status.cpp 470 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 "status.hpp"
  4. #include <stdlib.h>
  5. #include <math.h>
  6. #include <string>
  7. #include <functional>
  8. #include <yaml-cpp/yaml.h>
  9. #include "../common/cbasetypes.h"
  10. #include "../common/timer.h"
  11. #include "../common/nullpo.h"
  12. #include "../common/random.h"
  13. #include "../common/showmsg.h"
  14. #include "../common/malloc.h"
  15. #include "../common/utils.h"
  16. #include "../common/ers.h"
  17. #include "../common/strlib.h"
  18. #include "battle.hpp"
  19. #include "itemdb.hpp"
  20. #include "map.hpp"
  21. #include "path.hpp"
  22. #include "pc.hpp"
  23. #include "pet.hpp"
  24. #include "battleground.hpp"
  25. #include "homunculus.hpp"
  26. #include "mercenary.hpp"
  27. #include "elemental.hpp"
  28. #include "script.hpp"
  29. #include "npc.hpp"
  30. #include "guild.hpp"
  31. #include "clif.hpp"
  32. #include "mob.hpp"
  33. #include "pc_groups.hpp"
  34. // Regen related flags.
  35. enum e_regen {
  36. RGN_NONE = 0x00,
  37. RGN_HP = 0x01,
  38. RGN_SP = 0x02,
  39. RGN_SHP = 0x04,
  40. RGN_SSP = 0x08,
  41. };
  42. // Bonus values and upgrade chances for refining equipment
  43. static struct {
  44. int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; /// Success chance
  45. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  46. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  47. struct refine_cost cost[REFINE_COST_MAX];
  48. } refine_info[REFINE_TYPE_MAX];
  49. static int atkmods[3][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  50. static struct eri *sc_data_ers; /// For sc_data entries
  51. static struct status_data dummy_status;
  52. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  53. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  54. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  55. bool running_npc_stat_calc_event; /// Indicate if OnPCStatCalcEvent is running.
  56. // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
  57. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  58. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  59. sc_type SkillStatusChangeTable[MAX_SKILL];
  60. int StatusIconChangeTable[SC_MAX];
  61. unsigned int StatusChangeFlagTable[SC_MAX];
  62. int StatusSkillChangeTable[SC_MAX];
  63. int StatusRelevantBLTypes[SI_MAX];
  64. unsigned int StatusChangeStateTable[SC_MAX];
  65. unsigned int StatusDisplayType[SC_MAX];
  66. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  67. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  68. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  69. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  70. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  71. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  72. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  73. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  74. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  75. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  76. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  77. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  78. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  79. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  80. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  81. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  82. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  83. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  84. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  85. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  86. #ifdef RENEWAL_ASPD
  87. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  88. #endif
  89. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  90. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  91. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  92. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  93. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  94. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  95. #ifdef RENEWAL
  96. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  97. #endif
  98. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  99. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  100. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  101. static int status_get_sc_interval(enum sc_type type);
  102. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  103. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), map_flag_vs2((m)), map[(m)].flag.pvp != 0, map_flag_gvg2_no_te((m)), map[(m)].flag.battleground != 0, (map[(m)].zone << 3) != 0, map_flag_gvg2_te((m))) )
  104. /**
  105. * Returns the status change associated with a skill.
  106. * @param skill The skill to look up
  107. * @return The status registered for this skill
  108. */
  109. sc_type status_skill2sc(int skill)
  110. {
  111. int idx = skill_get_index(skill);
  112. if( idx == 0 ) {
  113. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  114. return SC_NONE;
  115. }
  116. return SkillStatusChangeTable[idx];
  117. }
  118. /**
  119. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  120. * Utilized for various duration lookups. Use with caution!
  121. * @param sc The status to look up
  122. * @return A skill associated with the status
  123. */
  124. int status_sc2skill(sc_type sc)
  125. {
  126. if( sc < 0 || sc >= SC_MAX ) {
  127. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  128. return 0;
  129. }
  130. return StatusSkillChangeTable[sc];
  131. }
  132. /**
  133. * Returns the status calculation flag associated with a given status change.
  134. * @param sc The status to look up
  135. * @return The scb_flag registered for this status (see enum scb_flag)
  136. */
  137. unsigned int status_sc2scb_flag(sc_type sc)
  138. {
  139. if( sc < 0 || sc >= SC_MAX ) {
  140. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  141. return SCB_NONE;
  142. }
  143. return StatusChangeFlagTable[sc];
  144. }
  145. /**
  146. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  147. * @param type The client-side status identifier to look up (see enum si_type)
  148. * @return The bl types relevant to the type (see enum bl_type)
  149. */
  150. int status_type2relevant_bl_types(int type)
  151. {
  152. if( type < 0 || type >= SI_MAX ) {
  153. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  154. return SI_BLANK;
  155. }
  156. return StatusRelevantBLTypes[type];
  157. }
  158. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  159. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  160. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  161. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  162. {
  163. uint16 idx = skill_get_index(skill_id);
  164. if( idx == 0 ) {
  165. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  166. return;
  167. }
  168. if( sc < 0 || sc >= SC_MAX ) {
  169. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  170. return;
  171. }
  172. if( StatusSkillChangeTable[sc] == 0 )
  173. StatusSkillChangeTable[sc] = skill_id;
  174. if( StatusIconChangeTable[sc] == SI_BLANK )
  175. StatusIconChangeTable[sc] = icon;
  176. StatusChangeFlagTable[sc] |= flag;
  177. if( SkillStatusChangeTable[idx] == SC_NONE )
  178. SkillStatusChangeTable[idx] = sc;
  179. }
  180. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  181. if (sc > SC_NONE && sc < SC_MAX) {
  182. if (StatusIconChangeTable[sc] == SI_BLANK)
  183. StatusIconChangeTable[sc] = icon;
  184. StatusChangeFlagTable[sc] |= flag;
  185. }
  186. if (icon > SI_BLANK && icon < SI_MAX)
  187. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  188. }
  189. void initChangeTables(void)
  190. {
  191. int i;
  192. for (i = 0; i < SC_MAX; i++)
  193. StatusIconChangeTable[i] = SI_BLANK;
  194. for (i = 0; i < MAX_SKILL; i++)
  195. SkillStatusChangeTable[i] = SC_NONE;
  196. for (i = 0; i < SI_MAX; i++)
  197. StatusRelevantBLTypes[i] = BL_PC;
  198. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  199. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  200. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  201. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  202. memset(SCDisabled, 0, sizeof(SCDisabled));
  203. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  204. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  205. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  206. add_sc( NPC_STUNATTACK , SC_STUN );
  207. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  208. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  209. set_sc( NPC_WIDECURSE , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  210. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  211. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  212. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  213. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  214. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  215. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  216. /* The main status definitions */
  217. add_sc( SM_BASH , SC_STUN );
  218. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  219. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  220. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  221. add_sc( MG_SIGHT , SC_SIGHT );
  222. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  223. add_sc( MG_FROSTDIVER , SC_FREEZE );
  224. add_sc( MG_STONECURSE , SC_STONE );
  225. add_sc( AL_RUWACH , SC_RUWACH );
  226. add_sc( AL_PNEUMA , SC_PNEUMA );
  227. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  228. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  229. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  230. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  231. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  232. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  233. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  234. add_sc( TF_POISON , SC_POISON );
  235. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  236. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE );
  237. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
  238. #ifndef RENEWAL
  239. SCB_WATK );
  240. #else
  241. SCB_NONE );
  242. #endif
  243. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  244. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  245. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  246. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  247. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  248. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  249. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  250. add_sc( PR_STRECOVERY , SC_BLIND );
  251. add_sc( PR_LEXDIVINA , SC_SILENCE );
  252. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  253. add_sc( WZ_METEOR , SC_STUN );
  254. add_sc( WZ_VERMILION , SC_BLIND );
  255. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  256. add_sc( WZ_STORMGUST , SC_FREEZE );
  257. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  258. add_sc( BS_HAMMERFALL , SC_STUN );
  259. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  260. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
  261. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  262. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  263. add_sc( HT_LANDMINE , SC_STUN );
  264. set_sc( HT_ANKLESNARE , SC_ANKLE , SI_ANKLESNARE , SCB_NONE );
  265. add_sc( HT_SANDMAN , SC_SLEEP );
  266. add_sc( HT_FLASHER , SC_BLIND );
  267. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  268. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  269. add_sc( AS_SONICBLOW , SC_STUN );
  270. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  271. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  272. add_sc( AS_VENOMDUST , SC_POISON );
  273. set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE );
  274. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  275. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  276. add_sc( TF_SPRINKLESAND , SC_BLIND );
  277. add_sc( TF_THROWSTONE , SC_STUN );
  278. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  279. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  280. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  281. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  282. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  283. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  284. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  285. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  286. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  287. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  288. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  289. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  290. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  291. add_sc( NPC_POISON , SC_POISON );
  292. add_sc( NPC_BLINDATTACK , SC_BLIND );
  293. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  294. add_sc( NPC_STUNATTACK , SC_STUN );
  295. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  296. add_sc( NPC_CURSEATTACK , SC_CURSE );
  297. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  298. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  299. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  300. add_sc( NPC_DARKBLESSING , SC_COMA );
  301. set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF );
  302. add_sc( NPC_DEFENDER , SC_ARMOR );
  303. add_sc( NPC_LICK , SC_STUN );
  304. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  305. add_sc( NPC_REBIRTH , SC_REBIRTH );
  306. add_sc( RG_RAID , SC_STUN );
  307. #ifdef RENEWAL
  308. add_sc( RG_RAID , SC_RAID );
  309. add_sc( RG_BACKSTAP , SC_STUN );
  310. #endif
  311. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  312. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  313. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  314. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  315. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  316. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  317. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  318. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  319. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  320. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  321. add_sc( CR_SHIELDCHARGE , SC_STUN );
  322. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  323. add_sc( CR_HOLYCROSS , SC_BLIND );
  324. add_sc( CR_GRANDCROSS , SC_BLIND );
  325. set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE);
  326. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  327. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  328. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  329. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  330. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  331. set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE );
  332. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  333. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  334. #ifdef RENEWAL
  335. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  336. #endif
  337. set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE );
  338. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  339. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  340. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  341. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  342. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  343. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  344. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  345. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  346. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  347. add_sc( SA_COMA , SC_COMA );
  348. set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN );
  349. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE );
  350. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 );
  351. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD ,
  352. #ifndef RENEWAL
  353. SCB_WATK|SCB_DEF );
  354. #else
  355. SCB_DEF );
  356. #endif
  357. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN ,
  358. #ifndef RENEWAL
  359. SCB_WATK );
  360. #else
  361. SCB_NONE );
  362. #endif
  363. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
  364. set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
  365. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
  366. add_sc( BA_FROSTJOKER , SC_FREEZE );
  367. set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  368. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
  369. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE );
  370. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP );
  371. add_sc( DC_SCREAM , SC_STUN );
  372. set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT );
  373. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  374. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI );
  375. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL );
  376. add_sc( NPC_DARKCROSS , SC_BLIND );
  377. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  378. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  379. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  380. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  381. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  382. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  383. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  384. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  385. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  386. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  387. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION ,
  388. #ifndef RENEWAL
  389. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  390. #else
  391. SCB_HIT|SCB_DEF );
  392. #endif
  393. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  394. 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 );
  395. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  396. #ifndef RENEWAL
  397. SI_ASSUMPTIO , SCB_NONE );
  398. #else
  399. SI_ASSUMPTIO2 , SCB_NONE );
  400. #endif
  401. add_sc( HP_BASILICA , SC_BASILICA );
  402. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  403. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  404. set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD );
  405. add_sc( PA_GOSPEL , SC_SCRESIST );
  406. add_sc( CH_TIGERFIST , SC_STOP );
  407. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  408. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  409. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  410. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  411. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  412. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED );
  413. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  414. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  415. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  416. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  417. add_sc( LK_SPIRALPIERCE , SC_STOP );
  418. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  419. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  420. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  421. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  422. set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE );
  423. set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE );
  424. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE );
  425. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  426. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  427. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  428. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  429. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  430. add_sc( TK_DOWNKICK , SC_STUN );
  431. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  432. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  433. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  434. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  435. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  436. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  437. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  438. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  439. add_sc( SG_MOON_WARM , SC_WARM );
  440. add_sc( SG_STAR_WARM , SC_WARM );
  441. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  442. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  443. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  444. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  445. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  446. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  447. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  448. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  449. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  450. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  451. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  452. add_sc( SL_STUN , SC_STUN );
  453. set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED );
  454. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  455. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  456. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  457. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  458. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  459. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  460. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD );
  461. add_sc( WS_CARTTERMINATION , SC_STUN );
  462. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  463. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD );
  464. set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE );
  465. set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROT , SCB_NONE );
  466. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  467. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  468. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  469. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  470. add_sc( GS_CRACKER , SC_STUN );
  471. add_sc( GS_DISARM , SC_STRIPWEAPON );
  472. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  473. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL ,
  474. #ifndef RENEWAL
  475. SCB_BATK|SCB_ASPD );
  476. #else
  477. SCB_ASPD );
  478. #endif
  479. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  480. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  481. #ifdef RENEWAL
  482. set_sc( GS_MAGICALBULLET , SC_MAGICALBULLET , SI_GS_MAGICAL_BULLET , SCB_NONE );
  483. #endif
  484. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER ,
  485. #ifndef RENEWAL
  486. SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  487. #else
  488. SCB_FLEE|SCB_SPEED|SCB_ASPD );
  489. #endif
  490. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  491. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  492. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  493. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  494. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  495. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  496. add_sc( NPC_ICEBREATH , SC_FREEZE );
  497. add_sc( NPC_ACIDBREATH , SC_POISON );
  498. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  499. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  500. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  501. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  502. add_sc( NPC_WIDESTONE , SC_STONE );
  503. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  504. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  505. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  506. add_sc( NPC_EVILLAND , SC_BLIND );
  507. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  508. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  509. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  510. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_NONE );
  511. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  512. add_sc( NPC_WIDECURSE , SC_CURSE );
  513. add_sc( NPC_WIDESTUN , SC_STUN );
  514. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  515. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  516. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  517. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  518. set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , SI_MAXPAIN , SCB_NONE );
  519. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  520. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  521. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  522. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  523. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  524. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  525. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  526. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  527. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  528. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  529. add_sc( MO_BALKYOUNG , SC_STUN );
  530. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  531. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  532. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  533. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  534. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  535. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  536. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  537. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  538. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK ,
  539. #ifndef RENEWAL
  540. SCB_DEF );
  541. #else
  542. SCB_VIT );
  543. #endif
  544. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  545. /* Homunculus S */
  546. add_sc(MH_STAHL_HORN , SC_STUN );
  547. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  548. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  549. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  550. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  551. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, SI_LIGHT_OF_REGENE, SCB_NONE);
  552. set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  553. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
  554. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
  555. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  556. set_sc(MH_LAVA_SLIDE , SC_BURNING , SI_BURNT , SCB_MDEF );
  557. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  558. add_sc(MH_POISON_MIST , SC_BLIND );
  559. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
  560. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  561. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
  562. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  563. set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
  564. set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_MAXHP );
  565. add_sc( MER_CRASH , SC_STUN );
  566. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  567. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  568. add_sc( MER_SIGHT , SC_SIGHT );
  569. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  570. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  571. add_sc( MER_LEXDIVINA , SC_SILENCE );
  572. add_sc( MA_LANDMINE , SC_STUN );
  573. add_sc( MA_SANDMAN , SC_SLEEP );
  574. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  575. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  576. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  577. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  578. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  579. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  580. 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 );
  581. add_sc( ML_SPIRALPIERCE , SC_STOP );
  582. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  583. add_sc( ML_DEVOTION , SC_DEVOTION );
  584. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  585. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  586. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  587. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  588. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  589. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  590. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  591. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  592. set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN );
  593. /* Rune Knight */
  594. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  595. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  596. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  597. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  598. set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BURNT , SCB_MDEF );
  599. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  600. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  601. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  602. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  603. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
  604. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  605. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  606. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  607. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  608. /* GC Guillotine Cross */
  609. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  610. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  611. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  612. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  613. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
  614. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  615. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
  616. /* Arch Bishop */
  617. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  618. add_sc( AB_CLEMENTIA , SC_BLESSING );
  619. add_sc( AB_CANTO , SC_INCREASEAGI );
  620. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  621. add_sc( AB_PRAEFATIO , SC_KYRIE );
  622. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  623. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  624. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  625. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  626. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_NONE );
  627. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  628. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  629. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
  630. /* Warlock */
  631. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  632. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  633. add_sc( WL_JACKFROST , SC_FREEZE );
  634. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  635. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  636. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  637. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  638. add_sc( WL_CRIMSONROCK , SC_STUN );
  639. set_sc( WL_HELLINFERNO , SC_BURNING , SI_BURNT , SCB_MDEF );
  640. set_sc( WL_COMET , SC_BURNING , SI_BURNT , SCB_MDEF );
  641. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
  642. /* Ranger */
  643. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  644. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  645. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED|SCB_DSPD );
  646. set_sc( RA_WUGBITE , SC_BITE , SI_WUGBITE , SCB_NONE );
  647. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED|SCB_DEF|SCB_DEF2 );
  648. set_sc( RA_FIRINGTRAP , SC_BURNING , SI_BURNT , SCB_MDEF );
  649. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF|SCB_DEF2 );
  650. set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  651. /* Mechanic */
  652. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  653. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  654. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  655. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  656. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  657. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  658. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  659. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_SPEED );
  660. /* Royal Guard */
  661. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
  662. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
  663. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  664. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  665. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );
  666. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  667. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  668. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  669. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
  670. /* Shadow Chaser */
  671. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  672. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
  673. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  674. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  675. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  676. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  677. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK|SCB_WATK );
  678. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT );
  679. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  680. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE|SCB_SPEED );
  681. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  682. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_MAXHP );
  683. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  684. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  685. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  686. add_sc( SC_BLOODYLUST , SC_BERSERK );
  687. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  688. add_sc( SC_ESCAPE , SC_ANKLE );
  689. /* Sura */
  690. add_sc( SR_DRAGONCOMBO , SC_STUN );
  691. add_sc( SR_EARTHSHAKER , SC_STUN );
  692. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  693. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  694. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  695. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  696. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  697. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD );
  698. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  699. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK );
  700. /* Wanderer / Minstrel */
  701. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  702. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  703. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  704. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_WATK );
  705. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF );
  706. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  707. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  708. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  709. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  710. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  711. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  712. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  713. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  714. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  715. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  716. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
  717. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
  718. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
  719. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
  720. /* Sorcerer */
  721. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  722. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  723. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  724. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
  725. set_sc( SO_CLOUD_KILL , SC_CLOUD_KILL , SI_CLOUDKILL , SCB_NONE );
  726. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  727. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  728. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  729. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  730. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  731. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  732. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ASPD|SCB_ATK_ELE|SCB_REGEN );
  733. 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 );
  734. /* Genetic */
  735. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED );
  736. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  737. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  738. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  739. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  740. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  741. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
  742. /* Elemental spirits' status changes */
  743. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  744. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  745. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  746. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  747. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  748. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  749. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  750. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  751. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  752. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  753. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  754. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  755. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  756. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  757. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  758. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  759. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  760. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  761. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  762. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  763. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  764. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP );
  765. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP );
  766. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  767. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  768. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  769. add_sc( KO_YAMIKUMO , SC_HIDING );
  770. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  771. add_sc( KO_MAKIBISHI , SC_STUN );
  772. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  773. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  774. add_sc( KO_JYUSATSU , SC_CURSE );
  775. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  776. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  777. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  778. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  779. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  780. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  781. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  782. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  783. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  784. /* Rebellion */
  785. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  786. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  787. set_sc( RL_H_MINE , SC_H_MINE , SI_H_MINE , SCB_NONE);
  788. set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
  789. set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
  790. set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_NONE );
  791. set_sc( RL_FALLEN_ANGEL , SC_FALLEN_ANGEL, SI_BLANK, SCB_NONE );
  792. set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
  793. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_HIT|SCB_ASPD );
  794. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_FLEE );
  795. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_NONE );
  796. // New Mounts
  797. set_sc_with_vfx_noskill( SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED );
  798. // Costumes
  799. set_sc_with_vfx_noskill( SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
  800. set_sc_with_vfx_noskill( SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
  801. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , SI_STRANGELIGHTS , SCB_NONE );
  802. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , SI_DECORATION_OF_MUSIC , SCB_NONE );
  803. set_sc_with_vfx_noskill( SC_LJOSALFAR , SI_LJOSALFAR , SCB_NONE);
  804. set_sc_with_vfx_noskill( SC_MERMAID_LONGING , SI_MERMAID_LONGING , SCB_NONE);
  805. set_sc_with_vfx_noskill( SC_HAT_EFFECT , SI_HAT_EFFECT , SCB_NONE);
  806. set_sc_with_vfx_noskill( SC_FLOWERSMOKE , SI_FLOWERSMOKE , SCB_NONE);
  807. set_sc_with_vfx_noskill( SC_FSTONE , SI_FSTONE , SCB_NONE);
  808. set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , SI_HAPPINESS_STAR , SCB_NONE);
  809. set_sc_with_vfx_noskill( SC_MAPLE_FALLS , SI_MAPLE_FALLS , SCB_NONE);
  810. set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , SI_TIME_ACCESSORY , SCB_NONE);
  811. set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , SI_MAGICAL_FEATHER , SCB_NONE);
  812. /* Summoner */
  813. set_sc( SU_HIDE , SC_SUHIDE , SI_SUHIDE , SCB_NONE );
  814. add_sc( SU_SCRATCH , SC_BLEEDING );
  815. set_sc( SU_STOOP , SC_SU_STOOP , SI_SU_STOOP , SCB_NONE );
  816. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  817. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , SI_CATNIPPOWDER , SCB_WATK|SCB_MATK|SCB_SPEED|SCB_REGEN );
  818. add_sc( SU_CN_METEOR , SC_CURSE );
  819. set_sc_with_vfx( SU_SV_ROOTTWIST, SC_SV_ROOTTWIST , SI_SV_ROOTTWIST , SCB_NONE );
  820. set_sc( SU_SCAROFTAROU , SC_BITESCAR , SI_BITESCAR , SCB_NONE );
  821. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , SI_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  822. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  823. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , SI_TUNAPARTY , SCB_NONE );
  824. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , SI_SHRIMP , SCB_BATK|SCB_MATK );
  825. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , SI_FRESHSHRIMP , SCB_NONE );
  826. set_sc( SU_HISS , SC_HISS , SI_HISS , SCB_FLEE2 );
  827. set_sc( SU_NYANGGRASS , SC_NYANGGRASS , SI_NYANGGRASS , SCB_DEF|SCB_MDEF );
  828. set_sc( SU_GROOMING , SC_GROOMING , SI_GROOMING , SCB_FLEE );
  829. add_sc( SU_PURRING , SC_GROOMING );
  830. add_sc( SU_SHRIMPARTY , SC_FRESHSHRIMP );
  831. add_sc( SU_MEOWMEOW , SC_CHATTERING );
  832. set_sc( SU_CHATTERING , SC_CHATTERING , SI_CHATTERING , SCB_WATK|SCB_MATK );
  833. set_sc( WE_CHEERUP , SC_CHEERUP , SI_CHEERUP , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  834. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  835. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  836. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  837. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  838. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  839. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  840. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  841. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  842. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  843. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  844. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  845. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  846. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  847. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  848. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  849. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  850. /* Status that don't have a skill associated */
  851. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  852. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  853. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  854. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  855. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  856. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  857. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  858. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  859. StatusIconChangeTable[SC_CHASEWALK2] = SI_CHASEWALK2;
  860. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  861. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  862. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  863. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  864. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  865. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  866. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  867. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  868. StatusIconChangeTable[SC_FLEEFOOD] = SI_FOODFLEE;
  869. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  870. StatusIconChangeTable[SC_CRIFOOD] = SI_FOODCRI;
  871. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  872. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  873. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  874. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  875. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  876. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  877. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  878. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  879. /* Cash Items */
  880. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  881. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  882. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  883. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  884. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  885. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  886. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  887. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  888. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  889. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  890. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  891. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  892. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  893. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  894. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  895. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  896. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  897. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  898. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  899. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  900. StatusIconChangeTable[SC_ATTHASTE_CASH] = SI_ATTHASTE_CASH;
  901. /* Mercenary Bonus Effects */
  902. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  903. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  904. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  905. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  906. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  907. /* Warlock Spheres */
  908. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  909. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  910. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  911. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  912. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  913. /* Warlock Preserved spells */
  914. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  915. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  916. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  917. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  918. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  919. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  920. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  921. StatusIconChangeTable[SC_FREEZE_SP] = SI_FREEZE_SP;
  922. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  923. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  924. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  925. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  926. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  927. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  928. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  929. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  930. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  931. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  932. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  933. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  934. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  935. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  936. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  937. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  938. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  939. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  940. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  941. StatusIconChangeTable[SC__BLOODYLUST] = SI_BLOODYLUST;
  942. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  943. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  944. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  945. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  946. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = SI_PROMOTE_HEALTH_RESERCH;
  947. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = SI_ENERGY_DRINK_RESERCH;
  948. /* Genetics New Food Items Status Icons */
  949. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  950. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  951. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  952. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  953. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  954. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  955. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  956. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z;
  957. StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500;
  958. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE;
  959. StatusIconChangeTable[SC_BOOST500] = SI_BOOST500;
  960. StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K;
  961. StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS;
  962. StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M;
  963. StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F;
  964. /* Elemental Spirit's 'side' status change icons */
  965. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  966. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  967. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  968. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  969. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  970. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  971. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  972. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  973. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  974. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  975. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  976. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  977. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  978. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  979. StatusIconChangeTable[SC_GUST] = SI_GUST;
  980. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  981. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  982. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  983. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  984. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  985. StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
  986. StatusIconChangeTable[SC_DEFSET] = SI_SET_NUM_DEF;
  987. StatusIconChangeTable[SC_MDEFSET] = SI_SET_NUM_MDEF;
  988. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
  989. StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = SI_ACTIVE_MONSTER_TRANSFORM;
  990. StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
  991. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  992. StatusIconChangeTable[SC_MTF_ASPD] = SI_MTF_ASPD;
  993. StatusIconChangeTable[SC_MTF_RANGEATK] = SI_MTF_RANGEATK;
  994. StatusIconChangeTable[SC_MTF_MATK] = SI_MTF_MATK;
  995. StatusIconChangeTable[SC_MTF_MLEATKED] = SI_MTF_MLEATKED;
  996. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = SI_MTF_CRIDAMAGE;
  997. StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
  998. StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
  999. StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
  1000. StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;
  1001. StatusIconChangeTable[SC_MTF_ASPD2] = SI_MTF_ASPD2;
  1002. StatusIconChangeTable[SC_MTF_RANGEATK2] = SI_MTF_RANGEATK2;
  1003. StatusIconChangeTable[SC_MTF_MATK2] = SI_MTF_MATK2;
  1004. StatusIconChangeTable[SC_2011RWC_SCROLL] = SI_2011RWC_SCROLL;
  1005. StatusIconChangeTable[SC_JP_EVENT04] = SI_JP_EVENT04;
  1006. StatusIconChangeTable[SC_MTF_HITFLEE] = SI_MTF_HITFLEE;
  1007. StatusIconChangeTable[SC_MTF_MHP] = SI_MTF_MHP;
  1008. StatusIconChangeTable[SC_MTF_MSP] = SI_MTF_MSP;
  1009. StatusIconChangeTable[SC_MTF_PUMPKIN] = SI_MTF_PUMPKIN;
  1010. StatusIconChangeTable[SC_NORECOVER_STATE] = SI_HANDICAPSTATE_NORECOVER;
  1011. StatusIconChangeTable[SC_GVG_GIANT] = SI_GVG_GIANT;
  1012. StatusIconChangeTable[SC_GVG_GOLEM] = SI_GVG_GOLEM;
  1013. StatusIconChangeTable[SC_GVG_STUN] = SI_GVG_STUN;
  1014. StatusIconChangeTable[SC_GVG_STONE] = SI_GVG_STONE;
  1015. StatusIconChangeTable[SC_GVG_FREEZ] = SI_GVG_FREEZ;
  1016. StatusIconChangeTable[SC_GVG_SLEEP] = SI_GVG_SLEEP;
  1017. StatusIconChangeTable[SC_GVG_CURSE] = SI_GVG_CURSE;
  1018. StatusIconChangeTable[SC_GVG_SILENCE] = SI_GVG_SILENCE;
  1019. StatusIconChangeTable[SC_GVG_BLIND] = SI_GVG_BLIND;
  1020. StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = SI_RESIST_PROPERTY_WATER;
  1021. StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = SI_RESIST_PROPERTY_GROUND;
  1022. StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = SI_RESIST_PROPERTY_FIRE;
  1023. StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = SI_RESIST_PROPERTY_WIND;
  1024. // Costumes
  1025. StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
  1026. StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
  1027. StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
  1028. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
  1029. StatusIconChangeTable[SC_LJOSALFAR] = SI_LJOSALFAR;
  1030. StatusIconChangeTable[SC_MERMAID_LONGING] = SI_MERMAID_LONGING;
  1031. StatusIconChangeTable[SC_HAT_EFFECT] = SI_HAT_EFFECT;
  1032. StatusIconChangeTable[SC_FLOWERSMOKE] = SI_FLOWERSMOKE;
  1033. StatusIconChangeTable[SC_FSTONE] = SI_FSTONE;
  1034. StatusIconChangeTable[SC_HAPPINESS_STAR] = SI_HAPPINESS_STAR;
  1035. StatusIconChangeTable[SC_MAPLE_FALLS] = SI_MAPLE_FALLS;
  1036. StatusIconChangeTable[SC_TIME_ACCESSORY] = SI_TIME_ACCESSORY;
  1037. StatusIconChangeTable[SC_MAGICAL_FEATHER] = SI_MAGICAL_FEATHER;
  1038. /* Summoners status icons */
  1039. StatusIconChangeTable[SC_SPRITEMABLE] = SI_SPRITEMABLE;
  1040. StatusIconChangeTable[SC_SHRIMPBLESSING] = SI_PROTECTIONOFSHRIMP;
  1041. StatusIconChangeTable[SC_DORAM_BUF_01] = SI_DORAM_BUF_01;
  1042. StatusIconChangeTable[SC_DORAM_BUF_02] = SI_DORAM_BUF_02;
  1043. // Item Reuse Limits
  1044. StatusIconChangeTable[SC_REUSE_REFRESH] = SI_REUSE_REFRESH;
  1045. StatusIconChangeTable[SC_REUSE_LIMIT_A] = SI_REUSE_LIMIT_A;
  1046. StatusIconChangeTable[SC_REUSE_LIMIT_B] = SI_REUSE_LIMIT_B;
  1047. StatusIconChangeTable[SC_REUSE_LIMIT_C] = SI_REUSE_LIMIT_C;
  1048. StatusIconChangeTable[SC_REUSE_LIMIT_D] = SI_REUSE_LIMIT_D;
  1049. StatusIconChangeTable[SC_REUSE_LIMIT_E] = SI_REUSE_LIMIT_E;
  1050. StatusIconChangeTable[SC_REUSE_LIMIT_F] = SI_REUSE_LIMIT_F;
  1051. StatusIconChangeTable[SC_REUSE_LIMIT_G] = SI_REUSE_LIMIT_G;
  1052. StatusIconChangeTable[SC_REUSE_LIMIT_H] = SI_REUSE_LIMIT_H;
  1053. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = SI_REUSE_LIMIT_MTF;
  1054. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = SI_REUSE_LIMIT_ECL;
  1055. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = SI_REUSE_LIMIT_RECALL;
  1056. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = SI_REUSE_LIMIT_ASPD_POTION;
  1057. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = SI_REUSE_MILLENNIUMSHIELD;
  1058. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = SI_REUSE_CRUSHSTRIKE;
  1059. StatusIconChangeTable[SC_REUSE_STORMBLAST] = SI_REUSE_STORMBLAST;
  1060. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = SI_ALL_RIDING_REUSE_LIMIT;
  1061. // Clan System
  1062. StatusIconChangeTable[SC_CLAN_INFO] = SI_CLAN_INFO;
  1063. StatusIconChangeTable[SC_SWORDCLAN] = SI_SWORDCLAN;
  1064. StatusIconChangeTable[SC_ARCWANDCLAN] = SI_ARCWANDCLAN;
  1065. StatusIconChangeTable[SC_GOLDENMACECLAN] = SI_GOLDENMACECLAN;
  1066. StatusIconChangeTable[SC_CROSSBOWCLAN] = SI_CROSSBOWCLAN;
  1067. StatusIconChangeTable[SC_JUMPINGCLAN] = SI_JUMPINGCLAN;
  1068. // Geffen Magic Tournament Buffs
  1069. StatusIconChangeTable[SC_GEFFEN_MAGIC1] = SI_GEFFEN_MAGIC1;
  1070. StatusIconChangeTable[SC_GEFFEN_MAGIC2] = SI_GEFFEN_MAGIC2;
  1071. StatusIconChangeTable[SC_GEFFEN_MAGIC3] = SI_GEFFEN_MAGIC3;
  1072. // RODEX
  1073. StatusIconChangeTable[SC_DAILYSENDMAILCNT] = SI_DAILYSENDMAILCNT;
  1074. /* Other SC which are not necessarily associated to skills */
  1075. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  1076. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  1077. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  1078. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  1079. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1080. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1081. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1082. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1083. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1084. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1085. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1086. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1087. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1088. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1089. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1090. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1091. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1092. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1093. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1094. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1095. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1096. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1097. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1098. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1099. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1100. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1101. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1102. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1103. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1104. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1105. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1106. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1107. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1108. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1109. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1110. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1111. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1112. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1113. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1114. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1115. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1116. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
  1117. StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
  1118. StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
  1119. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= SCB_ALL;
  1120. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1121. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1122. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1123. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1124. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1125. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1126. StatusChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
  1127. StatusChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
  1128. StatusChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
  1129. /* Cash Items */
  1130. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1131. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1132. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1133. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1134. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1135. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1136. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1137. /* Mercenary Bonus Effects */
  1138. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1139. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1140. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1141. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1142. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1143. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1144. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1145. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1146. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1147. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1148. StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
  1149. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1150. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1151. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  1152. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1153. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1154. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1155. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1156. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1157. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1158. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1159. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1160. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1161. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1162. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1163. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1164. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1165. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1166. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1167. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1168. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1169. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1170. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1171. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1172. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1173. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1174. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1175. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1176. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1177. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1178. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1179. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1180. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1181. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1182. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1183. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1184. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1185. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1186. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1187. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1188. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
  1189. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1190. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1191. // Costumes
  1192. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1193. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1194. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1195. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1196. StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
  1197. StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
  1198. StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
  1199. StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
  1200. StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
  1201. StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
  1202. StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
  1203. StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
  1204. StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
  1205. // Clan System
  1206. StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
  1207. StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
  1208. StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
  1209. StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
  1210. StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
  1211. StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1212. // RODEX
  1213. StatusChangeFlagTable[SC_DAILYSENDMAILCNT] |= SCB_NONE;
  1214. // Summoner
  1215. StatusChangeFlagTable[SC_SHRIMPBLESSING] |= SCB_REGEN;
  1216. StatusChangeFlagTable[SC_DORAM_WALKSPEED] |= SCB_SPEED;
  1217. StatusChangeFlagTable[SC_DORAM_MATK] |= SCB_MATK;
  1218. StatusChangeFlagTable[SC_DORAM_FLEE2] |= SCB_FLEE2;
  1219. StatusChangeFlagTable[SC_DORAM_BUF_01] |= SCB_REGEN;
  1220. StatusChangeFlagTable[SC_DORAM_BUF_02] |= SCB_REGEN;
  1221. #ifdef RENEWAL
  1222. // renewal EDP increases your weapon atk
  1223. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1224. #endif
  1225. /* StatusDisplayType Table [Ind] */
  1226. StatusDisplayType[SC_ALL_RIDING] = BL_PC;
  1227. StatusDisplayType[SC_PUSH_CART] = BL_PC;
  1228. StatusDisplayType[SC_SPHERE_1] = BL_PC;
  1229. StatusDisplayType[SC_SPHERE_2] = BL_PC;
  1230. StatusDisplayType[SC_SPHERE_3] = BL_PC;
  1231. StatusDisplayType[SC_SPHERE_4] = BL_PC;
  1232. StatusDisplayType[SC_SPHERE_5] = BL_PC;
  1233. StatusDisplayType[SC_CAMOUFLAGE] = BL_PC;
  1234. StatusDisplayType[SC_STEALTHFIELD] = BL_PC;
  1235. StatusDisplayType[SC_DUPLELIGHT] = BL_PC;
  1236. StatusDisplayType[SC_ORATIO] = BL_PC;
  1237. StatusDisplayType[SC_FREEZING] = BL_PC;
  1238. StatusDisplayType[SC_VENOMIMPRESS] = BL_PC;
  1239. StatusDisplayType[SC_HALLUCINATIONWALK] = BL_PC;
  1240. StatusDisplayType[SC_ROLLINGCUTTER] = BL_PC;
  1241. StatusDisplayType[SC_BANDING] = BL_PC;
  1242. StatusDisplayType[SC_CRYSTALIZE] = BL_PC;
  1243. StatusDisplayType[SC_DEEPSLEEP] = BL_PC;
  1244. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = BL_PC;
  1245. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = BL_PC;
  1246. StatusDisplayType[SC_NETHERWORLD] = BL_PC;
  1247. StatusDisplayType[SC_VOICEOFSIREN] = BL_PC;
  1248. StatusDisplayType[SC_BLOODSUCKER] = BL_PC;
  1249. StatusDisplayType[SC__SHADOWFORM] = BL_PC;
  1250. StatusDisplayType[SC__MANHOLE] = BL_PC;
  1251. StatusDisplayType[SC_JYUMONJIKIRI] = BL_PC;
  1252. StatusDisplayType[SC_AKAITSUKI] = BL_PC;
  1253. StatusDisplayType[SC_MONSTER_TRANSFORM] = BL_PC;
  1254. StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = BL_PC;
  1255. StatusDisplayType[SC_DARKCROW] = BL_PC;
  1256. StatusDisplayType[SC_OFFERTORIUM] = BL_PC;
  1257. StatusDisplayType[SC_TELEKINESIS_INTENSE] = BL_PC;
  1258. StatusDisplayType[SC_UNLIMIT] = BL_PC;
  1259. StatusDisplayType[SC_ILLUSIONDOPING] = BL_PC;
  1260. StatusDisplayType[SC_C_MARKER] = BL_PC;
  1261. StatusDisplayType[SC_ANTI_M_BLAST] = BL_PC;
  1262. StatusDisplayType[SC_SPRITEMABLE] = BL_PC;
  1263. StatusDisplayType[SC_SV_ROOTTWIST] = BL_PC;
  1264. // Costumes
  1265. StatusDisplayType[SC_MOONSTAR] = BL_PC;
  1266. StatusDisplayType[SC_SUPER_STAR] = BL_PC;
  1267. StatusDisplayType[SC_STRANGELIGHTS] = BL_PC;
  1268. StatusDisplayType[SC_DECORATION_OF_MUSIC] = BL_PC;
  1269. StatusDisplayType[SC_LJOSALFAR] = BL_PC;
  1270. StatusDisplayType[SC_MERMAID_LONGING] = BL_PC;
  1271. StatusDisplayType[SC_HAT_EFFECT] = BL_PC;
  1272. StatusDisplayType[SC_FLOWERSMOKE] = BL_PC;
  1273. StatusDisplayType[SC_FSTONE] = BL_PC;
  1274. StatusDisplayType[SC_HAPPINESS_STAR] = BL_PC;
  1275. StatusDisplayType[SC_MAPLE_FALLS] = BL_PC;
  1276. StatusDisplayType[SC_TIME_ACCESSORY] = BL_PC;
  1277. StatusDisplayType[SC_MAGICAL_FEATHER] = BL_PC;
  1278. // Clans
  1279. StatusDisplayType[SC_CLAN_INFO] = BL_PC|BL_NPC;
  1280. /* StatusChangeState (SCS_) NOMOVE */
  1281. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1282. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1283. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1284. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1285. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1286. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1287. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1288. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1289. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1290. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1291. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1292. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1293. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1294. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1295. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1296. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOMOVE;
  1297. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1298. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1299. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1300. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1301. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1302. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1303. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1304. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE;
  1305. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1306. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1307. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1308. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1309. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1310. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1311. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1312. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1313. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1314. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1315. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1316. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1317. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1318. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1319. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1320. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1321. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1322. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1323. /* StatusChangeState (SCS_) NODROPITEMS */
  1324. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1325. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1326. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1327. /* StatusChangeState (SCS_) NOCAST (skills) */
  1328. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1329. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1330. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1331. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1332. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1333. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1334. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1335. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1336. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1337. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST;
  1338. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1339. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1340. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOCAST;
  1341. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1342. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1343. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1344. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1345. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1346. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1347. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1348. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1349. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1350. }
  1351. static void initDummyData(void)
  1352. {
  1353. memset(&dummy_status, 0, sizeof(dummy_status));
  1354. dummy_status.hp =
  1355. dummy_status.max_hp =
  1356. dummy_status.max_sp =
  1357. dummy_status.str =
  1358. dummy_status.agi =
  1359. dummy_status.vit =
  1360. dummy_status.int_ =
  1361. dummy_status.dex =
  1362. dummy_status.luk =
  1363. dummy_status.hit = 1;
  1364. dummy_status.speed = 2000;
  1365. dummy_status.adelay = 4000;
  1366. dummy_status.amotion = 2000;
  1367. dummy_status.dmotion = 2000;
  1368. dummy_status.ele_lv = 1; // Min elemental level.
  1369. dummy_status.mode = MD_CANMOVE;
  1370. }
  1371. /**
  1372. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1373. * @param a: Status data structure to copy from
  1374. * @param b: Status data structure to copy to
  1375. */
  1376. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1377. {
  1378. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1379. }
  1380. /**
  1381. * Sets HP to a given value
  1382. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1383. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1384. * @param hp: What the HP is to be set as
  1385. * @param flag: Used in case final value is higher than current
  1386. * Use 2 to display healing effect
  1387. * @return heal or zapped HP if valid
  1388. */
  1389. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1390. {
  1391. struct status_data *status;
  1392. if (hp < 1)
  1393. return 0;
  1394. status = status_get_status_data(bl);
  1395. if (status == &dummy_status)
  1396. return 0;
  1397. if (hp > status->max_hp)
  1398. hp = status->max_hp;
  1399. if (hp == status->hp)
  1400. return 0;
  1401. if (hp > status->hp)
  1402. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1403. return status_zap(bl, status->hp - hp, 0);
  1404. }
  1405. /**
  1406. * Sets Max HP to a given value
  1407. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1408. * @param maxhp: What the Max HP is to be set as
  1409. * @param flag: Used in case final value is higher than current
  1410. * Use 2 to display healing effect
  1411. * @return heal or zapped HP if valid
  1412. */
  1413. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1414. {
  1415. struct status_data *status;
  1416. int64 heal;
  1417. if (maxhp < 1)
  1418. return 0;
  1419. status = status_get_status_data(bl);
  1420. if (status == &dummy_status)
  1421. return 0;
  1422. if (maxhp == status->max_hp)
  1423. return 0;
  1424. heal = maxhp - status->max_hp;
  1425. status->max_hp = maxhp;
  1426. if (heal > 0)
  1427. status_heal(bl, heal, 0, 1|flag);
  1428. else
  1429. status_zap(bl, -heal, 0);
  1430. return maxhp;
  1431. }
  1432. /**
  1433. * Sets SP to a given value
  1434. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1435. * @param sp: What the SP is to be set as
  1436. * @param flag: Used in case final value is higher than current
  1437. * Use 2 to display healing effect
  1438. * @return heal or zapped SP if valid
  1439. */
  1440. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1441. {
  1442. struct status_data *status;
  1443. status = status_get_status_data(bl);
  1444. if (status == &dummy_status)
  1445. return 0;
  1446. if (sp > status->max_sp)
  1447. sp = status->max_sp;
  1448. if (sp == status->sp)
  1449. return 0;
  1450. if (sp > status->sp)
  1451. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1452. return status_zap(bl, 0, status->sp - sp);
  1453. }
  1454. /**
  1455. * Sets Max SP to a given value
  1456. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1457. * @param maxsp: What the Max SP is to be set as
  1458. * @param flag: Used in case final value is higher than current
  1459. * Use 2 to display healing effect
  1460. * @return heal or zapped HP if valid
  1461. */
  1462. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1463. {
  1464. struct status_data *status;
  1465. if (maxsp < 1)
  1466. return 0;
  1467. status = status_get_status_data(bl);
  1468. if (status == &dummy_status)
  1469. return 0;
  1470. if (maxsp == status->max_sp)
  1471. return 0;
  1472. if (maxsp > status->max_sp)
  1473. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1474. else
  1475. status_zap(bl, status->max_sp - maxsp, 0);
  1476. status->max_sp = maxsp;
  1477. return maxsp;
  1478. }
  1479. /**
  1480. * Takes HP/SP from an Object
  1481. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1482. * @param hp: How much HP to charge
  1483. * @param sp: How much SP to charge
  1484. * @return hp+sp through status_damage()
  1485. * Note: HP/SP are integer values, not percentages. Values should be
  1486. * calculated either within function call or before
  1487. */
  1488. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1489. {
  1490. if(!(bl->type&BL_CONSUME))
  1491. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1492. return status_damage(NULL, bl, hp, sp, 0, 3);
  1493. }
  1494. /**
  1495. * Inflicts damage on the target with the according walkdelay.
  1496. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1497. * @param target: Target of the damage
  1498. * @param dhp: How much damage to HP
  1499. * @param dsp: How much damage to SP
  1500. * @param walkdelay: Amount of time before object can walk again
  1501. * @param flag: Damage flag decides various options
  1502. * flag&1: Passive damage - Does not trigger cancelling status changes
  1503. * flag&2: Fail if there is not enough to subtract
  1504. * flag&4: Mob does not give EXP/Loot if killed
  1505. * flag&8: Used to damage SP of a dead character
  1506. * @return hp+sp
  1507. * Note: HP/SP are integer values, not percentages. Values should be
  1508. * calculated either within function call or before
  1509. */
  1510. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1511. {
  1512. struct status_data *status;
  1513. struct status_change *sc;
  1514. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1515. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1516. nullpo_ret(target);
  1517. if(sp && !(target->type&BL_CONSUME))
  1518. sp = 0; // Not a valid SP target.
  1519. if (hp < 0) { // Assume absorbed damage.
  1520. status_heal(target, -hp, 0, 1);
  1521. hp = 0;
  1522. }
  1523. if (sp < 0) {
  1524. status_heal(target, 0, -sp, 1);
  1525. sp = 0;
  1526. }
  1527. if (target->type == BL_SKILL) {
  1528. if (!src || src->type&battle_config.can_damage_skill)
  1529. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1530. return 0;
  1531. }
  1532. status = status_get_status_data(target);
  1533. if(!status || status == &dummy_status )
  1534. return 0;
  1535. if ((unsigned int)hp >= status->hp) {
  1536. if (flag&2) return 0;
  1537. hp = status->hp;
  1538. }
  1539. if ((unsigned int)sp > status->sp) {
  1540. if (flag&2) return 0;
  1541. sp = status->sp;
  1542. }
  1543. if (!hp && !sp)
  1544. return 0;
  1545. if( !status->hp )
  1546. flag |= 8;
  1547. sc = status_get_sc(target);
  1548. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1549. hp = 1;
  1550. if( hp && !(flag&1) ) {
  1551. if( sc ) {
  1552. struct status_change_entry *sce;
  1553. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1554. status_change_end(target, SC_STONE, INVALID_TIMER);
  1555. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1556. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1557. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1558. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1559. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1560. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1561. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1562. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1563. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1564. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1565. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  1566. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1567. /** [Skotlex]
  1568. * Endure count is only reduced by non-players on non-gvg maps.
  1569. * val4 signals infinite endure.
  1570. **/
  1571. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map[target->m].flag.battleground && --(sce->val2) <= 0)
  1572. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1573. }
  1574. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1575. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1576. if (sg) {
  1577. skill_delunitgroup(sg);
  1578. sce->val4 = 0;
  1579. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1580. }
  1581. }
  1582. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1583. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1584. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1585. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1586. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1587. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1588. }
  1589. if (target->type == BL_PC)
  1590. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1591. unit_skillcastcancel(target, 2);
  1592. }
  1593. status->hp-= hp;
  1594. status->sp-= sp;
  1595. if (sc && hp && status->hp) {
  1596. if (sc->data[SC_AUTOBERSERK] &&
  1597. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1598. status->hp < status->max_hp>>2)
  1599. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1600. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1601. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1602. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1603. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1604. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1605. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1606. }
  1607. switch (target->type) {
  1608. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1609. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1610. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1611. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1612. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1613. }
  1614. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1615. unit_stop_walking( target, 1 );
  1616. }
  1617. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1618. if (walkdelay)
  1619. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1620. return (int)(hp+sp);
  1621. }
  1622. status->hp = 0;
  1623. /** [Skotlex]
  1624. * NOTE: These dead functions should return:
  1625. * 0: Death cancelled, auto-revived.
  1626. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1627. * &2: Remove object from map.
  1628. * &4: Delete object from memory. (One time spawn mobs)
  1629. **/
  1630. switch (target->type) {
  1631. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1632. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1633. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1634. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1635. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1636. default: // Unhandled case, do nothing to object.
  1637. flag = 0;
  1638. break;
  1639. }
  1640. if(!flag) // Death cancelled.
  1641. return (int)(hp+sp);
  1642. // Normal death
  1643. if (battle_config.clear_unit_ondeath &&
  1644. battle_config.clear_unit_ondeath&target->type)
  1645. skill_clear_unitgroup(target);
  1646. if(target->type&BL_REGEN) { // Reset regen ticks.
  1647. struct regen_data *regen = status_get_regen_data(target);
  1648. if (regen) {
  1649. memset(&regen->tick, 0, sizeof(regen->tick));
  1650. if (regen->sregen)
  1651. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1652. if (regen->ssregen)
  1653. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1654. }
  1655. }
  1656. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1657. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1658. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1659. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1660. status_revive(target, 100, 100);
  1661. else
  1662. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1663. status_change_clear(target,0);
  1664. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1665. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1666. if( target->type == BL_MOB )
  1667. ((TBL_MOB*)target)->state.rebirth = 1;
  1668. return (int)(hp+sp);
  1669. }
  1670. 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.
  1671. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1672. status_change_clear(target,0);
  1673. ((TBL_MOB*)target)->state.rebirth = 1;
  1674. return (int)(hp+sp);
  1675. }
  1676. status_change_clear(target,0);
  1677. if(flag&4) // Delete from memory. (also invokes map removal code)
  1678. unit_free(target,CLR_DEAD);
  1679. else if(flag&2) // remove from map
  1680. unit_remove_map(target,CLR_DEAD);
  1681. else { // Some death states that would normally be handled by unit_remove_map
  1682. unit_stop_attack(target);
  1683. unit_stop_walking(target,1);
  1684. unit_skillcastcancel(target,0);
  1685. clif_clearunit_area(target,CLR_DEAD);
  1686. skill_unit_move(target,gettick(),4);
  1687. skill_cleartimerskill(target);
  1688. }
  1689. // Always run NPC scripts for players last
  1690. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1691. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1692. if(target->type == BL_PC) {
  1693. TBL_PC *sd = BL_CAST(BL_PC,target);
  1694. if( sd->bg_id ) {
  1695. struct battleground_data *bg;
  1696. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1697. npc_event(sd, bg->die_event, 0);
  1698. }
  1699. npc_script_event(sd,NPCE_DIE);
  1700. }
  1701. return (int)(hp+sp);
  1702. }
  1703. /**
  1704. * Heals an object
  1705. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1706. * @param hhp: How much HP to heal
  1707. * @param hsp: How much SP to heal
  1708. * @param flag: Whether it's Forced(&1), gives HP/SP(&2) heal effect,
  1709. * or gives HP(&4) heal effect with 0 heal
  1710. * Forced healing overrides heal impedement statuses (Berserk)
  1711. * @return hp+sp
  1712. */
  1713. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1714. {
  1715. struct status_data *status;
  1716. struct status_change *sc;
  1717. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1718. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1719. status = status_get_status_data(bl);
  1720. if (status == &dummy_status || !status->hp)
  1721. return 0;
  1722. sc = status_get_sc(bl);
  1723. if (sc && !sc->count)
  1724. sc = NULL;
  1725. if (hp < 0) {
  1726. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1727. hp++;
  1728. status_damage(NULL, bl, -hp, 0, 0, 1);
  1729. hp = 0;
  1730. }
  1731. if(hp) {
  1732. if( sc && (sc->data[SC_BERSERK]) ) {
  1733. if( flag&1 )
  1734. flag &= ~2;
  1735. else
  1736. hp = 0;
  1737. }
  1738. if((unsigned int)hp > status->max_hp - status->hp)
  1739. hp = status->max_hp - status->hp;
  1740. }
  1741. if(sp < 0) {
  1742. if (sp == INT_MIN)
  1743. sp++;
  1744. status_damage(NULL, bl, 0, -sp, 0, 1);
  1745. sp = 0;
  1746. }
  1747. if(sp) {
  1748. if((unsigned int)sp > status->max_sp - status->sp)
  1749. sp = status->max_sp - status->sp;
  1750. }
  1751. if(!sp && !hp && !(flag&4))
  1752. return 0;
  1753. status->hp += hp;
  1754. status->sp += sp;
  1755. if(hp && sc &&
  1756. sc->data[SC_AUTOBERSERK] &&
  1757. sc->data[SC_PROVOKE] &&
  1758. sc->data[SC_PROVOKE]->val2==1 &&
  1759. status->hp>=status->max_hp>>2
  1760. ) // End auto berserk.
  1761. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1762. // Send HP update to client
  1763. switch(bl->type) {
  1764. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag); break;
  1765. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1766. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1767. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1768. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1769. }
  1770. return (int)hp+sp;
  1771. }
  1772. /**
  1773. * Applies percentage based damage to a unit.
  1774. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1775. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1776. * @param target: Object to modify HP/SP
  1777. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1778. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1779. * @param flag: \n
  1780. * 0: Heal target \n
  1781. * 1: Use status_damage \n
  1782. * 2: Use status_damage and make sure target must not die from subtraction
  1783. * @return hp+sp through status_heal()
  1784. */
  1785. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  1786. {
  1787. struct status_data *status;
  1788. unsigned int hp = 0, sp = 0;
  1789. status = status_get_status_data(target);
  1790. // It's safe now [MarkZD]
  1791. if (hp_rate > 99)
  1792. hp = status->hp;
  1793. else if (hp_rate > 0)
  1794. hp = apply_rate(status->hp, hp_rate);
  1795. else if (hp_rate < -99)
  1796. hp = status->max_hp;
  1797. else if (hp_rate < 0)
  1798. hp = (apply_rate(status->max_hp, -hp_rate));
  1799. if (hp_rate && !hp)
  1800. hp = 1;
  1801. if (flag == 2 && hp >= status->hp)
  1802. hp = status->hp-1; // Must not kill target.
  1803. if (sp_rate > 99)
  1804. sp = status->sp;
  1805. else if (sp_rate > 0)
  1806. sp = apply_rate(status->sp, sp_rate);
  1807. else if (sp_rate < -99)
  1808. sp = status->max_sp;
  1809. else if (sp_rate < 0)
  1810. sp = (apply_rate(status->max_sp, -sp_rate));
  1811. if (sp_rate && !sp)
  1812. sp = 1;
  1813. // Ugly check in case damage dealt is too much for the received args of
  1814. // status_heal / status_damage. [Skotlex]
  1815. if (hp > INT_MAX) {
  1816. hp -= INT_MAX;
  1817. if (flag)
  1818. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1819. else
  1820. status_heal(target, INT_MAX, 0, 0);
  1821. }
  1822. if (sp > INT_MAX) {
  1823. sp -= INT_MAX;
  1824. if (flag)
  1825. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1826. else
  1827. status_heal(target, 0, INT_MAX, 0);
  1828. }
  1829. if (flag)
  1830. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1831. return status_heal(target, hp, sp, 0);
  1832. }
  1833. /**
  1834. * Revives a unit
  1835. * @param bl: Object to revive [PC|MOB|HOM]
  1836. * @param per_hp: Percentage of HP to revive with
  1837. * @param per_sp: Percentage of SP to revive with
  1838. * @return Successful (1) or Invalid target (0)
  1839. */
  1840. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1841. {
  1842. struct status_data *status;
  1843. unsigned int hp, sp;
  1844. if (!status_isdead(bl)) return 0;
  1845. status = status_get_status_data(bl);
  1846. if (status == &dummy_status)
  1847. return 0; // Invalid target.
  1848. hp = (int64)status->max_hp * per_hp/100;
  1849. sp = (int64)status->max_sp * per_sp/100;
  1850. if(hp > status->max_hp - status->hp)
  1851. hp = status->max_hp - status->hp;
  1852. else if (per_hp && !hp)
  1853. hp = 1;
  1854. if(sp > status->max_sp - status->sp)
  1855. sp = status->max_sp - status->sp;
  1856. else if (per_sp && !sp)
  1857. sp = 1;
  1858. status->hp += hp;
  1859. status->sp += sp;
  1860. if (bl->prev) // Animation only if character is already on a map.
  1861. clif_resurrection(bl, 1);
  1862. switch (bl->type) {
  1863. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1864. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1865. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1866. }
  1867. return 1;
  1868. }
  1869. /**
  1870. * Checks whether the src can use the skill on the target,
  1871. * taking into account status/option of both source/target
  1872. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1873. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1874. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1875. target MAY be NULL, which checks if src can cast skill_id on the ground
  1876. * @param skill_id: Skill ID being used on target
  1877. * @param flag: 0 - Trying to use skill on target
  1878. * 1 - Cast bar is done
  1879. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1880. * @return src can use skill (1) or cannot use skill (0)
  1881. * @author [Skotlex]
  1882. */
  1883. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1884. struct status_data *status;
  1885. struct status_change *sc = NULL, *tsc;
  1886. int hide_flag;
  1887. status = src ? status_get_status_data(src) : &dummy_status;
  1888. if (src && src->type != BL_PC && status_isdead(src))
  1889. return false;
  1890. if (!skill_id) { // Normal attack checks.
  1891. // This mode is only needed for melee attacking.
