status.c 457 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/random.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12. #include "battle.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "pc.h"
  16. #include "pet.h"
  17. #include "battleground.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "elemental.h"
  21. #include <stdlib.h>
  22. #include <math.h>
  23. // Regen related flags.
  24. enum e_regen {
  25. RGN_NONE = 0x00,
  26. RGN_HP = 0x01,
  27. RGN_SP = 0x02,
  28. RGN_SHP = 0x04,
  29. RGN_SSP = 0x08,
  30. };
  31. // Bonus values and upgrade chances for refining equipment
  32. static struct {
  33. int chance[MAX_REFINE]; /// Success chance
  34. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  35. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  36. } refine_info[REFINE_TYPE_MAX];
  37. static int atkmods[3][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  38. static struct eri *sc_data_ers; /// For sc_data entries
  39. static struct status_data dummy_status;
  40. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  41. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  42. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  43. bool running_npc_stat_calc_event; /// Indicate if OnPCStatCalcEvent is running.
  44. // 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
  45. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  46. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  47. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  48. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  49. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  50. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  51. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  52. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  53. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  54. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  55. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  56. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  57. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  58. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  59. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  60. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  61. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  62. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  63. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  64. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  65. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  66. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  67. #ifdef RENEWAL_ASPD
  68. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  69. #endif
  70. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  71. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  72. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  73. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  74. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  75. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  76. #ifdef RENEWAL
  77. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  78. #endif
  79. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  80. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  81. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  82. static int status_get_sc_interval(enum sc_type type);
  83. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  84. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), map_flag_vs2((m)), map[(m)].flag.pvp, map_flag_gvg2_no_te((m)), map[(m)].flag.battleground, map[(m)].zone << 3, map_flag_gvg2_te((m))) )
  85. /**
  86. * Returns the status change associated with a skill.
  87. * @param skill The skill to look up
  88. * @return The status registered for this skill
  89. */
  90. sc_type status_skill2sc(int skill)
  91. {
  92. int idx = skill_get_index(skill);
  93. if( idx == 0 ) {
  94. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  95. return SC_NONE;
  96. }
  97. return SkillStatusChangeTable[idx];
  98. }
  99. /**
  100. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  101. * Utilized for various duration lookups. Use with caution!
  102. * @param sc The status to look up
  103. * @return A skill associated with the status
  104. */
  105. int status_sc2skill(sc_type sc)
  106. {
  107. if( sc < 0 || sc >= SC_MAX ) {
  108. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  109. return 0;
  110. }
  111. return StatusSkillChangeTable[sc];
  112. }
  113. /**
  114. * Returns the status calculation flag associated with a given status change.
  115. * @param sc The status to look up
  116. * @return The scb_flag registered for this status (see enum scb_flag)
  117. */
  118. unsigned int status_sc2scb_flag(sc_type sc)
  119. {
  120. if( sc < 0 || sc >= SC_MAX ) {
  121. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  122. return SCB_NONE;
  123. }
  124. return StatusChangeFlagTable[sc];
  125. }
  126. /**
  127. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  128. * @param type The client-side status identifier to look up (see enum si_type)
  129. * @return The bl types relevant to the type (see enum bl_type)
  130. */
  131. int status_type2relevant_bl_types(int type)
  132. {
  133. if( type < 0 || type >= SI_MAX ) {
  134. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  135. return SI_BLANK;
  136. }
  137. return StatusRelevantBLTypes[type];
  138. }
  139. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  140. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  141. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  142. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  143. {
  144. uint16 idx = skill_get_index(skill_id);
  145. if( idx == 0 ) {
  146. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  147. return;
  148. }
  149. if( sc < 0 || sc >= SC_MAX ) {
  150. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  151. return;
  152. }
  153. if( StatusSkillChangeTable[sc] == 0 )
  154. StatusSkillChangeTable[sc] = skill_id;
  155. if( StatusIconChangeTable[sc] == SI_BLANK )
  156. StatusIconChangeTable[sc] = icon;
  157. StatusChangeFlagTable[sc] |= flag;
  158. if( SkillStatusChangeTable[idx] == SC_NONE )
  159. SkillStatusChangeTable[idx] = sc;
  160. }
  161. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  162. if (sc > SC_NONE && sc < SC_MAX) {
  163. if (StatusIconChangeTable[sc] == SI_BLANK)
  164. StatusIconChangeTable[sc] = icon;
  165. StatusChangeFlagTable[sc] |= flag;
  166. }
  167. if (icon > SI_BLANK && icon < SI_MAX)
  168. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  169. }
  170. void initChangeTables(void)
  171. {
  172. int i;
  173. for (i = 0; i < SC_MAX; i++)
  174. StatusIconChangeTable[i] = SI_BLANK;
  175. for (i = 0; i < MAX_SKILL; i++)
  176. SkillStatusChangeTable[i] = SC_NONE;
  177. for (i = 0; i < SI_MAX; i++)
  178. StatusRelevantBLTypes[i] = BL_PC;
  179. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  180. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  181. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  182. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  183. memset(SCDisabled, 0, sizeof(SCDisabled));
  184. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  185. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  186. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  187. add_sc( NPC_STUNATTACK , SC_STUN );
  188. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  189. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  190. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  191. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  192. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  193. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  194. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  195. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  196. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  197. /* The main status definitions */
  198. add_sc( SM_BASH , SC_STUN );
  199. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  200. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  201. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  202. add_sc( MG_SIGHT , SC_SIGHT );
  203. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  204. add_sc( MG_FROSTDIVER , SC_FREEZE );
  205. add_sc( MG_STONECURSE , SC_STONE );
  206. add_sc( AL_RUWACH , SC_RUWACH );
  207. add_sc( AL_PNEUMA , SC_PNEUMA );
  208. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  209. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  210. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  211. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  212. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  213. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  214. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  215. add_sc( TF_POISON , SC_POISON );
  216. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  217. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE );
  218. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
  219. #ifndef RENEWAL
  220. SCB_WATK );
  221. #else
  222. SCB_NONE );
  223. #endif
  224. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  225. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  226. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  227. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  228. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  229. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  230. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  231. add_sc( PR_STRECOVERY , SC_BLIND );
  232. add_sc( PR_LEXDIVINA , SC_SILENCE );
  233. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  234. add_sc( WZ_METEOR , SC_STUN );
  235. add_sc( WZ_VERMILION , SC_BLIND );
  236. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  237. add_sc( WZ_STORMGUST , SC_FREEZE );
  238. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  239. add_sc( BS_HAMMERFALL , SC_STUN );
  240. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  241. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
  242. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  243. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  244. add_sc( HT_LANDMINE , SC_STUN );
  245. set_sc( HT_ANKLESNARE , SC_ANKLE , SI_ANKLESNARE , SCB_NONE );
  246. add_sc( HT_SANDMAN , SC_SLEEP );
  247. add_sc( HT_FLASHER , SC_BLIND );
  248. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  249. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  250. add_sc( AS_SONICBLOW , SC_STUN );
  251. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  252. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  253. add_sc( AS_VENOMDUST , SC_POISON );
  254. set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE );
  255. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  256. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  257. add_sc( TF_SPRINKLESAND , SC_BLIND );
  258. add_sc( TF_THROWSTONE , SC_STUN );
  259. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  260. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  261. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  262. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  263. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  264. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  265. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  266. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  267. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  268. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  269. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  270. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  271. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  272. add_sc( NPC_POISON , SC_POISON );
  273. add_sc( NPC_BLINDATTACK , SC_BLIND );
  274. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  275. add_sc( NPC_STUNATTACK , SC_STUN );
  276. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  277. add_sc( NPC_CURSEATTACK , SC_CURSE );
  278. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  279. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  280. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  281. add_sc( NPC_DARKBLESSING , SC_COMA );
  282. set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF );
  283. add_sc( NPC_DEFENDER , SC_ARMOR );
  284. add_sc( NPC_LICK , SC_STUN );
  285. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  286. add_sc( NPC_REBIRTH , SC_REBIRTH );
  287. add_sc( RG_RAID , SC_STUN );
  288. #ifdef RENEWAL
  289. add_sc( RG_RAID , SC_RAID );
  290. add_sc( RG_BACKSTAP , SC_STUN );
  291. #endif
  292. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  293. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  294. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  295. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  296. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  297. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  298. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  299. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  300. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  301. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  302. add_sc( CR_SHIELDCHARGE , SC_STUN );
  303. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  304. add_sc( CR_HOLYCROSS , SC_BLIND );
  305. add_sc( CR_GRANDCROSS , SC_BLIND );
  306. set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE);
  307. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  308. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  309. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  310. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  311. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  312. set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE );
  313. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  314. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  315. #ifdef RENEWAL
  316. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  317. #endif
  318. set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE );
  319. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  320. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  321. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  322. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  323. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  324. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  325. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  326. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  327. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  328. add_sc( SA_COMA , SC_COMA );
  329. set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN );
  330. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE );
  331. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 );
  332. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD ,
  333. #ifndef RENEWAL
  334. SCB_WATK|SCB_DEF );
  335. #else
  336. SCB_DEF );
  337. #endif
  338. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN ,
  339. #ifndef RENEWAL
  340. SCB_WATK );
  341. #else
  342. SCB_NONE );
  343. #endif
  344. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
  345. set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
  346. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
  347. add_sc( BA_FROSTJOKER , SC_FREEZE );
  348. set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  349. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
  350. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE );
  351. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP );
  352. add_sc( DC_SCREAM , SC_STUN );
  353. set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT );
  354. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  355. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI );
  356. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL );
  357. add_sc( NPC_DARKCROSS , SC_BLIND );
  358. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  359. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  360. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  361. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  362. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  363. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  364. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  365. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  366. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  367. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  368. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION ,
  369. #ifndef RENEWAL
  370. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  371. #else
  372. SCB_HIT|SCB_DEF );
  373. #endif
  374. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  375. set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  376. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  377. #ifndef RENEWAL
  378. SI_ASSUMPTIO , SCB_NONE );
  379. #else
  380. SI_ASSUMPTIO2 , SCB_NONE );
  381. #endif
  382. add_sc( HP_BASILICA , SC_BASILICA );
  383. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  384. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  385. set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD );
  386. add_sc( PA_GOSPEL , SC_SCRESIST );
  387. add_sc( CH_TIGERFIST , SC_STOP );
  388. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  389. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  390. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  391. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  392. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  393. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED );
  394. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  395. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  396. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  397. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  398. add_sc( LK_SPIRALPIERCE , SC_STOP );
  399. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  400. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  401. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  402. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  403. set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE );
  404. set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE );
  405. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE );
  406. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  407. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  408. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  409. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  410. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  411. add_sc( TK_DOWNKICK , SC_STUN );
  412. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  413. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  414. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  415. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  416. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  417. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  418. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  419. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  420. add_sc( SG_MOON_WARM , SC_WARM );
  421. add_sc( SG_STAR_WARM , SC_WARM );
  422. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  423. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  424. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  425. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  426. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  427. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  428. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  429. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  430. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  431. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  432. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  433. add_sc( SL_STUN , SC_STUN );
  434. set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED );
  435. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  436. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  437. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  438. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  439. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  440. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  441. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD );
  442. add_sc( WS_CARTTERMINATION , SC_STUN );
  443. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  444. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD );
  445. set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE );
  446. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  447. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  448. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  449. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  450. add_sc( GS_CRACKER , SC_STUN );
  451. add_sc( GS_DISARM , SC_STRIPWEAPON );
  452. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  453. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL ,
  454. #ifndef RENEWAL
  455. SCB_BATK|SCB_ASPD );
  456. #else
  457. SCB_ASPD );
  458. #endif
  459. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  460. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  461. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER ,
  462. #ifndef RENEWAL
  463. SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  464. #else
  465. SCB_FLEE|SCB_SPEED|SCB_ASPD );
  466. #endif
  467. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  468. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  469. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  470. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  471. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  472. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  473. add_sc( NPC_ICEBREATH , SC_FREEZE );
  474. add_sc( NPC_ACIDBREATH , SC_POISON );
  475. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  476. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  477. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  478. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  479. add_sc( NPC_WIDESTONE , SC_STONE );
  480. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  481. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  482. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  483. add_sc( NPC_EVILLAND , SC_BLIND );
  484. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  485. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  486. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  487. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_NONE );
  488. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  489. add_sc( NPC_WIDECURSE , SC_CURSE );
  490. add_sc( NPC_WIDESTUN , SC_STUN );
  491. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  492. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  493. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  494. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  495. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  496. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  497. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  498. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  499. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  500. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  501. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  502. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  503. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  504. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  505. add_sc( MO_BALKYOUNG , SC_STUN );
  506. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  507. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  508. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  509. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  510. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  511. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  512. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  513. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  514. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK ,
  515. #ifndef RENEWAL
  516. SCB_DEF );
  517. #else
  518. SCB_VIT );
  519. #endif
  520. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  521. /* Homunculus S */
  522. add_sc(MH_STAHL_HORN , SC_STUN );
  523. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  524. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  525. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  526. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  527. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, SI_LIGHT_OF_REGENE, SCB_NONE);
  528. set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  529. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
  530. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
  531. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  532. set_sc(MH_LAVA_SLIDE , SC_BURNING , SI_BURNT , SCB_MDEF );
  533. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  534. add_sc(MH_POISON_MIST , SC_BLIND );
  535. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
  536. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  537. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
  538. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  539. set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
  540. set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_MAXHP );
  541. add_sc( MER_CRASH , SC_STUN );
  542. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  543. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  544. add_sc( MER_SIGHT , SC_SIGHT );
  545. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  546. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  547. add_sc( MER_LEXDIVINA , SC_SILENCE );
  548. add_sc( MA_LANDMINE , SC_STUN );
  549. add_sc( MA_SANDMAN , SC_SLEEP );
  550. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  551. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  552. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  553. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  554. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  555. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  556. set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  557. add_sc( ML_SPIRALPIERCE , SC_STOP );
  558. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  559. add_sc( ML_DEVOTION , SC_DEVOTION );
  560. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  561. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  562. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  563. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  564. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  565. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  566. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  567. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  568. set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN );
  569. /* Rune Knight */
  570. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  571. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  572. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  573. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  574. set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BURNT , SCB_MDEF );
  575. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  576. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  577. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  578. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  579. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
  580. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  581. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  582. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  583. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  584. /* GC Guillotine Cross */
  585. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  586. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  587. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  588. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  589. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
  590. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  591. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
  592. /* Arch Bishop */
  593. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  594. add_sc( AB_CLEMENTIA , SC_BLESSING );
  595. add_sc( AB_CANTO , SC_INCREASEAGI );
  596. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  597. add_sc( AB_PRAEFATIO , SC_KYRIE );
  598. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  599. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  600. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  601. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  602. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_NONE );
  603. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  604. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  605. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
  606. /* Warlock */
  607. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  608. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  609. add_sc( WL_JACKFROST , SC_FREEZE );
  610. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  611. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  612. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  613. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  614. add_sc( WL_CRIMSONROCK , SC_STUN );
  615. set_sc( WL_HELLINFERNO , SC_BURNING , SI_BURNT , SCB_MDEF );
  616. set_sc( WL_COMET , SC_BURNING , SI_BURNT , SCB_MDEF );
  617. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
  618. /* Ranger */
  619. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  620. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  621. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED|SCB_DSPD );
  622. set_sc( RA_WUGBITE , SC_BITE , SI_WUGBITE , SCB_NONE );
  623. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED|SCB_DEF|SCB_DEF2 );
  624. set_sc( RA_FIRINGTRAP , SC_BURNING , SI_BURNT , SCB_MDEF );
  625. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF|SCB_DEF2 );
  626. set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  627. /* Mechanic */
  628. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  629. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  630. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  631. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  632. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  633. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  634. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  635. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  636. /* Royal Guard */
  637. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
  638. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
  639. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  640. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  641. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );
  642. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  643. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  644. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  645. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
  646. /* Shadow Chaser */
  647. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  648. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
  649. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  650. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  651. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  652. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  653. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK|SCB_WATK );
  654. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT );
  655. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  656. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE|SCB_SPEED );
  657. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  658. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_MAXHP );
  659. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  660. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  661. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  662. add_sc( SC_BLOODYLUST , SC_BERSERK );
  663. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  664. add_sc( SC_ESCAPE , SC_ANKLE );
  665. /* Sura */
  666. add_sc( SR_DRAGONCOMBO , SC_STUN );
  667. add_sc( SR_EARTHSHAKER , SC_STUN );
  668. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  669. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  670. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  671. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  672. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  673. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD );
  674. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  675. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK );
  676. /* Wanderer / Minstrel */
  677. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  678. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  679. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  680. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_WATK );
  681. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF );
  682. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  683. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  684. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  685. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  686. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  687. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  688. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  689. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  690. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  691. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  692. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
  693. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
  694. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
  695. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
  696. /* Sorcerer */
  697. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  698. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  699. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  700. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
  701. set_sc( SO_CLOUD_KILL , SC_CLOUD_KILL , SI_CLOUDKILL , SCB_NONE );
  702. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  703. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  704. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  705. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  706. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_BATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  707. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  708. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  709. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  710. /* Genetic */
  711. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED );
  712. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  713. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  714. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  715. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  716. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  717. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
  718. /* Elemental spirits' status changes */
  719. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  720. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  721. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  722. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  723. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  724. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  725. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  726. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  727. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  728. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  729. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  730. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  731. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  732. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  733. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  734. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  735. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  736. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  737. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  738. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  739. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  740. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP );
  741. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP );
  742. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  743. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  744. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  745. add_sc( KO_YAMIKUMO , SC_HIDING );
  746. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  747. add_sc( KO_MAKIBISHI , SC_STUN );
  748. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  749. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  750. add_sc( KO_JYUSATSU , SC_CURSE );
  751. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  752. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  753. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  754. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  755. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  756. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  757. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  758. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  759. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  760. /* Rebellion */
  761. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  762. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  763. set_sc( RL_H_MINE , SC_H_MINE , SI_H_MINE , SCB_NONE);
  764. set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
  765. set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
  766. set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_NONE );
  767. set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
  768. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_FLEE|SCB_ASPD );
  769. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_FLEE );
  770. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_NONE );
  771. // New Mounts
  772. set_sc_with_vfx_noskill( SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED );
  773. // Costumes
  774. set_sc_with_vfx_noskill( SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
  775. set_sc_with_vfx_noskill( SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
  776. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , SI_STRANGELIGHTS , SCB_NONE );
  777. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , SI_DECORATION_OF_MUSIC , SCB_NONE );
  778. set_sc_with_vfx_noskill( SC_LJOSALFAR , SI_LJOSALFAR , SCB_NONE);
  779. set_sc_with_vfx_noskill( SC_MERMAID_LONGING , SI_MERMAID_LONGING , SCB_NONE);
  780. set_sc_with_vfx_noskill( SC_HAT_EFFECT , SI_HAT_EFFECT , SCB_NONE);
  781. set_sc_with_vfx_noskill( SC_FLOWERSMOKE , SI_FLOWERSMOKE , SCB_NONE);
  782. set_sc_with_vfx_noskill( SC_FSTONE , SI_FSTONE , SCB_NONE);
  783. set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , SI_HAPPINESS_STAR , SCB_NONE);
  784. set_sc_with_vfx_noskill( SC_MAPLE_FALLS , SI_MAPLE_FALLS , SCB_NONE);
  785. set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , SI_TIME_ACCESSORY , SCB_NONE);
  786. set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , SI_MAGICAL_FEATHER , SCB_NONE);
  787. /* Summoner */
  788. set_sc( SU_HIDE , SC_SUHIDE , SI_SUHIDE , SCB_NONE );
  789. add_sc( SU_SCRATCH , SC_BLEEDING );
  790. set_sc( SU_STOOP , SC_SU_STOOP , SI_SU_STOOP , SCB_NONE );
  791. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  792. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , SI_CATNIPPOWDER , SCB_WATK|SCB_SPEED|SCB_REGEN );
  793. add_sc( SU_CN_METEOR , SC_CURSE );
  794. set_sc_with_vfx( SU_SV_ROOTTWIST , SC_SV_ROOTTWIST , SI_SV_ROOTTWIST , SCB_NONE );
  795. //add_sc( SU_SCAROFTAROU , SC_STUN );
  796. set_sc( SU_SCAROFTAROU , SC_BITESCAR , SI_BITESCAR , SCB_NONE );
  797. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , SI_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  798. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  799. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , SI_TUNAPARTY , SCB_NONE );
  800. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , SI_SHRIMP , SCB_BATK|SCB_MATK );
  801. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , SI_FRESHSHRIMP , SCB_NONE );
  802. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  803. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  804. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  805. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  806. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  807. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  808. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  809. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  810. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  811. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  812. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  813. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  814. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  815. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  816. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  817. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  818. /* Status that don't have a skill associated */
  819. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  820. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  821. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  822. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  823. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  824. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  825. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  826. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  827. StatusIconChangeTable[SC_CHASEWALK2] = SI_CHASEWALK2;
  828. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  829. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  830. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  831. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  832. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  833. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  834. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  835. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  836. StatusIconChangeTable[SC_FLEEFOOD] = SI_FOODFLEE;
  837. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  838. StatusIconChangeTable[SC_CRIFOOD] = SI_FOODCRI;
  839. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  840. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  841. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  842. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  843. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  844. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  845. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  846. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  847. /* Cash Items */
  848. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  849. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  850. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  851. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  852. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  853. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  854. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  855. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  856. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  857. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  858. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  859. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  860. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  861. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  862. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  863. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  864. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  865. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  866. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  867. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  868. StatusIconChangeTable[SC_ATTHASTE_CASH] = SI_ATTHASTE_CASH;
  869. /* Mercenary Bonus Effects */
  870. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  871. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  872. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  873. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  874. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  875. /* Warlock Spheres */
  876. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  877. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  878. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  879. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  880. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  881. /* Warlock Preserved spells */
  882. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  883. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  884. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  885. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  886. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  887. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  888. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  889. StatusIconChangeTable[SC_FREEZE_SP] = SI_FREEZE_SP;
  890. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  891. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  892. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  893. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  894. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  895. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  896. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  897. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  898. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  899. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  900. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  901. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  902. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  903. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  904. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  905. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  906. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  907. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  908. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  909. StatusIconChangeTable[SC__BLOODYLUST] = SI_BLOODYLUST;
  910. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  911. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  912. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  913. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  914. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = SI_PROMOTE_HEALTH_RESERCH;
  915. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = SI_ENERGY_DRINK_RESERCH;
  916. /* Genetics New Food Items Status Icons */
  917. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  918. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  919. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  920. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  921. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  922. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  923. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  924. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z;
  925. StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500;
  926. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE;
  927. StatusIconChangeTable[SC_BOOST500] = SI_BOOST500;
  928. StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K;
  929. StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS;
  930. StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M;
  931. StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F;
  932. /* Elemental Spirit's 'side' status change icons */
  933. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  934. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  935. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  936. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  937. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  938. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  939. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  940. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  941. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  942. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  943. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  944. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  945. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  946. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  947. StatusIconChangeTable[SC_GUST] = SI_GUST;
  948. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  949. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  950. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  951. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  952. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  953. StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
  954. StatusIconChangeTable[SC_DEFSET] = SI_SET_NUM_DEF;
  955. StatusIconChangeTable[SC_MDEFSET] = SI_SET_NUM_MDEF;
  956. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
  957. StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = SI_ACTIVE_MONSTER_TRANSFORM;
  958. StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
  959. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  960. StatusIconChangeTable[SC_MTF_ASPD] = SI_MTF_ASPD;
  961. StatusIconChangeTable[SC_MTF_RANGEATK] = SI_MTF_RANGEATK;
  962. StatusIconChangeTable[SC_MTF_MATK] = SI_MTF_MATK;
  963. StatusIconChangeTable[SC_MTF_MLEATKED] = SI_MTF_MLEATKED;
  964. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = SI_MTF_CRIDAMAGE;
  965. StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
  966. StatusIconChangeTable[SC_HEAT_BARREL_AFTER] = SI_HEAT_BARREL_AFTER;
  967. StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
  968. StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
  969. StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;
  970. StatusIconChangeTable[SC_MTF_ASPD2] = SI_MTF_ASPD2;
  971. StatusIconChangeTable[SC_MTF_RANGEATK2] = SI_MTF_RANGEATK2;
  972. StatusIconChangeTable[SC_MTF_MATK2] = SI_MTF_MATK2;
  973. StatusIconChangeTable[SC_2011RWC_SCROLL] = SI_2011RWC_SCROLL;
  974. StatusIconChangeTable[SC_JP_EVENT04] = SI_JP_EVENT04;
  975. StatusIconChangeTable[SC_MTF_HITFLEE] = SI_MTF_HITFLEE;
  976. StatusIconChangeTable[SC_MTF_MHP] = SI_MTF_MHP;
  977. StatusIconChangeTable[SC_MTF_MSP] = SI_MTF_MSP;
  978. StatusIconChangeTable[SC_MTF_PUMPKIN] = SI_MTF_PUMPKIN;
  979. StatusIconChangeTable[SC_NORECOVER_STATE] = SI_HANDICAPSTATE_NORECOVER;
  980. StatusIconChangeTable[SC_GVG_GIANT] = SI_GVG_GIANT;
  981. StatusIconChangeTable[SC_GVG_GOLEM] = SI_GVG_GOLEM;
  982. StatusIconChangeTable[SC_GVG_STUN] = SI_GVG_STUN;
  983. StatusIconChangeTable[SC_GVG_STONE] = SI_GVG_STONE;
  984. StatusIconChangeTable[SC_GVG_FREEZ] = SI_GVG_FREEZ;
  985. StatusIconChangeTable[SC_GVG_SLEEP] = SI_GVG_SLEEP;
  986. StatusIconChangeTable[SC_GVG_CURSE] = SI_GVG_CURSE;
  987. StatusIconChangeTable[SC_GVG_SILENCE] = SI_GVG_SILENCE;
  988. StatusIconChangeTable[SC_GVG_BLIND] = SI_GVG_BLIND;
  989. // Costumes
  990. StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
  991. StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
  992. StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
  993. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
  994. StatusIconChangeTable[SC_LJOSALFAR] = SI_LJOSALFAR;
  995. StatusIconChangeTable[SC_MERMAID_LONGING] = SI_MERMAID_LONGING;
  996. StatusIconChangeTable[SC_HAT_EFFECT] = SI_HAT_EFFECT;
  997. StatusIconChangeTable[SC_FLOWERSMOKE] = SI_FLOWERSMOKE;
  998. StatusIconChangeTable[SC_FSTONE] = SI_FSTONE;
  999. StatusIconChangeTable[SC_HAPPINESS_STAR] = SI_HAPPINESS_STAR;
  1000. StatusIconChangeTable[SC_MAPLE_FALLS] = SI_MAPLE_FALLS;
  1001. StatusIconChangeTable[SC_TIME_ACCESSORY] = SI_TIME_ACCESSORY;
  1002. StatusIconChangeTable[SC_MAGICAL_FEATHER] = SI_MAGICAL_FEATHER;
  1003. /* Summoners status icons */
  1004. StatusIconChangeTable[SC_SPRITEMABLE] = SI_SPRITEMABLE;
  1005. // Item Reuse Limits
  1006. StatusIconChangeTable[SC_REUSE_REFRESH] = SI_REUSE_REFRESH;
  1007. StatusIconChangeTable[SC_REUSE_LIMIT_A] = SI_REUSE_LIMIT_A;
  1008. StatusIconChangeTable[SC_REUSE_LIMIT_B] = SI_REUSE_LIMIT_B;
  1009. StatusIconChangeTable[SC_REUSE_LIMIT_C] = SI_REUSE_LIMIT_C;
  1010. StatusIconChangeTable[SC_REUSE_LIMIT_D] = SI_REUSE_LIMIT_D;
  1011. StatusIconChangeTable[SC_REUSE_LIMIT_E] = SI_REUSE_LIMIT_E;
  1012. StatusIconChangeTable[SC_REUSE_LIMIT_F] = SI_REUSE_LIMIT_F;
  1013. StatusIconChangeTable[SC_REUSE_LIMIT_G] = SI_REUSE_LIMIT_G;
  1014. StatusIconChangeTable[SC_REUSE_LIMIT_H] = SI_REUSE_LIMIT_H;
  1015. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = SI_REUSE_LIMIT_MTF;
  1016. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = SI_REUSE_LIMIT_ECL;
  1017. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = SI_REUSE_LIMIT_RECALL;
  1018. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = SI_REUSE_LIMIT_ASPD_POTION;
  1019. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = SI_REUSE_MILLENNIUMSHIELD;
  1020. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = SI_REUSE_CRUSHSTRIKE;
  1021. StatusIconChangeTable[SC_REUSE_STORMBLAST] = SI_REUSE_STORMBLAST;
  1022. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = SI_ALL_RIDING_REUSE_LIMIT;
  1023. // Clan System
  1024. StatusIconChangeTable[SC_CLAN_INFO] = SI_CLAN_INFO;
  1025. StatusIconChangeTable[SC_SWORDCLAN] = SI_SWORDCLAN;
  1026. StatusIconChangeTable[SC_ARCWANDCLAN] = SI_ARCWANDCLAN;
  1027. StatusIconChangeTable[SC_GOLDENMACECLAN] = SI_GOLDENMACECLAN;
  1028. StatusIconChangeTable[SC_CROSSBOWCLAN] = SI_CROSSBOWCLAN;
  1029. StatusIconChangeTable[SC_JUMPINGCLAN] = SI_JUMPINGCLAN;
  1030. /* Other SC which are not necessarily associated to skills */
  1031. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  1032. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  1033. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  1034. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  1035. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1036. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1037. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1038. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1039. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1040. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1041. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1042. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1043. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1044. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1045. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1046. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1047. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1048. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1049. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1050. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1051. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1052. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1053. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1054. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1055. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1056. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1057. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1058. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1059. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1060. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1061. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1062. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1063. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1064. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1065. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1066. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1067. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1068. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1069. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1070. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1071. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1072. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  1073. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1074. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1075. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1076. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1077. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1078. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1079. /* Cash Items */
  1080. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1081. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1082. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1083. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1084. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1085. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1086. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1087. /* Mercenary Bonus Effects */
  1088. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1089. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1090. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1091. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1092. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1093. StatusChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED;
  1094. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1095. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1096. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1097. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1098. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1099. StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
  1100. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1101. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1102. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  1103. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1104. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1105. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1106. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1107. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1108. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1109. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1110. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1111. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1112. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1113. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1114. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1115. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1116. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1117. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1118. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1119. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1120. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1121. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1122. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1123. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1124. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1125. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1126. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1127. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1128. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1129. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1130. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1131. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1132. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1133. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1134. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1135. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1136. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1137. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1138. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1139. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
  1140. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1141. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1142. // Costumes
  1143. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1144. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1145. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1146. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1147. StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
  1148. StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
  1149. StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
  1150. StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
  1151. StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
  1152. StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
  1153. StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
  1154. StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
  1155. StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
  1156. // Clan System
  1157. StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
  1158. StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
  1159. StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
  1160. StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
  1161. StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
  1162. StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1163. #ifdef RENEWAL
  1164. // renewal EDP increases your weapon atk
  1165. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1166. #endif
  1167. if( !battle_config.display_hallucination ) // Disable Hallucination.
  1168. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  1169. /* StatusDisplayType Table [Ind] */
  1170. StatusDisplayType[SC_ALL_RIDING] = true;
  1171. StatusDisplayType[SC_PUSH_CART] = true;
  1172. StatusDisplayType[SC_SPHERE_1] = true;
  1173. StatusDisplayType[SC_SPHERE_2] = true;
  1174. StatusDisplayType[SC_SPHERE_3] = true;
  1175. StatusDisplayType[SC_SPHERE_4] = true;
  1176. StatusDisplayType[SC_SPHERE_5] = true;
  1177. StatusDisplayType[SC_CAMOUFLAGE] = true;
  1178. StatusDisplayType[SC_STEALTHFIELD] = true;
  1179. StatusDisplayType[SC_DUPLELIGHT] = true;
  1180. StatusDisplayType[SC_ORATIO] = true;
  1181. StatusDisplayType[SC_FREEZING] = true;
  1182. StatusDisplayType[SC_VENOMIMPRESS] = true;
  1183. StatusDisplayType[SC_HALLUCINATIONWALK] = true;
  1184. StatusDisplayType[SC_ROLLINGCUTTER] = true;
  1185. StatusDisplayType[SC_BANDING] = true;
  1186. StatusDisplayType[SC_CRYSTALIZE] = true;
  1187. StatusDisplayType[SC_DEEPSLEEP] = true;
  1188. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = true;
  1189. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = true;
  1190. StatusDisplayType[SC_NETHERWORLD] = true;
  1191. StatusDisplayType[SC_VOICEOFSIREN] = true;
  1192. StatusDisplayType[SC_BLOODSUCKER] = true;
  1193. StatusDisplayType[SC__SHADOWFORM] = true;
  1194. StatusDisplayType[SC__MANHOLE] = true;
  1195. StatusDisplayType[SC_JYUMONJIKIRI] = true;
  1196. StatusDisplayType[SC_AKAITSUKI] = true;
  1197. StatusDisplayType[SC_MONSTER_TRANSFORM] = true;
  1198. StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = true;
  1199. StatusDisplayType[SC_DARKCROW] = true;
  1200. StatusDisplayType[SC_OFFERTORIUM] = true;
  1201. StatusDisplayType[SC_TELEKINESIS_INTENSE] = true;
  1202. StatusDisplayType[SC_UNLIMIT] = true;
  1203. StatusDisplayType[SC_ILLUSIONDOPING] = true;
  1204. StatusDisplayType[SC_C_MARKER] = true;
  1205. StatusDisplayType[SC_ANTI_M_BLAST] = true;
  1206. StatusDisplayType[SC_SPRITEMABLE] = true;
  1207. // Costumes
  1208. StatusDisplayType[SC_MOONSTAR] = true;
  1209. StatusDisplayType[SC_SUPER_STAR] = true;
  1210. StatusDisplayType[SC_STRANGELIGHTS] = true;
  1211. StatusDisplayType[SC_DECORATION_OF_MUSIC] = true;
  1212. StatusDisplayType[SC_LJOSALFAR] = true;
  1213. StatusDisplayType[SC_MERMAID_LONGING] = true;
  1214. StatusDisplayType[SC_HAT_EFFECT] = true;
  1215. StatusDisplayType[SC_FLOWERSMOKE] = true;
  1216. StatusDisplayType[SC_FSTONE] = true;
  1217. StatusDisplayType[SC_HAPPINESS_STAR] = true;
  1218. StatusDisplayType[SC_MAPLE_FALLS] = true;
  1219. StatusDisplayType[SC_TIME_ACCESSORY] = true;
  1220. StatusDisplayType[SC_MAGICAL_FEATHER] = true;
  1221. // Clans
  1222. StatusDisplayType[SC_CLAN_INFO] = true;
  1223. /* StatusChangeState (SCS_) NOMOVE */
  1224. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1225. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1226. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1227. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1228. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1229. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1230. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1231. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1232. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1233. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1234. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1235. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1236. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1237. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1238. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1239. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1240. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1241. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1242. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1243. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1244. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1245. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1246. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1247. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1248. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1249. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1250. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1251. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1252. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1253. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1254. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1255. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1256. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1257. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1258. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1259. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1260. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1261. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1262. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1263. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1264. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1265. /* StatusChangeState (SCS_) NODROPITEMS */
  1266. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1267. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1268. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1269. /* StatusChangeState (SCS_) NOCAST (skills) */
  1270. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1271. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1272. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1273. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1274. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1275. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1276. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1277. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1278. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1279. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
  1280. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1281. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1282. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1283. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1284. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1285. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1286. StatusChangeStateTable[SC_HEAT_BARREL_AFTER] |= SCS_NOCAST;
  1287. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1288. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1289. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1290. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1291. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1292. }
  1293. static void initDummyData(void)
  1294. {
  1295. memset(&dummy_status, 0, sizeof(dummy_status));
  1296. dummy_status.hp =
  1297. dummy_status.max_hp =
  1298. dummy_status.max_sp =
  1299. dummy_status.str =
  1300. dummy_status.agi =
  1301. dummy_status.vit =
  1302. dummy_status.int_ =
  1303. dummy_status.dex =
  1304. dummy_status.luk =
  1305. dummy_status.hit = 1;
  1306. dummy_status.speed = 2000;
  1307. dummy_status.adelay = 4000;
  1308. dummy_status.amotion = 2000;
  1309. dummy_status.dmotion = 2000;
  1310. dummy_status.ele_lv = 1; // Min elemental level.
  1311. dummy_status.mode = MD_CANMOVE;
  1312. }
  1313. /**
  1314. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1315. * @param a: Status data structure to copy from
  1316. * @param b: Status data structure to copy to
  1317. */
  1318. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1319. {
  1320. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1321. }
  1322. /**
  1323. * Sets HP to a given value
  1324. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1325. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1326. * @param hp: What the HP is to be set as
  1327. * @param flag: Used in case final value is higher than current
  1328. * Use 2 to display healing effect
  1329. * @return heal or zapped HP if valid
  1330. */
  1331. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1332. {
  1333. struct status_data *status;
  1334. if (hp < 1)
  1335. return 0;
  1336. status = status_get_status_data(bl);
  1337. if (status == &dummy_status)
  1338. return 0;
  1339. if (hp > status->max_hp)
  1340. hp = status->max_hp;
  1341. if (hp == status->hp)
  1342. return 0;
  1343. if (hp > status->hp)
  1344. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1345. return status_zap(bl, status->hp - hp, 0);
  1346. }
  1347. /**
  1348. * Sets Max HP to a given value
  1349. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1350. * @param maxhp: What the Max HP is to be set as
  1351. * @param flag: Used in case final value is higher than current
  1352. * Use 2 to display healing effect
  1353. * @return heal or zapped HP if valid
  1354. */
  1355. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1356. {
  1357. struct status_data *status;
  1358. if (maxhp < 1)
  1359. return 0;
  1360. status = status_get_status_data(bl);
  1361. if (status == &dummy_status)
  1362. return 0;
  1363. if (maxhp == status->max_hp)
  1364. return 0;
  1365. if (maxhp > status->max_hp)
  1366. status_heal(bl, maxhp - status->max_hp, 0, 1|flag);
  1367. else
  1368. status_zap(bl, status->max_hp - maxhp, 0);
  1369. status->max_hp = maxhp;
  1370. return maxhp;
  1371. }
  1372. /**
  1373. * Sets SP to a given value
  1374. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1375. * @param sp: What the SP is to be set as
  1376. * @param flag: Used in case final value is higher than current
  1377. * Use 2 to display healing effect
  1378. * @return heal or zapped SP if valid
  1379. */
  1380. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1381. {
  1382. struct status_data *status;
  1383. status = status_get_status_data(bl);
  1384. if (status == &dummy_status)
  1385. return 0;
  1386. if (sp > status->max_sp)
  1387. sp = status->max_sp;
  1388. if (sp == status->sp)
  1389. return 0;
  1390. if (sp > status->sp)
  1391. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1392. return status_zap(bl, 0, status->sp - sp);
  1393. }
  1394. /**
  1395. * Sets Max SP to a given value
  1396. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1397. * @param maxsp: What the Max SP is to be set as
  1398. * @param flag: Used in case final value is higher than current
  1399. * Use 2 to display healing effect
  1400. * @return heal or zapped HP if valid
  1401. */
  1402. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1403. {
  1404. struct status_data *status;
  1405. if (maxsp < 1)
  1406. return 0;
  1407. status = status_get_status_data(bl);
  1408. if (status == &dummy_status)
  1409. return 0;
  1410. if (maxsp == status->max_sp)
  1411. return 0;
  1412. if (maxsp > status->max_sp)
  1413. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1414. else
  1415. status_zap(bl, status->max_sp - maxsp, 0);
  1416. status->max_sp = maxsp;
  1417. return maxsp;
  1418. }
  1419. /**
  1420. * Takes HP/SP from an Object
  1421. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1422. * @param hp: How much HP to charge
  1423. * @param sp: How much SP to charge
  1424. * @return hp+sp through status_damage()
  1425. * Note: HP/SP are integer values, not percentages. Values should be
  1426. * calculated either within function call or before
  1427. */
  1428. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1429. {
  1430. if(!(bl->type&BL_CONSUME))
  1431. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1432. return status_damage(NULL, bl, hp, sp, 0, 3);
  1433. }
  1434. /**
  1435. * Inflicts damage on the target with the according walkdelay.
  1436. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1437. * @param target: Target of the damage
  1438. * @param dhp: How much damage to HP
  1439. * @param dsp: How much damage to SP
  1440. * @param walkdelay: Amount of time before object can walk again
  1441. * @param flag: Damage flag decides various options
  1442. * flag&1: Passive damage - Does not trigger cancelling status changes
  1443. * flag&2: Fail if there is not enough to subtract
  1444. * flag&4: Mob does not give EXP/Loot if killed
  1445. * flag&8: Used to damage SP of a dead character
  1446. * @return hp+sp
  1447. * Note: HP/SP are integer values, not percentages. Values should be
  1448. * calculated either within function call or before
  1449. */
  1450. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1451. {
  1452. struct status_data *status;
  1453. struct status_change *sc;
  1454. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1455. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1456. nullpo_ret(target);
  1457. if(sp && !(target->type&BL_CONSUME))
  1458. sp = 0; // Not a valid SP target.
  1459. if (hp < 0) { // Assume absorbed damage.
  1460. status_heal(target, -hp, 0, 1);
  1461. hp = 0;
  1462. }
  1463. if (sp < 0) {
  1464. status_heal(target, 0, -sp, 1);
  1465. sp = 0;
  1466. }
  1467. if (target->type == BL_SKILL) {
  1468. if (!src || src->type&battle_config.can_damage_skill)
  1469. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1470. return 0;
  1471. }
  1472. status = status_get_status_data(target);
  1473. if(!status || status == &dummy_status )
  1474. return 0;
  1475. if ((unsigned int)hp >= status->hp) {
  1476. if (flag&2) return 0;
  1477. hp = status->hp;
  1478. }
  1479. if ((unsigned int)sp > status->sp) {
  1480. if (flag&2) return 0;
  1481. sp = status->sp;
  1482. }
  1483. if (!hp && !sp)
  1484. return 0;
  1485. if( !status->hp )
  1486. flag |= 8;
  1487. sc = status_get_sc(target);
  1488. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1489. hp = 1;
  1490. if( hp && !(flag&1) ) {
  1491. if( sc ) {
  1492. struct status_change_entry *sce;
  1493. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1494. status_change_end(target, SC_STONE, INVALID_TIMER);
  1495. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1496. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1497. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1498. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1499. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1500. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1501. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1502. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1503. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1504. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1505. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  1506. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1507. /** [Skotlex]
  1508. * Endure count is only reduced by non-players on non-gvg maps.
  1509. * val4 signals infinite endure.
  1510. **/
  1511. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1512. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1513. }
  1514. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1515. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1516. if (sg) {
  1517. skill_delunitgroup(sg);
  1518. sce->val4 = 0;
  1519. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1520. }
  1521. }
  1522. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1523. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1524. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1525. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1526. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1527. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1528. }
  1529. if (target->type == BL_PC)
  1530. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1531. unit_skillcastcancel(target, 2);
  1532. }
  1533. status->hp-= hp;
  1534. status->sp-= sp;
  1535. if (sc && hp && status->hp) {
  1536. if (sc->data[SC_AUTOBERSERK] &&
  1537. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1538. status->hp < status->max_hp>>2)
  1539. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1540. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1541. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1542. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1543. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1544. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1545. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1546. }
  1547. switch (target->type) {
  1548. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1549. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1550. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1551. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1552. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1553. }
  1554. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1555. unit_stop_walking( target, 1 );
  1556. }
  1557. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1558. if (walkdelay)
  1559. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1560. return (int)(hp+sp);
  1561. }
  1562. status->hp = 0;
  1563. /** [Skotlex]
  1564. * NOTE: These dead functions should return:
  1565. * 0: Death cancelled, auto-revived.
  1566. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1567. * &2: Remove object from map.
  1568. * &4: Delete object from memory. (One time spawn mobs)
  1569. **/
  1570. switch (target->type) {
  1571. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1572. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1573. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1574. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1575. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1576. default: // Unhandled case, do nothing to object.
  1577. flag = 0;
  1578. break;
  1579. }
  1580. if(!flag) // Death cancelled.
  1581. return (int)(hp+sp);
  1582. // Normal death
  1583. if (battle_config.clear_unit_ondeath &&
  1584. battle_config.clear_unit_ondeath&target->type)
  1585. skill_clear_unitgroup(target);
  1586. if(target->type&BL_REGEN) { // Reset regen ticks.
  1587. struct regen_data *regen = status_get_regen_data(target);
  1588. if (regen) {
  1589. memset(&regen->tick, 0, sizeof(regen->tick));
  1590. if (regen->sregen)
  1591. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1592. if (regen->ssregen)
  1593. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1594. }
  1595. }
  1596. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { // flag&8 = disable Kaizel
  1597. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1598. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1599. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1600. status_revive(target, 100, 100);
  1601. else
  1602. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1603. status_change_clear(target,0);
  1604. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1605. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1606. if( target->type == BL_MOB )
  1607. ((TBL_MOB*)target)->state.rebirth = 1;
  1608. return (int)(hp+sp);
  1609. }
  1610. 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.
  1611. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1612. status_change_clear(target,0);
  1613. ((TBL_MOB*)target)->state.rebirth = 1;
  1614. return (int)(hp+sp);
  1615. }
  1616. status_change_clear(target,0);
  1617. if(flag&4) // Delete from memory. (also invokes map removal code)
  1618. unit_free(target,CLR_DEAD);
  1619. else if(flag&2) // remove from map
  1620. unit_remove_map(target,CLR_DEAD);
  1621. else { // Some death states that would normally be handled by unit_remove_map
  1622. unit_stop_attack(target);
  1623. unit_stop_walking(target,1);
  1624. unit_skillcastcancel(target,0);
  1625. clif_clearunit_area(target,CLR_DEAD);
  1626. skill_unit_move(target,gettick(),4);
  1627. skill_cleartimerskill(target);
  1628. }
  1629. // Always run NPC scripts for players last
  1630. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1631. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1632. if(target->type == BL_PC) {
  1633. TBL_PC *sd = BL_CAST(BL_PC,target);
  1634. if( sd->bg_id ) {
  1635. struct battleground_data *bg;
  1636. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1637. npc_event(sd, bg->die_event, 0);
  1638. }
  1639. npc_script_event(sd,NPCE_DIE);
  1640. }
  1641. return (int)(hp+sp);
  1642. }
  1643. /**
  1644. * Heals an object
  1645. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1646. * @param hhp: How much HP to heal
  1647. * @param hsp: How much SP to heal
  1648. * @param flag: Whether it's Forced(&1) or gives HP/SP(&2) heal effect \n
  1649. * Forced healing overrides heal impedement statuses (Berserk)
  1650. * @return hp+sp
  1651. */
  1652. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1653. {
  1654. struct status_data *status;
  1655. struct status_change *sc;
  1656. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1657. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1658. status = status_get_status_data(bl);
  1659. if (status == &dummy_status || !status->hp)
  1660. return 0;
  1661. sc = status_get_sc(bl);
  1662. if (sc && !sc->count)
  1663. sc = NULL;
  1664. if (hp < 0) {
  1665. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1666. hp++;
  1667. status_damage(NULL, bl, -hp, 0, 0, 1);
  1668. hp = 0;
  1669. }
  1670. if(hp) {
  1671. if( sc && (sc->data[SC_BERSERK]) ) {
  1672. if( flag&1 )
  1673. flag &= ~2;
  1674. else
  1675. hp = 0;
  1676. }
  1677. if((unsigned int)hp > status->max_hp - status->hp)
  1678. hp = status->max_hp - status->hp;
  1679. }
  1680. if(sp < 0) {
  1681. if (sp == INT_MIN)
  1682. sp++;
  1683. status_damage(NULL, bl, 0, -sp, 0, 1);
  1684. sp = 0;
  1685. }
  1686. if(sp) {
  1687. if((unsigned int)sp > status->max_sp - status->sp)
  1688. sp = status->max_sp - status->sp;
  1689. }
  1690. if(!sp && !hp)
  1691. return 0;
  1692. status->hp += hp;
  1693. status->sp += sp;
  1694. if(hp && sc &&
  1695. sc->data[SC_AUTOBERSERK] &&
  1696. sc->data[SC_PROVOKE] &&
  1697. sc->data[SC_PROVOKE]->val2==1 &&
  1698. status->hp>=status->max_hp>>2
  1699. ) // End auto berserk.
  1700. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1701. // Send HP update to client
  1702. switch(bl->type) {
  1703. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1704. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1705. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1706. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1707. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1708. }
  1709. return (int)hp+sp;
  1710. }
  1711. /**
  1712. * Applies percentage based damage to a unit.
  1713. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1714. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1715. * @param target: Object to modify HP/SP
  1716. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1717. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1718. * @param flag: \n
  1719. * 0: Heal target \n
  1720. * 1: Use status_damage \n
  1721. * 2: Use status_damage and make sure target must not die from subtraction
  1722. * @return hp+sp through status_heal()
  1723. */
  1724. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  1725. {
  1726. struct status_data *status;
  1727. unsigned int hp = 0, sp = 0;
  1728. status = status_get_status_data(target);
  1729. // It's safe now [MarkZD]
  1730. if (hp_rate > 99)
  1731. hp = status->hp;
  1732. else if (hp_rate > 0)
  1733. hp = apply_rate(status->hp, hp_rate);
  1734. else if (hp_rate < -99)
  1735. hp = status->max_hp;
  1736. else if (hp_rate < 0)
  1737. hp = (apply_rate(status->max_hp, -hp_rate));
  1738. if (hp_rate && !hp)
  1739. hp = 1;
  1740. if (flag == 2 && hp >= status->hp)
  1741. hp = status->hp-1; // Must not kill target.
  1742. if (sp_rate > 99)
  1743. sp = status->sp;
  1744. else if (sp_rate > 0)
  1745. sp = apply_rate(status->sp, sp_rate);
  1746. else if (sp_rate < -99)
  1747. sp = status->max_sp;
  1748. else if (sp_rate < 0)
  1749. sp = (apply_rate(status->max_sp, -sp_rate));
  1750. if (sp_rate && !sp)
  1751. sp = 1;
  1752. // Ugly check in case damage dealt is too much for the received args of
  1753. // status_heal / status_damage. [Skotlex]
  1754. if (hp > INT_MAX) {
  1755. hp -= INT_MAX;
  1756. if (flag)
  1757. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1758. else
  1759. status_heal(target, INT_MAX, 0, 0);
  1760. }
  1761. if (sp > INT_MAX) {
  1762. sp -= INT_MAX;
  1763. if (flag)
  1764. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1765. else
  1766. status_heal(target, 0, INT_MAX, 0);
  1767. }
  1768. if (flag)
  1769. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1770. return status_heal(target, hp, sp, 0);
  1771. }
  1772. /**
  1773. * Revives a unit
  1774. * @param bl: Object to revive [PC|MOB|HOM]
  1775. * @param per_hp: Percentage of HP to revive with
  1776. * @param per_sp: Percentage of SP to revive with
  1777. * @return Successful (1) or Invalid target (0)
  1778. */
  1779. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1780. {
  1781. struct status_data *status;
  1782. unsigned int hp, sp;
  1783. if (!status_isdead(bl)) return 0;
  1784. status = status_get_status_data(bl);
  1785. if (status == &dummy_status)
  1786. return 0; // Invalid target.
  1787. hp = (int64)status->max_hp * per_hp/100;
  1788. sp = (int64)status->max_sp * per_sp/100;
  1789. if(hp > status->max_hp - status->hp)
  1790. hp = status->max_hp - status->hp;
  1791. else if (per_hp && !hp)
  1792. hp = 1;
  1793. if(sp > status->max_sp - status->sp)
  1794. sp = status->max_sp - status->sp;
  1795. else if (per_sp && !sp)
  1796. sp = 1;
  1797. status->hp += hp;
  1798. status->sp += sp;
  1799. if (bl->prev) // Animation only if character is already on a map.
  1800. clif_resurrection(bl, 1);
  1801. switch (bl->type) {
  1802. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1803. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1804. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1805. }
  1806. return 1;
  1807. }
  1808. /**
  1809. * Checks whether the src can use the skill on the target,
  1810. * taking into account status/option of both source/target
  1811. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1812. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1813. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1814. target MAY be NULL, which checks if src can cast skill_id on the ground
  1815. * @param skill_id: Skill ID being used on target
  1816. * @param flag: 0 - Trying to use skill on target
  1817. * 1 - Cast bar is done
  1818. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1819. * @return src can use skill (1) or cannot use skill (0)
  1820. * @author [Skotlex]
  1821. */
  1822. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1823. struct status_data *status;
  1824. struct status_change *sc = NULL, *tsc;
  1825. int hide_flag;
  1826. status = src ? status_get_status_data(src) : &dummy_status;
  1827. if (src && src->type != BL_PC && status_isdead(src))
  1828. return false;
  1829. if (!skill_id) { // Normal attack checks.
  1830. // This mode is only needed for melee attacking.
  1831. if (!status_has_mode(status,MD_CANATTACK))
  1832. return false;
  1833. // Dead state is not checked for skills as some skills can be used
  1834. // on dead characters, said checks are left to skill.c [Skotlex]
  1835. if (target && status_isdead(target))
  1836. return false;
  1837. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
  1838. return false;
  1839. }
  1840. switch( skill_id ) {
  1841. case PA_PRESSURE:
  1842. if( flag && target ) {
  1843. // Gloria Avoids pretty much everything....
  1844. tsc = status_get_sc(target);
  1845. if(tsc && tsc->option&OPTION_HIDE)
  1846. return false;
  1847. }
  1848. break;
  1849. case GN_WALLOFTHORN:
  1850. if( target && status_isdead(target) )
  1851. return false;
  1852. break;
  1853. case AL_TELEPORT:
  1854. case ALL_ODINS_POWER:
  1855. // Should fail when used on top of Land Protector [Skotlex]
  1856. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1857. && !status_has_mode(status,MD_STATUS_IMMUNE)
  1858. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1859. return false;
  1860. break;
  1861. case SC_MANHOLE:
  1862. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1863. if (target && ( status_get_race2(target) == RC2_GVG || status_get_race2(target) == RC2_BATTLEFIELD ) )
  1864. return false;
  1865. default:
  1866. break;
  1867. }
  1868. if ( src )
  1869. sc = status_get_sc(src);
  1870. if( sc && sc->count ) {
  1871. if (sc->data[SC_ALL_RIDING])
  1872. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1873. if (flag == 1 && !status_has_mode(status,MD_STATUS_IMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1874. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1875. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1876. )) {
  1877. if (src->type == BL_PC)
  1878. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1879. return false;
  1880. }
  1881. if (flag == 1 && sc->data[SC_CURSEDCIRCLE_TARGET] && skill_id == MO_ABSORBSPIRITS) // Absorb Spirits fails to go through
  1882. return false;
  1883. if (skill_id != RK_REFRESH && sc->opt1 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1884. if (flag != 1) // Can't cast, casted stuff can't damage.
  1885. return false;
  1886. if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
  1887. return false; // Targetted spells can't come off.
