status.cpp 471 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 "status.hpp"
  4. #include <stdlib.h>
  5. #include <math.h>
  6. #include <string>
  7. #include <yaml-cpp/yaml.h>
  8. #include "../common/cbasetypes.h"
  9. #include "../common/timer.h"
  10. #include "../common/nullpo.h"
  11. #include "../common/random.h"
  12. #include "../common/showmsg.h"
  13. #include "../common/malloc.h"
  14. #include "../common/utils.h"
  15. #include "../common/ers.h"
  16. #include "../common/strlib.h"
  17. #include "battle.hpp"
  18. #include "itemdb.hpp"
  19. #include "map.hpp"
  20. #include "path.hpp"
  21. #include "pc.hpp"
  22. #include "pet.hpp"
  23. #include "battleground.hpp"
  24. #include "homunculus.hpp"
  25. #include "mercenary.hpp"
  26. #include "elemental.hpp"
  27. #include "script.hpp"
  28. #include "npc.hpp"
  29. #include "guild.hpp"
  30. #include "clif.hpp"
  31. #include "mob.hpp"
  32. #include "pc_groups.hpp"
  33. // Regen related flags.
  34. enum e_regen {
  35. RGN_NONE = 0x00,
  36. RGN_HP = 0x01,
  37. RGN_SP = 0x02,
  38. RGN_SHP = 0x04,
  39. RGN_SSP = 0x08,
  40. };
  41. // Bonus values and upgrade chances for refining equipment
  42. static struct {
  43. int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; /// Success chance
  44. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  45. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  46. struct refine_cost cost[REFINE_COST_MAX];
  47. } refine_info[REFINE_TYPE_MAX];
  48. static int atkmods[3][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  49. static struct eri *sc_data_ers; /// For sc_data entries
  50. static struct status_data dummy_status;
  51. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  52. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  53. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  54. bool running_npc_stat_calc_event; /// Indicate if OnPCStatCalcEvent is running.
  55. // 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
  56. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  57. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  58. sc_type SkillStatusChangeTable[MAX_SKILL];
  59. int StatusIconChangeTable[SC_MAX];
  60. unsigned int StatusChangeFlagTable[SC_MAX];
  61. int StatusSkillChangeTable[SC_MAX];
  62. int StatusRelevantBLTypes[SI_MAX];
  63. unsigned int StatusChangeStateTable[SC_MAX];
  64. unsigned int StatusDisplayType[SC_MAX];
  65. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  66. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  67. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  68. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  69. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  70. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  71. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  72. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  73. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  74. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  75. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  76. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  77. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  78. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  79. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  80. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  81. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  82. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  83. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  84. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  85. #ifdef RENEWAL_ASPD
  86. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  87. #endif
  88. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  89. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  90. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  91. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  92. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  93. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  94. #ifdef RENEWAL
  95. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  96. #endif
  97. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  98. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  99. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  100. static int status_get_sc_interval(enum sc_type type);
  101. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  102. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), map_flag_vs2((m)), map[(m)].flag.pvp != 0, map_flag_gvg2_no_te((m)), map[(m)].flag.battleground != 0, (map[(m)].zone << 3) != 0, map_flag_gvg2_te((m))) )
  103. /**
  104. * Returns the status change associated with a skill.
  105. * @param skill The skill to look up
  106. * @return The status registered for this skill
  107. */
  108. sc_type status_skill2sc(int skill)
  109. {
  110. int idx = skill_get_index(skill);
  111. if( idx == 0 ) {
  112. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  113. return SC_NONE;
  114. }
  115. return SkillStatusChangeTable[idx];
  116. }
  117. /**
  118. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  119. * Utilized for various duration lookups. Use with caution!
  120. * @param sc The status to look up
  121. * @return A skill associated with the status
  122. */
  123. int status_sc2skill(sc_type sc)
  124. {
  125. if( sc < 0 || sc >= SC_MAX ) {
  126. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  127. return 0;
  128. }
  129. return StatusSkillChangeTable[sc];
  130. }
  131. /**
  132. * Returns the status calculation flag associated with a given status change.
  133. * @param sc The status to look up
  134. * @return The scb_flag registered for this status (see enum scb_flag)
  135. */
  136. unsigned int status_sc2scb_flag(sc_type sc)
  137. {
  138. if( sc < 0 || sc >= SC_MAX ) {
  139. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  140. return SCB_NONE;
  141. }
  142. return StatusChangeFlagTable[sc];
  143. }
  144. /**
  145. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  146. * @param type The client-side status identifier to look up (see enum si_type)
  147. * @return The bl types relevant to the type (see enum bl_type)
  148. */
  149. int status_type2relevant_bl_types(int type)
  150. {
  151. if( type < 0 || type >= SI_MAX ) {
  152. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  153. return SI_BLANK;
  154. }
  155. return StatusRelevantBLTypes[type];
  156. }
  157. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  158. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  159. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  160. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  161. {
  162. uint16 idx = skill_get_index(skill_id);
  163. if( idx == 0 ) {
  164. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  165. return;
  166. }
  167. if( sc < 0 || sc >= SC_MAX ) {
  168. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  169. return;
  170. }
  171. if( StatusSkillChangeTable[sc] == 0 )
  172. StatusSkillChangeTable[sc] = skill_id;
  173. if( StatusIconChangeTable[sc] == SI_BLANK )
  174. StatusIconChangeTable[sc] = icon;
  175. StatusChangeFlagTable[sc] |= flag;
  176. if( SkillStatusChangeTable[idx] == SC_NONE )
  177. SkillStatusChangeTable[idx] = sc;
  178. }
  179. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  180. if (sc > SC_NONE && sc < SC_MAX) {
  181. if (StatusIconChangeTable[sc] == SI_BLANK)
  182. StatusIconChangeTable[sc] = icon;
  183. StatusChangeFlagTable[sc] |= flag;
  184. }
  185. if (icon > SI_BLANK && icon < SI_MAX)
  186. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  187. }
  188. void initChangeTables(void)
  189. {
  190. int i;
  191. for (i = 0; i < SC_MAX; i++)
  192. StatusIconChangeTable[i] = SI_BLANK;
  193. for (i = 0; i < MAX_SKILL; i++)
  194. SkillStatusChangeTable[i] = SC_NONE;
  195. for (i = 0; i < SI_MAX; i++)
  196. StatusRelevantBLTypes[i] = BL_PC;
  197. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  198. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  199. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  200. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  201. memset(SCDisabled, 0, sizeof(SCDisabled));
  202. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  203. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  204. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  205. add_sc( NPC_STUNATTACK , SC_STUN );
  206. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  207. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  208. set_sc( NPC_WIDECURSE , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  209. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  210. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  211. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  212. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  213. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  214. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  215. /* The main status definitions */
  216. add_sc( SM_BASH , SC_STUN );
  217. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  218. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  219. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  220. add_sc( MG_SIGHT , SC_SIGHT );
  221. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  222. add_sc( MG_FROSTDIVER , SC_FREEZE );
  223. add_sc( MG_STONECURSE , SC_STONE );
  224. add_sc( AL_RUWACH , SC_RUWACH );
  225. add_sc( AL_PNEUMA , SC_PNEUMA );
  226. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  227. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  228. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  229. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  230. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  231. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  232. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  233. add_sc( TF_POISON , SC_POISON );
  234. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  235. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE );
  236. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
  237. #ifndef RENEWAL
  238. SCB_WATK );
  239. #else
  240. SCB_NONE );
  241. #endif
  242. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  243. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  244. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  245. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  246. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  247. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  248. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  249. add_sc( PR_STRECOVERY , SC_BLIND );
  250. add_sc( PR_LEXDIVINA , SC_SILENCE );
  251. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  252. add_sc( WZ_METEOR , SC_STUN );
  253. add_sc( WZ_VERMILION , SC_BLIND );
  254. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  255. add_sc( WZ_STORMGUST , SC_FREEZE );
  256. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  257. add_sc( BS_HAMMERFALL , SC_STUN );
  258. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  259. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
  260. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  261. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  262. add_sc( HT_LANDMINE , SC_STUN );
  263. set_sc( HT_ANKLESNARE , SC_ANKLE , SI_ANKLESNARE , SCB_NONE );
  264. add_sc( HT_SANDMAN , SC_SLEEP );
  265. add_sc( HT_FLASHER , SC_BLIND );
  266. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  267. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  268. add_sc( AS_SONICBLOW , SC_STUN );
  269. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  270. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  271. add_sc( AS_VENOMDUST , SC_POISON );
  272. set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE );
  273. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  274. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  275. add_sc( TF_SPRINKLESAND , SC_BLIND );
  276. add_sc( TF_THROWSTONE , SC_STUN );
  277. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  278. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  279. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  280. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  281. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  282. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  283. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  284. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  285. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  286. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  287. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  288. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  289. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  290. add_sc( NPC_POISON , SC_POISON );
  291. add_sc( NPC_BLINDATTACK , SC_BLIND );
  292. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  293. add_sc( NPC_STUNATTACK , SC_STUN );
  294. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  295. add_sc( NPC_CURSEATTACK , SC_CURSE );
  296. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  297. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  298. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  299. add_sc( NPC_DARKBLESSING , SC_COMA );
  300. set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF );
  301. add_sc( NPC_DEFENDER , SC_ARMOR );
  302. add_sc( NPC_LICK , SC_STUN );
  303. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  304. add_sc( NPC_REBIRTH , SC_REBIRTH );
  305. add_sc( RG_RAID , SC_STUN );
  306. #ifdef RENEWAL
  307. add_sc( RG_RAID , SC_RAID );
  308. add_sc( RG_BACKSTAP , SC_STUN );
  309. #endif
  310. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  311. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  312. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  313. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  314. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  315. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  316. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  317. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  318. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  319. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  320. add_sc( CR_SHIELDCHARGE , SC_STUN );
  321. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  322. add_sc( CR_HOLYCROSS , SC_BLIND );
  323. add_sc( CR_GRANDCROSS , SC_BLIND );
  324. set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE);
  325. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  326. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  327. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  328. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  329. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  330. set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE );
  331. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  332. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  333. #ifdef RENEWAL
  334. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  335. #endif
  336. set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE );
  337. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  338. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  339. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  340. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  341. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  342. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  343. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  344. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  345. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  346. add_sc( SA_COMA , SC_COMA );
  347. set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN );
  348. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE );
  349. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 );
  350. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD ,
  351. #ifndef RENEWAL
  352. SCB_WATK|SCB_DEF );
  353. #else
  354. SCB_DEF );
  355. #endif
  356. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN ,
  357. #ifndef RENEWAL
  358. SCB_WATK );
  359. #else
  360. SCB_NONE );
  361. #endif
  362. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
  363. set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
  364. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
  365. add_sc( BA_FROSTJOKER , SC_FREEZE );
  366. set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  367. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
  368. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE );
  369. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP );
  370. add_sc( DC_SCREAM , SC_STUN );
  371. set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT );
  372. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  373. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI );
  374. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL );
  375. add_sc( NPC_DARKCROSS , SC_BLIND );
  376. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  377. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  378. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  379. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  380. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  381. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  382. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  383. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  384. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  385. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  386. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION ,
  387. #ifndef RENEWAL
  388. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  389. #else
  390. SCB_HIT|SCB_DEF );
  391. #endif
  392. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  393. 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 );
  394. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  395. #ifndef RENEWAL
  396. SI_ASSUMPTIO , SCB_NONE );
  397. #else
  398. SI_ASSUMPTIO2 , SCB_NONE );
  399. #endif
  400. add_sc( HP_BASILICA , SC_BASILICA );
  401. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  402. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  403. set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD );
  404. add_sc( PA_GOSPEL , SC_SCRESIST );
  405. add_sc( CH_TIGERFIST , SC_STOP );
  406. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  407. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  408. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  409. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  410. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  411. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED );
  412. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  413. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  414. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  415. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  416. add_sc( LK_SPIRALPIERCE , SC_STOP );
  417. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  418. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  419. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  420. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  421. set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE );
  422. set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE );
  423. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE );
  424. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  425. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  426. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  427. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  428. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  429. add_sc( TK_DOWNKICK , SC_STUN );
  430. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  431. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  432. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  433. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  434. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  435. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  436. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  437. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  438. add_sc( SG_MOON_WARM , SC_WARM );
  439. add_sc( SG_STAR_WARM , SC_WARM );
  440. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  441. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  442. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  443. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  444. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  445. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  446. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  447. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  448. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  449. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  450. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  451. add_sc( SL_STUN , SC_STUN );
  452. set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED );
  453. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  454. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  455. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  456. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  457. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  458. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  459. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD );
  460. add_sc( WS_CARTTERMINATION , SC_STUN );
  461. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  462. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD );
  463. set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE );
  464. set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROT , SCB_NONE );
  465. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  466. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  467. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  468. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  469. add_sc( GS_CRACKER , SC_STUN );
  470. add_sc( GS_DISARM , SC_STRIPWEAPON );
  471. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  472. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL ,
  473. #ifndef RENEWAL
  474. SCB_BATK|SCB_ASPD );
  475. #else
  476. SCB_ASPD );
  477. #endif
  478. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  479. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  480. #ifdef RENEWAL
  481. set_sc( GS_MAGICALBULLET , SC_MAGICALBULLET , SI_GS_MAGICAL_BULLET , SCB_NONE );
  482. #endif
  483. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER ,
  484. #ifndef RENEWAL
  485. SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  486. #else
  487. SCB_FLEE|SCB_SPEED|SCB_ASPD );
  488. #endif
  489. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  490. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  491. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  492. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  493. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  494. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  495. add_sc( NPC_ICEBREATH , SC_FREEZE );
  496. add_sc( NPC_ACIDBREATH , SC_POISON );
  497. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  498. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  499. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  500. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  501. add_sc( NPC_WIDESTONE , SC_STONE );
  502. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  503. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  504. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  505. add_sc( NPC_EVILLAND , SC_BLIND );
  506. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  507. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  508. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  509. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_NONE );
  510. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  511. add_sc( NPC_WIDECURSE , SC_CURSE );
  512. add_sc( NPC_WIDESTUN , SC_STUN );
  513. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  514. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  515. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  516. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  517. set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , SI_MAXPAIN , SCB_NONE );
  518. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  519. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  520. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  521. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  522. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  523. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  524. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  525. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  526. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  527. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  528. add_sc( MO_BALKYOUNG , SC_STUN );
  529. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  530. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  531. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  532. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  533. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  534. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  535. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  536. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  537. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK ,
  538. #ifndef RENEWAL
  539. SCB_DEF );
  540. #else
  541. SCB_VIT );
  542. #endif
  543. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  544. /* Homunculus S */
  545. add_sc(MH_STAHL_HORN , SC_STUN );
  546. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  547. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  548. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  549. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  550. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, SI_LIGHT_OF_REGENE, SCB_NONE);
  551. set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  552. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
  553. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
  554. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  555. set_sc(MH_LAVA_SLIDE , SC_BURNING , SI_BURNT , SCB_MDEF );
  556. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  557. add_sc(MH_POISON_MIST , SC_BLIND );
  558. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
  559. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  560. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
  561. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  562. set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
  563. set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_MAXHP );
  564. add_sc( MER_CRASH , SC_STUN );
  565. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  566. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  567. add_sc( MER_SIGHT , SC_SIGHT );
  568. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  569. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  570. add_sc( MER_LEXDIVINA , SC_SILENCE );
  571. add_sc( MA_LANDMINE , SC_STUN );
  572. add_sc( MA_SANDMAN , SC_SLEEP );
  573. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  574. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  575. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  576. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  577. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  578. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  579. 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 );
  580. add_sc( ML_SPIRALPIERCE , SC_STOP );
  581. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  582. add_sc( ML_DEVOTION , SC_DEVOTION );
  583. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  584. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  585. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  586. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  587. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  588. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  589. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  590. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  591. set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN );
  592. /* Rune Knight */
  593. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  594. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  595. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  596. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  597. set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BURNT , SCB_MDEF );
  598. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  599. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  600. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  601. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  602. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
  603. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  604. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  605. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  606. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  607. /* GC Guillotine Cross */
  608. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  609. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  610. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  611. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  612. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
  613. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  614. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
  615. /* Arch Bishop */
  616. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  617. add_sc( AB_CLEMENTIA , SC_BLESSING );
  618. add_sc( AB_CANTO , SC_INCREASEAGI );
  619. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  620. add_sc( AB_PRAEFATIO , SC_KYRIE );
  621. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  622. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  623. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  624. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  625. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_NONE );
  626. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  627. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  628. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
  629. /* Warlock */
  630. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  631. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  632. add_sc( WL_JACKFROST , SC_FREEZE );
  633. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  634. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  635. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  636. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  637. add_sc( WL_CRIMSONROCK , SC_STUN );
  638. set_sc( WL_HELLINFERNO , SC_BURNING , SI_BURNT , SCB_MDEF );
  639. set_sc( WL_COMET , SC_BURNING , SI_BURNT , SCB_MDEF );
  640. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
  641. /* Ranger */
  642. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  643. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  644. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED|SCB_DSPD );
  645. set_sc( RA_WUGBITE , SC_BITE , SI_WUGBITE , SCB_NONE );
  646. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED|SCB_DEF|SCB_DEF2 );
  647. set_sc( RA_FIRINGTRAP , SC_BURNING , SI_BURNT , SCB_MDEF );
  648. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF|SCB_DEF2 );
  649. set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  650. /* Mechanic */
  651. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  652. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  653. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  654. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  655. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  656. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  657. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  658. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_SPEED );
  659. /* Royal Guard */
  660. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
  661. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
  662. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  663. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  664. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );
  665. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  666. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  667. 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);
  668. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
  669. /* Shadow Chaser */
  670. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  671. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
  672. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  673. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  674. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  675. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  676. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK|SCB_WATK );
  677. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT );
  678. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  679. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE|SCB_SPEED );
  680. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  681. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_MAXHP );
  682. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  683. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  684. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  685. add_sc( SC_BLOODYLUST , SC_BERSERK );
  686. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  687. add_sc( SC_ESCAPE , SC_ANKLE );
  688. /* Sura */
  689. add_sc( SR_DRAGONCOMBO , SC_STUN );
  690. add_sc( SR_EARTHSHAKER , SC_STUN );
  691. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  692. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  693. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  694. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  695. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  696. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD );
  697. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  698. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK );
  699. /* Wanderer / Minstrel */
  700. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  701. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  702. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  703. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_WATK );
  704. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF );
  705. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  706. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  707. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  708. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  709. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  710. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  711. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  712. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  713. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  714. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  715. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
  716. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
  717. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
  718. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
  719. /* Sorcerer */
  720. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  721. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  722. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  723. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
  724. set_sc( SO_CLOUD_KILL , SC_CLOUD_KILL , SI_CLOUDKILL , SCB_NONE );
  725. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  726. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  727. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  728. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  729. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_BATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  730. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  731. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  732. 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 );
  733. /* Genetic */
  734. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED );
  735. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  736. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  737. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  738. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  739. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  740. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
  741. /* Elemental spirits' status changes */
  742. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  743. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  744. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  745. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  746. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  747. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  748. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  749. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  750. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  751. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  752. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  753. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  754. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  755. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  756. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  757. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  758. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  759. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  760. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  761. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  762. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  763. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP );
  764. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP );
  765. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  766. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  767. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  768. add_sc( KO_YAMIKUMO , SC_HIDING );
  769. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  770. add_sc( KO_MAKIBISHI , SC_STUN );
  771. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  772. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  773. add_sc( KO_JYUSATSU , SC_CURSE );
  774. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  775. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  776. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  777. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  778. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  779. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  780. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  781. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  782. 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 );
  783. /* Rebellion */
  784. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  785. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  786. set_sc( RL_H_MINE , SC_H_MINE , SI_H_MINE , SCB_NONE);
  787. set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
  788. set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
  789. set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_NONE );
  790. set_sc( RL_FALLEN_ANGEL , SC_FALLEN_ANGEL, SI_BLANK, SCB_NONE );
  791. set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
  792. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_HIT|SCB_ASPD );
  793. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_FLEE );
  794. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_NONE );
  795. // New Mounts
  796. set_sc_with_vfx_noskill( SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED );
  797. // Costumes
  798. set_sc_with_vfx_noskill( SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
  799. set_sc_with_vfx_noskill( SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
  800. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , SI_STRANGELIGHTS , SCB_NONE );
  801. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , SI_DECORATION_OF_MUSIC , SCB_NONE );
  802. set_sc_with_vfx_noskill( SC_LJOSALFAR , SI_LJOSALFAR , SCB_NONE);
  803. set_sc_with_vfx_noskill( SC_MERMAID_LONGING , SI_MERMAID_LONGING , SCB_NONE);
  804. set_sc_with_vfx_noskill( SC_HAT_EFFECT , SI_HAT_EFFECT , SCB_NONE);
  805. set_sc_with_vfx_noskill( SC_FLOWERSMOKE , SI_FLOWERSMOKE , SCB_NONE);
  806. set_sc_with_vfx_noskill( SC_FSTONE , SI_FSTONE , SCB_NONE);
  807. set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , SI_HAPPINESS_STAR , SCB_NONE);
  808. set_sc_with_vfx_noskill( SC_MAPLE_FALLS , SI_MAPLE_FALLS , SCB_NONE);
  809. set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , SI_TIME_ACCESSORY , SCB_NONE);
  810. set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , SI_MAGICAL_FEATHER , SCB_NONE);
  811. /* Summoner */
  812. set_sc( SU_HIDE , SC_SUHIDE , SI_SUHIDE , SCB_NONE );
  813. add_sc( SU_SCRATCH , SC_BLEEDING );
  814. set_sc( SU_STOOP , SC_SU_STOOP , SI_SU_STOOP , SCB_NONE );
  815. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  816. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , SI_CATNIPPOWDER , SCB_WATK|SCB_MATK|SCB_SPEED|SCB_REGEN );
  817. add_sc( SU_CN_METEOR , SC_CURSE );
  818. set_sc_with_vfx( SU_SV_ROOTTWIST, SC_SV_ROOTTWIST , SI_SV_ROOTTWIST , SCB_NONE );
  819. set_sc( SU_SCAROFTAROU , SC_BITESCAR , SI_BITESCAR , SCB_NONE );
  820. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , SI_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  821. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  822. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , SI_TUNAPARTY , SCB_NONE );
  823. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , SI_SHRIMP , SCB_BATK|SCB_MATK );
  824. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , SI_FRESHSHRIMP , SCB_NONE );
  825. set_sc( SU_HISS , SC_HISS , SI_HISS , SCB_FLEE2 );
  826. set_sc( SU_NYANGGRASS , SC_NYANGGRASS , SI_NYANGGRASS , SCB_DEF|SCB_MDEF );
  827. set_sc( SU_GROOMING , SC_GROOMING , SI_GROOMING , SCB_FLEE );
  828. add_sc( SU_PURRING , SC_GROOMING );
  829. add_sc( SU_SHRIMPARTY , SC_FRESHSHRIMP );
  830. add_sc( SU_MEOWMEOW , SC_CHATTERING );
  831. set_sc( SU_CHATTERING , SC_CHATTERING , SI_CHATTERING , SCB_WATK|SCB_MATK );
  832. set_sc( WE_CHEERUP , SC_CHEERUP , SI_CHEERUP , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  833. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  834. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  835. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  836. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  837. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  838. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  839. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  840. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  841. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  842. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  843. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  844. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  845. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  846. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  847. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  848. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  849. /* Status that don't have a skill associated */
  850. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  851. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  852. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  853. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  854. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  855. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  856. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  857. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  858. StatusIconChangeTable[SC_CHASEWALK2] = SI_CHASEWALK2;
  859. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  860. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  861. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  862. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  863. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  864. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  865. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  866. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  867. StatusIconChangeTable[SC_FLEEFOOD] = SI_FOODFLEE;
  868. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  869. StatusIconChangeTable[SC_CRIFOOD] = SI_FOODCRI;
  870. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  871. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  872. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  873. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  874. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  875. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  876. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  877. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  878. /* Cash Items */
  879. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  880. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  881. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  882. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  883. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  884. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  885. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  886. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  887. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  888. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  889. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  890. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  891. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  892. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  893. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  894. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  895. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  896. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  897. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  898. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  899. StatusIconChangeTable[SC_ATTHASTE_CASH] = SI_ATTHASTE_CASH;
  900. /* Mercenary Bonus Effects */
  901. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  902. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  903. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  904. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  905. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  906. /* Warlock Spheres */
  907. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  908. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  909. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  910. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  911. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  912. /* Warlock Preserved spells */
  913. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  914. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  915. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  916. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  917. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  918. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  919. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  920. StatusIconChangeTable[SC_FREEZE_SP] = SI_FREEZE_SP;
  921. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  922. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  923. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  924. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  925. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  926. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  927. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  928. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  929. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  930. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  931. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  932. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  933. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  934. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  935. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  936. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  937. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  938. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  939. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  940. StatusIconChangeTable[SC__BLOODYLUST] = SI_BLOODYLUST;
  941. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  942. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  943. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  944. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  945. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = SI_PROMOTE_HEALTH_RESERCH;
  946. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = SI_ENERGY_DRINK_RESERCH;
  947. /* Genetics New Food Items Status Icons */
  948. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  949. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  950. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  951. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  952. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  953. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  954. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  955. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z;
  956. StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500;
  957. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE;
  958. StatusIconChangeTable[SC_BOOST500] = SI_BOOST500;
  959. StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K;
  960. StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS;
  961. StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M;
  962. StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F;
  963. /* Elemental Spirit's 'side' status change icons */
  964. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  965. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  966. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  967. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  968. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  969. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  970. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  971. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  972. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  973. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  974. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  975. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  976. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  977. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  978. StatusIconChangeTable[SC_GUST] = SI_GUST;
  979. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  980. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  981. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  982. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  983. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  984. StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
  985. StatusIconChangeTable[SC_DEFSET] = SI_SET_NUM_DEF;
  986. StatusIconChangeTable[SC_MDEFSET] = SI_SET_NUM_MDEF;
  987. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
  988. StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = SI_ACTIVE_MONSTER_TRANSFORM;
  989. StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
  990. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  991. StatusIconChangeTable[SC_MTF_ASPD] = SI_MTF_ASPD;
  992. StatusIconChangeTable[SC_MTF_RANGEATK] = SI_MTF_RANGEATK;
  993. StatusIconChangeTable[SC_MTF_MATK] = SI_MTF_MATK;
  994. StatusIconChangeTable[SC_MTF_MLEATKED] = SI_MTF_MLEATKED;
  995. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = SI_MTF_CRIDAMAGE;
  996. StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
  997. StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
  998. StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
  999. StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;
  1000. StatusIconChangeTable[SC_MTF_ASPD2] = SI_MTF_ASPD2;
  1001. StatusIconChangeTable[SC_MTF_RANGEATK2] = SI_MTF_RANGEATK2;
  1002. StatusIconChangeTable[SC_MTF_MATK2] = SI_MTF_MATK2;
  1003. StatusIconChangeTable[SC_2011RWC_SCROLL] = SI_2011RWC_SCROLL;
  1004. StatusIconChangeTable[SC_JP_EVENT04] = SI_JP_EVENT04;
  1005. StatusIconChangeTable[SC_MTF_HITFLEE] = SI_MTF_HITFLEE;
  1006. StatusIconChangeTable[SC_MTF_MHP] = SI_MTF_MHP;
  1007. StatusIconChangeTable[SC_MTF_MSP] = SI_MTF_MSP;
  1008. StatusIconChangeTable[SC_MTF_PUMPKIN] = SI_MTF_PUMPKIN;
  1009. StatusIconChangeTable[SC_NORECOVER_STATE] = SI_HANDICAPSTATE_NORECOVER;
  1010. StatusIconChangeTable[SC_GVG_GIANT] = SI_GVG_GIANT;
  1011. StatusIconChangeTable[SC_GVG_GOLEM] = SI_GVG_GOLEM;
  1012. StatusIconChangeTable[SC_GVG_STUN] = SI_GVG_STUN;
  1013. StatusIconChangeTable[SC_GVG_STONE] = SI_GVG_STONE;
  1014. StatusIconChangeTable[SC_GVG_FREEZ] = SI_GVG_FREEZ;
  1015. StatusIconChangeTable[SC_GVG_SLEEP] = SI_GVG_SLEEP;
  1016. StatusIconChangeTable[SC_GVG_CURSE] = SI_GVG_CURSE;
  1017. StatusIconChangeTable[SC_GVG_SILENCE] = SI_GVG_SILENCE;
  1018. StatusIconChangeTable[SC_GVG_BLIND] = SI_GVG_BLIND;
  1019. StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = SI_RESIST_PROPERTY_WATER;
  1020. StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = SI_RESIST_PROPERTY_GROUND;
  1021. StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = SI_RESIST_PROPERTY_FIRE;
  1022. StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = SI_RESIST_PROPERTY_WIND;
  1023. // Costumes
  1024. StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
  1025. StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
  1026. StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
  1027. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
  1028. StatusIconChangeTable[SC_LJOSALFAR] = SI_LJOSALFAR;
  1029. StatusIconChangeTable[SC_MERMAID_LONGING] = SI_MERMAID_LONGING;
  1030. StatusIconChangeTable[SC_HAT_EFFECT] = SI_HAT_EFFECT;
  1031. StatusIconChangeTable[SC_FLOWERSMOKE] = SI_FLOWERSMOKE;
  1032. StatusIconChangeTable[SC_FSTONE] = SI_FSTONE;
  1033. StatusIconChangeTable[SC_HAPPINESS_STAR] = SI_HAPPINESS_STAR;
  1034. StatusIconChangeTable[SC_MAPLE_FALLS] = SI_MAPLE_FALLS;
  1035. StatusIconChangeTable[SC_TIME_ACCESSORY] = SI_TIME_ACCESSORY;
  1036. StatusIconChangeTable[SC_MAGICAL_FEATHER] = SI_MAGICAL_FEATHER;
  1037. /* Summoners status icons */
  1038. StatusIconChangeTable[SC_SPRITEMABLE] = SI_SPRITEMABLE;
  1039. StatusIconChangeTable[SC_SHRIMPBLESSING] = SI_PROTECTIONOFSHRIMP;
  1040. StatusIconChangeTable[SC_DORAM_BUF_01] = SI_DORAM_BUF_01;
  1041. StatusIconChangeTable[SC_DORAM_BUF_02] = SI_DORAM_BUF_02;
  1042. // Item Reuse Limits
  1043. StatusIconChangeTable[SC_REUSE_REFRESH] = SI_REUSE_REFRESH;
  1044. StatusIconChangeTable[SC_REUSE_LIMIT_A] = SI_REUSE_LIMIT_A;
  1045. StatusIconChangeTable[SC_REUSE_LIMIT_B] = SI_REUSE_LIMIT_B;
  1046. StatusIconChangeTable[SC_REUSE_LIMIT_C] = SI_REUSE_LIMIT_C;
  1047. StatusIconChangeTable[SC_REUSE_LIMIT_D] = SI_REUSE_LIMIT_D;
  1048. StatusIconChangeTable[SC_REUSE_LIMIT_E] = SI_REUSE_LIMIT_E;
  1049. StatusIconChangeTable[SC_REUSE_LIMIT_F] = SI_REUSE_LIMIT_F;
  1050. StatusIconChangeTable[SC_REUSE_LIMIT_G] = SI_REUSE_LIMIT_G;
  1051. StatusIconChangeTable[SC_REUSE_LIMIT_H] = SI_REUSE_LIMIT_H;
  1052. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = SI_REUSE_LIMIT_MTF;
  1053. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = SI_REUSE_LIMIT_ECL;
  1054. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = SI_REUSE_LIMIT_RECALL;
  1055. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = SI_REUSE_LIMIT_ASPD_POTION;
  1056. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = SI_REUSE_MILLENNIUMSHIELD;
  1057. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = SI_REUSE_CRUSHSTRIKE;
  1058. StatusIconChangeTable[SC_REUSE_STORMBLAST] = SI_REUSE_STORMBLAST;
  1059. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = SI_ALL_RIDING_REUSE_LIMIT;
  1060. // Clan System
  1061. StatusIconChangeTable[SC_CLAN_INFO] = SI_CLAN_INFO;
  1062. StatusIconChangeTable[SC_SWORDCLAN] = SI_SWORDCLAN;
  1063. StatusIconChangeTable[SC_ARCWANDCLAN] = SI_ARCWANDCLAN;
  1064. StatusIconChangeTable[SC_GOLDENMACECLAN] = SI_GOLDENMACECLAN;
  1065. StatusIconChangeTable[SC_CROSSBOWCLAN] = SI_CROSSBOWCLAN;
  1066. StatusIconChangeTable[SC_JUMPINGCLAN] = SI_JUMPINGCLAN;
  1067. // Geffen Magic Tournament Buffs
  1068. StatusIconChangeTable[SC_GEFFEN_MAGIC1] = SI_GEFFEN_MAGIC1;
  1069. StatusIconChangeTable[SC_GEFFEN_MAGIC2] = SI_GEFFEN_MAGIC2;
  1070. StatusIconChangeTable[SC_GEFFEN_MAGIC3] = SI_GEFFEN_MAGIC3;
  1071. // RODEX
  1072. StatusIconChangeTable[SC_DAILYSENDMAILCNT] = SI_DAILYSENDMAILCNT;
  1073. /* Other SC which are not necessarily associated to skills */
  1074. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  1075. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  1076. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  1077. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  1078. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1079. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1080. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1081. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1082. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1083. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1084. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1085. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1086. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1087. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1088. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1089. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1090. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1091. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1092. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1093. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1094. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1095. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1096. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1097. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1098. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1099. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1100. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1101. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1102. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1103. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1104. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1105. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1106. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1107. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1108. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1109. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1110. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1111. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1112. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1113. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1114. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1115. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
  1116. StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
  1117. StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
  1118. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= SCB_ALL;
  1119. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1120. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1121. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1122. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1123. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1124. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1125. StatusChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
  1126. StatusChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
  1127. StatusChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
  1128. /* Cash Items */
  1129. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1130. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1131. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1132. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1133. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1134. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1135. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1136. /* Mercenary Bonus Effects */
  1137. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1138. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1139. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1140. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1141. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1142. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1143. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1144. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1145. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1146. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1147. StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
  1148. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1149. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1150. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  1151. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1152. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1153. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1154. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1155. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1156. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1157. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1158. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1159. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1160. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1161. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1162. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1163. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1164. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1165. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1166. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1167. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1168. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1169. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1170. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1171. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1172. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1173. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1174. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1175. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1176. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1177. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1178. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1179. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1180. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1181. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1182. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1183. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1184. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1185. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1186. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1187. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
  1188. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1189. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1190. // Costumes
  1191. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1192. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1193. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1194. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1195. StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
  1196. StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
  1197. StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
  1198. StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
  1199. StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
  1200. StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
  1201. StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
  1202. StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
  1203. StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
  1204. // Clan System
  1205. StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
  1206. StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
  1207. StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
  1208. StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
  1209. StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
  1210. StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1211. // RODEX
  1212. StatusChangeFlagTable[SC_DAILYSENDMAILCNT] |= SCB_NONE;
  1213. // Summoner
  1214. StatusChangeFlagTable[SC_SHRIMPBLESSING] |= SCB_REGEN;
  1215. StatusChangeFlagTable[SC_DORAM_WALKSPEED] |= SCB_SPEED;
  1216. StatusChangeFlagTable[SC_DORAM_MATK] |= SCB_MATK;
  1217. StatusChangeFlagTable[SC_DORAM_FLEE2] |= SCB_FLEE2;
  1218. StatusChangeFlagTable[SC_DORAM_BUF_01] |= SCB_REGEN;
  1219. StatusChangeFlagTable[SC_DORAM_BUF_02] |= SCB_REGEN;
  1220. #ifdef RENEWAL
  1221. // renewal EDP increases your weapon atk
  1222. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1223. #endif
  1224. /* StatusDisplayType Table [Ind] */
  1225. StatusDisplayType[SC_ALL_RIDING] = BL_PC;
  1226. StatusDisplayType[SC_PUSH_CART] = BL_PC;
  1227. StatusDisplayType[SC_SPHERE_1] = BL_PC;
  1228. StatusDisplayType[SC_SPHERE_2] = BL_PC;
  1229. StatusDisplayType[SC_SPHERE_3] = BL_PC;
  1230. StatusDisplayType[SC_SPHERE_4] = BL_PC;
  1231. StatusDisplayType[SC_SPHERE_5] = BL_PC;
  1232. StatusDisplayType[SC_CAMOUFLAGE] = BL_PC;
  1233. StatusDisplayType[SC_STEALTHFIELD] = BL_PC;
  1234. StatusDisplayType[SC_DUPLELIGHT] = BL_PC;
  1235. StatusDisplayType[SC_ORATIO] = BL_PC;
  1236. StatusDisplayType[SC_FREEZING] = BL_PC;
  1237. StatusDisplayType[SC_VENOMIMPRESS] = BL_PC;
  1238. StatusDisplayType[SC_HALLUCINATIONWALK] = BL_PC;
  1239. StatusDisplayType[SC_ROLLINGCUTTER] = BL_PC;
  1240. StatusDisplayType[SC_BANDING] = BL_PC;
  1241. StatusDisplayType[SC_CRYSTALIZE] = BL_PC;
  1242. StatusDisplayType[SC_DEEPSLEEP] = BL_PC;
  1243. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = BL_PC;
  1244. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = BL_PC;
  1245. StatusDisplayType[SC_NETHERWORLD] = BL_PC;
  1246. StatusDisplayType[SC_VOICEOFSIREN] = BL_PC;
  1247. StatusDisplayType[SC_BLOODSUCKER] = BL_PC;
  1248. StatusDisplayType[SC__SHADOWFORM] = BL_PC;
  1249. StatusDisplayType[SC__MANHOLE] = BL_PC;
  1250. StatusDisplayType[SC_JYUMONJIKIRI] = BL_PC;
  1251. StatusDisplayType[SC_AKAITSUKI] = BL_PC;
  1252. StatusDisplayType[SC_MONSTER_TRANSFORM] = BL_PC;
  1253. StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = BL_PC;
  1254. StatusDisplayType[SC_DARKCROW] = BL_PC;
  1255. StatusDisplayType[SC_OFFERTORIUM] = BL_PC;
  1256. StatusDisplayType[SC_TELEKINESIS_INTENSE] = BL_PC;
  1257. StatusDisplayType[SC_UNLIMIT] = BL_PC;
  1258. StatusDisplayType[SC_ILLUSIONDOPING] = BL_PC;
  1259. StatusDisplayType[SC_C_MARKER] = BL_PC;
  1260. StatusDisplayType[SC_ANTI_M_BLAST] = BL_PC;
  1261. StatusDisplayType[SC_SPRITEMABLE] = BL_PC;
  1262. StatusDisplayType[SC_SV_ROOTTWIST] = BL_PC;
  1263. // Costumes
  1264. StatusDisplayType[SC_MOONSTAR] = BL_PC;
  1265. StatusDisplayType[SC_SUPER_STAR] = BL_PC;
  1266. StatusDisplayType[SC_STRANGELIGHTS] = BL_PC;
  1267. StatusDisplayType[SC_DECORATION_OF_MUSIC] = BL_PC;
  1268. StatusDisplayType[SC_LJOSALFAR] = BL_PC;
  1269. StatusDisplayType[SC_MERMAID_LONGING] = BL_PC;
  1270. StatusDisplayType[SC_HAT_EFFECT] = BL_PC;
  1271. StatusDisplayType[SC_FLOWERSMOKE] = BL_PC;
  1272. StatusDisplayType[SC_FSTONE] = BL_PC;
  1273. StatusDisplayType[SC_HAPPINESS_STAR] = BL_PC;
  1274. StatusDisplayType[SC_MAPLE_FALLS] = BL_PC;
  1275. StatusDisplayType[SC_TIME_ACCESSORY] = BL_PC;
  1276. StatusDisplayType[SC_MAGICAL_FEATHER] = BL_PC;
  1277. // Clans
  1278. StatusDisplayType[SC_CLAN_INFO] = BL_PC|BL_NPC;
  1279. /* StatusChangeState (SCS_) NOMOVE */
  1280. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1281. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1282. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1283. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1284. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1285. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1286. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1287. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1288. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1289. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1290. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1291. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1292. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1293. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1294. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1295. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOMOVE;
  1296. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1297. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1298. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1299. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1300. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1301. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1302. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1303. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE;
  1304. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1305. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1306. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1307. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1308. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1309. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1310. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1311. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1312. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1313. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1314. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1315. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1316. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1317. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1318. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1319. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1320. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1321. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1322. /* StatusChangeState (SCS_) NODROPITEMS */
  1323. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1324. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1325. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1326. /* StatusChangeState (SCS_) NOCAST (skills) */
  1327. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1328. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1329. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1330. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1331. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1332. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1333. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1334. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1335. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1336. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST;
  1337. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1338. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1339. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOCAST;
  1340. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1341. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1342. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1343. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1344. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1345. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1346. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1347. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1348. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1349. }
  1350. static void initDummyData(void)
  1351. {
  1352. memset(&dummy_status, 0, sizeof(dummy_status));
  1353. dummy_status.hp =
  1354. dummy_status.max_hp =
  1355. dummy_status.max_sp =
  1356. dummy_status.str =
  1357. dummy_status.agi =
  1358. dummy_status.vit =
  1359. dummy_status.int_ =
  1360. dummy_status.dex =
  1361. dummy_status.luk =
  1362. dummy_status.hit = 1;
  1363. dummy_status.speed = 2000;
  1364. dummy_status.adelay = 4000;
  1365. dummy_status.amotion = 2000;
  1366. dummy_status.dmotion = 2000;
  1367. dummy_status.ele_lv = 1; // Min elemental level.
  1368. dummy_status.mode = MD_CANMOVE;
  1369. }
  1370. /**
  1371. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1372. * @param a: Status data structure to copy from
  1373. * @param b: Status data structure to copy to
  1374. */
  1375. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1376. {
  1377. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1378. }
  1379. /**
  1380. * Sets HP to a given value
  1381. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1382. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1383. * @param hp: What the HP is to be set as
  1384. * @param flag: Used in case final value is higher than current
  1385. * Use 2 to display healing effect
  1386. * @return heal or zapped HP if valid
  1387. */
  1388. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1389. {
  1390. struct status_data *status;
  1391. if (hp < 1)
  1392. return 0;
  1393. status = status_get_status_data(bl);
  1394. if (status == &dummy_status)
  1395. return 0;
  1396. if (hp > status->max_hp)
  1397. hp = status->max_hp;
  1398. if (hp == status->hp)
  1399. return 0;
  1400. if (hp > status->hp)
  1401. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1402. return status_zap(bl, status->hp - hp, 0);
  1403. }
  1404. /**
  1405. * Sets Max HP to a given value
  1406. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1407. * @param maxhp: What the Max HP is to be set as
  1408. * @param flag: Used in case final value is higher than current
  1409. * Use 2 to display healing effect
  1410. * @return heal or zapped HP if valid
  1411. */
  1412. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1413. {
  1414. struct status_data *status;
  1415. int64 heal;
  1416. if (maxhp < 1)
  1417. return 0;
  1418. status = status_get_status_data(bl);
  1419. if (status == &dummy_status)
  1420. return 0;
  1421. if (maxhp == status->max_hp)
  1422. return 0;
  1423. heal = maxhp - status->max_hp;
  1424. status->max_hp = maxhp;
  1425. if (heal > 0)
  1426. status_heal(bl, heal, 0, 1|flag);
  1427. else
  1428. status_zap(bl, -heal, 0);
  1429. return maxhp;
  1430. }
  1431. /**
  1432. * Sets SP to a given value
  1433. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1434. * @param sp: What the SP is to be set as
  1435. * @param flag: Used in case final value is higher than current
  1436. * Use 2 to display healing effect
  1437. * @return heal or zapped SP if valid
  1438. */
  1439. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1440. {
  1441. struct status_data *status;
  1442. status = status_get_status_data(bl);
  1443. if (status == &dummy_status)
  1444. return 0;
  1445. if (sp > status->max_sp)
  1446. sp = status->max_sp;
  1447. if (sp == status->sp)
  1448. return 0;
  1449. if (sp > status->sp)
  1450. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1451. return status_zap(bl, 0, status->sp - sp);
  1452. }
  1453. /**
  1454. * Sets Max SP to a given value
  1455. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1456. * @param maxsp: What the Max SP is to be set as
  1457. * @param flag: Used in case final value is higher than current
  1458. * Use 2 to display healing effect
  1459. * @return heal or zapped HP if valid
  1460. */
  1461. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1462. {
  1463. struct status_data *status;
  1464. if (maxsp < 1)
  1465. return 0;
  1466. status = status_get_status_data(bl);
  1467. if (status == &dummy_status)
  1468. return 0;
  1469. if (maxsp == status->max_sp)
  1470. return 0;
  1471. if (maxsp > status->max_sp)
  1472. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1473. else
  1474. status_zap(bl, status->max_sp - maxsp, 0);
  1475. status->max_sp = maxsp;
  1476. return maxsp;
  1477. }
  1478. /**
  1479. * Takes HP/SP from an Object
  1480. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1481. * @param hp: How much HP to charge
  1482. * @param sp: How much SP to charge
  1483. * @return hp+sp through status_damage()
  1484. * Note: HP/SP are integer values, not percentages. Values should be
  1485. * calculated either within function call or before
  1486. */
  1487. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1488. {
  1489. if(!(bl->type&BL_CONSUME))
  1490. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1491. return status_damage(NULL, bl, hp, sp, 0, 3);
  1492. }
  1493. /**
  1494. * Inflicts damage on the target with the according walkdelay.
  1495. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1496. * @param target: Target of the damage
  1497. * @param dhp: How much damage to HP
  1498. * @param dsp: How much damage to SP
  1499. * @param walkdelay: Amount of time before object can walk again
  1500. * @param flag: Damage flag decides various options
  1501. * flag&1: Passive damage - Does not trigger cancelling status changes
  1502. * flag&2: Fail if there is not enough to subtract
  1503. * flag&4: Mob does not give EXP/Loot if killed
  1504. * flag&8: Used to damage SP of a dead character
  1505. * @return hp+sp
  1506. * Note: HP/SP are integer values, not percentages. Values should be
  1507. * calculated either within function call or before
  1508. */
  1509. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1510. {
  1511. struct status_data *status;
  1512. struct status_change *sc;
  1513. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1514. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1515. nullpo_ret(target);
  1516. if(sp && !(target->type&BL_CONSUME))
  1517. sp = 0; // Not a valid SP target.
  1518. if (hp < 0) { // Assume absorbed damage.
  1519. status_heal(target, -hp, 0, 1);
  1520. hp = 0;
  1521. }
  1522. if (sp < 0) {
  1523. status_heal(target, 0, -sp, 1);
  1524. sp = 0;
  1525. }
  1526. if (target->type == BL_SKILL) {
  1527. if (!src || src->type&battle_config.can_damage_skill)
  1528. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1529. return 0;
  1530. }
  1531. status = status_get_status_data(target);
  1532. if(!status || status == &dummy_status )
  1533. return 0;
  1534. if ((unsigned int)hp >= status->hp) {
  1535. if (flag&2) return 0;
  1536. hp = status->hp;
  1537. }
  1538. if ((unsigned int)sp > status->sp) {
  1539. if (flag&2) return 0;
  1540. sp = status->sp;
  1541. }
  1542. if (!hp && !sp)
  1543. return 0;
  1544. if( !status->hp )
  1545. flag |= 8;
  1546. sc = status_get_sc(target);
  1547. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1548. hp = 1;
  1549. if( hp && !(flag&1) ) {
  1550. if( sc ) {
  1551. struct status_change_entry *sce;
  1552. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1553. status_change_end(target, SC_STONE, INVALID_TIMER);
  1554. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1555. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1556. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1557. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1558. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1559. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1560. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1561. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1562. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1563. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1564. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  1565. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1566. /** [Skotlex]
  1567. * Endure count is only reduced by non-players on non-gvg maps.
  1568. * val4 signals infinite endure.
  1569. **/
  1570. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map[target->m].flag.battleground && --(sce->val2) <= 0)
  1571. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1572. }
  1573. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1574. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1575. if (sg) {
  1576. skill_delunitgroup(sg);
  1577. sce->val4 = 0;
  1578. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1579. }
  1580. }
  1581. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1582. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1583. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1584. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1585. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1586. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1587. }
  1588. if (target->type == BL_PC)
  1589. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1590. unit_skillcastcancel(target, 2);
  1591. }
  1592. status->hp-= hp;
  1593. status->sp-= sp;
  1594. if (sc && hp && status->hp) {
  1595. if (sc->data[SC_AUTOBERSERK] &&
  1596. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1597. status->hp < status->max_hp>>2)
  1598. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1599. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1600. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1601. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1602. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1603. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1604. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1605. }
  1606. switch (target->type) {
  1607. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1608. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1609. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1610. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1611. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1612. }
  1613. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1614. unit_stop_walking( target, 1 );
  1615. }
  1616. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1617. if (walkdelay)
  1618. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1619. return (int)(hp+sp);
  1620. }
  1621. status->hp = 0;
  1622. /** [Skotlex]
  1623. * NOTE: These dead functions should return:
  1624. * 0: Death cancelled, auto-revived.
