2518. }
  2519. // ----- MISC CALCULATION -----
  2520. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2521. //Equipment modifiers for misc settings
  2522. if(sd->matk_rate < 0)
  2523. sd->matk_rate = 0;
  2524. if(sd->matk_rate != 100){
  2525. status->matk_max = status->matk_max * sd->matk_rate/100;
  2526. status->matk_min = status->matk_min * sd->matk_rate/100;
  2527. }
  2528. if(sd->hit_rate < 0)
  2529. sd->hit_rate = 0;
  2530. if(sd->hit_rate != 100)
  2531. status->hit = status->hit * sd->hit_rate/100;
  2532. if(sd->flee_rate < 0)
  2533. sd->flee_rate = 0;
  2534. if(sd->flee_rate != 100)
  2535. status->flee = status->flee * sd->flee_rate/100;
  2536. if(sd->def2_rate < 0)
  2537. sd->def2_rate = 0;
  2538. if(sd->def2_rate != 100)
  2539. status->def2 = status->def2 * sd->def2_rate/100;
  2540. if(sd->mdef2_rate < 0)
  2541. sd->mdef2_rate = 0;
  2542. if(sd->mdef2_rate != 100)
  2543. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2544. if(sd->critical_rate < 0)
  2545. sd->critical_rate = 0;
  2546. if(sd->critical_rate != 100)
  2547. status->cri = status->cri * sd->critical_rate/100;
  2548. if(sd->flee2_rate < 0)
  2549. sd->flee2_rate = 0;
  2550. if(sd->flee2_rate != 100)
  2551. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2552. // ----- HIT CALCULATION -----
  2553. // Absolute modifiers from passive skills
  2554. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  2555. status->hit += skill*2;
  2556. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  2557. #ifndef RENEWAL
  2558. status->hit += skill;
  2559. #endif
  2560. if(sd->status.weapon == W_BOW)
  2561. status->rhw.range += skill;
  2562. }
  2563. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  2564. {
  2565. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  2566. status->hit += 2*skill;
  2567. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  2568. status->hit += skill;
  2569. status->rhw.range += skill;
  2570. }
  2571. }
  2572. // ----- FLEE CALCULATION -----
  2573. // Absolute modifiers from passive skills
  2574. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2575. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  2576. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  2577. status->flee += (skill*3)>>1;
  2578. // ----- EQUIPMENT-DEF CALCULATION -----
  2579. // Apply relative modifiers from equipment
  2580. if(sd->def_rate < 0)
  2581. sd->def_rate = 0;
  2582. if(sd->def_rate != 100) {
  2583. i = status->def * sd->def_rate/100;
  2584. status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2585. }
  2586. #ifndef RENEWAL
  2587. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  2588. {
  2589. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  2590. status->def = (unsigned char)battle_config.max_def;
  2591. }
  2592. #endif
  2593. // ----- EQUIPMENT-MDEF CALCULATION -----
  2594. // Apply relative modifiers from equipment
  2595. if(sd->mdef_rate < 0)
  2596. sd->mdef_rate = 0;
  2597. if(sd->mdef_rate != 100) {
  2598. i = status->mdef * sd->mdef_rate/100;
  2599. status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2600. }
  2601. #ifndef RENEWAL
  2602. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  2603. {
  2604. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2605. status->mdef = (signed char)battle_config.max_def;
  2606. }
  2607. #endif
  2608. // ----- ASPD CALCULATION -----
  2609. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2610. // Basic ASPD value
  2611. i = status_base_amotion_pc(sd,status);
  2612. status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  2613. // Relative modifiers from passive skills
  2614. #ifndef RENEWAL_ASPD
  2615. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2616. status->aspd_rate -= 5*skill;
  2617. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2618. status->aspd_rate -= 30*skill;
  2619. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2620. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2621. status->aspd_rate -= ((skill+1)/2) * 10;
  2622. if(pc_isriding(sd))
  2623. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2624. else if(pc_isridingdragon(sd))
  2625. status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  2626. #else // needs more info
  2627. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2628. status->aspd_rate += 5*skill;
  2629. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2630. status->aspd_rate += 30*skill;
  2631. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2632. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2633. status->aspd_rate += ((skill+1)/2) * 10;
  2634. if(pc_isriding(sd))
  2635. status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2636. else if(pc_isridingdragon(sd))
  2637. status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  2638. #endif
  2639. status->adelay = 2*status->amotion;
  2640. // ----- DMOTION -----
  2641. //
  2642. i = 800-status->agi*4;
  2643. status->dmotion = cap_value(i, 400, 800);
  2644. if(battle_config.pc_damage_delay_rate != 100)
  2645. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2646. // ----- MISC CALCULATIONS -----
  2647. // Weight
  2648. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2649. sd->max_weight += 2000*skill;
  2650. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2651. sd->max_weight += 10000;
  2652. else if(pc_isridingdragon(sd))
  2653. sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
  2654. if(sc->data[SC_KNOWLEDGE])
  2655. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2656. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2657. sd->max_weight += 2000*skill;
  2658. sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
  2659. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2660. sd->regen.state.walk = 1;
  2661. else
  2662. sd->regen.state.walk = 0;
  2663. // Skill SP cost
  2664. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2665. sd->dsprate -= 4*skill;
  2666. if(sc->data[SC_SERVICE4U])
  2667. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2668. if(sc->data[SC_SPCOST_RATE])
  2669. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2670. //Underflow protections.
  2671. if(sd->dsprate < 0)
  2672. sd->dsprate = 0;
  2673. if(sd->castrate < 0)
  2674. sd->castrate = 0;
  2675. if(sd->delayrate < 0)
  2676. sd->delayrate = 0;
  2677. if(sd->hprecov_rate < 0)
  2678. sd->hprecov_rate = 0;
  2679. if(sd->sprecov_rate < 0)
  2680. sd->sprecov_rate = 0;
  2681. // Anti-element and anti-race
  2682. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2683. sd->subele[ELE_HOLY] += skill*5;
  2684. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2685. sd->subele[ELE_NEUTRAL] += skill;
  2686. sd->subele[ELE_FIRE] += skill*4;
  2687. }
  2688. if((skill=pc_checkskill(sd,NC_RESEARCHFE))>0) {
  2689. sd->subele[ELE_EARTH] += skill*10;
  2690. sd->subele[ELE_FIRE] += skill*10;
  2691. }
  2692. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2693. skill = skill*4;
  2694. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2695. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2696. sd->magic_addrace[RC_DRAGON]+=skill;
  2697. sd->subrace[RC_DRAGON]+=skill;
  2698. }
  2699. if(sc->count){
  2700. if(sc->data[SC_CONCENTRATE]) { //Update the card-bonus data
  2701. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2702. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2703. }
  2704. if(sc->data[SC_SIEGFRIED]){
  2705. i = sc->data[SC_SIEGFRIED]->val2;
  2706. sd->subele[ELE_WATER] += i;
  2707. sd->subele[ELE_EARTH] += i;
  2708. sd->subele[ELE_FIRE] += i;
  2709. sd->subele[ELE_WIND] += i;
  2710. sd->subele[ELE_POISON] += i;
  2711. sd->subele[ELE_HOLY] += i;
  2712. sd->subele[ELE_DARK] += i;
  2713. sd->subele[ELE_GHOST] += i;
  2714. sd->subele[ELE_UNDEAD] += i;
  2715. }
  2716. if(sc->data[SC_PROVIDENCE]){
  2717. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2718. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2719. }
  2720. if(sc->data[SC_ARMOR_ELEMENT]) { //This status change should grant card-type elemental resist.
  2721. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2722. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2723. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2724. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2725. }
  2726. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  2727. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2728. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2729. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2730. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2731. }
  2732. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  2733. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  2734. sd->subele[ELE_FIRE] += i;
  2735. sd->subele[ELE_WATER] -= i;
  2736. }
  2737. if( sc->data[SC_WATER_DROP_OPTION] ) {
  2738. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  2739. sd->subele[ELE_WATER] += i;
  2740. sd->subele[ELE_WIND] -= i;
  2741. }
  2742. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  2743. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  2744. sd->subele[ELE_WIND] += i;
  2745. sd->subele[ELE_EARTH] -= i;
  2746. }
  2747. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  2748. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  2749. sd->subele[ELE_EARTH] += i;
  2750. sd->subele[ELE_FIRE] -= i;
  2751. }
  2752. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  2753. sd->magic_addele[ELE_FIRE] += 25;
  2754. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  2755. sd->magic_addele[ELE_WATER] += 25;
  2756. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  2757. sd->magic_addele[ELE_WIND] += 25;
  2758. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  2759. sd->magic_addele[ELE_EARTH] += 25;
  2760. }
  2761. status_cpy(&sd->battle_status, status);
  2762. // ----- CLIENT-SIDE REFRESH -----
  2763. if(!sd->bl.prev) {
  2764. //Will update on LoadEndAck
  2765. calculating = 0;
  2766. return 0;
  2767. }
  2768. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2769. clif_skillinfoblock(sd);
  2770. if(b_weight != sd->weight)
  2771. clif_updatestatus(sd,SP_WEIGHT);
  2772. if(b_max_weight != sd->max_weight) {
  2773. clif_updatestatus(sd,SP_MAXWEIGHT);
  2774. pc_updateweightstatus(sd);
  2775. }
  2776. if( b_cart_weight_max != sd->cart_weight_max ) {
  2777. clif_updatestatus(sd,SP_CARTINFO);
  2778. }
  2779. calculating = 0;
  2780. return 0;
  2781. }
  2782. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  2783. {
  2784. struct status_data *status = &md->base_status;
  2785. struct s_mercenary *merc = &md->mercenary;
  2786. if( first )
  2787. {
  2788. memcpy(status, &md->db->status, sizeof(struct status_data));
  2789. status->mode = MD_CANMOVE|MD_CANATTACK;
  2790. status->hp = status->max_hp;
  2791. status->sp = status->max_sp;
  2792. md->battle_status.hp = merc->hp;
  2793. md->battle_status.sp = merc->sp;
  2794. }
  2795. status_calc_misc(&md->bl, status, md->db->lv);
  2796. status_cpy(&md->battle_status, status);
  2797. return 0;
  2798. }
  2799. int status_calc_homunculus_(struct homun_data *hd, bool first)
  2800. {
  2801. struct status_data *status = &hd->base_status;
  2802. struct s_homunculus *hom = &hd->homunculus;
  2803. int skill;
  2804. int amotion;
  2805. status->str = hom->str / 10;
  2806. status->agi = hom->agi / 10;
  2807. status->vit = hom->vit / 10;
  2808. status->dex = hom->dex / 10;
  2809. status->int_ = hom->int_ / 10;
  2810. status->luk = hom->luk / 10;
  2811. if (first) { //[orn]
  2812. const struct s_homunculus_db *db = hd->homunculusDB;
  2813. status->def_ele = db->element;
  2814. status->ele_lv = 1;
  2815. status->race = db->race;
  2816. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2817. status->rhw.range = 1 + status->size;
  2818. status->mode = MD_CANMOVE|MD_CANATTACK;
  2819. status->speed = DEFAULT_WALK_SPEED;
  2820. if (battle_config.hom_setting&0x8 && hd->master)
  2821. status->speed = status_get_speed(&hd->master->bl);
  2822. status->hp = 1;
  2823. status->sp = 1;
  2824. }
  2825. skill = hom->level/10 + status->vit/5;
  2826. status->def = cap_value(skill, 0, 99);
  2827. skill = hom->level/10 + status->int_/5;
  2828. status->mdef = cap_value(skill, 0, 99);
  2829. status->max_hp = hom->max_hp ;
  2830. status->max_sp = hom->max_sp ;
  2831. merc_hom_calc_skilltree(hd, 0);
  2832. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2833. status->def += skill * 4;
  2834. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2835. {
  2836. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2837. status->str += 1 +skill/3 +skill/3 +skill/4;
  2838. }
  2839. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2840. status->max_hp += skill * 2 * status->max_hp / 100;
  2841. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2842. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2843. if (first) {
  2844. hd->battle_status.hp = hom->hp ;
  2845. hd->battle_status.sp = hom->sp ;
  2846. }
  2847. status->rhw.atk = status->dex;
  2848. status->rhw.atk2 = status->str + hom->level;
  2849. status->aspd_rate = 1000;
  2850. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2851. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2852. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2853. status_calc_misc(&hd->bl, status, hom->level);
  2854. #ifdef RENEWAL
  2855. status->matk_max = status->matk_min;
  2856. #endif
  2857. status_cpy(&hd->battle_status, status);
  2858. return 1;
  2859. }
  2860. int status_calc_elemental_(struct elemental_data *ed, bool first) {
  2861. struct status_data *status = &ed->base_status;
  2862. struct s_elemental *ele = &ed->elemental;
  2863. struct map_session_data *sd = ed->master;
  2864. if( !sd )
  2865. return 0;
  2866. if( first ) {
  2867. memcpy(status, &ed->db->status, sizeof(struct status_data));
  2868. if( !ele->mode )
  2869. status->mode = EL_MODE_PASSIVE;
  2870. else
  2871. status->mode = ele->mode;
  2872. status_calc_misc(&ed->bl, status, 0);
  2873. status->max_hp = ele->max_hp;
  2874. status->max_sp = ele->max_sp;
  2875. status->hp = ele->hp;
  2876. status->sp = ele->sp;
  2877. status->rhw.atk = ele->atk;
  2878. status->rhw.atk2 = ele->atk2;
  2879. status->matk_min += ele->matk;
  2880. status->def += ele->def;
  2881. status->mdef += ele->mdef;
  2882. status->flee = ele->flee;
  2883. status->hit = ele->hit;
  2884. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  2885. } else {
  2886. status_calc_misc(&ed->bl, status, 0);
  2887. status_cpy(&ed->battle_status, status);
  2888. }
  2889. return 0;
  2890. }
  2891. int status_calc_npc_(struct npc_data *nd, bool first) {
  2892. struct status_data *status = &nd->status;
  2893. if (!nd)
  2894. return 0;
  2895. if (first) {
  2896. status->hp = 1;
  2897. status->sp = 1;
  2898. status->max_hp = 1;
  2899. status->max_sp = 1;
  2900. status->def_ele = ELE_NEUTRAL;
  2901. status->ele_lv = 1;
  2902. status->race = RC_DEMIHUMAN;
  2903. status->size = nd->size;
  2904. status->rhw.range = 1 + status->size;
  2905. status->mode = (MD_CANMOVE|MD_CANATTACK);
  2906. status->speed = nd->speed;
  2907. }
  2908. status->str = nd->stat_point;
  2909. status->agi = nd->stat_point;
  2910. status->vit = nd->stat_point;
  2911. status->int_= nd->stat_point;
  2912. status->dex = nd->stat_point;
  2913. status->luk = nd->stat_point;
  2914. status_calc_misc(&nd->bl, status, nd->level);
  2915. status_cpy(&nd->status, status);
  2916. return 0;
  2917. }
  2918. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2919. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2920. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2921. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2922. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2923. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2924. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2925. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2926. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2927. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2928. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2929. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2930. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2931. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  2932. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2933. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  2934. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2935. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2936. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2937. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2938. #ifdef RENEWAL_ASPD
  2939. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
  2940. #endif
  2941. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  2942. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *, uint64);
  2943. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2944. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2945. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2946. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2947. #ifdef RENEWAL
  2948. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  2949. #endif
  2950. //Calculates base regen values.
  2951. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2952. {
  2953. struct map_session_data *sd;
  2954. int val, skill, reg_flag;
  2955. if( !(bl->type&BL_REGEN) || !regen )
  2956. return;
  2957. sd = BL_CAST(BL_PC,bl);
  2958. val = 1 + (status->vit/5) + (status->max_hp/200);
  2959. if( sd && sd->hprecov_rate != 100 )
  2960. val = val*sd->hprecov_rate/100;
  2961. reg_flag = bl->type == BL_PC ? 0 : 1;
  2962. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  2963. val = 1 + (status->int_/6) + (status->max_sp/100);
  2964. if( status->int_ >= 120 )
  2965. val += ((status->int_-120)>>1) + 4;
  2966. if( sd && sd->sprecov_rate != 100 )
  2967. val = val*sd->sprecov_rate/100;
  2968. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  2969. if( sd )
  2970. {
  2971. struct regen_data_sub *sregen;
  2972. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  2973. {
  2974. val = regen->sp*(100+3*skill)/100;
  2975. regen->sp = cap_value(val, 1, SHRT_MAX);
  2976. }
  2977. //Only players have skill/sitting skill regen for now.
  2978. sregen = regen->sregen;
  2979. val = 0;
  2980. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  2981. val += skill*5 + skill*status->max_hp/500;
  2982. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2983. val = 0;
  2984. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  2985. val += skill*3 + skill*status->max_sp/500;
  2986. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  2987. val += skill*3 + skill*status->max_sp/500;
  2988. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  2989. val += 3 + 3 * skill;
  2990. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2991. // Skill-related recovery (only when sit)
  2992. sregen = regen->ssregen;
  2993. val = 0;
  2994. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2995. val += skill*4 + skill*status->max_hp/500;
  2996. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  2997. val += skill*30 + skill*status->max_hp/500;
  2998. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2999. val = 0;
  3000. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
  3001. {
  3002. val += skill*3 + skill*status->max_sp/500;
  3003. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  3004. val += (30+10*skill)*val/100;
  3005. }
  3006. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3007. val += skill*2 + skill*status->max_sp/500;
  3008. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3009. }
  3010. if( bl->type == BL_HOM ) {
  3011. struct homun_data *hd = (TBL_HOM*)bl;
  3012. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  3013. val = regen->hp*(100+5*skill)/100;
  3014. regen->hp = cap_value(val, 1, SHRT_MAX);
  3015. }
  3016. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  3017. val = regen->sp*(100+3*skill)/100;
  3018. regen->sp = cap_value(val, 1, SHRT_MAX);
  3019. }
  3020. } else if( bl->type == BL_MER ) {
  3021. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3022. regen->hp = cap_value(val, 1, SHRT_MAX);
  3023. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3024. regen->sp = cap_value(val, 1, SHRT_MAX);
  3025. } else if( bl->type == BL_ELEM ) {
  3026. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3027. regen->hp = cap_value(val, 1, SHRT_MAX);
  3028. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3029. regen->sp = cap_value(val, 1, SHRT_MAX);
  3030. }
  3031. }
  3032. //Calculates SC related regen rates.
  3033. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  3034. {
  3035. if (!(bl->type&BL_REGEN) || !regen)
  3036. return;
  3037. regen->flag = RGN_HP|RGN_SP;
  3038. if(regen->sregen)
  3039. {
  3040. if (regen->sregen->hp)
  3041. regen->flag|=RGN_SHP;
  3042. if (regen->sregen->sp)
  3043. regen->flag|=RGN_SSP;
  3044. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  3045. }
  3046. if (regen->ssregen)
  3047. {
  3048. if (regen->ssregen->hp)
  3049. regen->flag|=RGN_SHP;
  3050. if (regen->ssregen->sp)
  3051. regen->flag|=RGN_SSP;
  3052. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  3053. }
  3054. regen->rate.hp = regen->rate.sp = 1;
  3055. if (!sc || !sc->count)
  3056. return;
  3057. if (
  3058. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  3059. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  3060. || sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]
  3061. || sc->data[SC_TRICKDEAD]
  3062. || sc->data[SC_BLEEDING]
  3063. || sc->data[SC_MAGICMUSHROOM]
  3064. || sc->data[SC_RAISINGDRAGON]
  3065. || sc->data[SC_SATURDAYNIGHTFEVER]
  3066. ) //No regen
  3067. regen->flag = 0;
  3068. if (
  3069. sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER]
  3070. || (
  3071. (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3072. (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  3073. )
  3074. ) //No natural SP regen
  3075. regen->flag &=~RGN_SP;
  3076. if(
  3077. sc->data[SC_TENSIONRELAX]
  3078. ) {
  3079. regen->rate.hp += 2;
  3080. if (regen->sregen)
  3081. regen->sregen->rate.hp += 3;
  3082. }
  3083. if (sc->data[SC_MAGNIFICAT])
  3084. {
  3085. regen->rate.hp += 1;
  3086. regen->rate.sp += 1;
  3087. }
  3088. if (sc->data[SC_REGENERATION])
  3089. {
  3090. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  3091. if (!sce->val4)
  3092. {
  3093. regen->rate.hp += sce->val2;
  3094. regen->rate.sp += sce->val3;
  3095. } else
  3096. regen->flag&=~sce->val4; //Remove regen as specified by val4
  3097. }
  3098. if(sc->data[SC_GT_REVITALIZE]){
  3099. regen->hp = cap_value(regen->hp*sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  3100. regen->state.walk= 1;
  3101. }
  3102. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1
  3103. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  3104. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  3105. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
  3106. regen->rate.hp *= 2;
  3107. }
  3108. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start ) {
  3109. /* no sc at all, we can zero without any extra weight over our conciousness */
  3110. if( !sc->count ) {
  3111. memset(&sc->cant, 0, sizeof (sc->cant));
  3112. return;
  3113. }
  3114. /* can move? */
  3115. if( flag&SCS_NOMOVE ) {
  3116. if( !(flag&SCS_NOMOVECOND) ) {
  3117. sc->cant.move += ( start ? 1 : -1 );
  3118. } else if(
  3119. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  3120. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  3121. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  3122. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  3123. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3
  3124. && !(sc->data[SC_CAMOUFLAGE]->val3&1))
  3125. ) {
  3126. sc->cant.move += ( start ? 1 : -1 );
  3127. }
  3128. }
  3129. /* can't use skills */
  3130. if( flag&SCS_NOCAST ) {
  3131. if( !(flag&SCS_NOCASTCOND) ) {
  3132. sc->cant.cast += ( start ? 1 : -1 );
  3133. } else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) ){
  3134. sc->cant.cast += ( start ? 1 : -1 );
  3135. }
  3136. }
  3137. /* player-only states */
  3138. if( bl->type == BL_PC ) {
  3139. /* can pick items? */
  3140. if( flag&SCS_NOPICKITEM ) {
  3141. if( !(flag&SCS_NOPICKITEMCOND) ) {
  3142. sc->cant.pickup += ( start ? 1 : -1 );
  3143. } else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) {
  3144. sc->cant.pickup += ( start ? 1 : -1 );
  3145. }
  3146. }
  3147. /* can drop items? */
  3148. if( flag&SCS_NODROPITEM ) {
  3149. if( !(flag&SCS_NODROPITEMCOND) ) {
  3150. sc->cant.drop += ( start ? 1 : -1 );
  3151. } else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) {
  3152. sc->cant.drop += ( start ? 1 : -1 );
  3153. }
  3154. }
  3155. }
  3156. return;
  3157. }
  3158. /// Recalculates parts of an object's battle status according to the specified flags.
  3159. /// @param flag bitfield of values from enum scb_flag
  3160. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  3161. {
  3162. const struct status_data *b_status = status_get_base_status(bl);
  3163. struct status_data *status = status_get_status_data(bl);
  3164. struct status_change *sc = status_get_sc(bl);
  3165. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3166. int temp;
  3167. if (!b_status || !status)
  3168. return;
  3169. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  3170. status_cpy(status, b_status);
  3171. return;
  3172. }
  3173. if(flag&SCB_STR) {
  3174. status->str = status_calc_str(bl, sc, b_status->str);
  3175. flag|=SCB_BATK;
  3176. if( bl->type&BL_HOM )
  3177. flag |= SCB_WATK;
  3178. }
  3179. if(flag&SCB_AGI) {
  3180. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3181. flag|=SCB_FLEE
  3182. #ifdef RENEWAL
  3183. |SCB_DEF2
  3184. #endif
  3185. ;
  3186. if( bl->type&(BL_PC|BL_HOM) )
  3187. flag |= SCB_ASPD|SCB_DSPD;
  3188. }
  3189. if(flag&SCB_VIT) {
  3190. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3191. flag|=SCB_DEF2|SCB_MDEF2;
  3192. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3193. flag |= SCB_MAXHP;
  3194. if( bl->type&BL_HOM )
  3195. flag |= SCB_DEF;
  3196. }
  3197. if(flag&SCB_INT) {
  3198. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3199. flag|=SCB_MATK|SCB_MDEF2;
  3200. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3201. flag |= SCB_MAXSP;
  3202. if( bl->type&BL_HOM )
  3203. flag |= SCB_MDEF;
  3204. }
  3205. if(flag&SCB_DEX) {
  3206. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3207. flag|=SCB_BATK|SCB_HIT
  3208. #ifdef RENEWAL
  3209. |SCB_MATK|SCB_MDEF2
  3210. #endif
  3211. ;
  3212. if( bl->type&(BL_PC|BL_HOM) )
  3213. flag |= SCB_ASPD;
  3214. if( bl->type&BL_HOM )
  3215. flag |= SCB_WATK;
  3216. }
  3217. if(flag&SCB_LUK) {
  3218. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3219. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  3220. #ifdef RENEWAL
  3221. |SCB_MATK|SCB_HIT|SCB_FLEE
  3222. #endif
  3223. ;
  3224. }
  3225. if(flag&SCB_BATK && b_status->batk) {
  3226. status->batk = status_base_atk(bl,status);
  3227. temp = b_status->batk - status_base_atk(bl,b_status);
  3228. if (temp)
  3229. {
  3230. temp += status->batk;
  3231. status->batk = cap_value(temp, 0, USHRT_MAX);
  3232. }
  3233. status->batk = status_calc_batk(bl, sc, status->batk);
  3234. }
  3235. if(flag&SCB_WATK) {
  3236. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  3237. if (!sd) //Should not affect weapon refine bonus
  3238. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  3239. if(b_status->lhw.atk) {
  3240. if (sd) {
  3241. sd->state.lr_flag = 1;
  3242. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3243. sd->state.lr_flag = 0;
  3244. } else {
  3245. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3246. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  3247. }
  3248. }
  3249. if( bl->type&BL_HOM )
  3250. {
  3251. status->rhw.atk += (status->dex - b_status->dex);
  3252. status->rhw.atk2 += (status->str - b_status->str);
  3253. if( status->rhw.atk2 < status->rhw.atk )
  3254. status->rhw.atk2 = status->rhw.atk;
  3255. }
  3256. }
  3257. if(flag&SCB_HIT) {
  3258. if (status->dex == b_status->dex
  3259. #ifdef RENEWAL
  3260. && status->luk == b_status->luk
  3261. #endif
  3262. )
  3263. status->hit = status_calc_hit(bl, sc, b_status->hit);
  3264. else
  3265. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  3266. #ifdef RENEWAL
  3267. + (status->luk/3 - b_status->luk/3)
  3268. #endif
  3269. );
  3270. }
  3271. if(flag&SCB_FLEE) {
  3272. if (status->agi == b_status->agi
  3273. #ifdef RENEWAL
  3274. && status->luk == b_status->luk
  3275. #endif
  3276. )
  3277. status->flee = status_calc_flee(bl, sc, b_status->flee);
  3278. else
  3279. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  3280. #ifdef RENEWAL
  3281. + (status->luk/5 - b_status->luk/5)
  3282. #endif
  3283. );
  3284. }
  3285. if(flag&SCB_DEF)
  3286. {
  3287. status->def = status_calc_def(bl, sc, b_status->def);
  3288. if( bl->type&BL_HOM )
  3289. status->def += (status->vit/5 - b_status->vit/5);
  3290. }
  3291. if(flag&SCB_DEF2) {
  3292. if (status->vit == b_status->vit
  3293. #ifdef RENEWAL
  3294. && status->agi == b_status->agi
  3295. #endif
  3296. )
  3297. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  3298. else
  3299. status->def2 = status_calc_def2(bl, sc, b_status->def2
  3300. #ifdef RENEWAL
  3301. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  3302. #else
  3303. + (status->vit - b_status->vit)
  3304. #endif
  3305. );
  3306. }
  3307. if(flag&SCB_MDEF)
  3308. {
  3309. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  3310. if( bl->type&BL_HOM )
  3311. status->mdef += (status->int_/5 - b_status->int_/5);
  3312. }
  3313. if(flag&SCB_MDEF2) {
  3314. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  3315. #ifdef RENEWAL
  3316. && status->dex == b_status->dex
  3317. #endif
  3318. )
  3319. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  3320. else
  3321. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  3322. #ifdef RENEWAL
  3323. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  3324. #else
  3325. + ((status->vit - b_status->vit)>>1)
  3326. #endif
  3327. );
  3328. }
  3329. if(flag&SCB_SPEED) {
  3330. struct unit_data *ud = unit_bl2ud(bl);
  3331. status->speed = status_calc_speed(bl, sc, b_status->speed);
  3332. //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3333. //because if you step on something while walking, the moment this
  3334. //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
  3335. if (ud)
  3336. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3337. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  3338. status->speed = battle_config.max_walk_speed;
  3339. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  3340. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  3341. }
  3342. if(flag&SCB_CRI && b_status->cri) {
  3343. if (status->luk == b_status->luk)
  3344. status->cri = status_calc_critical(bl, sc, b_status->cri);
  3345. else
  3346. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  3347. /**
  3348. * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  3349. **/
  3350. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  3351. status->cri <<= 1;
  3352. }
  3353. if(flag&SCB_FLEE2 && b_status->flee2) {
  3354. if (status->luk == b_status->luk)
  3355. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  3356. else
  3357. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  3358. }
  3359. if(flag&SCB_ATK_ELE) {
  3360. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  3361. if (sd) sd->state.lr_flag = 1;
  3362. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  3363. if (sd) sd->state.lr_flag = 0;
  3364. }
  3365. if(flag&SCB_DEF_ELE) {
  3366. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  3367. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  3368. }
  3369. if(flag&SCB_MODE)
  3370. {
  3371. status->mode = status_calc_mode(bl, sc, b_status->mode);
  3372. //Since mode changed, reset their state.
  3373. if (!(status->mode&MD_CANATTACK))
  3374. unit_stop_attack(bl);
  3375. if (!(status->mode&MD_CANMOVE))
  3376. unit_stop_walking(bl,1);
  3377. }
  3378. // No status changes alter these yet.
  3379. // if(flag&SCB_SIZE)
  3380. // if(flag&SCB_RACE)
  3381. // if(flag&SCB_RANGE)
  3382. if(flag&SCB_MAXHP) {
  3383. if( bl->type&BL_PC )
  3384. {
  3385. status->max_hp = status_base_pc_maxhp(sd,status);
  3386. status->max_hp += b_status->max_hp - sd->status.max_hp;
  3387. status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
  3388. if( status->max_hp > (unsigned int)battle_config.max_hp )
  3389. status->max_hp = (unsigned int)battle_config.max_hp;
  3390. }
  3391. else
  3392. {
  3393. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  3394. }
  3395. if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
  3396. {
  3397. status->hp = status->max_hp;
  3398. if( sd ) clif_updatestatus(sd,SP_HP);
  3399. }
  3400. }
  3401. if(flag&SCB_MAXSP) {
  3402. if( bl->type&BL_PC )
  3403. {
  3404. status->max_sp = status_base_pc_maxsp(sd,status);
  3405. status->max_sp += b_status->max_sp - sd->status.max_sp;
  3406. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  3407. if( status->max_sp > (unsigned int)battle_config.max_sp )
  3408. status->max_sp = (unsigned int)battle_config.max_sp;
  3409. }
  3410. else
  3411. {
  3412. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  3413. }
  3414. if( status->sp > status->max_sp )
  3415. {
  3416. status->sp = status->max_sp;
  3417. if( sd ) clif_updatestatus(sd,SP_SP);
  3418. }
  3419. }
  3420. if(flag&SCB_MATK) {
  3421. #ifndef RENEWAL
  3422. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  3423. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  3424. #else
  3425. /**
  3426. * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
  3427. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  3428. **/
  3429. status->matk_min = status->matk_max = status_base_matk(status, status_get_lv(bl));
  3430. if( bl->type&BL_PC ){
  3431. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  3432. if( sd->bonus.ematk > 0 ){
  3433. status->matk_max += sd->bonus.ematk;
  3434. status->matk_min += sd->bonus.ematk;
  3435. }
  3436. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  3437. status->matk_max = status_calc_ematk(bl, sc, status->matk_max);
  3438. //This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  3439. if( status->rhw.matk > 0 ){
  3440. int wMatk = status->rhw.matk;
  3441. int variance = wMatk * status->rhw.wlv / 10;
  3442. status->matk_min += wMatk - variance;
  3443. status->matk_max += wMatk + variance;
  3444. }
  3445. }
  3446. #endif
  3447. if (bl->type&BL_PC && sd->matk_rate != 100) {
  3448. status->matk_max = status->matk_max * sd->matk_rate/100;
  3449. status->matk_min = status->matk_min * sd->matk_rate/100;
  3450. }
  3451. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3452. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3453. if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
  3454. || sc->data[SC_RECOGNIZEDSPELL])
  3455. status->matk_min = status->matk_max;
  3456. #ifdef RENEWAL
  3457. if( sd && sd->right_weapon.overrefine > 0){
  3458. status->matk_min++;
  3459. status->matk_max += sd->right_weapon.overrefine - 1;
  3460. }
  3461. #endif
  3462. }
  3463. if(flag&SCB_ASPD) {
  3464. int amotion;
  3465. if( bl->type&BL_PC )
  3466. {
  3467. amotion = status_base_amotion_pc(sd,status);
  3468. #ifndef RENEWAL_ASPD
  3469. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3470. if(status->aspd_rate != 1000)
  3471. amotion = amotion*status->aspd_rate/1000;
  3472. #else
  3473. // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  3474. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
  3475. if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  3476. amotion -= ( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
  3477. * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;
  3478. if(status->aspd_rate != 1000) // absolute percentage modifier
  3479. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  3480. #endif
  3481. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3482. status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  3483. status->adelay = 2*status->amotion;
  3484. }
  3485. else
  3486. if( bl->type&BL_HOM )
  3487. {
  3488. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3489. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3490. if(status->aspd_rate != 1000)
  3491. amotion = amotion*status->aspd_rate/1000;
  3492. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3493. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3494. status->adelay = status->amotion;
  3495. }
  3496. else // mercenary and mobs
  3497. {
  3498. amotion = b_status->amotion;
  3499. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3500. if(status->aspd_rate != 1000)
  3501. amotion = amotion*status->aspd_rate/1000;
  3502. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3503. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  3504. temp = b_status->adelay*status->aspd_rate/1000;
  3505. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  3506. }
  3507. }
  3508. if(flag&SCB_DSPD) {
  3509. int dmotion;
  3510. if( bl->type&BL_PC )
  3511. {
  3512. if (b_status->agi == status->agi)
  3513. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3514. else {
  3515. dmotion = 800-status->agi*4;
  3516. status->dmotion = cap_value(dmotion, 400, 800);
  3517. if(battle_config.pc_damage_delay_rate != 100)
  3518. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3519. //It's safe to ignore b_status->dmotion since no bonus affects it.
  3520. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  3521. }
  3522. }
  3523. else
  3524. if( bl->type&BL_HOM )
  3525. {
  3526. dmotion = 800-status->agi*4;
  3527. status->dmotion = cap_value(dmotion, 400, 800);
  3528. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3529. }
  3530. else // mercenary and mobs
  3531. {
  3532. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3533. }
  3534. }
  3535. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  3536. status_calc_regen(bl, status, status_get_regen_data(bl));
  3537. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  3538. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  3539. }
  3540. /// Recalculates parts of an object's base status and battle status according to the specified flags.
