status.c 442 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. // 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
  44. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  45. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  46. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  47. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  48. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  49. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  50. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  51. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  52. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  53. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  54. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  55. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  56. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  57. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  58. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  59. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  60. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  61. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  62. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  63. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  64. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  65. #ifdef RENEWAL_ASPD
  66. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
  67. #endif
  68. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  69. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  70. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  71. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  72. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  73. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  74. #ifdef RENEWAL
  75. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  76. #endif
  77. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  78. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  79. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  80. static int status_get_sc_interval(enum sc_type type);
  81. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone);
  82. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), map_flag_vs((m)), map[(m)].flag.pvp, map_flag_gvg((m)), map[(m)].flag.battleground, map[(m)].zone << 3) )
  83. /**
  84. * Returns the status change associated with a skill.
  85. * @param skill The skill to look up
  86. * @return The status registered for this skill
  87. */
  88. sc_type status_skill2sc(int skill)
  89. {
  90. int idx = skill_get_index(skill);
  91. if( idx == 0 ) {
  92. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  93. return SC_NONE;
  94. }
  95. return SkillStatusChangeTable[idx];
  96. }
  97. /**
  98. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  99. * Utilized for various duration lookups. Use with caution!
  100. * @param sc The status to look up
  101. * @return A skill associated with the status
  102. */
  103. int status_sc2skill(sc_type sc)
  104. {
  105. if( sc < 0 || sc >= SC_MAX ) {
  106. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  107. return 0;
  108. }
  109. return StatusSkillChangeTable[sc];
  110. }
  111. /**
  112. * Returns the status calculation flag associated with a given status change.
  113. * @param sc The status to look up
  114. * @return The scb_flag registered for this status (see enum scb_flag)
  115. */
  116. unsigned int status_sc2scb_flag(sc_type sc)
  117. {
  118. if( sc < 0 || sc >= SC_MAX ) {
  119. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  120. return SCB_NONE;
  121. }
  122. return StatusChangeFlagTable[sc];
  123. }
  124. /**
  125. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  126. * @param type The client-side status identifier to look up (see enum si_type)
  127. * @return The bl types relevant to the type (see enum bl_type)
  128. */
  129. int status_type2relevant_bl_types(int type)
  130. {
  131. if( type < 0 || type >= SI_MAX ) {
  132. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  133. return SI_BLANK;
  134. }
  135. return StatusRelevantBLTypes[type];
  136. }
  137. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  138. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  139. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  140. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  141. {
  142. uint16 idx = skill_get_index(skill_id);
  143. if( idx == 0 ) {
  144. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  145. return;
  146. }
  147. if( sc < 0 || sc >= SC_MAX ) {
  148. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  149. return;
  150. }
  151. if( StatusSkillChangeTable[sc] == 0 )
  152. StatusSkillChangeTable[sc] = skill_id;
  153. if( StatusIconChangeTable[sc] == SI_BLANK )
  154. StatusIconChangeTable[sc] = icon;
  155. StatusChangeFlagTable[sc] |= flag;
  156. if( SkillStatusChangeTable[idx] == SC_NONE )
  157. SkillStatusChangeTable[idx] = sc;
  158. }
  159. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  160. if (sc > SC_NONE && sc < SC_MAX) {
  161. if (StatusIconChangeTable[sc] == SI_BLANK)
  162. StatusIconChangeTable[sc] = icon;
  163. StatusChangeFlagTable[sc] |= flag;
  164. }
  165. if (icon > SI_BLANK && icon < SI_MAX)
  166. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  167. }
  168. void initChangeTables(void)
  169. {
  170. int i;
  171. for (i = 0; i < SC_MAX; i++)
  172. StatusIconChangeTable[i] = SI_BLANK;
  173. for (i = 0; i < MAX_SKILL; i++)
  174. SkillStatusChangeTable[i] = SC_NONE;
  175. for (i = 0; i < SI_MAX; i++)
  176. StatusRelevantBLTypes[i] = BL_PC;
  177. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  178. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  179. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  180. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  181. memset(SCDisabled, 0, sizeof(SCDisabled));
  182. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  183. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  184. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  185. add_sc( NPC_STUNATTACK , SC_STUN );
  186. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  187. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  188. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  189. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  190. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  191. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  192. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  193. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  194. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  195. /* The main status definitions */
  196. add_sc( SM_BASH , SC_STUN );
  197. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  198. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  199. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  200. add_sc( MG_SIGHT , SC_SIGHT );
  201. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  202. add_sc( MG_FROSTDIVER , SC_FREEZE );
  203. add_sc( MG_STONECURSE , SC_STONE );
  204. add_sc( AL_RUWACH , SC_RUWACH );
  205. add_sc( AL_PNEUMA , SC_PNEUMA );
  206. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  207. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  208. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  209. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  210. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  211. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  212. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  213. add_sc( TF_POISON , SC_POISON );
  214. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  215. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE );
  216. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
  217. #ifndef RENEWAL
  218. SCB_WATK );
  219. #else
  220. SCB_NONE );
  221. #endif
  222. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  223. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  224. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  225. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  226. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  227. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  228. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  229. add_sc( PR_STRECOVERY , SC_BLIND );
  230. add_sc( PR_LEXDIVINA , SC_SILENCE );
  231. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  232. add_sc( WZ_METEOR , SC_STUN );
  233. add_sc( WZ_VERMILION , SC_BLIND );
  234. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  235. add_sc( WZ_STORMGUST , SC_FREEZE );
  236. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  237. add_sc( BS_HAMMERFALL , SC_STUN );
  238. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  239. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
  240. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  241. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  242. add_sc( HT_LANDMINE , SC_STUN );
  243. set_sc( HT_ANKLESNARE , SC_ANKLE , SI_ANKLESNARE , SCB_NONE );
  244. add_sc( HT_SANDMAN , SC_SLEEP );
  245. add_sc( HT_FLASHER , SC_BLIND );
  246. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  247. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  248. add_sc( AS_SONICBLOW , SC_STUN );
  249. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  250. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  251. add_sc( AS_VENOMDUST , SC_POISON );
  252. set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE );
  253. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  254. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  255. add_sc( TF_SPRINKLESAND , SC_BLIND );
  256. add_sc( TF_THROWSTONE , SC_STUN );
  257. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  258. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  259. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  260. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  261. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  262. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  263. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  264. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  265. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  266. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  267. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  268. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  269. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  270. add_sc( NPC_POISON , SC_POISON );
  271. add_sc( NPC_BLINDATTACK , SC_BLIND );
  272. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  273. add_sc( NPC_STUNATTACK , SC_STUN );
  274. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  275. add_sc( NPC_CURSEATTACK , SC_CURSE );
  276. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  277. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  278. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  279. add_sc( NPC_DARKBLESSING , SC_COMA );
  280. set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF );
  281. add_sc( NPC_DEFENDER , SC_ARMOR );
  282. add_sc( NPC_LICK , SC_STUN );
  283. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  284. add_sc( NPC_REBIRTH , SC_REBIRTH );
  285. add_sc( RG_RAID , SC_STUN );
  286. #ifdef RENEWAL
  287. add_sc( RG_RAID , SC_RAID );
  288. add_sc( RG_BACKSTAP , SC_STUN );
  289. #endif
  290. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  291. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  292. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  293. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  294. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  295. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  296. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  297. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  298. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  299. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  300. add_sc( CR_SHIELDCHARGE , SC_STUN );
  301. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  302. add_sc( CR_HOLYCROSS , SC_BLIND );
  303. add_sc( CR_GRANDCROSS , SC_BLIND );
  304. set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE);
  305. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  306. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  307. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  308. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  309. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  310. set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE );
  311. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  312. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  313. #ifdef RENEWAL
  314. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  315. #endif
  316. set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE );
  317. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  318. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  319. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  320. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  321. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  322. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  323. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  324. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  325. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  326. add_sc( SA_COMA , SC_COMA );
  327. set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN );
  328. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE );
  329. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 );
  330. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD ,
  331. #ifndef RENEWAL
  332. SCB_WATK|SCB_DEF );
  333. #else
  334. SCB_DEF );
  335. #endif
  336. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN ,
  337. #ifndef RENEWAL
  338. SCB_WATK );
  339. #else
  340. SCB_NONE );
  341. #endif
  342. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
  343. set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
  344. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
  345. add_sc( BA_FROSTJOKER , SC_FREEZE );
  346. set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  347. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
  348. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE );
  349. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP );
  350. add_sc( DC_SCREAM , SC_STUN );
  351. set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT );
  352. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  353. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI );
  354. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL );
  355. add_sc( NPC_DARKCROSS , SC_BLIND );
  356. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  357. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  358. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  359. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  360. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  361. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  362. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  363. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  364. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  365. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  366. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION ,
  367. #ifndef RENEWAL
  368. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  369. #else
  370. SCB_HIT|SCB_DEF );
  371. #endif
  372. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  373. 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 );
  374. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  375. #ifndef RENEWAL
  376. SI_ASSUMPTIO , SCB_NONE );
  377. #else
  378. SI_ASSUMPTIO2 , SCB_NONE );
  379. #endif
  380. add_sc( HP_BASILICA , SC_BASILICA );
  381. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  382. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  383. set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD );
  384. add_sc( PA_GOSPEL , SC_SCRESIST );
  385. add_sc( CH_TIGERFIST , SC_STOP );
  386. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  387. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  388. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  389. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  390. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  391. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED );
  392. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  393. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  394. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  395. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  396. add_sc( LK_SPIRALPIERCE , SC_STOP );
  397. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  398. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  399. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  400. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  401. set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE );
  402. set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE );
  403. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE );
  404. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  405. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  406. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  407. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  408. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  409. add_sc( TK_DOWNKICK , SC_STUN );
  410. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  411. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  412. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  413. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  414. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  415. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  416. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  417. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  418. add_sc( SG_MOON_WARM , SC_WARM );
  419. add_sc( SG_STAR_WARM , SC_WARM );
  420. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  421. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  422. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  423. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  424. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  425. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  426. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  427. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  428. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  429. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  430. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  431. add_sc( SL_STUN , SC_STUN );
  432. set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED );
  433. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  434. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  435. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  436. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  437. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  438. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  439. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD );
  440. add_sc( WS_CARTTERMINATION , SC_STUN );
  441. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  442. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD );
  443. set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE );
  444. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  445. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  446. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  447. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  448. add_sc( GS_CRACKER , SC_STUN );
  449. add_sc( GS_DISARM , SC_STRIPWEAPON );
  450. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  451. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL ,
  452. #ifndef RENEWAL
  453. SCB_BATK|SCB_ASPD );
  454. #else
  455. SCB_ASPD );
  456. #endif
  457. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  458. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  459. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER ,
  460. #ifndef RENEWAL
  461. SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  462. #else
  463. SCB_FLEE|SCB_SPEED|SCB_ASPD );
  464. #endif
  465. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  466. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  467. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  468. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  469. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  470. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  471. add_sc( NPC_ICEBREATH , SC_FREEZE );
  472. add_sc( NPC_ACIDBREATH , SC_POISON );
  473. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  474. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  475. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  476. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  477. add_sc( NPC_WIDESTONE , SC_STONE );
  478. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  479. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  480. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  481. add_sc( NPC_EVILLAND , SC_BLIND );
  482. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  483. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  484. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  485. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_NONE );
  486. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  487. add_sc( NPC_WIDECURSE , SC_CURSE );
  488. add_sc( NPC_WIDESTUN , SC_STUN );
  489. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  490. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  491. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  492. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  493. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  494. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  495. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  496. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  497. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  498. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  499. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  500. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  501. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  502. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  503. add_sc( MO_BALKYOUNG , SC_STUN );
  504. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  505. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  506. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  507. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  508. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  509. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  510. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  511. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  512. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK ,
  513. #ifndef RENEWAL
  514. SCB_DEF );
  515. #else
  516. SCB_VIT );
  517. #endif
  518. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  519. /* Homunculus S */
  520. add_sc(MH_STAHL_HORN , SC_STUN );
  521. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  522. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  523. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  524. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  525. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, SI_LIGHT_OF_REGENE, SCB_NONE);
  526. set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  527. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
  528. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
  529. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  530. set_sc(MH_LAVA_SLIDE , SC_BURNING , SI_BURNT , SCB_MDEF );
  531. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  532. add_sc(MH_POISON_MIST , SC_BLIND );
  533. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
  534. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  535. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
  536. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  537. set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
  538. set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_BATK|SCB_MAXHP );
  539. add_sc( MER_CRASH , SC_STUN );
  540. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  541. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  542. add_sc( MER_SIGHT , SC_SIGHT );
  543. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  544. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  545. add_sc( MER_LEXDIVINA , SC_SILENCE );
  546. add_sc( MA_LANDMINE , SC_STUN );
  547. add_sc( MA_SANDMAN , SC_SLEEP );
  548. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  549. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  550. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  551. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  552. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  553. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  554. 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 );
  555. add_sc( ML_SPIRALPIERCE , SC_STOP );
  556. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  557. add_sc( ML_DEVOTION , SC_DEVOTION );
  558. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  559. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  560. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  561. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  562. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  563. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  564. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  565. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  566. set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN );
  567. /* Rune Knight */
  568. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  569. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  570. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  571. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  572. set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BURNT , SCB_MDEF );
  573. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  574. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  575. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  576. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  577. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
  578. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  579. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  580. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  581. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  582. /* GC Guillotine Cross */
  583. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  584. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  585. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  586. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  587. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
  588. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  589. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
  590. /* Arch Bishop */
  591. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  592. add_sc( AB_CLEMENTIA , SC_BLESSING );
  593. add_sc( AB_CANTO , SC_INCREASEAGI );
  594. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  595. add_sc( AB_PRAEFATIO , SC_KYRIE );
  596. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  597. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  598. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  599. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  600. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_NONE );
  601. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  602. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  603. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
  604. /* Warlock */
  605. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  606. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  607. add_sc( WL_JACKFROST , SC_FREEZE );
  608. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  609. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  610. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  611. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  612. add_sc( WL_CRIMSONROCK , SC_STUN );
  613. set_sc( WL_HELLINFERNO , SC_BURNING , SI_BURNT , SCB_MDEF );
  614. set_sc( WL_COMET , SC_BURNING , SI_BURNT , SCB_MDEF );
  615. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
  616. /* Ranger */
  617. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  618. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  619. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED|SCB_DSPD );
  620. set_sc( RA_WUGBITE , SC_BITE , SI_WUGBITE , SCB_NONE );
  621. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED|SCB_DEF|SCB_DEF2 );
  622. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  623. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  624. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  625. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  626. set_sc( RA_FIRINGTRAP , SC_BURNING , SI_BURNT , SCB_MDEF );
  627. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF|SCB_DEF2 );
  628. set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  629. /* Mechanic */
  630. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  631. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  632. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  633. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  634. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  635. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  636. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  637. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  638. /* Royal Guard */
  639. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
  640. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
  641. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  642. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  643. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );
  644. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  645. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  646. 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);
  647. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
  648. /* Shadow Chaser */
  649. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  650. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
  651. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  652. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  653. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  654. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  655. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK|SCB_WATK );
  656. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT );
  657. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  658. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE|SCB_SPEED );
  659. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  660. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_MAXHP );
  661. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  662. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  663. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  664. add_sc( SC_BLOODYLUST , SC_BERSERK );
  665. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  666. add_sc( SC_ESCAPE , SC_ANKLE );
  667. /* Sura */
  668. add_sc( SR_DRAGONCOMBO , SC_STUN );
  669. add_sc( SR_EARTHSHAKER , SC_STUN );
  670. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  671. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  672. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  673. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  674. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  675. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD );
  676. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  677. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK );
  678. /* Wanderer / Minstrel */
  679. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  680. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  681. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  682. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_WATK );
  683. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF );
  684. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  685. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  686. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  687. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  688. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  689. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  690. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  691. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  692. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  693. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  694. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
  695. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
  696. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
  697. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
  698. /* Sorcerer */
  699. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  700. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  701. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  702. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
  703. set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
  704. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  705. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  706. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  707. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  708. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_BATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  709. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  710. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  711. 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 );
  712. /* Genetic */
  713. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED );
  714. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  715. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  716. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  717. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  718. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  719. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
  720. /* Elemental spirits' status changes */
  721. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  722. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  723. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  724. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  725. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  726. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  727. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  728. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  729. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  730. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  731. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  732. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  733. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  734. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  735. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  736. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  737. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  738. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  739. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  740. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  741. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  742. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP );
  743. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP );
  744. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  745. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  746. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  747. add_sc( KO_YAMIKUMO , SC_HIDING );
  748. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  749. add_sc( KO_MAKIBISHI , SC_STUN );
  750. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  751. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  752. add_sc( KO_JYUSATSU , SC_CURSE );
  753. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  754. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  755. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  756. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  757. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  758. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  759. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  760. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  761. 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 );
  762. /* Rebellion */
  763. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  764. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  765. set_sc( RL_H_MINE , SC_H_MINE , SI_H_MINE , SCB_NONE);
  766. set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
  767. set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
  768. set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_NONE );
  769. set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
  770. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_FLEE|SCB_ASPD );
  771. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_FLEE );
  772. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_NONE );
  773. set_sc_with_vfx_noskill( SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
  774. set_sc_with_vfx_noskill( SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
  775. set_sc_with_vfx_noskill( SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED );
  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. /* Summoner */
  779. set_sc( SU_HIDE , SC_SUHIDE , SI_SUHIDE , SCB_NONE );
  780. add_sc( SU_SCRATCH , SC_BLEEDING );
  781. set_sc( SU_STOOP , SC_SU_STOOP , SI_SU_STOOP , SCB_NONE );
  782. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  783. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , SI_CATNIPPOWDER , SCB_WATK|SCB_SPEED|SCB_REGEN );
  784. add_sc( SU_CN_METEOR , SC_CURSE );
  785. set_sc_with_vfx( SU_SV_ROOTTWIST , SC_SV_ROOTTWIST , SI_SV_ROOTTWIST , SCB_NONE );
  786. //add_sc( SU_SCAROFTAROU , SC_STUN );
  787. set_sc( SU_SCAROFTAROU , SC_BITESCAR , SI_BITESCAR , SCB_NONE );
  788. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , SI_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  789. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  790. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , SI_TUNAPARTY , SCB_NONE );
  791. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , SI_SHRIMP , SCB_BATK|SCB_MATK );
  792. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , SI_FRESHSHRIMP , SCB_NONE );
  793. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  794. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  795. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  796. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  797. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  798. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  799. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  800. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  801. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  802. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  803. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  804. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  805. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  806. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  807. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  808. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  809. /* Status that don't have a skill associated */
  810. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  811. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  812. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  813. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  814. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  815. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  816. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  817. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  818. StatusIconChangeTable[SC_CHASEWALK2] = SI_CHASEWALK2;
  819. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  820. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  821. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  822. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  823. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  824. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  825. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  826. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  827. StatusIconChangeTable[SC_FLEEFOOD] = SI_FOODFLEE;
  828. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  829. StatusIconChangeTable[SC_CRIFOOD] = SI_FOODCRI;
  830. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  831. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  832. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  833. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  834. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  835. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  836. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  837. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  838. /* Cash Items */
  839. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  840. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  841. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  842. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  843. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  844. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  845. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  846. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  847. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  848. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  849. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  850. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  851. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  852. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  853. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  854. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  855. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  856. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  857. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  858. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  859. StatusIconChangeTable[SC_ATTHASTE_CASH] = SI_ATTHASTE_CASH;
  860. /* Mercenary Bonus Effects */
  861. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  862. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  863. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  864. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  865. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  866. /* Warlock Spheres */
  867. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  868. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  869. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  870. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  871. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  872. /* Warlock Preserved spells */
  873. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  874. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  875. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  876. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  877. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  878. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  879. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  880. StatusIconChangeTable[SC_FREEZE_SP] = SI_FREEZE_SP;
  881. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  882. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  883. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  884. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  885. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  886. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  887. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  888. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  889. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  890. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  891. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  892. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  893. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  894. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  895. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  896. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  897. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  898. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  899. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  900. StatusIconChangeTable[SC__BLOODYLUST] = SI_BLOODYLUST;
  901. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  902. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  903. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  904. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  905. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = SI_PROMOTE_HEALTH_RESERCH;
  906. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = SI_ENERGY_DRINK_RESERCH;
  907. /* Genetics New Food Items Status Icons */
  908. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  909. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  910. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  911. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  912. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  913. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  914. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  915. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z;
  916. StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500;
  917. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE;
  918. StatusIconChangeTable[SC_BOOST500] = SI_BOOST500;
  919. StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K;
  920. StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS;
  921. StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M;
  922. StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F;
  923. /* Elemental Spirit's 'side' status change icons */
  924. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  925. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  926. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  927. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  928. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  929. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  930. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  931. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  932. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  933. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  934. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  935. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  936. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  937. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  938. StatusIconChangeTable[SC_GUST] = SI_GUST;
  939. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  940. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  941. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  942. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  943. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  944. StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
  945. StatusIconChangeTable[SC_DEFSET] = SI_SET_NUM_DEF;
  946. StatusIconChangeTable[SC_MDEFSET] = SI_SET_NUM_MDEF;
  947. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
  948. StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
  949. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  950. StatusIconChangeTable[SC_MTF_ASPD] = SI_MTF_ASPD;
  951. StatusIconChangeTable[SC_MTF_RANGEATK] = SI_MTF_RANGEATK;
  952. StatusIconChangeTable[SC_MTF_MATK] = SI_MTF_MATK;
  953. StatusIconChangeTable[SC_MTF_MLEATKED] = SI_MTF_MLEATKED;
  954. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = SI_MTF_CRIDAMAGE;
  955. StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
  956. StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
  957. StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
  958. StatusIconChangeTable[SC_HEAT_BARREL_AFTER] = SI_HEAT_BARREL_AFTER;
  959. StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
  960. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
  961. StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
  962. StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
  963. StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;
  964. StatusIconChangeTable[SC_MTF_ASPD2] = SI_MTF_ASPD2;
  965. StatusIconChangeTable[SC_MTF_RANGEATK2] = SI_MTF_RANGEATK2;
  966. StatusIconChangeTable[SC_MTF_MATK2] = SI_MTF_MATK2;
  967. StatusIconChangeTable[SC_2011RWC_SCROLL] = SI_2011RWC_SCROLL;
  968. StatusIconChangeTable[SC_JP_EVENT04] = SI_JP_EVENT04;
  969. StatusIconChangeTable[SC_MTF_HITFLEE] = SI_MTF_HITFLEE;
  970. StatusIconChangeTable[SC_MTF_MHP] = SI_MTF_MHP;
  971. StatusIconChangeTable[SC_MTF_MSP] = SI_MTF_MSP;
  972. StatusIconChangeTable[SC_MTF_PUMPKIN] = SI_MTF_PUMPKIN;
  973. StatusIconChangeTable[SC_NORECOVER_STATE] = SI_HANDICAPSTATE_NORECOVER;
  974. /* Summoners status icons */
  975. StatusIconChangeTable[SC_SPRITEMABLE] = SI_SPRITEMABLE;
  976. // Item Reuse Limits
  977. StatusIconChangeTable[SC_REUSE_REFRESH] = SI_REUSE_REFRESH;
  978. StatusIconChangeTable[SC_REUSE_LIMIT_A] = SI_REUSE_LIMIT_A;
  979. StatusIconChangeTable[SC_REUSE_LIMIT_B] = SI_REUSE_LIMIT_B;
  980. StatusIconChangeTable[SC_REUSE_LIMIT_C] = SI_REUSE_LIMIT_C;
  981. StatusIconChangeTable[SC_REUSE_LIMIT_D] = SI_REUSE_LIMIT_D;
  982. StatusIconChangeTable[SC_REUSE_LIMIT_E] = SI_REUSE_LIMIT_E;
  983. StatusIconChangeTable[SC_REUSE_LIMIT_F] = SI_REUSE_LIMIT_F;
  984. StatusIconChangeTable[SC_REUSE_LIMIT_G] = SI_REUSE_LIMIT_G;
  985. StatusIconChangeTable[SC_REUSE_LIMIT_H] = SI_REUSE_LIMIT_H;
  986. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = SI_REUSE_LIMIT_MTF;
  987. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = SI_REUSE_LIMIT_ECL;
  988. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = SI_REUSE_LIMIT_RECALL;
  989. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = SI_REUSE_LIMIT_ASPD_POTION;
  990. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = SI_REUSE_MILLENNIUMSHIELD;
  991. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = SI_REUSE_CRUSHSTRIKE;
  992. StatusIconChangeTable[SC_REUSE_STORMBLAST] = SI_REUSE_STORMBLAST;
  993. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = SI_ALL_RIDING_REUSE_LIMIT;
  994. /* Other SC which are not necessarily associated to skills */
  995. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  996. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  997. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  998. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  999. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1000. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1001. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1002. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1003. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1004. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1005. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1006. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1007. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1008. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1009. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1010. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1011. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1012. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1013. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1014. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1015. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1016. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1017. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1018. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1019. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1020. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1021. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1022. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1023. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1024. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1025. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1026. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1027. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1028. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1029. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1030. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1031. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1032. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1033. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1034. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1035. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1036. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  1037. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1038. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1039. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1040. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1041. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1042. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1043. /* Cash Items */
  1044. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1045. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1046. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1047. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1048. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1049. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1050. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1051. /* Mercenary Bonus Effects */
  1052. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1053. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1054. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1055. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1056. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1057. StatusChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED;
  1058. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1059. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1060. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1061. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1062. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1063. StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
  1064. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1065. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1066. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  1067. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1068. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1069. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1070. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1071. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1072. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1073. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1074. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1075. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1076. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1077. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1078. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1079. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1080. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1081. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1082. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1083. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1084. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1085. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1086. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1087. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1088. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1089. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1090. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1091. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1092. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1093. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1094. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1095. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1096. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1097. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1098. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1099. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1100. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1101. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1102. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1103. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1104. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1105. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1106. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1107. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
  1108. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1109. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1110. #ifdef RENEWAL
  1111. // renewal EDP increases your weapon atk
  1112. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1113. #endif
  1114. if( !battle_config.display_hallucination ) // Disable Hallucination.
  1115. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  1116. /* StatusDisplayType Table [Ind] */
  1117. StatusDisplayType[SC_ALL_RIDING] = true;
  1118. StatusDisplayType[SC_PUSH_CART] = true;
  1119. StatusDisplayType[SC_SPHERE_1] = true;
  1120. StatusDisplayType[SC_SPHERE_2] = true;
  1121. StatusDisplayType[SC_SPHERE_3] = true;
  1122. StatusDisplayType[SC_SPHERE_4] = true;
  1123. StatusDisplayType[SC_SPHERE_5] = true;
  1124. StatusDisplayType[SC_CAMOUFLAGE] = true;
  1125. StatusDisplayType[SC_STEALTHFIELD] = true;
  1126. StatusDisplayType[SC_DUPLELIGHT] = true;
  1127. StatusDisplayType[SC_ORATIO] = true;
  1128. StatusDisplayType[SC_FREEZING] = true;
  1129. StatusDisplayType[SC_VENOMIMPRESS] = true;
  1130. StatusDisplayType[SC_HALLUCINATIONWALK] = true;
  1131. StatusDisplayType[SC_ROLLINGCUTTER] = true;
  1132. StatusDisplayType[SC_BANDING] = true;
  1133. StatusDisplayType[SC_CRYSTALIZE] = true;
  1134. StatusDisplayType[SC_DEEPSLEEP] = true;
  1135. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = true;
  1136. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = true;
  1137. StatusDisplayType[SC_NETHERWORLD] = true;
  1138. StatusDisplayType[SC_VOICEOFSIREN] = true;
  1139. StatusDisplayType[SC_BLOODSUCKER] = true;
  1140. StatusDisplayType[SC__SHADOWFORM] = true;
  1141. StatusDisplayType[SC__MANHOLE] = true;
  1142. StatusDisplayType[SC_JYUMONJIKIRI] = true;
  1143. StatusDisplayType[SC_AKAITSUKI] = true;
  1144. StatusDisplayType[SC_MONSTER_TRANSFORM] = true;
  1145. StatusDisplayType[SC_DARKCROW] = true;
  1146. StatusDisplayType[SC_OFFERTORIUM] = true;
  1147. StatusDisplayType[SC_TELEKINESIS_INTENSE] = true;
  1148. StatusDisplayType[SC_UNLIMIT] = true;
  1149. StatusDisplayType[SC_ILLUSIONDOPING] = true;
  1150. StatusDisplayType[SC_C_MARKER] = true;
  1151. StatusDisplayType[SC_ANTI_M_BLAST] = true;
  1152. StatusDisplayType[SC_MOONSTAR] = true;
  1153. StatusDisplayType[SC_SUPER_STAR] = true;
  1154. StatusDisplayType[SC_STRANGELIGHTS] = true;
  1155. StatusDisplayType[SC_DECORATION_OF_MUSIC] = true;
  1156. StatusDisplayType[SC_SPRITEMABLE] = true;
  1157. /* StatusChangeState (SCS_) NOMOVE */
  1158. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1159. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1160. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1161. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1162. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1163. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1164. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1165. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1166. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1167. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1168. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1169. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1170. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1171. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1172. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1173. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1174. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1175. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1176. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1177. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1178. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1179. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1180. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1181. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1182. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1183. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1184. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1185. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1186. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1187. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1188. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1189. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1190. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1191. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1192. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1193. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1194. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1195. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1196. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1197. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1198. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1199. /* StatusChangeState (SCS_) NODROPITEMS */
  1200. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1201. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1202. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1203. /* StatusChangeState (SCS_) NOCAST (skills) */
  1204. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1205. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1206. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1207. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1208. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1209. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1210. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1211. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1212. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1213. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
  1214. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1215. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1216. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1217. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1218. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1219. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1220. StatusChangeStateTable[SC_HEAT_BARREL_AFTER] |= SCS_NOCAST;
  1221. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1222. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1223. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1224. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1225. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1226. }
  1227. static void initDummyData(void)
  1228. {
  1229. memset(&dummy_status, 0, sizeof(dummy_status));
  1230. dummy_status.hp =
  1231. dummy_status.max_hp =
  1232. dummy_status.max_sp =
  1233. dummy_status.str =
  1234. dummy_status.agi =
  1235. dummy_status.vit =
  1236. dummy_status.int_ =
  1237. dummy_status.dex =
  1238. dummy_status.luk =
  1239. dummy_status.hit = 1;
  1240. dummy_status.speed = 2000;
  1241. dummy_status.adelay = 4000;
  1242. dummy_status.amotion = 2000;
  1243. dummy_status.dmotion = 2000;
  1244. dummy_status.ele_lv = 1; // Min elemental level.
  1245. dummy_status.mode = MD_CANMOVE;
  1246. }
  1247. /**
  1248. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1249. * @param a: Status data structure to copy from
  1250. * @param b: Status data structure to copy to
  1251. */
  1252. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1253. {
  1254. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1255. }
  1256. /**
  1257. * Sets HP to a given value
  1258. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1259. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1260. * @param hp: What the HP is to be set as
  1261. * @param flag: Used in case final value is higher than current
  1262. * Use 2 to display healing effect
  1263. * @return heal or zapped HP if valid
  1264. */
  1265. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1266. {
  1267. struct status_data *status;
  1268. if (hp < 1)
  1269. return 0;
  1270. status = status_get_status_data(bl);
  1271. if (status == &dummy_status)
  1272. return 0;
  1273. if (hp > status->max_hp)
  1274. hp = status->max_hp;
  1275. if (hp == status->hp)
  1276. return 0;
  1277. if (hp > status->hp)
  1278. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1279. return status_zap(bl, status->hp - hp, 0);
  1280. }
  1281. /**
  1282. * Sets Max HP to a given value
  1283. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1284. * @param maxhp: What the Max HP is to be set as
  1285. * @param flag: Used in case final value is higher than current
  1286. * Use 2 to display healing effect
  1287. * @return heal or zapped HP if valid
  1288. */
  1289. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1290. {
  1291. struct status_data *status;
  1292. if (maxhp < 1)
  1293. return 0;
  1294. status = status_get_status_data(bl);
  1295. if (status == &dummy_status)
  1296. return 0;
  1297. if (maxhp == status->max_hp)
  1298. return 0;
  1299. if (maxhp > status->max_hp)
  1300. status_heal(bl, maxhp - status->max_hp, 0, 1|flag);
  1301. else
  1302. status_zap(bl, status->max_hp - maxhp, 0);
  1303. status->max_hp = maxhp;
  1304. return maxhp;
  1305. }
  1306. /**
  1307. * Sets SP to a given value
  1308. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1309. * @param sp: What the SP is to be set as
  1310. * @param flag: Used in case final value is higher than current
  1311. * Use 2 to display healing effect
  1312. * @return heal or zapped SP if valid
  1313. */
  1314. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1315. {
  1316. struct status_data *status;
  1317. status = status_get_status_data(bl);
  1318. if (status == &dummy_status)
  1319. return 0;
  1320. if (sp > status->max_sp)
  1321. sp = status->max_sp;
  1322. if (sp == status->sp)
  1323. return 0;
  1324. if (sp > status->sp)
  1325. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1326. return status_zap(bl, 0, status->sp - sp);
  1327. }
  1328. /**
  1329. * Sets Max SP to a given value
  1330. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1331. * @param maxsp: What the Max SP is to be set as
  1332. * @param flag: Used in case final value is higher than current
  1333. * Use 2 to display healing effect
  1334. * @return heal or zapped HP if valid
  1335. */
  1336. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1337. {
  1338. struct status_data *status;
  1339. if (maxsp < 1)
  1340. return 0;
  1341. status = status_get_status_data(bl);
  1342. if (status == &dummy_status)
  1343. return 0;
  1344. if (maxsp == status->max_sp)
  1345. return 0;
  1346. if (maxsp > status->max_sp)
  1347. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1348. else
  1349. status_zap(bl, status->max_sp - maxsp, 0);
  1350. status->max_sp = maxsp;
  1351. return maxsp;
  1352. }
  1353. /**
  1354. * Takes HP/SP from an Object
  1355. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1356. * @param hp: How much HP to charge
  1357. * @param sp: How much SP to charge
  1358. * @return hp+sp through status_damage()
  1359. * Note: HP/SP are integer values, not percentages. Values should be
  1360. * calculated either within function call or before
  1361. */
  1362. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1363. {
  1364. if(!(bl->type&BL_CONSUME))
  1365. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1366. return status_damage(NULL, bl, hp, sp, 0, 3);
  1367. }
  1368. /**
  1369. * Inflicts damage on the target with the according walkdelay.
  1370. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1371. * @param target: Target of the damage
  1372. * @param dhp: How much damage to HP
  1373. * @param dsp: How much damage to SP
  1374. * @param walkdelay: Amount of time before object can walk again
  1375. * @param flag: Damage flag decides various options
  1376. * flag&1: Passive damage - Does not trigger cancelling status changes
  1377. * flag&2: Fail if there is not enough to subtract
  1378. * flag&4: Mob does not give EXP/Loot if killed
  1379. * flag&8: Used to damage SP of a dead character
  1380. * @return hp+sp
  1381. * Note: HP/SP are integer values, not percentages. Values should be
  1382. * calculated either within function call or before
  1383. */
  1384. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1385. {
  1386. struct status_data *status;
  1387. struct status_change *sc;
  1388. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1389. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1390. nullpo_ret(target);
  1391. if(sp && !(target->type&BL_CONSUME))
  1392. sp = 0; // Not a valid SP target.
  1393. if (hp < 0) { // Assume absorbed damage.
  1394. status_heal(target, -hp, 0, 1);
  1395. hp = 0;
  1396. }
  1397. if (sp < 0) {
  1398. status_heal(target, 0, -sp, 1);
  1399. sp = 0;
  1400. }
  1401. if (target->type == BL_SKILL) {
  1402. if (!src || src->type&battle_config.can_damage_skill)
  1403. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1404. return 0;
  1405. }
  1406. status = status_get_status_data(target);
  1407. if(!status || status == &dummy_status )
  1408. return 0;
  1409. if ((unsigned int)hp >= status->hp) {
  1410. if (flag&2) return 0;
  1411. hp = status->hp;
  1412. }
  1413. if ((unsigned int)sp > status->sp) {
  1414. if (flag&2) return 0;
  1415. sp = status->sp;
  1416. }
  1417. if (!hp && !sp)
  1418. return 0;
  1419. if( !status->hp )
  1420. flag |= 8;
  1421. sc = status_get_sc(target);
  1422. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1423. hp = 1;
  1424. if( hp && !(flag&1) ) {
  1425. if( sc ) {
  1426. struct status_change_entry *sce;
  1427. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1428. status_change_end(target, SC_STONE, INVALID_TIMER);
  1429. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1430. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1431. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1432. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1433. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1434. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1435. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1436. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1437. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1438. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1439. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  1440. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1441. /** [Skotlex]
  1442. * Endure count is only reduced by non-players on non-gvg maps.
  1443. * val4 signals infinite endure.
  1444. **/
  1445. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1446. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1447. }
  1448. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1449. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1450. if (sg) {
  1451. skill_delunitgroup(sg);
  1452. sce->val4 = 0;
  1453. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1454. }
  1455. }
  1456. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1457. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1458. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1459. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1460. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1461. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1462. }
  1463. if (target->type == BL_PC)
  1464. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1465. unit_skillcastcancel(target, 2);
  1466. }
  1467. status->hp-= hp;
  1468. status->sp-= sp;
  1469. if (sc && hp && status->hp) {
  1470. if (sc->data[SC_AUTOBERSERK] &&
  1471. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1472. status->hp < status->max_hp>>2)
  1473. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1474. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1475. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1476. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1477. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1478. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1479. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1480. }
  1481. switch (target->type) {
  1482. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1483. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1484. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1485. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1486. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1487. }
  1488. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1489. unit_stop_walking( target, 1 );
  1490. }
  1491. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1492. if (walkdelay)
  1493. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1494. return (int)(hp+sp);
  1495. }
  1496. status->hp = 0;
  1497. /** [Skotlex]
  1498. * NOTE: These dead functions should return:
  1499. * 0: Death cancelled, auto-revived.
  1500. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1501. * &2: Remove object from map.
  1502. * &4: Delete object from memory. (One time spawn mobs)
  1503. **/
  1504. switch (target->type) {
  1505. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1506. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1507. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1508. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1509. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1510. default: // Unhandled case, do nothing to object.
  1511. flag = 0;
  1512. break;
  1513. }
  1514. if(!flag) // Death cancelled.
  1515. return (int)(hp+sp);
  1516. // Normal death
  1517. if (battle_config.clear_unit_ondeath &&
  1518. battle_config.clear_unit_ondeath&target->type)
  1519. skill_clear_unitgroup(target);
  1520. if(target->type&BL_REGEN) { // Reset regen ticks.
  1521. struct regen_data *regen = status_get_regen_data(target);
  1522. if (regen) {
  1523. memset(&regen->tick, 0, sizeof(regen->tick));
  1524. if (regen->sregen)
  1525. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1526. if (regen->ssregen)
  1527. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1528. }
  1529. }
  1530. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { // flag&8 = disable Kaizel
  1531. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1532. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1533. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1534. status_revive(target, 100, 100);
  1535. else
  1536. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1537. status_change_clear(target,0);
  1538. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1539. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1540. if( target->type == BL_MOB )
  1541. ((TBL_MOB*)target)->state.rebirth = 1;
  1542. return (int)(hp+sp);
  1543. }
  1544. 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.
  1545. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1546. status_change_clear(target,0);
  1547. ((TBL_MOB*)target)->state.rebirth = 1;
  1548. return (int)(hp+sp);
  1549. }
  1550. status_change_clear(target,0);
  1551. if(flag&4) // Delete from memory. (also invokes map removal code)
  1552. unit_free(target,CLR_DEAD);
  1553. else if(flag&2) // remove from map
  1554. unit_remove_map(target,CLR_DEAD);
  1555. else { // Some death states that would normally be handled by unit_remove_map
  1556. unit_stop_attack(target);
  1557. unit_stop_walking(target,1);
  1558. unit_skillcastcancel(target,0);
  1559. clif_clearunit_area(target,CLR_DEAD);
  1560. skill_unit_move(target,gettick(),4);
  1561. skill_cleartimerskill(target);
  1562. }
  1563. // Always run NPC scripts for players last
  1564. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1565. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1566. if(target->type == BL_PC) {
  1567. TBL_PC *sd = BL_CAST(BL_PC,target);
  1568. if( sd->bg_id ) {
  1569. struct battleground_data *bg;
  1570. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1571. npc_event(sd, bg->die_event, 0);
  1572. }
  1573. npc_script_event(sd,NPCE_DIE);
  1574. }
  1575. return (int)(hp+sp);
  1576. }
  1577. /**
  1578. * Heals an object
  1579. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1580. * @param hhp: How much HP to heal
  1581. * @param hsp: How much SP to heal
  1582. * @param flag: Whether it's Forced(&1) or gives HP/SP(&2) heal effect \n
  1583. * Forced healing overrides heal impedement statuses (Berserk)
  1584. * @return hp+sp
  1585. */
  1586. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1587. {
  1588. struct status_data *status;
  1589. struct status_change *sc;
  1590. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1591. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1592. status = status_get_status_data(bl);
  1593. if (status == &dummy_status || !status->hp)
  1594. return 0;
  1595. sc = status_get_sc(bl);
  1596. if (sc && !sc->count)
  1597. sc = NULL;
  1598. if (hp < 0) {
  1599. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1600. hp++;
  1601. status_damage(NULL, bl, -hp, 0, 0, 1);
  1602. hp = 0;
  1603. }
  1604. if(hp) {
  1605. if( sc && (sc->data[SC_BERSERK]) ) {
  1606. if( flag&1 )
  1607. flag &= ~2;
  1608. else
  1609. hp = 0;
  1610. }
  1611. if((unsigned int)hp > status->max_hp - status->hp)
  1612. hp = status->max_hp - status->hp;
  1613. }
  1614. if(sp < 0) {
  1615. if (sp == INT_MIN)
  1616. sp++;
  1617. status_damage(NULL, bl, 0, -sp, 0, 1);
  1618. sp = 0;
  1619. }
  1620. if(sp) {
  1621. if((unsigned int)sp > status->max_sp - status->sp)
  1622. sp = status->max_sp - status->sp;
  1623. }
  1624. if(!sp && !hp)
  1625. return 0;
  1626. status->hp += hp;
  1627. status->sp += sp;
  1628. if(hp && sc &&
  1629. sc->data[SC_AUTOBERSERK] &&
  1630. sc->data[SC_PROVOKE] &&
  1631. sc->data[SC_PROVOKE]->val2==1 &&
  1632. status->hp>=status->max_hp>>2
  1633. ) // End auto berserk.
  1634. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1635. // Send HP update to client
  1636. switch(bl->type) {
  1637. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1638. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1639. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1640. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1641. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1642. }
  1643. return (int)hp+sp;
  1644. }
  1645. /**
  1646. * Applies percentage based damage to a unit.
  1647. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1648. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1649. * @param target: Object to modify HP/SP
  1650. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1651. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1652. * @param flag: \n
  1653. * 0: Heal target \n
  1654. * 1: Use status_damage \n
  1655. * 2: Use status_damage and make sure target must not die from subtraction
  1656. * @return hp+sp through status_heal()
  1657. */
  1658. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  1659. {
  1660. struct status_data *status;
  1661. unsigned int hp = 0, sp = 0;
  1662. status = status_get_status_data(target);
  1663. // It's safe now [MarkZD]
  1664. if (hp_rate > 99)
  1665. hp = status->hp;
  1666. else if (hp_rate > 0)
  1667. hp = apply_rate(status->hp, hp_rate);
  1668. else if (hp_rate < -99)
  1669. hp = status->max_hp;
  1670. else if (hp_rate < 0)
  1671. hp = (apply_rate(status->max_hp, -hp_rate));
  1672. if (hp_rate && !hp)
  1673. hp = 1;
  1674. if (flag == 2 && hp >= status->hp)
  1675. hp = status->hp-1; // Must not kill target.
  1676. if (sp_rate > 99)
  1677. sp = status->sp;
  1678. else if (sp_rate > 0)
  1679. sp = apply_rate(status->sp, sp_rate);
  1680. else if (sp_rate < -99)
  1681. sp = status->max_sp;
  1682. else if (sp_rate < 0)
  1683. sp = (apply_rate(status->max_sp, -sp_rate));
  1684. if (sp_rate && !sp)
  1685. sp = 1;
  1686. // Ugly check in case damage dealt is too much for the received args of
  1687. // status_heal / status_damage. [Skotlex]
  1688. if (hp > INT_MAX) {
  1689. hp -= INT_MAX;
  1690. if (flag)
  1691. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1692. else
  1693. status_heal(target, INT_MAX, 0, 0);
  1694. }
  1695. if (sp > INT_MAX) {
  1696. sp -= INT_MAX;
  1697. if (flag)
  1698. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1699. else
  1700. status_heal(target, 0, INT_MAX, 0);
  1701. }
  1702. if (flag)
  1703. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1704. return status_heal(target, hp, sp, 0);
  1705. }
  1706. /**
  1707. * Revives a unit
  1708. * @param bl: Object to revive [PC|MOB|HOM]
  1709. * @param per_hp: Percentage of HP to revive with
  1710. * @param per_sp: Percentage of SP to revive with
  1711. * @return Successful (1) or Invalid target (0)
  1712. */
  1713. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1714. {
  1715. struct status_data *status;
  1716. unsigned int hp, sp;
  1717. if (!status_isdead(bl)) return 0;
  1718. status = status_get_status_data(bl);
  1719. if (status == &dummy_status)
  1720. return 0; // Invalid target.
  1721. hp = (int64)status->max_hp * per_hp/100;
  1722. sp = (int64)status->max_sp * per_sp/100;
  1723. if(hp > status->max_hp - status->hp)
  1724. hp = status->max_hp - status->hp;
  1725. else if (per_hp && !hp)
  1726. hp = 1;
  1727. if(sp > status->max_sp - status->sp)
  1728. sp = status->max_sp - status->sp;
  1729. else if (per_sp && !sp)
  1730. sp = 1;
  1731. status->hp += hp;
  1732. status->sp += sp;
  1733. if (bl->prev) // Animation only if character is already on a map.
  1734. clif_resurrection(bl, 1);
  1735. switch (bl->type) {
  1736. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1737. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1738. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1739. }
  1740. return 1;
  1741. }
  1742. /**
  1743. * Checks whether the src can use the skill on the target,
  1744. * taking into account status/option of both source/target
  1745. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1746. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1747. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1748. target MAY be NULL, which checks if src can cast skill_id on the ground
  1749. * @param skill_id: Skill ID being used on target
  1750. * @param flag: 0 - Trying to use skill on target
  1751. * 1 - Cast bar is done
  1752. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1753. * @return src can use skill (1) or cannot use skill (0)
  1754. * @author [Skotlex]
  1755. */
  1756. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1757. struct status_data *status;
  1758. struct status_change *sc = NULL, *tsc;
  1759. int hide_flag;
  1760. status = src ? status_get_status_data(src) : &dummy_status;
  1761. if (src && src->type != BL_PC && status_isdead(src))
  1762. return false;
  1763. if (!skill_id) { // Normal attack checks.
  1764. // This mode is only needed for melee attacking.
  1765. if (!status_has_mode(status,MD_CANATTACK))
  1766. return false;
  1767. // Dead state is not checked for skills as some skills can be used
  1768. // on dead characters, said checks are left to skill.c [Skotlex]
  1769. if (target && status_isdead(target))
  1770. return false;
  1771. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
  1772. return false;
  1773. }
  1774. switch( skill_id ) {
  1775. case PA_PRESSURE:
  1776. if( flag && target ) {
  1777. // Gloria Avoids pretty much everything....
  1778. tsc = status_get_sc(target);
  1779. if(tsc && tsc->option&OPTION_HIDE)
  1780. return false;
  1781. }
  1782. break;
  1783. case GN_WALLOFTHORN:
  1784. if( target && status_isdead(target) )
  1785. return false;
  1786. break;
  1787. case AL_TELEPORT:
  1788. case ALL_ODINS_POWER:
  1789. // Should fail when used on top of Land Protector [Skotlex]
  1790. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1791. && !status_has_mode(status,MD_BOSS)
  1792. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1793. return false;
  1794. break;
  1795. default:
  1796. break;
  1797. }
  1798. if ( src )
  1799. sc = status_get_sc(src);
  1800. if( sc && sc->count ) {
  1801. if (sc->data[SC_ALL_RIDING])
  1802. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1803. if (flag == 1 && !status_has_mode(status,MD_BOSS) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1804. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1805. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1806. )) {
  1807. if (src->type == BL_PC)
  1808. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1809. return false;
  1810. }
  1811. 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
  1812. if (flag != 1) // Can't cast, casted stuff can't damage.
  1813. return false;
  1814. if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
  1815. return false; // Targetted spells can't come off.
  1816. }
  1817. if (
  1818. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1819. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1820. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1821. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  1822. )
  1823. return false;
  1824. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1825. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  1826. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1827. clif_emotion(src, E_LV);
  1828. return false;
  1829. }
  1830. if (sc->data[SC_BLADESTOP]) {
  1831. switch (sc->data[SC_BLADESTOP]->val1) {
  1832. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1833. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1834. case 3: if (skill_id == MO_INVESTIGATE) break;
  1835. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1836. default: return false;
  1837. }
  1838. }
  1839. if (sc->data[SC_DANCING] && flag!=2) {
  1840. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1841. skill_id == WM_FRIGG_SONG))
  1842. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1843. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1844. return false;
  1845. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1846. if (skill_id == BD_ENCORE ||
  1847. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1848. )
  1849. return false;
  1850. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  1851. return false;
  1852. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1853. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1854. }
  1855. if (skill_id && // Do not block item-casted skills.
  1856. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1857. ) { // Skills blocked through status changes...
  1858. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1859. sc->cant.cast ||
  1860. (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
  1861. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1862. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1863. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1864. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1865. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  1866. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1867. ))
  1868. return false;
  1869. // Skill blocking.
  1870. if (
  1871. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1872. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1873. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1874. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1875. )
  1876. return false;
  1877. }
  1878. if (sc->option) {
  1879. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  1880. // Non players can use all skills while hidden.
  1881. return false;
  1882. }
  1883. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1884. return false;
  1885. }
  1886. }
  1887. if (target == NULL || target == src) // No further checking needed.
  1888. return true;
  1889. tsc = status_get_sc(target);
  1890. if (tsc && tsc->count) {
  1891. /**
  1892. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  1893. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1894. **/
  1895. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1896. return false;
  1897. if(!skill_id && tsc->data[SC_TRICKDEAD])
  1898. return false;
  1899. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  1900. && tsc->data[SC_FREEZE])
  1901. return false;
  1902. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1903. return false;
  1904. if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
  1905. return false;
  1906. }
  1907. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1908. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1909. // Skill that can hit hidden target
  1910. if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
  1911. hide_flag &= ~OPTION_HIDE;
  1912. switch( target->type ) {
  1913. case BL_PC: {
  1914. struct map_session_data *tsd = (TBL_PC*)target;
  1915. bool is_boss = status_has_mode(status,MD_BOSS);
  1916. bool is_detect = status_has_mode(status,MD_DETECTOR);
  1917. if (pc_isinvisible(tsd))
  1918. return false;
  1919. if (tsc) {
  1920. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  1921. return false;
  1922. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  1923. return false;
  1924. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  1925. return false;
  1926. if (tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  1927. return false;
  1928. if (( tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect))
  1929. return false;
  1930. }
  1931. }
  1932. break;
  1933. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1934. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1935. if (status_has_mode(status,MD_LOOTER))
  1936. return true;
  1937. return false;
  1938. case BL_HOM:
  1939. case BL_MER:
  1940. case BL_ELEM:
  1941. 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 )
  1942. return false; // Can't use support skills on Homunculus (only Master/Self)
  1943. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1944. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  1945. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1946. return false; // Can't use Potion Pitcher on Mercenaries
  1947. default:
  1948. // Check for chase-walk/hiding/cloaking opponents.