  1888. }
  1889. if (
  1890. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1891. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1892. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1893. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  1894. )
  1895. return false;
  1896. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1897. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  1898. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1899. clif_emotion(src, E_LV);
  1900. return false;
  1901. }
  1902. if (sc->data[SC_BLADESTOP]) {
  1903. switch (sc->data[SC_BLADESTOP]->val1) {
  1904. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1905. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1906. case 3: if (skill_id == MO_INVESTIGATE) break;
  1907. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1908. default: return false;
  1909. }
  1910. }
  1911. if (sc->data[SC_DANCING] && flag!=2) {
  1912. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1913. skill_id == WM_FRIGG_SONG))
  1914. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1915. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1916. return false;
  1917. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1918. if (skill_id == BD_ENCORE ||
  1919. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1920. )
  1921. return false;
  1922. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  1923. return false;
  1924. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1925. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1926. }
  1927. if (skill_id && // Do not block item-casted skills.
  1928. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1929. ) { // Skills blocked through status changes...
  1930. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1931. sc->cant.cast ||
  1932. (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
  1933. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1934. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1935. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1936. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1937. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  1938. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1939. ))
  1940. return false;
  1941. // Skill blocking.
  1942. if (
  1943. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1944. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1945. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1946. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1947. )
  1948. return false;
  1949. }
  1950. if (sc->option) {
  1951. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  1952. // Non players can use all skills while hidden.
  1953. return false;
  1954. }
  1955. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1956. return false;
  1957. }
  1958. }
  1959. if (target == NULL || target == src) // No further checking needed.
  1960. return true;
  1961. tsc = status_get_sc(target);
  1962. if (tsc && tsc->count) {
  1963. /**
  1964. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  1965. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1966. **/
  1967. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1968. return false;
  1969. if(!skill_id && tsc->data[SC_TRICKDEAD])
  1970. return false;
  1971. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  1972. && tsc->data[SC_FREEZE])
  1973. return false;
  1974. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1975. return false;
  1976. if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
  1977. return false;
  1978. }
  1979. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1980. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1981. // Skill that can hit hidden target
  1982. if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
  1983. hide_flag &= ~OPTION_HIDE;
  1984. switch( target->type ) {
  1985. case BL_PC: {
  1986. struct map_session_data *tsd = (TBL_PC*)target;
  1987. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  1988. bool is_detect = status_has_mode(status,MD_DETECTOR);
  1989. if (pc_isinvisible(tsd))
  1990. return false;
  1991. if (tsc) {
  1992. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  1993. return false;
  1994. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  1995. return false; // Works against insect and demon but not against bosses
  1996. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  1997. return false; // Works against all
  1998. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  1999. return false; // Insect, demon, and boss can detect
  2000. }
  2001. }
  2002. break;
  2003. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  2004. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  2005. if (status_has_mode(status,MD_LOOTER))
  2006. return true;
  2007. return false;
  2008. case BL_HOM:
  2009. case BL_MER:
  2010. case BL_ELEM:
  2011. 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 )
  2012. return false; // Can't use support skills on Homunculus (only Master/Self)
  2013. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  2014. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  2015. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  2016. return false; // Can't use Potion Pitcher on Mercenaries
  2017. default:
  2018. // Check for chase-walk/hiding/cloaking opponents.
  2019. if( tsc ) {
  2020. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  2021. return false;
  2022. }
  2023. }
  2024. return true;
  2025. }
  2026. /**
  2027. * Checks whether the src can see the target
  2028. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2029. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2030. * @return src can see (1) or target is invisible (0)
  2031. * @author [Skotlex]
  2032. */
  2033. int status_check_visibility(struct block_list *src, struct block_list *target)
  2034. {
  2035. int view_range;
  2036. struct status_data* status = status_get_status_data(src);
  2037. struct status_change* tsc = status_get_sc(target);
  2038. switch (src->type) {
  2039. case BL_MOB:
  2040. view_range = ((TBL_MOB*)src)->min_chase;
  2041. break;
  2042. case BL_PET:
  2043. view_range = ((TBL_PET*)src)->db->range2;
  2044. break;
  2045. default:
  2046. view_range = AREA_SIZE;
  2047. }
  2048. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  2049. return 0;
  2050. if ( src->type == BL_NPC) // NPCs don't care for the rest
  2051. return 1;
  2052. if (tsc) {
  2053. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  2054. bool is_detector = status_has_mode(status,MD_DETECTOR);
  2055. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  2056. case BL_PC: {
  2057. struct map_session_data *tsd = (TBL_PC*)target;
  2058. 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))
  2059. return 0;
  2060. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  2061. return 0;
  2062. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  2063. return 0;
  2064. }
  2065. break;
  2066. default:
  2067. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD]) && !is_boss && !is_detector)
  2068. return 0;
  2069. }
  2070. }
  2071. return 1;
  2072. }
  2073. /**
  2074. * Base ASPD value taken from the job tables
  2075. * @param sd: Player object
  2076. * @param status: Player status
  2077. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2078. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2079. */
  2080. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2081. {
  2082. int amotion;
  2083. int classidx = pc_class2idx(sd->status.class_);
  2084. #ifdef RENEWAL_ASPD
  2085. short mod = -1;
  2086. switch( sd->weapontype2 ) { // Adjustment for dual weilding
  2087. case W_DAGGER: mod = 0; break; // 0, 1, 1
  2088. case W_1HSWORD:
  2089. case W_1HAXE: mod = 1;
  2090. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  2091. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  2092. }
  2093. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  2094. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2095. : ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield
  2096. + job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod
  2097. - job_info[classidx].aspd_base[sd->weapontype2]
  2098. + job_info[classidx].aspd_base[sd->weapontype1]);
  2099. if ( sd->status.shield )
  2100. amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) +
  2101. ( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 );
  2102. #else
  2103. // Base weapon delay
  2104. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2105. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2106. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2])*7/10; // Dual-wield
  2107. // Percentual delay reduction from stats
  2108. amotion -= amotion * (4*status->agi + status->dex)/1000;
  2109. #endif
  2110. // Raw delay adjustment from bAspd bonus
  2111. amotion += sd->bonus.aspd_add;
  2112. return amotion;
  2113. }
  2114. /**
  2115. * Base attack value calculated for units
  2116. * @param bl: Object to get attack for [PC|HOM]
  2117. * @param status: Object status
  2118. * @return base attack
  2119. * Note: Function only calculates Homunculus bATK in RENEWAL
  2120. */
  2121. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  2122. {
  2123. int flag = 0, str, dex, dstr;
  2124. if(!(bl->type&battle_config.enable_baseatk))
  2125. return 0;
  2126. if (bl->type == BL_PC)
  2127. switch(((TBL_PC*)bl)->status.weapon) {
  2128. case W_BOW:
  2129. case W_MUSICAL:
  2130. case W_WHIP:
  2131. case W_REVOLVER:
  2132. case W_RIFLE:
  2133. case W_GATLING:
  2134. case W_SHOTGUN:
  2135. case W_GRENADE:
  2136. flag = 1;
  2137. }
  2138. if (flag) {
  2139. #ifdef RENEWAL
  2140. dstr =
  2141. #endif
  2142. str = status->dex;
  2143. dex = status->str;
  2144. } else {
  2145. #ifdef RENEWAL
  2146. dstr =
  2147. #endif
  2148. str = status->str;
  2149. dex = status->dex;
  2150. }
  2151. /** [Skotlex]
  2152. * Normally only players have base-atk, but homunc have a different batk
  2153. * equation, hinting that perhaps non-players should use this for batk.
  2154. **/
  2155. #ifdef RENEWAL
  2156. if (bl->type == BL_HOM)
  2157. str = 2 * ((((TBL_HOM*)bl)->homunculus.level) + status_get_homstr(bl));
  2158. #else
  2159. dstr = str/10;
  2160. str += dstr*dstr;
  2161. #endif
  2162. if (bl->type == BL_PC)
  2163. #ifdef RENEWAL
  2164. str = (dstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  2165. else if (bl->type == BL_MOB || bl->type == BL_MER)
  2166. str = dstr + ((TBL_MOB*)bl)->level;
  2167. #else
  2168. str+= dex/5 + status->luk/5;
  2169. #endif
  2170. return cap_value(str, 0, USHRT_MAX);
  2171. }
  2172. #ifdef RENEWAL
  2173. /**
  2174. * Weapon attack value calculated for Players
  2175. * @param wa: Weapon attack
  2176. * @param status: Player status
  2177. * @return weapon attack
  2178. */
  2179. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd)
  2180. {
  2181. float str = sd->base_status.str;
  2182. int weapon_atk_bonus = 0;
  2183. if (wa.range > 3)
  2184. str = sd->base_status.dex;
  2185. if (sd->bonus.weapon_atk_rate)
  2186. weapon_atk_bonus = wa.atk * sd->bonus.weapon_atk_rate / 100;
  2187. // wa.atk2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  2188. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200) + weapon_atk_bonus);
  2189. }
  2190. #endif
  2191. #ifndef RENEWAL
  2192. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2193. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2194. #endif
  2195. #ifdef RENEWAL
  2196. unsigned short status_base_matk(struct block_list *bl, const struct status_data* status, int level)
  2197. {
  2198. switch (bl->type) {
  2199. case BL_MOB:
  2200. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2201. //return status->int_ + level;
  2202. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2203. case BL_HOM:
  2204. return status_get_homint(bl) + level;
  2205. case BL_MER:
  2206. return status->int_ + status->int_ / 5 * status->int_ / 5;
  2207. case BL_PC:
  2208. default:
  2209. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2210. }
  2211. }
  2212. #endif
  2213. /**
  2214. * Fills in the misc data that can be calculated from the other status info (except for level)
  2215. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2216. * @param status: Player status
  2217. */
  2218. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2219. {
  2220. int stat;
  2221. // Non players get the value set, players need to stack with previous bonuses.
  2222. if( bl->type != BL_PC )
  2223. status->batk =
  2224. status->hit = status->flee =
  2225. status->def2 = status->mdef2 =
  2226. status->cri = status->flee2 = 0;
  2227. #ifdef RENEWAL // Renewal formulas
  2228. if (bl->type == BL_HOM) {
  2229. // Def2
  2230. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2231. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2232. // Mdef2
  2233. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2234. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2235. // Def
  2236. stat = status->def;
  2237. stat += status_get_homvit(bl) + level / 2;
  2238. status->def = cap_value(stat, 0, SHRT_MAX);
  2239. // Mdef
  2240. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2241. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2242. // Hit
  2243. stat = level + status->dex + 150;
  2244. status->hit = cap_value(stat, 1, SHRT_MAX);
  2245. // Flee
  2246. stat = level + status_get_homagi(bl);
  2247. status->flee = cap_value(stat, 1, SHRT_MAX);
  2248. // Atk
  2249. stat = (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2250. status->rhw.atk = cap_value(stat, 0, SHRT_MAX);
  2251. // Atk2
  2252. stat = (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2253. status->rhw.atk2 = cap_value(stat, 0, SHRT_MAX);
  2254. } else {
  2255. // Hit
  2256. stat = status->hit;
  2257. 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
  2258. status->hit = cap_value(stat, 1, SHRT_MAX);
  2259. // Flee
  2260. stat = status->flee;
  2261. 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
  2262. status->flee = cap_value(stat, 1, SHRT_MAX);
  2263. // Def2
  2264. if (bl->type == BL_MER)
  2265. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2266. else {
  2267. stat = status->def2;
  2268. 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)
  2269. }
  2270. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2271. // Mdef2
  2272. if (bl->type == BL_MER)
  2273. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2274. else {
  2275. stat = status->mdef2;
  2276. 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)
  2277. }
  2278. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2279. }
  2280. // MAtk
  2281. status->matk_min = status->matk_max = status_base_matk(bl, status, level);
  2282. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2283. //switch (bl->type) {
  2284. // case BL_MOB:
  2285. // status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2286. // status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2287. // break;
  2288. // case BL_MER:
  2289. // status->matk_min += 70 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2290. // status->matk_max += 130 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2291. // break;
  2292. //}
  2293. #else
  2294. // Matk
  2295. status->matk_min = status_base_matk_min(status);
  2296. status->matk_max = status_base_matk_max(status);
  2297. // Hit
  2298. stat = status->hit;
  2299. stat += level + status->dex;
  2300. status->hit = cap_value(stat, 1, SHRT_MAX);
  2301. // Flee
  2302. stat = status->flee;
  2303. stat += level + status->agi;
  2304. status->flee = cap_value(stat, 1, SHRT_MAX);
  2305. // Def2
  2306. stat = status->def2;
  2307. stat += status->vit;
  2308. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2309. // Mdef2
  2310. stat = status->mdef2;
  2311. stat += status->int_ + (status->vit>>1);
  2312. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2313. #endif
  2314. //Critical
  2315. if( bl->type&battle_config.enable_critical ) {
  2316. stat = status->cri;
  2317. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2318. status->cri = cap_value(stat, 1, SHRT_MAX);
  2319. } else
  2320. status->cri = 0;
  2321. if (bl->type&battle_config.enable_perfect_flee) {
  2322. stat = status->flee2;
  2323. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2324. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2325. } else
  2326. status->flee2 = 0;
  2327. if (status->batk) {
  2328. int temp = status->batk + status_base_atk(bl, status);
  2329. status->batk = cap_value(temp, 0, USHRT_MAX);
  2330. } else
  2331. status->batk = status_base_atk(bl, status);
  2332. if (status->cri) {
  2333. switch (bl->type) {
  2334. case BL_MOB:
  2335. if(battle_config.mob_critical_rate != 100)
  2336. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2337. if(!status->cri && battle_config.mob_critical_rate)
  2338. status->cri = 10;
  2339. break;
  2340. case BL_PC:
  2341. // Players don't have a critical adjustment setting as of yet.
  2342. break;
  2343. default:
  2344. if(battle_config.critical_rate != 100)
  2345. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2346. if (!status->cri && battle_config.critical_rate)
  2347. status->cri = 10;
  2348. }
  2349. }
  2350. if(bl->type&BL_REGEN)
  2351. status_calc_regen(bl, status, status_get_regen_data(bl));
  2352. }
  2353. /**
  2354. * Calculates the initial status for the given mob
  2355. * @param md: Mob object
  2356. * @param opt: Whether or not it is the first calculation
  2357. This will only be false when a mob levels up (Regular and WoE Guardians)
  2358. * @return 1 for calculated special statuses or 0 for none
  2359. * @author [Skotlex]
  2360. */
  2361. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2362. {
  2363. struct status_data *status;
  2364. struct block_list *mbl = NULL;
  2365. int flag=0;
  2366. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2367. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2368. ;
  2369. else
  2370. md->level = md->db->lv;
  2371. }
  2372. // Check if we need custom base-status
  2373. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2374. flag|=1;
  2375. if (md->special_state.size)
  2376. flag|=2;
  2377. if (md->guardian_data && md->guardian_data->guardup_lv)
  2378. flag|=4;
  2379. if (md->mob_id == MOBID_EMPERIUM)
  2380. flag|=4;
  2381. if (battle_config.slaves_inherit_speed && md->master_id)
  2382. flag|=8;
  2383. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2384. flag|=16;
  2385. if (md->master_id && battle_config.slaves_inherit_mode)
  2386. flag |= 32;
  2387. if (!flag) { // No special status required.
  2388. if (md->base_status) {
  2389. aFree(md->base_status);
  2390. md->base_status = NULL;
  2391. }
  2392. if (opt&SCO_FIRST)
  2393. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2394. return 0;
  2395. }
  2396. if (!md->base_status)
  2397. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2398. status = md->base_status;
  2399. memcpy(status, &md->db->status, sizeof(struct status_data));
  2400. if (flag&(8|16))
  2401. mbl = map_id2bl(md->master_id);
  2402. if (flag&8 && mbl) {
  2403. struct status_data *mstatus = status_get_base_status(mbl);
  2404. if (mstatus &&
  2405. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2406. status->speed = mstatus->speed;
  2407. if( status->speed < 2 ) // Minimum for the unit to function properly
  2408. status->speed = 2;
  2409. }
  2410. if (flag&32)
  2411. status_calc_slave_mode(md, map_id2md(md->master_id));
  2412. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2413. int diff = md->level - md->db->lv;
  2414. status->str += diff;
  2415. status->agi += diff;
  2416. status->vit += diff;
  2417. status->int_ += diff;
  2418. status->dex += diff;
  2419. status->luk += diff;
  2420. status->max_hp += diff * status->vit;
  2421. status->max_sp += diff * status->int_;
  2422. status->hp = status->max_hp;
  2423. status->sp = status->max_sp;
  2424. status->speed -= cap_value(diff, 0, status->speed - 10);
  2425. }
  2426. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2427. if (md->special_state.size == SZ_MEDIUM) {
  2428. status->max_hp >>= 1;
  2429. status->max_sp >>= 1;
  2430. if (!status->max_hp) status->max_hp = 1;
  2431. if (!status->max_sp) status->max_sp = 1;
  2432. status->hp = status->max_hp;
  2433. status->sp = status->max_sp;
  2434. status->str >>= 1;
  2435. status->agi >>= 1;
  2436. status->vit >>= 1;
  2437. status->int_ >>= 1;
  2438. status->dex >>= 1;
  2439. status->luk >>= 1;
  2440. if (!status->str) status->str = 1;
  2441. if (!status->agi) status->agi = 1;
  2442. if (!status->vit) status->vit = 1;
  2443. if (!status->int_) status->int_ = 1;
  2444. if (!status->dex) status->dex = 1;
  2445. if (!status->luk) status->luk = 1;
  2446. } else if (md->special_state.size == SZ_BIG) {
  2447. status->max_hp <<= 1;
  2448. status->max_sp <<= 1;
  2449. status->hp = status->max_hp;
  2450. status->sp = status->max_sp;
  2451. status->str <<= 1;
  2452. status->agi <<= 1;
  2453. status->vit <<= 1;
  2454. status->int_ <<= 1;
  2455. status->dex <<= 1;
  2456. status->luk <<= 1;
  2457. }
  2458. }
  2459. status_calc_misc(&md->bl, status, md->level);
  2460. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2461. struct guild_castle *gc;
  2462. gc=guild_mapname2gc(map[md->bl.m].name);
  2463. if (!gc)
  2464. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  2465. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2466. #ifdef RENEWAL
  2467. status->max_hp += 50 * gc->defense;
  2468. status->max_sp += 70 * gc->defense;
  2469. #else
  2470. status->max_hp += 1000 * gc->defense;
  2471. status->max_sp += 200 * gc->defense;
  2472. #endif
  2473. status->hp = status->max_hp;
  2474. status->sp = status->max_sp;
  2475. status->def += (gc->defense+2)/3;
  2476. status->mdef += (gc->defense+2)/3;
  2477. }
  2478. if(md->mob_id != MOBID_EMPERIUM) {
  2479. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  2480. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  2481. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  2482. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  2483. }
  2484. }
  2485. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2486. struct unit_data *ud = unit_bl2ud(mbl);
  2487. // Remove special AI when this is used by regular mobs.
  2488. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2489. md->special_state.ai = AI_NONE;
  2490. if (ud) {
  2491. // Different levels of HP according to skill level
  2492. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2493. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2494. switch(ud->skill_id) {
  2495. case AM_SPHEREMINE:
  2496. status->max_hp = 2000 + 400*ud->skill_lv;
  2497. break;
  2498. case KO_ZANZOU:
  2499. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2500. break;
  2501. case AM_CANNIBALIZE:
  2502. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2503. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  2504. break;
  2505. case MH_SUMMON_LEGION:
  2506. {
  2507. int homblvl = status_get_lv(mbl);
  2508. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2509. status->batk = 100 * (ud->skill_lv+5) / 2;
  2510. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2511. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2512. // status->aspd_rate = max(100,status->aspd_rate);
  2513. break;
  2514. }
  2515. case NC_SILVERSNIPER:
  2516. {
  2517. struct status_data *mstatus = status_get_status_data(mbl);
  2518. if(!mstatus)
  2519. break;
  2520. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2521. status->batk = 200 * ud->skill_lv;
  2522. break;
  2523. }
  2524. case NC_MAGICDECOY:
  2525. {
  2526. struct status_data *mstatus = status_get_status_data(mbl);
  2527. if(!mstatus)
  2528. break;
  2529. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2530. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2531. break;
  2532. }
  2533. }
  2534. status->hp = status->max_hp;
  2535. }
  2536. }
  2537. if (opt&SCO_FIRST) // Initial battle status
  2538. memcpy(&md->status, status, sizeof(struct status_data));
  2539. return 1;
  2540. }
  2541. /**
  2542. * Calculates the stats of the given pet
  2543. * @param pd: Pet object
  2544. * @param opt: Whether or not it is the first calculation
  2545. This will only be false when a pet levels up
  2546. * @return 1
  2547. * @author [Skotlex]
  2548. */
  2549. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2550. {
  2551. nullpo_retv(pd);
  2552. if (opt&SCO_FIRST) {
  2553. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2554. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2555. pd->status.class_ = CLASS_NORMAL;
  2556. pd->status.speed = pd->petDB->speed;
  2557. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2558. // Attack support requires the pet to be able to attack
  2559. pd->status.mode |= MD_CANATTACK;
  2560. }
  2561. }
  2562. if (battle_config.pet_lv_rate && pd->master) {
  2563. struct map_session_data *sd = pd->master;
  2564. int lv;
  2565. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2566. if (lv < 0)
  2567. lv = 1;
  2568. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2569. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2570. pd->pet.level = lv;
  2571. if (!(opt&SCO_FIRST)) // Lv Up animation
  2572. clif_misceffect(&pd->bl, 0);
  2573. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2574. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2575. status->str = (bstat->str*lv)/pd->db->lv;
  2576. status->agi = (bstat->agi*lv)/pd->db->lv;
  2577. status->vit = (bstat->vit*lv)/pd->db->lv;
  2578. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2579. status->dex = (bstat->dex*lv)/pd->db->lv;
  2580. status->luk = (bstat->luk*lv)/pd->db->lv;
  2581. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2582. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2583. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2584. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2585. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2586. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2587. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2588. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2589. status_calc_misc(&pd->bl, &pd->status, lv);
  2590. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2591. clif_send_petstatus(sd);
  2592. }
  2593. } else if (opt&SCO_FIRST) {
  2594. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2595. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2596. pd->pet.level = pd->db->lv;
  2597. }
  2598. // Support rate modifier (1000 = 100%)
  2599. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2600. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2601. }
  2602. /**
  2603. * Get HP bonus modifiers
  2604. * @param bl: block_list that will be checked
  2605. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2606. * @return bonus: total bonus for HP
  2607. * @author [Cydh]
  2608. */
  2609. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2610. int bonus = 0;
  2611. if (type == STATUS_BONUS_FIX) {
  2612. struct status_change *sc = status_get_sc(bl);
  2613. //Only for BL_PC
  2614. if (bl->type == BL_PC) {
  2615. struct map_session_data *sd = map_id2sd(bl->id);
  2616. uint8 i;
  2617. bonus += sd->bonus.hp;
  2618. if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
  2619. bonus += i * 200;
  2620. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2621. bonus += 1000;
  2622. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2623. bonus += 1000;
  2624. if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5)
  2625. bonus += 2000;
  2626. }
  2627. #ifndef HP_SP_TABLES
  2628. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2629. bonus += 2000; // Supernovice lvl99 hp bonus.
  2630. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2631. bonus += 2000; // Supernovice lvl150 hp bonus.
  2632. #endif
  2633. }
  2634. //Bonus by SC
  2635. if (sc) {
  2636. if(sc->data[SC_INCMHP])
  2637. bonus += sc->data[SC_INCMHP]->val1;
  2638. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2639. bonus += 500;
  2640. if(sc->data[SC_LERADSDEW])
  2641. bonus += sc->data[SC_LERADSDEW]->val3;
  2642. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  2643. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val4;
  2644. if(sc->data[SC_INSPIRATION])
  2645. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2646. if(sc->data[SC_SOLID_SKIN_OPTION])
  2647. bonus += 2000;
  2648. if(sc->data[SC_MTF_MHP])
  2649. bonus += sc->data[SC_MTF_MHP]->val1;
  2650. if(sc->data[SC_MARIONETTE])
  2651. bonus -= 1000;
  2652. if(sc->data[SC_SWORDCLAN])
  2653. bonus += 30;
  2654. if(sc->data[SC_ARCWANDCLAN])
  2655. bonus += 30;
  2656. if(sc->data[SC_GOLDENMACECLAN])
  2657. bonus += 30;
  2658. if(sc->data[SC_CROSSBOWCLAN])
  2659. bonus += 30;
  2660. }
  2661. } else if (type == STATUS_BONUS_RATE) {
  2662. struct status_change *sc = status_get_sc(bl);
  2663. //Only for BL_PC
  2664. if (bl->type == BL_PC) {
  2665. struct map_session_data *sd = map_id2sd(bl->id);
  2666. bonus += sd->hprate;
  2667. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2668. }
  2669. //Bonus by SC
  2670. if (sc) {
  2671. //Increasing
  2672. if(sc->data[SC_INCMHPRATE])
  2673. bonus += sc->data[SC_INCMHPRATE]->val1;
  2674. if(sc->data[SC_APPLEIDUN])
  2675. bonus += sc->data[SC_APPLEIDUN]->val2;
  2676. if(sc->data[SC_DELUGE])
  2677. bonus += sc->data[SC_DELUGE]->val2;
  2678. if(sc->data[SC_BERSERK])
  2679. bonus += 200; //+200%
  2680. if(sc->data[SC_MERC_HPUP])
  2681. bonus += sc->data[SC_MERC_HPUP]->val2;
  2682. if(sc->data[SC_EPICLESIS])
  2683. bonus += sc->data[SC_EPICLESIS]->val2;
  2684. if(sc->data[SC_FRIGG_SONG])
  2685. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2686. if(sc->data[SC_FORCEOFVANGUARD])
  2687. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2688. if(sc->data[SC_INSPIRATION])
  2689. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2690. if(sc->data[SC_RAISINGDRAGON])
  2691. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2692. if(sc->data[SC_GT_REVITALIZE])
  2693. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  2694. if(sc->data[SC_MUSTLE_M])
  2695. bonus += sc->data[SC_MUSTLE_M]->val1;
  2696. if(sc->data[SC_ANGRIFFS_MODUS])
  2697. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2698. if(sc->data[SC_PETROLOGY_OPTION])
  2699. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2700. if(sc->data[SC_POWER_OF_GAIA])
  2701. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2702. if(sc->data[SC_CURSED_SOIL_OPTION])
  2703. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2704. if(sc->data[SC_UPHEAVAL_OPTION])
  2705. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2706. //Decreasing
  2707. if(sc->data[SC_VENOMBLEED])
  2708. bonus -= 15;
  2709. if(sc->data[SC_BEYONDOFWARCRY])
  2710. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2711. if(sc->data[SC__WEAKNESS])
  2712. bonus -= sc->data[SC__WEAKNESS]->val2;
  2713. if(sc->data[SC_MYSTERIOUS_POWDER])
  2714. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2715. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2716. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2717. if(sc->data[SC_EQC])
  2718. bonus -= sc->data[SC_EQC]->val3;
  2719. }
  2720. // Max rate reduce is -100%
  2721. bonus = cap_value(bonus,-100,INT_MAX);
  2722. }
  2723. return min(bonus,INT_MAX);
  2724. }
  2725. /**
  2726. * Get SP bonus modifiers
  2727. * @param bl: block_list that will be checked
  2728. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2729. * @return bonus: total bonus for SP
  2730. * @author [Cydh]
  2731. */
  2732. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2733. int bonus = 0;
  2734. if (type == STATUS_BONUS_FIX) {
  2735. struct status_change *sc = status_get_sc(bl);
  2736. //Only for BL_PC
  2737. if (bl->type == BL_PC) {
  2738. struct map_session_data *sd = map_id2sd(bl->id);
  2739. uint8 i;
  2740. bonus += sd->bonus.sp;
  2741. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2742. bonus += 30 * i;
  2743. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2744. bonus += 200 + 20 * i;
  2745. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2746. bonus += 30 * i;
  2747. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2748. bonus += 100;
  2749. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2750. bonus += 100;
  2751. if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5)
  2752. bonus += 200;
  2753. }
  2754. }
  2755. //Bonus by SC
  2756. if (sc) {
  2757. if(sc->data[SC_INCMSP])
  2758. bonus += sc->data[SC_INCMSP]->val1;
  2759. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2760. bonus += 50;
  2761. if(sc->data[SC_MTF_MSP])
  2762. bonus += sc->data[SC_MTF_MSP]->val1;
  2763. if(sc->data[SC_SWORDCLAN])
  2764. bonus += 10;
  2765. if(sc->data[SC_ARCWANDCLAN])
  2766. bonus += 10;
  2767. if(sc->data[SC_GOLDENMACECLAN])
  2768. bonus += 10;
  2769. if(sc->data[SC_CROSSBOWCLAN])
  2770. bonus += 10;
  2771. }
  2772. } else if (type == STATUS_BONUS_RATE) {
  2773. struct status_change *sc = status_get_sc(bl);
  2774. //Only for BL_PC
  2775. if (bl->type == BL_PC) {
  2776. struct map_session_data *sd = map_id2sd(bl->id);
  2777. uint8 i;
  2778. bonus += sd->sprate;
  2779. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2780. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2781. bonus += i;
  2782. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2783. bonus += 2 * i;
  2784. }
  2785. //Bonus by SC
  2786. if (sc) {
  2787. if(sc->data[SC_INCMSPRATE])
  2788. bonus += sc->data[SC_INCMSPRATE]->val1;
  2789. if(sc->data[SC_RAISINGDRAGON])
  2790. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2791. if(sc->data[SC_SERVICE4U])
  2792. bonus += sc->data[SC_SERVICE4U]->val2;
  2793. if(sc->data[SC_MERC_SPUP])
  2794. bonus += sc->data[SC_MERC_SPUP]->val2;
  2795. if(sc->data[SC_LIFE_FORCE_F])
  2796. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2797. if(sc->data[SC_VITATA_500])
  2798. bonus += sc->data[SC_VITATA_500]->val2;
  2799. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  2800. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val4;
  2801. }
  2802. // Max rate reduce is -100%
  2803. bonus = cap_value(bonus,-100,INT_MAX);
  2804. }
  2805. return min(bonus,INT_MAX);
  2806. }
  2807. /**
  2808. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2809. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2810. * @param sd Player
  2811. * @param stat Vit/Int of player as param modifier
  2812. * @param isHP true - calculates Max HP, false - calculated Max SP
  2813. * @return max The max value of HP or SP
  2814. */
  2815. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2816. double dmax = 0;
  2817. uint16 idx, level, job_id;
  2818. nullpo_ret(sd);
  2819. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2820. idx = pc_class2idx(job_id);
  2821. level = umax(sd->status.base_level,1);
  2822. if (isHP) { //Calculates MaxHP
  2823. 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);
  2824. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2825. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2826. }
  2827. else { //Calculates MaxSP
  2828. 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);
  2829. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2830. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2831. }
  2832. //Make sure it's not negative before casting to unsigned int
  2833. if(dmax < 1) dmax = 1;
  2834. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2835. }
  2836. /**
  2837. * Calculates player's weight
  2838. * @param sd: Player object
  2839. * @param flag: Calculation type
  2840. * CALCWT_ITEM - Item weight
  2841. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2842. * @return false - failed, true - success
  2843. */
  2844. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2845. {
  2846. int b_weight, b_max_weight, skill, i;
  2847. struct status_change *sc;
  2848. nullpo_retr(false, sd);
  2849. sc = &sd->sc;
  2850. b_max_weight = sd->max_weight; // Store max weight for later comparison
  2851. b_weight = sd->weight; // Store current weight for later comparison
  2852. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
  2853. if (flag&CALCWT_ITEM) {
  2854. sd->weight = 0; // Reset current weight
  2855. for(i = 0; i < MAX_INVENTORY; i++) {
  2856. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  2857. continue;
  2858. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  2859. }
  2860. }
  2861. if (flag&CALCWT_MAXBONUS) {
  2862. // Skill/Status bonus weight increases
  2863. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  2864. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  2865. sd->max_weight += 2000 * skill;
  2866. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  2867. sd->max_weight += 10000;
  2868. else if (pc_isridingdragon(sd))
  2869. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  2870. if (sc->data[SC_KNOWLEDGE])
  2871. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  2872. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  2873. sd->max_weight += 2000 * skill;
  2874. }
  2875. // Update the client if the new weight calculations don't match
  2876. if (b_weight != sd->weight)
  2877. clif_updatestatus(sd, SP_WEIGHT);
  2878. if (b_max_weight != sd->max_weight) {
  2879. clif_updatestatus(sd, SP_MAXWEIGHT);
  2880. pc_updateweightstatus(sd);
  2881. }
  2882. return true;
  2883. }
  2884. /**
  2885. * Calculates player's cart weight
  2886. * @param sd: Player object
  2887. * @param flag: Calculation type
  2888. * CALCWT_ITEM - Cart item weight
  2889. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2890. * CALCWT_CARTSTATE - Whether to check for cart state
  2891. * @return false - failed, true - success
  2892. */
  2893. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2894. {
  2895. int b_cart_weight_max, i;
  2896. nullpo_retr(false, sd);
  2897. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  2898. return false;
  2899. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  2900. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  2901. if (flag&CALCWT_ITEM) {
  2902. sd->cart_weight = 0; // Reset current cart weight
  2903. sd->cart_num = 0; // Reset current cart item count
  2904. for(i = 0; i < MAX_CART; i++) {
  2905. if (!sd->cart.u.items_cart[i].nameid)
  2906. continue;
  2907. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  2908. sd->cart_num++; // Recalculate current cart item count
  2909. }
  2910. }
  2911. // Skill bonus max weight increases
  2912. if (flag&CALCWT_MAXBONUS)
  2913. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  2914. // Update the client if the new weight calculations don't match
  2915. if (b_cart_weight_max != sd->cart_weight_max)
  2916. clif_updatestatus(sd, SP_CARTINFO);
  2917. return true;
  2918. }
  2919. /**
  2920. * Calculates player data from scratch without counting SC adjustments
  2921. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2922. * @param sd: Player object
  2923. * @param opt: Whether it is first calc (login) or not
  2924. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2925. */
  2926. int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
  2927. {
  2928. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  2929. struct status_data *base_status; ///< Pointer to the player's base status
  2930. const struct status_change *sc = &sd->sc;
  2931. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  2932. int i, skill, refinedef = 0;
  2933. short index = -1;
  2934. if (++calculating > 10) // Too many recursive calls!
  2935. return -1;
  2936. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  2937. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2938. pc_calc_skilltree(sd); // SkillTree calculation
  2939. if (opt&SCO_FIRST) {
  2940. // Load Hp/SP from char-received data.
  2941. sd->battle_status.hp = sd->status.hp;
  2942. sd->battle_status.sp = sd->status.sp;
  2943. sd->regen.sregen = &sd->sregen;
  2944. sd->regen.ssregen = &sd->ssregen;
  2945. }
  2946. base_status = &sd->base_status;
  2947. // These are not zeroed. [zzo]
  2948. sd->hprate = 100;
  2949. sd->sprate = 100;
  2950. sd->castrate = 100;
  2951. sd->delayrate = 100;
  2952. sd->dsprate = 100;
  2953. sd->hprecov_rate = 100;
  2954. sd->sprecov_rate = 100;
  2955. sd->matk_rate = 100;
  2956. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2957. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2958. sd->regen.state.block = 0;
  2959. sd->add_max_weight = 0;
  2960. // Zeroed arrays, order follows the order in pc.h.
  2961. // Add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2962. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2963. + sizeof(sd->param_equip)
  2964. + sizeof(sd->subele)
  2965. + sizeof(sd->subele_script)
  2966. + sizeof(sd->subdefele)
  2967. + sizeof(sd->subrace)
  2968. + sizeof(sd->subclass)
  2969. + sizeof(sd->subrace2)
  2970. + sizeof(sd->subsize)
  2971. + sizeof(sd->reseff)
  2972. + sizeof(sd->coma_class)
  2973. + sizeof(sd->coma_race)
  2974. + sizeof(sd->weapon_coma_ele)
  2975. + sizeof(sd->weapon_coma_race)
  2976. + sizeof(sd->weapon_coma_class)
  2977. + sizeof(sd->weapon_atk)
  2978. + sizeof(sd->weapon_damage_rate)
  2979. + sizeof(sd->arrow_addele)
  2980. + sizeof(sd->arrow_addrace)
  2981. + sizeof(sd->arrow_addclass)
  2982. + sizeof(sd->arrow_addsize)
  2983. + sizeof(sd->magic_addele)
  2984. + sizeof(sd->magic_addele_script)
  2985. + sizeof(sd->magic_addrace)
  2986. + sizeof(sd->magic_addclass)
  2987. + sizeof(sd->magic_addsize)
  2988. + sizeof(sd->magic_atk_ele)
  2989. + sizeof(sd->critaddrace)
  2990. + sizeof(sd->expaddrace)
  2991. + sizeof(sd->expaddclass)
  2992. + sizeof(sd->ignore_mdef_by_race)
  2993. + sizeof(sd->ignore_mdef_by_class)
  2994. + sizeof(sd->ignore_def_by_race)
  2995. + sizeof(sd->ignore_def_by_class)
  2996. + sizeof(sd->sp_gain_race)
  2997. + sizeof(sd->magic_addrace2)
  2998. + sizeof(sd->ignore_mdef_by_race2)
  2999. + sizeof(sd->dropaddrace)
  3000. + sizeof(sd->dropaddclass)
  3001. );
  3002. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3003. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3004. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  3005. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  3006. memset(&sd->special_state,0,sizeof(sd->special_state));
  3007. if (!sd->state.permanent_speed) {
  3008. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3009. base_status->speed = DEFAULT_WALK_SPEED;
  3010. } else {
  3011. int pSpeed = base_status->speed;
  3012. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3013. base_status->speed = pSpeed;
  3014. }
  3015. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3016. // Give them all modes except these (useful for clones)
  3017. base_status->mode = MD_MASK&~(MD_STATUS_IMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  3018. base_status->size = (sd->class_&JOBL_BABY || (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? SZ_SMALL : SZ_MEDIUM;
  3019. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3020. if (sd->class_&JOBL_BABY) {
  3021. if (battle_config.character_size&SZ_BIG)
  3022. base_status->size++;
  3023. } else
  3024. if(battle_config.character_size&SZ_MEDIUM)
  3025. base_status->size++;
  3026. }
  3027. base_status->aspd_rate = 1000;
  3028. base_status->ele_lv = 1;
  3029. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER;
  3030. base_status->class_ = CLASS_NORMAL;
  3031. // Zero up structures...
  3032. memset(&sd->autospell, 0, sizeof(sd->autospell)
  3033. + sizeof(sd->autospell2)
  3034. + sizeof(sd->autospell3)
  3035. + sizeof(sd->addeff)
  3036. + sizeof(sd->addeff_atked)
  3037. + sizeof(sd->addeff_onskill)
  3038. + sizeof(sd->skillatk)
  3039. + sizeof(sd->skillusesprate)
  3040. + sizeof(sd->skillusesp)
  3041. + sizeof(sd->skillheal)
  3042. + sizeof(sd->skillheal2)
  3043. + sizeof(sd->skillblown)
  3044. + sizeof(sd->skillcastrate)
  3045. + sizeof(sd->skillfixcastrate)
  3046. + sizeof(sd->subskill)
  3047. + sizeof(sd->skillcooldown)
  3048. + sizeof(sd->skillfixcast)
  3049. + sizeof(sd->skillvarcast)
  3050. + sizeof(sd->hp_loss)
  3051. + sizeof(sd->sp_loss)
  3052. + sizeof(sd->hp_regen)
  3053. + sizeof(sd->sp_regen)
  3054. + sizeof(sd->percent_hp_regen)
  3055. + sizeof(sd->percent_sp_regen)
  3056. + sizeof(sd->add_def)
  3057. + sizeof(sd->add_mdef)
  3058. + sizeof(sd->add_mdmg)
  3059. + sizeof(sd->add_drop)
  3060. + sizeof(sd->itemhealrate)
  3061. + sizeof(sd->subele2)
  3062. + sizeof(sd->def_set_race)
  3063. + sizeof(sd->mdef_set_race)
  3064. + sizeof(sd->norecover_state_race)
  3065. + sizeof(sd->hp_vanish_race)
  3066. + sizeof(sd->sp_vanish_race)
  3067. );
  3068. memset (&sd->bonus, 0, sizeof(sd->bonus));
  3069. // Autobonus
  3070. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  3071. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  3072. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  3073. pc_itemgrouphealrate_clear(sd);
  3074. running_npc_stat_calc_event = true;
  3075. npc_script_event(sd, NPCE_STATCALC);
  3076. running_npc_stat_calc_event = false;
  3077. // Parse equipment
  3078. for (i = 0; i < EQI_MAX; i++) {
  3079. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3080. current_equip_combo_pos = 0;
  3081. if (index < 0)
  3082. continue;
  3083. if (i == EQI_AMMO)
  3084. continue;
  3085. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3086. continue;
  3087. if (!sd->inventory_data[index])
  3088. continue;
  3089. base_status->def += sd->inventory_data[index]->def;
  3090. // Items may be equipped, their effects however are nullified.
  3091. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3092. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3093. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3094. if (!calculating)
  3095. return 1;
  3096. }
  3097. // Sanitize the refine level in case someone decreased the value inbetween
  3098. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3099. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3100. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3101. int r = sd->inventory.u.items_inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  3102. struct weapon_data *wd;
  3103. struct weapon_atk *wa;
  3104. if(wlv >= REFINE_TYPE_MAX)
  3105. wlv = REFINE_TYPE_MAX - 1;
  3106. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3107. wd = &sd->left_weapon; // Left-hand weapon
  3108. wa = &base_status->lhw;
  3109. } else {
  3110. wd = &sd->right_weapon;
  3111. wa = &base_status->rhw;
  3112. }
  3113. wa->atk += sd->inventory_data[index]->atk;
  3114. if(r)
  3115. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  3116. #ifdef RENEWAL
  3117. wa->matk += sd->inventory_data[index]->matk;
  3118. wa->wlv = wlv;
  3119. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  3120. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  3121. if (sd->bonus.weapon_matk_rate)
  3122. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3123. #endif
  3124. if(r) // Overrefine bonus.
  3125. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  3126. wa->range += sd->inventory_data[index]->range;
  3127. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3128. if (wd == &sd->left_weapon) {
  3129. sd->state.lr_flag = 1;
  3130. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3131. sd->state.lr_flag = 0;
  3132. } else
  3133. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3134. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3135. return 1;
  3136. }
  3137. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3138. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3139. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3140. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3141. wd->star += 10;
  3142. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3143. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3144. }
  3145. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3146. int r;
  3147. if ( (r = sd->inventory.u.items_inventory[index].refine) )
  3148. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  3149. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3150. if( i == EQI_HAND_L ) // Shield
  3151. sd->state.lr_flag = 3;
  3152. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3153. if( i == EQI_HAND_L ) // Shield
  3154. sd->state.lr_flag = 0;
  3155. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3156. return 1;
  3157. }
  3158. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3159. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3160. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3161. if( !calculating )
  3162. return 1;
  3163. }
  3164. }
  3165. }
  3166. if(sd->equip_index[EQI_AMMO] >= 0) {
  3167. index = sd->equip_index[EQI_AMMO];
  3168. if(sd->inventory_data[index]) { // Arrows
  3169. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3170. sd->state.lr_flag = 2;
  3171. if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3172. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3173. sd->state.lr_flag = 0;
  3174. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3175. return 1;
  3176. }
  3177. }
  3178. // We've got combos to process and check
  3179. if( sd->combos.count ) {
  3180. for (i = 0; i < sd->combos.count; i++) {
  3181. uint8 j = 0;
  3182. bool no_run = false;
  3183. struct item_combo *combo = NULL;
  3184. current_equip_item_index = -1;
  3185. current_equip_combo_pos = sd->combos.pos[i];
  3186. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  3187. continue;
  3188. // Check combo items
  3189. while (j < combo->count) {
  3190. struct item_data *id = itemdb_exists(combo->nameid[j]);
  3191. // Don't run the script if at least one of combo's pair has restriction
  3192. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3193. no_run = true;
  3194. break;
  3195. }
  3196. j++;
  3197. }
  3198. if (no_run)
  3199. continue;
  3200. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  3201. if (!calculating) // Abort, run_script retriggered this
  3202. return 1;
  3203. }
  3204. }
  3205. // Store equipment script bonuses
  3206. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  3207. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  3208. base_status->def += (refinedef+50)/100;
  3209. // Parse Cards
  3210. for (i = 0; i < EQI_MAX; i++) {
  3211. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3212. current_equip_combo_pos = 0;
  3213. if (index < 0)
  3214. continue;
  3215. if (i == EQI_AMMO)
  3216. continue;
  3217. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3218. continue;
  3219. if (sd->inventory_data[index]) {
  3220. int j;
  3221. struct item_data *data;
  3222. // Card script execution.
  3223. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3224. continue;
  3225. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3226. int c = sd->inventory.u.items_inventory[index].card[j];
  3227. current_equip_card_id= c;
  3228. if(!c)
  3229. continue;
  3230. data = itemdb_exists(c);
  3231. if(!data)
  3232. continue;
  3233. 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
  3234. run_script(data->equip_script,0,sd->bl.id,0);
  3235. if (!calculating)
  3236. return 1;
  3237. }
  3238. if(!data->script)
  3239. continue;
  3240. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3241. continue;
  3242. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3243. sd->state.lr_flag = 1;
  3244. run_script(data->script,0,sd->bl.id,0);
  3245. sd->state.lr_flag = 0;
  3246. } else
  3247. run_script(data->script,0,sd->bl.id,0);
  3248. if (!calculating) // Abort, run_script his function. [Skotlex]
  3249. return 1;
  3250. }
  3251. }
  3252. }
  3253. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3254. // Parse random options
  3255. for (i = 0; i < EQI_MAX; i++) {
  3256. current_equip_item_index = index = sd->equip_index[i];
  3257. current_equip_combo_pos = 0;
  3258. current_equip_opt_index = -1;
  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. int j;
  3267. struct s_random_opt_data *data;
  3268. for (j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3269. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3270. if (!opt_id)
  3271. continue;
  3272. current_equip_opt_index = j;
  3273. data = itemdb_randomopt_exists(opt_id);
  3274. if (!data || !data->script)
  3275. continue;
  3276. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3277. continue;
  3278. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3279. sd->state.lr_flag = 1;
  3280. run_script(data->script, 0, sd->bl.id, 0);
  3281. sd->state.lr_flag = 0;
  3282. }
  3283. else
  3284. run_script(data->script, 0, sd->bl.id, 0);
  3285. if (!calculating)
  3286. return 1;
  3287. }
  3288. }
  3289. current_equip_opt_index = -1;
  3290. }
  3291. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  3292. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3293. if (data && data->script)
  3294. run_script(data->script, 0, sd->bl.id, 0);
  3295. }
  3296. pc_bonus_script(sd);
  3297. if( sd->pd ) { // Pet Bonus
  3298. struct pet_data *pd = sd->pd;
  3299. if( pd && pd->petDB && pd->petDB->pet_loyal_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  3300. run_script(pd->petDB->pet_loyal_script,0,sd->bl.id,0);
  3301. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  3302. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3303. }
  3304. // param_bonus now holds card bonuses.
  3305. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3306. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3307. if(base_status->rhw.range < base_status->lhw.range)
  3308. base_status->rhw.range = base_status->lhw.range;
  3309. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3310. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3311. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3312. // Damage modifiers from weapon type
  3313. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  3314. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  3315. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  3316. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  3317. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  3318. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  3319. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3320. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3321. { // When Riding with spear, damage modifier to mid-class becomes
  3322. // same as versus large size.
  3323. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  3324. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  3325. }
  3326. // ----- STATS CALCULATION -----
  3327. // Job bonuses
  3328. index = pc_class2idx(sd->status.class_);
  3329. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  3330. if(!job_info[index].job_bonus[i])
  3331. continue;
  3332. switch(job_info[index].job_bonus[i]) {
  3333. case 1: base_status->str++; break;
  3334. case 2: base_status->agi++; break;
  3335. case 3: base_status->vit++; break;
  3336. case 4: base_status->int_++; break;
  3337. case 5: base_status->dex++; break;
  3338. case 6: base_status->luk++; break;
  3339. }
  3340. }
  3341. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3342. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3343. base_status->str += 10;
  3344. base_status->agi += 10;
  3345. base_status->vit += 10;
  3346. base_status->int_+= 10;
  3347. base_status->dex += 10;
  3348. base_status->luk += 10;
  3349. }
  3350. // Absolute modifiers from passive skills
  3351. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3352. base_status->str++;
  3353. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3354. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3355. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3356. base_status->dex += skill;
  3357. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3358. base_status->int_ += skill;
  3359. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3360. base_status->int_ += 20;
  3361. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3362. i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  3363. base_status->str = cap_value(i,0,USHRT_MAX);
  3364. i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  3365. base_status->agi = cap_value(i,0,USHRT_MAX);
  3366. i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  3367. base_status->vit = cap_value(i,0,USHRT_MAX);
  3368. i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  3369. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3370. i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  3371. base_status->dex = cap_value(i,0,USHRT_MAX);
  3372. i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  3373. base_status->luk = cap_value(i,0,USHRT_MAX);
  3374. // ------ ATTACK CALCULATION ------
  3375. // Base batk value is set in status_calc_misc
  3376. #ifndef RENEWAL
  3377. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3378. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  3379. base_status->batk += sd->weapon_atk[sd->status.weapon];
  3380. // Absolute modifiers from passive skills
  3381. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3382. base_status->batk += 4;
  3383. #else
  3384. base_status->watk = status_weapon_atk(base_status->rhw, sd);
  3385. base_status->watk2 = status_weapon_atk(base_status->lhw, sd);
  3386. base_status->eatk = max(sd->bonus.eatk,0);
  3387. #endif
  3388. // ----- HP MAX CALCULATION -----
  3389. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3390. if(battle_config.hp_rate != 100)
  3391. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3392. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3393. // ----- SP MAX CALCULATION -----
  3394. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3395. if(battle_config.sp_rate != 100)
  3396. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3397. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3398. // ----- RESPAWN HP/SP -----
  3399. // Calc respawn hp and store it on base_status
  3400. if (sd->special_state.restart_full_recover) {
  3401. base_status->hp = base_status->max_hp;
  3402. base_status->sp = base_status->max_sp;
  3403. } else {
  3404. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3405. && battle_config.restart_hp_rate < 50)
  3406. base_status->hp = base_status->max_hp>>1;
  3407. else
  3408. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3409. if(!base_status->hp)
  3410. base_status->hp = 1;
  3411. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3412. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3413. base_status->sp = 1;
  3414. }
  3415. // ----- MISC CALCULATION -----
  3416. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3417. // Equipment modifiers for misc settings
  3418. if(sd->matk_rate < 0)
  3419. sd->matk_rate = 0;
  3420. if(sd->matk_rate != 100) {
  3421. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3422. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3423. }
  3424. if(sd->hit_rate < 0)
  3425. sd->hit_rate = 0;
  3426. if(sd->hit_rate != 100)
  3427. base_status->hit = base_status->hit * sd->hit_rate/100;
  3428. if(sd->flee_rate < 0)
  3429. sd->flee_rate = 0;
  3430. if(sd->flee_rate != 100)
  3431. base_status->flee = base_status->flee * sd->flee_rate/100;
  3432. if(sd->def2_rate < 0)
  3433. sd->def2_rate = 0;
  3434. if(sd->def2_rate != 100)
  3435. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3436. if(sd->mdef2_rate < 0)
  3437. sd->mdef2_rate = 0;
  3438. if(sd->mdef2_rate != 100)
  3439. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3440. if(sd->critical_rate < 0)
  3441. sd->critical_rate = 0;
  3442. if(sd->critical_rate != 100)
  3443. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3444. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3445. base_status->cri += 200;
  3446. if(sd->flee2_rate < 0)
  3447. sd->flee2_rate = 0;
  3448. if(sd->flee2_rate != 100)
  3449. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3450. // ----- HIT CALCULATION -----
  3451. // Absolute modifiers from passive skills
  3452. #ifndef RENEWAL
  3453. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3454. base_status->hit += skill*2;
  3455. #endif
  3456. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3457. #ifndef RENEWAL
  3458. base_status->hit += skill;
  3459. #endif
  3460. if(sd->status.weapon == W_BOW)
  3461. base_status->rhw.range += skill;
  3462. }
  3463. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3464. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3465. base_status->hit += 2*skill;
  3466. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3467. base_status->hit += skill;
  3468. base_status->rhw.range += skill;
  3469. }
  3470. }
  3471. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3472. base_status->hit += skill * 3;
  3473. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3474. base_status->hit += skill * 2;
  3475. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3476. base_status->hit += 20;
  3477. // ----- FLEE CALCULATION -----
  3478. // Absolute modifiers from passive skills
  3479. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3480. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3481. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3482. base_status->flee += (skill*3)>>1;
  3483. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3484. base_status->flee += 20;
  3485. // ----- EQUIPMENT-DEF CALCULATION -----
  3486. // Apply relative modifiers from equipment
  3487. if(sd->def_rate < 0)
  3488. sd->def_rate = 0;
  3489. if(sd->def_rate != 100) {
  3490. i = base_status->def * sd->def_rate/100;
  3491. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3492. }
  3493. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3494. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3495. #ifndef RENEWAL
  3496. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3497. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3498. base_status->def = (unsigned char)battle_config.max_def;
  3499. }
  3500. #endif
  3501. // ----- EQUIPMENT-MDEF CALCULATION -----
  3502. // Apply relative modifiers from equipment
  3503. if(sd->mdef_rate < 0)
  3504. sd->mdef_rate = 0;
  3505. if(sd->mdef_rate != 100) {
  3506. i = base_status->mdef * sd->mdef_rate/100;
  3507. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3508. }
  3509. #ifndef RENEWAL
  3510. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3511. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3512. base_status->mdef = (signed char)battle_config.max_def;
  3513. }
  3514. #endif
  3515. // ----- ASPD CALCULATION -----
  3516. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3517. // Basic ASPD value
  3518. i = status_base_amotion_pc(sd,base_status);
  3519. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3520. // Relative modifiers from passive skills
  3521. #ifndef RENEWAL_ASPD
  3522. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3523. base_status->aspd_rate -= 5*skill;
  3524. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3525. base_status->aspd_rate -= 30*skill;
  3526. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3527. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3528. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3529. if(pc_isriding(sd))
  3530. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3531. else if(pc_isridingdragon(sd))
  3532. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3533. #else // Needs more info
  3534. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3535. base_status->aspd_rate += 5*skill;
  3536. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3537. base_status->aspd_rate += 30*skill;
  3538. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3539. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3540. base_status->aspd_rate += ((skill+1)/2) * 10;
  3541. if(pc_isriding(sd))
  3542. base_status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3543. else if(pc_isridingdragon(sd))
  3544. base_status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3545. #endif
  3546. base_status->adelay = 2*base_status->amotion;
  3547. // ----- DMOTION -----
  3548. i = 800-base_status->agi*4;
  3549. base_status->dmotion = cap_value(i, 400, 800);
  3550. if(battle_config.pc_damage_delay_rate != 100)
  3551. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3552. // ----- MISC CALCULATIONS -----
  3553. // Weight
  3554. status_calc_weight(sd, CALCWT_MAXBONUS);
  3555. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3556. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  3557. sd->regen.state.walk = 1;
  3558. else
  3559. sd->regen.state.walk = 0;
  3560. // Skill SP cost
  3561. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3562. sd->dsprate -= 4*skill;
  3563. if(sc->data[SC_SERVICE4U])
  3564. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3565. if(sc->data[SC_SPCOST_RATE])
  3566. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3567. // Underflow protections.
