status.c 399 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/random.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "pet.h"
  16. #include "npc.h"
  17. #include "mob.h"
  18. #include "clif.h"
  19. #include "guild.h"
  20. #include "skill.h"
  21. #include "itemdb.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "chrif.h"
  25. #include "skill.h"
  26. #include "status.h"
  27. #include "script.h"
  28. #include "unit.h"
  29. #include "homunculus.h"
  30. #include "mercenary.h"
  31. #include "elemental.h"
  32. #include "vending.h"
  33. #include <time.h>
  34. #include <stdio.h>
  35. #include <stdlib.h>
  36. #include <memory.h>
  37. #include <string.h>
  38. #include <math.h>
  39. // Regen related flags.
  40. enum e_regen {
  41. RGN_HP = 0x01,
  42. RGN_SP = 0x02,
  43. RGN_SHP = 0x04,
  44. RGN_SSP = 0x08,
  45. };
  46. // Bonus values and upgrade chances for refining equipment
  47. static struct {
  48. int chance[MAX_REFINE]; /// Success chance
  49. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  50. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  51. } refine_info[REFINE_TYPE_MAX];
  52. static int atkmods[3][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  53. static struct eri *sc_data_ers; /// For sc_data entries
  54. static struct status_data dummy_status;
  55. int current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  56. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  57. // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
  58. static sc_type SkillStatusChangeTable[MAX_SKILL]; /// skill -> status
  59. static unsigned int StatusChangeFlagTable[SC_MAX]; /// status -> flags
  60. static int StatusSkillChangeTable[SC_MAX]; /// status -> skill
  61. static int StatusRelevantBLTypes[SI_MAX]; /// "icon" -> enum bl_type (for clif_status_change to identify for which bl types to send packets)
  62. static unsigned int StatusChangeStateTable[SC_MAX]; /// status -> flags
  63. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  64. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  65. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  66. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  67. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  68. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  69. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  70. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  71. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  72. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  73. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  74. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  75. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  76. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  77. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  78. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  79. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  80. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  81. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  82. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  83. #ifdef RENEWAL_ASPD
  84. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
  85. #endif
  86. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  87. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  88. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  89. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  90. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  91. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  92. #ifdef RENEWAL
  93. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  94. #endif
  95. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  96. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  97. static unsigned int status_calc_maxhpsp_pc(struct map_session_data *sd, uint8 flag);
  98. /**
  99. * Returns the status change associated with a skill.
  100. * @param skill The skill to look up
  101. * @return The status registered for this skill
  102. **/
  103. sc_type status_skill2sc(int skill)
  104. {
  105. int idx = skill_get_index(skill);
  106. if( idx == 0 ) {
  107. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  108. return SC_NONE;
  109. }
  110. return SkillStatusChangeTable[idx];
  111. }
  112. /**
  113. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  114. * Utilized for various duration lookups. Use with caution!
  115. * @param sc The status to look up
  116. * @return A skill associated with the status
  117. **/
  118. int status_sc2skill(sc_type sc)
  119. {
  120. if( sc < 0 || sc >= SC_MAX ) {
  121. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  122. return 0;
  123. }
  124. return StatusSkillChangeTable[sc];
  125. }
  126. /**
  127. * Returns the status calculation flag associated with a given status change.
  128. * @param sc The status to look up
  129. * @return The scb_flag registered for this status (see enum scb_flag)
  130. **/
  131. unsigned int status_sc2scb_flag(sc_type sc)
  132. {
  133. if( sc < 0 || sc >= SC_MAX ) {
  134. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  135. return SCB_NONE;
  136. }
  137. return StatusChangeFlagTable[sc];
  138. }
  139. /**
  140. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  141. * @param type The client-side status identifier to look up (see enum si_type)
  142. * @return The bl types relevant to the type (see enum bl_type)
  143. **/
  144. int status_type2relevant_bl_types(int type)
  145. {
  146. if( type < 0 || type >= SI_MAX ) {
  147. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  148. return SI_BLANK;
  149. }
  150. return StatusRelevantBLTypes[type];
  151. }
  152. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  153. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  154. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  155. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  156. {
  157. uint16 idx = skill_get_index(skill_id);
  158. if( idx == 0 ) {
  159. ShowError("set_sc: Unsupported skill id %d\n", skill_id);
  160. return;
  161. }
  162. if( sc < 0 || sc >= SC_MAX ) {
  163. ShowError("set_sc: Unsupported status change id %d\n", sc);
  164. return;
  165. }
  166. if( StatusSkillChangeTable[sc] == 0 )
  167. StatusSkillChangeTable[sc] = skill_id;
  168. if( StatusIconChangeTable[sc] == SI_BLANK )
  169. StatusIconChangeTable[sc] = icon;
  170. StatusChangeFlagTable[sc] |= flag;
  171. if( SkillStatusChangeTable[idx] == SC_NONE )
  172. SkillStatusChangeTable[idx] = sc;
  173. }
  174. void initChangeTables(void)
  175. {
  176. int i;
  177. for (i = 0; i < SC_MAX; i++)
  178. StatusIconChangeTable[i] = SI_BLANK;
  179. for (i = 0; i < MAX_SKILL; i++)
  180. SkillStatusChangeTable[i] = SC_NONE;
  181. for (i = 0; i < SI_MAX; i++)
  182. StatusRelevantBLTypes[i] = BL_PC;
  183. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  184. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  185. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  186. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  187. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  188. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  189. add_sc( NPC_STUNATTACK , SC_STUN );
  190. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  191. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  192. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  193. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  194. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  195. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  196. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  197. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  198. /* The main status definitions */
  199. add_sc( SM_BASH , SC_STUN );
  200. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  201. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  202. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  203. add_sc( MG_SIGHT , SC_SIGHT );
  204. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  205. add_sc( MG_FROSTDIVER , SC_FREEZE );
  206. add_sc( MG_STONECURSE , SC_STONE );
  207. add_sc( AL_RUWACH , SC_RUWACH );
  208. add_sc( AL_PNEUMA , SC_PNEUMA );
  209. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  210. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  211. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  212. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  213. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  214. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  215. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  216. add_sc( TF_POISON , SC_POISON );
  217. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  218. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE );
  219. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  220. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  221. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  222. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  223. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  224. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  225. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  226. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  227. add_sc( PR_LEXDIVINA , SC_SILENCE );
  228. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  229. add_sc( WZ_METEOR , SC_STUN );
  230. add_sc( WZ_VERMILION , SC_BLIND );
  231. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  232. add_sc( WZ_STORMGUST , SC_FREEZE );
  233. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  234. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  235. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
  236. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  237. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  238. add_sc( HT_LANDMINE , SC_STUN );
  239. set_sc( HT_ANKLESNARE , SC_ANKLE , SI_ANKLESNARE , SCB_NONE );
  240. add_sc( HT_SANDMAN , SC_SLEEP );
  241. add_sc( HT_FLASHER , SC_BLIND );
  242. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  243. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  244. add_sc( AS_SONICBLOW , SC_STUN );
  245. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  246. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  247. add_sc( AS_VENOMDUST , SC_POISON );
  248. set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE );
  249. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  250. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  251. add_sc( TF_SPRINKLESAND , SC_BLIND );
  252. add_sc( TF_THROWSTONE , SC_STUN );
  253. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  254. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  255. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  256. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  257. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  258. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  259. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  260. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  261. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  262. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  263. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  264. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  265. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  266. add_sc( NPC_POISON , SC_POISON );
  267. add_sc( NPC_BLINDATTACK , SC_BLIND );
  268. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  269. add_sc( NPC_STUNATTACK , SC_STUN );
  270. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  271. add_sc( NPC_CURSEATTACK , SC_CURSE );
  272. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  273. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  274. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  275. add_sc( NPC_DARKBLESSING , SC_COMA );
  276. set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF );
  277. add_sc( NPC_DEFENDER , SC_ARMOR );
  278. add_sc( NPC_LICK , SC_STUN );
  279. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  280. add_sc( NPC_REBIRTH , SC_REBIRTH );
  281. add_sc( RG_RAID , SC_STUN );
  282. #ifdef RENEWAL
  283. add_sc( RG_RAID , SC_RAID );
  284. add_sc( RG_BACKSTAP , SC_STUN );
  285. #endif
  286. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  287. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  288. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  289. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  290. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  291. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  292. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  293. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  294. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  295. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  296. add_sc( CR_SHIELDCHARGE , SC_STUN );
  297. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  298. add_sc( CR_HOLYCROSS , SC_BLIND );
  299. add_sc( CR_GRANDCROSS , SC_BLIND );
  300. set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE);
  301. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  302. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  303. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  304. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  305. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  306. set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE );
  307. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  308. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  309. #ifdef RENEWAL
  310. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  311. #endif
  312. set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE );
  313. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  314. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  315. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  316. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  317. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  318. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  319. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  320. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  321. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  322. add_sc( SA_COMA , SC_COMA );
  323. set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN );
  324. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE );
  325. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 );
  326. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD , SCB_WATK|SCB_DEF );
  327. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN , SCB_WATK );
  328. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
  329. set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
  330. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
  331. add_sc( BA_FROSTJOKER , SC_FREEZE );
  332. set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  333. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
  334. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE );
  335. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP );
  336. add_sc( DC_SCREAM , SC_STUN );
  337. set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT );
  338. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  339. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI );
  340. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL );
  341. add_sc( NPC_DARKCROSS , SC_BLIND );
  342. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  343. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  344. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  345. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  346. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  347. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  348. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  349. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  350. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  351. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  352. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  353. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  354. 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 );
  355. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  356. add_sc( HP_BASILICA , SC_BASILICA );
  357. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  358. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  359. set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD );
  360. add_sc( PA_GOSPEL , SC_SCRESIST );
  361. add_sc( CH_TIGERFIST , SC_STOP );
  362. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  363. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  364. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  365. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  366. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  367. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED );
  368. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  369. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  370. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  371. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  372. add_sc( LK_SPIRALPIERCE , SC_STOP );
  373. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  374. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  375. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  376. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  377. set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE );
  378. set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE );
  379. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE );
  380. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  381. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  382. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  383. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  384. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  385. add_sc( TK_DOWNKICK , SC_STUN );
  386. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  387. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  388. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  389. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  390. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  391. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  392. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  393. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  394. add_sc( SG_MOON_WARM , SC_WARM );
  395. add_sc( SG_STAR_WARM , SC_WARM );
  396. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  397. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  398. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  399. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  400. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  401. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  402. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  403. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  404. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  405. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  406. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  407. add_sc( SL_STUN , SC_STUN );
  408. set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED );
  409. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  410. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  411. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  412. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  413. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  414. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  415. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD );
  416. add_sc( WS_CARTTERMINATION , SC_STUN );
  417. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  418. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD );
  419. set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE );
  420. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  421. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  422. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  423. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  424. add_sc( GS_CRACKER , SC_STUN );
  425. add_sc( GS_DISARM , SC_STRIPWEAPON );
  426. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  427. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  428. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  429. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  430. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  431. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  432. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  433. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  434. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  435. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  436. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  437. add_sc( NPC_ICEBREATH , SC_FREEZE );
  438. add_sc( NPC_ACIDBREATH , SC_POISON );
  439. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  440. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  441. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  442. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  443. add_sc( NPC_WIDESTONE , SC_STONE );
  444. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  445. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  446. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  447. add_sc( NPC_EVILLAND , SC_BLIND );
  448. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  449. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  450. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  451. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  452. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  453. add_sc( NPC_WIDECURSE , SC_CURSE );
  454. add_sc( NPC_WIDESTUN , SC_STUN );
  455. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  456. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  457. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  458. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  459. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  460. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  461. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  462. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  463. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF );
  464. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  465. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  466. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  467. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  468. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  469. add_sc( MO_BALKYOUNG , SC_STUN );
  470. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  471. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  472. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  473. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  474. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  475. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  476. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  477. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  478. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  479. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  480. /* Homunculus S */
  481. add_sc(MH_STAHL_HORN , SC_STUN );
  482. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  483. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  484. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  485. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_BLANK , SCB_FLEE|SCB_ASPD );
  486. add_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE );
  487. set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  488. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
  489. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
  490. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  491. add_sc(MH_LAVA_SLIDE , SC_BURNING );
  492. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  493. add_sc(MH_POISON_MIST , SC_BLIND );
  494. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
  495. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  496. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
  497. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  498. set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
  499. set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_BATK|SCB_MAXHP );
  500. add_sc( MER_CRASH , SC_STUN );
  501. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  502. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  503. add_sc( MER_SIGHT , SC_SIGHT );
  504. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  505. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  506. add_sc( MER_LEXDIVINA , SC_SILENCE );
  507. add_sc( MA_LANDMINE , SC_STUN );
  508. add_sc( MA_SANDMAN , SC_SLEEP );
  509. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  510. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  511. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  512. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  513. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  514. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  515. 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 );
  516. add_sc( ML_SPIRALPIERCE , SC_STOP );
  517. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  518. add_sc( ML_DEVOTION , SC_DEVOTION );
  519. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  520. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  521. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  522. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  523. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  524. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  525. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  526. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  527. set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN );
  528. /* Rune Knight */
  529. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  530. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  531. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  532. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  533. add_sc( RK_DRAGONBREATH , SC_BURNING );
  534. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  535. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  536. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  537. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  538. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
  539. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  540. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  541. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  542. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  543. /* GC Guillotine Cross */
  544. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  545. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  546. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  547. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  548. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
  549. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  550. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
  551. /* Arch Bishop */
  552. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  553. add_sc( AB_CLEMENTIA , SC_BLESSING );
  554. add_sc( AB_CANTO , SC_INCREASEAGI );
  555. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  556. add_sc( AB_PRAEFATIO , SC_KYRIE );
  557. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  558. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  559. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  560. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  561. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
  562. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  563. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  564. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
  565. /* Warlock */
  566. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  567. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  568. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  569. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  570. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  571. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
  572. /* Ranger */
  573. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  574. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  575. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
  576. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_WATK|SCB_CRI|SCB_DEF|SCB_SPEED );
  577. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  578. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  579. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  580. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  581. add_sc( RA_FIRINGTRAP , SC_BURNING );
  582. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
  583. set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_NONE );
  584. /* Mechanic */
  585. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  586. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  587. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  588. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  589. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  590. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  591. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  592. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  593. /* Royal Guard */
  594. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
  595. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
  596. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  597. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  598. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );
  599. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  600. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  601. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
  602. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
  603. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
  604. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
  605. /* Shadow Chaser */
  606. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  607. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
  608. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  609. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  610. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  611. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  612. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
  613. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT );
  614. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  615. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
  616. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  617. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
  618. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  619. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  620. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  621. set_sc( SC_BLOODYLUST , SC_BERSERK , SI_BLOODYLUST , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  622. /* Sura */
  623. add_sc( SR_DRAGONCOMBO , SC_STUN );
  624. add_sc( SR_EARTHSHAKER , SC_STUN );
  625. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  626. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  627. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  628. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  629. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  630. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD|SCB_MAXHP );
  631. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  632. add_sc( SR_FLASHCOMBO , SC_FLASHCOMBO );
  633. /* Wanderer / Minstrel */
  634. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  635. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  636. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  637. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
  638. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
  639. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  640. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  641. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  642. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  643. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  644. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
  645. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  646. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  647. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  648. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  649. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
  650. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
  651. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
  652. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
  653. /* Sorcerer */
  654. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  655. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  656. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  657. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
  658. add_sc( SO_CLOUD_KILL , SC_POISON );
  659. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  660. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  661. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  662. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  663. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  664. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  665. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  666. 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 );
  667. /* Genetic */
  668. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED );
  669. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  670. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  671. add_sc( GN_WALLOFTHORN , SC_STOP );
  672. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  673. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  674. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  675. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
  676. /* Elemental spirits' status changes */
  677. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  678. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  679. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  680. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  681. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
  682. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  683. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  684. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  685. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  686. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  687. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  688. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  689. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  690. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  691. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  692. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  693. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  694. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  695. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  696. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  697. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  698. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
  699. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
  700. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  701. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  702. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  703. add_sc( KO_YAMIKUMO , SC_HIDING );
  704. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  705. add_sc( KO_MAKIBISHI , SC_STUN );
  706. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  707. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  708. add_sc( KO_JYUSATSU , SC_CURSE );
  709. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  710. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  711. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  712. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  713. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  714. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  715. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  716. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  717. 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 );
  718. set_sc_with_vfx( SC_MOONSTAR , SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
  719. set_sc_with_vfx( SC_SUPER_STAR , SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
  720. /* Rebellion */
  721. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  722. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  723. set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
  724. set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
  725. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_SPEED );
  726. set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_BATK );
  727. set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
  728. set_sc( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_DEF_ELE );
  729. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_BATK|SCB_ASPD|SCB_HIT );
  730. set_sc_with_vfx( SC_ALL_RIDING , SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED );
  731. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  732. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  733. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  734. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  735. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  736. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  737. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  738. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  739. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  740. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  741. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  742. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  743. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  744. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  745. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  746. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  747. /* Status that don't have a skill associated */
  748. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  749. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  750. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  751. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  752. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  753. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  754. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  755. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  756. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  757. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  758. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  759. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  760. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  761. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  762. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  763. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  764. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  765. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  766. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  767. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  768. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  769. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  770. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  771. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  772. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  773. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  774. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  775. /* Cash Items */
  776. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  777. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  778. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  779. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  780. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  781. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  782. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  783. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  784. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  785. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  786. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  787. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  788. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  789. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  790. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  791. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  792. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  793. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  794. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  795. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  796. /* Mercenary Bonus Effects */
  797. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  798. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  799. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  800. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  801. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  802. /* Warlock Spheres */
  803. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  804. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  805. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  806. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  807. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  808. /* Warlock Preserved spells */
  809. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  810. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  811. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  812. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  813. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  814. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  815. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  816. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  817. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  818. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  819. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  820. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  821. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  822. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  823. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  824. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  825. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  826. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  827. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  828. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  829. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  830. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  831. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  832. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  833. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  834. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  835. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  836. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  837. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  838. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  839. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  840. /* Genetics New Food Items Status Icons */
  841. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  842. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  843. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  844. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  845. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  846. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  847. StatusIconChangeTable[SC_BOOST500] = SI_BOOST500;
  848. StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K;
  849. StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS;
  850. StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M;
  851. StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F;
  852. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z;
  853. StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500;
  854. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE;
  855. /* Elemental Spirit's 'side' status change icons */
  856. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  857. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  858. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  859. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  860. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  861. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  862. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  863. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  864. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  865. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  866. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  867. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  868. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  869. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  870. StatusIconChangeTable[SC_GUST] = SI_GUST;
  871. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  872. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  873. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  874. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  875. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  876. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  877. StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
  878. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
  879. StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
  880. StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
  881. StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
  882. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
  883. StatusIconChangeTable[SC_BURNING] = SI_BURNT;
  884. StatusIconChangeTable[SC_H_MINE] = SI_H_MINE;
  885. StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
  886. StatusIconChangeTable[SC_HEAT_BARREL_AFTER] = SI_HEAT_BARREL_AFTER;
  887. StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
  888. StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
  889. StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;
  890. /* Other SC which are not necessarily associated to skills */
  891. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  892. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  893. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  894. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  895. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  896. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  897. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  898. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  899. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  900. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  901. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  902. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  903. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  904. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  905. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  906. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  907. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  908. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  909. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  910. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  911. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  912. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  913. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  914. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  915. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  916. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  917. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  918. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  919. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  920. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  921. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  922. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  923. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  924. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  925. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  926. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  927. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  928. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  929. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  930. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  931. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_DEF_ELE;
  932. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_DEF_ELE;
  933. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  934. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  935. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  936. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  937. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  938. /* Cash Items */
  939. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  940. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  941. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  942. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  943. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  944. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  945. /* Mercenary Bonus Effects */
  946. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  947. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  948. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  949. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  950. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  951. /* Guillotine Cross Poison Effects */
  952. StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
  953. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  954. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  955. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  956. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  957. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  958. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  959. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  960. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  961. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  962. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  963. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  964. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  965. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  966. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  967. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  968. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
  969. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  970. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF;
  971. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF;
  972. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  973. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  974. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  975. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  976. StatusChangeFlagTable[SC_MTF_ASPD] = SCB_ASPD|SCB_HIT;
  977. StatusChangeFlagTable[SC_MTF_MATK] = SCB_MATK;
  978. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  979. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  980. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  981. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  982. #ifdef RENEWAL
  983. // renewal EDP increases your weapon atk
  984. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  985. #endif
  986. if( !battle_config.display_hallucination ) // Disable Hallucination.
  987. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  988. /* StatusChangeState (SCS_) NOMOVE */
  989. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  990. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  991. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  992. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  993. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  994. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  995. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  996. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  997. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  998. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  999. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1000. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1001. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1002. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1003. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1004. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1005. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1006. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1007. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1008. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1009. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1010. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1011. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1012. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1013. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1014. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1015. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1016. StatusChangeStateTable[SC_KYOUGAKU] |= SCS_NOMOVE;
  1017. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1018. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1019. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1020. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1021. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1022. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1023. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1024. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1025. /* StatusChangeState (SCS_) NODROPITEMS */
  1026. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1027. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1028. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1029. /* StatusChangeState (SCS_) NOCAST (skills) */
  1030. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1031. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1032. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1033. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1034. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1035. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1036. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1037. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
  1038. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1039. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1040. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1041. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1042. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1043. StatusChangeStateTable[SC_HEAT_BARREL_AFTER] |= SCS_NOCAST;
  1044. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1045. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1046. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1047. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1048. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1049. }
  1050. static void initDummyData(void)
  1051. {
  1052. memset(&dummy_status, 0, sizeof(dummy_status));
  1053. dummy_status.hp =
  1054. dummy_status.max_hp =
  1055. dummy_status.max_sp =
  1056. dummy_status.str =
  1057. dummy_status.agi =
  1058. dummy_status.vit =
  1059. dummy_status.int_ =
  1060. dummy_status.dex =
  1061. dummy_status.luk =
  1062. dummy_status.hit = 1;
  1063. dummy_status.speed = 2000;
  1064. dummy_status.adelay = 4000;
  1065. dummy_status.amotion = 2000;
  1066. dummy_status.dmotion = 2000;
  1067. dummy_status.ele_lv = 1; // Min elemental level.
  1068. dummy_status.mode = MD_CANMOVE;
  1069. }
  1070. /**
  1071. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1072. * @param a: Status data structure to copy from
  1073. * @param b: Status data structure to copy to
  1074. **/
  1075. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1076. {
  1077. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1078. }
  1079. /**
  1080. * Sets HP to a given value
  1081. * Will always succeed (overrides heal impedement statuses) but can't kill an object
  1082. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM]
  1083. * @param hp: What the HP is to be set as
  1084. * @param flag: Used in case final value is higher than current
  1085. * Use 2 to display healing effect
  1086. * @return heal or zapped HP if valid
  1087. **/
  1088. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1089. {
  1090. struct status_data *status;
  1091. if (hp < 1) return 0;
  1092. status = status_get_status_data(bl);
  1093. if (status == &dummy_status)
  1094. return 0;
  1095. if (hp > status->max_hp) hp = status->max_hp;
  1096. if (hp == status->hp) return 0;
  1097. if (hp > status->hp)
  1098. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1099. return status_zap(bl, status->hp - hp, 0);
  1100. }
  1101. /**
  1102. * Sets SP to a given value
  1103. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1104. * @param sp: What the SP is to be set as
  1105. * @param flag: Used in case final value is higher than current
  1106. * Use 2 to display healing effect
  1107. * @return heal or zapped SP if valid
  1108. **/
  1109. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1110. {
  1111. struct status_data *status;
  1112. status = status_get_status_data(bl);
  1113. if (status == &dummy_status)
  1114. return 0;
  1115. if (sp > status->max_sp) sp = status->max_sp;
  1116. if (sp == status->sp) return 0;
  1117. if (sp > status->sp)
  1118. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1119. return status_zap(bl, 0, status->sp - sp);
  1120. }
  1121. /**
  1122. * Takes HP/SP from an Object
  1123. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1124. * @param hp: How much HP to charge
  1125. * @param sp: How much SP to charge
  1126. * @return hp+sp through status_damage()
  1127. * Note: HP/SP are integer values, not percentages. Values should be
  1128. * calculated either within function call or before
  1129. **/
  1130. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1131. {
  1132. if(!(bl->type&BL_CONSUME))
  1133. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1134. return status_damage(NULL, bl, hp, sp, 0, 3);
  1135. }
  1136. /**
  1137. * Inflicts damage on the target with the according walkdelay.
  1138. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1139. * @param target: Target of the damage
  1140. * @param dhp: How much damage to HP
  1141. * @param dsp: How much damage to SP
  1142. * @param walkdelay: Amount of time before object can walk again
  1143. * @param flag: Damage flag decides various options
  1144. * flag&1: Passive damage - Does not trigger cancelling status changes
  1145. * flag&2: Fail if there is not enough to subtract
  1146. * flag&4: Mob does not give EXP/Loot if killed
  1147. * flag&8: Used to damage SP of a dead character
  1148. * @return hp+sp
  1149. * Note: HP/SP are integer values, not percentages. Values should be
  1150. * calculated either within function call or before
  1151. **/
  1152. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1153. {
  1154. struct status_data *status;
  1155. struct status_change *sc;
  1156. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1157. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1158. if(sp && !(target->type&BL_CONSUME))
  1159. sp = 0; // Not a valid SP target.
  1160. if (hp < 0) { // Assume absorbed damage.
  1161. status_heal(target, -hp, 0, 1);
  1162. hp = 0;
  1163. }
  1164. if (sp < 0) {
  1165. status_heal(target, 0, -sp, 1);
  1166. sp = 0;
  1167. }
  1168. if (target->type == BL_SKILL)
  1169. return (int)skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  1170. status = status_get_status_data(target);
  1171. if( status == &dummy_status )
  1172. return 0;
  1173. if ((unsigned int)hp >= status->hp) {
  1174. if (flag&2) return 0;
  1175. hp = status->hp;
  1176. }
  1177. if ((unsigned int)sp > status->sp) {
  1178. if (flag&2) return 0;
  1179. sp = status->sp;
  1180. }
  1181. if (!hp && !sp)
  1182. return 0;
  1183. if( !status->hp )
  1184. flag |= 8;
  1185. sc = status_get_sc(target);
  1186. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1187. hp = 1;
  1188. if( hp && !(flag&1) ) {
  1189. if( sc ) {
  1190. struct status_change_entry *sce;
  1191. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1192. status_change_end(target, SC_STONE, INVALID_TIMER);
  1193. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1194. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1195. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1196. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1197. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1198. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1199. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1200. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1201. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1202. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1203. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1204. /** [Skotlex]
  1205. * Endure count is only reduced by non-players on non-gvg maps.
  1206. * val4 signals infinite endure.
  1207. **/
  1208. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1209. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1210. }
  1211. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1212. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1213. if (sg) {
  1214. skill_delunitgroup(sg);
  1215. sce->val4 = 0;
  1216. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1217. }
  1218. }
  1219. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1220. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1221. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1222. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1223. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1224. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1225. }
  1226. unit_skillcastcancel(target, 2);
  1227. }
  1228. status->hp-= hp;
  1229. status->sp-= sp;
  1230. if (sc && hp && status->hp) {
  1231. if (sc->data[SC_AUTOBERSERK] &&
  1232. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1233. status->hp < status->max_hp>>2)
  1234. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1235. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1236. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1237. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1238. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1239. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1240. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1241. }
  1242. switch (target->type) {
  1243. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1244. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1245. case BL_HOM: merc_damage((TBL_HOM*)target); break;
  1246. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1247. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1248. }
  1249. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1250. unit_stop_walking( target, 1 );
  1251. }
  1252. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1253. if (walkdelay)
  1254. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1255. return (int)(hp+sp);
  1256. }
  1257. status->hp = 0;
  1258. /** [Skotlex]
  1259. * NOTE: These dead functions should return:
  1260. * 0: Death cancelled, auto-revived.
  1261. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1262. * &2: Remove object from map.
  1263. * &4: Delete object from memory. (One time spawn mobs)
  1264. **/
  1265. switch (target->type) {
  1266. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1267. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1268. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target); break;
  1269. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1270. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1271. default: // Unhandled case, do nothing to object.
  1272. flag = 0;
  1273. break;
  1274. }
  1275. if(!flag) // Death cancelled.
  1276. return (int)(hp+sp);
  1277. // Normal death
  1278. if (battle_config.clear_unit_ondeath &&
  1279. battle_config.clear_unit_ondeath&target->type)
  1280. skill_clear_unitgroup(target);
  1281. if(target->type&BL_REGEN) { // Reset regen ticks.
  1282. struct regen_data *regen = status_get_regen_data(target);
  1283. if (regen) {
  1284. memset(&regen->tick, 0, sizeof(regen->tick));
  1285. if (regen->sregen)
  1286. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1287. if (regen->ssregen)
  1288. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1289. }
  1290. }
  1291. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { // flag&8 = disable Kaizel
  1292. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1293. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1294. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1295. status_revive(target, 100, 100);
  1296. else
  1297. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1298. status_change_clear(target,0);
  1299. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1300. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1301. if( target->type == BL_MOB )
  1302. ((TBL_MOB*)target)->state.rebirth = 1;
  1303. return (int)(hp+sp);
  1304. }
  1305. if(target->type == BL_PC) {
  1306. TBL_PC *sd = BL_CAST(BL_PC,target);
  1307. TBL_HOM *hd = sd->hd;
  1308. if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]) {
  1309. status_change_clear(target,0);
  1310. clif_skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill_get_ele(MH_LIGHT_OF_REGENE, 1), 10); // just to display usage
  1311. clif_skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, status_revive(&sd->bl,hd->sc.data[SC_LIGHT_OF_REGENE]->val2,0));
  1312. status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER);
  1313. return (int)(hp+sp);
  1314. }
  1315. }
  1316. 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.
  1317. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1318. status_change_clear(target,0);
  1319. ((TBL_MOB*)target)->state.rebirth = 1;
  1320. return (int)(hp+sp);
  1321. }
  1322. status_change_clear(target,0);
  1323. if(flag&4) // Delete from memory. (also invokes map removal code)
  1324. unit_free(target,CLR_DEAD);
  1325. else if(flag&2) // remove from map
  1326. unit_remove_map(target,CLR_DEAD);
  1327. else { // Some death states that would normally be handled by unit_remove_map
  1328. unit_stop_attack(target);
  1329. unit_stop_walking(target,1);
  1330. unit_skillcastcancel(target,0);
  1331. clif_clearunit_area(target,CLR_DEAD);
  1332. skill_unit_move(target,gettick(),4);
  1333. skill_cleartimerskill(target);
  1334. }
  1335. // Always run NPC scripts for players last
  1336. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1337. //cf SC_REBIRTH, SC_LIGHT_OF_REGENE, SC_KAIZEL, pc_dead...
  1338. if(target->type == BL_PC) {
  1339. TBL_PC *sd = BL_CAST(BL_PC,target);
  1340. if( sd->bg_id ) {
  1341. struct battleground_data *bg;
  1342. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1343. npc_event(sd, bg->die_event, 0);
  1344. }
  1345. npc_script_event(sd,NPCE_DIE);
  1346. }
  1347. return (int)(hp+sp);
  1348. }
  1349. /**
  1350. * Heals an object
  1351. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1352. * @param hhp: How much HP to heal
  1353. * @param hsp: How much SP to heal
  1354. * @param flag: Whether it's Forced(&1) or gives HP/SP(&2) heal effect \n
  1355. * Forced healing overrides heal impedement statuses (Berserk)
  1356. * @return hp+sp
  1357. **/
  1358. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1359. {
  1360. struct status_data *status;
  1361. struct status_change *sc;
  1362. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1363. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1364. status = status_get_status_data(bl);
  1365. if (status == &dummy_status || !status->hp)
  1366. return 0;
  1367. sc = status_get_sc(bl);
  1368. if (sc && !sc->count)
  1369. sc = NULL;
  1370. if (hp < 0) {
  1371. if (hp == INT_MIN) hp++; // -INT_MIN == INT_MIN in some architectures!
  1372. status_damage(NULL, bl, -hp, 0, 0, 1);
  1373. hp = 0;
  1374. }
  1375. if(hp) {
  1376. if( sc && (sc->data[SC_BERSERK]) ) {
  1377. if( flag&1 )
  1378. flag &= ~2;
  1379. else
  1380. hp = 0;
  1381. }
  1382. if((unsigned int)hp > status->max_hp - status->hp)
  1383. hp = status->max_hp - status->hp;
  1384. }
  1385. if(sp < 0) {
  1386. if (sp==INT_MIN) sp++;
  1387. status_damage(NULL, bl, 0, -sp, 0, 1);
  1388. sp = 0;
  1389. }
  1390. if(sp) {
  1391. if((unsigned int)sp > status->max_sp - status->sp)
  1392. sp = status->max_sp - status->sp;
  1393. }
  1394. if(!sp && !hp) return 0;
  1395. status->hp+= hp;
  1396. status->sp+= sp;
  1397. if(hp && sc &&
  1398. sc->data[SC_AUTOBERSERK] &&
  1399. sc->data[SC_PROVOKE] &&
  1400. sc->data[SC_PROVOKE]->val2==1 &&
  1401. status->hp>=status->max_hp>>2
  1402. ) // End auto berserk.
  1403. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1404. // Send HP update to client
  1405. switch(bl->type) {
  1406. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1407. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1408. case BL_HOM: merc_hom_heal((TBL_HOM*)bl); break;
  1409. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1410. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1411. }
  1412. return (int)hp+sp;
  1413. }
  1414. /**
  1415. * Applies percentage based damage to a unit
  1416. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded
  1417. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1418. * @param target: Object to modify HP/SP
  1419. * @param hp_rate: Percentage of HP to modify
  1420. * @param sp_rate: Percentage of SP to modify
  1421. * @param flag: \n
  1422. * 0: Heal target \n
  1423. * 2: Target must not die from subtraction
  1424. * @return hp+sp through status_heal()
  1425. **/
  1426. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  1427. {
  1428. struct status_data *status;
  1429. unsigned int hp =0, sp = 0;
  1430. status = status_get_status_data(target);
  1431. // It's safe now [MarkZD]
  1432. if (hp_rate > 99)
  1433. hp = status->hp;
  1434. else if (hp_rate > 0)
  1435. hp = status->hp>10000?
  1436. hp_rate*(status->hp/100):
  1437. ((int64)hp_rate*status->hp)/100;
  1438. else if (hp_rate < -99)
  1439. hp = status->max_hp;
  1440. else if (hp_rate < 0)
  1441. hp = status->max_hp>10000?
  1442. (-hp_rate)*(status->max_hp/100):
  1443. ((int64)-hp_rate*status->max_hp)/100;
  1444. if (hp_rate && !hp)
  1445. hp = 1;
  1446. if (flag == 2 && hp >= status->hp)
  1447. hp = status->hp-1; // Must not kill target.
  1448. if (sp_rate > 99)
  1449. sp = status->sp;
  1450. else if (sp_rate > 0)
  1451. sp = ((int64)sp_rate*status->sp)/100;
  1452. else if (sp_rate < -99)
  1453. sp = status->max_sp;
  1454. else if (sp_rate < 0)
  1455. sp = ((int64)-sp_rate)*status->max_sp/100;
  1456. if (sp_rate && !sp)
  1457. sp = 1;
  1458. // Ugly check in case damage dealt is too much for the received args of
  1459. // status_heal / status_damage. [Skotlex]
  1460. if (hp > INT_MAX) {
  1461. hp -= INT_MAX;
  1462. if (flag)
  1463. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1464. else
  1465. status_heal(target, INT_MAX, 0, 0);
  1466. }
  1467. if (sp > INT_MAX) {
  1468. sp -= INT_MAX;
  1469. if (flag)
  1470. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1471. else
  1472. status_heal(target, 0, INT_MAX, 0);
  1473. }
  1474. if (flag)
  1475. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1476. return status_heal(target, hp, sp, 0);
  1477. }
  1478. /**
  1479. * Revives a unit
  1480. * @param bl: Object to revive [PC|MOB|HOM]
  1481. * @param per_hp: Percentage of HP to revive with
  1482. * @param per_sp: Percentage of SP to revive with
  1483. * @return Successful (1) or Invalid target (0)
  1484. **/
  1485. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1486. {
  1487. struct status_data *status;
  1488. unsigned int hp, sp;
  1489. if (!status_isdead(bl)) return 0;
  1490. status = status_get_status_data(bl);
  1491. if (status == &dummy_status)
  1492. return 0; // Invalid target.
  1493. hp = (int64)status->max_hp * per_hp/100;
  1494. sp = (int64)status->max_sp * per_sp/100;
  1495. if(hp > status->max_hp - status->hp)
  1496. hp = status->max_hp - status->hp;
  1497. else if (per_hp && !hp)
  1498. hp = 1;
  1499. if(sp > status->max_sp - status->sp)
  1500. sp = status->max_sp - status->sp;
  1501. else if (per_sp && !sp)
  1502. sp = 1;
  1503. status->hp += hp;
  1504. status->sp += sp;
  1505. if (bl->prev) // Animation only if character is already on a map.
  1506. clif_resurrection(bl, 1);
  1507. switch (bl->type) {
  1508. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1509. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1510. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  1511. }
  1512. return 1;
  1513. }
  1514. /** [Skotlex]
  1515. * Checks whether the src can use the skill on the target,
  1516. * taking into account status/option of both source/target
  1517. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1518. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1519. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1520. target MAY be NULL, which checks if src can cast skill_id on the ground
  1521. * @param skill_id: Skill ID being used on target
  1522. * @param flag: 0 - Trying to use skill on target
  1523. * 1 - Cast bar is done
  1524. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1525. * @return src can use skill (1) or cannot use skill (0)
  1526. **/
  1527. int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
  1528. {
  1529. struct status_data *status;
  1530. struct status_change *sc=NULL, *tsc;
  1531. int hide_flag;
  1532. status = src?status_get_status_data(src):&dummy_status;
  1533. if (src && src->type != BL_PC && status_isdead(src))
  1534. return 0;
  1535. if (!skill_id) { // Normal attack checks.
  1536. // This mode is only needed for melee attacking.
  1537. if (!(status->mode&MD_CANATTACK))
  1538. return 0;
  1539. // Dead state is not checked for skills as some skills can be used
  1540. // on dead characters, said checks are left to skill.c [Skotlex]
  1541. if (target && status_isdead(target))
  1542. return 0;
  1543. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
  1544. return 0;
  1545. }
  1546. switch( skill_id ) {
  1547. case PA_PRESSURE:
  1548. if( flag && target ) {
  1549. // Gloria Avoids pretty much everything....
  1550. tsc = status_get_sc(target);
  1551. if(tsc && tsc->option&OPTION_HIDE)
  1552. return 0;
  1553. }
  1554. break;
  1555. case GN_WALLOFTHORN:
  1556. if( target && status_isdead(target) )
  1557. return 0;
  1558. break;
  1559. case AL_TELEPORT:
  1560. case ALL_ODINS_POWER:
  1561. // Should fail when used on top of Land Protector [Skotlex]
  1562. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1563. && !(status->mode&MD_BOSS)
  1564. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1565. return 0;
  1566. break;
  1567. default:
  1568. break;
  1569. }
  1570. if ( src ) sc = status_get_sc(src);
  1571. if( sc && sc->count ) {
  1572. if((sc->data[SC_ASH] && rnd()%2)) {
  1573. if(src->type==BL_PC) clif_skill_fail((TBL_PC*)src,skill_id,0,0);
  1574. return 0;
  1575. }
  1576. if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1577. if (flag != 1) // Can't cast, casted stuff can't damage.
  1578. return 0;
  1579. if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
  1580. return 0; // Targetted spells can't come off.
  1581. }
  1582. if (
  1583. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1584. || (sc->data[SC_AUTOCOUNTER] && !flag)
  1585. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1586. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1587. )
  1588. return 0;
  1589. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1590. if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
  1591. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1592. clif_emotion(src, E_LV);
  1593. return 0;
  1594. }
  1595. if (sc->data[SC_BLADESTOP]) {
  1596. switch (sc->data[SC_BLADESTOP]->val1) {
  1597. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1598. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1599. case 3: if (skill_id == MO_INVESTIGATE) break;
  1600. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1601. default: return 0;
  1602. }
  1603. }
  1604. if (sc->data[SC_DANCING] && flag!=2) {
  1605. if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE )
  1606. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1607. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1608. return 0;
  1609. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1610. if (skill_id == BD_ENCORE ||
  1611. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1612. )
  1613. return 0;
  1614. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  1615. return 0;
  1616. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1617. return 0; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1618. }
  1619. if (skill_id && // Do not block item-casted skills.
  1620. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1621. ) { // Skills blocked through status changes...
  1622. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1623. sc->cant.cast ||
  1624. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1625. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1626. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1627. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1628. ))
  1629. return 0;
  1630. // Skill blocking.
  1631. if (
  1632. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1633. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1634. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1635. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1636. )
  1637. return 0;
  1638. if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
  1639. switch(skill_id) { // !TODO: make this a flag in skill_db?
  1640. // Skills that can be used even under Man Hole effects.
  1641. case SC_SHADOWFORM:
  1642. case SC_STRIPACCESSARY:
  1643. break;
  1644. default:
  1645. return 0;
  1646. }
  1647. }
  1648. }
  1649. }
  1650. if (sc) {
  1651. if (sc->option) {
  1652. if ((sc->option&OPTION_HIDE) && src->type == BL_PC &&( !skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  1653. // Non players can use all skills while hidden.
  1654. return 0;
  1655. }
  1656. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1657. return 0;
  1658. }
  1659. if (sc->data[SC_ALL_RIDING])
  1660. return 0; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1661. }
  1662. if (target == NULL || target == src) // No further checking needed.
  1663. return 1;
  1664. tsc = status_get_sc(target);
  1665. if(tsc && tsc->count) {
  1666. /**
  1667. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  1668. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1669. **/
  1670. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1671. return 0;
  1672. if(!skill_id && tsc->data[SC_TRICKDEAD])
  1673. return 0;
  1674. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  1675. && tsc->data[SC_FREEZE])
  1676. return 0;
  1677. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1678. return 0;
  1679. }
  1680. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1681. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1682. // You cannot hide from ground skills.
  1683. if( skill_get_ele(skill_id,1) == ELE_EARTH ) // !TODO: Need Skill Lv here :/
  1684. hide_flag &= ~OPTION_HIDE;
  1685. switch( target->type ) {
  1686. case BL_PC: {
  1687. struct map_session_data *sd = (TBL_PC*) target;
  1688. bool is_boss = (status->mode&MD_BOSS);
  1689. bool is_detect = ((status->mode&MD_DETECTOR)?true:false);// god-knows-why gcc doesn't shut up until this happens
  1690. if (pc_isinvisible(sd))
  1691. return 0;
  1692. if (tsc->option&hide_flag && !is_boss &&
  1693. ((sd->special_state.perfect_hiding || !is_detect) ||
  1694. (tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
  1695. return 0;
  1696. if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
  1697. return 0;
  1698. if( tsc->data[SC_STEALTHFIELD] && !is_boss )
  1699. return 0;
  1700. }
  1701. break;
  1702. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1703. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1704. if (status->mode&MD_LOOTER)
  1705. return 1;
  1706. return 0;
  1707. case BL_HOM:
  1708. case BL_MER:
  1709. case BL_ELEM:
  1710. if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1711. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1712. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1713. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1714. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1715. return 0; // Can't use Potion Pitcher on Mercenaries
  1716. default:
  1717. // Check for chase-walk/hiding/cloaking opponents.
  1718. if( tsc ) {
  1719. if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1720. return 0;
  1721. }
  1722. }
  1723. return 1;
  1724. }
  1725. /**
  1726. * Checks whether the src can see the target
  1727. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1728. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1729. * @return src can see (1) or target is invisible (0)
  1730. **/
  1731. int status_check_visibility(struct block_list *src, struct block_list *target)
  1732. {
  1733. int view_range;
  1734. struct status_data* status = status_get_status_data(src);
  1735. struct status_change* tsc = status_get_sc(target);
  1736. switch (src->type) {
  1737. case BL_MOB:
  1738. view_range = ((TBL_MOB*)src)->min_chase;
  1739. break;
  1740. case BL_PET:
  1741. view_range = ((TBL_PET*)src)->db->range2;
  1742. break;
  1743. default:
  1744. view_range = AREA_SIZE;
  1745. }
  1746. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1747. return 0;
  1748. if( tsc && tsc->data[SC_STEALTHFIELD] )
  1749. return 0;
  1750. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1751. case BL_PC:
  1752. if ( tsc && tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
  1753. return 0;
  1754. if( ( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE])) && !(status->mode&MD_BOSS) &&
  1755. ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
  1756. return 0;
  1757. break;
  1758. default:
  1759. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
  1760. return 0;
  1761. }
  1762. return 1;
  1763. }
  1764. /**
  1765. * Base ASPD value taken from the job tables
  1766. * @param sd: Player object
  1767. * @param status: Player status
  1768. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1769. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1770. **/
  1771. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1772. {
  1773. int amotion;
  1774. int classidx = pc_class2idx(sd->status.class_);
  1775. #ifdef RENEWAL_ASPD
  1776. short mod = -1;
  1777. switch( sd->weapontype2 ) { // Adjustment for dual weilding
  1778. case W_DAGGER: mod = 0; break; // 0, 1, 1
  1779. case W_1HSWORD:
  1780. case W_1HAXE: mod = 1;
  1781. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  1782. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  1783. }
  1784. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  1785. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  1786. : ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield
  1787. + job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod
  1788. - job_info[classidx].aspd_base[sd->weapontype2]
  1789. + job_info[classidx].aspd_base[sd->weapontype1]);
  1790. if ( sd->status.shield )
  1791. amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) +
  1792. ( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 );
  1793. #else
  1794. // Base weapon delay
  1795. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1796. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  1797. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2])*7/10; // Dual-wield
  1798. // Percentual delay reduction from stats
  1799. amotion -= amotion * (4*status->agi + status->dex)/1000;
  1800. #endif
  1801. // Raw delay adjustment from bAspd bonus
  1802. amotion += sd->bonus.aspd_add;
  1803. return amotion;
  1804. }
  1805. /**
  1806. * Base attack value calculated for units
  1807. * @param bl: Object to get attack for [PC|HOM]
  1808. * @param status: Object status
  1809. * @return base attack
  1810. * Note: Function only calculates Homunculus bATK in RENEWAL
  1811. **/
  1812. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1813. {
  1814. int flag = 0, str, dex,
  1815. #ifdef RENEWAL
  1816. rstr,
  1817. #endif
  1818. dstr;
  1819. if(!(bl->type&battle_config.enable_baseatk))
  1820. return 0;
  1821. if (bl->type == BL_PC)
  1822. switch(((TBL_PC*)bl)->status.weapon) {
  1823. case W_BOW:
  1824. case W_MUSICAL:
  1825. case W_WHIP:
  1826. case W_REVOLVER:
  1827. case W_RIFLE:
  1828. case W_GATLING:
  1829. case W_SHOTGUN:
  1830. case W_GRENADE:
  1831. flag = 1;
  1832. }
  1833. if (flag) {
  1834. #ifdef RENEWAL
  1835. rstr =
  1836. #endif
  1837. str = status->dex;
  1838. dex = status->str;
  1839. } else {
  1840. #ifdef RENEWAL
  1841. rstr =
  1842. #endif
  1843. str = status->str;
  1844. dex = status->dex;
  1845. }
  1846. /** [Skotlex]
  1847. * Normally only players have base-atk, but homunc have a different batk
  1848. * equation, hinting that perhaps non-players should use this for batk.
  1849. **/
  1850. #ifdef RENEWAL
  1851. if (bl->type == BL_HOM)
  1852. str = (int)(floor((rstr + dex + status->luk) / 3) + floor(((TBL_HOM*)bl)->homunculus.level / 10));
  1853. #endif
  1854. dstr = str/10;
  1855. str += dstr*dstr;
  1856. if (bl->type == BL_PC) {
  1857. #ifdef RENEWAL
  1858. str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  1859. #else
  1860. str+= dex/5 + status->luk/5;
  1861. #endif
  1862. }
  1863. return cap_value(str, 0, USHRT_MAX);
  1864. }
  1865. #ifdef RENEWAL
  1866. /**
  1867. * Weapon attack value calculated for Players
  1868. * @param wa: Weapon attack
  1869. * @param status: Player status
  1870. * @return weapon attack
  1871. **/
  1872. unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data *status)
  1873. {
  1874. float str = status->str;
  1875. if (wa.range > 1)
  1876. str = status->dex;
  1877. // wa.at2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  1878. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
  1879. }
  1880. #endif
  1881. #ifndef RENEWAL
  1882. static inline unsigned short status_base_matk_min(const struct status_data* status) { return status->int_+(status->int_/7)*(status->int_/7); }
  1883. static inline unsigned short status_base_matk_max(const struct status_data* status) { return status->int_+(status->int_/5)*(status->int_/5); }
  1884. #else
  1885. unsigned short status_base_matk(const struct status_data* status, int level) { return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); }
  1886. #endif
  1887. /**
  1888. * Fills in the misc data that can be calculated from the other status info (except for level)
  1889. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  1890. * @param status: Player status
  1891. **/
  1892. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1893. {
  1894. int stat;
  1895. // Non players get the value set, players need to stack with previous bonuses.