  1949. if( tsc ) {
  1950. if( tsc->option&hide_flag && !status_has_mode(status,MD_BOSS|MD_DETECTOR))
  1951. return false;
  1952. }
  1953. }
  1954. return true;
  1955. }
  1956. /**
  1957. * Checks whether the src can see the target
  1958. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1959. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1960. * @return src can see (1) or target is invisible (0)
  1961. * @author [Skotlex]
  1962. */
  1963. int status_check_visibility(struct block_list *src, struct block_list *target)
  1964. {
  1965. int view_range;
  1966. struct status_data* status = status_get_status_data(src);
  1967. struct status_change* tsc = status_get_sc(target);
  1968. switch (src->type) {
  1969. case BL_MOB:
  1970. view_range = ((TBL_MOB*)src)->min_chase;
  1971. break;
  1972. case BL_PET:
  1973. view_range = ((TBL_PET*)src)->db->range2;
  1974. break;
  1975. default:
  1976. view_range = AREA_SIZE;
  1977. }
  1978. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1979. return 0;
  1980. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1981. return 1;
  1982. if (tsc) {
  1983. bool is_boss = status_has_mode(status,MD_BOSS);
  1984. bool is_detector = status_has_mode(status,MD_DETECTOR);
  1985. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1986. case BL_PC: {
  1987. struct map_session_data *tsd = (TBL_PC*)target;
  1988. 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))
  1989. return 0;
  1990. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  1991. return 0;
  1992. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  1993. return 0;
  1994. }
  1995. break;
  1996. default:
  1997. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD]) && !is_boss && !is_detector)
  1998. return 0;
  1999. }
  2000. }
  2001. return 1;
  2002. }
  2003. /**
  2004. * Base ASPD value taken from the job tables
  2005. * @param sd: Player object
  2006. * @param status: Player status
  2007. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2008. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2009. */
  2010. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2011. {
  2012. int amotion;
  2013. int classidx = pc_class2idx(sd->status.class_);
  2014. #ifdef RENEWAL_ASPD
  2015. short mod = -1;
  2016. switch( sd->weapontype2 ) { // Adjustment for dual weilding
  2017. case W_DAGGER: mod = 0; break; // 0, 1, 1
  2018. case W_1HSWORD:
  2019. case W_1HAXE: mod = 1;
  2020. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  2021. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  2022. }
  2023. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  2024. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2025. : ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield
  2026. + job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod
  2027. - job_info[classidx].aspd_base[sd->weapontype2]
  2028. + job_info[classidx].aspd_base[sd->weapontype1]);
  2029. if ( sd->status.shield )
  2030. amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) +
  2031. ( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 );
  2032. #else
  2033. // Base weapon delay
  2034. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2035. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2036. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2])*7/10; // Dual-wield
  2037. // Percentual delay reduction from stats
  2038. amotion -= amotion * (4*status->agi + status->dex)/1000;
  2039. #endif
  2040. // Raw delay adjustment from bAspd bonus
  2041. amotion += sd->bonus.aspd_add;
  2042. return amotion;
  2043. }
  2044. /**
  2045. * Base attack value calculated for units
  2046. * @param bl: Object to get attack for [PC|HOM]
  2047. * @param status: Object status
  2048. * @return base attack
  2049. * Note: Function only calculates Homunculus bATK in RENEWAL
  2050. */
  2051. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  2052. {
  2053. int flag = 0, str, dex, dstr;
  2054. if(!(bl->type&battle_config.enable_baseatk))
  2055. return 0;
  2056. if (bl->type == BL_PC)
  2057. switch(((TBL_PC*)bl)->status.weapon) {
  2058. case W_BOW:
  2059. case W_MUSICAL:
  2060. case W_WHIP:
  2061. case W_REVOLVER:
  2062. case W_RIFLE:
  2063. case W_GATLING:
  2064. case W_SHOTGUN:
  2065. case W_GRENADE:
  2066. flag = 1;
  2067. }
  2068. if (flag) {
  2069. #ifdef RENEWAL
  2070. dstr =
  2071. #endif
  2072. str = status->dex;
  2073. dex = status->str;
  2074. } else {
  2075. #ifdef RENEWAL
  2076. dstr =
  2077. #endif
  2078. str = status->str;
  2079. dex = status->dex;
  2080. }
  2081. /** [Skotlex]
  2082. * Normally only players have base-atk, but homunc have a different batk
  2083. * equation, hinting that perhaps non-players should use this for batk.
  2084. **/
  2085. #ifdef RENEWAL
  2086. if (bl->type == BL_HOM)
  2087. str = 2 * ((((TBL_HOM*)bl)->homunculus.level) + status_get_homstr(bl));
  2088. #else
  2089. dstr = str/10;
  2090. str += dstr*dstr;
  2091. #endif
  2092. if (bl->type == BL_PC)
  2093. #ifdef RENEWAL
  2094. str = (dstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  2095. else if (bl->type == BL_MOB || bl->type == BL_MER)
  2096. str = dstr + ((TBL_MOB*)bl)->level;
  2097. #else
  2098. str+= dex/5 + status->luk/5;
  2099. #endif
  2100. return cap_value(str, 0, USHRT_MAX);
  2101. }
  2102. #ifdef RENEWAL
  2103. /**
  2104. * Weapon attack value calculated for Players
  2105. * @param wa: Weapon attack
  2106. * @param status: Player status
  2107. * @return weapon attack
  2108. */
  2109. unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data *status)
  2110. {
  2111. float str = status->str;
  2112. if (wa.range > 3)
  2113. str = status->dex;
  2114. // wa.at2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  2115. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
  2116. }
  2117. #endif
  2118. #ifndef RENEWAL
  2119. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2120. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2121. #endif
  2122. #ifdef RENEWAL
  2123. unsigned short status_base_matk(struct block_list *bl, const struct status_data* status, int level)
  2124. {
  2125. switch (bl->type) {
  2126. case BL_MOB:
  2127. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2128. //return status->int_ + level;
  2129. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2130. case BL_HOM:
  2131. return status_get_homint(bl) + level;
  2132. case BL_MER:
  2133. return status->int_ + status->int_ / 5 * status->int_ / 5;
  2134. case BL_PC:
  2135. default:
  2136. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2137. }
  2138. }
  2139. #endif
  2140. /**
  2141. * Fills in the misc data that can be calculated from the other status info (except for level)
  2142. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2143. * @param status: Player status
  2144. */
  2145. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2146. {
  2147. int stat;
  2148. // Non players get the value set, players need to stack with previous bonuses.
  2149. if( bl->type != BL_PC )
  2150. status->batk =
  2151. status->hit = status->flee =
  2152. status->def2 = status->mdef2 =
  2153. status->cri = status->flee2 = 0;
  2154. #ifdef RENEWAL // Renewal formulas
  2155. if (bl->type == BL_HOM) {
  2156. // Def2
  2157. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2158. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2159. // Mdef2
  2160. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2161. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2162. // Def
  2163. stat = status->def;
  2164. stat += status_get_homvit(bl) + level / 2;
  2165. status->def = cap_value(stat, 0, SHRT_MAX);
  2166. // Mdef
  2167. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2168. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2169. // Hit
  2170. stat = level + status->dex + 150;
  2171. status->hit = cap_value(stat, 1, SHRT_MAX);
  2172. // Flee
  2173. stat = level + status_get_homagi(bl);
  2174. status->flee = cap_value(stat, 1, SHRT_MAX);
  2175. // Atk
  2176. stat = (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2177. status->rhw.atk = cap_value(stat, 0, SHRT_MAX);
  2178. // Atk2
  2179. stat = (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2180. status->rhw.atk2 = cap_value(stat, 0, SHRT_MAX);
  2181. } else {
  2182. // Hit
  2183. stat = status->hit;
  2184. 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
  2185. status->hit = cap_value(stat, 1, SHRT_MAX);
  2186. // Flee
  2187. stat = status->flee;
  2188. 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
  2189. status->flee = cap_value(stat, 1, SHRT_MAX);
  2190. // Def2
  2191. if (bl->type == BL_MER)
  2192. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2193. else {
  2194. stat = status->def2;
  2195. 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)
  2196. }
  2197. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2198. // Mdef2
  2199. if (bl->type == BL_MER)
  2200. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2201. else {
  2202. stat = status->mdef2;
  2203. 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)
  2204. }
  2205. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2206. }
  2207. // MAtk
  2208. status->matk_min = status->matk_max = status_base_matk(bl, status, level);
  2209. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2210. //switch (bl->type) {
  2211. // case BL_MOB:
  2212. // status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2213. // status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2214. // break;
  2215. // case BL_MER:
  2216. // status->matk_min += 70 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2217. // status->matk_max += 130 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2218. // break;
  2219. //}
  2220. #else
  2221. // Matk
  2222. status->matk_min = status_base_matk_min(status);
  2223. status->matk_max = status_base_matk_max(status);
  2224. // Hit
  2225. stat = status->hit;
  2226. stat += level + status->dex;
  2227. status->hit = cap_value(stat, 1, SHRT_MAX);
  2228. // Flee
  2229. stat = status->flee;
  2230. stat += level + status->agi;
  2231. status->flee = cap_value(stat, 1, SHRT_MAX);
  2232. // Def2
  2233. stat = status->def2;
  2234. stat += status->vit;
  2235. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2236. // Mdef2
  2237. stat = status->mdef2;
  2238. stat += status->int_ + (status->vit>>1);
  2239. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2240. #endif
  2241. //Critical
  2242. if( bl->type&battle_config.enable_critical ) {
  2243. stat = status->cri;
  2244. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2245. status->cri = cap_value(stat, 1, SHRT_MAX);
  2246. } else
  2247. status->cri = 0;
  2248. if (bl->type&battle_config.enable_perfect_flee) {
  2249. stat = status->flee2;
  2250. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2251. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2252. } else
  2253. status->flee2 = 0;
  2254. if (status->batk) {
  2255. int temp = status->batk + status_base_atk(bl, status);
  2256. status->batk = cap_value(temp, 0, USHRT_MAX);
  2257. } else
  2258. status->batk = status_base_atk(bl, status);
  2259. if (status->cri) {
  2260. switch (bl->type) {
  2261. case BL_MOB:
  2262. if(battle_config.mob_critical_rate != 100)
  2263. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2264. if(!status->cri && battle_config.mob_critical_rate)
  2265. status->cri = 10;
  2266. break;
  2267. case BL_PC:
  2268. // Players don't have a critical adjustment setting as of yet.
  2269. break;
  2270. default:
  2271. if(battle_config.critical_rate != 100)
  2272. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2273. if (!status->cri && battle_config.critical_rate)
  2274. status->cri = 10;
  2275. }
  2276. }
  2277. if(bl->type&BL_REGEN)
  2278. status_calc_regen(bl, status, status_get_regen_data(bl));
  2279. }
  2280. /**
  2281. * Calculates the initial status for the given mob
  2282. * @param md: Mob object
  2283. * @param opt: Whether or not it is the first calculation
  2284. This will only be false when a mob levels up (Regular and WoE Guardians)
  2285. * @return 1 for calculated special statuses or 0 for none
  2286. * @author [Skotlex]
  2287. */
  2288. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2289. {
  2290. struct status_data *status;
  2291. struct block_list *mbl = NULL;
  2292. int flag=0;
  2293. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2294. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2295. ;
  2296. else
  2297. md->level = md->db->lv;
  2298. }
  2299. // Check if we need custom base-status
  2300. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2301. flag|=1;
  2302. if (md->special_state.size)
  2303. flag|=2;
  2304. if (md->guardian_data && md->guardian_data->guardup_lv)
  2305. flag|=4;
  2306. if (md->mob_id == MOBID_EMPERIUM)
  2307. flag|=4;
  2308. if (battle_config.slaves_inherit_speed && md->master_id)
  2309. flag|=8;
  2310. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2311. flag|=16;
  2312. if (!flag) { // No special status required.
  2313. if (md->base_status) {
  2314. aFree(md->base_status);
  2315. md->base_status = NULL;
  2316. }
  2317. if (opt&SCO_FIRST)
  2318. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2319. return 0;
  2320. }
  2321. if (!md->base_status)
  2322. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2323. status = md->base_status;
  2324. memcpy(status, &md->db->status, sizeof(struct status_data));
  2325. if (flag&(8|16))
  2326. mbl = map_id2bl(md->master_id);
  2327. if (flag&8 && mbl) {
  2328. struct status_data *mstatus = status_get_base_status(mbl);
  2329. if (mstatus &&
  2330. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2331. status->speed = mstatus->speed;
  2332. if( status->speed < 2 ) // Minimum for the unit to function properly
  2333. status->speed = 2;
  2334. }
  2335. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2336. int diff = md->level - md->db->lv;
  2337. status->str += diff;
  2338. status->agi += diff;
  2339. status->vit += diff;
  2340. status->int_ += diff;
  2341. status->dex += diff;
  2342. status->luk += diff;
  2343. status->max_hp += diff * status->vit;
  2344. status->max_sp += diff * status->int_;
  2345. status->hp = status->max_hp;
  2346. status->sp = status->max_sp;
  2347. status->speed -= cap_value(diff, 0, status->speed - 10);
  2348. }
  2349. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2350. if (md->special_state.size == SZ_MEDIUM) {
  2351. status->max_hp >>= 1;
  2352. status->max_sp >>= 1;
  2353. if (!status->max_hp) status->max_hp = 1;
  2354. if (!status->max_sp) status->max_sp = 1;
  2355. status->hp = status->max_hp;
  2356. status->sp = status->max_sp;
  2357. status->str >>= 1;
  2358. status->agi >>= 1;
  2359. status->vit >>= 1;
  2360. status->int_ >>= 1;
  2361. status->dex >>= 1;
  2362. status->luk >>= 1;
  2363. if (!status->str) status->str = 1;
  2364. if (!status->agi) status->agi = 1;
  2365. if (!status->vit) status->vit = 1;
  2366. if (!status->int_) status->int_ = 1;
  2367. if (!status->dex) status->dex = 1;
  2368. if (!status->luk) status->luk = 1;
  2369. } else if (md->special_state.size == SZ_BIG) {
  2370. status->max_hp <<= 1;
  2371. status->max_sp <<= 1;
  2372. status->hp = status->max_hp;
  2373. status->sp = status->max_sp;
  2374. status->str <<= 1;
  2375. status->agi <<= 1;
  2376. status->vit <<= 1;
  2377. status->int_ <<= 1;
  2378. status->dex <<= 1;
  2379. status->luk <<= 1;
  2380. }
  2381. }
  2382. status_calc_misc(&md->bl, status, md->level);
  2383. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2384. struct guild_castle *gc;
  2385. gc=guild_mapname2gc(map[md->bl.m].name);
  2386. if (!gc)
  2387. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  2388. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2389. #ifdef RENEWAL
  2390. status->max_hp += 50 * gc->defense;
  2391. status->max_sp += 70 * gc->defense;
  2392. #else
  2393. status->max_hp += 1000 * gc->defense;
  2394. status->max_sp += 200 * gc->defense;
  2395. #endif
  2396. status->hp = status->max_hp;
  2397. status->sp = status->max_sp;
  2398. status->def += (gc->defense+2)/3;
  2399. status->mdef += (gc->defense+2)/3;
  2400. }
  2401. if(md->mob_id != MOBID_EMPERIUM) {
  2402. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  2403. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  2404. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  2405. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  2406. }
  2407. }
  2408. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2409. struct unit_data *ud = unit_bl2ud(mbl);
  2410. // Remove special AI when this is used by regular mobs.
  2411. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2412. md->special_state.ai = AI_NONE;
  2413. if (ud) {
  2414. // Different levels of HP according to skill level
  2415. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2416. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2417. switch(ud->skill_id) {
  2418. case AM_SPHEREMINE:
  2419. status->max_hp = 2000 + 400*ud->skill_lv;
  2420. break;
  2421. case KO_ZANZOU:
  2422. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2423. break;
  2424. case AM_CANNIBALIZE:
  2425. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2426. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  2427. break;
  2428. case MH_SUMMON_LEGION:
  2429. {
  2430. int homblvl = status_get_lv(mbl);
  2431. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2432. status->batk = 100 * (ud->skill_lv+5) / 2;
  2433. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2434. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2435. // status->aspd_rate = max(100,status->aspd_rate);
  2436. break;
  2437. }
  2438. case NC_SILVERSNIPER:
  2439. {
  2440. struct status_data *mstatus = status_get_status_data(mbl);
  2441. if(!mstatus)
  2442. break;
  2443. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2444. status->batk = 200 * ud->skill_lv;
  2445. break;
  2446. }
  2447. case NC_MAGICDECOY:
  2448. {
  2449. struct status_data *mstatus = status_get_status_data(mbl);
  2450. if(!mstatus)
  2451. break;
  2452. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2453. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2454. break;
  2455. }
  2456. }
  2457. status->hp = status->max_hp;
  2458. }
  2459. }
  2460. if (opt&SCO_FIRST) // Initial battle status
  2461. memcpy(&md->status, status, sizeof(struct status_data));
  2462. return 1;
  2463. }
  2464. /**
  2465. * Calculates the stats of the given pet
  2466. * @param pd: Pet object
  2467. * @param opt: Whether or not it is the first calculation
  2468. This will only be false when a pet levels up
  2469. * @return 1
  2470. * @author [Skotlex]
  2471. */
  2472. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2473. {
  2474. nullpo_retv(pd);
  2475. if (opt&SCO_FIRST) {
  2476. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2477. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2478. pd->status.class_ = CLASS_NORMAL;
  2479. pd->status.speed = pd->petDB->speed;
  2480. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2481. // Attack support requires the pet to be able to attack
  2482. pd->status.mode |= MD_CANATTACK;
  2483. }
  2484. }
  2485. if (battle_config.pet_lv_rate && pd->master) {
  2486. struct map_session_data *sd = pd->master;
  2487. int lv;
  2488. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2489. if (lv < 0)
  2490. lv = 1;
  2491. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2492. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2493. pd->pet.level = lv;
  2494. if (!(opt&SCO_FIRST)) // Lv Up animation
  2495. clif_misceffect(&pd->bl, 0);
  2496. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2497. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2498. status->str = (bstat->str*lv)/pd->db->lv;
  2499. status->agi = (bstat->agi*lv)/pd->db->lv;
  2500. status->vit = (bstat->vit*lv)/pd->db->lv;
  2501. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2502. status->dex = (bstat->dex*lv)/pd->db->lv;
  2503. status->luk = (bstat->luk*lv)/pd->db->lv;
  2504. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2505. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2506. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2507. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2508. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2509. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2510. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2511. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2512. status_calc_misc(&pd->bl, &pd->status, lv);
  2513. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2514. clif_send_petstatus(sd);
  2515. }
  2516. } else if (opt&SCO_FIRST) {
  2517. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2518. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2519. pd->pet.level = pd->db->lv;
  2520. }
  2521. // Support rate modifier (1000 = 100%)
  2522. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2523. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2524. }
  2525. /**
  2526. * Get HP bonus modifiers
  2527. * @param bl: block_list that will be checked
  2528. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2529. * @return bonus: total bonus for HP
  2530. * @author [Cydh]
  2531. */
  2532. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2533. int bonus = 0;
  2534. if (type == STATUS_BONUS_FIX) {
  2535. struct status_change *sc = status_get_sc(bl);
  2536. //Only for BL_PC
  2537. if (bl->type == BL_PC) {
  2538. struct map_session_data *sd = map_id2sd(bl->id);
  2539. uint8 i;
  2540. bonus += sd->bonus.hp;
  2541. if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
  2542. bonus += i * 200;
  2543. if ((i = pc_checkskill(sd,SU_SPRITEMABLE)) > 0)
  2544. bonus += 1000;
  2545. #ifndef HP_SP_TABLES
  2546. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2547. bonus += 2000; // Supernovice lvl99 hp bonus.
  2548. // Summoner starts with 60 HP and gains additional HP by base level calculations.
  2549. if ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) {
  2550. bonus += 18;
  2551. if (sd->status.base_level > 2)
  2552. bonus += sd->status.base_level - 2;
  2553. if (sd->status.base_level > 14)
  2554. bonus += (sd->status.base_level - 13) / 2;
  2555. }
  2556. #endif
  2557. }
  2558. //Bonus by SC
  2559. if (sc) {
  2560. if(sc->data[SC_INCMHP])
  2561. bonus += sc->data[SC_INCMHP]->val1;
  2562. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2563. bonus += 500;
  2564. if(sc->data[SC_LERADSDEW])
  2565. bonus += sc->data[SC_LERADSDEW]->val3;
  2566. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  2567. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val4;
  2568. if(sc->data[SC_INSPIRATION])
  2569. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2570. if(sc->data[SC_SOLID_SKIN_OPTION])
  2571. bonus += 2000;
  2572. if(sc->data[SC_MTF_MHP])
  2573. bonus += sc->data[SC_MTF_MHP]->val1;
  2574. if(sc->data[SC_MARIONETTE])
  2575. bonus -= 1000;
  2576. }
  2577. } else if (type == STATUS_BONUS_RATE) {
  2578. struct status_change *sc = status_get_sc(bl);
  2579. //Only for BL_PC
  2580. if (bl->type == BL_PC) {
  2581. struct map_session_data *sd = map_id2sd(bl->id);
  2582. bonus += sd->hprate;
  2583. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2584. }
  2585. //Bonus by SC
  2586. if (sc) {
  2587. //Increasing
  2588. if(sc->data[SC_INCMHPRATE])
  2589. bonus += sc->data[SC_INCMHPRATE]->val1;
  2590. if(sc->data[SC_APPLEIDUN])
  2591. bonus += sc->data[SC_APPLEIDUN]->val2;
  2592. if(sc->data[SC_DELUGE])
  2593. bonus += sc->data[SC_DELUGE]->val2;
  2594. if(sc->data[SC_BERSERK])
  2595. bonus += 200; //+200%
  2596. if(sc->data[SC_MERC_HPUP])
  2597. bonus += sc->data[SC_MERC_HPUP]->val2;
  2598. if(sc->data[SC_EPICLESIS])
  2599. bonus += sc->data[SC_EPICLESIS]->val2;
  2600. if(sc->data[SC_FRIGG_SONG])
  2601. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2602. if(sc->data[SC_FORCEOFVANGUARD])
  2603. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2604. if(sc->data[SC_INSPIRATION])
  2605. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2606. if(sc->data[SC_RAISINGDRAGON])
  2607. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2608. if(sc->data[SC_GT_REVITALIZE])
  2609. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  2610. if(sc->data[SC_MUSTLE_M])
  2611. bonus += sc->data[SC_MUSTLE_M]->val1;
  2612. if(sc->data[SC_ANGRIFFS_MODUS])
  2613. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2614. if(sc->data[SC_PETROLOGY_OPTION])
  2615. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2616. if(sc->data[SC_POWER_OF_GAIA])
  2617. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2618. if(sc->data[SC_CURSED_SOIL_OPTION])
  2619. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2620. if(sc->data[SC_UPHEAVAL_OPTION])
  2621. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2622. //Decreasing
  2623. if(sc->data[SC_VENOMBLEED])
  2624. bonus -= 15;
  2625. if(sc->data[SC_BEYONDOFWARCRY])
  2626. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2627. if(sc->data[SC__WEAKNESS])
  2628. bonus -= sc->data[SC__WEAKNESS]->val2;
  2629. if(sc->data[SC_MYSTERIOUS_POWDER])
  2630. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2631. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2632. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2633. if(sc->data[SC_EQC])
  2634. bonus -= sc->data[SC_EQC]->val4;
  2635. }
  2636. // Max rate reduce is -100%
  2637. bonus = cap_value(bonus,-100,INT_MAX);
  2638. }
  2639. return min(bonus,INT_MAX);
  2640. }
  2641. /**
  2642. * Get SP bonus modifiers
  2643. * @param bl: block_list that will be checked
  2644. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2645. * @return bonus: total bonus for SP
  2646. * @author [Cydh]
  2647. */
  2648. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2649. int bonus = 0;
  2650. if (type == STATUS_BONUS_FIX) {
  2651. struct status_change *sc = status_get_sc(bl);
  2652. //Only for BL_PC
  2653. if (bl->type == BL_PC) {
  2654. struct map_session_data *sd = map_id2sd(bl->id);
  2655. uint8 i;
  2656. bonus += sd->bonus.sp;
  2657. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2658. bonus += 30 * i;
  2659. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2660. bonus += 200 + 20 * i;
  2661. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2662. bonus += 30 * i;
  2663. if ((i = pc_checkskill(sd,SU_SPRITEMABLE)) > 0)
  2664. bonus += 100;
  2665. // Summoner starts at 8 SP and gain 2 SP per even base lv and 3 SP per odd base lv.
  2666. if ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) {
  2667. bonus -= 4;
  2668. bonus += (sd->status.base_level - 1) / 2;
  2669. }
  2670. }
  2671. //Bonus by SC
  2672. if (sc) {
  2673. if(sc->data[SC_INCMSP])
  2674. bonus += sc->data[SC_INCMSP]->val1;
  2675. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2676. bonus += 50;
  2677. if(sc->data[SC_MTF_MSP])
  2678. bonus += sc->data[SC_MTF_MSP]->val1;
  2679. }
  2680. } else if (type == STATUS_BONUS_RATE) {
  2681. struct status_change *sc = status_get_sc(bl);
  2682. //Only for BL_PC
  2683. if (bl->type == BL_PC) {
  2684. struct map_session_data *sd = map_id2sd(bl->id);
  2685. uint8 i;
  2686. bonus += sd->sprate;
  2687. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2688. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2689. bonus += i;
  2690. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2691. bonus += 2 * i;
  2692. }
  2693. //Bonus by SC
  2694. if (sc) {
  2695. if(sc->data[SC_INCMSPRATE])
  2696. bonus += sc->data[SC_INCMSPRATE]->val1;
  2697. if(sc->data[SC_RAISINGDRAGON])
  2698. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2699. if(sc->data[SC_SERVICE4U])
  2700. bonus += sc->data[SC_SERVICE4U]->val2;
  2701. if(sc->data[SC_MERC_SPUP])
  2702. bonus += sc->data[SC_MERC_SPUP]->val2;
  2703. if(sc->data[SC_LIFE_FORCE_F])
  2704. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2705. if(sc->data[SC_VITATA_500])
  2706. bonus += sc->data[SC_VITATA_500]->val2;
  2707. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  2708. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val4;
  2709. }
  2710. // Max rate reduce is -100%
  2711. bonus = cap_value(bonus,-100,INT_MAX);
  2712. }
  2713. return min(bonus,INT_MAX);
  2714. }
  2715. /**
  2716. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2717. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2718. * @param sd Player
  2719. * @param stat Vit/Int of player as param modifier
  2720. * @param isHP true - calculates Max HP, false - calculated Max SP
  2721. * @return max The max value of HP or SP
  2722. */
  2723. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2724. double dmax = 0;
  2725. uint16 idx, level, job_id;
  2726. nullpo_ret(sd);
  2727. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2728. idx = pc_class2idx(job_id);
  2729. level = umax(sd->status.base_level,1);
  2730. if (isHP) { //Calculates MaxHP
  2731. 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);
  2732. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2733. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2734. }
  2735. else { //Calculates MaxSP
  2736. 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);
  2737. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2738. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2739. }
  2740. //Make sure it's not negative before casting to unsigned int
  2741. if(dmax < 1) dmax = 1;
  2742. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2743. }
  2744. /**
  2745. * Calculates player data from scratch without counting SC adjustments
  2746. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2747. * @param sd: Player object
  2748. * @param opt: Whether it is first calc (login) or not
  2749. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2750. */
  2751. int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
  2752. {
  2753. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  2754. struct status_data *base_status; ///< Pointer to the player's base status
  2755. const struct status_change *sc = &sd->sc;
  2756. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  2757. int b_weight, b_max_weight, b_cart_weight_max, ///< Previous weight
  2758. i, skill,refinedef=0;
  2759. short index = -1;
  2760. if (++calculating > 10) // Too many recursive calls!
  2761. return -1;
  2762. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  2763. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2764. b_weight = sd->weight;
  2765. b_max_weight = sd->max_weight;
  2766. b_cart_weight_max = sd->cart_weight_max;
  2767. pc_calc_skilltree(sd); // SkillTree calculation
  2768. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base+sd->status.str*300;
  2769. if (opt&SCO_FIRST) {
  2770. // Load Hp/SP from char-received data.
  2771. sd->battle_status.hp = sd->status.hp;
  2772. sd->battle_status.sp = sd->status.sp;
  2773. sd->regen.sregen = &sd->sregen;
  2774. sd->regen.ssregen = &sd->ssregen;
  2775. sd->weight=0;
  2776. for(i=0;i<MAX_INVENTORY;i++) {
  2777. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  2778. continue;
  2779. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  2780. }
  2781. sd->cart_weight=0;
  2782. sd->cart_num=0;
  2783. for(i=0;i<MAX_CART;i++) {
  2784. if(sd->status.cart[i].nameid==0)
  2785. continue;
  2786. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  2787. sd->cart_num++;
  2788. }
  2789. }
  2790. base_status = &sd->base_status;
  2791. // These are not zeroed. [zzo]
  2792. sd->hprate = 100;
  2793. sd->sprate = 100;
  2794. sd->castrate = 100;
  2795. sd->delayrate = 100;
  2796. sd->dsprate = 100;
  2797. sd->hprecov_rate = 100;
  2798. sd->sprecov_rate = 100;
  2799. sd->matk_rate = 100;
  2800. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2801. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2802. sd->regen.state.block = 0;
  2803. // Zeroed arrays, order follows the order in pc.h.
  2804. // Add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2805. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2806. + sizeof(sd->param_equip)
  2807. + sizeof(sd->subele)
  2808. + sizeof(sd->subele_script)
  2809. + sizeof(sd->subdefele)
  2810. + sizeof(sd->subrace)
  2811. + sizeof(sd->subclass)
  2812. + sizeof(sd->subrace2)
  2813. + sizeof(sd->subsize)
  2814. + sizeof(sd->reseff)
  2815. + sizeof(sd->coma_class)
  2816. + sizeof(sd->coma_race)
  2817. + sizeof(sd->weapon_coma_ele)
  2818. + sizeof(sd->weapon_coma_race)
  2819. + sizeof(sd->weapon_coma_class)
  2820. + sizeof(sd->weapon_atk)
  2821. + sizeof(sd->weapon_atk_rate)
  2822. + sizeof(sd->arrow_addele)
  2823. + sizeof(sd->arrow_addrace)
  2824. + sizeof(sd->arrow_addclass)
  2825. + sizeof(sd->arrow_addsize)
  2826. + sizeof(sd->magic_addele)
  2827. + sizeof(sd->magic_addele_script)
  2828. + sizeof(sd->magic_addrace)
  2829. + sizeof(sd->magic_addclass)
  2830. + sizeof(sd->magic_addsize)
  2831. + sizeof(sd->magic_atk_ele)
  2832. + sizeof(sd->critaddrace)
  2833. + sizeof(sd->expaddrace)
  2834. + sizeof(sd->expaddclass)
  2835. + sizeof(sd->ignore_mdef_by_race)
  2836. + sizeof(sd->ignore_mdef_by_class)
  2837. + sizeof(sd->ignore_def_by_race)
  2838. + sizeof(sd->sp_gain_race)
  2839. );
  2840. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2841. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2842. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  2843. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2844. memset(&sd->special_state,0,sizeof(sd->special_state));
  2845. if (!sd->state.permanent_speed) {
  2846. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  2847. base_status->speed = DEFAULT_WALK_SPEED;
  2848. } else {
  2849. int pSpeed = base_status->speed;
  2850. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  2851. base_status->speed = pSpeed;
  2852. }
  2853. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2854. // Give them all modes except these (useful for clones)
  2855. base_status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2856. base_status->size = (sd->class_&JOBL_BABY || (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? SZ_SMALL : SZ_MEDIUM;
  2857. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  2858. if (sd->class_&JOBL_BABY) {
  2859. if (battle_config.character_size&SZ_BIG)
  2860. base_status->size++;
  2861. } else
  2862. if(battle_config.character_size&SZ_MEDIUM)
  2863. base_status->size++;
  2864. }
  2865. base_status->aspd_rate = 1000;
  2866. base_status->ele_lv = 1;
  2867. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER;
  2868. base_status->class_ = CLASS_NORMAL;
  2869. // Zero up structures...
  2870. memset(&sd->autospell, 0, sizeof(sd->autospell)
  2871. + sizeof(sd->autospell2)
  2872. + sizeof(sd->autospell3)
  2873. + sizeof(sd->addeff)
  2874. + sizeof(sd->addeff_atked)
  2875. + sizeof(sd->addeff_onskill)
  2876. + sizeof(sd->skillatk)
  2877. + sizeof(sd->skillusesprate)
  2878. + sizeof(sd->skillusesp)
  2879. + sizeof(sd->skillheal)
  2880. + sizeof(sd->skillheal2)
  2881. + sizeof(sd->skillblown)
  2882. + sizeof(sd->skillcastrate)
  2883. + sizeof(sd->skillfixcastrate)
  2884. + sizeof(sd->subskill)
  2885. + sizeof(sd->skillcooldown)
  2886. + sizeof(sd->skillfixcast)
  2887. + sizeof(sd->skillvarcast)
  2888. + sizeof(sd->hp_loss)
  2889. + sizeof(sd->sp_loss)
  2890. + sizeof(sd->hp_regen)
  2891. + sizeof(sd->sp_regen)
  2892. + sizeof(sd->add_def)
  2893. + sizeof(sd->add_mdef)
  2894. + sizeof(sd->add_mdmg)
  2895. + sizeof(sd->add_drop)
  2896. + sizeof(sd->itemhealrate)
  2897. + sizeof(sd->subele2)
  2898. + sizeof(sd->def_set_race)
  2899. + sizeof(sd->mdef_set_race)
  2900. + sizeof(sd->norecover_state_race)
  2901. + sizeof(sd->hp_vanish_race)
  2902. + sizeof(sd->sp_vanish_race)
  2903. );
  2904. memset (&sd->bonus, 0, sizeof(sd->bonus));
  2905. // Autobonus
  2906. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2907. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2908. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2909. pc_itemgrouphealrate_clear(sd);
  2910. npc_script_event(sd, NPCE_STATCALC);
  2911. // Parse equipment
  2912. for (i = 0; i < EQI_MAX; i++) {
  2913. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2914. current_equip_combo_pos = 0;
  2915. if (index < 0)
  2916. continue;
  2917. if (i == EQI_AMMO)
  2918. continue;
  2919. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  2920. continue;
  2921. if (!sd->inventory_data[index])
  2922. continue;
  2923. base_status->def += sd->inventory_data[index]->def;
  2924. // Items may be equipped, their effects however are nullified.
  2925. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  2926. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  2927. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2928. if (!calculating)
  2929. return 1;
  2930. }
  2931. // Sanitize the refine level in case someone decreased the value inbetween
  2932. if (sd->status.inventory[index].refine > MAX_REFINE)
  2933. sd->status.inventory[index].refine = MAX_REFINE;
  2934. if (sd->inventory_data[index]->type == IT_WEAPON) {
  2935. int r = sd->status.inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  2936. struct weapon_data *wd;
  2937. struct weapon_atk *wa;
  2938. if(wlv >= REFINE_TYPE_MAX)
  2939. wlv = REFINE_TYPE_MAX - 1;
  2940. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2941. wd = &sd->left_weapon; // Left-hand weapon
  2942. wa = &base_status->lhw;
  2943. } else {
  2944. wd = &sd->right_weapon;
  2945. wa = &base_status->rhw;
  2946. }
  2947. wa->atk += sd->inventory_data[index]->atk;
  2948. if(r)
  2949. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  2950. #ifdef RENEWAL
  2951. wa->matk += sd->inventory_data[index]->matk;
  2952. wa->wlv = wlv;
  2953. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  2954. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  2955. #endif
  2956. if(r) // Overrefine bonus.
  2957. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  2958. wa->range += sd->inventory_data[index]->range;
  2959. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2960. if (wd == &sd->left_weapon) {
  2961. sd->state.lr_flag = 1;
  2962. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2963. sd->state.lr_flag = 0;
  2964. } else
  2965. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2966. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2967. return 1;
  2968. }
  2969. if(sd->status.inventory[index].card[0]==CARD0_FORGE) { // Forged weapon
  2970. wd->star += (sd->status.inventory[index].card[1]>>8);
  2971. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2972. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2973. wd->star += 10;
  2974. if (!wa->ele) // Do not overwrite element from previous bonuses.
  2975. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2976. }
  2977. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2978. int r;
  2979. if ( (r = sd->status.inventory[index].refine) )
  2980. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  2981. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2982. if( i == EQI_HAND_L ) // Shield
  2983. sd->state.lr_flag = 3;
  2984. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2985. if( i == EQI_HAND_L ) // Shield
  2986. sd->state.lr_flag = 0;
  2987. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2988. return 1;
  2989. }
  2990. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  2991. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2992. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2993. if( !calculating )
  2994. return 1;
  2995. }
  2996. }
  2997. }
  2998. if(sd->equip_index[EQI_AMMO] >= 0) {
  2999. index = sd->equip_index[EQI_AMMO];
  3000. if(sd->inventory_data[index]) { // Arrows
  3001. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3002. sd->state.lr_flag = 2;
  3003. if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3004. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3005. sd->state.lr_flag = 0;
  3006. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3007. return 1;
  3008. }
  3009. }
  3010. // We've got combos to process and check
  3011. if( sd->combos.count ) {
  3012. for (i = 0; i < sd->combos.count; i++) {
  3013. uint8 j = 0;
  3014. bool no_run = false;
  3015. struct item_combo *combo = NULL;
  3016. current_equip_item_index = -1;
  3017. current_equip_combo_pos = sd->combos.pos[i];
  3018. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  3019. continue;
  3020. // Check combo items
  3021. while (j < combo->count) {
  3022. struct item_data *id = itemdb_exists(combo->nameid[j]);
  3023. // Don't run the script if at least one of combo's pair has restriction
  3024. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3025. no_run = true;
  3026. break;
  3027. }
  3028. j++;
  3029. }
  3030. if (no_run)
  3031. continue;
  3032. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  3033. if (!calculating) // Abort, run_script retriggered this
  3034. return 1;
  3035. }
  3036. }
  3037. // Store equipment script bonuses
  3038. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  3039. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  3040. base_status->def += (refinedef+50)/100;
  3041. // Parse Cards
  3042. for (i = 0; i < EQI_MAX; i++) {
  3043. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3044. current_equip_combo_pos = 0;
  3045. if (index < 0)
  3046. continue;
  3047. if (i == EQI_AMMO)
  3048. continue;
  3049. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3050. continue;
  3051. if (sd->inventory_data[index]) {
  3052. int j;
  3053. struct item_data *data;
  3054. // Card script execution.
  3055. if (itemdb_isspecial(sd->status.inventory[index].card[0]))
  3056. continue;
  3057. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3058. int c = sd->status.inventory[index].card[j];
  3059. current_equip_card_id= c;
  3060. if(!c)
  3061. continue;
  3062. data = itemdb_exists(c);
  3063. if(!data)
  3064. continue;
  3065. 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
  3066. run_script(data->equip_script,0,sd->bl.id,0);
  3067. if (!calculating)
  3068. return 1;
  3069. }
  3070. if(!data->script)
  3071. continue;
  3072. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3073. continue;
  3074. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3075. sd->state.lr_flag = 1;
  3076. run_script(data->script,0,sd->bl.id,0);
  3077. sd->state.lr_flag = 0;
  3078. } else
  3079. run_script(data->script,0,sd->bl.id,0);
  3080. if (!calculating) // Abort, run_script his function. [Skotlex]
  3081. return 1;
  3082. }
  3083. }
  3084. }
  3085. if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
  3086. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3087. if( data && data->script )
  3088. run_script(data->script,0,sd->bl.id,0);
  3089. }
  3090. pc_bonus_script(sd);
  3091. if( sd->pd ) { // Pet Bonus
  3092. struct pet_data *pd = sd->pd;
  3093. if( pd && pd->petDB && pd->petDB->pet_loyal_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  3094. run_script(pd->petDB->pet_loyal_script,0,sd->bl.id,0);
  3095. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  3096. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3097. }
  3098. // param_bonus now holds card bonuses.
  3099. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3100. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3101. if(base_status->rhw.range < base_status->lhw.range)
  3102. base_status->rhw.range = base_status->lhw.range;
  3103. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3104. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3105. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3106. // Damage modifiers from weapon type
  3107. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  3108. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  3109. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  3110. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  3111. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  3112. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  3113. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3114. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3115. { // When Riding with spear, damage modifier to mid-class becomes
  3116. // same as versus large size.
  3117. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  3118. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  3119. }
  3120. // ----- STATS CALCULATION -----
  3121. // Job bonuses
  3122. index = pc_class2idx(sd->status.class_);
  3123. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  3124. if(!job_info[index].job_bonus[i])
  3125. continue;
  3126. switch(job_info[index].job_bonus[i]) {
  3127. case 1: base_status->str++; break;
  3128. case 2: base_status->agi++; break;
  3129. case 3: base_status->vit++; break;
  3130. case 4: base_status->int_++; break;
  3131. case 5: base_status->dex++; break;
  3132. case 6: base_status->luk++; break;
  3133. }
  3134. }
  3135. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3136. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3137. base_status->str += 10;
  3138. base_status->agi += 10;
  3139. base_status->vit += 10;
  3140. base_status->int_+= 10;
  3141. base_status->dex += 10;
  3142. base_status->luk += 10;
  3143. }
  3144. // Absolute modifiers from passive skills
  3145. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3146. base_status->str++;
  3147. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3148. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3149. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3150. base_status->dex += skill;
  3151. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3152. base_status->int_ += skill;
  3153. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3154. base_status->int_ += 20;
  3155. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3156. i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  3157. base_status->str = cap_value(i,0,USHRT_MAX);
  3158. i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  3159. base_status->agi = cap_value(i,0,USHRT_MAX);
  3160. i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  3161. base_status->vit = cap_value(i,0,USHRT_MAX);
  3162. i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  3163. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3164. i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  3165. base_status->dex = cap_value(i,0,USHRT_MAX);
  3166. i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  3167. base_status->luk = cap_value(i,0,USHRT_MAX);
  3168. // ------ ATTACK CALCULATION ------
  3169. // Base batk value is set in status_calc_misc
  3170. #ifndef RENEWAL
  3171. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3172. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  3173. base_status->batk += sd->weapon_atk[sd->status.weapon];
  3174. // Absolute modifiers from passive skills
  3175. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3176. base_status->batk += 4;
  3177. #else
  3178. base_status->watk = status_weapon_atk(base_status->rhw, base_status);
  3179. base_status->watk2 = status_weapon_atk(base_status->lhw, base_status);
  3180. base_status->eatk = max(sd->bonus.eatk,0);
  3181. #endif
  3182. // ----- HP MAX CALCULATION -----
  3183. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3184. if(battle_config.hp_rate != 100)
  3185. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3186. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3187. // ----- SP MAX CALCULATION -----
  3188. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3189. if(battle_config.sp_rate != 100)
  3190. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3191. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3192. // ----- RESPAWN HP/SP -----
  3193. // Calc respawn hp and store it on base_status
  3194. if (sd->special_state.restart_full_recover) {
  3195. base_status->hp = base_status->max_hp;
  3196. base_status->sp = base_status->max_sp;
  3197. } else {
  3198. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3199. && battle_config.restart_hp_rate < 50)
  3200. base_status->hp = base_status->max_hp>>1;
  3201. else
  3202. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3203. if(!base_status->hp)
  3204. base_status->hp = 1;
  3205. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3206. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3207. base_status->sp = 1;
  3208. }
  3209. // ----- MISC CALCULATION -----
  3210. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3211. // Equipment modifiers for misc settings
  3212. if(sd->matk_rate < 0)
  3213. sd->matk_rate = 0;
  3214. if(sd->matk_rate != 100) {
  3215. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3216. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3217. }
  3218. if(sd->hit_rate < 0)
  3219. sd->hit_rate = 0;
  3220. if(sd->hit_rate != 100)
  3221. base_status->hit = base_status->hit * sd->hit_rate/100;
  3222. if(sd->flee_rate < 0)
  3223. sd->flee_rate = 0;
  3224. if(sd->flee_rate != 100)
  3225. base_status->flee = base_status->flee * sd->flee_rate/100;
  3226. if(sd->def2_rate < 0)
  3227. sd->def2_rate = 0;
  3228. if(sd->def2_rate != 100)
  3229. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3230. if(sd->mdef2_rate < 0)
  3231. sd->mdef2_rate = 0;
  3232. if(sd->mdef2_rate != 100)
  3233. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3234. if(sd->critical_rate < 0)
  3235. sd->critical_rate = 0;
  3236. if(sd->critical_rate != 100)
  3237. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3238. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3239. base_status->cri += 200;
  3240. if(sd->flee2_rate < 0)
  3241. sd->flee2_rate = 0;
  3242. if(sd->flee2_rate != 100)
  3243. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3244. // ----- HIT CALCULATION -----
  3245. // Absolute modifiers from passive skills
  3246. #ifndef RENEWAL
  3247. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3248. base_status->hit += skill*2;
  3249. #endif
  3250. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3251. #ifndef RENEWAL
  3252. base_status->hit += skill;
  3253. #endif
  3254. if(sd->status.weapon == W_BOW)
  3255. base_status->rhw.range += skill;
  3256. }
  3257. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3258. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3259. base_status->hit += 2*skill;
  3260. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3261. base_status->hit += skill;
  3262. base_status->rhw.range += skill;
  3263. }
  3264. }
  3265. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3266. base_status->hit += skill * 3;
  3267. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3268. base_status->hit += skill * 2;
  3269. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3270. base_status->hit += 20;
  3271. // ----- FLEE CALCULATION -----
  3272. // Absolute modifiers from passive skills
  3273. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3274. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3275. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3276. base_status->flee += (skill*3)>>1;
  3277. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3278. base_status->flee += 20;
  3279. // ----- EQUIPMENT-DEF CALCULATION -----
  3280. // Apply relative modifiers from equipment
  3281. if(sd->def_rate < 0)
  3282. sd->def_rate = 0;
  3283. if(sd->def_rate != 100) {
  3284. i = base_status->def * sd->def_rate/100;
  3285. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3286. }
  3287. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3288. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3289. #ifndef RENEWAL
  3290. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3291. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3292. base_status->def = (unsigned char)battle_config.max_def;
  3293. }
  3294. #endif
  3295. // ----- EQUIPMENT-MDEF CALCULATION -----
  3296. // Apply relative modifiers from equipment
  3297. if(sd->mdef_rate < 0)
  3298. sd->mdef_rate = 0;
  3299. if(sd->mdef_rate != 100) {
  3300. i = base_status->mdef * sd->mdef_rate/100;
  3301. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3302. }
  3303. #ifndef RENEWAL
  3304. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3305. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3306. base_status->mdef = (signed char)battle_config.max_def;
  3307. }
  3308. #endif
  3309. // ----- ASPD CALCULATION -----
  3310. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3311. // Basic ASPD value
  3312. i = status_base_amotion_pc(sd,base_status);
  3313. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3314. // Relative modifiers from passive skills
  3315. #ifndef RENEWAL_ASPD
  3316. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3317. base_status->aspd_rate -= 5*skill;
  3318. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3319. base_status->aspd_rate -= 30*skill;
  3320. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3321. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3322. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3323. if(pc_isriding(sd))
  3324. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3325. else if(pc_isridingdragon(sd))
  3326. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3327. #else // Needs more info
  3328. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3329. base_status->aspd_rate += 5*skill;
  3330. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3331. base_status->aspd_rate += 30*skill;
  3332. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3333. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3334. base_status->aspd_rate += ((skill+1)/2) * 10;
  3335. if(pc_isriding(sd))
  3336. base_status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3337. else if(pc_isridingdragon(sd))
  3338. base_status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3339. #endif
  3340. base_status->adelay = 2*base_status->amotion;
  3341. // ----- DMOTION -----
  3342. i = 800-base_status->agi*4;
  3343. base_status->dmotion = cap_value(i, 400, 800);
  3344. if(battle_config.pc_damage_delay_rate != 100)
  3345. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3346. // ----- MISC CALCULATIONS -----
  3347. // Weight
  3348. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  3349. sd->max_weight += 2000*skill;
  3350. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  3351. sd->max_weight += 10000;
  3352. else if(pc_isridingdragon(sd))
  3353. sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
  3354. if(sc->data[SC_KNOWLEDGE])
  3355. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  3356. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  3357. sd->max_weight += 2000*skill;
  3358. sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
  3359. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  3360. sd->regen.state.walk = 1;
  3361. else
  3362. sd->regen.state.walk = 0;
  3363. // Skill SP cost
  3364. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3365. sd->dsprate -= 4*skill;
  3366. if(sc->data[SC_SERVICE4U])
  3367. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3368. if(sc->data[SC_SPCOST_RATE])
  3369. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3370. // Underflow protections.
  3371. if(sd->dsprate < 0)
  3372. sd->dsprate = 0;
  3373. if(sd->castrate < 0)
  3374. sd->castrate = 0;
  3375. if(sd->delayrate < 0)
  3376. sd->delayrate = 0;
  3377. if(sd->hprecov_rate < 0)
  3378. sd->hprecov_rate = 0;
  3379. if(sd->sprecov_rate < 0)
  3380. sd->sprecov_rate = 0;
  3381. // Anti-element and anti-race
  3382. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3383. sd->subele[ELE_HOLY] += skill*5;
  3384. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3385. sd->subele[ELE_NEUTRAL] += skill;
  3386. sd->subele[ELE_FIRE] += skill*4;
  3387. }
  3388. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3389. #ifdef RENEWAL
  3390. skill = skill * 2;
  3391. #else
  3392. skill = skill * 4;
  3393. #endif
  3394. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3395. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3396. sd->magic_addrace[RC_DRAGON]+=skill;
  3397. sd->subrace[RC_DRAGON]+=skill;
  3398. }
  3399. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3400. sd->right_weapon.addrace[RC_DEMON] += skill;
  3401. sd->right_weapon.addele[ELE_DARK] += skill;
  3402. sd->left_weapon.addrace[RC_DEMON] += skill;
  3403. sd->left_weapon.addele[ELE_DARK] += skill;
  3404. sd->magic_addrace[RC_DEMON] += skill;
  3405. sd->magic_addele[ELE_DARK] += skill;
  3406. sd->subrace[RC_DEMON] += skill;
  3407. sd->subele[ELE_DARK] += skill;
  3408. }
  3409. if(sc->count) {
  3410. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3411. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3412. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3413. }
  3414. if(sc->data[SC_SIEGFRIED]) {
  3415. i = sc->data[SC_SIEGFRIED]->val2;
  3416. sd->subele[ELE_WATER] += i;
  3417. sd->subele[ELE_EARTH] += i;
  3418. sd->subele[ELE_FIRE] += i;
  3419. sd->subele[ELE_WIND] += i;
  3420. sd->subele[ELE_POISON] += i;
  3421. sd->subele[ELE_HOLY] += i;
  3422. sd->subele[ELE_DARK] += i;
  3423. sd->subele[ELE_GHOST] += i;
  3424. sd->subele[ELE_UNDEAD] += i;
  3425. }
  3426. if(sc->data[SC_PROVIDENCE]) {
  3427. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3428. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3429. }
  3430. if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
  3431. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  3432. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  3433. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  3434. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  3435. }
  3436. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3437. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3438. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3439. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3440. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3441. }
  3442. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3443. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3444. sd->subele[ELE_FIRE] += i;
  3445. sd->subele[ELE_WATER] -= i;
  3446. }
  3447. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3448. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3449. sd->subele[ELE_WATER] += i;
  3450. sd->subele[ELE_WIND] -= i;
  3451. }
  3452. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3453. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3454. sd->subele[ELE_WIND] += i;
  3455. sd->subele[ELE_EARTH] -= i;
  3456. }
  3457. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3458. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3459. sd->subele[ELE_EARTH] += i;
  3460. sd->subele[ELE_FIRE] -= i;
  3461. }
  3462. if (sc->data[SC_MTF_MLEATKED] )
  3463. sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  3464. if (sc->data[SC_MTF_CRIDAMAGE])
  3465. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  3466. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  3467. sd->magic_addele[ELE_FIRE] += 25;
  3468. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  3469. sd->magic_addele[ELE_WATER] += 25;
  3470. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  3471. sd->magic_addele[ELE_WIND] += 25;
  3472. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  3473. sd->magic_addele[ELE_EARTH] += 25;
  3474. }
  3475. status_cpy(&sd->battle_status, base_status);
  3476. // ----- CLIENT-SIDE REFRESH -----
  3477. if(!sd->bl.prev) {
  3478. // Will update on LoadEndAck
  3479. calculating = 0;
  3480. return 0;
  3481. }
  3482. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3483. clif_skillinfoblock(sd);
  3484. if(b_weight != sd->weight)
  3485. clif_updatestatus(sd,SP_WEIGHT);
  3486. if(b_max_weight != sd->max_weight) {
  3487. clif_updatestatus(sd,SP_MAXWEIGHT);
  3488. pc_updateweightstatus(sd);
  3489. }
  3490. if( b_cart_weight_max != sd->cart_weight_max ) {
  3491. clif_updatestatus(sd,SP_CARTINFO);
  3492. }
  3493. // If the skill is learned, the status is infinite.