  3568. if(sd->dsprate < 0)
  3569. sd->dsprate = 0;
  3570. if(sd->castrate < 0)
  3571. sd->castrate = 0;
  3572. if(sd->delayrate < 0)
  3573. sd->delayrate = 0;
  3574. if(sd->hprecov_rate < 0)
  3575. sd->hprecov_rate = 0;
  3576. if(sd->sprecov_rate < 0)
  3577. sd->sprecov_rate = 0;
  3578. // Anti-element and anti-race
  3579. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3580. sd->subele[ELE_HOLY] += skill*5;
  3581. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3582. sd->subele[ELE_NEUTRAL] += skill;
  3583. sd->subele[ELE_FIRE] += skill*4;
  3584. }
  3585. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3586. #ifdef RENEWAL
  3587. skill = skill * 2;
  3588. #else
  3589. skill = skill * 4;
  3590. #endif
  3591. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3592. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3593. sd->magic_addrace[RC_DRAGON]+=skill;
  3594. sd->subrace[RC_DRAGON]+=skill;
  3595. }
  3596. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3597. sd->right_weapon.addrace[RC_DEMON] += skill;
  3598. sd->right_weapon.addele[ELE_DARK] += skill;
  3599. sd->left_weapon.addrace[RC_DEMON] += skill;
  3600. sd->left_weapon.addele[ELE_DARK] += skill;
  3601. sd->magic_addrace[RC_DEMON] += skill;
  3602. sd->magic_addele[ELE_DARK] += skill;
  3603. sd->subrace[RC_DEMON] += skill;
  3604. sd->subele[ELE_DARK] += skill;
  3605. }
  3606. if(sc->count) {
  3607. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3608. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3609. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3610. }
  3611. if(sc->data[SC_SIEGFRIED]) {
  3612. i = sc->data[SC_SIEGFRIED]->val2;
  3613. sd->subele[ELE_WATER] += i;
  3614. sd->subele[ELE_EARTH] += i;
  3615. sd->subele[ELE_FIRE] += i;
  3616. sd->subele[ELE_WIND] += i;
  3617. sd->subele[ELE_POISON] += i;
  3618. sd->subele[ELE_HOLY] += i;
  3619. sd->subele[ELE_DARK] += i;
  3620. sd->subele[ELE_GHOST] += i;
  3621. sd->subele[ELE_UNDEAD] += i;
  3622. }
  3623. if(sc->data[SC_PROVIDENCE]) {
  3624. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3625. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3626. }
  3627. if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
  3628. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  3629. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  3630. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  3631. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  3632. }
  3633. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3634. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3635. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3636. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3637. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3638. }
  3639. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3640. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3641. sd->subele[ELE_FIRE] += i;
  3642. sd->subele[ELE_WATER] -= i;
  3643. }
  3644. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3645. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3646. sd->subele[ELE_WATER] += i;
  3647. sd->subele[ELE_WIND] -= i;
  3648. }
  3649. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3650. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3651. sd->subele[ELE_WIND] += i;
  3652. sd->subele[ELE_EARTH] -= i;
  3653. }
  3654. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3655. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3656. sd->subele[ELE_EARTH] += i;
  3657. sd->subele[ELE_FIRE] -= i;
  3658. }
  3659. if (sc->data[SC_MTF_MLEATKED] )
  3660. sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  3661. if (sc->data[SC_MTF_CRIDAMAGE])
  3662. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  3663. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  3664. sd->magic_addele[ELE_FIRE] += 25;
  3665. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  3666. sd->magic_addele[ELE_WATER] += 25;
  3667. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  3668. sd->magic_addele[ELE_WIND] += 25;
  3669. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  3670. sd->magic_addele[ELE_EARTH] += 25;
  3671. }
  3672. status_cpy(&sd->battle_status, base_status);
  3673. // ----- CLIENT-SIDE REFRESH -----
  3674. if(!sd->bl.prev) {
  3675. // Will update on LoadEndAck
  3676. calculating = 0;
  3677. return 0;
  3678. }
  3679. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3680. clif_skillinfoblock(sd);
  3681. // If the skill is learned, the status is infinite.
  3682. if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 )
  3683. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, -1);
  3684. calculating = 0;
  3685. return 0;
  3686. }
  3687. /**
  3688. * Calculates Mercenary data
  3689. * @param md: Mercenary object
  3690. * @param opt: Whether it is first calc or not (0 on level up or status)
  3691. * @return 0
  3692. */
  3693. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  3694. {
  3695. struct status_data *status = &md->base_status;
  3696. struct s_mercenary *merc = &md->mercenary;
  3697. if (opt&SCO_FIRST) {
  3698. memcpy(status, &md->db->status, sizeof(struct status_data));
  3699. status->class_ = CLASS_NORMAL;
  3700. status->mode = MD_CANMOVE|MD_CANATTACK;
  3701. status->hp = status->max_hp;
  3702. status->sp = status->max_sp;
  3703. md->battle_status.hp = merc->hp;
  3704. md->battle_status.sp = merc->sp;
  3705. if (md->master)
  3706. status->speed = status_get_speed(&md->master->bl);
  3707. }
  3708. status_calc_misc(&md->bl, status, md->db->lv);
  3709. status_cpy(&md->battle_status, status);
  3710. return 0;
  3711. }
  3712. /**
  3713. * Calculates Homunculus data
  3714. * @param hd: Homunculus object
  3715. * @param opt: Whether it is first calc or not (0 on level up or status)
  3716. * @return 1
  3717. */
  3718. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  3719. {
  3720. struct status_data *status = &hd->base_status;
  3721. struct s_homunculus *hom = &hd->homunculus;
  3722. int skill_lv;
  3723. int amotion;
  3724. status->str = hom->str / 10;
  3725. status->agi = hom->agi / 10;
  3726. status->vit = hom->vit / 10;
  3727. status->dex = hom->dex / 10;
  3728. status->int_ = hom->int_ / 10;
  3729. status->luk = hom->luk / 10;
  3730. APPLY_HOMUN_LEVEL_STATWEIGHT();
  3731. if (opt&SCO_FIRST) {
  3732. const struct s_homunculus_db *db = hd->homunculusDB;
  3733. status->def_ele = db->element;
  3734. status->ele_lv = 1;
  3735. status->race = db->race;
  3736. status->class_ = CLASS_NORMAL;
  3737. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  3738. status->rhw.range = 1 + status->size;
  3739. status->mode = MD_CANMOVE|MD_CANATTACK;
  3740. status->speed = DEFAULT_WALK_SPEED;
  3741. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  3742. status->speed = status_get_speed(&hd->master->bl);
  3743. status->hp = 1;
  3744. status->sp = 1;
  3745. }
  3746. status->aspd_rate = 1000;
  3747. #ifdef RENEWAL
  3748. amotion = hd->homunculusDB->baseASPD;
  3749. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  3750. status->def = status->mdef = 0;
  3751. #else
  3752. skill_lv = hom->level / 10 + status->vit / 5;
  3753. status->def = cap_value(skill_lv, 0, 99);
  3754. skill_lv = hom->level / 10 + status->int_ / 5;
  3755. status->mdef = cap_value(skill_lv, 0, 99);
  3756. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  3757. #endif
  3758. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  3759. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  3760. status->max_hp = hom->max_hp;
  3761. status->max_sp = hom->max_sp;
  3762. hom_calc_skilltree(hd, 0);
  3763. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3764. status->def += skill_lv * 4;
  3765. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  3766. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  3767. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  3768. }
  3769. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3770. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  3771. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  3772. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  3773. if (opt&SCO_FIRST) {
  3774. hd->battle_status.hp = hom->hp;
  3775. hd->battle_status.sp = hom->sp;
  3776. if(hom->class_ == 6052) // Eleanor
  3777. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3778. }
  3779. #ifndef RENEWAL
  3780. status->rhw.atk = status->dex;
  3781. status->rhw.atk2 = status->str + hom->level;
  3782. #endif
  3783. status_calc_misc(&hd->bl, status, hom->level);
  3784. status_cpy(&hd->battle_status, status);
  3785. return 1;
  3786. }
  3787. /**
  3788. * Calculates Elemental data
  3789. * @param ed: Elemental object
  3790. * @param opt: Whether it is first calc or not (0 on status change)
  3791. * @return 0
  3792. */
  3793. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  3794. {
  3795. struct status_data *status = &ed->base_status;
  3796. struct s_elemental *ele = &ed->elemental;
  3797. struct map_session_data *sd = ed->master;
  3798. if( !sd )
  3799. return 0;
  3800. if (opt&SCO_FIRST) {
  3801. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3802. if( !ele->mode )
  3803. status->mode = EL_MODE_PASSIVE;
  3804. else
  3805. status->mode = ele->mode;
  3806. status->class_ = CLASS_NORMAL;
  3807. status_calc_misc(&ed->bl, status, 0);
  3808. status->max_hp = ele->max_hp;
  3809. status->max_sp = ele->max_sp;
  3810. status->hp = ele->hp;
  3811. status->sp = ele->sp;
  3812. status->rhw.atk = ele->atk;
  3813. status->rhw.atk2 = ele->atk2;
  3814. status->matk_min += ele->matk;
  3815. status->def += ele->def;
  3816. status->mdef += ele->mdef;
  3817. status->flee = ele->flee;
  3818. status->hit = ele->hit;
  3819. if (ed->master)
  3820. status->speed = status_get_speed(&ed->master->bl);
  3821. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3822. } else {
  3823. status_calc_misc(&ed->bl, status, 0);
  3824. status_cpy(&ed->battle_status, status);
  3825. }
  3826. return 0;
  3827. }
  3828. /**
  3829. * Calculates NPC data
  3830. * @param nd: NPC object
  3831. * @param opt: Whether it is first calc or not (what?)
  3832. * @return 0
  3833. */
  3834. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  3835. {
  3836. struct status_data *status = &nd->status;
  3837. if (!nd)
  3838. return 0;
  3839. if (opt&SCO_FIRST) {
  3840. status->hp = 1;
  3841. status->sp = 1;
  3842. status->max_hp = 1;
  3843. status->max_sp = 1;
  3844. status->def_ele = ELE_NEUTRAL;
  3845. status->ele_lv = 1;
  3846. status->race = RC_DEMIHUMAN;
  3847. status->class_ = CLASS_NORMAL;
  3848. status->size = nd->size;
  3849. status->rhw.range = 1 + status->size;
  3850. status->mode = (MD_CANMOVE|MD_CANATTACK);
  3851. status->speed = nd->speed;
  3852. }
  3853. status->str = nd->stat_point + nd->params.str;
  3854. status->agi = nd->stat_point + nd->params.agi;
  3855. status->vit = nd->stat_point + nd->params.vit;
  3856. status->int_= nd->stat_point + nd->params.int_;
  3857. status->dex = nd->stat_point + nd->params.dex;
  3858. status->luk = nd->stat_point + nd->params.luk;
  3859. status_calc_misc(&nd->bl, status, nd->level);
  3860. status_cpy(&nd->status, status);
  3861. return 0;
  3862. }
  3863. /**
  3864. * Calculates regeneration values
  3865. * Applies passive skill regeneration additions
  3866. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3867. * @param status: Object's status
  3868. * @param regen: Object's base regeneration data
  3869. */
  3870. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3871. {
  3872. struct map_session_data *sd;
  3873. int val, skill, reg_flag;
  3874. if( !(bl->type&BL_REGEN) || !regen )
  3875. return;
  3876. sd = BL_CAST(BL_PC,bl);
  3877. val = 1 + (status->vit/5) + (status->max_hp/200);
  3878. if( sd && sd->hprecov_rate != 100 )
  3879. val = val*sd->hprecov_rate/100;
  3880. reg_flag = bl->type == BL_PC ? 0 : 1;
  3881. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3882. val = 1 + (status->int_/6) + (status->max_sp/100);
  3883. if( status->int_ >= 120 )
  3884. val += ((status->int_-120)>>1) + 4;
  3885. if( sd && sd->sprecov_rate != 100 )
  3886. val = val*sd->sprecov_rate/100;
  3887. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3888. if( sd ) {
  3889. struct regen_data_sub *sregen;
  3890. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  3891. val = regen->sp*(100+3*skill)/100;
  3892. regen->sp = cap_value(val, 1, SHRT_MAX);
  3893. }
  3894. // Only players have skill/sitting skill regen for now.
  3895. sregen = regen->sregen;
  3896. val = 0;
  3897. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  3898. val += skill*5 + skill*status->max_hp/500;
  3899. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3900. val = 0;
  3901. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  3902. val += skill*3 + skill*status->max_sp/500;
  3903. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  3904. val += skill*3 + skill*status->max_sp/500;
  3905. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  3906. val += 3 + 3 * skill;
  3907. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3908. // Skill-related recovery (only when sit)
  3909. sregen = regen->ssregen;
  3910. val = 0;
  3911. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3912. val += skill*4 + skill*status->max_hp/500;
  3913. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  3914. val += skill*30 + skill*status->max_hp/500;
  3915. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3916. val = 0;
  3917. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  3918. val += skill*3 + skill*status->max_sp/500;
  3919. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  3920. val += (30+10*skill)*val/100;
  3921. }
  3922. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3923. val += skill*2 + skill*status->max_sp/500;
  3924. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3925. }
  3926. if( bl->type == BL_HOM ) {
  3927. struct homun_data *hd = (TBL_HOM*)bl;
  3928. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  3929. val = regen->hp*(100+5*skill)/100;
  3930. regen->hp = cap_value(val, 1, SHRT_MAX);
  3931. }
  3932. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  3933. val = regen->sp*(100+3*skill)/100;
  3934. regen->sp = cap_value(val, 1, SHRT_MAX);
  3935. }
  3936. } else if( bl->type == BL_MER ) {
  3937. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3938. regen->hp = cap_value(val, 1, SHRT_MAX);
  3939. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3940. regen->sp = cap_value(val, 1, SHRT_MAX);
  3941. } else if( bl->type == BL_ELEM ) {
  3942. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3943. regen->hp = cap_value(val, 1, SHRT_MAX);
  3944. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3945. regen->sp = cap_value(val, 1, SHRT_MAX);
  3946. }
  3947. }
  3948. /**
  3949. * Calculates SC (Status Changes) regeneration values
  3950. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3951. * @param regen: Object's base regeneration data
  3952. * @param sc: Object's status change data
  3953. */
  3954. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  3955. {
  3956. if (!(bl->type&BL_REGEN) || !regen)
  3957. return;
  3958. regen->flag = RGN_HP|RGN_SP;
  3959. if(regen->sregen) {
  3960. if (regen->sregen->hp)
  3961. regen->flag |= RGN_SHP;
  3962. if (regen->sregen->sp)
  3963. regen->flag |= RGN_SSP;
  3964. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  3965. }
  3966. if (regen->ssregen) {
  3967. if (regen->ssregen->hp)
  3968. regen->flag |= RGN_SHP;
  3969. if (regen->ssregen->sp)
  3970. regen->flag |= RGN_SSP;
  3971. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  3972. }
  3973. regen->rate.hp = regen->rate.sp = 100;
  3974. if (!sc || !sc->count)
  3975. return;
  3976. // No HP or SP regen
  3977. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  3978. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  3979. || sc->data[SC_BERSERK]
  3980. || sc->data[SC_TRICKDEAD]
  3981. || sc->data[SC_BLEEDING]
  3982. || sc->data[SC_MAGICMUSHROOM]
  3983. || sc->data[SC_SATURDAYNIGHTFEVER]
  3984. || sc->data[SC_REBOUND])
  3985. regen->flag = RGN_NONE;
  3986. // No natural SP regen
  3987. if (sc->data[SC_DANCING] ||
  3988. #ifdef RENEWAL
  3989. sc->data[SC_MAXIMIZEPOWER] ||
  3990. #endif
  3991. #ifndef RENEWAL
  3992. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3993. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  3994. #else
  3995. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3996. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  3997. #endif
  3998. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  3999. regen->flag &= ~RGN_SP;
  4000. if (sc->data[SC_TENSIONRELAX]) {
  4001. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4002. regen->state.overweight = 0; // 1x HP regen
  4003. else {
  4004. regen->rate.hp += 200;
  4005. if (regen->sregen)
  4006. regen->sregen->rate.hp += 200;
  4007. }
  4008. }
  4009. if (sc->data[SC_MAGNIFICAT])
  4010. regen->rate.sp += 100;
  4011. if (sc->data[SC_REGENERATION]) {
  4012. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4013. if (!sce->val4) {
  4014. regen->rate.hp += (sce->val2*100);
  4015. regen->rate.sp += (sce->val3*100);
  4016. } else
  4017. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4018. }
  4019. if(sc->data[SC_GT_REVITALIZE]) {
  4020. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4021. regen->state.walk = 1;
  4022. }
  4023. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
  4024. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4025. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4026. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
  4027. regen->rate.hp *= 2;
  4028. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4029. regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.);
  4030. if (sc->data[SC_VITATA_500])
  4031. regen->rate.sp += (unsigned short)(regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100.);
  4032. if (sc->data[SC_CATNIPPOWDER]) {
  4033. regen->rate.hp *= 2;
  4034. regen->rate.sp *= 2;
  4035. }
  4036. }
  4037. /**
  4038. * Applies a state to a unit - See [StatusChangeStateTable]
  4039. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4040. * @param sc: Object's status change data
  4041. * @param flag: Which state to apply to bl
  4042. * @param start: (1) start state, (0) remove state
  4043. */
  4044. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  4045. {
  4046. /// No sc at all, we can zero without any extra weight over our conciousness
  4047. if( !sc->count ) {
  4048. memset(&sc->cant, 0, sizeof (sc->cant));
  4049. return;
  4050. }
  4051. // Can't move
  4052. if( flag&SCS_NOMOVE ) {
  4053. if( !(flag&SCS_NOMOVECOND) )
  4054. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4055. else if(
  4056. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4057. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4058. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4059. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  4060. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4061. )
  4062. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4063. }
  4064. // Can't use skills
  4065. if( flag&SCS_NOCAST ) {
  4066. if( !(flag&SCS_NOCASTCOND) )
  4067. sc->cant.cast += ( start ? 1 : -1 );
  4068. else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) )
  4069. sc->cant.cast += ( start ? 1 : -1 );
  4070. }
  4071. // Can't chat
  4072. if( flag&SCS_NOCHAT ) {
  4073. if( !(flag&SCS_NOCHATCOND) )
  4074. sc->cant.chat += ( start ? 1 : -1 );
  4075. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4076. sc->cant.chat += ( start ? 1 : -1 );
  4077. }
  4078. // Player-only states
  4079. if( bl->type == BL_PC ) {
  4080. // Can't pick-up items
  4081. if( flag&SCS_NOPICKITEM ) {
  4082. if( !(flag&SCS_NOPICKITEMCOND) )
  4083. sc->cant.pickup += ( start ? 1 : -1 );
  4084. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4085. sc->cant.pickup += ( start ? 1 : -1 );
  4086. }
  4087. // Can't drop items
  4088. if( flag&SCS_NODROPITEM ) {
  4089. if( !(flag&SCS_NODROPITEMCOND) )
  4090. sc->cant.drop += ( start ? 1 : -1 );
  4091. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4092. sc->cant.drop += ( start ? 1 : -1 );
  4093. }
  4094. }
  4095. return;
  4096. }
  4097. /**
  4098. * Recalculates parts of an objects status according to specified flags
  4099. * See [set_sc] [add_sc]
  4100. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4101. * @param flag: Which status has changed on bl
  4102. */
  4103. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  4104. {
  4105. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4106. struct status_data *status = status_get_status_data(bl); // Battle Status
  4107. struct status_change *sc = status_get_sc(bl);
  4108. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4109. int temp;
  4110. if (!b_status || !status)
  4111. return;
  4112. /** [Playtester]
  4113. * This needs to be done even if there is currently no status change active, because
  4114. * we need to update the speed on the client when the last status change ends.
  4115. **/
  4116. if(flag&SCB_SPEED) {
  4117. struct unit_data *ud = unit_bl2ud(bl);
  4118. /** [Skotlex]
  4119. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4120. * because if you step on something while walking, the moment this
  4121. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4122. **/
  4123. if (ud)
  4124. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4125. }
  4126. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  4127. status_cpy(status, b_status);
  4128. return;
  4129. }
  4130. if(flag&SCB_STR) {
  4131. status->str = status_calc_str(bl, sc, b_status->str);
  4132. flag|=SCB_BATK;
  4133. if( bl->type&BL_HOM )
  4134. flag |= SCB_WATK;
  4135. }
  4136. if(flag&SCB_AGI) {
  4137. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4138. flag|=SCB_FLEE
  4139. #ifdef RENEWAL
  4140. |SCB_DEF2
  4141. #endif
  4142. ;
  4143. if( bl->type&(BL_PC|BL_HOM) )
  4144. flag |= SCB_ASPD|SCB_DSPD;
  4145. }
  4146. if(flag&SCB_VIT) {
  4147. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4148. flag|=SCB_DEF2|SCB_MDEF2;
  4149. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4150. flag |= SCB_MAXHP;
  4151. if( bl->type&BL_HOM )
  4152. flag |= SCB_DEF;
  4153. }
  4154. if(flag&SCB_INT) {
  4155. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4156. flag|=SCB_MATK|SCB_MDEF2;
  4157. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4158. flag |= SCB_MAXSP;
  4159. if( bl->type&BL_HOM )
  4160. flag |= SCB_MDEF;
  4161. }
  4162. if(flag&SCB_DEX) {
  4163. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4164. flag|=SCB_BATK|SCB_HIT
  4165. #ifdef RENEWAL
  4166. |SCB_MATK|SCB_MDEF2
  4167. #endif
  4168. ;
  4169. if( bl->type&(BL_PC|BL_HOM) )
  4170. flag |= SCB_ASPD;
  4171. if( bl->type&BL_HOM )
  4172. flag |= SCB_WATK;
  4173. }
  4174. if(flag&SCB_LUK) {
  4175. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4176. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  4177. #ifdef RENEWAL
  4178. |SCB_MATK|SCB_HIT|SCB_FLEE
  4179. #endif
  4180. ;
  4181. }
  4182. if(flag&SCB_BATK && b_status->batk) {
  4183. status->batk = status_base_atk(bl,status);
  4184. temp = b_status->batk - status_base_atk(bl,b_status);
  4185. if (temp) {
  4186. temp += status->batk;
  4187. status->batk = cap_value(temp, 0, USHRT_MAX);
  4188. }
  4189. status->batk = status_calc_batk(bl, sc, status->batk);
  4190. }
  4191. if(flag&SCB_WATK) {
  4192. #ifndef RENEWAL
  4193. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4194. if (!sd) // Should not affect weapon refine bonus
  4195. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4196. if (sd && sd->bonus.weapon_atk_rate)
  4197. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4198. if(b_status->lhw.atk) {
  4199. if (sd) {
  4200. sd->state.lr_flag = 1;
  4201. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4202. sd->state.lr_flag = 0;
  4203. } else {
  4204. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4205. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4206. }
  4207. }
  4208. #else
  4209. if(!b_status->watk) { // We only have left-hand weapon
  4210. status->watk = 0;
  4211. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4212. }
  4213. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4214. #endif
  4215. }
  4216. if(flag&SCB_HIT) {
  4217. if (status->dex == b_status->dex
  4218. #ifdef RENEWAL
  4219. && status->luk == b_status->luk
  4220. #endif
  4221. )
  4222. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4223. else
  4224. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4225. #ifdef RENEWAL
  4226. + (status->luk/3 - b_status->luk/3)
  4227. #endif
  4228. );
  4229. }
  4230. if(flag&SCB_FLEE) {
  4231. if (status->agi == b_status->agi
  4232. #ifdef RENEWAL
  4233. && status->luk == b_status->luk
  4234. #endif
  4235. )
  4236. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4237. else
  4238. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4239. #ifdef RENEWAL
  4240. + (status->luk/5 - b_status->luk/5)
  4241. #endif
  4242. );
  4243. }
  4244. if(flag&SCB_DEF) {
  4245. status->def = status_calc_def(bl, sc, b_status->def);
  4246. if( bl->type&BL_HOM )
  4247. status->def += (status->vit/5 - b_status->vit/5);
  4248. }
  4249. if(flag&SCB_DEF2) {
  4250. if (status->vit == b_status->vit
  4251. #ifdef RENEWAL
  4252. && status->agi == b_status->agi
  4253. #endif
  4254. )
  4255. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4256. else
  4257. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4258. #ifdef RENEWAL
  4259. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4260. #else
  4261. + (status->vit - b_status->vit)
  4262. #endif
  4263. );
  4264. }
  4265. if(flag&SCB_MDEF) {
  4266. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4267. if( bl->type&BL_HOM )
  4268. status->mdef += (status->int_/5 - b_status->int_/5);
  4269. }
  4270. if(flag&SCB_MDEF2) {
  4271. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4272. #ifdef RENEWAL
  4273. && status->dex == b_status->dex
  4274. #endif
  4275. )
  4276. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4277. else
  4278. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4279. #ifdef RENEWAL
  4280. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4281. #else
  4282. + ((status->vit - b_status->vit)>>1)
  4283. #endif
  4284. );
  4285. }
  4286. if(flag&SCB_SPEED) {
  4287. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4288. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4289. status->speed = battle_config.max_walk_speed;
  4290. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4291. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4292. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4293. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4294. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4295. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4296. }
  4297. if(flag&SCB_CRI && b_status->cri) {
  4298. if (status->luk == b_status->luk)
  4299. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4300. else
  4301. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4302. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4303. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  4304. status->cri <<= 1;
  4305. }
  4306. if(flag&SCB_FLEE2 && b_status->flee2) {
  4307. if (status->luk == b_status->luk)
  4308. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4309. else
  4310. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4311. }
  4312. if(flag&SCB_ATK_ELE) {
  4313. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4314. if (sd) sd->state.lr_flag = 1;
  4315. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4316. if (sd) sd->state.lr_flag = 0;
  4317. }
  4318. if(flag&SCB_DEF_ELE) {
  4319. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4320. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4321. }
  4322. if(flag&SCB_MODE) {
  4323. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4324. // Since mode changed, reset their state.
  4325. if (!status_has_mode(status,MD_CANATTACK))
  4326. unit_stop_attack(bl);
  4327. if (!status_has_mode(status,MD_CANMOVE))
  4328. unit_stop_walking(bl,1);
  4329. }
  4330. /**
  4331. * No status changes alter these yet.
  4332. * if(flag&SCB_SIZE)
  4333. * if(flag&SCB_RACE)
  4334. * if(flag&SCB_RANGE)
  4335. **/
  4336. if(flag&SCB_MAXHP) {
  4337. if( bl->type&BL_PC ) {
  4338. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4339. if(battle_config.hp_rate != 100)
  4340. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4341. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4342. }
  4343. else
  4344. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4345. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4346. status->hp = status->max_hp;
  4347. if( sd ) clif_updatestatus(sd,SP_HP);
  4348. }
  4349. }
  4350. if(flag&SCB_MAXSP) {
  4351. if( bl->type&BL_PC ) {
  4352. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4353. if(battle_config.sp_rate != 100)
  4354. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4355. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4356. }
  4357. else
  4358. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4359. if( status->sp > status->max_sp ) {
  4360. status->sp = status->max_sp;
  4361. if( sd ) clif_updatestatus(sd,SP_SP);
  4362. }
  4363. }
  4364. if(flag&SCB_MATK) {
  4365. #ifndef RENEWAL
  4366. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  4367. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  4368. #else
  4369. /**
  4370. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  4371. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  4372. **/
  4373. status->matk_min = status->matk_max = status_base_matk(bl, status, status_get_lv(bl));
  4374. switch( bl->type ) {
  4375. case BL_PC: {
  4376. int wMatk = 0;
  4377. int variance = 0;
  4378. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  4379. if (sd->bonus.ematk > 0)
  4380. status->matk_min += sd->bonus.ematk;
  4381. if (sd && pc_checkskill(sd, SU_POWEROFLAND) > 0) {
  4382. if (pc_checkskill(sd, SU_SV_STEMSPEAR) == 5 && pc_checkskill(sd, SU_CN_POWDERING) == 5 && pc_checkskill(sd, SU_CN_METEOR) == 5 && pc_checkskill(sd, SU_SV_ROOTTWIST) == 5)
  4383. status->matk_min += status->matk_min * 20 / 100;
  4384. }
  4385. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  4386. status->matk_max = status->matk_min;
  4387. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  4388. if (b_status->lhw.matk) {
  4389. if (sd) {
  4390. //sd->state.lr_flag = 1; //?? why was that set here
  4391. status->lhw.matk = b_status->lhw.matk;
  4392. sd->state.lr_flag = 0;
  4393. } else {
  4394. status->lhw.matk = b_status->lhw.matk;
  4395. }
  4396. }
  4397. if (b_status->rhw.matk) {
  4398. status->rhw.matk = b_status->rhw.matk;
  4399. }
  4400. if (status->rhw.matk) {
  4401. wMatk += status->rhw.matk;
  4402. variance += wMatk * status->rhw.wlv / 10;
  4403. }
  4404. if (status->lhw.matk) {
  4405. wMatk += status->lhw.matk;
  4406. variance += status->lhw.matk * status->lhw.wlv / 10;
  4407. }
  4408. if (sc && sc->data[SC_CATNIPPOWDER])
  4409. wMatk -= wMatk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  4410. status->matk_min += wMatk - variance;
  4411. status->matk_max += wMatk + variance;
  4412. }
  4413. break;
  4414. case BL_HOM:
  4415. status->matk_min += (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  4416. status->matk_max += (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  4417. break;
  4418. }
  4419. #endif
  4420. if (bl->type&BL_PC && sd->matk_rate != 100) {
  4421. status->matk_max = status->matk_max * sd->matk_rate/100;
  4422. status->matk_min = status->matk_min * sd->matk_rate/100;
  4423. }
  4424. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  4425. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  4426. status->matk_min = status->matk_max;
  4427. #ifdef RENEWAL
  4428. if( sd && sd->right_weapon.overrefine > 0) {
  4429. status->matk_min++;
  4430. status->matk_max += sd->right_weapon.overrefine - 1;
  4431. }
  4432. #endif
  4433. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  4434. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  4435. }
  4436. if(flag&SCB_ASPD) {
  4437. int amotion;
  4438. if ( bl->type&BL_HOM ) {
  4439. #ifdef RENEWAL_ASPD
  4440. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  4441. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  4442. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  4443. #else
  4444. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  4445. amotion = status_calc_aspd_rate(bl, sc, amotion);
  4446. if (status->aspd_rate != 1000)
  4447. amotion = amotion * status->aspd_rate / 1000;
  4448. #endif
  4449. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4450. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4451. status->adelay = status->amotion;
  4452. } else if ( bl->type&BL_PC ) {
  4453. amotion = status_base_amotion_pc(sd,status);
  4454. #ifndef RENEWAL_ASPD
  4455. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4456. if(status->aspd_rate != 1000)
  4457. amotion = amotion*status->aspd_rate/1000;
  4458. #else
  4459. /// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  4460. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, true) * status->agi / 200)) * 10;
  4461. if( (status_calc_aspd(bl, sc, false) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  4462. amotion -= ( amotion - pc_maxaspd(sd) ) * (status_calc_aspd(bl, sc, false) + status->aspd_rate2) / 100;
  4463. if(status->aspd_rate != 1000) // Absolute percentage modifier
  4464. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  4465. #endif
  4466. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4467. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  4468. status->adelay = 2*status->amotion;
  4469. } else { // Mercenary and mobs
  4470. amotion = b_status->amotion;
  4471. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4472. if(status->aspd_rate != 1000)
  4473. amotion = amotion*status->aspd_rate/1000;
  4474. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4475. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4476. temp = b_status->adelay*status->aspd_rate/1000;
  4477. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4478. }
  4479. }
  4480. if(flag&SCB_DSPD) {
  4481. int dmotion;
  4482. if( bl->type&BL_PC ) {
  4483. if (b_status->agi == status->agi)
  4484. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4485. else {
  4486. dmotion = 800-status->agi*4;
  4487. status->dmotion = cap_value(dmotion, 400, 800);
  4488. if(battle_config.pc_damage_delay_rate != 100)
  4489. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  4490. // It's safe to ignore b_status->dmotion since no bonus affects it.
  4491. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  4492. }
  4493. } else if( bl->type&BL_HOM ) {
  4494. dmotion = 800-status->agi*4;
  4495. status->dmotion = cap_value(dmotion, 400, 800);
  4496. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4497. } else { // Mercenary and mobs
  4498. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4499. }
  4500. }
  4501. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4502. status_calc_regen(bl, status, status_get_regen_data(bl));
  4503. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4504. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4505. }
  4506. /**
  4507. * Recalculates parts of an objects status according to specified flags
  4508. * Also sends updates to the client when necessary
  4509. * See [set_sc] [add_sc]
  4510. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4511. * @param flag: Which status has changed on bl
  4512. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  4513. */
  4514. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  4515. {
  4516. struct status_data b_status; // Previous battle status
  4517. struct status_data* status; // Pointer to current battle status
  4518. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
  4519. if (opt&SCO_FORCE)
  4520. ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
  4521. else {
  4522. ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
  4523. return;
  4524. }
  4525. }
  4526. // Remember previous values
  4527. status = status_get_status_data(bl);
  4528. memcpy(&b_status, status, sizeof(struct status_data));
  4529. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4530. switch( bl->type ) {
  4531. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  4532. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  4533. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  4534. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  4535. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  4536. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  4537. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  4538. }
  4539. }
  4540. if( bl->type == BL_PET )
  4541. return; // Pets are not affected by statuses
  4542. if (opt&SCO_FIRST && bl->type == BL_MOB)
  4543. return; // Assume there will be no statuses active
  4544. status_calc_bl_main(bl, flag);
  4545. if (opt&SCO_FIRST && bl->type == BL_HOM)
  4546. return; // Client update handled by caller
  4547. // Compare against new values and send client updates
  4548. if( bl->type == BL_PC ) {
  4549. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4550. if(b_status.str != status->str)
  4551. clif_updatestatus(sd,SP_STR);
  4552. if(b_status.agi != status->agi)
  4553. clif_updatestatus(sd,SP_AGI);
  4554. if(b_status.vit != status->vit)
  4555. clif_updatestatus(sd,SP_VIT);
  4556. if(b_status.int_ != status->int_)
  4557. clif_updatestatus(sd,SP_INT);
  4558. if(b_status.dex != status->dex)
  4559. clif_updatestatus(sd,SP_DEX);
  4560. if(b_status.luk != status->luk)
  4561. clif_updatestatus(sd,SP_LUK);
  4562. if(b_status.hit != status->hit)
  4563. clif_updatestatus(sd,SP_HIT);
  4564. if(b_status.flee != status->flee)
  4565. clif_updatestatus(sd,SP_FLEE1);
  4566. if(b_status.amotion != status->amotion)
  4567. clif_updatestatus(sd,SP_ASPD);
  4568. if(b_status.speed != status->speed)
  4569. clif_updatestatus(sd,SP_SPEED);
  4570. if(b_status.batk != status->batk
  4571. #ifndef RENEWAL
  4572. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4573. #endif
  4574. )
  4575. clif_updatestatus(sd,SP_ATK1);
  4576. if(b_status.def != status->def) {
  4577. clif_updatestatus(sd,SP_DEF1);
  4578. #ifdef RENEWAL
  4579. clif_updatestatus(sd,SP_DEF2);
  4580. #endif
  4581. }
  4582. if(
  4583. #ifdef RENEWAL
  4584. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  4585. #else
  4586. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4587. #endif
  4588. )
  4589. clif_updatestatus(sd,SP_ATK2);
  4590. if(b_status.def2 != status->def2) {
  4591. clif_updatestatus(sd,SP_DEF2);
  4592. #ifdef RENEWAL
  4593. clif_updatestatus(sd,SP_DEF1);
  4594. #endif
  4595. }
  4596. if(b_status.flee2 != status->flee2)
  4597. clif_updatestatus(sd,SP_FLEE2);
  4598. if(b_status.cri != status->cri)
  4599. clif_updatestatus(sd,SP_CRITICAL);
  4600. #ifndef RENEWAL
  4601. if(b_status.matk_max != status->matk_max)
  4602. clif_updatestatus(sd,SP_MATK1);
  4603. if(b_status.matk_min != status->matk_min)
  4604. clif_updatestatus(sd,SP_MATK2);
  4605. #else
  4606. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4607. clif_updatestatus(sd,SP_MATK2);
  4608. clif_updatestatus(sd,SP_MATK1);
  4609. }
  4610. #endif
  4611. if(b_status.mdef != status->mdef) {
  4612. clif_updatestatus(sd,SP_MDEF1);
  4613. #ifdef RENEWAL
  4614. clif_updatestatus(sd,SP_MDEF2);
  4615. #endif
  4616. }
  4617. if(b_status.mdef2 != status->mdef2) {
  4618. clif_updatestatus(sd,SP_MDEF2);
  4619. #ifdef RENEWAL
  4620. clif_updatestatus(sd,SP_MDEF1);
  4621. #endif
  4622. }
  4623. if(b_status.rhw.range != status->rhw.range)
  4624. clif_updatestatus(sd,SP_ATTACKRANGE);
  4625. if(b_status.max_hp != status->max_hp)
  4626. clif_updatestatus(sd,SP_MAXHP);
  4627. if(b_status.max_sp != status->max_sp)
  4628. clif_updatestatus(sd,SP_MAXSP);
  4629. if(b_status.hp != status->hp)
  4630. clif_updatestatus(sd,SP_HP);
  4631. if(b_status.sp != status->sp)
  4632. clif_updatestatus(sd,SP_SP);
  4633. } else if( bl->type == BL_HOM ) {
  4634. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4635. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4636. clif_hominfo(hd->master,hd,0);
  4637. } else if( bl->type == BL_MER ) {
  4638. TBL_MER* md = BL_CAST(BL_MER, bl);
  4639. if (!md->master)
  4640. return;
  4641. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4642. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4643. if( b_status.matk_max != status->matk_max )
  4644. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4645. if( b_status.hit != status->hit )
  4646. clif_mercenary_updatestatus(md->master, SP_HIT);
  4647. if( b_status.cri != status->cri )
  4648. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4649. if( b_status.def != status->def )
  4650. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4651. if( b_status.mdef != status->mdef )
  4652. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4653. if( b_status.flee != status->flee )
  4654. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4655. if( b_status.amotion != status->amotion )
  4656. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4657. if( b_status.max_hp != status->max_hp )
  4658. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4659. if( b_status.max_sp != status->max_sp )
  4660. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4661. if( b_status.hp != status->hp )
  4662. clif_mercenary_updatestatus(md->master, SP_HP);
  4663. if( b_status.sp != status->sp )
  4664. clif_mercenary_updatestatus(md->master, SP_SP);
  4665. } else if( bl->type == BL_ELEM ) {
  4666. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4667. if (!ed->master)
  4668. return;
  4669. if( b_status.max_hp != status->max_hp )
  4670. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4671. if( b_status.max_sp != status->max_sp )
  4672. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4673. if( b_status.hp != status->hp )
  4674. clif_elemental_updatestatus(ed->master, SP_HP);
  4675. if( b_status.sp != status->sp )
  4676. clif_mercenary_updatestatus(ed->master, SP_SP);
  4677. }
  4678. }
  4679. /**
  4680. * Adds strength modifications based on status changes
  4681. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4682. * @param sc: Object's status change information
  4683. * @param str: Initial str
  4684. * @return modified str with cap_value(str,0,USHRT_MAX)
  4685. */
  4686. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4687. {
  4688. if(!sc || !sc->count)
  4689. return cap_value(str,0,USHRT_MAX);
  4690. if(sc->data[SC_HARMONIZE]) {
  4691. str -= sc->data[SC_HARMONIZE]->val2;
  4692. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4693. }
  4694. if(sc->data[SC_INCALLSTATUS])
  4695. str += sc->data[SC_INCALLSTATUS]->val1;
  4696. if(sc->data[SC_CHASEWALK2])
  4697. str += sc->data[SC_CHASEWALK2]->val1;
  4698. if(sc->data[SC_INCSTR])
  4699. str += sc->data[SC_INCSTR]->val1;
  4700. if(sc->data[SC_STRFOOD])
  4701. str += sc->data[SC_STRFOOD]->val1;
  4702. if(sc->data[SC_FOOD_STR_CASH])
  4703. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4704. if(sc->data[SC_BATTLEORDERS])
  4705. str += 5;
  4706. if(sc->data[SC_LEADERSHIP])
  4707. str += sc->data[SC_LEADERSHIP]->val1;
  4708. if(sc->data[SC_LOUD])
  4709. str += 4;
  4710. if(sc->data[SC_TRUESIGHT])
  4711. str += 5;
  4712. if(sc->data[SC_SPURT])
  4713. str += 10;
  4714. if(sc->data[SC_NEN])
  4715. str += sc->data[SC_NEN]->val1;
  4716. if(sc->data[SC_BLESSING]) {
  4717. if(sc->data[SC_BLESSING]->val2)
  4718. str += sc->data[SC_BLESSING]->val2;
  4719. else
  4720. str >>= 1;
  4721. }
  4722. if(sc->data[SC_MARIONETTE])
  4723. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4724. if(sc->data[SC_MARIONETTE2])
  4725. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4726. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4727. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  4728. if(sc->data[SC_GIANTGROWTH])
  4729. str += 30;
  4730. if(sc->data[SC_BEYONDOFWARCRY])
  4731. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4732. if(sc->data[SC_SAVAGE_STEAK])
  4733. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4734. if(sc->data[SC_INSPIRATION])
  4735. str += sc->data[SC_INSPIRATION]->val3;
  4736. if(sc->data[SC_2011RWC_SCROLL])
  4737. str += sc->data[SC_2011RWC_SCROLL]->val1;
  4738. if(sc->data[SC_STOMACHACHE])
  4739. str -= sc->data[SC_STOMACHACHE]->val1;
  4740. if(sc->data[SC_KYOUGAKU])
  4741. str -= sc->data[SC_KYOUGAKU]->val2;
  4742. if(sc->data[SC_SWORDCLAN])
  4743. str += 1;
  4744. if(sc->data[SC_JUMPINGCLAN])
  4745. str += 1;
  4746. if(sc->data[SC_FULL_THROTTLE])
  4747. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4748. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4749. }
  4750. /**
  4751. * Adds agility modifications based on status changes
  4752. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  4753. * @param sc: Object's status change information
  4754. * @param agi: Initial agi
  4755. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  4756. */
  4757. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  4758. {
  4759. if(!sc || !sc->count)
  4760. return cap_value(agi,0,USHRT_MAX);
  4761. if(sc->data[SC_HARMONIZE]) {
  4762. agi -= sc->data[SC_HARMONIZE]->val2;
  4763. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4764. }
  4765. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4766. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  4767. if(sc->data[SC_INCALLSTATUS])
  4768. agi += sc->data[SC_INCALLSTATUS]->val1;
  4769. if(sc->data[SC_INCAGI])
  4770. agi += sc->data[SC_INCAGI]->val1;
  4771. if(sc->data[SC_AGIFOOD])
  4772. agi += sc->data[SC_AGIFOOD]->val1;
  4773. if(sc->data[SC_FOOD_AGI_CASH])
  4774. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  4775. if(sc->data[SC_SOULCOLD])
  4776. agi += sc->data[SC_SOULCOLD]->val1;
  4777. if(sc->data[SC_TRUESIGHT])
  4778. agi += 5;
  4779. if(sc->data[SC_INCREASEAGI])
  4780. agi += sc->data[SC_INCREASEAGI]->val2;
  4781. if(sc->data[SC_INCREASING])
  4782. agi += 4; // Added based on skill updates [Reddozen]
  4783. if(sc->data[SC_2011RWC_SCROLL])
  4784. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  4785. if(sc->data[SC_DECREASEAGI])
  4786. agi -= sc->data[SC_DECREASEAGI]->val2;
  4787. if(sc->data[SC_QUAGMIRE])
  4788. agi -= sc->data[SC_QUAGMIRE]->val2;
  4789. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  4790. agi -= sc->data[SC_SUITON]->val2;
  4791. if(sc->data[SC_MARIONETTE])
  4792. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  4793. if(sc->data[SC_MARIONETTE2])
  4794. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  4795. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4796. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  4797. if(sc->data[SC_ADORAMUS])
  4798. agi -= sc->data[SC_ADORAMUS]->val2;
  4799. if(sc->data[SC_MARSHOFABYSS])
  4800. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4801. if(sc->data[SC_DROCERA_HERB_STEAMED])
  4802. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  4803. if(sc->data[SC_INSPIRATION])
  4804. agi += sc->data[SC_INSPIRATION]->val3;
  4805. if(sc->data[SC_STOMACHACHE])
  4806. agi -= sc->data[SC_STOMACHACHE]->val1;
  4807. if(sc->data[SC_KYOUGAKU])
  4808. agi -= sc->data[SC_KYOUGAKU]->val2;
  4809. if(sc->data[SC_CROSSBOWCLAN])
  4810. agi += 1;
  4811. if(sc->data[SC_JUMPINGCLAN])
  4812. agi += 1;
  4813. if(sc->data[SC_FULL_THROTTLE])
  4814. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4815. if (sc->data[SC_ARCLOUSEDASH])
  4816. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  4817. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4818. }
  4819. /**
  4820. * Adds vitality modifications based on status changes
  4821. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  4822. * @param sc: Object's status change information
  4823. * @param vit: Initial vit
  4824. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  4825. */
  4826. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  4827. {
  4828. if(!sc || !sc->count)
  4829. return cap_value(vit,0,USHRT_MAX);
  4830. if(sc->data[SC_HARMONIZE]) {
  4831. vit -= sc->data[SC_HARMONIZE]->val2;
  4832. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4833. }
  4834. if(sc->data[SC_INCALLSTATUS])
  4835. vit += sc->data[SC_INCALLSTATUS]->val1;
  4836. if(sc->data[SC_INCVIT])
  4837. vit += sc->data[SC_INCVIT]->val1;
  4838. if(sc->data[SC_VITFOOD])
  4839. vit += sc->data[SC_VITFOOD]->val1;
  4840. if(sc->data[SC_FOOD_VIT_CASH])
  4841. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  4842. if(sc->data[SC_CHANGE])
  4843. vit += sc->data[SC_CHANGE]->val2;
  4844. if(sc->data[SC_GLORYWOUNDS])
  4845. vit += sc->data[SC_GLORYWOUNDS]->val1;
  4846. if(sc->data[SC_TRUESIGHT])
  4847. vit += 5;
  4848. if(sc->data[SC_MARIONETTE])
  4849. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  4850. if(sc->data[SC_MARIONETTE2])
  4851. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  4852. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4853. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  4854. if(sc->data[SC_LAUDAAGNUS])
  4855. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  4856. if(sc->data[SC_MINOR_BBQ])
  4857. vit += sc->data[SC_MINOR_BBQ]->val1;
  4858. if(sc->data[SC_INSPIRATION])
  4859. vit += sc->data[SC_INSPIRATION]->val3;
  4860. if(sc->data[SC_2011RWC_SCROLL])
  4861. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  4862. if(sc->data[SC_STOMACHACHE])
  4863. vit -= sc->data[SC_STOMACHACHE]->val1;
  4864. if(sc->data[SC_KYOUGAKU])
  4865. vit -= sc->data[SC_KYOUGAKU]->val2;
  4866. if(sc->data[SC_SWORDCLAN])
  4867. vit += 1;
  4868. if(sc->data[SC_JUMPINGCLAN])
  4869. vit += 1;
  4870. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  4871. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  4872. if(sc->data[SC_FULL_THROTTLE])
  4873. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4874. #ifdef RENEWAL
  4875. if(sc->data[SC_DEFENCE])
  4876. vit += sc->data[SC_DEFENCE]->val2;
  4877. #endif
  4878. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4879. }
  4880. /**
  4881. * Adds intelligence modifications based on status changes
  4882. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  4883. * @param sc: Object's status change information
  4884. * @param int_: Initial int
  4885. * @return modified int with cap_value(int_,0,USHRT_MAX)
  4886. */
  4887. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  4888. {
  4889. if(!sc || !sc->count)
  4890. return cap_value(int_,0,USHRT_MAX);
  4891. if(sc->data[SC_HARMONIZE]) {
  4892. int_ -= sc->data[SC_HARMONIZE]->val2;
  4893. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4894. }
  4895. if(sc->data[SC_INCALLSTATUS])
  4896. int_ += sc->data[SC_INCALLSTATUS]->val1;
  4897. if(sc->data[SC_INCINT])
  4898. int_ += sc->data[SC_INCINT]->val1;
  4899. if(sc->data[SC_INTFOOD])
  4900. int_ += sc->data[SC_INTFOOD]->val1;
  4901. if(sc->data[SC_FOOD_INT_CASH])
  4902. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  4903. if(sc->data[SC_CHANGE])
  4904. int_ += sc->data[SC_CHANGE]->val3;
  4905. if(sc->data[SC_BATTLEORDERS])
  4906. int_ += 5;
  4907. if(sc->data[SC_TRUESIGHT])
  4908. int_ += 5;
  4909. if(sc->data[SC_BLESSING]) {
  4910. if (sc->data[SC_BLESSING]->val2)
  4911. int_ += sc->data[SC_BLESSING]->val2;
  4912. else
  4913. int_ >>= 1;
  4914. }
  4915. if(sc->data[SC_NEN])
  4916. int_ += sc->data[SC_NEN]->val1;
  4917. if(sc->data[SC_MARIONETTE])
  4918. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  4919. if(sc->data[SC_2011RWC_SCROLL])
  4920. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  4921. if(sc->data[SC_MARIONETTE2])
  4922. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  4923. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4924. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  4925. if(sc->data[SC_INSPIRATION])
  4926. int_ += sc->data[SC_INSPIRATION]->val3;
  4927. if(sc->data[SC_MELODYOFSINK])
  4928. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  4929. if(sc->data[SC_MANDRAGORA])
  4930. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  4931. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  4932. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  4933. if(sc->data[SC_STOMACHACHE])
  4934. int_ -= sc->data[SC_STOMACHACHE]->val1;
  4935. if(sc->data[SC_KYOUGAKU])
  4936. int_ -= sc->data[SC_KYOUGAKU]->val2;
  4937. if(sc->data[SC_ARCWANDCLAN])
  4938. int_ += 1;
  4939. if(sc->data[SC_GOLDENMACECLAN])
  4940. int_ += 1;
  4941. if(sc->data[SC_JUMPINGCLAN])
  4942. int_ += 1;
  4943. if(sc->data[SC_FULL_THROTTLE])
  4944. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4945. if(bl->type != BL_PC) {
  4946. if(sc->data[SC_STRIPHELM])
  4947. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  4948. if(sc->data[SC__STRIPACCESSORY])
  4949. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4950. }
  4951. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4952. }
  4953. /**
  4954. * Adds dexterity modifications based on status changes
  4955. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  4956. * @param sc: Object's status change information
  4957. * @param dex: Initial dex
  4958. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  4959. */
  4960. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  4961. {
  4962. if(!sc || !sc->count)
  4963. return cap_value(dex,0,USHRT_MAX);
  4964. if(sc->data[SC_HARMONIZE]) {
  4965. dex -= sc->data[SC_HARMONIZE]->val2;
  4966. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4967. }
  4968. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4969. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  4970. if(sc->data[SC_INCALLSTATUS])
  4971. dex += sc->data[SC_INCALLSTATUS]->val1;
  4972. if(sc->data[SC_INCDEX])
  4973. dex += sc->data[SC_INCDEX]->val1;
  4974. if(sc->data[SC_DEXFOOD])
  4975. dex += sc->data[SC_DEXFOOD]->val1;
  4976. if(sc->data[SC_FOOD_DEX_CASH])
  4977. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  4978. if(sc->data[SC_BATTLEORDERS])
  4979. dex += 5;
  4980. if(sc->data[SC_HAWKEYES])
  4981. dex += sc->data[SC_HAWKEYES]->val1;
  4982. if(sc->data[SC_TRUESIGHT])
  4983. dex += 5;
  4984. if(sc->data[SC_QUAGMIRE])
  4985. dex -= sc->data[SC_QUAGMIRE]->val2;
  4986. if(sc->data[SC_BLESSING]) {
  4987. if (sc->data[SC_BLESSING]->val2)
  4988. dex += sc->data[SC_BLESSING]->val2;
  4989. else
  4990. dex >>= 1;
  4991. }
  4992. if(sc->data[SC_INCREASING])
  4993. dex += 4; // Added based on skill updates [Reddozen]
  4994. if(sc->data[SC_MARIONETTE])
  4995. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  4996. if(sc->data[SC_2011RWC_SCROLL])
  4997. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  4998. if(sc->data[SC_MARIONETTE2])
  4999. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5000. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5001. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5002. if(sc->data[SC_SIROMA_ICE_TEA])
  5003. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5004. if(sc->data[SC_INSPIRATION])
  5005. dex += sc->data[SC_INSPIRATION]->val3;
  5006. if(sc->data[SC_STOMACHACHE])
  5007. dex -= sc->data[SC_STOMACHACHE]->val1;
  5008. if(sc->data[SC_KYOUGAKU])
  5009. dex -= sc->data[SC_KYOUGAKU]->val2;
  5010. if(sc->data[SC_ARCWANDCLAN])
  5011. dex += 1;
  5012. if(sc->data[SC_CROSSBOWCLAN])
  5013. dex += 1;
  5014. if(sc->data[SC_JUMPINGCLAN])
  5015. dex += 1;
  5016. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5017. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5018. if(sc->data[SC_MARSHOFABYSS])
  5019. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5020. if(sc->data[SC_FULL_THROTTLE])
  5021. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5022. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5023. }
  5024. /**
  5025. * Adds luck modifications based on status changes
  5026. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5027. * @param sc: Object's status change information
  5028. * @param luk: Initial luk
  5029. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5030. */
