status.cpp 480 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "status.hpp"
  4. #include <functional>
  5. #include <math.h>
  6. #include <stdlib.h>
  7. #include <string>
  8. #include <yaml-cpp/yaml.h>
  9. #include "../common/cbasetypes.hpp"
  10. #include "../common/ers.hpp"
  11. #include "../common/malloc.hpp"
  12. #include "../common/nullpo.hpp"
  13. #include "../common/random.hpp"
  14. #include "../common/showmsg.hpp"
  15. #include "../common/strlib.hpp"
  16. #include "../common/timer.hpp"
  17. #include "../common/utils.hpp"
  18. #include "battle.hpp"
  19. #include "battleground.hpp"
  20. #include "clif.hpp"
  21. #include "elemental.hpp"
  22. #include "guild.hpp"
  23. #include "homunculus.hpp"
  24. #include "itemdb.hpp"
  25. #include "map.hpp"
  26. #include "mercenary.hpp"
  27. #include "mob.hpp"
  28. #include "npc.hpp"
  29. #include "path.hpp"
  30. #include "pc.hpp"
  31. #include "pc_groups.hpp"
  32. #include "pet.hpp"
  33. #include "script.hpp"
  34. // Regen related flags.
  35. enum e_regen {
  36. RGN_NONE = 0x00,
  37. RGN_HP = 0x01,
  38. RGN_SP = 0x02,
  39. RGN_SHP = 0x04,
  40. RGN_SSP = 0x08,
  41. };
  42. // Bonus values and upgrade chances for refining equipment
  43. static struct {
  44. int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; /// Success chance
  45. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  46. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  47. struct refine_cost cost[REFINE_COST_MAX];
  48. } refine_info[REFINE_TYPE_MAX];
  49. static int atkmods[SZ_ALL][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  50. static struct eri *sc_data_ers; /// For sc_data entries
  51. static struct status_data dummy_status;
  52. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  53. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  54. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  55. bool running_npc_stat_calc_event; /// Indicate if OnPCStatCalcEvent is running.
  56. // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
  57. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  58. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  59. sc_type SkillStatusChangeTable[MAX_SKILL];
  60. int StatusIconChangeTable[SC_MAX];
  61. unsigned int StatusChangeFlagTable[SC_MAX];
  62. int StatusSkillChangeTable[SC_MAX];
  63. int StatusRelevantBLTypes[EFST_MAX];
  64. unsigned int StatusChangeStateTable[SC_MAX];
  65. unsigned int StatusDisplayType[SC_MAX];
  66. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  67. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  68. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  69. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  70. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  71. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  72. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  73. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  74. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  75. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  76. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  77. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  78. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  79. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  80. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  81. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  82. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  83. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  84. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  85. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  86. #ifdef RENEWAL_ASPD
  87. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  88. #endif
  89. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  90. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  91. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  92. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  93. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  94. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  95. #ifdef RENEWAL
  96. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  97. #endif
  98. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  99. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  100. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  101. static int status_get_sc_interval(enum sc_type type);
  102. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  103. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->flag[MF_PVP] != 0, mapdata_flag_gvg2_no_te((m)), m->flag[MF_BATTLEGROUND] != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
  104. /**
  105. * Returns the status change associated with a skill.
  106. * @param skill The skill to look up
  107. * @return The status registered for this skill
  108. */
  109. sc_type status_skill2sc(int skill)
  110. {
  111. int idx = skill_get_index(skill);
  112. if( idx == 0 ) {
  113. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  114. return SC_NONE;
  115. }
  116. return SkillStatusChangeTable[idx];
  117. }
  118. /**
  119. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  120. * Utilized for various duration lookups. Use with caution!
  121. * @param sc The status to look up
  122. * @return A skill associated with the status
  123. */
  124. int status_sc2skill(sc_type sc)
  125. {
  126. if( sc < 0 || sc >= SC_MAX ) {
  127. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  128. return 0;
  129. }
  130. return StatusSkillChangeTable[sc];
  131. }
  132. /**
  133. * Returns the status calculation flag associated with a given status change.
  134. * @param sc The status to look up
  135. * @return The scb_flag registered for this status (see enum scb_flag)
  136. */
  137. unsigned int status_sc2scb_flag(sc_type sc)
  138. {
  139. if( sc < 0 || sc >= SC_MAX ) {
  140. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  141. return SCB_NONE;
  142. }
  143. return StatusChangeFlagTable[sc];
  144. }
  145. /**
  146. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  147. * @param type The client-side status identifier to look up (see enum efst_types)
  148. * @return The bl types relevant to the type (see enum bl_type)
  149. */
  150. int status_type2relevant_bl_types(int type)
  151. {
  152. if( type < EFST_BLANK || type >= EFST_MAX ) {
  153. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  154. return EFST_BLANK;
  155. }
  156. return StatusRelevantBLTypes[type];
  157. }
  158. #define add_sc(skill,sc) set_sc(skill,sc,EFST_BLANK,SCB_NONE)
  159. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  160. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < EFST_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  161. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  162. {
  163. uint16 idx = skill_get_index(skill_id);
  164. if( idx == 0 ) {
  165. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  166. return;
  167. }
  168. if( sc <= SC_NONE || sc >= SC_MAX ) {
  169. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  170. return;
  171. }
  172. if( StatusSkillChangeTable[sc] == 0 )
  173. StatusSkillChangeTable[sc] = skill_id;
  174. if( StatusIconChangeTable[sc] == EFST_BLANK )
  175. StatusIconChangeTable[sc] = icon;
  176. StatusChangeFlagTable[sc] |= flag;
  177. if( SkillStatusChangeTable[idx] == SC_NONE )
  178. SkillStatusChangeTable[idx] = sc;
  179. }
  180. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  181. if (sc > SC_NONE && sc < SC_MAX) {
  182. if (StatusIconChangeTable[sc] == EFST_BLANK)
  183. StatusIconChangeTable[sc] = icon;
  184. StatusChangeFlagTable[sc] |= flag;
  185. }
  186. if (icon > EFST_BLANK && icon < EFST_MAX)
  187. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  188. }
  189. void initChangeTables(void)
  190. {
  191. int i;
  192. for (i = 0; i < SC_MAX; i++)
  193. StatusIconChangeTable[i] = EFST_BLANK;
  194. for (i = 0; i < MAX_SKILL; i++)
  195. SkillStatusChangeTable[i] = SC_NONE;
  196. for (i = 0; i < EFST_MAX; i++)
  197. StatusRelevantBLTypes[i] = BL_PC;
  198. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  199. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  200. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  201. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  202. memset(SCDisabled, 0, sizeof(SCDisabled));
  203. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  204. set_sc( NPC_PETRIFYATTACK , SC_STONE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  205. set_sc( NPC_WIDEFREEZE , SC_FREEZE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  206. add_sc( NPC_STUNATTACK , SC_STUN );
  207. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  208. set_sc( NPC_POISON , SC_POISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  209. set_sc( NPC_WIDECURSE , SC_CURSE , EFST_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  210. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  211. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  212. set_sc( NPC_BLINDATTACK , SC_BLIND , EFST_BLANK , SCB_HIT|SCB_FLEE );
  213. set_sc( NPC_BLEEDING , SC_BLEEDING , EFST_BLOODING, SCB_REGEN );
  214. set_sc( NPC_POISON , SC_DPOISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  215. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  216. /* The main status definitions */
  217. add_sc( SM_BASH , SC_STUN );
  218. set_sc( SM_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  219. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  220. set_sc( SM_ENDURE , SC_ENDURE , EFST_ENDURE , SCB_MDEF|SCB_DSPD );
  221. add_sc( MG_SIGHT , SC_SIGHT );
  222. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  223. add_sc( MG_FROSTDIVER , SC_FREEZE );
  224. add_sc( MG_STONECURSE , SC_STONE );
  225. add_sc( AL_RUWACH , SC_RUWACH );
  226. add_sc( AL_PNEUMA , SC_PNEUMA );
  227. set_sc( AL_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  228. set_sc( AL_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  229. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , EFST_CRUCIS, SCB_DEF );
  230. set_sc( AL_ANGELUS , SC_ANGELUS , EFST_ANGELUS , SCB_DEF2 );
  231. set_sc( AL_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  232. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , EFST_CONCENTRATION, SCB_AGI|SCB_DEX );
  233. set_sc( TF_HIDING , SC_HIDING , EFST_HIDING , SCB_SPEED );
  234. add_sc( TF_POISON , SC_POISON );
  235. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , EFST_TWOHANDQUICKEN , SCB_ASPD );
  236. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , EFST_AUTOCOUNTER , SCB_NONE );
  237. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , EFST_IMPOSITIO ,
  238. #ifndef RENEWAL
  239. SCB_WATK );
  240. #else
  241. SCB_NONE );
  242. #endif
  243. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , EFST_SUFFRAGIUM , SCB_NONE );
  244. set_sc( PR_ASPERSIO , SC_ASPERSIO , EFST_ASPERSIO , SCB_ATK_ELE );
  245. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  246. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , EFST_SLOWPOISON , SCB_REGEN );
  247. set_sc( PR_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  248. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  249. set_sc( PR_GLORIA , SC_GLORIA , EFST_GLORIA , SCB_LUK );
  250. add_sc( PR_STRECOVERY , SC_BLIND );
  251. add_sc( PR_LEXDIVINA , SC_SILENCE );
  252. set_sc( PR_LEXAETERNA , SC_AETERNA , EFST_LEXAETERNA, SCB_NONE );
  253. add_sc( WZ_METEOR , SC_STUN );
  254. add_sc( WZ_VERMILION , SC_BLIND );
  255. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  256. add_sc( WZ_STORMGUST , SC_FREEZE );
  257. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , EFST_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  258. add_sc( BS_HAMMERFALL , SC_STUN );
  259. set_sc( BS_ADRENALINE , SC_ADRENALINE , EFST_ADRENALINE , SCB_ASPD );
  260. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , EFST_WEAPONPERFECT, SCB_NONE );
  261. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , EFST_OVERTHRUST , SCB_NONE );
  262. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , EFST_MAXIMIZE, SCB_REGEN );
  263. add_sc( HT_LANDMINE , SC_STUN );
  264. set_sc( HT_ANKLESNARE , SC_ANKLE , EFST_ANKLESNARE , SCB_NONE );
  265. add_sc( HT_SANDMAN , SC_SLEEP );
  266. add_sc( HT_FLASHER , SC_BLIND );
  267. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  268. set_sc( AS_CLOAKING , SC_CLOAKING , EFST_CLOAKING , SCB_CRI|SCB_SPEED );
  269. add_sc( AS_SONICBLOW , SC_STUN );
  270. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , EFST_ENCHANTPOISON, SCB_ATK_ELE );
  271. set_sc( AS_POISONREACT , SC_POISONREACT , EFST_POISONREACT , SCB_NONE );
  272. add_sc( AS_VENOMDUST , SC_POISON );
  273. set_sc( AS_SPLASHER , SC_SPLASHER , EFST_SPLASHER , SCB_NONE );
  274. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , EFST_TRICKDEAD , SCB_REGEN );
  275. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  276. add_sc( TF_SPRINKLESAND , SC_BLIND );
  277. add_sc( TF_THROWSTONE , SC_STUN );
  278. set_sc( MC_LOUD , SC_LOUD , EFST_SHOUT, SCB_STR );
  279. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , EFST_ENERGYCOAT , SCB_NONE );
  280. set_sc( NPC_EMOTION , SC_MODECHANGE , EFST_BLANK , SCB_MODE );
  281. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  282. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , EFST_ARMOR_PROPERTY , SCB_DEF_ELE );
  283. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  284. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  285. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  286. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  287. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  288. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  289. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  290. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  291. add_sc( NPC_POISON , SC_POISON );
  292. add_sc( NPC_BLINDATTACK , SC_BLIND );
  293. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  294. add_sc( NPC_STUNATTACK , SC_STUN );
  295. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  296. add_sc( NPC_CURSEATTACK , SC_CURSE );
  297. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  298. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  299. set_sc( NPC_KEEPING , SC_KEEPING , EFST_BLANK , SCB_DEF );
  300. add_sc( NPC_DARKBLESSING , SC_COMA );
  301. set_sc( NPC_BARRIER , SC_BARRIER , EFST_BARRIER , SCB_MDEF|SCB_DEF );
  302. add_sc( NPC_DEFENDER , SC_ARMOR );
  303. add_sc( NPC_LICK , SC_STUN );
  304. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , EFST_ILLUSION, SCB_NONE );
  305. add_sc( NPC_REBIRTH , SC_REBIRTH );
  306. add_sc( RG_RAID , SC_STUN );
  307. #ifdef RENEWAL
  308. add_sc( RG_RAID , SC_RAID );
  309. add_sc( RG_BACKSTAP , SC_STUN );
  310. #endif
  311. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , EFST_NOEQUIPWEAPON, SCB_WATK );
  312. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , EFST_NOEQUIPSHIELD, SCB_DEF );
  313. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , EFST_NOEQUIPARMOR, SCB_VIT );
  314. set_sc( RG_STRIPHELM , SC_STRIPHELM , EFST_NOEQUIPHELM, SCB_INT );
  315. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  316. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , EFST_PROTECTWEAPON, SCB_NONE );
  317. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , EFST_PROTECTSHIELD, SCB_NONE );
  318. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , EFST_PROTECTARMOR, SCB_NONE );
  319. set_sc( AM_CP_HELM , SC_CP_HELM , EFST_PROTECTHELM, SCB_NONE );
  320. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  321. add_sc( CR_SHIELDCHARGE , SC_STUN );
  322. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  323. add_sc( CR_HOLYCROSS , SC_BLIND );
  324. add_sc( CR_GRANDCROSS , SC_BLIND );
  325. set_sc( CR_DEVOTION , SC_DEVOTION , EFST_DEVOTION , SCB_NONE);
  326. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , EFST_PROVIDENCE , SCB_ALL );
  327. set_sc( CR_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  328. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , EFST_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  329. set_sc( MO_STEELBODY , SC_STEELBODY , EFST_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  330. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  331. set_sc( MO_BLADESTOP , SC_BLADESTOP , EFST_BLADESTOP , SCB_NONE );
  332. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , EFST_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  333. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , EFST_BLANK , SCB_REGEN );
  334. #ifdef RENEWAL
  335. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , EFST_EXTREMITYFIST , SCB_NONE );
  336. #endif
  337. set_sc( SA_MAGICROD , SC_MAGICROD , EFST_MAGICROD , SCB_NONE );
  338. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , EFST_AUTOSPELL , SCB_NONE );
  339. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , EFST_PROPERTYFIRE, SCB_ATK_ELE );
  340. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , EFST_PROPERTYWATER, SCB_ATK_ELE );
  341. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , EFST_PROPERTYWIND, SCB_ATK_ELE );
  342. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , EFST_PROPERTYGROUND, SCB_ATK_ELE );
  343. set_sc( SA_VOLCANO , SC_VOLCANO , EFST_GROUNDMAGIC, SCB_WATK );
  344. set_sc( SA_DELUGE , SC_DELUGE , EFST_GROUNDMAGIC, SCB_MAXHP );
  345. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , EFST_GROUNDMAGIC, SCB_FLEE );
  346. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  347. add_sc( SA_COMA , SC_COMA );
  348. set_sc( BD_ENCORE , SC_DANCING , EFST_BDPLAYING , SCB_SPEED|SCB_REGEN );
  349. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , EFST_RICHMANKIM , SCB_NONE );
  350. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , EFST_ETERNALCHAOS , SCB_DEF2 );
  351. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , EFST_DRUMBATTLEFIELD ,
  352. #ifndef RENEWAL
  353. SCB_WATK|SCB_DEF );
  354. #else
  355. SCB_DEF );
  356. #endif
  357. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , EFST_RINGNIBELUNGEN ,
  358. #ifndef RENEWAL
  359. SCB_WATK );
  360. #else
  361. SCB_NONE );
  362. #endif
  363. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , EFST_ROKISWEIL , SCB_NONE );
  364. set_sc( BD_INTOABYSS , SC_INTOABYSS , EFST_INTOABYSS , SCB_NONE );
  365. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , EFST_SIEGFRIED , SCB_ALL );
  366. add_sc( BA_FROSTJOKER , SC_FREEZE );
  367. set_sc( BA_WHISTLE , SC_WHISTLE , EFST_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  368. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , EFST_ASSASSINCROSS , SCB_ASPD );
  369. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , EFST_POEMBRAGI , SCB_NONE );
  370. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , EFST_APPLEIDUN , SCB_MAXHP );
  371. add_sc( DC_SCREAM , SC_STUN );
  372. set_sc( DC_HUMMING , SC_HUMMING , EFST_HUMMING , SCB_HIT );
  373. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , EFST_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  374. set_sc( DC_FORTUNEKISS , SC_FORTUNE , EFST_FORTUNEKISS , SCB_CRI );
  375. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , EFST_SERVICEFORYOU , SCB_ALL );
  376. add_sc( NPC_DARKCROSS , SC_BLIND );
  377. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  378. set_sc( NPC_STOP , SC_STOP , EFST_STOP , SCB_NONE );
  379. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , EFST_BROKENWEAPON , SCB_NONE );
  380. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , EFST_BROKENARMOR , SCB_NONE );
  381. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , EFST_PROPERTYUNDEAD, SCB_DEF_ELE );
  382. set_sc( NPC_POWERUP , SC_INCHITRATE , EFST_BLANK , SCB_HIT );
  383. set_sc( NPC_AGIUP , SC_INCFLEERATE , EFST_BLANK , SCB_FLEE );
  384. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  385. set_sc( LK_AURABLADE , SC_AURABLADE , EFST_AURABLADE , SCB_NONE );
  386. set_sc( LK_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  387. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , EFST_LKCONCENTRATION ,
  388. #ifndef RENEWAL
  389. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  390. #else
  391. SCB_HIT|SCB_DEF );
  392. #endif
  393. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , EFST_TENSIONRELAX , SCB_REGEN );
  394. set_sc( LK_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  395. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  396. #ifndef RENEWAL
  397. EFST_ASSUMPTIO , SCB_NONE );
  398. #else
  399. EFST_ASSUMPTIO2 , SCB_NONE );
  400. #endif
  401. add_sc( HP_BASILICA , SC_BASILICA );
  402. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , EFST_MAGICPOWER , SCB_MATK );
  403. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  404. set_sc( PA_GOSPEL , SC_GOSPEL , EFST_GOSPEL , SCB_SPEED|SCB_ASPD );
  405. add_sc( PA_GOSPEL , SC_SCRESIST );
  406. add_sc( CH_TIGERFIST , SC_STOP );
  407. set_sc( ASC_EDP , SC_EDP , EFST_EDP , SCB_NONE );
  408. set_sc( SN_SIGHT , SC_TRUESIGHT , EFST_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  409. set_sc( SN_WINDWALK , SC_WINDWALK , EFST_WINDWALK , SCB_FLEE|SCB_SPEED );
  410. set_sc( WS_MELTDOWN , SC_MELTDOWN , EFST_MELTDOWN , SCB_NONE );
  411. set_sc( WS_CARTBOOST , SC_CARTBOOST , EFST_CARTBOOST , SCB_SPEED );
  412. set_sc( ST_CHASEWALK , SC_CHASEWALK , EFST_CHASEWALK , SCB_SPEED );
  413. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , EFST_SWORDREJECT, SCB_NONE );
  414. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  415. set_sc( CG_MARIONETTE , SC_MARIONETTE , EFST_MARIONETTE_MASTER, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  416. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , EFST_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  417. add_sc( LK_SPIRALPIERCE , SC_STOP );
  418. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  419. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , EFST_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  420. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  421. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , EFST_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  422. set_sc( PF_MEMORIZE , SC_MEMORIZE , EFST_MEMORIZE , SCB_NONE );
  423. set_sc( PF_FOGWALL , SC_FOGWALL , EFST_FOGWALL , SCB_NONE );
  424. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , EFST_SPIDERWEB , SCB_FLEE );
  425. set_sc( WE_BABY , SC_BABY , EFST_PROTECTEXP, SCB_NONE );
  426. set_sc( TK_RUN , SC_RUN , EFST_RUN , SCB_SPEED|SCB_DSPD );
  427. set_sc( TK_RUN , SC_SPURT , EFST_STRUP, SCB_STR );
  428. set_sc( TK_READYSTORM , SC_READYSTORM , EFST_STORMKICK_ON, SCB_NONE );
  429. set_sc( TK_READYDOWN , SC_READYDOWN , EFST_DOWNKICK_ON, SCB_NONE );
  430. add_sc( TK_DOWNKICK , SC_STUN );
  431. set_sc( TK_READYTURN , SC_READYTURN , EFST_TURNKICK_ON, SCB_NONE );
  432. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , EFST_COUNTER_ON, SCB_NONE );
  433. set_sc( TK_DODGE , SC_DODGE , EFST_DODGE_ON, SCB_NONE );
  434. set_sc( TK_SPTIME , SC_EARTHSCROLL , EFST_EARTHSCROLL , SCB_NONE );
  435. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  436. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , EFST_PROPERTYTELEKINESIS, SCB_ATK_ELE );
  437. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , EFST_PROPERTYDARK, SCB_ATK_ELE );
  438. set_sc( SG_SUN_WARM , SC_WARM , EFST_SG_SUN_WARM, SCB_NONE );
  439. set_sc( SG_MOON_WARM , SC_WARM, EFST_SG_MOON_WARM, SCB_NONE);
  440. set_sc( SG_STAR_WARM , SC_WARM, EFST_SG_STAR_WARM, SCB_NONE);
  441. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , EFST_SUN_COMFORT , SCB_DEF2 );
  442. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , EFST_MOON_COMFORT , SCB_FLEE );
  443. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , EFST_STAR_COMFORT , SCB_ASPD );
  444. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  445. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , EFST_BLANK , SCB_ALL );
  446. set_sc( SG_FUSION , SC_FUSION , EFST_BLANK , SCB_SPEED );
  447. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , EFST_ADRENALINE2 , SCB_ASPD );
  448. set_sc( SL_KAIZEL , SC_KAIZEL , EFST_KAIZEL , SCB_NONE );
  449. set_sc( SL_KAAHI , SC_KAAHI , EFST_KAAHI , SCB_NONE );
  450. set_sc( SL_KAUPE , SC_KAUPE , EFST_KAUPE , SCB_NONE );
  451. set_sc( SL_KAITE , SC_KAITE , EFST_KAITE , SCB_NONE );
  452. add_sc( SL_STUN , SC_STUN );
  453. set_sc( SL_SWOO , SC_SWOO , EFST_SWOO , SCB_SPEED );
  454. set_sc( SL_SKE , SC_SKE , EFST_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  455. set_sc( SL_SKA , SC_SKA , EFST_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  456. set_sc( SL_SMA , SC_SMA , EFST_SMA_READY, SCB_NONE );
  457. set_sc( SM_SELFPROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  458. set_sc( ST_PRESERVE , SC_PRESERVE , EFST_PRESERVE , SCB_NONE );
  459. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , EFST_DOUBLECASTING, SCB_NONE );
  460. set_sc( HW_GRAVITATION , SC_GRAVITATION , EFST_GRAVITATION , SCB_ASPD );
  461. add_sc( WS_CARTTERMINATION , SC_STUN );
  462. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , EFST_OVERTHRUSTMAX, SCB_NONE );
  463. set_sc( CG_LONGINGFREEDOM , SC_LONGING , EFST_LONGING , SCB_SPEED|SCB_ASPD );
  464. set_sc( CG_HERMODE , SC_HERMODE , EFST_HERMODE , SCB_NONE );
  465. set_sc( CG_TAROTCARD , SC_TAROTCARD , EFST_TAROTCARD, SCB_NONE );
  466. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , EFST_WEAPONPROPERTY, SCB_ATK_ELE );
  467. set_sc( SL_HIGH , SC_SPIRIT , EFST_SOULLINK, SCB_ALL );
  468. set_sc( KN_ONEHAND , SC_ONEHAND , EFST_ONEHANDQUICKEN, SCB_ASPD );
  469. set_sc( GS_FLING , SC_FLING , EFST_BLANK , SCB_DEF|SCB_DEF2 );
  470. add_sc( GS_CRACKER , SC_STUN );
  471. add_sc( GS_DISARM , SC_STRIPWEAPON );
  472. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  473. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , EFST_GS_MADNESSCANCEL,
  474. #ifndef RENEWAL
  475. SCB_BATK|SCB_ASPD );
  476. #else
  477. SCB_ASPD );
  478. #endif
  479. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , EFST_GS_ADJUSTMENT, SCB_HIT|SCB_FLEE );
  480. set_sc( GS_INCREASING , SC_INCREASING , EFST_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  481. #ifdef RENEWAL
  482. set_sc( GS_MAGICALBULLET , SC_MAGICALBULLET , EFST_GS_MAGICAL_BULLET , SCB_NONE );
  483. #endif
  484. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , EFST_GS_GATLINGFEVER,
  485. #ifndef RENEWAL
  486. SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  487. #else
  488. SCB_FLEE|SCB_SPEED|SCB_ASPD );
  489. #endif
  490. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  491. set_sc( NJ_SUITON , SC_SUITON , EFST_BLANK , SCB_AGI|SCB_SPEED );
  492. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  493. set_sc( NJ_NEN , SC_NEN , EFST_NJ_NEN, SCB_STR|SCB_INT );
  494. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , EFST_NJ_UTSUSEMI, SCB_NONE );
  495. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , EFST_NJ_BUNSINJYUTSU, SCB_DYE );
  496. add_sc( NPC_ICEBREATH , SC_FREEZE );
  497. add_sc( NPC_ACIDBREATH , SC_POISON );
  498. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  499. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  500. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  501. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  502. add_sc( NPC_WIDESTONE , SC_STONE );
  503. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  504. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  505. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  506. add_sc( NPC_EVILLAND , SC_BLIND );
  507. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  508. set_sc( NPC_SLOWCAST , SC_SLOWCAST , EFST_SLOWCAST , SCB_NONE );
  509. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , EFST_CRITICALWOUND , SCB_NONE );
  510. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , EFST_BLANK , SCB_NONE );
  511. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  512. add_sc( NPC_WIDECURSE , SC_CURSE );
  513. add_sc( NPC_WIDESTUN , SC_STUN );
  514. set_sc( NPC_HELLPOWER , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  515. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  516. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , EFST_INVINCIBLE , SCB_SPEED );
  517. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , EFST_BLANK , SCB_SPEED );
  518. set_sc( NPC_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  519. set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , EFST_MAXPAIN , SCB_NONE );
  520. add_sc( NPC_JACKFROST , SC_FREEZE );
  521. set_sc( CASH_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  522. set_sc( CASH_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  523. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , EFST_ASSUMPTIO , SCB_NONE );
  524. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , EFST_PARTYFLEE , SCB_NONE );
  525. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , EFST_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  526. set_sc( CR_SHRINK , SC_SHRINK , EFST_CR_SHRINK, SCB_NONE );
  527. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , EFST_RG_CCONFINE_S, SCB_NONE );
  528. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , EFST_RG_CCONFINE_M, SCB_FLEE );
  529. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , EFST_WZ_SIGHTBLASTER, SCB_NONE );
  530. set_sc( DC_WINKCHARM , SC_WINKCHARM , EFST_DC_WINKCHARM, SCB_NONE );
  531. add_sc( MO_BALKYOUNG , SC_STUN );
  532. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  533. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  534. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  535. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  536. set_sc( HLIF_AVOID , SC_AVOID , EFST_BLANK , SCB_SPEED );
  537. set_sc( HLIF_CHANGE , SC_CHANGE , EFST_BLANK , SCB_VIT|SCB_INT );
  538. set_sc( HFLI_FLEET , SC_FLEET , EFST_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  539. set_sc( HFLI_SPEED , SC_SPEED , EFST_BLANK , SCB_FLEE );
  540. set_sc( HAMI_DEFENCE , SC_DEFENCE , EFST_BLANK ,
  541. #ifndef RENEWAL
  542. SCB_DEF );
  543. #else
  544. SCB_VIT );
  545. #endif
  546. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , EFST_BLANK , SCB_BATK|SCB_WATK );
  547. /* Homunculus S */
  548. add_sc(MH_STAHL_HORN , SC_STUN );
  549. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , EFST_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  550. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , EFST_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  551. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  552. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , EFST_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  553. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, EFST_LIGHT_OF_REGENE, SCB_NONE);
  554. set_sc(MH_VOLCANIC_ASH , SC_ASH , EFST_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  555. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , EFST_GRANITIC_ARMOR , SCB_NONE );
  556. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , EFST_MAGMA_FLOW , SCB_NONE );
  557. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , EFST_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  558. set_sc(MH_LAVA_SLIDE , SC_BURNING , EFST_BURNT , SCB_MDEF );
  559. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , EFST_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  560. add_sc(MH_POISON_MIST , SC_BLIND );
  561. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , EFST_PAIN_KILLER , SCB_ASPD );
  562. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  563. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , EFST_TINDER_BREAKER , SCB_FLEE );
  564. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , EFST_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  565. set_sc(MH_CBC , SC_CBC , EFST_CBC , SCB_FLEE );
  566. set_sc(MH_EQC , SC_EQC , EFST_EQC , SCB_DEF2|SCB_MAXHP );
  567. add_sc( MER_CRASH , SC_STUN );
  568. set_sc( MER_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  569. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  570. add_sc( MER_SIGHT , SC_SIGHT );
  571. set_sc( MER_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  572. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  573. add_sc( MER_LEXDIVINA , SC_SILENCE );
  574. add_sc( MA_LANDMINE , SC_STUN );
  575. add_sc( MA_SANDMAN , SC_SLEEP );
  576. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  577. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  578. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  579. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  580. set_sc( ML_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  581. set_sc( MS_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  582. set_sc( MS_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  583. add_sc( ML_SPIRALPIERCE , SC_STOP );
  584. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , EFST_BLANK , SCB_ASPD );
  585. add_sc( ML_DEVOTION , SC_DEVOTION );
  586. set_sc( MER_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  587. set_sc( MER_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  588. set_sc( MER_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  589. set_sc( MER_INVINCIBLEOFF2 , SC_INVINCIBLEOFF , EFST_BLANK, SCB_SPEED );
  590. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , EFST_BLANK , SCB_STR );
  591. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , EFST_BLANK , SCB_VIT );
  592. set_sc( GD_SOULCOLD , SC_SOULCOLD , EFST_BLANK , SCB_AGI );
  593. set_sc( GD_HAWKEYES , SC_HAWKEYES , EFST_BLANK , SCB_DEX );
  594. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , EFST_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  595. set_sc( GD_REGENERATION , SC_REGENERATION , EFST_GDSKILL_REGENERATION , SCB_REGEN );
  596. /* Rune Knight */
  597. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , EFST_ENCHANTBLADE , SCB_NONE );
  598. set_sc( RK_DRAGONHOWLING , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  599. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , EFST_DEATHBOUND , SCB_NONE );
  600. set_sc( RK_WINDCUTTER , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  601. set_sc( RK_DRAGONBREATH , SC_BURNING , EFST_BURNT , SCB_MDEF );
  602. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , EFST_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  603. set_sc( RK_REFRESH , SC_REFRESH , EFST_REFRESH , SCB_NONE );
  604. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , EFST_GIANTGROWTH , SCB_STR );
  605. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , EFST_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  606. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , EFST_VITALITYACTIVATION , SCB_REGEN );
  607. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , EFST_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  608. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , EFST_ABUNDANCE , SCB_NONE );
  609. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , EFST_CRUSHSTRIKE , SCB_NONE );
  610. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  611. /* GC Guillotine Cross */
  612. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , EFST_VENOMIMPRESS , SCB_NONE );
  613. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , EFST_POISONINGWEAPON , SCB_NONE );
  614. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , EFST_WEAPONBLOCKING , SCB_NONE );
  615. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , EFST_CLOAKINGEXCEED , SCB_SPEED );
  616. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , EFST_HALLUCINATIONWALK , SCB_FLEE );
  617. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , EFST_ROLLINGCUTTER , SCB_NONE );
  618. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , EFST_DARKCROW , SCB_NONE );
  619. /* Arch Bishop */
  620. set_sc( AB_ADORAMUS , SC_ADORAMUS , EFST_ADORAMUS , SCB_AGI|SCB_SPEED );
  621. add_sc( AB_CLEMENTIA , SC_BLESSING );
  622. add_sc( AB_CANTO , SC_INCREASEAGI );
  623. set_sc( AB_EPICLESIS , SC_EPICLESIS , EFST_EPICLESIS , SCB_MAXHP );
  624. add_sc( AB_PRAEFATIO , SC_KYRIE );
  625. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , EFST_ORATIO , SCB_NONE );
  626. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , EFST_LAUDAAGNUS , SCB_MAXHP );
  627. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , EFST_LAUDARAMUS , SCB_ALL );
  628. set_sc( AB_RENOVATIO , SC_RENOVATIO , EFST_RENOVATIO , SCB_REGEN );
  629. set_sc( AB_EXPIATIO , SC_EXPIATIO , EFST_EXPIATIO , SCB_NONE );
  630. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , EFST_DUPLELIGHT , SCB_NONE );
  631. set_sc( AB_SECRAMENT , SC_SECRAMENT , EFST_AB_SECRAMENT, SCB_NONE );
  632. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , EFST_OFFERTORIUM , SCB_NONE );
  633. add_sc( AB_VITUPERATUM , SC_AETERNA );
  634. /* Warlock */
  635. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  636. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  637. add_sc( WL_JACKFROST , SC_FREEZE );
  638. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , EFST_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  639. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , EFST_RECOGNIZEDSPELL , SCB_MATK);
  640. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  641. set_sc( WL_STASIS , SC_STASIS , EFST_STASIS , SCB_NONE );
  642. add_sc( WL_CRIMSONROCK , SC_STUN );
  643. set_sc( WL_HELLINFERNO , SC_BURNING , EFST_BURNT , SCB_MDEF );
  644. set_sc( WL_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  645. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, EFST_TELEKINESIS_INTENSE, SCB_MATK );
  646. /* Ranger */
  647. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , EFST_FEARBREEZE , SCB_NONE );
  648. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , EFST_ELECTRICSHOCKER , SCB_NONE );
  649. set_sc( RA_WUGDASH , SC_WUGDASH , EFST_WUGDASH , SCB_SPEED|SCB_DSPD );
  650. set_sc( RA_WUGBITE , SC_BITE , EFST_WUGBITE , SCB_NONE );
  651. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , EFST_CAMOUFLAGE , SCB_SPEED );
  652. set_sc( RA_FIRINGTRAP , SC_BURNING , EFST_BURNT , SCB_MDEF );
  653. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , EFST_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF );
  654. set_sc( RA_UNLIMIT , SC_UNLIMIT , EFST_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  655. /* Mechanic */
  656. set_sc( NC_ACCELERATION , SC_ACCELERATION , EFST_ACCELERATION , SCB_SPEED );
  657. set_sc( NC_HOVERING , SC_HOVERING , EFST_HOVERING , SCB_SPEED );
  658. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , EFST_SHAPESHIFT , SCB_DEF_ELE );
  659. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , EFST_INFRAREDSCAN , SCB_FLEE );
  660. set_sc( NC_ANALYZE , SC_ANALYZE , EFST_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  661. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , EFST_MAGNETICFIELD , SCB_NONE );
  662. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , EFST_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  663. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , EFST_STEALTHFIELD , SCB_SPEED );
  664. add_sc( NC_MAGMA_ERUPTION , SC_STUN );
  665. add_sc( NC_MAGMA_ERUPTION_DOTDAMAGE, SC_BURNING );
  666. /* Royal Guard */
  667. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , EFST_LG_REFLECTDAMAGE , SCB_NONE );
  668. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , EFST_FORCEOFVANGUARD , SCB_MAXHP );
  669. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , EFST_EXEEDBREAK , SCB_NONE );
  670. set_sc( LG_PRESTIGE , SC_PRESTIGE , EFST_PRESTIGE , SCB_DEF );
  671. set_sc( LG_BANDING , SC_BANDING , EFST_BANDING , SCB_DEF|SCB_WATK|SCB_REGEN );
  672. set_sc( LG_PIETY , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  673. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , EFST_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  674. set_sc( LG_INSPIRATION , SC_INSPIRATION , EFST_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  675. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , EFST_KINGS_GRACE , SCB_NONE );
  676. /* Shadow Chaser */
  677. set_sc( SC_REPRODUCE , SC__REPRODUCE , EFST_REPRODUCE , SCB_NONE );
  678. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , EFST_AUTOSHADOWSPELL , SCB_NONE );
  679. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , EFST_SHADOWFORM , SCB_NONE );
  680. set_sc( SC_BODYPAINT , SC__BODYPAINT , EFST_BODYPAINT , SCB_ASPD );
  681. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , EFST_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  682. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , EFST_DEADLYINFECT , SCB_NONE );
  683. set_sc( SC_ENERVATION , SC__ENERVATION , EFST_ENERVATION , SCB_BATK|SCB_WATK );
  684. set_sc( SC_GROOMY , SC__GROOMY , EFST_GROOMY , SCB_ASPD|SCB_HIT );
  685. set_sc( SC_IGNORANCE , SC__IGNORANCE , EFST_IGNORANCE , SCB_NONE );
  686. set_sc( SC_LAZINESS , SC__LAZINESS , EFST_LAZINESS , SCB_FLEE|SCB_SPEED );
  687. set_sc( SC_UNLUCKY , SC__UNLUCKY , EFST_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  688. set_sc( SC_WEAKNESS , SC__WEAKNESS , EFST_WEAKNESS , SCB_MAXHP );
  689. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , EFST_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  690. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , EFST_MANHOLE , SCB_NONE );
  691. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  692. add_sc( SC_BLOODYLUST , SC_BERSERK );
  693. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  694. add_sc( SC_ESCAPE , SC_ANKLE );
  695. /* Sura */
  696. add_sc( SR_DRAGONCOMBO , SC_STUN );
  697. add_sc( SR_EARTHSHAKER , SC_STUN );
  698. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , EFST_CRESCENTELBOW , SCB_NONE );
  699. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, EFST_CURSEDCIRCLE_TARGET , SCB_NONE );
  700. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , EFST_LIGHTNINGWALK , SCB_NONE );
  701. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , EFST_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  702. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , EFST_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  703. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , EFST_GENTLETOUCH_CHANGE , SCB_WATK|SCB_ASPD );
  704. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , EFST_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  705. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , EFST_FLASHCOMBO , SCB_WATK );
  706. /* Wanderer / Minstrel */
  707. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , EFST_SWING, SCB_SPEED|SCB_ASPD );
  708. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , EFST_SYMPHONY_LOVE, SCB_MDEF );
  709. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , EFST_MOONLIT_SERENADE, SCB_MATK );
  710. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , EFST_RUSH_WINDMILL, SCB_WATK );
  711. set_sc( MI_ECHOSONG , SC_ECHOSONG , EFST_ECHOSONG , SCB_DEF );
  712. set_sc( MI_HARMONIZE , SC_HARMONIZE , EFST_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  713. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , EFST_NETHERWORLD , SCB_NONE );
  714. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , EFST_SIREN, SCB_NONE );
  715. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  716. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , EFST_SIRCLEOFNATURE , SCB_NONE );
  717. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , EFST_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  718. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , EFST_SONG_OF_MANA, SCB_NONE );
  719. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , EFST_DANCE_WITH_WUG, SCB_ASPD );
  720. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , EFST_SATURDAY_NIGHT_FEVER, SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  721. set_sc( WM_LERADS_DEW , SC_LERADSDEW , EFST_LERADS_DEW, SCB_MAXHP );
  722. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , EFST_MELODYOFSINK , SCB_INT );
  723. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , EFST_BEYOND_OF_WARCRY, SCB_STR|SCB_CRI|SCB_MAXHP );
  724. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , EFST_UNLIMITED_HUMMING_VOICE, SCB_NONE );
  725. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , EFST_FRIGG_SONG , SCB_MAXHP );
  726. /* Sorcerer */
  727. set_sc( SO_FIREWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  728. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  729. set_sc( SO_SPELLFIST , SC_SPELLFIST , EFST_SPELLFIST , SCB_NONE );
  730. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , EFST_COLD , SCB_NONE );
  731. set_sc( SO_CLOUD_KILL , SC_POISON , EFST_CLOUD_KILL, SCB_NONE );
  732. set_sc( SO_STRIKING , SC_STRIKING , EFST_STRIKING , SCB_WATK|SCB_CRI );
  733. set_sc( SO_WARMER , SC_WARMER , EFST_WARMER , SCB_NONE );
  734. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , EFST_VACUUM_EXTREME , SCB_NONE );
  735. set_sc( SO_ARRULLO , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  736. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , EFST_FIRE_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  737. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , EFST_WATER_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  738. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , EFST_WIND_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ASPD|SCB_ATK_ELE|SCB_REGEN );
  739. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , EFST_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  740. /* Genetic */
  741. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , EFST_GN_CARTBOOST , SCB_SPEED );
  742. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , EFST_THORNS_TRAP, SCB_NONE );
  743. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , EFST_BLOOD_SUCKER, SCB_NONE );
  744. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , EFST_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  745. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , EFST_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  746. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , EFST_MANDRAGORA , SCB_INT );
  747. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , EFST_ILLUSIONDOPING , SCB_HIT );
  748. /* Elemental spirits' status changes */
  749. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , EFST_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  750. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , EFST_FIRE_CLOAK_OPTION , SCB_ALL );
  751. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , EFST_WATER_SCREEN_OPTION , SCB_NONE );
  752. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , EFST_WATER_DROP_OPTION , SCB_ALL );
  753. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , EFST_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  754. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , EFST_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  755. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , EFST_WIND_CURTAIN_OPTION , SCB_ALL );
  756. set_sc( EL_ZEPHYR , SC_ZEPHYR , EFST_ZEPHYR , SCB_FLEE );
  757. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , EFST_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  758. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , EFST_STONE_SHIELD_OPTION , SCB_ALL );
  759. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , EFST_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  760. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , EFST_PYROTECHNIC_OPTION , SCB_WATK );
  761. set_sc( EL_HEATER , SC_HEATER_OPTION , EFST_HEATER_OPTION , SCB_WATK );
  762. set_sc( EL_TROPIC , SC_TROPIC_OPTION , EFST_TROPIC_OPTION , SCB_WATK );
  763. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , EFST_AQUAPLAY_OPTION , SCB_MATK );
  764. set_sc( EL_COOLER , SC_COOLER_OPTION , EFST_COOLER_OPTION , SCB_MATK );
  765. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , EFST_CHILLY_AIR_OPTION , SCB_MATK );
  766. set_sc( EL_GUST , SC_GUST_OPTION , EFST_GUST_OPTION , SCB_ASPD );
  767. set_sc( EL_BLAST , SC_BLAST_OPTION , EFST_BLAST_OPTION , SCB_ASPD );
  768. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , EFST_WILD_STORM_OPTION , SCB_ASPD );
  769. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , EFST_PETROLOGY_OPTION , SCB_MAXHP );
  770. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , EFST_CURSED_SOIL_OPTION , SCB_MAXHP );
  771. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , EFST_UPHEAVAL_OPTION , SCB_MAXHP );
  772. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , EFST_TIDAL_WEAPON_OPTION , SCB_ALL );
  773. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , EFST_ROCK_CRUSHER , SCB_DEF );
  774. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , EFST_ROCK_CRUSHER_ATK , SCB_SPEED );
  775. add_sc( KO_YAMIKUMO , SC_HIDING );
  776. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , EFST_KO_JYUMONJIKIRI , SCB_NONE );
  777. add_sc( KO_MAKIBISHI , SC_STUN );
  778. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , EFST_MEIKYOUSISUI , SCB_NONE );
  779. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , EFST_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  780. add_sc( KO_JYUSATSU , SC_CURSE );
  781. set_sc( KO_ZENKAI , SC_ZENKAI , EFST_ZENKAI , SCB_NONE );
  782. set_sc( KO_IZAYOI , SC_IZAYOI , EFST_IZAYOI , SCB_MATK );
  783. set_sc( KG_KYOMU , SC_KYOMU , EFST_KYOMU , SCB_NONE );
  784. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , EFST_KAGEMUSYA , SCB_NONE );
  785. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , EFST_KG_KAGEHUMI , SCB_NONE );
  786. set_sc( OB_ZANGETSU , SC_ZANGETSU , EFST_ZANGETSU , SCB_MATK|SCB_BATK );
  787. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , EFST_AKAITSUKI , SCB_NONE );
  788. set_sc( OB_OBOROGENSOU , SC_GENSOU , EFST_GENSOU , SCB_NONE );
  789. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , EFST_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  790. /* Rebellion */
  791. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  792. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  793. set_sc( RL_H_MINE , SC_H_MINE , EFST_H_MINE , SCB_NONE);
  794. set_sc( RL_B_TRAP , SC_B_TRAP , EFST_B_TRAP , SCB_SPEED );
  795. set_sc( RL_E_CHAIN , SC_E_CHAIN , EFST_E_CHAIN , SCB_NONE );
  796. set_sc( RL_P_ALTER , SC_P_ALTER , EFST_P_ALTER , SCB_NONE );
  797. set_sc( RL_FALLEN_ANGEL , SC_FALLEN_ANGEL, EFST_BLANK, SCB_NONE );
  798. set_sc( RL_SLUGSHOT , SC_STUN , EFST_SLUGSHOT , SCB_NONE );
  799. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , EFST_HEAT_BARREL , SCB_HIT|SCB_ASPD );
  800. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , EFST_C_MARKER , SCB_FLEE );
  801. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , EFST_ANTI_M_BLAST , SCB_NONE );
  802. // New Mounts
  803. set_sc_with_vfx_noskill( SC_ALL_RIDING , EFST_ALL_RIDING , SCB_SPEED );
  804. // Costumes
  805. set_sc_with_vfx_noskill( SC_MOONSTAR , EFST_MOONSTAR , SCB_NONE );
  806. set_sc_with_vfx_noskill( SC_SUPER_STAR , EFST_SUPER_STAR , SCB_NONE );
  807. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , EFST_STRANGELIGHTS , SCB_NONE );
  808. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , EFST_DECORATION_OF_MUSIC , SCB_NONE );
  809. set_sc_with_vfx_noskill( SC_LJOSALFAR , EFST_LJOSALFAR , SCB_NONE);
  810. set_sc_with_vfx_noskill( SC_MERMAID_LONGING , EFST_MERMAID_LONGING , SCB_NONE);
  811. set_sc_with_vfx_noskill( SC_HAT_EFFECT , EFST_HAT_EFFECT , SCB_NONE);
  812. set_sc_with_vfx_noskill( SC_FLOWERSMOKE , EFST_FLOWERSMOKE , SCB_NONE);
  813. set_sc_with_vfx_noskill( SC_FSTONE , EFST_FSTONE , SCB_NONE);
  814. set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , EFST_HAPPINESS_STAR , SCB_NONE);
  815. set_sc_with_vfx_noskill( SC_MAPLE_FALLS , EFST_MAPLE_FALLS , SCB_NONE);
  816. set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , EFST_TIME_ACCESSORY , SCB_NONE);
  817. set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , EFST_MAGICAL_FEATHER , SCB_NONE);
  818. /* Summoner */
  819. set_sc( SU_HIDE , SC_SUHIDE , EFST_SUHIDE , SCB_NONE );
  820. add_sc( SU_SCRATCH , SC_BLEEDING );
  821. set_sc( SU_STOOP , SC_SU_STOOP , EFST_SU_STOOP , SCB_NONE );
  822. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  823. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , EFST_CATNIPPOWDER , SCB_WATK|SCB_MATK|SCB_SPEED|SCB_REGEN );
  824. add_sc( SU_CN_METEOR , SC_CURSE );
  825. set_sc_with_vfx( SU_SV_ROOTTWIST, SC_SV_ROOTTWIST , EFST_SV_ROOTTWIST , SCB_NONE );
  826. set_sc( SU_SCAROFTAROU , SC_BITESCAR , EFST_BITESCAR , SCB_NONE );
  827. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , EFST_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  828. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  829. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , EFST_TUNAPARTY , SCB_NONE );
  830. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , EFST_SHRIMP , SCB_BATK|SCB_MATK );
  831. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , EFST_FRESHSHRIMP , SCB_NONE );
  832. set_sc( SU_HISS , SC_HISS , EFST_HISS , SCB_FLEE2 );
  833. set_sc( SU_NYANGGRASS , SC_NYANGGRASS , EFST_NYANGGRASS , SCB_DEF|SCB_MDEF );
  834. set_sc( SU_GROOMING , SC_GROOMING , EFST_GROOMING , SCB_FLEE );
  835. add_sc( SU_PURRING , SC_GROOMING );
  836. set_sc( SU_SHRIMPARTY , SC_SHRIMPBLESSING , EFST_PROTECTIONOFSHRIMP , SCB_REGEN );
  837. add_sc( SU_MEOWMEOW , SC_CHATTERING );
  838. set_sc( SU_CHATTERING , SC_CHATTERING , EFST_CHATTERING , SCB_WATK|SCB_MATK );
  839. set_sc( WE_CHEERUP , SC_CHEERUP , EFST_CHEERUP , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  840. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  841. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  842. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  843. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  844. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  845. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  846. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  847. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  848. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  849. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  850. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  851. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  852. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  853. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  854. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  855. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  856. /* Status that don't have a skill associated */
  857. StatusIconChangeTable[SC_WEIGHT50] = EFST_WEIGHTOVER50;
  858. StatusIconChangeTable[SC_WEIGHT90] = EFST_WEIGHTOVER90;
  859. StatusIconChangeTable[SC_ASPDPOTION0] = EFST_ATTHASTE_POTION1;
  860. StatusIconChangeTable[SC_ASPDPOTION1] = EFST_ATTHASTE_POTION2;
  861. StatusIconChangeTable[SC_ASPDPOTION2] = EFST_ATTHASTE_POTION3;
  862. StatusIconChangeTable[SC_ASPDPOTION3] = EFST_ATTHASTE_INFINITY;
  863. StatusIconChangeTable[SC_SPEEDUP0] = EFST_MOVHASTE_HORSE;
  864. StatusIconChangeTable[SC_SPEEDUP1] = EFST_MOVHASTE_POTION;
  865. StatusIconChangeTable[SC_CHASEWALK2] = EFST_CHASEWALK2;
  866. StatusIconChangeTable[SC_MIRACLE] = EFST_SOULLINK;
  867. StatusIconChangeTable[SC_INTRAVISION] = EFST_CLAIRVOYANCE;
  868. StatusIconChangeTable[SC_STRFOOD] = EFST_FOOD_STR;
  869. StatusIconChangeTable[SC_AGIFOOD] = EFST_FOOD_AGI;
  870. StatusIconChangeTable[SC_VITFOOD] = EFST_FOOD_VIT;
  871. StatusIconChangeTable[SC_INTFOOD] = EFST_FOOD_INT;
  872. StatusIconChangeTable[SC_DEXFOOD] = EFST_FOOD_DEX;
  873. StatusIconChangeTable[SC_LUKFOOD] = EFST_FOOD_LUK;
  874. StatusIconChangeTable[SC_FLEEFOOD] = EFST_FOOD_BASICAVOIDANCE;
  875. StatusIconChangeTable[SC_HITFOOD] = EFST_FOOD_BASICHIT;
  876. StatusIconChangeTable[SC_CRIFOOD] = EFST_FOOD_CRITICALSUCCESSVALUE;
  877. StatusIconChangeTable[SC_MANU_ATK] = EFST_MANU_ATK;
  878. StatusIconChangeTable[SC_MANU_DEF] = EFST_MANU_DEF;
  879. StatusIconChangeTable[SC_SPL_ATK] = EFST_SPL_ATK;
  880. StatusIconChangeTable[SC_SPL_DEF] = EFST_SPL_DEF;
  881. StatusIconChangeTable[SC_MANU_MATK] = EFST_MANU_MATK;
  882. StatusIconChangeTable[SC_SPL_MATK] = EFST_SPL_MATK;
  883. StatusIconChangeTable[SC_ATKPOTION] = EFST_PLUSATTACKPOWER;
  884. StatusIconChangeTable[SC_MATKPOTION] = EFST_PLUSMAGICPOWER;
  885. /* Cash Items */
  886. StatusIconChangeTable[SC_FOOD_STR_CASH] = EFST_FOOD_STR_CASH;
  887. StatusIconChangeTable[SC_FOOD_AGI_CASH] = EFST_FOOD_AGI_CASH;
  888. StatusIconChangeTable[SC_FOOD_VIT_CASH] = EFST_FOOD_VIT_CASH;
  889. StatusIconChangeTable[SC_FOOD_DEX_CASH] = EFST_FOOD_DEX_CASH;
  890. StatusIconChangeTable[SC_FOOD_INT_CASH] = EFST_FOOD_INT_CASH;
  891. StatusIconChangeTable[SC_FOOD_LUK_CASH] = EFST_FOOD_LUK_CASH;
  892. StatusIconChangeTable[SC_EXPBOOST] = EFST_CASH_PLUSEXP;
  893. StatusIconChangeTable[SC_ITEMBOOST] = EFST_CASH_RECEIVEITEM;
  894. StatusIconChangeTable[SC_JEXPBOOST] = EFST_CASH_PLUSONLYJOBEXP;
  895. StatusIconChangeTable[SC_LIFEINSURANCE] = EFST_CASH_DEATHPENALTY;
  896. StatusIconChangeTable[SC_BOSSMAPINFO] = EFST_CASH_BOSS_ALARM;
  897. StatusIconChangeTable[SC_DEF_RATE] = EFST_PROTECT_DEF;
  898. StatusIconChangeTable[SC_MDEF_RATE] = EFST_PROTECT_MDEF;
  899. StatusIconChangeTable[SC_INCCRI] = EFST_CRITICALPERCENT;
  900. StatusIconChangeTable[SC_INCFLEE2] = EFST_PLUSAVOIDVALUE;
  901. StatusIconChangeTable[SC_INCHEALRATE] = EFST_HEALPLUS;
  902. StatusIconChangeTable[SC_S_LIFEPOTION] = EFST_S_LIFEPOTION;
  903. StatusIconChangeTable[SC_L_LIFEPOTION] = EFST_L_LIFEPOTION;
  904. StatusIconChangeTable[SC_SPCOST_RATE] = EFST_ATKER_BLOOD;
  905. StatusIconChangeTable[SC_COMMONSC_RESIST] = EFST_TARGET_BLOOD;
  906. StatusIconChangeTable[SC_ATTHASTE_CASH] = EFST_ATTHASTE_CASH;
  907. /* Mercenary Bonus Effects */
  908. StatusIconChangeTable[SC_MERC_FLEEUP] = EFST_MER_FLEE;
  909. StatusIconChangeTable[SC_MERC_ATKUP] = EFST_MER_ATK;
  910. StatusIconChangeTable[SC_MERC_HPUP] = EFST_MER_HP;
  911. StatusIconChangeTable[SC_MERC_SPUP] = EFST_MER_SP;
  912. StatusIconChangeTable[SC_MERC_HITUP] = EFST_MER_HIT;
  913. /* Warlock Spheres */
  914. StatusIconChangeTable[SC_SPHERE_1] = EFST_SUMMON1;
  915. StatusIconChangeTable[SC_SPHERE_2] = EFST_SUMMON2;
  916. StatusIconChangeTable[SC_SPHERE_3] = EFST_SUMMON3;
  917. StatusIconChangeTable[SC_SPHERE_4] = EFST_SUMMON4;
  918. StatusIconChangeTable[SC_SPHERE_5] = EFST_SUMMON5;
  919. /* Warlock Preserved spells */
  920. StatusIconChangeTable[SC_SPELLBOOK1] = EFST_SPELLBOOK1;
  921. StatusIconChangeTable[SC_SPELLBOOK2] = EFST_SPELLBOOK2;
  922. StatusIconChangeTable[SC_SPELLBOOK3] = EFST_SPELLBOOK3;
  923. StatusIconChangeTable[SC_SPELLBOOK4] = EFST_SPELLBOOK4;
  924. StatusIconChangeTable[SC_SPELLBOOK5] = EFST_SPELLBOOK5;
  925. StatusIconChangeTable[SC_SPELLBOOK6] = EFST_SPELLBOOK6;
  926. StatusIconChangeTable[SC_MAXSPELLBOOK] = EFST_SPELLBOOK7;
  927. StatusIconChangeTable[SC_FREEZE_SP] = EFST_FREEZE_SP;
  928. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = EFST_NEUTRALBARRIER_MASTER;
  929. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = EFST_STEALTHFIELD_MASTER;
  930. StatusIconChangeTable[SC_OVERHEAT] = EFST_OVERHEAT;
  931. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = EFST_OVERHEAT_LIMITPOINT;
  932. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = EFST_HALLUCINATIONWALK_POSTDELAY;
  933. StatusIconChangeTable[SC_TOXIN] = EFST_TOXIN;
  934. StatusIconChangeTable[SC_PARALYSE] = EFST_PARALYSE;
  935. StatusIconChangeTable[SC_VENOMBLEED] = EFST_VENOMBLEED;
  936. StatusIconChangeTable[SC_MAGICMUSHROOM] = EFST_MAGICMUSHROOM;
  937. StatusIconChangeTable[SC_DEATHHURT] = EFST_DEATHHURT;
  938. StatusIconChangeTable[SC_PYREXIA] = EFST_PYREXIA;
  939. StatusIconChangeTable[SC_OBLIVIONCURSE] = EFST_OBLIVIONCURSE;
  940. StatusIconChangeTable[SC_LEECHESEND] = EFST_LEECHESEND;
  941. StatusIconChangeTable[SC_BANDING_DEFENCE] = EFST_BANDING_DEFENCE;
  942. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = EFST_SHIELDSPELL_DEF;
  943. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = EFST_SHIELDSPELL_MDEF;
  944. StatusIconChangeTable[SC_SHIELDSPELL_REF] = EFST_SHIELDSPELL_REF;
  945. StatusIconChangeTable[SC_GLOOMYDAY_SK] = EFST_GLOOMYDAY;
  946. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = EFST_CURSEDCIRCLE_ATKER;
  947. StatusIconChangeTable[SC__BLOODYLUST] = EFST_BLOODYLUST;
  948. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = EFST_MYSTERIOUS_POWDER;
  949. StatusIconChangeTable[SC_MELON_BOMB] = EFST_MELON_BOMB;
  950. StatusIconChangeTable[SC_BANANA_BOMB] = EFST_BANANA_BOMB;
  951. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = EFST_BANANA_BOMB_SITDOWN_POSTDELAY;
  952. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = EFST_PROMOTE_HEALTH_RESERCH;
  953. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = EFST_ENERGY_DRINK_RESERCH;
  954. /* Genetics New Food Items Status Icons */
  955. StatusIconChangeTable[SC_SAVAGE_STEAK] = EFST_SAVAGE_STEAK;
  956. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = EFST_COCKTAIL_WARG_BLOOD;
  957. StatusIconChangeTable[SC_MINOR_BBQ] = EFST_MINOR_BBQ;
  958. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = EFST_SIROMA_ICE_TEA;
  959. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = EFST_DROCERA_HERB_STEAMED;
  960. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = EFST_PUTTI_TAILS_NOODLES;
  961. StatusIconChangeTable[SC_STOMACHACHE] = EFST_STOMACHACHE;
  962. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = EFST_EXTRACT_WHITE_POTION_Z;
  963. StatusIconChangeTable[SC_VITATA_500] = EFST_VITATA_500;
  964. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = EFST_EXTRACT_SALAMINE_JUICE;
  965. StatusIconChangeTable[SC_BOOST500] = EFST_BOOST500;
  966. StatusIconChangeTable[SC_FULL_SWING_K] = EFST_FULL_SWING_K;
  967. StatusIconChangeTable[SC_MANA_PLUS] = EFST_MANA_PLUS;
  968. StatusIconChangeTable[SC_MUSTLE_M] = EFST_MUSTLE_M;
  969. StatusIconChangeTable[SC_LIFE_FORCE_F] = EFST_LIFE_FORCE_F;
  970. /* Elemental Spirit's 'side' status change icons */
  971. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = EFST_CIRCLE_OF_FIRE;
  972. StatusIconChangeTable[SC_FIRE_CLOAK] = EFST_FIRE_CLOAK;
  973. StatusIconChangeTable[SC_WATER_SCREEN] = EFST_WATER_SCREEN;
  974. StatusIconChangeTable[SC_WATER_DROP] = EFST_WATER_DROP;
  975. StatusIconChangeTable[SC_WIND_STEP] = EFST_WIND_STEP;
  976. StatusIconChangeTable[SC_WIND_CURTAIN] = EFST_WIND_CURTAIN;
  977. StatusIconChangeTable[SC_SOLID_SKIN] = EFST_SOLID_SKIN;
  978. StatusIconChangeTable[SC_STONE_SHIELD] = EFST_STONE_SHIELD;
  979. StatusIconChangeTable[SC_PYROTECHNIC] = EFST_PYROTECHNIC;
  980. StatusIconChangeTable[SC_HEATER] = EFST_HEATER;
  981. StatusIconChangeTable[SC_TROPIC] = EFST_TROPIC;
  982. StatusIconChangeTable[SC_AQUAPLAY] = EFST_AQUAPLAY;
  983. StatusIconChangeTable[SC_COOLER] = EFST_COOLER;
  984. StatusIconChangeTable[SC_CHILLY_AIR] = EFST_CHILLY_AIR;
  985. StatusIconChangeTable[SC_GUST] = EFST_GUST;
  986. StatusIconChangeTable[SC_BLAST] = EFST_BLAST;
  987. StatusIconChangeTable[SC_WILD_STORM] = EFST_WILD_STORM;
  988. StatusIconChangeTable[SC_PETROLOGY] = EFST_PETROLOGY;
  989. StatusIconChangeTable[SC_CURSED_SOIL] = EFST_CURSED_SOIL;
  990. StatusIconChangeTable[SC_UPHEAVAL] = EFST_UPHEAVAL;
  991. StatusIconChangeTable[SC_REBOUND] = EFST_REBOUND;
  992. StatusIconChangeTable[SC_DEFSET] = EFST_SET_NUM_DEF;
  993. StatusIconChangeTable[SC_MDEFSET] = EFST_SET_NUM_MDEF;
  994. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = EFST_MONSTER_TRANSFORM;
  995. StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = EFST_ACTIVE_MONSTER_TRANSFORM;
  996. StatusIconChangeTable[SC_ALL_RIDING] = EFST_ALL_RIDING;
  997. StatusIconChangeTable[SC_PUSH_CART] = EFST_ON_PUSH_CART;
  998. StatusIconChangeTable[SC_MTF_ASPD] = EFST_MTF_ASPD;
  999. StatusIconChangeTable[SC_MTF_RANGEATK] = EFST_MTF_RANGEATK;
  1000. StatusIconChangeTable[SC_MTF_MATK] = EFST_MTF_MATK;
  1001. StatusIconChangeTable[SC_MTF_MLEATKED] = EFST_MTF_MLEATKED;
  1002. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = EFST_MTF_CRIDAMAGE;
  1003. StatusIconChangeTable[SC_QD_SHOT_READY] = EFST_E_QD_SHOT_READY;
  1004. StatusIconChangeTable[SC_QUEST_BUFF1] = EFST_QUEST_BUFF1;
  1005. StatusIconChangeTable[SC_QUEST_BUFF2] = EFST_QUEST_BUFF2;
  1006. StatusIconChangeTable[SC_QUEST_BUFF3] = EFST_QUEST_BUFF3;
  1007. StatusIconChangeTable[SC_MTF_ASPD2] = EFST_MTF_ASPD2;
  1008. StatusIconChangeTable[SC_MTF_RANGEATK2] = EFST_MTF_RANGEATK2;
  1009. StatusIconChangeTable[SC_MTF_MATK2] = EFST_MTF_MATK2;
  1010. StatusIconChangeTable[SC_2011RWC_SCROLL] = EFST_2011RWC_SCROLL;
  1011. StatusIconChangeTable[SC_JP_EVENT04] = EFST_JP_EVENT04;
  1012. StatusIconChangeTable[SC_MTF_HITFLEE] = EFST_MTF_HITFLEE;
  1013. StatusIconChangeTable[SC_MTF_MHP] = EFST_MTF_MHP;
  1014. StatusIconChangeTable[SC_MTF_MSP] = EFST_MTF_MSP;
  1015. StatusIconChangeTable[SC_MTF_PUMPKIN] = EFST_MTF_PUMPKIN;
  1016. StatusIconChangeTable[SC_NORECOVER_STATE] = EFST_HANDICAPSTATE_NORECOVER;
  1017. StatusIconChangeTable[SC_GVG_GIANT] = EFST_GVG_GIANT;
  1018. StatusIconChangeTable[SC_GVG_GOLEM] = EFST_GVG_GOLEM;
  1019. StatusIconChangeTable[SC_GVG_STUN] = EFST_GVG_STUN;
  1020. StatusIconChangeTable[SC_GVG_STONE] = EFST_GVG_STONE;
  1021. StatusIconChangeTable[SC_GVG_FREEZ] = EFST_GVG_FREEZ;
  1022. StatusIconChangeTable[SC_GVG_SLEEP] = EFST_GVG_SLEEP;
  1023. StatusIconChangeTable[SC_GVG_CURSE] = EFST_GVG_CURSE;
  1024. StatusIconChangeTable[SC_GVG_SILENCE] = EFST_GVG_SILENCE;
  1025. StatusIconChangeTable[SC_GVG_BLIND] = EFST_GVG_BLIND;
  1026. StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = EFST_RESIST_PROPERTY_WATER;
  1027. StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = EFST_RESIST_PROPERTY_GROUND;
  1028. StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = EFST_RESIST_PROPERTY_FIRE;
  1029. StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = EFST_RESIST_PROPERTY_WIND;
  1030. // Costumes
  1031. StatusIconChangeTable[SC_MOONSTAR] = EFST_MOONSTAR;
  1032. StatusIconChangeTable[SC_SUPER_STAR] = EFST_SUPER_STAR;
  1033. StatusIconChangeTable[SC_STRANGELIGHTS] = EFST_STRANGELIGHTS;
  1034. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = EFST_DECORATION_OF_MUSIC;
  1035. StatusIconChangeTable[SC_LJOSALFAR] = EFST_LJOSALFAR;
  1036. StatusIconChangeTable[SC_MERMAID_LONGING] = EFST_MERMAID_LONGING;
  1037. StatusIconChangeTable[SC_HAT_EFFECT] = EFST_HAT_EFFECT;
  1038. StatusIconChangeTable[SC_FLOWERSMOKE] = EFST_FLOWERSMOKE;
  1039. StatusIconChangeTable[SC_FSTONE] = EFST_FSTONE;
  1040. StatusIconChangeTable[SC_HAPPINESS_STAR] = EFST_HAPPINESS_STAR;
  1041. StatusIconChangeTable[SC_MAPLE_FALLS] = EFST_MAPLE_FALLS;
  1042. StatusIconChangeTable[SC_TIME_ACCESSORY] = EFST_TIME_ACCESSORY;
  1043. StatusIconChangeTable[SC_MAGICAL_FEATHER] = EFST_MAGICAL_FEATHER;
  1044. /* Summoners status icons */
  1045. StatusIconChangeTable[SC_SPRITEMABLE] = EFST_SPRITEMABLE;
  1046. StatusIconChangeTable[SC_DORAM_BUF_01] = EFST_DORAM_BUF_01;
  1047. StatusIconChangeTable[SC_DORAM_BUF_02] = EFST_DORAM_BUF_02;
  1048. // Item Reuse Limits
  1049. StatusIconChangeTable[SC_REUSE_REFRESH] = EFST_REUSE_REFRESH;
  1050. StatusIconChangeTable[SC_REUSE_LIMIT_A] = EFST_REUSE_LIMIT_A;
  1051. StatusIconChangeTable[SC_REUSE_LIMIT_B] = EFST_REUSE_LIMIT_B;
  1052. StatusIconChangeTable[SC_REUSE_LIMIT_C] = EFST_REUSE_LIMIT_C;
  1053. StatusIconChangeTable[SC_REUSE_LIMIT_D] = EFST_REUSE_LIMIT_D;
  1054. StatusIconChangeTable[SC_REUSE_LIMIT_E] = EFST_REUSE_LIMIT_E;
  1055. StatusIconChangeTable[SC_REUSE_LIMIT_F] = EFST_REUSE_LIMIT_F;
  1056. StatusIconChangeTable[SC_REUSE_LIMIT_G] = EFST_REUSE_LIMIT_G;
  1057. StatusIconChangeTable[SC_REUSE_LIMIT_H] = EFST_REUSE_LIMIT_H;
  1058. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = EFST_REUSE_LIMIT_MTF;
  1059. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = EFST_REUSE_LIMIT_ECL;
  1060. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = EFST_REUSE_LIMIT_RECALL;
  1061. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = EFST_REUSE_LIMIT_ASPD_POTION;
  1062. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = EFST_REUSE_MILLENNIUMSHIELD;
  1063. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = EFST_REUSE_CRUSHSTRIKE;
  1064. StatusIconChangeTable[SC_REUSE_STORMBLAST] = EFST_REUSE_STORMBLAST;
  1065. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = EFST_ALL_RIDING_REUSE_LIMIT;
  1066. // Clan System
  1067. StatusIconChangeTable[SC_CLAN_INFO] = EFST_CLAN_INFO;
  1068. StatusIconChangeTable[SC_SWORDCLAN] = EFST_SWORDCLAN;
  1069. StatusIconChangeTable[SC_ARCWANDCLAN] = EFST_ARCWANDCLAN;
  1070. StatusIconChangeTable[SC_GOLDENMACECLAN] = EFST_GOLDENMACECLAN;
  1071. StatusIconChangeTable[SC_CROSSBOWCLAN] = EFST_CROSSBOWCLAN;
  1072. StatusIconChangeTable[SC_JUMPINGCLAN] = EFST_JUMPINGCLAN;
  1073. // Geffen Magic Tournament Buffs
  1074. StatusIconChangeTable[SC_GEFFEN_MAGIC1] = EFST_GEFFEN_MAGIC1;
  1075. StatusIconChangeTable[SC_GEFFEN_MAGIC2] = EFST_GEFFEN_MAGIC2;
  1076. StatusIconChangeTable[SC_GEFFEN_MAGIC3] = EFST_GEFFEN_MAGIC3;
  1077. // RODEX
  1078. StatusIconChangeTable[SC_DAILYSENDMAILCNT] = EFST_DAILYSENDMAILCNT;
  1079. StatusIconChangeTable[SC_DRESSUP] = EFST_DRESS_UP;
  1080. // Old Glast Heim
  1081. StatusIconChangeTable[SC_GLASTHEIM_ATK] = EFST_GLASTHEIM_ATK;
  1082. StatusIconChangeTable[SC_GLASTHEIM_DEF] = EFST_GLASTHEIM_DEF;
  1083. StatusIconChangeTable[SC_GLASTHEIM_HEAL] = EFST_GLASTHEIM_HEAL;
  1084. StatusIconChangeTable[SC_GLASTHEIM_HIDDEN] = EFST_GLASTHEIM_HIDDEN;
  1085. StatusIconChangeTable[SC_GLASTHEIM_STATE] = EFST_GLASTHEIM_STATE;
  1086. StatusIconChangeTable[SC_GLASTHEIM_ITEMDEF] = EFST_GLASTHEIM_ITEMDEF;
  1087. StatusIconChangeTable[SC_GLASTHEIM_HPSP] = EFST_GLASTHEIM_HPSP;
  1088. // Nightmare Biolab
  1089. StatusIconChangeTable[SC_LHZ_DUN_N1] = EFST_LHZ_DUN_N1;
  1090. StatusIconChangeTable[SC_LHZ_DUN_N2] = EFST_LHZ_DUN_N2;
  1091. StatusIconChangeTable[SC_LHZ_DUN_N3] = EFST_LHZ_DUN_N3;
  1092. StatusIconChangeTable[SC_LHZ_DUN_N4] = EFST_LHZ_DUN_N4;
  1093. StatusIconChangeTable[SC_ANCILLA] = EFST_ANCILLA;
  1094. /* Other SC which are not necessarily associated to skills */
  1095. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  1096. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  1097. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  1098. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  1099. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1100. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1101. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1102. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1103. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1104. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1105. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1106. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1107. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1108. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1109. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1110. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1111. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1112. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1113. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1114. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1115. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1116. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1117. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1118. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1119. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1120. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1121. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1122. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1123. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1124. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1125. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1126. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1127. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1128. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1129. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1130. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1131. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1132. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1133. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1134. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1135. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1136. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
  1137. StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
  1138. StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
  1139. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= SCB_ALL;
  1140. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1141. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1142. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1143. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1144. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1145. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1146. StatusChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
  1147. StatusChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
  1148. StatusChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
  1149. /* Cash Items */
  1150. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1151. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1152. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1153. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1154. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1155. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1156. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1157. /* Mercenary Bonus Effects */
  1158. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1159. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1160. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1161. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1162. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1163. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1164. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1165. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1166. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1167. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1168. StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
  1169. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1170. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1171. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  1172. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1173. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1174. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1175. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1176. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1177. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1178. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1179. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1180. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1181. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1182. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1183. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1184. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1185. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1186. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1187. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1188. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1189. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1190. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1191. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1192. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1193. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1194. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1195. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1196. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1197. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1198. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1199. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1200. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1201. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1202. StatusChangeFlagTable[SC_MTF_CRIDAMAGE] |= SCB_ALL;
  1203. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1204. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1205. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1206. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1207. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1208. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1209. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
  1210. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1211. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1212. // Costumes
  1213. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1214. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1215. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1216. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1217. StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
  1218. StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
  1219. StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
  1220. StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
  1221. StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
  1222. StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
  1223. StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
  1224. StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
  1225. StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
  1226. // Clan System
  1227. StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
  1228. StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
  1229. StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
  1230. StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
  1231. StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
  1232. StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1233. // RODEX
  1234. StatusChangeFlagTable[SC_DAILYSENDMAILCNT] |= SCB_NONE;
  1235. // Old Glast Heim
  1236. StatusChangeFlagTable[SC_GLASTHEIM_ATK] |= SCB_ALL;
  1237. StatusChangeFlagTable[SC_GLASTHEIM_STATE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1238. StatusChangeFlagTable[SC_GLASTHEIM_ITEMDEF] |= SCB_DEF|SCB_MDEF;
  1239. StatusChangeFlagTable[SC_GLASTHEIM_HPSP] |= SCB_MAXHP|SCB_MAXSP;
  1240. // Summoner
  1241. StatusChangeFlagTable[SC_DORAM_WALKSPEED] |= SCB_SPEED;
  1242. StatusChangeFlagTable[SC_DORAM_MATK] |= SCB_MATK;
  1243. StatusChangeFlagTable[SC_DORAM_FLEE2] |= SCB_FLEE2;
  1244. StatusChangeFlagTable[SC_DORAM_BUF_01] |= SCB_REGEN;
  1245. StatusChangeFlagTable[SC_DORAM_BUF_02] |= SCB_REGEN;
  1246. #ifdef RENEWAL
  1247. // renewal EDP increases your weapon atk
  1248. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1249. #endif
  1250. /* StatusDisplayType Table [Ind] */
  1251. StatusDisplayType[SC_ALL_RIDING] = BL_PC;
  1252. StatusDisplayType[SC_PUSH_CART] = BL_PC;
  1253. StatusDisplayType[SC_SPHERE_1] = BL_PC;
  1254. StatusDisplayType[SC_SPHERE_2] = BL_PC;
  1255. StatusDisplayType[SC_SPHERE_3] = BL_PC;
  1256. StatusDisplayType[SC_SPHERE_4] = BL_PC;
  1257. StatusDisplayType[SC_SPHERE_5] = BL_PC;
  1258. StatusDisplayType[SC_CAMOUFLAGE] = BL_PC;
  1259. StatusDisplayType[SC_STEALTHFIELD] = BL_PC;
  1260. StatusDisplayType[SC_DUPLELIGHT] = BL_PC;
  1261. StatusDisplayType[SC_ORATIO] = BL_PC;
  1262. StatusDisplayType[SC_FREEZING] = BL_PC;
  1263. StatusDisplayType[SC_VENOMIMPRESS] = BL_PC;
  1264. StatusDisplayType[SC_HALLUCINATIONWALK] = BL_PC;
  1265. StatusDisplayType[SC_ROLLINGCUTTER] = BL_PC;
  1266. StatusDisplayType[SC_BANDING] = BL_PC;
  1267. StatusDisplayType[SC_CRYSTALIZE] = BL_PC;
  1268. StatusDisplayType[SC_DEEPSLEEP] = BL_PC;
  1269. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = BL_PC;
  1270. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = BL_PC;
  1271. StatusDisplayType[SC_NETHERWORLD] = BL_PC;
  1272. StatusDisplayType[SC_VOICEOFSIREN] = BL_PC;
  1273. StatusDisplayType[SC_BLOODSUCKER] = BL_PC;
  1274. StatusDisplayType[SC__SHADOWFORM] = BL_PC;
  1275. StatusDisplayType[SC__MANHOLE] = BL_PC;
  1276. StatusDisplayType[SC_JYUMONJIKIRI] = BL_PC;
  1277. StatusDisplayType[SC_AKAITSUKI] = BL_PC;
  1278. StatusDisplayType[SC_MONSTER_TRANSFORM] = BL_PC;
  1279. StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = BL_PC;
  1280. StatusDisplayType[SC_DARKCROW] = BL_PC;
  1281. StatusDisplayType[SC_OFFERTORIUM] = BL_PC;
  1282. StatusDisplayType[SC_TELEKINESIS_INTENSE] = BL_PC;
  1283. StatusDisplayType[SC_UNLIMIT] = BL_PC;
  1284. StatusDisplayType[SC_ILLUSIONDOPING] = BL_PC;
  1285. StatusDisplayType[SC_C_MARKER] = BL_PC;
  1286. StatusDisplayType[SC_ANTI_M_BLAST] = BL_PC;
  1287. StatusDisplayType[SC_SPRITEMABLE] = BL_PC;
  1288. StatusDisplayType[SC_SV_ROOTTWIST] = BL_PC;
  1289. // Costumes
  1290. StatusDisplayType[SC_MOONSTAR] = BL_PC;
  1291. StatusDisplayType[SC_SUPER_STAR] = BL_PC;
  1292. StatusDisplayType[SC_STRANGELIGHTS] = BL_PC;
  1293. StatusDisplayType[SC_DECORATION_OF_MUSIC] = BL_PC;
  1294. StatusDisplayType[SC_LJOSALFAR] = BL_PC;
  1295. StatusDisplayType[SC_MERMAID_LONGING] = BL_PC;
  1296. StatusDisplayType[SC_HAT_EFFECT] = BL_PC;
  1297. StatusDisplayType[SC_FLOWERSMOKE] = BL_PC;
  1298. StatusDisplayType[SC_FSTONE] = BL_PC;
  1299. StatusDisplayType[SC_HAPPINESS_STAR] = BL_PC;
  1300. StatusDisplayType[SC_MAPLE_FALLS] = BL_PC;
  1301. StatusDisplayType[SC_TIME_ACCESSORY] = BL_PC;
  1302. StatusDisplayType[SC_MAGICAL_FEATHER] = BL_PC;
  1303. // Clans
  1304. StatusDisplayType[SC_CLAN_INFO] = BL_PC|BL_NPC;
  1305. StatusDisplayType[SC_DRESSUP] = BL_PC;
  1306. /* StatusChangeState (SCS_) NOMOVE */
  1307. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1308. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1309. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1310. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1311. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1312. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1313. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1314. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1315. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1316. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1317. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1318. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1319. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1320. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1321. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1322. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOMOVE;
  1323. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1324. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1325. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1326. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1327. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1328. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1329. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1330. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE;
  1331. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1332. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1333. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1334. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1335. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1336. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1337. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1338. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1339. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1340. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1341. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1342. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1343. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1344. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1345. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1346. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1347. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1348. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1349. /* StatusChangeState (SCS_) NODROPITEMS */
  1350. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1351. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1352. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1353. /* StatusChangeState (SCS_) NOCAST (skills) */
  1354. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1355. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1356. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1357. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1358. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1359. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1360. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1361. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1362. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1363. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST;
  1364. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1365. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1366. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1367. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1368. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1369. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1370. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1371. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1372. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1373. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1374. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1375. }
  1376. static void initDummyData(void)
  1377. {
  1378. memset(&dummy_status, 0, sizeof(dummy_status));
  1379. dummy_status.hp =
  1380. dummy_status.max_hp =
  1381. dummy_status.max_sp =
  1382. dummy_status.str =
  1383. dummy_status.agi =
  1384. dummy_status.vit =
  1385. dummy_status.int_ =
  1386. dummy_status.dex =
  1387. dummy_status.luk =
  1388. dummy_status.hit = 1;
  1389. dummy_status.speed = 2000;
  1390. dummy_status.adelay = 4000;
  1391. dummy_status.amotion = 2000;
  1392. dummy_status.dmotion = 2000;
  1393. dummy_status.ele_lv = 1; // Min elemental level.
