status.c 369 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/random.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "pet.h"
  16. #include "npc.h"
  17. #include "mob.h"
  18. #include "clif.h"
  19. #include "guild.h"
  20. #include "skill.h"
  21. #include "itemdb.h"
  22. #include "battle.h"
  23. #include "chrif.h"
  24. #include "skill.h"
  25. #include "status.h"
  26. #include "script.h"
  27. #include "unit.h"
  28. #include "homunculus.h"
  29. #include "mercenary.h"
  30. #include "elemental.h"
  31. #include "vending.h"
  32. #include <time.h>
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <memory.h>
  36. #include <string.h>
  37. #include <math.h>
  38. //Regen related flags.
  39. enum e_regen
  40. {
  41. RGN_HP = 0x01,
  42. RGN_SP = 0x02,
  43. RGN_SHP = 0x04,
  44. RGN_SSP = 0x08,
  45. };
  46. static int max_weight_base[CLASS_COUNT];
  47. static int hp_coefficient[CLASS_COUNT];
  48. static int hp_coefficient2[CLASS_COUNT];
  49. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  50. static int sp_coefficient[CLASS_COUNT];
  51. #ifdef RENEWAL_ASPD
  52. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1];
  53. #else
  54. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  55. #endif
  56. // bonus values and upgrade chances for refining equipment
  57. static struct {
  58. int chance[MAX_REFINE]; // success chance
  59. int bonus[MAX_REFINE]; // cumulative fixed bonus damage
  60. int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage
  61. } refine_info[REFINE_TYPE_MAX];
  62. static int atkmods[3][MAX_WEAPON_TYPE]; //ATK weapon modification for size (size_fix.txt)
  63. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  64. static struct eri *sc_data_ers; //For sc_data entries
  65. static struct status_data dummy_status;
  66. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  67. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  68. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  69. //to avoid cards exploits
  70. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  71. static int StatusIconChangeTable[SC_MAX]; // status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
  72. static unsigned int StatusChangeFlagTable[SC_MAX]; // status -> flags
  73. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  74. static int StatusRelevantBLTypes[SI_MAX]; // "icon" -> enum bl_type (for clif_status_change to identify for which bl types to send packets)
  75. static unsigned int StatusChangeStateTable[SC_MAX]; // status -> flags
  76. /**
  77. * Returns the status change associated with a skill.
  78. * @param skill The skill to look up
  79. * @return The status registered for this skill
  80. **/
  81. sc_type status_skill2sc(int skill)
  82. {
  83. int idx = skill_get_index(skill);
  84. if( idx == 0 ) {
  85. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  86. return SC_NONE;
  87. }
  88. return SkillStatusChangeTable[idx];
  89. }
  90. /**
  91. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  92. * Utilized for various duration lookups. Use with caution!
  93. * @param sc The status to look up
  94. * @return A skill associated with the status
  95. **/
  96. int status_sc2skill(sc_type sc)
  97. {
  98. if( sc < 0 || sc >= SC_MAX ) {
  99. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  100. return 0;
  101. }
  102. return StatusSkillChangeTable[sc];
  103. }
  104. /**
  105. * Returns the status calculation flag associated with a given status change.
  106. * @param sc The status to look up
  107. * @return The scb_flag registered for this status (see enum scb_flag)
  108. **/
  109. unsigned int status_sc2scb_flag(sc_type sc)
  110. {
  111. if( sc < 0 || sc >= SC_MAX ) {
  112. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  113. return SCB_NONE;
  114. }
  115. return StatusChangeFlagTable[sc];
  116. }
  117. /**
  118. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  119. * @param type The client-side status identifier to look up (see enum si_type)
  120. * @return The bl types relevant to the type (see enum bl_type)
  121. **/
  122. int status_type2relevant_bl_types(int type)
  123. {
  124. if( type < 0 || type >= SI_MAX ) {
  125. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  126. return SI_BLANK;
  127. }
  128. return StatusRelevantBLTypes[type];
  129. }
  130. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  131. // indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  132. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  133. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  134. {
  135. uint16 idx = skill_get_index(skill_id);
  136. if( idx == 0 ) {
  137. ShowError("set_sc: Unsupported skill id %d\n", skill_id);
  138. return;
  139. }
  140. if( sc < 0 || sc >= SC_MAX ) {
  141. ShowError("set_sc: Unsupported status change id %d\n", sc);
  142. return;
  143. }
  144. if( StatusSkillChangeTable[sc] == 0 )
  145. StatusSkillChangeTable[sc] = skill_id;
  146. if( StatusIconChangeTable[sc] == SI_BLANK )
  147. StatusIconChangeTable[sc] = icon;
  148. StatusChangeFlagTable[sc] |= flag;
  149. if( SkillStatusChangeTable[idx] == SC_NONE )
  150. SkillStatusChangeTable[idx] = sc;
  151. }
  152. void initChangeTables(void) {
  153. int i;
  154. for (i = 0; i < SC_MAX; i++)
  155. StatusIconChangeTable[i] = SI_BLANK;
  156. for (i = 0; i < MAX_SKILL; i++)
  157. SkillStatusChangeTable[i] = SC_NONE;
  158. for (i = 0; i < SI_MAX; i++)
  159. StatusRelevantBLTypes[i] = BL_PC;
  160. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  161. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  162. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  163. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  164. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  165. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  166. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  167. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  168. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  169. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  170. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  171. set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
  172. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  173. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  174. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  175. //The main status definitions
  176. add_sc( SM_BASH , SC_STUN );
  177. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  178. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  179. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  180. add_sc( MG_SIGHT , SC_SIGHT );
  181. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  182. add_sc( MG_FROSTDIVER , SC_FREEZE );
  183. add_sc( MG_STONECURSE , SC_STONE );
  184. add_sc( AL_RUWACH , SC_RUWACH );
  185. add_sc( AL_PNEUMA , SC_PNEUMA );
  186. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  187. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  188. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  189. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  190. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  191. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  192. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  193. add_sc( TF_POISON , SC_POISON );
  194. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  195. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  196. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  197. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  198. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  199. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  200. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  201. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  202. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  203. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  204. add_sc( PR_LEXDIVINA , SC_SILENCE );
  205. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  206. add_sc( WZ_METEOR , SC_STUN );
  207. add_sc( WZ_VERMILION , SC_BLIND );
  208. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  209. add_sc( WZ_STORMGUST , SC_FREEZE );
  210. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  211. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  212. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  213. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  214. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  215. add_sc( HT_LANDMINE , SC_STUN );
  216. add_sc( HT_ANKLESNARE , SC_ANKLE );
  217. add_sc( HT_SANDMAN , SC_SLEEP );
  218. add_sc( HT_FLASHER , SC_BLIND );
  219. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  220. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  221. add_sc( AS_SONICBLOW , SC_STUN );
  222. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  223. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  224. add_sc( AS_VENOMDUST , SC_POISON );
  225. add_sc( AS_SPLASHER , SC_SPLASHER );
  226. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  227. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  228. add_sc( TF_SPRINKLESAND , SC_BLIND );
  229. add_sc( TF_THROWSTONE , SC_STUN );
  230. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  231. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  232. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  233. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  234. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  235. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  236. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  237. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  238. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  239. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  240. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  241. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  242. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  243. add_sc( NPC_POISON , SC_POISON );
  244. add_sc( NPC_BLINDATTACK , SC_BLIND );
  245. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  246. add_sc( NPC_STUNATTACK , SC_STUN );
  247. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  248. add_sc( NPC_CURSEATTACK , SC_CURSE );
  249. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  250. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  251. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  252. add_sc( NPC_DARKBLESSING , SC_COMA );
  253. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  254. add_sc( NPC_DEFENDER , SC_ARMOR );
  255. add_sc( NPC_LICK , SC_STUN );
  256. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  257. add_sc( NPC_REBIRTH , SC_REBIRTH );
  258. add_sc( RG_RAID , SC_STUN );
  259. #ifdef RENEWAL
  260. add_sc( RG_RAID , SC_RAID );
  261. add_sc( RG_BACKSTAP , SC_STUN );
  262. #endif
  263. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  264. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  265. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  266. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  267. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  268. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  269. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  270. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  271. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  272. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  273. add_sc( CR_SHIELDCHARGE , SC_STUN );
  274. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  275. add_sc( CR_HOLYCROSS , SC_BLIND );
  276. add_sc( CR_GRANDCROSS , SC_BLIND );
  277. add_sc( CR_DEVOTION , SC_DEVOTION );
  278. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  279. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  280. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  281. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  282. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  283. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  284. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  285. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  286. #ifdef RENEWAL
  287. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  288. #endif
  289. add_sc( SA_MAGICROD , SC_MAGICROD );
  290. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  291. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  292. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  293. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  294. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  295. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  296. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  297. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  298. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  299. add_sc( SA_COMA , SC_COMA );
  300. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  301. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  302. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  303. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  304. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  305. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  306. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  307. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
  308. add_sc( BA_FROSTJOKER , SC_FREEZE );
  309. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  310. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  311. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  312. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  313. add_sc( DC_SCREAM , SC_STUN );
  314. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  315. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  316. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  317. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );
  318. add_sc( NPC_DARKCROSS , SC_BLIND );
  319. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  320. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  321. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  322. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  323. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  324. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  325. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  326. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  327. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  328. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  329. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  330. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  331. set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  332. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  333. add_sc( HP_BASILICA , SC_BASILICA );
  334. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  335. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  336. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  337. add_sc( PA_GOSPEL , SC_SCRESIST );
  338. add_sc( CH_TIGERFIST , SC_STOP );
  339. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  340. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  341. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  342. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  343. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  344. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  345. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  346. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  347. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  348. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  349. add_sc( LK_SPIRALPIERCE , SC_STOP );
  350. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  351. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  352. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  353. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  354. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  355. add_sc( PF_FOGWALL , SC_FOGWALL );
  356. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  357. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  358. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  359. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  360. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  361. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  362. add_sc( TK_DOWNKICK , SC_STUN );
  363. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  364. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  365. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  366. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  367. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  368. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  369. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  370. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  371. add_sc( SG_MOON_WARM , SC_WARM );
  372. add_sc( SG_STAR_WARM , SC_WARM );
  373. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  374. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  375. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  376. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  377. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  378. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  379. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  380. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  381. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  382. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  383. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  384. add_sc( SL_STUN , SC_STUN );
  385. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  386. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  387. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  388. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  389. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  390. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  391. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  392. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  393. add_sc( WS_CARTTERMINATION , SC_STUN );
  394. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  395. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  396. add_sc( CG_HERMODE , SC_HERMODE );
  397. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  398. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  399. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  400. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  401. add_sc( GS_CRACKER , SC_STUN );
  402. add_sc( GS_DISARM , SC_STRIPWEAPON );
  403. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  404. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  405. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  406. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  407. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  408. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  409. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  410. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  411. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  412. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  413. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  414. add_sc( NPC_ICEBREATH , SC_FREEZE );
  415. add_sc( NPC_ACIDBREATH , SC_POISON );
  416. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  417. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  418. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  419. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  420. add_sc( NPC_WIDESTONE , SC_STONE );
  421. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  422. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  423. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  424. add_sc( NPC_EVILLAND , SC_BLIND );
  425. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  426. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  427. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  428. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  429. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  430. add_sc( NPC_WIDECURSE , SC_CURSE );
  431. add_sc( NPC_WIDESTUN , SC_STUN );
  432. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  433. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  434. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  435. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  436. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  437. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  438. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  439. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  440. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF );
  441. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  442. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  443. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  444. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  445. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  446. add_sc( MO_BALKYOUNG , SC_STUN );
  447. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  448. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  449. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  450. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  451. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  452. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  453. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  454. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  455. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  456. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  457. // Homunculus S
  458. add_sc(MH_STAHL_HORN , SC_STUN );
  459. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  460. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  461. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  462. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_BLANK , SCB_FLEE|SCB_ASPD );
  463. add_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE );
  464. set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  465. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
  466. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
  467. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  468. add_sc(MH_LAVA_SLIDE , SC_BURNING );
  469. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  470. add_sc(MH_POISON_MIST , SC_BLIND );
  471. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
  472. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  473. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER, SCB_FLEE );
  474. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY, SCB_FLEE );
  475. set_sc(MH_CBC , SC_CBC, SI_CBC , SCB_FLEE );
  476. set_sc(MH_EQC , SC_EQC, SI_EQC , SCB_DEF2|SCB_BATK|SCB_MAXHP );
  477. add_sc( MER_CRASH , SC_STUN );
  478. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  479. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  480. add_sc( MER_SIGHT , SC_SIGHT );
  481. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  482. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  483. add_sc( MER_LEXDIVINA , SC_SILENCE );
  484. add_sc( MA_LANDMINE , SC_STUN );
  485. add_sc( MA_SANDMAN , SC_SLEEP );
  486. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  487. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  488. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  489. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  490. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  491. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  492. 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 );
  493. add_sc( ML_SPIRALPIERCE , SC_STOP );
  494. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  495. add_sc( ML_DEVOTION , SC_DEVOTION );
  496. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  497. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  498. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  499. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  500. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  501. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  502. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  503. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  504. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  505. /**
  506. * Rune Knight
  507. **/
  508. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  509. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  510. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  511. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  512. add_sc( RK_DRAGONBREATH , SC_BURNING );
  513. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  514. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  515. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  516. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  517. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
  518. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  519. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  520. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  521. /**
  522. * GC Guillotine Cross
  523. **/
  524. set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  525. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  526. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  527. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  528. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
  529. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  530. /**
  531. * Arch Bishop
  532. **/
  533. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  534. add_sc( AB_CLEMENTIA , SC_BLESSING );
  535. add_sc( AB_CANTO , SC_INCREASEAGI );
  536. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  537. add_sc( AB_PRAEFATIO , SC_KYRIE );
  538. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  539. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  540. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  541. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  542. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
  543. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  544. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  545. /**
  546. * Warlock
  547. **/
  548. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  549. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  550. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
  551. set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  552. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  553. /**
  554. * Ranger
  555. **/
  556. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  557. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  558. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
  559. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED );
  560. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  561. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  562. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  563. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  564. add_sc( RA_FIRINGTRAP , SC_BURNING );
  565. set_sc_with_vfx( RA_ICEBOUNDTRAP , SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
  566. /**
  567. * Mechanic
  568. **/
  569. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  570. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  571. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  572. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  573. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  574. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  575. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
  576. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  577. /**
  578. * Royal Guard
  579. **/
  580. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
  581. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
  582. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  583. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  584. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
  585. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  586. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  587. 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);
  588. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
  589. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
  590. /**
  591. * Shadow Chaser
  592. **/
  593. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  594. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
  595. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  596. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  597. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  598. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  599. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
  600. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
  601. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  602. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
  603. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  604. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
  605. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  606. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  607. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  608. set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BERSERK , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN );
  609. /**
  610. * Sura
  611. **/
  612. add_sc( SR_DRAGONCOMBO , SC_STUN );
  613. add_sc( SR_EARTHSHAKER , SC_STUN );
  614. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  615. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  616. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  617. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  618. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  619. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
  620. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  621. /**
  622. * Wanderer / Minstrel
  623. **/
  624. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  625. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  626. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  627. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
  628. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
  629. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  630. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  631. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  632. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  633. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  634. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
  635. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  636. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  637. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  638. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  639. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
  640. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
  641. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
  642. /**
  643. * Sorcerer
  644. **/
  645. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  646. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  647. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  648. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
  649. add_sc( SO_CLOUD_KILL , SC_POISON );
  650. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  651. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  652. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  653. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  654. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  655. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  656. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  657. 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 );
  658. /**
  659. * Genetic
  660. **/
  661. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_CARTSBOOST , SCB_SPEED );
  662. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  663. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  664. set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE );
  665. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
  666. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
  667. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  668. // Elemental Spirit summoner's 'side' status changes.
  669. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  670. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  671. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  672. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  673. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
  674. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  675. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  676. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  677. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  678. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  679. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  680. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  681. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  682. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  683. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  684. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  685. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  686. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  687. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  688. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  689. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  690. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
  691. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
  692. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  693. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  694. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  695. add_sc( KO_YAMIKUMO , SC_HIDING );
  696. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  697. add_sc( KO_MAKIBISHI , SC_STUN );
  698. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  699. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  700. add_sc( KO_JYUSATSU , SC_CURSE );
  701. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  702. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  703. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  704. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  705. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  706. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  707. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  708. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  709. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  710. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  711. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  712. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  713. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  714. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  715. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  716. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  717. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  718. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  719. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  720. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  721. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  722. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  723. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  724. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  725. //Status that don't have a skill associated.
  726. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  727. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  728. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  729. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  730. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  731. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  732. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  733. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  734. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  735. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  736. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  737. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  738. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  739. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  740. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  741. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  742. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  743. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  744. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  745. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  746. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  747. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  748. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  749. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  750. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  751. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  752. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  753. //Cash Items
  754. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  755. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  756. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  757. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  758. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  759. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  760. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  761. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  762. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  763. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  764. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  765. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  766. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  767. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  768. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  769. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  770. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  771. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  772. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  773. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  774. // Mercenary Bonus Effects
  775. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  776. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  777. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  778. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  779. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  780. // Warlock Spheres
  781. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  782. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  783. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  784. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  785. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  786. // Warlock Preserved spells
  787. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  788. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  789. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  790. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  791. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  792. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  793. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  794. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  795. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  796. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  797. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  798. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  799. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  800. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  801. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  802. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  803. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  804. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  805. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  806. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  807. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  808. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  809. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  810. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  811. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  812. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  813. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  814. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  815. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  816. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  817. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  818. //Genetics New Food Items Status Icons
  819. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  820. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  821. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  822. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  823. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  824. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  825. StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
  826. StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
  827. StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
  828. StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
  829. StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
  830. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
  831. StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
  832. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
  833. // Elemental Spirit's 'side' status change icons.
  834. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  835. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  836. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  837. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  838. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  839. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  840. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  841. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  842. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  843. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  844. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  845. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  846. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  847. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  848. StatusIconChangeTable[SC_GUST] = SI_GUST;
  849. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  850. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  851. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  852. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  853. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  854. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  855. //Other SC which are not necessarily associated to skills.
  856. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  857. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  858. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  859. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  860. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  861. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  862. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  863. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  864. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  865. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  866. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  867. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  868. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  869. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  870. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  871. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  872. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  873. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  874. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  875. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  876. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  877. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  878. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  879. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  880. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  881. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  882. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  883. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  884. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  885. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  886. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  887. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  888. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  889. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  890. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  891. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  892. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  893. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  894. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  895. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  896. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  897. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  898. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  899. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  900. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  901. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  902. // Cash Items
  903. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  904. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  905. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  906. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  907. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  908. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  909. // Mercenary Bonus Effects
  910. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  911. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  912. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  913. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  914. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  915. // Guillotine Cross Poison Effects
  916. StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
  917. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  918. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  919. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  920. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  921. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  922. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  923. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  924. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  925. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  926. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  927. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  928. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  929. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  930. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  931. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  932. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
  933. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  934. #ifdef RENEWAL_EDP
  935. // renewal EDP increases your weapon atk
  936. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  937. #endif
  938. if( !battle_config.display_hallucination ) //Disable Hallucination.
  939. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  940. /* StatusChangeState (SCS_) NOMOVE */
  941. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  942. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  943. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  944. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  945. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  946. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  947. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  948. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  949. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  950. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  951. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  952. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  953. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  954. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  955. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  956. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  957. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  958. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  959. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  960. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  961. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  962. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  963. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  964. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  965. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  966. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  967. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  968. StatusChangeStateTable[SC_KYOUGAKU] |= SCS_NOMOVE;
  969. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  970. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  971. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  972. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  973. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  974. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  975. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  976. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  977. /* StatusChangeState (SCS_) NODROPITEMS */
  978. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  979. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  980. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  981. /* StatusChangeState (SCS_) NOCAST (skills) */
  982. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  983. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  984. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  985. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  986. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  987. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  988. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  989. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
  990. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  991. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  992. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  993. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  994. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  995. /* StatusChangeState (SCS_) NOCHAT (skills) */
  996. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  997. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  998. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  999. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCHAT;
  1000. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1001. }
  1002. static void initDummyData(void)
  1003. {
  1004. memset(&dummy_status, 0, sizeof(dummy_status));
  1005. dummy_status.hp =
  1006. dummy_status.max_hp =
  1007. dummy_status.max_sp =
  1008. dummy_status.str =
  1009. dummy_status.agi =
  1010. dummy_status.vit =
  1011. dummy_status.int_ =
  1012. dummy_status.dex =
  1013. dummy_status.luk =
  1014. dummy_status.hit = 1;
  1015. dummy_status.speed = 2000;
  1016. dummy_status.adelay = 4000;
  1017. dummy_status.amotion = 2000;
  1018. dummy_status.dmotion = 2000;
  1019. dummy_status.ele_lv = 1; //Min elemental level.
  1020. dummy_status.mode = MD_CANMOVE;
  1021. }
  1022. //For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1023. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1024. {
  1025. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1026. }
  1027. //Sets HP to given value. Flag is the flag passed to status_heal in case
  1028. //final value is higher than current (use 2 to make a healing effect display
  1029. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  1030. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1031. {
  1032. struct status_data *status;
  1033. if (hp < 1) return 0;
  1034. status = status_get_status_data(bl);
  1035. if (status == &dummy_status)
  1036. return 0;
  1037. if (hp > status->max_hp) hp = status->max_hp;
  1038. if (hp == status->hp) return 0;
  1039. if (hp > status->hp)
  1040. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1041. return status_zap(bl, status->hp - hp, 0);
  1042. }
  1043. //Sets SP to given value. Flag is the flag passed to status_heal in case
  1044. //final value is higher than current (use 2 to make a healing effect display
  1045. //on players)
  1046. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1047. {
  1048. struct status_data *status;
  1049. status = status_get_status_data(bl);
  1050. if (status == &dummy_status)
  1051. return 0;
  1052. if (sp > status->max_sp) sp = status->max_sp;
  1053. if (sp == status->sp) return 0;
  1054. if (sp > status->sp)
  1055. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1056. return status_zap(bl, 0, status->sp - sp);
  1057. }
  1058. int status_charge(struct block_list* bl, int hp, int sp)
  1059. {
  1060. if(!(bl->type&BL_CONSUME))
  1061. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  1062. return status_damage(NULL, bl, hp, sp, 0, 3);
  1063. }
  1064. //Inflicts damage on the target with the according walkdelay.
  1065. //If flag&1, damage is passive and does not triggers cancelling status changes.
  1066. //If flag&2, fail if target does not has enough to substract.
  1067. //If flag&4, if killed, mob must not give exp/loot.
  1068. //flag will be set to &8 when damaging sp of a dead character
  1069. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  1070. {
  1071. struct status_data *status;
  1072. struct status_change *sc;
  1073. if(sp && !(target->type&BL_CONSUME))
  1074. sp = 0; //Not a valid SP target.
  1075. if (hp < 0) { //Assume absorbed damage.
  1076. status_heal(target, -hp, 0, 1);
  1077. hp = 0;
  1078. }
  1079. if (sp < 0) {
  1080. status_heal(target, 0, -sp, 1);
  1081. sp = 0;
  1082. }
  1083. if (target->type == BL_SKILL)
  1084. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  1085. status = status_get_status_data(target);
  1086. if( status == &dummy_status )
  1087. return 0;
  1088. if ((unsigned int)hp >= status->hp) {
  1089. if (flag&2) return 0;
  1090. hp = status->hp;
  1091. }
  1092. if ((unsigned int)sp > status->sp) {
  1093. if (flag&2) return 0;
  1094. sp = status->sp;
  1095. }
  1096. if (!hp && !sp)
  1097. return 0;
  1098. if( !status->hp )
  1099. flag |= 8;
  1100. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  1101. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  1102. // if (!target->prev && !(flag&2))
  1103. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  1104. sc = status_get_sc(target);
  1105. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1106. hp = 1;
  1107. if( hp && !(flag&1) ) {
  1108. if( sc ) {
  1109. struct status_change_entry *sce;
  1110. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1111. status_change_end(target, SC_STONE, INVALID_TIMER);
  1112. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1113. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1114. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1115. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1116. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1117. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1118. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1119. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1120. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1121. status_change_end(target, SC__INVISIBILITY, INVALID_TIMER);
  1122. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1123. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1124. //Endure count is only reduced by non-players on non-gvg maps.
  1125. //val4 signals infinite endure. [Skotlex]
  1126. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1127. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1128. }
  1129. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1130. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1131. if (sg) {
  1132. skill_delunitgroup(sg);
  1133. sce->val4 = 0;
  1134. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1135. }
  1136. }
  1137. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1138. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1139. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1140. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1141. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1142. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1143. }
  1144. unit_skillcastcancel(target, 2);
  1145. }
  1146. status->hp-= hp;
  1147. status->sp-= sp;
  1148. if (sc && hp && status->hp) {
  1149. if (sc->data[SC_AUTOBERSERK] &&
  1150. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1151. status->hp < status->max_hp>>2)
  1152. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1153. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1154. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1155. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1156. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1157. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1158. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1159. if (sc->data[SC__BLOODYLUST] && status->hp <= 100)
  1160. status_change_end(target, SC__BLOODYLUST, INVALID_TIMER);
  1161. }
  1162. switch (target->type) {
  1163. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1164. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1165. case BL_HOM: merc_damage((TBL_HOM*)target); break;
  1166. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1167. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1168. }
  1169. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) {// stop walking when attacked in disguise to prevent walk-delay bug
  1170. unit_stop_walking( target, 1 );
  1171. }
  1172. if( status->hp || (flag&8) ) { //Still lives or has been dead before this damage.
  1173. if (walkdelay)
  1174. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1175. return hp+sp;
  1176. }
  1177. status->hp = 0;
  1178. //NOTE: These dead functions should return: [Skotlex]
  1179. //0: Death cancelled, auto-revived.
  1180. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  1181. //&2: Also remove object from map.
  1182. //&4: Also delete object from memory.
  1183. switch (target->type) {
  1184. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1185. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1186. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target); break;
  1187. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1188. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1189. default: //Unhandled case, do nothing to object.
  1190. flag = 0;
  1191. break;
  1192. }
  1193. if(!flag) //Death cancelled.
  1194. return hp+sp;
  1195. //Normal death
  1196. if (battle_config.clear_unit_ondeath &&
  1197. battle_config.clear_unit_ondeath&target->type)
  1198. skill_clear_unitgroup(target);
  1199. if(target->type&BL_REGEN) { //Reset regen ticks.
  1200. struct regen_data *regen = status_get_regen_data(target);
  1201. if (regen) {
  1202. memset(&regen->tick, 0, sizeof(regen->tick));
  1203. if (regen->sregen)
  1204. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1205. if (regen->ssregen)
  1206. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1207. }
  1208. }
  1209. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { //flag&8 = disable Kaizel
  1210. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1211. //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1212. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1213. status_revive(target, 100, 100);
  1214. else
  1215. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1216. status_change_clear(target,0);
  1217. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1218. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1219. if( target->type == BL_MOB )
  1220. ((TBL_MOB*)target)->state.rebirth = 1;
  1221. return hp+sp;
  1222. }
  1223. if(target->type == BL_PC) {
  1224. TBL_PC *sd = BL_CAST(BL_PC,target);
  1225. TBL_HOM *hd = sd->hd;
  1226. if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]) {
  1227. status_change_clear(target,0);
  1228. 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
  1229. clif_skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, status_revive(&sd->bl,hd->sc.data[SC_LIGHT_OF_REGENE]->val2,0));
  1230. status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER);
  1231. return hp + sp;
  1232. }
  1233. }
  1234. 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.
  1235. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1236. status_change_clear(target,0);
  1237. ((TBL_MOB*)target)->state.rebirth = 1;
  1238. return hp+sp;
  1239. }
  1240. status_change_clear(target,0);
  1241. if(flag&4) //Delete from memory. (also invokes map removal code)
  1242. unit_free(target,CLR_DEAD);
  1243. else if(flag&2) //remove from map
  1244. unit_remove_map(target,CLR_DEAD);
  1245. else { //Some death states that would normally be handled by unit_remove_map
  1246. unit_stop_attack(target);
  1247. unit_stop_walking(target,1);
  1248. unit_skillcastcancel(target,0);
  1249. clif_clearunit_area(target,CLR_DEAD);
  1250. skill_unit_move(target,gettick(),4);
  1251. skill_cleartimerskill(target);
  1252. }
  1253. return hp+sp;
  1254. }
  1255. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  1256. //If flag&2, when the player is healed, show the HP/SP heal effect.
  1257. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  1258. {
  1259. struct status_data *status;
  1260. struct status_change *sc;
  1261. status = status_get_status_data(bl);
  1262. if (status == &dummy_status || !status->hp)
  1263. return 0;
  1264. sc = status_get_sc(bl);
  1265. if (sc && !sc->count)
  1266. sc = NULL;
  1267. if (hp < 0) {
  1268. if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
  1269. status_damage(NULL, bl, -hp, 0, 0, 1);
  1270. hp = 0;
  1271. }
  1272. if(hp) {
  1273. if( sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) ) {
  1274. if( flag&1 )
  1275. flag &= ~2;
  1276. else
  1277. hp = 0;
  1278. }
  1279. if((unsigned int)hp > status->max_hp - status->hp)
  1280. hp = status->max_hp - status->hp;
  1281. }
  1282. if(sp < 0) {
  1283. if (sp==INT_MIN) sp++;
  1284. status_damage(NULL, bl, 0, -sp, 0, 1);
  1285. sp = 0;
  1286. }
  1287. if(sp) {
  1288. if((unsigned int)sp > status->max_sp - status->sp)
  1289. sp = status->max_sp - status->sp;
  1290. }
  1291. if(!sp && !hp) return 0;
  1292. status->hp+= hp;
  1293. status->sp+= sp;
  1294. if(hp && sc &&
  1295. sc->data[SC_AUTOBERSERK] &&
  1296. sc->data[SC_PROVOKE] &&
  1297. sc->data[SC_PROVOKE]->val2==1 &&
  1298. status->hp>=status->max_hp>>2
  1299. ) //End auto berserk.
  1300. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1301. // send hp update to client
  1302. switch(bl->type) {
  1303. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1304. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1305. case BL_HOM: merc_hom_heal((TBL_HOM*)bl); break;
  1306. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1307. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1308. }
  1309. return hp+sp;
  1310. }
  1311. //Does percentual non-flinching damage/heal. If mob is killed this way,
  1312. //no exp/drops will be awarded if there is no src (or src is target)
  1313. //If rates are > 0, percent is of current HP/SP
  1314. //If rates are < 0, percent is of max HP/SP
  1315. //If !flag, this is heal, otherwise it is damage.
  1316. //Furthermore, if flag==2, then the target must not die from the substraction.
  1317. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  1318. {
  1319. struct status_data *status;
  1320. unsigned int hp =0, sp = 0;
  1321. status = status_get_status_data(target);
  1322. //It's safe now [MarkZD]
  1323. if (hp_rate > 99)
  1324. hp = status->hp;
  1325. else if (hp_rate > 0)
  1326. hp = status->hp>10000?
  1327. hp_rate*(status->hp/100):
  1328. ((int64)hp_rate*status->hp)/100;
  1329. else if (hp_rate < -99)
  1330. hp = status->max_hp;
  1331. else if (hp_rate < 0)
  1332. hp = status->max_hp>10000?
  1333. (-hp_rate)*(status->max_hp/100):
  1334. ((int64)-hp_rate*status->max_hp)/100;
  1335. if (hp_rate && !hp)
  1336. hp = 1;
  1337. if (flag == 2 && hp >= status->hp)
  1338. hp = status->hp-1; //Must not kill target.
  1339. if (sp_rate > 99)
  1340. sp = status->sp;
  1341. else if (sp_rate > 0)
  1342. sp = ((int64)sp_rate*status->sp)/100;
  1343. else if (sp_rate < -99)
  1344. sp = status->max_sp;
  1345. else if (sp_rate < 0)
  1346. sp = ((int64)-sp_rate)*status->max_sp/100;
  1347. if (sp_rate && !sp)
  1348. sp = 1;
  1349. //Ugly check in case damage dealt is too much for the received args of
  1350. //status_heal / status_damage. [Skotlex]
  1351. if (hp > INT_MAX) {
  1352. hp -= INT_MAX;
  1353. if (flag)
  1354. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1355. else
  1356. status_heal(target, INT_MAX, 0, 0);
  1357. }
  1358. if (sp > INT_MAX) {
  1359. sp -= INT_MAX;
  1360. if (flag)
  1361. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1362. else
  1363. status_heal(target, 0, INT_MAX, 0);
  1364. }
  1365. if (flag)
  1366. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1367. return status_heal(target, hp, sp, 0);
  1368. }
  1369. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1370. {
  1371. struct status_data *status;
  1372. unsigned int hp, sp;
  1373. if (!status_isdead(bl)) return 0;
  1374. status = status_get_status_data(bl);
  1375. if (status == &dummy_status)
  1376. return 0; //Invalid target.
  1377. hp = (int64)status->max_hp * per_hp/100;
  1378. sp = (int64)status->max_sp * per_sp/100;
  1379. if(hp > status->max_hp - status->hp)
  1380. hp = status->max_hp - status->hp;
  1381. else if (per_hp && !hp)
  1382. hp = 1;
  1383. if(sp > status->max_sp - status->sp)
  1384. sp = status->max_sp - status->sp;
  1385. else if (per_sp && !sp)
  1386. sp = 1;
  1387. status->hp += hp;
  1388. status->sp += sp;
  1389. if (bl->prev) //Animation only if character is already on a map.
  1390. clif_resurrection(bl, 1);
  1391. switch (bl->type) {
  1392. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1393. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1394. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  1395. }
  1396. return 1;
  1397. }
  1398. /*==========================================
  1399. * Checks whether the src can use the skill on the target,
  1400. * taking into account status/option of both source/target. [Skotlex]
  1401. * flag:
  1402. * 0 - Trying to use skill on target.
  1403. * 1 - Cast bar is done.
  1404. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  1405. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  1406. * target MAY Be null, in which case the checks are only to see
  1407. * whether the source can cast or not the skill on the ground.
  1408. *------------------------------------------*/
  1409. int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
  1410. {
  1411. struct status_data *status;
  1412. struct status_change *sc=NULL, *tsc;
  1413. int hide_flag;
  1414. status = src?status_get_status_data(src):&dummy_status;
  1415. if (src && src->type != BL_PC && status_isdead(src))
  1416. return 0;
  1417. if (!skill_id) { //Normal attack checks.
  1418. if (!(status->mode&MD_CANATTACK))
  1419. return 0; //This mode is only needed for melee attacking.
  1420. //Dead state is not checked for skills as some skills can be used
  1421. //on dead characters, said checks are left to skill.c [Skotlex]
  1422. if (target && status_isdead(target))
  1423. return 0;
  1424. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
  1425. return 0;
  1426. }
  1427. switch( skill_id ) {
  1428. case PA_PRESSURE:
  1429. if( flag && target ) {
  1430. //Gloria Avoids pretty much everything....
  1431. tsc = status_get_sc(target);
  1432. if(tsc && tsc->option&OPTION_HIDE)
  1433. return 0;
  1434. }
  1435. break;
  1436. case GN_WALLOFTHORN:
  1437. if( target && status_isdead(target) )
  1438. return 0;
  1439. break;
  1440. case AL_TELEPORT:
  1441. //Should fail when used on top of Land Protector [Skotlex]
  1442. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1443. && !(status->mode&MD_BOSS)
  1444. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1445. return 0;
  1446. break;
  1447. default:
  1448. break;
  1449. }
  1450. if ( src ) sc = status_get_sc(src);
  1451. if( sc && sc->count ) {
  1452. 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
  1453. if (flag != 1) //Can't cast, casted stuff can't damage.
  1454. return 0;
  1455. if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
  1456. return 0; //Targetted spells can't come off.
  1457. }
  1458. if (
  1459. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1460. || (sc->data[SC_AUTOCOUNTER] && !flag)
  1461. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1462. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1463. )
  1464. return 0;
  1465. if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage
  1466. if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
  1467. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1468. clif_emotion(src, E_LV);
  1469. return 0;
  1470. }
  1471. if (sc->data[SC_BLADESTOP]) {
  1472. switch (sc->data[SC_BLADESTOP]->val1)
  1473. {
  1474. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1475. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1476. case 3: if (skill_id == MO_INVESTIGATE) break;
  1477. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1478. default: return 0;
  1479. }
  1480. }
  1481. if (sc->data[SC_DANCING] && flag!=2) {
  1482. if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE )
  1483. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
  1484. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1485. return 0;
  1486. } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex]
  1487. if (skill_id == BD_ENCORE ||
  1488. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1489. )
  1490. return 0;
  1491. } else {
  1492. switch (skill_id) {
  1493. case BD_ADAPTATION:
  1494. case CG_LONGINGFREEDOM:
  1495. case BA_MUSICALSTRIKE:
  1496. case DC_THROWARROW:
  1497. break;
  1498. default:
  1499. return 0;
  1500. }
  1501. }
  1502. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1503. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  1504. }
  1505. if (skill_id && //Do not block item-casted skills.
  1506. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1507. ) { //Skills blocked through status changes...
  1508. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  1509. sc->cant.cast ||
  1510. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
  1511. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
  1512. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1513. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1514. ))
  1515. return 0;
  1516. //Skill blocking.
  1517. if (
  1518. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1519. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1520. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1521. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1522. )
  1523. return 0;
  1524. if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
  1525. switch(skill_id) {//##TODO## make this a flag in skill_db?
  1526. // Skills that can be used even under Man Hole effects.
  1527. case SC_SHADOWFORM:
  1528. case SC_STRIPACCESSARY:
  1529. break;
  1530. default:
  1531. return 0;
  1532. }
  1533. }
  1534. }
  1535. }
  1536. if (sc && sc->option) {
  1537. if (sc->option&OPTION_HIDE) {
  1538. switch (skill_id) { //Usable skills while hiding.
  1539. case TF_HIDING:
  1540. case AS_GRIMTOOTH:
  1541. case RG_BACKSTAP:
  1542. case RG_RAID:
  1543. case NJ_SHADOWJUMP:
  1544. case NJ_KIRIKAGE:
  1545. case KO_YAMIKUMO:
  1546. break;
  1547. default:
  1548. //Non players can use all skills while hidden.
  1549. if (!skill_id || src->type == BL_PC)
  1550. return 0;
  1551. }
  1552. }
  1553. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1554. return 0;
  1555. if(sc->option&OPTION_MOUNTING)
  1556. return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
  1557. }
  1558. if (target == NULL || target == src) //No further checking needed.
  1559. return 1;
  1560. tsc = status_get_sc(target);
  1561. if(tsc && tsc->count) {
  1562. /* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */
  1563. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1564. return 0;
  1565. if(!skill_id && tsc->data[SC_TRICKDEAD])
  1566. return 0;
  1567. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  1568. && tsc->data[SC_FREEZE])
  1569. return 0;
  1570. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1571. return 0;
  1572. }
  1573. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1574. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1575. //You cannot hide from ground skills.
  1576. if( skill_get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
  1577. hide_flag &= ~OPTION_HIDE;
  1578. switch( target->type ) {
  1579. case BL_PC: {
  1580. struct map_session_data *sd = (TBL_PC*) target;
  1581. bool is_boss = (status->mode&MD_BOSS);
  1582. bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
  1583. if (pc_isinvisible(sd))
  1584. return 0;
  1585. if (tsc->option&hide_flag && !is_boss &&
  1586. ((sd->special_state.perfect_hiding || !is_detect) ||
  1587. (tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
  1588. return 0;
  1589. if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
  1590. return 0;
  1591. if( tsc->data[SC_STEALTHFIELD] && !is_boss )
  1592. return 0;
  1593. }
  1594. break;
  1595. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1596. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1597. if (status->mode&MD_LOOTER)
  1598. return 1;
  1599. return 0;
  1600. case BL_HOM:
  1601. case BL_MER:
  1602. case BL_ELEM:
  1603. 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 )
  1604. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1605. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1606. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1607. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1608. return 0; // Can't use Potion Pitcher on Mercenaries
  1609. default:
  1610. //Check for chase-walk/hiding/cloaking opponents.
  1611. if( tsc ) {
  1612. if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1613. return 0;
  1614. if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) )
  1615. return 0;
  1616. }
  1617. }
  1618. return 1;
  1619. }
  1620. //Checks whether the source can see and chase target.
  1621. int status_check_visibility(struct block_list *src, struct block_list *target)
  1622. {
  1623. int view_range;
  1624. struct status_data* status = status_get_status_data(src);
  1625. struct status_change* tsc = status_get_sc(target);
  1626. switch (src->type) {
  1627. case BL_MOB:
  1628. view_range = ((TBL_MOB*)src)->min_chase;
  1629. break;
  1630. case BL_PET:
  1631. view_range = ((TBL_PET*)src)->db->range2;
  1632. break;
  1633. default:
  1634. view_range = AREA_SIZE;
  1635. }
  1636. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1637. return 0;
  1638. if( tsc && tsc->data[SC_STEALTHFIELD] )
  1639. return 0;
  1640. switch (target->type)
  1641. { //Check for chase-walk/hiding/cloaking opponents.
  1642. case BL_PC:
  1643. if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
  1644. return 0;
  1645. if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) &&
  1646. ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
  1647. return 0;
  1648. break;
  1649. default:
  1650. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
  1651. return 0;
  1652. }
  1653. return 1;
  1654. }
  1655. // Basic ASPD value
  1656. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1657. {
  1658. int amotion;
  1659. #ifdef RENEWAL_ASPD
  1660. short mod = -1;
  1661. switch( sd->weapontype2 ){ // adjustment for dual weilding
  1662. case W_DAGGER: mod = 0; break; // 0, 1, 1
  1663. case W_1HSWORD:
  1664. case W_1HAXE: mod = 1;
  1665. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  1666. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  1667. }
  1668. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  1669. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1670. : ((aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2] // dual-wield
  1671. + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod
  1672. - aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2]
  1673. + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1]);
  1674. if ( sd->status.shield )
  1675. amotion += ( 2000 - aspd_base[pc_class2idx(sd->status.class_)][W_FIST] ) +
  1676. ( aspd_base[pc_class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 );
  1677. #else
  1678. // base weapon delay
  1679. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1680. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1681. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1682. // percentual delay reduction from stats
  1683. amotion -= amotion * (4*status->agi + status->dex)/1000;
  1684. #endif
  1685. // raw delay adjustment from bAspd bonus
  1686. amotion += sd->bonus.aspd_add;
  1687. return amotion;
  1688. }
  1689. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1690. {
  1691. int flag = 0, str, dex,
  1692. #ifdef RENEWAL
  1693. rstr,
  1694. #endif
  1695. dstr;
  1696. if(!(bl->type&battle_config.enable_baseatk))
  1697. return 0;
  1698. if (bl->type == BL_PC)
  1699. switch(((TBL_PC*)bl)->status.weapon){
  1700. case W_BOW:
  1701. case W_MUSICAL:
  1702. case W_WHIP:
  1703. case W_REVOLVER:
  1704. case W_RIFLE:
  1705. case W_GATLING:
  1706. case W_SHOTGUN:
  1707. case W_GRENADE:
  1708. flag = 1;
  1709. }
  1710. if (flag) {
  1711. #ifdef RENEWAL
  1712. rstr =
  1713. #endif
  1714. str = status->dex;
  1715. dex = status->str;
  1716. } else {
  1717. #ifdef RENEWAL
  1718. rstr =
  1719. #endif
  1720. str = status->str;
  1721. dex = status->dex;
  1722. }
  1723. //Normally only players have base-atk, but homunc have a different batk
  1724. // equation, hinting that perhaps non-players should use this for batk.
  1725. // [Skotlex]
  1726. #ifdef RENEWAL
  1727. if (bl->type == BL_HOM) {
  1728. //str = ((rstr + dex + status->luk) / 3) + (((TBL_HOM*)bl)->homunculus.level / 10);
  1729. str = (((rstr + dex + status->luk) / 3) + (((TBL_HOM*)bl)->homunculus.level / 10))*2; //Because Renewal ATK isn't implemented we adjust the actual ATK until it is
  1730. return cap_value(str, 0, USHRT_MAX);
  1731. }
  1732. #endif
  1733. dstr = str/10;
  1734. str += dstr*dstr;
  1735. if (bl->type == BL_PC) {
  1736. #ifdef RENEWAL
  1737. str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  1738. #else
  1739. str+= dex/5 + status->luk/5;
  1740. #endif
  1741. }
  1742. return cap_value(str, 0, USHRT_MAX);
  1743. }
  1744. #ifndef RENEWAL
  1745. static inline unsigned short status_base_matk_min(const struct status_data* status){ return status->int_+(status->int_/7)*(status->int_/7); }
  1746. static inline unsigned short status_base_matk_max(const struct status_data* status){ return status->int_+(status->int_/5)*(status->int_/5); }
  1747. #else
  1748. 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); }
  1749. #endif
  1750. //Fills in the misc data that can be calculated from the other status info (except for level)
  1751. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1752. {
  1753. //Non players get the value set, players need to stack with previous bonuses.