  1896. if( bl->type != BL_PC )
  1897. status->batk =
  1898. status->hit = status->flee =
  1899. status->def2 = status->mdef2 =
  1900. status->cri = status->flee2 = 0;
  1901. #ifdef RENEWAL // Renewal formulas
  1902. if (bl->type == BL_MOB) {
  1903. //Hit
  1904. stat = status->hit;
  1905. stat += level + status->dex + 175;
  1906. status->hit = cap_value(stat,1,SHRT_MAX);
  1907. //Flee
  1908. stat = status->flee;
  1909. stat += level + status->agi + 100;
  1910. status->flee = cap_value(stat,1,SHRT_MAX);
  1911. } else if (bl->type == BL_HOM) {
  1912. status->hit = cap_value(level + status->dex + 150,1,SHRT_MAX); // base level + dex + 150
  1913. status->flee = cap_value(level + status->agi + level/10,1,SHRT_MAX); // base level + agi + base level/10
  1914. } else {
  1915. //Hit
  1916. stat = status->hit;
  1917. stat += level + status->dex + status->luk/3 + 175; // base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  1918. status->hit = cap_value(stat,1,SHRT_MAX);
  1919. //Flee
  1920. stat = status->flee;
  1921. stat += level + status->agi + status->luk/5 + 100; // base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  1922. status->flee = cap_value(stat,1,SHRT_MAX);
  1923. }
  1924. status->matk_min = status->matk_max = status_base_matk(status, level);
  1925. //Def2
  1926. stat = status->def2;
  1927. stat += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); // base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
  1928. status->def2 = cap_value(stat,0,SHRT_MAX);
  1929. //MDef2
  1930. stat = status->mdef2;
  1931. stat += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); // (every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  1932. status->mdef2 = cap_value(stat,0,SHRT_MAX);
  1933. #else
  1934. status->matk_min = status_base_matk_min(status);
  1935. status->matk_max = status_base_matk_max(status);
  1936. //Hit
  1937. stat = status->hit;
  1938. stat += level + status->dex;
  1939. status->hit = cap_value(stat,1,SHRT_MAX);
  1940. //Flee
  1941. stat = status->flee;
  1942. stat += level + status->agi;
  1943. status->flee = cap_value(stat,1,SHRT_MAX);
  1944. //Def2
  1945. stat = status->def2;
  1946. stat += status->vit;
  1947. status->def2 = cap_value(stat,0,SHRT_MAX);
  1948. //MDef2
  1949. stat = status->mdef2;
  1950. stat += status->int_ + (status->vit>>1);
  1951. status->mdef2 = cap_value(stat,0,SHRT_MAX);
  1952. #endif
  1953. //Critical
  1954. if( bl->type&battle_config.enable_critical ) {
  1955. stat = status->cri;
  1956. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  1957. status->cri = cap_value(stat,1,SHRT_MAX);
  1958. }
  1959. else
  1960. status->cri = 0;
  1961. if (bl->type&battle_config.enable_perfect_flee) {
  1962. stat = status->flee2;
  1963. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  1964. status->flee2 = cap_value(stat,0,SHRT_MAX);
  1965. }
  1966. else
  1967. status->flee2 = 0;
  1968. if (status->batk) {
  1969. int temp = status->batk + status_base_atk(bl, status);
  1970. status->batk = cap_value(temp, 0, USHRT_MAX);
  1971. } else
  1972. status->batk = status_base_atk(bl, status);
  1973. if (status->cri)
  1974. switch (bl->type) {
  1975. case BL_MOB:
  1976. if(battle_config.mob_critical_rate != 100)
  1977. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  1978. if(!status->cri && battle_config.mob_critical_rate)
  1979. status->cri = 10;
  1980. break;
  1981. case BL_PC:
  1982. // Players don't have a critical adjustment setting as of yet.
  1983. break;
  1984. default:
  1985. if(battle_config.critical_rate != 100)
  1986. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  1987. if (!status->cri && battle_config.critical_rate)
  1988. status->cri = 10;
  1989. }
  1990. if(bl->type&BL_REGEN)
  1991. status_calc_regen(bl, status, status_get_regen_data(bl));
  1992. }
  1993. /** [Skotlex]
  1994. * Calculates the initial status for the given mob
  1995. * @param md: Mob object
  1996. * @param first: Whether or not it is the first calculation
  1997. This will only be false when a mob levels up (Regular and WoE Guardians)
  1998. * @return 1 for calculated special statuses or 0 for none
  1999. **/
  2000. int status_calc_mob_(struct mob_data* md, bool first)
  2001. {
  2002. struct status_data *status;
  2003. struct block_list *mbl = NULL;
  2004. int flag=0;
  2005. if(first) { // Set basic level on respawn.
  2006. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2007. ;
  2008. else
  2009. md->level = md->db->lv;
  2010. }
  2011. // Check if we need custom base-status
  2012. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2013. flag|=1;
  2014. if (md->special_state.size)
  2015. flag|=2;
  2016. if (md->guardian_data && md->guardian_data->guardup_lv)
  2017. flag|=4;
  2018. if (md->mob_id == MOBID_EMPERIUM)
  2019. flag|=4;
  2020. if (battle_config.slaves_inherit_speed && md->master_id)
  2021. flag|=8;
  2022. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2023. flag|=16;
  2024. if (!flag) { // No special status required.
  2025. if (md->base_status) {
  2026. aFree(md->base_status);
  2027. md->base_status = NULL;
  2028. }
  2029. if(first)
  2030. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2031. return 0;
  2032. }
  2033. if (!md->base_status)
  2034. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2035. status = md->base_status;
  2036. memcpy(status, &md->db->status, sizeof(struct status_data));
  2037. if (flag&(8|16))
  2038. mbl = map_id2bl(md->master_id);
  2039. if (flag&8 && mbl) {
  2040. struct status_data *mstatus = status_get_base_status(mbl);
  2041. if (mstatus &&
  2042. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  2043. status->speed = mstatus->speed;
  2044. if( status->speed < 2 ) // Minimum for the unit to function properly
  2045. status->speed = 2;
  2046. }
  2047. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2048. int diff = md->level - md->db->lv;
  2049. status->str+= diff;
  2050. status->agi+= diff;
  2051. status->vit+= diff;
  2052. status->int_+= diff;
  2053. status->dex+= diff;
  2054. status->luk+= diff;
  2055. status->max_hp += diff*status->vit;
  2056. status->max_sp += diff*status->int_;
  2057. status->hp = status->max_hp;
  2058. status->sp = status->max_sp;
  2059. status->speed -= cap_value(diff, 0, status->speed - 10);
  2060. }
  2061. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2062. if (md->special_state.size==SZ_MEDIUM) {
  2063. status->max_hp>>=1;
  2064. status->max_sp>>=1;
  2065. if (!status->max_hp) status->max_hp = 1;
  2066. if (!status->max_sp) status->max_sp = 1;
  2067. status->hp=status->max_hp;
  2068. status->sp=status->max_sp;
  2069. status->str>>=1;
  2070. status->agi>>=1;
  2071. status->vit>>=1;
  2072. status->int_>>=1;
  2073. status->dex>>=1;
  2074. status->luk>>=1;
  2075. if (!status->str) status->str = 1;
  2076. if (!status->agi) status->agi = 1;
  2077. if (!status->vit) status->vit = 1;
  2078. if (!status->int_) status->int_ = 1;
  2079. if (!status->dex) status->dex = 1;
  2080. if (!status->luk) status->luk = 1;
  2081. } else if (md->special_state.size==SZ_BIG) {
  2082. status->max_hp<<=1;
  2083. status->max_sp<<=1;
  2084. status->hp=status->max_hp;
  2085. status->sp=status->max_sp;
  2086. status->str<<=1;
  2087. status->agi<<=1;
  2088. status->vit<<=1;
  2089. status->int_<<=1;
  2090. status->dex<<=1;
  2091. status->luk<<=1;
  2092. }
  2093. }
  2094. status_calc_misc(&md->bl, status, md->level);
  2095. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2096. struct guild_castle *gc;
  2097. gc=guild_mapname2gc(map[md->bl.m].name);
  2098. if (!gc)
  2099. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  2100. else
  2101. if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2102. #ifdef RENEWAL
  2103. status->max_hp += 50 * gc->defense;
  2104. status->max_sp += 70 * gc->defense;
  2105. #else
  2106. status->max_hp += 1000 * gc->defense;
  2107. status->max_sp += 200 * gc->defense;
  2108. #endif
  2109. status->hp = status->max_hp;
  2110. status->sp = status->max_sp;
  2111. status->def += (gc->defense+2)/3;
  2112. status->mdef += (gc->defense+2)/3;
  2113. }
  2114. if(md->mob_id != MOBID_EMPERIUM) {
  2115. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  2116. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  2117. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  2118. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  2119. }
  2120. }
  2121. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2122. struct unit_data *ud = unit_bl2ud(mbl);
  2123. // Remove special AI when this is used by regular mobs.
  2124. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2125. md->special_state.ai = AI_NONE;
  2126. if (ud) {
  2127. // Different levels of HP according to skill level
  2128. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2129. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2130. switch(ud->skill_id) {
  2131. case AM_SPHEREMINE:
  2132. status->max_hp = 2000 + 400*ud->skill_lv;
  2133. break;
  2134. case KO_ZANZOU:
  2135. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2136. break;
  2137. case AM_CANNIBALIZE:
  2138. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2139. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  2140. break;
  2141. case MH_SUMMON_LEGION:
  2142. {
  2143. int homblvl = status_get_lv(mbl);
  2144. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2145. status->batk = 100 * (ud->skill_lv+5) / 2;
  2146. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2147. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2148. // status->aspd_rate = max(100,status->aspd_rate);
  2149. break;
  2150. }
  2151. case NC_SILVERSNIPER:
  2152. {
  2153. struct status_data *mstatus = status_get_status_data(mbl);
  2154. if(!mstatus)
  2155. break;
  2156. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2157. status->batk = (((ud->skill_lv > 3)?300:100) + (200 * ud->skill_lv));
  2158. break;
  2159. }
  2160. case NC_MAGICDECOY:
  2161. {
  2162. struct status_data *mstatus = status_get_status_data(mbl);
  2163. if(!mstatus)
  2164. break;
  2165. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->hp * 4) + (status_get_lv(mbl) * 12);
  2166. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2167. break;
  2168. }
  2169. }
  2170. status->hp = status->max_hp;
  2171. }
  2172. }
  2173. if( first ) // Initial battle status
  2174. memcpy(&md->status, status, sizeof(struct status_data));
  2175. return 1;
  2176. }
  2177. /** [Skotlex]
  2178. * Calculates the stats of the given pet
  2179. * @param pd: Pet object
  2180. * @param first: Whether or not it is the first calculation
  2181. This will only be false when a pet levels up
  2182. * @return 1
  2183. **/
  2184. int status_calc_pet_(struct pet_data *pd, bool first)
  2185. {
  2186. nullpo_ret(pd);
  2187. if (first) {
  2188. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2189. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2190. pd->status.class_ = CLASS_NORMAL;
  2191. pd->status.speed = pd->petDB->speed;
  2192. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2193. // Attack support requires the pet to be able to attack
  2194. pd->status.mode |= MD_CANATTACK;
  2195. }
  2196. }
  2197. if (battle_config.pet_lv_rate && pd->master) {
  2198. struct map_session_data *sd = pd->master;
  2199. int lv;
  2200. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2201. if (lv < 0)
  2202. lv = 1;
  2203. if (lv != pd->pet.level || first) {
  2204. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2205. pd->pet.level = lv;
  2206. if (!first) // Lv Up animation
  2207. clif_misceffect(&pd->bl, 0);
  2208. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2209. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2210. status->str = (bstat->str*lv)/pd->db->lv;
  2211. status->agi = (bstat->agi*lv)/pd->db->lv;
  2212. status->vit = (bstat->vit*lv)/pd->db->lv;
  2213. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2214. status->dex = (bstat->dex*lv)/pd->db->lv;
  2215. status->luk = (bstat->luk*lv)/pd->db->lv;
  2216. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2217. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2218. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2219. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2220. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2221. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2222. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2223. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2224. status_calc_misc(&pd->bl, &pd->status, lv);
  2225. if (!first) // Not done the first time because the pet is not visible yet
  2226. clif_send_petstatus(sd);
  2227. }
  2228. } else if (first) {
  2229. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2230. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2231. pd->pet.level = pd->db->lv;
  2232. }
  2233. // Support rate modifier (1000 = 100%)
  2234. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  2235. if(battle_config.pet_support_rate != 100)
  2236. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  2237. return 1;
  2238. }
  2239. /** [Cydh]
  2240. * Get HP bonus modifiers
  2241. * @param bl: block_list that will be checked
  2242. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2243. * @return bonus: total bonus for HP
  2244. */
  2245. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2246. int bonus = 0;
  2247. if (type == STATUS_BONUS_FIX) {
  2248. struct status_change *sc = status_get_sc(bl);
  2249. //Only for BL_PC
  2250. if (bl->type == BL_PC) {
  2251. struct map_session_data *sd = map_id2sd(bl->id);
  2252. int8 i;
  2253. bonus += sd->bonus.hp;
  2254. if ((i=pc_checkskill(sd,CR_TRUST)) > 0)
  2255. bonus += i * 200;
  2256. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2257. bonus *= 3; // Triple max HP for top ranking Taekwons over level 90.
  2258. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2259. bonus += 2000; // Supernovice lvl99 hp bonus.
  2260. }
  2261. //Bonus by SC
  2262. if (sc) {
  2263. if(sc->data[SC_INCMHP])
  2264. bonus += sc->data[SC_INCMHP]->val1;
  2265. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2266. bonus += 500;
  2267. if(sc->data[SC_LERADSDEW])
  2268. bonus += sc->data[SC_LERADSDEW]->val3;
  2269. if(sc->data[SC_INSPIRATION])
  2270. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2271. if(sc->data[SC_SOLID_SKIN_OPTION])
  2272. bonus += 2000;
  2273. if(sc->data[SC_MARIONETTE])
  2274. bonus -= 1000;
  2275. }
  2276. }
  2277. else if (type == STATUS_BONUS_RATE) {
  2278. struct status_change *sc = status_get_sc(bl);
  2279. //Only for BL_PC
  2280. if (bl->type == BL_PC) {
  2281. struct map_session_data *sd = map_id2sd(bl->id);
  2282. bonus += sd->hprate;
  2283. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2284. //+200% for top ranking Taekwons over level 90.
  2285. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  2286. bonus += 200;
  2287. }
  2288. //Bonus by SC
  2289. if (sc) {
  2290. //Increasing
  2291. if(sc->data[SC_INCMHPRATE])
  2292. bonus += sc->data[SC_INCMHPRATE]->val1;
  2293. if(sc->data[SC_APPLEIDUN])
  2294. bonus += sc->data[SC_APPLEIDUN]->val2;
  2295. if(sc->data[SC_DELUGE])
  2296. bonus += sc->data[SC_DELUGE]->val2;
  2297. if(sc->data[SC_BERSERK])
  2298. bonus += 200; //+200%
  2299. if(sc->data[SC_MERC_HPUP])
  2300. bonus += sc->data[SC_MERC_HPUP]->val2;
  2301. if(sc->data[SC_EPICLESIS])
  2302. bonus += sc->data[SC_EPICLESIS]->val2;
  2303. if(sc->data[SC_FRIGG_SONG])
  2304. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2305. if(sc->data[SC_FORCEOFVANGUARD])
  2306. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2307. if(sc->data[SC_INSPIRATION])
  2308. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2309. if(sc->data[SC_RAISINGDRAGON])
  2310. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2311. if(sc->data[SC_GT_REVITALIZE])
  2312. bonus += (2 * sc->data[SC_GT_REVITALIZE]->val1);
  2313. if(sc->data[SC_MUSTLE_M])
  2314. bonus += sc->data[SC_MUSTLE_M]->val1;
  2315. if(sc->data[SC_ANGRIFFS_MODUS])
  2316. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2317. if(sc->data[SC_PETROLOGY_OPTION])
  2318. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2319. if(sc->data[SC_POWER_OF_GAIA])
  2320. bonus += sc->data[SC_POWER_OF_GAIA]->val2;
  2321. if(sc->data[SC_CURSED_SOIL_OPTION])
  2322. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2323. //Decreasing
  2324. if(sc->data[SC_VENOMBLEED])
  2325. bonus -= 15;
  2326. if(sc->data[SC_BEYONDOFWARCRY])
  2327. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2328. if(sc->data[SC__WEAKNESS])
  2329. bonus -= sc->data[SC__WEAKNESS]->val2;
  2330. if(sc->data[SC_MYSTERIOUS_POWDER])
  2331. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2332. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2333. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2334. if(sc->data[SC_EQC])
  2335. bonus -= sc->data[SC_EQC]->val4;
  2336. }
  2337. }
  2338. return min(bonus,INT_MAX);
  2339. }
  2340. /** [Cydh]
  2341. * Get SP bonus modifiers
  2342. * @param bl: block_list that will be checked
  2343. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2344. * @return bonus: total bonus for SP
  2345. */
  2346. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2347. int bonus = 0;
  2348. if (type == STATUS_BONUS_FIX) {
  2349. struct status_change *sc = status_get_sc(bl);
  2350. //Only for BL_PC
  2351. if (bl->type == BL_PC) {
  2352. struct map_session_data *sd = map_id2sd(bl->id);
  2353. int8 i;
  2354. bonus += sd->bonus.sp;
  2355. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2356. bonus += 30 * i;
  2357. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2358. bonus += 200 + 20 * i;
  2359. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2360. bonus += 30 * i;
  2361. }
  2362. //Bonus by SC
  2363. if (sc) {
  2364. if(sc->data[SC_INCMSP])
  2365. bonus += (sc->data[SC_INCMSP]->val1);
  2366. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2367. bonus += 50;
  2368. }
  2369. }
  2370. else if (type == STATUS_BONUS_RATE) {
  2371. struct status_change *sc = status_get_sc(bl);
  2372. //Only for BL_PC
  2373. if (bl->type == BL_PC) {
  2374. struct map_session_data *sd = map_id2sd(bl->id);
  2375. int8 i;
  2376. bonus += sd->sprate;
  2377. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2378. if((i=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2379. bonus += i;
  2380. if((i=pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2381. bonus += 2 * i;
  2382. //+200% for top ranking Taekwons over level 90.
  2383. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2384. bonus += 200;
  2385. }
  2386. //Bonus by SC
  2387. if (sc) {
  2388. if(sc->data[SC_INCMSPRATE])
  2389. bonus += sc->data[SC_INCMSPRATE]->val1;
  2390. if(sc->data[SC_RAISINGDRAGON])
  2391. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2392. if(sc->data[SC_SERVICE4U])
  2393. bonus += sc->data[SC_SERVICE4U]->val2;
  2394. if(sc->data[SC_MERC_SPUP])
  2395. bonus += sc->data[SC_MERC_SPUP]->val2;
  2396. if(sc->data[SC_LIFE_FORCE_F])
  2397. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2398. }
  2399. }
  2400. return min(bonus,INT_MAX);
  2401. }
  2402. /**
  2403. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2404. * The calculation needs base_level, battle_status (vit or int), additive modifier, and multiplicative modifier
  2405. * @param sd: Player
  2406. * @param flag: 0=Calculates MaxHP, 1=Calculates MaxSP
  2407. * @return max_hp: value
  2408. **/
  2409. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, uint8 flag)
  2410. {
  2411. double max = 0;
  2412. uint16 idx, level, job_id;
  2413. nullpo_ret(sd);
  2414. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2415. idx = pc_class2idx(job_id);
  2416. level = max(sd->status.base_level,1);
  2417. if (flag == 0) { //Calculates MaxHP
  2418. max = job_info[idx].base_hp[level-1] * (1 + (max(sd->battle_status.vit,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:1);
  2419. max += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2420. max = max * (1 + status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) * 0.01);
  2421. }
  2422. else if (flag == 1) { //Calculates MaxSP
  2423. max = job_info[idx].base_sp[level-1] * (1 + (max(sd->battle_status.int_,1) * 0.01));
  2424. max += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2425. max = max * (1 + status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) * 0.01);
  2426. max = (max * ((sd->class_&JOBL_UPPER)?1.25:1)) + 0.5; //Don't have round()
  2427. }
  2428. return cap_value((unsigned int)max,1,UINT_MAX);
  2429. }
  2430. /**
  2431. * Calculates player data from scratch without counting SC adjustments
  2432. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2433. * @param sd: Player object
  2434. * @param first: Whether it is first calc (login) or not
  2435. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2436. **/
  2437. int status_calc_pc_(struct map_session_data* sd, bool first)
  2438. {
  2439. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  2440. struct status_data *status; ///< Pointer to the player's base status
  2441. const struct status_change *sc = &sd->sc;
  2442. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  2443. int b_weight, b_max_weight, b_cart_weight_max, ///< Previous weight
  2444. i, index, skill,refinedef=0;
  2445. if (++calculating > 10) // Too many recursive calls!
  2446. return -1;
  2447. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  2448. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2449. b_weight = sd->weight;
  2450. b_max_weight = sd->max_weight;
  2451. b_cart_weight_max = sd->cart_weight_max;
  2452. pc_calc_skilltree(sd); // SkillTree calculation
  2453. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base+sd->status.str*300;
  2454. if(first) {
  2455. // Load Hp/SP from char-received data.
  2456. sd->battle_status.hp = sd->status.hp;
  2457. sd->battle_status.sp = sd->status.sp;
  2458. sd->regen.sregen = &sd->sregen;
  2459. sd->regen.ssregen = &sd->ssregen;
  2460. sd->weight=0;
  2461. for(i=0;i<MAX_INVENTORY;i++) {
  2462. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  2463. continue;
  2464. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  2465. }
  2466. sd->cart_weight=0;
  2467. sd->cart_num=0;
  2468. for(i=0;i<MAX_CART;i++) {
  2469. if(sd->status.cart[i].nameid==0)
  2470. continue;
  2471. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  2472. sd->cart_num++;
  2473. }
  2474. }
  2475. status = &sd->base_status;
  2476. // These are not zeroed. [zzo]
  2477. sd->hprate=100;
  2478. sd->sprate=100;
  2479. sd->castrate=100;
  2480. sd->delayrate=100;
  2481. sd->dsprate=100;
  2482. sd->hprecov_rate = 100;
  2483. sd->sprecov_rate = 100;
  2484. sd->matk_rate = 100;
  2485. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2486. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2487. sd->regen.state.block = 0;
  2488. // Zeroed arrays, order follows the order in pc.h.
  2489. // Add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2490. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2491. + sizeof(sd->param_equip)
  2492. + sizeof(sd->subele)
  2493. + sizeof(sd->subrace)
  2494. + sizeof(sd->subclass)
  2495. + sizeof(sd->subrace2)
  2496. + sizeof(sd->subsize)
  2497. + sizeof(sd->reseff)
  2498. + sizeof(sd->weapon_coma_ele)
  2499. + sizeof(sd->weapon_coma_race)
  2500. + sizeof(sd->weapon_coma_class)
  2501. + sizeof(sd->weapon_atk)
  2502. + sizeof(sd->weapon_atk_rate)
  2503. + sizeof(sd->arrow_addele)
  2504. + sizeof(sd->arrow_addrace)
  2505. + sizeof(sd->arrow_addclass)
  2506. + sizeof(sd->arrow_addsize)
  2507. + sizeof(sd->magic_addele)
  2508. + sizeof(sd->magic_addrace)
  2509. + sizeof(sd->magic_addclass)
  2510. + sizeof(sd->magic_addsize)
  2511. + sizeof(sd->magic_atk_ele)
  2512. + sizeof(sd->critaddrace)
  2513. + sizeof(sd->expaddrace)
  2514. + sizeof(sd->expaddclass)
  2515. + sizeof(sd->ignore_def_by_race)
  2516. + sizeof(sd->ignore_mdef_by_race)
  2517. + sizeof(sd->ignore_mdef_by_class)
  2518. + sizeof(sd->itemgrouphealrate)
  2519. + sizeof(sd->sp_gain_race)
  2520. + sizeof(sd->sp_gain_race_attack)
  2521. + sizeof(sd->hp_gain_race_attack)
  2522. );
  2523. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2524. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2525. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  2526. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2527. memset(&sd->special_state,0,sizeof(sd->special_state));
  2528. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  2529. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2530. if (!sd->state.permanent_speed)
  2531. status->speed = DEFAULT_WALK_SPEED;
  2532. // Give them all modes except these (useful for clones)
  2533. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2534. status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
  2535. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  2536. if (sd->class_&JOBL_BABY) {
  2537. if (battle_config.character_size&SZ_BIG)
  2538. status->size++;
  2539. } else
  2540. if(battle_config.character_size&SZ_MEDIUM)
  2541. status->size++;
  2542. }
  2543. status->aspd_rate = 1000;
  2544. status->ele_lv = 1;
  2545. status->race = RC_PLAYER;
  2546. status->class_ = CLASS_NORMAL;
  2547. // Zero up structures...
  2548. memset(&sd->autospell,0,sizeof(sd->autospell)
  2549. + sizeof(sd->autospell2)
  2550. + sizeof(sd->autospell3)
  2551. + sizeof(sd->addeff)
  2552. + sizeof(sd->addeff2)
  2553. + sizeof(sd->addeff3)
  2554. + sizeof(sd->skillatk)
  2555. + sizeof(sd->skillusesprate)
  2556. + sizeof(sd->skillusesp)
  2557. + sizeof(sd->skillheal)
  2558. + sizeof(sd->skillheal2)
  2559. + sizeof(sd->hp_loss)
  2560. + sizeof(sd->sp_loss)
  2561. + sizeof(sd->hp_regen)
  2562. + sizeof(sd->sp_regen)
  2563. + sizeof(sd->skillblown)
  2564. + sizeof(sd->skillcast)
  2565. + sizeof(sd->add_def)
  2566. + sizeof(sd->add_mdef)
  2567. + sizeof(sd->add_mdmg)
  2568. + sizeof(sd->add_drop)
  2569. + sizeof(sd->itemhealrate)
  2570. + sizeof(sd->subele2)
  2571. + sizeof(sd->skillcooldown)
  2572. + sizeof(sd->skillfixcast)
  2573. + sizeof(sd->skillvarcast)
  2574. + sizeof(sd->skillfixcastrate)
  2575. );
  2576. memset (&sd->bonus, 0,sizeof(sd->bonus));
  2577. // Autobonus
  2578. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2579. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2580. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2581. npc_script_event(sd, NPCE_STATCALC);
  2582. // Parse equipment
  2583. for(i=0;i<EQI_MAX;i++) {
  2584. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2585. if(index < 0)
  2586. continue;
  2587. if(i == EQI_AMMO) continue;
  2588. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2589. continue;
  2590. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2591. continue;
  2592. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2593. continue;
  2594. if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
  2595. continue;
  2596. if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
  2597. continue;
  2598. if(!sd->inventory_data[index])
  2599. continue;
  2600. status->def += sd->inventory_data[index]->def;
  2601. // Items may be equipped, their effects however are nullified.
  2602. if(first && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  2603. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  2604. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2605. if (!calculating)
  2606. return 1;
  2607. }
  2608. // Sanitize the refine level in case someone decreased the value inbetween
  2609. if (sd->status.inventory[index].refine > MAX_REFINE)
  2610. sd->status.inventory[index].refine = MAX_REFINE;
  2611. if(sd->inventory_data[index]->type == IT_WEAPON) {
  2612. int r,wlv = sd->inventory_data[index]->wlv;
  2613. struct weapon_data *wd;
  2614. struct weapon_atk *wa;
  2615. if (wlv >= REFINE_TYPE_MAX)
  2616. wlv = REFINE_TYPE_MAX - 1;
  2617. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2618. wd = &sd->left_weapon; // Left-hand weapon
  2619. wa = &status->lhw;
  2620. } else {
  2621. wd = &sd->right_weapon;
  2622. wa = &status->rhw;
  2623. }
  2624. wa->atk += sd->inventory_data[index]->atk;
  2625. if ( (r = sd->status.inventory[index].refine) )
  2626. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  2627. #ifdef RENEWAL
  2628. wa->matk += sd->inventory_data[index]->matk;
  2629. wa->wlv = wlv;
  2630. if( r ) // Renewal magic attack refine bonus
  2631. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  2632. #endif
  2633. // Overrefine bonus.
  2634. if (r)
  2635. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  2636. wa->range += sd->inventory_data[index]->range;
  2637. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2638. if (wd == &sd->left_weapon) {
  2639. sd->state.lr_flag = 1;
  2640. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2641. sd->state.lr_flag = 0;
  2642. } else
  2643. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2644. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2645. return 1;
  2646. }
  2647. if(sd->status.inventory[index].card[0]==CARD0_FORGE) { // Forged weapon
  2648. wd->star += (sd->status.inventory[index].card[1]>>8);
  2649. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2650. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2651. wd->star += 10;
  2652. if (!wa->ele) // Do not overwrite element from previous bonuses.
  2653. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2654. }
  2655. }
  2656. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2657. int r;
  2658. if ( (r = sd->status.inventory[index].refine) )
  2659. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  2660. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2661. if( i == EQI_HAND_L ) // Shield
  2662. sd->state.lr_flag = 3;
  2663. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2664. if( i == EQI_HAND_L ) // Shield
  2665. sd->state.lr_flag = 0;
  2666. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2667. return 1;
  2668. }
  2669. }
  2670. else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  2671. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2672. if( !calculating )
  2673. return 1;
  2674. }
  2675. }
  2676. if(sd->equip_index[EQI_AMMO] >= 0) {
  2677. index = sd->equip_index[EQI_AMMO];
  2678. if(sd->inventory_data[index]) { // Arrows
  2679. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  2680. sd->state.lr_flag = 2;
  2681. if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  2682. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2683. sd->state.lr_flag = 0;
  2684. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  2685. return 1;
  2686. }
  2687. }
  2688. // We've got combos to process and check
  2689. if( sd->combos.count ) {
  2690. DBMap *combo_db = itemdb_get_combodb();
  2691. for (i = 0; i < sd->combos.count; i++) {
  2692. uint8 j = 0;
  2693. bool no_run = false;
  2694. struct item_combo *combo = (struct item_combo *)idb_get(combo_db,sd->combos.id[i]);
  2695. if (!sd->combos.bonus[i])
  2696. continue;
  2697. // Check combo items
  2698. while (j < combo->count) {
  2699. struct item_data *id = itemdb_exists(combo->nameid[j]);
  2700. // Don't run the script if at least one of combo's pair has restriction
  2701. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  2702. no_run = true;
  2703. break;
  2704. }
  2705. j++;
  2706. }
  2707. if (no_run)
  2708. continue;
  2709. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  2710. if (!calculating) // Abort, run_script retriggered this
  2711. return 1;
  2712. }
  2713. }
  2714. // Store equipment script bonuses
  2715. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  2716. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2717. status->def += (refinedef+50)/100;
  2718. // Parse Cards
  2719. for(i=0;i<EQI_MAX;i++) {
  2720. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2721. if(index < 0)
  2722. continue;
  2723. if(i == EQI_AMMO) continue;
  2724. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2725. continue;
  2726. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2727. continue;
  2728. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2729. continue;
  2730. if(sd->inventory_data[index]) {
  2731. int j;
  2732. struct item_data *data;
  2733. // Card script execution.
  2734. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  2735. continue;
  2736. for(j=0;j<MAX_SLOTS;j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  2737. int c= sd->status.inventory[index].card[j];
  2738. current_equip_card_id= c;
  2739. if(!c)
  2740. continue;
  2741. data = itemdb_exists(c);
  2742. if(!data)
  2743. continue;
  2744. if(first && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
  2745. run_script(data->equip_script,0,sd->bl.id,0);
  2746. if (!calculating)
  2747. return 1;
  2748. }
  2749. if(!data->script)
  2750. continue;
  2751. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  2752. continue;
  2753. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { // Left hand status.
  2754. sd->state.lr_flag = 1;
  2755. run_script(data->script,0,sd->bl.id,0);
  2756. sd->state.lr_flag = 0;
  2757. } else
  2758. run_script(data->script,0,sd->bl.id,0);
  2759. if (!calculating) // Abort, run_script his function. [Skotlex]
  2760. return 1;
  2761. }
  2762. }
  2763. }
  2764. if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
  2765. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2766. if( data && data->script )
  2767. run_script(data->script,0,sd->bl.id,0);
  2768. }
  2769. for (i = 0; i < MAX_PC_BONUS_SCRIPT; i++) { //Process script Bonus [Cydh]
  2770. if (!(&sd->bonus_script[i]) || !sd->bonus_script[i].script)
  2771. continue;
  2772. if (!sd->bonus_script[i].tid) //Just add timer only for new attached script
  2773. sd->bonus_script[i].tid = add_timer(sd->bonus_script[i].tick,pc_bonus_script_timer,sd->bl.id,i);
  2774. run_script(sd->bonus_script[i].script,0,sd->bl.id,0);
  2775. }
  2776. if( sd->pd ) { // Pet Bonus
  2777. struct pet_data *pd = sd->pd;
  2778. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2779. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2780. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2781. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2782. }
  2783. // param_bonus now holds card bonuses.
  2784. if(status->rhw.range < 1) status->rhw.range = 1;
  2785. if(status->lhw.range < 1) status->lhw.range = 1;
  2786. if(status->rhw.range < status->lhw.range)
  2787. status->rhw.range = status->lhw.range;
  2788. sd->bonus.double_rate += sd->bonus.double_add_rate;
  2789. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  2790. sd->bonus.splash_range += sd->bonus.splash_add_range;
  2791. // Damage modifiers from weapon type
  2792. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2793. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2794. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2795. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2796. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2797. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2798. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  2799. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  2800. { // When Riding with spear, damage modifier to mid-class becomes
  2801. // same as versus large size.
  2802. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2803. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2804. }
  2805. // ----- STATS CALCULATION -----
  2806. // Job bonuses
  2807. index = pc_class2idx(sd->status.class_);
  2808. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  2809. if(!job_info[index].job_bonus[i])
  2810. continue;
  2811. switch(job_info[index].job_bonus[i]) {
  2812. case 1: status->str++; break;
  2813. case 2: status->agi++; break;
  2814. case 3: status->vit++; break;
  2815. case 4: status->int_++; break;
  2816. case 5: status->dex++; break;
  2817. case 6: status->luk++; break;
  2818. }
  2819. }
  2820. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2821. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  2822. status->str += 10;
  2823. status->agi += 10;
  2824. status->vit += 10;
  2825. status->int_+= 10;
  2826. status->dex += 10;
  2827. status->luk += 10;
  2828. }
  2829. // Absolute modifiers from passive skills
  2830. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  2831. status->str++;
  2832. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  2833. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2834. if((skill=pc_checkskill(sd,AC_OWL))>0)
  2835. status->dex += skill;
  2836. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  2837. status->int_ += skill;
  2838. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2839. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2840. status->str = cap_value(i,0,USHRT_MAX);
  2841. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2842. status->agi = cap_value(i,0,USHRT_MAX);
  2843. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2844. status->vit = cap_value(i,0,USHRT_MAX);
  2845. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2846. status->int_ = cap_value(i,0,USHRT_MAX);
  2847. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2848. status->dex = cap_value(i,0,USHRT_MAX);
  2849. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2850. status->luk = cap_value(i,0,USHRT_MAX);
  2851. // ------ ATTACK CALCULATION ------
  2852. // Base batk value is set in status_calc_misc
  2853. #ifndef RENEWAL
  2854. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  2855. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  2856. status->batk += sd->weapon_atk[sd->status.weapon];
  2857. // Absolute modifiers from passive skills
  2858. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  2859. status->batk += 4;
  2860. #else
  2861. status->watk = status_weapon_atk(status->rhw, status);
  2862. status->watk2 = status_weapon_atk(status->lhw, status);
  2863. status->eatk = max(sd->bonus.eatk,0);
  2864. #endif
  2865. // ----- HP MAX CALCULATION -----
  2866. sd->status.max_hp = status_calc_maxhpsp_pc(sd,0);
  2867. if(battle_config.hp_rate != 100)
  2868. status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100;
  2869. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2870. status->max_hp = battle_config.max_hp;
  2871. else if(!status->max_hp)
  2872. status->max_hp = 1;
  2873. // ----- SP MAX CALCULATION -----
  2874. sd->status.max_sp = status_calc_maxhpsp_pc(sd,1);
  2875. if(battle_config.sp_rate != 100)
  2876. status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100;
  2877. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2878. status->max_sp = battle_config.max_sp;
  2879. else if(!status->max_sp)
  2880. status->max_sp = 1;
  2881. // ----- RESPAWN HP/SP -----
  2882. // Calc respawn hp and store it on base_status
  2883. if (sd->special_state.restart_full_recover) {
  2884. status->hp = status->max_hp;
  2885. status->sp = status->max_sp;
  2886. } else {
  2887. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  2888. && battle_config.restart_hp_rate < 50)
  2889. status->hp = status->max_hp>>1;
  2890. else
  2891. status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
  2892. if(!status->hp)
  2893. status->hp = 1;
  2894. status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;
  2895. if( !status->sp ) // The minimum for the respawn setting is SP:1
  2896. status->sp = 1;
  2897. }
  2898. // ----- MISC CALCULATION -----
  2899. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2900. // Equipment modifiers for misc settings
  2901. if(sd->matk_rate < 0)
  2902. sd->matk_rate = 0;
  2903. if(sd->matk_rate != 100) {
  2904. status->matk_max = status->matk_max * sd->matk_rate/100;
  2905. status->matk_min = status->matk_min * sd->matk_rate/100;
  2906. }
  2907. if(sd->hit_rate < 0)
  2908. sd->hit_rate = 0;
  2909. if(sd->hit_rate != 100)
  2910. status->hit = status->hit * sd->hit_rate/100;
  2911. if(sd->flee_rate < 0)
  2912. sd->flee_rate = 0;
  2913. if(sd->flee_rate != 100)
  2914. status->flee = status->flee * sd->flee_rate/100;
  2915. if(sd->def2_rate < 0)
  2916. sd->def2_rate = 0;
  2917. if(sd->def2_rate != 100)
  2918. status->def2 = status->def2 * sd->def2_rate/100;
  2919. if(sd->mdef2_rate < 0)
  2920. sd->mdef2_rate = 0;
  2921. if(sd->mdef2_rate != 100)
  2922. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2923. if(sd->critical_rate < 0)
  2924. sd->critical_rate = 0;
  2925. if(sd->critical_rate != 100)
  2926. status->cri = cap_value(status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  2927. if(sd->flee2_rate < 0)
  2928. sd->flee2_rate = 0;
  2929. if(sd->flee2_rate != 100)
  2930. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2931. // ----- HIT CALCULATION -----
  2932. // Absolute modifiers from passive skills
  2933. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  2934. status->hit += skill*2;
  2935. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  2936. #ifndef RENEWAL
  2937. status->hit += skill;
  2938. #endif
  2939. if(sd->status.weapon == W_BOW)
  2940. status->rhw.range += skill;
  2941. }
  2942. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  2943. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  2944. status->hit += 2*skill;
  2945. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  2946. status->hit += skill;
  2947. status->rhw.range += skill;
  2948. }
  2949. }
  2950. // ----- FLEE CALCULATION -----
  2951. // Absolute modifiers from passive skills
  2952. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2953. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  2954. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  2955. status->flee += (skill*3)>>1;
  2956. // ----- EQUIPMENT-DEF CALCULATION -----
  2957. // Apply relative modifiers from equipment
  2958. if(sd->def_rate < 0)
  2959. sd->def_rate = 0;
  2960. if(sd->def_rate != 100) {
  2961. i = status->def * sd->def_rate/100;
  2962. status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2963. }
  2964. #ifndef RENEWAL
  2965. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) {
  2966. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  2967. status->def = (unsigned char)battle_config.max_def;
  2968. }
  2969. #endif
  2970. // ----- EQUIPMENT-MDEF CALCULATION -----
  2971. // Apply relative modifiers from equipment
  2972. if(sd->mdef_rate < 0)
  2973. sd->mdef_rate = 0;
  2974. if(sd->mdef_rate != 100) {
  2975. i = status->mdef * sd->mdef_rate/100;
  2976. status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2977. }
  2978. #ifndef RENEWAL
  2979. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) {
  2980. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2981. status->mdef = (signed char)battle_config.max_def;
  2982. }
  2983. #endif
  2984. // ----- ASPD CALCULATION -----
  2985. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2986. // Basic ASPD value
  2987. i = status_base_amotion_pc(sd,status);
  2988. status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  2989. // Relative modifiers from passive skills
  2990. #ifndef RENEWAL_ASPD
  2991. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2992. status->aspd_rate -= 5*skill;
  2993. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2994. status->aspd_rate -= 30*skill;
  2995. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2996. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2997. status->aspd_rate -= ((skill+1)/2) * 10;
  2998. if(pc_isriding(sd))
  2999. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3000. else if(pc_isridingdragon(sd))
  3001. status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3002. #else // Needs more info
  3003. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3004. status->aspd_rate += 5*skill;
  3005. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  3006. status->aspd_rate += 30*skill;
  3007. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3008. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3009. status->aspd_rate += ((skill+1)/2) * 10;
  3010. if(pc_isriding(sd))
  3011. status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3012. else if(pc_isridingdragon(sd))
  3013. status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3014. #endif
  3015. status->adelay = 2*status->amotion;
  3016. // ----- DMOTION -----
  3017. i = 800-status->agi*4;
  3018. status->dmotion = cap_value(i, 400, 800);
  3019. if(battle_config.pc_damage_delay_rate != 100)
  3020. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3021. // ----- MISC CALCULATIONS -----
  3022. // Weight
  3023. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  3024. sd->max_weight += 2000*skill;
  3025. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  3026. sd->max_weight += 10000;
  3027. else if(pc_isridingdragon(sd))
  3028. sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
  3029. if(sc->data[SC_KNOWLEDGE])
  3030. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  3031. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  3032. sd->max_weight += 2000*skill;
  3033. sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
  3034. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  3035. sd->regen.state.walk = 1;
  3036. else
  3037. sd->regen.state.walk = 0;
  3038. // Skill SP cost
  3039. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3040. sd->dsprate -= 4*skill;
  3041. if(sc->data[SC_SERVICE4U])
  3042. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3043. if(sc->data[SC_SPCOST_RATE])
  3044. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3045. // Underflow protections.
  3046. if(sd->dsprate < 0)
  3047. sd->dsprate = 0;
  3048. if(sd->castrate < 0)
  3049. sd->castrate = 0;
  3050. if(sd->delayrate < 0)
  3051. sd->delayrate = 0;
  3052. if(sd->hprecov_rate < 0)
  3053. sd->hprecov_rate = 0;
  3054. if(sd->sprecov_rate < 0)
  3055. sd->sprecov_rate = 0;
  3056. // Anti-element and anti-race
  3057. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3058. sd->subele[ELE_HOLY] += skill*5;
  3059. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3060. sd->subele[ELE_NEUTRAL] += skill;
  3061. sd->subele[ELE_FIRE] += skill*4;
  3062. }
  3063. if((skill=pc_checkskill(sd,NC_RESEARCHFE))>0) {
  3064. sd->subele[ELE_EARTH] += skill*10;
  3065. sd->subele[ELE_FIRE] += skill*10;
  3066. }
  3067. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3068. skill = skill*4;
  3069. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3070. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3071. sd->magic_addrace[RC_DRAGON]+=skill;
  3072. sd->subrace[RC_DRAGON]+=skill;
  3073. }
  3074. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3075. sd->right_weapon.addrace[RC_DEMON] += skill;
  3076. sd->right_weapon.addele[ELE_DARK] += skill;
  3077. sd->left_weapon.addrace[RC_DEMON] += skill;
  3078. sd->left_weapon.addele[ELE_DARK] += skill;
  3079. sd->magic_addrace[RC_DEMON] += skill;
  3080. sd->magic_addele[ELE_DARK] += skill;
  3081. sd->subrace[RC_DEMON] += skill;
  3082. sd->subele[ELE_DARK] += skill;
  3083. }
  3084. if(sc->count) {
  3085. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3086. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3087. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3088. }
  3089. if(sc->data[SC_SIEGFRIED]) {
  3090. i = sc->data[SC_SIEGFRIED]->val2;
  3091. sd->subele[ELE_WATER] += i;
  3092. sd->subele[ELE_EARTH] += i;
  3093. sd->subele[ELE_FIRE] += i;
  3094. sd->subele[ELE_WIND] += i;
  3095. sd->subele[ELE_POISON] += i;
  3096. sd->subele[ELE_HOLY] += i;
  3097. sd->subele[ELE_DARK] += i;
  3098. sd->subele[ELE_GHOST] += i;
  3099. sd->subele[ELE_UNDEAD] += i;
  3100. }
  3101. if(sc->data[SC_PROVIDENCE]) {
  3102. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3103. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3104. }
  3105. if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
  3106. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  3107. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  3108. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  3109. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  3110. }
  3111. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3112. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3113. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3114. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3115. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3116. }
  3117. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3118. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3119. sd->subele[ELE_FIRE] += i;
  3120. sd->subele[ELE_WATER] -= i;
  3121. }
  3122. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3123. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3124. sd->subele[ELE_WATER] += i;
  3125. sd->subele[ELE_WIND] -= i;
  3126. }
  3127. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3128. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3129. sd->subele[ELE_WIND] += i;
  3130. sd->subele[ELE_EARTH] -= i;
  3131. }
  3132. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3133. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3134. sd->subele[ELE_EARTH] += i;
  3135. sd->subele[ELE_FIRE] -= i;
  3136. }
  3137. if (sc->data[SC_MTF_MLEATKED] )
  3138. sd->subele[ELE_NEUTRAL] += 2;
  3139. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  3140. sd->magic_addele[ELE_FIRE] += 25;
  3141. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  3142. sd->magic_addele[ELE_WATER] += 25;
  3143. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  3144. sd->magic_addele[ELE_WIND] += 25;
  3145. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  3146. sd->magic_addele[ELE_EARTH] += 25;
  3147. }
  3148. status_cpy(&sd->battle_status, status);
  3149. // ----- CLIENT-SIDE REFRESH -----
  3150. if(!sd->bl.prev) {
  3151. // Will update on LoadEndAck
  3152. calculating = 0;
  3153. return 0;
  3154. }
  3155. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3156. clif_skillinfoblock(sd);
  3157. if(b_weight != sd->weight)
  3158. clif_updatestatus(sd,SP_WEIGHT);
  3159. if(b_max_weight != sd->max_weight) {
  3160. clif_updatestatus(sd,SP_MAXWEIGHT);
  3161. pc_updateweightstatus(sd);
  3162. }
  3163. if( b_cart_weight_max != sd->cart_weight_max ) {
  3164. clif_updatestatus(sd,SP_CARTINFO);
  3165. }
  3166. calculating = 0;
  3167. return 0;
  3168. }
  3169. /**
  3170. * Calculates Mercenary data
  3171. * @param md: Mercenary object
  3172. * @param first: Whether it is first calc or not (0 on level up or status)
  3173. * @return 0
  3174. **/
  3175. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  3176. {
  3177. struct status_data *status = &md->base_status;
  3178. struct s_mercenary *merc = &md->mercenary;
  3179. if( first ) {
  3180. memcpy(status, &md->db->status, sizeof(struct status_data));
  3181. status->class_ = CLASS_NORMAL;
  3182. status->mode = MD_CANMOVE|MD_CANATTACK;
  3183. status->hp = status->max_hp;
  3184. status->sp = status->max_sp;
  3185. md->battle_status.hp = merc->hp;
  3186. md->battle_status.sp = merc->sp;
  3187. if (md->master)
  3188. status->speed = status_get_speed(&md->master->bl);
  3189. }
  3190. status_calc_misc(&md->bl, status, md->db->lv);
  3191. status_cpy(&md->battle_status, status);
  3192. return 0;
  3193. }
  3194. /**
  3195. * Calculates Homunculus data
  3196. * @param hd: Homunculus object
  3197. * @param first: Whether it is first calc or not (0 on level up or status)
  3198. * @return 1
  3199. **/
  3200. int status_calc_homunculus_(struct homun_data *hd, bool first)
  3201. {
  3202. struct status_data *status = &hd->base_status;
  3203. struct s_homunculus *hom = &hd->homunculus;
  3204. int skill;
  3205. int amotion;
  3206. status->str = hom->str / 10;
  3207. status->agi = hom->agi / 10;
  3208. status->vit = hom->vit / 10;
  3209. status->dex = hom->dex / 10;
  3210. status->int_ = hom->int_ / 10;
  3211. status->luk = hom->luk / 10;
  3212. if (first) {
  3213. const struct s_homunculus_db *db = hd->homunculusDB;
  3214. status->def_ele = db->element;
  3215. status->ele_lv = 1;
  3216. status->race = db->race;
  3217. status->class_ = CLASS_NORMAL;
  3218. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  3219. status->rhw.range = 1 + status->size;
  3220. status->mode = MD_CANMOVE|MD_CANATTACK;
  3221. status->speed = DEFAULT_WALK_SPEED;
  3222. if (battle_config.hom_setting&0x8 && hd->master)
  3223. status->speed = status_get_speed(&hd->master->bl);
  3224. status->hp = 1;
  3225. status->sp = 1;
  3226. }
  3227. status->aspd_rate = 1000;
  3228. #ifdef RENEWAL
  3229. status->def = (status->vit + (hom->level / 10)) + ((status->agi + (hom->level / 10)) / 2);
  3230. status->mdef = status->int_ + ((status->int_ + status->dex + status->luk) / 3) + (hom->level / 10) * 2;
  3231. amotion = (1000 -2*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  3232. #else
  3233. skill = hom->level/10 + status->vit/5;
  3234. status->def = cap_value(skill, 0, 99);
  3235. skill = hom->level/10 + status->int_/5;
  3236. status->mdef = cap_value(skill, 0, 99);
  3237. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  3238. #endif
  3239. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3240. status->adelay = status->amotion; /// It seems adelay = amotion for Homunculus.