  1625. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1626. * &2: Remove object from map.
  1627. * &4: Delete object from memory. (One time spawn mobs)
  1628. **/
  1629. switch (target->type) {
  1630. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1631. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1632. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1633. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1634. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1635. default: // Unhandled case, do nothing to object.
  1636. flag = 0;
  1637. break;
  1638. }
  1639. if(!flag) // Death cancelled.
  1640. return (int)(hp+sp);
  1641. // Normal death
  1642. if (battle_config.clear_unit_ondeath &&
  1643. battle_config.clear_unit_ondeath&target->type)
  1644. skill_clear_unitgroup(target);
  1645. if(target->type&BL_REGEN) { // Reset regen ticks.
  1646. struct regen_data *regen = status_get_regen_data(target);
  1647. if (regen) {
  1648. memset(&regen->tick, 0, sizeof(regen->tick));
  1649. if (regen->sregen)
  1650. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1651. if (regen->ssregen)
  1652. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1653. }
  1654. }
  1655. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1656. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1657. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1658. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1659. status_revive(target, 100, 100);
  1660. else
  1661. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1662. status_change_clear(target,0);
  1663. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1664. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1665. if( target->type == BL_MOB )
  1666. ((TBL_MOB*)target)->state.rebirth = 1;
  1667. return (int)(hp+sp);
  1668. }
  1669. 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.
  1670. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1671. status_change_clear(target,0);
  1672. ((TBL_MOB*)target)->state.rebirth = 1;
  1673. return (int)(hp+sp);
  1674. }
  1675. status_change_clear(target,0);
  1676. if(flag&4) // Delete from memory. (also invokes map removal code)
  1677. unit_free(target,CLR_DEAD);
  1678. else if(flag&2) // remove from map
  1679. unit_remove_map(target,CLR_DEAD);
  1680. else { // Some death states that would normally be handled by unit_remove_map
  1681. unit_stop_attack(target);
  1682. unit_stop_walking(target,1);
  1683. unit_skillcastcancel(target,0);
  1684. clif_clearunit_area(target,CLR_DEAD);
  1685. skill_unit_move(target,gettick(),4);
  1686. skill_cleartimerskill(target);
  1687. }
  1688. // Always run NPC scripts for players last
  1689. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1690. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1691. if(target->type == BL_PC) {
  1692. TBL_PC *sd = BL_CAST(BL_PC,target);
  1693. if( sd->bg_id ) {
  1694. struct battleground_data *bg;
  1695. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1696. npc_event(sd, bg->die_event, 0);
  1697. }
  1698. npc_script_event(sd,NPCE_DIE);
  1699. }
  1700. return (int)(hp+sp);
  1701. }
  1702. /**
  1703. * Heals an object
  1704. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1705. * @param hhp: How much HP to heal
  1706. * @param hsp: How much SP to heal
  1707. * @param flag: Whether it's Forced(&1), gives HP/SP(&2) heal effect,
  1708. * or gives HP(&4) heal effect with 0 heal
  1709. * Forced healing overrides heal impedement statuses (Berserk)
  1710. * @return hp+sp
  1711. */
  1712. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1713. {
  1714. struct status_data *status;
  1715. struct status_change *sc;
  1716. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1717. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1718. status = status_get_status_data(bl);
  1719. if (status == &dummy_status || !status->hp)
  1720. return 0;
  1721. sc = status_get_sc(bl);
  1722. if (sc && !sc->count)
  1723. sc = NULL;
  1724. if (hp < 0) {
  1725. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1726. hp++;
  1727. status_damage(NULL, bl, -hp, 0, 0, 1);
  1728. hp = 0;
  1729. }
  1730. if(hp) {
  1731. if( sc && (sc->data[SC_BERSERK]) ) {
  1732. if( flag&1 )
  1733. flag &= ~2;
  1734. else
  1735. hp = 0;
  1736. }
  1737. if((unsigned int)hp > status->max_hp - status->hp)
  1738. hp = status->max_hp - status->hp;
  1739. }
  1740. if(sp < 0) {
  1741. if (sp == INT_MIN)
  1742. sp++;
  1743. status_damage(NULL, bl, 0, -sp, 0, 1);
  1744. sp = 0;
  1745. }
  1746. if(sp) {
  1747. if((unsigned int)sp > status->max_sp - status->sp)
  1748. sp = status->max_sp - status->sp;
  1749. }
  1750. if(!sp && !hp && !(flag&4))
  1751. return 0;
  1752. status->hp += hp;
  1753. status->sp += sp;
  1754. if(hp && sc &&
  1755. sc->data[SC_AUTOBERSERK] &&
  1756. sc->data[SC_PROVOKE] &&
  1757. sc->data[SC_PROVOKE]->val2==1 &&
  1758. status->hp>=status->max_hp>>2
  1759. ) // End auto berserk.
  1760. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1761. // Send HP update to client
  1762. switch(bl->type) {
  1763. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag); break;
  1764. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1765. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1766. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1767. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1768. }
  1769. return (int)hp+sp;
  1770. }
  1771. /**
  1772. * Applies percentage based damage to a unit.
  1773. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1774. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1775. * @param target: Object to modify HP/SP
  1776. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1777. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1778. * @param flag: \n
  1779. * 0: Heal target \n
  1780. * 1: Use status_damage \n
  1781. * 2: Use status_damage and make sure target must not die from subtraction
  1782. * @return hp+sp through status_heal()
  1783. */
  1784. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  1785. {
  1786. struct status_data *status;
  1787. unsigned int hp = 0, sp = 0;
  1788. status = status_get_status_data(target);
  1789. // It's safe now [MarkZD]
  1790. if (hp_rate > 99)
  1791. hp = status->hp;
  1792. else if (hp_rate > 0)
  1793. hp = apply_rate(status->hp, hp_rate);
  1794. else if (hp_rate < -99)
  1795. hp = status->max_hp;
  1796. else if (hp_rate < 0)
  1797. hp = (apply_rate(status->max_hp, -hp_rate));
  1798. if (hp_rate && !hp)
  1799. hp = 1;
  1800. if (flag == 2 && hp >= status->hp)
  1801. hp = status->hp-1; // Must not kill target.
  1802. if (sp_rate > 99)
  1803. sp = status->sp;
  1804. else if (sp_rate > 0)
  1805. sp = apply_rate(status->sp, sp_rate);
  1806. else if (sp_rate < -99)
  1807. sp = status->max_sp;
  1808. else if (sp_rate < 0)
  1809. sp = (apply_rate(status->max_sp, -sp_rate));
  1810. if (sp_rate && !sp)
  1811. sp = 1;
  1812. // Ugly check in case damage dealt is too much for the received args of
  1813. // status_heal / status_damage. [Skotlex]
  1814. if (hp > INT_MAX) {
  1815. hp -= INT_MAX;
  1816. if (flag)
  1817. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1818. else
  1819. status_heal(target, INT_MAX, 0, 0);
  1820. }
  1821. if (sp > INT_MAX) {
  1822. sp -= INT_MAX;
  1823. if (flag)
  1824. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1825. else
  1826. status_heal(target, 0, INT_MAX, 0);
  1827. }
  1828. if (flag)
  1829. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1830. return status_heal(target, hp, sp, 0);
  1831. }
  1832. /**
  1833. * Revives a unit
  1834. * @param bl: Object to revive [PC|MOB|HOM]
  1835. * @param per_hp: Percentage of HP to revive with
  1836. * @param per_sp: Percentage of SP to revive with
  1837. * @return Successful (1) or Invalid target (0)
  1838. */
  1839. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1840. {
  1841. struct status_data *status;
  1842. unsigned int hp, sp;
  1843. if (!status_isdead(bl)) return 0;
  1844. status = status_get_status_data(bl);
  1845. if (status == &dummy_status)
  1846. return 0; // Invalid target.
  1847. hp = (int64)status->max_hp * per_hp/100;
  1848. sp = (int64)status->max_sp * per_sp/100;
  1849. if(hp > status->max_hp - status->hp)
  1850. hp = status->max_hp - status->hp;
  1851. else if (per_hp && !hp)
  1852. hp = 1;
  1853. if(sp > status->max_sp - status->sp)
  1854. sp = status->max_sp - status->sp;
  1855. else if (per_sp && !sp)
  1856. sp = 1;
  1857. status->hp += hp;
  1858. status->sp += sp;
  1859. if (bl->prev) // Animation only if character is already on a map.
  1860. clif_resurrection(bl, 1);
  1861. switch (bl->type) {
  1862. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1863. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1864. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1865. }
  1866. return 1;
  1867. }
  1868. /**
  1869. * Checks whether the src can use the skill on the target,
  1870. * taking into account status/option of both source/target
  1871. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1872. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1873. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1874. target MAY be NULL, which checks if src can cast skill_id on the ground
  1875. * @param skill_id: Skill ID being used on target
  1876. * @param flag: 0 - Trying to use skill on target
  1877. * 1 - Cast bar is done
  1878. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1879. * @return src can use skill (1) or cannot use skill (0)
  1880. * @author [Skotlex]
  1881. */
  1882. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1883. struct status_data *status;
  1884. struct status_change *sc = NULL, *tsc;
  1885. int hide_flag;
  1886. status = src ? status_get_status_data(src) : &dummy_status;
  1887. if (src && src->type != BL_PC && status_isdead(src))
  1888. return false;
  1889. if (!skill_id) { // Normal attack checks.
  1890. // This mode is only needed for melee attacking.
  1891. if (!status_has_mode(status,MD_CANATTACK))
  1892. return false;
  1893. // Dead state is not checked for skills as some skills can be used
  1894. // on dead characters, said checks are left to skill.c [Skotlex]
  1895. if (target && status_isdead(target))
  1896. return false;
  1897. }
  1898. switch( skill_id ) {
  1899. case PA_PRESSURE:
  1900. if( flag && target ) {
  1901. // Gloria Avoids pretty much everything....
  1902. tsc = status_get_sc(target);
  1903. if(tsc && tsc->option&OPTION_HIDE)
  1904. return false;
  1905. }
  1906. break;
  1907. case GN_WALLOFTHORN:
  1908. if( target && status_isdead(target) )
  1909. return false;
  1910. break;
  1911. case AL_TELEPORT:
  1912. case ALL_ODINS_POWER:
  1913. // Should fail when used on top of Land Protector [Skotlex]
  1914. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1915. && !status_has_mode(status,MD_STATUS_IMMUNE)
  1916. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1917. return false;
  1918. break;
  1919. case SC_MANHOLE:
  1920. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1921. if (target && ( status_get_race2(target) == RC2_GVG || status_get_race2(target) == RC2_BATTLEFIELD ) )
  1922. return false;
  1923. default:
  1924. break;
  1925. }
  1926. if ( src )
  1927. sc = status_get_sc(src);
  1928. if( sc && sc->count ) {
  1929. if (sc->data[SC_ALL_RIDING])
  1930. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1931. if (flag == 1 && !status_has_mode(status,MD_STATUS_IMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1932. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1933. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1934. )) {
  1935. if (src->type == BL_PC)
  1936. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1937. return false;
  1938. }
  1939. if (flag == 1 && sc->data[SC_CURSEDCIRCLE_TARGET] && skill_id == MO_ABSORBSPIRITS) // Absorb Spirits fails to go through
  1940. return false;
  1941. if (skill_id != RK_REFRESH && skill_id != SU_GROOMING && sc->opt1 && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1942. if (flag != 1) // Can't cast, casted stuff can't damage.
  1943. return false;
  1944. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1945. return false; // Damage spells stop casting.
  1946. }
  1947. if (
  1948. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1949. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1950. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1951. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  1952. )
  1953. return false;
  1954. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1955. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  1956. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1957. clif_emotion(src, E_LV);
  1958. return false;
  1959. }
  1960. if (sc->data[SC_BLADESTOP]) {
  1961. switch (sc->data[SC_BLADESTOP]->val1) {
  1962. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1963. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1964. case 3: if (skill_id == MO_INVESTIGATE) break;
  1965. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1966. default: return false;
  1967. }
  1968. }
  1969. if (sc->data[SC_DANCING] && flag!=2) {
  1970. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1971. skill_id == WM_FRIGG_SONG))
  1972. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1973. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1974. return false;
  1975. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1976. if (skill_id == BD_ENCORE ||
  1977. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1978. )
  1979. return false;
  1980. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  1981. return false;
  1982. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1983. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1984. }
  1985. if (skill_id && // Do not block item-casted skills.
  1986. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1987. ) { // Skills blocked through status changes...
  1988. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1989. sc->cant.cast ||
  1990. (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
  1991. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1992. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1993. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1994. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1995. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  1996. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1997. ))
  1998. return false;
  1999. // Skill blocking.
  2000. if (
  2001. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  2002. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  2003. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  2004. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  2005. )
  2006. return false;
  2007. }
  2008. if (sc->option) {
  2009. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  2010. // Non players can use all skills while hidden.
  2011. return false;
  2012. }
  2013. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  2014. return false;
  2015. }
  2016. }
  2017. if (target == NULL || target == src) // No further checking needed.
  2018. return true;
  2019. tsc = status_get_sc(target);
  2020. if (tsc && tsc->count) {
  2021. /**
  2022. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  2023. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  2024. **/
  2025. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  2026. return false;
  2027. if(!skill_id && tsc->data[SC_TRICKDEAD])
  2028. return false;
  2029. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  2030. && tsc->data[SC_FREEZE])
  2031. return false;
  2032. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  2033. return false;
  2034. if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
  2035. return false;
  2036. }
  2037. // If targetting, cloak+hide protect you, otherwise only hiding does.
  2038. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  2039. // Skill that can hit hidden target
  2040. if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
  2041. hide_flag &= ~OPTION_HIDE;
  2042. switch( target->type ) {
  2043. case BL_PC: {
  2044. struct map_session_data *tsd = (TBL_PC*)target;
  2045. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  2046. bool is_detect = status_has_mode(status,MD_DETECTOR);
  2047. if (pc_isinvisible(tsd))
  2048. return false;
  2049. if (tsc) {
  2050. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  2051. return false;
  2052. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  2053. return false; // Works against insect and demon but not against bosses
  2054. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  2055. return false; // Works against all
  2056. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  2057. return false; // Insect, demon, and boss can detect
  2058. }
  2059. }
  2060. break;
  2061. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  2062. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  2063. if (status_has_mode(status,MD_LOOTER))
  2064. return true;
  2065. return false;
  2066. case BL_HOM:
  2067. case BL_MER:
  2068. case BL_ELEM:
  2069. 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 )
  2070. return false; // Can't use support skills on Homunculus (only Master/Self)
  2071. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  2072. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  2073. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  2074. return false; // Can't use Potion Pitcher on Mercenaries
  2075. default:
  2076. // Check for chase-walk/hiding/cloaking opponents.
  2077. if( tsc ) {
  2078. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  2079. return false;
  2080. }
  2081. }
  2082. return true;
  2083. }
  2084. /**
  2085. * Checks whether the src can see the target
  2086. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2087. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2088. * @return src can see (1) or target is invisible (0)
  2089. * @author [Skotlex]
  2090. */
  2091. int status_check_visibility(struct block_list *src, struct block_list *target)
  2092. {
  2093. int view_range;
  2094. struct status_data* status = status_get_status_data(src);
  2095. struct status_change* tsc = status_get_sc(target);
  2096. switch (src->type) {
  2097. case BL_MOB:
  2098. view_range = ((TBL_MOB*)src)->min_chase;
  2099. break;
  2100. case BL_PET:
  2101. view_range = ((TBL_PET*)src)->db->range2;
  2102. break;
  2103. default:
  2104. view_range = AREA_SIZE;
  2105. }
  2106. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  2107. return 0;
  2108. if ( src->type == BL_NPC) // NPCs don't care for the rest
  2109. return 1;
  2110. if (tsc) {
  2111. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  2112. bool is_detector = status_has_mode(status,MD_DETECTOR);
  2113. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  2114. case BL_PC: {
  2115. struct map_session_data *tsd = (TBL_PC*)target;
  2116. 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))
  2117. return 0;
  2118. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  2119. return 0;
  2120. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  2121. return 0;
  2122. }
  2123. break;
  2124. default:
  2125. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && !is_detector)
  2126. return 0;
  2127. }
  2128. }
  2129. return 1;
  2130. }
  2131. /**
  2132. * Base ASPD value taken from the job tables
  2133. * @param sd: Player object
  2134. * @param status: Player status
  2135. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2136. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2137. */
  2138. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2139. {
  2140. int amotion;
  2141. int classidx = pc_class2idx(sd->status.class_);
  2142. #ifdef RENEWAL_ASPD
  2143. short mod = -1;
  2144. switch( sd->weapontype2 ) { // Adjustment for dual weilding
  2145. case W_DAGGER: mod = 0; break; // 0, 1, 1
  2146. case W_1HSWORD:
  2147. case W_1HAXE: mod = 1;
  2148. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  2149. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  2150. }
  2151. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  2152. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2153. : ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield
  2154. + job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod
  2155. - job_info[classidx].aspd_base[sd->weapontype2]
  2156. + job_info[classidx].aspd_base[sd->weapontype1]);
  2157. if ( sd->status.shield )
  2158. amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) +
  2159. ( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 );
  2160. #else
  2161. // Base weapon delay
  2162. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2163. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2164. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2])*7/10; // Dual-wield
  2165. // Percentual delay reduction from stats
  2166. amotion -= amotion * (4*status->agi + status->dex)/1000;
  2167. #endif
  2168. // Raw delay adjustment from bAspd bonus
  2169. amotion += sd->bonus.aspd_add;
  2170. return amotion;
  2171. }
  2172. /**
  2173. * Base attack value calculated for units
  2174. * @param bl: Object to get attack for [PC|HOM]
  2175. * @param status: Object status
  2176. * @return base attack
  2177. * Note: Function only calculates Homunculus bATK in RENEWAL
  2178. */
  2179. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  2180. {
  2181. int flag = 0, str, dex, dstr;
  2182. if(!(bl->type&battle_config.enable_baseatk))
  2183. return 0;
  2184. if (bl->type == BL_PC)
  2185. switch(((TBL_PC*)bl)->status.weapon) {
  2186. case W_BOW:
  2187. case W_MUSICAL:
  2188. case W_WHIP:
  2189. case W_REVOLVER:
  2190. case W_RIFLE:
  2191. case W_GATLING:
  2192. case W_SHOTGUN:
  2193. case W_GRENADE:
  2194. flag = 1;
  2195. }
  2196. if (flag) {
  2197. #ifdef RENEWAL
  2198. dstr =
  2199. #endif
  2200. str = status->dex;
  2201. dex = status->str;
  2202. } else {
  2203. #ifdef RENEWAL
  2204. dstr =
  2205. #endif
  2206. str = status->str;
  2207. dex = status->dex;
  2208. }
  2209. /** [Skotlex]
  2210. * Normally only players have base-atk, but homunc have a different batk
  2211. * equation, hinting that perhaps non-players should use this for batk.
  2212. **/
  2213. #ifdef RENEWAL
  2214. if (bl->type == BL_HOM)
  2215. str = 2 * ((((TBL_HOM*)bl)->homunculus.level) + status_get_homstr(bl));
  2216. #else
  2217. dstr = str/10;
  2218. str += dstr*dstr;
  2219. #endif
  2220. if (bl->type == BL_PC)
  2221. #ifdef RENEWAL
  2222. str = (dstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  2223. else if (bl->type == BL_MOB || bl->type == BL_MER)
  2224. str = dstr + ((TBL_MOB*)bl)->level;
  2225. #else
  2226. str+= dex/5 + status->luk/5;
  2227. #endif
  2228. return cap_value(str, 0, USHRT_MAX);
  2229. }
  2230. #ifdef RENEWAL
  2231. /**
  2232. * Weapon attack value calculated for Players
  2233. * @param wa: Weapon attack
  2234. * @param status: Player status
  2235. * @return weapon attack
  2236. */
  2237. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd)
  2238. {
  2239. float str = sd->base_status.str;
  2240. int weapon_atk_bonus = 0;
  2241. if (wa.range > 3 && !pc_checkskill(sd, SU_SOULATTACK))
  2242. str = sd->base_status.dex;
  2243. if (sd->bonus.weapon_atk_rate)
  2244. weapon_atk_bonus = wa.atk * sd->bonus.weapon_atk_rate / 100;
  2245. // wa.atk2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  2246. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200) + weapon_atk_bonus);
  2247. }
  2248. #endif
  2249. #ifndef RENEWAL
  2250. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2251. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2252. #endif
  2253. #ifdef RENEWAL
  2254. unsigned short status_base_matk(struct block_list *bl, const struct status_data* status, int level)
  2255. {
  2256. switch (bl->type) {
  2257. case BL_MOB:
  2258. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2259. //return status->int_ + level;
  2260. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2261. case BL_HOM:
  2262. return status_get_homint(bl) + level;
  2263. case BL_MER:
  2264. return status->int_ + status->int_ / 5 * status->int_ / 5;
  2265. case BL_PC:
  2266. default:
  2267. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2268. }
  2269. }
  2270. #endif
  2271. /**
  2272. * Fills in the misc data that can be calculated from the other status info (except for level)
  2273. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2274. * @param status: Player status
  2275. */
  2276. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2277. {
  2278. int stat;
  2279. // Non players get the value set, players need to stack with previous bonuses.
  2280. if( bl->type != BL_PC )
  2281. status->batk =
  2282. status->hit = status->flee =
  2283. status->def2 = status->mdef2 =
  2284. status->cri = status->flee2 = 0;
  2285. #ifdef RENEWAL // Renewal formulas
  2286. if (bl->type == BL_HOM) {
  2287. // Def2
  2288. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2289. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2290. // Mdef2
  2291. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2292. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2293. // Def
  2294. stat = status->def;
  2295. stat += status_get_homvit(bl) + level / 2;
  2296. status->def = cap_value(stat, 0, SHRT_MAX);
  2297. // Mdef
  2298. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2299. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2300. // Hit
  2301. stat = level + status->dex + 150;
  2302. status->hit = cap_value(stat, 1, SHRT_MAX);
  2303. // Flee
  2304. stat = level + status_get_homagi(bl);
  2305. status->flee = cap_value(stat, 1, SHRT_MAX);
  2306. // Atk
  2307. stat = (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2308. status->rhw.atk = cap_value(stat, 0, SHRT_MAX);
  2309. // Atk2
  2310. stat = (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2311. status->rhw.atk2 = cap_value(stat, 0, SHRT_MAX);
  2312. } else {
  2313. // Hit
  2314. stat = status->hit;
  2315. 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
  2316. status->hit = cap_value(stat, 1, SHRT_MAX);
  2317. // Flee
  2318. stat = status->flee;
  2319. 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
  2320. status->flee = cap_value(stat, 1, SHRT_MAX);
  2321. // Def2
  2322. if (bl->type == BL_MER)
  2323. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2324. else {
  2325. stat = status->def2;
  2326. 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)
  2327. }
  2328. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2329. // Mdef2
  2330. if (bl->type == BL_MER)
  2331. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2332. else {
  2333. stat = status->mdef2;
  2334. 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)
  2335. }
  2336. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2337. }
  2338. // MAtk
  2339. status->matk_min = status->matk_max = status_base_matk(bl, status, level);
  2340. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2341. //switch (bl->type) {
  2342. // case BL_MOB:
  2343. // status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2344. // status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2345. // break;
  2346. // case BL_MER:
  2347. // status->matk_min += 70 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2348. // status->matk_max += 130 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2349. // break;
  2350. //}
  2351. #else
  2352. // Matk
  2353. status->matk_min = status_base_matk_min(status);
  2354. status->matk_max = status_base_matk_max(status);
  2355. // Hit
  2356. stat = status->hit;
  2357. stat += level + status->dex;
  2358. status->hit = cap_value(stat, 1, SHRT_MAX);
  2359. // Flee
  2360. stat = status->flee;
  2361. stat += level + status->agi;
  2362. status->flee = cap_value(stat, 1, SHRT_MAX);
  2363. // Def2
  2364. stat = status->def2;
  2365. stat += status->vit;
  2366. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2367. // Mdef2
  2368. stat = status->mdef2;
  2369. stat += status->int_ + (status->vit>>1);
  2370. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2371. #endif
  2372. //Critical
  2373. if( bl->type&battle_config.enable_critical ) {
  2374. stat = status->cri;
  2375. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2376. status->cri = cap_value(stat, 1, SHRT_MAX);
  2377. } else
  2378. status->cri = 0;
  2379. if (bl->type&battle_config.enable_perfect_flee) {
  2380. stat = status->flee2;
  2381. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2382. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2383. } else
  2384. status->flee2 = 0;
  2385. if (status->batk) {
  2386. int temp = status->batk + status_base_atk(bl, status);
  2387. status->batk = cap_value(temp, 0, USHRT_MAX);
  2388. } else
  2389. status->batk = status_base_atk(bl, status);
  2390. if (status->cri) {
  2391. switch (bl->type) {
  2392. case BL_MOB:
  2393. if(battle_config.mob_critical_rate != 100)
  2394. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2395. if(!status->cri && battle_config.mob_critical_rate)
  2396. status->cri = 10;
  2397. break;
  2398. case BL_PC:
  2399. // Players don't have a critical adjustment setting as of yet.
  2400. break;
  2401. default:
  2402. if(battle_config.critical_rate != 100)
  2403. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2404. if (!status->cri && battle_config.critical_rate)
  2405. status->cri = 10;
  2406. }
  2407. }
  2408. if(bl->type&BL_REGEN)
  2409. status_calc_regen(bl, status, status_get_regen_data(bl));
  2410. }
  2411. /**
  2412. * Calculates the initial status for the given mob
  2413. * @param md: Mob object
  2414. * @param opt: Whether or not it is the first calculation
  2415. This will only be false when a mob levels up (Regular and WoE Guardians)
  2416. * @return 1 for calculated special statuses or 0 for none
  2417. * @author [Skotlex]
  2418. */
  2419. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2420. {
  2421. struct status_data *status;
  2422. struct block_list *mbl = NULL;
  2423. int flag=0;
  2424. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2425. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2426. ;
  2427. else
  2428. md->level = md->db->lv;
  2429. }
  2430. // Check if we need custom base-status
  2431. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2432. flag|=1;
  2433. if (md->special_state.size)
  2434. flag|=2;
  2435. if (md->guardian_data && md->guardian_data->guardup_lv)
  2436. flag|=4;
  2437. if (md->mob_id == MOBID_EMPERIUM)
  2438. flag|=4;
  2439. if (battle_config.slaves_inherit_speed && md->master_id)
  2440. flag|=8;
  2441. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2442. flag|=16;
  2443. if (md->master_id && battle_config.slaves_inherit_mode)
  2444. flag |= 32;
  2445. if (!flag) { // No special status required.
  2446. if (md->base_status) {
  2447. aFree(md->base_status);
  2448. md->base_status = NULL;
  2449. }
  2450. if (opt&SCO_FIRST)
  2451. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2452. return 0;
  2453. }
  2454. if (!md->base_status)
  2455. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2456. status = md->base_status;
  2457. memcpy(status, &md->db->status, sizeof(struct status_data));
  2458. if (flag&(8|16))
  2459. mbl = map_id2bl(md->master_id);
  2460. if (flag&8 && mbl) {
  2461. struct status_data *mstatus = status_get_base_status(mbl);
  2462. if (mstatus &&
  2463. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2464. status->speed = mstatus->speed;
  2465. if( status->speed < 2 ) // Minimum for the unit to function properly
  2466. status->speed = 2;
  2467. }
  2468. if (flag&32)
  2469. status_calc_slave_mode(md, map_id2md(md->master_id));
  2470. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2471. int diff = md->level - md->db->lv;
  2472. status->str += diff;
  2473. status->agi += diff;
  2474. status->vit += diff;
  2475. status->int_ += diff;
  2476. status->dex += diff;
  2477. status->luk += diff;
  2478. status->max_hp += diff * status->vit;
  2479. status->max_sp += diff * status->int_;
  2480. status->hp = status->max_hp;
  2481. status->sp = status->max_sp;
  2482. status->speed -= cap_value(diff, 0, status->speed - 10);
  2483. }
  2484. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2485. if (md->special_state.size == SZ_MEDIUM) {
  2486. status->max_hp >>= 1;
  2487. status->max_sp >>= 1;
  2488. if (!status->max_hp) status->max_hp = 1;
  2489. if (!status->max_sp) status->max_sp = 1;
  2490. status->hp = status->max_hp;
  2491. status->sp = status->max_sp;
  2492. status->str >>= 1;
  2493. status->agi >>= 1;
  2494. status->vit >>= 1;
  2495. status->int_ >>= 1;
  2496. status->dex >>= 1;
  2497. status->luk >>= 1;
  2498. if (!status->str) status->str = 1;
  2499. if (!status->agi) status->agi = 1;
  2500. if (!status->vit) status->vit = 1;
  2501. if (!status->int_) status->int_ = 1;
  2502. if (!status->dex) status->dex = 1;
  2503. if (!status->luk) status->luk = 1;
  2504. } else if (md->special_state.size == SZ_BIG) {
  2505. status->max_hp <<= 1;
  2506. status->max_sp <<= 1;
  2507. status->hp = status->max_hp;
  2508. status->sp = status->max_sp;
  2509. status->str <<= 1;
  2510. status->agi <<= 1;
  2511. status->vit <<= 1;
  2512. status->int_ <<= 1;
  2513. status->dex <<= 1;
  2514. status->luk <<= 1;
  2515. }
  2516. }
  2517. status_calc_misc(&md->bl, status, md->level);
  2518. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2519. struct guild_castle *gc;
  2520. gc=guild_mapname2gc(map[md->bl.m].name);
  2521. if (!gc)
  2522. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  2523. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2524. #ifdef RENEWAL
  2525. status->max_hp += 50 * gc->defense;
  2526. status->max_sp += 70 * gc->defense;
  2527. #else
  2528. status->max_hp += 1000 * gc->defense;
  2529. status->max_sp += 200 * gc->defense;
  2530. #endif
  2531. status->hp = status->max_hp;
  2532. status->sp = status->max_sp;
  2533. status->def += (gc->defense+2)/3;
  2534. status->mdef += (gc->defense+2)/3;
  2535. }
  2536. if(md->mob_id != MOBID_EMPERIUM) {
  2537. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  2538. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  2539. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  2540. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  2541. }
  2542. }
  2543. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2544. struct unit_data *ud = unit_bl2ud(mbl);
  2545. // Remove special AI when this is used by regular mobs.
  2546. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2547. md->special_state.ai = AI_NONE;
  2548. if (ud) {
  2549. // Different levels of HP according to skill level
  2550. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2551. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2552. switch(ud->skill_id) {
  2553. case AM_SPHEREMINE:
  2554. status->max_hp = 2000 + 400*ud->skill_lv;
  2555. break;
  2556. case KO_ZANZOU:
  2557. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2558. break;
  2559. case AM_CANNIBALIZE:
  2560. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2561. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2562. break;
  2563. case MH_SUMMON_LEGION:
  2564. {
  2565. int homblvl = status_get_lv(mbl);
  2566. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2567. status->batk = 100 * (ud->skill_lv+5) / 2;
  2568. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2569. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2570. // status->aspd_rate = max(100,status->aspd_rate);
  2571. break;
  2572. }
  2573. case NC_SILVERSNIPER:
  2574. {
  2575. struct status_data *mstatus = status_get_status_data(mbl);
  2576. if(!mstatus)
  2577. break;
  2578. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2579. status->batk = 200 * ud->skill_lv;
  2580. break;
  2581. }
  2582. case NC_MAGICDECOY:
  2583. {
  2584. struct status_data *mstatus = status_get_status_data(mbl);
  2585. if(!mstatus)
  2586. break;
  2587. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2588. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2589. break;
  2590. }
  2591. }
  2592. status->hp = status->max_hp;
  2593. }
  2594. }
  2595. if (opt&SCO_FIRST) // Initial battle status
  2596. memcpy(&md->status, status, sizeof(struct status_data));
  2597. return 1;
  2598. }
  2599. /**
  2600. * Calculates the stats of the given pet
  2601. * @param pd: Pet object
  2602. * @param opt: Whether or not it is the first calculation
  2603. This will only be false when a pet levels up
  2604. * @return 1
  2605. * @author [Skotlex]
  2606. */
  2607. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2608. {
  2609. nullpo_retv(pd);
  2610. if (opt&SCO_FIRST) {
  2611. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2612. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2613. pd->status.class_ = CLASS_NORMAL;
  2614. pd->status.speed = pd->petDB->speed;
  2615. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2616. // Attack support requires the pet to be able to attack
  2617. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2618. }
  2619. }
  2620. if (battle_config.pet_lv_rate && pd->master) {
  2621. struct map_session_data *sd = pd->master;
  2622. int lv;
  2623. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2624. if (lv < 0)
  2625. lv = 1;
  2626. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2627. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2628. pd->pet.level = lv;
  2629. if (!(opt&SCO_FIRST)) // Lv Up animation
  2630. clif_misceffect(&pd->bl, 0);
  2631. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2632. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2633. status->str = (bstat->str*lv)/pd->db->lv;
  2634. status->agi = (bstat->agi*lv)/pd->db->lv;
  2635. status->vit = (bstat->vit*lv)/pd->db->lv;
  2636. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2637. status->dex = (bstat->dex*lv)/pd->db->lv;
  2638. status->luk = (bstat->luk*lv)/pd->db->lv;
  2639. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2640. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2641. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2642. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2643. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2644. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2645. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2646. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2647. status_calc_misc(&pd->bl, &pd->status, lv);
  2648. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2649. clif_send_petstatus(sd);
  2650. }
  2651. } else if (opt&SCO_FIRST) {
  2652. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2653. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2654. pd->pet.level = pd->db->lv;
  2655. }
  2656. // Support rate modifier (1000 = 100%)
  2657. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2658. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2659. }
  2660. /**
  2661. * Get HP bonus modifiers
  2662. * @param bl: block_list that will be checked
  2663. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2664. * @return bonus: total bonus for HP
  2665. * @author [Cydh]
  2666. */
  2667. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2668. int bonus = 0;
  2669. if (type == STATUS_BONUS_FIX) {
  2670. struct status_change *sc = status_get_sc(bl);
  2671. //Only for BL_PC
  2672. if (bl->type == BL_PC) {
  2673. struct map_session_data *sd = map_id2sd(bl->id);
  2674. uint8 i;
  2675. bonus += sd->bonus.hp;
  2676. if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
  2677. bonus += i * 200;
  2678. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2679. bonus += 1000;
  2680. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2681. bonus += 1000;
  2682. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2683. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2684. bonus += 2000;
  2685. }
  2686. #ifndef HP_SP_TABLES
  2687. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2688. bonus += 2000; // Supernovice lvl99 hp bonus.
  2689. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2690. bonus += 2000; // Supernovice lvl150 hp bonus.
  2691. #endif
  2692. }
  2693. //Bonus by SC
  2694. if (sc) {
  2695. if(sc->data[SC_INCMHP])
  2696. bonus += sc->data[SC_INCMHP]->val1;
  2697. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2698. bonus += 500;
  2699. if(sc->data[SC_LERADSDEW])
  2700. bonus += sc->data[SC_LERADSDEW]->val3;
  2701. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  2702. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val4;
  2703. if(sc->data[SC_INSPIRATION])
  2704. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2705. if(sc->data[SC_SOLID_SKIN_OPTION])
  2706. bonus += 2000;
  2707. if(sc->data[SC_MTF_MHP])
  2708. bonus += sc->data[SC_MTF_MHP]->val1;
  2709. if(sc->data[SC_MARIONETTE])
  2710. bonus -= 1000;
  2711. if(sc->data[SC_SWORDCLAN])
  2712. bonus += 30;
  2713. if(sc->data[SC_ARCWANDCLAN])
  2714. bonus += 30;
  2715. if(sc->data[SC_GOLDENMACECLAN])
  2716. bonus += 30;
  2717. if(sc->data[SC_CROSSBOWCLAN])
  2718. bonus += 30;
  2719. }
  2720. } else if (type == STATUS_BONUS_RATE) {
  2721. struct status_change *sc = status_get_sc(bl);
  2722. //Only for BL_PC
  2723. if (bl->type == BL_PC) {
  2724. struct map_session_data *sd = map_id2sd(bl->id);
  2725. bonus += sd->hprate;
  2726. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2727. }
  2728. //Bonus by SC
  2729. if (sc) {
  2730. //Increasing
  2731. if(sc->data[SC_INCMHPRATE])
  2732. bonus += sc->data[SC_INCMHPRATE]->val1;
  2733. if(sc->data[SC_APPLEIDUN])
  2734. bonus += sc->data[SC_APPLEIDUN]->val2;
  2735. if(sc->data[SC_DELUGE])
  2736. bonus += sc->data[SC_DELUGE]->val2;
  2737. if(sc->data[SC_BERSERK])
  2738. bonus += 200; //+200%
  2739. if(sc->data[SC_MERC_HPUP])
  2740. bonus += sc->data[SC_MERC_HPUP]->val2;
  2741. if(sc->data[SC_EPICLESIS])
  2742. bonus += sc->data[SC_EPICLESIS]->val2;
  2743. if(sc->data[SC_FRIGG_SONG])
  2744. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2745. if(sc->data[SC_FORCEOFVANGUARD])
  2746. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2747. if(sc->data[SC_INSPIRATION])
  2748. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2749. if(sc->data[SC_RAISINGDRAGON])
  2750. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2751. if(sc->data[SC_GT_REVITALIZE])
  2752. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  2753. if(sc->data[SC_MUSTLE_M])
  2754. bonus += sc->data[SC_MUSTLE_M]->val1;
  2755. if(sc->data[SC_ANGRIFFS_MODUS])
  2756. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2757. if(sc->data[SC_PETROLOGY_OPTION])
  2758. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2759. if(sc->data[SC_POWER_OF_GAIA])
  2760. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2761. if(sc->data[SC_CURSED_SOIL_OPTION])
  2762. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2763. if(sc->data[SC_UPHEAVAL_OPTION])
  2764. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2765. //Decreasing
  2766. if(sc->data[SC_VENOMBLEED])
  2767. bonus -= 15;
  2768. if(sc->data[SC_BEYONDOFWARCRY])
  2769. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2770. if(sc->data[SC__WEAKNESS])
  2771. bonus -= sc->data[SC__WEAKNESS]->val2;
  2772. if(sc->data[SC_MYSTERIOUS_POWDER])
  2773. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2774. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2775. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2776. if(sc->data[SC_EQC])
  2777. bonus -= sc->data[SC_EQC]->val3;
  2778. }
  2779. // Max rate reduce is -100%
  2780. bonus = cap_value(bonus,-100,INT_MAX);
  2781. }
  2782. return min(bonus,INT_MAX);
  2783. }
  2784. /**
  2785. * Get SP bonus modifiers
  2786. * @param bl: block_list that will be checked
  2787. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2788. * @return bonus: total bonus for SP
  2789. * @author [Cydh]
  2790. */
  2791. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2792. int bonus = 0;
  2793. if (type == STATUS_BONUS_FIX) {
  2794. struct status_change *sc = status_get_sc(bl);
  2795. //Only for BL_PC
  2796. if (bl->type == BL_PC) {
  2797. struct map_session_data *sd = map_id2sd(bl->id);
  2798. uint8 i;
  2799. bonus += sd->bonus.sp;
  2800. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2801. bonus += 30 * i;
  2802. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2803. bonus += 200 + 20 * i;
  2804. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2805. bonus += 30 * i;
  2806. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2807. bonus += 100;
  2808. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2809. bonus += 100;
  2810. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2811. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2812. bonus += 200;
  2813. }
  2814. }
  2815. //Bonus by SC
  2816. if (sc) {
  2817. if(sc->data[SC_INCMSP])
  2818. bonus += sc->data[SC_INCMSP]->val1;
  2819. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2820. bonus += 50;
  2821. if(sc->data[SC_MTF_MSP])
  2822. bonus += sc->data[SC_MTF_MSP]->val1;
  2823. if(sc->data[SC_SWORDCLAN])
  2824. bonus += 10;
  2825. if(sc->data[SC_ARCWANDCLAN])
  2826. bonus += 10;
  2827. if(sc->data[SC_GOLDENMACECLAN])
  2828. bonus += 10;
  2829. if(sc->data[SC_CROSSBOWCLAN])
  2830. bonus += 10;
  2831. }
  2832. } else if (type == STATUS_BONUS_RATE) {
  2833. struct status_change *sc = status_get_sc(bl);
  2834. //Only for BL_PC
  2835. if (bl->type == BL_PC) {
  2836. struct map_session_data *sd = map_id2sd(bl->id);
  2837. uint8 i;
  2838. bonus += sd->sprate;
  2839. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2840. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2841. bonus += i;
  2842. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2843. bonus += 2 * i;
  2844. }
  2845. //Bonus by SC
  2846. if (sc) {
  2847. if(sc->data[SC_INCMSPRATE])
  2848. bonus += sc->data[SC_INCMSPRATE]->val1;
  2849. if(sc->data[SC_RAISINGDRAGON])
  2850. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2851. if(sc->data[SC_SERVICE4U])
  2852. bonus += sc->data[SC_SERVICE4U]->val2;
  2853. if(sc->data[SC_MERC_SPUP])
  2854. bonus += sc->data[SC_MERC_SPUP]->val2;
  2855. if(sc->data[SC_LIFE_FORCE_F])
  2856. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2857. if(sc->data[SC_VITATA_500])
  2858. bonus += sc->data[SC_VITATA_500]->val2;
  2859. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  2860. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val4;
  2861. }
  2862. // Max rate reduce is -100%
  2863. bonus = cap_value(bonus,-100,INT_MAX);
  2864. }
  2865. return min(bonus,INT_MAX);
  2866. }
  2867. /**
  2868. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2869. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2870. * @param sd Player
  2871. * @param stat Vit/Int of player as param modifier
  2872. * @param isHP true - calculates Max HP, false - calculated Max SP
  2873. * @return max The max value of HP or SP
  2874. */
  2875. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2876. double dmax = 0;
  2877. uint16 idx, level, job_id;
  2878. nullpo_ret(sd);
  2879. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2880. idx = pc_class2idx(job_id);
  2881. level = umax(sd->status.base_level,1);
  2882. if (isHP) { //Calculates MaxHP
  2883. 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);
  2884. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2885. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2886. }
  2887. else { //Calculates MaxSP
  2888. 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);
  2889. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2890. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2891. }
  2892. //Make sure it's not negative before casting to unsigned int
  2893. if(dmax < 1) dmax = 1;
  2894. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2895. }
  2896. /**
  2897. * Calculates player's weight
  2898. * @param sd: Player object
  2899. * @param flag: Calculation type
  2900. * CALCWT_ITEM - Item weight
  2901. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2902. * @return false - failed, true - success
  2903. */
  2904. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2905. {
  2906. int b_weight, b_max_weight, skill, i;
  2907. struct status_change *sc;
  2908. nullpo_retr(false, sd);
  2909. sc = &sd->sc;
  2910. b_max_weight = sd->max_weight; // Store max weight for later comparison
  2911. b_weight = sd->weight; // Store current weight for later comparison
  2912. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
  2913. if (flag&CALCWT_ITEM) {
  2914. sd->weight = 0; // Reset current weight
  2915. for(i = 0; i < MAX_INVENTORY; i++) {
  2916. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  2917. continue;
  2918. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  2919. }
  2920. }
  2921. if (flag&CALCWT_MAXBONUS) {
  2922. // Skill/Status bonus weight increases
  2923. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  2924. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  2925. sd->max_weight += 2000 * skill;
  2926. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  2927. sd->max_weight += 10000;
  2928. else if (pc_isridingdragon(sd))
  2929. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  2930. if (sc->data[SC_KNOWLEDGE])
  2931. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  2932. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  2933. sd->max_weight += 2000 * skill;
  2934. }
  2935. // Update the client if the new weight calculations don't match
  2936. if (b_weight != sd->weight)
  2937. clif_updatestatus(sd, SP_WEIGHT);
  2938. if (b_max_weight != sd->max_weight) {
  2939. clif_updatestatus(sd, SP_MAXWEIGHT);
  2940. pc_updateweightstatus(sd);
  2941. }
  2942. return true;
  2943. }
  2944. /**
  2945. * Calculates player's cart weight
  2946. * @param sd: Player object
  2947. * @param flag: Calculation type
  2948. * CALCWT_ITEM - Cart item weight
  2949. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2950. * CALCWT_CARTSTATE - Whether to check for cart state
  2951. * @return false - failed, true - success
  2952. */
  2953. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2954. {
  2955. int b_cart_weight_max, i;
  2956. nullpo_retr(false, sd);
  2957. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  2958. return false;
  2959. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  2960. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  2961. if (flag&CALCWT_ITEM) {
  2962. sd->cart_weight = 0; // Reset current cart weight
  2963. sd->cart_num = 0; // Reset current cart item count
  2964. for(i = 0; i < MAX_CART; i++) {
  2965. if (!sd->cart.u.items_cart[i].nameid)
  2966. continue;
  2967. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  2968. sd->cart_num++; // Recalculate current cart item count
  2969. }
  2970. }
  2971. // Skill bonus max weight increases
  2972. if (flag&CALCWT_MAXBONUS)
  2973. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  2974. // Update the client if the new weight calculations don't match
  2975. if (b_cart_weight_max != sd->cart_weight_max)
  2976. clif_updatestatus(sd, SP_CARTINFO);
  2977. return true;
  2978. }
  2979. /**
  2980. * Calculates player data from scratch without counting SC adjustments
  2981. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2982. * @param sd: Player object
  2983. * @param opt: Whether it is first calc (login) or not
  2984. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2985. */
  2986. int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
  2987. {
  2988. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  2989. struct status_data *base_status; ///< Pointer to the player's base status
  2990. const struct status_change *sc = &sd->sc;
  2991. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  2992. int i, skill, refinedef = 0;
  2993. short index = -1;
  2994. if (++calculating > 10) // Too many recursive calls!
  2995. return -1;
  2996. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  2997. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2998. pc_calc_skilltree(sd); // SkillTree calculation
  2999. if (opt&SCO_FIRST) {
  3000. // Load Hp/SP from char-received data.
  3001. sd->battle_status.hp = sd->status.hp;
  3002. sd->battle_status.sp = sd->status.sp;
  3003. sd->regen.sregen = &sd->sregen;
  3004. sd->regen.ssregen = &sd->ssregen;
  3005. }
  3006. base_status = &sd->base_status;
  3007. // These are not zeroed. [zzo]
  3008. sd->hprate = 100;
  3009. sd->sprate = 100;
  3010. sd->castrate = 100;
  3011. sd->delayrate = 100;
  3012. sd->dsprate = 100;
  3013. sd->hprecov_rate = 100;
  3014. sd->sprecov_rate = 100;
  3015. sd->matk_rate = 100;
  3016. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3017. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3018. sd->regen.state.block = 0;
  3019. sd->add_max_weight = 0;
  3020. // Zeroed arrays, order follows the order in pc.hpp.