  1754. if( bl->type != BL_PC )
  1755. status->batk =
  1756. status->hit = status->flee =
  1757. status->def2 = status->mdef2 =
  1758. status->cri = status->flee2 = 0;
  1759. #ifdef RENEWAL // renewal formulas
  1760. if (bl->type == BL_MOB) {
  1761. status->hit += level + status->dex + 175;
  1762. status->flee += level + status->agi + 100;
  1763. } else if (bl->type == BL_HOM) {
  1764. status->hit = level + status->dex + 150; //base level + dex + 150
  1765. status->flee = level + status->agi + level/10; //base level + agi + base level/10
  1766. } else {
  1767. status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  1768. status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  1769. }
  1770. status->matk_min = status->matk_max = status_base_matk(status, level);
  1771. status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
  1772. status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  1773. #else
  1774. status->matk_min = status_base_matk_min(status);
  1775. status->matk_max = status_base_matk_max(status);
  1776. status->hit += level + status->dex;
  1777. status->flee += level + status->agi;
  1778. status->def2 += status->vit;
  1779. status->mdef2 += status->int_ + (status->vit>>1);
  1780. #endif
  1781. if( bl->type&battle_config.enable_critical )
  1782. status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical)
  1783. else
  1784. status->cri = 0;
  1785. if (bl->type&battle_config.enable_perfect_flee)
  1786. status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee)
  1787. else
  1788. status->flee2 = 0;
  1789. if (status->batk) {
  1790. int temp = status->batk + status_base_atk(bl, status);
  1791. status->batk = cap_value(temp, 0, USHRT_MAX);
  1792. } else
  1793. status->batk = status_base_atk(bl, status);
  1794. if (status->cri)
  1795. switch (bl->type) {
  1796. case BL_MOB:
  1797. if(battle_config.mob_critical_rate != 100)
  1798. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1799. if(!status->cri && battle_config.mob_critical_rate)
  1800. status->cri = 10;
  1801. break;
  1802. case BL_PC:
  1803. //Players don't have a critical adjustment setting as of yet.
  1804. break;
  1805. default:
  1806. if(battle_config.critical_rate != 100)
  1807. status->cri = status->cri*battle_config.critical_rate/100;
  1808. if (!status->cri && battle_config.critical_rate)
  1809. status->cri = 10;
  1810. }
  1811. if(bl->type&BL_REGEN)
  1812. status_calc_regen(bl, status, status_get_regen_data(bl));
  1813. }
  1814. //Skotlex: Calculates the initial status for the given mob
  1815. //first will only be false when the mob leveled up or got a GuardUp level.
  1816. int status_calc_mob_(struct mob_data* md, bool first)
  1817. {
  1818. struct status_data *status;
  1819. struct block_list *mbl = NULL;
  1820. int flag=0;
  1821. if(first)
  1822. { //Set basic level on respawn.
  1823. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  1824. ;
  1825. else
  1826. md->level = md->db->lv;
  1827. }
  1828. //Check if we need custom base-status
  1829. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1830. flag|=1;
  1831. if (md->special_state.size)
  1832. flag|=2;
  1833. if (md->guardian_data && md->guardian_data->guardup_lv)
  1834. flag|=4;
  1835. if (md->class_ == MOBID_EMPERIUM)
  1836. flag|=4;
  1837. if (battle_config.slaves_inherit_speed && md->master_id)
  1838. flag|=8;
  1839. if (md->master_id && md->special_state.ai>AI_ATTACK)
  1840. flag|=16;
  1841. if (!flag)
  1842. { //No special status required.
  1843. if (md->base_status) {
  1844. aFree(md->base_status);
  1845. md->base_status = NULL;
  1846. }
  1847. if(first)
  1848. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1849. return 0;
  1850. }
  1851. if (!md->base_status)
  1852. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1853. status = md->base_status;
  1854. memcpy(status, &md->db->status, sizeof(struct status_data));
  1855. if (flag&(8|16))
  1856. mbl = map_id2bl(md->master_id);
  1857. if (flag&8 && mbl) {
  1858. struct status_data *mstatus = status_get_base_status(mbl);
  1859. if (mstatus &&
  1860. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1861. status->speed = mstatus->speed;
  1862. if( status->speed < 2 ) /* minimum for the unit to function properly */
  1863. status->speed = 2;
  1864. }
  1865. if (flag&16 && mbl)
  1866. { //Max HP setting from Summon Flora/marine Sphere
  1867. struct unit_data *ud = unit_bl2ud(mbl);
  1868. //Remove special AI when this is used by regular mobs.
  1869. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1870. md->special_state.ai = AI_NONE;
  1871. if (ud)
  1872. { // different levels of HP according to skill level
  1873. switch(ud->skill_id){
  1874. case AM_SPHEREMINE:
  1875. status->max_hp = 2000 + 400*ud->skill_lv;
  1876. break;
  1877. case KO_ZANZOU:
  1878. status->max_hp = 3000 + 3000 * ud->skill_lv;
  1879. break;
  1880. case AM_CANNIBALIZE:
  1881. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  1882. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1883. break;
  1884. case MH_SUMMON_LEGION:{
  1885. int homblvl = status_get_lv(mbl);
  1886. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  1887. status->batk = 100 * (ud->skill_lv+5) / 2;
  1888. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  1889. //status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  1890. //status->aspd_rate = max(100,status->aspd_rate);
  1891. break;
  1892. }
  1893. }
  1894. status->hp = status->max_hp;
  1895. }
  1896. }
  1897. if (flag&1)
  1898. { // increase from mobs leveling up [Valaris]
  1899. int diff = md->level - md->db->lv;
  1900. status->str+= diff;
  1901. status->agi+= diff;
  1902. status->vit+= diff;
  1903. status->int_+= diff;
  1904. status->dex+= diff;
  1905. status->luk+= diff;
  1906. status->max_hp += diff*status->vit;
  1907. status->max_sp += diff*status->int_;
  1908. status->hp = status->max_hp;
  1909. status->sp = status->max_sp;
  1910. status->speed -= cap_value(diff, 0, status->speed - 10);
  1911. }
  1912. if (flag&2 && battle_config.mob_size_influence)
  1913. { // change for sized monsters [Valaris]
  1914. if (md->special_state.size==SZ_MEDIUM) {
  1915. status->max_hp>>=1;
  1916. status->max_sp>>=1;
  1917. if (!status->max_hp) status->max_hp = 1;
  1918. if (!status->max_sp) status->max_sp = 1;
  1919. status->hp=status->max_hp;
  1920. status->sp=status->max_sp;
  1921. status->str>>=1;
  1922. status->agi>>=1;
  1923. status->vit>>=1;
  1924. status->int_>>=1;
  1925. status->dex>>=1;
  1926. status->luk>>=1;
  1927. if (!status->str) status->str = 1;
  1928. if (!status->agi) status->agi = 1;
  1929. if (!status->vit) status->vit = 1;
  1930. if (!status->int_) status->int_ = 1;
  1931. if (!status->dex) status->dex = 1;
  1932. if (!status->luk) status->luk = 1;
  1933. } else if (md->special_state.size==SZ_BIG) {
  1934. status->max_hp<<=1;
  1935. status->max_sp<<=1;
  1936. status->hp=status->max_hp;
  1937. status->sp=status->max_sp;
  1938. status->str<<=1;
  1939. status->agi<<=1;
  1940. status->vit<<=1;
  1941. status->int_<<=1;
  1942. status->dex<<=1;
  1943. status->luk<<=1;
  1944. }
  1945. }
  1946. status_calc_misc(&md->bl, status, md->level);
  1947. if(flag&4)
  1948. { // Strengthen Guardians - custom value +10% / lv
  1949. struct guild_castle *gc;
  1950. gc=guild_mapname2gc(map[md->bl.m].name);
  1951. if (!gc)
  1952. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1953. else
  1954. if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
  1955. #ifdef RENEWAL
  1956. status->max_hp += 50 * gc->defense;
  1957. status->max_sp += 70 * gc->defense;
  1958. #else
  1959. status->max_hp += 1000 * gc->defense;
  1960. status->max_sp += 200 * gc->defense;
  1961. #endif
  1962. status->hp = status->max_hp;
  1963. status->sp = status->max_sp;
  1964. status->def += (gc->defense+2)/3;
  1965. status->mdef += (gc->defense+2)/3;
  1966. }
  1967. if(md->class_ != MOBID_EMPERIUM) {
  1968. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1969. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1970. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1971. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1972. }
  1973. }
  1974. if( first ) //Initial battle status
  1975. memcpy(&md->status, status, sizeof(struct status_data));
  1976. return 1;
  1977. }
  1978. //Skotlex: Calculates the stats of the given pet.
  1979. int status_calc_pet_(struct pet_data *pd, bool first)
  1980. {
  1981. nullpo_ret(pd);
  1982. if (first) {
  1983. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1984. pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
  1985. pd->status.speed = pd->petDB->speed;
  1986. if(battle_config.pet_attack_support || battle_config.pet_damage_support)
  1987. {// attack support requires the pet to be able to attack
  1988. pd->status.mode|= MD_CANATTACK;
  1989. }
  1990. }
  1991. if (battle_config.pet_lv_rate && pd->master)
  1992. {
  1993. struct map_session_data *sd = pd->master;
  1994. int lv;
  1995. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1996. if (lv < 0)
  1997. lv = 1;
  1998. if (lv != pd->pet.level || first)
  1999. {
  2000. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2001. pd->pet.level = lv;
  2002. if (!first) //Lv Up animation
  2003. clif_misceffect(&pd->bl, 0);
  2004. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2005. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2006. status->str = (bstat->str*lv)/pd->db->lv;
  2007. status->agi = (bstat->agi*lv)/pd->db->lv;
  2008. status->vit = (bstat->vit*lv)/pd->db->lv;
  2009. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2010. status->dex = (bstat->dex*lv)/pd->db->lv;
  2011. status->luk = (bstat->luk*lv)/pd->db->lv;
  2012. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2013. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2014. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2015. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2016. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2017. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2018. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2019. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2020. status_calc_misc(&pd->bl, &pd->status, lv);
  2021. if (!first) //Not done the first time because the pet is not visible yet
  2022. clif_send_petstatus(sd);
  2023. }
  2024. } else if (first) {
  2025. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2026. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2027. pd->pet.level = pd->db->lv;
  2028. }
  2029. //Support rate modifier (1000 = 100%)
  2030. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  2031. if(battle_config.pet_support_rate != 100)
  2032. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  2033. return 1;
  2034. }
  2035. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  2036. static void status_calc_sigma(void)
  2037. {
  2038. int i,j;
  2039. for(i = 0; i < CLASS_COUNT; i++)
  2040. {
  2041. unsigned int k = 0;
  2042. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  2043. for(j = 2; j <= MAX_LEVEL; j++)
  2044. {
  2045. k += (hp_coefficient[i]*j + 50) / 100;
  2046. hp_sigma_val[i][j] = k;
  2047. if (k >= INT_MAX)
  2048. break; //Overflow protection. [Skotlex]
  2049. }
  2050. for(; j <= MAX_LEVEL; j++)
  2051. hp_sigma_val[i][j] = INT_MAX;
  2052. }
  2053. }
  2054. /// Calculates base MaxHP value according to class and base level
  2055. /// The recursive equation used to calculate level bonus is (using integer operations)
  2056. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  2057. /// which reduces to something close to
  2058. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  2059. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  2060. {
  2061. uint64 val = pc_class2idx(sd->status.class_);
  2062. val = 35 + sd->status.base_level*(int64)hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  2063. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  2064. val += 100; //Since their HP can't be approximated well enough without this.
  2065. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2066. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  2067. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2068. val += 2000; //Supernovice lvl99 hp bonus.
  2069. val += val * status->vit/100; // +1% per each point of VIT
  2070. if (sd->class_&JOBL_UPPER)
  2071. val += val * 25/100; //Trans classes get a 25% hp bonus
  2072. else if (sd->class_&JOBL_BABY)
  2073. val -= val * 30/100; //Baby classes get a 30% hp penalty
  2074. return (unsigned int)val;
  2075. }
  2076. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  2077. {
  2078. uint64 val;
  2079. val = 10 + sd->status.base_level*(int64)sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  2080. val += val * status->int_/100;
  2081. if (sd->class_&JOBL_UPPER)
  2082. val += val * 25/100;
  2083. else if (sd->class_&JOBL_BABY)
  2084. val -= val * 30/100;
  2085. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2086. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  2087. return (unsigned int)val;
  2088. }
  2089. //Calculates player data from scratch without counting SC adjustments.
  2090. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  2091. int status_calc_pc_(struct map_session_data* sd, bool first)
  2092. {
  2093. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  2094. struct status_data *status; // pointer to the player's base status
  2095. const struct status_change *sc = &sd->sc;
  2096. struct s_skill b_skill[MAX_SKILL]; // previous skill tree
  2097. int b_weight, b_max_weight, b_cart_weight_max, // previous weight
  2098. i, index, skill,refinedef=0;
  2099. int64 i64;
  2100. if (++calculating > 10) //Too many recursive calls!
  2101. return -1;
  2102. // remember player-specific values that are currently being shown to the client (for refresh purposes)
  2103. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2104. b_weight = sd->weight;
  2105. b_max_weight = sd->max_weight;
  2106. b_cart_weight_max = sd->cart_weight_max;
  2107. pc_calc_skilltree(sd); // SkillTree calculation
  2108. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  2109. if(first) {
  2110. //Load Hp/SP from char-received data.
  2111. sd->battle_status.hp = sd->status.hp;
  2112. sd->battle_status.sp = sd->status.sp;
  2113. sd->regen.sregen = &sd->sregen;
  2114. sd->regen.ssregen = &sd->ssregen;
  2115. sd->weight=0;
  2116. for(i=0;i<MAX_INVENTORY;i++){
  2117. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  2118. continue;
  2119. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  2120. }
  2121. sd->cart_weight=0;
  2122. sd->cart_num=0;
  2123. for(i=0;i<MAX_CART;i++){
  2124. if(sd->status.cart[i].nameid==0)
  2125. continue;
  2126. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  2127. sd->cart_num++;
  2128. }
  2129. }
  2130. status = &sd->base_status;
  2131. // these are not zeroed. [zzo]
  2132. sd->hprate=100;
  2133. sd->sprate=100;
  2134. sd->castrate=100;
  2135. sd->delayrate=100;
  2136. sd->dsprate=100;
  2137. sd->hprecov_rate = 100;
  2138. sd->sprecov_rate = 100;
  2139. sd->matk_rate = 100;
  2140. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2141. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2142. sd->regen.state.block = 0;
  2143. // zeroed arrays, order follows the order in pc.h.
  2144. // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2145. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2146. + sizeof(sd->param_equip)
  2147. + sizeof(sd->subele)
  2148. + sizeof(sd->subrace)
  2149. + sizeof(sd->subrace2)
  2150. + sizeof(sd->subsize)
  2151. + sizeof(sd->reseff)
  2152. + sizeof(sd->weapon_coma_ele)
  2153. + sizeof(sd->weapon_coma_race)
  2154. + sizeof(sd->weapon_atk)
  2155. + sizeof(sd->weapon_atk_rate)
  2156. + sizeof(sd->arrow_addele)
  2157. + sizeof(sd->arrow_addrace)
  2158. + sizeof(sd->arrow_addsize)
  2159. + sizeof(sd->magic_addele)
  2160. + sizeof(sd->magic_addrace)
  2161. + sizeof(sd->magic_addsize)
  2162. + sizeof(sd->magic_atk_ele)
  2163. + sizeof(sd->critaddrace)
  2164. + sizeof(sd->expaddrace)
  2165. + sizeof(sd->ignore_mdef)
  2166. + sizeof(sd->ignore_def)
  2167. + sizeof(sd->itemgrouphealrate)
  2168. + sizeof(sd->sp_gain_race)
  2169. + sizeof(sd->sp_gain_race_attack)
  2170. + sizeof(sd->hp_gain_race_attack)
  2171. );
  2172. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2173. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2174. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) //Clear intravision as long as nothing else is using it
  2175. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2176. memset(&sd->special_state,0,sizeof(sd->special_state));
  2177. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  2178. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2179. if (!sd->state.permanent_speed)
  2180. status->speed = DEFAULT_WALK_SPEED;
  2181. //Give them all modes except these (useful for clones)
  2182. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2183. status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
  2184. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  2185. if (sd->class_&JOBL_BABY) {
  2186. if (battle_config.character_size&SZ_BIG)
  2187. status->size++;
  2188. } else
  2189. if(battle_config.character_size&SZ_MEDIUM)
  2190. status->size++;
  2191. }
  2192. status->aspd_rate = 1000;
  2193. status->ele_lv = 1;
  2194. status->race = RC_DEMIHUMAN;
  2195. //zero up structures...
  2196. memset(&sd->autospell,0,sizeof(sd->autospell)
  2197. + sizeof(sd->autospell2)
  2198. + sizeof(sd->autospell3)
  2199. + sizeof(sd->addeff)
  2200. + sizeof(sd->addeff2)
  2201. + sizeof(sd->addeff3)
  2202. + sizeof(sd->skillatk)
  2203. + sizeof(sd->skillusesprate)
  2204. + sizeof(sd->skillusesp)
  2205. + sizeof(sd->skillheal)
  2206. + sizeof(sd->skillheal2)
  2207. + sizeof(sd->hp_loss)
  2208. + sizeof(sd->sp_loss)
  2209. + sizeof(sd->hp_regen)
  2210. + sizeof(sd->sp_regen)
  2211. + sizeof(sd->skillblown)
  2212. + sizeof(sd->skillcast)
  2213. + sizeof(sd->add_def)
  2214. + sizeof(sd->add_mdef)
  2215. + sizeof(sd->add_mdmg)
  2216. + sizeof(sd->add_drop)
  2217. + sizeof(sd->itemhealrate)
  2218. + sizeof(sd->subele2)
  2219. + sizeof(sd->skillcooldown)
  2220. + sizeof(sd->skillfixcast)
  2221. + sizeof(sd->skillvarcast)
  2222. + sizeof(sd->skillfixcastrate)
  2223. );
  2224. memset (&sd->bonus, 0,sizeof(sd->bonus));
  2225. // Autobonus
  2226. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2227. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2228. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2229. // Parse equipment.
  2230. for(i=0;i<EQI_MAX-1;i++) {
  2231. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2232. if(index < 0)
  2233. continue;
  2234. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2235. continue;
  2236. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2237. continue;
  2238. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2239. continue;
  2240. if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
  2241. continue;
  2242. if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
  2243. continue;
  2244. if(!sd->inventory_data[index])
  2245. continue;
  2246. if(sd->inventory_data[index]->flag.no_equip) { // Items may be equipped, their effects however are nullified.
  2247. if(map[sd->bl.m].flag.restricted && sd->inventory_data[index]->flag.no_equip&(8*map[sd->bl.m].zone))
  2248. continue;
  2249. if(!map_flag_vs(sd->bl.m) && sd->inventory_data[index]->flag.no_equip&1)
  2250. continue;
  2251. if(map[sd->bl.m].flag.pvp && sd->inventory_data[index]->flag.no_equip&2)
  2252. continue;
  2253. if(map_flag_gvg(sd->bl.m) && sd->inventory_data[index]->flag.no_equip&4)
  2254. continue;
  2255. if(map[sd->bl.m].flag.battleground && sd->inventory_data[index]->flag.no_equip&8)
  2256. continue;
  2257. }
  2258. status->def += sd->inventory_data[index]->def;
  2259. if(first && sd->inventory_data[index]->equip_script)
  2260. { //Execute equip-script on login
  2261. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2262. if (!calculating)
  2263. return 1;
  2264. }
  2265. // sanitize the refine level in case someone decreased the value inbetween
  2266. if (sd->status.inventory[index].refine > MAX_REFINE)
  2267. sd->status.inventory[index].refine = MAX_REFINE;
  2268. if(sd->inventory_data[index]->type == IT_WEAPON) {
  2269. int r,wlv = sd->inventory_data[index]->wlv;
  2270. struct weapon_data *wd;
  2271. struct weapon_atk *wa;
  2272. if (wlv >= REFINE_TYPE_MAX)
  2273. wlv = REFINE_TYPE_MAX - 1;
  2274. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2275. wd = &sd->left_weapon; // Left-hand weapon
  2276. wa = &status->lhw;
  2277. } else {
  2278. wd = &sd->right_weapon;
  2279. wa = &status->rhw;
  2280. }
  2281. wa->atk += sd->inventory_data[index]->atk;
  2282. if ( (r = sd->status.inventory[index].refine) )
  2283. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  2284. #ifdef RENEWAL
  2285. wa->matk += sd->inventory_data[index]->matk;
  2286. wa->wlv = wlv;
  2287. if( r ) // renewal magic attack refine bonus
  2288. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  2289. #endif
  2290. //Overrefine bonus.
  2291. if (r)
  2292. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  2293. wa->range += sd->inventory_data[index]->range;
  2294. if(sd->inventory_data[index]->script) {
  2295. if (wd == &sd->left_weapon) {
  2296. sd->state.lr_flag = 1;
  2297. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2298. sd->state.lr_flag = 0;
  2299. } else
  2300. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2301. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  2302. return 1;
  2303. }
  2304. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  2305. { // Forged weapon
  2306. wd->star += (sd->status.inventory[index].card[1]>>8);
  2307. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2308. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2309. wd->star += 10;
  2310. if (!wa->ele) //Do not overwrite element from previous bonuses.
  2311. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2312. }
  2313. }
  2314. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2315. int r;
  2316. if ( (r = sd->status.inventory[index].refine) )
  2317. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  2318. if(sd->inventory_data[index]->script) {
  2319. if( i == EQI_HAND_L ) //Shield
  2320. sd->state.lr_flag = 3;
  2321. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2322. if( i == EQI_HAND_L ) //Shield
  2323. sd->state.lr_flag = 0;
  2324. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  2325. return 1;
  2326. }
  2327. }
  2328. }
  2329. if(sd->equip_index[EQI_AMMO] >= 0){
  2330. index = sd->equip_index[EQI_AMMO];
  2331. if(sd->inventory_data[index]){ // Arrows
  2332. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  2333. sd->state.lr_flag = 2;
  2334. if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
  2335. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2336. sd->state.lr_flag = 0;
  2337. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  2338. return 1;
  2339. }
  2340. }
  2341. /* we've got combos to process */
  2342. if( sd->combos.count ) {
  2343. for( i = 0; i < sd->combos.count; i++ ) {
  2344. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  2345. if (!calculating) //Abort, run_script retriggered this.
  2346. return 1;
  2347. }
  2348. }
  2349. //Store equipment script bonuses
  2350. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  2351. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2352. status->def += (refinedef+50)/100;
  2353. //Parse Cards
  2354. for(i=0;i<EQI_MAX-1;i++) {
  2355. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2356. if(index < 0)
  2357. continue;
  2358. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2359. continue;
  2360. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2361. continue;
  2362. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2363. continue;
  2364. if(sd->inventory_data[index]) {
  2365. int j,c;
  2366. struct item_data *data;
  2367. //Card script execution.
  2368. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  2369. continue;
  2370. for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  2371. current_equip_card_id= c= sd->status.inventory[index].card[j];
  2372. if(!c)
  2373. continue;
  2374. data = itemdb_exists(c);
  2375. if(!data)
  2376. continue;
  2377. if(first && data->equip_script) {//Execute equip-script on login
  2378. run_script(data->equip_script,0,sd->bl.id,0);
  2379. if (!calculating)
  2380. return 1;
  2381. }
  2382. if(!data->script)
  2383. continue;
  2384. if(data->flag.no_equip) { //Card restriction checks.
  2385. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&(8*map[sd->bl.m].zone))
  2386. continue;
  2387. if(!map_flag_vs(sd->bl.m) && data->flag.no_equip&1)
  2388. continue;
  2389. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&2)
  2390. continue;
  2391. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&4)
  2392. continue;
  2393. if(map[sd->bl.m].flag.battleground && data->flag.no_equip&8)
  2394. continue;
  2395. }
  2396. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  2397. { //Left hand status.
  2398. sd->state.lr_flag = 1;
  2399. run_script(data->script,0,sd->bl.id,0);
  2400. sd->state.lr_flag = 0;
  2401. } else
  2402. run_script(data->script,0,sd->bl.id,0);
  2403. if (!calculating) //Abort, run_script his function. [Skotlex]
  2404. return 1;
  2405. }
  2406. }
  2407. }
  2408. if( sc->count && sc->data[SC_ITEMSCRIPT] )
  2409. {
  2410. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2411. if( data && data->script )
  2412. run_script(data->script,0,sd->bl.id,0);
  2413. }
  2414. if( sd->pd )
  2415. { // Pet Bonus
  2416. struct pet_data *pd = sd->pd;
  2417. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2418. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2419. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2420. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2421. }
  2422. //param_bonus now holds card bonuses.
  2423. if(status->rhw.range < 1) status->rhw.range = 1;
  2424. if(status->lhw.range < 1) status->lhw.range = 1;
  2425. if(status->rhw.range < status->lhw.range)
  2426. status->rhw.range = status->lhw.range;
  2427. sd->bonus.double_rate += sd->bonus.double_add_rate;
  2428. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  2429. sd->bonus.splash_range += sd->bonus.splash_add_range;
  2430. // Damage modifiers from weapon type
  2431. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2432. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2433. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2434. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2435. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2436. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2437. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  2438. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  2439. { //When Riding with spear, damage modifier to mid-class becomes
  2440. //same as versus large size.
  2441. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2442. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2443. }
  2444. // ----- STATS CALCULATION -----
  2445. // Job bonuses
  2446. index = pc_class2idx(sd->status.class_);
  2447. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  2448. if(!job_bonus[index][i])
  2449. continue;
  2450. switch(job_bonus[index][i]) {
  2451. case 1: status->str++; break;
  2452. case 2: status->agi++; break;
  2453. case 3: status->vit++; break;
  2454. case 4: status->int_++; break;
  2455. case 5: status->dex++; break;
  2456. case 6: status->luk++; break;
  2457. }
  2458. }
  2459. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2460. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0){
  2461. status->str += 10;
  2462. status->agi += 10;
  2463. status->vit += 10;
  2464. status->int_+= 10;
  2465. status->dex += 10;
  2466. status->luk += 10;
  2467. }
  2468. // Absolute modifiers from passive skills
  2469. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  2470. status->str++;
  2471. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  2472. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2473. if((skill=pc_checkskill(sd,AC_OWL))>0)
  2474. status->dex += skill;
  2475. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  2476. status->int_ += skill;
  2477. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2478. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2479. status->str = cap_value(i,0,USHRT_MAX);
  2480. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2481. status->agi = cap_value(i,0,USHRT_MAX);
  2482. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2483. status->vit = cap_value(i,0,USHRT_MAX);
  2484. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2485. status->int_ = cap_value(i,0,USHRT_MAX);
  2486. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2487. status->dex = cap_value(i,0,USHRT_MAX);
  2488. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2489. status->luk = cap_value(i,0,USHRT_MAX);
  2490. // ------ BASE ATTACK CALCULATION ------
  2491. // Base batk value is set on status_calc_misc
  2492. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  2493. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  2494. status->batk += sd->weapon_atk[sd->status.weapon];
  2495. // Absolute modifiers from passive skills
  2496. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  2497. status->batk += 4;
  2498. // ----- HP MAX CALCULATION -----
  2499. // Basic MaxHP value
  2500. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  2501. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  2502. //This is done to handle underflows from negative Max HP bonuses
  2503. i64 = sd->status.max_hp + (int)status->max_hp;
  2504. status->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX);
  2505. // Absolute modifiers from passive skills
  2506. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2507. status->max_hp += skill*200;
  2508. // Apply relative modifiers from equipment
  2509. if(sd->hprate < 0)
  2510. sd->hprate = 0;
  2511. if(sd->hprate!=100)
  2512. status->max_hp = (int64)status->max_hp * sd->hprate/100;
  2513. if(battle_config.hp_rate != 100)
  2514. status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100;
  2515. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2516. status->max_hp = battle_config.max_hp;
  2517. else if(!status->max_hp)
  2518. status->max_hp = 1;
  2519. // ----- SP MAX CALCULATION -----
  2520. // Basic MaxSP value
  2521. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  2522. //This is done to handle underflows from negative Max SP bonuses
  2523. i64 = sd->status.max_sp + (int)status->max_sp;
  2524. status->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX);
  2525. // Absolute modifiers from passive skills
  2526. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  2527. status->max_sp += 30*skill;
  2528. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  2529. status->max_sp += (int64)status->max_sp * skill/100;
  2530. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  2531. status->max_sp += (int64)status->max_sp * 2*skill/100;
  2532. if( (skill = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0 )
  2533. status->max_sp += 200 + 20 * skill;
  2534. if( (skill = pc_checkskill(sd,WM_LESSON)) > 0 )
  2535. status->max_sp += 30 * skill;
  2536. // Apply relative modifiers from equipment
  2537. if(sd->sprate < 0)
  2538. sd->sprate = 0;
  2539. if(sd->sprate!=100)
  2540. status->max_sp = (int64)status->max_sp * sd->sprate/100;
  2541. if(battle_config.sp_rate != 100)
  2542. status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100;
  2543. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2544. status->max_sp = battle_config.max_sp;
  2545. else if(!status->max_sp)
  2546. status->max_sp = 1;
  2547. // ----- RESPAWN HP/SP -----
  2548. //
  2549. //Calc respawn hp and store it on base_status
  2550. if (sd->special_state.restart_full_recover)
  2551. {
  2552. status->hp = status->max_hp;
  2553. status->sp = status->max_sp;
  2554. } else {
  2555. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  2556. && battle_config.restart_hp_rate < 50)
  2557. status->hp = status->max_hp>>1;
  2558. else
  2559. status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
  2560. if(!status->hp)
  2561. status->hp = 1;
  2562. status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;
  2563. if( !status->sp ) /* the minimum for the respawn setting is SP:1 */
  2564. status->sp = 1;
  2565. }
  2566. // ----- MISC CALCULATION -----
  2567. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2568. //Equipment modifiers for misc settings
  2569. if(sd->matk_rate < 0)
  2570. sd->matk_rate = 0;
  2571. if(sd->matk_rate != 100){
  2572. status->matk_max = status->matk_max * sd->matk_rate/100;
  2573. status->matk_min = status->matk_min * sd->matk_rate/100;
  2574. }
  2575. if(sd->hit_rate < 0)
  2576. sd->hit_rate = 0;
  2577. if(sd->hit_rate != 100)
  2578. status->hit = status->hit * sd->hit_rate/100;
  2579. if(sd->flee_rate < 0)
  2580. sd->flee_rate = 0;
  2581. if(sd->flee_rate != 100)
  2582. status->flee = status->flee * sd->flee_rate/100;
  2583. if(sd->def2_rate < 0)
  2584. sd->def2_rate = 0;
  2585. if(sd->def2_rate != 100)
  2586. status->def2 = status->def2 * sd->def2_rate/100;
  2587. if(sd->mdef2_rate < 0)
  2588. sd->mdef2_rate = 0;
  2589. if(sd->mdef2_rate != 100)
  2590. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2591. if(sd->critical_rate < 0)
  2592. sd->critical_rate = 0;
  2593. if(sd->critical_rate != 100)
  2594. status->cri = status->cri * sd->critical_rate/100;
  2595. if(sd->flee2_rate < 0)
  2596. sd->flee2_rate = 0;
  2597. if(sd->flee2_rate != 100)
  2598. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2599. // ----- HIT CALCULATION -----
  2600. // Absolute modifiers from passive skills
  2601. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  2602. status->hit += skill*2;
  2603. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  2604. #ifndef RENEWAL
  2605. status->hit += skill;
  2606. #endif
  2607. if(sd->status.weapon == W_BOW)
  2608. status->rhw.range += skill;
  2609. }
  2610. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  2611. {
  2612. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  2613. status->hit += 2*skill;
  2614. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  2615. status->hit += skill;
  2616. status->rhw.range += skill;
  2617. }
  2618. }
  2619. // ----- FLEE CALCULATION -----
  2620. // Absolute modifiers from passive skills
  2621. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2622. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  2623. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  2624. status->flee += (skill*3)>>1;
  2625. // ----- EQUIPMENT-DEF CALCULATION -----
  2626. // Apply relative modifiers from equipment
  2627. if(sd->def_rate < 0)
  2628. sd->def_rate = 0;
  2629. if(sd->def_rate != 100) {
  2630. i = status->def * sd->def_rate/100;
  2631. status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2632. }
  2633. #ifndef RENEWAL
  2634. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  2635. {
  2636. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  2637. status->def = (unsigned char)battle_config.max_def;
  2638. }
  2639. #endif
  2640. // ----- EQUIPMENT-MDEF CALCULATION -----
  2641. // Apply relative modifiers from equipment
  2642. if(sd->mdef_rate < 0)
  2643. sd->mdef_rate = 0;
  2644. if(sd->mdef_rate != 100) {
  2645. i = status->mdef * sd->mdef_rate/100;
  2646. status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2647. }
  2648. #ifndef RENEWAL
  2649. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  2650. {
  2651. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2652. status->mdef = (signed char)battle_config.max_def;
  2653. }
  2654. #endif
  2655. // ----- ASPD CALCULATION -----
  2656. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2657. // Basic ASPD value
  2658. i = status_base_amotion_pc(sd,status);
  2659. status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  2660. // Relative modifiers from passive skills
  2661. #ifndef RENEWAL_ASPD
  2662. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2663. status->aspd_rate -= 5*skill;
  2664. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2665. status->aspd_rate -= 30*skill;
  2666. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2667. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2668. status->aspd_rate -= ((skill+1)/2) * 10;
  2669. if(pc_isriding(sd))
  2670. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2671. else if(pc_isridingdragon(sd))
  2672. status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  2673. #else // needs more info
  2674. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2675. status->aspd_rate += 5*skill;
  2676. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2677. status->aspd_rate += 30*skill;
  2678. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2679. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2680. status->aspd_rate += ((skill+1)/2) * 10;
  2681. if(pc_isriding(sd))
  2682. status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2683. else if(pc_isridingdragon(sd))
  2684. status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  2685. #endif
  2686. status->adelay = 2*status->amotion;
  2687. // ----- DMOTION -----
  2688. //
  2689. i = 800-status->agi*4;
  2690. status->dmotion = cap_value(i, 400, 800);
  2691. if(battle_config.pc_damage_delay_rate != 100)
  2692. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2693. // ----- MISC CALCULATIONS -----
  2694. // Weight
  2695. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2696. sd->max_weight += 2000*skill;
  2697. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2698. sd->max_weight += 10000;
  2699. else if(pc_isridingdragon(sd))
  2700. sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
  2701. if(sc->data[SC_KNOWLEDGE])
  2702. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2703. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2704. sd->max_weight += 2000*skill;
  2705. sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
  2706. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2707. sd->regen.state.walk = 1;
  2708. else
  2709. sd->regen.state.walk = 0;
  2710. // Skill SP cost
  2711. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2712. sd->dsprate -= 4*skill;
  2713. if(sc->data[SC_SERVICE4U])
  2714. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2715. if(sc->data[SC_SPCOST_RATE])
  2716. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2717. //Underflow protections.
  2718. if(sd->dsprate < 0)
  2719. sd->dsprate = 0;
  2720. if(sd->castrate < 0)
  2721. sd->castrate = 0;
  2722. if(sd->delayrate < 0)
  2723. sd->delayrate = 0;
  2724. if(sd->hprecov_rate < 0)
  2725. sd->hprecov_rate = 0;
  2726. if(sd->sprecov_rate < 0)
  2727. sd->sprecov_rate = 0;
  2728. // Anti-element and anti-race
  2729. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2730. sd->subele[ELE_HOLY] += skill*5;
  2731. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2732. sd->subele[ELE_NEUTRAL] += skill;
  2733. sd->subele[ELE_FIRE] += skill*4;
  2734. }
  2735. if((skill=pc_checkskill(sd,NC_RESEARCHFE))>0) {
  2736. sd->subele[ELE_EARTH] += skill*10;
  2737. sd->subele[ELE_FIRE] += skill*10;
  2738. }
  2739. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  2740. skill = skill*4;
  2741. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2742. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2743. sd->magic_addrace[RC_DRAGON]+=skill;
  2744. sd->subrace[RC_DRAGON]+=skill;
  2745. }
  2746. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  2747. sd->right_weapon.addrace[RC_DEMON] += skill;
  2748. sd->right_weapon.addele[ELE_DARK] += skill;
  2749. sd->left_weapon.addrace[RC_DEMON] += skill;
  2750. sd->left_weapon.addele[ELE_DARK] += skill;
  2751. sd->magic_addrace[RC_DEMON] += skill;
  2752. sd->magic_addele[ELE_DARK] += skill;
  2753. sd->subrace[RC_DEMON] += skill;
  2754. sd->subele[ELE_DARK] += skill;
  2755. }
  2756. if(sc->count){
  2757. if(sc->data[SC_CONCENTRATE]) { //Update the card-bonus data
  2758. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2759. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2760. }
  2761. if(sc->data[SC_SIEGFRIED]){
  2762. i = sc->data[SC_SIEGFRIED]->val2;
  2763. sd->subele[ELE_WATER] += i;
  2764. sd->subele[ELE_EARTH] += i;
  2765. sd->subele[ELE_FIRE] += i;
  2766. sd->subele[ELE_WIND] += i;
  2767. sd->subele[ELE_POISON] += i;
  2768. sd->subele[ELE_HOLY] += i;
  2769. sd->subele[ELE_DARK] += i;
  2770. sd->subele[ELE_GHOST] += i;
  2771. sd->subele[ELE_UNDEAD] += i;
  2772. }
  2773. if(sc->data[SC_PROVIDENCE]){
  2774. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2775. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2776. }
  2777. if(sc->data[SC_ARMOR_ELEMENT]) { //This status change should grant card-type elemental resist.
  2778. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2779. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2780. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2781. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2782. }
  2783. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  2784. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2785. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2786. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2787. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2788. }
  2789. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  2790. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  2791. sd->subele[ELE_FIRE] += i;
  2792. sd->subele[ELE_WATER] -= i;
  2793. }
  2794. if( sc->data[SC_WATER_DROP_OPTION] ) {
  2795. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  2796. sd->subele[ELE_WATER] += i;
  2797. sd->subele[ELE_WIND] -= i;
  2798. }
  2799. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  2800. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  2801. sd->subele[ELE_WIND] += i;
  2802. sd->subele[ELE_EARTH] -= i;
  2803. }
  2804. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  2805. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  2806. sd->subele[ELE_EARTH] += i;
  2807. sd->subele[ELE_FIRE] -= i;
  2808. }
  2809. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  2810. sd->magic_addele[ELE_FIRE] += 25;
  2811. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  2812. sd->magic_addele[ELE_WATER] += 25;
  2813. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  2814. sd->magic_addele[ELE_WIND] += 25;
  2815. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  2816. sd->magic_addele[ELE_EARTH] += 25;
  2817. }
  2818. status_cpy(&sd->battle_status, status);
  2819. // ----- CLIENT-SIDE REFRESH -----
  2820. if(!sd->bl.prev) {
  2821. //Will update on LoadEndAck
  2822. calculating = 0;
  2823. return 0;
  2824. }
  2825. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2826. clif_skillinfoblock(sd);
  2827. if(b_weight != sd->weight)
  2828. clif_updatestatus(sd,SP_WEIGHT);
  2829. if(b_max_weight != sd->max_weight) {
  2830. clif_updatestatus(sd,SP_MAXWEIGHT);
  2831. pc_updateweightstatus(sd);
  2832. }
  2833. if( b_cart_weight_max != sd->cart_weight_max ) {
  2834. clif_updatestatus(sd,SP_CARTINFO);
  2835. }
  2836. calculating = 0;
  2837. return 0;
  2838. }
  2839. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  2840. {
  2841. struct status_data *status = &md->base_status;
  2842. struct s_mercenary *merc = &md->mercenary;
  2843. if( first )
  2844. {
  2845. memcpy(status, &md->db->status, sizeof(struct status_data));
  2846. status->mode = MD_CANMOVE|MD_CANATTACK;
  2847. status->hp = status->max_hp;
  2848. status->sp = status->max_sp;
  2849. md->battle_status.hp = merc->hp;
  2850. md->battle_status.sp = merc->sp;
  2851. if (md->master)
  2852. status->speed = status_get_speed(&md->master->bl);
  2853. }
  2854. status_calc_misc(&md->bl, status, md->db->lv);
  2855. status_cpy(&md->battle_status, status);
  2856. return 0;
  2857. }
  2858. int status_calc_homunculus_(struct homun_data *hd, bool first)
  2859. {
  2860. struct status_data *status = &hd->base_status;
  2861. struct s_homunculus *hom = &hd->homunculus;
  2862. int skill;
  2863. int amotion;
  2864. status->str = hom->str / 10;
  2865. status->agi = hom->agi / 10;
  2866. status->vit = hom->vit / 10;
  2867. status->dex = hom->dex / 10;
  2868. status->int_ = hom->int_ / 10;
  2869. status->luk = hom->luk / 10;
  2870. if (first) { //[orn]
  2871. const struct s_homunculus_db *db = hd->homunculusDB;
  2872. status->def_ele = db->element;
  2873. status->ele_lv = 1;
  2874. status->race = db->race;
  2875. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2876. status->rhw.range = 1 + status->size;
  2877. status->mode = MD_CANMOVE|MD_CANATTACK;
  2878. status->speed = DEFAULT_WALK_SPEED;
  2879. if (battle_config.hom_setting&0x8 && hd->master)
  2880. status->speed = status_get_speed(&hd->master->bl);
  2881. status->hp = 1;
  2882. status->sp = 1;
  2883. }
  2884. status->aspd_rate = 1000;
  2885. #ifdef RENEWAL
  2886. status->def = (status->vit + (hom->level / 10)) + ((status->agi + (hom->level / 10)) / 2);
  2887. status->mdef = status->int_ + ((status->int_ + status->dex + status->luk) / 3) + (hom->level / 10) * 2;
  2888. amotion = (1000 -2*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2889. #else
  2890. skill = hom->level/10 + status->vit/5;
  2891. status->def = cap_value(skill, 0, 99);
  2892. skill = hom->level/10 + status->int_/5;
  2893. status->mdef = cap_value(skill, 0, 99);
  2894. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2895. #endif
  2896. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2897. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2898. status->max_hp = hom->max_hp ;
  2899. status->max_sp = hom->max_sp ;
  2900. merc_hom_calc_skilltree(hd, 0);
  2901. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2902. status->def += skill * 4;
  2903. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2904. {
  2905. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2906. status->str += 1 +skill/3 +skill/3 +skill/4;
  2907. }
  2908. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2909. status->max_hp += skill * 2 * status->max_hp / 100;
  2910. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2911. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2912. if (first) {
  2913. hd->battle_status.hp = hom->hp ;
  2914. hd->battle_status.sp = hom->sp ;
  2915. if(hom->class_ == 6052) //eleanor
  2916. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  2917. }
  2918. #ifndef RENEWAL
  2919. status->rhw.atk = status->dex;
  2920. status->rhw.atk2 = status->str + hom->level;
  2921. #endif
  2922. status_calc_misc(&hd->bl, status, hom->level);
  2923. #ifdef RENEWAL
  2924. status->matk_max = status->matk_min;
  2925. #endif
  2926. status_cpy(&hd->battle_status, status);
  2927. return 1;
  2928. }
  2929. int status_calc_elemental_(struct elemental_data *ed, bool first) {
  2930. struct status_data *status = &ed->base_status;
  2931. struct s_elemental *ele = &ed->elemental;
  2932. struct map_session_data *sd = ed->master;
  2933. if( !sd )
  2934. return 0;
  2935. if( first ) {
  2936. memcpy(status, &ed->db->status, sizeof(struct status_data));
  2937. if( !ele->mode )
  2938. status->mode = EL_MODE_PASSIVE;
  2939. else
  2940. status->mode = ele->mode;
  2941. status_calc_misc(&ed->bl, status, 0);
  2942. status->max_hp = ele->max_hp;
  2943. status->max_sp = ele->max_sp;
  2944. status->hp = ele->hp;
  2945. status->sp = ele->sp;
  2946. status->rhw.atk = ele->atk;
  2947. status->rhw.atk2 = ele->atk2;
  2948. status->matk_min += ele->matk;
  2949. status->def += ele->def;
  2950. status->mdef += ele->mdef;
  2951. status->flee = ele->flee;
  2952. status->hit = ele->hit;
  2953. if (ed->master)
  2954. status->speed = status_get_speed(&ed->master->bl);
  2955. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  2956. } else {
  2957. status_calc_misc(&ed->bl, status, 0);
  2958. status_cpy(&ed->battle_status, status);
  2959. }
  2960. return 0;
  2961. }
  2962. int status_calc_npc_(struct npc_data *nd, bool first) {
  2963. struct status_data *status = &nd->status;
  2964. if (!nd)
  2965. return 0;
  2966. if (first) {
  2967. status->hp = 1;
  2968. status->sp = 1;
  2969. status->max_hp = 1;
  2970. status->max_sp = 1;
  2971. status->def_ele = ELE_NEUTRAL;
  2972. status->ele_lv = 1;
  2973. status->race = RC_DEMIHUMAN;
  2974. status->size = nd->size;
  2975. status->rhw.range = 1 + status->size;
  2976. status->mode = (MD_CANMOVE|MD_CANATTACK);
  2977. status->speed = nd->speed;
  2978. }
  2979. status->str = nd->stat_point;
  2980. status->agi = nd->stat_point;
  2981. status->vit = nd->stat_point;
  2982. status->int_= nd->stat_point;
  2983. status->dex = nd->stat_point;
  2984. status->luk = nd->stat_point;
  2985. status_calc_misc(&nd->bl, status, nd->level);
  2986. status_cpy(&nd->status, status);
  2987. return 0;
  2988. }
  2989. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2990. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2991. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2992. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2993. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2994. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2995. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2996. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2997. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2998. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2999. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  3000. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  3001. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  3002. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  3003. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  3004. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  3005. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  3006. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  3007. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  3008. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  3009. #ifdef RENEWAL_ASPD
  3010. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
  3011. #endif
  3012. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  3013. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *, uint64);
  3014. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  3015. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  3016. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  3017. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  3018. #ifdef RENEWAL
  3019. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  3020. #endif
  3021. //Calculates base regen values.