  3241. status->max_hp = hom->max_hp ;
  3242. status->max_sp = hom->max_sp ;
  3243. merc_hom_calc_skilltree(hd, 0);
  3244. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  3245. status->def += skill * 4;
  3246. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0) {
  3247. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  3248. status->str += 1 +skill/3 +skill/3 +skill/4;
  3249. }
  3250. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  3251. status->max_hp += skill * 2 * status->max_hp / 100;
  3252. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  3253. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  3254. if (first) {
  3255. hd->battle_status.hp = hom->hp ;
  3256. hd->battle_status.sp = hom->sp ;
  3257. if(hom->class_ == 6052) // Eleanor
  3258. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3259. }
  3260. #ifndef RENEWAL
  3261. status->rhw.atk = status->dex;
  3262. status->rhw.atk2 = status->str + hom->level;
  3263. #endif
  3264. status_calc_misc(&hd->bl, status, hom->level);
  3265. #ifdef RENEWAL
  3266. status->matk_max = status->matk_min;
  3267. #endif
  3268. status_cpy(&hd->battle_status, status);
  3269. return 1;
  3270. }
  3271. /**
  3272. * Calculates Elemental data
  3273. * @param ed: Elemental object
  3274. * @param first: Whether it is first calc or not (0 on status change)
  3275. * @return 0
  3276. **/
  3277. int status_calc_elemental_(struct elemental_data *ed, bool first)
  3278. {
  3279. struct status_data *status = &ed->base_status;
  3280. struct s_elemental *ele = &ed->elemental;
  3281. struct map_session_data *sd = ed->master;
  3282. if( !sd )
  3283. return 0;
  3284. if( first ) {
  3285. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3286. if( !ele->mode )
  3287. status->mode = EL_MODE_PASSIVE;
  3288. else
  3289. status->mode = ele->mode;
  3290. status->class_ = CLASS_NORMAL;
  3291. status_calc_misc(&ed->bl, status, 0);
  3292. status->max_hp = ele->max_hp;
  3293. status->max_sp = ele->max_sp;
  3294. status->hp = ele->hp;
  3295. status->sp = ele->sp;
  3296. status->rhw.atk = ele->atk;
  3297. status->rhw.atk2 = ele->atk2;
  3298. status->matk_min += ele->matk;
  3299. status->def += ele->def;
  3300. status->mdef += ele->mdef;
  3301. status->flee = ele->flee;
  3302. status->hit = ele->hit;
  3303. if (ed->master)
  3304. status->speed = status_get_speed(&ed->master->bl);
  3305. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3306. } else {
  3307. status_calc_misc(&ed->bl, status, 0);
  3308. status_cpy(&ed->battle_status, status);
  3309. }
  3310. return 0;
  3311. }
  3312. /**
  3313. * Calculates NPC data
  3314. * @param nd: NPC object
  3315. * @param first: Whether it is first calc or not (what?)
  3316. * @return 0
  3317. **/
  3318. int status_calc_npc_(struct npc_data *nd, bool first)
  3319. {
  3320. struct status_data *status = &nd->status;
  3321. if (!nd)
  3322. return 0;
  3323. if (first) {
  3324. status->hp = 1;
  3325. status->sp = 1;
  3326. status->max_hp = 1;
  3327. status->max_sp = 1;
  3328. status->def_ele = ELE_NEUTRAL;
  3329. status->ele_lv = 1;
  3330. status->race = RC_DEMIHUMAN;
  3331. status->class_ = CLASS_NORMAL;
  3332. status->size = nd->size;
  3333. status->rhw.range = 1 + status->size;
  3334. status->mode = (MD_CANMOVE|MD_CANATTACK);
  3335. status->speed = nd->speed;
  3336. }
  3337. status->str = nd->stat_point;
  3338. status->agi = nd->stat_point;
  3339. status->vit = nd->stat_point;
  3340. status->int_= nd->stat_point;
  3341. status->dex = nd->stat_point;
  3342. status->luk = nd->stat_point;
  3343. status_calc_misc(&nd->bl, status, nd->level);
  3344. status_cpy(&nd->status, status);
  3345. return 0;
  3346. }
  3347. /**
  3348. * Calculates regeneration values
  3349. * Applies passive skill regeneration additions
  3350. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3351. * @param status: Object's status
  3352. * @param regen: Object's base regeneration data
  3353. **/
  3354. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3355. {
  3356. struct map_session_data *sd;
  3357. int val, skill, reg_flag;
  3358. if( !(bl->type&BL_REGEN) || !regen )
  3359. return;
  3360. sd = BL_CAST(BL_PC,bl);
  3361. val = 1 + (status->vit/5) + (status->max_hp/200);
  3362. if( sd && sd->hprecov_rate != 100 )
  3363. val = val*sd->hprecov_rate/100;
  3364. reg_flag = bl->type == BL_PC ? 0 : 1;
  3365. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3366. val = 1 + (status->int_/6) + (status->max_sp/100);
  3367. if( status->int_ >= 120 )
  3368. val += ((status->int_-120)>>1) + 4;
  3369. if( sd && sd->sprecov_rate != 100 )
  3370. val = val*sd->sprecov_rate/100;
  3371. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3372. if( sd ) {
  3373. struct regen_data_sub *sregen;
  3374. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  3375. val = regen->sp*(100+3*skill)/100;
  3376. regen->sp = cap_value(val, 1, SHRT_MAX);
  3377. }
  3378. // Only players have skill/sitting skill regen for now.
  3379. sregen = regen->sregen;
  3380. val = 0;
  3381. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  3382. val += skill*5 + skill*status->max_hp/500;
  3383. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3384. val = 0;
  3385. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  3386. val += skill*3 + skill*status->max_sp/500;
  3387. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  3388. val += skill*3 + skill*status->max_sp/500;
  3389. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  3390. val += 3 + 3 * skill;
  3391. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3392. // Skill-related recovery (only when sit)
  3393. sregen = regen->ssregen;
  3394. val = 0;
  3395. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3396. val += skill*4 + skill*status->max_hp/500;
  3397. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  3398. val += skill*30 + skill*status->max_hp/500;
  3399. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3400. val = 0;
  3401. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  3402. val += skill*3 + skill*status->max_sp/500;
  3403. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  3404. val += (30+10*skill)*val/100;
  3405. }
  3406. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3407. val += skill*2 + skill*status->max_sp/500;
  3408. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3409. }
  3410. if( bl->type == BL_HOM ) {
  3411. struct homun_data *hd = (TBL_HOM*)bl;
  3412. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  3413. val = regen->hp*(100+5*skill)/100;
  3414. regen->hp = cap_value(val, 1, SHRT_MAX);
  3415. }
  3416. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  3417. val = regen->sp*(100+3*skill)/100;
  3418. regen->sp = cap_value(val, 1, SHRT_MAX);
  3419. }
  3420. } else if( bl->type == BL_MER ) {
  3421. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3422. regen->hp = cap_value(val, 1, SHRT_MAX);
  3423. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3424. regen->sp = cap_value(val, 1, SHRT_MAX);
  3425. } else if( bl->type == BL_ELEM ) {
  3426. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3427. regen->hp = cap_value(val, 1, SHRT_MAX);
  3428. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3429. regen->sp = cap_value(val, 1, SHRT_MAX);
  3430. }
  3431. }
  3432. /**
  3433. * Calculates SC (Status Changes) regeneration values
  3434. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3435. * @param regen: Object's base regeneration data
  3436. * @param sc: Object's status change data
  3437. **/
  3438. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  3439. {
  3440. if (!(bl->type&BL_REGEN) || !regen)
  3441. return;
  3442. regen->flag = RGN_HP|RGN_SP;
  3443. if(regen->sregen) {
  3444. if (regen->sregen->hp)
  3445. regen->flag|=RGN_SHP;
  3446. if (regen->sregen->sp)
  3447. regen->flag|=RGN_SSP;
  3448. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  3449. }
  3450. if (regen->ssregen) {
  3451. if (regen->ssregen->hp)
  3452. regen->flag|=RGN_SHP;
  3453. if (regen->ssregen->sp)
  3454. regen->flag|=RGN_SSP;
  3455. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  3456. }
  3457. regen->rate.hp = regen->rate.sp = 1;
  3458. if (!sc || !sc->count)
  3459. return;
  3460. if (
  3461. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  3462. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  3463. || sc->data[SC_BERSERK]
  3464. || sc->data[SC_TRICKDEAD]
  3465. || sc->data[SC_BLEEDING]
  3466. || sc->data[SC_MAGICMUSHROOM]
  3467. || sc->data[SC_SATURDAYNIGHTFEVER]
  3468. ) // No regen
  3469. regen->flag = 0;
  3470. if (
  3471. sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_REBOUND] ||
  3472. #ifdef RENEWAL
  3473. sc->data[SC_MAXIMIZEPOWER] ||
  3474. #endif
  3475. ( (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3476. (sc->data[SC_EXTREMITYFIST] || ((sc->data[SC_EXPLOSIONSPIRITS] || sc->data[SC_RAISINGDRAGON]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  3477. )
  3478. ) // No natural SP regen
  3479. regen->flag &=~RGN_SP;
  3480. if(sc->data[SC_TENSIONRELAX]) {
  3481. regen->rate.hp += 2;
  3482. if (regen->sregen)
  3483. regen->sregen->rate.hp += 3;
  3484. }
  3485. if (sc->data[SC_MAGNIFICAT]) {
  3486. regen->rate.hp += 1;
  3487. regen->rate.sp += 1;
  3488. }
  3489. if (sc->data[SC_REGENERATION]) {
  3490. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  3491. if (!sce->val4) {
  3492. regen->rate.hp += sce->val2;
  3493. regen->rate.sp += sce->val3;
  3494. } else
  3495. regen->flag&=~sce->val4; // Remove regen as specified by val4
  3496. }
  3497. if (sc->data[SC_APPLEIDUN])
  3498. regen->rate.hp += sc->data[SC_APPLEIDUN]->val3;
  3499. if (sc->data[SC_EPICLESIS]) {
  3500. regen->rate.hp += sc->data[SC_EPICLESIS]->val3;
  3501. regen->rate.sp += sc->data[SC_EPICLESIS]->val4;
  3502. }
  3503. if(sc->data[SC_GT_REVITALIZE]) {
  3504. regen->hp = cap_value(regen->hp*sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  3505. regen->state.walk= 1;
  3506. }
  3507. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
  3508. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  3509. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  3510. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
  3511. regen->rate.hp *= 2;
  3512. if( sc->data[SC_VITALITYACTIVATION] )
  3513. regen->flag &=~RGN_SP;
  3514. }
  3515. /**
  3516. * Applies a state to a unit - See [StatusChangeStateTable]
  3517. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  3518. * @param sc: Object's status change data
  3519. * @param flag: Which state to apply to bl
  3520. * @param start: (1) start state, (0) remove state
  3521. **/
  3522. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  3523. {
  3524. /// No sc at all, we can zero without any extra weight over our conciousness
  3525. if( !sc->count ) {
  3526. memset(&sc->cant, 0, sizeof (sc->cant));
  3527. return;
  3528. }
  3529. // Can't move
  3530. if( flag&SCS_NOMOVE ) {
  3531. if( !(flag&SCS_NOMOVECOND) ) {
  3532. sc->cant.move += ( start ? 1 : -1 );
  3533. sc->cant.move = max(sc->cant.move,0); // safecheck
  3534. } else if(
  3535. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  3536. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  3537. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  3538. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  3539. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  3540. ) {
  3541. sc->cant.move += ( start ? 1 : -1 );
  3542. }
  3543. }
  3544. // Can't use skills
  3545. if( flag&SCS_NOCAST ) {
  3546. if( !(flag&SCS_NOCASTCOND) )
  3547. sc->cant.cast += ( start ? 1 : -1 );
  3548. else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) )
  3549. sc->cant.cast += ( start ? 1 : -1 );
  3550. }
  3551. // Can't chat
  3552. if( flag&SCS_NOCHAT ) {
  3553. if( !(flag&SCS_NOCHATCOND) )
  3554. sc->cant.chat += ( start ? 1 : -1 );
  3555. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  3556. sc->cant.chat += ( start ? 1 : -1 );
  3557. }
  3558. // Player-only states
  3559. if( bl->type == BL_PC ) {
  3560. // Can't pick-up items
  3561. if( flag&SCS_NOPICKITEM ) {
  3562. if( !(flag&SCS_NOPICKITEMCOND) )
  3563. sc->cant.pickup += ( start ? 1 : -1 );
  3564. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3565. sc->cant.pickup += ( start ? 1 : -1 );
  3566. }
  3567. // Can't drop items
  3568. if( flag&SCS_NODROPITEM ) {
  3569. if( !(flag&SCS_NODROPITEMCOND) )
  3570. sc->cant.drop += ( start ? 1 : -1 );
  3571. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3572. sc->cant.drop += ( start ? 1 : -1 );
  3573. }
  3574. }
  3575. return;
  3576. }
  3577. /**
  3578. * Recalculates parts of an objects status according to specified flags
  3579. * See [set_sc] [add_sc]
  3580. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  3581. * @param flag: Which status has changed on bl
  3582. **/
  3583. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  3584. {
  3585. const struct status_data *b_status = status_get_base_status(bl);
  3586. struct status_data *status = status_get_status_data(bl);
  3587. struct status_change *sc = status_get_sc(bl);
  3588. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3589. int temp;
  3590. if (!b_status || !status)
  3591. return;
  3592. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  3593. status_cpy(status, b_status);
  3594. return;
  3595. }
  3596. if(flag&SCB_STR) {
  3597. status->str = status_calc_str(bl, sc, b_status->str);
  3598. flag|=SCB_BATK;
  3599. if( bl->type&BL_HOM )
  3600. flag |= SCB_WATK;
  3601. }
  3602. if(flag&SCB_AGI) {
  3603. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3604. flag|=SCB_FLEE
  3605. #ifdef RENEWAL
  3606. |SCB_DEF2
  3607. #endif
  3608. ;
  3609. if( bl->type&(BL_PC|BL_HOM) )
  3610. flag |= SCB_ASPD|SCB_DSPD;
  3611. }
  3612. if(flag&SCB_VIT) {
  3613. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3614. flag|=SCB_DEF2|SCB_MDEF2;
  3615. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3616. flag |= SCB_MAXHP;
  3617. if( bl->type&BL_HOM )
  3618. flag |= SCB_DEF;
  3619. }
  3620. if(flag&SCB_INT) {
  3621. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3622. flag|=SCB_MATK|SCB_MDEF2;
  3623. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3624. flag |= SCB_MAXSP;
  3625. if( bl->type&BL_HOM )
  3626. flag |= SCB_MDEF;
  3627. }
  3628. if(flag&SCB_DEX) {
  3629. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3630. flag|=SCB_BATK|SCB_HIT
  3631. #ifdef RENEWAL
  3632. |SCB_MATK|SCB_MDEF2
  3633. #endif
  3634. ;
  3635. if( bl->type&(BL_PC|BL_HOM) )
  3636. flag |= SCB_ASPD;
  3637. if( bl->type&BL_HOM )
  3638. flag |= SCB_WATK;
  3639. }
  3640. if(flag&SCB_LUK) {
  3641. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3642. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  3643. #ifdef RENEWAL
  3644. |SCB_MATK|SCB_HIT|SCB_FLEE
  3645. #endif
  3646. ;
  3647. }
  3648. if(flag&SCB_BATK && b_status->batk) {
  3649. status->batk = status_base_atk(bl,status);
  3650. temp = b_status->batk - status_base_atk(bl,b_status);
  3651. if (temp) {
  3652. temp += status->batk;
  3653. status->batk = cap_value(temp, 0, USHRT_MAX);
  3654. }
  3655. status->batk = status_calc_batk(bl, sc, status->batk);
  3656. }
  3657. if(flag&SCB_WATK) {
  3658. #ifndef RENEWAL
  3659. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  3660. if (!sd) // Should not affect weapon refine bonus
  3661. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  3662. if(b_status->lhw.atk) {
  3663. if (sd) {
  3664. sd->state.lr_flag = 1;
  3665. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3666. sd->state.lr_flag = 0;
  3667. } else {
  3668. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3669. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  3670. }
  3671. }
  3672. #else
  3673. if(!b_status->watk) { // We only have left-hand weapon
  3674. status->watk = 0;
  3675. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  3676. }
  3677. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  3678. #endif
  3679. }
  3680. if(flag&SCB_HIT) {
  3681. if (status->dex == b_status->dex
  3682. #ifdef RENEWAL
  3683. && status->luk == b_status->luk
  3684. #endif
  3685. )
  3686. status->hit = status_calc_hit(bl, sc, b_status->hit);
  3687. else
  3688. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  3689. #ifdef RENEWAL
  3690. + (status->luk/3 - b_status->luk/3)
  3691. #endif
  3692. );
  3693. }
  3694. if(flag&SCB_FLEE) {
  3695. if (status->agi == b_status->agi
  3696. #ifdef RENEWAL
  3697. && status->luk == b_status->luk
  3698. #endif
  3699. )
  3700. status->flee = status_calc_flee(bl, sc, b_status->flee);
  3701. else
  3702. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  3703. #ifdef RENEWAL
  3704. + (status->luk/5 - b_status->luk/5)
  3705. #endif
  3706. );
  3707. }
  3708. if(flag&SCB_DEF) {
  3709. status->def = status_calc_def(bl, sc, b_status->def);
  3710. if( bl->type&BL_HOM )
  3711. status->def += (status->vit/5 - b_status->vit/5);
  3712. }
  3713. if(flag&SCB_DEF2) {
  3714. if (status->vit == b_status->vit
  3715. #ifdef RENEWAL
  3716. && status->agi == b_status->agi
  3717. #endif
  3718. )
  3719. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  3720. else
  3721. status->def2 = status_calc_def2(bl, sc, b_status->def2
  3722. #ifdef RENEWAL
  3723. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  3724. #else
  3725. + (status->vit - b_status->vit)
  3726. #endif
  3727. );
  3728. }
  3729. if(flag&SCB_MDEF) {
  3730. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  3731. if( bl->type&BL_HOM )
  3732. status->mdef += (status->int_/5 - b_status->int_/5);
  3733. }
  3734. if(flag&SCB_MDEF2) {
  3735. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  3736. #ifdef RENEWAL
  3737. && status->dex == b_status->dex
  3738. #endif
  3739. )
  3740. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  3741. else
  3742. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  3743. #ifdef RENEWAL
  3744. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  3745. #else
  3746. + ((status->vit - b_status->vit)>>1)
  3747. #endif
  3748. );
  3749. }
  3750. if(flag&SCB_SPEED) {
  3751. struct unit_data *ud = unit_bl2ud(bl);
  3752. status->speed = status_calc_speed(bl, sc, b_status->speed);
  3753. /** [Skotlex]
  3754. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3755. * because if you step on something while walking, the moment this
  3756. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  3757. **/
  3758. if (ud)
  3759. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3760. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  3761. status->speed = battle_config.max_walk_speed;
  3762. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  3763. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  3764. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  3765. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  3766. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  3767. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  3768. }
  3769. if(flag&SCB_CRI && b_status->cri) {
  3770. if (status->luk == b_status->luk)
  3771. status->cri = status_calc_critical(bl, sc, b_status->cri);
  3772. else
  3773. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  3774. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  3775. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  3776. status->cri <<= 1;
  3777. }
  3778. if(flag&SCB_FLEE2 && b_status->flee2) {
  3779. if (status->luk == b_status->luk)
  3780. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  3781. else
  3782. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  3783. }
  3784. if(flag&SCB_ATK_ELE) {
  3785. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  3786. if (sd) sd->state.lr_flag = 1;
  3787. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  3788. if (sd) sd->state.lr_flag = 0;
  3789. }
  3790. if(flag&SCB_DEF_ELE) {
  3791. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  3792. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  3793. }
  3794. if(flag&SCB_MODE) {
  3795. status->mode = status_calc_mode(bl, sc, b_status->mode);
  3796. // Since mode changed, reset their state.
  3797. if (!(status->mode&MD_CANATTACK))
  3798. unit_stop_attack(bl);
  3799. if (!(status->mode&MD_CANMOVE))
  3800. unit_stop_walking(bl,1);
  3801. }
  3802. /**
  3803. * No status changes alter these yet.
  3804. * if(flag&SCB_SIZE)
  3805. * if(flag&SCB_RACE)
  3806. * if(flag&SCB_RANGE)
  3807. **/
  3808. if(flag&SCB_MAXHP) {
  3809. if( bl->type&BL_PC ) {
  3810. status->max_hp = status_calc_maxhpsp_pc(sd,0);
  3811. if( status->max_hp > (unsigned int)battle_config.max_hp )
  3812. status->max_hp = (unsigned int)battle_config.max_hp;
  3813. } else
  3814. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  3815. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  3816. status->hp = status->max_hp;
  3817. if( sd ) clif_updatestatus(sd,SP_HP);
  3818. }
  3819. }
  3820. if(flag&SCB_MAXSP) {
  3821. if( bl->type&BL_PC ) {
  3822. status->max_sp = status_calc_maxhpsp_pc(sd,1);
  3823. if( status->max_sp > (unsigned int)battle_config.max_sp )
  3824. status->max_sp = (unsigned int)battle_config.max_sp;
  3825. } else
  3826. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  3827. if( status->sp > status->max_sp ) {
  3828. status->sp = status->max_sp;
  3829. if( sd ) clif_updatestatus(sd,SP_SP);
  3830. }
  3831. }
  3832. if(flag&SCB_MATK) {
  3833. #ifndef RENEWAL
  3834. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  3835. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  3836. #else
  3837. /**
  3838. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  3839. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  3840. **/
  3841. status->matk_min = status->matk_max = status_base_matk(status, status_get_lv(bl));
  3842. if( bl->type&BL_PC ) {
  3843. int wMatk = 0;
  3844. int variance = 0;
  3845. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  3846. if( sd->bonus.ematk > 0 ) {
  3847. status->matk_max += sd->bonus.ematk;
  3848. status->matk_min += sd->bonus.ematk;
  3849. }
  3850. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  3851. status->matk_max = status_calc_ematk(bl, sc, status->matk_max);
  3852. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  3853. if(b_status->lhw.matk) {
  3854. if (sd) {
  3855. //sd->state.lr_flag = 1; //?? why was that set here
  3856. status->lhw.matk = b_status->lhw.matk;
  3857. sd->state.lr_flag = 0;
  3858. } else {
  3859. status->lhw.matk = b_status->lhw.matk;
  3860. }
  3861. }
  3862. if(b_status->rhw.matk) {
  3863. status->rhw.matk = b_status->rhw.matk;
  3864. }
  3865. if(status->rhw.matk) {
  3866. wMatk += status->rhw.matk;
  3867. variance += wMatk * status->rhw.wlv / 10;
  3868. }
  3869. if(status->lhw.matk) {
  3870. wMatk += status->lhw.matk;
  3871. variance += status->lhw.matk * status->lhw.wlv / 10;
  3872. }
  3873. status->matk_min += wMatk - variance;
  3874. status->matk_max += wMatk + variance;
  3875. }
  3876. #endif
  3877. if (bl->type&BL_PC && sd->matk_rate != 100) {
  3878. status->matk_max = status->matk_max * sd->matk_rate/100;
  3879. status->matk_min = status->matk_min * sd->matk_rate/100;
  3880. }
  3881. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3882. if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) /// Hom Min Matk is always the same as Max Matk
  3883. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  3884. status->matk_min = status->matk_max;
  3885. else
  3886. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3887. #ifdef RENEWAL
  3888. if( sd && sd->right_weapon.overrefine > 0) {
  3889. status->matk_min++;
  3890. status->matk_max += sd->right_weapon.overrefine - 1;
  3891. }
  3892. #endif
  3893. }
  3894. if(flag&SCB_ASPD) {
  3895. int amotion;
  3896. if( bl->type&BL_PC ) {
  3897. amotion = status_base_amotion_pc(sd,status);
  3898. #ifndef RENEWAL_ASPD
  3899. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3900. if(status->aspd_rate != 1000)
  3901. amotion = amotion*status->aspd_rate/1000;
  3902. #else
  3903. /// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  3904. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
  3905. if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  3906. amotion -= ( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
  3907. * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;
  3908. if(status->aspd_rate != 1000) // Absolute percentage modifier
  3909. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  3910. #endif
  3911. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3912. status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  3913. status->adelay = 2*status->amotion;
  3914. } else if( bl->type&BL_HOM ) {
  3915. #ifdef RENEWAL
  3916. amotion = (1000 -2*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3917. #else
  3918. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3919. #endif
  3920. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3921. if(status->aspd_rate != 1000)
  3922. amotion = amotion*status->aspd_rate/1000;
  3923. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3924. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3925. status->adelay = status->amotion;
  3926. } else { // Mercenary and mobs
  3927. amotion = b_status->amotion;
  3928. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3929. if(status->aspd_rate != 1000)
  3930. amotion = amotion*status->aspd_rate/1000;
  3931. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3932. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  3933. temp = b_status->adelay*status->aspd_rate/1000;
  3934. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  3935. }
  3936. }
  3937. if(flag&SCB_DSPD) {
  3938. int dmotion;
  3939. if( bl->type&BL_PC ) {
  3940. if (b_status->agi == status->agi)
  3941. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3942. else {
  3943. dmotion = 800-status->agi*4;
  3944. status->dmotion = cap_value(dmotion, 400, 800);
  3945. if(battle_config.pc_damage_delay_rate != 100)
  3946. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3947. // It's safe to ignore b_status->dmotion since no bonus affects it.
  3948. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  3949. }
  3950. } else if( bl->type&BL_HOM ) {
  3951. dmotion = 800-status->agi*4;
  3952. status->dmotion = cap_value(dmotion, 400, 800);
  3953. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3954. } else // Mercenary and mobs
  3955. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3956. }
  3957. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  3958. status_calc_regen(bl, status, status_get_regen_data(bl));
  3959. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  3960. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  3961. }
  3962. /**
  3963. * Recalculates parts of an objects status according to specified flags
  3964. * Also sends updates to the client when necessary
  3965. * See [set_sc] [add_sc]
  3966. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  3967. * @param flag: Which status has changed on bl
  3968. * @param first: If true, will cause status_calc_* functions to run their base status initialization code
  3969. **/
  3970. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  3971. {
  3972. struct status_data b_status; // Previous battle status
  3973. struct status_data* status; // Pointer to current battle status
  3974. // Remember previous values
  3975. status = status_get_status_data(bl);
  3976. memcpy(&b_status, status, sizeof(struct status_data));
  3977. if( flag&SCB_BASE ) { // Calculate the object's base status too
  3978. switch( bl->type ) {
  3979. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  3980. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  3981. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  3982. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  3983. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  3984. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
  3985. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break;
  3986. }
  3987. }
  3988. if( first && bl->type == BL_MOB )
  3989. return; // Assume there will be no statuses active
  3990. if( bl->type == BL_PET )
  3991. return; // Pets are not affected by statuses
  3992. status_calc_bl_main(bl, flag);
  3993. if( first && bl->type == BL_HOM )
  3994. return; // Client update handled by caller
  3995. // Compare against new values and send client updates
  3996. if( bl->type == BL_PC ) {
  3997. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3998. if(b_status.str != status->str)
  3999. clif_updatestatus(sd,SP_STR);
  4000. if(b_status.agi != status->agi)
  4001. clif_updatestatus(sd,SP_AGI);
  4002. if(b_status.vit != status->vit)
  4003. clif_updatestatus(sd,SP_VIT);
  4004. if(b_status.int_ != status->int_)
  4005. clif_updatestatus(sd,SP_INT);
  4006. if(b_status.dex != status->dex)
  4007. clif_updatestatus(sd,SP_DEX);
  4008. if(b_status.luk != status->luk)
  4009. clif_updatestatus(sd,SP_LUK);
  4010. if(b_status.hit != status->hit)
  4011. clif_updatestatus(sd,SP_HIT);
  4012. if(b_status.flee != status->flee)
  4013. clif_updatestatus(sd,SP_FLEE1);
  4014. if(b_status.amotion != status->amotion)
  4015. clif_updatestatus(sd,SP_ASPD);
  4016. if(b_status.speed != status->speed)
  4017. clif_updatestatus(sd,SP_SPEED);
  4018. if(b_status.batk != status->batk
  4019. #ifndef RENEWAL
  4020. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4021. #endif
  4022. )
  4023. clif_updatestatus(sd,SP_ATK1);
  4024. if(b_status.def != status->def) {
  4025. clif_updatestatus(sd,SP_DEF1);
  4026. #ifdef RENEWAL
  4027. clif_updatestatus(sd,SP_DEF2);
  4028. #endif
  4029. }
  4030. if(
  4031. #ifdef RENEWAL
  4032. b_status.watk != status->watk || b_status.watk2 != status->watk2
  4033. || b_status.eatk != status->eatk
  4034. #else
  4035. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4036. #endif
  4037. )
  4038. clif_updatestatus(sd,SP_ATK2);
  4039. if(b_status.def2 != status->def2) {
  4040. clif_updatestatus(sd,SP_DEF2);
  4041. #ifdef RENEWAL
  4042. clif_updatestatus(sd,SP_DEF1);
  4043. #endif
  4044. }
  4045. if(b_status.flee2 != status->flee2)
  4046. clif_updatestatus(sd,SP_FLEE2);
  4047. if(b_status.cri != status->cri)
  4048. clif_updatestatus(sd,SP_CRITICAL);
  4049. #ifndef RENEWAL
  4050. if(b_status.matk_max != status->matk_max)
  4051. clif_updatestatus(sd,SP_MATK1);
  4052. if(b_status.matk_min != status->matk_min)
  4053. clif_updatestatus(sd,SP_MATK2);
  4054. #else
  4055. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4056. clif_updatestatus(sd,SP_MATK2);
  4057. clif_updatestatus(sd,SP_MATK1);
  4058. }
  4059. #endif
  4060. if(b_status.mdef != status->mdef) {
  4061. clif_updatestatus(sd,SP_MDEF1);
  4062. #ifdef RENEWAL
  4063. clif_updatestatus(sd,SP_MDEF2);
  4064. #endif
  4065. }
  4066. if(b_status.mdef2 != status->mdef2) {
  4067. clif_updatestatus(sd,SP_MDEF2);
  4068. #ifdef RENEWAL
  4069. clif_updatestatus(sd,SP_MDEF1);
  4070. #endif
  4071. }
  4072. if(b_status.rhw.range != status->rhw.range)
  4073. clif_updatestatus(sd,SP_ATTACKRANGE);
  4074. if(b_status.max_hp != status->max_hp)
  4075. clif_updatestatus(sd,SP_MAXHP);
  4076. if(b_status.max_sp != status->max_sp)
  4077. clif_updatestatus(sd,SP_MAXSP);
  4078. if(b_status.hp != status->hp)
  4079. clif_updatestatus(sd,SP_HP);
  4080. if(b_status.sp != status->sp)
  4081. clif_updatestatus(sd,SP_SP);
  4082. } else if( bl->type == BL_HOM ) {
  4083. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4084. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4085. clif_hominfo(hd->master,hd,0);
  4086. } else if( bl->type == BL_MER ) {
  4087. TBL_MER* md = BL_CAST(BL_MER, bl);
  4088. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4089. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4090. if( b_status.matk_max != status->matk_max )
  4091. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4092. if( b_status.hit != status->hit )
  4093. clif_mercenary_updatestatus(md->master, SP_HIT);
  4094. if( b_status.cri != status->cri )
  4095. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4096. if( b_status.def != status->def )
  4097. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4098. if( b_status.mdef != status->mdef )
  4099. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4100. if( b_status.flee != status->flee )
  4101. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4102. if( b_status.amotion != status->amotion )
  4103. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4104. if( b_status.max_hp != status->max_hp )
  4105. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4106. if( b_status.max_sp != status->max_sp )
  4107. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4108. if( b_status.hp != status->hp )
  4109. clif_mercenary_updatestatus(md->master, SP_HP);
  4110. if( b_status.sp != status->sp )
  4111. clif_mercenary_updatestatus(md->master, SP_SP);
  4112. } else if( bl->type == BL_ELEM ) {
  4113. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4114. if( b_status.max_hp != status->max_hp )
  4115. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4116. if( b_status.max_sp != status->max_sp )
  4117. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4118. if( b_status.hp != status->hp )
  4119. clif_elemental_updatestatus(ed->master, SP_HP);
  4120. if( b_status.sp != status->sp )
  4121. clif_mercenary_updatestatus(ed->master, SP_SP);
  4122. }
  4123. }
  4124. /**
  4125. * Adds strength modifications based on status changes
  4126. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4127. * @param sc: Object's status change information
  4128. * @param str: Initial str
  4129. * @return modified str with cap_value(str,0,USHRT_MAX)
  4130. **/
  4131. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4132. {
  4133. if(!sc || !sc->count)
  4134. return cap_value(str,0,USHRT_MAX);
  4135. if(sc->data[SC_HARMONIZE]) {
  4136. str -= sc->data[SC_HARMONIZE]->val2;
  4137. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4138. }
  4139. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  4140. return 50;
  4141. if(sc->data[SC_INCALLSTATUS])
  4142. str += sc->data[SC_INCALLSTATUS]->val1;
  4143. if(sc->data[SC_INCSTR])
  4144. str += sc->data[SC_INCSTR]->val1;
  4145. if(sc->data[SC_STRFOOD])
  4146. str += sc->data[SC_STRFOOD]->val1;
  4147. if(sc->data[SC_FOOD_STR_CASH])
  4148. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4149. if(sc->data[SC_BATTLEORDERS])
  4150. str += 5;
  4151. if(sc->data[SC_LEADERSHIP])
  4152. str += sc->data[SC_LEADERSHIP]->val1;
  4153. if(sc->data[SC_LOUD])
  4154. str += 4;
  4155. if(sc->data[SC_TRUESIGHT])
  4156. str += 5;
  4157. if(sc->data[SC_SPURT])
  4158. str += 10;
  4159. if(sc->data[SC_NEN])
  4160. str += sc->data[SC_NEN]->val1;
  4161. if(sc->data[SC_BLESSING]) {
  4162. if(sc->data[SC_BLESSING]->val2)
  4163. str += sc->data[SC_BLESSING]->val2;
  4164. else
  4165. str >>= 1;
  4166. }
  4167. if(sc->data[SC_MARIONETTE])
  4168. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4169. if(sc->data[SC_MARIONETTE2])
  4170. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4171. if(sc->data[SC_GIANTGROWTH])
  4172. str += 30;
  4173. if(sc->data[SC_BEYONDOFWARCRY])
  4174. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4175. if(sc->data[SC_SAVAGE_STEAK])
  4176. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4177. if(sc->data[SC_INSPIRATION])
  4178. str += sc->data[SC_INSPIRATION]->val2;
  4179. if(sc->data[SC_STOMACHACHE])
  4180. str -= sc->data[SC_STOMACHACHE]->val1;
  4181. if(sc->data[SC_KYOUGAKU])
  4182. str -= sc->data[SC_KYOUGAKU]->val2;
  4183. if(sc->data[SC_FULL_THROTTLE])
  4184. str += str * 20 / 100;
  4185. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4186. }
  4187. /**
  4188. * Adds agility modifications based on status changes
  4189. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  4190. * @param sc: Object's status change information
  4191. * @param agi: Initial agi
  4192. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  4193. **/
  4194. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  4195. {
  4196. if(!sc || !sc->count)
  4197. return cap_value(agi,0,USHRT_MAX);
  4198. if(sc->data[SC_HARMONIZE]) {
  4199. agi -= sc->data[SC_HARMONIZE]->val2;
  4200. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4201. }
  4202. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  4203. return 50;
  4204. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4205. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  4206. if(sc->data[SC_INCALLSTATUS])
  4207. agi += sc->data[SC_INCALLSTATUS]->val1;
  4208. if(sc->data[SC_INCAGI])
  4209. agi += sc->data[SC_INCAGI]->val1;
  4210. if(sc->data[SC_AGIFOOD])
  4211. agi += sc->data[SC_AGIFOOD]->val1;
  4212. if(sc->data[SC_FOOD_AGI_CASH])
  4213. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  4214. if(sc->data[SC_SOULCOLD])
  4215. agi += sc->data[SC_SOULCOLD]->val1;
  4216. if(sc->data[SC_TRUESIGHT])
  4217. agi += 5;
  4218. if(sc->data[SC_INCREASEAGI])
  4219. agi += sc->data[SC_INCREASEAGI]->val2;
  4220. if(sc->data[SC_INCREASING])
  4221. agi += 4; // Added based on skill updates [Reddozen]
  4222. if(sc->data[SC_DECREASEAGI])
  4223. agi -= sc->data[SC_DECREASEAGI]->val2;
  4224. if(sc->data[SC_QUAGMIRE])
  4225. agi -= sc->data[SC_QUAGMIRE]->val2;
  4226. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  4227. agi -= sc->data[SC_SUITON]->val2;
  4228. if(sc->data[SC_MARIONETTE])
  4229. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  4230. if(sc->data[SC_MARIONETTE2])
  4231. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  4232. if(sc->data[SC_ADORAMUS])
  4233. agi -= sc->data[SC_ADORAMUS]->val2;
  4234. if(sc->data[SC_MARSHOFABYSS])
  4235. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4236. if(sc->data[SC_DROCERA_HERB_STEAMED])
  4237. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  4238. if(sc->data[SC_INSPIRATION])
  4239. agi += sc->data[SC_INSPIRATION]->val2;
  4240. if(sc->data[SC_STOMACHACHE])
  4241. agi -= sc->data[SC_STOMACHACHE]->val1;
  4242. if(sc->data[SC_KYOUGAKU])
  4243. agi -= sc->data[SC_KYOUGAKU]->val2;
  4244. if(sc->data[SC_FULL_THROTTLE])
  4245. agi += agi * 20 / 100;
  4246. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4247. }
  4248. /**
  4249. * Adds vitality modifications based on status changes
  4250. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  4251. * @param sc: Object's status change information
  4252. * @param vit: Initial vit
  4253. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  4254. **/
  4255. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  4256. {
  4257. if(!sc || !sc->count)
  4258. return cap_value(vit,0,USHRT_MAX);
  4259. if(sc->data[SC_HARMONIZE]) {
  4260. vit -= sc->data[SC_HARMONIZE]->val2;
  4261. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4262. }
  4263. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  4264. return 50;
  4265. if(sc->data[SC_INCALLSTATUS])
  4266. vit += sc->data[SC_INCALLSTATUS]->val1;
  4267. if(sc->data[SC_INCVIT])
  4268. vit += sc->data[SC_INCVIT]->val1;
  4269. if(sc->data[SC_VITFOOD])
  4270. vit += sc->data[SC_VITFOOD]->val1;
  4271. if(sc->data[SC_FOOD_VIT_CASH])
  4272. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  4273. if(sc->data[SC_CHANGE])
  4274. vit += sc->data[SC_CHANGE]->val2;
  4275. if(sc->data[SC_GLORYWOUNDS])
  4276. vit += sc->data[SC_GLORYWOUNDS]->val1;
  4277. if(sc->data[SC_TRUESIGHT])
  4278. vit += 5;
  4279. if(sc->data[SC_MARIONETTE])
  4280. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  4281. if(sc->data[SC_MARIONETTE2])
  4282. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  4283. if(sc->data[SC_LAUDAAGNUS])
  4284. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  4285. if(sc->data[SC_MINOR_BBQ])
  4286. vit += sc->data[SC_MINOR_BBQ]->val1;
  4287. if(sc->data[SC_INSPIRATION])
  4288. vit += sc->data[SC_INSPIRATION]->val2;
  4289. if(sc->data[SC_STOMACHACHE])
  4290. vit -= sc->data[SC_STOMACHACHE]->val1;
  4291. if(sc->data[SC_KYOUGAKU])
  4292. vit -= sc->data[SC_KYOUGAKU]->val2;
  4293. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  4294. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  4295. if(sc->data[SC_FULL_THROTTLE])
  4296. vit += vit * 20 / 100;
  4297. #ifdef RENEWAL
  4298. if(sc->data[SC_DEFENCE])
  4299. vit += sc->data[SC_DEFENCE]->val2;
  4300. #endif
  4301. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4302. }
  4303. /**
  4304. * Adds intelligence modifications based on status changes
  4305. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  4306. * @param sc: Object's status change information
  4307. * @param int_: Initial int
  4308. * @return modified int with cap_value(int_,0,USHRT_MAX)
  4309. **/
  4310. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  4311. {
  4312. if(!sc || !sc->count)
  4313. return cap_value(int_,0,USHRT_MAX);
  4314. if(sc->data[SC_HARMONIZE]) {
  4315. int_ -= sc->data[SC_HARMONIZE]->val2;
  4316. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4317. }
  4318. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  4319. return 50;
  4320. if(sc->data[SC_INCALLSTATUS])
  4321. int_ += sc->data[SC_INCALLSTATUS]->val1;
  4322. if(sc->data[SC_INCINT])
  4323. int_ += sc->data[SC_INCINT]->val1;
  4324. if(sc->data[SC_INTFOOD])
  4325. int_ += sc->data[SC_INTFOOD]->val1;
  4326. if(sc->data[SC_FOOD_INT_CASH])
  4327. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  4328. if(sc->data[SC_CHANGE])
  4329. int_ += sc->data[SC_CHANGE]->val3;
  4330. if(sc->data[SC_BATTLEORDERS])
  4331. int_ += 5;
  4332. if(sc->data[SC_TRUESIGHT])
  4333. int_ += 5;
  4334. if(sc->data[SC_BLESSING]) {
  4335. if (sc->data[SC_BLESSING]->val2)
  4336. int_ += sc->data[SC_BLESSING]->val2;
  4337. else
  4338. int_ >>= 1;
  4339. }
  4340. if(sc->data[SC_NEN])
  4341. int_ += sc->data[SC_NEN]->val1;
  4342. if(sc->data[SC_MARIONETTE])
  4343. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  4344. if(sc->data[SC_MARIONETTE2])
  4345. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  4346. if(sc->data[SC_MELODYOFSINK])
  4347. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  4348. if(sc->data[SC_MANDRAGORA])
  4349. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  4350. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  4351. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  4352. if(sc->data[SC_INSPIRATION])
  4353. int_ += sc->data[SC_INSPIRATION]->val2;
  4354. if(sc->data[SC_STOMACHACHE])
  4355. int_ -= sc->data[SC_STOMACHACHE]->val1;
  4356. if(sc->data[SC_KYOUGAKU])
  4357. int_ -= sc->data[SC_KYOUGAKU]->val2;
  4358. if(sc->data[SC_FULL_THROTTLE])
  4359. int_ += int_ * 20 / 100;
  4360. if(bl->type != BL_PC) {
  4361. if(sc->data[SC_STRIPHELM])
  4362. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  4363. if(sc->data[SC__STRIPACCESSORY])
  4364. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4365. }
  4366. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4367. }
  4368. /**
  4369. * Adds dexterity modifications based on status changes
  4370. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  4371. * @param sc: Object's status change information
  4372. * @param dex: Initial dex
  4373. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  4374. **/
  4375. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  4376. {
  4377. if(!sc || !sc->count)
  4378. return cap_value(dex,0,USHRT_MAX);
  4379. if(sc->data[SC_HARMONIZE]) {
  4380. dex -= sc->data[SC_HARMONIZE]->val2;
  4381. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4382. }
  4383. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  4384. return 50;
  4385. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4386. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  4387. if(sc->data[SC_INCALLSTATUS])
  4388. dex += sc->data[SC_INCALLSTATUS]->val1;
  4389. if(sc->data[SC_INCDEX])
  4390. dex += sc->data[SC_INCDEX]->val1;
  4391. if(sc->data[SC_DEXFOOD])
  4392. dex += sc->data[SC_DEXFOOD]->val1;
  4393. if(sc->data[SC_FOOD_DEX_CASH])
  4394. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  4395. if(sc->data[SC_BATTLEORDERS])
  4396. dex += 5;
  4397. if(sc->data[SC_HAWKEYES])
  4398. dex += sc->data[SC_HAWKEYES]->val1;
  4399. if(sc->data[SC_TRUESIGHT])
  4400. dex += 5;
  4401. if(sc->data[SC_QUAGMIRE])
  4402. dex -= sc->data[SC_QUAGMIRE]->val2;
  4403. if(sc->data[SC_BLESSING]) {
  4404. if (sc->data[SC_BLESSING]->val2)
  4405. dex += sc->data[SC_BLESSING]->val2;
  4406. else
  4407. dex >>= 1;
  4408. }
  4409. if(sc->data[SC_INCREASING])
  4410. dex += 4; // Added based on skill updates [Reddozen]
  4411. if(sc->data[SC_MARIONETTE])
  4412. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  4413. if(sc->data[SC_MARIONETTE2])
  4414. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  4415. if(sc->data[SC_SIROMA_ICE_TEA])
  4416. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  4417. if(sc->data[SC_INSPIRATION])
  4418. dex += sc->data[SC_INSPIRATION]->val2;
  4419. if(sc->data[SC_STOMACHACHE])
  4420. dex -= sc->data[SC_STOMACHACHE]->val1;
  4421. if(sc->data[SC_KYOUGAKU])
  4422. dex -= sc->data[SC_KYOUGAKU]->val2;
  4423. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4424. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4425. if(sc->data[SC_MARSHOFABYSS])
  4426. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4427. if(sc->data[SC_FULL_THROTTLE])
  4428. dex += dex * 20 / 100;
  4429. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4430. }
  4431. /**
  4432. * Adds luck modifications based on status changes
  4433. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  4434. * @param sc: Object's status change information
  4435. * @param luk: Initial luk
  4436. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  4437. **/
  4438. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  4439. {
  4440. if(!sc || !sc->count)
  4441. return cap_value(luk,0,USHRT_MAX);
  4442. if(sc->data[SC_HARMONIZE]) {
  4443. luk -= sc->data[SC_HARMONIZE]->val2;
  4444. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4445. }
  4446. if(sc->data[SC_CURSE])
  4447. return 0;
  4448. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  4449. return 50;
  4450. if(sc->data[SC_INCALLSTATUS])
  4451. luk += sc->data[SC_INCALLSTATUS]->val1;
  4452. if(sc->data[SC_INCLUK])
  4453. luk += sc->data[SC_INCLUK]->val1;
  4454. if(sc->data[SC_LUKFOOD])
  4455. luk += sc->data[SC_LUKFOOD]->val1;
  4456. if(sc->data[SC_FOOD_LUK_CASH])
  4457. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  4458. if(sc->data[SC_TRUESIGHT])
  4459. luk += 5;
  4460. if(sc->data[SC_GLORIA])
  4461. luk += 30;
  4462. if(sc->data[SC_MARIONETTE])
  4463. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  4464. if(sc->data[SC_MARIONETTE2])
  4465. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  4466. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  4467. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  4468. if(sc->data[SC_INSPIRATION])
  4469. luk += sc->data[SC_INSPIRATION]->val2;
  4470. if(sc->data[SC_STOMACHACHE])
  4471. luk -= sc->data[SC_STOMACHACHE]->val1;
  4472. if(sc->data[SC_KYOUGAKU])
  4473. luk -= sc->data[SC_KYOUGAKU]->val2;
  4474. if(sc->data[SC_LAUDARAMUS])
  4475. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  4476. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4477. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4478. if(sc->data[SC_BANANA_BOMB])
  4479. luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
  4480. if(sc->data[SC_FULL_THROTTLE])
  4481. luk += luk * 20 / 100;
  4482. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4483. }
  4484. /**
  4485. * Adds base attack modifications based on status changes
  4486. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  4487. * @param sc: Object's status change information
  4488. * @param batk: Initial batk
  4489. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  4490. **/
  4491. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  4492. {
  4493. if(!sc || !sc->count)
  4494. return cap_value(batk,0,USHRT_MAX);
  4495. if(sc->data[SC_ATKPOTION])
  4496. batk += sc->data[SC_ATKPOTION]->val1;
  4497. if(sc->data[SC_BATKFOOD])
  4498. batk += sc->data[SC_BATKFOOD]->val1;
  4499. if(sc->data[SC_GATLINGFEVER])
  4500. batk += sc->data[SC_GATLINGFEVER]->val3;
  4501. if(sc->data[SC_MADNESSCANCEL])
  4502. batk += 100;
  4503. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4504. batk += 50;
  4505. if(bl->type == BL_ELEM
  4506. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4507. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4508. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4509. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  4510. )
  4511. batk += batk / 5;
  4512. if(sc->data[SC_FULL_SWING_K])
  4513. batk += sc->data[SC_FULL_SWING_K]->val1;
  4514. if(sc->data[SC_ODINS_POWER])
  4515. batk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  4516. if(sc->data[SC_ASH])
  4517. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  4518. if(sc->data[SC_PYROCLASTIC])
  4519. batk += sc->data[SC_PYROCLASTIC]->val2;
  4520. if (sc->data[SC_ANGRIFFS_MODUS])
  4521. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  4522. if(sc->data[SC_QUEST_BUFF1])
  4523. batk += sc->data[SC_QUEST_BUFF1]->val1;
  4524. if(sc->data[SC_QUEST_BUFF2])
  4525. batk += sc->data[SC_QUEST_BUFF2]->val1;
  4526. if(sc->data[SC_QUEST_BUFF3])
  4527. batk += sc->data[SC_QUEST_BUFF3]->val1;
  4528. if(sc->data[SC_INCATKRATE])
  4529. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  4530. if(sc->data[SC_PROVOKE])
  4531. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  4532. if(sc->data[SC_CONCENTRATION])
  4533. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  4534. if(sc->data[SC_SKE])
  4535. batk += batk * 3;
  4536. if(sc->data[SC_BLOODLUST])
  4537. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  4538. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  4539. batk -= batk * 25/100;
  4540. if(sc->data[SC_CURSE])
  4541. batk -= batk * 25/100;
  4542. if(sc->data[SC_FLEET])
  4543. batk += batk * sc->data[SC_FLEET]->val3/100;
  4544. if(sc->data[SC__ENERVATION])
  4545. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  4546. if(sc->data[SC__BLOODYLUST])
  4547. batk += batk * 32 / 100;
  4548. if(sc->data[SC_RUSHWINDMILL])
  4549. batk += batk * sc->data[SC_RUSHWINDMILL]->val3/100;
  4550. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4551. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  4552. if( sc->data[SC_ZANGETSU] )
  4553. batk += batk * sc->data[SC_ZANGETSU]->val2 / 100;
  4554. if(sc->data[SC_EQC])
  4555. batk -= batk * sc->data[SC_EQC]->val3 / 100;
  4556. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  4557. }
  4558. /**
  4559. * Adds weapon attack modifications based on status changes
  4560. * @param bl: Object to change watk [PC]
  4561. * @param sc: Object's status change information
  4562. * @param watk: Initial watk
  4563. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  4564. **/
  4565. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  4566. {
  4567. if(!sc || !sc->count)
  4568. return cap_value(watk,0,USHRT_MAX);
  4569. if(sc->data[SC_IMPOSITIO])
  4570. watk += sc->data[SC_IMPOSITIO]->val2;
  4571. if(sc->data[SC_WATKFOOD])
  4572. watk += sc->data[SC_WATKFOOD]->val1;
  4573. if(sc->data[SC_DRUMBATTLE])
  4574. watk += sc->data[SC_DRUMBATTLE]->val2;
  4575. if(sc->data[SC_VOLCANO])
  4576. watk += sc->data[SC_VOLCANO]->val2;
  4577. if(sc->data[SC_MERC_ATKUP])
  4578. watk += sc->data[SC_MERC_ATKUP]->val2;
  4579. if(sc->data[SC_FIGHTINGSPIRIT])
  4580. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  4581. if(sc->data[SC_STRIKING])
  4582. watk += sc->data[SC_STRIKING]->val2;
  4583. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  4584. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  4585. if(sc->data[SC_INSPIRATION])
  4586. watk += (sc->data[SC_INSPIRATION]->val1 * 40) + (sc->data[SC_INSPIRATION]->val2 * 3);
  4587. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4588. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4589. if( sc->data[SC_GT_CHANGE] )
  4590. watk += sc->data[SC_GT_CHANGE]->val2;
  4591. if( sc->data[SC_CAMOUFLAGE] )
  4592. watk += 30 * sc->data[SC_CAMOUFLAGE]->val2;
  4593. if(sc->data[SC__BLOODYLUST])
  4594. watk += watk * 32 / 100;
  4595. if( sc->data[SC_TROPIC_OPTION] )
  4596. watk += sc->data[SC_TROPIC_OPTION]->val2;
  4597. if( sc->data[SC_HEATER_OPTION] )
  4598. watk += sc->data[SC_HEATER_OPTION]->val2;
  4599. if( sc->data[SC_WATER_BARRIER] )
  4600. watk -= sc->data[SC_WATER_BARRIER]->val3;
  4601. if( sc->data[SC_PYROTECHNIC_OPTION] )
  4602. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  4603. if(sc->data[SC_NIBELUNGEN]) {
  4604. if (bl->type != BL_PC)
  4605. watk += sc->data[SC_NIBELUNGEN]->val2;
  4606. #ifndef RENEWAL
  4607. else {
  4608. TBL_PC *sd = (TBL_PC*)bl;
  4609. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  4610. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  4611. watk += sc->data[SC_NIBELUNGEN]->val2;
  4612. }
  4613. #endif
  4614. }
  4615. if(sc->data[SC_INCATKRATE])
  4616. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  4617. if(sc->data[SC_PROVOKE])
  4618. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  4619. if(sc->data[SC_CONCENTRATION])
  4620. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  4621. if(sc->data[SC_SKE])
  4622. watk += watk * 3;
  4623. if(sc->data[SC__ENERVATION])
  4624. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  4625. if(sc->data[SC_FLEET])
  4626. watk += watk * sc->data[SC_FLEET]->val3/100;
  4627. if(sc->data[SC_CURSE])
  4628. watk -= watk * 25/100;
  4629. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  4630. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  4631. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4632. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  4633. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  4634. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4635. )
  4636. watk += watk / 10;
  4637. if( sc && sc->data[SC_TIDAL_WEAPON] )
  4638. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  4639. if(sc->data[SC_ANGRIFFS_MODUS])
  4640. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  4641. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  4642. }
  4643. #ifdef RENEWAL
  4644. /**
  4645. * Adds equip magic attack modifications based on status changes [RENEWAL]
  4646. * @param bl: Object to change matk [PC]
  4647. * @param sc: Object's status change information
  4648. * @param matk: Initial matk
  4649. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  4650. **/
  4651. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  4652. {
  4653. if (!sc || !sc->count)
  4654. return cap_value(matk,0,USHRT_MAX);
  4655. if (sc->data[SC_MATKPOTION])
  4656. matk += sc->data[SC_MATKPOTION]->val1;
  4657. if (sc->data[SC_MATKFOOD])
  4658. matk += sc->data[SC_MATKFOOD]->val1;
  4659. if(sc->data[SC_MANA_PLUS])
  4660. matk += sc->data[SC_MANA_PLUS]->val1;
  4661. if(sc->data[SC_COOLER_OPTION])
  4662. matk += sc->data[SC_COOLER_OPTION]->val2;
  4663. if(sc->data[SC_AQUAPLAY_OPTION])
  4664. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4665. if(sc->data[SC_CHILLY_AIR_OPTION])
  4666. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4667. if(sc->data[SC_WATER_BARRIER])
  4668. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4669. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4670. matk += 50;
  4671. if(sc->data[SC_ODINS_POWER])
  4672. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  4673. if(sc->data[SC_IZAYOI])
  4674. matk += 50 * sc->data[SC_IZAYOI]->val1;
  4675. if(sc->data[SC_QUEST_BUFF1])
  4676. matk += sc->data[SC_QUEST_BUFF1]->val1;
  4677. if(sc->data[SC_QUEST_BUFF2])
  4678. matk += sc->data[SC_QUEST_BUFF2]->val1;
  4679. if(sc->data[SC_QUEST_BUFF3])