  5031. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5032. {
  5033. if(!sc || !sc->count)
  5034. return cap_value(luk,0,USHRT_MAX);
  5035. if(sc->data[SC_HARMONIZE]) {
  5036. luk -= sc->data[SC_HARMONIZE]->val2;
  5037. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5038. }
  5039. if(sc->data[SC_CURSE])
  5040. return 0;
  5041. if(sc->data[SC_INCALLSTATUS])
  5042. luk += sc->data[SC_INCALLSTATUS]->val1;
  5043. if(sc->data[SC_INCLUK])
  5044. luk += sc->data[SC_INCLUK]->val1;
  5045. if(sc->data[SC_LUKFOOD])
  5046. luk += sc->data[SC_LUKFOOD]->val1;
  5047. if(sc->data[SC_FOOD_LUK_CASH])
  5048. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  5049. if(sc->data[SC_TRUESIGHT])
  5050. luk += 5;
  5051. if(sc->data[SC_GLORIA])
  5052. luk += 30;
  5053. if(sc->data[SC_MARIONETTE])
  5054. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  5055. if(sc->data[SC_MARIONETTE2])
  5056. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  5057. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5058. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  5059. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  5060. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  5061. if(sc->data[SC_INSPIRATION])
  5062. luk += sc->data[SC_INSPIRATION]->val3;
  5063. if(sc->data[SC_STOMACHACHE])
  5064. luk -= sc->data[SC_STOMACHACHE]->val1;
  5065. if(sc->data[SC_KYOUGAKU])
  5066. luk -= sc->data[SC_KYOUGAKU]->val2;
  5067. if(sc->data[SC_LAUDARAMUS])
  5068. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  5069. if(sc->data[SC_2011RWC_SCROLL])
  5070. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  5071. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5072. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5073. if(sc->data[SC_BANANA_BOMB])
  5074. luk -= 75;
  5075. if(sc->data[SC_GOLDENMACECLAN])
  5076. luk += 1;
  5077. if(sc->data[SC_JUMPINGCLAN])
  5078. luk += 1;
  5079. if(sc->data[SC_FULL_THROTTLE])
  5080. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5081. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5082. }
  5083. /**
  5084. * Adds base attack modifications based on status changes
  5085. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  5086. * @param sc: Object's status change information
  5087. * @param batk: Initial batk
  5088. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  5089. */
  5090. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  5091. {
  5092. if(!sc || !sc->count)
  5093. return cap_value(batk,0,USHRT_MAX);
  5094. if(sc->data[SC_ATKPOTION])
  5095. batk += sc->data[SC_ATKPOTION]->val1;
  5096. if(sc->data[SC_BATKFOOD])
  5097. batk += sc->data[SC_BATKFOOD]->val1;
  5098. #ifndef RENEWAL
  5099. if(sc->data[SC_GATLINGFEVER])
  5100. batk += sc->data[SC_GATLINGFEVER]->val3;
  5101. if(sc->data[SC_MADNESSCANCEL])
  5102. batk += 100;
  5103. #endif
  5104. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5105. batk += 50;
  5106. if(bl->type == BL_ELEM
  5107. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  5108. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  5109. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  5110. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  5111. )
  5112. batk += batk / 5;
  5113. if(sc->data[SC_FULL_SWING_K])
  5114. batk += sc->data[SC_FULL_SWING_K]->val1;
  5115. if(sc->data[SC_ASH])
  5116. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  5117. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  5118. batk += sc->data[SC_PYROCLASTIC]->val2;
  5119. if (sc->data[SC_ANGRIFFS_MODUS])
  5120. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  5121. if(sc->data[SC_2011RWC_SCROLL])
  5122. batk += 30;
  5123. if(sc->data[SC_INCATKRATE])
  5124. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  5125. if(sc->data[SC_PROVOKE])
  5126. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  5127. #ifndef RENEWAL
  5128. if(sc->data[SC_CONCENTRATION])
  5129. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  5130. #endif
  5131. if(sc->data[SC_SKE])
  5132. batk += batk * 3;
  5133. if(sc->data[SC_BLOODLUST])
  5134. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  5135. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  5136. batk -= batk * 25/100;
  5137. if(sc->data[SC_CURSE])
  5138. batk -= batk * 25/100;
  5139. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  5140. if(sc->data[SC_BLEEDING])
  5141. batk -= batk * 25 / 100; */
  5142. if(sc->data[SC_FLEET])
  5143. batk += batk * sc->data[SC_FLEET]->val3/100;
  5144. if(sc->data[SC__ENERVATION])
  5145. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  5146. if(sc->data[SC_SATURDAYNIGHTFEVER])
  5147. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  5148. if( sc->data[SC_ZANGETSU] )
  5149. batk += sc->data[SC_ZANGETSU]->val2;
  5150. if(sc->data[SC_QUEST_BUFF1])
  5151. batk += sc->data[SC_QUEST_BUFF1]->val1;
  5152. if(sc->data[SC_QUEST_BUFF2])
  5153. batk += sc->data[SC_QUEST_BUFF2]->val1;
  5154. if(sc->data[SC_QUEST_BUFF3])
  5155. batk += sc->data[SC_QUEST_BUFF3]->val1;
  5156. if (sc->data[SC_SHRIMP])
  5157. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  5158. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  5159. }
  5160. /**
  5161. * Adds weapon attack modifications based on status changes
  5162. * @param bl: Object to change watk [PC]
  5163. * @param sc: Object's status change information
  5164. * @param watk: Initial watk
  5165. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  5166. */
  5167. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  5168. {
  5169. if(!sc || !sc->count)
  5170. return cap_value(watk,0,USHRT_MAX);
  5171. #ifndef RENEWAL
  5172. if(sc->data[SC_IMPOSITIO])
  5173. watk += sc->data[SC_IMPOSITIO]->val2;
  5174. if(sc->data[SC_DRUMBATTLE])
  5175. watk += sc->data[SC_DRUMBATTLE]->val2;
  5176. #endif
  5177. if(sc->data[SC_WATKFOOD])
  5178. watk += sc->data[SC_WATKFOOD]->val1;
  5179. if(sc->data[SC_VOLCANO])
  5180. watk += sc->data[SC_VOLCANO]->val2;
  5181. if(sc->data[SC_MERC_ATKUP])
  5182. watk += sc->data[SC_MERC_ATKUP]->val2;
  5183. if(sc->data[SC_WATER_BARRIER])
  5184. watk -= sc->data[SC_WATER_BARRIER]->val2;
  5185. #ifndef RENEWAL
  5186. if(sc->data[SC_NIBELUNGEN]) {
  5187. if (bl->type != BL_PC)
  5188. watk += sc->data[SC_NIBELUNGEN]->val2;
  5189. else {
  5190. TBL_PC *sd = (TBL_PC*)bl;
  5191. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  5192. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  5193. watk += sc->data[SC_NIBELUNGEN]->val2;
  5194. }
  5195. }
  5196. if(sc->data[SC_CONCENTRATION])
  5197. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  5198. #endif
  5199. if(sc->data[SC_INCATKRATE])
  5200. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  5201. if(sc->data[SC_PROVOKE])
  5202. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  5203. if(sc->data[SC_SKE])
  5204. watk += watk * 3;
  5205. if(sc->data[SC_FLEET])
  5206. watk += watk * sc->data[SC_FLEET]->val3/100;
  5207. if(sc->data[SC_CURSE])
  5208. watk -= watk * 25/100;
  5209. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  5210. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  5211. if(sc->data[SC_FIGHTINGSPIRIT])
  5212. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  5213. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  5214. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  5215. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  5216. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5217. if(sc->data[SC_INSPIRATION])
  5218. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  5219. if(sc->data[SC_GT_CHANGE])
  5220. watk += sc->data[SC_GT_CHANGE]->val2;
  5221. if(sc->data[SC__ENERVATION])
  5222. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  5223. if(sc->data[SC_STRIKING])
  5224. watk += sc->data[SC_STRIKING]->val2;
  5225. if(sc->data[SC_RUSHWINDMILL])
  5226. watk += sc->data[SC_RUSHWINDMILL]->val3;
  5227. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5228. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  5229. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  5230. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  5231. watk += watk / 10;
  5232. if(sc->data[SC_PYROTECHNIC_OPTION])
  5233. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  5234. if(sc->data[SC_HEATER_OPTION])
  5235. watk += sc->data[SC_HEATER_OPTION]->val2;
  5236. if(sc->data[SC_TROPIC_OPTION])
  5237. watk += sc->data[SC_TROPIC_OPTION]->val2;
  5238. if( sc && sc->data[SC_TIDAL_WEAPON] )
  5239. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  5240. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  5241. watk += sc->data[SC_PYROCLASTIC]->val2;
  5242. if(sc->data[SC_ANGRIFFS_MODUS])
  5243. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  5244. if(sc->data[SC_ODINS_POWER])
  5245. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  5246. if (sc->data[SC_FLASHCOMBO])
  5247. watk += sc->data[SC_FLASHCOMBO]->val2;
  5248. if (sc->data[SC_CATNIPPOWDER])
  5249. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5250. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  5251. }
  5252. #ifdef RENEWAL
  5253. /**
  5254. * Adds equip magic attack modifications based on status changes [RENEWAL]
  5255. * @param bl: Object to change matk [PC]
  5256. * @param sc: Object's status change information
  5257. * @param matk: Initial matk
  5258. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5259. */
  5260. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  5261. {
  5262. if (!sc || !sc->count)
  5263. return cap_value(matk,0,USHRT_MAX);
  5264. if (sc->data[SC_MATKPOTION])
  5265. matk += sc->data[SC_MATKPOTION]->val1;
  5266. if (sc->data[SC_MATKFOOD])
  5267. matk += sc->data[SC_MATKFOOD]->val1;
  5268. if(sc->data[SC_MANA_PLUS])
  5269. matk += sc->data[SC_MANA_PLUS]->val1;
  5270. if(sc->data[SC_COOLER_OPTION])
  5271. matk += sc->data[SC_COOLER_OPTION]->val2;
  5272. if(sc->data[SC_AQUAPLAY_OPTION])
  5273. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5274. if(sc->data[SC_CHILLY_AIR_OPTION])
  5275. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5276. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5277. matk += 50;
  5278. if(sc->data[SC_ODINS_POWER])
  5279. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5280. if(sc->data[SC_MOONLITSERENADE])
  5281. matk += sc->data[SC_MOONLITSERENADE]->val3;
  5282. if(sc->data[SC_IZAYOI])
  5283. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5284. if(sc->data[SC_ZANGETSU])
  5285. matk += sc->data[SC_ZANGETSU]->val3;
  5286. if(sc->data[SC_QUEST_BUFF1])
  5287. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5288. if(sc->data[SC_QUEST_BUFF2])
  5289. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5290. if(sc->data[SC_QUEST_BUFF3])
  5291. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5292. if(sc->data[SC_MTF_MATK2])
  5293. matk += sc->data[SC_MTF_MATK2]->val1;
  5294. if(sc->data[SC_2011RWC_SCROLL])
  5295. matk += 30;
  5296. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5297. }
  5298. #endif
  5299. /**
  5300. * Adds magic attack modifications based on status changes
  5301. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  5302. * @param sc: Object's status change information
  5303. * @param matk: Initial matk
  5304. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5305. */
  5306. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  5307. {
  5308. if(!sc || !sc->count)
  5309. return cap_value(matk,0,USHRT_MAX);
  5310. #ifndef RENEWAL
  5311. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  5312. if (sc->data[SC_MATKPOTION])
  5313. matk += sc->data[SC_MATKPOTION]->val1;
  5314. if (sc->data[SC_MATKFOOD])
  5315. matk += sc->data[SC_MATKFOOD]->val1;
  5316. if (sc->data[SC_MANA_PLUS])
  5317. matk += sc->data[SC_MANA_PLUS]->val1;
  5318. if (sc->data[SC_AQUAPLAY_OPTION])
  5319. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5320. if (sc->data[SC_CHILLY_AIR_OPTION])
  5321. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5322. if (sc->data[SC_COOLER_OPTION])
  5323. matk += sc->data[SC_COOLER_OPTION]->val2;
  5324. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5325. matk += 50;
  5326. if (sc->data[SC_ODINS_POWER])
  5327. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5328. if (sc->data[SC_IZAYOI])
  5329. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5330. if (sc->data[SC_MTF_MATK2])
  5331. matk += sc->data[SC_MTF_MATK2]->val1;
  5332. if (sc->data[SC_2011RWC_SCROLL])
  5333. matk += 30;
  5334. #endif
  5335. if (sc->data[SC_ZANGETSU])
  5336. matk += sc->data[SC_ZANGETSU]->val3;
  5337. if (sc->data[SC_QUEST_BUFF1])
  5338. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5339. if (sc->data[SC_QUEST_BUFF2])
  5340. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5341. if (sc->data[SC_QUEST_BUFF3])
  5342. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5343. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  5344. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  5345. if (sc->data[SC_MINDBREAKER])
  5346. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  5347. if (sc->data[SC_INCMATKRATE])
  5348. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  5349. if (sc->data[SC_MOONLITSERENADE])
  5350. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  5351. if (sc->data[SC_MTF_MATK])
  5352. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  5353. if(sc->data[SC_2011RWC_SCROLL])
  5354. matk += 30;
  5355. if (sc->data[SC_SHRIMP])
  5356. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  5357. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5358. }
  5359. /**
  5360. * Adds critical modifications based on status changes
  5361. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  5362. * @param sc: Object's status change information
  5363. * @param critical: Initial critical
  5364. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  5365. */
  5366. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  5367. {
  5368. if(!sc || !sc->count)
  5369. return cap_value(critical,10,SHRT_MAX);
  5370. if (sc->data[SC_INCCRI])
  5371. critical += sc->data[SC_INCCRI]->val2;
  5372. if (sc->data[SC_CRIFOOD])
  5373. critical += sc->data[SC_CRIFOOD]->val1;
  5374. if (sc->data[SC_EXPLOSIONSPIRITS])
  5375. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  5376. if (sc->data[SC_FORTUNE])
  5377. critical += sc->data[SC_FORTUNE]->val2;
  5378. if (sc->data[SC_TRUESIGHT])
  5379. critical += sc->data[SC_TRUESIGHT]->val2;
  5380. if (sc->data[SC_CLOAKING])
  5381. critical += critical;
  5382. if (sc->data[SC_STRIKING])
  5383. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  5384. #ifdef RENEWAL
  5385. if (sc->data[SC_SPEARQUICKEN])
  5386. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  5387. #endif
  5388. if (sc->data[SC__INVISIBILITY])
  5389. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  5390. if (sc->data[SC__UNLUCKY])
  5391. critical -= sc->data[SC__UNLUCKY]->val2;
  5392. if(sc->data[SC_BEYONDOFWARCRY])
  5393. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  5394. return (short)cap_value(critical,10,SHRT_MAX);
  5395. }
  5396. /**
  5397. * Adds hit modifications based on status changes
  5398. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  5399. * @param sc: Object's status change information
  5400. * @param hit: Initial hit
  5401. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  5402. */
  5403. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  5404. {
  5405. if(!sc || !sc->count)
  5406. return cap_value(hit,1,SHRT_MAX);
  5407. if(sc->data[SC_INCHIT])
  5408. hit += sc->data[SC_INCHIT]->val1;
  5409. if(sc->data[SC_HITFOOD])
  5410. hit += sc->data[SC_HITFOOD]->val1;
  5411. if(sc->data[SC_TRUESIGHT])
  5412. hit += sc->data[SC_TRUESIGHT]->val3;
  5413. if(sc->data[SC_HUMMING])
  5414. hit += sc->data[SC_HUMMING]->val2;
  5415. if(sc->data[SC_CONCENTRATION])
  5416. hit += sc->data[SC_CONCENTRATION]->val3;
  5417. if(sc->data[SC_INSPIRATION])
  5418. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  5419. if(sc->data[SC_ADJUSTMENT])
  5420. hit -= 30;
  5421. if(sc->data[SC_INCREASING])
  5422. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  5423. if(sc->data[SC_MERC_HITUP])
  5424. hit += sc->data[SC_MERC_HITUP]->val2;
  5425. if(sc->data[SC_MTF_HITFLEE])
  5426. hit += sc->data[SC_MTF_HITFLEE]->val1;
  5427. if(sc->data[SC_INCHITRATE])
  5428. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  5429. if(sc->data[SC_BLIND])
  5430. hit -= hit * 25/100;
  5431. if(sc->data[SC__GROOMY])
  5432. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  5433. if(sc->data[SC_FEAR])
  5434. hit -= hit * 20 / 100;
  5435. if (sc->data[SC_ASH])
  5436. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  5437. if (sc->data[SC_TEARGAS])
  5438. hit -= hit * 50 / 100;
  5439. if(sc->data[SC_ILLUSIONDOPING])
  5440. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  5441. if (sc->data[SC_MTF_ASPD])
  5442. hit += sc->data[SC_MTF_ASPD]->val2;
  5443. return (short)cap_value(hit,1,SHRT_MAX);
  5444. }
  5445. /**
  5446. * Adds flee modifications based on status changes
  5447. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  5448. * @param sc: Object's status change information
  5449. * @param flee: Initial flee
  5450. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  5451. */
  5452. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  5453. {
  5454. if( bl->type == BL_PC ) {
  5455. if( map_flag_gvg(bl->m) )
  5456. flee -= flee * battle_config.gvg_flee_penalty/100;
  5457. else if( map[bl->m].flag.battleground )
  5458. flee -= flee * battle_config.bg_flee_penalty/100;
  5459. }
  5460. if(!sc || !sc->count)
  5461. return cap_value(flee,1,SHRT_MAX);
  5462. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  5463. return sc->data[SC_OVERED_BOOST]->val2;
  5464. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  5465. return 1; // 1 = min flee
  5466. // Fixed value
  5467. if(sc->data[SC_INCFLEE])
  5468. flee += sc->data[SC_INCFLEE]->val1;
  5469. if(sc->data[SC_FLEEFOOD])
  5470. flee += sc->data[SC_FLEEFOOD]->val1;
  5471. if(sc->data[SC_WHISTLE])
  5472. flee += sc->data[SC_WHISTLE]->val2;
  5473. if(sc->data[SC_WINDWALK])
  5474. flee += sc->data[SC_WINDWALK]->val2;
  5475. if(sc->data[SC_VIOLENTGALE])
  5476. flee += sc->data[SC_VIOLENTGALE]->val2;
  5477. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  5478. flee += sc->data[SC_MOON_COMFORT]->val2;
  5479. if(sc->data[SC_CLOSECONFINE])
  5480. flee += 10;
  5481. if (sc->data[SC_ANGRIFFS_MODUS])
  5482. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  5483. if(sc->data[SC_ADJUSTMENT])
  5484. flee += 30;
  5485. if(sc->data[SC_SPEED])
  5486. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  5487. if(sc->data[SC_GATLINGFEVER])
  5488. flee -= sc->data[SC_GATLINGFEVER]->val4;
  5489. if(sc->data[SC_PARTYFLEE])
  5490. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  5491. if(sc->data[SC_MERC_FLEEUP])
  5492. flee += sc->data[SC_MERC_FLEEUP]->val2;
  5493. if( sc->data[SC_HALLUCINATIONWALK] )
  5494. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  5495. if(sc->data[SC_MTF_HITFLEE])
  5496. flee += sc->data[SC_MTF_HITFLEE]->val2;
  5497. if( sc->data[SC_WATER_BARRIER] )
  5498. flee -= sc->data[SC_WATER_BARRIER]->val2;
  5499. if( sc->data[SC_C_MARKER] )
  5500. flee -= sc->data[SC_C_MARKER]->val3;
  5501. #ifdef RENEWAL
  5502. if( sc->data[SC_SPEARQUICKEN] )
  5503. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  5504. #endif
  5505. // Rate value
  5506. if(sc->data[SC_INCFLEERATE])
  5507. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  5508. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  5509. flee -= flee * 50/100;
  5510. if(sc->data[SC_BERSERK])
  5511. flee -= flee * 50/100;
  5512. if(sc->data[SC_BLIND])
  5513. flee -= flee * 25/100;
  5514. if(sc->data[SC_FEAR])
  5515. flee -= flee * 20 / 100;
  5516. if(sc->data[SC_PARALYSE])
  5517. flee -= flee * 10 / 100;
  5518. if(sc->data[SC_INFRAREDSCAN])
  5519. flee -= flee * 30 / 100;
  5520. if( sc->data[SC__LAZINESS] )
  5521. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  5522. if( sc->data[SC_GLOOMYDAY] )
  5523. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  5524. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5525. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5526. if( sc->data[SC_WIND_STEP_OPTION] )
  5527. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  5528. if( sc->data[SC_ZEPHYR] )
  5529. flee += sc->data[SC_ZEPHYR]->val2;
  5530. if(sc->data[SC_ASH])
  5531. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  5532. if (sc->data[SC_GOLDENE_FERSE])
  5533. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5534. if (sc->data[SC_SMOKEPOWDER])
  5535. flee += flee * 20 / 100;
  5536. if (sc->data[SC_TEARGAS])
  5537. flee -= flee * 50 / 100;
  5538. //if( sc->data[SC_C_MARKER] )
  5539. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  5540. if(sc->data[SC_HEAT_BARREL])
  5541. flee -= sc->data[SC_HEAT_BARREL]->val4;
  5542. return (short)cap_value(flee,1,SHRT_MAX);
  5543. }
  5544. /**
  5545. * Adds perfect flee modifications based on status changes
  5546. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  5547. * @param sc: Object's status change information
  5548. * @param flee2: Initial flee2
  5549. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  5550. */
  5551. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  5552. {
  5553. if(!sc || !sc->count)
  5554. return cap_value(flee2,10,SHRT_MAX);
  5555. if(sc->data[SC_INCFLEE2])
  5556. flee2 += sc->data[SC_INCFLEE2]->val2;
  5557. if(sc->data[SC_WHISTLE])
  5558. flee2 += sc->data[SC_WHISTLE]->val3*10;
  5559. if(sc->data[SC__UNLUCKY])
  5560. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  5561. return (short)cap_value(flee2,10,SHRT_MAX);
  5562. }
  5563. /**
  5564. * Adds defense (left-side) modifications based on status changes
  5565. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  5566. * @param sc: Object's status change information
  5567. * @param def: Initial def
  5568. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  5569. */
  5570. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  5571. {
  5572. if(!sc || !sc->count)
  5573. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5574. if(sc->data[SC_BERSERK])
  5575. return 0;
  5576. if(sc->data[SC_BARRIER])
  5577. return 100;
  5578. if(sc->data[SC_KEEPING])
  5579. return 90;
  5580. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  5581. if(sc->data[SC_STEELBODY])
  5582. return 90;
  5583. #endif
  5584. if(sc->data[SC_DEFSET])
  5585. return sc->data[SC_DEFSET]->val1;
  5586. if(sc->data[SC_DRUMBATTLE])
  5587. def += sc->data[SC_DRUMBATTLE]->val3;
  5588. #ifndef RENEWAL
  5589. if(sc->data[SC_DEFENCE])
  5590. def += sc->data[SC_DEFENCE]->val2;
  5591. #endif
  5592. if(sc->data[SC_INCDEFRATE])
  5593. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5594. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5595. def += 50;
  5596. if(sc->data[SC_ODINS_POWER])
  5597. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5598. if( sc->data[SC_ANGRIFFS_MODUS] )
  5599. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5600. if(sc->data[SC_STONEHARDSKIN])
  5601. def += sc->data[SC_STONEHARDSKIN]->val1;
  5602. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5603. def >>=1;
  5604. if(sc->data[SC_FREEZE])
  5605. def >>=1;
  5606. if(sc->data[SC_SIGNUMCRUCIS])
  5607. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5608. if(sc->data[SC_CONCENTRATION])
  5609. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5610. if(sc->data[SC_SKE])
  5611. def >>=1;
  5612. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5613. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5614. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5615. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5616. if (sc->data[SC_FLING])
  5617. def -= def * (sc->data[SC_FLING]->val2)/100;
  5618. if( sc->data[SC_FREEZING] )
  5619. def -= def * 10 / 100;
  5620. if( sc->data[SC_ANALYZE] )
  5621. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5622. if( sc->data[SC_NEUTRALBARRIER] )
  5623. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5624. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5625. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  5626. if( sc->data[SC_PRESTIGE] )
  5627. def += sc->data[SC_PRESTIGE]->val3;
  5628. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5629. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  5630. if( sc->data[SC_ECHOSONG] )
  5631. def += def * sc->data[SC_ECHOSONG]->val3 / 100;
  5632. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5633. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5634. if( sc->data[SC_EARTHDRIVE] )
  5635. def -= def * 25 / 100;
  5636. if( sc->data[SC_CAMOUFLAGE] )
  5637. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5638. if( sc->data[SC_SOLID_SKIN_OPTION] )
  5639. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  5640. if( sc->data[SC_ROCK_CRUSHER] )
  5641. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5642. if( sc->data[SC_POWER_OF_GAIA] )
  5643. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5644. if(sc->data[SC_ASH])
  5645. def -= def * sc->data[SC_ASH]->val3/100;
  5646. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  5647. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  5648. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  5649. }
  5650. /**
  5651. * Adds defense (right-side) modifications based on status changes
  5652. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5653. * @param sc: Object's status change information
  5654. * @param def2: Initial def2
  5655. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5656. */
  5657. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5658. {
  5659. if(!sc || !sc->count)
  5660. #ifdef RENEWAL
  5661. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5662. #else
  5663. return (short)cap_value(def2,1,SHRT_MAX);
  5664. #endif
  5665. if(sc->data[SC_BERSERK])
  5666. return 0;
  5667. if(sc->data[SC_ETERNALCHAOS])
  5668. return 0;
  5669. if(sc->data[SC_DEFSET])
  5670. return sc->data[SC_DEFSET]->val1;
  5671. if(sc->data[SC_SUN_COMFORT])
  5672. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5673. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5674. def2 += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5675. #ifdef RENEWAL
  5676. if (sc->data[SC_SKA])
  5677. def2 += 80;
  5678. #endif
  5679. if(sc->data[SC_ANGELUS])
  5680. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5681. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5682. #else
  5683. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5684. if(sc->data[SC_CONCENTRATION])
  5685. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5686. #endif
  5687. if(sc->data[SC_POISON])
  5688. def2 -= def2 * 25/100;
  5689. if(sc->data[SC_DPOISON])
  5690. def2 -= def2 * 25/100;
  5691. if(sc->data[SC_SKE])
  5692. def2 -= def2 * 50/100;
  5693. if(sc->data[SC_PROVOKE])
  5694. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5695. if(sc->data[SC_JOINTBEAT])
  5696. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5697. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5698. if(sc->data[SC_FLING])
  5699. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5700. if( sc->data[SC_FREEZING] )
  5701. def2 -= def2 * 10 / 100;
  5702. if(sc->data[SC_ANALYZE])
  5703. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5704. if(sc->data[SC_ASH])
  5705. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5706. if (sc->data[SC_PARALYSIS])
  5707. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5708. if(sc->data[SC_EQC])
  5709. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5710. if( sc->data[SC_CAMOUFLAGE] )
  5711. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5712. #ifdef RENEWAL
  5713. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5714. #else
  5715. return (short)cap_value(def2,1,SHRT_MAX);
  5716. #endif
  5717. }
  5718. /**
  5719. * Adds magic defense (left-side) modifications based on status changes
  5720. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  5721. * @param sc: Object's status change information
  5722. * @param mdef: Initial mdef
  5723. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  5724. */
  5725. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  5726. {
  5727. if(!sc || !sc->count)
  5728. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5729. if(sc->data[SC_BERSERK])
  5730. return 0;
  5731. if(sc->data[SC_BARRIER])
  5732. return 100;
  5733. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  5734. if(sc->data[SC_STEELBODY])
  5735. return 90;
  5736. #endif
  5737. if(sc->data[SC_MDEFSET])
  5738. return sc->data[SC_MDEFSET]->val1;
  5739. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5740. mdef += 50;
  5741. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  5742. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  5743. if(sc->data[SC_STONEHARDSKIN])
  5744. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  5745. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5746. mdef += 25 * mdef / 100;
  5747. if(sc->data[SC_FREEZE])
  5748. mdef += 25 * mdef / 100;
  5749. if(sc->data[SC_BURNING])
  5750. mdef -= 25 * mdef / 100;
  5751. if( sc->data[SC_NEUTRALBARRIER] )
  5752. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val3 / 100;
  5753. if(sc->data[SC_ANALYZE])
  5754. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5755. if(sc->data[SC_SYMPHONYOFLOVER])
  5756. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  5757. if(sc->data[SC_GT_CHANGE]) {
  5758. mdef -= sc->data[SC_GT_CHANGE]->val4;
  5759. if (mdef < 0)
  5760. return 0;
  5761. }
  5762. if (sc->data[SC_ODINS_POWER])
  5763. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5764. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5765. }
  5766. /**
  5767. * Adds magic defense (right-side) modifications based on status changes
  5768. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  5769. * @param sc: Object's status change information
  5770. * @param mdef2: Initial mdef2
  5771. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  5772. */
  5773. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  5774. {
  5775. if(!sc || !sc->count)
  5776. #ifdef RENEWAL
  5777. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5778. #else
  5779. return (short)cap_value(mdef2,1,SHRT_MAX);
  5780. #endif
  5781. if(sc->data[SC_BERSERK])
  5782. return 0;
  5783. if(sc->data[SC_SKA])
  5784. return 90;
  5785. if(sc->data[SC_MDEFSET])
  5786. return sc->data[SC_MDEFSET]->val1;
  5787. if(sc->data[SC_MINDBREAKER])
  5788. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  5789. if(sc->data[SC_BURNING])
  5790. mdef2 -= mdef2 * 25 / 100;
  5791. if(sc->data[SC_ANALYZE])
  5792. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5793. #ifdef RENEWAL
  5794. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5795. #else
  5796. return (short)cap_value(mdef2,1,SHRT_MAX);
  5797. #endif
  5798. }
  5799. /**
  5800. * Adds speed modifications based on status changes
  5801. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  5802. * @param sc: Object's status change information
  5803. * @param speed: Initial speed
  5804. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  5805. */
  5806. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  5807. {
  5808. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5809. int speed_rate = 100;
  5810. if (sc == NULL || (sd && sd->state.permanent_speed))
  5811. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  5812. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  5813. if( sd->ud.skill_id == LG_EXEEDBREAK )
  5814. speed_rate = 160 - 10 * sd->ud.skill_lv;
  5815. else
  5816. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  5817. } else {
  5818. int val = 0;
  5819. // GetMoveHasteValue2()
  5820. if( sc->data[SC_FUSION] )
  5821. val = 25;
  5822. else if( sd ) {
  5823. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  5824. val = 25; // Same bonus
  5825. else if( pc_isridingwug(sd) )
  5826. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  5827. else if( pc_ismadogear(sd) ) {
  5828. val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
  5829. if( sc->data[SC_ACCELERATION] )
  5830. val += 25;
  5831. }
  5832. else if( sc->data[SC_ALL_RIDING] )
  5833. val = battle_config.rental_mount_speed_boost;
  5834. }
  5835. speed_rate -= val;
  5836. // GetMoveSlowValue()
  5837. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  5838. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  5839. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  5840. val = sc->data[SC_CHASEWALK]->val3;
  5841. else {
  5842. val = 0;
  5843. // Longing for Freedom cancels song/dance penalty
  5844. if( sc->data[SC_LONGING] )
  5845. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  5846. else
  5847. if( sd && sc->data[SC_DANCING] )
  5848. 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)) );
  5849. if( sc->data[SC_DECREASEAGI] )
  5850. val = max( val, 25 );
  5851. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  5852. val = max( val, 50 );
  5853. if( sc->data[SC_DONTFORGETME] )
  5854. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  5855. if( sc->data[SC_CURSE] )
  5856. val = max( val, 300 );
  5857. if( sc->data[SC_CHASEWALK] )
  5858. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  5859. if( sc->data[SC_WEDDING] )
  5860. val = max( val, 100 );
  5861. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  5862. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  5863. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  5864. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  5865. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  5866. val = max( val, 75 );
  5867. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  5868. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  5869. if( sc->data[SC_GATLINGFEVER] )
  5870. val = max( val, 100 );
  5871. if( sc->data[SC_SUITON] )
  5872. val = max( val, sc->data[SC_SUITON]->val3 );
  5873. if( sc->data[SC_SWOO] )
  5874. val = max( val, 300 );
  5875. if( sc->data[SC_SKA] )
  5876. val = max( val, 25 );
  5877. if( sc->data[SC_FREEZING] )
  5878. val = max( val, 50 );
  5879. if( sc->data[SC_MARSHOFABYSS] )
  5880. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  5881. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  5882. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  5883. if( sc->data[SC_STEALTHFIELD] )
  5884. val = max( val, 20 );
  5885. if( sc->data[SC__LAZINESS] )
  5886. val = max( val, 25 );
  5887. if( sc->data[SC_BANDING_DEFENCE] )
  5888. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  5889. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  5890. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  5891. if( sc->data[SC_POWER_OF_GAIA] )
  5892. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  5893. if( sc->data[SC_MELON_BOMB] )
  5894. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  5895. if( sc->data[SC_REBOUND] )
  5896. val = max( val, 25 );
  5897. if( sc->data[SC_B_TRAP] )
  5898. val = max( val, sc->data[SC_B_TRAP]->val3 );
  5899. if (sc->data[SC_CATNIPPOWDER])
  5900. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  5901. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  5902. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  5903. }
  5904. speed_rate += val;
  5905. val = 0;
  5906. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  5907. speed_rate = 150;
  5908. // GetMoveHasteValue1()
  5909. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  5910. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  5911. if( sc->data[SC_INCREASEAGI] )
  5912. val = max( val, 25 );
  5913. if( sc->data[SC_WINDWALK] )
  5914. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  5915. if( sc->data[SC_CARTBOOST] )
  5916. val = max( val, 20 );
  5917. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  5918. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  5919. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  5920. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  5921. if( sc->data[SC_BERSERK] )
  5922. val = max( val, 25 );
  5923. if( sc->data[SC_RUN] )
  5924. val = max( val, 55 );
  5925. if( sc->data[SC_AVOID] )
  5926. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  5927. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  5928. val = max( val, 75 );
  5929. if( sc->data[SC_CLOAKINGEXCEED] )
  5930. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  5931. if( sc->data[SC_HOVERING] )
  5932. val = max( val, 10 );
  5933. if( sc->data[SC_GN_CARTBOOST] )
  5934. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  5935. if( sc->data[SC_SWINGDANCE] )
  5936. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  5937. if( sc->data[SC_WIND_STEP_OPTION] )
  5938. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  5939. if( sc->data[SC_FULL_THROTTLE] )
  5940. val = max( val, 25 );
  5941. if (sc->data[SC_ARCLOUSEDASH])
  5942. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  5943. // !FIXME: official items use a single bonus for this [ultramage]
  5944. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  5945. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  5946. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  5947. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  5948. speed_rate -= val;
  5949. if( speed_rate < 40 )
  5950. speed_rate = 40;
  5951. }
  5952. // GetSpeed()
  5953. if( sd && pc_iscarton(sd) )
  5954. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  5955. if( sc->data[SC_PARALYSE] )
  5956. speed += speed * 50 / 100;
  5957. if( speed_rate != 100 )
  5958. speed = speed * speed_rate / 100;
  5959. if( sc->data[SC_STEELBODY] )
  5960. speed = 200;
  5961. if( sc->data[SC_DEFENDER] )
  5962. speed = max(speed, 200);
  5963. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  5964. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  5965. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  5966. }
  5967. #ifdef RENEWAL_ASPD
  5968. /**
  5969. * Renewal attack speed modifiers based on status changes
  5970. * This function only affects RENEWAL players and comes after base calculation
  5971. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5972. * @param sc: Object's status change information
  5973. * @param fixed: True - fixed value [malufett]
  5974. * False - percentage value
  5975. * @return modified aspd
  5976. */
  5977. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  5978. {
  5979. int bonus = 0;
  5980. if (!sc || !sc->count)
  5981. return 0;
  5982. if (fixed) {
  5983. enum sc_type sc_val;
  5984. if (!sc->data[SC_QUAGMIRE]) {
  5985. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  5986. bonus = 7;
  5987. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  5988. bonus = 6;
  5989. else if (bonus < 5 && sc->data[SC_FLEET])
  5990. bonus = 5;
  5991. }
  5992. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  5993. if (bl->type != BL_PC)
  5994. bonus += sc->data[SC_ASSNCROS]->val2;
  5995. else {
  5996. switch(((TBL_PC*)bl)->status.weapon) {
  5997. case W_BOW:
  5998. case W_REVOLVER:
  5999. case W_RIFLE:
  6000. case W_GATLING:
  6001. case W_SHOTGUN:
  6002. case W_GRENADE:
  6003. break;
  6004. default:
  6005. bonus += sc->data[SC_ASSNCROS]->val2;
  6006. break;
  6007. }
  6008. }
  6009. }
  6010. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  6011. bonus = 20;
  6012. else if (bonus < 15 && sc->data[SC_BERSERK])
  6013. bonus = 15;
  6014. 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])
  6015. bonus += sc->data[sc_val]->val1;
  6016. if (sc->data[SC_ATTHASTE_CASH])
  6017. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  6018. } else {
  6019. if (sc->data[SC_DONTFORGETME])
  6020. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  6021. if (sc->data[SC_LONGING])
  6022. bonus -= sc->data[SC_LONGING]->val2 / 10;
  6023. if (sc->data[SC_STEELBODY])
  6024. bonus -= 25;
  6025. if (sc->data[SC_SKA])
  6026. bonus -= 25;
  6027. if (sc->data[SC_DEFENDER])
  6028. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  6029. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6030. bonus -= 75;
  6031. if (sc->data[SC_GRAVITATION])
  6032. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  6033. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  6034. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  6035. bonus -= 25;
  6036. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  6037. bonus -= 10;
  6038. }
  6039. if (sc->data[SC_FREEZING])
  6040. bonus -= 15;
  6041. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  6042. bonus -= 50;
  6043. if (sc->data[SC_PARALYSE])
  6044. bonus -= 10;
  6045. if (sc->data[SC__BODYPAINT])
  6046. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  6047. if (sc->data[SC__INVISIBILITY])
  6048. bonus -= sc->data[SC__INVISIBILITY]->val2;
  6049. if (sc->data[SC__GROOMY])
  6050. bonus -= sc->data[SC__GROOMY]->val2;
  6051. if (sc->data[SC_SWINGDANCE])
  6052. bonus += sc->data[SC_SWINGDANCE]->val3;
  6053. if (sc->data[SC_DANCEWITHWUG])
  6054. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  6055. if (sc->data[SC_GLOOMYDAY])
  6056. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  6057. if (sc->data[SC_EARTHDRIVE])
  6058. bonus -= 25;
  6059. if (sc->data[SC_GT_CHANGE])
  6060. bonus += sc->data[SC_GT_CHANGE]->val3;
  6061. if (sc->data[SC_MELON_BOMB])
  6062. bonus -= sc->data[SC_MELON_BOMB]->val3;
  6063. if (sc->data[SC_PAIN_KILLER])
  6064. bonus -= sc->data[SC_PAIN_KILLER]->val2;
  6065. if (sc->data[SC_BOOST500])
  6066. bonus += sc->data[SC_BOOST500]->val1;
  6067. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  6068. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  6069. if (sc->data[SC_GOLDENE_FERSE])
  6070. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  6071. if (sc->data[SC_INCASPDRATE])
  6072. bonus += sc->data[SC_INCASPDRATE]->val1;
  6073. if (sc->data[SC_GATLINGFEVER])
  6074. bonus += sc->data[SC_GATLINGFEVER]->val1;
  6075. if (sc->data[SC_STAR_COMFORT])
  6076. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  6077. if (sc->data[SC_HEAT_BARREL])
  6078. bonus += sc->data[SC_HEAT_BARREL]->val3;
  6079. }
  6080. return bonus;
  6081. }
  6082. #endif
  6083. /**
  6084. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  6085. * A subtraction reduces the delay, meaning an increase in ASPD
  6086. * This comes after the percentage changes and is based on status changes
  6087. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6088. * @param sc: Object's status change information
  6089. * @param aspd: Object's current ASPD
  6090. * @return modified aspd
  6091. */
  6092. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  6093. {
  6094. if (!sc || !sc->count)
  6095. return cap_value(aspd, 0, 2000);
  6096. if (sc->data[SC_OVERED_BOOST])
  6097. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  6098. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  6099. aspd -= 50; // +5 ASPD
  6100. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  6101. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  6102. if (sc->data[SC_MTF_ASPD])
  6103. aspd -= sc->data[SC_MTF_ASPD]->val1;
  6104. if (sc->data[SC_MTF_ASPD2])
  6105. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  6106. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  6107. }
  6108. /**
  6109. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  6110. * Note: The scale of aspd_rate is 1000 = 100%
  6111. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  6112. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6113. * @param sc: Object's status change information
  6114. * @param aspd_rate: Object's current ASPD
  6115. * @return modified aspd_rate
  6116. */
  6117. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  6118. {
  6119. int i;
  6120. if(!sc || !sc->count)
  6121. return cap_value(aspd_rate,0,SHRT_MAX);
  6122. if( !sc->data[SC_QUAGMIRE] ) {
  6123. int max = 0;
  6124. if(sc->data[SC_STAR_COMFORT])
  6125. max = sc->data[SC_STAR_COMFORT]->val2;
  6126. if(sc->data[SC_TWOHANDQUICKEN] &&
  6127. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  6128. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  6129. if(sc->data[SC_ONEHAND] &&
  6130. max < sc->data[SC_ONEHAND]->val2)
  6131. max = sc->data[SC_ONEHAND]->val2;
  6132. if(sc->data[SC_MERC_QUICKEN] &&
  6133. max < sc->data[SC_MERC_QUICKEN]->val2)
  6134. max = sc->data[SC_MERC_QUICKEN]->val2;
  6135. if(sc->data[SC_ADRENALINE2] &&
  6136. max < sc->data[SC_ADRENALINE2]->val3)
  6137. max = sc->data[SC_ADRENALINE2]->val3;
  6138. if(sc->data[SC_ADRENALINE] &&
  6139. max < sc->data[SC_ADRENALINE]->val3)
  6140. max = sc->data[SC_ADRENALINE]->val3;
  6141. if(sc->data[SC_SPEARQUICKEN] &&
  6142. max < sc->data[SC_SPEARQUICKEN]->val2)
  6143. max = sc->data[SC_SPEARQUICKEN]->val2;
  6144. if(sc->data[SC_GATLINGFEVER] &&
  6145. max < sc->data[SC_GATLINGFEVER]->val2)
  6146. max = sc->data[SC_GATLINGFEVER]->val2;
  6147. if(sc->data[SC_FLEET] &&
  6148. max < sc->data[SC_FLEET]->val2)
  6149. max = sc->data[SC_FLEET]->val2;
  6150. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  6151. if (bl->type!=BL_PC)
  6152. max = sc->data[SC_ASSNCROS]->val2;
  6153. else
  6154. switch(((TBL_PC*)bl)->status.weapon) {
  6155. case W_BOW:
  6156. case W_REVOLVER:
  6157. case W_RIFLE:
  6158. case W_GATLING:
  6159. case W_SHOTGUN:
  6160. case W_GRENADE:
  6161. break;
  6162. default:
  6163. max = sc->data[SC_ASSNCROS]->val2;
  6164. }
  6165. }
  6166. aspd_rate -= max;
  6167. if(sc->data[SC_BERSERK])
  6168. aspd_rate -= 300;
  6169. else if(sc->data[SC_MADNESSCANCEL])
  6170. aspd_rate -= 200;
  6171. }
  6172. if( sc->data[i=SC_ASPDPOTION3] ||
  6173. sc->data[i=SC_ASPDPOTION2] ||
  6174. sc->data[i=SC_ASPDPOTION1] ||
  6175. sc->data[i=SC_ASPDPOTION0] )
  6176. aspd_rate -= sc->data[i]->val2;
  6177. if (sc->data[SC_ATTHASTE_CASH])
  6178. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  6179. if(sc->data[SC_DONTFORGETME])
  6180. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  6181. if(sc->data[SC_LONGING])
  6182. aspd_rate += sc->data[SC_LONGING]->val2;
  6183. if(sc->data[SC_STEELBODY])
  6184. aspd_rate += 250;
  6185. if(sc->data[SC_SKA])
  6186. aspd_rate += 250;
  6187. if(sc->data[SC_DEFENDER])
  6188. aspd_rate += sc->data[SC_DEFENDER]->val4;
  6189. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6190. aspd_rate += 250;
  6191. if(sc->data[SC_GRAVITATION])
  6192. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  6193. if(sc->data[SC_JOINTBEAT]) {
  6194. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  6195. aspd_rate += 250;
  6196. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  6197. aspd_rate += 100;
  6198. }
  6199. if( sc->data[SC_FREEZING] )
  6200. aspd_rate += 150;
  6201. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  6202. aspd_rate += 500;
  6203. if( sc->data[SC_PARALYSE] )
  6204. aspd_rate += 100;
  6205. if( sc->data[SC__BODYPAINT] )
  6206. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  6207. if( sc->data[SC__INVISIBILITY] )
  6208. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  6209. if( sc->data[SC__GROOMY] )
  6210. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  6211. if( sc->data[SC_SWINGDANCE] )
  6212. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  6213. if( sc->data[SC_DANCEWITHWUG] )
  6214. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  6215. if( sc->data[SC_GLOOMYDAY] )
  6216. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  6217. if( sc->data[SC_EARTHDRIVE] )
  6218. aspd_rate += 250;
  6219. if( sc->data[SC_GT_CHANGE] )
  6220. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  6221. if( sc->data[SC_MELON_BOMB] )
  6222. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  6223. if( sc->data[SC_BOOST500] )
  6224. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  6225. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  6226. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  6227. if( sc->data[SC_INCASPDRATE] )
  6228. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  6229. if( sc->data[SC_PAIN_KILLER])
  6230. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  6231. if( sc->data[SC_GOLDENE_FERSE])
  6232. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  6233. if( sc->data[SC_HEAT_BARREL] )
  6234. aspd_rate -= sc->data[SC_HEAT_BARREL]->val3 * 10;
  6235. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  6236. }
  6237. /**
  6238. * Modifies the damage delay time based on status changes
  6239. * The lower your delay, the quicker you can act after taking damage
  6240. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6241. * @param sc: Object's status change information
  6242. * @param dmotion: Object's current damage delay
  6243. * @return modified delay rate
  6244. */
  6245. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  6246. {
  6247. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  6248. return cap_value(dmotion,0,USHRT_MAX);
  6249. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  6250. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS ) )
  6251. return 0;
  6252. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  6253. return 0;
  6254. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  6255. }
  6256. /**
  6257. * Calculates a max HP based on status changes
  6258. * Values can either be percentages or fixed, based on how equations are formulated
  6259. * @param bl: Object's block_list data
  6260. * @param maxhp: Object's current max HP
  6261. * @return modified maxhp
  6262. */
  6263. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  6264. {
  6265. int rate = 100;
  6266. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  6267. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  6268. maxhp = maxhp * rate / 100;
  6269. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  6270. }
  6271. /**
  6272. * Calculates a max SP based on status changes
  6273. * Values can either be percentages or fixed, bas ed on how equations are formulated
  6274. * @param bl: Object's block_list data
  6275. * @param maxsp: Object's current max SP
  6276. * @return modified maxsp
  6277. */
  6278. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  6279. {
  6280. int rate = 100;
  6281. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  6282. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  6283. maxsp = maxsp * rate / 100;
  6284. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  6285. }
  6286. /**
  6287. * Changes a player's element based on status changes
  6288. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6289. * @param sc: Object's status change information
  6290. * @param element: Object's current element
  6291. * @return new element
  6292. */
  6293. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  6294. {
  6295. if(!sc || !sc->count)
  6296. return cap_value(element, 0, UCHAR_MAX);
  6297. if(sc->data[SC_FREEZE])
  6298. return ELE_WATER;
  6299. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6300. return ELE_EARTH;
  6301. if(sc->data[SC_BENEDICTIO])
  6302. return ELE_HOLY;
  6303. if(sc->data[SC_CHANGEUNDEAD])
  6304. return ELE_UNDEAD;
  6305. if(sc->data[SC_ELEMENTALCHANGE])
  6306. return sc->data[SC_ELEMENTALCHANGE]->val2;
  6307. if(sc->data[SC_SHAPESHIFT])
  6308. return sc->data[SC_SHAPESHIFT]->val2;
  6309. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6310. }
  6311. /**
  6312. * Changes a player's element level based on status changes
  6313. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6314. * @param sc: Object's status change information
  6315. * @param lv: Object's current element level
  6316. * @return new element level
  6317. */
  6318. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  6319. {
  6320. if(!sc || !sc->count)
  6321. return cap_value(lv, 1, 4);
  6322. if(sc->data[SC_FREEZE])
  6323. return 1;
  6324. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6325. return 1;
  6326. if(sc->data[SC_BENEDICTIO])
  6327. return 1;
  6328. if(sc->data[SC_CHANGEUNDEAD])
  6329. return 1;
  6330. if(sc->data[SC_ELEMENTALCHANGE])
  6331. return sc->data[SC_ELEMENTALCHANGE]->val1;
  6332. if(sc->data[SC_SHAPESHIFT])
  6333. return 1;
  6334. if(sc->data[SC__INVISIBILITY])
  6335. return 1;
  6336. return (unsigned char)cap_value(lv,1,4);
  6337. }
  6338. /**
  6339. * Changes a player's attack element based on status changes
  6340. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6341. * @param sc: Object's status change information
  6342. * @param element: Object's current attack element
  6343. * @return new attack element
  6344. */
  6345. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  6346. {
  6347. if(!sc || !sc->count)
  6348. return cap_value(element, 0, UCHAR_MAX);
  6349. if(sc->data[SC_ENCHANTARMS])
  6350. return sc->data[SC_ENCHANTARMS]->val2;
  6351. if(sc->data[SC_WATERWEAPON]
  6352. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  6353. return ELE_WATER;
  6354. if(sc->data[SC_EARTHWEAPON]
  6355. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  6356. return ELE_EARTH;
  6357. if(sc->data[SC_FIREWEAPON]
  6358. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  6359. return ELE_FIRE;
  6360. if(sc->data[SC_WINDWEAPON]
  6361. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  6362. return ELE_WIND;
  6363. if(sc->data[SC_ENCPOISON])
  6364. return ELE_POISON;
  6365. if(sc->data[SC_ASPERSIO])
  6366. return ELE_HOLY;
  6367. if(sc->data[SC_SHADOWWEAPON])
  6368. return ELE_DARK;
  6369. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  6370. return ELE_GHOST;
  6371. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  6372. return ELE_WATER;
  6373. if(sc->data[SC_PYROCLASTIC])
  6374. return ELE_FIRE;
  6375. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6376. }
  6377. /**
  6378. * Changes the mode of an object
  6379. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  6380. * @param sc: Object's status change data
  6381. * @param mode: Original mode
  6382. * @return mode with cap_value(mode, 0, INT_MAX)
  6383. */
  6384. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  6385. {
  6386. if(!sc || !sc->count)
  6387. return cap_value(mode, 0, INT_MAX);
  6388. if(sc->data[SC_MODECHANGE]) {
  6389. if (sc->data[SC_MODECHANGE]->val2)
  6390. mode = (mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2; // Set mode
  6391. if (sc->data[SC_MODECHANGE]->val3)
  6392. mode|= sc->data[SC_MODECHANGE]->val3; // Add mode
  6393. if (sc->data[SC_MODECHANGE]->val4)
  6394. mode&=~sc->data[SC_MODECHANGE]->val4; // Del mode
  6395. }
  6396. return cap_value(mode, 0, INT_MAX);
  6397. }
  6398. /**
  6399. * Changes the mode of a slave mob
  6400. * @param md: Slave mob whose mode to change
  6401. * @param mmd: Master of slave mob
  6402. */
  6403. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  6404. {
  6405. switch (battle_config.slaves_inherit_mode) {
  6406. case 1: //Always aggressive
  6407. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  6408. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6409. break;
  6410. case 2: //Always passive
  6411. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  6412. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6413. break;
  6414. case 4: // Overwrite with slave mode
  6415. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOM_WALK|MD_CANATTACK, 0, 0, 0);
  6416. break;
  6417. default: //Copy master
  6418. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  6419. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6420. else
  6421. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6422. break;
  6423. }
  6424. }
  6425. /**
  6426. * Gets the name of the given bl
  6427. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  6428. * @return name or "Unknown" if any other bl->type than noted above
  6429. */
  6430. const char* status_get_name(struct block_list *bl)
  6431. {
  6432. nullpo_ret(bl);
  6433. switch (bl->type) {
  6434. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  6435. case BL_MOB: return ((TBL_MOB*)bl)->name;
  6436. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  6437. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  6438. //case BL_MER: // They only have database names which are global, not specific to GID.