  1394. dummy_status.mode = MD_CANMOVE;
  1395. }
  1396. /**
  1397. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1398. * @param a: Status data structure to copy from
  1399. * @param b: Status data structure to copy to
  1400. */
  1401. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1402. {
  1403. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1404. }
  1405. /**
  1406. * Sets HP to a given value
  1407. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1408. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1409. * @param hp: What the HP is to be set as
  1410. * @param flag: Used in case final value is higher than current
  1411. * Use 2 to display healing effect
  1412. * @return heal or zapped HP if valid
  1413. */
  1414. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1415. {
  1416. struct status_data *status;
  1417. if (hp < 1)
  1418. return 0;
  1419. status = status_get_status_data(bl);
  1420. if (status == &dummy_status)
  1421. return 0;
  1422. if (hp > status->max_hp)
  1423. hp = status->max_hp;
  1424. if (hp == status->hp)
  1425. return 0;
  1426. if (hp > status->hp)
  1427. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1428. return status_zap(bl, status->hp - hp, 0);
  1429. }
  1430. /**
  1431. * Sets Max HP to a given value
  1432. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1433. * @param maxhp: What the Max HP is to be set as
  1434. * @param flag: Used in case final value is higher than current
  1435. * Use 2 to display healing effect
  1436. * @return heal or zapped HP if valid
  1437. */
  1438. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1439. {
  1440. struct status_data *status;
  1441. int64 heal;
  1442. if (maxhp < 1)
  1443. return 0;
  1444. status = status_get_status_data(bl);
  1445. if (status == &dummy_status)
  1446. return 0;
  1447. if (maxhp == status->max_hp)
  1448. return 0;
  1449. heal = maxhp - status->max_hp;
  1450. status->max_hp = maxhp;
  1451. if (heal > 0)
  1452. status_heal(bl, heal, 0, 1|flag);
  1453. else
  1454. status_zap(bl, -heal, 0);
  1455. return maxhp;
  1456. }
  1457. /**
  1458. * Sets SP to a given value
  1459. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1460. * @param sp: What the SP is to be set as
  1461. * @param flag: Used in case final value is higher than current
  1462. * Use 2 to display healing effect
  1463. * @return heal or zapped SP if valid
  1464. */
  1465. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1466. {
  1467. struct status_data *status;
  1468. status = status_get_status_data(bl);
  1469. if (status == &dummy_status)
  1470. return 0;
  1471. if (sp > status->max_sp)
  1472. sp = status->max_sp;
  1473. if (sp == status->sp)
  1474. return 0;
  1475. if (sp > status->sp)
  1476. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1477. return status_zap(bl, 0, status->sp - sp);
  1478. }
  1479. /**
  1480. * Sets Max SP to a given value
  1481. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1482. * @param maxsp: What the Max SP is to be set as
  1483. * @param flag: Used in case final value is higher than current
  1484. * Use 2 to display healing effect
  1485. * @return heal or zapped HP if valid
  1486. */
  1487. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1488. {
  1489. struct status_data *status;
  1490. if (maxsp < 1)
  1491. return 0;
  1492. status = status_get_status_data(bl);
  1493. if (status == &dummy_status)
  1494. return 0;
  1495. if (maxsp == status->max_sp)
  1496. return 0;
  1497. if (maxsp > status->max_sp)
  1498. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1499. else
  1500. status_zap(bl, status->max_sp - maxsp, 0);
  1501. status->max_sp = maxsp;
  1502. return maxsp;
  1503. }
  1504. /**
  1505. * Takes HP/SP from an Object
  1506. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1507. * @param hp: How much HP to charge
  1508. * @param sp: How much SP to charge
  1509. * @return hp+sp through status_damage()
  1510. * Note: HP/SP are integer values, not percentages. Values should be
  1511. * calculated either within function call or before
  1512. */
  1513. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1514. {
  1515. if(!(bl->type&BL_CONSUME))
  1516. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1517. return status_damage(NULL, bl, hp, sp, 0, 3);
  1518. }
  1519. /**
  1520. * Inflicts damage on the target with the according walkdelay.
  1521. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1522. * @param target: Target of the damage
  1523. * @param dhp: How much damage to HP
  1524. * @param dsp: How much damage to SP
  1525. * @param walkdelay: Amount of time before object can walk again
  1526. * @param flag: Damage flag decides various options
  1527. * flag&1: Passive damage - Does not trigger cancelling status changes
  1528. * flag&2: Fail if there is not enough to subtract
  1529. * flag&4: Mob does not give EXP/Loot if killed
  1530. * flag&8: Used to damage SP of a dead character
  1531. * @return hp+sp
  1532. * Note: HP/SP are integer values, not percentages. Values should be
  1533. * calculated either within function call or before
  1534. */
  1535. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, t_tick walkdelay, int flag)
  1536. {
  1537. struct status_data *status;
  1538. struct status_change *sc;
  1539. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1540. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1541. nullpo_ret(target);
  1542. if(sp && !(target->type&BL_CONSUME))
  1543. sp = 0; // Not a valid SP target.
  1544. if (hp < 0) { // Assume absorbed damage.
  1545. status_heal(target, -hp, 0, 1);
  1546. hp = 0;
  1547. }
  1548. if (sp < 0) {
  1549. status_heal(target, 0, -sp, 1);
  1550. sp = 0;
  1551. }
  1552. if (target->type == BL_SKILL) {
  1553. if (!src || src->type&battle_config.can_damage_skill)
  1554. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1555. return 0;
  1556. }
  1557. status = status_get_status_data(target);
  1558. if(!status || status == &dummy_status )
  1559. return 0;
  1560. if ((unsigned int)hp >= status->hp) {
  1561. if (flag&2) return 0;
  1562. hp = status->hp;
  1563. }
  1564. if ((unsigned int)sp > status->sp) {
  1565. if (flag&2) return 0;
  1566. sp = status->sp;
  1567. }
  1568. if (!hp && !sp)
  1569. return 0;
  1570. if( !status->hp )
  1571. flag |= 8;
  1572. sc = status_get_sc(target);
  1573. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1574. hp = 1;
  1575. if( hp && !(flag&1) ) {
  1576. if( sc ) {
  1577. struct status_change_entry *sce;
  1578. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1579. status_change_end(target, SC_STONE, INVALID_TIMER);
  1580. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1581. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1582. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1583. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1584. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1585. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1586. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1587. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1588. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1589. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1590. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  1591. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1592. /** [Skotlex]
  1593. * Endure count is only reduced by non-players on non-gvg maps.
  1594. * val4 signals infinite endure.
  1595. **/
  1596. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  1597. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1598. }
  1599. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1600. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1601. if (sg) {
  1602. skill_delunitgroup(sg);
  1603. sce->val4 = 0;
  1604. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1605. }
  1606. }
  1607. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1608. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1609. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1610. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1611. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1612. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1613. }
  1614. if (target->type == BL_PC)
  1615. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1616. unit_skillcastcancel(target, 2);
  1617. }
  1618. status->hp-= hp;
  1619. status->sp-= sp;
  1620. if (sc && hp && status->hp) {
  1621. if (sc->data[SC_AUTOBERSERK] &&
  1622. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1623. status->hp < status->max_hp>>2)
  1624. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1625. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1626. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1627. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1628. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1629. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1630. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1631. }
  1632. switch (target->type) {
  1633. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1634. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1635. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1636. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1637. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1638. }
  1639. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1640. unit_stop_walking( target, 1 );
  1641. }
  1642. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1643. if (walkdelay)
  1644. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1645. return (int)(hp+sp);
  1646. }
  1647. status->hp = 0;
  1648. /** [Skotlex]
  1649. * NOTE: These dead functions should return:
  1650. * 0: Death cancelled, auto-revived.
  1651. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1652. * &2: Remove object from map.
  1653. * &4: Delete object from memory. (One time spawn mobs)
  1654. **/
  1655. switch (target->type) {
  1656. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1657. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1658. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1659. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1660. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1661. default: // Unhandled case, do nothing to object.
  1662. flag = 0;
  1663. break;
  1664. }
  1665. if(!flag) // Death cancelled.
  1666. return (int)(hp+sp);
  1667. // Normal death
  1668. if (battle_config.clear_unit_ondeath &&
  1669. battle_config.clear_unit_ondeath&target->type)
  1670. skill_clear_unitgroup(target);
  1671. if(target->type&BL_REGEN) { // Reset regen ticks.
  1672. struct regen_data *regen = status_get_regen_data(target);
  1673. if (regen) {
  1674. memset(&regen->tick, 0, sizeof(regen->tick));
  1675. if (regen->sregen)
  1676. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1677. if (regen->ssregen)
  1678. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1679. }
  1680. }
  1681. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1682. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1683. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1684. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1685. status_revive(target, 100, 100);
  1686. else
  1687. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1688. status_change_clear(target,0);
  1689. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1690. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1691. if( target->type == BL_MOB )
  1692. ((TBL_MOB*)target)->state.rebirth = 1;
  1693. return (int)(hp+sp);
  1694. }
  1695. 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.
  1696. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1697. status_change_clear(target,0);
  1698. ((TBL_MOB*)target)->state.rebirth = 1;
  1699. return (int)(hp+sp);
  1700. }
  1701. status_change_clear(target,0);
  1702. if(flag&4) // Delete from memory. (also invokes map removal code)
  1703. unit_free(target,CLR_DEAD);
  1704. else if(flag&2) // remove from map
  1705. unit_remove_map(target,CLR_DEAD);
  1706. else { // Some death states that would normally be handled by unit_remove_map
  1707. unit_stop_attack(target);
  1708. unit_stop_walking(target,1);
  1709. unit_skillcastcancel(target,0);
  1710. clif_clearunit_area(target,CLR_DEAD);
  1711. skill_unit_move(target,gettick(),4);
  1712. skill_cleartimerskill(target);
  1713. }
  1714. // Always run NPC scripts for players last
  1715. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1716. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1717. if(target->type == BL_PC) {
  1718. TBL_PC *sd = BL_CAST(BL_PC,target);
  1719. if( sd->bg_id ) {
  1720. struct battleground_data *bg;
  1721. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1722. npc_event(sd, bg->die_event, 0);
  1723. }
  1724. npc_script_event(sd,NPCE_DIE);
  1725. }
  1726. return (int)(hp+sp);
  1727. }
  1728. /**
  1729. * Heals an object
  1730. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1731. * @param hhp: How much HP to heal
  1732. * @param hsp: How much SP to heal
  1733. * @param flag: Whether it's Forced(&1), gives HP/SP(&2) heal effect,
  1734. * or gives HP(&4) heal effect with 0 heal
  1735. * Forced healing overrides heal impedement statuses (Berserk)
  1736. * @return hp+sp
  1737. */
  1738. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1739. {
  1740. struct status_data *status;
  1741. struct status_change *sc;
  1742. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1743. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1744. status = status_get_status_data(bl);
  1745. if (status == &dummy_status || !status->hp)
  1746. return 0;
  1747. sc = status_get_sc(bl);
  1748. if (sc && !sc->count)
  1749. sc = NULL;
  1750. if (hp < 0) {
  1751. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1752. hp++;
  1753. status_damage(NULL, bl, -hp, 0, 0, 1);
  1754. hp = 0;
  1755. }
  1756. if(hp) {
  1757. if( sc && (sc->data[SC_BERSERK]) ) {
  1758. if( flag&1 )
  1759. flag &= ~2;
  1760. else
  1761. hp = 0;
  1762. }
  1763. if((unsigned int)hp > status->max_hp - status->hp)
  1764. hp = status->max_hp - status->hp;
  1765. }
  1766. if(sp < 0) {
  1767. if (sp == INT_MIN)
  1768. sp++;
  1769. status_damage(NULL, bl, 0, -sp, 0, 1);
  1770. sp = 0;
  1771. }
  1772. if(sp) {
  1773. if((unsigned int)sp > status->max_sp - status->sp)
  1774. sp = status->max_sp - status->sp;
  1775. }
  1776. if(!sp && !hp && !(flag&4))
  1777. return 0;
  1778. status->hp += hp;
  1779. status->sp += sp;
  1780. if(hp && sc &&
  1781. sc->data[SC_AUTOBERSERK] &&
  1782. sc->data[SC_PROVOKE] &&
  1783. sc->data[SC_PROVOKE]->val2==1 &&
  1784. status->hp>=status->max_hp>>2
  1785. ) // End auto berserk.
  1786. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1787. // Send HP update to client
  1788. switch(bl->type) {
  1789. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag); break;
  1790. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1791. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1792. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1793. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1794. }
  1795. return (int)hp+sp;
  1796. }
  1797. /**
  1798. * Applies percentage based damage to a unit.
  1799. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1800. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1801. * @param target: Object to modify HP/SP
  1802. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1803. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1804. * @param flag: \n
  1805. * 0: Heal target \n
  1806. * 1: Use status_damage \n
  1807. * 2: Use status_damage and make sure target must not die from subtraction
  1808. * @return hp+sp through status_heal()
  1809. */
  1810. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  1811. {
  1812. struct status_data *status;
  1813. unsigned int hp = 0, sp = 0;
  1814. status = status_get_status_data(target);
  1815. // It's safe now [MarkZD]
  1816. if (hp_rate > 99)
  1817. hp = status->hp;
  1818. else if (hp_rate > 0)
  1819. hp = apply_rate(status->hp, hp_rate);
  1820. else if (hp_rate < -99)
  1821. hp = status->max_hp;
  1822. else if (hp_rate < 0)
  1823. hp = (apply_rate(status->max_hp, -hp_rate));
  1824. if (hp_rate && !hp)
  1825. hp = 1;
  1826. if (flag == 2 && hp >= status->hp)
  1827. hp = status->hp-1; // Must not kill target.
  1828. if (sp_rate > 99)
  1829. sp = status->sp;
  1830. else if (sp_rate > 0)
  1831. sp = apply_rate(status->sp, sp_rate);
  1832. else if (sp_rate < -99)
  1833. sp = status->max_sp;
  1834. else if (sp_rate < 0)
  1835. sp = (apply_rate(status->max_sp, -sp_rate));
  1836. if (sp_rate && !sp)
  1837. sp = 1;
  1838. // Ugly check in case damage dealt is too much for the received args of
  1839. // status_heal / status_damage. [Skotlex]
  1840. if (hp > INT_MAX) {
  1841. hp -= INT_MAX;
  1842. if (flag)
  1843. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1844. else
  1845. status_heal(target, INT_MAX, 0, 0);
  1846. }
  1847. if (sp > INT_MAX) {
  1848. sp -= INT_MAX;
  1849. if (flag)
  1850. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1851. else
  1852. status_heal(target, 0, INT_MAX, 0);
  1853. }
  1854. if (flag)
  1855. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1856. return status_heal(target, hp, sp, 0);
  1857. }
  1858. /**
  1859. * Revives a unit
  1860. * @param bl: Object to revive [PC|MOB|HOM]
  1861. * @param per_hp: Percentage of HP to revive with
  1862. * @param per_sp: Percentage of SP to revive with
  1863. * @return Successful (1) or Invalid target (0)
  1864. */
  1865. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1866. {
  1867. struct status_data *status;
  1868. unsigned int hp, sp;
  1869. if (!status_isdead(bl)) return 0;
  1870. status = status_get_status_data(bl);
  1871. if (status == &dummy_status)
  1872. return 0; // Invalid target.
  1873. hp = (int64)status->max_hp * per_hp/100;
  1874. sp = (int64)status->max_sp * per_sp/100;
  1875. if(hp > status->max_hp - status->hp)
  1876. hp = status->max_hp - status->hp;
  1877. else if (per_hp && !hp)
  1878. hp = 1;
  1879. if(sp > status->max_sp - status->sp)
  1880. sp = status->max_sp - status->sp;
  1881. else if (per_sp && !sp)
  1882. sp = 1;
  1883. status->hp += hp;
  1884. status->sp += sp;
  1885. if (bl->prev) // Animation only if character is already on a map.
  1886. clif_resurrection(bl, 1);
  1887. switch (bl->type) {
  1888. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1889. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1890. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1891. }
  1892. return 1;
  1893. }
  1894. /**
  1895. * Checks whether the src can use the skill on the target,
  1896. * taking into account status/option of both source/target
  1897. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1898. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1899. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1900. target MAY be NULL, which checks if src can cast skill_id on the ground
  1901. * @param skill_id: Skill ID being used on target
  1902. * @param flag: 0 - Trying to use skill on target
  1903. * 1 - Cast bar is done
  1904. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1905. * @return src can use skill (1) or cannot use skill (0)
  1906. * @author [Skotlex]
  1907. */
  1908. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1909. struct status_data *status;
  1910. struct status_change *sc = NULL, *tsc;
  1911. int hide_flag;
  1912. status = src ? status_get_status_data(src) : &dummy_status;
  1913. if (src && src->type != BL_PC && status_isdead(src))
  1914. return false;
  1915. if (!skill_id) { // Normal attack checks.
  1916. // This mode is only needed for melee attacking.
  1917. if (!status_has_mode(status,MD_CANATTACK))
  1918. return false;
  1919. // Dead state is not checked for skills as some skills can be used
  1920. // on dead characters, said checks are left to skill.cpp [Skotlex]
  1921. if (target && status_isdead(target))
  1922. return false;
  1923. }
  1924. switch( skill_id ) {
  1925. case PA_PRESSURE:
  1926. if( flag && target ) {
  1927. // Gloria Avoids pretty much everything....
  1928. tsc = status_get_sc(target);
  1929. if(tsc && tsc->option&OPTION_HIDE)
  1930. return false;
  1931. }
  1932. break;
  1933. case GN_WALLOFTHORN:
  1934. if( target && status_isdead(target) )
  1935. return false;
  1936. break;
  1937. case AL_TELEPORT:
  1938. case ALL_ODINS_POWER:
  1939. // Should fail when used on top of Land Protector [Skotlex]
  1940. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1941. && !status_has_mode(status,MD_STATUS_IMMUNE)
  1942. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1943. return false;
  1944. break;
  1945. case SC_MANHOLE:
  1946. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1947. if (target && ( status_get_race2(target) == RC2_GVG || status_get_race2(target) == RC2_BATTLEFIELD ) )
  1948. return false;
  1949. default:
  1950. break;
  1951. }
  1952. if ( src )
  1953. sc = status_get_sc(src);
  1954. if( sc && sc->count ) {
  1955. if (sc->data[SC_ALL_RIDING])
  1956. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1957. if (flag == 1 && !status_has_mode(status,MD_STATUS_IMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1958. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1959. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1960. )) {
  1961. if (src->type == BL_PC)
  1962. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1963. return false;
  1964. }
  1965. if (skill_id != RK_REFRESH && skill_id != SU_GROOMING && sc->opt1 && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1966. if (flag != 1) // Can't cast, casted stuff can't damage.
  1967. return false;
  1968. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1969. return false; // Damage spells stop casting.
  1970. }
  1971. if (
  1972. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1973. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1974. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1975. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  1976. )
  1977. return false;
  1978. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1979. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  1980. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1981. clif_emotion(src, ET_THROB);
  1982. return false;
  1983. }
  1984. if (sc->data[SC_BLADESTOP]) {
  1985. switch (sc->data[SC_BLADESTOP]->val1) {
  1986. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1987. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1988. case 3: if (skill_id == MO_INVESTIGATE) break;
  1989. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1990. default: return false;
  1991. }
  1992. }
  1993. if (sc->data[SC_DANCING] && flag!=2) {
  1994. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1995. skill_id == WM_FRIGG_SONG))
  1996. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1997. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1998. return false;
  1999. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  2000. if (skill_id == BD_ENCORE ||
  2001. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  2002. )
  2003. return false;
  2004. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  2005. return false;
  2006. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  2007. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  2008. }
  2009. if (skill_id && // Do not block item-casted skills.
  2010. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  2011. ) { // Skills blocked through status changes...
  2012. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  2013. sc->cant.cast ||
  2014. (sc->data[SC_BASILICA] && (sc->data[SC_BASILICA]->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it
  2015. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  2016. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  2017. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  2018. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  2019. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  2020. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  2021. ))
  2022. return false;
  2023. // Skill blocking.
  2024. if (
  2025. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  2026. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  2027. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  2028. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  2029. )
  2030. return false;
  2031. }
  2032. if (sc->option) {
  2033. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  2034. // Non players can use all skills while hidden.
  2035. return false;
  2036. }
  2037. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  2038. return false;
  2039. }
  2040. }
  2041. if (target == NULL || target == src) // No further checking needed.
  2042. return true;
  2043. tsc = status_get_sc(target);
  2044. if (tsc && tsc->count) {
  2045. /**
  2046. * Attacks in invincible are capped to 1 damage and handled in battle.cpp.
  2047. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  2048. **/
  2049. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  2050. return false;
  2051. if(!skill_id && tsc->data[SC_TRICKDEAD])
  2052. return false;
  2053. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  2054. && tsc->data[SC_FREEZE])
  2055. return false;
  2056. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  2057. return false;
  2058. if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
  2059. return false;
  2060. }
  2061. // If targetting, cloak+hide protect you, otherwise only hiding does.
  2062. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  2063. // Skill that can hit hidden target
  2064. if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
  2065. hide_flag &= ~OPTION_HIDE;
  2066. switch( target->type ) {
  2067. case BL_PC: {
  2068. struct map_session_data *tsd = (TBL_PC*)target;
  2069. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  2070. bool is_detect = status_has_mode(status,MD_DETECTOR);
  2071. if (pc_isinvisible(tsd))
  2072. return false;
  2073. if (tsc) {
  2074. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  2075. return false;
  2076. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  2077. return false; // Works against insect and demon but not against bosses
  2078. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  2079. return false; // Works against all
  2080. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  2081. return false; // Insect, demon, and boss can detect
  2082. }
  2083. }
  2084. break;
  2085. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  2086. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  2087. if (status_has_mode(status,MD_LOOTER))
  2088. return true;
  2089. return false;
  2090. case BL_HOM:
  2091. case BL_MER:
  2092. case BL_ELEM:
  2093. if( target->type == BL_HOM && skill_id && battle_config.hom_setting&HOMSET_NO_SUPPORT_SKILL && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  2094. return false; // Can't use support skills on Homunculus (only Master/Self)
  2095. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  2096. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  2097. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  2098. return false; // Can't use Potion Pitcher on Mercenaries
  2099. default:
  2100. // Check for chase-walk/hiding/cloaking opponents.
  2101. if( tsc ) {
  2102. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  2103. return false;
  2104. }
  2105. }
  2106. return true;
  2107. }
  2108. /**
  2109. * Checks whether the src can see the target
  2110. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2111. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2112. * @return src can see (1) or target is invisible (0)
  2113. * @author [Skotlex]
  2114. */
  2115. int status_check_visibility(struct block_list *src, struct block_list *target)
  2116. {
  2117. int view_range;
  2118. struct status_data* status = status_get_status_data(src);
  2119. struct status_change* tsc = status_get_sc(target);
  2120. switch (src->type) {
  2121. case BL_MOB:
  2122. view_range = ((TBL_MOB*)src)->min_chase;
  2123. break;
  2124. case BL_PET:
  2125. view_range = ((TBL_PET*)src)->db->range2;
  2126. break;
  2127. default:
  2128. view_range = AREA_SIZE;
  2129. }
  2130. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  2131. return 0;
  2132. if ( src->type == BL_NPC) // NPCs don't care for the rest
  2133. return 1;
  2134. if (tsc) {
  2135. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  2136. bool is_detector = status_has_mode(status,MD_DETECTOR);
  2137. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  2138. case BL_PC: {
  2139. struct map_session_data *tsd = (TBL_PC*)target;
  2140. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector))
  2141. return 0;
  2142. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  2143. return 0;
  2144. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  2145. return 0;
  2146. }
  2147. break;
  2148. default:
  2149. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && !is_detector)
  2150. return 0;
  2151. }
  2152. }
  2153. return 1;
  2154. }
  2155. /**
  2156. * Base ASPD value taken from the job tables
  2157. * @param sd: Player object
  2158. * @param status: Player status
  2159. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2160. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2161. */
  2162. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2163. {
  2164. int amotion;
  2165. int classidx = pc_class2idx(sd->status.class_);
  2166. #ifdef RENEWAL_ASPD
  2167. int16 skill_lv, val = 0;
  2168. float temp_aspd = 0;
  2169. amotion = job_info[classidx].aspd_base[sd->weapontype1]; // Single weapon
  2170. if (sd->status.shield)
  2171. amotion += job_info[classidx].aspd_base[MAX_WEAPON_TYPE];
  2172. else if (sd->weapontype2 && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  2173. amotion += job_info[classidx].aspd_base[sd->weapontype2] / 4; // Dual-wield
  2174. switch(sd->status.weapon) {
  2175. case W_BOW:
  2176. case W_MUSICAL:
  2177. case W_WHIP:
  2178. case W_REVOLVER:
  2179. case W_RIFLE:
  2180. case W_GATLING:
  2181. case W_SHOTGUN:
  2182. case W_GRENADE:
  2183. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  2184. break;
  2185. default:
  2186. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  2187. break;
  2188. }
  2189. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  2190. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  2191. val += (skill_lv - 1) / 2 + 1;
  2192. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  2193. val += 1 + skill_lv;
  2194. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2195. val += ((skill_lv + 1) / 2);
  2196. if (pc_isriding(sd))
  2197. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  2198. else if (pc_isridingdragon(sd))
  2199. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  2200. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  2201. #else
  2202. // Angra Manyu disregards aspd_base and similar
  2203. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  2204. return 0;
  2205. // Base weapon delay
  2206. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2207. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2208. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  2209. // Percentual delay reduction from stats
  2210. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  2211. // Raw delay adjustment from bAspd bonus
  2212. amotion += sd->bonus.aspd_add;
  2213. #endif
  2214. return amotion;
  2215. }
  2216. /**
  2217. * Base attack value calculated for units
  2218. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  2219. * @param status: Object status
  2220. * @return base attack
  2221. */
  2222. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  2223. {
  2224. int flag = 0, str, dex, dstr;
  2225. #ifdef RENEWAL
  2226. if (!(bl->type&battle_config.enable_baseatk_renewal))
  2227. return 0;
  2228. #else
  2229. if (!(bl->type&battle_config.enable_baseatk))
  2230. return 0;
  2231. #endif
  2232. if (bl->type == BL_PC)
  2233. switch(((TBL_PC*)bl)->status.weapon) {
  2234. case W_BOW:
  2235. case W_MUSICAL:
  2236. case W_WHIP:
  2237. case W_REVOLVER:
  2238. case W_RIFLE:
  2239. case W_GATLING:
  2240. case W_SHOTGUN:
  2241. case W_GRENADE:
  2242. flag = 1;
  2243. }
  2244. if (flag) {
  2245. #ifdef RENEWAL
  2246. dstr =
  2247. #endif
  2248. str = status->dex;
  2249. dex = status->str;
  2250. } else {
  2251. #ifdef RENEWAL
  2252. dstr =
  2253. #endif
  2254. str = status->str;
  2255. dex = status->dex;
  2256. }
  2257. /** [Skotlex]
  2258. * Normally only players have base-atk, but homunc have a different batk
  2259. * equation, hinting that perhaps non-players should use this for batk.
  2260. **/
  2261. switch (bl->type) {
  2262. case BL_HOM:
  2263. #ifdef RENEWAL
  2264. str = 2 * level + status_get_homstr(bl);
  2265. #else
  2266. dstr = str / 10;
  2267. str += dstr*dstr;
  2268. #endif
  2269. break;
  2270. case BL_PC:
  2271. #ifdef RENEWAL
  2272. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10;
  2273. #else
  2274. dstr = str / 10;
  2275. str += dstr*dstr;
  2276. str += dex / 5 + status->luk / 5;
  2277. #endif
  2278. break;
  2279. default:// Others
  2280. #ifdef RENEWAL
  2281. str = dstr + level;
  2282. #else
  2283. dstr = str / 10;
  2284. str += dstr*dstr;
  2285. str += dex / 5 + status->luk / 5;
  2286. #endif
  2287. break;
  2288. }
  2289. return cap_value(str, 0, USHRT_MAX);
  2290. }
  2291. #ifdef RENEWAL
  2292. /**
  2293. * Weapon attack value calculated for Players
  2294. * @param wa: Weapon attack
  2295. * @param status: Player status
  2296. * @return weapon attack
  2297. */
  2298. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd)
  2299. {
  2300. float str = sd->base_status.str;
  2301. int weapon_atk_bonus = 0;
  2302. if ((wa.range > 3 || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP) && !pc_checkskill(sd, SU_SOULATTACK))
  2303. str = sd->base_status.dex;
  2304. if (sd->bonus.weapon_atk_rate)
  2305. weapon_atk_bonus = wa.atk * sd->bonus.weapon_atk_rate / 100;
  2306. // wa.atk2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  2307. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200) + weapon_atk_bonus);
  2308. }
  2309. #endif
  2310. #ifndef RENEWAL
  2311. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2312. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2313. #else
  2314. /*
  2315. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2316. * status->batk (base attack) will be added in battle_calc_base_damage
  2317. */
  2318. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2319. {
  2320. switch (bl->type) {
  2321. case BL_PET:
  2322. case BL_MOB:
  2323. case BL_MER:
  2324. case BL_ELEM:
  2325. return status->rhw.atk * 80 / 100;
  2326. case BL_HOM:
  2327. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2328. default:
  2329. return status->rhw.atk;
  2330. }
  2331. }
  2332. /*
  2333. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2334. * status->batk (base attack) will be added in battle_calc_base_damage
  2335. */
  2336. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2337. {
  2338. switch (bl->type) {
  2339. case BL_PET:
  2340. case BL_MOB:
  2341. case BL_MER:
  2342. case BL_ELEM:
  2343. return status->rhw.atk * 120 / 100;
  2344. case BL_HOM:
  2345. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2346. default:
  2347. return status->rhw.atk2;
  2348. }
  2349. }
  2350. /*
  2351. * Calculates minimum magic attack
  2352. */
  2353. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2354. {
  2355. switch (bl->type) {
  2356. case BL_PET:
  2357. case BL_MOB:
  2358. case BL_MER:
  2359. case BL_ELEM:
  2360. return status->int_ + level + status->rhw.matk * 70 / 100;
  2361. case BL_HOM:
  2362. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2363. case BL_PC:
  2364. default:
  2365. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2366. }
  2367. }
  2368. /*
  2369. * Calculates maximum magic attack
  2370. */
  2371. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2372. {
  2373. switch (bl->type) {
  2374. case BL_PET:
  2375. case BL_MOB:
  2376. case BL_MER:
  2377. case BL_ELEM:
  2378. return status->int_ + level + status->rhw.matk * 130 / 100;
  2379. case BL_HOM:
  2380. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2381. case BL_PC:
  2382. default:
  2383. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2384. }
  2385. }
  2386. #endif
  2387. /**
  2388. * Fills in the misc data that can be calculated from the other status info (except for level)
  2389. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2390. * @param status: Player status
  2391. */
  2392. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2393. {
  2394. int stat;
  2395. // Non players get the value set, players need to stack with previous bonuses.
  2396. if( bl->type != BL_PC )
  2397. status->batk =
  2398. status->hit = status->flee =
  2399. status->def2 = status->mdef2 =
  2400. status->cri = status->flee2 = 0;
  2401. #ifdef RENEWAL // Renewal formulas
  2402. if (bl->type == BL_HOM) {
  2403. // Def2
  2404. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2405. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2406. // Mdef2
  2407. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2408. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2409. // Def
  2410. stat = status->def;
  2411. stat += status_get_homvit(bl) + level / 2;
  2412. status->def = cap_value(stat, 0, SHRT_MAX);
  2413. // Mdef
  2414. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2415. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2416. // Hit
  2417. stat = level + status->dex + 150;
  2418. status->hit = cap_value(stat, 1, SHRT_MAX);
  2419. // Flee
  2420. stat = level + status_get_homagi(bl);
  2421. status->flee = cap_value(stat, 1, SHRT_MAX);
  2422. } else {
  2423. // Hit
  2424. stat = status->hit;
  2425. stat += level + status->dex + (bl->type == BL_PC ? status->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  2426. status->hit = cap_value(stat, 1, SHRT_MAX);
  2427. // Flee
  2428. stat = status->flee;
  2429. stat += level + status->agi + (bl->type == BL_MER ? 0 : bl->type == BL_PC ? status->luk / 5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  2430. status->flee = cap_value(stat, 1, SHRT_MAX);
  2431. // Def2
  2432. if (bl->type == BL_MER)
  2433. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2434. else {
  2435. stat = status->def2;
  2436. stat += (int)(((float)level + status->vit) / 2 + (bl->type == BL_PC ? ((float)status->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
  2437. }
  2438. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2439. // Mdef2
  2440. if (bl->type == BL_MER)
  2441. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2442. else {
  2443. stat = status->mdef2;
  2444. stat += (int)(bl->type == BL_PC ? (status->int_ + ((float)level / 4) + ((float)(status->dex + status->vit) / 5)) : ((float)(status->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  2445. }
  2446. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2447. }
  2448. // ATK
  2449. if (bl->type != BL_PC) {
  2450. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2451. status->rhw.atk = status_base_atk_min(bl, status, level);
  2452. }
  2453. // MAtk
  2454. status->matk_min = status_base_matk_min(bl, status, level);
  2455. status->matk_max = status_base_matk_max(bl, status, level);
  2456. #else
  2457. // Matk
  2458. status->matk_min = status_base_matk_min(status);
  2459. status->matk_max = status_base_matk_max(status);
  2460. // Hit
  2461. stat = status->hit;
  2462. stat += level + status->dex;
  2463. status->hit = cap_value(stat, 1, SHRT_MAX);
  2464. // Flee
  2465. stat = status->flee;
  2466. stat += level + status->agi;
  2467. status->flee = cap_value(stat, 1, SHRT_MAX);
  2468. // Def2
  2469. stat = status->def2;
  2470. stat += status->vit;
  2471. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2472. // Mdef2
  2473. stat = status->mdef2;
  2474. stat += status->int_ + (status->vit>>1);
  2475. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2476. #endif
  2477. //Critical
  2478. if( bl->type&battle_config.enable_critical ) {
  2479. stat = status->cri;
  2480. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2481. status->cri = cap_value(stat, 1, SHRT_MAX);
  2482. } else
  2483. status->cri = 0;
  2484. if (bl->type&battle_config.enable_perfect_flee) {
  2485. stat = status->flee2;
  2486. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2487. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2488. } else
  2489. status->flee2 = 0;
  2490. if (status->batk) {
  2491. int temp = status->batk + status_base_atk(bl, status, level);
  2492. status->batk = cap_value(temp, 0, USHRT_MAX);
  2493. } else
  2494. status->batk = status_base_atk(bl, status, level);
  2495. if (status->cri) {
  2496. switch (bl->type) {
  2497. case BL_MOB:
  2498. if(battle_config.mob_critical_rate != 100)
  2499. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2500. if(!status->cri && battle_config.mob_critical_rate)
  2501. status->cri = 10;
  2502. break;
  2503. case BL_PC:
  2504. // Players don't have a critical adjustment setting as of yet.
  2505. break;
  2506. default:
  2507. if(battle_config.critical_rate != 100)
  2508. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2509. if (!status->cri && battle_config.critical_rate)
  2510. status->cri = 10;
  2511. }
  2512. }
  2513. if(bl->type&BL_REGEN)
  2514. status_calc_regen(bl, status, status_get_regen_data(bl));
  2515. }
  2516. /**
  2517. * Calculates the initial status for the given mob
  2518. * @param md: Mob object
  2519. * @param opt: Whether or not it is the first calculation
  2520. This will only be false when a mob levels up (Regular and WoE Guardians)
  2521. * @return 1 for calculated special statuses or 0 for none
  2522. * @author [Skotlex]
  2523. */
  2524. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2525. {
  2526. struct status_data *status;
  2527. struct block_list *mbl = NULL;
  2528. int flag=0;
  2529. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2530. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2531. ;
  2532. else
  2533. md->level = md->db->lv;
  2534. }
  2535. // Check if we need custom base-status
  2536. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2537. flag|=1;
  2538. if (md->special_state.size)
  2539. flag|=2;
  2540. if (md->guardian_data && md->guardian_data->guardup_lv)
  2541. flag|=4;
  2542. if (md->mob_id == MOBID_EMPERIUM)
  2543. flag|=4;
  2544. if (battle_config.slaves_inherit_speed && md->master_id)
  2545. flag|=8;
  2546. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2547. flag|=16;
  2548. if (md->master_id && battle_config.slaves_inherit_mode)
  2549. flag |= 32;
  2550. if (!flag) { // No special status required.
  2551. if (md->base_status) {
  2552. aFree(md->base_status);
  2553. md->base_status = NULL;
  2554. }
  2555. if (opt&SCO_FIRST)
  2556. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2557. return 0;
  2558. }
  2559. if (!md->base_status)
  2560. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2561. status = md->base_status;
  2562. memcpy(status, &md->db->status, sizeof(struct status_data));
  2563. if (flag&(8|16))
  2564. mbl = map_id2bl(md->master_id);
  2565. if (flag&8 && mbl) {
  2566. struct status_data *mstatus = status_get_base_status(mbl);
  2567. if (mstatus &&
  2568. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2569. status->speed = mstatus->speed;
  2570. if( status->speed < 2 ) // Minimum for the unit to function properly
  2571. status->speed = 2;
  2572. }
  2573. if (flag&32)
  2574. status_calc_slave_mode(md, map_id2md(md->master_id));
  2575. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2576. int diff = md->level - md->db->lv;
  2577. status->str += diff;
  2578. status->agi += diff;
  2579. status->vit += diff;
  2580. status->int_ += diff;
  2581. status->dex += diff;
  2582. status->luk += diff;
  2583. status->max_hp += diff * status->vit;
  2584. status->max_sp += diff * status->int_;
  2585. status->hp = status->max_hp;
  2586. status->sp = status->max_sp;
  2587. status->speed -= cap_value(diff, 0, status->speed - 10);
  2588. }
  2589. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2590. if (md->special_state.size == SZ_MEDIUM) {
  2591. status->max_hp >>= 1;
  2592. status->max_sp >>= 1;
  2593. if (!status->max_hp) status->max_hp = 1;
  2594. if (!status->max_sp) status->max_sp = 1;
  2595. status->hp = status->max_hp;
  2596. status->sp = status->max_sp;
  2597. status->str >>= 1;
  2598. status->agi >>= 1;
  2599. status->vit >>= 1;
  2600. status->int_ >>= 1;
  2601. status->dex >>= 1;
  2602. status->luk >>= 1;
  2603. if (!status->str) status->str = 1;
  2604. if (!status->agi) status->agi = 1;
  2605. if (!status->vit) status->vit = 1;
  2606. if (!status->int_) status->int_ = 1;
  2607. if (!status->dex) status->dex = 1;
  2608. if (!status->luk) status->luk = 1;
  2609. } else if (md->special_state.size == SZ_BIG) {
  2610. status->max_hp <<= 1;
  2611. status->max_sp <<= 1;
  2612. status->hp = status->max_hp;
  2613. status->sp = status->max_sp;
  2614. status->str <<= 1;
  2615. status->agi <<= 1;
  2616. status->vit <<= 1;
  2617. status->int_ <<= 1;
  2618. status->dex <<= 1;
  2619. status->luk <<= 1;
  2620. }
  2621. }
  2622. status_calc_misc(&md->bl, status, md->level);
  2623. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2624. struct guild_castle *gc;
  2625. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2626. gc=guild_mapname2gc(mapdata->name);
  2627. if (!gc)
  2628. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2629. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2630. #ifdef RENEWAL
  2631. status->max_hp += 50 * (gc->defense / 5);
  2632. #else
  2633. status->max_hp += 1000 * gc->defense;
  2634. #endif
  2635. status->hp = status->max_hp;
  2636. status->def += (gc->defense+2)/3;
  2637. status->mdef += (gc->defense+2)/3;
  2638. }
  2639. if(md->mob_id != MOBID_EMPERIUM) {
  2640. status->max_hp += 1000 * gc->defense;
  2641. status->hp = status->max_hp;
  2642. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2643. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2644. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2645. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2646. }
  2647. }
  2648. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2649. struct unit_data *ud = unit_bl2ud(mbl);
  2650. // Remove special AI when this is used by regular mobs.
  2651. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2652. md->special_state.ai = AI_NONE;
  2653. if (ud) {
  2654. // Different levels of HP according to skill level
  2655. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2656. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2657. switch(ud->skill_id) {
  2658. case AM_SPHEREMINE:
  2659. status->max_hp = 2000 + 400*ud->skill_lv;
  2660. break;
  2661. case KO_ZANZOU:
  2662. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2663. break;
  2664. case AM_CANNIBALIZE:
  2665. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2666. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2667. break;
  2668. case MH_SUMMON_LEGION:
  2669. {
  2670. int homblvl = status_get_lv(mbl);
  2671. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2672. status->batk = 100 * (ud->skill_lv+5) / 2;
  2673. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2674. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2675. // status->aspd_rate = max(100,status->aspd_rate);
  2676. break;
  2677. }
  2678. case NC_SILVERSNIPER:
  2679. {
  2680. struct status_data *mstatus = status_get_status_data(mbl);
  2681. if(!mstatus)
  2682. break;
  2683. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2684. status->batk = 200 * ud->skill_lv;
  2685. break;
  2686. }
  2687. case NC_MAGICDECOY:
  2688. {
  2689. struct status_data *mstatus = status_get_status_data(mbl);
  2690. if(!mstatus)
  2691. break;
  2692. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2693. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2694. break;
  2695. }
  2696. }
  2697. status->hp = status->max_hp;
  2698. }
  2699. }
  2700. if (opt&SCO_FIRST) // Initial battle status
  2701. memcpy(&md->status, status, sizeof(struct status_data));
  2702. return 1;
  2703. }
  2704. /**
  2705. * Calculates the stats of the given pet
  2706. * @param pd: Pet object
  2707. * @param opt: Whether or not it is the first calculation
  2708. This will only be false when a pet levels up
  2709. * @return 1
  2710. * @author [Skotlex]
  2711. */
  2712. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2713. {
  2714. nullpo_retv(pd);
  2715. if (opt&SCO_FIRST) {
  2716. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2717. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2718. pd->status.class_ = CLASS_NORMAL;
  2719. pd->status.speed = pd->get_pet_walk_speed();
  2720. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2721. // Attack support requires the pet to be able to attack
  2722. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2723. }
  2724. }
  2725. if (battle_config.pet_lv_rate && pd->master) {
  2726. struct map_session_data *sd = pd->master;
  2727. int lv;
  2728. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2729. if (lv < 0)
  2730. lv = 1;
  2731. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2732. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2733. pd->pet.level = lv;
  2734. if (!(opt&SCO_FIRST)) // Lv Up animation
  2735. clif_misceffect(&pd->bl, 0);
  2736. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2737. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2738. status->str = (bstat->str*lv)/pd->db->lv;
  2739. status->agi = (bstat->agi*lv)/pd->db->lv;
  2740. status->vit = (bstat->vit*lv)/pd->db->lv;
  2741. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2742. status->dex = (bstat->dex*lv)/pd->db->lv;
  2743. status->luk = (bstat->luk*lv)/pd->db->lv;
  2744. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2745. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2746. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2747. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2748. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2749. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2750. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2751. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2752. status_calc_misc(&pd->bl, &pd->status, lv);
  2753. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2754. clif_send_petstatus(sd);
  2755. }
  2756. } else if (opt&SCO_FIRST) {
  2757. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2758. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2759. pd->pet.level = pd->db->lv;
  2760. }
  2761. // Support rate modifier (1000 = 100%)
  2762. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2763. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2764. }
  2765. /**
  2766. * Get HP bonus modifiers
  2767. * @param bl: block_list that will be checked
  2768. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2769. * @return bonus: total bonus for HP
  2770. * @author [Cydh]
  2771. */
  2772. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2773. int bonus = 0;
  2774. if (type == STATUS_BONUS_FIX) {
  2775. struct status_change *sc = status_get_sc(bl);
  2776. //Only for BL_PC
  2777. if (bl->type == BL_PC) {
  2778. struct map_session_data *sd = map_id2sd(bl->id);
  2779. uint8 i;
  2780. bonus += sd->bonus.hp;
  2781. if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
  2782. bonus += i * 200;
  2783. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2784. bonus += 1000;
  2785. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2786. bonus += 1000;
  2787. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2788. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2789. bonus += 2000;
  2790. }
  2791. #ifndef HP_SP_TABLES
  2792. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2793. bonus += 2000; // Supernovice lvl99 hp bonus.
  2794. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2795. bonus += 2000; // Supernovice lvl150 hp bonus.