  3021. // Add new arrays to the end of zeroed area in pc.hpp (see comments) and size here. [zzo]
  3022. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  3023. + sizeof(sd->param_equip)
  3024. + sizeof(sd->subele)
  3025. + sizeof(sd->subele_script)
  3026. + sizeof(sd->subdefele)
  3027. + sizeof(sd->subrace)
  3028. + sizeof(sd->subclass)
  3029. + sizeof(sd->subrace2)
  3030. + sizeof(sd->subsize)
  3031. + sizeof(sd->reseff)
  3032. + sizeof(sd->coma_class)
  3033. + sizeof(sd->coma_race)
  3034. + sizeof(sd->weapon_coma_ele)
  3035. + sizeof(sd->weapon_coma_race)
  3036. + sizeof(sd->weapon_coma_class)
  3037. + sizeof(sd->weapon_atk)
  3038. + sizeof(sd->weapon_damage_rate)
  3039. + sizeof(sd->arrow_addele)
  3040. + sizeof(sd->arrow_addrace)
  3041. + sizeof(sd->arrow_addclass)
  3042. + sizeof(sd->arrow_addsize)
  3043. + sizeof(sd->magic_addele)
  3044. + sizeof(sd->magic_addele_script)
  3045. + sizeof(sd->magic_addrace)
  3046. + sizeof(sd->magic_addclass)
  3047. + sizeof(sd->magic_addsize)
  3048. + sizeof(sd->magic_atk_ele)
  3049. + sizeof(sd->critaddrace)
  3050. + sizeof(sd->expaddrace)
  3051. + sizeof(sd->expaddclass)
  3052. + sizeof(sd->ignore_mdef_by_race)
  3053. + sizeof(sd->ignore_mdef_by_class)
  3054. + sizeof(sd->ignore_def_by_race)
  3055. + sizeof(sd->ignore_def_by_class)
  3056. + sizeof(sd->sp_gain_race)
  3057. + sizeof(sd->magic_addrace2)
  3058. + sizeof(sd->ignore_mdef_by_race2)
  3059. + sizeof(sd->dropaddrace)
  3060. + sizeof(sd->dropaddclass)
  3061. );
  3062. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3063. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3064. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  3065. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  3066. memset(&sd->special_state,0,sizeof(sd->special_state));
  3067. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3068. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3069. if (!sd->state.permanent_speed) {
  3070. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3071. base_status->speed = DEFAULT_WALK_SPEED;
  3072. } else {
  3073. int pSpeed = base_status->speed;
  3074. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3075. base_status->speed = pSpeed;
  3076. }
  3077. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3078. // Give them all modes except these (useful for clones)
  3079. base_status->mode = static_cast<e_mode>(MD_MASK&~(MD_STATUS_IMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK));
  3080. base_status->size = (sd->class_&JOBL_BABY || (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? SZ_SMALL : SZ_MEDIUM;
  3081. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3082. if (sd->class_&JOBL_BABY) {
  3083. if (battle_config.character_size&SZ_BIG)
  3084. base_status->size++;
  3085. } else
  3086. if(battle_config.character_size&SZ_MEDIUM)
  3087. base_status->size++;
  3088. }
  3089. base_status->aspd_rate = 1000;
  3090. base_status->ele_lv = 1;
  3091. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER;
  3092. base_status->class_ = CLASS_NORMAL;
  3093. // Zero up structures...
  3094. memset(&sd->autospell, 0, sizeof(sd->autospell)
  3095. + sizeof(sd->autospell2)
  3096. + sizeof(sd->autospell3)
  3097. + sizeof(sd->addeff)
  3098. + sizeof(sd->addeff_atked)
  3099. + sizeof(sd->addeff_onskill)
  3100. + sizeof(sd->skillatk)
  3101. + sizeof(sd->skillusesprate)
  3102. + sizeof(sd->skillusesp)
  3103. + sizeof(sd->skillheal)
  3104. + sizeof(sd->skillheal2)
  3105. + sizeof(sd->skillblown)
  3106. + sizeof(sd->skillcastrate)
  3107. + sizeof(sd->skillfixcastrate)
  3108. + sizeof(sd->subskill)
  3109. + sizeof(sd->skillcooldown)
  3110. + sizeof(sd->skillfixcast)
  3111. + sizeof(sd->skillvarcast)
  3112. + sizeof(sd->hp_loss)
  3113. + sizeof(sd->sp_loss)
  3114. + sizeof(sd->hp_regen)
  3115. + sizeof(sd->sp_regen)
  3116. + sizeof(sd->percent_hp_regen)
  3117. + sizeof(sd->percent_sp_regen)
  3118. + sizeof(sd->add_def)
  3119. + sizeof(sd->add_mdef)
  3120. + sizeof(sd->add_mdmg)
  3121. + sizeof(sd->add_drop)
  3122. + sizeof(sd->itemhealrate)
  3123. + sizeof(sd->subele2)
  3124. + sizeof(sd->def_set_race)
  3125. + sizeof(sd->mdef_set_race)
  3126. + sizeof(sd->norecover_state_race)
  3127. + sizeof(sd->hp_vanish_race)
  3128. + sizeof(sd->sp_vanish_race)
  3129. );
  3130. memset (&sd->bonus, 0, sizeof(sd->bonus));
  3131. // Autobonus
  3132. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  3133. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  3134. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  3135. pc_itemgrouphealrate_clear(sd);
  3136. running_npc_stat_calc_event = true;
  3137. npc_script_event(sd, NPCE_STATCALC);
  3138. running_npc_stat_calc_event = false;
  3139. // Parse equipment
  3140. for (i = 0; i < EQI_MAX; i++) {
  3141. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3142. current_equip_combo_pos = 0;
  3143. if (index < 0)
  3144. continue;
  3145. if (i == EQI_AMMO)
  3146. continue;
  3147. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3148. continue;
  3149. if (!sd->inventory_data[index])
  3150. continue;
  3151. base_status->def += sd->inventory_data[index]->def;
  3152. // Items may be equipped, their effects however are nullified.
  3153. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3154. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3155. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3156. if (!calculating)
  3157. return 1;
  3158. }
  3159. // Sanitize the refine level in case someone decreased the value inbetween
  3160. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3161. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3162. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3163. int r = sd->inventory.u.items_inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  3164. struct weapon_data *wd;
  3165. struct weapon_atk *wa;
  3166. if(wlv >= REFINE_TYPE_MAX)
  3167. wlv = REFINE_TYPE_MAX - 1;
  3168. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3169. wd = &sd->left_weapon; // Left-hand weapon
  3170. wa = &base_status->lhw;
  3171. } else {
  3172. wd = &sd->right_weapon;
  3173. wa = &base_status->rhw;
  3174. }
  3175. wa->atk += sd->inventory_data[index]->atk;
  3176. if(r)
  3177. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  3178. #ifdef RENEWAL
  3179. wa->matk += sd->inventory_data[index]->matk;
  3180. wa->wlv = wlv;
  3181. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  3182. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  3183. #endif
  3184. if(r) // Overrefine bonus.
  3185. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  3186. wa->range += sd->inventory_data[index]->range;
  3187. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3188. if (wd == &sd->left_weapon) {
  3189. sd->state.lr_flag = 1;
  3190. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3191. sd->state.lr_flag = 0;
  3192. } else
  3193. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3194. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3195. return 1;
  3196. }
  3197. #ifdef RENEWAL
  3198. if (sd->bonus.weapon_matk_rate)
  3199. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3200. #endif
  3201. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3202. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3203. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3204. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3205. wd->star += 10;
  3206. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3207. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3208. }
  3209. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3210. int r;
  3211. if ( (r = sd->inventory.u.items_inventory[index].refine) )
  3212. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  3213. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3214. if( i == EQI_HAND_L ) // Shield
  3215. sd->state.lr_flag = 3;
  3216. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3217. if( i == EQI_HAND_L ) // Shield
  3218. sd->state.lr_flag = 0;
  3219. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3220. return 1;
  3221. }
  3222. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3223. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3224. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3225. if( !calculating )
  3226. return 1;
  3227. }
  3228. }
  3229. }
  3230. if(sd->equip_index[EQI_AMMO] >= 0) {
  3231. index = sd->equip_index[EQI_AMMO];
  3232. if(sd->inventory_data[index]) { // Arrows
  3233. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3234. sd->state.lr_flag = 2;
  3235. if( !itemdb_group_item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3236. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3237. sd->state.lr_flag = 0;
  3238. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3239. return 1;
  3240. }
  3241. }
  3242. // We've got combos to process and check
  3243. if( sd->combos.count ) {
  3244. for (i = 0; i < sd->combos.count; i++) {
  3245. uint8 j = 0;
  3246. bool no_run = false;
  3247. struct item_combo *combo = NULL;
  3248. current_equip_item_index = -1;
  3249. current_equip_combo_pos = sd->combos.pos[i];
  3250. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  3251. continue;
  3252. // Check combo items
  3253. while (j < combo->count) {
  3254. struct item_data *id = itemdb_exists(combo->nameid[j]);
  3255. // Don't run the script if at least one of combo's pair has restriction
  3256. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3257. no_run = true;
  3258. break;
  3259. }
  3260. j++;
  3261. }
  3262. if (no_run)
  3263. continue;
  3264. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  3265. if (!calculating) // Abort, run_script retriggered this
  3266. return 1;
  3267. }
  3268. }
  3269. // Store equipment script bonuses
  3270. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  3271. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  3272. base_status->def += (refinedef+50)/100;
  3273. // Parse Cards
  3274. for (i = 0; i < EQI_MAX; i++) {
  3275. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3276. current_equip_combo_pos = 0;
  3277. if (index < 0)
  3278. continue;
  3279. if (i == EQI_AMMO)
  3280. continue;
  3281. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3282. continue;
  3283. if (sd->inventory_data[index]) {
  3284. int j;
  3285. struct item_data *data;
  3286. // Card script execution.
  3287. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3288. continue;
  3289. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3290. int c = sd->inventory.u.items_inventory[index].card[j];
  3291. current_equip_card_id= c;
  3292. if(!c)
  3293. continue;
  3294. data = itemdb_exists(c);
  3295. if(!data)
  3296. continue;
  3297. 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
  3298. run_script(data->equip_script,0,sd->bl.id,0);
  3299. if (!calculating)
  3300. return 1;
  3301. }
  3302. if(!data->script)
  3303. continue;
  3304. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3305. continue;
  3306. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3307. sd->state.lr_flag = 1;
  3308. run_script(data->script,0,sd->bl.id,0);
  3309. sd->state.lr_flag = 0;
  3310. } else
  3311. run_script(data->script,0,sd->bl.id,0);
  3312. if (!calculating) // Abort, run_script his function. [Skotlex]
  3313. return 1;
  3314. }
  3315. }
  3316. }
  3317. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3318. // Parse random options
  3319. for (i = 0; i < EQI_MAX; i++) {
  3320. current_equip_item_index = index = sd->equip_index[i];
  3321. current_equip_combo_pos = 0;
  3322. current_equip_opt_index = -1;
  3323. if (index < 0)
  3324. continue;
  3325. if (i == EQI_AMMO)
  3326. continue;
  3327. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3328. continue;
  3329. if (sd->inventory_data[index]) {
  3330. int j;
  3331. struct s_random_opt_data *data;
  3332. for (j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3333. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3334. if (!opt_id)
  3335. continue;
  3336. current_equip_opt_index = j;
  3337. data = itemdb_randomopt_exists(opt_id);
  3338. if (!data || !data->script)
  3339. continue;
  3340. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3341. continue;
  3342. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3343. sd->state.lr_flag = 1;
  3344. run_script(data->script, 0, sd->bl.id, 0);
  3345. sd->state.lr_flag = 0;
  3346. }
  3347. else
  3348. run_script(data->script, 0, sd->bl.id, 0);
  3349. if (!calculating)
  3350. return 1;
  3351. }
  3352. }
  3353. current_equip_opt_index = -1;
  3354. }
  3355. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  3356. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3357. if (data && data->script)
  3358. run_script(data->script, 0, sd->bl.id, 0);
  3359. }
  3360. pc_bonus_script(sd);
  3361. if( sd->pd ) { // Pet Bonus
  3362. struct pet_data *pd = sd->pd;
  3363. if( pd && pd->petDB && pd->petDB->pet_loyal_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  3364. run_script(pd->petDB->pet_loyal_script,0,sd->bl.id,0);
  3365. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  3366. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3367. }
  3368. // param_bonus now holds card bonuses.
  3369. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3370. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3371. if(base_status->rhw.range < base_status->lhw.range)
  3372. base_status->rhw.range = base_status->lhw.range;
  3373. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3374. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3375. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3376. // Damage modifiers from weapon type
  3377. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  3378. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  3379. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  3380. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  3381. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  3382. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  3383. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3384. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3385. { // When Riding with spear, damage modifier to mid-class becomes
  3386. // same as versus large size.
  3387. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  3388. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  3389. }
  3390. // ----- STATS CALCULATION -----
  3391. // Job bonuses
  3392. index = pc_class2idx(sd->status.class_);
  3393. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  3394. if(!job_info[index].job_bonus[i])
  3395. continue;
  3396. switch(job_info[index].job_bonus[i]) {
  3397. case 1: base_status->str++; break;
  3398. case 2: base_status->agi++; break;
  3399. case 3: base_status->vit++; break;
  3400. case 4: base_status->int_++; break;
  3401. case 5: base_status->dex++; break;
  3402. case 6: base_status->luk++; break;
  3403. }
  3404. }
  3405. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3406. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3407. base_status->str += 10;
  3408. base_status->agi += 10;
  3409. base_status->vit += 10;
  3410. base_status->int_+= 10;
  3411. base_status->dex += 10;
  3412. base_status->luk += 10;
  3413. }
  3414. // Absolute modifiers from passive skills
  3415. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3416. base_status->str++;
  3417. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3418. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3419. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3420. base_status->dex += skill;
  3421. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3422. base_status->int_ += skill;
  3423. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3424. base_status->int_ += 20;
  3425. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3426. i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  3427. base_status->str = cap_value(i,0,USHRT_MAX);
  3428. i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  3429. base_status->agi = cap_value(i,0,USHRT_MAX);
  3430. i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  3431. base_status->vit = cap_value(i,0,USHRT_MAX);
  3432. i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  3433. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3434. i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  3435. base_status->dex = cap_value(i,0,USHRT_MAX);
  3436. i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  3437. base_status->luk = cap_value(i,0,USHRT_MAX);
  3438. // ------ ATTACK CALCULATION ------
  3439. // Base batk value is set in status_calc_misc
  3440. #ifndef RENEWAL
  3441. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3442. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  3443. base_status->batk += sd->weapon_atk[sd->status.weapon];
  3444. // Absolute modifiers from passive skills
  3445. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3446. base_status->batk += 4;
  3447. #else
  3448. base_status->watk = status_weapon_atk(base_status->rhw, sd);
  3449. base_status->watk2 = status_weapon_atk(base_status->lhw, sd);
  3450. base_status->eatk = sd->bonus.eatk;
  3451. #endif
  3452. // ----- HP MAX CALCULATION -----
  3453. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3454. if(battle_config.hp_rate != 100)
  3455. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3456. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3457. // ----- SP MAX CALCULATION -----
  3458. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3459. if(battle_config.sp_rate != 100)
  3460. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3461. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3462. // ----- RESPAWN HP/SP -----
  3463. // Calc respawn hp and store it on base_status
  3464. if (sd->special_state.restart_full_recover) {
  3465. base_status->hp = base_status->max_hp;
  3466. base_status->sp = base_status->max_sp;
  3467. } else {
  3468. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3469. && battle_config.restart_hp_rate < 50)
  3470. base_status->hp = base_status->max_hp>>1;
  3471. else
  3472. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3473. if(!base_status->hp)
  3474. base_status->hp = 1;
  3475. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3476. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3477. base_status->sp = 1;
  3478. }
  3479. // ----- MISC CALCULATION -----
  3480. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3481. // Equipment modifiers for misc settings
  3482. if(sd->matk_rate < 0)
  3483. sd->matk_rate = 0;
  3484. if(sd->matk_rate != 100) {
  3485. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3486. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3487. }
  3488. if(sd->hit_rate < 0)
  3489. sd->hit_rate = 0;
  3490. if(sd->hit_rate != 100)
  3491. base_status->hit = base_status->hit * sd->hit_rate/100;
  3492. if(sd->flee_rate < 0)
  3493. sd->flee_rate = 0;
  3494. if(sd->flee_rate != 100)
  3495. base_status->flee = base_status->flee * sd->flee_rate/100;
  3496. if(sd->def2_rate < 0)
  3497. sd->def2_rate = 0;
  3498. if(sd->def2_rate != 100)
  3499. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3500. if(sd->mdef2_rate < 0)
  3501. sd->mdef2_rate = 0;
  3502. if(sd->mdef2_rate != 100)
  3503. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3504. if(sd->critical_rate < 0)
  3505. sd->critical_rate = 0;
  3506. if(sd->critical_rate != 100)
  3507. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3508. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3509. base_status->cri += 200;
  3510. if(sd->flee2_rate < 0)
  3511. sd->flee2_rate = 0;
  3512. if(sd->flee2_rate != 100)
  3513. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3514. // ----- HIT CALCULATION -----
  3515. // Absolute modifiers from passive skills
  3516. #ifndef RENEWAL
  3517. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3518. base_status->hit += skill*2;
  3519. #endif
  3520. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3521. #ifndef RENEWAL
  3522. base_status->hit += skill;
  3523. #endif
  3524. if(sd->status.weapon == W_BOW)
  3525. base_status->rhw.range += skill;
  3526. }
  3527. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3528. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3529. base_status->hit += 2*skill;
  3530. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3531. base_status->hit += skill;
  3532. base_status->rhw.range += skill;
  3533. }
  3534. }
  3535. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3536. base_status->hit += skill * 3;
  3537. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3538. base_status->hit += skill * 2;
  3539. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3540. base_status->hit += 20;
  3541. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3542. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3543. // ----- FLEE CALCULATION -----
  3544. // Absolute modifiers from passive skills
  3545. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3546. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3547. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3548. base_status->flee += (skill*3)>>1;
  3549. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3550. base_status->flee += 20;
  3551. // ----- EQUIPMENT-DEF CALCULATION -----
  3552. // Apply relative modifiers from equipment
  3553. if(sd->def_rate < 0)
  3554. sd->def_rate = 0;
  3555. if(sd->def_rate != 100) {
  3556. i = base_status->def * sd->def_rate/100;
  3557. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3558. }
  3559. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3560. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3561. #ifndef RENEWAL
  3562. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3563. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3564. base_status->def = (unsigned char)battle_config.max_def;
  3565. }
  3566. #endif
  3567. // ----- EQUIPMENT-MDEF CALCULATION -----
  3568. // Apply relative modifiers from equipment
  3569. if(sd->mdef_rate < 0)
  3570. sd->mdef_rate = 0;
  3571. if(sd->mdef_rate != 100) {
  3572. i = base_status->mdef * sd->mdef_rate/100;
  3573. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3574. }
  3575. #ifndef RENEWAL
  3576. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3577. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3578. base_status->mdef = (signed char)battle_config.max_def;
  3579. }
  3580. #endif
  3581. // ----- ASPD CALCULATION -----
  3582. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3583. // Basic ASPD value
  3584. i = status_base_amotion_pc(sd,base_status);
  3585. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3586. // Relative modifiers from passive skills
  3587. #ifndef RENEWAL_ASPD
  3588. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3589. base_status->aspd_rate -= 5*skill;
  3590. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3591. base_status->aspd_rate -= 30*skill;
  3592. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3593. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3594. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3595. if(pc_isriding(sd))
  3596. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3597. else if(pc_isridingdragon(sd))
  3598. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3599. #else // Needs more info
  3600. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3601. base_status->aspd_rate += 5*skill;
  3602. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3603. base_status->aspd_rate += 30*skill;
  3604. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3605. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3606. base_status->aspd_rate += ((skill+1)/2) * 10;
  3607. if(pc_isriding(sd))
  3608. base_status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3609. else if(pc_isridingdragon(sd))
  3610. base_status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3611. #endif
  3612. base_status->adelay = 2*base_status->amotion;
  3613. // ----- DMOTION -----
  3614. i = 800-base_status->agi*4;
  3615. base_status->dmotion = cap_value(i, 400, 800);
  3616. if(battle_config.pc_damage_delay_rate != 100)
  3617. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3618. // ----- MISC CALCULATIONS -----
  3619. // Weight
  3620. status_calc_weight(sd, CALCWT_MAXBONUS);
  3621. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3622. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  3623. sd->regen.state.walk = 1;
  3624. else
  3625. sd->regen.state.walk = 0;
  3626. // Skill SP cost
  3627. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3628. sd->dsprate -= 4*skill;
  3629. if(sc->data[SC_SERVICE4U])
  3630. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3631. if(sc->data[SC_SPCOST_RATE])
  3632. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3633. // Underflow protections.
  3634. if(sd->dsprate < 0)
  3635. sd->dsprate = 0;
  3636. if(sd->castrate < 0)
  3637. sd->castrate = 0;
  3638. if(sd->delayrate < 0)
  3639. sd->delayrate = 0;
  3640. if(sd->hprecov_rate < 0)
  3641. sd->hprecov_rate = 0;
  3642. if(sd->sprecov_rate < 0)
  3643. sd->sprecov_rate = 0;
  3644. // Anti-element and anti-race
  3645. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3646. sd->subele[ELE_HOLY] += skill*5;
  3647. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3648. sd->subele[ELE_NEUTRAL] += skill;
  3649. sd->subele[ELE_FIRE] += skill*4;
  3650. }
  3651. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3652. #ifdef RENEWAL
  3653. skill = skill * 2;
  3654. #else
  3655. skill = skill * 4;
  3656. #endif
  3657. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3658. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3659. sd->magic_addrace[RC_DRAGON]+=skill;
  3660. sd->subrace[RC_DRAGON]+=skill;
  3661. }
  3662. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3663. sd->right_weapon.addrace[RC_DEMON] += skill;
  3664. sd->right_weapon.addele[ELE_DARK] += skill;
  3665. sd->left_weapon.addrace[RC_DEMON] += skill;
  3666. sd->left_weapon.addele[ELE_DARK] += skill;
  3667. sd->magic_addrace[RC_DEMON] += skill;
  3668. sd->magic_addele[ELE_DARK] += skill;
  3669. sd->subrace[RC_DEMON] += skill;
  3670. sd->subele[ELE_DARK] += skill;
  3671. }
  3672. if(sc->count) {
  3673. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3674. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3675. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3676. }
  3677. if(sc->data[SC_SIEGFRIED]) {
  3678. i = sc->data[SC_SIEGFRIED]->val2;
  3679. sd->subele[ELE_WATER] += i;
  3680. sd->subele[ELE_EARTH] += i;
  3681. sd->subele[ELE_FIRE] += i;
  3682. sd->subele[ELE_WIND] += i;
  3683. sd->subele[ELE_POISON] += i;
  3684. sd->subele[ELE_HOLY] += i;
  3685. sd->subele[ELE_DARK] += i;
  3686. sd->subele[ELE_GHOST] += i;
  3687. sd->subele[ELE_UNDEAD] += i;
  3688. }
  3689. if(sc->data[SC_PROVIDENCE]) {
  3690. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3691. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3692. }
  3693. if (sc->data[SC_GEFFEN_MAGIC1]) {
  3694. sd->right_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3695. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3696. sd->left_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3697. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3698. }
  3699. if (sc->data[SC_GEFFEN_MAGIC2]) {
  3700. sd->magic_addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3701. sd->magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3702. }
  3703. if(sc->data[SC_GEFFEN_MAGIC3]) {
  3704. sd->subrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3705. sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3706. }
  3707. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  3708. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  3709. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  3710. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  3711. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  3712. }
  3713. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  3714. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  3715. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  3716. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  3717. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  3718. }
  3719. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  3720. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  3721. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  3722. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  3723. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  3724. }
  3725. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  3726. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  3727. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  3728. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  3729. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  3730. }
  3731. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3732. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3733. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3734. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3735. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3736. }
  3737. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3738. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3739. sd->subele[ELE_FIRE] += i;
  3740. sd->subele[ELE_WATER] -= i;
  3741. }
  3742. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3743. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3744. sd->subele[ELE_WATER] += i;
  3745. sd->subele[ELE_WIND] -= i;
  3746. }
  3747. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3748. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3749. sd->subele[ELE_WIND] += i;
  3750. sd->subele[ELE_EARTH] -= i;
  3751. }
  3752. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3753. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3754. sd->subele[ELE_EARTH] += i;
  3755. sd->subele[ELE_FIRE] -= i;
  3756. }
  3757. if (sc->data[SC_MTF_MLEATKED] )
  3758. sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  3759. if (sc->data[SC_MTF_CRIDAMAGE])
  3760. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  3761. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  3762. sd->magic_addele[ELE_FIRE] += 25;
  3763. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  3764. sd->magic_addele[ELE_WATER] += 25;
  3765. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  3766. sd->magic_addele[ELE_WIND] += 25;
  3767. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  3768. sd->magic_addele[ELE_EARTH] += 25;
  3769. }
  3770. status_cpy(&sd->battle_status, base_status);
  3771. // ----- CLIENT-SIDE REFRESH -----
  3772. if(!sd->bl.prev) {
  3773. // Will update on LoadEndAck
  3774. calculating = 0;
  3775. return 0;
  3776. }
  3777. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3778. clif_skillinfoblock(sd);
  3779. // If the skill is learned, the status is infinite.
  3780. if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 && !sd->sc.data[SC_SPRITEMABLE] )
  3781. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, -1);
  3782. calculating = 0;
  3783. return 0;
  3784. }
  3785. /**
  3786. * Calculates Mercenary data
  3787. * @param md: Mercenary object
  3788. * @param opt: Whether it is first calc or not (0 on level up or status)
  3789. * @return 0
  3790. */
  3791. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  3792. {
  3793. struct status_data *status = &md->base_status;
  3794. struct s_mercenary *merc = &md->mercenary;
  3795. if (opt&SCO_FIRST) {
  3796. memcpy(status, &md->db->status, sizeof(struct status_data));
  3797. status->class_ = CLASS_NORMAL;
  3798. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3799. status->hp = status->max_hp;
  3800. status->sp = status->max_sp;
  3801. md->battle_status.hp = merc->hp;
  3802. md->battle_status.sp = merc->sp;
  3803. if (md->master)
  3804. status->speed = status_get_speed(&md->master->bl);
  3805. }
  3806. status_calc_misc(&md->bl, status, md->db->lv);
  3807. status_cpy(&md->battle_status, status);
  3808. return 0;
  3809. }
  3810. /**
  3811. * Calculates Homunculus data
  3812. * @param hd: Homunculus object
  3813. * @param opt: Whether it is first calc or not (0 on level up or status)
  3814. * @return 1
  3815. */
  3816. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  3817. {
  3818. struct status_data *status = &hd->base_status;
  3819. struct s_homunculus *hom = &hd->homunculus;
  3820. int skill_lv;
  3821. int amotion;
  3822. status->str = hom->str / 10;
  3823. status->agi = hom->agi / 10;
  3824. status->vit = hom->vit / 10;
  3825. status->dex = hom->dex / 10;
  3826. status->int_ = hom->int_ / 10;
  3827. status->luk = hom->luk / 10;
  3828. APPLY_HOMUN_LEVEL_STATWEIGHT();
  3829. if (opt&SCO_FIRST) {
  3830. const struct s_homunculus_db *db = hd->homunculusDB;
  3831. status->def_ele = db->element;
  3832. status->ele_lv = 1;
  3833. status->race = db->race;
  3834. status->class_ = CLASS_NORMAL;
  3835. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  3836. status->rhw.range = 1 + status->size;
  3837. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3838. status->speed = DEFAULT_WALK_SPEED;
  3839. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  3840. status->speed = status_get_speed(&hd->master->bl);
  3841. status->hp = 1;
  3842. status->sp = 1;
  3843. }
  3844. status->aspd_rate = 1000;
  3845. #ifdef RENEWAL
  3846. amotion = hd->homunculusDB->baseASPD;
  3847. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  3848. status->def = status->mdef = 0;
  3849. #else
  3850. skill_lv = hom->level / 10 + status->vit / 5;
  3851. status->def = cap_value(skill_lv, 0, 99);
  3852. skill_lv = hom->level / 10 + status->int_ / 5;
  3853. status->mdef = cap_value(skill_lv, 0, 99);
  3854. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  3855. #endif
  3856. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  3857. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  3858. status->max_hp = hom->max_hp;
  3859. status->max_sp = hom->max_sp;
  3860. hom_calc_skilltree(hd, 0);
  3861. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3862. status->def += skill_lv * 4;
  3863. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  3864. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  3865. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  3866. }
  3867. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3868. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  3869. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  3870. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  3871. if (opt&SCO_FIRST) {
  3872. hd->battle_status.hp = hom->hp;
  3873. hd->battle_status.sp = hom->sp;
  3874. if(hom->class_ == 6052) // Eleanor
  3875. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3876. }
  3877. #ifndef RENEWAL
  3878. status->rhw.atk = status->dex;
  3879. status->rhw.atk2 = status->str + hom->level;
  3880. #endif
  3881. status_calc_misc(&hd->bl, status, hom->level);
  3882. status_cpy(&hd->battle_status, status);
  3883. return 1;
  3884. }
  3885. /**
  3886. * Calculates Elemental data
  3887. * @param ed: Elemental object
  3888. * @param opt: Whether it is first calc or not (0 on status change)
  3889. * @return 0
  3890. */
  3891. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  3892. {
  3893. struct status_data *status = &ed->base_status;
  3894. struct s_elemental *ele = &ed->elemental;
  3895. struct map_session_data *sd = ed->master;
  3896. if( !sd )
  3897. return 0;
  3898. if (opt&SCO_FIRST) {
  3899. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3900. if( !ele->mode )
  3901. status->mode = EL_MODE_PASSIVE;
  3902. else
  3903. status->mode = ele->mode;
  3904. status->class_ = CLASS_NORMAL;
  3905. status_calc_misc(&ed->bl, status, 0);
  3906. status->max_hp = ele->max_hp;
  3907. status->max_sp = ele->max_sp;
  3908. status->hp = ele->hp;
  3909. status->sp = ele->sp;
  3910. status->rhw.atk = ele->atk;
  3911. status->rhw.atk2 = ele->atk2;
  3912. status->matk_min += ele->matk;
  3913. status->def += ele->def;
  3914. status->mdef += ele->mdef;
  3915. status->flee = ele->flee;
  3916. status->hit = ele->hit;
  3917. if (ed->master)
  3918. status->speed = status_get_speed(&ed->master->bl);
  3919. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3920. } else {
  3921. status_calc_misc(&ed->bl, status, 0);
  3922. status_cpy(&ed->battle_status, status);
  3923. }
  3924. return 0;
  3925. }
  3926. /**
  3927. * Calculates NPC data
  3928. * @param nd: NPC object
  3929. * @param opt: Whether it is first calc or not (what?)
  3930. * @return 0
  3931. */
  3932. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  3933. {
  3934. struct status_data *status = &nd->status;
  3935. if (!nd)
  3936. return 0;
  3937. if (opt&SCO_FIRST) {
  3938. status->hp = 1;
  3939. status->sp = 1;
  3940. status->max_hp = 1;
  3941. status->max_sp = 1;
  3942. status->def_ele = ELE_NEUTRAL;
  3943. status->ele_lv = 1;
  3944. status->race = RC_DEMIHUMAN;
  3945. status->class_ = CLASS_NORMAL;
  3946. status->size = nd->size;
  3947. status->rhw.range = 1 + status->size;
  3948. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3949. status->speed = nd->speed;
  3950. }
  3951. status->str = nd->stat_point + nd->params.str;
  3952. status->agi = nd->stat_point + nd->params.agi;
  3953. status->vit = nd->stat_point + nd->params.vit;
  3954. status->int_= nd->stat_point + nd->params.int_;
  3955. status->dex = nd->stat_point + nd->params.dex;
  3956. status->luk = nd->stat_point + nd->params.luk;
  3957. status_calc_misc(&nd->bl, status, nd->level);
  3958. status_cpy(&nd->status, status);
  3959. return 0;
  3960. }
  3961. /**
  3962. * Calculates regeneration values
  3963. * Applies passive skill regeneration additions
  3964. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3965. * @param status: Object's status
  3966. * @param regen: Object's base regeneration data
  3967. */
  3968. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3969. {
  3970. struct map_session_data *sd;
  3971. struct status_change *sc;
  3972. int val, skill, reg_flag;
  3973. if( !(bl->type&BL_REGEN) || !regen )
  3974. return;
  3975. sd = BL_CAST(BL_PC,bl);
  3976. sc = status_get_sc(bl);
  3977. val = 1 + (status->vit/5) + (status->max_hp/200);
  3978. if( sd && sd->hprecov_rate != 100 )
  3979. val = val*sd->hprecov_rate/100;
  3980. reg_flag = bl->type == BL_PC ? 0 : 1;
  3981. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3982. val = 1 + (status->int_/6) + (status->max_sp/100);
  3983. if( status->int_ >= 120 )
  3984. val += ((status->int_-120)>>1) + 4;
  3985. if( sd && sd->sprecov_rate != 100 )
  3986. val = val*sd->sprecov_rate/100;
  3987. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3988. if( sd ) {
  3989. struct regen_data_sub *sregen;
  3990. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  3991. val = regen->sp*(100+3*skill)/100;
  3992. regen->sp = cap_value(val, 1, SHRT_MAX);
  3993. }
  3994. // Only players have skill/sitting skill regen for now.
  3995. sregen = regen->sregen;
  3996. val = 0;
  3997. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  3998. val += skill*5 + skill*status->max_hp/500;
  3999. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4000. val = 0;
  4001. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4002. val += skill*3 + skill*status->max_sp/500;
  4003. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4004. val += skill*3 + skill*status->max_sp/500;
  4005. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4006. val += 3 + 3 * skill;
  4007. if (sc && sc->count && sc->data[SC_SHRIMPBLESSING])
  4008. val += 150 / 100;
  4009. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4010. // Skill-related recovery (only when sit)
  4011. sregen = regen->ssregen;
  4012. val = 0;
  4013. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4014. val += skill*4 + skill*status->max_hp/500;
  4015. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4016. val += skill*30 + skill*status->max_hp/500;
  4017. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4018. val = 0;
  4019. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4020. val += skill*3 + skill*status->max_sp/500;
  4021. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4022. val += (30+10*skill)*val/100;
  4023. }
  4024. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4025. val += skill*2 + skill*status->max_sp/500;
  4026. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4027. }
  4028. if( bl->type == BL_HOM ) {
  4029. struct homun_data *hd = (TBL_HOM*)bl;
  4030. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4031. val = regen->hp*(100+5*skill)/100;
  4032. regen->hp = cap_value(val, 1, SHRT_MAX);
  4033. }
  4034. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4035. val = regen->sp*(100+3*skill)/100;
  4036. regen->sp = cap_value(val, 1, SHRT_MAX);
  4037. }
  4038. } else if( bl->type == BL_MER ) {
  4039. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4040. regen->hp = cap_value(val, 1, SHRT_MAX);
  4041. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4042. regen->sp = cap_value(val, 1, SHRT_MAX);
  4043. } else if( bl->type == BL_ELEM ) {
  4044. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4045. regen->hp = cap_value(val, 1, SHRT_MAX);
  4046. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4047. regen->sp = cap_value(val, 1, SHRT_MAX);
  4048. }
  4049. }
  4050. /**
  4051. * Calculates SC (Status Changes) regeneration values
  4052. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4053. * @param regen: Object's base regeneration data
  4054. * @param sc: Object's status change data
  4055. */
  4056. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4057. {
  4058. if (!(bl->type&BL_REGEN) || !regen)
  4059. return;
  4060. regen->flag = RGN_HP|RGN_SP;
  4061. if(regen->sregen) {
  4062. if (regen->sregen->hp)
  4063. regen->flag |= RGN_SHP;
  4064. if (regen->sregen->sp)
  4065. regen->flag |= RGN_SSP;
  4066. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4067. }
  4068. if (regen->ssregen) {
  4069. if (regen->ssregen->hp)
  4070. regen->flag |= RGN_SHP;
  4071. if (regen->ssregen->sp)
  4072. regen->flag |= RGN_SSP;
  4073. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4074. }
  4075. regen->rate.hp = regen->rate.sp = 100;
  4076. if (!sc || !sc->count)
  4077. return;
  4078. // No HP or SP regen
  4079. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4080. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4081. || sc->data[SC_BERSERK]
  4082. || sc->data[SC_TRICKDEAD]
  4083. || sc->data[SC_BLEEDING]
  4084. || sc->data[SC_MAGICMUSHROOM]
  4085. || sc->data[SC_SATURDAYNIGHTFEVER]
  4086. || sc->data[SC_REBOUND])
  4087. regen->flag = RGN_NONE;
  4088. // No natural SP regen
  4089. if (sc->data[SC_DANCING] ||
  4090. #ifdef RENEWAL
  4091. sc->data[SC_MAXIMIZEPOWER] ||
  4092. #endif
  4093. #ifndef RENEWAL
  4094. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4095. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4096. #else
  4097. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4098. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4099. #endif
  4100. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  4101. regen->flag &= ~RGN_SP;
  4102. if (sc->data[SC_TENSIONRELAX]) {
  4103. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4104. regen->state.overweight = 0; // 1x HP regen
  4105. else {
  4106. regen->rate.hp += 200;
  4107. if (regen->sregen)
  4108. regen->sregen->rate.hp += 200;
  4109. }
  4110. }
  4111. if (sc->data[SC_MAGNIFICAT])
  4112. regen->rate.sp += 100;
  4113. if (sc->data[SC_REGENERATION]) {
  4114. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4115. if (!sce->val4) {
  4116. regen->rate.hp += (sce->val2*100);
  4117. regen->rate.sp += (sce->val3*100);
  4118. } else
  4119. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4120. }
  4121. if(sc->data[SC_GT_REVITALIZE]) {
  4122. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4123. regen->state.walk = 1;
  4124. }
  4125. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
  4126. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4127. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4128. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
  4129. regen->rate.hp *= 2;
  4130. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4131. regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.);
  4132. if (sc->data[SC_VITATA_500])
  4133. regen->rate.sp += (unsigned short)(regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100.);
  4134. if (sc->data[SC_CATNIPPOWDER]) {
  4135. regen->rate.hp *= 2;
  4136. regen->rate.sp *= 2;
  4137. }
  4138. }
  4139. /**
  4140. * Applies a state to a unit - See [StatusChangeStateTable]
  4141. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4142. * @param sc: Object's status change data
  4143. * @param flag: Which state to apply to bl
  4144. * @param start: (1) start state, (0) remove state
  4145. */
  4146. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  4147. {
  4148. /// No sc at all, we can zero without any extra weight over our conciousness
  4149. if( !sc->count ) {
  4150. memset(&sc->cant, 0, sizeof (sc->cant));
  4151. return;
  4152. }
  4153. // Can't move
  4154. if( flag&SCS_NOMOVE ) {
  4155. if( !(flag&SCS_NOMOVECOND) )
  4156. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4157. else if(
  4158. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4159. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4160. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4161. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4162. )
  4163. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4164. }
  4165. // Can't use skills
  4166. if( flag&SCS_NOCAST ) {
  4167. if( !(flag&SCS_NOCASTCOND) )
  4168. sc->cant.cast += ( start ? 1 : -1 );
  4169. }
  4170. // Can't chat
  4171. if( flag&SCS_NOCHAT ) {
  4172. if( !(flag&SCS_NOCHATCOND) )
  4173. sc->cant.chat += ( start ? 1 : -1 );
  4174. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4175. sc->cant.chat += ( start ? 1 : -1 );
  4176. }
  4177. // Player-only states
  4178. if( bl->type == BL_PC ) {
  4179. // Can't pick-up items
  4180. if( flag&SCS_NOPICKITEM ) {
  4181. if( !(flag&SCS_NOPICKITEMCOND) )
  4182. sc->cant.pickup += ( start ? 1 : -1 );
  4183. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4184. sc->cant.pickup += ( start ? 1 : -1 );
  4185. }
  4186. // Can't drop items
  4187. if( flag&SCS_NODROPITEM ) {
  4188. if( !(flag&SCS_NODROPITEMCOND) )
  4189. sc->cant.drop += ( start ? 1 : -1 );
  4190. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4191. sc->cant.drop += ( start ? 1 : -1 );
  4192. }
  4193. }
  4194. return;
  4195. }
  4196. /**
  4197. * Recalculates parts of an objects status according to specified flags
  4198. * See [set_sc] [add_sc]
  4199. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4200. * @param flag: Which status has changed on bl
  4201. */
  4202. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  4203. {
  4204. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4205. struct status_data *status = status_get_status_data(bl); // Battle Status
  4206. struct status_change *sc = status_get_sc(bl);
  4207. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4208. int temp;
  4209. if (!b_status || !status)
  4210. return;
  4211. /** [Playtester]
  4212. * This needs to be done even if there is currently no status change active, because
  4213. * we need to update the speed on the client when the last status change ends.
  4214. **/
  4215. if(flag&SCB_SPEED) {
  4216. struct unit_data *ud = unit_bl2ud(bl);
  4217. /** [Skotlex]
  4218. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4219. * because if you step on something while walking, the moment this
  4220. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4221. **/
  4222. if (ud)
  4223. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4224. }
  4225. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  4226. status_cpy(status, b_status);
  4227. return;
  4228. }
  4229. if(flag&SCB_STR) {
  4230. status->str = status_calc_str(bl, sc, b_status->str);
  4231. flag|=SCB_BATK;
  4232. if( bl->type&BL_HOM )
  4233. flag |= SCB_WATK;
  4234. }
  4235. if(flag&SCB_AGI) {
  4236. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4237. flag|=SCB_FLEE
  4238. #ifdef RENEWAL
  4239. |SCB_DEF2
  4240. #endif
  4241. ;
  4242. if( bl->type&(BL_PC|BL_HOM) )
  4243. flag |= SCB_ASPD|SCB_DSPD;
  4244. }
  4245. if(flag&SCB_VIT) {
  4246. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4247. flag|=SCB_DEF2|SCB_MDEF2;
  4248. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4249. flag |= SCB_MAXHP;
  4250. if( bl->type&BL_HOM )
  4251. flag |= SCB_DEF;
  4252. }
  4253. if(flag&SCB_INT) {
  4254. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4255. flag|=SCB_MATK|SCB_MDEF2;
  4256. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4257. flag |= SCB_MAXSP;
  4258. if( bl->type&BL_HOM )
  4259. flag |= SCB_MDEF;
  4260. }
  4261. if(flag&SCB_DEX) {
  4262. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4263. flag|=SCB_BATK|SCB_HIT
  4264. #ifdef RENEWAL
  4265. |SCB_MATK|SCB_MDEF2
  4266. #endif
  4267. ;
  4268. if( bl->type&(BL_PC|BL_HOM) )
  4269. flag |= SCB_ASPD;
  4270. if( bl->type&BL_HOM )
  4271. flag |= SCB_WATK;
  4272. }
  4273. if(flag&SCB_LUK) {
  4274. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4275. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  4276. #ifdef RENEWAL
  4277. |SCB_MATK|SCB_HIT|SCB_FLEE
  4278. #endif
  4279. ;
  4280. }
  4281. if(flag&SCB_BATK && b_status->batk) {
  4282. status->batk = status_base_atk(bl,status);
  4283. temp = b_status->batk - status_base_atk(bl,b_status);
  4284. if (temp) {
  4285. temp += status->batk;
  4286. status->batk = cap_value(temp, 0, USHRT_MAX);
  4287. }
  4288. status->batk = status_calc_batk(bl, sc, status->batk);
  4289. }
  4290. if(flag&SCB_WATK) {
  4291. #ifndef RENEWAL
  4292. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4293. if (!sd) // Should not affect weapon refine bonus
  4294. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4295. if (sd && sd->bonus.weapon_atk_rate)
  4296. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4297. if(b_status->lhw.atk) {
  4298. if (sd) {
  4299. sd->state.lr_flag = 1;
  4300. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4301. sd->state.lr_flag = 0;
  4302. } else {
  4303. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4304. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4305. }
  4306. }
  4307. #else
  4308. if(!b_status->watk) { // We only have left-hand weapon
  4309. status->watk = 0;
  4310. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4311. }
  4312. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4313. #endif
  4314. }
  4315. if(flag&SCB_HIT) {
  4316. if (status->dex == b_status->dex
  4317. #ifdef RENEWAL
  4318. && status->luk == b_status->luk
  4319. #endif
  4320. )
  4321. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4322. else
  4323. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4324. #ifdef RENEWAL
  4325. + (status->luk/3 - b_status->luk/3)
  4326. #endif
  4327. );
  4328. }
  4329. if(flag&SCB_FLEE) {
  4330. if (status->agi == b_status->agi
  4331. #ifdef RENEWAL
  4332. && status->luk == b_status->luk
  4333. #endif
  4334. )
  4335. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4336. else
  4337. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4338. #ifdef RENEWAL
  4339. + (status->luk/5 - b_status->luk/5)
  4340. #endif
  4341. );
  4342. }
  4343. if(flag&SCB_DEF) {
  4344. status->def = status_calc_def(bl, sc, b_status->def);
  4345. if( bl->type&BL_HOM )
  4346. status->def += (status->vit/5 - b_status->vit/5);
  4347. }
  4348. if(flag&SCB_DEF2) {
  4349. if (status->vit == b_status->vit
  4350. #ifdef RENEWAL
  4351. && status->agi == b_status->agi
  4352. #endif
  4353. )
  4354. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4355. else
  4356. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4357. #ifdef RENEWAL
  4358. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4359. #else
  4360. + (status->vit - b_status->vit)
  4361. #endif
  4362. );
  4363. }
  4364. if(flag&SCB_MDEF) {
  4365. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4366. if( bl->type&BL_HOM )
  4367. status->mdef += (status->int_/5 - b_status->int_/5);
  4368. }
  4369. if(flag&SCB_MDEF2) {
  4370. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4371. #ifdef RENEWAL
  4372. && status->dex == b_status->dex
  4373. #endif
  4374. )
  4375. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4376. else
  4377. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4378. #ifdef RENEWAL
  4379. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4380. #else
  4381. + ((status->vit - b_status->vit)>>1)
  4382. #endif
  4383. );
  4384. }
  4385. if(flag&SCB_SPEED) {
  4386. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4387. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4388. status->speed = battle_config.max_walk_speed;
  4389. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4390. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4391. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4392. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4393. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4394. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4395. }
  4396. if(flag&SCB_CRI && b_status->cri) {
  4397. if (status->luk == b_status->luk)
  4398. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4399. else
  4400. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4401. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4402. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  4403. status->cri <<= 1;
  4404. }
  4405. if(flag&SCB_FLEE2 && b_status->flee2) {
  4406. if (status->luk == b_status->luk)
  4407. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4408. else
  4409. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4410. }
  4411. if(flag&SCB_ATK_ELE) {
  4412. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4413. if (sd) sd->state.lr_flag = 1;
  4414. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4415. if (sd) sd->state.lr_flag = 0;
  4416. }
  4417. if(flag&SCB_DEF_ELE) {
  4418. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4419. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4420. }
  4421. if(flag&SCB_MODE) {
  4422. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4423. // Since mode changed, reset their state.
  4424. if (!status_has_mode(status,MD_CANATTACK))
  4425. unit_stop_attack(bl);
  4426. if (!status_has_mode(status,MD_CANMOVE))
  4427. unit_stop_walking(bl,1);
  4428. }
  4429. /**
  4430. * No status changes alter these yet.