  6439. case BL_NPC: return ((TBL_NPC*)bl)->name;
  6440. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  6441. }
  6442. return "Unknown";
  6443. }
  6444. /**
  6445. * Gets the class/sprite id of the given bl
  6446. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6447. * @return class or 0 if any other bl->type than noted above
  6448. */
  6449. int status_get_class(struct block_list *bl)
  6450. {
  6451. nullpo_ret(bl);
  6452. switch( bl->type ) {
  6453. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  6454. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  6455. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  6456. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  6457. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  6458. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  6459. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  6460. }
  6461. return 0;
  6462. }
  6463. /**
  6464. * Gets the base level of the given bl
  6465. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6466. * @return base level or 1 if any other bl->type than noted above
  6467. */
  6468. int status_get_lv(struct block_list *bl)
  6469. {
  6470. nullpo_ret(bl);
  6471. switch (bl->type) {
  6472. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  6473. case BL_MOB: return ((TBL_MOB*)bl)->level;
  6474. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  6475. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  6476. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  6477. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  6478. case BL_NPC: return ((TBL_NPC*)bl)->level;
  6479. }
  6480. return 1;
  6481. }
  6482. /**
  6483. * Gets the regeneration info of the given bl
  6484. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  6485. * @return regen data or NULL if any other bl->type than noted above
  6486. */
  6487. struct regen_data *status_get_regen_data(struct block_list *bl)
  6488. {
  6489. nullpo_retr(NULL, bl);
  6490. switch (bl->type) {
  6491. case BL_PC: return &((TBL_PC*)bl)->regen;
  6492. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  6493. case BL_MER: return &((TBL_MER*)bl)->regen;
  6494. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  6495. default:
  6496. return NULL;
  6497. }
  6498. }
  6499. /**
  6500. * Gets the status data of the given bl
  6501. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6502. * @return status or "dummy_status" if any other bl->type than noted above
  6503. */
  6504. struct status_data *status_get_status_data(struct block_list *bl)
  6505. {
  6506. nullpo_retr(&dummy_status, bl);
  6507. switch (bl->type) {
  6508. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  6509. case BL_MOB: return &((TBL_MOB*)bl)->status;
  6510. case BL_PET: return &((TBL_PET*)bl)->status;
  6511. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  6512. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  6513. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  6514. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  6515. default:
  6516. return &dummy_status;
  6517. }
  6518. }
  6519. /**
  6520. * Gets the base status data of the given bl
  6521. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6522. * @return base_status or NULL if any other bl->type than noted above
  6523. */
  6524. struct status_data *status_get_base_status(struct block_list *bl)
  6525. {
  6526. nullpo_retr(NULL, bl);
  6527. switch (bl->type) {
  6528. case BL_PC: return &((TBL_PC*)bl)->base_status;
  6529. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  6530. case BL_PET: return &((TBL_PET*)bl)->db->status;
  6531. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  6532. case BL_MER: return &((TBL_MER*)bl)->base_status;
  6533. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  6534. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  6535. default:
  6536. return NULL;
  6537. }
  6538. }
  6539. /**
  6540. * Gets the defense of the given bl
  6541. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  6542. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  6543. */
  6544. defType status_get_def(struct block_list *bl)
  6545. {
  6546. struct unit_data *ud;
  6547. struct status_data *status = status_get_status_data(bl);
  6548. int def = status?status->def:0;
  6549. ud = unit_bl2ud(bl);
  6550. if (ud && ud->skilltimer != INVALID_TIMER)
  6551. def -= def * skill_get_castdef(ud->skill_id)/100;
  6552. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  6553. }
  6554. /**
  6555. * Gets the walking speed of the given bl
  6556. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6557. * @return speed
  6558. */
  6559. unsigned short status_get_speed(struct block_list *bl)
  6560. {
  6561. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  6562. return ((struct npc_data *)bl)->speed;
  6563. return status_get_status_data(bl)->speed;
  6564. }
  6565. /**
  6566. * Gets the party ID of the given bl
  6567. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  6568. * @return party ID
  6569. */
  6570. int status_get_party_id(struct block_list *bl)
  6571. {
  6572. nullpo_ret(bl);
  6573. switch (bl->type) {
  6574. case BL_PC:
  6575. return ((TBL_PC*)bl)->status.party_id;
  6576. case BL_PET:
  6577. if (((TBL_PET*)bl)->master)
  6578. return ((TBL_PET*)bl)->master->status.party_id;
  6579. break;
  6580. case BL_MOB: {
  6581. struct mob_data *md=(TBL_MOB*)bl;
  6582. if( md->master_id > 0 ) {
  6583. struct map_session_data *msd;
  6584. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6585. return msd->status.party_id;
  6586. return -md->master_id;
  6587. }
  6588. }
  6589. break;
  6590. case BL_HOM:
  6591. if (((TBL_HOM*)bl)->master)
  6592. return ((TBL_HOM*)bl)->master->status.party_id;
  6593. break;
  6594. case BL_MER:
  6595. if (((TBL_MER*)bl)->master)
  6596. return ((TBL_MER*)bl)->master->status.party_id;
  6597. break;
  6598. case BL_SKILL:
  6599. if (((TBL_SKILL*)bl)->group)
  6600. return ((TBL_SKILL*)bl)->group->party_id;
  6601. break;
  6602. case BL_ELEM:
  6603. if (((TBL_ELEM*)bl)->master)
  6604. return ((TBL_ELEM*)bl)->master->status.party_id;
  6605. break;
  6606. }
  6607. return 0;
  6608. }
  6609. /**
  6610. * Gets the guild ID of the given bl
  6611. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6612. * @return guild ID
  6613. */
  6614. int status_get_guild_id(struct block_list *bl)
  6615. {
  6616. nullpo_ret(bl);
  6617. switch (bl->type) {
  6618. case BL_PC:
  6619. return ((TBL_PC*)bl)->status.guild_id;
  6620. case BL_PET:
  6621. if (((TBL_PET*)bl)->master)
  6622. return ((TBL_PET*)bl)->master->status.guild_id;
  6623. break;
  6624. case BL_MOB:
  6625. {
  6626. struct map_session_data *msd;
  6627. struct mob_data *md = (struct mob_data *)bl;
  6628. if (md->guardian_data) // Guardian's guild [Skotlex]
  6629. return md->guardian_data->guild_id;
  6630. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6631. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6632. }
  6633. break;
  6634. case BL_HOM:
  6635. if (((TBL_HOM*)bl)->master)
  6636. return ((TBL_HOM*)bl)->master->status.guild_id;
  6637. break;
  6638. case BL_MER:
  6639. if (((TBL_MER*)bl)->master)
  6640. return ((TBL_MER*)bl)->master->status.guild_id;
  6641. break;
  6642. case BL_NPC:
  6643. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  6644. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6645. break;
  6646. case BL_SKILL:
  6647. if (((TBL_SKILL*)bl)->group)
  6648. return ((TBL_SKILL*)bl)->group->guild_id;
  6649. break;
  6650. case BL_ELEM:
  6651. if (((TBL_ELEM*)bl)->master)
  6652. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6653. break;
  6654. }
  6655. return 0;
  6656. }
  6657. /**
  6658. * Gets the guild emblem ID of the given bl
  6659. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6660. * @return guild emblem ID
  6661. */
  6662. int status_get_emblem_id(struct block_list *bl)
  6663. {
  6664. nullpo_ret(bl);
  6665. switch (bl->type) {
  6666. case BL_PC:
  6667. return ((TBL_PC*)bl)->guild_emblem_id;
  6668. case BL_PET:
  6669. if (((TBL_PET*)bl)->master)
  6670. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6671. break;
  6672. case BL_MOB:
  6673. {
  6674. struct map_session_data *msd;
  6675. struct mob_data *md = (struct mob_data *)bl;
  6676. if (md->guardian_data) // Guardian's guild [Skotlex]
  6677. return md->guardian_data->emblem_id;
  6678. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6679. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6680. }
  6681. break;
  6682. case BL_HOM:
  6683. if (((TBL_HOM*)bl)->master)
  6684. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6685. break;
  6686. case BL_MER:
  6687. if (((TBL_MER*)bl)->master)
  6688. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6689. break;
  6690. case BL_NPC:
  6691. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6692. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6693. if (g)
  6694. return g->emblem_id;
  6695. }
  6696. break;
  6697. case BL_ELEM:
  6698. if (((TBL_ELEM*)bl)->master)
  6699. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  6700. break;
  6701. }
  6702. return 0;
  6703. }
  6704. /**
  6705. * Gets the race2 of a mob or pet
  6706. * @param bl: Object whose race2 to get [MOB|PET]
  6707. * @return race2
  6708. */
  6709. enum e_race2 status_get_race2(struct block_list *bl)
  6710. {
  6711. nullpo_retr(RC2_NONE,bl);
  6712. if (bl->type == BL_MOB)
  6713. return ((struct mob_data *)bl)->db->race2;
  6714. if (bl->type == BL_PET)
  6715. return ((struct pet_data *)bl)->db->race2;
  6716. return RC2_NONE;
  6717. }
  6718. /**
  6719. * Checks if an object is dead
  6720. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6721. * @return 1: Is dead or 0: Is alive
  6722. */
  6723. int status_isdead(struct block_list *bl)
  6724. {
  6725. nullpo_ret(bl);
  6726. return status_get_status_data(bl)->hp == 0;
  6727. }
  6728. /**
  6729. * Checks if an object is immune to magic
  6730. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6731. * @return value of magic damage to be blocked
  6732. */
  6733. int status_isimmune(struct block_list *bl)
  6734. {
  6735. struct status_change *sc =status_get_sc(bl);
  6736. if (sc && sc->data[SC_HERMODE])
  6737. return 100;
  6738. if (bl->type == BL_PC &&
  6739. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  6740. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  6741. return 0;
  6742. }
  6743. /**
  6744. * Get view data of an object
  6745. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6746. * @return view data structure bl->vd
  6747. */
  6748. struct view_data* status_get_viewdata(struct block_list *bl)
  6749. {
  6750. nullpo_retr(NULL, bl);
  6751. switch (bl->type) {
  6752. case BL_PC: return &((TBL_PC*)bl)->vd;
  6753. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  6754. case BL_PET: return &((TBL_PET*)bl)->vd;
  6755. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  6756. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  6757. case BL_MER: return ((TBL_MER*)bl)->vd;
  6758. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  6759. }
  6760. return NULL;
  6761. }
  6762. /**
  6763. * Set view data of an object
  6764. * This function deals with class, mount, and item views
  6765. * SC views are set in clif_getareachar_unit()
  6766. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6767. * @param class_: class of the object
  6768. */
  6769. void status_set_viewdata(struct block_list *bl, int class_)
  6770. {
  6771. struct view_data* vd;
  6772. nullpo_retv(bl);
  6773. if (mobdb_checkid(class_) || mob_is_clone(class_))
  6774. vd = mob_get_viewdata(class_);
  6775. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  6776. vd = npc_get_viewdata(class_);
  6777. else if (homdb_checkid(class_))
  6778. vd = hom_get_viewdata(class_);
  6779. else if (mercenary_class(class_))
  6780. vd = mercenary_get_viewdata(class_);
  6781. else if (elemental_class(class_))
  6782. vd = elemental_get_viewdata(class_);
  6783. else
  6784. vd = NULL;
  6785. switch (bl->type) {
  6786. case BL_PC:
  6787. {
  6788. TBL_PC* sd = (TBL_PC*)bl;
  6789. if (pcdb_checkid(class_)) {
  6790. if (sd->sc.option&OPTION_RIDING) {
  6791. switch (class_) { // Adapt class to a Mounted one.
  6792. case JOB_KNIGHT:
  6793. class_ = JOB_KNIGHT2;
  6794. break;
  6795. case JOB_CRUSADER:
  6796. class_ = JOB_CRUSADER2;
  6797. break;
  6798. case JOB_LORD_KNIGHT:
  6799. class_ = JOB_LORD_KNIGHT2;
  6800. break;
  6801. case JOB_PALADIN:
  6802. class_ = JOB_PALADIN2;
  6803. break;
  6804. case JOB_BABY_KNIGHT:
  6805. class_ = JOB_BABY_KNIGHT2;
  6806. break;
  6807. case JOB_BABY_CRUSADER:
  6808. class_ = JOB_BABY_CRUSADER2;
  6809. break;
  6810. }
  6811. }
  6812. sd->vd.class_ = class_;
  6813. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  6814. sd->vd.head_top = sd->status.head_top;
  6815. sd->vd.head_mid = sd->status.head_mid;
  6816. sd->vd.head_bottom = sd->status.head_bottom;
  6817. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  6818. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  6819. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  6820. sd->vd.body_style = cap_value(sd->status.body,0,battle_config.max_body_style);
  6821. sd->vd.sex = sd->status.sex;
  6822. if (sd->vd.cloth_color) {
  6823. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  6824. sd->vd.cloth_color = 0;
  6825. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  6826. sd->vd.cloth_color = 0;
  6827. if(sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette)
  6828. sd->vd.cloth_color = 0;
  6829. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  6830. sd->vd.cloth_color = 0;
  6831. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  6832. sd->vd.cloth_color = 0;
  6833. }
  6834. if ( sd->vd.body_style && (
  6835. sd->sc.option&OPTION_WEDDING || sd->sc.option&OPTION_XMAS ||
  6836. sd->sc.option&OPTION_SUMMER || sd->sc.option&OPTION_HANBOK ||
  6837. sd->sc.option&OPTION_OKTOBERFEST))
  6838. sd->vd.body_style = 0;
  6839. } else if (vd)
  6840. memcpy(&sd->vd, vd, sizeof(struct view_data));
  6841. else
  6842. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  6843. }
  6844. break;
  6845. case BL_MOB:
  6846. {
  6847. TBL_MOB* md = (TBL_MOB*)bl;
  6848. if (vd)
  6849. md->vd = vd;
  6850. else
  6851. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  6852. }
  6853. break;
  6854. case BL_PET:
  6855. {
  6856. TBL_PET* pd = (TBL_PET*)bl;
  6857. if (vd) {
  6858. memcpy(&pd->vd, vd, sizeof(struct view_data));
  6859. if (!pcdb_checkid(vd->class_)) {
  6860. pd->vd.hair_style = battle_config.pet_hair_style;
  6861. if(pd->pet.equip) {
  6862. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  6863. if (!pd->vd.head_bottom)
  6864. pd->vd.head_bottom = pd->pet.equip;
  6865. }
  6866. }
  6867. } else
  6868. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  6869. }
  6870. break;
  6871. case BL_NPC:
  6872. {
  6873. TBL_NPC* nd = (TBL_NPC*)bl;
  6874. if (vd)
  6875. nd->vd = vd;
  6876. else
  6877. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  6878. }
  6879. break;
  6880. case BL_HOM:
  6881. {
  6882. struct homun_data *hd = (struct homun_data*)bl;
  6883. if (vd)
  6884. hd->vd = vd;
  6885. else
  6886. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  6887. }
  6888. break;
  6889. case BL_MER:
  6890. {
  6891. struct mercenary_data *md = (struct mercenary_data*)bl;
  6892. if (vd)
  6893. md->vd = vd;
  6894. else
  6895. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  6896. }
  6897. break;
  6898. case BL_ELEM:
  6899. {
  6900. struct elemental_data *ed = (struct elemental_data*)bl;
  6901. if (vd)
  6902. ed->vd = vd;
  6903. else
  6904. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  6905. }
  6906. break;
  6907. }
  6908. }
  6909. /**
  6910. * Get status change data of an object
  6911. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  6912. * @return status change data structure bl->sc
  6913. */
  6914. struct status_change *status_get_sc(struct block_list *bl)
  6915. {
  6916. if( bl )
  6917. switch (bl->type) {
  6918. case BL_PC: return &((TBL_PC*)bl)->sc;
  6919. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  6920. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  6921. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  6922. case BL_MER: return &((TBL_MER*)bl)->sc;
  6923. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  6924. }
  6925. return NULL;
  6926. }
  6927. /**
  6928. * Initiate (memset) the status change data of an object
  6929. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  6930. */
  6931. void status_change_init(struct block_list *bl)
  6932. {
  6933. struct status_change *sc = status_get_sc(bl);
  6934. nullpo_retv(sc);
  6935. memset(sc, 0, sizeof (struct status_change));
  6936. }
  6937. /*========================================== [Playtester]
  6938. * Returns the interval for status changes that iterate multiple times
  6939. * through the timer (e.g. those that deal damage in regular intervals)
  6940. * @param type: Status change (SC_*)
  6941. *------------------------------------------*/
  6942. static int status_get_sc_interval(enum sc_type type)
  6943. {
  6944. switch (type) {
  6945. case SC_POISON:
  6946. case SC_DPOISON:
  6947. case SC_LEECHESEND:
  6948. return 1000;
  6949. case SC_BURNING:
  6950. case SC_PYREXIA:
  6951. return 3000;
  6952. case SC_MAGICMUSHROOM:
  6953. return 4000;
  6954. case SC_STONE:
  6955. return 5000;
  6956. case SC_BLEEDING:
  6957. case SC_TOXIN:
  6958. return 10000;
  6959. default:
  6960. break;
  6961. }
  6962. return 0;
  6963. }
  6964. /**
  6965. * Applies SC defense to a given status change
  6966. * This function also determines whether or not the status change will be applied
  6967. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6968. * @param bl: Target of the status change
  6969. * @param type: Status change (SC_*)
  6970. * @param rate: Initial percentage rate of affecting bl
  6971. * @param tick: Initial duration that the status change affects bl
  6972. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  6973. * @return adjusted duration based on flag values
  6974. */
  6975. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, unsigned char flag)
  6976. {
  6977. /// Resistance rate: 10000 = 100%
  6978. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  6979. /// 5000ms -> tick_def = 5000 -> 2500ms
  6980. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  6981. /// Fixed resistance value (after rate calculation)
  6982. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  6983. /// 2500ms -> tick_def2=2000 -> 500ms
  6984. int sc_def2 = 0, tick_def2 = 0;
  6985. struct status_data *status, *status_src;
  6986. struct status_change *sc;
  6987. struct map_session_data *sd;
  6988. nullpo_ret(bl);
  6989. if (src == NULL)
  6990. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  6991. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  6992. if (status_isimmune(bl)) {
  6993. switch (type) {
  6994. case SC_DECREASEAGI:
  6995. case SC_SILENCE:
  6996. case SC_COMA:
  6997. case SC_INCREASEAGI:
  6998. case SC_BLESSING:
  6999. case SC_SLOWPOISON:
  7000. case SC_IMPOSITIO:
  7001. case SC_AETERNA:
  7002. case SC_SUFFRAGIUM:
  7003. case SC_BENEDICTIO:
  7004. case SC_PROVIDENCE:
  7005. case SC_KYRIE:
  7006. case SC_ASSUMPTIO:
  7007. case SC_ANGELUS:
  7008. case SC_MAGNIFICAT:
  7009. case SC_GLORIA:
  7010. case SC_WINDWALK:
  7011. case SC_MAGICROD:
  7012. case SC_HALLUCINATION:
  7013. case SC_STONE:
  7014. case SC_QUAGMIRE:
  7015. case SC_SUITON:
  7016. case SC_SWINGDANCE:
  7017. case SC__ENERVATION:
  7018. case SC__GROOMY:
  7019. case SC__IGNORANCE:
  7020. case SC__LAZINESS:
  7021. case SC__UNLUCKY:
  7022. case SC__WEAKNESS:
  7023. return 0;
  7024. }
  7025. }
  7026. sd = BL_CAST(BL_PC,bl);
  7027. status = status_get_status_data(bl);
  7028. status_src = status_get_status_data(src);
  7029. sc = status_get_sc(bl);
  7030. if( sc && !sc->count )
  7031. sc = NULL;
  7032. switch (type) {
  7033. case SC_POISON:
  7034. case SC_DPOISON:
  7035. sc_def = status->vit*100;
  7036. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7037. if (sd) {
  7038. // For players: 60000 - 450*vit - 100*luk
  7039. tick_def = status->vit*75;
  7040. tick_def2 = status->luk*100;
  7041. } else {
  7042. // For monsters: 30000 - 200*vit
  7043. tick>>=1;
  7044. tick_def = (status->vit*200)/3;
  7045. }
  7046. break;
  7047. case SC_STUN:
  7048. sc_def = status->vit*100;
  7049. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7050. tick_def2 = status->luk*10;
  7051. break;
  7052. case SC_SILENCE:
  7053. #ifndef RENEWAL
  7054. sc_def = status->vit*100;
  7055. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7056. #else
  7057. sc_def = status->int_*100;
  7058. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7059. #endif
  7060. tick_def2 = status->luk*10;
  7061. break;
  7062. case SC_BLEEDING:
  7063. #ifndef RENEWAL
  7064. sc_def = status->vit*100;
  7065. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7066. #else
  7067. sc_def = status->agi*100;
  7068. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7069. #endif
  7070. tick_def2 = status->luk*10;
  7071. break;
  7072. case SC_SLEEP:
  7073. #ifndef RENEWAL
  7074. sc_def = status->int_*100;
  7075. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7076. #else
  7077. sc_def = status->agi*100;
  7078. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7079. #endif
  7080. tick_def2 = status->luk*10;
  7081. break;
  7082. case SC_STONE:
  7083. sc_def = status->mdef*100;
  7084. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7085. tick_def = 0; // No duration reduction
  7086. break;
  7087. case SC_FREEZE:
  7088. sc_def = status->mdef*100;
  7089. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7090. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  7091. break;
  7092. case SC_CURSE:
  7093. // Special property: immunity when luk is zero
  7094. if (status->luk == 0)
  7095. return 0;
  7096. sc_def = status->luk*100;
  7097. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  7098. tick_def = status->vit*100;
  7099. tick_def2 = status->luk*10;
  7100. break;
  7101. case SC_BLIND:
  7102. sc_def = (status->vit + status->int_)*50;
  7103. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7104. tick_def2 = status->luk*10;
  7105. break;
  7106. case SC_CONFUSION:
  7107. sc_def = (status->str + status->int_)*50;
  7108. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  7109. tick_def2 = status->luk*10;
  7110. break;
  7111. case SC_DECREASEAGI:
  7112. if (sd)
  7113. tick >>= 1; // Half duration for players.
  7114. sc_def2 = status->mdef*100;
  7115. break;
  7116. case SC_ANKLE:
  7117. if(status_has_mode(status,MD_STATUS_IMMUNE)) // Lasts 5 times less on bosses
  7118. tick /= 5;
  7119. sc_def = status->agi*50;
  7120. break;
  7121. case SC_DEEPSLEEP:
  7122. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  7123. break;
  7124. case SC_NETHERWORLD:
  7125. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  7126. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  7127. break;
  7128. case SC_MARSHOFABYSS:
  7129. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  7130. tick_def2 = (status->int_ + status->luk)*50;
  7131. break;
  7132. case SC_STASIS:
  7133. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  7134. tick_def2 = (status->vit + status->dex) * 50;
  7135. break;
  7136. case SC_WHITEIMPRISON:
  7137. if( tick == 5000 ) // 100% on caster
  7138. break;
  7139. if( bl->type == BL_PC )
  7140. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  7141. else
  7142. tick_def2 = (status->vit + status->luk)*50;
  7143. break;
  7144. case SC_BURNING:
  7145. tick_def2 = 75*status->luk + 125*status->agi;
  7146. break;
  7147. case SC_FREEZING:
  7148. tick_def2 = (status->vit + status->dex)*50;
  7149. break;
  7150. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  7151. sc_def = status->int_*80;
  7152. sc_def = max(sc_def, 500); // minimum of 5% resist
  7153. tick_def = 0;
  7154. //Fall through
  7155. case SC_TOXIN:
  7156. case SC_PARALYSE:
  7157. case SC_VENOMBLEED:
  7158. case SC_MAGICMUSHROOM:
  7159. case SC_DEATHHURT:
  7160. case SC_PYREXIA:
  7161. case SC_LEECHESEND:
  7162. tick_def2 = (status->vit + status->luk) * 500;
  7163. break;
  7164. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  7165. sc_def2 = status->agi*25;
  7166. break;
  7167. case SC_ELECTRICSHOCKER:
  7168. tick_def2 = (status->vit + status->agi) * 70;
  7169. break;
  7170. case SC_CRYSTALIZE:
  7171. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  7172. break;
  7173. case SC_VACUUM_EXTREME:
  7174. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  7175. break;
  7176. case SC_KYOUGAKU:
  7177. tick_def2 = 30*status->int_;
  7178. break;
  7179. case SC_PARALYSIS:
  7180. tick_def2 = (status->vit + status->luk)*50;
  7181. break;
  7182. case SC_VOICEOFSIREN:
  7183. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  7184. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  7185. break;
  7186. case SC_B_TRAP:
  7187. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; // (custom)
  7188. break;
  7189. case SC_NORECOVER_STATE:
  7190. tick_def2 = status->luk * 100;
  7191. break;
  7192. default:
  7193. // Effect that cannot be reduced? Likely a buff.
  7194. if (!(rnd()%10000 < rate))
  7195. return 0;
  7196. return tick ? tick : 1;
  7197. }
  7198. if (sd) {
  7199. if (battle_config.pc_sc_def_rate != 100) {
  7200. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  7201. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  7202. }
  7203. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  7204. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  7205. if (battle_config.pc_sc_def_rate != 100) {
  7206. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  7207. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  7208. }
  7209. } else {
  7210. if (battle_config.mob_sc_def_rate != 100) {
  7211. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  7212. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  7213. }
  7214. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  7215. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  7216. if (battle_config.mob_sc_def_rate != 100) {
  7217. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  7218. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  7219. }
  7220. }
  7221. if (sc) {
  7222. if (sc->data[SC_SCRESIST])
  7223. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  7224. else if (sc->data[SC_SIEGFRIED])
  7225. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  7226. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  7227. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  7228. }
  7229. // When tick def not set, reduction is the same for both.
  7230. if(tick_def == -1)
  7231. tick_def = sc_def;
  7232. // Natural resistance
  7233. if (!(flag&SCSTART_NORATEDEF)) {
  7234. rate -= rate*sc_def/10000;
  7235. rate -= sc_def2;
  7236. // Minimum chances
  7237. switch (type) {
  7238. case SC_BITE:
  7239. rate = max(rate, 5000); // Minimum of 50%
  7240. break;
  7241. }
  7242. // Item resistance (only applies to rate%)
  7243. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  7244. if( sd->reseff[type-SC_COMMON_MIN] )
  7245. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  7246. if( sd->sc.data[SC_COMMONSC_RESIST] )
  7247. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  7248. }
  7249. // Aegis accuracy
  7250. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  7251. }
  7252. if (!(rnd()%10000 < rate))
  7253. return 0;
  7254. // Duration cannot be reduced
  7255. if (flag&SCSTART_NOTICKDEF)
  7256. return max(tick, 1);
  7257. tick -= tick*tick_def/10000;
  7258. tick -= tick_def2;
  7259. // Minimum durations
  7260. switch (type) {
  7261. case SC_ANKLE:
  7262. case SC_MARSHOFABYSS:
  7263. tick = max(tick, 5000); // Minimum duration 5s
  7264. break;
  7265. case SC_FREEZING:
  7266. tick = max(tick, 6000); // Minimum duration 6s
  7267. break;
  7268. case SC_BURNING:
  7269. case SC_STASIS:
  7270. case SC_VOICEOFSIREN:
  7271. tick = max(tick, 10000); // Minimum duration 10s
  7272. break;
  7273. default:
  7274. // Skills need to trigger even if the duration is reduced below 1ms
  7275. tick = max(tick, 1);
  7276. break;
  7277. }
  7278. return tick;
  7279. }
  7280. /**
  7281. * Applies SC effect to the player
  7282. * @param sd: Source to apply effect [PC]
  7283. * @param type: Status change (SC_*)
  7284. * @param dval1~3: Depends on type of status change
  7285. * Author: Ind
  7286. */
  7287. void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
  7288. struct sc_display_entry *entry;
  7289. int i;
  7290. for( i = 0; i < sd->sc_display_count; i++ ) {
  7291. if( sd->sc_display[i]->type == type )
  7292. break;
  7293. }
  7294. if( i != sd->sc_display_count ) {
  7295. sd->sc_display[i]->val1 = dval1;
  7296. sd->sc_display[i]->val2 = dval2;
  7297. sd->sc_display[i]->val3 = dval3;
  7298. return;
  7299. }
  7300. entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry);
  7301. entry->type = type;
  7302. entry->val1 = dval1;
  7303. entry->val2 = dval2;
  7304. entry->val3 = dval3;
  7305. RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
  7306. sd->sc_display[sd->sc_display_count - 1] = entry;
  7307. }
  7308. /**
  7309. * Removes SC effect of the player
  7310. * @param sd: Source to remove effect [PC]
  7311. * @param type: Status change (SC_*)
  7312. * Author: Ind
  7313. */
  7314. void status_display_remove(struct map_session_data *sd, enum sc_type type) {
  7315. int i;
  7316. for( i = 0; i < sd->sc_display_count; i++ ) {
  7317. if( sd->sc_display[i]->type == type )
  7318. break;
  7319. }
  7320. if( i != sd->sc_display_count ) {
  7321. int cursor;
  7322. ers_free(pc_sc_display_ers, sd->sc_display[i]);
  7323. sd->sc_display[i] = NULL;
  7324. /* The all-mighty compact-o-matic */
  7325. for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
  7326. if( sd->sc_display[i] == NULL )
  7327. continue;
  7328. if( i != cursor )
  7329. sd->sc_display[cursor] = sd->sc_display[i];
  7330. cursor++;
  7331. }
  7332. if( !(sd->sc_display_count = cursor) ) {
  7333. aFree(sd->sc_display);
  7334. sd->sc_display = NULL;
  7335. }
  7336. }
  7337. }
  7338. /**
  7339. * Applies SC defense to a given status change
  7340. * This function also determines whether or not the status change will be applied
  7341. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7342. * @param bl: Target of the status change (See: enum sc_type)
  7343. * @param type: Status change (SC_*)
  7344. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7345. * @param val1~4: Depends on type of status change
  7346. * @param tick: Initial duration that the status change affects bl
  7347. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7348. * @return adjusted duration based on flag values
  7349. */
  7350. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,unsigned char flag) {
  7351. struct map_session_data *sd = NULL;
  7352. struct status_change* sc;
  7353. struct status_change_entry* sce;
  7354. struct status_data *status;
  7355. struct view_data *vd;
  7356. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  7357. bool sc_isnew = true;
  7358. nullpo_ret(bl);
  7359. sc = status_get_sc(bl);
  7360. status = status_get_status_data(bl);
  7361. if( type <= SC_NONE || type >= SC_MAX ) {
  7362. ShowError("status_change_start: invalid status change (%d)!\n", type);
  7363. return 0;
  7364. }
  7365. if( !sc )
  7366. return 0; // Unable to receive status changes
  7367. if( status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
  7368. return 0;
  7369. if (status_change_isDisabledOnMap(type, bl->m))
  7370. return 0;
  7371. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  7372. // if (bl->type == BL_MOB)
  7373. // if (status_get_race2(bl) == RC2_GVG && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  7374. if( sc->data[SC_REFRESH] ) {
  7375. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  7376. return 0; // Immune to status ailments
  7377. switch( type ) {
  7378. case SC_DEEPSLEEP:
  7379. case SC_BURNING:
  7380. case SC_FREEZING:
  7381. case SC_CRYSTALIZE:
  7382. case SC_TOXIN:
  7383. case SC_PARALYSE:
  7384. case SC_VENOMBLEED:
  7385. case SC_MAGICMUSHROOM:
  7386. case SC_DEATHHURT:
  7387. case SC_PYREXIA:
  7388. case SC_OBLIVIONCURSE:
  7389. case SC_MARSHOFABYSS:
  7390. case SC_MANDRAGORA:
  7391. return 0;
  7392. }
  7393. }
  7394. if( sc->data[SC_INSPIRATION] ) {
  7395. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7396. return 0; // Immune to status ailments
  7397. switch( type ) {
  7398. case SC_BURNING:
  7399. case SC_FREEZING:
  7400. case SC_CRYSTALIZE:
  7401. case SC_FEAR:
  7402. case SC_TOXIN:
  7403. case SC_PARALYSE:
  7404. case SC_VENOMBLEED:
  7405. case SC_MAGICMUSHROOM:
  7406. case SC_DEATHHURT:
  7407. case SC_PYREXIA:
  7408. case SC_OBLIVIONCURSE:
  7409. case SC_LEECHESEND:
  7410. case SC_DEEPSLEEP:
  7411. case SC_SATURDAYNIGHTFEVER:
  7412. case SC__BODYPAINT:
  7413. case SC__ENERVATION:
  7414. case SC__GROOMY:
  7415. case SC__IGNORANCE:
  7416. case SC__LAZINESS:
  7417. case SC__UNLUCKY:
  7418. case SC__WEAKNESS:
  7419. return 0;
  7420. }
  7421. }
  7422. if( sc->data[SC_KINGS_GRACE] ) {
  7423. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7424. return 0; // Immune to status ailments
  7425. switch( type ) {
  7426. case SC_HALLUCINATION:
  7427. case SC_BURNING:
  7428. case SC_CRYSTALIZE:
  7429. case SC_FREEZING:
  7430. case SC_DEEPSLEEP:
  7431. case SC_FEAR:
  7432. case SC_MANDRAGORA:
  7433. return 0;
  7434. }
  7435. }
  7436. // Adjust tick according to status resistances
  7437. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  7438. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  7439. if( !tick )
  7440. return 0;
  7441. }
  7442. sd = BL_CAST(BL_PC, bl);
  7443. vd = status_get_viewdata(bl);
  7444. undead_flag = battle_check_undead(status->race,status->def_ele);
  7445. // Check for immunities / sc fails
  7446. switch (type) {
  7447. case SC_DECREASEAGI:
  7448. case SC_QUAGMIRE:
  7449. case SC_DONTFORGETME:
  7450. if(sc->data[SC_SPEEDUP1])
  7451. return 0;
  7452. break;
  7453. case SC_ANGRIFFS_MODUS:
  7454. case SC_GOLDENE_FERSE:
  7455. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  7456. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  7457. )
  7458. return 0;
  7459. case SC_VACUUM_EXTREME:
  7460. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  7461. (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)
  7462. return 0;
  7463. break;
  7464. case SC_STONE:
  7465. // Undead are immune to Stone
  7466. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7467. return 0;
  7468. if(sc->data[SC_POWER_OF_GAIA])
  7469. return 0;
  7470. if (sc->data[SC_GVG_STONE])
  7471. return 0;
  7472. break;
  7473. case SC_FREEZE:
  7474. // Undead are immune to Freeze
  7475. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7476. return 0;
  7477. if (sc->data[SC_GVG_FREEZ])
  7478. return 0;
  7479. case SC_FREEZING:
  7480. case SC_CRYSTALIZE:
  7481. if (sc->opt1)
  7482. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7483. if (sc->data[SC_WARMER])
  7484. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  7485. break;
  7486. case SC_SLEEP:
  7487. if (sc->data[SC_GVG_SLEEP])
  7488. return 0;
  7489. case SC_DEEPSLEEP:
  7490. if (sc->opt1)
  7491. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7492. break;
  7493. case SC_STUN:
  7494. if (sc->opt1)
  7495. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7496. if (sc->data[SC_GVG_STUN])
  7497. return 0;
  7498. break;
  7499. case SC_BLIND:
  7500. if (sc->data[SC_FEAR])
  7501. return 0;
  7502. if (sc->data[SC_GVG_BLIND])
  7503. return 0;
  7504. break;
  7505. case SC_CURSE:
  7506. if (sc->data[SC_GVG_CURSE])
  7507. return 0;
  7508. break;
  7509. case SC_SILENCE:
  7510. if (sc->data[SC_GVG_SILENCE])
  7511. return 0;
  7512. break;
  7513. case SC_ALL_RIDING:
  7514. if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  7515. return 0;
  7516. if( sc->data[type] )
  7517. { // Already mounted, just dismount.
  7518. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  7519. return 0;
  7520. }
  7521. break;
  7522. // They're all like berserk, do not everlap each other
  7523. case SC_BERSERK:
  7524. if(sc->data[SC_SATURDAYNIGHTFEVER])
  7525. return 0;
  7526. break;
  7527. case SC_BURNING:
  7528. if(sc->opt1 || sc->data[SC_FREEZING])
  7529. return 0;
  7530. break;
  7531. case SC_SIGNUMCRUCIS:
  7532. // Only affects demons and undead element (but not players)
  7533. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7534. return 0;
  7535. break;
  7536. case SC_AETERNA:
  7537. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  7538. return 0;
  7539. break;
  7540. case SC_KYRIE:
  7541. case SC_TUNAPARTY:
  7542. if (bl->type == BL_MOB)
  7543. return 0;
  7544. break;
  7545. case SC_OVERTHRUST:
  7546. if (sc->data[SC_MAXOVERTHRUST])
  7547. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  7548. case SC_MAXOVERTHRUST:
  7549. if( sc->option&OPTION_MADOGEAR )
  7550. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  7551. break;
  7552. case SC_ADRENALINE:
  7553. if (sc->data[SC_QUAGMIRE] ||
  7554. sc->data[SC_DECREASEAGI] ||
  7555. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  7556. )
  7557. return 0;
  7558. break;
  7559. case SC_ADRENALINE2:
  7560. if (sc->data[SC_QUAGMIRE] ||
  7561. sc->data[SC_DECREASEAGI]
  7562. )
  7563. return 0;
  7564. break;
  7565. case SC_MAGNIFICAT:
  7566. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  7567. return 0;
  7568. break;
  7569. case SC_ONEHAND:
  7570. case SC_MERC_QUICKEN:
  7571. case SC_TWOHANDQUICKEN:
  7572. if(sc->data[SC_DECREASEAGI])
  7573. return 0;
  7574. case SC_INCREASEAGI:
  7575. case SC_CONCENTRATE:
  7576. case SC_SPEARQUICKEN:
  7577. case SC_TRUESIGHT:
  7578. case SC_WINDWALK:
  7579. case SC_CARTBOOST:
  7580. case SC_ASSNCROS:
  7581. if (sc->option&OPTION_MADOGEAR)
  7582. return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
  7583. if (sc->data[SC_QUAGMIRE])
  7584. return 0;
  7585. break;
  7586. case SC_CLOAKING:
  7587. // Avoid cloaking with no wall and low skill level. [Skotlex]
  7588. // Due to the cloaking card, we have to check the wall versus to known
  7589. // skill level rather than the used one. [Skotlex]
  7590. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  7591. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  7592. return 0;
  7593. break;
  7594. case SC_MODECHANGE:
  7595. {
  7596. enum e_mode mode;
  7597. struct status_data *bstatus = status_get_base_status(bl);
  7598. if (!bstatus) return 0;
  7599. if (sc->data[type]) { // Pile up with previous values.
  7600. if(!val2) val2 = sc->data[type]->val2;
  7601. val3 |= sc->data[type]->val3;
  7602. val4 |= sc->data[type]->val4;
  7603. }
  7604. mode = val2 ? ((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
  7605. if (val4) mode&=~val4; // Del mode
  7606. if (val3) mode|= val3; // Add mode
  7607. if (mode == bstatus->mode) { // No change.
  7608. if (sc->data[type]) // Abort previous status
  7609. return status_change_end(bl, type, INVALID_TIMER);
  7610. return 0;
  7611. }
  7612. }
  7613. break;
  7614. // Strip skills, need to divest something or it fails.
  7615. case SC_STRIPWEAPON:
  7616. if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  7617. short i;
  7618. opt_flag = 0; // Reuse to check success condition.
  7619. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  7620. return 0;
  7621. i = sd->equip_index[EQI_HAND_L];
  7622. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7623. opt_flag|=1;
  7624. pc_unequipitem(sd,i,3); // Left-hand weapon
  7625. }
  7626. i = sd->equip_index[EQI_HAND_R];
  7627. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7628. opt_flag|=2;
  7629. pc_unequipitem(sd,i,3);
  7630. }
  7631. if (!opt_flag) return 0;
  7632. }
  7633. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7634. break;
  7635. case SC_STRIPSHIELD:
  7636. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  7637. else
  7638. if (sd && !(flag&SCSTART_LOADED)) {
  7639. short i;
  7640. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  7641. return 0;
  7642. i = sd->equip_index[EQI_HAND_L];
  7643. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  7644. return 0;
  7645. pc_unequipitem(sd,i,3);
  7646. }
  7647. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7648. break;
  7649. case SC_STRIPARMOR:
  7650. if (sd && !(flag&SCSTART_LOADED)) {
  7651. short i;
  7652. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  7653. return 0;
  7654. i = sd->equip_index[EQI_ARMOR];
  7655. if ( i < 0 || !sd->inventory_data[i] )
  7656. return 0;
  7657. pc_unequipitem(sd,i,3);
  7658. }
  7659. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7660. break;
  7661. case SC_STRIPHELM:
  7662. if (sd && !(flag&SCSTART_LOADED)) {
  7663. short i;
  7664. if(sd->bonus.unstripable_equip&EQP_HELM)
  7665. return 0;
  7666. i = sd->equip_index[EQI_HEAD_TOP];
  7667. if ( i < 0 || !sd->inventory_data[i] )
  7668. return 0;
  7669. pc_unequipitem(sd,i,3);
  7670. }
  7671. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7672. break;
  7673. case SC_MERC_FLEEUP:
  7674. case SC_MERC_ATKUP:
  7675. case SC_MERC_HPUP:
  7676. case SC_MERC_SPUP:
  7677. case SC_MERC_HITUP:
  7678. if( bl->type != BL_MER )
  7679. return 0; // Stats only for Mercenaries
  7680. break;
  7681. case SC_STRFOOD:
  7682. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  7683. return 0;
  7684. break;
  7685. case SC_AGIFOOD:
  7686. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  7687. return 0;
  7688. break;
  7689. case SC_VITFOOD:
  7690. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  7691. return 0;
  7692. break;
  7693. case SC_INTFOOD:
  7694. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  7695. return 0;
  7696. break;
  7697. case SC_DEXFOOD:
  7698. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  7699. return 0;
  7700. break;
  7701. case SC_LUKFOOD:
  7702. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  7703. return 0;
  7704. break;
  7705. case SC_FOOD_STR_CASH:
  7706. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7707. return 0;
  7708. break;
  7709. case SC_FOOD_AGI_CASH:
  7710. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7711. return 0;
  7712. break;
  7713. case SC_FOOD_VIT_CASH:
  7714. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7715. return 0;
  7716. break;
  7717. case SC_FOOD_INT_CASH:
  7718. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7719. return 0;
  7720. break;
  7721. case SC_FOOD_DEX_CASH:
  7722. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7723. return 0;
  7724. break;
  7725. case SC_FOOD_LUK_CASH:
  7726. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7727. return 0;
  7728. break;
  7729. case SC_CAMOUFLAGE:
  7730. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  7731. return 0;
  7732. break;
  7733. case SC__STRIPACCESSORY:
  7734. if( sd ) {
  7735. short i = -1;
  7736. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  7737. i = sd->equip_index[EQI_ACC_L];
  7738. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7739. pc_unequipitem(sd,i,3); // Left-Accessory
  7740. }
  7741. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  7742. i = sd->equip_index[EQI_ACC_R];
  7743. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7744. pc_unequipitem(sd,i,3); // Right-Accessory
  7745. }
  7746. if( i < 0 )
  7747. return 0;
  7748. }
  7749. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7750. break;
  7751. case SC_TOXIN:
  7752. case SC_PARALYSE:
  7753. case SC_VENOMBLEED:
  7754. case SC_MAGICMUSHROOM:
  7755. case SC_DEATHHURT:
  7756. case SC_PYREXIA:
  7757. case SC_OBLIVIONCURSE:
  7758. case SC_LEECHESEND:
  7759. { // It doesn't stack or even renew
  7760. int i = SC_TOXIN;
  7761. for(; i<= SC_LEECHESEND; i++)
  7762. if(sc->data[i]) return 0;
  7763. }
  7764. break;
  7765. case SC_SATURDAYNIGHTFEVER:
  7766. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  7767. return 0;
  7768. break;
  7769. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  7770. if(sc->data[SC_HOVERING])
  7771. return 0;
  7772. break;
  7773. case SC_HEAT_BARREL:
  7774. //kRO Update 2014-02-12
  7775. //- Cannot be stacked with Platinum Alter and Madness Canceler (and otherwise?) [Cydh]
  7776. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  7777. return 0;
  7778. break;
  7779. case SC_P_ALTER:
  7780. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  7781. return 0;
  7782. break;
  7783. case SC_MADNESSCANCEL:
  7784. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  7785. return 0;
  7786. break;
  7787. case SC_KINGS_GRACE:
  7788. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  7789. return 0;
  7790. break;
  7791. case SC_WEDDING:
  7792. case SC_XMAS:
  7793. case SC_SUMMER:
  7794. case SC_HANBOK:
  7795. case SC_OKTOBERFEST:
  7796. if (!vd)
  7797. return 0;
  7798. break;
  7799. }
  7800. // Check for resistances
  7801. if(status_has_mode(status,MD_STATUS_IMMUNE) && !(flag&SCSTART_NOAVOID)) {
  7802. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  7803. return 0;
  7804. switch (type) {
  7805. case SC_BLESSING:
  7806. case SC_DECREASEAGI:
  7807. case SC_PROVOKE:
  7808. case SC_COMA:
  7809. case SC_GRAVITATION:
  7810. case SC_SUITON:
  7811. case SC_STRIPWEAPON:
  7812. case SC_STRIPARMOR:
  7813. case SC_STRIPSHIELD:
  7814. case SC_STRIPHELM:
  7815. case SC_RICHMANKIM:
  7816. case SC_ROKISWEIL:
  7817. case SC_FOGWALL:
  7818. case SC_WHITEIMPRISON:
  7819. case SC_FEAR:
  7820. case SC_FREEZING:
  7821. case SC_BURNING:
  7822. case SC_MARSHOFABYSS:
  7823. case SC_ADORAMUS:
  7824. case SC_PARALYSIS:
  7825. case SC_DEEPSLEEP:
  7826. case SC_CRYSTALIZE:
  7827. case SC_TEARGAS:
  7828. case SC_TEARGAS_SOB:
  7829. case SC_PYREXIA:
  7830. case SC_DEATHHURT:
  7831. case SC_TOXIN:
  7832. case SC_PARALYSE:
  7833. case SC_VENOMBLEED:
  7834. case SC_MAGICMUSHROOM:
  7835. case SC_OBLIVIONCURSE:
  7836. case SC_LEECHESEND:
  7837. case SC_BANDING_DEFENCE:
  7838. case SC_BITE:
  7839. case SC_ELECTRICSHOCKER:
  7840. case SC_MAGNETICFIELD:
  7841. case SC_NETHERWORLD:
  7842. case SC_CRESCENTELBOW:
  7843. case SC_VACUUM_EXTREME:
  7844. case SC_CATNIPPOWDER:
  7845. case SC_SV_ROOTTWIST:
  7846. case SC_BITESCAR:
  7847. case SC_FRESHSHRIMP:
  7848. return 0;
  7849. }
  7850. }
  7851. // Check for mvp resistance // atm only those who OS
  7852. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  7853. switch (type) {
  7854. case SC_COMA:
  7855. // continue list...
  7856. return 0;
  7857. }
  7858. }
  7859. // Before overlapping fail, one must check for status cured.
  7860. switch (type) {
  7861. case SC_BLESSING:
  7862. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  7863. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  7864. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  7865. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7866. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7867. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7868. if (sc->data[SC_CURSE]) {
  7869. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7870. return 1; // End Curse and do not give stat boost
  7871. }
  7872. }
  7873. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  7874. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7875. break;
  7876. case SC_INCREASEAGI:
  7877. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7878. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  7879. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7880. break;
  7881. case SC_QUAGMIRE:
  7882. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  7883. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  7884. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7885. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  7886. // Also blocks the ones below...
  7887. case SC_DECREASEAGI:
  7888. if (type == SC_DECREASEAGI) {
  7889. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7890. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  7891. }
  7892. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  7893. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  7894. // Also blocks the ones below...
  7895. case SC_DONTFORGETME:
  7896. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7897. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  7898. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  7899. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  7900. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7901. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7902. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7903. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  7904. break;
  7905. case SC_ADORAMUS:
  7906. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7907. break;
  7908. case SC_ONEHAND:
  7909. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  7910. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7911. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7912. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7913. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7914. break;
  7915. case SC_MAXOVERTHRUST:
  7916. // Cancels Normal Overthrust. [Skotlex]
  7917. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  7918. break;
  7919. case SC_MAGNIFICAT:
  7920. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  7921. break;
  7922. case SC_OFFERTORIUM:
  7923. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  7924. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7925. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7926. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7927. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7928. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7929. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  7930. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7931. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7932. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7933. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7934. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7935. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7936. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7937. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7938. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7939. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7940. break;
  7941. case SC_KYRIE:
  7942. // Cancels Assumptio
  7943. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7944. break;
  7945. case SC_DELUGE:
  7946. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  7947. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7948. break;
  7949. case SC_SILENCE:
  7950. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  7951. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  7952. break;
  7953. case SC_FREEZE:
  7954. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  7955. break;
  7956. case SC_HIDING:
  7957. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  7958. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  7959. break;
  7960. case SC_BERSERK:
  7961. if( val3 == SC__BLOODYLUST )
  7962. break;
  7963. if(battle_config.berserk_cancels_buffs) {
  7964. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7965. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7966. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  7967. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  7968. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  7969. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7970. }
  7971. #ifdef RENEWAL
  7972. else {
  7973. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7974. }
  7975. #endif
  7976. break;
  7977. case SC_ASSUMPTIO:
  7978. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  7979. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  7980. break;
  7981. case SC_KAITE:
  7982. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7983. break;
  7984. case SC_GN_CARTBOOST:
  7985. case SC_CARTBOOST:
  7986. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  7987. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7988. return 0;
  7989. }
  7990. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  7991. //since Cart Boost don't cancel Slow Grace effect
  7992. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  7993. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  7994. if(sc->data[SC_DONTFORGETME])
  7995. return 0;
  7996. break;
  7997. case SC_FUSION:
  7998. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7999. break;
  8000. case SC_ADJUSTMENT:
  8001. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  8002. break;
  8003. case SC_MADNESSCANCEL:
  8004. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  8005. break;
  8006. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  8007. case SC_CHANGEUNDEAD:
  8008. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  8009. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8010. break;
  8011. case SC_STRFOOD:
  8012. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  8013. break;
  8014. case SC_AGIFOOD:
  8015. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  8016. break;
  8017. case SC_VITFOOD:
  8018. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  8019. break;
  8020. case SC_INTFOOD:
  8021. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  8022. break;
  8023. case SC_DEXFOOD:
  8024. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  8025. break;
  8026. case SC_LUKFOOD:
  8027. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  8028. break;
  8029. case SC_FOOD_STR_CASH:
  8030. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  8031. break;
  8032. case SC_FOOD_AGI_CASH:
  8033. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  8034. break;
  8035. case SC_FOOD_VIT_CASH:
  8036. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  8037. break;
  8038. case SC_FOOD_INT_CASH:
  8039. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  8040. break;
  8041. case SC_FOOD_DEX_CASH:
  8042. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  8043. break;
  8044. case SC_FOOD_LUK_CASH:
  8045. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  8046. break;
  8047. case SC_MARSHOFABYSS:
  8048. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8049. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8050. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8051. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8052. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8053. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8054. break;
  8055. case SC_SWINGDANCE:
  8056. case SC_SYMPHONYOFLOVER:
  8057. case SC_MOONLITSERENADE:
  8058. case SC_RUSHWINDMILL:
  8059. case SC_ECHOSONG:
  8060. case SC_HARMONIZE: // Group A doesn't overlap
  8061. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  8062. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  8063. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  8064. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  8065. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  8066. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8067. break;
  8068. case SC_VOICEOFSIREN:
  8069. case SC_DEEPSLEEP:
  8070. case SC_GLOOMYDAY:
  8071. case SC_SONGOFMANA:
  8072. case SC_DANCEWITHWUG:
  8073. case SC_SATURDAYNIGHTFEVER:
  8074. case SC_LERADSDEW:
  8075. case SC_MELODYOFSINK:
  8076. case SC_BEYONDOFWARCRY:
  8077. case SC_UNLIMITEDHUMMINGVOICE:
  8078. case SC_SIRCLEOFNATURE: // Group B
  8079. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  8080. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8081. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  8082. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  8083. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  8084. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  8085. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  8086. if (type != SC_GLOOMYDAY) {
  8087. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  8088. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  8089. }
  8090. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  8091. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  8092. if (type != SC_SATURDAYNIGHTFEVER) {
  8093. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  8094. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  8095. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  8096. }
  8097. }
  8098. break;
  8099. case SC_REFLECTSHIELD:
  8100. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  8101. break;
  8102. case SC_REFLECTDAMAGE:
  8103. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  8104. break;
  8105. case SC_SHIELDSPELL_DEF:
  8106. case SC_SHIELDSPELL_MDEF:
  8107. case SC_SHIELDSPELL_REF:
  8108. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8109. if( type != SC_SHIELDSPELL_DEF )
  8110. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  8111. if( type != SC_SHIELDSPELL_MDEF )
  8112. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  8113. if( type != SC_SHIELDSPELL_REF )
  8114. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  8115. break;
  8116. case SC_BANDING:
  8117. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  8118. break;
  8119. case SC_GT_ENERGYGAIN:
  8120. case SC_GT_CHANGE:
  8121. case SC_GT_REVITALIZE:
  8122. if( type != SC_GT_REVITALIZE )
  8123. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  8124. if( type != SC_GT_ENERGYGAIN )
  8125. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  8126. if( type != SC_GT_CHANGE )
  8127. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  8128. break;
  8129. case SC_WARMER:
  8130. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8131. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8132. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8133. break;
  8134. case SC_INVINCIBLE:
  8135. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  8136. break;
  8137. case SC_INVINCIBLEOFF:
  8138. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  8139. break;
  8140. case SC_WHITEIMPRISON:
  8141. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8142. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8143. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8144. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8145. break;
  8146. case SC_FEAR:
  8147. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8148. break;
  8149. case SC_FREEZING:
  8150. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8151. break;
  8152. case SC_KINGS_GRACE:
  8153. status_change_end(bl,SC_POISON,INVALID_TIMER);
  8154. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  8155. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  8156. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8157. status_change_end(bl,SC_STUN,INVALID_TIMER);
  8158. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  8159. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  8160. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  8161. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  8162. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  8163. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  8164. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  8165. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  8166. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  8167. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  8168. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  8169. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  8170. break;
  8171. case SC_2011RWC_SCROLL:
  8172. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  8173. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  8174. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  8175. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  8176. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  8177. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  8178. break;
  8179. case SC_FIGHTINGSPIRIT:
  8180. case SC_OVERED_BOOST:
  8181. case SC_MAGICPOWER:
  8182. case SC_IMPOSITIO:
  8183. case SC_KAAHI:
  8184. //These status changes always overwrite themselves even when a lower level is cast
  8185. status_change_end(bl, type, INVALID_TIMER);
  8186. break;
  8187. }
  8188. // Check for overlapping fails
  8189. if( (sce = sc->data[type]) ) {
  8190. switch( type ) {
  8191. case SC_MERC_FLEEUP:
  8192. case SC_MERC_ATKUP:
  8193. case SC_MERC_HPUP:
  8194. case SC_MERC_SPUP:
  8195. case SC_MERC_HITUP:
  8196. if( sce->val1 > val1 )
  8197. val1 = sce->val1;
  8198. break;
  8199. case SC_ADRENALINE:
  8200. case SC_ADRENALINE2:
  8201. case SC_WEAPONPERFECTION:
  8202. case SC_OVERTHRUST:
  8203. if (sce->val2 > val2)
  8204. return 0;
  8205. break;
  8206. case SC_S_LIFEPOTION:
  8207. case SC_L_LIFEPOTION:
  8208. case SC_BOSSMAPINFO:
  8209. case SC_STUN:
  8210. case SC_SLEEP:
  8211. case SC_POISON:
  8212. case SC_CURSE:
  8213. case SC_SILENCE:
  8214. case SC_CONFUSION:
  8215. case SC_BLIND:
  8216. case SC_BLEEDING:
  8217. case SC_DPOISON:
  8218. case SC_CLOSECONFINE2: // Can't be re-closed in.
  8219. case SC_TINDER_BREAKER2:
  8220. case SC_MARIONETTE:
  8221. case SC_MARIONETTE2:
  8222. case SC_NOCHAT:
  8223. case SC_ABUNDANCE:
  8224. case SC_FEAR:
  8225. case SC_BURNING:
  8226. case SC_FREEZING:
  8227. case SC_WHITEIMPRISON:
  8228. case SC_TOXIN:
  8229. case SC_PARALYSE:
  8230. case SC_VENOMBLEED:
  8231. case SC_MAGICMUSHROOM:
  8232. case SC_DEATHHURT:
  8233. case SC_PYREXIA:
  8234. case SC_OBLIVIONCURSE:
  8235. case SC_LEECHESEND:
  8236. case SC_CURSEDCIRCLE_TARGET:
  8237. case SC__ENERVATION:
  8238. case SC__GROOMY:
  8239. case SC__IGNORANCE:
  8240. case SC__LAZINESS:
  8241. case SC__UNLUCKY:
  8242. case SC__WEAKNESS:
  8243. case SC_DEEPSLEEP:
  8244. case SC_NETHERWORLD:
  8245. case SC_CRYSTALIZE:
  8246. case SC_MANDRAGORA:
  8247. case SC_DEFSET:
  8248. case SC_MDEFSET:
  8249. case SC_NORECOVER_STATE:
  8250. case SC_REUSE_LIMIT_A:
  8251. case SC_REUSE_LIMIT_B:
  8252. case SC_REUSE_LIMIT_C:
  8253. case SC_REUSE_LIMIT_D:
  8254. case SC_REUSE_LIMIT_E:
  8255. case SC_REUSE_LIMIT_F:
  8256. case SC_REUSE_LIMIT_G:
  8257. case SC_REUSE_LIMIT_H:
  8258. case SC_REUSE_MILLENNIUMSHIELD:
  8259. case SC_REUSE_CRUSHSTRIKE:
  8260. case SC_REUSE_REFRESH:
  8261. case SC_REUSE_STORMBLAST:
  8262. case SC_ALL_RIDING_REUSE_LIMIT:
  8263. case SC_REUSE_LIMIT_MTF:
  8264. case SC_REUSE_LIMIT_ECL:
  8265. case SC_REUSE_LIMIT_RECALL:
  8266. case SC_REUSE_LIMIT_ASPD_POTION:
  8267. return 0;
  8268. case SC_PUSH_CART:
  8269. case SC_COMBO:
  8270. case SC_DANCING:
  8271. case SC_DEVOTION:
  8272. case SC_ASPDPOTION0:
  8273. case SC_ASPDPOTION1:
  8274. case SC_ASPDPOTION2:
  8275. case SC_ASPDPOTION3:
  8276. case SC_ATKPOTION:
  8277. case SC_MATKPOTION:
  8278. case SC_ENCHANTARMS:
  8279. case SC_ARMOR_ELEMENT:
  8280. case SC_ARMOR_RESIST:
  8281. case SC_ATTHASTE_CASH:
  8282. break;
  8283. case SC_GOSPEL:
  8284. // Must not override a casting gospel char.
  8285. if(sce->val4 == BCT_SELF)
  8286. return 0;
  8287. if(sce->val1 > val1)
  8288. return 1;
  8289. break;
  8290. case SC_ENDURE:
  8291. if(sce->val4 && !val4)
  8292. return 1; // Don't let you override infinite endure.
  8293. if(sce->val1 > val1)
  8294. return 1;
  8295. break;
  8296. case SC_JAILED:
  8297. // When a player is already jailed, do not edit the jail data.