  3022. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3023. {
  3024. struct map_session_data *sd;
  3025. int val, skill, reg_flag;
  3026. if( !(bl->type&BL_REGEN) || !regen )
  3027. return;
  3028. sd = BL_CAST(BL_PC,bl);
  3029. val = 1 + (status->vit/5) + (status->max_hp/200);
  3030. if( sd && sd->hprecov_rate != 100 )
  3031. val = val*sd->hprecov_rate/100;
  3032. reg_flag = bl->type == BL_PC ? 0 : 1;
  3033. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3034. val = 1 + (status->int_/6) + (status->max_sp/100);
  3035. if( status->int_ >= 120 )
  3036. val += ((status->int_-120)>>1) + 4;
  3037. if( sd && sd->sprecov_rate != 100 )
  3038. val = val*sd->sprecov_rate/100;
  3039. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3040. if( sd )
  3041. {
  3042. struct regen_data_sub *sregen;
  3043. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  3044. {
  3045. val = regen->sp*(100+3*skill)/100;
  3046. regen->sp = cap_value(val, 1, SHRT_MAX);
  3047. }
  3048. //Only players have skill/sitting skill regen for now.
  3049. sregen = regen->sregen;
  3050. val = 0;
  3051. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  3052. val += skill*5 + skill*status->max_hp/500;
  3053. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3054. val = 0;
  3055. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  3056. val += skill*3 + skill*status->max_sp/500;
  3057. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  3058. val += skill*3 + skill*status->max_sp/500;
  3059. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  3060. val += 3 + 3 * skill;
  3061. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3062. // Skill-related recovery (only when sit)
  3063. sregen = regen->ssregen;
  3064. val = 0;
  3065. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3066. val += skill*4 + skill*status->max_hp/500;
  3067. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  3068. val += skill*30 + skill*status->max_hp/500;
  3069. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3070. val = 0;
  3071. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
  3072. {
  3073. val += skill*3 + skill*status->max_sp/500;
  3074. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  3075. val += (30+10*skill)*val/100;
  3076. }
  3077. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3078. val += skill*2 + skill*status->max_sp/500;
  3079. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3080. }
  3081. if( bl->type == BL_HOM ) {
  3082. struct homun_data *hd = (TBL_HOM*)bl;
  3083. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  3084. val = regen->hp*(100+5*skill)/100;
  3085. regen->hp = cap_value(val, 1, SHRT_MAX);
  3086. }
  3087. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  3088. val = regen->sp*(100+3*skill)/100;
  3089. regen->sp = cap_value(val, 1, SHRT_MAX);
  3090. }
  3091. } else if( bl->type == BL_MER ) {
  3092. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3093. regen->hp = cap_value(val, 1, SHRT_MAX);
  3094. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3095. regen->sp = cap_value(val, 1, SHRT_MAX);
  3096. } else if( bl->type == BL_ELEM ) {
  3097. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3098. regen->hp = cap_value(val, 1, SHRT_MAX);
  3099. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3100. regen->sp = cap_value(val, 1, SHRT_MAX);
  3101. }
  3102. }
  3103. //Calculates SC related regen rates.
  3104. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  3105. {
  3106. if (!(bl->type&BL_REGEN) || !regen)
  3107. return;
  3108. regen->flag = RGN_HP|RGN_SP;
  3109. if(regen->sregen)
  3110. {
  3111. if (regen->sregen->hp)
  3112. regen->flag|=RGN_SHP;
  3113. if (regen->sregen->sp)
  3114. regen->flag|=RGN_SSP;
  3115. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  3116. }
  3117. if (regen->ssregen)
  3118. {
  3119. if (regen->ssregen->hp)
  3120. regen->flag|=RGN_SHP;
  3121. if (regen->ssregen->sp)
  3122. regen->flag|=RGN_SSP;
  3123. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  3124. }
  3125. regen->rate.hp = regen->rate.sp = 1;
  3126. if (!sc || !sc->count)
  3127. return;
  3128. if (
  3129. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  3130. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  3131. || sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]
  3132. || sc->data[SC_TRICKDEAD]
  3133. || sc->data[SC_BLEEDING]
  3134. || sc->data[SC_MAGICMUSHROOM]
  3135. || sc->data[SC_RAISINGDRAGON]
  3136. || sc->data[SC_SATURDAYNIGHTFEVER]
  3137. ) //No regen
  3138. regen->flag = 0;
  3139. if (
  3140. sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER]
  3141. || (
  3142. (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3143. (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  3144. )
  3145. ) //No natural SP regen
  3146. regen->flag &=~RGN_SP;
  3147. if(
  3148. sc->data[SC_TENSIONRELAX]
  3149. ) {
  3150. regen->rate.hp += 2;
  3151. if (regen->sregen)
  3152. regen->sregen->rate.hp += 3;
  3153. }
  3154. if (sc->data[SC_MAGNIFICAT])
  3155. {
  3156. regen->rate.hp += 1;
  3157. regen->rate.sp += 1;
  3158. }
  3159. if (sc->data[SC_REGENERATION])
  3160. {
  3161. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  3162. if (!sce->val4)
  3163. {
  3164. regen->rate.hp += sce->val2;
  3165. regen->rate.sp += sce->val3;
  3166. } else
  3167. regen->flag&=~sce->val4; //Remove regen as specified by val4
  3168. }
  3169. if(sc->data[SC_GT_REVITALIZE]){
  3170. regen->hp = cap_value(regen->hp*sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  3171. regen->state.walk= 1;
  3172. }
  3173. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1
  3174. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  3175. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  3176. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
  3177. regen->rate.hp *= 2;
  3178. if( sc->data[SC_VITALITYACTIVATION] )
  3179. regen->flag &=~RGN_SP;
  3180. }
  3181. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start ) {
  3182. /* no sc at all, we can zero without any extra weight over our conciousness */
  3183. if( !sc->count ) {
  3184. memset(&sc->cant, 0, sizeof (sc->cant));
  3185. return;
  3186. }
  3187. /* can move? */
  3188. if( flag&SCS_NOMOVE ) {
  3189. if( !(flag&SCS_NOMOVECOND) ) {
  3190. sc->cant.move += ( start ? 1 : -1 );
  3191. } else if(
  3192. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  3193. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  3194. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  3195. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  3196. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  3197. ) {
  3198. sc->cant.move += ( start ? 1 : -1 );
  3199. }
  3200. }
  3201. /* can't use skills */
  3202. if( flag&SCS_NOCAST ) {
  3203. if( !(flag&SCS_NOCASTCOND) ) {
  3204. sc->cant.cast += ( start ? 1 : -1 );
  3205. } else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) ){
  3206. sc->cant.cast += ( start ? 1 : -1 );
  3207. }
  3208. }
  3209. /* can't chat */
  3210. if( flag&SCS_NOCHAT ) {
  3211. if( !(flag&SCS_NOCHATCOND) ) {
  3212. sc->cant.chat += ( start ? 1 : -1 );
  3213. } else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  3214. sc->cant.chat += ( start ? 1 : -1 );
  3215. }
  3216. /* player-only states */
  3217. if( bl->type == BL_PC ) {
  3218. /* can pick items? */
  3219. if( flag&SCS_NOPICKITEM ) {
  3220. if( !(flag&SCS_NOPICKITEMCOND) ) {
  3221. sc->cant.pickup += ( start ? 1 : -1 );
  3222. } else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) {
  3223. sc->cant.pickup += ( start ? 1 : -1 );
  3224. }
  3225. }
  3226. /* can drop items? */
  3227. if( flag&SCS_NODROPITEM ) {
  3228. if( !(flag&SCS_NODROPITEMCOND) ) {
  3229. sc->cant.drop += ( start ? 1 : -1 );
  3230. } else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) {
  3231. sc->cant.drop += ( start ? 1 : -1 );
  3232. }
  3233. }
  3234. }
  3235. return;
  3236. }
  3237. /// Recalculates parts of an object's battle status according to the specified flags.
  3238. /// @param flag bitfield of values from enum scb_flag
  3239. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  3240. {
  3241. const struct status_data *b_status = status_get_base_status(bl);
  3242. struct status_data *status = status_get_status_data(bl);
  3243. struct status_change *sc = status_get_sc(bl);
  3244. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3245. int temp;
  3246. if (!b_status || !status)
  3247. return;
  3248. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  3249. status_cpy(status, b_status);
  3250. return;
  3251. }
  3252. if(flag&SCB_STR) {
  3253. status->str = status_calc_str(bl, sc, b_status->str);
  3254. flag|=SCB_BATK;
  3255. if( bl->type&BL_HOM )
  3256. flag |= SCB_WATK;
  3257. }
  3258. if(flag&SCB_AGI) {
  3259. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3260. flag|=SCB_FLEE
  3261. #ifdef RENEWAL
  3262. |SCB_DEF2
  3263. #endif
  3264. ;
  3265. if( bl->type&(BL_PC|BL_HOM) )
  3266. flag |= SCB_ASPD|SCB_DSPD;
  3267. }
  3268. if(flag&SCB_VIT) {
  3269. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3270. flag|=SCB_DEF2|SCB_MDEF2;
  3271. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3272. flag |= SCB_MAXHP;
  3273. if( bl->type&BL_HOM )
  3274. flag |= SCB_DEF;
  3275. }
  3276. if(flag&SCB_INT) {
  3277. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3278. flag|=SCB_MATK|SCB_MDEF2;
  3279. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3280. flag |= SCB_MAXSP;
  3281. if( bl->type&BL_HOM )
  3282. flag |= SCB_MDEF;
  3283. }
  3284. if(flag&SCB_DEX) {
  3285. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3286. flag|=SCB_BATK|SCB_HIT
  3287. #ifdef RENEWAL
  3288. |SCB_MATK|SCB_MDEF2
  3289. #endif
  3290. ;
  3291. if( bl->type&(BL_PC|BL_HOM) )
  3292. flag |= SCB_ASPD;
  3293. if( bl->type&BL_HOM )
  3294. flag |= SCB_WATK;
  3295. }
  3296. if(flag&SCB_LUK) {
  3297. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3298. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  3299. #ifdef RENEWAL
  3300. |SCB_MATK|SCB_HIT|SCB_FLEE
  3301. #endif
  3302. ;
  3303. }
  3304. if(flag&SCB_BATK && b_status->batk) {
  3305. status->batk = status_base_atk(bl,status);
  3306. temp = b_status->batk - status_base_atk(bl,b_status);
  3307. if (temp)
  3308. {
  3309. temp += status->batk;
  3310. status->batk = cap_value(temp, 0, USHRT_MAX);
  3311. }
  3312. status->batk = status_calc_batk(bl, sc, status->batk);
  3313. }
  3314. if(flag&SCB_WATK) {
  3315. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  3316. if (!sd) //Should not affect weapon refine bonus
  3317. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  3318. if(b_status->lhw.atk) {
  3319. if (sd) {
  3320. sd->state.lr_flag = 1;
  3321. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3322. sd->state.lr_flag = 0;
  3323. } else {
  3324. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3325. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  3326. }
  3327. }
  3328. if( bl->type&BL_HOM )
  3329. {
  3330. status->rhw.atk += (status->dex - b_status->dex);
  3331. status->rhw.atk2 += (status->str - b_status->str);
  3332. if( status->rhw.atk2 < status->rhw.atk )
  3333. status->rhw.atk2 = status->rhw.atk;
  3334. }
  3335. }
  3336. if(flag&SCB_HIT) {
  3337. if (status->dex == b_status->dex
  3338. #ifdef RENEWAL
  3339. && status->luk == b_status->luk
  3340. #endif
  3341. )
  3342. status->hit = status_calc_hit(bl, sc, b_status->hit);
  3343. else
  3344. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  3345. #ifdef RENEWAL
  3346. + (status->luk/3 - b_status->luk/3)
  3347. #endif
  3348. );
  3349. }
  3350. if(flag&SCB_FLEE) {
  3351. if (status->agi == b_status->agi
  3352. #ifdef RENEWAL
  3353. && status->luk == b_status->luk
  3354. #endif
  3355. )
  3356. status->flee = status_calc_flee(bl, sc, b_status->flee);
  3357. else
  3358. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  3359. #ifdef RENEWAL
  3360. + (status->luk/5 - b_status->luk/5)
  3361. #endif
  3362. );
  3363. }
  3364. if(flag&SCB_DEF)
  3365. {
  3366. status->def = status_calc_def(bl, sc, b_status->def);
  3367. if( bl->type&BL_HOM )
  3368. status->def += (status->vit/5 - b_status->vit/5);
  3369. }
  3370. if(flag&SCB_DEF2) {
  3371. if (status->vit == b_status->vit
  3372. #ifdef RENEWAL
  3373. && status->agi == b_status->agi
  3374. #endif
  3375. )
  3376. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  3377. else
  3378. status->def2 = status_calc_def2(bl, sc, b_status->def2
  3379. #ifdef RENEWAL
  3380. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  3381. #else
  3382. + (status->vit - b_status->vit)
  3383. #endif
  3384. );
  3385. }
  3386. if(flag&SCB_MDEF)
  3387. {
  3388. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  3389. if( bl->type&BL_HOM )
  3390. status->mdef += (status->int_/5 - b_status->int_/5);
  3391. }
  3392. if(flag&SCB_MDEF2) {
  3393. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  3394. #ifdef RENEWAL
  3395. && status->dex == b_status->dex
  3396. #endif
  3397. )
  3398. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  3399. else
  3400. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  3401. #ifdef RENEWAL
  3402. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  3403. #else
  3404. + ((status->vit - b_status->vit)>>1)
  3405. #endif
  3406. );
  3407. }
  3408. if(flag&SCB_SPEED) {
  3409. struct unit_data *ud = unit_bl2ud(bl);
  3410. status->speed = status_calc_speed(bl, sc, b_status->speed);
  3411. //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3412. //because if you step on something while walking, the moment this
  3413. //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
  3414. if (ud)
  3415. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3416. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  3417. status->speed = battle_config.max_walk_speed;
  3418. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  3419. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  3420. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  3421. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  3422. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  3423. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  3424. }
  3425. if(flag&SCB_CRI && b_status->cri) {
  3426. if (status->luk == b_status->luk)
  3427. status->cri = status_calc_critical(bl, sc, b_status->cri);
  3428. else
  3429. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  3430. /**
  3431. * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  3432. **/
  3433. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  3434. status->cri <<= 1;
  3435. }
  3436. if(flag&SCB_FLEE2 && b_status->flee2) {
  3437. if (status->luk == b_status->luk)
  3438. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  3439. else
  3440. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  3441. }
  3442. if(flag&SCB_ATK_ELE) {
  3443. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  3444. if (sd) sd->state.lr_flag = 1;
  3445. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  3446. if (sd) sd->state.lr_flag = 0;
  3447. }
  3448. if(flag&SCB_DEF_ELE) {
  3449. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  3450. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  3451. }
  3452. if(flag&SCB_MODE)
  3453. {
  3454. status->mode = status_calc_mode(bl, sc, b_status->mode);
  3455. //Since mode changed, reset their state.
  3456. if (!(status->mode&MD_CANATTACK))
  3457. unit_stop_attack(bl);
  3458. if (!(status->mode&MD_CANMOVE))
  3459. unit_stop_walking(bl,1);
  3460. }
  3461. // No status changes alter these yet.
  3462. // if(flag&SCB_SIZE)
  3463. // if(flag&SCB_RACE)
  3464. // if(flag&SCB_RANGE)
  3465. if(flag&SCB_MAXHP) {
  3466. if( bl->type&BL_PC )
  3467. {
  3468. status->max_hp = status_base_pc_maxhp(sd,status);
  3469. status->max_hp += b_status->max_hp - sd->status.max_hp;
  3470. status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
  3471. if( status->max_hp > (unsigned int)battle_config.max_hp )
  3472. status->max_hp = (unsigned int)battle_config.max_hp;
  3473. }
  3474. else
  3475. {
  3476. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  3477. }
  3478. if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
  3479. {
  3480. status->hp = status->max_hp;
  3481. if( sd ) clif_updatestatus(sd,SP_HP);
  3482. }
  3483. }
  3484. if(flag&SCB_MAXSP) {
  3485. if( bl->type&BL_PC )
  3486. {
  3487. status->max_sp = status_base_pc_maxsp(sd,status);
  3488. status->max_sp += b_status->max_sp - sd->status.max_sp;
  3489. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  3490. if( status->max_sp > (unsigned int)battle_config.max_sp )
  3491. status->max_sp = (unsigned int)battle_config.max_sp;
  3492. }
  3493. else
  3494. {
  3495. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  3496. }
  3497. if( status->sp > status->max_sp )
  3498. {
  3499. status->sp = status->max_sp;
  3500. if( sd ) clif_updatestatus(sd,SP_SP);
  3501. }
  3502. }
  3503. if(flag&SCB_MATK) {
  3504. #ifndef RENEWAL
  3505. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  3506. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  3507. #else
  3508. /**
  3509. * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
  3510. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  3511. **/
  3512. status->matk_min = status->matk_max = status_base_matk(status, status_get_lv(bl));
  3513. if( bl->type&BL_PC ){
  3514. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  3515. if( sd->bonus.ematk > 0 ){
  3516. status->matk_max += sd->bonus.ematk;
  3517. status->matk_min += sd->bonus.ematk;
  3518. }
  3519. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  3520. status->matk_max = status_calc_ematk(bl, sc, status->matk_max);
  3521. //This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  3522. if( status->rhw.matk > 0 ){
  3523. int wMatk = status->rhw.matk;
  3524. int variance = wMatk * status->rhw.wlv / 10;
  3525. status->matk_min += wMatk - variance;
  3526. status->matk_max += wMatk + variance;
  3527. }
  3528. }
  3529. #endif
  3530. if (bl->type&BL_PC && sd->matk_rate != 100) {
  3531. status->matk_max = status->matk_max * sd->matk_rate/100;
  3532. status->matk_min = status->matk_min * sd->matk_rate/100;
  3533. }
  3534. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3535. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3536. if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
  3537. || sc->data[SC_RECOGNIZEDSPELL])
  3538. status->matk_min = status->matk_max;
  3539. #ifdef RENEWAL
  3540. if( sd && sd->right_weapon.overrefine > 0){
  3541. status->matk_min++;
  3542. status->matk_max += sd->right_weapon.overrefine - 1;
  3543. }
  3544. #endif
  3545. }
  3546. if(flag&SCB_ASPD) {
  3547. int amotion;
  3548. if( bl->type&BL_PC ) {
  3549. amotion = status_base_amotion_pc(sd,status);
  3550. #ifndef RENEWAL_ASPD
  3551. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3552. if(status->aspd_rate != 1000)
  3553. amotion = amotion*status->aspd_rate/1000;
  3554. #else
  3555. // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  3556. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
  3557. if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  3558. amotion -= ( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
  3559. * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;
  3560. if(status->aspd_rate != 1000) // absolute percentage modifier
  3561. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  3562. #endif
  3563. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3564. status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  3565. status->adelay = 2*status->amotion;
  3566. } else if( bl->type&BL_HOM ) {
  3567. #ifdef RENEWAL
  3568. amotion = (1000 -2*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3569. #else
  3570. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3571. #endif
  3572. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3573. if(status->aspd_rate != 1000)
  3574. amotion = amotion*status->aspd_rate/1000;
  3575. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3576. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3577. status->adelay = status->amotion;
  3578. } else { // mercenary and mobs
  3579. amotion = b_status->amotion;
  3580. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3581. if(status->aspd_rate != 1000)
  3582. amotion = amotion*status->aspd_rate/1000;
  3583. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3584. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  3585. temp = b_status->adelay*status->aspd_rate/1000;
  3586. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  3587. }
  3588. }
  3589. if(flag&SCB_DSPD) {
  3590. int dmotion;
  3591. if( bl->type&BL_PC )
  3592. {
  3593. if (b_status->agi == status->agi)
  3594. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3595. else {
  3596. dmotion = 800-status->agi*4;
  3597. status->dmotion = cap_value(dmotion, 400, 800);
  3598. if(battle_config.pc_damage_delay_rate != 100)
  3599. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3600. //It's safe to ignore b_status->dmotion since no bonus affects it.
  3601. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  3602. }
  3603. }
  3604. else
  3605. if( bl->type&BL_HOM )
  3606. {
  3607. dmotion = 800-status->agi*4;
  3608. status->dmotion = cap_value(dmotion, 400, 800);
  3609. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3610. }
  3611. else // mercenary and mobs
  3612. {
  3613. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3614. }
  3615. }
  3616. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  3617. status_calc_regen(bl, status, status_get_regen_data(bl));
  3618. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  3619. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  3620. }
  3621. /// Recalculates parts of an object's base status and battle status according to the specified flags.
  3622. /// Also sends updates to the client wherever applicable.
  3623. /// @param flag bitfield of values from enum scb_flag
  3624. /// @param first if true, will cause status_calc_* functions to run their base status initialization code
  3625. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  3626. {
  3627. struct status_data b_status; // previous battle status
  3628. struct status_data* status; // pointer to current battle status
  3629. // remember previous values
  3630. status = status_get_status_data(bl);
  3631. memcpy(&b_status, status, sizeof(struct status_data));
  3632. if( flag&SCB_BASE ) {// calculate the object's base status too
  3633. switch( bl->type ) {
  3634. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  3635. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  3636. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  3637. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  3638. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  3639. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
  3640. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break;
  3641. }
  3642. }
  3643. if( bl->type == BL_PET )
  3644. return; // pets are not affected by statuses
  3645. if( first && bl->type == BL_MOB )
  3646. return; // assume there will be no statuses active
  3647. status_calc_bl_main(bl, flag);
  3648. if( first && bl->type == BL_HOM )
  3649. return; // client update handled by caller
  3650. // compare against new values and send client updates
  3651. if( bl->type == BL_PC )
  3652. {
  3653. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3654. if(b_status.str != status->str)
  3655. clif_updatestatus(sd,SP_STR);
  3656. if(b_status.agi != status->agi)
  3657. clif_updatestatus(sd,SP_AGI);
  3658. if(b_status.vit != status->vit)
  3659. clif_updatestatus(sd,SP_VIT);
  3660. if(b_status.int_ != status->int_)
  3661. clif_updatestatus(sd,SP_INT);
  3662. if(b_status.dex != status->dex)
  3663. clif_updatestatus(sd,SP_DEX);
  3664. if(b_status.luk != status->luk)
  3665. clif_updatestatus(sd,SP_LUK);
  3666. if(b_status.hit != status->hit)
  3667. clif_updatestatus(sd,SP_HIT);
  3668. if(b_status.flee != status->flee)
  3669. clif_updatestatus(sd,SP_FLEE1);
  3670. if(b_status.amotion != status->amotion)
  3671. clif_updatestatus(sd,SP_ASPD);
  3672. if(b_status.speed != status->speed)
  3673. clif_updatestatus(sd,SP_SPEED);
  3674. if(b_status.batk != status->batk
  3675. #ifndef RENEWAL
  3676. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  3677. #endif
  3678. )
  3679. clif_updatestatus(sd,SP_ATK1);
  3680. if(b_status.def != status->def){
  3681. clif_updatestatus(sd,SP_DEF1);
  3682. #ifdef RENEWAL
  3683. clif_updatestatus(sd,SP_DEF2);
  3684. #endif
  3685. }
  3686. if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  3687. #ifdef RENEWAL
  3688. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  3689. #endif
  3690. )
  3691. clif_updatestatus(sd,SP_ATK2);
  3692. if(b_status.def2 != status->def2){
  3693. clif_updatestatus(sd,SP_DEF2);
  3694. #ifdef RENEWAL
  3695. clif_updatestatus(sd,SP_DEF1);
  3696. #endif
  3697. }
  3698. if(b_status.flee2 != status->flee2)
  3699. clif_updatestatus(sd,SP_FLEE2);
  3700. if(b_status.cri != status->cri)
  3701. clif_updatestatus(sd,SP_CRITICAL);
  3702. #ifndef RENEWAL
  3703. if(b_status.matk_max != status->matk_max)
  3704. clif_updatestatus(sd,SP_MATK1);
  3705. if(b_status.matk_min != status->matk_min)
  3706. clif_updatestatus(sd,SP_MATK2);
  3707. #else
  3708. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min){
  3709. clif_updatestatus(sd,SP_MATK2);
  3710. clif_updatestatus(sd,SP_MATK1);
  3711. }
  3712. #endif
  3713. if(b_status.mdef != status->mdef){
  3714. clif_updatestatus(sd,SP_MDEF1);
  3715. #ifdef RENEWAL
  3716. clif_updatestatus(sd,SP_MDEF2);
  3717. #endif
  3718. }
  3719. if(b_status.mdef2 != status->mdef2){
  3720. clif_updatestatus(sd,SP_MDEF2);
  3721. #ifdef RENEWAL
  3722. clif_updatestatus(sd,SP_MDEF1);
  3723. #endif
  3724. }
  3725. if(b_status.rhw.range != status->rhw.range)
  3726. clif_updatestatus(sd,SP_ATTACKRANGE);
  3727. if(b_status.max_hp != status->max_hp)
  3728. clif_updatestatus(sd,SP_MAXHP);
  3729. if(b_status.max_sp != status->max_sp)
  3730. clif_updatestatus(sd,SP_MAXSP);
  3731. if(b_status.hp != status->hp)
  3732. clif_updatestatus(sd,SP_HP);
  3733. if(b_status.sp != status->sp)
  3734. clif_updatestatus(sd,SP_SP);
  3735. } else if( bl->type == BL_HOM ) {
  3736. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  3737. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  3738. clif_hominfo(hd->master,hd,0);
  3739. } else if( bl->type == BL_MER ) {
  3740. TBL_MER* md = BL_CAST(BL_MER, bl);
  3741. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  3742. clif_mercenary_updatestatus(md->master, SP_ATK1);
  3743. if( b_status.matk_max != status->matk_max )
  3744. clif_mercenary_updatestatus(md->master, SP_MATK1);
  3745. if( b_status.hit != status->hit )
  3746. clif_mercenary_updatestatus(md->master, SP_HIT);
  3747. if( b_status.cri != status->cri )
  3748. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  3749. if( b_status.def != status->def )
  3750. clif_mercenary_updatestatus(md->master, SP_DEF1);
  3751. if( b_status.mdef != status->mdef )
  3752. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  3753. if( b_status.flee != status->flee )
  3754. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  3755. if( b_status.amotion != status->amotion )
  3756. clif_mercenary_updatestatus(md->master, SP_ASPD);
  3757. if( b_status.max_hp != status->max_hp )
  3758. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  3759. if( b_status.max_sp != status->max_sp )
  3760. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  3761. if( b_status.hp != status->hp )
  3762. clif_mercenary_updatestatus(md->master, SP_HP);
  3763. if( b_status.sp != status->sp )
  3764. clif_mercenary_updatestatus(md->master, SP_SP);
  3765. } else if( bl->type == BL_ELEM ) {
  3766. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  3767. if( b_status.max_hp != status->max_hp )
  3768. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  3769. if( b_status.max_sp != status->max_sp )
  3770. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  3771. if( b_status.hp != status->hp )
  3772. clif_elemental_updatestatus(ed->master, SP_HP);
  3773. if( b_status.sp != status->sp )
  3774. clif_mercenary_updatestatus(ed->master, SP_SP);
  3775. }
  3776. }
  3777. /*==========================================
  3778. * Apply shared stat mods from status changes [DracoRPG]
  3779. *------------------------------------------*/
  3780. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  3781. {
  3782. if(!sc || !sc->count)
  3783. return cap_value(str,0,USHRT_MAX);
  3784. if(sc->data[SC_HARMONIZE]) {
  3785. str -= sc->data[SC_HARMONIZE]->val2;
  3786. return (unsigned short)cap_value(str,0,USHRT_MAX);
  3787. }
  3788. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  3789. return 50;
  3790. if(sc->data[SC_INCALLSTATUS])
  3791. str += sc->data[SC_INCALLSTATUS]->val1;
  3792. if(sc->data[SC_INCSTR])
  3793. str += sc->data[SC_INCSTR]->val1;
  3794. if(sc->data[SC_STRFOOD])
  3795. str += sc->data[SC_STRFOOD]->val1;
  3796. if(sc->data[SC_FOOD_STR_CASH])
  3797. str += sc->data[SC_FOOD_STR_CASH]->val1;
  3798. if(sc->data[SC_BATTLEORDERS])
  3799. str += 5;
  3800. if(sc->data[SC_LEADERSHIP])
  3801. str += sc->data[SC_LEADERSHIP]->val1;
  3802. if(sc->data[SC_LOUD])
  3803. str += 4;
  3804. if(sc->data[SC_TRUESIGHT])
  3805. str += 5;
  3806. if(sc->data[SC_SPURT])
  3807. str += 10;
  3808. if(sc->data[SC_NEN])
  3809. str += sc->data[SC_NEN]->val1;
  3810. if(sc->data[SC_BLESSING]){
  3811. if(sc->data[SC_BLESSING]->val2)
  3812. str += sc->data[SC_BLESSING]->val2;
  3813. else
  3814. str >>= 1;
  3815. }
  3816. if(sc->data[SC_MARIONETTE])
  3817. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  3818. if(sc->data[SC_MARIONETTE2])
  3819. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  3820. if(sc->data[SC_GIANTGROWTH])
  3821. str += 30;
  3822. if(sc->data[SC_SAVAGE_STEAK])
  3823. str += sc->data[SC_SAVAGE_STEAK]->val1;
  3824. if(sc->data[SC_INSPIRATION])
  3825. str += sc->data[SC_INSPIRATION]->val3;
  3826. if(sc->data[SC_STOMACHACHE])
  3827. str -= sc->data[SC_STOMACHACHE]->val1;
  3828. if(sc->data[SC_KYOUGAKU])
  3829. str -= sc->data[SC_KYOUGAKU]->val2;
  3830. return (unsigned short)cap_value(str,0,USHRT_MAX);
  3831. }
  3832. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  3833. {
  3834. if(!sc || !sc->count)
  3835. return cap_value(agi,0,USHRT_MAX);
  3836. if(sc->data[SC_HARMONIZE]) {
  3837. agi -= sc->data[SC_HARMONIZE]->val2;
  3838. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  3839. }
  3840. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  3841. return 50;
  3842. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3843. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  3844. if(sc->data[SC_INCALLSTATUS])
  3845. agi += sc->data[SC_INCALLSTATUS]->val1;
  3846. if(sc->data[SC_INCAGI])
  3847. agi += sc->data[SC_INCAGI]->val1;
  3848. if(sc->data[SC_AGIFOOD])
  3849. agi += sc->data[SC_AGIFOOD]->val1;
  3850. if(sc->data[SC_FOOD_AGI_CASH])
  3851. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  3852. if(sc->data[SC_SOULCOLD])
  3853. agi += sc->data[SC_SOULCOLD]->val1;
  3854. if(sc->data[SC_TRUESIGHT])
  3855. agi += 5;
  3856. if(sc->data[SC_INCREASEAGI])
  3857. agi += sc->data[SC_INCREASEAGI]->val2;
  3858. if(sc->data[SC_INCREASING])
  3859. agi += 4; // added based on skill updates [Reddozen]
  3860. if(sc->data[SC_DECREASEAGI])
  3861. agi -= sc->data[SC_DECREASEAGI]->val2;
  3862. if(sc->data[SC_QUAGMIRE])
  3863. agi -= sc->data[SC_QUAGMIRE]->val2;
  3864. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  3865. agi -= sc->data[SC_SUITON]->val2;
  3866. if(sc->data[SC_MARIONETTE])
  3867. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  3868. if(sc->data[SC_MARIONETTE2])
  3869. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  3870. if(sc->data[SC_ADORAMUS])
  3871. agi -= sc->data[SC_ADORAMUS]->val2;
  3872. if(sc->data[SC_DROCERA_HERB_STEAMED])
  3873. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  3874. if(sc->data[SC_INSPIRATION])
  3875. agi += sc->data[SC_INSPIRATION]->val3;
  3876. if(sc->data[SC_STOMACHACHE])
  3877. agi -= sc->data[SC_STOMACHACHE]->val1;
  3878. if(sc->data[SC_KYOUGAKU])
  3879. agi -= sc->data[SC_KYOUGAKU]->val2;
  3880. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  3881. }
  3882. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  3883. {
  3884. if(!sc || !sc->count)
  3885. return cap_value(vit,0,USHRT_MAX);
  3886. if(sc->data[SC_HARMONIZE]) {
  3887. vit -= sc->data[SC_HARMONIZE]->val2;
  3888. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  3889. }
  3890. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  3891. return 50;
  3892. if(sc->data[SC_INCALLSTATUS])
  3893. vit += sc->data[SC_INCALLSTATUS]->val1;
  3894. if(sc->data[SC_INCVIT])
  3895. vit += sc->data[SC_INCVIT]->val1;
  3896. if(sc->data[SC_VITFOOD])
  3897. vit += sc->data[SC_VITFOOD]->val1;
  3898. if(sc->data[SC_FOOD_VIT_CASH])
  3899. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  3900. if(sc->data[SC_CHANGE])
  3901. vit += sc->data[SC_CHANGE]->val2;
  3902. if(sc->data[SC_GLORYWOUNDS])
  3903. vit += sc->data[SC_GLORYWOUNDS]->val1;
  3904. if(sc->data[SC_TRUESIGHT])
  3905. vit += 5;
  3906. if(sc->data[SC_MARIONETTE])
  3907. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  3908. if(sc->data[SC_MARIONETTE2])
  3909. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  3910. if(sc->data[SC_LAUDAAGNUS])
  3911. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  3912. if(sc->data[SC_MINOR_BBQ])
  3913. vit += sc->data[SC_MINOR_BBQ]->val1;
  3914. if(sc->data[SC_INSPIRATION])
  3915. vit += sc->data[SC_INSPIRATION]->val3;
  3916. if(sc->data[SC_STOMACHACHE])
  3917. vit -= sc->data[SC_STOMACHACHE]->val1;
  3918. if(sc->data[SC_KYOUGAKU])
  3919. vit -= sc->data[SC_KYOUGAKU]->val2;
  3920. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  3921. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  3922. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  3923. }
  3924. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  3925. {
  3926. if(!sc || !sc->count)
  3927. return cap_value(int_,0,USHRT_MAX);
  3928. if(sc->data[SC_HARMONIZE]) {
  3929. int_ -= sc->data[SC_HARMONIZE]->val2;
  3930. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  3931. }
  3932. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  3933. return 50;
  3934. if(sc->data[SC_INCALLSTATUS])
  3935. int_ += sc->data[SC_INCALLSTATUS]->val1;
  3936. if(sc->data[SC_INCINT])
  3937. int_ += sc->data[SC_INCINT]->val1;
  3938. if(sc->data[SC_INTFOOD])
  3939. int_ += sc->data[SC_INTFOOD]->val1;
  3940. if(sc->data[SC_FOOD_INT_CASH])
  3941. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  3942. if(sc->data[SC_CHANGE])
  3943. int_ += sc->data[SC_CHANGE]->val3;
  3944. if(sc->data[SC_BATTLEORDERS])
  3945. int_ += 5;
  3946. if(sc->data[SC_TRUESIGHT])
  3947. int_ += 5;
  3948. if(sc->data[SC_BLESSING]){
  3949. if (sc->data[SC_BLESSING]->val2)
  3950. int_ += sc->data[SC_BLESSING]->val2;
  3951. else
  3952. int_ >>= 1;
  3953. }
  3954. if(sc->data[SC_NEN])
  3955. int_ += sc->data[SC_NEN]->val1;
  3956. if(sc->data[SC_MARIONETTE])
  3957. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  3958. if(sc->data[SC_MARIONETTE2])
  3959. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  3960. if(sc->data[SC_MANDRAGORA])
  3961. int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
  3962. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  3963. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  3964. if(sc->data[SC_INSPIRATION])
  3965. int_ += sc->data[SC_INSPIRATION]->val3;
  3966. if(sc->data[SC_STOMACHACHE])
  3967. int_ -= sc->data[SC_STOMACHACHE]->val1;
  3968. if(sc->data[SC_KYOUGAKU])
  3969. int_ -= sc->data[SC_KYOUGAKU]->val2;
  3970. if(bl->type != BL_PC){
  3971. if(sc->data[SC_STRIPHELM])
  3972. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  3973. if(sc->data[SC__STRIPACCESSORY])
  3974. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3975. }
  3976. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  3977. }
  3978. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  3979. {
  3980. if(!sc || !sc->count)
  3981. return cap_value(dex,0,USHRT_MAX);
  3982. if(sc->data[SC_HARMONIZE]) {
  3983. dex -= sc->data[SC_HARMONIZE]->val2;
  3984. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  3985. }
  3986. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  3987. return 50;
  3988. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3989. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  3990. if(sc->data[SC_INCALLSTATUS])
  3991. dex += sc->data[SC_INCALLSTATUS]->val1;
  3992. if(sc->data[SC_INCDEX])
  3993. dex += sc->data[SC_INCDEX]->val1;
  3994. if(sc->data[SC_DEXFOOD])
  3995. dex += sc->data[SC_DEXFOOD]->val1;
  3996. if(sc->data[SC_FOOD_DEX_CASH])
  3997. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  3998. if(sc->data[SC_BATTLEORDERS])
  3999. dex += 5;
  4000. if(sc->data[SC_HAWKEYES])
  4001. dex += sc->data[SC_HAWKEYES]->val1;
  4002. if(sc->data[SC_TRUESIGHT])
  4003. dex += 5;
  4004. if(sc->data[SC_QUAGMIRE])
  4005. dex -= sc->data[SC_QUAGMIRE]->val2;
  4006. if(sc->data[SC_BLESSING]){
  4007. if (sc->data[SC_BLESSING]->val2)
  4008. dex += sc->data[SC_BLESSING]->val2;
  4009. else
  4010. dex >>= 1;
  4011. }
  4012. if(sc->data[SC_INCREASING])
  4013. dex += 4; // added based on skill updates [Reddozen]
  4014. if(sc->data[SC_MARIONETTE])
  4015. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  4016. if(sc->data[SC_MARIONETTE2])
  4017. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  4018. if(sc->data[SC_SIROMA_ICE_TEA])
  4019. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  4020. if(sc->data[SC_INSPIRATION])
  4021. dex += sc->data[SC_INSPIRATION]->val3;
  4022. if(sc->data[SC_STOMACHACHE])
  4023. dex -= sc->data[SC_STOMACHACHE]->val1;
  4024. if(sc->data[SC_KYOUGAKU])
  4025. dex -= sc->data[SC_KYOUGAKU]->val2;
  4026. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4027. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4028. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4029. }
  4030. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  4031. {
  4032. if(!sc || !sc->count)
  4033. return cap_value(luk,0,USHRT_MAX);
  4034. if(sc->data[SC_HARMONIZE]) {
  4035. luk -= sc->data[SC_HARMONIZE]->val2;
  4036. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4037. }
  4038. if(sc->data[SC_CURSE])
  4039. return 0;
  4040. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  4041. return 50;
  4042. if(sc->data[SC_INCALLSTATUS])
  4043. luk += sc->data[SC_INCALLSTATUS]->val1;
  4044. if(sc->data[SC_INCLUK])
  4045. luk += sc->data[SC_INCLUK]->val1;
  4046. if(sc->data[SC_LUKFOOD])
  4047. luk += sc->data[SC_LUKFOOD]->val1;
  4048. if(sc->data[SC_FOOD_LUK_CASH])
  4049. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  4050. if(sc->data[SC_TRUESIGHT])
  4051. luk += 5;
  4052. if(sc->data[SC_GLORIA])
  4053. luk += 30;
  4054. if(sc->data[SC_MARIONETTE])
  4055. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  4056. if(sc->data[SC_MARIONETTE2])
  4057. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  4058. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  4059. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  4060. if(sc->data[SC_INSPIRATION])
  4061. luk += sc->data[SC_INSPIRATION]->val3;
  4062. if(sc->data[SC_STOMACHACHE])
  4063. luk -= sc->data[SC_STOMACHACHE]->val1;
  4064. if(sc->data[SC_KYOUGAKU])
  4065. luk -= sc->data[SC_KYOUGAKU]->val2;
  4066. if(sc->data[SC_LAUDARAMUS])
  4067. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  4068. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4069. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4070. if(sc->data[SC_BANANA_BOMB])
  4071. luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
  4072. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4073. }
  4074. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  4075. {
  4076. if(!sc || !sc->count)
  4077. return cap_value(batk,0,USHRT_MAX);
  4078. if(sc->data[SC_ATKPOTION])
  4079. batk += sc->data[SC_ATKPOTION]->val1;
  4080. if(sc->data[SC_BATKFOOD])
  4081. batk += sc->data[SC_BATKFOOD]->val1;
  4082. if(sc->data[SC_GATLINGFEVER])
  4083. batk += sc->data[SC_GATLINGFEVER]->val3;
  4084. if(sc->data[SC_MADNESSCANCEL])
  4085. batk += 100;
  4086. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4087. batk += 50;
  4088. if(bl->type == BL_ELEM
  4089. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4090. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4091. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4092. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  4093. )
  4094. batk += batk / 5;
  4095. if(sc->data[SC_FULL_SWING_K])
  4096. batk += sc->data[SC_FULL_SWING_K]->val1;
  4097. if(sc->data[SC_ODINS_POWER])
  4098. batk += 70;
  4099. if(sc->data[SC_ASH])
  4100. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  4101. if(sc->data[SC_PYROCLASTIC])
  4102. batk += sc->data[SC_PYROCLASTIC]->val2;
  4103. if (sc->data[SC_ANGRIFFS_MODUS])
  4104. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  4105. if(sc->data[SC_INCATKRATE])
  4106. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  4107. if(sc->data[SC_PROVOKE])
  4108. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  4109. if(sc->data[SC_CONCENTRATION])
  4110. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  4111. if(sc->data[SC_SKE])
  4112. batk += batk * 3;
  4113. if(sc->data[SC_BLOODLUST])
  4114. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  4115. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  4116. batk -= batk * 25/100;
  4117. if(sc->data[SC_CURSE])
  4118. batk -= batk * 25/100;
  4119. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  4120. // if(sc->data[SC_BLEEDING])
  4121. // batk -= batk * 25/100;
  4122. if(sc->data[SC_FLEET])
  4123. batk += batk * sc->data[SC_FLEET]->val3/100;
  4124. if(sc->data[SC__ENERVATION])
  4125. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  4126. if(sc->data[SC_RUSHWINDMILL])
  4127. batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100;
  4128. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4129. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  4130. if(sc->data[SC_MELODYOFSINK])
  4131. batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
  4132. if(sc->data[SC_BEYONDOFWARCRY])
  4133. batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  4134. if( sc->data[SC_ZANGETSU] )
  4135. batk += batk * sc->data[SC_ZANGETSU]->val2 / 100;
  4136. if(sc->data[SC_EQC])
  4137. batk -= batk * sc->data[SC_EQC]->val3 / 100;
  4138. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  4139. }
  4140. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  4141. {
  4142. if(!sc || !sc->count)
  4143. return cap_value(watk,0,USHRT_MAX);
  4144. if(sc->data[SC_IMPOSITIO])
  4145. watk += sc->data[SC_IMPOSITIO]->val2;
  4146. if(sc->data[SC_WATKFOOD])
  4147. watk += sc->data[SC_WATKFOOD]->val1;
  4148. if(sc->data[SC_DRUMBATTLE])
  4149. watk += sc->data[SC_DRUMBATTLE]->val2;
  4150. if(sc->data[SC_VOLCANO])
  4151. watk += sc->data[SC_VOLCANO]->val2;
  4152. if(sc->data[SC_MERC_ATKUP])
  4153. watk += sc->data[SC_MERC_ATKUP]->val2;
  4154. if(sc->data[SC_FIGHTINGSPIRIT])
  4155. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  4156. if(sc->data[SC_STRIKING])
  4157. watk += sc->data[SC_STRIKING]->val2;
  4158. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  4159. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  4160. if(sc->data[SC_INSPIRATION])
  4161. watk += sc->data[SC_INSPIRATION]->val2;
  4162. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4163. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4164. if( sc->data[SC_TROPIC_OPTION] )
  4165. watk += sc->data[SC_TROPIC_OPTION]->val2;
  4166. if( sc->data[SC_HEATER_OPTION] )
  4167. watk += sc->data[SC_HEATER_OPTION]->val2;
  4168. if( sc->data[SC_WATER_BARRIER] )
  4169. watk -= sc->data[SC_WATER_BARRIER]->val3;
  4170. if( sc->data[SC_PYROTECHNIC_OPTION] )
  4171. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  4172. if(sc->data[SC_NIBELUNGEN]) {
  4173. if (bl->type != BL_PC)
  4174. watk += sc->data[SC_NIBELUNGEN]->val2;
  4175. else {
  4176. #ifndef RENEWAL
  4177. TBL_PC *sd = (TBL_PC*)bl;
  4178. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  4179. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  4180. #endif
  4181. watk += sc->data[SC_NIBELUNGEN]->val2;
  4182. }
  4183. }
  4184. if(sc->data[SC_INCATKRATE])
  4185. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  4186. if(sc->data[SC_PROVOKE])
  4187. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  4188. if(sc->data[SC_CONCENTRATION])
  4189. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  4190. if(sc->data[SC_SKE])
  4191. watk += watk * 3;
  4192. if(sc->data[SC__ENERVATION])
  4193. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  4194. if(sc->data[SC_FLEET])
  4195. watk += watk * sc->data[SC_FLEET]->val3/100;
  4196. if(sc->data[SC_CURSE])
  4197. watk -= watk * 25/100;
  4198. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  4199. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  4200. if(sc->data[SC__ENERVATION])
  4201. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  4202. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4203. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  4204. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  4205. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4206. )
  4207. watk += watk / 10;
  4208. if( sc && sc->data[SC_TIDAL_WEAPON] )
  4209. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  4210. if(sc->data[SC_ANGRIFFS_MODUS])
  4211. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  4212. #ifdef RENEWAL_EDP
  4213. if( sc->data[SC_EDP] )
  4214. watk = watk * (100 + sc->data[SC_EDP]->val1 * 80) / 100;
  4215. #endif
  4216. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  4217. }
  4218. #ifdef RENEWAL
  4219. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  4220. {
  4221. if (!sc || !sc->count)
  4222. return cap_value(matk,0,USHRT_MAX);
  4223. if (sc->data[SC_MATKPOTION])
  4224. matk += sc->data[SC_MATKPOTION]->val1;
  4225. if (sc->data[SC_MATKFOOD])
  4226. matk += sc->data[SC_MATKFOOD]->val1;
  4227. if(sc->data[SC_MANA_PLUS])
  4228. matk += sc->data[SC_MANA_PLUS]->val1;
  4229. if(sc->data[SC_AQUAPLAY_OPTION])
  4230. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4231. if(sc->data[SC_CHILLY_AIR_OPTION])
  4232. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4233. if(sc->data[SC_WATER_BARRIER])
  4234. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4235. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4236. matk += 50;
  4237. if(sc->data[SC_ODINS_POWER])
  4238. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
  4239. if(sc->data[SC_IZAYOI])
  4240. matk += 50 * sc->data[SC_IZAYOI]->val1;
  4241. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4242. }
  4243. #endif
  4244. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  4245. {
  4246. if(!sc || !sc->count)
  4247. return cap_value(matk,0,USHRT_MAX);
  4248. #ifndef RENEWAL
  4249. // take note fixed value first before % modifiers
  4250. if (sc->data[SC_MATKPOTION])
  4251. matk += sc->data[SC_MATKPOTION]->val1;
  4252. if (sc->data[SC_MATKFOOD])
  4253. matk += sc->data[SC_MATKFOOD]->val1;
  4254. if (sc->data[SC_MANA_PLUS])
  4255. matk += sc->data[SC_MANA_PLUS]->val1;
  4256. if (sc->data[SC_AQUAPLAY_OPTION])
  4257. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4258. if (sc->data[SC_CHILLY_AIR_OPTION])
  4259. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4260. if (sc->data[SC_WATER_BARRIER])
  4261. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4262. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4263. matk += 50;
  4264. if (sc->data[SC_ODINS_POWER])
  4265. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