  4431. * if(flag&SCB_SIZE)
  4432. * if(flag&SCB_RACE)
  4433. * if(flag&SCB_RANGE)
  4434. **/
  4435. if(flag&SCB_MAXHP) {
  4436. if( bl->type&BL_PC ) {
  4437. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4438. if(battle_config.hp_rate != 100)
  4439. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4440. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4441. }
  4442. else
  4443. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4444. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4445. status->hp = status->max_hp;
  4446. if( sd ) clif_updatestatus(sd,SP_HP);
  4447. }
  4448. }
  4449. if(flag&SCB_MAXSP) {
  4450. if( bl->type&BL_PC ) {
  4451. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4452. if(battle_config.sp_rate != 100)
  4453. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4454. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4455. }
  4456. else
  4457. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4458. if( status->sp > status->max_sp ) {
  4459. status->sp = status->max_sp;
  4460. if( sd ) clif_updatestatus(sd,SP_SP);
  4461. }
  4462. }
  4463. if(flag&SCB_MATK) {
  4464. #ifndef RENEWAL
  4465. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  4466. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  4467. #else
  4468. /**
  4469. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  4470. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  4471. **/
  4472. status->matk_min = status->matk_max = status_base_matk(bl, status, status_get_lv(bl));
  4473. switch( bl->type ) {
  4474. case BL_PC: {
  4475. int wMatk = 0;
  4476. int variance = 0;
  4477. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  4478. if (sd) {
  4479. if (sd->bonus.ematk > 0)
  4480. status->matk_min += sd->bonus.ematk;
  4481. if (pc_checkskill(sd, SU_POWEROFLAND) > 0) {
  4482. if ((pc_checkskill(sd, SU_SV_STEMSPEAR) + pc_checkskill(sd, SU_CN_POWDERING) + pc_checkskill(sd, SU_CN_METEOR) + pc_checkskill(sd, SU_SV_ROOTTWIST) +
  4483. pc_checkskill(sd, SU_CHATTERING) + pc_checkskill(sd, SU_MEOWMEOW) + pc_checkskill(sd, SU_NYANGGRASS)) > 19)
  4484. status->matk_min += status->matk_min * 20 / 100;
  4485. }
  4486. }
  4487. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  4488. status->matk_max = status->matk_min;
  4489. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  4490. if (b_status->lhw.matk) {
  4491. if (sd) {
  4492. //sd->state.lr_flag = 1; //?? why was that set here
  4493. status->lhw.matk = b_status->lhw.matk;
  4494. sd->state.lr_flag = 0;
  4495. } else {
  4496. status->lhw.matk = b_status->lhw.matk;
  4497. }
  4498. }
  4499. if (b_status->rhw.matk) {
  4500. status->rhw.matk = b_status->rhw.matk;
  4501. }
  4502. if (status->rhw.matk) {
  4503. wMatk += status->rhw.matk;
  4504. variance += wMatk * status->rhw.wlv / 10;
  4505. }
  4506. if (status->lhw.matk) {
  4507. wMatk += status->lhw.matk;
  4508. variance += status->lhw.matk * status->lhw.wlv / 10;
  4509. }
  4510. status->matk_min += wMatk - variance;
  4511. status->matk_max += wMatk + variance;
  4512. }
  4513. break;
  4514. case BL_HOM:
  4515. status->matk_min += (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  4516. status->matk_max += (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  4517. break;
  4518. }
  4519. #endif
  4520. if (bl->type&BL_PC && sd->matk_rate != 100) {
  4521. status->matk_max = status->matk_max * sd->matk_rate/100;
  4522. status->matk_min = status->matk_min * sd->matk_rate/100;
  4523. }
  4524. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  4525. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  4526. status->matk_min = status->matk_max;
  4527. #ifdef RENEWAL
  4528. if( sd && sd->right_weapon.overrefine > 0) {
  4529. status->matk_min++;
  4530. status->matk_max += sd->right_weapon.overrefine - 1;
  4531. }
  4532. #endif
  4533. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  4534. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  4535. }
  4536. if(flag&SCB_ASPD) {
  4537. int amotion;
  4538. if ( bl->type&BL_HOM ) {
  4539. #ifdef RENEWAL_ASPD
  4540. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  4541. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  4542. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  4543. #else
  4544. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  4545. amotion = status_calc_aspd_rate(bl, sc, amotion);
  4546. if (status->aspd_rate != 1000)
  4547. amotion = amotion * status->aspd_rate / 1000;
  4548. #endif
  4549. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4550. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4551. status->adelay = status->amotion;
  4552. } else if ( bl->type&BL_PC ) {
  4553. amotion = status_base_amotion_pc(sd,status);
  4554. #ifndef RENEWAL_ASPD
  4555. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4556. if(status->aspd_rate != 1000)
  4557. amotion = amotion*status->aspd_rate/1000;
  4558. #else
  4559. /// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  4560. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, true) * status->agi / 200)) * 10;
  4561. if( (status_calc_aspd(bl, sc, false) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  4562. amotion -= ( amotion - pc_maxaspd(sd) ) * (status_calc_aspd(bl, sc, false) + status->aspd_rate2) / 100;
  4563. if(status->aspd_rate != 1000) // Absolute percentage modifier
  4564. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  4565. #endif
  4566. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4567. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  4568. status->adelay = 2*status->amotion;
  4569. } else { // Mercenary and mobs
  4570. amotion = b_status->amotion;
  4571. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4572. if(status->aspd_rate != 1000)
  4573. amotion = amotion*status->aspd_rate/1000;
  4574. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4575. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4576. temp = b_status->adelay*status->aspd_rate/1000;
  4577. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4578. }
  4579. }
  4580. if(flag&SCB_DSPD) {
  4581. int dmotion;
  4582. if( bl->type&BL_PC ) {
  4583. if (b_status->agi == status->agi)
  4584. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4585. else {
  4586. dmotion = 800-status->agi*4;
  4587. status->dmotion = cap_value(dmotion, 400, 800);
  4588. if(battle_config.pc_damage_delay_rate != 100)
  4589. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  4590. // It's safe to ignore b_status->dmotion since no bonus affects it.
  4591. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  4592. }
  4593. } else if( bl->type&BL_HOM ) {
  4594. dmotion = 800-status->agi*4;
  4595. status->dmotion = cap_value(dmotion, 400, 800);
  4596. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4597. } else { // Mercenary and mobs
  4598. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4599. }
  4600. }
  4601. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4602. status_calc_regen(bl, status, status_get_regen_data(bl));
  4603. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4604. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4605. }
  4606. /**
  4607. * Recalculates parts of an objects status according to specified flags
  4608. * Also sends updates to the client when necessary
  4609. * See [set_sc] [add_sc]
  4610. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4611. * @param flag: Which status has changed on bl
  4612. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  4613. */
  4614. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  4615. {
  4616. struct status_data b_status; // Previous battle status
  4617. struct status_data* status; // Pointer to current battle status
  4618. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
  4619. if (opt&SCO_FORCE)
  4620. ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
  4621. else {
  4622. ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
  4623. return;
  4624. }
  4625. }
  4626. // Remember previous values
  4627. status = status_get_status_data(bl);
  4628. memcpy(&b_status, status, sizeof(struct status_data));
  4629. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4630. switch( bl->type ) {
  4631. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  4632. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  4633. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  4634. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  4635. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  4636. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  4637. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  4638. }
  4639. }
  4640. if( bl->type == BL_PET )
  4641. return; // Pets are not affected by statuses
  4642. if (opt&SCO_FIRST && bl->type == BL_MOB)
  4643. return; // Assume there will be no statuses active
  4644. status_calc_bl_main(bl, flag);
  4645. if (opt&SCO_FIRST && bl->type == BL_HOM)
  4646. return; // Client update handled by caller
  4647. // Compare against new values and send client updates
  4648. if( bl->type == BL_PC ) {
  4649. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4650. if(b_status.str != status->str)
  4651. clif_updatestatus(sd,SP_STR);
  4652. if(b_status.agi != status->agi)
  4653. clif_updatestatus(sd,SP_AGI);
  4654. if(b_status.vit != status->vit)
  4655. clif_updatestatus(sd,SP_VIT);
  4656. if(b_status.int_ != status->int_)
  4657. clif_updatestatus(sd,SP_INT);
  4658. if(b_status.dex != status->dex)
  4659. clif_updatestatus(sd,SP_DEX);
  4660. if(b_status.luk != status->luk)
  4661. clif_updatestatus(sd,SP_LUK);
  4662. if(b_status.hit != status->hit)
  4663. clif_updatestatus(sd,SP_HIT);
  4664. if(b_status.flee != status->flee)
  4665. clif_updatestatus(sd,SP_FLEE1);
  4666. if(b_status.amotion != status->amotion)
  4667. clif_updatestatus(sd,SP_ASPD);
  4668. if(b_status.speed != status->speed)
  4669. clif_updatestatus(sd,SP_SPEED);
  4670. if(b_status.batk != status->batk
  4671. #ifndef RENEWAL
  4672. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4673. #endif
  4674. )
  4675. clif_updatestatus(sd,SP_ATK1);
  4676. if(b_status.def != status->def) {
  4677. clif_updatestatus(sd,SP_DEF1);
  4678. #ifdef RENEWAL
  4679. clif_updatestatus(sd,SP_DEF2);
  4680. #endif
  4681. }
  4682. if(
  4683. #ifdef RENEWAL
  4684. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  4685. #else
  4686. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4687. #endif
  4688. )
  4689. clif_updatestatus(sd,SP_ATK2);
  4690. if(b_status.def2 != status->def2) {
  4691. clif_updatestatus(sd,SP_DEF2);
  4692. #ifdef RENEWAL
  4693. clif_updatestatus(sd,SP_DEF1);
  4694. #endif
  4695. }
  4696. if(b_status.flee2 != status->flee2)
  4697. clif_updatestatus(sd,SP_FLEE2);
  4698. if(b_status.cri != status->cri)
  4699. clif_updatestatus(sd,SP_CRITICAL);
  4700. #ifndef RENEWAL
  4701. if(b_status.matk_max != status->matk_max)
  4702. clif_updatestatus(sd,SP_MATK1);
  4703. if(b_status.matk_min != status->matk_min)
  4704. clif_updatestatus(sd,SP_MATK2);
  4705. #else
  4706. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4707. clif_updatestatus(sd,SP_MATK2);
  4708. clif_updatestatus(sd,SP_MATK1);
  4709. }
  4710. #endif
  4711. if(b_status.mdef != status->mdef) {
  4712. clif_updatestatus(sd,SP_MDEF1);
  4713. #ifdef RENEWAL
  4714. clif_updatestatus(sd,SP_MDEF2);
  4715. #endif
  4716. }
  4717. if(b_status.mdef2 != status->mdef2) {
  4718. clif_updatestatus(sd,SP_MDEF2);
  4719. #ifdef RENEWAL
  4720. clif_updatestatus(sd,SP_MDEF1);
  4721. #endif
  4722. }
  4723. if(b_status.rhw.range != status->rhw.range)
  4724. clif_updatestatus(sd,SP_ATTACKRANGE);
  4725. if(b_status.max_hp != status->max_hp)
  4726. clif_updatestatus(sd,SP_MAXHP);
  4727. if(b_status.max_sp != status->max_sp)
  4728. clif_updatestatus(sd,SP_MAXSP);
  4729. if(b_status.hp != status->hp)
  4730. clif_updatestatus(sd,SP_HP);
  4731. if(b_status.sp != status->sp)
  4732. clif_updatestatus(sd,SP_SP);
  4733. } else if( bl->type == BL_HOM ) {
  4734. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4735. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4736. clif_hominfo(hd->master,hd,0);
  4737. } else if( bl->type == BL_MER ) {
  4738. TBL_MER* md = BL_CAST(BL_MER, bl);
  4739. if (!md->master)
  4740. return;
  4741. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4742. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4743. if( b_status.matk_max != status->matk_max )
  4744. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4745. if( b_status.hit != status->hit )
  4746. clif_mercenary_updatestatus(md->master, SP_HIT);
  4747. if( b_status.cri != status->cri )
  4748. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4749. if( b_status.def != status->def )
  4750. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4751. if( b_status.mdef != status->mdef )
  4752. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4753. if( b_status.flee != status->flee )
  4754. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4755. if( b_status.amotion != status->amotion )
  4756. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4757. if( b_status.max_hp != status->max_hp )
  4758. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4759. if( b_status.max_sp != status->max_sp )
  4760. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4761. if( b_status.hp != status->hp )
  4762. clif_mercenary_updatestatus(md->master, SP_HP);
  4763. if( b_status.sp != status->sp )
  4764. clif_mercenary_updatestatus(md->master, SP_SP);
  4765. } else if( bl->type == BL_ELEM ) {
  4766. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4767. if (!ed->master)
  4768. return;
  4769. if( b_status.max_hp != status->max_hp )
  4770. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4771. if( b_status.max_sp != status->max_sp )
  4772. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4773. if( b_status.hp != status->hp )
  4774. clif_elemental_updatestatus(ed->master, SP_HP);
  4775. if( b_status.sp != status->sp )
  4776. clif_mercenary_updatestatus(ed->master, SP_SP);
  4777. }
  4778. }
  4779. /**
  4780. * Adds strength modifications based on status changes
  4781. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4782. * @param sc: Object's status change information
  4783. * @param str: Initial str
  4784. * @return modified str with cap_value(str,0,USHRT_MAX)
  4785. */
  4786. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4787. {
  4788. if(!sc || !sc->count)
  4789. return cap_value(str,0,USHRT_MAX);
  4790. if(sc->data[SC_HARMONIZE]) {
  4791. str -= sc->data[SC_HARMONIZE]->val2;
  4792. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4793. }
  4794. if(sc->data[SC_INCALLSTATUS])
  4795. str += sc->data[SC_INCALLSTATUS]->val1;
  4796. if(sc->data[SC_CHASEWALK2])
  4797. str += sc->data[SC_CHASEWALK2]->val1;
  4798. if(sc->data[SC_INCSTR])
  4799. str += sc->data[SC_INCSTR]->val1;
  4800. if(sc->data[SC_STRFOOD])
  4801. str += sc->data[SC_STRFOOD]->val1;
  4802. if(sc->data[SC_FOOD_STR_CASH])
  4803. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4804. if(sc->data[SC_BATTLEORDERS])
  4805. str += 5;
  4806. if(sc->data[SC_LEADERSHIP])
  4807. str += sc->data[SC_LEADERSHIP]->val1;
  4808. if(sc->data[SC_LOUD])
  4809. str += 4;
  4810. if(sc->data[SC_TRUESIGHT])
  4811. str += 5;
  4812. if(sc->data[SC_SPURT])
  4813. str += 10;
  4814. if(sc->data[SC_NEN])
  4815. str += sc->data[SC_NEN]->val1;
  4816. if(sc->data[SC_BLESSING]) {
  4817. if(sc->data[SC_BLESSING]->val2)
  4818. str += sc->data[SC_BLESSING]->val2;
  4819. else
  4820. str >>= 1;
  4821. }
  4822. if(sc->data[SC_MARIONETTE])
  4823. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4824. if(sc->data[SC_MARIONETTE2])
  4825. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4826. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4827. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  4828. if(sc->data[SC_GIANTGROWTH])
  4829. str += 30;
  4830. if(sc->data[SC_BEYONDOFWARCRY])
  4831. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4832. if(sc->data[SC_SAVAGE_STEAK])
  4833. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4834. if(sc->data[SC_INSPIRATION])
  4835. str += sc->data[SC_INSPIRATION]->val3;
  4836. if(sc->data[SC_2011RWC_SCROLL])
  4837. str += sc->data[SC_2011RWC_SCROLL]->val1;
  4838. if(sc->data[SC_STOMACHACHE])
  4839. str -= sc->data[SC_STOMACHACHE]->val1;
  4840. if(sc->data[SC_KYOUGAKU])
  4841. str -= sc->data[SC_KYOUGAKU]->val2;
  4842. if(sc->data[SC_SWORDCLAN])
  4843. str += 1;
  4844. if(sc->data[SC_JUMPINGCLAN])
  4845. str += 1;
  4846. if(sc->data[SC_FULL_THROTTLE])
  4847. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4848. if(sc->data[SC_CHEERUP])
  4849. str += 3;
  4850. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4851. }
  4852. /**
  4853. * Adds agility modifications based on status changes
  4854. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  4855. * @param sc: Object's status change information
  4856. * @param agi: Initial agi
  4857. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  4858. */
  4859. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  4860. {
  4861. if(!sc || !sc->count)
  4862. return cap_value(agi,0,USHRT_MAX);
  4863. if(sc->data[SC_HARMONIZE]) {
  4864. agi -= sc->data[SC_HARMONIZE]->val2;
  4865. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4866. }
  4867. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4868. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  4869. if(sc->data[SC_INCALLSTATUS])
  4870. agi += sc->data[SC_INCALLSTATUS]->val1;
  4871. if(sc->data[SC_INCAGI])
  4872. agi += sc->data[SC_INCAGI]->val1;
  4873. if(sc->data[SC_AGIFOOD])
  4874. agi += sc->data[SC_AGIFOOD]->val1;
  4875. if(sc->data[SC_FOOD_AGI_CASH])
  4876. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  4877. if(sc->data[SC_SOULCOLD])
  4878. agi += sc->data[SC_SOULCOLD]->val1;
  4879. if(sc->data[SC_TRUESIGHT])
  4880. agi += 5;
  4881. if(sc->data[SC_INCREASEAGI])
  4882. agi += sc->data[SC_INCREASEAGI]->val2;
  4883. if(sc->data[SC_INCREASING])
  4884. agi += 4; // Added based on skill updates [Reddozen]
  4885. if(sc->data[SC_2011RWC_SCROLL])
  4886. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  4887. if(sc->data[SC_DECREASEAGI])
  4888. agi -= sc->data[SC_DECREASEAGI]->val2;
  4889. if(sc->data[SC_QUAGMIRE])
  4890. agi -= sc->data[SC_QUAGMIRE]->val2;
  4891. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  4892. agi -= sc->data[SC_SUITON]->val2;
  4893. if(sc->data[SC_MARIONETTE])
  4894. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  4895. if(sc->data[SC_MARIONETTE2])
  4896. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  4897. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4898. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  4899. if(sc->data[SC_ADORAMUS])
  4900. agi -= sc->data[SC_ADORAMUS]->val2;
  4901. if(sc->data[SC_MARSHOFABYSS])
  4902. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4903. if(sc->data[SC_DROCERA_HERB_STEAMED])
  4904. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  4905. if(sc->data[SC_INSPIRATION])
  4906. agi += sc->data[SC_INSPIRATION]->val3;
  4907. if(sc->data[SC_STOMACHACHE])
  4908. agi -= sc->data[SC_STOMACHACHE]->val1;
  4909. if(sc->data[SC_KYOUGAKU])
  4910. agi -= sc->data[SC_KYOUGAKU]->val2;
  4911. if(sc->data[SC_CROSSBOWCLAN])
  4912. agi += 1;
  4913. if(sc->data[SC_JUMPINGCLAN])
  4914. agi += 1;
  4915. if(sc->data[SC_FULL_THROTTLE])
  4916. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4917. if (sc->data[SC_ARCLOUSEDASH])
  4918. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  4919. if(sc->data[SC_CHEERUP])
  4920. agi += 3;
  4921. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4922. }
  4923. /**
  4924. * Adds vitality modifications based on status changes
  4925. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  4926. * @param sc: Object's status change information
  4927. * @param vit: Initial vit
  4928. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  4929. */
  4930. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  4931. {
  4932. if(!sc || !sc->count)
  4933. return cap_value(vit,0,USHRT_MAX);
  4934. if(sc->data[SC_HARMONIZE]) {
  4935. vit -= sc->data[SC_HARMONIZE]->val2;
  4936. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4937. }
  4938. if(sc->data[SC_INCALLSTATUS])
  4939. vit += sc->data[SC_INCALLSTATUS]->val1;
  4940. if(sc->data[SC_INCVIT])
  4941. vit += sc->data[SC_INCVIT]->val1;
  4942. if(sc->data[SC_VITFOOD])
  4943. vit += sc->data[SC_VITFOOD]->val1;
  4944. if(sc->data[SC_FOOD_VIT_CASH])
  4945. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  4946. if(sc->data[SC_CHANGE])
  4947. vit += sc->data[SC_CHANGE]->val2;
  4948. if(sc->data[SC_GLORYWOUNDS])
  4949. vit += sc->data[SC_GLORYWOUNDS]->val1;
  4950. if(sc->data[SC_TRUESIGHT])
  4951. vit += 5;
  4952. if(sc->data[SC_MARIONETTE])
  4953. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  4954. if(sc->data[SC_MARIONETTE2])
  4955. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  4956. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4957. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  4958. if(sc->data[SC_LAUDAAGNUS])
  4959. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  4960. if(sc->data[SC_MINOR_BBQ])
  4961. vit += sc->data[SC_MINOR_BBQ]->val1;
  4962. if(sc->data[SC_INSPIRATION])
  4963. vit += sc->data[SC_INSPIRATION]->val3;
  4964. if(sc->data[SC_2011RWC_SCROLL])
  4965. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  4966. if(sc->data[SC_STOMACHACHE])
  4967. vit -= sc->data[SC_STOMACHACHE]->val1;
  4968. if(sc->data[SC_KYOUGAKU])
  4969. vit -= sc->data[SC_KYOUGAKU]->val2;
  4970. if(sc->data[SC_SWORDCLAN])
  4971. vit += 1;
  4972. if(sc->data[SC_JUMPINGCLAN])
  4973. vit += 1;
  4974. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  4975. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  4976. if(sc->data[SC_FULL_THROTTLE])
  4977. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4978. #ifdef RENEWAL
  4979. if(sc->data[SC_DEFENCE])
  4980. vit += sc->data[SC_DEFENCE]->val2;
  4981. #endif
  4982. if(sc->data[SC_CHEERUP])
  4983. vit += 3;
  4984. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4985. }
  4986. /**
  4987. * Adds intelligence modifications based on status changes
  4988. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  4989. * @param sc: Object's status change information
  4990. * @param int_: Initial int
  4991. * @return modified int with cap_value(int_,0,USHRT_MAX)
  4992. */
  4993. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  4994. {
  4995. if(!sc || !sc->count)
  4996. return cap_value(int_,0,USHRT_MAX);
  4997. if(sc->data[SC_HARMONIZE]) {
  4998. int_ -= sc->data[SC_HARMONIZE]->val2;
  4999. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5000. }
  5001. if(sc->data[SC_INCALLSTATUS])
  5002. int_ += sc->data[SC_INCALLSTATUS]->val1;
  5003. if(sc->data[SC_INCINT])
  5004. int_ += sc->data[SC_INCINT]->val1;
  5005. if(sc->data[SC_INTFOOD])
  5006. int_ += sc->data[SC_INTFOOD]->val1;
  5007. if(sc->data[SC_FOOD_INT_CASH])
  5008. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  5009. if(sc->data[SC_CHANGE])
  5010. int_ += sc->data[SC_CHANGE]->val3;
  5011. if(sc->data[SC_BATTLEORDERS])
  5012. int_ += 5;
  5013. if(sc->data[SC_TRUESIGHT])
  5014. int_ += 5;
  5015. if(sc->data[SC_BLESSING]) {
  5016. if (sc->data[SC_BLESSING]->val2)
  5017. int_ += sc->data[SC_BLESSING]->val2;
  5018. else
  5019. int_ >>= 1;
  5020. }
  5021. if(sc->data[SC_NEN])
  5022. int_ += sc->data[SC_NEN]->val1;
  5023. if(sc->data[SC_MARIONETTE])
  5024. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5025. if(sc->data[SC_2011RWC_SCROLL])
  5026. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  5027. if(sc->data[SC_MARIONETTE2])
  5028. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5029. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5030. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5031. if(sc->data[SC_INSPIRATION])
  5032. int_ += sc->data[SC_INSPIRATION]->val3;
  5033. if(sc->data[SC_MELODYOFSINK])
  5034. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  5035. if(sc->data[SC_MANDRAGORA])
  5036. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5037. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5038. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5039. if(sc->data[SC_STOMACHACHE])
  5040. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5041. if(sc->data[SC_KYOUGAKU])
  5042. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5043. if(sc->data[SC_ARCWANDCLAN])
  5044. int_ += 1;
  5045. if(sc->data[SC_GOLDENMACECLAN])
  5046. int_ += 1;
  5047. if(sc->data[SC_JUMPINGCLAN])
  5048. int_ += 1;
  5049. if(sc->data[SC_FULL_THROTTLE])
  5050. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5051. if(sc->data[SC_CHEERUP])
  5052. int_ += 3;
  5053. if(bl->type != BL_PC) {
  5054. if(sc->data[SC_STRIPHELM])
  5055. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5056. if(sc->data[SC__STRIPACCESSORY])
  5057. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5058. }
  5059. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5060. }
  5061. /**
  5062. * Adds dexterity modifications based on status changes
  5063. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5064. * @param sc: Object's status change information
  5065. * @param dex: Initial dex
  5066. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5067. */
  5068. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5069. {
  5070. if(!sc || !sc->count)
  5071. return cap_value(dex,0,USHRT_MAX);
  5072. if(sc->data[SC_HARMONIZE]) {
  5073. dex -= sc->data[SC_HARMONIZE]->val2;
  5074. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5075. }
  5076. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5077. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5078. if(sc->data[SC_INCALLSTATUS])
  5079. dex += sc->data[SC_INCALLSTATUS]->val1;
  5080. if(sc->data[SC_INCDEX])
  5081. dex += sc->data[SC_INCDEX]->val1;
  5082. if(sc->data[SC_DEXFOOD])
  5083. dex += sc->data[SC_DEXFOOD]->val1;
  5084. if(sc->data[SC_FOOD_DEX_CASH])
  5085. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5086. if(sc->data[SC_BATTLEORDERS])
  5087. dex += 5;
  5088. if(sc->data[SC_HAWKEYES])
  5089. dex += sc->data[SC_HAWKEYES]->val1;
  5090. if(sc->data[SC_TRUESIGHT])
  5091. dex += 5;
  5092. if(sc->data[SC_QUAGMIRE])
  5093. dex -= sc->data[SC_QUAGMIRE]->val2;
  5094. if(sc->data[SC_BLESSING]) {
  5095. if (sc->data[SC_BLESSING]->val2)
  5096. dex += sc->data[SC_BLESSING]->val2;
  5097. else
  5098. dex >>= 1;
  5099. }
  5100. if(sc->data[SC_INCREASING])
  5101. dex += 4; // Added based on skill updates [Reddozen]
  5102. if(sc->data[SC_MARIONETTE])
  5103. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5104. if(sc->data[SC_2011RWC_SCROLL])
  5105. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  5106. if(sc->data[SC_MARIONETTE2])
  5107. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5108. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5109. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5110. if(sc->data[SC_SIROMA_ICE_TEA])
  5111. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5112. if(sc->data[SC_INSPIRATION])
  5113. dex += sc->data[SC_INSPIRATION]->val3;
  5114. if(sc->data[SC_STOMACHACHE])
  5115. dex -= sc->data[SC_STOMACHACHE]->val1;
  5116. if(sc->data[SC_KYOUGAKU])
  5117. dex -= sc->data[SC_KYOUGAKU]->val2;
  5118. if(sc->data[SC_ARCWANDCLAN])
  5119. dex += 1;
  5120. if(sc->data[SC_CROSSBOWCLAN])
  5121. dex += 1;
  5122. if(sc->data[SC_JUMPINGCLAN])
  5123. dex += 1;
  5124. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5125. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5126. if(sc->data[SC_MARSHOFABYSS])
  5127. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5128. if(sc->data[SC_FULL_THROTTLE])
  5129. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5130. if(sc->data[SC_CHEERUP])
  5131. dex += 3;
  5132. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5133. }
  5134. /**
  5135. * Adds luck modifications based on status changes
  5136. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5137. * @param sc: Object's status change information
  5138. * @param luk: Initial luk
  5139. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5140. */
  5141. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5142. {
  5143. if(!sc || !sc->count)
  5144. return cap_value(luk,0,USHRT_MAX);
  5145. if(sc->data[SC_HARMONIZE]) {
  5146. luk -= sc->data[SC_HARMONIZE]->val2;
  5147. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5148. }
  5149. if(sc->data[SC_CURSE])
  5150. return 0;
  5151. if(sc->data[SC_INCALLSTATUS])
  5152. luk += sc->data[SC_INCALLSTATUS]->val1;
  5153. if(sc->data[SC_INCLUK])
  5154. luk += sc->data[SC_INCLUK]->val1;
  5155. if(sc->data[SC_LUKFOOD])
  5156. luk += sc->data[SC_LUKFOOD]->val1;
  5157. if(sc->data[SC_FOOD_LUK_CASH])
  5158. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  5159. if(sc->data[SC_TRUESIGHT])
  5160. luk += 5;
  5161. if(sc->data[SC_GLORIA])
  5162. luk += 30;
  5163. if(sc->data[SC_MARIONETTE])
  5164. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  5165. if(sc->data[SC_MARIONETTE2])
  5166. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  5167. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5168. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  5169. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  5170. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  5171. if(sc->data[SC_INSPIRATION])
  5172. luk += sc->data[SC_INSPIRATION]->val3;
  5173. if(sc->data[SC_STOMACHACHE])
  5174. luk -= sc->data[SC_STOMACHACHE]->val1;
  5175. if(sc->data[SC_KYOUGAKU])
  5176. luk -= sc->data[SC_KYOUGAKU]->val2;
  5177. if(sc->data[SC_LAUDARAMUS])
  5178. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  5179. if(sc->data[SC_2011RWC_SCROLL])
  5180. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  5181. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5182. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5183. if(sc->data[SC_BANANA_BOMB])
  5184. luk -= 75;
  5185. if(sc->data[SC_GOLDENMACECLAN])
  5186. luk += 1;
  5187. if(sc->data[SC_JUMPINGCLAN])
  5188. luk += 1;
  5189. if(sc->data[SC_FULL_THROTTLE])
  5190. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5191. if(sc->data[SC_CHEERUP])
  5192. luk += 3;
  5193. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5194. }
  5195. /**
  5196. * Adds base attack modifications based on status changes
  5197. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  5198. * @param sc: Object's status change information
  5199. * @param batk: Initial batk
  5200. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  5201. */
  5202. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  5203. {
  5204. if(!sc || !sc->count)
  5205. return cap_value(batk,0,USHRT_MAX);
  5206. if(sc->data[SC_ATKPOTION])
  5207. batk += sc->data[SC_ATKPOTION]->val1;
  5208. if(sc->data[SC_BATKFOOD])
  5209. batk += sc->data[SC_BATKFOOD]->val1;
  5210. #ifndef RENEWAL
  5211. if(sc->data[SC_GATLINGFEVER])
  5212. batk += sc->data[SC_GATLINGFEVER]->val3;
  5213. if(sc->data[SC_MADNESSCANCEL])
  5214. batk += 100;
  5215. #endif
  5216. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5217. batk += 50;
  5218. if(bl->type == BL_ELEM
  5219. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  5220. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  5221. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  5222. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  5223. )
  5224. batk += batk / 5;
  5225. if(sc->data[SC_FULL_SWING_K])
  5226. batk += sc->data[SC_FULL_SWING_K]->val1;
  5227. if(sc->data[SC_ASH])
  5228. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  5229. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  5230. batk += sc->data[SC_PYROCLASTIC]->val2;
  5231. if (sc->data[SC_ANGRIFFS_MODUS])
  5232. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  5233. if(sc->data[SC_2011RWC_SCROLL])
  5234. batk += 30;
  5235. if(sc->data[SC_INCATKRATE])
  5236. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  5237. if(sc->data[SC_PROVOKE])
  5238. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  5239. #ifndef RENEWAL
  5240. if(sc->data[SC_CONCENTRATION])
  5241. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  5242. #endif
  5243. if(sc->data[SC_SKE])
  5244. batk += batk * 3;
  5245. if(sc->data[SC_BLOODLUST])
  5246. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  5247. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  5248. batk -= batk * 25/100;
  5249. if(sc->data[SC_CURSE])
  5250. batk -= batk * 25/100;
  5251. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  5252. if(sc->data[SC_BLEEDING])
  5253. batk -= batk * 25 / 100; */
  5254. if(sc->data[SC_FLEET])
  5255. batk += batk * sc->data[SC_FLEET]->val3/100;
  5256. if(sc->data[SC__ENERVATION])
  5257. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  5258. if(sc->data[SC_SATURDAYNIGHTFEVER])
  5259. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  5260. if( sc->data[SC_ZANGETSU] )
  5261. batk += sc->data[SC_ZANGETSU]->val2;
  5262. if(sc->data[SC_QUEST_BUFF1])
  5263. batk += sc->data[SC_QUEST_BUFF1]->val1;
  5264. if(sc->data[SC_QUEST_BUFF2])
  5265. batk += sc->data[SC_QUEST_BUFF2]->val1;
  5266. if(sc->data[SC_QUEST_BUFF3])
  5267. batk += sc->data[SC_QUEST_BUFF3]->val1;
  5268. if (sc->data[SC_SHRIMP])
  5269. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  5270. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  5271. }
  5272. /**
  5273. * Adds weapon attack modifications based on status changes
  5274. * @param bl: Object to change watk [PC]
  5275. * @param sc: Object's status change information
  5276. * @param watk: Initial watk
  5277. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  5278. */
  5279. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  5280. {
  5281. if(!sc || !sc->count)
  5282. return cap_value(watk,0,USHRT_MAX);
  5283. #ifndef RENEWAL
  5284. if(sc->data[SC_IMPOSITIO])
  5285. watk += sc->data[SC_IMPOSITIO]->val2;
  5286. if(sc->data[SC_DRUMBATTLE])
  5287. watk += sc->data[SC_DRUMBATTLE]->val2;
  5288. #endif
  5289. if(sc->data[SC_WATKFOOD])
  5290. watk += sc->data[SC_WATKFOOD]->val1;
  5291. if(sc->data[SC_VOLCANO])
  5292. watk += sc->data[SC_VOLCANO]->val2;
  5293. if(sc->data[SC_MERC_ATKUP])
  5294. watk += sc->data[SC_MERC_ATKUP]->val2;
  5295. if(sc->data[SC_WATER_BARRIER])
  5296. watk -= sc->data[SC_WATER_BARRIER]->val2;
  5297. #ifndef RENEWAL
  5298. if(sc->data[SC_NIBELUNGEN]) {
  5299. if (bl->type != BL_PC)
  5300. watk += sc->data[SC_NIBELUNGEN]->val2;
  5301. else {
  5302. TBL_PC *sd = (TBL_PC*)bl;
  5303. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  5304. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  5305. watk += sc->data[SC_NIBELUNGEN]->val2;
  5306. }
  5307. }
  5308. if(sc->data[SC_CONCENTRATION])
  5309. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  5310. #endif
  5311. if(sc->data[SC_INCATKRATE])
  5312. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  5313. if(sc->data[SC_PROVOKE])
  5314. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  5315. if(sc->data[SC_SKE])
  5316. watk += watk * 3;
  5317. if(sc->data[SC_FLEET])
  5318. watk += watk * sc->data[SC_FLEET]->val3/100;
  5319. if(sc->data[SC_CURSE])
  5320. watk -= watk * 25/100;
  5321. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  5322. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  5323. if(sc->data[SC_FIGHTINGSPIRIT])
  5324. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  5325. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  5326. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  5327. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  5328. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5329. if(sc->data[SC_INSPIRATION])
  5330. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  5331. if(sc->data[SC_GT_CHANGE])
  5332. watk += sc->data[SC_GT_CHANGE]->val2;
  5333. if(sc->data[SC__ENERVATION])
  5334. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  5335. if(sc->data[SC_STRIKING])
  5336. watk += sc->data[SC_STRIKING]->val2;
  5337. if(sc->data[SC_RUSHWINDMILL])
  5338. watk += sc->data[SC_RUSHWINDMILL]->val3;
  5339. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5340. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  5341. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  5342. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  5343. watk += watk / 10;
  5344. if(sc->data[SC_PYROTECHNIC_OPTION])
  5345. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  5346. if(sc->data[SC_HEATER_OPTION])
  5347. watk += sc->data[SC_HEATER_OPTION]->val2;
  5348. if(sc->data[SC_TROPIC_OPTION])
  5349. watk += sc->data[SC_TROPIC_OPTION]->val2;
  5350. if( sc && sc->data[SC_TIDAL_WEAPON] )
  5351. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  5352. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  5353. watk += sc->data[SC_PYROCLASTIC]->val2;
  5354. if(sc->data[SC_ANGRIFFS_MODUS])
  5355. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  5356. if(sc->data[SC_ODINS_POWER])
  5357. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  5358. if (sc->data[SC_FLASHCOMBO])
  5359. watk += sc->data[SC_FLASHCOMBO]->val2;
  5360. if (sc->data[SC_CATNIPPOWDER])
  5361. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5362. if (sc->data[SC_CHATTERING])
  5363. watk += sc->data[SC_CHATTERING]->val2;
  5364. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  5365. }
  5366. #ifdef RENEWAL
  5367. /**
  5368. * Adds equip magic attack modifications based on status changes [RENEWAL]
  5369. * @param bl: Object to change matk [PC]
  5370. * @param sc: Object's status change information
  5371. * @param matk: Initial matk
  5372. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5373. */
  5374. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  5375. {
  5376. if (!sc || !sc->count)
  5377. return cap_value(matk,0,USHRT_MAX);
  5378. if (sc->data[SC_MATKPOTION])
  5379. matk += sc->data[SC_MATKPOTION]->val1;
  5380. if (sc->data[SC_MATKFOOD])
  5381. matk += sc->data[SC_MATKFOOD]->val1;
  5382. if(sc->data[SC_MANA_PLUS])
  5383. matk += sc->data[SC_MANA_PLUS]->val1;
  5384. if(sc->data[SC_COOLER_OPTION])
  5385. matk += sc->data[SC_COOLER_OPTION]->val2;
  5386. if(sc->data[SC_AQUAPLAY_OPTION])
  5387. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5388. if(sc->data[SC_CHILLY_AIR_OPTION])
  5389. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5390. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5391. matk += 50;
  5392. if(sc->data[SC_ODINS_POWER])
  5393. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5394. if(sc->data[SC_MOONLITSERENADE])
  5395. matk += sc->data[SC_MOONLITSERENADE]->val3;
  5396. if(sc->data[SC_IZAYOI])
  5397. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5398. if(sc->data[SC_ZANGETSU])
  5399. matk += sc->data[SC_ZANGETSU]->val3;
  5400. if(sc->data[SC_QUEST_BUFF1])
  5401. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5402. if(sc->data[SC_QUEST_BUFF2])
  5403. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5404. if(sc->data[SC_QUEST_BUFF3])
  5405. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5406. if(sc->data[SC_MTF_MATK2])
  5407. matk += sc->data[SC_MTF_MATK2]->val1;
  5408. if(sc->data[SC_2011RWC_SCROLL])
  5409. matk += 30;
  5410. if (sc->data[SC_CATNIPPOWDER])
  5411. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5412. if (sc->data[SC_CHATTERING])
  5413. matk += sc->data[SC_CHATTERING]->val2;
  5414. if (sc->data[SC_DORAM_MATK])
  5415. matk += sc->data[SC_DORAM_MATK]->val1;
  5416. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5417. }
  5418. #endif
  5419. /**
  5420. * Adds magic attack modifications based on status changes
  5421. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  5422. * @param sc: Object's status change information
  5423. * @param matk: Initial matk
  5424. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5425. */
  5426. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  5427. {
  5428. if(!sc || !sc->count)
  5429. return cap_value(matk,0,USHRT_MAX);
  5430. #ifndef RENEWAL
  5431. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  5432. if (sc->data[SC_MATKPOTION])
  5433. matk += sc->data[SC_MATKPOTION]->val1;
  5434. if (sc->data[SC_MATKFOOD])
  5435. matk += sc->data[SC_MATKFOOD]->val1;
  5436. if (sc->data[SC_MANA_PLUS])
  5437. matk += sc->data[SC_MANA_PLUS]->val1;
  5438. if (sc->data[SC_AQUAPLAY_OPTION])
  5439. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5440. if (sc->data[SC_CHILLY_AIR_OPTION])
  5441. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5442. if (sc->data[SC_COOLER_OPTION])
  5443. matk += sc->data[SC_COOLER_OPTION]->val2;
  5444. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5445. matk += 50;
  5446. if (sc->data[SC_ODINS_POWER])
  5447. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5448. if (sc->data[SC_IZAYOI])
  5449. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5450. if (sc->data[SC_MTF_MATK2])
  5451. matk += sc->data[SC_MTF_MATK2]->val1;
  5452. if (sc->data[SC_2011RWC_SCROLL])
  5453. matk += 30;
  5454. #endif
  5455. if (sc->data[SC_ZANGETSU])
  5456. matk += sc->data[SC_ZANGETSU]->val3;
  5457. if (sc->data[SC_QUEST_BUFF1])
  5458. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5459. if (sc->data[SC_QUEST_BUFF2])
  5460. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5461. if (sc->data[SC_QUEST_BUFF3])
  5462. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5463. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  5464. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  5465. if (sc->data[SC_MINDBREAKER])
  5466. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  5467. if (sc->data[SC_INCMATKRATE])
  5468. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  5469. if (sc->data[SC_MOONLITSERENADE])
  5470. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  5471. if (sc->data[SC_MTF_MATK])
  5472. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  5473. if(sc->data[SC_2011RWC_SCROLL])
  5474. matk += 30;
  5475. if (sc->data[SC_SHRIMP])
  5476. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  5477. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5478. }
  5479. /**
  5480. * Adds critical modifications based on status changes
  5481. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  5482. * @param sc: Object's status change information
  5483. * @param critical: Initial critical
  5484. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  5485. */
  5486. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  5487. {
  5488. if(!sc || !sc->count)
  5489. return cap_value(critical,10,SHRT_MAX);
  5490. if (sc->data[SC_INCCRI])
  5491. critical += sc->data[SC_INCCRI]->val2;
  5492. if (sc->data[SC_CRIFOOD])
  5493. critical += sc->data[SC_CRIFOOD]->val1;
  5494. if (sc->data[SC_EXPLOSIONSPIRITS])
  5495. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  5496. if (sc->data[SC_FORTUNE])
  5497. critical += sc->data[SC_FORTUNE]->val2;
  5498. if (sc->data[SC_TRUESIGHT])
  5499. critical += sc->data[SC_TRUESIGHT]->val2;
  5500. if (sc->data[SC_CLOAKING])
  5501. critical += critical;
  5502. if (sc->data[SC_STRIKING])
  5503. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  5504. #ifdef RENEWAL
  5505. if (sc->data[SC_SPEARQUICKEN])
  5506. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  5507. #endif
  5508. if (sc->data[SC__INVISIBILITY])
  5509. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  5510. if (sc->data[SC__UNLUCKY])
  5511. critical -= sc->data[SC__UNLUCKY]->val2;
  5512. if(sc->data[SC_BEYONDOFWARCRY])
  5513. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  5514. return (short)cap_value(critical,10,SHRT_MAX);
  5515. }
  5516. /**
  5517. * Adds hit modifications based on status changes
  5518. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  5519. * @param sc: Object's status change information
  5520. * @param hit: Initial hit
  5521. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  5522. */
  5523. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  5524. {
  5525. if(!sc || !sc->count)
  5526. return cap_value(hit,1,SHRT_MAX);
  5527. if(sc->data[SC_INCHIT])
  5528. hit += sc->data[SC_INCHIT]->val1;
  5529. if(sc->data[SC_HITFOOD])
  5530. hit += sc->data[SC_HITFOOD]->val1;
  5531. if(sc->data[SC_TRUESIGHT])
  5532. hit += sc->data[SC_TRUESIGHT]->val3;
  5533. if(sc->data[SC_HUMMING])
  5534. hit += sc->data[SC_HUMMING]->val2;
  5535. if(sc->data[SC_CONCENTRATION])
  5536. hit += sc->data[SC_CONCENTRATION]->val3;
  5537. if(sc->data[SC_INSPIRATION])
  5538. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  5539. if(sc->data[SC_ADJUSTMENT])
  5540. hit -= 30;
  5541. if(sc->data[SC_INCREASING])
  5542. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  5543. if(sc->data[SC_MERC_HITUP])
  5544. hit += sc->data[SC_MERC_HITUP]->val2;
  5545. if(sc->data[SC_MTF_HITFLEE])
  5546. hit += sc->data[SC_MTF_HITFLEE]->val1;
  5547. if(sc->data[SC_INCHITRATE])
  5548. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  5549. if(sc->data[SC_BLIND])
  5550. hit -= hit * 25/100;
  5551. if(sc->data[SC_HEAT_BARREL])
  5552. hit -= sc->data[SC_HEAT_BARREL]->val4;
  5553. if(sc->data[SC__GROOMY])
  5554. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  5555. if(sc->data[SC_FEAR])
  5556. hit -= hit * 20 / 100;
  5557. if (sc->data[SC_ASH])
  5558. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  5559. if (sc->data[SC_TEARGAS])
  5560. hit -= hit * 50 / 100;
  5561. if(sc->data[SC_ILLUSIONDOPING])
  5562. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  5563. if (sc->data[SC_MTF_ASPD])
  5564. hit += sc->data[SC_MTF_ASPD]->val2;
  5565. return (short)cap_value(hit,1,SHRT_MAX);
  5566. }
  5567. /**
  5568. * Adds flee modifications based on status changes
  5569. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  5570. * @param sc: Object's status change information
  5571. * @param flee: Initial flee
  5572. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  5573. */
  5574. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  5575. {
  5576. if( bl->type == BL_PC ) {
  5577. if( map_flag_gvg(bl->m) )
  5578. flee -= flee * battle_config.gvg_flee_penalty/100;
  5579. else if( map[bl->m].flag.battleground )
  5580. flee -= flee * battle_config.bg_flee_penalty/100;
  5581. }
  5582. if(!sc || !sc->count)
  5583. return cap_value(flee,1,SHRT_MAX);
  5584. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  5585. return sc->data[SC_OVERED_BOOST]->val2;
  5586. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  5587. return 1; // 1 = min flee
  5588. // Fixed value
  5589. if(sc->data[SC_INCFLEE])
  5590. flee += sc->data[SC_INCFLEE]->val1;
  5591. if(sc->data[SC_FLEEFOOD])
  5592. flee += sc->data[SC_FLEEFOOD]->val1;
  5593. if(sc->data[SC_WHISTLE])
  5594. flee += sc->data[SC_WHISTLE]->val2;
  5595. if(sc->data[SC_WINDWALK])
  5596. flee += sc->data[SC_WINDWALK]->val2;
  5597. if(sc->data[SC_VIOLENTGALE])
  5598. flee += sc->data[SC_VIOLENTGALE]->val2;
  5599. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  5600. flee += sc->data[SC_MOON_COMFORT]->val2;
  5601. if(sc->data[SC_CLOSECONFINE])
  5602. flee += 10;
  5603. if (sc->data[SC_ANGRIFFS_MODUS])
  5604. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  5605. if(sc->data[SC_ADJUSTMENT])
  5606. flee += 30;
  5607. if(sc->data[SC_SPEED])
  5608. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  5609. if(sc->data[SC_GATLINGFEVER])
  5610. flee -= sc->data[SC_GATLINGFEVER]->val4;
  5611. if(sc->data[SC_PARTYFLEE])
  5612. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  5613. if(sc->data[SC_MERC_FLEEUP])
  5614. flee += sc->data[SC_MERC_FLEEUP]->val2;
  5615. if( sc->data[SC_HALLUCINATIONWALK] )
  5616. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  5617. if(sc->data[SC_MTF_HITFLEE])
  5618. flee += sc->data[SC_MTF_HITFLEE]->val2;
  5619. if( sc->data[SC_WATER_BARRIER] )
  5620. flee -= sc->data[SC_WATER_BARRIER]->val2;
  5621. if( sc->data[SC_C_MARKER] )
  5622. flee -= sc->data[SC_C_MARKER]->val3;
  5623. #ifdef RENEWAL
  5624. if( sc->data[SC_SPEARQUICKEN] )
  5625. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  5626. #endif
  5627. // Rate value
  5628. if(sc->data[SC_INCFLEERATE])
  5629. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  5630. if(sc->data[SC_SPIDERWEB])
  5631. flee -= flee * 50/100;
  5632. if(sc->data[SC_BERSERK])
  5633. flee -= flee * 50/100;
  5634. if(sc->data[SC_BLIND])
  5635. flee -= flee * 25/100;
  5636. if(sc->data[SC_FEAR])
  5637. flee -= flee * 20 / 100;
  5638. if(sc->data[SC_PARALYSE])
  5639. flee -= flee * 10 / 100;
  5640. if(sc->data[SC_INFRAREDSCAN])
  5641. flee -= flee * 30 / 100;
  5642. if( sc->data[SC__LAZINESS] )
  5643. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  5644. if( sc->data[SC_GLOOMYDAY] )
  5645. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  5646. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5647. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5648. if( sc->data[SC_WIND_STEP_OPTION] )
  5649. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  5650. if( sc->data[SC_ZEPHYR] )
  5651. flee += sc->data[SC_ZEPHYR]->val2;
  5652. if(sc->data[SC_ASH])
  5653. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  5654. if (sc->data[SC_GOLDENE_FERSE])
  5655. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5656. if (sc->data[SC_SMOKEPOWDER])
  5657. flee += flee * 20 / 100;
  5658. if (sc->data[SC_TEARGAS])
  5659. flee -= flee * 50 / 100;
  5660. //if( sc->data[SC_C_MARKER] )
  5661. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  5662. if (sc->data[SC_GROOMING])
  5663. flee += sc->data[SC_GROOMING]->val2;
  5664. return (short)cap_value(flee,1,SHRT_MAX);
  5665. }
  5666. /**
  5667. * Adds perfect flee modifications based on status changes
  5668. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  5669. * @param sc: Object's status change information
  5670. * @param flee2: Initial flee2
  5671. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  5672. */
  5673. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  5674. {
  5675. if(!sc || !sc->count)
  5676. return cap_value(flee2,10,SHRT_MAX);
  5677. if(sc->data[SC_INCFLEE2])
  5678. flee2 += sc->data[SC_INCFLEE2]->val2;
  5679. if(sc->data[SC_WHISTLE])
  5680. flee2 += sc->data[SC_WHISTLE]->val3*10;
  5681. if(sc->data[SC__UNLUCKY])
  5682. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  5683. if (sc->data[SC_HISS])
  5684. flee2 += sc->data[SC_HISS]->val2;
  5685. if (sc->data[SC_DORAM_FLEE2])
  5686. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  5687. return (short)cap_value(flee2,10,SHRT_MAX);
  5688. }
  5689. /**
  5690. * Adds defense (left-side) modifications based on status changes
  5691. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  5692. * @param sc: Object's status change information
  5693. * @param def: Initial def
  5694. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  5695. */
  5696. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  5697. {
  5698. if(!sc || !sc->count)
  5699. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5700. if(sc->data[SC_BERSERK])
  5701. return 0;
  5702. if(sc->data[SC_BARRIER])
  5703. return 100;
  5704. if(sc->data[SC_KEEPING])
  5705. return 90;
  5706. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  5707. if(sc->data[SC_STEELBODY])
  5708. return 90;
  5709. #endif
  5710. if (sc->data[SC_NYANGGRASS]) {
  5711. if (bl->type == BL_PC)
  5712. return 0;
  5713. else
  5714. return def >>= 1;
  5715. }
  5716. if(sc->data[SC_DEFSET])
  5717. return sc->data[SC_DEFSET]->val1;
  5718. if(sc->data[SC_DRUMBATTLE])
  5719. def += sc->data[SC_DRUMBATTLE]->val3;
  5720. #ifndef RENEWAL
  5721. if(sc->data[SC_DEFENCE])
  5722. def += sc->data[SC_DEFENCE]->val2;
  5723. #endif
  5724. if(sc->data[SC_INCDEFRATE])
  5725. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5726. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5727. def += 50;
  5728. if(sc->data[SC_ODINS_POWER])
  5729. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5730. if( sc->data[SC_ANGRIFFS_MODUS] )
  5731. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5732. if(sc->data[SC_STONEHARDSKIN])
  5733. def += sc->data[SC_STONEHARDSKIN]->val1;
  5734. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5735. def >>=1;
  5736. if(sc->data[SC_FREEZE])
  5737. def >>=1;
  5738. if(sc->data[SC_SIGNUMCRUCIS])
  5739. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5740. if(sc->data[SC_CONCENTRATION])
  5741. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5742. if(sc->data[SC_SKE])
  5743. def >>=1;
  5744. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5745. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5746. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5747. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5748. if (sc->data[SC_FLING])
  5749. def -= def * (sc->data[SC_FLING]->val2)/100;
  5750. if( sc->data[SC_FREEZING] )
  5751. def -= def * 10 / 100;
  5752. if( sc->data[SC_ANALYZE] )
  5753. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5754. if( sc->data[SC_NEUTRALBARRIER] )
  5755. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5756. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5757. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  5758. if( sc->data[SC_PRESTIGE] )
  5759. def += sc->data[SC_PRESTIGE]->val3;
  5760. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5761. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  5762. if( sc->data[SC_ECHOSONG] )
  5763. def += def * sc->data[SC_ECHOSONG]->val3 / 100;
  5764. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5765. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5766. if( sc->data[SC_EARTHDRIVE] )
  5767. def -= def * 25 / 100;
  5768. if( sc->data[SC_CAMOUFLAGE] )
  5769. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5770. if( sc->data[SC_SOLID_SKIN_OPTION] )
  5771. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  5772. if( sc->data[SC_ROCK_CRUSHER] )
  5773. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5774. if( sc->data[SC_POWER_OF_GAIA] )
  5775. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5776. if(sc->data[SC_ASH])
  5777. def -= def * sc->data[SC_ASH]->val3/100;