  3541. /// Also sends updates to the client wherever applicable.
  3542. /// @param flag bitfield of values from enum scb_flag
  3543. /// @param first if true, will cause status_calc_* functions to run their base status initialization code
  3544. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  3545. {
  3546. struct status_data b_status; // previous battle status
  3547. struct status_data* status; // pointer to current battle status
  3548. // remember previous values
  3549. status = status_get_status_data(bl);
  3550. memcpy(&b_status, status, sizeof(struct status_data));
  3551. if( flag&SCB_BASE ) {// calculate the object's base status too
  3552. switch( bl->type ) {
  3553. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  3554. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  3555. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  3556. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  3557. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  3558. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
  3559. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break;
  3560. }
  3561. }
  3562. if( bl->type == BL_PET )
  3563. return; // pets are not affected by statuses
  3564. if( first && bl->type == BL_MOB )
  3565. return; // assume there will be no statuses active
  3566. status_calc_bl_main(bl, flag);
  3567. if( first && bl->type == BL_HOM )
  3568. return; // client update handled by caller
  3569. // compare against new values and send client updates
  3570. if( bl->type == BL_PC )
  3571. {
  3572. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3573. if(b_status.str != status->str)
  3574. clif_updatestatus(sd,SP_STR);
  3575. if(b_status.agi != status->agi)
  3576. clif_updatestatus(sd,SP_AGI);
  3577. if(b_status.vit != status->vit)
  3578. clif_updatestatus(sd,SP_VIT);
  3579. if(b_status.int_ != status->int_)
  3580. clif_updatestatus(sd,SP_INT);
  3581. if(b_status.dex != status->dex)
  3582. clif_updatestatus(sd,SP_DEX);
  3583. if(b_status.luk != status->luk)
  3584. clif_updatestatus(sd,SP_LUK);
  3585. if(b_status.hit != status->hit)
  3586. clif_updatestatus(sd,SP_HIT);
  3587. if(b_status.flee != status->flee)
  3588. clif_updatestatus(sd,SP_FLEE1);
  3589. if(b_status.amotion != status->amotion)
  3590. clif_updatestatus(sd,SP_ASPD);
  3591. if(b_status.speed != status->speed)
  3592. clif_updatestatus(sd,SP_SPEED);
  3593. if(b_status.batk != status->batk
  3594. #ifndef RENEWAL
  3595. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  3596. #endif
  3597. )
  3598. clif_updatestatus(sd,SP_ATK1);
  3599. if(b_status.def != status->def){
  3600. clif_updatestatus(sd,SP_DEF1);
  3601. #ifdef RENEWAL
  3602. clif_updatestatus(sd,SP_DEF2);
  3603. #endif
  3604. }
  3605. if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  3606. #ifdef RENEWAL
  3607. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  3608. #endif
  3609. )
  3610. clif_updatestatus(sd,SP_ATK2);
  3611. if(b_status.def2 != status->def2){
  3612. clif_updatestatus(sd,SP_DEF2);
  3613. #ifdef RENEWAL
  3614. clif_updatestatus(sd,SP_DEF1);
  3615. #endif
  3616. }
  3617. if(b_status.flee2 != status->flee2)
  3618. clif_updatestatus(sd,SP_FLEE2);
  3619. if(b_status.cri != status->cri)
  3620. clif_updatestatus(sd,SP_CRITICAL);
  3621. #ifndef RENEWAL
  3622. if(b_status.matk_max != status->matk_max)
  3623. clif_updatestatus(sd,SP_MATK1);
  3624. if(b_status.matk_min != status->matk_min)
  3625. clif_updatestatus(sd,SP_MATK2);
  3626. #else
  3627. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min){
  3628. clif_updatestatus(sd,SP_MATK2);
  3629. clif_updatestatus(sd,SP_MATK1);
  3630. }
  3631. #endif
  3632. if(b_status.mdef != status->mdef){
  3633. clif_updatestatus(sd,SP_MDEF1);
  3634. #ifdef RENEWAL
  3635. clif_updatestatus(sd,SP_MDEF2);
  3636. #endif
  3637. }
  3638. if(b_status.mdef2 != status->mdef2){
  3639. clif_updatestatus(sd,SP_MDEF2);
  3640. #ifdef RENEWAL
  3641. clif_updatestatus(sd,SP_MDEF1);
  3642. #endif
  3643. }
  3644. if(b_status.rhw.range != status->rhw.range)
  3645. clif_updatestatus(sd,SP_ATTACKRANGE);
  3646. if(b_status.max_hp != status->max_hp)
  3647. clif_updatestatus(sd,SP_MAXHP);
  3648. if(b_status.max_sp != status->max_sp)
  3649. clif_updatestatus(sd,SP_MAXSP);
  3650. if(b_status.hp != status->hp)
  3651. clif_updatestatus(sd,SP_HP);
  3652. if(b_status.sp != status->sp)
  3653. clif_updatestatus(sd,SP_SP);
  3654. } else if( bl->type == BL_HOM ) {
  3655. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  3656. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  3657. clif_hominfo(hd->master,hd,0);
  3658. } else if( bl->type == BL_MER ) {
  3659. TBL_MER* md = BL_CAST(BL_MER, bl);
  3660. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  3661. clif_mercenary_updatestatus(md->master, SP_ATK1);
  3662. if( b_status.matk_max != status->matk_max )
  3663. clif_mercenary_updatestatus(md->master, SP_MATK1);
  3664. if( b_status.hit != status->hit )
  3665. clif_mercenary_updatestatus(md->master, SP_HIT);
  3666. if( b_status.cri != status->cri )
  3667. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  3668. if( b_status.def != status->def )
  3669. clif_mercenary_updatestatus(md->master, SP_DEF1);
  3670. if( b_status.mdef != status->mdef )
  3671. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  3672. if( b_status.flee != status->flee )
  3673. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  3674. if( b_status.amotion != status->amotion )
  3675. clif_mercenary_updatestatus(md->master, SP_ASPD);
  3676. if( b_status.max_hp != status->max_hp )
  3677. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  3678. if( b_status.max_sp != status->max_sp )
  3679. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  3680. if( b_status.hp != status->hp )
  3681. clif_mercenary_updatestatus(md->master, SP_HP);
  3682. if( b_status.sp != status->sp )
  3683. clif_mercenary_updatestatus(md->master, SP_SP);
  3684. } else if( bl->type == BL_ELEM ) {
  3685. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  3686. if( b_status.max_hp != status->max_hp )
  3687. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  3688. if( b_status.max_sp != status->max_sp )
  3689. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  3690. if( b_status.hp != status->hp )
  3691. clif_elemental_updatestatus(ed->master, SP_HP);
  3692. if( b_status.sp != status->sp )
  3693. clif_mercenary_updatestatus(ed->master, SP_SP);
  3694. }
  3695. }
  3696. /*==========================================
  3697. * Apply shared stat mods from status changes [DracoRPG]
  3698. *------------------------------------------*/
  3699. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  3700. {
  3701. if(!sc || !sc->count)
  3702. return cap_value(str,0,USHRT_MAX);
  3703. if(sc->data[SC_HARMONIZE]) {
  3704. str -= sc->data[SC_HARMONIZE]->val2;
  3705. return (unsigned short)cap_value(str,0,USHRT_MAX);
  3706. }
  3707. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  3708. return 50;
  3709. if(sc->data[SC_INCALLSTATUS])
  3710. str += sc->data[SC_INCALLSTATUS]->val1;
  3711. if(sc->data[SC_INCSTR])
  3712. str += sc->data[SC_INCSTR]->val1;
  3713. if(sc->data[SC_STRFOOD])
  3714. str += sc->data[SC_STRFOOD]->val1;
  3715. if(sc->data[SC_FOOD_STR_CASH])
  3716. str += sc->data[SC_FOOD_STR_CASH]->val1;
  3717. if(sc->data[SC_BATTLEORDERS])
  3718. str += 5;
  3719. if(sc->data[SC_LEADERSHIP])
  3720. str += sc->data[SC_LEADERSHIP]->val1;
  3721. if(sc->data[SC_LOUD])
  3722. str += 4;
  3723. if(sc->data[SC_TRUESIGHT])
  3724. str += 5;
  3725. if(sc->data[SC_SPURT])
  3726. str += 10;
  3727. if(sc->data[SC_NEN])
  3728. str += sc->data[SC_NEN]->val1;
  3729. if(sc->data[SC_BLESSING]){
  3730. if(sc->data[SC_BLESSING]->val2)
  3731. str += sc->data[SC_BLESSING]->val2;
  3732. else
  3733. str >>= 1;
  3734. }
  3735. if(sc->data[SC_MARIONETTE])
  3736. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  3737. if(sc->data[SC_MARIONETTE2])
  3738. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  3739. if(sc->data[SC_GIANTGROWTH])
  3740. str += 30;
  3741. if(sc->data[SC_SAVAGE_STEAK])
  3742. str += sc->data[SC_SAVAGE_STEAK]->val1;
  3743. if(sc->data[SC_INSPIRATION])
  3744. str += sc->data[SC_INSPIRATION]->val3;
  3745. if(sc->data[SC_STOMACHACHE])
  3746. str -= sc->data[SC_STOMACHACHE]->val1;
  3747. if(sc->data[SC_KYOUGAKU])
  3748. str -= sc->data[SC_KYOUGAKU]->val2;
  3749. return (unsigned short)cap_value(str,0,USHRT_MAX);
  3750. }
  3751. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  3752. {
  3753. if(!sc || !sc->count)
  3754. return cap_value(agi,0,USHRT_MAX);
  3755. if(sc->data[SC_HARMONIZE]) {
  3756. agi -= sc->data[SC_HARMONIZE]->val2;
  3757. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  3758. }
  3759. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  3760. return 50;
  3761. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3762. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  3763. if(sc->data[SC_INCALLSTATUS])
  3764. agi += sc->data[SC_INCALLSTATUS]->val1;
  3765. if(sc->data[SC_INCAGI])
  3766. agi += sc->data[SC_INCAGI]->val1;
  3767. if(sc->data[SC_AGIFOOD])
  3768. agi += sc->data[SC_AGIFOOD]->val1;
  3769. if(sc->data[SC_FOOD_AGI_CASH])
  3770. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  3771. if(sc->data[SC_SOULCOLD])
  3772. agi += sc->data[SC_SOULCOLD]->val1;
  3773. if(sc->data[SC_TRUESIGHT])
  3774. agi += 5;
  3775. if(sc->data[SC_INCREASEAGI])
  3776. agi += sc->data[SC_INCREASEAGI]->val2;
  3777. if(sc->data[SC_INCREASING])
  3778. agi += 4; // added based on skill updates [Reddozen]
  3779. if(sc->data[SC_DECREASEAGI])
  3780. agi -= sc->data[SC_DECREASEAGI]->val2;
  3781. if(sc->data[SC_QUAGMIRE])
  3782. agi -= sc->data[SC_QUAGMIRE]->val2;
  3783. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  3784. agi -= sc->data[SC_SUITON]->val2;
  3785. if(sc->data[SC_MARIONETTE])
  3786. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  3787. if(sc->data[SC_MARIONETTE2])
  3788. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  3789. if(sc->data[SC_ADORAMUS])
  3790. agi -= sc->data[SC_ADORAMUS]->val2;
  3791. if(sc->data[SC_DROCERA_HERB_STEAMED])
  3792. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  3793. if(sc->data[SC_INSPIRATION])
  3794. agi += sc->data[SC_INSPIRATION]->val3;
  3795. if(sc->data[SC_STOMACHACHE])
  3796. agi -= sc->data[SC_STOMACHACHE]->val1;
  3797. if(sc->data[SC_KYOUGAKU])
  3798. agi -= sc->data[SC_KYOUGAKU]->val2;
  3799. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  3800. }
  3801. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  3802. {
  3803. if(!sc || !sc->count)
  3804. return cap_value(vit,0,USHRT_MAX);
  3805. if(sc->data[SC_HARMONIZE]) {
  3806. vit -= sc->data[SC_HARMONIZE]->val2;
  3807. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  3808. }
  3809. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  3810. return 50;
  3811. if(sc->data[SC_INCALLSTATUS])
  3812. vit += sc->data[SC_INCALLSTATUS]->val1;
  3813. if(sc->data[SC_INCVIT])
  3814. vit += sc->data[SC_INCVIT]->val1;
  3815. if(sc->data[SC_VITFOOD])
  3816. vit += sc->data[SC_VITFOOD]->val1;
  3817. if(sc->data[SC_FOOD_VIT_CASH])
  3818. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  3819. if(sc->data[SC_CHANGE])
  3820. vit += sc->data[SC_CHANGE]->val2;
  3821. if(sc->data[SC_GLORYWOUNDS])
  3822. vit += sc->data[SC_GLORYWOUNDS]->val1;
  3823. if(sc->data[SC_TRUESIGHT])
  3824. vit += 5;
  3825. if(sc->data[SC_MARIONETTE])
  3826. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  3827. if(sc->data[SC_MARIONETTE2])
  3828. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  3829. if(sc->data[SC_LAUDAAGNUS])
  3830. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  3831. if(sc->data[SC_MINOR_BBQ])
  3832. vit += sc->data[SC_MINOR_BBQ]->val1;
  3833. if(sc->data[SC_INSPIRATION])
  3834. vit += sc->data[SC_INSPIRATION]->val3;
  3835. if(sc->data[SC_STOMACHACHE])
  3836. vit -= sc->data[SC_STOMACHACHE]->val1;
  3837. if(sc->data[SC_KYOUGAKU])
  3838. vit -= sc->data[SC_KYOUGAKU]->val2;
  3839. if(sc->data[SC_STRIPARMOR])
  3840. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  3841. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  3842. }
  3843. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  3844. {
  3845. if(!sc || !sc->count)
  3846. return cap_value(int_,0,USHRT_MAX);
  3847. if(sc->data[SC_HARMONIZE]) {
  3848. int_ -= sc->data[SC_HARMONIZE]->val2;
  3849. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  3850. }
  3851. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  3852. return 50;
  3853. if(sc->data[SC_INCALLSTATUS])
  3854. int_ += sc->data[SC_INCALLSTATUS]->val1;
  3855. if(sc->data[SC_INCINT])
  3856. int_ += sc->data[SC_INCINT]->val1;
  3857. if(sc->data[SC_INTFOOD])
  3858. int_ += sc->data[SC_INTFOOD]->val1;
  3859. if(sc->data[SC_FOOD_INT_CASH])
  3860. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  3861. if(sc->data[SC_CHANGE])
  3862. int_ += sc->data[SC_CHANGE]->val3;
  3863. if(sc->data[SC_BATTLEORDERS])
  3864. int_ += 5;
  3865. if(sc->data[SC_TRUESIGHT])
  3866. int_ += 5;
  3867. if(sc->data[SC_BLESSING]){
  3868. if (sc->data[SC_BLESSING]->val2)
  3869. int_ += sc->data[SC_BLESSING]->val2;
  3870. else
  3871. int_ >>= 1;
  3872. }
  3873. if(sc->data[SC_NEN])
  3874. int_ += sc->data[SC_NEN]->val1;
  3875. if(sc->data[SC_MARIONETTE])
  3876. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  3877. if(sc->data[SC_MARIONETTE2])
  3878. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  3879. if(sc->data[SC_MANDRAGORA])
  3880. int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
  3881. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  3882. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  3883. if(sc->data[SC_INSPIRATION])
  3884. int_ += sc->data[SC_INSPIRATION]->val3;
  3885. if(sc->data[SC_STOMACHACHE])
  3886. int_ -= sc->data[SC_STOMACHACHE]->val1;
  3887. if(sc->data[SC_KYOUGAKU])
  3888. int_ -= sc->data[SC_KYOUGAKU]->val2;
  3889. if(sc->data[SC_STRIPHELM])
  3890. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  3891. if(sc->data[SC__STRIPACCESSORY])
  3892. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3893. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  3894. }
  3895. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  3896. {
  3897. if(!sc || !sc->count)
  3898. return cap_value(dex,0,USHRT_MAX);
  3899. if(sc->data[SC_HARMONIZE]) {
  3900. dex -= sc->data[SC_HARMONIZE]->val2;
  3901. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  3902. }
  3903. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  3904. return 50;
  3905. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3906. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  3907. if(sc->data[SC_INCALLSTATUS])
  3908. dex += sc->data[SC_INCALLSTATUS]->val1;
  3909. if(sc->data[SC_INCDEX])
  3910. dex += sc->data[SC_INCDEX]->val1;
  3911. if(sc->data[SC_DEXFOOD])
  3912. dex += sc->data[SC_DEXFOOD]->val1;
  3913. if(sc->data[SC_FOOD_DEX_CASH])
  3914. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  3915. if(sc->data[SC_BATTLEORDERS])
  3916. dex += 5;
  3917. if(sc->data[SC_HAWKEYES])
  3918. dex += sc->data[SC_HAWKEYES]->val1;
  3919. if(sc->data[SC_TRUESIGHT])
  3920. dex += 5;
  3921. if(sc->data[SC_QUAGMIRE])
  3922. dex -= sc->data[SC_QUAGMIRE]->val2;
  3923. if(sc->data[SC_BLESSING]){
  3924. if (sc->data[SC_BLESSING]->val2)
  3925. dex += sc->data[SC_BLESSING]->val2;
  3926. else
  3927. dex >>= 1;
  3928. }
  3929. if(sc->data[SC_INCREASING])
  3930. dex += 4; // added based on skill updates [Reddozen]
  3931. if(sc->data[SC_MARIONETTE])
  3932. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  3933. if(sc->data[SC_MARIONETTE2])
  3934. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  3935. if(sc->data[SC_SIROMA_ICE_TEA])
  3936. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  3937. if(sc->data[SC_INSPIRATION])
  3938. dex += sc->data[SC_INSPIRATION]->val3;
  3939. if(sc->data[SC_STOMACHACHE])
  3940. dex -= sc->data[SC_STOMACHACHE]->val1;
  3941. if(sc->data[SC_KYOUGAKU])
  3942. dex -= sc->data[SC_KYOUGAKU]->val2;
  3943. if(sc->data[SC__STRIPACCESSORY])
  3944. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3945. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  3946. }
  3947. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  3948. {
  3949. if(!sc || !sc->count)
  3950. return cap_value(luk,0,USHRT_MAX);
  3951. if(sc->data[SC_HARMONIZE]) {
  3952. luk -= sc->data[SC_HARMONIZE]->val2;
  3953. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  3954. }
  3955. if(sc->data[SC_CURSE])
  3956. return 0;
  3957. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  3958. return 50;
  3959. if(sc->data[SC_INCALLSTATUS])
  3960. luk += sc->data[SC_INCALLSTATUS]->val1;
  3961. if(sc->data[SC_INCLUK])
  3962. luk += sc->data[SC_INCLUK]->val1;
  3963. if(sc->data[SC_LUKFOOD])
  3964. luk += sc->data[SC_LUKFOOD]->val1;
  3965. if(sc->data[SC_FOOD_LUK_CASH])
  3966. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  3967. if(sc->data[SC_TRUESIGHT])
  3968. luk += 5;
  3969. if(sc->data[SC_GLORIA])
  3970. luk += 30;
  3971. if(sc->data[SC_MARIONETTE])
  3972. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  3973. if(sc->data[SC_MARIONETTE2])
  3974. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  3975. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  3976. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  3977. if(sc->data[SC_INSPIRATION])
  3978. luk += sc->data[SC_INSPIRATION]->val3;
  3979. if(sc->data[SC_STOMACHACHE])
  3980. luk -= sc->data[SC_STOMACHACHE]->val1;
  3981. if(sc->data[SC_KYOUGAKU])
  3982. luk -= sc->data[SC_KYOUGAKU]->val2;
  3983. if(sc->data[SC_LAUDARAMUS])
  3984. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  3985. if(sc->data[SC__STRIPACCESSORY])
  3986. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3987. if(sc->data[SC_BANANA_BOMB])
  3988. luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
  3989. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  3990. }
  3991. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  3992. {
  3993. if(!sc || !sc->count)
  3994. return cap_value(batk,0,USHRT_MAX);
  3995. if(sc->data[SC_ATKPOTION])
  3996. batk += sc->data[SC_ATKPOTION]->val1;
  3997. if(sc->data[SC_BATKFOOD])
  3998. batk += sc->data[SC_BATKFOOD]->val1;
  3999. if(sc->data[SC_GATLINGFEVER])
  4000. batk += sc->data[SC_GATLINGFEVER]->val3;
  4001. if(sc->data[SC_MADNESSCANCEL])
  4002. batk += 100;
  4003. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4004. batk += 50;
  4005. if(bl->type == BL_ELEM
  4006. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4007. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4008. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4009. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  4010. )
  4011. batk += batk / 5;
  4012. if(sc->data[SC_FULL_SWING_K])
  4013. batk += sc->data[SC_FULL_SWING_K]->val1;
  4014. if(sc->data[SC_ODINS_POWER])
  4015. batk += 70;
  4016. if(sc->data[SC_ASH] && (bl->type==BL_MOB)){
  4017. if(status_get_element(bl) == ELE_WATER) //water type
  4018. batk /= 2;
  4019. }
  4020. if(sc->data[SC_PYROCLASTIC])
  4021. batk += sc->data[SC_PYROCLASTIC]->val2;
  4022. if (sc->data[SC_ANGRIFFS_MODUS])
  4023. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  4024. if(sc->data[SC_INCATKRATE])
  4025. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  4026. if(sc->data[SC_PROVOKE])
  4027. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  4028. if(sc->data[SC_CONCENTRATION])
  4029. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  4030. if(sc->data[SC_SKE])
  4031. batk += batk * 3;
  4032. if(sc->data[SC_BLOODLUST])
  4033. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  4034. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  4035. batk -= batk * 25/100;
  4036. if(sc->data[SC_CURSE])
  4037. batk -= batk * 25/100;
  4038. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  4039. // if(sc->data[SC_BLEEDING])
  4040. // batk -= batk * 25/100;
  4041. if(sc->data[SC_FLEET])
  4042. batk += batk * sc->data[SC_FLEET]->val3/100;
  4043. if(sc->data[SC__ENERVATION])
  4044. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  4045. if(sc->data[SC_RUSHWINDMILL])
  4046. batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100;
  4047. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4048. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  4049. if(sc->data[SC_MELODYOFSINK])
  4050. batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
  4051. if(sc->data[SC_BEYONDOFWARCRY])
  4052. batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  4053. if( sc->data[SC_ZANGETSU] )
  4054. batk += batk * sc->data[SC_ZANGETSU]->val2 / 100;
  4055. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  4056. }
  4057. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  4058. {
  4059. if(!sc || !sc->count)
  4060. return cap_value(watk,0,USHRT_MAX);
  4061. if(sc->data[SC_IMPOSITIO])
  4062. watk += sc->data[SC_IMPOSITIO]->val2;
  4063. if(sc->data[SC_WATKFOOD])
  4064. watk += sc->data[SC_WATKFOOD]->val1;
  4065. if(sc->data[SC_DRUMBATTLE])
  4066. watk += sc->data[SC_DRUMBATTLE]->val2;
  4067. if(sc->data[SC_VOLCANO])
  4068. watk += sc->data[SC_VOLCANO]->val2;
  4069. if(sc->data[SC_MERC_ATKUP])
  4070. watk += sc->data[SC_MERC_ATKUP]->val2;
  4071. if(sc->data[SC_FIGHTINGSPIRIT])
  4072. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  4073. if(sc->data[SC_STRIKING])
  4074. watk += sc->data[SC_STRIKING]->val2;
  4075. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  4076. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  4077. if(sc->data[SC_INSPIRATION])
  4078. watk += sc->data[SC_INSPIRATION]->val2;
  4079. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4080. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4081. if( sc->data[SC_TROPIC_OPTION] )
  4082. watk += sc->data[SC_TROPIC_OPTION]->val2;
  4083. if( sc->data[SC_HEATER_OPTION] )
  4084. watk += sc->data[SC_HEATER_OPTION]->val2;
  4085. if( sc->data[SC_WATER_BARRIER] )
  4086. watk -= sc->data[SC_WATER_BARRIER]->val3;
  4087. if( sc->data[SC_PYROTECHNIC_OPTION] )
  4088. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  4089. if(sc->data[SC_NIBELUNGEN]) {
  4090. if (bl->type != BL_PC)
  4091. watk += sc->data[SC_NIBELUNGEN]->val2;
  4092. else {
  4093. #ifndef RENEWAL
  4094. TBL_PC *sd = (TBL_PC*)bl;
  4095. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  4096. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  4097. #endif
  4098. watk += sc->data[SC_NIBELUNGEN]->val2;
  4099. }
  4100. }
  4101. if(sc->data[SC_INCATKRATE])
  4102. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  4103. if(sc->data[SC_PROVOKE])
  4104. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  4105. if(sc->data[SC_CONCENTRATION])
  4106. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  4107. if(sc->data[SC_SKE])
  4108. watk += watk * 3;
  4109. if(sc->data[SC__ENERVATION])
  4110. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  4111. if(sc->data[SC_FLEET])
  4112. watk += watk * sc->data[SC_FLEET]->val3/100;
  4113. if(sc->data[SC_CURSE])
  4114. watk -= watk * 25/100;
  4115. if(sc->data[SC_STRIPWEAPON])
  4116. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  4117. if(sc->data[SC__ENERVATION])
  4118. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  4119. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4120. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  4121. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  4122. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4123. )
  4124. watk += watk / 10;
  4125. if( sc && sc->data[SC_TIDAL_WEAPON] )
  4126. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  4127. if(sc->data[SC_ANGRIFFS_MODUS])
  4128. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  4129. #ifdef RENEWAL_EDP
  4130. if( sc->data[SC_EDP] )
  4131. watk = watk * (100 + sc->data[SC_EDP]->val1 * 80) / 100;
  4132. #endif
  4133. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  4134. }
  4135. #ifdef RENEWAL
  4136. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  4137. {
  4138. if (!sc || !sc->count)
  4139. return cap_value(matk,0,USHRT_MAX);
  4140. if (sc->data[SC_MATKPOTION])
  4141. matk += sc->data[SC_MATKPOTION]->val1;
  4142. if (sc->data[SC_MATKFOOD])
  4143. matk += sc->data[SC_MATKFOOD]->val1;
  4144. if(sc->data[SC_MANA_PLUS])
  4145. matk += sc->data[SC_MANA_PLUS]->val1;
  4146. if(sc->data[SC_AQUAPLAY_OPTION])
  4147. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4148. if(sc->data[SC_CHILLY_AIR_OPTION])
  4149. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4150. if(sc->data[SC_WATER_BARRIER])
  4151. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4152. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4153. matk += 50;
  4154. if(sc->data[SC_ODINS_POWER])
  4155. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
  4156. if(sc->data[SC_IZAYOI])
  4157. matk += 50 * sc->data[SC_IZAYOI]->val1;
  4158. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4159. }
  4160. #endif
  4161. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  4162. {
  4163. if(!sc || !sc->count)
  4164. return cap_value(matk,0,USHRT_MAX);
  4165. #ifndef RENEWAL
  4166. // take note fixed value first before % modifiers
  4167. if (sc->data[SC_MATKPOTION])
  4168. matk += sc->data[SC_MATKPOTION]->val1;
  4169. if (sc->data[SC_MATKFOOD])
  4170. matk += sc->data[SC_MATKFOOD]->val1;
  4171. if (sc->data[SC_MANA_PLUS])
  4172. matk += sc->data[SC_MANA_PLUS]->val1;
  4173. if (sc->data[SC_AQUAPLAY_OPTION])
  4174. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4175. if (sc->data[SC_CHILLY_AIR_OPTION])
  4176. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4177. if (sc->data[SC_WATER_BARRIER])
  4178. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4179. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4180. matk += 50;
  4181. if (sc->data[SC_ODINS_POWER])
  4182. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
  4183. if (sc->data[SC_IZAYOI])
  4184. matk += 50 * sc->data[SC_IZAYOI]->val1;
  4185. #endif
  4186. if (sc->data[SC_MAGICPOWER])
  4187. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  4188. if (sc->data[SC_MINDBREAKER])
  4189. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  4190. if (sc->data[SC_INCMATKRATE])
  4191. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  4192. if (sc->data[SC_MOONLITSERENADE])
  4193. matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
  4194. if (sc->data[SC_MELODYOFSINK])
  4195. matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
  4196. if (sc->data[SC_BEYONDOFWARCRY])
  4197. matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  4198. if( sc->data[SC_ZANGETSU] )
  4199. matk += matk * sc->data[SC_ZANGETSU]->val2 / 100;
  4200. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4201. }
  4202. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) {
  4203. if(!sc || !sc->count)
  4204. return cap_value(critical,10,SHRT_MAX);
  4205. if (sc->data[SC_INCCRI])
  4206. critical += sc->data[SC_INCCRI]->val2;
  4207. if (sc->data[SC_EXPLOSIONSPIRITS])
  4208. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  4209. if (sc->data[SC_FORTUNE])
  4210. critical += sc->data[SC_FORTUNE]->val2;
  4211. if (sc->data[SC_TRUESIGHT])
  4212. critical += sc->data[SC_TRUESIGHT]->val2;
  4213. if(sc->data[SC_CLOAKING])
  4214. critical += critical;
  4215. if(sc->data[SC_STRIKING])
  4216. critical += sc->data[SC_STRIKING]->val1;
  4217. #ifdef RENEWAL
  4218. if (sc->data[SC_SPEARQUICKEN])
  4219. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  4220. #endif
  4221. if(sc->data[SC__INVISIBILITY])
  4222. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  4223. if(sc->data[SC__UNLUCKY])
  4224. critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
  4225. return (short)cap_value(critical,10,SHRT_MAX);
  4226. }
  4227. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  4228. {
  4229. if(!sc || !sc->count)
  4230. return cap_value(hit,1,SHRT_MAX);
  4231. if(sc->data[SC_INCHIT])
  4232. hit += sc->data[SC_INCHIT]->val1;
  4233. if(sc->data[SC_HITFOOD])
  4234. hit += sc->data[SC_HITFOOD]->val1;
  4235. if(sc->data[SC_TRUESIGHT])
  4236. hit += sc->data[SC_TRUESIGHT]->val3;
  4237. if(sc->data[SC_HUMMING])
  4238. hit += sc->data[SC_HUMMING]->val2;
  4239. if(sc->data[SC_CONCENTRATION])
  4240. hit += sc->data[SC_CONCENTRATION]->val3;
  4241. if(sc->data[SC_INSPIRATION])
  4242. hit += 5 * sc->data[SC_INSPIRATION]->val1;
  4243. if(sc->data[SC_ADJUSTMENT])
  4244. hit -= 30;
  4245. if(sc->data[SC_INCREASING])
  4246. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  4247. if(sc->data[SC_MERC_HITUP])
  4248. hit += sc->data[SC_MERC_HITUP]->val2;
  4249. if(sc->data[SC_INCHITRATE])
  4250. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  4251. if(sc->data[SC_BLIND])
  4252. hit -= hit * 25/100;
  4253. if(sc->data[SC__GROOMY])
  4254. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  4255. if(sc->data[SC_FEAR])
  4256. hit -= hit * 20 / 100;
  4257. if (sc->data[SC_ASH])
  4258. hit /= 2;
  4259. return (short)cap_value(hit,1,SHRT_MAX);
  4260. }
  4261. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  4262. {
  4263. if( bl->type == BL_PC )
  4264. {
  4265. if( map_flag_gvg(bl->m) )
  4266. flee -= flee * battle_config.gvg_flee_penalty/100;
  4267. else if( map[bl->m].flag.battleground )
  4268. flee -= flee * battle_config.bg_flee_penalty/100;
  4269. }
  4270. if(!sc || !sc->count)
  4271. return cap_value(flee,1,SHRT_MAX);
  4272. if(sc->data[SC_INCFLEE])
  4273. flee += sc->data[SC_INCFLEE]->val1;
  4274. if(sc->data[SC_FLEEFOOD])
  4275. flee += sc->data[SC_FLEEFOOD]->val1;
  4276. if(sc->data[SC_WHISTLE])
  4277. flee += sc->data[SC_WHISTLE]->val2;
  4278. if(sc->data[SC_WINDWALK])
  4279. flee += sc->data[SC_WINDWALK]->val2;
  4280. if(sc->data[SC_VIOLENTGALE])
  4281. flee += sc->data[SC_VIOLENTGALE]->val2;
  4282. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  4283. flee += sc->data[SC_MOON_COMFORT]->val2;
  4284. if(sc->data[SC_CLOSECONFINE])
  4285. flee += 10;
  4286. if (sc->data[SC_ANGRIFFS_MODUS])
  4287. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  4288. if (sc->data[SC_OVERED_BOOST])
  4289. flee = max(flee,sc->data[SC_OVERED_BOOST]->val2);
  4290. if(sc->data[SC_ADJUSTMENT])
  4291. flee += 30;
  4292. if(sc->data[SC_SPEED])
  4293. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  4294. if(sc->data[SC_GATLINGFEVER])
  4295. flee -= sc->data[SC_GATLINGFEVER]->val4;
  4296. if(sc->data[SC_PARTYFLEE])
  4297. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  4298. if(sc->data[SC_MERC_FLEEUP])
  4299. flee += sc->data[SC_MERC_FLEEUP]->val2;
  4300. if( sc->data[SC_HALLUCINATIONWALK] )
  4301. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  4302. if( sc->data[SC_WATER_BARRIER] )
  4303. flee -= sc->data[SC_WATER_BARRIER]->val3;
  4304. if( sc->data[SC_MARSHOFABYSS] )
  4305. flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1);
  4306. #ifdef RENEWAL
  4307. if( sc->data[SC_SPEARQUICKEN] )
  4308. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  4309. #endif
  4310. if(sc->data[SC_INCFLEERATE])
  4311. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  4312. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  4313. flee -= flee * 50/100;
  4314. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4315. flee -= flee * 50/100;
  4316. if(sc->data[SC_BLIND])
  4317. flee -= flee * 25/100;
  4318. if(sc->data[SC_FEAR])
  4319. flee -= flee * 20 / 100;
  4320. if(sc->data[SC_PARALYSE])
  4321. flee -= flee * 10 / 100; // 10% Flee reduction
  4322. if(sc->data[SC_INFRAREDSCAN])
  4323. flee -= flee * 30 / 100;
  4324. if( sc->data[SC__LAZINESS] )
  4325. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  4326. if( sc->data[SC_GLOOMYDAY] )
  4327. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  4328. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  4329. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4330. if( sc->data[SC_WIND_STEP_OPTION] )
  4331. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  4332. if( sc->data[SC_ZEPHYR] )
  4333. flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
  4334. if(sc->data[SC_ASH] && (bl->type==BL_MOB)){ //mob
  4335. if(status_get_element(bl) == ELE_WATER) //water type
  4336. flee /= 2;
  4337. }
  4338. return (short)cap_value(flee,1,SHRT_MAX);
  4339. }
  4340. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  4341. {
  4342. if(!sc || !sc->count)
  4343. return cap_value(flee2,10,SHRT_MAX);
  4344. if(sc->data[SC_INCFLEE2])
  4345. flee2 += sc->data[SC_INCFLEE2]->val2;
  4346. if(sc->data[SC_WHISTLE])
  4347. flee2 += sc->data[SC_WHISTLE]->val3*10;
  4348. if(sc->data[SC__UNLUCKY])
  4349. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  4350. return (short)cap_value(flee2,10,SHRT_MAX);
  4351. }
  4352. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def) {
  4353. if(!sc || !sc->count)
  4354. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  4355. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4356. return 0;
  4357. if(sc->data[SC_SKA])
  4358. return sc->data[SC_SKA]->val3;
  4359. if(sc->data[SC_BARRIER])
  4360. return 100;
  4361. if(sc->data[SC_KEEPING])
  4362. return 90;
  4363. #ifndef RENEWAL // does not provide 90 DEF in renewal mode
  4364. if(sc->data[SC_STEELBODY])
  4365. return 90;
  4366. #endif
  4367. if(sc->data[SC_ARMORCHANGE])
  4368. def += sc->data[SC_ARMORCHANGE]->val2;
  4369. if(sc->data[SC_DRUMBATTLE])
  4370. def += sc->data[SC_DRUMBATTLE]->val3;
  4371. if(sc->data[SC_DEFENCE]) //[orn]
  4372. def += sc->data[SC_DEFENCE]->val2 ;
  4373. if(sc->data[SC_INCDEFRATE])
  4374. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  4375. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4376. def += 50;
  4377. if(sc->data[SC_ODINS_POWER])
  4378. def -= 20;
  4379. if( sc->data[SC_ANGRIFFS_MODUS] )
  4380. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  4381. if(sc->data[SC_STONEHARDSKIN])// Final DEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
  4382. def += sc->data[SC_STONEHARDSKIN]->val1;
  4383. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4384. def >>=1;
  4385. if(sc->data[SC_FREEZE])
  4386. def >>=1;
  4387. if(sc->data[SC_SIGNUMCRUCIS])
  4388. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  4389. if(sc->data[SC_CONCENTRATION])
  4390. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  4391. if(sc->data[SC_SKE])
  4392. def >>=1;
  4393. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  4394. def -= def * sc->data[SC_PROVOKE]->val4/100;
  4395. if(sc->data[SC_STRIPSHIELD])
  4396. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  4397. if (sc->data[SC_FLING])
  4398. def -= def * (sc->data[SC_FLING]->val2)/100;
  4399. if( sc->data[SC_FREEZING] )
  4400. def -= def * 10 / 100;
  4401. if( sc->data[SC_MARSHOFABYSS] )
  4402. def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4403. if( sc->data[SC_ANALYZE] )
  4404. def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4405. if( sc->data[SC_FORCEOFVANGUARD] )
  4406. def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4407. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4408. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4409. if(sc->data[SC_EARTHDRIVE])
  4410. def -= def * 25 / 100;
  4411. if( sc->data[SC_ROCK_CRUSHER] )
  4412. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  4413. if( sc->data[SC_POWER_OF_GAIA] )
  4414. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  4415. if( sc->data[SC_PRESTIGE] )
  4416. def += def * sc->data[SC_PRESTIGE]->val1 / 100;
  4417. if(sc->data[SC_ASH] && (bl->type==BL_MOB)){
  4418. if(status_get_race(bl)==RC_PLANT)
  4419. def /= 2;
  4420. }
  4421. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  4422. }
  4423. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  4424. {
  4425. if(!sc || !sc->count)
  4426. #ifdef RENEWAL
  4427. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  4428. #else
  4429. return (short)cap_value(def2,1,SHRT_MAX);
  4430. #endif
  4431. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4432. return 0;
  4433. if(sc->data[SC_ETERNALCHAOS])
  4434. return 0;
  4435. if(sc->data[SC_SUN_COMFORT])
  4436. def2 += sc->data[SC_SUN_COMFORT]->val2;
  4437. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
  4438. def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
  4439. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4440. def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4441. if(sc->data[SC_ANGELUS])
  4442. #ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus
  4443. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  4444. #else
  4445. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  4446. #endif
  4447. if(sc->data[SC_CONCENTRATION])
  4448. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  4449. if(sc->data[SC_POISON])
  4450. def2 -= def2 * 25/100;
  4451. if(sc->data[SC_DPOISON])
  4452. def2 -= def2 * 25/100;
  4453. if(sc->data[SC_SKE])
  4454. def2 -= def2 * 50/100;
  4455. if(sc->data[SC_PROVOKE])
  4456. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  4457. if(sc->data[SC_JOINTBEAT])
  4458. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  4459. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  4460. if(sc->data[SC_FLING])
  4461. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  4462. if( sc->data[SC_FREEZING] )
  4463. def2 -= def2 * 3 / 10;
  4464. if(sc->data[SC_ANALYZE])
  4465. def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4466. if( sc->data[SC_ECHOSONG] )
  4467. def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
  4468. if(sc->data[SC_ASH] && (bl->type==BL_MOB)){
  4469. if(status_get_race(bl)==RC_PLANT)
  4470. def2 /= 2;
  4471. }
  4472. if (sc->data[SC_PARALYSIS])
  4473. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  4474. #ifdef RENEWAL
  4475. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  4476. #else
  4477. return (short)cap_value(def2,1,SHRT_MAX);
  4478. #endif
  4479. }
  4480. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) {
  4481. if(!sc || !sc->count)
  4482. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  4483. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4484. return 0;
  4485. if(sc->data[SC_BARRIER])
  4486. return 100;
  4487. #ifndef RENEWAL // no longer provides 90 MDEF in renewal mode
  4488. if(sc->data[SC_STEELBODY])
  4489. return 90;
  4490. #endif
  4491. if(sc->data[SC_ARMORCHANGE])
  4492. mdef += sc->data[SC_ARMORCHANGE]->val3;
  4493. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  4494. mdef += 50;
  4495. if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1.