  1892. if (!status_has_mode(status,MD_CANATTACK))
  1893. return false;
  1894. // Dead state is not checked for skills as some skills can be used
  1895. // on dead characters, said checks are left to skill.c [Skotlex]
  1896. if (target && status_isdead(target))
  1897. return false;
  1898. }
  1899. switch( skill_id ) {
  1900. case PA_PRESSURE:
  1901. if( flag && target ) {
  1902. // Gloria Avoids pretty much everything....
  1903. tsc = status_get_sc(target);
  1904. if(tsc && tsc->option&OPTION_HIDE)
  1905. return false;
  1906. }
  1907. break;
  1908. case GN_WALLOFTHORN:
  1909. if( target && status_isdead(target) )
  1910. return false;
  1911. break;
  1912. case AL_TELEPORT:
  1913. case ALL_ODINS_POWER:
  1914. // Should fail when used on top of Land Protector [Skotlex]
  1915. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1916. && !status_has_mode(status,MD_STATUS_IMMUNE)
  1917. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1918. return false;
  1919. break;
  1920. case SC_MANHOLE:
  1921. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1922. if (target && ( status_get_race2(target) == RC2_GVG || status_get_race2(target) == RC2_BATTLEFIELD ) )
  1923. return false;
  1924. default:
  1925. break;
  1926. }
  1927. if ( src )
  1928. sc = status_get_sc(src);
  1929. if( sc && sc->count ) {
  1930. if (sc->data[SC_ALL_RIDING])
  1931. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1932. if (flag == 1 && !status_has_mode(status,MD_STATUS_IMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1933. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1934. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1935. )) {
  1936. if (src->type == BL_PC)
  1937. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1938. return false;
  1939. }
  1940. if (flag == 1 && sc->data[SC_CURSEDCIRCLE_TARGET] && skill_id == MO_ABSORBSPIRITS) // Absorb Spirits fails to go through
  1941. return false;
  1942. if (skill_id != RK_REFRESH && skill_id != SU_GROOMING && sc->opt1 && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1943. if (flag != 1) // Can't cast, casted stuff can't damage.
  1944. return false;
  1945. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1946. return false; // Damage spells stop casting.
  1947. }
  1948. if (
  1949. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1950. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1951. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1952. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  1953. )
  1954. return false;
  1955. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1956. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  1957. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1958. clif_emotion(src, ET_THROB);
  1959. return false;
  1960. }
  1961. if (sc->data[SC_BLADESTOP]) {
  1962. switch (sc->data[SC_BLADESTOP]->val1) {
  1963. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1964. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1965. case 3: if (skill_id == MO_INVESTIGATE) break;
  1966. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1967. default: return false;
  1968. }
  1969. }
  1970. if (sc->data[SC_DANCING] && flag!=2) {
  1971. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1972. skill_id == WM_FRIGG_SONG))
  1973. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1974. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1975. return false;
  1976. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1977. if (skill_id == BD_ENCORE ||
  1978. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1979. )
  1980. return false;
  1981. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  1982. return false;
  1983. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1984. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1985. }
  1986. if (skill_id && // Do not block item-casted skills.
  1987. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1988. ) { // Skills blocked through status changes...
  1989. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1990. sc->cant.cast ||
  1991. (sc->data[SC_BASILICA] && (sc->data[SC_BASILICA]->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it
  1992. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1993. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1994. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1995. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1996. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  1997. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1998. ))
  1999. return false;
  2000. // Skill blocking.
  2001. if (
  2002. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  2003. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  2004. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  2005. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  2006. )
  2007. return false;
  2008. }
  2009. if (sc->option) {
  2010. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  2011. // Non players can use all skills while hidden.
  2012. return false;
  2013. }
  2014. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  2015. return false;
  2016. }
  2017. }
  2018. if (target == NULL || target == src) // No further checking needed.
  2019. return true;
  2020. tsc = status_get_sc(target);
  2021. if (tsc && tsc->count) {
  2022. /**
  2023. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  2024. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  2025. **/
  2026. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  2027. return false;
  2028. if(!skill_id && tsc->data[SC_TRICKDEAD])
  2029. return false;
  2030. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  2031. && tsc->data[SC_FREEZE])
  2032. return false;
  2033. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  2034. return false;
  2035. if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
  2036. return false;
  2037. }
  2038. // If targetting, cloak+hide protect you, otherwise only hiding does.
  2039. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  2040. // Skill that can hit hidden target
  2041. if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
  2042. hide_flag &= ~OPTION_HIDE;
  2043. switch( target->type ) {
  2044. case BL_PC: {
  2045. struct map_session_data *tsd = (TBL_PC*)target;
  2046. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  2047. bool is_detect = status_has_mode(status,MD_DETECTOR);
  2048. if (pc_isinvisible(tsd))
  2049. return false;
  2050. if (tsc) {
  2051. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  2052. return false;
  2053. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  2054. return false; // Works against insect and demon but not against bosses
  2055. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  2056. return false; // Works against all
  2057. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  2058. return false; // Insect, demon, and boss can detect
  2059. }
  2060. }
  2061. break;
  2062. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  2063. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  2064. if (status_has_mode(status,MD_LOOTER))
  2065. return true;
  2066. return false;
  2067. case BL_HOM:
  2068. case BL_MER:
  2069. case BL_ELEM:
  2070. if( target->type == BL_HOM && skill_id && battle_config.hom_setting&HOMSET_NO_SUPPORT_SKILL && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  2071. return false; // Can't use support skills on Homunculus (only Master/Self)
  2072. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  2073. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  2074. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  2075. return false; // Can't use Potion Pitcher on Mercenaries
  2076. default:
  2077. // Check for chase-walk/hiding/cloaking opponents.
  2078. if( tsc ) {
  2079. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  2080. return false;
  2081. }
  2082. }
  2083. return true;
  2084. }
  2085. /**
  2086. * Checks whether the src can see the target
  2087. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2088. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2089. * @return src can see (1) or target is invisible (0)
  2090. * @author [Skotlex]
  2091. */
  2092. int status_check_visibility(struct block_list *src, struct block_list *target)
  2093. {
  2094. int view_range;
  2095. struct status_data* status = status_get_status_data(src);
  2096. struct status_change* tsc = status_get_sc(target);
  2097. switch (src->type) {
  2098. case BL_MOB:
  2099. view_range = ((TBL_MOB*)src)->min_chase;
  2100. break;
  2101. case BL_PET:
  2102. view_range = ((TBL_PET*)src)->db->range2;
  2103. break;
  2104. default:
  2105. view_range = AREA_SIZE;
  2106. }
  2107. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  2108. return 0;
  2109. if ( src->type == BL_NPC) // NPCs don't care for the rest
  2110. return 1;
  2111. if (tsc) {
  2112. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  2113. bool is_detector = status_has_mode(status,MD_DETECTOR);
  2114. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  2115. case BL_PC: {
  2116. struct map_session_data *tsd = (TBL_PC*)target;
  2117. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector))
  2118. return 0;
  2119. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  2120. return 0;
  2121. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  2122. return 0;
  2123. }
  2124. break;
  2125. default:
  2126. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && !is_detector)
  2127. return 0;
  2128. }
  2129. }
  2130. return 1;
  2131. }
  2132. /**
  2133. * Base ASPD value taken from the job tables
  2134. * @param sd: Player object
  2135. * @param status: Player status
  2136. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2137. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2138. */
  2139. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2140. {
  2141. int amotion;
  2142. int classidx = pc_class2idx(sd->status.class_);
  2143. #ifdef RENEWAL_ASPD
  2144. int16 skill_lv, val = 0;
  2145. float temp_aspd = 0;
  2146. amotion = job_info[classidx].aspd_base[sd->weapontype1]; // Single weapon
  2147. if (sd->status.shield)
  2148. amotion += job_info[classidx].aspd_base[MAX_WEAPON_TYPE];
  2149. else if (sd->weapontype2)
  2150. amotion += job_info[classidx].aspd_base[sd->weapontype2] / 4; // Dual-wield
  2151. switch(sd->status.weapon) {
  2152. case W_BOW:
  2153. case W_MUSICAL:
  2154. case W_WHIP:
  2155. case W_REVOLVER:
  2156. case W_RIFLE:
  2157. case W_GATLING:
  2158. case W_SHOTGUN:
  2159. case W_GRENADE:
  2160. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  2161. break;
  2162. default:
  2163. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  2164. break;
  2165. }
  2166. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  2167. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  2168. val += (skill_lv - 1) / 2 + 1;
  2169. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2170. val += ((skill_lv + 1) / 2);
  2171. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  2172. #else
  2173. // Angra Manyu disregards aspd_base and similar
  2174. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  2175. return 0;
  2176. // Base weapon delay
  2177. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2178. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2179. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  2180. // Percentual delay reduction from stats
  2181. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  2182. // Raw delay adjustment from bAspd bonus
  2183. amotion += sd->bonus.aspd_add;
  2184. #endif
  2185. return amotion;
  2186. }
  2187. /**
  2188. * Base attack value calculated for units
  2189. * @param bl: Object to get attack for [PC|HOM]
  2190. * @param status: Object status
  2191. * @return base attack
  2192. * Note: Function only calculates Homunculus bATK in RENEWAL
  2193. */
  2194. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  2195. {
  2196. int flag = 0, str, dex, dstr;
  2197. if(!(bl->type&battle_config.enable_baseatk))
  2198. return 0;
  2199. if (bl->type == BL_PC)
  2200. switch(((TBL_PC*)bl)->status.weapon) {
  2201. case W_BOW:
  2202. case W_MUSICAL:
  2203. case W_WHIP:
  2204. case W_REVOLVER:
  2205. case W_RIFLE:
  2206. case W_GATLING:
  2207. case W_SHOTGUN:
  2208. case W_GRENADE:
  2209. flag = 1;
  2210. }
  2211. if (flag) {
  2212. #ifdef RENEWAL
  2213. dstr =
  2214. #endif
  2215. str = status->dex;
  2216. dex = status->str;
  2217. } else {
  2218. #ifdef RENEWAL
  2219. dstr =
  2220. #endif
  2221. str = status->str;
  2222. dex = status->dex;
  2223. }
  2224. /** [Skotlex]
  2225. * Normally only players have base-atk, but homunc have a different batk
  2226. * equation, hinting that perhaps non-players should use this for batk.
  2227. **/
  2228. #ifdef RENEWAL
  2229. if (bl->type == BL_HOM)
  2230. str = 2 * ((((TBL_HOM*)bl)->homunculus.level) + status_get_homstr(bl));
  2231. #else
  2232. dstr = str/10;
  2233. str += dstr*dstr;
  2234. #endif
  2235. if (bl->type == BL_PC)
  2236. #ifdef RENEWAL
  2237. str = (dstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  2238. else if (bl->type == BL_MOB || bl->type == BL_MER)
  2239. str = dstr + ((TBL_MOB*)bl)->level;
  2240. #else
  2241. str+= dex/5 + status->luk/5;
  2242. #endif
  2243. return cap_value(str, 0, USHRT_MAX);
  2244. }
  2245. #ifdef RENEWAL
  2246. /**
  2247. * Weapon attack value calculated for Players
  2248. * @param wa: Weapon attack
  2249. * @param status: Player status
  2250. * @return weapon attack
  2251. */
  2252. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd)
  2253. {
  2254. float str = sd->base_status.str;
  2255. int weapon_atk_bonus = 0;
  2256. if (wa.range > 3 && !pc_checkskill(sd, SU_SOULATTACK))
  2257. str = sd->base_status.dex;
  2258. if (sd->bonus.weapon_atk_rate)
  2259. weapon_atk_bonus = wa.atk * sd->bonus.weapon_atk_rate / 100;
  2260. // wa.atk2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  2261. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200) + weapon_atk_bonus);
  2262. }
  2263. #endif
  2264. #ifndef RENEWAL
  2265. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2266. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2267. #endif
  2268. #ifdef RENEWAL
  2269. unsigned short status_base_matk(struct block_list *bl, const struct status_data* status, int level)
  2270. {
  2271. switch (bl->type) {
  2272. case BL_MOB:
  2273. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2274. //return status->int_ + level;
  2275. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2276. case BL_HOM:
  2277. return status_get_homint(bl) + level;
  2278. case BL_MER:
  2279. return status->int_ + status->int_ / 5 * status->int_ / 5;
  2280. case BL_PC:
  2281. default:
  2282. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2283. }
  2284. }
  2285. #endif
  2286. /**
  2287. * Fills in the misc data that can be calculated from the other status info (except for level)
  2288. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2289. * @param status: Player status
  2290. */
  2291. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2292. {
  2293. int stat;
  2294. // Non players get the value set, players need to stack with previous bonuses.
  2295. if( bl->type != BL_PC )
  2296. status->batk =
  2297. status->hit = status->flee =
  2298. status->def2 = status->mdef2 =
  2299. status->cri = status->flee2 = 0;
  2300. #ifdef RENEWAL // Renewal formulas
  2301. if (bl->type == BL_HOM) {
  2302. // Def2
  2303. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2304. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2305. // Mdef2
  2306. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2307. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2308. // Def
  2309. stat = status->def;
  2310. stat += status_get_homvit(bl) + level / 2;
  2311. status->def = cap_value(stat, 0, SHRT_MAX);
  2312. // Mdef
  2313. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2314. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2315. // Hit
  2316. stat = level + status->dex + 150;
  2317. status->hit = cap_value(stat, 1, SHRT_MAX);
  2318. // Flee
  2319. stat = level + status_get_homagi(bl);
  2320. status->flee = cap_value(stat, 1, SHRT_MAX);
  2321. // Atk
  2322. stat = (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2323. status->rhw.atk = cap_value(stat, 0, SHRT_MAX);
  2324. // Atk2
  2325. stat = (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2326. status->rhw.atk2 = cap_value(stat, 0, SHRT_MAX);
  2327. } else {
  2328. // Hit
  2329. stat = status->hit;
  2330. stat += level + status->dex + (bl->type == BL_PC ? status->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  2331. status->hit = cap_value(stat, 1, SHRT_MAX);
  2332. // Flee
  2333. stat = status->flee;
  2334. stat += level + status->agi + (bl->type == BL_MER ? 0 : bl->type == BL_PC ? status->luk / 5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  2335. status->flee = cap_value(stat, 1, SHRT_MAX);
  2336. // Def2
  2337. if (bl->type == BL_MER)
  2338. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2339. else {
  2340. stat = status->def2;
  2341. stat += (int)(((float)level + status->vit) / 2 + (bl->type == BL_PC ? ((float)status->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
  2342. }
  2343. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2344. // Mdef2
  2345. if (bl->type == BL_MER)
  2346. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2347. else {
  2348. stat = status->mdef2;
  2349. stat += (int)(bl->type == BL_PC ? (status->int_ + ((float)level / 4) + ((float)(status->dex + status->vit) / 5)) : ((float)(status->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  2350. }
  2351. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2352. }
  2353. // MAtk
  2354. status->matk_min = status->matk_max = status_base_matk(bl, status, level);
  2355. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2356. //switch (bl->type) {
  2357. // case BL_MOB:
  2358. // status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2359. // status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2360. // break;
  2361. // case BL_MER:
  2362. // status->matk_min += 70 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2363. // status->matk_max += 130 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2364. // break;
  2365. //}
  2366. #else
  2367. // Matk
  2368. status->matk_min = status_base_matk_min(status);
  2369. status->matk_max = status_base_matk_max(status);
  2370. // Hit
  2371. stat = status->hit;
  2372. stat += level + status->dex;
  2373. status->hit = cap_value(stat, 1, SHRT_MAX);
  2374. // Flee
  2375. stat = status->flee;
  2376. stat += level + status->agi;
  2377. status->flee = cap_value(stat, 1, SHRT_MAX);
  2378. // Def2
  2379. stat = status->def2;
  2380. stat += status->vit;
  2381. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2382. // Mdef2
  2383. stat = status->mdef2;
  2384. stat += status->int_ + (status->vit>>1);
  2385. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2386. #endif
  2387. //Critical
  2388. if( bl->type&battle_config.enable_critical ) {
  2389. stat = status->cri;
  2390. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2391. status->cri = cap_value(stat, 1, SHRT_MAX);
  2392. } else
  2393. status->cri = 0;
  2394. if (bl->type&battle_config.enable_perfect_flee) {
  2395. stat = status->flee2;
  2396. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2397. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2398. } else
  2399. status->flee2 = 0;
  2400. if (status->batk) {
  2401. int temp = status->batk + status_base_atk(bl, status);
  2402. status->batk = cap_value(temp, 0, USHRT_MAX);
  2403. } else
  2404. status->batk = status_base_atk(bl, status);
  2405. if (status->cri) {
  2406. switch (bl->type) {
  2407. case BL_MOB:
  2408. if(battle_config.mob_critical_rate != 100)
  2409. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2410. if(!status->cri && battle_config.mob_critical_rate)
  2411. status->cri = 10;
  2412. break;
  2413. case BL_PC:
  2414. // Players don't have a critical adjustment setting as of yet.
  2415. break;
  2416. default:
  2417. if(battle_config.critical_rate != 100)
  2418. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2419. if (!status->cri && battle_config.critical_rate)
  2420. status->cri = 10;
  2421. }
  2422. }
  2423. if(bl->type&BL_REGEN)
  2424. status_calc_regen(bl, status, status_get_regen_data(bl));
  2425. }
  2426. /**
  2427. * Calculates the initial status for the given mob
  2428. * @param md: Mob object
  2429. * @param opt: Whether or not it is the first calculation
  2430. This will only be false when a mob levels up (Regular and WoE Guardians)
  2431. * @return 1 for calculated special statuses or 0 for none
  2432. * @author [Skotlex]
  2433. */
  2434. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2435. {
  2436. struct status_data *status;
  2437. struct block_list *mbl = NULL;
  2438. int flag=0;
  2439. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2440. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2441. ;
  2442. else
  2443. md->level = md->db->lv;
  2444. }
  2445. // Check if we need custom base-status
  2446. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2447. flag|=1;
  2448. if (md->special_state.size)
  2449. flag|=2;
  2450. if (md->guardian_data && md->guardian_data->guardup_lv)
  2451. flag|=4;
  2452. if (md->mob_id == MOBID_EMPERIUM)
  2453. flag|=4;
  2454. if (battle_config.slaves_inherit_speed && md->master_id)
  2455. flag|=8;
  2456. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2457. flag|=16;
  2458. if (md->master_id && battle_config.slaves_inherit_mode)
  2459. flag |= 32;
  2460. if (!flag) { // No special status required.
  2461. if (md->base_status) {
  2462. aFree(md->base_status);
  2463. md->base_status = NULL;
  2464. }
  2465. if (opt&SCO_FIRST)
  2466. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2467. return 0;
  2468. }
  2469. if (!md->base_status)
  2470. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2471. status = md->base_status;
  2472. memcpy(status, &md->db->status, sizeof(struct status_data));
  2473. if (flag&(8|16))
  2474. mbl = map_id2bl(md->master_id);
  2475. if (flag&8 && mbl) {
  2476. struct status_data *mstatus = status_get_base_status(mbl);
  2477. if (mstatus &&
  2478. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2479. status->speed = mstatus->speed;
  2480. if( status->speed < 2 ) // Minimum for the unit to function properly
  2481. status->speed = 2;
  2482. }
  2483. if (flag&32)
  2484. status_calc_slave_mode(md, map_id2md(md->master_id));
  2485. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2486. int diff = md->level - md->db->lv;
  2487. status->str += diff;
  2488. status->agi += diff;
  2489. status->vit += diff;
  2490. status->int_ += diff;
  2491. status->dex += diff;
  2492. status->luk += diff;
  2493. status->max_hp += diff * status->vit;
  2494. status->max_sp += diff * status->int_;
  2495. status->hp = status->max_hp;
  2496. status->sp = status->max_sp;
  2497. status->speed -= cap_value(diff, 0, status->speed - 10);
  2498. }
  2499. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2500. if (md->special_state.size == SZ_MEDIUM) {
  2501. status->max_hp >>= 1;
  2502. status->max_sp >>= 1;
  2503. if (!status->max_hp) status->max_hp = 1;
  2504. if (!status->max_sp) status->max_sp = 1;
  2505. status->hp = status->max_hp;
  2506. status->sp = status->max_sp;
  2507. status->str >>= 1;
  2508. status->agi >>= 1;
  2509. status->vit >>= 1;
  2510. status->int_ >>= 1;
  2511. status->dex >>= 1;
  2512. status->luk >>= 1;
  2513. if (!status->str) status->str = 1;
  2514. if (!status->agi) status->agi = 1;
  2515. if (!status->vit) status->vit = 1;
  2516. if (!status->int_) status->int_ = 1;
  2517. if (!status->dex) status->dex = 1;
  2518. if (!status->luk) status->luk = 1;
  2519. } else if (md->special_state.size == SZ_BIG) {
  2520. status->max_hp <<= 1;
  2521. status->max_sp <<= 1;
  2522. status->hp = status->max_hp;
  2523. status->sp = status->max_sp;
  2524. status->str <<= 1;
  2525. status->agi <<= 1;
  2526. status->vit <<= 1;
  2527. status->int_ <<= 1;
  2528. status->dex <<= 1;
  2529. status->luk <<= 1;
  2530. }
  2531. }
  2532. status_calc_misc(&md->bl, status, md->level);
  2533. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2534. struct guild_castle *gc;
  2535. gc=guild_mapname2gc(map[md->bl.m].name);
  2536. if (!gc)
  2537. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  2538. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2539. #ifdef RENEWAL
  2540. status->max_hp += 50 * (gc->defense / 5);
  2541. #else
  2542. status->max_hp += 1000 * gc->defense;
  2543. #endif
  2544. status->hp = status->max_hp;
  2545. status->def += (gc->defense+2)/3;
  2546. status->mdef += (gc->defense+2)/3;
  2547. }
  2548. if(md->mob_id != MOBID_EMPERIUM) {
  2549. status->max_hp += 1000 * gc->defense;
  2550. status->hp = status->max_hp;
  2551. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2552. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2553. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2554. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2555. }
  2556. }
  2557. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2558. struct unit_data *ud = unit_bl2ud(mbl);
  2559. // Remove special AI when this is used by regular mobs.
  2560. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2561. md->special_state.ai = AI_NONE;
  2562. if (ud) {
  2563. // Different levels of HP according to skill level
  2564. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2565. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2566. switch(ud->skill_id) {
  2567. case AM_SPHEREMINE:
  2568. status->max_hp = 2000 + 400*ud->skill_lv;
  2569. break;
  2570. case KO_ZANZOU:
  2571. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2572. break;
  2573. case AM_CANNIBALIZE:
  2574. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2575. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2576. break;
  2577. case MH_SUMMON_LEGION:
  2578. {
  2579. int homblvl = status_get_lv(mbl);
  2580. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2581. status->batk = 100 * (ud->skill_lv+5) / 2;
  2582. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2583. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2584. // status->aspd_rate = max(100,status->aspd_rate);
  2585. break;
  2586. }
  2587. case NC_SILVERSNIPER:
  2588. {
  2589. struct status_data *mstatus = status_get_status_data(mbl);
  2590. if(!mstatus)
  2591. break;
  2592. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2593. status->batk = 200 * ud->skill_lv;
  2594. break;
  2595. }
  2596. case NC_MAGICDECOY:
  2597. {
  2598. struct status_data *mstatus = status_get_status_data(mbl);
  2599. if(!mstatus)
  2600. break;
  2601. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2602. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2603. break;
  2604. }
  2605. }
  2606. status->hp = status->max_hp;
  2607. }
  2608. }
  2609. if (opt&SCO_FIRST) // Initial battle status
  2610. memcpy(&md->status, status, sizeof(struct status_data));
  2611. return 1;
  2612. }
  2613. /**
  2614. * Calculates the stats of the given pet
  2615. * @param pd: Pet object
  2616. * @param opt: Whether or not it is the first calculation
  2617. This will only be false when a pet levels up
  2618. * @return 1
  2619. * @author [Skotlex]
  2620. */
  2621. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2622. {
  2623. nullpo_retv(pd);
  2624. if (opt&SCO_FIRST) {
  2625. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2626. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2627. pd->status.class_ = CLASS_NORMAL;
  2628. pd->status.speed = pd->get_pet_db()->speed;
  2629. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2630. // Attack support requires the pet to be able to attack
  2631. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2632. }
  2633. }
  2634. if (battle_config.pet_lv_rate && pd->master) {
  2635. struct map_session_data *sd = pd->master;
  2636. int lv;
  2637. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2638. if (lv < 0)
  2639. lv = 1;
  2640. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2641. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2642. pd->pet.level = lv;
  2643. if (!(opt&SCO_FIRST)) // Lv Up animation
  2644. clif_misceffect(&pd->bl, 0);
  2645. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2646. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2647. status->str = (bstat->str*lv)/pd->db->lv;
  2648. status->agi = (bstat->agi*lv)/pd->db->lv;
  2649. status->vit = (bstat->vit*lv)/pd->db->lv;
  2650. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2651. status->dex = (bstat->dex*lv)/pd->db->lv;
  2652. status->luk = (bstat->luk*lv)/pd->db->lv;
  2653. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2654. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2655. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2656. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2657. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2658. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2659. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2660. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2661. status_calc_misc(&pd->bl, &pd->status, lv);
  2662. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2663. clif_send_petstatus(sd);
  2664. }
  2665. } else if (opt&SCO_FIRST) {
  2666. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2667. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2668. pd->pet.level = pd->db->lv;
  2669. }
  2670. // Support rate modifier (1000 = 100%)
  2671. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2672. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2673. }
  2674. /**
  2675. * Get HP bonus modifiers
  2676. * @param bl: block_list that will be checked
  2677. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2678. * @return bonus: total bonus for HP
  2679. * @author [Cydh]
  2680. */
  2681. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2682. int bonus = 0;
  2683. if (type == STATUS_BONUS_FIX) {
  2684. struct status_change *sc = status_get_sc(bl);
  2685. //Only for BL_PC
  2686. if (bl->type == BL_PC) {
  2687. struct map_session_data *sd = map_id2sd(bl->id);
  2688. uint8 i;
  2689. bonus += sd->bonus.hp;
  2690. if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
  2691. bonus += i * 200;
  2692. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2693. bonus += 1000;
  2694. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2695. bonus += 1000;
  2696. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2697. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2698. bonus += 2000;
  2699. }
  2700. #ifndef HP_SP_TABLES
  2701. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2702. bonus += 2000; // Supernovice lvl99 hp bonus.
  2703. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2704. bonus += 2000; // Supernovice lvl150 hp bonus.
  2705. #endif
  2706. }
  2707. //Bonus by SC
  2708. if (sc) {
  2709. if(sc->data[SC_INCMHP])
  2710. bonus += sc->data[SC_INCMHP]->val1;
  2711. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2712. bonus += 500;
  2713. if(sc->data[SC_LERADSDEW])
  2714. bonus += sc->data[SC_LERADSDEW]->val3;
  2715. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  2716. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val4;
  2717. if(sc->data[SC_INSPIRATION])
  2718. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2719. if(sc->data[SC_SOLID_SKIN_OPTION])
  2720. bonus += 2000;
  2721. if(sc->data[SC_MTF_MHP])
  2722. bonus += sc->data[SC_MTF_MHP]->val1;
  2723. if(sc->data[SC_MARIONETTE])
  2724. bonus -= 1000;
  2725. if(sc->data[SC_SWORDCLAN])
  2726. bonus += 30;
  2727. if(sc->data[SC_ARCWANDCLAN])
  2728. bonus += 30;
  2729. if(sc->data[SC_GOLDENMACECLAN])
  2730. bonus += 30;
  2731. if(sc->data[SC_CROSSBOWCLAN])
  2732. bonus += 30;
  2733. }
  2734. } else if (type == STATUS_BONUS_RATE) {
  2735. struct status_change *sc = status_get_sc(bl);
  2736. //Only for BL_PC
  2737. if (bl->type == BL_PC) {
  2738. struct map_session_data *sd = map_id2sd(bl->id);
  2739. bonus += sd->hprate;
  2740. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2741. }
  2742. //Bonus by SC
  2743. if (sc) {
  2744. //Increasing
  2745. if(sc->data[SC_INCMHPRATE])
  2746. bonus += sc->data[SC_INCMHPRATE]->val1;
  2747. if(sc->data[SC_APPLEIDUN])
  2748. bonus += sc->data[SC_APPLEIDUN]->val2;
  2749. if(sc->data[SC_DELUGE])
  2750. bonus += sc->data[SC_DELUGE]->val2;
  2751. if(sc->data[SC_BERSERK])
  2752. bonus += 200; //+200%
  2753. if(sc->data[SC_MERC_HPUP])
  2754. bonus += sc->data[SC_MERC_HPUP]->val2;
  2755. if(sc->data[SC_EPICLESIS])
  2756. bonus += sc->data[SC_EPICLESIS]->val2;
  2757. if(sc->data[SC_FRIGG_SONG])
  2758. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2759. if(sc->data[SC_FORCEOFVANGUARD])
  2760. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2761. if(sc->data[SC_INSPIRATION])
  2762. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2763. if(sc->data[SC_RAISINGDRAGON])
  2764. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2765. if(sc->data[SC_GT_REVITALIZE])
  2766. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  2767. if(sc->data[SC_MUSTLE_M])
  2768. bonus += sc->data[SC_MUSTLE_M]->val1;
  2769. if(sc->data[SC_ANGRIFFS_MODUS])
  2770. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2771. if(sc->data[SC_PETROLOGY_OPTION])
  2772. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2773. if(sc->data[SC_POWER_OF_GAIA])
  2774. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2775. if(sc->data[SC_CURSED_SOIL_OPTION])
  2776. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2777. if(sc->data[SC_UPHEAVAL_OPTION])
  2778. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2779. //Decreasing
  2780. if(sc->data[SC_VENOMBLEED])
  2781. bonus -= 15;
  2782. if(sc->data[SC_BEYONDOFWARCRY])
  2783. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2784. if(sc->data[SC__WEAKNESS])
  2785. bonus -= sc->data[SC__WEAKNESS]->val2;
  2786. if(sc->data[SC_MYSTERIOUS_POWDER])
  2787. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2788. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2789. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2790. if(sc->data[SC_EQC])
  2791. bonus -= sc->data[SC_EQC]->val3;
  2792. }
  2793. // Max rate reduce is -100%
  2794. bonus = cap_value(bonus,-100,INT_MAX);
  2795. }
  2796. return min(bonus,INT_MAX);
  2797. }
  2798. /**
  2799. * Get SP bonus modifiers
  2800. * @param bl: block_list that will be checked
  2801. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2802. * @return bonus: total bonus for SP
  2803. * @author [Cydh]
  2804. */
  2805. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2806. int bonus = 0;
  2807. if (type == STATUS_BONUS_FIX) {
  2808. struct status_change *sc = status_get_sc(bl);
  2809. //Only for BL_PC
  2810. if (bl->type == BL_PC) {
  2811. struct map_session_data *sd = map_id2sd(bl->id);
  2812. uint8 i;
  2813. bonus += sd->bonus.sp;
  2814. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2815. bonus += 30 * i;
  2816. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2817. bonus += 200 + 20 * i;
  2818. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2819. bonus += 30 * i;
  2820. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2821. bonus += 100;
  2822. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2823. bonus += 100;
  2824. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2825. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2826. bonus += 200;
  2827. }
  2828. }
  2829. //Bonus by SC
  2830. if (sc) {
  2831. if(sc->data[SC_INCMSP])
  2832. bonus += sc->data[SC_INCMSP]->val1;
  2833. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2834. bonus += 50;
  2835. if(sc->data[SC_MTF_MSP])
  2836. bonus += sc->data[SC_MTF_MSP]->val1;
  2837. if(sc->data[SC_SWORDCLAN])
  2838. bonus += 10;
  2839. if(sc->data[SC_ARCWANDCLAN])
  2840. bonus += 10;
  2841. if(sc->data[SC_GOLDENMACECLAN])
  2842. bonus += 10;
  2843. if(sc->data[SC_CROSSBOWCLAN])
  2844. bonus += 10;
  2845. }
  2846. } else if (type == STATUS_BONUS_RATE) {
  2847. struct status_change *sc = status_get_sc(bl);
  2848. //Only for BL_PC
  2849. if (bl->type == BL_PC) {
  2850. struct map_session_data *sd = map_id2sd(bl->id);
  2851. uint8 i;
  2852. bonus += sd->sprate;
  2853. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2854. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2855. bonus += i;
  2856. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2857. bonus += 2 * i;
  2858. }
  2859. //Bonus by SC
  2860. if (sc) {
  2861. if(sc->data[SC_INCMSPRATE])
  2862. bonus += sc->data[SC_INCMSPRATE]->val1;
  2863. if(sc->data[SC_RAISINGDRAGON])
  2864. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2865. if(sc->data[SC_SERVICE4U])
  2866. bonus += sc->data[SC_SERVICE4U]->val2;
  2867. if(sc->data[SC_MERC_SPUP])
  2868. bonus += sc->data[SC_MERC_SPUP]->val2;
  2869. if(sc->data[SC_LIFE_FORCE_F])
  2870. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2871. if(sc->data[SC_VITATA_500])
  2872. bonus += sc->data[SC_VITATA_500]->val2;
  2873. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  2874. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val4;
  2875. }
  2876. // Max rate reduce is -100%
  2877. bonus = cap_value(bonus,-100,INT_MAX);
  2878. }
  2879. return min(bonus,INT_MAX);
  2880. }
  2881. /**
  2882. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2883. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2884. * @param sd Player
  2885. * @param stat Vit/Int of player as param modifier
  2886. * @param isHP true - calculates Max HP, false - calculated Max SP
  2887. * @return max The max value of HP or SP
  2888. */
  2889. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2890. double dmax = 0;
  2891. uint16 idx, level, job_id;
  2892. nullpo_ret(sd);
  2893. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2894. idx = pc_class2idx(job_id);
  2895. level = umax(sd->status.base_level,1);
  2896. if (isHP) { //Calculates MaxHP
  2897. dmax = job_info[idx].base_hp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  2898. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2899. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2900. }
  2901. else { //Calculates MaxSP
  2902. dmax = job_info[idx].base_sp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  2903. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2904. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2905. }
  2906. //Make sure it's not negative before casting to unsigned int
  2907. if(dmax < 1) dmax = 1;
  2908. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2909. }
  2910. /**
  2911. * Calculates player's weight
  2912. * @param sd: Player object
  2913. * @param flag: Calculation type
  2914. * CALCWT_ITEM - Item weight
  2915. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2916. * @return false - failed, true - success
  2917. */
  2918. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2919. {
  2920. int b_weight, b_max_weight, skill, i;
  2921. struct status_change *sc;
  2922. nullpo_retr(false, sd);
  2923. sc = &sd->sc;
  2924. b_max_weight = sd->max_weight; // Store max weight for later comparison
  2925. b_weight = sd->weight; // Store current weight for later comparison
  2926. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
  2927. if (flag&CALCWT_ITEM) {
  2928. sd->weight = 0; // Reset current weight
  2929. for(i = 0; i < MAX_INVENTORY; i++) {
  2930. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  2931. continue;
  2932. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  2933. }
  2934. }
  2935. if (flag&CALCWT_MAXBONUS) {
  2936. // Skill/Status bonus weight increases
  2937. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  2938. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  2939. sd->max_weight += 2000 * skill;
  2940. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  2941. sd->max_weight += 10000;
  2942. else if (pc_isridingdragon(sd))
  2943. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  2944. if (sc->data[SC_KNOWLEDGE])
  2945. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  2946. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  2947. sd->max_weight += 2000 * skill;
  2948. }
  2949. // Update the client if the new weight calculations don't match
  2950. if (b_weight != sd->weight)
  2951. clif_updatestatus(sd, SP_WEIGHT);
  2952. if (b_max_weight != sd->max_weight) {
  2953. clif_updatestatus(sd, SP_MAXWEIGHT);
  2954. pc_updateweightstatus(sd);
  2955. }
  2956. return true;
  2957. }
  2958. /**
  2959. * Calculates player's cart weight
  2960. * @param sd: Player object
  2961. * @param flag: Calculation type
  2962. * CALCWT_ITEM - Cart item weight
  2963. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2964. * CALCWT_CARTSTATE - Whether to check for cart state
  2965. * @return false - failed, true - success
  2966. */
  2967. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2968. {
  2969. int b_cart_weight_max, i;
  2970. nullpo_retr(false, sd);
  2971. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  2972. return false;
  2973. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  2974. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  2975. if (flag&CALCWT_ITEM) {
  2976. sd->cart_weight = 0; // Reset current cart weight
  2977. sd->cart_num = 0; // Reset current cart item count
  2978. for(i = 0; i < MAX_CART; i++) {
  2979. if (!sd->cart.u.items_cart[i].nameid)
  2980. continue;
  2981. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  2982. sd->cart_num++; // Recalculate current cart item count
  2983. }
  2984. }
  2985. // Skill bonus max weight increases
  2986. if (flag&CALCWT_MAXBONUS)
  2987. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  2988. // Update the client if the new weight calculations don't match
  2989. if (b_cart_weight_max != sd->cart_weight_max)
  2990. clif_updatestatus(sd, SP_CARTINFO);
  2991. return true;
  2992. }
  2993. /**
  2994. * Calculates player data from scratch without counting SC adjustments
  2995. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2996. * @param sd: Player object
  2997. * @param opt: Whether it is first calc (login) or not
  2998. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2999. */
  3000. int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
  3001. {
  3002. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3003. struct status_data *base_status; ///< Pointer to the player's base status
  3004. const struct status_change *sc = &sd->sc;
  3005. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3006. int i, skill, refinedef = 0;
  3007. short index = -1;
  3008. if (++calculating > 10) // Too many recursive calls!
  3009. return -1;
  3010. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3011. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3012. pc_calc_skilltree(sd); // SkillTree calculation
  3013. if (opt&SCO_FIRST) {
  3014. // Load Hp/SP from char-received data.
  3015. sd->battle_status.hp = sd->status.hp;
  3016. sd->battle_status.sp = sd->status.sp;
  3017. sd->regen.sregen = &sd->sregen;
  3018. sd->regen.ssregen = &sd->ssregen;
  3019. }
  3020. base_status = &sd->base_status;
  3021. // These are not zeroed. [zzo]
  3022. sd->hprate = 100;
  3023. sd->sprate = 100;
  3024. sd->castrate = 100;
  3025. sd->delayrate = 100;
  3026. sd->dsprate = 100;
  3027. sd->hprecov_rate = 100;
  3028. sd->sprecov_rate = 100;
  3029. sd->matk_rate = 100;
  3030. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3031. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3032. sd->regen.state.block = 0;
  3033. sd->add_max_weight = 0;
  3034. // Zeroed arrays, order follows the order in pc.hpp.
  3035. // Add new arrays to the end of zeroed area in pc.hpp (see comments) and size here. [zzo]
  3036. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  3037. + sizeof(sd->param_equip)
  3038. + sizeof(sd->subele)
  3039. + sizeof(sd->subele_script)
  3040. + sizeof(sd->subdefele)
  3041. + sizeof(sd->subrace)
  3042. + sizeof(sd->subclass)
  3043. + sizeof(sd->subrace2)
  3044. + sizeof(sd->subsize)
  3045. + sizeof(sd->reseff)
  3046. + sizeof(sd->coma_class)
  3047. + sizeof(sd->coma_race)
  3048. + sizeof(sd->weapon_coma_ele)
  3049. + sizeof(sd->weapon_coma_race)
  3050. + sizeof(sd->weapon_coma_class)
  3051. + sizeof(sd->weapon_atk)
  3052. + sizeof(sd->weapon_damage_rate)
  3053. + sizeof(sd->arrow_addele)
  3054. + sizeof(sd->arrow_addrace)
  3055. + sizeof(sd->arrow_addclass)
  3056. + sizeof(sd->arrow_addsize)
  3057. + sizeof(sd->magic_addele)
  3058. + sizeof(sd->magic_addele_script)
  3059. + sizeof(sd->magic_addrace)
  3060. + sizeof(sd->magic_addclass)
  3061. + sizeof(sd->magic_addsize)
  3062. + sizeof(sd->magic_atk_ele)
  3063. + sizeof(sd->critaddrace)
  3064. + sizeof(sd->expaddrace)
  3065. + sizeof(sd->expaddclass)
  3066. + sizeof(sd->ignore_mdef_by_race)
  3067. + sizeof(sd->ignore_mdef_by_class)
  3068. + sizeof(sd->ignore_def_by_race)
  3069. + sizeof(sd->ignore_def_by_class)
  3070. + sizeof(sd->sp_gain_race)
  3071. + sizeof(sd->magic_addrace2)
  3072. + sizeof(sd->ignore_mdef_by_race2)
  3073. + sizeof(sd->dropaddrace)
  3074. + sizeof(sd->dropaddclass)
  3075. );
  3076. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3077. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3078. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  3079. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  3080. memset(&sd->special_state,0,sizeof(sd->special_state));
  3081. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3082. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3083. if (!sd->state.permanent_speed) {
  3084. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3085. base_status->speed = DEFAULT_WALK_SPEED;
  3086. } else {
  3087. int pSpeed = base_status->speed;
  3088. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3089. base_status->speed = pSpeed;
  3090. }
  3091. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3092. // Give them all modes except these (useful for clones)
  3093. base_status->mode = static_cast<e_mode>(MD_MASK&~(MD_STATUS_IMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK));
  3094. base_status->size = (sd->class_&JOBL_BABY || (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? SZ_SMALL : SZ_MEDIUM;
  3095. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3096. if (sd->class_&JOBL_BABY) {
  3097. if (battle_config.character_size&SZ_BIG)
  3098. base_status->size++;
  3099. } else
  3100. if(battle_config.character_size&SZ_MEDIUM)
  3101. base_status->size++;
  3102. }
  3103. base_status->aspd_rate = 1000;
  3104. base_status->ele_lv = 1;
  3105. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER;
  3106. base_status->class_ = CLASS_NORMAL;
  3107. // Zero up structures...
  3108. memset(&sd->autospell, 0, sizeof(sd->autospell)
  3109. + sizeof(sd->autospell2)
  3110. + sizeof(sd->autospell3)
  3111. + sizeof(sd->addeff)
  3112. + sizeof(sd->addeff_atked)
  3113. + sizeof(sd->addeff_onskill)
  3114. + sizeof(sd->skillatk)
  3115. + sizeof(sd->skillusesprate)
  3116. + sizeof(sd->skillusesp)
  3117. + sizeof(sd->skillheal)
  3118. + sizeof(sd->skillheal2)
  3119. + sizeof(sd->skillblown)
  3120. + sizeof(sd->skillcastrate)
  3121. + sizeof(sd->skillfixcastrate)
  3122. + sizeof(sd->subskill)
  3123. + sizeof(sd->skillcooldown)
  3124. + sizeof(sd->skillfixcast)
  3125. + sizeof(sd->skillvarcast)
  3126. + sizeof(sd->hp_loss)
  3127. + sizeof(sd->sp_loss)
  3128. + sizeof(sd->hp_regen)
  3129. + sizeof(sd->sp_regen)
  3130. + sizeof(sd->percent_hp_regen)
  3131. + sizeof(sd->percent_sp_regen)
  3132. + sizeof(sd->add_def)
  3133. + sizeof(sd->add_mdef)
  3134. + sizeof(sd->add_mdmg)
  3135. + sizeof(sd->add_drop)
  3136. + sizeof(sd->itemhealrate)
  3137. + sizeof(sd->subele2)
  3138. + sizeof(sd->def_set_race)
  3139. + sizeof(sd->mdef_set_race)
  3140. + sizeof(sd->norecover_state_race)
  3141. + sizeof(sd->hp_vanish_race)
  3142. + sizeof(sd->sp_vanish_race)
  3143. );
  3144. memset (&sd->bonus, 0, sizeof(sd->bonus));
  3145. // Autobonus
  3146. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  3147. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  3148. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  3149. pc_itemgrouphealrate_clear(sd);
  3150. running_npc_stat_calc_event = true;
  3151. npc_script_event(sd, NPCE_STATCALC);
  3152. running_npc_stat_calc_event = false;
  3153. // Parse equipment
  3154. for (i = 0; i < EQI_MAX; i++) {
  3155. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3156. current_equip_combo_pos = 0;
  3157. if (index < 0)
  3158. continue;
  3159. if (i == EQI_AMMO)
  3160. continue;
  3161. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3162. continue;
  3163. if (!sd->inventory_data[index])
  3164. continue;
  3165. base_status->def += sd->inventory_data[index]->def;
  3166. // Items may be equipped, their effects however are nullified.
  3167. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3168. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3169. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3170. if (!calculating)
  3171. return 1;
  3172. }
  3173. // Sanitize the refine level in case someone decreased the value inbetween
  3174. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3175. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3176. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3177. int r = sd->inventory.u.items_inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  3178. struct weapon_data *wd;
  3179. struct weapon_atk *wa;
  3180. if(wlv >= REFINE_TYPE_MAX)
  3181. wlv = REFINE_TYPE_MAX - 1;
  3182. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3183. wd = &sd->left_weapon; // Left-hand weapon
  3184. wa = &base_status->lhw;
  3185. } else {
  3186. wd = &sd->right_weapon;
  3187. wa = &base_status->rhw;
  3188. }
  3189. wa->atk += sd->inventory_data[index]->atk;
  3190. if(r)
  3191. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  3192. #ifdef RENEWAL
  3193. wa->matk += sd->inventory_data[index]->matk;
  3194. wa->wlv = wlv;
  3195. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  3196. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  3197. #endif
  3198. if(r) // Overrefine bonus.
  3199. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  3200. wa->range += sd->inventory_data[index]->range;
  3201. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3202. if (wd == &sd->left_weapon) {
  3203. sd->state.lr_flag = 1;
  3204. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3205. sd->state.lr_flag = 0;
  3206. } else
  3207. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3208. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3209. return 1;
  3210. }
  3211. #ifdef RENEWAL
  3212. if (sd->bonus.weapon_matk_rate)
  3213. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3214. #endif
  3215. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3216. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3217. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3218. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3219. wd->star += 10;
  3220. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3221. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3222. }
  3223. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3224. int r;
  3225. if ( (r = sd->inventory.u.items_inventory[index].refine) )
  3226. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  3227. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3228. if( i == EQI_HAND_L ) // Shield
  3229. sd->state.lr_flag = 3;
  3230. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3231. if( i == EQI_HAND_L ) // Shield
  3232. sd->state.lr_flag = 0;
  3233. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3234. return 1;
  3235. }
  3236. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3237. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3238. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3239. if( !calculating )
  3240. return 1;
  3241. }
  3242. }
  3243. }
  3244. if(sd->equip_index[EQI_AMMO] >= 0) {
  3245. index = sd->equip_index[EQI_AMMO];
  3246. if(sd->inventory_data[index]) { // Arrows
  3247. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3248. sd->state.lr_flag = 2;
  3249. if( !itemdb_group_item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3250. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3251. sd->state.lr_flag = 0;
  3252. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3253. return 1;
  3254. }
  3255. }
  3256. // We've got combos to process and check
  3257. if( sd->combos.count ) {
  3258. for (i = 0; i < sd->combos.count; i++) {
  3259. uint8 j = 0;
  3260. bool no_run = false;
  3261. struct item_combo *combo = NULL;
  3262. current_equip_item_index = -1;
  3263. current_equip_combo_pos = sd->combos.pos[i];
  3264. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  3265. continue;
  3266. // Check combo items
  3267. while (j < combo->count) {
  3268. struct item_data *id = itemdb_exists(combo->nameid[j]);
  3269. // Don't run the script if at least one of combo's pair has restriction
  3270. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3271. no_run = true;
  3272. break;
  3273. }
  3274. j++;
  3275. }
  3276. if (no_run)
  3277. continue;
  3278. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  3279. if (!calculating) // Abort, run_script retriggered this
  3280. return 1;
  3281. }
  3282. }
  3283. // Store equipment script bonuses
  3284. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  3285. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  3286. base_status->def += (refinedef+50)/100;
  3287. // Parse Cards
  3288. for (i = 0; i < EQI_MAX; i++) {
  3289. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3290. current_equip_combo_pos = 0;
  3291. if (index < 0)
  3292. continue;
  3293. if (i == EQI_AMMO)
  3294. continue;
  3295. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3296. continue;
  3297. if (sd->inventory_data[index]) {
  3298. int j;
  3299. struct item_data *data;
  3300. // Card script execution.
  3301. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3302. continue;
  3303. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3304. int c = sd->inventory.u.items_inventory[index].card[j];
  3305. current_equip_card_id= c;
  3306. if(!c)
  3307. continue;
  3308. data = itemdb_exists(c);
  3309. if(!data)
  3310. continue;
  3311. if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
  3312. run_script(data->equip_script,0,sd->bl.id,0);
  3313. if (!calculating)
  3314. return 1;
  3315. }
  3316. if(!data->script)
  3317. continue;
  3318. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3319. continue;
  3320. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3321. sd->state.lr_flag = 1;
  3322. run_script(data->script,0,sd->bl.id,0);
  3323. sd->state.lr_flag = 0;
  3324. } else
  3325. run_script(data->script,0,sd->bl.id,0);
  3326. if (!calculating) // Abort, run_script his function. [Skotlex]
  3327. return 1;
  3328. }
  3329. }
  3330. }
  3331. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3332. // Parse random options
  3333. for (i = 0; i < EQI_MAX; i++) {
  3334. current_equip_item_index = index = sd->equip_index[i];
  3335. current_equip_combo_pos = 0;
  3336. current_equip_opt_index = -1;
  3337. if (index < 0)
  3338. continue;
  3339. if (i == EQI_AMMO)
  3340. continue;
  3341. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3342. continue;
  3343. if (sd->inventory_data[index]) {
  3344. int j;
  3345. struct s_random_opt_data *data;
  3346. for (j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3347. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3348. if (!opt_id)
  3349. continue;
  3350. current_equip_opt_index = j;
  3351. data = itemdb_randomopt_exists(opt_id);
  3352. if (!data || !data->script)
  3353. continue;
  3354. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3355. continue;
  3356. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3357. sd->state.lr_flag = 1;
  3358. run_script(data->script, 0, sd->bl.id, 0);
  3359. sd->state.lr_flag = 0;
  3360. }
  3361. else
  3362. run_script(data->script, 0, sd->bl.id, 0);
  3363. if (!calculating)
  3364. return 1;
  3365. }
  3366. }
  3367. current_equip_opt_index = -1;
  3368. }
  3369. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  3370. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3371. if (data && data->script)
  3372. run_script(data->script, 0, sd->bl.id, 0);
  3373. }
  3374. pc_bonus_script(sd);
  3375. if( sd->pd ) { // Pet Bonus
  3376. struct pet_data *pd = sd->pd;
  3377. s_pet_db *pet_db_ptr = pd->get_pet_db();
  3378. if( pet_db_ptr != nullptr && pet_db_ptr->pet_loyal_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  3379. run_script(pd->get_pet_db()->pet_loyal_script,0,sd->bl.id,0);
  3380. if( pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  3381. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3382. }
  3383. // param_bonus now holds card bonuses.
  3384. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3385. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3386. if(base_status->rhw.range < base_status->lhw.range)
  3387. base_status->rhw.range = base_status->lhw.range;
  3388. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3389. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3390. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3391. // Damage modifiers from weapon type
  3392. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  3393. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  3394. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  3395. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  3396. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  3397. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  3398. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3399. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3400. { // When Riding with spear, damage modifier to mid-class becomes
  3401. // same as versus large size.
  3402. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  3403. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  3404. }
  3405. // ----- STATS CALCULATION -----
  3406. // Job bonuses
  3407. index = pc_class2idx(sd->status.class_);
  3408. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  3409. if(!job_info[index].job_bonus[i])
  3410. continue;
  3411. switch(job_info[index].job_bonus[i]) {
  3412. case 1: base_status->str++; break;
  3413. case 2: base_status->agi++; break;
  3414. case 3: base_status->vit++; break;
  3415. case 4: base_status->int_++; break;
  3416. case 5: base_status->dex++; break;
  3417. case 6: base_status->luk++; break;
  3418. }
  3419. }
  3420. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3421. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3422. base_status->str += 10;
  3423. base_status->agi += 10;
  3424. base_status->vit += 10;
  3425. base_status->int_+= 10;
  3426. base_status->dex += 10;
  3427. base_status->luk += 10;
  3428. }
  3429. // Absolute modifiers from passive skills
  3430. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3431. base_status->str++;
  3432. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3433. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3434. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3435. base_status->dex += skill;
  3436. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3437. base_status->int_ += skill;
  3438. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3439. base_status->int_ += 20;
  3440. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3441. i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  3442. base_status->str = cap_value(i,0,USHRT_MAX);
  3443. i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  3444. base_status->agi = cap_value(i,0,USHRT_MAX);
  3445. i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  3446. base_status->vit = cap_value(i,0,USHRT_MAX);
  3447. i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  3448. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3449. i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  3450. base_status->dex = cap_value(i,0,USHRT_MAX);
  3451. i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  3452. base_status->luk = cap_value(i,0,USHRT_MAX);
  3453. // ------ ATTACK CALCULATION ------
  3454. // Base batk value is set in status_calc_misc
  3455. #ifndef RENEWAL
  3456. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3457. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  3458. base_status->batk += sd->weapon_atk[sd->status.weapon];
  3459. // Absolute modifiers from passive skills
  3460. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3461. base_status->batk += 4;
  3462. #else
  3463. base_status->watk = status_weapon_atk(base_status->rhw, sd);
  3464. base_status->watk2 = status_weapon_atk(base_status->lhw, sd);
  3465. base_status->eatk = sd->bonus.eatk;
  3466. #endif
  3467. // ----- HP MAX CALCULATION -----
  3468. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3469. if(battle_config.hp_rate != 100)
  3470. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3471. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3472. // ----- SP MAX CALCULATION -----
  3473. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3474. if(battle_config.sp_rate != 100)
  3475. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3476. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3477. // ----- RESPAWN HP/SP -----
  3478. // Calc respawn hp and store it on base_status
  3479. if (sd->special_state.restart_full_recover) {
  3480. base_status->hp = base_status->max_hp;
  3481. base_status->sp = base_status->max_sp;
  3482. } else {
  3483. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3484. && battle_config.restart_hp_rate < 50)
  3485. base_status->hp = base_status->max_hp>>1;
  3486. else
  3487. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3488. if(!base_status->hp)
  3489. base_status->hp = 1;
  3490. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3491. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3492. base_status->sp = 1;
  3493. }
  3494. // ----- MISC CALCULATION -----
  3495. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3496. // Equipment modifiers for misc settings
  3497. if(sd->matk_rate < 0)
  3498. sd->matk_rate = 0;
  3499. if(sd->matk_rate != 100) {
  3500. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3501. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3502. }
  3503. if(sd->hit_rate < 0)
  3504. sd->hit_rate = 0;
  3505. if(sd->hit_rate != 100)
  3506. base_status->hit = base_status->hit * sd->hit_rate/100;
  3507. if(sd->flee_rate < 0)
  3508. sd->flee_rate = 0;
  3509. if(sd->flee_rate != 100)
  3510. base_status->flee = base_status->flee * sd->flee_rate/100;
  3511. if(sd->def2_rate < 0)
  3512. sd->def2_rate = 0;
  3513. if(sd->def2_rate != 100)
  3514. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3515. if(sd->mdef2_rate < 0)
  3516. sd->mdef2_rate = 0;
  3517. if(sd->mdef2_rate != 100)
  3518. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3519. if(sd->critical_rate < 0)
  3520. sd->critical_rate = 0;
  3521. if(sd->critical_rate != 100)
  3522. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3523. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3524. base_status->cri += 200;
  3525. if(sd->flee2_rate < 0)
  3526. sd->flee2_rate = 0;
  3527. if(sd->flee2_rate != 100)
  3528. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3529. // ----- HIT CALCULATION -----
  3530. // Absolute modifiers from passive skills
  3531. #ifndef RENEWAL
  3532. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3533. base_status->hit += skill*2;
  3534. #endif
  3535. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3536. #ifndef RENEWAL
  3537. base_status->hit += skill;
  3538. #endif
  3539. if(sd->status.weapon == W_BOW)
  3540. base_status->rhw.range += skill;
  3541. }
  3542. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3543. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3544. base_status->hit += 2*skill;
  3545. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3546. base_status->hit += skill;
  3547. base_status->rhw.range += skill;
  3548. }
  3549. }
  3550. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3551. base_status->hit += skill * 3;
  3552. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3553. base_status->hit += skill * 2;
  3554. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3555. base_status->hit += 20;
  3556. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3557. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3558. // ----- FLEE CALCULATION -----
  3559. // Absolute modifiers from passive skills
  3560. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3561. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3562. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3563. base_status->flee += (skill*3)>>1;
  3564. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3565. base_status->flee += 20;
  3566. // ----- EQUIPMENT-DEF CALCULATION -----
  3567. // Apply relative modifiers from equipment
  3568. if(sd->def_rate < 0)
  3569. sd->def_rate = 0;
  3570. if(sd->def_rate != 100) {
  3571. i = base_status->def * sd->def_rate/100;
  3572. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3573. }
  3574. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3575. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3576. #ifndef RENEWAL
  3577. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3578. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3579. base_status->def = (unsigned char)battle_config.max_def;
  3580. }
  3581. #endif
  3582. // ----- EQUIPMENT-MDEF CALCULATION -----
  3583. // Apply relative modifiers from equipment
  3584. if(sd->mdef_rate < 0)
  3585. sd->mdef_rate = 0;
  3586. if(sd->mdef_rate != 100) {
  3587. i = base_status->mdef * sd->mdef_rate/100;
  3588. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3589. }
  3590. #ifndef RENEWAL
  3591. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3592. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3593. base_status->mdef = (signed char)battle_config.max_def;
  3594. }
  3595. #endif
  3596. // ----- ASPD CALCULATION -----
  3597. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3598. // Basic ASPD value
  3599. i = status_base_amotion_pc(sd,base_status);
  3600. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3601. // Relative modifiers from passive skills
  3602. #ifndef RENEWAL_ASPD
  3603. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3604. base_status->aspd_rate -= 5*skill;
  3605. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3606. base_status->aspd_rate -= 30*skill;
  3607. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3608. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3609. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3610. if(pc_isriding(sd))
  3611. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3612. else if(pc_isridingdragon(sd))
  3613. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3614. #else // Needs more info
  3615. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3616. base_status->aspd_rate += 30*skill;
  3617. if(pc_isriding(sd))
  3618. base_status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3619. else if(pc_isridingdragon(sd))
  3620. base_status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3621. #endif
  3622. base_status->adelay = 2*base_status->amotion;
  3623. // ----- DMOTION -----
  3624. i = 800-base_status->agi*4;
  3625. base_status->dmotion = cap_value(i, 400, 800);
  3626. if(battle_config.pc_damage_delay_rate != 100)
  3627. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3628. // ----- MISC CALCULATIONS -----
  3629. // Weight
  3630. status_calc_weight(sd, CALCWT_MAXBONUS);
  3631. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3632. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  3633. sd->regen.state.walk = 1;
  3634. else
  3635. sd->regen.state.walk = 0;
  3636. // Skill SP cost
  3637. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3638. sd->dsprate -= 4*skill;
  3639. if(sc->data[SC_SERVICE4U])
  3640. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3641. if(sc->data[SC_SPCOST_RATE])
  3642. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3643. // Underflow protections.