  5778. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  5779. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  5780. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  5781. }
  5782. /**
  5783. * Adds defense (right-side) modifications based on status changes
  5784. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5785. * @param sc: Object's status change information
  5786. * @param def2: Initial def2
  5787. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5788. */
  5789. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5790. {
  5791. if(!sc || !sc->count)
  5792. #ifdef RENEWAL
  5793. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5794. #else
  5795. return (short)cap_value(def2,1,SHRT_MAX);
  5796. #endif
  5797. if(sc->data[SC_BERSERK])
  5798. return 0;
  5799. if(sc->data[SC_ETERNALCHAOS])
  5800. return 0;
  5801. if(sc->data[SC_DEFSET])
  5802. return sc->data[SC_DEFSET]->val1;
  5803. if(sc->data[SC_SUN_COMFORT])
  5804. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5805. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5806. def2 += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5807. #ifdef RENEWAL
  5808. if (sc->data[SC_SKA])
  5809. def2 += 80;
  5810. #endif
  5811. if(sc->data[SC_ANGELUS])
  5812. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5813. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5814. #else
  5815. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5816. if(sc->data[SC_CONCENTRATION])
  5817. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5818. #endif
  5819. if(sc->data[SC_POISON])
  5820. def2 -= def2 * 25/100;
  5821. if(sc->data[SC_DPOISON])
  5822. def2 -= def2 * 25/100;
  5823. if(sc->data[SC_SKE])
  5824. def2 -= def2 * 50/100;
  5825. if(sc->data[SC_PROVOKE])
  5826. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5827. if(sc->data[SC_JOINTBEAT])
  5828. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5829. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5830. if(sc->data[SC_FLING])
  5831. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5832. if( sc->data[SC_FREEZING] )
  5833. def2 -= def2 * 10 / 100;
  5834. if(sc->data[SC_ANALYZE])
  5835. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5836. if(sc->data[SC_ASH])
  5837. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5838. if (sc->data[SC_PARALYSIS])
  5839. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5840. if(sc->data[SC_EQC])
  5841. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5842. if( sc->data[SC_CAMOUFLAGE] )
  5843. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5844. #ifdef RENEWAL
  5845. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5846. #else
  5847. return (short)cap_value(def2,1,SHRT_MAX);
  5848. #endif
  5849. }
  5850. /**
  5851. * Adds magic defense (left-side) modifications based on status changes
  5852. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  5853. * @param sc: Object's status change information
  5854. * @param mdef: Initial mdef
  5855. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  5856. */
  5857. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  5858. {
  5859. if(!sc || !sc->count)
  5860. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5861. if(sc->data[SC_BERSERK])
  5862. return 0;
  5863. if(sc->data[SC_BARRIER])
  5864. return 100;
  5865. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  5866. if(sc->data[SC_STEELBODY])
  5867. return 90;
  5868. #endif
  5869. if (sc->data[SC_NYANGGRASS]) {
  5870. if (bl->type == BL_PC)
  5871. return 0;
  5872. else
  5873. return mdef >>= 1;
  5874. }
  5875. if(sc->data[SC_MDEFSET])
  5876. return sc->data[SC_MDEFSET]->val1;
  5877. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5878. mdef += 50;
  5879. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  5880. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  5881. if(sc->data[SC_STONEHARDSKIN])
  5882. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  5883. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5884. mdef += 25 * mdef / 100;
  5885. if(sc->data[SC_FREEZE])
  5886. mdef += 25 * mdef / 100;
  5887. if(sc->data[SC_BURNING])
  5888. mdef -= 25 * mdef / 100;
  5889. if( sc->data[SC_NEUTRALBARRIER] )
  5890. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5891. if(sc->data[SC_ANALYZE])
  5892. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5893. if(sc->data[SC_SYMPHONYOFLOVER])
  5894. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  5895. if(sc->data[SC_GT_CHANGE]) {
  5896. mdef -= sc->data[SC_GT_CHANGE]->val4;
  5897. if (mdef < 0)
  5898. return 0;
  5899. }
  5900. if (sc->data[SC_ODINS_POWER])
  5901. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5902. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5903. }
  5904. /**
  5905. * Adds magic defense (right-side) modifications based on status changes
  5906. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  5907. * @param sc: Object's status change information
  5908. * @param mdef2: Initial mdef2
  5909. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  5910. */
  5911. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  5912. {
  5913. if(!sc || !sc->count)
  5914. #ifdef RENEWAL
  5915. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5916. #else
  5917. return (short)cap_value(mdef2,1,SHRT_MAX);
  5918. #endif
  5919. if(sc->data[SC_BERSERK])
  5920. return 0;
  5921. if(sc->data[SC_SKA])
  5922. return 90;
  5923. if(sc->data[SC_MDEFSET])
  5924. return sc->data[SC_MDEFSET]->val1;
  5925. if(sc->data[SC_MINDBREAKER])
  5926. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  5927. if(sc->data[SC_BURNING])
  5928. mdef2 -= mdef2 * 25 / 100;
  5929. if(sc->data[SC_ANALYZE])
  5930. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5931. #ifdef RENEWAL
  5932. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5933. #else
  5934. return (short)cap_value(mdef2,1,SHRT_MAX);
  5935. #endif
  5936. }
  5937. /**
  5938. * Adds speed modifications based on status changes
  5939. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  5940. * @param sc: Object's status change information
  5941. * @param speed: Initial speed
  5942. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  5943. */
  5944. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  5945. {
  5946. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5947. int speed_rate = 100;
  5948. if (sc == NULL || (sd && sd->state.permanent_speed))
  5949. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  5950. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  5951. if( sd->ud.skill_id == LG_EXEEDBREAK )
  5952. speed_rate = 160 - 10 * sd->ud.skill_lv;
  5953. else
  5954. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  5955. } else {
  5956. int val = 0;
  5957. // GetMoveHasteValue2()
  5958. if( sc->data[SC_FUSION] )
  5959. val = 25;
  5960. else if( sd ) {
  5961. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  5962. val = 25; // Same bonus
  5963. else if( pc_isridingwug(sd) )
  5964. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  5965. else if( pc_ismadogear(sd) ) {
  5966. val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
  5967. if( sc->data[SC_ACCELERATION] )
  5968. val += 25;
  5969. }
  5970. else if( sc->data[SC_ALL_RIDING] )
  5971. val = battle_config.rental_mount_speed_boost;
  5972. }
  5973. speed_rate -= val;
  5974. // GetMoveSlowValue()
  5975. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  5976. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  5977. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  5978. val = sc->data[SC_CHASEWALK]->val3;
  5979. else {
  5980. val = 0;
  5981. // Longing for Freedom cancels song/dance penalty
  5982. if( sc->data[SC_LONGING] )
  5983. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  5984. else
  5985. if( sd && sc->data[SC_DANCING] )
  5986. 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)) );
  5987. if( sc->data[SC_DECREASEAGI] )
  5988. val = max( val, 25 );
  5989. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  5990. val = max( val, 50 );
  5991. if( sc->data[SC_DONTFORGETME] )
  5992. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  5993. if( sc->data[SC_CURSE] )
  5994. val = max( val, 300 );
  5995. if( sc->data[SC_CHASEWALK] )
  5996. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  5997. if( sc->data[SC_WEDDING] )
  5998. val = max( val, 100 );
  5999. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6000. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  6001. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  6002. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  6003. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  6004. val = max( val, 75 );
  6005. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  6006. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  6007. if( sc->data[SC_GATLINGFEVER] )
  6008. val = max( val, 100 );
  6009. if( sc->data[SC_SUITON] )
  6010. val = max( val, sc->data[SC_SUITON]->val3 );
  6011. if( sc->data[SC_SWOO] )
  6012. val = max( val, 300 );
  6013. if( sc->data[SC_SKA] )
  6014. val = max( val, 25 );
  6015. if( sc->data[SC_FREEZING] )
  6016. val = max( val, 50 );
  6017. if( sc->data[SC_MARSHOFABYSS] )
  6018. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  6019. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6020. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6021. if( sc->data[SC_STEALTHFIELD] )
  6022. val = max( val, 20 );
  6023. if( sc->data[SC__LAZINESS] )
  6024. val = max( val, 25 );
  6025. if( sc->data[SC_BANDING_DEFENCE] )
  6026. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  6027. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6028. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6029. if( sc->data[SC_POWER_OF_GAIA] )
  6030. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6031. if( sc->data[SC_MELON_BOMB] )
  6032. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6033. if( sc->data[SC_REBOUND] )
  6034. val = max( val, 25 );
  6035. if( sc->data[SC_B_TRAP] )
  6036. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6037. if (sc->data[SC_CATNIPPOWDER])
  6038. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6039. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6040. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6041. }
  6042. speed_rate += val;
  6043. val = 0;
  6044. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6045. speed_rate = 150;
  6046. // GetMoveHasteValue1()
  6047. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6048. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6049. if( sc->data[SC_INCREASEAGI] )
  6050. val = max( val, 25 );
  6051. if( sc->data[SC_WINDWALK] )
  6052. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  6053. if( sc->data[SC_CARTBOOST] )
  6054. val = max( val, 20 );
  6055. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6056. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6057. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  6058. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  6059. if( sc->data[SC_BERSERK] )
  6060. val = max( val, 25 );
  6061. if( sc->data[SC_RUN] )
  6062. val = max( val, 55 );
  6063. if( sc->data[SC_AVOID] )
  6064. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  6065. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  6066. val = max( val, 75 );
  6067. if( sc->data[SC_CLOAKINGEXCEED] )
  6068. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  6069. if( sc->data[SC_HOVERING] )
  6070. val = max( val, 10 );
  6071. if( sc->data[SC_GN_CARTBOOST] )
  6072. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  6073. if( sc->data[SC_SWINGDANCE] )
  6074. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  6075. if( sc->data[SC_WIND_STEP_OPTION] )
  6076. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  6077. if( sc->data[SC_FULL_THROTTLE] )
  6078. val = max( val, 25 );
  6079. if (sc->data[SC_ARCLOUSEDASH])
  6080. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  6081. if( sc->data[SC_DORAM_WALKSPEED] )
  6082. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  6083. // !FIXME: official items use a single bonus for this [ultramage]
  6084. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  6085. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  6086. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  6087. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  6088. speed_rate -= val;
  6089. if( speed_rate < 40 )
  6090. speed_rate = 40;
  6091. }
  6092. // GetSpeed()
  6093. if( sd && pc_iscarton(sd) )
  6094. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  6095. if( sc->data[SC_PARALYSE] )
  6096. speed += speed * 50 / 100;
  6097. if( speed_rate != 100 )
  6098. speed = speed * speed_rate / 100;
  6099. if( sc->data[SC_STEELBODY] )
  6100. speed = 200;
  6101. if( sc->data[SC_DEFENDER] )
  6102. speed = max(speed, 200);
  6103. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  6104. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  6105. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6106. }
  6107. #ifdef RENEWAL_ASPD
  6108. /**
  6109. * Renewal attack speed modifiers based on status changes
  6110. * This function only affects RENEWAL players and comes after base calculation
  6111. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6112. * @param sc: Object's status change information
  6113. * @param fixed: True - fixed value [malufett]
  6114. * False - percentage value
  6115. * @return modified aspd
  6116. */
  6117. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  6118. {
  6119. int bonus = 0;
  6120. if (!sc || !sc->count)
  6121. return 0;
  6122. if (fixed) {
  6123. enum sc_type sc_val;
  6124. if (!sc->data[SC_QUAGMIRE]) {
  6125. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  6126. bonus = 7;
  6127. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  6128. bonus = 6;
  6129. else if (bonus < 5 && sc->data[SC_FLEET])
  6130. bonus = 5;
  6131. }
  6132. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  6133. if (bl->type != BL_PC)
  6134. bonus += sc->data[SC_ASSNCROS]->val2;
  6135. else {
  6136. switch(((TBL_PC*)bl)->status.weapon) {
  6137. case W_BOW:
  6138. case W_REVOLVER:
  6139. case W_RIFLE:
  6140. case W_GATLING:
  6141. case W_SHOTGUN:
  6142. case W_GRENADE:
  6143. break;
  6144. default:
  6145. bonus += sc->data[SC_ASSNCROS]->val2;
  6146. break;
  6147. }
  6148. }
  6149. }
  6150. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  6151. bonus = 20;
  6152. else if (bonus < 15 && sc->data[SC_BERSERK])
  6153. bonus = 15;
  6154. if (sc->data[sc_val = SC_ASPDPOTION3] || sc->data[sc_val = SC_ASPDPOTION2] || sc->data[sc_val = SC_ASPDPOTION1] || sc->data[sc_val = SC_ASPDPOTION0])
  6155. bonus += sc->data[sc_val]->val1;
  6156. if (sc->data[SC_ATTHASTE_CASH])
  6157. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  6158. if (sc->data[SC_HEAT_BARREL])
  6159. bonus += sc->data[SC_HEAT_BARREL]->val1;
  6160. } else {
  6161. if (sc->data[SC_DONTFORGETME])
  6162. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  6163. if (sc->data[SC_LONGING])
  6164. bonus -= sc->data[SC_LONGING]->val2 / 10;
  6165. if (sc->data[SC_STEELBODY])
  6166. bonus -= 25;
  6167. if (sc->data[SC_SKA])
  6168. bonus -= 25;
  6169. if (sc->data[SC_DEFENDER])
  6170. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  6171. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6172. bonus -= 75;
  6173. if (sc->data[SC_GRAVITATION])
  6174. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  6175. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  6176. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  6177. bonus -= 25;
  6178. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  6179. bonus -= 10;
  6180. }
  6181. if (sc->data[SC_FREEZING])
  6182. bonus -= 15;
  6183. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  6184. bonus -= 50;
  6185. if (sc->data[SC_PARALYSE])
  6186. bonus -= 10;
  6187. if (sc->data[SC__BODYPAINT])
  6188. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  6189. if (sc->data[SC__INVISIBILITY])
  6190. bonus -= sc->data[SC__INVISIBILITY]->val2;
  6191. if (sc->data[SC__GROOMY])
  6192. bonus -= sc->data[SC__GROOMY]->val2;
  6193. if (sc->data[SC_SWINGDANCE])
  6194. bonus += sc->data[SC_SWINGDANCE]->val3;
  6195. if (sc->data[SC_DANCEWITHWUG])
  6196. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  6197. if (sc->data[SC_GLOOMYDAY])
  6198. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  6199. if (sc->data[SC_EARTHDRIVE])
  6200. bonus -= 25;
  6201. if (sc->data[SC_GT_CHANGE])
  6202. bonus += sc->data[SC_GT_CHANGE]->val3;
  6203. if (sc->data[SC_MELON_BOMB])
  6204. bonus -= sc->data[SC_MELON_BOMB]->val3;
  6205. if (sc->data[SC_PAIN_KILLER])
  6206. bonus -= sc->data[SC_PAIN_KILLER]->val2;
  6207. if (sc->data[SC_BOOST500])
  6208. bonus += sc->data[SC_BOOST500]->val1;
  6209. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  6210. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  6211. if (sc->data[SC_GOLDENE_FERSE])
  6212. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  6213. if (sc->data[SC_INCASPDRATE])
  6214. bonus += sc->data[SC_INCASPDRATE]->val1;
  6215. if (sc->data[SC_GATLINGFEVER])
  6216. bonus += sc->data[SC_GATLINGFEVER]->val1;
  6217. if (sc->data[SC_STAR_COMFORT])
  6218. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  6219. }
  6220. return bonus;
  6221. }
  6222. #endif
  6223. /**
  6224. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  6225. * A subtraction reduces the delay, meaning an increase in ASPD
  6226. * This comes after the percentage changes and is based on status changes
  6227. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6228. * @param sc: Object's status change information
  6229. * @param aspd: Object's current ASPD
  6230. * @return modified aspd
  6231. */
  6232. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  6233. {
  6234. if (!sc || !sc->count)
  6235. return cap_value(aspd, 0, 2000);
  6236. if (sc->data[SC_OVERED_BOOST])
  6237. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  6238. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  6239. aspd -= 50; // +5 ASPD
  6240. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  6241. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  6242. if (sc->data[SC_MTF_ASPD])
  6243. aspd -= sc->data[SC_MTF_ASPD]->val1;
  6244. if (sc->data[SC_MTF_ASPD2])
  6245. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  6246. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  6247. }
  6248. /**
  6249. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  6250. * Note: The scale of aspd_rate is 1000 = 100%
  6251. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  6252. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6253. * @param sc: Object's status change information
  6254. * @param aspd_rate: Object's current ASPD
  6255. * @return modified aspd_rate
  6256. */
  6257. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  6258. {
  6259. int i;
  6260. if(!sc || !sc->count)
  6261. return cap_value(aspd_rate,0,SHRT_MAX);
  6262. if( !sc->data[SC_QUAGMIRE] ) {
  6263. int max = 0;
  6264. if(sc->data[SC_STAR_COMFORT])
  6265. max = sc->data[SC_STAR_COMFORT]->val2;
  6266. if(sc->data[SC_TWOHANDQUICKEN] &&
  6267. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  6268. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  6269. if(sc->data[SC_ONEHAND] &&
  6270. max < sc->data[SC_ONEHAND]->val2)
  6271. max = sc->data[SC_ONEHAND]->val2;
  6272. if(sc->data[SC_MERC_QUICKEN] &&
  6273. max < sc->data[SC_MERC_QUICKEN]->val2)
  6274. max = sc->data[SC_MERC_QUICKEN]->val2;
  6275. if(sc->data[SC_ADRENALINE2] &&
  6276. max < sc->data[SC_ADRENALINE2]->val3)
  6277. max = sc->data[SC_ADRENALINE2]->val3;
  6278. if(sc->data[SC_ADRENALINE] &&
  6279. max < sc->data[SC_ADRENALINE]->val3)
  6280. max = sc->data[SC_ADRENALINE]->val3;
  6281. if(sc->data[SC_SPEARQUICKEN] &&
  6282. max < sc->data[SC_SPEARQUICKEN]->val2)
  6283. max = sc->data[SC_SPEARQUICKEN]->val2;
  6284. if(sc->data[SC_GATLINGFEVER] &&
  6285. max < sc->data[SC_GATLINGFEVER]->val2)
  6286. max = sc->data[SC_GATLINGFEVER]->val2;
  6287. if(sc->data[SC_FLEET] &&
  6288. max < sc->data[SC_FLEET]->val2)
  6289. max = sc->data[SC_FLEET]->val2;
  6290. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  6291. if (bl->type!=BL_PC)
  6292. max = sc->data[SC_ASSNCROS]->val2;
  6293. else
  6294. switch(((TBL_PC*)bl)->status.weapon) {
  6295. case W_BOW:
  6296. case W_REVOLVER:
  6297. case W_RIFLE:
  6298. case W_GATLING:
  6299. case W_SHOTGUN:
  6300. case W_GRENADE:
  6301. break;
  6302. default:
  6303. max = sc->data[SC_ASSNCROS]->val2;
  6304. }
  6305. }
  6306. aspd_rate -= max;
  6307. if(sc->data[SC_BERSERK])
  6308. aspd_rate -= 300;
  6309. else if(sc->data[SC_MADNESSCANCEL])
  6310. aspd_rate -= 200;
  6311. }
  6312. if( sc->data[i=SC_ASPDPOTION3] ||
  6313. sc->data[i=SC_ASPDPOTION2] ||
  6314. sc->data[i=SC_ASPDPOTION1] ||
  6315. sc->data[i=SC_ASPDPOTION0] )
  6316. aspd_rate -= sc->data[i]->val2;
  6317. if (sc->data[SC_ATTHASTE_CASH])
  6318. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  6319. if(sc->data[SC_DONTFORGETME])
  6320. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  6321. if(sc->data[SC_LONGING])
  6322. aspd_rate += sc->data[SC_LONGING]->val2;
  6323. if(sc->data[SC_STEELBODY])
  6324. aspd_rate += 250;
  6325. if(sc->data[SC_SKA])
  6326. aspd_rate += 250;
  6327. if(sc->data[SC_DEFENDER])
  6328. aspd_rate += sc->data[SC_DEFENDER]->val4;
  6329. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6330. aspd_rate += 250;
  6331. if(sc->data[SC_GRAVITATION])
  6332. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  6333. if(sc->data[SC_JOINTBEAT]) {
  6334. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  6335. aspd_rate += 250;
  6336. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  6337. aspd_rate += 100;
  6338. }
  6339. if( sc->data[SC_FREEZING] )
  6340. aspd_rate += 150;
  6341. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  6342. aspd_rate += 500;
  6343. if( sc->data[SC_PARALYSE] )
  6344. aspd_rate += 100;
  6345. if( sc->data[SC__BODYPAINT] )
  6346. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  6347. if( sc->data[SC__INVISIBILITY] )
  6348. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  6349. if( sc->data[SC__GROOMY] )
  6350. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  6351. if( sc->data[SC_SWINGDANCE] )
  6352. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  6353. if( sc->data[SC_DANCEWITHWUG] )
  6354. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  6355. if( sc->data[SC_GLOOMYDAY] )
  6356. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  6357. if( sc->data[SC_EARTHDRIVE] )
  6358. aspd_rate += 250;
  6359. if( sc->data[SC_GT_CHANGE] )
  6360. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  6361. if( sc->data[SC_MELON_BOMB] )
  6362. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  6363. if( sc->data[SC_BOOST500] )
  6364. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  6365. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  6366. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  6367. if( sc->data[SC_INCASPDRATE] )
  6368. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  6369. if( sc->data[SC_PAIN_KILLER])
  6370. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  6371. if( sc->data[SC_GOLDENE_FERSE])
  6372. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  6373. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  6374. }
  6375. /**
  6376. * Modifies the damage delay time based on status changes
  6377. * The lower your delay, the quicker you can act after taking damage
  6378. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6379. * @param sc: Object's status change information
  6380. * @param dmotion: Object's current damage delay
  6381. * @return modified delay rate
  6382. */
  6383. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  6384. {
  6385. if( !sc || !sc->count || map_flag_gvg2(bl->m) || map[bl->m].flag.battleground )
  6386. return cap_value(dmotion,0,USHRT_MAX);
  6387. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  6388. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS ) )
  6389. return 0;
  6390. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  6391. return 0;
  6392. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  6393. }
  6394. /**
  6395. * Calculates a max HP based on status changes
  6396. * Values can either be percentages or fixed, based on how equations are formulated
  6397. * @param bl: Object's block_list data
  6398. * @param maxhp: Object's current max HP
  6399. * @return modified maxhp
  6400. */
  6401. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  6402. {
  6403. int rate = 100;
  6404. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  6405. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  6406. maxhp = maxhp * rate / 100;
  6407. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  6408. }
  6409. /**
  6410. * Calculates a max SP based on status changes
  6411. * Values can either be percentages or fixed, bas ed on how equations are formulated
  6412. * @param bl: Object's block_list data
  6413. * @param maxsp: Object's current max SP
  6414. * @return modified maxsp
  6415. */
  6416. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  6417. {
  6418. int rate = 100;
  6419. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  6420. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  6421. maxsp = maxsp * rate / 100;
  6422. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  6423. }
  6424. /**
  6425. * Changes a player's element based on status changes
  6426. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6427. * @param sc: Object's status change information
  6428. * @param element: Object's current element
  6429. * @return new element
  6430. */
  6431. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  6432. {
  6433. if(!sc || !sc->count)
  6434. return cap_value(element, 0, UCHAR_MAX);
  6435. if(sc->data[SC_FREEZE])
  6436. return ELE_WATER;
  6437. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6438. return ELE_EARTH;
  6439. if(sc->data[SC_BENEDICTIO])
  6440. return ELE_HOLY;
  6441. if(sc->data[SC_CHANGEUNDEAD])
  6442. return ELE_UNDEAD;
  6443. if(sc->data[SC_ELEMENTALCHANGE])
  6444. return sc->data[SC_ELEMENTALCHANGE]->val2;
  6445. if(sc->data[SC_SHAPESHIFT])
  6446. return sc->data[SC_SHAPESHIFT]->val2;
  6447. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6448. }
  6449. /**
  6450. * Changes a player's element level based on status changes
  6451. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6452. * @param sc: Object's status change information
  6453. * @param lv: Object's current element level
  6454. * @return new element level
  6455. */
  6456. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  6457. {
  6458. if(!sc || !sc->count)
  6459. return cap_value(lv, 1, 4);
  6460. if(sc->data[SC_FREEZE])
  6461. return 1;
  6462. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6463. return 1;
  6464. if(sc->data[SC_BENEDICTIO])
  6465. return 1;
  6466. if(sc->data[SC_CHANGEUNDEAD])
  6467. return 1;
  6468. if(sc->data[SC_ELEMENTALCHANGE])
  6469. return sc->data[SC_ELEMENTALCHANGE]->val1;
  6470. if(sc->data[SC_SHAPESHIFT])
  6471. return 1;
  6472. if(sc->data[SC__INVISIBILITY])
  6473. return 1;
  6474. return (unsigned char)cap_value(lv,1,4);
  6475. }
  6476. /**
  6477. * Changes a player's attack element based on status changes
  6478. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6479. * @param sc: Object's status change information
  6480. * @param element: Object's current attack element
  6481. * @return new attack element
  6482. */
  6483. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  6484. {
  6485. if(!sc || !sc->count)
  6486. return cap_value(element, 0, UCHAR_MAX);
  6487. if(sc->data[SC_ENCHANTARMS])
  6488. return sc->data[SC_ENCHANTARMS]->val2;
  6489. if(sc->data[SC_WATERWEAPON]
  6490. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  6491. return ELE_WATER;
  6492. if(sc->data[SC_EARTHWEAPON]
  6493. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  6494. return ELE_EARTH;
  6495. if(sc->data[SC_FIREWEAPON]
  6496. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  6497. return ELE_FIRE;
  6498. if(sc->data[SC_WINDWEAPON]
  6499. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  6500. return ELE_WIND;
  6501. if(sc->data[SC_ENCPOISON])
  6502. return ELE_POISON;
  6503. if(sc->data[SC_ASPERSIO])
  6504. return ELE_HOLY;
  6505. if(sc->data[SC_SHADOWWEAPON])
  6506. return ELE_DARK;
  6507. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  6508. return ELE_GHOST;
  6509. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  6510. return ELE_WATER;
  6511. if(sc->data[SC_PYROCLASTIC])
  6512. return ELE_FIRE;
  6513. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6514. }
  6515. /**
  6516. * Changes the mode of an object
  6517. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  6518. * @param sc: Object's status change data
  6519. * @param mode: Original mode
  6520. * @return mode with cap_value(mode, 0, INT_MAX)
  6521. */
  6522. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  6523. {
  6524. if(!sc || !sc->count)
  6525. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  6526. if(sc->data[SC_MODECHANGE]) {
  6527. if (sc->data[SC_MODECHANGE]->val2)
  6528. mode = static_cast<e_mode>((mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2); // Set mode
  6529. if (sc->data[SC_MODECHANGE]->val3)
  6530. mode = static_cast<e_mode>(mode|sc->data[SC_MODECHANGE]->val3); // Add mode
  6531. if (sc->data[SC_MODECHANGE]->val4)
  6532. mode = static_cast<e_mode>(mode&~sc->data[SC_MODECHANGE]->val4); // Del mode
  6533. }
  6534. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  6535. }
  6536. /**
  6537. * Changes the mode of a slave mob
  6538. * @param md: Slave mob whose mode to change
  6539. * @param mmd: Master of slave mob
  6540. */
  6541. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  6542. {
  6543. switch (battle_config.slaves_inherit_mode) {
  6544. case 1: //Always aggressive
  6545. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  6546. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6547. break;
  6548. case 2: //Always passive
  6549. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  6550. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6551. break;
  6552. case 4: // Overwrite with slave mode
  6553. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOM_WALK|MD_CANATTACK, 0, 0, 0);
  6554. break;
  6555. default: //Copy master
  6556. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  6557. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6558. else
  6559. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6560. break;
  6561. }
  6562. }
  6563. /**
  6564. * Gets the name of the given bl
  6565. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  6566. * @return name or "Unknown" if any other bl->type than noted above
  6567. */
  6568. const char* status_get_name(struct block_list *bl)
  6569. {
  6570. nullpo_ret(bl);
  6571. switch (bl->type) {
  6572. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  6573. case BL_MOB: return ((TBL_MOB*)bl)->name;
  6574. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  6575. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  6576. //case BL_MER: // They only have database names which are global, not specific to GID.
  6577. case BL_NPC: return ((TBL_NPC*)bl)->name;
  6578. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  6579. }
  6580. return "Unknown";
  6581. }
  6582. /**
  6583. * Gets the class/sprite id of the given bl
  6584. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6585. * @return class or 0 if any other bl->type than noted above
  6586. */
  6587. int status_get_class(struct block_list *bl)
  6588. {
  6589. nullpo_ret(bl);
  6590. switch( bl->type ) {
  6591. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  6592. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  6593. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  6594. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  6595. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  6596. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  6597. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  6598. }
  6599. return 0;
  6600. }
  6601. /**
  6602. * Gets the base level of the given bl
  6603. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6604. * @return base level or 1 if any other bl->type than noted above
  6605. */
  6606. int status_get_lv(struct block_list *bl)
  6607. {
  6608. nullpo_ret(bl);
  6609. switch (bl->type) {
  6610. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  6611. case BL_MOB: return ((TBL_MOB*)bl)->level;
  6612. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  6613. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  6614. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  6615. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  6616. case BL_NPC: return ((TBL_NPC*)bl)->level;
  6617. }
  6618. return 1;
  6619. }
  6620. /**
  6621. * Gets the regeneration info of the given bl
  6622. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  6623. * @return regen data or NULL if any other bl->type than noted above
  6624. */
  6625. struct regen_data *status_get_regen_data(struct block_list *bl)
  6626. {
  6627. nullpo_retr(NULL, bl);
  6628. switch (bl->type) {
  6629. case BL_PC: return &((TBL_PC*)bl)->regen;
  6630. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  6631. case BL_MER: return &((TBL_MER*)bl)->regen;
  6632. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  6633. default:
  6634. return NULL;
  6635. }
  6636. }
  6637. /**
  6638. * Gets the status data of the given bl
  6639. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6640. * @return status or "dummy_status" if any other bl->type than noted above
  6641. */
  6642. struct status_data *status_get_status_data(struct block_list *bl)
  6643. {
  6644. nullpo_retr(&dummy_status, bl);
  6645. switch (bl->type) {
  6646. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  6647. case BL_MOB: return &((TBL_MOB*)bl)->status;
  6648. case BL_PET: return &((TBL_PET*)bl)->status;
  6649. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  6650. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  6651. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  6652. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  6653. default:
  6654. return &dummy_status;
  6655. }
  6656. }
  6657. /**
  6658. * Gets the base status data of the given bl
  6659. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6660. * @return base_status or NULL if any other bl->type than noted above
  6661. */
  6662. struct status_data *status_get_base_status(struct block_list *bl)
  6663. {
  6664. nullpo_retr(NULL, bl);
  6665. switch (bl->type) {
  6666. case BL_PC: return &((TBL_PC*)bl)->base_status;
  6667. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  6668. case BL_PET: return &((TBL_PET*)bl)->db->status;
  6669. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  6670. case BL_MER: return &((TBL_MER*)bl)->base_status;
  6671. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  6672. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  6673. default:
  6674. return NULL;
  6675. }
  6676. }
  6677. /**
  6678. * Gets the defense of the given bl
  6679. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  6680. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  6681. */
  6682. defType status_get_def(struct block_list *bl)
  6683. {
  6684. struct unit_data *ud;
  6685. struct status_data *status = status_get_status_data(bl);
  6686. int def = status?status->def:0;
  6687. ud = unit_bl2ud(bl);
  6688. if (ud && ud->skilltimer != INVALID_TIMER)
  6689. def -= def * skill_get_castdef(ud->skill_id)/100;
  6690. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  6691. }
  6692. /**
  6693. * Gets the walking speed of the given bl
  6694. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6695. * @return speed
  6696. */
  6697. unsigned short status_get_speed(struct block_list *bl)
  6698. {
  6699. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  6700. return ((struct npc_data *)bl)->speed;
  6701. return status_get_status_data(bl)->speed;
  6702. }
  6703. /**
  6704. * Gets the party ID of the given bl
  6705. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  6706. * @return party ID
  6707. */
  6708. int status_get_party_id(struct block_list *bl)
  6709. {
  6710. nullpo_ret(bl);
  6711. switch (bl->type) {
  6712. case BL_PC:
  6713. return ((TBL_PC*)bl)->status.party_id;
  6714. case BL_PET:
  6715. if (((TBL_PET*)bl)->master)
  6716. return ((TBL_PET*)bl)->master->status.party_id;
  6717. break;
  6718. case BL_MOB: {
  6719. struct mob_data *md=(TBL_MOB*)bl;
  6720. if( md->master_id > 0 ) {
  6721. struct map_session_data *msd;
  6722. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6723. return msd->status.party_id;
  6724. return -md->master_id;
  6725. }
  6726. }
  6727. break;
  6728. case BL_HOM:
  6729. if (((TBL_HOM*)bl)->master)
  6730. return ((TBL_HOM*)bl)->master->status.party_id;
  6731. break;
  6732. case BL_MER:
  6733. if (((TBL_MER*)bl)->master)
  6734. return ((TBL_MER*)bl)->master->status.party_id;
  6735. break;
  6736. case BL_SKILL:
  6737. if (((TBL_SKILL*)bl)->group)
  6738. return ((TBL_SKILL*)bl)->group->party_id;
  6739. break;
  6740. case BL_ELEM:
  6741. if (((TBL_ELEM*)bl)->master)
  6742. return ((TBL_ELEM*)bl)->master->status.party_id;
  6743. break;
  6744. }
  6745. return 0;
  6746. }
  6747. /**
  6748. * Gets the guild ID of the given bl
  6749. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6750. * @return guild ID
  6751. */
  6752. int status_get_guild_id(struct block_list *bl)
  6753. {
  6754. nullpo_ret(bl);
  6755. switch (bl->type) {
  6756. case BL_PC:
  6757. return ((TBL_PC*)bl)->status.guild_id;
  6758. case BL_PET:
  6759. if (((TBL_PET*)bl)->master)
  6760. return ((TBL_PET*)bl)->master->status.guild_id;
  6761. break;
  6762. case BL_MOB:
  6763. {
  6764. struct map_session_data *msd;
  6765. struct mob_data *md = (struct mob_data *)bl;
  6766. if (md->guardian_data) // Guardian's guild [Skotlex]
  6767. return md->guardian_data->guild_id;
  6768. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6769. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6770. }
  6771. break;
  6772. case BL_HOM:
  6773. if (((TBL_HOM*)bl)->master)
  6774. return ((TBL_HOM*)bl)->master->status.guild_id;
  6775. break;
  6776. case BL_MER:
  6777. if (((TBL_MER*)bl)->master)
  6778. return ((TBL_MER*)bl)->master->status.guild_id;
  6779. break;
  6780. case BL_NPC:
  6781. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  6782. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6783. break;
  6784. case BL_SKILL:
  6785. if (((TBL_SKILL*)bl)->group)
  6786. return ((TBL_SKILL*)bl)->group->guild_id;
  6787. break;
  6788. case BL_ELEM:
  6789. if (((TBL_ELEM*)bl)->master)
  6790. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6791. break;
  6792. }
  6793. return 0;
  6794. }
  6795. /**
  6796. * Gets the guild emblem ID of the given bl
  6797. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6798. * @return guild emblem ID
  6799. */
  6800. int status_get_emblem_id(struct block_list *bl)
  6801. {
  6802. nullpo_ret(bl);
  6803. switch (bl->type) {
  6804. case BL_PC:
  6805. return ((TBL_PC*)bl)->guild_emblem_id;
  6806. case BL_PET:
  6807. if (((TBL_PET*)bl)->master)
  6808. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6809. break;
  6810. case BL_MOB:
  6811. {
  6812. struct map_session_data *msd;
  6813. struct mob_data *md = (struct mob_data *)bl;
  6814. if (md->guardian_data) // Guardian's guild [Skotlex]
  6815. return md->guardian_data->emblem_id;
  6816. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6817. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6818. }
  6819. break;
  6820. case BL_HOM:
  6821. if (((TBL_HOM*)bl)->master)
  6822. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6823. break;
  6824. case BL_MER:
  6825. if (((TBL_MER*)bl)->master)
  6826. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6827. break;
  6828. case BL_NPC:
  6829. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6830. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6831. if (g)
  6832. return g->emblem_id;
  6833. }
  6834. break;
  6835. case BL_ELEM:
  6836. if (((TBL_ELEM*)bl)->master)
  6837. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  6838. break;
  6839. }
  6840. return 0;
  6841. }
  6842. /**
  6843. * Gets the race2 of a mob or pet
  6844. * @param bl: Object whose race2 to get [MOB|PET]
  6845. * @return race2
  6846. */
  6847. enum e_race2 status_get_race2(struct block_list *bl)
  6848. {
  6849. nullpo_retr(RC2_NONE,bl);
  6850. if (bl->type == BL_MOB)
  6851. return ((struct mob_data *)bl)->db->race2;
  6852. if (bl->type == BL_PET)
  6853. return ((struct pet_data *)bl)->db->race2;
  6854. return RC2_NONE;
  6855. }
  6856. /**
  6857. * Checks if an object is dead
  6858. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6859. * @return 1: Is dead or 0: Is alive
  6860. */
  6861. int status_isdead(struct block_list *bl)
  6862. {
  6863. nullpo_ret(bl);
  6864. return status_get_status_data(bl)->hp == 0;
  6865. }
  6866. /**
  6867. * Checks if an object is immune to magic
  6868. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6869. * @return value of magic damage to be blocked
  6870. */
  6871. int status_isimmune(struct block_list *bl)
  6872. {
  6873. struct status_change *sc =status_get_sc(bl);
  6874. if (sc && sc->data[SC_HERMODE])
  6875. return 100;
  6876. if (bl->type == BL_PC &&
  6877. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  6878. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  6879. return 0;
  6880. }
  6881. /**
  6882. * Get view data of an object
  6883. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6884. * @return view data structure bl->vd
  6885. */
  6886. struct view_data* status_get_viewdata(struct block_list *bl)
  6887. {
  6888. nullpo_retr(NULL, bl);
  6889. switch (bl->type) {
  6890. case BL_PC: return &((TBL_PC*)bl)->vd;
  6891. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  6892. case BL_PET: return &((TBL_PET*)bl)->vd;
  6893. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  6894. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  6895. case BL_MER: return ((TBL_MER*)bl)->vd;
  6896. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  6897. }
  6898. return NULL;
  6899. }
  6900. /**
  6901. * Set view data of an object
  6902. * This function deals with class, mount, and item views
  6903. * SC views are set in clif_getareachar_unit()
  6904. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6905. * @param class_: class of the object
  6906. */
  6907. void status_set_viewdata(struct block_list *bl, int class_)
  6908. {
  6909. struct view_data* vd;
  6910. nullpo_retv(bl);
  6911. if (mobdb_checkid(class_) || mob_is_clone(class_))
  6912. vd = mob_get_viewdata(class_);
  6913. else if (npcdb_checkid(class_))
  6914. vd = npc_get_viewdata(class_);
  6915. else if (homdb_checkid(class_))
  6916. vd = hom_get_viewdata(class_);
  6917. else if (mercenary_class(class_))
  6918. vd = mercenary_get_viewdata(class_);
  6919. else if (elemental_class(class_))
  6920. vd = elemental_get_viewdata(class_);
  6921. else
  6922. vd = NULL;
  6923. switch (bl->type) {
  6924. case BL_PC:
  6925. {
  6926. TBL_PC* sd = (TBL_PC*)bl;
  6927. if (pcdb_checkid(class_)) {
  6928. if (sd->sc.option&OPTION_RIDING) {
  6929. switch (class_) { // Adapt class to a Mounted one.
  6930. case JOB_KNIGHT:
  6931. class_ = JOB_KNIGHT2;
  6932. break;
  6933. case JOB_CRUSADER:
  6934. class_ = JOB_CRUSADER2;
  6935. break;
  6936. case JOB_LORD_KNIGHT:
  6937. class_ = JOB_LORD_KNIGHT2;
  6938. break;
  6939. case JOB_PALADIN:
  6940. class_ = JOB_PALADIN2;
  6941. break;
  6942. case JOB_BABY_KNIGHT:
  6943. class_ = JOB_BABY_KNIGHT2;
  6944. break;
  6945. case JOB_BABY_CRUSADER:
  6946. class_ = JOB_BABY_CRUSADER2;
  6947. break;
  6948. }
  6949. }
  6950. sd->vd.class_ = class_;
  6951. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  6952. sd->vd.head_top = sd->status.head_top;
  6953. sd->vd.head_mid = sd->status.head_mid;
  6954. sd->vd.head_bottom = sd->status.head_bottom;
  6955. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  6956. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  6957. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  6958. sd->vd.body_style = cap_value(sd->status.body,0,battle_config.max_body_style);
  6959. sd->vd.sex = sd->status.sex;
  6960. if (sd->vd.cloth_color) {
  6961. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  6962. sd->vd.cloth_color = 0;
  6963. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  6964. sd->vd.cloth_color = 0;
  6965. if(sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette)
  6966. sd->vd.cloth_color = 0;
  6967. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  6968. sd->vd.cloth_color = 0;
  6969. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  6970. sd->vd.cloth_color = 0;
  6971. }
  6972. if ( sd->vd.body_style && (
  6973. sd->sc.option&OPTION_WEDDING || sd->sc.option&OPTION_XMAS ||
  6974. sd->sc.option&OPTION_SUMMER || sd->sc.option&OPTION_HANBOK ||
  6975. sd->sc.option&OPTION_OKTOBERFEST))
  6976. sd->vd.body_style = 0;
  6977. } else if (vd)
  6978. memcpy(&sd->vd, vd, sizeof(struct view_data));
  6979. else
  6980. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  6981. }
  6982. break;
  6983. case BL_MOB:
  6984. {
  6985. TBL_MOB* md = (TBL_MOB*)bl;
  6986. if (vd){
  6987. mob_free_dynamic_viewdata( md );
  6988. md->vd = vd;
  6989. }else if( pcdb_checkid( class_ ) ){
  6990. mob_set_dynamic_viewdata( md );
  6991. md->vd->class_ = class_;
  6992. }else
  6993. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  6994. }
  6995. break;
  6996. case BL_PET:
  6997. {
  6998. TBL_PET* pd = (TBL_PET*)bl;
  6999. if (vd) {
  7000. memcpy(&pd->vd, vd, sizeof(struct view_data));
  7001. if (!pcdb_checkid(vd->class_)) {
  7002. pd->vd.hair_style = battle_config.pet_hair_style;
  7003. if(pd->pet.equip) {
  7004. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  7005. if (!pd->vd.head_bottom)
  7006. pd->vd.head_bottom = pd->pet.equip;
  7007. }
  7008. }
  7009. } else
  7010. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  7011. }
  7012. break;
  7013. case BL_NPC:
  7014. {
  7015. TBL_NPC* nd = (TBL_NPC*)bl;
  7016. if (vd)
  7017. nd->vd = vd;
  7018. else
  7019. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  7020. }
  7021. break;
  7022. case BL_HOM:
  7023. {
  7024. struct homun_data *hd = (struct homun_data*)bl;
  7025. if (vd)
  7026. hd->vd = vd;
  7027. else
  7028. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  7029. }
  7030. break;
  7031. case BL_MER:
  7032. {
  7033. struct mercenary_data *md = (struct mercenary_data*)bl;
  7034. if (vd)
  7035. md->vd = vd;
  7036. else
  7037. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  7038. }
  7039. break;
  7040. case BL_ELEM:
  7041. {
  7042. struct elemental_data *ed = (struct elemental_data*)bl;
  7043. if (vd)
  7044. ed->vd = vd;
  7045. else
  7046. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  7047. }
  7048. break;
  7049. }
  7050. }
  7051. /**
  7052. * Get status change data of an object
  7053. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  7054. * @return status change data structure bl->sc
  7055. */
  7056. struct status_change *status_get_sc(struct block_list *bl)
  7057. {
  7058. if( bl )
  7059. switch (bl->type) {
  7060. case BL_PC: return &((TBL_PC*)bl)->sc;
  7061. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  7062. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  7063. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  7064. case BL_MER: return &((TBL_MER*)bl)->sc;
  7065. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  7066. }
  7067. return NULL;
  7068. }
  7069. /**
  7070. * Initiate (memset) the status change data of an object
  7071. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  7072. */
  7073. void status_change_init(struct block_list *bl)
  7074. {
  7075. struct status_change *sc = status_get_sc(bl);
  7076. nullpo_retv(sc);
  7077. memset(sc, 0, sizeof (struct status_change));
  7078. }
  7079. /*========================================== [Playtester]
  7080. * Returns the interval for status changes that iterate multiple times
  7081. * through the timer (e.g. those that deal damage in regular intervals)
  7082. * @param type: Status change (SC_*)
  7083. *------------------------------------------*/
  7084. static int status_get_sc_interval(enum sc_type type)
  7085. {
  7086. switch (type) {
  7087. case SC_POISON:
  7088. case SC_DPOISON:
  7089. case SC_LEECHESEND:
  7090. return 1000;
  7091. case SC_BURNING:
  7092. case SC_PYREXIA:
  7093. return 3000;
  7094. case SC_MAGICMUSHROOM:
  7095. return 4000;
  7096. case SC_STONE:
  7097. return 5000;
  7098. case SC_BLEEDING:
  7099. case SC_TOXIN:
  7100. return 10000;
  7101. default:
  7102. break;
  7103. }
  7104. return 0;
  7105. }
  7106. /**
  7107. * Applies SC defense to a given status change
  7108. * This function also determines whether or not the status change will be applied
  7109. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7110. * @param bl: Target of the status change
  7111. * @param type: Status change (SC_*)
  7112. * @param rate: Initial percentage rate of affecting bl
  7113. * @param tick: Initial duration that the status change affects bl
  7114. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7115. * @return adjusted duration based on flag values
  7116. */
  7117. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, unsigned char flag)
  7118. {
  7119. /// Resistance rate: 10000 = 100%
  7120. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  7121. /// 5000ms -> tick_def = 5000 -> 2500ms
  7122. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  7123. /// Fixed resistance value (after rate calculation)
  7124. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  7125. /// 2500ms -> tick_def2=2000 -> 500ms
  7126. int sc_def2 = 0, tick_def2 = 0;
  7127. struct status_data *status, *status_src;
  7128. struct status_change *sc;
  7129. struct map_session_data *sd;
  7130. nullpo_ret(bl);
  7131. if (src == NULL)
  7132. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  7133. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  7134. if (status_isimmune(bl)) {
  7135. switch (type) {
  7136. case SC_DECREASEAGI:
  7137. case SC_SILENCE:
  7138. case SC_COMA:
  7139. case SC_INCREASEAGI:
  7140. case SC_BLESSING:
  7141. case SC_SLOWPOISON:
  7142. case SC_IMPOSITIO:
  7143. case SC_AETERNA:
  7144. case SC_SUFFRAGIUM:
  7145. case SC_BENEDICTIO:
  7146. case SC_PROVIDENCE:
  7147. case SC_KYRIE:
  7148. case SC_ASSUMPTIO:
  7149. case SC_ANGELUS:
  7150. case SC_MAGNIFICAT:
  7151. case SC_GLORIA:
  7152. case SC_WINDWALK:
  7153. case SC_MAGICROD:
  7154. case SC_HALLUCINATION:
  7155. case SC_STONE:
  7156. case SC_QUAGMIRE:
  7157. case SC_SUITON:
  7158. case SC_SWINGDANCE:
  7159. return 0;
  7160. }
  7161. }
  7162. sd = BL_CAST(BL_PC,bl);
  7163. status = status_get_status_data(bl);
  7164. status_src = status_get_status_data(src);
  7165. sc = status_get_sc(bl);
  7166. if( sc && !sc->count )
  7167. sc = NULL;
  7168. switch (type) {
  7169. case SC_POISON:
  7170. case SC_DPOISON:
  7171. sc_def = status->vit*100;
  7172. #ifndef RENEWAL
  7173. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7174. if (sd) {
  7175. // For players: 60000 - 450*vit - 100*luk
  7176. tick_def = status->vit*75;
  7177. tick_def2 = status->luk*100;
  7178. } else {
  7179. // For monsters: 30000 - 200*vit
  7180. tick>>=1;
  7181. tick_def = (status->vit*200)/3;
  7182. }
  7183. #endif
  7184. break;
  7185. case SC_STUN:
  7186. sc_def = status->vit*100;
  7187. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7188. tick_def2 = status->luk*10;
  7189. break;
  7190. case SC_SILENCE:
  7191. #ifndef RENEWAL
  7192. sc_def = status->vit*100;
  7193. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7194. #else
  7195. sc_def = status->int_*100;
  7196. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7197. #endif
  7198. tick_def2 = status->luk*10;
  7199. break;
  7200. case SC_BLEEDING:
  7201. #ifndef RENEWAL
  7202. sc_def = status->vit*100;
  7203. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7204. #else
  7205. sc_def = status->agi*100;
  7206. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7207. #endif
  7208. tick_def2 = status->luk*10;
  7209. break;
  7210. case SC_SLEEP:
  7211. #ifndef RENEWAL
  7212. sc_def = status->int_*100;
  7213. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7214. #else
  7215. sc_def = status->agi*100;
  7216. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7217. #endif
  7218. tick_def2 = status->luk*10;
  7219. break;
  7220. case SC_STONE:
  7221. sc_def = status->mdef*100;
  7222. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7223. tick_def = 0; // No duration reduction
  7224. break;
  7225. case SC_FREEZE:
  7226. sc_def = status->mdef*100;
  7227. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7228. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  7229. break;
  7230. case SC_CURSE:
  7231. // Special property: immunity when luk is zero
  7232. if (status->luk == 0)
  7233. return 0;
  7234. sc_def = status->luk*100;
  7235. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  7236. tick_def = status->vit*100;
  7237. tick_def2 = status->luk*10;
  7238. break;
  7239. case SC_BLIND:
  7240. sc_def = (status->vit + status->int_)*50;
  7241. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7242. tick_def2 = status->luk*10;
  7243. break;
  7244. case SC_CONFUSION:
  7245. sc_def = (status->str + status->int_)*50;
  7246. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  7247. tick_def2 = status->luk*10;
  7248. break;
  7249. case SC_DECREASEAGI:
  7250. if (sd)
  7251. tick >>= 1; // Half duration for players.