  4266. if (sc->data[SC_IZAYOI])
  4267. matk += 50 * sc->data[SC_IZAYOI]->val1;
  4268. #endif
  4269. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  4270. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  4271. if (sc->data[SC_MINDBREAKER])
  4272. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  4273. if (sc->data[SC_INCMATKRATE])
  4274. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  4275. if (sc->data[SC_MOONLITSERENADE])
  4276. matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
  4277. if (sc->data[SC_MELODYOFSINK])
  4278. matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
  4279. if (sc->data[SC_BEYONDOFWARCRY])
  4280. matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  4281. if( sc->data[SC_ZANGETSU] )
  4282. matk += matk * sc->data[SC_ZANGETSU]->val2 / 100;
  4283. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4284. }
  4285. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) {
  4286. if(!sc || !sc->count)
  4287. return cap_value(critical,10,SHRT_MAX);
  4288. if (sc->data[SC_INCCRI])
  4289. critical += sc->data[SC_INCCRI]->val2;
  4290. if (sc->data[SC_EXPLOSIONSPIRITS])
  4291. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  4292. if (sc->data[SC_FORTUNE])
  4293. critical += sc->data[SC_FORTUNE]->val2;
  4294. if (sc->data[SC_TRUESIGHT])
  4295. critical += sc->data[SC_TRUESIGHT]->val2;
  4296. if(sc->data[SC_CLOAKING])
  4297. critical += critical;
  4298. if(sc->data[SC_STRIKING])
  4299. critical += sc->data[SC_STRIKING]->val1;
  4300. #ifdef RENEWAL
  4301. if (sc->data[SC_SPEARQUICKEN])
  4302. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  4303. #endif
  4304. if(sc->data[SC__INVISIBILITY])
  4305. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  4306. if(sc->data[SC__UNLUCKY])
  4307. critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
  4308. return (short)cap_value(critical,10,SHRT_MAX);
  4309. }
  4310. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  4311. {
  4312. if(!sc || !sc->count)
  4313. return cap_value(hit,1,SHRT_MAX);
  4314. if(sc->data[SC_INCHIT])
  4315. hit += sc->data[SC_INCHIT]->val1;
  4316. if(sc->data[SC_HITFOOD])
  4317. hit += sc->data[SC_HITFOOD]->val1;
  4318. if(sc->data[SC_TRUESIGHT])
  4319. hit += sc->data[SC_TRUESIGHT]->val3;
  4320. if(sc->data[SC_HUMMING])
  4321. hit += sc->data[SC_HUMMING]->val2;
  4322. if(sc->data[SC_CONCENTRATION])
  4323. hit += sc->data[SC_CONCENTRATION]->val3;
  4324. if(sc->data[SC_INSPIRATION])
  4325. hit += 5 * sc->data[SC_INSPIRATION]->val1;
  4326. if(sc->data[SC_ADJUSTMENT])
  4327. hit -= 30;
  4328. if(sc->data[SC_INCREASING])
  4329. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  4330. if(sc->data[SC_MERC_HITUP])
  4331. hit += sc->data[SC_MERC_HITUP]->val2;
  4332. if(sc->data[SC_INCHITRATE])
  4333. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  4334. if(sc->data[SC_BLIND])
  4335. hit -= hit * 25/100;
  4336. if(sc->data[SC__GROOMY])
  4337. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  4338. if(sc->data[SC_FEAR])
  4339. hit -= hit * 20 / 100;
  4340. if (sc->data[SC_ASH])
  4341. hit -= (hit * sc->data[SC_ASH]->val2) / 100;
  4342. return (short)cap_value(hit,1,SHRT_MAX);
  4343. }
  4344. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  4345. {
  4346. if( bl->type == BL_PC )
  4347. {
  4348. if( map_flag_gvg(bl->m) )
  4349. flee -= flee * battle_config.gvg_flee_penalty/100;
  4350. else if( map[bl->m].flag.battleground )
  4351. flee -= flee * battle_config.bg_flee_penalty/100;
  4352. }
  4353. if(!sc || !sc->count)
  4354. return cap_value(flee,1,SHRT_MAX);
  4355. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  4356. return 1; //1 = min flee
  4357. if(sc->data[SC_INCFLEE])
  4358. flee += sc->data[SC_INCFLEE]->val1;
  4359. if(sc->data[SC_FLEEFOOD])
  4360. flee += sc->data[SC_FLEEFOOD]->val1;
  4361. if(sc->data[SC_WHISTLE])
  4362. flee += sc->data[SC_WHISTLE]->val2;
  4363. if(sc->data[SC_WINDWALK])
  4364. flee += sc->data[SC_WINDWALK]->val2;
  4365. if(sc->data[SC_VIOLENTGALE])
  4366. flee += sc->data[SC_VIOLENTGALE]->val2;
  4367. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  4368. flee += sc->data[SC_MOON_COMFORT]->val2;
  4369. if(sc->data[SC_CLOSECONFINE])
  4370. flee += 10;
  4371. if (sc->data[SC_ANGRIFFS_MODUS])
  4372. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  4373. if (sc->data[SC_OVERED_BOOST])
  4374. flee = max(flee,sc->data[SC_OVERED_BOOST]->val2);
  4375. if(sc->data[SC_ADJUSTMENT])
  4376. flee += 30;
  4377. if(sc->data[SC_SPEED])
  4378. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  4379. if(sc->data[SC_GATLINGFEVER])
  4380. flee -= sc->data[SC_GATLINGFEVER]->val4;
  4381. if(sc->data[SC_PARTYFLEE])
  4382. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  4383. if(sc->data[SC_MERC_FLEEUP])
  4384. flee += sc->data[SC_MERC_FLEEUP]->val2;
  4385. if( sc->data[SC_HALLUCINATIONWALK] )
  4386. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  4387. if( sc->data[SC_WATER_BARRIER] )
  4388. flee -= sc->data[SC_WATER_BARRIER]->val3;
  4389. if( sc->data[SC_MARSHOFABYSS] )
  4390. flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1);
  4391. #ifdef RENEWAL
  4392. if( sc->data[SC_SPEARQUICKEN] )
  4393. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  4394. #endif
  4395. if(sc->data[SC_INCFLEERATE])
  4396. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  4397. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  4398. flee -= flee * 50/100;
  4399. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4400. flee -= flee * 50/100;
  4401. if(sc->data[SC_BLIND])
  4402. flee -= flee * 25/100;
  4403. if(sc->data[SC_FEAR])
  4404. flee -= flee * 20 / 100;
  4405. if(sc->data[SC_PARALYSE])
  4406. flee -= flee * 10 / 100; // 10% Flee reduction
  4407. if(sc->data[SC_INFRAREDSCAN])
  4408. flee -= flee * 30 / 100;
  4409. if( sc->data[SC__LAZINESS] )
  4410. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  4411. if( sc->data[SC_GLOOMYDAY] )
  4412. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  4413. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  4414. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4415. if( sc->data[SC_WIND_STEP_OPTION] )
  4416. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  4417. if( sc->data[SC_ZEPHYR] )
  4418. flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
  4419. if(sc->data[SC_ASH])
  4420. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  4421. if (sc->data[SC_GOLDENE_FERSE])
  4422. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  4423. return (short)cap_value(flee,1,SHRT_MAX);
  4424. }
  4425. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  4426. {
  4427. if(!sc || !sc->count)
  4428. return cap_value(flee2,10,SHRT_MAX);
  4429. if(sc->data[SC_INCFLEE2])
  4430. flee2 += sc->data[SC_INCFLEE2]->val2;
  4431. if(sc->data[SC_WHISTLE])
  4432. flee2 += sc->data[SC_WHISTLE]->val3*10;
  4433. if(sc->data[SC__UNLUCKY])
  4434. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  4435. return (short)cap_value(flee2,10,SHRT_MAX);
  4436. }
  4437. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def) {
  4438. if(!sc || !sc->count)
  4439. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  4440. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4441. return 0;
  4442. if(sc->data[SC_SKA])
  4443. return sc->data[SC_SKA]->val3;
  4444. if(sc->data[SC_BARRIER])
  4445. return 100;
  4446. if(sc->data[SC_KEEPING])
  4447. return 90;
  4448. #ifndef RENEWAL // does not provide 90 DEF in renewal mode
  4449. if(sc->data[SC_STEELBODY])
  4450. return 90;
  4451. #endif
  4452. if(sc->data[SC_ARMORCHANGE])
  4453. def += sc->data[SC_ARMORCHANGE]->val2;
  4454. if(sc->data[SC_DRUMBATTLE])
  4455. def += sc->data[SC_DRUMBATTLE]->val3;
  4456. if(sc->data[SC_DEFENCE]) //[orn]
  4457. def += sc->data[SC_DEFENCE]->val2 ;
  4458. if(sc->data[SC_INCDEFRATE])
  4459. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  4460. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4461. def += 50;
  4462. if(sc->data[SC_ODINS_POWER])
  4463. def -= 20;
  4464. if( sc->data[SC_ANGRIFFS_MODUS] )
  4465. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  4466. if(sc->data[SC_STONEHARDSKIN])
  4467. def += sc->data[SC_STONEHARDSKIN]->val1;
  4468. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4469. def >>=1;
  4470. if(sc->data[SC_FREEZE])
  4471. def >>=1;
  4472. if(sc->data[SC_SIGNUMCRUCIS])
  4473. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  4474. if(sc->data[SC_CONCENTRATION])
  4475. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  4476. if(sc->data[SC_SKE])
  4477. def >>=1;
  4478. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  4479. def -= def * sc->data[SC_PROVOKE]->val4/100;
  4480. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) //Player doesn't have def reduction only equip removed
  4481. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  4482. if (sc->data[SC_FLING])
  4483. def -= def * (sc->data[SC_FLING]->val2)/100;
  4484. if( sc->data[SC_FREEZING] )
  4485. def -= def * 10 / 100;
  4486. if( sc->data[SC_MARSHOFABYSS] )
  4487. def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4488. if( sc->data[SC_ANALYZE] )
  4489. def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4490. if( sc->data[SC_FORCEOFVANGUARD] )
  4491. def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4492. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4493. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4494. if(sc->data[SC_EARTHDRIVE])
  4495. def -= def * 25 / 100;
  4496. if( sc->data[SC_ROCK_CRUSHER] )
  4497. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  4498. if( sc->data[SC_POWER_OF_GAIA] )
  4499. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  4500. if( sc->data[SC_PRESTIGE] )
  4501. def += def * sc->data[SC_PRESTIGE]->val1 / 100;
  4502. if(sc->data[SC_ASH])
  4503. def -= def * sc->data[SC_ASH]->val3/100;
  4504. if( sc->data[SC_OVERED_BOOST] )
  4505. def -= def * sc->data[SC_OVERED_BOOST]->val3 / 100;
  4506. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  4507. }
  4508. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  4509. {
  4510. if(!sc || !sc->count)
  4511. #ifdef RENEWAL
  4512. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  4513. #else
  4514. return (short)cap_value(def2,1,SHRT_MAX);
  4515. #endif
  4516. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4517. return 0;
  4518. if(sc->data[SC_ETERNALCHAOS])
  4519. return 0;
  4520. if(sc->data[SC_SUN_COMFORT])
  4521. def2 += sc->data[SC_SUN_COMFORT]->val2;
  4522. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
  4523. def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
  4524. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4525. def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4526. if(sc->data[SC_ANGELUS])
  4527. #ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus
  4528. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  4529. #else
  4530. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  4531. #endif
  4532. if(sc->data[SC_CONCENTRATION])
  4533. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  4534. if(sc->data[SC_POISON])
  4535. def2 -= def2 * 25/100;
  4536. if(sc->data[SC_DPOISON])
  4537. def2 -= def2 * 25/100;
  4538. if(sc->data[SC_SKE])
  4539. def2 -= def2 * 50/100;
  4540. if(sc->data[SC_PROVOKE])
  4541. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  4542. if(sc->data[SC_JOINTBEAT])
  4543. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  4544. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  4545. if(sc->data[SC_FLING])
  4546. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  4547. if( sc->data[SC_FREEZING] )
  4548. def2 -= def2 * 3 / 10;
  4549. if(sc->data[SC_ANALYZE])
  4550. def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4551. if( sc->data[SC_ECHOSONG] )
  4552. def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
  4553. if(sc->data[SC_ASH])
  4554. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  4555. if (sc->data[SC_PARALYSIS])
  4556. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  4557. if(sc->data[SC_EQC])
  4558. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  4559. #ifdef RENEWAL
  4560. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  4561. #else
  4562. return (short)cap_value(def2,1,SHRT_MAX);
  4563. #endif
  4564. }
  4565. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) {
  4566. if(!sc || !sc->count)
  4567. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  4568. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4569. return 0;
  4570. if(sc->data[SC_BARRIER])
  4571. return 100;
  4572. #ifndef RENEWAL // no longer provides 90 MDEF in renewal mode
  4573. if(sc->data[SC_STEELBODY])
  4574. return 90;
  4575. #endif
  4576. if(sc->data[SC_ARMORCHANGE])
  4577. mdef += sc->data[SC_ARMORCHANGE]->val3;
  4578. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  4579. mdef += 50;
  4580. if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1.
  4581. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  4582. if(sc->data[SC_CONCENTRATION])
  4583. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  4584. if(sc->data[SC_STONEHARDSKIN])
  4585. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  4586. if(sc->data[SC_WATER_BARRIER])
  4587. mdef += sc->data[SC_WATER_BARRIER]->val2;
  4588. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4589. mdef += 25*mdef/100;
  4590. if(sc->data[SC_FREEZE])
  4591. mdef += 25*mdef/100;
  4592. if( sc->data[SC_MARSHOFABYSS] )
  4593. mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4594. if(sc->data[SC_ANALYZE])
  4595. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4596. if(sc->data[SC_SYMPHONYOFLOVER])
  4597. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100;
  4598. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4)
  4599. mdef -= mdef * sc->data[SC_GT_CHANGE]->val4 / 100;
  4600. if (sc->data[SC_ODINS_POWER])
  4601. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  4602. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  4603. }
  4604. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  4605. {
  4606. if(!sc || !sc->count)
  4607. #ifdef RENEWAL
  4608. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  4609. #else
  4610. return (short)cap_value(mdef2,1,SHRT_MAX);
  4611. #endif
  4612. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4613. return 0;
  4614. if(sc->data[SC_SKA])
  4615. return 90;
  4616. if(sc->data[SC_MINDBREAKER])
  4617. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  4618. if(sc->data[SC_ANALYZE])
  4619. mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4620. #ifdef RENEWAL
  4621. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  4622. #else
  4623. return (short)cap_value(mdef2,1,SHRT_MAX);
  4624. #endif
  4625. }
  4626. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  4627. {
  4628. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4629. int speed_rate;
  4630. if( sc == NULL )
  4631. return cap_value(speed,10,USHRT_MAX);
  4632. if (sd && sd->state.permanent_speed)
  4633. return (short)cap_value(speed,10,USHRT_MAX);
  4634. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) )
  4635. {
  4636. if( sd->ud.skill_id == LG_EXEEDBREAK )
  4637. speed_rate = 100 + 60 - (sd->ud.skill_lv * 10);
  4638. else
  4639. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  4640. }
  4641. else
  4642. {
  4643. speed_rate = 100;
  4644. //GetMoveHasteValue2()
  4645. {
  4646. int val = 0;
  4647. if( sc->data[SC_FUSION] )
  4648. val = 25;
  4649. else if( sd ) {
  4650. if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON|OPTION_MOUNTING) )
  4651. val = 25;//Same bonus
  4652. else if( pc_isridingwug(sd) )
  4653. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  4654. else if( pc_ismadogear(sd) ) {
  4655. val = (- 10 * (5 - pc_checkskill(sd,NC_MADOLICENCE)));
  4656. if( sc->data[SC_ACCELERATION] )
  4657. val += 25;
  4658. }
  4659. }
  4660. speed_rate -= val;
  4661. }
  4662. //GetMoveSlowValue()
  4663. {
  4664. int val = 0;
  4665. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  4666. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  4667. else
  4668. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  4669. val = sc->data[SC_CHASEWALK]->val3;
  4670. else
  4671. {
  4672. // Longing for Freedom cancels song/dance penalty
  4673. if( sc->data[SC_LONGING] )
  4674. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  4675. else
  4676. if( sd && sc->data[SC_DANCING] )
  4677. 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)) );
  4678. if( sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS] )
  4679. val = max( val, 25 );
  4680. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  4681. val = max( val, 50 );
  4682. if( sc->data[SC_DONTFORGETME] )
  4683. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  4684. if( sc->data[SC_CURSE] )
  4685. val = max( val, 300 );
  4686. if( sc->data[SC_CHASEWALK] )
  4687. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  4688. if( sc->data[SC_WEDDING] )
  4689. val = max( val, 100 );
  4690. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  4691. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  4692. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  4693. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  4694. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  4695. val = max( val, 75 );
  4696. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  4697. val = max( val, 100 );
  4698. if( sc->data[SC_GATLINGFEVER] )
  4699. val = max( val, 100 );
  4700. if( sc->data[SC_SUITON] )
  4701. val = max( val, sc->data[SC_SUITON]->val3 );
  4702. if( sc->data[SC_SWOO] )
  4703. val = max( val, 300 );
  4704. if( sc->data[SC_FREEZING] )
  4705. val = max( val, 70 );
  4706. if( sc->data[SC_MARSHOFABYSS] )
  4707. val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
  4708. if( sc->data[SC_CAMOUFLAGE] )
  4709. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  4710. if( sc->data[SC__GROOMY] )
  4711. val = max( val, sc->data[SC__GROOMY]->val2);
  4712. if( sc->data[SC_STEALTHFIELD_MASTER] )
  4713. val = max( val, 30 );
  4714. if( sc->data[SC_BANDING_DEFENCE] )
  4715. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
  4716. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  4717. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  4718. if( sc->data[SC_POWER_OF_GAIA] )
  4719. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  4720. if( sc->data[SC_MELON_BOMB] )
  4721. val = max( val, sc->data[SC_MELON_BOMB]->val1 );
  4722. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup
  4723. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  4724. }
  4725. speed_rate += val;
  4726. }
  4727. //GetMoveHasteValue1()
  4728. {
  4729. int val = 0;
  4730. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  4731. val = max( val, 50 );
  4732. if( sc->data[SC_INCREASEAGI] )
  4733. val = max( val, 25 );
  4734. if( sc->data[SC_WINDWALK] )
  4735. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  4736. if( sc->data[SC_CARTBOOST] )
  4737. val = max( val, 20 );
  4738. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  4739. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  4740. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  4741. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  4742. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  4743. val = max( val, 25 );
  4744. if( sc->data[SC_RUN] )
  4745. val = max( val, 55 );
  4746. if( sc->data[SC_AVOID] )
  4747. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  4748. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  4749. val = max( val, 75 );
  4750. if( sc->data[SC_CLOAKINGEXCEED] )
  4751. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  4752. if( sc->data[SC_HOVERING] )
  4753. val = max( val, 10 );
  4754. if( sc->data[SC_GN_CARTBOOST] )
  4755. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  4756. if( sc->data[SC_SWINGDANCE] )
  4757. val = max( val, sc->data[SC_SWINGDANCE]->val2 );
  4758. if( sc->data[SC_WIND_STEP_OPTION] )
  4759. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  4760. //FIXME: official items use a single bonus for this [ultramage]
  4761. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  4762. val = max( val, 25 );
  4763. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup
  4764. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  4765. speed_rate -= val;
  4766. }
  4767. if( speed_rate < 40 )
  4768. speed_rate = 40;
  4769. }
  4770. //GetSpeed()
  4771. {
  4772. if( sd && pc_iscarton(sd) )
  4773. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  4774. if( sc->data[SC_PARALYSE] )
  4775. speed += speed * 50 / 100;
  4776. if( speed_rate != 100 )
  4777. speed = speed * speed_rate / 100;
  4778. if( sc->data[SC_STEELBODY] )
  4779. speed = 200;
  4780. if( sc->data[SC_DEFENDER] )
  4781. speed = max(speed, 200);
  4782. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  4783. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  4784. }
  4785. return (short)cap_value(speed,10,USHRT_MAX);
  4786. }
  4787. #ifdef RENEWAL_ASPD
  4788. // flag&1 - fixed value [malufett]
  4789. // flag&2 - percentage value
  4790. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
  4791. {
  4792. int i, pots = 0, skills1 = 0, skills2 = 0;
  4793. if(!sc || !sc->count)
  4794. return 0;
  4795. if(sc->data[i=SC_ASPDPOTION3] ||
  4796. sc->data[i=SC_ASPDPOTION2] ||
  4797. sc->data[i=SC_ASPDPOTION1] ||
  4798. sc->data[i=SC_ASPDPOTION0])
  4799. pots += sc->data[i]->val1;
  4800. if( !sc->data[SC_QUAGMIRE] ){
  4801. if(sc->data[SC_STAR_COMFORT])
  4802. skills1 = 5; // needs more info
  4803. if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
  4804. skills1 = 7;
  4805. if(sc->data[SC_ONEHAND] && skills1 < 7) skills1 = 7;
  4806. if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // needs more info
  4807. skills1 = 7;
  4808. if(sc->data[SC_ADRENALINE2] && skills1 < 6)
  4809. skills1 = 6;
  4810. if(sc->data[SC_ADRENALINE] && skills1 < 7)
  4811. skills1 = 7;
  4812. if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
  4813. skills1 = 7;
  4814. if(sc->data[SC_GATLINGFEVER] && skills1 < 9) // needs more info
  4815. skills1 = 9;
  4816. if(sc->data[SC_FLEET] && skills1 < 5)
  4817. skills1 = 5;
  4818. if(sc->data[SC_ASSNCROS] &&
  4819. skills1 < sc->data[SC_ASSNCROS]->val2/10)
  4820. {
  4821. if (bl->type!=BL_PC)
  4822. skills1 = sc->data[SC_ASSNCROS]->val2/10;
  4823. else
  4824. switch(((TBL_PC*)bl)->status.weapon)
  4825. {
  4826. case W_BOW:
  4827. case W_REVOLVER:
  4828. case W_RIFLE:
  4829. case W_GATLING:
  4830. case W_SHOTGUN:
  4831. case W_GRENADE:
  4832. break;
  4833. default:
  4834. skills1 = sc->data[SC_ASSNCROS]->val2/10;
  4835. }
  4836. }
  4837. }
  4838. if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) && skills1 < 15)
  4839. skills1 = 15;
  4840. else if(sc->data[SC_MADNESSCANCEL] && skills1 < 15) // needs more info
  4841. skills1 = 15;
  4842. if(sc->data[SC_DONTFORGETME])
  4843. skills2 -= sc->data[SC_DONTFORGETME]->val2; // needs more info
  4844. if(sc->data[SC_LONGING])
  4845. skills2 -= sc->data[SC_LONGING]->val2; // needs more info
  4846. if(sc->data[SC_STEELBODY])
  4847. skills2 -= 25;
  4848. if(sc->data[SC_SKA])
  4849. skills2 -= 25;
  4850. if(sc->data[SC_DEFENDER])
  4851. skills2 -= sc->data[SC_DEFENDER]->val4; // needs more info
  4852. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
  4853. skills2 -= 25;
  4854. if(sc->data[SC_GRAVITATION])
  4855. skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info
  4856. if(sc->data[SC_JOINTBEAT]) { // needs more info
  4857. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  4858. skills2 -= 25;
  4859. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  4860. skills2 -= 10;
  4861. }
  4862. if( sc->data[SC_FREEZING] )
  4863. skills2 -= 30;
  4864. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  4865. skills2 -= 50;
  4866. if( sc->data[SC_PARALYSE] )
  4867. skills2 -= 10;
  4868. if( sc->data[SC__BODYPAINT] )
  4869. skills2 -= 2 + 5 * sc->data[SC__BODYPAINT]->val1;
  4870. if( sc->data[SC__INVISIBILITY] )
  4871. skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
  4872. if( sc->data[SC__GROOMY] )
  4873. skills2 -= sc->data[SC__GROOMY]->val2;
  4874. if( sc->data[SC_SWINGDANCE] )
  4875. skills2 += sc->data[SC_SWINGDANCE]->val2;
  4876. if( sc->data[SC_DANCEWITHWUG] )
  4877. skills2 += sc->data[SC_DANCEWITHWUG]->val3;
  4878. if( sc->data[SC_GLOOMYDAY] )
  4879. skills2 -= sc->data[SC_GLOOMYDAY]->val3;
  4880. if( sc->data[SC_EARTHDRIVE] )
  4881. skills2 -= 25;
  4882. if( sc->data[SC_GT_CHANGE] )
  4883. skills2 += sc->data[SC_GT_CHANGE]->val3;
  4884. if( sc->data[SC_MELON_BOMB] )
  4885. skills2 -= sc->data[SC_MELON_BOMB]->val1;
  4886. if( sc->data[SC_BOOST500] )
  4887. skills2 += sc->data[SC_BOOST500]->val1;
  4888. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  4889. skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  4890. if( sc->data[SC_INCASPDRATE] )
  4891. skills2 += sc->data[SC_INCASPDRATE]->val1;
  4892. return ( flag&1? (skills1 + pots) : skills2 );
  4893. }
  4894. #endif
  4895. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) {
  4896. if (!sc || !sc->count)
  4897. return cap_value(aspd, 0, 2000);
  4898. if (!sc->data[SC_QUAGMIRE]) {
  4899. if (sc->data[SC_OVERED_BOOST])
  4900. aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10;
  4901. }
  4902. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
  4903. || sc->data[SC_WILD_STORM_OPTION]))
  4904. aspd -= 50; // +5 ASPD
  4905. if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
  4906. aspd -= (bl->type==BL_PC?pc_checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;
  4907. return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway
  4908. }
  4909. /// Calculates an object's ASPD modifier (alters the base amotion value).
  4910. /// Note that the scale of aspd_rate is 1000 = 100%.
  4911. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  4912. {
  4913. int i;
  4914. if(!sc || !sc->count)
  4915. return cap_value(aspd_rate,0,SHRT_MAX);
  4916. if( !sc->data[SC_QUAGMIRE] ){
  4917. int max = 0;
  4918. if(sc->data[SC_STAR_COMFORT])
  4919. max = sc->data[SC_STAR_COMFORT]->val2;
  4920. if(sc->data[SC_TWOHANDQUICKEN] &&
  4921. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  4922. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  4923. if(sc->data[SC_ONEHAND] &&
  4924. max < sc->data[SC_ONEHAND]->val2)
  4925. max = sc->data[SC_ONEHAND]->val2;
  4926. if(sc->data[SC_MERC_QUICKEN] &&
  4927. max < sc->data[SC_MERC_QUICKEN]->val2)
  4928. max = sc->data[SC_MERC_QUICKEN]->val2;
  4929. if(sc->data[SC_ADRENALINE2] &&
  4930. max < sc->data[SC_ADRENALINE2]->val3)
  4931. max = sc->data[SC_ADRENALINE2]->val3;
  4932. if(sc->data[SC_ADRENALINE] &&
  4933. max < sc->data[SC_ADRENALINE]->val3)
  4934. max = sc->data[SC_ADRENALINE]->val3;
  4935. if(sc->data[SC_SPEARQUICKEN] &&
  4936. max < sc->data[SC_SPEARQUICKEN]->val2)
  4937. max = sc->data[SC_SPEARQUICKEN]->val2;
  4938. if(sc->data[SC_GATLINGFEVER] &&
  4939. max < sc->data[SC_GATLINGFEVER]->val2)
  4940. max = sc->data[SC_GATLINGFEVER]->val2;
  4941. if(sc->data[SC_FLEET] &&
  4942. max < sc->data[SC_FLEET]->val2)
  4943. max = sc->data[SC_FLEET]->val2;
  4944. if(sc->data[SC_ASSNCROS] &&
  4945. max < sc->data[SC_ASSNCROS]->val2)
  4946. {
  4947. if (bl->type!=BL_PC)
  4948. max = sc->data[SC_ASSNCROS]->val2;
  4949. else
  4950. switch(((TBL_PC*)bl)->status.weapon)
  4951. {
  4952. case W_BOW:
  4953. case W_REVOLVER:
  4954. case W_RIFLE:
  4955. case W_GATLING:
  4956. case W_SHOTGUN:
  4957. case W_GRENADE:
  4958. break;
  4959. default:
  4960. max = sc->data[SC_ASSNCROS]->val2;
  4961. }
  4962. }
  4963. aspd_rate -= max;
  4964. if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
  4965. aspd_rate -= 300;
  4966. else if(sc->data[SC_MADNESSCANCEL])
  4967. aspd_rate -= 200;
  4968. }
  4969. if( sc->data[i=SC_ASPDPOTION3] ||
  4970. sc->data[i=SC_ASPDPOTION2] ||
  4971. sc->data[i=SC_ASPDPOTION1] ||
  4972. sc->data[i=SC_ASPDPOTION0] )
  4973. aspd_rate -= sc->data[i]->val2;
  4974. if(sc->data[SC_DONTFORGETME])
  4975. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  4976. if(sc->data[SC_LONGING])
  4977. aspd_rate += sc->data[SC_LONGING]->val2;
  4978. if(sc->data[SC_STEELBODY])
  4979. aspd_rate += 250;
  4980. if(sc->data[SC_SKA])
  4981. aspd_rate += 250;
  4982. if(sc->data[SC_DEFENDER])
  4983. aspd_rate += sc->data[SC_DEFENDER]->val4;
  4984. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  4985. aspd_rate += 250;
  4986. if(sc->data[SC_GRAVITATION])
  4987. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  4988. if(sc->data[SC_JOINTBEAT]) {
  4989. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  4990. aspd_rate += 250;
  4991. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  4992. aspd_rate += 100;
  4993. }
  4994. if( sc->data[SC_FREEZING] )
  4995. aspd_rate += 300;
  4996. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  4997. aspd_rate += 500;
  4998. if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
  4999. aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  5000. if( sc->data[SC_PARALYSE] )
  5001. aspd_rate += 100;
  5002. if( sc->data[SC__BODYPAINT] )
  5003. aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1;
  5004. if( sc->data[SC__INVISIBILITY] )
  5005. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
  5006. if( sc->data[SC__GROOMY] )
  5007. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  5008. if( sc->data[SC_SWINGDANCE] )
  5009. aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
  5010. if( sc->data[SC_DANCEWITHWUG] )
  5011. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  5012. if( sc->data[SC_GLOOMYDAY] )
  5013. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  5014. if( sc->data[SC_EARTHDRIVE] )
  5015. aspd_rate += 250;
  5016. if( sc->data[SC_GT_CHANGE] )
  5017. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  5018. if( sc->data[SC_MELON_BOMB] )
  5019. aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
  5020. if( sc->data[SC_BOOST500] )
  5021. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  5022. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5023. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  5024. if( sc->data[SC_INCASPDRATE] )
  5025. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  5026. if( sc->data[SC_PAIN_KILLER])
  5027. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  5028. if( sc->data[SC_GOLDENE_FERSE])
  5029. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  5030. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  5031. }
  5032. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  5033. {
  5034. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  5035. return cap_value(dmotion,0,USHRT_MAX);
  5036. /**
  5037. * It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  5038. **/
  5039. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
  5040. return 0;
  5041. if( sc->data[SC_CONCENTRATION] )
  5042. return 0;
  5043. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  5044. return 0;
  5045. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  5046. }
  5047. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp)
  5048. {
  5049. if(!sc || !sc->count)
  5050. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  5051. if(sc->data[SC_INCMHPRATE])
  5052. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  5053. if(sc->data[SC_INCMHP])
  5054. maxhp += (sc->data[SC_INCMHP]->val1);
  5055. if(sc->data[SC_APPLEIDUN])
  5056. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  5057. if(sc->data[SC_DELUGE])
  5058. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  5059. if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
  5060. maxhp += maxhp * 2;
  5061. if(sc->data[SC_MARIONETTE])
  5062. maxhp -= 1000;
  5063. if(sc->data[SC_SOLID_SKIN_OPTION])
  5064. maxhp += 2000;// Fix amount.
  5065. if(sc->data[SC_POWER_OF_GAIA])
  5066. maxhp += 3000;
  5067. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5068. maxhp += 500;
  5069. if(sc->data[SC_MERC_HPUP])
  5070. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  5071. if(sc->data[SC_EPICLESIS])
  5072. maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
  5073. if(sc->data[SC_VENOMBLEED])
  5074. maxhp -= maxhp * 15 / 100;
  5075. if(sc->data[SC__WEAKNESS])
  5076. maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
  5077. if(sc->data[SC_LERADSDEW])
  5078. maxhp += maxhp * sc->data[SC_LERADSDEW]->val3 / 100;
  5079. if(sc->data[SC_FORCEOFVANGUARD])
  5080. maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  5081. if(sc->data[SC_INSPIRATION]) //Custom value.
  5082. maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
  5083. if(sc->data[SC_RAISINGDRAGON])
  5084. maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  5085. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  5086. maxhp -= maxhp * (4 * sc->data[SC_GT_CHANGE]->val1) / 100;
  5087. if(sc->data[SC_GT_REVITALIZE])// Max HP increase: [Skill Level x 2] %
  5088. maxhp += maxhp * (2 * sc->data[SC_GT_REVITALIZE]->val1) / 100;
  5089. if(sc->data[SC_MUSTLE_M])
  5090. maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
  5091. if(sc->data[SC_MYSTERIOUS_POWDER])
  5092. maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
  5093. if(sc->data[SC_PETROLOGY_OPTION])
  5094. maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100;
  5095. if (sc->data[SC_ANGRIFFS_MODUS])
  5096. maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
  5097. if(sc->data[SC_EQC])
  5098. maxhp -= maxhp * sc->data[SC_EQC]->val4 / 100;
  5099. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  5100. }
  5101. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  5102. {
  5103. if(!sc || !sc->count)
  5104. return cap_value(maxsp,1,UINT_MAX);
  5105. if(sc->data[SC_INCMSPRATE])
  5106. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  5107. if(sc->data[SC_INCMSP])
  5108. maxsp += (sc->data[SC_INCMSP]->val1);
  5109. if(sc->data[SC_SERVICE4U])
  5110. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  5111. if(sc->data[SC_MERC_SPUP])
  5112. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  5113. if(sc->data[SC_RAISINGDRAGON])
  5114. maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  5115. if(sc->data[SC_LIFE_FORCE_F])
  5116. maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
  5117. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5118. maxsp += 50;
  5119. return cap_value(maxsp,1,UINT_MAX);
  5120. }
  5121. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  5122. {
  5123. if(!sc || !sc->count)
  5124. return element;
  5125. if(sc->data[SC_FREEZE])
  5126. return ELE_WATER;
  5127. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5128. return ELE_EARTH;
  5129. if(sc->data[SC_BENEDICTIO])
  5130. return ELE_HOLY;
  5131. if(sc->data[SC_CHANGEUNDEAD])
  5132. return ELE_UNDEAD;
  5133. if(sc->data[SC_ELEMENTALCHANGE])
  5134. return sc->data[SC_ELEMENTALCHANGE]->val2;
  5135. if(sc->data[SC_SHAPESHIFT])
  5136. return sc->data[SC_SHAPESHIFT]->val2;
  5137. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5138. }
  5139. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  5140. {
  5141. if(!sc || !sc->count)
  5142. return lv;
  5143. if(sc->data[SC_FREEZE])
  5144. return 1;
  5145. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5146. return 1;
  5147. if(sc->data[SC_BENEDICTIO])
  5148. return 1;
  5149. if(sc->data[SC_CHANGEUNDEAD])
  5150. return 1;
  5151. if(sc->data[SC_ELEMENTALCHANGE])
  5152. return sc->data[SC_ELEMENTALCHANGE]->val1;
  5153. if(sc->data[SC_SHAPESHIFT])
  5154. return 1;
  5155. if(sc->data[SC__INVISIBILITY])
  5156. return 1;
  5157. return (unsigned char)cap_value(lv,1,4);
  5158. }
  5159. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  5160. {
  5161. if(!sc || !sc->count)
  5162. return element;
  5163. if(sc->data[SC_ENCHANTARMS])
  5164. return sc->data[SC_ENCHANTARMS]->val2;
  5165. if(sc->data[SC_WATERWEAPON]
  5166. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  5167. return ELE_WATER;
  5168. if(sc->data[SC_EARTHWEAPON]
  5169. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  5170. return ELE_EARTH;
  5171. if(sc->data[SC_FIREWEAPON]
  5172. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  5173. return ELE_FIRE;
  5174. if(sc->data[SC_WINDWEAPON]
  5175. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  5176. return ELE_WIND;
  5177. if(sc->data[SC_ENCPOISON])
  5178. return ELE_POISON;
  5179. if(sc->data[SC_ASPERSIO])
  5180. return ELE_HOLY;
  5181. if(sc->data[SC_SHADOWWEAPON])
  5182. return ELE_DARK;
  5183. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  5184. return ELE_GHOST;
  5185. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  5186. return ELE_WATER;
  5187. if(sc->data[SC_PYROCLASTIC])
  5188. return ELE_FIRE;
  5189. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5190. }
  5191. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  5192. {
  5193. if(!sc || !sc->count)
  5194. return mode;
  5195. if(sc->data[SC_MODECHANGE]) {
  5196. if (sc->data[SC_MODECHANGE]->val2)
  5197. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  5198. if (sc->data[SC_MODECHANGE]->val3)
  5199. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  5200. if (sc->data[SC_MODECHANGE]->val4)
  5201. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  5202. }
  5203. return cap_value(mode,0,USHRT_MAX);
  5204. }
  5205. const char* status_get_name(struct block_list *bl) {
  5206. nullpo_ret(bl);
  5207. switch (bl->type) {
  5208. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  5209. case BL_MOB: return ((TBL_MOB*)bl)->name;
  5210. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  5211. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  5212. case BL_NPC: return ((TBL_NPC*)bl)->name;
  5213. }
  5214. return "Unknown";
  5215. }
  5216. /*==========================================
  5217. * Get the class of the current bl
  5218. * return
  5219. * 0 = fail
  5220. * class_id = success
  5221. *------------------------------------------*/
  5222. int status_get_class(struct block_list *bl) {
  5223. nullpo_ret(bl);
  5224. switch( bl->type ) {
  5225. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  5226. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  5227. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  5228. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  5229. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  5230. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  5231. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  5232. }
  5233. return 0;
  5234. }
  5235. /*==========================================
  5236. * Get the base level of the current bl
  5237. * return
  5238. * 1 = fail
  5239. * level = success
  5240. *------------------------------------------*/
  5241. int status_get_lv(struct block_list *bl) {
  5242. nullpo_ret(bl);
  5243. switch (bl->type) {
  5244. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  5245. case BL_MOB: return ((TBL_MOB*)bl)->level;
  5246. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  5247. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  5248. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  5249. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  5250. case BL_NPC: return ((TBL_NPC*)bl)->level;
  5251. }
  5252. return 1;
  5253. }
  5254. struct regen_data *status_get_regen_data(struct block_list *bl)
  5255. {
  5256. nullpo_retr(NULL, bl);
  5257. switch (bl->type) {
  5258. case BL_PC: return &((TBL_PC*)bl)->regen;
  5259. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  5260. case BL_MER: return &((TBL_MER*)bl)->regen;
  5261. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  5262. default:
  5263. return NULL;
  5264. }
  5265. }
  5266. struct status_data *status_get_status_data(struct block_list *bl)
  5267. {
  5268. nullpo_retr(&dummy_status, bl);
  5269. switch (bl->type) {
  5270. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  5271. case BL_MOB: return &((TBL_MOB*)bl)->status;
  5272. case BL_PET: return &((TBL_PET*)bl)->status;
  5273. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  5274. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  5275. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  5276. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  5277. default:
  5278. return &dummy_status;
  5279. }
  5280. }
  5281. struct status_data *status_get_base_status(struct block_list *bl)
  5282. {
  5283. nullpo_retr(NULL, bl);
  5284. switch (bl->type) {
  5285. case BL_PC: return &((TBL_PC*)bl)->base_status;
  5286. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  5287. case BL_PET: return &((TBL_PET*)bl)->db->status;
  5288. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  5289. case BL_MER: return &((TBL_MER*)bl)->base_status;
  5290. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  5291. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  5292. default:
  5293. return NULL;
  5294. }
  5295. }
  5296. defType status_get_def(struct block_list *bl) {
  5297. struct unit_data *ud;
  5298. struct status_data *status = status_get_status_data(bl);
  5299. int def = status?status->def:0;
  5300. ud = unit_bl2ud(bl);
  5301. if (ud && ud->skilltimer != INVALID_TIMER)
  5302. def -= def * skill_get_castdef(ud->skill_id)/100;
  5303. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  5304. }
  5305. unsigned short status_get_speed(struct block_list *bl)
  5306. {
  5307. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  5308. return ((struct npc_data *)bl)->speed;
  5309. return status_get_status_data(bl)->speed;
  5310. }
  5311. int status_get_party_id(struct block_list *bl) {
  5312. nullpo_ret(bl);
  5313. switch (bl->type) {
  5314. case BL_PC:
  5315. return ((TBL_PC*)bl)->status.party_id;
  5316. case BL_PET:
  5317. if (((TBL_PET*)bl)->master)
  5318. return ((TBL_PET*)bl)->master->status.party_id;
  5319. break;
  5320. case BL_MOB: {
  5321. struct mob_data *md=(TBL_MOB*)bl;
  5322. if( md->master_id > 0 ) {
  5323. struct map_session_data *msd;
  5324. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5325. return msd->status.party_id;
  5326. return -md->master_id;
  5327. }
  5328. }
  5329. break;
  5330. case BL_HOM:
  5331. if (((TBL_HOM*)bl)->master)
  5332. return ((TBL_HOM*)bl)->master->status.party_id;
  5333. break;
  5334. case BL_MER:
  5335. if (((TBL_MER*)bl)->master)
  5336. return ((TBL_MER*)bl)->master->status.party_id;
  5337. break;
  5338. case BL_SKILL:
  5339. return ((TBL_SKILL*)bl)->group->party_id;
  5340. case BL_ELEM:
  5341. if (((TBL_ELEM*)bl)->master)
  5342. return ((TBL_ELEM*)bl)->master->status.party_id;
  5343. break;
  5344. }
  5345. return 0;
  5346. }
  5347. int status_get_guild_id(struct block_list *bl) {
  5348. nullpo_ret(bl);
  5349. switch (bl->type) {
  5350. case BL_PC:
  5351. return ((TBL_PC*)bl)->status.guild_id;
  5352. case BL_PET:
  5353. if (((TBL_PET*)bl)->master)
  5354. return ((TBL_PET*)bl)->master->status.guild_id;
  5355. break;
  5356. case BL_MOB: {
  5357. struct map_session_data *msd;
  5358. struct mob_data *md = (struct mob_data *)bl;
  5359. if (md->guardian_data) //Guardian's guild [Skotlex]
  5360. return md->guardian_data->guild_id;
  5361. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5362. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  5363. }
  5364. break;
  5365. case BL_HOM:
  5366. if (((TBL_HOM*)bl)->master)
  5367. return ((TBL_HOM*)bl)->master->status.guild_id;
  5368. break;
  5369. case BL_MER:
  5370. if (((TBL_MER*)bl)->master)
  5371. return ((TBL_MER*)bl)->master->status.guild_id;
  5372. break;
  5373. case BL_NPC:
  5374. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  5375. return ((TBL_NPC*)bl)->u.scr.guild_id;
  5376. break;
  5377. case BL_SKILL:
  5378. return ((TBL_SKILL*)bl)->group->guild_id;
  5379. case BL_ELEM:
  5380. if (((TBL_ELEM*)bl)->master)
  5381. return ((TBL_ELEM*)bl)->master->status.guild_id;
  5382. break;
  5383. }
  5384. return 0;
  5385. }
  5386. int status_get_emblem_id(struct block_list *bl) {
  5387. nullpo_ret(bl);
  5388. switch (bl->type) {
  5389. case BL_PC:
  5390. return ((TBL_PC*)bl)->guild_emblem_id;
  5391. case BL_PET:
  5392. if (((TBL_PET*)bl)->master)
  5393. return ((TBL_PET*)bl)->master->guild_emblem_id;
  5394. break;
  5395. case BL_MOB: {
  5396. struct map_session_data *msd;
  5397. struct mob_data *md = (struct mob_data *)bl;
  5398. if (md->guardian_data) //Guardian's guild [Skotlex]
  5399. return md->guardian_data->emblem_id;
  5400. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5401. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  5402. }
  5403. break;
  5404. case BL_HOM:
  5405. if (((TBL_HOM*)bl)->master)
  5406. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  5407. break;
  5408. case BL_MER:
  5409. if (((TBL_MER*)bl)->master)
  5410. return ((TBL_MER*)bl)->master->guild_emblem_id;
  5411. break;
  5412. case BL_NPC:
  5413. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  5414. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  5415. if (g)
  5416. return g->emblem_id;
  5417. }
  5418. break;
  5419. case BL_ELEM:
  5420. if (((TBL_ELEM*)bl)->master)
  5421. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  5422. break;
  5423. }
  5424. return 0;
  5425. }
  5426. int status_get_mexp(struct block_list *bl)
  5427. {
  5428. nullpo_ret(bl);
  5429. if(bl->type==BL_MOB)
  5430. return ((struct mob_data *)bl)->db->mexp;
  5431. if(bl->type==BL_PET)
  5432. return ((struct pet_data *)bl)->db->mexp;
  5433. return 0;
  5434. }
  5435. int status_get_race2(struct block_list *bl)
  5436. {
  5437. nullpo_ret(bl);
  5438. if(bl->type == BL_MOB)
  5439. return ((struct mob_data *)bl)->db->race2;
  5440. if(bl->type==BL_PET)
  5441. return ((struct pet_data *)bl)->db->race2;
  5442. return 0;
  5443. }
  5444. int status_isdead(struct block_list *bl)
  5445. {
  5446. nullpo_ret(bl);
  5447. return status_get_status_data(bl)->hp == 0;
  5448. }
  5449. int status_isimmune(struct block_list *bl)
  5450. {
  5451. struct status_change *sc =status_get_sc(bl);
  5452. if (sc && sc->data[SC_HERMODE])
  5453. return 100;
  5454. if (bl->type == BL_PC &&
  5455. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  5456. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  5457. return 0;
  5458. }
  5459. struct view_data* status_get_viewdata(struct block_list *bl)
  5460. {
  5461. nullpo_retr(NULL, bl);
  5462. switch (bl->type) {
  5463. case BL_PC: return &((TBL_PC*)bl)->vd;
  5464. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  5465. case BL_PET: return &((TBL_PET*)bl)->vd;
  5466. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  5467. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  5468. case BL_MER: return ((TBL_MER*)bl)->vd;
  5469. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  5470. }
  5471. return NULL;
  5472. }
  5473. void status_set_viewdata(struct block_list *bl, int class_)
  5474. {
  5475. struct view_data* vd;
  5476. nullpo_retv(bl);
  5477. if (mobdb_checkid(class_) || mob_is_clone(class_))
  5478. vd = mob_get_viewdata(class_);
  5479. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  5480. vd = npc_get_viewdata(class_);
  5481. else if (homdb_checkid(class_))
  5482. vd = merc_get_hom_viewdata(class_);
  5483. else if (merc_class(class_))
  5484. vd = merc_get_viewdata(class_);
  5485. else if (elemental_class(class_))
  5486. vd = elemental_get_viewdata(class_);
  5487. else
  5488. vd = NULL;
  5489. switch (bl->type) {
  5490. case BL_PC:
  5491. {
  5492. TBL_PC* sd = (TBL_PC*)bl;
  5493. if (pcdb_checkid(class_)) {
  5494. if (sd->sc.option&OPTION_WEDDING)
  5495. class_ = JOB_WEDDING;
  5496. else if (sd->sc.option&OPTION_SUMMER)
  5497. class_ = JOB_SUMMER;
  5498. else if (sd->sc.option&OPTION_XMAS)
  5499. class_ = JOB_XMAS;
  5500. else if (sd->sc.option&OPTION_HANBOK)
  5501. class_ = JOB_HANBOK;
  5502. else if (sd->sc.option&OPTION_RIDING) {
  5503. switch (class_) { //Adapt class to a Mounted one.