  3644. if(sd->dsprate < 0)
  3645. sd->dsprate = 0;
  3646. if(sd->castrate < 0)
  3647. sd->castrate = 0;
  3648. if(sd->delayrate < 0)
  3649. sd->delayrate = 0;
  3650. if(sd->hprecov_rate < 0)
  3651. sd->hprecov_rate = 0;
  3652. if(sd->sprecov_rate < 0)
  3653. sd->sprecov_rate = 0;
  3654. // Anti-element and anti-race
  3655. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3656. sd->subele[ELE_HOLY] += skill*5;
  3657. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3658. sd->subele[ELE_NEUTRAL] += skill;
  3659. sd->subele[ELE_FIRE] += skill*5;
  3660. }
  3661. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3662. #ifdef RENEWAL
  3663. skill = skill * 2;
  3664. #else
  3665. skill = skill * 4;
  3666. #endif
  3667. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3668. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3669. sd->magic_addrace[RC_DRAGON]+=skill;
  3670. sd->subrace[RC_DRAGON]+=skill;
  3671. }
  3672. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3673. sd->right_weapon.addrace[RC_DEMON] += skill;
  3674. sd->right_weapon.addele[ELE_DARK] += skill;
  3675. sd->left_weapon.addrace[RC_DEMON] += skill;
  3676. sd->left_weapon.addele[ELE_DARK] += skill;
  3677. sd->magic_addrace[RC_DEMON] += skill;
  3678. sd->magic_addele[ELE_DARK] += skill;
  3679. sd->subrace[RC_DEMON] += skill;
  3680. sd->subele[ELE_DARK] += skill;
  3681. }
  3682. if(sc->count) {
  3683. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3684. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3685. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3686. }
  3687. if(sc->data[SC_SIEGFRIED]) {
  3688. i = sc->data[SC_SIEGFRIED]->val2;
  3689. sd->subele[ELE_WATER] += i;
  3690. sd->subele[ELE_EARTH] += i;
  3691. sd->subele[ELE_FIRE] += i;
  3692. sd->subele[ELE_WIND] += i;
  3693. sd->subele[ELE_POISON] += i;
  3694. sd->subele[ELE_HOLY] += i;
  3695. sd->subele[ELE_DARK] += i;
  3696. sd->subele[ELE_GHOST] += i;
  3697. sd->subele[ELE_UNDEAD] += i;
  3698. }
  3699. if(sc->data[SC_PROVIDENCE]) {
  3700. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3701. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3702. }
  3703. if (sc->data[SC_GEFFEN_MAGIC1]) {
  3704. sd->right_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3705. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3706. sd->left_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3707. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3708. }
  3709. if (sc->data[SC_GEFFEN_MAGIC2]) {
  3710. sd->magic_addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3711. sd->magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3712. }
  3713. if(sc->data[SC_GEFFEN_MAGIC3]) {
  3714. sd->subrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3715. sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3716. }
  3717. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  3718. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  3719. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  3720. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  3721. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  3722. }
  3723. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  3724. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  3725. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  3726. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  3727. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  3728. }
  3729. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  3730. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  3731. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  3732. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  3733. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  3734. }
  3735. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  3736. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  3737. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  3738. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  3739. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  3740. }
  3741. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3742. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3743. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3744. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3745. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3746. }
  3747. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3748. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3749. sd->subele[ELE_FIRE] += i;
  3750. sd->subele[ELE_WATER] -= i;
  3751. }
  3752. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3753. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3754. sd->subele[ELE_WATER] += i;
  3755. sd->subele[ELE_WIND] -= i;
  3756. }
  3757. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3758. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3759. sd->subele[ELE_WIND] += i;
  3760. sd->subele[ELE_EARTH] -= i;
  3761. }
  3762. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3763. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3764. sd->subele[ELE_EARTH] += i;
  3765. sd->subele[ELE_FIRE] -= i;
  3766. }
  3767. if (sc->data[SC_MTF_MLEATKED] )
  3768. sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  3769. if (sc->data[SC_MTF_CRIDAMAGE])
  3770. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  3771. }
  3772. status_cpy(&sd->battle_status, base_status);
  3773. // ----- CLIENT-SIDE REFRESH -----
  3774. if(!sd->bl.prev) {
  3775. // Will update on LoadEndAck
  3776. calculating = 0;
  3777. return 0;
  3778. }
  3779. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3780. clif_skillinfoblock(sd);
  3781. // If the skill is learned, the status is infinite.
  3782. if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 && !sd->sc.data[SC_SPRITEMABLE] )
  3783. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, -1);
  3784. calculating = 0;
  3785. return 0;
  3786. }
  3787. /**
  3788. * Calculates Mercenary data
  3789. * @param md: Mercenary object
  3790. * @param opt: Whether it is first calc or not (0 on level up or status)
  3791. * @return 0
  3792. */
  3793. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  3794. {
  3795. struct status_data *status = &md->base_status;
  3796. struct s_mercenary *merc = &md->mercenary;
  3797. if (opt&SCO_FIRST) {
  3798. memcpy(status, &md->db->status, sizeof(struct status_data));
  3799. status->class_ = CLASS_NORMAL;
  3800. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3801. status->hp = status->max_hp;
  3802. status->sp = status->max_sp;
  3803. md->battle_status.hp = merc->hp;
  3804. md->battle_status.sp = merc->sp;
  3805. if (md->master)
  3806. status->speed = status_get_speed(&md->master->bl);
  3807. }
  3808. status_calc_misc(&md->bl, status, md->db->lv);
  3809. status_cpy(&md->battle_status, status);
  3810. return 0;
  3811. }
  3812. /**
  3813. * Calculates Homunculus data
  3814. * @param hd: Homunculus object
  3815. * @param opt: Whether it is first calc or not (0 on level up or status)
  3816. * @return 1
  3817. */
  3818. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  3819. {
  3820. struct status_data *status = &hd->base_status;
  3821. struct s_homunculus *hom = &hd->homunculus;
  3822. int skill_lv;
  3823. int amotion;
  3824. status->str = hom->str / 10;
  3825. status->agi = hom->agi / 10;
  3826. status->vit = hom->vit / 10;
  3827. status->dex = hom->dex / 10;
  3828. status->int_ = hom->int_ / 10;
  3829. status->luk = hom->luk / 10;
  3830. APPLY_HOMUN_LEVEL_STATWEIGHT();
  3831. if (opt&SCO_FIRST) {
  3832. const struct s_homunculus_db *db = hd->homunculusDB;
  3833. status->def_ele = db->element;
  3834. status->ele_lv = 1;
  3835. status->race = db->race;
  3836. status->class_ = CLASS_NORMAL;
  3837. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  3838. status->rhw.range = 1 + status->size;
  3839. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3840. status->speed = DEFAULT_WALK_SPEED;
  3841. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  3842. status->speed = status_get_speed(&hd->master->bl);
  3843. status->hp = 1;
  3844. status->sp = 1;
  3845. }
  3846. status->aspd_rate = 1000;
  3847. #ifdef RENEWAL
  3848. amotion = hd->homunculusDB->baseASPD;
  3849. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  3850. status->def = status->mdef = 0;
  3851. #else
  3852. skill_lv = hom->level / 10 + status->vit / 5;
  3853. status->def = cap_value(skill_lv, 0, 99);
  3854. skill_lv = hom->level / 10 + status->int_ / 5;
  3855. status->mdef = cap_value(skill_lv, 0, 99);
  3856. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  3857. #endif
  3858. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  3859. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  3860. status->max_hp = hom->max_hp;
  3861. status->max_sp = hom->max_sp;
  3862. hom_calc_skilltree(hd, 0);
  3863. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3864. status->def += skill_lv * 4;
  3865. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  3866. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  3867. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  3868. }
  3869. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3870. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  3871. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  3872. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  3873. if (opt&SCO_FIRST) {
  3874. hd->battle_status.hp = hom->hp;
  3875. hd->battle_status.sp = hom->sp;
  3876. if(hom->class_ == 6052) // Eleanor
  3877. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3878. }
  3879. #ifndef RENEWAL
  3880. status->rhw.atk = status->dex;
  3881. status->rhw.atk2 = status->str + hom->level;
  3882. #endif
  3883. status_calc_misc(&hd->bl, status, hom->level);
  3884. status_cpy(&hd->battle_status, status);
  3885. return 1;
  3886. }
  3887. /**
  3888. * Calculates Elemental data
  3889. * @param ed: Elemental object
  3890. * @param opt: Whether it is first calc or not (0 on status change)
  3891. * @return 0
  3892. */
  3893. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  3894. {
  3895. struct status_data *status = &ed->base_status;
  3896. struct s_elemental *ele = &ed->elemental;
  3897. struct map_session_data *sd = ed->master;
  3898. if( !sd )
  3899. return 0;
  3900. if (opt&SCO_FIRST) {
  3901. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3902. if( !ele->mode )
  3903. status->mode = EL_MODE_PASSIVE;
  3904. else
  3905. status->mode = ele->mode;
  3906. status->class_ = CLASS_NORMAL;
  3907. status_calc_misc(&ed->bl, status, 0);
  3908. status->max_hp = ele->max_hp;
  3909. status->max_sp = ele->max_sp;
  3910. status->hp = ele->hp;
  3911. status->sp = ele->sp;
  3912. status->rhw.atk = ele->atk;
  3913. status->rhw.atk2 = ele->atk2;
  3914. status->matk_min += ele->matk;
  3915. status->def += ele->def;
  3916. status->mdef += ele->mdef;
  3917. status->flee = ele->flee;
  3918. status->hit = ele->hit;
  3919. if (ed->master)
  3920. status->speed = status_get_speed(&ed->master->bl);
  3921. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3922. } else {
  3923. status_calc_misc(&ed->bl, status, 0);
  3924. status_cpy(&ed->battle_status, status);
  3925. }
  3926. return 0;
  3927. }
  3928. /**
  3929. * Calculates NPC data
  3930. * @param nd: NPC object
  3931. * @param opt: Whether it is first calc or not (what?)
  3932. * @return 0
  3933. */
  3934. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  3935. {
  3936. struct status_data *status = &nd->status;
  3937. if (!nd)
  3938. return 0;
  3939. if (opt&SCO_FIRST) {
  3940. status->hp = 1;
  3941. status->sp = 1;
  3942. status->max_hp = 1;
  3943. status->max_sp = 1;
  3944. status->def_ele = ELE_NEUTRAL;
  3945. status->ele_lv = 1;
  3946. status->race = RC_DEMIHUMAN;
  3947. status->class_ = CLASS_NORMAL;
  3948. status->size = nd->size;
  3949. status->rhw.range = 1 + status->size;
  3950. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3951. status->speed = nd->speed;
  3952. }
  3953. status->str = nd->stat_point + nd->params.str;
  3954. status->agi = nd->stat_point + nd->params.agi;
  3955. status->vit = nd->stat_point + nd->params.vit;
  3956. status->int_= nd->stat_point + nd->params.int_;
  3957. status->dex = nd->stat_point + nd->params.dex;
  3958. status->luk = nd->stat_point + nd->params.luk;
  3959. status_calc_misc(&nd->bl, status, nd->level);
  3960. status_cpy(&nd->status, status);
  3961. return 0;
  3962. }
  3963. /**
  3964. * Calculates regeneration values
  3965. * Applies passive skill regeneration additions
  3966. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3967. * @param status: Object's status
  3968. * @param regen: Object's base regeneration data
  3969. */
  3970. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3971. {
  3972. struct map_session_data *sd;
  3973. struct status_change *sc;
  3974. int val, skill, reg_flag;
  3975. if( !(bl->type&BL_REGEN) || !regen )
  3976. return;
  3977. sd = BL_CAST(BL_PC,bl);
  3978. sc = status_get_sc(bl);
  3979. val = 1 + (status->vit/5) + (status->max_hp/200);
  3980. if( sd && sd->hprecov_rate != 100 )
  3981. val = val*sd->hprecov_rate/100;
  3982. reg_flag = bl->type == BL_PC ? 0 : 1;
  3983. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3984. val = 1 + (status->int_/6) + (status->max_sp/100);
  3985. if( status->int_ >= 120 )
  3986. val += ((status->int_-120)>>1) + 4;
  3987. if( sd && sd->sprecov_rate != 100 )
  3988. val = val*sd->sprecov_rate/100;
  3989. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3990. if( sd ) {
  3991. struct regen_data_sub *sregen;
  3992. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  3993. val = regen->sp*(100+3*skill)/100;
  3994. regen->sp = cap_value(val, 1, SHRT_MAX);
  3995. }
  3996. // Only players have skill/sitting skill regen for now.
  3997. sregen = regen->sregen;
  3998. val = 0;
  3999. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4000. val += skill*5 + skill*status->max_hp/500;
  4001. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4002. val = 0;
  4003. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4004. val += skill*3 + skill*status->max_sp/500;
  4005. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4006. val += skill*3 + skill*status->max_sp/500;
  4007. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4008. val += 3 + 3 * skill;
  4009. if (sc && sc->count && sc->data[SC_SHRIMPBLESSING])
  4010. val += 150 / 100;
  4011. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4012. // Skill-related recovery (only when sit)
  4013. sregen = regen->ssregen;
  4014. val = 0;
  4015. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4016. val += skill*4 + skill*status->max_hp/500;
  4017. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4018. val += skill*30 + skill*status->max_hp/500;
  4019. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4020. val = 0;
  4021. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4022. val += skill*3 + skill*status->max_sp/500;
  4023. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4024. val += (30+10*skill)*val/100;
  4025. }
  4026. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4027. val += skill*2 + skill*status->max_sp/500;
  4028. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4029. }
  4030. if( bl->type == BL_HOM ) {
  4031. struct homun_data *hd = (TBL_HOM*)bl;
  4032. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4033. val = regen->hp*(100+5*skill)/100;
  4034. regen->hp = cap_value(val, 1, SHRT_MAX);
  4035. }
  4036. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4037. val = regen->sp*(100+3*skill)/100;
  4038. regen->sp = cap_value(val, 1, SHRT_MAX);
  4039. }
  4040. } else if( bl->type == BL_MER ) {
  4041. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4042. regen->hp = cap_value(val, 1, SHRT_MAX);
  4043. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4044. regen->sp = cap_value(val, 1, SHRT_MAX);
  4045. } else if( bl->type == BL_ELEM ) {
  4046. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4047. regen->hp = cap_value(val, 1, SHRT_MAX);
  4048. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4049. regen->sp = cap_value(val, 1, SHRT_MAX);
  4050. }
  4051. }
  4052. /**
  4053. * Calculates SC (Status Changes) regeneration values
  4054. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4055. * @param regen: Object's base regeneration data
  4056. * @param sc: Object's status change data
  4057. */
  4058. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4059. {
  4060. if (!(bl->type&BL_REGEN) || !regen)
  4061. return;
  4062. regen->flag = RGN_HP|RGN_SP;
  4063. if(regen->sregen) {
  4064. if (regen->sregen->hp)
  4065. regen->flag |= RGN_SHP;
  4066. if (regen->sregen->sp)
  4067. regen->flag |= RGN_SSP;
  4068. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4069. }
  4070. if (regen->ssregen) {
  4071. if (regen->ssregen->hp)
  4072. regen->flag |= RGN_SHP;
  4073. if (regen->ssregen->sp)
  4074. regen->flag |= RGN_SSP;
  4075. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4076. }
  4077. regen->rate.hp = regen->rate.sp = 100;
  4078. if (!sc || !sc->count)
  4079. return;
  4080. // No HP or SP regen
  4081. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4082. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4083. || sc->data[SC_BERSERK]
  4084. || sc->data[SC_TRICKDEAD]
  4085. || sc->data[SC_BLEEDING]
  4086. || sc->data[SC_MAGICMUSHROOM]
  4087. || sc->data[SC_SATURDAYNIGHTFEVER]
  4088. || sc->data[SC_REBOUND])
  4089. regen->flag = RGN_NONE;
  4090. // No natural SP regen
  4091. if (sc->data[SC_DANCING] ||
  4092. #ifdef RENEWAL
  4093. sc->data[SC_MAXIMIZEPOWER] ||
  4094. #endif
  4095. #ifndef RENEWAL
  4096. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4097. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4098. #else
  4099. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4100. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4101. #endif
  4102. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  4103. regen->flag &= ~RGN_SP;
  4104. if (sc->data[SC_TENSIONRELAX]) {
  4105. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4106. regen->state.overweight = 0; // 1x HP regen
  4107. else {
  4108. regen->rate.hp += 200;
  4109. if (regen->sregen)
  4110. regen->sregen->rate.hp += 200;
  4111. }
  4112. }
  4113. if (sc->data[SC_MAGNIFICAT])
  4114. regen->rate.sp += 100;
  4115. if (sc->data[SC_REGENERATION]) {
  4116. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4117. if (!sce->val4) {
  4118. regen->rate.hp += (sce->val2*100);
  4119. regen->rate.sp += (sce->val3*100);
  4120. } else
  4121. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4122. }
  4123. if(sc->data[SC_GT_REVITALIZE]) {
  4124. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4125. regen->state.walk = 1;
  4126. }
  4127. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4128. int ele_class = status_get_class(bl);
  4129. switch (ele_class) {
  4130. case ELEMENTALID_AGNI_S:
  4131. case ELEMENTALID_AGNI_M:
  4132. case ELEMENTALID_AGNI_L:
  4133. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4134. regen->rate.hp += 100;
  4135. break;
  4136. case ELEMENTALID_AQUA_S:
  4137. case ELEMENTALID_AQUA_M:
  4138. case ELEMENTALID_AQUA_L:
  4139. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4140. regen->rate.hp += 100;
  4141. break;
  4142. case ELEMENTALID_VENTUS_S:
  4143. case ELEMENTALID_VENTUS_M:
  4144. case ELEMENTALID_VENTUS_L:
  4145. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4146. regen->rate.hp += 100;
  4147. break;
  4148. case ELEMENTALID_TERA_S:
  4149. case ELEMENTALID_TERA_M:
  4150. case ELEMENTALID_TERA_L:
  4151. if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4152. regen->rate.hp += 100;
  4153. break;
  4154. }
  4155. }
  4156. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4157. regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.);
  4158. if (sc->data[SC_VITATA_500])
  4159. regen->rate.sp += (unsigned short)(regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100.);
  4160. if (sc->data[SC_CATNIPPOWDER]) {
  4161. regen->rate.hp *= 2;
  4162. regen->rate.sp *= 2;
  4163. }
  4164. }
  4165. /**
  4166. * Applies a state to a unit - See [StatusChangeStateTable]
  4167. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4168. * @param sc: Object's status change data
  4169. * @param flag: Which state to apply to bl
  4170. * @param start: (1) start state, (0) remove state
  4171. */
  4172. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  4173. {
  4174. /// No sc at all, we can zero without any extra weight over our conciousness
  4175. if( !sc->count ) {
  4176. memset(&sc->cant, 0, sizeof (sc->cant));
  4177. return;
  4178. }
  4179. // Can't move
  4180. if( flag&SCS_NOMOVE ) {
  4181. if( !(flag&SCS_NOMOVECOND) )
  4182. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4183. else if(
  4184. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4185. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4186. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4187. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4188. )
  4189. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4190. }
  4191. // Can't use skills
  4192. if( flag&SCS_NOCAST ) {
  4193. if( !(flag&SCS_NOCASTCOND) )
  4194. sc->cant.cast += ( start ? 1 : -1 );
  4195. }
  4196. // Can't chat
  4197. if( flag&SCS_NOCHAT ) {
  4198. if( !(flag&SCS_NOCHATCOND) )
  4199. sc->cant.chat += ( start ? 1 : -1 );
  4200. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4201. sc->cant.chat += ( start ? 1 : -1 );
  4202. }
  4203. // Player-only states
  4204. if( bl->type == BL_PC ) {
  4205. // Can't pick-up items
  4206. if( flag&SCS_NOPICKITEM ) {
  4207. if( !(flag&SCS_NOPICKITEMCOND) )
  4208. sc->cant.pickup += ( start ? 1 : -1 );
  4209. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4210. sc->cant.pickup += ( start ? 1 : -1 );
  4211. }
  4212. // Can't drop items
  4213. if( flag&SCS_NODROPITEM ) {
  4214. if( !(flag&SCS_NODROPITEMCOND) )
  4215. sc->cant.drop += ( start ? 1 : -1 );
  4216. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4217. sc->cant.drop += ( start ? 1 : -1 );
  4218. }
  4219. }
  4220. return;
  4221. }
  4222. /**
  4223. * Recalculates parts of an objects status according to specified flags
  4224. * See [set_sc] [add_sc]
  4225. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4226. * @param flag: Which status has changed on bl
  4227. */
  4228. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  4229. {
  4230. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4231. struct status_data *status = status_get_status_data(bl); // Battle Status
  4232. struct status_change *sc = status_get_sc(bl);
  4233. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4234. int temp;
  4235. if (!b_status || !status)
  4236. return;
  4237. /** [Playtester]
  4238. * This needs to be done even if there is currently no status change active, because
  4239. * we need to update the speed on the client when the last status change ends.
  4240. **/
  4241. if(flag&SCB_SPEED) {
  4242. struct unit_data *ud = unit_bl2ud(bl);
  4243. /** [Skotlex]
  4244. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4245. * because if you step on something while walking, the moment this
  4246. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4247. **/
  4248. if (ud)
  4249. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4250. }
  4251. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  4252. status_cpy(status, b_status);
  4253. return;
  4254. }
  4255. if(flag&SCB_STR) {
  4256. status->str = status_calc_str(bl, sc, b_status->str);
  4257. flag|=SCB_BATK;
  4258. if( bl->type&BL_HOM )
  4259. flag |= SCB_WATK;
  4260. }
  4261. if(flag&SCB_AGI) {
  4262. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4263. flag|=SCB_FLEE
  4264. #ifdef RENEWAL
  4265. |SCB_DEF2
  4266. #endif
  4267. ;
  4268. if( bl->type&(BL_PC|BL_HOM) )
  4269. flag |= SCB_ASPD|SCB_DSPD;
  4270. }
  4271. if(flag&SCB_VIT) {
  4272. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4273. flag|=SCB_DEF2|SCB_MDEF2;
  4274. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4275. flag |= SCB_MAXHP;
  4276. if( bl->type&BL_HOM )
  4277. flag |= SCB_DEF;
  4278. }
  4279. if(flag&SCB_INT) {
  4280. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4281. flag|=SCB_MATK|SCB_MDEF2;
  4282. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4283. flag |= SCB_MAXSP;
  4284. if( bl->type&BL_HOM )
  4285. flag |= SCB_MDEF;
  4286. }
  4287. if(flag&SCB_DEX) {
  4288. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4289. flag|=SCB_BATK|SCB_HIT
  4290. #ifdef RENEWAL
  4291. |SCB_MATK|SCB_MDEF2
  4292. #endif
  4293. ;
  4294. if( bl->type&(BL_PC|BL_HOM) )
  4295. flag |= SCB_ASPD;
  4296. if( bl->type&BL_HOM )
  4297. flag |= SCB_WATK;
  4298. }
  4299. if(flag&SCB_LUK) {
  4300. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4301. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  4302. #ifdef RENEWAL
  4303. |SCB_MATK|SCB_HIT|SCB_FLEE
  4304. #endif
  4305. ;
  4306. }
  4307. if(flag&SCB_BATK && b_status->batk) {
  4308. status->batk = status_base_atk(bl,status);
  4309. temp = b_status->batk - status_base_atk(bl,b_status);
  4310. if (temp) {
  4311. temp += status->batk;
  4312. status->batk = cap_value(temp, 0, USHRT_MAX);
  4313. }
  4314. status->batk = status_calc_batk(bl, sc, status->batk);
  4315. }
  4316. if(flag&SCB_WATK) {
  4317. #ifndef RENEWAL
  4318. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4319. if (!sd) // Should not affect weapon refine bonus
  4320. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4321. if (sd && sd->bonus.weapon_atk_rate)
  4322. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4323. if(b_status->lhw.atk) {
  4324. if (sd) {
  4325. sd->state.lr_flag = 1;
  4326. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4327. sd->state.lr_flag = 0;
  4328. } else {
  4329. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4330. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4331. }
  4332. }
  4333. #else
  4334. if(!b_status->watk) { // We only have left-hand weapon
  4335. status->watk = 0;
  4336. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4337. }
  4338. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4339. #endif
  4340. }
  4341. if(flag&SCB_HIT) {
  4342. if (status->dex == b_status->dex
  4343. #ifdef RENEWAL
  4344. && status->luk == b_status->luk
  4345. #endif
  4346. )
  4347. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4348. else
  4349. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4350. #ifdef RENEWAL
  4351. + (status->luk/3 - b_status->luk/3)
  4352. #endif
  4353. );
  4354. }
  4355. if(flag&SCB_FLEE) {
  4356. if (status->agi == b_status->agi
  4357. #ifdef RENEWAL
  4358. && status->luk == b_status->luk
  4359. #endif
  4360. )
  4361. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4362. else
  4363. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4364. #ifdef RENEWAL
  4365. + (status->luk/5 - b_status->luk/5)
  4366. #endif
  4367. );
  4368. }
  4369. if(flag&SCB_DEF) {
  4370. status->def = status_calc_def(bl, sc, b_status->def);
  4371. if( bl->type&BL_HOM )
  4372. status->def += (status->vit/5 - b_status->vit/5);
  4373. }
  4374. if(flag&SCB_DEF2) {
  4375. if (status->vit == b_status->vit
  4376. #ifdef RENEWAL
  4377. && status->agi == b_status->agi
  4378. #endif
  4379. )
  4380. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4381. else
  4382. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4383. #ifdef RENEWAL
  4384. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4385. #else
  4386. + (status->vit - b_status->vit)
  4387. #endif
  4388. );
  4389. }
  4390. if(flag&SCB_MDEF) {
  4391. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4392. if( bl->type&BL_HOM )
  4393. status->mdef += (status->int_/5 - b_status->int_/5);
  4394. }
  4395. if(flag&SCB_MDEF2) {
  4396. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4397. #ifdef RENEWAL
  4398. && status->dex == b_status->dex
  4399. #endif
  4400. )
  4401. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4402. else
  4403. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4404. #ifdef RENEWAL
  4405. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4406. #else
  4407. + ((status->vit - b_status->vit)>>1)
  4408. #endif
  4409. );
  4410. }
  4411. if(flag&SCB_SPEED) {
  4412. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4413. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4414. status->speed = battle_config.max_walk_speed;
  4415. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4416. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4417. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4418. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4419. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4420. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4421. }
  4422. if(flag&SCB_CRI && b_status->cri) {
  4423. if (status->luk == b_status->luk)
  4424. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4425. else
  4426. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4427. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4428. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  4429. status->cri <<= 1;
  4430. }
  4431. if(flag&SCB_FLEE2 && b_status->flee2) {
  4432. if (status->luk == b_status->luk)
  4433. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4434. else
  4435. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4436. }
  4437. if(flag&SCB_ATK_ELE) {
  4438. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4439. if (sd) sd->state.lr_flag = 1;
  4440. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4441. if (sd) sd->state.lr_flag = 0;
  4442. }
  4443. if(flag&SCB_DEF_ELE) {
  4444. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4445. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4446. }
  4447. if(flag&SCB_MODE) {
  4448. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4449. // Since mode changed, reset their state.
  4450. if (!status_has_mode(status,MD_CANATTACK))
  4451. unit_stop_attack(bl);
  4452. if (!status_has_mode(status,MD_CANMOVE))
  4453. unit_stop_walking(bl,1);
  4454. }
  4455. /**
  4456. * No status changes alter these yet.
  4457. * if(flag&SCB_SIZE)
  4458. * if(flag&SCB_RACE)
  4459. * if(flag&SCB_RANGE)
  4460. **/
  4461. if(flag&SCB_MAXHP) {
  4462. if( bl->type&BL_PC ) {
  4463. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4464. if(battle_config.hp_rate != 100)
  4465. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4466. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4467. }
  4468. else
  4469. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4470. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4471. status->hp = status->max_hp;
  4472. if( sd ) clif_updatestatus(sd,SP_HP);
  4473. }
  4474. }
  4475. if(flag&SCB_MAXSP) {
  4476. if( bl->type&BL_PC ) {
  4477. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4478. if(battle_config.sp_rate != 100)
  4479. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4480. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4481. }
  4482. else
  4483. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4484. if( status->sp > status->max_sp ) {
  4485. status->sp = status->max_sp;
  4486. if( sd ) clif_updatestatus(sd,SP_SP);
  4487. }
  4488. }
  4489. if(flag&SCB_MATK) {
  4490. #ifndef RENEWAL
  4491. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  4492. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  4493. #else
  4494. /**
  4495. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  4496. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  4497. **/
  4498. status->matk_min = status->matk_max = status_base_matk(bl, status, status_get_lv(bl));
  4499. switch( bl->type ) {
  4500. case BL_PC: {
  4501. int wMatk = 0;
  4502. int variance = 0;
  4503. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  4504. if (sd) {
  4505. if (sd->bonus.ematk > 0)
  4506. status->matk_min += sd->bonus.ematk;
  4507. if (pc_checkskill(sd, SU_POWEROFLAND) > 0) {
  4508. if ((pc_checkskill(sd, SU_SV_STEMSPEAR) + pc_checkskill(sd, SU_CN_POWDERING) + pc_checkskill(sd, SU_CN_METEOR) + pc_checkskill(sd, SU_SV_ROOTTWIST) +
  4509. pc_checkskill(sd, SU_CHATTERING) + pc_checkskill(sd, SU_MEOWMEOW) + pc_checkskill(sd, SU_NYANGGRASS)) > 19)
  4510. status->matk_min += status->matk_min * 20 / 100;
  4511. }
  4512. }
  4513. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  4514. status->matk_max = status->matk_min;
  4515. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  4516. if (b_status->lhw.matk) {
  4517. if (sd) {
  4518. //sd->state.lr_flag = 1; //?? why was that set here
  4519. status->lhw.matk = b_status->lhw.matk;
  4520. sd->state.lr_flag = 0;
  4521. } else {
  4522. status->lhw.matk = b_status->lhw.matk;
  4523. }
  4524. }
  4525. if (b_status->rhw.matk) {
  4526. status->rhw.matk = b_status->rhw.matk;
  4527. }
  4528. if (status->rhw.matk) {
  4529. wMatk += status->rhw.matk;
  4530. variance += wMatk * status->rhw.wlv / 10;
  4531. }
  4532. if (status->lhw.matk) {
  4533. wMatk += status->lhw.matk;
  4534. variance += status->lhw.matk * status->lhw.wlv / 10;
  4535. }
  4536. status->matk_min += wMatk - variance;
  4537. status->matk_max += wMatk + variance;
  4538. }
  4539. break;
  4540. case BL_HOM:
  4541. status->matk_min += (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  4542. status->matk_max += (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  4543. break;
  4544. }
  4545. #endif
  4546. if (bl->type&BL_PC && sd->matk_rate != 100) {
  4547. status->matk_max = status->matk_max * sd->matk_rate/100;
  4548. status->matk_min = status->matk_min * sd->matk_rate/100;
  4549. }
  4550. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  4551. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  4552. status->matk_min = status->matk_max;
  4553. #ifdef RENEWAL
  4554. if( sd && sd->right_weapon.overrefine > 0) {
  4555. status->matk_min++;
  4556. status->matk_max += sd->right_weapon.overrefine - 1;
  4557. }
  4558. #endif
  4559. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  4560. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  4561. }
  4562. if(flag&SCB_ASPD) {
  4563. int amotion;
  4564. if ( bl->type&BL_HOM ) {
  4565. #ifdef RENEWAL_ASPD
  4566. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  4567. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  4568. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  4569. #else
  4570. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  4571. amotion = status_calc_aspd_rate(bl, sc, amotion);
  4572. amotion = amotion * status->aspd_rate / 1000;
  4573. #endif
  4574. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4575. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4576. status->adelay = status->amotion;
  4577. } else if ( bl->type&BL_PC ) {
  4578. uint16 skill_lv;
  4579. amotion = status_base_amotion_pc(sd,status);
  4580. #ifndef RENEWAL_ASPD
  4581. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4582. #endif
  4583. // Absolute ASPD % modifier
  4584. amotion = amotion * status->aspd_rate / 1000;
  4585. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  4586. amotion = amotion * 5 * (skill_lv + 10) / 100;
  4587. #ifdef RENEWAL_ASPD
  4588. // RE ASPD % modifier
  4589. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  4590. amotion = 10 * (200 - amotion);
  4591. amotion += sd->bonus.aspd_add;
  4592. #endif
  4593. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4594. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  4595. status->adelay = 2 * status->amotion;
  4596. } else { // Mercenary and mobs
  4597. amotion = b_status->amotion;
  4598. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4599. amotion = amotion*status->aspd_rate/1000;
  4600. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4601. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4602. temp = b_status->adelay*status->aspd_rate/1000;
  4603. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4604. }
  4605. }
  4606. if(flag&SCB_DSPD) {
  4607. int dmotion;
  4608. if( bl->type&BL_PC ) {
  4609. if (b_status->agi == status->agi)
  4610. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4611. else {
  4612. dmotion = 800-status->agi*4;
  4613. status->dmotion = cap_value(dmotion, 400, 800);
  4614. if(battle_config.pc_damage_delay_rate != 100)
  4615. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  4616. // It's safe to ignore b_status->dmotion since no bonus affects it.
  4617. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  4618. }
  4619. } else if( bl->type&BL_HOM ) {
  4620. dmotion = 800-status->agi*4;
  4621. status->dmotion = cap_value(dmotion, 400, 800);
  4622. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4623. } else { // Mercenary and mobs
  4624. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4625. }
  4626. }
  4627. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4628. status_calc_regen(bl, status, status_get_regen_data(bl));
  4629. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4630. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4631. }
  4632. /**
  4633. * Recalculates parts of an objects status according to specified flags
  4634. * Also sends updates to the client when necessary
  4635. * See [set_sc] [add_sc]
  4636. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4637. * @param flag: Which status has changed on bl
  4638. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  4639. */
  4640. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  4641. {
  4642. struct status_data b_status; // Previous battle status
  4643. struct status_data* status; // Pointer to current battle status
  4644. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
  4645. if (opt&SCO_FORCE)
  4646. ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
  4647. else {
  4648. ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
  4649. return;
  4650. }
  4651. }
  4652. // Remember previous values
  4653. status = status_get_status_data(bl);
  4654. memcpy(&b_status, status, sizeof(struct status_data));
  4655. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4656. switch( bl->type ) {
  4657. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  4658. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  4659. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  4660. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  4661. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  4662. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  4663. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  4664. }
  4665. }
  4666. if( bl->type == BL_PET )
  4667. return; // Pets are not affected by statuses
  4668. if (opt&SCO_FIRST && bl->type == BL_MOB)
  4669. return; // Assume there will be no statuses active
  4670. status_calc_bl_main(bl, flag);
  4671. if (opt&SCO_FIRST && bl->type == BL_HOM)
  4672. return; // Client update handled by caller
  4673. // Compare against new values and send client updates
  4674. if( bl->type == BL_PC ) {
  4675. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4676. if(b_status.str != status->str)
  4677. clif_updatestatus(sd,SP_STR);
  4678. if(b_status.agi != status->agi)
  4679. clif_updatestatus(sd,SP_AGI);
  4680. if(b_status.vit != status->vit)
  4681. clif_updatestatus(sd,SP_VIT);
  4682. if(b_status.int_ != status->int_)
  4683. clif_updatestatus(sd,SP_INT);
  4684. if(b_status.dex != status->dex)
  4685. clif_updatestatus(sd,SP_DEX);
  4686. if(b_status.luk != status->luk)
  4687. clif_updatestatus(sd,SP_LUK);
  4688. if(b_status.hit != status->hit)
  4689. clif_updatestatus(sd,SP_HIT);
  4690. if(b_status.flee != status->flee)
  4691. clif_updatestatus(sd,SP_FLEE1);
  4692. if(b_status.amotion != status->amotion)
  4693. clif_updatestatus(sd,SP_ASPD);
  4694. if(b_status.speed != status->speed)
  4695. clif_updatestatus(sd,SP_SPEED);
  4696. if(b_status.batk != status->batk
  4697. #ifndef RENEWAL
  4698. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4699. #endif
  4700. )
  4701. clif_updatestatus(sd,SP_ATK1);
  4702. if(b_status.def != status->def) {
  4703. clif_updatestatus(sd,SP_DEF1);
  4704. #ifdef RENEWAL
  4705. clif_updatestatus(sd,SP_DEF2);
  4706. #endif
  4707. }
  4708. if(
  4709. #ifdef RENEWAL
  4710. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  4711. #else
  4712. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4713. #endif
  4714. )
  4715. clif_updatestatus(sd,SP_ATK2);
  4716. if(b_status.def2 != status->def2) {
  4717. clif_updatestatus(sd,SP_DEF2);
  4718. #ifdef RENEWAL
  4719. clif_updatestatus(sd,SP_DEF1);
  4720. #endif
  4721. }
  4722. if(b_status.flee2 != status->flee2)
  4723. clif_updatestatus(sd,SP_FLEE2);
  4724. if(b_status.cri != status->cri)
  4725. clif_updatestatus(sd,SP_CRITICAL);
  4726. #ifndef RENEWAL
  4727. if(b_status.matk_max != status->matk_max)
  4728. clif_updatestatus(sd,SP_MATK1);
  4729. if(b_status.matk_min != status->matk_min)
  4730. clif_updatestatus(sd,SP_MATK2);
  4731. #else
  4732. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4733. clif_updatestatus(sd,SP_MATK2);
  4734. clif_updatestatus(sd,SP_MATK1);
  4735. }
  4736. #endif
  4737. if(b_status.mdef != status->mdef) {
  4738. clif_updatestatus(sd,SP_MDEF1);
  4739. #ifdef RENEWAL
  4740. clif_updatestatus(sd,SP_MDEF2);
  4741. #endif
  4742. }
  4743. if(b_status.mdef2 != status->mdef2) {
  4744. clif_updatestatus(sd,SP_MDEF2);
  4745. #ifdef RENEWAL
  4746. clif_updatestatus(sd,SP_MDEF1);
  4747. #endif
  4748. }
  4749. if(b_status.rhw.range != status->rhw.range)
  4750. clif_updatestatus(sd,SP_ATTACKRANGE);
  4751. if(b_status.max_hp != status->max_hp)
  4752. clif_updatestatus(sd,SP_MAXHP);
  4753. if(b_status.max_sp != status->max_sp)
  4754. clif_updatestatus(sd,SP_MAXSP);
  4755. if(b_status.hp != status->hp)
  4756. clif_updatestatus(sd,SP_HP);
  4757. if(b_status.sp != status->sp)
  4758. clif_updatestatus(sd,SP_SP);
  4759. } else if( bl->type == BL_HOM ) {
  4760. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4761. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4762. clif_hominfo(hd->master,hd,0);
  4763. } else if( bl->type == BL_MER ) {
  4764. TBL_MER* md = BL_CAST(BL_MER, bl);
  4765. if (!md->master)
  4766. return;
  4767. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4768. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4769. if( b_status.matk_max != status->matk_max )
  4770. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4771. if( b_status.hit != status->hit )
  4772. clif_mercenary_updatestatus(md->master, SP_HIT);
  4773. if( b_status.cri != status->cri )
  4774. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4775. if( b_status.def != status->def )
  4776. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4777. if( b_status.mdef != status->mdef )
  4778. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4779. if( b_status.flee != status->flee )
  4780. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4781. if( b_status.amotion != status->amotion )
  4782. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4783. if( b_status.max_hp != status->max_hp )
  4784. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4785. if( b_status.max_sp != status->max_sp )
  4786. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4787. if( b_status.hp != status->hp )
  4788. clif_mercenary_updatestatus(md->master, SP_HP);
  4789. if( b_status.sp != status->sp )
  4790. clif_mercenary_updatestatus(md->master, SP_SP);
  4791. } else if( bl->type == BL_ELEM ) {
  4792. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4793. if (!ed->master)
  4794. return;
  4795. if( b_status.max_hp != status->max_hp )
  4796. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4797. if( b_status.max_sp != status->max_sp )
  4798. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4799. if( b_status.hp != status->hp )
  4800. clif_elemental_updatestatus(ed->master, SP_HP);
  4801. if( b_status.sp != status->sp )
  4802. clif_mercenary_updatestatus(ed->master, SP_SP);
  4803. }
  4804. }
  4805. /**
  4806. * Adds strength modifications based on status changes
  4807. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4808. * @param sc: Object's status change information
  4809. * @param str: Initial str
  4810. * @return modified str with cap_value(str,0,USHRT_MAX)
  4811. */
  4812. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4813. {
  4814. if(!sc || !sc->count)
  4815. return cap_value(str,0,USHRT_MAX);
  4816. if(sc->data[SC_HARMONIZE]) {
  4817. str -= sc->data[SC_HARMONIZE]->val2;
  4818. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4819. }
  4820. if(sc->data[SC_INCALLSTATUS])
  4821. str += sc->data[SC_INCALLSTATUS]->val1;
  4822. if(sc->data[SC_CHASEWALK2])
  4823. str += sc->data[SC_CHASEWALK2]->val1;
  4824. if(sc->data[SC_INCSTR])
  4825. str += sc->data[SC_INCSTR]->val1;
  4826. if(sc->data[SC_STRFOOD])
  4827. str += sc->data[SC_STRFOOD]->val1;
  4828. if(sc->data[SC_FOOD_STR_CASH])
  4829. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4830. if(sc->data[SC_BATTLEORDERS])
  4831. str += 5;
  4832. if(sc->data[SC_LEADERSHIP])
  4833. str += sc->data[SC_LEADERSHIP]->val1;
  4834. if(sc->data[SC_LOUD])
  4835. str += 4;
  4836. if(sc->data[SC_TRUESIGHT])
  4837. str += 5;
  4838. if(sc->data[SC_SPURT])
  4839. str += 10;
  4840. if(sc->data[SC_NEN])
  4841. str += sc->data[SC_NEN]->val1;
  4842. if(sc->data[SC_BLESSING]) {
  4843. if(sc->data[SC_BLESSING]->val2)
  4844. str += sc->data[SC_BLESSING]->val2;
  4845. else
  4846. str >>= 1;
  4847. }
  4848. if(sc->data[SC_MARIONETTE])
  4849. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4850. if(sc->data[SC_MARIONETTE2])
  4851. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4852. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4853. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  4854. if(sc->data[SC_GIANTGROWTH])
  4855. str += 30;
  4856. if(sc->data[SC_BEYONDOFWARCRY])
  4857. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4858. if(sc->data[SC_SAVAGE_STEAK])
  4859. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4860. if(sc->data[SC_INSPIRATION])
  4861. str += sc->data[SC_INSPIRATION]->val3;
  4862. if(sc->data[SC_2011RWC_SCROLL])
  4863. str += sc->data[SC_2011RWC_SCROLL]->val1;
  4864. if(sc->data[SC_STOMACHACHE])
  4865. str -= sc->data[SC_STOMACHACHE]->val1;
  4866. if(sc->data[SC_KYOUGAKU])
  4867. str -= sc->data[SC_KYOUGAKU]->val2;
  4868. if(sc->data[SC_SWORDCLAN])
  4869. str += 1;
  4870. if(sc->data[SC_JUMPINGCLAN])
  4871. str += 1;
  4872. if(sc->data[SC_FULL_THROTTLE])
  4873. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4874. if(sc->data[SC_CHEERUP])
  4875. str += 3;
  4876. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4877. }
  4878. /**
  4879. * Adds agility modifications based on status changes
  4880. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  4881. * @param sc: Object's status change information
  4882. * @param agi: Initial agi
  4883. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  4884. */
  4885. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  4886. {
  4887. if(!sc || !sc->count)
  4888. return cap_value(agi,0,USHRT_MAX);
  4889. if(sc->data[SC_HARMONIZE]) {
  4890. agi -= sc->data[SC_HARMONIZE]->val2;
  4891. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4892. }
  4893. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4894. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  4895. if(sc->data[SC_INCALLSTATUS])
  4896. agi += sc->data[SC_INCALLSTATUS]->val1;
  4897. if(sc->data[SC_INCAGI])
  4898. agi += sc->data[SC_INCAGI]->val1;
  4899. if(sc->data[SC_AGIFOOD])
  4900. agi += sc->data[SC_AGIFOOD]->val1;
  4901. if(sc->data[SC_FOOD_AGI_CASH])
  4902. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  4903. if(sc->data[SC_SOULCOLD])
  4904. agi += sc->data[SC_SOULCOLD]->val1;
  4905. if(sc->data[SC_TRUESIGHT])
  4906. agi += 5;
  4907. if(sc->data[SC_INCREASEAGI])
  4908. agi += sc->data[SC_INCREASEAGI]->val2;
  4909. if(sc->data[SC_INCREASING])
  4910. agi += 4; // Added based on skill updates [Reddozen]
  4911. if(sc->data[SC_2011RWC_SCROLL])
  4912. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  4913. if(sc->data[SC_DECREASEAGI])
  4914. agi -= sc->data[SC_DECREASEAGI]->val2;
  4915. if(sc->data[SC_QUAGMIRE])
  4916. agi -= sc->data[SC_QUAGMIRE]->val2;
  4917. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  4918. agi -= sc->data[SC_SUITON]->val2;
  4919. if(sc->data[SC_MARIONETTE])
  4920. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  4921. if(sc->data[SC_MARIONETTE2])
  4922. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  4923. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4924. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  4925. if(sc->data[SC_ADORAMUS])
  4926. agi -= sc->data[SC_ADORAMUS]->val2;
  4927. if(sc->data[SC_MARSHOFABYSS])
  4928. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4929. if(sc->data[SC_DROCERA_HERB_STEAMED])
  4930. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  4931. if(sc->data[SC_INSPIRATION])
  4932. agi += sc->data[SC_INSPIRATION]->val3;
  4933. if(sc->data[SC_STOMACHACHE])
  4934. agi -= sc->data[SC_STOMACHACHE]->val1;
  4935. if(sc->data[SC_KYOUGAKU])
  4936. agi -= sc->data[SC_KYOUGAKU]->val2;
  4937. if(sc->data[SC_CROSSBOWCLAN])
  4938. agi += 1;
  4939. if(sc->data[SC_JUMPINGCLAN])
  4940. agi += 1;
  4941. if(sc->data[SC_FULL_THROTTLE])
  4942. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4943. if (sc->data[SC_ARCLOUSEDASH])
  4944. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  4945. if(sc->data[SC_CHEERUP])
  4946. agi += 3;
  4947. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4948. }
  4949. /**
  4950. * Adds vitality modifications based on status changes
  4951. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  4952. * @param sc: Object's status change information
  4953. * @param vit: Initial vit
  4954. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  4955. */
  4956. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  4957. {
  4958. if(!sc || !sc->count)
  4959. return cap_value(vit,0,USHRT_MAX);
  4960. if(sc->data[SC_HARMONIZE]) {
  4961. vit -= sc->data[SC_HARMONIZE]->val2;
  4962. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4963. }
  4964. if(sc->data[SC_INCALLSTATUS])
  4965. vit += sc->data[SC_INCALLSTATUS]->val1;
  4966. if(sc->data[SC_INCVIT])
  4967. vit += sc->data[SC_INCVIT]->val1;
  4968. if(sc->data[SC_VITFOOD])
  4969. vit += sc->data[SC_VITFOOD]->val1;
  4970. if(sc->data[SC_FOOD_VIT_CASH])
  4971. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  4972. if(sc->data[SC_CHANGE])
  4973. vit += sc->data[SC_CHANGE]->val2;
  4974. if(sc->data[SC_GLORYWOUNDS])
  4975. vit += sc->data[SC_GLORYWOUNDS]->val1;
  4976. if(sc->data[SC_TRUESIGHT])
  4977. vit += 5;
  4978. if(sc->data[SC_MARIONETTE])
  4979. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  4980. if(sc->data[SC_MARIONETTE2])
  4981. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  4982. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4983. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  4984. if(sc->data[SC_LAUDAAGNUS])
  4985. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  4986. if(sc->data[SC_MINOR_BBQ])
  4987. vit += sc->data[SC_MINOR_BBQ]->val1;
  4988. if(sc->data[SC_INSPIRATION])
  4989. vit += sc->data[SC_INSPIRATION]->val3;
  4990. if(sc->data[SC_2011RWC_SCROLL])
  4991. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  4992. if(sc->data[SC_STOMACHACHE])
  4993. vit -= sc->data[SC_STOMACHACHE]->val1;
  4994. if(sc->data[SC_KYOUGAKU])
  4995. vit -= sc->data[SC_KYOUGAKU]->val2;
  4996. if(sc->data[SC_SWORDCLAN])
  4997. vit += 1;
  4998. if(sc->data[SC_JUMPINGCLAN])
  4999. vit += 1;
  5000. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  5001. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  5002. if(sc->data[SC_FULL_THROTTLE])
  5003. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5004. #ifdef RENEWAL
  5005. if(sc->data[SC_DEFENCE])
  5006. vit += sc->data[SC_DEFENCE]->val2;
  5007. #endif
  5008. if(sc->data[SC_CHEERUP])
  5009. vit += 3;
  5010. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5011. }
  5012. /**
  5013. * Adds intelligence modifications based on status changes
  5014. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5015. * @param sc: Object's status change information
  5016. * @param int_: Initial int
  5017. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5018. */
  5019. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  5020. {
  5021. if(!sc || !sc->count)
  5022. return cap_value(int_,0,USHRT_MAX);
  5023. if(sc->data[SC_HARMONIZE]) {
  5024. int_ -= sc->data[SC_HARMONIZE]->val2;
  5025. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5026. }
  5027. if(sc->data[SC_INCALLSTATUS])
  5028. int_ += sc->data[SC_INCALLSTATUS]->val1;
  5029. if(sc->data[SC_INCINT])
  5030. int_ += sc->data[SC_INCINT]->val1;
  5031. if(sc->data[SC_INTFOOD])
  5032. int_ += sc->data[SC_INTFOOD]->val1;
  5033. if(sc->data[SC_FOOD_INT_CASH])
  5034. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  5035. if(sc->data[SC_CHANGE])
  5036. int_ += sc->data[SC_CHANGE]->val3;
  5037. if(sc->data[SC_BATTLEORDERS])
  5038. int_ += 5;
  5039. if(sc->data[SC_TRUESIGHT])
  5040. int_ += 5;
  5041. if(sc->data[SC_BLESSING]) {
  5042. if (sc->data[SC_BLESSING]->val2)
  5043. int_ += sc->data[SC_BLESSING]->val2;
  5044. else
  5045. int_ >>= 1;
  5046. }
  5047. if(sc->data[SC_NEN])
  5048. int_ += sc->data[SC_NEN]->val1;
  5049. if(sc->data[SC_MARIONETTE])
  5050. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5051. if(sc->data[SC_2011RWC_SCROLL])
  5052. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  5053. if(sc->data[SC_MARIONETTE2])
  5054. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5055. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5056. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5057. if(sc->data[SC_INSPIRATION])
  5058. int_ += sc->data[SC_INSPIRATION]->val3;
  5059. if(sc->data[SC_MELODYOFSINK])
  5060. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  5061. if(sc->data[SC_MANDRAGORA])
  5062. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5063. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5064. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5065. if(sc->data[SC_STOMACHACHE])
  5066. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5067. if(sc->data[SC_KYOUGAKU])
  5068. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5069. if(sc->data[SC_ARCWANDCLAN])
  5070. int_ += 1;
  5071. if(sc->data[SC_GOLDENMACECLAN])
  5072. int_ += 1;
  5073. if(sc->data[SC_JUMPINGCLAN])
  5074. int_ += 1;
  5075. if(sc->data[SC_FULL_THROTTLE])
  5076. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5077. if(sc->data[SC_CHEERUP])
  5078. int_ += 3;
  5079. if(bl->type != BL_PC) {
  5080. if(sc->data[SC_STRIPHELM])
  5081. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5082. if(sc->data[SC__STRIPACCESSORY])
  5083. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5084. }
  5085. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5086. }
  5087. /**
  5088. * Adds dexterity modifications based on status changes
  5089. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5090. * @param sc: Object's status change information
  5091. * @param dex: Initial dex
  5092. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5093. */
  5094. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5095. {
  5096. if(!sc || !sc->count)
  5097. return cap_value(dex,0,USHRT_MAX);
  5098. if(sc->data[SC_HARMONIZE]) {
  5099. dex -= sc->data[SC_HARMONIZE]->val2;
  5100. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5101. }
  5102. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5103. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5104. if(sc->data[SC_INCALLSTATUS])
  5105. dex += sc->data[SC_INCALLSTATUS]->val1;
  5106. if(sc->data[SC_INCDEX])
  5107. dex += sc->data[SC_INCDEX]->val1;
  5108. if(sc->data[SC_DEXFOOD])
  5109. dex += sc->data[SC_DEXFOOD]->val1;
  5110. if(sc->data[SC_FOOD_DEX_CASH])
  5111. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5112. if(sc->data[SC_BATTLEORDERS])
  5113. dex += 5;
  5114. if(sc->data[SC_HAWKEYES])
  5115. dex += sc->data[SC_HAWKEYES]->val1;
  5116. if(sc->data[SC_TRUESIGHT])
  5117. dex += 5;
  5118. if(sc->data[SC_QUAGMIRE])
  5119. dex -= sc->data[SC_QUAGMIRE]->val2;
  5120. if(sc->data[SC_BLESSING]) {
  5121. if (sc->data[SC_BLESSING]->val2)
  5122. dex += sc->data[SC_BLESSING]->val2;
  5123. else
  5124. dex >>= 1;
  5125. }
  5126. if(sc->data[SC_INCREASING])
  5127. dex += 4; // Added based on skill updates [Reddozen]
  5128. if(sc->data[SC_MARIONETTE])
  5129. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5130. if(sc->data[SC_2011RWC_SCROLL])
  5131. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  5132. if(sc->data[SC_MARIONETTE2])
  5133. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5134. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5135. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5136. if(sc->data[SC_SIROMA_ICE_TEA])
  5137. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5138. if(sc->data[SC_INSPIRATION])
  5139. dex += sc->data[SC_INSPIRATION]->val3;
  5140. if(sc->data[SC_STOMACHACHE])
  5141. dex -= sc->data[SC_STOMACHACHE]->val1;
  5142. if(sc->data[SC_KYOUGAKU])
  5143. dex -= sc->data[SC_KYOUGAKU]->val2;
  5144. if(sc->data[SC_ARCWANDCLAN])
  5145. dex += 1;
  5146. if(sc->data[SC_CROSSBOWCLAN])
  5147. dex += 1;
  5148. if(sc->data[SC_JUMPINGCLAN])
  5149. dex += 1;
  5150. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5151. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5152. if(sc->data[SC_MARSHOFABYSS])
  5153. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5154. if(sc->data[SC_FULL_THROTTLE])
  5155. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5156. if(sc->data[SC_CHEERUP])
  5157. dex += 3;
  5158. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5159. }
  5160. /**
  5161. * Adds luck modifications based on status changes
  5162. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5163. * @param sc: Object's status change information
  5164. * @param luk: Initial luk
  5165. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5166. */
  5167. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5168. {
  5169. if(!sc || !sc->count)
  5170. return cap_value(luk,0,USHRT_MAX);
  5171. if(sc->data[SC_HARMONIZE]) {
  5172. luk -= sc->data[SC_HARMONIZE]->val2;
  5173. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5174. }
  5175. if(sc->data[SC_CURSE])
  5176. return 0;
  5177. if(sc->data[SC_INCALLSTATUS])
  5178. luk += sc->data[SC_INCALLSTATUS]->val1;
  5179. if(sc->data[SC_INCLUK])
  5180. luk += sc->data[SC_INCLUK]->val1;
  5181. if(sc->data[SC_LUKFOOD])
  5182. luk += sc->data[SC_LUKFOOD]->val1;
  5183. if(sc->data[SC_FOOD_LUK_CASH])
  5184. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  5185. if(sc->data[SC_TRUESIGHT])
  5186. luk += 5;
  5187. if(sc->data[SC_GLORIA])
  5188. luk += 30;
  5189. if(sc->data[SC_MARIONETTE])
  5190. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  5191. if(sc->data[SC_MARIONETTE2])
  5192. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  5193. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5194. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  5195. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  5196. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  5197. if(sc->data[SC_INSPIRATION])
  5198. luk += sc->data[SC_INSPIRATION]->val3;
  5199. if(sc->data[SC_STOMACHACHE])
  5200. luk -= sc->data[SC_STOMACHACHE]->val1;
  5201. if(sc->data[SC_KYOUGAKU])
  5202. luk -= sc->data[SC_KYOUGAKU]->val2;
  5203. if(sc->data[SC_LAUDARAMUS])
  5204. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  5205. if(sc->data[SC_2011RWC_SCROLL])
  5206. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  5207. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5208. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5209. if(sc->data[SC_BANANA_BOMB])
  5210. luk -= 75;
  5211. if(sc->data[SC_GOLDENMACECLAN])
  5212. luk += 1;
  5213. if(sc->data[SC_JUMPINGCLAN])
  5214. luk += 1;
  5215. if(sc->data[SC_FULL_THROTTLE])
  5216. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5217. if(sc->data[SC_CHEERUP])
  5218. luk += 3;
  5219. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5220. }
  5221. /**
  5222. * Adds base attack modifications based on status changes
  5223. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  5224. * @param sc: Object's status change information
  5225. * @param batk: Initial batk
  5226. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  5227. */
  5228. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  5229. {
  5230. if(!sc || !sc->count)
  5231. return cap_value(batk,0,USHRT_MAX);
  5232. if(sc->data[SC_ATKPOTION])
  5233. batk += sc->data[SC_ATKPOTION]->val1;
  5234. if(sc->data[SC_BATKFOOD])
  5235. batk += sc->data[SC_BATKFOOD]->val1;
  5236. #ifndef RENEWAL
  5237. if(sc->data[SC_GATLINGFEVER])
  5238. batk += sc->data[SC_GATLINGFEVER]->val3;
  5239. if(sc->data[SC_MADNESSCANCEL])
  5240. batk += 100;
  5241. #endif
  5242. if(sc->data[SC_FULL_SWING_K])
  5243. batk += sc->data[SC_FULL_SWING_K]->val1;
  5244. if(sc->data[SC_ASH])
  5245. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  5246. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  5247. batk += sc->data[SC_PYROCLASTIC]->val2;
  5248. if (sc->data[SC_ANGRIFFS_MODUS])
  5249. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  5250. if(sc->data[SC_2011RWC_SCROLL])
  5251. batk += 30;
  5252. if(sc->data[SC_INCATKRATE])
  5253. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  5254. if(sc->data[SC_PROVOKE])
  5255. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  5256. #ifndef RENEWAL
  5257. if(sc->data[SC_CONCENTRATION])
  5258. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  5259. #endif
  5260. if(sc->data[SC_SKE])
  5261. batk += batk * 3;
  5262. if(sc->data[SC_BLOODLUST])
  5263. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  5264. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  5265. batk -= batk * 25/100;
  5266. if(sc->data[SC_CURSE])
  5267. batk -= batk * 25/100;
  5268. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  5269. if(sc->data[SC_BLEEDING])
  5270. batk -= batk * 25 / 100; */
  5271. if(sc->data[SC_FLEET])
  5272. batk += batk * sc->data[SC_FLEET]->val3/100;
  5273. if(sc->data[SC__ENERVATION])
  5274. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  5275. if(sc->data[SC_SATURDAYNIGHTFEVER])
  5276. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  5277. if( sc->data[SC_ZANGETSU] )
  5278. batk += sc->data[SC_ZANGETSU]->val2;
  5279. if(sc->data[SC_QUEST_BUFF1])
  5280. batk += sc->data[SC_QUEST_BUFF1]->val1;
  5281. if(sc->data[SC_QUEST_BUFF2])
  5282. batk += sc->data[SC_QUEST_BUFF2]->val1;
  5283. if(sc->data[SC_QUEST_BUFF3])
  5284. batk += sc->data[SC_QUEST_BUFF3]->val1;
  5285. if (sc->data[SC_SHRIMP])
  5286. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  5287. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  5288. }
  5289. /**
  5290. * Adds weapon attack modifications based on status changes
  5291. * @param bl: Object to change watk [PC]
  5292. * @param sc: Object's status change information
  5293. * @param watk: Initial watk
  5294. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  5295. */
  5296. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  5297. {
  5298. if(!sc || !sc->count)
  5299. return cap_value(watk,0,USHRT_MAX);
  5300. #ifndef RENEWAL
  5301. if(sc->data[SC_IMPOSITIO])
  5302. watk += sc->data[SC_IMPOSITIO]->val2;
  5303. if(sc->data[SC_DRUMBATTLE])
  5304. watk += sc->data[SC_DRUMBATTLE]->val2;
  5305. #endif
  5306. if(sc->data[SC_WATKFOOD])
  5307. watk += sc->data[SC_WATKFOOD]->val1;
  5308. if(sc->data[SC_VOLCANO])
  5309. watk += sc->data[SC_VOLCANO]->val2;
  5310. if(sc->data[SC_MERC_ATKUP])