  4496. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  4497. if(sc->data[SC_CONCENTRATION])
  4498. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  4499. if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
  4500. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  4501. if(sc->data[SC_WATER_BARRIER])
  4502. mdef += sc->data[SC_WATER_BARRIER]->val2;
  4503. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4504. mdef += 25*mdef/100;
  4505. if(sc->data[SC_FREEZE])
  4506. mdef += 25*mdef/100;
  4507. if( sc->data[SC_MARSHOFABYSS] )
  4508. mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4509. if(sc->data[SC_ANALYZE])
  4510. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4511. if(sc->data[SC_SYMPHONYOFLOVER])
  4512. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100;
  4513. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4)
  4514. mdef -= mdef * sc->data[SC_GT_CHANGE]->val4 / 100;
  4515. if (sc->data[SC_ODINS_POWER])
  4516. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  4517. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  4518. }
  4519. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  4520. {
  4521. if(!sc || !sc->count)
  4522. #ifdef RENEWAL
  4523. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  4524. #else
  4525. return (short)cap_value(mdef2,1,SHRT_MAX);
  4526. #endif
  4527. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4528. return 0;
  4529. if(sc->data[SC_SKA])
  4530. return 90;
  4531. if(sc->data[SC_MINDBREAKER])
  4532. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  4533. if(sc->data[SC_ANALYZE])
  4534. mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4535. #ifdef RENEWAL
  4536. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  4537. #else
  4538. return (short)cap_value(mdef2,1,SHRT_MAX);
  4539. #endif
  4540. }
  4541. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  4542. {
  4543. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4544. int speed_rate;
  4545. if( sc == NULL )
  4546. return cap_value(speed,10,USHRT_MAX);
  4547. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) )
  4548. {
  4549. if( sd->ud.skill_id == LG_EXEEDBREAK )
  4550. speed_rate = 100 + 60 - (sd->ud.skill_lv * 10);
  4551. else
  4552. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  4553. }
  4554. else
  4555. {
  4556. speed_rate = 100;
  4557. //GetMoveHasteValue2()
  4558. {
  4559. int val = 0;
  4560. if( sc->data[SC_FUSION] )
  4561. val = 25;
  4562. else if( sd ) {
  4563. if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON|OPTION_MOUNTING) )
  4564. val = 25;//Same bonus
  4565. else if( pc_isridingwug(sd) )
  4566. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  4567. else if( pc_ismadogear(sd) ) {
  4568. val = (- 10 * (5 - pc_checkskill(sd,NC_MADOLICENCE)));
  4569. if( sc->data[SC_ACCELERATION] )
  4570. val += 25;
  4571. }
  4572. }
  4573. speed_rate -= val;
  4574. }
  4575. //GetMoveSlowValue()
  4576. {
  4577. int val = 0;
  4578. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  4579. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  4580. else
  4581. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  4582. val = sc->data[SC_CHASEWALK]->val3;
  4583. else
  4584. {
  4585. // Longing for Freedom cancels song/dance penalty
  4586. if( sc->data[SC_LONGING] )
  4587. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  4588. else
  4589. if( sd && sc->data[SC_DANCING] )
  4590. 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)) );
  4591. if( sc->data[SC_DECREASEAGI] )
  4592. val = max( val, 25 );
  4593. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  4594. val = max( val, 50 );
  4595. if( sc->data[SC_DONTFORGETME] )
  4596. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  4597. if( sc->data[SC_CURSE] )
  4598. val = max( val, 300 );
  4599. if( sc->data[SC_CHASEWALK] )
  4600. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  4601. if( sc->data[SC_WEDDING] )
  4602. val = max( val, 100 );
  4603. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  4604. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  4605. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  4606. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  4607. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  4608. val = max( val, 75 );
  4609. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  4610. val = max( val, 100 );
  4611. if( sc->data[SC_GATLINGFEVER] )
  4612. val = max( val, 100 );
  4613. if( sc->data[SC_SUITON] )
  4614. val = max( val, sc->data[SC_SUITON]->val3 );
  4615. if( sc->data[SC_SWOO] )
  4616. val = max( val, 300 );
  4617. if( sc->data[SC_FREEZING] )
  4618. val = max( val, 70 );
  4619. if( sc->data[SC_MARSHOFABYSS] )
  4620. val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
  4621. if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
  4622. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  4623. if( sc->data[SC__GROOMY] )
  4624. val = max( val, sc->data[SC__GROOMY]->val2);
  4625. if( sc->data[SC_STEALTHFIELD_MASTER] )
  4626. val = max( val, 30 );
  4627. if( sc->data[SC_BANDING_DEFENCE] )
  4628. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
  4629. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  4630. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  4631. if( sc->data[SC_POWER_OF_GAIA] )
  4632. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  4633. if( sc->data[SC_MELON_BOMB] )
  4634. val = max( val, sc->data[SC_MELON_BOMB]->val1 );
  4635. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup
  4636. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  4637. }
  4638. speed_rate += val;
  4639. }
  4640. //GetMoveHasteValue1()
  4641. {
  4642. int val = 0;
  4643. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  4644. val = max( val, 50 );
  4645. if( sc->data[SC_INCREASEAGI] )
  4646. val = max( val, 25 );
  4647. if( sc->data[SC_WINDWALK] )
  4648. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  4649. if( sc->data[SC_CARTBOOST] )
  4650. val = max( val, 20 );
  4651. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  4652. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  4653. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  4654. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  4655. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4656. val = max( val, 25 );
  4657. if( sc->data[SC_RUN] )
  4658. val = max( val, 55 );
  4659. if( sc->data[SC_AVOID] )
  4660. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  4661. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  4662. val = max( val, 75 );
  4663. if( sc->data[SC_CLOAKINGEXCEED] )
  4664. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  4665. if( sc->data[SC_HOVERING] )
  4666. val = max( val, 10 );
  4667. if( sc->data[SC_GN_CARTBOOST] )
  4668. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  4669. if( sc->data[SC_SWINGDANCE] )
  4670. val = max( val, sc->data[SC_SWINGDANCE]->val2 );
  4671. if( sc->data[SC_WIND_STEP_OPTION] )
  4672. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  4673. //FIXME: official items use a single bonus for this [ultramage]
  4674. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  4675. val = max( val, 25 );
  4676. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup
  4677. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  4678. speed_rate -= val;
  4679. }
  4680. if( speed_rate < 40 )
  4681. speed_rate = 40;
  4682. }
  4683. //GetSpeed()
  4684. {
  4685. if( sd && pc_iscarton(sd) )
  4686. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  4687. if( sc->data[SC_PARALYSE] )
  4688. speed += speed * 50 / 100;
  4689. if( speed_rate != 100 )
  4690. speed = speed * speed_rate / 100;
  4691. if( sc->data[SC_STEELBODY] )
  4692. speed = 200;
  4693. if( sc->data[SC_DEFENDER] )
  4694. speed = max(speed, 200);
  4695. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  4696. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  4697. }
  4698. return (short)cap_value(speed,10,USHRT_MAX);
  4699. }
  4700. #ifdef RENEWAL_ASPD
  4701. // flag&1 - fixed value [malufett]
  4702. // flag&2 - percentage value
  4703. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
  4704. {
  4705. int i, pots = 0, skills1 = 0, skills2 = 0;
  4706. if(!sc || !sc->count)
  4707. return 0;
  4708. if(sc->data[i=SC_ASPDPOTION3] ||
  4709. sc->data[i=SC_ASPDPOTION2] ||
  4710. sc->data[i=SC_ASPDPOTION1] ||
  4711. sc->data[i=SC_ASPDPOTION0])
  4712. pots += sc->data[i]->val1;
  4713. if( !sc->data[SC_QUAGMIRE] ){
  4714. if(sc->data[SC_STAR_COMFORT])
  4715. skills1 = 5; // needs more info
  4716. if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
  4717. skills1 = 7;
  4718. if(sc->data[SC_ONEHAND] && skills1 < 7) skills1 = 7;
  4719. if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // needs more info
  4720. skills1 = 7;
  4721. if(sc->data[SC_ADRENALINE2] && skills1 < 6)
  4722. skills1 = 6;
  4723. if(sc->data[SC_ADRENALINE] && skills1 < 7)
  4724. skills1 = 7;
  4725. if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
  4726. skills1 = 7;
  4727. if(sc->data[SC_GATLINGFEVER] && skills1 < 9) // needs more info
  4728. skills1 = 9;
  4729. if(sc->data[SC_FLEET] && skills1 < 5)
  4730. skills1 = 5;
  4731. if(sc->data[SC_ASSNCROS] &&
  4732. skills1 < 5+1*sc->data[SC_ASSNCROS]->val1) // needs more info
  4733. {
  4734. if (bl->type!=BL_PC)
  4735. skills1 = 4+1*sc->data[SC_ASSNCROS]->val1;
  4736. else
  4737. switch(((TBL_PC*)bl)->status.weapon)
  4738. {
  4739. case W_BOW:
  4740. case W_REVOLVER:
  4741. case W_RIFLE:
  4742. case W_GATLING:
  4743. case W_SHOTGUN:
  4744. case W_GRENADE:
  4745. break;
  4746. default:
  4747. skills1 = 5+1*sc->data[SC_ASSNCROS]->val1;
  4748. }
  4749. }
  4750. }
  4751. if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) && skills1 < 15)
  4752. skills1 = 15;
  4753. else if(sc->data[SC_MADNESSCANCEL] && skills1 < 15) // needs more info
  4754. skills1 = 15;
  4755. if(sc->data[SC_DONTFORGETME])
  4756. skills2 -= sc->data[SC_DONTFORGETME]->val2; // needs more info
  4757. if(sc->data[SC_LONGING])
  4758. skills2 -= sc->data[SC_LONGING]->val2; // needs more info
  4759. if(sc->data[SC_STEELBODY])
  4760. skills2 -= 25;
  4761. if(sc->data[SC_SKA])
  4762. skills2 -= 25;
  4763. if(sc->data[SC_DEFENDER])
  4764. skills2 -= sc->data[SC_DEFENDER]->val4; // needs more info
  4765. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
  4766. skills2 -= 25;
  4767. if(sc->data[SC_GRAVITATION])
  4768. skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info
  4769. if(sc->data[SC_JOINTBEAT]) { // needs more info
  4770. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  4771. skills2 -= 25;
  4772. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  4773. skills2 -= 10;
  4774. }
  4775. if( sc->data[SC_FREEZING] )
  4776. skills2 -= 30;
  4777. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  4778. skills2 -= 50;
  4779. if( sc->data[SC_PARALYSE] )
  4780. skills2 -= 10;
  4781. if( sc->data[SC__BODYPAINT] )
  4782. skills2 -= 2 + 5 * sc->data[SC__BODYPAINT]->val1;
  4783. if( sc->data[SC__INVISIBILITY] )
  4784. skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
  4785. if( sc->data[SC__GROOMY] )
  4786. skills2 -= sc->data[SC__GROOMY]->val2;
  4787. if( sc->data[SC_SWINGDANCE] )
  4788. skills2 += sc->data[SC_SWINGDANCE]->val2;
  4789. if( sc->data[SC_DANCEWITHWUG] )
  4790. skills2 += sc->data[SC_DANCEWITHWUG]->val3;
  4791. if( sc->data[SC_GLOOMYDAY] )
  4792. skills2 -= sc->data[SC_GLOOMYDAY]->val3;
  4793. if( sc->data[SC_EARTHDRIVE] )
  4794. skills2 -= 25;
  4795. if( sc->data[SC_GT_CHANGE] )
  4796. skills2 += sc->data[SC_GT_CHANGE]->val3;
  4797. if( sc->data[SC_MELON_BOMB] )
  4798. skills2 -= sc->data[SC_MELON_BOMB]->val1;
  4799. if( sc->data[SC_BOOST500] )
  4800. skills2 += sc->data[SC_BOOST500]->val1;
  4801. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  4802. skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  4803. if( sc->data[SC_INCASPDRATE] )
  4804. skills2 += sc->data[SC_INCASPDRATE]->val1;
  4805. return ( flag&1? (skills1 + pots) : skills2 );
  4806. }
  4807. #endif
  4808. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) {
  4809. if (!sc || !sc->count)
  4810. return cap_value(aspd, 0, 2000);
  4811. if (!sc->data[SC_QUAGMIRE]) {
  4812. if (sc->data[SC_OVERED_BOOST])
  4813. aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10;
  4814. }
  4815. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
  4816. || sc->data[SC_WILD_STORM_OPTION]))
  4817. aspd -= 50; // +5 ASPD
  4818. if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
  4819. aspd -= (bl->type==BL_PC?pc_checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;
  4820. return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway
  4821. }
  4822. /// Calculates an object's ASPD modifier (alters the base amotion value).
  4823. /// Note that the scale of aspd_rate is 1000 = 100%.
  4824. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  4825. {
  4826. int i;
  4827. if(!sc || !sc->count)
  4828. return cap_value(aspd_rate,0,SHRT_MAX);
  4829. if( !sc->data[SC_QUAGMIRE] ){
  4830. int max = 0;
  4831. if(sc->data[SC_STAR_COMFORT])
  4832. max = sc->data[SC_STAR_COMFORT]->val2;
  4833. if(sc->data[SC_TWOHANDQUICKEN] &&
  4834. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  4835. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  4836. if(sc->data[SC_ONEHAND] &&
  4837. max < sc->data[SC_ONEHAND]->val2)
  4838. max = sc->data[SC_ONEHAND]->val2;
  4839. if(sc->data[SC_MERC_QUICKEN] &&
  4840. max < sc->data[SC_MERC_QUICKEN]->val2)
  4841. max = sc->data[SC_MERC_QUICKEN]->val2;
  4842. if(sc->data[SC_ADRENALINE2] &&
  4843. max < sc->data[SC_ADRENALINE2]->val3)
  4844. max = sc->data[SC_ADRENALINE2]->val3;
  4845. if(sc->data[SC_ADRENALINE] &&
  4846. max < sc->data[SC_ADRENALINE]->val3)
  4847. max = sc->data[SC_ADRENALINE]->val3;
  4848. if(sc->data[SC_SPEARQUICKEN] &&
  4849. max < sc->data[SC_SPEARQUICKEN]->val2)
  4850. max = sc->data[SC_SPEARQUICKEN]->val2;
  4851. if(sc->data[SC_GATLINGFEVER] &&
  4852. max < sc->data[SC_GATLINGFEVER]->val2)
  4853. max = sc->data[SC_GATLINGFEVER]->val2;
  4854. if(sc->data[SC_FLEET] &&
  4855. max < sc->data[SC_FLEET]->val2)
  4856. max = sc->data[SC_FLEET]->val2;
  4857. if(sc->data[SC_ASSNCROS] &&
  4858. max < sc->data[SC_ASSNCROS]->val2)
  4859. {
  4860. if (bl->type!=BL_PC)
  4861. max = sc->data[SC_ASSNCROS]->val2;
  4862. else
  4863. switch(((TBL_PC*)bl)->status.weapon)
  4864. {
  4865. case W_BOW:
  4866. case W_REVOLVER:
  4867. case W_RIFLE:
  4868. case W_GATLING:
  4869. case W_SHOTGUN:
  4870. case W_GRENADE:
  4871. break;
  4872. default:
  4873. max = sc->data[SC_ASSNCROS]->val2;
  4874. }
  4875. }
  4876. aspd_rate -= max;
  4877. if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
  4878. aspd_rate -= 300;
  4879. else if(sc->data[SC_MADNESSCANCEL])
  4880. aspd_rate -= 200;
  4881. }
  4882. if( sc->data[i=SC_ASPDPOTION3] ||
  4883. sc->data[i=SC_ASPDPOTION2] ||
  4884. sc->data[i=SC_ASPDPOTION1] ||
  4885. sc->data[i=SC_ASPDPOTION0] )
  4886. aspd_rate -= sc->data[i]->val2;
  4887. if(sc->data[SC_DONTFORGETME])
  4888. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  4889. if(sc->data[SC_LONGING])
  4890. aspd_rate += sc->data[SC_LONGING]->val2;
  4891. if(sc->data[SC_STEELBODY])
  4892. aspd_rate += 250;
  4893. if(sc->data[SC_SKA])
  4894. aspd_rate += 250;
  4895. if(sc->data[SC_DEFENDER])
  4896. aspd_rate += sc->data[SC_DEFENDER]->val4;
  4897. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  4898. aspd_rate += 250;
  4899. if(sc->data[SC_GRAVITATION])
  4900. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  4901. if(sc->data[SC_JOINTBEAT]) {
  4902. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  4903. aspd_rate += 250;
  4904. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  4905. aspd_rate += 100;
  4906. }
  4907. if( sc->data[SC_FREEZING] )
  4908. aspd_rate += 300;
  4909. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  4910. aspd_rate += 500;
  4911. if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
  4912. aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  4913. if( sc->data[SC_PARALYSE] )
  4914. aspd_rate += 100;
  4915. if( sc->data[SC__BODYPAINT] )
  4916. aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1;
  4917. if( sc->data[SC__INVISIBILITY] )
  4918. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
  4919. if( sc->data[SC__GROOMY] )
  4920. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  4921. if( sc->data[SC_SWINGDANCE] )
  4922. aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
  4923. if( sc->data[SC_DANCEWITHWUG] )
  4924. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  4925. if( sc->data[SC_GLOOMYDAY] )
  4926. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  4927. if( sc->data[SC_EARTHDRIVE] )
  4928. aspd_rate += 250;
  4929. if( sc->data[SC_GT_CHANGE] )
  4930. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  4931. if( sc->data[SC_MELON_BOMB] )
  4932. aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
  4933. if( sc->data[SC_BOOST500] )
  4934. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  4935. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  4936. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  4937. if( sc->data[SC_INCASPDRATE] )
  4938. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  4939. if( sc->data[SC_PAIN_KILLER])
  4940. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  4941. if( sc->data[SC_GOLDENE_FERSE])
  4942. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  4943. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  4944. }
  4945. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  4946. {
  4947. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  4948. return cap_value(dmotion,0,USHRT_MAX);
  4949. /**
  4950. * It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  4951. **/
  4952. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
  4953. return 0;
  4954. if( sc->data[SC_CONCENTRATION] )
  4955. return 0;
  4956. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  4957. return 0;
  4958. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  4959. }
  4960. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp)
  4961. {
  4962. if(!sc || !sc->count)
  4963. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  4964. if(sc->data[SC_INCMHPRATE])
  4965. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  4966. if(sc->data[SC_INCMHP])
  4967. maxhp += (sc->data[SC_INCMHP]->val1);
  4968. if(sc->data[SC_APPLEIDUN])
  4969. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  4970. if(sc->data[SC_DELUGE])
  4971. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  4972. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4973. maxhp += maxhp * 2;
  4974. if(sc->data[SC_MARIONETTE])
  4975. maxhp -= 1000;
  4976. if(sc->data[SC_SOLID_SKIN_OPTION])
  4977. maxhp += 2000;// Fix amount.
  4978. if(sc->data[SC_POWER_OF_GAIA])
  4979. maxhp += 3000;
  4980. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4981. maxhp += 500;
  4982. if(sc->data[SC_MERC_HPUP])
  4983. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  4984. if(sc->data[SC_EPICLESIS])
  4985. maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
  4986. if(sc->data[SC_VENOMBLEED])
  4987. maxhp -= maxhp * 15 / 100;
  4988. if(sc->data[SC__WEAKNESS])
  4989. maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
  4990. if(sc->data[SC_LERADSDEW])
  4991. maxhp += maxhp * sc->data[SC_LERADSDEW]->val3 / 100;
  4992. if(sc->data[SC_FORCEOFVANGUARD])
  4993. maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4994. if(sc->data[SC_INSPIRATION]) //Custom value.
  4995. maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
  4996. if(sc->data[SC_RAISINGDRAGON])
  4997. maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  4998. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  4999. maxhp -= maxhp * (4 * sc->data[SC_GT_CHANGE]->val1) / 100;
  5000. if(sc->data[SC_GT_REVITALIZE])// Max HP increase: [Skill Level x 2] %
  5001. maxhp += maxhp * (2 * sc->data[SC_GT_REVITALIZE]->val1) / 100;
  5002. if(sc->data[SC_MUSTLE_M])
  5003. maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
  5004. if(sc->data[SC_MYSTERIOUS_POWDER])
  5005. maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
  5006. if(sc->data[SC_PETROLOGY_OPTION])
  5007. maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100;
  5008. if (sc->data[SC_ANGRIFFS_MODUS])
  5009. maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
  5010. if (sc->data[SC_GOLDENE_FERSE])
  5011. maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5012. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  5013. }
  5014. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  5015. {
  5016. if(!sc || !sc->count)
  5017. return cap_value(maxsp,1,UINT_MAX);
  5018. if(sc->data[SC_INCMSPRATE])
  5019. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  5020. if(sc->data[SC_INCMSP])
  5021. maxsp += (sc->data[SC_INCMSP]->val1);
  5022. if(sc->data[SC_SERVICE4U])
  5023. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  5024. if(sc->data[SC_MERC_SPUP])
  5025. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  5026. if(sc->data[SC_RAISINGDRAGON])
  5027. maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  5028. if(sc->data[SC_LIFE_FORCE_F])
  5029. maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
  5030. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5031. maxsp += 50;
  5032. return cap_value(maxsp,1,UINT_MAX);
  5033. }
  5034. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  5035. {
  5036. if(!sc || !sc->count)
  5037. return element;
  5038. if(sc->data[SC_FREEZE])
  5039. return ELE_WATER;
  5040. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5041. return ELE_EARTH;
  5042. if(sc->data[SC_BENEDICTIO])
  5043. return ELE_HOLY;
  5044. if(sc->data[SC_CHANGEUNDEAD])
  5045. return ELE_UNDEAD;
  5046. if(sc->data[SC_ELEMENTALCHANGE])
  5047. return sc->data[SC_ELEMENTALCHANGE]->val2;
  5048. if(sc->data[SC_SHAPESHIFT])
  5049. return sc->data[SC_SHAPESHIFT]->val2;
  5050. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5051. }
  5052. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  5053. {
  5054. if(!sc || !sc->count)
  5055. return lv;
  5056. if(sc->data[SC_FREEZE])
  5057. return 1;
  5058. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5059. return 1;
  5060. if(sc->data[SC_BENEDICTIO])
  5061. return 1;
  5062. if(sc->data[SC_CHANGEUNDEAD])
  5063. return 1;
  5064. if(sc->data[SC_ELEMENTALCHANGE])
  5065. return sc->data[SC_ELEMENTALCHANGE]->val1;
  5066. if(sc->data[SC_SHAPESHIFT])
  5067. return 1;
  5068. if(sc->data[SC__INVISIBILITY])
  5069. return 1;
  5070. return (unsigned char)cap_value(lv,1,4);
  5071. }
  5072. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  5073. {
  5074. if(!sc || !sc->count)
  5075. return element;
  5076. if(sc->data[SC_ENCHANTARMS])
  5077. return sc->data[SC_ENCHANTARMS]->val2;
  5078. if(sc->data[SC_WATERWEAPON]
  5079. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  5080. return ELE_WATER;
  5081. if(sc->data[SC_EARTHWEAPON]
  5082. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  5083. return ELE_EARTH;
  5084. if(sc->data[SC_FIREWEAPON]
  5085. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  5086. return ELE_FIRE;
  5087. if(sc->data[SC_WINDWEAPON]
  5088. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  5089. return ELE_WIND;
  5090. if(sc->data[SC_ENCPOISON])
  5091. return ELE_POISON;
  5092. if(sc->data[SC_ASPERSIO])
  5093. return ELE_HOLY;
  5094. if(sc->data[SC_SHADOWWEAPON])
  5095. return ELE_DARK;
  5096. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  5097. return ELE_GHOST;
  5098. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  5099. return ELE_WATER;
  5100. if(sc->data[SC_PYROCLASTIC])
  5101. return ELE_FIRE;
  5102. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5103. }
  5104. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  5105. {
  5106. if(!sc || !sc->count)
  5107. return mode;
  5108. if(sc->data[SC_MODECHANGE]) {
  5109. if (sc->data[SC_MODECHANGE]->val2)
  5110. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  5111. if (sc->data[SC_MODECHANGE]->val3)
  5112. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  5113. if (sc->data[SC_MODECHANGE]->val4)
  5114. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  5115. }
  5116. return cap_value(mode,0,USHRT_MAX);
  5117. }
  5118. const char* status_get_name(struct block_list *bl) {
  5119. nullpo_ret(bl);
  5120. switch (bl->type) {
  5121. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  5122. case BL_MOB: return ((TBL_MOB*)bl)->name;
  5123. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  5124. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  5125. case BL_NPC: return ((TBL_NPC*)bl)->name;
  5126. }
  5127. return "Unknown";
  5128. }
  5129. /*==========================================
  5130. * Get the class of the current bl
  5131. * return
  5132. * 0 = fail
  5133. * class_id = success
  5134. *------------------------------------------*/
  5135. int status_get_class(struct block_list *bl) {
  5136. nullpo_ret(bl);
  5137. switch( bl->type ) {
  5138. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  5139. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  5140. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  5141. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  5142. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  5143. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  5144. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  5145. }
  5146. return 0;
  5147. }
  5148. /*==========================================
  5149. * Get the base level of the current bl
  5150. * return
  5151. * 1 = fail
  5152. * level = success
  5153. *------------------------------------------*/
  5154. int status_get_lv(struct block_list *bl) {
  5155. nullpo_ret(bl);
  5156. switch (bl->type) {
  5157. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  5158. case BL_MOB: return ((TBL_MOB*)bl)->level;
  5159. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  5160. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  5161. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  5162. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  5163. case BL_NPC: return ((TBL_NPC*)bl)->level;
  5164. }
  5165. return 1;
  5166. }
  5167. struct regen_data *status_get_regen_data(struct block_list *bl)
  5168. {
  5169. nullpo_retr(NULL, bl);
  5170. switch (bl->type) {
  5171. case BL_PC: return &((TBL_PC*)bl)->regen;
  5172. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  5173. case BL_MER: return &((TBL_MER*)bl)->regen;
  5174. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  5175. default:
  5176. return NULL;
  5177. }
  5178. }
  5179. struct status_data *status_get_status_data(struct block_list *bl)
  5180. {
  5181. nullpo_retr(&dummy_status, bl);
  5182. switch (bl->type) {
  5183. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  5184. case BL_MOB: return &((TBL_MOB*)bl)->status;
  5185. case BL_PET: return &((TBL_PET*)bl)->status;
  5186. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  5187. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  5188. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  5189. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  5190. default:
  5191. return &dummy_status;
  5192. }
  5193. }
  5194. struct status_data *status_get_base_status(struct block_list *bl)
  5195. {
  5196. nullpo_retr(NULL, bl);
  5197. switch (bl->type) {
  5198. case BL_PC: return &((TBL_PC*)bl)->base_status;
  5199. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  5200. case BL_PET: return &((TBL_PET*)bl)->db->status;
  5201. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  5202. case BL_MER: return &((TBL_MER*)bl)->base_status;
  5203. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  5204. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  5205. default:
  5206. return NULL;
  5207. }
  5208. }
  5209. defType status_get_def(struct block_list *bl) {
  5210. struct unit_data *ud;
  5211. struct status_data *status = status_get_status_data(bl);
  5212. int def = status?status->def:0;
  5213. ud = unit_bl2ud(bl);
  5214. if (ud && ud->skilltimer != INVALID_TIMER)
  5215. def -= def * skill_get_castdef(ud->skill_id)/100;
  5216. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  5217. }
  5218. unsigned short status_get_speed(struct block_list *bl)
  5219. {
  5220. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  5221. return ((struct npc_data *)bl)->speed;
  5222. return status_get_status_data(bl)->speed;
  5223. }
  5224. int status_get_party_id(struct block_list *bl) {
  5225. nullpo_ret(bl);
  5226. switch (bl->type) {
  5227. case BL_PC:
  5228. return ((TBL_PC*)bl)->status.party_id;
  5229. case BL_PET:
  5230. if (((TBL_PET*)bl)->msd)
  5231. return ((TBL_PET*)bl)->msd->status.party_id;
  5232. break;
  5233. case BL_MOB: {
  5234. struct mob_data *md=(TBL_MOB*)bl;
  5235. if( md->master_id > 0 ) {
  5236. struct map_session_data *msd;
  5237. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5238. return msd->status.party_id;
  5239. return -md->master_id;
  5240. }
  5241. }
  5242. break;
  5243. case BL_HOM:
  5244. if (((TBL_HOM*)bl)->master)
  5245. return ((TBL_HOM*)bl)->master->status.party_id;
  5246. break;
  5247. case BL_MER:
  5248. if (((TBL_MER*)bl)->master)
  5249. return ((TBL_MER*)bl)->master->status.party_id;
  5250. break;
  5251. case BL_SKILL:
  5252. return ((TBL_SKILL*)bl)->group->party_id;
  5253. case BL_ELEM:
  5254. if (((TBL_ELEM*)bl)->master)
  5255. return ((TBL_ELEM*)bl)->master->status.party_id;
  5256. break;
  5257. }
  5258. return 0;
  5259. }
  5260. int status_get_guild_id(struct block_list *bl) {
  5261. nullpo_ret(bl);
  5262. switch (bl->type) {
  5263. case BL_PC:
  5264. return ((TBL_PC*)bl)->status.guild_id;
  5265. case BL_PET:
  5266. if (((TBL_PET*)bl)->msd)
  5267. return ((TBL_PET*)bl)->msd->status.guild_id;
  5268. break;
  5269. case BL_MOB: {
  5270. struct map_session_data *msd;
  5271. struct mob_data *md = (struct mob_data *)bl;
  5272. if (md->guardian_data) //Guardian's guild [Skotlex]
  5273. return md->guardian_data->guild_id;
  5274. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5275. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  5276. }
  5277. break;
  5278. case BL_HOM:
  5279. if (((TBL_HOM*)bl)->master)
  5280. return ((TBL_HOM*)bl)->master->status.guild_id;
  5281. break;
  5282. case BL_MER:
  5283. if (((TBL_MER*)bl)->master)
  5284. return ((TBL_MER*)bl)->master->status.guild_id;
  5285. break;
  5286. case BL_NPC:
  5287. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  5288. return ((TBL_NPC*)bl)->u.scr.guild_id;
  5289. break;
  5290. case BL_SKILL:
  5291. return ((TBL_SKILL*)bl)->group->guild_id;
  5292. case BL_ELEM:
  5293. if (((TBL_ELEM*)bl)->master)
  5294. return ((TBL_ELEM*)bl)->master->status.guild_id;
  5295. break;
  5296. }
  5297. return 0;
  5298. }
  5299. int status_get_emblem_id(struct block_list *bl) {
  5300. nullpo_ret(bl);
  5301. switch (bl->type) {
  5302. case BL_PC:
  5303. return ((TBL_PC*)bl)->guild_emblem_id;
  5304. case BL_PET:
  5305. if (((TBL_PET*)bl)->msd)
  5306. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  5307. break;
  5308. case BL_MOB: {
  5309. struct map_session_data *msd;
  5310. struct mob_data *md = (struct mob_data *)bl;
  5311. if (md->guardian_data) //Guardian's guild [Skotlex]
  5312. return md->guardian_data->emblem_id;
  5313. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5314. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  5315. }
  5316. break;
  5317. case BL_HOM:
  5318. if (((TBL_HOM*)bl)->master)
  5319. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  5320. break;
  5321. case BL_MER:
  5322. if (((TBL_MER*)bl)->master)
  5323. return ((TBL_MER*)bl)->master->guild_emblem_id;
  5324. break;
  5325. case BL_NPC:
  5326. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  5327. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  5328. if (g)
  5329. return g->emblem_id;
  5330. }
  5331. break;
  5332. case BL_ELEM:
  5333. if (((TBL_ELEM*)bl)->master)
  5334. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  5335. break;
  5336. }
  5337. return 0;
  5338. }
  5339. int status_get_mexp(struct block_list *bl)
  5340. {
  5341. nullpo_ret(bl);
  5342. if(bl->type==BL_MOB)
  5343. return ((struct mob_data *)bl)->db->mexp;
  5344. if(bl->type==BL_PET)
  5345. return ((struct pet_data *)bl)->db->mexp;
  5346. return 0;
  5347. }
  5348. int status_get_race2(struct block_list *bl)
  5349. {
  5350. nullpo_ret(bl);
  5351. if(bl->type == BL_MOB)
  5352. return ((struct mob_data *)bl)->db->race2;
  5353. if(bl->type==BL_PET)
  5354. return ((struct pet_data *)bl)->db->race2;
  5355. return 0;
  5356. }
  5357. int status_isdead(struct block_list *bl)
  5358. {
  5359. nullpo_ret(bl);
  5360. return status_get_status_data(bl)->hp == 0;
  5361. }
  5362. int status_isimmune(struct block_list *bl)
  5363. {
  5364. struct status_change *sc =status_get_sc(bl);
  5365. if (sc && sc->data[SC_HERMODE])
  5366. return 100;
  5367. if (bl->type == BL_PC &&
  5368. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  5369. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  5370. return 0;
  5371. }
  5372. struct view_data* status_get_viewdata(struct block_list *bl)
  5373. {
  5374. nullpo_retr(NULL, bl);
  5375. switch (bl->type) {
  5376. case BL_PC: return &((TBL_PC*)bl)->vd;
  5377. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  5378. case BL_PET: return &((TBL_PET*)bl)->vd;
  5379. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  5380. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  5381. case BL_MER: return ((TBL_MER*)bl)->vd;
  5382. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  5383. }
  5384. return NULL;
  5385. }
  5386. void status_set_viewdata(struct block_list *bl, int class_)
  5387. {
  5388. struct view_data* vd;
  5389. nullpo_retv(bl);
  5390. if (mobdb_checkid(class_) || mob_is_clone(class_))
  5391. vd = mob_get_viewdata(class_);
  5392. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  5393. vd = npc_get_viewdata(class_);
  5394. else if (homdb_checkid(class_))
  5395. vd = merc_get_hom_viewdata(class_);
  5396. else if (merc_class(class_))
  5397. vd = merc_get_viewdata(class_);
  5398. else if (elemental_class(class_))
  5399. vd = elemental_get_viewdata(class_);
  5400. else
  5401. vd = NULL;
  5402. switch (bl->type) {
  5403. case BL_PC:
  5404. {
  5405. TBL_PC* sd = (TBL_PC*)bl;
  5406. if (pcdb_checkid(class_)) {
  5407. if (sd->sc.option&OPTION_WEDDING)
  5408. class_ = JOB_WEDDING;
  5409. else if (sd->sc.option&OPTION_SUMMER)
  5410. class_ = JOB_SUMMER;
  5411. else if (sd->sc.option&OPTION_XMAS)
  5412. class_ = JOB_XMAS;
  5413. else if (sd->sc.option&OPTION_RIDING) {
  5414. switch (class_) { //Adapt class to a Mounted one.