  3494. if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 )
  3495. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, -1);
  3496. calculating = 0;
  3497. return 0;
  3498. }
  3499. /**
  3500. * Calculates Mercenary data
  3501. * @param md: Mercenary object
  3502. * @param opt: Whether it is first calc or not (0 on level up or status)
  3503. * @return 0
  3504. */
  3505. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  3506. {
  3507. struct status_data *status = &md->base_status;
  3508. struct s_mercenary *merc = &md->mercenary;
  3509. if (opt&SCO_FIRST) {
  3510. memcpy(status, &md->db->status, sizeof(struct status_data));
  3511. status->class_ = CLASS_NORMAL;
  3512. status->mode = MD_CANMOVE|MD_CANATTACK;
  3513. status->hp = status->max_hp;
  3514. status->sp = status->max_sp;
  3515. md->battle_status.hp = merc->hp;
  3516. md->battle_status.sp = merc->sp;
  3517. if (md->master)
  3518. status->speed = status_get_speed(&md->master->bl);
  3519. }
  3520. status_calc_misc(&md->bl, status, md->db->lv);
  3521. status_cpy(&md->battle_status, status);
  3522. return 0;
  3523. }
  3524. /**
  3525. * Calculates Homunculus data
  3526. * @param hd: Homunculus object
  3527. * @param opt: Whether it is first calc or not (0 on level up or status)
  3528. * @return 1
  3529. */
  3530. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  3531. {
  3532. struct status_data *status = &hd->base_status;
  3533. struct s_homunculus *hom = &hd->homunculus;
  3534. int skill_lv;
  3535. int amotion;
  3536. status->str = hom->str / 10;
  3537. status->agi = hom->agi / 10;
  3538. status->vit = hom->vit / 10;
  3539. status->dex = hom->dex / 10;
  3540. status->int_ = hom->int_ / 10;
  3541. status->luk = hom->luk / 10;
  3542. APPLY_HOMUN_LEVEL_STATWEIGHT();
  3543. if (opt&SCO_FIRST) {
  3544. const struct s_homunculus_db *db = hd->homunculusDB;
  3545. status->def_ele = db->element;
  3546. status->ele_lv = 1;
  3547. status->race = db->race;
  3548. status->class_ = CLASS_NORMAL;
  3549. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  3550. status->rhw.range = 1 + status->size;
  3551. status->mode = MD_CANMOVE|MD_CANATTACK;
  3552. status->speed = DEFAULT_WALK_SPEED;
  3553. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  3554. status->speed = status_get_speed(&hd->master->bl);
  3555. status->hp = 1;
  3556. status->sp = 1;
  3557. }
  3558. status->aspd_rate = 1000;
  3559. #ifdef RENEWAL
  3560. amotion = hd->homunculusDB->baseASPD;
  3561. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  3562. status->def = status->mdef = 0;
  3563. #else
  3564. skill_lv = hom->level / 10 + status->vit / 5;
  3565. status->def = cap_value(skill_lv, 0, 99);
  3566. skill_lv = hom->level / 10 + status->int_ / 5;
  3567. status->mdef = cap_value(skill_lv, 0, 99);
  3568. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  3569. #endif
  3570. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  3571. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  3572. status->max_hp = hom->max_hp;
  3573. status->max_sp = hom->max_sp;
  3574. hom_calc_skilltree(hd, 0);
  3575. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3576. status->def += skill_lv * 4;
  3577. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  3578. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  3579. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  3580. }
  3581. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3582. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  3583. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  3584. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  3585. if (opt&SCO_FIRST) {
  3586. hd->battle_status.hp = hom->hp;
  3587. hd->battle_status.sp = hom->sp;
  3588. if(hom->class_ == 6052) // Eleanor
  3589. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3590. }
  3591. #ifndef RENEWAL
  3592. status->rhw.atk = status->dex;
  3593. status->rhw.atk2 = status->str + hom->level;
  3594. #endif
  3595. status_calc_misc(&hd->bl, status, hom->level);
  3596. status_cpy(&hd->battle_status, status);
  3597. return 1;
  3598. }
  3599. /**
  3600. * Calculates Elemental data
  3601. * @param ed: Elemental object
  3602. * @param opt: Whether it is first calc or not (0 on status change)
  3603. * @return 0
  3604. */
  3605. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  3606. {
  3607. struct status_data *status = &ed->base_status;
  3608. struct s_elemental *ele = &ed->elemental;
  3609. struct map_session_data *sd = ed->master;
  3610. if( !sd )
  3611. return 0;
  3612. if (opt&SCO_FIRST) {
  3613. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3614. if( !ele->mode )
  3615. status->mode = EL_MODE_PASSIVE;
  3616. else
  3617. status->mode = ele->mode;
  3618. status->class_ = CLASS_NORMAL;
  3619. status_calc_misc(&ed->bl, status, 0);
  3620. status->max_hp = ele->max_hp;
  3621. status->max_sp = ele->max_sp;
  3622. status->hp = ele->hp;
  3623. status->sp = ele->sp;
  3624. status->rhw.atk = ele->atk;
  3625. status->rhw.atk2 = ele->atk2;
  3626. status->matk_min += ele->matk;
  3627. status->def += ele->def;
  3628. status->mdef += ele->mdef;
  3629. status->flee = ele->flee;
  3630. status->hit = ele->hit;
  3631. if (ed->master)
  3632. status->speed = status_get_speed(&ed->master->bl);
  3633. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3634. } else {
  3635. status_calc_misc(&ed->bl, status, 0);
  3636. status_cpy(&ed->battle_status, status);
  3637. }
  3638. return 0;
  3639. }
  3640. /**
  3641. * Calculates NPC data
  3642. * @param nd: NPC object
  3643. * @param opt: Whether it is first calc or not (what?)
  3644. * @return 0
  3645. */
  3646. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  3647. {
  3648. struct status_data *status = &nd->status;
  3649. if (!nd)
  3650. return 0;
  3651. if (opt&SCO_FIRST) {
  3652. status->hp = 1;
  3653. status->sp = 1;
  3654. status->max_hp = 1;
  3655. status->max_sp = 1;
  3656. status->def_ele = ELE_NEUTRAL;
  3657. status->ele_lv = 1;
  3658. status->race = RC_DEMIHUMAN;
  3659. status->class_ = CLASS_NORMAL;
  3660. status->size = nd->size;
  3661. status->rhw.range = 1 + status->size;
  3662. status->mode = (MD_CANMOVE|MD_CANATTACK);
  3663. status->speed = nd->speed;
  3664. }
  3665. status->str = nd->stat_point + nd->params.str;
  3666. status->agi = nd->stat_point + nd->params.agi;
  3667. status->vit = nd->stat_point + nd->params.vit;
  3668. status->int_= nd->stat_point + nd->params.int_;
  3669. status->dex = nd->stat_point + nd->params.dex;
  3670. status->luk = nd->stat_point + nd->params.luk;
  3671. status_calc_misc(&nd->bl, status, nd->level);
  3672. status_cpy(&nd->status, status);
  3673. return 0;
  3674. }
  3675. /**
  3676. * Calculates regeneration values
  3677. * Applies passive skill regeneration additions
  3678. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3679. * @param status: Object's status
  3680. * @param regen: Object's base regeneration data
  3681. */
  3682. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3683. {
  3684. struct map_session_data *sd;
  3685. int val, skill, reg_flag;
  3686. if( !(bl->type&BL_REGEN) || !regen )
  3687. return;
  3688. sd = BL_CAST(BL_PC,bl);
  3689. val = 1 + (status->vit/5) + (status->max_hp/200);
  3690. if( sd && sd->hprecov_rate != 100 )
  3691. val = val*sd->hprecov_rate/100;
  3692. reg_flag = bl->type == BL_PC ? 0 : 1;
  3693. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3694. val = 1 + (status->int_/6) + (status->max_sp/100);
  3695. if( status->int_ >= 120 )
  3696. val += ((status->int_-120)>>1) + 4;
  3697. if( sd && sd->sprecov_rate != 100 )
  3698. val = val*sd->sprecov_rate/100;
  3699. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3700. if( sd ) {
  3701. struct regen_data_sub *sregen;
  3702. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  3703. val = regen->sp*(100+3*skill)/100;
  3704. regen->sp = cap_value(val, 1, SHRT_MAX);
  3705. }
  3706. // Only players have skill/sitting skill regen for now.
  3707. sregen = regen->sregen;
  3708. val = 0;
  3709. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  3710. val += skill*5 + skill*status->max_hp/500;
  3711. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3712. val = 0;
  3713. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  3714. val += skill*3 + skill*status->max_sp/500;
  3715. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  3716. val += skill*3 + skill*status->max_sp/500;
  3717. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  3718. val += 3 + 3 * skill;
  3719. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3720. // Skill-related recovery (only when sit)
  3721. sregen = regen->ssregen;
  3722. val = 0;
  3723. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3724. val += skill*4 + skill*status->max_hp/500;
  3725. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  3726. val += skill*30 + skill*status->max_hp/500;
  3727. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3728. val = 0;
  3729. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  3730. val += skill*3 + skill*status->max_sp/500;
  3731. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  3732. val += (30+10*skill)*val/100;
  3733. }
  3734. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3735. val += skill*2 + skill*status->max_sp/500;
  3736. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3737. }
  3738. if( bl->type == BL_HOM ) {
  3739. struct homun_data *hd = (TBL_HOM*)bl;
  3740. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  3741. val = regen->hp*(100+5*skill)/100;
  3742. regen->hp = cap_value(val, 1, SHRT_MAX);
  3743. }
  3744. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  3745. val = regen->sp*(100+3*skill)/100;
  3746. regen->sp = cap_value(val, 1, SHRT_MAX);
  3747. }
  3748. } else if( bl->type == BL_MER ) {
  3749. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3750. regen->hp = cap_value(val, 1, SHRT_MAX);
  3751. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3752. regen->sp = cap_value(val, 1, SHRT_MAX);
  3753. } else if( bl->type == BL_ELEM ) {
  3754. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3755. regen->hp = cap_value(val, 1, SHRT_MAX);
  3756. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3757. regen->sp = cap_value(val, 1, SHRT_MAX);
  3758. }
  3759. }
  3760. /**
  3761. * Calculates SC (Status Changes) regeneration values
  3762. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3763. * @param regen: Object's base regeneration data
  3764. * @param sc: Object's status change data
  3765. */
  3766. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  3767. {
  3768. if (!(bl->type&BL_REGEN) || !regen)
  3769. return;
  3770. regen->flag = RGN_HP|RGN_SP;
  3771. if(regen->sregen) {
  3772. if (regen->sregen->hp)
  3773. regen->flag |= RGN_SHP;
  3774. if (regen->sregen->sp)
  3775. regen->flag |= RGN_SSP;
  3776. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  3777. }
  3778. if (regen->ssregen) {
  3779. if (regen->ssregen->hp)
  3780. regen->flag |= RGN_SHP;
  3781. if (regen->ssregen->sp)
  3782. regen->flag |= RGN_SSP;
  3783. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  3784. }
  3785. regen->rate.hp = regen->rate.sp = 100;
  3786. if (!sc || !sc->count)
  3787. return;
  3788. // No HP or SP regen
  3789. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  3790. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  3791. || sc->data[SC_BERSERK]
  3792. || sc->data[SC_TRICKDEAD]
  3793. || sc->data[SC_BLEEDING]
  3794. || sc->data[SC_MAGICMUSHROOM]
  3795. || sc->data[SC_SATURDAYNIGHTFEVER]
  3796. || sc->data[SC_REBOUND])
  3797. regen->flag = RGN_NONE;
  3798. // No natural SP regen
  3799. if (sc->data[SC_DANCING] ||
  3800. #ifdef RENEWAL
  3801. sc->data[SC_MAXIMIZEPOWER] ||
  3802. #endif
  3803. #ifndef RENEWAL
  3804. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3805. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  3806. #else
  3807. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3808. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  3809. #endif
  3810. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  3811. regen->flag &= ~RGN_SP;
  3812. if (sc->data[SC_TENSIONRELAX]) {
  3813. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  3814. regen->state.overweight = 0; // 1x HP regen
  3815. else {
  3816. regen->rate.hp += 200;
  3817. if (regen->sregen)
  3818. regen->sregen->rate.hp += 200;
  3819. }
  3820. }
  3821. if (sc->data[SC_MAGNIFICAT])
  3822. regen->rate.sp += 100;
  3823. if (sc->data[SC_REGENERATION]) {
  3824. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  3825. if (!sce->val4) {
  3826. regen->rate.hp += (sce->val2*100);
  3827. regen->rate.sp += (sce->val3*100);
  3828. } else
  3829. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  3830. }
  3831. if(sc->data[SC_GT_REVITALIZE]) {
  3832. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  3833. regen->state.walk = 1;
  3834. }
  3835. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
  3836. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  3837. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  3838. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
  3839. regen->rate.hp *= 2;
  3840. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  3841. regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.);
  3842. if (sc->data[SC_VITATA_500])
  3843. regen->rate.sp += (unsigned short)(regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100.);
  3844. if (sc->data[SC_CATNIPPOWDER]) {
  3845. regen->rate.hp *= 2;
  3846. regen->rate.sp *= 2;
  3847. }
  3848. }
  3849. /**
  3850. * Applies a state to a unit - See [StatusChangeStateTable]
  3851. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  3852. * @param sc: Object's status change data
  3853. * @param flag: Which state to apply to bl
  3854. * @param start: (1) start state, (0) remove state
  3855. */
  3856. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  3857. {
  3858. /// No sc at all, we can zero without any extra weight over our conciousness
  3859. if( !sc->count ) {
  3860. memset(&sc->cant, 0, sizeof (sc->cant));
  3861. return;
  3862. }
  3863. // Can't move
  3864. if( flag&SCS_NOMOVE ) {
  3865. if( !(flag&SCS_NOMOVECOND) )
  3866. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  3867. else if(
  3868. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  3869. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  3870. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  3871. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  3872. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  3873. )
  3874. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  3875. }
  3876. // Can't use skills
  3877. if( flag&SCS_NOCAST ) {
  3878. if( !(flag&SCS_NOCASTCOND) )
  3879. sc->cant.cast += ( start ? 1 : -1 );
  3880. else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) )
  3881. sc->cant.cast += ( start ? 1 : -1 );
  3882. }
  3883. // Can't chat
  3884. if( flag&SCS_NOCHAT ) {
  3885. if( !(flag&SCS_NOCHATCOND) )
  3886. sc->cant.chat += ( start ? 1 : -1 );
  3887. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  3888. sc->cant.chat += ( start ? 1 : -1 );
  3889. }
  3890. // Player-only states
  3891. if( bl->type == BL_PC ) {
  3892. // Can't pick-up items
  3893. if( flag&SCS_NOPICKITEM ) {
  3894. if( !(flag&SCS_NOPICKITEMCOND) )
  3895. sc->cant.pickup += ( start ? 1 : -1 );
  3896. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3897. sc->cant.pickup += ( start ? 1 : -1 );
  3898. }
  3899. // Can't drop items
  3900. if( flag&SCS_NODROPITEM ) {
  3901. if( !(flag&SCS_NODROPITEMCOND) )
  3902. sc->cant.drop += ( start ? 1 : -1 );
  3903. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3904. sc->cant.drop += ( start ? 1 : -1 );
  3905. }
  3906. }
  3907. return;
  3908. }
  3909. /**
  3910. * Recalculates parts of an objects status according to specified flags
  3911. * See [set_sc] [add_sc]
  3912. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  3913. * @param flag: Which status has changed on bl
  3914. */
  3915. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  3916. {
  3917. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  3918. struct status_data *status = status_get_status_data(bl); // Battle Status
  3919. struct status_change *sc = status_get_sc(bl);
  3920. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3921. int temp;
  3922. if (!b_status || !status)
  3923. return;
  3924. /** [Playtester]
  3925. * This needs to be done even if there is currently no status change active, because
  3926. * we need to update the speed on the client when the last status change ends.
  3927. **/
  3928. if(flag&SCB_SPEED) {
  3929. struct unit_data *ud = unit_bl2ud(bl);
  3930. /** [Skotlex]
  3931. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3932. * because if you step on something while walking, the moment this
  3933. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  3934. **/
  3935. if (ud)
  3936. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3937. }
  3938. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  3939. status_cpy(status, b_status);
  3940. return;
  3941. }
  3942. if(flag&SCB_STR) {
  3943. status->str = status_calc_str(bl, sc, b_status->str);
  3944. flag|=SCB_BATK;
  3945. if( bl->type&BL_HOM )
  3946. flag |= SCB_WATK;
  3947. }
  3948. if(flag&SCB_AGI) {
  3949. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3950. flag|=SCB_FLEE
  3951. #ifdef RENEWAL
  3952. |SCB_DEF2
  3953. #endif
  3954. ;
  3955. if( bl->type&(BL_PC|BL_HOM) )
  3956. flag |= SCB_ASPD|SCB_DSPD;
  3957. }
  3958. if(flag&SCB_VIT) {
  3959. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3960. flag|=SCB_DEF2|SCB_MDEF2;
  3961. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3962. flag |= SCB_MAXHP;
  3963. if( bl->type&BL_HOM )
  3964. flag |= SCB_DEF;
  3965. }
  3966. if(flag&SCB_INT) {
  3967. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3968. flag|=SCB_MATK|SCB_MDEF2;
  3969. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3970. flag |= SCB_MAXSP;
  3971. if( bl->type&BL_HOM )
  3972. flag |= SCB_MDEF;
  3973. }
  3974. if(flag&SCB_DEX) {
  3975. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3976. flag|=SCB_BATK|SCB_HIT
  3977. #ifdef RENEWAL
  3978. |SCB_MATK|SCB_MDEF2
  3979. #endif
  3980. ;
  3981. if( bl->type&(BL_PC|BL_HOM) )
  3982. flag |= SCB_ASPD;
  3983. if( bl->type&BL_HOM )
  3984. flag |= SCB_WATK;
  3985. }
  3986. if(flag&SCB_LUK) {
  3987. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3988. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  3989. #ifdef RENEWAL
  3990. |SCB_MATK|SCB_HIT|SCB_FLEE
  3991. #endif
  3992. ;
  3993. }
  3994. if(flag&SCB_BATK && b_status->batk) {
  3995. status->batk = status_base_atk(bl,status);
  3996. temp = b_status->batk - status_base_atk(bl,b_status);
  3997. if (temp) {
  3998. temp += status->batk;
  3999. status->batk = cap_value(temp, 0, USHRT_MAX);
  4000. }
  4001. status->batk = status_calc_batk(bl, sc, status->batk);
  4002. }
  4003. if(flag&SCB_WATK) {
  4004. #ifndef RENEWAL
  4005. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4006. if (!sd) // Should not affect weapon refine bonus
  4007. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4008. if(b_status->lhw.atk) {
  4009. if (sd) {
  4010. sd->state.lr_flag = 1;
  4011. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4012. sd->state.lr_flag = 0;
  4013. } else {
  4014. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4015. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4016. }
  4017. }
  4018. #else
  4019. if(!b_status->watk) { // We only have left-hand weapon
  4020. status->watk = 0;
  4021. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4022. }
  4023. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4024. #endif
  4025. }
  4026. if(flag&SCB_HIT) {
  4027. if (status->dex == b_status->dex
  4028. #ifdef RENEWAL
  4029. && status->luk == b_status->luk
  4030. #endif
  4031. )
  4032. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4033. else
  4034. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4035. #ifdef RENEWAL
  4036. + (status->luk/3 - b_status->luk/3)
  4037. #endif
  4038. );
  4039. }
  4040. if(flag&SCB_FLEE) {
  4041. if (status->agi == b_status->agi
  4042. #ifdef RENEWAL
  4043. && status->luk == b_status->luk
  4044. #endif
  4045. )
  4046. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4047. else
  4048. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4049. #ifdef RENEWAL
  4050. + (status->luk/5 - b_status->luk/5)
  4051. #endif
  4052. );
  4053. }
  4054. if(flag&SCB_DEF) {
  4055. status->def = status_calc_def(bl, sc, b_status->def);
  4056. if( bl->type&BL_HOM )
  4057. status->def += (status->vit/5 - b_status->vit/5);
  4058. }
  4059. if(flag&SCB_DEF2) {
  4060. if (status->vit == b_status->vit
  4061. #ifdef RENEWAL
  4062. && status->agi == b_status->agi
  4063. #endif
  4064. )
  4065. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4066. else
  4067. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4068. #ifdef RENEWAL
  4069. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4070. #else
  4071. + (status->vit - b_status->vit)
  4072. #endif
  4073. );
  4074. }
  4075. if(flag&SCB_MDEF) {
  4076. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4077. if( bl->type&BL_HOM )
  4078. status->mdef += (status->int_/5 - b_status->int_/5);
  4079. }
  4080. if(flag&SCB_MDEF2) {
  4081. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4082. #ifdef RENEWAL
  4083. && status->dex == b_status->dex
  4084. #endif
  4085. )
  4086. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4087. else
  4088. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4089. #ifdef RENEWAL
  4090. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4091. #else
  4092. + ((status->vit - b_status->vit)>>1)
  4093. #endif
  4094. );
  4095. }
  4096. if(flag&SCB_SPEED) {
  4097. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4098. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4099. status->speed = battle_config.max_walk_speed;
  4100. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4101. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4102. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4103. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4104. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4105. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4106. }
  4107. if(flag&SCB_CRI && b_status->cri) {
  4108. if (status->luk == b_status->luk)
  4109. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4110. else
  4111. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4112. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4113. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  4114. status->cri <<= 1;
  4115. }
  4116. if(flag&SCB_FLEE2 && b_status->flee2) {
  4117. if (status->luk == b_status->luk)
  4118. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4119. else
  4120. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4121. }
  4122. if(flag&SCB_ATK_ELE) {
  4123. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4124. if (sd) sd->state.lr_flag = 1;
  4125. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4126. if (sd) sd->state.lr_flag = 0;
  4127. }
  4128. if(flag&SCB_DEF_ELE) {
  4129. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4130. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4131. }
  4132. if(flag&SCB_MODE) {
  4133. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4134. // Since mode changed, reset their state.
  4135. if (!status_has_mode(status,MD_CANATTACK))
  4136. unit_stop_attack(bl);
  4137. if (!status_has_mode(status,MD_CANMOVE))
  4138. unit_stop_walking(bl,1);
  4139. }
  4140. /**
  4141. * No status changes alter these yet.
  4142. * if(flag&SCB_SIZE)
  4143. * if(flag&SCB_RACE)
  4144. * if(flag&SCB_RANGE)
  4145. **/
  4146. if(flag&SCB_MAXHP) {
  4147. if( bl->type&BL_PC ) {
  4148. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4149. if(battle_config.hp_rate != 100)
  4150. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4151. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4152. }
  4153. else
  4154. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4155. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4156. status->hp = status->max_hp;
  4157. if( sd ) clif_updatestatus(sd,SP_HP);
  4158. }
  4159. }
  4160. if(flag&SCB_MAXSP) {
  4161. if( bl->type&BL_PC ) {
  4162. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4163. if(battle_config.sp_rate != 100)
  4164. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4165. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4166. }
  4167. else
  4168. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4169. if( status->sp > status->max_sp ) {
  4170. status->sp = status->max_sp;
  4171. if( sd ) clif_updatestatus(sd,SP_SP);
  4172. }
  4173. }
  4174. if(flag&SCB_MATK) {
  4175. #ifndef RENEWAL
  4176. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  4177. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  4178. #else
  4179. /**
  4180. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  4181. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  4182. **/
  4183. status->matk_min = status->matk_max = status_base_matk(bl, status, status_get_lv(bl));
  4184. switch( bl->type ) {
  4185. case BL_PC: {
  4186. int wMatk = 0;
  4187. int variance = 0;
  4188. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  4189. if (sd->bonus.ematk > 0)
  4190. status->matk_min += sd->bonus.ematk;
  4191. if (sd && pc_checkskill(sd, SU_POWEROFLAND) > 0) {
  4192. 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)
  4193. status->matk_min += status->matk_min * 20 / 100;
  4194. }
  4195. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  4196. status->matk_max = status->matk_min;
  4197. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  4198. if (b_status->lhw.matk) {
  4199. if (sd) {
  4200. //sd->state.lr_flag = 1; //?? why was that set here
  4201. status->lhw.matk = b_status->lhw.matk;
  4202. sd->state.lr_flag = 0;
  4203. } else {
  4204. status->lhw.matk = b_status->lhw.matk;
  4205. }
  4206. }
  4207. if (b_status->rhw.matk) {
  4208. status->rhw.matk = b_status->rhw.matk;
  4209. }
  4210. if (status->rhw.matk) {
  4211. wMatk += status->rhw.matk;
  4212. variance += wMatk * status->rhw.wlv / 10;
  4213. }
  4214. if (status->lhw.matk) {
  4215. wMatk += status->lhw.matk;
  4216. variance += status->lhw.matk * status->lhw.wlv / 10;
  4217. }
  4218. if (sc && sc->data[SC_CATNIPPOWDER])
  4219. wMatk -= wMatk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  4220. status->matk_min += wMatk - variance;
  4221. status->matk_max += wMatk + variance;
  4222. }
  4223. break;
  4224. case BL_HOM:
  4225. status->matk_min += (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  4226. status->matk_max += (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  4227. break;
  4228. }
  4229. #endif
  4230. if (bl->type&BL_PC && sd->matk_rate != 100) {
  4231. status->matk_max = status->matk_max * sd->matk_rate/100;
  4232. status->matk_min = status->matk_min * sd->matk_rate/100;
  4233. }
  4234. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  4235. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  4236. status->matk_min = status->matk_max;
  4237. #ifdef RENEWAL
  4238. if( sd && sd->right_weapon.overrefine > 0) {
  4239. status->matk_min++;
  4240. status->matk_max += sd->right_weapon.overrefine - 1;
  4241. }
  4242. #endif
  4243. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  4244. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  4245. }
  4246. if(flag&SCB_ASPD) {
  4247. int amotion;
  4248. if ( bl->type&BL_HOM ) {
  4249. #ifdef RENEWAL_ASPD
  4250. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  4251. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  4252. amotion = (amotion * status_calc_aspd(bl, sc, 1) + status_calc_aspd(bl, sc, 2)) / - 100 + amotion;
  4253. #else
  4254. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  4255. amotion = status_calc_aspd_rate(bl, sc, amotion);
  4256. if (status->aspd_rate != 1000)
  4257. amotion = amotion * status->aspd_rate / 1000;
  4258. #endif
  4259. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4260. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4261. status->adelay = status->amotion;
  4262. } else if ( bl->type&BL_PC ) {
  4263. amotion = status_base_amotion_pc(sd,status);
  4264. #ifndef RENEWAL_ASPD
  4265. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4266. if(status->aspd_rate != 1000)
  4267. amotion = amotion*status->aspd_rate/1000;
  4268. #else
  4269. /// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  4270. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
  4271. if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  4272. amotion -= ( amotion - pc_maxaspd(sd) ) * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;
  4273. if(status->aspd_rate != 1000) // Absolute percentage modifier
  4274. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  4275. #endif
  4276. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4277. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  4278. status->adelay = 2*status->amotion;
  4279. } else { // Mercenary and mobs
  4280. amotion = b_status->amotion;
  4281. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4282. if(status->aspd_rate != 1000)
  4283. amotion = amotion*status->aspd_rate/1000;
  4284. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4285. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4286. temp = b_status->adelay*status->aspd_rate/1000;
  4287. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4288. }
  4289. }
  4290. if(flag&SCB_DSPD) {
  4291. int dmotion;
  4292. if( bl->type&BL_PC ) {
  4293. if (b_status->agi == status->agi)
  4294. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4295. else {
  4296. dmotion = 800-status->agi*4;
  4297. status->dmotion = cap_value(dmotion, 400, 800);
  4298. if(battle_config.pc_damage_delay_rate != 100)
  4299. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  4300. // It's safe to ignore b_status->dmotion since no bonus affects it.
  4301. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  4302. }
  4303. } else if( bl->type&BL_HOM ) {
  4304. dmotion = 800-status->agi*4;
  4305. status->dmotion = cap_value(dmotion, 400, 800);
  4306. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4307. } else { // Mercenary and mobs
  4308. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4309. }
  4310. }
  4311. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4312. status_calc_regen(bl, status, status_get_regen_data(bl));
  4313. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4314. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4315. }
  4316. /**
  4317. * Recalculates parts of an objects status according to specified flags
  4318. * Also sends updates to the client when necessary
  4319. * See [set_sc] [add_sc]
  4320. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4321. * @param flag: Which status has changed on bl
  4322. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  4323. */
  4324. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  4325. {
  4326. struct status_data b_status; // Previous battle status
  4327. struct status_data* status; // Pointer to current battle status
  4328. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
  4329. if (opt&SCO_FORCE)
  4330. ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
  4331. else {
  4332. ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
  4333. return;
  4334. }
  4335. }
  4336. // Remember previous values
  4337. status = status_get_status_data(bl);
  4338. memcpy(&b_status, status, sizeof(struct status_data));
  4339. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4340. switch( bl->type ) {
  4341. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  4342. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  4343. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  4344. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  4345. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  4346. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  4347. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  4348. }
  4349. }
  4350. if( bl->type == BL_PET )
  4351. return; // Pets are not affected by statuses
  4352. if (opt&SCO_FIRST && bl->type == BL_MOB)
  4353. return; // Assume there will be no statuses active
  4354. status_calc_bl_main(bl, flag);
  4355. if (opt&SCO_FIRST && bl->type == BL_HOM)
  4356. return; // Client update handled by caller
  4357. // Compare against new values and send client updates
  4358. if( bl->type == BL_PC ) {
  4359. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4360. if(b_status.str != status->str)
  4361. clif_updatestatus(sd,SP_STR);
  4362. if(b_status.agi != status->agi)
  4363. clif_updatestatus(sd,SP_AGI);
  4364. if(b_status.vit != status->vit)
  4365. clif_updatestatus(sd,SP_VIT);
  4366. if(b_status.int_ != status->int_)
  4367. clif_updatestatus(sd,SP_INT);
  4368. if(b_status.dex != status->dex)
  4369. clif_updatestatus(sd,SP_DEX);
  4370. if(b_status.luk != status->luk)
  4371. clif_updatestatus(sd,SP_LUK);
  4372. if(b_status.hit != status->hit)
  4373. clif_updatestatus(sd,SP_HIT);
  4374. if(b_status.flee != status->flee)
  4375. clif_updatestatus(sd,SP_FLEE1);
  4376. if(b_status.amotion != status->amotion)
  4377. clif_updatestatus(sd,SP_ASPD);
  4378. if(b_status.speed != status->speed)
  4379. clif_updatestatus(sd,SP_SPEED);
  4380. if(b_status.batk != status->batk
  4381. #ifndef RENEWAL
  4382. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4383. #endif
  4384. )
  4385. clif_updatestatus(sd,SP_ATK1);
  4386. if(b_status.def != status->def) {
  4387. clif_updatestatus(sd,SP_DEF1);
  4388. #ifdef RENEWAL
  4389. clif_updatestatus(sd,SP_DEF2);
  4390. #endif
  4391. }
  4392. if(
  4393. #ifdef RENEWAL
  4394. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  4395. #else
  4396. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4397. #endif
  4398. )
  4399. clif_updatestatus(sd,SP_ATK2);
  4400. if(b_status.def2 != status->def2) {
  4401. clif_updatestatus(sd,SP_DEF2);
  4402. #ifdef RENEWAL
  4403. clif_updatestatus(sd,SP_DEF1);
  4404. #endif
  4405. }
  4406. if(b_status.flee2 != status->flee2)
  4407. clif_updatestatus(sd,SP_FLEE2);
  4408. if(b_status.cri != status->cri)
  4409. clif_updatestatus(sd,SP_CRITICAL);
  4410. #ifndef RENEWAL
  4411. if(b_status.matk_max != status->matk_max)
  4412. clif_updatestatus(sd,SP_MATK1);
  4413. if(b_status.matk_min != status->matk_min)
  4414. clif_updatestatus(sd,SP_MATK2);
  4415. #else
  4416. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4417. clif_updatestatus(sd,SP_MATK2);
  4418. clif_updatestatus(sd,SP_MATK1);
  4419. }
  4420. #endif
  4421. if(b_status.mdef != status->mdef) {
  4422. clif_updatestatus(sd,SP_MDEF1);
  4423. #ifdef RENEWAL
  4424. clif_updatestatus(sd,SP_MDEF2);
  4425. #endif
  4426. }
  4427. if(b_status.mdef2 != status->mdef2) {
  4428. clif_updatestatus(sd,SP_MDEF2);
  4429. #ifdef RENEWAL
  4430. clif_updatestatus(sd,SP_MDEF1);
  4431. #endif
  4432. }
  4433. if(b_status.rhw.range != status->rhw.range)
  4434. clif_updatestatus(sd,SP_ATTACKRANGE);
  4435. if(b_status.max_hp != status->max_hp)
  4436. clif_updatestatus(sd,SP_MAXHP);
  4437. if(b_status.max_sp != status->max_sp)
  4438. clif_updatestatus(sd,SP_MAXSP);
  4439. if(b_status.hp != status->hp)
  4440. clif_updatestatus(sd,SP_HP);
  4441. if(b_status.sp != status->sp)
  4442. clif_updatestatus(sd,SP_SP);
  4443. } else if( bl->type == BL_HOM ) {
  4444. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4445. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4446. clif_hominfo(hd->master,hd,0);
  4447. } else if( bl->type == BL_MER ) {
  4448. TBL_MER* md = BL_CAST(BL_MER, bl);
  4449. if (!md->master)
  4450. return;
  4451. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4452. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4453. if( b_status.matk_max != status->matk_max )
  4454. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4455. if( b_status.hit != status->hit )
  4456. clif_mercenary_updatestatus(md->master, SP_HIT);
  4457. if( b_status.cri != status->cri )
  4458. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4459. if( b_status.def != status->def )
  4460. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4461. if( b_status.mdef != status->mdef )
  4462. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4463. if( b_status.flee != status->flee )
  4464. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4465. if( b_status.amotion != status->amotion )
  4466. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4467. if( b_status.max_hp != status->max_hp )
  4468. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4469. if( b_status.max_sp != status->max_sp )
  4470. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4471. if( b_status.hp != status->hp )
  4472. clif_mercenary_updatestatus(md->master, SP_HP);
  4473. if( b_status.sp != status->sp )
  4474. clif_mercenary_updatestatus(md->master, SP_SP);
  4475. } else if( bl->type == BL_ELEM ) {
  4476. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4477. if (!ed->master)
  4478. return;
  4479. if( b_status.max_hp != status->max_hp )
  4480. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4481. if( b_status.max_sp != status->max_sp )
  4482. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4483. if( b_status.hp != status->hp )
  4484. clif_elemental_updatestatus(ed->master, SP_HP);
  4485. if( b_status.sp != status->sp )
  4486. clif_mercenary_updatestatus(ed->master, SP_SP);
  4487. }
  4488. }
  4489. /**
  4490. * Adds strength modifications based on status changes
  4491. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4492. * @param sc: Object's status change information
  4493. * @param str: Initial str
  4494. * @return modified str with cap_value(str,0,USHRT_MAX)
  4495. */
  4496. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4497. {
  4498. if(!sc || !sc->count)
  4499. return cap_value(str,0,USHRT_MAX);
  4500. if(sc->data[SC_HARMONIZE]) {
  4501. str -= sc->data[SC_HARMONIZE]->val2;
  4502. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4503. }
  4504. if(sc->data[SC_INCALLSTATUS])
  4505. str += sc->data[SC_INCALLSTATUS]->val1;
  4506. if(sc->data[SC_CHASEWALK2])
  4507. str += sc->data[SC_CHASEWALK2]->val1;
  4508. if(sc->data[SC_INCSTR])
  4509. str += sc->data[SC_INCSTR]->val1;
  4510. if(sc->data[SC_STRFOOD])
  4511. str += sc->data[SC_STRFOOD]->val1;
  4512. if(sc->data[SC_FOOD_STR_CASH])
  4513. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4514. if(sc->data[SC_BATTLEORDERS])
  4515. str += 5;
  4516. if(sc->data[SC_LEADERSHIP])
  4517. str += sc->data[SC_LEADERSHIP]->val1;
  4518. if(sc->data[SC_LOUD])
  4519. str += 4;
  4520. if(sc->data[SC_TRUESIGHT])
  4521. str += 5;
  4522. if(sc->data[SC_SPURT])
  4523. str += 10;
  4524. if(sc->data[SC_NEN])
  4525. str += sc->data[SC_NEN]->val1;
  4526. if(sc->data[SC_BLESSING]) {
  4527. if(sc->data[SC_BLESSING]->val2)
  4528. str += sc->data[SC_BLESSING]->val2;
  4529. else
  4530. str >>= 1;
  4531. }
  4532. if(sc->data[SC_MARIONETTE])
  4533. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4534. if(sc->data[SC_MARIONETTE2])
  4535. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4536. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4537. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  4538. if(sc->data[SC_GIANTGROWTH])
  4539. str += 30;
  4540. if(sc->data[SC_BEYONDOFWARCRY])
  4541. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4542. if(sc->data[SC_SAVAGE_STEAK])
  4543. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4544. if(sc->data[SC_INSPIRATION])
  4545. str += sc->data[SC_INSPIRATION]->val3;
  4546. if(sc->data[SC_2011RWC_SCROLL])
  4547. str += sc->data[SC_2011RWC_SCROLL]->val1;
  4548. if(sc->data[SC_STOMACHACHE])
  4549. str -= sc->data[SC_STOMACHACHE]->val1;
  4550. if(sc->data[SC_KYOUGAKU])
  4551. str -= sc->data[SC_KYOUGAKU]->val2;
  4552. if(sc->data[SC_FULL_THROTTLE])
  4553. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4554. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4555. }
  4556. /**
  4557. * Adds agility modifications based on status changes
  4558. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  4559. * @param sc: Object's status change information
  4560. * @param agi: Initial agi
  4561. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  4562. */
  4563. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  4564. {
  4565. if(!sc || !sc->count)
  4566. return cap_value(agi,0,USHRT_MAX);
  4567. if(sc->data[SC_HARMONIZE]) {
  4568. agi -= sc->data[SC_HARMONIZE]->val2;
  4569. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4570. }
  4571. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4572. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  4573. if(sc->data[SC_INCALLSTATUS])
  4574. agi += sc->data[SC_INCALLSTATUS]->val1;
  4575. if(sc->data[SC_INCAGI])
  4576. agi += sc->data[SC_INCAGI]->val1;
  4577. if(sc->data[SC_AGIFOOD])
  4578. agi += sc->data[SC_AGIFOOD]->val1;
  4579. if(sc->data[SC_FOOD_AGI_CASH])
  4580. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  4581. if(sc->data[SC_SOULCOLD])
  4582. agi += sc->data[SC_SOULCOLD]->val1;
  4583. if(sc->data[SC_TRUESIGHT])
  4584. agi += 5;
  4585. if(sc->data[SC_INCREASEAGI])
  4586. agi += sc->data[SC_INCREASEAGI]->val2;
  4587. if(sc->data[SC_INCREASING])
  4588. agi += 4; // Added based on skill updates [Reddozen]
  4589. if(sc->data[SC_2011RWC_SCROLL])
  4590. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  4591. if(sc->data[SC_DECREASEAGI])
  4592. agi -= sc->data[SC_DECREASEAGI]->val2;
  4593. if(sc->data[SC_QUAGMIRE])
  4594. agi -= sc->data[SC_QUAGMIRE]->val2;
  4595. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  4596. agi -= sc->data[SC_SUITON]->val2;
  4597. if(sc->data[SC_MARIONETTE])
  4598. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  4599. if(sc->data[SC_MARIONETTE2])
  4600. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  4601. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4602. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  4603. if(sc->data[SC_ADORAMUS])
  4604. agi -= sc->data[SC_ADORAMUS]->val2;
  4605. if(sc->data[SC_MARSHOFABYSS])
  4606. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4607. if(sc->data[SC_DROCERA_HERB_STEAMED])
  4608. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  4609. if(sc->data[SC_INSPIRATION])
  4610. agi += sc->data[SC_INSPIRATION]->val3;
  4611. if(sc->data[SC_STOMACHACHE])
  4612. agi -= sc->data[SC_STOMACHACHE]->val1;
  4613. if(sc->data[SC_KYOUGAKU])
  4614. agi -= sc->data[SC_KYOUGAKU]->val2;
  4615. if(sc->data[SC_FULL_THROTTLE])
  4616. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4617. if (sc->data[SC_ARCLOUSEDASH])
  4618. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  4619. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4620. }
  4621. /**
  4622. * Adds vitality modifications based on status changes
  4623. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  4624. * @param sc: Object's status change information
  4625. * @param vit: Initial vit
  4626. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  4627. */
  4628. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  4629. {
  4630. if(!sc || !sc->count)
  4631. return cap_value(vit,0,USHRT_MAX);
  4632. if(sc->data[SC_HARMONIZE]) {
  4633. vit -= sc->data[SC_HARMONIZE]->val2;
  4634. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4635. }
  4636. if(sc->data[SC_INCALLSTATUS])
  4637. vit += sc->data[SC_INCALLSTATUS]->val1;
  4638. if(sc->data[SC_INCVIT])
  4639. vit += sc->data[SC_INCVIT]->val1;
  4640. if(sc->data[SC_VITFOOD])
  4641. vit += sc->data[SC_VITFOOD]->val1;
  4642. if(sc->data[SC_FOOD_VIT_CASH])
  4643. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  4644. if(sc->data[SC_CHANGE])
  4645. vit += sc->data[SC_CHANGE]->val2;
  4646. if(sc->data[SC_GLORYWOUNDS])
  4647. vit += sc->data[SC_GLORYWOUNDS]->val1;
  4648. if(sc->data[SC_TRUESIGHT])
  4649. vit += 5;
  4650. if(sc->data[SC_MARIONETTE])
  4651. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  4652. if(sc->data[SC_MARIONETTE2])
  4653. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  4654. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4655. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  4656. if(sc->data[SC_LAUDAAGNUS])
  4657. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  4658. if(sc->data[SC_MINOR_BBQ])
  4659. vit += sc->data[SC_MINOR_BBQ]->val1;
  4660. if(sc->data[SC_INSPIRATION])
  4661. vit += sc->data[SC_INSPIRATION]->val3;
  4662. if(sc->data[SC_2011RWC_SCROLL])
  4663. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  4664. if(sc->data[SC_STOMACHACHE])
  4665. vit -= sc->data[SC_STOMACHACHE]->val1;
  4666. if(sc->data[SC_KYOUGAKU])
  4667. vit -= sc->data[SC_KYOUGAKU]->val2;
  4668. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  4669. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  4670. if(sc->data[SC_FULL_THROTTLE])
  4671. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4672. #ifdef RENEWAL
  4673. if(sc->data[SC_DEFENCE])
  4674. vit += sc->data[SC_DEFENCE]->val2;
  4675. #endif
  4676. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4677. }
  4678. /**
  4679. * Adds intelligence modifications based on status changes
  4680. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  4681. * @param sc: Object's status change information
  4682. * @param int_: Initial int
  4683. * @return modified int with cap_value(int_,0,USHRT_MAX)
  4684. */
  4685. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  4686. {
  4687. if(!sc || !sc->count)
  4688. return cap_value(int_,0,USHRT_MAX);
  4689. if(sc->data[SC_HARMONIZE]) {
  4690. int_ -= sc->data[SC_HARMONIZE]->val2;
  4691. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4692. }
  4693. if(sc->data[SC_INCALLSTATUS])
  4694. int_ += sc->data[SC_INCALLSTATUS]->val1;
  4695. if(sc->data[SC_INCINT])
  4696. int_ += sc->data[SC_INCINT]->val1;
  4697. if(sc->data[SC_INTFOOD])
  4698. int_ += sc->data[SC_INTFOOD]->val1;
  4699. if(sc->data[SC_FOOD_INT_CASH])
  4700. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  4701. if(sc->data[SC_CHANGE])
  4702. int_ += sc->data[SC_CHANGE]->val3;
  4703. if(sc->data[SC_BATTLEORDERS])
  4704. int_ += 5;
  4705. if(sc->data[SC_TRUESIGHT])
  4706. int_ += 5;
  4707. if(sc->data[SC_BLESSING]) {
  4708. if (sc->data[SC_BLESSING]->val2)
  4709. int_ += sc->data[SC_BLESSING]->val2;
  4710. else
  4711. int_ >>= 1;
  4712. }
  4713. if(sc->data[SC_NEN])
  4714. int_ += sc->data[SC_NEN]->val1;
  4715. if(sc->data[SC_MARIONETTE])
  4716. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  4717. if(sc->data[SC_2011RWC_SCROLL])
  4718. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  4719. if(sc->data[SC_MARIONETTE2])
  4720. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  4721. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4722. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  4723. if(sc->data[SC_INSPIRATION])
  4724. int_ += sc->data[SC_INSPIRATION]->val3;
  4725. if(sc->data[SC_MELODYOFSINK])
  4726. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  4727. if(sc->data[SC_MANDRAGORA])
  4728. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  4729. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  4730. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  4731. if(sc->data[SC_STOMACHACHE])
  4732. int_ -= sc->data[SC_STOMACHACHE]->val1;
  4733. if(sc->data[SC_KYOUGAKU])
  4734. int_ -= sc->data[SC_KYOUGAKU]->val2;
  4735. if(sc->data[SC_FULL_THROTTLE])
  4736. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4737. if(bl->type != BL_PC) {
  4738. if(sc->data[SC_STRIPHELM])
  4739. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  4740. if(sc->data[SC__STRIPACCESSORY])
  4741. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4742. }
  4743. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4744. }
  4745. /**
  4746. * Adds dexterity modifications based on status changes
  4747. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  4748. * @param sc: Object's status change information
  4749. * @param dex: Initial dex
  4750. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  4751. */
  4752. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  4753. {
  4754. if(!sc || !sc->count)
  4755. return cap_value(dex,0,USHRT_MAX);
  4756. if(sc->data[SC_HARMONIZE]) {
  4757. dex -= sc->data[SC_HARMONIZE]->val2;
  4758. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4759. }
  4760. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4761. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  4762. if(sc->data[SC_INCALLSTATUS])
  4763. dex += sc->data[SC_INCALLSTATUS]->val1;
  4764. if(sc->data[SC_INCDEX])
  4765. dex += sc->data[SC_INCDEX]->val1;
  4766. if(sc->data[SC_DEXFOOD])
  4767. dex += sc->data[SC_DEXFOOD]->val1;
  4768. if(sc->data[SC_FOOD_DEX_CASH])
  4769. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  4770. if(sc->data[SC_BATTLEORDERS])
  4771. dex += 5;
  4772. if(sc->data[SC_HAWKEYES])
  4773. dex += sc->data[SC_HAWKEYES]->val1;
  4774. if(sc->data[SC_TRUESIGHT])
  4775. dex += 5;
  4776. if(sc->data[SC_QUAGMIRE])
  4777. dex -= sc->data[SC_QUAGMIRE]->val2;
  4778. if(sc->data[SC_BLESSING]) {
  4779. if (sc->data[SC_BLESSING]->val2)
  4780. dex += sc->data[SC_BLESSING]->val2;
  4781. else
  4782. dex >>= 1;
  4783. }
  4784. if(sc->data[SC_INCREASING])
  4785. dex += 4; // Added based on skill updates [Reddozen]
  4786. if(sc->data[SC_MARIONETTE])
  4787. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  4788. if(sc->data[SC_2011RWC_SCROLL])
  4789. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  4790. if(sc->data[SC_MARIONETTE2])
  4791. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  4792. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4793. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  4794. if(sc->data[SC_SIROMA_ICE_TEA])
  4795. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  4796. if(sc->data[SC_INSPIRATION])
  4797. dex += sc->data[SC_INSPIRATION]->val3;
  4798. if(sc->data[SC_STOMACHACHE])
  4799. dex -= sc->data[SC_STOMACHACHE]->val1;
  4800. if(sc->data[SC_KYOUGAKU])
  4801. dex -= sc->data[SC_KYOUGAKU]->val2;
  4802. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4803. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4804. if(sc->data[SC_MARSHOFABYSS])
  4805. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4806. if(sc->data[SC_FULL_THROTTLE])
  4807. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4808. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4809. }
  4810. /**
  4811. * Adds luck modifications based on status changes
  4812. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  4813. * @param sc: Object's status change information
  4814. * @param luk: Initial luk
  4815. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  4816. */
  4817. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  4818. {
  4819. if(!sc || !sc->count)
  4820. return cap_value(luk,0,USHRT_MAX);
  4821. if(sc->data[SC_HARMONIZE]) {
  4822. luk -= sc->data[SC_HARMONIZE]->val2;
  4823. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4824. }
  4825. if(sc->data[SC_CURSE])
  4826. return 0;
  4827. if(sc->data[SC_INCALLSTATUS])
  4828. luk += sc->data[SC_INCALLSTATUS]->val1;
  4829. if(sc->data[SC_INCLUK])
  4830. luk += sc->data[SC_INCLUK]->val1;
  4831. if(sc->data[SC_LUKFOOD])
  4832. luk += sc->data[SC_LUKFOOD]->val1;
  4833. if(sc->data[SC_FOOD_LUK_CASH])
  4834. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  4835. if(sc->data[SC_TRUESIGHT])
  4836. luk += 5;
  4837. if(sc->data[SC_GLORIA])
  4838. luk += 30;
  4839. if(sc->data[SC_MARIONETTE])
  4840. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  4841. if(sc->data[SC_MARIONETTE2])
  4842. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  4843. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4844. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  4845. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  4846. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  4847. if(sc->data[SC_INSPIRATION])
  4848. luk += sc->data[SC_INSPIRATION]->val3;
  4849. if(sc->data[SC_STOMACHACHE])
  4850. luk -= sc->data[SC_STOMACHACHE]->val1;
  4851. if(sc->data[SC_KYOUGAKU])
  4852. luk -= sc->data[SC_KYOUGAKU]->val2;
  4853. if(sc->data[SC_LAUDARAMUS])
  4854. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  4855. if(sc->data[SC_2011RWC_SCROLL])
  4856. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  4857. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4858. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4859. if(sc->data[SC_BANANA_BOMB])
  4860. luk -= 75;
  4861. if(sc->data[SC_FULL_THROTTLE])
  4862. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4863. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4864. }
  4865. /**
  4866. * Adds base attack modifications based on status changes
  4867. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  4868. * @param sc: Object's status change information
  4869. * @param batk: Initial batk
  4870. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  4871. */
  4872. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  4873. {
  4874. if(!sc || !sc->count)
  4875. return cap_value(batk,0,USHRT_MAX);
  4876. if(sc->data[SC_ATKPOTION])
  4877. batk += sc->data[SC_ATKPOTION]->val1;
  4878. if(sc->data[SC_BATKFOOD])
  4879. batk += sc->data[SC_BATKFOOD]->val1;
  4880. #ifndef RENEWAL
  4881. if(sc->data[SC_GATLINGFEVER])
  4882. batk += sc->data[SC_GATLINGFEVER]->val3;
  4883. if(sc->data[SC_MADNESSCANCEL])
  4884. batk += 100;
  4885. #endif
  4886. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4887. batk += 50;
  4888. if(bl->type == BL_ELEM
  4889. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4890. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4891. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4892. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  4893. )
  4894. batk += batk / 5;
  4895. if(sc->data[SC_FULL_SWING_K])
  4896. batk += sc->data[SC_FULL_SWING_K]->val1;
  4897. if(sc->data[SC_ASH])
  4898. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  4899. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  4900. batk += sc->data[SC_PYROCLASTIC]->val2;
  4901. if (sc->data[SC_ANGRIFFS_MODUS])
  4902. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  4903. if(sc->data[SC_2011RWC_SCROLL])
  4904. batk += 30;
  4905. if(sc->data[SC_INCATKRATE])
  4906. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  4907. if(sc->data[SC_PROVOKE])
  4908. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  4909. #ifndef RENEWAL
  4910. if(sc->data[SC_CONCENTRATION])
  4911. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  4912. #endif
  4913. if(sc->data[SC_SKE])
  4914. batk += batk * 3;
  4915. if(sc->data[SC_BLOODLUST])
  4916. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  4917. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  4918. batk -= batk * 25/100;
  4919. if(sc->data[SC_CURSE])
  4920. batk -= batk * 25/100;
  4921. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  4922. if(sc->data[SC_BLEEDING])
  4923. batk -= batk * 25 / 100; */
  4924. if(sc->data[SC_FLEET])
  4925. batk += batk * sc->data[SC_FLEET]->val3/100;
  4926. if(sc->data[SC__ENERVATION])
  4927. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  4928. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4929. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  4930. if( sc->data[SC_ZANGETSU] )
  4931. batk += sc->data[SC_ZANGETSU]->val2;
  4932. if(sc->data[SC_EQC])
  4933. batk -= batk * sc->data[SC_EQC]->val3 / 100;
  4934. if(sc->data[SC_QUEST_BUFF1])
  4935. batk += sc->data[SC_QUEST_BUFF1]->val1;
  4936. if(sc->data[SC_QUEST_BUFF2])
  4937. batk += sc->data[SC_QUEST_BUFF2]->val1;
  4938. if(sc->data[SC_QUEST_BUFF3])
  4939. batk += sc->data[SC_QUEST_BUFF3]->val1;
  4940. if (sc->data[SC_SHRIMP])
  4941. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  4942. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  4943. }
  4944. /**
  4945. * Adds weapon attack modifications based on status changes
  4946. * @param bl: Object to change watk [PC]
  4947. * @param sc: Object's status change information
  4948. * @param watk: Initial watk
  4949. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  4950. */
  4951. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  4952. {
  4953. if(!sc || !sc->count)
  4954. return cap_value(watk,0,USHRT_MAX);
  4955. #ifndef RENEWAL
  4956. if(sc->data[SC_IMPOSITIO])
  4957. watk += sc->data[SC_IMPOSITIO]->val2;
  4958. if(sc->data[SC_DRUMBATTLE])
  4959. watk += sc->data[SC_DRUMBATTLE]->val2;
  4960. #endif
  4961. if(sc->data[SC_WATKFOOD])
  4962. watk += sc->data[SC_WATKFOOD]->val1;
  4963. if(sc->data[SC_VOLCANO])
  4964. watk += sc->data[SC_VOLCANO]->val2;
  4965. if(sc->data[SC_MERC_ATKUP])
  4966. watk += sc->data[SC_MERC_ATKUP]->val2;
  4967. if(sc->data[SC_WATER_BARRIER])
  4968. watk -= sc->data[SC_WATER_BARRIER]->val2;
  4969. #ifndef RENEWAL
  4970. if(sc->data[SC_NIBELUNGEN]) {
  4971. if (bl->type != BL_PC)
  4972. watk += sc->data[SC_NIBELUNGEN]->val2;
  4973. else {
  4974. TBL_PC *sd = (TBL_PC*)bl;
  4975. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  4976. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  4977. watk += sc->data[SC_NIBELUNGEN]->val2;
  4978. }
  4979. }
  4980. if(sc->data[SC_CONCENTRATION])
  4981. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  4982. #endif
  4983. if(sc->data[SC_INCATKRATE])
  4984. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  4985. if(sc->data[SC_PROVOKE])
  4986. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  4987. if(sc->data[SC_SKE])
  4988. watk += watk * 3;
  4989. if(sc->data[SC_FLEET])
  4990. watk += watk * sc->data[SC_FLEET]->val3/100;
  4991. if(sc->data[SC_CURSE])
  4992. watk -= watk * 25/100;
  4993. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  4994. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  4995. if(sc->data[SC_FIGHTINGSPIRIT])
  4996. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  4997. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  4998. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  4999. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  5000. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5001. if(sc->data[SC_INSPIRATION])
  5002. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  5003. if(sc->data[SC_GT_CHANGE])
  5004. watk += sc->data[SC_GT_CHANGE]->val2;
  5005. if(sc->data[SC__ENERVATION])
  5006. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  5007. if(sc->data[SC_STRIKING])
  5008. watk += sc->data[SC_STRIKING]->val2;
  5009. if(sc->data[SC_RUSHWINDMILL])
  5010. watk += sc->data[SC_RUSHWINDMILL]->val3;
  5011. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5012. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  5013. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  5014. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  5015. watk += watk / 10;
  5016. if(sc->data[SC_PYROTECHNIC_OPTION])
  5017. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  5018. if(sc->data[SC_HEATER_OPTION])
  5019. watk += sc->data[SC_HEATER_OPTION]->val2;
  5020. if(sc->data[SC_TROPIC_OPTION])
  5021. watk += sc->data[SC_TROPIC_OPTION]->val2;
  5022. if( sc && sc->data[SC_TIDAL_WEAPON] )