  5504. case JOB_KNIGHT:
  5505. class_ = JOB_KNIGHT2;
  5506. break;
  5507. case JOB_CRUSADER:
  5508. class_ = JOB_CRUSADER2;
  5509. break;
  5510. case JOB_LORD_KNIGHT:
  5511. class_ = JOB_LORD_KNIGHT2;
  5512. break;
  5513. case JOB_PALADIN:
  5514. class_ = JOB_PALADIN2;
  5515. break;
  5516. case JOB_BABY_KNIGHT:
  5517. class_ = JOB_BABY_KNIGHT2;
  5518. break;
  5519. case JOB_BABY_CRUSADER:
  5520. class_ = JOB_BABY_CRUSADER2;
  5521. break;
  5522. }
  5523. }
  5524. sd->vd.class_ = class_;
  5525. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  5526. sd->vd.head_top = sd->status.head_top;
  5527. sd->vd.head_mid = sd->status.head_mid;
  5528. sd->vd.head_bottom = sd->status.head_bottom;
  5529. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  5530. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  5531. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  5532. sd->vd.sex = sd->status.sex;
  5533. } else if (vd)
  5534. memcpy(&sd->vd, vd, sizeof(struct view_data));
  5535. else
  5536. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  5537. }
  5538. break;
  5539. case BL_MOB:
  5540. {
  5541. TBL_MOB* md = (TBL_MOB*)bl;
  5542. if (vd)
  5543. md->vd = vd;
  5544. else
  5545. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  5546. }
  5547. break;
  5548. case BL_PET:
  5549. {
  5550. TBL_PET* pd = (TBL_PET*)bl;
  5551. if (vd) {
  5552. memcpy(&pd->vd, vd, sizeof(struct view_data));
  5553. if (!pcdb_checkid(vd->class_)) {
  5554. pd->vd.hair_style = battle_config.pet_hair_style;
  5555. if(pd->pet.equip) {
  5556. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  5557. if (!pd->vd.head_bottom)
  5558. pd->vd.head_bottom = pd->pet.equip;
  5559. }
  5560. }
  5561. } else
  5562. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  5563. }
  5564. break;
  5565. case BL_NPC:
  5566. {
  5567. TBL_NPC* nd = (TBL_NPC*)bl;
  5568. if (vd)
  5569. nd->vd = vd;
  5570. else
  5571. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  5572. }
  5573. break;
  5574. case BL_HOM: //[blackhole89]
  5575. {
  5576. struct homun_data *hd = (struct homun_data*)bl;
  5577. if (vd)
  5578. hd->vd = vd;
  5579. else
  5580. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  5581. }
  5582. break;
  5583. case BL_MER:
  5584. {
  5585. struct mercenary_data *md = (struct mercenary_data*)bl;
  5586. if (vd)
  5587. md->vd = vd;
  5588. else
  5589. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  5590. }
  5591. break;
  5592. case BL_ELEM:
  5593. {
  5594. struct elemental_data *ed = (struct elemental_data*)bl;
  5595. if (vd)
  5596. ed->vd = vd;
  5597. else
  5598. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  5599. }
  5600. break;
  5601. }
  5602. vd = status_get_viewdata(bl);
  5603. if (vd && vd->cloth_color && (
  5604. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  5605. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  5606. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  5607. || (vd->class_ == JOB_HANBOK && battle_config.hanbok_ignorepalette)
  5608. ))
  5609. vd->cloth_color = 0;
  5610. }
  5611. /// Returns the status_change data of bl or NULL if it doesn't exist.
  5612. struct status_change *status_get_sc(struct block_list *bl) {
  5613. if( bl )
  5614. switch (bl->type) {
  5615. case BL_PC: return &((TBL_PC*)bl)->sc;
  5616. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  5617. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  5618. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  5619. case BL_MER: return &((TBL_MER*)bl)->sc;
  5620. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  5621. }
  5622. return NULL;
  5623. }
  5624. void status_change_init(struct block_list *bl)
  5625. {
  5626. struct status_change *sc = status_get_sc(bl);
  5627. nullpo_retv(sc);
  5628. memset(sc, 0, sizeof (struct status_change));
  5629. }
  5630. //Applies SC defense to a given status change.
  5631. //Returns the adjusted duration based on flag values.
  5632. //the flag values are the same as in status_change_start.
  5633. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  5634. {
  5635. //Percentual resistance: 10000 = 100% Resist
  5636. //Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
  5637. int sc_def = 0, tick_def = -1; //-1 = use sc_def
  5638. //Linear resistance substracted from rate and tick after percentual resistance was applied
  5639. //Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
  5640. int sc_def2 = 0, tick_def2 = 0;
  5641. struct status_data *status, *status_src;
  5642. struct status_change *sc;
  5643. struct map_session_data *sd;
  5644. nullpo_ret(bl);
  5645. if(src==NULL) return tick?tick:1; //This should not happen in current implementation, but leave it anyway
  5646. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  5647. if (status_isimmune(bl))
  5648. switch (type) {
  5649. case SC_DECREASEAGI:
  5650. case SC_SILENCE:
  5651. case SC_COMA:
  5652. case SC_INCREASEAGI:
  5653. case SC_BLESSING:
  5654. case SC_SLOWPOISON:
  5655. case SC_IMPOSITIO:
  5656. case SC_AETERNA:
  5657. case SC_SUFFRAGIUM:
  5658. case SC_BENEDICTIO:
  5659. case SC_PROVIDENCE:
  5660. case SC_KYRIE:
  5661. case SC_ASSUMPTIO:
  5662. case SC_ANGELUS:
  5663. case SC_MAGNIFICAT:
  5664. case SC_GLORIA:
  5665. case SC_WINDWALK:
  5666. case SC_MAGICROD:
  5667. case SC_HALLUCINATION:
  5668. case SC_STONE:
  5669. case SC_QUAGMIRE:
  5670. case SC_SUITON:
  5671. case SC_SWINGDANCE:
  5672. case SC__ENERVATION:
  5673. case SC__GROOMY:
  5674. case SC__IGNORANCE:
  5675. case SC__LAZINESS:
  5676. case SC__UNLUCKY:
  5677. case SC__WEAKNESS:
  5678. case SC__BLOODYLUST:
  5679. return 0;
  5680. }
  5681. sd = BL_CAST(BL_PC,bl);
  5682. status = status_get_status_data(bl);
  5683. status_src = status_get_status_data(src);
  5684. sc = status_get_sc(bl);
  5685. if( sc && !sc->count )
  5686. sc = NULL;
  5687. switch (type) {
  5688. case SC_POISON:
  5689. if( sc && sc->data[SC__UNLUCKY] )
  5690. return tick;
  5691. case SC_DPOISON:
  5692. sc_def = status->vit*100;
  5693. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  5694. if (sd) {
  5695. //For players: 60000 - 450*vit - 100*luk
  5696. tick_def = status->vit*75;
  5697. tick_def2 = status->luk*100;
  5698. } else {
  5699. //For monsters: 30000 - 200*vit
  5700. tick>>=1;
  5701. tick_def = (status->vit*200)/3;
  5702. }
  5703. break;
  5704. case SC_STUN:
  5705. if( sc && sc->data[SC__UNLUCKY] )
  5706. return tick;
  5707. case SC_SILENCE:
  5708. case SC_BLEEDING:
  5709. sc_def = status->vit*100;
  5710. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  5711. tick_def2 = status->luk*10;
  5712. break;
  5713. case SC_SLEEP:
  5714. sc_def = status->int_*100;
  5715. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  5716. tick_def2 = status->luk*10;
  5717. break;
  5718. case SC_STONE:
  5719. sc_def = status->mdef*100;
  5720. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  5721. tick_def = 0; //No duration reduction
  5722. break;
  5723. case SC_FREEZE:
  5724. sc_def = status->mdef*100;
  5725. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  5726. tick_def2 = status_src->luk*-10; //Caster can increase final duration with luk
  5727. break;
  5728. case SC_CURSE:
  5729. //Special property: immunity when luk is zero
  5730. if (status->luk == 0)
  5731. return 0;
  5732. sc_def = status->luk*100;
  5733. sc_def2 = status->luk*10 - status_get_lv(src)*10; //Curse only has a level penalty and no resistance
  5734. tick_def = status->vit*100;
  5735. tick_def2 = status->luk*10;
  5736. break;
  5737. case SC_BLIND:
  5738. if( sc && sc->data[SC__UNLUCKY] )
  5739. return tick;
  5740. sc_def = (status->vit + status->int_)*50;
  5741. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  5742. tick_def2 = status->luk*10;
  5743. break;
  5744. case SC_CONFUSION:
  5745. sc_def = (status->str + status->int_)*50;
  5746. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; //Reversed sc_def2
  5747. tick_def2 = status->luk*10;
  5748. break;
  5749. case SC_DECREASEAGI:
  5750. case SC_ADORAMUS: //Arch Bishop
  5751. if (sd) tick>>=1; //Half duration for players.
  5752. sc_def = status->mdef*100;
  5753. tick_def = 0; //No duration reduction
  5754. break;
  5755. case SC_ANKLE:
  5756. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  5757. tick /= 5;
  5758. sc_def = status->agi*50;
  5759. break;
  5760. case SC_DEEPSLEEP:
  5761. sc_def = status->int_*50;
  5762. tick_def = 0; //Linear reduction instead
  5763. tick_def2 = (status->int_ + status_get_lv(bl))*50; //kRO balance update lists this formula
  5764. break;
  5765. case SC_MAGICMIRROR:
  5766. case SC_ARMORCHANGE:
  5767. if (sd) //Duration greatly reduced for players.
  5768. tick /= 15;
  5769. sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate
  5770. break;
  5771. case SC_MARSHOFABYSS:
  5772. //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  5773. tick_def2 = (status->int_ + status->luk)*50;
  5774. break;
  5775. case SC_STASIS:
  5776. //5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
  5777. tick_def2 = (status->vit + status->dex)*50;
  5778. break;
  5779. case SC_WHITEIMPRISON:
  5780. if( tick == 5000 ) // 100% on caster
  5781. break;
  5782. if( bl->type == BL_PC )
  5783. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  5784. else
  5785. tick_def2 = (status->vit + status->luk)*50;
  5786. break;
  5787. case SC_BURNING:
  5788. // From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583
  5789. tick_def2 = 50*status->luk + 60*status->int_ + 170*status->vit;
  5790. break;
  5791. case SC_FREEZING:
  5792. tick_def2 = (status->vit + status->dex)*50;
  5793. break;
  5794. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  5795. sc_def = status->int_*80;
  5796. sc_def = max(sc_def, 500); // minimum of 5% resist
  5797. break;
  5798. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  5799. sc_def2 = status->agi*25;
  5800. break;
  5801. case SC_ELECTRICSHOCKER:
  5802. if( bl->type == BL_MOB )
  5803. tick_def2 = status->agi*100;
  5804. break;
  5805. case SC_CRYSTALIZE:
  5806. tick_def2 = status->vit*100 + status_get_lv(bl)*20;
  5807. break;
  5808. case SC_MANDRAGORA:
  5809. sc_def = (status->vit + status->luk)*20;
  5810. break;
  5811. case SC_KYOUGAKU:
  5812. tick_def2 = 30*status->int_;
  5813. break;
  5814. case SC_PARALYSIS:
  5815. tick_def2 = (status->vit + status->luk)*50;
  5816. break;
  5817. default:
  5818. //Effect that cannot be reduced? Likely a buff.
  5819. if (!(rnd()%10000 < rate))
  5820. return 0;
  5821. return tick ? tick : 1;
  5822. }
  5823. if (sd) {
  5824. if (battle_config.pc_sc_def_rate != 100) {
  5825. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  5826. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  5827. }
  5828. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  5829. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  5830. if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) {
  5831. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  5832. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  5833. }
  5834. } else {
  5835. if (battle_config.mob_sc_def_rate != 100) {
  5836. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  5837. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  5838. }
  5839. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  5840. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  5841. if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) {
  5842. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  5843. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  5844. }
  5845. }
  5846. if (sc) {
  5847. if (sc->data[SC_SCRESIST])
  5848. sc_def += sc->data[SC_SCRESIST]->val1*100; //Status resist
  5849. else if (sc->data[SC_SIEGFRIED])
  5850. sc_def += sc->data[SC_SIEGFRIED]->val3*100; //Status resistance.
  5851. }
  5852. //When tick def not set, reduction is the same for both.
  5853. if(tick_def == -1)
  5854. tick_def = sc_def;
  5855. //Natural resistance
  5856. if (!(flag&8)) {
  5857. rate -= rate*sc_def/10000;
  5858. rate -= sc_def2;
  5859. //Minimum chances
  5860. switch (type) {
  5861. case SC_BITE:
  5862. rate = max(rate, 5000); //Minimum of 50%
  5863. break;
  5864. }
  5865. //Item resistance (only applies to rate%)
  5866. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  5867. {
  5868. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  5869. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  5870. if( sd->sc.data[SC_COMMONSC_RESIST] )
  5871. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  5872. }
  5873. //Aegis accuracy
  5874. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  5875. }
  5876. if (!(rnd()%10000 < rate))
  5877. return 0;
  5878. //Even if a status change doesn't have a duration, it should still trigger
  5879. if (tick < 1) return 1;
  5880. //Rate reduction
  5881. if (flag&2)
  5882. return tick;
  5883. tick -= tick*tick_def/10000;
  5884. tick -= tick_def2;
  5885. //Minimum durations
  5886. switch (type) {
  5887. case SC_ANKLE:
  5888. case SC_MARSHOFABYSS:
  5889. case SC_STASIS:
  5890. case SC_DEEPSLEEP:
  5891. tick = max(tick, 5000); //Minimum duration 5s
  5892. break;
  5893. case SC_BURNING:
  5894. case SC_FREEZING:
  5895. tick = max(tick, 10000); //Minimum duration 10s
  5896. break;
  5897. default:
  5898. //Skills need to trigger even if the duration is reduced below 1ms
  5899. tick = max(tick, 1);
  5900. break;
  5901. }
  5902. return tick;
  5903. }
  5904. /*==========================================
  5905. * Starts a status change.
  5906. * 'type' = type, 'val1~4' depend on the type.
  5907. * 'rate' = base success rate. 10000 = 100%
  5908. * 'tick' is base duration
  5909. * 'flag':
  5910. * &1: Cannot be avoided (it has to start)
  5911. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  5912. * &4: sc_data loaded, no value has to be altered.
  5913. * &8: rate should not be reduced
  5914. *------------------------------------------*/
  5915. 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)
  5916. {
  5917. struct map_session_data *sd = NULL;
  5918. struct status_change* sc;
  5919. struct status_change_entry* sce;
  5920. struct status_data *status;
  5921. struct view_data *vd;
  5922. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  5923. bool sc_isnew = true;
  5924. nullpo_ret(bl);
  5925. sc = status_get_sc(bl);
  5926. status = status_get_status_data(bl);
  5927. if( type <= SC_NONE || type >= SC_MAX ) {
  5928. ShowError("status_change_start: invalid status change (%d)!\n", type);
  5929. return 0;
  5930. }
  5931. if( !sc )
  5932. return 0; //Unable to receive status changes
  5933. if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
  5934. return 0;
  5935. if( bl->type == BL_MOB) {
  5936. struct mob_data *md = BL_CAST(BL_MOB,bl);
  5937. if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
  5938. return 0; //Emperium/BG Monsters can't be afflicted by status changes
  5939. // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP)
  5940. // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
  5941. }
  5942. if( sc->data[SC_REFRESH] ) {
  5943. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  5944. return 0; // Immune to status ailements
  5945. switch( type ) {
  5946. case SC_DEEPSLEEP:
  5947. case SC_BURNING:
  5948. case SC_STUN:
  5949. case SC_SLEEP:
  5950. case SC_CURSE:
  5951. case SC_STONE:
  5952. case SC_POISON:
  5953. case SC_BLIND:
  5954. case SC_SILENCE:
  5955. case SC_BLEEDING:
  5956. case SC_FREEZE:
  5957. case SC_FREEZING:
  5958. case SC_CRYSTALIZE:
  5959. case SC_TOXIN:
  5960. case SC_PARALYSE:
  5961. case SC_VENOMBLEED:
  5962. case SC_MAGICMUSHROOM:
  5963. case SC_DEATHHURT:
  5964. case SC_PYREXIA:
  5965. case SC_OBLIVIONCURSE:
  5966. case SC_MARSHOFABYSS:
  5967. case SC_MANDRAGORA:
  5968. return 0;
  5969. }
  5970. }
  5971. else if( sc->data[SC_INSPIRATION] ) {
  5972. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  5973. return 0; // Immune to status ailements
  5974. switch( type ) {
  5975. case SC_DEEPSLEEP:
  5976. case SC_SATURDAYNIGHTFEVER:
  5977. case SC_PYREXIA:
  5978. case SC_DEATHHURT:
  5979. case SC_MAGICMUSHROOM:
  5980. case SC_VENOMBLEED:
  5981. case SC_TOXIN:
  5982. case SC_OBLIVIONCURSE:
  5983. case SC_LEECHESEND:
  5984. case SC__ENERVATION:
  5985. case SC__GROOMY:
  5986. case SC__LAZINESS:
  5987. case SC__UNLUCKY:
  5988. case SC__WEAKNESS:
  5989. case SC__BODYPAINT:
  5990. case SC__IGNORANCE:
  5991. return 0;
  5992. }
  5993. }
  5994. sd = BL_CAST(BL_PC, bl);
  5995. //Adjust tick according to status resistances
  5996. if( !(flag&(1|4)) ) {
  5997. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  5998. if( !tick ) return 0;
  5999. }
  6000. undead_flag = battle_check_undead(status->race,status->def_ele);
  6001. //Check for immunities / sc fails
  6002. switch (type) {
  6003. case SC_ANGRIFFS_MODUS:
  6004. case SC_GOLDENE_FERSE:
  6005. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  6006. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  6007. )
  6008. return 0;
  6009. case SC_STONE:
  6010. if(sc->data[SC_POWER_OF_GAIA])
  6011. return 0;
  6012. case SC_FREEZE:
  6013. //Undead are immune to Freeze/Stone
  6014. if (undead_flag && !(flag&1))
  6015. return 0;
  6016. case SC_DEEPSLEEP:
  6017. case SC_SLEEP:
  6018. case SC_STUN:
  6019. case SC_FREEZING:
  6020. case SC_CRYSTALIZE:
  6021. if (sc->opt1)
  6022. return 0; //Cannot override other opt1 status changes. [Skotlex]
  6023. if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
  6024. return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  6025. break;
  6026. //There all like berserk, do not everlap each other
  6027. case SC__BLOODYLUST:
  6028. if(!sd) return 0; //should only affect player
  6029. case SC_BERSERK:
  6030. if (((type == SC_BERSERK) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST]))
  6031. || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC_BERSERK]))
  6032. )
  6033. return 0;
  6034. break;
  6035. case SC_BURNING:
  6036. if(sc->opt1 || sc->data[SC_FREEZING])
  6037. return 0;
  6038. break;
  6039. case SC_SIGNUMCRUCIS:
  6040. //Only affects demons and undead element (but not players)
  6041. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  6042. return 0;
  6043. break;
  6044. case SC_AETERNA:
  6045. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  6046. return 0;
  6047. break;
  6048. case SC_KYRIE:
  6049. if (bl->type == BL_MOB)
  6050. return 0;
  6051. break;
  6052. case SC_OVERTHRUST:
  6053. if (sc->data[SC_MAXOVERTHRUST])
  6054. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  6055. case SC_MAXOVERTHRUST:
  6056. if( sc->option&OPTION_MADOGEAR )
  6057. return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  6058. break;
  6059. case SC_ADRENALINE:
  6060. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  6061. return 0;
  6062. if (sc->data[SC_QUAGMIRE] ||
  6063. sc->data[SC_DECREASEAGI] ||
  6064. sc->data[SC_ADORAMUS] ||
  6065. sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
  6066. )
  6067. return 0;
  6068. break;
  6069. case SC_ADRENALINE2:
  6070. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  6071. return 0;
  6072. if (sc->data[SC_QUAGMIRE] ||
  6073. sc->data[SC_DECREASEAGI] ||
  6074. sc->data[SC_ADORAMUS]
  6075. )
  6076. return 0;
  6077. break;
  6078. case SC_MAGNIFICAT:
  6079. if( sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
  6080. return 0;
  6081. break;
  6082. case SC_ONEHAND:
  6083. case SC_MERC_QUICKEN:
  6084. case SC_TWOHANDQUICKEN:
  6085. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS])
  6086. return 0;
  6087. case SC_INCREASEAGI:
  6088. case SC_CONCENTRATE:
  6089. case SC_SPEARQUICKEN:
  6090. case SC_TRUESIGHT:
  6091. case SC_WINDWALK:
  6092. case SC_CARTBOOST:
  6093. case SC_ASSNCROS:
  6094. if (sc->data[SC_QUAGMIRE])
  6095. return 0;
  6096. if(sc->option&OPTION_MADOGEAR)
  6097. return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
  6098. break;
  6099. case SC_CLOAKING:
  6100. //Avoid cloaking with no wall and low skill level. [Skotlex]
  6101. //Due to the cloaking card, we have to check the wall versus to known
  6102. //skill level rather than the used one. [Skotlex]
  6103. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  6104. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  6105. return 0;
  6106. break;
  6107. case SC_MODECHANGE:
  6108. {
  6109. int mode;
  6110. struct status_data *bstatus = status_get_base_status(bl);
  6111. if (!bstatus) return 0;
  6112. if (sc->data[type])
  6113. { //Pile up with previous values.
  6114. if(!val2) val2 = sc->data[type]->val2;
  6115. val3 |= sc->data[type]->val3;
  6116. val4 |= sc->data[type]->val4;
  6117. }
  6118. mode = val2?val2:bstatus->mode; //Base mode
  6119. if (val4) mode&=~val4; //Del mode
  6120. if (val3) mode|= val3; //Add mode
  6121. if (mode == bstatus->mode) { //No change.
  6122. if (sc->data[type]) //Abort previous status
  6123. return status_change_end(bl, type, INVALID_TIMER);
  6124. return 0;
  6125. }
  6126. }
  6127. break;
  6128. //Strip skills, need to divest something or it fails.
  6129. case SC_STRIPWEAPON:
  6130. if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
  6131. int i;
  6132. opt_flag = 0; //Reuse to check success condition.
  6133. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  6134. return 0;
  6135. i = sd->equip_index[EQI_HAND_L];
  6136. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  6137. opt_flag|=1;
  6138. pc_unequipitem(sd,i,3); //L-hand weapon
  6139. }
  6140. i = sd->equip_index[EQI_HAND_R];
  6141. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  6142. opt_flag|=2;
  6143. pc_unequipitem(sd,i,3);
  6144. }
  6145. if (!opt_flag) return 0;
  6146. }
  6147. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6148. break;
  6149. case SC_STRIPSHIELD:
  6150. if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
  6151. else
  6152. if (sd && !(flag&4)) {
  6153. int i;
  6154. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  6155. return 0;
  6156. i = sd->equip_index[EQI_HAND_L];
  6157. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  6158. return 0;
  6159. pc_unequipitem(sd,i,3);
  6160. }
  6161. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6162. break;
  6163. case SC_STRIPARMOR:
  6164. if (sd && !(flag&4)) {
  6165. int i;
  6166. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  6167. return 0;
  6168. i = sd->equip_index[EQI_ARMOR];
  6169. if ( i < 0 || !sd->inventory_data[i] )
  6170. return 0;
  6171. pc_unequipitem(sd,i,3);
  6172. }
  6173. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6174. break;
  6175. case SC_STRIPHELM:
  6176. if (sd && !(flag&4)) {
  6177. int i;
  6178. if(sd->bonus.unstripable_equip&EQP_HELM)
  6179. return 0;
  6180. i = sd->equip_index[EQI_HEAD_TOP];
  6181. if ( i < 0 || !sd->inventory_data[i] )
  6182. return 0;
  6183. pc_unequipitem(sd,i,3);
  6184. }
  6185. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6186. break;
  6187. case SC_MERC_FLEEUP:
  6188. case SC_MERC_ATKUP:
  6189. case SC_MERC_HPUP:
  6190. case SC_MERC_SPUP:
  6191. case SC_MERC_HITUP:
  6192. if( bl->type != BL_MER )
  6193. return 0; // Stats only for Mercenaries
  6194. break;
  6195. case SC_STRFOOD:
  6196. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  6197. return 0;
  6198. break;
  6199. case SC_AGIFOOD:
  6200. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  6201. return 0;
  6202. break;
  6203. case SC_VITFOOD:
  6204. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  6205. return 0;
  6206. break;
  6207. case SC_INTFOOD:
  6208. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  6209. return 0;
  6210. break;
  6211. case SC_DEXFOOD:
  6212. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  6213. return 0;
  6214. break;
  6215. case SC_LUKFOOD:
  6216. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  6217. return 0;
  6218. break;
  6219. case SC_FOOD_STR_CASH:
  6220. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  6221. return 0;
  6222. break;
  6223. case SC_FOOD_AGI_CASH:
  6224. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  6225. return 0;
  6226. break;
  6227. case SC_FOOD_VIT_CASH:
  6228. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  6229. return 0;
  6230. break;
  6231. case SC_FOOD_INT_CASH:
  6232. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  6233. return 0;
  6234. break;
  6235. case SC_FOOD_DEX_CASH:
  6236. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  6237. return 0;
  6238. break;
  6239. case SC_FOOD_LUK_CASH:
  6240. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  6241. return 0;
  6242. break;
  6243. case SC_CAMOUFLAGE:
  6244. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  6245. return 0;
  6246. break;
  6247. case SC__STRIPACCESSORY:
  6248. if( sd ) {
  6249. int i = -1;
  6250. if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) {
  6251. i = sd->equip_index[EQI_ACC_L];
  6252. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  6253. pc_unequipitem(sd,i,3); //L-Accessory
  6254. } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) {
  6255. i = sd->equip_index[EQI_ACC_R];
  6256. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  6257. pc_unequipitem(sd,i,3); //R-Accessory
  6258. }
  6259. if( i < 0 )
  6260. return 0;
  6261. }
  6262. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6263. break;
  6264. case SC_TOXIN:
  6265. case SC_PARALYSE:
  6266. case SC_VENOMBLEED:
  6267. case SC_MAGICMUSHROOM:
  6268. case SC_DEATHHURT:
  6269. case SC_PYREXIA:
  6270. case SC_OBLIVIONCURSE:
  6271. case SC_LEECHESEND:
  6272. { // it doesn't stack or even renewed
  6273. int i = SC_TOXIN;
  6274. for(; i<= SC_LEECHESEND; i++)
  6275. if(sc->data[i]) return 0;
  6276. }
  6277. break;
  6278. case SC_SATURDAYNIGHTFEVER:
  6279. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST])
  6280. return 0;
  6281. break;
  6282. }
  6283. //Check for BOSS resistances
  6284. if(status->mode&MD_BOSS && !(flag&1)) {
  6285. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  6286. return 0;
  6287. switch (type) {
  6288. case SC_BLESSING:
  6289. case SC_DECREASEAGI:
  6290. case SC_PROVOKE:
  6291. case SC_COMA:
  6292. case SC_GRAVITATION:
  6293. case SC_SUITON:
  6294. case SC_RICHMANKIM:
  6295. case SC_ROKISWEIL:
  6296. case SC_FOGWALL:
  6297. case SC_FREEZING:
  6298. case SC_BURNING:
  6299. case SC_MARSHOFABYSS:
  6300. case SC_ADORAMUS:
  6301. case SC_PARALYSIS:
  6302. case SC_DEEPSLEEP:
  6303. case SC_CRYSTALIZE:
  6304. case SC__ENERVATION:
  6305. case SC__GROOMY:
  6306. case SC__IGNORANCE:
  6307. case SC__LAZINESS:
  6308. case SC__UNLUCKY:
  6309. case SC__WEAKNESS:
  6310. // Exploit prevention - kRO Fix
  6311. case SC_PYREXIA:
  6312. case SC_DEATHHURT:
  6313. case SC_TOXIN:
  6314. case SC_PARALYSE:
  6315. case SC_VENOMBLEED:
  6316. case SC_MAGICMUSHROOM:
  6317. case SC_OBLIVIONCURSE:
  6318. case SC_LEECHESEND:
  6319. // Ranger Effects
  6320. case SC_BITE:
  6321. case SC_ELECTRICSHOCKER:
  6322. case SC_MAGNETICFIELD:
  6323. return 0;
  6324. }
  6325. }
  6326. //Check for mvp resistance //atm only those who OS
  6327. if(status->mode&MD_MVP && !(flag&1)) {
  6328. switch (type) {
  6329. case SC_COMA:
  6330. //continue list...
  6331. return 0;
  6332. }
  6333. }
  6334. //Before overlapping fail, one must check for status cured.
  6335. switch (type) {
  6336. case SC_BLESSING:
  6337. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  6338. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  6339. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  6340. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6341. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6342. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6343. }
  6344. break;
  6345. case SC_INCREASEAGI:
  6346. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  6347. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  6348. break;
  6349. case SC_QUAGMIRE:
  6350. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  6351. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  6352. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  6353. //Also blocks the ones below...
  6354. case SC_DECREASEAGI:
  6355. case SC_ADORAMUS:
  6356. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  6357. //Also blocks the ones below...
  6358. case SC_DONTFORGETME:
  6359. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  6360. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  6361. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  6362. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  6363. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  6364. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  6365. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  6366. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  6367. break;
  6368. case SC_ONEHAND:
  6369. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  6370. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  6371. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  6372. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  6373. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  6374. break;
  6375. case SC_MAXOVERTHRUST:
  6376. //Cancels Normal Overthrust. [Skotlex]
  6377. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  6378. break;
  6379. case SC_KYRIE:
  6380. //Cancels Assumptio
  6381. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  6382. break;
  6383. case SC_DELUGE:
  6384. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  6385. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6386. break;
  6387. case SC_SILENCE:
  6388. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  6389. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  6390. break;
  6391. case SC_HIDING:
  6392. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  6393. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  6394. break;
  6395. case SC__BLOODYLUST:
  6396. case SC_BERSERK:
  6397. if(battle_config.berserk_cancels_buffs) {
  6398. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  6399. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  6400. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  6401. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  6402. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  6403. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  6404. }
  6405. #ifdef RENEWAL
  6406. else {
  6407. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  6408. }
  6409. #endif
  6410. break;
  6411. case SC_ASSUMPTIO:
  6412. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  6413. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  6414. break;
  6415. case SC_KAITE:
  6416. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  6417. break;
  6418. case SC_CARTBOOST:
  6419. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS])
  6420. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  6421. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  6422. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  6423. return 0;
  6424. }
  6425. break;
  6426. case SC_FUSION:
  6427. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  6428. break;
  6429. case SC_ADJUSTMENT:
  6430. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  6431. break;
  6432. case SC_MADNESSCANCEL:
  6433. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  6434. break;
  6435. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  6436. case SC_CHANGEUNDEAD:
  6437. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  6438. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  6439. break;
  6440. case SC_STRFOOD:
  6441. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  6442. break;
  6443. case SC_AGIFOOD:
  6444. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  6445. break;
  6446. case SC_VITFOOD:
  6447. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  6448. break;
  6449. case SC_INTFOOD:
  6450. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  6451. break;
  6452. case SC_DEXFOOD:
  6453. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  6454. break;
  6455. case SC_LUKFOOD:
  6456. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  6457. break;
  6458. case SC_FOOD_STR_CASH:
  6459. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  6460. break;
  6461. case SC_FOOD_AGI_CASH:
  6462. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  6463. break;
  6464. case SC_FOOD_VIT_CASH:
  6465. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  6466. break;
  6467. case SC_FOOD_INT_CASH:
  6468. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  6469. break;
  6470. case SC_FOOD_DEX_CASH:
  6471. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  6472. break;
  6473. case SC_FOOD_LUK_CASH:
  6474. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  6475. break;
  6476. case SC_FIGHTINGSPIRIT:
  6477. status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
  6478. break;
  6479. case SC_MARSHOFABYSS:
  6480. status_change_end(bl, SC_INCAGI, INVALID_TIMER);
  6481. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  6482. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  6483. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  6484. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  6485. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  6486. break;
  6487. case SC_SWINGDANCE:
  6488. case SC_SYMPHONYOFLOVER:
  6489. case SC_MOONLITSERENADE:
  6490. case SC_RUSHWINDMILL:
  6491. case SC_ECHOSONG:
  6492. case SC_HARMONIZE: //group A doesn't overlap
  6493. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  6494. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  6495. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  6496. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  6497. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  6498. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  6499. break;
  6500. case SC_VOICEOFSIREN:
  6501. case SC_DEEPSLEEP:
  6502. case SC_GLOOMYDAY:
  6503. case SC_SONGOFMANA:
  6504. case SC_DANCEWITHWUG:
  6505. case SC_SATURDAYNIGHTFEVER:
  6506. case SC_LERADSDEW:
  6507. case SC_MELODYOFSINK:
  6508. case SC_BEYONDOFWARCRY:
  6509. case SC_UNLIMITEDHUMMINGVOICE: //group B
  6510. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  6511. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  6512. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  6513. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  6514. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  6515. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  6516. if (type != SC_GLOOMYDAY) {
  6517. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  6518. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  6519. }
  6520. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  6521. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  6522. if (type != SC_SATURDAYNIGHTFEVER) {
  6523. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  6524. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; //mark to not lose hp
  6525. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  6526. }
  6527. }
  6528. break;
  6529. case SC_REFLECTSHIELD:
  6530. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  6531. break;
  6532. case SC_REFLECTDAMAGE:
  6533. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  6534. break;
  6535. case SC_SHIELDSPELL_DEF:
  6536. case SC_SHIELDSPELL_MDEF:
  6537. case SC_SHIELDSPELL_REF:
  6538. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  6539. if( type != SC_SHIELDSPELL_DEF )
  6540. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  6541. if( type != SC_SHIELDSPELL_MDEF )
  6542. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  6543. if( type != SC_SHIELDSPELL_REF )
  6544. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  6545. break;
  6546. case SC_GT_ENERGYGAIN:
  6547. case SC_GT_CHANGE:
  6548. case SC_GT_REVITALIZE:
  6549. if( type != SC_GT_REVITALIZE )
  6550. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  6551. if( type != SC_GT_ENERGYGAIN )
  6552. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  6553. if( type != SC_GT_CHANGE )
  6554. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  6555. break;
  6556. case SC_INVINCIBLE:
  6557. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  6558. break;
  6559. case SC_INVINCIBLEOFF:
  6560. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  6561. break;
  6562. case SC_MAGICPOWER:
  6563. status_change_end(bl, type, INVALID_TIMER);
  6564. break;
  6565. }
  6566. //Check for overlapping fails
  6567. if( (sce = sc->data[type]) ) {
  6568. switch( type ) {
  6569. case SC_MERC_FLEEUP:
  6570. case SC_MERC_ATKUP:
  6571. case SC_MERC_HPUP:
  6572. case SC_MERC_SPUP:
  6573. case SC_MERC_HITUP:
  6574. if( sce->val1 > val1 )
  6575. val1 = sce->val1;
  6576. break;
  6577. case SC_ADRENALINE:
  6578. case SC_ADRENALINE2:
  6579. case SC_WEAPONPERFECTION:
  6580. case SC_OVERTHRUST:
  6581. if (sce->val2 > val2)
  6582. return 0;
  6583. break;
  6584. case SC_S_LIFEPOTION:
  6585. case SC_L_LIFEPOTION:
  6586. case SC_BOSSMAPINFO:
  6587. case SC_STUN:
  6588. case SC_SLEEP:
  6589. case SC_POISON:
  6590. case SC_CURSE:
  6591. case SC_SILENCE:
  6592. case SC_CONFUSION:
  6593. case SC_BLIND:
  6594. case SC_BLEEDING:
  6595. case SC_DPOISON:
  6596. case SC_CLOSECONFINE2: //Can't be re-closed in.
  6597. case SC_TINDER_BREAKER2:
  6598. case SC_MARIONETTE:
  6599. case SC_MARIONETTE2:
  6600. case SC_NOCHAT:
  6601. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  6602. case SC__INVISIBILITY:
  6603. case SC__ENERVATION:
  6604. case SC__GROOMY:
  6605. case SC__IGNORANCE:
  6606. case SC__LAZINESS:
  6607. case SC__WEAKNESS:
  6608. case SC__UNLUCKY:
  6609. return 0;
  6610. case SC_COMBO:
  6611. case SC_DANCING:
  6612. case SC_DEVOTION:
  6613. case SC_ASPDPOTION0:
  6614. case SC_ASPDPOTION1:
  6615. case SC_ASPDPOTION2:
  6616. case SC_ASPDPOTION3:
  6617. case SC_ATKPOTION:
  6618. case SC_MATKPOTION:
  6619. case SC_ENCHANTARMS:
  6620. case SC_ARMOR_ELEMENT:
  6621. case SC_ARMOR_RESIST:
  6622. break;
  6623. case SC_GOSPEL:
  6624. //Must not override a casting gospel char.
  6625. if(sce->val4 == BCT_SELF)
  6626. return 0;
  6627. if(sce->val1 > val1)
  6628. return 1;
  6629. break;
  6630. case SC_ENDURE:
  6631. if(sce->val4 && !val4)
  6632. return 1; //Don't let you override infinite endure.
  6633. if(sce->val1 > val1)
  6634. return 1;
  6635. break;
  6636. case SC_KAAHI:
  6637. //Kaahi overwrites previous level regardless of existing level.
  6638. //Delete timer if it exists.
  6639. if (sce->val4 != INVALID_TIMER) {
  6640. delete_timer(sce->val4,kaahi_heal_timer);
  6641. sce->val4 = INVALID_TIMER;
  6642. }
  6643. break;
  6644. case SC_JAILED:
  6645. //When a player is already jailed, do not edit the jail data.
  6646. val2 = sce->val2;
  6647. val3 = sce->val3;
  6648. val4 = sce->val4;
  6649. break;
  6650. case SC_LERADSDEW:
  6651. if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
  6652. return 0;
  6653. case SC_SHAPESHIFT:
  6654. case SC_PROPERTYWALK:
  6655. break;
  6656. case SC_LEADERSHIP:
  6657. case SC_GLORYWOUNDS:
  6658. case SC_SOULCOLD:
  6659. case SC_HAWKEYES:
  6660. if( sce->val4 && !val4 )//you cannot override master guild aura
  6661. return 0;
  6662. break;
  6663. case SC_JOINTBEAT:
  6664. val2 |= sce->val2; // stackable ailments
  6665. default:
  6666. if(sce->val1 > val1)
  6667. return 1; //Return true to not mess up skill animations. [Skotlex]
  6668. }
  6669. }
  6670. vd = status_get_viewdata(bl);
  6671. calc_flag = StatusChangeFlagTable[type];
  6672. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  6673. switch(type)
  6674. {
  6675. case SC_DECREASEAGI:
  6676. case SC_INCREASEAGI:
  6677. case SC_ADORAMUS:
  6678. val2 = 2 + val1; //Agi change
  6679. if( type == SC_ADORAMUS )
  6680. sc_start(src,bl,SC_BLIND,val1 * 4 + (sd ? sd->status.job_level : 50) / 2,val1,skill_get_time(status_sc2skill(type),val1));
  6681. break;
  6682. case SC_ENDURE:
  6683. val2 = 7; // Hit-count [Celest]
  6684. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
  6685. {
  6686. struct map_session_data *tsd;
  6687. if( sd )
  6688. {
  6689. int i;
  6690. for( i = 0; i < 5; i++ )
  6691. {
  6692. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6693. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  6694. }
  6695. }
  6696. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6697. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  6698. }
  6699. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  6700. if( val4 )
  6701. tick = -1;
  6702. break;
  6703. case SC_AUTOBERSERK:
  6704. if (status->hp < status->max_hp>>2 &&
  6705. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  6706. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  6707. tick = -1;
  6708. break;
  6709. case SC_SIGNUMCRUCIS:
  6710. val2 = 10 + 4*val1; //Def reduction
  6711. tick = -1;
  6712. clif_emotion(bl,E_SWT);
  6713. break;
  6714. case SC_MAXIMIZEPOWER:
  6715. tick_time = val2 = tick>0?tick:60000;
  6716. tick = -1; // duration sent to the client should be infinite
  6717. break;
  6718. case SC_EDP: // [Celest]
  6719. val2 = val1 + 2; //Chance to Poison enemies.