  2796. #endif
  2797. }
  2798. //Bonus by SC
  2799. if (sc) {
  2800. if(sc->data[SC_INCMHP])
  2801. bonus += sc->data[SC_INCMHP]->val1;
  2802. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2803. bonus += 500;
  2804. if(sc->data[SC_LERADSDEW])
  2805. bonus += sc->data[SC_LERADSDEW]->val3;
  2806. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  2807. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3;
  2808. if(sc->data[SC_INSPIRATION])
  2809. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2810. if(sc->data[SC_SOLID_SKIN_OPTION])
  2811. bonus += 2000;
  2812. if(sc->data[SC_MTF_MHP])
  2813. bonus += sc->data[SC_MTF_MHP]->val1;
  2814. if(sc->data[SC_MARIONETTE])
  2815. bonus -= 1000;
  2816. if(sc->data[SC_SWORDCLAN])
  2817. bonus += 30;
  2818. if(sc->data[SC_ARCWANDCLAN])
  2819. bonus += 30;
  2820. if(sc->data[SC_GOLDENMACECLAN])
  2821. bonus += 30;
  2822. if(sc->data[SC_CROSSBOWCLAN])
  2823. bonus += 30;
  2824. if(sc->data[SC_GLASTHEIM_HPSP])
  2825. bonus += sc->data[SC_GLASTHEIM_HPSP]->val1;
  2826. }
  2827. } else if (type == STATUS_BONUS_RATE) {
  2828. struct status_change *sc = status_get_sc(bl);
  2829. //Only for BL_PC
  2830. if (bl->type == BL_PC) {
  2831. struct map_session_data *sd = map_id2sd(bl->id);
  2832. bonus += sd->hprate;
  2833. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2834. }
  2835. //Bonus by SC
  2836. if (sc) {
  2837. //Increasing
  2838. if(sc->data[SC_INCMHPRATE])
  2839. bonus += sc->data[SC_INCMHPRATE]->val1;
  2840. if(sc->data[SC_APPLEIDUN])
  2841. bonus += sc->data[SC_APPLEIDUN]->val2;
  2842. if(sc->data[SC_DELUGE])
  2843. bonus += sc->data[SC_DELUGE]->val2;
  2844. if(sc->data[SC_BERSERK])
  2845. bonus += 200; //+200%
  2846. if(sc->data[SC_MERC_HPUP])
  2847. bonus += sc->data[SC_MERC_HPUP]->val2;
  2848. if(sc->data[SC_EPICLESIS])
  2849. bonus += sc->data[SC_EPICLESIS]->val2;
  2850. if(sc->data[SC_FRIGG_SONG])
  2851. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2852. if(sc->data[SC_FORCEOFVANGUARD])
  2853. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2854. if(sc->data[SC_INSPIRATION])
  2855. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2856. if(sc->data[SC_RAISINGDRAGON])
  2857. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2858. if(sc->data[SC_GT_REVITALIZE])
  2859. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  2860. if(sc->data[SC_MUSTLE_M])
  2861. bonus += sc->data[SC_MUSTLE_M]->val1;
  2862. if(sc->data[SC_ANGRIFFS_MODUS])
  2863. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2864. if(sc->data[SC_PETROLOGY_OPTION])
  2865. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2866. if(sc->data[SC_POWER_OF_GAIA])
  2867. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2868. if(sc->data[SC_CURSED_SOIL_OPTION])
  2869. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2870. if(sc->data[SC_UPHEAVAL_OPTION])
  2871. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2872. if(sc->data[SC_LAUDAAGNUS])
  2873. bonus += 2 + (sc->data[SC_LAUDAAGNUS]->val1 * 2);
  2874. //Decreasing
  2875. if(sc->data[SC_VENOMBLEED])
  2876. bonus -= 15;
  2877. if(sc->data[SC_BEYONDOFWARCRY])
  2878. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2879. if(sc->data[SC__WEAKNESS])
  2880. bonus -= sc->data[SC__WEAKNESS]->val2;
  2881. if(sc->data[SC_MYSTERIOUS_POWDER])
  2882. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2883. if(sc->data[SC_EQC])
  2884. bonus -= sc->data[SC_EQC]->val3;
  2885. }
  2886. // Max rate reduce is -100%
  2887. bonus = cap_value(bonus,-100,INT_MAX);
  2888. }
  2889. return min(bonus,INT_MAX);
  2890. }
  2891. /**
  2892. * Get SP bonus modifiers
  2893. * @param bl: block_list that will be checked
  2894. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2895. * @return bonus: total bonus for SP
  2896. * @author [Cydh]
  2897. */
  2898. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2899. int bonus = 0;
  2900. if (type == STATUS_BONUS_FIX) {
  2901. struct status_change *sc = status_get_sc(bl);
  2902. //Only for BL_PC
  2903. if (bl->type == BL_PC) {
  2904. struct map_session_data *sd = map_id2sd(bl->id);
  2905. uint8 i;
  2906. bonus += sd->bonus.sp;
  2907. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2908. bonus += 30 * i;
  2909. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2910. bonus += 200 + 20 * i;
  2911. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2912. bonus += 30 * i;
  2913. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2914. bonus += 100;
  2915. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2916. bonus += 100;
  2917. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2918. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2919. bonus += 200;
  2920. }
  2921. }
  2922. //Bonus by SC
  2923. if (sc) {
  2924. if(sc->data[SC_INCMSP])
  2925. bonus += sc->data[SC_INCMSP]->val1;
  2926. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2927. bonus += 50;
  2928. if(sc->data[SC_MTF_MSP])
  2929. bonus += sc->data[SC_MTF_MSP]->val1;
  2930. if(sc->data[SC_SWORDCLAN])
  2931. bonus += 10;
  2932. if(sc->data[SC_ARCWANDCLAN])
  2933. bonus += 10;
  2934. if(sc->data[SC_GOLDENMACECLAN])
  2935. bonus += 10;
  2936. if(sc->data[SC_CROSSBOWCLAN])
  2937. bonus += 10;
  2938. if(sc->data[SC_GLASTHEIM_HPSP])
  2939. bonus += sc->data[SC_GLASTHEIM_HPSP]->val2;
  2940. }
  2941. } else if (type == STATUS_BONUS_RATE) {
  2942. struct status_change *sc = status_get_sc(bl);
  2943. //Only for BL_PC
  2944. if (bl->type == BL_PC) {
  2945. struct map_session_data *sd = map_id2sd(bl->id);
  2946. uint8 i;
  2947. bonus += sd->sprate;
  2948. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2949. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2950. bonus += i;
  2951. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2952. bonus += 2 * i;
  2953. }
  2954. //Bonus by SC
  2955. if (sc) {
  2956. if(sc->data[SC_INCMSPRATE])
  2957. bonus += sc->data[SC_INCMSPRATE]->val1;
  2958. if(sc->data[SC_RAISINGDRAGON])
  2959. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2960. if(sc->data[SC_SERVICE4U])
  2961. bonus += sc->data[SC_SERVICE4U]->val2;
  2962. if(sc->data[SC_MERC_SPUP])
  2963. bonus += sc->data[SC_MERC_SPUP]->val2;
  2964. if(sc->data[SC_LIFE_FORCE_F])
  2965. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2966. if(sc->data[SC_VITATA_500])
  2967. bonus += sc->data[SC_VITATA_500]->val2;
  2968. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  2969. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val3;
  2970. }
  2971. // Max rate reduce is -100%
  2972. bonus = cap_value(bonus,-100,INT_MAX);
  2973. }
  2974. return min(bonus,INT_MAX);
  2975. }
  2976. /**
  2977. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2978. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2979. * @param sd Player
  2980. * @param stat Vit/Int of player as param modifier
  2981. * @param isHP true - calculates Max HP, false - calculated Max SP
  2982. * @return max The max value of HP or SP
  2983. */
  2984. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2985. double dmax = 0;
  2986. uint16 idx, level, job_id;
  2987. nullpo_ret(sd);
  2988. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2989. idx = pc_class2idx(job_id);
  2990. level = umax(sd->status.base_level,1);
  2991. if (isHP) { //Calculates MaxHP
  2992. dmax = job_info[idx].base_hp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  2993. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2994. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2995. }
  2996. else { //Calculates MaxSP
  2997. dmax = job_info[idx].base_sp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  2998. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2999. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3000. }
  3001. //Make sure it's not negative before casting to unsigned int
  3002. if(dmax < 1) dmax = 1;
  3003. return cap_value((unsigned int)dmax,1,UINT_MAX);
  3004. }
  3005. /**
  3006. * Calculates player's weight
  3007. * @param sd: Player object
  3008. * @param flag: Calculation type
  3009. * CALCWT_ITEM - Item weight
  3010. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3011. * @return false - failed, true - success
  3012. */
  3013. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3014. {
  3015. int b_weight, b_max_weight, skill, i;
  3016. struct status_change *sc;
  3017. nullpo_retr(false, sd);
  3018. sc = &sd->sc;
  3019. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3020. b_weight = sd->weight; // Store current weight for later comparison
  3021. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
  3022. if (flag&CALCWT_ITEM) {
  3023. sd->weight = 0; // Reset current weight
  3024. for(i = 0; i < MAX_INVENTORY; i++) {
  3025. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  3026. continue;
  3027. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3028. }
  3029. }
  3030. if (flag&CALCWT_MAXBONUS) {
  3031. // Skill/Status bonus weight increases
  3032. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3033. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3034. sd->max_weight += 2000 * skill;
  3035. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3036. sd->max_weight += 10000;
  3037. else if (pc_isridingdragon(sd))
  3038. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3039. if (sc->data[SC_KNOWLEDGE])
  3040. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  3041. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3042. sd->max_weight += 2000 * skill;
  3043. if (pc_ismadogear(sd))
  3044. sd->max_weight += 15000;
  3045. }
  3046. // Update the client if the new weight calculations don't match
  3047. if (b_weight != sd->weight)
  3048. clif_updatestatus(sd, SP_WEIGHT);
  3049. if (b_max_weight != sd->max_weight) {
  3050. clif_updatestatus(sd, SP_MAXWEIGHT);
  3051. pc_updateweightstatus(sd);
  3052. }
  3053. return true;
  3054. }
  3055. /**
  3056. * Calculates player's cart weight
  3057. * @param sd: Player object
  3058. * @param flag: Calculation type
  3059. * CALCWT_ITEM - Cart item weight
  3060. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3061. * CALCWT_CARTSTATE - Whether to check for cart state
  3062. * @return false - failed, true - success
  3063. */
  3064. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3065. {
  3066. int b_cart_weight_max, i;
  3067. nullpo_retr(false, sd);
  3068. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3069. return false;
  3070. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3071. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3072. if (flag&CALCWT_ITEM) {
  3073. sd->cart_weight = 0; // Reset current cart weight
  3074. sd->cart_num = 0; // Reset current cart item count
  3075. for(i = 0; i < MAX_CART; i++) {
  3076. if (!sd->cart.u.items_cart[i].nameid)
  3077. continue;
  3078. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3079. sd->cart_num++; // Recalculate current cart item count
  3080. }
  3081. }
  3082. // Skill bonus max weight increases
  3083. if (flag&CALCWT_MAXBONUS)
  3084. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3085. // Update the client if the new weight calculations don't match
  3086. if (b_cart_weight_max != sd->cart_weight_max)
  3087. clif_updatestatus(sd, SP_CARTINFO);
  3088. return true;
  3089. }
  3090. /**
  3091. * Calculates player data from scratch without counting SC adjustments
  3092. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3093. * @param sd: Player object
  3094. * @param opt: Whether it is first calc (login) or not
  3095. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3096. */
  3097. int status_calc_pc_sub(struct map_session_data* sd, enum e_status_calc_opt opt)
  3098. {
  3099. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3100. struct status_data *base_status; ///< Pointer to the player's base status
  3101. const struct status_change *sc = &sd->sc;
  3102. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3103. int i, skill, refinedef = 0;
  3104. short index = -1;
  3105. if (++calculating > 10) // Too many recursive calls!
  3106. return -1;
  3107. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3108. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3109. pc_calc_skilltree(sd); // SkillTree calculation
  3110. if (opt&SCO_FIRST) {
  3111. // Load Hp/SP from char-received data.
  3112. sd->battle_status.hp = sd->status.hp;
  3113. sd->battle_status.sp = sd->status.sp;
  3114. sd->regen.sregen = &sd->sregen;
  3115. sd->regen.ssregen = &sd->ssregen;
  3116. }
  3117. base_status = &sd->base_status;
  3118. // These are not zeroed. [zzo]
  3119. sd->hprate = 100;
  3120. sd->sprate = 100;
  3121. sd->castrate = 100;
  3122. sd->delayrate = 100;
  3123. sd->dsprate = 100;
  3124. sd->hprecov_rate = 100;
  3125. sd->sprecov_rate = 100;
  3126. sd->matk_rate = 100;
  3127. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3128. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3129. sd->regen.state.block = 0;
  3130. sd->add_max_weight = 0;
  3131. // Zeroed arrays, order follows the order in pc.hpp.
  3132. // Add new arrays to the end of zeroed area in pc.hpp (see comments) and size here. [zzo]
  3133. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  3134. + sizeof(sd->param_equip)
  3135. + sizeof(sd->subele)
  3136. + sizeof(sd->subele_script)
  3137. + sizeof(sd->subdefele)
  3138. + sizeof(sd->subrace)
  3139. + sizeof(sd->subclass)
  3140. + sizeof(sd->subrace2)
  3141. + sizeof(sd->subsize)
  3142. + sizeof(sd->coma_class)
  3143. + sizeof(sd->coma_race)
  3144. + sizeof(sd->weapon_coma_ele)
  3145. + sizeof(sd->weapon_coma_race)
  3146. + sizeof(sd->weapon_coma_class)
  3147. + sizeof(sd->weapon_atk)
  3148. + sizeof(sd->weapon_damage_rate)
  3149. + sizeof(sd->arrow_addele)
  3150. + sizeof(sd->arrow_addrace)
  3151. + sizeof(sd->arrow_addclass)
  3152. + sizeof(sd->arrow_addsize)
  3153. + sizeof(sd->magic_addele)
  3154. + sizeof(sd->magic_addele_script)
  3155. + sizeof(sd->magic_addrace)
  3156. + sizeof(sd->magic_addclass)
  3157. + sizeof(sd->magic_addsize)
  3158. + sizeof(sd->magic_atk_ele)
  3159. + sizeof(sd->critaddrace)
  3160. + sizeof(sd->expaddrace)
  3161. + sizeof(sd->expaddclass)
  3162. + sizeof(sd->ignore_mdef_by_race)
  3163. + sizeof(sd->ignore_mdef_by_class)
  3164. + sizeof(sd->ignore_def_by_race)
  3165. + sizeof(sd->ignore_def_by_class)
  3166. + sizeof(sd->sp_gain_race)
  3167. + sizeof(sd->magic_addrace2)
  3168. + sizeof(sd->ignore_mdef_by_race2)
  3169. + sizeof(sd->dropaddrace)
  3170. + sizeof(sd->dropaddclass)
  3171. );
  3172. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3173. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3174. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  3175. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3176. if (sd->special_state.no_walk_delay)
  3177. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3178. memset(&sd->special_state,0,sizeof(sd->special_state));
  3179. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3180. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3181. if (!sd->state.permanent_speed) {
  3182. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3183. base_status->speed = DEFAULT_WALK_SPEED;
  3184. } else {
  3185. int pSpeed = base_status->speed;
  3186. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3187. base_status->speed = pSpeed;
  3188. }
  3189. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3190. // Give them all modes except these (useful for clones)
  3191. base_status->mode = static_cast<e_mode>(MD_MASK&~(MD_STATUS_IMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK));
  3192. base_status->size = (sd->class_&JOBL_BABY || ((battle_config.summoner_trait&2) && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)) ? SZ_SMALL : SZ_MEDIUM;
  3193. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3194. if (sd->class_&JOBL_BABY) {
  3195. if (battle_config.character_size&SZ_BIG)
  3196. base_status->size++;
  3197. } else
  3198. if(battle_config.character_size&SZ_MEDIUM)
  3199. base_status->size++;
  3200. }
  3201. base_status->aspd_rate = 1000;
  3202. base_status->ele_lv = 1;
  3203. base_status->race = ((battle_config.summoner_trait&1) && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER;
  3204. base_status->class_ = CLASS_NORMAL;
  3205. sd->autospell.clear();
  3206. sd->autospell2.clear();
  3207. sd->autospell3.clear();
  3208. sd->addeff.clear();
  3209. sd->addeff_atked.clear();
  3210. sd->addeff_onskill.clear();
  3211. sd->skillatk.clear();
  3212. sd->skillusesprate.clear();
  3213. sd->skillusesp.clear();
  3214. sd->skillheal.clear();
  3215. sd->skillheal2.clear();
  3216. sd->skillblown.clear();
  3217. sd->skillcastrate.clear();
  3218. sd->skillfixcastrate.clear();
  3219. sd->subskill.clear();
  3220. sd->skillcooldown.clear();
  3221. sd->skillfixcast.clear();
  3222. sd->skillvarcast.clear();
  3223. sd->add_def.clear();
  3224. sd->add_mdef.clear();
  3225. sd->add_mdmg.clear();
  3226. sd->reseff.clear();
  3227. sd->itemgrouphealrate.clear();
  3228. sd->add_drop.clear();
  3229. sd->itemhealrate.clear();
  3230. sd->subele2.clear();
  3231. sd->skilldelay.clear();
  3232. sd->sp_vanish.clear();
  3233. sd->hp_vanish.clear();
  3234. // Zero up structures...
  3235. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3236. + sizeof(sd->sp_loss)
  3237. + sizeof(sd->hp_regen)
  3238. + sizeof(sd->sp_regen)
  3239. + sizeof(sd->percent_hp_regen)
  3240. + sizeof(sd->percent_sp_regen)
  3241. + sizeof(sd->def_set_race)
  3242. + sizeof(sd->mdef_set_race)
  3243. + sizeof(sd->norecover_state_race)
  3244. + sizeof(sd->hp_vanish_race)
  3245. + sizeof(sd->sp_vanish_race)
  3246. );
  3247. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3248. // Autobonus
  3249. pc_delautobonus(sd, sd->autobonus, true);
  3250. pc_delautobonus(sd, sd->autobonus2, true);
  3251. pc_delautobonus(sd, sd->autobonus3, true);
  3252. running_npc_stat_calc_event = true;
  3253. npc_script_event(sd, NPCE_STATCALC);
  3254. running_npc_stat_calc_event = false;
  3255. // Parse equipment
  3256. for (i = 0; i < EQI_MAX; i++) {
  3257. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3258. current_equip_combo_pos = 0;
  3259. if (index < 0)
  3260. continue;
  3261. if (i == EQI_AMMO)
  3262. continue;
  3263. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3264. continue;
  3265. if (!sd->inventory_data[index])
  3266. continue;
  3267. base_status->def += sd->inventory_data[index]->def;
  3268. // Items may be equipped, their effects however are nullified.
  3269. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3270. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3271. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3272. if (!calculating)
  3273. return 1;
  3274. }
  3275. // Sanitize the refine level in case someone decreased the value inbetween
  3276. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3277. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3278. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3279. int r = sd->inventory.u.items_inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  3280. struct weapon_data *wd;
  3281. struct weapon_atk *wa;
  3282. if(wlv >= REFINE_TYPE_MAX)
  3283. wlv = REFINE_TYPE_MAX - 1;
  3284. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3285. wd = &sd->left_weapon; // Left-hand weapon
  3286. wa = &base_status->lhw;
  3287. } else {
  3288. wd = &sd->right_weapon;
  3289. wa = &base_status->rhw;
  3290. }
  3291. wa->atk += sd->inventory_data[index]->atk;
  3292. if(r)
  3293. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  3294. #ifdef RENEWAL
  3295. wa->matk += sd->inventory_data[index]->matk;
  3296. wa->wlv = wlv;
  3297. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  3298. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  3299. #endif
  3300. if(r) // Overrefine bonus.
  3301. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  3302. wa->range += sd->inventory_data[index]->range;
  3303. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3304. if (wd == &sd->left_weapon) {
  3305. sd->state.lr_flag = 1;
  3306. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3307. sd->state.lr_flag = 0;
  3308. } else
  3309. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3310. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3311. return 1;
  3312. }
  3313. #ifdef RENEWAL
  3314. if (sd->bonus.weapon_matk_rate)
  3315. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3316. #endif
  3317. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3318. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3319. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3320. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3321. wd->star += 10;
  3322. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3323. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3324. }
  3325. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3326. int r;
  3327. if ( (r = sd->inventory.u.items_inventory[index].refine) )
  3328. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  3329. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3330. if( i == EQI_HAND_L ) // Shield
  3331. sd->state.lr_flag = 3;
  3332. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3333. if( i == EQI_HAND_L ) // Shield
  3334. sd->state.lr_flag = 0;
  3335. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3336. return 1;
  3337. }
  3338. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3339. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3340. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3341. if( !calculating )
  3342. return 1;
  3343. }
  3344. }
  3345. }
  3346. if(sd->equip_index[EQI_AMMO] >= 0) {
  3347. index = sd->equip_index[EQI_AMMO];
  3348. if(sd->inventory_data[index]) { // Arrows
  3349. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3350. sd->state.lr_flag = 2;
  3351. if( !itemdb_group_item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3352. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3353. sd->state.lr_flag = 0;
  3354. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3355. return 1;
  3356. }
  3357. }
  3358. // We've got combos to process and check
  3359. if( sd->combos.count ) {
  3360. for (i = 0; i < sd->combos.count; i++) {
  3361. uint8 j = 0;
  3362. bool no_run = false;
  3363. struct item_combo *combo = NULL;
  3364. current_equip_item_index = -1;
  3365. current_equip_combo_pos = sd->combos.pos[i];
  3366. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  3367. continue;
  3368. // Check combo items
  3369. while (j < combo->count) {
  3370. struct item_data *id = itemdb_exists(combo->nameid[j]);
  3371. // Don't run the script if at least one of combo's pair has restriction
  3372. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3373. no_run = true;
  3374. break;
  3375. }
  3376. j++;
  3377. }
  3378. if (no_run)
  3379. continue;
  3380. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  3381. if (!calculating) // Abort, run_script retriggered this
  3382. return 1;
  3383. }
  3384. }
  3385. // Store equipment script bonuses
  3386. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  3387. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  3388. base_status->def += (refinedef+50)/100;
  3389. // Parse Cards
  3390. for (i = 0; i < EQI_MAX; i++) {
  3391. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3392. current_equip_combo_pos = 0;
  3393. if (index < 0)
  3394. continue;
  3395. if (i == EQI_AMMO)
  3396. continue;
  3397. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3398. continue;
  3399. if (sd->inventory_data[index]) {
  3400. int j;
  3401. struct item_data *data;
  3402. // Card script execution.
  3403. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3404. continue;
  3405. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3406. int c = sd->inventory.u.items_inventory[index].card[j];
  3407. current_equip_card_id= c;
  3408. if(!c)
  3409. continue;
  3410. data = itemdb_exists(c);
  3411. if(!data)
  3412. continue;
  3413. if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
  3414. run_script(data->equip_script,0,sd->bl.id,0);
  3415. if (!calculating)
  3416. return 1;
  3417. }
  3418. if(!data->script)
  3419. continue;
  3420. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3421. continue;
  3422. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3423. sd->state.lr_flag = 1;
  3424. run_script(data->script,0,sd->bl.id,0);
  3425. sd->state.lr_flag = 0;
  3426. } else
  3427. run_script(data->script,0,sd->bl.id,0);
  3428. if (!calculating) // Abort, run_script his function. [Skotlex]
  3429. return 1;
  3430. }
  3431. }
  3432. }
  3433. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3434. // Parse random options
  3435. for (i = 0; i < EQI_MAX; i++) {
  3436. current_equip_item_index = index = sd->equip_index[i];
  3437. current_equip_combo_pos = 0;
  3438. current_equip_opt_index = -1;
  3439. if (index < 0)
  3440. continue;
  3441. if (i == EQI_AMMO)
  3442. continue;
  3443. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3444. continue;
  3445. if (sd->inventory_data[index]) {
  3446. int j;
  3447. struct s_random_opt_data *data;
  3448. for (j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3449. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3450. if (!opt_id)
  3451. continue;
  3452. current_equip_opt_index = j;
  3453. data = itemdb_randomopt_exists(opt_id);
  3454. if (!data || !data->script)
  3455. continue;
  3456. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3457. continue;
  3458. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3459. sd->state.lr_flag = 1;
  3460. run_script(data->script, 0, sd->bl.id, 0);
  3461. sd->state.lr_flag = 0;
  3462. }
  3463. else
  3464. run_script(data->script, 0, sd->bl.id, 0);
  3465. if (!calculating)
  3466. return 1;
  3467. }
  3468. }
  3469. current_equip_opt_index = -1;
  3470. }
  3471. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  3472. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3473. if (data && data->script)
  3474. run_script(data->script, 0, sd->bl.id, 0);
  3475. }
  3476. pc_bonus_script(sd);
  3477. if( sd->pd ) { // Pet Bonus
  3478. struct pet_data *pd = sd->pd;
  3479. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  3480. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  3481. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  3482. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  3483. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3484. }
  3485. // param_bonus now holds card bonuses.
  3486. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3487. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3488. if(base_status->rhw.range < base_status->lhw.range)
  3489. base_status->rhw.range = base_status->lhw.range;
  3490. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3491. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3492. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3493. // Damage modifiers from weapon type
  3494. sd->right_weapon.atkmods[SZ_SMALL] = atkmods[SZ_SMALL][sd->weapontype1];
  3495. sd->right_weapon.atkmods[SZ_MEDIUM] = atkmods[SZ_MEDIUM][sd->weapontype1];
  3496. sd->right_weapon.atkmods[SZ_BIG] = atkmods[SZ_BIG][sd->weapontype1];
  3497. sd->left_weapon.atkmods[SZ_SMALL] = atkmods[SZ_SMALL][sd->weapontype2];
  3498. sd->left_weapon.atkmods[SZ_MEDIUM] = atkmods[SZ_MEDIUM][sd->weapontype2];
  3499. sd->left_weapon.atkmods[SZ_BIG] = atkmods[SZ_BIG][sd->weapontype2];
  3500. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3501. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3502. { // When Riding with spear, damage modifier to mid-class becomes
  3503. // same as versus large size.
  3504. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3505. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3506. }
  3507. // ----- STATS CALCULATION -----
  3508. // Job bonuses
  3509. index = pc_class2idx(sd->status.class_);
  3510. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  3511. if(!job_info[index].job_bonus[i])
  3512. continue;
  3513. switch(job_info[index].job_bonus[i]) {
  3514. case 1: base_status->str++; break;
  3515. case 2: base_status->agi++; break;
  3516. case 3: base_status->vit++; break;
  3517. case 4: base_status->int_++; break;
  3518. case 5: base_status->dex++; break;
  3519. case 6: base_status->luk++; break;
  3520. }
  3521. }
  3522. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3523. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3524. base_status->str += 10;
  3525. base_status->agi += 10;
  3526. base_status->vit += 10;
  3527. base_status->int_+= 10;
  3528. base_status->dex += 10;
  3529. base_status->luk += 10;
  3530. }
  3531. // Absolute modifiers from passive skills
  3532. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3533. base_status->str++;
  3534. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3535. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3536. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3537. base_status->dex += skill;
  3538. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3539. base_status->int_ += skill;
  3540. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3541. base_status->int_ += 20;
  3542. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3543. i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  3544. base_status->str = cap_value(i,0,USHRT_MAX);
  3545. i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  3546. base_status->agi = cap_value(i,0,USHRT_MAX);
  3547. i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  3548. base_status->vit = cap_value(i,0,USHRT_MAX);
  3549. i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  3550. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3551. i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  3552. base_status->dex = cap_value(i,0,USHRT_MAX);
  3553. i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  3554. base_status->luk = cap_value(i,0,USHRT_MAX);
  3555. if (sd->special_state.no_walk_delay) {
  3556. if (sc->data[SC_ENDURE]) {
  3557. if (sc->data[SC_ENDURE]->val4)
  3558. sc->data[SC_ENDURE]->val4 = 0;
  3559. status_change_end(&sd->bl, SC_ENDURE, INVALID_TIMER);
  3560. }
  3561. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3562. base_status->mdef++;
  3563. }
  3564. // ------ ATTACK CALCULATION ------
  3565. // Base batk value is set in status_calc_misc
  3566. #ifndef RENEWAL
  3567. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3568. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  3569. base_status->batk += sd->weapon_atk[sd->status.weapon];
  3570. // Absolute modifiers from passive skills
  3571. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3572. base_status->batk += 4;
  3573. #else
  3574. base_status->watk = status_weapon_atk(base_status->rhw, sd);
  3575. base_status->watk2 = status_weapon_atk(base_status->lhw, sd);
  3576. base_status->eatk = sd->bonus.eatk;
  3577. #endif
  3578. // ----- HP MAX CALCULATION -----
  3579. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3580. if(battle_config.hp_rate != 100)
  3581. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3582. if (sd->status.base_level < 100)
  3583. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3584. else if (sd->status.base_level < 151)
  3585. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3586. else
  3587. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3588. // ----- SP MAX CALCULATION -----
  3589. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3590. if(battle_config.sp_rate != 100)
  3591. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3592. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3593. // ----- RESPAWN HP/SP -----
  3594. // Calc respawn hp and store it on base_status
  3595. if (sd->special_state.restart_full_recover) {
  3596. base_status->hp = base_status->max_hp;
  3597. base_status->sp = base_status->max_sp;
  3598. } else {
  3599. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3600. && battle_config.restart_hp_rate < 50)
  3601. base_status->hp = base_status->max_hp>>1;
  3602. else
  3603. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3604. if(!base_status->hp)
  3605. base_status->hp = 1;
  3606. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3607. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3608. base_status->sp = 1;
  3609. }
  3610. // ----- MISC CALCULATION -----
  3611. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3612. // Equipment modifiers for misc settings
  3613. if(sd->matk_rate < 0)
  3614. sd->matk_rate = 0;
  3615. if(sd->matk_rate != 100) {
  3616. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3617. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3618. }
  3619. if(sd->hit_rate < 0)
  3620. sd->hit_rate = 0;
  3621. if(sd->hit_rate != 100)
  3622. base_status->hit = base_status->hit * sd->hit_rate/100;
  3623. if(sd->flee_rate < 0)
  3624. sd->flee_rate = 0;
  3625. if(sd->flee_rate != 100)
  3626. base_status->flee = base_status->flee * sd->flee_rate/100;
  3627. if(sd->def2_rate < 0)
  3628. sd->def2_rate = 0;
  3629. if(sd->def2_rate != 100)
  3630. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3631. if(sd->mdef2_rate < 0)
  3632. sd->mdef2_rate = 0;
  3633. if(sd->mdef2_rate != 100)
  3634. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3635. if(sd->critical_rate < 0)
  3636. sd->critical_rate = 0;
  3637. if(sd->critical_rate != 100)
  3638. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3639. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3640. base_status->cri += 200;
  3641. if(sd->flee2_rate < 0)
  3642. sd->flee2_rate = 0;
  3643. if(sd->flee2_rate != 100)
  3644. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3645. // ----- HIT CALCULATION -----
  3646. // Absolute modifiers from passive skills
  3647. #ifndef RENEWAL
  3648. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3649. base_status->hit += skill*2;
  3650. #endif
  3651. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3652. #ifndef RENEWAL
  3653. base_status->hit += skill;
  3654. #endif
  3655. if(sd->status.weapon == W_BOW)
  3656. base_status->rhw.range += skill;
  3657. }
  3658. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3659. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3660. base_status->hit += 2*skill;
  3661. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3662. base_status->hit += skill;
  3663. base_status->rhw.range += skill;
  3664. }
  3665. }
  3666. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3667. base_status->hit += skill * 3;
  3668. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3669. base_status->hit += skill * 2;
  3670. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3671. base_status->hit += 20;
  3672. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3673. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3674. // ----- FLEE CALCULATION -----
  3675. // Absolute modifiers from passive skills
  3676. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3677. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3678. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3679. base_status->flee += (skill*3)>>1;
  3680. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3681. base_status->flee += 20;
  3682. // ----- EQUIPMENT-DEF CALCULATION -----
  3683. // Apply relative modifiers from equipment
  3684. if(sd->def_rate < 0)
  3685. sd->def_rate = 0;
  3686. if(sd->def_rate != 100) {
  3687. i = base_status->def * sd->def_rate/100;
  3688. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3689. }
  3690. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3691. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3692. #ifndef RENEWAL
  3693. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3694. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3695. base_status->def = (unsigned char)battle_config.max_def;
  3696. }
  3697. #endif
  3698. // ----- EQUIPMENT-MDEF CALCULATION -----
  3699. // Apply relative modifiers from equipment
  3700. if(sd->mdef_rate < 0)
  3701. sd->mdef_rate = 0;
  3702. if(sd->mdef_rate != 100) {
  3703. i = base_status->mdef * sd->mdef_rate/100;
  3704. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3705. }
  3706. #ifndef RENEWAL
  3707. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3708. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3709. base_status->mdef = (signed char)battle_config.max_def;
  3710. }
  3711. #endif
  3712. // ----- ASPD CALCULATION -----
  3713. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3714. // Basic ASPD value
  3715. i = status_base_amotion_pc(sd,base_status);
  3716. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3717. // Relative modifiers from passive skills
  3718. // Renewal modifiers are handled in status_base_amotion_pc
  3719. #ifndef RENEWAL_ASPD
  3720. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3721. base_status->aspd_rate -= 5*skill;
  3722. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3723. base_status->aspd_rate -= 30*skill;
  3724. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3725. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3726. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3727. if(pc_isriding(sd))
  3728. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3729. else if(pc_isridingdragon(sd))
  3730. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3731. #endif
  3732. base_status->adelay = 2*base_status->amotion;
  3733. // ----- DMOTION -----
  3734. i = 800-base_status->agi*4;
  3735. base_status->dmotion = cap_value(i, 400, 800);
  3736. if(battle_config.pc_damage_delay_rate != 100)
  3737. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3738. // ----- MISC CALCULATIONS -----
  3739. // Weight
  3740. status_calc_weight(sd, CALCWT_MAXBONUS);
  3741. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3742. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  3743. sd->regen.state.walk = 1;
  3744. else
  3745. sd->regen.state.walk = 0;
  3746. // Skill SP cost
  3747. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3748. sd->dsprate -= 4*skill;
  3749. if(sc->data[SC_SERVICE4U])
  3750. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3751. if(sc->data[SC_SPCOST_RATE])
  3752. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3753. // Underflow protections.
  3754. if(sd->dsprate < 0)
  3755. sd->dsprate = 0;
  3756. if(sd->castrate < 0)
  3757. sd->castrate = 0;
  3758. if(sd->delayrate < 0)
  3759. sd->delayrate = 0;
  3760. if(sd->hprecov_rate < 0)
  3761. sd->hprecov_rate = 0;
  3762. if(sd->sprecov_rate < 0)
  3763. sd->sprecov_rate = 0;
  3764. // Anti-element and anti-race
  3765. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3766. sd->subele[ELE_HOLY] += skill*5;
  3767. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3768. sd->subele[ELE_NEUTRAL] += skill;
  3769. sd->subele[ELE_FIRE] += skill*5;
  3770. }
  3771. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3772. #ifdef RENEWAL
  3773. skill = skill * 2;
  3774. #else
  3775. skill = skill * 4;
  3776. #endif
  3777. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3778. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3779. sd->magic_addrace[RC_DRAGON]+=skill;
  3780. sd->subrace[RC_DRAGON]+=skill;
  3781. }
  3782. if(sc->count) {
  3783. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3784. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3785. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3786. }
  3787. if(sc->data[SC_SIEGFRIED]) {
  3788. i = sc->data[SC_SIEGFRIED]->val2;
  3789. sd->subele[ELE_WATER] += i;
  3790. sd->subele[ELE_EARTH] += i;
  3791. sd->subele[ELE_FIRE] += i;
  3792. sd->subele[ELE_WIND] += i;
  3793. sd->subele[ELE_POISON] += i;
  3794. sd->subele[ELE_HOLY] += i;
  3795. sd->subele[ELE_DARK] += i;
  3796. sd->subele[ELE_GHOST] += i;
  3797. sd->subele[ELE_UNDEAD] += i;
  3798. }
  3799. if(sc->data[SC_PROVIDENCE]) {
  3800. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3801. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3802. }
  3803. if (sc->data[SC_GEFFEN_MAGIC1]) {
  3804. sd->right_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3805. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3806. sd->left_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3807. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3808. }
  3809. if (sc->data[SC_GEFFEN_MAGIC2]) {
  3810. sd->magic_addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3811. sd->magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3812. }
  3813. if(sc->data[SC_GEFFEN_MAGIC3]) {
  3814. sd->subrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3815. sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3816. }
  3817. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  3818. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  3819. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  3820. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  3821. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  3822. }
  3823. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  3824. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  3825. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  3826. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  3827. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  3828. }
  3829. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  3830. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  3831. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  3832. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  3833. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  3834. }
  3835. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  3836. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  3837. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  3838. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  3839. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  3840. }
  3841. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3842. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3843. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3844. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3845. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3846. }
  3847. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3848. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3849. sd->subele[ELE_FIRE] += i;
  3850. sd->subele[ELE_WATER] -= i;
  3851. }
  3852. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3853. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3854. sd->subele[ELE_WATER] += i;
  3855. sd->subele[ELE_WIND] -= i;
  3856. }
  3857. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3858. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3859. sd->subele[ELE_WIND] += i;
  3860. sd->subele[ELE_EARTH] -= i;
  3861. }
  3862. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3863. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3864. sd->subele[ELE_EARTH] += i;
  3865. sd->subele[ELE_FIRE] -= i;
  3866. }
  3867. if (sc->data[SC_MTF_MLEATKED] )
  3868. sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  3869. if (sc->data[SC_MTF_CRIDAMAGE])
  3870. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  3871. if (sc->data[SC_GLASTHEIM_ATK]) {
  3872. sd->ignore_mdef_by_race[RC_UNDEAD] += sc->data[SC_GLASTHEIM_ATK]->val1;
  3873. sd->ignore_mdef_by_race[RC_DEMON] += sc->data[SC_GLASTHEIM_ATK]->val1;
  3874. }
  3875. if (sc->data[SC_LAUDARAMUS])
  3876. sd->bonus.crit_atk_rate += 5 * sc->data[SC_LAUDARAMUS]->val1;
  3877. }
  3878. status_cpy(&sd->battle_status, base_status);
  3879. // ----- CLIENT-SIDE REFRESH -----
  3880. if(!sd->bl.prev) {
  3881. // Will update on LoadEndAck
  3882. calculating = 0;
  3883. return 0;
  3884. }
  3885. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3886. clif_skillinfoblock(sd);
  3887. // If the skill is learned, the status is infinite.
  3888. if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 && !sd->sc.data[SC_SPRITEMABLE] )
  3889. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  3890. calculating = 0;
  3891. return 0;
  3892. }
  3893. /// Intermediate function since C++ does not have a try-finally syntax
  3894. int status_calc_pc_( struct map_session_data* sd, enum e_status_calc_opt opt ){
  3895. // Save the old script the player was attached to
  3896. struct script_state* previous_st = sd->st;
  3897. // Store the return value of the original function
  3898. int ret = status_calc_pc_sub( sd, opt );
  3899. // If an old script is present
  3900. if( previous_st ){
  3901. // Reattach the player to it, so that the limitations of that script kick back in
  3902. script_attach_state( previous_st );
  3903. }
  3904. // Return the original return value
  3905. return ret;
  3906. }
  3907. /**
  3908. * Calculates Mercenary data
  3909. * @param md: Mercenary object
  3910. * @param opt: Whether it is first calc or not (0 on level up or status)
  3911. * @return 0
  3912. */
  3913. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  3914. {
  3915. struct status_data *status = &md->base_status;
  3916. struct s_mercenary *merc = &md->mercenary;
  3917. if (opt&SCO_FIRST) {
  3918. memcpy(status, &md->db->status, sizeof(struct status_data));
  3919. status->class_ = CLASS_NORMAL;
  3920. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3921. status->hp = status->max_hp;
  3922. status->sp = status->max_sp;
  3923. md->battle_status.hp = merc->hp;
  3924. md->battle_status.sp = merc->sp;
  3925. if (md->master)
  3926. status->speed = status_get_speed(&md->master->bl);
  3927. }
  3928. status_calc_misc(&md->bl, status, md->db->lv);
  3929. status_cpy(&md->battle_status, status);
  3930. return 0;
  3931. }
  3932. /**
  3933. * Calculates Homunculus data
  3934. * @param hd: Homunculus object
  3935. * @param opt: Whether it is first calc or not (0 on level up or status)
  3936. * @return 1
  3937. */
  3938. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  3939. {
  3940. struct status_data *status = &hd->base_status;
  3941. struct s_homunculus *hom = &hd->homunculus;
  3942. int skill_lv;
  3943. int amotion;
  3944. status->str = hom->str / 10;
  3945. status->agi = hom->agi / 10;
  3946. status->vit = hom->vit / 10;
  3947. status->dex = hom->dex / 10;
  3948. status->int_ = hom->int_ / 10;
  3949. status->luk = hom->luk / 10;
  3950. APPLY_HOMUN_LEVEL_STATWEIGHT();
  3951. if (opt&SCO_FIRST) {
  3952. const struct s_homunculus_db *db = hd->homunculusDB;
  3953. status->def_ele = db->element;
  3954. status->ele_lv = 1;
  3955. status->race = db->race;
  3956. status->class_ = CLASS_NORMAL;
  3957. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  3958. status->rhw.range = 1 + status->size;
  3959. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3960. status->speed = DEFAULT_WALK_SPEED;
  3961. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  3962. status->speed = status_get_speed(&hd->master->bl);
  3963. status->hp = 1;
  3964. status->sp = 1;
  3965. }
  3966. status->aspd_rate = 1000;
  3967. #ifdef RENEWAL
  3968. amotion = hd->homunculusDB->baseASPD;
  3969. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  3970. status->def = status->mdef = 0;
  3971. #else
  3972. skill_lv = hom->level / 10 + status->vit / 5;
  3973. status->def = cap_value(skill_lv, 0, 99);
  3974. skill_lv = hom->level / 10 + status->int_ / 5;
  3975. status->mdef = cap_value(skill_lv, 0, 99);
  3976. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  3977. #endif
  3978. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  3979. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  3980. status->max_hp = hom->max_hp;
  3981. status->max_sp = hom->max_sp;
  3982. hom_calc_skilltree(hd, 0);
  3983. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3984. status->def += skill_lv * 4;
  3985. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  3986. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  3987. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  3988. }
  3989. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3990. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  3991. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  3992. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  3993. if (opt&SCO_FIRST) {
  3994. hd->battle_status.hp = hom->hp;
  3995. hd->battle_status.sp = hom->sp;
  3996. if(hom->class_ == 6052) // Eleanor
  3997. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  3998. }
  3999. #ifndef RENEWAL
  4000. status->rhw.atk = status->dex;
  4001. status->rhw.atk2 = status->str + hom->level;
  4002. #endif
  4003. status_calc_misc(&hd->bl, status, hom->level);
  4004. status_cpy(&hd->battle_status, status);
  4005. return 1;
  4006. }
  4007. /**
  4008. * Calculates Elemental data
  4009. * @param ed: Elemental object
  4010. * @param opt: Whether it is first calc or not (0 on status change)
  4011. * @return 0
  4012. */
  4013. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  4014. {
  4015. struct status_data *status = &ed->base_status;
  4016. struct s_elemental *ele = &ed->elemental;
  4017. struct map_session_data *sd = ed->master;
  4018. if( !sd )
  4019. return 0;
  4020. if (opt&SCO_FIRST) {
  4021. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4022. if( !ele->mode )
  4023. status->mode = EL_MODE_PASSIVE;
  4024. else
  4025. status->mode = ele->mode;
  4026. status->class_ = CLASS_NORMAL;
  4027. status_calc_misc(&ed->bl, status, 0);
  4028. status->max_hp = ele->max_hp;
  4029. status->max_sp = ele->max_sp;
  4030. status->hp = ele->hp;
  4031. status->sp = ele->sp;
  4032. status->rhw.atk = ele->atk;
  4033. status->rhw.atk2 = ele->atk2;
  4034. status->matk_min += ele->matk;
  4035. status->def += ele->def;
  4036. status->mdef += ele->mdef;
  4037. status->flee = ele->flee;
  4038. status->hit = ele->hit;
  4039. if (ed->master)
  4040. status->speed = status_get_speed(&ed->master->bl);
  4041. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4042. } else {
  4043. status_calc_misc(&ed->bl, status, 0);
  4044. status_cpy(&ed->battle_status, status);
  4045. }
  4046. return 0;
  4047. }
  4048. /**
  4049. * Calculates NPC data
  4050. * @param nd: NPC object
  4051. * @param opt: Whether it is first calc or not (what?)
  4052. * @return 0
  4053. */
  4054. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  4055. {
  4056. struct status_data *status = &nd->status;
  4057. if (!nd)
  4058. return 0;
  4059. if (opt&SCO_FIRST) {
  4060. status->hp = 1;
  4061. status->sp = 1;
  4062. status->max_hp = 1;
  4063. status->max_sp = 1;
  4064. status->def_ele = ELE_NEUTRAL;
  4065. status->ele_lv = 1;
  4066. status->race = RC_DEMIHUMAN;
  4067. status->class_ = CLASS_NORMAL;
  4068. status->size = nd->size;
  4069. status->rhw.range = 1 + status->size;
  4070. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4071. status->speed = nd->speed;
  4072. }
  4073. status->str = nd->stat_point + nd->params.str;
  4074. status->agi = nd->stat_point + nd->params.agi;
  4075. status->vit = nd->stat_point + nd->params.vit;
  4076. status->int_= nd->stat_point + nd->params.int_;
  4077. status->dex = nd->stat_point + nd->params.dex;
  4078. status->luk = nd->stat_point + nd->params.luk;
  4079. status_calc_misc(&nd->bl, status, nd->level);
  4080. status_cpy(&nd->status, status);
  4081. return 0;
  4082. }
  4083. /**
  4084. * Calculates regeneration values
  4085. * Applies passive skill regeneration additions
  4086. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4087. * @param status: Object's status
  4088. * @param regen: Object's base regeneration data
  4089. */
  4090. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4091. {
  4092. struct map_session_data *sd;
  4093. struct status_change *sc;
  4094. int val, skill, reg_flag;
  4095. if( !(bl->type&BL_REGEN) || !regen )
  4096. return;
  4097. sd = BL_CAST(BL_PC,bl);
  4098. sc = status_get_sc(bl);
  4099. val = 1 + (status->vit/5) + (status->max_hp/200);
  4100. if( sd && sd->hprecov_rate != 100 )
  4101. val = val*sd->hprecov_rate/100;
  4102. reg_flag = bl->type == BL_PC ? 0 : 1;
  4103. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4104. val = 1 + (status->int_/6) + (status->max_sp/100);
  4105. if( status->int_ >= 120 )
  4106. val += ((status->int_-120)>>1) + 4;
  4107. if( sd && sd->sprecov_rate != 100 )
  4108. val = val*sd->sprecov_rate/100;
  4109. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4110. if( sd ) {
  4111. struct regen_data_sub *sregen;
  4112. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4113. val = regen->sp*(100+3*skill)/100;
  4114. regen->sp = cap_value(val, 1, SHRT_MAX);
  4115. }
  4116. // Only players have skill/sitting skill regen for now.
  4117. sregen = regen->sregen;
  4118. val = 0;
  4119. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4120. val += skill*5 + skill*status->max_hp/500;
  4121. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4122. val = 0;
  4123. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4124. val += skill*3 + skill*status->max_sp/500;
  4125. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4126. val += skill*3 + skill*status->max_sp/500;
  4127. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4128. val += 3 + 3 * skill;
  4129. if (sc && sc->count) {
  4130. if (sc->data[SC_SHRIMPBLESSING])
  4131. val *= 150 / 100;
  4132. if (sc->data[SC_ANCILLA])
  4133. val += sc->data[SC_ANCILLA]->val2 / 100;
  4134. }
  4135. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4136. // Skill-related recovery (only when sit)
  4137. sregen = regen->ssregen;
  4138. val = 0;
  4139. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4140. val += skill*4 + skill*status->max_hp/500;
  4141. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4142. val += skill*30 + skill*status->max_hp/500;
  4143. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4144. val = 0;
  4145. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4146. val += skill*3 + skill*status->max_sp/500;
  4147. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4148. val += (30+10*skill)*val/100;
  4149. }
  4150. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4151. val += skill*2 + skill*status->max_sp/500;
  4152. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4153. }
  4154. if( bl->type == BL_HOM ) {
  4155. struct homun_data *hd = (TBL_HOM*)bl;
  4156. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4157. val = regen->hp*(100+5*skill)/100;
  4158. regen->hp = cap_value(val, 1, SHRT_MAX);
  4159. }
  4160. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4161. val = regen->sp*(100+3*skill)/100;
  4162. regen->sp = cap_value(val, 1, SHRT_MAX);
  4163. }
  4164. } else if( bl->type == BL_MER ) {
  4165. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4166. regen->hp = cap_value(val, 1, SHRT_MAX);
  4167. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4168. regen->sp = cap_value(val, 1, SHRT_MAX);
  4169. } else if( bl->type == BL_ELEM ) {
  4170. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4171. regen->hp = cap_value(val, 1, SHRT_MAX);
  4172. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4173. regen->sp = cap_value(val, 1, SHRT_MAX);
  4174. }
  4175. }
  4176. /**
  4177. * Calculates SC (Status Changes) regeneration values
  4178. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4179. * @param regen: Object's base regeneration data
  4180. * @param sc: Object's status change data
  4181. */
  4182. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4183. {
  4184. if (!(bl->type&BL_REGEN) || !regen)
  4185. return;
  4186. regen->flag = RGN_HP|RGN_SP;
  4187. if(regen->sregen) {
  4188. if (regen->sregen->hp)
  4189. regen->flag |= RGN_SHP;
  4190. if (regen->sregen->sp)
  4191. regen->flag |= RGN_SSP;
  4192. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4193. }
  4194. if (regen->ssregen) {
  4195. if (regen->ssregen->hp)
  4196. regen->flag |= RGN_SHP;
  4197. if (regen->ssregen->sp)
  4198. regen->flag |= RGN_SSP;
  4199. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4200. }
  4201. regen->rate.hp = regen->rate.sp = 100;
  4202. if (!sc || !sc->count)
  4203. return;
  4204. // No HP or SP regen
  4205. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4206. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4207. || sc->data[SC_BERSERK]
  4208. || sc->data[SC_TRICKDEAD]
  4209. || sc->data[SC_BLEEDING]
  4210. || sc->data[SC_MAGICMUSHROOM]
  4211. || sc->data[SC_SATURDAYNIGHTFEVER]
  4212. || sc->data[SC_REBOUND])
  4213. regen->flag = RGN_NONE;
  4214. // No natural SP regen
  4215. if (sc->data[SC_DANCING] ||
  4216. #ifdef RENEWAL
  4217. sc->data[SC_MAXIMIZEPOWER] ||
  4218. #endif
  4219. #ifndef RENEWAL
  4220. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4221. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4222. #else
  4223. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4224. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4225. #endif
  4226. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  4227. regen->flag &= ~RGN_SP;
  4228. if (sc->data[SC_TENSIONRELAX]) {
  4229. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4230. regen->state.overweight = 0; // 1x HP regen
  4231. else {
  4232. regen->rate.hp += 200;
  4233. if (regen->sregen)
  4234. regen->sregen->rate.hp += 200;
  4235. }
  4236. }
  4237. if (sc->data[SC_MAGNIFICAT])
  4238. regen->rate.sp += 100;
  4239. if (sc->data[SC_REGENERATION]) {
  4240. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4241. if (!sce->val4) {
  4242. regen->rate.hp += (sce->val2*100);
  4243. regen->rate.sp += (sce->val3*100);
  4244. } else
  4245. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4246. }
  4247. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  4248. regen->hp += cap_value(regen->hp * 50 / 100, 1, SHRT_MAX);
  4249. if(sc->data[SC_GT_REVITALIZE]) {
  4250. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4251. regen->state.walk = 1;
  4252. }
  4253. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4254. regen->hp += cap_value(regen->hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100, 1, SHRT_MAX);
  4255. if (sc->data[SC_VITATA_500])
  4256. regen->sp += cap_value(regen->sp * sc->data[SC_VITATA_500]->val1 / 100, 1, SHRT_MAX);
  4257. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4258. int ele_class = status_get_class(bl);
  4259. switch (ele_class) {
  4260. case ELEMENTALID_AGNI_S:
  4261. case ELEMENTALID_AGNI_M:
  4262. case ELEMENTALID_AGNI_L:
  4263. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4264. regen->rate.hp += 100;
  4265. break;
  4266. case ELEMENTALID_AQUA_S:
  4267. case ELEMENTALID_AQUA_M:
  4268. case ELEMENTALID_AQUA_L:
  4269. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4270. regen->rate.hp += 100;
  4271. break;
  4272. case ELEMENTALID_VENTUS_S:
  4273. case ELEMENTALID_VENTUS_M:
  4274. case ELEMENTALID_VENTUS_L:
  4275. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4276. regen->rate.hp += 100;
  4277. break;
  4278. case ELEMENTALID_TERA_S:
  4279. case ELEMENTALID_TERA_M:
  4280. case ELEMENTALID_TERA_L:
  4281. if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4282. regen->rate.hp += 100;
  4283. break;
  4284. }
  4285. }
  4286. if (sc->data[SC_CATNIPPOWDER]) {
  4287. regen->rate.hp *= 2;
  4288. regen->rate.sp *= 2;
  4289. }
  4290. }
  4291. /**
  4292. * Applies a state to a unit - See [StatusChangeStateTable]
  4293. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4294. * @param sc: Object's status change data
  4295. * @param flag: Which state to apply to bl
  4296. * @param start: (1) start state, (0) remove state
  4297. */
  4298. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  4299. {
  4300. /// No sc at all, we can zero without any extra weight over our conciousness
  4301. if( !sc->count ) {
  4302. memset(&sc->cant, 0, sizeof (sc->cant));
  4303. return;
  4304. }
  4305. // Can't move
  4306. if( flag&SCS_NOMOVE ) {
  4307. if( !(flag&SCS_NOMOVECOND) )
  4308. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4309. else if(
  4310. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4311. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4312. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4313. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4314. )
  4315. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4316. }
  4317. // Can't use skills
  4318. if( flag&SCS_NOCAST ) {
  4319. if( !(flag&SCS_NOCASTCOND) )
  4320. sc->cant.cast += ( start ? 1 : -1 );
  4321. }
  4322. // Can't chat
  4323. if( flag&SCS_NOCHAT ) {
  4324. if( !(flag&SCS_NOCHATCOND) )
  4325. sc->cant.chat += ( start ? 1 : -1 );
  4326. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4327. sc->cant.chat += ( start ? 1 : -1 );
  4328. }
  4329. // Player-only states
  4330. if( bl->type == BL_PC ) {
  4331. // Can't pick-up items
  4332. if( flag&SCS_NOPICKITEM ) {
  4333. if( !(flag&SCS_NOPICKITEMCOND) )
  4334. sc->cant.pickup += ( start ? 1 : -1 );
  4335. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4336. sc->cant.pickup += ( start ? 1 : -1 );
  4337. }
  4338. // Can't drop items
  4339. if( flag&SCS_NODROPITEM ) {
  4340. if( !(flag&SCS_NODROPITEMCOND) )
  4341. sc->cant.drop += ( start ? 1 : -1 );
  4342. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4343. sc->cant.drop += ( start ? 1 : -1 );
  4344. }
  4345. }
  4346. return;
  4347. }
  4348. /**
  4349. * Recalculates parts of an objects status according to specified flags
  4350. * See [set_sc] [add_sc]
  4351. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4352. * @param flag: Which status has changed on bl
  4353. */
  4354. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  4355. {
  4356. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4357. struct status_data *status = status_get_status_data(bl); // Battle Status
  4358. struct status_change *sc = status_get_sc(bl);
  4359. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4360. int temp;
  4361. if (!b_status || !status)
  4362. return;
  4363. /** [Playtester]
  4364. * This needs to be done even if there is currently no status change active, because
  4365. * we need to update the speed on the client when the last status change ends.
  4366. **/
  4367. if(flag&SCB_SPEED) {
  4368. struct unit_data *ud = unit_bl2ud(bl);
  4369. /** [Skotlex]
  4370. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4371. * because if you step on something while walking, the moment this
  4372. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4373. **/
  4374. if (ud)
  4375. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4376. }
  4377. if(flag&SCB_STR) {
  4378. status->str = status_calc_str(bl, sc, b_status->str);
  4379. flag|=SCB_BATK;
  4380. if( bl->type&BL_HOM )
  4381. flag |= SCB_WATK;
  4382. }
  4383. if(flag&SCB_AGI) {
  4384. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4385. flag|=SCB_FLEE
  4386. #ifdef RENEWAL
  4387. |SCB_DEF2
  4388. #endif
  4389. ;
  4390. if( bl->type&(BL_PC|BL_HOM) )
  4391. flag |= SCB_ASPD|SCB_DSPD;
  4392. }
  4393. if(flag&SCB_VIT) {
  4394. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4395. flag|=SCB_DEF2|SCB_MDEF2;
  4396. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4397. flag |= SCB_MAXHP;
  4398. if( bl->type&BL_HOM )
  4399. flag |= SCB_DEF;
  4400. }
  4401. if(flag&SCB_INT) {
  4402. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4403. flag|=SCB_MATK|SCB_MDEF2;
  4404. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4405. flag |= SCB_MAXSP;
  4406. if( bl->type&BL_HOM )
  4407. flag |= SCB_MDEF;
  4408. }
  4409. if(flag&SCB_DEX) {
  4410. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4411. flag|=SCB_BATK|SCB_HIT
  4412. #ifdef RENEWAL
  4413. |SCB_MATK|SCB_MDEF2
  4414. #endif
  4415. ;
  4416. if( bl->type&(BL_PC|BL_HOM) )
  4417. flag |= SCB_ASPD;
  4418. if( bl->type&BL_HOM )
  4419. flag |= SCB_WATK;
  4420. }
  4421. if(flag&SCB_LUK) {
  4422. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4423. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  4424. #ifdef RENEWAL
  4425. |SCB_MATK|SCB_HIT|SCB_FLEE
  4426. #endif
  4427. ;
  4428. }
  4429. if(flag&SCB_BATK && b_status->batk) {
  4430. int lv = status_get_lv(bl);
  4431. status->batk = status_base_atk(bl, status, lv);
  4432. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  4433. if (temp) {
  4434. temp += status->batk;
  4435. status->batk = cap_value(temp, 0, USHRT_MAX);
  4436. }
  4437. status->batk = status_calc_batk(bl, sc, status->batk);
  4438. }
  4439. if(flag&SCB_WATK) {
  4440. #ifndef RENEWAL
  4441. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4442. if (!sd) // Should not affect weapon refine bonus
  4443. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4444. if (sd && sd->bonus.weapon_atk_rate)
  4445. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4446. if(b_status->lhw.atk) {
  4447. if (sd) {
  4448. sd->state.lr_flag = 1;
  4449. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4450. sd->state.lr_flag = 0;
  4451. } else {
  4452. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4453. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4454. }
  4455. }
  4456. #else
  4457. if(!b_status->watk) { // We only have left-hand weapon
  4458. status->watk = 0;
  4459. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4460. }
  4461. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4462. #endif
  4463. }
  4464. if(flag&SCB_HIT) {
  4465. if (status->dex == b_status->dex
  4466. #ifdef RENEWAL
  4467. && status->luk == b_status->luk
  4468. #endif
  4469. )
  4470. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4471. else
  4472. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4473. #ifdef RENEWAL
  4474. + (status->luk/3 - b_status->luk/3)
  4475. #endif
  4476. );
  4477. }
  4478. if(flag&SCB_FLEE) {
  4479. if (status->agi == b_status->agi
  4480. #ifdef RENEWAL
  4481. && status->luk == b_status->luk
  4482. #endif
  4483. )
  4484. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4485. else
  4486. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4487. #ifdef RENEWAL
  4488. + (status->luk/5 - b_status->luk/5)
  4489. #endif
  4490. );
  4491. }
  4492. if(flag&SCB_DEF) {
  4493. status->def = status_calc_def(bl, sc, b_status->def);
  4494. if( bl->type&BL_HOM )
  4495. status->def += (status->vit/5 - b_status->vit/5);
  4496. }
  4497. if(flag&SCB_DEF2) {
  4498. if (status->vit == b_status->vit
  4499. #ifdef RENEWAL
  4500. && status->agi == b_status->agi
  4501. #endif
  4502. )
  4503. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4504. else
  4505. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4506. #ifdef RENEWAL
  4507. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4508. #else
  4509. + (status->vit - b_status->vit)
  4510. #endif
  4511. );
  4512. }
  4513. if(flag&SCB_MDEF) {
  4514. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4515. if( bl->type&BL_HOM )
  4516. status->mdef += (status->int_/5 - b_status->int_/5);
  4517. }
  4518. if(flag&SCB_MDEF2) {
  4519. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4520. #ifdef RENEWAL
  4521. && status->dex == b_status->dex
  4522. #endif
  4523. )
  4524. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4525. else
  4526. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4527. #ifdef RENEWAL
  4528. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4529. #else
  4530. + ((status->vit - b_status->vit)>>1)
  4531. #endif
  4532. );
  4533. }
  4534. if(flag&SCB_SPEED) {
  4535. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4536. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4537. status->speed = battle_config.max_walk_speed;
  4538. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  4539. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  4540. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4541. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4542. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4543. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4544. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4545. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4546. }
  4547. if(flag&SCB_CRI && b_status->cri) {
  4548. if (status->luk == b_status->luk)
  4549. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4550. else
  4551. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4552. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4553. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  4554. status->cri <<= 1;
  4555. }
  4556. if(flag&SCB_FLEE2 && b_status->flee2) {
  4557. if (status->luk == b_status->luk)
  4558. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4559. else
  4560. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4561. }
  4562. if(flag&SCB_ATK_ELE) {
  4563. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4564. if (sd) sd->state.lr_flag = 1;
  4565. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4566. if (sd) sd->state.lr_flag = 0;
  4567. }
  4568. if(flag&SCB_DEF_ELE) {
  4569. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4570. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4571. }
  4572. if(flag&SCB_MODE) {
  4573. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4574. // Only switch between Normal and Boss classes as the others are determined by the race value
  4575. if (status->class_ == CLASS_NORMAL && status_has_mode(status, MD_STATUS_IMMUNE|MD_KNOCKBACK_IMMUNE|MD_DETECTOR))
  4576. status->class_ = CLASS_BOSS;
  4577. else if (status->class_ == CLASS_BOSS && !status_has_mode(status, MD_STATUS_IMMUNE|MD_KNOCKBACK_IMMUNE|MD_DETECTOR))
  4578. status->class_ = CLASS_NORMAL;
  4579. // Since mode changed, reset their state.
  4580. if (!status_has_mode(status,MD_CANATTACK))
  4581. unit_stop_attack(bl);
  4582. if (!status_has_mode(status,MD_CANMOVE))
  4583. unit_stop_walking(bl,1);
  4584. }
  4585. /**
  4586. * No status changes alter these yet.
  4587. * if(flag&SCB_SIZE)
  4588. * if(flag&SCB_RACE)
  4589. * if(flag&SCB_RANGE)
  4590. **/
  4591. if(flag&SCB_MAXHP) {
  4592. if( bl->type&BL_PC ) {
  4593. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4594. if(battle_config.hp_rate != 100)
  4595. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4596. if (sd->status.base_level < 100)
  4597. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  4598. else if (sd->status.base_level < 151)
  4599. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  4600. else
  4601. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4602. }
  4603. else
  4604. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4605. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4606. status->hp = status->max_hp;
  4607. if( sd ) clif_updatestatus(sd,SP_HP);
  4608. }
  4609. }
  4610. if(flag&SCB_MAXSP) {
  4611. if( bl->type&BL_PC ) {
  4612. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4613. if(battle_config.sp_rate != 100)
  4614. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4615. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4616. }
  4617. else
  4618. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4619. if( status->sp > status->max_sp ) {
  4620. status->sp = status->max_sp;
  4621. if( sd ) clif_updatestatus(sd,SP_SP);
  4622. }
  4623. }
  4624. if(flag&SCB_MATK) {
  4625. #ifndef RENEWAL
  4626. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  4627. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  4628. #else
  4629. /**
  4630. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  4631. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  4632. **/
  4633. int lv = status_get_lv(bl);
  4634. status->matk_min = status_base_matk_min(bl, status, lv);
  4635. status->matk_max = status_base_matk_max(bl, status, lv);
  4636. switch( bl->type ) {
  4637. case BL_PC: {
  4638. int wMatk = 0;
  4639. int variance = 0;
  4640. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  4641. if (sd) {
  4642. if (sd->bonus.ematk > 0)
  4643. status->matk_min += sd->bonus.ematk;
  4644. if (pc_checkskill(sd, SU_POWEROFLAND) > 0) {
  4645. if ((pc_checkskill(sd, SU_SV_STEMSPEAR) + pc_checkskill(sd, SU_CN_POWDERING) + pc_checkskill(sd, SU_CN_METEOR) + pc_checkskill(sd, SU_SV_ROOTTWIST) +
  4646. pc_checkskill(sd, SU_CHATTERING) + pc_checkskill(sd, SU_MEOWMEOW) + pc_checkskill(sd, SU_NYANGGRASS)) > 19)
  4647. status->matk_min += status->matk_min * 20 / 100;
  4648. }
  4649. }
  4650. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  4651. status->matk_max = status->matk_min;
  4652. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  4653. if (b_status->lhw.matk) {
  4654. if (sd) {
  4655. //sd->state.lr_flag = 1; //?? why was that set here
  4656. status->lhw.matk = b_status->lhw.matk;
  4657. sd->state.lr_flag = 0;
  4658. } else {
  4659. status->lhw.matk = b_status->lhw.matk;
  4660. }
  4661. }
  4662. if (b_status->rhw.matk) {
  4663. status->rhw.matk = b_status->rhw.matk;
  4664. }
  4665. if (status->rhw.matk) {
  4666. wMatk += status->rhw.matk;
  4667. variance += wMatk * status->rhw.wlv / 10;
  4668. }
  4669. if (status->lhw.matk) {
  4670. wMatk += status->lhw.matk;
  4671. variance += status->lhw.matk * status->lhw.wlv / 10;
  4672. }
  4673. status->matk_min += wMatk - variance;
  4674. status->matk_max += wMatk + variance;
  4675. }
  4676. break;
  4677. }
  4678. #endif
  4679. if (bl->type&BL_PC && sd->matk_rate != 100) {
  4680. status->matk_max = status->matk_max * sd->matk_rate/100;
  4681. status->matk_min = status->matk_min * sd->matk_rate/100;
  4682. }
  4683. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  4684. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  4685. status->matk_min = status->matk_max;
  4686. #ifdef RENEWAL
  4687. if( sd && sd->right_weapon.overrefine > 0) {
  4688. status->matk_min++;
  4689. status->matk_max += sd->right_weapon.overrefine - 1;
  4690. }
  4691. #endif
  4692. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  4693. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  4694. }
  4695. if(flag&SCB_ASPD) {
  4696. int amotion;
  4697. if ( bl->type&BL_HOM ) {
  4698. #ifdef RENEWAL_ASPD
  4699. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  4700. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  4701. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  4702. #else
  4703. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  4704. amotion = status_calc_aspd_rate(bl, sc, amotion);
  4705. amotion = amotion * status->aspd_rate / 1000;
  4706. #endif
  4707. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4708. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4709. status->adelay = status->amotion;
  4710. } else if ( bl->type&BL_PC ) {
  4711. uint16 skill_lv;
  4712. amotion = status_base_amotion_pc(sd,status);
  4713. #ifndef RENEWAL_ASPD
  4714. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4715. #endif
  4716. // Absolute ASPD % modifier
  4717. amotion = amotion * status->aspd_rate / 1000;
  4718. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  4719. amotion = amotion * 5 * (skill_lv + 10) / 100;
  4720. #ifdef RENEWAL_ASPD
  4721. // RE ASPD % modifier
  4722. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  4723. amotion = 10 * (200 - amotion);
  4724. amotion += sd->bonus.aspd_add;
  4725. #endif
  4726. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4727. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  4728. status->adelay = 2 * status->amotion;
  4729. } else { // Mercenary and mobs
  4730. amotion = b_status->amotion;
  4731. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4732. amotion = amotion*status->aspd_rate/1000;
  4733. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4734. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4735. temp = b_status->adelay*status->aspd_rate/1000;
  4736. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4737. }
  4738. }
  4739. if(flag&SCB_DSPD) {
  4740. int dmotion;
  4741. if( bl->type&BL_PC ) {
  4742. if (b_status->agi == status->agi)
  4743. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4744. else {
  4745. dmotion = 800-status->agi*4;
  4746. status->dmotion = cap_value(dmotion, 400, 800);
  4747. if(battle_config.pc_damage_delay_rate != 100)
  4748. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  4749. // It's safe to ignore b_status->dmotion since no bonus affects it.