  5023. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  5024. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  5025. watk += sc->data[SC_PYROCLASTIC]->val2;
  5026. if(sc->data[SC_ANGRIFFS_MODUS])
  5027. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  5028. if(sc->data[SC_ODINS_POWER])
  5029. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  5030. if (sc->data[SC_FLASHCOMBO])
  5031. watk += sc->data[SC_FLASHCOMBO]->val2;
  5032. if (sc->data[SC_CATNIPPOWDER])
  5033. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5034. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  5035. }
  5036. #ifdef RENEWAL
  5037. /**
  5038. * Adds equip magic attack modifications based on status changes [RENEWAL]
  5039. * @param bl: Object to change matk [PC]
  5040. * @param sc: Object's status change information
  5041. * @param matk: Initial matk
  5042. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5043. */
  5044. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  5045. {
  5046. if (!sc || !sc->count)
  5047. return cap_value(matk,0,USHRT_MAX);
  5048. if (sc->data[SC_MATKPOTION])
  5049. matk += sc->data[SC_MATKPOTION]->val1;
  5050. if (sc->data[SC_MATKFOOD])
  5051. matk += sc->data[SC_MATKFOOD]->val1;
  5052. if(sc->data[SC_MANA_PLUS])
  5053. matk += sc->data[SC_MANA_PLUS]->val1;
  5054. if(sc->data[SC_COOLER_OPTION])
  5055. matk += sc->data[SC_COOLER_OPTION]->val2;
  5056. if(sc->data[SC_AQUAPLAY_OPTION])
  5057. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5058. if(sc->data[SC_CHILLY_AIR_OPTION])
  5059. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5060. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5061. matk += 50;
  5062. if(sc->data[SC_ODINS_POWER])
  5063. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5064. if(sc->data[SC_MOONLITSERENADE])
  5065. matk += sc->data[SC_MOONLITSERENADE]->val3;
  5066. if(sc->data[SC_IZAYOI])
  5067. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5068. if(sc->data[SC_ZANGETSU])
  5069. matk += sc->data[SC_ZANGETSU]->val3;
  5070. if(sc->data[SC_QUEST_BUFF1])
  5071. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5072. if(sc->data[SC_QUEST_BUFF2])
  5073. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5074. if(sc->data[SC_QUEST_BUFF3])
  5075. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5076. if(sc->data[SC_MTF_MATK2])
  5077. matk += sc->data[SC_MTF_MATK2]->val1;
  5078. if(sc->data[SC_2011RWC_SCROLL])
  5079. matk += 30;
  5080. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5081. }
  5082. #endif
  5083. /**
  5084. * Adds magic attack modifications based on status changes
  5085. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  5086. * @param sc: Object's status change information
  5087. * @param matk: Initial matk
  5088. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5089. */
  5090. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  5091. {
  5092. if(!sc || !sc->count)
  5093. return cap_value(matk,0,USHRT_MAX);
  5094. #ifndef RENEWAL
  5095. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  5096. if (sc->data[SC_MATKPOTION])
  5097. matk += sc->data[SC_MATKPOTION]->val1;
  5098. if (sc->data[SC_MATKFOOD])
  5099. matk += sc->data[SC_MATKFOOD]->val1;
  5100. if (sc->data[SC_MANA_PLUS])
  5101. matk += sc->data[SC_MANA_PLUS]->val1;
  5102. if (sc->data[SC_AQUAPLAY_OPTION])
  5103. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5104. if (sc->data[SC_CHILLY_AIR_OPTION])
  5105. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5106. if (sc->data[SC_COOLER_OPTION])
  5107. matk += sc->data[SC_COOLER_OPTION]->val2;
  5108. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5109. matk += 50;
  5110. if (sc->data[SC_ODINS_POWER])
  5111. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5112. if (sc->data[SC_IZAYOI])
  5113. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5114. if (sc->data[SC_MTF_MATK2])
  5115. matk += sc->data[SC_MTF_MATK2]->val1;
  5116. if (sc->data[SC_2011RWC_SCROLL])
  5117. matk += 30;
  5118. #endif
  5119. if (sc->data[SC_ZANGETSU])
  5120. matk += sc->data[SC_ZANGETSU]->val3;
  5121. if (sc->data[SC_QUEST_BUFF1])
  5122. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5123. if (sc->data[SC_QUEST_BUFF2])
  5124. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5125. if (sc->data[SC_QUEST_BUFF3])
  5126. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5127. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  5128. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  5129. if (sc->data[SC_MINDBREAKER])
  5130. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  5131. if (sc->data[SC_INCMATKRATE])
  5132. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  5133. if (sc->data[SC_MOONLITSERENADE])
  5134. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  5135. if (sc->data[SC_MTF_MATK])
  5136. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  5137. if(sc->data[SC_2011RWC_SCROLL])
  5138. matk += 30;
  5139. if (sc->data[SC_SHRIMP])
  5140. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  5141. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5142. }
  5143. /**
  5144. * Adds critical modifications based on status changes
  5145. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  5146. * @param sc: Object's status change information
  5147. * @param critical: Initial critical
  5148. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  5149. */
  5150. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  5151. {
  5152. if(!sc || !sc->count)
  5153. return cap_value(critical,10,SHRT_MAX);
  5154. if (sc->data[SC_INCCRI])
  5155. critical += sc->data[SC_INCCRI]->val2;
  5156. if (sc->data[SC_CRIFOOD])
  5157. critical += sc->data[SC_CRIFOOD]->val1;
  5158. if (sc->data[SC_EXPLOSIONSPIRITS])
  5159. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  5160. if (sc->data[SC_FORTUNE])
  5161. critical += sc->data[SC_FORTUNE]->val2;
  5162. if (sc->data[SC_TRUESIGHT])
  5163. critical += sc->data[SC_TRUESIGHT]->val2;
  5164. if (sc->data[SC_CLOAKING])
  5165. critical += critical;
  5166. if (sc->data[SC_STRIKING])
  5167. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  5168. #ifdef RENEWAL
  5169. if (sc->data[SC_SPEARQUICKEN])
  5170. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  5171. #endif
  5172. if (sc->data[SC__INVISIBILITY])
  5173. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  5174. if (sc->data[SC__UNLUCKY])
  5175. critical -= sc->data[SC__UNLUCKY]->val2;
  5176. if(sc->data[SC_BEYONDOFWARCRY])
  5177. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  5178. return (short)cap_value(critical,10,SHRT_MAX);
  5179. }
  5180. /**
  5181. * Adds hit modifications based on status changes
  5182. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  5183. * @param sc: Object's status change information
  5184. * @param hit: Initial hit
  5185. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  5186. */
  5187. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  5188. {
  5189. if(!sc || !sc->count)
  5190. return cap_value(hit,1,SHRT_MAX);
  5191. if(sc->data[SC_INCHIT])
  5192. hit += sc->data[SC_INCHIT]->val1;
  5193. if(sc->data[SC_HITFOOD])
  5194. hit += sc->data[SC_HITFOOD]->val1;
  5195. if(sc->data[SC_TRUESIGHT])
  5196. hit += sc->data[SC_TRUESIGHT]->val3;
  5197. if(sc->data[SC_HUMMING])
  5198. hit += sc->data[SC_HUMMING]->val2;
  5199. if(sc->data[SC_CONCENTRATION])
  5200. hit += sc->data[SC_CONCENTRATION]->val3;
  5201. if(sc->data[SC_INSPIRATION])
  5202. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  5203. if(sc->data[SC_ADJUSTMENT])
  5204. hit -= 30;
  5205. if(sc->data[SC_INCREASING])
  5206. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  5207. if(sc->data[SC_MERC_HITUP])
  5208. hit += sc->data[SC_MERC_HITUP]->val2;
  5209. if(sc->data[SC_MTF_HITFLEE])
  5210. hit += sc->data[SC_MTF_HITFLEE]->val1;
  5211. if(sc->data[SC_INCHITRATE])
  5212. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  5213. if(sc->data[SC_BLIND])
  5214. hit -= hit * 25/100;
  5215. if(sc->data[SC__GROOMY])
  5216. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  5217. if(sc->data[SC_FEAR])
  5218. hit -= hit * 20 / 100;
  5219. if (sc->data[SC_ASH])
  5220. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  5221. if (sc->data[SC_TEARGAS])
  5222. hit -= hit * 50 / 100;
  5223. if(sc->data[SC_ILLUSIONDOPING])
  5224. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  5225. if (sc->data[SC_MTF_ASPD])
  5226. hit += sc->data[SC_MTF_ASPD]->val2;
  5227. return (short)cap_value(hit,1,SHRT_MAX);
  5228. }
  5229. /**
  5230. * Adds flee modifications based on status changes
  5231. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  5232. * @param sc: Object's status change information
  5233. * @param flee: Initial flee
  5234. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  5235. */
  5236. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  5237. {
  5238. if( bl->type == BL_PC ) {
  5239. if( map_flag_gvg(bl->m) )
  5240. flee -= flee * battle_config.gvg_flee_penalty/100;
  5241. else if( map[bl->m].flag.battleground )
  5242. flee -= flee * battle_config.bg_flee_penalty/100;
  5243. }
  5244. if(!sc || !sc->count)
  5245. return cap_value(flee,1,SHRT_MAX);
  5246. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  5247. return sc->data[SC_OVERED_BOOST]->val2;
  5248. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  5249. return 1; // 1 = min flee
  5250. // Fixed value
  5251. if(sc->data[SC_INCFLEE])
  5252. flee += sc->data[SC_INCFLEE]->val1;
  5253. if(sc->data[SC_FLEEFOOD])
  5254. flee += sc->data[SC_FLEEFOOD]->val1;
  5255. if(sc->data[SC_WHISTLE])
  5256. flee += sc->data[SC_WHISTLE]->val2;
  5257. if(sc->data[SC_WINDWALK])
  5258. flee += sc->data[SC_WINDWALK]->val2;
  5259. if(sc->data[SC_VIOLENTGALE])
  5260. flee += sc->data[SC_VIOLENTGALE]->val2;
  5261. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  5262. flee += sc->data[SC_MOON_COMFORT]->val2;
  5263. if(sc->data[SC_CLOSECONFINE])
  5264. flee += 10;
  5265. if (sc->data[SC_ANGRIFFS_MODUS])
  5266. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  5267. if(sc->data[SC_ADJUSTMENT])
  5268. flee += 30;
  5269. if(sc->data[SC_SPEED])
  5270. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  5271. if(sc->data[SC_GATLINGFEVER])
  5272. flee -= sc->data[SC_GATLINGFEVER]->val4;
  5273. if(sc->data[SC_PARTYFLEE])
  5274. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  5275. if(sc->data[SC_MERC_FLEEUP])
  5276. flee += sc->data[SC_MERC_FLEEUP]->val2;
  5277. if( sc->data[SC_HALLUCINATIONWALK] )
  5278. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  5279. if(sc->data[SC_MTF_HITFLEE])
  5280. flee += sc->data[SC_MTF_HITFLEE]->val2;
  5281. if( sc->data[SC_WATER_BARRIER] )
  5282. flee -= sc->data[SC_WATER_BARRIER]->val2;
  5283. if( sc->data[SC_C_MARKER] )
  5284. flee -= sc->data[SC_C_MARKER]->val3;
  5285. #ifdef RENEWAL
  5286. if( sc->data[SC_SPEARQUICKEN] )
  5287. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  5288. #endif
  5289. // Rate value
  5290. if(sc->data[SC_INCFLEERATE])
  5291. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  5292. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  5293. flee -= flee * 50/100;
  5294. if(sc->data[SC_BERSERK])
  5295. flee -= flee * 50/100;
  5296. if(sc->data[SC_BLIND])
  5297. flee -= flee * 25/100;
  5298. if(sc->data[SC_FEAR])
  5299. flee -= flee * 20 / 100;
  5300. if(sc->data[SC_PARALYSE])
  5301. flee -= flee * 10 / 100;
  5302. if(sc->data[SC_INFRAREDSCAN])
  5303. flee -= flee * 30 / 100;
  5304. if( sc->data[SC__LAZINESS] )
  5305. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  5306. if( sc->data[SC_GLOOMYDAY] )
  5307. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  5308. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5309. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5310. if( sc->data[SC_WIND_STEP_OPTION] )
  5311. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  5312. if( sc->data[SC_ZEPHYR] )
  5313. flee += sc->data[SC_ZEPHYR]->val2;
  5314. if(sc->data[SC_ASH])
  5315. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  5316. if (sc->data[SC_GOLDENE_FERSE])
  5317. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5318. if (sc->data[SC_SMOKEPOWDER])
  5319. flee += flee * 20 / 100;
  5320. if (sc->data[SC_TEARGAS])
  5321. flee -= flee * 50 / 100;
  5322. //if( sc->data[SC_C_MARKER] )
  5323. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  5324. if(sc->data[SC_HEAT_BARREL])
  5325. flee -= sc->data[SC_HEAT_BARREL]->val4;
  5326. return (short)cap_value(flee,1,SHRT_MAX);
  5327. }
  5328. /**
  5329. * Adds perfect flee modifications based on status changes
  5330. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  5331. * @param sc: Object's status change information
  5332. * @param flee2: Initial flee2
  5333. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  5334. */
  5335. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  5336. {
  5337. if(!sc || !sc->count)
  5338. return cap_value(flee2,10,SHRT_MAX);
  5339. if(sc->data[SC_INCFLEE2])
  5340. flee2 += sc->data[SC_INCFLEE2]->val2;
  5341. if(sc->data[SC_WHISTLE])
  5342. flee2 += sc->data[SC_WHISTLE]->val3*10;
  5343. if(sc->data[SC__UNLUCKY])
  5344. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  5345. return (short)cap_value(flee2,10,SHRT_MAX);
  5346. }
  5347. /**
  5348. * Adds defense (left-side) modifications based on status changes
  5349. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  5350. * @param sc: Object's status change information
  5351. * @param def: Initial def
  5352. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  5353. */
  5354. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  5355. {
  5356. if(!sc || !sc->count)
  5357. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5358. if(sc->data[SC_BERSERK])
  5359. return 0;
  5360. if(sc->data[SC_BARRIER])
  5361. return 100;
  5362. if(sc->data[SC_KEEPING])
  5363. return 90;
  5364. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  5365. if(sc->data[SC_STEELBODY])
  5366. return 90;
  5367. #endif
  5368. if(sc->data[SC_DEFSET])
  5369. return sc->data[SC_DEFSET]->val1;
  5370. if(sc->data[SC_DRUMBATTLE])
  5371. def += sc->data[SC_DRUMBATTLE]->val3;
  5372. #ifndef RENEWAL
  5373. if(sc->data[SC_DEFENCE])
  5374. def += sc->data[SC_DEFENCE]->val2;
  5375. #endif
  5376. if(sc->data[SC_INCDEFRATE])
  5377. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5378. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5379. def += 50;
  5380. if(sc->data[SC_ODINS_POWER])
  5381. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5382. if( sc->data[SC_ANGRIFFS_MODUS] )
  5383. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5384. if(sc->data[SC_STONEHARDSKIN])
  5385. def += sc->data[SC_STONEHARDSKIN]->val1;
  5386. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5387. def >>=1;
  5388. if(sc->data[SC_FREEZE])
  5389. def >>=1;
  5390. if(sc->data[SC_SIGNUMCRUCIS])
  5391. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5392. if(sc->data[SC_CONCENTRATION])
  5393. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5394. if(sc->data[SC_SKE])
  5395. def >>=1;
  5396. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5397. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5398. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5399. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5400. if (sc->data[SC_FLING])
  5401. def -= def * (sc->data[SC_FLING]->val2)/100;
  5402. if( sc->data[SC_FREEZING] )
  5403. def -= def * 10 / 100;
  5404. if( sc->data[SC_ANALYZE] )
  5405. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5406. if( sc->data[SC_NEUTRALBARRIER] )
  5407. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5408. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5409. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  5410. if( sc->data[SC_PRESTIGE] )
  5411. def += sc->data[SC_PRESTIGE]->val3;
  5412. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5413. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  5414. if( sc->data[SC_ECHOSONG] )
  5415. def += def * sc->data[SC_ECHOSONG]->val3 / 100;
  5416. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5417. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5418. if( sc->data[SC_EARTHDRIVE] )
  5419. def -= def * 25 / 100;
  5420. if( sc->data[SC_CAMOUFLAGE] )
  5421. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5422. if( sc->data[SC_SOLID_SKIN_OPTION] )
  5423. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  5424. if( sc->data[SC_ROCK_CRUSHER] )
  5425. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5426. if( sc->data[SC_POWER_OF_GAIA] )
  5427. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5428. if(sc->data[SC_ASH])
  5429. def -= def * sc->data[SC_ASH]->val3/100;
  5430. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  5431. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  5432. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  5433. }
  5434. /**
  5435. * Adds defense (right-side) modifications based on status changes
  5436. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5437. * @param sc: Object's status change information
  5438. * @param def2: Initial def2
  5439. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5440. */
  5441. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5442. {
  5443. if(!sc || !sc->count)
  5444. #ifdef RENEWAL
  5445. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5446. #else
  5447. return (short)cap_value(def2,1,SHRT_MAX);
  5448. #endif
  5449. if(sc->data[SC_BERSERK])
  5450. return 0;
  5451. if(sc->data[SC_ETERNALCHAOS])
  5452. return 0;
  5453. if(sc->data[SC_DEFSET])
  5454. return sc->data[SC_DEFSET]->val1;
  5455. if(sc->data[SC_SUN_COMFORT])
  5456. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5457. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5458. def2 += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5459. #ifdef RENEWAL
  5460. if (sc->data[SC_SKA])
  5461. def2 += 80;
  5462. #endif
  5463. if(sc->data[SC_ANGELUS])
  5464. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5465. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5466. #else
  5467. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5468. if(sc->data[SC_CONCENTRATION])
  5469. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5470. #endif
  5471. if(sc->data[SC_POISON])
  5472. def2 -= def2 * 25/100;
  5473. if(sc->data[SC_DPOISON])
  5474. def2 -= def2 * 25/100;
  5475. if(sc->data[SC_SKE])
  5476. def2 -= def2 * 50/100;
  5477. if(sc->data[SC_PROVOKE])
  5478. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5479. if(sc->data[SC_JOINTBEAT])
  5480. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5481. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5482. if(sc->data[SC_FLING])
  5483. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5484. if( sc->data[SC_FREEZING] )
  5485. def2 -= def2 * 10 / 100;
  5486. if(sc->data[SC_ANALYZE])
  5487. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5488. if(sc->data[SC_ASH])
  5489. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5490. if (sc->data[SC_PARALYSIS])
  5491. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5492. if(sc->data[SC_EQC])
  5493. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5494. if( sc->data[SC_CAMOUFLAGE] )
  5495. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5496. #ifdef RENEWAL
  5497. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5498. #else
  5499. return (short)cap_value(def2,1,SHRT_MAX);
  5500. #endif
  5501. }
  5502. /**
  5503. * Adds magic defense (left-side) modifications based on status changes
  5504. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  5505. * @param sc: Object's status change information
  5506. * @param mdef: Initial mdef
  5507. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  5508. */
  5509. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  5510. {
  5511. if(!sc || !sc->count)
  5512. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5513. if(sc->data[SC_BERSERK])
  5514. return 0;
  5515. if(sc->data[SC_BARRIER])
  5516. return 100;
  5517. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  5518. if(sc->data[SC_STEELBODY])
  5519. return 90;
  5520. #endif
  5521. if(sc->data[SC_MDEFSET])
  5522. return sc->data[SC_MDEFSET]->val1;
  5523. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5524. mdef += 50;
  5525. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  5526. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  5527. if(sc->data[SC_STONEHARDSKIN])
  5528. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  5529. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5530. mdef += 25 * mdef / 100;
  5531. if(sc->data[SC_FREEZE])
  5532. mdef += 25 * mdef / 100;
  5533. if(sc->data[SC_BURNING])
  5534. mdef -= 25 * mdef / 100;
  5535. if( sc->data[SC_NEUTRALBARRIER] )
  5536. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val3 / 100;
  5537. if(sc->data[SC_ANALYZE])
  5538. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5539. if(sc->data[SC_SYMPHONYOFLOVER])
  5540. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  5541. if(sc->data[SC_GT_CHANGE]) {
  5542. mdef -= sc->data[SC_GT_CHANGE]->val4;
  5543. if (mdef < 0)
  5544. return 0;
  5545. }
  5546. if (sc->data[SC_ODINS_POWER])
  5547. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5548. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5549. }
  5550. /**
  5551. * Adds magic defense (right-side) modifications based on status changes
  5552. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  5553. * @param sc: Object's status change information
  5554. * @param mdef2: Initial mdef2
  5555. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  5556. */
  5557. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  5558. {
  5559. if(!sc || !sc->count)
  5560. #ifdef RENEWAL
  5561. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5562. #else
  5563. return (short)cap_value(mdef2,1,SHRT_MAX);
  5564. #endif
  5565. if(sc->data[SC_BERSERK])
  5566. return 0;
  5567. if(sc->data[SC_SKA])
  5568. return 90;
  5569. if(sc->data[SC_MDEFSET])
  5570. return sc->data[SC_MDEFSET]->val1;
  5571. if(sc->data[SC_MINDBREAKER])
  5572. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  5573. if(sc->data[SC_BURNING])
  5574. mdef2 -= mdef2 * 25 / 100;
  5575. if(sc->data[SC_ANALYZE])
  5576. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5577. #ifdef RENEWAL
  5578. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5579. #else
  5580. return (short)cap_value(mdef2,1,SHRT_MAX);
  5581. #endif
  5582. }
  5583. /**
  5584. * Adds speed modifications based on status changes
  5585. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  5586. * @param sc: Object's status change information
  5587. * @param speed: Initial speed
  5588. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  5589. */
  5590. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  5591. {
  5592. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5593. int speed_rate = 100;
  5594. if (sc == NULL || (sd && sd->state.permanent_speed))
  5595. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  5596. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  5597. if( sd->ud.skill_id == LG_EXEEDBREAK )
  5598. speed_rate = 160 - 10 * sd->ud.skill_lv;
  5599. else
  5600. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  5601. } else {
  5602. int val = 0;
  5603. // GetMoveHasteValue2()
  5604. if( sc->data[SC_FUSION] )
  5605. val = 25;
  5606. else if( sd ) {
  5607. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  5608. val = 25; // Same bonus
  5609. else if( pc_isridingwug(sd) )
  5610. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  5611. else if( pc_ismadogear(sd) ) {
  5612. val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
  5613. if( sc->data[SC_ACCELERATION] )
  5614. val += 25;
  5615. }
  5616. else if( sc->data[SC_ALL_RIDING] )
  5617. val = battle_config.rental_mount_speed_boost;
  5618. }
  5619. speed_rate -= val;
  5620. // GetMoveSlowValue()
  5621. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  5622. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  5623. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  5624. val = sc->data[SC_CHASEWALK]->val3;
  5625. else {
  5626. val = 0;
  5627. // Longing for Freedom cancels song/dance penalty
  5628. if( sc->data[SC_LONGING] )
  5629. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  5630. else
  5631. if( sd && sc->data[SC_DANCING] )
  5632. 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)) );
  5633. if( sc->data[SC_DECREASEAGI] )
  5634. val = max( val, 25 );
  5635. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  5636. val = max( val, 50 );
  5637. if( sc->data[SC_DONTFORGETME] )
  5638. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  5639. if( sc->data[SC_CURSE] )
  5640. val = max( val, 300 );
  5641. if( sc->data[SC_CHASEWALK] )
  5642. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  5643. if( sc->data[SC_WEDDING] )
  5644. val = max( val, 100 );
  5645. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  5646. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  5647. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  5648. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  5649. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  5650. val = max( val, 75 );
  5651. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  5652. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  5653. if( sc->data[SC_GATLINGFEVER] )
  5654. val = max( val, 100 );
  5655. if( sc->data[SC_SUITON] )
  5656. val = max( val, sc->data[SC_SUITON]->val3 );
  5657. if( sc->data[SC_SWOO] )
  5658. val = max( val, 300 );
  5659. if( sc->data[SC_SKA] )
  5660. val = max( val, 25 );
  5661. if( sc->data[SC_FREEZING] )
  5662. val = max( val, 50 );
  5663. if( sc->data[SC_MARSHOFABYSS] )
  5664. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  5665. if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
  5666. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  5667. if( sc->data[SC_STEALTHFIELD] )
  5668. val = max( val, 20 );
  5669. if( sc->data[SC__LAZINESS] )
  5670. val = max( val, 25 );
  5671. if( sc->data[SC_BANDING_DEFENCE] )
  5672. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  5673. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  5674. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  5675. if( sc->data[SC_POWER_OF_GAIA] )
  5676. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  5677. if( sc->data[SC_MELON_BOMB] )
  5678. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  5679. if( sc->data[SC_REBOUND] )
  5680. val = max( val, 25 );
  5681. if( sc->data[SC_B_TRAP] )
  5682. val = max( val, sc->data[SC_B_TRAP]->val3 );
  5683. if (sc->data[SC_CATNIPPOWDER])
  5684. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  5685. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  5686. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  5687. }
  5688. speed_rate += val;
  5689. val = 0;
  5690. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  5691. speed_rate = 150;
  5692. // GetMoveHasteValue1()
  5693. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  5694. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  5695. if( sc->data[SC_INCREASEAGI] )
  5696. val = max( val, 25 );
  5697. if( sc->data[SC_WINDWALK] )
  5698. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  5699. if( sc->data[SC_CARTBOOST] )
  5700. val = max( val, 20 );
  5701. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  5702. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  5703. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  5704. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  5705. if( sc->data[SC_BERSERK] )
  5706. val = max( val, 25 );
  5707. if( sc->data[SC_RUN] )
  5708. val = max( val, 55 );
  5709. if( sc->data[SC_AVOID] )
  5710. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  5711. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  5712. val = max( val, 75 );
  5713. if( sc->data[SC_CLOAKINGEXCEED] )
  5714. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  5715. if( sc->data[SC_HOVERING] )
  5716. val = max( val, 10 );
  5717. if( sc->data[SC_GN_CARTBOOST] )
  5718. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  5719. if( sc->data[SC_SWINGDANCE] )
  5720. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  5721. if( sc->data[SC_WIND_STEP_OPTION] )
  5722. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  5723. if( sc->data[SC_FULL_THROTTLE] )
  5724. val = max( val, 25 );
  5725. if (sc->data[SC_ARCLOUSEDASH])
  5726. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  5727. // !FIXME: official items use a single bonus for this [ultramage]
  5728. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  5729. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  5730. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  5731. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  5732. speed_rate -= val;
  5733. if( speed_rate < 40 )
  5734. speed_rate = 40;
  5735. }
  5736. // GetSpeed()
  5737. if( sd && pc_iscarton(sd) )
  5738. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  5739. if( sc->data[SC_PARALYSE] )
  5740. speed += speed * 50 / 100;
  5741. if( speed_rate != 100 )
  5742. speed = speed * speed_rate / 100;
  5743. if( sc->data[SC_STEELBODY] )
  5744. speed = 200;
  5745. if( sc->data[SC_DEFENDER] )
  5746. speed = max(speed, 200);
  5747. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  5748. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  5749. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  5750. }
  5751. #ifdef RENEWAL_ASPD
  5752. /**
  5753. * Renewal attack speed modifiers based on status changes
  5754. * This function only affects RENEWAL players and comes after base calculation
  5755. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5756. * @param sc: Object's status change information
  5757. * @param flag: flag&1 - fixed value [malufett]
  5758. * flag&2 - percentage value
  5759. * @return modified aspd
  5760. */
  5761. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
  5762. {
  5763. int i, pots = 0, skills1 = 0, skills2 = 0;
  5764. if(!sc || !sc->count)
  5765. return 0;
  5766. if(sc->data[i=SC_ASPDPOTION3] ||
  5767. sc->data[i=SC_ASPDPOTION2] ||
  5768. sc->data[i=SC_ASPDPOTION1] ||
  5769. sc->data[i=SC_ASPDPOTION0])
  5770. pots += sc->data[i]->val1;
  5771. if (sc->data[SC_ATTHASTE_CASH])
  5772. pots += sc->data[SC_ATTHASTE_CASH]->val1;
  5773. if( !sc->data[SC_QUAGMIRE] ) {
  5774. if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
  5775. skills1 = 7;
  5776. if(sc->data[SC_ONEHAND] && skills1 < 7)
  5777. skills1 = 7;
  5778. if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // Needs more info
  5779. skills1 = 7;
  5780. if(sc->data[SC_ADRENALINE2] && skills1 < 6)
  5781. skills1 = 6;
  5782. if(sc->data[SC_ADRENALINE] && skills1 < 7)
  5783. skills1 = 7;
  5784. if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
  5785. skills1 = 7;
  5786. if(sc->data[SC_FLEET] && skills1 < 5)
  5787. skills1 = 5;
  5788. }
  5789. if(sc->data[SC_BERSERK] && skills1 < 15)
  5790. skills1 = 15;
  5791. else if(sc->data[SC_MADNESSCANCEL] && skills1 < 20)
  5792. skills1 = 20;
  5793. if(sc->data[SC_DONTFORGETME])
  5794. skills2 -= sc->data[SC_DONTFORGETME]->val2 / 10;
  5795. if(sc->data[SC_LONGING])
  5796. skills2 -= sc->data[SC_LONGING]->val2 / 10;
  5797. if(sc->data[SC_STEELBODY])
  5798. skills2 -= 25;
  5799. if(sc->data[SC_SKA])
  5800. skills2 -= 25;
  5801. if(sc->data[SC_DEFENDER])
  5802. skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
  5803. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  5804. skills2 -= 75;
  5805. if(sc->data[SC_GRAVITATION])
  5806. skills2 -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  5807. if(sc->data[SC_JOINTBEAT]) { // Needs more info
  5808. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5809. skills2 -= 25;
  5810. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5811. skills2 -= 10;
  5812. }
  5813. if( sc->data[SC_FREEZING] )
  5814. skills2 -= 15;
  5815. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5816. skills2 -= 50;
  5817. if( sc->data[SC_PARALYSE] )
  5818. skills2 -= 10;
  5819. if( sc->data[SC__BODYPAINT] )
  5820. skills2 -= 5 * sc->data[SC__BODYPAINT]->val1;
  5821. if( sc->data[SC__INVISIBILITY] )
  5822. skills2 -= sc->data[SC__INVISIBILITY]->val2;
  5823. if( sc->data[SC__GROOMY] )
  5824. skills2 -= sc->data[SC__GROOMY]->val2;
  5825. if( sc->data[SC_SWINGDANCE] )
  5826. skills2 += sc->data[SC_SWINGDANCE]->val2;
  5827. if( sc->data[SC_DANCEWITHWUG] )
  5828. skills2 += sc->data[SC_DANCEWITHWUG]->val3;
  5829. if( sc->data[SC_GLOOMYDAY] )
  5830. skills2 -= sc->data[SC_GLOOMYDAY]->val3;
  5831. if( sc->data[SC_EARTHDRIVE] )
  5832. skills2 -= 25;
  5833. if( sc->data[SC_GT_CHANGE] )
  5834. skills2 += sc->data[SC_GT_CHANGE]->val3;
  5835. if( sc->data[SC_MELON_BOMB] )
  5836. skills2 -= sc->data[SC_MELON_BOMB]->val3;
  5837. if( sc->data[SC_PAIN_KILLER] )
  5838. skills2 -= sc->data[SC_PAIN_KILLER]->val2;
  5839. if( sc->data[SC_BOOST500] )
  5840. skills2 += sc->data[SC_BOOST500]->val1;
  5841. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5842. skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  5843. if( sc->data[SC_GOLDENE_FERSE] )
  5844. skills2 += sc->data[SC_GOLDENE_FERSE]->val3;
  5845. if( sc->data[SC_INCASPDRATE] )
  5846. skills2 += sc->data[SC_INCASPDRATE]->val1;
  5847. if( sc->data[SC_GATLINGFEVER] )
  5848. skills2 += sc->data[SC_GATLINGFEVER]->val1;
  5849. if( sc->data[SC_STAR_COMFORT] )
  5850. skills2 += sc->data[SC_STAR_COMFORT]->val1;
  5851. if( sc->data[SC_HEAT_BARREL] )
  5852. skills2 += sc->data[SC_HEAT_BARREL]->val3;
  5853. if(sc->data[SC_ASSNCROS] && !skills1) {
  5854. if (bl->type!=BL_PC)
  5855. skills2 += sc->data[SC_ASSNCROS]->val2/10;
  5856. else
  5857. switch(((TBL_PC*)bl)->status.weapon) {
  5858. case W_BOW:
  5859. case W_REVOLVER:
  5860. case W_RIFLE:
  5861. case W_GATLING:
  5862. case W_SHOTGUN:
  5863. case W_GRENADE:
  5864. break;
  5865. default:
  5866. skills2 += sc->data[SC_ASSNCROS]->val2/10;
  5867. break;
  5868. }
  5869. }
  5870. return ( flag&1? (skills1 + pots) : skills2 );
  5871. }
  5872. #endif
  5873. /**
  5874. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  5875. * A subtraction reduces the delay, meaning an increase in ASPD
  5876. * This comes after the percentage changes and is based on status changes
  5877. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5878. * @param sc: Object's status change information
  5879. * @param aspd: Object's current ASPD
  5880. * @return modified aspd
  5881. */
  5882. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  5883. {
  5884. if (!sc || !sc->count)
  5885. return cap_value(aspd, 0, 2000);
  5886. if (sc->data[SC_OVERED_BOOST])
  5887. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  5888. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
  5889. || sc->data[SC_WILD_STORM_OPTION]))
  5890. aspd -= 50; // +5 ASPD
  5891. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  5892. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  5893. if (sc->data[SC_MTF_ASPD])
  5894. aspd -= sc->data[SC_MTF_ASPD]->val1;
  5895. if (sc->data[SC_MTF_ASPD2])
  5896. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  5897. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  5898. }
  5899. /**
  5900. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  5901. * Note: The scale of aspd_rate is 1000 = 100%
  5902. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  5903. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5904. * @param sc: Object's status change information
  5905. * @param aspd_rate: Object's current ASPD
  5906. * @return modified aspd_rate
  5907. */
  5908. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  5909. {
  5910. int i;
  5911. if(!sc || !sc->count)
  5912. return cap_value(aspd_rate,0,SHRT_MAX);
  5913. if( !sc->data[SC_QUAGMIRE] ) {
  5914. int max = 0;
  5915. if(sc->data[SC_STAR_COMFORT])
  5916. max = sc->data[SC_STAR_COMFORT]->val2;
  5917. if(sc->data[SC_TWOHANDQUICKEN] &&
  5918. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  5919. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  5920. if(sc->data[SC_ONEHAND] &&
  5921. max < sc->data[SC_ONEHAND]->val2)
  5922. max = sc->data[SC_ONEHAND]->val2;
  5923. if(sc->data[SC_MERC_QUICKEN] &&
  5924. max < sc->data[SC_MERC_QUICKEN]->val2)
  5925. max = sc->data[SC_MERC_QUICKEN]->val2;
  5926. if(sc->data[SC_ADRENALINE2] &&
  5927. max < sc->data[SC_ADRENALINE2]->val3)
  5928. max = sc->data[SC_ADRENALINE2]->val3;
  5929. if(sc->data[SC_ADRENALINE] &&
  5930. max < sc->data[SC_ADRENALINE]->val3)
  5931. max = sc->data[SC_ADRENALINE]->val3;
  5932. if(sc->data[SC_SPEARQUICKEN] &&
  5933. max < sc->data[SC_SPEARQUICKEN]->val2)
  5934. max = sc->data[SC_SPEARQUICKEN]->val2;
  5935. if(sc->data[SC_GATLINGFEVER] &&
  5936. max < sc->data[SC_GATLINGFEVER]->val2)
  5937. max = sc->data[SC_GATLINGFEVER]->val2;
  5938. if(sc->data[SC_FLEET] &&
  5939. max < sc->data[SC_FLEET]->val2)
  5940. max = sc->data[SC_FLEET]->val2;
  5941. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  5942. if (bl->type!=BL_PC)
  5943. max = sc->data[SC_ASSNCROS]->val2;
  5944. else
  5945. switch(((TBL_PC*)bl)->status.weapon) {
  5946. case W_BOW:
  5947. case W_REVOLVER:
  5948. case W_RIFLE:
  5949. case W_GATLING:
  5950. case W_SHOTGUN:
  5951. case W_GRENADE:
  5952. break;
  5953. default:
  5954. max = sc->data[SC_ASSNCROS]->val2;
  5955. }
  5956. }
  5957. aspd_rate -= max;
  5958. if(sc->data[SC_BERSERK])
  5959. aspd_rate -= 300;
  5960. else if(sc->data[SC_MADNESSCANCEL])
  5961. aspd_rate -= 200;
  5962. }
  5963. if( sc->data[i=SC_ASPDPOTION3] ||
  5964. sc->data[i=SC_ASPDPOTION2] ||
  5965. sc->data[i=SC_ASPDPOTION1] ||
  5966. sc->data[i=SC_ASPDPOTION0] )
  5967. aspd_rate -= sc->data[i]->val2;
  5968. if (sc->data[SC_ATTHASTE_CASH])
  5969. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  5970. if(sc->data[SC_DONTFORGETME])
  5971. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  5972. if(sc->data[SC_LONGING])
  5973. aspd_rate += sc->data[SC_LONGING]->val2;
  5974. if(sc->data[SC_STEELBODY])
  5975. aspd_rate += 250;
  5976. if(sc->data[SC_SKA])
  5977. aspd_rate += 250;
  5978. if(sc->data[SC_DEFENDER])
  5979. aspd_rate += sc->data[SC_DEFENDER]->val4;
  5980. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  5981. aspd_rate += 250;
  5982. if(sc->data[SC_GRAVITATION])
  5983. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  5984. if(sc->data[SC_JOINTBEAT]) {
  5985. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5986. aspd_rate += 250;
  5987. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5988. aspd_rate += 100;
  5989. }
  5990. if( sc->data[SC_FREEZING] )
  5991. aspd_rate += 150;
  5992. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5993. aspd_rate += 500;
  5994. if( sc->data[SC_PARALYSE] )
  5995. aspd_rate += 100;
  5996. if( sc->data[SC__BODYPAINT] )
  5997. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  5998. if( sc->data[SC__INVISIBILITY] )
  5999. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  6000. if( sc->data[SC__GROOMY] )
  6001. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  6002. if( sc->data[SC_SWINGDANCE] )
  6003. aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
  6004. if( sc->data[SC_DANCEWITHWUG] )
  6005. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  6006. if( sc->data[SC_GLOOMYDAY] )
  6007. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  6008. if( sc->data[SC_EARTHDRIVE] )
  6009. aspd_rate += 250;
  6010. if( sc->data[SC_GT_CHANGE] )
  6011. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  6012. if( sc->data[SC_MELON_BOMB] )
  6013. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  6014. if( sc->data[SC_BOOST500] )
  6015. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  6016. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  6017. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  6018. if( sc->data[SC_INCASPDRATE] )
  6019. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  6020. if( sc->data[SC_PAIN_KILLER])
  6021. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  6022. if( sc->data[SC_GOLDENE_FERSE])
  6023. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  6024. if( sc->data[SC_HEAT_BARREL] )
  6025. aspd_rate -= sc->data[SC_HEAT_BARREL]->val3 * 10;
  6026. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  6027. }
  6028. /**
  6029. * Modifies the damage delay time based on status changes
  6030. * The lower your delay, the quicker you can act after taking damage
  6031. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6032. * @param sc: Object's status change information
  6033. * @param dmotion: Object's current damage delay
  6034. * @return modified delay rate
  6035. */
  6036. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  6037. {
  6038. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  6039. return cap_value(dmotion,0,USHRT_MAX);
  6040. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  6041. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && status_has_mode(status_get_status_data(bl),MD_BOSS) ) )
  6042. return 0;
  6043. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  6044. return 0;
  6045. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  6046. }
  6047. /**
  6048. * Calculates a max HP based on status changes
  6049. * Values can either be percentages or fixed, based on how equations are formulated
  6050. * @param bl: Object's block_list data
  6051. * @param maxhp: Object's current max HP
  6052. * @return modified maxhp
  6053. */
  6054. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  6055. {
  6056. int rate = 100;
  6057. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  6058. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  6059. maxhp = maxhp * rate / 100;
  6060. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  6061. }
  6062. /**
  6063. * Calculates a max SP based on status changes
  6064. * Values can either be percentages or fixed, bas ed on how equations are formulated
  6065. * @param bl: Object's block_list data
  6066. * @param maxsp: Object's current max SP
  6067. * @return modified maxsp
  6068. */
  6069. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  6070. {
  6071. int rate = 100;
  6072. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  6073. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  6074. maxsp = maxsp * rate / 100;
  6075. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  6076. }
  6077. /**
  6078. * Changes a player's element based on status changes
  6079. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6080. * @param sc: Object's status change information
  6081. * @param element: Object's current element
  6082. * @return new element
  6083. */
  6084. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  6085. {
  6086. if(!sc || !sc->count)
  6087. return cap_value(element, 0, UCHAR_MAX);
  6088. if(sc->data[SC_FREEZE])
  6089. return ELE_WATER;
  6090. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6091. return ELE_EARTH;
  6092. if(sc->data[SC_BENEDICTIO])
  6093. return ELE_HOLY;
  6094. if(sc->data[SC_CHANGEUNDEAD])
  6095. return ELE_UNDEAD;
  6096. if(sc->data[SC_ELEMENTALCHANGE])
  6097. return sc->data[SC_ELEMENTALCHANGE]->val2;
  6098. if(sc->data[SC_SHAPESHIFT])
  6099. return sc->data[SC_SHAPESHIFT]->val2;
  6100. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6101. }
  6102. /**
  6103. * Changes a player's element level based on status changes
  6104. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6105. * @param sc: Object's status change information
  6106. * @param lv: Object's current element level
  6107. * @return new element level
  6108. */
  6109. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  6110. {
  6111. if(!sc || !sc->count)
  6112. return cap_value(lv, 1, 4);
  6113. if(sc->data[SC_FREEZE])
  6114. return 1;
  6115. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6116. return 1;
  6117. if(sc->data[SC_BENEDICTIO])
  6118. return 1;
  6119. if(sc->data[SC_CHANGEUNDEAD])
  6120. return 1;
  6121. if(sc->data[SC_ELEMENTALCHANGE])
  6122. return sc->data[SC_ELEMENTALCHANGE]->val1;
  6123. if(sc->data[SC_SHAPESHIFT])
  6124. return 1;
  6125. if(sc->data[SC__INVISIBILITY])
  6126. return 1;
  6127. return (unsigned char)cap_value(lv,1,4);
  6128. }
  6129. /**
  6130. * Changes a player's attack element based on status changes
  6131. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6132. * @param sc: Object's status change information
  6133. * @param element: Object's current attack element
  6134. * @return new attack element
  6135. */
  6136. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  6137. {
  6138. if(!sc || !sc->count)
  6139. return cap_value(element, 0, UCHAR_MAX);
  6140. if(sc->data[SC_ENCHANTARMS])
  6141. return sc->data[SC_ENCHANTARMS]->val2;
  6142. if(sc->data[SC_WATERWEAPON]
  6143. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  6144. return ELE_WATER;
  6145. if(sc->data[SC_EARTHWEAPON]
  6146. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  6147. return ELE_EARTH;
  6148. if(sc->data[SC_FIREWEAPON]
  6149. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  6150. return ELE_FIRE;
  6151. if(sc->data[SC_WINDWEAPON]
  6152. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  6153. return ELE_WIND;
  6154. if(sc->data[SC_ENCPOISON])
  6155. return ELE_POISON;
  6156. if(sc->data[SC_ASPERSIO])
  6157. return ELE_HOLY;
  6158. if(sc->data[SC_SHADOWWEAPON])
  6159. return ELE_DARK;
  6160. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  6161. return ELE_GHOST;
  6162. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  6163. return ELE_WATER;
  6164. if(sc->data[SC_PYROCLASTIC])
  6165. return ELE_FIRE;
  6166. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6167. }
  6168. /**
  6169. * Changes the mode of an object
  6170. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  6171. * @param sc: Object's status change data
  6172. * @param mode: Original mode
  6173. * @return mode with cap_value(mode,0,USHRT_MAX)
  6174. */
  6175. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  6176. {
  6177. if(!sc || !sc->count)
  6178. return cap_value(mode, 0, INT_MAX);
  6179. if(sc->data[SC_MODECHANGE]) {
  6180. if (sc->data[SC_MODECHANGE]->val2)
  6181. mode = sc->data[SC_MODECHANGE]->val2; // Set mode
  6182. if (sc->data[SC_MODECHANGE]->val3)
  6183. mode|= sc->data[SC_MODECHANGE]->val3; // Add mode
  6184. if (sc->data[SC_MODECHANGE]->val4)
  6185. mode&=~sc->data[SC_MODECHANGE]->val4; // Del mode
  6186. }
  6187. return cap_value(mode, 0, INT_MAX);
  6188. }
  6189. /**
  6190. * Gets the name of the given bl
  6191. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  6192. * @return name or "Unknown" if any other bl->type than noted above
  6193. */
  6194. const char* status_get_name(struct block_list *bl)
  6195. {
  6196. nullpo_ret(bl);
  6197. switch (bl->type) {
  6198. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  6199. case BL_MOB: return ((TBL_MOB*)bl)->name;
  6200. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  6201. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  6202. //case BL_MER: // They only have database names which are global, not specific to GID.
  6203. case BL_NPC: return ((TBL_NPC*)bl)->name;
  6204. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  6205. }
  6206. return "Unknown";
  6207. }
  6208. /**
  6209. * Gets the class/sprite id of the given bl
  6210. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6211. * @return class or 0 if any other bl->type than noted above
  6212. */
  6213. int status_get_class(struct block_list *bl)
  6214. {
  6215. nullpo_ret(bl);
  6216. switch( bl->type ) {
  6217. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  6218. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  6219. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  6220. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  6221. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  6222. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  6223. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  6224. }
  6225. return 0;
  6226. }
  6227. /**
  6228. * Gets the base level of the given bl
  6229. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6230. * @return base level or 1 if any other bl->type than noted above
  6231. */
  6232. int status_get_lv(struct block_list *bl)
  6233. {
  6234. nullpo_ret(bl);
  6235. switch (bl->type) {
  6236. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  6237. case BL_MOB: return ((TBL_MOB*)bl)->level;
  6238. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  6239. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  6240. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  6241. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  6242. case BL_NPC: return ((TBL_NPC*)bl)->level;
  6243. }
  6244. return 1;
  6245. }
  6246. /**
  6247. * Gets the regeneration info of the given bl
  6248. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  6249. * @return regen data or NULL if any other bl->type than noted above
  6250. */
  6251. struct regen_data *status_get_regen_data(struct block_list *bl)
  6252. {
  6253. nullpo_retr(NULL, bl);
  6254. switch (bl->type) {
  6255. case BL_PC: return &((TBL_PC*)bl)->regen;
  6256. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  6257. case BL_MER: return &((TBL_MER*)bl)->regen;
  6258. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  6259. default:
  6260. return NULL;
  6261. }
  6262. }
  6263. /**
  6264. * Gets the status data of the given bl
  6265. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6266. * @return status or "dummy_status" if any other bl->type than noted above
  6267. */
  6268. struct status_data *status_get_status_data(struct block_list *bl)
  6269. {
  6270. nullpo_retr(&dummy_status, bl);
  6271. switch (bl->type) {
  6272. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  6273. case BL_MOB: return &((TBL_MOB*)bl)->status;
  6274. case BL_PET: return &((TBL_PET*)bl)->status;
  6275. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  6276. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  6277. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  6278. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  6279. default:
  6280. return &dummy_status;
  6281. }
  6282. }
  6283. /**
  6284. * Gets the base status data of the given bl
  6285. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6286. * @return base_status or NULL if any other bl->type than noted above
  6287. */
  6288. struct status_data *status_get_base_status(struct block_list *bl)
  6289. {
  6290. nullpo_retr(NULL, bl);
  6291. switch (bl->type) {
  6292. case BL_PC: return &((TBL_PC*)bl)->base_status;
  6293. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  6294. case BL_PET: return &((TBL_PET*)bl)->db->status;
  6295. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  6296. case BL_MER: return &((TBL_MER*)bl)->base_status;
  6297. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  6298. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  6299. default:
  6300. return NULL;
  6301. }
  6302. }
  6303. /**
  6304. * Gets the defense of the given bl
  6305. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  6306. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  6307. */
  6308. defType status_get_def(struct block_list *bl)
  6309. {
  6310. struct unit_data *ud;
  6311. struct status_data *status = status_get_status_data(bl);
  6312. int def = status?status->def:0;
  6313. ud = unit_bl2ud(bl);
  6314. if (ud && ud->skilltimer != INVALID_TIMER)
  6315. def -= def * skill_get_castdef(ud->skill_id)/100;
  6316. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  6317. }
  6318. /**
  6319. * Gets the walking speed of the given bl
  6320. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6321. * @return speed
  6322. */
  6323. unsigned short status_get_speed(struct block_list *bl)
  6324. {
  6325. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  6326. return ((struct npc_data *)bl)->speed;
  6327. return status_get_status_data(bl)->speed;
  6328. }
  6329. /**
  6330. * Gets the party ID of the given bl
  6331. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  6332. * @return party ID
  6333. */
  6334. int status_get_party_id(struct block_list *bl)
  6335. {
  6336. nullpo_ret(bl);
  6337. switch (bl->type) {
  6338. case BL_PC:
  6339. return ((TBL_PC*)bl)->status.party_id;
  6340. case BL_PET:
  6341. if (((TBL_PET*)bl)->master)
  6342. return ((TBL_PET*)bl)->master->status.party_id;
  6343. break;
  6344. case BL_MOB: {
  6345. struct mob_data *md=(TBL_MOB*)bl;
  6346. if( md->master_id > 0 ) {
  6347. struct map_session_data *msd;
  6348. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6349. return msd->status.party_id;
  6350. return -md->master_id;
  6351. }
  6352. }
  6353. break;
  6354. case BL_HOM:
  6355. if (((TBL_HOM*)bl)->master)
  6356. return ((TBL_HOM*)bl)->master->status.party_id;
  6357. break;
  6358. case BL_MER:
  6359. if (((TBL_MER*)bl)->master)
  6360. return ((TBL_MER*)bl)->master->status.party_id;
  6361. break;
  6362. case BL_SKILL:
  6363. if (((TBL_SKILL*)bl)->group)
  6364. return ((TBL_SKILL*)bl)->group->party_id;
  6365. break;
  6366. case BL_ELEM:
  6367. if (((TBL_ELEM*)bl)->master)
  6368. return ((TBL_ELEM*)bl)->master->status.party_id;
  6369. break;
  6370. }
  6371. return 0;
  6372. }
  6373. /**
  6374. * Gets the guild ID of the given bl
  6375. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6376. * @return guild ID
  6377. */
  6378. int status_get_guild_id(struct block_list *bl)
  6379. {
  6380. nullpo_ret(bl);
  6381. switch (bl->type) {
  6382. case BL_PC:
  6383. return ((TBL_PC*)bl)->status.guild_id;
  6384. case BL_PET:
  6385. if (((TBL_PET*)bl)->master)
  6386. return ((TBL_PET*)bl)->master->status.guild_id;
  6387. break;
  6388. case BL_MOB:
  6389. {
  6390. struct map_session_data *msd;
  6391. struct mob_data *md = (struct mob_data *)bl;
  6392. if (md->guardian_data) // Guardian's guild [Skotlex]
  6393. return md->guardian_data->guild_id;
  6394. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6395. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6396. }
  6397. break;
  6398. case BL_HOM:
  6399. if (((TBL_HOM*)bl)->master)
  6400. return ((TBL_HOM*)bl)->master->status.guild_id;
  6401. break;
  6402. case BL_MER:
  6403. if (((TBL_MER*)bl)->master)
  6404. return ((TBL_MER*)bl)->master->status.guild_id;
  6405. break;
  6406. case BL_NPC:
  6407. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  6408. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6409. break;
  6410. case BL_SKILL:
  6411. if (((TBL_SKILL*)bl)->group)
  6412. return ((TBL_SKILL*)bl)->group->guild_id;
  6413. break;
  6414. case BL_ELEM:
  6415. if (((TBL_ELEM*)bl)->master)
  6416. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6417. break;
  6418. }
  6419. return 0;
  6420. }
  6421. /**
  6422. * Gets the guild emblem ID of the given bl
  6423. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6424. * @return guild emblem ID
  6425. */
  6426. int status_get_emblem_id(struct block_list *bl)
  6427. {
  6428. nullpo_ret(bl);
  6429. switch (bl->type) {
  6430. case BL_PC:
  6431. return ((TBL_PC*)bl)->guild_emblem_id;
  6432. case BL_PET:
  6433. if (((TBL_PET*)bl)->master)
  6434. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6435. break;
  6436. case BL_MOB:
  6437. {
  6438. struct map_session_data *msd;
  6439. struct mob_data *md = (struct mob_data *)bl;
  6440. if (md->guardian_data) // Guardian's guild [Skotlex]
  6441. return md->guardian_data->emblem_id;
  6442. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6443. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6444. }
  6445. break;
  6446. case BL_HOM:
  6447. if (((TBL_HOM*)bl)->master)
  6448. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6449. break;
  6450. case BL_MER:
  6451. if (((TBL_MER*)bl)->master)
  6452. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6453. break;
  6454. case BL_NPC:
  6455. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6456. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6457. if (g)
  6458. return g->emblem_id;
  6459. }
  6460. break;
  6461. case BL_ELEM:
  6462. if (((TBL_ELEM*)bl)->master)
  6463. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  6464. break;
  6465. }
  6466. return 0;
  6467. }
  6468. /**
  6469. * Gets the race of a mob or pet
  6470. * @param bl: Object whose race2 to get [MOB|PET]
  6471. * @return race2
  6472. */
  6473. enum e_race2 status_get_race2(struct block_list *bl)
  6474. {
  6475. nullpo_retr(RC2_NONE,bl);
  6476. if(bl->type == BL_MOB)
  6477. return ((struct mob_data *)bl)->db->race2;
  6478. if(bl->type == BL_PET)
  6479. return ((struct pet_data *)bl)->db->race2;
  6480. return RC2_NONE;
  6481. }
  6482. /**
  6483. * Checks if an object is dead
  6484. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6485. * @return 1: Is dead or 0: Is alive
  6486. */
  6487. int status_isdead(struct block_list *bl)
  6488. {
  6489. nullpo_ret(bl);
  6490. return status_get_status_data(bl)->hp == 0;
  6491. }
  6492. /**
  6493. * Checks if an object is immune to magic
  6494. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6495. * @return value of magic damage to be blocked
  6496. */
  6497. int status_isimmune(struct block_list *bl)
  6498. {
  6499. struct status_change *sc =status_get_sc(bl);
  6500. if (sc && sc->data[SC_HERMODE])
  6501. return 100;
  6502. if (bl->type == BL_PC &&
  6503. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  6504. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  6505. return 0;
  6506. }
  6507. /**
  6508. * Get view data of an object
  6509. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6510. * @return view data structure bl->vd
  6511. */
  6512. struct view_data* status_get_viewdata(struct block_list *bl)
  6513. {
  6514. nullpo_retr(NULL, bl);
  6515. switch (bl->type) {
  6516. case BL_PC: return &((TBL_PC*)bl)->vd;
  6517. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  6518. case BL_PET: return &((TBL_PET*)bl)->vd;
  6519. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  6520. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  6521. case BL_MER: return ((TBL_MER*)bl)->vd;
  6522. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  6523. }
  6524. return NULL;
  6525. }
  6526. /**
  6527. * Set view data of an object
  6528. * This function deals with class, mount, and item views
  6529. * SC views are set in clif_getareachar_unit()
  6530. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6531. * @param class_: class of the object
  6532. */
  6533. void status_set_viewdata(struct block_list *bl, int class_)
  6534. {
  6535. struct view_data* vd;
  6536. nullpo_retv(bl);
  6537. if (mobdb_checkid(class_) || mob_is_clone(class_))
  6538. vd = mob_get_viewdata(class_);
  6539. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  6540. vd = npc_get_viewdata(class_);
  6541. else if (homdb_checkid(class_))
  6542. vd = hom_get_viewdata(class_);
  6543. else if (mercenary_class(class_))
  6544. vd = mercenary_get_viewdata(class_);
  6545. else if (elemental_class(class_))
  6546. vd = elemental_get_viewdata(class_);
  6547. else
  6548. vd = NULL;
  6549. switch (bl->type) {
  6550. case BL_PC:
  6551. {
  6552. TBL_PC* sd = (TBL_PC*)bl;
  6553. if (pcdb_checkid(class_)) {
  6554. if (sd->sc.option&OPTION_RIDING) {
  6555. switch (class_) { // Adapt class to a Mounted one.