  4680. matk += sc->data[SC_QUEST_BUFF3]->val1;
  4681. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4682. }
  4683. #endif
  4684. /**
  4685. * Adds magic attack modifications based on status changes
  4686. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  4687. * @param sc: Object's status change information
  4688. * @param matk: Initial matk
  4689. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  4690. **/
  4691. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  4692. {
  4693. if(!sc || !sc->count)
  4694. return cap_value(matk,0,USHRT_MAX);
  4695. #ifndef RENEWAL
  4696. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  4697. if (sc->data[SC_MATKPOTION])
  4698. matk += sc->data[SC_MATKPOTION]->val1;
  4699. if (sc->data[SC_MATKFOOD])
  4700. matk += sc->data[SC_MATKFOOD]->val1;
  4701. if (sc->data[SC_MANA_PLUS])
  4702. matk += sc->data[SC_MANA_PLUS]->val1;
  4703. if (sc->data[SC_AQUAPLAY_OPTION])
  4704. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4705. if (sc->data[SC_CHILLY_AIR_OPTION])
  4706. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4707. if (sc->data[SC_WATER_BARRIER])
  4708. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4709. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4710. matk += 50;
  4711. if (sc->data[SC_ODINS_POWER])
  4712. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  4713. if (sc->data[SC_IZAYOI])
  4714. matk += 50 * sc->data[SC_IZAYOI]->val1;
  4715. #endif
  4716. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  4717. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  4718. if (sc->data[SC_MINDBREAKER])
  4719. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  4720. if (sc->data[SC_INCMATKRATE])
  4721. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  4722. if (sc->data[SC_MOONLITSERENADE])
  4723. matk += matk * sc->data[SC_MOONLITSERENADE]->val3;
  4724. if (sc->data[SC_ZANGETSU])
  4725. matk += matk * sc->data[SC_ZANGETSU]->val2 / 100;
  4726. if (sc->data[SC_MTF_MATK])
  4727. matk += matk * 25 / 100;
  4728. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4729. }
  4730. /**
  4731. * Adds critical modifications based on status changes
  4732. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  4733. * @param sc: Object's status change information
  4734. * @param critical: Initial critical
  4735. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  4736. **/
  4737. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  4738. {
  4739. if(!sc || !sc->count)
  4740. return cap_value(critical,10,SHRT_MAX);
  4741. if (sc->data[SC_INCCRI])
  4742. critical += sc->data[SC_INCCRI]->val2;
  4743. if (sc->data[SC_EXPLOSIONSPIRITS])
  4744. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  4745. if (sc->data[SC_FORTUNE])
  4746. critical += sc->data[SC_FORTUNE]->val2;
  4747. if (sc->data[SC_TRUESIGHT])
  4748. critical += sc->data[SC_TRUESIGHT]->val2;
  4749. if (sc->data[SC_CLOAKING])
  4750. critical += critical;
  4751. if (sc->data[SC_STRIKING])
  4752. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  4753. #ifdef RENEWAL
  4754. if (sc->data[SC_SPEARQUICKEN])
  4755. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  4756. #endif
  4757. if(sc->data[SC_CAMOUFLAGE])
  4758. critical += critical * ( 10 * sc->data[SC_CAMOUFLAGE]->val2 ) / 100;
  4759. if (sc->data[SC__INVISIBILITY])
  4760. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  4761. if (sc->data[SC__UNLUCKY])
  4762. critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
  4763. if(sc->data[SC_BEYONDOFWARCRY])
  4764. critical -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4765. return (short)cap_value(critical,10,SHRT_MAX);
  4766. }
  4767. /**
  4768. * Adds hit modifications based on status changes
  4769. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  4770. * @param sc: Object's status change information
  4771. * @param hit: Initial hit
  4772. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  4773. **/
  4774. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  4775. {
  4776. if(!sc || !sc->count)
  4777. return cap_value(hit,1,SHRT_MAX);
  4778. if(sc->data[SC_INCHIT])
  4779. hit += sc->data[SC_INCHIT]->val1;
  4780. if(sc->data[SC_HITFOOD])
  4781. hit += sc->data[SC_HITFOOD]->val1;
  4782. if(sc->data[SC_TRUESIGHT])
  4783. hit += sc->data[SC_TRUESIGHT]->val3;
  4784. if(sc->data[SC_HUMMING])
  4785. hit += sc->data[SC_HUMMING]->val2;
  4786. if(sc->data[SC_CONCENTRATION])
  4787. hit += sc->data[SC_CONCENTRATION]->val3;
  4788. if(sc->data[SC_INSPIRATION])
  4789. hit += (5 * sc->data[SC_INSPIRATION]->val1) + (sc->data[SC_INSPIRATION]->val3 / 2);
  4790. if(sc->data[SC_ADJUSTMENT])
  4791. hit -= 30;
  4792. if(sc->data[SC_INCREASING])
  4793. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  4794. if(sc->data[SC_MERC_HITUP])
  4795. hit += sc->data[SC_MERC_HITUP]->val2;
  4796. if(sc->data[SC_INCHITRATE])
  4797. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  4798. if(sc->data[SC_BLIND])
  4799. hit -= hit * 25/100;
  4800. if(sc->data[SC__GROOMY])
  4801. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  4802. if(sc->data[SC_FEAR])
  4803. hit -= hit * 20 / 100;
  4804. if (sc->data[SC_ASH])
  4805. hit -= (hit * sc->data[SC_ASH]->val2) / 100;
  4806. if (sc->data[SC_TEARGAS])
  4807. hit -= hit * 50 / 100;
  4808. if(sc->data[SC_ILLUSIONDOPING])
  4809. hit -= hit * (5 + sc->data[SC_ILLUSIONDOPING]->val1) / 100; // Custom
  4810. if(sc->data[SC_HEAT_BARREL])
  4811. hit -= sc->data[SC_HEAT_BARREL]->val4;
  4812. if (sc->data[SC_MTF_ASPD])
  4813. hit += 5;
  4814. return (short)cap_value(hit,1,SHRT_MAX);
  4815. }
  4816. /**
  4817. * Adds flee modifications based on status changes
  4818. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  4819. * @param sc: Object's status change information
  4820. * @param flee: Initial flee
  4821. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  4822. **/
  4823. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  4824. {
  4825. if( bl->type == BL_PC ) {
  4826. if( map_flag_gvg(bl->m) )
  4827. flee -= flee * battle_config.gvg_flee_penalty/100;
  4828. else if( map[bl->m].flag.battleground )
  4829. flee -= flee * battle_config.bg_flee_penalty/100;
  4830. }
  4831. if(!sc || !sc->count)
  4832. return cap_value(flee,1,SHRT_MAX);
  4833. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  4834. return 1; // 1 = min flee
  4835. if(sc->data[SC_INCFLEE])
  4836. flee += sc->data[SC_INCFLEE]->val1;
  4837. if(sc->data[SC_FLEEFOOD])
  4838. flee += sc->data[SC_FLEEFOOD]->val1;
  4839. if(sc->data[SC_WHISTLE])
  4840. flee += sc->data[SC_WHISTLE]->val2;
  4841. if(sc->data[SC_WINDWALK])
  4842. flee += sc->data[SC_WINDWALK]->val2;
  4843. if(sc->data[SC_VIOLENTGALE])
  4844. flee += sc->data[SC_VIOLENTGALE]->val2;
  4845. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  4846. flee += sc->data[SC_MOON_COMFORT]->val2;
  4847. if(sc->data[SC_CLOSECONFINE])
  4848. flee += 10;
  4849. if (sc->data[SC_ANGRIFFS_MODUS])
  4850. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  4851. if (sc->data[SC_OVERED_BOOST])
  4852. flee = max(flee,sc->data[SC_OVERED_BOOST]->val2);
  4853. if(sc->data[SC_ADJUSTMENT])
  4854. flee += 30;
  4855. if(sc->data[SC_SPEED])
  4856. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  4857. if(sc->data[SC_GATLINGFEVER])
  4858. flee -= sc->data[SC_GATLINGFEVER]->val4;
  4859. if(sc->data[SC_PARTYFLEE])
  4860. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  4861. if(sc->data[SC_MERC_FLEEUP])
  4862. flee += sc->data[SC_MERC_FLEEUP]->val2;
  4863. if( sc->data[SC_HALLUCINATIONWALK] )
  4864. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  4865. if( sc->data[SC_WATER_BARRIER] )
  4866. flee -= sc->data[SC_WATER_BARRIER]->val3;
  4867. #ifdef RENEWAL
  4868. if( sc->data[SC_SPEARQUICKEN] )
  4869. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  4870. #endif
  4871. if(sc->data[SC_INCFLEERATE])
  4872. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  4873. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  4874. flee -= flee * 50/100;
  4875. if(sc->data[SC_BERSERK])
  4876. flee -= flee * 50/100;
  4877. if(sc->data[SC_BLIND])
  4878. flee -= flee * 25/100;
  4879. if(sc->data[SC_FEAR])
  4880. flee -= flee * 20 / 100;
  4881. if(sc->data[SC_PARALYSE])
  4882. flee -= flee * 10 / 100;
  4883. if(sc->data[SC_INFRAREDSCAN])
  4884. flee -= flee * 30 / 100;
  4885. if( sc->data[SC__LAZINESS] )
  4886. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  4887. if( sc->data[SC_GLOOMYDAY] )
  4888. flee -= sc->data[SC_GLOOMYDAY]->val2;
  4889. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  4890. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4891. if( sc->data[SC_WIND_STEP_OPTION] )
  4892. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  4893. if( sc->data[SC_ZEPHYR] )
  4894. flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
  4895. if(sc->data[SC_ASH])
  4896. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  4897. if (sc->data[SC_GOLDENE_FERSE])
  4898. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  4899. if (sc->data[SC_SMOKEPOWDER])
  4900. flee += flee * 20 / 100;
  4901. if (sc->data[SC_TEARGAS])
  4902. flee -= flee * 50 / 100;
  4903. return (short)cap_value(flee,1,SHRT_MAX);
  4904. }
  4905. /**
  4906. * Adds perfect flee modifications based on status changes
  4907. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  4908. * @param sc: Object's status change information
  4909. * @param flee2: Initial flee2
  4910. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  4911. **/
  4912. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  4913. {
  4914. if(!sc || !sc->count)
  4915. return cap_value(flee2,10,SHRT_MAX);
  4916. if(sc->data[SC_INCFLEE2])
  4917. flee2 += sc->data[SC_INCFLEE2]->val2;
  4918. if(sc->data[SC_WHISTLE])
  4919. flee2 += sc->data[SC_WHISTLE]->val3*10;
  4920. if(sc->data[SC__UNLUCKY])
  4921. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  4922. return (short)cap_value(flee2,10,SHRT_MAX);
  4923. }
  4924. /**
  4925. * Adds defense (left-side) modifications based on status changes
  4926. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  4927. * @param sc: Object's status change information
  4928. * @param def: Initial def
  4929. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  4930. **/
  4931. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  4932. {
  4933. if(!sc || !sc->count)
  4934. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  4935. if(sc->data[SC_DEFSET]) // !FIXME: Find out if this really overrides all other SCs
  4936. return sc->data[SC_DEFSET]->val1;
  4937. if(sc->data[SC_BERSERK])
  4938. return 0;
  4939. if(sc->data[SC_SKA])
  4940. return sc->data[SC_SKA]->val3;
  4941. if(sc->data[SC_BARRIER])
  4942. return 100;
  4943. if(sc->data[SC_KEEPING])
  4944. return 90;
  4945. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  4946. if(sc->data[SC_STEELBODY])
  4947. return 90;
  4948. #endif
  4949. if(sc->data[SC_ARMORCHANGE])
  4950. def += sc->data[SC_ARMORCHANGE]->val2;
  4951. if(sc->data[SC_DRUMBATTLE])
  4952. def += sc->data[SC_DRUMBATTLE]->val3;
  4953. #ifndef RENEWAL
  4954. if(sc->data[SC_DEFENCE])
  4955. def += sc->data[SC_DEFENCE]->val2 ;
  4956. #endif
  4957. if(sc->data[SC_INCDEFRATE])
  4958. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  4959. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4960. def += 50;
  4961. if(sc->data[SC_ODINS_POWER])
  4962. def -= 20;
  4963. if( sc->data[SC_ANGRIFFS_MODUS] )
  4964. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  4965. if(sc->data[SC_STONEHARDSKIN])
  4966. def += sc->data[SC_STONEHARDSKIN]->val1;
  4967. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4968. def >>=1;
  4969. if(sc->data[SC_FREEZE])
  4970. def >>=1;
  4971. if(sc->data[SC_SIGNUMCRUCIS])
  4972. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  4973. if(sc->data[SC_CONCENTRATION])
  4974. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  4975. if(sc->data[SC_SKE])
  4976. def >>=1;
  4977. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  4978. def -= def * sc->data[SC_PROVOKE]->val4/100;
  4979. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  4980. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  4981. if (sc->data[SC_FLING])
  4982. def -= def * (sc->data[SC_FLING]->val2)/100;
  4983. if( sc->data[SC_FREEZING] )
  4984. def -= def * 10 / 100;
  4985. if(sc->data[SC_CAMOUFLAGE])
  4986. def -= def * ( 5 * sc->data[SC_CAMOUFLAGE]->val2 ) / 100;
  4987. if( sc->data[SC_ANALYZE] )
  4988. def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4989. if( sc->data[SC_FORCEOFVANGUARD] )
  4990. def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4991. if( sc->data[SC_NEUTRALBARRIER] )
  4992. def += def * (10 + sc->data[SC_NEUTRALBARRIER]->val1 * 5) / 100;
  4993. if( sc->data[SC__BLOODYLUST] )
  4994. def -= def * 55 / 100;
  4995. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4996. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4997. if(sc->data[SC_EARTHDRIVE])
  4998. def -= def * 25 / 100;
  4999. if( sc->data[SC_ROCK_CRUSHER] )
  5000. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5001. if( sc->data[SC_POWER_OF_GAIA] )
  5002. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5003. if( sc->data[SC_PRESTIGE] )
  5004. def += sc->data[SC_PRESTIGE]->val1;
  5005. if(sc->data[SC_ASH])
  5006. def -= def * sc->data[SC_ASH]->val3/100;
  5007. if( sc->data[SC_OVERED_BOOST] )
  5008. def -= def * sc->data[SC_OVERED_BOOST]->val3 / 100;
  5009. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  5010. }
  5011. /**
  5012. * Adds defense (right-side) modifications based on status changes
  5013. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5014. * @param sc: Object's status change information
  5015. * @param def2: Initial def2
  5016. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5017. **/
  5018. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5019. {
  5020. if(!sc || !sc->count)
  5021. #ifdef RENEWAL
  5022. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5023. #else
  5024. return (short)cap_value(def2,1,SHRT_MAX);
  5025. #endif
  5026. if(sc->data[SC_BERSERK])
  5027. return 0;
  5028. if(sc->data[SC_ETERNALCHAOS])
  5029. return 0;
  5030. if(sc->data[SC_SUN_COMFORT])
  5031. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5032. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5033. def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
  5034. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  5035. def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  5036. if(sc->data[SC_ANGELUS])
  5037. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5038. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5039. #else
  5040. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5041. #endif
  5042. if(sc->data[SC_CONCENTRATION])
  5043. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5044. if(sc->data[SC_POISON])
  5045. def2 -= def2 * 25/100;
  5046. if(sc->data[SC_DPOISON])
  5047. def2 -= def2 * 25/100;
  5048. if(sc->data[SC_SKE])
  5049. def2 -= def2 * 50/100;
  5050. if(sc->data[SC_PROVOKE])
  5051. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5052. if(sc->data[SC_JOINTBEAT])
  5053. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5054. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5055. if(sc->data[SC_FLING])
  5056. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5057. if( sc->data[SC_FREEZING] )
  5058. def2 -= def2 * 10 / 100;
  5059. if(sc->data[SC_ANALYZE])
  5060. def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5061. if( sc->data[SC_ECHOSONG] )
  5062. def2 += def2 * sc->data[SC_ECHOSONG]->val3 / 100;
  5063. if(sc->data[SC_ASH])
  5064. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5065. if (sc->data[SC_PARALYSIS])
  5066. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5067. if(sc->data[SC_EQC])
  5068. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5069. #ifdef RENEWAL
  5070. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5071. #else
  5072. return (short)cap_value(def2,1,SHRT_MAX);
  5073. #endif
  5074. }
  5075. /**
  5076. * Adds magic defense (left-side) modifications based on status changes
  5077. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  5078. * @param sc: Object's status change information
  5079. * @param mdef: Initial mdef
  5080. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  5081. **/
  5082. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  5083. {
  5084. if(!sc || !sc->count)
  5085. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5086. if(sc->data[SC_MDEFSET]) // !FIXME: Find out if this really overrides all other SCs
  5087. return sc->data[SC_MDEFSET]->val1;
  5088. if(sc->data[SC_BERSERK])
  5089. return 0;
  5090. if(sc->data[SC_BARRIER])
  5091. return 100;
  5092. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  5093. if(sc->data[SC_STEELBODY])
  5094. return 90;
  5095. #endif
  5096. if(sc->data[SC_ARMORCHANGE])
  5097. mdef += sc->data[SC_ARMORCHANGE]->val3;
  5098. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5099. mdef += 50;
  5100. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  5101. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  5102. if(sc->data[SC_CONCENTRATION])
  5103. mdef += 1; // Skill info says it adds a fixed 1 Mdef point.
  5104. if(sc->data[SC_STONEHARDSKIN])
  5105. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  5106. if(sc->data[SC_WATER_BARRIER])
  5107. mdef += sc->data[SC_WATER_BARRIER]->val2;
  5108. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5109. mdef += 25*mdef/100;
  5110. if(sc->data[SC_FREEZE])
  5111. mdef += 25*mdef/100;
  5112. if( sc->data[SC_NEUTRALBARRIER] )
  5113. mdef += mdef * (10 + sc->data[SC_NEUTRALBARRIER]->val1 * 5) / 100;
  5114. if(sc->data[SC_ANALYZE])
  5115. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5116. if(sc->data[SC_SYMPHONYOFLOVER])
  5117. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  5118. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4)
  5119. mdef -= sc->data[SC_GT_CHANGE]->val4;
  5120. if (sc->data[SC_ODINS_POWER])
  5121. mdef -= 20;
  5122. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5123. }
  5124. /**
  5125. * Adds magic defense (right-side) modifications based on status changes
  5126. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  5127. * @param sc: Object's status change information
  5128. * @param mdef2: Initial mdef2
  5129. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  5130. **/
  5131. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  5132. {
  5133. if(!sc || !sc->count)
  5134. #ifdef RENEWAL
  5135. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5136. #else
  5137. return (short)cap_value(mdef2,1,SHRT_MAX);
  5138. #endif
  5139. if(sc->data[SC_BERSERK])
  5140. return 0;
  5141. if(sc->data[SC_SKA])
  5142. return 90;
  5143. if(sc->data[SC_MINDBREAKER])
  5144. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  5145. if(sc->data[SC_ANALYZE])
  5146. mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5147. #ifdef RENEWAL
  5148. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5149. #else
  5150. return (short)cap_value(mdef2,1,SHRT_MAX);
  5151. #endif
  5152. }
  5153. /**
  5154. * Adds speed modifications based on status changes
  5155. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  5156. * @param sc: Object's status change information
  5157. * @param speed: Initial speed
  5158. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  5159. **/
  5160. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  5161. {
  5162. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5163. int speed_rate = 100;
  5164. if( sc == NULL )
  5165. return cap_value(speed,10,USHRT_MAX);
  5166. if (sd && sd->state.permanent_speed)
  5167. return (short)cap_value(speed,10,USHRT_MAX);
  5168. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  5169. if( sd->ud.skill_id == LG_EXEEDBREAK )
  5170. speed_rate = 160 - 10 * sd->ud.skill_lv;
  5171. else
  5172. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  5173. } else {
  5174. int val = 0;
  5175. // GetMoveHasteValue2()
  5176. if( sc->data[SC_FUSION] )
  5177. val = 25;
  5178. else if( sd ) {
  5179. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  5180. val = 25; // Same bonus
  5181. else if( pc_isridingwug(sd) )
  5182. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  5183. else if( pc_ismadogear(sd) ) {
  5184. val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
  5185. if( sc->data[SC_ACCELERATION] )
  5186. val += 25;
  5187. }
  5188. else if( sc->data[SC_ALL_RIDING] )
  5189. val = battle_config.rental_mount_speed_boost;
  5190. }
  5191. speed_rate -= val;
  5192. // GetMoveSlowValue()
  5193. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  5194. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  5195. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  5196. val = sc->data[SC_CHASEWALK]->val3;
  5197. else {
  5198. val = 0;
  5199. // Longing for Freedom cancels song/dance penalty
  5200. if( sc->data[SC_LONGING] )
  5201. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  5202. else
  5203. if( sd && sc->data[SC_DANCING] )
  5204. 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)) );
  5205. if( sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS] )
  5206. val = max( val, 25 );
  5207. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  5208. val = max( val, 50 );
  5209. if( sc->data[SC_DONTFORGETME] && !sc->data[SC_GN_CARTBOOST] && !sc->data[SC_CARTBOOST] ) //Cart Boost cannot be affected
  5210. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  5211. if( sc->data[SC_CURSE] )
  5212. val = max( val, 300 );
  5213. if( sc->data[SC_CHASEWALK] )
  5214. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  5215. if( sc->data[SC_WEDDING] )
  5216. val = max( val, 100 );
  5217. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  5218. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  5219. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  5220. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  5221. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  5222. val = max( val, 75 );
  5223. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  5224. val = max( val, 100 );
  5225. if( sc->data[SC_GATLINGFEVER] )
  5226. val = max( val, 100 );
  5227. if( sc->data[SC_SUITON] )
  5228. val = max( val, sc->data[SC_SUITON]->val3 );
  5229. if( sc->data[SC_SWOO] )
  5230. val = max( val, 300 );
  5231. if( sc->data[SC_FREEZING] )
  5232. val = max( val, 50 );
  5233. if( sc->data[SC_MARSHOFABYSS] )
  5234. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  5235. if( sc->data[SC_CAMOUFLAGE] )
  5236. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * sc->data[SC_CAMOUFLAGE]->val1 );
  5237. if( sc->data[SC_STEALTHFIELD_MASTER] )
  5238. val = max( val, 30 );
  5239. if( sc->data[SC_BANDING_DEFENCE] )
  5240. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  5241. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  5242. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  5243. if( sc->data[SC_POWER_OF_GAIA] )
  5244. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  5245. if( sc->data[SC_MELON_BOMB] )
  5246. val = max( val, sc->data[SC_MELON_BOMB]->val1 );
  5247. if( sc->data[SC_C_MARKER] )
  5248. val = max( val, 10 );
  5249. if( sc->data[SC_B_TRAP] )
  5250. val = max( val, sc->data[SC_B_TRAP]->val3 );
  5251. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  5252. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  5253. }
  5254. speed_rate += val;
  5255. val = 0;
  5256. // GetMoveHasteValue1()
  5257. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  5258. val = max( val, 50 );
  5259. if( sc->data[SC_INCREASEAGI] )
  5260. val = max( val, 25 );
  5261. if( sc->data[SC_WINDWALK] )
  5262. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  5263. if( sc->data[SC_CARTBOOST] )
  5264. val = max( val, 20 );
  5265. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  5266. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  5267. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  5268. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  5269. if( sc->data[SC_BERSERK] )
  5270. val = max( val, 25 );
  5271. if( sc->data[SC_RUN] )
  5272. val = max( val, 55 );
  5273. if( sc->data[SC_AVOID] )
  5274. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  5275. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  5276. val = max( val, 75 );
  5277. if( sc->data[SC_CLOAKINGEXCEED] )
  5278. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  5279. if( sc->data[SC_HOVERING] )
  5280. val = max( val, 10 );
  5281. if( sc->data[SC_GN_CARTBOOST] )
  5282. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  5283. if( sc->data[SC_SWINGDANCE] )
  5284. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  5285. if( sc->data[SC_WIND_STEP_OPTION] )
  5286. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  5287. if( sc->data[SC_FULL_THROTTLE] )
  5288. val = max( val, 30 );
  5289. // !FIXME: official items use a single bonus for this [ultramage]
  5290. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  5291. val = max( val, 25 );
  5292. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  5293. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  5294. speed_rate -= val;
  5295. if( speed_rate < 40 )
  5296. speed_rate = 40;
  5297. }
  5298. // GetSpeed()
  5299. if( sd && pc_iscarton(sd) )
  5300. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  5301. if( sc->data[SC_PARALYSE] )
  5302. speed += speed * 50 / 100;
  5303. if( speed_rate != 100 )
  5304. speed = speed * speed_rate / 100;
  5305. if( sc->data[SC_STEELBODY] )
  5306. speed = 200;
  5307. if( sc->data[SC_DEFENDER] )
  5308. speed = max(speed, 200);
  5309. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  5310. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  5311. if( sc->data[SC_REBOUND] )
  5312. speed += max(speed, 100);
  5313. return (short)cap_value(speed,10,USHRT_MAX);
  5314. }
  5315. #ifdef RENEWAL_ASPD
  5316. /**
  5317. * Renewal attack speed modifiers based on status changes
  5318. * This function only affects RENEWAL players and comes after base calculation
  5319. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5320. * @param sc: Object's status change information
  5321. * @param flag: flag&1 - fixed value [malufett]
  5322. * flag&2 - percentage value
  5323. * @return modified aspd
  5324. **/
  5325. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
  5326. {
  5327. int i, pots = 0, skills1 = 0, skills2 = 0;
  5328. if(!sc || !sc->count)
  5329. return 0;
  5330. if(sc->data[i=SC_ASPDPOTION3] ||
  5331. sc->data[i=SC_ASPDPOTION2] ||
  5332. sc->data[i=SC_ASPDPOTION1] ||
  5333. sc->data[i=SC_ASPDPOTION0])
  5334. pots += sc->data[i]->val1;
  5335. if( !sc->data[SC_QUAGMIRE] ) {
  5336. if(sc->data[SC_STAR_COMFORT])
  5337. skills1 = 5; // Needs more info
  5338. if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
  5339. skills1 = 7;
  5340. if(sc->data[SC_ONEHAND] && skills1 < 7) skills1 = 7;
  5341. if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // Needs more info
  5342. skills1 = 7;
  5343. if(sc->data[SC_ADRENALINE2] && skills1 < 6)
  5344. skills1 = 6;
  5345. if(sc->data[SC_ADRENALINE] && skills1 < 7)
  5346. skills1 = 7;
  5347. if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
  5348. skills1 = 7;
  5349. if(sc->data[SC_GATLINGFEVER] && skills1 < 9) // Needs more info
  5350. skills1 = 9;
  5351. if(sc->data[SC_FLEET] && skills1 < 5)
  5352. skills1 = 5;
  5353. if(sc->data[SC_ASSNCROS] && skills1 < sc->data[SC_ASSNCROS]->val2/10) {
  5354. if (bl->type!=BL_PC)
  5355. skills1 = sc->data[SC_ASSNCROS]->val2/10;
  5356. else
  5357. switch(((TBL_PC*)bl)->status.weapon) {
  5358. case W_BOW:
  5359. case W_REVOLVER:
  5360. case W_RIFLE:
  5361. case W_GATLING:
  5362. case W_SHOTGUN:
  5363. case W_GRENADE:
  5364. break;
  5365. default:
  5366. skills1 = sc->data[SC_ASSNCROS]->val2/10;
  5367. }
  5368. }
  5369. }
  5370. if(sc->data[SC_BERSERK] && skills1 < 15)
  5371. skills1 = 15;
  5372. else if(sc->data[SC_MADNESSCANCEL] && skills1 < 15) // Needs more info
  5373. skills1 = 15;
  5374. if(sc->data[SC_DONTFORGETME])
  5375. skills2 -= sc->data[SC_DONTFORGETME]->val2; // Needs more info
  5376. if(sc->data[SC_LONGING])
  5377. skills2 -= sc->data[SC_LONGING]->val2; // Needs more info
  5378. if(sc->data[SC_STEELBODY])
  5379. skills2 -= 25;
  5380. if(sc->data[SC_SKA])
  5381. skills2 -= 25;
  5382. if(sc->data[SC_DEFENDER])
  5383. skills2 -= sc->data[SC_DEFENDER]->val4; // Needs more info
  5384. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // Needs more info
  5385. skills2 -= 25;
  5386. if(sc->data[SC_GRAVITATION])
  5387. skills2 -= sc->data[SC_GRAVITATION]->val2; // Needs more info
  5388. if(sc->data[SC_JOINTBEAT]) { // Needs more info
  5389. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5390. skills2 -= 25;
  5391. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5392. skills2 -= 10;
  5393. }
  5394. if( sc->data[SC_FREEZING] )
  5395. skills2 -= 30;
  5396. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5397. skills2 -= 50;
  5398. if( sc->data[SC_PARALYSE] )
  5399. skills2 -= 10;
  5400. if( sc->data[SC__BODYPAINT] )
  5401. skills2 -= 2 + 5 * sc->data[SC__BODYPAINT]->val1;
  5402. if( sc->data[SC__INVISIBILITY] )
  5403. skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
  5404. if( sc->data[SC_SWINGDANCE] )
  5405. skills2 += sc->data[SC_SWINGDANCE]->val2;
  5406. if( sc->data[SC_DANCEWITHWUG] )
  5407. skills2 += sc->data[SC_DANCEWITHWUG]->val3;
  5408. if( sc->data[SC_GLOOMYDAY] )
  5409. skills2 -= sc->data[SC_GLOOMYDAY]->val3;
  5410. if( sc->data[SC_EARTHDRIVE] )
  5411. skills2 -= 25;
  5412. if( sc->data[SC_GT_CHANGE] )
  5413. skills2 += sc->data[SC_GT_CHANGE]->val3;
  5414. if( sc->data[SC_MELON_BOMB] )
  5415. skills2 -= sc->data[SC_MELON_BOMB]->val1;
  5416. if( sc->data[SC_BOOST500] )
  5417. skills2 += sc->data[SC_BOOST500]->val1;
  5418. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5419. skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  5420. if( sc->data[SC_INCASPDRATE] )
  5421. skills2 += sc->data[SC_INCASPDRATE]->val1;
  5422. if( sc->data[SC_HEAT_BARREL] )
  5423. skills2 += sc->data[SC_HEAT_BARREL]->val3;
  5424. return ( flag&1? (skills1 + pots) : skills2 );
  5425. }
  5426. #endif
  5427. /**
  5428. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  5429. * A subtraction reduces the delay, meaning an increase in ASPD
  5430. * This comes after the percentage changes and is based on status changes
  5431. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5432. * @param sc: Object's status change information
  5433. * @param aspd: Object's current ASPD
  5434. * @return modified aspd
  5435. **/
  5436. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  5437. {
  5438. if (!sc || !sc->count)
  5439. return cap_value(aspd, 0, 2000);
  5440. if (!sc->data[SC_QUAGMIRE]) {
  5441. if (sc->data[SC_OVERED_BOOST])
  5442. aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10;
  5443. }
  5444. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
  5445. || sc->data[SC_WILD_STORM_OPTION]))
  5446. aspd -= 50; // +5 ASPD
  5447. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  5448. aspd -= (bl->type==BL_PC?pc_checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;
  5449. if (sc->data[SC_MTF_ASPD])
  5450. aspd -= 10;
  5451. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  5452. }
  5453. /**
  5454. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  5455. * Note: The scale of aspd_rate is 1000 = 100%
  5456. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  5457. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5458. * @param sc: Object's status change information
  5459. * @param aspd_rate: Object's current ASPD
  5460. * @return modified aspd_rate
  5461. **/
  5462. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  5463. {
  5464. int i;
  5465. if(!sc || !sc->count)
  5466. return cap_value(aspd_rate,0,SHRT_MAX);
  5467. if( !sc->data[SC_QUAGMIRE] ) {
  5468. int max = 0;
  5469. if(sc->data[SC_STAR_COMFORT])
  5470. max = sc->data[SC_STAR_COMFORT]->val2;
  5471. if(sc->data[SC_TWOHANDQUICKEN] &&
  5472. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  5473. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  5474. if(sc->data[SC_ONEHAND] &&
  5475. max < sc->data[SC_ONEHAND]->val2)
  5476. max = sc->data[SC_ONEHAND]->val2;
  5477. if(sc->data[SC_MERC_QUICKEN] &&
  5478. max < sc->data[SC_MERC_QUICKEN]->val2)
  5479. max = sc->data[SC_MERC_QUICKEN]->val2;
  5480. if(sc->data[SC_ADRENALINE2] &&
  5481. max < sc->data[SC_ADRENALINE2]->val3)
  5482. max = sc->data[SC_ADRENALINE2]->val3;
  5483. if(sc->data[SC_ADRENALINE] &&
  5484. max < sc->data[SC_ADRENALINE]->val3)
  5485. max = sc->data[SC_ADRENALINE]->val3;
  5486. if(sc->data[SC_SPEARQUICKEN] &&
  5487. max < sc->data[SC_SPEARQUICKEN]->val2)
  5488. max = sc->data[SC_SPEARQUICKEN]->val2;
  5489. if(sc->data[SC_GATLINGFEVER] &&
  5490. max < sc->data[SC_GATLINGFEVER]->val2)
  5491. max = sc->data[SC_GATLINGFEVER]->val2;
  5492. if(sc->data[SC_FLEET] &&
  5493. max < sc->data[SC_FLEET]->val2)
  5494. max = sc->data[SC_FLEET]->val2;
  5495. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  5496. if (bl->type!=BL_PC)
  5497. max = sc->data[SC_ASSNCROS]->val2;
  5498. else
  5499. switch(((TBL_PC*)bl)->status.weapon) {
  5500. case W_BOW:
  5501. case W_REVOLVER:
  5502. case W_RIFLE:
  5503. case W_GATLING:
  5504. case W_SHOTGUN:
  5505. case W_GRENADE:
  5506. break;
  5507. default:
  5508. max = sc->data[SC_ASSNCROS]->val2;
  5509. }
  5510. }
  5511. aspd_rate -= max;
  5512. if(sc->data[SC_BERSERK])
  5513. aspd_rate -= 300;
  5514. else if(sc->data[SC_MADNESSCANCEL])
  5515. aspd_rate -= 200;
  5516. }
  5517. if( sc->data[i=SC_ASPDPOTION3] ||
  5518. sc->data[i=SC_ASPDPOTION2] ||
  5519. sc->data[i=SC_ASPDPOTION1] ||
  5520. sc->data[i=SC_ASPDPOTION0] )
  5521. aspd_rate -= sc->data[i]->val2;
  5522. if(sc->data[SC_DONTFORGETME])
  5523. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  5524. if(sc->data[SC_LONGING])
  5525. aspd_rate += sc->data[SC_LONGING]->val2;
  5526. if(sc->data[SC_STEELBODY])
  5527. aspd_rate += 250;
  5528. if(sc->data[SC_SKA])
  5529. aspd_rate += 250;
  5530. if(sc->data[SC_DEFENDER])
  5531. aspd_rate += sc->data[SC_DEFENDER]->val4;
  5532. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  5533. aspd_rate += 250;
  5534. if(sc->data[SC_GRAVITATION])
  5535. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  5536. if(sc->data[SC_JOINTBEAT]) {
  5537. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5538. aspd_rate += 250;
  5539. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5540. aspd_rate += 100;
  5541. }
  5542. if( sc->data[SC_FREEZING] )
  5543. aspd_rate += 300;
  5544. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5545. aspd_rate += 500;
  5546. if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
  5547. aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  5548. if( sc->data[SC_PARALYSE] )
  5549. aspd_rate += 100;
  5550. if( sc->data[SC__BODYPAINT] )
  5551. aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1;
  5552. if( sc->data[SC__INVISIBILITY] )
  5553. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
  5554. if( sc->data[SC__GROOMY] )
  5555. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  5556. if( sc->data[SC_SWINGDANCE] )
  5557. aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
  5558. if( sc->data[SC_DANCEWITHWUG] )
  5559. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  5560. if( sc->data[SC_GLOOMYDAY] )
  5561. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  5562. if( sc->data[SC_EARTHDRIVE] )
  5563. aspd_rate += 250;
  5564. if( sc->data[SC_GT_CHANGE] )
  5565. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  5566. if( sc->data[SC_MELON_BOMB] )
  5567. aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
  5568. if( sc->data[SC_BOOST500] )
  5569. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  5570. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5571. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  5572. if( sc->data[SC_INCASPDRATE] )
  5573. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  5574. if( sc->data[SC_PAIN_KILLER])
  5575. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  5576. if( sc->data[SC_GOLDENE_FERSE])
  5577. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  5578. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  5579. }
  5580. /**
  5581. * Modifies the damage delay time based on status changes
  5582. * The lower your delay, the quicker you can act after taking damage
  5583. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5584. * @param sc: Object's status change information
  5585. * @param dmotion: Object's current damage delay
  5586. * @return modified delay rate
  5587. **/
  5588. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  5589. {
  5590. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  5591. return cap_value(dmotion,0,USHRT_MAX);
  5592. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  5593. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
  5594. return 0;
  5595. if( sc->data[SC_CONCENTRATION] )
  5596. return 0;
  5597. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  5598. return 0;
  5599. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  5600. }
  5601. /**
  5602. * Calculates a max HP based on status changes
  5603. * Values can either be percentages or fixed, based on how equations are formulated
  5604. * Examples: maxhp += maxhp * value; (percentage increase)
  5605. * @param bl: Object's block_list data
  5606. * @param maxhp: Object's current max HP
  5607. * @return modified maxhp
  5608. **/
  5609. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  5610. {
  5611. int rate = 100;
  5612. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  5613. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  5614. maxhp = maxhp * rate / 100;
  5615. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  5616. }
  5617. /**
  5618. * Calculates a max SP based on status changes
  5619. * Values can either be percentages or fixed, bas ed on how equations are formulated
  5620. * Examples: maxsp += maxsp * value; (percentage increase)
  5621. * @param bl: Object's block_list data
  5622. * @param maxsp: Object's current max SP
  5623. * @return modified maxsp
  5624. **/
  5625. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  5626. {
  5627. int rate = 100;
  5628. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  5629. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  5630. maxsp = maxsp * rate / 100;
  5631. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  5632. }
  5633. /**
  5634. * Changes a player's element based on status changes
  5635. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5636. * @param sc: Object's status change information
  5637. * @param element: Object's current element
  5638. * @return new element
  5639. **/
  5640. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  5641. {
  5642. if(!sc || !sc->count)
  5643. return cap_value(element, 0, UCHAR_MAX);
  5644. if(sc->data[SC_FREEZE])
  5645. return ELE_WATER;
  5646. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5647. return ELE_EARTH;
  5648. if(sc->data[SC_BENEDICTIO])
  5649. return ELE_HOLY;
  5650. if(sc->data[SC_CHANGEUNDEAD])
  5651. return ELE_UNDEAD;
  5652. if(sc->data[SC_ELEMENTALCHANGE])
  5653. return sc->data[SC_ELEMENTALCHANGE]->val2;
  5654. if(sc->data[SC_SHAPESHIFT])
  5655. return sc->data[SC_SHAPESHIFT]->val2;
  5656. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5657. }
  5658. /**
  5659. * Changes a player's element level based on status changes
  5660. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5661. * @param sc: Object's status change information
  5662. * @param lv: Object's current element level
  5663. * @return new element level
  5664. **/
  5665. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  5666. {
  5667. if(!sc || !sc->count)
  5668. return cap_value(lv, 1, 4);
  5669. if(sc->data[SC_FREEZE])
  5670. return 1;
  5671. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5672. return 1;
  5673. if(sc->data[SC_BENEDICTIO])
  5674. return 1;
  5675. if(sc->data[SC_CHANGEUNDEAD])
  5676. return 1;
  5677. if(sc->data[SC_ELEMENTALCHANGE])
  5678. return sc->data[SC_ELEMENTALCHANGE]->val1;
  5679. if(sc->data[SC_SHAPESHIFT])
  5680. return 1;
  5681. if(sc->data[SC__INVISIBILITY])
  5682. return 1;
  5683. return (unsigned char)cap_value(lv,1,4);
  5684. }
  5685. /**
  5686. * Changes a player's attack element based on status changes
  5687. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5688. * @param sc: Object's status change information
  5689. * @param element: Object's current attack element
  5690. * @return new attack element
  5691. **/
  5692. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  5693. {
  5694. if(!sc || !sc->count)
  5695. return cap_value(element, 0, UCHAR_MAX);
  5696. if(sc->data[SC_ENCHANTARMS])
  5697. return sc->data[SC_ENCHANTARMS]->val2;
  5698. if(sc->data[SC_WATERWEAPON]
  5699. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  5700. return ELE_WATER;
  5701. if(sc->data[SC_EARTHWEAPON]
  5702. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  5703. return ELE_EARTH;
  5704. if(sc->data[SC_FIREWEAPON]
  5705. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  5706. return ELE_FIRE;
  5707. if(sc->data[SC_WINDWEAPON]
  5708. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  5709. return ELE_WIND;
  5710. if(sc->data[SC_ENCPOISON])
  5711. return ELE_POISON;
  5712. if(sc->data[SC_ASPERSIO])
  5713. return ELE_HOLY;
  5714. if(sc->data[SC_SHADOWWEAPON])
  5715. return ELE_DARK;
  5716. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  5717. return ELE_GHOST;
  5718. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  5719. return ELE_WATER;
  5720. if(sc->data[SC_PYROCLASTIC])
  5721. return ELE_FIRE;
  5722. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5723. }
  5724. /**
  5725. * Changes the mode of an object
  5726. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  5727. * @param sc: Object's status change data
  5728. * @param mode: Original mode
  5729. * @return mode with cap_value(mode,0,USHRT_MAX)
  5730. **/
  5731. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  5732. {
  5733. if(!sc || !sc->count)
  5734. return cap_value(mode, 0, USHRT_MAX);
  5735. if(sc->data[SC_MODECHANGE]) {
  5736. if (sc->data[SC_MODECHANGE]->val2)
  5737. mode = sc->data[SC_MODECHANGE]->val2; // Set mode
  5738. if (sc->data[SC_MODECHANGE]->val3)
  5739. mode|= sc->data[SC_MODECHANGE]->val3; // Add mode
  5740. if (sc->data[SC_MODECHANGE]->val4)
  5741. mode&=~sc->data[SC_MODECHANGE]->val4; // Del mode
  5742. }
  5743. return cap_value(mode,0,USHRT_MAX);
  5744. }
  5745. /**
  5746. * Gets the name of the given bl
  5747. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  5748. * @return name or "Unknown" if any other bl->type than noted above
  5749. **/
  5750. const char* status_get_name(struct block_list *bl)
  5751. {
  5752. nullpo_ret(bl);
  5753. switch (bl->type) {
  5754. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  5755. case BL_MOB: return ((TBL_MOB*)bl)->name;
  5756. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  5757. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  5758. case BL_NPC: return ((TBL_NPC*)bl)->name;
  5759. }
  5760. return "Unknown";
  5761. }
  5762. /**
  5763. * Gets the class of the given bl
  5764. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  5765. * @return class or 0 if any other bl->type than noted above
  5766. **/
  5767. int status_get_class(struct block_list *bl)
  5768. {
  5769. nullpo_ret(bl);
  5770. switch( bl->type ) {
  5771. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  5772. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  5773. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  5774. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  5775. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  5776. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  5777. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  5778. }
  5779. return 0;
  5780. }
  5781. /**
  5782. * Gets the base level of the given bl
  5783. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  5784. * @return base level or 1 if any other bl->type than noted above
  5785. **/
  5786. int status_get_lv(struct block_list *bl)
  5787. {
  5788. nullpo_ret(bl);
  5789. switch (bl->type) {
  5790. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  5791. case BL_MOB: return ((TBL_MOB*)bl)->level;
  5792. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  5793. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  5794. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  5795. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  5796. case BL_NPC: return ((TBL_NPC*)bl)->level;
  5797. }
  5798. return 1;
  5799. }
  5800. /**
  5801. * Gets the regeneration info of the given bl
  5802. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  5803. * @return regen data or NULL if any other bl->type than noted above
  5804. **/
  5805. struct regen_data *status_get_regen_data(struct block_list *bl)
  5806. {
  5807. nullpo_retr(NULL, bl);
  5808. switch (bl->type) {
  5809. case BL_PC: return &((TBL_PC*)bl)->regen;
  5810. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  5811. case BL_MER: return &((TBL_MER*)bl)->regen;
  5812. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  5813. default:
  5814. return NULL;
  5815. }
  5816. }
  5817. /**
  5818. * Gets the status data of the given bl
  5819. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5820. * @return status or "dummy_status" if any other bl->type than noted above
  5821. **/
  5822. struct status_data *status_get_status_data(struct block_list *bl)
  5823. {
  5824. nullpo_retr(&dummy_status, bl);
  5825. switch (bl->type) {
  5826. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  5827. case BL_MOB: return &((TBL_MOB*)bl)->status;
  5828. case BL_PET: return &((TBL_PET*)bl)->status;
  5829. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  5830. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  5831. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  5832. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  5833. default:
  5834. return &dummy_status;
  5835. }
  5836. }
  5837. /**
  5838. * Gets the base status data of the given bl
  5839. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5840. * @return base_status or NULL if any other bl->type than noted above
  5841. **/
  5842. struct status_data *status_get_base_status(struct block_list *bl)
  5843. {
  5844. nullpo_retr(NULL, bl);
  5845. switch (bl->type) {
  5846. case BL_PC: return &((TBL_PC*)bl)->base_status;
  5847. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  5848. case BL_PET: return &((TBL_PET*)bl)->db->status;
  5849. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  5850. case BL_MER: return &((TBL_MER*)bl)->base_status;
  5851. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  5852. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  5853. default:
  5854. return NULL;
  5855. }
  5856. }
  5857. /**
  5858. * Gets the defense of the given bl
  5859. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  5860. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  5861. **/
  5862. defType status_get_def(struct block_list *bl)
  5863. {
  5864. struct unit_data *ud;
  5865. struct status_data *status = status_get_status_data(bl);
  5866. int def = status?status->def:0;
  5867. ud = unit_bl2ud(bl);
  5868. if (ud && ud->skilltimer != INVALID_TIMER)
  5869. def -= def * skill_get_castdef(ud->skill_id)/100;
  5870. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  5871. }
  5872. /**
  5873. * Gets the walking speed of the given bl
  5874. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5875. * @return speed
  5876. **/
  5877. unsigned short status_get_speed(struct block_list *bl)
  5878. {
  5879. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  5880. return ((struct npc_data *)bl)->speed;
  5881. return status_get_status_data(bl)->speed;
  5882. }
  5883. /**
  5884. * Gets the party ID of the given bl
  5885. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  5886. * @return party ID
  5887. **/
  5888. int status_get_party_id(struct block_list *bl)
  5889. {
  5890. nullpo_ret(bl);
  5891. switch (bl->type) {
  5892. case BL_PC:
  5893. return ((TBL_PC*)bl)->status.party_id;
  5894. case BL_PET:
  5895. if (((TBL_PET*)bl)->master)
  5896. return ((TBL_PET*)bl)->master->status.party_id;
  5897. break;
  5898. case BL_MOB: {
  5899. struct mob_data *md=(TBL_MOB*)bl;
  5900. if( md->master_id > 0 ) {
  5901. struct map_session_data *msd;
  5902. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5903. return msd->status.party_id;
  5904. return -md->master_id;
  5905. }
  5906. }
  5907. break;
  5908. case BL_HOM:
  5909. if (((TBL_HOM*)bl)->master)
  5910. return ((TBL_HOM*)bl)->master->status.party_id;
  5911. break;
  5912. case BL_MER:
  5913. if (((TBL_MER*)bl)->master)
  5914. return ((TBL_MER*)bl)->master->status.party_id;
  5915. break;
  5916. case BL_SKILL:
  5917. return ((TBL_SKILL*)bl)->group->party_id;
  5918. case BL_ELEM:
  5919. if (((TBL_ELEM*)bl)->master)
  5920. return ((TBL_ELEM*)bl)->master->status.party_id;
  5921. break;
  5922. }
  5923. return 0;
  5924. }
  5925. /**
  5926. * Gets the guild ID of the given bl
  5927. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  5928. * @return guild ID
  5929. **/
  5930. int status_get_guild_id(struct block_list *bl)
  5931. {
  5932. nullpo_ret(bl);
  5933. switch (bl->type) {
  5934. case BL_PC:
  5935. return ((TBL_PC*)bl)->status.guild_id;
  5936. case BL_PET:
  5937. if (((TBL_PET*)bl)->master)
  5938. return ((TBL_PET*)bl)->master->status.guild_id;
  5939. break;
  5940. case BL_MOB:
  5941. {
  5942. struct map_session_data *msd;
  5943. struct mob_data *md = (struct mob_data *)bl;
  5944. if (md->guardian_data) // Guardian's guild [Skotlex]
  5945. return md->guardian_data->guild_id;
  5946. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5947. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  5948. }
  5949. break;
  5950. case BL_HOM:
  5951. if (((TBL_HOM*)bl)->master)
  5952. return ((TBL_HOM*)bl)->master->status.guild_id;
  5953. break;
  5954. case BL_MER:
  5955. if (((TBL_MER*)bl)->master)
  5956. return ((TBL_MER*)bl)->master->status.guild_id;
  5957. break;
  5958. case BL_NPC:
  5959. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  5960. return ((TBL_NPC*)bl)->u.scr.guild_id;
  5961. break;
  5962. case BL_SKILL:
  5963. return ((TBL_SKILL*)bl)->group->guild_id;
  5964. case BL_ELEM:
  5965. if (((TBL_ELEM*)bl)->master)
  5966. return ((TBL_ELEM*)bl)->master->status.guild_id;
  5967. break;
  5968. }
  5969. return 0;
  5970. }
  5971. /**
  5972. * Gets the guild emblem ID of the given bl
  5973. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  5974. * @return guild emblem ID
  5975. **/
  5976. int status_get_emblem_id(struct block_list *bl)
  5977. {
  5978. nullpo_ret(bl);
  5979. switch (bl->type) {
  5980. case BL_PC:
  5981. return ((TBL_PC*)bl)->guild_emblem_id;
  5982. case BL_PET:
  5983. if (((TBL_PET*)bl)->master)
  5984. return ((TBL_PET*)bl)->master->guild_emblem_id;
  5985. break;
  5986. case BL_MOB:
  5987. {
  5988. struct map_session_data *msd;
  5989. struct mob_data *md = (struct mob_data *)bl;
  5990. if (md->guardian_data) // Guardian's guild [Skotlex]
  5991. return md->guardian_data->emblem_id;
  5992. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5993. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  5994. }
  5995. break;
  5996. case BL_HOM:
  5997. if (((TBL_HOM*)bl)->master)
  5998. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  5999. break;
  6000. case BL_MER:
  6001. if (((TBL_MER*)bl)->master)
  6002. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6003. break;
  6004. case BL_NPC:
  6005. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6006. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6007. if (g)
  6008. return g->emblem_id;
  6009. }
  6010. break;
  6011. case BL_ELEM:
  6012. if (((TBL_ELEM*)bl)->master)
  6013. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  6014. break;
  6015. }
  6016. return 0;
  6017. }
  6018. /**
  6019. * Gets the race of a mob or pet
  6020. * @param bl: Object whose race to get [MOB|PET]
  6021. * @return race
  6022. **/
  6023. int status_get_race2(struct block_list *bl)
  6024. {
  6025. nullpo_ret(bl);
  6026. if(bl->type == BL_MOB)
  6027. return ((struct mob_data *)bl)->db->race2;
  6028. if(bl->type==BL_PET)
  6029. return ((struct pet_data *)bl)->db->race2;
  6030. return 0;
  6031. }
  6032. /**
  6033. * Checks if an object is dead
  6034. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6035. * @return 1: Is dead or 0: Is alive
  6036. **/
  6037. int status_isdead(struct block_list *bl)
  6038. {
  6039. nullpo_ret(bl);
  6040. return status_get_status_data(bl)->hp == 0;
  6041. }
  6042. /**
  6043. * Checks if an object is immune to magic
  6044. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6045. * @return value of magic damage to be blocked
  6046. **/
  6047. int status_isimmune(struct block_list *bl)
  6048. {
  6049. struct status_change *sc =status_get_sc(bl);
  6050. if (sc && sc->data[SC_HERMODE])
  6051. return 100;
  6052. if (bl->type == BL_PC &&
  6053. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  6054. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  6055. return 0;
  6056. }
  6057. /**
  6058. * Get view data of an object
  6059. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6060. * @return view data structure bl->vd
  6061. **/
  6062. struct view_data* status_get_viewdata(struct block_list *bl)
  6063. {
  6064. nullpo_retr(NULL, bl);
  6065. switch (bl->type) {
  6066. case BL_PC: return &((TBL_PC*)bl)->vd;
  6067. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  6068. case BL_PET: return &((TBL_PET*)bl)->vd;
  6069. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  6070. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  6071. case BL_MER: return ((TBL_MER*)bl)->vd;
  6072. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  6073. }
  6074. return NULL;
  6075. }
  6076. /**
  6077. * Set view data of an object
  6078. * This function deals with class, mount, and item views
  6079. * SC views are set in clif_getareachar_unit()
  6080. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6081. * @param class_: class of the object
  6082. **/
  6083. void status_set_viewdata(struct block_list *bl, int class_)
  6084. {
  6085. struct view_data* vd;
  6086. nullpo_retv(bl);
  6087. if (mobdb_checkid(class_) || mob_is_clone(class_))
  6088. vd = mob_get_viewdata(class_);
  6089. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  6090. vd = npc_get_viewdata(class_);
  6091. else if (homdb_checkid(class_))
  6092. vd = merc_get_hom_viewdata(class_);
  6093. else if (merc_class(class_))
  6094. vd = merc_get_viewdata(class_);
  6095. else if (elemental_class(class_))
  6096. vd = elemental_get_viewdata(class_);
  6097. else
  6098. vd = NULL;
  6099. switch (bl->type) {
  6100. case BL_PC:
  6101. {
  6102. TBL_PC* sd = (TBL_PC*)bl;
  6103. if (pcdb_checkid(class_)) {
  6104. if (sd->sc.option&OPTION_WEDDING)
  6105. class_ = JOB_WEDDING;
  6106. else if (sd->sc.option&OPTION_SUMMER)
  6107. class_ = JOB_SUMMER;
  6108. else if (sd->sc.option&OPTION_XMAS)
  6109. class_ = JOB_XMAS;
  6110. else if (sd->sc.option&OPTION_HANBOK)
  6111. class_ = JOB_HANBOK;
  6112. else if (sd->sc.option&OPTION_OKTOBERFEST)
  6113. class_ = JOB_OKTOBERFEST;
  6114. else if (sd->sc.option&OPTION_RIDING) {
  6115. switch (class_) { // Adapt class to a Mounted one.