  4750. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  4751. }
  4752. } else if( bl->type&BL_HOM ) {
  4753. dmotion = 800-status->agi*4;
  4754. status->dmotion = cap_value(dmotion, 400, 800);
  4755. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4756. } else { // Mercenary and mobs
  4757. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4758. }
  4759. }
  4760. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4761. status_calc_regen(bl, status, status_get_regen_data(bl));
  4762. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4763. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4764. }
  4765. /**
  4766. * Recalculates parts of an objects status according to specified flags
  4767. * Also sends updates to the client when necessary
  4768. * See [set_sc] [add_sc]
  4769. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4770. * @param flag: Which status has changed on bl
  4771. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  4772. */
  4773. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  4774. {
  4775. struct status_data b_status; // Previous battle status
  4776. struct status_data* status; // Pointer to current battle status
  4777. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
  4778. if (opt&SCO_FORCE)
  4779. ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
  4780. else {
  4781. ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
  4782. return;
  4783. }
  4784. }
  4785. // Remember previous values
  4786. status = status_get_status_data(bl);
  4787. memcpy(&b_status, status, sizeof(struct status_data));
  4788. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4789. switch( bl->type ) {
  4790. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  4791. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  4792. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  4793. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  4794. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  4795. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  4796. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  4797. }
  4798. }
  4799. if( bl->type == BL_PET )
  4800. return; // Pets are not affected by statuses
  4801. if (opt&SCO_FIRST && bl->type == BL_MOB)
  4802. return; // Assume there will be no statuses active
  4803. status_calc_bl_main(bl, flag);
  4804. if (opt&SCO_FIRST && bl->type == BL_HOM)
  4805. return; // Client update handled by caller
  4806. // Compare against new values and send client updates
  4807. if( bl->type == BL_PC ) {
  4808. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4809. if(b_status.str != status->str)
  4810. clif_updatestatus(sd,SP_STR);
  4811. if(b_status.agi != status->agi)
  4812. clif_updatestatus(sd,SP_AGI);
  4813. if(b_status.vit != status->vit)
  4814. clif_updatestatus(sd,SP_VIT);
  4815. if(b_status.int_ != status->int_)
  4816. clif_updatestatus(sd,SP_INT);
  4817. if(b_status.dex != status->dex)
  4818. clif_updatestatus(sd,SP_DEX);
  4819. if(b_status.luk != status->luk)
  4820. clif_updatestatus(sd,SP_LUK);
  4821. if(b_status.hit != status->hit)
  4822. clif_updatestatus(sd,SP_HIT);
  4823. if(b_status.flee != status->flee)
  4824. clif_updatestatus(sd,SP_FLEE1);
  4825. if(b_status.amotion != status->amotion)
  4826. clif_updatestatus(sd,SP_ASPD);
  4827. if(b_status.speed != status->speed)
  4828. clif_updatestatus(sd,SP_SPEED);
  4829. if(b_status.batk != status->batk
  4830. #ifndef RENEWAL
  4831. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4832. #endif
  4833. )
  4834. clif_updatestatus(sd,SP_ATK1);
  4835. if(b_status.def != status->def) {
  4836. clif_updatestatus(sd,SP_DEF1);
  4837. #ifdef RENEWAL
  4838. clif_updatestatus(sd,SP_DEF2);
  4839. #endif
  4840. }
  4841. if(
  4842. #ifdef RENEWAL
  4843. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  4844. #else
  4845. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4846. #endif
  4847. )
  4848. clif_updatestatus(sd,SP_ATK2);
  4849. if(b_status.def2 != status->def2) {
  4850. clif_updatestatus(sd,SP_DEF2);
  4851. #ifdef RENEWAL
  4852. clif_updatestatus(sd,SP_DEF1);
  4853. #endif
  4854. }
  4855. if(b_status.flee2 != status->flee2)
  4856. clif_updatestatus(sd,SP_FLEE2);
  4857. if(b_status.cri != status->cri)
  4858. clif_updatestatus(sd,SP_CRITICAL);
  4859. #ifndef RENEWAL
  4860. if(b_status.matk_max != status->matk_max)
  4861. clif_updatestatus(sd,SP_MATK1);
  4862. if(b_status.matk_min != status->matk_min)
  4863. clif_updatestatus(sd,SP_MATK2);
  4864. #else
  4865. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4866. clif_updatestatus(sd,SP_MATK2);
  4867. clif_updatestatus(sd,SP_MATK1);
  4868. }
  4869. #endif
  4870. if(b_status.mdef != status->mdef) {
  4871. clif_updatestatus(sd,SP_MDEF1);
  4872. #ifdef RENEWAL
  4873. clif_updatestatus(sd,SP_MDEF2);
  4874. #endif
  4875. }
  4876. if(b_status.mdef2 != status->mdef2) {
  4877. clif_updatestatus(sd,SP_MDEF2);
  4878. #ifdef RENEWAL
  4879. clif_updatestatus(sd,SP_MDEF1);
  4880. #endif
  4881. }
  4882. if(b_status.rhw.range != status->rhw.range)
  4883. clif_updatestatus(sd,SP_ATTACKRANGE);
  4884. if(b_status.max_hp != status->max_hp)
  4885. clif_updatestatus(sd,SP_MAXHP);
  4886. if(b_status.max_sp != status->max_sp)
  4887. clif_updatestatus(sd,SP_MAXSP);
  4888. if(b_status.hp != status->hp)
  4889. clif_updatestatus(sd,SP_HP);
  4890. if(b_status.sp != status->sp)
  4891. clif_updatestatus(sd,SP_SP);
  4892. } else if( bl->type == BL_HOM ) {
  4893. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4894. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4895. clif_hominfo(hd->master,hd,0);
  4896. } else if( bl->type == BL_MER ) {
  4897. TBL_MER* md = BL_CAST(BL_MER, bl);
  4898. if (!md->master)
  4899. return;
  4900. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4901. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4902. if( b_status.matk_max != status->matk_max )
  4903. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4904. if( b_status.hit != status->hit )
  4905. clif_mercenary_updatestatus(md->master, SP_HIT);
  4906. if( b_status.cri != status->cri )
  4907. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4908. if( b_status.def != status->def )
  4909. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4910. if( b_status.mdef != status->mdef )
  4911. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4912. if( b_status.flee != status->flee )
  4913. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4914. if( b_status.amotion != status->amotion )
  4915. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4916. if( b_status.max_hp != status->max_hp )
  4917. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4918. if( b_status.max_sp != status->max_sp )
  4919. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4920. if( b_status.hp != status->hp )
  4921. clif_mercenary_updatestatus(md->master, SP_HP);
  4922. if( b_status.sp != status->sp )
  4923. clif_mercenary_updatestatus(md->master, SP_SP);
  4924. } else if( bl->type == BL_ELEM ) {
  4925. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4926. if (!ed->master)
  4927. return;
  4928. if( b_status.max_hp != status->max_hp )
  4929. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4930. if( b_status.max_sp != status->max_sp )
  4931. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4932. if( b_status.hp != status->hp )
  4933. clif_elemental_updatestatus(ed->master, SP_HP);
  4934. if( b_status.sp != status->sp )
  4935. clif_mercenary_updatestatus(ed->master, SP_SP);
  4936. }
  4937. }
  4938. /**
  4939. * Adds strength modifications based on status changes
  4940. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4941. * @param sc: Object's status change information
  4942. * @param str: Initial str
  4943. * @return modified str with cap_value(str,0,USHRT_MAX)
  4944. */
  4945. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4946. {
  4947. if(!sc || !sc->count)
  4948. return cap_value(str,0,USHRT_MAX);
  4949. if(sc->data[SC_HARMONIZE]) {
  4950. str -= sc->data[SC_HARMONIZE]->val2;
  4951. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4952. }
  4953. if(sc->data[SC_INCALLSTATUS])
  4954. str += sc->data[SC_INCALLSTATUS]->val1;
  4955. if(sc->data[SC_CHASEWALK2])
  4956. str += sc->data[SC_CHASEWALK2]->val1;
  4957. if(sc->data[SC_INCSTR])
  4958. str += sc->data[SC_INCSTR]->val1;
  4959. if(sc->data[SC_STRFOOD])
  4960. str += sc->data[SC_STRFOOD]->val1;
  4961. if(sc->data[SC_FOOD_STR_CASH])
  4962. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4963. if(sc->data[SC_BATTLEORDERS])
  4964. str += 5;
  4965. if(sc->data[SC_LEADERSHIP])
  4966. str += sc->data[SC_LEADERSHIP]->val1;
  4967. if(sc->data[SC_LOUD])
  4968. str += 4;
  4969. if(sc->data[SC_TRUESIGHT])
  4970. str += 5;
  4971. if(sc->data[SC_SPURT])
  4972. str += 10;
  4973. if(sc->data[SC_NEN])
  4974. str += sc->data[SC_NEN]->val1;
  4975. if(sc->data[SC_BLESSING]) {
  4976. if(sc->data[SC_BLESSING]->val2)
  4977. str += sc->data[SC_BLESSING]->val2;
  4978. else
  4979. str >>= 1;
  4980. }
  4981. if(sc->data[SC_MARIONETTE])
  4982. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4983. if(sc->data[SC_MARIONETTE2])
  4984. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4985. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4986. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  4987. if(sc->data[SC_GIANTGROWTH])
  4988. str += 30;
  4989. if(sc->data[SC_BEYONDOFWARCRY])
  4990. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4991. if(sc->data[SC_SAVAGE_STEAK])
  4992. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4993. if(sc->data[SC_INSPIRATION])
  4994. str += sc->data[SC_INSPIRATION]->val3;
  4995. if(sc->data[SC_2011RWC_SCROLL])
  4996. str += sc->data[SC_2011RWC_SCROLL]->val1;
  4997. if(sc->data[SC_STOMACHACHE])
  4998. str -= sc->data[SC_STOMACHACHE]->val1;
  4999. if(sc->data[SC_KYOUGAKU])
  5000. str -= sc->data[SC_KYOUGAKU]->val2;
  5001. if(sc->data[SC_SWORDCLAN])
  5002. str += 1;
  5003. if(sc->data[SC_JUMPINGCLAN])
  5004. str += 1;
  5005. if(sc->data[SC_FULL_THROTTLE])
  5006. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5007. if(sc->data[SC_CHEERUP])
  5008. str += 3;
  5009. if(sc->data[SC_GLASTHEIM_STATE])
  5010. str += sc->data[SC_GLASTHEIM_STATE]->val1;
  5011. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5012. }
  5013. /**
  5014. * Adds agility modifications based on status changes
  5015. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5016. * @param sc: Object's status change information
  5017. * @param agi: Initial agi
  5018. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5019. */
  5020. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  5021. {
  5022. if(!sc || !sc->count)
  5023. return cap_value(agi,0,USHRT_MAX);
  5024. if(sc->data[SC_HARMONIZE]) {
  5025. agi -= sc->data[SC_HARMONIZE]->val2;
  5026. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5027. }
  5028. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5029. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  5030. if(sc->data[SC_INCALLSTATUS])
  5031. agi += sc->data[SC_INCALLSTATUS]->val1;
  5032. if(sc->data[SC_INCAGI])
  5033. agi += sc->data[SC_INCAGI]->val1;
  5034. if(sc->data[SC_AGIFOOD])
  5035. agi += sc->data[SC_AGIFOOD]->val1;
  5036. if(sc->data[SC_FOOD_AGI_CASH])
  5037. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  5038. if(sc->data[SC_SOULCOLD])
  5039. agi += sc->data[SC_SOULCOLD]->val1;
  5040. if(sc->data[SC_TRUESIGHT])
  5041. agi += 5;
  5042. if(sc->data[SC_INCREASEAGI])
  5043. agi += sc->data[SC_INCREASEAGI]->val2;
  5044. if(sc->data[SC_INCREASING])
  5045. agi += 4; // Added based on skill updates [Reddozen]
  5046. if(sc->data[SC_2011RWC_SCROLL])
  5047. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  5048. if(sc->data[SC_DECREASEAGI])
  5049. agi -= sc->data[SC_DECREASEAGI]->val2;
  5050. if(sc->data[SC_QUAGMIRE])
  5051. agi -= sc->data[SC_QUAGMIRE]->val2;
  5052. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  5053. agi -= sc->data[SC_SUITON]->val2;
  5054. if(sc->data[SC_MARIONETTE])
  5055. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  5056. if(sc->data[SC_MARIONETTE2])
  5057. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  5058. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5059. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  5060. if(sc->data[SC_ADORAMUS])
  5061. agi -= sc->data[SC_ADORAMUS]->val2;
  5062. if(sc->data[SC_MARSHOFABYSS])
  5063. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5064. if(sc->data[SC_DROCERA_HERB_STEAMED])
  5065. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  5066. if(sc->data[SC_INSPIRATION])
  5067. agi += sc->data[SC_INSPIRATION]->val3;
  5068. if(sc->data[SC_STOMACHACHE])
  5069. agi -= sc->data[SC_STOMACHACHE]->val1;
  5070. if(sc->data[SC_KYOUGAKU])
  5071. agi -= sc->data[SC_KYOUGAKU]->val2;
  5072. if(sc->data[SC_CROSSBOWCLAN])
  5073. agi += 1;
  5074. if(sc->data[SC_JUMPINGCLAN])
  5075. agi += 1;
  5076. if(sc->data[SC_FULL_THROTTLE])
  5077. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5078. if (sc->data[SC_ARCLOUSEDASH])
  5079. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  5080. if(sc->data[SC_CHEERUP])
  5081. agi += 3;
  5082. if(sc->data[SC_GLASTHEIM_STATE])
  5083. agi += sc->data[SC_GLASTHEIM_STATE]->val1;
  5084. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5085. }
  5086. /**
  5087. * Adds vitality modifications based on status changes
  5088. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5089. * @param sc: Object's status change information
  5090. * @param vit: Initial vit
  5091. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5092. */
  5093. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  5094. {
  5095. if(!sc || !sc->count)
  5096. return cap_value(vit,0,USHRT_MAX);
  5097. if(sc->data[SC_HARMONIZE]) {
  5098. vit -= sc->data[SC_HARMONIZE]->val2;
  5099. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5100. }
  5101. if(sc->data[SC_INCALLSTATUS])
  5102. vit += sc->data[SC_INCALLSTATUS]->val1;
  5103. if(sc->data[SC_INCVIT])
  5104. vit += sc->data[SC_INCVIT]->val1;
  5105. if(sc->data[SC_VITFOOD])
  5106. vit += sc->data[SC_VITFOOD]->val1;
  5107. if(sc->data[SC_FOOD_VIT_CASH])
  5108. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  5109. if(sc->data[SC_CHANGE])
  5110. vit += sc->data[SC_CHANGE]->val2;
  5111. if(sc->data[SC_GLORYWOUNDS])
  5112. vit += sc->data[SC_GLORYWOUNDS]->val1;
  5113. if(sc->data[SC_TRUESIGHT])
  5114. vit += 5;
  5115. if(sc->data[SC_MARIONETTE])
  5116. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  5117. if(sc->data[SC_MARIONETTE2])
  5118. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  5119. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5120. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  5121. if(sc->data[SC_MINOR_BBQ])
  5122. vit += sc->data[SC_MINOR_BBQ]->val1;
  5123. if(sc->data[SC_INSPIRATION])
  5124. vit += sc->data[SC_INSPIRATION]->val3;
  5125. if(sc->data[SC_2011RWC_SCROLL])
  5126. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  5127. if(sc->data[SC_STOMACHACHE])
  5128. vit -= sc->data[SC_STOMACHACHE]->val1;
  5129. if(sc->data[SC_KYOUGAKU])
  5130. vit -= sc->data[SC_KYOUGAKU]->val2;
  5131. if(sc->data[SC_SWORDCLAN])
  5132. vit += 1;
  5133. if(sc->data[SC_JUMPINGCLAN])
  5134. vit += 1;
  5135. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  5136. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  5137. if(sc->data[SC_FULL_THROTTLE])
  5138. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5139. #ifdef RENEWAL
  5140. if(sc->data[SC_DEFENCE])
  5141. vit += sc->data[SC_DEFENCE]->val2;
  5142. #endif
  5143. if(sc->data[SC_CHEERUP])
  5144. vit += 3;
  5145. if(sc->data[SC_GLASTHEIM_STATE])
  5146. vit += sc->data[SC_GLASTHEIM_STATE]->val1;
  5147. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5148. }
  5149. /**
  5150. * Adds intelligence modifications based on status changes
  5151. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5152. * @param sc: Object's status change information
  5153. * @param int_: Initial int
  5154. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5155. */
  5156. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  5157. {
  5158. if(!sc || !sc->count)
  5159. return cap_value(int_,0,USHRT_MAX);
  5160. if(sc->data[SC_HARMONIZE]) {
  5161. int_ -= sc->data[SC_HARMONIZE]->val2;
  5162. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5163. }
  5164. if(sc->data[SC_INCALLSTATUS])
  5165. int_ += sc->data[SC_INCALLSTATUS]->val1;
  5166. if(sc->data[SC_INCINT])
  5167. int_ += sc->data[SC_INCINT]->val1;
  5168. if(sc->data[SC_INTFOOD])
  5169. int_ += sc->data[SC_INTFOOD]->val1;
  5170. if(sc->data[SC_FOOD_INT_CASH])
  5171. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  5172. if(sc->data[SC_CHANGE])
  5173. int_ += sc->data[SC_CHANGE]->val3;
  5174. if(sc->data[SC_BATTLEORDERS])
  5175. int_ += 5;
  5176. if(sc->data[SC_TRUESIGHT])
  5177. int_ += 5;
  5178. if(sc->data[SC_BLESSING]) {
  5179. if (sc->data[SC_BLESSING]->val2)
  5180. int_ += sc->data[SC_BLESSING]->val2;
  5181. else
  5182. int_ >>= 1;
  5183. }
  5184. if(sc->data[SC_NEN])
  5185. int_ += sc->data[SC_NEN]->val1;
  5186. if(sc->data[SC_MARIONETTE])
  5187. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5188. if(sc->data[SC_2011RWC_SCROLL])
  5189. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  5190. if(sc->data[SC_MARIONETTE2])
  5191. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5192. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5193. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5194. if(sc->data[SC_INSPIRATION])
  5195. int_ += sc->data[SC_INSPIRATION]->val3;
  5196. if(sc->data[SC_MELODYOFSINK])
  5197. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  5198. if(sc->data[SC_MANDRAGORA])
  5199. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5200. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5201. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5202. if(sc->data[SC_STOMACHACHE])
  5203. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5204. if(sc->data[SC_KYOUGAKU])
  5205. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5206. if(sc->data[SC_ARCWANDCLAN])
  5207. int_ += 1;
  5208. if(sc->data[SC_GOLDENMACECLAN])
  5209. int_ += 1;
  5210. if(sc->data[SC_JUMPINGCLAN])
  5211. int_ += 1;
  5212. if(sc->data[SC_FULL_THROTTLE])
  5213. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5214. if(sc->data[SC_CHEERUP])
  5215. int_ += 3;
  5216. if(sc->data[SC_GLASTHEIM_STATE])
  5217. int_ += sc->data[SC_GLASTHEIM_STATE]->val1;
  5218. if(bl->type != BL_PC) {
  5219. if(sc->data[SC_STRIPHELM])
  5220. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5221. if(sc->data[SC__STRIPACCESSORY])
  5222. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5223. }
  5224. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5225. }
  5226. /**
  5227. * Adds dexterity modifications based on status changes
  5228. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5229. * @param sc: Object's status change information
  5230. * @param dex: Initial dex
  5231. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5232. */
  5233. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5234. {
  5235. if(!sc || !sc->count)
  5236. return cap_value(dex,0,USHRT_MAX);
  5237. if(sc->data[SC_HARMONIZE]) {
  5238. dex -= sc->data[SC_HARMONIZE]->val2;
  5239. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5240. }
  5241. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5242. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5243. if(sc->data[SC_INCALLSTATUS])
  5244. dex += sc->data[SC_INCALLSTATUS]->val1;
  5245. if(sc->data[SC_INCDEX])
  5246. dex += sc->data[SC_INCDEX]->val1;
  5247. if(sc->data[SC_DEXFOOD])
  5248. dex += sc->data[SC_DEXFOOD]->val1;
  5249. if(sc->data[SC_FOOD_DEX_CASH])
  5250. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5251. if(sc->data[SC_BATTLEORDERS])
  5252. dex += 5;
  5253. if(sc->data[SC_HAWKEYES])
  5254. dex += sc->data[SC_HAWKEYES]->val1;
  5255. if(sc->data[SC_TRUESIGHT])
  5256. dex += 5;
  5257. if(sc->data[SC_QUAGMIRE])
  5258. dex -= sc->data[SC_QUAGMIRE]->val2;
  5259. if(sc->data[SC_BLESSING]) {
  5260. if (sc->data[SC_BLESSING]->val2)
  5261. dex += sc->data[SC_BLESSING]->val2;
  5262. else
  5263. dex >>= 1;
  5264. }
  5265. if(sc->data[SC_INCREASING])
  5266. dex += 4; // Added based on skill updates [Reddozen]
  5267. if(sc->data[SC_MARIONETTE])
  5268. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5269. if(sc->data[SC_2011RWC_SCROLL])
  5270. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  5271. if(sc->data[SC_MARIONETTE2])
  5272. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5273. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5274. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5275. if(sc->data[SC_SIROMA_ICE_TEA])
  5276. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5277. if(sc->data[SC_INSPIRATION])
  5278. dex += sc->data[SC_INSPIRATION]->val3;
  5279. if(sc->data[SC_STOMACHACHE])
  5280. dex -= sc->data[SC_STOMACHACHE]->val1;
  5281. if(sc->data[SC_KYOUGAKU])
  5282. dex -= sc->data[SC_KYOUGAKU]->val2;
  5283. if(sc->data[SC_ARCWANDCLAN])
  5284. dex += 1;
  5285. if(sc->data[SC_CROSSBOWCLAN])
  5286. dex += 1;
  5287. if(sc->data[SC_JUMPINGCLAN])
  5288. dex += 1;
  5289. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5290. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5291. if(sc->data[SC_MARSHOFABYSS])
  5292. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5293. if(sc->data[SC_FULL_THROTTLE])
  5294. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5295. if(sc->data[SC_CHEERUP])
  5296. dex += 3;
  5297. if(sc->data[SC_GLASTHEIM_STATE])
  5298. dex += sc->data[SC_GLASTHEIM_STATE]->val1;
  5299. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5300. }
  5301. /**
  5302. * Adds luck modifications based on status changes
  5303. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5304. * @param sc: Object's status change information
  5305. * @param luk: Initial luk
  5306. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5307. */
  5308. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5309. {
  5310. if(!sc || !sc->count)
  5311. return cap_value(luk,0,USHRT_MAX);
  5312. if(sc->data[SC_HARMONIZE]) {
  5313. luk -= sc->data[SC_HARMONIZE]->val2;
  5314. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5315. }
  5316. if(sc->data[SC_CURSE])
  5317. return 0;
  5318. if(sc->data[SC_INCALLSTATUS])
  5319. luk += sc->data[SC_INCALLSTATUS]->val1;
  5320. if(sc->data[SC_INCLUK])
  5321. luk += sc->data[SC_INCLUK]->val1;
  5322. if(sc->data[SC_LUKFOOD])
  5323. luk += sc->data[SC_LUKFOOD]->val1;
  5324. if(sc->data[SC_FOOD_LUK_CASH])
  5325. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  5326. if(sc->data[SC_TRUESIGHT])
  5327. luk += 5;
  5328. if(sc->data[SC_GLORIA])
  5329. luk += 30;
  5330. if(sc->data[SC_MARIONETTE])
  5331. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  5332. if(sc->data[SC_MARIONETTE2])
  5333. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  5334. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5335. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  5336. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  5337. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  5338. if(sc->data[SC_INSPIRATION])
  5339. luk += sc->data[SC_INSPIRATION]->val3;
  5340. if(sc->data[SC_STOMACHACHE])
  5341. luk -= sc->data[SC_STOMACHACHE]->val1;
  5342. if(sc->data[SC_KYOUGAKU])
  5343. luk -= sc->data[SC_KYOUGAKU]->val2;
  5344. if(sc->data[SC_2011RWC_SCROLL])
  5345. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  5346. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5347. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5348. if(sc->data[SC_BANANA_BOMB])
  5349. luk -= 75;
  5350. if(sc->data[SC_GOLDENMACECLAN])
  5351. luk += 1;
  5352. if(sc->data[SC_JUMPINGCLAN])
  5353. luk += 1;
  5354. if(sc->data[SC_FULL_THROTTLE])
  5355. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5356. if(sc->data[SC_CHEERUP])
  5357. luk += 3;
  5358. if(sc->data[SC_GLASTHEIM_STATE])
  5359. luk += sc->data[SC_GLASTHEIM_STATE]->val1;
  5360. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5361. }
  5362. /**
  5363. * Adds base attack modifications based on status changes
  5364. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  5365. * @param sc: Object's status change information
  5366. * @param batk: Initial batk
  5367. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  5368. */
  5369. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  5370. {
  5371. if(!sc || !sc->count)
  5372. return cap_value(batk,0,USHRT_MAX);
  5373. if(sc->data[SC_ATKPOTION])
  5374. batk += sc->data[SC_ATKPOTION]->val1;
  5375. if(sc->data[SC_BATKFOOD])
  5376. batk += sc->data[SC_BATKFOOD]->val1;
  5377. #ifndef RENEWAL
  5378. if(sc->data[SC_GATLINGFEVER])
  5379. batk += sc->data[SC_GATLINGFEVER]->val3;
  5380. if(sc->data[SC_MADNESSCANCEL])
  5381. batk += 100;
  5382. #endif
  5383. if(sc->data[SC_FULL_SWING_K])
  5384. batk += sc->data[SC_FULL_SWING_K]->val1;
  5385. if(sc->data[SC_ASH])
  5386. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  5387. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  5388. batk += sc->data[SC_PYROCLASTIC]->val2;
  5389. if (sc->data[SC_ANGRIFFS_MODUS])
  5390. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  5391. if(sc->data[SC_2011RWC_SCROLL])
  5392. batk += 30;
  5393. if(sc->data[SC_INCATKRATE])
  5394. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  5395. if(sc->data[SC_PROVOKE])
  5396. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  5397. #ifndef RENEWAL
  5398. if(sc->data[SC_CONCENTRATION])
  5399. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  5400. #endif
  5401. if(sc->data[SC_SKE])
  5402. batk += batk * 3;
  5403. if(sc->data[SC_BLOODLUST])
  5404. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  5405. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  5406. batk -= batk * 25/100;
  5407. if(sc->data[SC_CURSE])
  5408. batk -= batk * 25/100;
  5409. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  5410. if(sc->data[SC_BLEEDING])
  5411. batk -= batk * 25 / 100; */
  5412. if(sc->data[SC_FLEET])
  5413. batk += batk * sc->data[SC_FLEET]->val3/100;
  5414. if(sc->data[SC__ENERVATION])
  5415. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  5416. if(sc->data[SC_SATURDAYNIGHTFEVER])
  5417. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  5418. if( sc->data[SC_ZANGETSU] )
  5419. batk += sc->data[SC_ZANGETSU]->val2;
  5420. if(sc->data[SC_QUEST_BUFF1])
  5421. batk += sc->data[SC_QUEST_BUFF1]->val1;
  5422. if(sc->data[SC_QUEST_BUFF2])
  5423. batk += sc->data[SC_QUEST_BUFF2]->val1;
  5424. if(sc->data[SC_QUEST_BUFF3])
  5425. batk += sc->data[SC_QUEST_BUFF3]->val1;
  5426. if (sc->data[SC_SHRIMP])
  5427. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  5428. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  5429. }
  5430. /**
  5431. * Adds weapon attack modifications based on status changes
  5432. * @param bl: Object to change watk [PC]
  5433. * @param sc: Object's status change information
  5434. * @param watk: Initial watk
  5435. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  5436. */
  5437. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  5438. {
  5439. if(!sc || !sc->count)
  5440. return cap_value(watk,0,USHRT_MAX);
  5441. #ifndef RENEWAL
  5442. if(sc->data[SC_IMPOSITIO])
  5443. watk += sc->data[SC_IMPOSITIO]->val2;
  5444. if(sc->data[SC_DRUMBATTLE])
  5445. watk += sc->data[SC_DRUMBATTLE]->val2;
  5446. #endif
  5447. if(sc->data[SC_WATKFOOD])
  5448. watk += sc->data[SC_WATKFOOD]->val1;
  5449. if(sc->data[SC_VOLCANO])
  5450. watk += sc->data[SC_VOLCANO]->val2;
  5451. if(sc->data[SC_MERC_ATKUP])
  5452. watk += sc->data[SC_MERC_ATKUP]->val2;
  5453. if(sc->data[SC_WATER_BARRIER])
  5454. watk -= sc->data[SC_WATER_BARRIER]->val2;
  5455. #ifndef RENEWAL
  5456. if(sc->data[SC_NIBELUNGEN]) {
  5457. if (bl->type != BL_PC)
  5458. watk += sc->data[SC_NIBELUNGEN]->val2;
  5459. else {
  5460. TBL_PC *sd = (TBL_PC*)bl;
  5461. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  5462. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  5463. watk += sc->data[SC_NIBELUNGEN]->val2;
  5464. }
  5465. }
  5466. if(sc->data[SC_CONCENTRATION])
  5467. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  5468. #endif
  5469. if(sc->data[SC_INCATKRATE])
  5470. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  5471. if(sc->data[SC_PROVOKE])
  5472. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  5473. if(sc->data[SC_SKE])
  5474. watk += watk * 3;
  5475. if(sc->data[SC_FLEET])
  5476. watk += watk * sc->data[SC_FLEET]->val3/100;
  5477. if(sc->data[SC_CURSE])
  5478. watk -= watk * 25/100;
  5479. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  5480. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  5481. if(sc->data[SC_FIGHTINGSPIRIT])
  5482. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  5483. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  5484. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  5485. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  5486. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5487. if(sc->data[SC_INSPIRATION])
  5488. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  5489. if(sc->data[SC_GT_CHANGE])
  5490. watk += sc->data[SC_GT_CHANGE]->val2;
  5491. if(sc->data[SC__ENERVATION])
  5492. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  5493. if(sc->data[SC_STRIKING])
  5494. watk += sc->data[SC_STRIKING]->val2;
  5495. if(sc->data[SC_RUSHWINDMILL])
  5496. watk += sc->data[SC_RUSHWINDMILL]->val3;
  5497. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5498. watk += 50;
  5499. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5500. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  5501. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  5502. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  5503. watk += watk * 10 / 100;
  5504. if(sc->data[SC_PYROTECHNIC_OPTION])
  5505. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  5506. if(sc->data[SC_HEATER_OPTION])
  5507. watk += sc->data[SC_HEATER_OPTION]->val2;
  5508. if(sc->data[SC_TROPIC_OPTION])
  5509. watk += sc->data[SC_TROPIC_OPTION]->val2;
  5510. if( sc && sc->data[SC_TIDAL_WEAPON] )
  5511. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  5512. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  5513. watk += sc->data[SC_PYROCLASTIC]->val2;
  5514. if(sc->data[SC_ANGRIFFS_MODUS])
  5515. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  5516. if(sc->data[SC_ODINS_POWER])
  5517. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  5518. if (sc->data[SC_FLASHCOMBO])
  5519. watk += sc->data[SC_FLASHCOMBO]->val2;
  5520. if (sc->data[SC_CATNIPPOWDER])
  5521. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5522. if (sc->data[SC_CHATTERING])
  5523. watk += sc->data[SC_CHATTERING]->val2;
  5524. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  5525. }
  5526. #ifdef RENEWAL
  5527. /**
  5528. * Adds equip magic attack modifications based on status changes [RENEWAL]
  5529. * @param bl: Object to change matk [PC]
  5530. * @param sc: Object's status change information
  5531. * @param matk: Initial matk
  5532. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5533. */
  5534. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  5535. {
  5536. if (!sc || !sc->count)
  5537. return cap_value(matk,0,USHRT_MAX);
  5538. if (sc->data[SC_MATKPOTION])
  5539. matk += sc->data[SC_MATKPOTION]->val1;
  5540. if (sc->data[SC_MATKFOOD])
  5541. matk += sc->data[SC_MATKFOOD]->val1;
  5542. if(sc->data[SC_MANA_PLUS])
  5543. matk += sc->data[SC_MANA_PLUS]->val1;
  5544. if(sc->data[SC_COOLER_OPTION])
  5545. matk += sc->data[SC_COOLER_OPTION]->val2;
  5546. if(sc->data[SC_AQUAPLAY_OPTION])
  5547. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5548. if(sc->data[SC_CHILLY_AIR_OPTION])
  5549. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5550. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5551. matk += 50;
  5552. if(sc->data[SC_ODINS_POWER])
  5553. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5554. if(sc->data[SC_MOONLITSERENADE])
  5555. matk += sc->data[SC_MOONLITSERENADE]->val3;
  5556. if(sc->data[SC_IZAYOI])
  5557. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5558. if(sc->data[SC_ZANGETSU])
  5559. matk += sc->data[SC_ZANGETSU]->val3;
  5560. if(sc->data[SC_QUEST_BUFF1])
  5561. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5562. if(sc->data[SC_QUEST_BUFF2])
  5563. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5564. if(sc->data[SC_QUEST_BUFF3])
  5565. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5566. if(sc->data[SC_MTF_MATK2])
  5567. matk += sc->data[SC_MTF_MATK2]->val1;
  5568. if(sc->data[SC_2011RWC_SCROLL])
  5569. matk += 30;
  5570. if (sc->data[SC_CATNIPPOWDER])
  5571. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5572. if (sc->data[SC_CHATTERING])
  5573. matk += sc->data[SC_CHATTERING]->val2;
  5574. if (sc->data[SC_DORAM_MATK])
  5575. matk += sc->data[SC_DORAM_MATK]->val1;
  5576. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5577. }
  5578. #endif
  5579. /**
  5580. * Adds magic attack modifications based on status changes
  5581. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  5582. * @param sc: Object's status change information
  5583. * @param matk: Initial matk
  5584. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5585. */
  5586. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  5587. {
  5588. if(!sc || !sc->count)
  5589. return cap_value(matk,0,USHRT_MAX);
  5590. #ifndef RENEWAL
  5591. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  5592. if (sc->data[SC_MATKPOTION])
  5593. matk += sc->data[SC_MATKPOTION]->val1;
  5594. if (sc->data[SC_MATKFOOD])
  5595. matk += sc->data[SC_MATKFOOD]->val1;
  5596. if (sc->data[SC_MANA_PLUS])
  5597. matk += sc->data[SC_MANA_PLUS]->val1;
  5598. if (sc->data[SC_AQUAPLAY_OPTION])
  5599. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5600. if (sc->data[SC_CHILLY_AIR_OPTION])
  5601. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5602. if (sc->data[SC_COOLER_OPTION])
  5603. matk += sc->data[SC_COOLER_OPTION]->val2;
  5604. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5605. matk += 50;
  5606. if (sc->data[SC_ODINS_POWER])
  5607. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5608. if (sc->data[SC_IZAYOI])
  5609. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5610. if (sc->data[SC_MTF_MATK2])
  5611. matk += sc->data[SC_MTF_MATK2]->val1;
  5612. if (sc->data[SC_2011RWC_SCROLL])
  5613. matk += 30;
  5614. #endif
  5615. if (sc->data[SC_ZANGETSU])
  5616. matk += sc->data[SC_ZANGETSU]->val3;
  5617. if (sc->data[SC_QUEST_BUFF1])
  5618. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5619. if (sc->data[SC_QUEST_BUFF2])
  5620. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5621. if (sc->data[SC_QUEST_BUFF3])
  5622. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5623. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  5624. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  5625. if (sc->data[SC_MINDBREAKER])
  5626. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  5627. if (sc->data[SC_INCMATKRATE])
  5628. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  5629. if (sc->data[SC_MOONLITSERENADE])
  5630. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  5631. if (sc->data[SC_MTF_MATK])
  5632. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  5633. if(sc->data[SC_2011RWC_SCROLL])
  5634. matk += 30;
  5635. if (sc->data[SC_SHRIMP])
  5636. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  5637. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5638. }
  5639. /**
  5640. * Adds critical modifications based on status changes
  5641. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  5642. * @param sc: Object's status change information
  5643. * @param critical: Initial critical
  5644. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  5645. */
  5646. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  5647. {
  5648. if(!sc || !sc->count)
  5649. return cap_value(critical,10,SHRT_MAX);
  5650. if (sc->data[SC_INCCRI])
  5651. critical += sc->data[SC_INCCRI]->val2;
  5652. if (sc->data[SC_CRIFOOD])
  5653. critical += sc->data[SC_CRIFOOD]->val1;
  5654. if (sc->data[SC_EXPLOSIONSPIRITS])
  5655. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  5656. if (sc->data[SC_FORTUNE])
  5657. critical += sc->data[SC_FORTUNE]->val2;
  5658. if (sc->data[SC_TRUESIGHT])
  5659. critical += sc->data[SC_TRUESIGHT]->val2;
  5660. if (sc->data[SC_CLOAKING])
  5661. critical += critical;
  5662. if (sc->data[SC_STRIKING])
  5663. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  5664. #ifdef RENEWAL
  5665. if (sc->data[SC_SPEARQUICKEN])
  5666. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  5667. #endif
  5668. if (sc->data[SC__INVISIBILITY])
  5669. critical += sc->data[SC__INVISIBILITY]->val3 * 10;
  5670. if (sc->data[SC__UNLUCKY])
  5671. critical -= sc->data[SC__UNLUCKY]->val2;
  5672. if(sc->data[SC_BEYONDOFWARCRY])
  5673. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  5674. return (short)cap_value(critical,10,SHRT_MAX);
  5675. }
  5676. /**
  5677. * Adds hit modifications based on status changes
  5678. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  5679. * @param sc: Object's status change information
  5680. * @param hit: Initial hit
  5681. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  5682. */
  5683. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  5684. {
  5685. if(!sc || !sc->count)
  5686. return cap_value(hit,1,SHRT_MAX);
  5687. if(sc->data[SC_INCHIT])
  5688. hit += sc->data[SC_INCHIT]->val1;
  5689. if(sc->data[SC_HITFOOD])
  5690. hit += sc->data[SC_HITFOOD]->val1;
  5691. if(sc->data[SC_TRUESIGHT])
  5692. hit += sc->data[SC_TRUESIGHT]->val3;
  5693. if(sc->data[SC_HUMMING])
  5694. hit += sc->data[SC_HUMMING]->val2;
  5695. if(sc->data[SC_CONCENTRATION])
  5696. hit += sc->data[SC_CONCENTRATION]->val3;
  5697. if(sc->data[SC_INSPIRATION])
  5698. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  5699. if(sc->data[SC_ADJUSTMENT])
  5700. hit -= 30;
  5701. if(sc->data[SC_INCREASING])
  5702. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  5703. if(sc->data[SC_MERC_HITUP])
  5704. hit += sc->data[SC_MERC_HITUP]->val2;
  5705. if(sc->data[SC_MTF_HITFLEE])
  5706. hit += sc->data[SC_MTF_HITFLEE]->val1;
  5707. if(sc->data[SC_INCHITRATE])
  5708. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  5709. if(sc->data[SC_BLIND])
  5710. hit -= hit * 25/100;
  5711. if(sc->data[SC_HEAT_BARREL])
  5712. hit -= sc->data[SC_HEAT_BARREL]->val4;
  5713. if(sc->data[SC__GROOMY])
  5714. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  5715. if(sc->data[SC_FEAR])
  5716. hit -= hit * 20 / 100;
  5717. if (sc->data[SC_ASH])
  5718. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  5719. if (sc->data[SC_TEARGAS])
  5720. hit -= hit * 50 / 100;
  5721. if(sc->data[SC_ILLUSIONDOPING])
  5722. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  5723. if (sc->data[SC_MTF_ASPD])
  5724. hit += sc->data[SC_MTF_ASPD]->val2;
  5725. return (short)cap_value(hit,1,SHRT_MAX);
  5726. }
  5727. /**
  5728. * Adds flee modifications based on status changes
  5729. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  5730. * @param sc: Object's status change information
  5731. * @param flee: Initial flee
  5732. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  5733. */
  5734. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  5735. {
  5736. if( bl->type == BL_PC ) {
  5737. struct map_data *mapdata = map_getmapdata(bl->m);
  5738. if( mapdata_flag_gvg(mapdata) )
  5739. flee -= flee * battle_config.gvg_flee_penalty/100;
  5740. else if( mapdata->flag[MF_BATTLEGROUND] )
  5741. flee -= flee * battle_config.bg_flee_penalty/100;
  5742. }
  5743. if(!sc || !sc->count)
  5744. return cap_value(flee,1,SHRT_MAX);
  5745. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  5746. return sc->data[SC_OVERED_BOOST]->val2;
  5747. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  5748. return 1; // 1 = min flee
  5749. // Fixed value
  5750. if(sc->data[SC_INCFLEE])
  5751. flee += sc->data[SC_INCFLEE]->val1;
  5752. if(sc->data[SC_FLEEFOOD])
  5753. flee += sc->data[SC_FLEEFOOD]->val1;
  5754. if(sc->data[SC_WHISTLE])
  5755. flee += sc->data[SC_WHISTLE]->val2;
  5756. if(sc->data[SC_WINDWALK])
  5757. flee += sc->data[SC_WINDWALK]->val2;
  5758. if(sc->data[SC_VIOLENTGALE])
  5759. flee += sc->data[SC_VIOLENTGALE]->val2;
  5760. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  5761. flee += sc->data[SC_MOON_COMFORT]->val2;
  5762. if(sc->data[SC_CLOSECONFINE])
  5763. flee += 10;
  5764. if (sc->data[SC_ANGRIFFS_MODUS])
  5765. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  5766. if(sc->data[SC_ADJUSTMENT])
  5767. flee += 30;
  5768. if(sc->data[SC_SPEED])
  5769. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  5770. if(sc->data[SC_GATLINGFEVER])
  5771. flee -= sc->data[SC_GATLINGFEVER]->val4;
  5772. if(sc->data[SC_PARTYFLEE])
  5773. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  5774. if(sc->data[SC_MERC_FLEEUP])
  5775. flee += sc->data[SC_MERC_FLEEUP]->val2;
  5776. if( sc->data[SC_HALLUCINATIONWALK] )
  5777. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  5778. if(sc->data[SC_MTF_HITFLEE])
  5779. flee += sc->data[SC_MTF_HITFLEE]->val2;
  5780. if( sc->data[SC_WATER_BARRIER] )
  5781. flee -= sc->data[SC_WATER_BARRIER]->val2;
  5782. if( sc->data[SC_C_MARKER] )
  5783. flee -= sc->data[SC_C_MARKER]->val3;
  5784. #ifdef RENEWAL
  5785. if( sc->data[SC_SPEARQUICKEN] )
  5786. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  5787. #endif
  5788. // Rate value
  5789. if(sc->data[SC_INCFLEERATE])
  5790. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  5791. if(sc->data[SC_SPIDERWEB])
  5792. flee -= flee * 50/100;
  5793. if(sc->data[SC_BERSERK])
  5794. flee -= flee * 50/100;
  5795. if(sc->data[SC_BLIND])
  5796. flee -= flee * 25/100;
  5797. if(sc->data[SC_FEAR])
  5798. flee -= flee * 20 / 100;
  5799. if(sc->data[SC_PARALYSE])
  5800. flee -= flee * 10 / 100;
  5801. if(sc->data[SC_INFRAREDSCAN])
  5802. flee -= flee * 30 / 100;
  5803. if( sc->data[SC__LAZINESS] )
  5804. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  5805. if( sc->data[SC_GLOOMYDAY] )
  5806. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  5807. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5808. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5809. if( sc->data[SC_WIND_STEP_OPTION] )
  5810. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  5811. if( sc->data[SC_ZEPHYR] )
  5812. flee += sc->data[SC_ZEPHYR]->val2;
  5813. if(sc->data[SC_ASH])
  5814. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  5815. if (sc->data[SC_GOLDENE_FERSE])
  5816. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5817. if (sc->data[SC_SMOKEPOWDER])
  5818. flee += flee * 20 / 100;
  5819. if (sc->data[SC_TEARGAS])
  5820. flee -= flee * 50 / 100;
  5821. //if( sc->data[SC_C_MARKER] )
  5822. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  5823. if (sc->data[SC_GROOMING])
  5824. flee += sc->data[SC_GROOMING]->val2;
  5825. return (short)cap_value(flee,1,SHRT_MAX);
  5826. }
  5827. /**
  5828. * Adds perfect flee modifications based on status changes
  5829. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  5830. * @param sc: Object's status change information
  5831. * @param flee2: Initial flee2
  5832. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  5833. */
  5834. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  5835. {
  5836. if(!sc || !sc->count)
  5837. return cap_value(flee2,10,SHRT_MAX);
  5838. if(sc->data[SC_INCFLEE2])
  5839. flee2 += sc->data[SC_INCFLEE2]->val2;
  5840. if(sc->data[SC_WHISTLE])
  5841. flee2 += sc->data[SC_WHISTLE]->val3*10;
  5842. if(sc->data[SC__UNLUCKY])
  5843. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  5844. if (sc->data[SC_HISS])
  5845. flee2 += sc->data[SC_HISS]->val2;
  5846. if (sc->data[SC_DORAM_FLEE2])
  5847. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  5848. return (short)cap_value(flee2,10,SHRT_MAX);
  5849. }
  5850. /**
  5851. * Adds defense (left-side) modifications based on status changes
  5852. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  5853. * @param sc: Object's status change information
  5854. * @param def: Initial def
  5855. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  5856. */
  5857. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  5858. {
  5859. if(!sc || !sc->count)
  5860. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5861. if(sc->data[SC_BERSERK])
  5862. return 0;
  5863. if(sc->data[SC_BARRIER])
  5864. return 100;
  5865. if(sc->data[SC_KEEPING])
  5866. return 90;
  5867. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  5868. if(sc->data[SC_STEELBODY])
  5869. return 90;
  5870. #endif
  5871. if (sc->data[SC_NYANGGRASS]) {
  5872. if (bl->type == BL_PC)
  5873. return 0;
  5874. else
  5875. return def >>= 1;
  5876. }
  5877. if(sc->data[SC_DEFSET])
  5878. return sc->data[SC_DEFSET]->val1;
  5879. if(sc->data[SC_DRUMBATTLE])
  5880. def += sc->data[SC_DRUMBATTLE]->val3;
  5881. #ifndef RENEWAL
  5882. if(sc->data[SC_DEFENCE])
  5883. def += sc->data[SC_DEFENCE]->val2;
  5884. #endif
  5885. if(sc->data[SC_INCDEFRATE])
  5886. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5887. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5888. def += 50;
  5889. if(sc->data[SC_ODINS_POWER])
  5890. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5891. if( sc->data[SC_ANGRIFFS_MODUS] )
  5892. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5893. if(sc->data[SC_STONEHARDSKIN])
  5894. def += sc->data[SC_STONEHARDSKIN]->val1;
  5895. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5896. def >>=1;
  5897. if(sc->data[SC_FREEZE])
  5898. def >>=1;
  5899. if(sc->data[SC_SIGNUMCRUCIS])
  5900. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5901. if(sc->data[SC_CONCENTRATION])
  5902. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5903. if(sc->data[SC_SKE])
  5904. def >>=1;
  5905. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5906. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5907. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5908. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5909. if (sc->data[SC_FLING])
  5910. def -= def * (sc->data[SC_FLING]->val2)/100;
  5911. if( sc->data[SC_FREEZING] )
  5912. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  5913. if( sc->data[SC_ANALYZE] )
  5914. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5915. if( sc->data[SC_NEUTRALBARRIER] )
  5916. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5917. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5918. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  5919. if( sc->data[SC_PRESTIGE] )
  5920. def += sc->data[SC_PRESTIGE]->val3;
  5921. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5922. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  5923. if( sc->data[SC_ECHOSONG] )
  5924. def += def * sc->data[SC_ECHOSONG]->val3 / 100;
  5925. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5926. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5927. if( sc->data[SC_EARTHDRIVE] )
  5928. def -= def * 25 / 100;
  5929. if( sc->data[SC_CAMOUFLAGE] )
  5930. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5931. if( sc->data[SC_SOLID_SKIN_OPTION] )
  5932. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  5933. if( sc->data[SC_ROCK_CRUSHER] )
  5934. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5935. if( sc->data[SC_POWER_OF_GAIA] )
  5936. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5937. if(sc->data[SC_ASH])
  5938. def -= def * sc->data[SC_ASH]->val3/100;
  5939. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  5940. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  5941. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  5942. def += sc->data[SC_GLASTHEIM_ITEMDEF]->val1;
  5943. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5944. }
  5945. /**
  5946. * Adds defense (right-side) modifications based on status changes
  5947. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5948. * @param sc: Object's status change information
  5949. * @param def2: Initial def2
  5950. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5951. */
  5952. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5953. {
  5954. if(!sc || !sc->count)
  5955. #ifdef RENEWAL
  5956. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5957. #else
  5958. return (short)cap_value(def2,1,SHRT_MAX);
  5959. #endif
  5960. if(sc->data[SC_BERSERK])
  5961. return 0;
  5962. if(sc->data[SC_ETERNALCHAOS])
  5963. return 0;
  5964. if(sc->data[SC_DEFSET])
  5965. return sc->data[SC_DEFSET]->val1;
  5966. if(sc->data[SC_SUN_COMFORT])
  5967. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5968. #ifdef RENEWAL
  5969. if (sc->data[SC_SKA])
  5970. def2 += 80;
  5971. #endif
  5972. if(sc->data[SC_ANGELUS])
  5973. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5974. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5975. #else
  5976. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5977. if(sc->data[SC_CONCENTRATION])
  5978. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5979. #endif
  5980. if(sc->data[SC_POISON])
  5981. def2 -= def2 * 25/100;
  5982. if(sc->data[SC_DPOISON])
  5983. def2 -= def2 * 25/100;
  5984. if(sc->data[SC_SKE])
  5985. def2 -= def2 * 50/100;
  5986. if(sc->data[SC_PROVOKE])
  5987. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5988. if(sc->data[SC_JOINTBEAT])
  5989. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5990. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5991. if(sc->data[SC_FLING])
  5992. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5993. if(sc->data[SC_ANALYZE])
  5994. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5995. if(sc->data[SC_ASH])
  5996. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5997. if (sc->data[SC_PARALYSIS])
  5998. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5999. if(sc->data[SC_EQC])
  6000. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  6001. if( sc->data[SC_CAMOUFLAGE] )
  6002. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6003. #ifdef RENEWAL
  6004. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6005. #else
  6006. return (short)cap_value(def2,1,SHRT_MAX);
  6007. #endif
  6008. }
  6009. /**
  6010. * Adds magic defense (left-side) modifications based on status changes
  6011. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6012. * @param sc: Object's status change information
  6013. * @param mdef: Initial mdef
  6014. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6015. */
  6016. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  6017. {
  6018. if(!sc || !sc->count)
  6019. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6020. if(sc->data[SC_BERSERK])
  6021. return 0;
  6022. if(sc->data[SC_BARRIER])
  6023. return 100;
  6024. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6025. if(sc->data[SC_STEELBODY])
  6026. return 90;
  6027. #endif
  6028. if (sc->data[SC_NYANGGRASS]) {
  6029. if (bl->type == BL_PC)
  6030. return 0;
  6031. else
  6032. return mdef >>= 1;
  6033. }
  6034. if(sc->data[SC_MDEFSET])
  6035. return sc->data[SC_MDEFSET]->val1;
  6036. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  6037. mdef += 50;
  6038. if(sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val3) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  6039. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  6040. if(sc->data[SC_STONEHARDSKIN])
  6041. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  6042. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6043. mdef += 25 * mdef / 100;
  6044. if(sc->data[SC_FREEZE])
  6045. mdef += 25 * mdef / 100;
  6046. if(sc->data[SC_BURNING])
  6047. mdef -= 25 * mdef / 100;
  6048. if( sc->data[SC_NEUTRALBARRIER] )
  6049. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6050. if(sc->data[SC_ANALYZE])
  6051. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  6052. if(sc->data[SC_SYMPHONYOFLOVER])
  6053. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  6054. if (sc->data[SC_ODINS_POWER])
  6055. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6056. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6057. mdef += sc->data[SC_GLASTHEIM_ITEMDEF]->val2;
  6058. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6059. }
  6060. /**
  6061. * Adds magic defense (right-side) modifications based on status changes
  6062. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6063. * @param sc: Object's status change information
  6064. * @param mdef2: Initial mdef2
  6065. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6066. */
  6067. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  6068. {
  6069. if(!sc || !sc->count)
  6070. #ifdef RENEWAL
  6071. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6072. #else
  6073. return (short)cap_value(mdef2,1,SHRT_MAX);
  6074. #endif
  6075. if(sc->data[SC_BERSERK])
  6076. return 0;
  6077. if(sc->data[SC_SKA])
  6078. return 90;
  6079. if(sc->data[SC_MDEFSET])
  6080. return sc->data[SC_MDEFSET]->val1;
  6081. if(sc->data[SC_MINDBREAKER])
  6082. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  6083. if(sc->data[SC_BURNING])
  6084. mdef2 -= mdef2 * 25 / 100;
  6085. if(sc->data[SC_ANALYZE])
  6086. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6087. #ifdef RENEWAL
  6088. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6089. #else
  6090. return (short)cap_value(mdef2,1,SHRT_MAX);
  6091. #endif
  6092. }
  6093. /**
  6094. * Adds speed modifications based on status changes
  6095. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6096. * @param sc: Object's status change information
  6097. * @param speed: Initial speed
  6098. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6099. */
  6100. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  6101. {
  6102. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6103. int speed_rate = 100;
  6104. if (sc == NULL || (sd && sd->state.permanent_speed))
  6105. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6106. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6107. int val = 0;
  6108. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6109. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6110. else
  6111. val -= 25;
  6112. if (sc->data[SC_ACCELERATION])
  6113. val -= 25;
  6114. speed += speed * val / 100;
  6115. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6116. }
  6117. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6118. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6119. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6120. else
  6121. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6122. } else {
  6123. int val = 0;
  6124. // GetMoveHasteValue2()
  6125. if( sc->data[SC_FUSION] )
  6126. val = 25;
  6127. else if( sd ) {
  6128. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6129. val = 25; // Same bonus
  6130. else if( pc_isridingwug(sd) )
  6131. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6132. else if( sc->data[SC_ALL_RIDING] )
  6133. val = battle_config.rental_mount_speed_boost;
  6134. }
  6135. speed_rate -= val;
  6136. // GetMoveSlowValue()
  6137. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6138. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6139. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  6140. val = sc->data[SC_CHASEWALK]->val3;
  6141. else {
  6142. val = 0;
  6143. // Longing for Freedom cancels song/dance penalty
  6144. if( sc->data[SC_LONGING] )
  6145. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  6146. else
  6147. if( sd && sc->data[SC_DANCING] )
  6148. 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)) );
  6149. if( sc->data[SC_DECREASEAGI] )
  6150. val = max( val, 25 );
  6151. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  6152. val = max( val, 50 );
  6153. if( sc->data[SC_DONTFORGETME] )
  6154. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  6155. if( sc->data[SC_CURSE] )
  6156. val = max( val, 300 );
  6157. if( sc->data[SC_CHASEWALK] )
  6158. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  6159. if( sc->data[SC_WEDDING] )
  6160. val = max( val, 100 );
  6161. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6162. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  6163. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  6164. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  6165. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  6166. val = max( val, 75 );
  6167. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  6168. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  6169. if( sc->data[SC_GATLINGFEVER] )
  6170. val = max( val, 100 );
  6171. if( sc->data[SC_SUITON] )
  6172. val = max( val, sc->data[SC_SUITON]->val3 );
  6173. if( sc->data[SC_SWOO] )
  6174. val = max( val, 300 );
  6175. if( sc->data[SC_SKA] )
  6176. val = max( val, 25 );
  6177. if( sc->data[SC_FREEZING] )
  6178. val = max( val, 30 );
  6179. if( sc->data[SC_MARSHOFABYSS] )
  6180. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  6181. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6182. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6183. if( sc->data[SC_STEALTHFIELD] )
  6184. val = max( val, 20 );
  6185. if( sc->data[SC__LAZINESS] )
  6186. val = max( val, 25 );
  6187. if( sc->data[SC_BANDING_DEFENCE] )
  6188. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  6189. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6190. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6191. if( sc->data[SC_POWER_OF_GAIA] )
  6192. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6193. if( sc->data[SC_MELON_BOMB] )
  6194. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6195. if( sc->data[SC_REBOUND] )
  6196. val = max( val, 25 );
  6197. if( sc->data[SC_B_TRAP] )
  6198. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6199. if (sc->data[SC_CATNIPPOWDER])
  6200. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6201. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6202. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6203. }
  6204. speed_rate += val;
  6205. val = 0;
  6206. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6207. speed_rate = 150;
  6208. // GetMoveHasteValue1()
  6209. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6210. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6211. if( sc->data[SC_INCREASEAGI] )
  6212. val = max( val, 25 );
  6213. if( sc->data[SC_WINDWALK] )
  6214. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  6215. if( sc->data[SC_CARTBOOST] )
  6216. val = max( val, 20 );
  6217. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6218. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6219. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  6220. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  6221. if( sc->data[SC_BERSERK] )
  6222. val = max( val, 25 );
  6223. if( sc->data[SC_RUN] )
  6224. val = max( val, 55 );
  6225. if( sc->data[SC_AVOID] )
  6226. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  6227. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  6228. val = max( val, 75 );
  6229. if( sc->data[SC_CLOAKINGEXCEED] )
  6230. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  6231. if( sc->data[SC_HOVERING] )
  6232. val = max( val, 10 );
  6233. if( sc->data[SC_GN_CARTBOOST] )
  6234. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  6235. if( sc->data[SC_SWINGDANCE] )
  6236. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  6237. if( sc->data[SC_WIND_STEP_OPTION] )
  6238. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  6239. if( sc->data[SC_FULL_THROTTLE] )
  6240. val = max( val, 25 );
  6241. if (sc->data[SC_ARCLOUSEDASH])
  6242. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  6243. if( sc->data[SC_DORAM_WALKSPEED] )
  6244. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  6245. // !FIXME: official items use a single bonus for this [ultramage]
  6246. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  6247. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  6248. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  6249. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  6250. speed_rate -= val;
  6251. if( speed_rate < 40 )
  6252. speed_rate = 40;
  6253. }
  6254. // GetSpeed()
  6255. if( sd && pc_iscarton(sd) )
  6256. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  6257. if( sc->data[SC_PARALYSE] )
  6258. speed += speed * 50 / 100;
  6259. if( speed_rate != 100 )
  6260. speed = speed * speed_rate / 100;
  6261. if( sc->data[SC_STEELBODY] )
  6262. speed = 200;
  6263. if( sc->data[SC_DEFENDER] )
  6264. speed = max(speed, 200);
  6265. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  6266. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  6267. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6268. }
  6269. #ifdef RENEWAL_ASPD
  6270. /**
  6271. * Renewal attack speed modifiers based on status changes
  6272. * This function only affects RENEWAL players and comes after base calculation
  6273. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6274. * @param sc: Object's status change information
  6275. * @param fixed: True - fixed value [malufett]
  6276. * False - percentage value
  6277. * @return modified aspd
  6278. */
  6279. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  6280. {
  6281. int bonus = 0;
  6282. if (!sc || !sc->count)
  6283. return 0;
  6284. if (fixed) {
  6285. enum sc_type sc_val;
  6286. if (!sc->data[SC_QUAGMIRE]) {
  6287. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  6288. bonus = 7;
  6289. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  6290. bonus = 6;
  6291. else if (bonus < 5 && sc->data[SC_FLEET])
  6292. bonus = 5;
  6293. }
  6294. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  6295. if (bl->type != BL_PC)
  6296. bonus += sc->data[SC_ASSNCROS]->val2;
  6297. else {
  6298. switch(((TBL_PC*)bl)->status.weapon) {
  6299. case W_BOW:
  6300. case W_REVOLVER:
  6301. case W_RIFLE:
  6302. case W_GATLING:
  6303. case W_SHOTGUN:
  6304. case W_GRENADE:
  6305. break;
  6306. default:
  6307. bonus += sc->data[SC_ASSNCROS]->val2;
  6308. break;
  6309. }
  6310. }
  6311. }
  6312. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  6313. bonus = 20;
  6314. else if (bonus < 15 && sc->data[SC_BERSERK])
  6315. bonus = 15;
  6316. if (sc->data[sc_val = SC_ASPDPOTION3] || sc->data[sc_val = SC_ASPDPOTION2] || sc->data[sc_val = SC_ASPDPOTION1] || sc->data[sc_val = SC_ASPDPOTION0])
  6317. bonus += sc->data[sc_val]->val1;
  6318. if (sc->data[SC_ATTHASTE_CASH])
  6319. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  6320. if (sc->data[SC_HEAT_BARREL])
  6321. bonus += sc->data[SC_HEAT_BARREL]->val1;
  6322. } else {
  6323. if (sc->data[SC_DONTFORGETME])
  6324. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  6325. if (sc->data[SC_LONGING])
  6326. bonus -= sc->data[SC_LONGING]->val2 / 10;
  6327. if (sc->data[SC_STEELBODY])
  6328. bonus -= 25;
  6329. if (sc->data[SC_SKA])
  6330. bonus -= 25;
  6331. if (sc->data[SC_DEFENDER])
  6332. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  6333. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6334. bonus -= 75;
  6335. if (sc->data[SC_GRAVITATION])
  6336. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  6337. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  6338. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  6339. bonus -= 25;
  6340. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  6341. bonus -= 10;
  6342. }
  6343. if (sc->data[SC_FREEZING])
  6344. bonus -= 30;
  6345. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  6346. bonus -= 50;
  6347. if (sc->data[SC_PARALYSE])
  6348. bonus -= 10;
  6349. if (sc->data[SC__BODYPAINT])
  6350. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  6351. if (sc->data[SC__INVISIBILITY])
  6352. bonus -= sc->data[SC__INVISIBILITY]->val2;
  6353. if (sc->data[SC__GROOMY])
  6354. bonus -= sc->data[SC__GROOMY]->val2;
  6355. if (sc->data[SC_SWINGDANCE])
  6356. bonus += sc->data[SC_SWINGDANCE]->val3;
  6357. if (sc->data[SC_DANCEWITHWUG])
  6358. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  6359. if (sc->data[SC_GLOOMYDAY])
  6360. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  6361. if (sc->data[SC_EARTHDRIVE])
  6362. bonus -= 25;
  6363. if (sc->data[SC_GT_CHANGE])
  6364. bonus += sc->data[SC_GT_CHANGE]->val3;
  6365. if (sc->data[SC_MELON_BOMB])
  6366. bonus -= sc->data[SC_MELON_BOMB]->val3;
  6367. if (sc->data[SC_PAIN_KILLER])
  6368. bonus -= sc->data[SC_PAIN_KILLER]->val2;
  6369. if (sc->data[SC_BOOST500])
  6370. bonus += sc->data[SC_BOOST500]->val1;
  6371. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  6372. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  6373. if (sc->data[SC_GOLDENE_FERSE])
  6374. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  6375. if (sc->data[SC_INCASPDRATE])
  6376. bonus += sc->data[SC_INCASPDRATE]->val1;
  6377. if (sc->data[SC_GATLINGFEVER])
  6378. bonus += sc->data[SC_GATLINGFEVER]->val1;
  6379. if (sc->data[SC_STAR_COMFORT])
  6380. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  6381. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6382. bonus += 10;
  6383. }
  6384. return bonus;
  6385. }
  6386. #endif
  6387. /**
  6388. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  6389. * A subtraction reduces the delay, meaning an increase in ASPD
  6390. * This comes after the percentage changes and is based on status changes
  6391. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6392. * @param sc: Object's status change information
  6393. * @param aspd: Object's current ASPD
  6394. * @return modified aspd
  6395. */
  6396. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  6397. {
  6398. if (!sc || !sc->count)
  6399. return cap_value(aspd, 0, 2000);
  6400. if (sc->data[SC_OVERED_BOOST])
  6401. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  6402. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  6403. aspd -= 50; // +5 ASPD
  6404. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  6405. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  6406. if (sc->data[SC_MTF_ASPD])
  6407. aspd -= sc->data[SC_MTF_ASPD]->val1;
  6408. if (sc->data[SC_MTF_ASPD2])
  6409. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  6410. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  6411. }
  6412. /**
  6413. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  6414. * Note: The scale of aspd_rate is 1000 = 100%
  6415. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  6416. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6417. * @param sc: Object's status change information
  6418. * @param aspd_rate: Object's current ASPD
  6419. * @return modified aspd_rate
  6420. */
  6421. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  6422. {
  6423. int i;
  6424. if(!sc || !sc->count)
  6425. return cap_value(aspd_rate,0,SHRT_MAX);
  6426. if( !sc->data[SC_QUAGMIRE] ) {
  6427. int max = 0;
  6428. if(sc->data[SC_STAR_COMFORT])
  6429. max = sc->data[SC_STAR_COMFORT]->val2;
  6430. if(sc->data[SC_TWOHANDQUICKEN] &&
  6431. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  6432. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  6433. if(sc->data[SC_ONEHAND] &&
  6434. max < sc->data[SC_ONEHAND]->val2)
  6435. max = sc->data[SC_ONEHAND]->val2;
  6436. if(sc->data[SC_MERC_QUICKEN] &&
  6437. max < sc->data[SC_MERC_QUICKEN]->val2)
  6438. max = sc->data[SC_MERC_QUICKEN]->val2;
  6439. if(sc->data[SC_ADRENALINE2] &&
  6440. max < sc->data[SC_ADRENALINE2]->val3)
  6441. max = sc->data[SC_ADRENALINE2]->val3;
  6442. if(sc->data[SC_ADRENALINE] &&
  6443. max < sc->data[SC_ADRENALINE]->val3)
  6444. max = sc->data[SC_ADRENALINE]->val3;
  6445. if(sc->data[SC_SPEARQUICKEN] &&
  6446. max < sc->data[SC_SPEARQUICKEN]->val2)
  6447. max = sc->data[SC_SPEARQUICKEN]->val2;
  6448. if(sc->data[SC_GATLINGFEVER] &&
  6449. max < sc->data[SC_GATLINGFEVER]->val2)
  6450. max = sc->data[SC_GATLINGFEVER]->val2;
  6451. if(sc->data[SC_FLEET] &&
  6452. max < sc->data[SC_FLEET]->val2)
  6453. max = sc->data[SC_FLEET]->val2;
  6454. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  6455. if (bl->type!=BL_PC)
  6456. max = sc->data[SC_ASSNCROS]->val2;
  6457. else
  6458. switch(((TBL_PC*)bl)->status.weapon) {
  6459. case W_BOW:
  6460. case W_REVOLVER:
  6461. case W_RIFLE:
  6462. case W_GATLING:
  6463. case W_SHOTGUN:
  6464. case W_GRENADE:
  6465. break;
  6466. default:
  6467. max = sc->data[SC_ASSNCROS]->val2;
  6468. }
  6469. }
  6470. aspd_rate -= max;
  6471. if(sc->data[SC_BERSERK])
  6472. aspd_rate -= 300;
  6473. else if(sc->data[SC_MADNESSCANCEL])
  6474. aspd_rate -= 200;
  6475. }
  6476. if( sc->data[i=SC_ASPDPOTION3] ||
  6477. sc->data[i=SC_ASPDPOTION2] ||
  6478. sc->data[i=SC_ASPDPOTION1] ||
  6479. sc->data[i=SC_ASPDPOTION0] )
  6480. aspd_rate -= sc->data[i]->val2;
  6481. if (sc->data[SC_ATTHASTE_CASH])
  6482. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  6483. if(sc->data[SC_DONTFORGETME])
  6484. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  6485. if(sc->data[SC_LONGING])
  6486. aspd_rate += sc->data[SC_LONGING]->val2;
  6487. if(sc->data[SC_STEELBODY])
  6488. aspd_rate += 250;
  6489. if(sc->data[SC_SKA])
  6490. aspd_rate += 250;
  6491. if(sc->data[SC_DEFENDER])
  6492. aspd_rate += sc->data[SC_DEFENDER]->val4;
  6493. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6494. aspd_rate += 250;
  6495. if(sc->data[SC_GRAVITATION])
  6496. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  6497. if(sc->data[SC_JOINTBEAT]) {
  6498. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  6499. aspd_rate += 250;
  6500. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  6501. aspd_rate += 100;
  6502. }
  6503. if( sc->data[SC_FREEZING] )
  6504. aspd_rate += 300;
  6505. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  6506. aspd_rate += 500;
  6507. if( sc->data[SC_PARALYSE] )
  6508. aspd_rate += 100;
  6509. if( sc->data[SC__BODYPAINT] )
  6510. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  6511. if( sc->data[SC__INVISIBILITY] )
  6512. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  6513. if( sc->data[SC__GROOMY] )
  6514. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  6515. if( sc->data[SC_SWINGDANCE] )
  6516. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  6517. if( sc->data[SC_DANCEWITHWUG] )
  6518. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  6519. if( sc->data[SC_GLOOMYDAY] )
  6520. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  6521. if( sc->data[SC_EARTHDRIVE] )
  6522. aspd_rate += 250;
  6523. if( sc->data[SC_GT_CHANGE] )
  6524. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  6525. if( sc->data[SC_MELON_BOMB] )
  6526. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  6527. if( sc->data[SC_BOOST500] )
  6528. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  6529. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  6530. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  6531. if( sc->data[SC_INCASPDRATE] )
  6532. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  6533. if( sc->data[SC_PAIN_KILLER])
  6534. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  6535. if( sc->data[SC_GOLDENE_FERSE])
  6536. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  6537. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6538. aspd_rate -= 100;
  6539. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  6540. }
  6541. /**
  6542. * Modifies the damage delay time based on status changes
  6543. * The lower your delay, the quicker you can act after taking damage
  6544. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6545. * @param sc: Object's status change information
  6546. * @param dmotion: Object's current damage delay
  6547. * @return modified delay rate
  6548. */
  6549. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  6550. {
  6551. if( !sc || !sc->count || map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND) )
  6552. return cap_value(dmotion,0,USHRT_MAX);
  6553. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  6554. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  6555. return 0;
  6556. if (bl->type == BL_PC && ((TBL_PC *)bl)->special_state.no_walk_delay)
  6557. return 0;
  6558. if( sc->data[SC_ENDURE] || sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  6559. return 0;
  6560. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  6561. }
  6562. /**
  6563. * Calculates a max HP based on status changes
  6564. * Values can either be percentages or fixed, based on how equations are formulated
  6565. * @param bl: Object's block_list data
  6566. * @param maxhp: Object's current max HP
  6567. * @return modified maxhp
  6568. */
  6569. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  6570. {
  6571. int rate = 100;
  6572. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  6573. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  6574. maxhp = maxhp * rate / 100;
  6575. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  6576. }
  6577. /**
  6578. * Calculates a max SP based on status changes
  6579. * Values can either be percentages or fixed, bas ed on how equations are formulated
  6580. * @param bl: Object's block_list data
  6581. * @param maxsp: Object's current max SP
  6582. * @return modified maxsp
  6583. */
  6584. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  6585. {
  6586. int rate = 100;
  6587. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  6588. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  6589. maxsp = maxsp * rate / 100;
  6590. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  6591. }
  6592. /**
  6593. * Changes a player's element based on status changes
  6594. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6595. * @param sc: Object's status change information
  6596. * @param element: Object's current element
  6597. * @return new element
  6598. */
  6599. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  6600. {
  6601. if(!sc || !sc->count)
  6602. return cap_value(element, 0, UCHAR_MAX);
  6603. if(sc->data[SC_FREEZE])
  6604. return ELE_WATER;
  6605. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6606. return ELE_EARTH;
  6607. if(sc->data[SC_BENEDICTIO])
  6608. return ELE_HOLY;
  6609. if(sc->data[SC_CHANGEUNDEAD])
  6610. return ELE_UNDEAD;
  6611. if(sc->data[SC_ELEMENTALCHANGE])
  6612. return sc->data[SC_ELEMENTALCHANGE]->val2;
  6613. if(sc->data[SC_SHAPESHIFT])
  6614. return sc->data[SC_SHAPESHIFT]->val2;
  6615. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6616. }
  6617. /**
  6618. * Changes a player's element level based on status changes
  6619. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6620. * @param sc: Object's status change information
  6621. * @param lv: Object's current element level
  6622. * @return new element level
  6623. */
  6624. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  6625. {
  6626. if(!sc || !sc->count)
  6627. return cap_value(lv, 1, 4);
  6628. if(sc->data[SC_FREEZE])
  6629. return 1;
  6630. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6631. return 1;
  6632. if(sc->data[SC_BENEDICTIO])
  6633. return 1;
  6634. if(sc->data[SC_CHANGEUNDEAD])
  6635. return 1;
  6636. if(sc->data[SC_ELEMENTALCHANGE])
  6637. return sc->data[SC_ELEMENTALCHANGE]->val1;
  6638. if(sc->data[SC_SHAPESHIFT])
  6639. return 1;
  6640. if(sc->data[SC__INVISIBILITY])
  6641. return 1;
  6642. return (unsigned char)cap_value(lv,1,4);
  6643. }
  6644. /**
  6645. * Changes a player's attack element based on status changes
  6646. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6647. * @param sc: Object's status change information
  6648. * @param element: Object's current attack element
  6649. * @return new attack element
  6650. */
  6651. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  6652. {
  6653. if(!sc || !sc->count)
  6654. return cap_value(element, 0, UCHAR_MAX);
  6655. if(sc->data[SC_ENCHANTARMS])
  6656. return sc->data[SC_ENCHANTARMS]->val1;
  6657. if(sc->data[SC_WATERWEAPON]
  6658. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  6659. return ELE_WATER;
  6660. if(sc->data[SC_EARTHWEAPON]
  6661. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  6662. return ELE_EARTH;
  6663. if(sc->data[SC_FIREWEAPON]
  6664. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  6665. return ELE_FIRE;
  6666. if(sc->data[SC_WINDWEAPON]
  6667. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  6668. return ELE_WIND;
  6669. if(sc->data[SC_ENCPOISON])
  6670. return ELE_POISON;
  6671. if(sc->data[SC_ASPERSIO])
  6672. return ELE_HOLY;
  6673. if(sc->data[SC_SHADOWWEAPON])
  6674. return ELE_DARK;
  6675. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  6676. return ELE_GHOST;
  6677. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  6678. return ELE_WATER;
  6679. if(sc->data[SC_PYROCLASTIC])
  6680. return ELE_FIRE;
  6681. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6682. }
  6683. /**
  6684. * Changes the mode of an object
  6685. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  6686. * @param sc: Object's status change data
  6687. * @param mode: Original mode
  6688. * @return mode with cap_value(mode, 0, INT_MAX)
  6689. */
  6690. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  6691. {
  6692. if(!sc || !sc->count)
  6693. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  6694. if(sc->data[SC_MODECHANGE]) {
  6695. if (sc->data[SC_MODECHANGE]->val2)
  6696. mode = static_cast<e_mode>((mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2); // Set mode
  6697. if (sc->data[SC_MODECHANGE]->val3)
  6698. mode = static_cast<e_mode>(mode|sc->data[SC_MODECHANGE]->val3); // Add mode
  6699. if (sc->data[SC_MODECHANGE]->val4)
  6700. mode = static_cast<e_mode>(mode&~sc->data[SC_MODECHANGE]->val4); // Del mode
  6701. }
  6702. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  6703. }
  6704. /**
  6705. * Changes the mode of a slave mob
  6706. * @param md: Slave mob whose mode to change
  6707. * @param mmd: Master of slave mob
  6708. */
  6709. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  6710. {
  6711. switch (battle_config.slaves_inherit_mode) {
  6712. case 1: //Always aggressive
  6713. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  6714. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6715. break;
  6716. case 2: //Always passive
  6717. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  6718. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6719. break;
  6720. case 4: // Overwrite with slave mode
  6721. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOM_WALK|MD_CANATTACK, 0, 0, 0);
  6722. break;
  6723. default: //Copy master
  6724. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  6725. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6726. else
  6727. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6728. break;
  6729. }
  6730. }
  6731. /**
  6732. * Gets the name of the given bl
  6733. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  6734. * @return name or "Unknown" if any other bl->type than noted above
  6735. */
  6736. const char* status_get_name(struct block_list *bl)
  6737. {
  6738. nullpo_ret(bl);
  6739. switch (bl->type) {
  6740. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  6741. case BL_MOB: return ((TBL_MOB*)bl)->name;
  6742. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  6743. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  6744. //case BL_MER: // They only have database names which are global, not specific to GID.