  6556. case JOB_KNIGHT:
  6557. class_ = JOB_KNIGHT2;
  6558. break;
  6559. case JOB_CRUSADER:
  6560. class_ = JOB_CRUSADER2;
  6561. break;
  6562. case JOB_LORD_KNIGHT:
  6563. class_ = JOB_LORD_KNIGHT2;
  6564. break;
  6565. case JOB_PALADIN:
  6566. class_ = JOB_PALADIN2;
  6567. break;
  6568. case JOB_BABY_KNIGHT:
  6569. class_ = JOB_BABY_KNIGHT2;
  6570. break;
  6571. case JOB_BABY_CRUSADER:
  6572. class_ = JOB_BABY_CRUSADER2;
  6573. break;
  6574. }
  6575. }
  6576. sd->vd.class_ = class_;
  6577. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  6578. sd->vd.head_top = sd->status.head_top;
  6579. sd->vd.head_mid = sd->status.head_mid;
  6580. sd->vd.head_bottom = sd->status.head_bottom;
  6581. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  6582. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  6583. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  6584. sd->vd.body_style = cap_value(sd->status.body,0,battle_config.max_body_style);
  6585. sd->vd.sex = sd->status.sex;
  6586. if (sd->vd.cloth_color) {
  6587. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  6588. sd->vd.cloth_color = 0;
  6589. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  6590. sd->vd.cloth_color = 0;
  6591. if(sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette)
  6592. sd->vd.cloth_color = 0;
  6593. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  6594. sd->vd.cloth_color = 0;
  6595. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  6596. sd->vd.cloth_color = 0;
  6597. }
  6598. if ( sd->vd.body_style && (
  6599. sd->sc.option&OPTION_WEDDING || sd->sc.option&OPTION_XMAS ||
  6600. sd->sc.option&OPTION_SUMMER || sd->sc.option&OPTION_HANBOK ||
  6601. sd->sc.option&OPTION_OKTOBERFEST))
  6602. sd->vd.body_style = 0;
  6603. } else if (vd)
  6604. memcpy(&sd->vd, vd, sizeof(struct view_data));
  6605. else
  6606. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  6607. }
  6608. break;
  6609. case BL_MOB:
  6610. {
  6611. TBL_MOB* md = (TBL_MOB*)bl;
  6612. if (vd)
  6613. md->vd = vd;
  6614. else
  6615. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  6616. }
  6617. break;
  6618. case BL_PET:
  6619. {
  6620. TBL_PET* pd = (TBL_PET*)bl;
  6621. if (vd) {
  6622. memcpy(&pd->vd, vd, sizeof(struct view_data));
  6623. if (!pcdb_checkid(vd->class_)) {
  6624. pd->vd.hair_style = battle_config.pet_hair_style;
  6625. if(pd->pet.equip) {
  6626. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  6627. if (!pd->vd.head_bottom)
  6628. pd->vd.head_bottom = pd->pet.equip;
  6629. }
  6630. }
  6631. } else
  6632. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  6633. }
  6634. break;
  6635. case BL_NPC:
  6636. {
  6637. TBL_NPC* nd = (TBL_NPC*)bl;
  6638. if (vd)
  6639. nd->vd = vd;
  6640. else
  6641. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  6642. }
  6643. break;
  6644. case BL_HOM:
  6645. {
  6646. struct homun_data *hd = (struct homun_data*)bl;
  6647. if (vd)
  6648. hd->vd = vd;
  6649. else
  6650. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  6651. }
  6652. break;
  6653. case BL_MER:
  6654. {
  6655. struct mercenary_data *md = (struct mercenary_data*)bl;
  6656. if (vd)
  6657. md->vd = vd;
  6658. else
  6659. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  6660. }
  6661. break;
  6662. case BL_ELEM:
  6663. {
  6664. struct elemental_data *ed = (struct elemental_data*)bl;
  6665. if (vd)
  6666. ed->vd = vd;
  6667. else
  6668. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  6669. }
  6670. break;
  6671. }
  6672. }
  6673. /**
  6674. * Get status change data of an object
  6675. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  6676. * @return status change data structure bl->sc
  6677. */
  6678. struct status_change *status_get_sc(struct block_list *bl)
  6679. {
  6680. if( bl )
  6681. switch (bl->type) {
  6682. case BL_PC: return &((TBL_PC*)bl)->sc;
  6683. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  6684. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  6685. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  6686. case BL_MER: return &((TBL_MER*)bl)->sc;
  6687. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  6688. }
  6689. return NULL;
  6690. }
  6691. /**
  6692. * Initiate (memset) the status change data of an object
  6693. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  6694. */
  6695. void status_change_init(struct block_list *bl)
  6696. {
  6697. struct status_change *sc = status_get_sc(bl);
  6698. nullpo_retv(sc);
  6699. memset(sc, 0, sizeof (struct status_change));
  6700. }
  6701. /*========================================== [Playtester]
  6702. * Returns the interval for status changes that iterate multiple times
  6703. * through the timer (e.g. those that deal damage in regular intervals)
  6704. * @param type: Status change (SC_*)
  6705. *------------------------------------------*/
  6706. static int status_get_sc_interval(enum sc_type type)
  6707. {
  6708. switch (type) {
  6709. case SC_POISON:
  6710. case SC_DPOISON:
  6711. case SC_LEECHESEND:
  6712. return 1000;
  6713. case SC_BURNING:
  6714. case SC_PYREXIA:
  6715. return 3000;
  6716. case SC_MAGICMUSHROOM:
  6717. return 4000;
  6718. case SC_STONE:
  6719. return 5000;
  6720. case SC_BLEEDING:
  6721. case SC_TOXIN:
  6722. return 10000;
  6723. default:
  6724. break;
  6725. }
  6726. return 0;
  6727. }
  6728. /**
  6729. * Applies SC defense to a given status change
  6730. * This function also determines whether or not the status change will be applied
  6731. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6732. * @param bl: Target of the status change
  6733. * @param type: Status change (SC_*)
  6734. * @param rate: Initial percentage rate of affecting bl
  6735. * @param tick: Initial duration that the status change affects bl
  6736. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  6737. * @return adjusted duration based on flag values
  6738. */
  6739. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, unsigned char flag)
  6740. {
  6741. /// Resistance rate: 10000 = 100%
  6742. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  6743. /// 5000ms -> tick_def = 5000 -> 2500ms
  6744. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  6745. /// Fixed resistance value (after rate calculation)
  6746. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  6747. /// 2500ms -> tick_def2=2000 -> 500ms
  6748. int sc_def2 = 0, tick_def2 = 0;
  6749. struct status_data *status, *status_src;
  6750. struct status_change *sc;
  6751. struct map_session_data *sd;
  6752. nullpo_ret(bl);
  6753. if (src == NULL)
  6754. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  6755. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  6756. if (status_isimmune(bl)) {
  6757. switch (type) {
  6758. case SC_DECREASEAGI:
  6759. case SC_SILENCE:
  6760. case SC_COMA:
  6761. case SC_INCREASEAGI:
  6762. case SC_BLESSING:
  6763. case SC_SLOWPOISON:
  6764. case SC_IMPOSITIO:
  6765. case SC_AETERNA:
  6766. case SC_SUFFRAGIUM:
  6767. case SC_BENEDICTIO:
  6768. case SC_PROVIDENCE:
  6769. case SC_KYRIE:
  6770. case SC_ASSUMPTIO:
  6771. case SC_ANGELUS:
  6772. case SC_MAGNIFICAT:
  6773. case SC_GLORIA:
  6774. case SC_WINDWALK:
  6775. case SC_MAGICROD:
  6776. case SC_HALLUCINATION:
  6777. case SC_STONE:
  6778. case SC_QUAGMIRE:
  6779. case SC_SUITON:
  6780. case SC_SWINGDANCE:
  6781. case SC__ENERVATION:
  6782. case SC__GROOMY:
  6783. case SC__IGNORANCE:
  6784. case SC__LAZINESS:
  6785. case SC__UNLUCKY:
  6786. case SC__WEAKNESS:
  6787. return 0;
  6788. }
  6789. }
  6790. sd = BL_CAST(BL_PC,bl);
  6791. status = status_get_status_data(bl);
  6792. status_src = status_get_status_data(src);
  6793. sc = status_get_sc(bl);
  6794. if( sc && !sc->count )
  6795. sc = NULL;
  6796. switch (type) {
  6797. case SC_POISON:
  6798. case SC_DPOISON:
  6799. sc_def = status->vit*100;
  6800. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6801. if (sd) {
  6802. // For players: 60000 - 450*vit - 100*luk
  6803. tick_def = status->vit*75;
  6804. tick_def2 = status->luk*100;
  6805. } else {
  6806. // For monsters: 30000 - 200*vit
  6807. tick>>=1;
  6808. tick_def = (status->vit*200)/3;
  6809. }
  6810. break;
  6811. case SC_STUN:
  6812. sc_def = status->vit*100;
  6813. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6814. tick_def2 = status->luk*10;
  6815. break;
  6816. case SC_SILENCE:
  6817. #ifndef RENEWAL
  6818. sc_def = status->vit*100;
  6819. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6820. #else
  6821. sc_def = status->int_*100;
  6822. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6823. #endif
  6824. tick_def2 = status->luk*10;
  6825. break;
  6826. case SC_BLEEDING:
  6827. #ifndef RENEWAL
  6828. sc_def = status->vit*100;
  6829. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6830. #else
  6831. sc_def = status->agi*100;
  6832. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6833. #endif
  6834. tick_def2 = status->luk*10;
  6835. break;
  6836. case SC_SLEEP:
  6837. #ifndef RENEWAL
  6838. sc_def = status->int_*100;
  6839. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6840. #else
  6841. sc_def = status->agi*100;
  6842. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6843. #endif
  6844. tick_def2 = status->luk*10;
  6845. break;
  6846. case SC_STONE:
  6847. sc_def = status->mdef*100;
  6848. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6849. tick_def = 0; // No duration reduction
  6850. break;
  6851. case SC_FREEZE:
  6852. sc_def = status->mdef*100;
  6853. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6854. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  6855. break;
  6856. case SC_CURSE:
  6857. // Special property: immunity when luk is zero
  6858. if (status->luk == 0)
  6859. return 0;
  6860. sc_def = status->luk*100;
  6861. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  6862. tick_def = status->vit*100;
  6863. tick_def2 = status->luk*10;
  6864. break;
  6865. case SC_BLIND:
  6866. sc_def = (status->vit + status->int_)*50;
  6867. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6868. tick_def2 = status->luk*10;
  6869. break;
  6870. case SC_CONFUSION:
  6871. sc_def = (status->str + status->int_)*50;
  6872. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  6873. tick_def2 = status->luk*10;
  6874. break;
  6875. case SC_DECREASEAGI:
  6876. if (sd)
  6877. tick >>= 1; // Half duration for players.
  6878. sc_def2 = status->mdef*100;
  6879. break;
  6880. case SC_ANKLE:
  6881. if(status_has_mode(status,MD_BOSS)) // Lasts 5 times less on bosses
  6882. tick /= 5;
  6883. sc_def = status->agi*50;
  6884. break;
  6885. case SC_DEEPSLEEP:
  6886. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  6887. break;
  6888. case SC_NETHERWORLD:
  6889. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  6890. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  6891. break;
  6892. case SC_MARSHOFABYSS:
  6893. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  6894. tick_def2 = (status->int_ + status->luk)*50;
  6895. break;
  6896. case SC_STASIS:
  6897. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  6898. tick_def2 = (status->vit + status->dex) * 50;
  6899. break;
  6900. case SC_WHITEIMPRISON:
  6901. if( tick == 5000 ) // 100% on caster
  6902. break;
  6903. if( bl->type == BL_PC )
  6904. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  6905. else
  6906. tick_def2 = (status->vit + status->luk)*50;
  6907. break;
  6908. case SC_BURNING:
  6909. tick_def2 = 75*status->luk + 125*status->agi;
  6910. break;
  6911. case SC_FREEZING:
  6912. tick_def2 = (status->vit + status->dex)*50;
  6913. break;
  6914. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  6915. sc_def = status->int_*80;
  6916. sc_def = max(sc_def, 500); // minimum of 5% resist
  6917. break;
  6918. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  6919. sc_def2 = status->agi*25;
  6920. break;
  6921. case SC_ELECTRICSHOCKER:
  6922. tick_def2 = (status->vit + status->agi) * 70;
  6923. break;
  6924. case SC_CRYSTALIZE:
  6925. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  6926. break;
  6927. case SC_VACUUM_EXTREME:
  6928. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  6929. break;
  6930. case SC_KYOUGAKU:
  6931. tick_def2 = 30*status->int_;
  6932. break;
  6933. case SC_PARALYSIS:
  6934. tick_def2 = (status->vit + status->luk)*50;
  6935. break;
  6936. case SC_VOICEOFSIREN:
  6937. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  6938. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  6939. break;
  6940. case SC_B_TRAP:
  6941. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; // (custom)
  6942. break;
  6943. case SC_NORECOVER_STATE:
  6944. tick_def2 = status->luk * 100;
  6945. break;
  6946. default:
  6947. // Effect that cannot be reduced? Likely a buff.
  6948. if (!(rnd()%10000 < rate))
  6949. return 0;
  6950. return tick ? tick : 1;
  6951. }
  6952. if (sd) {
  6953. if (battle_config.pc_sc_def_rate != 100) {
  6954. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  6955. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  6956. }
  6957. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  6958. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  6959. if (battle_config.pc_sc_def_rate != 100) {
  6960. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  6961. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  6962. }
  6963. } else {
  6964. if (battle_config.mob_sc_def_rate != 100) {
  6965. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  6966. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  6967. }
  6968. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  6969. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  6970. if (battle_config.mob_sc_def_rate != 100) {
  6971. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  6972. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  6973. }
  6974. }
  6975. if (sc) {
  6976. if (sc->data[SC_SCRESIST])
  6977. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  6978. else if (sc->data[SC_SIEGFRIED])
  6979. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  6980. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  6981. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  6982. }
  6983. // When tick def not set, reduction is the same for both.
  6984. if(tick_def == -1)
  6985. tick_def = sc_def;
  6986. // Natural resistance
  6987. if (!(flag&SCSTART_NORATEDEF)) {
  6988. rate -= rate*sc_def/10000;
  6989. rate -= sc_def2;
  6990. // Minimum chances
  6991. switch (type) {
  6992. case SC_BITE:
  6993. rate = max(rate, 5000); // Minimum of 50%
  6994. break;
  6995. }
  6996. // Item resistance (only applies to rate%)
  6997. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  6998. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  6999. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  7000. if( sd->sc.data[SC_COMMONSC_RESIST] )
  7001. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  7002. }
  7003. // Aegis accuracy
  7004. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  7005. }
  7006. if (!(rnd()%10000 < rate))
  7007. return 0;
  7008. // Duration cannot be reduced
  7009. if (flag&SCSTART_NOTICKDEF)
  7010. return max(tick, 1);
  7011. tick -= tick*tick_def/10000;
  7012. tick -= tick_def2;
  7013. // Minimum durations
  7014. switch (type) {
  7015. case SC_ANKLE:
  7016. case SC_MARSHOFABYSS:
  7017. tick = max(tick, 5000); // Minimum duration 5s
  7018. break;
  7019. case SC_FREEZING:
  7020. tick = max(tick, 6000); // Minimum duration 6s
  7021. break;
  7022. case SC_BURNING:
  7023. case SC_STASIS:
  7024. tick = max(tick, 10000); // Minimum duration 10s
  7025. break;
  7026. default:
  7027. // Skills need to trigger even if the duration is reduced below 1ms
  7028. tick = max(tick, 1);
  7029. break;
  7030. }
  7031. return tick;
  7032. }
  7033. /**
  7034. * Applies SC effect to the player
  7035. * @param sd: Source to apply effect [PC]
  7036. * @param type: Status change (SC_*)
  7037. * @param dval1~3: Depends on type of status change
  7038. * Author: Ind
  7039. */
  7040. void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
  7041. struct sc_display_entry *entry;
  7042. int i;
  7043. for( i = 0; i < sd->sc_display_count; i++ ) {
  7044. if( sd->sc_display[i]->type == type )
  7045. break;
  7046. }
  7047. if( i != sd->sc_display_count ) {
  7048. sd->sc_display[i]->val1 = dval1;
  7049. sd->sc_display[i]->val2 = dval2;
  7050. sd->sc_display[i]->val3 = dval3;
  7051. return;
  7052. }
  7053. entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry);
  7054. entry->type = type;
  7055. entry->val1 = dval1;
  7056. entry->val2 = dval2;
  7057. entry->val3 = dval3;
  7058. RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
  7059. sd->sc_display[sd->sc_display_count - 1] = entry;
  7060. }
  7061. /**
  7062. * Removes SC effect of the player
  7063. * @param sd: Source to remove effect [PC]
  7064. * @param type: Status change (SC_*)
  7065. * Author: Ind
  7066. */
  7067. void status_display_remove(struct map_session_data *sd, enum sc_type type) {
  7068. int i;
  7069. for( i = 0; i < sd->sc_display_count; i++ ) {
  7070. if( sd->sc_display[i]->type == type )
  7071. break;
  7072. }
  7073. if( i != sd->sc_display_count ) {
  7074. int cursor;
  7075. ers_free(pc_sc_display_ers, sd->sc_display[i]);
  7076. sd->sc_display[i] = NULL;
  7077. /* The all-mighty compact-o-matic */
  7078. for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
  7079. if( sd->sc_display[i] == NULL )
  7080. continue;
  7081. if( i != cursor )
  7082. sd->sc_display[cursor] = sd->sc_display[i];
  7083. cursor++;
  7084. }
  7085. if( !(sd->sc_display_count = cursor) ) {
  7086. aFree(sd->sc_display);
  7087. sd->sc_display = NULL;
  7088. }
  7089. }
  7090. }
  7091. /**
  7092. * Applies SC defense to a given status change
  7093. * This function also determines whether or not the status change will be applied
  7094. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7095. * @param bl: Target of the status change (See: enum sc_type)
  7096. * @param type: Status change (SC_*)
  7097. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7098. * @param val1~4: Depends on type of status change
  7099. * @param tick: Initial duration that the status change affects bl
  7100. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7101. * @return adjusted duration based on flag values
  7102. */
  7103. 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) {
  7104. struct map_session_data *sd = NULL;
  7105. struct status_change* sc;
  7106. struct status_change_entry* sce;
  7107. struct status_data *status;
  7108. struct view_data *vd;
  7109. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  7110. bool sc_isnew = true;
  7111. nullpo_ret(bl);
  7112. sc = status_get_sc(bl);
  7113. status = status_get_status_data(bl);
  7114. if( type <= SC_NONE || type >= SC_MAX ) {
  7115. ShowError("status_change_start: invalid status change (%d)!\n", type);
  7116. return 0;
  7117. }
  7118. if( !sc )
  7119. return 0; // Unable to receive status changes
  7120. if( status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
  7121. return 0;
  7122. if (status_change_isDisabledOnMap(type, bl->m))
  7123. return 0;
  7124. if( bl->type == BL_MOB) {
  7125. struct mob_data *md = BL_CAST(BL_MOB,bl);
  7126. if(md && (md->mob_id == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
  7127. return 0; // Emperium/BG Monsters can't be afflicted by status changes
  7128. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  7129. // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  7130. }
  7131. if( sc->data[SC_REFRESH] ) {
  7132. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  7133. return 0; // Immune to status ailments
  7134. switch( type ) {
  7135. case SC_DEEPSLEEP:
  7136. case SC_BURNING:
  7137. case SC_FREEZING:
  7138. case SC_CRYSTALIZE:
  7139. case SC_TOXIN:
  7140. case SC_PARALYSE:
  7141. case SC_VENOMBLEED:
  7142. case SC_MAGICMUSHROOM:
  7143. case SC_DEATHHURT:
  7144. case SC_PYREXIA:
  7145. case SC_OBLIVIONCURSE:
  7146. case SC_MARSHOFABYSS:
  7147. case SC_MANDRAGORA:
  7148. return 0;
  7149. }
  7150. }
  7151. if( sc->data[SC_INSPIRATION] ) {
  7152. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7153. return 0; // Immune to status ailments
  7154. switch( type ) {
  7155. case SC_BURNING:
  7156. case SC_FREEZING:
  7157. case SC_CRYSTALIZE:
  7158. case SC_FEAR:
  7159. case SC_TOXIN:
  7160. case SC_PARALYSE:
  7161. case SC_VENOMBLEED:
  7162. case SC_MAGICMUSHROOM:
  7163. case SC_DEATHHURT:
  7164. case SC_PYREXIA:
  7165. case SC_OBLIVIONCURSE:
  7166. case SC_LEECHESEND:
  7167. case SC_DEEPSLEEP:
  7168. case SC_SATURDAYNIGHTFEVER:
  7169. case SC__BODYPAINT:
  7170. case SC__ENERVATION:
  7171. case SC__GROOMY:
  7172. case SC__IGNORANCE:
  7173. case SC__LAZINESS:
  7174. case SC__UNLUCKY:
  7175. case SC__WEAKNESS:
  7176. return 0;
  7177. }
  7178. }
  7179. if( sc->data[SC_KINGS_GRACE] ) {
  7180. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7181. return 0; // Immune to status ailments
  7182. switch( type ) {
  7183. case SC_HALLUCINATION:
  7184. case SC_BURNING:
  7185. case SC_CRYSTALIZE:
  7186. case SC_FREEZING:
  7187. case SC_DEEPSLEEP:
  7188. case SC_FEAR:
  7189. case SC_MANDRAGORA:
  7190. return 0;
  7191. }
  7192. }
  7193. // Adjust tick according to status resistances
  7194. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  7195. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  7196. if( !tick )
  7197. return 0;
  7198. }
  7199. sd = BL_CAST(BL_PC, bl);
  7200. vd = status_get_viewdata(bl);
  7201. undead_flag = battle_check_undead(status->race,status->def_ele);
  7202. // Check for immunities / sc fails
  7203. switch (type) {
  7204. case SC_DECREASEAGI:
  7205. case SC_QUAGMIRE:
  7206. case SC_DONTFORGETME:
  7207. if(sc->data[SC_SPEEDUP1])
  7208. return 0;
  7209. break;
  7210. case SC_ANGRIFFS_MODUS:
  7211. case SC_GOLDENE_FERSE:
  7212. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  7213. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  7214. )
  7215. return 0;
  7216. case SC_VACUUM_EXTREME:
  7217. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  7218. (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)
  7219. return 0;
  7220. break;
  7221. case SC_STONE:
  7222. if(sc->data[SC_POWER_OF_GAIA])
  7223. return 0;
  7224. case SC_FREEZE:
  7225. // Undead are immune to Freeze/Stone
  7226. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7227. return 0;
  7228. case SC_DEEPSLEEP:
  7229. case SC_SLEEP:
  7230. case SC_STUN:
  7231. case SC_FREEZING:
  7232. case SC_CRYSTALIZE:
  7233. if (sc->opt1)
  7234. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7235. if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
  7236. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  7237. break;
  7238. case SC_BLIND:
  7239. if (sc->data[SC_FEAR])
  7240. return 0;
  7241. break;
  7242. case SC_ALL_RIDING:
  7243. if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  7244. return 0;
  7245. if( sc->data[type] )
  7246. { // Already mounted, just dismount.
  7247. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  7248. return 0;
  7249. }
  7250. break;
  7251. // They're all like berserk, do not everlap each other
  7252. case SC_BERSERK:
  7253. if(sc->data[SC_SATURDAYNIGHTFEVER])
  7254. return 0;
  7255. break;
  7256. case SC_BURNING:
  7257. if(sc->opt1 || sc->data[SC_FREEZING])
  7258. return 0;
  7259. break;
  7260. case SC_SIGNUMCRUCIS:
  7261. // Only affects demons and undead element (but not players)
  7262. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7263. return 0;
  7264. break;
  7265. case SC_AETERNA:
  7266. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  7267. return 0;
  7268. break;
  7269. case SC_KYRIE:
  7270. case SC_TUNAPARTY:
  7271. if (bl->type == BL_MOB)
  7272. return 0;
  7273. break;
  7274. case SC_OVERTHRUST:
  7275. if (sc->data[SC_MAXOVERTHRUST])
  7276. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  7277. case SC_MAXOVERTHRUST:
  7278. if( sc->option&OPTION_MADOGEAR )
  7279. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  7280. break;
  7281. case SC_ADRENALINE:
  7282. if (sc->data[SC_QUAGMIRE] ||
  7283. sc->data[SC_DECREASEAGI] ||
  7284. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  7285. )
  7286. return 0;
  7287. break;
  7288. case SC_ADRENALINE2:
  7289. if (sc->data[SC_QUAGMIRE] ||
  7290. sc->data[SC_DECREASEAGI]
  7291. )
  7292. return 0;
  7293. break;
  7294. case SC_MAGNIFICAT:
  7295. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  7296. return 0;
  7297. break;
  7298. case SC_ONEHAND:
  7299. case SC_MERC_QUICKEN:
  7300. case SC_TWOHANDQUICKEN:
  7301. if(sc->data[SC_DECREASEAGI])
  7302. return 0;
  7303. case SC_INCREASEAGI:
  7304. case SC_CONCENTRATE:
  7305. case SC_SPEARQUICKEN:
  7306. case SC_TRUESIGHT:
  7307. case SC_WINDWALK:
  7308. case SC_CARTBOOST:
  7309. case SC_ASSNCROS:
  7310. if (sc->option&OPTION_MADOGEAR)
  7311. return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
  7312. if (sc->data[SC_QUAGMIRE])
  7313. return 0;
  7314. break;
  7315. case SC_CLOAKING:
  7316. // Avoid cloaking with no wall and low skill level. [Skotlex]
  7317. // Due to the cloaking card, we have to check the wall versus to known
  7318. // skill level rather than the used one. [Skotlex]
  7319. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  7320. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  7321. return 0;
  7322. break;
  7323. case SC_MODECHANGE:
  7324. {
  7325. enum e_mode mode;
  7326. struct status_data *bstatus = status_get_base_status(bl);
  7327. if (!bstatus) return 0;
  7328. if (sc->data[type]) { // Pile up with previous values.
  7329. if(!val2) val2 = sc->data[type]->val2;
  7330. val3 |= sc->data[type]->val3;
  7331. val4 |= sc->data[type]->val4;
  7332. }
  7333. mode = val2?val2:bstatus->mode; // Base mode
  7334. if (val4) mode&=~val4; // Del mode
  7335. if (val3) mode|= val3; // Add mode
  7336. if (mode == bstatus->mode) { // No change.
  7337. if (sc->data[type]) // Abort previous status
  7338. return status_change_end(bl, type, INVALID_TIMER);
  7339. return 0;
  7340. }
  7341. }
  7342. break;
  7343. // Strip skills, need to divest something or it fails.
  7344. case SC_STRIPWEAPON:
  7345. if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  7346. short i;
  7347. opt_flag = 0; // Reuse to check success condition.
  7348. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  7349. return 0;
  7350. i = sd->equip_index[EQI_HAND_L];
  7351. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7352. opt_flag|=1;
  7353. pc_unequipitem(sd,i,3); // Left-hand weapon
  7354. }
  7355. i = sd->equip_index[EQI_HAND_R];
  7356. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7357. opt_flag|=2;
  7358. pc_unequipitem(sd,i,3);
  7359. }
  7360. if (!opt_flag) return 0;
  7361. }
  7362. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7363. break;
  7364. case SC_STRIPSHIELD:
  7365. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  7366. else
  7367. if (sd && !(flag&SCSTART_LOADED)) {
  7368. short i;
  7369. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  7370. return 0;
  7371. i = sd->equip_index[EQI_HAND_L];
  7372. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  7373. return 0;
  7374. pc_unequipitem(sd,i,3);
  7375. }
  7376. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7377. break;
  7378. case SC_STRIPARMOR:
  7379. if (sd && !(flag&SCSTART_LOADED)) {
  7380. short i;
  7381. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  7382. return 0;
  7383. i = sd->equip_index[EQI_ARMOR];
  7384. if ( i < 0 || !sd->inventory_data[i] )
  7385. return 0;
  7386. pc_unequipitem(sd,i,3);
  7387. }
  7388. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7389. break;
  7390. case SC_STRIPHELM:
  7391. if (sd && !(flag&SCSTART_LOADED)) {
  7392. short i;
  7393. if(sd->bonus.unstripable_equip&EQP_HELM)
  7394. return 0;
  7395. i = sd->equip_index[EQI_HEAD_TOP];
  7396. if ( i < 0 || !sd->inventory_data[i] )
  7397. return 0;
  7398. pc_unequipitem(sd,i,3);
  7399. }
  7400. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7401. break;
  7402. case SC_MERC_FLEEUP:
  7403. case SC_MERC_ATKUP:
  7404. case SC_MERC_HPUP:
  7405. case SC_MERC_SPUP:
  7406. case SC_MERC_HITUP:
  7407. if( bl->type != BL_MER )
  7408. return 0; // Stats only for Mercenaries
  7409. break;
  7410. case SC_STRFOOD:
  7411. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  7412. return 0;
  7413. break;
  7414. case SC_AGIFOOD:
  7415. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  7416. return 0;
  7417. break;
  7418. case SC_VITFOOD:
  7419. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  7420. return 0;
  7421. break;
  7422. case SC_INTFOOD:
  7423. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  7424. return 0;
  7425. break;
  7426. case SC_DEXFOOD:
  7427. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  7428. return 0;
  7429. break;
  7430. case SC_LUKFOOD:
  7431. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  7432. return 0;
  7433. break;
  7434. case SC_FOOD_STR_CASH:
  7435. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7436. return 0;
  7437. break;
  7438. case SC_FOOD_AGI_CASH:
  7439. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7440. return 0;
  7441. break;
  7442. case SC_FOOD_VIT_CASH:
  7443. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7444. return 0;
  7445. break;
  7446. case SC_FOOD_INT_CASH:
  7447. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7448. return 0;
  7449. break;
  7450. case SC_FOOD_DEX_CASH:
  7451. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7452. return 0;
  7453. break;
  7454. case SC_FOOD_LUK_CASH:
  7455. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7456. return 0;
  7457. break;
  7458. case SC_CAMOUFLAGE:
  7459. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  7460. return 0;
  7461. break;
  7462. case SC__STRIPACCESSORY:
  7463. if( sd ) {
  7464. short i = -1;
  7465. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  7466. i = sd->equip_index[EQI_ACC_L];
  7467. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7468. pc_unequipitem(sd,i,3); // Left-Accessory
  7469. }
  7470. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  7471. i = sd->equip_index[EQI_ACC_R];
  7472. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7473. pc_unequipitem(sd,i,3); // Right-Accessory
  7474. }
  7475. if( i < 0 )
  7476. return 0;
  7477. }
  7478. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7479. break;
  7480. case SC_TOXIN:
  7481. case SC_PARALYSE:
  7482. case SC_VENOMBLEED:
  7483. case SC_MAGICMUSHROOM:
  7484. case SC_DEATHHURT:
  7485. case SC_PYREXIA:
  7486. case SC_OBLIVIONCURSE:
  7487. case SC_LEECHESEND:
  7488. { // It doesn't stack or even renew
  7489. int i = SC_TOXIN;
  7490. for(; i<= SC_LEECHESEND; i++)
  7491. if(sc->data[i]) return 0;
  7492. }
  7493. break;
  7494. case SC_SATURDAYNIGHTFEVER:
  7495. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  7496. return 0;
  7497. break;
  7498. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  7499. if(sc->data[SC_HOVERING])
  7500. return 0;
  7501. break;
  7502. case SC_HEAT_BARREL:
  7503. //kRO Update 2014-02-12
  7504. //- Cannot be stacked with Platinum Alter and Madness Canceler (and otherwise?) [Cydh]
  7505. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  7506. return 0;
  7507. break;
  7508. case SC_P_ALTER:
  7509. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  7510. return 0;
  7511. break;
  7512. case SC_MADNESSCANCEL:
  7513. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  7514. return 0;
  7515. break;
  7516. case SC_KINGS_GRACE:
  7517. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  7518. return 0;
  7519. break;
  7520. case SC_WEDDING:
  7521. case SC_XMAS:
  7522. case SC_SUMMER:
  7523. case SC_HANBOK:
  7524. case SC_OKTOBERFEST:
  7525. if (!vd)
  7526. return 0;
  7527. break;
  7528. }
  7529. // Check for BOSS resistances
  7530. if(status_has_mode(status,MD_BOSS) && !(flag&SCSTART_NOAVOID)) {
  7531. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  7532. return 0;
  7533. switch (type) {
  7534. case SC_BLESSING:
  7535. case SC_DECREASEAGI:
  7536. case SC_PROVOKE:
  7537. case SC_COMA:
  7538. case SC_GRAVITATION:
  7539. case SC_SUITON:
  7540. case SC_RICHMANKIM:
  7541. case SC_ROKISWEIL:
  7542. case SC_FOGWALL:
  7543. case SC_FREEZING:
  7544. case SC_BURNING:
  7545. case SC_MARSHOFABYSS:
  7546. case SC_ADORAMUS:
  7547. case SC_PARALYSIS:
  7548. case SC_DEEPSLEEP:
  7549. case SC_CRYSTALIZE:
  7550. case SC__ENERVATION:
  7551. case SC__GROOMY:
  7552. case SC__IGNORANCE:
  7553. case SC__LAZINESS:
  7554. case SC__UNLUCKY:
  7555. case SC__WEAKNESS:
  7556. case SC_TEARGAS:
  7557. case SC_TEARGAS_SOB:
  7558. case SC_PYREXIA:
  7559. case SC_DEATHHURT:
  7560. case SC_TOXIN:
  7561. case SC_PARALYSE:
  7562. case SC_VENOMBLEED:
  7563. case SC_MAGICMUSHROOM:
  7564. case SC_OBLIVIONCURSE:
  7565. case SC_LEECHESEND:
  7566. case SC_BITE:
  7567. case SC_ELECTRICSHOCKER:
  7568. case SC_MAGNETICFIELD:
  7569. case SC_NETHERWORLD:
  7570. case SC_VACUUM_EXTREME:
  7571. case SC_SV_ROOTTWIST:
  7572. case SC_BITESCAR:
  7573. case SC_FRESHSHRIMP:
  7574. return 0;
  7575. }
  7576. }
  7577. // Check for mvp resistance // atm only those who OS
  7578. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  7579. switch (type) {
  7580. case SC_COMA:
  7581. // continue list...
  7582. return 0;
  7583. }
  7584. }
  7585. // Before overlapping fail, one must check for status cured.
  7586. switch (type) {
  7587. case SC_BLESSING:
  7588. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  7589. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  7590. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  7591. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7592. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7593. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7594. if (sc->data[SC_CURSE]) {
  7595. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7596. return 1; // End Curse and do not give stat boost
  7597. }
  7598. }
  7599. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  7600. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7601. break;
  7602. case SC_INCREASEAGI:
  7603. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7604. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  7605. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7606. break;
  7607. case SC_QUAGMIRE:
  7608. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  7609. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  7610. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7611. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  7612. // Also blocks the ones below...
  7613. case SC_DECREASEAGI:
  7614. if (type == SC_DECREASEAGI) {
  7615. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7616. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  7617. }
  7618. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  7619. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  7620. // Also blocks the ones below...
  7621. case SC_DONTFORGETME:
  7622. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7623. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  7624. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  7625. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  7626. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7627. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7628. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7629. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  7630. break;
  7631. case SC_ADORAMUS:
  7632. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7633. break;
  7634. case SC_ONEHAND:
  7635. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  7636. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7637. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7638. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7639. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7640. break;
  7641. case SC_MAXOVERTHRUST:
  7642. // Cancels Normal Overthrust. [Skotlex]
  7643. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  7644. break;
  7645. case SC_MAGNIFICAT:
  7646. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  7647. break;
  7648. case SC_OFFERTORIUM:
  7649. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  7650. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7651. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7652. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7653. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7654. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  7655. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  7656. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7657. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7658. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7659. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7660. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7661. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7662. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7663. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7664. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7665. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7666. break;
  7667. case SC_KYRIE:
  7668. // Cancels Assumptio
  7669. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7670. break;
  7671. case SC_DELUGE:
  7672. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  7673. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7674. break;
  7675. case SC_SILENCE:
  7676. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  7677. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  7678. break;
  7679. case SC_FREEZE:
  7680. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  7681. break;
  7682. case SC_HIDING:
  7683. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  7684. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  7685. break;
  7686. case SC_BERSERK:
  7687. if( val3 == SC__BLOODYLUST )
  7688. break;
  7689. if(battle_config.berserk_cancels_buffs) {
  7690. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7691. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7692. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  7693. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  7694. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  7695. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7696. }
  7697. #ifdef RENEWAL
  7698. else {
  7699. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7700. }
  7701. #endif
  7702. break;
  7703. case SC_ASSUMPTIO:
  7704. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  7705. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  7706. break;
  7707. case SC_KAITE:
  7708. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7709. break;
  7710. case SC_GN_CARTBOOST:
  7711. case SC_CARTBOOST:
  7712. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  7713. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7714. return 0;
  7715. }
  7716. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  7717. //since Cart Boost don't cancel Slow Grace effect
  7718. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  7719. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  7720. if(sc->data[SC_DONTFORGETME])
  7721. return 0;
  7722. break;
  7723. case SC_FUSION:
  7724. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7725. break;
  7726. case SC_ADJUSTMENT:
  7727. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  7728. break;
  7729. case SC_MADNESSCANCEL:
  7730. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  7731. break;
  7732. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  7733. case SC_CHANGEUNDEAD:
  7734. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  7735. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7736. break;
  7737. case SC_STRFOOD:
  7738. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  7739. break;
  7740. case SC_AGIFOOD:
  7741. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  7742. break;
  7743. case SC_VITFOOD:
  7744. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  7745. break;
  7746. case SC_INTFOOD:
  7747. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  7748. break;
  7749. case SC_DEXFOOD:
  7750. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  7751. break;
  7752. case SC_LUKFOOD:
  7753. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  7754. break;
  7755. case SC_FOOD_STR_CASH:
  7756. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  7757. break;
  7758. case SC_FOOD_AGI_CASH:
  7759. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  7760. break;
  7761. case SC_FOOD_VIT_CASH:
  7762. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  7763. break;
  7764. case SC_FOOD_INT_CASH:
  7765. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  7766. break;
  7767. case SC_FOOD_DEX_CASH:
  7768. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  7769. break;
  7770. case SC_FOOD_LUK_CASH:
  7771. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  7772. break;
  7773. case SC_MARSHOFABYSS:
  7774. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7775. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7776. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7777. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7778. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7779. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7780. break;
  7781. case SC_SWINGDANCE:
  7782. case SC_SYMPHONYOFLOVER:
  7783. case SC_MOONLITSERENADE:
  7784. case SC_RUSHWINDMILL:
  7785. case SC_ECHOSONG:
  7786. case SC_HARMONIZE:
  7787. case SC_FRIGG_SONG: // Group A doesn't overlap
  7788. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  7789. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  7790. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  7791. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  7792. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  7793. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  7794. if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER);
  7795. break;
  7796. case SC_VOICEOFSIREN:
  7797. case SC_DEEPSLEEP:
  7798. case SC_GLOOMYDAY:
  7799. case SC_SONGOFMANA:
  7800. case SC_DANCEWITHWUG:
  7801. case SC_SATURDAYNIGHTFEVER:
  7802. case SC_LERADSDEW:
  7803. case SC_MELODYOFSINK:
  7804. case SC_BEYONDOFWARCRY:
  7805. case SC_UNLIMITEDHUMMINGVOICE:
  7806. case SC_SIRCLEOFNATURE: // Group B
  7807. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  7808. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7809. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  7810. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  7811. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  7812. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  7813. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  7814. if (type != SC_GLOOMYDAY) {
  7815. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  7816. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  7817. }
  7818. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  7819. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  7820. if (type != SC_SATURDAYNIGHTFEVER) {
  7821. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  7822. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  7823. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  7824. }
  7825. }
  7826. break;
  7827. case SC_REFLECTSHIELD:
  7828. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  7829. break;
  7830. case SC_REFLECTDAMAGE:
  7831. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  7832. break;
  7833. case SC_SHIELDSPELL_DEF:
  7834. case SC_SHIELDSPELL_MDEF:
  7835. case SC_SHIELDSPELL_REF:
  7836. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  7837. if( type != SC_SHIELDSPELL_DEF )
  7838. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  7839. if( type != SC_SHIELDSPELL_MDEF )
  7840. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  7841. if( type != SC_SHIELDSPELL_REF )
  7842. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  7843. break;
  7844. case SC_BANDING:
  7845. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  7846. break;
  7847. case SC_GT_ENERGYGAIN:
  7848. case SC_GT_CHANGE:
  7849. case SC_GT_REVITALIZE:
  7850. if( type != SC_GT_REVITALIZE )
  7851. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  7852. if( type != SC_GT_ENERGYGAIN )
  7853. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  7854. if( type != SC_GT_CHANGE )
  7855. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  7856. break;
  7857. case SC_WARMER:
  7858. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7859. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7860. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7861. break;
  7862. case SC_INVINCIBLE:
  7863. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  7864. break;
  7865. case SC_INVINCIBLEOFF:
  7866. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  7867. break;
  7868. case SC_WHITEIMPRISON:
  7869. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7870. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7871. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7872. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7873. break;
  7874. case SC_FEAR:
  7875. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7876. break;
  7877. case SC_FREEZING:
  7878. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7879. break;
  7880. case SC_KINGS_GRACE:
  7881. status_change_end(bl,SC_POISON,INVALID_TIMER);
  7882. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  7883. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  7884. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7885. status_change_end(bl,SC_STUN,INVALID_TIMER);
  7886. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  7887. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  7888. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  7889. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  7890. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  7891. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  7892. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  7893. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  7894. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  7895. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  7896. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  7897. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  7898. break;
  7899. case SC_2011RWC_SCROLL:
  7900. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  7901. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  7902. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  7903. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  7904. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  7905. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  7906. break;
  7907. case SC_EQC:
  7908. status_change_end(bl,SC_TINDER_BREAKER2,INVALID_TIMER);
  7909. break;
  7910. case SC_FIGHTINGSPIRIT:
  7911. case SC_OVERED_BOOST:
  7912. case SC_MAGICPOWER:
  7913. case SC_IMPOSITIO:
  7914. case SC_KAAHI:
  7915. //These status changes always overwrite themselves even when a lower level is cast
  7916. status_change_end(bl, type, INVALID_TIMER);
  7917. break;
  7918. }
  7919. // Check for overlapping fails
  7920. if( (sce = sc->data[type]) ) {
  7921. switch( type ) {
  7922. case SC_MERC_FLEEUP:
  7923. case SC_MERC_ATKUP:
  7924. case SC_MERC_HPUP:
  7925. case SC_MERC_SPUP:
  7926. case SC_MERC_HITUP:
  7927. if( sce->val1 > val1 )
  7928. val1 = sce->val1;
  7929. break;
  7930. case SC_ADRENALINE:
  7931. case SC_ADRENALINE2:
  7932. case SC_WEAPONPERFECTION:
  7933. case SC_OVERTHRUST:
  7934. if (sce->val2 > val2)
  7935. return 0;
  7936. break;
  7937. case SC_S_LIFEPOTION:
  7938. case SC_L_LIFEPOTION:
  7939. case SC_BOSSMAPINFO:
  7940. case SC_STUN:
  7941. case SC_SLEEP:
  7942. case SC_POISON:
  7943. case SC_CURSE:
  7944. case SC_SILENCE:
  7945. case SC_CONFUSION:
  7946. case SC_BLIND:
  7947. case SC_BLEEDING:
  7948. case SC_DPOISON:
  7949. case SC_CLOSECONFINE2: // Can't be re-closed in.
  7950. case SC_TINDER_BREAKER2:
  7951. case SC_MARIONETTE:
  7952. case SC_MARIONETTE2:
  7953. case SC_NOCHAT:
  7954. case SC_ABUNDANCE:
  7955. case SC_FEAR:
  7956. case SC_BURNING:
  7957. case SC_FREEZING:
  7958. case SC_WHITEIMPRISON:
  7959. case SC_TOXIN:
  7960. case SC_PARALYSE:
  7961. case SC_VENOMBLEED:
  7962. case SC_MAGICMUSHROOM:
  7963. case SC_DEATHHURT:
  7964. case SC_PYREXIA:
  7965. case SC_OBLIVIONCURSE:
  7966. case SC_LEECHESEND:
  7967. case SC_CURSEDCIRCLE_TARGET:
  7968. case SC__ENERVATION:
  7969. case SC__GROOMY:
  7970. case SC__IGNORANCE:
  7971. case SC__LAZINESS:
  7972. case SC__UNLUCKY:
  7973. case SC__WEAKNESS:
  7974. case SC_DEEPSLEEP:
  7975. case SC_NETHERWORLD:
  7976. case SC_CRYSTALIZE:
  7977. case SC_MANDRAGORA:
  7978. case SC_DEFSET:
  7979. case SC_MDEFSET:
  7980. case SC_NORECOVER_STATE:
  7981. case SC_REUSE_LIMIT_A:
  7982. case SC_REUSE_LIMIT_B:
  7983. case SC_REUSE_LIMIT_C:
  7984. case SC_REUSE_LIMIT_D:
  7985. case SC_REUSE_LIMIT_E:
  7986. case SC_REUSE_LIMIT_F:
  7987. case SC_REUSE_LIMIT_G:
  7988. case SC_REUSE_LIMIT_H:
  7989. case SC_REUSE_MILLENNIUMSHIELD:
  7990. case SC_REUSE_CRUSHSTRIKE:
  7991. case SC_REUSE_REFRESH:
  7992. case SC_REUSE_STORMBLAST:
  7993. case SC_ALL_RIDING_REUSE_LIMIT:
  7994. case SC_REUSE_LIMIT_MTF:
  7995. case SC_REUSE_LIMIT_ECL:
  7996. case SC_REUSE_LIMIT_RECALL:
  7997. case SC_REUSE_LIMIT_ASPD_POTION:
  7998. return 0;
  7999. case SC_COMBO:
  8000. case SC_DANCING:
  8001. case SC_DEVOTION:
  8002. case SC_ASPDPOTION0:
  8003. case SC_ASPDPOTION1:
  8004. case SC_ASPDPOTION2:
  8005. case SC_ASPDPOTION3:
  8006. case SC_ATKPOTION:
  8007. case SC_MATKPOTION:
  8008. case SC_ENCHANTARMS:
  8009. case SC_ARMOR_ELEMENT:
  8010. case SC_ARMOR_RESIST:
  8011. case SC_ATTHASTE_CASH:
  8012. break;
  8013. case SC_GOSPEL:
  8014. // Must not override a casting gospel char.
  8015. if(sce->val4 == BCT_SELF)
  8016. return 0;
  8017. if(sce->val1 > val1)
  8018. return 1;
  8019. break;
  8020. case SC_ENDURE:
  8021. if(sce->val4 && !val4)
  8022. return 1; // Don't let you override infinite endure.
  8023. if(sce->val1 > val1)
  8024. return 1;
  8025. break;
  8026. case SC_JAILED:
  8027. // When a player is already jailed, do not edit the jail data.
  8028. val2 = sce->val2;
  8029. val3 = sce->val3;
  8030. val4 = sce->val4;
  8031. break;
  8032. case SC_LERADSDEW:
  8033. if (sc && sc->data[SC_BERSERK])
  8034. return 0;
  8035. case SC_SHAPESHIFT:
  8036. case SC_PROPERTYWALK:
  8037. break;
  8038. case SC_LEADERSHIP:
  8039. case SC_GLORYWOUNDS:
  8040. case SC_SOULCOLD:
  8041. case SC_HAWKEYES:
  8042. if( sce->val4 && !val4 ) // You cannot override master guild aura
  8043. return 0;
  8044. break;
  8045. case SC_JOINTBEAT:
  8046. val2 |= sce->val2; // Stackable ailments
  8047. default:
  8048. if(sce->val1 > val1)
  8049. return 1; // Return true to not mess up skill animations. [Skotlex]
  8050. }
  8051. }
  8052. calc_flag = StatusChangeFlagTable[type];
  8053. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  8054. switch(type)
  8055. {
  8056. /* Permanent effects */
  8057. case SC_AETERNA:
  8058. case SC_MODECHANGE:
  8059. case SC_WEIGHT50:
  8060. case SC_WEIGHT90:
  8061. case SC_BROKENWEAPON:
  8062. case SC_BROKENARMOR:
  8063. case SC_READYSTORM:
  8064. case SC_READYDOWN:
  8065. case SC_READYCOUNTER:
  8066. case SC_READYTURN:
  8067. case SC_DODGE:
  8068. case SC_PUSH_CART:
  8069. case SC_SPRITEMABLE:
  8070. tick = -1;
  8071. break;
  8072. case SC_DECREASEAGI:
  8073. case SC_INCREASEAGI:
  8074. case SC_ADORAMUS:
  8075. if (type == SC_ADORAMUS) {
  8076. // 1000% base chance to blind, but still can be resisted
  8077. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  8078. if (sc->data[SC_ADORAMUS])
  8079. return 0; //Adoramus can't refresh itself, but it can cause blind again
  8080. }
  8081. val2 = 2 + val1; // Agi change
  8082. break;
  8083. case SC_ENDURE:
  8084. val2 = 7; // Hit-count [Celest]
  8085. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
  8086. struct map_session_data *tsd;
  8087. if( sd ) {
  8088. int i;
  8089. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8090. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8091. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8092. }
  8093. }
  8094. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8095. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8096. }
  8097. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  8098. if( val4 )
  8099. tick = -1;
  8100. break;
  8101. case SC_AUTOBERSERK:
  8102. if (status->hp < status->max_hp>>2 &&
  8103. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  8104. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  8105. tick = -1;
  8106. break;
  8107. case SC_SIGNUMCRUCIS:
  8108. val2 = 10 + 4*val1; // Def reduction
  8109. tick = -1;
  8110. clif_emotion(bl,E_SWT);
  8111. break;
  8112. case SC_MAXIMIZEPOWER:
  8113. tick_time = val2 = tick>0?tick:60000;
  8114. tick = -1; // Duration sent to the client should be infinite
  8115. break;
  8116. case SC_EDP:
  8117. val2 = val1 + 2; // Chance to Poison enemies.