  5311. watk += sc->data[SC_MERC_ATKUP]->val2;
  5312. if(sc->data[SC_WATER_BARRIER])
  5313. watk -= sc->data[SC_WATER_BARRIER]->val2;
  5314. #ifndef RENEWAL
  5315. if(sc->data[SC_NIBELUNGEN]) {
  5316. if (bl->type != BL_PC)
  5317. watk += sc->data[SC_NIBELUNGEN]->val2;
  5318. else {
  5319. TBL_PC *sd = (TBL_PC*)bl;
  5320. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  5321. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  5322. watk += sc->data[SC_NIBELUNGEN]->val2;
  5323. }
  5324. }
  5325. if(sc->data[SC_CONCENTRATION])
  5326. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  5327. #endif
  5328. if(sc->data[SC_INCATKRATE])
  5329. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  5330. if(sc->data[SC_PROVOKE])
  5331. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  5332. if(sc->data[SC_SKE])
  5333. watk += watk * 3;
  5334. if(sc->data[SC_FLEET])
  5335. watk += watk * sc->data[SC_FLEET]->val3/100;
  5336. if(sc->data[SC_CURSE])
  5337. watk -= watk * 25/100;
  5338. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  5339. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  5340. if(sc->data[SC_FIGHTINGSPIRIT])
  5341. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  5342. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  5343. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  5344. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  5345. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5346. if(sc->data[SC_INSPIRATION])
  5347. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  5348. if(sc->data[SC_GT_CHANGE])
  5349. watk += sc->data[SC_GT_CHANGE]->val2;
  5350. if(sc->data[SC__ENERVATION])
  5351. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  5352. if(sc->data[SC_STRIKING])
  5353. watk += sc->data[SC_STRIKING]->val2;
  5354. if(sc->data[SC_RUSHWINDMILL])
  5355. watk += sc->data[SC_RUSHWINDMILL]->val3;
  5356. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5357. watk += 50;
  5358. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5359. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  5360. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  5361. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  5362. watk += watk * 10 / 100;
  5363. if(sc->data[SC_PYROTECHNIC_OPTION])
  5364. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  5365. if(sc->data[SC_HEATER_OPTION])
  5366. watk += sc->data[SC_HEATER_OPTION]->val2;
  5367. if(sc->data[SC_TROPIC_OPTION])
  5368. watk += sc->data[SC_TROPIC_OPTION]->val2;
  5369. if( sc && sc->data[SC_TIDAL_WEAPON] )
  5370. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  5371. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  5372. watk += sc->data[SC_PYROCLASTIC]->val2;
  5373. if(sc->data[SC_ANGRIFFS_MODUS])
  5374. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  5375. if(sc->data[SC_ODINS_POWER])
  5376. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  5377. if (sc->data[SC_FLASHCOMBO])
  5378. watk += sc->data[SC_FLASHCOMBO]->val2;
  5379. if (sc->data[SC_CATNIPPOWDER])
  5380. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5381. if (sc->data[SC_CHATTERING])
  5382. watk += sc->data[SC_CHATTERING]->val2;
  5383. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  5384. }
  5385. #ifdef RENEWAL
  5386. /**
  5387. * Adds equip magic attack modifications based on status changes [RENEWAL]
  5388. * @param bl: Object to change matk [PC]
  5389. * @param sc: Object's status change information
  5390. * @param matk: Initial matk
  5391. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5392. */
  5393. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  5394. {
  5395. if (!sc || !sc->count)
  5396. return cap_value(matk,0,USHRT_MAX);
  5397. if (sc->data[SC_MATKPOTION])
  5398. matk += sc->data[SC_MATKPOTION]->val1;
  5399. if (sc->data[SC_MATKFOOD])
  5400. matk += sc->data[SC_MATKFOOD]->val1;
  5401. if(sc->data[SC_MANA_PLUS])
  5402. matk += sc->data[SC_MANA_PLUS]->val1;
  5403. if(sc->data[SC_COOLER_OPTION])
  5404. matk += sc->data[SC_COOLER_OPTION]->val2;
  5405. if(sc->data[SC_AQUAPLAY_OPTION])
  5406. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5407. if(sc->data[SC_CHILLY_AIR_OPTION])
  5408. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5409. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5410. matk += 50;
  5411. if(sc->data[SC_ODINS_POWER])
  5412. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5413. if(sc->data[SC_MOONLITSERENADE])
  5414. matk += sc->data[SC_MOONLITSERENADE]->val3;
  5415. if(sc->data[SC_IZAYOI])
  5416. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5417. if(sc->data[SC_ZANGETSU])
  5418. matk += sc->data[SC_ZANGETSU]->val3;
  5419. if(sc->data[SC_QUEST_BUFF1])
  5420. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5421. if(sc->data[SC_QUEST_BUFF2])
  5422. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5423. if(sc->data[SC_QUEST_BUFF3])
  5424. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5425. if(sc->data[SC_MTF_MATK2])
  5426. matk += sc->data[SC_MTF_MATK2]->val1;
  5427. if(sc->data[SC_2011RWC_SCROLL])
  5428. matk += 30;
  5429. if (sc->data[SC_CATNIPPOWDER])
  5430. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5431. if (sc->data[SC_CHATTERING])
  5432. matk += sc->data[SC_CHATTERING]->val2;
  5433. if (sc->data[SC_DORAM_MATK])
  5434. matk += sc->data[SC_DORAM_MATK]->val1;
  5435. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5436. }
  5437. #endif
  5438. /**
  5439. * Adds magic attack modifications based on status changes
  5440. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  5441. * @param sc: Object's status change information
  5442. * @param matk: Initial matk
  5443. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5444. */
  5445. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  5446. {
  5447. if(!sc || !sc->count)
  5448. return cap_value(matk,0,USHRT_MAX);
  5449. #ifndef RENEWAL
  5450. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  5451. if (sc->data[SC_MATKPOTION])
  5452. matk += sc->data[SC_MATKPOTION]->val1;
  5453. if (sc->data[SC_MATKFOOD])
  5454. matk += sc->data[SC_MATKFOOD]->val1;
  5455. if (sc->data[SC_MANA_PLUS])
  5456. matk += sc->data[SC_MANA_PLUS]->val1;
  5457. if (sc->data[SC_AQUAPLAY_OPTION])
  5458. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5459. if (sc->data[SC_CHILLY_AIR_OPTION])
  5460. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5461. if (sc->data[SC_COOLER_OPTION])
  5462. matk += sc->data[SC_COOLER_OPTION]->val2;
  5463. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5464. matk += 50;
  5465. if (sc->data[SC_ODINS_POWER])
  5466. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5467. if (sc->data[SC_IZAYOI])
  5468. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5469. if (sc->data[SC_MTF_MATK2])
  5470. matk += sc->data[SC_MTF_MATK2]->val1;
  5471. if (sc->data[SC_2011RWC_SCROLL])
  5472. matk += 30;
  5473. #endif
  5474. if (sc->data[SC_ZANGETSU])
  5475. matk += sc->data[SC_ZANGETSU]->val3;
  5476. if (sc->data[SC_QUEST_BUFF1])
  5477. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5478. if (sc->data[SC_QUEST_BUFF2])
  5479. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5480. if (sc->data[SC_QUEST_BUFF3])
  5481. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5482. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  5483. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  5484. if (sc->data[SC_MINDBREAKER])
  5485. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  5486. if (sc->data[SC_INCMATKRATE])
  5487. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  5488. if (sc->data[SC_MOONLITSERENADE])
  5489. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  5490. if (sc->data[SC_MTF_MATK])
  5491. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  5492. if(sc->data[SC_2011RWC_SCROLL])
  5493. matk += 30;
  5494. if (sc->data[SC_SHRIMP])
  5495. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  5496. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5497. }
  5498. /**
  5499. * Adds critical modifications based on status changes
  5500. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  5501. * @param sc: Object's status change information
  5502. * @param critical: Initial critical
  5503. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  5504. */
  5505. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  5506. {
  5507. if(!sc || !sc->count)
  5508. return cap_value(critical,10,SHRT_MAX);
  5509. if (sc->data[SC_INCCRI])
  5510. critical += sc->data[SC_INCCRI]->val2;
  5511. if (sc->data[SC_CRIFOOD])
  5512. critical += sc->data[SC_CRIFOOD]->val1;
  5513. if (sc->data[SC_EXPLOSIONSPIRITS])
  5514. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  5515. if (sc->data[SC_FORTUNE])
  5516. critical += sc->data[SC_FORTUNE]->val2;
  5517. if (sc->data[SC_TRUESIGHT])
  5518. critical += sc->data[SC_TRUESIGHT]->val2;
  5519. if (sc->data[SC_CLOAKING])
  5520. critical += critical;
  5521. if (sc->data[SC_STRIKING])
  5522. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  5523. #ifdef RENEWAL
  5524. if (sc->data[SC_SPEARQUICKEN])
  5525. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  5526. #endif
  5527. if (sc->data[SC__INVISIBILITY])
  5528. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  5529. if (sc->data[SC__UNLUCKY])
  5530. critical -= sc->data[SC__UNLUCKY]->val2;
  5531. if(sc->data[SC_BEYONDOFWARCRY])
  5532. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  5533. return (short)cap_value(critical,10,SHRT_MAX);
  5534. }
  5535. /**
  5536. * Adds hit modifications based on status changes
  5537. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  5538. * @param sc: Object's status change information
  5539. * @param hit: Initial hit
  5540. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  5541. */
  5542. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  5543. {
  5544. if(!sc || !sc->count)
  5545. return cap_value(hit,1,SHRT_MAX);
  5546. if(sc->data[SC_INCHIT])
  5547. hit += sc->data[SC_INCHIT]->val1;
  5548. if(sc->data[SC_HITFOOD])
  5549. hit += sc->data[SC_HITFOOD]->val1;
  5550. if(sc->data[SC_TRUESIGHT])
  5551. hit += sc->data[SC_TRUESIGHT]->val3;
  5552. if(sc->data[SC_HUMMING])
  5553. hit += sc->data[SC_HUMMING]->val2;
  5554. if(sc->data[SC_CONCENTRATION])
  5555. hit += sc->data[SC_CONCENTRATION]->val3;
  5556. if(sc->data[SC_INSPIRATION])
  5557. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  5558. if(sc->data[SC_ADJUSTMENT])
  5559. hit -= 30;
  5560. if(sc->data[SC_INCREASING])
  5561. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  5562. if(sc->data[SC_MERC_HITUP])
  5563. hit += sc->data[SC_MERC_HITUP]->val2;
  5564. if(sc->data[SC_MTF_HITFLEE])
  5565. hit += sc->data[SC_MTF_HITFLEE]->val1;
  5566. if(sc->data[SC_INCHITRATE])
  5567. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  5568. if(sc->data[SC_BLIND])
  5569. hit -= hit * 25/100;
  5570. if(sc->data[SC_HEAT_BARREL])
  5571. hit -= sc->data[SC_HEAT_BARREL]->val4;
  5572. if(sc->data[SC__GROOMY])
  5573. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  5574. if(sc->data[SC_FEAR])
  5575. hit -= hit * 20 / 100;
  5576. if (sc->data[SC_ASH])
  5577. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  5578. if (sc->data[SC_TEARGAS])
  5579. hit -= hit * 50 / 100;
  5580. if(sc->data[SC_ILLUSIONDOPING])
  5581. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  5582. if (sc->data[SC_MTF_ASPD])
  5583. hit += sc->data[SC_MTF_ASPD]->val2;
  5584. return (short)cap_value(hit,1,SHRT_MAX);
  5585. }
  5586. /**
  5587. * Adds flee modifications based on status changes
  5588. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  5589. * @param sc: Object's status change information
  5590. * @param flee: Initial flee
  5591. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  5592. */
  5593. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  5594. {
  5595. if( bl->type == BL_PC ) {
  5596. if( map_flag_gvg(bl->m) )
  5597. flee -= flee * battle_config.gvg_flee_penalty/100;
  5598. else if( map[bl->m].flag.battleground )
  5599. flee -= flee * battle_config.bg_flee_penalty/100;
  5600. }
  5601. if(!sc || !sc->count)
  5602. return cap_value(flee,1,SHRT_MAX);
  5603. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  5604. return sc->data[SC_OVERED_BOOST]->val2;
  5605. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  5606. return 1; // 1 = min flee
  5607. // Fixed value
  5608. if(sc->data[SC_INCFLEE])
  5609. flee += sc->data[SC_INCFLEE]->val1;
  5610. if(sc->data[SC_FLEEFOOD])
  5611. flee += sc->data[SC_FLEEFOOD]->val1;
  5612. if(sc->data[SC_WHISTLE])
  5613. flee += sc->data[SC_WHISTLE]->val2;
  5614. if(sc->data[SC_WINDWALK])
  5615. flee += sc->data[SC_WINDWALK]->val2;
  5616. if(sc->data[SC_VIOLENTGALE])
  5617. flee += sc->data[SC_VIOLENTGALE]->val2;
  5618. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  5619. flee += sc->data[SC_MOON_COMFORT]->val2;
  5620. if(sc->data[SC_CLOSECONFINE])
  5621. flee += 10;
  5622. if (sc->data[SC_ANGRIFFS_MODUS])
  5623. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  5624. if(sc->data[SC_ADJUSTMENT])
  5625. flee += 30;
  5626. if(sc->data[SC_SPEED])
  5627. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  5628. if(sc->data[SC_GATLINGFEVER])
  5629. flee -= sc->data[SC_GATLINGFEVER]->val4;
  5630. if(sc->data[SC_PARTYFLEE])
  5631. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  5632. if(sc->data[SC_MERC_FLEEUP])
  5633. flee += sc->data[SC_MERC_FLEEUP]->val2;
  5634. if( sc->data[SC_HALLUCINATIONWALK] )
  5635. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  5636. if(sc->data[SC_MTF_HITFLEE])
  5637. flee += sc->data[SC_MTF_HITFLEE]->val2;
  5638. if( sc->data[SC_WATER_BARRIER] )
  5639. flee -= sc->data[SC_WATER_BARRIER]->val2;
  5640. if( sc->data[SC_C_MARKER] )
  5641. flee -= sc->data[SC_C_MARKER]->val3;
  5642. #ifdef RENEWAL
  5643. if( sc->data[SC_SPEARQUICKEN] )
  5644. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  5645. #endif
  5646. // Rate value
  5647. if(sc->data[SC_INCFLEERATE])
  5648. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  5649. if(sc->data[SC_SPIDERWEB])
  5650. flee -= flee * 50/100;
  5651. if(sc->data[SC_BERSERK])
  5652. flee -= flee * 50/100;
  5653. if(sc->data[SC_BLIND])
  5654. flee -= flee * 25/100;
  5655. if(sc->data[SC_FEAR])
  5656. flee -= flee * 20 / 100;
  5657. if(sc->data[SC_PARALYSE])
  5658. flee -= flee * 10 / 100;
  5659. if(sc->data[SC_INFRAREDSCAN])
  5660. flee -= flee * 30 / 100;
  5661. if( sc->data[SC__LAZINESS] )
  5662. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  5663. if( sc->data[SC_GLOOMYDAY] )
  5664. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  5665. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5666. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5667. if( sc->data[SC_WIND_STEP_OPTION] )
  5668. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  5669. if( sc->data[SC_ZEPHYR] )
  5670. flee += sc->data[SC_ZEPHYR]->val2;
  5671. if(sc->data[SC_ASH])
  5672. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  5673. if (sc->data[SC_GOLDENE_FERSE])
  5674. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5675. if (sc->data[SC_SMOKEPOWDER])
  5676. flee += flee * 20 / 100;
  5677. if (sc->data[SC_TEARGAS])
  5678. flee -= flee * 50 / 100;
  5679. //if( sc->data[SC_C_MARKER] )
  5680. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  5681. if (sc->data[SC_GROOMING])
  5682. flee += sc->data[SC_GROOMING]->val2;
  5683. return (short)cap_value(flee,1,SHRT_MAX);
  5684. }
  5685. /**
  5686. * Adds perfect flee modifications based on status changes
  5687. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  5688. * @param sc: Object's status change information
  5689. * @param flee2: Initial flee2
  5690. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  5691. */
  5692. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  5693. {
  5694. if(!sc || !sc->count)
  5695. return cap_value(flee2,10,SHRT_MAX);
  5696. if(sc->data[SC_INCFLEE2])
  5697. flee2 += sc->data[SC_INCFLEE2]->val2;
  5698. if(sc->data[SC_WHISTLE])
  5699. flee2 += sc->data[SC_WHISTLE]->val3*10;
  5700. if(sc->data[SC__UNLUCKY])
  5701. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  5702. if (sc->data[SC_HISS])
  5703. flee2 += sc->data[SC_HISS]->val2;
  5704. if (sc->data[SC_DORAM_FLEE2])
  5705. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  5706. return (short)cap_value(flee2,10,SHRT_MAX);
  5707. }
  5708. /**
  5709. * Adds defense (left-side) modifications based on status changes
  5710. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  5711. * @param sc: Object's status change information
  5712. * @param def: Initial def
  5713. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  5714. */
  5715. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  5716. {
  5717. if(!sc || !sc->count)
  5718. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5719. if(sc->data[SC_BERSERK])
  5720. return 0;
  5721. if(sc->data[SC_BARRIER])
  5722. return 100;
  5723. if(sc->data[SC_KEEPING])
  5724. return 90;
  5725. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  5726. if(sc->data[SC_STEELBODY])
  5727. return 90;
  5728. #endif
  5729. if (sc->data[SC_NYANGGRASS]) {
  5730. if (bl->type == BL_PC)
  5731. return 0;
  5732. else
  5733. return def >>= 1;
  5734. }
  5735. if(sc->data[SC_DEFSET])
  5736. return sc->data[SC_DEFSET]->val1;
  5737. if(sc->data[SC_DRUMBATTLE])
  5738. def += sc->data[SC_DRUMBATTLE]->val3;
  5739. #ifndef RENEWAL
  5740. if(sc->data[SC_DEFENCE])
  5741. def += sc->data[SC_DEFENCE]->val2;
  5742. #endif
  5743. if(sc->data[SC_INCDEFRATE])
  5744. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5745. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5746. def += 50;
  5747. if(sc->data[SC_ODINS_POWER])
  5748. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5749. if( sc->data[SC_ANGRIFFS_MODUS] )
  5750. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5751. if(sc->data[SC_STONEHARDSKIN])
  5752. def += sc->data[SC_STONEHARDSKIN]->val1;
  5753. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5754. def >>=1;
  5755. if(sc->data[SC_FREEZE])
  5756. def >>=1;
  5757. if(sc->data[SC_SIGNUMCRUCIS])
  5758. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5759. if(sc->data[SC_CONCENTRATION])
  5760. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5761. if(sc->data[SC_SKE])
  5762. def >>=1;
  5763. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5764. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5765. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5766. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5767. if (sc->data[SC_FLING])
  5768. def -= def * (sc->data[SC_FLING]->val2)/100;
  5769. if( sc->data[SC_FREEZING] )
  5770. def -= def * 10 / 100;
  5771. if( sc->data[SC_ANALYZE] )
  5772. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5773. if( sc->data[SC_NEUTRALBARRIER] )
  5774. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5775. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5776. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  5777. if( sc->data[SC_PRESTIGE] )
  5778. def += sc->data[SC_PRESTIGE]->val3;
  5779. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5780. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  5781. if( sc->data[SC_ECHOSONG] )
  5782. def += def * sc->data[SC_ECHOSONG]->val3 / 100;
  5783. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5784. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5785. if( sc->data[SC_EARTHDRIVE] )
  5786. def -= def * 25 / 100;
  5787. if( sc->data[SC_CAMOUFLAGE] )
  5788. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5789. if( sc->data[SC_SOLID_SKIN_OPTION] )
  5790. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  5791. if( sc->data[SC_ROCK_CRUSHER] )
  5792. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5793. if( sc->data[SC_POWER_OF_GAIA] )
  5794. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5795. if(sc->data[SC_ASH])
  5796. def -= def * sc->data[SC_ASH]->val3/100;
  5797. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  5798. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  5799. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  5800. }
  5801. /**
  5802. * Adds defense (right-side) modifications based on status changes
  5803. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5804. * @param sc: Object's status change information
  5805. * @param def2: Initial def2
  5806. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5807. */
  5808. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5809. {
  5810. if(!sc || !sc->count)
  5811. #ifdef RENEWAL
  5812. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5813. #else
  5814. return (short)cap_value(def2,1,SHRT_MAX);
  5815. #endif
  5816. if(sc->data[SC_BERSERK])
  5817. return 0;
  5818. if(sc->data[SC_ETERNALCHAOS])
  5819. return 0;
  5820. if(sc->data[SC_DEFSET])
  5821. return sc->data[SC_DEFSET]->val1;
  5822. if(sc->data[SC_SUN_COMFORT])
  5823. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5824. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5825. def2 += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5826. #ifdef RENEWAL
  5827. if (sc->data[SC_SKA])
  5828. def2 += 80;
  5829. #endif
  5830. if(sc->data[SC_ANGELUS])
  5831. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5832. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5833. #else
  5834. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5835. if(sc->data[SC_CONCENTRATION])
  5836. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5837. #endif
  5838. if(sc->data[SC_POISON])
  5839. def2 -= def2 * 25/100;
  5840. if(sc->data[SC_DPOISON])
  5841. def2 -= def2 * 25/100;
  5842. if(sc->data[SC_SKE])
  5843. def2 -= def2 * 50/100;
  5844. if(sc->data[SC_PROVOKE])
  5845. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5846. if(sc->data[SC_JOINTBEAT])
  5847. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5848. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5849. if(sc->data[SC_FLING])
  5850. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5851. if( sc->data[SC_FREEZING] )
  5852. def2 -= def2 * 10 / 100;
  5853. if(sc->data[SC_ANALYZE])
  5854. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5855. if(sc->data[SC_ASH])
  5856. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5857. if (sc->data[SC_PARALYSIS])
  5858. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5859. if(sc->data[SC_EQC])
  5860. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5861. if( sc->data[SC_CAMOUFLAGE] )
  5862. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5863. #ifdef RENEWAL
  5864. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5865. #else
  5866. return (short)cap_value(def2,1,SHRT_MAX);
  5867. #endif
  5868. }
  5869. /**
  5870. * Adds magic defense (left-side) modifications based on status changes
  5871. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  5872. * @param sc: Object's status change information
  5873. * @param mdef: Initial mdef
  5874. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  5875. */
  5876. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  5877. {
  5878. if(!sc || !sc->count)
  5879. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5880. if(sc->data[SC_BERSERK])
  5881. return 0;
  5882. if(sc->data[SC_BARRIER])
  5883. return 100;
  5884. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  5885. if(sc->data[SC_STEELBODY])
  5886. return 90;
  5887. #endif
  5888. if (sc->data[SC_NYANGGRASS]) {
  5889. if (bl->type == BL_PC)
  5890. return 0;
  5891. else
  5892. return mdef >>= 1;
  5893. }
  5894. if(sc->data[SC_MDEFSET])
  5895. return sc->data[SC_MDEFSET]->val1;
  5896. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5897. mdef += 50;
  5898. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  5899. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  5900. if(sc->data[SC_STONEHARDSKIN])
  5901. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  5902. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5903. mdef += 25 * mdef / 100;
  5904. if(sc->data[SC_FREEZE])
  5905. mdef += 25 * mdef / 100;
  5906. if(sc->data[SC_BURNING])
  5907. mdef -= 25 * mdef / 100;
  5908. if( sc->data[SC_NEUTRALBARRIER] )
  5909. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5910. if(sc->data[SC_ANALYZE])
  5911. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5912. if(sc->data[SC_SYMPHONYOFLOVER])
  5913. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  5914. if(sc->data[SC_GT_CHANGE]) {
  5915. mdef -= sc->data[SC_GT_CHANGE]->val4;
  5916. if (mdef < 0)
  5917. return 0;
  5918. }
  5919. if (sc->data[SC_ODINS_POWER])
  5920. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5921. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5922. }
  5923. /**
  5924. * Adds magic defense (right-side) modifications based on status changes
  5925. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  5926. * @param sc: Object's status change information
  5927. * @param mdef2: Initial mdef2
  5928. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  5929. */
  5930. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  5931. {
  5932. if(!sc || !sc->count)
  5933. #ifdef RENEWAL
  5934. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5935. #else
  5936. return (short)cap_value(mdef2,1,SHRT_MAX);
  5937. #endif
  5938. if(sc->data[SC_BERSERK])
  5939. return 0;
  5940. if(sc->data[SC_SKA])
  5941. return 90;
  5942. if(sc->data[SC_MDEFSET])
  5943. return sc->data[SC_MDEFSET]->val1;
  5944. if(sc->data[SC_MINDBREAKER])
  5945. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  5946. if(sc->data[SC_BURNING])
  5947. mdef2 -= mdef2 * 25 / 100;
  5948. if(sc->data[SC_ANALYZE])
  5949. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5950. #ifdef RENEWAL
  5951. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5952. #else
  5953. return (short)cap_value(mdef2,1,SHRT_MAX);
  5954. #endif
  5955. }
  5956. /**
  5957. * Adds speed modifications based on status changes
  5958. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  5959. * @param sc: Object's status change information
  5960. * @param speed: Initial speed
  5961. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  5962. */
  5963. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  5964. {
  5965. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5966. int speed_rate = 100;
  5967. if (sc == NULL || (sd && sd->state.permanent_speed))
  5968. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  5969. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  5970. if( sd->ud.skill_id == LG_EXEEDBREAK )
  5971. speed_rate = 160 - 10 * sd->ud.skill_lv;
  5972. else
  5973. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  5974. } else {
  5975. int val = 0;
  5976. // GetMoveHasteValue2()
  5977. if( sc->data[SC_FUSION] )
  5978. val = 25;
  5979. else if( sd ) {
  5980. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  5981. val = 25; // Same bonus
  5982. else if( pc_isridingwug(sd) )
  5983. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  5984. else if( pc_ismadogear(sd) ) {
  5985. val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
  5986. if( sc->data[SC_ACCELERATION] )
  5987. val += 25;
  5988. }
  5989. else if( sc->data[SC_ALL_RIDING] )
  5990. val = battle_config.rental_mount_speed_boost;
  5991. }
  5992. speed_rate -= val;
  5993. // GetMoveSlowValue()
  5994. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  5995. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  5996. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  5997. val = sc->data[SC_CHASEWALK]->val3;
  5998. else {
  5999. val = 0;
  6000. // Longing for Freedom cancels song/dance penalty
  6001. if( sc->data[SC_LONGING] )
  6002. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  6003. else
  6004. if( sd && sc->data[SC_DANCING] )
  6005. 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)) );
  6006. if( sc->data[SC_DECREASEAGI] )
  6007. val = max( val, 25 );
  6008. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  6009. val = max( val, 50 );
  6010. if( sc->data[SC_DONTFORGETME] )
  6011. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  6012. if( sc->data[SC_CURSE] )
  6013. val = max( val, 300 );
  6014. if( sc->data[SC_CHASEWALK] )
  6015. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  6016. if( sc->data[SC_WEDDING] )
  6017. val = max( val, 100 );
  6018. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6019. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  6020. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  6021. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  6022. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  6023. val = max( val, 75 );
  6024. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  6025. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  6026. if( sc->data[SC_GATLINGFEVER] )
  6027. val = max( val, 100 );
  6028. if( sc->data[SC_SUITON] )
  6029. val = max( val, sc->data[SC_SUITON]->val3 );
  6030. if( sc->data[SC_SWOO] )
  6031. val = max( val, 300 );
  6032. if( sc->data[SC_SKA] )
  6033. val = max( val, 25 );
  6034. if( sc->data[SC_FREEZING] )
  6035. val = max( val, 50 );
  6036. if( sc->data[SC_MARSHOFABYSS] )
  6037. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  6038. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6039. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6040. if( sc->data[SC_STEALTHFIELD] )
  6041. val = max( val, 20 );
  6042. if( sc->data[SC__LAZINESS] )
  6043. val = max( val, 25 );
  6044. if( sc->data[SC_BANDING_DEFENCE] )
  6045. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  6046. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6047. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6048. if( sc->data[SC_POWER_OF_GAIA] )
  6049. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6050. if( sc->data[SC_MELON_BOMB] )
  6051. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6052. if( sc->data[SC_REBOUND] )
  6053. val = max( val, 25 );
  6054. if( sc->data[SC_B_TRAP] )
  6055. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6056. if (sc->data[SC_CATNIPPOWDER])
  6057. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6058. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6059. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6060. }
  6061. speed_rate += val;
  6062. val = 0;
  6063. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6064. speed_rate = 150;
  6065. // GetMoveHasteValue1()
  6066. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6067. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6068. if( sc->data[SC_INCREASEAGI] )
  6069. val = max( val, 25 );
  6070. if( sc->data[SC_WINDWALK] )
  6071. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  6072. if( sc->data[SC_CARTBOOST] )
  6073. val = max( val, 20 );
  6074. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6075. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6076. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  6077. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  6078. if( sc->data[SC_BERSERK] )
  6079. val = max( val, 25 );
  6080. if( sc->data[SC_RUN] )
  6081. val = max( val, 55 );
  6082. if( sc->data[SC_AVOID] )
  6083. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  6084. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  6085. val = max( val, 75 );
  6086. if( sc->data[SC_CLOAKINGEXCEED] )
  6087. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  6088. if( sc->data[SC_HOVERING] )
  6089. val = max( val, 10 );
  6090. if( sc->data[SC_GN_CARTBOOST] )
  6091. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  6092. if( sc->data[SC_SWINGDANCE] )
  6093. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  6094. if( sc->data[SC_WIND_STEP_OPTION] )
  6095. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  6096. if( sc->data[SC_FULL_THROTTLE] )
  6097. val = max( val, 25 );
  6098. if (sc->data[SC_ARCLOUSEDASH])
  6099. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  6100. if( sc->data[SC_DORAM_WALKSPEED] )
  6101. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  6102. // !FIXME: official items use a single bonus for this [ultramage]
  6103. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  6104. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  6105. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  6106. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  6107. speed_rate -= val;
  6108. if( speed_rate < 40 )
  6109. speed_rate = 40;
  6110. }
  6111. // GetSpeed()
  6112. if( sd && pc_iscarton(sd) )
  6113. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  6114. if( sc->data[SC_PARALYSE] )
  6115. speed += speed * 50 / 100;
  6116. if( speed_rate != 100 )
  6117. speed = speed * speed_rate / 100;
  6118. if( sc->data[SC_STEELBODY] )
  6119. speed = 200;
  6120. if( sc->data[SC_DEFENDER] )
  6121. speed = max(speed, 200);
  6122. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  6123. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  6124. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6125. }
  6126. #ifdef RENEWAL_ASPD
  6127. /**
  6128. * Renewal attack speed modifiers based on status changes
  6129. * This function only affects RENEWAL players and comes after base calculation
  6130. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6131. * @param sc: Object's status change information
  6132. * @param fixed: True - fixed value [malufett]
  6133. * False - percentage value
  6134. * @return modified aspd
  6135. */
  6136. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  6137. {
  6138. int bonus = 0;
  6139. if (!sc || !sc->count)
  6140. return 0;
  6141. if (fixed) {
  6142. enum sc_type sc_val;
  6143. if (!sc->data[SC_QUAGMIRE]) {
  6144. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  6145. bonus = 7;
  6146. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  6147. bonus = 6;
  6148. else if (bonus < 5 && sc->data[SC_FLEET])
  6149. bonus = 5;
  6150. }
  6151. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  6152. if (bl->type != BL_PC)
  6153. bonus += sc->data[SC_ASSNCROS]->val2;
  6154. else {
  6155. switch(((TBL_PC*)bl)->status.weapon) {
  6156. case W_BOW:
  6157. case W_REVOLVER:
  6158. case W_RIFLE:
  6159. case W_GATLING:
  6160. case W_SHOTGUN:
  6161. case W_GRENADE:
  6162. break;
  6163. default:
  6164. bonus += sc->data[SC_ASSNCROS]->val2;
  6165. break;
  6166. }
  6167. }
  6168. }
  6169. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  6170. bonus = 20;
  6171. else if (bonus < 15 && sc->data[SC_BERSERK])
  6172. bonus = 15;
  6173. if (sc->data[sc_val = SC_ASPDPOTION3] || sc->data[sc_val = SC_ASPDPOTION2] || sc->data[sc_val = SC_ASPDPOTION1] || sc->data[sc_val = SC_ASPDPOTION0])
  6174. bonus += sc->data[sc_val]->val1;
  6175. if (sc->data[SC_ATTHASTE_CASH])
  6176. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  6177. if (sc->data[SC_HEAT_BARREL])
  6178. bonus += sc->data[SC_HEAT_BARREL]->val1;
  6179. } else {
  6180. if (sc->data[SC_DONTFORGETME])
  6181. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  6182. if (sc->data[SC_LONGING])
  6183. bonus -= sc->data[SC_LONGING]->val2 / 10;
  6184. if (sc->data[SC_STEELBODY])
  6185. bonus -= 25;
  6186. if (sc->data[SC_SKA])
  6187. bonus -= 25;
  6188. if (sc->data[SC_DEFENDER])
  6189. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  6190. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6191. bonus -= 75;
  6192. if (sc->data[SC_GRAVITATION])
  6193. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  6194. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  6195. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  6196. bonus -= 25;
  6197. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  6198. bonus -= 10;
  6199. }
  6200. if (sc->data[SC_FREEZING])
  6201. bonus -= 15;
  6202. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  6203. bonus -= 50;
  6204. if (sc->data[SC_PARALYSE])
  6205. bonus -= 10;
  6206. if (sc->data[SC__BODYPAINT])
  6207. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  6208. if (sc->data[SC__INVISIBILITY])
  6209. bonus -= sc->data[SC__INVISIBILITY]->val2;
  6210. if (sc->data[SC__GROOMY])
  6211. bonus -= sc->data[SC__GROOMY]->val2;
  6212. if (sc->data[SC_SWINGDANCE])
  6213. bonus += sc->data[SC_SWINGDANCE]->val3;
  6214. if (sc->data[SC_DANCEWITHWUG])
  6215. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  6216. if (sc->data[SC_GLOOMYDAY])
  6217. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  6218. if (sc->data[SC_EARTHDRIVE])
  6219. bonus -= 25;
  6220. if (sc->data[SC_GT_CHANGE])
  6221. bonus += sc->data[SC_GT_CHANGE]->val3;
  6222. if (sc->data[SC_MELON_BOMB])
  6223. bonus -= sc->data[SC_MELON_BOMB]->val3;
  6224. if (sc->data[SC_PAIN_KILLER])
  6225. bonus -= sc->data[SC_PAIN_KILLER]->val2;
  6226. if (sc->data[SC_BOOST500])
  6227. bonus += sc->data[SC_BOOST500]->val1;
  6228. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  6229. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  6230. if (sc->data[SC_GOLDENE_FERSE])
  6231. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  6232. if (sc->data[SC_INCASPDRATE])
  6233. bonus += sc->data[SC_INCASPDRATE]->val1;
  6234. if (sc->data[SC_GATLINGFEVER])
  6235. bonus += sc->data[SC_GATLINGFEVER]->val1;
  6236. if (sc->data[SC_STAR_COMFORT])
  6237. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  6238. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6239. bonus += 10;
  6240. }
  6241. return bonus;
  6242. }
  6243. #endif
  6244. /**
  6245. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  6246. * A subtraction reduces the delay, meaning an increase in ASPD
  6247. * This comes after the percentage changes and is based on status changes
  6248. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6249. * @param sc: Object's status change information
  6250. * @param aspd: Object's current ASPD
  6251. * @return modified aspd
  6252. */
  6253. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  6254. {
  6255. if (!sc || !sc->count)
  6256. return cap_value(aspd, 0, 2000);
  6257. if (sc->data[SC_OVERED_BOOST])
  6258. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  6259. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  6260. aspd -= 50; // +5 ASPD
  6261. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  6262. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  6263. if (sc->data[SC_MTF_ASPD])
  6264. aspd -= sc->data[SC_MTF_ASPD]->val1;
  6265. if (sc->data[SC_MTF_ASPD2])
  6266. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  6267. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  6268. }
  6269. /**
  6270. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  6271. * Note: The scale of aspd_rate is 1000 = 100%
  6272. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  6273. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6274. * @param sc: Object's status change information
  6275. * @param aspd_rate: Object's current ASPD
  6276. * @return modified aspd_rate
  6277. */
  6278. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  6279. {
  6280. int i;
  6281. if(!sc || !sc->count)
  6282. return cap_value(aspd_rate,0,SHRT_MAX);
  6283. if( !sc->data[SC_QUAGMIRE] ) {
  6284. int max = 0;
  6285. if(sc->data[SC_STAR_COMFORT])
  6286. max = sc->data[SC_STAR_COMFORT]->val2;
  6287. if(sc->data[SC_TWOHANDQUICKEN] &&
  6288. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  6289. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  6290. if(sc->data[SC_ONEHAND] &&
  6291. max < sc->data[SC_ONEHAND]->val2)
  6292. max = sc->data[SC_ONEHAND]->val2;
  6293. if(sc->data[SC_MERC_QUICKEN] &&
  6294. max < sc->data[SC_MERC_QUICKEN]->val2)
  6295. max = sc->data[SC_MERC_QUICKEN]->val2;
  6296. if(sc->data[SC_ADRENALINE2] &&
  6297. max < sc->data[SC_ADRENALINE2]->val3)
  6298. max = sc->data[SC_ADRENALINE2]->val3;
  6299. if(sc->data[SC_ADRENALINE] &&
  6300. max < sc->data[SC_ADRENALINE]->val3)
  6301. max = sc->data[SC_ADRENALINE]->val3;
  6302. if(sc->data[SC_SPEARQUICKEN] &&
  6303. max < sc->data[SC_SPEARQUICKEN]->val2)
  6304. max = sc->data[SC_SPEARQUICKEN]->val2;
  6305. if(sc->data[SC_GATLINGFEVER] &&
  6306. max < sc->data[SC_GATLINGFEVER]->val2)
  6307. max = sc->data[SC_GATLINGFEVER]->val2;
  6308. if(sc->data[SC_FLEET] &&
  6309. max < sc->data[SC_FLEET]->val2)
  6310. max = sc->data[SC_FLEET]->val2;
  6311. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  6312. if (bl->type!=BL_PC)
  6313. max = sc->data[SC_ASSNCROS]->val2;
  6314. else
  6315. switch(((TBL_PC*)bl)->status.weapon) {
  6316. case W_BOW:
  6317. case W_REVOLVER:
  6318. case W_RIFLE:
  6319. case W_GATLING:
  6320. case W_SHOTGUN:
  6321. case W_GRENADE:
  6322. break;
  6323. default:
  6324. max = sc->data[SC_ASSNCROS]->val2;
  6325. }
  6326. }
  6327. aspd_rate -= max;
  6328. if(sc->data[SC_BERSERK])
  6329. aspd_rate -= 300;
  6330. else if(sc->data[SC_MADNESSCANCEL])
  6331. aspd_rate -= 200;
  6332. }
  6333. if( sc->data[i=SC_ASPDPOTION3] ||
  6334. sc->data[i=SC_ASPDPOTION2] ||
  6335. sc->data[i=SC_ASPDPOTION1] ||
  6336. sc->data[i=SC_ASPDPOTION0] )
  6337. aspd_rate -= sc->data[i]->val2;
  6338. if (sc->data[SC_ATTHASTE_CASH])
  6339. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  6340. if(sc->data[SC_DONTFORGETME])
  6341. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  6342. if(sc->data[SC_LONGING])
  6343. aspd_rate += sc->data[SC_LONGING]->val2;
  6344. if(sc->data[SC_STEELBODY])
  6345. aspd_rate += 250;
  6346. if(sc->data[SC_SKA])
  6347. aspd_rate += 250;
  6348. if(sc->data[SC_DEFENDER])
  6349. aspd_rate += sc->data[SC_DEFENDER]->val4;
  6350. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6351. aspd_rate += 250;
  6352. if(sc->data[SC_GRAVITATION])
  6353. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  6354. if(sc->data[SC_JOINTBEAT]) {
  6355. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  6356. aspd_rate += 250;
  6357. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  6358. aspd_rate += 100;
  6359. }
  6360. if( sc->data[SC_FREEZING] )
  6361. aspd_rate += 150;
  6362. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  6363. aspd_rate += 500;
  6364. if( sc->data[SC_PARALYSE] )
  6365. aspd_rate += 100;
  6366. if( sc->data[SC__BODYPAINT] )
  6367. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  6368. if( sc->data[SC__INVISIBILITY] )
  6369. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  6370. if( sc->data[SC__GROOMY] )
  6371. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  6372. if( sc->data[SC_SWINGDANCE] )
  6373. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  6374. if( sc->data[SC_DANCEWITHWUG] )
  6375. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  6376. if( sc->data[SC_GLOOMYDAY] )
  6377. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  6378. if( sc->data[SC_EARTHDRIVE] )
  6379. aspd_rate += 250;
  6380. if( sc->data[SC_GT_CHANGE] )
  6381. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  6382. if( sc->data[SC_MELON_BOMB] )
  6383. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  6384. if( sc->data[SC_BOOST500] )
  6385. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  6386. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  6387. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  6388. if( sc->data[SC_INCASPDRATE] )
  6389. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  6390. if( sc->data[SC_PAIN_KILLER])
  6391. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  6392. if( sc->data[SC_GOLDENE_FERSE])
  6393. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  6394. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6395. aspd_rate -= 100;
  6396. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  6397. }
  6398. /**
  6399. * Modifies the damage delay time based on status changes
  6400. * The lower your delay, the quicker you can act after taking damage
  6401. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6402. * @param sc: Object's status change information
  6403. * @param dmotion: Object's current damage delay
  6404. * @return modified delay rate
  6405. */
  6406. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  6407. {
  6408. if( !sc || !sc->count || map_flag_gvg2(bl->m) || map[bl->m].flag.battleground )
  6409. return cap_value(dmotion,0,USHRT_MAX);
  6410. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  6411. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS ) )
  6412. return 0;
  6413. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  6414. return 0;
  6415. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  6416. }
  6417. /**
  6418. * Calculates a max HP based on status changes
  6419. * Values can either be percentages or fixed, based on how equations are formulated
  6420. * @param bl: Object's block_list data
  6421. * @param maxhp: Object's current max HP
  6422. * @return modified maxhp
  6423. */
  6424. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  6425. {
  6426. int rate = 100;
  6427. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  6428. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  6429. maxhp = maxhp * rate / 100;
  6430. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  6431. }
  6432. /**
  6433. * Calculates a max SP based on status changes
  6434. * Values can either be percentages or fixed, bas ed on how equations are formulated
  6435. * @param bl: Object's block_list data
  6436. * @param maxsp: Object's current max SP
  6437. * @return modified maxsp
  6438. */
  6439. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  6440. {
  6441. int rate = 100;
  6442. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  6443. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  6444. maxsp = maxsp * rate / 100;
  6445. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  6446. }
  6447. /**
  6448. * Changes a player's element based on status changes
  6449. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6450. * @param sc: Object's status change information
  6451. * @param element: Object's current element
  6452. * @return new element
  6453. */
  6454. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  6455. {
  6456. if(!sc || !sc->count)
  6457. return cap_value(element, 0, UCHAR_MAX);
  6458. if(sc->data[SC_FREEZE])
  6459. return ELE_WATER;
  6460. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6461. return ELE_EARTH;
  6462. if(sc->data[SC_BENEDICTIO])
  6463. return ELE_HOLY;
  6464. if(sc->data[SC_CHANGEUNDEAD])
  6465. return ELE_UNDEAD;
  6466. if(sc->data[SC_ELEMENTALCHANGE])
  6467. return sc->data[SC_ELEMENTALCHANGE]->val2;
  6468. if(sc->data[SC_SHAPESHIFT])
  6469. return sc->data[SC_SHAPESHIFT]->val2;
  6470. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6471. }
  6472. /**
  6473. * Changes a player's element level based on status changes
  6474. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6475. * @param sc: Object's status change information
  6476. * @param lv: Object's current element level
  6477. * @return new element level
  6478. */
  6479. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  6480. {
  6481. if(!sc || !sc->count)
  6482. return cap_value(lv, 1, 4);
  6483. if(sc->data[SC_FREEZE])
  6484. return 1;
  6485. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6486. return 1;
  6487. if(sc->data[SC_BENEDICTIO])
  6488. return 1;
  6489. if(sc->data[SC_CHANGEUNDEAD])
  6490. return 1;
  6491. if(sc->data[SC_ELEMENTALCHANGE])
  6492. return sc->data[SC_ELEMENTALCHANGE]->val1;
  6493. if(sc->data[SC_SHAPESHIFT])
  6494. return 1;
  6495. if(sc->data[SC__INVISIBILITY])
  6496. return 1;
  6497. return (unsigned char)cap_value(lv,1,4);
  6498. }
  6499. /**
  6500. * Changes a player's attack element based on status changes
  6501. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6502. * @param sc: Object's status change information
  6503. * @param element: Object's current attack element
  6504. * @return new attack element
  6505. */
  6506. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  6507. {
  6508. if(!sc || !sc->count)
  6509. return cap_value(element, 0, UCHAR_MAX);
  6510. if(sc->data[SC_ENCHANTARMS])
  6511. return sc->data[SC_ENCHANTARMS]->val2;
  6512. if(sc->data[SC_WATERWEAPON]
  6513. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  6514. return ELE_WATER;
  6515. if(sc->data[SC_EARTHWEAPON]
  6516. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  6517. return ELE_EARTH;
  6518. if(sc->data[SC_FIREWEAPON]
  6519. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  6520. return ELE_FIRE;
  6521. if(sc->data[SC_WINDWEAPON]
  6522. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  6523. return ELE_WIND;
  6524. if(sc->data[SC_ENCPOISON])
  6525. return ELE_POISON;
  6526. if(sc->data[SC_ASPERSIO])
  6527. return ELE_HOLY;
  6528. if(sc->data[SC_SHADOWWEAPON])
  6529. return ELE_DARK;
  6530. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  6531. return ELE_GHOST;
  6532. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  6533. return ELE_WATER;
  6534. if(sc->data[SC_PYROCLASTIC])
  6535. return ELE_FIRE;
  6536. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6537. }
  6538. /**
  6539. * Changes the mode of an object
  6540. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  6541. * @param sc: Object's status change data
  6542. * @param mode: Original mode
  6543. * @return mode with cap_value(mode, 0, INT_MAX)
  6544. */
  6545. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  6546. {
  6547. if(!sc || !sc->count)
  6548. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  6549. if(sc->data[SC_MODECHANGE]) {
  6550. if (sc->data[SC_MODECHANGE]->val2)
  6551. mode = static_cast<e_mode>((mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2); // Set mode
  6552. if (sc->data[SC_MODECHANGE]->val3)
  6553. mode = static_cast<e_mode>(mode|sc->data[SC_MODECHANGE]->val3); // Add mode
  6554. if (sc->data[SC_MODECHANGE]->val4)
  6555. mode = static_cast<e_mode>(mode&~sc->data[SC_MODECHANGE]->val4); // Del mode
  6556. }
  6557. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  6558. }
  6559. /**
  6560. * Changes the mode of a slave mob
  6561. * @param md: Slave mob whose mode to change
  6562. * @param mmd: Master of slave mob
  6563. */
  6564. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  6565. {
  6566. switch (battle_config.slaves_inherit_mode) {
  6567. case 1: //Always aggressive
  6568. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  6569. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6570. break;
  6571. case 2: //Always passive
  6572. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  6573. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6574. break;
  6575. case 4: // Overwrite with slave mode
  6576. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOM_WALK|MD_CANATTACK, 0, 0, 0);
  6577. break;
  6578. default: //Copy master
  6579. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  6580. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6581. else
  6582. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6583. break;
  6584. }
  6585. }
  6586. /**
  6587. * Gets the name of the given bl
  6588. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  6589. * @return name or "Unknown" if any other bl->type than noted above
  6590. */
  6591. const char* status_get_name(struct block_list *bl)
  6592. {
  6593. nullpo_ret(bl);
  6594. switch (bl->type) {
  6595. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  6596. case BL_MOB: return ((TBL_MOB*)bl)->name;
  6597. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  6598. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  6599. //case BL_MER: // They only have database names which are global, not specific to GID.
  6600. case BL_NPC: return ((TBL_NPC*)bl)->name;
  6601. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  6602. }
  6603. return "Unknown";
  6604. }
  6605. /**
  6606. * Gets the class/sprite id of the given bl
  6607. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6608. * @return class or 0 if any other bl->type than noted above
  6609. */
  6610. int status_get_class(struct block_list *bl)
  6611. {
  6612. nullpo_ret(bl);
  6613. switch( bl->type ) {
  6614. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  6615. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  6616. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  6617. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  6618. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  6619. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  6620. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  6621. }
  6622. return 0;
  6623. }
  6624. /**
  6625. * Gets the base level of the given bl
  6626. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6627. * @return base level or 1 if any other bl->type than noted above
  6628. */
  6629. int status_get_lv(struct block_list *bl)
  6630. {
  6631. nullpo_ret(bl);
  6632. switch (bl->type) {
  6633. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  6634. case BL_MOB: return ((TBL_MOB*)bl)->level;
  6635. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  6636. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  6637. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  6638. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  6639. case BL_NPC: return ((TBL_NPC*)bl)->level;
  6640. }
  6641. return 1;
  6642. }
  6643. /**
  6644. * Gets the regeneration info of the given bl
  6645. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  6646. * @return regen data or NULL if any other bl->type than noted above
  6647. */
  6648. struct regen_data *status_get_regen_data(struct block_list *bl)
  6649. {
  6650. nullpo_retr(NULL, bl);
  6651. switch (bl->type) {
  6652. case BL_PC: return &((TBL_PC*)bl)->regen;
  6653. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  6654. case BL_MER: return &((TBL_MER*)bl)->regen;
  6655. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  6656. default:
  6657. return NULL;
  6658. }
  6659. }
  6660. /**
  6661. * Gets the status data of the given bl
  6662. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6663. * @return status or "dummy_status" if any other bl->type than noted above
  6664. */
  6665. struct status_data *status_get_status_data(struct block_list *bl)
  6666. {
  6667. nullpo_retr(&dummy_status, bl);
  6668. switch (bl->type) {
  6669. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  6670. case BL_MOB: return &((TBL_MOB*)bl)->status;
  6671. case BL_PET: return &((TBL_PET*)bl)->status;
  6672. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  6673. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  6674. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  6675. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  6676. default:
  6677. return &dummy_status;
  6678. }
  6679. }
  6680. /**
  6681. * Gets the base status data of the given bl
  6682. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6683. * @return base_status or NULL if any other bl->type than noted above
  6684. */
  6685. struct status_data *status_get_base_status(struct block_list *bl)
  6686. {
  6687. nullpo_retr(NULL, bl);
  6688. switch (bl->type) {
  6689. case BL_PC: return &((TBL_PC*)bl)->base_status;
  6690. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  6691. case BL_PET: return &((TBL_PET*)bl)->db->status;
  6692. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  6693. case BL_MER: return &((TBL_MER*)bl)->base_status;
  6694. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  6695. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  6696. default:
  6697. return NULL;
  6698. }
  6699. }
  6700. /**
  6701. * Gets the defense of the given bl
  6702. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  6703. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  6704. */
  6705. defType status_get_def(struct block_list *bl)
  6706. {
  6707. struct unit_data *ud;
  6708. struct status_data *status = status_get_status_data(bl);
  6709. int def = status?status->def:0;
  6710. ud = unit_bl2ud(bl);
  6711. if (ud && ud->skilltimer != INVALID_TIMER)
  6712. def -= def * skill_get_castdef(ud->skill_id)/100;
  6713. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  6714. }
  6715. /**
  6716. * Gets the walking speed of the given bl
  6717. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6718. * @return speed
  6719. */
  6720. unsigned short status_get_speed(struct block_list *bl)
  6721. {
  6722. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  6723. return ((struct npc_data *)bl)->speed;
  6724. return status_get_status_data(bl)->speed;
  6725. }
  6726. /**
  6727. * Gets the party ID of the given bl
  6728. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  6729. * @return party ID
  6730. */
  6731. int status_get_party_id(struct block_list *bl)
  6732. {
  6733. nullpo_ret(bl);
  6734. switch (bl->type) {
  6735. case BL_PC:
  6736. return ((TBL_PC*)bl)->status.party_id;
  6737. case BL_PET:
  6738. if (((TBL_PET*)bl)->master)
  6739. return ((TBL_PET*)bl)->master->status.party_id;
  6740. break;
  6741. case BL_MOB: {
  6742. struct mob_data *md=(TBL_MOB*)bl;
  6743. if( md->master_id > 0 ) {
  6744. struct map_session_data *msd;
  6745. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6746. return msd->status.party_id;
  6747. return -md->master_id;
  6748. }
  6749. }
  6750. break;
  6751. case BL_HOM:
  6752. if (((TBL_HOM*)bl)->master)
  6753. return ((TBL_HOM*)bl)->master->status.party_id;
  6754. break;
  6755. case BL_MER:
  6756. if (((TBL_MER*)bl)->master)
  6757. return ((TBL_MER*)bl)->master->status.party_id;
  6758. break;
  6759. case BL_SKILL:
  6760. if (((TBL_SKILL*)bl)->group)
  6761. return ((TBL_SKILL*)bl)->group->party_id;
  6762. break;
  6763. case BL_ELEM:
  6764. if (((TBL_ELEM*)bl)->master)
  6765. return ((TBL_ELEM*)bl)->master->status.party_id;
  6766. break;
  6767. }
  6768. return 0;
  6769. }
  6770. /**
  6771. * Gets the guild ID of the given bl
  6772. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6773. * @return guild ID
  6774. */
  6775. int status_get_guild_id(struct block_list *bl)
  6776. {
  6777. nullpo_ret(bl);
  6778. switch (bl->type) {
  6779. case BL_PC:
  6780. return ((TBL_PC*)bl)->status.guild_id;
  6781. case BL_PET:
  6782. if (((TBL_PET*)bl)->master)
  6783. return ((TBL_PET*)bl)->master->status.guild_id;
  6784. break;
  6785. case BL_MOB:
  6786. {
  6787. struct map_session_data *msd;
  6788. struct mob_data *md = (struct mob_data *)bl;
  6789. if (md->guardian_data) // Guardian's guild [Skotlex]
  6790. return md->guardian_data->guild_id;
  6791. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6792. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6793. }
  6794. break;
  6795. case BL_HOM:
  6796. if (((TBL_HOM*)bl)->master)
  6797. return ((TBL_HOM*)bl)->master->status.guild_id;
  6798. break;
  6799. case BL_MER:
  6800. if (((TBL_MER*)bl)->master)
  6801. return ((TBL_MER*)bl)->master->status.guild_id;
  6802. break;
  6803. case BL_NPC:
  6804. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  6805. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6806. break;
  6807. case BL_SKILL:
  6808. if (((TBL_SKILL*)bl)->group)
  6809. return ((TBL_SKILL*)bl)->group->guild_id;
  6810. break;
  6811. case BL_ELEM:
  6812. if (((TBL_ELEM*)bl)->master)
  6813. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6814. break;
  6815. }
  6816. return 0;
  6817. }
  6818. /**
  6819. * Gets the guild emblem ID of the given bl
  6820. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6821. * @return guild emblem ID
  6822. */
  6823. int status_get_emblem_id(struct block_list *bl)
  6824. {
  6825. nullpo_ret(bl);
  6826. switch (bl->type) {
  6827. case BL_PC:
  6828. return ((TBL_PC*)bl)->guild_emblem_id;
  6829. case BL_PET:
  6830. if (((TBL_PET*)bl)->master)
  6831. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6832. break;
  6833. case BL_MOB:
  6834. {
  6835. struct map_session_data *msd;
  6836. struct mob_data *md = (struct mob_data *)bl;
  6837. if (md->guardian_data) // Guardian's guild [Skotlex]
  6838. return md->guardian_data->emblem_id;
  6839. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6840. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6841. }
  6842. break;
  6843. case BL_HOM:
  6844. if (((TBL_HOM*)bl)->master)
  6845. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6846. break;
  6847. case BL_MER:
  6848. if (((TBL_MER*)bl)->master)
  6849. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6850. break;
  6851. case BL_NPC:
  6852. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6853. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6854. if (g)
  6855. return g->emblem_id;
  6856. }
  6857. break;
  6858. case BL_ELEM:
  6859. if (((TBL_ELEM*)bl)->master)
  6860. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  6861. break;
  6862. }
  6863. return 0;
  6864. }
  6865. /**
  6866. * Gets the race2 of a mob or pet
  6867. * @param bl: Object whose race2 to get [MOB|PET]
  6868. * @return race2
  6869. */
  6870. enum e_race2 status_get_race2(struct block_list *bl)
  6871. {
  6872. nullpo_retr(RC2_NONE,bl);
  6873. if (bl->type == BL_MOB)
  6874. return ((struct mob_data *)bl)->db->race2;
  6875. if (bl->type == BL_PET)
  6876. return ((struct pet_data *)bl)->db->race2;
  6877. return RC2_NONE;
  6878. }
  6879. /**
  6880. * Checks if an object is dead
  6881. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6882. * @return 1: Is dead or 0: Is alive
  6883. */
  6884. int status_isdead(struct block_list *bl)
  6885. {
  6886. nullpo_ret(bl);
  6887. return status_get_status_data(bl)->hp == 0;
  6888. }
  6889. /**
  6890. * Checks if an object is immune to magic
  6891. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6892. * @return value of magic damage to be blocked
  6893. */
  6894. int status_isimmune(struct block_list *bl)
  6895. {
  6896. struct status_change *sc =status_get_sc(bl);
  6897. if (sc && sc->data[SC_HERMODE])
  6898. return 100;
  6899. if (bl->type == BL_PC &&
  6900. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  6901. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  6902. return 0;
  6903. }
  6904. /**
  6905. * Get view data of an object
  6906. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6907. * @return view data structure bl->vd
  6908. */
  6909. struct view_data* status_get_viewdata(struct block_list *bl)
  6910. {
  6911. nullpo_retr(NULL, bl);
  6912. switch (bl->type) {
  6913. case BL_PC: return &((TBL_PC*)bl)->vd;
  6914. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  6915. case BL_PET: return &((TBL_PET*)bl)->vd;
  6916. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  6917. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  6918. case BL_MER: return ((TBL_MER*)bl)->vd;
  6919. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  6920. }
  6921. return NULL;
  6922. }
  6923. /**
  6924. * Set view data of an object
  6925. * This function deals with class, mount, and item views
  6926. * SC views are set in clif_getareachar_unit()
  6927. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6928. * @param class_: class of the object
  6929. */
  6930. void status_set_viewdata(struct block_list *bl, int class_)
  6931. {
  6932. struct view_data* vd;
  6933. nullpo_retv(bl);
  6934. if (mobdb_checkid(class_) || mob_is_clone(class_))
  6935. vd = mob_get_viewdata(class_);
  6936. else if (npcdb_checkid(class_))
  6937. vd = npc_get_viewdata(class_);
  6938. else if (homdb_checkid(class_))
  6939. vd = hom_get_viewdata(class_);
  6940. else if (mercenary_db(class_))
  6941. vd = mercenary_get_viewdata(class_);
  6942. else if (elemental_class(class_))
  6943. vd = elemental_get_viewdata(class_);
  6944. else
  6945. vd = NULL;
  6946. switch (bl->type) {
  6947. case BL_PC:
  6948. {
  6949. TBL_PC* sd = (TBL_PC*)bl;
  6950. if (pcdb_checkid(class_)) {
  6951. if (sd->sc.option&OPTION_RIDING) {
  6952. switch (class_) { // Adapt class to a Mounted one.