  6720. #ifndef RENEWAL_EDP
  6721. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  6722. #endif
  6723. if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
  6724. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  6725. break;
  6726. case SC_POISONREACT:
  6727. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  6728. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  6729. break;
  6730. case SC_MAGICROD:
  6731. val2 = val1*20; //SP gained
  6732. break;
  6733. case SC_KYRIE:
  6734. if( sd )
  6735. val1 = min(val1,pc_checkskill(sd,PR_KYRIE)); // use skill level to determine barrier health.
  6736. val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  6737. // val4 holds current amount of party members when casting Praefatio
  6738. // as Praefatio's barrier has more health and blocks more hits than Kyrie Elesion.
  6739. if( val4 < 1 ) //== PR_KYRIE
  6740. val3 = (val1 / 2 + 5);
  6741. else { //== AB_PRAEFATIO
  6742. val2 += val4 * 2; //Increase barrier strength per party member.
  6743. val3 = 6 + val1;
  6744. }
  6745. break;
  6746. case SC_MAGICPOWER:
  6747. //val1: Skill lv
  6748. val2 = 1; //Lasts 1 invocation
  6749. val3 = 5*val1; //Matk% increase
  6750. val4 = 0; // 0 = ready to be used, 1 = activated and running
  6751. break;
  6752. case SC_SACRIFICE:
  6753. val2 = 5; //Lasts 5 hits
  6754. tick = -1;
  6755. break;
  6756. case SC_ENCPOISON:
  6757. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  6758. case SC_ASPERSIO:
  6759. case SC_FIREWEAPON:
  6760. case SC_WATERWEAPON:
  6761. case SC_WINDWEAPON:
  6762. case SC_EARTHWEAPON:
  6763. case SC_SHADOWWEAPON:
  6764. case SC_GHOSTWEAPON:
  6765. skill_enchant_elemental_end(bl,type);
  6766. break;
  6767. case SC_ELEMENTALCHANGE:
  6768. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  6769. // val2 : Element (When no element, random one is picked)
  6770. // val3 : 0 = called by skill 1 = called by script (fixed level)
  6771. if( !val2 ) val2 = rnd()%ELE_MAX;
  6772. if( val1 == 1 && val3 == 0 )
  6773. val1 = 1 + rnd()%4;
  6774. else if( val1 > 4 )
  6775. val1 = 4; // Max Level
  6776. val3 = 0; // Not need to keep this info.
  6777. break;
  6778. case SC_PROVIDENCE:
  6779. val2=val1*5; //Race/Ele resist
  6780. break;
  6781. case SC_REFLECTSHIELD:
  6782. val2=10+val1*3; // %Dmg reflected
  6783. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
  6784. {
  6785. struct map_session_data *tsd;
  6786. if( sd )
  6787. {
  6788. int i;
  6789. for( i = 0; i < 5; i++ )
  6790. {
  6791. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6792. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6793. }
  6794. }
  6795. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6796. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6797. }
  6798. break;
  6799. case SC_STRIPWEAPON:
  6800. if (!sd) //Watk reduction
  6801. val2 = 25;
  6802. break;
  6803. case SC_STRIPSHIELD:
  6804. if (!sd) //Def reduction
  6805. val2 = 15;
  6806. break;
  6807. case SC_STRIPARMOR:
  6808. if (!sd) //Vit reduction
  6809. val2 = 40;
  6810. break;
  6811. case SC_STRIPHELM:
  6812. if (!sd) //Int reduction
  6813. val2 = 40;
  6814. break;
  6815. case SC_AUTOSPELL:
  6816. //Val1 Skill LV of Autospell
  6817. //Val2 Skill ID to cast
  6818. //Val3 Max Lv to cast
  6819. val4 = 5 + val1*2; //Chance of casting
  6820. break;
  6821. case SC_VOLCANO:
  6822. val2 = val1*10; //Watk increase
  6823. #ifndef RENEWAL
  6824. if (status->def_ele != ELE_FIRE)
  6825. val2 = 0;
  6826. #endif
  6827. break;
  6828. case SC_VIOLENTGALE:
  6829. val2 = val1*3; //Flee increase
  6830. #ifndef RENEWAL
  6831. if (status->def_ele != ELE_WIND)
  6832. val2 = 0;
  6833. #endif
  6834. break;
  6835. case SC_DELUGE:
  6836. val2 = deluge_eff[val1-1]; //HP increase
  6837. #ifndef RENEWAL
  6838. if(status->def_ele != ELE_WATER)
  6839. val2 = 0;
  6840. #endif
  6841. break;
  6842. case SC_SUITON:
  6843. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  6844. //No penalties.
  6845. val2 = 0; //Agi penalty
  6846. val3 = 0; //Walk speed penalty
  6847. break;
  6848. }
  6849. val3 = 50;
  6850. val2 = 3*((val1+1)/3);
  6851. if (val1 > 4) val2--;
  6852. break;
  6853. case SC_ONEHAND:
  6854. case SC_TWOHANDQUICKEN:
  6855. val2 = 300;
  6856. if (val1 > 10) //For boss casted skills [Skotlex]
  6857. val2 += 20*(val1-10);
  6858. break;
  6859. case SC_MERC_QUICKEN:
  6860. val2 = 300;
  6861. break;
  6862. #ifndef RENEWAL_ASPD
  6863. case SC_SPEARQUICKEN:
  6864. val2 = 200+10*val1;
  6865. break;
  6866. #endif
  6867. case SC_DANCING:
  6868. //val1 : Skill ID + LV
  6869. //val2 : Skill Group of the Dance.
  6870. //val3 : Brings the skill_lv (merged into val1 here)
  6871. //val4 : Partner
  6872. if (val1 == CG_MOONLIT)
  6873. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  6874. val1|= (val3<<16);
  6875. val3 = tick/1000; //Tick duration
  6876. tick_time = 1000; // [GodLesZ] tick time
  6877. break;
  6878. case SC_LONGING:
  6879. val2 = 500-100*val1; //Aspd penalty.
  6880. break;
  6881. case SC_EXPLOSIONSPIRITS:
  6882. val2 = 75 + 25*val1; //Cri bonus
  6883. break;
  6884. case SC_ASPDPOTION0:
  6885. case SC_ASPDPOTION1:
  6886. case SC_ASPDPOTION2:
  6887. case SC_ASPDPOTION3:
  6888. val2 = 50*(2+type-SC_ASPDPOTION0);
  6889. break;
  6890. case SC_WEDDING:
  6891. case SC_XMAS:
  6892. case SC_SUMMER:
  6893. case SC_HANBOK:
  6894. if (!vd) return 0;
  6895. //Store previous values as they could be removed.
  6896. val1 = vd->class_;
  6897. val2 = vd->weapon;
  6898. val3 = vd->shield;
  6899. val4 = vd->cloth_color;
  6900. unit_stop_attack(bl);
  6901. clif_changelook(bl,LOOK_WEAPON,0);
  6902. clif_changelook(bl,LOOK_SHIELD,0);
  6903. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:type==SC_SUMMER?JOB_SUMMER:JOB_HANBOK);
  6904. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  6905. break;
  6906. case SC_NOCHAT:
  6907. // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
  6908. tick = 60000;
  6909. val1 = battle_config.manner_system; //Mute filters.
  6910. if (sd)
  6911. {
  6912. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  6913. clif_updatestatus(sd,SP_MANNER);
  6914. }
  6915. break;
  6916. case SC_STONE:
  6917. val3 = tick/1000; //Petrified HP-damage iterations.
  6918. if(val3 < 1) val3 = 1;
  6919. tick = val4; //Petrifying time.
  6920. tick = max(tick, 1000); //Min time
  6921. calc_flag = 0; //Actual status changes take effect on petrified state.
  6922. break;
  6923. case SC_DPOISON:
  6924. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  6925. if (status->hp > status->max_hp>>2) {
  6926. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  6927. if (status->hp - diff < status->max_hp>>2)
  6928. diff = status->hp - (status->max_hp>>2);
  6929. if( val2 && bl->type == BL_MOB ) {
  6930. struct block_list* src = map_id2bl(val2);
  6931. if( src )
  6932. mob_log_damage((TBL_MOB*)bl,src,diff);
  6933. }
  6934. status_zap(bl, diff, 0);
  6935. }
  6936. case SC_POISON:
  6937. // fall through
  6938. val3 = tick/1000; //Damage iterations
  6939. if(val3 < 1) val3 = 1;
  6940. tick_time = 1000; // [GodLesZ] tick time
  6941. //val4: HP damage
  6942. if (bl->type == BL_PC)
  6943. val4 = (type == SC_DPOISON) ? 2 + status->max_hp/50 : 2 + status->max_hp*3/200;
  6944. else
  6945. val4 = (type == SC_DPOISON) ? 2 + status->max_hp/100 : 2 + status->max_hp/200;
  6946. break;
  6947. case SC_CONFUSION:
  6948. clif_emotion(bl,E_WHAT);
  6949. break;
  6950. case SC_BLEEDING:
  6951. val4 = tick/10000;
  6952. if (!val4) val4 = 1;
  6953. tick_time = 10000; // [GodLesZ] tick time
  6954. break;
  6955. case SC_S_LIFEPOTION:
  6956. case SC_L_LIFEPOTION:
  6957. if( val1 == 0 ) return 0;
  6958. // val1 = heal percent/amout
  6959. // val2 = seconds between heals
  6960. // val4 = total of heals
  6961. if( val2 < 1 ) val2 = 1;
  6962. if( (val4 = tick/(val2 * 1000)) < 1 )
  6963. val4 = 1;
  6964. tick_time = val2 * 1000; // [GodLesZ] tick time
  6965. break;
  6966. case SC_BOSSMAPINFO:
  6967. if( sd != NULL )
  6968. {
  6969. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  6970. if( boss_md == NULL || boss_md->bl.prev == NULL )
  6971. { // No MVP on this map - MVP is dead
  6972. clif_bossmapinfo(sd->fd, boss_md, 1);
  6973. return 0; // No need to start SC
  6974. }
  6975. val1 = boss_md->bl.id;
  6976. if( (val4 = tick/1000) < 1 )
  6977. val4 = 1;
  6978. tick_time = 1000; // [GodLesZ] tick time
  6979. }
  6980. break;
  6981. case SC_HIDING:
  6982. val2 = tick/1000;
  6983. tick_time = 1000; // [GodLesZ] tick time
  6984. val3 = 0; // unused, previously speed adjustment
  6985. val4 = val1+3; //Seconds before SP substraction happen.
  6986. break;
  6987. case SC_CHASEWALK:
  6988. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  6989. val3 = 35 - 5 * val1; //Speed adjustment.
  6990. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  6991. val3 -= 40;
  6992. val4 = 10+val1*2; //SP cost.
  6993. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  6994. break;
  6995. case SC_CLOAKING:
  6996. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  6997. val1 = 10;
  6998. tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
  6999. tick = -1; // duration sent to the client should be infinite
  7000. val3 = 0; // unused, previously walk speed adjustment
  7001. //val4&1 signals the presence of a wall.
  7002. //val4&2 makes cloak not end on normal attacks [Skotlex]
  7003. //val4&4 makes cloak not end on using skills
  7004. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
  7005. val4 |= battle_config.pc_cloak_check_type&7;
  7006. else
  7007. val4 |= battle_config.monster_cloak_check_type&7;
  7008. break;
  7009. case SC_SIGHT: /* splash status */
  7010. case SC_RUWACH:
  7011. case SC_SIGHTBLASTER:
  7012. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  7013. val2 = tick/250;
  7014. tick_time = 10; // [GodLesZ] tick time
  7015. break;
  7016. //Permanent effects.
  7017. case SC_AETERNA:
  7018. case SC_MODECHANGE:
  7019. case SC_WEIGHT50:
  7020. case SC_WEIGHT90:
  7021. case SC_BROKENWEAPON:
  7022. case SC_BROKENARMOR:
  7023. case SC_READYSTORM:
  7024. case SC_READYDOWN:
  7025. case SC_READYCOUNTER:
  7026. case SC_READYTURN:
  7027. case SC_DODGE:
  7028. case SC_PUSH_CART:
  7029. tick = -1;
  7030. break;
  7031. case SC_AUTOGUARD:
  7032. if( !(flag&1) )
  7033. {
  7034. struct map_session_data *tsd;
  7035. int i,t;
  7036. for( i = val2 = 0; i < val1; i++)
  7037. {
  7038. t = 5-(i>>1);
  7039. val2 += (t < 0)? 1:t;
  7040. }
  7041. if( bl->type&(BL_PC|BL_MER) )
  7042. {
  7043. if( sd )
  7044. {
  7045. for( i = 0; i < 5; i++ )
  7046. {
  7047. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7048. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7049. }
  7050. }
  7051. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7052. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7053. }
  7054. }
  7055. break;
  7056. case SC_DEFENDER:
  7057. if (!(flag&1))
  7058. {
  7059. val2 = 5 + 15*val1; //Damage reduction
  7060. val3 = 0; // unused, previously speed adjustment
  7061. val4 = 250 - 50*val1; //Aspd adjustment
  7062. if (sd)
  7063. {
  7064. struct map_session_data *tsd;
  7065. int i;
  7066. for (i = 0; i < 5; i++)
  7067. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  7068. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  7069. status_change_start(src,&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  7070. }
  7071. }
  7072. }
  7073. break;
  7074. case SC_TENSIONRELAX:
  7075. if (sd) {
  7076. pc_setsit(sd);
  7077. clif_sitting(&sd->bl);
  7078. }
  7079. val2 = 12; //SP cost
  7080. val4 = 10000; //Decrease at 10secs intervals.
  7081. val3 = tick/val4;
  7082. tick = -1; // duration sent to the client should be infinite
  7083. tick_time = val4; // [GodLesZ] tick time
  7084. break;
  7085. case SC_PARRYING:
  7086. val2 = 20 + val1*3; //Block Chance
  7087. break;
  7088. case SC_WINDWALK:
  7089. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  7090. break;
  7091. case SC_JOINTBEAT:
  7092. if( val2&BREAK_NECK )
  7093. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  7094. break;
  7095. case SC_BERSERK:
  7096. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  7097. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  7098. case SC__BLOODYLUST:
  7099. //HP healing is performing after the calc_status call.
  7100. //Val2 holds HP penalty
  7101. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  7102. if (!val4) val4 = 10000; //Val4 holds damage interval
  7103. val3 = tick/val4; //val3 holds skill duration
  7104. tick_time = val4; // [GodLesZ] tick time
  7105. break;
  7106. case SC_GOSPEL:
  7107. if(val4 == BCT_SELF) { // self effect
  7108. val2 = tick/10000;
  7109. tick_time = 10000; // [GodLesZ] tick time
  7110. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  7111. }
  7112. break;
  7113. case SC_MARIONETTE:
  7114. {
  7115. int stat;
  7116. val3 = 0;
  7117. val4 = 0;
  7118. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  7119. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  7120. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  7121. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  7122. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  7123. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  7124. break;
  7125. }
  7126. case SC_MARIONETTE2:
  7127. {
  7128. int stat,max_stat;
  7129. // fetch caster information
  7130. struct block_list *pbl = map_id2bl(val1);
  7131. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  7132. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  7133. // fetch target's stats
  7134. struct status_data* status = status_get_status_data(bl); // battle status
  7135. if (!psce)
  7136. return 0;
  7137. val3 = 0;
  7138. val4 = 0;
  7139. max_stat = battle_config.max_parameter; //Cap to 99 (default)
  7140. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  7141. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  7142. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  7143. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  7144. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  7145. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  7146. break;
  7147. }
  7148. case SC_REJECTSWORD:
  7149. val2 = 15*val1; //Reflect chance
  7150. val3 = 3; //Reflections
  7151. tick = -1;
  7152. break;
  7153. case SC_MEMORIZE:
  7154. val2 = 5; //Memorized casts.
  7155. tick = -1;
  7156. break;
  7157. case SC_GRAVITATION:
  7158. val2 = 50*val1; //aspd reduction
  7159. break;
  7160. case SC_REGENERATION:
  7161. if (val1 == 1)
  7162. val2 = 2;
  7163. else
  7164. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  7165. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  7166. //if val4 comes set, this blocks regen rather than increase it.
  7167. break;
  7168. case SC_DEVOTION:
  7169. {
  7170. struct block_list *d_bl;
  7171. struct status_change *d_sc;
  7172. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
  7173. { // Inherits Status From Source
  7174. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  7175. enum sc_type type2;
  7176. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  7177. while( i >= 0 )
  7178. {
  7179. type2 = types[i];
  7180. if( d_sc->data[type2] )
  7181. sc_start(d_bl,bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  7182. i--;
  7183. }
  7184. }
  7185. break;
  7186. }
  7187. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  7188. if( val3 && bl->type == BL_MOB ) {
  7189. struct block_list* src = map_id2bl(val3);
  7190. if( src )
  7191. mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
  7192. }
  7193. status_zap(bl, status->hp-1, val2?0:status->sp);
  7194. return 1;
  7195. break;
  7196. case SC_TINDER_BREAKER2:
  7197. case SC_CLOSECONFINE2:
  7198. {
  7199. struct block_list *src = val2?map_id2bl(val2):NULL;
  7200. struct status_change *sc2 = src?status_get_sc(src):NULL;
  7201. int type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  7202. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  7203. if (src && sc2) {
  7204. if (!sce2) //Start lock on caster.
  7205. sc_start4(src,src,type2,100,val1,1,0,0,tick+1000);
  7206. else { //Increase count of locked enemies and refresh time.
  7207. (sce2->val2)++;
  7208. delete_timer(sce2->timer, status_change_timer);
  7209. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, type2);
  7210. }
  7211. } else //Status failed.
  7212. return 0;
  7213. }
  7214. break;
  7215. case SC_KAITE:
  7216. val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
  7217. break;
  7218. case SC_KAUPE:
  7219. switch (val1) {
  7220. case 3: //33*3 + 1 -> 100%
  7221. val2++;
  7222. case 1:
  7223. case 2: //33, 66%
  7224. val2 += 33*val1;
  7225. val3 = 1; //Dodge 1 attack total.
  7226. break;
  7227. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  7228. val2 = 100;
  7229. val3 = val1-2;
  7230. break;
  7231. }
  7232. break;
  7233. case SC_COMBO: {
  7234. //val1: Skill ID
  7235. //val2: When given, target (for autotargetting skills)
  7236. //val3: When set, this combo time should NOT delay attack/movement
  7237. //val3: TK: Last used kick
  7238. //val4: TK: Combo time
  7239. struct unit_data *ud = unit_bl2ud(bl);
  7240. if (ud && !val3) {
  7241. tick += 300 * battle_config.combo_delay_rate/100;
  7242. ud->attackabletime = gettick()+tick;
  7243. unit_set_walkdelay(bl, gettick(), tick, 1);
  7244. }
  7245. val3 = 0;
  7246. val4 = tick;
  7247. }
  7248. break;
  7249. case SC_EARTHSCROLL:
  7250. val2 = 11-val1; //Chance to consume: 11-skill_lv%
  7251. break;
  7252. case SC_RUN:
  7253. val4 = gettick(); //Store time at which you started running.
  7254. tick = -1;
  7255. break;
  7256. case SC_KAAHI:
  7257. val2 = 200*val1; //HP heal
  7258. val3 = 5*val1; //SP cost
  7259. val4 = INVALID_TIMER; //Kaahi Timer.
  7260. break;
  7261. case SC_BLESSING:
  7262. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7263. val2 = val1;
  7264. else
  7265. val2 = 0; //0 -> Half stat.
  7266. break;
  7267. case SC_TRICKDEAD:
  7268. if (vd) vd->dead_sit = 1;
  7269. tick = -1;
  7270. break;
  7271. case SC_CONCENTRATE:
  7272. val2 = 2 + val1;
  7273. if (sd) { //Store the card-bonus data that should not count in the %
  7274. val3 = sd->param_bonus[1]; //Agi
  7275. val4 = sd->param_bonus[4]; //Dex
  7276. } else {
  7277. val3 = val4 = 0;
  7278. }
  7279. break;
  7280. case SC_MAXOVERTHRUST:
  7281. val2 = 20*val1; //Power increase
  7282. break;
  7283. case SC_OVERTHRUST:
  7284. //val2 holds if it was casted on self, or is bonus received from others
  7285. val3 = 5*val1; //Power increase
  7286. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  7287. tick += tick / 10;
  7288. break;
  7289. case SC_ADRENALINE2:
  7290. case SC_ADRENALINE:
  7291. val3 = (val2) ? 300 : 200; // aspd increase
  7292. case SC_WEAPONPERFECTION:
  7293. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  7294. tick += tick / 10;
  7295. break;
  7296. case SC_CONCENTRATION:
  7297. val2 = 5*val1; //Batk/Watk Increase
  7298. val3 = 10*val1; //Hit Increase
  7299. val4 = 5*val1; //Def reduction
  7300. break;
  7301. case SC_ANGELUS:
  7302. val2 = 5*val1; //def increase
  7303. break;
  7304. case SC_IMPOSITIO:
  7305. val2 = 5*val1; //watk increase
  7306. break;
  7307. case SC_MELTDOWN:
  7308. val2 = 100*val1; //Chance to break weapon
  7309. val3 = 70*val1; //Change to break armor
  7310. break;
  7311. case SC_TRUESIGHT:
  7312. val2 = 10*val1; //Critical increase
  7313. val3 = 3*val1; //Hit increase
  7314. break;
  7315. case SC_SUN_COMFORT:
  7316. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  7317. break;
  7318. case SC_MOON_COMFORT:
  7319. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  7320. break;
  7321. case SC_STAR_COMFORT:
  7322. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  7323. break;
  7324. case SC_QUAGMIRE:
  7325. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  7326. break;
  7327. // gs_something1 [Vicious]
  7328. case SC_GATLINGFEVER:
  7329. val2 = 20*val1; //Aspd increase
  7330. val3 = 20+10*val1; //Batk increase
  7331. val4 = 5*val1; //Flee decrease
  7332. break;
  7333. case SC_FLING:
  7334. if (bl->type == BL_PC)
  7335. val2 = 0; //No armor reduction to players.
  7336. else
  7337. val2 = 5*val1; //Def reduction
  7338. val3 = 5*val1; //Def2 reduction
  7339. break;
  7340. case SC_PROVOKE:
  7341. //val2 signals autoprovoke.
  7342. val3 = 2+3*val1; //Atk increase
  7343. val4 = 5+5*val1; //Def reduction.
  7344. break;
  7345. case SC_AVOID:
  7346. //val2 = 10*val1; //Speed change rate.
  7347. break;
  7348. case SC_DEFENCE:
  7349. val2 = 2*val1; //Def bonus
  7350. break;
  7351. case SC_BLOODLUST:
  7352. val2 = 20+10*val1; //Atk rate change.
  7353. val3 = 3*val1; //Leech chance
  7354. val4 = 20; //Leech percent
  7355. break;
  7356. case SC_FLEET:
  7357. val2 = 30*val1; //Aspd change
  7358. val3 = 5+5*val1; //bAtk/wAtk rate change
  7359. break;
  7360. case SC_MINDBREAKER:
  7361. val2 = 20*val1; //matk increase.
  7362. val3 = 12*val1; //mdef2 reduction.
  7363. break;
  7364. case SC_SKA:
  7365. val2 = tick/1000;
  7366. val3 = rnd()%100; //Def changes randomly every second...
  7367. tick_time = 1000; // [GodLesZ] tick time
  7368. break;
  7369. case SC_JAILED:
  7370. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  7371. tick = val1>0?1000:250;
  7372. if (sd)
  7373. {
  7374. if (sd->mapindex != val2)
  7375. {
  7376. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  7377. map = sd->mapindex; //Current Map
  7378. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  7379. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  7380. //2. Set restore point (val3 -> return map, val4 return coords
  7381. val3 = map;
  7382. val4 = pos;
  7383. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  7384. val3 = sd->status.save_point.map;
  7385. val4 = (sd->status.save_point.x&0xFFFF)
  7386. |(sd->status.save_point.y<<16);
  7387. }
  7388. }
  7389. break;
  7390. case SC_UTSUSEMI:
  7391. val2=(val1+1)/2; // number of hits blocked
  7392. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  7393. break;
  7394. case SC_BUNSINJYUTSU:
  7395. val2=(val1+1)/2; // number of hits blocked
  7396. break;
  7397. case SC_CHANGE:
  7398. val2= 30*val1; //Vit increase
  7399. val3= 20*val1; //Int increase
  7400. break;
  7401. case SC_SWOO:
  7402. if(status->mode&MD_BOSS)
  7403. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  7404. break;
  7405. case SC_SPIDERWEB:
  7406. if( bl->type == BL_PC )
  7407. tick /= 2;
  7408. break;
  7409. case SC_ARMOR:
  7410. //NPC_DEFENDER:
  7411. val2 = 80; //Damage reduction
  7412. //Attack requirements to be blocked:
  7413. val3 = BF_LONG; //Range
  7414. val4 = BF_WEAPON|BF_MISC; //Type
  7415. break;
  7416. case SC_ENCHANTARMS:
  7417. //end previous enchants
  7418. skill_enchant_elemental_end(bl,type);
  7419. //Make sure the received element is valid.
  7420. if (val2 >= ELE_MAX)
  7421. val2 = val2%ELE_MAX;
  7422. else if (val2 < 0)
  7423. val2 = rnd()%ELE_MAX;
  7424. break;
  7425. case SC_CRITICALWOUND:
  7426. val2 = 20*val1; //Heal effectiveness decrease
  7427. break;
  7428. case SC_MAGICMIRROR:
  7429. case SC_SLOWCAST:
  7430. val2 = 20*val1; //Magic reflection/cast rate
  7431. break;
  7432. case SC_ARMORCHANGE:
  7433. if (val2 == NPC_ANTIMAGIC)
  7434. { //Boost mdef
  7435. val2 =-20;
  7436. val3 = 20;
  7437. } else { //Boost def
  7438. val2 = 20;
  7439. val3 =-20;
  7440. }
  7441. val2*=val1; //20% per level
  7442. val3*=val1;
  7443. break;
  7444. case SC_EXPBOOST:
  7445. case SC_JEXPBOOST:
  7446. if (val1 < 0)
  7447. val1 = 0;
  7448. break;
  7449. case SC_INCFLEE2:
  7450. case SC_INCCRI:
  7451. val2 = val1*10; //Actual boost (since 100% = 1000)
  7452. break;
  7453. case SC_SUFFRAGIUM:
  7454. val2 = 15 * val1; //Speed cast decrease
  7455. break;
  7456. case SC_INCHEALRATE:
  7457. if (val1 < 1)
  7458. val1 = 1;
  7459. break;
  7460. case SC_HALLUCINATION:
  7461. val2 = 5+val1; //Factor by which displayed damage is increased by
  7462. break;
  7463. case SC_DOUBLECAST:
  7464. val2 = 30+10*val1; //Trigger rate
  7465. break;
  7466. case SC_KAIZEL:
  7467. val2 = 10*val1; //% of life to be revived with
  7468. break;
  7469. // case SC_ARMOR_ELEMENT:
  7470. // case SC_ARMOR_RESIST:
  7471. // Mod your resistance against elements:
  7472. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  7473. // break;
  7474. //case ????:
  7475. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  7476. //associated, and yet are not wrong/unknown. [Skotlex]
  7477. //break;
  7478. case SC_MERC_FLEEUP:
  7479. case SC_MERC_ATKUP:
  7480. case SC_MERC_HITUP:
  7481. val2 = 15 * val1;
  7482. break;
  7483. case SC_MERC_HPUP:
  7484. case SC_MERC_SPUP:
  7485. val2 = 5 * val1;
  7486. break;
  7487. case SC_REBIRTH:
  7488. val2 = 20*val1; //% of life to be revived with
  7489. break;
  7490. case SC_MANU_DEF:
  7491. case SC_MANU_ATK:
  7492. case SC_MANU_MATK:
  7493. val2 = 1; // Manuk group
  7494. break;
  7495. case SC_SPL_DEF:
  7496. case SC_SPL_ATK:
  7497. case SC_SPL_MATK:
  7498. val2 = 2; // Splendide group
  7499. break;
  7500. /**
  7501. * General
  7502. **/
  7503. case SC_FEAR:
  7504. val2 = 2;
  7505. val4 = tick / 1000;
  7506. tick_time = 1000; // [GodLesZ] tick time
  7507. break;
  7508. case SC_BURNING:
  7509. val4 = tick / 2000; // Total Ticks to Burn!!
  7510. tick_time = 2000; // [GodLesZ] tick time
  7511. break;
  7512. /**
  7513. * Rune Knight
  7514. **/
  7515. case SC_DEATHBOUND:
  7516. val2 = 500 + 100 * val1;
  7517. break;
  7518. case SC_STONEHARDSKIN:
  7519. if( sd )
  7520. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
  7521. break;
  7522. case SC_FIGHTINGSPIRIT:
  7523. val_flag |= 1|2;
  7524. break;
  7525. case SC_ABUNDANCE:
  7526. val4 = tick / 10000;
  7527. tick_time = 10000; // [GodLesZ] tick time
  7528. break;
  7529. case SC_GIANTGROWTH:
  7530. val2 = 15; // Triple damage success rate.
  7531. break;
  7532. /**
  7533. * Arch Bishop
  7534. **/
  7535. case SC_RENOVATIO:
  7536. val4 = tick / 5000;
  7537. tick_time = 5000;
  7538. break;
  7539. case SC_SECRAMENT:
  7540. val2 = 10 * val1;
  7541. break;
  7542. case SC_VENOMIMPRESS:
  7543. val2 = 10 * val1;
  7544. val_flag |= 1|2;
  7545. break;
  7546. case SC_POISONINGWEAPON:
  7547. val_flag |= 1|2|4;
  7548. break;
  7549. case SC_WEAPONBLOCKING:
  7550. val2 = 10 + 2 * val1; // Chance
  7551. val4 = tick / 3000;
  7552. tick_time = 3000; // [GodLesZ] tick time
  7553. val_flag |= 1|2;
  7554. break;
  7555. case SC_TOXIN:
  7556. val4 = tick / 10000;
  7557. tick_time = 10000; // [GodLesZ] tick time
  7558. break;
  7559. case SC_MAGICMUSHROOM:
  7560. val4 = tick / 4000;
  7561. tick_time = 4000; // [GodLesZ] tick time
  7562. break;
  7563. case SC_PYREXIA:
  7564. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
  7565. val4 = tick / 3000;
  7566. tick_time = 3000; // [GodLesZ] tick time
  7567. break;
  7568. case SC_LEECHESEND:
  7569. val4 = tick / 1000;
  7570. tick_time = 1000; // [GodLesZ] tick time
  7571. break;
  7572. case SC_OBLIVIONCURSE:
  7573. val4 = tick / 3000;
  7574. tick_time = 3000; // [GodLesZ] tick time
  7575. break;
  7576. case SC_ROLLINGCUTTER:
  7577. val_flag |= 1;
  7578. break;
  7579. case SC_CLOAKINGEXCEED:
  7580. val2 = ( val1 + 1 ) / 2; // Hits
  7581. val3 = 90 + val1 * 10; // Walk speed
  7582. val_flag |= 1|2|4;
  7583. if (bl->type == BL_PC)
  7584. val4 |= battle_config.pc_cloak_check_type&7;
  7585. else
  7586. val4 |= battle_config.monster_cloak_check_type&7;
  7587. tick_time = 1000; // [GodLesZ] tick time
  7588. break;
  7589. case SC_HALLUCINATIONWALK:
  7590. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  7591. val3 = 10 * val1; // Evasion rate of magical attacks.
  7592. val_flag |= 1|2|4;
  7593. break;
  7594. case SC_WHITEIMPRISON:
  7595. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7596. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7597. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7598. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7599. break;
  7600. case SC_FREEZING:
  7601. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7602. break;
  7603. case SC_READING_SB:
  7604. // val2 = sp reduction per second
  7605. tick_time = 5000; // [GodLesZ] tick time
  7606. break;
  7607. case SC_SPHERE_1:
  7608. case SC_SPHERE_2:
  7609. case SC_SPHERE_3:
  7610. case SC_SPHERE_4:
  7611. case SC_SPHERE_5:
  7612. if( !sd )
  7613. return 0; // Should only work on players.
  7614. val4 = tick / 1000;
  7615. if( val4 < 1 )
  7616. val4 = 1;
  7617. tick_time = 1000; // [GodLesZ] tick time
  7618. val_flag |= 1;
  7619. break;
  7620. case SC_SHAPESHIFT:
  7621. switch( val1 )
  7622. {
  7623. case 1: val2 = ELE_FIRE; break;
  7624. case 2: val2 = ELE_EARTH; break;
  7625. case 3: val2 = ELE_WIND; break;
  7626. case 4: val2 = ELE_WATER; break;
  7627. }
  7628. break;
  7629. case SC_ELECTRICSHOCKER:
  7630. case SC_CRYSTALIZE:
  7631. case SC_MEIKYOUSISUI:
  7632. val4 = tick / 1000;
  7633. if( val4 < 1 )
  7634. val4 = 1;
  7635. tick_time = 1000; // [GodLesZ] tick time
  7636. break;
  7637. case SC_CAMOUFLAGE:
  7638. val4 = tick/1000;
  7639. tick_time = 1000; // [GodLesZ] tick time
  7640. break;
  7641. case SC_WUGDASH:
  7642. val4 = gettick(); //Store time at which you started running.
  7643. tick = -1;
  7644. break;
  7645. case SC__SHADOWFORM: {
  7646. struct map_session_data * s_sd = map_id2sd(val2);
  7647. if( s_sd )
  7648. s_sd->shadowform_id = bl->id;
  7649. val4 = tick / 1000;
  7650. val_flag |= 1|2|4;
  7651. tick_time = 1000; // [GodLesZ] tick time
  7652. }
  7653. break;
  7654. case SC__STRIPACCESSORY:
  7655. if (!sd)
  7656. val2 = 20;
  7657. break;
  7658. case SC__INVISIBILITY:
  7659. val2 = 50 - 10 * val1; // ASPD
  7660. val3 = 20 * val1; // CRITICAL
  7661. val4 = tick / 1000;
  7662. tick_time = 1000; // [GodLesZ] tick time
  7663. val_flag |= 1|2;
  7664. break;
  7665. case SC__ENERVATION:
  7666. val2 = 20 + 10 * val1; // ATK Reduction
  7667. val_flag |= 1|2;
  7668. if( sd ) pc_delspiritball(sd,sd->spiritball,0);
  7669. break;
  7670. case SC__GROOMY:
  7671. val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
  7672. val3 = 20 * val1; //HIT
  7673. val_flag |= 1|2|4;
  7674. if( sd )
  7675. { // Removes Animals
  7676. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  7677. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  7678. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  7679. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  7680. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  7681. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  7682. if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,HOM_ST_REST);
  7683. if( sd->md ) merc_delete(sd->md,3);
  7684. }
  7685. break;
  7686. case SC__LAZINESS:
  7687. val2 = 10 + 10 * val1; // Cast reduction
  7688. val3 = 10 * val1; // Flee Reduction
  7689. val_flag |= 1|2|4;
  7690. break;
  7691. case SC__UNLUCKY:
  7692. val2 = 10 * val1; // Crit and Flee2 Reduction
  7693. val_flag |= 1|2|4;
  7694. break;
  7695. case SC__WEAKNESS:
  7696. val2 = 10 * val1;
  7697. val_flag |= 1|2;
  7698. // bypasses coating protection and MADO
  7699. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  7700. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  7701. break;
  7702. break;
  7703. case SC_GN_CARTBOOST:
  7704. if( val1 < 3 )
  7705. val2 = 50;
  7706. else if( val1 < 5 )
  7707. val2 = 75;
  7708. else
  7709. val2 = 100;
  7710. break;
  7711. case SC_PROPERTYWALK:
  7712. val_flag |= 1|2;
  7713. val3 = 0;
  7714. break;
  7715. case SC_WARMER:
  7716. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7717. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7718. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7719. break;
  7720. case SC_STRIKING:
  7721. val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  7722. val4 = tick / 1000;
  7723. tick_time = 1000; // [GodLesZ] tick time
  7724. break;
  7725. case SC_BLOODSUCKER:
  7726. val4 = tick / 1000;
  7727. tick_time = 1000; // [GodLesZ] tick time
  7728. break;
  7729. case SC_VACUUM_EXTREME:
  7730. tick -= (status->str / 20) * 1000;
  7731. val4 = val3 = tick / 100;
  7732. tick_time = 100; // [GodLesZ] tick time
  7733. break;
  7734. case SC_SWINGDANCE:
  7735. val2 = 4 * val1; // Walk speed and aspd reduction.
  7736. break;
  7737. case SC_SYMPHONYOFLOVER:
  7738. case SC_RUSHWINDMILL:
  7739. case SC_ECHOSONG:
  7740. val2 = 6 * val1;
  7741. val2 += val3; //Adding 1% * Lesson Bonus
  7742. val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
  7743. break;
  7744. case SC_MOONLITSERENADE:
  7745. val2 = 10 * val1;
  7746. break;
  7747. case SC_HARMONIZE:
  7748. val2 = 5 + 5 * val1;
  7749. break;
  7750. case SC_VOICEOFSIREN:
  7751. val4 = tick / 2000;
  7752. tick_time = 2000; // [GodLesZ] tick time
  7753. break;
  7754. case SC_DEEPSLEEP:
  7755. val4 = tick / 2000;
  7756. tick_time = 2000; // [GodLesZ] tick time
  7757. break;
  7758. case SC_SIRCLEOFNATURE:
  7759. val2 = 1 + val1; //SP consume
  7760. val3 = 40 * val1; //HP recovery
  7761. val4 = tick / 1000;
  7762. tick_time = 1000; // [GodLesZ] tick time
  7763. break;
  7764. case SC_SONGOFMANA:
  7765. val3 = 10 + (2 * val2);
  7766. val4 = tick/3000;
  7767. tick_time = 3000; // [GodLesZ] tick time
  7768. break;
  7769. case SC_SATURDAYNIGHTFEVER:
  7770. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  7771. if (!val4) val4 = 3000;
  7772. val3 = tick/val4;
  7773. tick_time = val4; // [GodLesZ] tick time
  7774. break;
  7775. case SC_GLOOMYDAY:
  7776. val2 = 20 + 5 * val1; // Flee reduction.
  7777. val3 = 15 + 5 * val1; // ASPD reduction.
  7778. if( sd && rand()%100 < val1 ){ // (Skill Lv) %
  7779. val4 = 1; // reduce walk speed by half.
  7780. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  7781. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  7782. }
  7783. break;
  7784. case SC_GLOOMYDAY_SK:
  7785. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  7786. val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  7787. break;
  7788. case SC_SITDOWN_FORCE:
  7789. case SC_BANANA_BOMB_SITDOWN:
  7790. if( sd && !pc_issit(sd) )
  7791. {
  7792. pc_setsit(sd);
  7793. skill_sit(sd,1);
  7794. clif_sitting(bl);
  7795. }
  7796. break;
  7797. case SC_DANCEWITHWUG:
  7798. val3 = (5 * val1) + (1 * val2); //Still need official value.
  7799. break;
  7800. case SC_LERADSDEW:
  7801. val3 = (5 * val1) + (1 * val2);
  7802. break;
  7803. case SC_MELODYOFSINK:
  7804. val3 = (5 * val1) + (1 * val2);
  7805. break;
  7806. case SC_BEYONDOFWARCRY:
  7807. val3 = (5 * val1) + (1 * val2);
  7808. break;
  7809. case SC_UNLIMITEDHUMMINGVOICE:
  7810. {
  7811. struct unit_data *ud = unit_bl2ud(bl);
  7812. if( ud == NULL ) return 0;
  7813. ud->state.skillcastcancel = 0;
  7814. val3 = 15 - (2 * val2);
  7815. }
  7816. break;
  7817. case SC_REFLECTDAMAGE:
  7818. val2 = 15 + 5 * val1; // Reflect amount
  7819. val3 = val1*5 + 25; // Number of reflects
  7820. val4 = tick/1000; // Number of SP cycles (duration)
  7821. tick_time = 1000; // [GodLesZ] tick time
  7822. break;
  7823. case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
  7824. val2 = 20 + 12 * (val1 - 1); // Chance
  7825. val3 = 5 + (2 * val1); // Max rage counters
  7826. tick = -1; //endless duration in the client
  7827. tick_time = 6000; // [GodLesZ] tick time
  7828. val_flag |= 1|2|4;
  7829. break;
  7830. case SC_EXEEDBREAK:
  7831. val1 *= 150; // 150 * skill_lv
  7832. if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
  7833. 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);
  7834. val1 += 15 * (sd ? sd->status.job_level:50) + 100;
  7835. }
  7836. else // Mobs
  7837. val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
  7838. break;
  7839. case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
  7840. val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
  7841. val1 *= 15; // Defence added
  7842. if( sd )
  7843. val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
  7844. val_flag |= 1|2;
  7845. break;
  7846. case SC_BANDING:
  7847. tick_time = 5000; // [GodLesZ] tick time
  7848. val_flag |= 1;
  7849. break;
  7850. case SC_SHIELDSPELL_DEF:
  7851. case SC_SHIELDSPELL_MDEF:
  7852. case SC_SHIELDSPELL_REF:
  7853. val_flag |= 1|2;
  7854. break;
  7855. case SC_MAGNETICFIELD:
  7856. val3 = tick / 1000;
  7857. tick_time = 1000; // [GodLesZ] tick time
  7858. break;
  7859. case SC_INSPIRATION:
  7860. if( sd )
  7861. {
  7862. val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
  7863. val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
  7864. }
  7865. val4 = tick / 1000;
  7866. tick_time = 1000; // [GodLesZ] tick time
  7867. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  7868. break;
  7869. case SC_SPELLFIST:
  7870. case SC_CURSEDCIRCLE_ATKER:
  7871. val_flag |= 1|2|4;
  7872. break;
  7873. case SC_CRESCENTELBOW:
  7874. if( sd )
  7875. val2 = (sd->status.job_level / 2) + (50 + 5 * val1);
  7876. val_flag |= 1|2;
  7877. break;
  7878. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  7879. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  7880. val_flag |= 1;
  7881. break;
  7882. case SC_RAISINGDRAGON:
  7883. val3 = tick / 5000;
  7884. tick_time = 5000; // [GodLesZ] tick time
  7885. break;
  7886. case SC_GT_CHANGE:
  7887. {// take note there is no def increase as skill desc says. [malufett]
  7888. struct block_list * src;
  7889. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  7890. if( (src = map_id2bl(val2)) )
  7891. val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  7892. }
  7893. break;
  7894. case SC_GT_REVITALIZE:
  7895. {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
  7896. struct block_list * src;
  7897. val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  7898. if( (src = map_id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
  7899. val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  7900. }
  7901. break;
  7902. case SC_PYROTECHNIC_OPTION:
  7903. val_flag |= 1|2|4;
  7904. break;
  7905. case SC_HEATER_OPTION:
  7906. val2 = 120; // Watk. TODO: Renewal (Atk2)
  7907. val3 = 33; // % Increase effects.
  7908. val4 = 3; // Change into fire element.
  7909. val_flag |= 1|2|4;
  7910. break;
  7911. case SC_TROPIC_OPTION:
  7912. val2 = 180; // Watk. TODO: Renewal (Atk2)
  7913. val3 = MG_FIREBOLT;
  7914. break;
  7915. case SC_AQUAPLAY_OPTION:
  7916. val2 = 40;
  7917. val_flag |= 1|2|4;
  7918. break;
  7919. case SC_COOLER_OPTION:
  7920. val2 = 80; // % Freezing chance
  7921. val3 = 33; // % increased damage
  7922. val4 = 1; // Change into water elemet
  7923. val_flag |= 1|2|4;
  7924. break;
  7925. case SC_CHILLY_AIR_OPTION:
  7926. val2 = 120; // Matk. TODO: Renewal (Matk1)
  7927. val3 = MG_COLDBOLT;
  7928. val_flag |= 1|2;
  7929. break;
  7930. case SC_GUST_OPTION:
  7931. val_flag |= 1|2;
  7932. break;
  7933. case SC_WIND_STEP_OPTION:
  7934. val2 = 50; // % Increase speed and flee.
  7935. break;
  7936. case SC_BLAST_OPTION:
  7937. val2 = 20;
  7938. val3 = ELE_WIND;
  7939. val_flag |= 1|2|4;
  7940. break;
  7941. case SC_WILD_STORM_OPTION:
  7942. val2 = MG_LIGHTNINGBOLT;
  7943. val_flag |= 1|2;
  7944. break;
  7945. case SC_PETROLOGY_OPTION:
  7946. val2 = 5;
  7947. val3 = 50;
  7948. val_flag |= 1|2|4;
  7949. break;
  7950. case SC_CURSED_SOIL_OPTION:
  7951. val2 = 10;
  7952. val3 = 33;
  7953. val4 = 2;
  7954. val_flag |= 1|2|4;
  7955. break;
  7956. case SC_UPHEAVAL_OPTION:
  7957. val2 = WZ_EARTHSPIKE;
  7958. val_flag |= 1|2;
  7959. break;
  7960. case SC_CIRCLE_OF_FIRE_OPTION:
  7961. val2 = 300;
  7962. val_flag |= 1|2;
  7963. break;
  7964. case SC_FIRE_CLOAK_OPTION:
  7965. case SC_WATER_DROP_OPTION:
  7966. case SC_WIND_CURTAIN_OPTION:
  7967. case SC_STONE_SHIELD_OPTION:
  7968. val2 = 20; // Elemental modifier. Not confirmed.