  6745. case BL_NPC: return ((TBL_NPC*)bl)->name;
  6746. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  6747. }
  6748. return "Unknown";
  6749. }
  6750. /**
  6751. * Gets the class/sprite id of the given bl
  6752. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6753. * @return class or 0 if any other bl->type than noted above
  6754. */
  6755. int status_get_class(struct block_list *bl)
  6756. {
  6757. nullpo_ret(bl);
  6758. switch( bl->type ) {
  6759. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  6760. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  6761. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  6762. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  6763. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  6764. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  6765. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  6766. }
  6767. return 0;
  6768. }
  6769. /**
  6770. * Gets the base level of the given bl
  6771. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6772. * @return base level or 1 if any other bl->type than noted above
  6773. */
  6774. int status_get_lv(struct block_list *bl)
  6775. {
  6776. nullpo_ret(bl);
  6777. switch (bl->type) {
  6778. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  6779. case BL_MOB: return ((TBL_MOB*)bl)->level;
  6780. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  6781. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  6782. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  6783. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  6784. case BL_NPC: return ((TBL_NPC*)bl)->level;
  6785. }
  6786. return 1;
  6787. }
  6788. /**
  6789. * Gets the regeneration info of the given bl
  6790. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  6791. * @return regen data or NULL if any other bl->type than noted above
  6792. */
  6793. struct regen_data *status_get_regen_data(struct block_list *bl)
  6794. {
  6795. nullpo_retr(NULL, bl);
  6796. switch (bl->type) {
  6797. case BL_PC: return &((TBL_PC*)bl)->regen;
  6798. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  6799. case BL_MER: return &((TBL_MER*)bl)->regen;
  6800. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  6801. default:
  6802. return NULL;
  6803. }
  6804. }
  6805. /**
  6806. * Gets the status data of the given bl
  6807. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6808. * @return status or "dummy_status" if any other bl->type than noted above
  6809. */
  6810. struct status_data *status_get_status_data(struct block_list *bl)
  6811. {
  6812. nullpo_retr(&dummy_status, bl);
  6813. switch (bl->type) {
  6814. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  6815. case BL_MOB: return &((TBL_MOB*)bl)->status;
  6816. case BL_PET: return &((TBL_PET*)bl)->status;
  6817. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  6818. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  6819. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  6820. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  6821. default:
  6822. return &dummy_status;
  6823. }
  6824. }
  6825. /**
  6826. * Gets the base status data of the given bl
  6827. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6828. * @return base_status or NULL if any other bl->type than noted above
  6829. */
  6830. struct status_data *status_get_base_status(struct block_list *bl)
  6831. {
  6832. nullpo_retr(NULL, bl);
  6833. switch (bl->type) {
  6834. case BL_PC: return &((TBL_PC*)bl)->base_status;
  6835. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  6836. case BL_PET: return &((TBL_PET*)bl)->db->status;
  6837. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  6838. case BL_MER: return &((TBL_MER*)bl)->base_status;
  6839. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  6840. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  6841. default:
  6842. return NULL;
  6843. }
  6844. }
  6845. /**
  6846. * Gets the defense of the given bl
  6847. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  6848. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  6849. */
  6850. defType status_get_def(struct block_list *bl)
  6851. {
  6852. struct unit_data *ud;
  6853. struct status_data *status = status_get_status_data(bl);
  6854. int def = status?status->def:0;
  6855. ud = unit_bl2ud(bl);
  6856. if (ud && ud->skilltimer != INVALID_TIMER)
  6857. def -= def * skill_get_castdef(ud->skill_id)/100;
  6858. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  6859. }
  6860. /**
  6861. * Gets the walking speed of the given bl
  6862. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6863. * @return speed
  6864. */
  6865. unsigned short status_get_speed(struct block_list *bl)
  6866. {
  6867. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  6868. return ((struct npc_data *)bl)->speed;
  6869. return status_get_status_data(bl)->speed;
  6870. }
  6871. /**
  6872. * Gets the party ID of the given bl
  6873. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  6874. * @return party ID
  6875. */
  6876. int status_get_party_id(struct block_list *bl)
  6877. {
  6878. nullpo_ret(bl);
  6879. switch (bl->type) {
  6880. case BL_PC:
  6881. return ((TBL_PC*)bl)->status.party_id;
  6882. case BL_PET:
  6883. if (((TBL_PET*)bl)->master)
  6884. return ((TBL_PET*)bl)->master->status.party_id;
  6885. break;
  6886. case BL_MOB: {
  6887. struct mob_data *md=(TBL_MOB*)bl;
  6888. if( md->master_id > 0 ) {
  6889. struct map_session_data *msd;
  6890. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6891. return msd->status.party_id;
  6892. return -md->master_id;
  6893. }
  6894. }
  6895. break;
  6896. case BL_HOM:
  6897. if (((TBL_HOM*)bl)->master)
  6898. return ((TBL_HOM*)bl)->master->status.party_id;
  6899. break;
  6900. case BL_MER:
  6901. if (((TBL_MER*)bl)->master)
  6902. return ((TBL_MER*)bl)->master->status.party_id;
  6903. break;
  6904. case BL_SKILL:
  6905. if (((TBL_SKILL*)bl)->group)
  6906. return ((TBL_SKILL*)bl)->group->party_id;
  6907. break;
  6908. case BL_ELEM:
  6909. if (((TBL_ELEM*)bl)->master)
  6910. return ((TBL_ELEM*)bl)->master->status.party_id;
  6911. break;
  6912. }
  6913. return 0;
  6914. }
  6915. /**
  6916. * Gets the guild ID of the given bl
  6917. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6918. * @return guild ID
  6919. */
  6920. int status_get_guild_id(struct block_list *bl)
  6921. {
  6922. nullpo_ret(bl);
  6923. switch (bl->type) {
  6924. case BL_PC:
  6925. return ((TBL_PC*)bl)->status.guild_id;
  6926. case BL_PET:
  6927. if (((TBL_PET*)bl)->master)
  6928. return ((TBL_PET*)bl)->master->status.guild_id;
  6929. break;
  6930. case BL_MOB:
  6931. {
  6932. struct map_session_data *msd;
  6933. struct mob_data *md = (struct mob_data *)bl;
  6934. if (md->guardian_data) // Guardian's guild [Skotlex]
  6935. return md->guardian_data->guild_id;
  6936. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6937. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6938. }
  6939. break;
  6940. case BL_HOM:
  6941. if (((TBL_HOM*)bl)->master)
  6942. return ((TBL_HOM*)bl)->master->status.guild_id;
  6943. break;
  6944. case BL_MER:
  6945. if (((TBL_MER*)bl)->master)
  6946. return ((TBL_MER*)bl)->master->status.guild_id;
  6947. break;
  6948. case BL_NPC:
  6949. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  6950. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6951. break;
  6952. case BL_SKILL:
  6953. if (((TBL_SKILL*)bl)->group)
  6954. return ((TBL_SKILL*)bl)->group->guild_id;
  6955. break;
  6956. case BL_ELEM:
  6957. if (((TBL_ELEM*)bl)->master)
  6958. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6959. break;
  6960. }
  6961. return 0;
  6962. }
  6963. /**
  6964. * Gets the guild emblem ID of the given bl
  6965. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6966. * @return guild emblem ID
  6967. */
  6968. int status_get_emblem_id(struct block_list *bl)
  6969. {
  6970. nullpo_ret(bl);
  6971. switch (bl->type) {
  6972. case BL_PC:
  6973. return ((TBL_PC*)bl)->guild_emblem_id;
  6974. case BL_PET:
  6975. if (((TBL_PET*)bl)->master)
  6976. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6977. break;
  6978. case BL_MOB:
  6979. {
  6980. struct map_session_data *msd;
  6981. struct mob_data *md = (struct mob_data *)bl;
  6982. if (md->guardian_data) // Guardian's guild [Skotlex]
  6983. return md->guardian_data->emblem_id;
  6984. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6985. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6986. }
  6987. break;
  6988. case BL_HOM:
  6989. if (((TBL_HOM*)bl)->master)
  6990. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6991. break;
  6992. case BL_MER:
  6993. if (((TBL_MER*)bl)->master)
  6994. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6995. break;
  6996. case BL_NPC:
  6997. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6998. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6999. if (g)
  7000. return g->emblem_id;
  7001. }
  7002. break;
  7003. case BL_ELEM:
  7004. if (((TBL_ELEM*)bl)->master)
  7005. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  7006. break;
  7007. }
  7008. return 0;
  7009. }
  7010. /**
  7011. * Gets the race2 of a mob or pet
  7012. * @param bl: Object whose race2 to get [MOB|PET]
  7013. * @return race2
  7014. */
  7015. enum e_race2 status_get_race2(struct block_list *bl)
  7016. {
  7017. nullpo_retr(RC2_NONE,bl);
  7018. if (bl->type == BL_MOB)
  7019. return ((struct mob_data *)bl)->db->race2;
  7020. if (bl->type == BL_PET)
  7021. return ((struct pet_data *)bl)->db->race2;
  7022. return RC2_NONE;
  7023. }
  7024. /**
  7025. * Checks if an object is dead
  7026. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7027. * @return 1: Is dead or 0: Is alive
  7028. */
  7029. int status_isdead(struct block_list *bl)
  7030. {
  7031. nullpo_ret(bl);
  7032. return status_get_status_data(bl)->hp == 0;
  7033. }
  7034. /**
  7035. * Checks if an object is immune to magic
  7036. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7037. * @return value of magic damage to be blocked
  7038. */
  7039. int status_isimmune(struct block_list *bl)
  7040. {
  7041. struct status_change *sc =status_get_sc(bl);
  7042. if (sc && sc->data[SC_HERMODE])
  7043. return 100;
  7044. if (bl->type == BL_PC &&
  7045. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  7046. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  7047. return 0;
  7048. }
  7049. /**
  7050. * Get view data of an object
  7051. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7052. * @return view data structure bl->vd
  7053. */
  7054. struct view_data* status_get_viewdata(struct block_list *bl)
  7055. {
  7056. nullpo_retr(NULL, bl);
  7057. switch (bl->type) {
  7058. case BL_PC: return &((TBL_PC*)bl)->vd;
  7059. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  7060. case BL_PET: return &((TBL_PET*)bl)->vd;
  7061. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  7062. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  7063. case BL_MER: return ((TBL_MER*)bl)->vd;
  7064. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  7065. }
  7066. return NULL;
  7067. }
  7068. /**
  7069. * Set view data of an object
  7070. * This function deals with class, mount, and item views
  7071. * SC views are set in clif_getareachar_unit()
  7072. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7073. * @param class_: class of the object
  7074. */
  7075. void status_set_viewdata(struct block_list *bl, int class_)
  7076. {
  7077. struct view_data* vd;
  7078. nullpo_retv(bl);
  7079. if (mobdb_checkid(class_) || mob_is_clone(class_))
  7080. vd = mob_get_viewdata(class_);
  7081. else if (npcdb_checkid(class_))
  7082. vd = npc_get_viewdata(class_);
  7083. else if (homdb_checkid(class_))
  7084. vd = hom_get_viewdata(class_);
  7085. else if (mercenary_db(class_))
  7086. vd = mercenary_get_viewdata(class_);
  7087. else if (elemental_class(class_))
  7088. vd = elemental_get_viewdata(class_);
  7089. else
  7090. vd = NULL;
  7091. switch (bl->type) {
  7092. case BL_PC:
  7093. {
  7094. TBL_PC* sd = (TBL_PC*)bl;
  7095. if (pcdb_checkid(class_)) {
  7096. if (sd->sc.option&OPTION_RIDING) {
  7097. switch (class_) { // Adapt class to a Mounted one.
  7098. case JOB_KNIGHT:
  7099. class_ = JOB_KNIGHT2;
  7100. break;
  7101. case JOB_CRUSADER:
  7102. class_ = JOB_CRUSADER2;
  7103. break;
  7104. case JOB_LORD_KNIGHT:
  7105. class_ = JOB_LORD_KNIGHT2;
  7106. break;
  7107. case JOB_PALADIN:
  7108. class_ = JOB_PALADIN2;
  7109. break;
  7110. case JOB_BABY_KNIGHT:
  7111. class_ = JOB_BABY_KNIGHT2;
  7112. break;
  7113. case JOB_BABY_CRUSADER:
  7114. class_ = JOB_BABY_CRUSADER2;
  7115. break;
  7116. }
  7117. }
  7118. sd->vd.class_ = class_;
  7119. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  7120. sd->vd.head_top = sd->status.head_top;
  7121. sd->vd.head_mid = sd->status.head_mid;
  7122. sd->vd.head_bottom = sd->status.head_bottom;
  7123. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  7124. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  7125. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  7126. sd->vd.body_style = cap_value(sd->status.body,0,battle_config.max_body_style);
  7127. sd->vd.sex = sd->status.sex;
  7128. if (sd->vd.cloth_color) {
  7129. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  7130. sd->vd.cloth_color = 0;
  7131. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  7132. sd->vd.cloth_color = 0;
  7133. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  7134. sd->vd.cloth_color = 0;
  7135. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  7136. sd->vd.cloth_color = 0;
  7137. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  7138. sd->vd.cloth_color = 0;
  7139. }
  7140. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  7141. sd->vd.body_style = 0;
  7142. } else if (vd)
  7143. memcpy(&sd->vd, vd, sizeof(struct view_data));
  7144. else
  7145. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  7146. }
  7147. break;
  7148. case BL_MOB:
  7149. {
  7150. TBL_MOB* md = (TBL_MOB*)bl;
  7151. if (vd){
  7152. mob_free_dynamic_viewdata( md );
  7153. md->vd = vd;
  7154. }else if( pcdb_checkid( class_ ) ){
  7155. mob_set_dynamic_viewdata( md );
  7156. md->vd->class_ = class_;
  7157. }else
  7158. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  7159. }
  7160. break;
  7161. case BL_PET:
  7162. {
  7163. TBL_PET* pd = (TBL_PET*)bl;
  7164. if (vd) {
  7165. memcpy(&pd->vd, vd, sizeof(struct view_data));
  7166. if (!pcdb_checkid(vd->class_)) {
  7167. pd->vd.hair_style = battle_config.pet_hair_style;
  7168. if(pd->pet.equip) {
  7169. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  7170. if (!pd->vd.head_bottom)
  7171. pd->vd.head_bottom = pd->pet.equip;
  7172. }
  7173. }
  7174. } else
  7175. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  7176. }
  7177. break;
  7178. case BL_NPC:
  7179. {
  7180. TBL_NPC* nd = (TBL_NPC*)bl;
  7181. if (vd)
  7182. nd->vd = vd;
  7183. else {
  7184. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  7185. if (bl->m >= 0)
  7186. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  7187. else
  7188. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  7189. break;
  7190. }
  7191. }
  7192. break;
  7193. case BL_HOM:
  7194. {
  7195. struct homun_data *hd = (struct homun_data*)bl;
  7196. if (vd)
  7197. hd->vd = vd;
  7198. else
  7199. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  7200. }
  7201. break;
  7202. case BL_MER:
  7203. {
  7204. struct mercenary_data *md = (struct mercenary_data*)bl;
  7205. if (vd)
  7206. md->vd = vd;
  7207. else
  7208. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  7209. }
  7210. break;
  7211. case BL_ELEM:
  7212. {
  7213. struct elemental_data *ed = (struct elemental_data*)bl;
  7214. if (vd)
  7215. ed->vd = vd;
  7216. else
  7217. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  7218. }
  7219. break;
  7220. }
  7221. }
  7222. /**
  7223. * Get status change data of an object
  7224. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  7225. * @return status change data structure bl->sc
  7226. */
  7227. struct status_change *status_get_sc(struct block_list *bl)
  7228. {
  7229. if( bl )
  7230. switch (bl->type) {
  7231. case BL_PC: return &((TBL_PC*)bl)->sc;
  7232. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  7233. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  7234. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  7235. case BL_MER: return &((TBL_MER*)bl)->sc;
  7236. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  7237. }
  7238. return NULL;
  7239. }
  7240. /**
  7241. * Initiate (memset) the status change data of an object
  7242. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  7243. */
  7244. void status_change_init(struct block_list *bl)
  7245. {
  7246. struct status_change *sc = status_get_sc(bl);
  7247. nullpo_retv(sc);
  7248. memset(sc, 0, sizeof (struct status_change));
  7249. }
  7250. /*========================================== [Playtester]
  7251. * Returns the interval for status changes that iterate multiple times
  7252. * through the timer (e.g. those that deal damage in regular intervals)
  7253. * @param type: Status change (SC_*)
  7254. *------------------------------------------*/
  7255. static int status_get_sc_interval(enum sc_type type)
  7256. {
  7257. switch (type) {
  7258. case SC_POISON:
  7259. case SC_DPOISON:
  7260. case SC_LEECHESEND:
  7261. return 1000;
  7262. case SC_BURNING:
  7263. case SC_PYREXIA:
  7264. return 3000;
  7265. case SC_MAGICMUSHROOM:
  7266. return 4000;
  7267. case SC_STONE:
  7268. return 5000;
  7269. case SC_BLEEDING:
  7270. case SC_TOXIN:
  7271. return 10000;
  7272. default:
  7273. break;
  7274. }
  7275. return 0;
  7276. }
  7277. /**
  7278. * Applies SC defense to a given status change
  7279. * This function also determines whether or not the status change will be applied
  7280. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7281. * @param bl: Target of the status change
  7282. * @param type: Status change (SC_*)
  7283. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7284. * @param tick: Initial duration that the status change affects bl
  7285. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7286. * @return adjusted duration based on flag values
  7287. */
  7288. t_tick status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, t_tick tick, unsigned char flag)
  7289. {
  7290. /// Resistance rate: 10000 = 100%
  7291. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  7292. /// 5000ms -> tick_def = 5000 -> 2500ms
  7293. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  7294. /// Fixed resistance value (after rate calculation)
  7295. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  7296. /// 2500ms -> tick_def2=2000 -> 500ms
  7297. int sc_def2 = 0, tick_def2 = 0;
  7298. struct status_data *status, *status_src;
  7299. struct status_change *sc;
  7300. struct map_session_data *sd;
  7301. nullpo_ret(bl);
  7302. if (src == NULL)
  7303. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  7304. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  7305. if (status_isimmune(bl)) {
  7306. switch (type) {
  7307. case SC_DECREASEAGI:
  7308. case SC_SILENCE:
  7309. case SC_COMA:
  7310. case SC_INCREASEAGI:
  7311. case SC_BLESSING:
  7312. case SC_SLOWPOISON:
  7313. case SC_IMPOSITIO:
  7314. case SC_AETERNA:
  7315. case SC_SUFFRAGIUM:
  7316. case SC_BENEDICTIO:
  7317. case SC_PROVIDENCE:
  7318. case SC_KYRIE:
  7319. case SC_ASSUMPTIO:
  7320. case SC_ANGELUS:
  7321. case SC_MAGNIFICAT:
  7322. case SC_GLORIA:
  7323. case SC_WINDWALK:
  7324. case SC_MAGICROD:
  7325. case SC_HALLUCINATION:
  7326. case SC_STONE:
  7327. case SC_QUAGMIRE:
  7328. case SC_SUITON:
  7329. case SC_SWINGDANCE:
  7330. case SC_FIRE_INSIGNIA:
  7331. case SC_WATER_INSIGNIA:
  7332. case SC_WIND_INSIGNIA:
  7333. case SC_EARTH_INSIGNIA:
  7334. return 0;
  7335. }
  7336. }
  7337. rate = cap_value(rate, 0, 10000);
  7338. sd = BL_CAST(BL_PC,bl);
  7339. status = status_get_status_data(bl);
  7340. status_src = status_get_status_data(src);
  7341. sc = status_get_sc(bl);
  7342. if( sc && !sc->count )
  7343. sc = NULL;
  7344. switch (type) {
  7345. case SC_POISON:
  7346. case SC_DPOISON:
  7347. sc_def = status->vit*100;
  7348. #ifndef RENEWAL
  7349. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7350. if (sd) {
  7351. // For players: 60000 - 450*vit - 100*luk
  7352. tick_def = status->vit*75;
  7353. tick_def2 = status->luk*100;
  7354. } else {
  7355. // For monsters: 30000 - 200*vit
  7356. tick>>=1;
  7357. tick_def = (status->vit*200)/3;
  7358. }
  7359. #endif
  7360. break;
  7361. case SC_STUN:
  7362. sc_def = status->vit*100;
  7363. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7364. tick_def2 = status->luk*10;
  7365. break;
  7366. case SC_SILENCE:
  7367. #ifndef RENEWAL
  7368. sc_def = status->vit*100;
  7369. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7370. #else
  7371. sc_def = status->int_*100;
  7372. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7373. #endif
  7374. tick_def2 = status->luk*10;
  7375. break;
  7376. case SC_BLEEDING:
  7377. #ifndef RENEWAL
  7378. sc_def = status->vit*100;
  7379. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7380. #else
  7381. sc_def = status->agi*100;
  7382. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7383. #endif
  7384. tick_def2 = status->luk*10;
  7385. break;
  7386. case SC_SLEEP:
  7387. #ifndef RENEWAL
  7388. sc_def = status->int_*100;
  7389. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7390. #else
  7391. sc_def = status->agi*100;
  7392. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7393. #endif
  7394. tick_def2 = status->luk*10;
  7395. break;
  7396. case SC_STONE:
  7397. sc_def = status->mdef*100;
  7398. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7399. tick_def = 0; // No duration reduction
  7400. break;
  7401. case SC_FREEZE:
  7402. sc_def = status->mdef*100;
  7403. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7404. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  7405. break;
  7406. case SC_CURSE:
  7407. // Special property: immunity when luk is zero
  7408. if (status->luk == 0)
  7409. return 0;
  7410. sc_def = status->luk*100;
  7411. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  7412. tick_def = status->vit*100;
  7413. tick_def2 = status->luk*10;
  7414. break;
  7415. case SC_BLIND:
  7416. sc_def = (status->vit + status->int_)*50;
  7417. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7418. tick_def2 = status->luk*10;
  7419. break;
  7420. case SC_CONFUSION:
  7421. sc_def = (status->str + status->int_)*50;
  7422. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  7423. tick_def2 = status->luk*10;
  7424. break;
  7425. case SC_DECREASEAGI:
  7426. if (sd)
  7427. tick >>= 1; // Half duration for players.
  7428. sc_def2 = status->mdef*100;
  7429. break;
  7430. case SC_ANKLE:
  7431. if(status_has_mode(status,MD_STATUS_IMMUNE)) // Lasts 5 times less on bosses
  7432. tick /= 5;
  7433. sc_def = status->agi*50;
  7434. break;
  7435. case SC_JOINTBEAT:
  7436. sc_def2 = 270 * status->str / 100; // 270 * STR / 100
  7437. tick_def2 = (status->luk * 50 + status->agi * 200) / 2; // (50 * LUK / 100 + 20 * AGI / 100) / 2
  7438. break;
  7439. case SC_DEEPSLEEP:
  7440. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  7441. break;
  7442. case SC_NETHERWORLD:
  7443. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  7444. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  7445. break;
  7446. case SC_MARSHOFABYSS:
  7447. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  7448. tick_def2 = (status->int_ + status->luk)*50;
  7449. break;
  7450. case SC_STASIS:
  7451. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  7452. tick_def2 = (status->vit + status->dex) * 50;
  7453. break;
  7454. case SC_WHITEIMPRISON:
  7455. if( tick == 5000 ) // 100% on caster
  7456. break;
  7457. if( bl->type == BL_PC )
  7458. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  7459. else
  7460. tick_def2 = (status->vit + status->luk)*50;
  7461. break;
  7462. case SC_BURNING:
  7463. tick_def2 = 75*status->luk + 125*status->agi;
  7464. break;
  7465. case SC_FREEZING:
  7466. tick_def2 = (status->vit + status->dex)*50;
  7467. break;
  7468. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  7469. sc_def = status->int_*80;
  7470. sc_def = max(sc_def, 500); // minimum of 5% resist
  7471. tick_def = 0;
  7472. //Fall through
  7473. case SC_TOXIN:
  7474. case SC_PARALYSE:
  7475. case SC_VENOMBLEED:
  7476. case SC_MAGICMUSHROOM:
  7477. case SC_DEATHHURT:
  7478. case SC_PYREXIA:
  7479. case SC_LEECHESEND:
  7480. tick_def2 = (status->vit + status->luk) * 500;
  7481. break;
  7482. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  7483. sc_def2 = status->agi*25;
  7484. break;
  7485. case SC_ELECTRICSHOCKER:
  7486. tick_def2 = (status->vit + status->agi) * 70;
  7487. break;
  7488. case SC_CRYSTALIZE:
  7489. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  7490. break;
  7491. case SC_VACUUM_EXTREME:
  7492. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  7493. break;
  7494. case SC_KYOUGAKU:
  7495. tick_def2 = 30*status->int_;
  7496. break;
  7497. case SC_PARALYSIS:
  7498. tick_def2 = (status->vit + status->luk)*50;
  7499. break;
  7500. case SC_VOICEOFSIREN:
  7501. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  7502. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  7503. break;
  7504. case SC_B_TRAP:
  7505. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  7506. break;
  7507. case SC_NORECOVER_STATE:
  7508. tick_def2 = status->luk * 100;
  7509. break;
  7510. default:
  7511. // Effect that cannot be reduced? Likely a buff.
  7512. if (!(rnd()%10000 < rate))
  7513. return 0;
  7514. return tick ? tick : 1;
  7515. }
  7516. if (sd) {
  7517. if (battle_config.pc_sc_def_rate != 100) {
  7518. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  7519. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  7520. }
  7521. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  7522. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  7523. if (battle_config.pc_sc_def_rate != 100) {
  7524. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  7525. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  7526. }
  7527. } else {
  7528. if (battle_config.mob_sc_def_rate != 100) {
  7529. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  7530. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  7531. }
  7532. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  7533. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  7534. if (battle_config.mob_sc_def_rate != 100) {
  7535. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  7536. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  7537. }
  7538. }
  7539. if (sc) {
  7540. if (sc->data[SC_SCRESIST])
  7541. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  7542. else if (sc->data[SC_SIEGFRIED])
  7543. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  7544. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  7545. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  7546. }
  7547. // When tick def not set, reduction is the same for both.
  7548. if(tick_def == -1)
  7549. tick_def = sc_def;
  7550. // Natural resistance
  7551. if (!(flag&SCSTART_NORATEDEF)) {
  7552. rate -= rate*sc_def/10000;
  7553. rate -= sc_def2;
  7554. // Minimum chances
  7555. switch (type) {
  7556. case SC_BITE:
  7557. rate = max(rate, 5000); // Minimum of 50%
  7558. break;
  7559. }
  7560. // Item resistance (only applies to rate%)
  7561. if (sd) {
  7562. for (const auto &it : sd->reseff) {
  7563. if (it.id == type)
  7564. rate -= rate * it.val / 10000;
  7565. }
  7566. if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  7567. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  7568. }
  7569. // Aegis accuracy
  7570. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  7571. }
  7572. if (!(rnd()%10000 < rate))
  7573. return 0;
  7574. // Duration cannot be reduced
  7575. if (flag&SCSTART_NOTICKDEF)
  7576. return i64max(tick, 1);
  7577. tick -= tick*tick_def/10000;
  7578. tick -= tick_def2;
  7579. // Minimum durations
  7580. switch (type) {
  7581. case SC_ANKLE:
  7582. case SC_MARSHOFABYSS:
  7583. tick = i64max(tick, 5000); // Minimum duration 5s
  7584. break;
  7585. case SC_FREEZING:
  7586. tick = i64max(tick, 6000); // Minimum duration 6s
  7587. // NEED AEGIS CHECK: might need to be 10s (http://ro.gnjoy.com/news/notice/View.asp?seq=5352)
  7588. break;
  7589. case SC_BURNING:
  7590. case SC_STASIS:
  7591. case SC_VOICEOFSIREN:
  7592. tick = i64max(tick, 10000); // Minimum duration 10s
  7593. break;
  7594. default:
  7595. // Skills need to trigger even if the duration is reduced below 1ms
  7596. tick = i64max(tick, 1);
  7597. break;
  7598. }
  7599. return tick;
  7600. }
  7601. /**
  7602. * Applies SC effect
  7603. * @param bl: Source to apply effect
  7604. * @param type: Status change (SC_*)
  7605. * @param dval1~3: Depends on type of status change
  7606. * Author: Ind
  7607. */
  7608. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  7609. struct eri *eri;
  7610. struct sc_display_entry **sc_display;
  7611. struct sc_display_entry ***sc_display_ptr;
  7612. struct sc_display_entry *entry;
  7613. int i;
  7614. unsigned char sc_display_count;
  7615. unsigned char *sc_display_count_ptr;
  7616. nullpo_retv(bl);
  7617. switch( bl->type ){
  7618. case BL_PC: {
  7619. struct map_session_data* sd = (struct map_session_data*)bl;
  7620. sc_display_ptr = &sd->sc_display;
  7621. sc_display_count_ptr = &sd->sc_display_count;
  7622. eri = pc_sc_display_ers;
  7623. }
  7624. break;
  7625. case BL_NPC: {
  7626. struct npc_data* nd = (struct npc_data*)bl;
  7627. sc_display_ptr = &nd->sc_display;
  7628. sc_display_count_ptr = &nd->sc_display_count;
  7629. eri = npc_sc_display_ers;
  7630. }
  7631. break;
  7632. default:
  7633. return;
  7634. }
  7635. sc_display = *sc_display_ptr;
  7636. sc_display_count = *sc_display_count_ptr;
  7637. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7638. if( i != sc_display_count ) {
  7639. sc_display[i]->val1 = dval1;
  7640. sc_display[i]->val2 = dval2;
  7641. sc_display[i]->val3 = dval3;
  7642. return;
  7643. }
  7644. entry = ers_alloc(eri, struct sc_display_entry);
  7645. entry->type = type;
  7646. entry->val1 = dval1;
  7647. entry->val2 = dval2;
  7648. entry->val3 = dval3;
  7649. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  7650. sc_display[sc_display_count - 1] = entry;
  7651. *sc_display_ptr = sc_display;
  7652. *sc_display_count_ptr = sc_display_count;
  7653. }
  7654. /**
  7655. * Removes SC effect
  7656. * @param bl: Source to remove effect
  7657. * @param type: Status change (SC_*)
  7658. * Author: Ind
  7659. */
  7660. void status_display_remove(struct block_list *bl, enum sc_type type) {
  7661. struct eri *eri;
  7662. struct sc_display_entry **sc_display;
  7663. struct sc_display_entry ***sc_display_ptr;
  7664. int i;
  7665. unsigned char sc_display_count;
  7666. unsigned char *sc_display_count_ptr;
  7667. nullpo_retv(bl);
  7668. switch( bl->type ){
  7669. case BL_PC: {
  7670. struct map_session_data* sd = (struct map_session_data*)bl;
  7671. sc_display_ptr = &sd->sc_display;
  7672. sc_display_count_ptr = &sd->sc_display_count;
  7673. eri = pc_sc_display_ers;
  7674. }
  7675. break;
  7676. case BL_NPC: {
  7677. struct npc_data* nd = (struct npc_data*)bl;
  7678. sc_display_ptr = &nd->sc_display;
  7679. sc_display_count_ptr = &nd->sc_display_count;
  7680. eri = npc_sc_display_ers;
  7681. }
  7682. break;
  7683. default:
  7684. return;
  7685. }
  7686. sc_display = *sc_display_ptr;
  7687. sc_display_count = *sc_display_count_ptr;
  7688. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7689. if( i != sc_display_count ) {
  7690. int cursor;
  7691. ers_free(eri, sc_display[i]);
  7692. sc_display[i] = NULL;
  7693. /* The all-mighty compact-o-matic */
  7694. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  7695. if( sc_display[i] == NULL )
  7696. continue;
  7697. if( i != cursor )
  7698. sc_display[cursor] = sc_display[i];
  7699. cursor++;
  7700. }
  7701. if( !(sc_display_count = cursor) ) {
  7702. aFree(sc_display);
  7703. sc_display = NULL;
  7704. }
  7705. *sc_display_ptr = sc_display;
  7706. *sc_display_count_ptr = sc_display_count;
  7707. }
  7708. }
  7709. /**
  7710. * Applies SC defense to a given status change
  7711. * This function also determines whether or not the status change will be applied
  7712. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7713. * @param bl: Target of the status change (See: enum sc_type)
  7714. * @param type: Status change (SC_*)
  7715. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7716. * @param val1~4: Depends on type of status change
  7717. * @param tick: Initial duration that the status change affects bl
  7718. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7719. * @return adjusted duration based on flag values
  7720. */
  7721. 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,t_tick duration,unsigned char flag) {
  7722. struct map_session_data *sd = NULL;
  7723. struct status_change* sc;
  7724. struct status_change_entry* sce;
  7725. struct status_data *status;
  7726. struct view_data *vd;
  7727. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  7728. bool sc_isnew = true;
  7729. nullpo_ret(bl);
  7730. sc = status_get_sc(bl);
  7731. status = status_get_status_data(bl);
  7732. if( type <= SC_NONE || type >= SC_MAX ) {
  7733. ShowError("status_change_start: invalid status change (%d)!\n", type);
  7734. return 0;
  7735. }
  7736. if( !sc )
  7737. return 0; // Unable to receive status changes
  7738. if( bl->type != BL_NPC && status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
  7739. return 0;
  7740. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  7741. return 0;
  7742. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  7743. // if (bl->type == BL_MOB)
  7744. // if (status_get_race2(bl) == RC2_GVG && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  7745. if( sc->data[SC_REFRESH] ) {
  7746. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  7747. return 0; // Immune to status ailments
  7748. switch( type ) {
  7749. case SC_DEEPSLEEP:
  7750. case SC_BURNING:
  7751. case SC_FREEZING:
  7752. case SC_CRYSTALIZE:
  7753. case SC_TOXIN:
  7754. case SC_PARALYSE:
  7755. case SC_VENOMBLEED:
  7756. case SC_MAGICMUSHROOM:
  7757. case SC_DEATHHURT:
  7758. case SC_PYREXIA:
  7759. case SC_OBLIVIONCURSE:
  7760. case SC_MARSHOFABYSS:
  7761. case SC_MANDRAGORA:
  7762. return 0;
  7763. }
  7764. }
  7765. if( sc->data[SC_INSPIRATION] ) {
  7766. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7767. return 0; // Immune to status ailments
  7768. switch( type ) {
  7769. case SC_BURNING:
  7770. case SC_FREEZING:
  7771. case SC_CRYSTALIZE:
  7772. case SC_FEAR:
  7773. case SC_TOXIN:
  7774. case SC_PARALYSE:
  7775. case SC_VENOMBLEED:
  7776. case SC_MAGICMUSHROOM:
  7777. case SC_DEATHHURT:
  7778. case SC_PYREXIA:
  7779. case SC_OBLIVIONCURSE:
  7780. case SC_LEECHESEND:
  7781. case SC_DEEPSLEEP:
  7782. case SC_SATURDAYNIGHTFEVER:
  7783. case SC__BODYPAINT:
  7784. case SC__ENERVATION:
  7785. case SC__GROOMY:
  7786. case SC__IGNORANCE:
  7787. case SC__LAZINESS:
  7788. case SC__UNLUCKY:
  7789. case SC__WEAKNESS:
  7790. return 0;
  7791. }
  7792. }
  7793. if( sc->data[SC_KINGS_GRACE] ) {
  7794. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7795. return 0; // Immune to status ailments
  7796. switch( type ) {
  7797. case SC_HALLUCINATION:
  7798. case SC_BURNING:
  7799. case SC_CRYSTALIZE:
  7800. case SC_FREEZING:
  7801. case SC_DEEPSLEEP:
  7802. case SC_FEAR:
  7803. case SC_MANDRAGORA:
  7804. return 0;
  7805. }
  7806. }
  7807. // Adjust tick according to status resistances
  7808. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  7809. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  7810. if( !duration )
  7811. return 0;
  7812. }
  7813. int tick = (int)duration;
  7814. sd = BL_CAST(BL_PC, bl);
  7815. vd = status_get_viewdata(bl);
  7816. undead_flag = battle_check_undead(status->race,status->def_ele);
  7817. // Check for immunities / sc fails
  7818. switch (type) {
  7819. case SC_DECREASEAGI:
  7820. case SC_QUAGMIRE:
  7821. case SC_DONTFORGETME:
  7822. if(sc->data[SC_SPEEDUP1])
  7823. return 0;
  7824. break;
  7825. case SC_ANGRIFFS_MODUS:
  7826. case SC_GOLDENE_FERSE:
  7827. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  7828. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  7829. )
  7830. return 0;
  7831. case SC_VACUUM_EXTREME:
  7832. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  7833. (sc->data[SC_VACUUM_EXTREME_POSTDELAY] && sc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == val2))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  7834. return 0;
  7835. break;
  7836. case SC_STONE:
  7837. // Undead are immune to Stone
  7838. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7839. return 0;
  7840. if (sc->data[SC_POWER_OF_GAIA] || sc->data[SC_GVG_STONE])
  7841. return 0;
  7842. if (sc->opt1)
  7843. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7844. break;
  7845. case SC_FREEZE:
  7846. // Undead are immune to Freeze
  7847. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7848. return 0;
  7849. if (sc->data[SC_GVG_FREEZ] || sc->data[SC_WARMER])
  7850. return 0;
  7851. if (sc->opt1)
  7852. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7853. break;
  7854. case SC_FREEZING:
  7855. case SC_CRYSTALIZE:
  7856. if (sc->data[SC_WARMER])
  7857. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  7858. break;
  7859. case SC_SLEEP:
  7860. if (sc->data[SC_GVG_SLEEP])
  7861. return 0;
  7862. if (sc->opt1)
  7863. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7864. break;
  7865. case SC_STUN:
  7866. if (sc->opt1)
  7867. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7868. if (sc->data[SC_GVG_STUN])
  7869. return 0;
  7870. break;
  7871. case SC_BLIND:
  7872. if (sc->data[SC_FEAR])
  7873. return 0;
  7874. if (sc->data[SC_GVG_BLIND])
  7875. return 0;
  7876. break;
  7877. case SC_CURSE:
  7878. if (sc->data[SC_GVG_CURSE])
  7879. return 0;
  7880. break;
  7881. case SC_SILENCE:
  7882. if (sc->data[SC_GVG_SILENCE])
  7883. return 0;
  7884. break;
  7885. case SC_ALL_RIDING:
  7886. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  7887. return 0;
  7888. if( sc->data[type] )
  7889. { // Already mounted, just dismount.
  7890. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  7891. return 0;
  7892. }
  7893. break;
  7894. // They're all like berserk, do not everlap each other
  7895. case SC_BERSERK:
  7896. if(sc->data[SC_SATURDAYNIGHTFEVER])
  7897. return 0;
  7898. break;
  7899. // Fall through
  7900. case SC_WHITEIMPRISON:
  7901. if (sc->opt1)
  7902. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7903. break;
  7904. case SC_SIGNUMCRUCIS:
  7905. // Only affects demons and undead element (but not players)
  7906. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7907. return 0;
  7908. break;
  7909. case SC_AETERNA:
  7910. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  7911. return 0;
  7912. break;
  7913. case SC_KYRIE:
  7914. case SC_TUNAPARTY:
  7915. if (bl->type == BL_MOB)
  7916. return 0;
  7917. break;
  7918. case SC_OVERTHRUST:
  7919. if (sc->data[SC_MAXOVERTHRUST])
  7920. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  7921. case SC_MAXOVERTHRUST:
  7922. if( sc->option&OPTION_MADOGEAR )
  7923. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  7924. break;
  7925. case SC_ADRENALINE:
  7926. if (sc->data[SC_QUAGMIRE] ||
  7927. sc->data[SC_DECREASEAGI] ||
  7928. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  7929. )
  7930. return 0;
  7931. break;
  7932. case SC_ADRENALINE2:
  7933. if (sc->data[SC_QUAGMIRE] ||
  7934. sc->data[SC_DECREASEAGI]
  7935. )
  7936. return 0;
  7937. break;
  7938. case SC_MAGNIFICAT:
  7939. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  7940. return 0;
  7941. break;
  7942. case SC_ONEHAND:
  7943. case SC_MERC_QUICKEN:
  7944. case SC_TWOHANDQUICKEN:
  7945. if(sc->data[SC_DECREASEAGI])
  7946. return 0;
  7947. case SC_INCREASEAGI:
  7948. case SC_CONCENTRATE:
  7949. case SC_SPEARQUICKEN:
  7950. case SC_TRUESIGHT:
  7951. case SC_WINDWALK:
  7952. case SC_CARTBOOST:
  7953. case SC_ASSNCROS:
  7954. if (sc->option&OPTION_MADOGEAR)
  7955. return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
  7956. if (sc->data[SC_QUAGMIRE])
  7957. return 0;
  7958. break;
  7959. case SC_CLOAKING:
  7960. // Avoid cloaking with no wall and low skill level. [Skotlex]
  7961. // Due to the cloaking card, we have to check the wall versus to known
  7962. // skill level rather than the used one. [Skotlex]
  7963. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  7964. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  7965. return 0;
  7966. break;
  7967. case SC_MODECHANGE:
  7968. {
  7969. enum e_mode mode;
  7970. struct status_data *bstatus = status_get_base_status(bl);
  7971. if (!bstatus) return 0;
  7972. if (sc->data[type]) { // Pile up with previous values.
  7973. if(!val2) val2 = sc->data[type]->val2;
  7974. val3 |= sc->data[type]->val3;
  7975. val4 |= sc->data[type]->val4;
  7976. }
  7977. mode = val2 ? static_cast<e_mode>((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
  7978. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  7979. if (val3) mode = static_cast<e_mode>(mode|val3); // Add mode
  7980. if (mode == bstatus->mode) { // No change.
  7981. if (sc->data[type]) // Abort previous status
  7982. return status_change_end(bl, type, INVALID_TIMER);
  7983. return 0;
  7984. }
  7985. }
  7986. break;
  7987. // Strip skills, need to divest something or it fails.
  7988. case SC_STRIPWEAPON:
  7989. if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  7990. short i;
  7991. opt_flag = 0; // Reuse to check success condition.
  7992. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  7993. return 0;
  7994. i = sd->equip_index[EQI_HAND_L];
  7995. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7996. opt_flag|=1;
  7997. pc_unequipitem(sd,i,3); // Left-hand weapon
  7998. }
  7999. i = sd->equip_index[EQI_HAND_R];
  8000. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8001. opt_flag|=2;
  8002. pc_unequipitem(sd,i,3);
  8003. }
  8004. if (!opt_flag) return 0;
  8005. }
  8006. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8007. break;
  8008. case SC_STRIPSHIELD:
  8009. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  8010. else
  8011. if (sd && !(flag&SCSTART_LOADED)) {
  8012. short i;
  8013. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  8014. return 0;
  8015. i = sd->equip_index[EQI_HAND_L];
  8016. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  8017. return 0;
  8018. pc_unequipitem(sd,i,3);
  8019. }
  8020. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8021. break;
  8022. case SC_STRIPARMOR:
  8023. if (sd && !(flag&SCSTART_LOADED)) {
  8024. short i;
  8025. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  8026. return 0;
  8027. i = sd->equip_index[EQI_ARMOR];
  8028. if ( i < 0 || !sd->inventory_data[i] )
  8029. return 0;
  8030. pc_unequipitem(sd,i,3);
  8031. }
  8032. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8033. break;
  8034. case SC_STRIPHELM:
  8035. if (sd && !(flag&SCSTART_LOADED)) {
  8036. short i;
  8037. if(sd->bonus.unstripable_equip&EQP_HELM)
  8038. return 0;
  8039. i = sd->equip_index[EQI_HEAD_TOP];
  8040. if ( i < 0 || !sd->inventory_data[i] )
  8041. return 0;
  8042. pc_unequipitem(sd,i,3);
  8043. }
  8044. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8045. break;
  8046. case SC_MERC_FLEEUP:
  8047. case SC_MERC_ATKUP:
  8048. case SC_MERC_HPUP:
  8049. case SC_MERC_SPUP:
  8050. case SC_MERC_HITUP:
  8051. if( bl->type != BL_MER )
  8052. return 0; // Stats only for Mercenaries
  8053. break;
  8054. case SC_STRFOOD:
  8055. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  8056. return 0;
  8057. break;
  8058. case SC_AGIFOOD:
  8059. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  8060. return 0;
  8061. break;
  8062. case SC_VITFOOD:
  8063. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  8064. return 0;
  8065. break;
  8066. case SC_INTFOOD:
  8067. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  8068. return 0;
  8069. break;
  8070. case SC_DEXFOOD:
  8071. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  8072. return 0;
  8073. break;
  8074. case SC_LUKFOOD:
  8075. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  8076. return 0;
  8077. break;
  8078. case SC_FOOD_STR_CASH:
  8079. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8080. return 0;
  8081. break;
  8082. case SC_FOOD_AGI_CASH:
  8083. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8084. return 0;
  8085. break;
  8086. case SC_FOOD_VIT_CASH:
  8087. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8088. return 0;
  8089. break;
  8090. case SC_FOOD_INT_CASH:
  8091. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8092. return 0;
  8093. break;
  8094. case SC_FOOD_DEX_CASH:
  8095. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8096. return 0;
  8097. break;
  8098. case SC_FOOD_LUK_CASH:
  8099. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8100. return 0;
  8101. break;
  8102. case SC_CAMOUFLAGE:
  8103. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  8104. return 0;
  8105. break;
  8106. case SC__STRIPACCESSORY:
  8107. if( sd ) {
  8108. short i = -1;
  8109. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  8110. i = sd->equip_index[EQI_ACC_L];
  8111. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8112. pc_unequipitem(sd,i,3); // Left-Accessory
  8113. }
  8114. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  8115. i = sd->equip_index[EQI_ACC_R];
  8116. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8117. pc_unequipitem(sd,i,3); // Right-Accessory
  8118. }
  8119. if( i < 0 )
  8120. return 0;
  8121. }
  8122. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8123. break;
  8124. case SC_TOXIN:
  8125. case SC_PARALYSE:
  8126. case SC_VENOMBLEED:
  8127. case SC_MAGICMUSHROOM:
  8128. case SC_DEATHHURT:
  8129. case SC_PYREXIA:
  8130. case SC_OBLIVIONCURSE:
  8131. case SC_LEECHESEND:
  8132. { // It doesn't stack or even renew
  8133. int i = SC_TOXIN;
  8134. for(; i<= SC_LEECHESEND; i++)
  8135. if(sc->data[i]) return 0;
  8136. }
  8137. break;
  8138. case SC_SATURDAYNIGHTFEVER:
  8139. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  8140. return 0;
  8141. break;
  8142. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  8143. if(sc->data[SC_HOVERING])
  8144. return 0;
  8145. break;
  8146. case SC_HEAT_BARREL:
  8147. //kRO Update 2014-02-12
  8148. //- Cannot be stacked with Platinum Alter and Madness Canceler [Cydh]
  8149. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  8150. return 0;
  8151. break;
  8152. case SC_P_ALTER:
  8153. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  8154. return 0;
  8155. break;
  8156. case SC_MADNESSCANCEL:
  8157. if (sc->data[type]) { // Toggle the status but still consume requirements.
  8158. status_change_end(bl, type, INVALID_TIMER);
  8159. return 0;
  8160. }
  8161. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  8162. return 0;
  8163. break;
  8164. case SC_KINGS_GRACE:
  8165. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  8166. return 0;
  8167. break;
  8168. case SC_GROOMING:
  8169. case SC_CHATTERING:
  8170. if (sc->data[type])
  8171. return 0;
  8172. case SC_WEDDING:
  8173. case SC_XMAS:
  8174. case SC_SUMMER:
  8175. case SC_HANBOK:
  8176. case SC_OKTOBERFEST:
  8177. case SC_DRESSUP:
  8178. if (!vd)
  8179. return 0;
  8180. break;
  8181. }
  8182. // Check for resistances
  8183. if(status_has_mode(status,MD_STATUS_IMMUNE) && !(flag&SCSTART_NOAVOID)) {
  8184. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  8185. return 0;
  8186. switch (type) {
  8187. case SC_BLESSING:
  8188. case SC_DECREASEAGI:
  8189. case SC_PROVOKE:
  8190. case SC_COMA:
  8191. case SC_GRAVITATION:
  8192. case SC_SUITON:
  8193. case SC_STRIPWEAPON:
  8194. case SC_STRIPARMOR:
  8195. case SC_STRIPSHIELD:
  8196. case SC_STRIPHELM:
  8197. case SC_RICHMANKIM:
  8198. case SC_ROKISWEIL:
  8199. case SC_FOGWALL:
  8200. case SC_WHITEIMPRISON:
  8201. case SC_FEAR:
  8202. case SC_FREEZING:
  8203. case SC_BURNING:
  8204. case SC_MARSHOFABYSS:
  8205. case SC_ADORAMUS:
  8206. case SC_PARALYSIS:
  8207. case SC_DEEPSLEEP:
  8208. case SC_CRYSTALIZE:
  8209. case SC_TEARGAS:
  8210. case SC_TEARGAS_SOB:
  8211. case SC_PYREXIA:
  8212. case SC_DEATHHURT:
  8213. case SC_TOXIN:
  8214. case SC_PARALYSE:
  8215. case SC_VENOMBLEED:
  8216. case SC_MAGICMUSHROOM:
  8217. case SC_OBLIVIONCURSE:
  8218. case SC_LEECHESEND:
  8219. case SC_BANDING_DEFENCE:
  8220. case SC__ENERVATION:
  8221. case SC__GROOMY:
  8222. case SC__IGNORANCE:
  8223. case SC__LAZINESS:
  8224. case SC__UNLUCKY:
  8225. case SC__WEAKNESS:
  8226. case SC_BITE:
  8227. case SC_MAGNETICFIELD:
  8228. case SC_NETHERWORLD:
  8229. case SC_CRESCENTELBOW:
  8230. case SC_VACUUM_EXTREME:
  8231. case SC_CATNIPPOWDER:
  8232. case SC_SV_ROOTTWIST:
  8233. case SC_BITESCAR:
  8234. case SC_FRESHSHRIMP:
  8235. return 0;
  8236. }
  8237. }
  8238. // Check for mvp resistance // atm only those who OS
  8239. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  8240. switch (type) {
  8241. case SC_COMA:
  8242. // continue list...
  8243. return 0;
  8244. }
  8245. }
  8246. // Before overlapping fail, one must check for status cured.
  8247. switch (type) {
  8248. case SC_BLESSING:
  8249. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  8250. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  8251. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  8252. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  8253. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8254. if (sc->data[SC_CURSE]) {
  8255. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8256. return 1; // End Curse and do not give stat boost
  8257. }
  8258. }
  8259. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8260. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8261. break;
  8262. case SC_INCREASEAGI:
  8263. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8264. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8265. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8266. break;
  8267. case SC_QUAGMIRE:
  8268. status_change_end(bl, SC_LOUD, INVALID_TIMER);
  8269. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  8270. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  8271. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8272. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  8273. // Also blocks the ones below...
  8274. case SC_DECREASEAGI:
  8275. if (type == SC_DECREASEAGI) {
  8276. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8277. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  8278. }
  8279. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  8280. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  8281. // Also blocks the ones below...