  6116. case JOB_KNIGHT:
  6117. class_ = JOB_KNIGHT2;
  6118. break;
  6119. case JOB_CRUSADER:
  6120. class_ = JOB_CRUSADER2;
  6121. break;
  6122. case JOB_LORD_KNIGHT:
  6123. class_ = JOB_LORD_KNIGHT2;
  6124. break;
  6125. case JOB_PALADIN:
  6126. class_ = JOB_PALADIN2;
  6127. break;
  6128. case JOB_BABY_KNIGHT:
  6129. class_ = JOB_BABY_KNIGHT2;
  6130. break;
  6131. case JOB_BABY_CRUSADER:
  6132. class_ = JOB_BABY_CRUSADER2;
  6133. break;
  6134. }
  6135. }
  6136. sd->vd.class_ = class_;
  6137. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  6138. sd->vd.head_top = sd->status.head_top;
  6139. sd->vd.head_mid = sd->status.head_mid;
  6140. sd->vd.head_bottom = sd->status.head_bottom;
  6141. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  6142. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  6143. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  6144. sd->vd.sex = sd->status.sex;
  6145. } else if (vd)
  6146. memcpy(&sd->vd, vd, sizeof(struct view_data));
  6147. else
  6148. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  6149. }
  6150. break;
  6151. case BL_MOB:
  6152. {
  6153. TBL_MOB* md = (TBL_MOB*)bl;
  6154. if (vd)
  6155. md->vd = vd;
  6156. else
  6157. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  6158. }
  6159. break;
  6160. case BL_PET:
  6161. {
  6162. TBL_PET* pd = (TBL_PET*)bl;
  6163. if (vd) {
  6164. memcpy(&pd->vd, vd, sizeof(struct view_data));
  6165. if (!pcdb_checkid(vd->class_)) {
  6166. pd->vd.hair_style = battle_config.pet_hair_style;
  6167. if(pd->pet.equip) {
  6168. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  6169. if (!pd->vd.head_bottom)
  6170. pd->vd.head_bottom = pd->pet.equip;
  6171. }
  6172. }
  6173. } else
  6174. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  6175. }
  6176. break;
  6177. case BL_NPC:
  6178. {
  6179. TBL_NPC* nd = (TBL_NPC*)bl;
  6180. if (vd)
  6181. nd->vd = vd;
  6182. else
  6183. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  6184. }
  6185. break;
  6186. case BL_HOM:
  6187. {
  6188. struct homun_data *hd = (struct homun_data*)bl;
  6189. if (vd)
  6190. hd->vd = vd;
  6191. else
  6192. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  6193. }
  6194. break;
  6195. case BL_MER:
  6196. {
  6197. struct mercenary_data *md = (struct mercenary_data*)bl;
  6198. if (vd)
  6199. md->vd = vd;
  6200. else
  6201. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  6202. }
  6203. break;
  6204. case BL_ELEM:
  6205. {
  6206. struct elemental_data *ed = (struct elemental_data*)bl;
  6207. if (vd)
  6208. ed->vd = vd;
  6209. else
  6210. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  6211. }
  6212. break;
  6213. }
  6214. vd = status_get_viewdata(bl);
  6215. if (vd && vd->cloth_color && (
  6216. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  6217. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  6218. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  6219. || (vd->class_ == JOB_HANBOK && battle_config.hanbok_ignorepalette)
  6220. || (vd->class_ == JOB_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  6221. ))
  6222. vd->cloth_color = 0;
  6223. }
  6224. /**
  6225. * Get status change data of an object
  6226. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  6227. * @return status change data structure bl->sc
  6228. **/
  6229. struct status_change *status_get_sc(struct block_list *bl)
  6230. {
  6231. if( bl )
  6232. switch (bl->type) {
  6233. case BL_PC: return &((TBL_PC*)bl)->sc;
  6234. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  6235. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  6236. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  6237. case BL_MER: return &((TBL_MER*)bl)->sc;
  6238. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  6239. }
  6240. return NULL;
  6241. }
  6242. /**
  6243. * Initiate (memset) the status change data of an object
  6244. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  6245. **/
  6246. void status_change_init(struct block_list *bl)
  6247. {
  6248. struct status_change *sc = status_get_sc(bl);
  6249. nullpo_retv(sc);
  6250. memset(sc, 0, sizeof (struct status_change));
  6251. }
  6252. /**
  6253. * Applies SC defense to a given status change
  6254. * This function also determines whether or not the status change will be applied
  6255. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6256. * @param bl: Target of the status change
  6257. * @param type: Status change (SC_*)
  6258. * @param rate: Initial percentage rate of affecting bl
  6259. * @param tick: Initial duration that the status change affects bl
  6260. * @param flag: Value which determines what parts to calculate
  6261. * &1: Cannot be avoided (it has to start)
  6262. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  6263. * &4: sc_data loaded, no value has to be altered.
  6264. * &8: rate should not be reduced
  6265. * @return adjusted duration based on flag values
  6266. **/
  6267. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  6268. {
  6269. /// Percentual resistance: 10000 = 100% Resist
  6270. /// Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
  6271. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  6272. /// Linear resistance substracted from rate and tick after percentual resistance was applied
  6273. /// Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
  6274. int sc_def2 = 0, tick_def2 = 0;
  6275. struct status_data *status, *status_src;
  6276. struct status_change *sc;
  6277. struct map_session_data *sd;
  6278. nullpo_ret(bl);
  6279. if(src==NULL) return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  6280. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  6281. if (status_isimmune(bl))
  6282. switch (type) {
  6283. case SC_DECREASEAGI:
  6284. case SC_SILENCE:
  6285. case SC_COMA:
  6286. case SC_INCREASEAGI:
  6287. case SC_BLESSING:
  6288. case SC_SLOWPOISON:
  6289. case SC_IMPOSITIO:
  6290. case SC_AETERNA:
  6291. case SC_SUFFRAGIUM:
  6292. case SC_BENEDICTIO:
  6293. case SC_PROVIDENCE:
  6294. case SC_KYRIE:
  6295. case SC_ASSUMPTIO:
  6296. case SC_ANGELUS:
  6297. case SC_MAGNIFICAT:
  6298. case SC_GLORIA:
  6299. case SC_WINDWALK:
  6300. case SC_MAGICROD:
  6301. case SC_HALLUCINATION:
  6302. case SC_STONE:
  6303. case SC_QUAGMIRE:
  6304. case SC_SUITON:
  6305. case SC_SWINGDANCE:
  6306. case SC__ENERVATION:
  6307. case SC__GROOMY:
  6308. case SC__IGNORANCE:
  6309. case SC__LAZINESS:
  6310. case SC__UNLUCKY:
  6311. case SC__WEAKNESS:
  6312. return 0;
  6313. }
  6314. sd = BL_CAST(BL_PC,bl);
  6315. status = status_get_status_data(bl);
  6316. status_src = status_get_status_data(src);
  6317. sc = status_get_sc(bl);
  6318. if( sc && !sc->count )
  6319. sc = NULL;
  6320. switch (type) {
  6321. case SC_POISON:
  6322. case SC_DPOISON:
  6323. sc_def = status->vit*100;
  6324. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6325. if (sd) {
  6326. // For players: 60000 - 450*vit - 100*luk
  6327. tick_def = status->vit*75;
  6328. tick_def2 = status->luk*100;
  6329. } else {
  6330. // For monsters: 30000 - 200*vit
  6331. tick>>=1;
  6332. tick_def = (status->vit*200)/3;
  6333. }
  6334. break;
  6335. case SC_STUN:
  6336. case SC_SILENCE:
  6337. case SC_BLEEDING:
  6338. sc_def = status->vit*100;
  6339. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6340. tick_def2 = status->luk*10;
  6341. break;
  6342. case SC_SLEEP:
  6343. sc_def = status->int_*100;
  6344. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6345. tick_def2 = status->luk*10;
  6346. break;
  6347. case SC_STONE:
  6348. sc_def = status->mdef*100;
  6349. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6350. tick_def = 0; // No duration reduction
  6351. break;
  6352. case SC_FREEZE:
  6353. sc_def = status->mdef*100;
  6354. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6355. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  6356. break;
  6357. case SC_CURSE:
  6358. // Special property: immunity when luk is zero
  6359. if (status->luk == 0)
  6360. return 0;
  6361. sc_def = status->luk*100;
  6362. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  6363. tick_def = status->vit*100;
  6364. tick_def2 = status->luk*10;
  6365. break;
  6366. case SC_BLIND:
  6367. sc_def = (status->vit + status->int_)*50;
  6368. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6369. tick_def2 = status->luk*10;
  6370. break;
  6371. case SC_CONFUSION:
  6372. sc_def = (status->str + status->int_)*50;
  6373. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  6374. tick_def2 = status->luk*10;
  6375. break;
  6376. case SC_DECREASEAGI:
  6377. case SC_ADORAMUS: // Arch Bishop
  6378. if (sd) tick>>=1; // Half duration for players.
  6379. sc_def = status->mdef*100;
  6380. tick_def = 0; // No duration reduction
  6381. break;
  6382. case SC_ANKLE:
  6383. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  6384. tick /= 5;
  6385. sc_def = status->agi*50;
  6386. break;
  6387. case SC_DEEPSLEEP:
  6388. sc_def = status->int_*50;
  6389. tick_def = 0; // Linear reduction instead
  6390. tick_def2 = (status->int_ + status_get_lv(bl))*50; // kRO balance update lists this formula
  6391. break;
  6392. case SC_MAGICMIRROR:
  6393. case SC_ARMORCHANGE:
  6394. if (sd) // Duration greatly reduced for players.
  6395. tick /= 15;
  6396. sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate
  6397. break;
  6398. case SC_MARSHOFABYSS:
  6399. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  6400. tick_def2 = (status->int_ + status->luk)*50;
  6401. break;
  6402. case SC_STASIS:
  6403. // 5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
  6404. tick_def2 = (status->vit + status->dex)*50;
  6405. break;
  6406. case SC_WHITEIMPRISON:
  6407. if( tick == 5000 ) // 100% on caster
  6408. break;
  6409. if( bl->type == BL_PC )
  6410. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  6411. else
  6412. tick_def2 = (status->vit + status->luk)*50;
  6413. break;
  6414. case SC_BURNING:
  6415. tick_def2 = 75*status->luk + 125*status->agi;
  6416. break;
  6417. case SC_FREEZING:
  6418. tick_def2 = (status->vit + status->dex)*50;
  6419. break;
  6420. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  6421. sc_def = status->int_*80;
  6422. sc_def = max(sc_def, 500); // minimum of 5% resist
  6423. break;
  6424. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  6425. sc_def2 = status->agi*25;
  6426. break;
  6427. case SC_ELECTRICSHOCKER:
  6428. if( bl->type == BL_MOB )
  6429. tick_def2 = status->agi*100;
  6430. break;
  6431. case SC_CRYSTALIZE:
  6432. tick_def2 = status->vit*100;
  6433. break;
  6434. case SC_MANDRAGORA:
  6435. sc_def = (status->vit + status->luk)*20;
  6436. break;
  6437. case SC_KYOUGAKU:
  6438. tick_def2 = 30*status->int_;
  6439. break;
  6440. case SC_PARALYSIS:
  6441. tick_def2 = (status->vit + status->luk)*50;
  6442. break;
  6443. case SC_VOICEOFSIREN:
  6444. tick_def2 = (status_get_lv(bl) * 100) + ((bl->type == BL_PC)?((TBL_PC*)bl)->status.job_level * 200 : 0);
  6445. break;
  6446. default:
  6447. // Effect that cannot be reduced? Likely a buff.
  6448. if (!(rnd()%10000 < rate))
  6449. return 0;
  6450. return tick ? tick : 1;
  6451. }
  6452. if (sd) {
  6453. if (battle_config.pc_sc_def_rate != 100) {
  6454. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  6455. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  6456. }
  6457. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  6458. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  6459. if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) {
  6460. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  6461. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  6462. }
  6463. } else {
  6464. if (battle_config.mob_sc_def_rate != 100) {
  6465. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  6466. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  6467. }
  6468. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  6469. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  6470. if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) {
  6471. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  6472. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  6473. }
  6474. }
  6475. if (sc) {
  6476. if (sc->data[SC_SCRESIST])
  6477. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  6478. else if (sc->data[SC_SIEGFRIED])
  6479. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  6480. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  6481. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  6482. }
  6483. // When tick def not set, reduction is the same for both.
  6484. if(tick_def == -1)
  6485. tick_def = sc_def;
  6486. // Natural resistance
  6487. if (!(flag&8)) {
  6488. rate -= rate*sc_def/10000;
  6489. rate -= sc_def2;
  6490. // Minimum chances
  6491. switch (type) {
  6492. case SC_BITE:
  6493. rate = max(rate, 5000); // Minimum of 50%
  6494. break;
  6495. }
  6496. // Item resistance (only applies to rate%)
  6497. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  6498. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  6499. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  6500. if( sd->sc.data[SC_COMMONSC_RESIST] )
  6501. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  6502. }
  6503. // Aegis accuracy
  6504. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  6505. }
  6506. if (!(rnd()%10000 < rate))
  6507. return 0;
  6508. // Even if a status change doesn't have a duration, it should still trigger
  6509. if (tick < 1) return 1;
  6510. // Rate reduction
  6511. if (flag&2)
  6512. return tick;
  6513. tick -= tick*tick_def/10000;
  6514. tick -= tick_def2;
  6515. // Minimum durations
  6516. switch (type) {
  6517. case SC_ANKLE:
  6518. case SC_MARSHOFABYSS:
  6519. case SC_STASIS:
  6520. case SC_DEEPSLEEP:
  6521. tick = max(tick, 5000); // Minimum duration 5s
  6522. break;
  6523. case SC_BURNING:
  6524. tick = max(tick, 5000); // Minimum duration 5s
  6525. break;
  6526. case SC_FREEZING:
  6527. tick = max(tick, 6000); // Minimum duration 6s
  6528. break;
  6529. default:
  6530. // Skills need to trigger even if the duration is reduced below 1ms
  6531. tick = max(tick, 1);
  6532. break;
  6533. }
  6534. return tick;
  6535. }
  6536. /**
  6537. * Applies SC defense to a given status change
  6538. * This function also determines whether or not the status change will be applied
  6539. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6540. * @param bl: Target of the status change (See: enum sc_type)
  6541. * @param type: Status change (SC_*)
  6542. * @param rate: Initial percentage rate of affecting bl (0~10000)
  6543. * @param val1~4: Depends on type of status change
  6544. * @param tick: Initial duration that the status change affects bl
  6545. * @param flag: Value which determines what parts to calculate
  6546. * &1: Cannot be avoided (it has to start)
  6547. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  6548. * &4: sc_data loaded, no value has to be altered.
  6549. * &8: rate should not be reduced
  6550. * @return adjusted duration based on flag values
  6551. **/
  6552. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  6553. {
  6554. struct map_session_data *sd = NULL;
  6555. struct status_change* sc;
  6556. struct status_change_entry* sce;
  6557. struct status_data *status;
  6558. struct view_data *vd;
  6559. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  6560. bool sc_isnew = true;
  6561. nullpo_ret(bl);
  6562. sc = status_get_sc(bl);
  6563. status = status_get_status_data(bl);
  6564. if( type <= SC_NONE || type >= SC_MAX ) {
  6565. ShowError("status_change_start: invalid status change (%d)!\n", type);
  6566. return 0;
  6567. }
  6568. if( !sc )
  6569. return 0; // Unable to receive status changes
  6570. if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
  6571. return 0;
  6572. if( bl->type == BL_MOB) {
  6573. struct mob_data *md = BL_CAST(BL_MOB,bl);
  6574. if(md && (md->mob_id == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
  6575. return 0; // Emperium/BG Monsters can't be afflicted by status changes
  6576. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  6577. // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  6578. }
  6579. if( sc->data[SC_REFRESH] ) {
  6580. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  6581. return 0; // Immune to status ailements
  6582. switch( type ) {
  6583. case SC_DEEPSLEEP:
  6584. case SC_BURNING:
  6585. case SC_STUN:
  6586. case SC_SLEEP:
  6587. case SC_CURSE:
  6588. case SC_STONE:
  6589. case SC_POISON:
  6590. case SC_BLIND:
  6591. case SC_SILENCE:
  6592. case SC_BLEEDING:
  6593. case SC_FREEZE:
  6594. case SC_FREEZING:
  6595. case SC_CRYSTALIZE:
  6596. case SC_TOXIN:
  6597. case SC_PARALYSE:
  6598. case SC_VENOMBLEED:
  6599. case SC_MAGICMUSHROOM:
  6600. case SC_DEATHHURT:
  6601. case SC_PYREXIA:
  6602. case SC_OBLIVIONCURSE:
  6603. case SC_MARSHOFABYSS:
  6604. case SC_MANDRAGORA:
  6605. return 0;
  6606. }
  6607. }
  6608. else if( sc->data[SC_INSPIRATION] ) {
  6609. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  6610. return 0; // Immune to status ailements
  6611. switch( type ) {
  6612. case SC_DEEPSLEEP:
  6613. case SC_SATURDAYNIGHTFEVER:
  6614. case SC_PYREXIA:
  6615. case SC_DEATHHURT:
  6616. case SC_MAGICMUSHROOM:
  6617. case SC_VENOMBLEED:
  6618. case SC_TOXIN:
  6619. case SC_OBLIVIONCURSE:
  6620. case SC_LEECHESEND:
  6621. case SC__ENERVATION:
  6622. case SC__GROOMY:
  6623. case SC__LAZINESS:
  6624. case SC__UNLUCKY:
  6625. case SC__WEAKNESS:
  6626. case SC__BODYPAINT:
  6627. case SC__IGNORANCE:
  6628. return 0;
  6629. }
  6630. }
  6631. sd = BL_CAST(BL_PC, bl);
  6632. // Adjust tick according to status resistances
  6633. if( !(flag&(1|4)) ) {
  6634. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  6635. if( !tick ) return 0;
  6636. }
  6637. undead_flag = battle_check_undead(status->race,status->def_ele);
  6638. // Check for immunities / sc fails
  6639. switch (type) {
  6640. case SC_ANGRIFFS_MODUS:
  6641. case SC_GOLDENE_FERSE:
  6642. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  6643. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  6644. )
  6645. return 0;
  6646. case SC_STONE:
  6647. if(sc->data[SC_POWER_OF_GAIA])
  6648. return 0;
  6649. case SC_FREEZE:
  6650. // Undead are immune to Freeze/Stone
  6651. if (undead_flag && !(flag&1))
  6652. return 0;
  6653. case SC_DEEPSLEEP:
  6654. case SC_SLEEP:
  6655. case SC_STUN:
  6656. case SC_FREEZING:
  6657. case SC_CRYSTALIZE:
  6658. if (sc->opt1)
  6659. return 0; // Cannot override other opt1 status changes. [Skotlex]
  6660. if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
  6661. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  6662. break;
  6663. case SC_ALL_RIDING:
  6664. if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  6665. return 0;
  6666. if( sc->data[type] )
  6667. { // Already mounted, just dismount.
  6668. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  6669. return 0;
  6670. }
  6671. break;
  6672. // They're all like berserk, do not everlap each other
  6673. case SC_BERSERK:
  6674. if(sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST])
  6675. return 0;
  6676. break;
  6677. case SC_BURNING:
  6678. if(sc->opt1 || sc->data[SC_FREEZING])
  6679. return 0;
  6680. break;
  6681. case SC_SIGNUMCRUCIS:
  6682. // Only affects demons and undead element (but not players)
  6683. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  6684. return 0;
  6685. break;
  6686. case SC_AETERNA:
  6687. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  6688. return 0;
  6689. break;
  6690. case SC_KYRIE:
  6691. if (bl->type == BL_MOB)
  6692. return 0;
  6693. break;
  6694. case SC_OVERTHRUST:
  6695. if (sc->data[SC_MAXOVERTHRUST])
  6696. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  6697. case SC_MAXOVERTHRUST:
  6698. if( sc->option&OPTION_MADOGEAR )
  6699. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  6700. break;
  6701. case SC_ADRENALINE:
  6702. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  6703. return 0;
  6704. if (sc->data[SC_QUAGMIRE] ||
  6705. sc->data[SC_DECREASEAGI] ||
  6706. sc->data[SC_ADORAMUS] ||
  6707. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  6708. )
  6709. return 0;
  6710. break;
  6711. case SC_ADRENALINE2:
  6712. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  6713. return 0;
  6714. if (sc->data[SC_QUAGMIRE] ||
  6715. sc->data[SC_DECREASEAGI] ||
  6716. sc->data[SC_ADORAMUS]
  6717. )
  6718. return 0;
  6719. break;
  6720. case SC_MAGNIFICAT:
  6721. if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  6722. return 0;
  6723. break;
  6724. case SC_OFFERTORIUM:
  6725. if(sc->data[SC_MAGNIFICAT])
  6726. return 0;
  6727. break;
  6728. case SC_ONEHAND:
  6729. case SC_MERC_QUICKEN:
  6730. case SC_TWOHANDQUICKEN:
  6731. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS])
  6732. return 0;
  6733. case SC_INCREASEAGI:
  6734. case SC_CONCENTRATE:
  6735. case SC_SPEARQUICKEN:
  6736. case SC_TRUESIGHT:
  6737. case SC_WINDWALK:
  6738. case SC_CARTBOOST:
  6739. case SC_ASSNCROS:
  6740. if (sc->data[SC_QUAGMIRE])
  6741. return 0;
  6742. if(sc->option&OPTION_MADOGEAR)
  6743. return 0; // Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
  6744. break;
  6745. case SC_CLOAKING:
  6746. // Avoid cloaking with no wall and low skill level. [Skotlex]
  6747. // Due to the cloaking card, we have to check the wall versus to known
  6748. // skill level rather than the used one. [Skotlex]
  6749. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  6750. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  6751. return 0;
  6752. break;
  6753. case SC_MODECHANGE:
  6754. {
  6755. int mode;
  6756. struct status_data *bstatus = status_get_base_status(bl);
  6757. if (!bstatus) return 0;
  6758. if (sc->data[type]) { // Pile up with previous values.
  6759. if(!val2) val2 = sc->data[type]->val2;
  6760. val3 |= sc->data[type]->val3;
  6761. val4 |= sc->data[type]->val4;
  6762. }
  6763. mode = val2?val2:bstatus->mode; // Base mode
  6764. if (val4) mode&=~val4; // Del mode
  6765. if (val3) mode|= val3; // Add mode
  6766. if (mode == bstatus->mode) { // No change.
  6767. if (sc->data[type]) // Abort previous status
  6768. return status_change_end(bl, type, INVALID_TIMER);
  6769. return 0;
  6770. }
  6771. }
  6772. break;
  6773. // Strip skills, need to divest something or it fails.
  6774. case SC_STRIPWEAPON:
  6775. if (sd && !(flag&4)) { // Apply sc anyway if loading saved sc_data
  6776. int i;
  6777. opt_flag = 0; // Reuse to check success condition.
  6778. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  6779. return 0;
  6780. i = sd->equip_index[EQI_HAND_L];
  6781. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  6782. opt_flag|=1;
  6783. pc_unequipitem(sd,i,3); // Left-hand weapon
  6784. }
  6785. i = sd->equip_index[EQI_HAND_R];
  6786. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  6787. opt_flag|=2;
  6788. pc_unequipitem(sd,i,3);
  6789. }
  6790. if (!opt_flag) return 0;
  6791. }
  6792. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6793. break;
  6794. case SC_STRIPSHIELD:
  6795. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  6796. else
  6797. if (sd && !(flag&4)) {
  6798. int i;
  6799. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  6800. return 0;
  6801. i = sd->equip_index[EQI_HAND_L];
  6802. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  6803. return 0;
  6804. pc_unequipitem(sd,i,3);
  6805. }
  6806. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6807. break;
  6808. case SC_STRIPARMOR:
  6809. if (sd && !(flag&4)) {
  6810. int i;
  6811. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  6812. return 0;
  6813. i = sd->equip_index[EQI_ARMOR];
  6814. if ( i < 0 || !sd->inventory_data[i] )
  6815. return 0;
  6816. pc_unequipitem(sd,i,3);
  6817. }
  6818. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6819. break;
  6820. case SC_STRIPHELM:
  6821. if (sd && !(flag&4)) {
  6822. int i;
  6823. if(sd->bonus.unstripable_equip&EQP_HELM)
  6824. return 0;
  6825. i = sd->equip_index[EQI_HEAD_TOP];
  6826. if ( i < 0 || !sd->inventory_data[i] )
  6827. return 0;
  6828. pc_unequipitem(sd,i,3);
  6829. }
  6830. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6831. break;
  6832. case SC_MERC_FLEEUP:
  6833. case SC_MERC_ATKUP:
  6834. case SC_MERC_HPUP:
  6835. case SC_MERC_SPUP:
  6836. case SC_MERC_HITUP:
  6837. if( bl->type != BL_MER )
  6838. return 0; // Stats only for Mercenaries
  6839. break;
  6840. case SC_STRFOOD:
  6841. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  6842. return 0;
  6843. break;
  6844. case SC_AGIFOOD:
  6845. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  6846. return 0;
  6847. break;
  6848. case SC_VITFOOD:
  6849. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  6850. return 0;
  6851. break;
  6852. case SC_INTFOOD:
  6853. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  6854. return 0;
  6855. break;
  6856. case SC_DEXFOOD:
  6857. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  6858. return 0;
  6859. break;
  6860. case SC_LUKFOOD:
  6861. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  6862. return 0;
  6863. break;
  6864. case SC_FOOD_STR_CASH:
  6865. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  6866. return 0;
  6867. break;
  6868. case SC_FOOD_AGI_CASH:
  6869. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  6870. return 0;
  6871. break;
  6872. case SC_FOOD_VIT_CASH:
  6873. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  6874. return 0;
  6875. break;
  6876. case SC_FOOD_INT_CASH:
  6877. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  6878. return 0;
  6879. break;
  6880. case SC_FOOD_DEX_CASH:
  6881. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  6882. return 0;
  6883. break;
  6884. case SC_FOOD_LUK_CASH:
  6885. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  6886. return 0;
  6887. break;
  6888. case SC_CAMOUFLAGE:
  6889. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  6890. return 0;
  6891. break;
  6892. case SC__STRIPACCESSORY:
  6893. if( sd ) {
  6894. int i = -1;
  6895. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  6896. i = sd->equip_index[EQI_ACC_L];
  6897. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  6898. pc_unequipitem(sd,i,3); // Left-Accessory
  6899. }
  6900. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  6901. i = sd->equip_index[EQI_ACC_R];
  6902. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  6903. pc_unequipitem(sd,i,3); // Right-Accessory
  6904. }
  6905. if( i < 0 )
  6906. return 0;
  6907. }
  6908. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6909. break;
  6910. case SC_TOXIN:
  6911. case SC_PARALYSE:
  6912. case SC_VENOMBLEED:
  6913. case SC_MAGICMUSHROOM:
  6914. case SC_DEATHHURT:
  6915. case SC_PYREXIA:
  6916. case SC_OBLIVIONCURSE:
  6917. case SC_LEECHESEND:
  6918. { // It doesn't stack or even renew
  6919. int i = SC_TOXIN;
  6920. for(; i<= SC_LEECHESEND; i++)
  6921. if(sc->data[i]) return 0;
  6922. }
  6923. break;
  6924. case SC_SATURDAYNIGHTFEVER:
  6925. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  6926. return 0;
  6927. break;
  6928. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  6929. if(sc->data[SC_HOVERING])
  6930. return 0;
  6931. break;
  6932. case SC_C_MARKER:
  6933. if (src == bl)
  6934. return 0;
  6935. else {
  6936. struct status_change *tsc = status_get_sc(bl);
  6937. // Failed if the target is already marked and the new marker that isn't same marker
  6938. if (tsc && tsc->data[type] && tsc->data[type]->val2 != src->id)
  6939. return 0;
  6940. }
  6941. break;
  6942. }
  6943. // Check for BOSS resistances
  6944. if(status->mode&MD_BOSS && !(flag&1)) {
  6945. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  6946. return 0;
  6947. switch (type) {
  6948. case SC_BLESSING:
  6949. case SC_DECREASEAGI:
  6950. case SC_PROVOKE:
  6951. case SC_COMA:
  6952. case SC_GRAVITATION:
  6953. case SC_SUITON:
  6954. case SC_RICHMANKIM:
  6955. case SC_ROKISWEIL:
  6956. case SC_FOGWALL:
  6957. case SC_FREEZING:
  6958. case SC_BURNING:
  6959. case SC_MARSHOFABYSS:
  6960. case SC_ADORAMUS:
  6961. case SC_PARALYSIS:
  6962. case SC_DEEPSLEEP:
  6963. case SC_CRYSTALIZE:
  6964. case SC__ENERVATION:
  6965. case SC__GROOMY:
  6966. case SC__IGNORANCE:
  6967. case SC__LAZINESS:
  6968. case SC__UNLUCKY:
  6969. case SC__WEAKNESS:
  6970. // Exploit prevention - kRO Fix
  6971. case SC_PYREXIA:
  6972. case SC_DEATHHURT:
  6973. case SC_TOXIN:
  6974. case SC_PARALYSE:
  6975. case SC_VENOMBLEED:
  6976. case SC_MAGICMUSHROOM:
  6977. case SC_OBLIVIONCURSE:
  6978. case SC_LEECHESEND:
  6979. // Ranger Effects
  6980. case SC_BITE:
  6981. case SC_ELECTRICSHOCKER:
  6982. case SC_MAGNETICFIELD:
  6983. return 0;
  6984. }
  6985. }
  6986. // Check for mvp resistance // atm only those who OS
  6987. if(status->mode&MD_MVP && !(flag&1)) {
  6988. switch (type) {
  6989. case SC_COMA:
  6990. // continue list...
  6991. return 0;
  6992. }
  6993. }
  6994. // Before overlapping fail, one must check for status cured.
  6995. switch (type) {
  6996. case SC_BLESSING:
  6997. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  6998. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  6999. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  7000. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7001. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7002. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7003. }
  7004. break;
  7005. case SC_INCREASEAGI:
  7006. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7007. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  7008. break;
  7009. case SC_QUAGMIRE:
  7010. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  7011. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  7012. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7013. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  7014. // Also blocks the ones below...
  7015. case SC_DECREASEAGI:
  7016. case SC_ADORAMUS:
  7017. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  7018. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  7019. // Also blocks the ones below...
  7020. case SC_DONTFORGETME:
  7021. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7022. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  7023. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  7024. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  7025. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7026. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7027. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7028. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  7029. break;
  7030. case SC_ONEHAND:
  7031. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  7032. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7033. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7034. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7035. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7036. break;
  7037. case SC_MAXOVERTHRUST:
  7038. // Cancels Normal Overthrust. [Skotlex]
  7039. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  7040. break;
  7041. case SC_KYRIE:
  7042. // Cancels Assumptio
  7043. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7044. break;
  7045. case SC_DELUGE:
  7046. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  7047. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7048. break;
  7049. case SC_SILENCE:
  7050. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  7051. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  7052. break;
  7053. case SC_HIDING:
  7054. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  7055. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  7056. break;
  7057. case SC_BERSERK:
  7058. if( val3 == SC__BLOODYLUST )
  7059. break;
  7060. if(battle_config.berserk_cancels_buffs) {
  7061. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7062. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7063. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  7064. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  7065. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  7066. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7067. }
  7068. #ifdef RENEWAL
  7069. else {
  7070. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7071. }
  7072. #endif
  7073. break;
  7074. case SC_ASSUMPTIO:
  7075. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  7076. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  7077. break;
  7078. case SC_KAITE:
  7079. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7080. break;
  7081. case SC_GN_CARTBOOST:
  7082. case SC_CARTBOOST:
  7083. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  7084. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7085. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  7086. return 0;
  7087. }
  7088. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  7089. //since Cart Boost don't cancel Slow Grace effect
  7090. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  7091. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  7092. if(sc->data[SC_DONTFORGETME])
  7093. return 0;
  7094. break;
  7095. case SC_FUSION:
  7096. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7097. break;
  7098. case SC_ADJUSTMENT:
  7099. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  7100. break;
  7101. case SC_MADNESSCANCEL:
  7102. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  7103. break;
  7104. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  7105. case SC_CHANGEUNDEAD:
  7106. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  7107. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7108. break;
  7109. case SC_STRFOOD:
  7110. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  7111. break;
  7112. case SC_AGIFOOD:
  7113. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  7114. break;
  7115. case SC_VITFOOD:
  7116. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  7117. break;
  7118. case SC_INTFOOD:
  7119. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  7120. break;
  7121. case SC_DEXFOOD:
  7122. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  7123. break;
  7124. case SC_LUKFOOD:
  7125. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  7126. break;
  7127. case SC_FOOD_STR_CASH:
  7128. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  7129. break;
  7130. case SC_FOOD_AGI_CASH:
  7131. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  7132. break;
  7133. case SC_FOOD_VIT_CASH:
  7134. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  7135. break;
  7136. case SC_FOOD_INT_CASH:
  7137. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  7138. break;
  7139. case SC_FOOD_DEX_CASH:
  7140. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  7141. break;
  7142. case SC_FOOD_LUK_CASH:
  7143. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  7144. break;
  7145. case SC_FIGHTINGSPIRIT:
  7146. status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
  7147. break;
  7148. case SC_MARSHOFABYSS:
  7149. status_change_end(bl, SC_INCAGI, INVALID_TIMER);
  7150. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7151. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7152. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7153. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7154. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7155. break;
  7156. case SC_SWINGDANCE:
  7157. case SC_SYMPHONYOFLOVER:
  7158. case SC_MOONLITSERENADE:
  7159. case SC_RUSHWINDMILL:
  7160. case SC_ECHOSONG:
  7161. case SC_HARMONIZE: // Group A doesn't overlap
  7162. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  7163. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  7164. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  7165. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  7166. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  7167. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  7168. break;
  7169. case SC_VOICEOFSIREN:
  7170. case SC_DEEPSLEEP:
  7171. case SC_GLOOMYDAY:
  7172. case SC_SONGOFMANA:
  7173. case SC_DANCEWITHWUG:
  7174. case SC_SATURDAYNIGHTFEVER:
  7175. case SC_LERADSDEW:
  7176. case SC_MELODYOFSINK:
  7177. case SC_BEYONDOFWARCRY:
  7178. case SC_UNLIMITEDHUMMINGVOICE: // Group B
  7179. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  7180. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7181. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  7182. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  7183. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  7184. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  7185. if (type != SC_GLOOMYDAY) {
  7186. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  7187. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  7188. }
  7189. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  7190. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  7191. if (type != SC_SATURDAYNIGHTFEVER) {
  7192. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  7193. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  7194. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  7195. }
  7196. }
  7197. break;
  7198. case SC_REFLECTSHIELD:
  7199. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  7200. break;
  7201. case SC_REFLECTDAMAGE:
  7202. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  7203. break;
  7204. case SC_SHIELDSPELL_DEF:
  7205. case SC_SHIELDSPELL_MDEF:
  7206. case SC_SHIELDSPELL_REF:
  7207. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  7208. if( type != SC_SHIELDSPELL_DEF )
  7209. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  7210. if( type != SC_SHIELDSPELL_MDEF )
  7211. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  7212. if( type != SC_SHIELDSPELL_REF )
  7213. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  7214. break;
  7215. case SC_GT_ENERGYGAIN:
  7216. case SC_GT_CHANGE:
  7217. case SC_GT_REVITALIZE:
  7218. if( type != SC_GT_REVITALIZE )
  7219. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  7220. if( type != SC_GT_ENERGYGAIN )
  7221. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  7222. if( type != SC_GT_CHANGE )
  7223. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  7224. break;
  7225. case SC_WARMER:
  7226. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7227. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7228. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7229. break;
  7230. case SC_INVINCIBLE:
  7231. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  7232. break;
  7233. case SC_INVINCIBLEOFF:
  7234. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  7235. break;
  7236. case SC_MAGICPOWER:
  7237. status_change_end(bl, type, INVALID_TIMER);
  7238. break;
  7239. case SC_WHITEIMPRISON:
  7240. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7241. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7242. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7243. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7244. break;
  7245. case SC_FREEZING:
  7246. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7247. break;
  7248. }
  7249. // Check for overlapping fails
  7250. if( (sce = sc->data[type]) ) {
  7251. switch( type ) {
  7252. case SC_MERC_FLEEUP:
  7253. case SC_MERC_ATKUP:
  7254. case SC_MERC_HPUP:
  7255. case SC_MERC_SPUP:
  7256. case SC_MERC_HITUP:
  7257. if( sce->val1 > val1 )
  7258. val1 = sce->val1;
  7259. break;
  7260. case SC_ADRENALINE:
  7261. case SC_ADRENALINE2:
  7262. case SC_WEAPONPERFECTION:
  7263. case SC_OVERTHRUST:
  7264. if (sce->val2 > val2)
  7265. return 0;
  7266. break;
  7267. case SC_S_LIFEPOTION:
  7268. case SC_L_LIFEPOTION:
  7269. case SC_BOSSMAPINFO:
  7270. case SC_STUN:
  7271. case SC_SLEEP:
  7272. case SC_POISON:
  7273. case SC_CURSE:
  7274. case SC_SILENCE:
  7275. case SC_CONFUSION:
  7276. case SC_BLIND:
  7277. case SC_BLEEDING:
  7278. case SC_DPOISON:
  7279. case SC_CLOSECONFINE2: // Can't be re-closed in.
  7280. case SC_TINDER_BREAKER2:
  7281. case SC_MARIONETTE:
  7282. case SC_MARIONETTE2:
  7283. case SC_NOCHAT:
  7284. case SC_CHANGE: // Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  7285. case SC__INVISIBILITY:
  7286. case SC__ENERVATION:
  7287. case SC__GROOMY:
  7288. case SC__IGNORANCE:
  7289. case SC__LAZINESS:
  7290. case SC__WEAKNESS:
  7291. case SC__UNLUCKY:
  7292. return 0;
  7293. case SC_COMBO:
  7294. case SC_DANCING:
  7295. case SC_DEVOTION:
  7296. case SC_ASPDPOTION0:
  7297. case SC_ASPDPOTION1:
  7298. case SC_ASPDPOTION2:
  7299. case SC_ASPDPOTION3:
  7300. case SC_ATKPOTION:
  7301. case SC_MATKPOTION:
  7302. case SC_ENCHANTARMS:
  7303. case SC_ARMOR_ELEMENT:
  7304. case SC_ARMOR_RESIST:
  7305. break;
  7306. case SC_GOSPEL:
  7307. // Must not override a casting gospel char.
  7308. if(sce->val4 == BCT_SELF)
  7309. return 0;
  7310. if(sce->val1 > val1)
  7311. return 1;
  7312. break;
  7313. case SC_ENDURE:
  7314. if(sce->val4 && !val4)
  7315. return 1; // Don't let you override infinite endure.
  7316. if(sce->val1 > val1)
  7317. return 1;
  7318. break;
  7319. case SC_KAAHI:
  7320. // Kaahi overwrites previous level regardless of existing level.
  7321. // Delete timer if it exists.
  7322. if (sce->val4 != INVALID_TIMER) {
  7323. delete_timer(sce->val4,kaahi_heal_timer);
  7324. sce->val4 = INVALID_TIMER;
  7325. }
  7326. break;
  7327. case SC_JAILED:
  7328. // When a player is already jailed, do not edit the jail data.