  6953. case JOB_KNIGHT:
  6954. class_ = JOB_KNIGHT2;
  6955. break;
  6956. case JOB_CRUSADER:
  6957. class_ = JOB_CRUSADER2;
  6958. break;
  6959. case JOB_LORD_KNIGHT:
  6960. class_ = JOB_LORD_KNIGHT2;
  6961. break;
  6962. case JOB_PALADIN:
  6963. class_ = JOB_PALADIN2;
  6964. break;
  6965. case JOB_BABY_KNIGHT:
  6966. class_ = JOB_BABY_KNIGHT2;
  6967. break;
  6968. case JOB_BABY_CRUSADER:
  6969. class_ = JOB_BABY_CRUSADER2;
  6970. break;
  6971. }
  6972. }
  6973. sd->vd.class_ = class_;
  6974. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  6975. sd->vd.head_top = sd->status.head_top;
  6976. sd->vd.head_mid = sd->status.head_mid;
  6977. sd->vd.head_bottom = sd->status.head_bottom;
  6978. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  6979. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  6980. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  6981. sd->vd.body_style = cap_value(sd->status.body,0,battle_config.max_body_style);
  6982. sd->vd.sex = sd->status.sex;
  6983. if (sd->vd.cloth_color) {
  6984. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  6985. sd->vd.cloth_color = 0;
  6986. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  6987. sd->vd.cloth_color = 0;
  6988. if(sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette)
  6989. sd->vd.cloth_color = 0;
  6990. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  6991. sd->vd.cloth_color = 0;
  6992. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  6993. sd->vd.cloth_color = 0;
  6994. }
  6995. if ( sd->vd.body_style && (
  6996. sd->sc.option&OPTION_WEDDING || sd->sc.option&OPTION_XMAS ||
  6997. sd->sc.option&OPTION_SUMMER || sd->sc.option&OPTION_HANBOK ||
  6998. sd->sc.option&OPTION_OKTOBERFEST))
  6999. sd->vd.body_style = 0;
  7000. } else if (vd)
  7001. memcpy(&sd->vd, vd, sizeof(struct view_data));
  7002. else
  7003. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  7004. }
  7005. break;
  7006. case BL_MOB:
  7007. {
  7008. TBL_MOB* md = (TBL_MOB*)bl;
  7009. if (vd){
  7010. mob_free_dynamic_viewdata( md );
  7011. md->vd = vd;
  7012. }else if( pcdb_checkid( class_ ) ){
  7013. mob_set_dynamic_viewdata( md );
  7014. md->vd->class_ = class_;
  7015. }else
  7016. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  7017. }
  7018. break;
  7019. case BL_PET:
  7020. {
  7021. TBL_PET* pd = (TBL_PET*)bl;
  7022. if (vd) {
  7023. memcpy(&pd->vd, vd, sizeof(struct view_data));
  7024. if (!pcdb_checkid(vd->class_)) {
  7025. pd->vd.hair_style = battle_config.pet_hair_style;
  7026. if(pd->pet.equip) {
  7027. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  7028. if (!pd->vd.head_bottom)
  7029. pd->vd.head_bottom = pd->pet.equip;
  7030. }
  7031. }
  7032. } else
  7033. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  7034. }
  7035. break;
  7036. case BL_NPC:
  7037. {
  7038. TBL_NPC* nd = (TBL_NPC*)bl;
  7039. if (vd)
  7040. nd->vd = vd;
  7041. else
  7042. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  7043. }
  7044. break;
  7045. case BL_HOM:
  7046. {
  7047. struct homun_data *hd = (struct homun_data*)bl;
  7048. if (vd)
  7049. hd->vd = vd;
  7050. else
  7051. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  7052. }
  7053. break;
  7054. case BL_MER:
  7055. {
  7056. struct mercenary_data *md = (struct mercenary_data*)bl;
  7057. if (vd)
  7058. md->vd = vd;
  7059. else
  7060. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  7061. }
  7062. break;
  7063. case BL_ELEM:
  7064. {
  7065. struct elemental_data *ed = (struct elemental_data*)bl;
  7066. if (vd)
  7067. ed->vd = vd;
  7068. else
  7069. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  7070. }
  7071. break;
  7072. }
  7073. }
  7074. /**
  7075. * Get status change data of an object
  7076. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  7077. * @return status change data structure bl->sc
  7078. */
  7079. struct status_change *status_get_sc(struct block_list *bl)
  7080. {
  7081. if( bl )
  7082. switch (bl->type) {
  7083. case BL_PC: return &((TBL_PC*)bl)->sc;
  7084. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  7085. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  7086. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  7087. case BL_MER: return &((TBL_MER*)bl)->sc;
  7088. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  7089. }
  7090. return NULL;
  7091. }
  7092. /**
  7093. * Initiate (memset) the status change data of an object
  7094. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  7095. */
  7096. void status_change_init(struct block_list *bl)
  7097. {
  7098. struct status_change *sc = status_get_sc(bl);
  7099. nullpo_retv(sc);
  7100. memset(sc, 0, sizeof (struct status_change));
  7101. }
  7102. /*========================================== [Playtester]
  7103. * Returns the interval for status changes that iterate multiple times
  7104. * through the timer (e.g. those that deal damage in regular intervals)
  7105. * @param type: Status change (SC_*)
  7106. *------------------------------------------*/
  7107. static int status_get_sc_interval(enum sc_type type)
  7108. {
  7109. switch (type) {
  7110. case SC_POISON:
  7111. case SC_DPOISON:
  7112. case SC_LEECHESEND:
  7113. return 1000;
  7114. case SC_BURNING:
  7115. case SC_PYREXIA:
  7116. return 3000;
  7117. case SC_MAGICMUSHROOM:
  7118. return 4000;
  7119. case SC_STONE:
  7120. return 5000;
  7121. case SC_BLEEDING:
  7122. case SC_TOXIN:
  7123. return 10000;
  7124. default:
  7125. break;
  7126. }
  7127. return 0;
  7128. }
  7129. /**
  7130. * Applies SC defense to a given status change
  7131. * This function also determines whether or not the status change will be applied
  7132. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7133. * @param bl: Target of the status change
  7134. * @param type: Status change (SC_*)
  7135. * @param rate: Initial percentage rate of affecting bl
  7136. * @param tick: Initial duration that the status change affects bl
  7137. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7138. * @return adjusted duration based on flag values
  7139. */
  7140. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, unsigned char flag)
  7141. {
  7142. /// Resistance rate: 10000 = 100%
  7143. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  7144. /// 5000ms -> tick_def = 5000 -> 2500ms
  7145. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  7146. /// Fixed resistance value (after rate calculation)
  7147. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  7148. /// 2500ms -> tick_def2=2000 -> 500ms
  7149. int sc_def2 = 0, tick_def2 = 0;
  7150. struct status_data *status, *status_src;
  7151. struct status_change *sc;
  7152. struct map_session_data *sd;
  7153. nullpo_ret(bl);
  7154. if (src == NULL)
  7155. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  7156. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  7157. if (status_isimmune(bl)) {
  7158. switch (type) {
  7159. case SC_DECREASEAGI:
  7160. case SC_SILENCE:
  7161. case SC_COMA:
  7162. case SC_INCREASEAGI:
  7163. case SC_BLESSING:
  7164. case SC_SLOWPOISON:
  7165. case SC_IMPOSITIO:
  7166. case SC_AETERNA:
  7167. case SC_SUFFRAGIUM:
  7168. case SC_BENEDICTIO:
  7169. case SC_PROVIDENCE:
  7170. case SC_KYRIE:
  7171. case SC_ASSUMPTIO:
  7172. case SC_ANGELUS:
  7173. case SC_MAGNIFICAT:
  7174. case SC_GLORIA:
  7175. case SC_WINDWALK:
  7176. case SC_MAGICROD:
  7177. case SC_HALLUCINATION:
  7178. case SC_STONE:
  7179. case SC_QUAGMIRE:
  7180. case SC_SUITON:
  7181. case SC_SWINGDANCE:
  7182. case SC_FIRE_INSIGNIA:
  7183. case SC_WATER_INSIGNIA:
  7184. case SC_WIND_INSIGNIA:
  7185. case SC_EARTH_INSIGNIA:
  7186. return 0;
  7187. }
  7188. }
  7189. sd = BL_CAST(BL_PC,bl);
  7190. status = status_get_status_data(bl);
  7191. status_src = status_get_status_data(src);
  7192. sc = status_get_sc(bl);
  7193. if( sc && !sc->count )
  7194. sc = NULL;
  7195. switch (type) {
  7196. case SC_POISON:
  7197. case SC_DPOISON:
  7198. sc_def = status->vit*100;
  7199. #ifndef RENEWAL
  7200. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7201. if (sd) {
  7202. // For players: 60000 - 450*vit - 100*luk
  7203. tick_def = status->vit*75;
  7204. tick_def2 = status->luk*100;
  7205. } else {
  7206. // For monsters: 30000 - 200*vit
  7207. tick>>=1;
  7208. tick_def = (status->vit*200)/3;
  7209. }
  7210. #endif
  7211. break;
  7212. case SC_STUN:
  7213. sc_def = status->vit*100;
  7214. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7215. tick_def2 = status->luk*10;
  7216. break;
  7217. case SC_SILENCE:
  7218. #ifndef RENEWAL
  7219. sc_def = status->vit*100;
  7220. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7221. #else
  7222. sc_def = status->int_*100;
  7223. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7224. #endif
  7225. tick_def2 = status->luk*10;
  7226. break;
  7227. case SC_BLEEDING:
  7228. #ifndef RENEWAL
  7229. sc_def = status->vit*100;
  7230. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7231. #else
  7232. sc_def = status->agi*100;
  7233. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7234. #endif
  7235. tick_def2 = status->luk*10;
  7236. break;
  7237. case SC_SLEEP:
  7238. #ifndef RENEWAL
  7239. sc_def = status->int_*100;
  7240. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7241. #else
  7242. sc_def = status->agi*100;
  7243. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7244. #endif
  7245. tick_def2 = status->luk*10;
  7246. break;
  7247. case SC_STONE:
  7248. sc_def = status->mdef*100;
  7249. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7250. tick_def = 0; // No duration reduction
  7251. break;
  7252. case SC_FREEZE:
  7253. sc_def = status->mdef*100;
  7254. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7255. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  7256. break;
  7257. case SC_CURSE:
  7258. // Special property: immunity when luk is zero
  7259. if (status->luk == 0)
  7260. return 0;
  7261. sc_def = status->luk*100;
  7262. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  7263. tick_def = status->vit*100;
  7264. tick_def2 = status->luk*10;
  7265. break;
  7266. case SC_BLIND:
  7267. sc_def = (status->vit + status->int_)*50;
  7268. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7269. tick_def2 = status->luk*10;
  7270. break;
  7271. case SC_CONFUSION:
  7272. sc_def = (status->str + status->int_)*50;
  7273. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  7274. tick_def2 = status->luk*10;
  7275. break;
  7276. case SC_DECREASEAGI:
  7277. if (sd)
  7278. tick >>= 1; // Half duration for players.
  7279. sc_def2 = status->mdef*100;
  7280. break;
  7281. case SC_ANKLE:
  7282. if(status_has_mode(status,MD_STATUS_IMMUNE)) // Lasts 5 times less on bosses
  7283. tick /= 5;
  7284. sc_def = status->agi*50;
  7285. break;
  7286. case SC_DEEPSLEEP:
  7287. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  7288. break;
  7289. case SC_NETHERWORLD:
  7290. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  7291. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  7292. break;
  7293. case SC_MARSHOFABYSS:
  7294. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  7295. tick_def2 = (status->int_ + status->luk)*50;
  7296. break;
  7297. case SC_STASIS:
  7298. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  7299. tick_def2 = (status->vit + status->dex) * 50;
  7300. break;
  7301. case SC_WHITEIMPRISON:
  7302. if( tick == 5000 ) // 100% on caster
  7303. break;
  7304. if( bl->type == BL_PC )
  7305. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  7306. else
  7307. tick_def2 = (status->vit + status->luk)*50;
  7308. break;
  7309. case SC_BURNING:
  7310. tick_def2 = 75*status->luk + 125*status->agi;
  7311. break;
  7312. case SC_FREEZING:
  7313. tick_def2 = (status->vit + status->dex)*50;
  7314. break;
  7315. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  7316. sc_def = status->int_*80;
  7317. sc_def = max(sc_def, 500); // minimum of 5% resist
  7318. tick_def = 0;
  7319. //Fall through
  7320. case SC_TOXIN:
  7321. case SC_PARALYSE:
  7322. case SC_VENOMBLEED:
  7323. case SC_MAGICMUSHROOM:
  7324. case SC_DEATHHURT:
  7325. case SC_PYREXIA:
  7326. case SC_LEECHESEND:
  7327. tick_def2 = (status->vit + status->luk) * 500;
  7328. break;
  7329. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  7330. sc_def2 = status->agi*25;
  7331. break;
  7332. case SC_ELECTRICSHOCKER:
  7333. tick_def2 = (status->vit + status->agi) * 70;
  7334. break;
  7335. case SC_CRYSTALIZE:
  7336. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  7337. break;
  7338. case SC_VACUUM_EXTREME:
  7339. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  7340. break;
  7341. case SC_KYOUGAKU:
  7342. tick_def2 = 30*status->int_;
  7343. break;
  7344. case SC_PARALYSIS:
  7345. tick_def2 = (status->vit + status->luk)*50;
  7346. break;
  7347. case SC_VOICEOFSIREN:
  7348. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  7349. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  7350. break;
  7351. case SC_B_TRAP:
  7352. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  7353. break;
  7354. case SC_NORECOVER_STATE:
  7355. tick_def2 = status->luk * 100;
  7356. break;
  7357. default:
  7358. // Effect that cannot be reduced? Likely a buff.
  7359. if (!(rnd()%10000 < rate))
  7360. return 0;
  7361. return tick ? tick : 1;
  7362. }
  7363. if (sd) {
  7364. if (battle_config.pc_sc_def_rate != 100) {
  7365. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  7366. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  7367. }
  7368. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  7369. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  7370. if (battle_config.pc_sc_def_rate != 100) {
  7371. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  7372. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  7373. }
  7374. } else {
  7375. if (battle_config.mob_sc_def_rate != 100) {
  7376. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  7377. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  7378. }
  7379. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  7380. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  7381. if (battle_config.mob_sc_def_rate != 100) {
  7382. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  7383. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  7384. }
  7385. }
  7386. if (sc) {
  7387. if (sc->data[SC_SCRESIST])
  7388. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  7389. else if (sc->data[SC_SIEGFRIED])
  7390. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  7391. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  7392. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  7393. }
  7394. // When tick def not set, reduction is the same for both.
  7395. if(tick_def == -1)
  7396. tick_def = sc_def;
  7397. // Natural resistance
  7398. if (!(flag&SCSTART_NORATEDEF)) {
  7399. rate -= rate*sc_def/10000;
  7400. rate -= sc_def2;
  7401. // Minimum chances
  7402. switch (type) {
  7403. case SC_BITE:
  7404. rate = max(rate, 5000); // Minimum of 50%
  7405. break;
  7406. }
  7407. // Item resistance (only applies to rate%)
  7408. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  7409. if( sd->reseff[type-SC_COMMON_MIN] )
  7410. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  7411. if( sd->sc.data[SC_COMMONSC_RESIST] )
  7412. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  7413. }
  7414. // Aegis accuracy
  7415. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  7416. }
  7417. if (!(rnd()%10000 < rate))
  7418. return 0;
  7419. // Duration cannot be reduced
  7420. if (flag&SCSTART_NOTICKDEF)
  7421. return max(tick, 1);
  7422. tick -= tick*tick_def/10000;
  7423. tick -= tick_def2;
  7424. // Minimum durations
  7425. switch (type) {
  7426. case SC_ANKLE:
  7427. case SC_MARSHOFABYSS:
  7428. tick = max(tick, 5000); // Minimum duration 5s
  7429. break;
  7430. case SC_FREEZING:
  7431. tick = max(tick, 6000); // Minimum duration 6s
  7432. break;
  7433. case SC_BURNING:
  7434. case SC_STASIS:
  7435. case SC_VOICEOFSIREN:
  7436. tick = max(tick, 10000); // Minimum duration 10s
  7437. break;
  7438. default:
  7439. // Skills need to trigger even if the duration is reduced below 1ms
  7440. tick = max(tick, 1);
  7441. break;
  7442. }
  7443. return tick;
  7444. }
  7445. /**
  7446. * Applies SC effect
  7447. * @param bl: Source to apply effect
  7448. * @param type: Status change (SC_*)
  7449. * @param dval1~3: Depends on type of status change
  7450. * Author: Ind
  7451. */
  7452. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  7453. struct eri *eri;
  7454. struct sc_display_entry **sc_display;
  7455. struct sc_display_entry ***sc_display_ptr;
  7456. struct sc_display_entry *entry;
  7457. int i;
  7458. unsigned char sc_display_count;
  7459. unsigned char *sc_display_count_ptr;
  7460. nullpo_retv(bl);
  7461. switch( bl->type ){
  7462. case BL_PC: {
  7463. struct map_session_data* sd = (struct map_session_data*)bl;
  7464. sc_display_ptr = &sd->sc_display;
  7465. sc_display_count_ptr = &sd->sc_display_count;
  7466. eri = pc_sc_display_ers;
  7467. }
  7468. break;
  7469. case BL_NPC: {
  7470. struct npc_data* nd = (struct npc_data*)bl;
  7471. sc_display_ptr = &nd->sc_display;
  7472. sc_display_count_ptr = &nd->sc_display_count;
  7473. eri = npc_sc_display_ers;
  7474. }
  7475. break;
  7476. default:
  7477. return;
  7478. }
  7479. sc_display = *sc_display_ptr;
  7480. sc_display_count = *sc_display_count_ptr;
  7481. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7482. if( i != sc_display_count ) {
  7483. sc_display[i]->val1 = dval1;
  7484. sc_display[i]->val2 = dval2;
  7485. sc_display[i]->val3 = dval3;
  7486. return;
  7487. }
  7488. entry = ers_alloc(eri, struct sc_display_entry);
  7489. entry->type = type;
  7490. entry->val1 = dval1;
  7491. entry->val2 = dval2;
  7492. entry->val3 = dval3;
  7493. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  7494. sc_display[sc_display_count - 1] = entry;
  7495. *sc_display_ptr = sc_display;
  7496. *sc_display_count_ptr = sc_display_count;
  7497. }
  7498. /**
  7499. * Removes SC effect
  7500. * @param bl: Source to remove effect
  7501. * @param type: Status change (SC_*)
  7502. * Author: Ind
  7503. */
  7504. void status_display_remove(struct block_list *bl, enum sc_type type) {
  7505. struct eri *eri;
  7506. struct sc_display_entry **sc_display;
  7507. struct sc_display_entry ***sc_display_ptr;
  7508. int i;
  7509. unsigned char sc_display_count;
  7510. unsigned char *sc_display_count_ptr;
  7511. nullpo_retv(bl);
  7512. switch( bl->type ){
  7513. case BL_PC: {
  7514. struct map_session_data* sd = (struct map_session_data*)bl;
  7515. sc_display_ptr = &sd->sc_display;
  7516. sc_display_count_ptr = &sd->sc_display_count;
  7517. eri = pc_sc_display_ers;
  7518. }
  7519. break;
  7520. case BL_NPC: {
  7521. struct npc_data* nd = (struct npc_data*)bl;
  7522. sc_display_ptr = &nd->sc_display;
  7523. sc_display_count_ptr = &nd->sc_display_count;
  7524. eri = npc_sc_display_ers;
  7525. }
  7526. break;
  7527. default:
  7528. return;
  7529. }
  7530. sc_display = *sc_display_ptr;
  7531. sc_display_count = *sc_display_count_ptr;
  7532. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7533. if( i != sc_display_count ) {
  7534. int cursor;
  7535. ers_free(eri, sc_display[i]);
  7536. sc_display[i] = NULL;
  7537. /* The all-mighty compact-o-matic */
  7538. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  7539. if( sc_display[i] == NULL )
  7540. continue;
  7541. if( i != cursor )
  7542. sc_display[cursor] = sc_display[i];
  7543. cursor++;
  7544. }
  7545. if( !(sc_display_count = cursor) ) {
  7546. aFree(sc_display);
  7547. sc_display = NULL;
  7548. }
  7549. *sc_display_ptr = sc_display;
  7550. *sc_display_count_ptr = sc_display_count;
  7551. }
  7552. }
  7553. /**
  7554. * Applies SC defense to a given status change
  7555. * This function also determines whether or not the status change will be applied
  7556. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7557. * @param bl: Target of the status change (See: enum sc_type)
  7558. * @param type: Status change (SC_*)
  7559. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7560. * @param val1~4: Depends on type of status change
  7561. * @param tick: Initial duration that the status change affects bl
  7562. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7563. * @return adjusted duration based on flag values
  7564. */
  7565. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,unsigned char flag) {
  7566. struct map_session_data *sd = NULL;
  7567. struct status_change* sc;
  7568. struct status_change_entry* sce;
  7569. struct status_data *status;
  7570. struct view_data *vd;
  7571. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  7572. bool sc_isnew = true;
  7573. nullpo_ret(bl);
  7574. sc = status_get_sc(bl);
  7575. status = status_get_status_data(bl);
  7576. if( type <= SC_NONE || type >= SC_MAX ) {
  7577. ShowError("status_change_start: invalid status change (%d)!\n", type);
  7578. return 0;
  7579. }
  7580. if( !sc )
  7581. return 0; // Unable to receive status changes
  7582. if( bl->type != BL_NPC && status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
  7583. return 0;
  7584. if (status_change_isDisabledOnMap(type, bl->m))
  7585. return 0;
  7586. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  7587. // if (bl->type == BL_MOB)
  7588. // if (status_get_race2(bl) == RC2_GVG && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  7589. if( sc->data[SC_REFRESH] ) {
  7590. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  7591. return 0; // Immune to status ailments
  7592. switch( type ) {
  7593. case SC_DEEPSLEEP:
  7594. case SC_BURNING:
  7595. case SC_FREEZING:
  7596. case SC_CRYSTALIZE:
  7597. case SC_TOXIN:
  7598. case SC_PARALYSE:
  7599. case SC_VENOMBLEED:
  7600. case SC_MAGICMUSHROOM:
  7601. case SC_DEATHHURT:
  7602. case SC_PYREXIA:
  7603. case SC_OBLIVIONCURSE:
  7604. case SC_MARSHOFABYSS:
  7605. case SC_MANDRAGORA:
  7606. return 0;
  7607. }
  7608. }
  7609. if( sc->data[SC_INSPIRATION] ) {
  7610. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7611. return 0; // Immune to status ailments
  7612. switch( type ) {
  7613. case SC_BURNING:
  7614. case SC_FREEZING:
  7615. case SC_CRYSTALIZE:
  7616. case SC_FEAR:
  7617. case SC_TOXIN:
  7618. case SC_PARALYSE:
  7619. case SC_VENOMBLEED:
  7620. case SC_MAGICMUSHROOM:
  7621. case SC_DEATHHURT:
  7622. case SC_PYREXIA:
  7623. case SC_OBLIVIONCURSE:
  7624. case SC_LEECHESEND:
  7625. case SC_DEEPSLEEP:
  7626. case SC_SATURDAYNIGHTFEVER:
  7627. case SC__BODYPAINT:
  7628. case SC__ENERVATION:
  7629. case SC__GROOMY:
  7630. case SC__IGNORANCE:
  7631. case SC__LAZINESS:
  7632. case SC__UNLUCKY:
  7633. case SC__WEAKNESS:
  7634. return 0;
  7635. }
  7636. }
  7637. if( sc->data[SC_KINGS_GRACE] ) {
  7638. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7639. return 0; // Immune to status ailments
  7640. switch( type ) {
  7641. case SC_HALLUCINATION:
  7642. case SC_BURNING:
  7643. case SC_CRYSTALIZE:
  7644. case SC_FREEZING:
  7645. case SC_DEEPSLEEP:
  7646. case SC_FEAR:
  7647. case SC_MANDRAGORA:
  7648. return 0;
  7649. }
  7650. }
  7651. // Adjust tick according to status resistances
  7652. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  7653. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  7654. if( !tick )
  7655. return 0;
  7656. }
  7657. sd = BL_CAST(BL_PC, bl);
  7658. vd = status_get_viewdata(bl);
  7659. undead_flag = battle_check_undead(status->race,status->def_ele);
  7660. // Check for immunities / sc fails
  7661. switch (type) {
  7662. case SC_DECREASEAGI:
  7663. case SC_QUAGMIRE:
  7664. case SC_DONTFORGETME:
  7665. if(sc->data[SC_SPEEDUP1])
  7666. return 0;
  7667. break;
  7668. case SC_ANGRIFFS_MODUS:
  7669. case SC_GOLDENE_FERSE:
  7670. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  7671. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  7672. )
  7673. return 0;
  7674. case SC_VACUUM_EXTREME:
  7675. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  7676. (sc->data[SC_VACUUM_EXTREME_POSTDELAY] && sc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == val2))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  7677. return 0;
  7678. break;
  7679. case SC_STONE:
  7680. // Undead are immune to Stone
  7681. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7682. return 0;
  7683. if (sc->data[SC_POWER_OF_GAIA] || sc->data[SC_GVG_STONE])
  7684. return 0;
  7685. if (sc->opt1)
  7686. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7687. break;
  7688. case SC_FREEZE:
  7689. // Undead are immune to Freeze
  7690. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7691. return 0;
  7692. if (sc->data[SC_GVG_FREEZ] || sc->data[SC_WARMER])
  7693. return 0;
  7694. if (sc->opt1)
  7695. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7696. break;
  7697. case SC_FREEZING:
  7698. case SC_CRYSTALIZE:
  7699. if ((type == SC_FREEZING && sc->data[SC_BURNING]) || sc->data[SC_WARMER])
  7700. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  7701. break;
  7702. case SC_SLEEP:
  7703. if (sc->data[SC_GVG_SLEEP])
  7704. return 0;
  7705. if (sc->opt1)
  7706. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7707. break;
  7708. case SC_STUN:
  7709. if (sc->opt1)
  7710. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7711. if (sc->data[SC_GVG_STUN])
  7712. return 0;
  7713. break;
  7714. case SC_BLIND:
  7715. if (sc->data[SC_FEAR])
  7716. return 0;
  7717. if (sc->data[SC_GVG_BLIND])
  7718. return 0;
  7719. break;
  7720. case SC_CURSE:
  7721. if (sc->data[SC_GVG_CURSE])
  7722. return 0;
  7723. break;
  7724. case SC_SILENCE:
  7725. if (sc->data[SC_GVG_SILENCE])
  7726. return 0;
  7727. break;
  7728. case SC_ALL_RIDING:
  7729. if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  7730. return 0;
  7731. if( sc->data[type] )
  7732. { // Already mounted, just dismount.
  7733. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  7734. return 0;
  7735. }
  7736. break;
  7737. // They're all like berserk, do not everlap each other
  7738. case SC_BERSERK:
  7739. if(sc->data[SC_SATURDAYNIGHTFEVER])
  7740. return 0;
  7741. break;
  7742. case SC_BURNING:
  7743. if (sc->data[SC_FREEZING])
  7744. return 0;
  7745. // Fall through
  7746. case SC_WHITEIMPRISON:
  7747. if (sc->opt1)
  7748. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7749. break;
  7750. case SC_SIGNUMCRUCIS:
  7751. // Only affects demons and undead element (but not players)
  7752. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7753. return 0;
  7754. break;
  7755. case SC_AETERNA:
  7756. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  7757. return 0;
  7758. break;
  7759. case SC_KYRIE:
  7760. case SC_TUNAPARTY:
  7761. if (bl->type == BL_MOB)
  7762. return 0;
  7763. break;
  7764. case SC_OVERTHRUST:
  7765. if (sc->data[SC_MAXOVERTHRUST])
  7766. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  7767. case SC_MAXOVERTHRUST:
  7768. if( sc->option&OPTION_MADOGEAR )
  7769. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  7770. break;
  7771. case SC_ADRENALINE:
  7772. if (sc->data[SC_QUAGMIRE] ||
  7773. sc->data[SC_DECREASEAGI] ||
  7774. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  7775. )
  7776. return 0;
  7777. break;
  7778. case SC_ADRENALINE2:
  7779. if (sc->data[SC_QUAGMIRE] ||
  7780. sc->data[SC_DECREASEAGI]
  7781. )
  7782. return 0;
  7783. break;
  7784. case SC_MAGNIFICAT:
  7785. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  7786. return 0;
  7787. break;
  7788. case SC_ONEHAND:
  7789. case SC_MERC_QUICKEN:
  7790. case SC_TWOHANDQUICKEN:
  7791. if(sc->data[SC_DECREASEAGI])
  7792. return 0;
  7793. case SC_INCREASEAGI:
  7794. case SC_CONCENTRATE:
  7795. case SC_SPEARQUICKEN:
  7796. case SC_TRUESIGHT:
  7797. case SC_WINDWALK:
  7798. case SC_CARTBOOST:
  7799. case SC_ASSNCROS:
  7800. if (sc->option&OPTION_MADOGEAR)
  7801. return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
  7802. if (sc->data[SC_QUAGMIRE])
  7803. return 0;
  7804. break;
  7805. case SC_CLOAKING:
  7806. // Avoid cloaking with no wall and low skill level. [Skotlex]
  7807. // Due to the cloaking card, we have to check the wall versus to known
  7808. // skill level rather than the used one. [Skotlex]
  7809. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  7810. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  7811. return 0;
  7812. break;
  7813. case SC_MODECHANGE:
  7814. {
  7815. enum e_mode mode;
  7816. struct status_data *bstatus = status_get_base_status(bl);
  7817. if (!bstatus) return 0;
  7818. if (sc->data[type]) { // Pile up with previous values.
  7819. if(!val2) val2 = sc->data[type]->val2;
  7820. val3 |= sc->data[type]->val3;
  7821. val4 |= sc->data[type]->val4;
  7822. }
  7823. mode = val2 ? static_cast<e_mode>((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
  7824. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  7825. if (val3) mode = static_cast<e_mode>(mode|val3); // Add mode
  7826. if (mode == bstatus->mode) { // No change.
  7827. if (sc->data[type]) // Abort previous status
  7828. return status_change_end(bl, type, INVALID_TIMER);
  7829. return 0;
  7830. }
  7831. }
  7832. break;
  7833. // Strip skills, need to divest something or it fails.
  7834. case SC_STRIPWEAPON:
  7835. if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  7836. short i;
  7837. opt_flag = 0; // Reuse to check success condition.
  7838. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  7839. return 0;
  7840. i = sd->equip_index[EQI_HAND_L];
  7841. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7842. opt_flag|=1;
  7843. pc_unequipitem(sd,i,3); // Left-hand weapon
  7844. }
  7845. i = sd->equip_index[EQI_HAND_R];
  7846. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7847. opt_flag|=2;
  7848. pc_unequipitem(sd,i,3);
  7849. }
  7850. if (!opt_flag) return 0;
  7851. }
  7852. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7853. break;
  7854. case SC_STRIPSHIELD:
  7855. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  7856. else
  7857. if (sd && !(flag&SCSTART_LOADED)) {
  7858. short i;
  7859. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  7860. return 0;
  7861. i = sd->equip_index[EQI_HAND_L];
  7862. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  7863. return 0;
  7864. pc_unequipitem(sd,i,3);
  7865. }
  7866. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7867. break;
  7868. case SC_STRIPARMOR:
  7869. if (sd && !(flag&SCSTART_LOADED)) {
  7870. short i;
  7871. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  7872. return 0;
  7873. i = sd->equip_index[EQI_ARMOR];
  7874. if ( i < 0 || !sd->inventory_data[i] )
  7875. return 0;
  7876. pc_unequipitem(sd,i,3);
  7877. }
  7878. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7879. break;
  7880. case SC_STRIPHELM:
  7881. if (sd && !(flag&SCSTART_LOADED)) {
  7882. short i;
  7883. if(sd->bonus.unstripable_equip&EQP_HELM)
  7884. return 0;
  7885. i = sd->equip_index[EQI_HEAD_TOP];
  7886. if ( i < 0 || !sd->inventory_data[i] )
  7887. return 0;
  7888. pc_unequipitem(sd,i,3);
  7889. }
  7890. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7891. break;
  7892. case SC_MERC_FLEEUP:
  7893. case SC_MERC_ATKUP:
  7894. case SC_MERC_HPUP:
  7895. case SC_MERC_SPUP:
  7896. case SC_MERC_HITUP:
  7897. if( bl->type != BL_MER )
  7898. return 0; // Stats only for Mercenaries
  7899. break;
  7900. case SC_STRFOOD:
  7901. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  7902. return 0;
  7903. break;
  7904. case SC_AGIFOOD:
  7905. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  7906. return 0;
  7907. break;
  7908. case SC_VITFOOD:
  7909. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  7910. return 0;
  7911. break;
  7912. case SC_INTFOOD:
  7913. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  7914. return 0;
  7915. break;
  7916. case SC_DEXFOOD:
  7917. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  7918. return 0;
  7919. break;
  7920. case SC_LUKFOOD:
  7921. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  7922. return 0;
  7923. break;
  7924. case SC_FOOD_STR_CASH:
  7925. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7926. return 0;
  7927. break;
  7928. case SC_FOOD_AGI_CASH:
  7929. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7930. return 0;
  7931. break;
  7932. case SC_FOOD_VIT_CASH:
  7933. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7934. return 0;
  7935. break;
  7936. case SC_FOOD_INT_CASH:
  7937. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7938. return 0;
  7939. break;
  7940. case SC_FOOD_DEX_CASH:
  7941. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7942. return 0;
  7943. break;
  7944. case SC_FOOD_LUK_CASH:
  7945. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7946. return 0;
  7947. break;
  7948. case SC_CAMOUFLAGE:
  7949. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  7950. return 0;
  7951. break;
  7952. case SC__STRIPACCESSORY:
  7953. if( sd ) {
  7954. short i = -1;
  7955. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  7956. i = sd->equip_index[EQI_ACC_L];
  7957. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7958. pc_unequipitem(sd,i,3); // Left-Accessory
  7959. }
  7960. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  7961. i = sd->equip_index[EQI_ACC_R];
  7962. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7963. pc_unequipitem(sd,i,3); // Right-Accessory
  7964. }
  7965. if( i < 0 )
  7966. return 0;
  7967. }
  7968. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7969. break;
  7970. case SC_TOXIN:
  7971. case SC_PARALYSE:
  7972. case SC_VENOMBLEED:
  7973. case SC_MAGICMUSHROOM:
  7974. case SC_DEATHHURT:
  7975. case SC_PYREXIA:
  7976. case SC_OBLIVIONCURSE:
  7977. case SC_LEECHESEND:
  7978. { // It doesn't stack or even renew
  7979. int i = SC_TOXIN;
  7980. for(; i<= SC_LEECHESEND; i++)
  7981. if(sc->data[i]) return 0;
  7982. }
  7983. break;
  7984. case SC_SATURDAYNIGHTFEVER:
  7985. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  7986. return 0;
  7987. break;
  7988. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  7989. if(sc->data[SC_HOVERING])
  7990. return 0;
  7991. break;
  7992. case SC_HEAT_BARREL:
  7993. //kRO Update 2014-02-12
  7994. //- Cannot be stacked with Platinum Alter and Madness Canceler [Cydh]
  7995. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  7996. return 0;
  7997. break;
  7998. case SC_P_ALTER:
  7999. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  8000. return 0;
  8001. break;
  8002. case SC_MADNESSCANCEL:
  8003. if (sc->data[type]) { // Toggle the status but still consume requirements.
  8004. status_change_end(bl, type, INVALID_TIMER);
  8005. return 0;
  8006. }
  8007. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  8008. return 0;
  8009. break;
  8010. case SC_KINGS_GRACE:
  8011. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  8012. return 0;
  8013. break;
  8014. case SC_GROOMING:
  8015. case SC_CHATTERING:
  8016. if (sc->data[type])
  8017. return 0;
  8018. case SC_WEDDING:
  8019. case SC_XMAS:
  8020. case SC_SUMMER:
  8021. case SC_HANBOK:
  8022. case SC_OKTOBERFEST:
  8023. if (!vd)
  8024. return 0;
  8025. break;
  8026. }
  8027. // Check for resistances
  8028. if(status_has_mode(status,MD_STATUS_IMMUNE) && !(flag&SCSTART_NOAVOID)) {
  8029. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  8030. return 0;
  8031. switch (type) {
  8032. case SC_BLESSING:
  8033. case SC_DECREASEAGI:
  8034. case SC_PROVOKE:
  8035. case SC_COMA:
  8036. case SC_GRAVITATION:
  8037. case SC_SUITON:
  8038. case SC_STRIPWEAPON:
  8039. case SC_STRIPARMOR:
  8040. case SC_STRIPSHIELD:
  8041. case SC_STRIPHELM:
  8042. case SC_RICHMANKIM:
  8043. case SC_ROKISWEIL:
  8044. case SC_FOGWALL:
  8045. case SC_WHITEIMPRISON:
  8046. case SC_FEAR:
  8047. case SC_FREEZING:
  8048. case SC_BURNING:
  8049. case SC_MARSHOFABYSS:
  8050. case SC_ADORAMUS:
  8051. case SC_PARALYSIS:
  8052. case SC_DEEPSLEEP:
  8053. case SC_CRYSTALIZE:
  8054. case SC_TEARGAS:
  8055. case SC_TEARGAS_SOB:
  8056. case SC_PYREXIA:
  8057. case SC_DEATHHURT:
  8058. case SC_TOXIN:
  8059. case SC_PARALYSE:
  8060. case SC_VENOMBLEED:
  8061. case SC_MAGICMUSHROOM:
  8062. case SC_OBLIVIONCURSE:
  8063. case SC_LEECHESEND:
  8064. case SC_BANDING_DEFENCE:
  8065. case SC_BITE:
  8066. case SC_ELECTRICSHOCKER:
  8067. case SC_MAGNETICFIELD:
  8068. case SC_NETHERWORLD:
  8069. case SC_CRESCENTELBOW:
  8070. case SC_VACUUM_EXTREME:
  8071. case SC_CATNIPPOWDER:
  8072. case SC_SV_ROOTTWIST:
  8073. case SC_BITESCAR:
  8074. case SC_FRESHSHRIMP:
  8075. return 0;
  8076. }
  8077. }
  8078. // Check for mvp resistance // atm only those who OS
  8079. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  8080. switch (type) {
  8081. case SC_COMA:
  8082. // continue list...
  8083. return 0;
  8084. }
  8085. }
  8086. // Before overlapping fail, one must check for status cured.
  8087. switch (type) {
  8088. case SC_BLESSING:
  8089. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  8090. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  8091. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  8092. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  8093. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8094. if (sc->data[SC_CURSE]) {
  8095. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8096. return 1; // End Curse and do not give stat boost
  8097. }
  8098. }
  8099. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8100. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8101. break;
  8102. case SC_INCREASEAGI:
  8103. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8104. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8105. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8106. break;
  8107. case SC_QUAGMIRE:
  8108. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  8109. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  8110. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8111. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  8112. // Also blocks the ones below...
  8113. case SC_DECREASEAGI:
  8114. if (type == SC_DECREASEAGI) {
  8115. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8116. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  8117. }
  8118. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  8119. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  8120. // Also blocks the ones below...
  8121. case SC_DONTFORGETME:
  8122. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8123. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  8124. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  8125. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  8126. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8127. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8128. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8129. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  8130. break;
  8131. case SC_ADORAMUS:
  8132. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8133. break;
  8134. case SC_ONEHAND:
  8135. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  8136. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8137. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8138. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8139. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8140. break;
  8141. case SC_MAXOVERTHRUST:
  8142. // Cancels Normal Overthrust. [Skotlex]
  8143. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  8144. break;
  8145. case SC_MAGNIFICAT:
  8146. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  8147. break;
  8148. case SC_OFFERTORIUM:
  8149. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8150. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8151. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8152. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8153. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8154. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8155. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8156. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8157. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8158. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8159. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8160. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8161. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8162. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8163. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8164. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8165. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8166. break;
  8167. case SC_KYRIE:
  8168. // Cancels Assumptio
  8169. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8170. break;
  8171. case SC_DELUGE:
  8172. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  8173. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8174. break;
  8175. case SC_SILENCE:
  8176. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  8177. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  8178. break;
  8179. case SC_FREEZE:
  8180. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  8181. break;
  8182. case SC_HIDING:
  8183. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  8184. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  8185. break;
  8186. case SC_BERSERK:
  8187. if( val3 == SC__BLOODYLUST )
  8188. break;
  8189. if(battle_config.berserk_cancels_buffs) {
  8190. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8191. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8192. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  8193. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  8194. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  8195. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8196. }
  8197. #ifdef RENEWAL
  8198. else {
  8199. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8200. }
  8201. #endif
  8202. break;
  8203. case SC_ASSUMPTIO:
  8204. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  8205. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  8206. break;
  8207. case SC_KAITE:
  8208. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8209. break;
  8210. case SC_GN_CARTBOOST:
  8211. case SC_CARTBOOST:
  8212. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  8213. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8214. return 0;
  8215. }
  8216. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  8217. //since Cart Boost don't cancel Slow Grace effect
  8218. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  8219. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  8220. if(sc->data[SC_DONTFORGETME])
  8221. return 0;
  8222. break;
  8223. case SC_FUSION:
  8224. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8225. break;
  8226. case SC_ADJUSTMENT:
  8227. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  8228. break;
  8229. case SC_MADNESSCANCEL:
  8230. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  8231. break;
  8232. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  8233. case SC_CHANGEUNDEAD:
  8234. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  8235. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8236. break;
  8237. case SC_STRFOOD:
  8238. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  8239. break;
  8240. case SC_AGIFOOD:
  8241. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  8242. break;
  8243. case SC_VITFOOD:
  8244. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  8245. break;
  8246. case SC_INTFOOD:
  8247. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  8248. break;
  8249. case SC_DEXFOOD:
  8250. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  8251. break;
  8252. case SC_LUKFOOD:
  8253. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  8254. break;
  8255. case SC_FOOD_STR_CASH:
  8256. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  8257. break;
  8258. case SC_FOOD_AGI_CASH:
  8259. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  8260. break;
  8261. case SC_FOOD_VIT_CASH:
  8262. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  8263. break;
  8264. case SC_FOOD_INT_CASH:
  8265. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  8266. break;
  8267. case SC_FOOD_DEX_CASH:
  8268. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  8269. break;
  8270. case SC_FOOD_LUK_CASH:
  8271. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  8272. break;
  8273. case SC_MARSHOFABYSS:
  8274. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8275. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8276. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8277. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8278. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8279. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8280. break;
  8281. case SC_SWINGDANCE:
  8282. case SC_SYMPHONYOFLOVER:
  8283. case SC_MOONLITSERENADE:
  8284. case SC_RUSHWINDMILL:
  8285. case SC_ECHOSONG:
  8286. case SC_HARMONIZE: // Group A doesn't overlap
  8287. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  8288. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  8289. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  8290. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  8291. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  8292. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8293. break;
  8294. case SC_VOICEOFSIREN:
  8295. case SC_DEEPSLEEP:
  8296. case SC_GLOOMYDAY:
  8297. case SC_SONGOFMANA:
  8298. case SC_DANCEWITHWUG:
  8299. case SC_SATURDAYNIGHTFEVER:
  8300. case SC_LERADSDEW:
  8301. case SC_MELODYOFSINK:
  8302. case SC_BEYONDOFWARCRY:
  8303. case SC_UNLIMITEDHUMMINGVOICE:
  8304. case SC_SIRCLEOFNATURE: // Group B
  8305. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  8306. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8307. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  8308. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  8309. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  8310. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  8311. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  8312. if (type != SC_GLOOMYDAY) {
  8313. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  8314. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  8315. }
  8316. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  8317. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  8318. if (type != SC_SATURDAYNIGHTFEVER) {
  8319. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  8320. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  8321. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  8322. }
  8323. }
  8324. break;
  8325. case SC_REFLECTSHIELD:
  8326. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  8327. break;
  8328. case SC_REFLECTDAMAGE:
  8329. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  8330. break;
  8331. case SC_SHIELDSPELL_DEF:
  8332. case SC_SHIELDSPELL_MDEF:
  8333. case SC_SHIELDSPELL_REF:
  8334. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8335. if( type != SC_SHIELDSPELL_DEF )
  8336. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  8337. if( type != SC_SHIELDSPELL_MDEF )
  8338. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  8339. if( type != SC_SHIELDSPELL_REF )
  8340. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  8341. break;
  8342. case SC_BANDING:
  8343. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  8344. break;
  8345. case SC_GT_ENERGYGAIN:
  8346. case SC_GT_CHANGE:
  8347. case SC_GT_REVITALIZE:
  8348. if( type != SC_GT_REVITALIZE )
  8349. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  8350. if( type != SC_GT_ENERGYGAIN )
  8351. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  8352. if( type != SC_GT_CHANGE )
  8353. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  8354. break;
  8355. case SC_WARMER:
  8356. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8357. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8358. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8359. break;
  8360. case SC_INVINCIBLE:
  8361. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  8362. break;
  8363. case SC_INVINCIBLEOFF:
  8364. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  8365. break;
  8366. case SC_WHITEIMPRISON:
  8367. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8368. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8369. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8370. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8371. break;
  8372. case SC_FEAR:
  8373. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8374. break;
  8375. case SC_KINGS_GRACE:
  8376. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  8377. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  8378. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  8379. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  8380. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  8381. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  8382. // Fall through
  8383. case SC_GROOMING:
  8384. status_change_end(bl,SC_STUN,INVALID_TIMER);
  8385. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  8386. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8387. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  8388. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  8389. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  8390. status_change_end(bl,SC_POISON,INVALID_TIMER);
  8391. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  8392. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  8393. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  8394. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  8395. break;
  8396. case SC_2011RWC_SCROLL:
  8397. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  8398. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  8399. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  8400. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  8401. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  8402. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  8403. break;
  8404. case SC_FIGHTINGSPIRIT:
  8405. case SC_OVERED_BOOST:
  8406. case SC_MAGICPOWER:
  8407. case SC_IMPOSITIO:
  8408. case SC_KAAHI:
  8409. //These status changes always overwrite themselves even when a lower level is cast
  8410. status_change_end(bl, type, INVALID_TIMER);
  8411. break;
  8412. }
  8413. // Check for overlapping fails
  8414. if( (sce = sc->data[type]) ) {
  8415. switch( type ) {
  8416. case SC_MERC_FLEEUP:
  8417. case SC_MERC_ATKUP:
  8418. case SC_MERC_HPUP:
  8419. case SC_MERC_SPUP:
  8420. case SC_MERC_HITUP:
  8421. if( sce->val1 > val1 )
  8422. val1 = sce->val1;
  8423. break;
  8424. case SC_ADRENALINE:
  8425. case SC_ADRENALINE2:
  8426. case SC_WEAPONPERFECTION:
  8427. case SC_OVERTHRUST:
  8428. if (sce->val2 > val2)
  8429. return 0;
  8430. break;
  8431. case SC_S_LIFEPOTION:
  8432. case SC_L_LIFEPOTION:
  8433. case SC_BOSSMAPINFO:
  8434. case SC_STUN:
  8435. case SC_SLEEP:
  8436. case SC_POISON:
  8437. case SC_CURSE:
  8438. case SC_SILENCE:
  8439. case SC_CONFUSION:
  8440. case SC_BLIND:
  8441. case SC_BLEEDING:
  8442. case SC_DPOISON:
  8443. case SC_CLOSECONFINE2: // Can't be re-closed in.
  8444. case SC_TINDER_BREAKER2:
  8445. case SC_MARIONETTE:
  8446. case SC_MARIONETTE2:
  8447. case SC_NOCHAT:
  8448. case SC_ABUNDANCE:
  8449. case SC_FEAR:
  8450. case SC_BURNING:
  8451. case SC_FREEZING:
  8452. case SC_WHITEIMPRISON:
  8453. case SC_TOXIN:
  8454. case SC_PARALYSE:
  8455. case SC_VENOMBLEED:
  8456. case SC_MAGICMUSHROOM:
  8457. case SC_DEATHHURT:
  8458. case SC_PYREXIA:
  8459. case SC_OBLIVIONCURSE:
  8460. case SC_LEECHESEND:
  8461. case SC_CURSEDCIRCLE_TARGET:
  8462. case SC__ENERVATION:
  8463. case SC__GROOMY:
  8464. case SC__IGNORANCE:
  8465. case SC__LAZINESS:
  8466. case SC__UNLUCKY:
  8467. case SC__WEAKNESS:
  8468. case SC_DEEPSLEEP:
  8469. case SC_NETHERWORLD:
  8470. case SC_CRYSTALIZE:
  8471. case SC_MANDRAGORA:
  8472. case SC_DEFSET:
  8473. case SC_MDEFSET:
  8474. case SC_NORECOVER_STATE:
  8475. case SC_REUSE_LIMIT_A:
  8476. case SC_REUSE_LIMIT_B:
  8477. case SC_REUSE_LIMIT_C:
  8478. case SC_REUSE_LIMIT_D:
  8479. case SC_REUSE_LIMIT_E:
  8480. case SC_REUSE_LIMIT_F:
  8481. case SC_REUSE_LIMIT_G:
  8482. case SC_REUSE_LIMIT_H:
  8483. case SC_REUSE_MILLENNIUMSHIELD:
  8484. case SC_REUSE_CRUSHSTRIKE:
  8485. case SC_REUSE_REFRESH:
  8486. case SC_REUSE_STORMBLAST:
  8487. case SC_ALL_RIDING_REUSE_LIMIT:
  8488. case SC_REUSE_LIMIT_MTF:
  8489. case SC_REUSE_LIMIT_ECL:
  8490. case SC_REUSE_LIMIT_RECALL:
  8491. case SC_REUSE_LIMIT_ASPD_POTION:
  8492. case SC_DORAM_BUF_01:
  8493. case SC_DORAM_BUF_02:
  8494. return 0;
  8495. case SC_PUSH_CART:
  8496. case SC_COMBO:
  8497. case SC_DANCING:
  8498. case SC_DEVOTION:
  8499. case SC_ASPDPOTION0:
  8500. case SC_ASPDPOTION1:
  8501. case SC_ASPDPOTION2:
  8502. case SC_ASPDPOTION3:
  8503. case SC_ATKPOTION:
  8504. case SC_MATKPOTION:
  8505. case SC_ENCHANTARMS:
  8506. case SC_ARMOR_ELEMENT_WATER:
  8507. case SC_ARMOR_ELEMENT_EARTH:
  8508. case SC_ARMOR_ELEMENT_FIRE:
  8509. case SC_ARMOR_ELEMENT_WIND:
  8510. case SC_ARMOR_RESIST:
  8511. case SC_ATTHASTE_CASH:
  8512. break;
  8513. case SC_GOSPEL:
  8514. // Must not override a casting gospel char.
  8515. if(sce->val4 == BCT_SELF)
  8516. return 0;
  8517. if(sce->val1 > val1)
  8518. return 1;
  8519. break;
  8520. case SC_ENDURE:
  8521. if(sce->val4 && !val4)
  8522. return 1; // Don't let you override infinite endure.
  8523. if(sce->val1 > val1)
  8524. return 1;
  8525. break;
  8526. case SC_JAILED:
  8527. // When a player is already jailed, do not edit the jail data.
  8528. val2 = sce->val2;
  8529. val3 = sce->val3;
  8530. val4 = sce->val4;
  8531. break;
  8532. case SC_LERADSDEW:
  8533. if (sc && sc->data[SC_BERSERK])
  8534. return 0;
  8535. case SC_SHAPESHIFT:
  8536. case SC_PROPERTYWALK:
  8537. break;
  8538. case SC_LEADERSHIP:
  8539. case SC_GLORYWOUNDS:
  8540. case SC_SOULCOLD:
  8541. case SC_HAWKEYES:
  8542. if( sce->val4 && !val4 ) // You cannot override master guild aura
  8543. return 0;
  8544. break;
  8545. case SC_JOINTBEAT:
  8546. val2 |= sce->val2; // Stackable ailments
  8547. default:
  8548. if(sce->val1 > val1)
  8549. return 1; // Return true to not mess up skill animations. [Skotlex]
  8550. }
  8551. }
  8552. calc_flag = StatusChangeFlagTable[type];
  8553. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  8554. switch(type)
  8555. {
  8556. /* Permanent effects */
  8557. case SC_AETERNA:
  8558. case SC_MODECHANGE:
  8559. case SC_WEIGHT50:
  8560. case SC_WEIGHT90:
  8561. case SC_BROKENWEAPON:
  8562. case SC_BROKENARMOR:
  8563. case SC_READYSTORM:
  8564. case SC_READYDOWN:
  8565. case SC_READYCOUNTER:
  8566. case SC_READYTURN:
  8567. case SC_DODGE:
  8568. case SC_PUSH_CART:
  8569. case SC_SPRITEMABLE:
  8570. case SC_CLAN_INFO:
  8571. case SC_DAILYSENDMAILCNT:
  8572. tick = -1;
  8573. break;
  8574. case SC_DECREASEAGI:
  8575. case SC_INCREASEAGI:
  8576. case SC_ADORAMUS:
  8577. if (type == SC_ADORAMUS) {
  8578. // 1000% base chance to blind, but still can be resisted
  8579. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  8580. if (sc->data[SC_ADORAMUS])
  8581. return 0; //Adoramus can't refresh itself, but it can cause blind again
  8582. }
  8583. val2 = 2 + val1; // Agi change
  8584. break;
  8585. case SC_ENDURE:
  8586. val2 = 7; // Hit-count [Celest]
  8587. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
  8588. struct map_session_data *tsd;
  8589. if( sd ) {
  8590. int i;
  8591. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8592. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8593. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8594. }
  8595. }
  8596. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8597. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8598. }
  8599. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  8600. if( val4 )
  8601. tick = -1;
  8602. break;
  8603. case SC_AUTOBERSERK:
  8604. if (status->hp < status->max_hp>>2 &&
  8605. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  8606. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  8607. tick = -1;
  8608. break;
  8609. case SC_SIGNUMCRUCIS:
  8610. val2 = 10 + 4*val1; // Def reduction
  8611. tick = -1;
  8612. clif_emotion(bl, ET_SWEAT);
  8613. break;
  8614. case SC_MAXIMIZEPOWER:
  8615. tick_time = val2 = tick>0?tick:60000;
  8616. tick = -1; // Duration sent to the client should be infinite
  8617. break;
  8618. case SC_EDP:
  8619. val2 = val1 + 2; // Chance to Poison enemies.