  7252. sc_def2 = status->mdef*100;
  7253. break;
  7254. case SC_ANKLE:
  7255. if(status_has_mode(status,MD_STATUS_IMMUNE)) // Lasts 5 times less on bosses
  7256. tick /= 5;
  7257. sc_def = status->agi*50;
  7258. break;
  7259. case SC_DEEPSLEEP:
  7260. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  7261. break;
  7262. case SC_NETHERWORLD:
  7263. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  7264. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  7265. break;
  7266. case SC_MARSHOFABYSS:
  7267. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  7268. tick_def2 = (status->int_ + status->luk)*50;
  7269. break;
  7270. case SC_STASIS:
  7271. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  7272. tick_def2 = (status->vit + status->dex) * 50;
  7273. break;
  7274. case SC_WHITEIMPRISON:
  7275. if( tick == 5000 ) // 100% on caster
  7276. break;
  7277. if( bl->type == BL_PC )
  7278. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  7279. else
  7280. tick_def2 = (status->vit + status->luk)*50;
  7281. break;
  7282. case SC_BURNING:
  7283. tick_def2 = 75*status->luk + 125*status->agi;
  7284. break;
  7285. case SC_FREEZING:
  7286. tick_def2 = (status->vit + status->dex)*50;
  7287. break;
  7288. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  7289. sc_def = status->int_*80;
  7290. sc_def = max(sc_def, 500); // minimum of 5% resist
  7291. tick_def = 0;
  7292. //Fall through
  7293. case SC_TOXIN:
  7294. case SC_PARALYSE:
  7295. case SC_VENOMBLEED:
  7296. case SC_MAGICMUSHROOM:
  7297. case SC_DEATHHURT:
  7298. case SC_PYREXIA:
  7299. case SC_LEECHESEND:
  7300. tick_def2 = (status->vit + status->luk) * 500;
  7301. break;
  7302. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  7303. sc_def2 = status->agi*25;
  7304. break;
  7305. case SC_ELECTRICSHOCKER:
  7306. tick_def2 = (status->vit + status->agi) * 70;
  7307. break;
  7308. case SC_CRYSTALIZE:
  7309. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  7310. break;
  7311. case SC_VACUUM_EXTREME:
  7312. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  7313. break;
  7314. case SC_KYOUGAKU:
  7315. tick_def2 = 30*status->int_;
  7316. break;
  7317. case SC_PARALYSIS:
  7318. tick_def2 = (status->vit + status->luk)*50;
  7319. break;
  7320. case SC_VOICEOFSIREN:
  7321. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  7322. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  7323. break;
  7324. case SC_B_TRAP:
  7325. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  7326. break;
  7327. case SC_NORECOVER_STATE:
  7328. tick_def2 = status->luk * 100;
  7329. break;
  7330. default:
  7331. // Effect that cannot be reduced? Likely a buff.
  7332. if (!(rnd()%10000 < rate))
  7333. return 0;
  7334. return tick ? tick : 1;
  7335. }
  7336. if (sd) {
  7337. if (battle_config.pc_sc_def_rate != 100) {
  7338. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  7339. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  7340. }
  7341. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  7342. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  7343. if (battle_config.pc_sc_def_rate != 100) {
  7344. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  7345. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  7346. }
  7347. } else {
  7348. if (battle_config.mob_sc_def_rate != 100) {
  7349. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  7350. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  7351. }
  7352. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  7353. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  7354. if (battle_config.mob_sc_def_rate != 100) {
  7355. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  7356. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  7357. }
  7358. }
  7359. if (sc) {
  7360. if (sc->data[SC_SCRESIST])
  7361. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  7362. else if (sc->data[SC_SIEGFRIED])
  7363. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  7364. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  7365. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  7366. }
  7367. // When tick def not set, reduction is the same for both.
  7368. if(tick_def == -1)
  7369. tick_def = sc_def;
  7370. // Natural resistance
  7371. if (!(flag&SCSTART_NORATEDEF)) {
  7372. rate -= rate*sc_def/10000;
  7373. rate -= sc_def2;
  7374. // Minimum chances
  7375. switch (type) {
  7376. case SC_BITE:
  7377. rate = max(rate, 5000); // Minimum of 50%
  7378. break;
  7379. }
  7380. // Item resistance (only applies to rate%)
  7381. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  7382. if( sd->reseff[type-SC_COMMON_MIN] )
  7383. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  7384. if( sd->sc.data[SC_COMMONSC_RESIST] )
  7385. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  7386. }
  7387. // Aegis accuracy
  7388. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  7389. }
  7390. if (!(rnd()%10000 < rate))
  7391. return 0;
  7392. // Duration cannot be reduced
  7393. if (flag&SCSTART_NOTICKDEF)
  7394. return max(tick, 1);
  7395. tick -= tick*tick_def/10000;
  7396. tick -= tick_def2;
  7397. // Minimum durations
  7398. switch (type) {
  7399. case SC_ANKLE:
  7400. case SC_MARSHOFABYSS:
  7401. tick = max(tick, 5000); // Minimum duration 5s
  7402. break;
  7403. case SC_FREEZING:
  7404. tick = max(tick, 6000); // Minimum duration 6s
  7405. break;
  7406. case SC_BURNING:
  7407. case SC_STASIS:
  7408. case SC_VOICEOFSIREN:
  7409. tick = max(tick, 10000); // Minimum duration 10s
  7410. break;
  7411. default:
  7412. // Skills need to trigger even if the duration is reduced below 1ms
  7413. tick = max(tick, 1);
  7414. break;
  7415. }
  7416. return tick;
  7417. }
  7418. /**
  7419. * Applies SC effect
  7420. * @param bl: Source to apply effect
  7421. * @param type: Status change (SC_*)
  7422. * @param dval1~3: Depends on type of status change
  7423. * Author: Ind
  7424. */
  7425. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  7426. struct eri *eri;
  7427. struct sc_display_entry **sc_display;
  7428. struct sc_display_entry ***sc_display_ptr;
  7429. struct sc_display_entry *entry;
  7430. int i;
  7431. unsigned char sc_display_count;
  7432. unsigned char *sc_display_count_ptr;
  7433. nullpo_retv(bl);
  7434. switch( bl->type ){
  7435. case BL_PC: {
  7436. struct map_session_data* sd = (struct map_session_data*)bl;
  7437. sc_display_ptr = &sd->sc_display;
  7438. sc_display_count_ptr = &sd->sc_display_count;
  7439. eri = pc_sc_display_ers;
  7440. }
  7441. break;
  7442. case BL_NPC: {
  7443. struct npc_data* nd = (struct npc_data*)bl;
  7444. sc_display_ptr = &nd->sc_display;
  7445. sc_display_count_ptr = &nd->sc_display_count;
  7446. eri = npc_sc_display_ers;
  7447. }
  7448. break;
  7449. default:
  7450. return;
  7451. }
  7452. sc_display = *sc_display_ptr;
  7453. sc_display_count = *sc_display_count_ptr;
  7454. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7455. if( i != sc_display_count ) {
  7456. sc_display[i]->val1 = dval1;
  7457. sc_display[i]->val2 = dval2;
  7458. sc_display[i]->val3 = dval3;
  7459. return;
  7460. }
  7461. entry = ers_alloc(eri, struct sc_display_entry);
  7462. entry->type = type;
  7463. entry->val1 = dval1;
  7464. entry->val2 = dval2;
  7465. entry->val3 = dval3;
  7466. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  7467. sc_display[sc_display_count - 1] = entry;
  7468. *sc_display_ptr = sc_display;
  7469. *sc_display_count_ptr = sc_display_count;
  7470. }
  7471. /**
  7472. * Removes SC effect
  7473. * @param bl: Source to remove effect
  7474. * @param type: Status change (SC_*)
  7475. * Author: Ind
  7476. */
  7477. void status_display_remove(struct block_list *bl, enum sc_type type) {
  7478. struct eri *eri;
  7479. struct sc_display_entry **sc_display;
  7480. struct sc_display_entry ***sc_display_ptr;
  7481. int i;
  7482. unsigned char sc_display_count;
  7483. unsigned char *sc_display_count_ptr;
  7484. nullpo_retv(bl);
  7485. switch( bl->type ){
  7486. case BL_PC: {
  7487. struct map_session_data* sd = (struct map_session_data*)bl;
  7488. sc_display_ptr = &sd->sc_display;
  7489. sc_display_count_ptr = &sd->sc_display_count;
  7490. eri = pc_sc_display_ers;
  7491. }
  7492. break;
  7493. case BL_NPC: {
  7494. struct npc_data* nd = (struct npc_data*)bl;
  7495. sc_display_ptr = &nd->sc_display;
  7496. sc_display_count_ptr = &nd->sc_display_count;
  7497. eri = npc_sc_display_ers;
  7498. }
  7499. break;
  7500. default:
  7501. return;
  7502. }
  7503. sc_display = *sc_display_ptr;
  7504. sc_display_count = *sc_display_count_ptr;
  7505. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7506. if( i != sc_display_count ) {
  7507. int cursor;
  7508. ers_free(eri, sc_display[i]);
  7509. sc_display[i] = NULL;
  7510. /* The all-mighty compact-o-matic */
  7511. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  7512. if( sc_display[i] == NULL )
  7513. continue;
  7514. if( i != cursor )
  7515. sc_display[cursor] = sc_display[i];
  7516. cursor++;
  7517. }
  7518. if( !(sc_display_count = cursor) ) {
  7519. aFree(sc_display);
  7520. sc_display = NULL;
  7521. }
  7522. *sc_display_ptr = sc_display;
  7523. *sc_display_count_ptr = sc_display_count;
  7524. }
  7525. }
  7526. /**
  7527. * Applies SC defense to a given status change
  7528. * This function also determines whether or not the status change will be applied
  7529. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7530. * @param bl: Target of the status change (See: enum sc_type)
  7531. * @param type: Status change (SC_*)
  7532. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7533. * @param val1~4: Depends on type of status change
  7534. * @param tick: Initial duration that the status change affects bl
  7535. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7536. * @return adjusted duration based on flag values
  7537. */
  7538. 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) {
  7539. struct map_session_data *sd = NULL;
  7540. struct status_change* sc;
  7541. struct status_change_entry* sce;
  7542. struct status_data *status;
  7543. struct view_data *vd;
  7544. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  7545. bool sc_isnew = true;
  7546. nullpo_ret(bl);
  7547. sc = status_get_sc(bl);
  7548. status = status_get_status_data(bl);
  7549. if( type <= SC_NONE || type >= SC_MAX ) {
  7550. ShowError("status_change_start: invalid status change (%d)!\n", type);
  7551. return 0;
  7552. }
  7553. if( !sc )
  7554. return 0; // Unable to receive status changes
  7555. if( bl->type != BL_NPC && status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
  7556. return 0;
  7557. if (status_change_isDisabledOnMap(type, bl->m))
  7558. return 0;
  7559. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  7560. // if (bl->type == BL_MOB)
  7561. // if (status_get_race2(bl) == RC2_GVG && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  7562. if( sc->data[SC_REFRESH] ) {
  7563. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  7564. return 0; // Immune to status ailments
  7565. switch( type ) {
  7566. case SC_DEEPSLEEP:
  7567. case SC_BURNING:
  7568. case SC_FREEZING:
  7569. case SC_CRYSTALIZE:
  7570. case SC_TOXIN:
  7571. case SC_PARALYSE:
  7572. case SC_VENOMBLEED:
  7573. case SC_MAGICMUSHROOM:
  7574. case SC_DEATHHURT:
  7575. case SC_PYREXIA:
  7576. case SC_OBLIVIONCURSE:
  7577. case SC_MARSHOFABYSS:
  7578. case SC_MANDRAGORA:
  7579. return 0;
  7580. }
  7581. }
  7582. if( sc->data[SC_INSPIRATION] ) {
  7583. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7584. return 0; // Immune to status ailments
  7585. switch( type ) {
  7586. case SC_BURNING:
  7587. case SC_FREEZING:
  7588. case SC_CRYSTALIZE:
  7589. case SC_FEAR:
  7590. case SC_TOXIN:
  7591. case SC_PARALYSE:
  7592. case SC_VENOMBLEED:
  7593. case SC_MAGICMUSHROOM:
  7594. case SC_DEATHHURT:
  7595. case SC_PYREXIA:
  7596. case SC_OBLIVIONCURSE:
  7597. case SC_LEECHESEND:
  7598. case SC_DEEPSLEEP:
  7599. case SC_SATURDAYNIGHTFEVER:
  7600. case SC__BODYPAINT:
  7601. case SC__ENERVATION:
  7602. case SC__GROOMY:
  7603. case SC__IGNORANCE:
  7604. case SC__LAZINESS:
  7605. case SC__UNLUCKY:
  7606. case SC__WEAKNESS:
  7607. return 0;
  7608. }
  7609. }
  7610. if( sc->data[SC_KINGS_GRACE] ) {
  7611. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7612. return 0; // Immune to status ailments
  7613. switch( type ) {
  7614. case SC_HALLUCINATION:
  7615. case SC_BURNING:
  7616. case SC_CRYSTALIZE:
  7617. case SC_FREEZING:
  7618. case SC_DEEPSLEEP:
  7619. case SC_FEAR:
  7620. case SC_MANDRAGORA:
  7621. return 0;
  7622. }
  7623. }
  7624. // Adjust tick according to status resistances
  7625. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  7626. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  7627. if( !tick )
  7628. return 0;
  7629. }
  7630. sd = BL_CAST(BL_PC, bl);
  7631. vd = status_get_viewdata(bl);
  7632. undead_flag = battle_check_undead(status->race,status->def_ele);
  7633. // Check for immunities / sc fails
  7634. switch (type) {
  7635. case SC_DECREASEAGI:
  7636. case SC_QUAGMIRE:
  7637. case SC_DONTFORGETME:
  7638. if(sc->data[SC_SPEEDUP1])
  7639. return 0;
  7640. break;
  7641. case SC_ANGRIFFS_MODUS:
  7642. case SC_GOLDENE_FERSE:
  7643. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  7644. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  7645. )
  7646. return 0;
  7647. case SC_VACUUM_EXTREME:
  7648. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  7649. (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)
  7650. return 0;
  7651. break;
  7652. case SC_STONE:
  7653. // Undead are immune to Stone
  7654. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7655. return 0;
  7656. if (sc->data[SC_POWER_OF_GAIA] || sc->data[SC_GVG_STONE])
  7657. return 0;
  7658. if (sc->opt1)
  7659. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7660. break;
  7661. case SC_FREEZE:
  7662. // Undead are immune to Freeze
  7663. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7664. return 0;
  7665. if (sc->data[SC_GVG_FREEZ] || sc->data[SC_WARMER])
  7666. return 0;
  7667. if (sc->opt1)
  7668. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7669. break;
  7670. case SC_FREEZING:
  7671. case SC_CRYSTALIZE:
  7672. if ((type == SC_FREEZING && sc->data[SC_BURNING]) || sc->data[SC_WARMER])
  7673. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  7674. break;
  7675. case SC_SLEEP:
  7676. if (sc->data[SC_GVG_SLEEP])
  7677. return 0;
  7678. if (sc->opt1)
  7679. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7680. break;
  7681. case SC_STUN:
  7682. if (sc->opt1)
  7683. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7684. if (sc->data[SC_GVG_STUN])
  7685. return 0;
  7686. break;
  7687. case SC_BLIND:
  7688. if (sc->data[SC_FEAR])
  7689. return 0;
  7690. if (sc->data[SC_GVG_BLIND])
  7691. return 0;
  7692. break;
  7693. case SC_CURSE:
  7694. if (sc->data[SC_GVG_CURSE])
  7695. return 0;
  7696. break;
  7697. case SC_SILENCE:
  7698. if (sc->data[SC_GVG_SILENCE])
  7699. return 0;
  7700. break;
  7701. case SC_ALL_RIDING:
  7702. if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  7703. return 0;
  7704. if( sc->data[type] )
  7705. { // Already mounted, just dismount.
  7706. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  7707. return 0;
  7708. }
  7709. break;
  7710. // They're all like berserk, do not everlap each other
  7711. case SC_BERSERK:
  7712. if(sc->data[SC_SATURDAYNIGHTFEVER])
  7713. return 0;
  7714. break;
  7715. case SC_BURNING:
  7716. if (sc->data[SC_FREEZING])
  7717. return 0;
  7718. // Fall through
  7719. case SC_WHITEIMPRISON:
  7720. if (sc->opt1)
  7721. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7722. break;
  7723. case SC_SIGNUMCRUCIS:
  7724. // Only affects demons and undead element (but not players)
  7725. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7726. return 0;
  7727. break;
  7728. case SC_AETERNA:
  7729. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  7730. return 0;
  7731. break;
  7732. case SC_KYRIE:
  7733. case SC_TUNAPARTY:
  7734. if (bl->type == BL_MOB)
  7735. return 0;
  7736. break;
  7737. case SC_OVERTHRUST:
  7738. if (sc->data[SC_MAXOVERTHRUST])
  7739. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  7740. case SC_MAXOVERTHRUST:
  7741. if( sc->option&OPTION_MADOGEAR )
  7742. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  7743. break;
  7744. case SC_ADRENALINE:
  7745. if (sc->data[SC_QUAGMIRE] ||
  7746. sc->data[SC_DECREASEAGI] ||
  7747. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  7748. )
  7749. return 0;
  7750. break;
  7751. case SC_ADRENALINE2:
  7752. if (sc->data[SC_QUAGMIRE] ||
  7753. sc->data[SC_DECREASEAGI]
  7754. )
  7755. return 0;
  7756. break;
  7757. case SC_MAGNIFICAT:
  7758. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  7759. return 0;
  7760. break;
  7761. case SC_ONEHAND:
  7762. case SC_MERC_QUICKEN:
  7763. case SC_TWOHANDQUICKEN:
  7764. if(sc->data[SC_DECREASEAGI])
  7765. return 0;
  7766. case SC_INCREASEAGI:
  7767. case SC_CONCENTRATE:
  7768. case SC_SPEARQUICKEN:
  7769. case SC_TRUESIGHT:
  7770. case SC_WINDWALK:
  7771. case SC_CARTBOOST:
  7772. case SC_ASSNCROS:
  7773. if (sc->option&OPTION_MADOGEAR)
  7774. return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
  7775. if (sc->data[SC_QUAGMIRE])
  7776. return 0;
  7777. break;
  7778. case SC_CLOAKING:
  7779. // Avoid cloaking with no wall and low skill level. [Skotlex]
  7780. // Due to the cloaking card, we have to check the wall versus to known
  7781. // skill level rather than the used one. [Skotlex]
  7782. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  7783. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  7784. return 0;
  7785. break;
  7786. case SC_MODECHANGE:
  7787. {
  7788. enum e_mode mode;
  7789. struct status_data *bstatus = status_get_base_status(bl);
  7790. if (!bstatus) return 0;
  7791. if (sc->data[type]) { // Pile up with previous values.
  7792. if(!val2) val2 = sc->data[type]->val2;
  7793. val3 |= sc->data[type]->val3;
  7794. val4 |= sc->data[type]->val4;
  7795. }
  7796. mode = val2 ? static_cast<e_mode>((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
  7797. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  7798. if (val3) mode = static_cast<e_mode>(mode|val3); // Add mode
  7799. if (mode == bstatus->mode) { // No change.
  7800. if (sc->data[type]) // Abort previous status
  7801. return status_change_end(bl, type, INVALID_TIMER);
  7802. return 0;
  7803. }
  7804. }
  7805. break;
  7806. // Strip skills, need to divest something or it fails.
  7807. case SC_STRIPWEAPON:
  7808. if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  7809. short i;
  7810. opt_flag = 0; // Reuse to check success condition.
  7811. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  7812. return 0;
  7813. i = sd->equip_index[EQI_HAND_L];
  7814. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7815. opt_flag|=1;
  7816. pc_unequipitem(sd,i,3); // Left-hand weapon
  7817. }
  7818. i = sd->equip_index[EQI_HAND_R];
  7819. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7820. opt_flag|=2;
  7821. pc_unequipitem(sd,i,3);
  7822. }
  7823. if (!opt_flag) return 0;
  7824. }
  7825. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7826. break;
  7827. case SC_STRIPSHIELD:
  7828. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  7829. else
  7830. if (sd && !(flag&SCSTART_LOADED)) {
  7831. short i;
  7832. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  7833. return 0;
  7834. i = sd->equip_index[EQI_HAND_L];
  7835. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  7836. return 0;
  7837. pc_unequipitem(sd,i,3);
  7838. }
  7839. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7840. break;
  7841. case SC_STRIPARMOR:
  7842. if (sd && !(flag&SCSTART_LOADED)) {
  7843. short i;
  7844. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  7845. return 0;
  7846. i = sd->equip_index[EQI_ARMOR];
  7847. if ( i < 0 || !sd->inventory_data[i] )
  7848. return 0;
  7849. pc_unequipitem(sd,i,3);
  7850. }
  7851. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7852. break;
  7853. case SC_STRIPHELM:
  7854. if (sd && !(flag&SCSTART_LOADED)) {
  7855. short i;
  7856. if(sd->bonus.unstripable_equip&EQP_HELM)
  7857. return 0;
  7858. i = sd->equip_index[EQI_HEAD_TOP];
  7859. if ( i < 0 || !sd->inventory_data[i] )
  7860. return 0;
  7861. pc_unequipitem(sd,i,3);
  7862. }
  7863. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7864. break;
  7865. case SC_MERC_FLEEUP:
  7866. case SC_MERC_ATKUP:
  7867. case SC_MERC_HPUP:
  7868. case SC_MERC_SPUP:
  7869. case SC_MERC_HITUP:
  7870. if( bl->type != BL_MER )
  7871. return 0; // Stats only for Mercenaries
  7872. break;
  7873. case SC_STRFOOD:
  7874. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  7875. return 0;
  7876. break;
  7877. case SC_AGIFOOD:
  7878. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  7879. return 0;
  7880. break;
  7881. case SC_VITFOOD:
  7882. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  7883. return 0;
  7884. break;
  7885. case SC_INTFOOD:
  7886. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  7887. return 0;
  7888. break;
  7889. case SC_DEXFOOD:
  7890. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  7891. return 0;
  7892. break;
  7893. case SC_LUKFOOD:
  7894. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  7895. return 0;
  7896. break;
  7897. case SC_FOOD_STR_CASH:
  7898. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7899. return 0;
  7900. break;
  7901. case SC_FOOD_AGI_CASH:
  7902. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7903. return 0;
  7904. break;
  7905. case SC_FOOD_VIT_CASH:
  7906. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7907. return 0;
  7908. break;
  7909. case SC_FOOD_INT_CASH:
  7910. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7911. return 0;
  7912. break;
  7913. case SC_FOOD_DEX_CASH:
  7914. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7915. return 0;
  7916. break;
  7917. case SC_FOOD_LUK_CASH:
  7918. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7919. return 0;
  7920. break;
  7921. case SC_CAMOUFLAGE:
  7922. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  7923. return 0;
  7924. break;
  7925. case SC__STRIPACCESSORY:
  7926. if( sd ) {
  7927. short i = -1;
  7928. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  7929. i = sd->equip_index[EQI_ACC_L];
  7930. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7931. pc_unequipitem(sd,i,3); // Left-Accessory
  7932. }
  7933. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  7934. i = sd->equip_index[EQI_ACC_R];
  7935. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7936. pc_unequipitem(sd,i,3); // Right-Accessory
  7937. }
  7938. if( i < 0 )
  7939. return 0;
  7940. }
  7941. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7942. break;
  7943. case SC_TOXIN:
  7944. case SC_PARALYSE:
  7945. case SC_VENOMBLEED:
  7946. case SC_MAGICMUSHROOM:
  7947. case SC_DEATHHURT:
  7948. case SC_PYREXIA:
  7949. case SC_OBLIVIONCURSE:
  7950. case SC_LEECHESEND:
  7951. { // It doesn't stack or even renew
  7952. int i = SC_TOXIN;
  7953. for(; i<= SC_LEECHESEND; i++)
  7954. if(sc->data[i]) return 0;
  7955. }
  7956. break;
  7957. case SC_SATURDAYNIGHTFEVER:
  7958. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  7959. return 0;
  7960. break;
  7961. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  7962. if(sc->data[SC_HOVERING])
  7963. return 0;
  7964. break;
  7965. case SC_HEAT_BARREL:
  7966. //kRO Update 2014-02-12
  7967. //- Cannot be stacked with Platinum Alter and Madness Canceler [Cydh]
  7968. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  7969. return 0;
  7970. break;
  7971. case SC_P_ALTER:
  7972. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  7973. return 0;
  7974. break;
  7975. case SC_MADNESSCANCEL:
  7976. if (sc->data[type]) { // Toggle the status but still consume requirements.
  7977. status_change_end(bl, type, INVALID_TIMER);
  7978. return 0;
  7979. }
  7980. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  7981. return 0;
  7982. break;
  7983. case SC_KINGS_GRACE:
  7984. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  7985. return 0;
  7986. break;
  7987. case SC_GROOMING:
  7988. case SC_CHATTERING:
  7989. if (sc->data[type])
  7990. return 0;
  7991. case SC_WEDDING:
  7992. case SC_XMAS:
  7993. case SC_SUMMER:
  7994. case SC_HANBOK:
  7995. case SC_OKTOBERFEST:
  7996. if (!vd)
  7997. return 0;
  7998. break;
  7999. }
  8000. // Check for resistances
  8001. if(status_has_mode(status,MD_STATUS_IMMUNE) && !(flag&SCSTART_NOAVOID)) {
  8002. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  8003. return 0;
  8004. switch (type) {
  8005. case SC_BLESSING:
  8006. case SC_DECREASEAGI:
  8007. case SC_PROVOKE:
  8008. case SC_COMA:
  8009. case SC_GRAVITATION:
  8010. case SC_SUITON:
  8011. case SC_STRIPWEAPON:
  8012. case SC_STRIPARMOR:
  8013. case SC_STRIPSHIELD:
  8014. case SC_STRIPHELM:
  8015. case SC_RICHMANKIM:
  8016. case SC_ROKISWEIL:
  8017. case SC_FOGWALL:
  8018. case SC_WHITEIMPRISON:
  8019. case SC_FEAR:
  8020. case SC_FREEZING:
  8021. case SC_BURNING:
  8022. case SC_MARSHOFABYSS:
  8023. case SC_ADORAMUS:
  8024. case SC_PARALYSIS:
  8025. case SC_DEEPSLEEP:
  8026. case SC_CRYSTALIZE:
  8027. case SC_TEARGAS:
  8028. case SC_TEARGAS_SOB:
  8029. case SC_PYREXIA:
  8030. case SC_DEATHHURT:
  8031. case SC_TOXIN:
  8032. case SC_PARALYSE:
  8033. case SC_VENOMBLEED:
  8034. case SC_MAGICMUSHROOM:
  8035. case SC_OBLIVIONCURSE:
  8036. case SC_LEECHESEND:
  8037. case SC_BANDING_DEFENCE:
  8038. case SC_BITE:
  8039. case SC_ELECTRICSHOCKER:
  8040. case SC_MAGNETICFIELD:
  8041. case SC_NETHERWORLD:
  8042. case SC_CRESCENTELBOW:
  8043. case SC_VACUUM_EXTREME:
  8044. case SC_CATNIPPOWDER:
  8045. case SC_SV_ROOTTWIST:
  8046. case SC_BITESCAR:
  8047. case SC_FRESHSHRIMP:
  8048. return 0;
  8049. }
  8050. }
  8051. // Check for mvp resistance // atm only those who OS
  8052. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  8053. switch (type) {
  8054. case SC_COMA:
  8055. // continue list...
  8056. return 0;
  8057. }
  8058. }
  8059. // Before overlapping fail, one must check for status cured.
  8060. switch (type) {
  8061. case SC_BLESSING:
  8062. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  8063. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  8064. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  8065. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  8066. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8067. if (sc->data[SC_CURSE]) {
  8068. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8069. return 1; // End Curse and do not give stat boost
  8070. }
  8071. }
  8072. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8073. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8074. break;
  8075. case SC_INCREASEAGI:
  8076. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8077. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8078. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8079. break;
  8080. case SC_QUAGMIRE:
  8081. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  8082. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  8083. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8084. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  8085. // Also blocks the ones below...
  8086. case SC_DECREASEAGI:
  8087. if (type == SC_DECREASEAGI) {
  8088. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8089. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  8090. }
  8091. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  8092. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  8093. // Also blocks the ones below...
  8094. case SC_DONTFORGETME:
  8095. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8096. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  8097. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  8098. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  8099. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8100. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8101. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8102. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  8103. break;
  8104. case SC_ADORAMUS:
  8105. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8106. break;
  8107. case SC_ONEHAND:
  8108. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  8109. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8110. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8111. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8112. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8113. break;
  8114. case SC_MAXOVERTHRUST:
  8115. // Cancels Normal Overthrust. [Skotlex]
  8116. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  8117. break;
  8118. case SC_MAGNIFICAT:
  8119. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  8120. break;
  8121. case SC_OFFERTORIUM:
  8122. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8123. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8124. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8125. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8126. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8127. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8128. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8129. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8130. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8131. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8132. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8133. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8134. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8135. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8136. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8137. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8138. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8139. break;
  8140. case SC_KYRIE:
  8141. // Cancels Assumptio
  8142. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8143. break;
  8144. case SC_DELUGE:
  8145. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  8146. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8147. break;
  8148. case SC_SILENCE:
  8149. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  8150. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  8151. break;
  8152. case SC_FREEZE:
  8153. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  8154. break;
  8155. case SC_HIDING:
  8156. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  8157. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  8158. break;
  8159. case SC_BERSERK:
  8160. if( val3 == SC__BLOODYLUST )
  8161. break;
  8162. if(battle_config.berserk_cancels_buffs) {
  8163. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8164. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8165. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  8166. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  8167. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  8168. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8169. }
  8170. #ifdef RENEWAL
  8171. else {
  8172. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8173. }
  8174. #endif
  8175. break;
  8176. case SC_ASSUMPTIO:
  8177. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  8178. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  8179. break;
  8180. case SC_KAITE:
  8181. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8182. break;
  8183. case SC_GN_CARTBOOST:
  8184. case SC_CARTBOOST:
  8185. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  8186. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8187. return 0;
  8188. }
  8189. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  8190. //since Cart Boost don't cancel Slow Grace effect
  8191. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  8192. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  8193. if(sc->data[SC_DONTFORGETME])
  8194. return 0;
  8195. break;
  8196. case SC_FUSION:
  8197. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8198. break;
  8199. case SC_ADJUSTMENT:
  8200. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  8201. break;
  8202. case SC_MADNESSCANCEL:
  8203. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  8204. break;
  8205. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  8206. case SC_CHANGEUNDEAD:
  8207. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  8208. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8209. break;
  8210. case SC_STRFOOD:
  8211. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  8212. break;
  8213. case SC_AGIFOOD:
  8214. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  8215. break;
  8216. case SC_VITFOOD:
  8217. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  8218. break;
  8219. case SC_INTFOOD:
  8220. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  8221. break;
  8222. case SC_DEXFOOD:
  8223. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  8224. break;
  8225. case SC_LUKFOOD:
  8226. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  8227. break;
  8228. case SC_FOOD_STR_CASH:
  8229. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  8230. break;
  8231. case SC_FOOD_AGI_CASH:
  8232. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  8233. break;
  8234. case SC_FOOD_VIT_CASH:
  8235. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  8236. break;
  8237. case SC_FOOD_INT_CASH:
  8238. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  8239. break;
  8240. case SC_FOOD_DEX_CASH:
  8241. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  8242. break;
  8243. case SC_FOOD_LUK_CASH:
  8244. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  8245. break;
  8246. case SC_MARSHOFABYSS:
  8247. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8248. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8249. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8250. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8251. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8252. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8253. break;
  8254. case SC_SWINGDANCE:
  8255. case SC_SYMPHONYOFLOVER:
  8256. case SC_MOONLITSERENADE:
  8257. case SC_RUSHWINDMILL:
  8258. case SC_ECHOSONG:
  8259. case SC_HARMONIZE: // Group A doesn't overlap
  8260. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  8261. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  8262. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  8263. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  8264. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  8265. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8266. break;
  8267. case SC_VOICEOFSIREN:
  8268. case SC_DEEPSLEEP:
  8269. case SC_GLOOMYDAY:
  8270. case SC_SONGOFMANA:
  8271. case SC_DANCEWITHWUG:
  8272. case SC_SATURDAYNIGHTFEVER:
  8273. case SC_LERADSDEW:
  8274. case SC_MELODYOFSINK:
  8275. case SC_BEYONDOFWARCRY:
  8276. case SC_UNLIMITEDHUMMINGVOICE:
  8277. case SC_SIRCLEOFNATURE: // Group B
  8278. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  8279. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8280. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  8281. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  8282. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  8283. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  8284. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  8285. if (type != SC_GLOOMYDAY) {
  8286. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  8287. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  8288. }
  8289. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  8290. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  8291. if (type != SC_SATURDAYNIGHTFEVER) {
  8292. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  8293. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  8294. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  8295. }
  8296. }
  8297. break;
  8298. case SC_REFLECTSHIELD:
  8299. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  8300. break;
  8301. case SC_REFLECTDAMAGE:
  8302. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  8303. break;
  8304. case SC_SHIELDSPELL_DEF:
  8305. case SC_SHIELDSPELL_MDEF:
  8306. case SC_SHIELDSPELL_REF:
  8307. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8308. if( type != SC_SHIELDSPELL_DEF )
  8309. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  8310. if( type != SC_SHIELDSPELL_MDEF )
  8311. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  8312. if( type != SC_SHIELDSPELL_REF )
  8313. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  8314. break;
  8315. case SC_BANDING:
  8316. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  8317. break;
  8318. case SC_GT_ENERGYGAIN:
  8319. case SC_GT_CHANGE:
  8320. case SC_GT_REVITALIZE:
  8321. if( type != SC_GT_REVITALIZE )
  8322. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  8323. if( type != SC_GT_ENERGYGAIN )
  8324. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  8325. if( type != SC_GT_CHANGE )
  8326. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  8327. break;
  8328. case SC_WARMER:
  8329. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8330. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8331. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8332. break;
  8333. case SC_INVINCIBLE:
  8334. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  8335. break;
  8336. case SC_INVINCIBLEOFF:
  8337. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  8338. break;
  8339. case SC_WHITEIMPRISON:
  8340. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8341. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8342. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8343. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8344. break;
  8345. case SC_FEAR:
  8346. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8347. break;
  8348. case SC_KINGS_GRACE:
  8349. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  8350. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  8351. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  8352. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  8353. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  8354. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  8355. // Fall through
  8356. case SC_GROOMING:
  8357. status_change_end(bl,SC_STUN,INVALID_TIMER);
  8358. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  8359. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8360. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  8361. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  8362. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  8363. status_change_end(bl,SC_POISON,INVALID_TIMER);
  8364. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  8365. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  8366. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  8367. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  8368. break;
  8369. case SC_2011RWC_SCROLL:
  8370. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  8371. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  8372. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  8373. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  8374. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  8375. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  8376. break;
  8377. case SC_FIGHTINGSPIRIT:
  8378. case SC_OVERED_BOOST:
  8379. case SC_MAGICPOWER:
  8380. case SC_IMPOSITIO:
  8381. case SC_KAAHI:
  8382. //These status changes always overwrite themselves even when a lower level is cast
  8383. status_change_end(bl, type, INVALID_TIMER);
  8384. break;
  8385. }
  8386. // Check for overlapping fails
  8387. if( (sce = sc->data[type]) ) {
  8388. switch( type ) {
  8389. case SC_MERC_FLEEUP:
  8390. case SC_MERC_ATKUP:
  8391. case SC_MERC_HPUP:
  8392. case SC_MERC_SPUP:
  8393. case SC_MERC_HITUP:
  8394. if( sce->val1 > val1 )
  8395. val1 = sce->val1;
  8396. break;
  8397. case SC_ADRENALINE:
  8398. case SC_ADRENALINE2:
  8399. case SC_WEAPONPERFECTION:
  8400. case SC_OVERTHRUST:
  8401. if (sce->val2 > val2)
  8402. return 0;
  8403. break;
  8404. case SC_S_LIFEPOTION:
  8405. case SC_L_LIFEPOTION:
  8406. case SC_BOSSMAPINFO:
  8407. case SC_STUN:
  8408. case SC_SLEEP:
  8409. case SC_POISON:
  8410. case SC_CURSE:
  8411. case SC_SILENCE:
  8412. case SC_CONFUSION:
  8413. case SC_BLIND:
  8414. case SC_BLEEDING:
  8415. case SC_DPOISON:
  8416. case SC_CLOSECONFINE2: // Can't be re-closed in.
  8417. case SC_TINDER_BREAKER2:
  8418. case SC_MARIONETTE:
  8419. case SC_MARIONETTE2:
  8420. case SC_NOCHAT:
  8421. case SC_ABUNDANCE:
  8422. case SC_FEAR:
  8423. case SC_BURNING:
  8424. case SC_FREEZING:
  8425. case SC_WHITEIMPRISON:
  8426. case SC_TOXIN:
  8427. case SC_PARALYSE:
  8428. case SC_VENOMBLEED:
  8429. case SC_MAGICMUSHROOM:
  8430. case SC_DEATHHURT:
  8431. case SC_PYREXIA:
  8432. case SC_OBLIVIONCURSE:
  8433. case SC_LEECHESEND:
  8434. case SC_CURSEDCIRCLE_TARGET:
  8435. case SC__ENERVATION:
  8436. case SC__GROOMY:
  8437. case SC__IGNORANCE:
  8438. case SC__LAZINESS:
  8439. case SC__UNLUCKY:
  8440. case SC__WEAKNESS:
  8441. case SC_DEEPSLEEP:
  8442. case SC_NETHERWORLD:
  8443. case SC_CRYSTALIZE:
  8444. case SC_MANDRAGORA:
  8445. case SC_DEFSET:
  8446. case SC_MDEFSET:
  8447. case SC_NORECOVER_STATE:
  8448. case SC_REUSE_LIMIT_A:
  8449. case SC_REUSE_LIMIT_B:
  8450. case SC_REUSE_LIMIT_C:
  8451. case SC_REUSE_LIMIT_D:
  8452. case SC_REUSE_LIMIT_E:
  8453. case SC_REUSE_LIMIT_F:
  8454. case SC_REUSE_LIMIT_G:
  8455. case SC_REUSE_LIMIT_H:
  8456. case SC_REUSE_MILLENNIUMSHIELD:
  8457. case SC_REUSE_CRUSHSTRIKE:
  8458. case SC_REUSE_REFRESH:
  8459. case SC_REUSE_STORMBLAST:
  8460. case SC_ALL_RIDING_REUSE_LIMIT:
  8461. case SC_REUSE_LIMIT_MTF:
  8462. case SC_REUSE_LIMIT_ECL:
  8463. case SC_REUSE_LIMIT_RECALL:
  8464. case SC_REUSE_LIMIT_ASPD_POTION:
  8465. case SC_DORAM_BUF_01:
  8466. case SC_DORAM_BUF_02:
  8467. return 0;
  8468. case SC_PUSH_CART:
  8469. case SC_COMBO:
  8470. case SC_DANCING:
  8471. case SC_DEVOTION:
  8472. case SC_ASPDPOTION0:
  8473. case SC_ASPDPOTION1:
  8474. case SC_ASPDPOTION2:
  8475. case SC_ASPDPOTION3:
  8476. case SC_ATKPOTION:
  8477. case SC_MATKPOTION:
  8478. case SC_ENCHANTARMS:
  8479. case SC_ARMOR_ELEMENT_WATER:
  8480. case SC_ARMOR_ELEMENT_EARTH:
  8481. case SC_ARMOR_ELEMENT_FIRE:
  8482. case SC_ARMOR_ELEMENT_WIND:
  8483. case SC_ARMOR_RESIST:
  8484. case SC_ATTHASTE_CASH:
  8485. break;
  8486. case SC_GOSPEL:
  8487. // Must not override a casting gospel char.
  8488. if(sce->val4 == BCT_SELF)
  8489. return 0;
  8490. if(sce->val1 > val1)
  8491. return 1;
  8492. break;
  8493. case SC_ENDURE:
  8494. if(sce->val4 && !val4)
  8495. return 1; // Don't let you override infinite endure.
  8496. if(sce->val1 > val1)
  8497. return 1;
  8498. break;
  8499. case SC_JAILED:
  8500. // When a player is already jailed, do not edit the jail data.
  8501. val2 = sce->val2;
  8502. val3 = sce->val3;
  8503. val4 = sce->val4;
  8504. break;
  8505. case SC_LERADSDEW:
  8506. if (sc && sc->data[SC_BERSERK])
  8507. return 0;
  8508. case SC_SHAPESHIFT:
  8509. case SC_PROPERTYWALK:
  8510. break;
  8511. case SC_LEADERSHIP:
  8512. case SC_GLORYWOUNDS:
  8513. case SC_SOULCOLD:
  8514. case SC_HAWKEYES:
  8515. if( sce->val4 && !val4 ) // You cannot override master guild aura
  8516. return 0;
  8517. break;
  8518. case SC_JOINTBEAT:
  8519. val2 |= sce->val2; // Stackable ailments
  8520. default:
  8521. if(sce->val1 > val1)
  8522. return 1; // Return true to not mess up skill animations. [Skotlex]
  8523. }
  8524. }
  8525. calc_flag = StatusChangeFlagTable[type];
  8526. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  8527. switch(type)
  8528. {
  8529. /* Permanent effects */
  8530. case SC_AETERNA:
  8531. case SC_MODECHANGE:
  8532. case SC_WEIGHT50:
  8533. case SC_WEIGHT90:
  8534. case SC_BROKENWEAPON:
  8535. case SC_BROKENARMOR:
  8536. case SC_READYSTORM:
  8537. case SC_READYDOWN:
  8538. case SC_READYCOUNTER:
  8539. case SC_READYTURN:
  8540. case SC_DODGE:
  8541. case SC_PUSH_CART:
  8542. case SC_SPRITEMABLE:
  8543. case SC_CLAN_INFO:
  8544. case SC_DAILYSENDMAILCNT:
  8545. tick = -1;
  8546. break;
  8547. case SC_DECREASEAGI:
  8548. case SC_INCREASEAGI:
  8549. case SC_ADORAMUS:
  8550. if (type == SC_ADORAMUS) {
  8551. // 1000% base chance to blind, but still can be resisted
  8552. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  8553. if (sc->data[SC_ADORAMUS])
  8554. return 0; //Adoramus can't refresh itself, but it can cause blind again
  8555. }
  8556. val2 = 2 + val1; // Agi change
  8557. break;
  8558. case SC_ENDURE:
  8559. val2 = 7; // Hit-count [Celest]
  8560. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
  8561. struct map_session_data *tsd;
  8562. if( sd ) {
  8563. int i;
  8564. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8565. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8566. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8567. }
  8568. }
  8569. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8570. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8571. }
  8572. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  8573. if( val4 )
  8574. tick = -1;
  8575. break;
  8576. case SC_AUTOBERSERK:
  8577. if (status->hp < status->max_hp>>2 &&
  8578. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  8579. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  8580. tick = -1;
  8581. break;
  8582. case SC_SIGNUMCRUCIS:
  8583. val2 = 10 + 4*val1; // Def reduction
  8584. tick = -1;
  8585. clif_emotion(bl,E_SWT);
  8586. break;
  8587. case SC_MAXIMIZEPOWER:
  8588. tick_time = val2 = tick>0?tick:60000;
  8589. tick = -1; // Duration sent to the client should be infinite
  8590. break;
  8591. case SC_EDP:
  8592. val2 = val1 + 2; // Chance to Poison enemies.