  5415. case JOB_KNIGHT:
  5416. class_ = JOB_KNIGHT2;
  5417. break;
  5418. case JOB_CRUSADER:
  5419. class_ = JOB_CRUSADER2;
  5420. break;
  5421. case JOB_LORD_KNIGHT:
  5422. class_ = JOB_LORD_KNIGHT2;
  5423. break;
  5424. case JOB_PALADIN:
  5425. class_ = JOB_PALADIN2;
  5426. break;
  5427. case JOB_BABY_KNIGHT:
  5428. class_ = JOB_BABY_KNIGHT2;
  5429. break;
  5430. case JOB_BABY_CRUSADER:
  5431. class_ = JOB_BABY_CRUSADER2;
  5432. break;
  5433. }
  5434. }
  5435. sd->vd.class_ = class_;
  5436. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  5437. sd->vd.head_top = sd->status.head_top;
  5438. sd->vd.head_mid = sd->status.head_mid;
  5439. sd->vd.head_bottom = sd->status.head_bottom;
  5440. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  5441. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  5442. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  5443. sd->vd.sex = sd->status.sex;
  5444. } else if (vd)
  5445. memcpy(&sd->vd, vd, sizeof(struct view_data));
  5446. else
  5447. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  5448. }
  5449. break;
  5450. case BL_MOB:
  5451. {
  5452. TBL_MOB* md = (TBL_MOB*)bl;
  5453. if (vd)
  5454. md->vd = vd;
  5455. else
  5456. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  5457. }
  5458. break;
  5459. case BL_PET:
  5460. {
  5461. TBL_PET* pd = (TBL_PET*)bl;
  5462. if (vd) {
  5463. memcpy(&pd->vd, vd, sizeof(struct view_data));
  5464. if (!pcdb_checkid(vd->class_)) {
  5465. pd->vd.hair_style = battle_config.pet_hair_style;
  5466. if(pd->pet.equip) {
  5467. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  5468. if (!pd->vd.head_bottom)
  5469. pd->vd.head_bottom = pd->pet.equip;
  5470. }
  5471. }
  5472. } else
  5473. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  5474. }
  5475. break;
  5476. case BL_NPC:
  5477. {
  5478. TBL_NPC* nd = (TBL_NPC*)bl;
  5479. if (vd)
  5480. nd->vd = vd;
  5481. else
  5482. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  5483. }
  5484. break;
  5485. case BL_HOM: //[blackhole89]
  5486. {
  5487. struct homun_data *hd = (struct homun_data*)bl;
  5488. if (vd)
  5489. hd->vd = vd;
  5490. else
  5491. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  5492. }
  5493. break;
  5494. case BL_MER:
  5495. {
  5496. struct mercenary_data *md = (struct mercenary_data*)bl;
  5497. if (vd)
  5498. md->vd = vd;
  5499. else
  5500. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  5501. }
  5502. break;
  5503. case BL_ELEM:
  5504. {
  5505. struct elemental_data *ed = (struct elemental_data*)bl;
  5506. if (vd)
  5507. ed->vd = vd;
  5508. else
  5509. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  5510. }
  5511. break;
  5512. }
  5513. vd = status_get_viewdata(bl);
  5514. if (vd && vd->cloth_color && (
  5515. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  5516. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  5517. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  5518. ))
  5519. vd->cloth_color = 0;
  5520. }
  5521. /// Returns the status_change data of bl or NULL if it doesn't exist.
  5522. struct status_change *status_get_sc(struct block_list *bl) {
  5523. if( bl )
  5524. switch (bl->type) {
  5525. case BL_PC: return &((TBL_PC*)bl)->sc;
  5526. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  5527. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  5528. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  5529. case BL_MER: return &((TBL_MER*)bl)->sc;
  5530. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  5531. }
  5532. return NULL;
  5533. }
  5534. void status_change_init(struct block_list *bl)
  5535. {
  5536. struct status_change *sc = status_get_sc(bl);
  5537. nullpo_retv(sc);
  5538. memset(sc, 0, sizeof (struct status_change));
  5539. }
  5540. //Applies SC defense to a given status change.
  5541. //Returns the adjusted duration based on flag values.
  5542. //the flag values are the same as in status_change_start.
  5543. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  5544. {
  5545. int sc_def = 0, tick_def = 0;
  5546. struct status_data* status;
  5547. struct status_change* sc;
  5548. struct map_session_data *sd;
  5549. nullpo_ret(bl);
  5550. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  5551. if (status_isimmune(bl))
  5552. switch (type) {
  5553. case SC_DECREASEAGI:
  5554. case SC_SILENCE:
  5555. case SC_COMA:
  5556. case SC_INCREASEAGI:
  5557. case SC_BLESSING:
  5558. case SC_SLOWPOISON:
  5559. case SC_IMPOSITIO:
  5560. case SC_AETERNA:
  5561. case SC_SUFFRAGIUM:
  5562. case SC_BENEDICTIO:
  5563. case SC_PROVIDENCE:
  5564. case SC_KYRIE:
  5565. case SC_ASSUMPTIO:
  5566. case SC_ANGELUS:
  5567. case SC_MAGNIFICAT:
  5568. case SC_GLORIA:
  5569. case SC_WINDWALK:
  5570. case SC_MAGICROD:
  5571. case SC_HALLUCINATION:
  5572. case SC_STONE:
  5573. case SC_QUAGMIRE:
  5574. case SC_SUITON:
  5575. case SC_SWINGDANCE:
  5576. case SC__ENERVATION:
  5577. case SC__GROOMY:
  5578. case SC__IGNORANCE:
  5579. case SC__LAZINESS:
  5580. case SC__UNLUCKY:
  5581. case SC__WEAKNESS:
  5582. case SC__BLOODYLUST:
  5583. return 0;
  5584. }
  5585. sd = BL_CAST(BL_PC,bl);
  5586. status = status_get_status_data(bl);
  5587. sc = status_get_sc(bl);
  5588. if( sc && !sc->count )
  5589. sc = NULL;
  5590. switch (type) {
  5591. case SC_STUN:
  5592. case SC_POISON:
  5593. if( sc && sc->data[SC__UNLUCKY] )
  5594. return tick;
  5595. case SC_DPOISON:
  5596. case SC_SILENCE:
  5597. case SC_BLEEDING:
  5598. sc_def = 3 +status->vit;
  5599. break;
  5600. case SC_SLEEP:
  5601. sc_def = 3 +status->int_;
  5602. break;
  5603. case SC_DEEPSLEEP:
  5604. 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.
  5605. sc_def = 5 * status->int_ /10;
  5606. break;
  5607. case SC_DECREASEAGI:
  5608. case SC_ADORAMUS://Arch Bishop
  5609. if (sd) tick>>=1; //Half duration for players.
  5610. case SC_STONE:
  5611. case SC_FREEZE:
  5612. sc_def = 3 +status->mdef;
  5613. break;
  5614. case SC_CURSE:
  5615. //Special property: inmunity when luk is greater than level or zero
  5616. if (status->luk > status_get_lv(bl) || status->luk == 0)
  5617. return 0;
  5618. else
  5619. sc_def = 3 +status->luk;
  5620. tick_def = status->vit;
  5621. break;
  5622. case SC_BLIND:
  5623. if( sc && sc->data[SC__UNLUCKY] )
  5624. return tick;
  5625. sc_def = 3 +(status->vit + status->int_)/2;
  5626. break;
  5627. case SC_CONFUSION:
  5628. sc_def = 3 +(status->str + status->int_)/2;
  5629. break;
  5630. case SC_ANKLE:
  5631. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  5632. tick /= 5;
  5633. sc_def = status->agi / 2;
  5634. break;
  5635. case SC_MAGICMIRROR:
  5636. case SC_ARMORCHANGE:
  5637. if (sd) //Duration greatly reduced for players.
  5638. tick /= 15;
  5639. //No defense against it (buff).
  5640. rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate
  5641. break;
  5642. case SC_MARSHOFABYSS:
  5643. //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  5644. tick -= (status->int_ + status->luk) / 20 * 1000;
  5645. break;
  5646. case SC_STASIS:
  5647. //5 second (fixed) + { Stasis Skill level * 5 - (Target�s VIT + DEX) / 20 }
  5648. tick -= (status->vit + status->dex) / 20 * 1000;
  5649. break;
  5650. case SC_WHITEIMPRISON:
  5651. if( tick == 5000 ) // 100% on caster
  5652. break;
  5653. if( bl->type == BL_PC )
  5654. tick -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100;
  5655. else
  5656. tick -= (status->vit + status->luk) / 20 * 1000;
  5657. break;
  5658. case SC_BURNING:
  5659. // From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583
  5660. tick -= 50*status->luk + 60*status->int_ + 170*status->vit;
  5661. tick = max(tick,10000); // Minimum Duration 10s.
  5662. break;
  5663. case SC_FREEZING:
  5664. tick -= 1000 * ((status->vit + status->dex) / 20);
  5665. tick = max(tick,10000); // Minimum Duration 10s.
  5666. break;
  5667. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  5668. sc_def = 100 - ( 100 - status->int_* 8 / 10 );
  5669. sc_def = max(sc_def, 5); // minimum of 5%
  5670. break;
  5671. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  5672. rate -= status->agi*1000/4;
  5673. rate = max(rate,50000); // minimum of 50%
  5674. break;
  5675. case SC_ELECTRICSHOCKER:
  5676. if( bl->type == BL_MOB )
  5677. tick -= 1000 * (status->agi/10);
  5678. break;
  5679. case SC_CRYSTALIZE:
  5680. tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50);
  5681. break;
  5682. case SC_MANDRAGORA:
  5683. sc_def = (status->vit+status->luk)/5;
  5684. break;
  5685. case SC_KYOUGAKU:
  5686. tick -= 30*status->int_;
  5687. break;
  5688. case SC_PARALYSIS:
  5689. tick -= 50 * (status->vit + status->luk); //(1000/20);
  5690. break;
  5691. default:
  5692. //Effect that cannot be reduced? Likely a buff.
  5693. if (!(rnd()%10000 < rate))
  5694. return 0;
  5695. return tick?tick:1;
  5696. }
  5697. if (sd) {
  5698. if (battle_config.pc_sc_def_rate != 100)
  5699. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  5700. if (sc_def < battle_config.pc_max_sc_def)
  5701. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  5702. status->luk/battle_config.pc_luk_sc_def;
  5703. else
  5704. sc_def = battle_config.pc_max_sc_def;
  5705. if (tick_def) {
  5706. if (battle_config.pc_sc_def_rate != 100)
  5707. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  5708. }
  5709. } else {
  5710. if (battle_config.mob_sc_def_rate != 100)
  5711. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  5712. if (sc_def < battle_config.mob_max_sc_def)
  5713. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  5714. status->luk/battle_config.mob_luk_sc_def;
  5715. else
  5716. sc_def = battle_config.mob_max_sc_def;
  5717. if (tick_def) {
  5718. if (battle_config.mob_sc_def_rate != 100)
  5719. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  5720. }
  5721. }
  5722. if (sc) {
  5723. if (sc->data[SC_SCRESIST])
  5724. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  5725. else if (sc->data[SC_SIEGFRIED])
  5726. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  5727. }
  5728. //When no tick def, reduction is the same for both.
  5729. if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish]
  5730. tick_def = sc_def;
  5731. //Natural resistance
  5732. if (!(flag&8)) {
  5733. rate -= rate*sc_def/100;
  5734. //Item resistance (only applies to rate%)
  5735. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  5736. {
  5737. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  5738. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  5739. if( sd->sc.data[SC_COMMONSC_RESIST] )
  5740. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  5741. }
  5742. }
  5743. if (!(rnd()%10000 < rate))
  5744. return 0;
  5745. //Why would a status start with no duration? Presume it has
  5746. //duration defined elsewhere.
  5747. if (!tick) return 1;
  5748. //Rate reduction
  5749. if (flag&2)
  5750. return tick;
  5751. tick -= tick*tick_def/100;
  5752. // Changed to 5 seconds according to recent tests [Playtester]
  5753. if (type == SC_ANKLE && tick < 5000)
  5754. tick = 5000;
  5755. return tick<=0?0:tick;
  5756. }
  5757. /*==========================================
  5758. * Starts a status change.
  5759. * 'type' = type, 'val1~4' depend on the type.
  5760. * 'rate' = base success rate. 10000 = 100%
  5761. * 'tick' is base duration
  5762. * 'flag':
  5763. * &1: Cannot be avoided (it has to start)
  5764. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  5765. * &4: sc_data loaded, no value has to be altered.
  5766. * &8: rate should not be reduced
  5767. *------------------------------------------*/
  5768. 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)
  5769. {
  5770. struct map_session_data *sd = NULL;
  5771. struct status_change* sc;
  5772. struct status_change_entry* sce;
  5773. struct status_data *status;
  5774. struct view_data *vd;
  5775. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  5776. bool sc_isnew = true;
  5777. nullpo_ret(bl);
  5778. sc = status_get_sc(bl);
  5779. status = status_get_status_data(bl);
  5780. if( type <= SC_NONE || type >= SC_MAX )
  5781. {
  5782. ShowError("status_change_start: invalid status change (%d)!\n", type);
  5783. return 0;
  5784. }
  5785. if( !sc )
  5786. return 0; //Unable to receive status changes
  5787. if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
  5788. return 0;
  5789. if( bl->type == BL_MOB)
  5790. {
  5791. struct mob_data *md = BL_CAST(BL_MOB,bl);
  5792. if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
  5793. return 0; //Emperium/BG Monsters can't be afflicted by status changes
  5794. // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP)
  5795. // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
  5796. }
  5797. if( sc->data[SC_REFRESH] ) {
  5798. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  5799. return 0; // Immune to status ailements
  5800. switch( type ) {
  5801. case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
  5802. case SC_DECREASEAGI:
  5803. case SC_BURNING:
  5804. case SC_FREEZING:
  5805. //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
  5806. case SC_MARSHOFABYSS:
  5807. case SC_TOXIN:
  5808. case SC_PARALYSE:
  5809. case SC_VENOMBLEED:
  5810. case SC_MAGICMUSHROOM:
  5811. case SC_DEATHHURT:
  5812. case SC_PYREXIA:
  5813. case SC_OBLIVIONCURSE:
  5814. case SC_LEECHESEND:
  5815. case SC_CRYSTALIZE: ////08/31/2011 - Class Balance Changes
  5816. case SC_DEEPSLEEP:
  5817. case SC_MANDRAGORA:
  5818. return 0;
  5819. }
  5820. }
  5821. else if( sc->data[SC_INSPIRATION] ) {
  5822. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  5823. return 0; // Immune to status ailements
  5824. switch( type ) {
  5825. case SC_DEEPSLEEP:
  5826. case SC_SATURDAYNIGHTFEVER:
  5827. case SC_PYREXIA:
  5828. case SC_DEATHHURT:
  5829. case SC_MAGICMUSHROOM:
  5830. case SC_VENOMBLEED:
  5831. case SC_TOXIN:
  5832. case SC_OBLIVIONCURSE:
  5833. case SC_LEECHESEND:
  5834. case SC__ENERVATION:
  5835. case SC__GROOMY:
  5836. case SC__LAZINESS:
  5837. case SC__UNLUCKY:
  5838. case SC__WEAKNESS:
  5839. case SC__BODYPAINT:
  5840. case SC__IGNORANCE:
  5841. return 0;
  5842. }
  5843. }
  5844. sd = BL_CAST(BL_PC, bl);
  5845. //Adjust tick according to status resistances
  5846. if( !(flag&(1|4)) )
  5847. {
  5848. tick = status_get_sc_def(bl, type, rate, tick, flag);
  5849. if( !tick ) return 0;
  5850. }
  5851. undead_flag = battle_check_undead(status->race,status->def_ele);
  5852. //Check for inmunities / sc fails
  5853. switch (type) {
  5854. case SC_ANGRIFFS_MODUS:
  5855. case SC_GOLDENE_FERSE:
  5856. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  5857. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  5858. )
  5859. return 0;
  5860. case SC_STONE:
  5861. if(sc->data[SC_POWER_OF_GAIA])
  5862. return 0;
  5863. case SC_FREEZE:
  5864. //Undead are immune to Freeze/Stone
  5865. if (undead_flag && !(flag&1))
  5866. return 0;
  5867. case SC_DEEPSLEEP:
  5868. case SC_SLEEP:
  5869. case SC_STUN:
  5870. case SC_FREEZING:
  5871. case SC_CRYSTALIZE:
  5872. if (sc->opt1)
  5873. return 0; //Cannot override other opt1 status changes. [Skotlex]
  5874. if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
  5875. return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  5876. break;
  5877. //There all like berserk, do not everlap each other
  5878. case SC__BLOODYLUST:
  5879. if(!sd) return 0; //should only affect player
  5880. case SC_BERSERK:
  5881. if (((type == SC_BERSERK) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST]))
  5882. || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC_BERSERK]))
  5883. )
  5884. return 0;
  5885. break;
  5886. case SC_BURNING:
  5887. if(sc->opt1 || sc->data[SC_FREEZING])
  5888. return 0;
  5889. break;
  5890. case SC_SIGNUMCRUCIS:
  5891. //Only affects demons and undead element (but not players)
  5892. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5893. return 0;
  5894. break;
  5895. case SC_AETERNA:
  5896. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  5897. return 0;
  5898. break;
  5899. case SC_KYRIE:
  5900. if (bl->type == BL_MOB)
  5901. return 0;
  5902. break;
  5903. case SC_OVERTHRUST:
  5904. if (sc->data[SC_MAXOVERTHRUST])
  5905. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  5906. case SC_MAXOVERTHRUST:
  5907. if( sc->option&OPTION_MADOGEAR )
  5908. return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  5909. break;
  5910. case SC_ADRENALINE:
  5911. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  5912. return 0;
  5913. if (sc->data[SC_QUAGMIRE] ||
  5914. sc->data[SC_DECREASEAGI] ||
  5915. sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
  5916. )
  5917. return 0;
  5918. break;
  5919. case SC_ADRENALINE2:
  5920. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  5921. return 0;
  5922. if (sc->data[SC_QUAGMIRE] ||
  5923. sc->data[SC_DECREASEAGI]
  5924. )
  5925. return 0;
  5926. break;
  5927. case SC_MAGNIFICAT:
  5928. if( sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
  5929. return 0;
  5930. break;
  5931. case SC_ONEHAND:
  5932. case SC_MERC_QUICKEN:
  5933. case SC_TWOHANDQUICKEN:
  5934. if(sc->data[SC_DECREASEAGI])
  5935. return 0;
  5936. case SC_INCREASEAGI:
  5937. if(sd && pc_issit(sd)){
  5938. pc_setstand(sd);
  5939. }
  5940. case SC_CONCENTRATE:
  5941. case SC_SPEARQUICKEN:
  5942. case SC_TRUESIGHT:
  5943. case SC_WINDWALK:
  5944. case SC_CARTBOOST:
  5945. case SC_ASSNCROS:
  5946. if (sc->data[SC_QUAGMIRE])
  5947. return 0;
  5948. if(sc->option&OPTION_MADOGEAR)
  5949. return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
  5950. break;
  5951. case SC_CLOAKING:
  5952. //Avoid cloaking with no wall and low skill level. [Skotlex]
  5953. //Due to the cloaking card, we have to check the wall versus to known
  5954. //skill level rather than the used one. [Skotlex]
  5955. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  5956. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  5957. return 0;
  5958. break;
  5959. case SC_MODECHANGE:
  5960. {
  5961. int mode;
  5962. struct status_data *bstatus = status_get_base_status(bl);
  5963. if (!bstatus) return 0;
  5964. if (sc->data[type])
  5965. { //Pile up with previous values.
  5966. if(!val2) val2 = sc->data[type]->val2;
  5967. val3 |= sc->data[type]->val3;
  5968. val4 |= sc->data[type]->val4;
  5969. }
  5970. mode = val2?val2:bstatus->mode; //Base mode
  5971. if (val4) mode&=~val4; //Del mode
  5972. if (val3) mode|= val3; //Add mode
  5973. if (mode == bstatus->mode) { //No change.
  5974. if (sc->data[type]) //Abort previous status
  5975. return status_change_end(bl, type, INVALID_TIMER);
  5976. return 0;
  5977. }
  5978. }
  5979. break;
  5980. //Strip skills, need to divest something or it fails.
  5981. case SC_STRIPWEAPON:
  5982. if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
  5983. int i;
  5984. opt_flag = 0; //Reuse to check success condition.
  5985. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  5986. return 0;
  5987. i = sd->equip_index[EQI_HAND_L];
  5988. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  5989. opt_flag|=1;
  5990. pc_unequipitem(sd,i,3); //L-hand weapon
  5991. }
  5992. i = sd->equip_index[EQI_HAND_R];
  5993. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  5994. opt_flag|=2;
  5995. pc_unequipitem(sd,i,3);
  5996. }
  5997. if (!opt_flag) return 0;
  5998. }
  5999. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6000. break;
  6001. case SC_STRIPSHIELD:
  6002. if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
  6003. else
  6004. if (sd && !(flag&4)) {
  6005. int i;
  6006. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  6007. return 0;
  6008. i = sd->equip_index[EQI_HAND_L];
  6009. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  6010. return 0;
  6011. pc_unequipitem(sd,i,3);
  6012. }
  6013. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6014. break;
  6015. case SC_STRIPARMOR:
  6016. if (sd && !(flag&4)) {
  6017. int i;
  6018. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  6019. return 0;
  6020. i = sd->equip_index[EQI_ARMOR];
  6021. if ( i < 0 || !sd->inventory_data[i] )
  6022. return 0;
  6023. pc_unequipitem(sd,i,3);
  6024. }
  6025. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6026. break;
  6027. case SC_STRIPHELM:
  6028. if (sd && !(flag&4)) {
  6029. int i;
  6030. if(sd->bonus.unstripable_equip&EQP_HELM)
  6031. return 0;
  6032. i = sd->equip_index[EQI_HEAD_TOP];
  6033. if ( i < 0 || !sd->inventory_data[i] )
  6034. return 0;
  6035. pc_unequipitem(sd,i,3);
  6036. }
  6037. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6038. break;
  6039. case SC_MERC_FLEEUP:
  6040. case SC_MERC_ATKUP:
  6041. case SC_MERC_HPUP:
  6042. case SC_MERC_SPUP:
  6043. case SC_MERC_HITUP:
  6044. if( bl->type != BL_MER )
  6045. return 0; // Stats only for Mercenaries
  6046. break;
  6047. case SC_STRFOOD:
  6048. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  6049. return 0;
  6050. break;
  6051. case SC_AGIFOOD:
  6052. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  6053. return 0;
  6054. break;
  6055. case SC_VITFOOD:
  6056. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  6057. return 0;
  6058. break;
  6059. case SC_INTFOOD:
  6060. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  6061. return 0;
  6062. break;
  6063. case SC_DEXFOOD:
  6064. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  6065. return 0;
  6066. break;
  6067. case SC_LUKFOOD:
  6068. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  6069. return 0;
  6070. break;
  6071. case SC_FOOD_STR_CASH:
  6072. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  6073. return 0;
  6074. break;
  6075. case SC_FOOD_AGI_CASH:
  6076. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  6077. return 0;
  6078. break;
  6079. case SC_FOOD_VIT_CASH:
  6080. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  6081. return 0;
  6082. break;
  6083. case SC_FOOD_INT_CASH:
  6084. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  6085. return 0;
  6086. break;
  6087. case SC_FOOD_DEX_CASH:
  6088. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  6089. return 0;
  6090. break;
  6091. case SC_FOOD_LUK_CASH:
  6092. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  6093. return 0;
  6094. break;
  6095. case SC_CAMOUFLAGE:
  6096. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  6097. return 0;
  6098. break;
  6099. case SC__STRIPACCESSORY:
  6100. if( sd ) {
  6101. int i = -1;
  6102. if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) {
  6103. i = sd->equip_index[EQI_ACC_L];
  6104. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  6105. pc_unequipitem(sd,i,3); //L-Accessory
  6106. } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) {
  6107. i = sd->equip_index[EQI_ACC_R];
  6108. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  6109. pc_unequipitem(sd,i,3); //R-Accessory
  6110. }
  6111. if( i < 0 )
  6112. return 0;
  6113. }
  6114. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6115. break;
  6116. case SC_TOXIN:
  6117. case SC_PARALYSE:
  6118. case SC_VENOMBLEED:
  6119. case SC_MAGICMUSHROOM:
  6120. case SC_DEATHHURT:
  6121. case SC_PYREXIA:
  6122. case SC_OBLIVIONCURSE:
  6123. case SC_LEECHESEND:
  6124. { // it doesn't stack or even renewed
  6125. int i = SC_TOXIN;
  6126. for(; i<= SC_LEECHESEND; i++)
  6127. if(sc->data[i]) return 0;
  6128. }
  6129. break;
  6130. case SC_SATURDAYNIGHTFEVER:
  6131. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST])
  6132. return 0;
  6133. break;
  6134. }
  6135. //Check for BOSS resistances
  6136. if(status->mode&MD_BOSS && !(flag&1)) {
  6137. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  6138. return 0;
  6139. switch (type) {
  6140. case SC_BLESSING:
  6141. case SC_DECREASEAGI:
  6142. case SC_PROVOKE:
  6143. case SC_COMA:
  6144. case SC_GRAVITATION:
  6145. case SC_SUITON:
  6146. case SC_RICHMANKIM:
  6147. case SC_ROKISWEIL:
  6148. case SC_FOGWALL:
  6149. case SC_FREEZING:
  6150. case SC_BURNING:
  6151. case SC_MARSHOFABYSS:
  6152. case SC_ADORAMUS:
  6153. case SC_PARALYSIS:
  6154. case SC_DEEPSLEEP:
  6155. case SC_CRYSTALIZE:
  6156. // Exploit prevention - kRO Fix
  6157. case SC_PYREXIA:
  6158. case SC_DEATHHURT:
  6159. case SC_TOXIN:
  6160. case SC_PARALYSE:
  6161. case SC_VENOMBLEED:
  6162. case SC_MAGICMUSHROOM:
  6163. case SC_OBLIVIONCURSE:
  6164. case SC_LEECHESEND:
  6165. // Ranger Effects
  6166. case SC_BITE:
  6167. case SC_ELECTRICSHOCKER:
  6168. case SC_MAGNETICFIELD:
  6169. return 0;
  6170. }
  6171. }
  6172. //Before overlapping fail, one must check for status cured.
  6173. switch (type) {
  6174. case SC_BLESSING:
  6175. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  6176. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  6177. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  6178. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6179. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6180. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6181. }
  6182. break;
  6183. case SC_INCREASEAGI:
  6184. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  6185. break;
  6186. case SC_QUAGMIRE:
  6187. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  6188. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  6189. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  6190. //Also blocks the ones below...
  6191. case SC_DECREASEAGI:
  6192. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  6193. //Also blocks the ones below...