  8282. case SC_DONTFORGETME:
  8283. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8284. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  8285. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  8286. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  8287. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8288. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8289. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8290. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  8291. break;
  8292. case SC_ADORAMUS:
  8293. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8294. break;
  8295. case SC_ONEHAND:
  8296. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  8297. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8298. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8299. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8300. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8301. break;
  8302. case SC_MAXOVERTHRUST:
  8303. // Cancels Normal Overthrust. [Skotlex]
  8304. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  8305. break;
  8306. case SC_MAGNIFICAT:
  8307. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  8308. break;
  8309. case SC_OFFERTORIUM:
  8310. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8311. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8312. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8313. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8314. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8315. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8316. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8317. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8318. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8319. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8320. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8321. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8322. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8323. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8324. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8325. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8326. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8327. break;
  8328. case SC_KYRIE:
  8329. // Cancels Assumptio
  8330. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8331. break;
  8332. case SC_DELUGE:
  8333. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  8334. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8335. break;
  8336. case SC_SILENCE:
  8337. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  8338. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  8339. break;
  8340. case SC_FREEZE:
  8341. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  8342. break;
  8343. case SC_HIDING:
  8344. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  8345. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  8346. break;
  8347. case SC_BERSERK:
  8348. if( val3 == SC__BLOODYLUST )
  8349. break;
  8350. if(battle_config.berserk_cancels_buffs) {
  8351. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8352. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8353. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  8354. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  8355. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  8356. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8357. }
  8358. #ifdef RENEWAL
  8359. else {
  8360. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8361. }
  8362. #endif
  8363. break;
  8364. case SC_ASSUMPTIO:
  8365. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  8366. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  8367. break;
  8368. case SC_KAITE:
  8369. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8370. break;
  8371. case SC_GN_CARTBOOST:
  8372. case SC_CARTBOOST:
  8373. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  8374. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8375. return 0;
  8376. }
  8377. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  8378. //since Cart Boost don't cancel Slow Grace effect
  8379. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  8380. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  8381. if(sc->data[SC_DONTFORGETME])
  8382. return 0;
  8383. break;
  8384. case SC_FUSION:
  8385. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8386. break;
  8387. case SC_ADJUSTMENT:
  8388. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  8389. break;
  8390. case SC_MADNESSCANCEL:
  8391. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  8392. break;
  8393. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  8394. case SC_CHANGEUNDEAD:
  8395. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  8396. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8397. break;
  8398. case SC_STRFOOD:
  8399. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  8400. break;
  8401. case SC_AGIFOOD:
  8402. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  8403. break;
  8404. case SC_VITFOOD:
  8405. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  8406. break;
  8407. case SC_INTFOOD:
  8408. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  8409. break;
  8410. case SC_DEXFOOD:
  8411. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  8412. break;
  8413. case SC_LUKFOOD:
  8414. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  8415. break;
  8416. case SC_FOOD_STR_CASH:
  8417. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  8418. break;
  8419. case SC_FOOD_AGI_CASH:
  8420. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  8421. break;
  8422. case SC_FOOD_VIT_CASH:
  8423. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  8424. break;
  8425. case SC_FOOD_INT_CASH:
  8426. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  8427. break;
  8428. case SC_FOOD_DEX_CASH:
  8429. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  8430. break;
  8431. case SC_FOOD_LUK_CASH:
  8432. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  8433. break;
  8434. case SC_MARSHOFABYSS:
  8435. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8436. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8437. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8438. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8439. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8440. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8441. break;
  8442. case SC_SWINGDANCE:
  8443. case SC_SYMPHONYOFLOVER:
  8444. case SC_MOONLITSERENADE:
  8445. case SC_RUSHWINDMILL:
  8446. case SC_ECHOSONG:
  8447. case SC_HARMONIZE: // Group A doesn't overlap
  8448. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  8449. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  8450. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  8451. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  8452. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  8453. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8454. break;
  8455. case SC_VOICEOFSIREN:
  8456. case SC_DEEPSLEEP:
  8457. case SC_GLOOMYDAY:
  8458. case SC_SONGOFMANA:
  8459. case SC_DANCEWITHWUG:
  8460. case SC_SATURDAYNIGHTFEVER:
  8461. case SC_LERADSDEW:
  8462. case SC_MELODYOFSINK:
  8463. case SC_BEYONDOFWARCRY:
  8464. case SC_UNLIMITEDHUMMINGVOICE:
  8465. case SC_SIRCLEOFNATURE: // Group B
  8466. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  8467. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8468. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  8469. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  8470. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  8471. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  8472. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  8473. if (type != SC_GLOOMYDAY) {
  8474. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  8475. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  8476. }
  8477. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  8478. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  8479. if (type != SC_SATURDAYNIGHTFEVER) {
  8480. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  8481. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  8482. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  8483. }
  8484. }
  8485. break;
  8486. case SC_REFLECTSHIELD:
  8487. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  8488. break;
  8489. case SC_REFLECTDAMAGE:
  8490. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  8491. break;
  8492. case SC_SHIELDSPELL_DEF:
  8493. case SC_SHIELDSPELL_MDEF:
  8494. case SC_SHIELDSPELL_REF:
  8495. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8496. if( type != SC_SHIELDSPELL_DEF )
  8497. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  8498. if( type != SC_SHIELDSPELL_MDEF )
  8499. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  8500. if( type != SC_SHIELDSPELL_REF )
  8501. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  8502. break;
  8503. case SC_BANDING:
  8504. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  8505. break;
  8506. case SC_GT_CHANGE:
  8507. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  8508. break;
  8509. case SC_GT_REVITALIZE:
  8510. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  8511. break;
  8512. case SC_WARMER:
  8513. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8514. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8515. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8516. break;
  8517. case SC_INVINCIBLE:
  8518. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  8519. break;
  8520. case SC_INVINCIBLEOFF:
  8521. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  8522. break;
  8523. case SC_WHITEIMPRISON:
  8524. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8525. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8526. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8527. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8528. break;
  8529. case SC_FEAR:
  8530. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8531. break;
  8532. case SC_KINGS_GRACE:
  8533. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  8534. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  8535. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  8536. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  8537. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  8538. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  8539. // Fall through
  8540. case SC_GROOMING:
  8541. status_change_end(bl,SC_STUN,INVALID_TIMER);
  8542. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  8543. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8544. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  8545. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  8546. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  8547. status_change_end(bl,SC_POISON,INVALID_TIMER);
  8548. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  8549. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  8550. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  8551. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  8552. break;
  8553. case SC_2011RWC_SCROLL:
  8554. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  8555. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  8556. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  8557. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  8558. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  8559. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  8560. break;
  8561. case SC_FIGHTINGSPIRIT:
  8562. case SC_OVERED_BOOST:
  8563. case SC_MAGICPOWER:
  8564. case SC_IMPOSITIO:
  8565. case SC_KAAHI:
  8566. //These status changes always overwrite themselves even when a lower level is cast
  8567. status_change_end(bl, type, INVALID_TIMER);
  8568. break;
  8569. case SC_ENDURE:
  8570. if (sd && sd->special_state.no_walk_delay)
  8571. return 1;
  8572. break;
  8573. }
  8574. // Check for overlapping fails
  8575. if( (sce = sc->data[type]) ) {
  8576. switch( type ) {
  8577. case SC_MERC_FLEEUP:
  8578. case SC_MERC_ATKUP:
  8579. case SC_MERC_HPUP:
  8580. case SC_MERC_SPUP:
  8581. case SC_MERC_HITUP:
  8582. if( sce->val1 > val1 )
  8583. val1 = sce->val1;
  8584. break;
  8585. case SC_ADRENALINE:
  8586. case SC_ADRENALINE2:
  8587. case SC_WEAPONPERFECTION:
  8588. case SC_OVERTHRUST:
  8589. if (sce->val2 > val2)
  8590. return 0;
  8591. break;
  8592. case SC_S_LIFEPOTION:
  8593. case SC_L_LIFEPOTION:
  8594. case SC_BOSSMAPINFO:
  8595. case SC_STUN:
  8596. case SC_SLEEP:
  8597. case SC_POISON:
  8598. case SC_CURSE:
  8599. case SC_SILENCE:
  8600. case SC_CONFUSION:
  8601. case SC_BLIND:
  8602. case SC_BLEEDING:
  8603. case SC_DPOISON:
  8604. case SC_CLOSECONFINE2: // Can't be re-closed in.
  8605. case SC_TINDER_BREAKER2:
  8606. case SC_MARIONETTE:
  8607. case SC_MARIONETTE2:
  8608. case SC_NOCHAT:
  8609. case SC_ABUNDANCE:
  8610. case SC_FEAR:
  8611. case SC_BURNING:
  8612. case SC_FREEZING:
  8613. case SC_WHITEIMPRISON:
  8614. case SC_TOXIN:
  8615. case SC_PARALYSE:
  8616. case SC_VENOMBLEED:
  8617. case SC_MAGICMUSHROOM:
  8618. case SC_DEATHHURT:
  8619. case SC_PYREXIA:
  8620. case SC_OBLIVIONCURSE:
  8621. case SC_LEECHESEND:
  8622. case SC_CURSEDCIRCLE_TARGET:
  8623. case SC_ELECTRICSHOCKER:
  8624. case SC_BANDING_DEFENCE:
  8625. case SC__ENERVATION:
  8626. case SC__GROOMY:
  8627. case SC__IGNORANCE:
  8628. case SC__LAZINESS:
  8629. case SC__UNLUCKY:
  8630. case SC__WEAKNESS:
  8631. case SC_DEEPSLEEP:
  8632. case SC_NETHERWORLD:
  8633. case SC_CRYSTALIZE:
  8634. case SC_MANDRAGORA:
  8635. case SC_DEFSET:
  8636. case SC_MDEFSET:
  8637. case SC_NORECOVER_STATE:
  8638. case SC_REUSE_LIMIT_A:
  8639. case SC_REUSE_LIMIT_B:
  8640. case SC_REUSE_LIMIT_C:
  8641. case SC_REUSE_LIMIT_D:
  8642. case SC_REUSE_LIMIT_E:
  8643. case SC_REUSE_LIMIT_F:
  8644. case SC_REUSE_LIMIT_G:
  8645. case SC_REUSE_LIMIT_H:
  8646. case SC_REUSE_MILLENNIUMSHIELD:
  8647. case SC_REUSE_CRUSHSTRIKE:
  8648. case SC_REUSE_REFRESH:
  8649. case SC_REUSE_STORMBLAST:
  8650. case SC_ALL_RIDING_REUSE_LIMIT:
  8651. case SC_REUSE_LIMIT_MTF:
  8652. case SC_REUSE_LIMIT_ECL:
  8653. case SC_REUSE_LIMIT_RECALL:
  8654. case SC_REUSE_LIMIT_ASPD_POTION:
  8655. case SC_DORAM_BUF_01:
  8656. case SC_DORAM_BUF_02:
  8657. return 0;
  8658. case SC_PUSH_CART:
  8659. case SC_COMBO:
  8660. case SC_DANCING:
  8661. case SC_DEVOTION:
  8662. case SC_ASPDPOTION0:
  8663. case SC_ASPDPOTION1:
  8664. case SC_ASPDPOTION2:
  8665. case SC_ASPDPOTION3:
  8666. case SC_ATKPOTION:
  8667. case SC_MATKPOTION:
  8668. case SC_ENCHANTARMS:
  8669. case SC_ARMOR_ELEMENT_WATER:
  8670. case SC_ARMOR_ELEMENT_EARTH:
  8671. case SC_ARMOR_ELEMENT_FIRE:
  8672. case SC_ARMOR_ELEMENT_WIND:
  8673. case SC_ARMOR_RESIST:
  8674. case SC_ATTHASTE_CASH:
  8675. case SC_LHZ_DUN_N1:
  8676. case SC_LHZ_DUN_N2:
  8677. case SC_LHZ_DUN_N3:
  8678. case SC_LHZ_DUN_N4:
  8679. break;
  8680. case SC_GOSPEL:
  8681. // Must not override a casting gospel char.
  8682. if(sce->val4 == BCT_SELF)
  8683. return 0;
  8684. if(sce->val1 > val1)
  8685. return 1;
  8686. break;
  8687. case SC_ENDURE:
  8688. if(sce->val4 && !val4)
  8689. return 1; // Don't let you override infinite endure.
  8690. if(sce->val1 > val1)
  8691. return 1;
  8692. break;
  8693. case SC_JAILED:
  8694. // When a player is already jailed, do not edit the jail data.
  8695. val2 = sce->val2;
  8696. val3 = sce->val3;
  8697. val4 = sce->val4;
  8698. break;
  8699. case SC_LERADSDEW:
  8700. if (sc && sc->data[SC_BERSERK])
  8701. return 0;
  8702. case SC_SHAPESHIFT:
  8703. case SC_PROPERTYWALK:
  8704. break;
  8705. case SC_LEADERSHIP:
  8706. case SC_GLORYWOUNDS:
  8707. case SC_SOULCOLD:
  8708. case SC_HAWKEYES:
  8709. if( sce->val4 && !val4 ) // You cannot override master guild aura
  8710. return 0;
  8711. break;
  8712. case SC_JOINTBEAT:
  8713. if (sc && sc->data[type]->val2 & BREAK_NECK)
  8714. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  8715. val2 |= sce->val2; // Stackable ailments
  8716. default:
  8717. if(sce->val1 > val1)
  8718. return 1; // Return true to not mess up skill animations. [Skotlex]
  8719. }
  8720. }
  8721. calc_flag = StatusChangeFlagTable[type];
  8722. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  8723. switch(type)
  8724. {
  8725. /* Permanent effects */
  8726. case SC_AETERNA:
  8727. case SC_MODECHANGE:
  8728. case SC_WEIGHT50:
  8729. case SC_WEIGHT90:
  8730. case SC_BROKENWEAPON:
  8731. case SC_BROKENARMOR:
  8732. case SC_READYSTORM:
  8733. case SC_READYDOWN:
  8734. case SC_READYCOUNTER:
  8735. case SC_READYTURN:
  8736. case SC_DODGE:
  8737. case SC_PUSH_CART:
  8738. case SC_SPRITEMABLE:
  8739. case SC_CLAN_INFO:
  8740. case SC_DAILYSENDMAILCNT:
  8741. tick = INFINITE_TICK;
  8742. break;
  8743. case SC_KEEPING:
  8744. case SC_BARRIER: {
  8745. unit_data *ud = unit_bl2ud(bl);
  8746. if (ud)
  8747. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  8748. }
  8749. break;
  8750. case SC_DECREASEAGI:
  8751. case SC_INCREASEAGI:
  8752. case SC_ADORAMUS:
  8753. if (type == SC_ADORAMUS) {
  8754. // 1000% base chance to blind, but still can be resisted
  8755. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  8756. if (sc->data[SC_ADORAMUS])
  8757. return 0; //Adoramus can't refresh itself, but it can cause blind again
  8758. }
  8759. val2 = 2 + val1; // Agi change
  8760. break;
  8761. case SC_ENDURE:
  8762. val2 = 7; // Hit-count [Celest]
  8763. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  8764. struct map_session_data *tsd;
  8765. if( sd ) {
  8766. int i;
  8767. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8768. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8769. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8770. }
  8771. }
  8772. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8773. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8774. }
  8775. if( val4 )
  8776. tick = INFINITE_TICK;
  8777. break;
  8778. case SC_AUTOBERSERK:
  8779. if (status->hp < status->max_hp>>2 &&
  8780. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  8781. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  8782. tick = INFINITE_TICK;
  8783. break;
  8784. case SC_SIGNUMCRUCIS:
  8785. val2 = 10 + 4*val1; // Def reduction
  8786. tick = INFINITE_TICK;
  8787. clif_emotion(bl, ET_SWEAT);
  8788. break;
  8789. case SC_MAXIMIZEPOWER:
  8790. tick_time = val2 = tick>0?tick:60000;
  8791. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  8792. break;
  8793. case SC_EDP:
  8794. val2 = val1 + 2; // Chance to Poison enemies.
  8795. #ifndef RENEWAL
  8796. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  8797. #endif
  8798. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  8799. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  8800. break;
  8801. case SC_POISONREACT:
  8802. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  8803. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  8804. break;
  8805. case SC_MAGICROD:
  8806. val2 = val1*20; // SP gained
  8807. break;
  8808. case SC_KYRIE:
  8809. if( val4 ) { // Formulas for Praefatio
  8810. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  8811. val3 = 6 + val1; //Hits
  8812. } else { // Formulas for Kyrie Eleison
  8813. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  8814. val3 = (val1 / 2 + 5);
  8815. }
  8816. break;
  8817. case SC_MAGICPOWER:
  8818. // val1: Skill lv
  8819. val2 = 1; // Lasts 1 invocation
  8820. val3 = 5*val1; // Matk% increase
  8821. val4 = 0; // 0 = ready to be used, 1 = activated and running
  8822. break;
  8823. case SC_SACRIFICE:
  8824. val2 = 5; // Lasts 5 hits
  8825. tick = INFINITE_TICK;
  8826. break;
  8827. case SC_ENCPOISON:
  8828. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  8829. case SC_ASPERSIO:
  8830. case SC_FIREWEAPON:
  8831. case SC_WATERWEAPON:
  8832. case SC_WINDWEAPON:
  8833. case SC_EARTHWEAPON:
  8834. case SC_SHADOWWEAPON:
  8835. case SC_GHOSTWEAPON:
  8836. skill_enchant_elemental_end(bl,type);
  8837. break;
  8838. case SC_ELEMENTALCHANGE:
  8839. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  8840. // val2 : Element (When no element, random one is picked)
  8841. // val3 : 0 = called by skill 1 = called by script (fixed level)
  8842. if( !val2 ) val2 = rnd()%ELE_ALL;
  8843. if( val1 == 1 && val3 == 0 )
  8844. val1 = 1 + rnd()%4;
  8845. else if( val1 > 4 )
  8846. val1 = 4; // Max Level
  8847. val3 = 0; // Not need to keep this info.
  8848. break;
  8849. case SC_PROVIDENCE:
  8850. val2 = val1*5; // Race/Ele resist
  8851. break;
  8852. case SC_REFLECTSHIELD:
  8853. val2 = 10+val1*3; // %Dmg reflected
  8854. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  8855. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  8856. struct map_session_data *tsd;
  8857. if( sd ) {
  8858. int i;
  8859. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8860. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8861. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8862. }
  8863. }
  8864. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8865. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8866. }
  8867. break;
  8868. case SC_STRIPWEAPON:
  8869. if (!sd) // Watk reduction
  8870. val2 = 25;
  8871. break;
  8872. case SC_STRIPSHIELD:
  8873. if (!sd) // Def reduction
  8874. val2 = 15;
  8875. break;
  8876. case SC_STRIPARMOR:
  8877. if (!sd) // Vit reduction
  8878. val2 = 40;
  8879. break;
  8880. case SC_STRIPHELM:
  8881. if (!sd) // Int reduction
  8882. val2 = 40;
  8883. break;
  8884. case SC_AUTOSPELL:
  8885. // Val1 Skill LV of Autospell
  8886. // Val2 Skill ID to cast
  8887. // Val3 Max Lv to cast
  8888. val4 = 5 + val1*2; // Chance of casting
  8889. break;
  8890. case SC_VOLCANO:
  8891. {
  8892. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8893. uint8 i = max((val1-1)%5, 0);
  8894. val2 = val1*10; // Watk increase
  8895. #ifndef RENEWAL
  8896. if (status->def_ele != ELE_FIRE)
  8897. val2 = 0;
  8898. #endif
  8899. val3 = enchant_eff[i];
  8900. }
  8901. break;
  8902. case SC_VIOLENTGALE:
  8903. {
  8904. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8905. uint8 i = max((val1-1)%5, 0);
  8906. val2 = val1*3; // Flee increase
  8907. #ifndef RENEWAL
  8908. if (status->def_ele != ELE_WIND)
  8909. val2 = 0;
  8910. #endif
  8911. val3 = enchant_eff[i];
  8912. }
  8913. break;
  8914. case SC_DELUGE:
  8915. {
  8916. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  8917. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8918. uint8 i = max((val1-1)%5, 0);
  8919. val2 = deluge_eff[i]; // HP increase
  8920. #ifndef RENEWAL
  8921. if (status->def_ele != ELE_WATER)
  8922. val2 = 0;
  8923. #endif
  8924. val3 = enchant_eff[i];
  8925. }
  8926. break;
  8927. case SC_SUITON:
  8928. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  8929. // No penalties.
  8930. val2 = 0; // Agi penalty
  8931. val3 = 0; // Walk speed penalty
  8932. break;
  8933. }
  8934. val3 = 50;
  8935. val2 = 3*((val1+1)/3);
  8936. if (val1 > 4) val2--;
  8937. //Suiton is a special case, stop effect is forced and only happens when target enters it
  8938. if (!unit_blown_immune(bl, 0x1))
  8939. unit_stop_walking(bl, 9);
  8940. break;
  8941. case SC_ONEHAND:
  8942. case SC_TWOHANDQUICKEN:
  8943. val2 = 300;
  8944. if (val1 > 10) // For boss casted skills [Skotlex]
  8945. val2 += 20*(val1-10);
  8946. break;
  8947. case SC_MERC_QUICKEN:
  8948. val2 = 300;
  8949. break;
  8950. #ifndef RENEWAL_ASPD
  8951. case SC_SPEARQUICKEN:
  8952. val2 = 200+10*val1;
  8953. break;
  8954. #endif
  8955. case SC_DANCING:
  8956. // val1 : Skill ID + LV
  8957. // val2 : Skill Group of the Dance.
  8958. // val3 : Brings the skill_lv (merged into val1 here)
  8959. // val4 : Partner
  8960. if (val1 == CG_MOONLIT)
  8961. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  8962. val1|= (val3<<16);
  8963. val3 = tick/1000; // Tick duration
  8964. tick_time = 1000; // [GodLesZ] tick time
  8965. break;
  8966. case SC_LONGING:
  8967. val2 = 500-100*val1; // Aspd penalty.
  8968. break;
  8969. case SC_EXPLOSIONSPIRITS:
  8970. val2 = 75 + 25*val1; // Cri bonus
  8971. break;
  8972. case SC_ASPDPOTION0:
  8973. case SC_ASPDPOTION1:
  8974. case SC_ASPDPOTION2:
  8975. case SC_ASPDPOTION3:
  8976. val2 = 50*(2+type-SC_ASPDPOTION0);
  8977. break;
  8978. case SC_ATTHASTE_CASH:
  8979. val2 = 50*val1; // Just custom for pre-re
  8980. break;
  8981. case SC_NOCHAT:
  8982. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  8983. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  8984. // This is done this way because the message that the client displays is hardcoded, and only
  8985. // shows how many minutes are remaining. [Panikon]
  8986. tick = 60000;
  8987. val1 = battle_config.manner_system; // Mute filters.
  8988. if (sd) {
  8989. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8990. clif_updatestatus(sd,SP_MANNER);
  8991. }
  8992. break;
  8993. case SC_STONE:
  8994. val3 = max(val3, 100); // Incubation time
  8995. val4 = max(tick-val3, 100); // Petrify time
  8996. tick = val3;
  8997. calc_flag = 0; // Actual status changes take effect on petrified state.
  8998. break;
  8999. case SC_DPOISON:
  9000. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9001. if (status->hp > status->max_hp>>2) {
  9002. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9003. if (status->hp - diff < status->max_hp>>2)
  9004. diff = status->hp - (status->max_hp>>2);
  9005. status_zap(bl, diff, 0);
  9006. }
  9007. // Fall through
  9008. case SC_POISON:
  9009. case SC_BLEEDING:
  9010. case SC_BURNING:
  9011. case SC_TOXIN:
  9012. case SC_MAGICMUSHROOM:
  9013. case SC_LEECHESEND:
  9014. tick_time = status_get_sc_interval(type);
  9015. val4 = tick-tick_time; // Remaining time
  9016. break;
  9017. case SC_PYREXIA:
  9018. //Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9019. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9020. tick_time = status_get_sc_interval(type);
  9021. val4 = tick-tick_time; // Remaining time
  9022. break;
  9023. case SC_CONFUSION:
  9024. if (!val4)
  9025. clif_emotion(bl,ET_QUESTION);
  9026. break;
  9027. case SC_S_LIFEPOTION:
  9028. case SC_L_LIFEPOTION:
  9029. if( val1 == 0 ) return 0;
  9030. // val1 = heal percent/amout
  9031. // val2 = seconds between heals
  9032. // val4 = total of heals
  9033. if( val2 < 1 ) val2 = 1;
  9034. if( (val4 = tick/(val2 * 1000)) < 1 )
  9035. val4 = 1;
  9036. tick_time = val2 * 1000; // [GodLesZ] tick time
  9037. break;
  9038. case SC_BOSSMAPINFO:
  9039. if( sd != NULL ) {
  9040. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  9041. if( boss_md == NULL ) { // No MVP on this map
  9042. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  9043. return 0;
  9044. }
  9045. val1 = boss_md->bl.id;
  9046. tick_time = 1000; // [GodLesZ] tick time
  9047. val4 = tick / tick_time;
  9048. }
  9049. break;
  9050. case SC_HIDING:
  9051. val2 = tick/1000;
  9052. tick_time = 1000; // [GodLesZ] tick time
  9053. val3 = 0; // Unused, previously speed adjustment
  9054. val4 = val1+3; // Seconds before SP substraction happen.
  9055. break;
  9056. case SC_CHASEWALK:
  9057. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9058. val3 = 35 - 5 * val1; // Speed adjustment.
  9059. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  9060. val3 -= 40;
  9061. val4 = 10+val1*2; // SP cost.
  9062. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9063. break;
  9064. case SC_CLOAKING:
  9065. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9066. val1 = 10;
  9067. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  9068. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9069. val3 = 0; // Unused, previously walk speed adjustment
  9070. // val4&1 signals the presence of a wall.
  9071. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9072. // val4&4 makes cloak not end on using skills
  9073. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9074. val4 |= battle_config.pc_cloak_check_type&7;
  9075. else
  9076. val4 |= battle_config.monster_cloak_check_type&7;
  9077. break;
  9078. case SC_SIGHT: /* splash status */
  9079. case SC_RUWACH:
  9080. case SC_SIGHTBLASTER:
  9081. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9082. val2 = tick/20;
  9083. tick_time = 20; // [GodLesZ] tick time
  9084. break;
  9085. case SC_AUTOGUARD:
  9086. if( !(flag&SCSTART_NOAVOID) ) {
  9087. struct map_session_data *tsd;
  9088. int i;
  9089. for( i = val2 = 0; i < val1; i++) {
  9090. int t = 5-(i>>1);
  9091. val2 += (t < 0)? 1:t;
  9092. }
  9093. if( bl->type&(BL_PC|BL_MER) ) {
  9094. if( sd ) {
  9095. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9096. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9097. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9098. }
  9099. }
  9100. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9101. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9102. }
  9103. }
  9104. break;
  9105. case SC_DEFENDER:
  9106. if (!(flag&SCSTART_NOAVOID)) {
  9107. val2 = 5 + 15*val1; // Damage reduction
  9108. val3 = 0; // Unused, previously speed adjustment
  9109. val4 = 250 - 50*val1; // Aspd adjustment
  9110. if (sd) {
  9111. struct map_session_data *tsd;
  9112. int i;
  9113. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  9114. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  9115. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  9116. }
  9117. }
  9118. }
  9119. break;
  9120. case SC_TENSIONRELAX:
  9121. if (sd) {
  9122. pc_setsit(sd);
  9123. skill_sit(sd, true);
  9124. clif_sitting(&sd->bl);
  9125. }
  9126. val2 = 12; // SP cost
  9127. tick_time = 10000; // Decrease at 10secs intervals.
  9128. val3 = tick / tick_time;
  9129. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9130. break;
  9131. case SC_PARRYING:
  9132. val2 = 20 + val1*3; // Block Chance
  9133. break;
  9134. case SC_WINDWALK:
  9135. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  9136. break;
  9137. case SC_JOINTBEAT:
  9138. if( val2&BREAK_NECK )
  9139. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  9140. break;
  9141. case SC_BERSERK:
  9142. if( val3 == SC__BLOODYLUST )
  9143. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  9144. else
  9145. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  9146. // HP healing is performing after the calc_status call.
  9147. // Val2 holds HP penalty
  9148. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9149. if (!val4) val4 = 10000; // Val4 holds damage interval
  9150. val3 = tick/val4; // val3 holds skill duration
  9151. tick_time = val4; // [GodLesZ] tick time
  9152. break;
  9153. case SC_GOSPEL:
  9154. if(val4 == BCT_SELF) { // Self effect
  9155. val2 = tick/10000;
  9156. tick_time = 10000; // [GodLesZ] tick time
  9157. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  9158. }
  9159. break;
  9160. case SC_MARIONETTE:
  9161. {
  9162. int stat;
  9163. val3 = 0;
  9164. val4 = 0;
  9165. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  9166. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  9167. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  9168. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  9169. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  9170. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  9171. break;
  9172. }
  9173. case SC_MARIONETTE2:
  9174. {
  9175. int stat,max_stat;
  9176. // Fetch caster information
  9177. struct block_list *pbl = map_id2bl(val1);
  9178. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  9179. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  9180. // Fetch target's stats
  9181. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9182. if (!psce)
  9183. return 0;
  9184. val3 = 0;
  9185. val4 = 0;
  9186. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9187. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9188. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9189. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9190. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9191. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9192. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9193. break;
  9194. }
  9195. case SC_SPIRIT:
  9196. //1st Transcendent Spirit works similar to Marionette Control
  9197. if(sd && val2 == SL_HIGH) {
  9198. int stat,max_stat;
  9199. struct status_data *status2 = status_get_base_status(bl);
  9200. val3 = 0;
  9201. val4 = 0;
  9202. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9203. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9204. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9205. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9206. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9207. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9208. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9209. }
  9210. break;
  9211. case SC_REJECTSWORD:
  9212. val2 = 15*val1; // Reflect chance
  9213. val3 = 3; // Reflections
  9214. tick = INFINITE_TICK;
  9215. break;
  9216. case SC_MEMORIZE:
  9217. val2 = 5; // Memorized casts.
  9218. tick = INFINITE_TICK;
  9219. break;
  9220. case SC_GRAVITATION:
  9221. val2 = 50*val1; // aspd reduction
  9222. break;
  9223. case SC_REGENERATION:
  9224. if (val1 == 1)
  9225. val2 = 2;
  9226. else
  9227. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  9228. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  9229. // If val4 comes set, this blocks regen rather than increase it.
  9230. break;
  9231. case SC_DEVOTION:
  9232. {
  9233. struct block_list *d_bl;
  9234. struct status_change *d_sc;
  9235. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  9236. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  9237. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  9238. while( i >= 0 ) {
  9239. enum sc_type type2 = types[i];
  9240. if( d_sc->data[type2] )
  9241. status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? SCSTART_NOAVOID : SCSTART_NOAVOID|SCSTART_NOICON);
  9242. i--;
  9243. }
  9244. }
  9245. break;
  9246. }
  9247. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  9248. status_zap(bl, status->hp-1, val2?0:status->sp);
  9249. return 1;
  9250. break;
  9251. case SC_TINDER_BREAKER2:
  9252. case SC_CLOSECONFINE2:
  9253. {
  9254. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  9255. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  9256. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  9257. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  9258. if (src2 && sc2) {
  9259. if (!sce2) // Start lock on caster.
  9260. sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
  9261. else { // Increase count of locked enemies and refresh time.
  9262. (sce2->val2)++;
  9263. delete_timer(sce2->timer, status_change_timer);
  9264. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
  9265. }
  9266. } else // Status failed.
  9267. return 0;
  9268. }
  9269. break;
  9270. case SC_KAITE:
  9271. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  9272. break;
  9273. case SC_KAUPE:
  9274. switch (val1) {
  9275. case 3: // 33*3 + 1 -> 100%
  9276. val2++;
  9277. case 1:
  9278. case 2: // 33, 66%
  9279. val2 += 33*val1;
  9280. val3 = 1; // Dodge 1 attack total.
  9281. break;
  9282. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  9283. val2 = 100;
  9284. val3 = val1-2;
  9285. break;
  9286. }
  9287. break;
  9288. case SC_COMBO:
  9289. {
  9290. // val1: Skill ID
  9291. // val2: When given, target (for autotargetting skills)
  9292. // val3: When set, this combo time should NOT delay attack/movement
  9293. // val3: If set to 2 this combo will delay ONLY attack
  9294. // val3: TK: Last used kick
  9295. // val4: TK: Combo time
  9296. struct unit_data *ud = unit_bl2ud(bl);
  9297. if ( ud && (!val3 || val3 == 2) ) {
  9298. tick += 300 * battle_config.combo_delay_rate/100;
  9299. ud->attackabletime = gettick()+tick;
  9300. if( !val3 )
  9301. unit_set_walkdelay(bl, gettick(), tick, 1);
  9302. }
  9303. val3 = 0;
  9304. val4 = tick;
  9305. break;
  9306. }
  9307. case SC_EARTHSCROLL:
  9308. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  9309. break;
  9310. case SC_RUN:
  9311. {
  9312. //Store time at which you started running.
  9313. t_tick currenttick = gettick();
  9314. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  9315. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  9316. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  9317. tick = INFINITE_TICK;
  9318. break;
  9319. }
  9320. case SC_KAAHI:
  9321. val2 = 200*val1; // HP heal
  9322. val3 = 5*val1; // SP cost
  9323. break;
  9324. case SC_BLESSING:
  9325. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  9326. val2 = val1;
  9327. else
  9328. val2 = 0; // 0 -> Half stat.
  9329. break;
  9330. case SC_TRICKDEAD:
  9331. if (vd) vd->dead_sit = 1;
  9332. tick = INFINITE_TICK;
  9333. break;
  9334. case SC_CONCENTRATE:
  9335. val2 = 2 + val1;
  9336. if (sd) { // Store the card-bonus data that should not count in the %
  9337. val3 = sd->param_bonus[1]; // Agi
  9338. val4 = sd->param_bonus[4]; // Dex
  9339. } else
  9340. val3 = val4 = 0;
  9341. break;
  9342. case SC_MAXOVERTHRUST:
  9343. val2 = 20*val1; // Power increase
  9344. break;
  9345. case SC_OVERTHRUST:
  9346. case SC_ADRENALINE2:
  9347. case SC_ADRENALINE:
  9348. case SC_WEAPONPERFECTION:
  9349. {
  9350. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  9351. if (type == SC_OVERTHRUST) {
  9352. // val2 holds if it was casted on self, or is bonus received from others
  9353. val3 = (val2) ? 5 * val1 : 5; // Power increase
  9354. }
  9355. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  9356. val3 = (val2) ? 300 : 200; // Aspd increase
  9357. }
  9358. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  9359. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  9360. }
  9361. break;
  9362. case SC_CONCENTRATION:
  9363. val2 = 5*val1; // Batk/Watk Increase
  9364. val3 = 10*val1; // Hit Increase
  9365. val4 = 5*val1; // Def reduction
  9366. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  9367. break;
  9368. case SC_ANGELUS:
  9369. val2 = 5*val1; // def increase
  9370. break;
  9371. case SC_IMPOSITIO:
  9372. val2 = 5*val1; // Watk increase
  9373. break;
  9374. case SC_MELTDOWN:
  9375. val2 = 100*val1; // Chance to break weapon
  9376. val3 = 70*val1; // Change to break armor
  9377. break;
  9378. case SC_TRUESIGHT:
  9379. val2 = 10*val1; // Critical increase
  9380. val3 = 3*val1; // Hit increase
  9381. break;
  9382. case SC_SUN_COMFORT:
  9383. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  9384. break;
  9385. case SC_MOON_COMFORT:
  9386. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  9387. break;
  9388. case SC_STAR_COMFORT:
  9389. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  9390. break;
  9391. case SC_QUAGMIRE:
  9392. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  9393. break;
  9394. // gs_something1 [Vicious]
  9395. case SC_GATLINGFEVER:
  9396. val2 = 20*val1; // Aspd increase
  9397. #ifndef RENEWAL
  9398. val3 = 20+10*val1; // Atk increase
  9399. #endif
  9400. val4 = 5*val1; // Flee decrease
  9401. break;
  9402. case SC_FLING:
  9403. if (bl->type == BL_PC)
  9404. val2 = 0; // No armor reduction to players.
  9405. else
  9406. val2 = 5*val1; // Def reduction
  9407. val3 = 5*val1; // Def2 reduction
  9408. break;
  9409. case SC_PROVOKE:
  9410. // val2 signals autoprovoke.
  9411. val3 = 2+3*val1; // Atk increase
  9412. val4 = 5+5*val1; // Def reduction.
  9413. break;
  9414. case SC_AVOID:
  9415. // val2 = 10*val1; // Speed change rate.
  9416. break;
  9417. case SC_DEFENCE:
  9418. #ifdef RENEWAL
  9419. val2 = 5 + (val1 * 5); // Vit bonus
  9420. #else
  9421. val2 = 2*val1; // Def bonus
  9422. #endif
  9423. break;
  9424. case SC_BLOODLUST:
  9425. val2 = 20+10*val1; // Atk rate change.
  9426. val3 = 3*val1; // Leech chance
  9427. val4 = 20; // Leech percent
  9428. break;
  9429. case SC_FLEET:
  9430. val2 = 30*val1; // Aspd change
  9431. val3 = 5+5*val1; // bAtk/wAtk rate change
  9432. break;
  9433. case SC_MINDBREAKER:
  9434. val2 = 20*val1; // matk increase.
  9435. val3 = 12*val1; // mdef2 reduction.
  9436. break;
  9437. case SC_JAILED:
  9438. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  9439. tick = val1>0?1000:250;
  9440. if (sd) {
  9441. if (sd->mapindex != val2) {
  9442. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  9443. map_idx = sd->mapindex; // Current Map
  9444. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  9445. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  9446. // 2. Set restore point (val3 -> return map, val4 return coords
  9447. val3 = map_idx;
  9448. val4 = pos;
  9449. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  9450. val3 = sd->status.save_point.map;
  9451. val4 = (sd->status.save_point.x&0xFFFF)
  9452. |(sd->status.save_point.y<<16);
  9453. }
  9454. }
  9455. break;
  9456. case SC_UTSUSEMI:
  9457. val2=(val1+1)/2; // Number of hits blocked
  9458. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  9459. break;
  9460. case SC_BUNSINJYUTSU:
  9461. val2=(val1+1)/2; // Number of hits blocked
  9462. break;
  9463. case SC_CHANGE:
  9464. val2= 30*val1; // Vit increase
  9465. val3= 20*val1; // Int increase
  9466. break;
  9467. case SC_SWOO:
  9468. if(status_has_mode(status,MD_STATUS_IMMUNE))
  9469. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  9470. break;
  9471. case SC_ARMOR:
  9472. // NPC_DEFENDER:
  9473. val2 = 80; // Damage reduction
  9474. // Attack requirements to be blocked:
  9475. val3 = BF_LONG; // Range
  9476. val4 = BF_WEAPON|BF_MISC; // Type
  9477. break;
  9478. case SC_ENCHANTARMS:
  9479. // end previous enchants
  9480. skill_enchant_elemental_end(bl,type);
  9481. // Make sure the received element is valid.
  9482. if (val1 >= ELE_ALL)
  9483. val1 = val1%ELE_ALL;
  9484. else if (val1 < 0)
  9485. val1 = rnd()%ELE_ALL;
  9486. break;
  9487. case SC_CRITICALWOUND:
  9488. val2 = 20*val1; // Heal effectiveness decrease
  9489. break;
  9490. case SC_MAGICMIRROR:
  9491. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9492. // Level 6 ~ 10 use effect of level 1 ~ 5
  9493. val1 = 1 + ((val1-1)%5);
  9494. case SC_SLOWCAST:
  9495. val2 = 20*val1; // Magic reflection/cast rate
  9496. break;
  9497. case SC_ARMORCHANGE:
  9498. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  9499. val2 =-20;
  9500. val3 = 20;
  9501. } else { // Boost def
  9502. val2 = 20;
  9503. val3 =-20;
  9504. }
  9505. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9506. // Level 6 ~ 10 use effect of level 1 ~ 5
  9507. val1 = 1 + ((val1-1)%5);
  9508. val2 *= val1; // 20% per level
  9509. val3 *= val1;
  9510. break;
  9511. case SC_EXPBOOST:
  9512. case SC_JEXPBOOST:
  9513. case SC_JP_EVENT04:
  9514. if (val1 < 0)
  9515. val1 = 0;
  9516. break;
  9517. case SC_INCFLEE2:
  9518. case SC_INCCRI:
  9519. val2 = val1*10; // Actual boost (since 100% = 1000)
  9520. break;
  9521. case SC_SUFFRAGIUM:
  9522. val2 = 15 * val1; // Speed cast decrease
  9523. break;
  9524. case SC_INCHEALRATE:
  9525. if (val1 < 1)
  9526. val1 = 1;
  9527. break;
  9528. case SC_DOUBLECAST:
  9529. val2 = 30+10*val1; // Trigger rate
  9530. break;
  9531. case SC_KAIZEL:
  9532. val2 = 10*val1; // % of life to be revived with
  9533. break;
  9534. // case SC_ARMOR_ELEMENT_WATER:
  9535. // case SC_ARMOR_ELEMENT_EARTH:
  9536. // case SC_ARMOR_ELEMENT_FIRE:
  9537. // case SC_ARMOR_ELEMENT_WIND:
  9538. // case SC_ARMOR_RESIST:
  9539. // Mod your resistance against elements:
  9540. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  9541. // break;
  9542. // case ????:
  9543. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  9544. // associated, and yet are not wrong/unknown. [Skotlex]
  9545. // break;
  9546. case SC_MERC_FLEEUP:
  9547. case SC_MERC_ATKUP:
  9548. case SC_MERC_HITUP:
  9549. val2 = 15 * val1;
  9550. break;
  9551. case SC_MERC_HPUP:
  9552. case SC_MERC_SPUP:
  9553. val2 = 5 * val1;
  9554. break;
  9555. case SC_REBIRTH:
  9556. val2 = 20*val1; // % of life to be revived with
  9557. break;
  9558. case SC_MANU_DEF:
  9559. case SC_MANU_ATK:
  9560. case SC_MANU_MATK:
  9561. val2 = 1; // Manuk group
  9562. break;
  9563. case SC_SPL_DEF:
  9564. case SC_SPL_ATK:
  9565. case SC_SPL_MATK:
  9566. val2 = 2; // Splendide group
  9567. break;
  9568. /* General */
  9569. case SC_FEAR:
  9570. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9571. break;
  9572. /* Rune Knight */
  9573. case SC_DEATHBOUND:
  9574. val2 = 500 + 100 * val1;
  9575. break;
  9576. case SC_STONEHARDSKIN:
  9577. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  9578. return 0;
  9579. if (sd)
  9580. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  9581. break;
  9582. case SC_REFRESH:
  9583. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  9584. status_change_clear_buffs(bl, SCCB_REFRESH);
  9585. break;
  9586. case SC_MILLENNIUMSHIELD:
  9587. {
  9588. int8 chance = rnd()%100;
  9589. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  9590. val3 = 1000; // Shield HP
  9591. clif_millenniumshield(bl, val2);
  9592. }
  9593. break;
  9594. case SC_ABUNDANCE:
  9595. val4 = tick / 10000;
  9596. tick_time = 10000; // [GodLesZ] tick time
  9597. break;
  9598. case SC_GIANTGROWTH:
  9599. val2 = 15; // Double damage success rate.
  9600. break;
  9601. /* Arch Bishop */
  9602. case SC_RENOVATIO:
  9603. val4 = tick / 5000;
  9604. tick_time = 5000;
  9605. break;
  9606. case SC_SECRAMENT:
  9607. val2 = 10 * val1;
  9608. break;
  9609. case SC_VENOMIMPRESS:
  9610. val2 = 10 * val1;
  9611. break;
  9612. case SC_WEAPONBLOCKING:
  9613. val2 = 10 + 2 * val1; // Chance
  9614. val4 = tick / 5000;
  9615. tick_time = 5000; // [GodLesZ] tick time
  9616. break;
  9617. case SC_OBLIVIONCURSE:
  9618. val4 = tick / 3000;
  9619. tick_time = 3000; // [GodLesZ] tick time
  9620. break;
  9621. case SC_CLOAKINGEXCEED:
  9622. val2 = (val1 + 1) / 2; // Hits
  9623. val3 = (val1 - 1) * 10; // Walk speed
  9624. if (bl->type == BL_PC)
  9625. val4 |= battle_config.pc_cloak_check_type&7;
  9626. else
  9627. val4 |= battle_config.monster_cloak_check_type&7;
  9628. tick_time = 1000; // [GodLesZ] tick time
  9629. break;
  9630. case SC_HALLUCINATIONWALK:
  9631. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  9632. val3 = 10 * val1; // Evasion rate of magical attacks.
  9633. break;
  9634. case SC_MARSHOFABYSS:
  9635. if( bl->type == BL_PC )
  9636. val2 = 3 * val1; // AGI and DEX Reduction
  9637. else // BL_MOB
  9638. val2 = 6 * val1; // AGI and DEX Reduction
  9639. val3 = 10 * val1; // Movement Speed Reduction
  9640. break;
  9641. case SC_FREEZE_SP:
  9642. // val2 = sp drain per 10 seconds
  9643. tick_time = 10000; // [GodLesZ] tick time
  9644. break;
  9645. case SC_SPHERE_1:
  9646. case SC_SPHERE_2:
  9647. case SC_SPHERE_3:
  9648. case SC_SPHERE_4:
  9649. case SC_SPHERE_5:
  9650. if( !sd )
  9651. return 0; // Should only work on players.
  9652. val4 = tick / 1000;
  9653. if( val4 < 1 )
  9654. val4 = 1;
  9655. tick_time = 1000; // [GodLesZ] tick time
  9656. break;
  9657. case SC_SHAPESHIFT:
  9658. switch( val1 ) {
  9659. case 1: val2 = ELE_FIRE; break;
  9660. case 2: val2 = ELE_EARTH; break;
  9661. case 3: val2 = ELE_WIND; break;
  9662. case 4: val2 = ELE_WATER; break;
  9663. }
  9664. break;
  9665. case SC_ELECTRICSHOCKER:
  9666. case SC_CRYSTALIZE:
  9667. val4 = tick / 1000;
  9668. if( val4 < 1 )
  9669. val4 = 1;
  9670. tick_time = 1000; // [GodLesZ] tick time
  9671. break;
  9672. case SC_MEIKYOUSISUI:
  9673. val2 = val1 * 2; // % HP each sec
  9674. val3 = val1; // % SP each sec
  9675. val4 = tick / 1000;
  9676. if( val4 < 1 )
  9677. val4 = 1;
  9678. tick_time = 1000;
  9679. break;
  9680. case SC_CAMOUFLAGE:
  9681. val4 = tick/1000;
  9682. tick_time = 1000; // [GodLesZ] tick time
  9683. break;
  9684. case SC_WUGDASH:
  9685. {
  9686. //Store time at which you started running.
  9687. t_tick currenttick = gettick();
  9688. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  9689. val3 = (int)(currenttick&0x00000000ffffffffLL);
  9690. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  9691. tick = INFINITE_TICK;
  9692. break;
  9693. }
  9694. case SC__SHADOWFORM:
  9695. {
  9696. struct map_session_data * s_sd = map_id2sd(val2);
  9697. if( s_sd )
  9698. s_sd->shadowform_id = bl->id;
  9699. val4 = tick / 1000;
  9700. tick_time = 1000; // [GodLesZ] tick time
  9701. }
  9702. break;
  9703. case SC__STRIPACCESSORY:
  9704. if (!sd)
  9705. val2 = 20;
  9706. break;
  9707. case SC__INVISIBILITY:
  9708. val2 = 50 - 10 * val1; // ASPD
  9709. val3 = 20 * val1; // CRITICAL
  9710. val4 = tick / 1000;
  9711. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9712. tick_time = 1000; // [GodLesZ] tick time
  9713. break;
  9714. case SC__ENERVATION:
  9715. val2 = 20 + 10 * val1; // ATK Reduction
  9716. if (sd) {
  9717. pc_delspiritball(sd,sd->spiritball,0);
  9718. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  9719. }
  9720. break;
  9721. case SC__GROOMY:
  9722. val2 = 20 + 10 * val1; // ASPD
  9723. val3 = 20 * val1; // HIT
  9724. if( sd ) { // Removes Animals
  9725. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9726. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9727. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  9728. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  9729. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  9730. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  9731. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  9732. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  9733. }
  9734. break;
  9735. case SC__LAZINESS:
  9736. val2 = 10 + 10 * val1; // Cast Increase
  9737. val3 = 10 * val1; // Flee Reduction
  9738. break;
  9739. case SC__UNLUCKY:
  9740. {
  9741. sc_type rand_eff;
  9742. switch(rnd() % 3) {
  9743. case 1: rand_eff = SC_BLIND; break;
  9744. case 2: rand_eff = SC_SILENCE; break;
  9745. default: rand_eff = SC_POISON; break;
  9746. }
  9747. val2 = 10 * val1; // Crit and Flee2 Reduction
  9748. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9749. break;
  9750. }
  9751. case SC__WEAKNESS:
  9752. val2 = 10 * val1;
  9753. // Bypasses coating protection and MADO
  9754. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  9755. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  9756. break;
  9757. case SC_GN_CARTBOOST:
  9758. if( val1 < 3 )
  9759. val2 = 50;
  9760. else if( val1 > 2 && val1 < 5 )
  9761. val2 = 75;
  9762. else
  9763. val2 = 100;
  9764. break;
  9765. case SC_PROPERTYWALK:
  9766. val3 = 0;
  9767. break;
  9768. case SC_STRIKING:
  9769. // val2 = watk bonus already calc
  9770. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  9771. val4 = tick / 1000;
  9772. tick_time = 1000; // [GodLesZ] tick time
  9773. break;
  9774. case SC_WARMER:
  9775. val4 = tick / 3000;
  9776. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9777. tick_time = 3000;
  9778. break;
  9779. case SC_BLOODSUCKER:
  9780. val4 = tick / 1000;
  9781. tick_time = 1000; // [GodLesZ] tick time
  9782. break;
  9783. case SC_SWINGDANCE:
  9784. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  9785. break;
  9786. case SC_SYMPHONYOFLOVER:
  9787. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  9788. break;
  9789. case SC_MOONLITSERENADE: // MATK Increase
  9790. case SC_RUSHWINDMILL: // ATK Increase
  9791. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  9792. break;
  9793. case SC_ECHOSONG:
  9794. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  9795. break;
  9796. case SC_HARMONIZE:
  9797. val2 = 5 + 5 * val1;
  9798. break;
  9799. case SC_VOICEOFSIREN:
  9800. val4 = tick / 2000;
  9801. tick_time = 2000; // [GodLesZ] tick time
  9802. break;
  9803. case SC_DEEPSLEEP:
  9804. val4 = tick / 2000;
  9805. tick_time = 2000; // [GodLesZ] tick time
  9806. break;
  9807. case SC_SIRCLEOFNATURE:
  9808. val2 = 40 * val1; // HP recovery
  9809. val3 = 4 * val1; // SP consume
  9810. val4 = tick / 1000;
  9811. tick_time = 1000; // [GodLesZ] tick time
  9812. break;
  9813. case SC_SONGOFMANA:
  9814. val3 = 10 + min(5 * val2, 35);
  9815. val4 = tick/5000;
  9816. tick_time = 5000; // [GodLesZ] tick time
  9817. break;
  9818. case SC_SATURDAYNIGHTFEVER:
  9819. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9820. if (!val4) val4 = 3000;
  9821. val3 = tick/val4;
  9822. tick_time = val4; // [GodLesZ] tick time
  9823. break;
  9824. case SC_GLOOMYDAY:
  9825. val2 = 20 + 5 * val1; // Flee reduction.
  9826. val3 = 15 + 5 * val1; // ASPD reduction.
  9827. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  9828. val4 = 1; // Reduce walk speed by half.
  9829. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9830. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9831. }
  9832. break;
  9833. case SC_GLOOMYDAY_SK:
  9834. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  9835. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  9836. break;
  9837. case SC_SITDOWN_FORCE:
  9838. case SC_BANANA_BOMB_SITDOWN:
  9839. if( sd && !pc_issit(sd) ) {
  9840. pc_setsit(sd);
  9841. skill_sit(sd, true);
  9842. clif_sitting(bl);
  9843. }
  9844. break;
  9845. case SC_DANCEWITHWUG:
  9846. val3 = 5 + 5 * val2; // ASPD Increase
  9847. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  9848. break;
  9849. case SC_LERADSDEW:
  9850. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  9851. break;
  9852. case SC_MELODYOFSINK:
  9853. val3 = val1 * val2; // INT Reduction.
  9854. val4 = tick/1000;
  9855. tick_time = 1000;
  9856. break;
  9857. case SC_BEYONDOFWARCRY:
  9858. val3 = val1 * val2; // STR and CRIT Reduction
  9859. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  9860. break;
  9861. case SC_UNLIMITEDHUMMINGVOICE:
  9862. {
  9863. struct unit_data *ud = unit_bl2ud(bl);
  9864. if( ud == NULL ) return 0;
  9865. ud->state.skillcastcancel = 0;
  9866. val3 = 15 - min(3 * val2, 15);
  9867. }
  9868. break;
  9869. case SC_REFLECTDAMAGE:
  9870. val2 = 15 + 5 * val1; // Reflect amount
  9871. val3 = val1*5 + 25; // Number of reflects
  9872. val4 = tick/1000; // Number of SP cycles (duration)
  9873. tick_time = 1000; // [GodLesZ] tick time
  9874. break;
  9875. case SC_FORCEOFVANGUARD:
  9876. val2 = 8 + 12 * val1; // Chance
  9877. val3 = 5 + 2 * val1; // Max rage counters
  9878. tick = INFINITE_TICK; // Endless duration in the client
  9879. tick_time = 10000; // [GodLesZ] tick time
  9880. break;
  9881. case SC_EXEEDBREAK:
  9882. val2 = 150 * val1;
  9883. if (sd) { // Players
  9884. short index = sd->equip_index[EQI_HAND_R];
  9885. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  9886. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  9887. } else // Monster
  9888. val2 += 750;
  9889. break;
  9890. case SC_PRESTIGE:
  9891. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  9892. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  9893. break;
  9894. case SC_BANDING:
  9895. val2 = (sd ? skill_banding_count(sd) : 1);
  9896. tick_time = 5000; // [GodLesZ] tick time
  9897. break;
  9898. case SC_MAGNETICFIELD:
  9899. val3 = tick / 1000;
  9900. tick_time = 1000; // [GodLesZ] tick time
  9901. break;
  9902. case SC_INSPIRATION:
  9903. val2 = (sd?sd->status.job_level:50);
  9904. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  9905. val4 = tick / 5000;
  9906. tick_time = 5000; // [GodLesZ] tick time
  9907. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
  9908. break;
  9909. case SC_CRESCENTELBOW:
  9910. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  9911. break;
  9912. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  9913. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  9914. break;
  9915. case SC_RAISINGDRAGON:
  9916. val3 = tick / 5000;
  9917. tick_time = 5000; // [GodLesZ] tick time
  9918. break;
  9919. case SC_GT_ENERGYGAIN:
  9920. val2 = 10 + 5 * val1; // Sphere gain chance.
  9921. break;
  9922. case SC_GT_CHANGE:
  9923. // Take note there is no def increase as skill desc says. [malufett]
  9924. val2 = val1 * 8; // ATK increase
  9925. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  9926. break;
  9927. case SC_GT_REVITALIZE:
  9928. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  9929. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  9930. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  9931. // The stat def is not shown in the status window and it is processed differently
  9932. val4 = val1 * 20; // STAT DEF increase
  9933. break;
  9934. case SC_PYROTECHNIC_OPTION:
  9935. val2 = 60; // Eatk Renewal (Atk2)
  9936. break;
  9937. case SC_HEATER_OPTION:
  9938. val2 = 120; // Eatk Renewal (Atk2)
  9939. val3 = ELE_FIRE; // Change into fire element.
  9940. break;
  9941. case SC_TROPIC_OPTION:
  9942. val2 = 180; // Eatk Renewal (Atk2)
  9943. val3 = MG_FIREBOLT;
  9944. break;
  9945. case SC_AQUAPLAY_OPTION:
  9946. val2 = 40;
  9947. break;
  9948. case SC_COOLER_OPTION:
  9949. val2 = 80;
  9950. val3 = ELE_WATER; // Change into water element.
  9951. break;
  9952. case SC_CHILLY_AIR_OPTION:
  9953. val2 = 120; // Matk. Renewal (Matk1)
  9954. val3 = MG_COLDBOLT;
  9955. break;
  9956. case SC_WIND_STEP_OPTION:
  9957. val2 = 50; // % Increase speed and flee.
  9958. break;
  9959. case SC_BLAST_OPTION:
  9960. val2 = 20;
  9961. val3 = ELE_WIND; // Change into wind element.
  9962. break;
  9963. case SC_WILD_STORM_OPTION:
  9964. val2 = MG_LIGHTNINGBOLT;
  9965. break;
  9966. case SC_PETROLOGY_OPTION:
  9967. val2 = 5; //HP Rate bonus
  9968. val3 = 50;
  9969. break;
  9970. case SC_SOLID_SKIN_OPTION:
  9971. val2 = 33; //% Increase DEF
  9972. break;
  9973. case SC_CURSED_SOIL_OPTION:
  9974. val2 = 10; //HP rate bonus
  9975. val3 = ELE_EARTH; // Change into earth element.
  9976. break;
  9977. case SC_UPHEAVAL_OPTION:
  9978. val2 = 15; //HP rate bonus
  9979. val3 = WZ_EARTHSPIKE;
  9980. break;
  9981. case SC_CIRCLE_OF_FIRE_OPTION:
  9982. val2 = 300;
  9983. break;
  9984. case SC_WATER_SCREEN_OPTION:
  9985. tick_time = 10000;
  9986. break;
  9987. case SC_FIRE_CLOAK_OPTION:
  9988. case SC_WATER_DROP_OPTION:
  9989. case SC_WIND_CURTAIN_OPTION:
  9990. case SC_STONE_SHIELD_OPTION:
  9991. val2 = 100; // Elemental modifier.
  9992. break;
  9993. case SC_TROPIC:
  9994. case SC_CHILLY_AIR:
  9995. case SC_WILD_STORM:
  9996. case SC_UPHEAVAL:
  9997. val2 += 10;
  9998. case SC_HEATER:
  9999. case SC_COOLER:
  10000. case SC_BLAST:
  10001. case SC_CURSED_SOIL:
  10002. val2 += 10;
  10003. case SC_PYROTECHNIC:
  10004. case SC_AQUAPLAY:
  10005. case SC_GUST:
  10006. case SC_PETROLOGY:
  10007. val2 += 5;
  10008. val3 += 9000;
  10009. case SC_CIRCLE_OF_FIRE:
  10010. case SC_FIRE_CLOAK:
  10011. case SC_WATER_DROP:
  10012. case SC_WATER_SCREEN:
  10013. case SC_WIND_CURTAIN:
  10014. case SC_WIND_STEP:
  10015. case SC_STONE_SHIELD:
  10016. case SC_SOLID_SKIN:
  10017. val2 += 5;
  10018. val3 += 1000;
  10019. tick_time = val3; // [GodLesZ] tick time
  10020. break;
  10021. case SC_WATER_BARRIER:
  10022. val2 = 30; // Reductions. Atk2 and Flee1
  10023. break;
  10024. case SC_ZEPHYR:
  10025. val2 = 25; // Flee.
  10026. break;
  10027. case SC_TIDAL_WEAPON:
  10028. val2 = 20; // Increase Elemental's attack.
  10029. break;
  10030. case SC_ROCK_CRUSHER:
  10031. case SC_ROCK_CRUSHER_ATK:
  10032. case SC_POWER_OF_GAIA:
  10033. val2 = 33; //Def rate bonus/Speed rate reduction
  10034. val3 = 20; //HP rate bonus
  10035. break;
  10036. case SC_TEARGAS:
  10037. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10038. val4 = tick / 2000;
  10039. tick_time = 2000;
  10040. break;
  10041. case SC_TEARGAS_SOB:
  10042. val4 = tick / 3000;
  10043. tick_time = 3000;
  10044. break;
  10045. case SC_STOMACHACHE:
  10046. val2 = 8; // SP consume.
  10047. val4 = tick / 10000;
  10048. tick_time = 10000; // [GodLesZ] tick time
  10049. break;
  10050. case SC_PROMOTE_HEALTH_RESERCH:
  10051. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10052. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10053. //val3: MaxHP Increase By Fixed Amount
  10054. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10055. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10056. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10057. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  10058. if (val3 <= 0) // Prevents a negeative value from happening
  10059. val3 = 0;
  10060. break;
  10061. case SC_ENERGY_DRINK_RESERCH:
  10062. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10063. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10064. //val3: MaxSP Increase By Percentage Amount
  10065. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10066. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10067. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10068. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  10069. if (val3 <= 0) // Prevents a negeative value from happening
  10070. val3 = 0;
  10071. break;
  10072. case SC_KYOUGAKU:
  10073. val2 = 2*val1 + rnd()%val1;
  10074. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  10075. break;
  10076. case SC_KAGEMUSYA:
  10077. val2 = tick/1000;
  10078. val3 = val1 * 2;
  10079. tick_time = 1000;
  10080. break;
  10081. case SC_ZANGETSU:
  10082. if( status_get_hp(bl) % 2 == 0 )
  10083. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  10084. else
  10085. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  10086. if( status_get_sp(bl) % 2 == 0 )
  10087. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  10088. else
  10089. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  10090. break;
  10091. case SC_GENSOU:
  10092. {
  10093. int hp = status_get_hp(bl), lv = 5;
  10094. short per = 100 / (status_get_max_hp(bl) / hp);
  10095. if( per <= 15 )
  10096. lv = 1;
  10097. else if( per <= 30 )
  10098. lv = 2;
  10099. else if( per <= 50 )
  10100. lv = 3;
  10101. else if( per <= 75 )
  10102. lv = 4;
  10103. if( hp % 2 == 0)
  10104. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  10105. else
  10106. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  10107. }
  10108. break;
  10109. case SC_ANGRIFFS_MODUS:
  10110. val2 = 50 + 20 * val1; // atk bonus
  10111. val3 = 40 + 20 * val1; // Flee reduction.