  8298. val2 = sce->val2;
  8299. val3 = sce->val3;
  8300. val4 = sce->val4;
  8301. break;
  8302. case SC_LERADSDEW:
  8303. if (sc && sc->data[SC_BERSERK])
  8304. return 0;
  8305. case SC_SHAPESHIFT:
  8306. case SC_PROPERTYWALK:
  8307. break;
  8308. case SC_LEADERSHIP:
  8309. case SC_GLORYWOUNDS:
  8310. case SC_SOULCOLD:
  8311. case SC_HAWKEYES:
  8312. if( sce->val4 && !val4 ) // You cannot override master guild aura
  8313. return 0;
  8314. break;
  8315. case SC_JOINTBEAT:
  8316. val2 |= sce->val2; // Stackable ailments
  8317. default:
  8318. if(sce->val1 > val1)
  8319. return 1; // Return true to not mess up skill animations. [Skotlex]
  8320. }
  8321. }
  8322. calc_flag = StatusChangeFlagTable[type];
  8323. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  8324. switch(type)
  8325. {
  8326. /* Permanent effects */
  8327. case SC_AETERNA:
  8328. case SC_MODECHANGE:
  8329. case SC_WEIGHT50:
  8330. case SC_WEIGHT90:
  8331. case SC_BROKENWEAPON:
  8332. case SC_BROKENARMOR:
  8333. case SC_READYSTORM:
  8334. case SC_READYDOWN:
  8335. case SC_READYCOUNTER:
  8336. case SC_READYTURN:
  8337. case SC_DODGE:
  8338. case SC_PUSH_CART:
  8339. case SC_SPRITEMABLE:
  8340. case SC_CLAN_INFO:
  8341. tick = -1;
  8342. break;
  8343. case SC_DECREASEAGI:
  8344. case SC_INCREASEAGI:
  8345. case SC_ADORAMUS:
  8346. if (type == SC_ADORAMUS) {
  8347. // 1000% base chance to blind, but still can be resisted
  8348. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  8349. if (sc->data[SC_ADORAMUS])
  8350. return 0; //Adoramus can't refresh itself, but it can cause blind again
  8351. }
  8352. val2 = 2 + val1; // Agi change
  8353. break;
  8354. case SC_ENDURE:
  8355. val2 = 7; // Hit-count [Celest]
  8356. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
  8357. struct map_session_data *tsd;
  8358. if( sd ) {
  8359. int i;
  8360. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8361. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8362. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8363. }
  8364. }
  8365. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8366. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8367. }
  8368. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  8369. if( val4 )
  8370. tick = -1;
  8371. break;
  8372. case SC_AUTOBERSERK:
  8373. if (status->hp < status->max_hp>>2 &&
  8374. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  8375. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  8376. tick = -1;
  8377. break;
  8378. case SC_SIGNUMCRUCIS:
  8379. val2 = 10 + 4*val1; // Def reduction
  8380. tick = -1;
  8381. clif_emotion(bl,E_SWT);
  8382. break;
  8383. case SC_MAXIMIZEPOWER:
  8384. tick_time = val2 = tick>0?tick:60000;
  8385. tick = -1; // Duration sent to the client should be infinite
  8386. break;
  8387. case SC_EDP:
  8388. val2 = val1 + 2; // Chance to Poison enemies.
  8389. #ifndef RENEWAL
  8390. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  8391. #endif
  8392. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  8393. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  8394. break;
  8395. case SC_POISONREACT:
  8396. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  8397. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  8398. break;
  8399. case SC_MAGICROD:
  8400. val2 = val1*20; // SP gained
  8401. break;
  8402. case SC_KYRIE:
  8403. if( val4 ) { // Formulas for Praefatio
  8404. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  8405. val3 = 6 + val1; //Hits
  8406. } else { // Formulas for Kyrie Eleison
  8407. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  8408. val3 = (val1 / 2 + 5);
  8409. }
  8410. break;
  8411. case SC_MAGICPOWER:
  8412. // val1: Skill lv
  8413. val2 = 1; // Lasts 1 invocation
  8414. val3 = 5*val1; // Matk% increase
  8415. val4 = 0; // 0 = ready to be used, 1 = activated and running
  8416. break;
  8417. case SC_SACRIFICE:
  8418. val2 = 5; // Lasts 5 hits
  8419. tick = -1;
  8420. break;
  8421. case SC_ENCPOISON:
  8422. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  8423. case SC_ASPERSIO:
  8424. case SC_FIREWEAPON:
  8425. case SC_WATERWEAPON:
  8426. case SC_WINDWEAPON:
  8427. case SC_EARTHWEAPON:
  8428. case SC_SHADOWWEAPON:
  8429. case SC_GHOSTWEAPON:
  8430. skill_enchant_elemental_end(bl,type);
  8431. break;
  8432. case SC_ELEMENTALCHANGE:
  8433. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  8434. // val2 : Element (When no element, random one is picked)
  8435. // val3 : 0 = called by skill 1 = called by script (fixed level)
  8436. if( !val2 ) val2 = rnd()%ELE_ALL;
  8437. if( val1 == 1 && val3 == 0 )
  8438. val1 = 1 + rnd()%4;
  8439. else if( val1 > 4 )
  8440. val1 = 4; // Max Level
  8441. val3 = 0; // Not need to keep this info.
  8442. break;
  8443. case SC_PROVIDENCE:
  8444. val2 = val1*5; // Race/Ele resist
  8445. break;
  8446. case SC_REFLECTSHIELD:
  8447. val2 = 10+val1*3; // %Dmg reflected
  8448. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  8449. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  8450. struct map_session_data *tsd;
  8451. if( sd ) {
  8452. int i;
  8453. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8454. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8455. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8456. }
  8457. }
  8458. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8459. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8460. }
  8461. break;
  8462. case SC_STRIPWEAPON:
  8463. if (!sd) // Watk reduction
  8464. val2 = 25;
  8465. break;
  8466. case SC_STRIPSHIELD:
  8467. if (!sd) // Def reduction
  8468. val2 = 15;
  8469. break;
  8470. case SC_STRIPARMOR:
  8471. if (!sd) // Vit reduction
  8472. val2 = 40;
  8473. break;
  8474. case SC_STRIPHELM:
  8475. if (!sd) // Int reduction
  8476. val2 = 40;
  8477. break;
  8478. case SC_AUTOSPELL:
  8479. // Val1 Skill LV of Autospell
  8480. // Val2 Skill ID to cast
  8481. // Val3 Max Lv to cast
  8482. val4 = 5 + val1*2; // Chance of casting
  8483. break;
  8484. case SC_VOLCANO:
  8485. {
  8486. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8487. uint8 i = max((val1-1)%5, 0);
  8488. val2 = val1*10; // Watk increase
  8489. #ifndef RENEWAL
  8490. if (status->def_ele != ELE_FIRE)
  8491. val2 = 0;
  8492. #endif
  8493. val3 = enchant_eff[i];
  8494. }
  8495. break;
  8496. case SC_VIOLENTGALE:
  8497. {
  8498. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8499. uint8 i = max((val1-1)%5, 0);
  8500. val2 = val1*3; // Flee increase
  8501. #ifndef RENEWAL
  8502. if (status->def_ele != ELE_WIND)
  8503. val2 = 0;
  8504. #endif
  8505. val3 = enchant_eff[i];
  8506. }
  8507. break;
  8508. case SC_DELUGE:
  8509. {
  8510. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  8511. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8512. uint8 i = max((val1-1)%5, 0);
  8513. val2 = deluge_eff[i]; // HP increase
  8514. #ifndef RENEWAL
  8515. if (status->def_ele != ELE_WATER)
  8516. val2 = 0;
  8517. #endif
  8518. val3 = enchant_eff[i];
  8519. }
  8520. break;
  8521. case SC_SUITON:
  8522. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  8523. // No penalties.
  8524. val2 = 0; // Agi penalty
  8525. val3 = 0; // Walk speed penalty
  8526. break;
  8527. }
  8528. val3 = 50;
  8529. val2 = 3*((val1+1)/3);
  8530. if (val1 > 4) val2--;
  8531. //Suiton is a special case, stop effect is forced and only happens when target enters it
  8532. if (!unit_blown_immune(bl, 0x1))
  8533. unit_stop_walking(bl, 9);
  8534. break;
  8535. case SC_ONEHAND:
  8536. case SC_TWOHANDQUICKEN:
  8537. val2 = 300;
  8538. if (val1 > 10) // For boss casted skills [Skotlex]
  8539. val2 += 20*(val1-10);
  8540. break;
  8541. case SC_MERC_QUICKEN:
  8542. val2 = 300;
  8543. break;
  8544. #ifndef RENEWAL_ASPD
  8545. case SC_SPEARQUICKEN:
  8546. val2 = 200+10*val1;
  8547. break;
  8548. #endif
  8549. case SC_DANCING:
  8550. // val1 : Skill ID + LV
  8551. // val2 : Skill Group of the Dance.
  8552. // val3 : Brings the skill_lv (merged into val1 here)
  8553. // val4 : Partner
  8554. if (val1 == CG_MOONLIT)
  8555. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  8556. val1|= (val3<<16);
  8557. val3 = tick/1000; // Tick duration
  8558. tick_time = 1000; // [GodLesZ] tick time
  8559. break;
  8560. case SC_LONGING:
  8561. val2 = 500-100*val1; // Aspd penalty.
  8562. break;
  8563. case SC_EXPLOSIONSPIRITS:
  8564. val2 = 75 + 25*val1; // Cri bonus
  8565. break;
  8566. case SC_ASPDPOTION0:
  8567. case SC_ASPDPOTION1:
  8568. case SC_ASPDPOTION2:
  8569. case SC_ASPDPOTION3:
  8570. val2 = 50*(2+type-SC_ASPDPOTION0);
  8571. break;
  8572. case SC_ATTHASTE_CASH:
  8573. val2 = 50*val1; // Just custom for pre-re
  8574. break;
  8575. case SC_NOCHAT:
  8576. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  8577. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  8578. // This is done this way because the message that the client displays is hardcoded, and only
  8579. // shows how many minutes are remaining. [Panikon]
  8580. tick = 60000;
  8581. val1 = battle_config.manner_system; // Mute filters.
  8582. if (sd) {
  8583. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8584. clif_updatestatus(sd,SP_MANNER);
  8585. }
  8586. break;
  8587. case SC_STONE:
  8588. val3 = max(val3, 100); // Incubation time
  8589. val4 = max(tick-val3, 100); // Petrify time
  8590. tick = val3;
  8591. calc_flag = 0; // Actual status changes take effect on petrified state.
  8592. break;
  8593. case SC_DPOISON:
  8594. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  8595. if (status->hp > status->max_hp>>2) {
  8596. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  8597. if (status->hp - diff < status->max_hp>>2)
  8598. diff = status->hp - (status->max_hp>>2);
  8599. status_zap(bl, diff, 0);
  8600. }
  8601. // Fall through
  8602. case SC_POISON:
  8603. case SC_BLEEDING:
  8604. case SC_BURNING:
  8605. case SC_TOXIN:
  8606. case SC_MAGICMUSHROOM:
  8607. case SC_LEECHESEND:
  8608. tick_time = status_get_sc_interval(type);
  8609. val4 = tick-tick_time; // Remaining time
  8610. break;
  8611. case SC_PYREXIA:
  8612. //Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  8613. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8614. tick_time = status_get_sc_interval(type);
  8615. val4 = tick-tick_time; // Remaining time
  8616. break;
  8617. case SC_CONFUSION:
  8618. if (!val4)
  8619. clif_emotion(bl,E_WHAT);
  8620. break;
  8621. case SC_S_LIFEPOTION:
  8622. case SC_L_LIFEPOTION:
  8623. if( val1 == 0 ) return 0;
  8624. // val1 = heal percent/amout
  8625. // val2 = seconds between heals
  8626. // val4 = total of heals
  8627. if( val2 < 1 ) val2 = 1;
  8628. if( (val4 = tick/(val2 * 1000)) < 1 )
  8629. val4 = 1;
  8630. tick_time = val2 * 1000; // [GodLesZ] tick time
  8631. break;
  8632. case SC_BOSSMAPINFO:
  8633. if( sd != NULL ) {
  8634. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  8635. if( boss_md == NULL || boss_md->bl.prev == NULL ) { // No MVP on this map - MVP is dead
  8636. clif_bossmapinfo(sd->fd, boss_md, 1);
  8637. return 0; // No need to start SC
  8638. }
  8639. val1 = boss_md->bl.id;
  8640. if( (val4 = tick/1000) < 1 )
  8641. val4 = 1;
  8642. tick_time = 1000; // [GodLesZ] tick time
  8643. }
  8644. break;
  8645. case SC_HIDING:
  8646. val2 = tick/1000;
  8647. tick_time = 1000; // [GodLesZ] tick time
  8648. val3 = 0; // Unused, previously speed adjustment
  8649. val4 = val1+3; // Seconds before SP substraction happen.
  8650. break;
  8651. case SC_CHASEWALK:
  8652. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  8653. val3 = 35 - 5 * val1; // Speed adjustment.
  8654. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  8655. val3 -= 40;
  8656. val4 = 10+val1*2; // SP cost.
  8657. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  8658. break;
  8659. case SC_CLOAKING:
  8660. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  8661. val1 = 10;
  8662. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  8663. tick = -1; // Duration sent to the client should be infinite
  8664. val3 = 0; // Unused, previously walk speed adjustment
  8665. // val4&1 signals the presence of a wall.
  8666. // val4&2 makes cloak not end on normal attacks [Skotlex]
  8667. // val4&4 makes cloak not end on using skills
  8668. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  8669. val4 |= battle_config.pc_cloak_check_type&7;
  8670. else
  8671. val4 |= battle_config.monster_cloak_check_type&7;
  8672. break;
  8673. case SC_SIGHT: /* splash status */
  8674. case SC_RUWACH:
  8675. case SC_SIGHTBLASTER:
  8676. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  8677. val2 = tick/20;
  8678. tick_time = 20; // [GodLesZ] tick time
  8679. break;
  8680. case SC_AUTOGUARD:
  8681. if( !(flag&SCSTART_NOAVOID) ) {
  8682. struct map_session_data *tsd;
  8683. int i;
  8684. for( i = val2 = 0; i < val1; i++) {
  8685. int t = 5-(i>>1);
  8686. val2 += (t < 0)? 1:t;
  8687. }
  8688. if( bl->type&(BL_PC|BL_MER) ) {
  8689. if( sd ) {
  8690. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8691. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8692. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8693. }
  8694. }
  8695. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8696. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8697. }
  8698. }
  8699. break;
  8700. case SC_DEFENDER:
  8701. if (!(flag&SCSTART_NOAVOID)) {
  8702. val2 = 5 + 15*val1; // Damage reduction
  8703. val3 = 0; // Unused, previously speed adjustment
  8704. val4 = 250 - 50*val1; // Aspd adjustment
  8705. if (sd) {
  8706. struct map_session_data *tsd;
  8707. int i;
  8708. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  8709. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  8710. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  8711. }
  8712. }
  8713. }
  8714. break;
  8715. case SC_TENSIONRELAX:
  8716. if (sd) {
  8717. pc_setsit(sd);
  8718. skill_sit(sd, 1);
  8719. clif_sitting(&sd->bl);
  8720. }
  8721. val2 = 12; // SP cost
  8722. tick_time = 10000; // Decrease at 10secs intervals.
  8723. val3 = tick / tick_time;
  8724. tick = -1; // Duration sent to the client should be infinite
  8725. break;
  8726. case SC_PARRYING:
  8727. val2 = 20 + val1*3; // Block Chance
  8728. break;
  8729. case SC_WINDWALK:
  8730. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  8731. break;
  8732. case SC_JOINTBEAT:
  8733. if( val2&BREAK_NECK )
  8734. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  8735. break;
  8736. case SC_BERSERK:
  8737. if( val3 == SC__BLOODYLUST )
  8738. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  8739. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  8740. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  8741. // HP healing is performing after the calc_status call.
  8742. // Val2 holds HP penalty
  8743. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8744. if (!val4) val4 = 10000; // Val4 holds damage interval
  8745. val3 = tick/val4; // val3 holds skill duration
  8746. tick_time = val4; // [GodLesZ] tick time
  8747. break;
  8748. case SC_GOSPEL:
  8749. if(val4 == BCT_SELF) { // Self effect
  8750. val2 = tick/10000;
  8751. tick_time = 10000; // [GodLesZ] tick time
  8752. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  8753. }
  8754. break;
  8755. case SC_MARIONETTE:
  8756. {
  8757. int stat;
  8758. val3 = 0;
  8759. val4 = 0;
  8760. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  8761. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  8762. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  8763. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  8764. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  8765. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  8766. break;
  8767. }
  8768. case SC_MARIONETTE2:
  8769. {
  8770. int stat,max_stat;
  8771. // Fetch caster information
  8772. struct block_list *pbl = map_id2bl(val1);
  8773. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  8774. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  8775. // Fetch target's stats
  8776. struct status_data* status2 = status_get_status_data(bl); // Battle status
  8777. if (!psce)
  8778. return 0;
  8779. val3 = 0;
  8780. val4 = 0;
  8781. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  8782. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  8783. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  8784. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  8785. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  8786. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  8787. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  8788. break;
  8789. }
  8790. case SC_SPIRIT:
  8791. //1st Transcendent Spirit works similar to Marionette Control
  8792. if(sd && val2 == SL_HIGH) {
  8793. int stat,max_stat;
  8794. struct status_data *status2 = status_get_base_status(bl);
  8795. val3 = 0;
  8796. val4 = 0;
  8797. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  8798. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  8799. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  8800. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  8801. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  8802. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  8803. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  8804. }
  8805. break;
  8806. case SC_REJECTSWORD:
  8807. val2 = 15*val1; // Reflect chance
  8808. val3 = 3; // Reflections
  8809. tick = -1;
  8810. break;
  8811. case SC_MEMORIZE:
  8812. val2 = 5; // Memorized casts.
  8813. tick = -1;
  8814. break;
  8815. case SC_GRAVITATION:
  8816. val2 = 50*val1; // aspd reduction
  8817. break;
  8818. case SC_REGENERATION:
  8819. if (val1 == 1)
  8820. val2 = 2;
  8821. else
  8822. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  8823. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  8824. // If val4 comes set, this blocks regen rather than increase it.
  8825. break;
  8826. case SC_DEVOTION:
  8827. {
  8828. struct block_list *d_bl;
  8829. struct status_change *d_sc;
  8830. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  8831. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  8832. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  8833. while( i >= 0 ) {
  8834. enum sc_type type2 = types[i];
  8835. if( d_sc->data[type2] )
  8836. status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? 1 : SCSTART_NOAVOID|SCSTART_NOICON);
  8837. i--;
  8838. }
  8839. }
  8840. break;
  8841. }
  8842. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  8843. status_zap(bl, status->hp-1, val2?0:status->sp);
  8844. return 1;
  8845. break;
  8846. case SC_TINDER_BREAKER2:
  8847. case SC_CLOSECONFINE2:
  8848. {
  8849. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  8850. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  8851. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  8852. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  8853. if (src2 && sc2) {
  8854. if (!sce2) // Start lock on caster.
  8855. sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
  8856. else { // Increase count of locked enemies and refresh time.
  8857. (sce2->val2)++;
  8858. delete_timer(sce2->timer, status_change_timer);
  8859. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
  8860. }
  8861. } else // Status failed.
  8862. return 0;
  8863. }
  8864. break;
  8865. case SC_KAITE:
  8866. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  8867. break;
  8868. case SC_KAUPE:
  8869. switch (val1) {
  8870. case 3: // 33*3 + 1 -> 100%
  8871. val2++;
  8872. case 1:
  8873. case 2: // 33, 66%
  8874. val2 += 33*val1;
  8875. val3 = 1; // Dodge 1 attack total.
  8876. break;
  8877. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  8878. val2 = 100;
  8879. val3 = val1-2;
  8880. break;
  8881. }
  8882. break;
  8883. case SC_COMBO:
  8884. {
  8885. // val1: Skill ID
  8886. // val2: When given, target (for autotargetting skills)
  8887. // val3: When set, this combo time should NOT delay attack/movement
  8888. // val3: If set to 2 this combo will delay ONLY attack
  8889. // val3: TK: Last used kick
  8890. // val4: TK: Combo time
  8891. struct unit_data *ud = unit_bl2ud(bl);
  8892. if ( ud && (!val3 || val3 == 2) ) {
  8893. tick += 300 * battle_config.combo_delay_rate/100;
  8894. ud->attackabletime = gettick()+tick;
  8895. if( !val3 )
  8896. unit_set_walkdelay(bl, gettick(), tick, 1);
  8897. }
  8898. val3 = 0;
  8899. val4 = tick;
  8900. break;
  8901. }
  8902. case SC_EARTHSCROLL:
  8903. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  8904. break;
  8905. case SC_RUN:
  8906. val4 = gettick(); // Store time at which you started running.
  8907. tick = -1;
  8908. break;
  8909. case SC_KAAHI:
  8910. val2 = 200*val1; // HP heal
  8911. val3 = 5*val1; // SP cost
  8912. break;
  8913. case SC_BLESSING:
  8914. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8915. val2 = val1;
  8916. else
  8917. val2 = 0; // 0 -> Half stat.
  8918. break;
  8919. case SC_TRICKDEAD:
  8920. if (vd) vd->dead_sit = 1;
  8921. tick = -1;
  8922. break;
  8923. case SC_CONCENTRATE:
  8924. val2 = 2 + val1;
  8925. if (sd) { // Store the card-bonus data that should not count in the %
  8926. val3 = sd->param_bonus[1]; // Agi
  8927. val4 = sd->param_bonus[4]; // Dex
  8928. } else
  8929. val3 = val4 = 0;
  8930. break;
  8931. case SC_MAXOVERTHRUST:
  8932. val2 = 20*val1; // Power increase
  8933. break;
  8934. case SC_OVERTHRUST:
  8935. case SC_ADRENALINE2:
  8936. case SC_ADRENALINE:
  8937. case SC_WEAPONPERFECTION:
  8938. {
  8939. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  8940. if (type == SC_OVERTHRUST) {
  8941. // val2 holds if it was casted on self, or is bonus received from others
  8942. val3 = (val2) ? 5 * val1 : 5; // Power increase
  8943. }
  8944. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  8945. val3 = (val2) ? 300 : 200; // Aspd increase
  8946. }
  8947. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  8948. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  8949. }
  8950. break;
  8951. case SC_CONCENTRATION:
  8952. val2 = 5*val1; // Batk/Watk Increase
  8953. val3 = 10*val1; // Hit Increase
  8954. val4 = 5*val1; // Def reduction
  8955. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  8956. break;
  8957. case SC_ANGELUS:
  8958. val2 = 5*val1; // def increase
  8959. break;
  8960. case SC_IMPOSITIO:
  8961. val2 = 5*val1; // Watk increase
  8962. break;
  8963. case SC_MELTDOWN:
  8964. val2 = 100*val1; // Chance to break weapon
  8965. val3 = 70*val1; // Change to break armor
  8966. break;
  8967. case SC_TRUESIGHT:
  8968. val2 = 10*val1; // Critical increase
  8969. val3 = 3*val1; // Hit increase
  8970. break;
  8971. case SC_SUN_COMFORT:
  8972. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  8973. break;
  8974. case SC_MOON_COMFORT:
  8975. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  8976. break;
  8977. case SC_STAR_COMFORT:
  8978. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  8979. break;
  8980. case SC_QUAGMIRE:
  8981. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  8982. break;
  8983. // gs_something1 [Vicious]
  8984. case SC_GATLINGFEVER:
  8985. val2 = 20*val1; // Aspd increase
  8986. #ifndef RENEWAL
  8987. val3 = 20+10*val1; // Atk increase
  8988. #endif
  8989. val4 = 5*val1; // Flee decrease
  8990. break;
  8991. case SC_FLING:
  8992. if (bl->type == BL_PC)
  8993. val2 = 0; // No armor reduction to players.
  8994. else
  8995. val2 = 5*val1; // Def reduction
  8996. val3 = 5*val1; // Def2 reduction
  8997. break;
  8998. case SC_PROVOKE:
  8999. // val2 signals autoprovoke.
  9000. val3 = 2+3*val1; // Atk increase
  9001. val4 = 5+5*val1; // Def reduction.
  9002. break;
  9003. case SC_AVOID:
  9004. // val2 = 10*val1; // Speed change rate.
  9005. break;
  9006. case SC_DEFENCE:
  9007. #ifdef RENEWAL
  9008. val2 = 5 + (val1 * 5); // Vit bonus
  9009. #else
  9010. val2 = 2*val1; // Def bonus
  9011. #endif
  9012. break;
  9013. case SC_BLOODLUST:
  9014. val2 = 20+10*val1; // Atk rate change.
  9015. val3 = 3*val1; // Leech chance
  9016. val4 = 20; // Leech percent
  9017. break;
  9018. case SC_FLEET:
  9019. val2 = 30*val1; // Aspd change
  9020. val3 = 5+5*val1; // bAtk/wAtk rate change
  9021. break;
  9022. case SC_MINDBREAKER:
  9023. val2 = 20*val1; // matk increase.
  9024. val3 = 12*val1; // mdef2 reduction.
  9025. break;
  9026. case SC_JAILED:
  9027. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  9028. tick = val1>0?1000:250;
  9029. if (sd) {
  9030. if (sd->mapindex != val2) {
  9031. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  9032. map_idx = sd->mapindex; // Current Map
  9033. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  9034. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  9035. // 2. Set restore point (val3 -> return map, val4 return coords
  9036. val3 = map_idx;
  9037. val4 = pos;
  9038. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  9039. val3 = sd->status.save_point.map;
  9040. val4 = (sd->status.save_point.x&0xFFFF)
  9041. |(sd->status.save_point.y<<16);
  9042. }
  9043. }
  9044. break;
  9045. case SC_UTSUSEMI:
  9046. val2=(val1+1)/2; // Number of hits blocked
  9047. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  9048. break;
  9049. case SC_BUNSINJYUTSU:
  9050. val2=(val1+1)/2; // Number of hits blocked
  9051. break;
  9052. case SC_CHANGE:
  9053. val2= 30*val1; // Vit increase
  9054. val3= 20*val1; // Int increase
  9055. break;
  9056. case SC_SWOO:
  9057. if(status_has_mode(status,MD_STATUS_IMMUNE))
  9058. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  9059. break;
  9060. case SC_SPIDERWEB:
  9061. if( bl->type == BL_PC )
  9062. tick /= 2;
  9063. break;
  9064. case SC_ARMOR:
  9065. // NPC_DEFENDER:
  9066. val2 = 80; // Damage reduction
  9067. // Attack requirements to be blocked:
  9068. val3 = BF_LONG; // Range
  9069. val4 = BF_WEAPON|BF_MISC; // Type
  9070. break;
  9071. case SC_ENCHANTARMS:
  9072. // end previous enchants
  9073. skill_enchant_elemental_end(bl,type);
  9074. // Make sure the received element is valid.
  9075. if (val2 >= ELE_ALL)
  9076. val2 = val2%ELE_ALL;
  9077. else if (val2 < 0)
  9078. val2 = rnd()%ELE_ALL;
  9079. break;
  9080. case SC_CRITICALWOUND:
  9081. val2 = 20*val1; // Heal effectiveness decrease
  9082. break;
  9083. case SC_MAGICMIRROR:
  9084. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9085. // Level 6 ~ 10 use effect of level 1 ~ 5
  9086. val1 = 1 + ((val1-1)%5);
  9087. case SC_SLOWCAST:
  9088. val2 = 20*val1; // Magic reflection/cast rate
  9089. break;
  9090. case SC_ARMORCHANGE:
  9091. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  9092. val2 =-20;
  9093. val3 = 20;
  9094. } else { // Boost def
  9095. val2 = 20;
  9096. val3 =-20;
  9097. }
  9098. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9099. // Level 6 ~ 10 use effect of level 1 ~ 5
  9100. val1 = 1 + ((val1-1)%5);
  9101. val2 *= val1; // 20% per level
  9102. val3 *= val1;
  9103. break;
  9104. case SC_EXPBOOST:
  9105. case SC_JEXPBOOST:
  9106. case SC_JP_EVENT04:
  9107. if (val1 < 0)
  9108. val1 = 0;
  9109. break;
  9110. case SC_INCFLEE2:
  9111. case SC_INCCRI:
  9112. val2 = val1*10; // Actual boost (since 100% = 1000)
  9113. break;
  9114. case SC_SUFFRAGIUM:
  9115. val2 = 15 * val1; // Speed cast decrease
  9116. break;
  9117. case SC_INCHEALRATE:
  9118. if (val1 < 1)
  9119. val1 = 1;
  9120. break;
  9121. case SC_HALLUCINATION:
  9122. val2 = 5+val1; // Factor by which displayed damage is increased by
  9123. break;
  9124. case SC_DOUBLECAST:
  9125. val2 = 30+10*val1; // Trigger rate
  9126. break;
  9127. case SC_KAIZEL:
  9128. val2 = 10*val1; // % of life to be revived with
  9129. break;
  9130. // case SC_ARMOR_ELEMENT:
  9131. // case SC_ARMOR_RESIST:
  9132. // Mod your resistance against elements:
  9133. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  9134. // break;
  9135. // case ????:
  9136. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  9137. // associated, and yet are not wrong/unknown. [Skotlex]
  9138. // break;
  9139. case SC_MERC_FLEEUP:
  9140. case SC_MERC_ATKUP:
  9141. case SC_MERC_HITUP:
  9142. val2 = 15 * val1;
  9143. break;
  9144. case SC_MERC_HPUP:
  9145. case SC_MERC_SPUP:
  9146. val2 = 5 * val1;
  9147. break;
  9148. case SC_REBIRTH:
  9149. val2 = 20*val1; // % of life to be revived with
  9150. break;
  9151. case SC_MANU_DEF:
  9152. case SC_MANU_ATK:
  9153. case SC_MANU_MATK:
  9154. val2 = 1; // Manuk group
  9155. break;
  9156. case SC_SPL_DEF:
  9157. case SC_SPL_ATK:
  9158. case SC_SPL_MATK:
  9159. val2 = 2; // Splendide group
  9160. break;
  9161. /* General */
  9162. case SC_FEAR:
  9163. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9164. break;
  9165. /* Rune Knight */
  9166. case SC_DEATHBOUND:
  9167. val2 = 500 + 100 * val1;
  9168. break;
  9169. case SC_STONEHARDSKIN:
  9170. {
  9171. int hp = status->hp / 5; // 20% of HP
  9172. if (sd)
  9173. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  9174. if (!status_charge(bl, hp, 0))
  9175. return 0;
  9176. val2 = hp;
  9177. }
  9178. break;
  9179. case SC_REFRESH:
  9180. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  9181. status_change_clear_buffs(bl, SCCB_REFRESH);
  9182. break;
  9183. case SC_MILLENNIUMSHIELD:
  9184. {
  9185. int8 chance = rnd()%100;
  9186. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  9187. val3 = 1000; // Shield HP
  9188. clif_millenniumshield(bl, val2);
  9189. }
  9190. break;
  9191. case SC_ABUNDANCE:
  9192. val4 = tick / 10000;
  9193. tick_time = 10000; // [GodLesZ] tick time
  9194. break;
  9195. case SC_GIANTGROWTH:
  9196. val2 = 15; // Triple damage success rate.
  9197. break;
  9198. /* Arch Bishop */
  9199. case SC_RENOVATIO:
  9200. val4 = tick / 5000;
  9201. tick_time = 5000;
  9202. break;
  9203. case SC_SECRAMENT:
  9204. val2 = 10 * val1;
  9205. break;
  9206. case SC_VENOMIMPRESS:
  9207. val2 = 10 * val1;
  9208. break;
  9209. case SC_WEAPONBLOCKING:
  9210. val2 = 10 + 2 * val1; // Chance
  9211. val4 = tick / 5000;
  9212. tick_time = 5000; // [GodLesZ] tick time
  9213. break;
  9214. case SC_OBLIVIONCURSE:
  9215. val4 = tick / 3000;
  9216. tick_time = 3000; // [GodLesZ] tick time
  9217. break;
  9218. case SC_CLOAKINGEXCEED:
  9219. val2 = (val1 + 1) / 2; // Hits
  9220. val3 = (val1 - 1) * 10; // Walk speed
  9221. if (bl->type == BL_PC)
  9222. val4 |= battle_config.pc_cloak_check_type&7;
  9223. else
  9224. val4 |= battle_config.monster_cloak_check_type&7;
  9225. tick_time = 1000; // [GodLesZ] tick time
  9226. break;
  9227. case SC_HALLUCINATIONWALK:
  9228. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  9229. val3 = 10 * val1; // Evasion rate of magical attacks.
  9230. break;
  9231. case SC_MARSHOFABYSS:
  9232. if( bl->type == BL_PC )
  9233. val2 = 3 * val1; // AGI and DEX Reduction
  9234. else // BL_MOB
  9235. val2 = 6 * val1; // AGI and DEX Reduction
  9236. val3 = 10 * val1; // Movement Speed Reduction
  9237. break;
  9238. case SC_FREEZE_SP:
  9239. // val2 = sp drain per 10 seconds
  9240. tick_time = 10000; // [GodLesZ] tick time
  9241. break;
  9242. case SC_SPHERE_1:
  9243. case SC_SPHERE_2:
  9244. case SC_SPHERE_3:
  9245. case SC_SPHERE_4:
  9246. case SC_SPHERE_5:
  9247. if( !sd )
  9248. return 0; // Should only work on players.
  9249. val4 = tick / 1000;
  9250. if( val4 < 1 )
  9251. val4 = 1;
  9252. tick_time = 1000; // [GodLesZ] tick time
  9253. break;
  9254. case SC_SHAPESHIFT:
  9255. switch( val1 ) {
  9256. case 1: val2 = ELE_FIRE; break;
  9257. case 2: val2 = ELE_EARTH; break;
  9258. case 3: val2 = ELE_WIND; break;
  9259. case 4: val2 = ELE_WATER; break;
  9260. }
  9261. break;
  9262. case SC_ELECTRICSHOCKER:
  9263. case SC_CRYSTALIZE:
  9264. val4 = tick / 1000;
  9265. if( val4 < 1 )
  9266. val4 = 1;
  9267. tick_time = 1000; // [GodLesZ] tick time
  9268. break;
  9269. case SC_MEIKYOUSISUI:
  9270. val2 = val1 * 2; // % HP each sec
  9271. val3 = val1; // % SP each sec
  9272. val4 = tick / 1000;
  9273. if( val4 < 1 )
  9274. val4 = 1;
  9275. tick_time = 1000;
  9276. break;
  9277. case SC_CAMOUFLAGE:
  9278. val4 = tick/1000;
  9279. tick_time = 1000; // [GodLesZ] tick time
  9280. break;
  9281. case SC_WUGDASH:
  9282. val4 = gettick(); // Store time at which you started running.
  9283. tick = -1;
  9284. break;
  9285. case SC__SHADOWFORM:
  9286. {
  9287. struct map_session_data * s_sd = map_id2sd(val2);
  9288. if( s_sd )
  9289. s_sd->shadowform_id = bl->id;
  9290. val4 = tick / 1000;
  9291. tick_time = 1000; // [GodLesZ] tick time
  9292. }
  9293. break;
  9294. case SC__STRIPACCESSORY:
  9295. if (!sd)
  9296. val2 = 20;
  9297. break;
  9298. case SC__INVISIBILITY:
  9299. val2 = 50 - 10 * val1; // ASPD
  9300. val3 = 20 * val1; // CRITICAL
  9301. val4 = tick / 1000;
  9302. tick = -1; // Duration sent to the client should be infinite
  9303. tick_time = 1000; // [GodLesZ] tick time
  9304. break;
  9305. case SC__ENERVATION:
  9306. val2 = 20 + 10 * val1; // ATK Reduction
  9307. if (sd) {
  9308. pc_delspiritball(sd,sd->spiritball,0);
  9309. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  9310. }
  9311. break;
  9312. case SC__GROOMY:
  9313. val2 = 20 + 10 * val1; // ASPD
  9314. val3 = 20 * val1; // HIT
  9315. if( sd ) { // Removes Animals
  9316. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9317. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9318. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  9319. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  9320. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  9321. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  9322. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  9323. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  9324. }
  9325. break;
  9326. case SC__LAZINESS:
  9327. val2 = 10 + 10 * val1; // Cast Increase
  9328. val3 = 10 * val1; // Flee Reduction
  9329. break;
  9330. case SC__UNLUCKY:
  9331. {
  9332. sc_type rand_eff;
  9333. switch(rnd() % 3) {
  9334. case 1: rand_eff = SC_BLIND; break;
  9335. case 2: rand_eff = SC_SILENCE; break;
  9336. default: rand_eff = SC_POISON; break;
  9337. }
  9338. val2 = 10 * val1; // Crit and Flee2 Reduction
  9339. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9340. break;
  9341. }
  9342. case SC__WEAKNESS:
  9343. val2 = 10 * val1;
  9344. // Bypasses coating protection and MADO
  9345. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  9346. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  9347. break;
  9348. case SC__FEINTBOMB:
  9349. val2 = 1; // -1 SP each iteration
  9350. val4 = tick / 1000;
  9351. tick_time = 1000;
  9352. val_flag |= 1|2;
  9353. break;
  9354. case SC_GN_CARTBOOST:
  9355. if( val1 < 3 )
  9356. val2 = 50;
  9357. else if( val1 > 2 && val1 < 5 )
  9358. val2 = 75;
  9359. else
  9360. val2 = 100;
  9361. break;
  9362. case SC_PROPERTYWALK:
  9363. val3 = 0;
  9364. break;
  9365. case SC_CLOUD_KILL:
  9366. val4 = tick / 500;
  9367. tick = -1; // Duration sent to the client should be infinite
  9368. tick_time = 500;
  9369. break;
  9370. case SC_STRIKING:
  9371. // val2 = watk bonus already calc
  9372. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  9373. val4 = tick / 1000;
  9374. tick_time = 1000; // [GodLesZ] tick time
  9375. break;
  9376. case SC_WARMER:
  9377. val4 = tick / 3000;
  9378. tick = -1; // Duration sent to the client should be infinite
  9379. tick_time = 3000;
  9380. break;
  9381. case SC_BLOODSUCKER:
  9382. val4 = tick / 1000;
  9383. tick_time = 1000; // [GodLesZ] tick time
  9384. break;
  9385. case SC_SWINGDANCE:
  9386. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  9387. break;
  9388. case SC_SYMPHONYOFLOVER:
  9389. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  9390. break;
  9391. case SC_MOONLITSERENADE: // MATK Increase
  9392. case SC_RUSHWINDMILL: // ATK Increase
  9393. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  9394. break;
  9395. case SC_ECHOSONG:
  9396. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  9397. break;
  9398. case SC_HARMONIZE:
  9399. val2 = 5 + 5 * val1;
  9400. break;
  9401. case SC_VOICEOFSIREN:
  9402. val4 = tick / 2000;
  9403. tick_time = 2000; // [GodLesZ] tick time
  9404. break;
  9405. case SC_DEEPSLEEP:
  9406. val4 = tick / 2000;
  9407. tick_time = 2000; // [GodLesZ] tick time
  9408. break;
  9409. case SC_SIRCLEOFNATURE:
  9410. val2 = 40 * val1; // HP recovery
  9411. val3 = 4 * val1; // SP consume
  9412. val4 = tick / 1000;
  9413. tick_time = 1000; // [GodLesZ] tick time
  9414. break;
  9415. case SC_SONGOFMANA:
  9416. val3 = 10 + min(5 * val2, 35);
  9417. val4 = tick/5000;
  9418. tick_time = 5000; // [GodLesZ] tick time
  9419. break;
  9420. case SC_SATURDAYNIGHTFEVER:
  9421. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9422. if (!val4) val4 = 3000;
  9423. val3 = tick/val4;
  9424. tick_time = val4; // [GodLesZ] tick time
  9425. break;
  9426. case SC_GLOOMYDAY:
  9427. val2 = 20 + 5 * val1; // Flee reduction.
  9428. val3 = 15 + 5 * val1; // ASPD reduction.
  9429. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  9430. val4 = 1; // Reduce walk speed by half.
  9431. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9432. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9433. }
  9434. break;
  9435. case SC_GLOOMYDAY_SK:
  9436. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  9437. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  9438. break;
  9439. case SC_SITDOWN_FORCE:
  9440. case SC_BANANA_BOMB_SITDOWN:
  9441. if( sd && !pc_issit(sd) ) {
  9442. pc_setsit(sd);
  9443. skill_sit(sd, 1);
  9444. clif_sitting(bl);
  9445. }
  9446. break;
  9447. case SC_DANCEWITHWUG:
  9448. val3 = 5 + 5 * val2; // ASPD Increase
  9449. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  9450. break;
  9451. case SC_LERADSDEW:
  9452. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  9453. break;
  9454. case SC_MELODYOFSINK:
  9455. val3 = val1 * val2; // INT Reduction.
  9456. val4 = tick/1000;
  9457. tick_time = 1000;
  9458. break;
  9459. case SC_BEYONDOFWARCRY:
  9460. val3 = val1 * val2; // STR and CRIT Reduction
  9461. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  9462. break;
  9463. case SC_UNLIMITEDHUMMINGVOICE:
  9464. {
  9465. struct unit_data *ud = unit_bl2ud(bl);
  9466. if( ud == NULL ) return 0;
  9467. ud->state.skillcastcancel = 0;
  9468. val3 = 15 - min(3 * val2, 15);
  9469. }
  9470. break;
  9471. case SC_REFLECTDAMAGE:
  9472. val2 = 15 + 5 * val1; // Reflect amount
  9473. val3 = val1*5 + 25; // Number of reflects
  9474. val4 = tick/1000; // Number of SP cycles (duration)
  9475. tick_time = 1000; // [GodLesZ] tick time
  9476. break;
  9477. case SC_FORCEOFVANGUARD:
  9478. val2 = 8 + 12 * val1; // Chance
  9479. val3 = 5 + 2 * val1; // Max rage counters
  9480. tick = -1; // Endless duration in the client
  9481. tick_time = 10000; // [GodLesZ] tick time
  9482. break;
  9483. case SC_EXEEDBREAK:
  9484. val2 = 150 * val1;
  9485. if (sd) { // Players
  9486. short index = sd->equip_index[EQI_HAND_R];
  9487. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  9488. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  9489. } else // Monster
  9490. val2 += 750;
  9491. break;
  9492. case SC_PRESTIGE:
  9493. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  9494. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  9495. break;
  9496. case SC_BANDING:
  9497. tick_time = 5000; // [GodLesZ] tick time
  9498. break;
  9499. case SC_MAGNETICFIELD:
  9500. val3 = tick / 1000;
  9501. tick_time = 1000; // [GodLesZ] tick time
  9502. break;
  9503. case SC_INSPIRATION:
  9504. val2 = (sd?sd->status.job_level:50);
  9505. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  9506. val4 = tick / 5000;
  9507. tick_time = 5000; // [GodLesZ] tick time
  9508. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
  9509. break;
  9510. case SC_CRESCENTELBOW:
  9511. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  9512. break;
  9513. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  9514. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  9515. break;
  9516. case SC_RAISINGDRAGON:
  9517. val3 = tick / 5000;
  9518. tick_time = 5000; // [GodLesZ] tick time
  9519. break;
  9520. case SC_GT_ENERGYGAIN:
  9521. val2 = 10 + 5 * val1; // Sphere gain chance.
  9522. break;
  9523. case SC_GT_CHANGE:
  9524. { // Take note there is no def increase as skill desc says. [malufett]
  9525. int stat = status_get_int(src);
  9526. if (stat <= 0)
  9527. stat = 1; // Prevent divide by zero.
  9528. val2 = (status_get_dex(src) / 4 + status_get_str(src) / 2) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
  9529. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  9530. val4 = 200 / stat * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  9531. }
  9532. break;
  9533. case SC_GT_REVITALIZE:
  9534. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  9535. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  9536. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  9537. // The stat def is not shown in the status window and it is processed differently
  9538. val4 = status_get_vit(src) / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  9539. break;
  9540. case SC_PYROTECHNIC_OPTION:
  9541. val2 = 60; // Eatk Renewal (Atk2)
  9542. break;
  9543. case SC_HEATER_OPTION:
  9544. val2 = 120; // Eatk Renewal (Atk2)
  9545. val3 = ELE_FIRE; // Change into fire element.
  9546. break;
  9547. case SC_TROPIC_OPTION:
  9548. val2 = 180; // Eatk Renewal (Atk2)
  9549. val3 = MG_FIREBOLT;
  9550. break;
  9551. case SC_AQUAPLAY_OPTION:
  9552. val2 = 40;
  9553. break;
  9554. case SC_COOLER_OPTION:
  9555. val2 = 80;
  9556. val3 = ELE_WATER; // Change into water element.
  9557. break;
  9558. case SC_CHILLY_AIR_OPTION:
  9559. val2 = 120; // Matk. Renewal (Matk1)
  9560. val3 = MG_COLDBOLT;
  9561. break;
  9562. case SC_WIND_STEP_OPTION:
  9563. val2 = 50; // % Increase speed and flee.
  9564. break;
  9565. case SC_BLAST_OPTION:
  9566. val2 = 20;
  9567. val3 = ELE_WIND; // Change into wind element.
  9568. break;
  9569. case SC_WILD_STORM_OPTION:
  9570. val2 = MG_LIGHTNINGBOLT;
  9571. break;
  9572. case SC_PETROLOGY_OPTION:
  9573. val2 = 5; //HP Rate bonus
  9574. val3 = 50;
  9575. break;
  9576. case SC_SOLID_SKIN_OPTION:
  9577. val2 = 33; //% Increase DEF
  9578. break;
  9579. case SC_CURSED_SOIL_OPTION:
  9580. val2 = 10; //HP rate bonus
  9581. val3 = ELE_EARTH; // Change into earth element.
  9582. break;
  9583. case SC_UPHEAVAL_OPTION:
  9584. val2 = 15; //HP rate bonus
  9585. val3 = WZ_EARTHSPIKE;
  9586. break;
  9587. case SC_CIRCLE_OF_FIRE_OPTION:
  9588. val2 = 300;
  9589. break;
  9590. case SC_WATER_SCREEN_OPTION:
  9591. tick_time = 10000;
  9592. break;
  9593. case SC_FIRE_CLOAK_OPTION:
  9594. case SC_WATER_DROP_OPTION:
  9595. case SC_WIND_CURTAIN_OPTION:
  9596. case SC_STONE_SHIELD_OPTION:
  9597. val2 = 100; // Elemental modifier.
  9598. break;
  9599. case SC_TROPIC:
  9600. case SC_CHILLY_AIR:
  9601. case SC_WILD_STORM:
  9602. case SC_UPHEAVAL:
  9603. val2 += 10;
  9604. case SC_HEATER:
  9605. case SC_COOLER:
  9606. case SC_BLAST:
  9607. case SC_CURSED_SOIL:
  9608. val2 += 10;
  9609. case SC_PYROTECHNIC:
  9610. case SC_AQUAPLAY:
  9611. case SC_GUST:
  9612. case SC_PETROLOGY:
  9613. val2 += 5;
  9614. val3 += 9000;
  9615. case SC_CIRCLE_OF_FIRE:
  9616. case SC_FIRE_CLOAK:
  9617. case SC_WATER_DROP:
  9618. case SC_WATER_SCREEN:
  9619. case SC_WIND_CURTAIN:
  9620. case SC_WIND_STEP:
  9621. case SC_STONE_SHIELD:
  9622. case SC_SOLID_SKIN:
  9623. val2 += 5;
  9624. val3 += 1000;
  9625. tick_time = val3; // [GodLesZ] tick time
  9626. break;
  9627. case SC_WATER_BARRIER:
  9628. val2 = 30; // Reductions. Atk2 and Flee1
  9629. break;
  9630. case SC_ZEPHYR:
  9631. val2 = 25; // Flee.
  9632. break;
  9633. case SC_TIDAL_WEAPON:
  9634. val2 = 20; // Increase Elemental's attack.
  9635. break;
  9636. case SC_ROCK_CRUSHER:
  9637. case SC_ROCK_CRUSHER_ATK:
  9638. case SC_POWER_OF_GAIA:
  9639. val2 = 33; //Def rate bonus/Speed rate reduction
  9640. val3 = 20; //HP rate bonus
  9641. break;
  9642. case SC_TEARGAS:
  9643. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  9644. val4 = tick / 2000;
  9645. tick_time = 2000;
  9646. break;
  9647. case SC_TEARGAS_SOB:
  9648. val4 = tick / 3000;
  9649. tick_time = 3000;
  9650. break;
  9651. case SC_STOMACHACHE:
  9652. val2 = 8; // SP consume.
  9653. val4 = tick / 10000;
  9654. tick_time = 10000; // [GodLesZ] tick time
  9655. break;
  9656. case SC_PROMOTE_HEALTH_RESERCH:
  9657. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9658. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9659. //val3: BaseLV of Thrower For Thrown Potions
  9660. //val4: MaxHP Increase By Fixed Amount
  9661. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9662. val4 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  9663. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9664. val4 = 1000 * val2 - 500 + val3 * 10 / 3;
  9665. if (val4 <= 0) // Prevents a negeative value from happening
  9666. val4 = 0;
  9667. break;
  9668. case SC_ENERGY_DRINK_RESERCH:
  9669. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9670. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9671. //val3: BaseLV of Thrower For Thrown Potions
  9672. //val4: MaxSP Increase By Percentage Amount
  9673. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9674. val4 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  9675. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9676. val4 = val3 / 10 + 5 * val2 - 10;
  9677. if (val4 <= 0) // Prevents a negeative value from happening
  9678. val4 = 0;
  9679. break;
  9680. case SC_KYOUGAKU:
  9681. val2 = 2*val1 + rnd()%val1;
  9682. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  9683. break;
  9684. case SC_KAGEMUSYA:
  9685. val2 = tick/1000;
  9686. val3 = val1 * 2;
  9687. tick_time = 1000;
  9688. break;
  9689. case SC_ZANGETSU:
  9690. if( status_get_hp(bl) % 2 == 0 )
  9691. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  9692. else
  9693. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  9694. if( status_get_sp(bl) % 2 == 0 )
  9695. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  9696. else
  9697. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  9698. break;
  9699. case SC_GENSOU:
  9700. {
  9701. int hp = status_get_hp(bl), lv = 5;
  9702. short per = 100 / (status_get_max_hp(bl) / hp);
  9703. if( per <= 15 )
  9704. lv = 1;
  9705. else if( per <= 30 )
  9706. lv = 2;
  9707. else if( per <= 50 )
  9708. lv = 3;
  9709. else if( per <= 75 )
  9710. lv = 4;
  9711. if( hp % 2 == 0)
  9712. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  9713. else
  9714. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  9715. }
  9716. break;
  9717. case SC_ANGRIFFS_MODUS:
  9718. val2 = 50 + 20 * val1; // atk bonus
  9719. val3 = 40 + 20 * val1; // Flee reduction.
  9720. val4 = tick/1000; // hp/sp reduction timer
  9721. tick_time = 1000;
  9722. break;
  9723. case SC_GOLDENE_FERSE:
  9724. val2 = 10 + 10*val1; // flee bonus
  9725. val3 = 6 + 4 * val1; // Aspd Bonus
  9726. val4 = 2 + 2 * val1; // Chance of holy attack
  9727. break;
  9728. case SC_OVERED_BOOST:
  9729. val2 = 300 + 40*val1; // flee bonus
  9730. val3 = 179 + 2*val1; // aspd bonus
  9731. val4 = 50; // def reduc %
  9732. break;
  9733. case SC_GRANITIC_ARMOR:
  9734. val2 = 2*val1; // dmg reduction
  9735. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  9736. val4 = 5*val1; // unknow formula
  9737. break;
  9738. case SC_MAGMA_FLOW:
  9739. val2 = 3*val1; // Activation chance
  9740. break;
  9741. case SC_PYROCLASTIC:
  9742. val2 += 10*val1; // atk bonus
  9743. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  9744. break;
  9745. case SC_PARALYSIS: // [Lighta] need real info
  9746. val2 = 2*val1; // def reduction
  9747. val3 = 500*val1; // varcast augmentation
  9748. break;
  9749. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  9750. val2 = 20 * val1; // hp reco on death %
  9751. break;
  9752. case SC_PAIN_KILLER: // Yommy leak need confirm
  9753. val2 = 10 * val1; // aspd reduction %
  9754. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  9755. if(sc->data[SC_PARALYSIS])
  9756. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  9757. break;
  9758. case SC_STYLE_CHANGE:
  9759. tick = -1; // Infinite duration
  9760. break;
  9761. case SC_CBC:
  9762. val3 = 10; // Drain sp % dmg
  9763. val4 = tick/1000; // dmg each sec
  9764. tick = 1000;
  9765. break;
  9766. case SC_EQC:
  9767. val2 = 5 * val1; // def % reduc
  9768. val3 = 2 * val1; // HP drain %
  9769. break;
  9770. case SC_ASH:
  9771. val2 = 0; // hit % reduc
  9772. val3 = 0; // def % reduc
  9773. val4 = 0; // atk flee & reduc
  9774. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE)) {
  9775. val2 = 50;
  9776. if (status_get_race(bl) == RC_PLANT) // plant type
  9777. val3 = 50;
  9778. if (status_get_element(bl) == ELE_WATER) // defense water type
  9779. val4 = 50;
  9780. }
  9781. break;
  9782. case SC_FULL_THROTTLE:
  9783. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  9784. val3 = 20; //+% AllStats
  9785. tick_time = 1000;
  9786. val4 = tick / tick_time;
  9787. break;
  9788. case SC_REBOUND:
  9789. tick_time = 2000;
  9790. val4 = tick / tick_time;
  9791. clif_emotion(bl, E_SWT);
  9792. break;
  9793. case SC_KINGS_GRACE:
  9794. val2 = 3 + val1; //HP Recover rate
  9795. tick_time = 1000;
  9796. val4 = tick / tick_time;
  9797. break;
  9798. case SC_TELEKINESIS_INTENSE:
  9799. val2 = 10 * val1; // sp consum / casttime reduc %
  9800. val3 = 40 * val1; // magic dmg bonus
  9801. break;
  9802. case SC_OFFERTORIUM:
  9803. val2 = 30 * val1; // heal power bonus
  9804. val3 = 100 + 20 * val1; // sp cost inc
  9805. break;
  9806. case SC_FRIGG_SONG:
  9807. val2 = 5 * val1; // maxhp bonus
  9808. val3 = 80 + 20 * val1; // healing
  9809. tick_time = 1000;
  9810. val4 = tick / tick_time;
  9811. break;
  9812. case SC_FLASHCOMBO:
  9813. val2 = 20 * val1 + 20; // atk bonus
  9814. break;
  9815. case SC_DARKCROW:
  9816. val2 = 30 * val1;
  9817. break;
  9818. case SC_UNLIMIT:
  9819. val2 = 50 * val1;
  9820. status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  9821. status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  9822. break;
  9823. case SC_MONSTER_TRANSFORM:
  9824. case SC_ACTIVE_MONSTER_TRANSFORM:
  9825. if( !mobdb_checkid(val1) )
  9826. val1 = MOBID_PORING; // Default poring
  9827. break;
  9828. case SC_APPLEIDUN:
  9829. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  9830. if (sd)
  9831. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9832. break;
  9833. case SC_EPICLESIS:
  9834. val2 = 5 * val1; //HP rate bonus
  9835. break;
  9836. case SC_ILLUSIONDOPING:
  9837. val2 = 50; // -Hit
  9838. break;
  9839. case SC_STEALTHFIELD:
  9840. tick_time = tick;
  9841. tick = -1;
  9842. break;
  9843. case SC_STEALTHFIELD_MASTER:
  9844. tick_time = val3 = 2000 + 1000 * val1;
  9845. val4 = tick / tick_time;
  9846. break;
  9847. case SC_VACUUM_EXTREME:
  9848. // Suck target at n second, only if the n second is lower than the duration
  9849. // Doesn't apply to BL_PC
  9850. if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status_has_mode(status,MD_CANMOVE)) {
  9851. tick_time = val4;
  9852. val4 = tick - tick_time;
  9853. }
  9854. else
  9855. val4 = 0;
  9856. break;
  9857. case SC_NEUTRALBARRIER:
  9858. val2 = 10 + val1 * 5; // Def
  9859. val3 = 10 + val1 * 5; // Mdef
  9860. break;
  9861. /* Rebellion */
  9862. case SC_B_TRAP:
  9863. val2 = src->id;
  9864. val3 = val1 * 25; // -movespeed (custom)
  9865. break;
  9866. case SC_C_MARKER:
  9867. // val1 = skill_lv
  9868. // val2 = src_id
  9869. val3 = 10; // -10 flee
  9870. //Start timer to send mark on mini map
  9871. val4 = tick/1000;
  9872. tick_time = 1000; // Sends every 1 seconds
  9873. break;
  9874. case SC_H_MINE:
  9875. val2 = src->id;
  9876. break;
  9877. case SC_HEAT_BARREL:
  9878. //kRO Update 2014-02-26
  9879. {
  9880. uint8 n = 10;
  9881. if (sd)
  9882. n = (uint8)sd->spiritball_old;
  9883. val2 = val1 * 5; // -fixed casttime (custom)
  9884. val3 = val1 * n / 5; // +aspd (custom)
  9885. val4 = 75 - val1 * 5; // -flee
  9886. }
  9887. break;
  9888. case SC_P_ALTER:
  9889. {
  9890. uint8 n = 10;
  9891. if (sd)
  9892. n = (uint8)sd->spiritball_old;
  9893. val2 = val1 * n * 2; // +atk (custom)
  9894. val3 = val1 * 15; // +def (custom)
  9895. }
  9896. break;
  9897. case SC_E_CHAIN:
  9898. val2 = 10;
  9899. if (sd)
  9900. val2 = sd->spiritball_old;
  9901. break;
  9902. case SC_ANTI_M_BLAST:
  9903. val2 = val1 * 10;
  9904. if (bl->type != BL_PC)
  9905. val2 /= 5; //(custom) //kRO update 2012-02-12, reduce the rate for Non-Player target [Cydh]
  9906. break;
  9907. case SC_CATNIPPOWDER:
  9908. val2 = 50; // WATK%, MATK%
  9909. val3 = 25 * val1; // Move speed reduction
  9910. break;
  9911. case SC_BITESCAR:
  9912. val2 = 2 * val1; // MHP% damage
  9913. val4 = tick / 1000;
  9914. tick_time = 1000;
  9915. break;
  9916. case SC_ARCLOUSEDASH:
  9917. val2 = 15 + 5 * val1; // AGI
  9918. val3 = 25; // Move speed increase
  9919. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  9920. val4 = 10; // Ranged ATK increase
  9921. break;
  9922. case SC_SHRIMP:
  9923. val2 = 10; // BATK%, MATK%
  9924. break;
  9925. case SC_FRESHSHRIMP:
  9926. val4 = tick / (10000 - ((val1 - 1) * 1000));
  9927. tick_time = 10000 - ((val1 - 1) * 1000);
  9928. if (val4 <= 0) // Prevents a negeative value from happening
  9929. val4 = 0;
  9930. break;
  9931. case SC_TUNAPARTY:
  9932. val2 = (status->max_hp * (val1 * 10) / 100); // %Max HP to absorb
  9933. //val3 = 6 + val1; // Hits !TODO: Does it have hits too?