  7329. val2 = sce->val2;
  7330. val3 = sce->val3;
  7331. val4 = sce->val4;
  7332. break;
  7333. case SC_LERADSDEW:
  7334. if (sc && sc->data[SC_BERSERK])
  7335. return 0;
  7336. case SC_SHAPESHIFT:
  7337. case SC_PROPERTYWALK:
  7338. break;
  7339. case SC_LEADERSHIP:
  7340. case SC_GLORYWOUNDS:
  7341. case SC_SOULCOLD:
  7342. case SC_HAWKEYES:
  7343. if( sce->val4 && !val4 ) // You cannot override master guild aura
  7344. return 0;
  7345. break;
  7346. case SC_JOINTBEAT:
  7347. val2 |= sce->val2; // Stackable ailments
  7348. default:
  7349. if(sce->val1 > val1)
  7350. return 1; // Return true to not mess up skill animations. [Skotlex]
  7351. }
  7352. }
  7353. vd = status_get_viewdata(bl);
  7354. calc_flag = StatusChangeFlagTable[type];
  7355. if(!(flag&4)) // &4 - Do not parse val settings when loading SCs
  7356. switch(type)
  7357. {
  7358. case SC_DECREASEAGI:
  7359. case SC_INCREASEAGI:
  7360. case SC_ADORAMUS:
  7361. val2 = 2 + val1; // Agi change
  7362. if( type == SC_ADORAMUS )
  7363. sc_start(src,bl,SC_BLIND,val1 * 4 + (sd ? sd->status.job_level : 50) / 2,val1,skill_get_time(status_sc2skill(type),val1));
  7364. break;
  7365. case SC_ENDURE:
  7366. val2 = 7; // Hit-count [Celest]
  7367. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
  7368. struct map_session_data *tsd;
  7369. if( sd ) {
  7370. int i;
  7371. for( i = 0; i < 5; i++ ) {
  7372. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7373. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  7374. }
  7375. }
  7376. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7377. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  7378. }
  7379. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  7380. if( val4 )
  7381. tick = -1;
  7382. break;
  7383. case SC_AUTOBERSERK:
  7384. if (status->hp < status->max_hp>>2 &&
  7385. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  7386. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  7387. tick = -1;
  7388. break;
  7389. case SC_SIGNUMCRUCIS:
  7390. val2 = 10 + 4*val1; // Def reduction
  7391. tick = -1;
  7392. clif_emotion(bl,E_SWT);
  7393. break;
  7394. case SC_MAXIMIZEPOWER:
  7395. tick_time = val2 = tick>0?tick:60000;
  7396. tick = -1; // Duration sent to the client should be infinite
  7397. break;
  7398. case SC_EDP:
  7399. val2 = val1 + 2; // Chance to Poison enemies.
  7400. #ifndef RENEWAL
  7401. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  7402. #endif
  7403. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  7404. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  7405. break;
  7406. case SC_POISONREACT:
  7407. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  7408. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  7409. break;
  7410. case SC_MAGICROD:
  7411. val2 = val1*20; // SP gained
  7412. break;
  7413. case SC_KYRIE:
  7414. if( sd )
  7415. val1 = min(val1,pc_checkskill(sd,PR_KYRIE)); // Use skill level to determine barrier health.
  7416. val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; // %Max HP to absorb
  7417. // val4 holds current amount of party members when casting Praefatio
  7418. // as Praefatio's barrier has more health and blocks more hits than Kyrie Elesion.
  7419. if( val4 < 1 ) // == PR_KYRIE
  7420. val3 = (val1 / 2 + 5);
  7421. else { // == AB_PRAEFATIO
  7422. val2 += val4 * 2; // Increase barrier strength per party member.
  7423. val3 = 6 + val1;
  7424. }
  7425. break;
  7426. case SC_MAGICPOWER:
  7427. // val1: Skill lv
  7428. val2 = 1; // Lasts 1 invocation
  7429. val3 = 5*val1; // Matk% increase
  7430. val4 = 0; // 0 = ready to be used, 1 = activated and running
  7431. break;
  7432. case SC_SACRIFICE:
  7433. val2 = 5; // Lasts 5 hits
  7434. tick = -1;
  7435. break;
  7436. case SC_ENCPOISON:
  7437. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  7438. case SC_ASPERSIO:
  7439. case SC_FIREWEAPON:
  7440. case SC_WATERWEAPON:
  7441. case SC_WINDWEAPON:
  7442. case SC_EARTHWEAPON:
  7443. case SC_SHADOWWEAPON:
  7444. case SC_GHOSTWEAPON:
  7445. skill_enchant_elemental_end(bl,type);
  7446. break;
  7447. case SC_ELEMENTALCHANGE:
  7448. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  7449. // val2 : Element (When no element, random one is picked)
  7450. // val3 : 0 = called by skill 1 = called by script (fixed level)
  7451. if( !val2 ) val2 = rnd()%ELE_ALL;
  7452. if( val1 == 1 && val3 == 0 )
  7453. val1 = 1 + rnd()%4;
  7454. else if( val1 > 4 )
  7455. val1 = 4; // Max Level
  7456. val3 = 0; // Not need to keep this info.
  7457. break;
  7458. case SC_PROVIDENCE:
  7459. val2=val1*5; // Race/Ele resist
  7460. break;
  7461. case SC_REFLECTSHIELD:
  7462. val2=10+val1*3; // %Dmg reflected
  7463. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) {
  7464. struct map_session_data *tsd;
  7465. if( sd ) {
  7466. int i;
  7467. for( i = 0; i < 5; i++ ) {
  7468. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7469. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7470. }
  7471. }
  7472. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7473. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7474. }
  7475. break;
  7476. case SC_STRIPWEAPON:
  7477. if (!sd) // Watk reduction
  7478. val2 = 25;
  7479. break;
  7480. case SC_STRIPSHIELD:
  7481. if (!sd) // Def reduction
  7482. val2 = 15;
  7483. break;
  7484. case SC_STRIPARMOR:
  7485. if (!sd) // Vit reduction
  7486. val2 = 40;
  7487. break;
  7488. case SC_STRIPHELM:
  7489. if (!sd) // Int reduction
  7490. val2 = 40;
  7491. break;
  7492. case SC_AUTOSPELL:
  7493. // Val1 Skill LV of Autospell
  7494. // Val2 Skill ID to cast
  7495. // Val3 Max Lv to cast
  7496. val4 = 5 + val1*2; // Chance of casting
  7497. break;
  7498. case SC_VOLCANO:
  7499. val2 = val1*10; // Watk increase
  7500. #ifndef RENEWAL
  7501. if (status->def_ele != ELE_FIRE)
  7502. val2 = 0;
  7503. #endif
  7504. break;
  7505. case SC_VIOLENTGALE:
  7506. val2 = val1*3; // Flee increase
  7507. #ifndef RENEWAL
  7508. if (status->def_ele != ELE_WIND)
  7509. val2 = 0;
  7510. #endif
  7511. break;
  7512. case SC_DELUGE:
  7513. val2 = deluge_eff[val1-1]; // HP increase
  7514. #ifndef RENEWAL
  7515. if(status->def_ele != ELE_WATER)
  7516. val2 = 0;
  7517. #endif
  7518. break;
  7519. case SC_SUITON:
  7520. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  7521. // No penalties.
  7522. val2 = 0; // Agi penalty
  7523. val3 = 0; // Walk speed penalty
  7524. break;
  7525. }
  7526. val3 = 50;
  7527. val2 = 3*((val1+1)/3);
  7528. if (val1 > 4) val2--;
  7529. break;
  7530. case SC_ONEHAND:
  7531. case SC_TWOHANDQUICKEN:
  7532. val2 = 300;
  7533. if (val1 > 10) // For boss casted skills [Skotlex]
  7534. val2 += 20*(val1-10);
  7535. break;
  7536. case SC_MERC_QUICKEN:
  7537. val2 = 300;
  7538. break;
  7539. #ifndef RENEWAL_ASPD
  7540. case SC_SPEARQUICKEN:
  7541. val2 = 200+10*val1;
  7542. break;
  7543. #endif
  7544. case SC_DANCING:
  7545. // val1 : Skill ID + LV
  7546. // val2 : Skill Group of the Dance.
  7547. // val3 : Brings the skill_lv (merged into val1 here)
  7548. // val4 : Partner
  7549. if (val1 == CG_MOONLIT)
  7550. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  7551. val1|= (val3<<16);
  7552. val3 = tick/1000; // Tick duration
  7553. tick_time = 1000; // [GodLesZ] tick time
  7554. break;
  7555. case SC_LONGING:
  7556. val2 = 500-100*val1; // Aspd penalty.
  7557. break;
  7558. case SC_EXPLOSIONSPIRITS:
  7559. val2 = 75 + 25*val1; // Cri bonus
  7560. break;
  7561. case SC_ASPDPOTION0:
  7562. case SC_ASPDPOTION1:
  7563. case SC_ASPDPOTION2:
  7564. case SC_ASPDPOTION3:
  7565. val2 = 50*(2+type-SC_ASPDPOTION0);
  7566. break;
  7567. case SC_WEDDING:
  7568. case SC_XMAS:
  7569. case SC_SUMMER:
  7570. case SC_HANBOK:
  7571. case SC_OKTOBERFEST:
  7572. if (!vd) return 0;
  7573. // Store previous values as they could be removed.
  7574. val1 = vd->class_;
  7575. val2 = vd->weapon;
  7576. val3 = vd->shield;
  7577. val4 = vd->cloth_color;
  7578. unit_stop_attack(bl);
  7579. clif_changelook(bl,LOOK_WEAPON,0);
  7580. clif_changelook(bl,LOOK_SHIELD,0);
  7581. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:type==SC_SUMMER?JOB_SUMMER:type==SC_HANBOK?JOB_HANBOK:JOB_OKTOBERFEST);
  7582. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  7583. break;
  7584. case SC_NOCHAT:
  7585. // !FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
  7586. tick = 60000;
  7587. val1 = battle_config.manner_system; // Mute filters.
  7588. if (sd) {
  7589. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  7590. clif_updatestatus(sd,SP_MANNER);
  7591. }
  7592. break;
  7593. case SC_STONE:
  7594. val3 = tick/1000; // Petrified HP-damage iterations.
  7595. if(val3 < 1) val3 = 1;
  7596. tick = val4; // Petrifying time.
  7597. tick = max(tick, 1000); // Min time
  7598. calc_flag = 0; // Actual status changes take effect on petrified state.
  7599. break;
  7600. case SC_DPOISON:
  7601. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  7602. if (status->hp > status->max_hp>>2) {
  7603. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  7604. if (status->hp - diff < status->max_hp>>2)
  7605. diff = status->hp - (status->max_hp>>2);
  7606. if( val2 && bl->type == BL_MOB ) {
  7607. struct block_list* src = map_id2bl(val2);
  7608. if( src )
  7609. mob_log_damage((TBL_MOB*)bl,src,diff);
  7610. }
  7611. status_zap(bl, diff, 0);
  7612. }
  7613. case SC_POISON:
  7614. // Fall through
  7615. val3 = tick/1000; // Damage iterations
  7616. if(val3 < 1) val3 = 1;
  7617. tick_time = 1000; // [GodLesZ] tick time
  7618. // val4: HP damage
  7619. if (bl->type == BL_PC)
  7620. val4 = (type == SC_DPOISON) ? 2 + status->max_hp/50 : 2 + status->max_hp*3/200;
  7621. else
  7622. val4 = (type == SC_DPOISON) ? 2 + status->max_hp/100 : 2 + status->max_hp/200;
  7623. break;
  7624. case SC_CONFUSION:
  7625. clif_emotion(bl,E_WHAT);
  7626. break;
  7627. case SC_BLEEDING:
  7628. val4 = tick/10000;
  7629. if (!val4) val4 = 1;
  7630. tick_time = 10000; // [GodLesZ] tick time
  7631. break;
  7632. case SC_S_LIFEPOTION:
  7633. case SC_L_LIFEPOTION:
  7634. if( val1 == 0 ) return 0;
  7635. // val1 = heal percent/amout
  7636. // val2 = seconds between heals
  7637. // val4 = total of heals
  7638. if( val2 < 1 ) val2 = 1;
  7639. if( (val4 = tick/(val2 * 1000)) < 1 )
  7640. val4 = 1;
  7641. tick_time = val2 * 1000; // [GodLesZ] tick time
  7642. break;
  7643. case SC_BOSSMAPINFO:
  7644. if( sd != NULL ) {
  7645. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  7646. if( boss_md == NULL || boss_md->bl.prev == NULL ) { // No MVP on this map - MVP is dead
  7647. clif_bossmapinfo(sd->fd, boss_md, 1);
  7648. return 0; // No need to start SC
  7649. }
  7650. val1 = boss_md->bl.id;
  7651. if( (val4 = tick/1000) < 1 )
  7652. val4 = 1;
  7653. tick_time = 1000; // [GodLesZ] tick time
  7654. }
  7655. break;
  7656. case SC_HIDING:
  7657. val2 = tick/1000;
  7658. tick_time = 1000; // [GodLesZ] tick time
  7659. val3 = 0; // Unused, previously speed adjustment
  7660. val4 = val1+3; // Seconds before SP substraction happen.
  7661. break;
  7662. case SC_CHASEWALK:
  7663. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  7664. val3 = 35 - 5 * val1; // Speed adjustment.
  7665. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  7666. val3 -= 40;
  7667. val4 = 10+val1*2; // SP cost.
  7668. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  7669. break;
  7670. case SC_CLOAKING:
  7671. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  7672. val1 = 10;
  7673. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  7674. tick = -1; // Duration sent to the client should be infinite
  7675. val3 = 0; // Unused, previously walk speed adjustment
  7676. // val4&1 signals the presence of a wall.
  7677. // val4&2 makes cloak not end on normal attacks [Skotlex]
  7678. // val4&4 makes cloak not end on using skills
  7679. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  7680. val4 |= battle_config.pc_cloak_check_type&7;
  7681. else
  7682. val4 |= battle_config.monster_cloak_check_type&7;
  7683. break;
  7684. case SC_SIGHTBLASTER:
  7685. tick = -1; // Duration sent to the client should be infinite
  7686. case SC_SIGHT: /* splash status */
  7687. case SC_RUWACH:
  7688. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  7689. val2 = tick/250;
  7690. tick_time = 10; // [GodLesZ] tick time
  7691. break;
  7692. /* Permanent effects */
  7693. case SC_AETERNA:
  7694. case SC_MODECHANGE:
  7695. case SC_WEIGHT50:
  7696. case SC_WEIGHT90:
  7697. case SC_BROKENWEAPON:
  7698. case SC_BROKENARMOR:
  7699. case SC_READYSTORM:
  7700. case SC_READYDOWN:
  7701. case SC_READYCOUNTER:
  7702. case SC_READYTURN:
  7703. case SC_DODGE:
  7704. case SC_PUSH_CART:
  7705. tick = -1;
  7706. break;
  7707. case SC_AUTOGUARD:
  7708. if( !(flag&1) ) {
  7709. struct map_session_data *tsd;
  7710. int i;
  7711. for( i = val2 = 0; i < val1; i++) {
  7712. int t = 5-(i>>1);
  7713. val2 += (t < 0)? 1:t;
  7714. }
  7715. if( bl->type&(BL_PC|BL_MER) ) {
  7716. if( sd ) {
  7717. for( i = 0; i < 5; i++ ) {
  7718. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7719. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7720. }
  7721. }
  7722. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7723. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7724. }
  7725. }
  7726. break;
  7727. case SC_DEFENDER:
  7728. if (!(flag&1)) {
  7729. val2 = 5 + 15*val1; // Damage reduction
  7730. val3 = 0; // Unused, previously speed adjustment
  7731. val4 = 250 - 50*val1; // Aspd adjustment
  7732. if (sd) {
  7733. struct map_session_data *tsd;
  7734. int i;
  7735. for (i = 0; i < 5; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  7736. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  7737. status_change_start(src,&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  7738. }
  7739. }
  7740. }
  7741. break;
  7742. case SC_TENSIONRELAX:
  7743. if (sd) {
  7744. pc_setsit(sd);
  7745. clif_sitting(&sd->bl);
  7746. }
  7747. val2 = 12; // SP cost
  7748. val4 = 10000; // Decrease at 10secs intervals.
  7749. val3 = tick/val4;
  7750. tick = -1; // Duration sent to the client should be infinite
  7751. tick_time = val4; // [GodLesZ] tick time
  7752. break;
  7753. case SC_PARRYING:
  7754. val2 = 20 + val1*3; // Block Chance
  7755. break;
  7756. case SC_WINDWALK:
  7757. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  7758. break;
  7759. case SC_JOINTBEAT:
  7760. if( val2&BREAK_NECK )
  7761. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  7762. break;
  7763. case SC_BERSERK:
  7764. if( val3 == SC__BLOODYLUST )
  7765. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  7766. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  7767. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  7768. // HP healing is performing after the calc_status call.
  7769. // Val2 holds HP penalty
  7770. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  7771. if (!val4) val4 = 10000; // Val4 holds damage interval
  7772. val3 = tick/val4; // val3 holds skill duration
  7773. tick_time = val4; // [GodLesZ] tick time
  7774. break;
  7775. case SC_GOSPEL:
  7776. if(val4 == BCT_SELF) { // Self effect
  7777. val2 = tick/10000;
  7778. tick_time = 10000; // [GodLesZ] tick time
  7779. status_change_clear_buffs(bl,3); // Remove buffs/debuffs
  7780. }
  7781. break;
  7782. case SC_MARIONETTE:
  7783. {
  7784. int stat;
  7785. val3 = 0;
  7786. val4 = 0;
  7787. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  7788. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  7789. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  7790. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  7791. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  7792. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  7793. break;
  7794. }
  7795. case SC_MARIONETTE2:
  7796. {
  7797. int stat,max_stat;
  7798. // Fetch caster information
  7799. struct block_list *pbl = map_id2bl(val1);
  7800. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  7801. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  7802. // Fetch target's stats
  7803. struct status_data* status = status_get_status_data(bl); // Battle status
  7804. if (!psce)
  7805. return 0;
  7806. val3 = 0;
  7807. val4 = 0;
  7808. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  7809. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  7810. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  7811. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  7812. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  7813. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  7814. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  7815. break;
  7816. }
  7817. case SC_REJECTSWORD:
  7818. val2 = 15*val1; // Reflect chance
  7819. val3 = 3; // Reflections
  7820. tick = -1;
  7821. break;
  7822. case SC_MEMORIZE:
  7823. val2 = 5; // Memorized casts.
  7824. tick = -1;
  7825. break;
  7826. case SC_GRAVITATION:
  7827. val2 = 50*val1; // aspd reduction
  7828. break;
  7829. case SC_REGENERATION:
  7830. if (val1 == 1)
  7831. val2 = 2;
  7832. else
  7833. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  7834. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  7835. // If val4 comes set, this blocks regen rather than increase it.
  7836. break;
  7837. case SC_DEVOTION:
  7838. {
  7839. struct block_list *d_bl;
  7840. struct status_change *d_sc;
  7841. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  7842. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  7843. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  7844. while( i >= 0 ) {
  7845. enum sc_type type2 = types[i];
  7846. if( d_sc->data[type2] )
  7847. sc_start(d_bl,bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  7848. i--;
  7849. }
  7850. }
  7851. break;
  7852. }
  7853. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  7854. if( val3 && bl->type == BL_MOB ) {
  7855. struct block_list* src = map_id2bl(val3);
  7856. if( src )
  7857. mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
  7858. }
  7859. status_zap(bl, status->hp-1, val2?0:status->sp);
  7860. return 1;
  7861. break;
  7862. case SC_TINDER_BREAKER2:
  7863. case SC_CLOSECONFINE2:
  7864. {
  7865. struct block_list *src = val2?map_id2bl(val2):NULL;
  7866. struct status_change *sc2 = src?status_get_sc(src):NULL;
  7867. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  7868. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  7869. if (src && sc2) {
  7870. if (!sce2) // Start lock on caster.
  7871. sc_start4(src,src,type2,100,val1,1,0,0,tick+1000);
  7872. else { // Increase count of locked enemies and refresh time.
  7873. (sce2->val2)++;
  7874. delete_timer(sce2->timer, status_change_timer);
  7875. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, type2);
  7876. }
  7877. } else // Status failed.
  7878. return 0;
  7879. }
  7880. break;
  7881. case SC_KAITE:
  7882. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  7883. break;
  7884. case SC_KAUPE:
  7885. switch (val1) {
  7886. case 3: // 33*3 + 1 -> 100%
  7887. val2++;
  7888. case 1:
  7889. case 2: // 33, 66%
  7890. val2 += 33*val1;
  7891. val3 = 1; // Dodge 1 attack total.
  7892. break;
  7893. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  7894. val2 = 100;
  7895. val3 = val1-2;
  7896. break;
  7897. }
  7898. break;
  7899. case SC_COMBO: {
  7900. // val1: Skill ID
  7901. // val2: When given, target (for autotargetting skills)
  7902. // val3: When set, this combo time should NOT delay attack/movement
  7903. // val3: TK: Last used kick
  7904. // val4: TK: Combo time
  7905. struct unit_data *ud = unit_bl2ud(bl);
  7906. if (ud && !val3) {
  7907. tick += 300 * battle_config.combo_delay_rate/100;
  7908. ud->attackabletime = gettick()+tick;
  7909. unit_set_walkdelay(bl, gettick(), tick, 1);
  7910. }
  7911. val3 = 0;
  7912. val4 = tick;
  7913. }
  7914. break;
  7915. case SC_EARTHSCROLL:
  7916. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  7917. break;
  7918. case SC_RUN:
  7919. val4 = gettick(); // Store time at which you started running.
  7920. tick = -1;
  7921. break;
  7922. case SC_KAAHI:
  7923. val2 = 200*val1; // HP heal
  7924. val3 = 5*val1; // SP cost
  7925. val4 = INVALID_TIMER; // Kaahi Timer.
  7926. break;
  7927. case SC_BLESSING:
  7928. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7929. val2 = val1;
  7930. else
  7931. val2 = 0; // 0 -> Half stat.
  7932. break;
  7933. case SC_TRICKDEAD:
  7934. if (vd) vd->dead_sit = 1;
  7935. tick = -1;
  7936. break;
  7937. case SC_CONCENTRATE:
  7938. val2 = 2 + val1;
  7939. if (sd) { // Store the card-bonus data that should not count in the %
  7940. val3 = sd->param_bonus[1]; // Agi
  7941. val4 = sd->param_bonus[4]; // Dex
  7942. } else
  7943. val3 = val4 = 0;
  7944. break;
  7945. case SC_MAXOVERTHRUST:
  7946. val2 = 20*val1; // Power increase
  7947. break;
  7948. case SC_OVERTHRUST:
  7949. // val2 holds if it was casted on self, or is bonus received from others
  7950. val3 = 5*val1; // Power increase
  7951. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  7952. tick += tick / 10;
  7953. break;
  7954. case SC_ADRENALINE2:
  7955. case SC_ADRENALINE:
  7956. val3 = (val2) ? 300 : 200; // aspd increase
  7957. case SC_WEAPONPERFECTION:
  7958. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  7959. tick += tick / 10;
  7960. break;
  7961. case SC_CONCENTRATION:
  7962. val2 = 5*val1; // Batk/Watk Increase
  7963. val3 = 10*val1; // Hit Increase
  7964. val4 = 5*val1; // Def reduction
  7965. break;
  7966. case SC_ANGELUS:
  7967. val2 = 5*val1; // def increase
  7968. break;
  7969. case SC_IMPOSITIO:
  7970. val2 = 5*val1; // watk increase
  7971. break;
  7972. case SC_MELTDOWN:
  7973. val2 = 100*val1; // Chance to break weapon
  7974. val3 = 70*val1; // Change to break armor
  7975. break;
  7976. case SC_TRUESIGHT:
  7977. val2 = 10*val1; // Critical increase
  7978. val3 = 3*val1; // Hit increase
  7979. break;
  7980. case SC_SUN_COMFORT:
  7981. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  7982. break;
  7983. case SC_MOON_COMFORT:
  7984. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  7985. break;
  7986. case SC_STAR_COMFORT:
  7987. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  7988. break;
  7989. case SC_QUAGMIRE:
  7990. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  7991. break;
  7992. // gs_something1 [Vicious]
  7993. case SC_GATLINGFEVER:
  7994. val2 = 20*val1; // Aspd increase
  7995. val3 = 20+10*val1; // Batk increase
  7996. val4 = 5*val1; // Flee decrease
  7997. break;
  7998. case SC_FLING:
  7999. if (bl->type == BL_PC)
  8000. val2 = 0; // No armor reduction to players.
  8001. else
  8002. val2 = 5*val1; // Def reduction
  8003. val3 = 5*val1; // Def2 reduction
  8004. break;
  8005. case SC_PROVOKE:
  8006. // val2 signals autoprovoke.
  8007. val3 = 2+3*val1; // Atk increase
  8008. val4 = 5+5*val1; // Def reduction.
  8009. break;
  8010. case SC_AVOID:
  8011. // val2 = 10*val1; // Speed change rate.
  8012. break;
  8013. case SC_DEFENCE:
  8014. #ifdef RENEWAL
  8015. val2 = 5 + (val1 * 5); // Vit bonus
  8016. #else
  8017. val2 = 2*val1; // Def bonus
  8018. #endif
  8019. break;
  8020. case SC_BLOODLUST:
  8021. val2 = 20+10*val1; // Atk rate change.
  8022. val3 = 3*val1; // Leech chance
  8023. val4 = 20; // Leech percent
  8024. break;
  8025. case SC_FLEET:
  8026. val2 = 30*val1; // Aspd change
  8027. val3 = 5+5*val1; // bAtk/wAtk rate change
  8028. break;
  8029. case SC_MINDBREAKER:
  8030. val2 = 20*val1; // matk increase.
  8031. val3 = 12*val1; // mdef2 reduction.
  8032. break;
  8033. case SC_SKA:
  8034. val2 = tick/1000;
  8035. val3 = rnd()%100; // Def changes randomly every second...
  8036. tick_time = 1000; // [GodLesZ] tick time
  8037. break;
  8038. case SC_JAILED:
  8039. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  8040. tick = val1>0?1000:250;
  8041. if (sd) {
  8042. if (sd->mapindex != val2) {
  8043. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  8044. map = sd->mapindex; // Current Map
  8045. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  8046. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  8047. // 2. Set restore point (val3 -> return map, val4 return coords
  8048. val3 = map;
  8049. val4 = pos;
  8050. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  8051. val3 = sd->status.save_point.map;
  8052. val4 = (sd->status.save_point.x&0xFFFF)
  8053. |(sd->status.save_point.y<<16);
  8054. }
  8055. }
  8056. break;
  8057. case SC_UTSUSEMI:
  8058. val2=(val1+1)/2; // Number of hits blocked
  8059. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  8060. break;
  8061. case SC_BUNSINJYUTSU:
  8062. val2=(val1+1)/2; // Number of hits blocked
  8063. break;
  8064. case SC_CHANGE:
  8065. val2= 30*val1; // Vit increase
  8066. val3= 20*val1; // Int increase
  8067. break;
  8068. case SC_SWOO:
  8069. if(status->mode&MD_BOSS)
  8070. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  8071. break;
  8072. case SC_SPIDERWEB:
  8073. if( bl->type == BL_PC )
  8074. tick /= 2;
  8075. break;
  8076. case SC_ARMOR:
  8077. // NPC_DEFENDER:
  8078. val2 = 80; // Damage reduction
  8079. // Attack requirements to be blocked:
  8080. val3 = BF_LONG; // Range
  8081. val4 = BF_WEAPON|BF_MISC; // Type
  8082. break;
  8083. case SC_ENCHANTARMS:
  8084. // end previous enchants
  8085. skill_enchant_elemental_end(bl,type);
  8086. // Make sure the received element is valid.
  8087. if (val2 >= ELE_ALL)
  8088. val2 = val2%ELE_ALL;
  8089. else if (val2 < 0)
  8090. val2 = rnd()%ELE_ALL;
  8091. break;
  8092. case SC_CRITICALWOUND:
  8093. val2 = 20*val1; // Heal effectiveness decrease
  8094. break;
  8095. case SC_MAGICMIRROR:
  8096. case SC_SLOWCAST:
  8097. val2 = 20*val1; // Magic reflection/cast rate
  8098. break;
  8099. case SC_ARMORCHANGE:
  8100. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  8101. val2 =-20;
  8102. val3 = 20;
  8103. } else { // Boost def
  8104. val2 = 20;
  8105. val3 =-20;
  8106. }
  8107. val2*=val1; // 20% per level
  8108. val3*=val1;
  8109. break;
  8110. case SC_EXPBOOST:
  8111. case SC_JEXPBOOST:
  8112. if (val1 < 0)
  8113. val1 = 0;
  8114. break;
  8115. case SC_INCFLEE2:
  8116. case SC_INCCRI:
  8117. val2 = val1*10; // Actual boost (since 100% = 1000)
  8118. break;
  8119. case SC_SUFFRAGIUM:
  8120. val2 = 15 * val1; // Speed cast decrease
  8121. break;
  8122. case SC_INCHEALRATE:
  8123. if (val1 < 1)
  8124. val1 = 1;
  8125. break;
  8126. case SC_HALLUCINATION:
  8127. val2 = 5+val1; // Factor by which displayed damage is increased by
  8128. break;
  8129. case SC_DOUBLECAST:
  8130. val2 = 30+10*val1; // Trigger rate
  8131. break;
  8132. case SC_KAIZEL:
  8133. val2 = 10*val1; // % of life to be revived with
  8134. break;
  8135. // case SC_ARMOR_ELEMENT:
  8136. // case SC_ARMOR_RESIST:
  8137. // Mod your resistance against elements:
  8138. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  8139. // break;
  8140. // case ????:
  8141. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  8142. // associated, and yet are not wrong/unknown. [Skotlex]
  8143. // break;
  8144. case SC_MERC_FLEEUP:
  8145. case SC_MERC_ATKUP:
  8146. case SC_MERC_HITUP:
  8147. val2 = 15 * val1;
  8148. break;
  8149. case SC_MERC_HPUP:
  8150. case SC_MERC_SPUP:
  8151. val2 = 5 * val1;
  8152. break;
  8153. case SC_REBIRTH:
  8154. val2 = 20*val1; // % of life to be revived with
  8155. break;
  8156. case SC_MANU_DEF:
  8157. case SC_MANU_ATK:
  8158. case SC_MANU_MATK:
  8159. val2 = 1; // Manuk group
  8160. break;
  8161. case SC_SPL_DEF:
  8162. case SC_SPL_ATK:
  8163. case SC_SPL_MATK:
  8164. val2 = 2; // Splendide group
  8165. break;
  8166. /* General */
  8167. case SC_FEAR:
  8168. val2 = 2;
  8169. val4 = tick / 1000;
  8170. tick_time = 1000; // [GodLesZ] tick time
  8171. break;
  8172. case SC_BURNING:
  8173. val4 = tick / 2000; // Total Ticks to Burn!!
  8174. tick_time = 2000; // [GodLesZ] tick time
  8175. break;
  8176. /* Rune Knight */
  8177. case SC_DEATHBOUND:
  8178. val2 = 500 + 100 * val1;
  8179. break;
  8180. case SC_STONEHARDSKIN:
  8181. if( sd )
  8182. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  8183. break;
  8184. case SC_ABUNDANCE:
  8185. val4 = tick / 10000;
  8186. tick_time = 10000; // [GodLesZ] tick time
  8187. break;
  8188. case SC_GIANTGROWTH:
  8189. val2 = 15; // Triple damage success rate.
  8190. break;
  8191. /* Arch Bishop */
  8192. case SC_RENOVATIO:
  8193. val4 = tick / 5000;
  8194. tick = -1; // Duration sent to the client should be infinite
  8195. tick_time = 5000;
  8196. break;
  8197. case SC_SECRAMENT:
  8198. val2 = 10 * val1;
  8199. break;
  8200. case SC_VENOMIMPRESS:
  8201. val2 = 10 * val1;
  8202. break;
  8203. case SC_WEAPONBLOCKING:
  8204. val2 = 10 + 2 * val1; // Chance
  8205. val4 = tick / 3000;
  8206. tick = -1; // Duration sent to the client should be infinite
  8207. tick_time = 3000; // [GodLesZ] tick time
  8208. break;
  8209. case SC_TOXIN:
  8210. val4 = tick / 10000;
  8211. tick_time = 10000; // [GodLesZ] tick time
  8212. break;
  8213. case SC_MAGICMUSHROOM:
  8214. val4 = tick / 4000;
  8215. tick_time = 4000; // [GodLesZ] tick time
  8216. break;
  8217. case SC_PYREXIA:
  8218. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
  8219. val4 = tick / 3000;
  8220. tick_time = 3000; // [GodLesZ] tick time
  8221. break;
  8222. case SC_LEECHESEND:
  8223. val4 = tick / 1000;
  8224. tick_time = 1000; // [GodLesZ] tick time
  8225. break;
  8226. case SC_OBLIVIONCURSE:
  8227. val4 = tick / 3000;
  8228. tick_time = 3000; // [GodLesZ] tick time
  8229. break;
  8230. case SC_CLOAKINGEXCEED:
  8231. val2 = (val1 + 1) / 2; // Hits
  8232. val3 = (val1 - 1) * 10; // Walk speed
  8233. if (bl->type == BL_PC)
  8234. val4 |= battle_config.pc_cloak_check_type&7;
  8235. else
  8236. val4 |= battle_config.monster_cloak_check_type&7;
  8237. tick_time = 1000; // [GodLesZ] tick time
  8238. break;
  8239. case SC_HALLUCINATIONWALK:
  8240. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  8241. val3 = 10 * val1; // Evasion rate of magical attacks.
  8242. break;
  8243. case SC_MARSHOFABYSS:
  8244. if( bl->type == BL_PC )
  8245. val2 = 3 * val1; // AGI and DEX Reduction
  8246. else // BL_MOB
  8247. val2 = 6 * val1; // AGI and DEX Reduction
  8248. val3 = 10 * val1; // Movement Speed Reduction
  8249. break;
  8250. case SC_READING_SB:
  8251. // val2 = sp reduction per second
  8252. tick_time = 5000; // [GodLesZ] tick time
  8253. break;
  8254. case SC_SPHERE_1:
  8255. case SC_SPHERE_2:
  8256. case SC_SPHERE_3:
  8257. case SC_SPHERE_4:
  8258. case SC_SPHERE_5:
  8259. if( !sd )
  8260. return 0; // Should only work on players.
  8261. val4 = tick / 1000;
  8262. if( val4 < 1 )
  8263. val4 = 1;
  8264. tick_time = 1000; // [GodLesZ] tick time
  8265. break;
  8266. case SC_SHAPESHIFT:
  8267. switch( val1 ) {
  8268. case 1: val2 = ELE_FIRE; break;
  8269. case 2: val2 = ELE_EARTH; break;
  8270. case 3: val2 = ELE_WIND; break;
  8271. case 4: val2 = ELE_WATER; break;
  8272. }
  8273. break;
  8274. case SC_ELECTRICSHOCKER:
  8275. case SC_CRYSTALIZE:
  8276. case SC_MEIKYOUSISUI:
  8277. val4 = tick / 1000;
  8278. if( val4 < 1 )
  8279. val4 = 1;
  8280. tick_time = 1000; // [GodLesZ] tick time
  8281. break;
  8282. case SC_CAMOUFLAGE:
  8283. val4 = tick/1000;
  8284. tick_time = 1000; // [GodLesZ] tick time
  8285. break;
  8286. case SC_WUGDASH:
  8287. val4 = gettick(); // Store time at which you started running.
  8288. tick = -1;
  8289. break;
  8290. case SC__SHADOWFORM:
  8291. {
  8292. struct map_session_data * s_sd = map_id2sd(val2);
  8293. if( s_sd )
  8294. s_sd->shadowform_id = bl->id;
  8295. val4 = tick / 1000;
  8296. tick_time = 1000; // [GodLesZ] tick time
  8297. }
  8298. break;
  8299. case SC__STRIPACCESSORY:
  8300. if (!sd)
  8301. val2 = 20;
  8302. break;
  8303. case SC__INVISIBILITY:
  8304. val2 = 50 - 10 * val1; // ASPD
  8305. val3 = 20 * val1; // CRITICAL
  8306. val4 = tick / 1000;
  8307. tick = -1; // Duration sent to the client should be infinite
  8308. tick_time = 1000; // [GodLesZ] tick time
  8309. break;
  8310. case SC__ENERVATION:
  8311. val2 = 20 + 10 * val1; // ATK Reduction
  8312. if( sd ) pc_delspiritball(sd,sd->spiritball,0);
  8313. break;
  8314. case SC__GROOMY:
  8315. val2 = 20 + 10 * val1; // ASPD
  8316. val3 = 20 * val1; // HIT
  8317. if( sd ) { // Removes Animals
  8318. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  8319. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  8320. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  8321. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  8322. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  8323. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  8324. if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,HOM_ST_REST);
  8325. //if( sd->md ) merc_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  8326. }
  8327. break;
  8328. case SC__LAZINESS:
  8329. val2 = 10 + 10 * val1; // Cast Increase
  8330. val3 = 10 * val1; // Flee Reduction
  8331. break;
  8332. case SC__UNLUCKY:
  8333. {
  8334. short rand_eff;
  8335. switch(rand() % 3) {
  8336. case 1: rand_eff = SC_BLIND; break;
  8337. case 2: rand_eff = SC_SILENCE; break;
  8338. default: rand_eff = SC_POISON; break;
  8339. }
  8340. val2 = 10 * val1; // Crit and Flee2 Reduction
  8341. status_change_start(src,bl,rand_eff,10000,val1,0,0,0,tick,10);
  8342. break;
  8343. }
  8344. case SC__WEAKNESS:
  8345. val2 = 10 * val1;
  8346. // Bypasses coating protection and MADO
  8347. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  8348. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  8349. break;
  8350. case SC_GN_CARTBOOST:
  8351. if( val1 < 3 )
  8352. val2 = 50;
  8353. else if( val1 < 5 )
  8354. val2 = 75;
  8355. else
  8356. val2 = 100;
  8357. break;
  8358. case SC_PROPERTYWALK:
  8359. val3 = 0;
  8360. break;
  8361. case SC_STRIKING:
  8362. // val2 = watk bonus already calc
  8363. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  8364. val4 = tick / 1000;
  8365. tick_time = 1000; // [GodLesZ] tick time
  8366. break;
  8367. case SC_BLOODSUCKER:
  8368. val4 = tick / 1000;
  8369. tick_time = 1000; // [GodLesZ] tick time
  8370. break;
  8371. case SC_VACUUM_EXTREME:
  8372. tick -= (status->str / 20) * 1000;
  8373. val4 = val3 = tick / 100;
  8374. tick_time = 100; // [GodLesZ] tick time
  8375. break;
  8376. case SC_SWINGDANCE:
  8377. val3 = (5 * val1) + val2; // Walk speed and aspd reduction.
  8378. break;
  8379. case SC_SYMPHONYOFLOVER:
  8380. val3 = (12 * val1) + val2 + ((sd?sd->status.job_level:50) / 4); // MDEF Increase in %
  8381. break;
  8382. case SC_MOONLITSERENADE: // MATK Increase
  8383. case SC_RUSHWINDMILL: // ATK Increase
  8384. val3 = (6 * val1) + val2 + ((sd?sd->status.job_level:50) / 5);
  8385. break;
  8386. case SC_ECHOSONG:
  8387. val3 = (6 * val1) + val2 + ((sd?sd->status.job_level:50) / 4); // DEF Increase in %
  8388. break;
  8389. case SC_HARMONIZE:
  8390. val2 = 5 + 5 * val1;
  8391. break;
  8392. case SC_VOICEOFSIREN:
  8393. val4 = tick / 2000;
  8394. tick_time = 2000; // [GodLesZ] tick time
  8395. break;
  8396. case SC_DEEPSLEEP:
  8397. val4 = tick / 2000;
  8398. tick_time = 2000; // [GodLesZ] tick time
  8399. break;
  8400. case SC_SIRCLEOFNATURE:
  8401. val2 = 4 + val1; // SP consume
  8402. val3 = 40 * val1; // HP recovery
  8403. val4 = tick / 1000;
  8404. tick_time = 1000; // [GodLesZ] tick time
  8405. break;
  8406. case SC_SONGOFMANA:
  8407. val3 = 10 + (5 * val2);
  8408. val4 = tick/5000;
  8409. tick_time = 5000; // [GodLesZ] tick time
  8410. break;
  8411. case SC_SATURDAYNIGHTFEVER:
  8412. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8413. if (!val4) val4 = 3000;
  8414. val3 = tick/val4;
  8415. tick_time = val4; // [GodLesZ] tick time
  8416. break;
  8417. case SC_GLOOMYDAY:
  8418. val2 = 20 + 5 * val1; // Flee reduction.
  8419. val3 = 15 + 5 * val1; // ASPD reduction.
  8420. if( sd && rand()%100 < val1 ) { // (Skill Lv) %
  8421. val4 = 1; // Reduce walk speed by half.
  8422. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  8423. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  8424. }
  8425. break;
  8426. case SC_GLOOMYDAY_SK:
  8427. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  8428. val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  8429. break;
  8430. case SC_SITDOWN_FORCE:
  8431. case SC_BANANA_BOMB_SITDOWN:
  8432. if( sd && !pc_issit(sd) ) {
  8433. pc_setsit(sd);
  8434. skill_sit(sd,1);
  8435. clif_sitting(bl);
  8436. }
  8437. break;
  8438. case SC_DANCEWITHWUG:
  8439. val3 = 5 + 5 * val2; // ASPD Increase
  8440. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  8441. break;
  8442. case SC_LERADSDEW:
  8443. val3 = 200 * val1 + 300 * val2; // MaxHP Increase
  8444. break;
  8445. case SC_MELODYOFSINK:
  8446. val3 = val1 * 2 + val2; // INT Reduction.
  8447. val4 = tick/1000;
  8448. tick_time = 1000;
  8449. break;
  8450. case SC_BEYONDOFWARCRY:
  8451. val3 = val1 * (2 + val2); // STR and CRIT Reduction
  8452. val4 = 4 * val1 + 4 * val2; // MaxHP Reduction
  8453. break;
  8454. case SC_UNLIMITEDHUMMINGVOICE:
  8455. {
  8456. struct unit_data *ud = unit_bl2ud(bl);
  8457. if( ud == NULL ) return 0;
  8458. ud->state.skillcastcancel = 0;
  8459. val3 = 15 - (3 * val2);
  8460. }
  8461. break;
  8462. case SC_REFLECTDAMAGE:
  8463. val2 = 15 + 5 * val1; // Reflect amount
  8464. val3 = val1*5 + 25; // Number of reflects
  8465. val4 = tick/1000; // Number of SP cycles (duration)
  8466. tick = -1; // Duration sent to the client should be infinite
  8467. tick_time = 1000; // [GodLesZ] tick time
  8468. break;
  8469. case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
  8470. val2 = 8 + (12 * val1); // Chance
  8471. val3 = 5 + (2 * val1); // Max rage counters
  8472. tick = -1; // Endless duration in the client
  8473. tick_time = 10000; // [GodLesZ] tick time
  8474. break;
  8475. case SC_EXEEDBREAK:
  8476. val1 *= 100; // 100 * skill_lv
  8477. if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
  8478. val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100);
  8479. val1 += 10 * sd->status.job_level;
  8480. }
  8481. else // Mobs
  8482. val1 += 500;
  8483. break;
  8484. case SC_PRESTIGE:
  8485. val2 = (status->int_ + status->luk) * (val1 / 20) * (status_get_lv(bl) / 200) + val1; // Chance to evade magic damage.
  8486. val1 *= 15; // Defence added
  8487. if( sd )
  8488. val1 += (10 * pc_checkskill(sd,CR_DEFENDER)) * (status_get_lv(bl) / 100);
  8489. break;
  8490. case SC_BANDING:
  8491. tick = -1; // Duration sent to the client should be infinite
  8492. tick_time = 5000; // [GodLesZ] tick time
  8493. break;
  8494. case SC_MAGNETICFIELD:
  8495. val3 = tick / 1000;
  8496. tick_time = 1000; // [GodLesZ] tick time
  8497. break;
  8498. case SC_INSPIRATION:
  8499. if( sd ) {
  8500. val2 = (status_get_lv(bl) / 10) + ((sd?sd->status.job_level:50) / 5); // All stat bonus
  8501. val3 = (sd?sd->status.job_level:50);
  8502. }
  8503. val4 = tick / 5000;
  8504. tick = -1; // Duration sent to the client should be infinite
  8505. tick_time = 5000; // [GodLesZ] tick time
  8506. status_change_clear_buffs(bl,3); // Remove buffs/debuffs
  8507. break;
  8508. case SC_CRESCENTELBOW:
  8509. if( sd )
  8510. val2 = (sd->status.job_level / 2) + (50 + 5 * val1);
  8511. break;
  8512. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  8513. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  8514. break;
  8515. case SC_RAISINGDRAGON:
  8516. val3 = tick / 5000;
  8517. tick_time = 5000; // [GodLesZ] tick time
  8518. break;
  8519. case SC_GT_CHANGE:
  8520. { // Take note there is no def increase as skill desc says. [malufett]
  8521. struct block_list * src;
  8522. val2 = (status->str / 2 + status->dex / 4) * val1 / 5; // Fixed amount of weapon attack increase.
  8523. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  8524. if( (src = map_id2bl(val2)) )
  8525. val4 = ( 200/status_get_int(src) ) * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  8526. if( val4 < 0 )
  8527. val4 = 0;
  8528. }
  8529. break;
  8530. case SC_GT_REVITALIZE:
  8531. { // Take note there is no vit,aspd,speed increase as skill desc says. [malufett]
  8532. struct block_list * src;
  8533. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  8534. if( (src = map_id2bl(val2)) ) // The stat def is not shown in the status window and it is process differently
  8535. val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  8536. }
  8537. break;
  8538. case SC_PYROTECHNIC_OPTION:
  8539. val2 = 60;
  8540. break;
  8541. case SC_HEATER_OPTION:
  8542. val2 = 120; // Watk. Renewal (Atk2)
  8543. val3 = ELE_FIRE; // Change into fire element.
  8544. break;
  8545. case SC_TROPIC_OPTION:
  8546. val2 = 180; // Watk. Renewal (Atk2)
  8547. val3 = MG_FIREBOLT;
  8548. break;
  8549. case SC_AQUAPLAY_OPTION:
  8550. val2 = 40;
  8551. break;
  8552. case SC_COOLER_OPTION:
  8553. val2 = 80;
  8554. val3 = ELE_WATER; // Change into water element.
  8555. break;
  8556. case SC_CHILLY_AIR_OPTION:
  8557. val2 = 120; // Matk. Renewal (Matk1)
  8558. val3 = MG_COLDBOLT;
  8559. break;
  8560. case SC_WIND_STEP_OPTION:
  8561. val2 = 50; // % Increase speed and flee.
  8562. break;
  8563. case SC_BLAST_OPTION:
  8564. val2 = 20;
  8565. val3 = ELE_WIND; // Change into wind element.
  8566. break;
  8567. case SC_WILD_STORM_OPTION:
  8568. val2 = MG_LIGHTNINGBOLT;
  8569. break;
  8570. case SC_PETROLOGY_OPTION:
  8571. val2 = 5; //HP Rate bonus
  8572. val3 = 50;
  8573. break;
  8574. case SC_CURSED_SOIL_OPTION:
  8575. val2 = 10; //HP rate bonus
  8576. val3 = ELE_EARTH; // Change into earth element.
  8577. break;
  8578. case SC_UPHEAVAL_OPTION:
  8579. val2 = WZ_EARTHSPIKE;
  8580. break;
  8581. case SC_CIRCLE_OF_FIRE_OPTION:
  8582. val2 = 300;
  8583. break;
  8584. case SC_FIRE_CLOAK_OPTION:
  8585. case SC_WATER_DROP_OPTION:
  8586. case SC_WIND_CURTAIN_OPTION:
  8587. case SC_STONE_SHIELD_OPTION:
  8588. val2 = 100; // Elemental modifier.
  8589. break;
  8590. case SC_CIRCLE_OF_FIRE:
  8591. case SC_FIRE_CLOAK:
  8592. case SC_WATER_DROP:
  8593. case SC_WATER_SCREEN:
  8594. case SC_WIND_CURTAIN:
  8595. case SC_WIND_STEP:
  8596. case SC_STONE_SHIELD:
  8597. case SC_SOLID_SKIN:
  8598. val2 = 10;
  8599. tick_time = 2000; // [GodLesZ] tick time
  8600. break;
  8601. case SC_WATER_BARRIER:
  8602. val2 = 40; // Increasement. Mdef1 ???
  8603. val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
  8604. break;
  8605. case SC_ZEPHYR:
  8606. val2 = 25; // Flee.
  8607. break;
  8608. case SC_TIDAL_WEAPON:
  8609. val2 = 20; // Increase Elemental's attack.
  8610. break;
  8611. case SC_ROCK_CRUSHER:
  8612. case SC_ROCK_CRUSHER_ATK:
  8613. val2 = 33;
  8614. break;
  8615. case SC_POWER_OF_GAIA:
  8616. val2 = 20; //HP rate bonus
  8617. break;
  8618. case SC_TEARGAS:
  8619. val3 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  8620. val4 = tick / 2000;
  8621. tick_time = 2000;
  8622. sc_start(src, bl, SC_TEARGAS_SOB, 100, 0, 1|2|8); // Sob Emoticon
  8623. break;
  8624. case SC_TEARGAS_SOB:
  8625. val4 = tick / 3000;
  8626. tick_time = 3000;
  8627. break;
  8628. case SC_MELON_BOMB:
  8629. case SC_BANANA_BOMB:
  8630. val1 = 15;
  8631. break;
  8632. case SC_STOMACHACHE:
  8633. val2 = 8; // SP consume.
  8634. val4 = tick / 10000;
  8635. tick_time = 10000; // [GodLesZ] tick time
  8636. break;
  8637. case SC_KYOUGAKU:
  8638. val2 = 2*val1 + rand()%val1;
  8639. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  8640. break;
  8641. case SC_KAGEMUSYA:
  8642. val3 = val1 * 2;
  8643. case SC_IZAYOI:
  8644. val2 = tick/1000;
  8645. if( type == SC_IZAYOI )
  8646. tick = -1; // Duration sent to the client should be infinite
  8647. tick_time = 1000;
  8648. break;
  8649. case SC_ZANGETSU:
  8650. if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0)
  8651. val2 = status_get_lv(bl) / 2 + 50;
  8652. else
  8653. val2 -= 50;
  8654. break;
  8655. case SC_GENSOU:
  8656. {
  8657. int hp = status_get_hp(bl), lv = 5;
  8658. short per = 100 / (status_get_max_hp(bl) / hp);
  8659. if( per <= 15 )
  8660. lv = 1;
  8661. else if( per <= 30 )
  8662. lv = 2;
  8663. else if( per <= 50 )
  8664. lv = 3;
  8665. else if( per <= 75 )
  8666. lv = 4;
  8667. if( hp % 2 == 0)
  8668. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  8669. else
  8670. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  8671. }
  8672. break;
  8673. case SC_ANGRIFFS_MODUS:
  8674. val2 = 50 + 20 * val1; // atk bonus
  8675. val3 = 40 + 20 * val1; // Flee reduction.