  6194. case SC_DONTFORGETME:
  6195. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  6196. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  6197. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  6198. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  6199. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  6200. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  6201. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  6202. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  6203. break;
  6204. case SC_ONEHAND:
  6205. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  6206. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  6207. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  6208. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  6209. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  6210. break;
  6211. case SC_MAXOVERTHRUST:
  6212. //Cancels Normal Overthrust. [Skotlex]
  6213. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  6214. break;
  6215. case SC_KYRIE:
  6216. //Cancels Assumptio
  6217. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  6218. break;
  6219. case SC_DELUGE:
  6220. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  6221. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6222. break;
  6223. case SC_SILENCE:
  6224. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  6225. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  6226. break;
  6227. case SC_HIDING:
  6228. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  6229. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  6230. break;
  6231. case SC__BLOODYLUST:
  6232. case SC_BERSERK:
  6233. if(battle_config.berserk_cancels_buffs) {
  6234. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  6235. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  6236. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  6237. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  6238. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  6239. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  6240. }
  6241. #ifdef RENEWAL
  6242. else {
  6243. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  6244. }
  6245. #endif
  6246. break;
  6247. case SC_ASSUMPTIO:
  6248. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  6249. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  6250. break;
  6251. case SC_KAITE:
  6252. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  6253. break;
  6254. case SC_CARTBOOST:
  6255. if(sc->data[SC_DECREASEAGI])
  6256. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  6257. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  6258. return 0;
  6259. }
  6260. break;
  6261. case SC_FUSION:
  6262. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  6263. break;
  6264. case SC_ADJUSTMENT:
  6265. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  6266. break;
  6267. case SC_MADNESSCANCEL:
  6268. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  6269. break;
  6270. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  6271. case SC_CHANGEUNDEAD:
  6272. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  6273. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  6274. break;
  6275. case SC_STRFOOD:
  6276. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  6277. break;
  6278. case SC_AGIFOOD:
  6279. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  6280. break;
  6281. case SC_VITFOOD:
  6282. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  6283. break;
  6284. case SC_INTFOOD:
  6285. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  6286. break;
  6287. case SC_DEXFOOD:
  6288. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  6289. break;
  6290. case SC_LUKFOOD:
  6291. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  6292. break;
  6293. case SC_FOOD_STR_CASH:
  6294. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  6295. break;
  6296. case SC_FOOD_AGI_CASH:
  6297. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  6298. break;
  6299. case SC_FOOD_VIT_CASH:
  6300. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  6301. break;
  6302. case SC_FOOD_INT_CASH:
  6303. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  6304. break;
  6305. case SC_FOOD_DEX_CASH:
  6306. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  6307. break;
  6308. case SC_FOOD_LUK_CASH:
  6309. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  6310. break;
  6311. case SC_FIGHTINGSPIRIT:
  6312. status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
  6313. break;
  6314. case SC_MARSHOFABYSS:
  6315. status_change_end(bl, SC_INCAGI, INVALID_TIMER);
  6316. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  6317. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  6318. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  6319. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  6320. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  6321. break;
  6322. case SC_SWINGDANCE:
  6323. case SC_SYMPHONYOFLOVER:
  6324. case SC_MOONLITSERENADE:
  6325. case SC_RUSHWINDMILL:
  6326. case SC_ECHOSONG:
  6327. case SC_HARMONIZE: //group A doesn't overlap
  6328. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  6329. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  6330. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  6331. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  6332. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  6333. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  6334. break;
  6335. case SC_VOICEOFSIREN:
  6336. case SC_DEEPSLEEP:
  6337. case SC_GLOOMYDAY:
  6338. case SC_SONGOFMANA:
  6339. case SC_DANCEWITHWUG:
  6340. case SC_SATURDAYNIGHTFEVER:
  6341. case SC_LERADSDEW:
  6342. case SC_MELODYOFSINK:
  6343. case SC_BEYONDOFWARCRY:
  6344. case SC_UNLIMITEDHUMMINGVOICE: //group B
  6345. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  6346. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  6347. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  6348. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  6349. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  6350. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  6351. if (type != SC_GLOOMYDAY) {
  6352. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  6353. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  6354. }
  6355. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  6356. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  6357. if (type != SC_SATURDAYNIGHTFEVER) {
  6358. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  6359. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; //mark to not lose hp
  6360. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  6361. }
  6362. }
  6363. break;
  6364. case SC_REFLECTSHIELD:
  6365. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  6366. break;
  6367. case SC_REFLECTDAMAGE:
  6368. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  6369. break;
  6370. case SC_SHIELDSPELL_DEF:
  6371. case SC_SHIELDSPELL_MDEF:
  6372. case SC_SHIELDSPELL_REF:
  6373. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  6374. if( type != SC_SHIELDSPELL_DEF )
  6375. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  6376. if( type != SC_SHIELDSPELL_MDEF )
  6377. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  6378. if( type != SC_SHIELDSPELL_REF )
  6379. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  6380. break;
  6381. case SC_GT_ENERGYGAIN:
  6382. case SC_GT_CHANGE:
  6383. case SC_GT_REVITALIZE:
  6384. if( type != SC_GT_REVITALIZE )
  6385. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  6386. if( type != SC_GT_ENERGYGAIN )
  6387. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  6388. if( type != SC_GT_CHANGE )
  6389. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  6390. break;
  6391. case SC_INVINCIBLE:
  6392. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  6393. break;
  6394. case SC_INVINCIBLEOFF:
  6395. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  6396. break;
  6397. case SC_MAGICPOWER:
  6398. status_change_end(bl, type, INVALID_TIMER);
  6399. break;
  6400. }
  6401. //Check for overlapping fails
  6402. if( (sce = sc->data[type]) ) {
  6403. switch( type ) {
  6404. case SC_MERC_FLEEUP:
  6405. case SC_MERC_ATKUP:
  6406. case SC_MERC_HPUP:
  6407. case SC_MERC_SPUP:
  6408. case SC_MERC_HITUP:
  6409. if( sce->val1 > val1 )
  6410. val1 = sce->val1;
  6411. break;
  6412. case SC_ADRENALINE:
  6413. case SC_ADRENALINE2:
  6414. case SC_WEAPONPERFECTION:
  6415. case SC_OVERTHRUST:
  6416. if (sce->val2 > val2)
  6417. return 0;
  6418. break;
  6419. case SC_S_LIFEPOTION:
  6420. case SC_L_LIFEPOTION:
  6421. case SC_BOSSMAPINFO:
  6422. case SC_STUN:
  6423. case SC_SLEEP:
  6424. case SC_POISON:
  6425. case SC_CURSE:
  6426. case SC_SILENCE:
  6427. case SC_CONFUSION:
  6428. case SC_BLIND:
  6429. case SC_BLEEDING:
  6430. case SC_DPOISON:
  6431. case SC_CLOSECONFINE2: //Can't be re-closed in.
  6432. case SC_MARIONETTE:
  6433. case SC_MARIONETTE2:
  6434. case SC_NOCHAT:
  6435. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  6436. case SC__INVISIBILITY:
  6437. case SC__ENERVATION:
  6438. case SC__GROOMY:
  6439. case SC__IGNORANCE:
  6440. case SC__LAZINESS:
  6441. case SC__WEAKNESS:
  6442. case SC__UNLUCKY:
  6443. return 0;
  6444. case SC_COMBO:
  6445. case SC_DANCING:
  6446. case SC_DEVOTION:
  6447. case SC_ASPDPOTION0:
  6448. case SC_ASPDPOTION1:
  6449. case SC_ASPDPOTION2:
  6450. case SC_ASPDPOTION3:
  6451. case SC_ATKPOTION:
  6452. case SC_MATKPOTION:
  6453. case SC_ENCHANTARMS:
  6454. case SC_ARMOR_ELEMENT:
  6455. case SC_ARMOR_RESIST:
  6456. break;
  6457. case SC_GOSPEL:
  6458. //Must not override a casting gospel char.
  6459. if(sce->val4 == BCT_SELF)
  6460. return 0;
  6461. if(sce->val1 > val1)
  6462. return 1;
  6463. break;
  6464. case SC_ENDURE:
  6465. if(sce->val4 && !val4)
  6466. return 1; //Don't let you override infinite endure.
  6467. if(sce->val1 > val1)
  6468. return 1;
  6469. break;
  6470. case SC_KAAHI:
  6471. //Kaahi overwrites previous level regardless of existing level.
  6472. //Delete timer if it exists.
  6473. if (sce->val4 != INVALID_TIMER) {
  6474. delete_timer(sce->val4,kaahi_heal_timer);
  6475. sce->val4 = INVALID_TIMER;
  6476. }
  6477. break;
  6478. case SC_JAILED:
  6479. //When a player is already jailed, do not edit the jail data.
  6480. val2 = sce->val2;
  6481. val3 = sce->val3;
  6482. val4 = sce->val4;
  6483. break;
  6484. case SC_LERADSDEW:
  6485. if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
  6486. return 0;
  6487. case SC_SHAPESHIFT:
  6488. case SC_PROPERTYWALK:
  6489. break;
  6490. case SC_LEADERSHIP:
  6491. case SC_GLORYWOUNDS:
  6492. case SC_SOULCOLD:
  6493. case SC_HAWKEYES:
  6494. if( sce->val4 && !val4 )//you cannot override master guild aura
  6495. return 0;
  6496. break;
  6497. case SC_JOINTBEAT:
  6498. val2 |= sce->val2; // stackable ailments
  6499. default:
  6500. if(sce->val1 > val1)
  6501. return 1; //Return true to not mess up skill animations. [Skotlex]
  6502. }
  6503. }
  6504. vd = status_get_viewdata(bl);
  6505. calc_flag = StatusChangeFlagTable[type];
  6506. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  6507. switch(type)
  6508. {
  6509. case SC_DECREASEAGI:
  6510. case SC_INCREASEAGI:
  6511. val2 = 2 + val1; //Agi change
  6512. break;
  6513. case SC_ENDURE:
  6514. val2 = 7; // Hit-count [Celest]
  6515. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
  6516. {
  6517. struct map_session_data *tsd;
  6518. if( sd )
  6519. {
  6520. int i;
  6521. for( i = 0; i < 5; i++ )
  6522. {
  6523. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6524. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  6525. }
  6526. }
  6527. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6528. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  6529. }
  6530. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  6531. if( val4 )
  6532. tick = -1;
  6533. break;
  6534. case SC_AUTOBERSERK:
  6535. if (status->hp < status->max_hp>>2 &&
  6536. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  6537. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  6538. tick = -1;
  6539. break;
  6540. case SC_SIGNUMCRUCIS:
  6541. val2 = 10 + 4*val1; //Def reduction
  6542. tick = -1;
  6543. clif_emotion(bl,E_SWT);
  6544. break;
  6545. case SC_MAXIMIZEPOWER:
  6546. tick_time = val2 = tick>0?tick:60000;
  6547. tick = -1; // duration sent to the client should be infinite
  6548. break;
  6549. case SC_EDP: // [Celest]
  6550. val2 = val1 + 2; //Chance to Poison enemies.
  6551. #ifndef RENEWAL_EDP
  6552. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  6553. #endif
  6554. if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
  6555. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  6556. break;
  6557. case SC_POISONREACT:
  6558. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  6559. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  6560. break;
  6561. case SC_MAGICROD:
  6562. val2 = val1*20; //SP gained
  6563. break;
  6564. case SC_KYRIE:
  6565. val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  6566. val3 = (val1 / 2 + 5); //Hits
  6567. break;
  6568. case SC_MAGICPOWER:
  6569. //val1: Skill lv
  6570. val2 = 1; //Lasts 1 invocation
  6571. val3 = 5*val1; //Matk% increase
  6572. val4 = 0; // 0 = ready to be used, 1 = activated and running
  6573. break;
  6574. case SC_SACRIFICE:
  6575. val2 = 5; //Lasts 5 hits
  6576. tick = -1;
  6577. break;
  6578. case SC_ENCPOISON:
  6579. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  6580. case SC_ASPERSIO:
  6581. case SC_FIREWEAPON:
  6582. case SC_WATERWEAPON:
  6583. case SC_WINDWEAPON:
  6584. case SC_EARTHWEAPON:
  6585. case SC_SHADOWWEAPON:
  6586. case SC_GHOSTWEAPON:
  6587. skill_enchant_elemental_end(bl,type);
  6588. break;
  6589. case SC_ELEMENTALCHANGE:
  6590. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  6591. // val2 : Element (When no element, random one is picked)
  6592. // val3 : 0 = called by skill 1 = called by script (fixed level)
  6593. if( !val2 ) val2 = rnd()%ELE_MAX;
  6594. if( val1 == 1 && val3 == 0 )
  6595. val1 = 1 + rnd()%4;
  6596. else if( val1 > 4 )
  6597. val1 = 4; // Max Level
  6598. val3 = 0; // Not need to keep this info.
  6599. break;
  6600. case SC_PROVIDENCE:
  6601. val2=val1*5; //Race/Ele resist
  6602. break;
  6603. case SC_REFLECTSHIELD:
  6604. val2=10+val1*3; // %Dmg reflected
  6605. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
  6606. {
  6607. struct map_session_data *tsd;
  6608. if( sd )
  6609. {
  6610. int i;
  6611. for( i = 0; i < 5; i++ )
  6612. {
  6613. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6614. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6615. }
  6616. }
  6617. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6618. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6619. }
  6620. break;
  6621. case SC_STRIPWEAPON:
  6622. if (!sd) //Watk reduction
  6623. val2 = 25;
  6624. break;
  6625. case SC_STRIPSHIELD:
  6626. if (!sd) //Def reduction
  6627. val2 = 15;
  6628. break;
  6629. case SC_STRIPARMOR:
  6630. if (!sd) //Vit reduction
  6631. val2 = 40;
  6632. break;
  6633. case SC_STRIPHELM:
  6634. if (!sd) //Int reduction
  6635. val2 = 40;
  6636. break;
  6637. case SC_AUTOSPELL:
  6638. //Val1 Skill LV of Autospell
  6639. //Val2 Skill ID to cast
  6640. //Val3 Max Lv to cast
  6641. val4 = 5 + val1*2; //Chance of casting
  6642. break;
  6643. case SC_VOLCANO:
  6644. val2 = val1*10; //Watk increase
  6645. #ifndef RENEWAL
  6646. if (status->def_ele != ELE_FIRE)
  6647. val2 = 0;
  6648. #endif
  6649. break;
  6650. case SC_VIOLENTGALE:
  6651. val2 = val1*3; //Flee increase
  6652. #ifndef RENEWAL
  6653. if (status->def_ele != ELE_WIND)
  6654. val2 = 0;
  6655. #endif
  6656. break;
  6657. case SC_DELUGE:
  6658. val2 = deluge_eff[val1-1]; //HP increase
  6659. #ifndef RENEWAL
  6660. if(status->def_ele != ELE_WATER)
  6661. val2 = 0;
  6662. #endif
  6663. break;
  6664. case SC_SUITON:
  6665. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  6666. //No penalties.
  6667. val2 = 0; //Agi penalty
  6668. val3 = 0; //Walk speed penalty
  6669. break;
  6670. }
  6671. val3 = 50;
  6672. val2 = 3*((val1+1)/3);
  6673. if (val1 > 4) val2--;
  6674. break;
  6675. case SC_ONEHAND:
  6676. case SC_TWOHANDQUICKEN:
  6677. val2 = 300;
  6678. if (val1 > 10) //For boss casted skills [Skotlex]
  6679. val2 += 20*(val1-10);
  6680. break;
  6681. case SC_MERC_QUICKEN:
  6682. val2 = 300;
  6683. break;
  6684. #ifndef RENEWAL
  6685. case SC_SPEARQUICKEN:
  6686. val2 = 200+10*val1;
  6687. break;
  6688. #endif
  6689. case SC_DANCING:
  6690. //val1 : Skill ID + LV
  6691. //val2 : Skill Group of the Dance.
  6692. //val3 : Brings the skill_lv (merged into val1 here)
  6693. //val4 : Partner
  6694. if (val1 == CG_MOONLIT)
  6695. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  6696. val1|= (val3<<16);
  6697. val3 = tick/1000; //Tick duration
  6698. tick_time = 1000; // [GodLesZ] tick time
  6699. break;
  6700. case SC_LONGING:
  6701. val2 = 500-100*val1; //Aspd penalty.
  6702. break;
  6703. case SC_EXPLOSIONSPIRITS:
  6704. val2 = 75 + 25*val1; //Cri bonus
  6705. break;
  6706. case SC_ASPDPOTION0:
  6707. case SC_ASPDPOTION1:
  6708. case SC_ASPDPOTION2:
  6709. case SC_ASPDPOTION3:
  6710. val2 = 50*(2+type-SC_ASPDPOTION0);
  6711. break;
  6712. case SC_WEDDING:
  6713. case SC_XMAS:
  6714. case SC_SUMMER:
  6715. if (!vd) return 0;
  6716. //Store previous values as they could be removed.
  6717. val1 = vd->class_;
  6718. val2 = vd->weapon;
  6719. val3 = vd->shield;
  6720. val4 = vd->cloth_color;
  6721. unit_stop_attack(bl);
  6722. clif_changelook(bl,LOOK_WEAPON,0);
  6723. clif_changelook(bl,LOOK_SHIELD,0);
  6724. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  6725. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  6726. break;
  6727. case SC_NOCHAT:
  6728. // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
  6729. tick = 60000;
  6730. val1 = battle_config.manner_system; //Mute filters.
  6731. if (sd)
  6732. {
  6733. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  6734. clif_updatestatus(sd,SP_MANNER);
  6735. }
  6736. break;
  6737. case SC_STONE:
  6738. val3 = tick/1000; //Petrified HP-damage iterations.
  6739. if(val3 < 1) val3 = 1;
  6740. tick = val4; //Petrifying time.
  6741. tick = max(tick, 1000); //Min time
  6742. calc_flag = 0; //Actual status changes take effect on petrified state.
  6743. break;
  6744. case SC_DPOISON:
  6745. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  6746. if (status->hp > status->max_hp>>2) {
  6747. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  6748. if (status->hp - diff < status->max_hp>>2)
  6749. diff = status->hp - (status->max_hp>>2);
  6750. if( val2 && bl->type == BL_MOB ) {
  6751. struct block_list* src = map_id2bl(val2);
  6752. if( src )
  6753. mob_log_damage((TBL_MOB*)bl,src,diff);
  6754. }
  6755. status_zap(bl, diff, 0);
  6756. }
  6757. // fall through
  6758. case SC_POISON:
  6759. val3 = tick/1000; //Damage iterations
  6760. if(val3 < 1) val3 = 1;
  6761. tick_time = 1000; // [GodLesZ] tick time
  6762. //val4: HP damage
  6763. if (bl->type == BL_PC)
  6764. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  6765. else
  6766. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  6767. break;
  6768. case SC_CONFUSION:
  6769. clif_emotion(bl,E_WHAT);
  6770. break;
  6771. case SC_BLEEDING:
  6772. val4 = tick/10000;
  6773. if (!val4) val4 = 1;
  6774. tick_time = 10000; // [GodLesZ] tick time
  6775. break;
  6776. case SC_S_LIFEPOTION:
  6777. case SC_L_LIFEPOTION:
  6778. if( val1 == 0 ) return 0;
  6779. // val1 = heal percent/amout
  6780. // val2 = seconds between heals
  6781. // val4 = total of heals
  6782. if( val2 < 1 ) val2 = 1;
  6783. if( (val4 = tick/(val2 * 1000)) < 1 )
  6784. val4 = 1;
  6785. tick_time = val2 * 1000; // [GodLesZ] tick time
  6786. break;
  6787. case SC_BOSSMAPINFO:
  6788. if( sd != NULL )
  6789. {
  6790. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  6791. if( boss_md == NULL || boss_md->bl.prev == NULL )
  6792. { // No MVP on this map - MVP is dead
  6793. clif_bossmapinfo(sd->fd, boss_md, 1);
  6794. return 0; // No need to start SC
  6795. }
  6796. val1 = boss_md->bl.id;
  6797. if( (val4 = tick/1000) < 1 )
  6798. val4 = 1;
  6799. tick_time = 1000; // [GodLesZ] tick time
  6800. }
  6801. break;
  6802. case SC_HIDING:
  6803. val2 = tick/1000;
  6804. tick_time = 1000; // [GodLesZ] tick time
  6805. val3 = 0; // unused, previously speed adjustment
  6806. val4 = val1+3; //Seconds before SP substraction happen.
  6807. break;
  6808. case SC_CHASEWALK:
  6809. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  6810. val3 = 35 - 5 * val1; //Speed adjustment.
  6811. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  6812. val3 -= 40;
  6813. val4 = 10+val1*2; //SP cost.
  6814. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  6815. break;
  6816. case SC_CLOAKING:
  6817. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  6818. val1 = 10;
  6819. tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
  6820. tick = -1; // duration sent to the client should be infinite
  6821. val3 = 0; // unused, previously walk speed adjustment
  6822. //val4&1 signals the presence of a wall.
  6823. //val4&2 makes cloak not end on normal attacks [Skotlex]
  6824. //val4&4 makes cloak not end on using skills
  6825. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
  6826. val4 |= battle_config.pc_cloak_check_type&7;
  6827. else
  6828. val4 |= battle_config.monster_cloak_check_type&7;
  6829. break;
  6830. case SC_SIGHT: /* splash status */
  6831. case SC_RUWACH:
  6832. case SC_SIGHTBLASTER:
  6833. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  6834. val2 = tick/250;
  6835. tick_time = 10; // [GodLesZ] tick time
  6836. break;
  6837. //Permanent effects.
  6838. case SC_AETERNA:
  6839. case SC_MODECHANGE:
  6840. case SC_WEIGHT50:
  6841. case SC_WEIGHT90:
  6842. case SC_BROKENWEAPON:
  6843. case SC_BROKENARMOR:
  6844. case SC_READYSTORM:
  6845. case SC_READYDOWN:
  6846. case SC_READYCOUNTER:
  6847. case SC_READYTURN:
  6848. case SC_DODGE:
  6849. case SC_PUSH_CART:
  6850. tick = -1;
  6851. break;
  6852. case SC_AUTOGUARD:
  6853. if( !(flag&1) )
  6854. {
  6855. struct map_session_data *tsd;
  6856. int i,t;
  6857. for( i = val2 = 0; i < val1; i++)
  6858. {
  6859. t = 5-(i>>1);
  6860. val2 += (t < 0)? 1:t;
  6861. }
  6862. if( bl->type&(BL_PC|BL_MER) )
  6863. {
  6864. if( sd )
  6865. {
  6866. for( i = 0; i < 5; i++ )
  6867. {
  6868. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6869. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6870. }
  6871. }
  6872. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6873. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6874. }
  6875. }
  6876. break;
  6877. case SC_DEFENDER:
  6878. if (!(flag&1))
  6879. {
  6880. val2 = 5 + 15*val1; //Damage reduction
  6881. val3 = 0; // unused, previously speed adjustment
  6882. val4 = 250 - 50*val1; //Aspd adjustment
  6883. if (sd)
  6884. {
  6885. struct map_session_data *tsd;
  6886. int i;
  6887. for (i = 0; i < 5; i++)
  6888. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  6889. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  6890. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  6891. }
  6892. }
  6893. }
  6894. break;
  6895. case SC_TENSIONRELAX:
  6896. if (sd) {
  6897. pc_setsit(sd);
  6898. clif_sitting(&sd->bl);
  6899. }
  6900. val2 = 12; //SP cost
  6901. val4 = 10000; //Decrease at 10secs intervals.
  6902. val3 = tick/val4;
  6903. tick = -1; // duration sent to the client should be infinite
  6904. tick_time = val4; // [GodLesZ] tick time
  6905. break;
  6906. case SC_PARRYING:
  6907. val2 = 20 + val1*3; //Block Chance
  6908. break;
  6909. case SC_WINDWALK:
  6910. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  6911. break;
  6912. case SC_JOINTBEAT:
  6913. if( val2&BREAK_NECK )
  6914. sc_start2(bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  6915. break;
  6916. case SC_BERSERK:
  6917. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  6918. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  6919. case SC__BLOODYLUST:
  6920. //HP healing is performing after the calc_status call.
  6921. //Val2 holds HP penalty
  6922. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  6923. if (!val4) val4 = 10000; //Val4 holds damage interval
  6924. val3 = tick/val4; //val3 holds skill duration
  6925. tick_time = val4; // [GodLesZ] tick time
  6926. break;
  6927. case SC_GOSPEL:
  6928. if(val4 == BCT_SELF) { // self effect
  6929. val2 = tick/10000;
  6930. tick_time = 10000; // [GodLesZ] tick time
  6931. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  6932. }
  6933. break;
  6934. case SC_MARIONETTE:
  6935. {
  6936. int stat;
  6937. val3 = 0;
  6938. val4 = 0;
  6939. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  6940. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  6941. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  6942. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  6943. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  6944. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  6945. break;
  6946. }
  6947. case SC_MARIONETTE2:
  6948. {
  6949. int stat,max_stat;
  6950. // fetch caster information
  6951. struct block_list *pbl = map_id2bl(val1);
  6952. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  6953. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  6954. // fetch target's stats
  6955. struct status_data* status = status_get_status_data(bl); // battle status
  6956. if (!psce)
  6957. return 0;
  6958. val3 = 0;
  6959. val4 = 0;
  6960. max_stat = battle_config.max_parameter; //Cap to 99 (default)
  6961. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  6962. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  6963. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  6964. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  6965. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  6966. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  6967. break;
  6968. }
  6969. case SC_REJECTSWORD:
  6970. val2 = 15*val1; //Reflect chance
  6971. val3 = 3; //Reflections
  6972. tick = -1;
  6973. break;
  6974. case SC_MEMORIZE:
  6975. val2 = 5; //Memorized casts.
  6976. tick = -1;
  6977. break;
  6978. case SC_GRAVITATION:
  6979. val2 = 50*val1; //aspd reduction
  6980. break;
  6981. case SC_REGENERATION:
  6982. if (val1 == 1)
  6983. val2 = 2;
  6984. else
  6985. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  6986. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  6987. //if val4 comes set, this blocks regen rather than increase it.
  6988. break;
  6989. case SC_DEVOTION:
  6990. {
  6991. struct block_list *d_bl;
  6992. struct status_change *d_sc;
  6993. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
  6994. { // Inherits Status From Source
  6995. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  6996. enum sc_type type2;
  6997. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  6998. while( i >= 0 )
  6999. {
  7000. type2 = types[i];
  7001. if( d_sc->data[type2] )
  7002. sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  7003. i--;
  7004. }
  7005. }
  7006. break;
  7007. }
  7008. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  7009. if( val3 && bl->type == BL_MOB ) {
  7010. struct block_list* src = map_id2bl(val3);
  7011. if( src )
  7012. mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
  7013. }
  7014. status_zap(bl, status->hp-1, val2?0:status->sp);
  7015. return 1;
  7016. break;
  7017. case SC_CLOSECONFINE2:
  7018. {
  7019. struct block_list *src = val2?map_id2bl(val2):NULL;
  7020. struct status_change *sc2 = src?status_get_sc(src):NULL;
  7021. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  7022. if (src && sc2) {
  7023. if (!sce2) //Start lock on caster.
  7024. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  7025. else { //Increase count of locked enemies and refresh time.
  7026. (sce2->val2)++;
  7027. delete_timer(sce2->timer, status_change_timer);
  7028. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  7029. }
  7030. } else //Status failed.
  7031. return 0;
  7032. }
  7033. break;
  7034. case SC_KAITE:
  7035. val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
  7036. break;
  7037. case SC_KAUPE:
  7038. switch (val1) {
  7039. case 3: //33*3 + 1 -> 100%
  7040. val2++;
  7041. case 1:
  7042. case 2: //33, 66%
  7043. val2 += 33*val1;
  7044. val3 = 1; //Dodge 1 attack total.
  7045. break;
  7046. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  7047. val2 = 100;
  7048. val3 = val1-2;
  7049. break;
  7050. }
  7051. break;
  7052. case SC_COMBO: {
  7053. //val1: Skill ID
  7054. //val2: When given, target (for autotargetting skills)
  7055. //val3: When set, this combo time should NOT delay attack/movement
  7056. //val3: TK: Last used kick
  7057. //val4: TK: Combo time
  7058. struct unit_data *ud = unit_bl2ud(bl);
  7059. if (ud && !val3) {
  7060. tick += 300 * battle_config.combo_delay_rate/100;
  7061. ud->attackabletime = gettick()+tick;
  7062. unit_set_walkdelay(bl, gettick(), tick, 1);
  7063. }
  7064. val3 = 0;
  7065. val4 = tick;
  7066. }
  7067. break;
  7068. case SC_EARTHSCROLL:
  7069. val2 = 11-val1; //Chance to consume: 11-skill_lv%
  7070. break;
  7071. case SC_RUN:
  7072. val4 = gettick(); //Store time at which you started running.
  7073. tick = -1;
  7074. break;
  7075. case SC_KAAHI:
  7076. val2 = 200*val1; //HP heal
  7077. val3 = 5*val1; //SP cost
  7078. val4 = INVALID_TIMER; //Kaahi Timer.
  7079. break;
  7080. case SC_BLESSING:
  7081. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7082. val2 = val1;
  7083. else
  7084. val2 = 0; //0 -> Half stat.
  7085. break;
  7086. case SC_TRICKDEAD:
  7087. if (vd) vd->dead_sit = 1;
  7088. tick = -1;
  7089. break;
  7090. case SC_CONCENTRATE:
  7091. val2 = 2 + val1;
  7092. if (sd) { //Store the card-bonus data that should not count in the %
  7093. val3 = sd->param_bonus[1]; //Agi
  7094. val4 = sd->param_bonus[4]; //Dex
  7095. } else {
  7096. val3 = val4 = 0;
  7097. }
  7098. break;
  7099. case SC_MAXOVERTHRUST:
  7100. val2 = 20*val1; //Power increase
  7101. break;
  7102. case SC_OVERTHRUST:
  7103. //val2 holds if it was casted on self, or is bonus received from others
  7104. val3 = 5*val1; //Power increase
  7105. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  7106. tick += tick / 10;
  7107. break;
  7108. case SC_ADRENALINE2:
  7109. case SC_ADRENALINE:
  7110. val3 = (val2) ? 300 : 200; // aspd increase
  7111. case SC_WEAPONPERFECTION:
  7112. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  7113. tick += tick / 10;
  7114. break;
  7115. case SC_CONCENTRATION:
  7116. val2 = 5*val1; //Batk/Watk Increase
  7117. val3 = 10*val1; //Hit Increase
  7118. val4 = 5*val1; //Def reduction
  7119. break;
  7120. case SC_ANGELUS:
  7121. val2 = 5*val1; //def increase
  7122. break;
  7123. case SC_IMPOSITIO:
  7124. val2 = 5*val1; //watk increase
  7125. break;
  7126. case SC_MELTDOWN:
  7127. val2 = 100*val1; //Chance to break weapon
  7128. val3 = 70*val1; //Change to break armor
  7129. break;
  7130. case SC_TRUESIGHT:
  7131. val2 = 10*val1; //Critical increase
  7132. val3 = 3*val1; //Hit increase
  7133. break;
  7134. case SC_SUN_COMFORT:
  7135. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  7136. break;
  7137. case SC_MOON_COMFORT:
  7138. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  7139. break;
  7140. case SC_STAR_COMFORT:
  7141. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  7142. break;
  7143. case SC_QUAGMIRE:
  7144. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  7145. break;
  7146. // gs_something1 [Vicious]
  7147. case SC_GATLINGFEVER:
  7148. val2 = 20*val1; //Aspd increase
  7149. val3 = 20+10*val1; //Batk increase
  7150. val4 = 5*val1; //Flee decrease
  7151. break;
  7152. case SC_FLING:
  7153. if (bl->type == BL_PC)
  7154. val2 = 0; //No armor reduction to players.
  7155. else
  7156. val2 = 5*val1; //Def reduction
  7157. val3 = 5*val1; //Def2 reduction
  7158. break;
  7159. case SC_PROVOKE:
  7160. //val2 signals autoprovoke.
  7161. val3 = 2+3*val1; //Atk increase
  7162. val4 = 5+5*val1; //Def reduction.
  7163. break;
  7164. case SC_AVOID:
  7165. //val2 = 10*val1; //Speed change rate.
  7166. break;
  7167. case SC_DEFENCE:
  7168. val2 = 2*val1; //Def bonus
  7169. break;
  7170. case SC_BLOODLUST:
  7171. val2 = 20+10*val1; //Atk rate change.
  7172. val3 = 3*val1; //Leech chance
  7173. val4 = 20; //Leech percent
  7174. break;
  7175. case SC_FLEET:
  7176. val2 = 30*val1; //Aspd change
  7177. val3 = 5+5*val1; //bAtk/wAtk rate change
  7178. break;
  7179. case SC_MINDBREAKER:
  7180. val2 = 20*val1; //matk increase.
  7181. val3 = 12*val1; //mdef2 reduction.
  7182. break;
  7183. case SC_SKA:
  7184. val2 = tick/1000;
  7185. val3 = rnd()%100; //Def changes randomly every second...
  7186. tick_time = 1000; // [GodLesZ] tick time
  7187. break;
  7188. case SC_JAILED:
  7189. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  7190. tick = val1>0?1000:250;
  7191. if (sd)
  7192. {
  7193. if (sd->mapindex != val2)
  7194. {
  7195. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  7196. map = sd->mapindex; //Current Map
  7197. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  7198. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  7199. //2. Set restore point (val3 -> return map, val4 return coords
  7200. val3 = map;
  7201. val4 = pos;
  7202. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  7203. val3 = sd->status.save_point.map;
  7204. val4 = (sd->status.save_point.x&0xFFFF)
  7205. |(sd->status.save_point.y<<16);
  7206. }
  7207. }
  7208. break;
  7209. case SC_UTSUSEMI:
  7210. val2=(val1+1)/2; // number of hits blocked
  7211. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  7212. break;
  7213. case SC_BUNSINJYUTSU:
  7214. val2=(val1+1)/2; // number of hits blocked
  7215. break;
  7216. case SC_CHANGE:
  7217. val2= 30*val1; //Vit increase
  7218. val3= 20*val1; //Int increase
  7219. break;
  7220. case SC_SWOO:
  7221. if(status->mode&MD_BOSS)
  7222. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  7223. break;
  7224. case SC_SPIDERWEB:
  7225. if( bl->type == BL_PC )
  7226. tick /= 2;
  7227. break;
  7228. case SC_ARMOR:
  7229. //NPC_DEFENDER:
  7230. val2 = 80; //Damage reduction
  7231. //Attack requirements to be blocked:
  7232. val3 = BF_LONG; //Range
  7233. val4 = BF_WEAPON|BF_MISC; //Type
  7234. break;
  7235. case SC_ENCHANTARMS:
  7236. //end previous enchants
  7237. skill_enchant_elemental_end(bl,type);
  7238. //Make sure the received element is valid.
  7239. if (val2 >= ELE_MAX)
  7240. val2 = val2%ELE_MAX;
  7241. else if (val2 < 0)
  7242. val2 = rnd()%ELE_MAX;
  7243. break;
  7244. case SC_CRITICALWOUND:
  7245. val2 = 20*val1; //Heal effectiveness decrease
  7246. break;
  7247. case SC_MAGICMIRROR:
  7248. case SC_SLOWCAST:
  7249. val2 = 20*val1; //Magic reflection/cast rate
  7250. break;
  7251. case SC_ARMORCHANGE:
  7252. if (val2 == NPC_ANTIMAGIC)
  7253. { //Boost mdef
  7254. val2 =-20;
  7255. val3 = 20;
  7256. } else { //Boost def
  7257. val2 = 20;
  7258. val3 =-20;
  7259. }
  7260. val2*=val1; //20% per level
  7261. val3*=val1;
  7262. break;
  7263. case SC_EXPBOOST:
  7264. case SC_JEXPBOOST:
  7265. if (val1 < 0)
  7266. val1 = 0;
  7267. break;
  7268. case SC_INCFLEE2:
  7269. case SC_INCCRI:
  7270. val2 = val1*10; //Actual boost (since 100% = 1000)
  7271. break;
  7272. case SC_SUFFRAGIUM:
  7273. val2 = 15 * val1; //Speed cast decrease
  7274. break;
  7275. case SC_INCHEALRATE:
  7276. if (val1 < 1)
  7277. val1 = 1;
  7278. break;
  7279. case SC_HALLUCINATION:
  7280. val2 = 5+val1; //Factor by which displayed damage is increased by
  7281. break;
  7282. case SC_DOUBLECAST:
  7283. val2 = 30+10*val1; //Trigger rate
  7284. break;
  7285. case SC_KAIZEL:
  7286. val2 = 10*val1; //% of life to be revived with
  7287. break;
  7288. // case SC_ARMOR_ELEMENT:
  7289. // case SC_ARMOR_RESIST:
  7290. // Mod your resistance against elements:
  7291. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  7292. // break;
  7293. //case ????:
  7294. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  7295. //associated, and yet are not wrong/unknown. [Skotlex]
  7296. //break;
  7297. case SC_MERC_FLEEUP:
  7298. case SC_MERC_ATKUP:
  7299. case SC_MERC_HITUP:
  7300. val2 = 15 * val1;
  7301. break;
  7302. case SC_MERC_HPUP:
  7303. case SC_MERC_SPUP:
  7304. val2 = 5 * val1;
  7305. break;
  7306. case SC_REBIRTH:
  7307. val2 = 20*val1; //% of life to be revived with
  7308. break;
  7309. case SC_MANU_DEF:
  7310. case SC_MANU_ATK:
  7311. case SC_MANU_MATK:
  7312. val2 = 1; // Manuk group
  7313. break;
  7314. case SC_SPL_DEF:
  7315. case SC_SPL_ATK:
  7316. case SC_SPL_MATK:
  7317. val2 = 2; // Splendide group
  7318. break;
  7319. /**
  7320. * General
  7321. **/
  7322. case SC_FEAR:
  7323. val2 = 2;
  7324. val4 = tick / 1000;
  7325. tick_time = 1000; // [GodLesZ] tick time
  7326. break;
  7327. case SC_BURNING:
  7328. val4 = tick / 2000; // Total Ticks to Burn!!