  8593. #ifndef RENEWAL
  8594. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  8595. #endif
  8596. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  8597. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  8598. break;
  8599. case SC_POISONREACT:
  8600. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  8601. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  8602. break;
  8603. case SC_MAGICROD:
  8604. val2 = val1*20; // SP gained
  8605. break;
  8606. case SC_KYRIE:
  8607. if( val4 ) { // Formulas for Praefatio
  8608. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  8609. val3 = 6 + val1; //Hits
  8610. } else { // Formulas for Kyrie Eleison
  8611. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  8612. val3 = (val1 / 2 + 5);
  8613. }
  8614. break;
  8615. case SC_MAGICPOWER:
  8616. // val1: Skill lv
  8617. val2 = 1; // Lasts 1 invocation
  8618. val3 = 5*val1; // Matk% increase
  8619. val4 = 0; // 0 = ready to be used, 1 = activated and running
  8620. break;
  8621. case SC_SACRIFICE:
  8622. val2 = 5; // Lasts 5 hits
  8623. tick = -1;
  8624. break;
  8625. case SC_ENCPOISON:
  8626. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  8627. case SC_ASPERSIO:
  8628. case SC_FIREWEAPON:
  8629. case SC_WATERWEAPON:
  8630. case SC_WINDWEAPON:
  8631. case SC_EARTHWEAPON:
  8632. case SC_SHADOWWEAPON:
  8633. case SC_GHOSTWEAPON:
  8634. skill_enchant_elemental_end(bl,type);
  8635. break;
  8636. case SC_ELEMENTALCHANGE:
  8637. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  8638. // val2 : Element (When no element, random one is picked)
  8639. // val3 : 0 = called by skill 1 = called by script (fixed level)
  8640. if( !val2 ) val2 = rnd()%ELE_ALL;
  8641. if( val1 == 1 && val3 == 0 )
  8642. val1 = 1 + rnd()%4;
  8643. else if( val1 > 4 )
  8644. val1 = 4; // Max Level
  8645. val3 = 0; // Not need to keep this info.
  8646. break;
  8647. case SC_PROVIDENCE:
  8648. val2 = val1*5; // Race/Ele resist
  8649. break;
  8650. case SC_REFLECTSHIELD:
  8651. val2 = 10+val1*3; // %Dmg reflected
  8652. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  8653. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  8654. struct map_session_data *tsd;
  8655. if( sd ) {
  8656. int i;
  8657. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8658. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8659. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8660. }
  8661. }
  8662. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8663. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8664. }
  8665. break;
  8666. case SC_STRIPWEAPON:
  8667. if (!sd) // Watk reduction
  8668. val2 = 25;
  8669. break;
  8670. case SC_STRIPSHIELD:
  8671. if (!sd) // Def reduction
  8672. val2 = 15;
  8673. break;
  8674. case SC_STRIPARMOR:
  8675. if (!sd) // Vit reduction
  8676. val2 = 40;
  8677. break;
  8678. case SC_STRIPHELM:
  8679. if (!sd) // Int reduction
  8680. val2 = 40;
  8681. break;
  8682. case SC_AUTOSPELL:
  8683. // Val1 Skill LV of Autospell
  8684. // Val2 Skill ID to cast
  8685. // Val3 Max Lv to cast
  8686. val4 = 5 + val1*2; // Chance of casting
  8687. break;
  8688. case SC_VOLCANO:
  8689. {
  8690. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8691. uint8 i = max((val1-1)%5, 0);
  8692. val2 = val1*10; // Watk increase
  8693. #ifndef RENEWAL
  8694. if (status->def_ele != ELE_FIRE)
  8695. val2 = 0;
  8696. #endif
  8697. val3 = enchant_eff[i];
  8698. }
  8699. break;
  8700. case SC_VIOLENTGALE:
  8701. {
  8702. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8703. uint8 i = max((val1-1)%5, 0);
  8704. val2 = val1*3; // Flee increase
  8705. #ifndef RENEWAL
  8706. if (status->def_ele != ELE_WIND)
  8707. val2 = 0;
  8708. #endif
  8709. val3 = enchant_eff[i];
  8710. }
  8711. break;
  8712. case SC_DELUGE:
  8713. {
  8714. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  8715. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8716. uint8 i = max((val1-1)%5, 0);
  8717. val2 = deluge_eff[i]; // HP increase
  8718. #ifndef RENEWAL
  8719. if (status->def_ele != ELE_WATER)
  8720. val2 = 0;
  8721. #endif
  8722. val3 = enchant_eff[i];
  8723. }
  8724. break;
  8725. case SC_SUITON:
  8726. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  8727. // No penalties.
  8728. val2 = 0; // Agi penalty
  8729. val3 = 0; // Walk speed penalty
  8730. break;
  8731. }
  8732. val3 = 50;
  8733. val2 = 3*((val1+1)/3);
  8734. if (val1 > 4) val2--;
  8735. //Suiton is a special case, stop effect is forced and only happens when target enters it
  8736. if (!unit_blown_immune(bl, 0x1))
  8737. unit_stop_walking(bl, 9);
  8738. break;
  8739. case SC_ONEHAND:
  8740. case SC_TWOHANDQUICKEN:
  8741. val2 = 300;
  8742. if (val1 > 10) // For boss casted skills [Skotlex]
  8743. val2 += 20*(val1-10);
  8744. break;
  8745. case SC_MERC_QUICKEN:
  8746. val2 = 300;
  8747. break;
  8748. #ifndef RENEWAL_ASPD
  8749. case SC_SPEARQUICKEN:
  8750. val2 = 200+10*val1;
  8751. break;
  8752. #endif
  8753. case SC_DANCING:
  8754. // val1 : Skill ID + LV
  8755. // val2 : Skill Group of the Dance.
  8756. // val3 : Brings the skill_lv (merged into val1 here)
  8757. // val4 : Partner
  8758. if (val1 == CG_MOONLIT)
  8759. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  8760. val1|= (val3<<16);
  8761. val3 = tick/1000; // Tick duration
  8762. tick_time = 1000; // [GodLesZ] tick time
  8763. break;
  8764. case SC_LONGING:
  8765. val2 = 500-100*val1; // Aspd penalty.
  8766. break;
  8767. case SC_EXPLOSIONSPIRITS:
  8768. val2 = 75 + 25*val1; // Cri bonus
  8769. break;
  8770. case SC_ASPDPOTION0:
  8771. case SC_ASPDPOTION1:
  8772. case SC_ASPDPOTION2:
  8773. case SC_ASPDPOTION3:
  8774. val2 = 50*(2+type-SC_ASPDPOTION0);
  8775. break;
  8776. case SC_ATTHASTE_CASH:
  8777. val2 = 50*val1; // Just custom for pre-re
  8778. break;
  8779. case SC_NOCHAT:
  8780. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  8781. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  8782. // This is done this way because the message that the client displays is hardcoded, and only
  8783. // shows how many minutes are remaining. [Panikon]
  8784. tick = 60000;
  8785. val1 = battle_config.manner_system; // Mute filters.
  8786. if (sd) {
  8787. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8788. clif_updatestatus(sd,SP_MANNER);
  8789. }
  8790. break;
  8791. case SC_STONE:
  8792. val3 = max(val3, 100); // Incubation time
  8793. val4 = max(tick-val3, 100); // Petrify time
  8794. tick = val3;
  8795. calc_flag = 0; // Actual status changes take effect on petrified state.
  8796. break;
  8797. case SC_DPOISON:
  8798. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  8799. if (status->hp > status->max_hp>>2) {
  8800. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  8801. if (status->hp - diff < status->max_hp>>2)
  8802. diff = status->hp - (status->max_hp>>2);
  8803. status_zap(bl, diff, 0);
  8804. }
  8805. // Fall through
  8806. case SC_POISON:
  8807. case SC_BLEEDING:
  8808. case SC_BURNING:
  8809. case SC_TOXIN:
  8810. case SC_MAGICMUSHROOM:
  8811. case SC_LEECHESEND:
  8812. tick_time = status_get_sc_interval(type);
  8813. val4 = tick-tick_time; // Remaining time
  8814. break;
  8815. case SC_PYREXIA:
  8816. //Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  8817. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8818. tick_time = status_get_sc_interval(type);
  8819. val4 = tick-tick_time; // Remaining time
  8820. break;
  8821. case SC_CONFUSION:
  8822. if (!val4)
  8823. clif_emotion(bl,E_WHAT);
  8824. break;
  8825. case SC_S_LIFEPOTION:
  8826. case SC_L_LIFEPOTION:
  8827. if( val1 == 0 ) return 0;
  8828. // val1 = heal percent/amout
  8829. // val2 = seconds between heals
  8830. // val4 = total of heals
  8831. if( val2 < 1 ) val2 = 1;
  8832. if( (val4 = tick/(val2 * 1000)) < 1 )
  8833. val4 = 1;
  8834. tick_time = val2 * 1000; // [GodLesZ] tick time
  8835. break;
  8836. case SC_BOSSMAPINFO:
  8837. if( sd != NULL ) {
  8838. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  8839. if( boss_md == NULL ) { // No MVP on this map
  8840. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  8841. return 0;
  8842. }
  8843. val1 = boss_md->bl.id;
  8844. tick_time = 1000; // [GodLesZ] tick time
  8845. val4 = tick / tick_time;
  8846. }
  8847. break;
  8848. case SC_HIDING:
  8849. val2 = tick/1000;
  8850. tick_time = 1000; // [GodLesZ] tick time
  8851. val3 = 0; // Unused, previously speed adjustment
  8852. val4 = val1+3; // Seconds before SP substraction happen.
  8853. break;
  8854. case SC_CHASEWALK:
  8855. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  8856. val3 = 35 - 5 * val1; // Speed adjustment.
  8857. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  8858. val3 -= 40;
  8859. val4 = 10+val1*2; // SP cost.
  8860. if (map_flag_gvg2(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  8861. break;
  8862. case SC_CLOAKING:
  8863. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  8864. val1 = 10;
  8865. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  8866. tick = -1; // Duration sent to the client should be infinite
  8867. val3 = 0; // Unused, previously walk speed adjustment
  8868. // val4&1 signals the presence of a wall.
  8869. // val4&2 makes cloak not end on normal attacks [Skotlex]
  8870. // val4&4 makes cloak not end on using skills
  8871. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  8872. val4 |= battle_config.pc_cloak_check_type&7;
  8873. else
  8874. val4 |= battle_config.monster_cloak_check_type&7;
  8875. break;
  8876. case SC_SIGHT: /* splash status */
  8877. case SC_RUWACH:
  8878. case SC_SIGHTBLASTER:
  8879. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  8880. val2 = tick/20;
  8881. tick_time = 20; // [GodLesZ] tick time
  8882. break;
  8883. case SC_AUTOGUARD:
  8884. if( !(flag&SCSTART_NOAVOID) ) {
  8885. struct map_session_data *tsd;
  8886. int i;
  8887. for( i = val2 = 0; i < val1; i++) {
  8888. int t = 5-(i>>1);
  8889. val2 += (t < 0)? 1:t;
  8890. }
  8891. if( bl->type&(BL_PC|BL_MER) ) {
  8892. if( sd ) {
  8893. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8894. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8895. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8896. }
  8897. }
  8898. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8899. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8900. }
  8901. }
  8902. break;
  8903. case SC_DEFENDER:
  8904. if (!(flag&SCSTART_NOAVOID)) {
  8905. val2 = 5 + 15*val1; // Damage reduction
  8906. val3 = 0; // Unused, previously speed adjustment
  8907. val4 = 250 - 50*val1; // Aspd adjustment
  8908. if (sd) {
  8909. struct map_session_data *tsd;
  8910. int i;
  8911. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  8912. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  8913. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  8914. }
  8915. }
  8916. }
  8917. break;
  8918. case SC_TENSIONRELAX:
  8919. if (sd) {
  8920. pc_setsit(sd);
  8921. skill_sit(sd, 1);
  8922. clif_sitting(&sd->bl);
  8923. }
  8924. val2 = 12; // SP cost
  8925. tick_time = 10000; // Decrease at 10secs intervals.
  8926. val3 = tick / tick_time;
  8927. tick = -1; // Duration sent to the client should be infinite
  8928. break;
  8929. case SC_PARRYING:
  8930. val2 = 20 + val1*3; // Block Chance
  8931. break;
  8932. case SC_WINDWALK:
  8933. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  8934. break;
  8935. case SC_JOINTBEAT:
  8936. if( val2&BREAK_NECK )
  8937. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  8938. break;
  8939. case SC_BERSERK:
  8940. if( val3 == SC__BLOODYLUST )
  8941. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  8942. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  8943. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  8944. // HP healing is performing after the calc_status call.
  8945. // Val2 holds HP penalty
  8946. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8947. if (!val4) val4 = 10000; // Val4 holds damage interval
  8948. val3 = tick/val4; // val3 holds skill duration
  8949. tick_time = val4; // [GodLesZ] tick time
  8950. break;
  8951. case SC_GOSPEL:
  8952. if(val4 == BCT_SELF) { // Self effect
  8953. val2 = tick/10000;
  8954. tick_time = 10000; // [GodLesZ] tick time
  8955. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  8956. }
  8957. break;
  8958. case SC_MARIONETTE:
  8959. {
  8960. int stat;
  8961. val3 = 0;
  8962. val4 = 0;
  8963. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  8964. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  8965. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  8966. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  8967. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  8968. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  8969. break;
  8970. }
  8971. case SC_MARIONETTE2:
  8972. {
  8973. int stat,max_stat;
  8974. // Fetch caster information
  8975. struct block_list *pbl = map_id2bl(val1);
  8976. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  8977. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  8978. // Fetch target's stats
  8979. struct status_data* status2 = status_get_status_data(bl); // Battle status
  8980. if (!psce)
  8981. return 0;
  8982. val3 = 0;
  8983. val4 = 0;
  8984. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  8985. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  8986. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  8987. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  8988. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  8989. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  8990. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  8991. break;
  8992. }
  8993. case SC_SPIRIT:
  8994. //1st Transcendent Spirit works similar to Marionette Control
  8995. if(sd && val2 == SL_HIGH) {
  8996. int stat,max_stat;
  8997. struct status_data *status2 = status_get_base_status(bl);
  8998. val3 = 0;
  8999. val4 = 0;
  9000. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9001. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9002. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9003. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9004. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9005. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9006. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9007. }
  9008. break;
  9009. case SC_REJECTSWORD:
  9010. val2 = 15*val1; // Reflect chance
  9011. val3 = 3; // Reflections
  9012. tick = -1;
  9013. break;
  9014. case SC_MEMORIZE:
  9015. val2 = 5; // Memorized casts.
  9016. tick = -1;
  9017. break;
  9018. case SC_GRAVITATION:
  9019. val2 = 50*val1; // aspd reduction
  9020. break;
  9021. case SC_REGENERATION:
  9022. if (val1 == 1)
  9023. val2 = 2;
  9024. else
  9025. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  9026. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  9027. // If val4 comes set, this blocks regen rather than increase it.
  9028. break;
  9029. case SC_DEVOTION:
  9030. {
  9031. struct block_list *d_bl;
  9032. struct status_change *d_sc;
  9033. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  9034. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  9035. int i = (map_flag_gvg2(bl->m) || map[bl->m].flag.battleground)?2:3;
  9036. while( i >= 0 ) {
  9037. enum sc_type type2 = types[i];
  9038. if( d_sc->data[type2] )
  9039. 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);
  9040. i--;
  9041. }
  9042. }
  9043. break;
  9044. }
  9045. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  9046. status_zap(bl, status->hp-1, val2?0:status->sp);
  9047. return 1;
  9048. break;
  9049. case SC_TINDER_BREAKER2:
  9050. case SC_CLOSECONFINE2:
  9051. {
  9052. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  9053. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  9054. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  9055. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  9056. if (src2 && sc2) {
  9057. if (!sce2) // Start lock on caster.
  9058. sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
  9059. else { // Increase count of locked enemies and refresh time.
  9060. (sce2->val2)++;
  9061. delete_timer(sce2->timer, status_change_timer);
  9062. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
  9063. }
  9064. } else // Status failed.
  9065. return 0;
  9066. }
  9067. break;
  9068. case SC_KAITE:
  9069. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  9070. break;
  9071. case SC_KAUPE:
  9072. switch (val1) {
  9073. case 3: // 33*3 + 1 -> 100%
  9074. val2++;
  9075. case 1:
  9076. case 2: // 33, 66%
  9077. val2 += 33*val1;
  9078. val3 = 1; // Dodge 1 attack total.
  9079. break;
  9080. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  9081. val2 = 100;
  9082. val3 = val1-2;
  9083. break;
  9084. }
  9085. break;
  9086. case SC_COMBO:
  9087. {
  9088. // val1: Skill ID
  9089. // val2: When given, target (for autotargetting skills)
  9090. // val3: When set, this combo time should NOT delay attack/movement
  9091. // val3: If set to 2 this combo will delay ONLY attack
  9092. // val3: TK: Last used kick
  9093. // val4: TK: Combo time
  9094. struct unit_data *ud = unit_bl2ud(bl);
  9095. if ( ud && (!val3 || val3 == 2) ) {
  9096. tick += 300 * battle_config.combo_delay_rate/100;
  9097. ud->attackabletime = gettick()+tick;
  9098. if( !val3 )
  9099. unit_set_walkdelay(bl, gettick(), tick, 1);
  9100. }
  9101. val3 = 0;
  9102. val4 = tick;
  9103. break;
  9104. }
  9105. case SC_EARTHSCROLL:
  9106. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  9107. break;
  9108. case SC_RUN:
  9109. val4 = gettick(); // Store time at which you started running.
  9110. tick = -1;
  9111. break;
  9112. case SC_KAAHI:
  9113. val2 = 200*val1; // HP heal
  9114. val3 = 5*val1; // SP cost
  9115. break;
  9116. case SC_BLESSING:
  9117. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  9118. val2 = val1;
  9119. else
  9120. val2 = 0; // 0 -> Half stat.
  9121. break;
  9122. case SC_TRICKDEAD:
  9123. if (vd) vd->dead_sit = 1;
  9124. tick = -1;
  9125. break;
  9126. case SC_CONCENTRATE:
  9127. val2 = 2 + val1;
  9128. if (sd) { // Store the card-bonus data that should not count in the %
  9129. val3 = sd->param_bonus[1]; // Agi
  9130. val4 = sd->param_bonus[4]; // Dex
  9131. } else
  9132. val3 = val4 = 0;
  9133. break;
  9134. case SC_MAXOVERTHRUST:
  9135. val2 = 20*val1; // Power increase
  9136. break;
  9137. case SC_OVERTHRUST:
  9138. case SC_ADRENALINE2:
  9139. case SC_ADRENALINE:
  9140. case SC_WEAPONPERFECTION:
  9141. {
  9142. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  9143. if (type == SC_OVERTHRUST) {
  9144. // val2 holds if it was casted on self, or is bonus received from others
  9145. val3 = (val2) ? 5 * val1 : 5; // Power increase
  9146. }
  9147. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  9148. val3 = (val2) ? 300 : 200; // Aspd increase
  9149. }
  9150. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  9151. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  9152. }
  9153. break;
  9154. case SC_CONCENTRATION:
  9155. val2 = 5*val1; // Batk/Watk Increase
  9156. val3 = 10*val1; // Hit Increase
  9157. val4 = 5*val1; // Def reduction
  9158. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  9159. break;
  9160. case SC_ANGELUS:
  9161. val2 = 5*val1; // def increase
  9162. break;
  9163. case SC_IMPOSITIO:
  9164. val2 = 5*val1; // Watk increase
  9165. break;
  9166. case SC_MELTDOWN:
  9167. val2 = 100*val1; // Chance to break weapon
  9168. val3 = 70*val1; // Change to break armor
  9169. break;
  9170. case SC_TRUESIGHT:
  9171. val2 = 10*val1; // Critical increase
  9172. val3 = 3*val1; // Hit increase
  9173. break;
  9174. case SC_SUN_COMFORT:
  9175. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  9176. break;
  9177. case SC_MOON_COMFORT:
  9178. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  9179. break;
  9180. case SC_STAR_COMFORT:
  9181. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  9182. break;
  9183. case SC_QUAGMIRE:
  9184. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  9185. break;
  9186. // gs_something1 [Vicious]
  9187. case SC_GATLINGFEVER:
  9188. val2 = 20*val1; // Aspd increase
  9189. #ifndef RENEWAL
  9190. val3 = 20+10*val1; // Atk increase
  9191. #endif
  9192. val4 = 5*val1; // Flee decrease
  9193. break;
  9194. case SC_FLING:
  9195. if (bl->type == BL_PC)
  9196. val2 = 0; // No armor reduction to players.
  9197. else
  9198. val2 = 5*val1; // Def reduction
  9199. val3 = 5*val1; // Def2 reduction
  9200. break;
  9201. case SC_PROVOKE:
  9202. // val2 signals autoprovoke.
  9203. val3 = 2+3*val1; // Atk increase
  9204. val4 = 5+5*val1; // Def reduction.
  9205. break;
  9206. case SC_AVOID:
  9207. // val2 = 10*val1; // Speed change rate.
  9208. break;
  9209. case SC_DEFENCE:
  9210. #ifdef RENEWAL
  9211. val2 = 5 + (val1 * 5); // Vit bonus
  9212. #else
  9213. val2 = 2*val1; // Def bonus
  9214. #endif
  9215. break;
  9216. case SC_BLOODLUST:
  9217. val2 = 20+10*val1; // Atk rate change.
  9218. val3 = 3*val1; // Leech chance
  9219. val4 = 20; // Leech percent
  9220. break;
  9221. case SC_FLEET:
  9222. val2 = 30*val1; // Aspd change
  9223. val3 = 5+5*val1; // bAtk/wAtk rate change
  9224. break;
  9225. case SC_MINDBREAKER:
  9226. val2 = 20*val1; // matk increase.
  9227. val3 = 12*val1; // mdef2 reduction.
  9228. break;
  9229. case SC_JAILED:
  9230. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  9231. tick = val1>0?1000:250;
  9232. if (sd) {
  9233. if (sd->mapindex != val2) {
  9234. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  9235. map_idx = sd->mapindex; // Current Map
  9236. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  9237. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  9238. // 2. Set restore point (val3 -> return map, val4 return coords
  9239. val3 = map_idx;
  9240. val4 = pos;
  9241. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  9242. val3 = sd->status.save_point.map;
  9243. val4 = (sd->status.save_point.x&0xFFFF)
  9244. |(sd->status.save_point.y<<16);
  9245. }
  9246. }
  9247. break;
  9248. case SC_UTSUSEMI:
  9249. val2=(val1+1)/2; // Number of hits blocked
  9250. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  9251. break;
  9252. case SC_BUNSINJYUTSU:
  9253. val2=(val1+1)/2; // Number of hits blocked
  9254. break;
  9255. case SC_CHANGE:
  9256. val2= 30*val1; // Vit increase
  9257. val3= 20*val1; // Int increase
  9258. break;
  9259. case SC_SWOO:
  9260. if(status_has_mode(status,MD_STATUS_IMMUNE))
  9261. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  9262. break;
  9263. case SC_ARMOR:
  9264. // NPC_DEFENDER:
  9265. val2 = 80; // Damage reduction
  9266. // Attack requirements to be blocked:
  9267. val3 = BF_LONG; // Range
  9268. val4 = BF_WEAPON|BF_MISC; // Type
  9269. break;
  9270. case SC_ENCHANTARMS:
  9271. // end previous enchants
  9272. skill_enchant_elemental_end(bl,type);
  9273. // Make sure the received element is valid.
  9274. if (val2 >= ELE_ALL)
  9275. val2 = val2%ELE_ALL;
  9276. else if (val2 < 0)
  9277. val2 = rnd()%ELE_ALL;
  9278. break;
  9279. case SC_CRITICALWOUND:
  9280. val2 = 20*val1; // Heal effectiveness decrease
  9281. break;
  9282. case SC_MAGICMIRROR:
  9283. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9284. // Level 6 ~ 10 use effect of level 1 ~ 5
  9285. val1 = 1 + ((val1-1)%5);
  9286. case SC_SLOWCAST:
  9287. val2 = 20*val1; // Magic reflection/cast rate
  9288. break;
  9289. case SC_ARMORCHANGE:
  9290. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  9291. val2 =-20;
  9292. val3 = 20;
  9293. } else { // Boost def
  9294. val2 = 20;
  9295. val3 =-20;
  9296. }
  9297. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9298. // Level 6 ~ 10 use effect of level 1 ~ 5
  9299. val1 = 1 + ((val1-1)%5);
  9300. val2 *= val1; // 20% per level
  9301. val3 *= val1;
  9302. break;
  9303. case SC_EXPBOOST:
  9304. case SC_JEXPBOOST:
  9305. case SC_JP_EVENT04:
  9306. if (val1 < 0)
  9307. val1 = 0;
  9308. break;
  9309. case SC_INCFLEE2:
  9310. case SC_INCCRI:
  9311. val2 = val1*10; // Actual boost (since 100% = 1000)
  9312. break;
  9313. case SC_SUFFRAGIUM:
  9314. val2 = 15 * val1; // Speed cast decrease
  9315. break;
  9316. case SC_INCHEALRATE:
  9317. if (val1 < 1)
  9318. val1 = 1;
  9319. break;
  9320. case SC_DOUBLECAST:
  9321. val2 = 30+10*val1; // Trigger rate
  9322. break;
  9323. case SC_KAIZEL:
  9324. val2 = 10*val1; // % of life to be revived with
  9325. break;
  9326. // case SC_ARMOR_ELEMENT_WATER:
  9327. // case SC_ARMOR_ELEMENT_EARTH:
  9328. // case SC_ARMOR_ELEMENT_FIRE:
  9329. // case SC_ARMOR_ELEMENT_WIND:
  9330. // case SC_ARMOR_RESIST:
  9331. // Mod your resistance against elements:
  9332. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  9333. // break;
  9334. // case ????:
  9335. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  9336. // associated, and yet are not wrong/unknown. [Skotlex]
  9337. // break;
  9338. case SC_MERC_FLEEUP:
  9339. case SC_MERC_ATKUP:
  9340. case SC_MERC_HITUP:
  9341. val2 = 15 * val1;
  9342. break;
  9343. case SC_MERC_HPUP:
  9344. case SC_MERC_SPUP:
  9345. val2 = 5 * val1;
  9346. break;
  9347. case SC_REBIRTH:
  9348. val2 = 20*val1; // % of life to be revived with
  9349. break;
  9350. case SC_MANU_DEF:
  9351. case SC_MANU_ATK:
  9352. case SC_MANU_MATK:
  9353. val2 = 1; // Manuk group
  9354. break;
  9355. case SC_SPL_DEF:
  9356. case SC_SPL_ATK:
  9357. case SC_SPL_MATK:
  9358. val2 = 2; // Splendide group
  9359. break;
  9360. /* General */
  9361. case SC_FEAR:
  9362. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9363. break;
  9364. /* Rune Knight */
  9365. case SC_DEATHBOUND:
  9366. val2 = 500 + 100 * val1;
  9367. break;
  9368. case SC_STONEHARDSKIN:
  9369. {
  9370. int hp = status->hp / 5; // 20% of HP
  9371. if (sd)
  9372. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  9373. if (!status_charge(bl, hp, 0))
  9374. return 0;
  9375. val2 = hp;
  9376. }
  9377. break;
  9378. case SC_REFRESH:
  9379. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  9380. status_change_clear_buffs(bl, SCCB_REFRESH);
  9381. break;
  9382. case SC_MILLENNIUMSHIELD:
  9383. {
  9384. int8 chance = rnd()%100;
  9385. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  9386. val3 = 1000; // Shield HP
  9387. clif_millenniumshield(bl, val2);
  9388. }
  9389. break;
  9390. case SC_ABUNDANCE:
  9391. val4 = tick / 10000;
  9392. tick_time = 10000; // [GodLesZ] tick time
  9393. break;
  9394. case SC_GIANTGROWTH:
  9395. val2 = 15; // Triple damage success rate.
  9396. break;
  9397. /* Arch Bishop */
  9398. case SC_RENOVATIO:
  9399. val4 = tick / 5000;
  9400. tick_time = 5000;
  9401. break;
  9402. case SC_SECRAMENT:
  9403. val2 = 10 * val1;
  9404. break;
  9405. case SC_VENOMIMPRESS:
  9406. val2 = 10 * val1;
  9407. break;
  9408. case SC_WEAPONBLOCKING:
  9409. val2 = 10 + 2 * val1; // Chance
  9410. val4 = tick / 5000;
  9411. tick_time = 5000; // [GodLesZ] tick time
  9412. break;
  9413. case SC_OBLIVIONCURSE:
  9414. val4 = tick / 3000;
  9415. tick_time = 3000; // [GodLesZ] tick time
  9416. break;
  9417. case SC_CLOAKINGEXCEED:
  9418. val2 = (val1 + 1) / 2; // Hits
  9419. val3 = (val1 - 1) * 10; // Walk speed
  9420. if (bl->type == BL_PC)
  9421. val4 |= battle_config.pc_cloak_check_type&7;
  9422. else
  9423. val4 |= battle_config.monster_cloak_check_type&7;
  9424. tick_time = 1000; // [GodLesZ] tick time
  9425. break;
  9426. case SC_HALLUCINATIONWALK:
  9427. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  9428. val3 = 10 * val1; // Evasion rate of magical attacks.
  9429. break;
  9430. case SC_MARSHOFABYSS:
  9431. if( bl->type == BL_PC )
  9432. val2 = 3 * val1; // AGI and DEX Reduction
  9433. else // BL_MOB
  9434. val2 = 6 * val1; // AGI and DEX Reduction
  9435. val3 = 10 * val1; // Movement Speed Reduction
  9436. break;
  9437. case SC_FREEZE_SP:
  9438. // val2 = sp drain per 10 seconds
  9439. tick_time = 10000; // [GodLesZ] tick time
  9440. break;
  9441. case SC_SPHERE_1:
  9442. case SC_SPHERE_2:
  9443. case SC_SPHERE_3:
  9444. case SC_SPHERE_4:
  9445. case SC_SPHERE_5:
  9446. if( !sd )
  9447. return 0; // Should only work on players.
  9448. val4 = tick / 1000;
  9449. if( val4 < 1 )
  9450. val4 = 1;
  9451. tick_time = 1000; // [GodLesZ] tick time
  9452. break;
  9453. case SC_SHAPESHIFT:
  9454. switch( val1 ) {
  9455. case 1: val2 = ELE_FIRE; break;
  9456. case 2: val2 = ELE_EARTH; break;
  9457. case 3: val2 = ELE_WIND; break;
  9458. case 4: val2 = ELE_WATER; break;
  9459. }
  9460. break;
  9461. case SC_ELECTRICSHOCKER:
  9462. case SC_CRYSTALIZE:
  9463. val4 = tick / 1000;
  9464. if( val4 < 1 )
  9465. val4 = 1;
  9466. tick_time = 1000; // [GodLesZ] tick time
  9467. break;
  9468. case SC_MEIKYOUSISUI:
  9469. val2 = val1 * 2; // % HP each sec
  9470. val3 = val1; // % SP each sec
  9471. val4 = tick / 1000;
  9472. if( val4 < 1 )
  9473. val4 = 1;
  9474. tick_time = 1000;
  9475. break;
  9476. case SC_CAMOUFLAGE:
  9477. val4 = tick/1000;
  9478. tick_time = 1000; // [GodLesZ] tick time
  9479. break;
  9480. case SC_WUGDASH:
  9481. val4 = gettick(); // Store time at which you started running.
  9482. tick = -1;
  9483. break;
  9484. case SC__SHADOWFORM:
  9485. {
  9486. struct map_session_data * s_sd = map_id2sd(val2);
  9487. if( s_sd )
  9488. s_sd->shadowform_id = bl->id;
  9489. val4 = tick / 1000;
  9490. tick_time = 1000; // [GodLesZ] tick time
  9491. }
  9492. break;
  9493. case SC__STRIPACCESSORY:
  9494. if (!sd)
  9495. val2 = 20;
  9496. break;
  9497. case SC__INVISIBILITY:
  9498. val2 = 50 - 10 * val1; // ASPD
  9499. val3 = 20 * val1; // CRITICAL
  9500. val4 = tick / 1000;
  9501. tick = -1; // Duration sent to the client should be infinite
  9502. tick_time = 1000; // [GodLesZ] tick time
  9503. break;
  9504. case SC__ENERVATION:
  9505. val2 = 20 + 10 * val1; // ATK Reduction
  9506. if (sd) {
  9507. pc_delspiritball(sd,sd->spiritball,0);
  9508. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  9509. }
  9510. break;
  9511. case SC__GROOMY:
  9512. val2 = 20 + 10 * val1; // ASPD
  9513. val3 = 20 * val1; // HIT
  9514. if( sd ) { // Removes Animals
  9515. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9516. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9517. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  9518. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  9519. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  9520. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  9521. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  9522. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  9523. }
  9524. break;
  9525. case SC__LAZINESS:
  9526. val2 = 10 + 10 * val1; // Cast Increase
  9527. val3 = 10 * val1; // Flee Reduction
  9528. break;
  9529. case SC__UNLUCKY:
  9530. {
  9531. sc_type rand_eff;
  9532. switch(rnd() % 3) {
  9533. case 1: rand_eff = SC_BLIND; break;
  9534. case 2: rand_eff = SC_SILENCE; break;
  9535. default: rand_eff = SC_POISON; break;
  9536. }
  9537. val2 = 10 * val1; // Crit and Flee2 Reduction
  9538. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9539. break;
  9540. }
  9541. case SC__WEAKNESS:
  9542. val2 = 10 * val1;
  9543. // Bypasses coating protection and MADO
  9544. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  9545. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  9546. break;
  9547. case SC_GN_CARTBOOST:
  9548. if( val1 < 3 )
  9549. val2 = 50;
  9550. else if( val1 > 2 && val1 < 5 )
  9551. val2 = 75;
  9552. else
  9553. val2 = 100;
  9554. break;
  9555. case SC_PROPERTYWALK:
  9556. val3 = 0;
  9557. break;
  9558. case SC_CLOUD_KILL:
  9559. val4 = tick / 500;
  9560. tick = -1; // Duration sent to the client should be infinite
  9561. tick_time = 500;
  9562. break;
  9563. case SC_STRIKING:
  9564. // val2 = watk bonus already calc
  9565. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  9566. val4 = tick / 1000;
  9567. tick_time = 1000; // [GodLesZ] tick time
  9568. break;
  9569. case SC_WARMER:
  9570. val4 = tick / 3000;
  9571. tick = -1; // Duration sent to the client should be infinite
  9572. tick_time = 3000;
  9573. break;
  9574. case SC_BLOODSUCKER:
  9575. val4 = tick / 1000;
  9576. tick_time = 1000; // [GodLesZ] tick time
  9577. break;
  9578. case SC_SWINGDANCE:
  9579. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  9580. break;
  9581. case SC_SYMPHONYOFLOVER:
  9582. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  9583. break;
  9584. case SC_MOONLITSERENADE: // MATK Increase
  9585. case SC_RUSHWINDMILL: // ATK Increase
  9586. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  9587. break;
  9588. case SC_ECHOSONG:
  9589. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  9590. break;
  9591. case SC_HARMONIZE:
  9592. val2 = 5 + 5 * val1;
  9593. break;
  9594. case SC_VOICEOFSIREN:
  9595. val4 = tick / 2000;
  9596. tick_time = 2000; // [GodLesZ] tick time
  9597. break;
  9598. case SC_DEEPSLEEP:
  9599. val4 = tick / 2000;
  9600. tick_time = 2000; // [GodLesZ] tick time
  9601. break;
  9602. case SC_SIRCLEOFNATURE:
  9603. val2 = 40 * val1; // HP recovery
  9604. val3 = 4 * val1; // SP consume
  9605. val4 = tick / 1000;
  9606. tick_time = 1000; // [GodLesZ] tick time
  9607. break;
  9608. case SC_SONGOFMANA:
  9609. val3 = 10 + min(5 * val2, 35);
  9610. val4 = tick/5000;
  9611. tick_time = 5000; // [GodLesZ] tick time
  9612. break;
  9613. case SC_SATURDAYNIGHTFEVER:
  9614. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9615. if (!val4) val4 = 3000;
  9616. val3 = tick/val4;
  9617. tick_time = val4; // [GodLesZ] tick time
  9618. break;
  9619. case SC_GLOOMYDAY:
  9620. val2 = 20 + 5 * val1; // Flee reduction.
  9621. val3 = 15 + 5 * val1; // ASPD reduction.
  9622. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  9623. val4 = 1; // Reduce walk speed by half.
  9624. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9625. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9626. }
  9627. break;
  9628. case SC_GLOOMYDAY_SK:
  9629. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  9630. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  9631. break;
  9632. case SC_SITDOWN_FORCE:
  9633. case SC_BANANA_BOMB_SITDOWN:
  9634. if( sd && !pc_issit(sd) ) {
  9635. pc_setsit(sd);
  9636. skill_sit(sd, 1);
  9637. clif_sitting(bl);
  9638. }
  9639. break;
  9640. case SC_DANCEWITHWUG:
  9641. val3 = 5 + 5 * val2; // ASPD Increase
  9642. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  9643. break;
  9644. case SC_LERADSDEW:
  9645. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  9646. break;
  9647. case SC_MELODYOFSINK:
  9648. val3 = val1 * val2; // INT Reduction.
  9649. val4 = tick/1000;
  9650. tick_time = 1000;
  9651. break;
  9652. case SC_BEYONDOFWARCRY:
  9653. val3 = val1 * val2; // STR and CRIT Reduction
  9654. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  9655. break;
  9656. case SC_UNLIMITEDHUMMINGVOICE:
  9657. {
  9658. struct unit_data *ud = unit_bl2ud(bl);
  9659. if( ud == NULL ) return 0;
  9660. ud->state.skillcastcancel = 0;
  9661. val3 = 15 - min(3 * val2, 15);
  9662. }
  9663. break;
  9664. case SC_REFLECTDAMAGE:
  9665. val2 = 15 + 5 * val1; // Reflect amount
  9666. val3 = val1*5 + 25; // Number of reflects
  9667. val4 = tick/1000; // Number of SP cycles (duration)
  9668. tick_time = 1000; // [GodLesZ] tick time
  9669. break;
  9670. case SC_FORCEOFVANGUARD:
  9671. val2 = 8 + 12 * val1; // Chance
  9672. val3 = 5 + 2 * val1; // Max rage counters
  9673. tick = -1; // Endless duration in the client
  9674. tick_time = 10000; // [GodLesZ] tick time
  9675. break;
  9676. case SC_EXEEDBREAK:
  9677. val2 = 150 * val1;
  9678. if (sd) { // Players
  9679. short index = sd->equip_index[EQI_HAND_R];
  9680. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  9681. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  9682. } else // Monster
  9683. val2 += 750;
  9684. break;
  9685. case SC_PRESTIGE:
  9686. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  9687. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  9688. break;
  9689. case SC_BANDING:
  9690. tick_time = 5000; // [GodLesZ] tick time
  9691. break;
  9692. case SC_MAGNETICFIELD:
  9693. val3 = tick / 1000;
  9694. tick_time = 1000; // [GodLesZ] tick time
  9695. break;
  9696. case SC_INSPIRATION:
  9697. val2 = (sd?sd->status.job_level:50);
  9698. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  9699. val4 = tick / 5000;
  9700. tick_time = 5000; // [GodLesZ] tick time
  9701. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
  9702. break;
  9703. case SC_CRESCENTELBOW:
  9704. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  9705. break;
  9706. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  9707. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  9708. break;
  9709. case SC_RAISINGDRAGON:
  9710. val3 = tick / 5000;
  9711. tick_time = 5000; // [GodLesZ] tick time
  9712. break;
  9713. case SC_GT_ENERGYGAIN:
  9714. val2 = 10 + 5 * val1; // Sphere gain chance.
  9715. break;
  9716. case SC_GT_CHANGE:
  9717. { // Take note there is no def increase as skill desc says. [malufett]
  9718. int stat = status_get_int(src);
  9719. if (stat <= 0)
  9720. stat = 1; // Prevent divide by zero.
  9721. 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]
  9722. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  9723. val4 = 200 / stat * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  9724. }
  9725. break;
  9726. case SC_GT_REVITALIZE:
  9727. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  9728. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  9729. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  9730. // The stat def is not shown in the status window and it is processed differently
  9731. val4 = status_get_vit(src) / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  9732. break;
  9733. case SC_PYROTECHNIC_OPTION:
  9734. val2 = 60; // Eatk Renewal (Atk2)
  9735. break;
  9736. case SC_HEATER_OPTION:
  9737. val2 = 120; // Eatk Renewal (Atk2)
  9738. val3 = ELE_FIRE; // Change into fire element.
  9739. break;
  9740. case SC_TROPIC_OPTION:
  9741. val2 = 180; // Eatk Renewal (Atk2)
  9742. val3 = MG_FIREBOLT;
  9743. break;
  9744. case SC_AQUAPLAY_OPTION:
  9745. val2 = 40;
  9746. break;
  9747. case SC_COOLER_OPTION:
  9748. val2 = 80;
  9749. val3 = ELE_WATER; // Change into water element.
  9750. break;
  9751. case SC_CHILLY_AIR_OPTION:
  9752. val2 = 120; // Matk. Renewal (Matk1)
  9753. val3 = MG_COLDBOLT;
  9754. break;
  9755. case SC_WIND_STEP_OPTION:
  9756. val2 = 50; // % Increase speed and flee.
  9757. break;
  9758. case SC_BLAST_OPTION:
  9759. val2 = 20;
  9760. val3 = ELE_WIND; // Change into wind element.
  9761. break;
  9762. case SC_WILD_STORM_OPTION:
  9763. val2 = MG_LIGHTNINGBOLT;
  9764. break;
  9765. case SC_PETROLOGY_OPTION:
  9766. val2 = 5; //HP Rate bonus
  9767. val3 = 50;
  9768. break;
  9769. case SC_SOLID_SKIN_OPTION:
  9770. val2 = 33; //% Increase DEF
  9771. break;
  9772. case SC_CURSED_SOIL_OPTION:
  9773. val2 = 10; //HP rate bonus
  9774. val3 = ELE_EARTH; // Change into earth element.
  9775. break;
  9776. case SC_UPHEAVAL_OPTION:
  9777. val2 = 15; //HP rate bonus
  9778. val3 = WZ_EARTHSPIKE;
  9779. break;
  9780. case SC_CIRCLE_OF_FIRE_OPTION:
  9781. val2 = 300;
  9782. break;
  9783. case SC_WATER_SCREEN_OPTION:
  9784. tick_time = 10000;
  9785. break;
  9786. case SC_FIRE_CLOAK_OPTION:
  9787. case SC_WATER_DROP_OPTION:
  9788. case SC_WIND_CURTAIN_OPTION:
  9789. case SC_STONE_SHIELD_OPTION:
  9790. val2 = 100; // Elemental modifier.
  9791. break;
  9792. case SC_TROPIC:
  9793. case SC_CHILLY_AIR:
  9794. case SC_WILD_STORM:
  9795. case SC_UPHEAVAL:
  9796. val2 += 10;
  9797. case SC_HEATER:
  9798. case SC_COOLER:
  9799. case SC_BLAST:
  9800. case SC_CURSED_SOIL:
  9801. val2 += 10;
  9802. case SC_PYROTECHNIC:
  9803. case SC_AQUAPLAY:
  9804. case SC_GUST:
  9805. case SC_PETROLOGY:
  9806. val2 += 5;
  9807. val3 += 9000;
  9808. case SC_CIRCLE_OF_FIRE:
  9809. case SC_FIRE_CLOAK:
  9810. case SC_WATER_DROP:
  9811. case SC_WATER_SCREEN:
  9812. case SC_WIND_CURTAIN:
  9813. case SC_WIND_STEP:
  9814. case SC_STONE_SHIELD:
  9815. case SC_SOLID_SKIN:
  9816. val2 += 5;
  9817. val3 += 1000;
  9818. tick_time = val3; // [GodLesZ] tick time
  9819. break;
  9820. case SC_WATER_BARRIER:
  9821. val2 = 30; // Reductions. Atk2 and Flee1
  9822. break;
  9823. case SC_ZEPHYR:
  9824. val2 = 25; // Flee.
  9825. break;
  9826. case SC_TIDAL_WEAPON:
  9827. val2 = 20; // Increase Elemental's attack.
  9828. break;
  9829. case SC_ROCK_CRUSHER:
  9830. case SC_ROCK_CRUSHER_ATK:
  9831. case SC_POWER_OF_GAIA:
  9832. val2 = 33; //Def rate bonus/Speed rate reduction
  9833. val3 = 20; //HP rate bonus
  9834. break;
  9835. case SC_TEARGAS:
  9836. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  9837. val4 = tick / 2000;
  9838. tick_time = 2000;
  9839. break;
  9840. case SC_TEARGAS_SOB:
  9841. val4 = tick / 3000;
  9842. tick_time = 3000;
  9843. break;
  9844. case SC_STOMACHACHE:
  9845. val2 = 8; // SP consume.
  9846. val4 = tick / 10000;
  9847. tick_time = 10000; // [GodLesZ] tick time
  9848. break;
  9849. case SC_PROMOTE_HEALTH_RESERCH:
  9850. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9851. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9852. //val3: BaseLV of Thrower For Thrown Potions
  9853. //val4: MaxHP Increase By Fixed Amount
  9854. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9855. val4 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  9856. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9857. val4 = 1000 * val2 - 500 + val3 * 10 / 3;
  9858. if (val4 <= 0) // Prevents a negeative value from happening
  9859. val4 = 0;
  9860. break;
  9861. case SC_ENERGY_DRINK_RESERCH:
  9862. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9863. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9864. //val3: BaseLV of Thrower For Thrown Potions
  9865. //val4: MaxSP Increase By Percentage Amount
  9866. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9867. val4 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  9868. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9869. val4 = val3 / 10 + 5 * val2 - 10;
  9870. if (val4 <= 0) // Prevents a negeative value from happening
  9871. val4 = 0;
  9872. break;
  9873. case SC_KYOUGAKU:
  9874. val2 = 2*val1 + rnd()%val1;
  9875. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  9876. break;
  9877. case SC_KAGEMUSYA:
  9878. val2 = tick/1000;
  9879. val3 = val1 * 2;
  9880. tick_time = 1000;
  9881. break;
  9882. case SC_ZANGETSU:
  9883. if( status_get_hp(bl) % 2 == 0 )
  9884. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  9885. else
  9886. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  9887. if( status_get_sp(bl) % 2 == 0 )
  9888. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  9889. else
  9890. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  9891. break;
  9892. case SC_GENSOU:
  9893. {
  9894. int hp = status_get_hp(bl), lv = 5;
  9895. short per = 100 / (status_get_max_hp(bl) / hp);
  9896. if( per <= 15 )
  9897. lv = 1;
  9898. else if( per <= 30 )
  9899. lv = 2;
  9900. else if( per <= 50 )
  9901. lv = 3;
  9902. else if( per <= 75 )
  9903. lv = 4;
  9904. if( hp % 2 == 0)
  9905. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  9906. else
  9907. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  9908. }
  9909. break;
  9910. case SC_ANGRIFFS_MODUS:
  9911. val2 = 50 + 20 * val1; // atk bonus
  9912. val3 = 40 + 20 * val1; // Flee reduction.