  9934. break;
  9935. case SC_SWORDCLAN:
  9936. case SC_ARCWANDCLAN:
  9937. case SC_GOLDENMACECLAN:
  9938. case SC_CROSSBOWCLAN:
  9939. case SC_JUMPINGCLAN:
  9940. tick = -1;
  9941. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,-1,flag);
  9942. break;
  9943. default:
  9944. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == SI_BLANK ) {
  9945. // Status change with no calc, no icon, and no skill associated...?
  9946. ShowError("UnknownStatusChange [%d]\n", type);
  9947. return 0;
  9948. }
  9949. } else // Special considerations when loading SC data.
  9950. switch( type ) {
  9951. case SC_WEDDING:
  9952. case SC_XMAS:
  9953. case SC_SUMMER:
  9954. case SC_HANBOK:
  9955. case SC_OKTOBERFEST:
  9956. if( !vd )
  9957. break;
  9958. clif_changelook(bl,LOOK_BASE,vd->class_);
  9959. clif_changelook(bl,LOOK_WEAPON,0);
  9960. clif_changelook(bl,LOOK_SHIELD,0);
  9961. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  9962. clif_changelook(bl,LOOK_BODY2,0);
  9963. break;
  9964. case SC_STONE:
  9965. if (val3 > 0)
  9966. break; //Incubation time still active
  9967. //Fall through
  9968. case SC_POISON:
  9969. case SC_DPOISON:
  9970. case SC_BLEEDING:
  9971. case SC_BURNING:
  9972. case SC_TOXIN:
  9973. case SC_MAGICMUSHROOM:
  9974. case SC_PYREXIA:
  9975. case SC_LEECHESEND:
  9976. tick_time = tick;
  9977. tick = tick_time + max(val4,0);
  9978. break;
  9979. }
  9980. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  9981. switch(type) {
  9982. // Start |1 val_flag setting
  9983. case SC_ROLLINGCUTTER:
  9984. case SC_BANDING:
  9985. case SC_SPHERE_1:
  9986. case SC_SPHERE_2:
  9987. case SC_SPHERE_3:
  9988. case SC_SPHERE_4:
  9989. case SC_SPHERE_5:
  9990. case SC_LIGHTNINGWALK:
  9991. case SC_MONSTER_TRANSFORM:
  9992. case SC_ACTIVE_MONSTER_TRANSFORM:
  9993. case SC_EXPBOOST:
  9994. case SC_JEXPBOOST:
  9995. case SC_ITEMBOOST:
  9996. case SC_JP_EVENT04:
  9997. case SC_PUSH_CART:
  9998. case SC_SWORDCLAN:
  9999. case SC_ARCWANDCLAN:
  10000. case SC_GOLDENMACECLAN:
  10001. case SC_CROSSBOWCLAN:
  10002. case SC_JUMPINGCLAN:
  10003. val_flag |= 1;
  10004. break;
  10005. // Start |1|2 val_flag setting
  10006. case SC_FIGHTINGSPIRIT:
  10007. case SC_VENOMIMPRESS:
  10008. case SC_WEAPONBLOCKING:
  10009. case SC__INVISIBILITY:
  10010. case SC__ENERVATION:
  10011. case SC__WEAKNESS:
  10012. case SC_PROPERTYWALK:
  10013. case SC_PRESTIGE:
  10014. case SC_SHIELDSPELL_DEF:
  10015. case SC_SHIELDSPELL_MDEF:
  10016. case SC_SHIELDSPELL_REF:
  10017. case SC_CRESCENTELBOW:
  10018. case SC_CHILLY_AIR_OPTION:
  10019. case SC_GUST_OPTION:
  10020. case SC_WILD_STORM_OPTION:
  10021. case SC_UPHEAVAL_OPTION:
  10022. case SC_CIRCLE_OF_FIRE_OPTION:
  10023. case SC_CLAN_INFO:
  10024. val_flag |= 1|2;
  10025. break;
  10026. // Start |1|2|4 val_flag setting
  10027. case SC_POISONINGWEAPON:
  10028. case SC_CLOAKINGEXCEED:
  10029. case SC_HALLUCINATIONWALK:
  10030. case SC__SHADOWFORM:
  10031. case SC__GROOMY:
  10032. case SC__LAZINESS:
  10033. case SC__UNLUCKY:
  10034. case SC_FORCEOFVANGUARD:
  10035. case SC_SPELLFIST:
  10036. case SC_CURSEDCIRCLE_ATKER:
  10037. case SC_PYROTECHNIC_OPTION:
  10038. case SC_HEATER_OPTION:
  10039. case SC_AQUAPLAY_OPTION:
  10040. case SC_COOLER_OPTION:
  10041. case SC_BLAST_OPTION:
  10042. case SC_PETROLOGY_OPTION:
  10043. case SC_CURSED_SOIL_OPTION:
  10044. case SC_WATER_BARRIER:
  10045. val_flag |= 1|2|4;
  10046. break;
  10047. }
  10048. /* [Ind] */
  10049. if (sd && StatusDisplayType[type]) {
  10050. int dval1 = 0, dval2 = 0, dval3 = 0;
  10051. switch (type) {
  10052. case SC_ALL_RIDING:
  10053. dval1 = 1;
  10054. break;
  10055. case SC_CLAN_INFO:
  10056. dval1 = val1;
  10057. dval2 = val2;
  10058. dval3 = val3;
  10059. break;
  10060. default: /* All others: just copy val1 */
  10061. dval1 = val1;
  10062. break;
  10063. }
  10064. status_display_add(sd,type,dval1,dval2,dval3);
  10065. }
  10066. // Those that make you stop attacking/walking....
  10067. switch (type) {
  10068. case SC_WHITEIMPRISON:
  10069. case SC_DEEPSLEEP:
  10070. case SC_CRYSTALIZE:
  10071. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  10072. pc_setstand(sd, true);
  10073. case SC_FREEZE:
  10074. case SC_STUN:
  10075. if (sc->data[SC_DANCING])
  10076. unit_stop_walking(bl, 1);
  10077. case SC_TRICKDEAD:
  10078. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10079. case SC_SLEEP:
  10080. case SC_STONE:
  10081. // Cancel cast when get status [LuzZza]
  10082. if (battle_config.sc_castcancel&bl->type)
  10083. unit_skillcastcancel(bl, 0);
  10084. // Fall through
  10085. case SC_CURSEDCIRCLE_ATKER:
  10086. case SC_KINGS_GRACE:
  10087. unit_stop_attack(bl);
  10088. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  10089. break;
  10090. // Fall through
  10091. case SC_STOP:
  10092. case SC_CONFUSION:
  10093. case SC_CLOSECONFINE:
  10094. case SC_CLOSECONFINE2:
  10095. case SC_TINDER_BREAKER:
  10096. case SC_TINDER_BREAKER2:
  10097. case SC_BITE:
  10098. case SC_THORNSTRAP:
  10099. case SC_MEIKYOUSISUI:
  10100. case SC_KYOUGAKU:
  10101. case SC_PARALYSIS:
  10102. //case SC__CHAOS:
  10103. case SC_SV_ROOTTWIST:
  10104. unit_stop_walking(bl,1);
  10105. break;
  10106. case SC_CURSEDCIRCLE_TARGET:
  10107. unit_stop_attack(bl);
  10108. // Fall through
  10109. case SC_ANKLE:
  10110. case SC_SPIDERWEB:
  10111. case SC_ELECTRICSHOCKER:
  10112. case SC_MAGNETICFIELD:
  10113. case SC_NETHERWORLD:
  10114. if (!unit_blown_immune(bl,0x1))
  10115. unit_stop_walking(bl,1);
  10116. break;
  10117. case SC__MANHOLE:
  10118. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  10119. unit_stop_walking(bl,1);
  10120. break;
  10121. case SC_VACUUM_EXTREME:
  10122. if (bl->type != BL_PC && !unit_blown_immune(bl,0x1)) {
  10123. unit_stop_walking(bl,1);
  10124. unit_stop_attack(bl);
  10125. }
  10126. break;
  10127. case SC_HIDING:
  10128. case SC_CLOAKING:
  10129. case SC_CLOAKINGEXCEED:
  10130. case SC__FEINTBOMB:
  10131. case SC_CHASEWALK:
  10132. case SC_WEIGHT90:
  10133. case SC_CAMOUFLAGE:
  10134. case SC_STEALTHFIELD:
  10135. case SC_VOICEOFSIREN:
  10136. case SC_HEAT_BARREL_AFTER:
  10137. case SC_WEDDING:
  10138. case SC_XMAS:
  10139. case SC_SUMMER:
  10140. case SC_HANBOK:
  10141. case SC_OKTOBERFEST:
  10142. case SC_SUHIDE:
  10143. unit_stop_attack(bl);
  10144. break;
  10145. case SC_SILENCE:
  10146. if (battle_config.sc_castcancel&bl->type)
  10147. unit_skillcastcancel(bl, 0);
  10148. break;
  10149. case SC_ITEMSCRIPT: // Shows Buff Icons
  10150. if (sd && val2 != SI_BLANK)
  10151. clif_status_change(bl, (enum si_type)val2, 1, tick, 0, 0, 0);
  10152. break;
  10153. }
  10154. // Set option as needed.
  10155. opt_flag = 1;
  10156. switch(type) {
  10157. // OPT1
  10158. case SC_STONE:
  10159. if (val3 > 0)
  10160. sc->opt1 = OPT1_STONEWAIT;
  10161. else
  10162. sc->opt1 = OPT1_STONE;
  10163. break;
  10164. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  10165. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  10166. case SC_DEEPSLEEP: opt_flag = 0;
  10167. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  10168. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  10169. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  10170. case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
  10171. // OPT2
  10172. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  10173. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  10174. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  10175. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  10176. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  10177. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  10178. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  10179. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  10180. // OPT3
  10181. case SC_TWOHANDQUICKEN:
  10182. case SC_ONEHAND:
  10183. case SC_SPEARQUICKEN:
  10184. case SC_CONCENTRATION:
  10185. case SC_MERC_QUICKEN:
  10186. sc->opt3 |= OPT3_QUICKEN;
  10187. opt_flag = 0;
  10188. break;
  10189. case SC_MAXOVERTHRUST:
  10190. case SC_OVERTHRUST:
  10191. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  10192. sc->opt3 |= OPT3_OVERTHRUST;
  10193. opt_flag = 0;
  10194. break;
  10195. case SC_ENERGYCOAT:
  10196. case SC_SKE:
  10197. sc->opt3 |= OPT3_ENERGYCOAT;
  10198. opt_flag = 0;
  10199. break;
  10200. case SC_INCATKRATE:
  10201. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  10202. if (bl->type != BL_MOB) {
  10203. opt_flag = 0;
  10204. break;
  10205. }
  10206. case SC_EXPLOSIONSPIRITS:
  10207. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  10208. opt_flag = 0;
  10209. break;
  10210. case SC_STEELBODY:
  10211. case SC_SKA:
  10212. sc->opt3 |= OPT3_STEELBODY;
  10213. opt_flag = 0;
  10214. break;
  10215. case SC_BLADESTOP:
  10216. sc->opt3 |= OPT3_BLADESTOP;
  10217. opt_flag = 0;
  10218. break;
  10219. case SC_AURABLADE:
  10220. sc->opt3 |= OPT3_AURABLADE;
  10221. opt_flag = 0;
  10222. break;
  10223. case SC_BERSERK:
  10224. opt_flag = 0;
  10225. sc->opt3 |= OPT3_BERSERK;
  10226. break;
  10227. // case ???: // doesn't seem to do anything
  10228. // sc->opt3 |= OPT3_LIGHTBLADE;
  10229. // opt_flag = 0;
  10230. // break;
  10231. case SC_DANCING:
  10232. if ((val1&0xFFFF) == CG_MOONLIT)
  10233. sc->opt3 |= OPT3_MOONLIT;
  10234. opt_flag = 0;
  10235. break;
  10236. case SC_MARIONETTE:
  10237. case SC_MARIONETTE2:
  10238. sc->opt3 |= OPT3_MARIONETTE;
  10239. opt_flag = 0;
  10240. break;
  10241. case SC_ASSUMPTIO:
  10242. sc->opt3 |= OPT3_ASSUMPTIO;
  10243. opt_flag = 0;
  10244. break;
  10245. case SC_WARM: // SG skills [Komurka]
  10246. sc->opt3 |= OPT3_WARM;
  10247. opt_flag = 0;
  10248. break;
  10249. case SC_KAITE:
  10250. sc->opt3 |= OPT3_KAITE;
  10251. opt_flag = 0;
  10252. break;
  10253. case SC_BUNSINJYUTSU:
  10254. sc->opt3 |= OPT3_BUNSIN;
  10255. opt_flag = 0;
  10256. break;
  10257. case SC_SPIRIT:
  10258. sc->opt3 |= OPT3_SOULLINK;
  10259. opt_flag = 0;
  10260. break;
  10261. case SC_CHANGEUNDEAD:
  10262. sc->opt3 |= OPT3_UNDEAD;
  10263. opt_flag = 0;
  10264. break;
  10265. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10266. // sc->opt3 |= OPT3_CONTRACT;
  10267. // opt_flag = 0;
  10268. // break;
  10269. // OPTION
  10270. case SC_HIDING:
  10271. sc->option |= OPTION_HIDE;
  10272. opt_flag = 2;
  10273. break;
  10274. case SC_CLOAKING:
  10275. case SC_CLOAKINGEXCEED:
  10276. case SC__INVISIBILITY:
  10277. sc->option |= OPTION_CLOAK;
  10278. case SC_CAMOUFLAGE:
  10279. case SC_STEALTHFIELD:
  10280. case SC__SHADOWFORM:
  10281. opt_flag = 2;
  10282. break;
  10283. case SC_CHASEWALK:
  10284. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  10285. opt_flag = 2;
  10286. break;
  10287. case SC__FEINTBOMB:
  10288. sc->option |= OPTION_INVISIBLE;
  10289. opt_flag = 2;
  10290. break;
  10291. case SC_SIGHT:
  10292. sc->option |= OPTION_SIGHT;
  10293. break;
  10294. case SC_RUWACH:
  10295. sc->option |= OPTION_RUWACH;
  10296. break;
  10297. case SC_WEDDING:
  10298. sc->option |= OPTION_WEDDING;
  10299. opt_flag |= 0x4;
  10300. break;
  10301. case SC_XMAS:
  10302. sc->option |= OPTION_XMAS;
  10303. opt_flag |= 0x4;
  10304. break;
  10305. case SC_SUMMER:
  10306. sc->option |= OPTION_SUMMER;
  10307. opt_flag |= 0x4;
  10308. break;
  10309. case SC_HANBOK:
  10310. sc->option |= OPTION_HANBOK;
  10311. opt_flag |= 0x4;
  10312. break;
  10313. case SC_OKTOBERFEST:
  10314. sc->option |= OPTION_OKTOBERFEST;
  10315. opt_flag |= 0x4;
  10316. break;
  10317. case SC_ORCISH:
  10318. sc->option |= OPTION_ORCISH;
  10319. break;
  10320. case SC_FUSION:
  10321. sc->option |= OPTION_FLYING;
  10322. break;
  10323. default:
  10324. opt_flag = 0;
  10325. }
  10326. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  10327. if(opt_flag) {
  10328. clif_changeoption(bl);
  10329. if(sd && (opt_flag&0x4)) {
  10330. clif_changelook(bl,LOOK_BASE,vd->class_);
  10331. clif_changelook(bl,LOOK_WEAPON,0);
  10332. clif_changelook(bl,LOOK_SHIELD,0);
  10333. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10334. }
  10335. }
  10336. if (calc_flag&SCB_DYE) { // Reset DYE color
  10337. if (vd && vd->cloth_color) {
  10338. val4 = vd->cloth_color;
  10339. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  10340. }
  10341. calc_flag&=~SCB_DYE;
  10342. }
  10343. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  10344. { //Reset body style
  10345. if (vd && vd->body_style)
  10346. {
  10347. val4 = vd->body_style;
  10348. clif_changelook(bl,LOOK_BODY2,0);
  10349. }
  10350. calc_flag&=~SCB_BODY;
  10351. }*/
  10352. if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
  10353. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  10354. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  10355. if( tick_time )
  10356. tick = tick_time;
  10357. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  10358. if((sce=sc->data[type])) { // reuse old sc
  10359. if( sce->timer != INVALID_TIMER )
  10360. delete_timer(sce->timer, status_change_timer);
  10361. sc_isnew = false;
  10362. } else { // New sc
  10363. ++(sc->count);
  10364. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  10365. }
  10366. sce->val1 = val1;
  10367. sce->val2 = val2;
  10368. sce->val3 = val3;
  10369. sce->val4 = val4;
  10370. if (tick >= 0)
  10371. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  10372. else
  10373. sce->timer = INVALID_TIMER; // Infinite duration
  10374. if (calc_flag)
  10375. status_calc_bl(bl,calc_flag);
  10376. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  10377. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  10378. if(sd) {
  10379. if (sd->pd)
  10380. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  10381. switch (type) {
  10382. case SC_BERSERK:
  10383. case SC_MERC_HPUP:
  10384. case SC_MERC_SPUP:
  10385. status_calc_pc(sd, SCO_FORCE);
  10386. break;
  10387. default:
  10388. status_calc_pc(sd, SCO_NONE);
  10389. break;
  10390. }
  10391. }
  10392. // 1st thing to execute when loading status
  10393. switch (type) {
  10394. case SC_FULL_THROTTLE:
  10395. status_percent_heal(bl,100,0);
  10396. break;
  10397. case SC_BERSERK:
  10398. if (!(sce->val2)) { // Don't heal if already set
  10399. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  10400. status_set_sp(bl, 0, 0); // Damage all SP
  10401. }
  10402. sce->val2 = 5 * status->max_hp / 100;
  10403. break;
  10404. case SC_RUN:
  10405. {
  10406. struct unit_data *ud = unit_bl2ud(bl);
  10407. if( ud )
  10408. ud->state.running = unit_run(bl, NULL, SC_RUN);
  10409. }
  10410. break;
  10411. case SC_BOSSMAPINFO:
  10412. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  10413. break;
  10414. case SC_MERC_HPUP:
  10415. status_percent_heal(bl, 100, 0); // Recover Full HP
  10416. break;
  10417. case SC_MERC_SPUP:
  10418. status_percent_heal(bl, 0, 100); // Recover Full SP
  10419. break;
  10420. case SC_WUGDASH:
  10421. {
  10422. struct unit_data *ud = unit_bl2ud(bl);
  10423. if( ud )
  10424. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  10425. }
  10426. break;
  10427. case SC_COMBO:
  10428. switch(sce->val1) {
  10429. case TK_STORMKICK:
  10430. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  10431. break;
  10432. case TK_DOWNKICK:
  10433. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  10434. break;
  10435. case TK_TURNKICK:
  10436. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  10437. break;
  10438. case TK_COUNTER:
  10439. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  10440. break;
  10441. default: // Rest just toogle inf to enable autotarget
  10442. skill_combo_toogle_inf(bl,sce->val1,INF_SELF_SKILL);
  10443. break;
  10444. }
  10445. break;
  10446. case SC_RAISINGDRAGON:
  10447. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  10448. break;
  10449. case SC_C_MARKER:
  10450. //Send mini-map, don't wait for first timer triggered
  10451. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  10452. clif_crimson_marker(sd, bl, false);
  10453. break;
  10454. case SC_GVG_GIANT:
  10455. case SC_GVG_GOLEM:
  10456. case SC_GVG_STUN:
  10457. case SC_GVG_STONE:
  10458. case SC_GVG_FREEZ:
  10459. case SC_GVG_SLEEP:
  10460. case SC_GVG_CURSE:
  10461. case SC_GVG_SILENCE:
  10462. case SC_GVG_BLIND:
  10463. if (val1 || val2)
  10464. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  10465. break;
  10466. }
  10467. if( opt_flag&2 && sd && sd->touching_id )
  10468. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  10469. return 1;
  10470. }
  10471. /**
  10472. * End all statuses except those listed
  10473. * TODO: May be useful for dispel instead resetting a list there
  10474. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10475. * @param type: Changes behaviour of the function
  10476. * 0: PC killed -> Place here statuses that do not dispel on death.
  10477. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  10478. * 2: Do clif_changeoption()
  10479. * 3: Do not remove some permanent/time-independent effects
  10480. * @return 1: Success 0: Fail
  10481. */
  10482. int status_change_clear(struct block_list* bl, int type)
  10483. {
  10484. struct status_change* sc;
  10485. int i;
  10486. sc = status_get_sc(bl);
  10487. if (!sc)
  10488. return 0;
  10489. // Cleaning all extras vars
  10490. sc->comet_x = 0;
  10491. sc->comet_y = 0;
  10492. #ifndef RENEWAL
  10493. sc->sg_counter = 0;
  10494. #endif
  10495. sc->bs_counter = 0;
  10496. if (!sc->count)
  10497. return 0;
  10498. for(i = 0; i < SC_MAX; i++) {
  10499. if(!sc->data[i])
  10500. continue;
  10501. if(type == 0) {
  10502. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  10503. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  10504. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  10505. break;
  10506. case SC_WEIGHT50:
  10507. case SC_WEIGHT90:
  10508. case SC_EDP:
  10509. case SC_MELTDOWN:
  10510. case SC_WEDDING:
  10511. case SC_XMAS:
  10512. case SC_SUMMER:
  10513. case SC_HANBOK:
  10514. case SC_OKTOBERFEST:
  10515. case SC_NOCHAT:
  10516. case SC_FUSION:
  10517. case SC_EARTHSCROLL:
  10518. case SC_READYSTORM:
  10519. case SC_READYDOWN:
  10520. case SC_READYCOUNTER:
  10521. case SC_READYTURN:
  10522. case SC_DODGE:
  10523. case SC_MIRACLE:
  10524. case SC_JAILED:
  10525. case SC_EXPBOOST:
  10526. case SC_ITEMBOOST:
  10527. case SC_HELLPOWER:
  10528. case SC_JEXPBOOST:
  10529. case SC_AUTOTRADE:
  10530. case SC_WHISTLE:
  10531. case SC_ASSNCROS:
  10532. case SC_POEMBRAGI:
  10533. case SC_APPLEIDUN:
  10534. case SC_HUMMING:
  10535. case SC_DONTFORGETME:
  10536. case SC_FORTUNE:
  10537. case SC_SERVICE4U:
  10538. case SC_FOOD_STR_CASH:
  10539. case SC_FOOD_AGI_CASH:
  10540. case SC_FOOD_VIT_CASH:
  10541. case SC_FOOD_DEX_CASH:
  10542. case SC_FOOD_INT_CASH:
  10543. case SC_FOOD_LUK_CASH:
  10544. case SC_SAVAGE_STEAK:
  10545. case SC_COCKTAIL_WARG_BLOOD:
  10546. case SC_MINOR_BBQ:
  10547. case SC_SIROMA_ICE_TEA:
  10548. case SC_DROCERA_HERB_STEAMED:
  10549. case SC_PUTTI_TAILS_NOODLES:
  10550. case SC_DEF_RATE:
  10551. case SC_MDEF_RATE:
  10552. case SC_INCHEALRATE:
  10553. case SC_INCFLEE2:
  10554. case SC_INCHIT:
  10555. case SC_ATKPOTION:
  10556. case SC_MATKPOTION:
  10557. case SC_S_LIFEPOTION:
  10558. case SC_L_LIFEPOTION:
  10559. case SC_PUSH_CART:
  10560. case SC_LIGHT_OF_REGENE:
  10561. case SC_STYLE_CHANGE:
  10562. case SC_HEAT_BARREL_AFTER:
  10563. case SC_QUEST_BUFF1:
  10564. case SC_QUEST_BUFF2:
  10565. case SC_QUEST_BUFF3:
  10566. case SC_2011RWC_SCROLL:
  10567. case SC_JP_EVENT04:
  10568. case SC_ATTHASTE_CASH:
  10569. case SC_REUSE_REFRESH:
  10570. case SC_REUSE_LIMIT_A:
  10571. case SC_REUSE_LIMIT_B:
  10572. case SC_REUSE_LIMIT_C:
  10573. case SC_REUSE_LIMIT_D:
  10574. case SC_REUSE_LIMIT_E:
  10575. case SC_REUSE_LIMIT_F:
  10576. case SC_REUSE_LIMIT_G:
  10577. case SC_REUSE_LIMIT_H:
  10578. case SC_REUSE_LIMIT_MTF:
  10579. case SC_REUSE_LIMIT_ECL:
  10580. case SC_REUSE_LIMIT_RECALL:
  10581. case SC_REUSE_LIMIT_ASPD_POTION:
  10582. case SC_REUSE_MILLENNIUMSHIELD:
  10583. case SC_REUSE_CRUSHSTRIKE:
  10584. case SC_REUSE_STORMBLAST:
  10585. case SC_ALL_RIDING_REUSE_LIMIT:
  10586. case SC_SPRITEMABLE:
  10587. // Costumes
  10588. case SC_MOONSTAR:
  10589. case SC_SUPER_STAR:
  10590. case SC_STRANGELIGHTS:
  10591. case SC_DECORATION_OF_MUSIC:
  10592. case SC_LJOSALFAR:
  10593. case SC_MERMAID_LONGING:
  10594. case SC_HAT_EFFECT:
  10595. case SC_FLOWERSMOKE:
  10596. case SC_FSTONE:
  10597. case SC_HAPPINESS_STAR:
  10598. case SC_MAPLE_FALLS:
  10599. case SC_TIME_ACCESSORY:
  10600. case SC_MAGICAL_FEATHER:
  10601. // Clans
  10602. case SC_CLAN_INFO:
  10603. case SC_SWORDCLAN:
  10604. case SC_ARCWANDCLAN:
  10605. case SC_GOLDENMACECLAN:
  10606. case SC_CROSSBOWCLAN:
  10607. case SC_JUMPINGCLAN:
  10608. continue;
  10609. }
  10610. }
  10611. if( type == 3 ) {
  10612. switch (i) { // !TODO: This list may be incomplete
  10613. case SC_WEIGHT50:
  10614. case SC_WEIGHT90:
  10615. case SC_NOCHAT:
  10616. case SC_PUSH_CART:
  10617. case SC_ALL_RIDING:
  10618. case SC_STYLE_CHANGE:
  10619. // Costumes
  10620. case SC_MOONSTAR:
  10621. case SC_SUPER_STAR:
  10622. case SC_STRANGELIGHTS:
  10623. case SC_DECORATION_OF_MUSIC:
  10624. case SC_LJOSALFAR:
  10625. case SC_MERMAID_LONGING:
  10626. case SC_HAT_EFFECT:
  10627. case SC_FLOWERSMOKE:
  10628. case SC_FSTONE:
  10629. case SC_HAPPINESS_STAR:
  10630. case SC_MAPLE_FALLS:
  10631. case SC_TIME_ACCESSORY:
  10632. case SC_MAGICAL_FEATHER:
  10633. // Clans
  10634. case SC_CLAN_INFO:
  10635. case SC_SWORDCLAN:
  10636. case SC_ARCWANDCLAN:
  10637. case SC_GOLDENMACECLAN:
  10638. case SC_CROSSBOWCLAN:
  10639. case SC_JUMPINGCLAN:
  10640. continue;
  10641. }
  10642. }
  10643. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10644. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  10645. (sc->count)--;
  10646. if (sc->data[i]->timer != INVALID_TIMER)
  10647. delete_timer(sc->data[i]->timer, status_change_timer);
  10648. ers_free(sc_data_ers, sc->data[i]);
  10649. sc->data[i] = NULL;
  10650. }
  10651. }
  10652. sc->opt1 = 0;
  10653. sc->opt2 = 0;
  10654. sc->opt3 = 0;
  10655. if( type == 0 || type == 2 )
  10656. clif_changeoption(bl);
  10657. return 1;
  10658. }
  10659. /**
  10660. * End a specific status after checking
  10661. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10662. * @param type: Status change (SC_*)
  10663. * @param tid: Timer
  10664. * @param file: Used for dancing save
  10665. * @param line: Used for dancing save
  10666. * @return 1: Success 0: Fail
  10667. */
  10668. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  10669. {
  10670. struct map_session_data *sd;
  10671. struct status_change *sc;
  10672. struct status_change_entry *sce;
  10673. struct status_data *status;
  10674. struct view_data *vd;
  10675. int opt_flag = 0, calc_flag;
  10676. nullpo_ret(bl);
  10677. sc = status_get_sc(bl);
  10678. status = status_get_status_data(bl);
  10679. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  10680. return 0;
  10681. sd = BL_CAST(BL_PC,bl);
  10682. if (sce->timer != tid && tid != INVALID_TIMER)
  10683. return 0;
  10684. if (tid == INVALID_TIMER) {
  10685. if (type == SC_ENDURE && sce->val4)
  10686. // Do not end infinite endure.
  10687. return 0;
  10688. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  10689. delete_timer(sce->timer,status_change_timer);
  10690. if (sc->opt1)
  10691. switch (type) {
  10692. // "Ugly workaround" [Skotlex]
  10693. // delays status change ending so that a skill that sets opt1 fails to
  10694. // trigger when it also removed one
  10695. case SC_STONE:
  10696. sce->val4 = -1; // Petrify time
  10697. case SC_FREEZE:
  10698. case SC_STUN:
  10699. case SC_SLEEP:
  10700. if (sce->val1) {
  10701. // Removing the 'level' shouldn't affect anything in the code
  10702. // since these SC are not affected by it, and it lets us know
  10703. // if we have already delayed this attack or not.
  10704. sce->val1 = 0;
  10705. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  10706. return 1;
  10707. }
  10708. }
  10709. }
  10710. (sc->count)--;
  10711. if ( StatusChangeStateTable[type] )
  10712. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  10713. sc->data[type] = NULL;
  10714. if (sd && StatusDisplayType[type])
  10715. status_display_remove(sd,type);
  10716. vd = status_get_viewdata(bl);
  10717. calc_flag = StatusChangeFlagTable[type];
  10718. switch(type) {
  10719. case SC_GRANITIC_ARMOR:
  10720. {
  10721. int damage = status->max_hp*sce->val3/100;
  10722. if(status->hp < damage) // to not kill him
  10723. damage = status->hp-1;
  10724. status_damage(NULL,bl,damage,0,0,1);
  10725. }
  10726. break;
  10727. case SC_PYROCLASTIC:
  10728. if(bl->type == BL_PC)
  10729. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  10730. break;
  10731. case SC_RUN:
  10732. {
  10733. struct unit_data *ud = unit_bl2ud(bl);
  10734. bool begin_spurt = true;
  10735. if (ud) {
  10736. if(!ud->state.running)
  10737. begin_spurt = false;
  10738. ud->state.running = 0;
  10739. if (ud->walktimer != INVALID_TIMER)
  10740. unit_stop_walking(bl,1);
  10741. }
  10742. if (begin_spurt && sce->val1 >= 7 &&
  10743. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  10744. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  10745. )
  10746. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  10747. }
  10748. break;
  10749. case SC_AUTOBERSERK:
  10750. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  10751. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  10752. break;
  10753. case SC_ENDURE:
  10754. case SC_DEFENDER:
  10755. case SC_REFLECTSHIELD:
  10756. case SC_AUTOGUARD:
  10757. {
  10758. struct map_session_data *tsd;
  10759. if( bl->type == BL_PC ) { // Clear Status from others
  10760. int i;
  10761. for( i = 0; i < MAX_DEVOTION; i++ ) {
  10762. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  10763. status_change_end(&tsd->bl, type, INVALID_TIMER);
  10764. }
  10765. }
  10766. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  10767. tsd = ((TBL_MER*)bl)->master;
  10768. if( tsd && tsd->sc.data[type] )
  10769. status_change_end(&tsd->bl, type, INVALID_TIMER);
  10770. }
  10771. }
  10772. break;
  10773. case SC_DEVOTION:
  10774. {
  10775. struct block_list *d_bl = map_id2bl(sce->val1);
  10776. if( d_bl ) {
  10777. if( d_bl->type == BL_PC )
  10778. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  10779. else if( d_bl->type == BL_MER )
  10780. ((TBL_MER*)d_bl)->devotion_flag = 0;
  10781. clif_devotion(d_bl, NULL);
  10782. }
  10783. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  10784. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  10785. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  10786. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  10787. }
  10788. break;
  10789. case SC_BLADESTOP:
  10790. if(sce->val4) {
  10791. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  10792. struct block_list *tbl = map_id2bl(tid2);
  10793. struct status_change *tsc = status_get_sc(tbl);
  10794. sce->val4 = 0;
  10795. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  10796. tsc->data[SC_BLADESTOP]->val4 = 0;
  10797. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  10798. }
  10799. clif_bladestop(bl, tid2, 0);
  10800. }
  10801. break;
  10802. case SC_DANCING:
  10803. {
  10804. const char* prevfile = "<unknown>";
  10805. int prevline = 0;
  10806. struct map_session_data *dsd;
  10807. struct status_change_entry *dsc;
  10808. if( sd ) {
  10809. if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
  10810. prevfile = sd->delunit_prevfile;
  10811. prevline = sd->delunit_prevline;
  10812. } else
  10813. prevfile = "<none>";
  10814. sd->delunit_prevfile = file;
  10815. sd->delunit_prevline = line;
  10816. }
  10817. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  10818. dsc = dsd->sc.data[SC_DANCING];
  10819. if(dsc) {
  10820. // This will prevent recursive loops.
  10821. dsc->val2 = dsc->val4 = 0;
  10822. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  10823. }
  10824. }
  10825. if(sce->val2) { // Erase associated land skill
  10826. struct skill_unit_group *group;
  10827. group = skill_id2group(sce->val2);
  10828. if( group == NULL ) {
  10829. ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
  10830. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  10831. sd ? sd->status.char_id : 0,
  10832. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  10833. prevfile, prevline,
  10834. file, line);
  10835. }
  10836. sce->val2 = 0;
  10837. skill_delunitgroup(group);
  10838. }
  10839. if((sce->val1&0xFFFF) == CG_MOONLIT)
  10840. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  10841. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  10842. }
  10843. break;
  10844. case SC_NOCHAT:
  10845. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  10846. sd->status.manner = 0;
  10847. if (sd && tid == INVALID_TIMER) {
  10848. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  10849. clif_updatestatus(sd,SP_MANNER);
  10850. }
  10851. break;
  10852. case SC_SPLASHER:
  10853. {
  10854. struct block_list *src=map_id2bl(sce->val3);
  10855. if(src && tid != INVALID_TIMER)
  10856. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  10857. }
  10858. break;
  10859. case SC_TINDER_BREAKER2:
  10860. case SC_CLOSECONFINE2:{
  10861. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  10862. struct status_change *sc2 = src?status_get_sc(src):NULL;
  10863. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  10864. if (src && sc2 && sc2->data[type2]) {
  10865. // If status was already ended, do nothing.
  10866. // Decrease count
  10867. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  10868. status_change_end(src, type2, INVALID_TIMER);
  10869. }
  10870. }
  10871. case SC_TINDER_BREAKER:
  10872. case SC_CLOSECONFINE:
  10873. if (sce->val2 > 0) {
  10874. // Caster has been unlocked... nearby chars need to be unlocked.
  10875. int range = 1
  10876. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  10877. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  10878. map_foreachinarea(status_change_timer_sub,
  10879. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  10880. }
  10881. break;
  10882. case SC_COMBO:
  10883. skill_combo_toogle_inf(bl,sce->val1,0);
  10884. break;
  10885. case SC_MARIONETTE:
  10886. case SC_MARIONETTE2: // Marionette target
  10887. if (sce->val1) { // Check for partner and end their marionette status as well
  10888. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  10889. struct block_list *pbl = map_id2bl(sce->val1);
  10890. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  10891. if (sc2 && sc2->data[type2]) {
  10892. sc2->data[type2]->val1 = 0;
  10893. status_change_end(pbl, type2, INVALID_TIMER);
  10894. }
  10895. }
  10896. break;
  10897. case SC_CONCENTRATION:
  10898. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  10899. break;
  10900. case SC_BERSERK:
  10901. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  10902. status_percent_heal(bl, 100, 0);
  10903. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  10904. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  10905. status_set_hp(bl, 100, 0);
  10906. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  10907. sc->data[SC_ENDURE]->val4 = 0;
  10908. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  10909. }
  10910. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  10911. break;
  10912. case SC_GOSPEL:
  10913. if (sce->val3) { // Clear the group.
  10914. struct skill_unit_group* group = skill_id2group(sce->val3);
  10915. sce->val3 = 0;
  10916. if (group)
  10917. skill_delunitgroup(group);
  10918. }
  10919. break;
  10920. case SC_HERMODE:
  10921. if(sce->val3 == BCT_SELF)
  10922. skill_clear_unitgroup(bl);
  10923. break;
  10924. case SC_BASILICA: // Clear the skill area. [Skotlex]
  10925. if (sce->val3 && sce->val4 == bl->id) {
  10926. struct skill_unit_group* group = skill_id2group(sce->val3);
  10927. sce->val3 = 0;
  10928. if (group)
  10929. skill_delunitgroup(group);
  10930. }
  10931. break;
  10932. case SC_TRICKDEAD:
  10933. if (vd) vd->dead_sit = 0;
  10934. break;
  10935. case SC_WARM:
  10936. case SC__MANHOLE:
  10937. if (sce->val4) { // Clear the group.
  10938. struct skill_unit_group* group = skill_id2group(sce->val4);
  10939. sce->val4 = 0;
  10940. if( group ) // Might have been cleared before status ended, e.g. land protector
  10941. skill_delunitgroup(group);
  10942. }
  10943. break;
  10944. case SC_JAILED:
  10945. if(tid == INVALID_TIMER)
  10946. break;
  10947. // Natural expiration.
  10948. if(sd && sd->mapindex == sce->val2)
  10949. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  10950. break; // Guess hes not in jail :P
  10951. case SC_CHANGE:
  10952. if (tid == INVALID_TIMER)
  10953. break;
  10954. // "lose almost all their HP and SP" on natural expiration.
  10955. status_set_hp(bl, 10, 0);
  10956. status_set_sp(bl, 10, 0);
  10957. break;
  10958. case SC_AUTOTRADE:
  10959. if (tid == INVALID_TIMER)
  10960. break;
  10961. // Vending is not automatically closed for autovenders
  10962. vending_closevending(sd);
  10963. map_quit(sd);
  10964. // Because map_quit calls status_change_end with tid -1
  10965. // from here it's not neccesary to continue
  10966. return 1;
  10967. break;
  10968. case SC_STOP:
  10969. if( sce->val2 ) {
  10970. struct block_list* tbl = map_id2bl(sce->val2);
  10971. sce->val2 = 0;
  10972. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  10973. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  10974. }
  10975. break;
  10976. case SC_TENSIONRELAX:
  10977. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  10978. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  10979. break;
  10980. case SC_MONSTER_TRANSFORM:
  10981. case SC_ACTIVE_MONSTER_TRANSFORM:
  10982. if (sce->val2)
  10983. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  10984. break;
  10985. /* 3rd Stuff */
  10986. case SC_MILLENNIUMSHIELD:
  10987. clif_millenniumshield(bl, 0);
  10988. break;
  10989. case SC_HALLUCINATIONWALK:
  10990. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  10991. break;
  10992. case SC_WHITEIMPRISON:
  10993. {
  10994. struct block_list* src = map_id2bl(sce->val2);
  10995. if( tid == -1 || !src)
  10996. break; // Terminated by Damage
  10997. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false));
  10998. }
  10999. break;
  11000. case SC_WUGDASH:
  11001. {
  11002. struct unit_data *ud = unit_bl2ud(bl);
  11003. if (ud) {
  11004. ud->state.running = 0;
  11005. if (ud->walktimer != INVALID_TIMER)
  11006. unit_stop_walking(bl,1);
  11007. }
  11008. }
  11009. break;
  11010. case SC__SHADOWFORM:
  11011. {
  11012. struct map_session_data *s_sd = map_id2sd(sce->val2);
  11013. if (s_sd) s_sd->shadowform_id = 0;
  11014. }
  11015. break;
  11016. case SC__FEINTBOMB:
  11017. if( sd && pc_ishiding(sd) ) {
  11018. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  11019. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  11020. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  11021. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  11022. }
  11023. break;
  11024. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  11025. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  11026. break;
  11027. case SC_NEUTRALBARRIER_MASTER:
  11028. case SC_STEALTHFIELD_MASTER:
  11029. case SC_SV_ROOTTWIST:
  11030. if( sce->val2 ) {
  11031. struct skill_unit_group* group = skill_id2group(sce->val2);
  11032. sce->val2 = 0;
  11033. if( group ) // Might have been cleared before status ended, e.g. land protector
  11034. skill_delunitgroup(group);
  11035. }
  11036. break;
  11037. case SC_BANDING:
  11038. if(sce->val4) {
  11039. struct skill_unit_group *group = skill_id2group(sce->val4);
  11040. sce->val4 = 0;
  11041. if( group ) // Might have been cleared before status ended, e.g. land protector
  11042. skill_delunitgroup(group);
  11043. }
  11044. break;
  11045. case SC_CURSEDCIRCLE_ATKER:
  11046. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  11047. map_foreachinrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  11048. break;
  11049. case SC_RAISINGDRAGON:
  11050. if( sd && sce->val2 && !pc_isdead(sd) ) {
  11051. int i = min(sd->spiritball,5);
  11052. pc_delspiritball(sd, sd->spiritball, 0);
  11053. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  11054. while( i > 0 ) {
  11055. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  11056. --i;
  11057. }
  11058. }
  11059. break;
  11060. case SC_CURSEDCIRCLE_TARGET:
  11061. {
  11062. struct block_list *src = map_id2bl(sce->val2);
  11063. struct status_change *sc2 = status_get_sc(src);
  11064. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  11065. clif_bladestop(bl, sce->val2, 0);
  11066. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  11067. }
  11068. }
  11069. break;
  11070. case SC_BLOODSUCKER:
  11071. if( sce->val2 ) {
  11072. struct block_list *src = map_id2bl(sce->val2);
  11073. if(src) {
  11074. struct status_change *sc2 = status_get_sc(src);
  11075. sc2->bs_counter--;
  11076. }
  11077. }
  11078. break;
  11079. case SC_TEARGAS:
  11080. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  11081. break;
  11082. case SC_SITDOWN_FORCE:
  11083. case SC_BANANA_BOMB_SITDOWN:
  11084. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  11085. skill_sit(sd,0);
  11086. break;
  11087. case SC_KYOUGAKU:
  11088. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  11089. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  11090. break;
  11091. case SC_INTRAVISION:
  11092. calc_flag = SCB_ALL; // Required for overlapping
  11093. break;
  11094. case SC_OVERED_BOOST:
  11095. switch (bl->type) {
  11096. case BL_HOM: {
  11097. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  11098. if( hd )
  11099. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  11100. }
  11101. break;
  11102. case BL_PC:
  11103. status_zap(bl,0,status_get_max_sp(bl) / 2);
  11104. break;
  11105. }
  11106. break;
  11107. case SC_FULL_THROTTLE: {
  11108. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  11109. clif_status_change(bl, SI_DECREASEAGI, 1, sec, 0, 0, 0);
  11110. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  11111. }
  11112. break;
  11113. case SC_REBOUND:
  11114. clif_status_load(bl, SI_DECREASEAGI, 0);
  11115. break;
  11116. case SC_ITEMSCRIPT: // Removes Buff Icons
  11117. if (sd && sce->val2 != SI_BLANK)
  11118. clif_status_load(bl, (enum si_type)sce->val2, 0);
  11119. break;
  11120. case SC_HEAT_BARREL:
  11121. if (sd)
  11122. sc_start(bl,bl,SC_HEAT_BARREL_AFTER,100,sce->val1,skill_get_time2(RL_HEAT_BARREL, sce->val1));
  11123. break;
  11124. case SC_C_MARKER:
  11125. {
  11126. // Remove mark data from caster
  11127. struct map_session_data *caster = map_id2sd(sce->val2);
  11128. uint8 i = 0;
  11129. if (!caster)
  11130. break;
  11131. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  11132. if (i < MAX_SKILL_CRIMSON_MARKER) {
  11133. caster->c_marker[i] = 0;
  11134. clif_crimson_marker(caster, bl, true);
  11135. }
  11136. }
  11137. break;
  11138. case SC_H_MINE:
  11139. {
  11140. // Drop the material from target if expired
  11141. struct item it;
  11142. struct map_session_data *caster = NULL;
  11143. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  11144. break;
  11145. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  11146. break;
  11147. memset(&it, 0, sizeof(it));
  11148. it.nameid = skill_get_itemid(RL_H_MINE,0);
  11149. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  11150. it.identify = 1;
  11151. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  11152. }
  11153. break;
  11154. case SC_VACUUM_EXTREME:
  11155. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  11156. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  11157. break;
  11158. case SC_SWORDCLAN:
  11159. case SC_ARCWANDCLAN:
  11160. case SC_GOLDENMACECLAN:
  11161. case SC_CROSSBOWCLAN:
  11162. case SC_JUMPINGCLAN:
  11163. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  11164. break;
  11165. }
  11166. opt_flag = 1;
  11167. switch(type) {
  11168. case SC_STONE:
  11169. case SC_FREEZE:
  11170. case SC_STUN:
  11171. case SC_SLEEP:
  11172. case SC_DEEPSLEEP:
  11173. case SC_BURNING:
  11174. case SC_WHITEIMPRISON:
  11175. case SC_CRYSTALIZE:
  11176. sc->opt1 = 0;
  11177. break;
  11178. case SC_POISON:
  11179. case SC_CURSE:
  11180. case SC_SILENCE:
  11181. case SC_BLIND:
  11182. sc->opt2 &= ~(1<<(type-SC_POISON));
  11183. break;
  11184. case SC_DPOISON:
  11185. sc->opt2 &= ~OPT2_DPOISON;
  11186. break;
  11187. case SC_SIGNUMCRUCIS:
  11188. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  11189. break;
  11190. case SC_HIDING:
  11191. sc->option &= ~OPTION_HIDE;
  11192. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  11193. break;
  11194. case SC_CLOAKING:
  11195. case SC_CLOAKINGEXCEED:
  11196. case SC__INVISIBILITY:
  11197. sc->option &= ~OPTION_CLOAK;
  11198. case SC_CAMOUFLAGE:
  11199. case SC_STEALTHFIELD:
  11200. case SC__SHADOWFORM:
  11201. opt_flag |= 2;
  11202. break;
  11203. case SC_CHASEWALK:
  11204. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  11205. opt_flag |= 2;
  11206. break;
  11207. case SC__FEINTBOMB:
  11208. sc->option &= ~OPTION_INVISIBLE;
  11209. opt_flag |= 2;
  11210. break;
  11211. case SC_SIGHT:
  11212. sc->option &= ~OPTION_SIGHT;
  11213. break;
  11214. case SC_WEDDING:
  11215. sc->option &= ~OPTION_WEDDING;
  11216. opt_flag |= 0x4;
  11217. break;
  11218. case SC_XMAS:
  11219. sc->option &= ~OPTION_XMAS;
  11220. opt_flag |= 0x4;
  11221. break;
  11222. case SC_SUMMER:
  11223. sc->option &= ~OPTION_SUMMER;
  11224. opt_flag |= 0x4;
  11225. break;
  11226. case SC_HANBOK:
  11227. sc->option &= ~OPTION_HANBOK;
  11228. opt_flag |= 0x4;
  11229. break;
  11230. case SC_OKTOBERFEST:
  11231. sc->option &= ~OPTION_OKTOBERFEST;
  11232. opt_flag |= 0x4;
  11233. break;
  11234. case SC_ORCISH:
  11235. sc->option &= ~OPTION_ORCISH;
  11236. break;
  11237. case SC_RUWACH:
  11238. sc->option &= ~OPTION_RUWACH;
  11239. break;
  11240. case SC_FUSION:
  11241. sc->option &= ~OPTION_FLYING;
  11242. break;
  11243. // opt3
  11244. case SC_TWOHANDQUICKEN:
  11245. case SC_ONEHAND:
  11246. case SC_SPEARQUICKEN:
  11247. case SC_CONCENTRATION:
  11248. case SC_MERC_QUICKEN:
  11249. sc->opt3 &= ~OPT3_QUICKEN;
  11250. opt_flag = 0;
  11251. break;
  11252. case SC_OVERTHRUST:
  11253. case SC_MAXOVERTHRUST:
  11254. case SC_SWOO:
  11255. sc->opt3 &= ~OPT3_OVERTHRUST;
  11256. if( type == SC_SWOO )
  11257. opt_flag = 8;
  11258. else
  11259. opt_flag = 0;
  11260. break;
  11261. case SC_ENERGYCOAT:
  11262. case SC_SKE:
  11263. sc->opt3 &= ~OPT3_ENERGYCOAT;
  11264. opt_flag = 0;
  11265. break;
  11266. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  11267. if (bl->type != BL_MOB) {
  11268. opt_flag = 0;
  11269. break;
  11270. }
  11271. case SC_EXPLOSIONSPIRITS:
  11272. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  11273. opt_flag = 0;
  11274. break;
  11275. case SC_STEELBODY:
  11276. case SC_SKA:
  11277. sc->opt3 &= ~OPT3_STEELBODY;
  11278. if (type == SC_SKA)
  11279. opt_flag = 8;
  11280. else
  11281. opt_flag = 0;
  11282. break;
  11283. case SC_BLADESTOP:
  11284. sc->opt3 &= ~OPT3_BLADESTOP;
  11285. opt_flag = 0;
  11286. break;
  11287. case SC_AURABLADE:
  11288. sc->opt3 &= ~OPT3_AURABLADE;
  11289. opt_flag = 0;
  11290. break;
  11291. case SC_BERSERK:
  11292. opt_flag = 0;
  11293. sc->opt3 &= ~OPT3_BERSERK;
  11294. break;
  11295. // case ???: // doesn't seem to do anything
  11296. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  11297. // opt_flag = 0;
  11298. // break;
  11299. case SC_DANCING:
  11300. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  11301. sc->opt3 &= ~OPT3_MOONLIT;
  11302. opt_flag = 0;
  11303. break;
  11304. case SC_MARIONETTE:
  11305. case SC_MARIONETTE2:
  11306. sc->opt3 &= ~OPT3_MARIONETTE;
  11307. opt_flag = 0;
  11308. break;
  11309. case SC_ASSUMPTIO:
  11310. sc->opt3 &= ~OPT3_ASSUMPTIO;
  11311. opt_flag = 0;
  11312. break;
  11313. case SC_WARM: // SG skills [Komurka]
  11314. sc->opt3 &= ~OPT3_WARM;
  11315. opt_flag = 0;
  11316. break;
  11317. case SC_KAITE:
  11318. sc->opt3 &= ~OPT3_KAITE;
  11319. opt_flag = 0;
  11320. break;
  11321. case SC_BUNSINJYUTSU:
  11322. sc->opt3 &= ~OPT3_BUNSIN;
  11323. opt_flag = 0;
  11324. break;
  11325. case SC_SPIRIT:
  11326. sc->opt3 &= ~OPT3_SOULLINK;
  11327. opt_flag = 0;
  11328. break;
  11329. case SC_CHANGEUNDEAD:
  11330. sc->opt3 &= ~OPT3_UNDEAD;
  11331. opt_flag = 0;
  11332. break;
  11333. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  11334. // sc->opt3 &= ~OPT3_CONTRACT;
  11335. // opt_flag = 0;
  11336. // break;
  11337. default:
  11338. opt_flag = 0;
  11339. }
  11340. if (calc_flag&SCB_DYE) { // Restore DYE color
  11341. if (vd && !vd->cloth_color && sce->val4)
  11342. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  11343. calc_flag&=~SCB_DYE;
  11344. }
  11345. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  11346. { //Restore body style
  11347. if (vd && !vd->body_style && sce->val4)
  11348. clif_changelook(bl,LOOK_BODY2,sce->val4);
  11349. calc_flag&=~SCB_BODY;
  11350. }*/
  11351. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  11352. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  11353. if( opt_flag&8 ) // bugreport:681
  11354. clif_changeoption2(bl);
  11355. else if(opt_flag) {
  11356. clif_changeoption(bl);
  11357. if (sd && (opt_flag&0x4)) {
  11358. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  11359. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  11360. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  11361. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  11362. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  11363. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  11364. }
  11365. }
  11366. if (calc_flag) {
  11367. switch (type) {
  11368. case SC_MAGICPOWER:
  11369. //If Mystical Amplification ends, MATK is immediately recalculated
  11370. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11371. break;
  11372. default:
  11373. status_calc_bl(bl, calc_flag);
  11374. break;
  11375. }
  11376. }
  11377. if(opt_flag&4) // Out of hiding, invoke on place.