  7329. tick_time = 2000; // [GodLesZ] tick time
  7330. break;
  7331. /**
  7332. * Rune Knight
  7333. **/
  7334. case SC_DEATHBOUND:
  7335. val2 = 500 + 100 * val1;
  7336. break;
  7337. case SC_FIGHTINGSPIRIT:
  7338. val_flag |= 1|2;
  7339. break;
  7340. case SC_ABUNDANCE:
  7341. val4 = tick / 10000;
  7342. tick_time = 10000; // [GodLesZ] tick time
  7343. break;
  7344. case SC_GIANTGROWTH:
  7345. val2 = 10; // Triple damage success rate.
  7346. break;
  7347. /**
  7348. * Arch Bishop
  7349. **/
  7350. case SC_RENOVATIO:
  7351. val4 = tick / 5000;
  7352. tick_time = 5000;
  7353. break;
  7354. case SC_SECRAMENT:
  7355. val2 = 10 * val1;
  7356. break;
  7357. case SC_VENOMIMPRESS:
  7358. val2 = 10 * val1;
  7359. val_flag |= 1|2;
  7360. break;
  7361. case SC_POISONINGWEAPON:
  7362. val_flag |= 1|2|4;
  7363. break;
  7364. case SC_WEAPONBLOCKING:
  7365. val2 = 10 + 2 * val1; // Chance
  7366. val4 = tick / 3000;
  7367. tick_time = 3000; // [GodLesZ] tick time
  7368. val_flag |= 1|2;
  7369. break;
  7370. case SC_TOXIN:
  7371. val4 = tick / 10000;
  7372. tick_time = 10000; // [GodLesZ] tick time
  7373. break;
  7374. case SC_MAGICMUSHROOM:
  7375. val4 = tick / 4000;
  7376. tick_time = 4000; // [GodLesZ] tick time
  7377. break;
  7378. case SC_PYREXIA:
  7379. status_change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
  7380. val4 = tick / 3000;
  7381. tick_time = 3000; // [GodLesZ] tick time
  7382. break;
  7383. case SC_LEECHESEND:
  7384. val4 = tick / 1000;
  7385. tick_time = 1000; // [GodLesZ] tick time
  7386. break;
  7387. case SC_OBLIVIONCURSE:
  7388. val4 = tick / 3000;
  7389. tick_time = 3000; // [GodLesZ] tick time
  7390. break;
  7391. case SC_ROLLINGCUTTER:
  7392. val_flag |= 1;
  7393. break;
  7394. case SC_CLOAKINGEXCEED:
  7395. val2 = ( val1 + 1 ) / 2; // Hits
  7396. val3 = 90 + val1 * 10; // Walk speed
  7397. val_flag |= 1|2|4;
  7398. if (bl->type == BL_PC)
  7399. val4 |= battle_config.pc_cloak_check_type&7;
  7400. else
  7401. val4 |= battle_config.monster_cloak_check_type&7;
  7402. tick_time = 1000; // [GodLesZ] tick time
  7403. break;
  7404. case SC_HALLUCINATIONWALK:
  7405. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  7406. val3 = 10 * val1; // Evasion rate of magical attacks.
  7407. val_flag |= 1|2|4;
  7408. break;
  7409. case SC_WHITEIMPRISON:
  7410. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7411. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7412. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7413. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7414. break;
  7415. case SC_FREEZING:
  7416. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7417. break;
  7418. case SC_READING_SB:
  7419. // val2 = sp reduction per second
  7420. tick_time = 5000; // [GodLesZ] tick time
  7421. break;
  7422. case SC_SPHERE_1:
  7423. case SC_SPHERE_2:
  7424. case SC_SPHERE_3:
  7425. case SC_SPHERE_4:
  7426. case SC_SPHERE_5:
  7427. if( !sd )
  7428. return 0; // Should only work on players.
  7429. val4 = tick / 1000;
  7430. if( val4 < 1 )
  7431. val4 = 1;
  7432. tick_time = 1000; // [GodLesZ] tick time
  7433. val_flag |= 1;
  7434. break;
  7435. case SC_SHAPESHIFT:
  7436. switch( val1 )
  7437. {
  7438. case 1: val2 = ELE_FIRE; break;
  7439. case 2: val2 = ELE_EARTH; break;
  7440. case 3: val2 = ELE_WIND; break;
  7441. case 4: val2 = ELE_WATER; break;
  7442. }
  7443. break;
  7444. case SC_ELECTRICSHOCKER:
  7445. case SC_CRYSTALIZE:
  7446. case SC_MEIKYOUSISUI:
  7447. val4 = tick / 1000;
  7448. if( val4 < 1 )
  7449. val4 = 1;
  7450. tick_time = 1000; // [GodLesZ] tick time
  7451. break;
  7452. case SC_CAMOUFLAGE:
  7453. val4 = tick/1000;
  7454. tick_time = 1000; // [GodLesZ] tick time
  7455. break;
  7456. case SC_WUGDASH:
  7457. val4 = gettick(); //Store time at which you started running.
  7458. tick = -1;
  7459. break;
  7460. case SC__SHADOWFORM: {
  7461. struct map_session_data * s_sd = map_id2sd(val2);
  7462. if( s_sd )
  7463. s_sd->shadowform_id = bl->id;
  7464. val4 = tick / 1000;
  7465. val_flag |= 1|2|4;
  7466. tick_time = 1000; // [GodLesZ] tick time
  7467. }
  7468. break;
  7469. case SC__STRIPACCESSORY:
  7470. if (!sd)
  7471. val2 = 20;
  7472. break;
  7473. case SC__INVISIBILITY:
  7474. val2 = 50 - 10 * val1; // ASPD
  7475. val3 = 20 * val1; // CRITICAL
  7476. val4 = tick / 1000;
  7477. tick_time = 1000; // [GodLesZ] tick time
  7478. val_flag |= 1|2;
  7479. break;
  7480. case SC__ENERVATION:
  7481. val2 = 20 + 10 * val1; // ATK Reduction
  7482. val_flag |= 1|2;
  7483. if( sd ) pc_delspiritball(sd,sd->spiritball,0);
  7484. break;
  7485. case SC__GROOMY:
  7486. val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
  7487. val3 = 20 * val1; //HIT
  7488. val_flag |= 1|2|4;
  7489. if( sd )
  7490. { // Removes Animals
  7491. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  7492. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  7493. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  7494. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  7495. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  7496. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  7497. if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1);
  7498. if( sd->md ) merc_delete(sd->md,3);
  7499. }
  7500. break;
  7501. case SC__LAZINESS:
  7502. val2 = 10 + 10 * val1; // Cast reduction
  7503. val3 = 10 * val1; // Flee Reduction
  7504. val_flag |= 1|2|4;
  7505. break;
  7506. case SC__UNLUCKY:
  7507. val2 = 10 * val1; // Crit and Flee2 Reduction
  7508. val_flag |= 1|2|4;
  7509. break;
  7510. case SC__WEAKNESS:
  7511. val2 = 10 * val1;
  7512. val_flag |= 1|2;
  7513. // bypasses coating protection and MADO
  7514. sc_start(bl,SC_STRIPWEAPON,100,val1,tick);
  7515. sc_start(bl,SC_STRIPSHIELD,100,val1,tick);
  7516. break;
  7517. break;
  7518. case SC_GN_CARTBOOST:
  7519. if( val1 < 3 )
  7520. val2 = 50;
  7521. else if( val1 < 5 )
  7522. val2 = 75;
  7523. else
  7524. val2 = 100;
  7525. break;
  7526. case SC_PROPERTYWALK:
  7527. val_flag |= 1|2;
  7528. val3 = 0;
  7529. break;
  7530. case SC_WARMER:
  7531. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7532. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7533. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7534. break;
  7535. case SC_STRIKING:
  7536. val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  7537. val4 = tick / 1000;
  7538. tick_time = 1000; // [GodLesZ] tick time
  7539. break;
  7540. case SC_BLOODSUCKER:
  7541. val4 = tick / 1000;
  7542. tick_time = 1000; // [GodLesZ] tick time
  7543. break;
  7544. case SC_VACUUM_EXTREME:
  7545. tick -= (status->str / 20) * 1000;
  7546. val4 = val3 = tick / 100;
  7547. tick_time = 100; // [GodLesZ] tick time
  7548. break;
  7549. case SC_SWINGDANCE:
  7550. val2 = 4 * val1; // Walk speed and aspd reduction.
  7551. break;
  7552. case SC_SYMPHONYOFLOVER:
  7553. case SC_RUSHWINDMILL:
  7554. case SC_ECHOSONG:
  7555. val2 = 6 * val1;
  7556. val2 += val3; //Adding 1% * Lesson Bonus
  7557. val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
  7558. break;
  7559. case SC_MOONLITSERENADE:
  7560. val2 = 10 * val1;
  7561. break;
  7562. case SC_HARMONIZE:
  7563. val2 = 5 + 5 * val1;
  7564. break;
  7565. case SC_VOICEOFSIREN:
  7566. val4 = tick / 2000;
  7567. tick_time = 2000; // [GodLesZ] tick time
  7568. break;
  7569. case SC_DEEPSLEEP:
  7570. val4 = tick / 2000;
  7571. tick_time = 2000; // [GodLesZ] tick time
  7572. break;
  7573. case SC_SIRCLEOFNATURE:
  7574. val2 = 1 + val1; //SP consume
  7575. val3 = 40 * val1; //HP recovery
  7576. val4 = tick / 1000;
  7577. tick_time = 1000; // [GodLesZ] tick time
  7578. break;
  7579. case SC_SONGOFMANA:
  7580. val3 = 10 + (2 * val2);
  7581. val4 = tick/3000;
  7582. tick_time = 3000; // [GodLesZ] tick time
  7583. break;
  7584. case SC_SATURDAYNIGHTFEVER:
  7585. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  7586. if (!val4) val4 = 3000;
  7587. val3 = tick/val4;
  7588. tick_time = val4; // [GodLesZ] tick time
  7589. break;
  7590. case SC_GLOOMYDAY:
  7591. val2 = 20 + 5 * val1; // Flee reduction.
  7592. val3 = 15 + 5 * val1; // ASPD reduction.
  7593. if( sd && rand()%100 < val1 ){ // (Skill Lv) %
  7594. val4 = 1; // reduce walk speed by half.
  7595. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  7596. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  7597. }
  7598. break;
  7599. case SC_GLOOMYDAY_SK:
  7600. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  7601. val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  7602. break;
  7603. case SC_SITDOWN_FORCE:
  7604. case SC_BANANA_BOMB_SITDOWN:
  7605. if( sd && !pc_issit(sd) )
  7606. {
  7607. pc_setsit(sd);
  7608. skill_sit(sd,1);
  7609. clif_sitting(bl);
  7610. }
  7611. break;
  7612. case SC_DANCEWITHWUG:
  7613. val3 = (5 * val1) + (1 * val2); //Still need official value.
  7614. break;
  7615. case SC_LERADSDEW:
  7616. val3 = (5 * val1) + (1 * val2);
  7617. break;
  7618. case SC_MELODYOFSINK:
  7619. val3 = (5 * val1) + (1 * val2);
  7620. break;
  7621. case SC_BEYONDOFWARCRY:
  7622. val3 = (5 * val1) + (1 * val2);
  7623. break;
  7624. case SC_UNLIMITEDHUMMINGVOICE:
  7625. {
  7626. struct unit_data *ud = unit_bl2ud(bl);
  7627. if( ud == NULL ) return 0;
  7628. ud->state.skillcastcancel = 0;
  7629. val3 = 15 - (2 * val2);
  7630. }
  7631. break;
  7632. case SC_REFLECTDAMAGE:
  7633. val2 = 15 + 5 * val1;
  7634. val3 = (val1==5)?20:(val1+4)*2; // SP consumption
  7635. val4 = tick/10000;
  7636. tick_time = 10000; // [GodLesZ] tick time
  7637. break;
  7638. case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
  7639. val2 = 20 + 12 * (val1 - 1); // Chance
  7640. val3 = 5 + (2 * val1); // Max rage counters
  7641. tick = -1; //endless duration in the client
  7642. tick_time = 6000; // [GodLesZ] tick time
  7643. val_flag |= 1|2|4;
  7644. break;
  7645. case SC_EXEEDBREAK:
  7646. val1 *= 150; // 150 * skill_lv
  7647. if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
  7648. 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);
  7649. val1 += 15 * (sd ? sd->status.job_level:50) + 100;
  7650. }
  7651. else // Mobs
  7652. 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]
  7653. break;
  7654. case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
  7655. val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
  7656. val1 *= 15; // Defence added
  7657. if( sd )
  7658. val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
  7659. val_flag |= 1|2;
  7660. break;
  7661. case SC_BANDING:
  7662. tick_time = 5000; // [GodLesZ] tick time
  7663. val_flag |= 1;
  7664. break;
  7665. case SC_SHIELDSPELL_DEF:
  7666. case SC_SHIELDSPELL_MDEF:
  7667. case SC_SHIELDSPELL_REF:
  7668. val_flag |= 1|2;
  7669. break;
  7670. case SC_MAGNETICFIELD:
  7671. val3 = tick / 1000;
  7672. tick_time = 1000; // [GodLesZ] tick time
  7673. break;
  7674. case SC_INSPIRATION:
  7675. if( sd )
  7676. {
  7677. val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
  7678. val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
  7679. }
  7680. val4 = tick / 1000;
  7681. tick_time = 1000; // [GodLesZ] tick time
  7682. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  7683. break;
  7684. case SC_SPELLFIST:
  7685. case SC_CURSEDCIRCLE_ATKER:
  7686. val_flag |= 1|2|4;
  7687. break;
  7688. case SC_CRESCENTELBOW:
  7689. val2 = 94 + val1;
  7690. val_flag |= 1|2;
  7691. break;
  7692. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  7693. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  7694. val_flag |= 1;
  7695. break;
  7696. case SC_RAISINGDRAGON:
  7697. val3 = tick / 5000;
  7698. tick_time = 5000; // [GodLesZ] tick time
  7699. break;
  7700. case SC_GT_CHANGE:
  7701. {// take note there is no def increase as skill desc says. [malufett]
  7702. struct block_list * src;
  7703. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  7704. if( (src = map_id2bl(val2)) )
  7705. val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  7706. }
  7707. break;
  7708. case SC_GT_REVITALIZE:
  7709. {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
  7710. struct block_list * src;
  7711. val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  7712. if( (src = map_id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
  7713. val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  7714. }
  7715. break;
  7716. case SC_PYROTECHNIC_OPTION:
  7717. val_flag |= 1|2|4;
  7718. break;
  7719. case SC_HEATER_OPTION:
  7720. val2 = 120; // Watk. TODO: Renewal (Atk2)
  7721. val3 = 33; // % Increase effects.
  7722. val4 = 3; // Change into fire element.
  7723. val_flag |= 1|2|4;
  7724. break;
  7725. case SC_TROPIC_OPTION:
  7726. val2 = 180; // Watk. TODO: Renewal (Atk2)
  7727. val3 = MG_FIREBOLT;
  7728. break;
  7729. case SC_AQUAPLAY_OPTION:
  7730. val2 = 40;
  7731. val_flag |= 1|2|4;
  7732. break;
  7733. case SC_COOLER_OPTION:
  7734. val2 = 80; // % Freezing chance
  7735. val3 = 33; // % increased damage
  7736. val4 = 1; // Change into water elemet
  7737. val_flag |= 1|2|4;
  7738. break;
  7739. case SC_CHILLY_AIR_OPTION:
  7740. val2 = 120; // Matk. TODO: Renewal (Matk1)
  7741. val3 = MG_COLDBOLT;
  7742. val_flag |= 1|2;
  7743. break;
  7744. case SC_GUST_OPTION:
  7745. val_flag |= 1|2;
  7746. break;
  7747. case SC_WIND_STEP_OPTION:
  7748. val2 = 50; // % Increase speed and flee.
  7749. break;
  7750. case SC_BLAST_OPTION:
  7751. val2 = 20;
  7752. val3 = ELE_WIND;
  7753. val_flag |= 1|2|4;
  7754. break;
  7755. case SC_WILD_STORM_OPTION:
  7756. val2 = MG_LIGHTNINGBOLT;
  7757. val_flag |= 1|2;
  7758. break;
  7759. case SC_PETROLOGY_OPTION:
  7760. val2 = 5;
  7761. val3 = 50;
  7762. val_flag |= 1|2|4;
  7763. break;
  7764. case SC_CURSED_SOIL_OPTION:
  7765. val2 = 10;
  7766. val3 = 33;
  7767. val4 = 2;
  7768. val_flag |= 1|2|4;
  7769. break;
  7770. case SC_UPHEAVAL_OPTION:
  7771. val2 = WZ_EARTHSPIKE;
  7772. val_flag |= 1|2;
  7773. break;
  7774. case SC_CIRCLE_OF_FIRE_OPTION:
  7775. val2 = 300;
  7776. val_flag |= 1|2;
  7777. break;
  7778. case SC_FIRE_CLOAK_OPTION:
  7779. case SC_WATER_DROP_OPTION:
  7780. case SC_WIND_CURTAIN_OPTION:
  7781. case SC_STONE_SHIELD_OPTION:
  7782. val2 = 20; // Elemental modifier. Not confirmed.
  7783. break;
  7784. case SC_CIRCLE_OF_FIRE:
  7785. case SC_FIRE_CLOAK:
  7786. case SC_WATER_DROP:
  7787. case SC_WATER_SCREEN:
  7788. case SC_WIND_CURTAIN:
  7789. case SC_WIND_STEP:
  7790. case SC_STONE_SHIELD:
  7791. case SC_SOLID_SKIN:
  7792. val2 = 10;
  7793. tick_time = 2000; // [GodLesZ] tick time
  7794. break;
  7795. case SC_WATER_BARRIER:
  7796. val2 = 40; // Increasement. Mdef1 ???
  7797. val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
  7798. val_flag |= 1|2|4;
  7799. break;
  7800. case SC_ZEPHYR:
  7801. val2 = 22; // Flee.
  7802. break;
  7803. case SC_TIDAL_WEAPON:
  7804. val2 = 20; // Increase Elemental's attack.
  7805. break;
  7806. case SC_ROCK_CRUSHER:
  7807. case SC_ROCK_CRUSHER_ATK:
  7808. case SC_POWER_OF_GAIA:
  7809. val2 = 33;
  7810. break;
  7811. case SC_MELON_BOMB:
  7812. case SC_BANANA_BOMB:
  7813. val1 = 15;
  7814. break;
  7815. case SC_STOMACHACHE:
  7816. val2 = 8; // SP consume.
  7817. val4 = tick / 10000;
  7818. tick_time = 10000; // [GodLesZ] tick time
  7819. break;
  7820. case SC_KYOUGAKU:
  7821. val2 = 2*val1 + rand()%val1;
  7822. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  7823. break;
  7824. case SC_KAGEMUSYA:
  7825. val3 = val1 * 2;
  7826. case SC_IZAYOI:
  7827. val2 = tick/1000;
  7828. tick_time = 1000;
  7829. break;
  7830. case SC_ZANGETSU:
  7831. if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0)
  7832. val2 = status_get_lv(bl) / 2 + 50;
  7833. else
  7834. val2 -= 50;
  7835. break;
  7836. case SC_GENSOU:
  7837. {
  7838. int hp = status_get_hp(bl), lv = 5;
  7839. short per = 100 / (status_get_max_hp(bl) / hp);
  7840. if( per <= 15 )
  7841. lv = 1;
  7842. else if( per <= 30 )
  7843. lv = 2;
  7844. else if( per <= 50 )
  7845. lv = 3;
  7846. else if( per <= 75 )
  7847. lv = 4;
  7848. if( hp % 2 == 0)
  7849. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  7850. else
  7851. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  7852. }
  7853. break;
  7854. case SC_ANGRIFFS_MODUS:
  7855. val2 = 50 + 20 * val1; //atk bonus
  7856. val3 = 40 + 20 * val1; // Flee reduction.
  7857. val4 = tick/1000; // hp/sp reduction timer
  7858. tick_time = 1000;
  7859. break;
  7860. case SC_GOLDENE_FERSE:
  7861. val2 = 10 + 10*val1; //max hp bonus
  7862. val3 = 6 + 4 * val1; // Aspd Bonus
  7863. val4 = 2 + 2 * val1; // Chance of holy attack
  7864. break;
  7865. case SC_OVERED_BOOST:
  7866. val2 = 300 + 40*val1; //flee bonus
  7867. val3 = 179 + 2*val1; //aspd bonus
  7868. break;
  7869. case SC_GRANITIC_ARMOR:
  7870. val2 = 2*val1; //dmg reduction
  7871. val3 = 6*val1; //dmg on status end
  7872. break;
  7873. case SC_MAGMA_FLOW:
  7874. val2 = 3*val1; //activation chance
  7875. break;
  7876. case SC_PYROCLASTIC:
  7877. val2 += 10*val1; //atk bonus
  7878. break;
  7879. case SC_PARALYSIS: //[Lighta] need real info
  7880. val2 = 2*val1; //def reduction
  7881. val3 = 500*val1; //varcast augmentation
  7882. break;
  7883. case SC_PAIN_KILLER: //[Lighta] need real info
  7884. val2 = 2*val1; //aspd reduction %
  7885. val3 = 2*val1; //dmg reduction %
  7886. if(sc->data[SC_PARALYSIS])
  7887. sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
  7888. break;
  7889. case SC_STYLE_CHANGE: //[Lighta] need real info
  7890. tick = -1;
  7891. if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
  7892. else val2 = MH_MD_FIGHTING;
  7893. break;
  7894. default:
  7895. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  7896. { //Status change with no calc, no icon, and no skill associated...?
  7897. ShowError("UnknownStatusChange [%d]\n", type);
  7898. return 0;
  7899. }
  7900. }
  7901. else //Special considerations when loading SC data.
  7902. switch( type )
  7903. {
  7904. case SC_WEDDING:
  7905. case SC_XMAS:
  7906. case SC_SUMMER:
  7907. clif_changelook(bl,LOOK_WEAPON,0);
  7908. clif_changelook(bl,LOOK_SHIELD,0);
  7909. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  7910. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  7911. break;
  7912. case SC_KAAHI:
  7913. val4 = INVALID_TIMER;
  7914. break;
  7915. }
  7916. //Those that make you stop attacking/walking....
  7917. switch (type) {
  7918. case SC_FREEZE:
  7919. case SC_STUN:
  7920. case SC_SLEEP:
  7921. case SC_STONE:
  7922. case SC_DEEPSLEEP:
  7923. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  7924. pc_setstand(sd);
  7925. case SC_TRICKDEAD:
  7926. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7927. // Cancel cast when get status [LuzZza]
  7928. if (battle_config.sc_castcancel&bl->type)
  7929. unit_skillcastcancel(bl, 0);
  7930. case SC_WHITEIMPRISON:
  7931. unit_stop_attack(bl);
  7932. case SC_STOP:
  7933. case SC_CONFUSION:
  7934. case SC_CLOSECONFINE:
  7935. case SC_CLOSECONFINE2:
  7936. case SC_SPIDERWEB:
  7937. case SC_ELECTRICSHOCKER:
  7938. case SC_BITE:
  7939. case SC_THORNSTRAP:
  7940. case SC__MANHOLE:
  7941. case SC_CRYSTALIZE:
  7942. case SC_CURSEDCIRCLE_ATKER:
  7943. case SC_CURSEDCIRCLE_TARGET:
  7944. case SC_FEAR:
  7945. case SC_NETHERWORLD:
  7946. case SC_MEIKYOUSISUI:
  7947. case SC_KYOUGAKU:
  7948. case SC_PARALYSIS:
  7949. unit_stop_walking(bl,1);
  7950. break;
  7951. case SC_ANKLE:
  7952. if( battle_config.skill_trap_type )
  7953. unit_stop_walking(bl,1);
  7954. break;
  7955. case SC_HIDING:
  7956. case SC_CLOAKING:
  7957. case SC_CLOAKINGEXCEED:
  7958. case SC_CHASEWALK:
  7959. case SC_WEIGHT90:
  7960. case SC_CAMOUFLAGE:
  7961. case SC_VOICEOFSIREN:
  7962. unit_stop_attack(bl);
  7963. break;
  7964. case SC_SILENCE:
  7965. if (battle_config.sc_castcancel&bl->type)
  7966. unit_skillcastcancel(bl, 0);
  7967. break;
  7968. }
  7969. // Set option as needed.
  7970. opt_flag = 1;
  7971. switch(type)
  7972. {
  7973. //OPT1
  7974. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  7975. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  7976. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  7977. case SC_DEEPSLEEP: opt_flag = 0;
  7978. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  7979. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  7980. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  7981. case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
  7982. //OPT2
  7983. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  7984. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  7985. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  7986. case SC_SIGNUMCRUCIS:
  7987. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  7988. break;
  7989. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  7990. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  7991. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  7992. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  7993. //OPT3
  7994. case SC_TWOHANDQUICKEN:
  7995. case SC_ONEHAND:
  7996. case SC_SPEARQUICKEN:
  7997. case SC_CONCENTRATION:
  7998. case SC_MERC_QUICKEN:
  7999. sc->opt3 |= OPT3_QUICKEN;
  8000. opt_flag = 0;
  8001. break;
  8002. case SC_MAXOVERTHRUST:
  8003. case SC_OVERTHRUST:
  8004. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  8005. sc->opt3 |= OPT3_OVERTHRUST;
  8006. opt_flag = 0;
  8007. break;
  8008. case SC_ENERGYCOAT:
  8009. case SC_SKE:
  8010. sc->opt3 |= OPT3_ENERGYCOAT;
  8011. opt_flag = 0;
  8012. break;
  8013. case SC_INCATKRATE:
  8014. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  8015. if (bl->type != BL_MOB) {
  8016. opt_flag = 0;
  8017. break;
  8018. }
  8019. case SC_EXPLOSIONSPIRITS:
  8020. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  8021. opt_flag = 0;
  8022. break;
  8023. case SC_STEELBODY:
  8024. case SC_SKA:
  8025. sc->opt3 |= OPT3_STEELBODY;
  8026. opt_flag = 0;
  8027. break;
  8028. case SC_BLADESTOP:
  8029. sc->opt3 |= OPT3_BLADESTOP;
  8030. opt_flag = 0;
  8031. break;
  8032. case SC_AURABLADE:
  8033. sc->opt3 |= OPT3_AURABLADE;
  8034. opt_flag = 0;
  8035. break;
  8036. case SC_BERSERK:
  8037. opt_flag = 0;
  8038. // case SC__BLOODYLUST:
  8039. sc->opt3 |= OPT3_BERSERK;
  8040. break;
  8041. // case ???: // doesn't seem to do anything
  8042. // sc->opt3 |= OPT3_LIGHTBLADE;
  8043. // opt_flag = 0;
  8044. // break;
  8045. case SC_DANCING:
  8046. if ((val1&0xFFFF) == CG_MOONLIT)
  8047. sc->opt3 |= OPT3_MOONLIT;
  8048. opt_flag = 0;
  8049. break;
  8050. case SC_MARIONETTE:
  8051. case SC_MARIONETTE2:
  8052. sc->opt3 |= OPT3_MARIONETTE;
  8053. opt_flag = 0;
  8054. break;
  8055. case SC_ASSUMPTIO:
  8056. sc->opt3 |= OPT3_ASSUMPTIO;
  8057. opt_flag = 0;
  8058. break;
  8059. case SC_WARM: //SG skills [Komurka]
  8060. sc->opt3 |= OPT3_WARM;
  8061. opt_flag = 0;
  8062. break;
  8063. case SC_KAITE:
  8064. sc->opt3 |= OPT3_KAITE;
  8065. opt_flag = 0;
  8066. break;
  8067. case SC_BUNSINJYUTSU:
  8068. sc->opt3 |= OPT3_BUNSIN;
  8069. opt_flag = 0;
  8070. break;
  8071. case SC_SPIRIT:
  8072. sc->opt3 |= OPT3_SOULLINK;
  8073. opt_flag = 0;
  8074. break;
  8075. case SC_CHANGEUNDEAD:
  8076. sc->opt3 |= OPT3_UNDEAD;
  8077. opt_flag = 0;
  8078. break;
  8079. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  8080. // sc->opt3 |= OPT3_CONTRACT;
  8081. // opt_flag = 0;
  8082. // break;
  8083. //OPTION
  8084. case SC_HIDING:
  8085. sc->option |= OPTION_HIDE;
  8086. opt_flag = 2;
  8087. break;
  8088. case SC_CLOAKING:
  8089. case SC_CLOAKINGEXCEED:
  8090. case SC__INVISIBILITY:
  8091. sc->option |= OPTION_CLOAK;
  8092. opt_flag = 2;
  8093. break;
  8094. case SC_CHASEWALK:
  8095. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  8096. opt_flag = 2;
  8097. break;
  8098. case SC_SIGHT:
  8099. sc->option |= OPTION_SIGHT;
  8100. break;
  8101. case SC_RUWACH:
  8102. sc->option |= OPTION_RUWACH;
  8103. break;
  8104. case SC_WEDDING:
  8105. sc->option |= OPTION_WEDDING;
  8106. break;
  8107. case SC_XMAS:
  8108. sc->option |= OPTION_XMAS;
  8109. break;
  8110. case SC_SUMMER:
  8111. sc->option |= OPTION_SUMMER;
  8112. break;
  8113. case SC_ORCISH:
  8114. sc->option |= OPTION_ORCISH;
  8115. break;
  8116. case SC_FUSION:
  8117. sc->option |= OPTION_FLYING;
  8118. break;
  8119. default:
  8120. opt_flag = 0;
  8121. }
  8122. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  8123. if(opt_flag)
  8124. clif_changeoption(bl);
  8125. if (calc_flag&SCB_DYE)
  8126. { //Reset DYE color
  8127. if (vd && vd->cloth_color)
  8128. {
  8129. val4 = vd->cloth_color;
  8130. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  8131. }
  8132. calc_flag&=~SCB_DYE;
  8133. }
  8134. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  8135. /**
  8136. * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  8137. **/
  8138. if( tick_time )
  8139. tick = tick_time;
  8140. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  8141. if((sce=sc->data[type])) {// reuse old sc
  8142. if( sce->timer != INVALID_TIMER )
  8143. delete_timer(sce->timer, status_change_timer);
  8144. sc_isnew = false;
  8145. } else {// new sc
  8146. ++(sc->count);
  8147. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  8148. }
  8149. sce->val1 = val1;
  8150. sce->val2 = val2;
  8151. sce->val3 = val3;
  8152. sce->val4 = val4;
  8153. if (tick >= 0)
  8154. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  8155. else
  8156. sce->timer = INVALID_TIMER; //Infinite duration
  8157. if (calc_flag)
  8158. status_calc_bl(bl,calc_flag);
  8159. if ( sc_isnew && StatusChangeStateTable[type] ) /* non-zero */
  8160. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  8161. if(sd && sd->pd)
  8162. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  8163. switch (type) {
  8164. case SC__BLOODYLUST:
  8165. case SC_BERSERK:
  8166. if (!(sce->val2)) { //don't heal if already set
  8167. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  8168. status_set_sp(bl, 0, 0); //Damage all SP
  8169. }
  8170. sce->val2 = 5 * status->max_hp / 100;
  8171. break;
  8172. case SC_CHANGE:
  8173. status_percent_heal(bl, 100, 100);
  8174. break;
  8175. case SC_RUN:
  8176. {
  8177. struct unit_data *ud = unit_bl2ud(bl);
  8178. if( ud )
  8179. ud->state.running = unit_run(bl);
  8180. }
  8181. break;
  8182. case SC_BOSSMAPINFO:
  8183. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  8184. break;
  8185. case SC_MERC_HPUP:
  8186. status_percent_heal(bl, 100, 0); // Recover Full HP
  8187. break;
  8188. case SC_MERC_SPUP:
  8189. status_percent_heal(bl, 0, 100); // Recover Full SP
  8190. break;
  8191. /**
  8192. * Ranger
  8193. **/
  8194. case SC_WUGDASH:
  8195. {
  8196. struct unit_data *ud = unit_bl2ud(bl);
  8197. if( ud )
  8198. ud->state.running = unit_wugdash(bl, sd);
  8199. }
  8200. break;
  8201. case SC_COMBO:
  8202. switch (sce->val1) {
  8203. case TK_STORMKICK:
  8204. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  8205. break;
  8206. case TK_DOWNKICK:
  8207. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  8208. break;
  8209. case TK_TURNKICK:
  8210. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  8211. break;
  8212. case TK_COUNTER:
  8213. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  8214. break;
  8215. case MO_COMBOFINISH:
  8216. case CH_TIGERFIST:
  8217. case CH_CHAINCRUSH:
  8218. if (sd)
  8219. clif_skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
  8220. break;
  8221. case TK_JUMPKICK:
  8222. if (sd)
  8223. clif_skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
  8224. break;
  8225. case MO_TRIPLEATTACK:
  8226. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  8227. clif_skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
  8228. break;
  8229. case SR_FALLENEMPIRE:
  8230. if (sd){
  8231. clif_skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
  8232. clif_skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
  8233. }
  8234. break;
  8235. }
  8236. break;
  8237. case SC_RAISINGDRAGON:
  8238. sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
  8239. break;
  8240. }
  8241. if( opt_flag&2 && sd && sd->touching_id )
  8242. npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
  8243. return 1;
  8244. }
  8245. /*==========================================
  8246. * Ending all status except those listed.
  8247. * @TODO maybe usefull for dispel instead reseting a liste there.
  8248. * type:
  8249. * 0 - PC killed -> Place here statuses that do not dispel on death.
  8250. * 1 - If for some reason status_change_end decides to still keep the status when quitting.