  8118. #ifndef RENEWAL
  8119. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  8120. #endif
  8121. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  8122. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  8123. break;
  8124. case SC_POISONREACT:
  8125. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  8126. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  8127. break;
  8128. case SC_MAGICROD:
  8129. val2 = val1*20; // SP gained
  8130. break;
  8131. case SC_KYRIE:
  8132. if( val4 ) { // Formulas for Praefatio
  8133. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  8134. val3 = 6 + val1; //Hits
  8135. } else { // Formulas for Kyrie Eleison
  8136. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  8137. val3 = (val1 / 2 + 5);
  8138. }
  8139. break;
  8140. case SC_MAGICPOWER:
  8141. // val1: Skill lv
  8142. val2 = 1; // Lasts 1 invocation
  8143. val3 = 5*val1; // Matk% increase
  8144. val4 = 0; // 0 = ready to be used, 1 = activated and running
  8145. break;
  8146. case SC_SACRIFICE:
  8147. val2 = 5; // Lasts 5 hits
  8148. tick = -1;
  8149. break;
  8150. case SC_ENCPOISON:
  8151. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  8152. case SC_ASPERSIO:
  8153. case SC_FIREWEAPON:
  8154. case SC_WATERWEAPON:
  8155. case SC_WINDWEAPON:
  8156. case SC_EARTHWEAPON:
  8157. case SC_SHADOWWEAPON:
  8158. case SC_GHOSTWEAPON:
  8159. skill_enchant_elemental_end(bl,type);
  8160. break;
  8161. case SC_ELEMENTALCHANGE:
  8162. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  8163. // val2 : Element (When no element, random one is picked)
  8164. // val3 : 0 = called by skill 1 = called by script (fixed level)
  8165. if( !val2 ) val2 = rnd()%ELE_ALL;
  8166. if( val1 == 1 && val3 == 0 )
  8167. val1 = 1 + rnd()%4;
  8168. else if( val1 > 4 )
  8169. val1 = 4; // Max Level
  8170. val3 = 0; // Not need to keep this info.
  8171. break;
  8172. case SC_PROVIDENCE:
  8173. val2 = val1*5; // Race/Ele resist
  8174. break;
  8175. case SC_REFLECTSHIELD:
  8176. val2 = 10+val1*3; // %Dmg reflected
  8177. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  8178. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  8179. struct map_session_data *tsd;
  8180. if( sd ) {
  8181. int i;
  8182. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8183. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8184. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8185. }
  8186. }
  8187. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8188. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8189. }
  8190. break;
  8191. case SC_STRIPWEAPON:
  8192. if (!sd) // Watk reduction
  8193. val2 = 25;
  8194. break;
  8195. case SC_STRIPSHIELD:
  8196. if (!sd) // Def reduction
  8197. val2 = 15;
  8198. break;
  8199. case SC_STRIPARMOR:
  8200. if (!sd) // Vit reduction
  8201. val2 = 40;
  8202. break;
  8203. case SC_STRIPHELM:
  8204. if (!sd) // Int reduction
  8205. val2 = 40;
  8206. break;
  8207. case SC_AUTOSPELL:
  8208. // Val1 Skill LV of Autospell
  8209. // Val2 Skill ID to cast
  8210. // Val3 Max Lv to cast
  8211. val4 = 5 + val1*2; // Chance of casting
  8212. break;
  8213. case SC_VOLCANO:
  8214. {
  8215. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8216. uint8 i = max((val1-1)%5, 0);
  8217. val2 = val1*10; // Watk increase
  8218. #ifndef RENEWAL
  8219. if (status->def_ele != ELE_FIRE)
  8220. val2 = 0;
  8221. #endif
  8222. val3 = enchant_eff[i];
  8223. }
  8224. break;
  8225. case SC_VIOLENTGALE:
  8226. {
  8227. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8228. uint8 i = max((val1-1)%5, 0);
  8229. val2 = val1*3; // Flee increase
  8230. #ifndef RENEWAL
  8231. if (status->def_ele != ELE_WIND)
  8232. val2 = 0;
  8233. #endif
  8234. val3 = enchant_eff[i];
  8235. }
  8236. break;
  8237. case SC_DELUGE:
  8238. {
  8239. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  8240. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8241. uint8 i = max((val1-1)%5, 0);
  8242. val2 = deluge_eff[i]; // HP increase
  8243. #ifndef RENEWAL
  8244. if (status->def_ele != ELE_WATER)
  8245. val2 = 0;
  8246. #endif
  8247. val3 = enchant_eff[i];
  8248. }
  8249. break;
  8250. case SC_SUITON:
  8251. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  8252. // No penalties.
  8253. val2 = 0; // Agi penalty
  8254. val3 = 0; // Walk speed penalty
  8255. break;
  8256. }
  8257. val3 = 50;
  8258. val2 = 3*((val1+1)/3);
  8259. if (val1 > 4) val2--;
  8260. //Suiton is a special case, stop effect is forced and only happens when target enters it
  8261. if (!unit_blown_immune(bl, 0x1))
  8262. unit_stop_walking(bl, 9);
  8263. break;
  8264. case SC_ONEHAND:
  8265. case SC_TWOHANDQUICKEN:
  8266. val2 = 300;
  8267. if (val1 > 10) // For boss casted skills [Skotlex]
  8268. val2 += 20*(val1-10);
  8269. break;
  8270. case SC_MERC_QUICKEN:
  8271. val2 = 300;
  8272. break;
  8273. #ifndef RENEWAL_ASPD
  8274. case SC_SPEARQUICKEN:
  8275. val2 = 200+10*val1;
  8276. break;
  8277. #endif
  8278. case SC_DANCING:
  8279. // val1 : Skill ID + LV
  8280. // val2 : Skill Group of the Dance.
  8281. // val3 : Brings the skill_lv (merged into val1 here)
  8282. // val4 : Partner
  8283. if (val1 == CG_MOONLIT)
  8284. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  8285. val1|= (val3<<16);
  8286. val3 = tick/1000; // Tick duration
  8287. tick_time = 1000; // [GodLesZ] tick time
  8288. break;
  8289. case SC_LONGING:
  8290. val2 = 500-100*val1; // Aspd penalty.
  8291. break;
  8292. case SC_EXPLOSIONSPIRITS:
  8293. val2 = 75 + 25*val1; // Cri bonus
  8294. break;
  8295. case SC_ASPDPOTION0:
  8296. case SC_ASPDPOTION1:
  8297. case SC_ASPDPOTION2:
  8298. case SC_ASPDPOTION3:
  8299. val2 = 50*(2+type-SC_ASPDPOTION0);
  8300. break;
  8301. case SC_ATTHASTE_CASH:
  8302. val2 = 50*val1; // Just custom for pre-re
  8303. break;
  8304. case SC_NOCHAT:
  8305. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  8306. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  8307. // This is done this way because the message that the client displays is hardcoded, and only
  8308. // shows how many minutes are remaining. [Panikon]
  8309. tick = 60000;
  8310. val1 = battle_config.manner_system; // Mute filters.
  8311. if (sd) {
  8312. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8313. clif_updatestatus(sd,SP_MANNER);
  8314. }
  8315. break;
  8316. case SC_STONE:
  8317. val3 = max(val3, 100); // Incubation time
  8318. val4 = max(tick-val3, 100); // Petrify time
  8319. tick = val3;
  8320. calc_flag = 0; // Actual status changes take effect on petrified state.
  8321. break;
  8322. case SC_DPOISON:
  8323. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  8324. if (status->hp > status->max_hp>>2) {
  8325. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  8326. if (status->hp - diff < status->max_hp>>2)
  8327. diff = status->hp - (status->max_hp>>2);
  8328. status_zap(bl, diff, 0);
  8329. }
  8330. // Fall through
  8331. case SC_POISON:
  8332. case SC_BLEEDING:
  8333. case SC_BURNING:
  8334. case SC_TOXIN:
  8335. case SC_MAGICMUSHROOM:
  8336. case SC_LEECHESEND:
  8337. tick_time = status_get_sc_interval(type);
  8338. val4 = tick-tick_time; // Remaining time
  8339. break;
  8340. case SC_PYREXIA:
  8341. //Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  8342. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8343. tick_time = status_get_sc_interval(type);
  8344. val4 = tick-tick_time; // Remaining time
  8345. break;
  8346. case SC_CONFUSION:
  8347. if (!val4)
  8348. clif_emotion(bl,E_WHAT);
  8349. break;
  8350. case SC_S_LIFEPOTION:
  8351. case SC_L_LIFEPOTION:
  8352. if( val1 == 0 ) return 0;
  8353. // val1 = heal percent/amout
  8354. // val2 = seconds between heals
  8355. // val4 = total of heals
  8356. if( val2 < 1 ) val2 = 1;
  8357. if( (val4 = tick/(val2 * 1000)) < 1 )
  8358. val4 = 1;
  8359. tick_time = val2 * 1000; // [GodLesZ] tick time
  8360. break;
  8361. case SC_BOSSMAPINFO:
  8362. if( sd != NULL ) {
  8363. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  8364. if( boss_md == NULL || boss_md->bl.prev == NULL ) { // No MVP on this map - MVP is dead
  8365. clif_bossmapinfo(sd->fd, boss_md, 1);
  8366. return 0; // No need to start SC
  8367. }
  8368. val1 = boss_md->bl.id;
  8369. if( (val4 = tick/1000) < 1 )
  8370. val4 = 1;
  8371. tick_time = 1000; // [GodLesZ] tick time
  8372. }
  8373. break;
  8374. case SC_HIDING:
  8375. val2 = tick/1000;
  8376. tick_time = 1000; // [GodLesZ] tick time
  8377. val3 = 0; // Unused, previously speed adjustment
  8378. val4 = val1+3; // Seconds before SP substraction happen.
  8379. break;
  8380. case SC_CHASEWALK:
  8381. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  8382. val3 = 35 - 5 * val1; // Speed adjustment.
  8383. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  8384. val3 -= 40;
  8385. val4 = 10+val1*2; // SP cost.
  8386. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  8387. break;
  8388. case SC_CLOAKING:
  8389. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  8390. val1 = 10;
  8391. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  8392. tick = -1; // Duration sent to the client should be infinite
  8393. val3 = 0; // Unused, previously walk speed adjustment
  8394. // val4&1 signals the presence of a wall.
  8395. // val4&2 makes cloak not end on normal attacks [Skotlex]
  8396. // val4&4 makes cloak not end on using skills
  8397. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  8398. val4 |= battle_config.pc_cloak_check_type&7;
  8399. else
  8400. val4 |= battle_config.monster_cloak_check_type&7;
  8401. break;
  8402. case SC_SIGHT: /* splash status */
  8403. case SC_RUWACH:
  8404. case SC_SIGHTBLASTER:
  8405. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  8406. val2 = tick/20;
  8407. tick_time = 20; // [GodLesZ] tick time
  8408. break;
  8409. case SC_AUTOGUARD:
  8410. if( !(flag&SCSTART_NOAVOID) ) {
  8411. struct map_session_data *tsd;
  8412. int i;
  8413. for( i = val2 = 0; i < val1; i++) {
  8414. int t = 5-(i>>1);
  8415. val2 += (t < 0)? 1:t;
  8416. }
  8417. if( bl->type&(BL_PC|BL_MER) ) {
  8418. if( sd ) {
  8419. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8420. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8421. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8422. }
  8423. }
  8424. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8425. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8426. }
  8427. }
  8428. break;
  8429. case SC_DEFENDER:
  8430. if (!(flag&SCSTART_NOAVOID)) {
  8431. val2 = 5 + 15*val1; // Damage reduction
  8432. val3 = 0; // Unused, previously speed adjustment
  8433. val4 = 250 - 50*val1; // Aspd adjustment
  8434. if (sd) {
  8435. struct map_session_data *tsd;
  8436. int i;
  8437. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  8438. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  8439. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  8440. }
  8441. }
  8442. }
  8443. break;
  8444. case SC_TENSIONRELAX:
  8445. if (sd) {
  8446. pc_setsit(sd);
  8447. skill_sit(sd, 1);
  8448. clif_sitting(&sd->bl);
  8449. }
  8450. val2 = 12; // SP cost
  8451. tick_time = 10000; // Decrease at 10secs intervals.
  8452. val3 = tick / tick_time;
  8453. tick = -1; // Duration sent to the client should be infinite
  8454. break;
  8455. case SC_PARRYING:
  8456. val2 = 20 + val1*3; // Block Chance
  8457. break;
  8458. case SC_WINDWALK:
  8459. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  8460. break;
  8461. case SC_JOINTBEAT:
  8462. if( val2&BREAK_NECK )
  8463. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  8464. break;
  8465. case SC_BERSERK:
  8466. if( val3 == SC__BLOODYLUST )
  8467. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  8468. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  8469. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  8470. // HP healing is performing after the calc_status call.
  8471. // Val2 holds HP penalty
  8472. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8473. if (!val4) val4 = 10000; // Val4 holds damage interval
  8474. val3 = tick/val4; // val3 holds skill duration
  8475. tick_time = val4; // [GodLesZ] tick time
  8476. break;
  8477. case SC_GOSPEL:
  8478. if(val4 == BCT_SELF) { // Self effect
  8479. val2 = tick/10000;
  8480. tick_time = 10000; // [GodLesZ] tick time
  8481. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  8482. }
  8483. break;
  8484. case SC_MARIONETTE:
  8485. {
  8486. int stat;
  8487. val3 = 0;
  8488. val4 = 0;
  8489. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  8490. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  8491. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  8492. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  8493. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  8494. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  8495. break;
  8496. }
  8497. case SC_MARIONETTE2:
  8498. {
  8499. int stat,max_stat;
  8500. // Fetch caster information
  8501. struct block_list *pbl = map_id2bl(val1);
  8502. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  8503. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  8504. // Fetch target's stats
  8505. struct status_data* status2 = status_get_status_data(bl); // Battle status
  8506. if (!psce)
  8507. return 0;
  8508. val3 = 0;
  8509. val4 = 0;
  8510. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  8511. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  8512. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  8513. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  8514. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  8515. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  8516. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  8517. break;
  8518. }
  8519. case SC_SPIRIT:
  8520. //1st Transcendent Spirit works similar to Marionette Control
  8521. if(sd && val2 == SL_HIGH) {
  8522. int stat,max_stat;
  8523. // Fetch target's stats
  8524. struct status_data* status2 = status_get_status_data(bl); // Battle status
  8525. val3 = 0;
  8526. val4 = 0;
  8527. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  8528. stat = max(0, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  8529. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  8530. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  8531. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  8532. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  8533. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  8534. }
  8535. break;
  8536. case SC_REJECTSWORD:
  8537. val2 = 15*val1; // Reflect chance
  8538. val3 = 3; // Reflections
  8539. tick = -1;
  8540. break;
  8541. case SC_MEMORIZE:
  8542. val2 = 5; // Memorized casts.
  8543. tick = -1;
  8544. break;
  8545. case SC_GRAVITATION:
  8546. val2 = 50*val1; // aspd reduction
  8547. break;
  8548. case SC_REGENERATION:
  8549. if (val1 == 1)
  8550. val2 = 2;
  8551. else
  8552. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  8553. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  8554. // If val4 comes set, this blocks regen rather than increase it.
  8555. break;
  8556. case SC_DEVOTION:
  8557. {
  8558. struct block_list *d_bl;
  8559. struct status_change *d_sc;
  8560. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  8561. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  8562. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  8563. while( i >= 0 ) {
  8564. enum sc_type type2 = types[i];
  8565. if( d_sc->data[type2] )
  8566. 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);
  8567. i--;
  8568. }
  8569. }
  8570. break;
  8571. }
  8572. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  8573. status_zap(bl, status->hp-1, val2?0:status->sp);
  8574. return 1;
  8575. break;
  8576. case SC_TINDER_BREAKER2:
  8577. case SC_CLOSECONFINE2:
  8578. {
  8579. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  8580. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  8581. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  8582. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  8583. if (src2 && sc2) {
  8584. if (!sce2) // Start lock on caster.
  8585. sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
  8586. else { // Increase count of locked enemies and refresh time.
  8587. (sce2->val2)++;
  8588. delete_timer(sce2->timer, status_change_timer);
  8589. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
  8590. }
  8591. } else // Status failed.
  8592. return 0;
  8593. }
  8594. break;
  8595. case SC_KAITE:
  8596. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  8597. break;
  8598. case SC_KAUPE:
  8599. switch (val1) {
  8600. case 3: // 33*3 + 1 -> 100%
  8601. val2++;
  8602. case 1:
  8603. case 2: // 33, 66%
  8604. val2 += 33*val1;
  8605. val3 = 1; // Dodge 1 attack total.
  8606. break;
  8607. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  8608. val2 = 100;
  8609. val3 = val1-2;
  8610. break;
  8611. }
  8612. break;
  8613. case SC_COMBO:
  8614. {
  8615. // val1: Skill ID
  8616. // val2: When given, target (for autotargetting skills)
  8617. // val3: When set, this combo time should NOT delay attack/movement
  8618. // val3: If set to 2 this combo will delay ONLY attack
  8619. // val3: TK: Last used kick
  8620. // val4: TK: Combo time
  8621. struct unit_data *ud = unit_bl2ud(bl);
  8622. if ( ud && (!val3 || val3 == 2) ) {
  8623. tick += 300 * battle_config.combo_delay_rate/100;
  8624. ud->attackabletime = gettick()+tick;
  8625. if( !val3 )
  8626. unit_set_walkdelay(bl, gettick(), tick, 1);
  8627. }
  8628. val3 = 0;
  8629. val4 = tick;
  8630. break;
  8631. }
  8632. case SC_EARTHSCROLL:
  8633. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  8634. break;
  8635. case SC_RUN:
  8636. val4 = gettick(); // Store time at which you started running.
  8637. tick = -1;
  8638. break;
  8639. case SC_KAAHI:
  8640. val2 = 200*val1; // HP heal
  8641. val3 = 5*val1; // SP cost
  8642. break;
  8643. case SC_BLESSING:
  8644. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8645. val2 = val1;
  8646. else
  8647. val2 = 0; // 0 -> Half stat.
  8648. break;
  8649. case SC_TRICKDEAD:
  8650. if (vd) vd->dead_sit = 1;
  8651. tick = -1;
  8652. break;
  8653. case SC_CONCENTRATE:
  8654. val2 = 2 + val1;
  8655. if (sd) { // Store the card-bonus data that should not count in the %
  8656. val3 = sd->param_bonus[1]; // Agi
  8657. val4 = sd->param_bonus[4]; // Dex
  8658. } else
  8659. val3 = val4 = 0;
  8660. break;
  8661. case SC_MAXOVERTHRUST:
  8662. val2 = 20*val1; // Power increase
  8663. break;
  8664. case SC_OVERTHRUST:
  8665. case SC_ADRENALINE2:
  8666. case SC_ADRENALINE:
  8667. case SC_WEAPONPERFECTION:
  8668. {
  8669. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  8670. if (type == SC_OVERTHRUST) {
  8671. // val2 holds if it was casted on self, or is bonus received from others
  8672. val3 = (val2) ? 5 * val1 : 5; // Power increase
  8673. }
  8674. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  8675. val3 = (val2) ? 300 : 200; // Aspd increase
  8676. }
  8677. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  8678. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  8679. }
  8680. break;
  8681. case SC_CONCENTRATION:
  8682. val2 = 5*val1; // Batk/Watk Increase
  8683. val3 = 10*val1; // Hit Increase
  8684. val4 = 5*val1; // Def reduction
  8685. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  8686. break;
  8687. case SC_ANGELUS:
  8688. val2 = 5*val1; // def increase
  8689. break;
  8690. case SC_IMPOSITIO:
  8691. val2 = 5*val1; // Watk increase
  8692. break;
  8693. case SC_MELTDOWN:
  8694. val2 = 100*val1; // Chance to break weapon
  8695. val3 = 70*val1; // Change to break armor
  8696. break;
  8697. case SC_TRUESIGHT:
  8698. val2 = 10*val1; // Critical increase
  8699. val3 = 3*val1; // Hit increase
  8700. break;
  8701. case SC_SUN_COMFORT:
  8702. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  8703. break;
  8704. case SC_MOON_COMFORT:
  8705. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  8706. break;
  8707. case SC_STAR_COMFORT:
  8708. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  8709. break;
  8710. case SC_QUAGMIRE:
  8711. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  8712. break;
  8713. // gs_something1 [Vicious]
  8714. case SC_GATLINGFEVER:
  8715. val2 = 20*val1; // Aspd increase
  8716. #ifndef RENEWAL
  8717. val3 = 20+10*val1; // Atk increase
  8718. #endif
  8719. val4 = 5*val1; // Flee decrease
  8720. break;
  8721. case SC_FLING:
  8722. if (bl->type == BL_PC)
  8723. val2 = 0; // No armor reduction to players.
  8724. else
  8725. val2 = 5*val1; // Def reduction
  8726. val3 = 5*val1; // Def2 reduction
  8727. break;
  8728. case SC_PROVOKE:
  8729. // val2 signals autoprovoke.
  8730. val3 = 2+3*val1; // Atk increase
  8731. val4 = 5+5*val1; // Def reduction.
  8732. break;
  8733. case SC_AVOID:
  8734. // val2 = 10*val1; // Speed change rate.
  8735. break;
  8736. case SC_DEFENCE:
  8737. #ifdef RENEWAL
  8738. val2 = 5 + (val1 * 5); // Vit bonus
  8739. #else
  8740. val2 = 2*val1; // Def bonus
  8741. #endif
  8742. break;
  8743. case SC_BLOODLUST:
  8744. val2 = 20+10*val1; // Atk rate change.
  8745. val3 = 3*val1; // Leech chance
  8746. val4 = 20; // Leech percent
  8747. break;
  8748. case SC_FLEET:
  8749. val2 = 30*val1; // Aspd change
  8750. val3 = 5+5*val1; // bAtk/wAtk rate change
  8751. break;
  8752. case SC_MINDBREAKER:
  8753. val2 = 20*val1; // matk increase.
  8754. val3 = 12*val1; // mdef2 reduction.
  8755. break;
  8756. case SC_JAILED:
  8757. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  8758. tick = val1>0?1000:250;
  8759. if (sd) {
  8760. if (sd->mapindex != val2) {
  8761. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  8762. map_idx = sd->mapindex; // Current Map
  8763. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  8764. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  8765. // 2. Set restore point (val3 -> return map, val4 return coords
  8766. val3 = map_idx;
  8767. val4 = pos;
  8768. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  8769. val3 = sd->status.save_point.map;
  8770. val4 = (sd->status.save_point.x&0xFFFF)
  8771. |(sd->status.save_point.y<<16);
  8772. }
  8773. }
  8774. break;
  8775. case SC_UTSUSEMI:
  8776. val2=(val1+1)/2; // Number of hits blocked
  8777. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  8778. break;
  8779. case SC_BUNSINJYUTSU:
  8780. val2=(val1+1)/2; // Number of hits blocked
  8781. break;
  8782. case SC_CHANGE:
  8783. val2= 30*val1; // Vit increase
  8784. val3= 20*val1; // Int increase
  8785. break;
  8786. case SC_SWOO:
  8787. if(status_has_mode(status,MD_BOSS))
  8788. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  8789. break;
  8790. case SC_SPIDERWEB:
  8791. if( bl->type == BL_PC )
  8792. tick /= 2;
  8793. break;
  8794. case SC_ARMOR:
  8795. // NPC_DEFENDER:
  8796. val2 = 80; // Damage reduction
  8797. // Attack requirements to be blocked:
  8798. val3 = BF_LONG; // Range
  8799. val4 = BF_WEAPON|BF_MISC; // Type
  8800. break;
  8801. case SC_ENCHANTARMS:
  8802. // end previous enchants
  8803. skill_enchant_elemental_end(bl,type);
  8804. // Make sure the received element is valid.
  8805. if (val2 >= ELE_ALL)
  8806. val2 = val2%ELE_ALL;
  8807. else if (val2 < 0)
  8808. val2 = rnd()%ELE_ALL;
  8809. break;
  8810. case SC_CRITICALWOUND:
  8811. val2 = 20*val1; // Heal effectiveness decrease
  8812. break;
  8813. case SC_MAGICMIRROR:
  8814. // Level 1 ~ 5 & 6 ~ 10 has different duration
  8815. // Level 6 ~ 10 use effect of level 1 ~ 5
  8816. val1 = 1 + ((val1-1)%5);
  8817. case SC_SLOWCAST:
  8818. val2 = 20*val1; // Magic reflection/cast rate
  8819. break;
  8820. case SC_ARMORCHANGE:
  8821. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  8822. val2 =-20;
  8823. val3 = 20;
  8824. } else { // Boost def
  8825. val2 = 20;
  8826. val3 =-20;
  8827. }
  8828. // Level 1 ~ 5 & 6 ~ 10 has different duration
  8829. // Level 6 ~ 10 use effect of level 1 ~ 5
  8830. val1 = 1 + ((val1-1)%5);
  8831. val2 *= val1; // 20% per level
  8832. val3 *= val1;
  8833. break;
  8834. case SC_EXPBOOST:
  8835. case SC_JEXPBOOST:
  8836. case SC_JP_EVENT04:
  8837. if (val1 < 0)
  8838. val1 = 0;
  8839. break;
  8840. case SC_INCFLEE2:
  8841. case SC_INCCRI:
  8842. val2 = val1*10; // Actual boost (since 100% = 1000)
  8843. break;
  8844. case SC_SUFFRAGIUM:
  8845. val2 = 15 * val1; // Speed cast decrease
  8846. break;
  8847. case SC_INCHEALRATE:
  8848. if (val1 < 1)
  8849. val1 = 1;
  8850. break;
  8851. case SC_HALLUCINATION:
  8852. val2 = 5+val1; // Factor by which displayed damage is increased by
  8853. break;
  8854. case SC_DOUBLECAST:
  8855. val2 = 30+10*val1; // Trigger rate
  8856. break;
  8857. case SC_KAIZEL:
  8858. val2 = 10*val1; // % of life to be revived with
  8859. break;
  8860. // case SC_ARMOR_ELEMENT:
  8861. // case SC_ARMOR_RESIST:
  8862. // Mod your resistance against elements:
  8863. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  8864. // break;
  8865. // case ????:
  8866. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  8867. // associated, and yet are not wrong/unknown. [Skotlex]
  8868. // break;
  8869. case SC_MERC_FLEEUP:
  8870. case SC_MERC_ATKUP:
  8871. case SC_MERC_HITUP:
  8872. val2 = 15 * val1;
  8873. break;
  8874. case SC_MERC_HPUP:
  8875. case SC_MERC_SPUP:
  8876. val2 = 5 * val1;
  8877. break;
  8878. case SC_REBIRTH:
  8879. val2 = 20*val1; // % of life to be revived with
  8880. break;
  8881. case SC_MANU_DEF:
  8882. case SC_MANU_ATK:
  8883. case SC_MANU_MATK:
  8884. val2 = 1; // Manuk group
  8885. break;
  8886. case SC_SPL_DEF:
  8887. case SC_SPL_ATK:
  8888. case SC_SPL_MATK:
  8889. val2 = 2; // Splendide group
  8890. break;
  8891. /* General */
  8892. case SC_FEAR:
  8893. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8894. break;
  8895. /* Rune Knight */
  8896. case SC_DEATHBOUND:
  8897. val2 = 500 + 100 * val1;
  8898. break;
  8899. case SC_STONEHARDSKIN:
  8900. if( sd )
  8901. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  8902. break;
  8903. case SC_ABUNDANCE:
  8904. val4 = tick / 10000;
  8905. tick_time = 10000; // [GodLesZ] tick time
  8906. break;
  8907. case SC_GIANTGROWTH:
  8908. val2 = 15; // Triple damage success rate.
  8909. break;
  8910. /* Arch Bishop */
  8911. case SC_RENOVATIO:
  8912. val4 = tick / 5000;
  8913. tick_time = 5000;
  8914. break;
  8915. case SC_SECRAMENT:
  8916. val2 = 10 * val1;
  8917. break;
  8918. case SC_VENOMIMPRESS:
  8919. val2 = 10 * val1;
  8920. break;
  8921. case SC_WEAPONBLOCKING:
  8922. val2 = 10 + 2 * val1; // Chance
  8923. val4 = tick / 5000;
  8924. tick_time = 5000; // [GodLesZ] tick time
  8925. break;
  8926. case SC_OBLIVIONCURSE:
  8927. val4 = tick / 3000;
  8928. tick_time = 3000; // [GodLesZ] tick time
  8929. break;
  8930. case SC_CLOAKINGEXCEED:
  8931. val2 = (val1 + 1) / 2; // Hits
  8932. val3 = (val1 - 1) * 10; // Walk speed
  8933. if (bl->type == BL_PC)
  8934. val4 |= battle_config.pc_cloak_check_type&7;
  8935. else
  8936. val4 |= battle_config.monster_cloak_check_type&7;
  8937. tick_time = 1000; // [GodLesZ] tick time
  8938. break;
  8939. case SC_HALLUCINATIONWALK:
  8940. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  8941. val3 = 10 * val1; // Evasion rate of magical attacks.
  8942. break;
  8943. case SC_MARSHOFABYSS:
  8944. if( bl->type == BL_PC )
  8945. val2 = 3 * val1; // AGI and DEX Reduction
  8946. else // BL_MOB
  8947. val2 = 6 * val1; // AGI and DEX Reduction
  8948. val3 = 10 * val1; // Movement Speed Reduction
  8949. break;
  8950. case SC_FREEZE_SP:
  8951. // val2 = sp drain per 10 seconds
  8952. tick_time = 10000; // [GodLesZ] tick time
  8953. break;
  8954. case SC_SPHERE_1:
  8955. case SC_SPHERE_2:
  8956. case SC_SPHERE_3:
  8957. case SC_SPHERE_4:
  8958. case SC_SPHERE_5:
  8959. if( !sd )
  8960. return 0; // Should only work on players.
  8961. val4 = tick / 1000;
  8962. if( val4 < 1 )
  8963. val4 = 1;
  8964. tick_time = 1000; // [GodLesZ] tick time
  8965. break;
  8966. case SC_SHAPESHIFT:
  8967. switch( val1 ) {
  8968. case 1: val2 = ELE_FIRE; break;
  8969. case 2: val2 = ELE_EARTH; break;
  8970. case 3: val2 = ELE_WIND; break;
  8971. case 4: val2 = ELE_WATER; break;
  8972. }
  8973. break;
  8974. case SC_ELECTRICSHOCKER:
  8975. case SC_CRYSTALIZE:
  8976. val4 = tick / 1000;
  8977. if( val4 < 1 )
  8978. val4 = 1;
  8979. tick_time = 1000; // [GodLesZ] tick time
  8980. break;
  8981. case SC_MEIKYOUSISUI:
  8982. val2 = val1 * 2; // % HP each sec
  8983. val3 = val1; // % SP each sec
  8984. val4 = tick / 1000;
  8985. if( val4 < 1 )
  8986. val4 = 1;
  8987. tick_time = 1000;
  8988. break;
  8989. case SC_CAMOUFLAGE:
  8990. val4 = tick/1000;
  8991. tick_time = 1000; // [GodLesZ] tick time
  8992. break;
  8993. case SC_WUGDASH:
  8994. val4 = gettick(); // Store time at which you started running.
  8995. tick = -1;
  8996. break;
  8997. case SC__SHADOWFORM:
  8998. {
  8999. struct map_session_data * s_sd = map_id2sd(val2);
  9000. if( s_sd )
  9001. s_sd->shadowform_id = bl->id;
  9002. val4 = tick / 1000;
  9003. tick_time = 1000; // [GodLesZ] tick time
  9004. }
  9005. break;
  9006. case SC__STRIPACCESSORY:
  9007. if (!sd)
  9008. val2 = 20;
  9009. break;
  9010. case SC__INVISIBILITY:
  9011. val2 = 50 - 10 * val1; // ASPD
  9012. val3 = 20 * val1; // CRITICAL
  9013. val4 = tick / 1000;
  9014. tick = -1; // Duration sent to the client should be infinite
  9015. tick_time = 1000; // [GodLesZ] tick time
  9016. break;
  9017. case SC__ENERVATION:
  9018. val2 = 20 + 10 * val1; // ATK Reduction
  9019. if (sd) {
  9020. pc_delspiritball(sd,sd->spiritball,0);
  9021. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  9022. }
  9023. break;
  9024. case SC__GROOMY:
  9025. val2 = 20 + 10 * val1; // ASPD
  9026. val3 = 20 * val1; // HIT
  9027. if( sd ) { // Removes Animals
  9028. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9029. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9030. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  9031. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  9032. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  9033. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  9034. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  9035. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  9036. }
  9037. break;
  9038. case SC__LAZINESS:
  9039. val2 = 10 + 10 * val1; // Cast Increase
  9040. val3 = 10 * val1; // Flee Reduction
  9041. break;
  9042. case SC__UNLUCKY:
  9043. {
  9044. sc_type rand_eff;
  9045. switch(rnd() % 3) {
  9046. case 1: rand_eff = SC_BLIND; break;
  9047. case 2: rand_eff = SC_SILENCE; break;
  9048. default: rand_eff = SC_POISON; break;
  9049. }
  9050. val2 = 10 * val1; // Crit and Flee2 Reduction
  9051. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9052. break;
  9053. }
  9054. case SC__WEAKNESS:
  9055. val2 = 10 * val1;
  9056. // Bypasses coating protection and MADO
  9057. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  9058. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  9059. break;
  9060. case SC__FEINTBOMB:
  9061. val2 = 1; // -1 SP each iteration
  9062. val4 = tick / 1000;
  9063. tick_time = 1000;
  9064. val_flag |= 1|2;
  9065. break;
  9066. case SC_GN_CARTBOOST:
  9067. if( val1 < 3 )
  9068. val2 = 50;
  9069. else if( val1 > 2 && val1 < 5 )
  9070. val2 = 75;
  9071. else
  9072. val2 = 100;
  9073. break;
  9074. case SC_PROPERTYWALK:
  9075. val3 = 0;
  9076. break;
  9077. case SC_STRIKING:
  9078. // val2 = watk bonus already calc
  9079. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  9080. val4 = tick / 1000;
  9081. tick_time = 1000; // [GodLesZ] tick time
  9082. break;
  9083. case SC_BLOODSUCKER:
  9084. val4 = tick / 1000;
  9085. tick_time = 1000; // [GodLesZ] tick time
  9086. break;
  9087. case SC_SWINGDANCE:
  9088. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  9089. break;
  9090. case SC_SYMPHONYOFLOVER:
  9091. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  9092. break;
  9093. case SC_MOONLITSERENADE: // MATK Increase
  9094. case SC_RUSHWINDMILL: // ATK Increase
  9095. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  9096. break;
  9097. case SC_ECHOSONG:
  9098. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  9099. break;
  9100. case SC_HARMONIZE:
  9101. val2 = 5 + 5 * val1;
  9102. break;
  9103. case SC_VOICEOFSIREN:
  9104. val4 = tick / 2000;
  9105. tick_time = 2000; // [GodLesZ] tick time
  9106. break;
  9107. case SC_DEEPSLEEP:
  9108. val4 = tick / 2000;
  9109. tick_time = 2000; // [GodLesZ] tick time
  9110. break;
  9111. case SC_SIRCLEOFNATURE:
  9112. val2 = 40 * val1; // HP recovery
  9113. val3 = 4 * val1; // SP consume
  9114. val4 = tick / 1000;
  9115. tick_time = 1000; // [GodLesZ] tick time
  9116. break;
  9117. case SC_SONGOFMANA:
  9118. val3 = 10 + min(5 * val2, 35);
  9119. val4 = tick/5000;
  9120. tick_time = 5000; // [GodLesZ] tick time
  9121. break;
  9122. case SC_SATURDAYNIGHTFEVER:
  9123. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9124. if (!val4) val4 = 3000;
  9125. val3 = tick/val4;
  9126. tick_time = val4; // [GodLesZ] tick time
  9127. break;
  9128. case SC_GLOOMYDAY:
  9129. val2 = 20 + 5 * val1; // Flee reduction.
  9130. val3 = 15 + 5 * val1; // ASPD reduction.
  9131. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  9132. val4 = 1; // Reduce walk speed by half.
  9133. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9134. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9135. }
  9136. break;
  9137. case SC_GLOOMYDAY_SK:
  9138. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  9139. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  9140. break;
  9141. case SC_SITDOWN_FORCE:
  9142. case SC_BANANA_BOMB_SITDOWN:
  9143. if( sd && !pc_issit(sd) ) {
  9144. pc_setsit(sd);
  9145. skill_sit(sd, 1);
  9146. clif_sitting(bl);
  9147. }
  9148. break;
  9149. case SC_DANCEWITHWUG:
  9150. val3 = 5 + 5 * val2; // ASPD Increase
  9151. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  9152. break;
  9153. case SC_LERADSDEW:
  9154. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  9155. break;
  9156. case SC_MELODYOFSINK:
  9157. val3 = val1 * val2; // INT Reduction.
  9158. val4 = tick/1000;
  9159. tick_time = 1000;
  9160. break;
  9161. case SC_BEYONDOFWARCRY:
  9162. val3 = val1 * val2; // STR and CRIT Reduction
  9163. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  9164. break;
  9165. case SC_UNLIMITEDHUMMINGVOICE:
  9166. {
  9167. struct unit_data *ud = unit_bl2ud(bl);
  9168. if( ud == NULL ) return 0;
  9169. ud->state.skillcastcancel = 0;
  9170. val3 = 15 - min(3 * val2, 15);
  9171. }
  9172. break;
  9173. case SC_REFLECTDAMAGE:
  9174. val2 = 15 + 5 * val1; // Reflect amount
  9175. val3 = val1*5 + 25; // Number of reflects
  9176. val4 = tick/1000; // Number of SP cycles (duration)
  9177. tick_time = 1000; // [GodLesZ] tick time
  9178. break;
  9179. case SC_FORCEOFVANGUARD:
  9180. val2 = 8 + 12 * val1; // Chance
  9181. val3 = 5 + 2 * val1; // Max rage counters
  9182. tick = -1; // Endless duration in the client
  9183. tick_time = 10000; // [GodLesZ] tick time
  9184. break;
  9185. case SC_EXEEDBREAK:
  9186. val2 = 150 * val1;
  9187. if (sd) { // Players
  9188. short index = sd->equip_index[EQI_HAND_R];
  9189. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  9190. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  9191. } else // Monster
  9192. val2 += 750;
  9193. break;
  9194. case SC_PRESTIGE:
  9195. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  9196. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  9197. break;
  9198. case SC_BANDING:
  9199. tick_time = 5000; // [GodLesZ] tick time
  9200. break;
  9201. case SC_MAGNETICFIELD:
  9202. val3 = tick / 1000;
  9203. tick_time = 1000; // [GodLesZ] tick time
  9204. break;
  9205. case SC_INSPIRATION:
  9206. val2 = (sd?sd->status.job_level:50);
  9207. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  9208. val4 = tick / 5000;
  9209. tick_time = 5000; // [GodLesZ] tick time
  9210. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
  9211. break;
  9212. case SC_CRESCENTELBOW:
  9213. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  9214. break;
  9215. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  9216. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  9217. break;
  9218. case SC_RAISINGDRAGON:
  9219. val3 = tick / 5000;
  9220. tick_time = 5000; // [GodLesZ] tick time
  9221. break;
  9222. case SC_GT_ENERGYGAIN:
  9223. val2 = 10 + 5 * val1; // Sphere gain chance.
  9224. break;
  9225. case SC_GT_CHANGE:
  9226. { // Take note there is no def increase as skill desc says. [malufett]
  9227. int stat = status_get_int(src);
  9228. if (stat <= 0)
  9229. stat = 1; // Prevent divide by zero.
  9230. 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]
  9231. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  9232. val4 = 200 / stat * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  9233. }
  9234. break;
  9235. case SC_GT_REVITALIZE:
  9236. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  9237. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  9238. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  9239. // The stat def is not shown in the status window and it is processed differently
  9240. val4 = status_get_vit(src) / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  9241. break;
  9242. case SC_PYROTECHNIC_OPTION:
  9243. val2 = 60; // Eatk Renewal (Atk2)
  9244. break;
  9245. case SC_HEATER_OPTION:
  9246. val2 = 120; // Eatk Renewal (Atk2)
  9247. val3 = ELE_FIRE; // Change into fire element.
  9248. break;
  9249. case SC_TROPIC_OPTION:
  9250. val2 = 180; // Eatk Renewal (Atk2)
  9251. val3 = MG_FIREBOLT;
  9252. break;
  9253. case SC_AQUAPLAY_OPTION:
  9254. val2 = 40;
  9255. break;
  9256. case SC_COOLER_OPTION:
  9257. val2 = 80;
  9258. val3 = ELE_WATER; // Change into water element.
  9259. break;
  9260. case SC_CHILLY_AIR_OPTION:
  9261. val2 = 120; // Matk. Renewal (Matk1)
  9262. val3 = MG_COLDBOLT;
  9263. break;
  9264. case SC_WIND_STEP_OPTION:
  9265. val2 = 50; // % Increase speed and flee.
  9266. break;
  9267. case SC_BLAST_OPTION:
  9268. val2 = 20;
  9269. val3 = ELE_WIND; // Change into wind element.
  9270. break;
  9271. case SC_WILD_STORM_OPTION:
  9272. val2 = MG_LIGHTNINGBOLT;
  9273. break;
  9274. case SC_PETROLOGY_OPTION:
  9275. val2 = 5; //HP Rate bonus
  9276. val3 = 50;
  9277. break;
  9278. case SC_SOLID_SKIN_OPTION:
  9279. val2 = 33; //% Increase DEF
  9280. break;
  9281. case SC_CURSED_SOIL_OPTION:
  9282. val2 = 10; //HP rate bonus
  9283. val3 = ELE_EARTH; // Change into earth element.
  9284. break;
  9285. case SC_UPHEAVAL_OPTION:
  9286. val2 = 15; //HP rate bonus
  9287. val3 = WZ_EARTHSPIKE;
  9288. break;
  9289. case SC_CIRCLE_OF_FIRE_OPTION:
  9290. val2 = 300;
  9291. break;
  9292. case SC_WATER_SCREEN_OPTION:
  9293. tick_time = 10000;
  9294. break;
  9295. case SC_FIRE_CLOAK_OPTION:
  9296. case SC_WATER_DROP_OPTION:
  9297. case SC_WIND_CURTAIN_OPTION:
  9298. case SC_STONE_SHIELD_OPTION:
  9299. val2 = 100; // Elemental modifier.
  9300. break;
  9301. case SC_TROPIC:
  9302. case SC_CHILLY_AIR:
  9303. case SC_WILD_STORM:
  9304. case SC_UPHEAVAL:
  9305. val2 += 10;
  9306. case SC_HEATER:
  9307. case SC_COOLER:
  9308. case SC_BLAST:
  9309. case SC_CURSED_SOIL:
  9310. val2 += 10;
  9311. case SC_PYROTECHNIC:
  9312. case SC_AQUAPLAY:
  9313. case SC_GUST:
  9314. case SC_PETROLOGY:
  9315. val2 += 5;
  9316. val3 += 9000;
  9317. case SC_CIRCLE_OF_FIRE:
  9318. case SC_FIRE_CLOAK:
  9319. case SC_WATER_DROP:
  9320. case SC_WATER_SCREEN:
  9321. case SC_WIND_CURTAIN:
  9322. case SC_WIND_STEP:
  9323. case SC_STONE_SHIELD:
  9324. case SC_SOLID_SKIN:
  9325. val2 += 5;
  9326. val3 += 1000;
  9327. tick_time = val3; // [GodLesZ] tick time
  9328. break;
  9329. case SC_WATER_BARRIER:
  9330. val2 = 30; // Reductions. Atk2 and Flee1
  9331. break;
  9332. case SC_ZEPHYR:
  9333. val2 = 25; // Flee.
  9334. break;
  9335. case SC_TIDAL_WEAPON:
  9336. val2 = 20; // Increase Elemental's attack.
  9337. break;
  9338. case SC_ROCK_CRUSHER:
  9339. case SC_ROCK_CRUSHER_ATK:
  9340. case SC_POWER_OF_GAIA:
  9341. val2 = 33; //Def rate bonus/Speed rate reduction
  9342. val3 = 20; //HP rate bonus
  9343. break;
  9344. case SC_TEARGAS:
  9345. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  9346. val4 = tick / 2000;
  9347. tick_time = 2000;
  9348. break;
  9349. case SC_TEARGAS_SOB:
  9350. val4 = tick / 3000;
  9351. tick_time = 3000;
  9352. break;
  9353. case SC_STOMACHACHE:
  9354. val2 = 8; // SP consume.
  9355. val4 = tick / 10000;
  9356. tick_time = 10000; // [GodLesZ] tick time
  9357. break;
  9358. case SC_PROMOTE_HEALTH_RESERCH:
  9359. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9360. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9361. //val3: BaseLV of Thrower For Thrown Potions
  9362. //val4: MaxHP Increase By Fixed Amount
  9363. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9364. val4 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  9365. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9366. val4 = 1000 * val2 - 500 + val3 * 10 / 3;
  9367. if (val4 <= 0) // Prevents a negeative value from happening
  9368. val4 = 0;
  9369. break;
  9370. case SC_ENERGY_DRINK_RESERCH:
  9371. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9372. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9373. //val3: BaseLV of Thrower For Thrown Potions
  9374. //val4: MaxSP Increase By Percentage Amount
  9375. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9376. val4 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  9377. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9378. val4 = val3 / 10 + 5 * val2 - 10;
  9379. if (val4 <= 0) // Prevents a negeative value from happening
  9380. val4 = 0;
  9381. break;
  9382. case SC_KYOUGAKU:
  9383. val2 = 2*val1 + rnd()%val1;
  9384. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  9385. break;
  9386. case SC_KAGEMUSYA:
  9387. val3 = val1 * 2;
  9388. case SC_IZAYOI:
  9389. val2 = tick/1000;
  9390. if( type == SC_IZAYOI )
  9391. tick = -1; // Duration sent to the client should be infinite
  9392. tick_time = 1000;
  9393. break;
  9394. case SC_ZANGETSU:
  9395. if( status_get_hp(bl) % 2 == 0 )
  9396. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  9397. else
  9398. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  9399. if( status_get_sp(bl) % 2 == 0 )
  9400. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  9401. else
  9402. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  9403. break;
  9404. case SC_GENSOU:
  9405. {
  9406. int hp = status_get_hp(bl), lv = 5;
  9407. short per = 100 / (status_get_max_hp(bl) / hp);
  9408. if( per <= 15 )
  9409. lv = 1;
  9410. else if( per <= 30 )
  9411. lv = 2;
  9412. else if( per <= 50 )
  9413. lv = 3;
  9414. else if( per <= 75 )
  9415. lv = 4;
  9416. if( hp % 2 == 0)
  9417. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  9418. else
  9419. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  9420. }
  9421. break;
  9422. case SC_ANGRIFFS_MODUS:
  9423. val2 = 50 + 20 * val1; // atk bonus
  9424. val3 = 40 + 20 * val1; // Flee reduction.
  9425. val4 = tick/1000; // hp/sp reduction timer
  9426. tick_time = 1000;
  9427. break;
  9428. case SC_GOLDENE_FERSE:
  9429. val2 = 10 + 10*val1; // flee bonus
  9430. val3 = 6 + 4 * val1; // Aspd Bonus
  9431. val4 = 2 + 2 * val1; // Chance of holy attack
  9432. break;
  9433. case SC_OVERED_BOOST:
  9434. val2 = 300 + 40*val1; // flee bonus
  9435. val3 = 179 + 2*val1; // aspd bonus
  9436. val4 = 50; // def reduc %
  9437. break;
  9438. case SC_GRANITIC_ARMOR:
  9439. val2 = 2*val1; // dmg reduction
  9440. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  9441. val4 = 5*val1; // unknow formula
  9442. break;
  9443. case SC_MAGMA_FLOW:
  9444. val2 = 3*val1; // Activation chance
  9445. break;
  9446. case SC_PYROCLASTIC:
  9447. val2 += 10*val1; // atk bonus
  9448. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  9449. break;
  9450. case SC_PARALYSIS: // [Lighta] need real info
  9451. val2 = 2*val1; // def reduction
  9452. val3 = 500*val1; // varcast augmentation
  9453. break;
  9454. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  9455. val2 = 20 * val1; // hp reco on death %
  9456. break;
  9457. case SC_PAIN_KILLER: // Yommy leak need confirm
  9458. val2 = 10 * val1; // aspd reduction %
  9459. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  9460. if(sc->data[SC_PARALYSIS])
  9461. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  9462. break;
  9463. case SC_STYLE_CHANGE:
  9464. tick = -1; // Infinite duration
  9465. break;
  9466. case SC_CBC:
  9467. val3 = 10; // Drain sp % dmg
  9468. val4 = tick/1000; // dmg each sec
  9469. tick = 1000;
  9470. break;
  9471. case SC_EQC:
  9472. val2 = 5 * val1; // def % reduc
  9473. val3 = 5 * val1; // atk % reduc
  9474. val4 = 2 * val1; // HP drain %
  9475. sc_start2(src, bl,SC_STUN,100,val1,bl->id,(1000*status_get_lv(src))/50+500*val1);
  9476. break;
  9477. case SC_ASH:
  9478. val2 = 0; // hit % reduc
  9479. val3 = 0; // def % reduc
  9480. val4 = 0; // atk flee & reduc
  9481. if (!status_bl_has_mode(bl,MD_BOSS)) {
  9482. val2 = 50;
  9483. if (status_get_race(bl) == RC_PLANT) // plant type
  9484. val3 = 50;
  9485. if (status_get_element(bl) == ELE_WATER) // defense water type
  9486. val4 = 50;
  9487. }
  9488. break;
  9489. case SC_FULL_THROTTLE:
  9490. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  9491. val3 = 20; //+% AllStats
  9492. tick_time = 1000;
  9493. val4 = tick / tick_time;
  9494. tick = -1;
  9495. break;
  9496. case SC_REBOUND:
  9497. tick_time = 2000;
  9498. val4 = tick / tick_time;
  9499. clif_emotion(bl, E_SWT);
  9500. break;
  9501. case SC_KINGS_GRACE:
  9502. val2 = 3 + val1; //HP Recover rate
  9503. tick_time = 1000;
  9504. val4 = tick / tick_time;
  9505. break;
  9506. case SC_TELEKINESIS_INTENSE:
  9507. val2 = 10 * val1; // sp consum / casttime reduc %
  9508. val3 = 40 * val1; // magic dmg bonus
  9509. break;
  9510. case SC_OFFERTORIUM:
  9511. val2 = 30 * val1; // heal power bonus
  9512. val3 = 100 + 20 * val1; // sp cost inc
  9513. break;
  9514. case SC_FRIGG_SONG:
  9515. val2 = 5 * val1; // maxhp bonus
  9516. val3 = 80 + 20 * val1; // healing
  9517. tick_time = 1000;
  9518. val4 = tick / tick_time;
  9519. break;
  9520. case SC_FLASHCOMBO:
  9521. val2 = 20 * val1 + 20; // atk bonus
  9522. break;
  9523. case SC_DARKCROW:
  9524. val2 = 30 * val1;
  9525. break;
  9526. case SC_UNLIMIT:
  9527. val2 = 50 * val1;
  9528. status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  9529. status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  9530. break;
  9531. case SC_MONSTER_TRANSFORM:
  9532. if( !mobdb_checkid(val1) )
  9533. val1 = MOBID_PORING; // Default poring
  9534. break;
  9535. case SC_APPLEIDUN:
  9536. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  9537. if (sd)
  9538. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9539. break;
  9540. case SC_EPICLESIS:
  9541. val2 = 5 * val1; //HP rate bonus
  9542. break;
  9543. case SC_ILLUSIONDOPING:
  9544. val2 = 50; // -Hit
  9545. break;
  9546. case SC_STEALTHFIELD:
  9547. tick_time = tick;
  9548. tick = -1;
  9549. break;
  9550. case SC_STEALTHFIELD_MASTER:
  9551. tick_time = val3 = 2000 + 1000 * val1;
  9552. val4 = tick / tick_time;
  9553. break;
  9554. case SC_VACUUM_EXTREME:
  9555. // Suck target at n second, only if the n second is lower than the duration
  9556. // Doesn't apply to BL_PC
  9557. if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status_has_mode(status,MD_CANMOVE)) {
  9558. tick_time = val4;
  9559. val4 = tick - tick_time;
  9560. }
  9561. else
  9562. val4 = 0;
  9563. break;
  9564. case SC_NEUTRALBARRIER:
  9565. val2 = 10 + val1 * 5; // Def
  9566. val3 = 10 + val1 * 5; // Mdef
  9567. break;
  9568. /* Rebellion */
  9569. case SC_B_TRAP:
  9570. val2 = src->id;
  9571. val3 = val1 * 25; // -movespeed (custom)
  9572. break;
  9573. case SC_C_MARKER:
  9574. // val1 = skill_lv
  9575. // val2 = src_id
  9576. val3 = 10; // -10 flee
  9577. //Start timer to send mark on mini map
  9578. val4 = tick/1000;
  9579. tick_time = 1000; // Sends every 1 seconds
  9580. break;
  9581. case SC_H_MINE:
  9582. val2 = src->id;
  9583. break;
  9584. case SC_HEAT_BARREL:
  9585. //kRO Update 2014-02-26
  9586. {
  9587. uint8 n = 10;
  9588. if (sd)
  9589. n = (uint8)sd->spiritball_old;
  9590. val2 = val1 * 5; // -fixed casttime (custom)
  9591. val3 = val1 * n / 5; // +aspd (custom)
  9592. val4 = 75 - val1 * 5; // -flee
  9593. }
  9594. break;
  9595. case SC_P_ALTER:
  9596. {
  9597. uint8 n = 10;
  9598. if (sd)
  9599. n = (uint8)sd->spiritball_old;
  9600. val2 = val1 * n * 2; // +atk (custom)
  9601. val3 = val1 * 15; // +def (custom)
  9602. }
  9603. break;
  9604. case SC_E_CHAIN:
  9605. val2 = 10;
  9606. if (sd)
  9607. val2 = sd->spiritball_old;
  9608. break;
  9609. case SC_ANTI_M_BLAST:
  9610. val2 = val1 * 10;
  9611. if (bl->type != BL_PC)
  9612. val2 /= 5; //(custom) //kRO update 2012-02-12, reduce the rate for Non-Player target [Cydh]
  9613. break;
  9614. case SC_CATNIPPOWDER:
  9615. val2 = 50; // WATK%, MATK%
  9616. val3 = 25 * val1; // Move speed reduction
  9617. break;
  9618. case SC_BITESCAR:
  9619. val2 = 2 * val1; // MHP% damage
  9620. val4 = tick / 1000;
  9621. tick_time = 1000;
  9622. break;
  9623. case SC_ARCLOUSEDASH:
  9624. val2 = 15 + 5 * val1; // AGI
  9625. val3 = 25; // Move speed increase
  9626. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  9627. val4 = 10; // Ranged ATK increase
  9628. break;
  9629. case SC_SHRIMP:
  9630. val2 = 10; // BATK%, MATK%
  9631. break;
  9632. case SC_FRESHSHRIMP:
  9633. val4 = tick / (10000 - ((val1 - 1) * 1000));
  9634. tick_time = 10000 - ((val1 - 1) * 1000);
  9635. if (val4 <= 0) // Prevents a negeative value from happening
  9636. val4 = 0;
  9637. break;
  9638. case SC_TUNAPARTY:
  9639. val2 = (status->max_hp * (val1 * 10) / 100); // %Max HP to absorb
  9640. //val3 = 6 + val1; // Hits !TODO: Does it have hits too?