  10112. val4 = tick/1000; // hp/sp reduction timer
  10113. tick_time = 1000;
  10114. break;
  10115. case SC_GOLDENE_FERSE:
  10116. val2 = 10 + 10*val1; // flee bonus
  10117. val3 = 6 + 4 * val1; // Aspd Bonus
  10118. val4 = 2 + 2 * val1; // Chance of holy attack
  10119. break;
  10120. case SC_OVERED_BOOST:
  10121. val2 = 300 + 40*val1; // flee bonus
  10122. val3 = 179 + 2*val1; // aspd bonus
  10123. val4 = 50; // def reduc %
  10124. break;
  10125. case SC_GRANITIC_ARMOR:
  10126. val2 = 2*val1; // dmg reduction
  10127. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  10128. val4 = 5*val1; // unknow formula
  10129. break;
  10130. case SC_MAGMA_FLOW:
  10131. val2 = 3*val1; // Activation chance
  10132. break;
  10133. case SC_PYROCLASTIC:
  10134. val2 += 10*val1; // atk bonus
  10135. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  10136. break;
  10137. case SC_PARALYSIS: // [Lighta] need real info
  10138. val2 = 2*val1; // def reduction
  10139. val3 = 500*val1; // varcast augmentation
  10140. break;
  10141. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  10142. val2 = 20 * val1; // hp reco on death %
  10143. break;
  10144. case SC_PAIN_KILLER: // Yommy leak need confirm
  10145. val2 = 10 * val1; // aspd reduction %
  10146. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  10147. if(sc->data[SC_PARALYSIS])
  10148. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  10149. break;
  10150. case SC_STYLE_CHANGE:
  10151. tick = INFINITE_TICK; // Infinite duration
  10152. break;
  10153. case SC_CBC:
  10154. val3 = 10; // Drain sp % dmg
  10155. val4 = tick/1000; // dmg each sec
  10156. tick = 1000;
  10157. break;
  10158. case SC_EQC:
  10159. val2 = 5 * val1; // def % reduc
  10160. val3 = 2 * val1; // HP drain %
  10161. break;
  10162. case SC_ASH:
  10163. val2 = 0; // hit % reduc
  10164. val3 = 0; // def % reduc
  10165. val4 = 0; // atk flee & reduc
  10166. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE)) {
  10167. val2 = 50;
  10168. if (status_get_race(bl) == RC_PLANT) // plant type
  10169. val3 = 50;
  10170. if (status_get_element(bl) == ELE_WATER) // defense water type
  10171. val4 = 50;
  10172. }
  10173. break;
  10174. case SC_FULL_THROTTLE:
  10175. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  10176. val3 = 20; //+% AllStats
  10177. tick_time = 1000;
  10178. val4 = tick / tick_time;
  10179. break;
  10180. case SC_REBOUND:
  10181. tick_time = 2000;
  10182. val4 = tick / tick_time;
  10183. clif_emotion(bl, ET_SWEAT);
  10184. break;
  10185. case SC_KINGS_GRACE:
  10186. val2 = 3 + val1; //HP Recover rate
  10187. tick_time = 1000;
  10188. val4 = tick / tick_time;
  10189. break;
  10190. case SC_TELEKINESIS_INTENSE:
  10191. val2 = 10 * val1; // sp consum / casttime reduc %
  10192. val3 = 40 * val1; // magic dmg bonus
  10193. break;
  10194. case SC_OFFERTORIUM:
  10195. val2 = 30 * val1; // heal power bonus
  10196. val3 = 100 + 20 * val1; // sp cost inc
  10197. break;
  10198. case SC_FRIGG_SONG:
  10199. val2 = 5 * val1; // maxhp bonus
  10200. val3 = 80 + 20 * val1; // healing
  10201. tick_time = 1000;
  10202. val4 = tick / tick_time;
  10203. break;
  10204. case SC_FLASHCOMBO:
  10205. val2 = 20 * val1 + 20; // atk bonus
  10206. break;
  10207. case SC_DARKCROW:
  10208. val2 = 30 * val1;
  10209. break;
  10210. case SC_UNLIMIT:
  10211. val2 = 50 * val1;
  10212. status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10213. status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10214. break;
  10215. case SC_MONSTER_TRANSFORM:
  10216. case SC_ACTIVE_MONSTER_TRANSFORM:
  10217. if( !mobdb_checkid(val1) )
  10218. val1 = MOBID_PORING; // Default poring
  10219. break;
  10220. case SC_APPLEIDUN:
  10221. {
  10222. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10223. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  10224. if (s_sd)
  10225. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  10226. break;
  10227. }
  10228. case SC_EPICLESIS:
  10229. val2 = 5 * val1; //HP rate bonus
  10230. break;
  10231. case SC_ILLUSIONDOPING:
  10232. val2 = 50; // -Hit
  10233. break;
  10234. case SC_OVERHEAT:
  10235. case SC_OVERHEAT_LIMITPOINT:
  10236. case SC_STEALTHFIELD:
  10237. tick_time = tick;
  10238. tick = INFINITE_TICK;
  10239. break;
  10240. case SC_STEALTHFIELD_MASTER:
  10241. tick_time = val3 = 2000 + 1000 * val1;
  10242. val4 = tick / tick_time;
  10243. break;
  10244. case SC_VACUUM_EXTREME:
  10245. // Suck target at n second, only if the n second is lower than the duration
  10246. // Doesn't apply to BL_PC
  10247. if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status_has_mode(status,MD_CANMOVE)) {
  10248. tick_time = val4;
  10249. val4 = tick - tick_time;
  10250. }
  10251. else
  10252. val4 = 0;
  10253. break;
  10254. case SC_FIRE_INSIGNIA:
  10255. case SC_WATER_INSIGNIA:
  10256. case SC_WIND_INSIGNIA:
  10257. case SC_EARTH_INSIGNIA:
  10258. tick_time = 5000;
  10259. val4 = tick / tick_time;
  10260. break;
  10261. case SC_NEUTRALBARRIER:
  10262. val2 = 10 + val1 * 5; // Def/Mdef
  10263. tick = INFINITE_TICK;
  10264. break;
  10265. /* Rebellion */
  10266. case SC_B_TRAP:
  10267. val2 = src->id;
  10268. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  10269. break;
  10270. case SC_C_MARKER:
  10271. // val1 = skill_lv
  10272. // val2 = src_id
  10273. val3 = 10; // -10 flee
  10274. //Start timer to send mark on mini map
  10275. val4 = tick/1000;
  10276. tick_time = 1000; // Sends every 1 seconds
  10277. break;
  10278. case SC_H_MINE:
  10279. val2 = src->id;
  10280. break;
  10281. case SC_HEAT_BARREL:
  10282. {
  10283. uint8 n = 10;
  10284. if (sd)
  10285. n = (uint8)sd->spiritball_old;
  10286. //kRO Update 2016-05-25
  10287. val2 = n * 5; // -fixed casttime
  10288. val3 = (6 + val1 * 2) * n; // ATK
  10289. val4 = 25 + val1 * 5; // -hit
  10290. }
  10291. break;
  10292. case SC_P_ALTER:
  10293. {
  10294. uint8 n = 10;
  10295. if (sd)
  10296. n = (uint8)sd->spiritball_old;
  10297. val2 = 10 * n; // +atk
  10298. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  10299. }
  10300. break;
  10301. case SC_E_CHAIN:
  10302. val2 = 10;
  10303. if (sd)
  10304. val2 = sd->spiritball_old;
  10305. break;
  10306. case SC_ANTI_M_BLAST:
  10307. val2 = val1 * 10;
  10308. break;
  10309. case SC_CATNIPPOWDER:
  10310. val2 = 50; // WATK%, MATK%
  10311. val3 = 25 * val1; // Move speed reduction
  10312. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  10313. val4 = status_get_lv(src) / 12;
  10314. break;
  10315. case SC_BITESCAR: {
  10316. const struct status_data *b_status = status_get_base_status(src); // Base Status
  10317. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  10318. tick_time = 1000;
  10319. val4 = tick / tick_time;
  10320. }
  10321. break;
  10322. case SC_ARCLOUSEDASH:
  10323. val2 = 15 + 5 * val1; // AGI
  10324. val3 = 25; // Move speed increase
  10325. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  10326. val4 = 10; // Ranged ATK increase
  10327. break;
  10328. case SC_SHRIMP:
  10329. val2 = 10; // BATK%, MATK%
  10330. break;
  10331. case SC_FRESHSHRIMP: {
  10332. int min = 0, max = 0;
  10333. #ifdef RENEWAL
  10334. min = status_base_matk_min(src, status, status_get_lv(src));
  10335. max = status_base_matk_max(src, status, status_get_lv(src));
  10336. if (status->rhw.matk > 0) {
  10337. int wMatk, variance;
  10338. wMatk = status->rhw.matk;
  10339. variance = wMatk * status->rhw.wlv / 10;
  10340. min += wMatk - variance;
  10341. max += wMatk + variance;
  10342. }
  10343. #endif
  10344. if (sd && sd->right_weapon.overrefine > 0) {
  10345. min++;
  10346. max += sd->right_weapon.overrefine - 1;
  10347. }
  10348. val2 += min + 178; // Heal
  10349. if (max > min)
  10350. val2 += rnd() % (max - min); // Heal
  10351. if (sd) {
  10352. if (pc_checkskill(sd, SU_POWEROFSEA)) {
  10353. val2 += val2 * 10 / 100;
  10354. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  10355. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  10356. val2 += val2 * 20 / 100;
  10357. }
  10358. if (pc_checkskill(sd, SU_SPIRITOFSEA))
  10359. val2 *= 2; // Doubles HP
  10360. }
  10361. tick_time = 10000 - ((val1 - 1) * 1000);
  10362. val4 = tick / tick_time;
  10363. }
  10364. break;
  10365. case SC_TUNAPARTY:
  10366. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  10367. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  10368. val2 <<= 1; // Double the shield life
  10369. break;
  10370. case SC_HISS:
  10371. val2 = 50; // Perfect Dodge
  10372. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  10373. break;
  10374. case SC_GROOMING:
  10375. val2 = 100; // Flee
  10376. break;
  10377. case SC_CHATTERING:
  10378. val2 = 100; // eATK, eMATK
  10379. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  10380. break;
  10381. case SC_SWORDCLAN:
  10382. case SC_ARCWANDCLAN:
  10383. case SC_GOLDENMACECLAN:
  10384. case SC_CROSSBOWCLAN:
  10385. case SC_JUMPINGCLAN:
  10386. tick = INFINITE_TICK;
  10387. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  10388. break;
  10389. case SC_DORAM_BUF_01:
  10390. case SC_DORAM_BUF_02:
  10391. tick_time = 10000; // every 10 seconds
  10392. if( (val4 = tick/tick_time) < 1 )
  10393. val4 = 1;
  10394. break;
  10395. case SC_GLASTHEIM_ATK:
  10396. val1 = 100; // Undead/Demon MDEF ignore rate
  10397. break;
  10398. case SC_GLASTHEIM_HEAL:
  10399. val1 = 100; // Heal Power rate bonus
  10400. val2 = 50; // Received heal rate bonus
  10401. break;
  10402. case SC_GLASTHEIM_HIDDEN:
  10403. val1 = 90; // Damage rate reduction bonus
  10404. break;
  10405. case SC_GLASTHEIM_STATE:
  10406. val1 = 20; // All-stat bonus
  10407. break;
  10408. case SC_GLASTHEIM_ITEMDEF:
  10409. val1 = 200; // DEF bonus
  10410. val2 = 50; // MDEF bonus
  10411. break;
  10412. case SC_GLASTHEIM_HPSP:
  10413. val1 = 10000; // HP bonus
  10414. val2 = 1000; // SP bonus
  10415. break;
  10416. case SC_ANCILLA:
  10417. val1 = 15; // Heal Power rate bonus
  10418. val2 = 30; // SP Recovery rate bonus
  10419. break;
  10420. default:
  10421. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == EFST_BLANK ) {
  10422. // Status change with no calc, no icon, and no skill associated...?
  10423. ShowError("UnknownStatusChange [%d]\n", type);
  10424. return 0;
  10425. }
  10426. } else // Special considerations when loading SC data.
  10427. switch( type ) {
  10428. case SC_WEDDING:
  10429. case SC_XMAS:
  10430. case SC_SUMMER:
  10431. case SC_HANBOK:
  10432. case SC_OKTOBERFEST:
  10433. case SC_DRESSUP:
  10434. if( !vd )
  10435. break;
  10436. clif_changelook(bl,LOOK_BASE,vd->class_);
  10437. clif_changelook(bl,LOOK_WEAPON,0);
  10438. clif_changelook(bl,LOOK_SHIELD,0);
  10439. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10440. clif_changelook(bl,LOOK_BODY2,0);
  10441. break;
  10442. case SC_STONE:
  10443. if (val3 > 0)
  10444. break; //Incubation time still active
  10445. //Fall through
  10446. case SC_POISON:
  10447. case SC_DPOISON:
  10448. case SC_BLEEDING:
  10449. case SC_BURNING:
  10450. case SC_TOXIN:
  10451. case SC_MAGICMUSHROOM:
  10452. case SC_PYREXIA:
  10453. case SC_LEECHESEND:
  10454. tick_time = tick;
  10455. tick = tick_time + max(val4,0);
  10456. break;
  10457. case SC_SWORDCLAN:
  10458. case SC_ARCWANDCLAN:
  10459. case SC_GOLDENMACECLAN:
  10460. case SC_CROSSBOWCLAN:
  10461. case SC_JUMPINGCLAN:
  10462. case SC_CLAN_INFO:
  10463. // If the player still has a clan status, but was removed from his clan
  10464. if( sd && sd->status.clan_id == 0 ){
  10465. return 0;
  10466. }
  10467. break;
  10468. }
  10469. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  10470. switch(type) {
  10471. // Start |1 val_flag setting
  10472. case SC_ENCHANTARMS:
  10473. case SC_ROLLINGCUTTER:
  10474. case SC_BANDING:
  10475. case SC_SPHERE_1:
  10476. case SC_SPHERE_2:
  10477. case SC_SPHERE_3:
  10478. case SC_SPHERE_4:
  10479. case SC_SPHERE_5:
  10480. case SC_OVERHEAT:
  10481. case SC_LIGHTNINGWALK:
  10482. case SC_MONSTER_TRANSFORM:
  10483. case SC_ACTIVE_MONSTER_TRANSFORM:
  10484. case SC_EXPBOOST:
  10485. case SC_JEXPBOOST:
  10486. case SC_ITEMBOOST:
  10487. case SC_JP_EVENT04:
  10488. case SC_PUSH_CART:
  10489. case SC_SWORDCLAN:
  10490. case SC_ARCWANDCLAN:
  10491. case SC_GOLDENMACECLAN:
  10492. case SC_CROSSBOWCLAN:
  10493. case SC_JUMPINGCLAN:
  10494. case SC_DRESSUP:
  10495. val_flag |= 1;
  10496. break;
  10497. // Start |1|2 val_flag setting
  10498. case SC_FIGHTINGSPIRIT:
  10499. case SC_VENOMIMPRESS:
  10500. case SC_WEAPONBLOCKING:
  10501. case SC__INVISIBILITY:
  10502. case SC__ENERVATION:
  10503. case SC__WEAKNESS:
  10504. case SC_PROPERTYWALK:
  10505. case SC_PRESTIGE:
  10506. case SC_SHIELDSPELL_DEF:
  10507. case SC_SHIELDSPELL_MDEF:
  10508. case SC_SHIELDSPELL_REF:
  10509. case SC_CRESCENTELBOW:
  10510. case SC_CHILLY_AIR_OPTION:
  10511. case SC_GUST_OPTION:
  10512. case SC_WILD_STORM_OPTION:
  10513. case SC_UPHEAVAL_OPTION:
  10514. case SC_CIRCLE_OF_FIRE_OPTION:
  10515. case SC_CLAN_INFO:
  10516. case SC_DAILYSENDMAILCNT:
  10517. val_flag |= 1|2;
  10518. break;
  10519. // Start |1|2|4 val_flag setting
  10520. case SC_POISONINGWEAPON:
  10521. case SC_CLOAKINGEXCEED:
  10522. case SC_HALLUCINATIONWALK:
  10523. case SC__SHADOWFORM:
  10524. case SC__GROOMY:
  10525. case SC__LAZINESS:
  10526. case SC__UNLUCKY:
  10527. case SC_FORCEOFVANGUARD:
  10528. case SC_SPELLFIST:
  10529. case SC_CURSEDCIRCLE_ATKER:
  10530. case SC_PYROTECHNIC_OPTION:
  10531. case SC_HEATER_OPTION:
  10532. case SC_AQUAPLAY_OPTION:
  10533. case SC_COOLER_OPTION:
  10534. case SC_BLAST_OPTION:
  10535. case SC_PETROLOGY_OPTION:
  10536. case SC_CURSED_SOIL_OPTION:
  10537. case SC_WATER_BARRIER:
  10538. val_flag |= 1|2|4;
  10539. break;
  10540. }
  10541. if (current_equip_combo_pos && tick == INFINITE_TICK) {
  10542. ShowWarning("sc_start: Item combo contains an INFINITE_TICK duration. Skipping bonus.\n");
  10543. return 0;
  10544. }
  10545. /* [Ind] */
  10546. if (StatusDisplayType[type]&bl->type) {
  10547. int dval1 = 0, dval2 = 0, dval3 = 0;
  10548. switch (type) {
  10549. case SC_ALL_RIDING:
  10550. dval1 = 1;
  10551. break;
  10552. case SC_CLAN_INFO:
  10553. dval1 = val1;
  10554. dval2 = val2;
  10555. dval3 = val3;
  10556. break;
  10557. default: /* All others: just copy val1 */
  10558. dval1 = val1;
  10559. break;
  10560. }
  10561. status_display_add(bl,type,dval1,dval2,dval3);
  10562. }
  10563. // Those that make you stop attacking/walking....
  10564. switch (type) {
  10565. case SC_WHITEIMPRISON:
  10566. case SC_DEEPSLEEP:
  10567. case SC_CRYSTALIZE:
  10568. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  10569. pc_setstand(sd, true);
  10570. case SC_FREEZE:
  10571. case SC_STUN:
  10572. if (sc->data[SC_DANCING])
  10573. unit_stop_walking(bl, 1);
  10574. case SC_TRICKDEAD:
  10575. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10576. case SC_SLEEP:
  10577. case SC_STONE:
  10578. // Cancel cast when get status [LuzZza]
  10579. if (battle_config.sc_castcancel&bl->type)
  10580. unit_skillcastcancel(bl, 0);
  10581. // Fall through
  10582. case SC_CURSEDCIRCLE_ATKER:
  10583. case SC_KINGS_GRACE:
  10584. unit_stop_attack(bl);
  10585. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  10586. break;
  10587. // Fall through
  10588. case SC_STOP:
  10589. case SC_CONFUSION:
  10590. case SC_CLOSECONFINE:
  10591. case SC_CLOSECONFINE2:
  10592. case SC_TINDER_BREAKER:
  10593. case SC_TINDER_BREAKER2:
  10594. case SC_BITE:
  10595. case SC_THORNSTRAP:
  10596. case SC_MEIKYOUSISUI:
  10597. case SC_KYOUGAKU:
  10598. case SC_PARALYSIS:
  10599. //case SC__CHAOS:
  10600. case SC_SV_ROOTTWIST:
  10601. unit_stop_walking(bl,1);
  10602. break;
  10603. case SC_CURSEDCIRCLE_TARGET:
  10604. unit_stop_attack(bl);
  10605. // Fall through
  10606. case SC_ANKLE:
  10607. case SC_SPIDERWEB:
  10608. case SC_ELECTRICSHOCKER:
  10609. case SC_MAGNETICFIELD:
  10610. case SC_NETHERWORLD:
  10611. if (!unit_blown_immune(bl,0x1))
  10612. unit_stop_walking(bl,1);
  10613. break;
  10614. case SC__MANHOLE:
  10615. // Manhole ignores blow_immune, when the enemy is BL_PC
  10616. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  10617. unit_stop_walking(bl,1);
  10618. unit_stop_attack(bl);
  10619. break;
  10620. case SC_VACUUM_EXTREME:
  10621. if (bl->type != BL_PC && !unit_blown_immune(bl,0x1)) {
  10622. unit_stop_walking(bl,1);
  10623. unit_stop_attack(bl);
  10624. }
  10625. break;
  10626. case SC_HIDING:
  10627. case SC_CLOAKING:
  10628. case SC_CLOAKINGEXCEED:
  10629. case SC__FEINTBOMB:
  10630. case SC_CHASEWALK:
  10631. case SC_WEIGHT90:
  10632. case SC_CAMOUFLAGE:
  10633. case SC_STEALTHFIELD:
  10634. case SC_VOICEOFSIREN:
  10635. case SC_WEDDING:
  10636. case SC_XMAS:
  10637. case SC_SUMMER:
  10638. case SC_HANBOK:
  10639. case SC_OKTOBERFEST:
  10640. case SC_DRESSUP:
  10641. case SC_SUHIDE:
  10642. unit_stop_attack(bl);
  10643. break;
  10644. case SC_SILENCE:
  10645. if (battle_config.sc_castcancel&bl->type)
  10646. unit_skillcastcancel(bl, 0);
  10647. break;
  10648. case SC_ITEMSCRIPT: // Shows Buff Icons
  10649. if (sd && val2 != EFST_BLANK)
  10650. clif_status_change(bl, (enum efst_types)val2, 1, tick, 0, 0, 0);
  10651. break;
  10652. }
  10653. // Set option as needed.
  10654. opt_flag = 1;
  10655. switch(type) {
  10656. // OPT1
  10657. case SC_STONE:
  10658. if (val3 > 0)
  10659. sc->opt1 = OPT1_STONEWAIT;
  10660. else
  10661. sc->opt1 = OPT1_STONE;
  10662. break;
  10663. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  10664. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  10665. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  10666. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  10667. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  10668. // OPT2
  10669. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  10670. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  10671. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  10672. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  10673. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  10674. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  10675. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  10676. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  10677. // OPT3
  10678. case SC_TWOHANDQUICKEN:
  10679. case SC_ONEHAND:
  10680. case SC_SPEARQUICKEN:
  10681. case SC_CONCENTRATION:
  10682. case SC_MERC_QUICKEN:
  10683. sc->opt3 |= OPT3_QUICKEN;
  10684. opt_flag = 0;
  10685. break;
  10686. case SC_MAXOVERTHRUST:
  10687. case SC_OVERTHRUST:
  10688. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  10689. sc->opt3 |= OPT3_OVERTHRUST;
  10690. opt_flag = 0;
  10691. break;
  10692. case SC_ENERGYCOAT:
  10693. case SC_SKE:
  10694. sc->opt3 |= OPT3_ENERGYCOAT;
  10695. opt_flag = 0;
  10696. break;
  10697. case SC_INCATKRATE:
  10698. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  10699. if (bl->type != BL_MOB) {
  10700. opt_flag = 0;
  10701. break;
  10702. }
  10703. case SC_EXPLOSIONSPIRITS:
  10704. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  10705. opt_flag = 0;
  10706. break;
  10707. case SC_STEELBODY:
  10708. case SC_SKA:
  10709. sc->opt3 |= OPT3_STEELBODY;
  10710. opt_flag = 0;
  10711. break;
  10712. case SC_BLADESTOP:
  10713. sc->opt3 |= OPT3_BLADESTOP;
  10714. opt_flag = 0;
  10715. break;
  10716. case SC_AURABLADE:
  10717. sc->opt3 |= OPT3_AURABLADE;
  10718. opt_flag = 0;
  10719. break;
  10720. case SC_BERSERK:
  10721. opt_flag = 0;
  10722. sc->opt3 |= OPT3_BERSERK;
  10723. break;
  10724. // case ???: // doesn't seem to do anything
  10725. // sc->opt3 |= OPT3_LIGHTBLADE;
  10726. // opt_flag = 0;
  10727. // break;
  10728. case SC_DANCING:
  10729. if ((val1&0xFFFF) == CG_MOONLIT)
  10730. sc->opt3 |= OPT3_MOONLIT;
  10731. opt_flag = 0;
  10732. break;
  10733. case SC_MARIONETTE:
  10734. case SC_MARIONETTE2:
  10735. sc->opt3 |= OPT3_MARIONETTE;
  10736. opt_flag = 0;
  10737. break;
  10738. case SC_ASSUMPTIO:
  10739. sc->opt3 |= OPT3_ASSUMPTIO;
  10740. opt_flag = 0;
  10741. break;
  10742. case SC_WARM: // SG skills [Komurka]
  10743. sc->opt3 |= OPT3_WARM;
  10744. opt_flag = 0;
  10745. break;
  10746. case SC_KAITE:
  10747. sc->opt3 |= OPT3_KAITE;
  10748. opt_flag = 0;
  10749. break;
  10750. case SC_BUNSINJYUTSU:
  10751. sc->opt3 |= OPT3_BUNSIN;
  10752. opt_flag = 0;
  10753. break;
  10754. case SC_SPIRIT:
  10755. sc->opt3 |= OPT3_SOULLINK;
  10756. opt_flag = 0;
  10757. break;
  10758. case SC_CHANGEUNDEAD:
  10759. sc->opt3 |= OPT3_UNDEAD;
  10760. opt_flag = 0;
  10761. break;
  10762. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10763. // sc->opt3 |= OPT3_CONTRACT;
  10764. // opt_flag = 0;
  10765. // break;
  10766. // OPTION
  10767. case SC_HIDING:
  10768. sc->option |= OPTION_HIDE;
  10769. opt_flag = 2;
  10770. break;
  10771. case SC_CLOAKING:
  10772. case SC_CLOAKINGEXCEED:
  10773. case SC__INVISIBILITY:
  10774. sc->option |= OPTION_CLOAK;
  10775. case SC_CAMOUFLAGE:
  10776. case SC_STEALTHFIELD:
  10777. case SC__SHADOWFORM:
  10778. opt_flag = 2;
  10779. break;
  10780. case SC_CHASEWALK:
  10781. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  10782. opt_flag = 2;
  10783. break;
  10784. case SC__FEINTBOMB:
  10785. sc->option |= OPTION_INVISIBLE;
  10786. opt_flag |= 2|4;
  10787. break;
  10788. case SC_SIGHT:
  10789. sc->option |= OPTION_SIGHT;
  10790. break;
  10791. case SC_RUWACH:
  10792. sc->option |= OPTION_RUWACH;
  10793. break;
  10794. case SC_WEDDING:
  10795. sc->option |= OPTION_WEDDING;
  10796. opt_flag |= 0x4;
  10797. break;
  10798. case SC_XMAS:
  10799. sc->option |= OPTION_XMAS;
  10800. opt_flag |= 0x4;
  10801. break;
  10802. case SC_SUMMER:
  10803. sc->option |= OPTION_SUMMER;
  10804. opt_flag |= 0x4;
  10805. break;
  10806. case SC_HANBOK:
  10807. sc->option |= OPTION_HANBOK;
  10808. opt_flag |= 0x4;
  10809. break;
  10810. case SC_OKTOBERFEST:
  10811. sc->option |= OPTION_OKTOBERFEST;
  10812. opt_flag |= 0x4;
  10813. break;
  10814. case SC_DRESSUP:
  10815. sc->option |= OPTION_SUMMER2;
  10816. opt_flag |= 0x4;
  10817. break;
  10818. case SC_ORCISH:
  10819. sc->option |= OPTION_ORCISH;
  10820. break;
  10821. case SC_FUSION:
  10822. sc->option |= OPTION_FLYING;
  10823. break;
  10824. default:
  10825. opt_flag = 0;
  10826. }
  10827. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  10828. if(opt_flag) {
  10829. clif_changeoption(bl);
  10830. if(sd && (opt_flag&0x4)) {
  10831. clif_changelook(bl,LOOK_BASE,vd->class_);
  10832. clif_changelook(bl,LOOK_WEAPON,0);
  10833. clif_changelook(bl,LOOK_SHIELD,0);
  10834. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10835. }
  10836. }
  10837. if (calc_flag&SCB_DYE) { // Reset DYE color
  10838. if (vd && vd->cloth_color) {
  10839. val4 = vd->cloth_color;
  10840. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  10841. }
  10842. calc_flag&=~SCB_DYE;
  10843. }
  10844. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  10845. { //Reset body style
  10846. if (vd && vd->body_style)
  10847. {
  10848. val4 = vd->body_style;
  10849. clif_changelook(bl,LOOK_BODY2,0);
  10850. }
  10851. calc_flag&=~SCB_BODY;
  10852. }*/
  10853. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type])) {
  10854. int status_icon = StatusIconChangeTable[type];
  10855. #if PACKETVER < 20151104
  10856. if (status_icon == EFST_WEAPONPROPERTY)
  10857. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  10858. #endif
  10859. clif_status_change(bl, status_icon, 1, tick, (val_flag & 1) ? val1 : 1, (val_flag & 2) ? val2 : 0, (val_flag & 4) ? val3 : 0);
  10860. }
  10861. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  10862. if( tick_time )
  10863. tick = tick_time;
  10864. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  10865. if((sce=sc->data[type])) { // reuse old sc
  10866. if( sce->timer != INVALID_TIMER )
  10867. delete_timer(sce->timer, status_change_timer);
  10868. sc_isnew = false;
  10869. } else { // New sc
  10870. ++(sc->count);
  10871. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  10872. }
  10873. sce->val1 = val1;
  10874. sce->val2 = val2;
  10875. sce->val3 = val3;
  10876. sce->val4 = val4;
  10877. if (tick >= 0)
  10878. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  10879. else
  10880. sce->timer = INVALID_TIMER; // Infinite duration
  10881. if (calc_flag)
  10882. status_calc_bl(bl,calc_flag);
  10883. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  10884. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  10885. if(sd) {
  10886. if (sd->pd)
  10887. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  10888. switch (type) {
  10889. case SC_BERSERK:
  10890. case SC_MERC_HPUP:
  10891. case SC_MERC_SPUP:
  10892. status_calc_pc(sd, SCO_FORCE);
  10893. break;
  10894. default:
  10895. status_calc_pc(sd, SCO_NONE);
  10896. break;
  10897. }
  10898. }
  10899. // 1st thing to execute when loading status
  10900. switch (type) {
  10901. case SC_FULL_THROTTLE:
  10902. status_percent_heal(bl,100,0);
  10903. break;
  10904. case SC_BERSERK:
  10905. if (!(sce->val2)) { // Don't heal if already set
  10906. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  10907. status_set_sp(bl, 0, 0); // Damage all SP
  10908. }
  10909. sce->val2 = 5 * status->max_hp / 100;
  10910. break;
  10911. case SC_RUN:
  10912. {
  10913. struct unit_data *ud = unit_bl2ud(bl);
  10914. if( ud )
  10915. ud->state.running = unit_run(bl, NULL, SC_RUN);
  10916. }
  10917. break;
  10918. case SC_BOSSMAPINFO:
  10919. if (sd)
  10920. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  10921. break;
  10922. case SC_MERC_HPUP:
  10923. status_percent_heal(bl, 100, 0); // Recover Full HP
  10924. break;
  10925. case SC_MERC_SPUP:
  10926. status_percent_heal(bl, 0, 100); // Recover Full SP
  10927. break;
  10928. case SC_WUGDASH:
  10929. {
  10930. struct unit_data *ud = unit_bl2ud(bl);
  10931. if( ud )
  10932. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  10933. }
  10934. break;
  10935. case SC_COMBO:
  10936. switch(sce->val1) {
  10937. case TK_STORMKICK:
  10938. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10939. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  10940. break;
  10941. case TK_DOWNKICK:
  10942. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10943. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  10944. break;
  10945. case TK_TURNKICK:
  10946. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10947. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  10948. break;
  10949. case TK_COUNTER:
  10950. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10951. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  10952. break;
  10953. default: // Rest just toggle inf to enable autotarget
  10954. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  10955. break;
  10956. }
  10957. break;
  10958. case SC_RAISINGDRAGON:
  10959. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  10960. break;
  10961. case SC_C_MARKER:
  10962. //Send mini-map, don't wait for first timer triggered
  10963. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  10964. clif_crimson_marker(sd, bl, false);
  10965. break;
  10966. case SC_GVG_GIANT:
  10967. case SC_GVG_GOLEM:
  10968. case SC_GVG_STUN:
  10969. case SC_GVG_STONE:
  10970. case SC_GVG_FREEZ:
  10971. case SC_GVG_SLEEP:
  10972. case SC_GVG_CURSE:
  10973. case SC_GVG_SILENCE:
  10974. case SC_GVG_BLIND:
  10975. if (val1 || val2)
  10976. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  10977. break;
  10978. }
  10979. if( opt_flag&2 && sd && !sd->npc_ontouch_.empty() )
  10980. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  10981. return 1;
  10982. }
  10983. /**
  10984. * End all statuses except those listed
  10985. * TODO: May be useful for dispel instead resetting a list there
  10986. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10987. * @param type: Changes behaviour of the function
  10988. * 0: PC killed -> Place here statuses that do not dispel on death.
  10989. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  10990. * 2: Do clif_changeoption()
  10991. * 3: Do not remove some permanent/time-independent effects
  10992. * @return 1: Success 0: Fail
  10993. */
  10994. int status_change_clear(struct block_list* bl, int type)
  10995. {
  10996. struct status_change* sc;
  10997. int i;
  10998. sc = status_get_sc(bl);
  10999. if (!sc)
  11000. return 0;
  11001. // Cleaning all extras vars
  11002. sc->comet_x = 0;
  11003. sc->comet_y = 0;
  11004. #ifndef RENEWAL
  11005. sc->sg_counter = 0;
  11006. #endif
  11007. sc->bs_counter = 0;
  11008. if (!sc->count)
  11009. return 0;
  11010. for(i = 0; i < SC_MAX; i++) {
  11011. if(!sc->data[i])
  11012. continue;
  11013. if(type == 0) {
  11014. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  11015. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  11016. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  11017. break;
  11018. case SC_WEIGHT50:
  11019. case SC_WEIGHT90:
  11020. case SC_EDP:
  11021. case SC_MELTDOWN:
  11022. case SC_WEDDING:
  11023. case SC_XMAS:
  11024. case SC_SUMMER:
  11025. case SC_HANBOK:
  11026. case SC_OKTOBERFEST:
  11027. case SC_DRESSUP:
  11028. case SC_NOCHAT:
  11029. case SC_FUSION:
  11030. case SC_EARTHSCROLL:
  11031. case SC_READYSTORM:
  11032. case SC_READYDOWN:
  11033. case SC_READYCOUNTER:
  11034. case SC_READYTURN:
  11035. case SC_DODGE:
  11036. case SC_MIRACLE:
  11037. case SC_JAILED:
  11038. case SC_EXPBOOST:
  11039. case SC_ITEMBOOST:
  11040. case SC_HELLPOWER:
  11041. case SC_JEXPBOOST:
  11042. case SC_AUTOTRADE:
  11043. case SC_WHISTLE:
  11044. case SC_ASSNCROS:
  11045. case SC_POEMBRAGI:
  11046. case SC_APPLEIDUN:
  11047. case SC_HUMMING:
  11048. case SC_DONTFORGETME:
  11049. case SC_FORTUNE:
  11050. case SC_SERVICE4U:
  11051. case SC_FOOD_STR_CASH:
  11052. case SC_FOOD_AGI_CASH:
  11053. case SC_FOOD_VIT_CASH:
  11054. case SC_FOOD_DEX_CASH:
  11055. case SC_FOOD_INT_CASH:
  11056. case SC_FOOD_LUK_CASH:
  11057. case SC_SAVAGE_STEAK:
  11058. case SC_COCKTAIL_WARG_BLOOD:
  11059. case SC_MINOR_BBQ:
  11060. case SC_SIROMA_ICE_TEA:
  11061. case SC_DROCERA_HERB_STEAMED:
  11062. case SC_PUTTI_TAILS_NOODLES:
  11063. case SC_DEF_RATE:
  11064. case SC_MDEF_RATE:
  11065. case SC_INCHEALRATE:
  11066. case SC_INCFLEE2:
  11067. case SC_INCHIT:
  11068. case SC_ATKPOTION:
  11069. case SC_MATKPOTION:
  11070. case SC_S_LIFEPOTION:
  11071. case SC_L_LIFEPOTION:
  11072. case SC_PUSH_CART:
  11073. case SC_LIGHT_OF_REGENE:
  11074. case SC_STYLE_CHANGE:
  11075. case SC_QUEST_BUFF1:
  11076. case SC_QUEST_BUFF2:
  11077. case SC_QUEST_BUFF3:
  11078. case SC_2011RWC_SCROLL:
  11079. case SC_JP_EVENT04:
  11080. case SC_ATTHASTE_CASH:
  11081. case SC_REUSE_REFRESH:
  11082. case SC_REUSE_LIMIT_A:
  11083. case SC_REUSE_LIMIT_B:
  11084. case SC_REUSE_LIMIT_C:
  11085. case SC_REUSE_LIMIT_D:
  11086. case SC_REUSE_LIMIT_E:
  11087. case SC_REUSE_LIMIT_F:
  11088. case SC_REUSE_LIMIT_G:
  11089. case SC_REUSE_LIMIT_H:
  11090. case SC_REUSE_LIMIT_MTF:
  11091. case SC_REUSE_LIMIT_ECL:
  11092. case SC_REUSE_LIMIT_RECALL:
  11093. case SC_REUSE_LIMIT_ASPD_POTION:
  11094. case SC_REUSE_MILLENNIUMSHIELD:
  11095. case SC_REUSE_CRUSHSTRIKE:
  11096. case SC_REUSE_STORMBLAST:
  11097. case SC_ALL_RIDING_REUSE_LIMIT:
  11098. case SC_SPRITEMABLE:
  11099. case SC_DORAM_BUF_01:
  11100. case SC_DORAM_BUF_02:
  11101. case SC_GEFFEN_MAGIC1:
  11102. case SC_GEFFEN_MAGIC2:
  11103. case SC_GEFFEN_MAGIC3:
  11104. case SC_LHZ_DUN_N1:
  11105. case SC_LHZ_DUN_N2:
  11106. case SC_LHZ_DUN_N3:
  11107. case SC_LHZ_DUN_N4:
  11108. // Costumes
  11109. case SC_MOONSTAR:
  11110. case SC_SUPER_STAR:
  11111. case SC_STRANGELIGHTS:
  11112. case SC_DECORATION_OF_MUSIC:
  11113. case SC_LJOSALFAR:
  11114. case SC_MERMAID_LONGING:
  11115. case SC_HAT_EFFECT:
  11116. case SC_FLOWERSMOKE:
  11117. case SC_FSTONE:
  11118. case SC_HAPPINESS_STAR:
  11119. case SC_MAPLE_FALLS:
  11120. case SC_TIME_ACCESSORY:
  11121. case SC_MAGICAL_FEATHER:
  11122. // Clans
  11123. case SC_CLAN_INFO:
  11124. case SC_SWORDCLAN:
  11125. case SC_ARCWANDCLAN:
  11126. case SC_GOLDENMACECLAN:
  11127. case SC_CROSSBOWCLAN:
  11128. case SC_JUMPINGCLAN:
  11129. case SC_DAILYSENDMAILCNT:
  11130. continue;
  11131. }
  11132. }
  11133. if( type == 3 ) {
  11134. switch (i) { // !TODO: This list may be incomplete
  11135. case SC_WEIGHT50:
  11136. case SC_WEIGHT90:
  11137. case SC_NOCHAT:
  11138. case SC_PUSH_CART:
  11139. case SC_ALL_RIDING:
  11140. case SC_STYLE_CHANGE:
  11141. // Costumes
  11142. case SC_MOONSTAR:
  11143. case SC_SUPER_STAR:
  11144. case SC_STRANGELIGHTS:
  11145. case SC_DECORATION_OF_MUSIC:
  11146. case SC_LJOSALFAR:
  11147. case SC_MERMAID_LONGING:
  11148. case SC_HAT_EFFECT:
  11149. case SC_FLOWERSMOKE:
  11150. case SC_FSTONE:
  11151. case SC_HAPPINESS_STAR:
  11152. case SC_MAPLE_FALLS:
  11153. case SC_TIME_ACCESSORY:
  11154. case SC_MAGICAL_FEATHER:
  11155. // Clans
  11156. case SC_CLAN_INFO:
  11157. case SC_SWORDCLAN:
  11158. case SC_ARCWANDCLAN:
  11159. case SC_GOLDENMACECLAN:
  11160. case SC_CROSSBOWCLAN:
  11161. case SC_JUMPINGCLAN:
  11162. case SC_DAILYSENDMAILCNT:
  11163. continue;
  11164. }
  11165. }
  11166. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11167. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11168. (sc->count)--;
  11169. if (sc->data[i]->timer != INVALID_TIMER)
  11170. delete_timer(sc->data[i]->timer, status_change_timer);
  11171. ers_free(sc_data_ers, sc->data[i]);
  11172. sc->data[i] = NULL;
  11173. }
  11174. }
  11175. sc->opt1 = 0;
  11176. sc->opt2 = 0;
  11177. sc->opt3 = 0;
  11178. if( type == 0 || type == 2 )
  11179. clif_changeoption(bl);
  11180. return 1;
  11181. }
  11182. /**
  11183. * End a specific status after checking
  11184. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11185. * @param type: Status change (SC_*)
  11186. * @param tid: Timer
  11187. * @param file: Used for dancing save
  11188. * @param line: Used for dancing save
  11189. * @return 1: Success 0: Fail
  11190. */
  11191. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  11192. {
  11193. struct map_session_data *sd;
  11194. struct status_change *sc;
  11195. struct status_change_entry *sce;
  11196. struct status_data *status;
  11197. struct view_data *vd;
  11198. int opt_flag = 0;
  11199. enum scb_flag calc_flag = SCB_NONE;
  11200. nullpo_ret(bl);
  11201. sc = status_get_sc(bl);
  11202. status = status_get_status_data(bl);
  11203. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  11204. return 0;
  11205. sd = BL_CAST(BL_PC,bl);
  11206. if (sce->timer != tid && tid != INVALID_TIMER)
  11207. return 0;
  11208. if (tid == INVALID_TIMER) {
  11209. if (type == SC_ENDURE && sce->val4)
  11210. // Do not end infinite endure.
  11211. return 0;
  11212. if (type == SC_SPIDERWEB) {
  11213. //Delete the unit group first to expire found in the status change
  11214. struct skill_unit_group *group = NULL, *group2 = NULL;
  11215. t_tick tick = gettick();
  11216. int pos = 1;
  11217. if (sce->val2)
  11218. if (!(group = skill_id2group(sce->val2)))
  11219. sce->val2 = 0;
  11220. if (sce->val3) {
  11221. if (!(group2 = skill_id2group(sce->val3)))
  11222. sce->val3 = 0;
  11223. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11224. group = group2;
  11225. pos = 2;
  11226. }
  11227. }
  11228. if (sce->val4) {
  11229. if (!(group2 = skill_id2group(sce->val4)))
  11230. sce->val4 = 0;
  11231. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11232. group = group2;
  11233. pos = 3;
  11234. }
  11235. }
  11236. if (pos == 1)
  11237. sce->val2 = 0;
  11238. else if (pos == 2)
  11239. sce->val3 = 0;
  11240. else if (pos == 3)
  11241. sce->val4 = 0;
  11242. if (group)
  11243. skill_delunitgroup(group);
  11244. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  11245. return 0; //Don't end the status change yet as there are still unit groups associated with it
  11246. }
  11247. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  11248. delete_timer(sce->timer,status_change_timer);
  11249. if (sc->opt1)
  11250. switch (type) {
  11251. // "Ugly workaround" [Skotlex]
  11252. // delays status change ending so that a skill that sets opt1 fails to
  11253. // trigger when it also removed one
  11254. case SC_STONE:
  11255. sce->val4 = -1; // Petrify time
  11256. case SC_FREEZE:
  11257. case SC_STUN:
  11258. case SC_SLEEP:
  11259. if (sce->val1) {
  11260. // Removing the 'level' shouldn't affect anything in the code
  11261. // since these SC are not affected by it, and it lets us know
  11262. // if we have already delayed this attack or not.
  11263. sce->val1 = 0;
  11264. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  11265. return 1;
  11266. }
  11267. }
  11268. }
  11269. (sc->count)--;
  11270. if ( StatusChangeStateTable[type] )
  11271. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  11272. sc->data[type] = NULL;
  11273. if (StatusDisplayType[type]&bl->type)
  11274. status_display_remove(bl,type);
  11275. vd = status_get_viewdata(bl);
  11276. calc_flag = static_cast<scb_flag>(StatusChangeFlagTable[type]);
  11277. switch(type) {
  11278. case SC_KEEPING:
  11279. case SC_BARRIER: {
  11280. unit_data *ud = unit_bl2ud(bl);
  11281. if (ud)
  11282. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  11283. }
  11284. break;
  11285. case SC_GRANITIC_ARMOR:
  11286. {
  11287. int damage = status->max_hp*sce->val3/100;
  11288. if(status->hp < damage) // to not kill him
  11289. damage = status->hp-1;
  11290. status_damage(NULL,bl,damage,0,0,1);
  11291. }
  11292. break;
  11293. case SC_PYROCLASTIC:
  11294. if(bl->type == BL_PC)
  11295. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  11296. break;
  11297. case SC_RUN:
  11298. {
  11299. struct unit_data *ud = unit_bl2ud(bl);
  11300. bool begin_spurt = true;
  11301. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  11302. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  11303. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  11304. if (ud) {
  11305. if(!ud->state.running)
  11306. begin_spurt = false;
  11307. ud->state.running = 0;
  11308. if (ud->walktimer != INVALID_TIMER)
  11309. unit_stop_walking(bl,1);
  11310. }
  11311. if (begin_spurt && sce->val1 >= 7 &&
  11312. DIFF_TICK(gettick(), starttick) <= 1000 &&
  11313. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  11314. )
  11315. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  11316. }
  11317. break;
  11318. case SC_AUTOBERSERK:
  11319. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  11320. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  11321. break;
  11322. case SC_ENDURE:
  11323. case SC_DEFENDER:
  11324. case SC_REFLECTSHIELD:
  11325. case SC_AUTOGUARD:
  11326. {
  11327. struct map_session_data *tsd;
  11328. if( bl->type == BL_PC ) { // Clear Status from others
  11329. int i;
  11330. for( i = 0; i < MAX_DEVOTION; i++ ) {
  11331. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  11332. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11333. }
  11334. }
  11335. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  11336. tsd = ((TBL_MER*)bl)->master;
  11337. if( tsd && tsd->sc.data[type] )
  11338. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11339. }
  11340. }
  11341. break;
  11342. case SC_DEVOTION:
  11343. {
  11344. struct block_list *d_bl = map_id2bl(sce->val1);
  11345. if( d_bl ) {
  11346. if( d_bl->type == BL_PC )
  11347. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  11348. else if( d_bl->type == BL_MER )
  11349. ((TBL_MER*)d_bl)->devotion_flag = 0;
  11350. clif_devotion(d_bl, NULL);
  11351. }
  11352. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  11353. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  11354. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  11355. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11356. }
  11357. break;
  11358. case SC_BLADESTOP:
  11359. if(sce->val4) {
  11360. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  11361. struct block_list *tbl = map_id2bl(tid2);
  11362. struct status_change *tsc = status_get_sc(tbl);
  11363. sce->val4 = 0;
  11364. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  11365. tsc->data[SC_BLADESTOP]->val4 = 0;
  11366. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  11367. }
  11368. clif_bladestop(bl, tid2, 0);
  11369. }
  11370. break;
  11371. case SC_DANCING:
  11372. {
  11373. struct map_session_data *dsd;
  11374. struct status_change_entry *dsc;
  11375. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  11376. dsc = dsd->sc.data[SC_DANCING];
  11377. if(dsc) {
  11378. // This will prevent recursive loops.
  11379. dsc->val2 = dsc->val4 = 0;
  11380. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  11381. }
  11382. }
  11383. if(sce->val2) { // Erase associated land skill
  11384. struct skill_unit_group *group;
  11385. group = skill_id2group(sce->val2);
  11386. if( group == NULL ) {
  11387. 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). Please report this!\n",
  11388. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  11389. sd ? sd->status.char_id : 0,
  11390. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y);
  11391. }
  11392. sce->val2 = 0;
  11393. skill_delunitgroup(group);
  11394. }
  11395. if((sce->val1&0xFFFF) == CG_MOONLIT)
  11396. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  11397. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  11398. }
  11399. break;
  11400. case SC_NOCHAT:
  11401. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  11402. sd->status.manner = 0;
  11403. if (sd && tid == INVALID_TIMER) {
  11404. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11405. clif_updatestatus(sd,SP_MANNER);
  11406. }
  11407. break;
  11408. case SC_SPLASHER:
  11409. {
  11410. struct block_list *src=map_id2bl(sce->val3);
  11411. if(src && tid != INVALID_TIMER)
  11412. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  11413. }
  11414. break;
  11415. case SC_TINDER_BREAKER2:
  11416. case SC_CLOSECONFINE2:{
  11417. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  11418. struct status_change *sc2 = src?status_get_sc(src):NULL;
  11419. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  11420. if (src && sc2 && sc2->data[type2]) {
  11421. // If status was already ended, do nothing.
  11422. // Decrease count
  11423. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  11424. status_change_end(src, type2, INVALID_TIMER);
  11425. }
  11426. }
  11427. case SC_TINDER_BREAKER:
  11428. case SC_CLOSECONFINE:
  11429. if (sce->val2 > 0) {
  11430. // Caster has been unlocked... nearby chars need to be unlocked.
  11431. int range = 1
  11432. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  11433. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  11434. map_foreachinallarea(status_change_timer_sub,
  11435. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  11436. }
  11437. break;
  11438. case SC_COMBO:
  11439. skill_combo_toggle_inf(bl,sce->val1,0);
  11440. break;
  11441. case SC_MARIONETTE:
  11442. case SC_MARIONETTE2: // Marionette target
  11443. if (sce->val1) { // Check for partner and end their marionette status as well
  11444. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  11445. struct block_list *pbl = map_id2bl(sce->val1);
  11446. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  11447. if (sc2 && sc2->data[type2]) {
  11448. sc2->data[type2]->val1 = 0;
  11449. status_change_end(pbl, type2, INVALID_TIMER);
  11450. }
  11451. }
  11452. break;
  11453. case SC_CONCENTRATION:
  11454. if (sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val4)
  11455. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11456. break;
  11457. case SC_BERSERK:
  11458. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  11459. status_percent_heal(bl, 100, 0);
  11460. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  11461. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  11462. status_set_hp(bl, 100, 0);
  11463. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4) {
  11464. sc->data[SC_ENDURE]->val4 = 0;
  11465. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11466. }
  11467. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  11468. break;
  11469. case SC_GOSPEL:
  11470. if (sce->val3) { // Clear the group.
  11471. struct skill_unit_group* group = skill_id2group(sce->val3);
  11472. sce->val3 = 0;
  11473. if (group)
  11474. skill_delunitgroup(group);
  11475. }
  11476. break;
  11477. case SC_HERMODE:
  11478. if(sce->val3 == BCT_SELF)
  11479. skill_clear_unitgroup(bl);
  11480. break;
  11481. case SC_BASILICA: // Clear the skill area. [Skotlex]
  11482. if (sce->val3 && sce->val4 == bl->id) {
  11483. struct skill_unit_group* group = skill_id2group(sce->val3);
  11484. sce->val3 = 0;
  11485. if (group)
  11486. skill_delunitgroup(group);
  11487. }
  11488. break;
  11489. case SC_TRICKDEAD:
  11490. if (vd) vd->dead_sit = 0;
  11491. break;
  11492. case SC_WARM:
  11493. case SC__MANHOLE:
  11494. if (sce->val4) { // Clear the group.
  11495. struct skill_unit_group* group = skill_id2group(sce->val4);
  11496. sce->val4 = 0;
  11497. if( group ) // Might have been cleared before status ended, e.g. land protector
  11498. skill_delunitgroup(group);
  11499. }
  11500. break;
  11501. case SC_JAILED:
  11502. if(tid == INVALID_TIMER)
  11503. break;
  11504. // Natural expiration.
  11505. if(sd && sd->mapindex == sce->val2)
  11506. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  11507. break; // Guess hes not in jail :P
  11508. case SC_CHANGE:
  11509. if (tid == INVALID_TIMER)
  11510. break;
  11511. // "lose almost all their HP and SP" on natural expiration.
  11512. status_set_hp(bl, 10, 0);
  11513. status_set_sp(bl, 10, 0);
  11514. break;
  11515. case SC_AUTOTRADE:
  11516. if (tid == INVALID_TIMER)
  11517. break;
  11518. // Vending is not automatically closed for autovenders
  11519. vending_closevending(sd);
  11520. map_quit(sd);
  11521. // Because map_quit calls status_change_end with tid -1
  11522. // from here it's not neccesary to continue
  11523. return 1;
  11524. break;
  11525. case SC_STOP:
  11526. if( sce->val2 ) {
  11527. struct block_list* tbl = map_id2bl(sce->val2);
  11528. sce->val2 = 0;
  11529. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  11530. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  11531. }
  11532. break;
  11533. case SC_TENSIONRELAX:
  11534. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  11535. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  11536. break;
  11537. case SC_MONSTER_TRANSFORM:
  11538. case SC_ACTIVE_MONSTER_TRANSFORM:
  11539. if (sce->val2)
  11540. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  11541. break;
  11542. /* 3rd Stuff */
  11543. case SC_MILLENNIUMSHIELD:
  11544. clif_millenniumshield(bl, 0);
  11545. break;
  11546. case SC_HALLUCINATIONWALK:
  11547. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  11548. break;
  11549. case SC_WHITEIMPRISON:
  11550. {
  11551. struct block_list* src = map_id2bl(sce->val2);
  11552. if( tid == -1 || !src)
  11553. break; // Terminated by Damage
  11554. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false));
  11555. }
  11556. break;
  11557. case SC_WUGDASH:
  11558. {
  11559. struct unit_data *ud = unit_bl2ud(bl);
  11560. if (ud) {
  11561. ud->state.running = 0;
  11562. if (ud->walktimer != INVALID_TIMER)
  11563. unit_stop_walking(bl,1);
  11564. }
  11565. }
  11566. break;
  11567. case SC__SHADOWFORM:
  11568. {
  11569. struct map_session_data *s_sd = map_id2sd(sce->val2);
  11570. if (s_sd) s_sd->shadowform_id = 0;
  11571. }
  11572. break;
  11573. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  11574. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  11575. break;
  11576. case SC_NEUTRALBARRIER_MASTER:
  11577. case SC_STEALTHFIELD_MASTER:
  11578. if( sce->val2 ) {
  11579. struct skill_unit_group* group = skill_id2group(sce->val2);
  11580. sce->val2 = 0;
  11581. if( group ) // Might have been cleared before status ended, e.g. land protector
  11582. skill_delunitgroup(group);
  11583. }
  11584. break;
  11585. case SC_BANDING:
  11586. if(sce->val4) {
  11587. struct skill_unit_group *group = skill_id2group(sce->val4);
  11588. sce->val4 = 0;
  11589. if( group ) // Might have been cleared before status ended, e.g. land protector
  11590. skill_delunitgroup(group);
  11591. }
  11592. break;
  11593. case SC_CURSEDCIRCLE_ATKER:
  11594. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  11595. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  11596. break;
  11597. case SC_RAISINGDRAGON:
  11598. if( sd && sce->val2 && !pc_isdead(sd) ) {
  11599. int i = min(sd->spiritball,5);
  11600. pc_delspiritball(sd, sd->spiritball, 0);
  11601. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  11602. while( i > 0 ) {
  11603. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  11604. --i;
  11605. }
  11606. }
  11607. break;
  11608. case SC_CURSEDCIRCLE_TARGET:
  11609. {
  11610. struct block_list *src = map_id2bl(sce->val2);
  11611. struct status_change *sc2 = status_get_sc(src);
  11612. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  11613. clif_bladestop(bl, sce->val2, 0);
  11614. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  11615. }
  11616. }
  11617. break;
  11618. case SC_BLOODSUCKER:
  11619. if( sce->val2 ) {
  11620. struct block_list *src = map_id2bl(sce->val2);
  11621. if(src) {
  11622. struct status_change *sc2 = status_get_sc(src);
  11623. sc2->bs_counter--;
  11624. }
  11625. }
  11626. break;
  11627. case SC_TEARGAS:
  11628. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  11629. break;
  11630. case SC_SITDOWN_FORCE:
  11631. case SC_BANANA_BOMB_SITDOWN:
  11632. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  11633. skill_sit(sd, false);
  11634. break;
  11635. case SC_KYOUGAKU:
  11636. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  11637. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  11638. break;
  11639. case SC_INTRAVISION:
  11640. calc_flag = SCB_ALL; // Required for overlapping
  11641. break;
  11642. case SC_OVERED_BOOST:
  11643. switch (bl->type) {
  11644. case BL_HOM: {
  11645. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  11646. if( hd )
  11647. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  11648. }
  11649. break;
  11650. case BL_PC:
  11651. status_zap(bl,0,status_get_max_sp(bl) / 2);
  11652. break;
  11653. }
  11654. break;
  11655. case SC_FULL_THROTTLE: {
  11656. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  11657. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  11658. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  11659. }
  11660. break;
  11661. case SC_REBOUND:
  11662. clif_status_load(bl, EFST_DEC_AGI, 0);
  11663. break;
  11664. case SC_ITEMSCRIPT: // Removes Buff Icons
  11665. if (sd && sce->val2 != EFST_BLANK)
  11666. clif_status_load(bl, (enum efst_types)sce->val2, 0);
  11667. break;
  11668. case SC_C_MARKER:
  11669. {
  11670. // Remove mark data from caster
  11671. struct map_session_data *caster = map_id2sd(sce->val2);
  11672. uint8 i = 0;
  11673. if (!caster)
  11674. break;
  11675. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  11676. if (i < MAX_SKILL_CRIMSON_MARKER) {
  11677. caster->c_marker[i] = 0;
  11678. clif_crimson_marker(caster, bl, true);
  11679. }
  11680. }
  11681. break;
  11682. case SC_H_MINE:
  11683. {
  11684. // Drop the material from target if expired
  11685. struct item it;
  11686. struct map_session_data *caster = NULL;
  11687. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  11688. break;
  11689. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  11690. break;
  11691. memset(&it, 0, sizeof(it));
  11692. it.nameid = skill_get_itemid(RL_H_MINE,0);
  11693. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  11694. it.identify = 1;
  11695. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  11696. }
  11697. break;
  11698. case SC_VACUUM_EXTREME:
  11699. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  11700. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  11701. break;
  11702. case SC_SWORDCLAN:
  11703. case SC_ARCWANDCLAN:
  11704. case SC_GOLDENMACECLAN:
  11705. case SC_CROSSBOWCLAN:
  11706. case SC_JUMPINGCLAN:
  11707. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  11708. break;
  11709. }
  11710. opt_flag = 1;
  11711. switch(type) {
  11712. case SC_STONE:
  11713. case SC_FREEZE:
  11714. case SC_STUN:
  11715. case SC_SLEEP:
  11716. case SC_BURNING:
  11717. case SC_WHITEIMPRISON:
  11718. sc->opt1 = 0;
  11719. break;
  11720. case SC_POISON:
  11721. case SC_CURSE:
  11722. case SC_SILENCE:
  11723. case SC_BLIND:
  11724. sc->opt2 &= ~(1<<(type-SC_POISON));
  11725. break;
  11726. case SC_DPOISON:
  11727. sc->opt2 &= ~OPT2_DPOISON;
  11728. break;
  11729. case SC_SIGNUMCRUCIS:
  11730. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  11731. break;
  11732. case SC_HIDING:
  11733. sc->option &= ~OPTION_HIDE;
  11734. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  11735. break;
  11736. case SC_CLOAKING:
  11737. case SC_CLOAKINGEXCEED:
  11738. case SC__INVISIBILITY:
  11739. sc->option &= ~OPTION_CLOAK;
  11740. case SC_CAMOUFLAGE:
  11741. case SC_STEALTHFIELD:
  11742. case SC__SHADOWFORM:
  11743. opt_flag |= 2;
  11744. break;
  11745. case SC_CHASEWALK:
  11746. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  11747. opt_flag |= 2;
  11748. break;
  11749. case SC__FEINTBOMB:
  11750. sc->option &= ~OPTION_INVISIBLE;
  11751. opt_flag |= 2|4;
  11752. break;
  11753. case SC_SIGHT:
  11754. sc->option &= ~OPTION_SIGHT;
  11755. break;
  11756. case SC_WEDDING:
  11757. sc->option &= ~OPTION_WEDDING;
  11758. opt_flag |= 0x4;
  11759. break;
  11760. case SC_XMAS:
  11761. sc->option &= ~OPTION_XMAS;
  11762. opt_flag |= 0x4;
  11763. break;
  11764. case SC_SUMMER:
  11765. sc->option &= ~OPTION_SUMMER;
  11766. opt_flag |= 0x4;
  11767. break;
  11768. case SC_HANBOK:
  11769. sc->option &= ~OPTION_HANBOK;
  11770. opt_flag |= 0x4;
  11771. break;
  11772. case SC_OKTOBERFEST:
  11773. sc->option &= ~OPTION_OKTOBERFEST;
  11774. opt_flag |= 0x4;
  11775. break;
  11776. case SC_DRESSUP:
  11777. sc->option &= ~OPTION_SUMMER2;
  11778. opt_flag |= 0x4;
  11779. break;
  11780. case SC_ORCISH:
  11781. sc->option &= ~OPTION_ORCISH;
  11782. break;
  11783. case SC_RUWACH:
  11784. sc->option &= ~OPTION_RUWACH;
  11785. break;
  11786. case SC_FUSION:
  11787. sc->option &= ~OPTION_FLYING;
  11788. break;
  11789. // opt3
  11790. case SC_TWOHANDQUICKEN:
  11791. case SC_ONEHAND:
  11792. case SC_SPEARQUICKEN:
  11793. case SC_CONCENTRATION:
  11794. case SC_MERC_QUICKEN:
  11795. sc->opt3 &= ~OPT3_QUICKEN;
  11796. opt_flag = 0;
  11797. break;
  11798. case SC_OVERTHRUST:
  11799. case SC_MAXOVERTHRUST:
  11800. case SC_SWOO:
  11801. sc->opt3 &= ~OPT3_OVERTHRUST;
  11802. if( type == SC_SWOO )
  11803. opt_flag = 8;
  11804. else
  11805. opt_flag = 0;
  11806. break;
  11807. case SC_ENERGYCOAT:
  11808. case SC_SKE:
  11809. sc->opt3 &= ~OPT3_ENERGYCOAT;
  11810. opt_flag = 0;
  11811. break;
  11812. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  11813. if (bl->type != BL_MOB) {
  11814. opt_flag = 0;
  11815. break;
  11816. }
  11817. case SC_EXPLOSIONSPIRITS:
  11818. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  11819. opt_flag = 0;
  11820. break;
  11821. case SC_STEELBODY:
  11822. case SC_SKA:
  11823. sc->opt3 &= ~OPT3_STEELBODY;
  11824. if (type == SC_SKA)
  11825. opt_flag = 8;
  11826. else
  11827. opt_flag = 0;
  11828. break;
  11829. case SC_BLADESTOP:
  11830. sc->opt3 &= ~OPT3_BLADESTOP;
  11831. opt_flag = 0;
  11832. break;
  11833. case SC_AURABLADE:
  11834. sc->opt3 &= ~OPT3_AURABLADE;
  11835. opt_flag = 0;
  11836. break;
  11837. case SC_BERSERK:
  11838. opt_flag = 0;
  11839. sc->opt3 &= ~OPT3_BERSERK;
  11840. break;
  11841. // case ???: // doesn't seem to do anything
  11842. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  11843. // opt_flag = 0;
  11844. // break;
  11845. case SC_DANCING:
  11846. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  11847. sc->opt3 &= ~OPT3_MOONLIT;
  11848. opt_flag = 0;
  11849. break;
  11850. case SC_MARIONETTE:
  11851. case SC_MARIONETTE2:
  11852. sc->opt3 &= ~OPT3_MARIONETTE;
  11853. opt_flag = 0;
  11854. break;
  11855. case SC_ASSUMPTIO:
  11856. sc->opt3 &= ~OPT3_ASSUMPTIO;
  11857. opt_flag = 0;
  11858. break;
  11859. case SC_WARM: // SG skills [Komurka]
  11860. sc->opt3 &= ~OPT3_WARM;
  11861. opt_flag = 0;
  11862. break;
  11863. case SC_KAITE:
  11864. sc->opt3 &= ~OPT3_KAITE;
  11865. opt_flag = 0;
  11866. break;
  11867. case SC_BUNSINJYUTSU:
  11868. sc->opt3 &= ~OPT3_BUNSIN;
  11869. opt_flag = 0;
  11870. break;
  11871. case SC_SPIRIT:
  11872. sc->opt3 &= ~OPT3_SOULLINK;
  11873. opt_flag = 0;
  11874. break;
  11875. case SC_CHANGEUNDEAD:
  11876. sc->opt3 &= ~OPT3_UNDEAD;
  11877. opt_flag = 0;
  11878. break;
  11879. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  11880. // sc->opt3 &= ~OPT3_CONTRACT;
  11881. // opt_flag = 0;
  11882. // break;
  11883. default:
  11884. opt_flag = 0;
  11885. }
  11886. if (calc_flag&SCB_DYE) { // Restore DYE color
  11887. if (vd && !vd->cloth_color && sce->val4)
  11888. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  11889. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_DYE);
  11890. }
  11891. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  11892. { //Restore body style
  11893. if (vd && !vd->body_style && sce->val4)
  11894. clif_changelook(bl,LOOK_BODY2,sce->val4);
  11895. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_BODY);
  11896. }*/
  11897. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  11898. int status_icon = StatusIconChangeTable[type];
  11899. #if PACKETVER < 20151104
  11900. if (status_icon == EFST_WEAPONPROPERTY)
  11901. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  11902. #endif
  11903. clif_status_change(bl,status_icon,0,0,0,0,0);
  11904. if( opt_flag&8 ) // bugreport:681
  11905. clif_changeoption2(bl);
  11906. else if(opt_flag) {
  11907. clif_changeoption(bl);
  11908. if (sd && (opt_flag&0x4)) {
  11909. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  11910. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  11911. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  11912. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  11913. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  11914. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  11915. }
  11916. }
  11917. if (calc_flag) {
  11918. switch (type) {
  11919. case SC_MAGICPOWER:
  11920. //If Mystical Amplification ends, MATK is immediately recalculated
  11921. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11922. break;
  11923. default:
  11924. status_calc_bl(bl, calc_flag);
  11925. break;
  11926. }
  11927. }
  11928. if(opt_flag&4) // Out of hiding, invoke on place.