  8251. * 2 - Do clif
  8252. * 3 - Do not remove some permanent/time-independent effects
  8253. *------------------------------------------*/
  8254. int status_change_clear(struct block_list* bl, int type)
  8255. {
  8256. struct status_change* sc;
  8257. int i;
  8258. sc = status_get_sc(bl);
  8259. if (!sc || !sc->count)
  8260. return 0;
  8261. for(i = 0; i < SC_MAX; i++)
  8262. {
  8263. if(!sc->data[i])
  8264. continue;
  8265. if(type == 0)
  8266. switch (i)
  8267. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  8268. case SC_ELEMENTALCHANGE://Only when its Holy or Dark that it doesn't dispell on death
  8269. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  8270. break;
  8271. case SC_WEIGHT50:
  8272. case SC_WEIGHT90:
  8273. case SC_EDP:
  8274. case SC_MELTDOWN:
  8275. case SC_XMAS:
  8276. case SC_SUMMER:
  8277. case SC_NOCHAT:
  8278. case SC_FUSION:
  8279. case SC_EARTHSCROLL:
  8280. case SC_READYSTORM:
  8281. case SC_READYDOWN:
  8282. case SC_READYCOUNTER:
  8283. case SC_READYTURN:
  8284. case SC_DODGE:
  8285. case SC_JAILED:
  8286. case SC_EXPBOOST:
  8287. case SC_ITEMBOOST:
  8288. case SC_HELLPOWER:
  8289. case SC_JEXPBOOST:
  8290. case SC_AUTOTRADE:
  8291. case SC_WHISTLE:
  8292. case SC_ASSNCROS:
  8293. case SC_POEMBRAGI:
  8294. case SC_APPLEIDUN:
  8295. case SC_HUMMING:
  8296. case SC_DONTFORGETME:
  8297. case SC_FORTUNE:
  8298. case SC_SERVICE4U:
  8299. case SC_FOOD_STR_CASH:
  8300. case SC_FOOD_AGI_CASH:
  8301. case SC_FOOD_VIT_CASH:
  8302. case SC_FOOD_DEX_CASH:
  8303. case SC_FOOD_INT_CASH:
  8304. case SC_FOOD_LUK_CASH:
  8305. case SC_DEF_RATE:
  8306. case SC_MDEF_RATE:
  8307. case SC_INCHEALRATE:
  8308. case SC_INCFLEE2:
  8309. case SC_INCHIT:
  8310. case SC_ATKPOTION:
  8311. case SC_MATKPOTION:
  8312. case SC_S_LIFEPOTION:
  8313. case SC_L_LIFEPOTION:
  8314. case SC_PUSH_CART:
  8315. continue;
  8316. }
  8317. if( type == 3 )
  8318. {
  8319. switch (i)
  8320. {// TODO: This list may be incomplete
  8321. case SC_WEIGHT50:
  8322. case SC_WEIGHT90:
  8323. case SC_NOCHAT:
  8324. case SC_PUSH_CART:
  8325. continue;
  8326. }
  8327. }
  8328. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  8329. if( type == 1 && sc->data[i] )
  8330. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  8331. (sc->count)--;
  8332. if (sc->data[i]->timer != INVALID_TIMER)
  8333. delete_timer(sc->data[i]->timer, status_change_timer);
  8334. ers_free(sc_data_ers, sc->data[i]);
  8335. sc->data[i] = NULL;
  8336. }
  8337. }
  8338. sc->opt1 = 0;
  8339. sc->opt2 = 0;
  8340. sc->opt3 = 0;
  8341. sc->option &= OPTION_MASK;
  8342. if( type == 0 || type == 2 )
  8343. clif_changeoption(bl);
  8344. return 1;
  8345. }
  8346. /*==========================================
  8347. * Special condition we want to effectuate, check before ending a status.
  8348. *------------------------------------------*/
  8349. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  8350. {
  8351. struct map_session_data *sd;
  8352. struct status_change *sc;
  8353. struct status_change_entry *sce;
  8354. struct status_data *status;
  8355. struct view_data *vd;
  8356. int opt_flag=0, calc_flag;
  8357. nullpo_ret(bl);
  8358. sc = status_get_sc(bl);
  8359. status = status_get_status_data(bl);
  8360. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  8361. return 0;
  8362. sd = BL_CAST(BL_PC,bl);
  8363. if (sce->timer != tid && tid != INVALID_TIMER)
  8364. return 0;
  8365. if (tid == INVALID_TIMER) {
  8366. if (type == SC_ENDURE && sce->val4)
  8367. //Do not end infinite endure.
  8368. return 0;
  8369. if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
  8370. delete_timer(sce->timer,status_change_timer);
  8371. if (sc->opt1)
  8372. switch (type) {
  8373. //"Ugly workaround" [Skotlex]
  8374. //delays status change ending so that a skill that sets opt1 fails to
  8375. //trigger when it also removed one
  8376. case SC_STONE:
  8377. sce->val3 = 0; //Petrify time counter.
  8378. case SC_FREEZE:
  8379. case SC_STUN:
  8380. case SC_SLEEP:
  8381. if (sce->val1) {
  8382. //Removing the 'level' shouldn't affect anything in the code
  8383. //since these SC are not affected by it, and it lets us know
  8384. //if we have already delayed this attack or not.
  8385. sce->val1 = 0;
  8386. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  8387. return 1;
  8388. }
  8389. }
  8390. }
  8391. (sc->count)--;
  8392. if ( StatusChangeStateTable[type] )
  8393. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  8394. sc->data[type] = NULL;
  8395. vd = status_get_viewdata(bl);
  8396. calc_flag = StatusChangeFlagTable[type];
  8397. switch(type){
  8398. case SC_GRANITIC_ARMOR:{
  8399. int dammage = status->max_hp*sce->val3/100;
  8400. if(status->hp < dammage) //to not kill him
  8401. dammage = status->hp-1;
  8402. status_damage(NULL, bl, dammage,0,0,1);
  8403. break;
  8404. }
  8405. case SC_PYROCLASTIC:
  8406. if(bl->type == BL_PC)
  8407. skill_break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
  8408. break;
  8409. case SC_WEDDING:
  8410. case SC_XMAS:
  8411. case SC_SUMMER:
  8412. if (!vd) break;
  8413. if (sd)
  8414. { //Load data from sd->status.* as the stored values could have changed.
  8415. //Must remove OPTION to prevent class being rechanged.
  8416. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  8417. clif_changeoption(&sd->bl);
  8418. status_set_viewdata(bl, sd->status.class_);
  8419. } else {
  8420. vd->class_ = sce->val1;
  8421. vd->weapon = sce->val2;
  8422. vd->shield = sce->val3;
  8423. vd->cloth_color = sce->val4;
  8424. }
  8425. clif_changelook(bl,LOOK_BASE,vd->class_);
  8426. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  8427. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  8428. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  8429. if(sd) clif_skillinfoblock(sd);
  8430. break;
  8431. case SC_RUN:
  8432. {
  8433. struct unit_data *ud = unit_bl2ud(bl);
  8434. bool begin_spurt = true;
  8435. if (ud) {
  8436. if(!ud->state.running)
  8437. begin_spurt = false;
  8438. ud->state.running = 0;
  8439. if (ud->walktimer != INVALID_TIMER)
  8440. unit_stop_walking(bl,1);
  8441. }
  8442. if (begin_spurt && sce->val1 >= 7 &&
  8443. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  8444. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  8445. )
  8446. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  8447. }
  8448. break;
  8449. case SC_AUTOBERSERK:
  8450. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  8451. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  8452. break;
  8453. case SC_ENDURE:
  8454. case SC_DEFENDER:
  8455. case SC_REFLECTSHIELD:
  8456. case SC_AUTOGUARD:
  8457. {
  8458. struct map_session_data *tsd;
  8459. if( bl->type == BL_PC )
  8460. { // Clear Status from others
  8461. int i;
  8462. for( i = 0; i < 5; i++ )
  8463. {
  8464. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  8465. status_change_end(&tsd->bl, type, INVALID_TIMER);
  8466. }
  8467. }
  8468. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
  8469. { // Clear Status from Master
  8470. tsd = ((TBL_MER*)bl)->master;
  8471. if( tsd && tsd->sc.data[type] )
  8472. status_change_end(&tsd->bl, type, INVALID_TIMER);
  8473. }
  8474. }
  8475. break;
  8476. case SC_DEVOTION:
  8477. {
  8478. struct block_list *d_bl = map_id2bl(sce->val1);
  8479. if( d_bl )
  8480. {
  8481. if( d_bl->type == BL_PC )
  8482. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  8483. else if( d_bl->type == BL_MER )
  8484. ((TBL_MER*)d_bl)->devotion_flag = 0;
  8485. clif_devotion(d_bl, NULL);
  8486. }
  8487. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  8488. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  8489. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  8490. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  8491. }
  8492. break;
  8493. case SC_BLADESTOP:
  8494. if(sce->val4)
  8495. {
  8496. int tid = sce->val4;
  8497. struct block_list *tbl = map_id2bl(tid);
  8498. struct status_change *tsc = status_get_sc(tbl);
  8499. sce->val4 = 0;
  8500. if(tbl && tsc && tsc->data[SC_BLADESTOP])
  8501. {
  8502. tsc->data[SC_BLADESTOP]->val4 = 0;
  8503. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  8504. }
  8505. clif_bladestop(bl, tid, 0);
  8506. }
  8507. break;
  8508. case SC_DANCING:
  8509. {
  8510. const char* prevfile = "<unknown>";
  8511. int prevline = 0;
  8512. struct map_session_data *dsd;
  8513. struct status_change_entry *dsc;
  8514. struct skill_unit_group *group;
  8515. if( sd )
  8516. {
  8517. if( sd->delunit_prevfile )
  8518. {// initially this is NULL, when a character logs in
  8519. prevfile = sd->delunit_prevfile;
  8520. prevline = sd->delunit_prevline;
  8521. }
  8522. else
  8523. {
  8524. prevfile = "<none>";
  8525. }
  8526. sd->delunit_prevfile = file;
  8527. sd->delunit_prevline = line;
  8528. }
  8529. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
  8530. {// end status on partner as well
  8531. dsc = dsd->sc.data[SC_DANCING];
  8532. if(dsc) {
  8533. //This will prevent recursive loops.
  8534. dsc->val2 = dsc->val4 = 0;
  8535. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  8536. }
  8537. }
  8538. if(sce->val2)
  8539. {// erase associated land skill
  8540. group = skill_id2group(sce->val2);
  8541. if( group == NULL )
  8542. {
  8543. 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",
  8544. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  8545. sd ? sd->status.char_id : 0,
  8546. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  8547. prevfile, prevline,
  8548. file, line);
  8549. }
  8550. sce->val2 = 0;
  8551. skill_delunitgroup(group);
  8552. }
  8553. if((sce->val1&0xFFFF) == CG_MOONLIT)
  8554. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  8555. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  8556. }
  8557. break;
  8558. case SC_NOCHAT:
  8559. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  8560. sd->status.manner = 0;
  8561. if (sd && tid == INVALID_TIMER)
  8562. {
  8563. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8564. clif_updatestatus(sd,SP_MANNER);
  8565. }
  8566. break;
  8567. case SC_SPLASHER:
  8568. {
  8569. struct block_list *src=map_id2bl(sce->val3);
  8570. if(src && tid != INVALID_TIMER)
  8571. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  8572. }
  8573. break;
  8574. case SC_CLOSECONFINE2:
  8575. {
  8576. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  8577. struct status_change *sc2 = src?status_get_sc(src):NULL;
  8578. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  8579. //If status was already ended, do nothing.
  8580. //Decrease count
  8581. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  8582. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
  8583. }
  8584. }
  8585. case SC_CLOSECONFINE:
  8586. if (sce->val2 > 0) {
  8587. //Caster has been unlocked... nearby chars need to be unlocked.
  8588. int range = 1
  8589. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  8590. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  8591. map_foreachinarea(status_change_timer_sub,
  8592. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  8593. }
  8594. break;
  8595. case SC_COMBO:
  8596. if( sd )
  8597. switch (sce->val1) {
  8598. case MO_COMBOFINISH:
  8599. case CH_TIGERFIST:
  8600. case CH_CHAINCRUSH:
  8601. clif_skillinfo(sd, MO_EXTREMITYFIST, 0);
  8602. break;
  8603. case TK_JUMPKICK:
  8604. clif_skillinfo(sd, TK_JUMPKICK, 0);
  8605. break;
  8606. case MO_TRIPLEATTACK:
  8607. if (pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  8608. clif_skillinfo(sd, SR_DRAGONCOMBO, 0);
  8609. break;
  8610. case SR_FALLENEMPIRE:
  8611. clif_skillinfo(sd, SR_GATEOFHELL, 0);
  8612. clif_skillinfo(sd, SR_TIGERCANNON, 0);
  8613. break;
  8614. }
  8615. break;
  8616. case SC_MARIONETTE:
  8617. case SC_MARIONETTE2: /// Marionette target
  8618. if (sce->val1)
  8619. { // check for partner and end their marionette status as well
  8620. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  8621. struct block_list *pbl = map_id2bl(sce->val1);
  8622. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  8623. if (sc2 && sc2->data[type2])
  8624. {
  8625. sc2->data[type2]->val1 = 0;
  8626. status_change_end(pbl, type2, INVALID_TIMER);
  8627. }
  8628. }
  8629. break;
  8630. case SC_BERSERK:
  8631. case SC_SATURDAYNIGHTFEVER:
  8632. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  8633. if (status->hp > 100 && sce->val2)
  8634. status_set_hp(bl, 100, 0);
  8635. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  8636. {
  8637. sc->data[SC_ENDURE]->val4 = 0;
  8638. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  8639. }
  8640. case SC__BLOODYLUST:
  8641. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  8642. if( type == SC_SATURDAYNIGHTFEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  8643. sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  8644. break;
  8645. case SC_GOSPEL:
  8646. if (sce->val3) { //Clear the group.
  8647. struct skill_unit_group* group = skill_id2group(sce->val3);
  8648. sce->val3 = 0;
  8649. skill_delunitgroup(group);
  8650. }
  8651. break;
  8652. case SC_HERMODE:
  8653. if(sce->val3 == BCT_SELF)
  8654. skill_clear_unitgroup(bl);
  8655. break;
  8656. case SC_BASILICA: //Clear the skill area. [Skotlex]
  8657. skill_clear_unitgroup(bl);
  8658. break;
  8659. case SC_TRICKDEAD:
  8660. if (vd) vd->dead_sit = 0;
  8661. break;
  8662. case SC_WARM:
  8663. case SC__MANHOLE:
  8664. if (sce->val4) { //Clear the group.
  8665. struct skill_unit_group* group = skill_id2group(sce->val4);
  8666. sce->val4 = 0;
  8667. if( group ) /* might have been cleared before status ended, e.g. land protector */
  8668. skill_delunitgroup(group);
  8669. }
  8670. break;
  8671. case SC_KAAHI:
  8672. //Delete timer if it exists.
  8673. if (sce->val4 != INVALID_TIMER)
  8674. delete_timer(sce->val4,kaahi_heal_timer);
  8675. break;
  8676. case SC_JAILED:
  8677. if(tid == INVALID_TIMER)
  8678. break;
  8679. //natural expiration.
  8680. if(sd && sd->mapindex == sce->val2)
  8681. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  8682. break; //guess hes not in jail :P
  8683. case SC_CHANGE:
  8684. if (tid == INVALID_TIMER)
  8685. break;
  8686. // "lose almost all their HP and SP" on natural expiration.
  8687. status_set_hp(bl, 10, 0);
  8688. status_set_sp(bl, 10, 0);
  8689. break;
  8690. case SC_AUTOTRADE:
  8691. if (tid == INVALID_TIMER)
  8692. break;
  8693. // Note: vending/buying is closed by unit_remove_map, no
  8694. // need to do it here.
  8695. map_quit(sd);
  8696. // Because map_quit calls status_change_end with tid -1
  8697. // from here it's not neccesary to continue
  8698. return 1;
  8699. break;
  8700. case SC_STOP:
  8701. if( sce->val2 )
  8702. {
  8703. struct block_list* tbl = map_id2bl(sce->val2);
  8704. sce->val2 = 0;
  8705. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  8706. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  8707. }
  8708. break;
  8709. /**
  8710. * 3rd Stuff
  8711. **/
  8712. case SC_MILLENNIUMSHIELD:
  8713. clif_millenniumshield(sd,0);
  8714. break;
  8715. case SC_HALLUCINATIONWALK:
  8716. sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  8717. break;
  8718. case SC_WHITEIMPRISON:
  8719. {
  8720. struct block_list* src = map_id2bl(sce->val2);
  8721. if( tid == -1 || !src)
  8722. break; // Terminated by Damage
  8723. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,0,0));
  8724. }
  8725. break;
  8726. case SC_WUGDASH:
  8727. {
  8728. struct unit_data *ud = unit_bl2ud(bl);
  8729. if (ud) {
  8730. ud->state.running = 0;
  8731. if (ud->walktimer != -1)
  8732. unit_stop_walking(bl,1);
  8733. }
  8734. }
  8735. break;
  8736. case SC_ADORAMUS:
  8737. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8738. break;
  8739. case SC__SHADOWFORM: {
  8740. struct map_session_data *s_sd = map_id2sd(sce->val2);
  8741. if( !s_sd )
  8742. break;
  8743. s_sd->shadowform_id = 0;
  8744. }
  8745. break;
  8746. case SC_SITDOWN_FORCE:
  8747. if( sd && pc_issit(sd) ) {
  8748. pc_setstand(sd);
  8749. clif_standing(bl);
  8750. }
  8751. break;
  8752. case SC_NEUTRALBARRIER_MASTER:
  8753. case SC_STEALTHFIELD_MASTER:
  8754. if( sce->val2 ) {
  8755. struct skill_unit_group* group = skill_id2group(sce->val2);
  8756. sce->val2 = 0;
  8757. if( group ) /* might have been cleared before status ended, e.g. land protector */
  8758. skill_delunitgroup(group);
  8759. }
  8760. break;
  8761. case SC_BANDING:
  8762. if(sce->val4) {
  8763. struct skill_unit_group *group = skill_id2group(sce->val4);
  8764. sce->val4 = 0;
  8765. if( group ) /* might have been cleared before status ended, e.g. land protector */
  8766. skill_delunitgroup(group);
  8767. }
  8768. break;
  8769. case SC_CURSEDCIRCLE_ATKER:
  8770. if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
  8771. map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  8772. break;
  8773. case SC_RAISINGDRAGON:
  8774. if( sd && sce->val2 && !pc_isdead(sd) ) {
  8775. int i;
  8776. i = min(sd->spiritball,5);
  8777. pc_delspiritball(sd, sd->spiritball, 0);
  8778. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8779. while( i > 0 ) {
  8780. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  8781. --i;
  8782. }
  8783. }
  8784. break;
  8785. case SC_CURSEDCIRCLE_TARGET:
  8786. {
  8787. struct block_list *src = map_id2bl(sce->val2);
  8788. struct status_change *sc = status_get_sc(src);
  8789. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
  8790. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  8791. clif_bladestop(bl, sce->val2, 0);
  8792. }
  8793. }
  8794. break;
  8795. case SC_BLOODSUCKER:
  8796. if( sce->val2 ){
  8797. struct block_list *src = map_id2bl(sce->val2);
  8798. if(src){
  8799. struct status_change *sc = status_get_sc(src);
  8800. sc->bs_counter--;
  8801. }
  8802. }
  8803. break;
  8804. case SC_VACUUM_EXTREME:
  8805. if(sc && sc->cant.move > 0) sc->cant.move--;
  8806. break;
  8807. case SC_KYOUGAKU:
  8808. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  8809. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  8810. break;
  8811. case SC_INTRAVISION:
  8812. calc_flag = SCB_ALL;/* required for overlapping */
  8813. break;
  8814. }
  8815. opt_flag = 1;
  8816. switch(type){
  8817. case SC_STONE:
  8818. case SC_FREEZE:
  8819. case SC_STUN:
  8820. case SC_SLEEP:
  8821. case SC_DEEPSLEEP:
  8822. case SC_BURNING:
  8823. case SC_WHITEIMPRISON:
  8824. case SC_CRYSTALIZE:
  8825. sc->opt1 = 0;
  8826. break;
  8827. case SC_POISON:
  8828. case SC_CURSE:
  8829. case SC_SILENCE:
  8830. case SC_BLIND:
  8831. sc->opt2 &= ~(1<<(type-SC_POISON));
  8832. break;
  8833. case SC_DPOISON:
  8834. sc->opt2 &= ~OPT2_DPOISON;
  8835. break;
  8836. case SC_SIGNUMCRUCIS:
  8837. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  8838. break;
  8839. case SC_HIDING:
  8840. sc->option &= ~OPTION_HIDE;
  8841. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  8842. break;
  8843. case SC_CLOAKING:
  8844. case SC_CLOAKINGEXCEED:
  8845. case SC__INVISIBILITY:
  8846. sc->option &= ~OPTION_CLOAK;
  8847. case SC_CAMOUFLAGE:
  8848. opt_flag|= 2;
  8849. break;
  8850. case SC_CHASEWALK:
  8851. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  8852. opt_flag|= 2;
  8853. break;
  8854. case SC_SIGHT:
  8855. sc->option &= ~OPTION_SIGHT;
  8856. break;
  8857. case SC_WEDDING:
  8858. sc->option &= ~OPTION_WEDDING;
  8859. break;
  8860. case SC_XMAS:
  8861. sc->option &= ~OPTION_XMAS;
  8862. break;
  8863. case SC_SUMMER:
  8864. sc->option &= ~OPTION_SUMMER;
  8865. break;
  8866. case SC_ORCISH:
  8867. sc->option &= ~OPTION_ORCISH;
  8868. break;
  8869. case SC_RUWACH:
  8870. sc->option &= ~OPTION_RUWACH;
  8871. break;
  8872. case SC_FUSION:
  8873. sc->option &= ~OPTION_FLYING;
  8874. break;
  8875. //opt3
  8876. case SC_TWOHANDQUICKEN:
  8877. case SC_ONEHAND:
  8878. case SC_SPEARQUICKEN:
  8879. case SC_CONCENTRATION:
  8880. case SC_MERC_QUICKEN:
  8881. sc->opt3 &= ~OPT3_QUICKEN;
  8882. opt_flag = 0;
  8883. break;
  8884. case SC_OVERTHRUST:
  8885. case SC_MAXOVERTHRUST:
  8886. case SC_SWOO:
  8887. sc->opt3 &= ~OPT3_OVERTHRUST;
  8888. if( type == SC_SWOO )
  8889. opt_flag = 8;
  8890. else
  8891. opt_flag = 0;
  8892. break;
  8893. case SC_ENERGYCOAT:
  8894. case SC_SKE:
  8895. sc->opt3 &= ~OPT3_ENERGYCOAT;
  8896. opt_flag = 0;
  8897. break;
  8898. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  8899. if (bl->type != BL_MOB)
  8900. {
  8901. opt_flag = 0;
  8902. break;
  8903. }
  8904. case SC_EXPLOSIONSPIRITS:
  8905. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  8906. opt_flag = 0;
  8907. break;
  8908. case SC_STEELBODY:
  8909. case SC_SKA:
  8910. sc->opt3 &= ~OPT3_STEELBODY;
  8911. opt_flag = 0;
  8912. break;
  8913. case SC_BLADESTOP:
  8914. sc->opt3 &= ~OPT3_BLADESTOP;
  8915. opt_flag = 0;
  8916. break;
  8917. case SC_AURABLADE:
  8918. sc->opt3 &= ~OPT3_AURABLADE;
  8919. opt_flag = 0;
  8920. break;
  8921. case SC_BERSERK:
  8922. opt_flag = 0;
  8923. // case SC__BLOODYLUST:
  8924. sc->opt3 &= ~OPT3_BERSERK;
  8925. break;
  8926. // case ???: // doesn't seem to do anything
  8927. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  8928. // opt_flag = 0;
  8929. // break;
  8930. case SC_DANCING:
  8931. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  8932. sc->opt3 &= ~OPT3_MOONLIT;
  8933. opt_flag = 0;
  8934. break;
  8935. case SC_MARIONETTE:
  8936. case SC_MARIONETTE2:
  8937. sc->opt3 &= ~OPT3_MARIONETTE;
  8938. opt_flag = 0;
  8939. break;
  8940. case SC_ASSUMPTIO:
  8941. sc->opt3 &= ~OPT3_ASSUMPTIO;
  8942. opt_flag = 0;
  8943. break;
  8944. case SC_WARM: //SG skills [Komurka]
  8945. sc->opt3 &= ~OPT3_WARM;
  8946. opt_flag = 0;
  8947. break;
  8948. case SC_KAITE:
  8949. sc->opt3 &= ~OPT3_KAITE;
  8950. opt_flag = 0;
  8951. break;
  8952. case SC_BUNSINJYUTSU:
  8953. sc->opt3 &= ~OPT3_BUNSIN;
  8954. opt_flag = 0;
  8955. break;
  8956. case SC_SPIRIT:
  8957. sc->opt3 &= ~OPT3_SOULLINK;
  8958. opt_flag = 0;
  8959. break;
  8960. case SC_CHANGEUNDEAD:
  8961. sc->opt3 &= ~OPT3_UNDEAD;
  8962. opt_flag = 0;
  8963. break;
  8964. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  8965. // sc->opt3 &= ~OPT3_CONTRACT;
  8966. // opt_flag = 0;
  8967. // break;
  8968. default:
  8969. opt_flag = 0;
  8970. }
  8971. if (calc_flag&SCB_DYE)
  8972. { //Restore DYE color
  8973. if (vd && !vd->cloth_color && sce->val4)
  8974. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  8975. calc_flag&=~SCB_DYE;
  8976. }
  8977. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  8978. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  8979. if( opt_flag&8 ) //bugreport:681
  8980. clif_changeoption2(bl);
  8981. else if(opt_flag)
  8982. clif_changeoption(bl);
  8983. if (calc_flag)
  8984. status_calc_bl(bl,calc_flag);
  8985. if(opt_flag&4) //Out of hiding, invoke on place.
  8986. skill_unit_move(bl,gettick(),1);
  8987. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  8988. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  8989. ers_free(sc_data_ers, sce);
  8990. return 1;
  8991. }
  8992. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  8993. {
  8994. struct block_list *bl;
  8995. struct status_change *sc;
  8996. struct status_change_entry *sce;
  8997. struct status_data *status;
  8998. int hp;
  8999. if(!((bl=map_id2bl(id))&&
  9000. (sc=status_get_sc(bl)) &&
  9001. (sce = sc->data[SC_KAAHI])))
  9002. return 0;
  9003. if(sce->val4 != tid) {
  9004. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  9005. sce->val4 = INVALID_TIMER;
  9006. return 0;
  9007. }
  9008. status=status_get_status_data(bl);
  9009. if(!status_charge(bl, 0, sce->val3)) {
  9010. sce->val4 = INVALID_TIMER;
  9011. return 0;
  9012. }
  9013. hp = status->max_hp - status->hp;
  9014. if (hp > sce->val2)
  9015. hp = sce->val2;
  9016. if (hp)
  9017. status_heal(bl, hp, 0, 2);
  9018. sce->val4 = INVALID_TIMER;
  9019. return 1;
  9020. }
  9021. /*==========================================
  9022. * For recusive status, like for each 5s we drop sp etc.
  9023. * Reseting the end timer.
  9024. *------------------------------------------*/
  9025. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  9026. {
  9027. enum sc_type type = (sc_type)data;
  9028. struct block_list *bl;
  9029. struct map_session_data *sd;
  9030. struct status_data *status;
  9031. struct status_change *sc;
  9032. struct status_change_entry *sce;
  9033. bl = map_id2bl(id);
  9034. if(!bl)
  9035. {
  9036. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  9037. return 0;
  9038. }
  9039. sc = status_get_sc(bl);
  9040. status = status_get_status_data(bl);
  9041. if(!(sc && (sce = sc->data[type])))
  9042. {
  9043. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  9044. return 0;
  9045. }
  9046. if( sce->timer != tid )
  9047. {
  9048. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  9049. return 0;
  9050. }
  9051. sd = BL_CAST(BL_PC, bl);
  9052. // set the next timer of the sce (don't assume the status still exists)
  9053. #define sc_timer_next(t,f,i,d) \
  9054. if( (sce=sc->data[type]) ) \
  9055. sce->timer = add_timer(t,f,i,d); \
  9056. else \
  9057. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  9058. switch(type)
  9059. {
  9060. case SC_MAXIMIZEPOWER:
  9061. case SC_CLOAKING:
  9062. if(!status_charge(bl, 0, 1))
  9063. break; //Not enough SP to continue.
  9064. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  9065. return 0;
  9066. case SC_CHASEWALK:
  9067. if(!status_charge(bl, 0, sce->val4))
  9068. break; //Not enough SP to continue.
  9069. if (!sc->data[SC_INCSTR]) {
  9070. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  9071. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  9072. *skill_get_time2(status_sc2skill(type),sce->val1));
  9073. }
  9074. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  9075. return 0;
  9076. break;
  9077. case SC_SKA:
  9078. if(--(sce->val2)>0){
  9079. sce->val3 = rnd()%100; //Random defense.
  9080. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  9081. return 0;
  9082. }
  9083. break;
  9084. case SC_HIDING:
  9085. if(--(sce->val2)>0){
  9086. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  9087. break; //Fail if it's time to substract SP and there isn't.
  9088. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  9089. return 0;
  9090. }
  9091. break;
  9092. case SC_SIGHT:
  9093. case SC_RUWACH:
  9094. case SC_SIGHTBLASTER:
  9095. if(type == SC_SIGHTBLASTER)
  9096. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  9097. else
  9098. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  9099. if( --(sce->val2)>0 ){
  9100. sce->val4 += 250; // use for Shadow Form 2 seconds checking.
  9101. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  9102. return 0;
  9103. }
  9104. break;
  9105. case SC_PROVOKE:
  9106. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  9107. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  9108. return 0;
  9109. }
  9110. break;
  9111. case SC_STONE:
  9112. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  9113. sce->val4 = 0;
  9114. unit_stop_walking(bl,1);
  9115. unit_stop_attack(bl);
  9116. sc->opt1 = OPT1_STONE;
  9117. clif_changeoption(bl);
  9118. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  9119. status_calc_bl(bl, StatusChangeFlagTable[type]);
  9120. return 0;
  9121. }
  9122. if(--(sce->val3) > 0) {
  9123. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  9124. status_percent_damage(NULL, bl, 1, 0, false);
  9125. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  9126. return 0;
  9127. }
  9128. break;
  9129. case SC_POISON:
  9130. if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
  9131. break;
  9132. case SC_DPOISON:
  9133. if (--(sce->val3) > 0) {
  9134. if (!sc->data[SC_SLOWPOISON]) {
  9135. if( sce->val2 && bl->type == BL_MOB ) {
  9136. struct block_list* src = map_id2bl(sce->val2);
  9137. if( src )
  9138. mob_log_damage((TBL_MOB*)bl,src,sce->val4);
  9139. }
  9140. map_freeblock_lock();
  9141. status_zap(bl, sce->val4, 0);
  9142. if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
  9143. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  9144. }
  9145. map_freeblock_unlock();
  9146. }
  9147. return 0;
  9148. }
  9149. break;
  9150. case SC_TENSIONRELAX:
  9151. if(status->max_hp > status->hp && --(sce->val3) > 0){
  9152. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  9153. return 0;
  9154. }
  9155. break;
  9156. case SC_KNOWLEDGE:
  9157. if (!sd) break;
  9158. if(bl->m == sd->feel_map[0].m ||
  9159. bl->m == sd->feel_map[1].m ||
  9160. bl->m == sd->feel_map[2].m)
  9161. { //Timeout will be handled by pc_setpos
  9162. sce->timer = INVALID_TIMER;
  9163. return 0;
  9164. }
  9165. break;
  9166. case SC_BLEEDING:
  9167. if (--(sce->val4) >= 0) {
  9168. int hp = rnd()%600 + 200;
  9169. struct block_list* src = map_id2bl(sce->val2);
  9170. map_freeblock_lock();
  9171. status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
  9172. if( sc->data[type] ) {
  9173. if( status->hp == 1 ) {
  9174. map_freeblock_unlock();
  9175. break;
  9176. }
  9177. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9178. }
  9179. map_freeblock_unlock();
  9180. return 0;
  9181. }
  9182. break;
  9183. case SC_S_LIFEPOTION:
  9184. case SC_L_LIFEPOTION:
  9185. if( sd && --(sce->val4) >= 0 )
  9186. {
  9187. // val1 < 0 = per max% | val1 > 0 = exact amount
  9188. int hp = 0;
  9189. if( status->hp < status->max_hp )
  9190. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  9191. status_heal(bl, hp, 0, 2);
  9192. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  9193. return 0;
  9194. }
  9195. break;
  9196. case SC_BOSSMAPINFO:
  9197. if( sd && --(sce->val4) >= 0 )
  9198. {
  9199. struct mob_data *boss_md = map_id2boss(sce->val1);
  9200. if( boss_md && sd->bl.m == boss_md->bl.m )
  9201. {
  9202. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  9203. if (boss_md->bl.prev != NULL) {
  9204. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9205. return 0;
  9206. }
  9207. }
  9208. }
  9209. break;
  9210. case SC_DANCING: //SP consumption by time of dancing skills
  9211. {
  9212. int s = 0;
  9213. int sp = 1;
  9214. if (--sce->val3 <= 0)
  9215. break;
  9216. switch(sce->val1&0xFFFF){
  9217. case BD_RICHMANKIM:
  9218. case BD_DRUMBATTLEFIELD:
  9219. case BD_RINGNIBELUNGEN:
  9220. case BD_SIEGFRIED:
  9221. case BA_DISSONANCE:
  9222. case BA_ASSASSINCROSS:
  9223. case DC_UGLYDANCE:
  9224. s=3;
  9225. break;
  9226. case BD_LULLABY:
  9227. case BD_ETERNALCHAOS:
  9228. case BD_ROKISWEIL:
  9229. case DC_FORTUNEKISS:
  9230. s=4;
  9231. break;
  9232. case CG_HERMODE:
  9233. case BD_INTOABYSS:
  9234. case BA_WHISTLE:
  9235. case DC_HUMMING:
  9236. case BA_POEMBRAGI:
  9237. case DC_SERVICEFORYOU:
  9238. s=5;
  9239. break;
  9240. case BA_APPLEIDUN:
  9241. #ifdef RENEWAL
  9242. s=5;
  9243. #else
  9244. s=6;
  9245. #endif
  9246. break;
  9247. case CG_MOONLIT:
  9248. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  9249. sp= 4*(sce->val1>>16);
  9250. //Upkeep is also every 10 secs.
  9251. case DC_DONTFORGETME:
  9252. s=10;
  9253. break;
  9254. }
  9255. if( s != 0 && sce->val3 % s == 0 )
  9256. {
  9257. if (sc->data[SC_LONGING])
  9258. sp*= 3;
  9259. if (!status_charge(bl, 0, sp))
  9260. break;
  9261. }
  9262. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  9263. return 0;
  9264. }
  9265. break;
  9266. case SC__BLOODYLUST:
  9267. case SC_BERSERK:
  9268. // 5% every 10 seconds [DracoRPG]
  9269. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 )
  9270. {
  9271. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  9272. return 0;
  9273. }
  9274. break;
  9275. case SC_NOCHAT:
  9276. if(sd){
  9277. sd->status.manner++;
  9278. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9279. clif_updatestatus(sd,SP_MANNER);
  9280. if (sd->status.manner < 0)
  9281. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  9282. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  9283. return 0;
  9284. }
  9285. }
  9286. break;
  9287. case SC_SPLASHER:
  9288. // custom Venom Splasher countdown timer
  9289. //if (sce->val4 % 1000 == 0) {
  9290. // char timer[10];
  9291. // snprintf (timer, 10, "%d", sce->val4/1000);
  9292. // clif_message(bl, timer);
  9293. //}
  9294. if((sce->val4 -= 500) > 0) {
  9295. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  9296. return 0;
  9297. }
  9298. break;
  9299. case SC_MARIONETTE:
  9300. case SC_MARIONETTE2:
  9301. {
  9302. struct block_list *pbl = map_id2bl(sce->val1);
  9303. if( pbl && check_distance_bl(bl, pbl, 7) )
  9304. {
  9305. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9306. return 0;
  9307. }
  9308. }
  9309. break;
  9310. case SC_GOSPEL:
  9311. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  9312. {
  9313. int hp, sp;
  9314. hp = (sce->val1 > 5) ? 45 : 30;
  9315. sp = (sce->val1 > 5) ? 35 : 20;
  9316. if(!status_charge(bl, hp, sp))
  9317. break;
  9318. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  9319. return 0;
  9320. }
  9321. break;
  9322. case SC_JAILED:
  9323. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  9324. {
  9325. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  9326. return 0;
  9327. }
  9328. break;
  9329. case SC_BLIND:
  9330. if(sc->data[SC_FOGWALL])
  9331. { //Blind lasts forever while you are standing on the fog.