  9641. break;
  9642. default:
  9643. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == SI_BLANK ) {
  9644. // Status change with no calc, no icon, and no skill associated...?
  9645. ShowError("UnknownStatusChange [%d]\n", type);
  9646. return 0;
  9647. }
  9648. } else // Special considerations when loading SC data.
  9649. switch( type ) {
  9650. case SC_WEDDING:
  9651. case SC_XMAS:
  9652. case SC_SUMMER:
  9653. case SC_HANBOK:
  9654. case SC_OKTOBERFEST:
  9655. if( !vd )
  9656. break;
  9657. clif_changelook(bl,LOOK_BASE,vd->class_);
  9658. clif_changelook(bl,LOOK_WEAPON,0);
  9659. clif_changelook(bl,LOOK_SHIELD,0);
  9660. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  9661. clif_changelook(bl,LOOK_BODY2,0);
  9662. break;
  9663. case SC_STONE:
  9664. if (val3 > 0)
  9665. break; //Incubation time still active
  9666. //Fall through
  9667. case SC_POISON:
  9668. case SC_DPOISON:
  9669. case SC_BLEEDING:
  9670. case SC_BURNING:
  9671. case SC_TOXIN:
  9672. case SC_MAGICMUSHROOM:
  9673. case SC_PYREXIA:
  9674. case SC_LEECHESEND:
  9675. tick_time = tick;
  9676. tick = tick_time + max(val4,0);
  9677. break;
  9678. }
  9679. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  9680. switch(type) {
  9681. // Start |1 val_flag setting
  9682. case SC_ROLLINGCUTTER:
  9683. case SC_BANDING:
  9684. case SC_SPHERE_1:
  9685. case SC_SPHERE_2:
  9686. case SC_SPHERE_3:
  9687. case SC_SPHERE_4:
  9688. case SC_SPHERE_5:
  9689. case SC_LIGHTNINGWALK:
  9690. case SC_MONSTER_TRANSFORM:
  9691. case SC_EXPBOOST:
  9692. case SC_JEXPBOOST:
  9693. case SC_ITEMBOOST:
  9694. case SC_JP_EVENT04:
  9695. val_flag |= 1;
  9696. break;
  9697. // Start |1|2 val_flag setting
  9698. case SC_FIGHTINGSPIRIT:
  9699. case SC_VENOMIMPRESS:
  9700. case SC_WEAPONBLOCKING:
  9701. case SC__INVISIBILITY:
  9702. case SC__ENERVATION:
  9703. case SC__WEAKNESS:
  9704. case SC_PROPERTYWALK:
  9705. case SC_PRESTIGE:
  9706. case SC_SHIELDSPELL_DEF:
  9707. case SC_SHIELDSPELL_MDEF:
  9708. case SC_SHIELDSPELL_REF:
  9709. case SC_CRESCENTELBOW:
  9710. case SC_CHILLY_AIR_OPTION:
  9711. case SC_GUST_OPTION:
  9712. case SC_WILD_STORM_OPTION:
  9713. case SC_UPHEAVAL_OPTION:
  9714. case SC_CIRCLE_OF_FIRE_OPTION:
  9715. val_flag |= 1|2;
  9716. break;
  9717. // Start |1|2|4 val_flag setting
  9718. case SC_POISONINGWEAPON:
  9719. case SC_CLOAKINGEXCEED:
  9720. case SC_HALLUCINATIONWALK:
  9721. case SC__SHADOWFORM:
  9722. case SC__GROOMY:
  9723. case SC__LAZINESS:
  9724. case SC__UNLUCKY:
  9725. case SC_FORCEOFVANGUARD:
  9726. case SC_SPELLFIST:
  9727. case SC_CURSEDCIRCLE_ATKER:
  9728. case SC_PYROTECHNIC_OPTION:
  9729. case SC_HEATER_OPTION:
  9730. case SC_AQUAPLAY_OPTION:
  9731. case SC_COOLER_OPTION:
  9732. case SC_BLAST_OPTION:
  9733. case SC_PETROLOGY_OPTION:
  9734. case SC_CURSED_SOIL_OPTION:
  9735. case SC_WATER_BARRIER:
  9736. val_flag |= 1|2|4;
  9737. break;
  9738. }
  9739. /* [Ind] */
  9740. if (sd && StatusDisplayType[type]) {
  9741. int dval1 = 0, dval2 = 0, dval3 = 0;
  9742. switch (type) {
  9743. case SC_ALL_RIDING:
  9744. dval1 = 1;
  9745. break;
  9746. default: /* All others: just copy val1 */
  9747. dval1 = val1;
  9748. break;
  9749. }
  9750. status_display_add(sd,type,dval1,dval2,dval3);
  9751. }
  9752. // Those that make you stop attacking/walking....
  9753. switch (type) {
  9754. case SC_WHITEIMPRISON:
  9755. case SC_DEEPSLEEP:
  9756. case SC_CRYSTALIZE:
  9757. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  9758. pc_setstand(sd, true);
  9759. case SC_FREEZE:
  9760. case SC_STUN:
  9761. if (sc->data[SC_DANCING])
  9762. unit_stop_walking(bl, 1);
  9763. case SC_TRICKDEAD:
  9764. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  9765. case SC_SLEEP:
  9766. case SC_STONE:
  9767. // Cancel cast when get status [LuzZza]
  9768. if (battle_config.sc_castcancel&bl->type)
  9769. unit_skillcastcancel(bl, 0);
  9770. // Fall through
  9771. case SC_CURSEDCIRCLE_ATKER:
  9772. case SC_KINGS_GRACE:
  9773. unit_stop_attack(bl);
  9774. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  9775. break;
  9776. // Fall through
  9777. case SC_STOP:
  9778. case SC_CONFUSION:
  9779. case SC_CLOSECONFINE:
  9780. case SC_CLOSECONFINE2:
  9781. case SC_TINDER_BREAKER:
  9782. case SC_TINDER_BREAKER2:
  9783. case SC_BITE:
  9784. case SC_THORNSTRAP:
  9785. case SC_MEIKYOUSISUI:
  9786. case SC_KYOUGAKU:
  9787. case SC_PARALYSIS:
  9788. //case SC__CHAOS:
  9789. case SC_SV_ROOTTWIST:
  9790. unit_stop_walking(bl,1);
  9791. break;
  9792. case SC_CURSEDCIRCLE_TARGET:
  9793. unit_stop_attack(bl);
  9794. // Fall through
  9795. case SC_ANKLE:
  9796. case SC_SPIDERWEB:
  9797. case SC_ELECTRICSHOCKER:
  9798. case SC_MAGNETICFIELD:
  9799. case SC_NETHERWORLD:
  9800. if (!unit_blown_immune(bl,0x1))
  9801. unit_stop_walking(bl,1);
  9802. break;
  9803. case SC__MANHOLE:
  9804. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  9805. unit_stop_walking(bl,1);
  9806. break;
  9807. case SC_VACUUM_EXTREME:
  9808. if (bl->type != BL_PC && !unit_blown_immune(bl,0x1)) {
  9809. unit_stop_walking(bl,1);
  9810. unit_stop_attack(bl);
  9811. }
  9812. break;
  9813. case SC_HIDING:
  9814. case SC_CLOAKING:
  9815. case SC_CLOAKINGEXCEED:
  9816. case SC__FEINTBOMB:
  9817. case SC_CHASEWALK:
  9818. case SC_WEIGHT90:
  9819. case SC_CAMOUFLAGE:
  9820. case SC_STEALTHFIELD:
  9821. case SC_VOICEOFSIREN:
  9822. case SC_HEAT_BARREL_AFTER:
  9823. case SC_WEDDING:
  9824. case SC_XMAS:
  9825. case SC_SUMMER:
  9826. case SC_HANBOK:
  9827. case SC_OKTOBERFEST:
  9828. case SC_SUHIDE:
  9829. unit_stop_attack(bl);
  9830. break;
  9831. case SC_SILENCE:
  9832. if (battle_config.sc_castcancel&bl->type)
  9833. unit_skillcastcancel(bl, 0);
  9834. break;
  9835. case SC_ITEMSCRIPT: // Shows Buff Icons
  9836. if (sd && val2 != SI_BLANK)
  9837. clif_status_change(bl, (enum si_type)val2, 1, tick, 0, 0, 0);
  9838. break;
  9839. }
  9840. // Set option as needed.
  9841. opt_flag = 1;
  9842. switch(type) {
  9843. // OPT1
  9844. case SC_STONE:
  9845. if (val3 > 0)
  9846. sc->opt1 = OPT1_STONEWAIT;
  9847. else
  9848. sc->opt1 = OPT1_STONE;
  9849. break;
  9850. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  9851. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  9852. case SC_DEEPSLEEP: opt_flag = 0;
  9853. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  9854. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  9855. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  9856. case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
  9857. // OPT2
  9858. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  9859. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  9860. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  9861. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  9862. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  9863. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  9864. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  9865. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  9866. // OPT3
  9867. case SC_TWOHANDQUICKEN:
  9868. case SC_ONEHAND:
  9869. case SC_SPEARQUICKEN:
  9870. case SC_CONCENTRATION:
  9871. case SC_MERC_QUICKEN:
  9872. sc->opt3 |= OPT3_QUICKEN;
  9873. opt_flag = 0;
  9874. break;
  9875. case SC_MAXOVERTHRUST:
  9876. case SC_OVERTHRUST:
  9877. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  9878. sc->opt3 |= OPT3_OVERTHRUST;
  9879. opt_flag = 0;
  9880. break;
  9881. case SC_ENERGYCOAT:
  9882. case SC_SKE:
  9883. sc->opt3 |= OPT3_ENERGYCOAT;
  9884. opt_flag = 0;
  9885. break;
  9886. case SC_INCATKRATE:
  9887. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  9888. if (bl->type != BL_MOB) {
  9889. opt_flag = 0;
  9890. break;
  9891. }
  9892. case SC_EXPLOSIONSPIRITS:
  9893. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  9894. opt_flag = 0;
  9895. break;
  9896. case SC_STEELBODY:
  9897. case SC_SKA:
  9898. sc->opt3 |= OPT3_STEELBODY;
  9899. opt_flag = 0;
  9900. break;
  9901. case SC_BLADESTOP:
  9902. sc->opt3 |= OPT3_BLADESTOP;
  9903. opt_flag = 0;
  9904. break;
  9905. case SC_AURABLADE:
  9906. sc->opt3 |= OPT3_AURABLADE;
  9907. opt_flag = 0;
  9908. break;
  9909. case SC_BERSERK:
  9910. opt_flag = 0;
  9911. sc->opt3 |= OPT3_BERSERK;
  9912. break;
  9913. // case ???: // doesn't seem to do anything
  9914. // sc->opt3 |= OPT3_LIGHTBLADE;
  9915. // opt_flag = 0;
  9916. // break;
  9917. case SC_DANCING:
  9918. if ((val1&0xFFFF) == CG_MOONLIT)
  9919. sc->opt3 |= OPT3_MOONLIT;
  9920. opt_flag = 0;
  9921. break;
  9922. case SC_MARIONETTE:
  9923. case SC_MARIONETTE2:
  9924. sc->opt3 |= OPT3_MARIONETTE;
  9925. opt_flag = 0;
  9926. break;
  9927. case SC_ASSUMPTIO:
  9928. sc->opt3 |= OPT3_ASSUMPTIO;
  9929. opt_flag = 0;
  9930. break;
  9931. case SC_WARM: // SG skills [Komurka]
  9932. sc->opt3 |= OPT3_WARM;
  9933. opt_flag = 0;
  9934. break;
  9935. case SC_KAITE:
  9936. sc->opt3 |= OPT3_KAITE;
  9937. opt_flag = 0;
  9938. break;
  9939. case SC_BUNSINJYUTSU:
  9940. sc->opt3 |= OPT3_BUNSIN;
  9941. opt_flag = 0;
  9942. break;
  9943. case SC_SPIRIT:
  9944. sc->opt3 |= OPT3_SOULLINK;
  9945. opt_flag = 0;
  9946. break;
  9947. case SC_CHANGEUNDEAD:
  9948. sc->opt3 |= OPT3_UNDEAD;
  9949. opt_flag = 0;
  9950. break;
  9951. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  9952. // sc->opt3 |= OPT3_CONTRACT;
  9953. // opt_flag = 0;
  9954. // break;
  9955. // OPTION
  9956. case SC_HIDING:
  9957. sc->option |= OPTION_HIDE;
  9958. opt_flag = 2;
  9959. break;
  9960. case SC_CLOAKING:
  9961. case SC_CLOAKINGEXCEED:
  9962. case SC__INVISIBILITY:
  9963. sc->option |= OPTION_CLOAK;
  9964. case SC_CAMOUFLAGE:
  9965. case SC_STEALTHFIELD:
  9966. case SC__SHADOWFORM:
  9967. opt_flag = 2;
  9968. break;
  9969. case SC_CHASEWALK:
  9970. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  9971. opt_flag = 2;
  9972. break;
  9973. case SC__FEINTBOMB:
  9974. sc->option |= OPTION_INVISIBLE;
  9975. opt_flag = 2;
  9976. break;
  9977. case SC_SIGHT:
  9978. sc->option |= OPTION_SIGHT;
  9979. break;
  9980. case SC_RUWACH:
  9981. sc->option |= OPTION_RUWACH;
  9982. break;
  9983. case SC_WEDDING:
  9984. sc->option |= OPTION_WEDDING;
  9985. opt_flag |= 0x4;
  9986. break;
  9987. case SC_XMAS:
  9988. sc->option |= OPTION_XMAS;
  9989. opt_flag |= 0x4;
  9990. break;
  9991. case SC_SUMMER:
  9992. sc->option |= OPTION_SUMMER;
  9993. opt_flag |= 0x4;
  9994. break;
  9995. case SC_HANBOK:
  9996. sc->option |= OPTION_HANBOK;
  9997. opt_flag |= 0x4;
  9998. break;
  9999. case SC_OKTOBERFEST:
  10000. sc->option |= OPTION_OKTOBERFEST;
  10001. opt_flag |= 0x4;
  10002. break;
  10003. case SC_ORCISH:
  10004. sc->option |= OPTION_ORCISH;
  10005. break;
  10006. case SC_FUSION:
  10007. sc->option |= OPTION_FLYING;
  10008. break;
  10009. default:
  10010. opt_flag = 0;
  10011. }
  10012. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  10013. if(opt_flag) {
  10014. clif_changeoption(bl);
  10015. if(sd && (opt_flag&0x4)) {
  10016. clif_changelook(bl,LOOK_BASE,vd->class_);
  10017. clif_changelook(bl,LOOK_WEAPON,0);
  10018. clif_changelook(bl,LOOK_SHIELD,0);
  10019. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10020. }
  10021. }
  10022. if (calc_flag&SCB_DYE) { // Reset DYE color
  10023. if (vd && vd->cloth_color) {
  10024. val4 = vd->cloth_color;
  10025. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  10026. }
  10027. calc_flag&=~SCB_DYE;
  10028. }
  10029. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  10030. { //Reset body style
  10031. if (vd && vd->body_style)
  10032. {
  10033. val4 = vd->body_style;
  10034. clif_changelook(bl,LOOK_BODY2,0);
  10035. }
  10036. calc_flag&=~SCB_BODY;
  10037. }*/
  10038. if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
  10039. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  10040. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  10041. if( tick_time )
  10042. tick = tick_time;
  10043. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  10044. if((sce=sc->data[type])) { // reuse old sc
  10045. if( sce->timer != INVALID_TIMER )
  10046. delete_timer(sce->timer, status_change_timer);
  10047. sc_isnew = false;
  10048. } else { // New sc
  10049. ++(sc->count);
  10050. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  10051. }
  10052. sce->val1 = val1;
  10053. sce->val2 = val2;
  10054. sce->val3 = val3;
  10055. sce->val4 = val4;
  10056. if (tick >= 0)
  10057. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  10058. else
  10059. sce->timer = INVALID_TIMER; // Infinite duration
  10060. if (calc_flag)
  10061. status_calc_bl(bl,calc_flag);
  10062. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  10063. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  10064. if(sd) {
  10065. if (sd->pd)
  10066. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  10067. switch (type) {
  10068. case SC_BERSERK:
  10069. case SC_MERC_HPUP:
  10070. case SC_MERC_SPUP:
  10071. status_calc_pc(sd, SCO_FORCE);
  10072. break;
  10073. default:
  10074. status_calc_pc(sd, SCO_NONE);
  10075. break;
  10076. }
  10077. }
  10078. // 1st thing to execute when loading status
  10079. switch (type) {
  10080. case SC_FULL_THROTTLE:
  10081. status_percent_heal(bl,100,0);
  10082. break;
  10083. case SC_BERSERK:
  10084. if (!(sce->val2)) { // Don't heal if already set
  10085. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  10086. status_set_sp(bl, 0, 0); // Damage all SP
  10087. }
  10088. sce->val2 = 5 * status->max_hp / 100;
  10089. break;
  10090. case SC_RUN:
  10091. {
  10092. struct unit_data *ud = unit_bl2ud(bl);
  10093. if( ud )
  10094. ud->state.running = unit_run(bl, NULL, SC_RUN);
  10095. }
  10096. break;
  10097. case SC_BOSSMAPINFO:
  10098. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  10099. break;
  10100. case SC_MERC_HPUP:
  10101. status_percent_heal(bl, 100, 0); // Recover Full HP
  10102. break;
  10103. case SC_MERC_SPUP:
  10104. status_percent_heal(bl, 0, 100); // Recover Full SP
  10105. break;
  10106. case SC_WUGDASH:
  10107. {
  10108. struct unit_data *ud = unit_bl2ud(bl);
  10109. if( ud )
  10110. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  10111. }
  10112. break;
  10113. case SC_COMBO:
  10114. switch(sce->val1) {
  10115. case TK_STORMKICK:
  10116. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  10117. break;
  10118. case TK_DOWNKICK:
  10119. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  10120. break;
  10121. case TK_TURNKICK:
  10122. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  10123. break;
  10124. case TK_COUNTER:
  10125. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  10126. break;
  10127. default: // Rest just toogle inf to enable autotarget
  10128. skill_combo_toogle_inf(bl,sce->val1,INF_SELF_SKILL);
  10129. break;
  10130. }
  10131. break;
  10132. case SC_RAISINGDRAGON:
  10133. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  10134. break;
  10135. case SC_C_MARKER:
  10136. //Send mini-map, don't wait for first timer triggered
  10137. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  10138. clif_crimson_marker(sd, bl, false);
  10139. break;
  10140. }
  10141. if( opt_flag&2 && sd && sd->touching_id )
  10142. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  10143. return 1;
  10144. }
  10145. /**
  10146. * End all statuses except those listed
  10147. * TODO: May be useful for dispel instead resetting a list there
  10148. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10149. * @param type: Changes behaviour of the function
  10150. * 0: PC killed -> Place here statuses that do not dispel on death.
  10151. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  10152. * 2: Do clif_changeoption()
  10153. * 3: Do not remove some permanent/time-independent effects
  10154. * @return 1: Success 0: Fail
  10155. */
  10156. int status_change_clear(struct block_list* bl, int type)
  10157. {
  10158. struct status_change* sc;
  10159. int i;
  10160. sc = status_get_sc(bl);
  10161. if (!sc || !sc->count)
  10162. return 0;
  10163. for(i = 0; i < SC_MAX; i++) {
  10164. if(!sc->data[i])
  10165. continue;
  10166. if(type == 0) {
  10167. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  10168. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  10169. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  10170. break;
  10171. case SC_WEIGHT50:
  10172. case SC_WEIGHT90:
  10173. case SC_EDP:
  10174. case SC_MELTDOWN:
  10175. case SC_WEDDING:
  10176. case SC_XMAS:
  10177. case SC_SUMMER:
  10178. case SC_HANBOK:
  10179. case SC_OKTOBERFEST:
  10180. case SC_NOCHAT:
  10181. case SC_FUSION:
  10182. case SC_EARTHSCROLL:
  10183. case SC_READYSTORM:
  10184. case SC_READYDOWN:
  10185. case SC_READYCOUNTER:
  10186. case SC_READYTURN:
  10187. case SC_DODGE:
  10188. case SC_MIRACLE:
  10189. case SC_JAILED:
  10190. case SC_EXPBOOST:
  10191. case SC_ITEMBOOST:
  10192. case SC_HELLPOWER:
  10193. case SC_JEXPBOOST:
  10194. case SC_AUTOTRADE:
  10195. case SC_WHISTLE:
  10196. case SC_ASSNCROS:
  10197. case SC_POEMBRAGI:
  10198. case SC_APPLEIDUN:
  10199. case SC_HUMMING:
  10200. case SC_DONTFORGETME:
  10201. case SC_FORTUNE:
  10202. case SC_SERVICE4U:
  10203. case SC_FOOD_STR_CASH:
  10204. case SC_FOOD_AGI_CASH:
  10205. case SC_FOOD_VIT_CASH:
  10206. case SC_FOOD_DEX_CASH:
  10207. case SC_FOOD_INT_CASH:
  10208. case SC_FOOD_LUK_CASH:
  10209. case SC_SAVAGE_STEAK:
  10210. case SC_COCKTAIL_WARG_BLOOD:
  10211. case SC_MINOR_BBQ:
  10212. case SC_SIROMA_ICE_TEA:
  10213. case SC_DROCERA_HERB_STEAMED:
  10214. case SC_PUTTI_TAILS_NOODLES:
  10215. case SC_DEF_RATE:
  10216. case SC_MDEF_RATE:
  10217. case SC_INCHEALRATE:
  10218. case SC_INCFLEE2:
  10219. case SC_INCHIT:
  10220. case SC_ATKPOTION:
  10221. case SC_MATKPOTION:
  10222. case SC_S_LIFEPOTION:
  10223. case SC_L_LIFEPOTION:
  10224. case SC_PUSH_CART:
  10225. case SC_LIGHT_OF_REGENE:
  10226. case SC_STYLE_CHANGE:
  10227. case SC_MOONSTAR:
  10228. case SC_SUPER_STAR:
  10229. case SC_HEAT_BARREL_AFTER:
  10230. case SC_STRANGELIGHTS:
  10231. case SC_DECORATION_OF_MUSIC:
  10232. case SC_QUEST_BUFF1:
  10233. case SC_QUEST_BUFF2:
  10234. case SC_QUEST_BUFF3:
  10235. case SC_2011RWC_SCROLL:
  10236. case SC_JP_EVENT04:
  10237. case SC_ATTHASTE_CASH:
  10238. case SC_REUSE_REFRESH:
  10239. case SC_REUSE_LIMIT_A:
  10240. case SC_REUSE_LIMIT_B:
  10241. case SC_REUSE_LIMIT_C:
  10242. case SC_REUSE_LIMIT_D:
  10243. case SC_REUSE_LIMIT_E:
  10244. case SC_REUSE_LIMIT_F:
  10245. case SC_REUSE_LIMIT_G:
  10246. case SC_REUSE_LIMIT_H:
  10247. case SC_REUSE_LIMIT_MTF:
  10248. case SC_REUSE_LIMIT_ECL:
  10249. case SC_REUSE_LIMIT_RECALL:
  10250. case SC_REUSE_LIMIT_ASPD_POTION:
  10251. case SC_REUSE_MILLENNIUMSHIELD:
  10252. case SC_REUSE_CRUSHSTRIKE:
  10253. case SC_REUSE_STORMBLAST:
  10254. case SC_ALL_RIDING_REUSE_LIMIT:
  10255. case SC_SPRITEMABLE:
  10256. continue;
  10257. }
  10258. }
  10259. if( type == 3 ) {
  10260. switch (i) { // !TODO: This list may be incomplete
  10261. case SC_WEIGHT50:
  10262. case SC_WEIGHT90:
  10263. case SC_NOCHAT:
  10264. case SC_PUSH_CART:
  10265. case SC_ALL_RIDING:
  10266. case SC_STYLE_CHANGE:
  10267. case SC_MOONSTAR:
  10268. case SC_SUPER_STAR:
  10269. case SC_STRANGELIGHTS:
  10270. case SC_DECORATION_OF_MUSIC:
  10271. continue;
  10272. }
  10273. }
  10274. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10275. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  10276. (sc->count)--;
  10277. if (sc->data[i]->timer != INVALID_TIMER)
  10278. delete_timer(sc->data[i]->timer, status_change_timer);
  10279. ers_free(sc_data_ers, sc->data[i]);
  10280. sc->data[i] = NULL;
  10281. }
  10282. }
  10283. sc->opt1 = 0;
  10284. sc->opt2 = 0;
  10285. sc->opt3 = 0;
  10286. // Cleaning all extras vars
  10287. sc->comet_x = 0;
  10288. sc->comet_y = 0;
  10289. #ifndef RENEWAL
  10290. sc->sg_counter = 0;
  10291. #endif
  10292. sc->bs_counter = 0;
  10293. if( type == 0 || type == 2 )
  10294. clif_changeoption(bl);
  10295. return 1;
  10296. }
  10297. /**
  10298. * End a specific status after checking
  10299. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10300. * @param type: Status change (SC_*)
  10301. * @param tid: Timer
  10302. * @param file: Used for dancing save
  10303. * @param line: Used for dancing save
  10304. * @return 1: Success 0: Fail
  10305. */
  10306. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  10307. {
  10308. struct map_session_data *sd;
  10309. struct status_change *sc;
  10310. struct status_change_entry *sce;
  10311. struct status_data *status;
  10312. struct view_data *vd;
  10313. int opt_flag = 0, calc_flag;
  10314. nullpo_ret(bl);
  10315. sc = status_get_sc(bl);
  10316. status = status_get_status_data(bl);
  10317. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  10318. return 0;
  10319. sd = BL_CAST(BL_PC,bl);
  10320. if (sce->timer != tid && tid != INVALID_TIMER)
  10321. return 0;
  10322. if (tid == INVALID_TIMER) {
  10323. if (type == SC_ENDURE && sce->val4)
  10324. // Do not end infinite endure.
  10325. return 0;
  10326. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  10327. delete_timer(sce->timer,status_change_timer);
  10328. if (sc->opt1)
  10329. switch (type) {
  10330. // "Ugly workaround" [Skotlex]
  10331. // delays status change ending so that a skill that sets opt1 fails to
  10332. // trigger when it also removed one
  10333. case SC_STONE:
  10334. sce->val4 = -1; // Petrify time
  10335. case SC_FREEZE:
  10336. case SC_STUN:
  10337. case SC_SLEEP:
  10338. if (sce->val1) {
  10339. // Removing the 'level' shouldn't affect anything in the code
  10340. // since these SC are not affected by it, and it lets us know
  10341. // if we have already delayed this attack or not.
  10342. sce->val1 = 0;
  10343. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  10344. return 1;
  10345. }
  10346. }
  10347. }
  10348. (sc->count)--;
  10349. if ( StatusChangeStateTable[type] )
  10350. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  10351. sc->data[type] = NULL;
  10352. if (sd && StatusDisplayType[type])
  10353. status_display_remove(sd,type);
  10354. vd = status_get_viewdata(bl);
  10355. calc_flag = StatusChangeFlagTable[type];
  10356. switch(type) {
  10357. case SC_GRANITIC_ARMOR:
  10358. {
  10359. int damage = status->max_hp*sce->val3/100;
  10360. if(status->hp < damage) // to not kill him
  10361. damage = status->hp-1;
  10362. status_damage(NULL,bl,damage,0,0,1);
  10363. }
  10364. break;
  10365. case SC_PYROCLASTIC:
  10366. if(bl->type == BL_PC)
  10367. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  10368. break;
  10369. case SC_RUN:
  10370. {
  10371. struct unit_data *ud = unit_bl2ud(bl);
  10372. bool begin_spurt = true;
  10373. if (ud) {
  10374. if(!ud->state.running)
  10375. begin_spurt = false;
  10376. ud->state.running = 0;
  10377. if (ud->walktimer != INVALID_TIMER)
  10378. unit_stop_walking(bl,1);
  10379. }
  10380. if (begin_spurt && sce->val1 >= 7 &&
  10381. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  10382. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  10383. )
  10384. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  10385. }
  10386. break;
  10387. case SC_AUTOBERSERK:
  10388. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  10389. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  10390. break;
  10391. case SC_ENDURE:
  10392. case SC_DEFENDER:
  10393. case SC_REFLECTSHIELD:
  10394. case SC_AUTOGUARD:
  10395. {
  10396. struct map_session_data *tsd;
  10397. if( bl->type == BL_PC ) { // Clear Status from others
  10398. int i;
  10399. for( i = 0; i < MAX_DEVOTION; i++ ) {
  10400. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  10401. status_change_end(&tsd->bl, type, INVALID_TIMER);
  10402. }
  10403. }
  10404. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  10405. tsd = ((TBL_MER*)bl)->master;
  10406. if( tsd && tsd->sc.data[type] )
  10407. status_change_end(&tsd->bl, type, INVALID_TIMER);
  10408. }
  10409. }
  10410. break;
  10411. case SC_DEVOTION:
  10412. {
  10413. struct block_list *d_bl = map_id2bl(sce->val1);
  10414. if( d_bl ) {
  10415. if( d_bl->type == BL_PC )
  10416. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  10417. else if( d_bl->type == BL_MER )
  10418. ((TBL_MER*)d_bl)->devotion_flag = 0;
  10419. clif_devotion(d_bl, NULL);
  10420. }
  10421. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  10422. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  10423. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  10424. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  10425. }
  10426. break;
  10427. case SC_BLADESTOP:
  10428. if(sce->val4) {
  10429. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  10430. struct block_list *tbl = map_id2bl(tid2);
  10431. struct status_change *tsc = status_get_sc(tbl);
  10432. sce->val4 = 0;
  10433. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  10434. tsc->data[SC_BLADESTOP]->val4 = 0;
  10435. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  10436. }
  10437. clif_bladestop(bl, tid2, 0);
  10438. }
  10439. break;
  10440. case SC_DANCING:
  10441. {
  10442. const char* prevfile = "<unknown>";
  10443. int prevline = 0;
  10444. struct map_session_data *dsd;
  10445. struct status_change_entry *dsc;
  10446. if( sd ) {
  10447. if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
  10448. prevfile = sd->delunit_prevfile;
  10449. prevline = sd->delunit_prevline;
  10450. } else
  10451. prevfile = "<none>";
  10452. sd->delunit_prevfile = file;
  10453. sd->delunit_prevline = line;
  10454. }
  10455. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  10456. dsc = dsd->sc.data[SC_DANCING];
  10457. if(dsc) {
  10458. // This will prevent recursive loops.
  10459. dsc->val2 = dsc->val4 = 0;
  10460. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  10461. }
  10462. }
  10463. if(sce->val2) { // Erase associated land skill
  10464. struct skill_unit_group *group;
  10465. group = skill_id2group(sce->val2);
  10466. if( group == NULL ) {
  10467. 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",
  10468. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  10469. sd ? sd->status.char_id : 0,
  10470. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  10471. prevfile, prevline,
  10472. file, line);
  10473. }
  10474. sce->val2 = 0;
  10475. skill_delunitgroup(group);
  10476. }
  10477. if((sce->val1&0xFFFF) == CG_MOONLIT)
  10478. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  10479. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  10480. }
  10481. break;
  10482. case SC_NOCHAT:
  10483. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  10484. sd->status.manner = 0;
  10485. if (sd && tid == INVALID_TIMER) {
  10486. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  10487. clif_updatestatus(sd,SP_MANNER);
  10488. }
  10489. break;
  10490. case SC_SPLASHER:
  10491. {
  10492. struct block_list *src=map_id2bl(sce->val3);
  10493. if(src && tid != INVALID_TIMER)
  10494. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  10495. }
  10496. break;
  10497. case SC_TINDER_BREAKER2:
  10498. case SC_CLOSECONFINE2:{
  10499. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  10500. struct status_change *sc2 = src?status_get_sc(src):NULL;
  10501. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  10502. if (src && sc2 && sc2->data[type2]) {
  10503. // If status was already ended, do nothing.
  10504. // Decrease count
  10505. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  10506. status_change_end(src, type2, INVALID_TIMER);
  10507. }
  10508. }
  10509. case SC_TINDER_BREAKER:
  10510. case SC_CLOSECONFINE:
  10511. if (sce->val2 > 0) {
  10512. // Caster has been unlocked... nearby chars need to be unlocked.
  10513. int range = 1
  10514. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  10515. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  10516. map_foreachinarea(status_change_timer_sub,
  10517. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  10518. }
  10519. break;
  10520. case SC_COMBO:
  10521. skill_combo_toogle_inf(bl,sce->val1,0);
  10522. break;
  10523. case SC_MARIONETTE:
  10524. case SC_MARIONETTE2: // Marionette target
  10525. if (sce->val1) { // Check for partner and end their marionette status as well
  10526. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  10527. struct block_list *pbl = map_id2bl(sce->val1);
  10528. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  10529. if (sc2 && sc2->data[type2]) {
  10530. sc2->data[type2]->val1 = 0;
  10531. status_change_end(pbl, type2, INVALID_TIMER);
  10532. }
  10533. }
  10534. break;
  10535. case SC_CONCENTRATION:
  10536. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  10537. break;
  10538. case SC_BERSERK:
  10539. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  10540. status_percent_heal(bl, 100, 0);
  10541. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  10542. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  10543. status_set_hp(bl, 100, 0);
  10544. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  10545. sc->data[SC_ENDURE]->val4 = 0;
  10546. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  10547. }
  10548. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  10549. break;
  10550. case SC_GOSPEL:
  10551. if (sce->val3) { // Clear the group.
  10552. struct skill_unit_group* group = skill_id2group(sce->val3);
  10553. sce->val3 = 0;
  10554. if (group)
  10555. skill_delunitgroup(group);
  10556. }
  10557. break;
  10558. case SC_HERMODE:
  10559. if(sce->val3 == BCT_SELF)
  10560. skill_clear_unitgroup(bl);
  10561. break;
  10562. case SC_BASILICA: // Clear the skill area. [Skotlex]
  10563. if (sce->val3 && sce->val4 == bl->id) {
  10564. struct skill_unit_group* group = skill_id2group(sce->val3);
  10565. sce->val3 = 0;
  10566. if (group)
  10567. skill_delunitgroup(group);
  10568. }
  10569. break;
  10570. case SC_TRICKDEAD:
  10571. if (vd) vd->dead_sit = 0;
  10572. break;
  10573. case SC_WARM:
  10574. case SC__MANHOLE:
  10575. if (sce->val4) { // Clear the group.
  10576. struct skill_unit_group* group = skill_id2group(sce->val4);
  10577. sce->val4 = 0;
  10578. if( group ) // Might have been cleared before status ended, e.g. land protector
  10579. skill_delunitgroup(group);
  10580. }
  10581. break;
  10582. case SC_JAILED:
  10583. if(tid == INVALID_TIMER)
  10584. break;
  10585. // Natural expiration.
  10586. if(sd && sd->mapindex == sce->val2)
  10587. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  10588. break; // Guess hes not in jail :P
  10589. case SC_CHANGE:
  10590. if (tid == INVALID_TIMER)
  10591. break;
  10592. // "lose almost all their HP and SP" on natural expiration.
  10593. status_set_hp(bl, 10, 0);
  10594. status_set_sp(bl, 10, 0);
  10595. break;
  10596. case SC_AUTOTRADE:
  10597. if (tid == INVALID_TIMER)
  10598. break;
  10599. // Vending is not automatically closed for autovenders
  10600. vending_closevending(sd);
  10601. map_quit(sd);
  10602. // Because map_quit calls status_change_end with tid -1
  10603. // from here it's not neccesary to continue
  10604. return 1;
  10605. break;
  10606. case SC_STOP:
  10607. if( sce->val2 ) {
  10608. struct block_list* tbl = map_id2bl(sce->val2);
  10609. sce->val2 = 0;
  10610. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  10611. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  10612. }
  10613. break;
  10614. case SC_MONSTER_TRANSFORM:
  10615. if (sce->val2)
  10616. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  10617. break;
  10618. /* 3rd Stuff */
  10619. case SC_MILLENNIUMSHIELD:
  10620. clif_millenniumshield(bl, 0);
  10621. break;
  10622. case SC_HALLUCINATIONWALK:
  10623. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  10624. break;
  10625. case SC_WHITEIMPRISON:
  10626. {
  10627. struct block_list* src = map_id2bl(sce->val2);
  10628. if( tid == -1 || !src)
  10629. break; // Terminated by Damage
  10630. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false));
  10631. }
  10632. break;
  10633. case SC_WUGDASH:
  10634. {
  10635. struct unit_data *ud = unit_bl2ud(bl);
  10636. if (ud) {
  10637. ud->state.running = 0;
  10638. if (ud->walktimer != INVALID_TIMER)
  10639. unit_stop_walking(bl,1);
  10640. }
  10641. }
  10642. break;
  10643. case SC__SHADOWFORM:
  10644. {
  10645. struct map_session_data *s_sd = map_id2sd(sce->val2);
  10646. if (s_sd) s_sd->shadowform_id = 0;
  10647. }
  10648. break;
  10649. case SC__FEINTBOMB:
  10650. if( sd && pc_ishiding(sd) ) {
  10651. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10652. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10653. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  10654. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  10655. }
  10656. break;
  10657. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  10658. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  10659. break;
  10660. case SC_NEUTRALBARRIER_MASTER:
  10661. case SC_STEALTHFIELD_MASTER:
  10662. case SC_SV_ROOTTWIST:
  10663. if( sce->val2 ) {
  10664. struct skill_unit_group* group = skill_id2group(sce->val2);
  10665. sce->val2 = 0;
  10666. if( group ) // Might have been cleared before status ended, e.g. land protector
  10667. skill_delunitgroup(group);
  10668. }
  10669. break;
  10670. case SC_BANDING:
  10671. if(sce->val4) {
  10672. struct skill_unit_group *group = skill_id2group(sce->val4);
  10673. sce->val4 = 0;
  10674. if( group ) // Might have been cleared before status ended, e.g. land protector
  10675. skill_delunitgroup(group);
  10676. }
  10677. break;
  10678. case SC_CURSEDCIRCLE_ATKER:
  10679. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  10680. map_foreachinrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  10681. break;
  10682. case SC_RAISINGDRAGON:
  10683. if( sd && sce->val2 && !pc_isdead(sd) ) {
  10684. int i = min(sd->spiritball,5);
  10685. pc_delspiritball(sd, sd->spiritball, 0);
  10686. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10687. while( i > 0 ) {
  10688. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  10689. --i;
  10690. }
  10691. }
  10692. break;
  10693. case SC_CURSEDCIRCLE_TARGET:
  10694. {
  10695. struct block_list *src = map_id2bl(sce->val2);
  10696. struct status_change *sc2 = status_get_sc(src);
  10697. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  10698. clif_bladestop(bl, sce->val2, 0);
  10699. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  10700. }
  10701. }
  10702. break;
  10703. case SC_BLOODSUCKER:
  10704. if( sce->val2 ) {
  10705. struct block_list *src = map_id2bl(sce->val2);
  10706. if(src) {
  10707. struct status_change *sc2 = status_get_sc(src);
  10708. sc2->bs_counter--;
  10709. }
  10710. }
  10711. break;
  10712. case SC_TEARGAS:
  10713. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  10714. break;
  10715. case SC_SITDOWN_FORCE:
  10716. case SC_BANANA_BOMB_SITDOWN:
  10717. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  10718. skill_sit(sd,0);
  10719. break;
  10720. case SC_KYOUGAKU:
  10721. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  10722. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  10723. break;
  10724. case SC_INTRAVISION:
  10725. calc_flag = SCB_ALL; // Required for overlapping
  10726. break;
  10727. case SC_OVERED_BOOST:
  10728. switch (bl->type) {
  10729. case BL_HOM: {
  10730. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  10731. if( hd )
  10732. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  10733. }
  10734. break;
  10735. case BL_PC:
  10736. status_zap(bl,0,status_get_max_sp(bl) / 2);
  10737. break;
  10738. }
  10739. break;
  10740. case SC_FULL_THROTTLE: {
  10741. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  10742. clif_status_change(bl, SI_DECREASEAGI, 1, sec, 0, 0, 0);
  10743. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  10744. }
  10745. break;
  10746. case SC_REBOUND:
  10747. clif_status_load(bl, SI_DECREASEAGI, 0);
  10748. break;
  10749. case SC_ITEMSCRIPT: // Removes Buff Icons
  10750. if (sd && sce->val2 != SI_BLANK)
  10751. clif_status_load(bl, (enum si_type)sce->val2, 0);
  10752. break;
  10753. case SC_HEAT_BARREL:
  10754. if (sd)
  10755. sc_start(bl,bl,SC_HEAT_BARREL_AFTER,100,sce->val1,skill_get_time2(RL_HEAT_BARREL, sce->val1));
  10756. break;
  10757. case SC_C_MARKER:
  10758. {
  10759. // Remove mark data from caster
  10760. struct map_session_data *caster = map_id2sd(sce->val2);
  10761. uint8 i = 0;
  10762. if (!caster)
  10763. break;
  10764. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  10765. if (i < MAX_SKILL_CRIMSON_MARKER) {
  10766. caster->c_marker[i] = 0;
  10767. clif_crimson_marker(caster, bl, true);
  10768. }
  10769. }
  10770. break;
  10771. case SC_H_MINE:
  10772. {
  10773. // Drop the material from target if expired
  10774. struct item it;
  10775. struct map_session_data *caster = NULL;
  10776. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  10777. break;
  10778. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  10779. break;
  10780. memset(&it, 0, sizeof(it));
  10781. it.nameid = skill_get_itemid(RL_H_MINE,0);
  10782. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  10783. it.identify = 1;
  10784. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  10785. }
  10786. break;
  10787. case SC_VACUUM_EXTREME:
  10788. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  10789. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  10790. break;
  10791. }
  10792. opt_flag = 1;
  10793. switch(type) {
  10794. case SC_STONE:
  10795. case SC_FREEZE:
  10796. case SC_STUN:
  10797. case SC_SLEEP:
  10798. case SC_DEEPSLEEP:
  10799. case SC_BURNING:
  10800. case SC_WHITEIMPRISON:
  10801. case SC_CRYSTALIZE:
  10802. sc->opt1 = 0;
  10803. break;
  10804. case SC_POISON:
  10805. case SC_CURSE:
  10806. case SC_SILENCE:
  10807. case SC_BLIND:
  10808. sc->opt2 &= ~(1<<(type-SC_POISON));
  10809. break;
  10810. case SC_DPOISON:
  10811. sc->opt2 &= ~OPT2_DPOISON;
  10812. break;
  10813. case SC_SIGNUMCRUCIS:
  10814. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  10815. break;
  10816. case SC_HIDING:
  10817. sc->option &= ~OPTION_HIDE;
  10818. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  10819. break;
  10820. case SC_CLOAKING:
  10821. case SC_CLOAKINGEXCEED:
  10822. case SC__INVISIBILITY:
  10823. sc->option &= ~OPTION_CLOAK;
  10824. case SC_CAMOUFLAGE:
  10825. case SC_STEALTHFIELD:
  10826. case SC__SHADOWFORM:
  10827. opt_flag |= 2;
  10828. break;
  10829. case SC_CHASEWALK:
  10830. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  10831. opt_flag |= 2;
  10832. break;
  10833. case SC__FEINTBOMB:
  10834. sc->option &= ~OPTION_INVISIBLE;
  10835. opt_flag |= 2;
  10836. break;
  10837. case SC_SIGHT:
  10838. sc->option &= ~OPTION_SIGHT;
  10839. break;
  10840. case SC_WEDDING:
  10841. sc->option &= ~OPTION_WEDDING;
  10842. opt_flag |= 0x4;
  10843. break;
  10844. case SC_XMAS:
  10845. sc->option &= ~OPTION_XMAS;
  10846. opt_flag |= 0x4;
  10847. break;
  10848. case SC_SUMMER:
  10849. sc->option &= ~OPTION_SUMMER;
  10850. opt_flag |= 0x4;
  10851. break;
  10852. case SC_HANBOK:
  10853. sc->option &= ~OPTION_HANBOK;
  10854. opt_flag |= 0x4;
  10855. break;
  10856. case SC_OKTOBERFEST:
  10857. sc->option &= ~OPTION_OKTOBERFEST;
  10858. opt_flag |= 0x4;
  10859. break;
  10860. case SC_ORCISH:
  10861. sc->option &= ~OPTION_ORCISH;
  10862. break;
  10863. case SC_RUWACH:
  10864. sc->option &= ~OPTION_RUWACH;
  10865. break;
  10866. case SC_FUSION:
  10867. sc->option &= ~OPTION_FLYING;
  10868. break;
  10869. // opt3
  10870. case SC_TWOHANDQUICKEN:
  10871. case SC_ONEHAND:
  10872. case SC_SPEARQUICKEN:
  10873. case SC_CONCENTRATION:
  10874. case SC_MERC_QUICKEN:
  10875. sc->opt3 &= ~OPT3_QUICKEN;
  10876. opt_flag = 0;
  10877. break;
  10878. case SC_OVERTHRUST:
  10879. case SC_MAXOVERTHRUST:
  10880. case SC_SWOO:
  10881. sc->opt3 &= ~OPT3_OVERTHRUST;
  10882. if( type == SC_SWOO )
  10883. opt_flag = 8;
  10884. else
  10885. opt_flag = 0;
  10886. break;
  10887. case SC_ENERGYCOAT:
  10888. case SC_SKE:
  10889. sc->opt3 &= ~OPT3_ENERGYCOAT;
  10890. opt_flag = 0;
  10891. break;
  10892. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  10893. if (bl->type != BL_MOB) {
  10894. opt_flag = 0;
  10895. break;
  10896. }
  10897. case SC_EXPLOSIONSPIRITS:
  10898. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  10899. opt_flag = 0;
  10900. break;
  10901. case SC_STEELBODY:
  10902. case SC_SKA:
  10903. sc->opt3 &= ~OPT3_STEELBODY;
  10904. if (type == SC_SKA)
  10905. opt_flag = 8;
  10906. else
  10907. opt_flag = 0;
  10908. break;
  10909. case SC_BLADESTOP:
  10910. sc->opt3 &= ~OPT3_BLADESTOP;
  10911. opt_flag = 0;
  10912. break;
  10913. case SC_AURABLADE:
  10914. sc->opt3 &= ~OPT3_AURABLADE;
  10915. opt_flag = 0;
  10916. break;
  10917. case SC_BERSERK:
  10918. opt_flag = 0;
  10919. sc->opt3 &= ~OPT3_BERSERK;
  10920. break;
  10921. // case ???: // doesn't seem to do anything
  10922. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  10923. // opt_flag = 0;
  10924. // break;
  10925. case SC_DANCING:
  10926. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  10927. sc->opt3 &= ~OPT3_MOONLIT;
  10928. opt_flag = 0;
  10929. break;
  10930. case SC_MARIONETTE:
  10931. case SC_MARIONETTE2:
  10932. sc->opt3 &= ~OPT3_MARIONETTE;
  10933. opt_flag = 0;
  10934. break;
  10935. case SC_ASSUMPTIO:
  10936. sc->opt3 &= ~OPT3_ASSUMPTIO;
  10937. opt_flag = 0;
  10938. break;
  10939. case SC_WARM: // SG skills [Komurka]
  10940. sc->opt3 &= ~OPT3_WARM;
  10941. opt_flag = 0;
  10942. break;
  10943. case SC_KAITE:
  10944. sc->opt3 &= ~OPT3_KAITE;
  10945. opt_flag = 0;
  10946. break;
  10947. case SC_BUNSINJYUTSU:
  10948. sc->opt3 &= ~OPT3_BUNSIN;
  10949. opt_flag = 0;
  10950. break;
  10951. case SC_SPIRIT:
  10952. sc->opt3 &= ~OPT3_SOULLINK;
  10953. opt_flag = 0;
  10954. break;
  10955. case SC_CHANGEUNDEAD:
  10956. sc->opt3 &= ~OPT3_UNDEAD;
  10957. opt_flag = 0;
  10958. break;
  10959. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10960. // sc->opt3 &= ~OPT3_CONTRACT;
  10961. // opt_flag = 0;
  10962. // break;
  10963. default:
  10964. opt_flag = 0;
  10965. }
  10966. if (calc_flag&SCB_DYE) { // Restore DYE color
  10967. if (vd && !vd->cloth_color && sce->val4)
  10968. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  10969. calc_flag&=~SCB_DYE;
  10970. }
  10971. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  10972. { //Restore body style
  10973. if (vd && !vd->body_style && sce->val4)
  10974. clif_changelook(bl,LOOK_BODY2,sce->val4);
  10975. calc_flag&=~SCB_BODY;
  10976. }*/
  10977. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  10978. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  10979. if( opt_flag&8 ) // bugreport:681
  10980. clif_changeoption2(bl);
  10981. else if(opt_flag) {
  10982. clif_changeoption(bl);
  10983. if (sd && (opt_flag&0x4)) {
  10984. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  10985. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  10986. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  10987. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  10988. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  10989. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  10990. }
  10991. }
  10992. if (calc_flag) {
  10993. switch (type) {
  10994. case SC_MAGICPOWER:
  10995. //If Mystical Amplification ends, MATK is immediately recalculated
  10996. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  10997. break;
  10998. default:
  10999. status_calc_bl(bl, calc_flag);
  11000. break;
  11001. }
  11002. }
  11003. if(opt_flag&4) // Out of hiding, invoke on place.