  8620. #ifndef RENEWAL
  8621. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  8622. #endif
  8623. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  8624. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  8625. break;
  8626. case SC_POISONREACT:
  8627. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  8628. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  8629. break;
  8630. case SC_MAGICROD:
  8631. val2 = val1*20; // SP gained
  8632. break;
  8633. case SC_KYRIE:
  8634. if( val4 ) { // Formulas for Praefatio
  8635. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  8636. val3 = 6 + val1; //Hits
  8637. } else { // Formulas for Kyrie Eleison
  8638. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  8639. val3 = (val1 / 2 + 5);
  8640. }
  8641. break;
  8642. case SC_MAGICPOWER:
  8643. // val1: Skill lv
  8644. val2 = 1; // Lasts 1 invocation
  8645. val3 = 5*val1; // Matk% increase
  8646. val4 = 0; // 0 = ready to be used, 1 = activated and running
  8647. break;
  8648. case SC_SACRIFICE:
  8649. val2 = 5; // Lasts 5 hits
  8650. tick = -1;
  8651. break;
  8652. case SC_ENCPOISON:
  8653. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  8654. case SC_ASPERSIO:
  8655. case SC_FIREWEAPON:
  8656. case SC_WATERWEAPON:
  8657. case SC_WINDWEAPON:
  8658. case SC_EARTHWEAPON:
  8659. case SC_SHADOWWEAPON:
  8660. case SC_GHOSTWEAPON:
  8661. skill_enchant_elemental_end(bl,type);
  8662. break;
  8663. case SC_ELEMENTALCHANGE:
  8664. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  8665. // val2 : Element (When no element, random one is picked)
  8666. // val3 : 0 = called by skill 1 = called by script (fixed level)
  8667. if( !val2 ) val2 = rnd()%ELE_ALL;
  8668. if( val1 == 1 && val3 == 0 )
  8669. val1 = 1 + rnd()%4;
  8670. else if( val1 > 4 )
  8671. val1 = 4; // Max Level
  8672. val3 = 0; // Not need to keep this info.
  8673. break;
  8674. case SC_PROVIDENCE:
  8675. val2 = val1*5; // Race/Ele resist
  8676. break;
  8677. case SC_REFLECTSHIELD:
  8678. val2 = 10+val1*3; // %Dmg reflected
  8679. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  8680. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  8681. struct map_session_data *tsd;
  8682. if( sd ) {
  8683. int i;
  8684. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8685. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8686. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8687. }
  8688. }
  8689. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8690. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8691. }
  8692. break;
  8693. case SC_STRIPWEAPON:
  8694. if (!sd) // Watk reduction
  8695. val2 = 25;
  8696. break;
  8697. case SC_STRIPSHIELD:
  8698. if (!sd) // Def reduction
  8699. val2 = 15;
  8700. break;
  8701. case SC_STRIPARMOR:
  8702. if (!sd) // Vit reduction
  8703. val2 = 40;
  8704. break;
  8705. case SC_STRIPHELM:
  8706. if (!sd) // Int reduction
  8707. val2 = 40;
  8708. break;
  8709. case SC_AUTOSPELL:
  8710. // Val1 Skill LV of Autospell
  8711. // Val2 Skill ID to cast
  8712. // Val3 Max Lv to cast
  8713. val4 = 5 + val1*2; // Chance of casting
  8714. break;
  8715. case SC_VOLCANO:
  8716. {
  8717. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8718. uint8 i = max((val1-1)%5, 0);
  8719. val2 = val1*10; // Watk increase
  8720. #ifndef RENEWAL
  8721. if (status->def_ele != ELE_FIRE)
  8722. val2 = 0;
  8723. #endif
  8724. val3 = enchant_eff[i];
  8725. }
  8726. break;
  8727. case SC_VIOLENTGALE:
  8728. {
  8729. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8730. uint8 i = max((val1-1)%5, 0);
  8731. val2 = val1*3; // Flee increase
  8732. #ifndef RENEWAL
  8733. if (status->def_ele != ELE_WIND)
  8734. val2 = 0;
  8735. #endif
  8736. val3 = enchant_eff[i];
  8737. }
  8738. break;
  8739. case SC_DELUGE:
  8740. {
  8741. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  8742. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8743. uint8 i = max((val1-1)%5, 0);
  8744. val2 = deluge_eff[i]; // HP increase
  8745. #ifndef RENEWAL
  8746. if (status->def_ele != ELE_WATER)
  8747. val2 = 0;
  8748. #endif
  8749. val3 = enchant_eff[i];
  8750. }
  8751. break;
  8752. case SC_SUITON:
  8753. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  8754. // No penalties.
  8755. val2 = 0; // Agi penalty
  8756. val3 = 0; // Walk speed penalty
  8757. break;
  8758. }
  8759. val3 = 50;
  8760. val2 = 3*((val1+1)/3);
  8761. if (val1 > 4) val2--;
  8762. //Suiton is a special case, stop effect is forced and only happens when target enters it
  8763. if (!unit_blown_immune(bl, 0x1))
  8764. unit_stop_walking(bl, 9);
  8765. break;
  8766. case SC_ONEHAND:
  8767. case SC_TWOHANDQUICKEN:
  8768. val2 = 300;
  8769. if (val1 > 10) // For boss casted skills [Skotlex]
  8770. val2 += 20*(val1-10);
  8771. break;
  8772. case SC_MERC_QUICKEN:
  8773. val2 = 300;
  8774. break;
  8775. #ifndef RENEWAL_ASPD
  8776. case SC_SPEARQUICKEN:
  8777. val2 = 200+10*val1;
  8778. break;
  8779. #endif
  8780. case SC_DANCING:
  8781. // val1 : Skill ID + LV
  8782. // val2 : Skill Group of the Dance.
  8783. // val3 : Brings the skill_lv (merged into val1 here)
  8784. // val4 : Partner
  8785. if (val1 == CG_MOONLIT)
  8786. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  8787. val1|= (val3<<16);
  8788. val3 = tick/1000; // Tick duration
  8789. tick_time = 1000; // [GodLesZ] tick time
  8790. break;
  8791. case SC_LONGING:
  8792. val2 = 500-100*val1; // Aspd penalty.
  8793. break;
  8794. case SC_EXPLOSIONSPIRITS:
  8795. val2 = 75 + 25*val1; // Cri bonus
  8796. break;
  8797. case SC_ASPDPOTION0:
  8798. case SC_ASPDPOTION1:
  8799. case SC_ASPDPOTION2:
  8800. case SC_ASPDPOTION3:
  8801. val2 = 50*(2+type-SC_ASPDPOTION0);
  8802. break;
  8803. case SC_ATTHASTE_CASH:
  8804. val2 = 50*val1; // Just custom for pre-re
  8805. break;
  8806. case SC_NOCHAT:
  8807. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  8808. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  8809. // This is done this way because the message that the client displays is hardcoded, and only
  8810. // shows how many minutes are remaining. [Panikon]
  8811. tick = 60000;
  8812. val1 = battle_config.manner_system; // Mute filters.
  8813. if (sd) {
  8814. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8815. clif_updatestatus(sd,SP_MANNER);
  8816. }
  8817. break;
  8818. case SC_STONE:
  8819. val3 = max(val3, 100); // Incubation time
  8820. val4 = max(tick-val3, 100); // Petrify time
  8821. tick = val3;
  8822. calc_flag = 0; // Actual status changes take effect on petrified state.
  8823. break;
  8824. case SC_DPOISON:
  8825. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  8826. if (status->hp > status->max_hp>>2) {
  8827. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  8828. if (status->hp - diff < status->max_hp>>2)
  8829. diff = status->hp - (status->max_hp>>2);
  8830. status_zap(bl, diff, 0);
  8831. }
  8832. // Fall through
  8833. case SC_POISON:
  8834. case SC_BLEEDING:
  8835. case SC_BURNING:
  8836. case SC_TOXIN:
  8837. case SC_MAGICMUSHROOM:
  8838. case SC_LEECHESEND:
  8839. tick_time = status_get_sc_interval(type);
  8840. val4 = tick-tick_time; // Remaining time
  8841. break;
  8842. case SC_PYREXIA:
  8843. //Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  8844. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8845. tick_time = status_get_sc_interval(type);
  8846. val4 = tick-tick_time; // Remaining time
  8847. break;
  8848. case SC_CONFUSION:
  8849. if (!val4)
  8850. clif_emotion(bl,ET_QUESTION);
  8851. break;
  8852. case SC_S_LIFEPOTION:
  8853. case SC_L_LIFEPOTION:
  8854. if( val1 == 0 ) return 0;
  8855. // val1 = heal percent/amout
  8856. // val2 = seconds between heals
  8857. // val4 = total of heals
  8858. if( val2 < 1 ) val2 = 1;
  8859. if( (val4 = tick/(val2 * 1000)) < 1 )
  8860. val4 = 1;
  8861. tick_time = val2 * 1000; // [GodLesZ] tick time
  8862. break;
  8863. case SC_BOSSMAPINFO:
  8864. if( sd != NULL ) {
  8865. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  8866. if( boss_md == NULL ) { // No MVP on this map
  8867. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  8868. return 0;
  8869. }
  8870. val1 = boss_md->bl.id;
  8871. tick_time = 1000; // [GodLesZ] tick time
  8872. val4 = tick / tick_time;
  8873. }
  8874. break;
  8875. case SC_HIDING:
  8876. val2 = tick/1000;
  8877. tick_time = 1000; // [GodLesZ] tick time
  8878. val3 = 0; // Unused, previously speed adjustment
  8879. val4 = val1+3; // Seconds before SP substraction happen.
  8880. break;
  8881. case SC_CHASEWALK:
  8882. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  8883. val3 = 35 - 5 * val1; // Speed adjustment.
  8884. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  8885. val3 -= 40;
  8886. val4 = 10+val1*2; // SP cost.
  8887. if (map_flag_gvg2(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  8888. break;
  8889. case SC_CLOAKING:
  8890. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  8891. val1 = 10;
  8892. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  8893. tick = -1; // Duration sent to the client should be infinite
  8894. val3 = 0; // Unused, previously walk speed adjustment
  8895. // val4&1 signals the presence of a wall.
  8896. // val4&2 makes cloak not end on normal attacks [Skotlex]
  8897. // val4&4 makes cloak not end on using skills
  8898. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  8899. val4 |= battle_config.pc_cloak_check_type&7;
  8900. else
  8901. val4 |= battle_config.monster_cloak_check_type&7;
  8902. break;
  8903. case SC_SIGHT: /* splash status */
  8904. case SC_RUWACH:
  8905. case SC_SIGHTBLASTER:
  8906. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  8907. val2 = tick/20;
  8908. tick_time = 20; // [GodLesZ] tick time
  8909. break;
  8910. case SC_AUTOGUARD:
  8911. if( !(flag&SCSTART_NOAVOID) ) {
  8912. struct map_session_data *tsd;
  8913. int i;
  8914. for( i = val2 = 0; i < val1; i++) {
  8915. int t = 5-(i>>1);
  8916. val2 += (t < 0)? 1:t;
  8917. }
  8918. if( bl->type&(BL_PC|BL_MER) ) {
  8919. if( sd ) {
  8920. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8921. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8922. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8923. }
  8924. }
  8925. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8926. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8927. }
  8928. }
  8929. break;
  8930. case SC_DEFENDER:
  8931. if (!(flag&SCSTART_NOAVOID)) {
  8932. val2 = 5 + 15*val1; // Damage reduction
  8933. val3 = 0; // Unused, previously speed adjustment
  8934. val4 = 250 - 50*val1; // Aspd adjustment
  8935. if (sd) {
  8936. struct map_session_data *tsd;
  8937. int i;
  8938. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  8939. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  8940. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  8941. }
  8942. }
  8943. }
  8944. break;
  8945. case SC_TENSIONRELAX:
  8946. if (sd) {
  8947. pc_setsit(sd);
  8948. skill_sit(sd, 1);
  8949. clif_sitting(&sd->bl);
  8950. }
  8951. val2 = 12; // SP cost
  8952. tick_time = 10000; // Decrease at 10secs intervals.
  8953. val3 = tick / tick_time;
  8954. tick = -1; // Duration sent to the client should be infinite
  8955. break;
  8956. case SC_PARRYING:
  8957. val2 = 20 + val1*3; // Block Chance
  8958. break;
  8959. case SC_WINDWALK:
  8960. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  8961. break;
  8962. case SC_JOINTBEAT:
  8963. if( val2&BREAK_NECK )
  8964. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  8965. break;
  8966. case SC_BERSERK:
  8967. if( val3 == SC__BLOODYLUST )
  8968. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  8969. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  8970. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  8971. // HP healing is performing after the calc_status call.
  8972. // Val2 holds HP penalty
  8973. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8974. if (!val4) val4 = 10000; // Val4 holds damage interval
  8975. val3 = tick/val4; // val3 holds skill duration
  8976. tick_time = val4; // [GodLesZ] tick time
  8977. break;
  8978. case SC_GOSPEL:
  8979. if(val4 == BCT_SELF) { // Self effect
  8980. val2 = tick/10000;
  8981. tick_time = 10000; // [GodLesZ] tick time
  8982. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  8983. }
  8984. break;
  8985. case SC_MARIONETTE:
  8986. {
  8987. int stat;
  8988. val3 = 0;
  8989. val4 = 0;
  8990. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  8991. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  8992. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  8993. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  8994. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  8995. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  8996. break;
  8997. }
  8998. case SC_MARIONETTE2:
  8999. {
  9000. int stat,max_stat;
  9001. // Fetch caster information
  9002. struct block_list *pbl = map_id2bl(val1);
  9003. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  9004. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  9005. // Fetch target's stats
  9006. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9007. if (!psce)
  9008. return 0;
  9009. val3 = 0;
  9010. val4 = 0;
  9011. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9012. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9013. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9014. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9015. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9016. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9017. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9018. break;
  9019. }
  9020. case SC_SPIRIT:
  9021. //1st Transcendent Spirit works similar to Marionette Control
  9022. if(sd && val2 == SL_HIGH) {
  9023. int stat,max_stat;
  9024. struct status_data *status2 = status_get_base_status(bl);
  9025. val3 = 0;
  9026. val4 = 0;
  9027. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9028. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9029. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9030. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9031. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9032. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9033. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9034. }
  9035. break;
  9036. case SC_REJECTSWORD:
  9037. val2 = 15*val1; // Reflect chance
  9038. val3 = 3; // Reflections
  9039. tick = -1;
  9040. break;
  9041. case SC_MEMORIZE:
  9042. val2 = 5; // Memorized casts.
  9043. tick = -1;
  9044. break;
  9045. case SC_GRAVITATION:
  9046. val2 = 50*val1; // aspd reduction
  9047. break;
  9048. case SC_REGENERATION:
  9049. if (val1 == 1)
  9050. val2 = 2;
  9051. else
  9052. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  9053. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  9054. // If val4 comes set, this blocks regen rather than increase it.
  9055. break;
  9056. case SC_DEVOTION:
  9057. {
  9058. struct block_list *d_bl;
  9059. struct status_change *d_sc;
  9060. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  9061. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  9062. int i = (map_flag_gvg2(bl->m) || map[bl->m].flag.battleground)?2:3;
  9063. while( i >= 0 ) {
  9064. enum sc_type type2 = types[i];
  9065. if( d_sc->data[type2] )
  9066. status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? 1 : SCSTART_NOAVOID|SCSTART_NOICON);
  9067. i--;
  9068. }
  9069. }
  9070. break;
  9071. }
  9072. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  9073. status_zap(bl, status->hp-1, val2?0:status->sp);
  9074. return 1;
  9075. break;
  9076. case SC_TINDER_BREAKER2:
  9077. case SC_CLOSECONFINE2:
  9078. {
  9079. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  9080. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  9081. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  9082. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  9083. if (src2 && sc2) {
  9084. if (!sce2) // Start lock on caster.
  9085. sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
  9086. else { // Increase count of locked enemies and refresh time.
  9087. (sce2->val2)++;
  9088. delete_timer(sce2->timer, status_change_timer);
  9089. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
  9090. }
  9091. } else // Status failed.
  9092. return 0;
  9093. }
  9094. break;
  9095. case SC_KAITE:
  9096. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  9097. break;
  9098. case SC_KAUPE:
  9099. switch (val1) {
  9100. case 3: // 33*3 + 1 -> 100%
  9101. val2++;
  9102. case 1:
  9103. case 2: // 33, 66%
  9104. val2 += 33*val1;
  9105. val3 = 1; // Dodge 1 attack total.
  9106. break;
  9107. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  9108. val2 = 100;
  9109. val3 = val1-2;
  9110. break;
  9111. }
  9112. break;
  9113. case SC_COMBO:
  9114. {
  9115. // val1: Skill ID
  9116. // val2: When given, target (for autotargetting skills)
  9117. // val3: When set, this combo time should NOT delay attack/movement
  9118. // val3: If set to 2 this combo will delay ONLY attack
  9119. // val3: TK: Last used kick
  9120. // val4: TK: Combo time
  9121. struct unit_data *ud = unit_bl2ud(bl);
  9122. if ( ud && (!val3 || val3 == 2) ) {
  9123. tick += 300 * battle_config.combo_delay_rate/100;
  9124. ud->attackabletime = gettick()+tick;
  9125. if( !val3 )
  9126. unit_set_walkdelay(bl, gettick(), tick, 1);
  9127. }
  9128. val3 = 0;
  9129. val4 = tick;
  9130. break;
  9131. }
  9132. case SC_EARTHSCROLL:
  9133. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  9134. break;
  9135. case SC_RUN:
  9136. val4 = gettick(); // Store time at which you started running.
  9137. tick = -1;
  9138. break;
  9139. case SC_KAAHI:
  9140. val2 = 200*val1; // HP heal
  9141. val3 = 5*val1; // SP cost
  9142. break;
  9143. case SC_BLESSING:
  9144. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  9145. val2 = val1;
  9146. else
  9147. val2 = 0; // 0 -> Half stat.
  9148. break;
  9149. case SC_TRICKDEAD:
  9150. if (vd) vd->dead_sit = 1;
  9151. tick = -1;
  9152. break;
  9153. case SC_CONCENTRATE:
  9154. val2 = 2 + val1;
  9155. if (sd) { // Store the card-bonus data that should not count in the %
  9156. val3 = sd->param_bonus[1]; // Agi
  9157. val4 = sd->param_bonus[4]; // Dex
  9158. } else
  9159. val3 = val4 = 0;
  9160. break;
  9161. case SC_MAXOVERTHRUST:
  9162. val2 = 20*val1; // Power increase
  9163. break;
  9164. case SC_OVERTHRUST:
  9165. case SC_ADRENALINE2:
  9166. case SC_ADRENALINE:
  9167. case SC_WEAPONPERFECTION:
  9168. {
  9169. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  9170. if (type == SC_OVERTHRUST) {
  9171. // val2 holds if it was casted on self, or is bonus received from others
  9172. val3 = (val2) ? 5 * val1 : 5; // Power increase
  9173. }
  9174. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  9175. val3 = (val2) ? 300 : 200; // Aspd increase
  9176. }
  9177. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  9178. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  9179. }
  9180. break;
  9181. case SC_CONCENTRATION:
  9182. val2 = 5*val1; // Batk/Watk Increase
  9183. val3 = 10*val1; // Hit Increase
  9184. val4 = 5*val1; // Def reduction
  9185. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  9186. break;
  9187. case SC_ANGELUS:
  9188. val2 = 5*val1; // def increase
  9189. break;
  9190. case SC_IMPOSITIO:
  9191. val2 = 5*val1; // Watk increase
  9192. break;
  9193. case SC_MELTDOWN:
  9194. val2 = 100*val1; // Chance to break weapon
  9195. val3 = 70*val1; // Change to break armor
  9196. break;
  9197. case SC_TRUESIGHT:
  9198. val2 = 10*val1; // Critical increase
  9199. val3 = 3*val1; // Hit increase
  9200. break;
  9201. case SC_SUN_COMFORT:
  9202. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  9203. break;
  9204. case SC_MOON_COMFORT:
  9205. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  9206. break;
  9207. case SC_STAR_COMFORT:
  9208. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  9209. break;
  9210. case SC_QUAGMIRE:
  9211. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  9212. break;
  9213. // gs_something1 [Vicious]
  9214. case SC_GATLINGFEVER:
  9215. val2 = 20*val1; // Aspd increase
  9216. #ifndef RENEWAL
  9217. val3 = 20+10*val1; // Atk increase
  9218. #endif
  9219. val4 = 5*val1; // Flee decrease
  9220. break;
  9221. case SC_FLING:
  9222. if (bl->type == BL_PC)
  9223. val2 = 0; // No armor reduction to players.
  9224. else
  9225. val2 = 5*val1; // Def reduction
  9226. val3 = 5*val1; // Def2 reduction
  9227. break;
  9228. case SC_PROVOKE:
  9229. // val2 signals autoprovoke.
  9230. val3 = 2+3*val1; // Atk increase
  9231. val4 = 5+5*val1; // Def reduction.
  9232. break;
  9233. case SC_AVOID:
  9234. // val2 = 10*val1; // Speed change rate.
  9235. break;
  9236. case SC_DEFENCE:
  9237. #ifdef RENEWAL
  9238. val2 = 5 + (val1 * 5); // Vit bonus
  9239. #else
  9240. val2 = 2*val1; // Def bonus
  9241. #endif
  9242. break;
  9243. case SC_BLOODLUST:
  9244. val2 = 20+10*val1; // Atk rate change.
  9245. val3 = 3*val1; // Leech chance
  9246. val4 = 20; // Leech percent
  9247. break;
  9248. case SC_FLEET:
  9249. val2 = 30*val1; // Aspd change
  9250. val3 = 5+5*val1; // bAtk/wAtk rate change
  9251. break;
  9252. case SC_MINDBREAKER:
  9253. val2 = 20*val1; // matk increase.
  9254. val3 = 12*val1; // mdef2 reduction.
  9255. break;
  9256. case SC_JAILED:
  9257. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  9258. tick = val1>0?1000:250;
  9259. if (sd) {
  9260. if (sd->mapindex != val2) {
  9261. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  9262. map_idx = sd->mapindex; // Current Map
  9263. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  9264. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  9265. // 2. Set restore point (val3 -> return map, val4 return coords
  9266. val3 = map_idx;
  9267. val4 = pos;
  9268. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  9269. val3 = sd->status.save_point.map;
  9270. val4 = (sd->status.save_point.x&0xFFFF)
  9271. |(sd->status.save_point.y<<16);
  9272. }
  9273. }
  9274. break;
  9275. case SC_UTSUSEMI:
  9276. val2=(val1+1)/2; // Number of hits blocked
  9277. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  9278. break;
  9279. case SC_BUNSINJYUTSU:
  9280. val2=(val1+1)/2; // Number of hits blocked
  9281. break;
  9282. case SC_CHANGE:
  9283. val2= 30*val1; // Vit increase
  9284. val3= 20*val1; // Int increase
  9285. break;
  9286. case SC_SWOO:
  9287. if(status_has_mode(status,MD_STATUS_IMMUNE))
  9288. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  9289. break;
  9290. case SC_ARMOR:
  9291. // NPC_DEFENDER:
  9292. val2 = 80; // Damage reduction
  9293. // Attack requirements to be blocked:
  9294. val3 = BF_LONG; // Range
  9295. val4 = BF_WEAPON|BF_MISC; // Type
  9296. break;
  9297. case SC_ENCHANTARMS:
  9298. // end previous enchants
  9299. skill_enchant_elemental_end(bl,type);
  9300. // Make sure the received element is valid.
  9301. if (val2 >= ELE_ALL)
  9302. val2 = val2%ELE_ALL;
  9303. else if (val2 < 0)
  9304. val2 = rnd()%ELE_ALL;
  9305. break;
  9306. case SC_CRITICALWOUND:
  9307. val2 = 20*val1; // Heal effectiveness decrease
  9308. break;
  9309. case SC_MAGICMIRROR:
  9310. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9311. // Level 6 ~ 10 use effect of level 1 ~ 5
  9312. val1 = 1 + ((val1-1)%5);
  9313. case SC_SLOWCAST:
  9314. val2 = 20*val1; // Magic reflection/cast rate
  9315. break;
  9316. case SC_ARMORCHANGE:
  9317. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  9318. val2 =-20;
  9319. val3 = 20;
  9320. } else { // Boost def
  9321. val2 = 20;
  9322. val3 =-20;
  9323. }
  9324. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9325. // Level 6 ~ 10 use effect of level 1 ~ 5
  9326. val1 = 1 + ((val1-1)%5);
  9327. val2 *= val1; // 20% per level
  9328. val3 *= val1;
  9329. break;
  9330. case SC_EXPBOOST:
  9331. case SC_JEXPBOOST:
  9332. case SC_JP_EVENT04:
  9333. if (val1 < 0)
  9334. val1 = 0;
  9335. break;
  9336. case SC_INCFLEE2:
  9337. case SC_INCCRI:
  9338. val2 = val1*10; // Actual boost (since 100% = 1000)
  9339. break;
  9340. case SC_SUFFRAGIUM:
  9341. val2 = 15 * val1; // Speed cast decrease
  9342. break;
  9343. case SC_INCHEALRATE:
  9344. if (val1 < 1)
  9345. val1 = 1;
  9346. break;
  9347. case SC_DOUBLECAST:
  9348. val2 = 30+10*val1; // Trigger rate
  9349. break;
  9350. case SC_KAIZEL:
  9351. val2 = 10*val1; // % of life to be revived with
  9352. break;
  9353. // case SC_ARMOR_ELEMENT_WATER:
  9354. // case SC_ARMOR_ELEMENT_EARTH:
  9355. // case SC_ARMOR_ELEMENT_FIRE:
  9356. // case SC_ARMOR_ELEMENT_WIND:
  9357. // case SC_ARMOR_RESIST:
  9358. // Mod your resistance against elements:
  9359. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  9360. // break;
  9361. // case ????:
  9362. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  9363. // associated, and yet are not wrong/unknown. [Skotlex]
  9364. // break;
  9365. case SC_MERC_FLEEUP:
  9366. case SC_MERC_ATKUP:
  9367. case SC_MERC_HITUP:
  9368. val2 = 15 * val1;
  9369. break;
  9370. case SC_MERC_HPUP:
  9371. case SC_MERC_SPUP:
  9372. val2 = 5 * val1;
  9373. break;
  9374. case SC_REBIRTH:
  9375. val2 = 20*val1; // % of life to be revived with
  9376. break;
  9377. case SC_MANU_DEF:
  9378. case SC_MANU_ATK:
  9379. case SC_MANU_MATK:
  9380. val2 = 1; // Manuk group
  9381. break;
  9382. case SC_SPL_DEF:
  9383. case SC_SPL_ATK:
  9384. case SC_SPL_MATK:
  9385. val2 = 2; // Splendide group
  9386. break;
  9387. /* General */
  9388. case SC_FEAR:
  9389. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9390. break;
  9391. /* Rune Knight */
  9392. case SC_DEATHBOUND:
  9393. val2 = 500 + 100 * val1;
  9394. break;
  9395. case SC_STONEHARDSKIN:
  9396. {
  9397. int hp = status->hp / 5; // 20% of HP
  9398. if (sd)
  9399. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  9400. if (!status_charge(bl, hp, 0))
  9401. return 0;
  9402. val2 = hp;
  9403. }
  9404. break;
  9405. case SC_REFRESH:
  9406. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  9407. status_change_clear_buffs(bl, SCCB_REFRESH);
  9408. break;
  9409. case SC_MILLENNIUMSHIELD:
  9410. {
  9411. int8 chance = rnd()%100;
  9412. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  9413. val3 = 1000; // Shield HP
  9414. clif_millenniumshield(bl, val2);
  9415. }
  9416. break;
  9417. case SC_ABUNDANCE:
  9418. val4 = tick / 10000;
  9419. tick_time = 10000; // [GodLesZ] tick time
  9420. break;
  9421. case SC_GIANTGROWTH:
  9422. val2 = 15; // Double damage success rate.
  9423. break;
  9424. /* Arch Bishop */
  9425. case SC_RENOVATIO:
  9426. val4 = tick / 5000;
  9427. tick_time = 5000;
  9428. break;
  9429. case SC_SECRAMENT:
  9430. val2 = 10 * val1;
  9431. break;
  9432. case SC_VENOMIMPRESS:
  9433. val2 = 10 * val1;
  9434. break;
  9435. case SC_WEAPONBLOCKING:
  9436. val2 = 10 + 2 * val1; // Chance
  9437. val4 = tick / 5000;
  9438. tick_time = 5000; // [GodLesZ] tick time
  9439. break;
  9440. case SC_OBLIVIONCURSE:
  9441. val4 = tick / 3000;
  9442. tick_time = 3000; // [GodLesZ] tick time
  9443. break;
  9444. case SC_CLOAKINGEXCEED:
  9445. val2 = (val1 + 1) / 2; // Hits
  9446. val3 = (val1 - 1) * 10; // Walk speed
  9447. if (bl->type == BL_PC)
  9448. val4 |= battle_config.pc_cloak_check_type&7;
  9449. else
  9450. val4 |= battle_config.monster_cloak_check_type&7;
  9451. tick_time = 1000; // [GodLesZ] tick time
  9452. break;
  9453. case SC_HALLUCINATIONWALK:
  9454. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  9455. val3 = 10 * val1; // Evasion rate of magical attacks.
  9456. break;
  9457. case SC_MARSHOFABYSS:
  9458. if( bl->type == BL_PC )
  9459. val2 = 3 * val1; // AGI and DEX Reduction
  9460. else // BL_MOB
  9461. val2 = 6 * val1; // AGI and DEX Reduction
  9462. val3 = 10 * val1; // Movement Speed Reduction
  9463. break;
  9464. case SC_FREEZE_SP:
  9465. // val2 = sp drain per 10 seconds
  9466. tick_time = 10000; // [GodLesZ] tick time
  9467. break;
  9468. case SC_SPHERE_1:
  9469. case SC_SPHERE_2:
  9470. case SC_SPHERE_3:
  9471. case SC_SPHERE_4:
  9472. case SC_SPHERE_5:
  9473. if( !sd )
  9474. return 0; // Should only work on players.
  9475. val4 = tick / 1000;
  9476. if( val4 < 1 )
  9477. val4 = 1;
  9478. tick_time = 1000; // [GodLesZ] tick time
  9479. break;
  9480. case SC_SHAPESHIFT:
  9481. switch( val1 ) {
  9482. case 1: val2 = ELE_FIRE; break;
  9483. case 2: val2 = ELE_EARTH; break;
  9484. case 3: val2 = ELE_WIND; break;
  9485. case 4: val2 = ELE_WATER; break;
  9486. }
  9487. break;
  9488. case SC_ELECTRICSHOCKER:
  9489. case SC_CRYSTALIZE:
  9490. val4 = tick / 1000;
  9491. if( val4 < 1 )
  9492. val4 = 1;
  9493. tick_time = 1000; // [GodLesZ] tick time
  9494. break;
  9495. case SC_MEIKYOUSISUI:
  9496. val2 = val1 * 2; // % HP each sec
  9497. val3 = val1; // % SP each sec
  9498. val4 = tick / 1000;
  9499. if( val4 < 1 )
  9500. val4 = 1;
  9501. tick_time = 1000;
  9502. break;
  9503. case SC_CAMOUFLAGE:
  9504. val4 = tick/1000;
  9505. tick_time = 1000; // [GodLesZ] tick time
  9506. break;
  9507. case SC_WUGDASH:
  9508. val4 = gettick(); // Store time at which you started running.
  9509. tick = -1;
  9510. break;
  9511. case SC__SHADOWFORM:
  9512. {
  9513. struct map_session_data * s_sd = map_id2sd(val2);
  9514. if( s_sd )
  9515. s_sd->shadowform_id = bl->id;
  9516. val4 = tick / 1000;
  9517. tick_time = 1000; // [GodLesZ] tick time
  9518. }
  9519. break;
  9520. case SC__STRIPACCESSORY:
  9521. if (!sd)
  9522. val2 = 20;
  9523. break;
  9524. case SC__INVISIBILITY:
  9525. val2 = 50 - 10 * val1; // ASPD
  9526. val3 = 20 * val1; // CRITICAL
  9527. val4 = tick / 1000;
  9528. tick = -1; // Duration sent to the client should be infinite
  9529. tick_time = 1000; // [GodLesZ] tick time
  9530. break;
  9531. case SC__ENERVATION:
  9532. val2 = 20 + 10 * val1; // ATK Reduction
  9533. if (sd) {
  9534. pc_delspiritball(sd,sd->spiritball,0);
  9535. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  9536. }
  9537. break;
  9538. case SC__GROOMY:
  9539. val2 = 20 + 10 * val1; // ASPD
  9540. val3 = 20 * val1; // HIT
  9541. if( sd ) { // Removes Animals
  9542. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9543. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9544. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  9545. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  9546. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  9547. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  9548. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  9549. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  9550. }
  9551. break;
  9552. case SC__LAZINESS:
  9553. val2 = 10 + 10 * val1; // Cast Increase
  9554. val3 = 10 * val1; // Flee Reduction
  9555. break;
  9556. case SC__UNLUCKY:
  9557. {
  9558. sc_type rand_eff;
  9559. switch(rnd() % 3) {
  9560. case 1: rand_eff = SC_BLIND; break;
  9561. case 2: rand_eff = SC_SILENCE; break;
  9562. default: rand_eff = SC_POISON; break;
  9563. }
  9564. val2 = 10 * val1; // Crit and Flee2 Reduction
  9565. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9566. break;
  9567. }
  9568. case SC__WEAKNESS:
  9569. val2 = 10 * val1;
  9570. // Bypasses coating protection and MADO
  9571. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  9572. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  9573. break;
  9574. case SC_GN_CARTBOOST:
  9575. if( val1 < 3 )
  9576. val2 = 50;
  9577. else if( val1 > 2 && val1 < 5 )
  9578. val2 = 75;
  9579. else
  9580. val2 = 100;
  9581. break;
  9582. case SC_PROPERTYWALK:
  9583. val3 = 0;
  9584. break;
  9585. case SC_CLOUD_KILL:
  9586. val4 = tick / 500;
  9587. tick = -1; // Duration sent to the client should be infinite
  9588. tick_time = 500;
  9589. break;
  9590. case SC_STRIKING:
  9591. // val2 = watk bonus already calc
  9592. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  9593. val4 = tick / 1000;
  9594. tick_time = 1000; // [GodLesZ] tick time
  9595. break;
  9596. case SC_WARMER:
  9597. val4 = tick / 3000;
  9598. tick = -1; // Duration sent to the client should be infinite
  9599. tick_time = 3000;
  9600. break;
  9601. case SC_BLOODSUCKER:
  9602. val4 = tick / 1000;
  9603. tick_time = 1000; // [GodLesZ] tick time
  9604. break;
  9605. case SC_SWINGDANCE:
  9606. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  9607. break;
  9608. case SC_SYMPHONYOFLOVER:
  9609. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  9610. break;
  9611. case SC_MOONLITSERENADE: // MATK Increase
  9612. case SC_RUSHWINDMILL: // ATK Increase
  9613. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  9614. break;
  9615. case SC_ECHOSONG:
  9616. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  9617. break;
  9618. case SC_HARMONIZE:
  9619. val2 = 5 + 5 * val1;
  9620. break;
  9621. case SC_VOICEOFSIREN:
  9622. val4 = tick / 2000;
  9623. tick_time = 2000; // [GodLesZ] tick time
  9624. break;
  9625. case SC_DEEPSLEEP:
  9626. val4 = tick / 2000;
  9627. tick_time = 2000; // [GodLesZ] tick time
  9628. break;
  9629. case SC_SIRCLEOFNATURE:
  9630. val2 = 40 * val1; // HP recovery
  9631. val3 = 4 * val1; // SP consume
  9632. val4 = tick / 1000;
  9633. tick_time = 1000; // [GodLesZ] tick time
  9634. break;
  9635. case SC_SONGOFMANA:
  9636. val3 = 10 + min(5 * val2, 35);
  9637. val4 = tick/5000;
  9638. tick_time = 5000; // [GodLesZ] tick time
  9639. break;
  9640. case SC_SATURDAYNIGHTFEVER:
  9641. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9642. if (!val4) val4 = 3000;
  9643. val3 = tick/val4;
  9644. tick_time = val4; // [GodLesZ] tick time
  9645. break;
  9646. case SC_GLOOMYDAY:
  9647. val2 = 20 + 5 * val1; // Flee reduction.
  9648. val3 = 15 + 5 * val1; // ASPD reduction.
  9649. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  9650. val4 = 1; // Reduce walk speed by half.
  9651. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9652. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9653. }
  9654. break;
  9655. case SC_GLOOMYDAY_SK:
  9656. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  9657. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  9658. break;
  9659. case SC_SITDOWN_FORCE:
  9660. case SC_BANANA_BOMB_SITDOWN:
  9661. if( sd && !pc_issit(sd) ) {
  9662. pc_setsit(sd);
  9663. skill_sit(sd, 1);
  9664. clif_sitting(bl);
  9665. }
  9666. break;
  9667. case SC_DANCEWITHWUG:
  9668. val3 = 5 + 5 * val2; // ASPD Increase
  9669. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  9670. break;
  9671. case SC_LERADSDEW:
  9672. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  9673. break;
  9674. case SC_MELODYOFSINK:
  9675. val3 = val1 * val2; // INT Reduction.
  9676. val4 = tick/1000;
  9677. tick_time = 1000;
  9678. break;
  9679. case SC_BEYONDOFWARCRY:
  9680. val3 = val1 * val2; // STR and CRIT Reduction
  9681. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  9682. break;
  9683. case SC_UNLIMITEDHUMMINGVOICE:
  9684. {
  9685. struct unit_data *ud = unit_bl2ud(bl);
  9686. if( ud == NULL ) return 0;
  9687. ud->state.skillcastcancel = 0;
  9688. val3 = 15 - min(3 * val2, 15);
  9689. }
  9690. break;
  9691. case SC_REFLECTDAMAGE:
  9692. val2 = 15 + 5 * val1; // Reflect amount
  9693. val3 = val1*5 + 25; // Number of reflects
  9694. val4 = tick/1000; // Number of SP cycles (duration)
  9695. tick_time = 1000; // [GodLesZ] tick time
  9696. break;
  9697. case SC_FORCEOFVANGUARD:
  9698. val2 = 8 + 12 * val1; // Chance
  9699. val3 = 5 + 2 * val1; // Max rage counters
  9700. tick = -1; // Endless duration in the client
  9701. tick_time = 10000; // [GodLesZ] tick time
  9702. break;
  9703. case SC_EXEEDBREAK:
  9704. val2 = 150 * val1;
  9705. if (sd) { // Players
  9706. short index = sd->equip_index[EQI_HAND_R];
  9707. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  9708. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  9709. } else // Monster
  9710. val2 += 750;
  9711. break;
  9712. case SC_PRESTIGE:
  9713. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  9714. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  9715. break;
  9716. case SC_BANDING:
  9717. tick_time = 5000; // [GodLesZ] tick time
  9718. break;
  9719. case SC_MAGNETICFIELD:
  9720. val3 = tick / 1000;
  9721. tick_time = 1000; // [GodLesZ] tick time
  9722. break;
  9723. case SC_INSPIRATION:
  9724. val2 = (sd?sd->status.job_level:50);
  9725. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  9726. val4 = tick / 5000;
  9727. tick_time = 5000; // [GodLesZ] tick time
  9728. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
  9729. break;
  9730. case SC_CRESCENTELBOW:
  9731. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  9732. break;
  9733. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  9734. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  9735. break;
  9736. case SC_RAISINGDRAGON:
  9737. val3 = tick / 5000;
  9738. tick_time = 5000; // [GodLesZ] tick time
  9739. break;
  9740. case SC_GT_ENERGYGAIN:
  9741. val2 = 10 + 5 * val1; // Sphere gain chance.
  9742. break;
  9743. case SC_GT_CHANGE:
  9744. { // Take note there is no def increase as skill desc says. [malufett]
  9745. int stat = status_get_int(src);
  9746. if (stat <= 0)
  9747. stat = 1; // Prevent divide by zero.
  9748. val2 = (status_get_dex(src) / 4 + status_get_str(src) / 2) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
  9749. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  9750. val4 = 200 / stat * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  9751. }
  9752. break;
  9753. case SC_GT_REVITALIZE:
  9754. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  9755. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  9756. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  9757. // The stat def is not shown in the status window and it is processed differently
  9758. val4 = status_get_vit(src) / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  9759. break;
  9760. case SC_PYROTECHNIC_OPTION:
  9761. val2 = 60; // Eatk Renewal (Atk2)
  9762. break;
  9763. case SC_HEATER_OPTION:
  9764. val2 = 120; // Eatk Renewal (Atk2)
  9765. val3 = ELE_FIRE; // Change into fire element.
  9766. break;
  9767. case SC_TROPIC_OPTION:
  9768. val2 = 180; // Eatk Renewal (Atk2)
  9769. val3 = MG_FIREBOLT;
  9770. break;
  9771. case SC_AQUAPLAY_OPTION:
  9772. val2 = 40;
  9773. break;
  9774. case SC_COOLER_OPTION:
  9775. val2 = 80;
  9776. val3 = ELE_WATER; // Change into water element.
  9777. break;
  9778. case SC_CHILLY_AIR_OPTION:
  9779. val2 = 120; // Matk. Renewal (Matk1)
  9780. val3 = MG_COLDBOLT;
  9781. break;
  9782. case SC_WIND_STEP_OPTION:
  9783. val2 = 50; // % Increase speed and flee.
  9784. break;
  9785. case SC_BLAST_OPTION:
  9786. val2 = 20;
  9787. val3 = ELE_WIND; // Change into wind element.
  9788. break;
  9789. case SC_WILD_STORM_OPTION:
  9790. val2 = MG_LIGHTNINGBOLT;
  9791. break;
  9792. case SC_PETROLOGY_OPTION:
  9793. val2 = 5; //HP Rate bonus
  9794. val3 = 50;
  9795. break;
  9796. case SC_SOLID_SKIN_OPTION:
  9797. val2 = 33; //% Increase DEF
  9798. break;
  9799. case SC_CURSED_SOIL_OPTION:
  9800. val2 = 10; //HP rate bonus
  9801. val3 = ELE_EARTH; // Change into earth element.
  9802. break;
  9803. case SC_UPHEAVAL_OPTION:
  9804. val2 = 15; //HP rate bonus
  9805. val3 = WZ_EARTHSPIKE;
  9806. break;
  9807. case SC_CIRCLE_OF_FIRE_OPTION:
  9808. val2 = 300;
  9809. break;
  9810. case SC_WATER_SCREEN_OPTION:
  9811. tick_time = 10000;
  9812. break;
  9813. case SC_FIRE_CLOAK_OPTION:
  9814. case SC_WATER_DROP_OPTION:
  9815. case SC_WIND_CURTAIN_OPTION:
  9816. case SC_STONE_SHIELD_OPTION:
  9817. val2 = 100; // Elemental modifier.
  9818. break;
  9819. case SC_TROPIC:
  9820. case SC_CHILLY_AIR:
  9821. case SC_WILD_STORM:
  9822. case SC_UPHEAVAL:
  9823. val2 += 10;
  9824. case SC_HEATER:
  9825. case SC_COOLER:
  9826. case SC_BLAST:
  9827. case SC_CURSED_SOIL:
  9828. val2 += 10;
  9829. case SC_PYROTECHNIC:
  9830. case SC_AQUAPLAY:
  9831. case SC_GUST:
  9832. case SC_PETROLOGY:
  9833. val2 += 5;
  9834. val3 += 9000;
  9835. case SC_CIRCLE_OF_FIRE:
  9836. case SC_FIRE_CLOAK:
  9837. case SC_WATER_DROP:
  9838. case SC_WATER_SCREEN:
  9839. case SC_WIND_CURTAIN:
  9840. case SC_WIND_STEP:
  9841. case SC_STONE_SHIELD:
  9842. case SC_SOLID_SKIN:
  9843. val2 += 5;
  9844. val3 += 1000;
  9845. tick_time = val3; // [GodLesZ] tick time
  9846. break;
  9847. case SC_WATER_BARRIER:
  9848. val2 = 30; // Reductions. Atk2 and Flee1
  9849. break;
  9850. case SC_ZEPHYR:
  9851. val2 = 25; // Flee.
  9852. break;
  9853. case SC_TIDAL_WEAPON:
  9854. val2 = 20; // Increase Elemental's attack.
  9855. break;
  9856. case SC_ROCK_CRUSHER:
  9857. case SC_ROCK_CRUSHER_ATK:
  9858. case SC_POWER_OF_GAIA:
  9859. val2 = 33; //Def rate bonus/Speed rate reduction
  9860. val3 = 20; //HP rate bonus
  9861. break;
  9862. case SC_TEARGAS:
  9863. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  9864. val4 = tick / 2000;
  9865. tick_time = 2000;
  9866. break;
  9867. case SC_TEARGAS_SOB:
  9868. val4 = tick / 3000;
  9869. tick_time = 3000;
  9870. break;
  9871. case SC_STOMACHACHE:
  9872. val2 = 8; // SP consume.
  9873. val4 = tick / 10000;
  9874. tick_time = 10000; // [GodLesZ] tick time
  9875. break;
  9876. case SC_PROMOTE_HEALTH_RESERCH:
  9877. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9878. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9879. //val3: BaseLV of Thrower For Thrown Potions
  9880. //val4: MaxHP Increase By Fixed Amount
  9881. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9882. val4 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  9883. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9884. val4 = 1000 * val2 - 500 + val3 * 10 / 3;
  9885. if (val4 <= 0) // Prevents a negeative value from happening
  9886. val4 = 0;
  9887. break;
  9888. case SC_ENERGY_DRINK_RESERCH:
  9889. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9890. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9891. //val3: BaseLV of Thrower For Thrown Potions
  9892. //val4: MaxSP Increase By Percentage Amount
  9893. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9894. val4 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  9895. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9896. val4 = val3 / 10 + 5 * val2 - 10;
  9897. if (val4 <= 0) // Prevents a negeative value from happening
  9898. val4 = 0;
  9899. break;
  9900. case SC_KYOUGAKU:
  9901. val2 = 2*val1 + rnd()%val1;
  9902. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  9903. break;
  9904. case SC_KAGEMUSYA:
  9905. val2 = tick/1000;
  9906. val3 = val1 * 2;
  9907. tick_time = 1000;
  9908. break;
  9909. case SC_ZANGETSU:
  9910. if( status_get_hp(bl) % 2 == 0 )
  9911. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  9912. else
  9913. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  9914. if( status_get_sp(bl) % 2 == 0 )
  9915. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  9916. else
  9917. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  9918. break;
  9919. case SC_GENSOU:
  9920. {
  9921. int hp = status_get_hp(bl), lv = 5;
  9922. short per = 100 / (status_get_max_hp(bl) / hp);
  9923. if( per <= 15 )
  9924. lv = 1;
  9925. else if( per <= 30 )
  9926. lv = 2;
  9927. else if( per <= 50 )
  9928. lv = 3;
  9929. else if( per <= 75 )
  9930. lv = 4;
  9931. if( hp % 2 == 0)
  9932. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  9933. else
  9934. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  9935. }
  9936. break;
  9937. case SC_ANGRIFFS_MODUS:
  9938. val2 = 50 + 20 * val1; // atk bonus
  9939. val3 = 40 + 20 * val1; // Flee reduction.
  9940. val4 = tick/1000; // hp/sp reduction timer
  9941. tick_time = 1000;
  9942. break;
  9943. case SC_GOLDENE_FERSE:
  9944. val2 = 10 + 10*val1; // flee bonus
  9945. val3 = 6 + 4 * val1; // Aspd Bonus
  9946. val4 = 2 + 2 * val1; // Chance of holy attack
  9947. break;
  9948. case SC_OVERED_BOOST:
  9949. val2 = 300 + 40*val1; // flee bonus
  9950. val3 = 179 + 2*val1; // aspd bonus
  9951. val4 = 50; // def reduc %
  9952. break;
  9953. case SC_GRANITIC_ARMOR:
  9954. val2 = 2*val1; // dmg reduction
  9955. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  9956. val4 = 5*val1; // unknow formula
  9957. break;
  9958. case SC_MAGMA_FLOW:
  9959. val2 = 3*val1; // Activation chance
  9960. break;
  9961. case SC_PYROCLASTIC:
  9962. val2 += 10*val1; // atk bonus
  9963. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  9964. break;
  9965. case SC_PARALYSIS: // [Lighta] need real info
  9966. val2 = 2*val1; // def reduction
  9967. val3 = 500*val1; // varcast augmentation
  9968. break;
  9969. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  9970. val2 = 20 * val1; // hp reco on death %
  9971. break;
  9972. case SC_PAIN_KILLER: // Yommy leak need confirm
  9973. val2 = 10 * val1; // aspd reduction %
  9974. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  9975. if(sc->data[SC_PARALYSIS])
  9976. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  9977. break;
  9978. case SC_STYLE_CHANGE:
  9979. tick = -1; // Infinite duration
  9980. break;
  9981. case SC_CBC:
  9982. val3 = 10; // Drain sp % dmg
  9983. val4 = tick/1000; // dmg each sec
  9984. tick = 1000;
  9985. break;
  9986. case SC_EQC:
  9987. val2 = 5 * val1; // def % reduc
  9988. val3 = 2 * val1; // HP drain %
  9989. break;
  9990. case SC_ASH:
  9991. val2 = 0; // hit % reduc
  9992. val3 = 0; // def % reduc
  9993. val4 = 0; // atk flee & reduc
  9994. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE)) {
  9995. val2 = 50;
  9996. if (status_get_race(bl) == RC_PLANT) // plant type
  9997. val3 = 50;
  9998. if (status_get_element(bl) == ELE_WATER) // defense water type
  9999. val4 = 50;
  10000. }
  10001. break;
  10002. case SC_FULL_THROTTLE:
  10003. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  10004. val3 = 20; //+% AllStats
  10005. tick_time = 1000;
  10006. val4 = tick / tick_time;
  10007. break;
  10008. case SC_REBOUND:
  10009. tick_time = 2000;
  10010. val4 = tick / tick_time;
  10011. clif_emotion(bl, ET_SWEAT);
  10012. break;
  10013. case SC_KINGS_GRACE:
  10014. val2 = 3 + val1; //HP Recover rate
  10015. tick_time = 1000;
  10016. val4 = tick / tick_time;
  10017. break;
  10018. case SC_TELEKINESIS_INTENSE:
  10019. val2 = 10 * val1; // sp consum / casttime reduc %
  10020. val3 = 40 * val1; // magic dmg bonus
  10021. break;
  10022. case SC_OFFERTORIUM:
  10023. val2 = 30 * val1; // heal power bonus
  10024. val3 = 100 + 20 * val1; // sp cost inc
  10025. break;
  10026. case SC_FRIGG_SONG:
  10027. val2 = 5 * val1; // maxhp bonus
  10028. val3 = 80 + 20 * val1; // healing
  10029. tick_time = 1000;
  10030. val4 = tick / tick_time;
  10031. break;
  10032. case SC_FLASHCOMBO:
  10033. val2 = 20 * val1 + 20; // atk bonus
  10034. break;
  10035. case SC_DARKCROW:
  10036. val2 = 30 * val1;
  10037. break;
  10038. case SC_UNLIMIT:
  10039. val2 = 50 * val1;
  10040. status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10041. status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10042. break;
  10043. case SC_MONSTER_TRANSFORM:
  10044. case SC_ACTIVE_MONSTER_TRANSFORM:
  10045. if( !mobdb_checkid(val1) )
  10046. val1 = MOBID_PORING; // Default poring
  10047. break;
  10048. case SC_APPLEIDUN:
  10049. {
  10050. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10051. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  10052. if (s_sd)
  10053. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  10054. break;
  10055. }
  10056. case SC_EPICLESIS:
  10057. val2 = 5 * val1; //HP rate bonus
  10058. break;
  10059. case SC_ILLUSIONDOPING:
  10060. val2 = 50; // -Hit
  10061. break;
  10062. case SC_STEALTHFIELD:
  10063. tick_time = tick;
  10064. tick = -1;
  10065. break;
  10066. case SC_STEALTHFIELD_MASTER:
  10067. tick_time = val3 = 2000 + 1000 * val1;
  10068. val4 = tick / tick_time;
  10069. break;
  10070. case SC_VACUUM_EXTREME:
  10071. // Suck target at n second, only if the n second is lower than the duration
  10072. // Doesn't apply to BL_PC
  10073. if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status_has_mode(status,MD_CANMOVE)) {
  10074. tick_time = val4;
  10075. val4 = tick - tick_time;
  10076. }
  10077. else
  10078. val4 = 0;
  10079. break;
  10080. case SC_FIRE_INSIGNIA:
  10081. case SC_WATER_INSIGNIA:
  10082. case SC_WIND_INSIGNIA:
  10083. case SC_EARTH_INSIGNIA:
  10084. tick_time = 5000;
  10085. val4 = tick / tick_time;
  10086. break;
  10087. case SC_NEUTRALBARRIER:
  10088. val2 = 10 + val1 * 5; // Def/Mdef
  10089. tick = -1;
  10090. break;
  10091. /* Rebellion */
  10092. case SC_B_TRAP:
  10093. val2 = src->id;
  10094. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  10095. break;
  10096. case SC_C_MARKER:
  10097. // val1 = skill_lv
  10098. // val2 = src_id
  10099. val3 = 10; // -10 flee
  10100. //Start timer to send mark on mini map
  10101. val4 = tick/1000;
  10102. tick_time = 1000; // Sends every 1 seconds
  10103. break;
  10104. case SC_H_MINE:
  10105. val2 = src->id;
  10106. break;
  10107. case SC_HEAT_BARREL:
  10108. {
  10109. uint8 n = 10;
  10110. if (sd)
  10111. n = (uint8)sd->spiritball_old;
  10112. //kRO Update 2016-05-25
  10113. val2 = n * 5; // -fixed casttime
  10114. val3 = (6 + val1 * 2) * n; // ATK
  10115. val4 = 25 + val1 * 5; // -hit
  10116. }
  10117. break;
  10118. case SC_P_ALTER:
  10119. {
  10120. uint8 n = 10;
  10121. if (sd)
  10122. n = (uint8)sd->spiritball_old;
  10123. val2 = 10 * n; // +atk
  10124. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  10125. }
  10126. break;
  10127. case SC_E_CHAIN:
  10128. val2 = 10;
  10129. if (sd)
  10130. val2 = sd->spiritball_old;
  10131. break;
  10132. case SC_ANTI_M_BLAST:
  10133. val2 = val1 * 10;
  10134. break;
  10135. case SC_CATNIPPOWDER:
  10136. val2 = 50; // WATK%, MATK%
  10137. val3 = 25 * val1; // Move speed reduction
  10138. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  10139. val4 = status_get_lv(src) / 12;
  10140. break;
  10141. case SC_BITESCAR: {
  10142. const struct status_data *b_status = status_get_base_status(src); // Base Status
  10143. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  10144. tick_time = 1000;
  10145. val4 = tick / tick_time;
  10146. }
  10147. break;
  10148. case SC_ARCLOUSEDASH:
  10149. val2 = 15 + 5 * val1; // AGI
  10150. val3 = 25; // Move speed increase
  10151. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  10152. val4 = 10; // Ranged ATK increase
  10153. break;
  10154. case SC_SHRIMP:
  10155. val2 = 10; // BATK%, MATK%
  10156. break;
  10157. case SC_FRESHSHRIMP: {
  10158. int min = 0, max = 0;
  10159. #ifdef RENEWAL
  10160. min = max = status_base_matk(src, status, status_get_lv(src));
  10161. if (status->rhw.matk > 0) {
  10162. int wMatk, variance;
  10163. wMatk = status->rhw.matk;
  10164. variance = wMatk * status->rhw.wlv / 10;
  10165. min += wMatk - variance;
  10166. max += wMatk + variance;
  10167. }
  10168. #endif
  10169. if (sd && sd->right_weapon.overrefine > 0) {
  10170. min++;
  10171. max += sd->right_weapon.overrefine - 1;
  10172. }
  10173. val2 += min + 178; // Heal
  10174. if (max > min)
  10175. val2 += rnd() % (max - min); // Heal
  10176. if (sd) {
  10177. if (pc_checkskill(sd, SU_POWEROFSEA)) {
  10178. val2 += val2 * 10 / 100;
  10179. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  10180. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  10181. val2 += val2 * 20 / 100;
  10182. }
  10183. if (pc_checkskill(sd, SU_SPIRITOFSEA))
  10184. val2 *= 2; // Doubles HP
  10185. }
  10186. tick_time = 10000 - ((val1 - 1) * 1000);
  10187. val4 = tick / tick_time;
  10188. }
  10189. break;
  10190. case SC_TUNAPARTY:
  10191. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  10192. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  10193. val2 <<= 1; // Double the shield life
  10194. break;
  10195. case SC_HISS:
  10196. val2 = 50; // Perfect Dodge
  10197. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  10198. break;
  10199. case SC_GROOMING:
  10200. val2 = 100; // Flee
  10201. break;
  10202. case SC_CHATTERING:
  10203. val2 = 100; // eATK, eMATK
  10204. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  10205. break;
  10206. case SC_SWORDCLAN:
  10207. case SC_ARCWANDCLAN:
  10208. case SC_GOLDENMACECLAN:
  10209. case SC_CROSSBOWCLAN:
  10210. case SC_JUMPINGCLAN:
  10211. tick = -1;
  10212. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,-1,flag);
  10213. break;
  10214. case SC_DORAM_BUF_01:
  10215. case SC_DORAM_BUF_02:
  10216. tick_time = 10000; // every 10 seconds
  10217. if( (val4 = tick/tick_time) < 1 )
  10218. val4 = 1;
  10219. break;
  10220. default:
  10221. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == SI_BLANK ) {
  10222. // Status change with no calc, no icon, and no skill associated...?
  10223. ShowError("UnknownStatusChange [%d]\n", type);
  10224. return 0;
  10225. }
  10226. } else // Special considerations when loading SC data.