  8676. val4 = tick/1000; // hp/sp reduction timer
  8677. tick_time = 1000;
  8678. break;
  8679. case SC_GOLDENE_FERSE:
  8680. val2 = 10 + 10*val1; // flee bonus
  8681. val3 = 6 + 4 * val1; // Aspd Bonus
  8682. val4 = 2 + 2 * val1; // Chance of holy attack
  8683. break;
  8684. case SC_OVERED_BOOST:
  8685. val2 = 300 + 40*val1; // flee bonus
  8686. val3 = 179 + 2*val1; // aspd bonus
  8687. val4 = 50; // def reduc %
  8688. break;
  8689. case SC_GRANITIC_ARMOR:
  8690. val2 = 2*val1; // dmg reduction
  8691. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  8692. val4 = 5*val1; // unknow formula
  8693. break;
  8694. case SC_MAGMA_FLOW:
  8695. val2 = 3*val1; // Activation chance
  8696. break;
  8697. case SC_PYROCLASTIC:
  8698. val2 += 10*val1; // atk bonus
  8699. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  8700. break;
  8701. case SC_PARALYSIS: // [Lighta] need real info
  8702. val2 = 2*val1; // def reduction
  8703. val3 = 500*val1; // varcast augmentation
  8704. break;
  8705. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  8706. val2 = 20 * val1; // hp reco on death %
  8707. break;
  8708. case SC_PAIN_KILLER: // Yommy leak need confirm
  8709. val2 = 10 * val1; // aspd reduction %
  8710. val3 = (( 200 * val1 ) * status_get_lv(src)) / 150; // dmg reduction linear
  8711. if(sc->data[SC_PARALYSIS])
  8712. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  8713. break;
  8714. case SC_STYLE_CHANGE:
  8715. tick = -1; // Infinite duration
  8716. break;
  8717. case SC_CBC:
  8718. val3 = 10; // Drain sp % dmg
  8719. val4 = tick/1000; // dmg each sec
  8720. tick = 1000;
  8721. break;
  8722. case SC_EQC:
  8723. val2 = 5 * val1; // def % reduc
  8724. val3 = 5 * val1; // atk % reduc
  8725. val4 = 2 * val1; // HP drain %
  8726. break;
  8727. case SC_ASH:
  8728. val2 = 50; // hit % reduc
  8729. val3 = 0; // def % reduc
  8730. val4 = 0; // atk flee & reduc
  8731. if(status_get_race(bl) == RC_PLANT) // plant type
  8732. val3 = 50;
  8733. if(status_get_element(bl) == ELE_WATER) // defense water type
  8734. val4 = 50;
  8735. break;
  8736. case SC_FULL_THROTTLE:
  8737. val2 = 6 - val1;
  8738. tick_time = 1000;
  8739. val4 = tick / tick_time;
  8740. tick = -1; // Duration sent to the client should be infinite
  8741. break;
  8742. case SC_KINGS_GRACE:
  8743. val2 = 3 + val1; //HP Recover rate
  8744. tick_time = 1000;
  8745. val4 = tick / tick_time;
  8746. tick = -1; // Duration sent to the client should be infinite
  8747. break;
  8748. case SC_TELEKINESIS_INTENSE:
  8749. val2 = 10 * val1; // sp consum / casttime reduc %
  8750. val3 = 40 * val1; // magic dmg bonus
  8751. break;
  8752. case SC_OFFERTORIUM:
  8753. val2 = 30 * val1; // heal power bonus
  8754. val3 = 100 + (20 * val1); // sp cost inc
  8755. break;
  8756. case SC_FRIGG_SONG:
  8757. val2 = 5 * val1; // maxhp bonus
  8758. val3 = 1000 + 100 * val1; // healing
  8759. tick_time = 10000;
  8760. val4 = tick / tick_time;
  8761. tick = -1; // Duration sent to the client should be infinite
  8762. break;
  8763. case SC_FLASHCOMBO:
  8764. val2 = (20 * val1) + 20; // atk bonus
  8765. break;
  8766. case SC_DARKCROW:
  8767. val2 = 30 * val1;
  8768. break;
  8769. case SC_UNLIMIT:
  8770. val2 = 50 * val1;
  8771. break;
  8772. case SC_MONSTER_TRANSFORM:
  8773. if( !mobdb_checkid(val1) )
  8774. val1 = 1002; // Default poring
  8775. break;
  8776. case SC_APPLEIDUN:
  8777. {
  8778. uint8 i;
  8779. val2 = 5 + (2 * (val1-1)); //HP Rate
  8780. val3 = 30 + (5 * val1); //HP Recovery rate
  8781. if (sd && (i = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) {
  8782. val2 += i;
  8783. val3 += (5 * i);
  8784. }
  8785. } break;
  8786. case SC_EPICLESIS:
  8787. val2 = 5 * val1; //HP rate bonus
  8788. switch (val1) { //! FIXME, looks so weird!
  8789. //val3: HP regen rate bonus
  8790. //val4: SP regen rate bonus
  8791. case 1:
  8792. case 2:
  8793. val3 = 3; //HP regen rate bonus
  8794. val4 = 2; //SP regen rate bonus
  8795. break;
  8796. case 3:
  8797. case 4:
  8798. val3 = 4; //HP regen rate bonus
  8799. val4 = 3; //SP regen rate bonus
  8800. break;
  8801. case 5:
  8802. val3 = 5; //HP regen rate bonus
  8803. val4 = 4; //SP regen rate bonus
  8804. break;
  8805. }
  8806. break;
  8807. /* Rebellion */
  8808. case SC_HEAT_BARREL_AFTER:
  8809. case SC_QD_SHOT_READY:
  8810. break;
  8811. case SC_B_TRAP:
  8812. val3 = val1 * 25; // -movespeed (custom)
  8813. case SC_C_MARKER:
  8814. case SC_H_MINE:
  8815. val2 = src->id;
  8816. break;
  8817. case SC_HEAT_BARREL:
  8818. if (sd) {
  8819. uint8 n = (uint8)sd->spiritball_old;
  8820. val2 = val1 * n * 4; // +atk (custom)
  8821. val3 = val1 * n / 5; // +aspd (custom)
  8822. val4 = val1 * n * 2; // -hit (custom)
  8823. }
  8824. break;
  8825. case SC_P_ALTER:
  8826. if (sd) {
  8827. uint8 n = (uint8)sd->spiritball_old;
  8828. val2 = val1 * n * 2; // +atk (custom)
  8829. val3 = val1 * 15; // +def (custom)
  8830. }
  8831. break;
  8832. case SC_E_CHAIN:
  8833. if (sd)
  8834. val2 = (uint8)sd->spiritball_old;
  8835. break;
  8836. case SC_ANTI_M_BLAST:
  8837. val2 = val1 * 10;
  8838. break;
  8839. default:
  8840. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) {
  8841. // Status change with no calc, no icon, and no skill associated...?
  8842. ShowError("UnknownStatusChange [%d]\n", type);
  8843. return 0;
  8844. }
  8845. } else // Special considerations when loading SC data.
  8846. switch( type ) {
  8847. case SC_WEDDING:
  8848. case SC_XMAS:
  8849. case SC_SUMMER:
  8850. case SC_HANBOK:
  8851. case SC_OKTOBERFEST:
  8852. clif_changelook(bl,LOOK_WEAPON,0);
  8853. clif_changelook(bl,LOOK_SHIELD,0);
  8854. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:type==SC_SUMMER?JOB_SUMMER:type==SC_HANBOK?JOB_HANBOK:JOB_OKTOBERFEST);
  8855. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  8856. break;
  8857. case SC_KAAHI:
  8858. val4 = INVALID_TIMER;
  8859. break;
  8860. }
  8861. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  8862. switch(type) {
  8863. // Start |1 val_flag setting
  8864. case SC_ROLLINGCUTTER:
  8865. case SC_BANDING:
  8866. case SC_SPHERE_1:
  8867. case SC_SPHERE_2:
  8868. case SC_SPHERE_3:
  8869. case SC_SPHERE_4:
  8870. case SC_SPHERE_5:
  8871. case SC_LIGHTNINGWALK:
  8872. case SC_MONSTER_TRANSFORM:
  8873. case SC_EXPBOOST:
  8874. case SC_JEXPBOOST:
  8875. case SC_ITEMBOOST:
  8876. val_flag |= 1;
  8877. break;
  8878. // Start |1|2 val_flag setting
  8879. case SC_FIGHTINGSPIRIT:
  8880. case SC_VENOMIMPRESS:
  8881. case SC_WEAPONBLOCKING:
  8882. case SC__INVISIBILITY:
  8883. case SC__ENERVATION:
  8884. case SC__WEAKNESS:
  8885. case SC_PROPERTYWALK:
  8886. case SC_PRESTIGE:
  8887. case SC_SHIELDSPELL_DEF:
  8888. case SC_SHIELDSPELL_MDEF:
  8889. case SC_SHIELDSPELL_REF:
  8890. case SC_CRESCENTELBOW:
  8891. case SC_CHILLY_AIR_OPTION:
  8892. case SC_GUST_OPTION:
  8893. case SC_WILD_STORM_OPTION:
  8894. case SC_UPHEAVAL_OPTION:
  8895. case SC_CIRCLE_OF_FIRE_OPTION:
  8896. val_flag |= 1|2;
  8897. break;
  8898. // Start |1|2|4 val_flag setting
  8899. case SC_POISONINGWEAPON:
  8900. case SC_CLOAKINGEXCEED:
  8901. case SC_HALLUCINATIONWALK:
  8902. case SC__SHADOWFORM:
  8903. case SC__GROOMY:
  8904. case SC__LAZINESS:
  8905. case SC__UNLUCKY:
  8906. case SC_FORCEOFVANGUARD:
  8907. case SC_SPELLFIST:
  8908. case SC_CURSEDCIRCLE_ATKER:
  8909. case SC_PYROTECHNIC_OPTION:
  8910. case SC_HEATER_OPTION:
  8911. case SC_AQUAPLAY_OPTION:
  8912. case SC_COOLER_OPTION:
  8913. case SC_BLAST_OPTION:
  8914. case SC_PETROLOGY_OPTION:
  8915. case SC_CURSED_SOIL_OPTION:
  8916. case SC_WATER_BARRIER:
  8917. val_flag |= 1|2|4;
  8918. break;
  8919. }
  8920. // Those that make you stop attacking/walking....
  8921. switch (type) {
  8922. case SC_FREEZE:
  8923. case SC_STUN:
  8924. case SC_SLEEP:
  8925. case SC_STONE:
  8926. case SC_DEEPSLEEP:
  8927. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  8928. pc_setstand(sd);
  8929. case SC_TRICKDEAD:
  8930. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  8931. // Cancel cast when get status [LuzZza]
  8932. if (battle_config.sc_castcancel&bl->type)
  8933. unit_skillcastcancel(bl, 0);
  8934. case SC_WHITEIMPRISON:
  8935. unit_stop_attack(bl);
  8936. case SC_STOP:
  8937. case SC_CONFUSION:
  8938. case SC_CLOSECONFINE:
  8939. case SC_CLOSECONFINE2:
  8940. case SC_TINDER_BREAKER:
  8941. case SC_TINDER_BREAKER2:
  8942. case SC_SPIDERWEB:
  8943. case SC_ELECTRICSHOCKER:
  8944. case SC_BITE:
  8945. case SC_THORNSTRAP:
  8946. case SC__MANHOLE:
  8947. case SC_CRYSTALIZE:
  8948. case SC_CURSEDCIRCLE_ATKER:
  8949. case SC_CURSEDCIRCLE_TARGET:
  8950. case SC_FEAR:
  8951. case SC_NETHERWORLD:
  8952. case SC_MEIKYOUSISUI:
  8953. case SC_KYOUGAKU:
  8954. case SC_PARALYSIS:
  8955. unit_stop_walking(bl,1);
  8956. break;
  8957. case SC_ANKLE:
  8958. if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
  8959. unit_stop_walking(bl,1);
  8960. break;
  8961. case SC_HIDING:
  8962. case SC_CLOAKING:
  8963. case SC_CLOAKINGEXCEED:
  8964. case SC_CHASEWALK:
  8965. case SC_WEIGHT90:
  8966. case SC_CAMOUFLAGE:
  8967. case SC_VOICEOFSIREN:
  8968. case SC_HEAT_BARREL_AFTER:
  8969. unit_stop_attack(bl);
  8970. break;
  8971. case SC_SILENCE:
  8972. if (battle_config.sc_castcancel&bl->type)
  8973. unit_skillcastcancel(bl, 0);
  8974. break;
  8975. }
  8976. // Set option as needed.
  8977. opt_flag = 1;
  8978. switch(type) {
  8979. // OPT1
  8980. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  8981. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  8982. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  8983. case SC_DEEPSLEEP: opt_flag = 0;
  8984. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  8985. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  8986. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  8987. case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
  8988. // OPT2
  8989. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  8990. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  8991. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  8992. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  8993. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  8994. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  8995. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  8996. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  8997. // OPT3
  8998. case SC_TWOHANDQUICKEN:
  8999. case SC_ONEHAND:
  9000. case SC_SPEARQUICKEN:
  9001. case SC_CONCENTRATION:
  9002. case SC_MERC_QUICKEN:
  9003. sc->opt3 |= OPT3_QUICKEN;
  9004. opt_flag = 0;
  9005. break;
  9006. case SC_MAXOVERTHRUST:
  9007. case SC_OVERTHRUST:
  9008. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  9009. sc->opt3 |= OPT3_OVERTHRUST;
  9010. opt_flag = 0;
  9011. break;
  9012. case SC_ENERGYCOAT:
  9013. case SC_SKE:
  9014. sc->opt3 |= OPT3_ENERGYCOAT;
  9015. opt_flag = 0;
  9016. break;
  9017. case SC_INCATKRATE:
  9018. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  9019. if (bl->type != BL_MOB) {
  9020. opt_flag = 0;
  9021. break;
  9022. }
  9023. case SC_EXPLOSIONSPIRITS:
  9024. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  9025. opt_flag = 0;
  9026. break;
  9027. case SC_STEELBODY:
  9028. case SC_SKA:
  9029. sc->opt3 |= OPT3_STEELBODY;
  9030. opt_flag = 0;
  9031. break;
  9032. case SC_BLADESTOP:
  9033. sc->opt3 |= OPT3_BLADESTOP;
  9034. opt_flag = 0;
  9035. break;
  9036. case SC_AURABLADE:
  9037. sc->opt3 |= OPT3_AURABLADE;
  9038. opt_flag = 0;
  9039. break;
  9040. case SC_BERSERK:
  9041. opt_flag = 0;
  9042. sc->opt3 |= OPT3_BERSERK;
  9043. break;
  9044. // case ???: // doesn't seem to do anything
  9045. // sc->opt3 |= OPT3_LIGHTBLADE;
  9046. // opt_flag = 0;
  9047. // break;
  9048. case SC_DANCING:
  9049. if ((val1&0xFFFF) == CG_MOONLIT)
  9050. sc->opt3 |= OPT3_MOONLIT;
  9051. opt_flag = 0;
  9052. break;
  9053. case SC_MARIONETTE:
  9054. case SC_MARIONETTE2:
  9055. sc->opt3 |= OPT3_MARIONETTE;
  9056. opt_flag = 0;
  9057. break;
  9058. case SC_ASSUMPTIO:
  9059. sc->opt3 |= OPT3_ASSUMPTIO;
  9060. opt_flag = 0;
  9061. break;
  9062. case SC_WARM: // SG skills [Komurka]
  9063. sc->opt3 |= OPT3_WARM;
  9064. opt_flag = 0;
  9065. break;
  9066. case SC_KAITE:
  9067. sc->opt3 |= OPT3_KAITE;
  9068. opt_flag = 0;
  9069. break;
  9070. case SC_BUNSINJYUTSU:
  9071. sc->opt3 |= OPT3_BUNSIN;
  9072. opt_flag = 0;
  9073. break;
  9074. case SC_SPIRIT:
  9075. sc->opt3 |= OPT3_SOULLINK;
  9076. opt_flag = 0;
  9077. break;
  9078. case SC_CHANGEUNDEAD:
  9079. sc->opt3 |= OPT3_UNDEAD;
  9080. opt_flag = 0;
  9081. break;
  9082. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  9083. // sc->opt3 |= OPT3_CONTRACT;
  9084. // opt_flag = 0;
  9085. // break;
  9086. // OPTION
  9087. case SC_HIDING:
  9088. sc->option |= OPTION_HIDE;
  9089. opt_flag = 2;
  9090. break;
  9091. case SC_CLOAKING:
  9092. case SC_CLOAKINGEXCEED:
  9093. case SC__INVISIBILITY:
  9094. sc->option |= OPTION_CLOAK;
  9095. opt_flag = 2;
  9096. break;
  9097. case SC_CHASEWALK:
  9098. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  9099. opt_flag = 2;
  9100. break;
  9101. case SC_SIGHT:
  9102. sc->option |= OPTION_SIGHT;
  9103. break;
  9104. case SC_RUWACH:
  9105. sc->option |= OPTION_RUWACH;
  9106. break;
  9107. case SC_WEDDING:
  9108. sc->option |= OPTION_WEDDING;
  9109. break;
  9110. case SC_XMAS:
  9111. sc->option |= OPTION_XMAS;
  9112. break;
  9113. case SC_SUMMER:
  9114. sc->option |= OPTION_SUMMER;
  9115. break;
  9116. case SC_HANBOK:
  9117. sc->option |= OPTION_HANBOK;
  9118. break;
  9119. case SC_OKTOBERFEST:
  9120. sc->option |= OPTION_OKTOBERFEST;
  9121. break;
  9122. case SC_ORCISH:
  9123. sc->option |= OPTION_ORCISH;
  9124. break;
  9125. case SC_FUSION:
  9126. sc->option |= OPTION_FLYING;
  9127. break;
  9128. default:
  9129. opt_flag = 0;
  9130. }
  9131. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  9132. if(opt_flag)
  9133. clif_changeoption(bl);
  9134. if (calc_flag&SCB_DYE) { // Reset DYE color
  9135. if (vd && vd->cloth_color) {
  9136. val4 = vd->cloth_color;
  9137. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  9138. }
  9139. calc_flag&=~SCB_DYE;
  9140. }
  9141. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  9142. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  9143. if( tick_time )
  9144. tick = tick_time;
  9145. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  9146. if((sce=sc->data[type])) { // reuse old sc
  9147. if( sce->timer != INVALID_TIMER )
  9148. delete_timer(sce->timer, status_change_timer);
  9149. sc_isnew = false;
  9150. } else { // New sc
  9151. ++(sc->count);
  9152. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  9153. }
  9154. sce->val1 = val1;
  9155. sce->val2 = val2;
  9156. sce->val3 = val3;
  9157. sce->val4 = val4;
  9158. if (tick >= 0)
  9159. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  9160. else
  9161. sce->timer = INVALID_TIMER; // Infinite duration
  9162. if (calc_flag)
  9163. status_calc_bl(bl,calc_flag);
  9164. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  9165. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  9166. if(sd && sd->pd)
  9167. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  9168. // 1st thing to execute when loading status
  9169. switch (type) {
  9170. case SC_FULL_THROTTLE:
  9171. status_percent_heal(bl,100,0);
  9172. break;
  9173. case SC_BERSERK:
  9174. if (!(sce->val2)) { // Don't heal if already set
  9175. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  9176. status_set_sp(bl, 0, 0); // Damage all SP
  9177. }
  9178. sce->val2 = 5 * status->max_hp / 100;
  9179. break;
  9180. case SC_CHANGE:
  9181. status_percent_heal(bl, 100, 100);
  9182. break;
  9183. case SC_RUN:
  9184. {
  9185. struct unit_data *ud = unit_bl2ud(bl);
  9186. if( ud )
  9187. ud->state.running = unit_run(bl);
  9188. }
  9189. break;
  9190. case SC_BOSSMAPINFO:
  9191. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  9192. break;
  9193. case SC_MERC_HPUP:
  9194. status_percent_heal(bl, 100, 0); // Recover Full HP
  9195. break;
  9196. case SC_MERC_SPUP:
  9197. status_percent_heal(bl, 0, 100); // Recover Full SP
  9198. break;
  9199. case SC_WUGDASH:
  9200. {
  9201. struct unit_data *ud = unit_bl2ud(bl);
  9202. if( ud )
  9203. ud->state.running = unit_wugdash(bl, sd);
  9204. }
  9205. break;
  9206. case SC_COMBO:
  9207. switch(sce->val1) {
  9208. case TK_STORMKICK:
  9209. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  9210. break;
  9211. case TK_DOWNKICK:
  9212. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  9213. break;
  9214. case TK_TURNKICK:
  9215. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  9216. break;
  9217. case TK_COUNTER:
  9218. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  9219. break;
  9220. default: // Rest just toogle inf to enable autotarget
  9221. skill_combo_toogle_inf(bl,sce->val1,INF_SELF_SKILL);
  9222. break;
  9223. }
  9224. break;
  9225. case SC_RAISINGDRAGON:
  9226. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  9227. break;
  9228. case SC_EQC:
  9229. sc_start2(src, bl,SC_STUN,100,val1,bl->id,(1000*status_get_lv(src))/50+500*val1);
  9230. status_change_end(bl,SC_TINDER_BREAKER2,INVALID_TIMER);
  9231. break;
  9232. }
  9233. if( opt_flag&2 && sd && sd->touching_id )
  9234. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  9235. return 1;
  9236. }
  9237. /**
  9238. * End all statuses except those listed
  9239. * TODO: May be useful for dispel instead resetting a list there
  9240. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  9241. * @param type: Changes behaviour of the function
  9242. * 0: PC killed -> Place here statuses that do not dispel on death.
  9243. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  9244. * 2: Do clif_changeoption()
  9245. * 3: Do not remove some permanent/time-independent effects
  9246. * @return 1: Success 0: Fail
  9247. **/
  9248. int status_change_clear(struct block_list* bl, int type)
  9249. {
  9250. struct status_change* sc;
  9251. int i;
  9252. sc = status_get_sc(bl);
  9253. if (!sc || !sc->count)
  9254. return 0;
  9255. for(i = 0; i < SC_MAX; i++) {
  9256. if(!sc->data[i])
  9257. continue;
  9258. if(type == 0)
  9259. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  9260. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  9261. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  9262. break;
  9263. case SC_WEIGHT50:
  9264. case SC_WEIGHT90:
  9265. case SC_EDP:
  9266. case SC_MELTDOWN:
  9267. case SC_WEDDING:
  9268. case SC_XMAS:
  9269. case SC_SUMMER:
  9270. case SC_HANBOK:
  9271. case SC_OKTOBERFEST:
  9272. case SC_NOCHAT:
  9273. case SC_FUSION:
  9274. case SC_EARTHSCROLL:
  9275. case SC_READYSTORM:
  9276. case SC_READYDOWN:
  9277. case SC_READYCOUNTER:
  9278. case SC_READYTURN:
  9279. case SC_DODGE:
  9280. case SC_JAILED:
  9281. case SC_EXPBOOST:
  9282. case SC_ITEMBOOST:
  9283. case SC_HELLPOWER:
  9284. case SC_JEXPBOOST:
  9285. case SC_AUTOTRADE:
  9286. case SC_WHISTLE:
  9287. case SC_ASSNCROS:
  9288. case SC_POEMBRAGI:
  9289. case SC_APPLEIDUN:
  9290. case SC_HUMMING:
  9291. case SC_DONTFORGETME:
  9292. case SC_FORTUNE:
  9293. case SC_SERVICE4U:
  9294. case SC_FOOD_STR_CASH:
  9295. case SC_FOOD_AGI_CASH:
  9296. case SC_FOOD_VIT_CASH:
  9297. case SC_FOOD_DEX_CASH:
  9298. case SC_FOOD_INT_CASH:
  9299. case SC_FOOD_LUK_CASH:
  9300. case SC_DEF_RATE:
  9301. case SC_MDEF_RATE:
  9302. case SC_INCHEALRATE:
  9303. case SC_INCFLEE2:
  9304. case SC_INCHIT:
  9305. case SC_ATKPOTION:
  9306. case SC_MATKPOTION:
  9307. case SC_S_LIFEPOTION:
  9308. case SC_L_LIFEPOTION:
  9309. case SC_PUSH_CART:
  9310. case SC_STYLE_CHANGE:
  9311. case SC_HEAT_BARREL_AFTER:
  9312. case SC_QUEST_BUFF1:
  9313. case SC_QUEST_BUFF2:
  9314. case SC_QUEST_BUFF3:
  9315. continue;
  9316. }
  9317. if( type == 3 ) {
  9318. switch (i) { // !TODO: This list may be incomplete
  9319. case SC_WEIGHT50:
  9320. case SC_WEIGHT90:
  9321. case SC_NOCHAT:
  9322. case SC_PUSH_CART:
  9323. case SC_STYLE_CHANGE:
  9324. case SC_MOONSTAR:
  9325. continue;
  9326. }
  9327. }
  9328. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9329. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  9330. (sc->count)--;
  9331. if (sc->data[i]->timer != INVALID_TIMER)
  9332. delete_timer(sc->data[i]->timer, status_change_timer);
  9333. ers_free(sc_data_ers, sc->data[i]);
  9334. sc->data[i] = NULL;
  9335. }
  9336. }
  9337. sc->opt1 = 0;
  9338. sc->opt2 = 0;
  9339. sc->opt3 = 0;
  9340. // Cleaning all extras vars
  9341. sc->comet_x = 0;
  9342. sc->comet_y = 0;
  9343. #ifndef RENEWAL
  9344. sc->sg_counter = 0;
  9345. #endif
  9346. sc->bs_counter = 0;
  9347. if( type == 0 || type == 2 )
  9348. clif_changeoption(bl);
  9349. return 1;
  9350. }
  9351. /**
  9352. * End a specific status after checking
  9353. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  9354. * @param type: Status change (SC_*)
  9355. * @param tid: Timer
  9356. * @param file: Used for dancing save
  9357. * @param line: Used for dancing save
  9358. * @return 1: Success 0: Fail
  9359. **/
  9360. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  9361. {
  9362. struct map_session_data *sd;
  9363. struct status_change *sc;
  9364. struct status_change_entry *sce;
  9365. struct status_data *status;
  9366. struct view_data *vd;
  9367. int opt_flag=0, calc_flag,temp_n = 0;
  9368. nullpo_ret(bl);
  9369. sc = status_get_sc(bl);
  9370. status = status_get_status_data(bl);
  9371. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  9372. return 0;
  9373. sd = BL_CAST(BL_PC,bl);
  9374. if (sce->timer != tid && tid != INVALID_TIMER)
  9375. return 0;
  9376. if (tid == INVALID_TIMER) {
  9377. if (type == SC_ENDURE && sce->val4)
  9378. // Do not end infinite endure.
  9379. return 0;
  9380. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  9381. delete_timer(sce->timer,status_change_timer);
  9382. if (sc->opt1)
  9383. switch (type) {
  9384. // "Ugly workaround" [Skotlex]
  9385. // delays status change ending so that a skill that sets opt1 fails to
  9386. // trigger when it also removed one
  9387. case SC_STONE:
  9388. sce->val3 = 0; // Petrify time counter.
  9389. case SC_FREEZE:
  9390. case SC_STUN:
  9391. case SC_SLEEP:
  9392. if (sce->val1) {
  9393. // Removing the 'level' shouldn't affect anything in the code
  9394. // since these SC are not affected by it, and it lets us know
  9395. // if we have already delayed this attack or not.
  9396. sce->val1 = 0;
  9397. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  9398. return 1;
  9399. }
  9400. }
  9401. }
  9402. (sc->count)--;
  9403. if ( StatusChangeStateTable[type] )
  9404. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  9405. switch (type) {
  9406. case SC_H_MINE: temp_n = sc->data[type]->val3; break; // If ended by RL_FLICKER, don't drop the trap
  9407. case SC_C_MARKER: temp_n = sc->data[type]->val2; break; // Player who gave mark
  9408. }
  9409. sc->data[type] = NULL;
  9410. vd = status_get_viewdata(bl);
  9411. calc_flag = StatusChangeFlagTable[type];
  9412. switch(type) {
  9413. case SC_GRANITIC_ARMOR:
  9414. {
  9415. int damage = status->max_hp*sce->val3/100;
  9416. if(status->hp < damage) // to not kill him
  9417. damage = status->hp-1;
  9418. status_damage(NULL,bl,damage,0,0,1);
  9419. }
  9420. break;
  9421. case SC_PYROCLASTIC:
  9422. if(bl->type == BL_PC)
  9423. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  9424. break;
  9425. case SC_WEDDING:
  9426. case SC_XMAS:
  9427. case SC_SUMMER:
  9428. case SC_HANBOK:
  9429. case SC_OKTOBERFEST:
  9430. if (!vd) break;
  9431. if (sd) {
  9432. // Load data from sd->status.* as the stored values could have changed.
  9433. // Must remove OPTION to prevent class being rechanged.
  9434. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:type==SC_SUMMER?~OPTION_SUMMER:type==SC_HANBOK?~OPTION_HANBOK:~OPTION_OKTOBERFEST;
  9435. clif_changeoption(&sd->bl);
  9436. status_set_viewdata(bl, sd->status.class_);
  9437. } else {
  9438. vd->class_ = sce->val1;
  9439. vd->weapon = sce->val2;
  9440. vd->shield = sce->val3;
  9441. vd->cloth_color = sce->val4;
  9442. }
  9443. clif_changelook(bl,LOOK_BASE,vd->class_);
  9444. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  9445. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  9446. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  9447. if(sd) clif_skillinfoblock(sd);
  9448. break;
  9449. case SC_RUN:
  9450. {
  9451. struct unit_data *ud = unit_bl2ud(bl);
  9452. bool begin_spurt = true;
  9453. if (ud) {
  9454. if(!ud->state.running)
  9455. begin_spurt = false;
  9456. ud->state.running = 0;
  9457. if (ud->walktimer != INVALID_TIMER)
  9458. unit_stop_walking(bl,1);
  9459. }
  9460. if (begin_spurt && sce->val1 >= 7 &&
  9461. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  9462. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  9463. )
  9464. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  9465. }
  9466. break;
  9467. case SC_AUTOBERSERK:
  9468. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  9469. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  9470. break;
  9471. case SC_ENDURE:
  9472. case SC_DEFENDER:
  9473. case SC_REFLECTSHIELD:
  9474. case SC_AUTOGUARD:
  9475. {
  9476. struct map_session_data *tsd;
  9477. if( bl->type == BL_PC ) { // Clear Status from others
  9478. int i;
  9479. for( i = 0; i < 5; i++ ) {
  9480. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  9481. status_change_end(&tsd->bl, type, INVALID_TIMER);
  9482. }
  9483. }
  9484. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  9485. tsd = ((TBL_MER*)bl)->master;
  9486. if( tsd && tsd->sc.data[type] )
  9487. status_change_end(&tsd->bl, type, INVALID_TIMER);
  9488. }
  9489. }
  9490. break;
  9491. case SC_DEVOTION:
  9492. {
  9493. struct block_list *d_bl = map_id2bl(sce->val1);
  9494. if( d_bl ) {
  9495. if( d_bl->type == BL_PC )
  9496. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  9497. else if( d_bl->type == BL_MER )
  9498. ((TBL_MER*)d_bl)->devotion_flag = 0;
  9499. clif_devotion(d_bl, NULL);
  9500. }
  9501. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  9502. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  9503. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  9504. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9505. }
  9506. break;
  9507. case SC_BLADESTOP:
  9508. if(sce->val4) {
  9509. int tid = sce->val4;
  9510. struct block_list *tbl = map_id2bl(tid);
  9511. struct status_change *tsc = status_get_sc(tbl);
  9512. sce->val4 = 0;
  9513. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  9514. tsc->data[SC_BLADESTOP]->val4 = 0;
  9515. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  9516. }
  9517. clif_bladestop(bl, tid, 0);
  9518. }
  9519. break;
  9520. case SC_DANCING:
  9521. {
  9522. const char* prevfile = "<unknown>";
  9523. int prevline = 0;
  9524. struct map_session_data *dsd;
  9525. struct status_change_entry *dsc;
  9526. if( sd ) {
  9527. if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
  9528. prevfile = sd->delunit_prevfile;
  9529. prevline = sd->delunit_prevline;
  9530. } else
  9531. prevfile = "<none>";
  9532. sd->delunit_prevfile = file;
  9533. sd->delunit_prevline = line;
  9534. }
  9535. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  9536. dsc = dsd->sc.data[SC_DANCING];
  9537. if(dsc) {
  9538. // This will prevent recursive loops.
  9539. dsc->val2 = dsc->val4 = 0;
  9540. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  9541. }
  9542. }
  9543. if(sce->val2) { // Erase associated land skill
  9544. struct skill_unit_group *group;
  9545. group = skill_id2group(sce->val2);
  9546. if( group == NULL ) {
  9547. 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",
  9548. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  9549. sd ? sd->status.char_id : 0,
  9550. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  9551. prevfile, prevline,
  9552. file, line);
  9553. }
  9554. sce->val2 = 0;
  9555. skill_delunitgroup(group);
  9556. }
  9557. if((sce->val1&0xFFFF) == CG_MOONLIT)
  9558. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  9559. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  9560. }
  9561. break;
  9562. case SC_NOCHAT:
  9563. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  9564. sd->status.manner = 0;
  9565. if (sd && tid == INVALID_TIMER) {
  9566. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9567. clif_updatestatus(sd,SP_MANNER);
  9568. }
  9569. break;
  9570. case SC_SPLASHER:
  9571. {
  9572. struct block_list *src=map_id2bl(sce->val3);
  9573. if(src && tid != INVALID_TIMER)
  9574. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  9575. }
  9576. break;
  9577. case SC_TINDER_BREAKER2:
  9578. case SC_CLOSECONFINE2:{
  9579. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  9580. struct status_change *sc2 = src?status_get_sc(src):NULL;
  9581. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  9582. if (src && sc2 && sc2->data[type2]) {
  9583. // If status was already ended, do nothing.
  9584. // Decrease count
  9585. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  9586. status_change_end(src, type2, INVALID_TIMER);
  9587. }
  9588. }
  9589. case SC_TINDER_BREAKER:
  9590. case SC_CLOSECONFINE:
  9591. if (sce->val2 > 0) {
  9592. // Caster has been unlocked... nearby chars need to be unlocked.
  9593. int range = 1
  9594. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  9595. +skill_get_range2(bl, TF_BACKSLIDING, 1); // Since most people use this to escape the hold....
  9596. map_foreachinarea(status_change_timer_sub,
  9597. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  9598. }
  9599. break;
  9600. case SC_COMBO:
  9601. skill_combo_toogle_inf(bl,sce->val1,0);
  9602. break;
  9603. case SC_MARIONETTE:
  9604. case SC_MARIONETTE2: // Marionette target
  9605. if (sce->val1) { // Check for partner and end their marionette status as well
  9606. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  9607. struct block_list *pbl = map_id2bl(sce->val1);
  9608. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  9609. if (sc2 && sc2->data[type2]) {
  9610. sc2->data[type2]->val1 = 0;
  9611. status_change_end(pbl, type2, INVALID_TIMER);
  9612. }
  9613. }
  9614. break;
  9615. case SC_BERSERK:
  9616. case SC_SATURDAYNIGHTFEVER:
  9617. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  9618. status_percent_heal(bl, 100, 0);
  9619. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  9620. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  9621. status_set_hp(bl, 100, 0);
  9622. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  9623. sc->data[SC_ENDURE]->val4 = 0;
  9624. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9625. }
  9626. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  9627. if( type == SC_SATURDAYNIGHTFEVER ) // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  9628. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  9629. break;
  9630. case SC_GOSPEL:
  9631. if (sce->val3) { // Clear the group.
  9632. struct skill_unit_group* group = skill_id2group(sce->val3);
  9633. sce->val3 = 0;
  9634. skill_delunitgroup(group);
  9635. }
  9636. break;
  9637. case SC_HERMODE:
  9638. if(sce->val3 == BCT_SELF)
  9639. skill_clear_unitgroup(bl);
  9640. break;
  9641. case SC_BASILICA: // Clear the skill area. [Skotlex]
  9642. skill_clear_unitgroup(bl);
  9643. break;
  9644. case SC_TRICKDEAD:
  9645. if (vd) vd->dead_sit = 0;
  9646. break;
  9647. case SC_WARM:
  9648. case SC__MANHOLE:
  9649. if (sce->val4) { // Clear the group.
  9650. struct skill_unit_group* group = skill_id2group(sce->val4);
  9651. sce->val4 = 0;
  9652. if( group ) // Might have been cleared before status ended, e.g. land protector
  9653. skill_delunitgroup(group);
  9654. }
  9655. break;
  9656. case SC_KAAHI:
  9657. // Delete timer if it exists.
  9658. if (sce->val4 != INVALID_TIMER)
  9659. delete_timer(sce->val4,kaahi_heal_timer);
  9660. break;
  9661. case SC_JAILED:
  9662. if(tid == INVALID_TIMER)
  9663. break;
  9664. // Natural expiration.
  9665. if(sd && sd->mapindex == sce->val2)
  9666. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  9667. break; // Guess hes not in jail :P
  9668. case SC_CHANGE:
  9669. if (tid == INVALID_TIMER)
  9670. break;
  9671. // "lose almost all their HP and SP" on natural expiration.
  9672. status_set_hp(bl, 10, 0);
  9673. status_set_sp(bl, 10, 0);
  9674. break;
  9675. case SC_AUTOTRADE:
  9676. if (tid == INVALID_TIMER)
  9677. break;
  9678. // Note: vending/buying is closed by unit_remove_map, no
  9679. // need to do it here.
  9680. map_quit(sd);
  9681. // Because map_quit calls status_change_end with tid -1
  9682. // from here it's not neccesary to continue
  9683. return 1;
  9684. break;
  9685. case SC_STOP:
  9686. if( sce->val2 ) {
  9687. struct block_list* tbl = map_id2bl(sce->val2);
  9688. sce->val2 = 0;
  9689. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  9690. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  9691. }
  9692. break;
  9693. case SC_MONSTER_TRANSFORM:
  9694. if (sce->val2)
  9695. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  9696. break;
  9697. /* 3rd Stuff */
  9698. case SC_MILLENNIUMSHIELD:
  9699. clif_millenniumshield(sd,0);
  9700. break;
  9701. case SC_HALLUCINATIONWALK:
  9702. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  9703. break;
  9704. case SC_WHITEIMPRISON:
  9705. {
  9706. struct block_list* src = map_id2bl(sce->val2);
  9707. if( tid == -1 || !src)
  9708. break; // Terminated by Damage
  9709. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,0,0));
  9710. }
  9711. break;
  9712. case SC_WUGDASH:
  9713. {
  9714. struct unit_data *ud = unit_bl2ud(bl);
  9715. if (ud) {
  9716. ud->state.running = 0;
  9717. if (ud->walktimer != INVALID_TIMER)
  9718. unit_stop_walking(bl,1);
  9719. }
  9720. }
  9721. break;
  9722. case SC_ADORAMUS:
  9723. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9724. break;
  9725. case SC__SHADOWFORM:
  9726. {
  9727. struct map_session_data *s_sd = map_id2sd(sce->val2);
  9728. if(s_sd ) s_sd->shadowform_id = 0;
  9729. }
  9730. break;
  9731. case SC_SITDOWN_FORCE:
  9732. if( sd && pc_issit(sd) ) {
  9733. pc_setstand(sd);
  9734. clif_standing(bl);
  9735. }
  9736. break;
  9737. case SC_NEUTRALBARRIER_MASTER:
  9738. case SC_STEALTHFIELD_MASTER:
  9739. if( sce->val2 ) {
  9740. struct skill_unit_group* group = skill_id2group(sce->val2);
  9741. sce->val2 = 0;
  9742. if( group ) // Might have been cleared before status ended, e.g. land protector
  9743. skill_delunitgroup(group);
  9744. }
  9745. break;
  9746. case SC_BANDING:
  9747. if(sce->val4) {
  9748. struct skill_unit_group *group = skill_id2group(sce->val4);
  9749. sce->val4 = 0;
  9750. if( group ) // Might have been cleared before status ended, e.g. land protector
  9751. skill_delunitgroup(group);
  9752. }
  9753. break;
  9754. case SC_CURSEDCIRCLE_ATKER:
  9755. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  9756. map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  9757. break;
  9758. case SC_RAISINGDRAGON:
  9759. if( sd && sce->val2 && !pc_isdead(sd) ) {
  9760. int i;
  9761. i = min(sd->spiritball,5);
  9762. pc_delspiritball(sd, sd->spiritball, 0);
  9763. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9764. while( i > 0 ) {
  9765. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  9766. --i;
  9767. }
  9768. }
  9769. break;
  9770. case SC_CURSEDCIRCLE_TARGET:
  9771. {
  9772. struct block_list *src = map_id2bl(sce->val2);
  9773. struct status_change *sc = status_get_sc(src);
  9774. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  9775. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  9776. clif_bladestop(bl, sce->val2, 0);
  9777. }
  9778. }
  9779. break;
  9780. case SC_BLOODSUCKER:
  9781. if( sce->val2 ) {
  9782. struct block_list *src = map_id2bl(sce->val2);
  9783. if(src) {
  9784. struct status_change *sc = status_get_sc(src);
  9785. sc->bs_counter--;
  9786. }
  9787. }
  9788. break;
  9789. case SC_VACUUM_EXTREME:
  9790. if(sc && sce->val2 && sc->cant.move > 0) sc->cant.move--;
  9791. break;
  9792. case SC_KYOUGAKU:
  9793. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  9794. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  9795. break;
  9796. case SC_INTRAVISION:
  9797. calc_flag = SCB_ALL; // Required for overlapping
  9798. break;
  9799. case SC_FULL_THROTTLE:
  9800. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, skill_get_time2(ALL_FULL_THROTTLE, sce->val1));
  9801. break;
  9802. case SC_HEAT_BARREL:
  9803. if (sd)
  9804. sc_start(bl,bl,SC_HEAT_BARREL_AFTER,100,sce->val1,skill_get_time2(RL_HEAT_BARREL, sce->val1));
  9805. break;
  9806. case SC_C_MARKER:
  9807. {
  9808. // Remove mark data from caster
  9809. struct map_session_data *caster = map_id2sd(temp_n);
  9810. uint8 i = 0;
  9811. if (!caster || !&caster->c_marker || !caster->c_marker.target)
  9812. break;
  9813. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker.target[i] == bl->id);
  9814. if (i < MAX_SKILL_CRIMSON_MARKER)
  9815. caster->c_marker.target[i] = 0;
  9816. }
  9817. break;
  9818. case SC_H_MINE:
  9819. {
  9820. // Drop the material from target if expired
  9821. struct item it;
  9822. if (temp_n)
  9823. break;
  9824. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  9825. break;
  9826. memset(&it,0,sizeof(it));
  9827. it.nameid = skill_get_itemid(RL_H_MINE,0);
  9828. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  9829. it.identify = 1;
  9830. map_addflooritem(&it,it.amount,bl->m,bl->x,bl->y,0,0,0,4);
  9831. }
  9832. break;
  9833. }
  9834. opt_flag = 1;
  9835. switch(type) {
  9836. case SC_STONE:
  9837. case SC_FREEZE:
  9838. case SC_STUN:
  9839. case SC_SLEEP:
  9840. case SC_DEEPSLEEP:
  9841. case SC_BURNING:
  9842. case SC_WHITEIMPRISON:
  9843. case SC_CRYSTALIZE:
  9844. sc->opt1 = 0;
  9845. break;
  9846. case SC_POISON:
  9847. case SC_CURSE:
  9848. case SC_SILENCE:
  9849. case SC_BLIND:
  9850. sc->opt2 &= ~(1<<(type-SC_POISON));
  9851. break;
  9852. case SC_DPOISON:
  9853. sc->opt2 &= ~OPT2_DPOISON;
  9854. break;
  9855. case SC_SIGNUMCRUCIS:
  9856. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  9857. break;
  9858. case SC_HIDING:
  9859. sc->option &= ~OPTION_HIDE;
  9860. opt_flag|= 2|4; // Check for warp trigger + AoE trigger
  9861. break;
  9862. case SC_CLOAKING:
  9863. case SC_CLOAKINGEXCEED:
  9864. case SC__INVISIBILITY:
  9865. sc->option &= ~OPTION_CLOAK;
  9866. case SC_CAMOUFLAGE:
  9867. opt_flag|= 2;
  9868. break;
  9869. case SC_CHASEWALK:
  9870. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  9871. opt_flag|= 2;
  9872. break;
  9873. case SC_SIGHT:
  9874. sc->option &= ~OPTION_SIGHT;
  9875. break;
  9876. case SC_WEDDING:
  9877. sc->option &= ~OPTION_WEDDING;
  9878. break;
  9879. case SC_XMAS:
  9880. sc->option &= ~OPTION_XMAS;
  9881. break;
  9882. case SC_SUMMER:
  9883. sc->option &= ~OPTION_SUMMER;
  9884. break;
  9885. case SC_HANBOK:
  9886. sc->option &= ~OPTION_HANBOK;
  9887. break;
  9888. case SC_OKTOBERFEST:
  9889. sc->option &= ~OPTION_OKTOBERFEST;
  9890. break;
  9891. case SC_ORCISH:
  9892. sc->option &= ~OPTION_ORCISH;
  9893. break;
  9894. case SC_RUWACH:
  9895. sc->option &= ~OPTION_RUWACH;
  9896. break;
  9897. case SC_FUSION:
  9898. sc->option &= ~OPTION_FLYING;
  9899. break;
  9900. // opt3
  9901. case SC_TWOHANDQUICKEN:
  9902. case SC_ONEHAND:
  9903. case SC_SPEARQUICKEN:
  9904. case SC_CONCENTRATION:
  9905. case SC_MERC_QUICKEN:
  9906. sc->opt3 &= ~OPT3_QUICKEN;
  9907. opt_flag = 0;
  9908. break;
  9909. case SC_OVERTHRUST:
  9910. case SC_MAXOVERTHRUST:
  9911. case SC_SWOO:
  9912. sc->opt3 &= ~OPT3_OVERTHRUST;
  9913. if( type == SC_SWOO )
  9914. opt_flag = 8;
  9915. else
  9916. opt_flag = 0;
  9917. break;
  9918. case SC_ENERGYCOAT:
  9919. case SC_SKE:
  9920. sc->opt3 &= ~OPT3_ENERGYCOAT;
  9921. opt_flag = 0;
  9922. break;
  9923. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  9924. if (bl->type != BL_MOB) {
  9925. opt_flag = 0;
  9926. break;
  9927. }
  9928. case SC_EXPLOSIONSPIRITS:
  9929. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  9930. opt_flag = 0;
  9931. break;
  9932. case SC_STEELBODY:
  9933. case SC_SKA:
  9934. sc->opt3 &= ~OPT3_STEELBODY;
  9935. opt_flag = 0;
  9936. break;
  9937. case SC_BLADESTOP:
  9938. sc->opt3 &= ~OPT3_BLADESTOP;
  9939. opt_flag = 0;
  9940. break;
  9941. case SC_AURABLADE:
  9942. sc->opt3 &= ~OPT3_AURABLADE;
  9943. opt_flag = 0;
  9944. break;
  9945. case SC_BERSERK:
  9946. opt_flag = 0;
  9947. sc->opt3 &= ~OPT3_BERSERK;
  9948. break;
  9949. // case ???: // doesn't seem to do anything
  9950. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  9951. // opt_flag = 0;
  9952. // break;
  9953. case SC_DANCING:
  9954. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  9955. sc->opt3 &= ~OPT3_MOONLIT;
  9956. opt_flag = 0;
  9957. break;
  9958. case SC_MARIONETTE:
  9959. case SC_MARIONETTE2:
  9960. sc->opt3 &= ~OPT3_MARIONETTE;
  9961. opt_flag = 0;
  9962. break;
  9963. case SC_ASSUMPTIO:
  9964. sc->opt3 &= ~OPT3_ASSUMPTIO;
  9965. opt_flag = 0;
  9966. break;
  9967. case SC_WARM: // SG skills [Komurka]
  9968. sc->opt3 &= ~OPT3_WARM;
  9969. opt_flag = 0;
  9970. break;
  9971. case SC_KAITE:
  9972. sc->opt3 &= ~OPT3_KAITE;
  9973. opt_flag = 0;
  9974. break;
  9975. case SC_BUNSINJYUTSU:
  9976. sc->opt3 &= ~OPT3_BUNSIN;
  9977. opt_flag = 0;
  9978. break;
  9979. case SC_SPIRIT:
  9980. sc->opt3 &= ~OPT3_SOULLINK;
  9981. opt_flag = 0;
  9982. break;
  9983. case SC_CHANGEUNDEAD:
  9984. sc->opt3 &= ~OPT3_UNDEAD;
  9985. opt_flag = 0;
  9986. break;
  9987. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  9988. // sc->opt3 &= ~OPT3_CONTRACT;
  9989. // opt_flag = 0;
  9990. // break;
  9991. default:
  9992. opt_flag = 0;
  9993. }
  9994. if (calc_flag&SCB_DYE) { // Restore DYE color
  9995. if (vd && !vd->cloth_color && sce->val4)
  9996. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  9997. calc_flag&=~SCB_DYE;
  9998. }
  9999. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  10000. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  10001. if( opt_flag&8 ) // bugreport:681
  10002. clif_changeoption2(bl);
  10003. else if(opt_flag)
  10004. clif_changeoption(bl);
  10005. if (calc_flag)
  10006. status_calc_bl(bl,calc_flag);
  10007. if(opt_flag&4) // Out of hiding, invoke on place.