  11004. skill_unit_move(bl,gettick(),1);
  11005. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  11006. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  11007. ers_free(sc_data_ers, sce);
  11008. return 1;
  11009. }
  11010. /**
  11011. * Resets timers for statuses
  11012. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  11013. * @param tid: Timer ID
  11014. * @param tick: How long before next call
  11015. * @param id: ID of character
  11016. * @param data: Information passed through the timer call
  11017. * @return 1: Success 0: Fail
  11018. */
  11019. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  11020. {
  11021. enum sc_type type = (sc_type)data;
  11022. struct block_list *bl;
  11023. struct map_session_data *sd;
  11024. struct status_data *status;
  11025. struct status_change *sc;
  11026. struct status_change_entry *sce;
  11027. int interval = status_get_sc_interval(type);
  11028. bool dounlock = false;
  11029. bl = map_id2bl(id);
  11030. if(!bl) {
  11031. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  11032. return 0;
  11033. }
  11034. sc = status_get_sc(bl);
  11035. status = status_get_status_data(bl);
  11036. if(!(sc && (sce = sc->data[type]))) {
  11037. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  11038. return 0;
  11039. }
  11040. if( sce->timer != tid ) {
  11041. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  11042. return 0;
  11043. }
  11044. sd = BL_CAST(BL_PC, bl);
  11045. // Set the next timer of the sce (don't assume the status still exists)
  11046. #define sc_timer_next(t,f,i,d) \
  11047. if( (sce=sc->data[type]) ) \
  11048. sce->timer = add_timer(t,f,i,d); \
  11049. else \
  11050. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  11051. switch(type) {
  11052. case SC_MAXIMIZEPOWER:
  11053. case SC_CLOAKING:
  11054. if(!status_charge(bl, 0, 1))
  11055. break; // Not enough SP to continue.
  11056. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  11057. return 0;
  11058. case SC_CHASEWALK:
  11059. if(!status_charge(bl, 0, sce->val4))
  11060. break; // Not enough SP to continue.
  11061. if (!sc->data[SC_CHASEWALK2]) {
  11062. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  11063. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  11064. *skill_get_time2(status_sc2skill(type),sce->val1));
  11065. }
  11066. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  11067. return 0;
  11068. break;
  11069. case SC_HIDING:
  11070. if(--(sce->val2)>0) {
  11071. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  11072. break; // Fail if it's time to substract SP and there isn't.
  11073. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  11074. return 0;
  11075. }
  11076. break;
  11077. case SC_SIGHT:
  11078. case SC_RUWACH:
  11079. case SC_SIGHTBLASTER:
  11080. if(type == SC_SIGHTBLASTER) {
  11081. //Restore trap immunity
  11082. if(sce->val4%2)
  11083. sce->val4--;
  11084. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  11085. } else {
  11086. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  11087. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  11088. }
  11089. if( --(sce->val2)>0 ) {
  11090. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  11091. sc_timer_next(20+tick, status_change_timer, bl->id, data);
  11092. return 0;
  11093. }
  11094. break;
  11095. case SC_PROVOKE:
  11096. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  11097. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  11098. return 0;
  11099. }
  11100. break;
  11101. case SC_STONE:
  11102. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  11103. sce->val3 = 0; //Incubation time used up
  11104. unit_stop_attack(bl);
  11105. if (sc->data[SC_DANCING]) {
  11106. unit_stop_walking(bl, 1);
  11107. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11108. }
  11109. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  11110. sc->opt1 = OPT1_STONE;
  11111. clif_changeoption(bl);
  11112. sc_timer_next(min(sce->val4, interval) + tick, status_change_timer, bl->id, data);
  11113. sce->val4 -= interval; //Remaining time
  11114. status_calc_bl(bl, StatusChangeFlagTable[type]);
  11115. return 0;
  11116. }
  11117. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  11118. status_percent_damage(NULL, bl, 1, 0, false);
  11119. }
  11120. break;
  11121. case SC_POISON:
  11122. case SC_DPOISON:
  11123. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  11124. int64 damage = 0;
  11125. if (sd)
  11126. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  11127. else
  11128. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  11129. if (status->hp > max(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  11130. status_zap(bl, damage, 0);
  11131. }
  11132. break;
  11133. case SC_BLEEDING:
  11134. if (sce->val4 >= 0) {
  11135. int64 damage = rnd() % 600 + 200;
  11136. if (!sd && damage >= status->hp)
  11137. damage = status->hp - 1; // No deadly damage for monsters
  11138. map_freeblock_lock();
  11139. dounlock = true;
  11140. status_zap(bl, damage, 0);
  11141. }
  11142. break;
  11143. case SC_BURNING:
  11144. if (sce->val4 >= 0) {
  11145. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  11146. map_freeblock_lock();
  11147. dounlock = true;
  11148. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false));
  11149. }
  11150. break;
  11151. case SC_TOXIN:
  11152. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  11153. map_freeblock_lock();
  11154. dounlock = true;
  11155. 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);
  11156. }
  11157. break;
  11158. case SC_MAGICMUSHROOM:
  11159. if (sce->val4 >= 0) {
  11160. bool flag = 0;
  11161. int64 damage = status->max_hp * 3 / 100;
  11162. if (status->hp <= damage)
  11163. damage = status->hp - 1; // Cannot Kill
  11164. if (damage > 0) { // 3% Damage each 4 seconds
  11165. map_freeblock_lock();
  11166. status_zap(bl, damage, 0);
  11167. flag = !sc->data[type]; // Killed? Should not
  11168. map_freeblock_unlock();
  11169. }
  11170. if (!flag) { // Random Skill Cast
  11171. if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
  11172. int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
  11173. unit_stop_attack(bl);
  11174. unit_skillcastcancel(bl, 1);
  11175. do {
  11176. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  11177. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  11178. } while (checked++ < checked_max && mushroom_skill_id == 0);
  11179. if (!skill_get_index(mushroom_skill_id))
  11180. break;
  11181. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  11182. case CAST_GROUND:
  11183. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  11184. break;
  11185. case CAST_NODAMAGE:
  11186. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11187. break;
  11188. case CAST_DAMAGE:
  11189. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11190. break;
  11191. }
  11192. }
  11193. clif_emotion(bl, E_HEH);
  11194. }
  11195. }
  11196. break;
  11197. case SC_PYREXIA:
  11198. if (sce->val4 >= 0) {
  11199. map_freeblock_lock();
  11200. dounlock = true;
  11201. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false));
  11202. }
  11203. break;
  11204. case SC_LEECHESEND:
  11205. if (sce->val4 >= 0) {
  11206. int64 damage = status->vit * (sce->val1 - 3) + status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  11207. map_freeblock_lock();
  11208. dounlock = true;
  11209. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false));
  11210. unit_skillcastcancel(bl, 2);
  11211. }
  11212. break;
  11213. case SC_TENSIONRELAX:
  11214. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  11215. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11216. return 0;
  11217. }
  11218. break;
  11219. case SC_KNOWLEDGE:
  11220. if (!sd) break;
  11221. if(bl->m == sd->feel_map[0].m ||
  11222. bl->m == sd->feel_map[1].m ||
  11223. bl->m == sd->feel_map[2].m)
  11224. { // Timeout will be handled by pc_setpos
  11225. sce->timer = INVALID_TIMER;
  11226. return 0;
  11227. }
  11228. break;
  11229. case SC_S_LIFEPOTION:
  11230. case SC_L_LIFEPOTION:
  11231. if( sd && --(sce->val4) >= 0 ) {
  11232. // val1 < 0 = per max% | val1 > 0 = exact amount
  11233. int hp = 0;
  11234. if( status->hp < status->max_hp )
  11235. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  11236. status_heal(bl, hp, 0, 2);
  11237. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  11238. return 0;
  11239. }
  11240. break;
  11241. case SC_BOSSMAPINFO:
  11242. if( sd && --(sce->val4) >= 0 ) {
  11243. struct mob_data *boss_md = map_id2boss(sce->val1);
  11244. if( boss_md && sd->bl.m == boss_md->bl.m ) {
  11245. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X, Y on minimap
  11246. if (boss_md->bl.prev != NULL) {
  11247. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11248. return 0;
  11249. }
  11250. }
  11251. }
  11252. break;
  11253. case SC_DANCING: // SP consumption by time of dancing skills
  11254. {
  11255. int s = 0;
  11256. int sp = 1;
  11257. if (--sce->val3 <= 0)
  11258. break;
  11259. switch(sce->val1&0xFFFF) {
  11260. case BD_RICHMANKIM:
  11261. case BD_DRUMBATTLEFIELD:
  11262. case BD_RINGNIBELUNGEN:
  11263. case BD_SIEGFRIED:
  11264. case BA_DISSONANCE:
  11265. case BA_ASSASSINCROSS:
  11266. case DC_UGLYDANCE:
  11267. s=3;
  11268. break;
  11269. case BD_LULLABY:
  11270. case BD_ETERNALCHAOS:
  11271. case BD_ROKISWEIL:
  11272. case DC_FORTUNEKISS:
  11273. s=4;
  11274. break;
  11275. case CG_HERMODE:
  11276. case BD_INTOABYSS:
  11277. case BA_WHISTLE:
  11278. case DC_HUMMING:
  11279. case BA_POEMBRAGI:
  11280. case DC_SERVICEFORYOU:
  11281. s=5;
  11282. break;
  11283. case BA_APPLEIDUN:
  11284. #ifdef RENEWAL
  11285. s=5;
  11286. #else
  11287. s=6;
  11288. #endif
  11289. break;
  11290. case CG_MOONLIT:
  11291. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  11292. sp= 4*(sce->val1>>16);
  11293. // Upkeep is also every 10 secs.
  11294. case DC_DONTFORGETME:
  11295. s=10;
  11296. break;
  11297. }
  11298. if( s != 0 && sce->val3 % s == 0 ) {
  11299. if (sc->data[SC_LONGING])
  11300. sp*= 3;
  11301. if (!status_charge(bl, 0, sp))
  11302. break;
  11303. }
  11304. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11305. return 0;
  11306. }
  11307. break;
  11308. case SC_BERSERK:
  11309. // 5% every 10 seconds [DracoRPG]
  11310. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  11311. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  11312. return 0;
  11313. }
  11314. break;
  11315. case SC_NOCHAT:
  11316. if(sd) {
  11317. sd->status.manner++;
  11318. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11319. clif_updatestatus(sd,SP_MANNER);
  11320. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  11321. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  11322. return 0;
  11323. }
  11324. }
  11325. break;
  11326. case SC_SPLASHER:
  11327. // Custom Venom Splasher countdown timer
  11328. // if (sce->val4 % 1000 == 0) {
  11329. // char timer[10];
  11330. // snprintf (timer, 10, "%d", sce->val4/1000);
  11331. // clif_message(bl, timer);
  11332. // }
  11333. if((sce->val4 -= 500) > 0) {
  11334. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  11335. return 0;
  11336. }
  11337. break;
  11338. case SC_MARIONETTE:
  11339. case SC_MARIONETTE2:
  11340. {
  11341. struct block_list *pbl = map_id2bl(sce->val1);
  11342. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  11343. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11344. return 0;
  11345. }
  11346. }
  11347. break;
  11348. case SC_GOSPEL:
  11349. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  11350. int hp, sp;
  11351. hp = (sce->val1 > 5) ? 45 : 30;
  11352. sp = (sce->val1 > 5) ? 35 : 20;
  11353. if(!status_charge(bl, hp, sp))
  11354. break;
  11355. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  11356. return 0;
  11357. }
  11358. break;
  11359. case SC_JAILED:
  11360. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  11361. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  11362. return 0;
  11363. }
  11364. break;
  11365. case SC_BLIND:
  11366. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  11367. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  11368. return 0;
  11369. }
  11370. break;
  11371. case SC_ABUNDANCE:
  11372. if(--(sce->val4) > 0) {
  11373. status_heal(bl,0,60,0);
  11374. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  11375. }
  11376. break;
  11377. case SC_OBLIVIONCURSE:
  11378. if( --(sce->val4) >= 0 ) {
  11379. clif_emotion(bl,E_WHAT);
  11380. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  11381. return 0;
  11382. }
  11383. break;
  11384. case SC_WEAPONBLOCKING:
  11385. if( --(sce->val4) >= 0 ) {
  11386. if( !status_charge(bl,0,3) )
  11387. break;
  11388. sc_timer_next(5000+tick,status_change_timer,bl->id,data);
  11389. return 0;
  11390. }
  11391. break;
  11392. case SC_CLOAKINGEXCEED:
  11393. if(!status_charge(bl,0,10-sce->val1))
  11394. break;
  11395. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11396. return 0;
  11397. case SC_RENOVATIO:
  11398. if( --(sce->val4) >= 0 ) {
  11399. int heal = status->max_hp * 3 / 100;
  11400. if( sc && sc->data[SC_AKAITSUKI] && heal )
  11401. heal = ~heal + 1;
  11402. status_heal(bl, heal, 0, 3);
  11403. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11404. return 0;
  11405. }
  11406. break;
  11407. case SC_SPHERE_1:
  11408. case SC_SPHERE_2:
  11409. case SC_SPHERE_3:
  11410. case SC_SPHERE_4:
  11411. case SC_SPHERE_5:
  11412. if( --(sce->val4) >= 0 ) {
  11413. if( !status_charge(bl, 0, 1) )
  11414. break;
  11415. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11416. return 0;
  11417. }
  11418. break;
  11419. case SC_FREEZE_SP:
  11420. if( !status_charge(bl, 0, sce->val2) ) {
  11421. int i;
  11422. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  11423. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11424. break;
  11425. }
  11426. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11427. return 0;
  11428. case SC_ELECTRICSHOCKER:
  11429. if( --(sce->val4) >= 0 ) {
  11430. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  11431. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11432. return 0;
  11433. }
  11434. break;
  11435. case SC_CAMOUFLAGE:
  11436. if (!status_charge(bl, 0, 7 - sce->val1))
  11437. break;
  11438. if (--sce->val4 >= 0)
  11439. sce->val3++;
  11440. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11441. return 0;
  11442. case SC__REPRODUCE:
  11443. if(!status_charge(bl, 0, 1))
  11444. break;
  11445. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11446. return 0;
  11447. case SC__SHADOWFORM:
  11448. if( --(sce->val4) >= 0 ) {
  11449. if( !status_charge(bl, 0, 11 - sce->val1) )
  11450. break;
  11451. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11452. return 0;
  11453. }
  11454. break;
  11455. case SC__INVISIBILITY:
  11456. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  11457. break;
  11458. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11459. return 0;
  11460. case SC__FEINTBOMB:
  11461. if( --(sce->val4) >= 0) {
  11462. if( !status_charge(bl, 0, sce->val2) )
  11463. break;
  11464. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11465. return 0;
  11466. }
  11467. break;
  11468. case SC_STRIKING:
  11469. if( --(sce->val4) >= 0 ) {
  11470. if( !status_charge(bl,0, sce->val3 ) )
  11471. break;
  11472. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11473. return 0;
  11474. }
  11475. break;
  11476. case SC_BLOODSUCKER:
  11477. if( --(sce->val4) >= 0 ) {
  11478. struct block_list *src = map_id2bl(sce->val2);
  11479. int damage;
  11480. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  11481. break;
  11482. map_freeblock_lock();
  11483. if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
  11484. damage = 1;
  11485. else
  11486. damage = 200 + 100 * sce->val1 + status_get_int(src);
  11487. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0);
  11488. unit_skillcastcancel(bl,1);
  11489. if ( sc->data[type] ) {
  11490. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11491. }
  11492. map_freeblock_unlock();
  11493. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  11494. return 0;
  11495. }
  11496. break;
  11497. case SC_VOICEOFSIREN:
  11498. if( --(sce->val4) >= 0 ) {
  11499. clif_emotion(bl,E_LV);
  11500. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11501. return 0;
  11502. }
  11503. break;
  11504. case SC_DEEPSLEEP:
  11505. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  11506. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  11507. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11508. return 0;
  11509. }
  11510. break;
  11511. case SC_SIRCLEOFNATURE:
  11512. if( --(sce->val4) >= 0 ) {
  11513. if( !status_charge(bl,0,sce->val3) )
  11514. break;
  11515. status_heal(bl, sce->val2, 0, 1);
  11516. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11517. return 0;
  11518. }
  11519. break;
  11520. case SC_SONGOFMANA:
  11521. if( --(sce->val4) >= 0 ) {
  11522. status_heal(bl,0,sce->val3,3);
  11523. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11524. return 0;
  11525. }
  11526. break;
  11527. case SC_SATURDAYNIGHTFEVER:
  11528. // 1% HP/SP drain every val4 seconds [Jobbie]
  11529. if( --(sce->val3) >= 0 ) {
  11530. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  11531. break;
  11532. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  11533. return 0;
  11534. }
  11535. break;
  11536. case SC_MELODYOFSINK:
  11537. if( --(sce->val4) >= 0 ) {
  11538. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  11539. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11540. return 0;
  11541. }
  11542. break;
  11543. case SC_CRYSTALIZE:
  11544. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  11545. if( bl->type != BL_MOB) // Doesn't work on mobs
  11546. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  11547. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11548. return 0;
  11549. }
  11550. break;
  11551. case SC_FORCEOFVANGUARD:
  11552. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  11553. break;
  11554. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11555. return 0;
  11556. case SC_BANDING:
  11557. if( status_charge(bl, 0, 7 - sce->val1) ) {
  11558. if( sd ) pc_banding(sd, sce->val1);
  11559. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11560. return 0;
  11561. }
  11562. break;
  11563. case SC_REFLECTDAMAGE:
  11564. if( --(sce->val4) > 0 ) {
  11565. if( !status_charge(bl,0,10) )
  11566. break;
  11567. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11568. return 0;
  11569. }
  11570. break;
  11571. case SC_OVERHEAT_LIMITPOINT:
  11572. if( --(sce->val1) > 0 ) { // Cooling
  11573. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  11574. }
  11575. break;
  11576. case SC_OVERHEAT:
  11577. {
  11578. int damage = status->max_hp / 100; // Suggestion 1% each second
  11579. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  11580. map_freeblock_lock();
  11581. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,DMG_NORMAL,0,false));
  11582. if( sc->data[type] ) {
  11583. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11584. }
  11585. map_freeblock_unlock();
  11586. }
  11587. break;
  11588. case SC_MAGNETICFIELD:
  11589. if (--(sce->val3) >= 0) {
  11590. struct block_list *src = map_id2bl(sce->val2);
  11591. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  11592. break;
  11593. if (!status_charge(bl, 0, 50))
  11594. status_zap(bl, 0, status->sp);
  11595. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11596. return 0;
  11597. }
  11598. break;
  11599. case SC_INSPIRATION:
  11600. if(--(sce->val4) >= 0) {
  11601. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  11602. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  11603. if( !status_charge(bl,hp,sp) ) break;
  11604. sc_timer_next(5000+tick,status_change_timer,bl->id, data);
  11605. return 0;
  11606. }
  11607. break;
  11608. case SC_RAISINGDRAGON:
  11609. // 1% every 5 seconds [Jobbie]
  11610. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  11611. if( !sc->data[type] ) return 0;
  11612. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11613. return 0;
  11614. }
  11615. break;
  11616. case SC_TROPIC:
  11617. case SC_CHILLY_AIR:
  11618. case SC_WILD_STORM:
  11619. case SC_UPHEAVAL:
  11620. case SC_HEATER:
  11621. case SC_COOLER:
  11622. case SC_BLAST:
  11623. case SC_CURSED_SOIL:
  11624. case SC_PYROTECHNIC:
  11625. case SC_AQUAPLAY:
  11626. case SC_GUST:
  11627. case SC_PETROLOGY:
  11628. case SC_CIRCLE_OF_FIRE:
  11629. case SC_FIRE_CLOAK:
  11630. case SC_WATER_DROP:
  11631. case SC_WATER_SCREEN:
  11632. case SC_WIND_CURTAIN:
  11633. case SC_WIND_STEP:
  11634. case SC_STONE_SHIELD:
  11635. case SC_SOLID_SKIN:
  11636. if( !status_charge(bl,0,sce->val2) ) {
  11637. struct block_list *s_bl = battle_get_master(bl);
  11638. if (bl->type == BL_ELEM)
  11639. elemental_change_mode(BL_CAST(BL_ELEM, bl), MAX_ELESKILLTREE);
  11640. if( s_bl )
  11641. status_change_end(s_bl,type+1,INVALID_TIMER);
  11642. status_change_end(bl,type,INVALID_TIMER);
  11643. break;
  11644. }
  11645. sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
  11646. return 0;
  11647. case SC_WATER_SCREEN_OPTION:
  11648. status_heal(bl,1000,0,2);
  11649. sc_timer_next(10000 + tick,status_change_timer,bl->id,data);
  11650. return 0;
  11651. case SC_TEARGAS:
  11652. if( --(sce->val4) >= 0 ) {
  11653. struct block_list *src = map_id2bl(sce->val3);
  11654. int damage = sce->val2;
  11655. map_freeblock_lock();
  11656. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  11657. status_damage(src, bl, damage,0, 0, 1);
  11658. if( sc->data[type] ) {
  11659. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11660. }
  11661. map_freeblock_unlock();
  11662. return 0;
  11663. }
  11664. break;
  11665. case SC_TEARGAS_SOB:
  11666. if( --(sce->val4) >= 0 ) {
  11667. clif_emotion(bl, E_SOB);
  11668. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  11669. return 0;
  11670. }
  11671. break;
  11672. case SC_STOMACHACHE:
  11673. if( --(sce->val4) >= 0 ) {
  11674. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  11675. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  11676. pc_setsit(sd);
  11677. skill_sit(sd, 1);
  11678. clif_sitting(bl);
  11679. }
  11680. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11681. return 0;
  11682. }
  11683. break;
  11684. case SC_LEADERSHIP:
  11685. case SC_GLORYWOUNDS:
  11686. case SC_SOULCOLD:
  11687. case SC_HAWKEYES:
  11688. // They only end by status_change_end
  11689. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  11690. return 0;
  11691. case SC_MEIKYOUSISUI:
  11692. if( --(sce->val4) >= 0 ) {
  11693. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  11694. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11695. return 0;
  11696. }
  11697. break;
  11698. case SC_IZAYOI:
  11699. case SC_KAGEMUSYA:
  11700. if( --(sce->val2) >= 0 ) {
  11701. if(!status_charge(bl, 0, 1)) break;
  11702. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11703. return 0;
  11704. }
  11705. break;
  11706. case SC_ANGRIFFS_MODUS:
  11707. if(--(sce->val4) >= 0) { // Drain hp/sp
  11708. if( !status_charge(bl,100,20) ) break;
  11709. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  11710. return 0;
  11711. }
  11712. break;
  11713. case SC_CBC:
  11714. if(--(sce->val4) >= 0) { // Drain hp/sp
  11715. int hp=0;
  11716. int sp = (status->max_sp * sce->val3) / 100;
  11717. if(bl->type == BL_MOB) hp = sp*10;
  11718. if( !status_charge(bl,hp,sp) )break;
  11719. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  11720. return 0;
  11721. }
  11722. break;
  11723. case SC_FULL_THROTTLE:
  11724. if( --(sce->val4) >= 0 ) {
  11725. status_percent_damage(bl, bl, 0, sce->val2, false);
  11726. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11727. return 0;
  11728. }
  11729. break;
  11730. case SC_REBOUND:
  11731. if( --(sce->val4) >= 0 ) {
  11732. clif_emotion(bl, E_SWT);
  11733. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11734. return 0;
  11735. }
  11736. break;
  11737. case SC_KINGS_GRACE:
  11738. if( --(sce->val4) >= 0 ) {
  11739. status_percent_heal(bl, sce->val2, 0);
  11740. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11741. return 0;
  11742. }
  11743. break;
  11744. case SC_FRIGG_SONG:
  11745. if( --(sce->val4) >= 0 ) {
  11746. status_heal(bl, sce->val3, 0, 0);
  11747. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11748. return 0;
  11749. }
  11750. break;
  11751. case SC_C_MARKER:
  11752. if( --(sce->val4) >= 0 ) {
  11753. TBL_PC *caster = map_id2sd(sce->val2);
  11754. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  11755. break;
  11756. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11757. clif_crimson_marker(caster, bl, false);
  11758. return 0;
  11759. }
  11760. break;
  11761. case SC_STEALTHFIELD_MASTER:
  11762. if (--(sce->val4) >= 0) {
  11763. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  11764. break;
  11765. sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
  11766. return 0;
  11767. }
  11768. break;
  11769. case SC_VACUUM_EXTREME:
  11770. if (sce->val4) {
  11771. if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
  11772. clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
  11773. clif_fixpos(bl);
  11774. }
  11775. sc_timer_next(tick+sce->val4, status_change_timer, bl->id, data);
  11776. sce->val4 = 0;
  11777. }
  11778. break;
  11779. case SC_BITESCAR:
  11780. if (--(sce->val4) >= 0) {
  11781. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  11782. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11783. return 0;
  11784. }
  11785. break;
  11786. case SC_FRESHSHRIMP:
  11787. if (--(sce->val4) >= 0) {
  11788. status_heal(bl, status->max_hp / 100, 0, 2);
  11789. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick, status_change_timer, bl->id, data);
  11790. }
  11791. break;
  11792. }
  11793. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  11794. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  11795. sc_timer_next(min(sce->val4,interval)+tick, status_change_timer, bl->id, data);
  11796. sce->val4 -= interval;
  11797. if (dounlock)
  11798. map_freeblock_unlock();
  11799. return 0;
  11800. }
  11801. if (dounlock)
  11802. map_freeblock_unlock();
  11803. // Default for all non-handled control paths is to end the status
  11804. return status_change_end( bl,type,tid );
  11805. #undef sc_timer_next
  11806. }
  11807. /**
  11808. * For each iteration of repetitive status
  11809. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  11810. * @param ap: va_list arguments (src, sce, type, tick)
  11811. */
  11812. int status_change_timer_sub(struct block_list* bl, va_list ap)
  11813. {
  11814. struct status_change* tsc;
  11815. struct block_list* src = va_arg(ap,struct block_list*);
  11816. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  11817. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  11818. unsigned int tick = va_arg(ap,unsigned int);
  11819. if (status_isdead(bl))
  11820. return 0;
  11821. tsc = status_get_sc(bl);
  11822. switch( type ) {
  11823. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  11824. case SC_CONCENTRATE:
  11825. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  11826. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  11827. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  11828. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  11829. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  11830. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  11831. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  11832. break;
  11833. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  11834. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  11835. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
  11836. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  11837. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  11838. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  11839. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  11840. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  11841. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  11842. }
  11843. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  11844. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  11845. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  11846. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  11847. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  11848. }
  11849. break;
  11850. case SC_SIGHTBLASTER:
  11851. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  11852. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  11853. {
  11854. if (sce) {
  11855. struct skill_unit *su = NULL;
  11856. if(bl->type == BL_SKILL)
  11857. su = (struct skill_unit *)bl;
  11858. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  11859. && (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
  11860. sce->val2 = 0; // This signals it to end.
  11861. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  11862. //Remove trap immunity temporarily so it triggers if you still stand on it
  11863. sce->val4++;
  11864. }
  11865. }
  11866. }
  11867. break;
  11868. case SC_TINDER_BREAKER:
  11869. case SC_CLOSECONFINE:{
  11870. int type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  11871. // Lock char has released the hold on everyone...
  11872. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  11873. tsc->data[type2]->val2 = 0;
  11874. status_change_end(bl, type2, INVALID_TIMER);
  11875. }
  11876. break;
  11877. }
  11878. case SC_CURSEDCIRCLE_TARGET:
  11879. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  11880. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  11881. status_change_end(bl, type, INVALID_TIMER);
  11882. }
  11883. break;
  11884. }
  11885. return 0;
  11886. }
  11887. /**
  11888. * Clears buffs/debuffs on an object
  11889. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  11890. * @param type: Type to remove
  11891. * SCCB_BUFFS: Clear Buffs
  11892. * SCCB_DEBUFFS: Clear Debuffs
  11893. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  11894. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  11895. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  11896. */
  11897. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  11898. {
  11899. int i;
  11900. struct status_change *sc= status_get_sc(bl);
  11901. if (!sc || !sc->count)
  11902. return;
  11903. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  11904. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  11905. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11906. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  11907. if(!sc->data[i])
  11908. continue;
  11909. switch (i) {
  11910. // Stuff that cannot be removed
  11911. case SC_WEIGHT50:
  11912. case SC_WEIGHT90:
  11913. case SC_COMBO:
  11914. case SC_SMA:
  11915. case SC_DANCING:
  11916. case SC_LEADERSHIP:
  11917. case SC_GLORYWOUNDS:
  11918. case SC_SOULCOLD:
  11919. case SC_HAWKEYES:
  11920. case SC_SAFETYWALL:
  11921. case SC_PNEUMA:
  11922. case SC_NOCHAT:
  11923. case SC_JAILED:
  11924. case SC_ANKLE:
  11925. case SC_BLADESTOP:
  11926. case SC_STRFOOD:
  11927. case SC_AGIFOOD:
  11928. case SC_VITFOOD:
  11929. case SC_INTFOOD:
  11930. case SC_DEXFOOD:
  11931. case SC_LUKFOOD:
  11932. case SC_FLEEFOOD:
  11933. case SC_HITFOOD:
  11934. case SC_CRIFOOD:
  11935. case SC_BATKFOOD:
  11936. case SC_WATKFOOD:
  11937. case SC_MATKFOOD:
  11938. case SC_FOOD_STR_CASH:
  11939. case SC_FOOD_AGI_CASH:
  11940. case SC_FOOD_VIT_CASH:
  11941. case SC_FOOD_DEX_CASH:
  11942. case SC_FOOD_INT_CASH:
  11943. case SC_FOOD_LUK_CASH:
  11944. case SC_EXPBOOST:
  11945. case SC_JEXPBOOST:
  11946. case SC_ITEMBOOST:
  11947. case SC_ELECTRICSHOCKER:
  11948. case SC__MANHOLE:
  11949. case SC_GIANTGROWTH:
  11950. case SC_MILLENNIUMSHIELD:
  11951. case SC_REFRESH:
  11952. case SC_STONEHARDSKIN:
  11953. case SC_VITALITYACTIVATION:
  11954. case SC_FIGHTINGSPIRIT:
  11955. case SC_ABUNDANCE:
  11956. case SC_SAVAGE_STEAK:
  11957. case SC_COCKTAIL_WARG_BLOOD:
  11958. case SC_MINOR_BBQ:
  11959. case SC_SIROMA_ICE_TEA:
  11960. case SC_DROCERA_HERB_STEAMED:
  11961. case SC_PUTTI_TAILS_NOODLES:
  11962. case SC_CURSEDCIRCLE_ATKER:
  11963. case SC_CURSEDCIRCLE_TARGET:
  11964. case SC_PUSH_CART:
  11965. case SC_ALL_RIDING:
  11966. case SC_STYLE_CHANGE:
  11967. case SC_MONSTER_TRANSFORM:
  11968. case SC_MOONSTAR:
  11969. case SC_SUPER_STAR:
  11970. case SC_MTF_ASPD:
  11971. case SC_MTF_RANGEATK:
  11972. case SC_MTF_MATK:
  11973. case SC_MTF_MLEATKED:
  11974. case SC_MTF_CRIDAMAGE:
  11975. case SC_HEAT_BARREL_AFTER:
  11976. case SC_STRANGELIGHTS:
  11977. case SC_DECORATION_OF_MUSIC:
  11978. case SC_QUEST_BUFF1:
  11979. case SC_QUEST_BUFF2:
  11980. case SC_QUEST_BUFF3:
  11981. case SC_MTF_ASPD2:
  11982. case SC_MTF_RANGEATK2:
  11983. case SC_MTF_MATK2:
  11984. case SC_2011RWC_SCROLL:
  11985. case SC_JP_EVENT04:
  11986. case SC_MTF_MHP:
  11987. case SC_MTF_MSP:
  11988. case SC_MTF_PUMPKIN:
  11989. case SC_MTF_HITFLEE:
  11990. case SC_ATTHASTE_CASH:
  11991. case SC_REUSE_REFRESH:
  11992. case SC_REUSE_LIMIT_A:
  11993. case SC_REUSE_LIMIT_B:
  11994. case SC_REUSE_LIMIT_C:
  11995. case SC_REUSE_LIMIT_D:
  11996. case SC_REUSE_LIMIT_E:
  11997. case SC_REUSE_LIMIT_F:
  11998. case SC_REUSE_LIMIT_G:
  11999. case SC_REUSE_LIMIT_H:
  12000. case SC_REUSE_LIMIT_MTF:
  12001. case SC_REUSE_LIMIT_ECL:
  12002. case SC_REUSE_LIMIT_RECALL:
  12003. case SC_REUSE_LIMIT_ASPD_POTION:
  12004. case SC_REUSE_MILLENNIUMSHIELD:
  12005. case SC_REUSE_CRUSHSTRIKE:
  12006. case SC_REUSE_STORMBLAST:
  12007. case SC_ALL_RIDING_REUSE_LIMIT:
  12008. case SC_SPRITEMABLE:
  12009. case SC_BITESCAR:
  12010. continue;
  12011. // Chemical Protection is only removed by some skills
  12012. case SC_CP_WEAPON:
  12013. case SC_CP_SHIELD:
  12014. case SC_CP_ARMOR:
  12015. case SC_CP_HELM:
  12016. if(!(type&SCCB_CHEM_PROTECT))
  12017. continue;
  12018. break;
  12019. // Debuffs that can be removed.
  12020. case SC_DEEPSLEEP:
  12021. case SC_BURNING:
  12022. case SC_FREEZING:
  12023. case SC_CRYSTALIZE:
  12024. case SC_TOXIN:
  12025. case SC_PARALYSE:
  12026. case SC_VENOMBLEED:
  12027. case SC_MAGICMUSHROOM:
  12028. case SC_DEATHHURT:
  12029. case SC_PYREXIA:
  12030. case SC_OBLIVIONCURSE:
  12031. case SC_LEECHESEND:
  12032. case SC_MARSHOFABYSS:
  12033. case SC_MANDRAGORA:
  12034. if(!(type&SCCB_REFRESH))
  12035. continue;
  12036. break;
  12037. case SC_HALLUCINATION:
  12038. case SC_QUAGMIRE:
  12039. case SC_SIGNUMCRUCIS:
  12040. case SC_DECREASEAGI:
  12041. case SC_SLOWDOWN:
  12042. case SC_MINDBREAKER:
  12043. case SC_WINKCHARM:
  12044. case SC_STOP:
  12045. case SC_ORCISH:
  12046. case SC_STRIPWEAPON:
  12047. case SC_STRIPSHIELD:
  12048. case SC_STRIPARMOR:
  12049. case SC_STRIPHELM:
  12050. case SC_BITE:
  12051. case SC_ADORAMUS:
  12052. case SC_VACUUM_EXTREME:
  12053. case SC_FEAR:
  12054. case SC_MAGNETICFIELD:
  12055. case SC_NETHERWORLD:
  12056. if (!(type&SCCB_DEBUFFS))
  12057. continue;
  12058. break;
  12059. // The rest are buffs that can be removed.
  12060. case SC_BERSERK:
  12061. case SC_SATURDAYNIGHTFEVER:
  12062. if (!(type&SCCB_BUFFS))
  12063. continue;
  12064. sc->data[i]->val2 = 0;
  12065. break;
  12066. default:
  12067. if (!(type&SCCB_BUFFS))
  12068. continue;
  12069. break;
  12070. }
  12071. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12072. }
  12073. //Removes bonus_script
  12074. if (bl->type == BL_PC) {
  12075. i = 0;
  12076. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  12077. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  12078. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  12079. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  12080. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  12081. }
  12082. // Cleaning all extras vars
  12083. sc->comet_x = 0;
  12084. sc->comet_y = 0;
  12085. #ifndef RENEWAL
  12086. sc->sg_counter = 0;
  12087. #endif
  12088. sc->bs_counter = 0;
  12089. return;
  12090. }
  12091. /**
  12092. * Infect a user with status effects (SC_DEADLYINFECT)
  12093. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  12094. * @param bl: Object to change
  12095. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  12096. * @return 1: Success 0: Fail
  12097. */
  12098. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  12099. {
  12100. int i, flag = 0;
  12101. struct status_change *sc = status_get_sc(src);
  12102. const struct TimerData *timer = NULL;
  12103. unsigned int tick;
  12104. struct status_change_data data;
  12105. if( !sc || !sc->count )
  12106. return 0;
  12107. tick = gettick();
  12108. //Boss monsters resistance
  12109. if( status_bl_has_mode(src,MD_BOSS) || status_bl_has_mode(bl,MD_BOSS) )
  12110. return 0;
  12111. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  12112. if( !sc->data[i] || i == SC_COMMON_MAX )
  12113. continue;
  12114. if (sc->data[i]->timer != INVALID_TIMER) {
  12115. timer = get_timer(sc->data[i]->timer);
  12116. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  12117. continue;
  12118. }
  12119. switch( i ) {
  12120. // Debuffs that can be spread.
  12121. // NOTE: We'll add/delete SCs when we are able to confirm it.
  12122. case SC_DEATHHURT:
  12123. case SC_PARALYSE:
  12124. if (type)
  12125. continue;
  12126. case SC_CURSE:
  12127. case SC_SILENCE:
  12128. case SC_CONFUSION:
  12129. case SC_BLIND:
  12130. case SC_HALLUCINATION:
  12131. case SC_SIGNUMCRUCIS:
  12132. case SC_DECREASEAGI:
  12133. //case SC_SLOWDOWN:
  12134. //case SC_MINDBREAKER:
  12135. //case SC_WINKCHARM:
  12136. //case SC_STOP:
  12137. case SC_ORCISH:
  12138. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  12139. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  12140. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  12141. //case SC_STRIPHELM:
  12142. //case SC__STRIPACCESSORY:
  12143. //case SC_BITE:
  12144. case SC_FEAR:
  12145. case SC_FREEZING:
  12146. case SC_VENOMBLEED:
  12147. if (sc->data[i]->timer != INVALID_TIMER)
  12148. data.tick = DIFF_TICK(timer->tick, tick);
  12149. else
  12150. data.tick = INVALID_TIMER;
  12151. break;
  12152. // Special cases
  12153. case SC_TOXIN:
  12154. case SC_MAGICMUSHROOM:
  12155. case SC_PYREXIA:
  12156. case SC_LEECHESEND:
  12157. if (type)
  12158. continue;
  12159. case SC_POISON:
  12160. case SC_DPOISON:
  12161. case SC_BLEEDING:
  12162. case SC_BURNING:
  12163. if (sc->data[i]->timer != INVALID_TIMER)
  12164. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  12165. else
  12166. data.tick = INVALID_TIMER;
  12167. break;
  12168. default:
  12169. continue;
  12170. }
  12171. if( i ) {
  12172. data.val1 = sc->data[i]->val1;
  12173. data.val2 = sc->data[i]->val2;
  12174. data.val3 = sc->data[i]->val3;
  12175. data.val4 = sc->data[i]->val4;
  12176. 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);
  12177. flag = 1;
  12178. }
  12179. }
  12180. return flag;
  12181. }
  12182. /**
  12183. * Applying natural heal bonuses (sit, skill, homun, etc...)
  12184. * TODO: the va_list doesn't seem to be used, safe to remove?
  12185. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  12186. * @param args: va_list arguments
  12187. * @return which regeneration bonuses have been applied (flag)
  12188. */
  12189. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  12190. static int status_natural_heal(struct block_list* bl, va_list args)
  12191. {
  12192. struct regen_data *regen;
  12193. struct status_data *status;
  12194. struct status_change *sc;
  12195. struct unit_data *ud;
  12196. struct view_data *vd = NULL;
  12197. struct regen_data_sub *sregen;
  12198. struct map_session_data *sd;
  12199. int rate, multi = 1, flag;
  12200. regen = status_get_regen_data(bl);
  12201. if (!regen)
  12202. return 0;
  12203. status = status_get_status_data(bl);
  12204. sc = status_get_sc(bl);
  12205. if (sc && !sc->count)
  12206. sc = NULL;
  12207. sd = BL_CAST(BL_PC,bl);
  12208. flag = regen->flag;
  12209. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  12210. flag &= ~(RGN_HP|RGN_SHP);
  12211. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  12212. flag &= ~(RGN_SP|RGN_SSP);
  12213. if (flag && (
  12214. status_isdead(bl) ||
  12215. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  12216. ))
  12217. flag = RGN_NONE;
  12218. if (sd) {
  12219. if (sd->hp_loss.value || sd->sp_loss.value)
  12220. pc_bleeding(sd, natural_heal_diff_tick);
  12221. if (sd->hp_regen.value || sd->sp_regen.value)
  12222. pc_regen(sd, natural_heal_diff_tick);
  12223. }
  12224. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  12225. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  12226. { // Apply sitting regen bonus.
  12227. sregen = regen->ssregen;
  12228. if(flag&(RGN_SHP)) { // Sitting HP regen
  12229. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  12230. if (regen->state.overweight)
  12231. rate >>= 1; // Half as fast when overweight.
  12232. sregen->tick.hp += rate;
  12233. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12234. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  12235. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  12236. flag &= ~(RGN_HP|RGN_SHP);
  12237. break;
  12238. }
  12239. }
  12240. }
  12241. if(flag&(RGN_SSP)) { // Sitting SP regen
  12242. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  12243. if (regen->state.overweight)
  12244. rate >>= 1; // Half as fast when overweight.
  12245. sregen->tick.sp += rate;
  12246. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12247. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  12248. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  12249. flag &= ~(RGN_SP|RGN_SSP);
  12250. break;
  12251. }
  12252. }
  12253. }
  12254. }
  12255. if (flag && regen->state.overweight)
  12256. flag = RGN_NONE;
  12257. ud = unit_bl2ud(bl);
  12258. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  12259. flag &= ~(RGN_SHP|RGN_SSP);
  12260. if(!regen->state.walk)
  12261. flag &= ~RGN_HP;
  12262. }
  12263. if (!flag)
  12264. return 0;
  12265. if (flag&(RGN_HP|RGN_SP)) {
  12266. if(!vd)
  12267. vd = status_get_viewdata(bl);
  12268. if(vd && vd->dead_sit == 2)
  12269. multi += 1; //This causes the interval to be halved
  12270. if(regen->state.gc)
  12271. multi += 1; //This causes the interval to be halved
  12272. }
  12273. // Natural Hp regen
  12274. if (flag&RGN_HP) {
  12275. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  12276. if (ud && ud->walktimer != INVALID_TIMER)
  12277. rate /= 2;
  12278. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  12279. if(bl->type == BL_HOM)
  12280. rate *= 2;
  12281. regen->tick.hp += rate;
  12282. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  12283. int val = 0;
  12284. do {
  12285. val += regen->hp;
  12286. regen->tick.hp -= battle_config.natural_healhp_interval;
  12287. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  12288. if (status_heal(bl, val, 0, 1) < val)
  12289. flag &= ~RGN_SHP; // Full.
  12290. }
  12291. }
  12292. // Natural SP regen
  12293. if(flag&RGN_SP) {
  12294. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  12295. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  12296. if(bl->type==BL_HOM)
  12297. rate *= 2;
  12298. #ifdef RENEWAL
  12299. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  12300. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  12301. rate /= 2; // Tick is doubled in Fury state
  12302. #endif
  12303. regen->tick.sp += rate;
  12304. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  12305. int val = 0;
  12306. do {
  12307. val += regen->sp;
  12308. regen->tick.sp -= battle_config.natural_healsp_interval;
  12309. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  12310. if (status_heal(bl, 0, val, 1) < val)
  12311. flag &= ~RGN_SSP; // full.
  12312. }
  12313. }
  12314. if (!regen->sregen)
  12315. return flag;
  12316. // Skill regen
  12317. sregen = regen->sregen;
  12318. if(flag&RGN_SHP) { // Skill HP regen
  12319. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  12320. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12321. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  12322. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  12323. break; // Full
  12324. }
  12325. }
  12326. if(flag&RGN_SSP) { // Skill SP regen
  12327. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  12328. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12329. int val = sregen->sp;
  12330. if (sd && sd->state.doridori) {
  12331. val *= 2;
  12332. sd->state.doridori = 0;
  12333. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  12334. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  12335. 100,rate,skill_get_time(TK_SPTIME, rate));
  12336. if (
  12337. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  12338. rnd()%10000 < battle_config.sg_angel_skill_ratio
  12339. ) { // Angel of the Sun/Moon/Star
  12340. clif_feel_hate_reset(sd);
  12341. pc_resethate(sd);
  12342. pc_resetfeel(sd);
  12343. }
  12344. }
  12345. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  12346. if(status_heal(bl, 0, val, 3) < val)
  12347. break; // Full
  12348. }
  12349. }
  12350. return flag;
  12351. }
  12352. /**
  12353. * Natural heal main timer
  12354. * @param tid: Timer ID
  12355. * @param tick: Current tick (time)
  12356. * @param id: Object ID to heal
  12357. * @param data: data pushed through timer function
  12358. * @return 0
  12359. */
  12360. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  12361. {
  12362. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  12363. map_foreachregen(status_natural_heal);
  12364. natural_heal_prev_tick = tick;
  12365. return 0;
  12366. }
  12367. /**
  12368. * Get the chance to upgrade a piece of equipment
  12369. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  12370. * @param refine: The target's refine level
  12371. * @return The chance to refine the item, in percent (0~100)
  12372. */
  12373. int status_get_refine_chance(enum refine_type wlv, int refine)
  12374. {
  12375. if ( refine < 0 || refine >= MAX_REFINE)
  12376. return 0;
  12377. return refine_info[wlv].chance[refine];
  12378. }
  12379. /**
  12380. * Check if status is disabled on a map
  12381. * @param type: Status Change data
  12382. * @param mapIsVS: If the map is a map_flag_vs type
  12383. * @param mapisPVP: If the map is a PvP type
  12384. * @param mapIsGVG: If the map is a map_flag_gvg type
  12385. * @param mapIsBG: If the map is a Battleground type
  12386. * @param mapZone: Map Zone type
  12387. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  12388. */
  12389. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone)
  12390. {
  12391. if (type <= SC_NONE || type >= SC_MAX)
  12392. return false;
  12393. if ((!mapIsVS && SCDisabled[type]&1) ||
  12394. (mapIsPVP && SCDisabled[type]&2) ||
  12395. (mapIsGVG && SCDisabled[type]&4) ||
  12396. (mapIsBG && SCDisabled[type]&8) ||
  12397. (SCDisabled[type]&(mapZone)))
  12398. {
  12399. return true;
  12400. }
  12401. return false;
  12402. }
  12403. /**
  12404. * Clear a status if it is disabled on a map
  12405. * @param bl: Block list data
  12406. * @param sc: Status Change data
  12407. */
  12408. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  12409. {
  12410. nullpo_retv(bl);
  12411. if (sc && sc->count) {
  12412. unsigned short i;
  12413. bool mapIsVS = map_flag_vs(bl->m);
  12414. bool mapIsPVP = map[bl->m].flag.pvp;
  12415. bool mapIsGVG = map_flag_gvg(bl->m);
  12416. bool mapIsBG = map[bl->m].flag.battleground;
  12417. unsigned int mapZone = map[bl->m].zone << 3;
  12418. for (i = 0; i < SC_MAX; i++) {
  12419. if (!sc->data[i] || !SCDisabled[i])
  12420. continue;
  12421. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapZone))
  12422. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12423. }
  12424. }
  12425. }
  12426. /**
  12427. * Read status_disabled.txt file
  12428. * @param str: Fields passed from sv_readdb
  12429. * @param columns: Columns passed from sv_readdb function call
  12430. * @param current: Current row being read into SCDisabled array
  12431. * @return True - Successfully stored, False - Invalid SC
  12432. */
  12433. static bool status_readdb_status_disabled(char **str, int columns, int current)
  12434. {
  12435. int type = SC_NONE;
  12436. if (ISDIGIT(str[0][0]))
  12437. type = atoi(str[0]);
  12438. else {
  12439. if (!script_get_constant(str[0],&type))
  12440. type = SC_NONE;
  12441. }
  12442. if (type <= SC_NONE || type >= SC_MAX) {
  12443. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  12444. return false;
  12445. }
  12446. SCDisabled[type] = (unsigned int)atol(str[1]);
  12447. return true;
  12448. }
  12449. /**
  12450. * Read sizefix database for attack calculations
  12451. * @param fields: Fields passed from sv_readdb
  12452. * @param columns: Columns passed from sv_readdb function call
  12453. * @param current: Current row being read into atkmods array
  12454. * @return True
  12455. */
  12456. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  12457. {
  12458. unsigned int i;
  12459. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  12460. atkmods[current][i] = atoi(fields[i]);
  12461. return true;
  12462. }
  12463. /**
  12464. * Read refine database for refining calculations
  12465. * @param fields: Fields passed from sv_readdb
  12466. * @param columns: Columns passed from sv_readdb function call
  12467. * @param current: Current row being read into refine_info array
  12468. * @return True
  12469. */
  12470. static bool status_readdb_refine(char* fields[], int columns, int current)
  12471. {
  12472. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  12473. current = atoi(fields[0]);
  12474. if (current < 0 || current >= REFINE_TYPE_MAX)
  12475. return false;
  12476. bonus_per_level = atoi(fields[1]);
  12477. random_bonus_start_level = atoi(fields[2]);
  12478. random_bonus = atoi(fields[3]);
  12479. for(i = 0; i < MAX_REFINE; i++) {
  12480. char* delim;
  12481. if (!(delim = strchr(fields[4+i], ':')))
  12482. return false;
  12483. *delim = '\0';
  12484. refine_info[current].chance[i] = atoi(fields[4+i]);
  12485. if (i >= random_bonus_start_level - 1)
  12486. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  12487. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  12488. if (i > 0)
  12489. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  12490. }
  12491. return true;
  12492. }
  12493. /**
  12494. * Read attribute fix database for attack calculations
  12495. * Function stores information in the attr_fix_table
  12496. * @return True
  12497. */
  12498. static bool status_readdb_attrfix(const char *basedir,bool silent)
  12499. {
  12500. FILE *fp;
  12501. char line[512], path[512];
  12502. int entries = 0;
  12503. sprintf(path, "%s/attr_fix.txt", basedir);
  12504. fp = fopen(path,"r");
  12505. if (fp == NULL) {
  12506. if (silent==0)
  12507. ShowError("Can't read %s\n", path);
  12508. return 1;
  12509. }
  12510. while (fgets(line, sizeof(line), fp)) {
  12511. int lv, i, j;
  12512. if (line[0] == '/' && line[1] == '/')
  12513. continue;
  12514. lv = atoi(line);
  12515. if (!CHK_ELEMENT_LEVEL(lv))
  12516. continue;
  12517. for (i = 0; i < ELE_ALL;) {
  12518. char *p;
  12519. if (!fgets(line, sizeof(line), fp))
  12520. break;
  12521. if (line[0]=='/' && line[1]=='/')
  12522. continue;
  12523. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  12524. while (*p == 32) //skipping space (32=' ')
  12525. p++;
  12526. //TODO seem unsafe to continue without check
  12527. attr_fix_table[lv-1][i][j] = atoi(p);
  12528. if (battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  12529. attr_fix_table[lv-1][i][j] = 0;
  12530. p = strchr(p,',');
  12531. if(p)
  12532. *p++=0;
  12533. }
  12534. i++;
  12535. }
  12536. entries++;
  12537. }
  12538. fclose(fp);
  12539. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  12540. return true;
  12541. }
  12542. /**
  12543. * Sets defaults in tables and starts read db functions
  12544. * sv_readdb reads the file, outputting the information line-by-line to
  12545. * previous functions above, separating information by delimiter
  12546. * DBs being read:
  12547. * attr_fix.txt: Attribute adjustment table for attacks
  12548. * size_fix.txt: Size adjustment table for weapons
  12549. * refine_db.txt: Refining data table
  12550. * @return 0
  12551. */
  12552. int status_readdb(void)
  12553. {
  12554. int i, j, k;
  12555. const char* dbsubpath[] = {
  12556. "",
  12557. "/"DBIMPORT,
  12558. //add other path here
  12559. };
  12560. // Initialize databases to default
  12561. memset(SCDisabled, 0, sizeof(SCDisabled));
  12562. // size_fix.txt
  12563. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  12564. for(j=0;j<MAX_WEAPON_TYPE;j++)
  12565. atkmods[i][j]=100;
  12566. // refine_db.txt
  12567. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  12568. {
  12569. for(j=0;j<MAX_REFINE; j++)
  12570. {
  12571. refine_info[i].chance[j] = 100;
  12572. refine_info[i].bonus[j] = 0;
  12573. refine_info[i].randombonus_max[j] = 0;
  12574. }
  12575. }
  12576. // attr_fix.txt
  12577. for(i=0;i<4;i++)
  12578. for(j=0;j<ELE_ALL;j++)
  12579. for(k=0;k<ELE_ALL;k++)
  12580. attr_fix_table[i][j][k]=100;
  12581. // read databases
  12582. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  12583. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  12584. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  12585. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  12586. char* dbsubpath1 = (char*)aMalloc(n1+1);
  12587. char* dbsubpath2 = (char*)aMalloc(n2+1);
  12588. if(i==0) {
  12589. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  12590. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  12591. }
  12592. else {
  12593. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  12594. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  12595. }
  12596. status_readdb_attrfix(dbsubpath2,i); // !TODO use sv_readdb ?
  12597. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i);
  12598. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i);
  12599. sv_readdb(dbsubpath2, "refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine, i);
  12600. aFree(dbsubpath1);
  12601. aFree(dbsubpath2);
  12602. }
  12603. return 0;
  12604. }
  12605. /**
  12606. * Status db init and destroy.
  12607. */
  12608. int do_init_status(void)
  12609. {
  12610. add_timer_func_list(status_change_timer,"status_change_timer");
  12611. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  12612. initChangeTables();
  12613. initDummyData();
  12614. status_readdb();
  12615. natural_heal_prev_tick = gettick();
  12616. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
  12617. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  12618. return 0;
  12619. }
  12620. void do_final_status(void)
  12621. {
  12622. ers_destroy(sc_data_ers);
  12623. }