  11929. skill_unit_move(bl,gettick(),1);
  11930. if(opt_flag&2 && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  11931. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  11932. ers_free(sc_data_ers, sce);
  11933. return 1;
  11934. }
  11935. /**
  11936. * Resets timers for statuses
  11937. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  11938. * @param tid: Timer ID
  11939. * @param tick: How long before next call
  11940. * @param id: ID of character
  11941. * @param data: Information passed through the timer call
  11942. * @return 1: Success 0: Fail
  11943. */
  11944. TIMER_FUNC(status_change_timer){
  11945. enum sc_type type = (sc_type)data;
  11946. struct block_list *bl;
  11947. struct map_session_data *sd;
  11948. int interval = status_get_sc_interval(type);
  11949. bool dounlock = false;
  11950. bl = map_id2bl(id);
  11951. if(!bl) {
  11952. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  11953. return 0;
  11954. }
  11955. struct status_change * const sc = status_get_sc(bl);
  11956. struct status_data * const status = status_get_status_data(bl);
  11957. if(!sc) {
  11958. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  11959. return 0;
  11960. }
  11961. struct status_change_entry * const sce = sc->data[type];
  11962. if(!sce) {
  11963. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  11964. return 0;
  11965. }
  11966. if( sce->timer != tid ) {
  11967. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  11968. return 0;
  11969. }
  11970. sd = BL_CAST(BL_PC, bl);
  11971. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  11972. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  11973. };
  11974. switch(type) {
  11975. case SC_MAXIMIZEPOWER:
  11976. case SC_CLOAKING:
  11977. if(!status_charge(bl, 0, 1))
  11978. break; // Not enough SP to continue.
  11979. sc_timer_next(sce->val2+tick);
  11980. return 0;
  11981. case SC_CHASEWALK:
  11982. if(!status_charge(bl, 0, sce->val4))
  11983. break; // Not enough SP to continue.
  11984. if (!sc->data[SC_CHASEWALK2]) {
  11985. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  11986. (t_tick)(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  11987. *skill_get_time2(status_sc2skill(type),sce->val1));
  11988. }
  11989. sc_timer_next(sce->val2+tick);
  11990. return 0;
  11991. break;
  11992. case SC_HIDING:
  11993. if(--(sce->val2)>0) {
  11994. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  11995. break; // Fail if it's time to substract SP and there isn't.
  11996. sc_timer_next(1000+tick);
  11997. return 0;
  11998. }
  11999. break;
  12000. case SC_SIGHT:
  12001. case SC_RUWACH:
  12002. case SC_SIGHTBLASTER:
  12003. if(type == SC_SIGHTBLASTER) {
  12004. //Restore trap immunity
  12005. if(sce->val4%2)
  12006. sce->val4--;
  12007. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12008. } else {
  12009. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12010. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12011. }
  12012. if( --(sce->val2)>0 ) {
  12013. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12014. sc_timer_next(20+tick);
  12015. return 0;
  12016. }
  12017. break;
  12018. case SC_PROVOKE:
  12019. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  12020. sc_timer_next(1000*60+tick);
  12021. return 0;
  12022. }
  12023. break;
  12024. case SC_STONE:
  12025. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  12026. sce->val3 = 0; //Incubation time used up
  12027. unit_stop_attack(bl);
  12028. if (sc->data[SC_DANCING]) {
  12029. unit_stop_walking(bl, 1);
  12030. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12031. }
  12032. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  12033. sc->opt1 = OPT1_STONE;
  12034. clif_changeoption(bl);
  12035. sc_timer_next(min(sce->val4, interval) + tick);
  12036. sce->val4 -= interval; //Remaining time
  12037. status_calc_bl(bl, StatusChangeFlagTable[type]);
  12038. return 0;
  12039. }
  12040. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  12041. status_percent_damage(NULL, bl, 1, 0, false);
  12042. }
  12043. break;
  12044. case SC_POISON:
  12045. case SC_DPOISON:
  12046. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  12047. unsigned int damage = 0;
  12048. if (sd)
  12049. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12050. else
  12051. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12052. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12053. status_zap(bl, damage, 0);
  12054. }
  12055. break;
  12056. case SC_BLEEDING:
  12057. if (sce->val4 >= 0) {
  12058. int64 damage = rnd() % 600 + 200;
  12059. if (!sd && damage >= status->hp)
  12060. damage = status->hp - 1; // No deadly damage for monsters
  12061. map_freeblock_lock();
  12062. dounlock = true;
  12063. status_zap(bl, damage, 0);
  12064. }
  12065. break;
  12066. case SC_BURNING:
  12067. if (sce->val4 >= 0) {
  12068. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12069. map_freeblock_lock();
  12070. dounlock = true;
  12071. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false));
  12072. }
  12073. break;
  12074. case SC_TOXIN:
  12075. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12076. map_freeblock_lock();
  12077. dounlock = true;
  12078. status_damage(bl, bl, 1, status->max_sp * 3 / 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 1, 1, DMG_NORMAL, 0, false), 0);
  12079. }
  12080. break;
  12081. case SC_MAGICMUSHROOM:
  12082. if (sce->val4 >= 0) {
  12083. bool flag = 0;
  12084. int64 damage = status->max_hp * 3 / 100;
  12085. if (status->hp <= damage)
  12086. damage = status->hp - 1; // Cannot Kill
  12087. if (damage > 0) { // 3% Damage each 4 seconds
  12088. map_freeblock_lock();
  12089. status_zap(bl, damage, 0);
  12090. flag = !sc->data[type]; // Killed? Should not
  12091. map_freeblock_unlock();
  12092. }
  12093. if (!flag) { // Random Skill Cast
  12094. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12095. auto mushroom_spell = magic_mushroom_db.begin();
  12096. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12097. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12098. if (!skill_get_index(mushroom_skill_id))
  12099. break;
  12100. unit_stop_attack(bl);
  12101. unit_skillcastcancel(bl, 1);
  12102. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12103. case CAST_GROUND:
  12104. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12105. break;
  12106. case CAST_NODAMAGE:
  12107. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12108. break;
  12109. case CAST_DAMAGE:
  12110. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12111. break;
  12112. }
  12113. }
  12114. clif_emotion(bl, ET_SMILE);
  12115. }
  12116. }
  12117. break;
  12118. case SC_PYREXIA:
  12119. if (sce->val4 >= 0) {
  12120. map_freeblock_lock();
  12121. dounlock = true;
  12122. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false));
  12123. }
  12124. break;
  12125. case SC_LEECHESEND:
  12126. if (sce->val4 >= 0) {
  12127. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12128. map_freeblock_lock();
  12129. dounlock = true;
  12130. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false));
  12131. unit_skillcastcancel(bl, 2);
  12132. }
  12133. break;
  12134. case SC_TENSIONRELAX:
  12135. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12136. sc_timer_next(10000 + tick);
  12137. return 0;
  12138. }
  12139. break;
  12140. case SC_KNOWLEDGE:
  12141. if (!sd) break;
  12142. if(bl->m == sd->feel_map[0].m ||
  12143. bl->m == sd->feel_map[1].m ||
  12144. bl->m == sd->feel_map[2].m)
  12145. { // Timeout will be handled by pc_setpos
  12146. sce->timer = INVALID_TIMER;
  12147. return 0;
  12148. }
  12149. break;
  12150. case SC_S_LIFEPOTION:
  12151. case SC_L_LIFEPOTION:
  12152. if( --(sce->val4) >= 0 ) {
  12153. // val1 < 0 = per max% | val1 > 0 = exact amount
  12154. int hp = 0;
  12155. if( status->hp < status->max_hp )
  12156. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  12157. status_heal(bl, hp, 0, 2);
  12158. sc_timer_next((sce->val2 * 1000) + tick);
  12159. return 0;
  12160. }
  12161. break;
  12162. case SC_BOSSMAPINFO:
  12163. if( sd && --(sce->val4) >= 0 ) {
  12164. struct mob_data *boss_md = map_id2boss(sce->val1);
  12165. if (boss_md) {
  12166. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  12167. return 0;
  12168. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  12169. sce->val2 = 0;
  12170. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  12171. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  12172. sce->val2 = 1;
  12173. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  12174. }
  12175. }
  12176. sc_timer_next(1000 + tick);
  12177. return 0;
  12178. }
  12179. break;
  12180. case SC_DANCING: // SP consumption by time of dancing skills
  12181. {
  12182. int s = 0;
  12183. int sp = 1;
  12184. if (--sce->val3 <= 0)
  12185. break;
  12186. switch(sce->val1&0xFFFF) {
  12187. case BD_RICHMANKIM:
  12188. case BD_DRUMBATTLEFIELD:
  12189. case BD_RINGNIBELUNGEN:
  12190. case BD_SIEGFRIED:
  12191. case BA_DISSONANCE:
  12192. case BA_ASSASSINCROSS:
  12193. case DC_UGLYDANCE:
  12194. s=3;
  12195. break;
  12196. case BD_LULLABY:
  12197. case BD_ETERNALCHAOS:
  12198. case BD_ROKISWEIL:
  12199. case DC_FORTUNEKISS:
  12200. s=4;
  12201. break;
  12202. case CG_HERMODE:
  12203. case BD_INTOABYSS:
  12204. case BA_WHISTLE:
  12205. case DC_HUMMING:
  12206. case BA_POEMBRAGI:
  12207. case DC_SERVICEFORYOU:
  12208. s=5;
  12209. break;
  12210. case BA_APPLEIDUN:
  12211. #ifdef RENEWAL
  12212. s=5;
  12213. #else
  12214. s=6;
  12215. #endif
  12216. break;
  12217. case CG_MOONLIT:
  12218. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12219. sp= 4*(sce->val1>>16);
  12220. // Upkeep is also every 10 secs.
  12221. case DC_DONTFORGETME:
  12222. s=10;
  12223. break;
  12224. }
  12225. if( s != 0 && sce->val3 % s == 0 ) {
  12226. if (sc->data[SC_LONGING])
  12227. sp*= 3;
  12228. if (!status_charge(bl, 0, sp))
  12229. break;
  12230. }
  12231. sc_timer_next(1000+tick);
  12232. return 0;
  12233. }
  12234. break;
  12235. case SC_BERSERK:
  12236. // 5% every 10 seconds [DracoRPG]
  12237. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12238. sc_timer_next(sce->val4+tick);
  12239. return 0;
  12240. }
  12241. break;
  12242. case SC_NOCHAT:
  12243. if(sd) {
  12244. sd->status.manner++;
  12245. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12246. clif_updatestatus(sd,SP_MANNER);
  12247. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12248. sc_timer_next(60000+tick);
  12249. return 0;
  12250. }
  12251. }
  12252. break;
  12253. case SC_SPLASHER:
  12254. // Custom Venom Splasher countdown timer
  12255. // if (sce->val4 % 1000 == 0) {
  12256. // char timer[10];
  12257. // snprintf (timer, 10, "%d", sce->val4/1000);
  12258. // clif_message(bl, timer);
  12259. // }
  12260. if((sce->val4 -= 500) > 0) {
  12261. sc_timer_next(500 + tick);
  12262. return 0;
  12263. }
  12264. break;
  12265. case SC_MARIONETTE:
  12266. case SC_MARIONETTE2:
  12267. {
  12268. struct block_list *pbl = map_id2bl(sce->val1);
  12269. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12270. sc_timer_next(1000 + tick);
  12271. return 0;
  12272. }
  12273. }
  12274. break;
  12275. case SC_GOSPEL:
  12276. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12277. int hp, sp;
  12278. hp = (sce->val1 > 5) ? 45 : 30;
  12279. sp = (sce->val1 > 5) ? 35 : 20;
  12280. if(!status_charge(bl, hp, sp))
  12281. break;
  12282. sc_timer_next(10000+tick);
  12283. return 0;
  12284. }
  12285. break;
  12286. case SC_JAILED:
  12287. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12288. sc_timer_next(60000+tick);
  12289. return 0;
  12290. }
  12291. break;
  12292. case SC_BLIND:
  12293. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  12294. sc_timer_next(5000+tick);
  12295. return 0;
  12296. }
  12297. break;
  12298. case SC_ABUNDANCE:
  12299. if(--(sce->val4) > 0) {
  12300. status_heal(bl,0,60,0);
  12301. sc_timer_next(10000+tick);
  12302. }
  12303. break;
  12304. case SC_OBLIVIONCURSE:
  12305. if( --(sce->val4) >= 0 ) {
  12306. clif_emotion(bl,ET_QUESTION);
  12307. sc_timer_next(3000 + tick);
  12308. return 0;
  12309. }
  12310. break;
  12311. case SC_WEAPONBLOCKING:
  12312. if( --(sce->val4) >= 0 ) {
  12313. if( !status_charge(bl,0,3) )
  12314. break;
  12315. sc_timer_next(5000+tick);
  12316. return 0;
  12317. }
  12318. break;
  12319. case SC_CLOAKINGEXCEED:
  12320. if(!status_charge(bl,0,10-sce->val1))
  12321. break;
  12322. sc_timer_next(1000 + tick);
  12323. return 0;
  12324. case SC_RENOVATIO:
  12325. if( --(sce->val4) >= 0 ) {
  12326. int heal = status->max_hp * 5 / 100;
  12327. if( sc && sc->data[SC_AKAITSUKI] && heal )
  12328. heal = ~heal + 1;
  12329. status_heal(bl, heal, 0, 3);
  12330. sc_timer_next(5000 + tick);
  12331. return 0;
  12332. }
  12333. break;
  12334. case SC_SPHERE_1:
  12335. case SC_SPHERE_2:
  12336. case SC_SPHERE_3:
  12337. case SC_SPHERE_4:
  12338. case SC_SPHERE_5:
  12339. if( --(sce->val4) >= 0 ) {
  12340. if( !status_charge(bl, 0, 1) )
  12341. break;
  12342. sc_timer_next(1000 + tick);
  12343. return 0;
  12344. }
  12345. break;
  12346. case SC_FREEZE_SP:
  12347. if( !status_charge(bl, 0, sce->val2) ) {
  12348. int i;
  12349. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12350. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12351. break;
  12352. }
  12353. sc_timer_next(10000 + tick);
  12354. return 0;
  12355. case SC_ELECTRICSHOCKER:
  12356. if( --(sce->val4) >= 0 ) {
  12357. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12358. sc_timer_next(1000 + tick);
  12359. return 0;
  12360. }
  12361. break;
  12362. case SC_CAMOUFLAGE:
  12363. if (!status_charge(bl, 0, 7 - sce->val1))
  12364. break;
  12365. if (--sce->val4 >= 0)
  12366. sce->val3++;
  12367. sc_timer_next(1000 + tick);
  12368. return 0;
  12369. case SC__REPRODUCE:
  12370. if(!status_charge(bl, 0, 1))
  12371. break;
  12372. sc_timer_next(1000+tick);
  12373. return 0;
  12374. case SC__SHADOWFORM:
  12375. if( --(sce->val4) >= 0 ) {
  12376. if( !status_charge(bl, 0, 11 - sce->val1) )
  12377. break;
  12378. sc_timer_next(1000 + tick);
  12379. return 0;
  12380. }
  12381. break;
  12382. case SC__INVISIBILITY:
  12383. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12384. break;
  12385. sc_timer_next(1000 + tick);
  12386. return 0;
  12387. case SC_STRIKING:
  12388. if( --(sce->val4) >= 0 ) {
  12389. if( !status_charge(bl,0, sce->val3 ) )
  12390. break;
  12391. sc_timer_next(1000 + tick);
  12392. return 0;
  12393. }
  12394. break;
  12395. case SC_WARMER: {
  12396. int hp = 0;
  12397. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  12398. if (ssc && ssc->data[SC_HEATER_OPTION])
  12399. hp = status->max_hp * 3 * sce->val1 / 100;
  12400. else
  12401. hp = status->max_hp * sce->val1 / 100;
  12402. if (sc && sc->data[SC_AKAITSUKI] && hp)
  12403. hp = ~hp + 1;
  12404. if (status->hp != status->max_hp)
  12405. status_heal(bl, hp, 0, 0);
  12406. sc_timer_next(3000 + tick);
  12407. return 0;
  12408. }
  12409. case SC_BLOODSUCKER:
  12410. if( --(sce->val4) >= 0 ) {
  12411. struct block_list *src = map_id2bl(sce->val2);
  12412. int damage;
  12413. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  12414. break;
  12415. map_freeblock_lock();
  12416. if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
  12417. damage = 1;
  12418. else
  12419. damage = 200 + 100 * sce->val1 + status_get_int(src);
  12420. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0);
  12421. unit_skillcastcancel(bl,1);
  12422. if ( sc->data[type] ) {
  12423. sc_timer_next(1000 + tick);
  12424. }
  12425. map_freeblock_unlock();
  12426. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  12427. return 0;
  12428. }
  12429. break;
  12430. case SC_VOICEOFSIREN:
  12431. if( --(sce->val4) >= 0 ) {
  12432. clif_emotion(bl,ET_THROB);
  12433. sc_timer_next(2000 + tick);
  12434. return 0;
  12435. }
  12436. break;
  12437. case SC_DEEPSLEEP:
  12438. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  12439. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  12440. sc_timer_next(2000 + tick);
  12441. return 0;
  12442. }
  12443. break;
  12444. case SC_SIRCLEOFNATURE:
  12445. if( --(sce->val4) >= 0 ) {
  12446. if( !status_charge(bl,0,sce->val3) )
  12447. break;
  12448. status_heal(bl, sce->val2, 0, 1);
  12449. sc_timer_next(1000 + tick);
  12450. return 0;
  12451. }
  12452. break;
  12453. case SC_SONGOFMANA:
  12454. if( --(sce->val4) >= 0 ) {
  12455. status_heal(bl,0,sce->val3,3);
  12456. sc_timer_next(5000 + tick);
  12457. return 0;
  12458. }
  12459. break;
  12460. case SC_SATURDAYNIGHTFEVER:
  12461. // 1% HP/SP drain every val4 seconds [Jobbie]
  12462. if( --(sce->val3) >= 0 ) {
  12463. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  12464. break;
  12465. sc_timer_next(sce->val4+tick);
  12466. return 0;
  12467. }
  12468. break;
  12469. case SC_MELODYOFSINK:
  12470. if( --(sce->val4) >= 0 ) {
  12471. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  12472. sc_timer_next(1000+tick);
  12473. return 0;
  12474. }
  12475. break;
  12476. case SC_CRYSTALIZE:
  12477. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  12478. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  12479. break;
  12480. sc_timer_next(1000 + tick);
  12481. return 0;
  12482. }
  12483. break;
  12484. case SC_FORCEOFVANGUARD:
  12485. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  12486. break;
  12487. sc_timer_next(10000 + tick);
  12488. return 0;
  12489. case SC_BANDING:
  12490. if( status_charge(bl, 0, 7 - sce->val1) ) {
  12491. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  12492. sc_timer_next(5000 + tick);
  12493. return 0;
  12494. }
  12495. break;
  12496. case SC_REFLECTDAMAGE:
  12497. if( --(sce->val4) > 0 ) {
  12498. if( !status_charge(bl,0,10) )
  12499. break;
  12500. sc_timer_next(1000 + tick);
  12501. return 0;
  12502. }
  12503. break;
  12504. case SC_OVERHEAT_LIMITPOINT:
  12505. if (--(sce->val1) >= 0) { // Cooling
  12506. int16 limit[] = { 150, 200, 280, 360, 450 };
  12507. uint16 skill_lv = (sd ? pc_checkskill(sd, NC_MAINFRAME) : 0);
  12508. if (sc && sc->data[SC_OVERHEAT])
  12509. status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
  12510. if (sce->val1 > limit[skill_lv])
  12511. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000);
  12512. sc_timer_next(1000 + tick);
  12513. return 0;
  12514. }
  12515. break;
  12516. case SC_OVERHEAT: {
  12517. int damage = status->max_hp / 100; // Suggestion 1% each second
  12518. if (damage >= status->hp)
  12519. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  12520. map_freeblock_lock();
  12521. status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false));
  12522. if (sc->data[type]) {
  12523. sc_timer_next(1000 + tick);
  12524. }
  12525. map_freeblock_unlock();
  12526. return 0;
  12527. }
  12528. break;
  12529. case SC_MAGNETICFIELD:
  12530. if (--(sce->val3) >= 0) {
  12531. struct block_list *src = map_id2bl(sce->val2);
  12532. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  12533. break;
  12534. if (!status_charge(bl, 0, 50))
  12535. status_zap(bl, 0, status->sp);
  12536. sc_timer_next(1000 + tick);
  12537. return 0;
  12538. }
  12539. break;
  12540. case SC_INSPIRATION:
  12541. if(--(sce->val4) >= 0) {
  12542. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  12543. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  12544. if( !status_charge(bl,hp,sp) ) break;
  12545. sc_timer_next(5000+tick);
  12546. return 0;
  12547. }
  12548. break;
  12549. case SC_RAISINGDRAGON:
  12550. // 1% every 5 seconds [Jobbie]
  12551. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  12552. if( !sc->data[type] ) return 0;
  12553. sc_timer_next(5000 + tick);
  12554. return 0;
  12555. }
  12556. break;
  12557. case SC_TROPIC:
  12558. case SC_CHILLY_AIR:
  12559. case SC_WILD_STORM:
  12560. case SC_UPHEAVAL:
  12561. case SC_HEATER:
  12562. case SC_COOLER:
  12563. case SC_BLAST:
  12564. case SC_CURSED_SOIL:
  12565. case SC_PYROTECHNIC:
  12566. case SC_AQUAPLAY:
  12567. case SC_GUST:
  12568. case SC_PETROLOGY:
  12569. case SC_CIRCLE_OF_FIRE:
  12570. case SC_FIRE_CLOAK:
  12571. case SC_WATER_DROP:
  12572. case SC_WATER_SCREEN:
  12573. case SC_WIND_CURTAIN:
  12574. case SC_WIND_STEP:
  12575. case SC_STONE_SHIELD:
  12576. case SC_SOLID_SKIN:
  12577. if( !status_charge(bl,0,sce->val2) ) {
  12578. struct block_list *s_bl = battle_get_master(bl);
  12579. if (bl->type == BL_ELEM)
  12580. elemental_change_mode(BL_CAST(BL_ELEM, bl), static_cast<e_mode>(MAX_ELESKILLTREE));
  12581. if( s_bl )
  12582. status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
  12583. status_change_end(bl,type,INVALID_TIMER);
  12584. break;
  12585. }
  12586. sc_timer_next(sce->val3 + tick);
  12587. return 0;
  12588. case SC_WATER_SCREEN_OPTION:
  12589. status_heal(bl,1000,0,2);
  12590. sc_timer_next(10000 + tick);
  12591. return 0;
  12592. case SC_TEARGAS:
  12593. if( --(sce->val4) >= 0 ) {
  12594. struct block_list *src = map_id2bl(sce->val3);
  12595. int damage = sce->val2;
  12596. map_freeblock_lock();
  12597. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  12598. status_damage(src, bl, damage,0, 0, 1);
  12599. if( sc->data[type] ) {
  12600. sc_timer_next(2000 + tick);
  12601. }
  12602. map_freeblock_unlock();
  12603. return 0;
  12604. }
  12605. break;
  12606. case SC_TEARGAS_SOB:
  12607. if( --(sce->val4) >= 0 ) {
  12608. clif_emotion(bl, ET_CRY);
  12609. sc_timer_next(3000 + tick);
  12610. return 0;
  12611. }
  12612. break;
  12613. case SC_STOMACHACHE:
  12614. if( --(sce->val4) >= 0 ) {
  12615. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  12616. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  12617. pc_setsit(sd);
  12618. skill_sit(sd, true);
  12619. clif_sitting(bl);
  12620. }
  12621. sc_timer_next(10000 + tick);
  12622. return 0;
  12623. }
  12624. break;
  12625. case SC_LEADERSHIP:
  12626. case SC_GLORYWOUNDS:
  12627. case SC_SOULCOLD:
  12628. case SC_HAWKEYES:
  12629. // They only end by status_change_end
  12630. sc_timer_next(600000 + tick);
  12631. return 0;
  12632. case SC_MEIKYOUSISUI:
  12633. if( --(sce->val4) >= 0 ) {
  12634. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  12635. sc_timer_next(1000 + tick);
  12636. return 0;
  12637. }
  12638. break;
  12639. case SC_KAGEMUSYA:
  12640. if( --(sce->val2) >= 0 ) {
  12641. if(!status_charge(bl, 0, 1)) break;
  12642. sc_timer_next(1000+tick);
  12643. return 0;
  12644. }
  12645. break;
  12646. case SC_ANGRIFFS_MODUS:
  12647. if(--(sce->val4) >= 0) { // Drain hp/sp
  12648. if( !status_charge(bl,100,20) ) break;
  12649. sc_timer_next(1000+tick);
  12650. return 0;
  12651. }
  12652. break;
  12653. case SC_CBC:
  12654. if(--(sce->val4) >= 0) { // Drain hp/sp
  12655. int hp=0;
  12656. int sp = (status->max_sp * sce->val3) / 100;
  12657. if(bl->type == BL_MOB) hp = sp*10;
  12658. if( !status_charge(bl,hp,sp) )break;
  12659. sc_timer_next(1000+tick);
  12660. return 0;
  12661. }
  12662. break;
  12663. case SC_FULL_THROTTLE:
  12664. if( --(sce->val4) >= 0 ) {
  12665. status_percent_damage(bl, bl, 0, sce->val2, false);
  12666. sc_timer_next(1000 + tick);
  12667. return 0;
  12668. }
  12669. break;
  12670. case SC_REBOUND:
  12671. if( --(sce->val4) >= 0 ) {
  12672. clif_emotion(bl, ET_SWEAT);
  12673. sc_timer_next(2000 + tick);
  12674. return 0;
  12675. }
  12676. break;
  12677. case SC_KINGS_GRACE:
  12678. if( --(sce->val4) >= 0 ) {
  12679. status_percent_heal(bl, sce->val2, 0);
  12680. sc_timer_next(1000 + tick);
  12681. return 0;
  12682. }
  12683. break;
  12684. case SC_FRIGG_SONG:
  12685. if( --(sce->val4) >= 0 ) {
  12686. status_heal(bl, sce->val3, 0, 0);
  12687. sc_timer_next(1000 + tick);
  12688. return 0;
  12689. }
  12690. break;
  12691. case SC_C_MARKER:
  12692. if( --(sce->val4) >= 0 ) {
  12693. TBL_PC *caster = map_id2sd(sce->val2);
  12694. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  12695. break;
  12696. sc_timer_next(1000 + tick);
  12697. clif_crimson_marker(caster, bl, false);
  12698. return 0;
  12699. }
  12700. break;
  12701. case SC_STEALTHFIELD_MASTER:
  12702. if (--(sce->val4) >= 0) {
  12703. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  12704. break;
  12705. sc_timer_next(sce->val3 + tick);
  12706. return 0;
  12707. }
  12708. break;
  12709. case SC_VACUUM_EXTREME:
  12710. if (sce->val4) {
  12711. if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
  12712. clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
  12713. clif_fixpos(bl);
  12714. }
  12715. sc_timer_next(tick+sce->val4);
  12716. sce->val4 = 0;
  12717. }
  12718. break;
  12719. case SC_FIRE_INSIGNIA:
  12720. if (--(sce->val4) >= 0) {
  12721. if (status->def_ele == ELE_FIRE)
  12722. status_heal(bl, status->max_hp / 100, 0, 1);
  12723. else if (status->def_ele == ELE_EARTH)
  12724. status_zap(bl, status->max_hp / 100, 0);
  12725. sc_timer_next(5000 + tick);
  12726. return 0;
  12727. }
  12728. break;
  12729. case SC_WATER_INSIGNIA:
  12730. if (--(sce->val4) >= 0) {
  12731. if (status->def_ele == ELE_WATER)
  12732. status_heal(bl, status->max_hp / 100, 0, 1);
  12733. else if (status->def_ele == ELE_FIRE)
  12734. status_zap(bl, status->max_hp / 100, 0);
  12735. sc_timer_next(5000 + tick);
  12736. return 0;
  12737. }
  12738. break;
  12739. case SC_WIND_INSIGNIA:
  12740. if (--(sce->val4) >= 0) {
  12741. if (status->def_ele == ELE_WIND)
  12742. status_heal(bl, status->max_hp / 100, 0, 1);
  12743. else if (status->def_ele == ELE_WATER)
  12744. status_zap(bl, status->max_hp / 100, 0);
  12745. sc_timer_next(5000 + tick);
  12746. return 0;
  12747. }
  12748. break;
  12749. case SC_EARTH_INSIGNIA:
  12750. if (--(sce->val4) >= 0) {
  12751. if (status->def_ele == ELE_EARTH)
  12752. status_heal(bl, status->max_hp / 100, 0, 1);
  12753. else if (status->def_ele == ELE_WIND)
  12754. status_zap(bl, status->max_hp / 100, 0);
  12755. sc_timer_next(5000 + tick);
  12756. return 0;
  12757. }
  12758. break;
  12759. case SC_BITESCAR:
  12760. if (--(sce->val4) >= 0) {
  12761. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  12762. sc_timer_next(1000 + tick);
  12763. return 0;
  12764. }
  12765. break;
  12766. case SC_FRESHSHRIMP:
  12767. if (--(sce->val4) >= 0) {
  12768. status_heal(bl, sce->val2, 0, 3);
  12769. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  12770. return 0;
  12771. }
  12772. break;
  12773. case SC_DORAM_BUF_01:
  12774. if( sd && --(sce->val4) >= 0 ) {
  12775. if( status->hp < status->max_hp )
  12776. status_heal(bl, 10, 0, 2);
  12777. sc_timer_next(10000 + tick);
  12778. return 0;
  12779. }
  12780. break;
  12781. case SC_DORAM_BUF_02:
  12782. if( sd && --(sce->val4) >= 0 ) {
  12783. if( status->sp < status->max_sp )
  12784. status_heal(bl, 0, 5, 2);
  12785. sc_timer_next(10000 + tick);
  12786. return 0;
  12787. }
  12788. break;
  12789. }
  12790. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  12791. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  12792. sc_timer_next(min(sce->val4,interval)+tick);
  12793. sce->val4 -= interval;
  12794. if (dounlock)
  12795. map_freeblock_unlock();
  12796. return 0;
  12797. }
  12798. if (dounlock)
  12799. map_freeblock_unlock();
  12800. // Default for all non-handled control paths is to end the status
  12801. return status_change_end( bl,type,tid );
  12802. }
  12803. /**
  12804. * For each iteration of repetitive status
  12805. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  12806. * @param ap: va_list arguments (src, sce, type, tick)
  12807. */
  12808. int status_change_timer_sub(struct block_list* bl, va_list ap)
  12809. {
  12810. struct status_change* tsc;
  12811. struct block_list* src = va_arg(ap,struct block_list*);
  12812. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  12813. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  12814. t_tick tick = va_arg(ap,t_tick);
  12815. if (status_isdead(bl))
  12816. return 0;
  12817. tsc = status_get_sc(bl);
  12818. switch( type ) {
  12819. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  12820. case SC_CONCENTRATE:
  12821. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12822. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12823. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12824. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12825. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12826. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12827. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12828. break;
  12829. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  12830. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  12831. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
  12832. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12833. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12834. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12835. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12836. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  12837. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  12838. }
  12839. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12840. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  12841. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12842. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  12843. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  12844. }
  12845. break;
  12846. case SC_SIGHTBLASTER:
  12847. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  12848. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  12849. {
  12850. if (sce) {
  12851. struct skill_unit *su = NULL;
  12852. if(bl->type == BL_SKILL)
  12853. su = (struct skill_unit *)bl;
  12854. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  12855. && (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
  12856. sce->val2 = 0; // This signals it to end.
  12857. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  12858. //Remove trap immunity temporarily so it triggers if you still stand on it
  12859. sce->val4++;
  12860. }
  12861. }
  12862. }
  12863. break;
  12864. case SC_TINDER_BREAKER:
  12865. case SC_CLOSECONFINE:{
  12866. enum sc_type type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  12867. // Lock char has released the hold on everyone...
  12868. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  12869. tsc->data[type2]->val2 = 0;
  12870. status_change_end(bl, type2, INVALID_TIMER);
  12871. }
  12872. break;
  12873. }
  12874. case SC_CURSEDCIRCLE_TARGET:
  12875. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  12876. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  12877. status_change_end(bl, type, INVALID_TIMER);
  12878. }
  12879. break;
  12880. }
  12881. return 0;
  12882. }
  12883. /**
  12884. * Clears buffs/debuffs on an object
  12885. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  12886. * @param type: Type to remove
  12887. * SCCB_BUFFS: Clear Buffs
  12888. * SCCB_DEBUFFS: Clear Debuffs
  12889. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  12890. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  12891. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  12892. */
  12893. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  12894. {
  12895. int i;
  12896. struct status_change *sc= status_get_sc(bl);
  12897. if (!sc || !sc->count)
  12898. return;
  12899. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  12900. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  12901. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12902. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  12903. if(!sc->data[i])
  12904. continue;
  12905. switch (i) {
  12906. // Stuff that cannot be removed
  12907. case SC_WEIGHT50:
  12908. case SC_WEIGHT90:
  12909. case SC_COMBO:
  12910. case SC_SMA:
  12911. case SC_DANCING:
  12912. case SC_LEADERSHIP:
  12913. case SC_GLORYWOUNDS:
  12914. case SC_SOULCOLD:
  12915. case SC_HAWKEYES:
  12916. case SC_SAFETYWALL:
  12917. case SC_PNEUMA:
  12918. case SC_NOCHAT:
  12919. case SC_JAILED:
  12920. case SC_ANKLE:
  12921. case SC_BLADESTOP:
  12922. case SC_STRFOOD:
  12923. case SC_AGIFOOD:
  12924. case SC_VITFOOD:
  12925. case SC_INTFOOD:
  12926. case SC_DEXFOOD:
  12927. case SC_LUKFOOD:
  12928. case SC_FLEEFOOD:
  12929. case SC_HITFOOD:
  12930. case SC_CRIFOOD:
  12931. case SC_BATKFOOD:
  12932. case SC_WATKFOOD:
  12933. case SC_MATKFOOD:
  12934. case SC_FOOD_STR_CASH:
  12935. case SC_FOOD_AGI_CASH:
  12936. case SC_FOOD_VIT_CASH:
  12937. case SC_FOOD_DEX_CASH:
  12938. case SC_FOOD_INT_CASH:
  12939. case SC_FOOD_LUK_CASH:
  12940. case SC_EXPBOOST:
  12941. case SC_JEXPBOOST:
  12942. case SC_ITEMBOOST:
  12943. case SC__MANHOLE:
  12944. case SC_GIANTGROWTH:
  12945. case SC_MILLENNIUMSHIELD:
  12946. case SC_REFRESH:
  12947. case SC_STONEHARDSKIN:
  12948. case SC_VITALITYACTIVATION:
  12949. case SC_FIGHTINGSPIRIT:
  12950. case SC_ABUNDANCE:
  12951. case SC_CRUSHSTRIKE:
  12952. case SC_SAVAGE_STEAK:
  12953. case SC_COCKTAIL_WARG_BLOOD:
  12954. case SC_MINOR_BBQ:
  12955. case SC_SIROMA_ICE_TEA:
  12956. case SC_DROCERA_HERB_STEAMED:
  12957. case SC_PUTTI_TAILS_NOODLES:
  12958. case SC_CURSEDCIRCLE_ATKER:
  12959. case SC_CURSEDCIRCLE_TARGET:
  12960. case SC_PUSH_CART:
  12961. case SC_ALL_RIDING:
  12962. case SC_STYLE_CHANGE:
  12963. case SC_MONSTER_TRANSFORM:
  12964. case SC_ACTIVE_MONSTER_TRANSFORM:
  12965. case SC_MTF_ASPD:
  12966. case SC_MTF_RANGEATK:
  12967. case SC_MTF_MATK:
  12968. case SC_MTF_MLEATKED:
  12969. case SC_MTF_CRIDAMAGE:
  12970. case SC_QUEST_BUFF1:
  12971. case SC_QUEST_BUFF2:
  12972. case SC_QUEST_BUFF3:
  12973. case SC_MTF_ASPD2:
  12974. case SC_MTF_RANGEATK2:
  12975. case SC_MTF_MATK2:
  12976. case SC_2011RWC_SCROLL:
  12977. case SC_JP_EVENT04:
  12978. case SC_MTF_MHP:
  12979. case SC_MTF_MSP:
  12980. case SC_MTF_PUMPKIN:
  12981. case SC_MTF_HITFLEE:
  12982. case SC_ATTHASTE_CASH:
  12983. case SC_REUSE_REFRESH:
  12984. case SC_REUSE_LIMIT_A:
  12985. case SC_REUSE_LIMIT_B:
  12986. case SC_REUSE_LIMIT_C:
  12987. case SC_REUSE_LIMIT_D:
  12988. case SC_REUSE_LIMIT_E:
  12989. case SC_REUSE_LIMIT_F:
  12990. case SC_REUSE_LIMIT_G:
  12991. case SC_REUSE_LIMIT_H:
  12992. case SC_REUSE_LIMIT_MTF:
  12993. case SC_REUSE_LIMIT_ECL:
  12994. case SC_REUSE_LIMIT_RECALL:
  12995. case SC_REUSE_LIMIT_ASPD_POTION:
  12996. case SC_REUSE_MILLENNIUMSHIELD:
  12997. case SC_REUSE_CRUSHSTRIKE:
  12998. case SC_REUSE_STORMBLAST:
  12999. case SC_ALL_RIDING_REUSE_LIMIT:
  13000. case SC_SPRITEMABLE:
  13001. case SC_BITESCAR:
  13002. case SC_DORAM_BUF_01:
  13003. case SC_DORAM_BUF_02:
  13004. case SC_GEFFEN_MAGIC1:
  13005. case SC_GEFFEN_MAGIC2:
  13006. case SC_GEFFEN_MAGIC3:
  13007. case SC_LHZ_DUN_N1:
  13008. case SC_LHZ_DUN_N2:
  13009. case SC_LHZ_DUN_N3:
  13010. case SC_LHZ_DUN_N4:
  13011. // Clans
  13012. case SC_CLAN_INFO:
  13013. case SC_SWORDCLAN:
  13014. case SC_ARCWANDCLAN:
  13015. case SC_GOLDENMACECLAN:
  13016. case SC_CROSSBOWCLAN:
  13017. case SC_JUMPINGCLAN:
  13018. // RODEX
  13019. case SC_DAILYSENDMAILCNT:
  13020. // Costumes
  13021. case SC_MOONSTAR:
  13022. case SC_SUPER_STAR:
  13023. case SC_STRANGELIGHTS:
  13024. case SC_DECORATION_OF_MUSIC:
  13025. case SC_LJOSALFAR:
  13026. case SC_MERMAID_LONGING:
  13027. case SC_HAT_EFFECT:
  13028. case SC_FLOWERSMOKE:
  13029. case SC_FSTONE:
  13030. case SC_HAPPINESS_STAR:
  13031. case SC_MAPLE_FALLS:
  13032. case SC_TIME_ACCESSORY:
  13033. case SC_MAGICAL_FEATHER:
  13034. continue;
  13035. // Chemical Protection is only removed by some skills
  13036. case SC_CP_WEAPON:
  13037. case SC_CP_SHIELD:
  13038. case SC_CP_ARMOR:
  13039. case SC_CP_HELM:
  13040. if(!(type&SCCB_CHEM_PROTECT))
  13041. continue;
  13042. break;
  13043. // Debuffs that can be removed.
  13044. case SC_DEEPSLEEP:
  13045. case SC_BURNING:
  13046. case SC_FREEZING:
  13047. case SC_CRYSTALIZE:
  13048. case SC_TOXIN:
  13049. case SC_PARALYSE:
  13050. case SC_VENOMBLEED:
  13051. case SC_MAGICMUSHROOM:
  13052. case SC_DEATHHURT:
  13053. case SC_PYREXIA:
  13054. case SC_OBLIVIONCURSE:
  13055. case SC_LEECHESEND:
  13056. case SC_MARSHOFABYSS:
  13057. case SC_MANDRAGORA:
  13058. if(!(type&SCCB_REFRESH))
  13059. continue;
  13060. break;
  13061. case SC_HALLUCINATION:
  13062. case SC_QUAGMIRE:
  13063. case SC_SIGNUMCRUCIS:
  13064. case SC_DECREASEAGI:
  13065. case SC_SLOWDOWN:
  13066. case SC_MINDBREAKER:
  13067. case SC_WINKCHARM:
  13068. case SC_STOP:
  13069. case SC_ORCISH:
  13070. case SC_STRIPWEAPON:
  13071. case SC_STRIPSHIELD:
  13072. case SC_STRIPARMOR:
  13073. case SC_STRIPHELM:
  13074. case SC_BITE:
  13075. case SC_ADORAMUS:
  13076. case SC_VACUUM_EXTREME:
  13077. case SC_FEAR:
  13078. case SC_MAGNETICFIELD:
  13079. case SC_NETHERWORLD:
  13080. if (!(type&SCCB_DEBUFFS))
  13081. continue;
  13082. break;
  13083. // The rest are buffs that can be removed.
  13084. case SC_BERSERK:
  13085. case SC_SATURDAYNIGHTFEVER:
  13086. if (!(type&SCCB_BUFFS))
  13087. continue;
  13088. sc->data[i]->val2 = 0;
  13089. break;
  13090. default:
  13091. if (!(type&SCCB_BUFFS))
  13092. continue;
  13093. break;
  13094. }
  13095. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13096. }
  13097. //Removes bonus_script
  13098. if (bl->type == BL_PC) {
  13099. i = 0;
  13100. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13101. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13102. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13103. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13104. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13105. }
  13106. // Cleaning all extras vars
  13107. sc->comet_x = 0;
  13108. sc->comet_y = 0;
  13109. #ifndef RENEWAL
  13110. sc->sg_counter = 0;
  13111. #endif
  13112. sc->bs_counter = 0;
  13113. return;
  13114. }
  13115. /**
  13116. * Infect a user with status effects (SC_DEADLYINFECT)
  13117. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13118. * @param bl: Object to change
  13119. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  13120. * @return 1: Success 0: Fail
  13121. */
  13122. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  13123. {
  13124. int i, flag = 0;
  13125. struct status_change *sc = status_get_sc(src);
  13126. const struct TimerData *timer = NULL;
  13127. t_tick tick;
  13128. struct status_change_data data;
  13129. if( !sc || !sc->count )
  13130. return 0;
  13131. tick = gettick();
  13132. // Status Immunity resistance
  13133. if (status_bl_has_mode(src,MD_STATUS_IMMUNE) || status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  13134. return 0;
  13135. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  13136. if( !sc->data[i] || i == SC_COMMON_MAX )
  13137. continue;
  13138. if (sc->data[i]->timer != INVALID_TIMER) {
  13139. timer = get_timer(sc->data[i]->timer);
  13140. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13141. continue;
  13142. }
  13143. switch( i ) {
  13144. // Debuffs that can be spread.
  13145. // NOTE: We'll add/delete SCs when we are able to confirm it.
  13146. case SC_DEATHHURT:
  13147. case SC_PARALYSE:
  13148. if (type)
  13149. continue;
  13150. case SC_CURSE:
  13151. case SC_SILENCE:
  13152. case SC_CONFUSION:
  13153. case SC_BLIND:
  13154. case SC_HALLUCINATION:
  13155. case SC_SIGNUMCRUCIS:
  13156. case SC_DECREASEAGI:
  13157. //case SC_SLOWDOWN:
  13158. //case SC_MINDBREAKER:
  13159. //case SC_WINKCHARM:
  13160. //case SC_STOP:
  13161. case SC_ORCISH:
  13162. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  13163. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  13164. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  13165. //case SC_STRIPHELM:
  13166. //case SC__STRIPACCESSORY:
  13167. //case SC_BITE:
  13168. case SC_FEAR:
  13169. case SC_FREEZING:
  13170. case SC_VENOMBLEED:
  13171. if (sc->data[i]->timer != INVALID_TIMER)
  13172. data.tick = DIFF_TICK(timer->tick, tick);
  13173. else
  13174. data.tick = INFINITE_TICK;
  13175. break;
  13176. // Special cases
  13177. case SC_TOXIN:
  13178. case SC_MAGICMUSHROOM:
  13179. case SC_PYREXIA:
  13180. case SC_LEECHESEND:
  13181. if (type)
  13182. continue;
  13183. case SC_POISON:
  13184. case SC_DPOISON:
  13185. case SC_BLEEDING:
  13186. case SC_BURNING:
  13187. if (sc->data[i]->timer != INVALID_TIMER)
  13188. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  13189. else
  13190. data.tick = INFINITE_TICK;
  13191. break;
  13192. default:
  13193. continue;
  13194. }
  13195. if( i ) {
  13196. data.val1 = sc->data[i]->val1;
  13197. data.val2 = sc->data[i]->val2;
  13198. data.val3 = sc->data[i]->val3;
  13199. data.val4 = sc->data[i]->val4;
  13200. status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  13201. flag = 1;
  13202. }
  13203. }
  13204. return flag;
  13205. }
  13206. /**
  13207. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13208. * TODO: the va_list doesn't seem to be used, safe to remove?
  13209. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13210. * @param args: va_list arguments
  13211. * @return which regeneration bonuses have been applied (flag)
  13212. */
  13213. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  13214. static int status_natural_heal(struct block_list* bl, va_list args)
  13215. {
  13216. struct regen_data *regen;
  13217. struct status_data *status;
  13218. struct status_change *sc;
  13219. struct unit_data *ud;
  13220. struct view_data *vd = NULL;
  13221. struct regen_data_sub *sregen;
  13222. struct map_session_data *sd;
  13223. int rate, multi = 1, flag;
  13224. regen = status_get_regen_data(bl);
  13225. if (!regen)
  13226. return 0;
  13227. status = status_get_status_data(bl);
  13228. sc = status_get_sc(bl);
  13229. if (sc && !sc->count)
  13230. sc = NULL;
  13231. sd = BL_CAST(BL_PC,bl);
  13232. flag = regen->flag;
  13233. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  13234. flag &= ~(RGN_HP|RGN_SHP);
  13235. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  13236. flag &= ~(RGN_SP|RGN_SSP);
  13237. if (flag && (
  13238. status_isdead(bl) ||
  13239. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  13240. ))
  13241. flag = RGN_NONE;
  13242. if (sd) {
  13243. if (sd->hp_loss.value || sd->sp_loss.value)
  13244. pc_bleeding(sd, natural_heal_diff_tick);
  13245. if (sd->hp_regen.value || sd->sp_regen.value)
  13246. pc_regen(sd, natural_heal_diff_tick);
  13247. }
  13248. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13249. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13250. { // Apply sitting regen bonus.
  13251. sregen = regen->ssregen;
  13252. if(flag&(RGN_SHP)) { // Sitting HP regen
  13253. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13254. if (regen->state.overweight)
  13255. rate >>= 1; // Half as fast when overweight.
  13256. sregen->tick.hp += rate;
  13257. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13258. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13259. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13260. flag &= ~(RGN_HP|RGN_SHP);
  13261. break;
  13262. }
  13263. }
  13264. }
  13265. if(flag&(RGN_SSP)) { // Sitting SP regen
  13266. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13267. if (regen->state.overweight)
  13268. rate >>= 1; // Half as fast when overweight.
  13269. sregen->tick.sp += rate;
  13270. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13271. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13272. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13273. flag &= ~(RGN_SP|RGN_SSP);
  13274. break;
  13275. }
  13276. }
  13277. }
  13278. }
  13279. if (flag && regen->state.overweight)
  13280. flag = RGN_NONE;
  13281. ud = unit_bl2ud(bl);
  13282. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  13283. flag &= ~(RGN_SHP|RGN_SSP);
  13284. if(!regen->state.walk)
  13285. flag &= ~RGN_HP;
  13286. }
  13287. if (!flag)
  13288. return 0;
  13289. if (flag&(RGN_HP|RGN_SP)) {
  13290. if(!vd)
  13291. vd = status_get_viewdata(bl);
  13292. if(vd && vd->dead_sit == 2)
  13293. multi += 1; //This causes the interval to be halved
  13294. if(regen->state.gc)
  13295. multi += 1; //This causes the interval to be halved
  13296. }
  13297. // Natural Hp regen
  13298. if (flag&RGN_HP) {
  13299. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  13300. if (ud && ud->walktimer != INVALID_TIMER)
  13301. rate /= 2;
  13302. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  13303. if(bl->type == BL_HOM)
  13304. rate *= 2;
  13305. regen->tick.hp += rate;
  13306. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  13307. int val = 0;
  13308. do {
  13309. val += regen->hp;
  13310. regen->tick.hp -= battle_config.natural_healhp_interval;
  13311. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  13312. if (status_heal(bl, val, 0, 1) < val)
  13313. flag &= ~RGN_SHP; // Full.
  13314. }
  13315. }
  13316. // Natural SP regen
  13317. if(flag&RGN_SP) {
  13318. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  13319. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  13320. if(bl->type==BL_HOM)
  13321. rate *= 2;
  13322. #ifdef RENEWAL
  13323. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13324. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  13325. rate /= 2; // Tick is doubled in Fury state
  13326. #endif
  13327. regen->tick.sp += rate;
  13328. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  13329. int val = 0;
  13330. do {
  13331. val += regen->sp;
  13332. regen->tick.sp -= battle_config.natural_healsp_interval;
  13333. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  13334. if (status_heal(bl, 0, val, 1) < val)
  13335. flag &= ~RGN_SSP; // full.
  13336. }
  13337. }
  13338. if (!regen->sregen)
  13339. return flag;
  13340. // Skill regen
  13341. sregen = regen->sregen;
  13342. if(flag&RGN_SHP) { // Skill HP regen
  13343. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13344. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13345. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13346. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13347. break; // Full
  13348. }
  13349. }
  13350. if(flag&RGN_SSP) { // Skill SP regen
  13351. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13352. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13353. int val = sregen->sp;
  13354. if (sd && sd->state.doridori) {
  13355. val *= 2;
  13356. sd->state.doridori = 0;
  13357. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13358. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  13359. 100,rate,skill_get_time(TK_SPTIME, rate));
  13360. if (
  13361. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13362. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13363. ) { // Angel of the Sun/Moon/Star
  13364. clif_feel_hate_reset(sd);
  13365. pc_resethate(sd);
  13366. pc_resetfeel(sd);
  13367. }
  13368. }
  13369. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13370. if(status_heal(bl, 0, val, 3) < val)
  13371. break; // Full
  13372. }
  13373. }
  13374. return flag;
  13375. }
  13376. /**
  13377. * Natural heal main timer
  13378. * @param tid: Timer ID
  13379. * @param tick: Current tick (time)
  13380. * @param id: Object ID to heal
  13381. * @param data: data pushed through timer function
  13382. * @return 0
  13383. */
  13384. static TIMER_FUNC(status_natural_heal_timer){
  13385. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13386. map_foreachregen(status_natural_heal);
  13387. natural_heal_prev_tick = tick;
  13388. return 0;
  13389. }
  13390. /**
  13391. * Get the chance to upgrade a piece of equipment
  13392. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  13393. * @param refine: The target's refine level
  13394. * @return The chance to refine the item, in percent (0~100)
  13395. */
  13396. int status_get_refine_chance(enum refine_type wlv, int refine, bool enriched)
  13397. {
  13398. if ( refine < 0 || refine >= MAX_REFINE)
  13399. return 0;
  13400. int type = enriched ? 1 : 0;
  13401. if (battle_config.event_refine_chance)
  13402. type |= 2;
  13403. return refine_info[wlv].chance[type][refine];
  13404. }
  13405. /**
  13406. * Check if status is disabled on a map
  13407. * @param type: Status Change data
  13408. * @param mapIsVS: If the map is a map_flag_vs type
  13409. * @param mapisPVP: If the map is a PvP type
  13410. * @param mapIsGVG: If the map is a map_flag_gvg type
  13411. * @param mapIsBG: If the map is a Battleground type
  13412. * @param mapZone: Map Zone type
  13413. * @param mapIsTE: If the map us WOE TE
  13414. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13415. */
  13416. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13417. {
  13418. if (type <= SC_NONE || type >= SC_MAX)
  13419. return false;
  13420. if ((!mapIsVS && SCDisabled[type]&1) ||
  13421. (mapIsPVP && SCDisabled[type]&2) ||
  13422. (mapIsGVG && SCDisabled[type]&4) ||
  13423. (mapIsBG && SCDisabled[type]&8) ||
  13424. (mapIsTE && SCDisabled[type]&16) ||
  13425. (SCDisabled[type]&(mapZone)))
  13426. {
  13427. return true;
  13428. }
  13429. return false;
  13430. }
  13431. /**
  13432. * Clear a status if it is disabled on a map
  13433. * @param bl: Block list data
  13434. * @param sc: Status Change data
  13435. */
  13436. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  13437. {
  13438. nullpo_retv(bl);
  13439. if (sc && sc->count) {
  13440. struct map_data *mapdata = map_getmapdata(bl->m);
  13441. unsigned short i;
  13442. bool mapIsVS = mapdata_flag_vs2(mapdata);
  13443. bool mapIsPVP = mapdata->flag[MF_PVP] != 0;
  13444. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  13445. bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0;
  13446. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  13447. for (i = 0; i < SC_MAX; i++) {
  13448. if (!sc->data[i] || !SCDisabled[i])
  13449. continue;
  13450. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  13451. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13452. }
  13453. }
  13454. }
  13455. /**
  13456. * Read status_disabled.txt file
  13457. * @param str: Fields passed from sv_readdb
  13458. * @param columns: Columns passed from sv_readdb function call
  13459. * @param current: Current row being read into SCDisabled array
  13460. * @return True - Successfully stored, False - Invalid SC
  13461. */
  13462. static bool status_readdb_status_disabled(char **str, int columns, int current)
  13463. {
  13464. int type = SC_NONE;
  13465. if (ISDIGIT(str[0][0]))
  13466. type = atoi(str[0]);
  13467. else {
  13468. if (!script_get_constant(str[0],&type))
  13469. type = SC_NONE;
  13470. }
  13471. if (type <= SC_NONE || type >= SC_MAX) {
  13472. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  13473. return false;
  13474. }
  13475. SCDisabled[type] = (unsigned int)atol(str[1]);
  13476. return true;
  13477. }
  13478. /**
  13479. * Read sizefix database for attack calculations
  13480. * @param fields: Fields passed from sv_readdb
  13481. * @param columns: Columns passed from sv_readdb function call
  13482. * @param current: Current row being read into atkmods array
  13483. * @return True
  13484. */
  13485. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  13486. {
  13487. unsigned int i;
  13488. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  13489. atkmods[current][i] = atoi(fields[i]);
  13490. return true;
  13491. }
  13492. /**
  13493. * Reads and parses an entry from the refine_db
  13494. * @param node: The YAML node containing the entry
  13495. * @param refine_info_index: The sequential index of the current entry
  13496. * @param file_name: File name for displaying only
  13497. * @return True on success or false on failure
  13498. */
  13499. static bool status_yaml_readdb_refine_sub(const YAML::Node &node, int refine_info_index, const std::string &file_name) {
  13500. if (refine_info_index < 0 || refine_info_index >= REFINE_TYPE_MAX)
  13501. return false;
  13502. int bonus_per_level = node["StatsPerLevel"].as<int>();
  13503. int random_bonus_start_level = node["RandomBonusStartLevel"].as<int>();
  13504. int random_bonus = node["RandomBonusValue"].as<int>();
  13505. if (file_name.find("import") != std::string::npos) { // Import file, reset refine bonus before calculation
  13506. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  13507. refine_info[refine_info_index].bonus[refine_level] = 0;
  13508. }
  13509. const YAML::Node &costs = node["Costs"];
  13510. for (const auto costit : costs) {
  13511. const YAML::Node &type = costit;
  13512. int idx = 0, price;
  13513. unsigned short material;
  13514. const std::string keys[] = { "Type", "Price", "Material" };
  13515. for (int i = 0; i < ARRAYLENGTH(keys); i++) {
  13516. if (!type[keys[i]].IsDefined())
  13517. ShowWarning("status_yaml_readdb_refine_sub: Invalid refine cost with undefined " CL_WHITE "%s" CL_RESET "in file" CL_WHITE "%s" CL_RESET ".\n", keys[i].c_str(), file_name.c_str());
  13518. }
  13519. std::string refine_cost_const = type["Type"].as<std::string>();
  13520. if (ISDIGIT(refine_cost_const[0]))
  13521. idx = atoi(refine_cost_const.c_str());
  13522. else
  13523. script_get_constant(refine_cost_const.c_str(), &idx);
  13524. price = type["Price"].as<int>();
  13525. material = type["Material"].as<uint16>();
  13526. refine_info[refine_info_index].cost[idx].nameid = material;
  13527. refine_info[refine_info_index].cost[idx].zeny = price;
  13528. }
  13529. const YAML::Node &rates = node["Rates"];
  13530. for (const auto rateit : rates) {
  13531. const YAML::Node &level = rateit;
  13532. int refine_level = level["Level"].as<int>() - 1;
  13533. if (refine_level >= MAX_REFINE)
  13534. continue;
  13535. if (level["NormalChance"].IsDefined())
  13536. refine_info[refine_info_index].chance[REFINE_CHANCE_NORMAL][refine_level] = level["NormalChance"].as<int>();
  13537. if (level["EnrichedChance"].IsDefined())
  13538. refine_info[refine_info_index].chance[REFINE_CHANCE_ENRICHED][refine_level] = level["EnrichedChance"].as<int>();
  13539. if (level["EventNormalChance"].IsDefined())
  13540. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_NORMAL][refine_level] = level["EventNormalChance"].as<int>();
  13541. if (level["EventEnrichedChance"].IsDefined())
  13542. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_ENRICHED][refine_level] = level["EventEnrichedChance"].as<int>();
  13543. if (level["Bonus"].IsDefined())
  13544. refine_info[refine_info_index].bonus[refine_level] = level["Bonus"].as<int>();
  13545. if (refine_level >= random_bonus_start_level - 1)
  13546. refine_info[refine_info_index].randombonus_max[refine_level] = random_bonus * (refine_level - random_bonus_start_level + 2);
  13547. }
  13548. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  13549. refine_info[refine_info_index].bonus[refine_level] += bonus_per_level + (refine_level > 0 ? refine_info[refine_info_index].bonus[refine_level - 1] : 0);
  13550. return true;
  13551. }
  13552. /**
  13553. * Loads refine values from the refine_db
  13554. * @param directory: Location of refine_db file
  13555. * @param file: File name
  13556. */
  13557. static void status_yaml_readdb_refine(const std::string &directory, const std::string &file) {
  13558. int count = 0;
  13559. const std::string labels[] = { "Armor", "WeaponLv1", "WeaponLv2", "WeaponLv3", "WeaponLv4", "Shadow" };
  13560. const std::string current_file = directory + "/" + file;
  13561. YAML::Node config;
  13562. try {
  13563. config = YAML::LoadFile(current_file);
  13564. }
  13565. catch (...) {
  13566. ShowError("Failed to read '" CL_WHITE "%s" CL_RESET "'.\n", current_file.c_str());
  13567. return;
  13568. }
  13569. for (int i = 0; i < ARRAYLENGTH(labels); i++) {
  13570. const YAML::Node &node = config[labels[i]];
  13571. if (node.IsDefined() && status_yaml_readdb_refine_sub(node, i, current_file))
  13572. count++;
  13573. }
  13574. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, current_file.c_str());
  13575. }
  13576. /**
  13577. * Returns refine cost (zeny or item) for a weapon level.
  13578. * @param weapon_lv Weapon level
  13579. * @param type Refine type (can be retrieved from refine_cost_type enum)
  13580. * @param what true = returns zeny, false = returns item id
  13581. * @return Refine cost for a weapon level
  13582. */
  13583. int status_get_refine_cost(int weapon_lv, int type, bool what) {
  13584. return what ? refine_info[weapon_lv].cost[type].zeny : refine_info[weapon_lv].cost[type].nameid;
  13585. }
  13586. /**
  13587. * Read attribute fix database for attack calculations
  13588. * Function stores information in the attr_fix_table
  13589. * @return True
  13590. */
  13591. static bool status_readdb_attrfix(const char *basedir,bool silent)
  13592. {
  13593. FILE *fp;
  13594. char line[512], path[512];
  13595. int entries = 0;
  13596. sprintf(path, "%s/attr_fix.txt", basedir);
  13597. fp = fopen(path,"r");
  13598. if (fp == NULL) {
  13599. if (silent==0)
  13600. ShowError("Can't read %s\n", path);
  13601. return 1;
  13602. }
  13603. while (fgets(line, sizeof(line), fp)) {
  13604. int lv, i, j;
  13605. if (line[0] == '/' && line[1] == '/')
  13606. continue;
  13607. lv = atoi(line);
  13608. if (!CHK_ELEMENT_LEVEL(lv))
  13609. continue;
  13610. for (i = 0; i < ELE_ALL;) {
  13611. char *p;
  13612. if (!fgets(line, sizeof(line), fp))
  13613. break;
  13614. if (line[0]=='/' && line[1]=='/')
  13615. continue;
  13616. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  13617. while (*p == 32) //skipping space (32=' ')
  13618. p++;
  13619. //TODO seem unsafe to continue without check
  13620. attr_fix_table[lv-1][i][j] = atoi(p);
  13621. p = strchr(p,',');
  13622. if(p)
  13623. *p++=0;
  13624. }
  13625. i++;
  13626. }
  13627. entries++;
  13628. }
  13629. fclose(fp);
  13630. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", entries, path);
  13631. return true;
  13632. }
  13633. /**
  13634. * Sets defaults in tables and starts read db functions
  13635. * sv_readdb reads the file, outputting the information line-by-line to
  13636. * previous functions above, separating information by delimiter
  13637. * DBs being read:
  13638. * attr_fix.txt: Attribute adjustment table for attacks
  13639. * size_fix.txt: Size adjustment table for weapons
  13640. * refine_db.txt: Refining data table
  13641. * @return 0
  13642. */
  13643. int status_readdb(void)
  13644. {
  13645. int i, j, k;
  13646. const char* dbsubpath[] = {
  13647. "",
  13648. "/" DBIMPORT,
  13649. //add other path here
  13650. };
  13651. // Initialize databases to default
  13652. memset(SCDisabled, 0, sizeof(SCDisabled));
  13653. // size_fix.txt
  13654. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  13655. for(j=0;j<MAX_WEAPON_TYPE;j++)
  13656. atkmods[i][j]=100;
  13657. // refine_db.yml
  13658. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  13659. {
  13660. memset(refine_info[i].cost, 0, sizeof(struct refine_cost));
  13661. for(j = 0; j < REFINE_CHANCE_TYPE_MAX; j++)
  13662. for(k=0;k<MAX_REFINE; k++)
  13663. {
  13664. refine_info[i].chance[j][k] = 100;
  13665. refine_info[i].bonus[k] = 0;
  13666. refine_info[i].randombonus_max[k] = 0;
  13667. }
  13668. }
  13669. // attr_fix.txt
  13670. for(i=0;i<MAX_ELE_LEVEL;i++)
  13671. for(j=0;j<ELE_ALL;j++)
  13672. for(k=0;k<ELE_ALL;k++)
  13673. attr_fix_table[i][j][k]=100;
  13674. // read databases
  13675. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  13676. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  13677. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  13678. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  13679. char* dbsubpath1 = (char*)aMalloc(n1+1);
  13680. char* dbsubpath2 = (char*)aMalloc(n2+1);
  13681. if(i==0) {
  13682. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13683. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  13684. }
  13685. else {
  13686. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13687. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  13688. }
  13689. status_readdb_attrfix(dbsubpath2,i > 0); // !TODO use sv_readdb ?
  13690. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  13691. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i > 0);
  13692. status_yaml_readdb_refine(dbsubpath2, "refine_db.yml");
  13693. aFree(dbsubpath1);
  13694. aFree(dbsubpath2);
  13695. }
  13696. return 0;
  13697. }
  13698. /**
  13699. * Status db init and destroy.
  13700. */
  13701. int do_init_status(void)
  13702. {
  13703. add_timer_func_list(status_change_timer,"status_change_timer");
  13704. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  13705. initChangeTables();
  13706. initDummyData();
  13707. status_readdb();
  13708. natural_heal_prev_tick = gettick();
  13709. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  13710. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  13711. return 0;
  13712. }
  13713. void do_final_status(void)
  13714. {
  13715. ers_destroy(sc_data_ers);
  13716. }