  11378. skill_unit_move(bl,gettick(),1);
  11379. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  11380. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  11381. ers_free(sc_data_ers, sce);
  11382. return 1;
  11383. }
  11384. /**
  11385. * Resets timers for statuses
  11386. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  11387. * @param tid: Timer ID
  11388. * @param tick: How long before next call
  11389. * @param id: ID of character
  11390. * @param data: Information passed through the timer call
  11391. * @return 1: Success 0: Fail
  11392. */
  11393. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  11394. {
  11395. enum sc_type type = (sc_type)data;
  11396. struct block_list *bl;
  11397. struct map_session_data *sd;
  11398. struct status_data *status;
  11399. struct status_change *sc;
  11400. struct status_change_entry *sce;
  11401. int interval = status_get_sc_interval(type);
  11402. bool dounlock = false;
  11403. bl = map_id2bl(id);
  11404. if(!bl) {
  11405. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  11406. return 0;
  11407. }
  11408. sc = status_get_sc(bl);
  11409. status = status_get_status_data(bl);
  11410. if(!(sc && (sce = sc->data[type]))) {
  11411. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  11412. return 0;
  11413. }
  11414. if( sce->timer != tid ) {
  11415. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  11416. return 0;
  11417. }
  11418. sd = BL_CAST(BL_PC, bl);
  11419. // Set the next timer of the sce (don't assume the status still exists)
  11420. #define sc_timer_next(t,f,i,d) \
  11421. if( (sce=sc->data[type]) ) \
  11422. sce->timer = add_timer(t,f,i,d); \
  11423. else \
  11424. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  11425. switch(type) {
  11426. case SC_MAXIMIZEPOWER:
  11427. case SC_CLOAKING:
  11428. if(!status_charge(bl, 0, 1))
  11429. break; // Not enough SP to continue.
  11430. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  11431. return 0;
  11432. case SC_CHASEWALK:
  11433. if(!status_charge(bl, 0, sce->val4))
  11434. break; // Not enough SP to continue.
  11435. if (!sc->data[SC_CHASEWALK2]) {
  11436. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  11437. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  11438. *skill_get_time2(status_sc2skill(type),sce->val1));
  11439. }
  11440. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  11441. return 0;
  11442. break;
  11443. case SC_HIDING:
  11444. if(--(sce->val2)>0) {
  11445. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  11446. break; // Fail if it's time to substract SP and there isn't.
  11447. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  11448. return 0;
  11449. }
  11450. break;
  11451. case SC_SIGHT:
  11452. case SC_RUWACH:
  11453. case SC_SIGHTBLASTER:
  11454. if(type == SC_SIGHTBLASTER) {
  11455. //Restore trap immunity
  11456. if(sce->val4%2)
  11457. sce->val4--;
  11458. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  11459. } else {
  11460. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  11461. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  11462. }
  11463. if( --(sce->val2)>0 ) {
  11464. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  11465. sc_timer_next(20+tick, status_change_timer, bl->id, data);
  11466. return 0;
  11467. }
  11468. break;
  11469. case SC_PROVOKE:
  11470. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  11471. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  11472. return 0;
  11473. }
  11474. break;
  11475. case SC_STONE:
  11476. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  11477. sce->val3 = 0; //Incubation time used up
  11478. unit_stop_attack(bl);
  11479. if (sc->data[SC_DANCING]) {
  11480. unit_stop_walking(bl, 1);
  11481. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11482. }
  11483. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  11484. sc->opt1 = OPT1_STONE;
  11485. clif_changeoption(bl);
  11486. sc_timer_next(min(sce->val4, interval) + tick, status_change_timer, bl->id, data);
  11487. sce->val4 -= interval; //Remaining time
  11488. status_calc_bl(bl, StatusChangeFlagTable[type]);
  11489. return 0;
  11490. }
  11491. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  11492. status_percent_damage(NULL, bl, 1, 0, false);
  11493. }
  11494. break;
  11495. case SC_POISON:
  11496. case SC_DPOISON:
  11497. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  11498. int64 damage = 0;
  11499. if (sd)
  11500. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  11501. else
  11502. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  11503. if (status->hp > max(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  11504. status_zap(bl, damage, 0);
  11505. }
  11506. break;
  11507. case SC_BLEEDING:
  11508. if (sce->val4 >= 0) {
  11509. int64 damage = rnd() % 600 + 200;
  11510. if (!sd && damage >= status->hp)
  11511. damage = status->hp - 1; // No deadly damage for monsters
  11512. map_freeblock_lock();
  11513. dounlock = true;
  11514. status_zap(bl, damage, 0);
  11515. }
  11516. break;
  11517. case SC_BURNING:
  11518. if (sce->val4 >= 0) {
  11519. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  11520. map_freeblock_lock();
  11521. dounlock = true;
  11522. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false));
  11523. }
  11524. break;
  11525. case SC_TOXIN:
  11526. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  11527. map_freeblock_lock();
  11528. dounlock = true;
  11529. 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);
  11530. }
  11531. break;
  11532. case SC_MAGICMUSHROOM:
  11533. if (sce->val4 >= 0) {
  11534. bool flag = 0;
  11535. int64 damage = status->max_hp * 3 / 100;
  11536. if (status->hp <= damage)
  11537. damage = status->hp - 1; // Cannot Kill
  11538. if (damage > 0) { // 3% Damage each 4 seconds
  11539. map_freeblock_lock();
  11540. status_zap(bl, damage, 0);
  11541. flag = !sc->data[type]; // Killed? Should not
  11542. map_freeblock_unlock();
  11543. }
  11544. if (!flag) { // Random Skill Cast
  11545. if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
  11546. int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
  11547. unit_stop_attack(bl);
  11548. unit_skillcastcancel(bl, 1);
  11549. do {
  11550. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  11551. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  11552. } while (checked++ < checked_max && mushroom_skill_id == 0);
  11553. if (!skill_get_index(mushroom_skill_id))
  11554. break;
  11555. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  11556. case CAST_GROUND:
  11557. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  11558. break;
  11559. case CAST_NODAMAGE:
  11560. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11561. break;
  11562. case CAST_DAMAGE:
  11563. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11564. break;
  11565. }
  11566. }
  11567. clif_emotion(bl, E_HEH);
  11568. }
  11569. }
  11570. break;
  11571. case SC_PYREXIA:
  11572. if (sce->val4 >= 0) {
  11573. map_freeblock_lock();
  11574. dounlock = true;
  11575. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false));
  11576. }
  11577. break;
  11578. case SC_LEECHESEND:
  11579. if (sce->val4 >= 0) {
  11580. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  11581. map_freeblock_lock();
  11582. dounlock = true;
  11583. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false));
  11584. unit_skillcastcancel(bl, 2);
  11585. }
  11586. break;
  11587. case SC_TENSIONRELAX:
  11588. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  11589. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11590. return 0;
  11591. }
  11592. break;
  11593. case SC_KNOWLEDGE:
  11594. if (!sd) break;
  11595. if(bl->m == sd->feel_map[0].m ||
  11596. bl->m == sd->feel_map[1].m ||
  11597. bl->m == sd->feel_map[2].m)
  11598. { // Timeout will be handled by pc_setpos
  11599. sce->timer = INVALID_TIMER;
  11600. return 0;
  11601. }
  11602. break;
  11603. case SC_S_LIFEPOTION:
  11604. case SC_L_LIFEPOTION:
  11605. if( sd && --(sce->val4) >= 0 ) {
  11606. // val1 < 0 = per max% | val1 > 0 = exact amount
  11607. int hp = 0;
  11608. if( status->hp < status->max_hp )
  11609. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  11610. status_heal(bl, hp, 0, 2);
  11611. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  11612. return 0;
  11613. }
  11614. break;
  11615. case SC_BOSSMAPINFO:
  11616. if( sd && --(sce->val4) >= 0 ) {
  11617. struct mob_data *boss_md = map_id2boss(sce->val1);
  11618. if( boss_md && sd->bl.m == boss_md->bl.m ) {
  11619. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X, Y on minimap
  11620. if (boss_md->bl.prev != NULL) {
  11621. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11622. return 0;
  11623. }
  11624. }
  11625. }
  11626. break;
  11627. case SC_DANCING: // SP consumption by time of dancing skills
  11628. {
  11629. int s = 0;
  11630. int sp = 1;
  11631. if (--sce->val3 <= 0)
  11632. break;
  11633. switch(sce->val1&0xFFFF) {
  11634. case BD_RICHMANKIM:
  11635. case BD_DRUMBATTLEFIELD:
  11636. case BD_RINGNIBELUNGEN:
  11637. case BD_SIEGFRIED:
  11638. case BA_DISSONANCE:
  11639. case BA_ASSASSINCROSS:
  11640. case DC_UGLYDANCE:
  11641. s=3;
  11642. break;
  11643. case BD_LULLABY:
  11644. case BD_ETERNALCHAOS:
  11645. case BD_ROKISWEIL:
  11646. case DC_FORTUNEKISS:
  11647. s=4;
  11648. break;
  11649. case CG_HERMODE:
  11650. case BD_INTOABYSS:
  11651. case BA_WHISTLE:
  11652. case DC_HUMMING:
  11653. case BA_POEMBRAGI:
  11654. case DC_SERVICEFORYOU:
  11655. s=5;
  11656. break;
  11657. case BA_APPLEIDUN:
  11658. #ifdef RENEWAL
  11659. s=5;
  11660. #else
  11661. s=6;
  11662. #endif
  11663. break;
  11664. case CG_MOONLIT:
  11665. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  11666. sp= 4*(sce->val1>>16);
  11667. // Upkeep is also every 10 secs.
  11668. case DC_DONTFORGETME:
  11669. s=10;
  11670. break;
  11671. }
  11672. if( s != 0 && sce->val3 % s == 0 ) {
  11673. if (sc->data[SC_LONGING])
  11674. sp*= 3;
  11675. if (!status_charge(bl, 0, sp))
  11676. break;
  11677. }
  11678. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11679. return 0;
  11680. }
  11681. break;
  11682. case SC_BERSERK:
  11683. // 5% every 10 seconds [DracoRPG]
  11684. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  11685. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  11686. return 0;
  11687. }
  11688. break;
  11689. case SC_NOCHAT:
  11690. if(sd) {
  11691. sd->status.manner++;
  11692. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11693. clif_updatestatus(sd,SP_MANNER);
  11694. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  11695. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  11696. return 0;
  11697. }
  11698. }
  11699. break;
  11700. case SC_SPLASHER:
  11701. // Custom Venom Splasher countdown timer
  11702. // if (sce->val4 % 1000 == 0) {
  11703. // char timer[10];
  11704. // snprintf (timer, 10, "%d", sce->val4/1000);
  11705. // clif_message(bl, timer);
  11706. // }
  11707. if((sce->val4 -= 500) > 0) {
  11708. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  11709. return 0;
  11710. }
  11711. break;
  11712. case SC_MARIONETTE:
  11713. case SC_MARIONETTE2:
  11714. {
  11715. struct block_list *pbl = map_id2bl(sce->val1);
  11716. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  11717. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11718. return 0;
  11719. }
  11720. }
  11721. break;
  11722. case SC_GOSPEL:
  11723. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  11724. int hp, sp;
  11725. hp = (sce->val1 > 5) ? 45 : 30;
  11726. sp = (sce->val1 > 5) ? 35 : 20;
  11727. if(!status_charge(bl, hp, sp))
  11728. break;
  11729. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  11730. return 0;
  11731. }
  11732. break;
  11733. case SC_JAILED:
  11734. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  11735. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  11736. return 0;
  11737. }
  11738. break;
  11739. case SC_BLIND:
  11740. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  11741. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  11742. return 0;
  11743. }
  11744. break;
  11745. case SC_ABUNDANCE:
  11746. if(--(sce->val4) > 0) {
  11747. status_heal(bl,0,60,0);
  11748. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  11749. }
  11750. break;
  11751. case SC_OBLIVIONCURSE:
  11752. if( --(sce->val4) >= 0 ) {
  11753. clif_emotion(bl,E_WHAT);
  11754. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  11755. return 0;
  11756. }
  11757. break;
  11758. case SC_WEAPONBLOCKING:
  11759. if( --(sce->val4) >= 0 ) {
  11760. if( !status_charge(bl,0,3) )
  11761. break;
  11762. sc_timer_next(5000+tick,status_change_timer,bl->id,data);
  11763. return 0;
  11764. }
  11765. break;
  11766. case SC_CLOAKINGEXCEED:
  11767. if(!status_charge(bl,0,10-sce->val1))
  11768. break;
  11769. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11770. return 0;
  11771. case SC_RENOVATIO:
  11772. if( --(sce->val4) >= 0 ) {
  11773. int heal = status->max_hp * 3 / 100;
  11774. if( sc && sc->data[SC_AKAITSUKI] && heal )
  11775. heal = ~heal + 1;
  11776. status_heal(bl, heal, 0, 3);
  11777. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11778. return 0;
  11779. }
  11780. break;
  11781. case SC_SPHERE_1:
  11782. case SC_SPHERE_2:
  11783. case SC_SPHERE_3:
  11784. case SC_SPHERE_4:
  11785. case SC_SPHERE_5:
  11786. if( --(sce->val4) >= 0 ) {
  11787. if( !status_charge(bl, 0, 1) )
  11788. break;
  11789. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11790. return 0;
  11791. }
  11792. break;
  11793. case SC_FREEZE_SP:
  11794. if( !status_charge(bl, 0, sce->val2) ) {
  11795. int i;
  11796. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  11797. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11798. break;
  11799. }
  11800. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11801. return 0;
  11802. case SC_ELECTRICSHOCKER:
  11803. if( --(sce->val4) >= 0 ) {
  11804. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  11805. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11806. return 0;
  11807. }
  11808. break;
  11809. case SC_CAMOUFLAGE:
  11810. if (!status_charge(bl, 0, 7 - sce->val1))
  11811. break;
  11812. if (--sce->val4 >= 0)
  11813. sce->val3++;
  11814. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11815. return 0;
  11816. case SC__REPRODUCE:
  11817. if(!status_charge(bl, 0, 1))
  11818. break;
  11819. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11820. return 0;
  11821. case SC__SHADOWFORM:
  11822. if( --(sce->val4) >= 0 ) {
  11823. if( !status_charge(bl, 0, 11 - sce->val1) )
  11824. break;
  11825. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11826. return 0;
  11827. }
  11828. break;
  11829. case SC__INVISIBILITY:
  11830. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  11831. break;
  11832. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11833. return 0;
  11834. case SC__FEINTBOMB:
  11835. if( --(sce->val4) >= 0) {
  11836. if( !status_charge(bl, 0, sce->val2) )
  11837. break;
  11838. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11839. return 0;
  11840. }
  11841. break;
  11842. case SC_STRIKING:
  11843. if( --(sce->val4) >= 0 ) {
  11844. if( !status_charge(bl,0, sce->val3 ) )
  11845. break;
  11846. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11847. return 0;
  11848. }
  11849. break;
  11850. case SC_CLOUD_KILL: {
  11851. struct block_list *src = map_id2bl(sce->val2), *unit_bl = map_id2bl(sce->val3);
  11852. if (src && unit_bl){
  11853. map_freeblock_lock();
  11854. dounlock = true;
  11855. skill_attack(skill_get_type(status_sc2skill(type)), src, unit_bl, bl, SO_CLOUD_KILL, sce->val1, tick, 0);
  11856. if (!status_isdead(bl)) {
  11857. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  11858. }
  11859. }
  11860. }
  11861. break;
  11862. case SC_WARMER: {
  11863. int hp = 0;
  11864. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  11865. if (ssc && ssc->data[SC_HEATER_OPTION])
  11866. hp = status->max_hp * 3 * sce->val1 / 100;
  11867. else
  11868. hp = status->max_hp * sce->val1 / 100;
  11869. if (sc && sc->data[SC_AKAITSUKI] && hp)
  11870. hp = ~hp + 1;
  11871. if (status->hp != status->max_hp)
  11872. status_heal(bl, hp, 0, 0);
  11873. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  11874. return 0;
  11875. }
  11876. case SC_BLOODSUCKER:
  11877. if( --(sce->val4) >= 0 ) {
  11878. struct block_list *src = map_id2bl(sce->val2);
  11879. int damage;
  11880. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  11881. break;
  11882. map_freeblock_lock();
  11883. if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
  11884. damage = 1;
  11885. else
  11886. damage = 200 + 100 * sce->val1 + status_get_int(src);
  11887. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0);
  11888. unit_skillcastcancel(bl,1);
  11889. if ( sc->data[type] ) {
  11890. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11891. }
  11892. map_freeblock_unlock();
  11893. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  11894. return 0;
  11895. }
  11896. break;
  11897. case SC_VOICEOFSIREN:
  11898. if( --(sce->val4) >= 0 ) {
  11899. clif_emotion(bl,E_LV);
  11900. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11901. return 0;
  11902. }
  11903. break;
  11904. case SC_DEEPSLEEP:
  11905. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  11906. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  11907. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11908. return 0;
  11909. }
  11910. break;
  11911. case SC_SIRCLEOFNATURE:
  11912. if( --(sce->val4) >= 0 ) {
  11913. if( !status_charge(bl,0,sce->val3) )
  11914. break;
  11915. status_heal(bl, sce->val2, 0, 1);
  11916. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11917. return 0;
  11918. }
  11919. break;
  11920. case SC_SONGOFMANA:
  11921. if( --(sce->val4) >= 0 ) {
  11922. status_heal(bl,0,sce->val3,3);
  11923. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11924. return 0;
  11925. }
  11926. break;
  11927. case SC_SATURDAYNIGHTFEVER:
  11928. // 1% HP/SP drain every val4 seconds [Jobbie]
  11929. if( --(sce->val3) >= 0 ) {
  11930. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  11931. break;
  11932. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  11933. return 0;
  11934. }
  11935. break;
  11936. case SC_MELODYOFSINK:
  11937. if( --(sce->val4) >= 0 ) {
  11938. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  11939. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11940. return 0;
  11941. }
  11942. break;
  11943. case SC_CRYSTALIZE:
  11944. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  11945. if( bl->type != BL_MOB) // Doesn't work on mobs
  11946. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  11947. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11948. return 0;
  11949. }
  11950. break;
  11951. case SC_FORCEOFVANGUARD:
  11952. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  11953. break;
  11954. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11955. return 0;
  11956. case SC_BANDING:
  11957. if( status_charge(bl, 0, 7 - sce->val1) ) {
  11958. if( sd ) pc_banding(sd, sce->val1);
  11959. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11960. return 0;
  11961. }
  11962. break;
  11963. case SC_REFLECTDAMAGE:
  11964. if( --(sce->val4) > 0 ) {
  11965. if( !status_charge(bl,0,10) )
  11966. break;
  11967. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11968. return 0;
  11969. }
  11970. break;
  11971. case SC_OVERHEAT_LIMITPOINT:
  11972. if( --(sce->val1) > 0 ) { // Cooling
  11973. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  11974. }
  11975. break;
  11976. case SC_OVERHEAT:
  11977. {
  11978. int damage = status->max_hp / 100; // Suggestion 1% each second
  11979. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  11980. map_freeblock_lock();
  11981. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,DMG_NORMAL,0,false));
  11982. if( sc->data[type] ) {
  11983. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11984. }
  11985. map_freeblock_unlock();
  11986. }
  11987. break;
  11988. case SC_MAGNETICFIELD:
  11989. if (--(sce->val3) >= 0) {
  11990. struct block_list *src = map_id2bl(sce->val2);
  11991. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  11992. break;
  11993. if (!status_charge(bl, 0, 50))
  11994. status_zap(bl, 0, status->sp);
  11995. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11996. return 0;
  11997. }
  11998. break;
  11999. case SC_INSPIRATION:
  12000. if(--(sce->val4) >= 0) {
  12001. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  12002. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  12003. if( !status_charge(bl,hp,sp) ) break;
  12004. sc_timer_next(5000+tick,status_change_timer,bl->id, data);
  12005. return 0;
  12006. }
  12007. break;
  12008. case SC_RAISINGDRAGON:
  12009. // 1% every 5 seconds [Jobbie]
  12010. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  12011. if( !sc->data[type] ) return 0;
  12012. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  12013. return 0;
  12014. }
  12015. break;
  12016. case SC_TROPIC:
  12017. case SC_CHILLY_AIR:
  12018. case SC_WILD_STORM:
  12019. case SC_UPHEAVAL:
  12020. case SC_HEATER:
  12021. case SC_COOLER:
  12022. case SC_BLAST:
  12023. case SC_CURSED_SOIL:
  12024. case SC_PYROTECHNIC:
  12025. case SC_AQUAPLAY:
  12026. case SC_GUST:
  12027. case SC_PETROLOGY:
  12028. case SC_CIRCLE_OF_FIRE:
  12029. case SC_FIRE_CLOAK:
  12030. case SC_WATER_DROP:
  12031. case SC_WATER_SCREEN:
  12032. case SC_WIND_CURTAIN:
  12033. case SC_WIND_STEP:
  12034. case SC_STONE_SHIELD:
  12035. case SC_SOLID_SKIN:
  12036. if( !status_charge(bl,0,sce->val2) ) {
  12037. struct block_list *s_bl = battle_get_master(bl);
  12038. if (bl->type == BL_ELEM)
  12039. elemental_change_mode(BL_CAST(BL_ELEM, bl), MAX_ELESKILLTREE);
  12040. if( s_bl )
  12041. status_change_end(s_bl,type+1,INVALID_TIMER);
  12042. status_change_end(bl,type,INVALID_TIMER);
  12043. break;
  12044. }
  12045. sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
  12046. return 0;
  12047. case SC_WATER_SCREEN_OPTION:
  12048. status_heal(bl,1000,0,2);
  12049. sc_timer_next(10000 + tick,status_change_timer,bl->id,data);
  12050. return 0;
  12051. case SC_TEARGAS:
  12052. if( --(sce->val4) >= 0 ) {
  12053. struct block_list *src = map_id2bl(sce->val3);
  12054. int damage = sce->val2;
  12055. map_freeblock_lock();
  12056. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  12057. status_damage(src, bl, damage,0, 0, 1);
  12058. if( sc->data[type] ) {
  12059. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  12060. }
  12061. map_freeblock_unlock();
  12062. return 0;
  12063. }
  12064. break;
  12065. case SC_TEARGAS_SOB:
  12066. if( --(sce->val4) >= 0 ) {
  12067. clif_emotion(bl, E_SOB);
  12068. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  12069. return 0;
  12070. }
  12071. break;
  12072. case SC_STOMACHACHE:
  12073. if( --(sce->val4) >= 0 ) {
  12074. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  12075. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  12076. pc_setsit(sd);
  12077. skill_sit(sd, 1);
  12078. clif_sitting(bl);
  12079. }
  12080. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  12081. return 0;
  12082. }
  12083. break;
  12084. case SC_LEADERSHIP:
  12085. case SC_GLORYWOUNDS:
  12086. case SC_SOULCOLD:
  12087. case SC_HAWKEYES:
  12088. // They only end by status_change_end
  12089. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  12090. return 0;
  12091. case SC_MEIKYOUSISUI:
  12092. if( --(sce->val4) >= 0 ) {
  12093. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  12094. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12095. return 0;
  12096. }
  12097. break;
  12098. case SC_KAGEMUSYA:
  12099. if( --(sce->val2) >= 0 ) {
  12100. if(!status_charge(bl, 0, 1)) break;
  12101. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  12102. return 0;
  12103. }
  12104. break;
  12105. case SC_ANGRIFFS_MODUS:
  12106. if(--(sce->val4) >= 0) { // Drain hp/sp
  12107. if( !status_charge(bl,100,20) ) break;
  12108. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  12109. return 0;
  12110. }
  12111. break;
  12112. case SC_CBC:
  12113. if(--(sce->val4) >= 0) { // Drain hp/sp
  12114. int hp=0;
  12115. int sp = (status->max_sp * sce->val3) / 100;
  12116. if(bl->type == BL_MOB) hp = sp*10;
  12117. if( !status_charge(bl,hp,sp) )break;
  12118. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  12119. return 0;
  12120. }
  12121. break;
  12122. case SC_FULL_THROTTLE:
  12123. if( --(sce->val4) >= 0 ) {
  12124. status_percent_damage(bl, bl, 0, sce->val2, false);
  12125. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12126. return 0;
  12127. }
  12128. break;
  12129. case SC_REBOUND:
  12130. if( --(sce->val4) >= 0 ) {
  12131. clif_emotion(bl, E_SWT);
  12132. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  12133. return 0;
  12134. }
  12135. break;
  12136. case SC_KINGS_GRACE:
  12137. if( --(sce->val4) >= 0 ) {
  12138. status_percent_heal(bl, sce->val2, 0);
  12139. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12140. return 0;
  12141. }
  12142. break;
  12143. case SC_FRIGG_SONG:
  12144. if( --(sce->val4) >= 0 ) {
  12145. status_heal(bl, sce->val3, 0, 0);
  12146. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12147. return 0;
  12148. }
  12149. break;
  12150. case SC_C_MARKER:
  12151. if( --(sce->val4) >= 0 ) {
  12152. TBL_PC *caster = map_id2sd(sce->val2);
  12153. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  12154. break;
  12155. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12156. clif_crimson_marker(caster, bl, false);
  12157. return 0;
  12158. }
  12159. break;
  12160. case SC_STEALTHFIELD_MASTER:
  12161. if (--(sce->val4) >= 0) {
  12162. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  12163. break;
  12164. sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
  12165. return 0;
  12166. }
  12167. break;
  12168. case SC_VACUUM_EXTREME:
  12169. if (sce->val4) {
  12170. if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
  12171. clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
  12172. clif_fixpos(bl);
  12173. }
  12174. sc_timer_next(tick+sce->val4, status_change_timer, bl->id, data);
  12175. sce->val4 = 0;
  12176. }
  12177. break;
  12178. case SC_BITESCAR:
  12179. if (--(sce->val4) >= 0) {
  12180. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  12181. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12182. return 0;
  12183. }
  12184. break;
  12185. case SC_FRESHSHRIMP:
  12186. if (--(sce->val4) >= 0) {
  12187. status_heal(bl, status->max_hp * 4 / 100, 0, 2);
  12188. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick, status_change_timer, bl->id, data);
  12189. }
  12190. break;
  12191. }
  12192. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  12193. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  12194. sc_timer_next(min(sce->val4,interval)+tick, status_change_timer, bl->id, data);
  12195. sce->val4 -= interval;
  12196. if (dounlock)
  12197. map_freeblock_unlock();
  12198. return 0;
  12199. }
  12200. if (dounlock)
  12201. map_freeblock_unlock();
  12202. // Default for all non-handled control paths is to end the status
  12203. return status_change_end( bl,type,tid );
  12204. #undef sc_timer_next
  12205. }
  12206. /**
  12207. * For each iteration of repetitive status
  12208. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  12209. * @param ap: va_list arguments (src, sce, type, tick)
  12210. */
  12211. int status_change_timer_sub(struct block_list* bl, va_list ap)
  12212. {
  12213. struct status_change* tsc;
  12214. struct block_list* src = va_arg(ap,struct block_list*);
  12215. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  12216. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  12217. unsigned int tick = va_arg(ap,unsigned int);
  12218. if (status_isdead(bl))
  12219. return 0;
  12220. tsc = status_get_sc(bl);
  12221. switch( type ) {
  12222. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  12223. case SC_CONCENTRATE:
  12224. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12225. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12226. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12227. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12228. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12229. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12230. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12231. break;
  12232. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  12233. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  12234. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
  12235. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12236. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12237. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12238. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12239. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  12240. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  12241. }
  12242. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12243. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  12244. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12245. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  12246. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  12247. }
  12248. break;
  12249. case SC_SIGHTBLASTER:
  12250. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  12251. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  12252. {
  12253. if (sce) {
  12254. struct skill_unit *su = NULL;
  12255. if(bl->type == BL_SKILL)
  12256. su = (struct skill_unit *)bl;
  12257. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  12258. && (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
  12259. sce->val2 = 0; // This signals it to end.
  12260. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  12261. //Remove trap immunity temporarily so it triggers if you still stand on it
  12262. sce->val4++;
  12263. }
  12264. }
  12265. }
  12266. break;
  12267. case SC_TINDER_BREAKER:
  12268. case SC_CLOSECONFINE:{
  12269. int type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  12270. // Lock char has released the hold on everyone...
  12271. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  12272. tsc->data[type2]->val2 = 0;
  12273. status_change_end(bl, type2, INVALID_TIMER);
  12274. }
  12275. break;
  12276. }
  12277. case SC_CURSEDCIRCLE_TARGET:
  12278. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  12279. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  12280. status_change_end(bl, type, INVALID_TIMER);
  12281. }
  12282. break;
  12283. }
  12284. return 0;
  12285. }
  12286. /**
  12287. * Clears buffs/debuffs on an object
  12288. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  12289. * @param type: Type to remove
  12290. * SCCB_BUFFS: Clear Buffs
  12291. * SCCB_DEBUFFS: Clear Debuffs
  12292. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  12293. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  12294. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  12295. */
  12296. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  12297. {
  12298. int i;
  12299. struct status_change *sc= status_get_sc(bl);
  12300. if (!sc || !sc->count)
  12301. return;
  12302. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  12303. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  12304. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12305. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  12306. if(!sc->data[i])
  12307. continue;
  12308. switch (i) {
  12309. // Stuff that cannot be removed
  12310. case SC_WEIGHT50:
  12311. case SC_WEIGHT90:
  12312. case SC_COMBO:
  12313. case SC_SMA:
  12314. case SC_DANCING:
  12315. case SC_LEADERSHIP:
  12316. case SC_GLORYWOUNDS:
  12317. case SC_SOULCOLD:
  12318. case SC_HAWKEYES:
  12319. case SC_SAFETYWALL:
  12320. case SC_PNEUMA:
  12321. case SC_NOCHAT:
  12322. case SC_JAILED:
  12323. case SC_ANKLE:
  12324. case SC_BLADESTOP:
  12325. case SC_STRFOOD:
  12326. case SC_AGIFOOD:
  12327. case SC_VITFOOD:
  12328. case SC_INTFOOD:
  12329. case SC_DEXFOOD:
  12330. case SC_LUKFOOD:
  12331. case SC_FLEEFOOD:
  12332. case SC_HITFOOD:
  12333. case SC_CRIFOOD:
  12334. case SC_BATKFOOD:
  12335. case SC_WATKFOOD:
  12336. case SC_MATKFOOD:
  12337. case SC_FOOD_STR_CASH:
  12338. case SC_FOOD_AGI_CASH:
  12339. case SC_FOOD_VIT_CASH:
  12340. case SC_FOOD_DEX_CASH:
  12341. case SC_FOOD_INT_CASH:
  12342. case SC_FOOD_LUK_CASH:
  12343. case SC_EXPBOOST:
  12344. case SC_JEXPBOOST:
  12345. case SC_ITEMBOOST:
  12346. case SC_ELECTRICSHOCKER:
  12347. case SC__MANHOLE:
  12348. case SC_GIANTGROWTH:
  12349. case SC_MILLENNIUMSHIELD:
  12350. case SC_REFRESH:
  12351. case SC_STONEHARDSKIN:
  12352. case SC_VITALITYACTIVATION:
  12353. case SC_FIGHTINGSPIRIT:
  12354. case SC_ABUNDANCE:
  12355. case SC_CRUSHSTRIKE:
  12356. case SC_SAVAGE_STEAK:
  12357. case SC_COCKTAIL_WARG_BLOOD:
  12358. case SC_MINOR_BBQ:
  12359. case SC_SIROMA_ICE_TEA:
  12360. case SC_DROCERA_HERB_STEAMED:
  12361. case SC_PUTTI_TAILS_NOODLES:
  12362. case SC_CURSEDCIRCLE_ATKER:
  12363. case SC_CURSEDCIRCLE_TARGET:
  12364. case SC_PUSH_CART:
  12365. case SC_ALL_RIDING:
  12366. case SC_STYLE_CHANGE:
  12367. case SC_MONSTER_TRANSFORM:
  12368. case SC_ACTIVE_MONSTER_TRANSFORM:
  12369. case SC_MTF_ASPD:
  12370. case SC_MTF_RANGEATK:
  12371. case SC_MTF_MATK:
  12372. case SC_MTF_MLEATKED:
  12373. case SC_MTF_CRIDAMAGE:
  12374. case SC_HEAT_BARREL_AFTER:
  12375. case SC_QUEST_BUFF1:
  12376. case SC_QUEST_BUFF2:
  12377. case SC_QUEST_BUFF3:
  12378. case SC_MTF_ASPD2:
  12379. case SC_MTF_RANGEATK2:
  12380. case SC_MTF_MATK2:
  12381. case SC_2011RWC_SCROLL:
  12382. case SC_JP_EVENT04:
  12383. case SC_MTF_MHP:
  12384. case SC_MTF_MSP:
  12385. case SC_MTF_PUMPKIN:
  12386. case SC_MTF_HITFLEE:
  12387. case SC_ATTHASTE_CASH:
  12388. case SC_REUSE_REFRESH:
  12389. case SC_REUSE_LIMIT_A:
  12390. case SC_REUSE_LIMIT_B:
  12391. case SC_REUSE_LIMIT_C:
  12392. case SC_REUSE_LIMIT_D:
  12393. case SC_REUSE_LIMIT_E:
  12394. case SC_REUSE_LIMIT_F:
  12395. case SC_REUSE_LIMIT_G:
  12396. case SC_REUSE_LIMIT_H:
  12397. case SC_REUSE_LIMIT_MTF:
  12398. case SC_REUSE_LIMIT_ECL:
  12399. case SC_REUSE_LIMIT_RECALL:
  12400. case SC_REUSE_LIMIT_ASPD_POTION:
  12401. case SC_REUSE_MILLENNIUMSHIELD:
  12402. case SC_REUSE_CRUSHSTRIKE:
  12403. case SC_REUSE_STORMBLAST:
  12404. case SC_ALL_RIDING_REUSE_LIMIT:
  12405. case SC_SPRITEMABLE:
  12406. case SC_BITESCAR:
  12407. // Costumes
  12408. case SC_MOONSTAR:
  12409. case SC_SUPER_STAR:
  12410. case SC_STRANGELIGHTS:
  12411. case SC_DECORATION_OF_MUSIC:
  12412. case SC_LJOSALFAR:
  12413. case SC_MERMAID_LONGING:
  12414. case SC_HAT_EFFECT:
  12415. case SC_FLOWERSMOKE:
  12416. case SC_FSTONE:
  12417. case SC_HAPPINESS_STAR:
  12418. case SC_MAPLE_FALLS:
  12419. case SC_TIME_ACCESSORY:
  12420. case SC_MAGICAL_FEATHER:
  12421. continue;
  12422. // Chemical Protection is only removed by some skills
  12423. case SC_CP_WEAPON:
  12424. case SC_CP_SHIELD:
  12425. case SC_CP_ARMOR:
  12426. case SC_CP_HELM:
  12427. if(!(type&SCCB_CHEM_PROTECT))
  12428. continue;
  12429. break;
  12430. // Debuffs that can be removed.
  12431. case SC_DEEPSLEEP:
  12432. case SC_BURNING:
  12433. case SC_FREEZING:
  12434. case SC_CRYSTALIZE:
  12435. case SC_TOXIN:
  12436. case SC_PARALYSE:
  12437. case SC_VENOMBLEED:
  12438. case SC_MAGICMUSHROOM:
  12439. case SC_DEATHHURT:
  12440. case SC_PYREXIA:
  12441. case SC_OBLIVIONCURSE:
  12442. case SC_LEECHESEND:
  12443. case SC_MARSHOFABYSS:
  12444. case SC_MANDRAGORA:
  12445. if(!(type&SCCB_REFRESH))
  12446. continue;
  12447. break;
  12448. case SC_HALLUCINATION:
  12449. case SC_QUAGMIRE:
  12450. case SC_SIGNUMCRUCIS:
  12451. case SC_DECREASEAGI:
  12452. case SC_SLOWDOWN:
  12453. case SC_MINDBREAKER:
  12454. case SC_WINKCHARM:
  12455. case SC_STOP:
  12456. case SC_ORCISH:
  12457. case SC_STRIPWEAPON:
  12458. case SC_STRIPSHIELD:
  12459. case SC_STRIPARMOR:
  12460. case SC_STRIPHELM:
  12461. case SC_BITE:
  12462. case SC_ADORAMUS:
  12463. case SC_VACUUM_EXTREME:
  12464. case SC_FEAR:
  12465. case SC_MAGNETICFIELD:
  12466. case SC_NETHERWORLD:
  12467. if (!(type&SCCB_DEBUFFS))
  12468. continue;
  12469. break;
  12470. // The rest are buffs that can be removed.
  12471. case SC_BERSERK:
  12472. case SC_SATURDAYNIGHTFEVER:
  12473. if (!(type&SCCB_BUFFS))
  12474. continue;
  12475. sc->data[i]->val2 = 0;
  12476. break;
  12477. default:
  12478. if (!(type&SCCB_BUFFS))
  12479. continue;
  12480. break;
  12481. }
  12482. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12483. }
  12484. //Removes bonus_script
  12485. if (bl->type == BL_PC) {
  12486. i = 0;
  12487. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  12488. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  12489. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  12490. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  12491. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  12492. }
  12493. // Cleaning all extras vars
  12494. sc->comet_x = 0;
  12495. sc->comet_y = 0;
  12496. #ifndef RENEWAL
  12497. sc->sg_counter = 0;
  12498. #endif
  12499. sc->bs_counter = 0;
  12500. return;
  12501. }
  12502. /**
  12503. * Infect a user with status effects (SC_DEADLYINFECT)
  12504. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  12505. * @param bl: Object to change
  12506. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  12507. * @return 1: Success 0: Fail
  12508. */
  12509. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  12510. {
  12511. int i, flag = 0;
  12512. struct status_change *sc = status_get_sc(src);
  12513. const struct TimerData *timer = NULL;
  12514. unsigned int tick;
  12515. struct status_change_data data;
  12516. if( !sc || !sc->count )
  12517. return 0;
  12518. tick = gettick();
  12519. // Status Immunity resistance
  12520. if (status_bl_has_mode(src,MD_STATUS_IMMUNE) || status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12521. return 0;
  12522. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  12523. if( !sc->data[i] || i == SC_COMMON_MAX )
  12524. continue;
  12525. if (sc->data[i]->timer != INVALID_TIMER) {
  12526. timer = get_timer(sc->data[i]->timer);
  12527. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  12528. continue;
  12529. }
  12530. switch( i ) {
  12531. // Debuffs that can be spread.
  12532. // NOTE: We'll add/delete SCs when we are able to confirm it.
  12533. case SC_DEATHHURT:
  12534. case SC_PARALYSE:
  12535. if (type)
  12536. continue;
  12537. case SC_CURSE:
  12538. case SC_SILENCE:
  12539. case SC_CONFUSION:
  12540. case SC_BLIND:
  12541. case SC_HALLUCINATION:
  12542. case SC_SIGNUMCRUCIS:
  12543. case SC_DECREASEAGI:
  12544. //case SC_SLOWDOWN:
  12545. //case SC_MINDBREAKER:
  12546. //case SC_WINKCHARM:
  12547. //case SC_STOP:
  12548. case SC_ORCISH:
  12549. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  12550. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  12551. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  12552. //case SC_STRIPHELM:
  12553. //case SC__STRIPACCESSORY:
  12554. //case SC_BITE:
  12555. case SC_FEAR:
  12556. case SC_FREEZING:
  12557. case SC_VENOMBLEED:
  12558. if (sc->data[i]->timer != INVALID_TIMER)
  12559. data.tick = DIFF_TICK(timer->tick, tick);
  12560. else
  12561. data.tick = INVALID_TIMER;
  12562. break;
  12563. // Special cases
  12564. case SC_TOXIN:
  12565. case SC_MAGICMUSHROOM:
  12566. case SC_PYREXIA:
  12567. case SC_LEECHESEND:
  12568. if (type)
  12569. continue;
  12570. case SC_POISON:
  12571. case SC_DPOISON:
  12572. case SC_BLEEDING:
  12573. case SC_BURNING:
  12574. if (sc->data[i]->timer != INVALID_TIMER)
  12575. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  12576. else
  12577. data.tick = INVALID_TIMER;
  12578. break;
  12579. default:
  12580. continue;
  12581. }
  12582. if( i ) {
  12583. data.val1 = sc->data[i]->val1;
  12584. data.val2 = sc->data[i]->val2;
  12585. data.val3 = sc->data[i]->val3;
  12586. data.val4 = sc->data[i]->val4;
  12587. 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);
  12588. flag = 1;
  12589. }
  12590. }
  12591. return flag;
  12592. }
  12593. /**
  12594. * Applying natural heal bonuses (sit, skill, homun, etc...)
  12595. * TODO: the va_list doesn't seem to be used, safe to remove?
  12596. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  12597. * @param args: va_list arguments
  12598. * @return which regeneration bonuses have been applied (flag)
  12599. */
  12600. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  12601. static int status_natural_heal(struct block_list* bl, va_list args)
  12602. {
  12603. struct regen_data *regen;
  12604. struct status_data *status;
  12605. struct status_change *sc;
  12606. struct unit_data *ud;
  12607. struct view_data *vd = NULL;
  12608. struct regen_data_sub *sregen;
  12609. struct map_session_data *sd;
  12610. int rate, multi = 1, flag;
  12611. regen = status_get_regen_data(bl);
  12612. if (!regen)
  12613. return 0;
  12614. status = status_get_status_data(bl);
  12615. sc = status_get_sc(bl);
  12616. if (sc && !sc->count)
  12617. sc = NULL;
  12618. sd = BL_CAST(BL_PC,bl);
  12619. flag = regen->flag;
  12620. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  12621. flag &= ~(RGN_HP|RGN_SHP);
  12622. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  12623. flag &= ~(RGN_SP|RGN_SSP);
  12624. if (flag && (
  12625. status_isdead(bl) ||
  12626. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  12627. ))
  12628. flag = RGN_NONE;
  12629. if (sd) {
  12630. if (sd->hp_loss.value || sd->sp_loss.value)
  12631. pc_bleeding(sd, natural_heal_diff_tick);
  12632. if (sd->hp_regen.value || sd->sp_regen.value)
  12633. pc_regen(sd, natural_heal_diff_tick);
  12634. }
  12635. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  12636. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  12637. { // Apply sitting regen bonus.
  12638. sregen = regen->ssregen;
  12639. if(flag&(RGN_SHP)) { // Sitting HP regen
  12640. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  12641. if (regen->state.overweight)
  12642. rate >>= 1; // Half as fast when overweight.
  12643. sregen->tick.hp += rate;
  12644. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12645. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  12646. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  12647. flag &= ~(RGN_HP|RGN_SHP);
  12648. break;
  12649. }
  12650. }
  12651. }
  12652. if(flag&(RGN_SSP)) { // Sitting SP regen
  12653. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  12654. if (regen->state.overweight)
  12655. rate >>= 1; // Half as fast when overweight.
  12656. sregen->tick.sp += rate;
  12657. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12658. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  12659. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  12660. flag &= ~(RGN_SP|RGN_SSP);
  12661. break;
  12662. }
  12663. }
  12664. }
  12665. }
  12666. if (flag && regen->state.overweight)
  12667. flag = RGN_NONE;
  12668. ud = unit_bl2ud(bl);
  12669. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  12670. flag &= ~(RGN_SHP|RGN_SSP);
  12671. if(!regen->state.walk)
  12672. flag &= ~RGN_HP;
  12673. }
  12674. if (!flag)
  12675. return 0;
  12676. if (flag&(RGN_HP|RGN_SP)) {
  12677. if(!vd)
  12678. vd = status_get_viewdata(bl);
  12679. if(vd && vd->dead_sit == 2)
  12680. multi += 1; //This causes the interval to be halved
  12681. if(regen->state.gc)
  12682. multi += 1; //This causes the interval to be halved
  12683. }
  12684. // Natural Hp regen
  12685. if (flag&RGN_HP) {
  12686. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  12687. if (ud && ud->walktimer != INVALID_TIMER)
  12688. rate /= 2;
  12689. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  12690. if(bl->type == BL_HOM)
  12691. rate *= 2;
  12692. regen->tick.hp += rate;
  12693. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  12694. int val = 0;
  12695. do {
  12696. val += regen->hp;
  12697. regen->tick.hp -= battle_config.natural_healhp_interval;
  12698. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  12699. if (status_heal(bl, val, 0, 1) < val)
  12700. flag &= ~RGN_SHP; // Full.
  12701. }
  12702. }
  12703. // Natural SP regen
  12704. if(flag&RGN_SP) {
  12705. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  12706. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  12707. if(bl->type==BL_HOM)
  12708. rate *= 2;
  12709. #ifdef RENEWAL
  12710. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  12711. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  12712. rate /= 2; // Tick is doubled in Fury state
  12713. #endif
  12714. regen->tick.sp += rate;
  12715. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  12716. int val = 0;
  12717. do {
  12718. val += regen->sp;
  12719. regen->tick.sp -= battle_config.natural_healsp_interval;
  12720. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  12721. if (status_heal(bl, 0, val, 1) < val)
  12722. flag &= ~RGN_SSP; // full.
  12723. }
  12724. }
  12725. if (!regen->sregen)
  12726. return flag;
  12727. // Skill regen
  12728. sregen = regen->sregen;
  12729. if(flag&RGN_SHP) { // Skill HP regen
  12730. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  12731. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12732. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  12733. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  12734. break; // Full
  12735. }
  12736. }
  12737. if(flag&RGN_SSP) { // Skill SP regen
  12738. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  12739. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12740. int val = sregen->sp;
  12741. if (sd && sd->state.doridori) {
  12742. val *= 2;
  12743. sd->state.doridori = 0;
  12744. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  12745. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  12746. 100,rate,skill_get_time(TK_SPTIME, rate));
  12747. if (
  12748. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  12749. rnd()%10000 < battle_config.sg_angel_skill_ratio
  12750. ) { // Angel of the Sun/Moon/Star
  12751. clif_feel_hate_reset(sd);
  12752. pc_resethate(sd);
  12753. pc_resetfeel(sd);
  12754. }
  12755. }
  12756. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  12757. if(status_heal(bl, 0, val, 3) < val)
  12758. break; // Full
  12759. }
  12760. }
  12761. return flag;
  12762. }
  12763. /**
  12764. * Natural heal main timer
  12765. * @param tid: Timer ID
  12766. * @param tick: Current tick (time)
  12767. * @param id: Object ID to heal
  12768. * @param data: data pushed through timer function
  12769. * @return 0
  12770. */
  12771. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  12772. {
  12773. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  12774. map_foreachregen(status_natural_heal);
  12775. natural_heal_prev_tick = tick;
  12776. return 0;
  12777. }
  12778. /**
  12779. * Get the chance to upgrade a piece of equipment
  12780. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  12781. * @param refine: The target's refine level
  12782. * @return The chance to refine the item, in percent (0~100)
  12783. */
  12784. int status_get_refine_chance(enum refine_type wlv, int refine)
  12785. {
  12786. if ( refine < 0 || refine >= MAX_REFINE)
  12787. return 0;
  12788. return refine_info[wlv].chance[refine];
  12789. }
  12790. /**
  12791. * Check if status is disabled on a map
  12792. * @param type: Status Change data
  12793. * @param mapIsVS: If the map is a map_flag_vs type
  12794. * @param mapisPVP: If the map is a PvP type
  12795. * @param mapIsGVG: If the map is a map_flag_gvg type
  12796. * @param mapIsBG: If the map is a Battleground type
  12797. * @param mapZone: Map Zone type
  12798. * @param mapIsTE: If the map us WOE TE
  12799. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  12800. */
  12801. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  12802. {
  12803. if (type <= SC_NONE || type >= SC_MAX)
  12804. return false;
  12805. if ((!mapIsVS && SCDisabled[type]&1) ||
  12806. (mapIsPVP && SCDisabled[type]&2) ||
  12807. (mapIsGVG && SCDisabled[type]&4) ||
  12808. (mapIsBG && SCDisabled[type]&8) ||
  12809. (mapIsTE && SCDisabled[type]&16) ||
  12810. (SCDisabled[type]&(mapZone)))
  12811. {
  12812. return true;
  12813. }
  12814. return false;
  12815. }
  12816. /**
  12817. * Clear a status if it is disabled on a map
  12818. * @param bl: Block list data
  12819. * @param sc: Status Change data
  12820. */
  12821. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  12822. {
  12823. nullpo_retv(bl);
  12824. if (sc && sc->count) {
  12825. unsigned short i;
  12826. bool mapIsVS = map_flag_vs2(bl->m);
  12827. bool mapIsPVP = map[bl->m].flag.pvp;
  12828. bool mapIsGVG = map_flag_gvg2_no_te(bl->m);
  12829. bool mapIsBG = map[bl->m].flag.battleground;
  12830. bool mapIsTE = map_flag_gvg2_te(bl->m);
  12831. unsigned int mapZone = map[bl->m].zone << 3;
  12832. for (i = 0; i < SC_MAX; i++) {
  12833. if (!sc->data[i] || !SCDisabled[i])
  12834. continue;
  12835. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapZone, mapIsTE))
  12836. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12837. }
  12838. }
  12839. }
  12840. /**
  12841. * Read status_disabled.txt file
  12842. * @param str: Fields passed from sv_readdb
  12843. * @param columns: Columns passed from sv_readdb function call
  12844. * @param current: Current row being read into SCDisabled array
  12845. * @return True - Successfully stored, False - Invalid SC
  12846. */
  12847. static bool status_readdb_status_disabled(char **str, int columns, int current)
  12848. {
  12849. int type = SC_NONE;
  12850. if (ISDIGIT(str[0][0]))
  12851. type = atoi(str[0]);
  12852. else {
  12853. if (!script_get_constant(str[0],&type))
  12854. type = SC_NONE;
  12855. }
  12856. if (type <= SC_NONE || type >= SC_MAX) {
  12857. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  12858. return false;
  12859. }
  12860. SCDisabled[type] = (unsigned int)atol(str[1]);
  12861. return true;
  12862. }
  12863. /**
  12864. * Read sizefix database for attack calculations
  12865. * @param fields: Fields passed from sv_readdb
  12866. * @param columns: Columns passed from sv_readdb function call
  12867. * @param current: Current row being read into atkmods array
  12868. * @return True
  12869. */
  12870. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  12871. {
  12872. unsigned int i;
  12873. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  12874. atkmods[current][i] = atoi(fields[i]);
  12875. return true;
  12876. }
  12877. /**
  12878. * Read refine database for refining calculations
  12879. * @param fields: Fields passed from sv_readdb
  12880. * @param columns: Columns passed from sv_readdb function call
  12881. * @param current: Current row being read into refine_info array
  12882. * @return True
  12883. */
  12884. static bool status_readdb_refine(char* fields[], int columns, int current)
  12885. {
  12886. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  12887. current = atoi(fields[0]);
  12888. if (current < 0 || current >= REFINE_TYPE_MAX)
  12889. return false;
  12890. bonus_per_level = atoi(fields[1]);
  12891. random_bonus_start_level = atoi(fields[2]);
  12892. random_bonus = atoi(fields[3]);
  12893. for(i = 0; i < MAX_REFINE; i++) {
  12894. char* delim;
  12895. if (!(delim = strchr(fields[4+i], ':')))
  12896. return false;
  12897. *delim = '\0';
  12898. refine_info[current].chance[i] = atoi(fields[4+i]);
  12899. if (i >= random_bonus_start_level - 1)
  12900. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  12901. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  12902. if (i > 0)
  12903. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  12904. }
  12905. return true;
  12906. }
  12907. /**
  12908. * Read attribute fix database for attack calculations
  12909. * Function stores information in the attr_fix_table
  12910. * @return True
  12911. */
  12912. static bool status_readdb_attrfix(const char *basedir,bool silent)
  12913. {
  12914. FILE *fp;
  12915. char line[512], path[512];
  12916. int entries = 0;
  12917. sprintf(path, "%s/attr_fix.txt", basedir);
  12918. fp = fopen(path,"r");
  12919. if (fp == NULL) {
  12920. if (silent==0)
  12921. ShowError("Can't read %s\n", path);
  12922. return 1;
  12923. }
  12924. while (fgets(line, sizeof(line), fp)) {
  12925. int lv, i, j;
  12926. if (line[0] == '/' && line[1] == '/')
  12927. continue;
  12928. lv = atoi(line);
  12929. if (!CHK_ELEMENT_LEVEL(lv))
  12930. continue;
  12931. for (i = 0; i < ELE_ALL;) {
  12932. char *p;
  12933. if (!fgets(line, sizeof(line), fp))
  12934. break;
  12935. if (line[0]=='/' && line[1]=='/')
  12936. continue;
  12937. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  12938. while (*p == 32) //skipping space (32=' ')
  12939. p++;
  12940. //TODO seem unsafe to continue without check
  12941. attr_fix_table[lv-1][i][j] = atoi(p);
  12942. if (battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  12943. attr_fix_table[lv-1][i][j] = 0;
  12944. p = strchr(p,',');
  12945. if(p)
  12946. *p++=0;
  12947. }
  12948. i++;
  12949. }
  12950. entries++;
  12951. }
  12952. fclose(fp);
  12953. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  12954. return true;
  12955. }
  12956. /**
  12957. * Sets defaults in tables and starts read db functions
  12958. * sv_readdb reads the file, outputting the information line-by-line to
  12959. * previous functions above, separating information by delimiter
  12960. * DBs being read:
  12961. * attr_fix.txt: Attribute adjustment table for attacks
  12962. * size_fix.txt: Size adjustment table for weapons
  12963. * refine_db.txt: Refining data table
  12964. * @return 0
  12965. */
  12966. int status_readdb(void)
  12967. {
  12968. int i, j, k;
  12969. const char* dbsubpath[] = {
  12970. "",
  12971. "/"DBIMPORT,
  12972. //add other path here
  12973. };
  12974. // Initialize databases to default
  12975. memset(SCDisabled, 0, sizeof(SCDisabled));
  12976. // size_fix.txt
  12977. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  12978. for(j=0;j<MAX_WEAPON_TYPE;j++)
  12979. atkmods[i][j]=100;
  12980. // refine_db.txt
  12981. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  12982. {
  12983. for(j=0;j<MAX_REFINE; j++)
  12984. {
  12985. refine_info[i].chance[j] = 100;
  12986. refine_info[i].bonus[j] = 0;
  12987. refine_info[i].randombonus_max[j] = 0;
  12988. }
  12989. }
  12990. // attr_fix.txt
  12991. for(i=0;i<4;i++)
  12992. for(j=0;j<ELE_ALL;j++)
  12993. for(k=0;k<ELE_ALL;k++)
  12994. attr_fix_table[i][j][k]=100;
  12995. // read databases
  12996. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  12997. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  12998. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  12999. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  13000. char* dbsubpath1 = (char*)aMalloc(n1+1);
  13001. char* dbsubpath2 = (char*)aMalloc(n2+1);
  13002. if(i==0) {
  13003. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13004. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  13005. }
  13006. else {
  13007. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13008. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  13009. }
  13010. status_readdb_attrfix(dbsubpath2,i); // !TODO use sv_readdb ?
  13011. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i);
  13012. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i);
  13013. sv_readdb(dbsubpath2, "refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine, i);
  13014. aFree(dbsubpath1);
  13015. aFree(dbsubpath2);
  13016. }
  13017. return 0;
  13018. }
  13019. /**
  13020. * Status db init and destroy.
  13021. */
  13022. int do_init_status(void)
  13023. {
  13024. add_timer_func_list(status_change_timer,"status_change_timer");
  13025. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  13026. initChangeTables();
  13027. initDummyData();
  13028. status_readdb();
  13029. natural_heal_prev_tick = gettick();
  13030. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
  13031. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  13032. return 0;
  13033. }
  13034. void do_final_status(void)
  13035. {
  13036. ers_destroy(sc_data_ers);
  13037. }