  10227. switch( type ) {
  10228. case SC_WEDDING:
  10229. case SC_XMAS:
  10230. case SC_SUMMER:
  10231. case SC_HANBOK:
  10232. case SC_OKTOBERFEST:
  10233. if( !vd )
  10234. break;
  10235. clif_changelook(bl,LOOK_BASE,vd->class_);
  10236. clif_changelook(bl,LOOK_WEAPON,0);
  10237. clif_changelook(bl,LOOK_SHIELD,0);
  10238. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10239. clif_changelook(bl,LOOK_BODY2,0);
  10240. break;
  10241. case SC_STONE:
  10242. if (val3 > 0)
  10243. break; //Incubation time still active
  10244. //Fall through
  10245. case SC_POISON:
  10246. case SC_DPOISON:
  10247. case SC_BLEEDING:
  10248. case SC_BURNING:
  10249. case SC_TOXIN:
  10250. case SC_MAGICMUSHROOM:
  10251. case SC_PYREXIA:
  10252. case SC_LEECHESEND:
  10253. tick_time = tick;
  10254. tick = tick_time + max(val4,0);
  10255. break;
  10256. case SC_SWORDCLAN:
  10257. case SC_ARCWANDCLAN:
  10258. case SC_GOLDENMACECLAN:
  10259. case SC_CROSSBOWCLAN:
  10260. case SC_JUMPINGCLAN:
  10261. case SC_CLAN_INFO:
  10262. // If the player still has a clan status, but was removed from his clan
  10263. if( sd && sd->status.clan_id == 0 ){
  10264. return 0;
  10265. }
  10266. break;
  10267. }
  10268. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  10269. switch(type) {
  10270. // Start |1 val_flag setting
  10271. case SC_ROLLINGCUTTER:
  10272. case SC_BANDING:
  10273. case SC_SPHERE_1:
  10274. case SC_SPHERE_2:
  10275. case SC_SPHERE_3:
  10276. case SC_SPHERE_4:
  10277. case SC_SPHERE_5:
  10278. case SC_LIGHTNINGWALK:
  10279. case SC_MONSTER_TRANSFORM:
  10280. case SC_ACTIVE_MONSTER_TRANSFORM:
  10281. case SC_EXPBOOST:
  10282. case SC_JEXPBOOST:
  10283. case SC_ITEMBOOST:
  10284. case SC_JP_EVENT04:
  10285. case SC_PUSH_CART:
  10286. case SC_SWORDCLAN:
  10287. case SC_ARCWANDCLAN:
  10288. case SC_GOLDENMACECLAN:
  10289. case SC_CROSSBOWCLAN:
  10290. case SC_JUMPINGCLAN:
  10291. val_flag |= 1;
  10292. break;
  10293. // Start |1|2 val_flag setting
  10294. case SC_FIGHTINGSPIRIT:
  10295. case SC_VENOMIMPRESS:
  10296. case SC_WEAPONBLOCKING:
  10297. case SC__INVISIBILITY:
  10298. case SC__ENERVATION:
  10299. case SC__WEAKNESS:
  10300. case SC_PROPERTYWALK:
  10301. case SC_PRESTIGE:
  10302. case SC_SHIELDSPELL_DEF:
  10303. case SC_SHIELDSPELL_MDEF:
  10304. case SC_SHIELDSPELL_REF:
  10305. case SC_CRESCENTELBOW:
  10306. case SC_CHILLY_AIR_OPTION:
  10307. case SC_GUST_OPTION:
  10308. case SC_WILD_STORM_OPTION:
  10309. case SC_UPHEAVAL_OPTION:
  10310. case SC_CIRCLE_OF_FIRE_OPTION:
  10311. case SC_CLAN_INFO:
  10312. case SC_DAILYSENDMAILCNT:
  10313. val_flag |= 1|2;
  10314. break;
  10315. // Start |1|2|4 val_flag setting
  10316. case SC_POISONINGWEAPON:
  10317. case SC_CLOAKINGEXCEED:
  10318. case SC_HALLUCINATIONWALK:
  10319. case SC__SHADOWFORM:
  10320. case SC__GROOMY:
  10321. case SC__LAZINESS:
  10322. case SC__UNLUCKY:
  10323. case SC_FORCEOFVANGUARD:
  10324. case SC_SPELLFIST:
  10325. case SC_CURSEDCIRCLE_ATKER:
  10326. case SC_PYROTECHNIC_OPTION:
  10327. case SC_HEATER_OPTION:
  10328. case SC_AQUAPLAY_OPTION:
  10329. case SC_COOLER_OPTION:
  10330. case SC_BLAST_OPTION:
  10331. case SC_PETROLOGY_OPTION:
  10332. case SC_CURSED_SOIL_OPTION:
  10333. case SC_WATER_BARRIER:
  10334. val_flag |= 1|2|4;
  10335. break;
  10336. }
  10337. /* [Ind] */
  10338. if (StatusDisplayType[type]&bl->type) {
  10339. int dval1 = 0, dval2 = 0, dval3 = 0;
  10340. switch (type) {
  10341. case SC_ALL_RIDING:
  10342. dval1 = 1;
  10343. break;
  10344. case SC_CLAN_INFO:
  10345. dval1 = val1;
  10346. dval2 = val2;
  10347. dval3 = val3;
  10348. break;
  10349. default: /* All others: just copy val1 */
  10350. dval1 = val1;
  10351. break;
  10352. }
  10353. status_display_add(bl,type,dval1,dval2,dval3);
  10354. clif_efst_status_change_sub(bl, bl, AREA);
  10355. }
  10356. // Those that make you stop attacking/walking....
  10357. switch (type) {
  10358. case SC_WHITEIMPRISON:
  10359. case SC_DEEPSLEEP:
  10360. case SC_CRYSTALIZE:
  10361. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  10362. pc_setstand(sd, true);
  10363. case SC_FREEZE:
  10364. case SC_STUN:
  10365. if (sc->data[SC_DANCING])
  10366. unit_stop_walking(bl, 1);
  10367. case SC_TRICKDEAD:
  10368. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10369. case SC_SLEEP:
  10370. case SC_STONE:
  10371. // Cancel cast when get status [LuzZza]
  10372. if (battle_config.sc_castcancel&bl->type)
  10373. unit_skillcastcancel(bl, 0);
  10374. // Fall through
  10375. case SC_CURSEDCIRCLE_ATKER:
  10376. case SC_KINGS_GRACE:
  10377. unit_stop_attack(bl);
  10378. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  10379. break;
  10380. // Fall through
  10381. case SC_STOP:
  10382. case SC_CONFUSION:
  10383. case SC_CLOSECONFINE:
  10384. case SC_CLOSECONFINE2:
  10385. case SC_TINDER_BREAKER:
  10386. case SC_TINDER_BREAKER2:
  10387. case SC_BITE:
  10388. case SC_THORNSTRAP:
  10389. case SC_MEIKYOUSISUI:
  10390. case SC_KYOUGAKU:
  10391. case SC_PARALYSIS:
  10392. //case SC__CHAOS:
  10393. case SC_SV_ROOTTWIST:
  10394. unit_stop_walking(bl,1);
  10395. break;
  10396. case SC_CURSEDCIRCLE_TARGET:
  10397. unit_stop_attack(bl);
  10398. // Fall through
  10399. case SC_ANKLE:
  10400. case SC_SPIDERWEB:
  10401. case SC_ELECTRICSHOCKER:
  10402. case SC_MAGNETICFIELD:
  10403. case SC_NETHERWORLD:
  10404. if (!unit_blown_immune(bl,0x1))
  10405. unit_stop_walking(bl,1);
  10406. break;
  10407. case SC__MANHOLE:
  10408. // Manhole ignores blow_immune, when the enemy is BL_PC
  10409. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  10410. unit_stop_walking(bl,1);
  10411. unit_stop_attack(bl);
  10412. break;
  10413. case SC_VACUUM_EXTREME:
  10414. if (bl->type != BL_PC && !unit_blown_immune(bl,0x1)) {
  10415. unit_stop_walking(bl,1);
  10416. unit_stop_attack(bl);
  10417. }
  10418. break;
  10419. case SC_HIDING:
  10420. case SC_CLOAKING:
  10421. case SC_CLOAKINGEXCEED:
  10422. case SC__FEINTBOMB:
  10423. case SC_CHASEWALK:
  10424. case SC_WEIGHT90:
  10425. case SC_CAMOUFLAGE:
  10426. case SC_STEALTHFIELD:
  10427. case SC_VOICEOFSIREN:
  10428. case SC_WEDDING:
  10429. case SC_XMAS:
  10430. case SC_SUMMER:
  10431. case SC_HANBOK:
  10432. case SC_OKTOBERFEST:
  10433. case SC_SUHIDE:
  10434. unit_stop_attack(bl);
  10435. break;
  10436. case SC_SILENCE:
  10437. if (battle_config.sc_castcancel&bl->type)
  10438. unit_skillcastcancel(bl, 0);
  10439. break;
  10440. case SC_ITEMSCRIPT: // Shows Buff Icons
  10441. if (sd && val2 != SI_BLANK)
  10442. clif_status_change(bl, (enum si_type)val2, 1, tick, 0, 0, 0);
  10443. break;
  10444. }
  10445. // Set option as needed.
  10446. opt_flag = 1;
  10447. switch(type) {
  10448. // OPT1
  10449. case SC_STONE:
  10450. if (val3 > 0)
  10451. sc->opt1 = OPT1_STONEWAIT;
  10452. else
  10453. sc->opt1 = OPT1_STONE;
  10454. break;
  10455. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  10456. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  10457. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  10458. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  10459. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  10460. // OPT2
  10461. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  10462. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  10463. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  10464. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  10465. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  10466. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  10467. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  10468. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  10469. // OPT3
  10470. case SC_TWOHANDQUICKEN:
  10471. case SC_ONEHAND:
  10472. case SC_SPEARQUICKEN:
  10473. case SC_CONCENTRATION:
  10474. case SC_MERC_QUICKEN:
  10475. sc->opt3 |= OPT3_QUICKEN;
  10476. opt_flag = 0;
  10477. break;
  10478. case SC_MAXOVERTHRUST:
  10479. case SC_OVERTHRUST:
  10480. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  10481. sc->opt3 |= OPT3_OVERTHRUST;
  10482. opt_flag = 0;
  10483. break;
  10484. case SC_ENERGYCOAT:
  10485. case SC_SKE:
  10486. sc->opt3 |= OPT3_ENERGYCOAT;
  10487. opt_flag = 0;
  10488. break;
  10489. case SC_INCATKRATE:
  10490. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  10491. if (bl->type != BL_MOB) {
  10492. opt_flag = 0;
  10493. break;
  10494. }
  10495. case SC_EXPLOSIONSPIRITS:
  10496. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  10497. opt_flag = 0;
  10498. break;
  10499. case SC_STEELBODY:
  10500. case SC_SKA:
  10501. sc->opt3 |= OPT3_STEELBODY;
  10502. opt_flag = 0;
  10503. break;
  10504. case SC_BLADESTOP:
  10505. sc->opt3 |= OPT3_BLADESTOP;
  10506. opt_flag = 0;
  10507. break;
  10508. case SC_AURABLADE:
  10509. sc->opt3 |= OPT3_AURABLADE;
  10510. opt_flag = 0;
  10511. break;
  10512. case SC_BERSERK:
  10513. opt_flag = 0;
  10514. sc->opt3 |= OPT3_BERSERK;
  10515. break;
  10516. // case ???: // doesn't seem to do anything
  10517. // sc->opt3 |= OPT3_LIGHTBLADE;
  10518. // opt_flag = 0;
  10519. // break;
  10520. case SC_DANCING:
  10521. if ((val1&0xFFFF) == CG_MOONLIT)
  10522. sc->opt3 |= OPT3_MOONLIT;
  10523. opt_flag = 0;
  10524. break;
  10525. case SC_MARIONETTE:
  10526. case SC_MARIONETTE2:
  10527. sc->opt3 |= OPT3_MARIONETTE;
  10528. opt_flag = 0;
  10529. break;
  10530. case SC_ASSUMPTIO:
  10531. sc->opt3 |= OPT3_ASSUMPTIO;
  10532. opt_flag = 0;
  10533. break;
  10534. case SC_WARM: // SG skills [Komurka]
  10535. sc->opt3 |= OPT3_WARM;
  10536. opt_flag = 0;
  10537. break;
  10538. case SC_KAITE:
  10539. sc->opt3 |= OPT3_KAITE;
  10540. opt_flag = 0;
  10541. break;
  10542. case SC_BUNSINJYUTSU:
  10543. sc->opt3 |= OPT3_BUNSIN;
  10544. opt_flag = 0;
  10545. break;
  10546. case SC_SPIRIT:
  10547. sc->opt3 |= OPT3_SOULLINK;
  10548. opt_flag = 0;
  10549. break;
  10550. case SC_CHANGEUNDEAD:
  10551. sc->opt3 |= OPT3_UNDEAD;
  10552. opt_flag = 0;
  10553. break;
  10554. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10555. // sc->opt3 |= OPT3_CONTRACT;
  10556. // opt_flag = 0;
  10557. // break;
  10558. // OPTION
  10559. case SC_HIDING:
  10560. sc->option |= OPTION_HIDE;
  10561. opt_flag = 2;
  10562. break;
  10563. case SC_CLOAKING:
  10564. case SC_CLOAKINGEXCEED:
  10565. case SC__INVISIBILITY:
  10566. sc->option |= OPTION_CLOAK;
  10567. case SC_CAMOUFLAGE:
  10568. case SC_STEALTHFIELD:
  10569. case SC__SHADOWFORM:
  10570. opt_flag = 2;
  10571. break;
  10572. case SC_CHASEWALK:
  10573. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  10574. opt_flag = 2;
  10575. break;
  10576. case SC__FEINTBOMB:
  10577. sc->option |= OPTION_INVISIBLE;
  10578. opt_flag |= 2|4;
  10579. break;
  10580. case SC_SIGHT:
  10581. sc->option |= OPTION_SIGHT;
  10582. break;
  10583. case SC_RUWACH:
  10584. sc->option |= OPTION_RUWACH;
  10585. break;
  10586. case SC_WEDDING:
  10587. sc->option |= OPTION_WEDDING;
  10588. opt_flag |= 0x4;
  10589. break;
  10590. case SC_XMAS:
  10591. sc->option |= OPTION_XMAS;
  10592. opt_flag |= 0x4;
  10593. break;
  10594. case SC_SUMMER:
  10595. sc->option |= OPTION_SUMMER;
  10596. opt_flag |= 0x4;
  10597. break;
  10598. case SC_HANBOK:
  10599. sc->option |= OPTION_HANBOK;
  10600. opt_flag |= 0x4;
  10601. break;
  10602. case SC_OKTOBERFEST:
  10603. sc->option |= OPTION_OKTOBERFEST;
  10604. opt_flag |= 0x4;
  10605. break;
  10606. case SC_ORCISH:
  10607. sc->option |= OPTION_ORCISH;
  10608. break;
  10609. case SC_FUSION:
  10610. sc->option |= OPTION_FLYING;
  10611. break;
  10612. default:
  10613. opt_flag = 0;
  10614. }
  10615. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  10616. if(opt_flag) {
  10617. clif_changeoption(bl);
  10618. if(sd && (opt_flag&0x4)) {
  10619. clif_changelook(bl,LOOK_BASE,vd->class_);
  10620. clif_changelook(bl,LOOK_WEAPON,0);
  10621. clif_changelook(bl,LOOK_SHIELD,0);
  10622. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10623. }
  10624. }
  10625. if (calc_flag&SCB_DYE) { // Reset DYE color
  10626. if (vd && vd->cloth_color) {
  10627. val4 = vd->cloth_color;
  10628. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  10629. }
  10630. calc_flag&=~SCB_DYE;
  10631. }
  10632. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  10633. { //Reset body style
  10634. if (vd && vd->body_style)
  10635. {
  10636. val4 = vd->body_style;
  10637. clif_changelook(bl,LOOK_BODY2,0);
  10638. }
  10639. calc_flag&=~SCB_BODY;
  10640. }*/
  10641. if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
  10642. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  10643. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  10644. if( tick_time )
  10645. tick = tick_time;
  10646. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  10647. if((sce=sc->data[type])) { // reuse old sc
  10648. if( sce->timer != INVALID_TIMER )
  10649. delete_timer(sce->timer, status_change_timer);
  10650. sc_isnew = false;
  10651. } else { // New sc
  10652. ++(sc->count);
  10653. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  10654. }
  10655. sce->val1 = val1;
  10656. sce->val2 = val2;
  10657. sce->val3 = val3;
  10658. sce->val4 = val4;
  10659. if (tick >= 0)
  10660. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  10661. else
  10662. sce->timer = INVALID_TIMER; // Infinite duration
  10663. if (calc_flag)
  10664. status_calc_bl(bl,calc_flag);
  10665. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  10666. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  10667. if(sd) {
  10668. if (sd->pd)
  10669. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  10670. switch (type) {
  10671. case SC_BERSERK:
  10672. case SC_MERC_HPUP:
  10673. case SC_MERC_SPUP:
  10674. status_calc_pc(sd, SCO_FORCE);
  10675. break;
  10676. default:
  10677. status_calc_pc(sd, SCO_NONE);
  10678. break;
  10679. }
  10680. }
  10681. // 1st thing to execute when loading status
  10682. switch (type) {
  10683. case SC_FULL_THROTTLE:
  10684. status_percent_heal(bl,100,0);
  10685. break;
  10686. case SC_BERSERK:
  10687. if (!(sce->val2)) { // Don't heal if already set
  10688. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  10689. status_set_sp(bl, 0, 0); // Damage all SP
  10690. }
  10691. sce->val2 = 5 * status->max_hp / 100;
  10692. break;
  10693. case SC_RUN:
  10694. {
  10695. struct unit_data *ud = unit_bl2ud(bl);
  10696. if( ud )
  10697. ud->state.running = unit_run(bl, NULL, SC_RUN);
  10698. }
  10699. break;
  10700. case SC_BOSSMAPINFO:
  10701. if (sd)
  10702. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  10703. break;
  10704. case SC_MERC_HPUP:
  10705. status_percent_heal(bl, 100, 0); // Recover Full HP
  10706. break;
  10707. case SC_MERC_SPUP:
  10708. status_percent_heal(bl, 0, 100); // Recover Full SP
  10709. break;
  10710. case SC_WUGDASH:
  10711. {
  10712. struct unit_data *ud = unit_bl2ud(bl);
  10713. if( ud )
  10714. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  10715. }
  10716. break;
  10717. case SC_COMBO:
  10718. switch(sce->val1) {
  10719. case TK_STORMKICK:
  10720. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10721. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  10722. break;
  10723. case TK_DOWNKICK:
  10724. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10725. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  10726. break;
  10727. case TK_TURNKICK:
  10728. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10729. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  10730. break;
  10731. case TK_COUNTER:
  10732. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10733. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  10734. break;
  10735. default: // Rest just toggle inf to enable autotarget
  10736. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  10737. break;
  10738. }
  10739. break;
  10740. case SC_RAISINGDRAGON:
  10741. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  10742. break;
  10743. case SC_C_MARKER:
  10744. //Send mini-map, don't wait for first timer triggered
  10745. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  10746. clif_crimson_marker(sd, bl, false);
  10747. break;
  10748. case SC_GVG_GIANT:
  10749. case SC_GVG_GOLEM:
  10750. case SC_GVG_STUN:
  10751. case SC_GVG_STONE:
  10752. case SC_GVG_FREEZ:
  10753. case SC_GVG_SLEEP:
  10754. case SC_GVG_CURSE:
  10755. case SC_GVG_SILENCE:
  10756. case SC_GVG_BLIND:
  10757. if (val1 || val2)
  10758. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  10759. break;
  10760. }
  10761. if( opt_flag&2 && sd && sd->touching_id )
  10762. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  10763. return 1;
  10764. }
  10765. /**
  10766. * End all statuses except those listed
  10767. * TODO: May be useful for dispel instead resetting a list there
  10768. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10769. * @param type: Changes behaviour of the function
  10770. * 0: PC killed -> Place here statuses that do not dispel on death.
  10771. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  10772. * 2: Do clif_changeoption()
  10773. * 3: Do not remove some permanent/time-independent effects
  10774. * @return 1: Success 0: Fail
  10775. */
  10776. int status_change_clear(struct block_list* bl, int type)
  10777. {
  10778. struct status_change* sc;
  10779. int i;
  10780. sc = status_get_sc(bl);
  10781. if (!sc)
  10782. return 0;
  10783. // Cleaning all extras vars
  10784. sc->comet_x = 0;
  10785. sc->comet_y = 0;
  10786. #ifndef RENEWAL
  10787. sc->sg_counter = 0;
  10788. #endif
  10789. sc->bs_counter = 0;
  10790. if (!sc->count)
  10791. return 0;
  10792. for(i = 0; i < SC_MAX; i++) {
  10793. if(!sc->data[i])
  10794. continue;
  10795. if(type == 0) {
  10796. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  10797. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  10798. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  10799. break;
  10800. case SC_WEIGHT50:
  10801. case SC_WEIGHT90:
  10802. case SC_EDP:
  10803. case SC_MELTDOWN:
  10804. case SC_WEDDING:
  10805. case SC_XMAS:
  10806. case SC_SUMMER:
  10807. case SC_HANBOK:
  10808. case SC_OKTOBERFEST:
  10809. case SC_NOCHAT:
  10810. case SC_FUSION:
  10811. case SC_EARTHSCROLL:
  10812. case SC_READYSTORM:
  10813. case SC_READYDOWN:
  10814. case SC_READYCOUNTER:
  10815. case SC_READYTURN:
  10816. case SC_DODGE:
  10817. case SC_MIRACLE:
  10818. case SC_JAILED:
  10819. case SC_EXPBOOST:
  10820. case SC_ITEMBOOST:
  10821. case SC_HELLPOWER:
  10822. case SC_JEXPBOOST:
  10823. case SC_AUTOTRADE:
  10824. case SC_WHISTLE:
  10825. case SC_ASSNCROS:
  10826. case SC_POEMBRAGI:
  10827. case SC_APPLEIDUN:
  10828. case SC_HUMMING:
  10829. case SC_DONTFORGETME:
  10830. case SC_FORTUNE:
  10831. case SC_SERVICE4U:
  10832. case SC_FOOD_STR_CASH:
  10833. case SC_FOOD_AGI_CASH:
  10834. case SC_FOOD_VIT_CASH:
  10835. case SC_FOOD_DEX_CASH:
  10836. case SC_FOOD_INT_CASH:
  10837. case SC_FOOD_LUK_CASH:
  10838. case SC_SAVAGE_STEAK:
  10839. case SC_COCKTAIL_WARG_BLOOD:
  10840. case SC_MINOR_BBQ:
  10841. case SC_SIROMA_ICE_TEA:
  10842. case SC_DROCERA_HERB_STEAMED:
  10843. case SC_PUTTI_TAILS_NOODLES:
  10844. case SC_DEF_RATE:
  10845. case SC_MDEF_RATE:
  10846. case SC_INCHEALRATE:
  10847. case SC_INCFLEE2:
  10848. case SC_INCHIT:
  10849. case SC_ATKPOTION:
  10850. case SC_MATKPOTION:
  10851. case SC_S_LIFEPOTION:
  10852. case SC_L_LIFEPOTION:
  10853. case SC_PUSH_CART:
  10854. case SC_LIGHT_OF_REGENE:
  10855. case SC_STYLE_CHANGE:
  10856. case SC_QUEST_BUFF1:
  10857. case SC_QUEST_BUFF2:
  10858. case SC_QUEST_BUFF3:
  10859. case SC_2011RWC_SCROLL:
  10860. case SC_JP_EVENT04:
  10861. case SC_ATTHASTE_CASH:
  10862. case SC_REUSE_REFRESH:
  10863. case SC_REUSE_LIMIT_A:
  10864. case SC_REUSE_LIMIT_B:
  10865. case SC_REUSE_LIMIT_C:
  10866. case SC_REUSE_LIMIT_D:
  10867. case SC_REUSE_LIMIT_E:
  10868. case SC_REUSE_LIMIT_F:
  10869. case SC_REUSE_LIMIT_G:
  10870. case SC_REUSE_LIMIT_H:
  10871. case SC_REUSE_LIMIT_MTF:
  10872. case SC_REUSE_LIMIT_ECL:
  10873. case SC_REUSE_LIMIT_RECALL:
  10874. case SC_REUSE_LIMIT_ASPD_POTION:
  10875. case SC_REUSE_MILLENNIUMSHIELD:
  10876. case SC_REUSE_CRUSHSTRIKE:
  10877. case SC_REUSE_STORMBLAST:
  10878. case SC_ALL_RIDING_REUSE_LIMIT:
  10879. case SC_SPRITEMABLE:
  10880. case SC_DORAM_BUF_01:
  10881. case SC_DORAM_BUF_02:
  10882. case SC_GEFFEN_MAGIC1:
  10883. case SC_GEFFEN_MAGIC2:
  10884. case SC_GEFFEN_MAGIC3:
  10885. // Costumes
  10886. case SC_MOONSTAR:
  10887. case SC_SUPER_STAR:
  10888. case SC_STRANGELIGHTS:
  10889. case SC_DECORATION_OF_MUSIC:
  10890. case SC_LJOSALFAR:
  10891. case SC_MERMAID_LONGING:
  10892. case SC_HAT_EFFECT:
  10893. case SC_FLOWERSMOKE:
  10894. case SC_FSTONE:
  10895. case SC_HAPPINESS_STAR:
  10896. case SC_MAPLE_FALLS:
  10897. case SC_TIME_ACCESSORY:
  10898. case SC_MAGICAL_FEATHER:
  10899. // Clans
  10900. case SC_CLAN_INFO:
  10901. case SC_SWORDCLAN:
  10902. case SC_ARCWANDCLAN:
  10903. case SC_GOLDENMACECLAN:
  10904. case SC_CROSSBOWCLAN:
  10905. case SC_JUMPINGCLAN:
  10906. case SC_DAILYSENDMAILCNT:
  10907. continue;
  10908. }
  10909. }
  10910. if( type == 3 ) {
  10911. switch (i) { // !TODO: This list may be incomplete
  10912. case SC_WEIGHT50:
  10913. case SC_WEIGHT90:
  10914. case SC_NOCHAT:
  10915. case SC_PUSH_CART:
  10916. case SC_ALL_RIDING:
  10917. case SC_STYLE_CHANGE:
  10918. // Costumes
  10919. case SC_MOONSTAR:
  10920. case SC_SUPER_STAR:
  10921. case SC_STRANGELIGHTS:
  10922. case SC_DECORATION_OF_MUSIC:
  10923. case SC_LJOSALFAR:
  10924. case SC_MERMAID_LONGING:
  10925. case SC_HAT_EFFECT:
  10926. case SC_FLOWERSMOKE:
  10927. case SC_FSTONE:
  10928. case SC_HAPPINESS_STAR:
  10929. case SC_MAPLE_FALLS:
  10930. case SC_TIME_ACCESSORY:
  10931. case SC_MAGICAL_FEATHER:
  10932. // Clans
  10933. case SC_CLAN_INFO:
  10934. case SC_SWORDCLAN:
  10935. case SC_ARCWANDCLAN:
  10936. case SC_GOLDENMACECLAN:
  10937. case SC_CROSSBOWCLAN:
  10938. case SC_JUMPINGCLAN:
  10939. case SC_DAILYSENDMAILCNT:
  10940. continue;
  10941. }
  10942. }
  10943. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10944. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  10945. (sc->count)--;
  10946. if (sc->data[i]->timer != INVALID_TIMER)
  10947. delete_timer(sc->data[i]->timer, status_change_timer);
  10948. ers_free(sc_data_ers, sc->data[i]);
  10949. sc->data[i] = NULL;
  10950. }
  10951. }
  10952. sc->opt1 = 0;
  10953. sc->opt2 = 0;
  10954. sc->opt3 = 0;
  10955. if( type == 0 || type == 2 )
  10956. clif_changeoption(bl);
  10957. return 1;
  10958. }
  10959. /**
  10960. * End a specific status after checking
  10961. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10962. * @param type: Status change (SC_*)
  10963. * @param tid: Timer
  10964. * @param file: Used for dancing save
  10965. * @param line: Used for dancing save
  10966. * @return 1: Success 0: Fail
  10967. */
  10968. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  10969. {
  10970. struct map_session_data *sd;
  10971. struct status_change *sc;
  10972. struct status_change_entry *sce;
  10973. struct status_data *status;
  10974. struct view_data *vd;
  10975. int opt_flag = 0;
  10976. enum scb_flag calc_flag = SCB_NONE;
  10977. nullpo_ret(bl);
  10978. sc = status_get_sc(bl);
  10979. status = status_get_status_data(bl);
  10980. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  10981. return 0;
  10982. sd = BL_CAST(BL_PC,bl);
  10983. if (sce->timer != tid && tid != INVALID_TIMER)
  10984. return 0;
  10985. if (tid == INVALID_TIMER) {
  10986. if (type == SC_ENDURE && sce->val4)
  10987. // Do not end infinite endure.
  10988. return 0;
  10989. if (type == SC_SPIDERWEB) {
  10990. //Delete the unit group first to expire found in the status change
  10991. struct skill_unit_group *group = NULL, *group2 = NULL;
  10992. unsigned int tick = gettick();
  10993. int pos = 1;
  10994. if (sce->val2)
  10995. if (!(group = skill_id2group(sce->val2)))
  10996. sce->val2 = 0;
  10997. if (sce->val3) {
  10998. if (!(group2 = skill_id2group(sce->val3)))
  10999. sce->val3 = 0;
  11000. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11001. group = group2;
  11002. pos = 2;
  11003. }
  11004. }
  11005. if (sce->val4) {
  11006. if (!(group2 = skill_id2group(sce->val4)))
  11007. sce->val4 = 0;
  11008. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11009. group = group2;
  11010. pos = 3;
  11011. }
  11012. }
  11013. if (pos == 1)
  11014. sce->val2 = 0;
  11015. else if (pos == 2)
  11016. sce->val3 = 0;
  11017. else if (pos == 3)
  11018. sce->val4 = 0;
  11019. if (group)
  11020. skill_delunitgroup(group);
  11021. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  11022. return 0; //Don't end the status change yet as there are still unit groups associated with it
  11023. }
  11024. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  11025. delete_timer(sce->timer,status_change_timer);
  11026. if (sc->opt1)
  11027. switch (type) {
  11028. // "Ugly workaround" [Skotlex]
  11029. // delays status change ending so that a skill that sets opt1 fails to
  11030. // trigger when it also removed one
  11031. case SC_STONE:
  11032. sce->val4 = -1; // Petrify time
  11033. case SC_FREEZE:
  11034. case SC_STUN:
  11035. case SC_SLEEP:
  11036. if (sce->val1) {
  11037. // Removing the 'level' shouldn't affect anything in the code
  11038. // since these SC are not affected by it, and it lets us know
  11039. // if we have already delayed this attack or not.
  11040. sce->val1 = 0;
  11041. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  11042. return 1;
  11043. }
  11044. }
  11045. }
  11046. (sc->count)--;
  11047. if ( StatusChangeStateTable[type] )
  11048. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  11049. sc->data[type] = NULL;
  11050. if (StatusDisplayType[type]&bl->type)
  11051. status_display_remove(bl,type);
  11052. vd = status_get_viewdata(bl);
  11053. calc_flag = static_cast<scb_flag>(StatusChangeFlagTable[type]);
  11054. switch(type) {
  11055. case SC_GRANITIC_ARMOR:
  11056. {
  11057. int damage = status->max_hp*sce->val3/100;
  11058. if(status->hp < damage) // to not kill him
  11059. damage = status->hp-1;
  11060. status_damage(NULL,bl,damage,0,0,1);
  11061. }
  11062. break;
  11063. case SC_PYROCLASTIC:
  11064. if(bl->type == BL_PC)
  11065. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  11066. break;
  11067. case SC_RUN:
  11068. {
  11069. struct unit_data *ud = unit_bl2ud(bl);
  11070. bool begin_spurt = true;
  11071. if (ud) {
  11072. if(!ud->state.running)
  11073. begin_spurt = false;
  11074. ud->state.running = 0;
  11075. if (ud->walktimer != INVALID_TIMER)
  11076. unit_stop_walking(bl,1);
  11077. }
  11078. if (begin_spurt && sce->val1 >= 7 &&
  11079. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  11080. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  11081. )
  11082. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  11083. }
  11084. break;
  11085. case SC_AUTOBERSERK:
  11086. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  11087. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  11088. break;
  11089. case SC_ENDURE:
  11090. case SC_DEFENDER:
  11091. case SC_REFLECTSHIELD:
  11092. case SC_AUTOGUARD:
  11093. {
  11094. struct map_session_data *tsd;
  11095. if( bl->type == BL_PC ) { // Clear Status from others
  11096. int i;
  11097. for( i = 0; i < MAX_DEVOTION; i++ ) {
  11098. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  11099. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11100. }
  11101. }
  11102. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  11103. tsd = ((TBL_MER*)bl)->master;
  11104. if( tsd && tsd->sc.data[type] )
  11105. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11106. }
  11107. }
  11108. break;
  11109. case SC_DEVOTION:
  11110. {
  11111. struct block_list *d_bl = map_id2bl(sce->val1);
  11112. if( d_bl ) {
  11113. if( d_bl->type == BL_PC )
  11114. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  11115. else if( d_bl->type == BL_MER )
  11116. ((TBL_MER*)d_bl)->devotion_flag = 0;
  11117. clif_devotion(d_bl, NULL);
  11118. }
  11119. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  11120. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  11121. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  11122. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11123. }
  11124. break;
  11125. case SC_BLADESTOP:
  11126. if(sce->val4) {
  11127. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  11128. struct block_list *tbl = map_id2bl(tid2);
  11129. struct status_change *tsc = status_get_sc(tbl);
  11130. sce->val4 = 0;
  11131. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  11132. tsc->data[SC_BLADESTOP]->val4 = 0;
  11133. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  11134. }
  11135. clif_bladestop(bl, tid2, 0);
  11136. }
  11137. break;
  11138. case SC_DANCING:
  11139. {
  11140. const char* prevfile = "<unknown>";
  11141. int prevline = 0;
  11142. struct map_session_data *dsd;
  11143. struct status_change_entry *dsc;
  11144. if( sd ) {
  11145. if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
  11146. prevfile = sd->delunit_prevfile;
  11147. prevline = sd->delunit_prevline;
  11148. } else
  11149. prevfile = "<none>";
  11150. sd->delunit_prevfile = file;
  11151. sd->delunit_prevline = line;
  11152. }
  11153. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  11154. dsc = dsd->sc.data[SC_DANCING];
  11155. if(dsc) {
  11156. // This will prevent recursive loops.
  11157. dsc->val2 = dsc->val4 = 0;
  11158. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  11159. }
  11160. }
  11161. if(sce->val2) { // Erase associated land skill
  11162. struct skill_unit_group *group;
  11163. group = skill_id2group(sce->val2);
  11164. if( group == NULL ) {
  11165. 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",
  11166. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  11167. sd ? sd->status.char_id : 0,
  11168. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  11169. prevfile, prevline,
  11170. file, line);
  11171. }
  11172. sce->val2 = 0;
  11173. skill_delunitgroup(group);
  11174. }
  11175. if((sce->val1&0xFFFF) == CG_MOONLIT)
  11176. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  11177. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  11178. }
  11179. break;
  11180. case SC_NOCHAT:
  11181. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  11182. sd->status.manner = 0;
  11183. if (sd && tid == INVALID_TIMER) {
  11184. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11185. clif_updatestatus(sd,SP_MANNER);
  11186. }
  11187. break;
  11188. case SC_SPLASHER:
  11189. {
  11190. struct block_list *src=map_id2bl(sce->val3);
  11191. if(src && tid != INVALID_TIMER)
  11192. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  11193. }
  11194. break;
  11195. case SC_TINDER_BREAKER2:
  11196. case SC_CLOSECONFINE2:{
  11197. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  11198. struct status_change *sc2 = src?status_get_sc(src):NULL;
  11199. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  11200. if (src && sc2 && sc2->data[type2]) {
  11201. // If status was already ended, do nothing.
  11202. // Decrease count
  11203. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  11204. status_change_end(src, type2, INVALID_TIMER);
  11205. }
  11206. }
  11207. case SC_TINDER_BREAKER:
  11208. case SC_CLOSECONFINE:
  11209. if (sce->val2 > 0) {
  11210. // Caster has been unlocked... nearby chars need to be unlocked.
  11211. int range = 1
  11212. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  11213. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  11214. map_foreachinallarea(status_change_timer_sub,
  11215. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  11216. }
  11217. break;
  11218. case SC_COMBO:
  11219. skill_combo_toggle_inf(bl,sce->val1,0);
  11220. break;
  11221. case SC_MARIONETTE:
  11222. case SC_MARIONETTE2: // Marionette target
  11223. if (sce->val1) { // Check for partner and end their marionette status as well
  11224. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  11225. struct block_list *pbl = map_id2bl(sce->val1);
  11226. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  11227. if (sc2 && sc2->data[type2]) {
  11228. sc2->data[type2]->val1 = 0;
  11229. status_change_end(pbl, type2, INVALID_TIMER);
  11230. }
  11231. }
  11232. break;
  11233. case SC_CONCENTRATION:
  11234. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11235. break;
  11236. case SC_BERSERK:
  11237. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  11238. status_percent_heal(bl, 100, 0);
  11239. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  11240. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  11241. status_set_hp(bl, 100, 0);
  11242. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  11243. sc->data[SC_ENDURE]->val4 = 0;
  11244. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11245. }
  11246. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  11247. break;
  11248. case SC_GOSPEL:
  11249. if (sce->val3) { // Clear the group.
  11250. struct skill_unit_group* group = skill_id2group(sce->val3);
  11251. sce->val3 = 0;
  11252. if (group)
  11253. skill_delunitgroup(group);
  11254. }
  11255. break;
  11256. case SC_HERMODE:
  11257. if(sce->val3 == BCT_SELF)
  11258. skill_clear_unitgroup(bl);
  11259. break;
  11260. case SC_BASILICA: // Clear the skill area. [Skotlex]
  11261. if (sce->val3 && sce->val4 == bl->id) {
  11262. struct skill_unit_group* group = skill_id2group(sce->val3);
  11263. sce->val3 = 0;
  11264. if (group)
  11265. skill_delunitgroup(group);
  11266. }
  11267. break;
  11268. case SC_TRICKDEAD:
  11269. if (vd) vd->dead_sit = 0;
  11270. break;
  11271. case SC_WARM:
  11272. case SC__MANHOLE:
  11273. if (sce->val4) { // Clear the group.
  11274. struct skill_unit_group* group = skill_id2group(sce->val4);
  11275. sce->val4 = 0;
  11276. if( group ) // Might have been cleared before status ended, e.g. land protector
  11277. skill_delunitgroup(group);
  11278. }
  11279. break;
  11280. case SC_JAILED:
  11281. if(tid == INVALID_TIMER)
  11282. break;
  11283. // Natural expiration.
  11284. if(sd && sd->mapindex == sce->val2)
  11285. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  11286. break; // Guess hes not in jail :P
  11287. case SC_CHANGE:
  11288. if (tid == INVALID_TIMER)
  11289. break;
  11290. // "lose almost all their HP and SP" on natural expiration.
  11291. status_set_hp(bl, 10, 0);
  11292. status_set_sp(bl, 10, 0);
  11293. break;
  11294. case SC_AUTOTRADE:
  11295. if (tid == INVALID_TIMER)
  11296. break;
  11297. // Vending is not automatically closed for autovenders
  11298. vending_closevending(sd);
  11299. map_quit(sd);
  11300. // Because map_quit calls status_change_end with tid -1
  11301. // from here it's not neccesary to continue
  11302. return 1;
  11303. break;
  11304. case SC_STOP:
  11305. if( sce->val2 ) {
  11306. struct block_list* tbl = map_id2bl(sce->val2);
  11307. sce->val2 = 0;
  11308. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  11309. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  11310. }
  11311. break;
  11312. case SC_TENSIONRELAX:
  11313. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  11314. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  11315. break;
  11316. case SC_MONSTER_TRANSFORM:
  11317. case SC_ACTIVE_MONSTER_TRANSFORM:
  11318. if (sce->val2)
  11319. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  11320. break;
  11321. /* 3rd Stuff */
  11322. case SC_MILLENNIUMSHIELD:
  11323. clif_millenniumshield(bl, 0);
  11324. break;
  11325. case SC_HALLUCINATIONWALK:
  11326. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  11327. break;
  11328. case SC_WHITEIMPRISON:
  11329. {
  11330. struct block_list* src = map_id2bl(sce->val2);
  11331. if( tid == -1 || !src)
  11332. break; // Terminated by Damage
  11333. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false));
  11334. }
  11335. break;
  11336. case SC_WUGDASH:
  11337. {
  11338. struct unit_data *ud = unit_bl2ud(bl);
  11339. if (ud) {
  11340. ud->state.running = 0;
  11341. if (ud->walktimer != INVALID_TIMER)
  11342. unit_stop_walking(bl,1);
  11343. }
  11344. }
  11345. break;
  11346. case SC__SHADOWFORM:
  11347. {
  11348. struct map_session_data *s_sd = map_id2sd(sce->val2);
  11349. if (s_sd) s_sd->shadowform_id = 0;
  11350. }
  11351. break;
  11352. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  11353. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  11354. break;
  11355. case SC_NEUTRALBARRIER_MASTER:
  11356. case SC_STEALTHFIELD_MASTER:
  11357. if( sce->val2 ) {
  11358. struct skill_unit_group* group = skill_id2group(sce->val2);
  11359. sce->val2 = 0;
  11360. if( group ) // Might have been cleared before status ended, e.g. land protector
  11361. skill_delunitgroup(group);
  11362. }
  11363. break;
  11364. case SC_BANDING:
  11365. if(sce->val4) {
  11366. struct skill_unit_group *group = skill_id2group(sce->val4);
  11367. sce->val4 = 0;
  11368. if( group ) // Might have been cleared before status ended, e.g. land protector
  11369. skill_delunitgroup(group);
  11370. }
  11371. break;
  11372. case SC_CURSEDCIRCLE_ATKER:
  11373. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  11374. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  11375. break;
  11376. case SC_RAISINGDRAGON:
  11377. if( sd && sce->val2 && !pc_isdead(sd) ) {
  11378. int i = min(sd->spiritball,5);
  11379. pc_delspiritball(sd, sd->spiritball, 0);
  11380. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  11381. while( i > 0 ) {
  11382. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  11383. --i;
  11384. }
  11385. }
  11386. break;
  11387. case SC_CURSEDCIRCLE_TARGET:
  11388. {
  11389. struct block_list *src = map_id2bl(sce->val2);
  11390. struct status_change *sc2 = status_get_sc(src);
  11391. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  11392. clif_bladestop(bl, sce->val2, 0);
  11393. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  11394. }
  11395. }
  11396. break;
  11397. case SC_BLOODSUCKER:
  11398. if( sce->val2 ) {
  11399. struct block_list *src = map_id2bl(sce->val2);
  11400. if(src) {
  11401. struct status_change *sc2 = status_get_sc(src);
  11402. sc2->bs_counter--;
  11403. }
  11404. }
  11405. break;
  11406. case SC_TEARGAS:
  11407. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  11408. break;
  11409. case SC_SITDOWN_FORCE:
  11410. case SC_BANANA_BOMB_SITDOWN:
  11411. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  11412. skill_sit(sd,0);
  11413. break;
  11414. case SC_KYOUGAKU:
  11415. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  11416. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  11417. break;
  11418. case SC_INTRAVISION:
  11419. calc_flag = SCB_ALL; // Required for overlapping
  11420. break;
  11421. case SC_OVERED_BOOST:
  11422. switch (bl->type) {
  11423. case BL_HOM: {
  11424. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  11425. if( hd )
  11426. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  11427. }
  11428. break;
  11429. case BL_PC:
  11430. status_zap(bl,0,status_get_max_sp(bl) / 2);
  11431. break;
  11432. }
  11433. break;
  11434. case SC_FULL_THROTTLE: {
  11435. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  11436. clif_status_change(bl, SI_DECREASEAGI, 1, sec, 0, 0, 0);
  11437. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  11438. }
  11439. break;
  11440. case SC_REBOUND:
  11441. clif_status_load(bl, SI_DECREASEAGI, 0);
  11442. break;
  11443. case SC_ITEMSCRIPT: // Removes Buff Icons
  11444. if (sd && sce->val2 != SI_BLANK)
  11445. clif_status_load(bl, (enum si_type)sce->val2, 0);
  11446. break;
  11447. case SC_C_MARKER:
  11448. {
  11449. // Remove mark data from caster
  11450. struct map_session_data *caster = map_id2sd(sce->val2);
  11451. uint8 i = 0;
  11452. if (!caster)
  11453. break;
  11454. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  11455. if (i < MAX_SKILL_CRIMSON_MARKER) {
  11456. caster->c_marker[i] = 0;
  11457. clif_crimson_marker(caster, bl, true);
  11458. }
  11459. }
  11460. break;
  11461. case SC_H_MINE:
  11462. {
  11463. // Drop the material from target if expired
  11464. struct item it;
  11465. struct map_session_data *caster = NULL;
  11466. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  11467. break;
  11468. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  11469. break;
  11470. memset(&it, 0, sizeof(it));
  11471. it.nameid = skill_get_itemid(RL_H_MINE,0);
  11472. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  11473. it.identify = 1;
  11474. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  11475. }
  11476. break;
  11477. case SC_VACUUM_EXTREME:
  11478. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  11479. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  11480. break;
  11481. case SC_SWORDCLAN:
  11482. case SC_ARCWANDCLAN:
  11483. case SC_GOLDENMACECLAN:
  11484. case SC_CROSSBOWCLAN:
  11485. case SC_JUMPINGCLAN:
  11486. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  11487. break;
  11488. }
  11489. opt_flag = 1;
  11490. switch(type) {
  11491. case SC_STONE:
  11492. case SC_FREEZE:
  11493. case SC_STUN:
  11494. case SC_SLEEP:
  11495. case SC_BURNING:
  11496. case SC_WHITEIMPRISON:
  11497. sc->opt1 = 0;
  11498. break;
  11499. case SC_POISON:
  11500. case SC_CURSE:
  11501. case SC_SILENCE:
  11502. case SC_BLIND:
  11503. sc->opt2 &= ~(1<<(type-SC_POISON));
  11504. break;
  11505. case SC_DPOISON:
  11506. sc->opt2 &= ~OPT2_DPOISON;
  11507. break;
  11508. case SC_SIGNUMCRUCIS:
  11509. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  11510. break;
  11511. case SC_HIDING:
  11512. sc->option &= ~OPTION_HIDE;
  11513. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  11514. break;
  11515. case SC_CLOAKING:
  11516. case SC_CLOAKINGEXCEED:
  11517. case SC__INVISIBILITY:
  11518. sc->option &= ~OPTION_CLOAK;
  11519. case SC_CAMOUFLAGE:
  11520. case SC_STEALTHFIELD:
  11521. case SC__SHADOWFORM:
  11522. opt_flag |= 2;
  11523. break;
  11524. case SC_CHASEWALK:
  11525. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  11526. opt_flag |= 2;
  11527. break;
  11528. case SC__FEINTBOMB:
  11529. sc->option &= ~OPTION_INVISIBLE;
  11530. opt_flag |= 2|4;
  11531. break;
  11532. case SC_SIGHT:
  11533. sc->option &= ~OPTION_SIGHT;
  11534. break;
  11535. case SC_WEDDING:
  11536. sc->option &= ~OPTION_WEDDING;
  11537. opt_flag |= 0x4;
  11538. break;
  11539. case SC_XMAS:
  11540. sc->option &= ~OPTION_XMAS;
  11541. opt_flag |= 0x4;
  11542. break;
  11543. case SC_SUMMER:
  11544. sc->option &= ~OPTION_SUMMER;
  11545. opt_flag |= 0x4;
  11546. break;
  11547. case SC_HANBOK:
  11548. sc->option &= ~OPTION_HANBOK;
  11549. opt_flag |= 0x4;
  11550. break;
  11551. case SC_OKTOBERFEST:
  11552. sc->option &= ~OPTION_OKTOBERFEST;
  11553. opt_flag |= 0x4;
  11554. break;
  11555. case SC_ORCISH:
  11556. sc->option &= ~OPTION_ORCISH;
  11557. break;
  11558. case SC_RUWACH:
  11559. sc->option &= ~OPTION_RUWACH;
  11560. break;
  11561. case SC_FUSION:
  11562. sc->option &= ~OPTION_FLYING;
  11563. break;
  11564. // opt3
  11565. case SC_TWOHANDQUICKEN:
  11566. case SC_ONEHAND:
  11567. case SC_SPEARQUICKEN:
  11568. case SC_CONCENTRATION:
  11569. case SC_MERC_QUICKEN:
  11570. sc->opt3 &= ~OPT3_QUICKEN;
  11571. opt_flag = 0;
  11572. break;
  11573. case SC_OVERTHRUST:
  11574. case SC_MAXOVERTHRUST:
  11575. case SC_SWOO:
  11576. sc->opt3 &= ~OPT3_OVERTHRUST;
  11577. if( type == SC_SWOO )
  11578. opt_flag = 8;
  11579. else
  11580. opt_flag = 0;
  11581. break;
  11582. case SC_ENERGYCOAT:
  11583. case SC_SKE:
  11584. sc->opt3 &= ~OPT3_ENERGYCOAT;
  11585. opt_flag = 0;
  11586. break;
  11587. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  11588. if (bl->type != BL_MOB) {
  11589. opt_flag = 0;
  11590. break;
  11591. }
  11592. case SC_EXPLOSIONSPIRITS:
  11593. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  11594. opt_flag = 0;
  11595. break;
  11596. case SC_STEELBODY:
  11597. case SC_SKA:
  11598. sc->opt3 &= ~OPT3_STEELBODY;
  11599. if (type == SC_SKA)
  11600. opt_flag = 8;
  11601. else
  11602. opt_flag = 0;
  11603. break;
  11604. case SC_BLADESTOP:
  11605. sc->opt3 &= ~OPT3_BLADESTOP;
  11606. opt_flag = 0;
  11607. break;
  11608. case SC_AURABLADE:
  11609. sc->opt3 &= ~OPT3_AURABLADE;
  11610. opt_flag = 0;
  11611. break;
  11612. case SC_BERSERK:
  11613. opt_flag = 0;
  11614. sc->opt3 &= ~OPT3_BERSERK;
  11615. break;
  11616. // case ???: // doesn't seem to do anything
  11617. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  11618. // opt_flag = 0;
  11619. // break;
  11620. case SC_DANCING:
  11621. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  11622. sc->opt3 &= ~OPT3_MOONLIT;
  11623. opt_flag = 0;
  11624. break;
  11625. case SC_MARIONETTE:
  11626. case SC_MARIONETTE2:
  11627. sc->opt3 &= ~OPT3_MARIONETTE;
  11628. opt_flag = 0;
  11629. break;
  11630. case SC_ASSUMPTIO:
  11631. sc->opt3 &= ~OPT3_ASSUMPTIO;
  11632. opt_flag = 0;
  11633. break;
  11634. case SC_WARM: // SG skills [Komurka]
  11635. sc->opt3 &= ~OPT3_WARM;
  11636. opt_flag = 0;
  11637. break;
  11638. case SC_KAITE:
  11639. sc->opt3 &= ~OPT3_KAITE;
  11640. opt_flag = 0;
  11641. break;
  11642. case SC_BUNSINJYUTSU:
  11643. sc->opt3 &= ~OPT3_BUNSIN;
  11644. opt_flag = 0;
  11645. break;
  11646. case SC_SPIRIT:
  11647. sc->opt3 &= ~OPT3_SOULLINK;
  11648. opt_flag = 0;
  11649. break;
  11650. case SC_CHANGEUNDEAD:
  11651. sc->opt3 &= ~OPT3_UNDEAD;
  11652. opt_flag = 0;
  11653. break;
  11654. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  11655. // sc->opt3 &= ~OPT3_CONTRACT;
  11656. // opt_flag = 0;
  11657. // break;
  11658. default:
  11659. opt_flag = 0;
  11660. }
  11661. if (calc_flag&SCB_DYE) { // Restore DYE color
  11662. if (vd && !vd->cloth_color && sce->val4)
  11663. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  11664. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_DYE);
  11665. }
  11666. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  11667. { //Restore body style
  11668. if (vd && !vd->body_style && sce->val4)
  11669. clif_changelook(bl,LOOK_BODY2,sce->val4);
  11670. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_BODY);
  11671. }*/
  11672. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  11673. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  11674. if( opt_flag&8 ) // bugreport:681
  11675. clif_changeoption2(bl);
  11676. else if(opt_flag) {
  11677. clif_changeoption(bl);
  11678. if (sd && (opt_flag&0x4)) {
  11679. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  11680. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  11681. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  11682. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  11683. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  11684. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  11685. }
  11686. }
  11687. if (calc_flag) {
  11688. switch (type) {
  11689. case SC_MAGICPOWER:
  11690. //If Mystical Amplification ends, MATK is immediately recalculated
  11691. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11692. break;
  11693. default:
  11694. status_calc_bl(bl, calc_flag);
  11695. break;
  11696. }
  11697. }
  11698. if(opt_flag&4) // Out of hiding, invoke on place.
  11699. skill_unit_move(bl,gettick(),1);
  11700. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  11701. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  11702. ers_free(sc_data_ers, sce);
  11703. return 1;
  11704. }
  11705. /**
  11706. * Resets timers for statuses
  11707. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  11708. * @param tid: Timer ID
  11709. * @param tick: How long before next call
  11710. * @param id: ID of character
  11711. * @param data: Information passed through the timer call
  11712. * @return 1: Success 0: Fail
  11713. */
  11714. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  11715. {
  11716. enum sc_type type = (sc_type)data;
  11717. struct block_list *bl;
  11718. struct map_session_data *sd;
  11719. int interval = status_get_sc_interval(type);
  11720. bool dounlock = false;
  11721. bl = map_id2bl(id);
  11722. if(!bl) {
  11723. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  11724. return 0;
  11725. }
  11726. struct status_change * const sc = status_get_sc(bl);
  11727. struct status_data * const status = status_get_status_data(bl);
  11728. if(!sc) {
  11729. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  11730. return 0;
  11731. }
  11732. struct status_change_entry * const sce = sc->data[type];
  11733. if(!sce) {
  11734. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  11735. return 0;
  11736. }
  11737. if( sce->timer != tid ) {
  11738. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  11739. return 0;
  11740. }
  11741. sd = BL_CAST(BL_PC, bl);
  11742. std::function<void (unsigned int)> sc_timer_next = [&sce, &bl, &data](unsigned int t) {
  11743. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  11744. };
  11745. switch(type) {
  11746. case SC_MAXIMIZEPOWER:
  11747. case SC_CLOAKING:
  11748. if(!status_charge(bl, 0, 1))
  11749. break; // Not enough SP to continue.
  11750. sc_timer_next(sce->val2+tick);
  11751. return 0;
  11752. case SC_CHASEWALK:
  11753. if(!status_charge(bl, 0, sce->val4))
  11754. break; // Not enough SP to continue.
  11755. if (!sc->data[SC_CHASEWALK2]) {
  11756. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  11757. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  11758. *skill_get_time2(status_sc2skill(type),sce->val1));
  11759. }
  11760. sc_timer_next(sce->val2+tick);
  11761. return 0;
  11762. break;
  11763. case SC_HIDING:
  11764. if(--(sce->val2)>0) {
  11765. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  11766. break; // Fail if it's time to substract SP and there isn't.