  7969. break;
  7970. case SC_CIRCLE_OF_FIRE:
  7971. case SC_FIRE_CLOAK:
  7972. case SC_WATER_DROP:
  7973. case SC_WATER_SCREEN:
  7974. case SC_WIND_CURTAIN:
  7975. case SC_WIND_STEP:
  7976. case SC_STONE_SHIELD:
  7977. case SC_SOLID_SKIN:
  7978. val2 = 10;
  7979. tick_time = 2000; // [GodLesZ] tick time
  7980. break;
  7981. case SC_WATER_BARRIER:
  7982. val2 = 40; // Increasement. Mdef1 ???
  7983. val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
  7984. val_flag |= 1|2|4;
  7985. break;
  7986. case SC_ZEPHYR:
  7987. val2 = 22; // Flee.
  7988. break;
  7989. case SC_TIDAL_WEAPON:
  7990. val2 = 20; // Increase Elemental's attack.
  7991. break;
  7992. case SC_ROCK_CRUSHER:
  7993. case SC_ROCK_CRUSHER_ATK:
  7994. case SC_POWER_OF_GAIA:
  7995. val2 = 33;
  7996. break;
  7997. case SC_MELON_BOMB:
  7998. case SC_BANANA_BOMB:
  7999. val1 = 15;
  8000. break;
  8001. case SC_STOMACHACHE:
  8002. val2 = 8; // SP consume.
  8003. val4 = tick / 10000;
  8004. tick_time = 10000; // [GodLesZ] tick time
  8005. break;
  8006. case SC_KYOUGAKU:
  8007. val2 = 2*val1 + rand()%val1;
  8008. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  8009. break;
  8010. case SC_KAGEMUSYA:
  8011. val3 = val1 * 2;
  8012. case SC_IZAYOI:
  8013. val2 = tick/1000;
  8014. tick_time = 1000;
  8015. break;
  8016. case SC_ZANGETSU:
  8017. if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0)
  8018. val2 = status_get_lv(bl) / 2 + 50;
  8019. else
  8020. val2 -= 50;
  8021. break;
  8022. case SC_GENSOU:
  8023. {
  8024. int hp = status_get_hp(bl), lv = 5;
  8025. short per = 100 / (status_get_max_hp(bl) / hp);
  8026. if( per <= 15 )
  8027. lv = 1;
  8028. else if( per <= 30 )
  8029. lv = 2;
  8030. else if( per <= 50 )
  8031. lv = 3;
  8032. else if( per <= 75 )
  8033. lv = 4;
  8034. if( hp % 2 == 0)
  8035. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  8036. else
  8037. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  8038. }
  8039. break;
  8040. case SC_ANGRIFFS_MODUS:
  8041. val2 = 50 + 20 * val1; //atk bonus
  8042. val3 = 40 + 20 * val1; // Flee reduction.
  8043. val4 = tick/1000; // hp/sp reduction timer
  8044. tick_time = 1000;
  8045. break;
  8046. case SC_GOLDENE_FERSE:
  8047. val2 = 10 + 10*val1; //flee bonus
  8048. val3 = 6 + 4 * val1; // Aspd Bonus
  8049. val4 = 2 + 2 * val1; // Chance of holy attack
  8050. break;
  8051. case SC_OVERED_BOOST:
  8052. val2 = 300 + 40*val1; //flee bonus
  8053. val3 = 179 + 2*val1; //aspd bonus
  8054. val4 = 50; //def reduc %
  8055. break;
  8056. case SC_GRANITIC_ARMOR:
  8057. val2 = 2*val1; //dmg hp reduction
  8058. val3 = (6*status_get_max_hp(src))/100; //dmg hp on status end
  8059. val4 = 5 * val1; //unknow formula
  8060. break;
  8061. case SC_MAGMA_FLOW:
  8062. val2 = 3*val1; //activation chance
  8063. break;
  8064. case SC_PYROCLASTIC:
  8065. val2 += 10*val1+status_get_lv(src); //atk bonus
  8066. val3 = 2*val1;//Chance To AutoCast Hammer Fall %
  8067. break;
  8068. case SC_PARALYSIS: //[Lighta] need real info
  8069. val2 = 2*val1; //def reduction
  8070. val3 = 500*val1; //varcast augmentation
  8071. break;
  8072. case SC_LIGHT_OF_REGENE: //Yommy leak need confirm
  8073. val2 = 20 * val1; //hp reco on death %
  8074. break;
  8075. case SC_PAIN_KILLER: //Yommy leak need confirm
  8076. val2 = 10 * val1; //aspd reduction %
  8077. val3 = (( 200 * val1 ) * status_get_lv(src)) / 150; //dmg reduction linear
  8078. if(sc->data[SC_PARALYSIS])
  8079. sc_start(src,bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
  8080. break;
  8081. case SC_STYLE_CHANGE:
  8082. tick = -1; //infinite duration
  8083. break;
  8084. case SC_CBC:
  8085. val3 = 10; //drain sp % dmg
  8086. val4 = tick/1000; //dmg each sec
  8087. tick = 1000;
  8088. break;
  8089. case SC_EQC:
  8090. val2 = 5 * val1; //def % reduc
  8091. val3 = 5 * val1; //atk % reduc
  8092. val4 = 2 * val1; //maxhp % reduc
  8093. break;
  8094. case SC_ASH:
  8095. val2 = 50; //hit % reduc
  8096. val3 = 0;//def % reduc
  8097. val4 = 0;//atk flee & reduc
  8098. if(status_get_race(bl) == RC_PLANT) //plant type
  8099. val3 = 50;
  8100. if(status_get_element(bl) == ELE_WATER) // defense water type
  8101. val4 = 50;
  8102. break;
  8103. default:
  8104. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  8105. { //Status change with no calc, no icon, and no skill associated...?
  8106. ShowError("UnknownStatusChange [%d]\n", type);
  8107. return 0;
  8108. }
  8109. }
  8110. else //Special considerations when loading SC data.
  8111. switch( type )
  8112. {
  8113. case SC_WEDDING:
  8114. case SC_XMAS:
  8115. case SC_SUMMER:
  8116. case SC_HANBOK:
  8117. clif_changelook(bl,LOOK_WEAPON,0);
  8118. clif_changelook(bl,LOOK_SHIELD,0);
  8119. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:type==SC_SUMMER?JOB_SUMMER:JOB_HANBOK);
  8120. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  8121. break;
  8122. case SC_KAAHI:
  8123. val4 = INVALID_TIMER;
  8124. break;
  8125. }
  8126. //Those that make you stop attacking/walking....
  8127. switch (type) {
  8128. case SC_FREEZE:
  8129. case SC_STUN:
  8130. case SC_SLEEP:
  8131. case SC_STONE:
  8132. case SC_DEEPSLEEP:
  8133. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  8134. pc_setstand(sd);
  8135. case SC_TRICKDEAD:
  8136. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  8137. // Cancel cast when get status [LuzZza]
  8138. if (battle_config.sc_castcancel&bl->type)
  8139. unit_skillcastcancel(bl, 0);
  8140. case SC_WHITEIMPRISON:
  8141. unit_stop_attack(bl);
  8142. case SC_STOP:
  8143. case SC_CONFUSION:
  8144. case SC_CLOSECONFINE:
  8145. case SC_CLOSECONFINE2:
  8146. case SC_TINDER_BREAKER:
  8147. case SC_TINDER_BREAKER2:
  8148. case SC_SPIDERWEB:
  8149. case SC_ELECTRICSHOCKER:
  8150. case SC_BITE:
  8151. case SC_THORNSTRAP:
  8152. case SC__MANHOLE:
  8153. case SC_CRYSTALIZE:
  8154. case SC_CURSEDCIRCLE_ATKER:
  8155. case SC_CURSEDCIRCLE_TARGET:
  8156. case SC_FEAR:
  8157. case SC_NETHERWORLD:
  8158. case SC_MEIKYOUSISUI:
  8159. case SC_KYOUGAKU:
  8160. case SC_PARALYSIS:
  8161. unit_stop_walking(bl,1);
  8162. break;
  8163. case SC_ANKLE:
  8164. if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
  8165. unit_stop_walking(bl,1);
  8166. break;
  8167. case SC_HIDING:
  8168. case SC_CLOAKING:
  8169. case SC_CLOAKINGEXCEED:
  8170. case SC_CHASEWALK:
  8171. case SC_WEIGHT90:
  8172. case SC_CAMOUFLAGE:
  8173. case SC_VOICEOFSIREN:
  8174. unit_stop_attack(bl);
  8175. break;
  8176. case SC_SILENCE:
  8177. if (battle_config.sc_castcancel&bl->type)
  8178. unit_skillcastcancel(bl, 0);
  8179. break;
  8180. }
  8181. // Set option as needed.
  8182. opt_flag = 1;
  8183. switch(type)
  8184. {
  8185. //OPT1
  8186. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  8187. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  8188. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  8189. case SC_DEEPSLEEP: opt_flag = 0;
  8190. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  8191. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  8192. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  8193. case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
  8194. //OPT2
  8195. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  8196. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  8197. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  8198. case SC_SIGNUMCRUCIS:
  8199. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  8200. break;
  8201. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  8202. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  8203. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  8204. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  8205. //OPT3
  8206. case SC_TWOHANDQUICKEN:
  8207. case SC_ONEHAND:
  8208. case SC_SPEARQUICKEN:
  8209. case SC_CONCENTRATION:
  8210. case SC_MERC_QUICKEN:
  8211. sc->opt3 |= OPT3_QUICKEN;
  8212. opt_flag = 0;
  8213. break;
  8214. case SC_MAXOVERTHRUST:
  8215. case SC_OVERTHRUST:
  8216. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  8217. sc->opt3 |= OPT3_OVERTHRUST;
  8218. opt_flag = 0;
  8219. break;
  8220. case SC_ENERGYCOAT:
  8221. case SC_SKE:
  8222. sc->opt3 |= OPT3_ENERGYCOAT;
  8223. opt_flag = 0;
  8224. break;
  8225. case SC_INCATKRATE:
  8226. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  8227. if (bl->type != BL_MOB) {
  8228. opt_flag = 0;
  8229. break;
  8230. }
  8231. case SC_EXPLOSIONSPIRITS:
  8232. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  8233. opt_flag = 0;
  8234. break;
  8235. case SC_STEELBODY:
  8236. case SC_SKA:
  8237. sc->opt3 |= OPT3_STEELBODY;
  8238. opt_flag = 0;
  8239. break;
  8240. case SC_BLADESTOP:
  8241. sc->opt3 |= OPT3_BLADESTOP;
  8242. opt_flag = 0;
  8243. break;
  8244. case SC_AURABLADE:
  8245. sc->opt3 |= OPT3_AURABLADE;
  8246. opt_flag = 0;
  8247. break;
  8248. case SC_BERSERK:
  8249. opt_flag = 0;
  8250. // case SC__BLOODYLUST:
  8251. sc->opt3 |= OPT3_BERSERK;
  8252. break;
  8253. // case ???: // doesn't seem to do anything
  8254. // sc->opt3 |= OPT3_LIGHTBLADE;
  8255. // opt_flag = 0;
  8256. // break;
  8257. case SC_DANCING:
  8258. if ((val1&0xFFFF) == CG_MOONLIT)
  8259. sc->opt3 |= OPT3_MOONLIT;
  8260. opt_flag = 0;
  8261. break;
  8262. case SC_MARIONETTE:
  8263. case SC_MARIONETTE2:
  8264. sc->opt3 |= OPT3_MARIONETTE;
  8265. opt_flag = 0;
  8266. break;
  8267. case SC_ASSUMPTIO:
  8268. sc->opt3 |= OPT3_ASSUMPTIO;
  8269. opt_flag = 0;
  8270. break;
  8271. case SC_WARM: //SG skills [Komurka]
  8272. sc->opt3 |= OPT3_WARM;
  8273. opt_flag = 0;
  8274. break;
  8275. case SC_KAITE:
  8276. sc->opt3 |= OPT3_KAITE;
  8277. opt_flag = 0;
  8278. break;
  8279. case SC_BUNSINJYUTSU:
  8280. sc->opt3 |= OPT3_BUNSIN;
  8281. opt_flag = 0;
  8282. break;
  8283. case SC_SPIRIT:
  8284. sc->opt3 |= OPT3_SOULLINK;
  8285. opt_flag = 0;
  8286. break;
  8287. case SC_CHANGEUNDEAD:
  8288. sc->opt3 |= OPT3_UNDEAD;
  8289. opt_flag = 0;
  8290. break;
  8291. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  8292. // sc->opt3 |= OPT3_CONTRACT;
  8293. // opt_flag = 0;
  8294. // break;
  8295. //OPTION
  8296. case SC_HIDING:
  8297. sc->option |= OPTION_HIDE;
  8298. opt_flag = 2;
  8299. break;
  8300. case SC_CLOAKING:
  8301. case SC_CLOAKINGEXCEED:
  8302. case SC__INVISIBILITY:
  8303. sc->option |= OPTION_CLOAK;
  8304. opt_flag = 2;
  8305. break;
  8306. case SC_CHASEWALK:
  8307. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  8308. opt_flag = 2;
  8309. break;
  8310. case SC_SIGHT:
  8311. sc->option |= OPTION_SIGHT;
  8312. break;
  8313. case SC_RUWACH:
  8314. sc->option |= OPTION_RUWACH;
  8315. break;
  8316. case SC_WEDDING:
  8317. sc->option |= OPTION_WEDDING;
  8318. break;
  8319. case SC_XMAS:
  8320. sc->option |= OPTION_XMAS;
  8321. break;
  8322. case SC_SUMMER:
  8323. sc->option |= OPTION_SUMMER;
  8324. break;
  8325. case SC_HANBOK:
  8326. sc->option |= OPTION_HANBOK;
  8327. break;
  8328. case SC_ORCISH:
  8329. sc->option |= OPTION_ORCISH;
  8330. break;
  8331. case SC_FUSION:
  8332. sc->option |= OPTION_FLYING;
  8333. break;
  8334. default:
  8335. opt_flag = 0;
  8336. }
  8337. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  8338. if(opt_flag)
  8339. clif_changeoption(bl);
  8340. if (calc_flag&SCB_DYE)
  8341. { //Reset DYE color
  8342. if (vd && vd->cloth_color)
  8343. {
  8344. val4 = vd->cloth_color;
  8345. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  8346. }
  8347. calc_flag&=~SCB_DYE;
  8348. }
  8349. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  8350. /**
  8351. * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  8352. **/
  8353. if( tick_time )
  8354. tick = tick_time;
  8355. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  8356. if((sce=sc->data[type])) {// reuse old sc
  8357. if( sce->timer != INVALID_TIMER )
  8358. delete_timer(sce->timer, status_change_timer);
  8359. sc_isnew = false;
  8360. } else {// new sc
  8361. ++(sc->count);
  8362. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  8363. }
  8364. sce->val1 = val1;
  8365. sce->val2 = val2;
  8366. sce->val3 = val3;
  8367. sce->val4 = val4;
  8368. if (tick >= 0)
  8369. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  8370. else
  8371. sce->timer = INVALID_TIMER; //Infinite duration
  8372. if (calc_flag)
  8373. status_calc_bl(bl,calc_flag);
  8374. if ( sc_isnew && StatusChangeStateTable[type] ) /* non-zero */
  8375. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  8376. if(sd && sd->pd)
  8377. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  8378. switch (type) {
  8379. case SC__BLOODYLUST:
  8380. case SC_BERSERK:
  8381. if (!(sce->val2)) { //don't heal if already set
  8382. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  8383. status_set_sp(bl, 0, 0); //Damage all SP
  8384. }
  8385. sce->val2 = 5 * status->max_hp / 100;
  8386. break;
  8387. case SC_CHANGE:
  8388. status_percent_heal(bl, 100, 100);
  8389. break;
  8390. case SC_RUN:
  8391. {
  8392. struct unit_data *ud = unit_bl2ud(bl);
  8393. if( ud )
  8394. ud->state.running = unit_run(bl);
  8395. }
  8396. break;
  8397. case SC_BOSSMAPINFO:
  8398. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  8399. break;
  8400. case SC_MERC_HPUP:
  8401. status_percent_heal(bl, 100, 0); // Recover Full HP
  8402. break;
  8403. case SC_MERC_SPUP:
  8404. status_percent_heal(bl, 0, 100); // Recover Full SP
  8405. break;
  8406. case SC_WUGDASH:
  8407. {
  8408. struct unit_data *ud = unit_bl2ud(bl);
  8409. if( ud )
  8410. ud->state.running = unit_wugdash(bl, sd);
  8411. }
  8412. break;
  8413. case SC_COMBO:
  8414. switch(sce->val1){
  8415. case TK_STORMKICK:
  8416. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  8417. break;
  8418. case TK_DOWNKICK:
  8419. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  8420. break;
  8421. case TK_TURNKICK:
  8422. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  8423. break;
  8424. case TK_COUNTER:
  8425. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  8426. break;
  8427. default: //rest just toogle inf to enable autotarget
  8428. skill_combo_toogle_inf(bl,sce->val1,INF_SELF_SKILL);
  8429. break;
  8430. }
  8431. break;
  8432. case SC_RAISINGDRAGON:
  8433. sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
  8434. break;
  8435. case SC_EQC:
  8436. sc_start2(src, bl,SC_STUN,100,val1,bl->id,(1000*status_get_lv(src))/50+500*val1);
  8437. status_change_end(bl,SC_TINDER_BREAKER2,INVALID_TIMER);
  8438. break;
  8439. }
  8440. if( opt_flag&2 && sd && sd->touching_id )
  8441. npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
  8442. return 1;
  8443. }
  8444. /*==========================================
  8445. * Ending all status except those listed.
  8446. * @TODO maybe usefull for dispel instead reseting a liste there.
  8447. * type:
  8448. * 0 - PC killed -> Place here statuses that do not dispel on death.
  8449. * 1 - If for some reason status_change_end decides to still keep the status when quitting.
  8450. * 2 - Do clif
  8451. * 3 - Do not remove some permanent/time-independent effects
  8452. *------------------------------------------*/
  8453. int status_change_clear(struct block_list* bl, int type) {
  8454. struct status_change* sc;
  8455. int i;
  8456. sc = status_get_sc(bl);
  8457. if (!sc || !sc->count)
  8458. return 0;
  8459. for(i = 0; i < SC_MAX; i++) {
  8460. if(!sc->data[i])
  8461. continue;
  8462. if(type == 0)
  8463. switch (i) { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  8464. case SC_ELEMENTALCHANGE://Only when its Holy or Dark that it doesn't dispell on death
  8465. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  8466. break;
  8467. case SC_WEIGHT50:
  8468. case SC_WEIGHT90:
  8469. case SC_EDP:
  8470. case SC_MELTDOWN:
  8471. case SC_XMAS:
  8472. case SC_SUMMER:
  8473. case SC_HANBOK:
  8474. case SC_NOCHAT:
  8475. case SC_FUSION:
  8476. case SC_EARTHSCROLL:
  8477. case SC_READYSTORM:
  8478. case SC_READYDOWN:
  8479. case SC_READYCOUNTER:
  8480. case SC_READYTURN:
  8481. case SC_DODGE:
  8482. case SC_JAILED:
  8483. case SC_EXPBOOST:
  8484. case SC_ITEMBOOST:
  8485. case SC_HELLPOWER:
  8486. case SC_JEXPBOOST:
  8487. case SC_AUTOTRADE:
  8488. case SC_WHISTLE:
  8489. case SC_ASSNCROS:
  8490. case SC_POEMBRAGI:
  8491. case SC_APPLEIDUN:
  8492. case SC_HUMMING:
  8493. case SC_DONTFORGETME:
  8494. case SC_FORTUNE:
  8495. case SC_SERVICE4U:
  8496. case SC_FOOD_STR_CASH:
  8497. case SC_FOOD_AGI_CASH:
  8498. case SC_FOOD_VIT_CASH:
  8499. case SC_FOOD_DEX_CASH:
  8500. case SC_FOOD_INT_CASH:
  8501. case SC_FOOD_LUK_CASH:
  8502. case SC_DEF_RATE:
  8503. case SC_MDEF_RATE:
  8504. case SC_INCHEALRATE:
  8505. case SC_INCFLEE2:
  8506. case SC_INCHIT:
  8507. case SC_ATKPOTION:
  8508. case SC_MATKPOTION:
  8509. case SC_S_LIFEPOTION:
  8510. case SC_L_LIFEPOTION:
  8511. case SC_PUSH_CART:
  8512. continue;
  8513. }
  8514. if( type == 3 ) {
  8515. switch (i) {// TODO: This list may be incomplete
  8516. case SC_WEIGHT50:
  8517. case SC_WEIGHT90:
  8518. case SC_NOCHAT:
  8519. case SC_PUSH_CART:
  8520. continue;
  8521. }
  8522. }
  8523. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  8524. if( type == 1 && sc->data[i] )
  8525. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  8526. (sc->count)--;
  8527. if (sc->data[i]->timer != INVALID_TIMER)
  8528. delete_timer(sc->data[i]->timer, status_change_timer);
  8529. ers_free(sc_data_ers, sc->data[i]);
  8530. sc->data[i] = NULL;
  8531. }
  8532. }
  8533. sc->opt1 = 0;
  8534. sc->opt2 = 0;
  8535. sc->opt3 = 0;
  8536. //cleaning all extras vars
  8537. sc->comet_x = 0;
  8538. sc->comet_y = 0;
  8539. #ifndef RENEWAL
  8540. sc->sg_counter = 0;
  8541. #endif
  8542. sc->bs_counter = 0;
  8543. if( type == 0 || type == 2 )
  8544. clif_changeoption(bl);
  8545. return 1;
  8546. }
  8547. /*==========================================
  8548. * Special condition we want to effectuate, check before ending a status.
  8549. *------------------------------------------*/
  8550. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  8551. {
  8552. struct map_session_data *sd;
  8553. struct status_change *sc;
  8554. struct status_change_entry *sce;
  8555. struct status_data *status;
  8556. struct view_data *vd;
  8557. int opt_flag=0, calc_flag;
  8558. nullpo_ret(bl);
  8559. sc = status_get_sc(bl);
  8560. status = status_get_status_data(bl);
  8561. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  8562. return 0;
  8563. sd = BL_CAST(BL_PC,bl);
  8564. if (sce->timer != tid && tid != INVALID_TIMER)
  8565. return 0;
  8566. if (tid == INVALID_TIMER) {
  8567. if (type == SC_ENDURE && sce->val4)
  8568. //Do not end infinite endure.
  8569. return 0;
  8570. if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
  8571. delete_timer(sce->timer,status_change_timer);
  8572. if (sc->opt1)
  8573. switch (type) {
  8574. //"Ugly workaround" [Skotlex]
  8575. //delays status change ending so that a skill that sets opt1 fails to
  8576. //trigger when it also removed one
  8577. case SC_STONE:
  8578. sce->val3 = 0; //Petrify time counter.
  8579. case SC_FREEZE:
  8580. case SC_STUN:
  8581. case SC_SLEEP:
  8582. if (sce->val1) {
  8583. //Removing the 'level' shouldn't affect anything in the code
  8584. //since these SC are not affected by it, and it lets us know
  8585. //if we have already delayed this attack or not.
  8586. sce->val1 = 0;
  8587. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  8588. return 1;
  8589. }
  8590. }
  8591. }
  8592. (sc->count)--;
  8593. if ( StatusChangeStateTable[type] )
  8594. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  8595. sc->data[type] = NULL;
  8596. vd = status_get_viewdata(bl);
  8597. calc_flag = StatusChangeFlagTable[type];
  8598. switch(type){
  8599. case SC_GRANITIC_ARMOR:{
  8600. int dammage = status->max_hp*sce->val3/100;
  8601. if(status->hp < dammage) //to not kill him
  8602. dammage = status->hp-1;
  8603. status_damage(NULL, bl, dammage,0,0,1);
  8604. break;
  8605. }
  8606. case SC_PYROCLASTIC:
  8607. if(bl->type == BL_PC)
  8608. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  8609. break;
  8610. case SC_WEDDING:
  8611. case SC_XMAS:
  8612. case SC_SUMMER:
  8613. case SC_HANBOK:
  8614. if (!vd) break;
  8615. if (sd)
  8616. { //Load data from sd->status.* as the stored values could have changed.
  8617. //Must remove OPTION to prevent class being rechanged.
  8618. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:type==SC_SUMMER?~OPTION_SUMMER:~OPTION_HANBOK;
  8619. clif_changeoption(&sd->bl);
  8620. status_set_viewdata(bl, sd->status.class_);
  8621. } else {
  8622. vd->class_ = sce->val1;
  8623. vd->weapon = sce->val2;
  8624. vd->shield = sce->val3;
  8625. vd->cloth_color = sce->val4;
  8626. }
  8627. clif_changelook(bl,LOOK_BASE,vd->class_);
  8628. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  8629. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  8630. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  8631. if(sd) clif_skillinfoblock(sd);
  8632. break;
  8633. case SC_RUN:
  8634. {
  8635. struct unit_data *ud = unit_bl2ud(bl);
  8636. bool begin_spurt = true;
  8637. if (ud) {
  8638. if(!ud->state.running)
  8639. begin_spurt = false;
  8640. ud->state.running = 0;
  8641. if (ud->walktimer != INVALID_TIMER)
  8642. unit_stop_walking(bl,1);
  8643. }
  8644. if (begin_spurt && sce->val1 >= 7 &&
  8645. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  8646. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  8647. )
  8648. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  8649. }
  8650. break;
  8651. case SC_AUTOBERSERK:
  8652. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  8653. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  8654. break;
  8655. case SC_ENDURE:
  8656. case SC_DEFENDER:
  8657. case SC_REFLECTSHIELD:
  8658. case SC_AUTOGUARD:
  8659. {
  8660. struct map_session_data *tsd;
  8661. if( bl->type == BL_PC )
  8662. { // Clear Status from others
  8663. int i;
  8664. for( i = 0; i < 5; i++ )
  8665. {
  8666. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  8667. status_change_end(&tsd->bl, type, INVALID_TIMER);
  8668. }
  8669. }
  8670. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
  8671. { // Clear Status from Master
  8672. tsd = ((TBL_MER*)bl)->master;
  8673. if( tsd && tsd->sc.data[type] )
  8674. status_change_end(&tsd->bl, type, INVALID_TIMER);
  8675. }
  8676. }
  8677. break;
  8678. case SC_DEVOTION:
  8679. {
  8680. struct block_list *d_bl = map_id2bl(sce->val1);
  8681. if( d_bl )
  8682. {
  8683. if( d_bl->type == BL_PC )
  8684. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  8685. else if( d_bl->type == BL_MER )
  8686. ((TBL_MER*)d_bl)->devotion_flag = 0;
  8687. clif_devotion(d_bl, NULL);
  8688. }
  8689. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  8690. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  8691. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  8692. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  8693. }
  8694. break;
  8695. case SC_BLADESTOP:
  8696. if(sce->val4)
  8697. {
  8698. int tid = sce->val4;
  8699. struct block_list *tbl = map_id2bl(tid);
  8700. struct status_change *tsc = status_get_sc(tbl);
  8701. sce->val4 = 0;
  8702. if(tbl && tsc && tsc->data[SC_BLADESTOP])
  8703. {
  8704. tsc->data[SC_BLADESTOP]->val4 = 0;
  8705. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  8706. }
  8707. clif_bladestop(bl, tid, 0);
  8708. }
  8709. break;
  8710. case SC_DANCING:
  8711. {
  8712. const char* prevfile = "<unknown>";
  8713. int prevline = 0;
  8714. struct map_session_data *dsd;
  8715. struct status_change_entry *dsc;
  8716. struct skill_unit_group *group;
  8717. if( sd )
  8718. {
  8719. if( sd->delunit_prevfile )
  8720. {// initially this is NULL, when a character logs in
  8721. prevfile = sd->delunit_prevfile;
  8722. prevline = sd->delunit_prevline;
  8723. }
  8724. else
  8725. {
  8726. prevfile = "<none>";
  8727. }
  8728. sd->delunit_prevfile = file;
  8729. sd->delunit_prevline = line;
  8730. }
  8731. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
  8732. {// end status on partner as well
  8733. dsc = dsd->sc.data[SC_DANCING];
  8734. if(dsc) {
  8735. //This will prevent recursive loops.
  8736. dsc->val2 = dsc->val4 = 0;
  8737. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  8738. }
  8739. }
  8740. if(sce->val2)
  8741. {// erase associated land skill
  8742. group = skill_id2group(sce->val2);
  8743. if( group == NULL )
  8744. {
  8745. 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",
  8746. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  8747. sd ? sd->status.char_id : 0,
  8748. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  8749. prevfile, prevline,
  8750. file, line);
  8751. }
  8752. sce->val2 = 0;
  8753. skill_delunitgroup(group);
  8754. }
  8755. if((sce->val1&0xFFFF) == CG_MOONLIT)
  8756. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  8757. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  8758. }
  8759. break;
  8760. case SC_NOCHAT:
  8761. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  8762. sd->status.manner = 0;
  8763. if (sd && tid == INVALID_TIMER)
  8764. {
  8765. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8766. clif_updatestatus(sd,SP_MANNER);
  8767. }
  8768. break;
  8769. case SC_SPLASHER:
  8770. {
  8771. struct block_list *src=map_id2bl(sce->val3);
  8772. if(src && tid != INVALID_TIMER)
  8773. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  8774. }
  8775. break;
  8776. case SC_TINDER_BREAKER2:
  8777. case SC_CLOSECONFINE2:{
  8778. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  8779. struct status_change *sc2 = src?status_get_sc(src):NULL;
  8780. int type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  8781. if (src && sc2 && sc2->data[type2]) {
  8782. //If status was already ended, do nothing.
  8783. //Decrease count
  8784. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) //No more holds, free him up.
  8785. status_change_end(src, type2, INVALID_TIMER);
  8786. }
  8787. }
  8788. case SC_TINDER_BREAKER:
  8789. case SC_CLOSECONFINE:
  8790. if (sce->val2 > 0) {
  8791. //Caster has been unlocked... nearby chars need to be unlocked.
  8792. int range = 1
  8793. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  8794. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  8795. map_foreachinarea(status_change_timer_sub,
  8796. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  8797. }
  8798. break;
  8799. case SC_COMBO:
  8800. skill_combo_toogle_inf(bl,sce->val1,0);
  8801. break;
  8802. case SC_MARIONETTE:
  8803. case SC_MARIONETTE2: /// Marionette target
  8804. if (sce->val1)
  8805. { // check for partner and end their marionette status as well
  8806. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  8807. struct block_list *pbl = map_id2bl(sce->val1);
  8808. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  8809. if (sc2 && sc2->data[type2])
  8810. {
  8811. sc2->data[type2]->val1 = 0;
  8812. status_change_end(pbl, type2, INVALID_TIMER);
  8813. }
  8814. }
  8815. break;
  8816. case SC_BERSERK:
  8817. case SC_SATURDAYNIGHTFEVER:
  8818. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  8819. if (status->hp > 100 && sce->val2)
  8820. status_set_hp(bl, 100, 0);
  8821. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  8822. {
  8823. sc->data[SC_ENDURE]->val4 = 0;
  8824. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  8825. }
  8826. case SC__BLOODYLUST:
  8827. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  8828. if( type == SC_SATURDAYNIGHTFEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  8829. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  8830. break;
  8831. case SC_GOSPEL:
  8832. if (sce->val3) { //Clear the group.
  8833. struct skill_unit_group* group = skill_id2group(sce->val3);
  8834. sce->val3 = 0;
  8835. skill_delunitgroup(group);
  8836. }
  8837. break;
  8838. case SC_HERMODE:
  8839. if(sce->val3 == BCT_SELF)
  8840. skill_clear_unitgroup(bl);
  8841. break;
  8842. case SC_BASILICA: //Clear the skill area. [Skotlex]
  8843. skill_clear_unitgroup(bl);
  8844. break;
  8845. case SC_TRICKDEAD:
  8846. if (vd) vd->dead_sit = 0;
  8847. break;
  8848. case SC_WARM:
  8849. case SC__MANHOLE:
  8850. if (sce->val4) { //Clear the group.
  8851. struct skill_unit_group* group = skill_id2group(sce->val4);
  8852. sce->val4 = 0;
  8853. if( group ) /* might have been cleared before status ended, e.g. land protector */
  8854. skill_delunitgroup(group);
  8855. }
  8856. break;
  8857. case SC_KAAHI:
  8858. //Delete timer if it exists.
  8859. if (sce->val4 != INVALID_TIMER)
  8860. delete_timer(sce->val4,kaahi_heal_timer);
  8861. break;
  8862. case SC_JAILED:
  8863. if(tid == INVALID_TIMER)
  8864. break;
  8865. //natural expiration.
  8866. if(sd && sd->mapindex == sce->val2)
  8867. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  8868. break; //guess hes not in jail :P
  8869. case SC_CHANGE:
  8870. if (tid == INVALID_TIMER)
  8871. break;
  8872. // "lose almost all their HP and SP" on natural expiration.
  8873. status_set_hp(bl, 10, 0);
  8874. status_set_sp(bl, 10, 0);
  8875. break;
  8876. case SC_AUTOTRADE:
  8877. if (tid == INVALID_TIMER)
  8878. break;
  8879. // Note: vending/buying is closed by unit_remove_map, no
  8880. // need to do it here.
  8881. map_quit(sd);
  8882. // Because map_quit calls status_change_end with tid -1
  8883. // from here it's not neccesary to continue
  8884. return 1;
  8885. break;
  8886. case SC_STOP:
  8887. if( sce->val2 )
  8888. {
  8889. struct block_list* tbl = map_id2bl(sce->val2);
  8890. sce->val2 = 0;
  8891. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  8892. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  8893. }
  8894. break;
  8895. /**
  8896. * 3rd Stuff
  8897. **/
  8898. case SC_MILLENNIUMSHIELD:
  8899. clif_millenniumshield(sd,0);
  8900. break;
  8901. case SC_HALLUCINATIONWALK:
  8902. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  8903. break;
  8904. case SC_WHITEIMPRISON:
  8905. {
  8906. struct block_list* src = map_id2bl(sce->val2);
  8907. if( tid == -1 || !src)
  8908. break; // Terminated by Damage
  8909. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,0,0));
  8910. }
  8911. break;
  8912. case SC_WUGDASH:
  8913. {
  8914. struct unit_data *ud = unit_bl2ud(bl);
  8915. if (ud) {
  8916. ud->state.running = 0;
  8917. if (ud->walktimer != INVALID_TIMER)
  8918. unit_stop_walking(bl,1);
  8919. }
  8920. }
  8921. break;
  8922. case SC_ADORAMUS:
  8923. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8924. break;
  8925. case SC__SHADOWFORM: {
  8926. struct map_session_data *s_sd = map_id2sd(sce->val2);
  8927. if(s_sd ) s_sd->shadowform_id = 0;
  8928. }
  8929. break;
  8930. case SC_SITDOWN_FORCE:
  8931. if( sd && pc_issit(sd) ) {
  8932. pc_setstand(sd);
  8933. clif_standing(bl);
  8934. }
  8935. break;
  8936. case SC_NEUTRALBARRIER_MASTER:
  8937. case SC_STEALTHFIELD_MASTER:
  8938. if( sce->val2 ) {
  8939. struct skill_unit_group* group = skill_id2group(sce->val2);
  8940. sce->val2 = 0;
  8941. if( group ) /* might have been cleared before status ended, e.g. land protector */
  8942. skill_delunitgroup(group);
  8943. }
  8944. break;
  8945. case SC_BANDING:
  8946. if(sce->val4) {
  8947. struct skill_unit_group *group = skill_id2group(sce->val4);
  8948. sce->val4 = 0;
  8949. if( group ) /* might have been cleared before status ended, e.g. land protector */
  8950. skill_delunitgroup(group);
  8951. }
  8952. break;
  8953. case SC_CURSEDCIRCLE_ATKER:
  8954. if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
  8955. map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  8956. break;
  8957. case SC_RAISINGDRAGON:
  8958. if( sd && sce->val2 && !pc_isdead(sd) ) {
  8959. int i;
  8960. i = min(sd->spiritball,5);
  8961. pc_delspiritball(sd, sd->spiritball, 0);
  8962. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8963. while( i > 0 ) {
  8964. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  8965. --i;
  8966. }
  8967. }
  8968. break;
  8969. case SC_CURSEDCIRCLE_TARGET:
  8970. {
  8971. struct block_list *src = map_id2bl(sce->val2);
  8972. struct status_change *sc = status_get_sc(src);
  8973. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
  8974. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  8975. clif_bladestop(bl, sce->val2, 0);
  8976. }
  8977. }
  8978. break;
  8979. case SC_BLOODSUCKER:
  8980. if( sce->val2 ){
  8981. struct block_list *src = map_id2bl(sce->val2);
  8982. if(src){
  8983. struct status_change *sc = status_get_sc(src);
  8984. sc->bs_counter--;
  8985. }
  8986. }
  8987. break;
  8988. case SC_VACUUM_EXTREME:
  8989. if(sc && sc->cant.move > 0) sc->cant.move--;
  8990. break;
  8991. case SC_KYOUGAKU:
  8992. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  8993. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  8994. break;
  8995. case SC_INTRAVISION:
  8996. calc_flag = SCB_ALL;/* required for overlapping */
  8997. break;
  8998. }
  8999. opt_flag = 1;
  9000. switch(type){
  9001. case SC_STONE:
  9002. case SC_FREEZE:
  9003. case SC_STUN:
  9004. case SC_SLEEP:
  9005. case SC_DEEPSLEEP:
  9006. case SC_BURNING:
  9007. case SC_WHITEIMPRISON:
  9008. case SC_CRYSTALIZE:
  9009. sc->opt1 = 0;
  9010. break;
  9011. case SC_POISON:
  9012. case SC_CURSE:
  9013. case SC_SILENCE:
  9014. case SC_BLIND:
  9015. sc->opt2 &= ~(1<<(type-SC_POISON));
  9016. break;
  9017. case SC_DPOISON:
  9018. sc->opt2 &= ~OPT2_DPOISON;
  9019. break;
  9020. case SC_SIGNUMCRUCIS:
  9021. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  9022. break;
  9023. case SC_HIDING:
  9024. sc->option &= ~OPTION_HIDE;
  9025. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  9026. break;
  9027. case SC_CLOAKING:
  9028. case SC_CLOAKINGEXCEED:
  9029. case SC__INVISIBILITY:
  9030. sc->option &= ~OPTION_CLOAK;
  9031. case SC_CAMOUFLAGE:
  9032. opt_flag|= 2;
  9033. break;
  9034. case SC_CHASEWALK:
  9035. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  9036. opt_flag|= 2;
  9037. break;
  9038. case SC_SIGHT:
  9039. sc->option &= ~OPTION_SIGHT;
  9040. break;
  9041. case SC_WEDDING:
  9042. sc->option &= ~OPTION_WEDDING;
  9043. break;
  9044. case SC_XMAS:
  9045. sc->option &= ~OPTION_XMAS;
  9046. break;
  9047. case SC_SUMMER:
  9048. sc->option &= ~OPTION_SUMMER;
  9049. break;
  9050. case SC_HANBOK:
  9051. sc->option &= ~OPTION_HANBOK;
  9052. break;
  9053. case SC_ORCISH:
  9054. sc->option &= ~OPTION_ORCISH;
  9055. break;
  9056. case SC_RUWACH:
  9057. sc->option &= ~OPTION_RUWACH;
  9058. break;
  9059. case SC_FUSION:
  9060. sc->option &= ~OPTION_FLYING;
  9061. break;
  9062. //opt3
  9063. case SC_TWOHANDQUICKEN:
  9064. case SC_ONEHAND:
  9065. case SC_SPEARQUICKEN:
  9066. case SC_CONCENTRATION:
  9067. case SC_MERC_QUICKEN:
  9068. sc->opt3 &= ~OPT3_QUICKEN;
  9069. opt_flag = 0;
  9070. break;
  9071. case SC_OVERTHRUST:
  9072. case SC_MAXOVERTHRUST:
  9073. case SC_SWOO:
  9074. sc->opt3 &= ~OPT3_OVERTHRUST;
  9075. if( type == SC_SWOO )
  9076. opt_flag = 8;
  9077. else
  9078. opt_flag = 0;
  9079. break;
  9080. case SC_ENERGYCOAT:
  9081. case SC_SKE:
  9082. sc->opt3 &= ~OPT3_ENERGYCOAT;
  9083. opt_flag = 0;
  9084. break;
  9085. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  9086. if (bl->type != BL_MOB)
  9087. {
  9088. opt_flag = 0;
  9089. break;
  9090. }
  9091. case SC_EXPLOSIONSPIRITS:
  9092. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  9093. opt_flag = 0;
  9094. break;
  9095. case SC_STEELBODY:
  9096. case SC_SKA:
  9097. sc->opt3 &= ~OPT3_STEELBODY;
  9098. opt_flag = 0;
  9099. break;
  9100. case SC_BLADESTOP:
  9101. sc->opt3 &= ~OPT3_BLADESTOP;
  9102. opt_flag = 0;
  9103. break;
  9104. case SC_AURABLADE:
  9105. sc->opt3 &= ~OPT3_AURABLADE;
  9106. opt_flag = 0;
  9107. break;
  9108. case SC_BERSERK:
  9109. opt_flag = 0;
  9110. // case SC__BLOODYLUST:
  9111. sc->opt3 &= ~OPT3_BERSERK;
  9112. break;
  9113. // case ???: // doesn't seem to do anything
  9114. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  9115. // opt_flag = 0;
  9116. // break;
  9117. case SC_DANCING:
  9118. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  9119. sc->opt3 &= ~OPT3_MOONLIT;
  9120. opt_flag = 0;
  9121. break;
  9122. case SC_MARIONETTE:
  9123. case SC_MARIONETTE2:
  9124. sc->opt3 &= ~OPT3_MARIONETTE;
  9125. opt_flag = 0;
  9126. break;
  9127. case SC_ASSUMPTIO:
  9128. sc->opt3 &= ~OPT3_ASSUMPTIO;
  9129. opt_flag = 0;
  9130. break;
  9131. case SC_WARM: //SG skills [Komurka]
  9132. sc->opt3 &= ~OPT3_WARM;
  9133. opt_flag = 0;
  9134. break;
  9135. case SC_KAITE:
  9136. sc->opt3 &= ~OPT3_KAITE;
  9137. opt_flag = 0;
  9138. break;
  9139. case SC_BUNSINJYUTSU:
  9140. sc->opt3 &= ~OPT3_BUNSIN;
  9141. opt_flag = 0;
  9142. break;
  9143. case SC_SPIRIT:
  9144. sc->opt3 &= ~OPT3_SOULLINK;
  9145. opt_flag = 0;
  9146. break;
  9147. case SC_CHANGEUNDEAD:
  9148. sc->opt3 &= ~OPT3_UNDEAD;
  9149. opt_flag = 0;
  9150. break;
  9151. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  9152. // sc->opt3 &= ~OPT3_CONTRACT;
  9153. // opt_flag = 0;
  9154. // break;
  9155. default:
  9156. opt_flag = 0;
  9157. }
  9158. if (calc_flag&SCB_DYE)
  9159. { //Restore DYE color
  9160. if (vd && !vd->cloth_color && sce->val4)
  9161. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  9162. calc_flag&=~SCB_DYE;
  9163. }
  9164. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  9165. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  9166. if( opt_flag&8 ) //bugreport:681
  9167. clif_changeoption2(bl);
  9168. else if(opt_flag)
  9169. clif_changeoption(bl);
  9170. if (calc_flag)
  9171. status_calc_bl(bl,calc_flag);
  9172. if(opt_flag&4) //Out of hiding, invoke on place.
  9173. skill_unit_move(bl,gettick(),1);
  9174. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  9175. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  9176. ers_free(sc_data_ers, sce);
  9177. return 1;
  9178. }
  9179. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  9180. {
  9181. struct block_list *bl;
  9182. struct status_change *sc;
  9183. struct status_change_entry *sce;
  9184. struct status_data *status;
  9185. int hp;
  9186. if(!((bl=map_id2bl(id))&&
  9187. (sc=status_get_sc(bl)) &&
  9188. (sce = sc->data[SC_KAAHI])))
  9189. return 0;
  9190. if(sce->val4 != tid) {
  9191. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  9192. sce->val4 = INVALID_TIMER;
  9193. return 0;
  9194. }
  9195. status=status_get_status_data(bl);
  9196. if(!status_charge(bl, 0, sce->val3)) {
  9197. sce->val4 = INVALID_TIMER;
  9198. return 0;
  9199. }
  9200. hp = status->max_hp - status->hp;
  9201. if (hp > sce->val2)
  9202. hp = sce->val2;
  9203. if (hp)
  9204. status_heal(bl, hp, 0, 2);
  9205. sce->val4 = INVALID_TIMER;
  9206. return 1;
  9207. }
  9208. /*==========================================
  9209. * For recusive status, like for each 5s we drop sp etc.
  9210. * Reseting the end timer.