  10008. skill_unit_move(bl,gettick(),1);
  10009. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  10010. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  10011. ers_free(sc_data_ers, sce);
  10012. return 1;
  10013. }
  10014. /**
  10015. * Special timer and heal for Kaahi status
  10016. * @param tid: Timer ID
  10017. * @param tick: How long before next call
  10018. * @param id: ID of character
  10019. * @param data: Information passed through the timer call
  10020. * @return 1: Success 0: Fail
  10021. **/
  10022. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  10023. {
  10024. struct block_list *bl;
  10025. struct status_change *sc;
  10026. struct status_change_entry *sce;
  10027. struct status_data *status;
  10028. int hp;
  10029. if(!((bl=map_id2bl(id))&&
  10030. (sc=status_get_sc(bl)) &&
  10031. (sce = sc->data[SC_KAAHI])))
  10032. return 0;
  10033. if(sce->val4 != tid) {
  10034. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  10035. sce->val4 = INVALID_TIMER;
  10036. return 0;
  10037. }
  10038. status=status_get_status_data(bl);
  10039. if(!status_charge(bl, 0, sce->val3)) {
  10040. sce->val4 = INVALID_TIMER;
  10041. return 0;
  10042. }
  10043. hp = status->max_hp - status->hp;
  10044. if (hp > sce->val2)
  10045. hp = sce->val2;
  10046. if (hp)
  10047. status_heal(bl, hp, 0, 2);
  10048. sce->val4 = INVALID_TIMER;
  10049. return 1;
  10050. }
  10051. /**
  10052. * Resets timers for statuses
  10053. * Used with reoccuring status effects, such as dropping SP every 5 seconds
  10054. * @param tid: Timer ID
  10055. * @param tick: How long before next call
  10056. * @param id: ID of character
  10057. * @param data: Information passed through the timer call
  10058. * @return 1: Success 0: Fail
  10059. **/
  10060. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  10061. {
  10062. enum sc_type type = (sc_type)data;
  10063. struct block_list *bl;
  10064. struct map_session_data *sd;
  10065. struct status_data *status;
  10066. struct status_change *sc;
  10067. struct status_change_entry *sce;
  10068. bl = map_id2bl(id);
  10069. if(!bl) {
  10070. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  10071. return 0;
  10072. }
  10073. sc = status_get_sc(bl);
  10074. status = status_get_status_data(bl);
  10075. if(!(sc && (sce = sc->data[type]))) {
  10076. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  10077. return 0;
  10078. }
  10079. if( sce->timer != tid ) {
  10080. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  10081. return 0;
  10082. }
  10083. sd = BL_CAST(BL_PC, bl);
  10084. // Set the next timer of the sce (don't assume the status still exists)
  10085. #define sc_timer_next(t,f,i,d) \
  10086. if( (sce=sc->data[type]) ) \
  10087. sce->timer = add_timer(t,f,i,d); \
  10088. else \
  10089. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  10090. switch(type) {
  10091. case SC_MAXIMIZEPOWER:
  10092. case SC_CLOAKING:
  10093. if(!status_charge(bl, 0, 1))
  10094. break; // Not enough SP to continue.
  10095. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  10096. return 0;
  10097. case SC_CHASEWALK:
  10098. if(!status_charge(bl, 0, sce->val4))
  10099. break; // Not enough SP to continue.
  10100. if (!sc->data[SC_INCSTR]) {
  10101. sc_start(bl,bl, SC_INCSTR,100,1<<(sce->val1-1),
  10102. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  10103. *skill_get_time2(status_sc2skill(type),sce->val1));
  10104. }
  10105. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  10106. return 0;
  10107. break;
  10108. case SC_SKA:
  10109. if(--(sce->val2)>0) {
  10110. sce->val3 = rnd()%100; // Random defense.
  10111. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  10112. return 0;
  10113. }
  10114. break;
  10115. case SC_HIDING:
  10116. if(--(sce->val2)>0) {
  10117. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  10118. break; // Fail if it's time to substract SP and there isn't.
  10119. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  10120. return 0;
  10121. }
  10122. break;
  10123. case SC_SIGHT:
  10124. case SC_RUWACH:
  10125. case SC_SIGHTBLASTER:
  10126. if(type == SC_SIGHTBLASTER)
  10127. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  10128. else
  10129. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  10130. if( --(sce->val2)>0 ) {
  10131. sce->val4 += 250; // Use for Shadow Form 2 seconds checking.
  10132. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  10133. return 0;
  10134. }
  10135. break;
  10136. case SC_PROVOKE:
  10137. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  10138. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  10139. return 0;
  10140. }
  10141. break;
  10142. case SC_STONE:
  10143. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  10144. sce->val4 = 0;
  10145. unit_stop_walking(bl,1);
  10146. unit_stop_attack(bl);
  10147. sc->opt1 = OPT1_STONE;
  10148. clif_changeoption(bl);
  10149. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  10150. status_calc_bl(bl, StatusChangeFlagTable[type]);
  10151. return 0;
  10152. }
  10153. if(--(sce->val3) > 0) {
  10154. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  10155. status_percent_damage(NULL, bl, 1, 0, false);
  10156. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  10157. return 0;
  10158. }
  10159. break;
  10160. case SC_POISON:
  10161. case SC_DPOISON:
  10162. if (--(sce->val3) > 0) {
  10163. if (!sc->data[SC_SLOWPOISON]) {
  10164. if( sce->val2 && bl->type == BL_MOB ) {
  10165. struct block_list* src = map_id2bl(sce->val2);
  10166. if( src )
  10167. mob_log_damage((TBL_MOB*)bl,src,sce->val4);
  10168. }
  10169. map_freeblock_lock();
  10170. if(status->hp >= max(status->max_hp>>2, sce->val4)) // Stop damaging after 25% HP left.
  10171. status_zap(bl, sce->val4, 0);
  10172. if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
  10173. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  10174. }
  10175. map_freeblock_unlock();
  10176. }
  10177. return 0;
  10178. }
  10179. break;
  10180. case SC_TENSIONRELAX:
  10181. if(status->max_hp > status->hp && --(sce->val3) > 0) {
  10182. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10183. return 0;
  10184. }
  10185. break;
  10186. case SC_KNOWLEDGE:
  10187. if (!sd) break;
  10188. if(bl->m == sd->feel_map[0].m ||
  10189. bl->m == sd->feel_map[1].m ||
  10190. bl->m == sd->feel_map[2].m)
  10191. { // Timeout will be handled by pc_setpos
  10192. sce->timer = INVALID_TIMER;
  10193. return 0;
  10194. }
  10195. break;
  10196. case SC_BLEEDING:
  10197. if (--(sce->val4) >= 0) {
  10198. int hp = rnd()%600 + 200;
  10199. struct block_list* src = map_id2bl(sce->val2);
  10200. if( src && bl && bl->type == BL_MOB )
  10201. mob_log_damage( (TBL_MOB*)bl, src, sd || hp < status->hp ? hp : status->hp - 1 );
  10202. map_freeblock_lock();
  10203. status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
  10204. if( sc->data[type] ) {
  10205. if( status->hp == 1 ) {
  10206. map_freeblock_unlock();
  10207. break;
  10208. }
  10209. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10210. }
  10211. map_freeblock_unlock();
  10212. return 0;
  10213. }
  10214. break;
  10215. case SC_S_LIFEPOTION:
  10216. case SC_L_LIFEPOTION:
  10217. if( sd && --(sce->val4) >= 0 ) {
  10218. // val1 < 0 = per max% | val1 > 0 = exact amount
  10219. int hp = 0;
  10220. if( status->hp < status->max_hp )
  10221. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  10222. status_heal(bl, hp, 0, 2);
  10223. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  10224. return 0;
  10225. }
  10226. break;
  10227. case SC_BOSSMAPINFO:
  10228. if( sd && --(sce->val4) >= 0 ) {
  10229. struct mob_data *boss_md = map_id2boss(sce->val1);
  10230. if( boss_md && sd->bl.m == boss_md->bl.m ) {
  10231. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  10232. if (boss_md->bl.prev != NULL) {
  10233. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10234. return 0;
  10235. }
  10236. }
  10237. }
  10238. break;
  10239. case SC_DANCING: // SP consumption by time of dancing skills
  10240. {
  10241. int s = 0;
  10242. int sp = 1;
  10243. if (--sce->val3 <= 0)
  10244. break;
  10245. switch(sce->val1&0xFFFF) {
  10246. case BD_RICHMANKIM:
  10247. case BD_DRUMBATTLEFIELD:
  10248. case BD_RINGNIBELUNGEN:
  10249. case BD_SIEGFRIED:
  10250. case BA_DISSONANCE:
  10251. case BA_ASSASSINCROSS:
  10252. case DC_UGLYDANCE:
  10253. s=3;
  10254. break;
  10255. case BD_LULLABY:
  10256. case BD_ETERNALCHAOS:
  10257. case BD_ROKISWEIL:
  10258. case DC_FORTUNEKISS:
  10259. s=4;
  10260. break;
  10261. case CG_HERMODE:
  10262. case BD_INTOABYSS:
  10263. case BA_WHISTLE:
  10264. case DC_HUMMING:
  10265. case BA_POEMBRAGI:
  10266. case DC_SERVICEFORYOU:
  10267. s=5;
  10268. break;
  10269. case BA_APPLEIDUN:
  10270. #ifdef RENEWAL
  10271. s=5;
  10272. #else
  10273. s=6;
  10274. #endif
  10275. break;
  10276. case CG_MOONLIT:
  10277. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  10278. sp= 4*(sce->val1>>16);
  10279. // Upkeep is also every 10 secs.
  10280. case DC_DONTFORGETME:
  10281. s=10;
  10282. break;
  10283. }
  10284. if( s != 0 && sce->val3 % s == 0 ) {
  10285. if (sc->data[SC_LONGING])
  10286. sp*= 3;
  10287. if (!status_charge(bl, 0, sp))
  10288. break;
  10289. }
  10290. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10291. return 0;
  10292. }
  10293. break;
  10294. case SC_BERSERK:
  10295. // 5% every 10 seconds [DracoRPG]
  10296. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  10297. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10298. return 0;
  10299. }
  10300. break;
  10301. case SC_NOCHAT:
  10302. if(sd) {
  10303. sd->status.manner++;
  10304. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  10305. clif_updatestatus(sd,SP_MANNER);
  10306. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  10307. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  10308. return 0;
  10309. }
  10310. }
  10311. break;
  10312. case SC_SPLASHER:
  10313. // Custom Venom Splasher countdown timer
  10314. // if (sce->val4 % 1000 == 0) {
  10315. // char timer[10];
  10316. // snprintf (timer, 10, "%d", sce->val4/1000);
  10317. // clif_message(bl, timer);
  10318. // }
  10319. if((sce->val4 -= 500) > 0) {
  10320. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  10321. return 0;
  10322. }
  10323. break;
  10324. case SC_MARIONETTE:
  10325. case SC_MARIONETTE2:
  10326. {
  10327. struct block_list *pbl = map_id2bl(sce->val1);
  10328. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  10329. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10330. return 0;
  10331. }
  10332. }
  10333. break;
  10334. case SC_GOSPEL:
  10335. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  10336. int hp, sp;
  10337. hp = (sce->val1 > 5) ? 45 : 30;
  10338. sp = (sce->val1 > 5) ? 35 : 20;
  10339. if(!status_charge(bl, hp, sp))
  10340. break;
  10341. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  10342. return 0;
  10343. }
  10344. break;
  10345. case SC_JAILED:
  10346. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  10347. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  10348. return 0;
  10349. }
  10350. break;
  10351. case SC_BLIND:
  10352. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  10353. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  10354. return 0;
  10355. }
  10356. break;
  10357. case SC_ABUNDANCE:
  10358. if(--(sce->val4) > 0) {
  10359. status_heal(bl,0,60,0);
  10360. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  10361. }
  10362. break;
  10363. case SC_PYREXIA:
  10364. if( --(sce->val4) >= 0 ) {
  10365. map_freeblock_lock();
  10366. clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
  10367. status_fix_damage(NULL,bl,100,0);
  10368. if( sc->data[type] ) {
  10369. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  10370. }
  10371. map_freeblock_unlock();
  10372. return 0;
  10373. }
  10374. break;
  10375. case SC_LEECHESEND:
  10376. if( --(sce->val4) >= 0 ) {
  10377. int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  10378. damage += status->vit * (sce->val1 - 3);
  10379. unit_skillcastcancel(bl,2);
  10380. map_freeblock_lock();
  10381. status_damage(bl, bl, damage, 0, clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
  10382. if( sc->data[type] ) {
  10383. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  10384. }
  10385. map_freeblock_unlock();
  10386. return 0;
  10387. }
  10388. break;
  10389. case SC_MAGICMUSHROOM:
  10390. if( --(sce->val4) >= 0 ) {
  10391. bool flag = 0;
  10392. int damage = status->max_hp * 3 / 100;
  10393. if( status->hp <= damage )
  10394. damage = status->hp - 1; // Cannot Kill
  10395. if( damage > 0 ) { // 3% Damage each 4 seconds
  10396. map_freeblock_lock();
  10397. status_zap(bl,damage,0);
  10398. flag = !sc->data[type]; // Killed? Should not
  10399. map_freeblock_unlock();
  10400. }
  10401. if( !flag ) { // Random Skill Cast
  10402. if (sd && !pc_issit(sd)) { // Can't cast if sit
  10403. int mushroom_skill_id = 0;
  10404. unit_stop_attack(bl);
  10405. unit_skillcastcancel(bl,1);
  10406. do {
  10407. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  10408. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  10409. }
  10410. while( mushroom_skill_id == 0 );
  10411. switch( skill_get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
  10412. case CAST_GROUND:
  10413. skill_castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
  10414. break;
  10415. case CAST_NODAMAGE:
  10416. skill_castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
  10417. break;
  10418. case CAST_DAMAGE:
  10419. skill_castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
  10420. break;
  10421. }
  10422. }
  10423. clif_emotion(bl,E_HEH);
  10424. sc_timer_next(4000+tick,status_change_timer,bl->id,data);
  10425. }
  10426. return 0;
  10427. }
  10428. break;
  10429. case SC_TOXIN:
  10430. if( --(sce->val4) >= 0 ) { // Damage is every 10 seconds including 3%sp drain.
  10431. map_freeblock_lock();
  10432. clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
  10433. status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); // Cancel dmg only if cancelable
  10434. if( sc->data[type] ) {
  10435. sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
  10436. }
  10437. map_freeblock_unlock();
  10438. return 0;
  10439. }
  10440. break;
  10441. case SC_OBLIVIONCURSE:
  10442. if( --(sce->val4) >= 0 ) {
  10443. clif_emotion(bl,E_WHAT);
  10444. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  10445. return 0;
  10446. }
  10447. break;
  10448. case SC_WEAPONBLOCKING:
  10449. if( --(sce->val4) >= 0 ) {
  10450. if( !status_charge(bl,0,3) )
  10451. break;
  10452. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  10453. return 0;
  10454. }
  10455. break;
  10456. case SC_CLOAKINGEXCEED:
  10457. if(!status_charge(bl,0,10-sce->val1))
  10458. break;
  10459. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10460. return 0;
  10461. case SC_RENOVATIO:
  10462. if( --(sce->val4) >= 0 ) {
  10463. int heal = status->max_hp * 3 / 100;
  10464. if( sc && sc->data[SC_AKAITSUKI] && heal )
  10465. heal = ~heal + 1;
  10466. status_heal(bl, heal, 0, 2);
  10467. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10468. return 0;
  10469. }
  10470. break;
  10471. case SC_BURNING:
  10472. if( --(sce->val4) >= 0 ) {
  10473. struct block_list *src = map_id2bl(sce->val3);
  10474. int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
  10475. map_freeblock_lock();
  10476. clif_damage(bl,bl,tick,0,0,damage,1,9,0); // Damage is like endure effect with no walk delay
  10477. status_damage(src, bl, damage, 0, 0, 1);
  10478. if( sc->data[type]) { // Target still lives. [LimitLine]
  10479. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10480. }
  10481. map_freeblock_unlock();
  10482. return 0;
  10483. }
  10484. break;
  10485. case SC_FEAR:
  10486. if( --(sce->val4) >= 0 ) {
  10487. if( sce->val2 > 0 )
  10488. sce->val2--;
  10489. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10490. return 0;
  10491. }
  10492. break;
  10493. case SC_SPHERE_1:
  10494. case SC_SPHERE_2:
  10495. case SC_SPHERE_3:
  10496. case SC_SPHERE_4:
  10497. case SC_SPHERE_5:
  10498. if( --(sce->val4) >= 0 ) {
  10499. if( !status_charge(bl, 0, 1) )
  10500. break;
  10501. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10502. return 0;
  10503. }
  10504. break;
  10505. case SC_READING_SB:
  10506. if( !status_charge(bl, 0, sce->val2) ) {
  10507. int i;
  10508. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  10509. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10510. break;
  10511. }
  10512. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10513. return 0;
  10514. case SC_ELECTRICSHOCKER:
  10515. if( --(sce->val4) >= 0 ) {
  10516. status_charge(bl, 0, status->max_sp / 100 * sce->val1 * 5 );
  10517. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10518. return 0;
  10519. }
  10520. break;
  10521. case SC_CAMOUFLAGE:
  10522. if (!status_charge(bl, 0, 7 - sce->val1))
  10523. break;
  10524. if (--sce->val4 >= 0)
  10525. sce->val3++;
  10526. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10527. return 0;
  10528. case SC__REPRODUCE:
  10529. if(!status_charge(bl, 0, 1))
  10530. break;
  10531. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10532. return 0;
  10533. case SC__SHADOWFORM:
  10534. if( --(sce->val4) >= 0 ) {
  10535. if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
  10536. break;
  10537. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10538. return 0;
  10539. }
  10540. break;
  10541. case SC__INVISIBILITY:
  10542. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  10543. break;
  10544. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10545. return 0;
  10546. case SC_STRIKING:
  10547. if( --(sce->val4) >= 0 ) {
  10548. if( !status_charge(bl,0, sce->val3 ) )
  10549. break;
  10550. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10551. return 0;
  10552. }
  10553. break;
  10554. case SC_VACUUM_EXTREME:
  10555. if( --(sce->val4) >= 0 ) {
  10556. if( !unit_is_walking(bl) && !sce->val2 ) {
  10557. sc->cant.move++;
  10558. sce->val2 = 1;
  10559. }
  10560. sc_timer_next(100 + tick, status_change_timer, bl->id, data);
  10561. return 0;
  10562. }
  10563. break;
  10564. case SC_BLOODSUCKER:
  10565. if( --(sce->val4) >= 0 ) {
  10566. struct block_list *src = map_id2bl(sce->val2);
  10567. int damage;
  10568. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  10569. break;
  10570. map_freeblock_lock();
  10571. damage = 200 + 100 * sce->val1 + status_get_int(src);
  10572. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 0);
  10573. unit_skillcastcancel(bl,1);
  10574. if ( sc->data[type] ) {
  10575. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10576. }
  10577. map_freeblock_unlock();
  10578. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  10579. return 0;
  10580. }
  10581. break;
  10582. case SC_VOICEOFSIREN:
  10583. if( --(sce->val4) >= 0 ) {
  10584. clif_emotion(bl,E_LV);
  10585. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10586. return 0;
  10587. }
  10588. break;
  10589. case SC_DEEPSLEEP:
  10590. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  10591. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  10592. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10593. return 0;
  10594. }
  10595. break;
  10596. case SC_SIRCLEOFNATURE:
  10597. if( --(sce->val4) >= 0 ) {
  10598. if( !status_charge(bl,0,sce->val3) )
  10599. break;
  10600. status_heal(bl, sce->val2, 0, 1);
  10601. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10602. return 0;
  10603. }
  10604. break;
  10605. case SC_SONGOFMANA:
  10606. if( --(sce->val4) >= 0 ) {
  10607. status_heal(bl,0,sce->val3,3);
  10608. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10609. return 0;
  10610. }
  10611. break;
  10612. case SC_SATURDAYNIGHTFEVER:
  10613. // 1% HP/SP drain every val4 seconds [Jobbie]
  10614. if( --(sce->val3) >= 0 ) {
  10615. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  10616. break;
  10617. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10618. return 0;
  10619. }
  10620. break;
  10621. case SC_MELODYOFSINK:
  10622. if( --(sce->val4) >= 0 ) {
  10623. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  10624. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10625. return 0;
  10626. }
  10627. break;
  10628. case SC_CRYSTALIZE:
  10629. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  10630. if( bl->type != BL_MOB) // Doesn't work on mobs
  10631. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  10632. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10633. return 0;
  10634. }
  10635. break;
  10636. case SC_FORCEOFVANGUARD:
  10637. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  10638. break;
  10639. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10640. return 0;
  10641. case SC_BANDING:
  10642. if( status_charge(bl, 0, 7 - sce->val1) ) {
  10643. if( sd ) pc_banding(sd, sce->val1);
  10644. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10645. return 0;
  10646. }
  10647. break;
  10648. case SC_REFLECTDAMAGE:
  10649. if( --(sce->val4) > 0 ) {
  10650. if( !status_charge(bl,0,10) )
  10651. break;
  10652. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10653. return 0;
  10654. }
  10655. break;
  10656. case SC_OVERHEAT_LIMITPOINT:
  10657. if( --(sce->val1) > 0 ) { // Cooling
  10658. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  10659. }
  10660. break;
  10661. case SC_OVERHEAT:
  10662. {
  10663. int damage = status->max_hp / 100; // Suggestion 1% each second
  10664. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  10665. map_freeblock_lock();
  10666. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  10667. if( sc->data[type] ) {
  10668. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10669. }
  10670. map_freeblock_unlock();
  10671. }
  10672. break;
  10673. case SC_MAGNETICFIELD:
  10674. {
  10675. if( --(sce->val3) <= 0 )
  10676. break; // Time out
  10677. if( sce->val2 == bl->id ) {
  10678. if( !status_charge(bl,0,14 + (3 * sce->val1)) )
  10679. break; // No more SP status should end, and in the next second will end for the other affected players
  10680. } else {
  10681. struct block_list *src = map_id2bl(sce->val2);
  10682. struct status_change *ssc;
  10683. if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
  10684. break; // Source no more under Magnetic Field
  10685. }
  10686. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10687. }
  10688. break;
  10689. case SC_INSPIRATION:
  10690. if(--(sce->val4) >= 0) {
  10691. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  10692. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  10693. if( !status_charge(bl,hp,sp) ) break;
  10694. sc_timer_next(5000+tick,status_change_timer,bl->id, data);
  10695. return 0;
  10696. }
  10697. break;
  10698. case SC_RAISINGDRAGON:
  10699. // 1% every 5 seconds [Jobbie]
  10700. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  10701. if( !sc->data[type] ) return 0;
  10702. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10703. return 0;
  10704. }
  10705. break;
  10706. case SC_CIRCLE_OF_FIRE:
  10707. case SC_FIRE_CLOAK:
  10708. case SC_WATER_DROP:
  10709. case SC_WATER_SCREEN:
  10710. case SC_WIND_CURTAIN:
  10711. case SC_WIND_STEP:
  10712. case SC_STONE_SHIELD:
  10713. case SC_SOLID_SKIN:
  10714. if( !status_charge(bl,0,sce->val2) ) {
  10715. struct block_list *s_bl = battle_get_master(bl);
  10716. if( s_bl )
  10717. status_change_end(s_bl,type+1,INVALID_TIMER);
  10718. status_change_end(bl,type,INVALID_TIMER);
  10719. break;
  10720. }
  10721. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10722. return 0;
  10723. case SC_TEARGAS:
  10724. if(!status_charge(bl, 0, sce->val3))
  10725. break; // Not enough HP to continue.
  10726. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10727. break;
  10728. case SC_TEARGAS_SOB:
  10729. if( --(sce->val4) >= 0 ) {
  10730. clif_emotion(bl, E_SOB);
  10731. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  10732. return 0;
  10733. }
  10734. break;
  10735. case SC_STOMACHACHE:
  10736. if( --(sce->val4) > 0 ) {
  10737. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  10738. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  10739. pc_stop_walking(sd,1|4);
  10740. pc_stop_attack(sd);
  10741. pc_setsit(sd);
  10742. clif_sitting(bl);
  10743. }
  10744. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10745. return 0;
  10746. }
  10747. break;
  10748. case SC_LEADERSHIP:
  10749. case SC_GLORYWOUNDS:
  10750. case SC_SOULCOLD:
  10751. case SC_HAWKEYES:
  10752. // They only end by status_change_end
  10753. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  10754. return 0;
  10755. case SC_MEIKYOUSISUI:
  10756. if( --(sce->val4) > 0 ) {
  10757. status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
  10758. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10759. return 0;
  10760. }
  10761. break;
  10762. case SC_IZAYOI:
  10763. case SC_KAGEMUSYA:
  10764. if( --(sce->val2) > 0 ) {
  10765. if(!status_charge(bl, 0, 1)) break;
  10766. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10767. return 0;
  10768. }
  10769. break;
  10770. case SC_ANGRIFFS_MODUS:
  10771. if(--(sce->val4) >= 0) { // Drain hp/sp
  10772. if( !status_charge(bl,100,20) ) break;
  10773. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  10774. return 0;
  10775. }
  10776. break;
  10777. case SC_CBC:
  10778. if(--(sce->val4) >= 0) { // Drain hp/sp
  10779. int hp=0;
  10780. int sp = (status->max_sp * sce->val3) / 100;
  10781. if(bl->type == BL_MOB) hp = sp*10;
  10782. if( !status_charge(bl,hp,sp) ) break;
  10783. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  10784. return 0;
  10785. }
  10786. break;
  10787. case SC_FULL_THROTTLE:
  10788. if( --(sce->val4) > 0 ) {
  10789. status_percent_damage(bl, bl, sce->val2, sce->val2, false);
  10790. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10791. return 0;
  10792. }
  10793. break;
  10794. case SC_KINGS_GRACE:
  10795. if( --(sce->val4) > 0 ) {
  10796. status_percent_heal(bl, sce->val2, 0);
  10797. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10798. return 0;
  10799. }
  10800. break;
  10801. case SC_FRIGG_SONG:
  10802. if( --(sce->val4) > 0 ) {
  10803. status_heal(bl, sce->val3, 0, 0);
  10804. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10805. return 0;
  10806. }
  10807. break;
  10808. }
  10809. // Default for all non-handled control paths is to end the status
  10810. return status_change_end( bl,type,tid );
  10811. #undef sc_timer_next
  10812. }
  10813. /**
  10814. * For each iteration of repetitive status
  10815. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  10816. * @param ap: va_list arguments (src, sce, type, tick)
  10817. **/
  10818. int status_change_timer_sub(struct block_list* bl, va_list ap)
  10819. {
  10820. struct status_change* tsc;
  10821. struct block_list* src = va_arg(ap,struct block_list*);
  10822. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  10823. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  10824. unsigned int tick = va_arg(ap,unsigned int);
  10825. if (status_isdead(bl))
  10826. return 0;
  10827. tsc = status_get_sc(bl);
  10828. switch( type ) {
  10829. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  10830. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  10831. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  10832. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10833. case SC_CONCENTRATE:
  10834. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10835. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10836. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10837. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10838. break;
  10839. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  10840. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  10841. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
  10842. tsc->data[SC__INVISIBILITY])) { // this sc should hit only
  10843. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10844. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10845. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10846. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10847. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  10848. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  10849. }
  10850. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  10851. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  10852. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10853. break;
  10854. case SC_SIGHTBLASTER:
  10855. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  10856. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  10857. {
  10858. if (sce && !(bl->type&BL_SKILL) // The hit is not counted if it's against a trap
  10859. && skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)) {
  10860. sce->val2 = 0; // This signals it to end.
  10861. }
  10862. }
  10863. break;
  10864. case SC_TINDER_BREAKER:
  10865. case SC_CLOSECONFINE:{
  10866. int type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  10867. // Lock char has released the hold on everyone...
  10868. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  10869. tsc->data[type2]->val2 = 0;
  10870. status_change_end(bl, type2, INVALID_TIMER);
  10871. }
  10872. break;
  10873. }
  10874. case SC_CURSEDCIRCLE_TARGET:
  10875. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  10876. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  10877. status_change_end(bl, type, INVALID_TIMER);
  10878. }
  10879. break;
  10880. }
  10881. return 0;
  10882. }
  10883. /**
  10884. * Clears buffs/debuffs on an object
  10885. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  10886. * @param type: Type to remove
  10887. * &1: Clear Buffs
  10888. * $2: Clear Debuffs
  10889. * &4: Specific debuffs with a refresh
  10890. **/
  10891. void status_change_clear_buffs (struct block_list* bl, int type)
  10892. {
  10893. int i;
  10894. struct status_change *sc= status_get_sc(bl);
  10895. if (!sc || !sc->count)
  10896. return;
  10897. if (type&6) // Debuffs
  10898. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  10899. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10900. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  10901. if(!sc->data[i])
  10902. continue;
  10903. switch (i) {
  10904. // Stuff that cannot be removed
  10905. case SC_WEIGHT50:
  10906. case SC_WEIGHT90:
  10907. case SC_COMBO:
  10908. case SC_SMA:
  10909. case SC_DANCING:
  10910. case SC_LEADERSHIP:
  10911. case SC_GLORYWOUNDS:
  10912. case SC_SOULCOLD:
  10913. case SC_HAWKEYES:
  10914. case SC_GUILDAURA:
  10915. case SC_SAFETYWALL:
  10916. case SC_PNEUMA:
  10917. case SC_NOCHAT:
  10918. case SC_JAILED:
  10919. case SC_ANKLE:
  10920. case SC_BLADESTOP:
  10921. case SC_CP_WEAPON:
  10922. case SC_CP_SHIELD:
  10923. case SC_CP_ARMOR:
  10924. case SC_CP_HELM:
  10925. case SC_STRFOOD:
  10926. case SC_AGIFOOD:
  10927. case SC_VITFOOD:
  10928. case SC_INTFOOD:
  10929. case SC_DEXFOOD:
  10930. case SC_LUKFOOD:
  10931. case SC_HITFOOD:
  10932. case SC_FLEEFOOD:
  10933. case SC_BATKFOOD:
  10934. case SC_WATKFOOD:
  10935. case SC_MATKFOOD:
  10936. case SC_FOOD_STR_CASH:
  10937. case SC_FOOD_AGI_CASH:
  10938. case SC_FOOD_VIT_CASH:
  10939. case SC_FOOD_DEX_CASH:
  10940. case SC_FOOD_INT_CASH:
  10941. case SC_FOOD_LUK_CASH:
  10942. case SC_EXPBOOST:
  10943. case SC_JEXPBOOST:
  10944. case SC_ITEMBOOST:
  10945. case SC_ELECTRICSHOCKER:
  10946. case SC__MANHOLE:
  10947. case SC_GIANTGROWTH:
  10948. case SC_MILLENNIUMSHIELD:
  10949. case SC_REFRESH:
  10950. case SC_STONEHARDSKIN:
  10951. case SC_VITALITYACTIVATION:
  10952. case SC_FIGHTINGSPIRIT:
  10953. case SC_ABUNDANCE:
  10954. case SC_CURSEDCIRCLE_ATKER:
  10955. case SC_CURSEDCIRCLE_TARGET:
  10956. case SC_PUSH_CART:
  10957. case SC_STYLE_CHANGE:
  10958. case SC_HEAT_BARREL_AFTER:
  10959. case SC_QUEST_BUFF1:
  10960. case SC_QUEST_BUFF2:
  10961. case SC_QUEST_BUFF3:
  10962. continue;
  10963. // Debuffs that can be removed.
  10964. case SC_DEEPSLEEP:
  10965. case SC_BURNING:
  10966. case SC_FREEZING:
  10967. case SC_CRYSTALIZE:
  10968. case SC_TOXIN:
  10969. case SC_PARALYSE:
  10970. case SC_VENOMBLEED:
  10971. case SC_MAGICMUSHROOM:
  10972. case SC_DEATHHURT:
  10973. case SC_PYREXIA:
  10974. case SC_OBLIVIONCURSE:
  10975. case SC_LEECHESEND:
  10976. case SC_MARSHOFABYSS:
  10977. case SC_MANDRAGORA:
  10978. if(!(type&4))
  10979. continue;
  10980. break;
  10981. case SC_HALLUCINATION:
  10982. case SC_QUAGMIRE:
  10983. case SC_SIGNUMCRUCIS:
  10984. case SC_DECREASEAGI:
  10985. case SC_SLOWDOWN:
  10986. case SC_MINDBREAKER:
  10987. case SC_WINKCHARM:
  10988. case SC_STOP:
  10989. case SC_ORCISH:
  10990. case SC_STRIPWEAPON:
  10991. case SC_STRIPSHIELD:
  10992. case SC_STRIPARMOR:
  10993. case SC_STRIPHELM:
  10994. case SC_BITE:
  10995. case SC_ADORAMUS:
  10996. case SC_VACUUM_EXTREME:
  10997. case SC_FEAR:
  10998. case SC_MAGNETICFIELD:
  10999. case SC_NETHERWORLD:
  11000. if (!(type&2))
  11001. continue;
  11002. break;
  11003. // The rest are buffs that can be removed.
  11004. case SC_BERSERK:
  11005. case SC_SATURDAYNIGHTFEVER:
  11006. if (!(type&1))
  11007. continue;
  11008. sc->data[i]->val2 = 0;
  11009. break;
  11010. default:
  11011. if (!(type&1))
  11012. continue;
  11013. break;
  11014. }
  11015. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11016. }
  11017. // Cleaning all extras vars
  11018. sc->comet_x = 0;
  11019. sc->comet_y = 0;
  11020. #ifndef RENEWAL
  11021. sc->sg_counter = 0;
  11022. #endif
  11023. sc->bs_counter = 0;
  11024. return;
  11025. }
  11026. /**
  11027. * Infect a user with status effects (SC_DEADLYINFECT)
  11028. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  11029. * @param bl: Object to change
  11030. * @return 1: Success 0: Fail
  11031. **/
  11032. int status_change_spread( struct block_list *src, struct block_list *bl )
  11033. {
  11034. int i, flag = 0;
  11035. struct status_data* status = status_get_status_data(bl);
  11036. struct status_change *sc = status_get_sc(src);
  11037. const struct TimerData *timer;
  11038. unsigned int tick;
  11039. struct status_change_data data;
  11040. if( !sc || !sc->count )
  11041. return 0;
  11042. tick = gettick();
  11043. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  11044. if( !sc->data[i] || i == SC_COMMON_MAX )
  11045. continue;
  11046. // Boss monsters are still resistant to Guillotine Cross poisons but not other statuses.
  11047. if( status->mode&MD_BOSS ) {
  11048. switch( i ) {
  11049. case SC_PYREXIA:
  11050. case SC_DEATHHURT:
  11051. case SC_TOXIN:
  11052. case SC_PARALYSE:
  11053. case SC_VENOMBLEED:
  11054. case SC_MAGICMUSHROOM:
  11055. case SC_OBLIVIONCURSE:
  11056. case SC_LEECHESEND:
  11057. continue;
  11058. }
  11059. }
  11060. switch( i ) {
  11061. // Debuffs that can be spread.
  11062. // NOTE: We'll add/delete SCs when we are able to confirm it.
  11063. case SC_CURSE:
  11064. case SC_SILENCE:
  11065. case SC_CONFUSION:
  11066. case SC_BLIND:
  11067. //case SC_NOCHAT:
  11068. case SC_HALLUCINATION:
  11069. case SC_SIGNUMCRUCIS:
  11070. case SC_DECREASEAGI:
  11071. case SC_SLOWDOWN:
  11072. //case SC_MINDBREAKER:
  11073. //case SC_WINKCHARM:
  11074. //case SC_STOP:
  11075. case SC_ORCISH:
  11076. // case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  11077. // case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  11078. // case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  11079. // case SC_STRIPHELM:
  11080. // case SC__STRIPACCESSORY:
  11081. //case SC_BITE:
  11082. case SC_FREEZING:
  11083. case SC_VENOMBLEED:
  11084. case SC_DEATHHURT:
  11085. case SC_PARALYSE:
  11086. if( sc->data[i]->timer != INVALID_TIMER ) {
  11087. timer = get_timer(sc->data[i]->timer);
  11088. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
  11089. continue;
  11090. data.tick = DIFF_TICK(timer->tick,tick);
  11091. } else
  11092. data.tick = INVALID_TIMER;
  11093. break;
  11094. // Special cases
  11095. case SC_POISON:
  11096. case SC_DPOISON:
  11097. data.tick = sc->data[i]->val3 * 1000;
  11098. break;
  11099. case SC_FEAR:
  11100. case SC_LEECHESEND:
  11101. data.tick = sc->data[i]->val4 * 1000;
  11102. break;
  11103. case SC_BURNING:
  11104. data.tick = sc->data[i]->val4 * 2000;
  11105. break;
  11106. case SC_PYREXIA:
  11107. //case SC_OBLIVIONCURSE: // Players are not affected by Oblivion Curse.
  11108. data.tick = sc->data[i]->val4 * 3000;
  11109. break;
  11110. case SC_MAGICMUSHROOM:
  11111. data.tick = sc->data[i]->val4 * 4000;
  11112. break;
  11113. case SC_TOXIN:
  11114. case SC_BLEEDING:
  11115. data.tick = sc->data[i]->val4 * 10000;
  11116. break;
  11117. default:
  11118. continue;
  11119. break;
  11120. }
  11121. if( i ) {
  11122. data.val1 = sc->data[i]->val1;
  11123. data.val2 = sc->data[i]->val2;
  11124. data.val3 = sc->data[i]->val3;
  11125. data.val4 = sc->data[i]->val4;
  11126. status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
  11127. flag = 1;
  11128. }
  11129. }
  11130. return flag;
  11131. }
  11132. /**
  11133. * Applying natural heal bonuses (sit, skill, homun, etc...)
  11134. * TODO: the va_list doesn't see to be used, safe to remove?
  11135. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  11136. * @param args: va_list arguments
  11137. * @return which regeneration bonuses have been applied (flag)
  11138. **/
  11139. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  11140. static int status_natural_heal(struct block_list* bl, va_list args)
  11141. {
  11142. struct regen_data *regen;
  11143. struct status_data *status;
  11144. struct status_change *sc;
  11145. struct unit_data *ud;
  11146. struct view_data *vd = NULL;
  11147. struct regen_data_sub *sregen;
  11148. struct map_session_data *sd;
  11149. int val,rate,bonus = 0,flag;
  11150. regen = status_get_regen_data(bl);
  11151. if (!regen) return 0;
  11152. status = status_get_status_data(bl);
  11153. sc = status_get_sc(bl);
  11154. if (sc && !sc->count)
  11155. sc = NULL;
  11156. sd = BL_CAST(BL_PC,bl);
  11157. flag = regen->flag;
  11158. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  11159. flag&=~(RGN_HP|RGN_SHP);
  11160. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  11161. flag&=~(RGN_SP|RGN_SSP);
  11162. if (flag && (
  11163. status_isdead(bl) ||
  11164. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  11165. ))
  11166. flag=0;
  11167. if (sd) {
  11168. if (sd->hp_loss.value || sd->sp_loss.value)
  11169. pc_bleeding(sd, natural_heal_diff_tick);
  11170. if (sd->hp_regen.value || sd->sp_regen.value)
  11171. pc_regen(sd, natural_heal_diff_tick);
  11172. }
  11173. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  11174. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) { // Apply sitting regen bonus.
  11175. sregen = regen->ssregen;
  11176. if(flag&(RGN_SHP)) { // Sitting HP regen
  11177. val = natural_heal_diff_tick * sregen->rate.hp;
  11178. if (regen->state.overweight)
  11179. val>>=1; // Half as fast when overweight.
  11180. sregen->tick.hp += val;
  11181. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11182. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  11183. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  11184. flag&=~(RGN_HP|RGN_SHP);
  11185. break;
  11186. }
  11187. }
  11188. }
  11189. if(flag&(RGN_SSP)) { // Sitting SP regen
  11190. val = natural_heal_diff_tick * sregen->rate.sp;
  11191. if (regen->state.overweight)
  11192. val>>=1; // Half as fast when overweight.
  11193. sregen->tick.sp += val;
  11194. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11195. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  11196. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  11197. flag&=~(RGN_SP|RGN_SSP);
  11198. break;
  11199. }
  11200. }
  11201. }
  11202. }
  11203. if (flag && regen->state.overweight)
  11204. flag=0;
  11205. ud = unit_bl2ud(bl);
  11206. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  11207. flag&=~(RGN_SHP|RGN_SSP);
  11208. if(!regen->state.walk)
  11209. flag&=~RGN_HP;
  11210. }
  11211. if (!flag)
  11212. return 0;
  11213. if (flag&(RGN_HP|RGN_SP)) {
  11214. if(!vd) vd = status_get_viewdata(bl);
  11215. if(vd && vd->dead_sit == 2)
  11216. bonus++;
  11217. if(regen->state.gc)
  11218. bonus++;
  11219. }
  11220. // Natural Hp regen
  11221. if (flag&RGN_HP) {
  11222. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  11223. if (ud && ud->walktimer != INVALID_TIMER)
  11224. rate/=2;
  11225. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  11226. if(bl->type==BL_HOM) rate *=2;
  11227. regen->tick.hp += rate;
  11228. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  11229. val = 0;
  11230. do {
  11231. val += regen->hp;
  11232. regen->tick.hp -= battle_config.natural_healhp_interval;
  11233. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  11234. if (status_heal(bl, val, 0, 1) < val)
  11235. flag&=~RGN_SHP; // Full.
  11236. }
  11237. }
  11238. // Natural SP regen
  11239. if(flag&RGN_SP) {
  11240. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  11241. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  11242. if(bl->type==BL_HOM) rate *=2;
  11243. regen->tick.sp += rate;
  11244. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  11245. val = 0;
  11246. do {
  11247. val += regen->sp;
  11248. regen->tick.sp -= battle_config.natural_healsp_interval;
  11249. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  11250. if (status_heal(bl, 0, val, 1) < val)
  11251. flag&=~RGN_SSP; // full.
  11252. }
  11253. }
  11254. if (!regen->sregen)
  11255. return flag;
  11256. // Skill regen
  11257. sregen = regen->sregen;
  11258. if(flag&RGN_SHP) { // Skill HP regen
  11259. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  11260. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11261. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  11262. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  11263. break; // Full
  11264. }
  11265. }
  11266. if(flag&RGN_SSP) { // Skill SP regen
  11267. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  11268. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11269. val = sregen->sp;
  11270. if (sd && sd->state.doridori) {
  11271. val*=2;
  11272. sd->state.doridori = 0;
  11273. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  11274. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  11275. 100,rate,skill_get_time(TK_SPTIME, rate));
  11276. if (
  11277. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  11278. rnd()%10000 < battle_config.sg_angel_skill_ratio
  11279. ) { // Angel of the Sun/Moon/Star
  11280. clif_feel_hate_reset(sd);
  11281. pc_resethate(sd);
  11282. pc_resetfeel(sd);
  11283. }
  11284. }
  11285. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  11286. if(status_heal(bl, 0, val, 3) < val)
  11287. break; // Full
  11288. }
  11289. }
  11290. return flag;
  11291. }
  11292. /**
  11293. * Natural heal main timer
  11294. * @param tid: Timer ID
  11295. * @param tick: Current tick (time)
  11296. * @param id: Object ID to heal
  11297. * @param data: data pushed through timer function
  11298. * @return 0
  11299. **/
  11300. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  11301. {
  11302. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  11303. map_foreachregen(status_natural_heal);
  11304. natural_heal_prev_tick = tick;
  11305. return 0;
  11306. }
  11307. /**
  11308. * Get the chance to upgrade a piece of equipment
  11309. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  11310. * @param refine: The target's refine level
  11311. * @return The chance to refine the item, in percent (0~100)
  11312. **/
  11313. int status_get_refine_chance(enum refine_type wlv, int refine)
  11314. {
  11315. if ( refine < 0 || refine >= MAX_REFINE)
  11316. return 0;
  11317. return refine_info[wlv].chance[refine];
  11318. }
  11319. /**
  11320. * Read sizefix database for attack calculations
  11321. * @param fields: Fields passed from sv_readdb
  11322. * @param columns: Columns passed from sv_readdb function call
  11323. * @param current: Current row being read into atkmods array
  11324. * @return True
  11325. **/
  11326. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  11327. {
  11328. unsigned int i;
  11329. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  11330. atkmods[current][i] = atoi(fields[i]);
  11331. return true;
  11332. }
  11333. /**
  11334. * Read refine database for refining calculations
  11335. * @param fields: Fields passed from sv_readdb
  11336. * @param columns: Columns passed from sv_readdb function call
  11337. * @param current: Current row being read into refine_info array
  11338. * @return True
  11339. **/
  11340. static bool status_readdb_refine(char* fields[], int columns, int current)
  11341. {
  11342. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  11343. current = atoi(fields[0]);
  11344. if (current < 0 || current >= REFINE_TYPE_MAX)
  11345. return false;
  11346. bonus_per_level = atoi(fields[1]);
  11347. random_bonus_start_level = atoi(fields[2]);
  11348. random_bonus = atoi(fields[3]);
  11349. for(i = 0; i < MAX_REFINE; i++) {
  11350. char* delim;
  11351. if (!(delim = strchr(fields[4+i], ':')))
  11352. return false;
  11353. *delim = '\0';
  11354. refine_info[current].chance[i] = atoi(fields[4+i]);
  11355. if (i >= random_bonus_start_level - 1)
  11356. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  11357. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  11358. if (i > 0)
  11359. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  11360. }
  11361. return true;
  11362. }
  11363. /**
  11364. * Read attribute fix database for attack calculations
  11365. * Function stores information in the attr_fix_table
  11366. * @return True
  11367. **/
  11368. static bool status_readdb_attrfix(const char *basedir,bool silent)
  11369. {
  11370. FILE *fp;
  11371. char line[512], path[512],*p;
  11372. int entries=0;
  11373. sprintf(path, "%s/attr_fix.txt", basedir);
  11374. fp=fopen(path,"r");
  11375. if(fp==NULL) {
  11376. if(silent==0) ShowError("can't read %s\n", path);
  11377. return 1;
  11378. }
  11379. while(fgets(line, sizeof(line), fp))
  11380. {
  11381. char *split[10];
  11382. int lv,n,i,j;
  11383. if(line[0]=='/' && line[1]=='/')
  11384. continue;
  11385. for(j=0,p=line;j<3 && p;j++) {
  11386. split[j]=p;
  11387. p=strchr(p,',');
  11388. if(p) *p++=0;
  11389. }
  11390. if( j < 2 )
  11391. continue;
  11392. lv=atoi(split[0]);
  11393. n=atoi(split[1]);
  11394. for(i=0;i<n && i<ELE_ALL;) {
  11395. if( !fgets(line, sizeof(line), fp) )
  11396. break;
  11397. if(line[0]=='/' && line[1]=='/')
  11398. continue;
  11399. for(j=0,p=line;j<n && j<ELE_ALL && p;j++) {
  11400. while(*p==32 && *p>0)
  11401. p++;
  11402. attr_fix_table[lv-1][i][j]=atoi(p);
  11403. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  11404. attr_fix_table[lv-1][i][j] = 0;
  11405. p=strchr(p,',');
  11406. if(p) *p++=0;
  11407. }
  11408. i++;
  11409. }
  11410. entries++;
  11411. }
  11412. fclose(fp);
  11413. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  11414. return true;
  11415. }
  11416. /**
  11417. * Sets defaults in tables and starts read db functions
  11418. * sv_readdb reads the file, outputting the information line-by-line to
  11419. * previous functions above, separating information by delimiter
  11420. * DBs being read:
  11421. * attr_fix.txt: Attribute adjustment table for attacks
  11422. * size_fix.txt: Size adjustment table for weapons
  11423. * refine_db.txt: Refining data table
  11424. * @return 0
  11425. **/
  11426. int status_readdb(void)
  11427. {
  11428. int i, j, k;
  11429. const char* dbsubpath[] = {
  11430. "",
  11431. "/"DBIMPORT,
  11432. //add other path here
  11433. };
  11434. // Initialize databases to default
  11435. // size_fix.txt
  11436. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  11437. for(j=0;j<MAX_WEAPON_TYPE;j++)
  11438. atkmods[i][j]=100;
  11439. // refine_db.txt
  11440. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  11441. {
  11442. for(j=0;j<MAX_REFINE; j++)
  11443. {
  11444. refine_info[i].chance[j] = 100;
  11445. refine_info[i].bonus[j] = 0;
  11446. refine_info[i].randombonus_max[j] = 0;
  11447. }
  11448. }
  11449. // attr_fix.txt
  11450. for(i=0;i<4;i++)
  11451. for(j=0;j<ELE_ALL;j++)
  11452. for(k=0;k<ELE_ALL;k++)
  11453. attr_fix_table[i][j][k]=100;
  11454. // read databases
  11455. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  11456. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  11457. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  11458. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  11459. char* dbsubpath1 = (char*)aMalloc(n1+1);
  11460. char* dbsubpath2 = (char*)aMalloc(n2+1);
  11461. if(i==0) {
  11462. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  11463. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  11464. }
  11465. else {
  11466. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  11467. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  11468. }
  11469. status_readdb_attrfix(dbsubpath2,i); // !TODO use sv_readdb ?
  11470. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i);
  11471. sv_readdb(dbsubpath2, "refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine, i);
  11472. aFree(dbsubpath1);
  11473. aFree(dbsubpath2);
  11474. }
  11475. return 0;
  11476. }
  11477. /**
  11478. * Status db init and destroy.
  11479. **/
  11480. int do_init_status(void)
  11481. {
  11482. add_timer_func_list(status_change_timer,"status_change_timer");
  11483. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  11484. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  11485. initChangeTables();
  11486. initDummyData();
  11487. status_readdb();
  11488. natural_heal_prev_tick = gettick();
  11489. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
  11490. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  11491. return 0;
  11492. }
  11493. void do_final_status(void)
  11494. {
  11495. ers_destroy(sc_data_ers);
  11496. }