  11767. sc_timer_next(1000+tick);
  11768. return 0;
  11769. }
  11770. break;
  11771. case SC_SIGHT:
  11772. case SC_RUWACH:
  11773. case SC_SIGHTBLASTER:
  11774. if(type == SC_SIGHTBLASTER) {
  11775. //Restore trap immunity
  11776. if(sce->val4%2)
  11777. sce->val4--;
  11778. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  11779. } else {
  11780. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  11781. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  11782. }
  11783. if( --(sce->val2)>0 ) {
  11784. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  11785. sc_timer_next(20+tick);
  11786. return 0;
  11787. }
  11788. break;
  11789. case SC_PROVOKE:
  11790. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  11791. sc_timer_next(1000*60+tick);
  11792. return 0;
  11793. }
  11794. break;
  11795. case SC_STONE:
  11796. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  11797. sce->val3 = 0; //Incubation time used up
  11798. unit_stop_attack(bl);
  11799. if (sc->data[SC_DANCING]) {
  11800. unit_stop_walking(bl, 1);
  11801. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11802. }
  11803. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  11804. sc->opt1 = OPT1_STONE;
  11805. clif_changeoption(bl);
  11806. sc_timer_next(min(sce->val4, interval) + tick);
  11807. sce->val4 -= interval; //Remaining time
  11808. status_calc_bl(bl, StatusChangeFlagTable[type]);
  11809. return 0;
  11810. }
  11811. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  11812. status_percent_damage(NULL, bl, 1, 0, false);
  11813. }
  11814. break;
  11815. case SC_POISON:
  11816. case SC_DPOISON:
  11817. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  11818. unsigned int damage = 0;
  11819. if (sd)
  11820. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  11821. else
  11822. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  11823. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  11824. status_zap(bl, damage, 0);
  11825. }
  11826. break;
  11827. case SC_BLEEDING:
  11828. if (sce->val4 >= 0) {
  11829. int64 damage = rnd() % 600 + 200;
  11830. if (!sd && damage >= status->hp)
  11831. damage = status->hp - 1; // No deadly damage for monsters
  11832. map_freeblock_lock();
  11833. dounlock = true;
  11834. status_zap(bl, damage, 0);
  11835. }
  11836. break;
  11837. case SC_BURNING:
  11838. if (sce->val4 >= 0) {
  11839. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  11840. map_freeblock_lock();
  11841. dounlock = true;
  11842. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false));
  11843. }
  11844. break;
  11845. case SC_TOXIN:
  11846. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  11847. map_freeblock_lock();
  11848. dounlock = true;
  11849. status_damage(bl, bl, 1, status->max_sp * 3 / 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 1, 1, DMG_NORMAL, 0, false), 0);
  11850. }
  11851. break;
  11852. case SC_MAGICMUSHROOM:
  11853. if (sce->val4 >= 0) {
  11854. bool flag = 0;
  11855. int64 damage = status->max_hp * 3 / 100;
  11856. if (status->hp <= damage)
  11857. damage = status->hp - 1; // Cannot Kill
  11858. if (damage > 0) { // 3% Damage each 4 seconds
  11859. map_freeblock_lock();
  11860. status_zap(bl, damage, 0);
  11861. flag = !sc->data[type]; // Killed? Should not
  11862. map_freeblock_unlock();
  11863. }
  11864. if (!flag) { // Random Skill Cast
  11865. if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
  11866. int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
  11867. unit_stop_attack(bl);
  11868. unit_skillcastcancel(bl, 1);
  11869. do {
  11870. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  11871. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  11872. } while (checked++ < checked_max && mushroom_skill_id == 0);
  11873. if (!skill_get_index(mushroom_skill_id))
  11874. break;
  11875. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  11876. case CAST_GROUND:
  11877. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  11878. break;
  11879. case CAST_NODAMAGE:
  11880. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11881. break;
  11882. case CAST_DAMAGE:
  11883. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11884. break;
  11885. }
  11886. }
  11887. clif_emotion(bl, ET_SMILE);
  11888. }
  11889. }
  11890. break;
  11891. case SC_PYREXIA:
  11892. if (sce->val4 >= 0) {
  11893. map_freeblock_lock();
  11894. dounlock = true;
  11895. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false));
  11896. }
  11897. break;
  11898. case SC_LEECHESEND:
  11899. if (sce->val4 >= 0) {
  11900. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  11901. map_freeblock_lock();
  11902. dounlock = true;
  11903. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false));
  11904. unit_skillcastcancel(bl, 2);
  11905. }
  11906. break;
  11907. case SC_TENSIONRELAX:
  11908. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  11909. sc_timer_next(10000 + tick);
  11910. return 0;
  11911. }
  11912. break;
  11913. case SC_KNOWLEDGE:
  11914. if (!sd) break;
  11915. if(bl->m == sd->feel_map[0].m ||
  11916. bl->m == sd->feel_map[1].m ||
  11917. bl->m == sd->feel_map[2].m)
  11918. { // Timeout will be handled by pc_setpos
  11919. sce->timer = INVALID_TIMER;
  11920. return 0;
  11921. }
  11922. break;
  11923. case SC_S_LIFEPOTION:
  11924. case SC_L_LIFEPOTION:
  11925. if( sd && --(sce->val4) >= 0 ) {
  11926. // val1 < 0 = per max% | val1 > 0 = exact amount
  11927. int hp = 0;
  11928. if( status->hp < status->max_hp )
  11929. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  11930. status_heal(bl, hp, 0, 2);
  11931. sc_timer_next((sce->val2 * 1000) + tick);
  11932. return 0;
  11933. }
  11934. break;
  11935. case SC_BOSSMAPINFO:
  11936. if( sd && --(sce->val4) >= 0 ) {
  11937. struct mob_data *boss_md = map_id2boss(sce->val1);
  11938. if (boss_md) {
  11939. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  11940. return 0;
  11941. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  11942. sce->val2 = 0;
  11943. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  11944. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  11945. sce->val2 = 1;
  11946. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  11947. }
  11948. }
  11949. sc_timer_next(1000 + tick);
  11950. return 0;
  11951. }
  11952. break;
  11953. case SC_DANCING: // SP consumption by time of dancing skills
  11954. {
  11955. int s = 0;
  11956. int sp = 1;
  11957. if (--sce->val3 <= 0)
  11958. break;
  11959. switch(sce->val1&0xFFFF) {
  11960. case BD_RICHMANKIM:
  11961. case BD_DRUMBATTLEFIELD:
  11962. case BD_RINGNIBELUNGEN:
  11963. case BD_SIEGFRIED:
  11964. case BA_DISSONANCE:
  11965. case BA_ASSASSINCROSS:
  11966. case DC_UGLYDANCE:
  11967. s=3;
  11968. break;
  11969. case BD_LULLABY:
  11970. case BD_ETERNALCHAOS:
  11971. case BD_ROKISWEIL:
  11972. case DC_FORTUNEKISS:
  11973. s=4;
  11974. break;
  11975. case CG_HERMODE:
  11976. case BD_INTOABYSS:
  11977. case BA_WHISTLE:
  11978. case DC_HUMMING:
  11979. case BA_POEMBRAGI:
  11980. case DC_SERVICEFORYOU:
  11981. s=5;
  11982. break;
  11983. case BA_APPLEIDUN:
  11984. #ifdef RENEWAL
  11985. s=5;
  11986. #else
  11987. s=6;
  11988. #endif
  11989. break;
  11990. case CG_MOONLIT:
  11991. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  11992. sp= 4*(sce->val1>>16);
  11993. // Upkeep is also every 10 secs.
  11994. case DC_DONTFORGETME:
  11995. s=10;
  11996. break;
  11997. }
  11998. if( s != 0 && sce->val3 % s == 0 ) {
  11999. if (sc->data[SC_LONGING])
  12000. sp*= 3;
  12001. if (!status_charge(bl, 0, sp))
  12002. break;
  12003. }
  12004. sc_timer_next(1000+tick);
  12005. return 0;
  12006. }
  12007. break;
  12008. case SC_BERSERK:
  12009. // 5% every 10 seconds [DracoRPG]
  12010. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12011. sc_timer_next(sce->val4+tick);
  12012. return 0;
  12013. }
  12014. break;
  12015. case SC_NOCHAT:
  12016. if(sd) {
  12017. sd->status.manner++;
  12018. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12019. clif_updatestatus(sd,SP_MANNER);
  12020. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12021. sc_timer_next(60000+tick);
  12022. return 0;
  12023. }
  12024. }
  12025. break;
  12026. case SC_SPLASHER:
  12027. // Custom Venom Splasher countdown timer
  12028. // if (sce->val4 % 1000 == 0) {
  12029. // char timer[10];
  12030. // snprintf (timer, 10, "%d", sce->val4/1000);
  12031. // clif_message(bl, timer);
  12032. // }
  12033. if((sce->val4 -= 500) > 0) {
  12034. sc_timer_next(500 + tick);
  12035. return 0;
  12036. }
  12037. break;
  12038. case SC_MARIONETTE:
  12039. case SC_MARIONETTE2:
  12040. {
  12041. struct block_list *pbl = map_id2bl(sce->val1);
  12042. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12043. sc_timer_next(1000 + tick);
  12044. return 0;
  12045. }
  12046. }
  12047. break;
  12048. case SC_GOSPEL:
  12049. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12050. int hp, sp;
  12051. hp = (sce->val1 > 5) ? 45 : 30;
  12052. sp = (sce->val1 > 5) ? 35 : 20;
  12053. if(!status_charge(bl, hp, sp))
  12054. break;
  12055. sc_timer_next(10000+tick);
  12056. return 0;
  12057. }
  12058. break;
  12059. case SC_JAILED:
  12060. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12061. sc_timer_next(60000+tick);
  12062. return 0;
  12063. }
  12064. break;
  12065. case SC_BLIND:
  12066. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  12067. sc_timer_next(5000+tick);
  12068. return 0;
  12069. }
  12070. break;
  12071. case SC_ABUNDANCE:
  12072. if(--(sce->val4) > 0) {
  12073. status_heal(bl,0,60,0);
  12074. sc_timer_next(10000+tick);
  12075. }
  12076. break;
  12077. case SC_OBLIVIONCURSE:
  12078. if( --(sce->val4) >= 0 ) {
  12079. clif_emotion(bl,ET_QUESTION);
  12080. sc_timer_next(3000 + tick);
  12081. return 0;
  12082. }
  12083. break;
  12084. case SC_WEAPONBLOCKING:
  12085. if( --(sce->val4) >= 0 ) {
  12086. if( !status_charge(bl,0,3) )
  12087. break;
  12088. sc_timer_next(5000+tick);
  12089. return 0;
  12090. }
  12091. break;
  12092. case SC_CLOAKINGEXCEED:
  12093. if(!status_charge(bl,0,10-sce->val1))
  12094. break;
  12095. sc_timer_next(1000 + tick);
  12096. return 0;
  12097. case SC_RENOVATIO:
  12098. if( --(sce->val4) >= 0 ) {
  12099. int heal = status->max_hp * 3 / 100;
  12100. if( sc && sc->data[SC_AKAITSUKI] && heal )
  12101. heal = ~heal + 1;
  12102. status_heal(bl, heal, 0, 3);
  12103. sc_timer_next(5000 + tick);
  12104. return 0;
  12105. }
  12106. break;
  12107. case SC_SPHERE_1:
  12108. case SC_SPHERE_2:
  12109. case SC_SPHERE_3:
  12110. case SC_SPHERE_4:
  12111. case SC_SPHERE_5:
  12112. if( --(sce->val4) >= 0 ) {
  12113. if( !status_charge(bl, 0, 1) )
  12114. break;
  12115. sc_timer_next(1000 + tick);
  12116. return 0;
  12117. }
  12118. break;
  12119. case SC_FREEZE_SP:
  12120. if( !status_charge(bl, 0, sce->val2) ) {
  12121. int i;
  12122. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12123. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12124. break;
  12125. }
  12126. sc_timer_next(10000 + tick);
  12127. return 0;
  12128. case SC_ELECTRICSHOCKER:
  12129. if( --(sce->val4) >= 0 ) {
  12130. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12131. sc_timer_next(1000 + tick);
  12132. return 0;
  12133. }
  12134. break;
  12135. case SC_CAMOUFLAGE:
  12136. if (!status_charge(bl, 0, 7 - sce->val1))
  12137. break;
  12138. if (--sce->val4 >= 0)
  12139. sce->val3++;
  12140. sc_timer_next(1000 + tick);
  12141. return 0;
  12142. case SC__REPRODUCE:
  12143. if(!status_charge(bl, 0, 1))
  12144. break;
  12145. sc_timer_next(1000+tick);
  12146. return 0;
  12147. case SC__SHADOWFORM:
  12148. if( --(sce->val4) >= 0 ) {
  12149. if( !status_charge(bl, 0, 11 - sce->val1) )
  12150. break;
  12151. sc_timer_next(1000 + tick);
  12152. return 0;
  12153. }
  12154. break;
  12155. case SC__INVISIBILITY:
  12156. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12157. break;
  12158. sc_timer_next(1000 + tick);
  12159. return 0;
  12160. case SC_STRIKING:
  12161. if( --(sce->val4) >= 0 ) {
  12162. if( !status_charge(bl,0, sce->val3 ) )
  12163. break;
  12164. sc_timer_next(1000 + tick);
  12165. return 0;
  12166. }
  12167. break;
  12168. case SC_CLOUD_KILL: {
  12169. struct block_list *src = map_id2bl(sce->val2), *unit_bl = map_id2bl(sce->val3);
  12170. if (src && unit_bl){
  12171. map_freeblock_lock();
  12172. dounlock = true;
  12173. skill_attack(skill_get_type(status_sc2skill(type)), src, unit_bl, bl, SO_CLOUD_KILL, sce->val1, tick, 0);
  12174. if (!status_isdead(bl)) {
  12175. sc_timer_next(500 + tick);
  12176. }
  12177. }
  12178. }
  12179. break;
  12180. case SC_WARMER: {
  12181. int hp = 0;
  12182. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  12183. if (ssc && ssc->data[SC_HEATER_OPTION])
  12184. hp = status->max_hp * 3 * sce->val1 / 100;
  12185. else
  12186. hp = status->max_hp * sce->val1 / 100;
  12187. if (sc && sc->data[SC_AKAITSUKI] && hp)
  12188. hp = ~hp + 1;
  12189. if (status->hp != status->max_hp)
  12190. status_heal(bl, hp, 0, 0);
  12191. sc_timer_next(3000 + tick);
  12192. return 0;
  12193. }
  12194. case SC_BLOODSUCKER:
  12195. if( --(sce->val4) >= 0 ) {
  12196. struct block_list *src = map_id2bl(sce->val2);
  12197. int damage;
  12198. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  12199. break;
  12200. map_freeblock_lock();
  12201. if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
  12202. damage = 1;
  12203. else
  12204. damage = 200 + 100 * sce->val1 + status_get_int(src);
  12205. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0);
  12206. unit_skillcastcancel(bl,1);
  12207. if ( sc->data[type] ) {
  12208. sc_timer_next(1000 + tick);
  12209. }
  12210. map_freeblock_unlock();
  12211. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  12212. return 0;
  12213. }
  12214. break;
  12215. case SC_VOICEOFSIREN:
  12216. if( --(sce->val4) >= 0 ) {
  12217. clif_emotion(bl,ET_THROB);
  12218. sc_timer_next(2000 + tick);
  12219. return 0;
  12220. }
  12221. break;
  12222. case SC_DEEPSLEEP:
  12223. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  12224. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  12225. sc_timer_next(2000 + tick);
  12226. return 0;
  12227. }
  12228. break;
  12229. case SC_SIRCLEOFNATURE:
  12230. if( --(sce->val4) >= 0 ) {
  12231. if( !status_charge(bl,0,sce->val3) )
  12232. break;
  12233. status_heal(bl, sce->val2, 0, 1);
  12234. sc_timer_next(1000 + tick);
  12235. return 0;
  12236. }
  12237. break;
  12238. case SC_SONGOFMANA:
  12239. if( --(sce->val4) >= 0 ) {
  12240. status_heal(bl,0,sce->val3,3);
  12241. sc_timer_next(5000 + tick);
  12242. return 0;
  12243. }
  12244. break;
  12245. case SC_SATURDAYNIGHTFEVER:
  12246. // 1% HP/SP drain every val4 seconds [Jobbie]
  12247. if( --(sce->val3) >= 0 ) {
  12248. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  12249. break;
  12250. sc_timer_next(sce->val4+tick);
  12251. return 0;
  12252. }
  12253. break;
  12254. case SC_MELODYOFSINK:
  12255. if( --(sce->val4) >= 0 ) {
  12256. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  12257. sc_timer_next(1000+tick);
  12258. return 0;
  12259. }
  12260. break;
  12261. case SC_CRYSTALIZE:
  12262. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  12263. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  12264. break;
  12265. sc_timer_next(1000 + tick);
  12266. return 0;
  12267. }
  12268. break;
  12269. case SC_FORCEOFVANGUARD:
  12270. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  12271. break;
  12272. sc_timer_next(10000 + tick);
  12273. return 0;
  12274. case SC_BANDING:
  12275. if( status_charge(bl, 0, 7 - sce->val1) ) {
  12276. if( sd ) pc_banding(sd, sce->val1);
  12277. sc_timer_next(5000 + tick);
  12278. return 0;
  12279. }
  12280. break;
  12281. case SC_REFLECTDAMAGE:
  12282. if( --(sce->val4) > 0 ) {
  12283. if( !status_charge(bl,0,10) )
  12284. break;
  12285. sc_timer_next(1000 + tick);
  12286. return 0;
  12287. }
  12288. break;
  12289. case SC_OVERHEAT_LIMITPOINT:
  12290. if( --(sce->val1) > 0 ) { // Cooling
  12291. sc_timer_next(30000 + tick);
  12292. }
  12293. break;
  12294. case SC_OVERHEAT:
  12295. {
  12296. int damage = status->max_hp / 100; // Suggestion 1% each second
  12297. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  12298. map_freeblock_lock();
  12299. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,DMG_NORMAL,0,false));
  12300. if( sc->data[type] ) {
  12301. sc_timer_next(1000 + tick);
  12302. }
  12303. map_freeblock_unlock();
  12304. }
  12305. break;
  12306. case SC_MAGNETICFIELD:
  12307. if (--(sce->val3) >= 0) {
  12308. struct block_list *src = map_id2bl(sce->val2);
  12309. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  12310. break;
  12311. if (!status_charge(bl, 0, 50))
  12312. status_zap(bl, 0, status->sp);
  12313. sc_timer_next(1000 + tick);
  12314. return 0;
  12315. }
  12316. break;
  12317. case SC_INSPIRATION:
  12318. if(--(sce->val4) >= 0) {
  12319. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  12320. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  12321. if( !status_charge(bl,hp,sp) ) break;
  12322. sc_timer_next(5000+tick);
  12323. return 0;
  12324. }
  12325. break;
  12326. case SC_RAISINGDRAGON:
  12327. // 1% every 5 seconds [Jobbie]
  12328. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  12329. if( !sc->data[type] ) return 0;
  12330. sc_timer_next(5000 + tick);
  12331. return 0;
  12332. }
  12333. break;
  12334. case SC_TROPIC:
  12335. case SC_CHILLY_AIR:
  12336. case SC_WILD_STORM:
  12337. case SC_UPHEAVAL:
  12338. case SC_HEATER:
  12339. case SC_COOLER:
  12340. case SC_BLAST:
  12341. case SC_CURSED_SOIL:
  12342. case SC_PYROTECHNIC:
  12343. case SC_AQUAPLAY:
  12344. case SC_GUST:
  12345. case SC_PETROLOGY:
  12346. case SC_CIRCLE_OF_FIRE:
  12347. case SC_FIRE_CLOAK:
  12348. case SC_WATER_DROP:
  12349. case SC_WATER_SCREEN:
  12350. case SC_WIND_CURTAIN:
  12351. case SC_WIND_STEP:
  12352. case SC_STONE_SHIELD:
  12353. case SC_SOLID_SKIN:
  12354. if( !status_charge(bl,0,sce->val2) ) {
  12355. struct block_list *s_bl = battle_get_master(bl);
  12356. if (bl->type == BL_ELEM)
  12357. elemental_change_mode(BL_CAST(BL_ELEM, bl), static_cast<e_mode>(MAX_ELESKILLTREE));
  12358. if( s_bl )
  12359. status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
  12360. status_change_end(bl,type,INVALID_TIMER);
  12361. break;
  12362. }
  12363. sc_timer_next(sce->val3 + tick);
  12364. return 0;
  12365. case SC_WATER_SCREEN_OPTION:
  12366. status_heal(bl,1000,0,2);
  12367. sc_timer_next(10000 + tick);
  12368. return 0;
  12369. case SC_TEARGAS:
  12370. if( --(sce->val4) >= 0 ) {
  12371. struct block_list *src = map_id2bl(sce->val3);
  12372. int damage = sce->val2;
  12373. map_freeblock_lock();
  12374. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  12375. status_damage(src, bl, damage,0, 0, 1);
  12376. if( sc->data[type] ) {
  12377. sc_timer_next(2000 + tick);
  12378. }
  12379. map_freeblock_unlock();
  12380. return 0;
  12381. }
  12382. break;
  12383. case SC_TEARGAS_SOB:
  12384. if( --(sce->val4) >= 0 ) {
  12385. clif_emotion(bl, ET_CRY);
  12386. sc_timer_next(3000 + tick);
  12387. return 0;
  12388. }
  12389. break;
  12390. case SC_STOMACHACHE:
  12391. if( --(sce->val4) >= 0 ) {
  12392. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  12393. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  12394. pc_setsit(sd);
  12395. skill_sit(sd, 1);
  12396. clif_sitting(bl);
  12397. }
  12398. sc_timer_next(10000 + tick);
  12399. return 0;
  12400. }
  12401. break;
  12402. case SC_LEADERSHIP:
  12403. case SC_GLORYWOUNDS:
  12404. case SC_SOULCOLD:
  12405. case SC_HAWKEYES:
  12406. // They only end by status_change_end
  12407. sc_timer_next(600000 + tick);
  12408. return 0;
  12409. case SC_MEIKYOUSISUI:
  12410. if( --(sce->val4) >= 0 ) {
  12411. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  12412. sc_timer_next(1000 + tick);
  12413. return 0;
  12414. }
  12415. break;
  12416. case SC_KAGEMUSYA:
  12417. if( --(sce->val2) >= 0 ) {
  12418. if(!status_charge(bl, 0, 1)) break;
  12419. sc_timer_next(1000+tick);
  12420. return 0;
  12421. }
  12422. break;
  12423. case SC_ANGRIFFS_MODUS:
  12424. if(--(sce->val4) >= 0) { // Drain hp/sp
  12425. if( !status_charge(bl,100,20) ) break;
  12426. sc_timer_next(1000+tick);
  12427. return 0;
  12428. }
  12429. break;
  12430. case SC_CBC:
  12431. if(--(sce->val4) >= 0) { // Drain hp/sp
  12432. int hp=0;
  12433. int sp = (status->max_sp * sce->val3) / 100;
  12434. if(bl->type == BL_MOB) hp = sp*10;
  12435. if( !status_charge(bl,hp,sp) )break;
  12436. sc_timer_next(1000+tick);
  12437. return 0;
  12438. }
  12439. break;
  12440. case SC_FULL_THROTTLE:
  12441. if( --(sce->val4) >= 0 ) {
  12442. status_percent_damage(bl, bl, 0, sce->val2, false);
  12443. sc_timer_next(1000 + tick);
  12444. return 0;
  12445. }
  12446. break;
  12447. case SC_REBOUND:
  12448. if( --(sce->val4) >= 0 ) {
  12449. clif_emotion(bl, ET_SWEAT);
  12450. sc_timer_next(2000 + tick);
  12451. return 0;
  12452. }
  12453. break;
  12454. case SC_KINGS_GRACE:
  12455. if( --(sce->val4) >= 0 ) {
  12456. status_percent_heal(bl, sce->val2, 0);
  12457. sc_timer_next(1000 + tick);
  12458. return 0;
  12459. }
  12460. break;
  12461. case SC_FRIGG_SONG:
  12462. if( --(sce->val4) >= 0 ) {
  12463. status_heal(bl, sce->val3, 0, 0);
  12464. sc_timer_next(1000 + tick);
  12465. return 0;
  12466. }
  12467. break;
  12468. case SC_C_MARKER:
  12469. if( --(sce->val4) >= 0 ) {
  12470. TBL_PC *caster = map_id2sd(sce->val2);
  12471. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  12472. break;
  12473. sc_timer_next(1000 + tick);
  12474. clif_crimson_marker(caster, bl, false);
  12475. return 0;
  12476. }
  12477. break;
  12478. case SC_STEALTHFIELD_MASTER:
  12479. if (--(sce->val4) >= 0) {
  12480. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  12481. break;
  12482. sc_timer_next(sce->val3 + tick);
  12483. return 0;
  12484. }
  12485. break;
  12486. case SC_VACUUM_EXTREME:
  12487. if (sce->val4) {
  12488. if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
  12489. clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
  12490. clif_fixpos(bl);
  12491. }
  12492. sc_timer_next(tick+sce->val4);
  12493. sce->val4 = 0;
  12494. }
  12495. break;
  12496. case SC_FIRE_INSIGNIA:
  12497. if (--(sce->val4) >= 0) {
  12498. if (status->def_ele == ELE_FIRE)
  12499. status_heal(bl, status->max_hp / 100, 0, 1);
  12500. else if (status->def_ele == ELE_EARTH)
  12501. status_zap(bl, status->max_hp / 100, 0);
  12502. sc_timer_next(5000 + tick);
  12503. return 0;
  12504. }
  12505. break;
  12506. case SC_WATER_INSIGNIA:
  12507. if (--(sce->val4) >= 0) {
  12508. if (status->def_ele == ELE_WATER)
  12509. status_heal(bl, status->max_hp / 100, 0, 1);
  12510. else if (status->def_ele == ELE_FIRE)
  12511. status_zap(bl, status->max_hp / 100, 0);
  12512. sc_timer_next(5000 + tick);
  12513. return 0;
  12514. }
  12515. break;
  12516. case SC_WIND_INSIGNIA:
  12517. if (--(sce->val4) >= 0) {
  12518. if (status->def_ele == ELE_WIND)
  12519. status_heal(bl, status->max_hp / 100, 0, 1);
  12520. else if (status->def_ele == ELE_WATER)
  12521. status_zap(bl, status->max_hp / 100, 0);
  12522. sc_timer_next(5000 + tick);
  12523. return 0;
  12524. }
  12525. break;
  12526. case SC_EARTH_INSIGNIA:
  12527. if (--(sce->val4) >= 0) {
  12528. if (status->def_ele == ELE_EARTH)
  12529. status_heal(bl, status->max_hp / 100, 0, 1);
  12530. else if (status->def_ele == ELE_WIND)
  12531. status_zap(bl, status->max_hp / 100, 0);
  12532. sc_timer_next(5000 + tick);
  12533. return 0;
  12534. }
  12535. break;
  12536. case SC_BITESCAR:
  12537. if (--(sce->val4) >= 0) {
  12538. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  12539. sc_timer_next(1000 + tick);
  12540. return 0;
  12541. }
  12542. break;
  12543. case SC_FRESHSHRIMP:
  12544. if (--(sce->val4) >= 0) {
  12545. status_heal(bl, sce->val2, 0, 3);
  12546. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  12547. return 0;
  12548. }
  12549. break;
  12550. case SC_DORAM_BUF_01:
  12551. if( sd && --(sce->val4) >= 0 ) {
  12552. if( status->hp < status->max_hp )
  12553. status_heal(bl, 10, 0, 2);
  12554. sc_timer_next(10000 + tick);
  12555. return 0;
  12556. }
  12557. break;
  12558. case SC_DORAM_BUF_02:
  12559. if( sd && --(sce->val4) >= 0 ) {
  12560. if( status->sp < status->max_sp )
  12561. status_heal(bl, 0, 5, 2);
  12562. sc_timer_next(10000 + tick);
  12563. return 0;
  12564. }
  12565. break;
  12566. }
  12567. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  12568. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  12569. sc_timer_next(min(sce->val4,interval)+tick);
  12570. sce->val4 -= interval;
  12571. if (dounlock)
  12572. map_freeblock_unlock();
  12573. return 0;
  12574. }
  12575. if (dounlock)
  12576. map_freeblock_unlock();
  12577. // Default for all non-handled control paths is to end the status
  12578. return status_change_end( bl,type,tid );
  12579. }
  12580. /**
  12581. * For each iteration of repetitive status
  12582. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  12583. * @param ap: va_list arguments (src, sce, type, tick)
  12584. */
  12585. int status_change_timer_sub(struct block_list* bl, va_list ap)
  12586. {
  12587. struct status_change* tsc;
  12588. struct block_list* src = va_arg(ap,struct block_list*);
  12589. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  12590. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  12591. unsigned int tick = va_arg(ap,unsigned int);
  12592. if (status_isdead(bl))
  12593. return 0;
  12594. tsc = status_get_sc(bl);
  12595. switch( type ) {
  12596. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  12597. case SC_CONCENTRATE:
  12598. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12599. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12600. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12601. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12602. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12603. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12604. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12605. break;
  12606. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  12607. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  12608. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
  12609. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12610. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12611. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12612. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12613. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  12614. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  12615. }
  12616. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12617. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  12618. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12619. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  12620. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  12621. }
  12622. break;
  12623. case SC_SIGHTBLASTER:
  12624. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  12625. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  12626. {
  12627. if (sce) {
  12628. struct skill_unit *su = NULL;
  12629. if(bl->type == BL_SKILL)
  12630. su = (struct skill_unit *)bl;
  12631. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  12632. && (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
  12633. sce->val2 = 0; // This signals it to end.
  12634. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  12635. //Remove trap immunity temporarily so it triggers if you still stand on it
  12636. sce->val4++;
  12637. }
  12638. }
  12639. }
  12640. break;
  12641. case SC_TINDER_BREAKER:
  12642. case SC_CLOSECONFINE:{
  12643. enum sc_type type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  12644. // Lock char has released the hold on everyone...
  12645. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  12646. tsc->data[type2]->val2 = 0;
  12647. status_change_end(bl, type2, INVALID_TIMER);
  12648. }
  12649. break;
  12650. }
  12651. case SC_CURSEDCIRCLE_TARGET:
  12652. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  12653. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  12654. status_change_end(bl, type, INVALID_TIMER);
  12655. }
  12656. break;
  12657. }
  12658. return 0;
  12659. }
  12660. /**
  12661. * Clears buffs/debuffs on an object
  12662. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  12663. * @param type: Type to remove
  12664. * SCCB_BUFFS: Clear Buffs
  12665. * SCCB_DEBUFFS: Clear Debuffs
  12666. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  12667. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  12668. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  12669. */
  12670. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  12671. {
  12672. int i;
  12673. struct status_change *sc= status_get_sc(bl);
  12674. if (!sc || !sc->count)
  12675. return;
  12676. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  12677. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  12678. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12679. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  12680. if(!sc->data[i])
  12681. continue;
  12682. switch (i) {
  12683. // Stuff that cannot be removed
  12684. case SC_WEIGHT50:
  12685. case SC_WEIGHT90:
  12686. case SC_COMBO:
  12687. case SC_SMA:
  12688. case SC_DANCING:
  12689. case SC_LEADERSHIP:
  12690. case SC_GLORYWOUNDS:
  12691. case SC_SOULCOLD:
  12692. case SC_HAWKEYES:
  12693. case SC_SAFETYWALL:
  12694. case SC_PNEUMA:
  12695. case SC_NOCHAT:
  12696. case SC_JAILED:
  12697. case SC_ANKLE:
  12698. case SC_BLADESTOP:
  12699. case SC_STRFOOD:
  12700. case SC_AGIFOOD:
  12701. case SC_VITFOOD:
  12702. case SC_INTFOOD:
  12703. case SC_DEXFOOD:
  12704. case SC_LUKFOOD:
  12705. case SC_FLEEFOOD:
  12706. case SC_HITFOOD:
  12707. case SC_CRIFOOD:
  12708. case SC_BATKFOOD:
  12709. case SC_WATKFOOD:
  12710. case SC_MATKFOOD:
  12711. case SC_FOOD_STR_CASH:
  12712. case SC_FOOD_AGI_CASH:
  12713. case SC_FOOD_VIT_CASH:
  12714. case SC_FOOD_DEX_CASH:
  12715. case SC_FOOD_INT_CASH:
  12716. case SC_FOOD_LUK_CASH:
  12717. case SC_EXPBOOST:
  12718. case SC_JEXPBOOST:
  12719. case SC_ITEMBOOST:
  12720. case SC_ELECTRICSHOCKER:
  12721. case SC__MANHOLE:
  12722. case SC_GIANTGROWTH:
  12723. case SC_MILLENNIUMSHIELD:
  12724. case SC_REFRESH:
  12725. case SC_STONEHARDSKIN:
  12726. case SC_VITALITYACTIVATION:
  12727. case SC_FIGHTINGSPIRIT:
  12728. case SC_ABUNDANCE:
  12729. case SC_CRUSHSTRIKE:
  12730. case SC_SAVAGE_STEAK:
  12731. case SC_COCKTAIL_WARG_BLOOD:
  12732. case SC_MINOR_BBQ:
  12733. case SC_SIROMA_ICE_TEA:
  12734. case SC_DROCERA_HERB_STEAMED:
  12735. case SC_PUTTI_TAILS_NOODLES:
  12736. case SC_CURSEDCIRCLE_ATKER:
  12737. case SC_CURSEDCIRCLE_TARGET:
  12738. case SC_PUSH_CART:
  12739. case SC_ALL_RIDING:
  12740. case SC_STYLE_CHANGE:
  12741. case SC_MONSTER_TRANSFORM:
  12742. case SC_ACTIVE_MONSTER_TRANSFORM:
  12743. case SC_MTF_ASPD:
  12744. case SC_MTF_RANGEATK:
  12745. case SC_MTF_MATK:
  12746. case SC_MTF_MLEATKED:
  12747. case SC_MTF_CRIDAMAGE:
  12748. case SC_QUEST_BUFF1:
  12749. case SC_QUEST_BUFF2:
  12750. case SC_QUEST_BUFF3:
  12751. case SC_MTF_ASPD2:
  12752. case SC_MTF_RANGEATK2:
  12753. case SC_MTF_MATK2:
  12754. case SC_2011RWC_SCROLL:
  12755. case SC_JP_EVENT04:
  12756. case SC_MTF_MHP:
  12757. case SC_MTF_MSP:
  12758. case SC_MTF_PUMPKIN:
  12759. case SC_MTF_HITFLEE:
  12760. case SC_ATTHASTE_CASH:
  12761. case SC_REUSE_REFRESH:
  12762. case SC_REUSE_LIMIT_A:
  12763. case SC_REUSE_LIMIT_B:
  12764. case SC_REUSE_LIMIT_C:
  12765. case SC_REUSE_LIMIT_D:
  12766. case SC_REUSE_LIMIT_E:
  12767. case SC_REUSE_LIMIT_F:
  12768. case SC_REUSE_LIMIT_G:
  12769. case SC_REUSE_LIMIT_H:
  12770. case SC_REUSE_LIMIT_MTF:
  12771. case SC_REUSE_LIMIT_ECL:
  12772. case SC_REUSE_LIMIT_RECALL:
  12773. case SC_REUSE_LIMIT_ASPD_POTION:
  12774. case SC_REUSE_MILLENNIUMSHIELD:
  12775. case SC_REUSE_CRUSHSTRIKE:
  12776. case SC_REUSE_STORMBLAST:
  12777. case SC_ALL_RIDING_REUSE_LIMIT:
  12778. case SC_SPRITEMABLE:
  12779. case SC_BITESCAR:
  12780. case SC_GEFFEN_MAGIC1:
  12781. case SC_GEFFEN_MAGIC2:
  12782. case SC_GEFFEN_MAGIC3:
  12783. // Costumes
  12784. case SC_MOONSTAR:
  12785. case SC_SUPER_STAR:
  12786. case SC_STRANGELIGHTS:
  12787. case SC_DECORATION_OF_MUSIC:
  12788. case SC_LJOSALFAR:
  12789. case SC_MERMAID_LONGING:
  12790. case SC_HAT_EFFECT:
  12791. case SC_FLOWERSMOKE:
  12792. case SC_FSTONE:
  12793. case SC_HAPPINESS_STAR:
  12794. case SC_MAPLE_FALLS:
  12795. case SC_TIME_ACCESSORY:
  12796. case SC_MAGICAL_FEATHER:
  12797. continue;
  12798. // Chemical Protection is only removed by some skills
  12799. case SC_CP_WEAPON:
  12800. case SC_CP_SHIELD:
  12801. case SC_CP_ARMOR:
  12802. case SC_CP_HELM:
  12803. if(!(type&SCCB_CHEM_PROTECT))
  12804. continue;
  12805. break;
  12806. // Debuffs that can be removed.
  12807. case SC_DEEPSLEEP:
  12808. case SC_BURNING:
  12809. case SC_FREEZING:
  12810. case SC_CRYSTALIZE:
  12811. case SC_TOXIN:
  12812. case SC_PARALYSE:
  12813. case SC_VENOMBLEED:
  12814. case SC_MAGICMUSHROOM:
  12815. case SC_DEATHHURT:
  12816. case SC_PYREXIA:
  12817. case SC_OBLIVIONCURSE:
  12818. case SC_LEECHESEND:
  12819. case SC_MARSHOFABYSS:
  12820. case SC_MANDRAGORA:
  12821. if(!(type&SCCB_REFRESH))
  12822. continue;
  12823. break;
  12824. case SC_HALLUCINATION:
  12825. case SC_QUAGMIRE:
  12826. case SC_SIGNUMCRUCIS:
  12827. case SC_DECREASEAGI:
  12828. case SC_SLOWDOWN:
  12829. case SC_MINDBREAKER:
  12830. case SC_WINKCHARM:
  12831. case SC_STOP:
  12832. case SC_ORCISH:
  12833. case SC_STRIPWEAPON:
  12834. case SC_STRIPSHIELD:
  12835. case SC_STRIPARMOR:
  12836. case SC_STRIPHELM:
  12837. case SC_BITE:
  12838. case SC_ADORAMUS:
  12839. case SC_VACUUM_EXTREME:
  12840. case SC_FEAR:
  12841. case SC_MAGNETICFIELD:
  12842. case SC_NETHERWORLD:
  12843. if (!(type&SCCB_DEBUFFS))
  12844. continue;
  12845. break;
  12846. // The rest are buffs that can be removed.
  12847. case SC_BERSERK:
  12848. case SC_SATURDAYNIGHTFEVER:
  12849. if (!(type&SCCB_BUFFS))
  12850. continue;
  12851. sc->data[i]->val2 = 0;
  12852. break;
  12853. default:
  12854. if (!(type&SCCB_BUFFS))
  12855. continue;
  12856. break;
  12857. }
  12858. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12859. }
  12860. //Removes bonus_script
  12861. if (bl->type == BL_PC) {
  12862. i = 0;
  12863. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  12864. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  12865. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  12866. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  12867. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  12868. }
  12869. // Cleaning all extras vars
  12870. sc->comet_x = 0;
  12871. sc->comet_y = 0;
  12872. #ifndef RENEWAL
  12873. sc->sg_counter = 0;
  12874. #endif
  12875. sc->bs_counter = 0;
  12876. return;
  12877. }
  12878. /**
  12879. * Infect a user with status effects (SC_DEADLYINFECT)
  12880. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  12881. * @param bl: Object to change
  12882. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  12883. * @return 1: Success 0: Fail
  12884. */
  12885. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  12886. {
  12887. int i, flag = 0;
  12888. struct status_change *sc = status_get_sc(src);
  12889. const struct TimerData *timer = NULL;
  12890. unsigned int tick;
  12891. struct status_change_data data;
  12892. if( !sc || !sc->count )
  12893. return 0;
  12894. tick = gettick();
  12895. // Status Immunity resistance
  12896. if (status_bl_has_mode(src,MD_STATUS_IMMUNE) || status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12897. return 0;
  12898. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  12899. if( !sc->data[i] || i == SC_COMMON_MAX )
  12900. continue;
  12901. if (sc->data[i]->timer != INVALID_TIMER) {
  12902. timer = get_timer(sc->data[i]->timer);
  12903. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  12904. continue;
  12905. }
  12906. switch( i ) {
  12907. // Debuffs that can be spread.
  12908. // NOTE: We'll add/delete SCs when we are able to confirm it.
  12909. case SC_DEATHHURT:
  12910. case SC_PARALYSE:
  12911. if (type)
  12912. continue;
  12913. case SC_CURSE:
  12914. case SC_SILENCE:
  12915. case SC_CONFUSION:
  12916. case SC_BLIND:
  12917. case SC_HALLUCINATION:
  12918. case SC_SIGNUMCRUCIS:
  12919. case SC_DECREASEAGI:
  12920. //case SC_SLOWDOWN:
  12921. //case SC_MINDBREAKER:
  12922. //case SC_WINKCHARM:
  12923. //case SC_STOP:
  12924. case SC_ORCISH:
  12925. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  12926. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  12927. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  12928. //case SC_STRIPHELM:
  12929. //case SC__STRIPACCESSORY:
  12930. //case SC_BITE:
  12931. case SC_FEAR:
  12932. case SC_FREEZING:
  12933. case SC_VENOMBLEED:
  12934. if (sc->data[i]->timer != INVALID_TIMER)
  12935. data.tick = DIFF_TICK(timer->tick, tick);
  12936. else
  12937. data.tick = INVALID_TIMER;
  12938. break;
  12939. // Special cases
  12940. case SC_TOXIN:
  12941. case SC_MAGICMUSHROOM:
  12942. case SC_PYREXIA:
  12943. case SC_LEECHESEND:
  12944. if (type)
  12945. continue;
  12946. case SC_POISON:
  12947. case SC_DPOISON:
  12948. case SC_BLEEDING:
  12949. case SC_BURNING:
  12950. if (sc->data[i]->timer != INVALID_TIMER)
  12951. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  12952. else
  12953. data.tick = INVALID_TIMER;
  12954. break;
  12955. default:
  12956. continue;
  12957. }
  12958. if( i ) {
  12959. data.val1 = sc->data[i]->val1;
  12960. data.val2 = sc->data[i]->val2;
  12961. data.val3 = sc->data[i]->val3;
  12962. data.val4 = sc->data[i]->val4;
  12963. status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  12964. flag = 1;
  12965. }
  12966. }
  12967. return flag;
  12968. }
  12969. /**
  12970. * Applying natural heal bonuses (sit, skill, homun, etc...)
  12971. * TODO: the va_list doesn't seem to be used, safe to remove?
  12972. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  12973. * @param args: va_list arguments
  12974. * @return which regeneration bonuses have been applied (flag)
  12975. */
  12976. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  12977. static int status_natural_heal(struct block_list* bl, va_list args)
  12978. {
  12979. struct regen_data *regen;
  12980. struct status_data *status;
  12981. struct status_change *sc;
  12982. struct unit_data *ud;
  12983. struct view_data *vd = NULL;
  12984. struct regen_data_sub *sregen;
  12985. struct map_session_data *sd;
  12986. int rate, multi = 1, flag;
  12987. regen = status_get_regen_data(bl);
  12988. if (!regen)
  12989. return 0;
  12990. status = status_get_status_data(bl);
  12991. sc = status_get_sc(bl);
  12992. if (sc && !sc->count)
  12993. sc = NULL;
  12994. sd = BL_CAST(BL_PC,bl);
  12995. flag = regen->flag;
  12996. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  12997. flag &= ~(RGN_HP|RGN_SHP);
  12998. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  12999. flag &= ~(RGN_SP|RGN_SSP);
  13000. if (flag && (
  13001. status_isdead(bl) ||
  13002. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  13003. ))
  13004. flag = RGN_NONE;
  13005. if (sd) {
  13006. if (sd->hp_loss.value || sd->sp_loss.value)
  13007. pc_bleeding(sd, natural_heal_diff_tick);
  13008. if (sd->hp_regen.value || sd->sp_regen.value)
  13009. pc_regen(sd, natural_heal_diff_tick);
  13010. }
  13011. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13012. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13013. { // Apply sitting regen bonus.
  13014. sregen = regen->ssregen;
  13015. if(flag&(RGN_SHP)) { // Sitting HP regen
  13016. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13017. if (regen->state.overweight)
  13018. rate >>= 1; // Half as fast when overweight.
  13019. sregen->tick.hp += rate;
  13020. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13021. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13022. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13023. flag &= ~(RGN_HP|RGN_SHP);
  13024. break;
  13025. }
  13026. }
  13027. }
  13028. if(flag&(RGN_SSP)) { // Sitting SP regen
  13029. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13030. if (regen->state.overweight)
  13031. rate >>= 1; // Half as fast when overweight.
  13032. sregen->tick.sp += rate;
  13033. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13034. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13035. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13036. flag &= ~(RGN_SP|RGN_SSP);
  13037. break;
  13038. }
  13039. }
  13040. }
  13041. }
  13042. if (flag && regen->state.overweight)
  13043. flag = RGN_NONE;
  13044. ud = unit_bl2ud(bl);
  13045. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  13046. flag &= ~(RGN_SHP|RGN_SSP);
  13047. if(!regen->state.walk)
  13048. flag &= ~RGN_HP;
  13049. }
  13050. if (!flag)
  13051. return 0;
  13052. if (flag&(RGN_HP|RGN_SP)) {
  13053. if(!vd)
  13054. vd = status_get_viewdata(bl);
  13055. if(vd && vd->dead_sit == 2)
  13056. multi += 1; //This causes the interval to be halved
  13057. if(regen->state.gc)
  13058. multi += 1; //This causes the interval to be halved
  13059. }
  13060. // Natural Hp regen
  13061. if (flag&RGN_HP) {
  13062. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  13063. if (ud && ud->walktimer != INVALID_TIMER)
  13064. rate /= 2;
  13065. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  13066. if(bl->type == BL_HOM)
  13067. rate *= 2;
  13068. regen->tick.hp += rate;
  13069. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  13070. int val = 0;
  13071. do {
  13072. val += regen->hp;
  13073. regen->tick.hp -= battle_config.natural_healhp_interval;
  13074. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  13075. if (status_heal(bl, val, 0, 1) < val)
  13076. flag &= ~RGN_SHP; // Full.
  13077. }
  13078. }
  13079. // Natural SP regen
  13080. if(flag&RGN_SP) {
  13081. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  13082. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  13083. if(bl->type==BL_HOM)
  13084. rate *= 2;
  13085. #ifdef RENEWAL
  13086. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13087. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  13088. rate /= 2; // Tick is doubled in Fury state
  13089. #endif
  13090. regen->tick.sp += rate;
  13091. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  13092. int val = 0;
  13093. do {
  13094. val += regen->sp;
  13095. regen->tick.sp -= battle_config.natural_healsp_interval;
  13096. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  13097. if (status_heal(bl, 0, val, 1) < val)
  13098. flag &= ~RGN_SSP; // full.
  13099. }
  13100. }
  13101. if (!regen->sregen)
  13102. return flag;
  13103. // Skill regen
  13104. sregen = regen->sregen;
  13105. if(flag&RGN_SHP) { // Skill HP regen
  13106. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13107. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13108. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13109. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13110. break; // Full
  13111. }
  13112. }
  13113. if(flag&RGN_SSP) { // Skill SP regen
  13114. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13115. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13116. int val = sregen->sp;
  13117. if (sd && sd->state.doridori) {
  13118. val *= 2;
  13119. sd->state.doridori = 0;
  13120. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13121. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  13122. 100,rate,skill_get_time(TK_SPTIME, rate));
  13123. if (
  13124. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13125. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13126. ) { // Angel of the Sun/Moon/Star
  13127. clif_feel_hate_reset(sd);
  13128. pc_resethate(sd);
  13129. pc_resetfeel(sd);
  13130. }
  13131. }
  13132. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13133. if(status_heal(bl, 0, val, 3) < val)
  13134. break; // Full
  13135. }
  13136. }
  13137. return flag;
  13138. }
  13139. /**
  13140. * Natural heal main timer
  13141. * @param tid: Timer ID
  13142. * @param tick: Current tick (time)
  13143. * @param id: Object ID to heal
  13144. * @param data: data pushed through timer function
  13145. * @return 0
  13146. */
  13147. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  13148. {
  13149. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13150. map_foreachregen(status_natural_heal);
  13151. natural_heal_prev_tick = tick;
  13152. return 0;
  13153. }
  13154. /**
  13155. * Get the chance to upgrade a piece of equipment
  13156. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  13157. * @param refine: The target's refine level
  13158. * @return The chance to refine the item, in percent (0~100)
  13159. */
  13160. int status_get_refine_chance(enum refine_type wlv, int refine, bool enriched)
  13161. {
  13162. if ( refine < 0 || refine >= MAX_REFINE)
  13163. return 0;
  13164. int type = enriched ? 1 : 0;
  13165. if (battle_config.event_refine_chance)
  13166. type |= 2;
  13167. return refine_info[wlv].chance[type][refine];
  13168. }
  13169. /**
  13170. * Check if status is disabled on a map
  13171. * @param type: Status Change data
  13172. * @param mapIsVS: If the map is a map_flag_vs type
  13173. * @param mapisPVP: If the map is a PvP type
  13174. * @param mapIsGVG: If the map is a map_flag_gvg type
  13175. * @param mapIsBG: If the map is a Battleground type
  13176. * @param mapZone: Map Zone type
  13177. * @param mapIsTE: If the map us WOE TE
  13178. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13179. */
  13180. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13181. {
  13182. if (type <= SC_NONE || type >= SC_MAX)
  13183. return false;
  13184. if ((!mapIsVS && SCDisabled[type]&1) ||
  13185. (mapIsPVP && SCDisabled[type]&2) ||
  13186. (mapIsGVG && SCDisabled[type]&4) ||
  13187. (mapIsBG && SCDisabled[type]&8) ||
  13188. (mapIsTE && SCDisabled[type]&16) ||
  13189. (SCDisabled[type]&(mapZone)))
  13190. {
  13191. return true;
  13192. }
  13193. return false;
  13194. }
  13195. /**
  13196. * Clear a status if it is disabled on a map
  13197. * @param bl: Block list data
  13198. * @param sc: Status Change data
  13199. */
  13200. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  13201. {
  13202. nullpo_retv(bl);
  13203. if (sc && sc->count) {
  13204. unsigned short i;
  13205. bool mapIsVS = map_flag_vs2(bl->m);
  13206. bool mapIsPVP = map[bl->m].flag.pvp != 0;
  13207. bool mapIsGVG = map_flag_gvg2_no_te(bl->m);
  13208. bool mapIsBG = map[bl->m].flag.battleground != 0;
  13209. bool mapIsTE = map_flag_gvg2_te(bl->m);
  13210. unsigned int mapZone = map[bl->m].zone << 3;
  13211. for (i = 0; i < SC_MAX; i++) {
  13212. if (!sc->data[i] || !SCDisabled[i])
  13213. continue;
  13214. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapZone, mapIsTE))
  13215. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13216. }
  13217. }
  13218. }
  13219. /**
  13220. * Read status_disabled.txt file
  13221. * @param str: Fields passed from sv_readdb
  13222. * @param columns: Columns passed from sv_readdb function call
  13223. * @param current: Current row being read into SCDisabled array
  13224. * @return True - Successfully stored, False - Invalid SC
  13225. */
  13226. static bool status_readdb_status_disabled(char **str, int columns, int current)
  13227. {
  13228. int type = SC_NONE;
  13229. if (ISDIGIT(str[0][0]))
  13230. type = atoi(str[0]);
  13231. else {
  13232. if (!script_get_constant(str[0],&type))
  13233. type = SC_NONE;
  13234. }
  13235. if (type <= SC_NONE || type >= SC_MAX) {
  13236. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  13237. return false;
  13238. }
  13239. SCDisabled[type] = (unsigned int)atol(str[1]);
  13240. return true;
  13241. }
  13242. /**
  13243. * Read sizefix database for attack calculations
  13244. * @param fields: Fields passed from sv_readdb
  13245. * @param columns: Columns passed from sv_readdb function call
  13246. * @param current: Current row being read into atkmods array
  13247. * @return True
  13248. */
  13249. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  13250. {
  13251. unsigned int i;
  13252. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  13253. atkmods[current][i] = atoi(fields[i]);
  13254. return true;
  13255. }
  13256. /**
  13257. * Reads and parses an entry from the refine_db
  13258. * @param node: The YAML node containing the entry
  13259. * @param refine_info_index: The sequential index of the current entry
  13260. * @param file_name: File name for displaying only
  13261. * @return True on success or false on failure
  13262. */
  13263. static bool status_yaml_readdb_refine_sub(const YAML::Node &node, int refine_info_index, const std::string &file_name) {
  13264. if (refine_info_index < 0 || refine_info_index >= REFINE_TYPE_MAX)
  13265. return false;
  13266. int bonus_per_level = node["StatsPerLevel"].as<int>();
  13267. int random_bonus_start_level = node["RandomBonusStartLevel"].as<int>();
  13268. int random_bonus = node["RandomBonusValue"].as<int>();
  13269. const YAML::Node &costs = node["Costs"];
  13270. for (const auto costit : costs) {
  13271. const YAML::Node &type = costit;
  13272. int idx = 0, price;
  13273. unsigned short material;
  13274. const std::string keys[] = { "Type", "Price", "Material" };
  13275. for (int i = 0; i < ARRAYLENGTH(keys); i++) {
  13276. if (!type[keys[i]].IsDefined())
  13277. ShowWarning("status_yaml_readdb_refine_sub: Invalid refine cost with undefined " CL_WHITE "%s" CL_RESET "in file" CL_WHITE "%s" CL_RESET ".\n", keys[i].c_str(), file_name.c_str());
  13278. }
  13279. std::string refine_cost_const = type["Type"].as<std::string>();
  13280. if (ISDIGIT(refine_cost_const[0]))
  13281. idx = atoi(refine_cost_const.c_str());
  13282. else
  13283. script_get_constant(refine_cost_const.c_str(), &idx);
  13284. price = type["Price"].as<int>();
  13285. material = type["Material"].as<uint16>();
  13286. refine_info[refine_info_index].cost[idx].nameid = material;
  13287. refine_info[refine_info_index].cost[idx].zeny = price;
  13288. }
  13289. const YAML::Node &rates = node["Rates"];
  13290. for (const auto rateit : rates) {
  13291. const YAML::Node &level = rateit;
  13292. int refine_level = level["Level"].as<int>() - 1;
  13293. if (refine_level >= MAX_REFINE)
  13294. continue;
  13295. if (level["NormalChance"].IsDefined())
  13296. refine_info[refine_info_index].chance[REFINE_CHANCE_NORMAL][refine_level] = level["NormalChance"].as<int>();
  13297. if (level["EnrichedChance"].IsDefined())
  13298. refine_info[refine_info_index].chance[REFINE_CHANCE_ENRICHED][refine_level] = level["EnrichedChance"].as<int>();
  13299. if (level["EventNormalChance"].IsDefined())
  13300. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_NORMAL][refine_level] = level["EventNormalChance"].as<int>();
  13301. if (level["EventEnrichedChance"].IsDefined())
  13302. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_ENRICHED][refine_level] = level["EventEnrichedChance"].as<int>();
  13303. if (level["Bonus"].IsDefined())
  13304. refine_info[refine_info_index].bonus[refine_level] = level["Bonus"].as<int>();
  13305. if (refine_level >= random_bonus_start_level - 1)
  13306. refine_info[refine_info_index].randombonus_max[refine_level] = random_bonus * (refine_level - random_bonus_start_level + 2);
  13307. }
  13308. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  13309. refine_info[refine_info_index].bonus[refine_level] += bonus_per_level + (refine_level > 0 ? refine_info[refine_info_index].bonus[refine_level - 1] : 0);
  13310. return true;
  13311. }
  13312. /**
  13313. * Loads refine values from the refine_db
  13314. * @param directory: Location of refine_db file
  13315. * @param file: File name
  13316. */
  13317. static void status_yaml_readdb_refine(const std::string &directory, const std::string &file) {
  13318. int count = 0;
  13319. const std::string labels[] = { "Armor", "WeaponLv1", "WeaponLv2", "WeaponLv3", "WeaponLv4", "Shadow" };
  13320. const std::string current_file = directory + "/" + file;
  13321. YAML::Node config;
  13322. try {
  13323. config = YAML::LoadFile(current_file);
  13324. }
  13325. catch (...) {
  13326. ShowError("Failed to read '" CL_WHITE "%s" CL_RESET "'.\n", current_file.c_str());
  13327. return;
  13328. }
  13329. for (int i = 0; i < ARRAYLENGTH(labels); i++) {
  13330. const YAML::Node &node = config[labels[i]];
  13331. if (node.IsDefined() && status_yaml_readdb_refine_sub(node, i, file))
  13332. count++;
  13333. }
  13334. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, current_file.c_str());
  13335. }
  13336. /**
  13337. * Returns refine cost (zeny or item) for a weapon level.
  13338. * @param weapon_lv Weapon level
  13339. * @param type Refine type (can be retrieved from refine_cost_type enum)
  13340. * @param what true = returns zeny, false = returns item id
  13341. * @return Refine cost for a weapon level
  13342. */
  13343. int status_get_refine_cost(int weapon_lv, int type, bool what) {
  13344. return what ? refine_info[weapon_lv].cost[type].zeny : refine_info[weapon_lv].cost[type].nameid;
  13345. }
  13346. /**
  13347. * Read attribute fix database for attack calculations
  13348. * Function stores information in the attr_fix_table
  13349. * @return True
  13350. */
  13351. static bool status_readdb_attrfix(const char *basedir,bool silent)
  13352. {
  13353. FILE *fp;
  13354. char line[512], path[512];
  13355. int entries = 0;
  13356. sprintf(path, "%s/attr_fix.txt", basedir);
  13357. fp = fopen(path,"r");
  13358. if (fp == NULL) {
  13359. if (silent==0)
  13360. ShowError("Can't read %s\n", path);
  13361. return 1;
  13362. }
  13363. while (fgets(line, sizeof(line), fp)) {
  13364. int lv, i, j;
  13365. if (line[0] == '/' && line[1] == '/')
  13366. continue;
  13367. lv = atoi(line);
  13368. if (!CHK_ELEMENT_LEVEL(lv))
  13369. continue;
  13370. for (i = 0; i < ELE_ALL;) {
  13371. char *p;
  13372. if (!fgets(line, sizeof(line), fp))
  13373. break;
  13374. if (line[0]=='/' && line[1]=='/')
  13375. continue;
  13376. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  13377. while (*p == 32) //skipping space (32=' ')
  13378. p++;
  13379. //TODO seem unsafe to continue without check
  13380. attr_fix_table[lv-1][i][j] = atoi(p);
  13381. p = strchr(p,',');
  13382. if(p)
  13383. *p++=0;
  13384. }
  13385. i++;
  13386. }
  13387. entries++;
  13388. }
  13389. fclose(fp);
  13390. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", entries, path);
  13391. return true;
  13392. }
  13393. /**
  13394. * Sets defaults in tables and starts read db functions
  13395. * sv_readdb reads the file, outputting the information line-by-line to
  13396. * previous functions above, separating information by delimiter
  13397. * DBs being read:
  13398. * attr_fix.txt: Attribute adjustment table for attacks
  13399. * size_fix.txt: Size adjustment table for weapons
  13400. * refine_db.txt: Refining data table
  13401. * @return 0
  13402. */
  13403. int status_readdb(void)
  13404. {
  13405. int i, j, k;
  13406. const char* dbsubpath[] = {
  13407. "",
  13408. "/" DBIMPORT,
  13409. //add other path here
  13410. };
  13411. // Initialize databases to default
  13412. memset(SCDisabled, 0, sizeof(SCDisabled));
  13413. // size_fix.txt
  13414. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  13415. for(j=0;j<MAX_WEAPON_TYPE;j++)
  13416. atkmods[i][j]=100;
  13417. // refine_db.yml
  13418. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  13419. {
  13420. memset(refine_info[i].cost, 0, sizeof(struct refine_cost));
  13421. for(j = 0; j < REFINE_CHANCE_TYPE_MAX; j++)
  13422. for(k=0;k<MAX_REFINE; k++)
  13423. {
  13424. refine_info[i].chance[j][k] = 100;
  13425. refine_info[i].bonus[k] = 0;
  13426. refine_info[i].randombonus_max[k] = 0;
  13427. }
  13428. }
  13429. // attr_fix.txt
  13430. for(i=0;i<4;i++)
  13431. for(j=0;j<ELE_ALL;j++)
  13432. for(k=0;k<ELE_ALL;k++)
  13433. attr_fix_table[i][j][k]=100;
  13434. // read databases
  13435. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  13436. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  13437. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  13438. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  13439. char* dbsubpath1 = (char*)aMalloc(n1+1);
  13440. char* dbsubpath2 = (char*)aMalloc(n2+1);
  13441. if(i==0) {
  13442. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13443. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  13444. }
  13445. else {
  13446. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13447. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  13448. }
  13449. status_readdb_attrfix(dbsubpath2,i > 0); // !TODO use sv_readdb ?
  13450. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  13451. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i > 0);
  13452. status_yaml_readdb_refine(dbsubpath2, "refine_db.yml");
  13453. aFree(dbsubpath1);
  13454. aFree(dbsubpath2);
  13455. }
  13456. return 0;
  13457. }
  13458. /**
  13459. * Status db init and destroy.
  13460. */
  13461. int do_init_status(void)
  13462. {
  13463. add_timer_func_list(status_change_timer,"status_change_timer");
  13464. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  13465. initChangeTables();
  13466. initDummyData();
  13467. status_readdb();
  13468. natural_heal_prev_tick = gettick();
  13469. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  13470. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  13471. return 0;
  13472. }
  13473. void do_final_status(void)
  13474. {
  13475. ers_destroy(sc_data_ers);
  13476. }