  9332. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  9333. return 0;
  9334. }
  9335. break;
  9336. case SC_ABUNDANCE:
  9337. if(--(sce->val4) > 0) {
  9338. status_heal(bl,0,60,0);
  9339. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  9340. }
  9341. break;
  9342. case SC_PYREXIA:
  9343. if( --(sce->val4) >= 0 ) {
  9344. map_freeblock_lock();
  9345. clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
  9346. status_fix_damage(NULL,bl,100,0);
  9347. if( sc->data[type] ) {
  9348. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  9349. }
  9350. map_freeblock_unlock();
  9351. return 0;
  9352. }
  9353. break;
  9354. case SC_LEECHESEND:
  9355. if( --(sce->val4) >= 0 ) {
  9356. int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  9357. damage += status->vit * (sce->val1 - 3);
  9358. unit_skillcastcancel(bl,2);
  9359. map_freeblock_lock();
  9360. status_damage(bl, bl, damage, 0, clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
  9361. if( sc->data[type] ) {
  9362. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  9363. }
  9364. map_freeblock_unlock();
  9365. return 0;
  9366. }
  9367. break;
  9368. case SC_MAGICMUSHROOM:
  9369. if( --(sce->val4) >= 0 ) {
  9370. bool flag = 0;
  9371. int damage = status->max_hp * 3 / 100;
  9372. if( status->hp <= damage )
  9373. damage = status->hp - 1; // Cannot Kill
  9374. if( damage > 0 ) { // 3% Damage each 4 seconds
  9375. map_freeblock_lock();
  9376. status_zap(bl,damage,0);
  9377. flag = !sc->data[type]; // Killed? Should not
  9378. map_freeblock_unlock();
  9379. }
  9380. if( !flag ) { // Random Skill Cast
  9381. if (sd && !pc_issit(sd)) { //can't cast if sit
  9382. int mushroom_skill_id = 0, i;
  9383. unit_stop_attack(bl);
  9384. unit_skillcastcancel(bl,1);
  9385. do {
  9386. i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  9387. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  9388. }
  9389. while( mushroom_skill_id == 0 );
  9390. switch( skill_get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
  9391. case CAST_GROUND:
  9392. skill_castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
  9393. break;
  9394. case CAST_NODAMAGE:
  9395. skill_castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
  9396. break;
  9397. case CAST_DAMAGE:
  9398. skill_castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
  9399. break;
  9400. }
  9401. }
  9402. clif_emotion(bl,E_HEH);
  9403. sc_timer_next(4000+tick,status_change_timer,bl->id,data);
  9404. }
  9405. return 0;
  9406. }
  9407. break;
  9408. case SC_TOXIN:
  9409. if( --(sce->val4) >= 0 )
  9410. { //Damage is every 10 seconds including 3%sp drain.
  9411. map_freeblock_lock();
  9412. clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
  9413. status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
  9414. if( sc->data[type] ) {
  9415. sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
  9416. }
  9417. map_freeblock_unlock();
  9418. return 0;
  9419. }
  9420. break;
  9421. case SC_OBLIVIONCURSE:
  9422. if( --(sce->val4) >= 0 )
  9423. {
  9424. clif_emotion(bl,E_WHAT);
  9425. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  9426. return 0;
  9427. }
  9428. break;
  9429. case SC_WEAPONBLOCKING:
  9430. if( --(sce->val4) >= 0 )
  9431. {
  9432. if( !status_charge(bl,0,3) )
  9433. break;
  9434. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  9435. return 0;
  9436. }
  9437. break;
  9438. case SC_CLOAKINGEXCEED:
  9439. if(!status_charge(bl,0,10-sce->val1))
  9440. break;
  9441. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9442. return 0;
  9443. case SC_RENOVATIO:
  9444. if( --(sce->val4) >= 0 )
  9445. {
  9446. int heal = status->max_hp * 3 / 100;
  9447. if( sc && sc->data[SC_AKAITSUKI] && heal )
  9448. heal = ~heal + 1;
  9449. status_heal(bl, heal, 0, 2);
  9450. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9451. return 0;
  9452. }
  9453. break;
  9454. case SC_BURNING:
  9455. if( --(sce->val4) >= 0 )
  9456. {
  9457. struct block_list *src = map_id2bl(sce->val3);
  9458. int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
  9459. map_freeblock_lock();
  9460. clif_damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
  9461. status_damage(src, bl, damage, 0, 0, 1);
  9462. if( sc->data[type]){ // Target still lives. [LimitLine]
  9463. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9464. }
  9465. map_freeblock_unlock();
  9466. return 0;
  9467. }
  9468. break;
  9469. case SC_FEAR:
  9470. if( --(sce->val4) >= 0 )
  9471. {
  9472. if( sce->val2 > 0 )
  9473. sce->val2--;
  9474. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9475. return 0;
  9476. }
  9477. break;
  9478. case SC_SPHERE_1:
  9479. case SC_SPHERE_2:
  9480. case SC_SPHERE_3:
  9481. case SC_SPHERE_4:
  9482. case SC_SPHERE_5:
  9483. if( --(sce->val4) >= 0 )
  9484. {
  9485. if( !status_charge(bl, 0, 1) )
  9486. break;
  9487. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9488. return 0;
  9489. }
  9490. break;
  9491. case SC_READING_SB:
  9492. if( !status_charge(bl, 0, sce->val2) ){
  9493. int i;
  9494. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  9495. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9496. break;
  9497. }
  9498. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9499. return 0;
  9500. case SC_ELECTRICSHOCKER:
  9501. if( --(sce->val4) >= 0 )
  9502. {
  9503. status_charge(bl, 0, status->max_sp / 100 * sce->val1 );
  9504. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9505. return 0;
  9506. }
  9507. break;
  9508. case SC_CAMOUFLAGE:
  9509. if(--(sce->val4) > 0){
  9510. status_charge(bl,0,7 - sce->val1);
  9511. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9512. return 0;
  9513. }
  9514. break;
  9515. case SC__REPRODUCE:
  9516. if(!status_charge(bl, 0, 1))
  9517. break;
  9518. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  9519. return 0;
  9520. case SC__SHADOWFORM:
  9521. if( --(sce->val4) >= 0 )
  9522. {
  9523. if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
  9524. break;
  9525. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9526. return 0;
  9527. }
  9528. break;
  9529. case SC__INVISIBILITY:
  9530. if( --(sce->val4) >= 0 )
  9531. {
  9532. if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
  9533. break;
  9534. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9535. return 0;
  9536. }
  9537. break;
  9538. case SC_STRIKING:
  9539. if( --(sce->val4) >= 0 )
  9540. {
  9541. if( !status_charge(bl,0, sce->val1 ) )
  9542. break;
  9543. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9544. return 0;
  9545. }
  9546. break;
  9547. case SC_VACUUM_EXTREME:
  9548. if( --(sce->val4) >= 0 ){
  9549. if( !unit_is_walking(bl) && !sce->val2 ){
  9550. sc->cant.move++;
  9551. sce->val2 = 1;
  9552. }
  9553. sc_timer_next(100 + tick, status_change_timer, bl->id, data);
  9554. return 0;
  9555. }
  9556. break;
  9557. case SC_BLOODSUCKER:
  9558. if( --(sce->val4) >= 0 ) {
  9559. struct block_list *src = map_id2bl(sce->val2);
  9560. int damage;
  9561. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  9562. break;
  9563. map_freeblock_lock();
  9564. damage = 200 + 100 * sce->val1 + status_get_int(src);
  9565. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1);
  9566. unit_skillcastcancel(bl,1);
  9567. if ( sc->data[type] ) {
  9568. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9569. }
  9570. map_freeblock_unlock();
  9571. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  9572. return 0;
  9573. }
  9574. break;
  9575. case SC_VOICEOFSIREN:
  9576. if( --(sce->val4) >= 0 )
  9577. {
  9578. clif_emotion(bl,E_LV);
  9579. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9580. return 0;
  9581. }
  9582. break;
  9583. case SC_DEEPSLEEP:
  9584. if( --(sce->val4) >= 0 )
  9585. { // Recovers 1% HP/SP every 2 seconds.
  9586. status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
  9587. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9588. return 0;
  9589. }
  9590. break;
  9591. case SC_SIRCLEOFNATURE:
  9592. if( --(sce->val4) >= 0 )
  9593. {
  9594. if( !status_charge(bl,0,sce->val2) )
  9595. break;
  9596. status_heal(bl, sce->val3, 0, 1);
  9597. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9598. return 0;
  9599. }
  9600. break;
  9601. case SC_SONGOFMANA:
  9602. if( --(sce->val4) >= 0 )
  9603. {
  9604. status_heal(bl,0,sce->val3,3);
  9605. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  9606. return 0;
  9607. }
  9608. break;
  9609. case SC_SATURDAYNIGHTFEVER:
  9610. // 1% HP/SP drain every val4 seconds [Jobbie]
  9611. if( --(sce->val3) >= 0 )
  9612. {
  9613. int hp = status->hp / 100;
  9614. int sp = status->sp / 100;
  9615. if( !status_charge(bl, hp, sp) )
  9616. break;
  9617. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  9618. return 0;
  9619. }
  9620. break;
  9621. case SC_CRYSTALIZE:
  9622. if( --(sce->val4) >= 0 )
  9623. { // Drains 2% of HP and 1% of SP every seconds.
  9624. if( bl->type != BL_MOB) // doesn't work on mobs
  9625. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  9626. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9627. return 0;
  9628. }
  9629. break;
  9630. case SC_FORCEOFVANGUARD:
  9631. if( !status_charge(bl,0,20) )
  9632. break;
  9633. sc_timer_next(6000 + tick, status_change_timer, bl->id, data);
  9634. return 0;
  9635. case SC_BANDING:
  9636. if( status_charge(bl, 0, 7 - sce->val1) )
  9637. {
  9638. if( sd ) pc_banding(sd, sce->val1);
  9639. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9640. return 0;
  9641. }
  9642. break;
  9643. case SC_REFLECTDAMAGE:
  9644. if( --(sce->val4) >= 0 ) {
  9645. if( !status_charge(bl,0,sce->val3) )
  9646. break;
  9647. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9648. return 0;
  9649. }
  9650. break;
  9651. case SC_OVERHEAT_LIMITPOINT:
  9652. if( --(sce->val1) > 0 ) { // Cooling
  9653. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  9654. }
  9655. break;
  9656. case SC_OVERHEAT:
  9657. {
  9658. int damage = status->max_hp / 100; // Suggestion 1% each second
  9659. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  9660. map_freeblock_lock();
  9661. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  9662. if( sc->data[type] ) {
  9663. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9664. }
  9665. map_freeblock_unlock();
  9666. }
  9667. break;
  9668. case SC_MAGNETICFIELD:
  9669. {
  9670. if( --(sce->val3) <= 0 )
  9671. break; // Time out
  9672. if( sce->val2 == bl->id )
  9673. {
  9674. if( !status_charge(bl,0,14 + (3 * sce->val1)) )
  9675. break; // No more SP status should end, and in the next second will end for the other affected players
  9676. }
  9677. else
  9678. {
  9679. struct block_list *src = map_id2bl(sce->val2);
  9680. struct status_change *ssc;
  9681. if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
  9682. break; // Source no more under Magnetic Field
  9683. }
  9684. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9685. }
  9686. break;
  9687. case SC_INSPIRATION:
  9688. if(--(sce->val4) >= 0)
  9689. {
  9690. int hp = status->max_hp * (7-sce->val1) / 100;
  9691. int sp = status->max_sp * (9-sce->val1) / 100;
  9692. if( !status_charge(bl,hp,sp) ) break;
  9693. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  9694. return 0;
  9695. }
  9696. break;
  9697. case SC_RAISINGDRAGON:
  9698. // 1% every 5 seconds [Jobbie]
  9699. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) )
  9700. {
  9701. if( !sc->data[type] ) return 0;
  9702. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9703. return 0;
  9704. }
  9705. break;
  9706. case SC_CIRCLE_OF_FIRE:
  9707. case SC_FIRE_CLOAK:
  9708. case SC_WATER_DROP:
  9709. case SC_WATER_SCREEN:
  9710. case SC_WIND_CURTAIN:
  9711. case SC_WIND_STEP:
  9712. case SC_STONE_SHIELD:
  9713. case SC_SOLID_SKIN:
  9714. if( !status_charge(bl,0,sce->val2) ){
  9715. struct block_list *s_bl = battle_get_master(bl);
  9716. if( s_bl )
  9717. status_change_end(s_bl,type+1,INVALID_TIMER);
  9718. status_change_end(bl,type,INVALID_TIMER);
  9719. break;
  9720. }
  9721. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9722. return 0;
  9723. case SC_STOMACHACHE:
  9724. if( --(sce->val4) > 0 ){
  9725. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  9726. if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds.
  9727. {
  9728. pc_stop_walking(sd,1|4);
  9729. pc_stop_attack(sd);
  9730. pc_setsit(sd);
  9731. clif_sitting(bl);
  9732. }
  9733. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9734. return 0;
  9735. }
  9736. break;
  9737. case SC_LEADERSHIP:
  9738. case SC_GLORYWOUNDS:
  9739. case SC_SOULCOLD:
  9740. case SC_HAWKEYES:
  9741. /* they only end by status_change_end */
  9742. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  9743. return 0;
  9744. case SC_MEIKYOUSISUI:
  9745. if( --(sce->val4) > 0 ){
  9746. status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
  9747. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9748. return 0;
  9749. }
  9750. break;
  9751. case SC_IZAYOI:
  9752. case SC_KAGEMUSYA:
  9753. if( --(sce->val2) > 0 ){
  9754. if(!status_charge(bl, 0, 1)) break;
  9755. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  9756. return 0;
  9757. }
  9758. break;
  9759. case SC_ANGRIFFS_MODUS:
  9760. if(--(sce->val4) >= 0) { //drain hp/sp
  9761. if( !status_charge(bl,100,20) ) break;
  9762. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  9763. return 0;
  9764. }
  9765. break;
  9766. }
  9767. // default for all non-handled control paths is to end the status
  9768. return status_change_end( bl,type,tid );
  9769. #undef sc_timer_next
  9770. }
  9771. /*==========================================
  9772. * Foreach iteration of repetitive status
  9773. *------------------------------------------*/
  9774. int status_change_timer_sub(struct block_list* bl, va_list ap)
  9775. {
  9776. struct status_change* tsc;
  9777. struct block_list* src = va_arg(ap,struct block_list*);
  9778. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  9779. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  9780. unsigned int tick = va_arg(ap,unsigned int);
  9781. if (status_isdead(bl))
  9782. return 0;
  9783. tsc = status_get_sc(bl);
  9784. switch( type ) {
  9785. case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
  9786. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
  9787. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  9788. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9789. case SC_CONCENTRATE:
  9790. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9791. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9792. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9793. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9794. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  9795. break;
  9796. case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
  9797. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  9798. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
  9799. tsc->data[SC__INVISIBILITY])) {
  9800. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9801. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9802. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9803. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9804. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  9805. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  9806. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  9807. }
  9808. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
  9809. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  9810. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9811. break;
  9812. case SC_SIGHTBLASTER:
  9813. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  9814. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  9815. {
  9816. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  9817. if (sce && !(bl->type&BL_SKILL)) //The hit is not counted if it's against a trap
  9818. sce->val2 = 0; //This signals it to end.
  9819. }
  9820. break;
  9821. case SC_CLOSECONFINE:
  9822. //Lock char has released the hold on everyone...
  9823. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  9824. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  9825. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  9826. }
  9827. break;
  9828. case SC_CURSEDCIRCLE_TARGET:
  9829. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  9830. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  9831. status_change_end(bl, type, INVALID_TIMER);
  9832. }
  9833. break;
  9834. }
  9835. return 0;
  9836. }
  9837. /*==========================================
  9838. * Clears buffs/debuffs of a character.
  9839. * type&1 -> buffs, type&2 -> debuffs
  9840. * type&4 -> especific debuffs(implemented with refresh)
  9841. *------------------------------------------*/
  9842. int status_change_clear_buffs (struct block_list* bl, int type)
  9843. {
  9844. int i;
  9845. struct status_change *sc= status_get_sc(bl);
  9846. if (!sc || !sc->count)
  9847. return 0;
  9848. if (type&6) //Debuffs
  9849. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  9850. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9851. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  9852. {
  9853. if(!sc->data[i])
  9854. continue;
  9855. switch (i) {
  9856. //Stuff that cannot be removed
  9857. case SC_WEIGHT50:
  9858. case SC_WEIGHT90:
  9859. case SC_COMBO:
  9860. case SC_SMA:
  9861. case SC_DANCING:
  9862. case SC_LEADERSHIP:
  9863. case SC_GLORYWOUNDS:
  9864. case SC_SOULCOLD:
  9865. case SC_HAWKEYES:
  9866. case SC_GUILDAURA:
  9867. case SC_SAFETYWALL:
  9868. case SC_PNEUMA:
  9869. case SC_NOCHAT:
  9870. case SC_JAILED:
  9871. case SC_ANKLE:
  9872. case SC_BLADESTOP:
  9873. case SC_CP_WEAPON:
  9874. case SC_CP_SHIELD:
  9875. case SC_CP_ARMOR:
  9876. case SC_CP_HELM:
  9877. case SC_STRFOOD:
  9878. case SC_AGIFOOD:
  9879. case SC_VITFOOD:
  9880. case SC_INTFOOD:
  9881. case SC_DEXFOOD:
  9882. case SC_LUKFOOD:
  9883. case SC_HITFOOD:
  9884. case SC_FLEEFOOD:
  9885. case SC_BATKFOOD:
  9886. case SC_WATKFOOD:
  9887. case SC_MATKFOOD:
  9888. case SC_FOOD_STR_CASH:
  9889. case SC_FOOD_AGI_CASH:
  9890. case SC_FOOD_VIT_CASH:
  9891. case SC_FOOD_DEX_CASH:
  9892. case SC_FOOD_INT_CASH:
  9893. case SC_FOOD_LUK_CASH:
  9894. case SC_EXPBOOST:
  9895. case SC_JEXPBOOST:
  9896. case SC_ITEMBOOST:
  9897. case SC_ELECTRICSHOCKER:
  9898. case SC__MANHOLE:
  9899. case SC_GIANTGROWTH:
  9900. case SC_MILLENNIUMSHIELD:
  9901. case SC_REFRESH:
  9902. case SC_STONEHARDSKIN:
  9903. case SC_VITALITYACTIVATION:
  9904. case SC_FIGHTINGSPIRIT:
  9905. case SC_ABUNDANCE:
  9906. case SC_CURSEDCIRCLE_ATKER:
  9907. case SC_CURSEDCIRCLE_TARGET:
  9908. continue;
  9909. //Debuffs that can be removed.
  9910. case SC_DEEPSLEEP:
  9911. case SC_BURNING:
  9912. case SC_FREEZING:
  9913. case SC_CRYSTALIZE:
  9914. case SC_TOXIN:
  9915. case SC_PARALYSE:
  9916. case SC_VENOMBLEED:
  9917. case SC_MAGICMUSHROOM:
  9918. case SC_DEATHHURT:
  9919. case SC_PYREXIA:
  9920. case SC_OBLIVIONCURSE:
  9921. case SC_LEECHESEND:
  9922. case SC_MARSHOFABYSS:
  9923. case SC_MANDRAGORA:
  9924. if(!(type&4))
  9925. continue;
  9926. break;
  9927. case SC_HALLUCINATION:
  9928. case SC_QUAGMIRE:
  9929. case SC_SIGNUMCRUCIS:
  9930. case SC_DECREASEAGI:
  9931. case SC_SLOWDOWN:
  9932. case SC_MINDBREAKER:
  9933. case SC_WINKCHARM:
  9934. case SC_STOP:
  9935. case SC_ORCISH:
  9936. case SC_STRIPWEAPON:
  9937. case SC_STRIPSHIELD:
  9938. case SC_STRIPARMOR:
  9939. case SC_STRIPHELM:
  9940. case SC_BITE:
  9941. case SC_ADORAMUS:
  9942. case SC_VACUUM_EXTREME:
  9943. case SC_FEAR:
  9944. case SC_MAGNETICFIELD:
  9945. case SC_NETHERWORLD:
  9946. if (!(type&2))
  9947. continue;
  9948. break;
  9949. //The rest are buffs that can be removed.
  9950. case SC__BLOODYLUST:
  9951. case SC_BERSERK:
  9952. case SC_SATURDAYNIGHTFEVER:
  9953. if (!(type&1))
  9954. continue;
  9955. sc->data[i]->val2 = 0;
  9956. break;
  9957. default:
  9958. if (!(type&1))
  9959. continue;
  9960. break;
  9961. }
  9962. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9963. }
  9964. return 0;
  9965. }
  9966. int status_change_spread( struct block_list *src, struct block_list *bl ) {
  9967. int i, flag = 0;
  9968. struct status_change *sc = status_get_sc(src);
  9969. const struct TimerData *timer;
  9970. unsigned int tick;
  9971. struct status_change_data data;
  9972. if( !sc || !sc->count )
  9973. return 0;
  9974. tick = gettick();
  9975. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  9976. if( !sc->data[i] || i == SC_COMMON_MAX )
  9977. continue;
  9978. switch( i ) {
  9979. //Debuffs that can be spreaded.
  9980. // NOTE: We'll add/delte SCs when we are able to confirm it.
  9981. case SC_CURSE:
  9982. case SC_SILENCE:
  9983. case SC_CONFUSION:
  9984. case SC_BLIND:
  9985. case SC_NOCHAT:
  9986. case SC_HALLUCINATION:
  9987. case SC_SIGNUMCRUCIS:
  9988. case SC_DECREASEAGI:
  9989. case SC_SLOWDOWN:
  9990. case SC_MINDBREAKER:
  9991. case SC_WINKCHARM:
  9992. case SC_STOP:
  9993. case SC_ORCISH:
  9994. //case SC_STRIPWEAPON://Omg I got infected and had the urge to strip myself physically.
  9995. //case SC_STRIPSHIELD://No this is stupid and shouldnt be spreadable at all.
  9996. //case SC_STRIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
  9997. //case SC_STRIPHELM:
  9998. //case SC__STRIPACCESSORY:
  9999. case SC_BITE:
  10000. case SC_FREEZING:
  10001. case SC_VENOMBLEED:
  10002. case SC_DEATHHURT:
  10003. case SC_PARALYSE:
  10004. if( sc->data[i]->timer != INVALID_TIMER ) {
  10005. timer = get_timer(sc->data[i]->timer);
  10006. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
  10007. continue;
  10008. data.tick = DIFF_TICK(timer->tick,tick);
  10009. } else
  10010. data.tick = INVALID_TIMER;
  10011. break;
  10012. // Special cases
  10013. case SC_POISON:
  10014. case SC_DPOISON:
  10015. data.tick = sc->data[i]->val3 * 1000;
  10016. break;
  10017. case SC_FEAR:
  10018. case SC_LEECHESEND:
  10019. data.tick = sc->data[i]->val4 * 1000;
  10020. break;
  10021. case SC_BURNING:
  10022. data.tick = sc->data[i]->val4 * 2000;
  10023. break;
  10024. case SC_PYREXIA:
  10025. case SC_OBLIVIONCURSE:
  10026. data.tick = sc->data[i]->val4 * 3000;
  10027. break;
  10028. case SC_MAGICMUSHROOM:
  10029. data.tick = sc->data[i]->val4 * 4000;
  10030. break;
  10031. case SC_TOXIN:
  10032. case SC_BLEEDING:
  10033. data.tick = sc->data[i]->val4 * 10000;
  10034. break;
  10035. default:
  10036. continue;
  10037. break;
  10038. }
  10039. if( i ){
  10040. data.val1 = sc->data[i]->val1;
  10041. data.val2 = sc->data[i]->val2;
  10042. data.val3 = sc->data[i]->val3;
  10043. data.val4 = sc->data[i]->val4;
  10044. status_change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
  10045. flag = 1;
  10046. }
  10047. }
  10048. return flag;
  10049. }
  10050. //Natural regen related stuff.
  10051. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  10052. static int status_natural_heal(struct block_list* bl, va_list args)
  10053. {
  10054. struct regen_data *regen;
  10055. struct status_data *status;
  10056. struct status_change *sc;
  10057. struct unit_data *ud;
  10058. struct view_data *vd = NULL;
  10059. struct regen_data_sub *sregen;
  10060. struct map_session_data *sd;
  10061. int val,rate,bonus = 0,flag;
  10062. regen = status_get_regen_data(bl);
  10063. if (!regen) return 0;
  10064. status = status_get_status_data(bl);
  10065. sc = status_get_sc(bl);
  10066. if (sc && !sc->count)
  10067. sc = NULL;
  10068. sd = BL_CAST(BL_PC,bl);
  10069. flag = regen->flag;
  10070. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  10071. flag&=~(RGN_HP|RGN_SHP);
  10072. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  10073. flag&=~(RGN_SP|RGN_SSP);
  10074. if (flag && (
  10075. status_isdead(bl) ||
  10076. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  10077. ))
  10078. flag=0;
  10079. if (sd) {
  10080. if (sd->hp_loss.value || sd->sp_loss.value)
  10081. pc_bleeding(sd, natural_heal_diff_tick);
  10082. if (sd->hp_regen.value || sd->sp_regen.value)
  10083. pc_regen(sd, natural_heal_diff_tick);
  10084. }
  10085. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  10086. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  10087. { //Apply sitting regen bonus.
  10088. sregen = regen->ssregen;
  10089. if(flag&(RGN_SHP))
  10090. { //Sitting HP regen
  10091. val = natural_heal_diff_tick * sregen->rate.hp;
  10092. if (regen->state.overweight)
  10093. val>>=1; //Half as fast when overweight.
  10094. sregen->tick.hp += val;
  10095. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  10096. {
  10097. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  10098. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  10099. { //Full
  10100. flag&=~(RGN_HP|RGN_SHP);
  10101. break;
  10102. }
  10103. }
  10104. }
  10105. if(flag&(RGN_SSP))
  10106. { //Sitting SP regen
  10107. val = natural_heal_diff_tick * sregen->rate.sp;
  10108. if (regen->state.overweight)
  10109. val>>=1; //Half as fast when overweight.
  10110. sregen->tick.sp += val;
  10111. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  10112. {
  10113. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  10114. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  10115. { //Full
  10116. flag&=~(RGN_SP|RGN_SSP);
  10117. break;
  10118. }
  10119. }
  10120. }
  10121. }
  10122. if (flag && regen->state.overweight)
  10123. flag=0;
  10124. ud = unit_bl2ud(bl);
  10125. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
  10126. {
  10127. flag&=~(RGN_SHP|RGN_SSP);
  10128. if(!regen->state.walk)
  10129. flag&=~RGN_HP;
  10130. }
  10131. if (!flag)
  10132. return 0;
  10133. if (flag&(RGN_HP|RGN_SP))
  10134. {
  10135. if(!vd) vd = status_get_viewdata(bl);
  10136. if(vd && vd->dead_sit == 2)
  10137. bonus++;
  10138. if(regen->state.gc)
  10139. bonus++;
  10140. }
  10141. //Natural Hp regen
  10142. if (flag&RGN_HP)
  10143. {
  10144. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  10145. if (ud && ud->walktimer != INVALID_TIMER)
  10146. rate/=2;
  10147. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  10148. if(bl->type==BL_HOM) rate *=2;
  10149. regen->tick.hp += rate;
  10150. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  10151. {
  10152. val = 0;
  10153. do {
  10154. val += regen->hp;
  10155. regen->tick.hp -= battle_config.natural_healhp_interval;
  10156. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  10157. if (status_heal(bl, val, 0, 1) < val)
  10158. flag&=~RGN_SHP; //full.
  10159. }
  10160. }
  10161. //Natural SP regen
  10162. if(flag&RGN_SP)
  10163. {
  10164. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  10165. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  10166. if(bl->type==BL_HOM) rate *=2;
  10167. regen->tick.sp += rate;
  10168. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  10169. {
  10170. val = 0;
  10171. do {
  10172. val += regen->sp;
  10173. regen->tick.sp -= battle_config.natural_healsp_interval;
  10174. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  10175. if (status_heal(bl, 0, val, 1) < val)
  10176. flag&=~RGN_SSP; //full.
  10177. }
  10178. }
  10179. if (!regen->sregen)
  10180. return flag;
  10181. //Skill regen
  10182. sregen = regen->sregen;
  10183. if(flag&RGN_SHP)
  10184. { //Skill HP regen
  10185. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  10186. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  10187. {
  10188. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  10189. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  10190. break; //Full
  10191. }
  10192. }
  10193. if(flag&RGN_SSP)
  10194. { //Skill SP regen
  10195. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  10196. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  10197. {
  10198. val = sregen->sp;
  10199. if (sd && sd->state.doridori) {
  10200. val*=2;
  10201. sd->state.doridori = 0;
  10202. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  10203. sc_start(bl,status_skill2sc(TK_SPTIME),
  10204. 100,rate,skill_get_time(TK_SPTIME, rate));
  10205. if (
  10206. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  10207. rnd()%10000 < battle_config.sg_angel_skill_ratio
  10208. ) { //Angel of the Sun/Moon/Star
  10209. clif_feel_hate_reset(sd);
  10210. pc_resethate(sd);
  10211. pc_resetfeel(sd);
  10212. }
  10213. }
  10214. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  10215. if(status_heal(bl, 0, val, 3) < val)
  10216. break; //Full
  10217. }
  10218. }
  10219. return flag;
  10220. }
  10221. //Natural heal main timer.
  10222. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  10223. {
  10224. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  10225. map_foreachregen(status_natural_heal);
  10226. natural_heal_prev_tick = tick;
  10227. return 0;
  10228. }
  10229. /**
  10230. * Get the chance to upgrade a piece of equipment.
  10231. * @param wlv The weapon type of the item to refine (see see enum refine_type)
  10232. * @param refine The target refine level
  10233. * @return The chance to refine the item, in percent (0~100)
  10234. **/
  10235. int status_get_refine_chance(enum refine_type wlv, int refine) {
  10236. if ( refine < 0 || refine >= MAX_REFINE)
  10237. return 0;
  10238. return refine_info[wlv].chance[refine];
  10239. }
  10240. /*------------------------------------------
  10241. * DB reading.
  10242. * job_db1.txt - weight, hp, sp, aspd
  10243. * job_db2.txt - job level stat bonuses
  10244. * size_fix.txt - size adjustment table for weapons
  10245. * refine_db.txt - refining data table
  10246. *------------------------------------------*/
  10247. static bool status_readdb_job1(char* fields[], int columns, int current)
  10248. {// Job-specific values (weight, HP, SP, ASPD)
  10249. int idx, class_;
  10250. unsigned int i;
  10251. class_ = atoi(fields[0]);
  10252. if(!pcdb_checkid(class_))
  10253. {
  10254. ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
  10255. return false;
  10256. }
  10257. idx = pc_class2idx(class_);
  10258. max_weight_base[idx] = atoi(fields[1]);
  10259. hp_coefficient[idx] = atoi(fields[2]);
  10260. hp_coefficient2[idx] = atoi(fields[3]);
  10261. sp_coefficient[idx] = atoi(fields[4]);
  10262. #ifdef RENEWAL_ASPD
  10263. for(i = 0; i <= MAX_WEAPON_TYPE; i++)
  10264. #else
  10265. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  10266. #endif
  10267. {
  10268. aspd_base[idx][i] = atoi(fields[i+5]);
  10269. }
  10270. return true;
  10271. }
  10272. static bool status_readdb_job2(char* fields[], int columns, int current)
  10273. {
  10274. int idx, class_, i;
  10275. class_ = atoi(fields[0]);
  10276. if(!pcdb_checkid(class_))
  10277. {
  10278. ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
  10279. return false;
  10280. }
  10281. idx = pc_class2idx(class_);
  10282. for(i = 1; i < columns; i++)
  10283. {
  10284. job_bonus[idx][i-1] = atoi(fields[i]);
  10285. }
  10286. return true;
  10287. }
  10288. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  10289. {
  10290. unsigned int i;
  10291. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  10292. {
  10293. atkmods[current][i] = atoi(fields[i]);
  10294. }
  10295. return true;
  10296. }
  10297. static bool status_readdb_refine(char* fields[], int columns, int current)
  10298. {
  10299. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  10300. current = atoi(fields[0]);
  10301. if (current < 0 || current >= REFINE_TYPE_MAX)
  10302. return false;
  10303. bonus_per_level = atoi(fields[1]);
  10304. random_bonus_start_level = atoi(fields[2]);
  10305. random_bonus = atoi(fields[3]);
  10306. for(i = 0; i < MAX_REFINE; i++)
  10307. {
  10308. char* delim;
  10309. if (!(delim = strchr(fields[4+i], ':')))
  10310. return false;
  10311. *delim = '\0';
  10312. refine_info[current].chance[i] = atoi(fields[4+i]);
  10313. if (i >= random_bonus_start_level - 1)
  10314. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  10315. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  10316. if (i > 0)
  10317. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  10318. }
  10319. return true;
  10320. }
  10321. /*
  10322. * Read status db
  10323. * job1.txt
  10324. * job2.txt
  10325. * size_fixe.txt
  10326. * refine_db.txt
  10327. */
  10328. int status_readdb(void)
  10329. {
  10330. int i, j;
  10331. // initialize databases to default
  10332. //
  10333. // reset job_db1.txt data
  10334. memset(max_weight_base, 0, sizeof(max_weight_base));
  10335. memset(hp_coefficient, 0, sizeof(hp_coefficient));
  10336. memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
  10337. memset(sp_coefficient, 0, sizeof(sp_coefficient));
  10338. memset(aspd_base, 0, sizeof(aspd_base));
  10339. // reset job_db2.txt data
  10340. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  10341. // size_fix.txt
  10342. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  10343. for(j=0;j<MAX_WEAPON_TYPE;j++)
  10344. atkmods[i][j]=100;
  10345. // refine_db.txt
  10346. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  10347. {
  10348. for(j=0;j<MAX_REFINE; j++)
  10349. {
  10350. refine_info[i].chance[j] = 100;
  10351. refine_info[i].bonus[j] = 0;
  10352. refine_info[i].randombonus_max[j] = 0;
  10353. }
  10354. }
  10355. // read databases
  10356. //
  10357. #ifdef RENEWAL_ASPD
  10358. sv_readdb(db_path, "re/job_db1.txt", ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
  10359. #else
  10360. sv_readdb(db_path, "pre-re/job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
  10361. #endif
  10362. sv_readdb(db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
  10363. sv_readdb(db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
  10364. sv_readdb(db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine);
  10365. return 0;
  10366. }
  10367. /*==========================================
  10368. * Status db init and destroy.
  10369. *------------------------------------------*/
  10370. int do_init_status(void)
  10371. {
  10372. add_timer_func_list(status_change_timer,"status_change_timer");
  10373. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  10374. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  10375. initChangeTables();
  10376. initDummyData();
  10377. status_readdb();
  10378. status_calc_sigma();
  10379. natural_heal_prev_tick = gettick();
  10380. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
  10381. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  10382. return 0;
  10383. }
  10384. void do_final_status(void)
  10385. {
  10386. ers_destroy(sc_data_ers);
  10387. }