  9211. *------------------------------------------*/
  9212. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  9213. {
  9214. enum sc_type type = (sc_type)data;
  9215. struct block_list *bl;
  9216. struct map_session_data *sd;
  9217. struct status_data *status;
  9218. struct status_change *sc;
  9219. struct status_change_entry *sce;
  9220. bl = map_id2bl(id);
  9221. if(!bl)
  9222. {
  9223. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  9224. return 0;
  9225. }
  9226. sc = status_get_sc(bl);
  9227. status = status_get_status_data(bl);
  9228. if(!(sc && (sce = sc->data[type])))
  9229. {
  9230. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  9231. return 0;
  9232. }
  9233. if( sce->timer != tid )
  9234. {
  9235. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  9236. return 0;
  9237. }
  9238. sd = BL_CAST(BL_PC, bl);
  9239. // set the next timer of the sce (don't assume the status still exists)
  9240. #define sc_timer_next(t,f,i,d) \
  9241. if( (sce=sc->data[type]) ) \
  9242. sce->timer = add_timer(t,f,i,d); \
  9243. else \
  9244. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  9245. switch(type)
  9246. {
  9247. case SC_MAXIMIZEPOWER:
  9248. case SC_CLOAKING:
  9249. if(!status_charge(bl, 0, 1))
  9250. break; //Not enough SP to continue.
  9251. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  9252. return 0;
  9253. case SC_CHASEWALK:
  9254. if(!status_charge(bl, 0, sce->val4))
  9255. break; //Not enough SP to continue.
  9256. if (!sc->data[SC_INCSTR]) {
  9257. sc_start(bl,bl, SC_INCSTR,100,1<<(sce->val1-1),
  9258. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  9259. *skill_get_time2(status_sc2skill(type),sce->val1));
  9260. }
  9261. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  9262. return 0;
  9263. break;
  9264. case SC_SKA:
  9265. if(--(sce->val2)>0){
  9266. sce->val3 = rnd()%100; //Random defense.
  9267. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  9268. return 0;
  9269. }
  9270. break;
  9271. case SC_HIDING:
  9272. if(--(sce->val2)>0){
  9273. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  9274. break; //Fail if it's time to substract SP and there isn't.
  9275. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  9276. return 0;
  9277. }
  9278. break;
  9279. case SC_SIGHT:
  9280. case SC_RUWACH:
  9281. case SC_SIGHTBLASTER:
  9282. if(type == SC_SIGHTBLASTER)
  9283. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  9284. else
  9285. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  9286. if( --(sce->val2)>0 ){
  9287. sce->val4 += 250; // use for Shadow Form 2 seconds checking.
  9288. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  9289. return 0;
  9290. }
  9291. break;
  9292. case SC_PROVOKE:
  9293. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  9294. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  9295. return 0;
  9296. }
  9297. break;
  9298. case SC_STONE:
  9299. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  9300. sce->val4 = 0;
  9301. unit_stop_walking(bl,1);
  9302. unit_stop_attack(bl);
  9303. sc->opt1 = OPT1_STONE;
  9304. clif_changeoption(bl);
  9305. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  9306. status_calc_bl(bl, StatusChangeFlagTable[type]);
  9307. return 0;
  9308. }
  9309. if(--(sce->val3) > 0) {
  9310. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  9311. status_percent_damage(NULL, bl, 1, 0, false);
  9312. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  9313. return 0;
  9314. }
  9315. break;
  9316. case SC_POISON:
  9317. case SC_DPOISON:
  9318. if (--(sce->val3) > 0) {
  9319. if (!sc->data[SC_SLOWPOISON]) {
  9320. if( sce->val2 && bl->type == BL_MOB ) {
  9321. struct block_list* src = map_id2bl(sce->val2);
  9322. if( src )
  9323. mob_log_damage((TBL_MOB*)bl,src,sce->val4);
  9324. }
  9325. map_freeblock_lock();
  9326. if(status->hp >= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
  9327. status_zap(bl, sce->val4, 0);
  9328. if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
  9329. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  9330. }
  9331. map_freeblock_unlock();
  9332. }
  9333. return 0;
  9334. }
  9335. break;
  9336. case SC_TENSIONRELAX:
  9337. if(status->max_hp > status->hp && --(sce->val3) > 0){
  9338. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  9339. return 0;
  9340. }
  9341. break;
  9342. case SC_KNOWLEDGE:
  9343. if (!sd) break;
  9344. if(bl->m == sd->feel_map[0].m ||
  9345. bl->m == sd->feel_map[1].m ||
  9346. bl->m == sd->feel_map[2].m)
  9347. { //Timeout will be handled by pc_setpos
  9348. sce->timer = INVALID_TIMER;
  9349. return 0;
  9350. }
  9351. break;
  9352. case SC_BLEEDING:
  9353. if (--(sce->val4) >= 0) {
  9354. int hp = rnd()%600 + 200;
  9355. struct block_list* src = map_id2bl(sce->val2);
  9356. if( src && bl && bl->type == BL_MOB ){
  9357. mob_log_damage( (TBL_MOB*)bl, src, sd || hp < status->hp ? hp : status->hp - 1 );
  9358. }
  9359. map_freeblock_lock();
  9360. status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
  9361. if( sc->data[type] ) {
  9362. if( status->hp == 1 ) {
  9363. map_freeblock_unlock();
  9364. break;
  9365. }
  9366. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9367. }
  9368. map_freeblock_unlock();
  9369. return 0;
  9370. }
  9371. break;
  9372. case SC_S_LIFEPOTION:
  9373. case SC_L_LIFEPOTION:
  9374. if( sd && --(sce->val4) >= 0 )
  9375. {
  9376. // val1 < 0 = per max% | val1 > 0 = exact amount
  9377. int hp = 0;
  9378. if( status->hp < status->max_hp )
  9379. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  9380. status_heal(bl, hp, 0, 2);
  9381. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  9382. return 0;
  9383. }
  9384. break;
  9385. case SC_BOSSMAPINFO:
  9386. if( sd && --(sce->val4) >= 0 )
  9387. {
  9388. struct mob_data *boss_md = map_id2boss(sce->val1);
  9389. if( boss_md && sd->bl.m == boss_md->bl.m )
  9390. {
  9391. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  9392. if (boss_md->bl.prev != NULL) {
  9393. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9394. return 0;
  9395. }
  9396. }
  9397. }
  9398. break;
  9399. case SC_DANCING: //SP consumption by time of dancing skills
  9400. {
  9401. int s = 0;
  9402. int sp = 1;
  9403. if (--sce->val3 <= 0)
  9404. break;
  9405. switch(sce->val1&0xFFFF){
  9406. case BD_RICHMANKIM:
  9407. case BD_DRUMBATTLEFIELD:
  9408. case BD_RINGNIBELUNGEN:
  9409. case BD_SIEGFRIED:
  9410. case BA_DISSONANCE:
  9411. case BA_ASSASSINCROSS:
  9412. case DC_UGLYDANCE:
  9413. s=3;
  9414. break;
  9415. case BD_LULLABY:
  9416. case BD_ETERNALCHAOS:
  9417. case BD_ROKISWEIL:
  9418. case DC_FORTUNEKISS:
  9419. s=4;
  9420. break;
  9421. case CG_HERMODE:
  9422. case BD_INTOABYSS:
  9423. case BA_WHISTLE:
  9424. case DC_HUMMING:
  9425. case BA_POEMBRAGI:
  9426. case DC_SERVICEFORYOU:
  9427. s=5;
  9428. break;
  9429. case BA_APPLEIDUN:
  9430. #ifdef RENEWAL
  9431. s=5;
  9432. #else
  9433. s=6;
  9434. #endif
  9435. break;
  9436. case CG_MOONLIT:
  9437. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  9438. sp= 4*(sce->val1>>16);
  9439. //Upkeep is also every 10 secs.
  9440. case DC_DONTFORGETME:
  9441. s=10;
  9442. break;
  9443. }
  9444. if( s != 0 && sce->val3 % s == 0 )
  9445. {
  9446. if (sc->data[SC_LONGING])
  9447. sp*= 3;
  9448. if (!status_charge(bl, 0, sp))
  9449. break;
  9450. }
  9451. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  9452. return 0;
  9453. }
  9454. break;
  9455. case SC__BLOODYLUST:
  9456. case SC_BERSERK:
  9457. // 5% every 10 seconds [DracoRPG]
  9458. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 )
  9459. {
  9460. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  9461. return 0;
  9462. }
  9463. break;
  9464. case SC_NOCHAT:
  9465. if(sd){
  9466. sd->status.manner++;
  9467. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9468. clif_updatestatus(sd,SP_MANNER);
  9469. if (sd->status.manner < 0)
  9470. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  9471. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  9472. return 0;
  9473. }
  9474. }
  9475. break;
  9476. case SC_SPLASHER:
  9477. // custom Venom Splasher countdown timer
  9478. //if (sce->val4 % 1000 == 0) {
  9479. // char timer[10];
  9480. // snprintf (timer, 10, "%d", sce->val4/1000);
  9481. // clif_message(bl, timer);
  9482. //}
  9483. if((sce->val4 -= 500) > 0) {
  9484. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  9485. return 0;
  9486. }
  9487. break;
  9488. case SC_MARIONETTE:
  9489. case SC_MARIONETTE2:
  9490. {
  9491. struct block_list *pbl = map_id2bl(sce->val1);
  9492. if( pbl && check_distance_bl(bl, pbl, 7) )
  9493. {
  9494. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9495. return 0;
  9496. }
  9497. }
  9498. break;
  9499. case SC_GOSPEL:
  9500. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  9501. {
  9502. int hp, sp;
  9503. hp = (sce->val1 > 5) ? 45 : 30;
  9504. sp = (sce->val1 > 5) ? 35 : 20;
  9505. if(!status_charge(bl, hp, sp))
  9506. break;
  9507. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  9508. return 0;
  9509. }
  9510. break;
  9511. case SC_JAILED:
  9512. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  9513. {
  9514. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  9515. return 0;
  9516. }
  9517. break;
  9518. case SC_BLIND:
  9519. if(sc->data[SC_FOGWALL])
  9520. { //Blind lasts forever while you are standing on the fog.
  9521. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  9522. return 0;
  9523. }
  9524. break;
  9525. case SC_ABUNDANCE:
  9526. if(--(sce->val4) > 0) {
  9527. status_heal(bl,0,60,0);
  9528. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  9529. }
  9530. break;
  9531. case SC_PYREXIA:
  9532. if( --(sce->val4) >= 0 ) {
  9533. map_freeblock_lock();
  9534. clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
  9535. status_fix_damage(NULL,bl,100,0);
  9536. if( sc->data[type] ) {
  9537. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  9538. }
  9539. map_freeblock_unlock();
  9540. return 0;
  9541. }
  9542. break;
  9543. case SC_LEECHESEND:
  9544. if( --(sce->val4) >= 0 ) {
  9545. int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  9546. damage += status->vit * (sce->val1 - 3);
  9547. unit_skillcastcancel(bl,2);
  9548. map_freeblock_lock();
  9549. 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);
  9550. if( sc->data[type] ) {
  9551. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  9552. }
  9553. map_freeblock_unlock();
  9554. return 0;
  9555. }
  9556. break;
  9557. case SC_MAGICMUSHROOM:
  9558. if( --(sce->val4) >= 0 ) {
  9559. bool flag = 0;
  9560. int damage = status->max_hp * 3 / 100;
  9561. if( status->hp <= damage )
  9562. damage = status->hp - 1; // Cannot Kill
  9563. if( damage > 0 ) { // 3% Damage each 4 seconds
  9564. map_freeblock_lock();
  9565. status_zap(bl,damage,0);
  9566. flag = !sc->data[type]; // Killed? Should not
  9567. map_freeblock_unlock();
  9568. }
  9569. if( !flag ) { // Random Skill Cast
  9570. if (sd && !pc_issit(sd)) { //can't cast if sit
  9571. int mushroom_skill_id = 0, i;
  9572. unit_stop_attack(bl);
  9573. unit_skillcastcancel(bl,1);
  9574. do {
  9575. i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  9576. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  9577. }
  9578. while( mushroom_skill_id == 0 );
  9579. switch( skill_get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
  9580. case CAST_GROUND:
  9581. skill_castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
  9582. break;
  9583. case CAST_NODAMAGE:
  9584. skill_castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
  9585. break;
  9586. case CAST_DAMAGE:
  9587. skill_castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
  9588. break;
  9589. }
  9590. }
  9591. clif_emotion(bl,E_HEH);
  9592. sc_timer_next(4000+tick,status_change_timer,bl->id,data);
  9593. }
  9594. return 0;
  9595. }
  9596. break;
  9597. case SC_TOXIN:
  9598. if( --(sce->val4) >= 0 )
  9599. { //Damage is every 10 seconds including 3%sp drain.
  9600. map_freeblock_lock();
  9601. clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
  9602. status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
  9603. if( sc->data[type] ) {
  9604. sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
  9605. }
  9606. map_freeblock_unlock();
  9607. return 0;
  9608. }
  9609. break;
  9610. case SC_OBLIVIONCURSE:
  9611. if( --(sce->val4) >= 0 )
  9612. {
  9613. clif_emotion(bl,E_WHAT);
  9614. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  9615. return 0;
  9616. }
  9617. break;
  9618. case SC_WEAPONBLOCKING:
  9619. if( --(sce->val4) >= 0 )
  9620. {
  9621. if( !status_charge(bl,0,3) )
  9622. break;
  9623. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  9624. return 0;
  9625. }
  9626. break;
  9627. case SC_CLOAKINGEXCEED:
  9628. if(!status_charge(bl,0,10-sce->val1))
  9629. break;
  9630. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9631. return 0;
  9632. case SC_RENOVATIO:
  9633. if( --(sce->val4) >= 0 )
  9634. {
  9635. int heal = status->max_hp * 3 / 100;
  9636. if( sc && sc->data[SC_AKAITSUKI] && heal )
  9637. heal = ~heal + 1;
  9638. status_heal(bl, heal, 0, 2);
  9639. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9640. return 0;
  9641. }
  9642. break;
  9643. case SC_BURNING:
  9644. if( --(sce->val4) >= 0 )
  9645. {
  9646. struct block_list *src = map_id2bl(sce->val3);
  9647. int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
  9648. map_freeblock_lock();
  9649. clif_damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
  9650. status_damage(src, bl, damage, 0, 0, 1);
  9651. if( sc->data[type]){ // Target still lives. [LimitLine]
  9652. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9653. }
  9654. map_freeblock_unlock();
  9655. return 0;
  9656. }
  9657. break;
  9658. case SC_FEAR:
  9659. if( --(sce->val4) >= 0 )
  9660. {
  9661. if( sce->val2 > 0 )
  9662. sce->val2--;
  9663. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9664. return 0;
  9665. }
  9666. break;
  9667. case SC_SPHERE_1:
  9668. case SC_SPHERE_2:
  9669. case SC_SPHERE_3:
  9670. case SC_SPHERE_4:
  9671. case SC_SPHERE_5:
  9672. if( --(sce->val4) >= 0 )
  9673. {
  9674. if( !status_charge(bl, 0, 1) )
  9675. break;
  9676. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9677. return 0;
  9678. }
  9679. break;
  9680. case SC_READING_SB:
  9681. if( !status_charge(bl, 0, sce->val2) ){
  9682. int i;
  9683. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  9684. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9685. break;
  9686. }
  9687. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9688. return 0;
  9689. case SC_ELECTRICSHOCKER:
  9690. if( --(sce->val4) >= 0 )
  9691. {
  9692. status_charge(bl, 0, status->max_sp / 100 * sce->val1 );
  9693. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9694. return 0;
  9695. }
  9696. break;
  9697. case SC_CAMOUFLAGE:
  9698. if (!status_charge(bl, 0, 7 - sce->val1))
  9699. break;
  9700. if (--sce->val4 >= 0)
  9701. sce->val3++;
  9702. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9703. return 0;
  9704. case SC__REPRODUCE:
  9705. if(!status_charge(bl, 0, 1))
  9706. break;
  9707. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  9708. return 0;
  9709. case SC__SHADOWFORM:
  9710. if( --(sce->val4) >= 0 )
  9711. {
  9712. if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
  9713. break;
  9714. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9715. return 0;
  9716. }
  9717. break;
  9718. case SC__INVISIBILITY:
  9719. if( --(sce->val4) >= 0 )
  9720. {
  9721. if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
  9722. break;
  9723. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9724. return 0;
  9725. }
  9726. break;
  9727. case SC_STRIKING:
  9728. if( --(sce->val4) >= 0 )
  9729. {
  9730. if( !status_charge(bl,0, sce->val1 ) )
  9731. break;
  9732. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9733. return 0;
  9734. }
  9735. break;
  9736. case SC_VACUUM_EXTREME:
  9737. if( --(sce->val4) >= 0 ){
  9738. if( !unit_is_walking(bl) && !sce->val2 ){
  9739. sc->cant.move++;
  9740. sce->val2 = 1;
  9741. }
  9742. sc_timer_next(100 + tick, status_change_timer, bl->id, data);
  9743. return 0;
  9744. }
  9745. break;
  9746. case SC_BLOODSUCKER:
  9747. if( --(sce->val4) >= 0 ) {
  9748. struct block_list *src = map_id2bl(sce->val2);
  9749. int damage;
  9750. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  9751. break;
  9752. map_freeblock_lock();
  9753. damage = 200 + 100 * sce->val1 + status_get_int(src);
  9754. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 0);
  9755. unit_skillcastcancel(bl,1);
  9756. if ( sc->data[type] ) {
  9757. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9758. }
  9759. map_freeblock_unlock();
  9760. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  9761. return 0;
  9762. }
  9763. break;
  9764. case SC_VOICEOFSIREN:
  9765. if( --(sce->val4) >= 0 )
  9766. {
  9767. clif_emotion(bl,E_LV);
  9768. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9769. return 0;
  9770. }
  9771. break;
  9772. case SC_DEEPSLEEP:
  9773. if( --(sce->val4) >= 0 )
  9774. { // Recovers 1% HP/SP every 2 seconds.
  9775. status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
  9776. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9777. return 0;
  9778. }
  9779. break;
  9780. case SC_SIRCLEOFNATURE:
  9781. if( --(sce->val4) >= 0 )
  9782. {
  9783. if( !status_charge(bl,0,sce->val2) )
  9784. break;
  9785. status_heal(bl, sce->val3, 0, 1);
  9786. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9787. return 0;
  9788. }
  9789. break;
  9790. case SC_SONGOFMANA:
  9791. if( --(sce->val4) >= 0 )
  9792. {
  9793. status_heal(bl,0,sce->val3,3);
  9794. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  9795. return 0;
  9796. }
  9797. break;
  9798. case SC_SATURDAYNIGHTFEVER:
  9799. // 1% HP/SP drain every val4 seconds [Jobbie]
  9800. if( --(sce->val3) >= 0 )
  9801. {
  9802. int hp = status->hp / 100;
  9803. int sp = status->sp / 100;
  9804. if( !status_charge(bl, hp, sp) )
  9805. break;
  9806. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  9807. return 0;
  9808. }
  9809. break;
  9810. case SC_CRYSTALIZE:
  9811. if( --(sce->val4) >= 0 )
  9812. { // Drains 2% of HP and 1% of SP every seconds.
  9813. if( bl->type != BL_MOB) // doesn't work on mobs
  9814. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  9815. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9816. return 0;
  9817. }
  9818. break;
  9819. case SC_FORCEOFVANGUARD:
  9820. if( !status_charge(bl,0,20) )
  9821. break;
  9822. sc_timer_next(6000 + tick, status_change_timer, bl->id, data);
  9823. return 0;
  9824. case SC_BANDING:
  9825. if( status_charge(bl, 0, 7 - sce->val1) )
  9826. {
  9827. if( sd ) pc_banding(sd, sce->val1);
  9828. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9829. return 0;
  9830. }
  9831. break;
  9832. case SC_REFLECTDAMAGE:
  9833. if( --(sce->val4) > 0 ) {
  9834. if( !status_charge(bl,0,10) )
  9835. break;
  9836. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9837. return 0;
  9838. }
  9839. break;
  9840. case SC_OVERHEAT_LIMITPOINT:
  9841. if( --(sce->val1) > 0 ) { // Cooling
  9842. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  9843. }
  9844. break;
  9845. case SC_OVERHEAT:
  9846. {
  9847. int damage = status->max_hp / 100; // Suggestion 1% each second
  9848. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  9849. map_freeblock_lock();
  9850. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  9851. if( sc->data[type] ) {
  9852. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9853. }
  9854. map_freeblock_unlock();
  9855. }
  9856. break;
  9857. case SC_MAGNETICFIELD:
  9858. {
  9859. if( --(sce->val3) <= 0 )
  9860. break; // Time out
  9861. if( sce->val2 == bl->id )
  9862. {
  9863. if( !status_charge(bl,0,14 + (3 * sce->val1)) )
  9864. break; // No more SP status should end, and in the next second will end for the other affected players
  9865. }
  9866. else
  9867. {
  9868. struct block_list *src = map_id2bl(sce->val2);
  9869. struct status_change *ssc;
  9870. if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
  9871. break; // Source no more under Magnetic Field
  9872. }
  9873. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9874. }
  9875. break;
  9876. case SC_INSPIRATION:
  9877. if(--(sce->val4) >= 0)
  9878. {
  9879. int hp = status->max_hp * (7-sce->val1) / 100;
  9880. int sp = status->max_sp * (9-sce->val1) / 100;
  9881. if( !status_charge(bl,hp,sp) ) break;
  9882. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  9883. return 0;
  9884. }
  9885. break;
  9886. case SC_RAISINGDRAGON:
  9887. // 1% every 5 seconds [Jobbie]
  9888. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) )
  9889. {
  9890. if( !sc->data[type] ) return 0;
  9891. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9892. return 0;
  9893. }
  9894. break;
  9895. case SC_CIRCLE_OF_FIRE:
  9896. case SC_FIRE_CLOAK:
  9897. case SC_WATER_DROP:
  9898. case SC_WATER_SCREEN:
  9899. case SC_WIND_CURTAIN:
  9900. case SC_WIND_STEP:
  9901. case SC_STONE_SHIELD:
  9902. case SC_SOLID_SKIN:
  9903. if( !status_charge(bl,0,sce->val2) ){
  9904. struct block_list *s_bl = battle_get_master(bl);
  9905. if( s_bl )
  9906. status_change_end(s_bl,type+1,INVALID_TIMER);
  9907. status_change_end(bl,type,INVALID_TIMER);
  9908. break;
  9909. }
  9910. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9911. return 0;
  9912. case SC_STOMACHACHE:
  9913. if( --(sce->val4) > 0 ){
  9914. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  9915. if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds.
  9916. {
  9917. pc_stop_walking(sd,1|4);
  9918. pc_stop_attack(sd);
  9919. pc_setsit(sd);
  9920. clif_sitting(bl);
  9921. }
  9922. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9923. return 0;
  9924. }
  9925. break;
  9926. case SC_LEADERSHIP:
  9927. case SC_GLORYWOUNDS:
  9928. case SC_SOULCOLD:
  9929. case SC_HAWKEYES:
  9930. /* they only end by status_change_end */
  9931. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  9932. return 0;
  9933. case SC_MEIKYOUSISUI:
  9934. if( --(sce->val4) > 0 ){
  9935. status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
  9936. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9937. return 0;
  9938. }
  9939. break;
  9940. case SC_IZAYOI:
  9941. case SC_KAGEMUSYA:
  9942. if( --(sce->val2) > 0 ){
  9943. if(!status_charge(bl, 0, 1)) break;
  9944. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  9945. return 0;
  9946. }
  9947. break;
  9948. case SC_ANGRIFFS_MODUS:
  9949. if(--(sce->val4) >= 0) { //drain hp/sp
  9950. if( !status_charge(bl,100,20) ) break;
  9951. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  9952. return 0;
  9953. }
  9954. break;
  9955. case SC_CBC:
  9956. if(--(sce->val4) >= 0) { //drain hp/sp
  9957. int hp=0;
  9958. int sp = (status->max_sp * sce->val3) / 100;
  9959. if(bl->type == BL_MOB) hp = sp*10;
  9960. if( !status_charge(bl,hp,sp) ) break;
  9961. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  9962. return 0;
  9963. }
  9964. break;
  9965. }
  9966. // default for all non-handled control paths is to end the status
  9967. return status_change_end( bl,type,tid );
  9968. #undef sc_timer_next
  9969. }
  9970. /*==========================================
  9971. * Foreach iteration of repetitive status
  9972. *------------------------------------------*/
  9973. int status_change_timer_sub(struct block_list* bl, va_list ap)
  9974. {
  9975. struct status_change* tsc;
  9976. struct block_list* src = va_arg(ap,struct block_list*);
  9977. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  9978. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  9979. unsigned int tick = va_arg(ap,unsigned int);
  9980. if (status_isdead(bl))
  9981. return 0;
  9982. tsc = status_get_sc(bl);
  9983. switch( type ) {
  9984. case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
  9985. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
  9986. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  9987. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9988. case SC_CONCENTRATE:
  9989. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9990. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9991. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9992. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9993. break;
  9994. case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
  9995. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  9996. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
  9997. tsc->data[SC__INVISIBILITY])) { //this sc should hit only
  9998. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9999. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10000. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  10001. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  10002. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  10003. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  10004. }
  10005. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
  10006. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  10007. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  10008. break;
  10009. case SC_SIGHTBLASTER:
  10010. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  10011. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  10012. {
  10013. if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap
  10014. && skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)){
  10015. sce->val2 = 0; //This signals it to end.
  10016. }
  10017. }
  10018. break;
  10019. case SC_TINDER_BREAKER:
  10020. case SC_CLOSECONFINE:{
  10021. int type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  10022. //Lock char has released the hold on everyone...
  10023. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  10024. tsc->data[type2]->val2 = 0;
  10025. status_change_end(bl, type2, INVALID_TIMER);
  10026. }
  10027. break;
  10028. }
  10029. case SC_CURSEDCIRCLE_TARGET:
  10030. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  10031. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  10032. status_change_end(bl, type, INVALID_TIMER);
  10033. }
  10034. break;
  10035. }
  10036. return 0;
  10037. }
  10038. /*==========================================
  10039. * Clears buffs/debuffs of a character.
  10040. * type&1 -> buffs, type&2 -> debuffs
  10041. * type&4 -> especific debuffs(implemented with refresh)
  10042. *------------------------------------------*/
  10043. int status_change_clear_buffs (struct block_list* bl, int type)
  10044. {
  10045. int i;
  10046. struct status_change *sc= status_get_sc(bl);
  10047. if (!sc || !sc->count)
  10048. return 0;
  10049. if (type&6) //Debuffs
  10050. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  10051. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10052. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  10053. {
  10054. if(!sc->data[i])
  10055. continue;
  10056. switch (i) {
  10057. //Stuff that cannot be removed
  10058. case SC_WEIGHT50:
  10059. case SC_WEIGHT90:
  10060. case SC_COMBO:
  10061. case SC_SMA:
  10062. case SC_DANCING:
  10063. case SC_LEADERSHIP:
  10064. case SC_GLORYWOUNDS:
  10065. case SC_SOULCOLD:
  10066. case SC_HAWKEYES:
  10067. case SC_GUILDAURA:
  10068. case SC_SAFETYWALL:
  10069. case SC_PNEUMA:
  10070. case SC_NOCHAT:
  10071. case SC_JAILED:
  10072. case SC_ANKLE:
  10073. case SC_BLADESTOP:
  10074. case SC_CP_WEAPON:
  10075. case SC_CP_SHIELD:
  10076. case SC_CP_ARMOR:
  10077. case SC_CP_HELM:
  10078. case SC_STRFOOD:
  10079. case SC_AGIFOOD:
  10080. case SC_VITFOOD:
  10081. case SC_INTFOOD:
  10082. case SC_DEXFOOD:
  10083. case SC_LUKFOOD:
  10084. case SC_HITFOOD:
  10085. case SC_FLEEFOOD:
  10086. case SC_BATKFOOD:
  10087. case SC_WATKFOOD:
  10088. case SC_MATKFOOD:
  10089. case SC_FOOD_STR_CASH:
  10090. case SC_FOOD_AGI_CASH:
  10091. case SC_FOOD_VIT_CASH:
  10092. case SC_FOOD_DEX_CASH:
  10093. case SC_FOOD_INT_CASH:
  10094. case SC_FOOD_LUK_CASH:
  10095. case SC_EXPBOOST:
  10096. case SC_JEXPBOOST:
  10097. case SC_ITEMBOOST:
  10098. case SC_ELECTRICSHOCKER:
  10099. case SC__MANHOLE:
  10100. case SC_GIANTGROWTH:
  10101. case SC_MILLENNIUMSHIELD:
  10102. case SC_REFRESH:
  10103. case SC_STONEHARDSKIN:
  10104. case SC_VITALITYACTIVATION:
  10105. case SC_FIGHTINGSPIRIT:
  10106. case SC_ABUNDANCE:
  10107. case SC_CURSEDCIRCLE_ATKER:
  10108. case SC_CURSEDCIRCLE_TARGET:
  10109. case SC_PUSH_CART:
  10110. continue;
  10111. //Debuffs that can be removed.
  10112. case SC_DEEPSLEEP:
  10113. case SC_BURNING:
  10114. case SC_FREEZING:
  10115. case SC_CRYSTALIZE:
  10116. case SC_TOXIN:
  10117. case SC_PARALYSE:
  10118. case SC_VENOMBLEED:
  10119. case SC_MAGICMUSHROOM:
  10120. case SC_DEATHHURT:
  10121. case SC_PYREXIA:
  10122. case SC_OBLIVIONCURSE:
  10123. case SC_LEECHESEND:
  10124. case SC_MARSHOFABYSS:
  10125. case SC_MANDRAGORA:
  10126. if(!(type&4))
  10127. continue;
  10128. break;
  10129. case SC_HALLUCINATION:
  10130. case SC_QUAGMIRE:
  10131. case SC_SIGNUMCRUCIS:
  10132. case SC_DECREASEAGI:
  10133. case SC_SLOWDOWN:
  10134. case SC_MINDBREAKER:
  10135. case SC_WINKCHARM:
  10136. case SC_STOP:
  10137. case SC_ORCISH:
  10138. case SC_STRIPWEAPON:
  10139. case SC_STRIPSHIELD:
  10140. case SC_STRIPARMOR:
  10141. case SC_STRIPHELM:
  10142. case SC_BITE:
  10143. case SC_ADORAMUS:
  10144. case SC_VACUUM_EXTREME:
  10145. case SC_FEAR:
  10146. case SC_MAGNETICFIELD:
  10147. case SC_NETHERWORLD:
  10148. if (!(type&2))
  10149. continue;
  10150. break;
  10151. //The rest are buffs that can be removed.
  10152. case SC__BLOODYLUST:
  10153. case SC_BERSERK:
  10154. case SC_SATURDAYNIGHTFEVER:
  10155. if (!(type&1))
  10156. continue;
  10157. sc->data[i]->val2 = 0;
  10158. break;
  10159. default:
  10160. if (!(type&1))
  10161. continue;
  10162. break;
  10163. }
  10164. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10165. }
  10166. //cleaning all extras vars
  10167. sc->comet_x = 0;
  10168. sc->comet_y = 0;
  10169. #ifndef RENEWAL
  10170. sc->sg_counter = 0;
  10171. #endif
  10172. sc->bs_counter = 0;
  10173. return 0;
  10174. }
  10175. int status_change_spread( struct block_list *src, struct block_list *bl ) {
  10176. int i, flag = 0;
  10177. struct status_change *sc = status_get_sc(src);
  10178. const struct TimerData *timer;
  10179. unsigned int tick;
  10180. struct status_change_data data;
  10181. if( !sc || !sc->count )
  10182. return 0;
  10183. tick = gettick();
  10184. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  10185. if( !sc->data[i] || i == SC_COMMON_MAX )
  10186. continue;
  10187. switch( i ) {
  10188. //Debuffs that can be spreaded.
  10189. // NOTE: We'll add/delte SCs when we are able to confirm it.
  10190. case SC_CURSE:
  10191. case SC_SILENCE:
  10192. case SC_CONFUSION:
  10193. case SC_BLIND:
  10194. case SC_NOCHAT:
  10195. case SC_HALLUCINATION:
  10196. case SC_SIGNUMCRUCIS:
  10197. case SC_DECREASEAGI:
  10198. case SC_SLOWDOWN:
  10199. case SC_MINDBREAKER:
  10200. case SC_WINKCHARM:
  10201. case SC_STOP:
  10202. case SC_ORCISH:
  10203. //case SC_STRIPWEAPON://Omg I got infected and had the urge to strip myself physically.
  10204. //case SC_STRIPSHIELD://No this is stupid and shouldnt be spreadable at all.
  10205. //case SC_STRIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
  10206. //case SC_STRIPHELM:
  10207. //case SC__STRIPACCESSORY:
  10208. case SC_BITE:
  10209. case SC_FREEZING:
  10210. case SC_VENOMBLEED:
  10211. case SC_DEATHHURT:
  10212. case SC_PARALYSE:
  10213. if( sc->data[i]->timer != INVALID_TIMER ) {
  10214. timer = get_timer(sc->data[i]->timer);
  10215. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
  10216. continue;
  10217. data.tick = DIFF_TICK(timer->tick,tick);
  10218. } else
  10219. data.tick = INVALID_TIMER;
  10220. break;
  10221. // Special cases
  10222. case SC_POISON:
  10223. case SC_DPOISON:
  10224. data.tick = sc->data[i]->val3 * 1000;
  10225. break;
  10226. case SC_FEAR:
  10227. case SC_LEECHESEND:
  10228. data.tick = sc->data[i]->val4 * 1000;
  10229. break;
  10230. case SC_BURNING:
  10231. data.tick = sc->data[i]->val4 * 2000;
  10232. break;
  10233. case SC_PYREXIA:
  10234. case SC_OBLIVIONCURSE:
  10235. data.tick = sc->data[i]->val4 * 3000;
  10236. break;
  10237. case SC_MAGICMUSHROOM:
  10238. data.tick = sc->data[i]->val4 * 4000;
  10239. break;
  10240. case SC_TOXIN:
  10241. case SC_BLEEDING:
  10242. data.tick = sc->data[i]->val4 * 10000;
  10243. break;
  10244. default:
  10245. continue;
  10246. break;
  10247. }
  10248. if( i ){
  10249. data.val1 = sc->data[i]->val1;
  10250. data.val2 = sc->data[i]->val2;
  10251. data.val3 = sc->data[i]->val3;
  10252. data.val4 = sc->data[i]->val4;
  10253. status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
  10254. flag = 1;
  10255. }
  10256. }
  10257. return flag;
  10258. }
  10259. //Natural regen related stuff.
  10260. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  10261. static int status_natural_heal(struct block_list* bl, va_list args)
  10262. {
  10263. struct regen_data *regen;
  10264. struct status_data *status;
  10265. struct status_change *sc;
  10266. struct unit_data *ud;
  10267. struct view_data *vd = NULL;
  10268. struct regen_data_sub *sregen;
  10269. struct map_session_data *sd;
  10270. int val,rate,bonus = 0,flag;
  10271. regen = status_get_regen_data(bl);
  10272. if (!regen) return 0;
  10273. status = status_get_status_data(bl);
  10274. sc = status_get_sc(bl);
  10275. if (sc && !sc->count)
  10276. sc = NULL;
  10277. sd = BL_CAST(BL_PC,bl);
  10278. flag = regen->flag;
  10279. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  10280. flag&=~(RGN_HP|RGN_SHP);
  10281. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  10282. flag&=~(RGN_SP|RGN_SSP);
  10283. if (flag && (
  10284. status_isdead(bl) ||
  10285. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  10286. ))
  10287. flag=0;
  10288. if (sd) {
  10289. if (sd->hp_loss.value || sd->sp_loss.value)
  10290. pc_bleeding(sd, natural_heal_diff_tick);
  10291. if (sd->hp_regen.value || sd->sp_regen.value)
  10292. pc_regen(sd, natural_heal_diff_tick);
  10293. }
  10294. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  10295. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  10296. { //Apply sitting regen bonus.
  10297. sregen = regen->ssregen;
  10298. if(flag&(RGN_SHP))
  10299. { //Sitting HP regen
  10300. val = natural_heal_diff_tick * sregen->rate.hp;
  10301. if (regen->state.overweight)
  10302. val>>=1; //Half as fast when overweight.
  10303. sregen->tick.hp += val;
  10304. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  10305. {
  10306. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  10307. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  10308. { //Full
  10309. flag&=~(RGN_HP|RGN_SHP);
  10310. break;
  10311. }
  10312. }
  10313. }
  10314. if(flag&(RGN_SSP))
  10315. { //Sitting SP regen
  10316. val = natural_heal_diff_tick * sregen->rate.sp;
  10317. if (regen->state.overweight)
  10318. val>>=1; //Half as fast when overweight.
  10319. sregen->tick.sp += val;
  10320. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  10321. {
  10322. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  10323. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  10324. { //Full
  10325. flag&=~(RGN_SP|RGN_SSP);
  10326. break;
  10327. }
  10328. }
  10329. }
  10330. }
  10331. if (flag && regen->state.overweight)
  10332. flag=0;
  10333. ud = unit_bl2ud(bl);
  10334. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
  10335. {
  10336. flag&=~(RGN_SHP|RGN_SSP);
  10337. if(!regen->state.walk)
  10338. flag&=~RGN_HP;
  10339. }
  10340. if (!flag)
  10341. return 0;
  10342. if (flag&(RGN_HP|RGN_SP))
  10343. {
  10344. if(!vd) vd = status_get_viewdata(bl);
  10345. if(vd && vd->dead_sit == 2)
  10346. bonus++;
  10347. if(regen->state.gc)
  10348. bonus++;
  10349. }
  10350. //Natural Hp regen
  10351. if (flag&RGN_HP)
  10352. {
  10353. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  10354. if (ud && ud->walktimer != INVALID_TIMER)
  10355. rate/=2;
  10356. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  10357. if(bl->type==BL_HOM) rate *=2;
  10358. regen->tick.hp += rate;
  10359. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  10360. {
  10361. val = 0;
  10362. do {
  10363. val += regen->hp;
  10364. regen->tick.hp -= battle_config.natural_healhp_interval;
  10365. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  10366. if (status_heal(bl, val, 0, 1) < val)
  10367. flag&=~RGN_SHP; //full.
  10368. }
  10369. }
  10370. //Natural SP regen
  10371. if(flag&RGN_SP)
  10372. {
  10373. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  10374. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  10375. if(bl->type==BL_HOM) rate *=2;
  10376. regen->tick.sp += rate;
  10377. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  10378. {
  10379. val = 0;
  10380. do {
  10381. val += regen->sp;
  10382. regen->tick.sp -= battle_config.natural_healsp_interval;
  10383. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  10384. if (status_heal(bl, 0, val, 1) < val)
  10385. flag&=~RGN_SSP; //full.
  10386. }
  10387. }
  10388. if (!regen->sregen)
  10389. return flag;
  10390. //Skill regen
  10391. sregen = regen->sregen;
  10392. if(flag&RGN_SHP)
  10393. { //Skill HP regen
  10394. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  10395. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  10396. {
  10397. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  10398. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  10399. break; //Full
  10400. }
  10401. }
  10402. if(flag&RGN_SSP)
  10403. { //Skill SP regen
  10404. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  10405. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  10406. {
  10407. val = sregen->sp;
  10408. if (sd && sd->state.doridori) {
  10409. val*=2;
  10410. sd->state.doridori = 0;
  10411. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  10412. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  10413. 100,rate,skill_get_time(TK_SPTIME, rate));
  10414. if (
  10415. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  10416. rnd()%10000 < battle_config.sg_angel_skill_ratio
  10417. ) { //Angel of the Sun/Moon/Star
  10418. clif_feel_hate_reset(sd);
  10419. pc_resethate(sd);
  10420. pc_resetfeel(sd);
  10421. }
  10422. }
  10423. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  10424. if(status_heal(bl, 0, val, 3) < val)
  10425. break; //Full
  10426. }
  10427. }
  10428. return flag;
  10429. }
  10430. //Natural heal main timer.
  10431. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  10432. {
  10433. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  10434. map_foreachregen(status_natural_heal);
  10435. natural_heal_prev_tick = tick;
  10436. return 0;
  10437. }
  10438. /**
  10439. * Get the chance to upgrade a piece of equipment.
  10440. * @param wlv The weapon type of the item to refine (see see enum refine_type)
  10441. * @param refine The target refine level
  10442. * @return The chance to refine the item, in percent (0~100)
  10443. **/
  10444. int status_get_refine_chance(enum refine_type wlv, int refine) {
  10445. if ( refine < 0 || refine >= MAX_REFINE)
  10446. return 0;
  10447. return refine_info[wlv].chance[refine];
  10448. }
  10449. /*------------------------------------------
  10450. * DB reading.
  10451. * job_db1.txt - weight, hp, sp, aspd
  10452. * job_db2.txt - job level stat bonuses
  10453. * size_fix.txt - size adjustment table for weapons
  10454. * refine_db.txt - refining data table
  10455. *------------------------------------------*/
  10456. static bool status_readdb_job1(char* fields[], int columns, int current)
  10457. {// Job-specific values (weight, HP, SP, ASPD)
  10458. int idx, class_;
  10459. unsigned int i;
  10460. class_ = atoi(fields[0]);
  10461. if(!pcdb_checkid(class_))
  10462. {
  10463. ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
  10464. return false;
  10465. }
  10466. idx = pc_class2idx(class_);
  10467. max_weight_base[idx] = atoi(fields[1]);
  10468. hp_coefficient[idx] = atoi(fields[2]);
  10469. hp_coefficient2[idx] = atoi(fields[3]);
  10470. sp_coefficient[idx] = atoi(fields[4]);
  10471. #ifdef RENEWAL_ASPD
  10472. for(i = 0; i <= MAX_WEAPON_TYPE; i++)
  10473. #else
  10474. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  10475. #endif
  10476. {
  10477. aspd_base[idx][i] = atoi(fields[i+5]);
  10478. }
  10479. return true;
  10480. }
  10481. static bool status_readdb_job2(char* fields[], int columns, int current)
  10482. {
  10483. int idx, class_, i;
  10484. class_ = atoi(fields[0]);
  10485. if(!pcdb_checkid(class_))
  10486. {
  10487. ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
  10488. return false;
  10489. }
  10490. idx = pc_class2idx(class_);
  10491. for(i = 1; i < columns; i++)
  10492. {
  10493. job_bonus[idx][i-1] = atoi(fields[i]);
  10494. }
  10495. return true;
  10496. }
  10497. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  10498. {
  10499. unsigned int i;
  10500. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  10501. {
  10502. atkmods[current][i] = atoi(fields[i]);
  10503. }
  10504. return true;
  10505. }
  10506. static bool status_readdb_refine(char* fields[], int columns, int current)
  10507. {
  10508. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  10509. current = atoi(fields[0]);
  10510. if (current < 0 || current >= REFINE_TYPE_MAX)
  10511. return false;
  10512. bonus_per_level = atoi(fields[1]);
  10513. random_bonus_start_level = atoi(fields[2]);
  10514. random_bonus = atoi(fields[3]);
  10515. for(i = 0; i < MAX_REFINE; i++)
  10516. {
  10517. char* delim;
  10518. if (!(delim = strchr(fields[4+i], ':')))
  10519. return false;
  10520. *delim = '\0';
  10521. refine_info[current].chance[i] = atoi(fields[4+i]);
  10522. if (i >= random_bonus_start_level - 1)
  10523. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  10524. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  10525. if (i > 0)
  10526. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  10527. }
  10528. return true;
  10529. }
  10530. /*
  10531. * Read status db
  10532. * job1.txt
  10533. * job2.txt
  10534. * size_fixe.txt
  10535. * refine_db.txt
  10536. */
  10537. int status_readdb(void)
  10538. {
  10539. int i, j;
  10540. // initialize databases to default
  10541. //
  10542. // reset job_db1.txt data
  10543. memset(max_weight_base, 0, sizeof(max_weight_base));
  10544. memset(hp_coefficient, 0, sizeof(hp_coefficient));
  10545. memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
  10546. memset(sp_coefficient, 0, sizeof(sp_coefficient));
  10547. memset(aspd_base, 0, sizeof(aspd_base));
  10548. // reset job_db2.txt data
  10549. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  10550. // size_fix.txt
  10551. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  10552. for(j=0;j<MAX_WEAPON_TYPE;j++)
  10553. atkmods[i][j]=100;
  10554. // refine_db.txt
  10555. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  10556. {
  10557. for(j=0;j<MAX_REFINE; j++)
  10558. {
  10559. refine_info[i].chance[j] = 100;
  10560. refine_info[i].bonus[j] = 0;
  10561. refine_info[i].randombonus_max[j] = 0;
  10562. }
  10563. }
  10564. // read databases
  10565. //
  10566. #ifdef RENEWAL_ASPD
  10567. sv_readdb(db_path, "re/job_db1.txt", ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
  10568. #else
  10569. sv_readdb(db_path, "pre-re/job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
  10570. #endif
  10571. sv_readdb(db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
  10572. sv_readdb(db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
  10573. sv_readdb(db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine);
  10574. return 0;
  10575. }
  10576. /*==========================================
  10577. * Status db init and destroy.
  10578. *------------------------------------------*/
  10579. int do_init_status(void)
  10580. {
  10581. add_timer_func_list(status_change_timer,"status_change_timer");
  10582. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  10583. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  10584. initChangeTables();
  10585. initDummyData();
  10586. status_readdb();
  10587. status_calc_sigma();
  10588. natural_heal_prev_tick = gettick();
  10589. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
  10590. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  10591. return 0;
  10592. }
  10593. void do_final_status(void)
  10594. {
  10595. ers_destroy(sc_data_ers);
  10596. }