  9913. val4 = tick/1000; // hp/sp reduction timer
  9914. tick_time = 1000;
  9915. break;
  9916. case SC_GOLDENE_FERSE:
  9917. val2 = 10 + 10*val1; // flee bonus
  9918. val3 = 6 + 4 * val1; // Aspd Bonus
  9919. val4 = 2 + 2 * val1; // Chance of holy attack
  9920. break;
  9921. case SC_OVERED_BOOST:
  9922. val2 = 300 + 40*val1; // flee bonus
  9923. val3 = 179 + 2*val1; // aspd bonus
  9924. val4 = 50; // def reduc %
  9925. break;
  9926. case SC_GRANITIC_ARMOR:
  9927. val2 = 2*val1; // dmg reduction
  9928. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  9929. val4 = 5*val1; // unknow formula
  9930. break;
  9931. case SC_MAGMA_FLOW:
  9932. val2 = 3*val1; // Activation chance
  9933. break;
  9934. case SC_PYROCLASTIC:
  9935. val2 += 10*val1; // atk bonus
  9936. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  9937. break;
  9938. case SC_PARALYSIS: // [Lighta] need real info
  9939. val2 = 2*val1; // def reduction
  9940. val3 = 500*val1; // varcast augmentation
  9941. break;
  9942. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  9943. val2 = 20 * val1; // hp reco on death %
  9944. break;
  9945. case SC_PAIN_KILLER: // Yommy leak need confirm
  9946. val2 = 10 * val1; // aspd reduction %
  9947. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  9948. if(sc->data[SC_PARALYSIS])
  9949. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  9950. break;
  9951. case SC_STYLE_CHANGE:
  9952. tick = -1; // Infinite duration
  9953. break;
  9954. case SC_CBC:
  9955. val3 = 10; // Drain sp % dmg
  9956. val4 = tick/1000; // dmg each sec
  9957. tick = 1000;
  9958. break;
  9959. case SC_EQC:
  9960. val2 = 5 * val1; // def % reduc
  9961. val3 = 2 * val1; // HP drain %
  9962. break;
  9963. case SC_ASH:
  9964. val2 = 0; // hit % reduc
  9965. val3 = 0; // def % reduc
  9966. val4 = 0; // atk flee & reduc
  9967. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE)) {
  9968. val2 = 50;
  9969. if (status_get_race(bl) == RC_PLANT) // plant type
  9970. val3 = 50;
  9971. if (status_get_element(bl) == ELE_WATER) // defense water type
  9972. val4 = 50;
  9973. }
  9974. break;
  9975. case SC_FULL_THROTTLE:
  9976. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  9977. val3 = 20; //+% AllStats
  9978. tick_time = 1000;
  9979. val4 = tick / tick_time;
  9980. break;
  9981. case SC_REBOUND:
  9982. tick_time = 2000;
  9983. val4 = tick / tick_time;
  9984. clif_emotion(bl, E_SWT);
  9985. break;
  9986. case SC_KINGS_GRACE:
  9987. val2 = 3 + val1; //HP Recover rate
  9988. tick_time = 1000;
  9989. val4 = tick / tick_time;
  9990. break;
  9991. case SC_TELEKINESIS_INTENSE:
  9992. val2 = 10 * val1; // sp consum / casttime reduc %
  9993. val3 = 40 * val1; // magic dmg bonus
  9994. break;
  9995. case SC_OFFERTORIUM:
  9996. val2 = 30 * val1; // heal power bonus
  9997. val3 = 100 + 20 * val1; // sp cost inc
  9998. break;
  9999. case SC_FRIGG_SONG:
  10000. val2 = 5 * val1; // maxhp bonus
  10001. val3 = 80 + 20 * val1; // healing
  10002. tick_time = 1000;
  10003. val4 = tick / tick_time;
  10004. break;
  10005. case SC_FLASHCOMBO:
  10006. val2 = 20 * val1 + 20; // atk bonus
  10007. break;
  10008. case SC_DARKCROW:
  10009. val2 = 30 * val1;
  10010. break;
  10011. case SC_UNLIMIT:
  10012. val2 = 50 * val1;
  10013. status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10014. status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10015. break;
  10016. case SC_MONSTER_TRANSFORM:
  10017. case SC_ACTIVE_MONSTER_TRANSFORM:
  10018. if( !mobdb_checkid(val1) )
  10019. val1 = MOBID_PORING; // Default poring
  10020. break;
  10021. case SC_APPLEIDUN:
  10022. {
  10023. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10024. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  10025. if (s_sd)
  10026. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  10027. break;
  10028. }
  10029. case SC_EPICLESIS:
  10030. val2 = 5 * val1; //HP rate bonus
  10031. break;
  10032. case SC_ILLUSIONDOPING:
  10033. val2 = 50; // -Hit
  10034. break;
  10035. case SC_STEALTHFIELD:
  10036. tick_time = tick;
  10037. tick = -1;
  10038. break;
  10039. case SC_STEALTHFIELD_MASTER:
  10040. tick_time = val3 = 2000 + 1000 * val1;
  10041. val4 = tick / tick_time;
  10042. break;
  10043. case SC_VACUUM_EXTREME:
  10044. // Suck target at n second, only if the n second is lower than the duration
  10045. // Doesn't apply to BL_PC
  10046. if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status_has_mode(status,MD_CANMOVE)) {
  10047. tick_time = val4;
  10048. val4 = tick - tick_time;
  10049. }
  10050. else
  10051. val4 = 0;
  10052. break;
  10053. case SC_NEUTRALBARRIER:
  10054. val2 = 10 + val1 * 5; // Def/Mdef
  10055. tick = -1;
  10056. break;
  10057. /* Rebellion */
  10058. case SC_B_TRAP:
  10059. val2 = src->id;
  10060. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  10061. break;
  10062. case SC_C_MARKER:
  10063. // val1 = skill_lv
  10064. // val2 = src_id
  10065. val3 = 10; // -10 flee
  10066. //Start timer to send mark on mini map
  10067. val4 = tick/1000;
  10068. tick_time = 1000; // Sends every 1 seconds
  10069. break;
  10070. case SC_H_MINE:
  10071. val2 = src->id;
  10072. break;
  10073. case SC_HEAT_BARREL:
  10074. //kRO Update 2016-05-25
  10075. val2 = val1 * 5; // -fixed casttime
  10076. val3 = 6 + val1 * 2; // ATK
  10077. val4 = 25 + val1 * 5; // -hit
  10078. break;
  10079. case SC_P_ALTER:
  10080. {
  10081. uint8 n = 10;
  10082. if (sd)
  10083. n = (uint8)sd->spiritball_old;
  10084. val2 = 10 * n; // +atk
  10085. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  10086. }
  10087. break;
  10088. case SC_E_CHAIN:
  10089. val2 = 10;
  10090. if (sd)
  10091. val2 = sd->spiritball_old;
  10092. break;
  10093. case SC_ANTI_M_BLAST:
  10094. val2 = val1 * 10;
  10095. break;
  10096. case SC_CATNIPPOWDER:
  10097. val2 = 50; // WATK%, MATK%
  10098. val3 = 25 * val1; // Move speed reduction
  10099. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  10100. val4 = status_get_lv(src) / 12;
  10101. break;
  10102. case SC_BITESCAR: {
  10103. const struct status_data *b_status = status_get_base_status(src); // Base Status
  10104. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  10105. tick_time = 1000;
  10106. val4 = tick / tick_time;
  10107. }
  10108. break;
  10109. case SC_ARCLOUSEDASH:
  10110. val2 = 15 + 5 * val1; // AGI
  10111. val3 = 25; // Move speed increase
  10112. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  10113. val4 = 10; // Ranged ATK increase
  10114. break;
  10115. case SC_SHRIMP:
  10116. val2 = 10; // BATK%, MATK%
  10117. break;
  10118. case SC_FRESHSHRIMP: {
  10119. int min = 0, max = 0;
  10120. #ifdef RENEWAL
  10121. min = max = status_base_matk(src, status, status_get_lv(src));
  10122. if (status->rhw.matk > 0) {
  10123. int wMatk, variance;
  10124. wMatk = status->rhw.matk;
  10125. variance = wMatk * status->rhw.wlv / 10;
  10126. min += wMatk - variance;
  10127. max += wMatk + variance;
  10128. }
  10129. #endif
  10130. if (sd && sd->right_weapon.overrefine > 0) {
  10131. min++;
  10132. max += sd->right_weapon.overrefine - 1;
  10133. }
  10134. val2 += min + 178; // Heal
  10135. if (max > min)
  10136. val2 += rnd() % (max - min); // Heal
  10137. if (sd) {
  10138. if (pc_checkskill(sd, SU_POWEROFSEA)) {
  10139. val2 += val2 * 10 / 100;
  10140. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  10141. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  10142. val2 += val2 * 20 / 100;
  10143. }
  10144. if (pc_checkskill(sd, SU_SPIRITOFSEA))
  10145. val2 *= 2; // Doubles HP
  10146. }
  10147. tick_time = 10000 - ((val1 - 1) * 1000);
  10148. val4 = tick / tick_time;
  10149. }
  10150. break;
  10151. case SC_TUNAPARTY:
  10152. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  10153. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  10154. val2 <<= 1; // Double the shield life
  10155. break;
  10156. case SC_HISS:
  10157. val2 = 50; // Perfect Dodge
  10158. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  10159. break;
  10160. case SC_GROOMING:
  10161. val2 = 100; // Flee
  10162. break;
  10163. case SC_CHATTERING:
  10164. val2 = 100; // eATK, eMATK
  10165. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  10166. break;
  10167. case SC_SWORDCLAN:
  10168. case SC_ARCWANDCLAN:
  10169. case SC_GOLDENMACECLAN:
  10170. case SC_CROSSBOWCLAN:
  10171. case SC_JUMPINGCLAN:
  10172. tick = -1;
  10173. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,-1,flag);
  10174. break;
  10175. case SC_DORAM_BUF_01:
  10176. case SC_DORAM_BUF_02:
  10177. tick_time = 10000; // every 10 seconds
  10178. if( (val4 = tick/tick_time) < 1 )
  10179. val4 = 1;
  10180. break;
  10181. default:
  10182. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == SI_BLANK ) {
  10183. // Status change with no calc, no icon, and no skill associated...?
  10184. ShowError("UnknownStatusChange [%d]\n", type);
  10185. return 0;
  10186. }
  10187. } else // Special considerations when loading SC data.
  10188. switch( type ) {
  10189. case SC_WEDDING:
  10190. case SC_XMAS:
  10191. case SC_SUMMER:
  10192. case SC_HANBOK:
  10193. case SC_OKTOBERFEST:
  10194. if( !vd )
  10195. break;
  10196. clif_changelook(bl,LOOK_BASE,vd->class_);
  10197. clif_changelook(bl,LOOK_WEAPON,0);
  10198. clif_changelook(bl,LOOK_SHIELD,0);
  10199. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10200. clif_changelook(bl,LOOK_BODY2,0);
  10201. break;
  10202. case SC_STONE:
  10203. if (val3 > 0)
  10204. break; //Incubation time still active
  10205. //Fall through
  10206. case SC_POISON:
  10207. case SC_DPOISON:
  10208. case SC_BLEEDING:
  10209. case SC_BURNING:
  10210. case SC_TOXIN:
  10211. case SC_MAGICMUSHROOM:
  10212. case SC_PYREXIA:
  10213. case SC_LEECHESEND:
  10214. tick_time = tick;
  10215. tick = tick_time + max(val4,0);
  10216. break;
  10217. case SC_SWORDCLAN:
  10218. case SC_ARCWANDCLAN:
  10219. case SC_GOLDENMACECLAN:
  10220. case SC_CROSSBOWCLAN:
  10221. case SC_JUMPINGCLAN:
  10222. case SC_CLAN_INFO:
  10223. // If the player still has a clan status, but was removed from his clan
  10224. if( sd && sd->status.clan_id == 0 ){
  10225. return 0;
  10226. }
  10227. break;
  10228. }
  10229. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  10230. switch(type) {
  10231. // Start |1 val_flag setting
  10232. case SC_ROLLINGCUTTER:
  10233. case SC_BANDING:
  10234. case SC_SPHERE_1:
  10235. case SC_SPHERE_2:
  10236. case SC_SPHERE_3:
  10237. case SC_SPHERE_4:
  10238. case SC_SPHERE_5:
  10239. case SC_LIGHTNINGWALK:
  10240. case SC_MONSTER_TRANSFORM:
  10241. case SC_ACTIVE_MONSTER_TRANSFORM:
  10242. case SC_EXPBOOST:
  10243. case SC_JEXPBOOST:
  10244. case SC_ITEMBOOST:
  10245. case SC_JP_EVENT04:
  10246. case SC_PUSH_CART:
  10247. case SC_SWORDCLAN:
  10248. case SC_ARCWANDCLAN:
  10249. case SC_GOLDENMACECLAN:
  10250. case SC_CROSSBOWCLAN:
  10251. case SC_JUMPINGCLAN:
  10252. val_flag |= 1;
  10253. break;
  10254. // Start |1|2 val_flag setting
  10255. case SC_FIGHTINGSPIRIT:
  10256. case SC_VENOMIMPRESS:
  10257. case SC_WEAPONBLOCKING:
  10258. case SC__INVISIBILITY:
  10259. case SC__ENERVATION:
  10260. case SC__WEAKNESS:
  10261. case SC_PROPERTYWALK:
  10262. case SC_PRESTIGE:
  10263. case SC_SHIELDSPELL_DEF:
  10264. case SC_SHIELDSPELL_MDEF:
  10265. case SC_SHIELDSPELL_REF:
  10266. case SC_CRESCENTELBOW:
  10267. case SC_CHILLY_AIR_OPTION:
  10268. case SC_GUST_OPTION:
  10269. case SC_WILD_STORM_OPTION:
  10270. case SC_UPHEAVAL_OPTION:
  10271. case SC_CIRCLE_OF_FIRE_OPTION:
  10272. case SC_CLAN_INFO:
  10273. case SC_DAILYSENDMAILCNT:
  10274. val_flag |= 1|2;
  10275. break;
  10276. // Start |1|2|4 val_flag setting
  10277. case SC_POISONINGWEAPON:
  10278. case SC_CLOAKINGEXCEED:
  10279. case SC_HALLUCINATIONWALK:
  10280. case SC__SHADOWFORM:
  10281. case SC__GROOMY:
  10282. case SC__LAZINESS:
  10283. case SC__UNLUCKY:
  10284. case SC_FORCEOFVANGUARD:
  10285. case SC_SPELLFIST:
  10286. case SC_CURSEDCIRCLE_ATKER:
  10287. case SC_PYROTECHNIC_OPTION:
  10288. case SC_HEATER_OPTION:
  10289. case SC_AQUAPLAY_OPTION:
  10290. case SC_COOLER_OPTION:
  10291. case SC_BLAST_OPTION:
  10292. case SC_PETROLOGY_OPTION:
  10293. case SC_CURSED_SOIL_OPTION:
  10294. case SC_WATER_BARRIER:
  10295. val_flag |= 1|2|4;
  10296. break;
  10297. }
  10298. /* [Ind] */
  10299. if (StatusDisplayType[type]&bl->type) {
  10300. int dval1 = 0, dval2 = 0, dval3 = 0;
  10301. switch (type) {
  10302. case SC_ALL_RIDING:
  10303. dval1 = 1;
  10304. break;
  10305. case SC_CLAN_INFO:
  10306. dval1 = val1;
  10307. dval2 = val2;
  10308. dval3 = val3;
  10309. break;
  10310. default: /* All others: just copy val1 */
  10311. dval1 = val1;
  10312. break;
  10313. }
  10314. status_display_add(bl,type,dval1,dval2,dval3);
  10315. clif_efst_status_change_sub(bl, bl, AREA);
  10316. }
  10317. // Those that make you stop attacking/walking....
  10318. switch (type) {
  10319. case SC_WHITEIMPRISON:
  10320. case SC_DEEPSLEEP:
  10321. case SC_CRYSTALIZE:
  10322. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  10323. pc_setstand(sd, true);
  10324. case SC_FREEZE:
  10325. case SC_STUN:
  10326. if (sc->data[SC_DANCING])
  10327. unit_stop_walking(bl, 1);
  10328. case SC_TRICKDEAD:
  10329. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10330. case SC_SLEEP:
  10331. case SC_STONE:
  10332. // Cancel cast when get status [LuzZza]
  10333. if (battle_config.sc_castcancel&bl->type)
  10334. unit_skillcastcancel(bl, 0);
  10335. // Fall through
  10336. case SC_CURSEDCIRCLE_ATKER:
  10337. case SC_KINGS_GRACE:
  10338. unit_stop_attack(bl);
  10339. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  10340. break;
  10341. // Fall through
  10342. case SC_STOP:
  10343. case SC_CONFUSION:
  10344. case SC_CLOSECONFINE:
  10345. case SC_CLOSECONFINE2:
  10346. case SC_TINDER_BREAKER:
  10347. case SC_TINDER_BREAKER2:
  10348. case SC_BITE:
  10349. case SC_THORNSTRAP:
  10350. case SC_MEIKYOUSISUI:
  10351. case SC_KYOUGAKU:
  10352. case SC_PARALYSIS:
  10353. //case SC__CHAOS:
  10354. case SC_SV_ROOTTWIST:
  10355. unit_stop_walking(bl,1);
  10356. break;
  10357. case SC_CURSEDCIRCLE_TARGET:
  10358. unit_stop_attack(bl);
  10359. // Fall through
  10360. case SC_ANKLE:
  10361. case SC_SPIDERWEB:
  10362. case SC_ELECTRICSHOCKER:
  10363. case SC_MAGNETICFIELD:
  10364. case SC_NETHERWORLD:
  10365. if (!unit_blown_immune(bl,0x1))
  10366. unit_stop_walking(bl,1);
  10367. break;
  10368. case SC__MANHOLE:
  10369. // Manhole ignores blow_immune, when the enemy is BL_PC
  10370. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  10371. unit_stop_walking(bl,1);
  10372. unit_stop_attack(bl);
  10373. break;
  10374. case SC_VACUUM_EXTREME:
  10375. if (bl->type != BL_PC && !unit_blown_immune(bl,0x1)) {
  10376. unit_stop_walking(bl,1);
  10377. unit_stop_attack(bl);
  10378. }
  10379. break;
  10380. case SC_HIDING:
  10381. case SC_CLOAKING:
  10382. case SC_CLOAKINGEXCEED:
  10383. case SC__FEINTBOMB:
  10384. case SC_CHASEWALK:
  10385. case SC_WEIGHT90:
  10386. case SC_CAMOUFLAGE:
  10387. case SC_STEALTHFIELD:
  10388. case SC_VOICEOFSIREN:
  10389. case SC_WEDDING:
  10390. case SC_XMAS:
  10391. case SC_SUMMER:
  10392. case SC_HANBOK:
  10393. case SC_OKTOBERFEST:
  10394. case SC_SUHIDE:
  10395. unit_stop_attack(bl);
  10396. break;
  10397. case SC_SILENCE:
  10398. if (battle_config.sc_castcancel&bl->type)
  10399. unit_skillcastcancel(bl, 0);
  10400. break;
  10401. case SC_ITEMSCRIPT: // Shows Buff Icons
  10402. if (sd && val2 != SI_BLANK)
  10403. clif_status_change(bl, (enum si_type)val2, 1, tick, 0, 0, 0);
  10404. break;
  10405. }
  10406. // Set option as needed.
  10407. opt_flag = 1;
  10408. switch(type) {
  10409. // OPT1
  10410. case SC_STONE:
  10411. if (val3 > 0)
  10412. sc->opt1 = OPT1_STONEWAIT;
  10413. else
  10414. sc->opt1 = OPT1_STONE;
  10415. break;
  10416. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  10417. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  10418. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  10419. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  10420. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  10421. // OPT2
  10422. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  10423. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  10424. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  10425. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  10426. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  10427. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  10428. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  10429. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  10430. // OPT3
  10431. case SC_TWOHANDQUICKEN:
  10432. case SC_ONEHAND:
  10433. case SC_SPEARQUICKEN:
  10434. case SC_CONCENTRATION:
  10435. case SC_MERC_QUICKEN:
  10436. sc->opt3 |= OPT3_QUICKEN;
  10437. opt_flag = 0;
  10438. break;
  10439. case SC_MAXOVERTHRUST:
  10440. case SC_OVERTHRUST:
  10441. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  10442. sc->opt3 |= OPT3_OVERTHRUST;
  10443. opt_flag = 0;
  10444. break;
  10445. case SC_ENERGYCOAT:
  10446. case SC_SKE:
  10447. sc->opt3 |= OPT3_ENERGYCOAT;
  10448. opt_flag = 0;
  10449. break;
  10450. case SC_INCATKRATE:
  10451. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  10452. if (bl->type != BL_MOB) {
  10453. opt_flag = 0;
  10454. break;
  10455. }
  10456. case SC_EXPLOSIONSPIRITS:
  10457. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  10458. opt_flag = 0;
  10459. break;
  10460. case SC_STEELBODY:
  10461. case SC_SKA:
  10462. sc->opt3 |= OPT3_STEELBODY;
  10463. opt_flag = 0;
  10464. break;
  10465. case SC_BLADESTOP:
  10466. sc->opt3 |= OPT3_BLADESTOP;
  10467. opt_flag = 0;
  10468. break;
  10469. case SC_AURABLADE:
  10470. sc->opt3 |= OPT3_AURABLADE;
  10471. opt_flag = 0;
  10472. break;
  10473. case SC_BERSERK:
  10474. opt_flag = 0;
  10475. sc->opt3 |= OPT3_BERSERK;
  10476. break;
  10477. // case ???: // doesn't seem to do anything
  10478. // sc->opt3 |= OPT3_LIGHTBLADE;
  10479. // opt_flag = 0;
  10480. // break;
  10481. case SC_DANCING:
  10482. if ((val1&0xFFFF) == CG_MOONLIT)
  10483. sc->opt3 |= OPT3_MOONLIT;
  10484. opt_flag = 0;
  10485. break;
  10486. case SC_MARIONETTE:
  10487. case SC_MARIONETTE2:
  10488. sc->opt3 |= OPT3_MARIONETTE;
  10489. opt_flag = 0;
  10490. break;
  10491. case SC_ASSUMPTIO:
  10492. sc->opt3 |= OPT3_ASSUMPTIO;
  10493. opt_flag = 0;
  10494. break;
  10495. case SC_WARM: // SG skills [Komurka]
  10496. sc->opt3 |= OPT3_WARM;
  10497. opt_flag = 0;
  10498. break;
  10499. case SC_KAITE:
  10500. sc->opt3 |= OPT3_KAITE;
  10501. opt_flag = 0;
  10502. break;
  10503. case SC_BUNSINJYUTSU:
  10504. sc->opt3 |= OPT3_BUNSIN;
  10505. opt_flag = 0;
  10506. break;
  10507. case SC_SPIRIT:
  10508. sc->opt3 |= OPT3_SOULLINK;
  10509. opt_flag = 0;
  10510. break;
  10511. case SC_CHANGEUNDEAD:
  10512. sc->opt3 |= OPT3_UNDEAD;
  10513. opt_flag = 0;
  10514. break;
  10515. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10516. // sc->opt3 |= OPT3_CONTRACT;
  10517. // opt_flag = 0;
  10518. // break;
  10519. // OPTION
  10520. case SC_HIDING:
  10521. sc->option |= OPTION_HIDE;
  10522. opt_flag = 2;
  10523. break;
  10524. case SC_CLOAKING:
  10525. case SC_CLOAKINGEXCEED:
  10526. case SC__INVISIBILITY:
  10527. sc->option |= OPTION_CLOAK;
  10528. case SC_CAMOUFLAGE:
  10529. case SC_STEALTHFIELD:
  10530. case SC__SHADOWFORM:
  10531. opt_flag = 2;
  10532. break;
  10533. case SC_CHASEWALK:
  10534. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  10535. opt_flag = 2;
  10536. break;
  10537. case SC__FEINTBOMB:
  10538. sc->option |= OPTION_INVISIBLE;
  10539. opt_flag |= 2|4;
  10540. break;
  10541. case SC_SIGHT:
  10542. sc->option |= OPTION_SIGHT;
  10543. break;
  10544. case SC_RUWACH:
  10545. sc->option |= OPTION_RUWACH;
  10546. break;
  10547. case SC_WEDDING:
  10548. sc->option |= OPTION_WEDDING;
  10549. opt_flag |= 0x4;
  10550. break;
  10551. case SC_XMAS:
  10552. sc->option |= OPTION_XMAS;
  10553. opt_flag |= 0x4;
  10554. break;
  10555. case SC_SUMMER:
  10556. sc->option |= OPTION_SUMMER;
  10557. opt_flag |= 0x4;
  10558. break;
  10559. case SC_HANBOK:
  10560. sc->option |= OPTION_HANBOK;
  10561. opt_flag |= 0x4;
  10562. break;
  10563. case SC_OKTOBERFEST:
  10564. sc->option |= OPTION_OKTOBERFEST;
  10565. opt_flag |= 0x4;
  10566. break;
  10567. case SC_ORCISH:
  10568. sc->option |= OPTION_ORCISH;
  10569. break;
  10570. case SC_FUSION:
  10571. sc->option |= OPTION_FLYING;
  10572. break;
  10573. default:
  10574. opt_flag = 0;
  10575. }
  10576. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  10577. if(opt_flag) {
  10578. clif_changeoption(bl);
  10579. if(sd && (opt_flag&0x4)) {
  10580. clif_changelook(bl,LOOK_BASE,vd->class_);
  10581. clif_changelook(bl,LOOK_WEAPON,0);
  10582. clif_changelook(bl,LOOK_SHIELD,0);
  10583. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10584. }
  10585. }
  10586. if (calc_flag&SCB_DYE) { // Reset DYE color
  10587. if (vd && vd->cloth_color) {
  10588. val4 = vd->cloth_color;
  10589. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  10590. }
  10591. calc_flag&=~SCB_DYE;
  10592. }
  10593. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  10594. { //Reset body style
  10595. if (vd && vd->body_style)
  10596. {
  10597. val4 = vd->body_style;
  10598. clif_changelook(bl,LOOK_BODY2,0);
  10599. }
  10600. calc_flag&=~SCB_BODY;
  10601. }*/
  10602. if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
  10603. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  10604. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  10605. if( tick_time )
  10606. tick = tick_time;
  10607. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  10608. if((sce=sc->data[type])) { // reuse old sc
  10609. if( sce->timer != INVALID_TIMER )
  10610. delete_timer(sce->timer, status_change_timer);
  10611. sc_isnew = false;
  10612. } else { // New sc
  10613. ++(sc->count);
  10614. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  10615. }
  10616. sce->val1 = val1;
  10617. sce->val2 = val2;
  10618. sce->val3 = val3;
  10619. sce->val4 = val4;
  10620. if (tick >= 0)
  10621. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  10622. else
  10623. sce->timer = INVALID_TIMER; // Infinite duration
  10624. if (calc_flag)
  10625. status_calc_bl(bl,calc_flag);
  10626. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  10627. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  10628. if(sd) {
  10629. if (sd->pd)
  10630. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  10631. switch (type) {
  10632. case SC_BERSERK:
  10633. case SC_MERC_HPUP:
  10634. case SC_MERC_SPUP:
  10635. status_calc_pc(sd, SCO_FORCE);
  10636. break;
  10637. default:
  10638. status_calc_pc(sd, SCO_NONE);
  10639. break;
  10640. }
  10641. }
  10642. // 1st thing to execute when loading status
  10643. switch (type) {
  10644. case SC_FULL_THROTTLE:
  10645. status_percent_heal(bl,100,0);
  10646. break;
  10647. case SC_BERSERK:
  10648. if (!(sce->val2)) { // Don't heal if already set
  10649. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  10650. status_set_sp(bl, 0, 0); // Damage all SP
  10651. }
  10652. sce->val2 = 5 * status->max_hp / 100;
  10653. break;
  10654. case SC_RUN:
  10655. {
  10656. struct unit_data *ud = unit_bl2ud(bl);
  10657. if( ud )
  10658. ud->state.running = unit_run(bl, NULL, SC_RUN);
  10659. }
  10660. break;
  10661. case SC_BOSSMAPINFO:
  10662. if (sd)
  10663. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  10664. break;
  10665. case SC_MERC_HPUP:
  10666. status_percent_heal(bl, 100, 0); // Recover Full HP
  10667. break;
  10668. case SC_MERC_SPUP:
  10669. status_percent_heal(bl, 0, 100); // Recover Full SP
  10670. break;
  10671. case SC_WUGDASH:
  10672. {
  10673. struct unit_data *ud = unit_bl2ud(bl);
  10674. if( ud )
  10675. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  10676. }
  10677. break;
  10678. case SC_COMBO:
  10679. switch(sce->val1) {
  10680. case TK_STORMKICK:
  10681. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10682. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  10683. break;
  10684. case TK_DOWNKICK:
  10685. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10686. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  10687. break;
  10688. case TK_TURNKICK:
  10689. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10690. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  10691. break;
  10692. case TK_COUNTER:
  10693. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10694. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  10695. break;
  10696. default: // Rest just toggle inf to enable autotarget
  10697. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  10698. break;
  10699. }
  10700. break;
  10701. case SC_RAISINGDRAGON:
  10702. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  10703. break;
  10704. case SC_C_MARKER:
  10705. //Send mini-map, don't wait for first timer triggered
  10706. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  10707. clif_crimson_marker(sd, bl, false);
  10708. break;
  10709. case SC_GVG_GIANT:
  10710. case SC_GVG_GOLEM:
  10711. case SC_GVG_STUN:
  10712. case SC_GVG_STONE:
  10713. case SC_GVG_FREEZ:
  10714. case SC_GVG_SLEEP:
  10715. case SC_GVG_CURSE:
  10716. case SC_GVG_SILENCE:
  10717. case SC_GVG_BLIND:
  10718. if (val1 || val2)
  10719. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  10720. break;
  10721. }
  10722. if( opt_flag&2 && sd && sd->touching_id )
  10723. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  10724. return 1;
  10725. }
  10726. /**
  10727. * End all statuses except those listed
  10728. * TODO: May be useful for dispel instead resetting a list there
  10729. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10730. * @param type: Changes behaviour of the function
  10731. * 0: PC killed -> Place here statuses that do not dispel on death.
  10732. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  10733. * 2: Do clif_changeoption()
  10734. * 3: Do not remove some permanent/time-independent effects
  10735. * @return 1: Success 0: Fail
  10736. */
  10737. int status_change_clear(struct block_list* bl, int type)
  10738. {
  10739. struct status_change* sc;
  10740. int i;
  10741. sc = status_get_sc(bl);
  10742. if (!sc)
  10743. return 0;
  10744. // Cleaning all extras vars
  10745. sc->comet_x = 0;
  10746. sc->comet_y = 0;
  10747. #ifndef RENEWAL
  10748. sc->sg_counter = 0;
  10749. #endif
  10750. sc->bs_counter = 0;
  10751. if (!sc->count)
  10752. return 0;
  10753. for(i = 0; i < SC_MAX; i++) {
  10754. if(!sc->data[i])
  10755. continue;
  10756. if(type == 0) {
  10757. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  10758. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  10759. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  10760. break;
  10761. case SC_WEIGHT50:
  10762. case SC_WEIGHT90:
  10763. case SC_EDP:
  10764. case SC_MELTDOWN:
  10765. case SC_WEDDING:
  10766. case SC_XMAS:
  10767. case SC_SUMMER:
  10768. case SC_HANBOK:
  10769. case SC_OKTOBERFEST:
  10770. case SC_NOCHAT:
  10771. case SC_FUSION:
  10772. case SC_EARTHSCROLL:
  10773. case SC_READYSTORM:
  10774. case SC_READYDOWN:
  10775. case SC_READYCOUNTER:
  10776. case SC_READYTURN:
  10777. case SC_DODGE:
  10778. case SC_MIRACLE:
  10779. case SC_JAILED:
  10780. case SC_EXPBOOST:
  10781. case SC_ITEMBOOST:
  10782. case SC_HELLPOWER:
  10783. case SC_JEXPBOOST:
  10784. case SC_AUTOTRADE:
  10785. case SC_WHISTLE:
  10786. case SC_ASSNCROS:
  10787. case SC_POEMBRAGI:
  10788. case SC_APPLEIDUN:
  10789. case SC_HUMMING:
  10790. case SC_DONTFORGETME:
  10791. case SC_FORTUNE:
  10792. case SC_SERVICE4U:
  10793. case SC_FOOD_STR_CASH:
  10794. case SC_FOOD_AGI_CASH:
  10795. case SC_FOOD_VIT_CASH:
  10796. case SC_FOOD_DEX_CASH:
  10797. case SC_FOOD_INT_CASH:
  10798. case SC_FOOD_LUK_CASH:
  10799. case SC_SAVAGE_STEAK:
  10800. case SC_COCKTAIL_WARG_BLOOD:
  10801. case SC_MINOR_BBQ:
  10802. case SC_SIROMA_ICE_TEA:
  10803. case SC_DROCERA_HERB_STEAMED:
  10804. case SC_PUTTI_TAILS_NOODLES:
  10805. case SC_DEF_RATE:
  10806. case SC_MDEF_RATE:
  10807. case SC_INCHEALRATE:
  10808. case SC_INCFLEE2:
  10809. case SC_INCHIT:
  10810. case SC_ATKPOTION:
  10811. case SC_MATKPOTION:
  10812. case SC_S_LIFEPOTION:
  10813. case SC_L_LIFEPOTION:
  10814. case SC_PUSH_CART:
  10815. case SC_LIGHT_OF_REGENE:
  10816. case SC_STYLE_CHANGE:
  10817. case SC_QUEST_BUFF1:
  10818. case SC_QUEST_BUFF2:
  10819. case SC_QUEST_BUFF3:
  10820. case SC_2011RWC_SCROLL:
  10821. case SC_JP_EVENT04:
  10822. case SC_ATTHASTE_CASH:
  10823. case SC_REUSE_REFRESH:
  10824. case SC_REUSE_LIMIT_A:
  10825. case SC_REUSE_LIMIT_B:
  10826. case SC_REUSE_LIMIT_C:
  10827. case SC_REUSE_LIMIT_D:
  10828. case SC_REUSE_LIMIT_E:
  10829. case SC_REUSE_LIMIT_F:
  10830. case SC_REUSE_LIMIT_G:
  10831. case SC_REUSE_LIMIT_H:
  10832. case SC_REUSE_LIMIT_MTF:
  10833. case SC_REUSE_LIMIT_ECL:
  10834. case SC_REUSE_LIMIT_RECALL:
  10835. case SC_REUSE_LIMIT_ASPD_POTION:
  10836. case SC_REUSE_MILLENNIUMSHIELD:
  10837. case SC_REUSE_CRUSHSTRIKE:
  10838. case SC_REUSE_STORMBLAST:
  10839. case SC_ALL_RIDING_REUSE_LIMIT:
  10840. case SC_SPRITEMABLE:
  10841. case SC_DORAM_BUF_01:
  10842. case SC_DORAM_BUF_02:
  10843. case SC_GEFFEN_MAGIC1:
  10844. case SC_GEFFEN_MAGIC2:
  10845. case SC_GEFFEN_MAGIC3:
  10846. // Costumes
  10847. case SC_MOONSTAR:
  10848. case SC_SUPER_STAR:
  10849. case SC_STRANGELIGHTS:
  10850. case SC_DECORATION_OF_MUSIC:
  10851. case SC_LJOSALFAR:
  10852. case SC_MERMAID_LONGING:
  10853. case SC_HAT_EFFECT:
  10854. case SC_FLOWERSMOKE:
  10855. case SC_FSTONE:
  10856. case SC_HAPPINESS_STAR:
  10857. case SC_MAPLE_FALLS:
  10858. case SC_TIME_ACCESSORY:
  10859. case SC_MAGICAL_FEATHER:
  10860. // Clans
  10861. case SC_CLAN_INFO:
  10862. case SC_SWORDCLAN:
  10863. case SC_ARCWANDCLAN:
  10864. case SC_GOLDENMACECLAN:
  10865. case SC_CROSSBOWCLAN:
  10866. case SC_JUMPINGCLAN:
  10867. case SC_DAILYSENDMAILCNT:
  10868. continue;
  10869. }
  10870. }
  10871. if( type == 3 ) {
  10872. switch (i) { // !TODO: This list may be incomplete
  10873. case SC_WEIGHT50:
  10874. case SC_WEIGHT90:
  10875. case SC_NOCHAT:
  10876. case SC_PUSH_CART:
  10877. case SC_ALL_RIDING:
  10878. case SC_STYLE_CHANGE:
  10879. // Costumes
  10880. case SC_MOONSTAR:
  10881. case SC_SUPER_STAR:
  10882. case SC_STRANGELIGHTS:
  10883. case SC_DECORATION_OF_MUSIC:
  10884. case SC_LJOSALFAR:
  10885. case SC_MERMAID_LONGING:
  10886. case SC_HAT_EFFECT:
  10887. case SC_FLOWERSMOKE:
  10888. case SC_FSTONE:
  10889. case SC_HAPPINESS_STAR:
  10890. case SC_MAPLE_FALLS:
  10891. case SC_TIME_ACCESSORY:
  10892. case SC_MAGICAL_FEATHER:
  10893. // Clans
  10894. case SC_CLAN_INFO:
  10895. case SC_SWORDCLAN:
  10896. case SC_ARCWANDCLAN:
  10897. case SC_GOLDENMACECLAN:
  10898. case SC_CROSSBOWCLAN:
  10899. case SC_JUMPINGCLAN:
  10900. case SC_DAILYSENDMAILCNT:
  10901. continue;
  10902. }
  10903. }
  10904. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10905. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  10906. (sc->count)--;
  10907. if (sc->data[i]->timer != INVALID_TIMER)
  10908. delete_timer(sc->data[i]->timer, status_change_timer);
  10909. ers_free(sc_data_ers, sc->data[i]);
  10910. sc->data[i] = NULL;
  10911. }
  10912. }
  10913. sc->opt1 = 0;
  10914. sc->opt2 = 0;
  10915. sc->opt3 = 0;
  10916. if( type == 0 || type == 2 )
  10917. clif_changeoption(bl);
  10918. return 1;
  10919. }
  10920. /**
  10921. * End a specific status after checking
  10922. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10923. * @param type: Status change (SC_*)
  10924. * @param tid: Timer
  10925. * @param file: Used for dancing save
  10926. * @param line: Used for dancing save
  10927. * @return 1: Success 0: Fail
  10928. */
  10929. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  10930. {
  10931. struct map_session_data *sd;
  10932. struct status_change *sc;
  10933. struct status_change_entry *sce;
  10934. struct status_data *status;
  10935. struct view_data *vd;
  10936. int opt_flag = 0;
  10937. enum scb_flag calc_flag = SCB_NONE;
  10938. nullpo_ret(bl);
  10939. sc = status_get_sc(bl);
  10940. status = status_get_status_data(bl);
  10941. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  10942. return 0;
  10943. sd = BL_CAST(BL_PC,bl);
  10944. if (sce->timer != tid && tid != INVALID_TIMER)
  10945. return 0;
  10946. if (tid == INVALID_TIMER) {
  10947. if (type == SC_ENDURE && sce->val4)
  10948. // Do not end infinite endure.
  10949. return 0;
  10950. if (type == SC_SPIDERWEB) {
  10951. //Delete the unit group first to expire found in the status change
  10952. struct skill_unit_group *group = NULL, *group2 = NULL;
  10953. unsigned int tick = gettick();
  10954. int pos = 1;
  10955. if (sce->val2)
  10956. if (!(group = skill_id2group(sce->val2)))
  10957. sce->val2 = 0;
  10958. if (sce->val3) {
  10959. if (!(group2 = skill_id2group(sce->val3)))
  10960. sce->val3 = 0;
  10961. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  10962. group = group2;
  10963. pos = 2;
  10964. }
  10965. }
  10966. if (sce->val4) {
  10967. if (!(group2 = skill_id2group(sce->val4)))
  10968. sce->val4 = 0;
  10969. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  10970. group = group2;
  10971. pos = 3;
  10972. }
  10973. }
  10974. if (pos == 1)
  10975. sce->val2 = 0;
  10976. else if (pos == 2)
  10977. sce->val3 = 0;
  10978. else if (pos == 3)
  10979. sce->val4 = 0;
  10980. if (group)
  10981. skill_delunitgroup(group);
  10982. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  10983. return 0; //Don't end the status change yet as there are still unit groups associated with it
  10984. }
  10985. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  10986. delete_timer(sce->timer,status_change_timer);
  10987. if (sc->opt1)
  10988. switch (type) {
  10989. // "Ugly workaround" [Skotlex]
  10990. // delays status change ending so that a skill that sets opt1 fails to
  10991. // trigger when it also removed one
  10992. case SC_STONE:
  10993. sce->val4 = -1; // Petrify time
  10994. case SC_FREEZE:
  10995. case SC_STUN:
  10996. case SC_SLEEP:
  10997. if (sce->val1) {
  10998. // Removing the 'level' shouldn't affect anything in the code
  10999. // since these SC are not affected by it, and it lets us know
  11000. // if we have already delayed this attack or not.
  11001. sce->val1 = 0;
  11002. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  11003. return 1;
  11004. }
  11005. }
  11006. }
  11007. (sc->count)--;
  11008. if ( StatusChangeStateTable[type] )
  11009. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  11010. sc->data[type] = NULL;
  11011. if (StatusDisplayType[type]&bl->type)
  11012. status_display_remove(bl,type);
  11013. vd = status_get_viewdata(bl);
  11014. calc_flag = static_cast<scb_flag>(StatusChangeFlagTable[type]);
  11015. switch(type) {
  11016. case SC_GRANITIC_ARMOR:
  11017. {
  11018. int damage = status->max_hp*sce->val3/100;
  11019. if(status->hp < damage) // to not kill him
  11020. damage = status->hp-1;
  11021. status_damage(NULL,bl,damage,0,0,1);
  11022. }
  11023. break;
  11024. case SC_PYROCLASTIC:
  11025. if(bl->type == BL_PC)
  11026. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  11027. break;
  11028. case SC_RUN:
  11029. {
  11030. struct unit_data *ud = unit_bl2ud(bl);
  11031. bool begin_spurt = true;
  11032. if (ud) {
  11033. if(!ud->state.running)
  11034. begin_spurt = false;
  11035. ud->state.running = 0;
  11036. if (ud->walktimer != INVALID_TIMER)
  11037. unit_stop_walking(bl,1);
  11038. }
  11039. if (begin_spurt && sce->val1 >= 7 &&
  11040. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  11041. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  11042. )
  11043. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  11044. }
  11045. break;
  11046. case SC_AUTOBERSERK:
  11047. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  11048. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  11049. break;
  11050. case SC_ENDURE:
  11051. case SC_DEFENDER:
  11052. case SC_REFLECTSHIELD:
  11053. case SC_AUTOGUARD:
  11054. {
  11055. struct map_session_data *tsd;
  11056. if( bl->type == BL_PC ) { // Clear Status from others
  11057. int i;
  11058. for( i = 0; i < MAX_DEVOTION; i++ ) {
  11059. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  11060. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11061. }
  11062. }
  11063. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  11064. tsd = ((TBL_MER*)bl)->master;
  11065. if( tsd && tsd->sc.data[type] )
  11066. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11067. }
  11068. }
  11069. break;
  11070. case SC_DEVOTION:
  11071. {
  11072. struct block_list *d_bl = map_id2bl(sce->val1);
  11073. if( d_bl ) {
  11074. if( d_bl->type == BL_PC )
  11075. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  11076. else if( d_bl->type == BL_MER )
  11077. ((TBL_MER*)d_bl)->devotion_flag = 0;
  11078. clif_devotion(d_bl, NULL);
  11079. }
  11080. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  11081. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  11082. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  11083. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11084. }
  11085. break;
  11086. case SC_BLADESTOP:
  11087. if(sce->val4) {
  11088. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  11089. struct block_list *tbl = map_id2bl(tid2);
  11090. struct status_change *tsc = status_get_sc(tbl);
  11091. sce->val4 = 0;
  11092. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  11093. tsc->data[SC_BLADESTOP]->val4 = 0;
  11094. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  11095. }
  11096. clif_bladestop(bl, tid2, 0);
  11097. }
  11098. break;
  11099. case SC_DANCING:
  11100. {
  11101. const char* prevfile = "<unknown>";
  11102. int prevline = 0;
  11103. struct map_session_data *dsd;
  11104. struct status_change_entry *dsc;
  11105. if( sd ) {
  11106. if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
  11107. prevfile = sd->delunit_prevfile;
  11108. prevline = sd->delunit_prevline;
  11109. } else
  11110. prevfile = "<none>";
  11111. sd->delunit_prevfile = file;
  11112. sd->delunit_prevline = line;
  11113. }
  11114. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  11115. dsc = dsd->sc.data[SC_DANCING];
  11116. if(dsc) {
  11117. // This will prevent recursive loops.
  11118. dsc->val2 = dsc->val4 = 0;
  11119. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  11120. }
  11121. }
  11122. if(sce->val2) { // Erase associated land skill
  11123. struct skill_unit_group *group;
  11124. group = skill_id2group(sce->val2);
  11125. if( group == NULL ) {
  11126. 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",
  11127. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  11128. sd ? sd->status.char_id : 0,
  11129. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  11130. prevfile, prevline,
  11131. file, line);
  11132. }
  11133. sce->val2 = 0;
  11134. skill_delunitgroup(group);
  11135. }
  11136. if((sce->val1&0xFFFF) == CG_MOONLIT)
  11137. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  11138. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  11139. }
  11140. break;
  11141. case SC_NOCHAT:
  11142. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  11143. sd->status.manner = 0;
  11144. if (sd && tid == INVALID_TIMER) {
  11145. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11146. clif_updatestatus(sd,SP_MANNER);
  11147. }
  11148. break;
  11149. case SC_SPLASHER:
  11150. {
  11151. struct block_list *src=map_id2bl(sce->val3);
  11152. if(src && tid != INVALID_TIMER)
  11153. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  11154. }
  11155. break;
  11156. case SC_TINDER_BREAKER2:
  11157. case SC_CLOSECONFINE2:{
  11158. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  11159. struct status_change *sc2 = src?status_get_sc(src):NULL;
  11160. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  11161. if (src && sc2 && sc2->data[type2]) {
  11162. // If status was already ended, do nothing.
  11163. // Decrease count
  11164. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  11165. status_change_end(src, type2, INVALID_TIMER);
  11166. }
  11167. }
  11168. case SC_TINDER_BREAKER:
  11169. case SC_CLOSECONFINE:
  11170. if (sce->val2 > 0) {
  11171. // Caster has been unlocked... nearby chars need to be unlocked.
  11172. int range = 1
  11173. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  11174. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  11175. map_foreachinallarea(status_change_timer_sub,
  11176. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  11177. }
  11178. break;
  11179. case SC_COMBO:
  11180. skill_combo_toggle_inf(bl,sce->val1,0);
  11181. break;
  11182. case SC_MARIONETTE:
  11183. case SC_MARIONETTE2: // Marionette target
  11184. if (sce->val1) { // Check for partner and end their marionette status as well
  11185. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  11186. struct block_list *pbl = map_id2bl(sce->val1);
  11187. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  11188. if (sc2 && sc2->data[type2]) {
  11189. sc2->data[type2]->val1 = 0;
  11190. status_change_end(pbl, type2, INVALID_TIMER);
  11191. }
  11192. }
  11193. break;
  11194. case SC_CONCENTRATION:
  11195. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11196. break;
  11197. case SC_BERSERK:
  11198. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  11199. status_percent_heal(bl, 100, 0);
  11200. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  11201. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  11202. status_set_hp(bl, 100, 0);
  11203. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  11204. sc->data[SC_ENDURE]->val4 = 0;
  11205. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11206. }
  11207. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  11208. break;
  11209. case SC_GOSPEL:
  11210. if (sce->val3) { // Clear the group.
  11211. struct skill_unit_group* group = skill_id2group(sce->val3);
  11212. sce->val3 = 0;
  11213. if (group)
  11214. skill_delunitgroup(group);
  11215. }
  11216. break;
  11217. case SC_HERMODE:
  11218. if(sce->val3 == BCT_SELF)
  11219. skill_clear_unitgroup(bl);
  11220. break;
  11221. case SC_BASILICA: // Clear the skill area. [Skotlex]
  11222. if (sce->val3 && sce->val4 == bl->id) {
  11223. struct skill_unit_group* group = skill_id2group(sce->val3);
  11224. sce->val3 = 0;
  11225. if (group)
  11226. skill_delunitgroup(group);
  11227. }
  11228. break;
  11229. case SC_TRICKDEAD:
  11230. if (vd) vd->dead_sit = 0;
  11231. break;
  11232. case SC_WARM:
  11233. case SC__MANHOLE:
  11234. if (sce->val4) { // Clear the group.
  11235. struct skill_unit_group* group = skill_id2group(sce->val4);
  11236. sce->val4 = 0;
  11237. if( group ) // Might have been cleared before status ended, e.g. land protector
  11238. skill_delunitgroup(group);
  11239. }
  11240. break;
  11241. case SC_JAILED:
  11242. if(tid == INVALID_TIMER)
  11243. break;
  11244. // Natural expiration.
  11245. if(sd && sd->mapindex == sce->val2)
  11246. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  11247. break; // Guess hes not in jail :P
  11248. case SC_CHANGE:
  11249. if (tid == INVALID_TIMER)
  11250. break;
  11251. // "lose almost all their HP and SP" on natural expiration.
  11252. status_set_hp(bl, 10, 0);
  11253. status_set_sp(bl, 10, 0);
  11254. break;
  11255. case SC_AUTOTRADE:
  11256. if (tid == INVALID_TIMER)
  11257. break;
  11258. // Vending is not automatically closed for autovenders
  11259. vending_closevending(sd);
  11260. map_quit(sd);
  11261. // Because map_quit calls status_change_end with tid -1
  11262. // from here it's not neccesary to continue
  11263. return 1;
  11264. break;
  11265. case SC_STOP:
  11266. if( sce->val2 ) {
  11267. struct block_list* tbl = map_id2bl(sce->val2);
  11268. sce->val2 = 0;
  11269. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  11270. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  11271. }
  11272. break;
  11273. case SC_TENSIONRELAX:
  11274. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  11275. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  11276. break;
  11277. case SC_MONSTER_TRANSFORM:
  11278. case SC_ACTIVE_MONSTER_TRANSFORM:
  11279. if (sce->val2)
  11280. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  11281. break;
  11282. /* 3rd Stuff */
  11283. case SC_MILLENNIUMSHIELD:
  11284. clif_millenniumshield(bl, 0);
  11285. break;
  11286. case SC_HALLUCINATIONWALK:
  11287. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  11288. break;
  11289. case SC_WHITEIMPRISON:
  11290. {
  11291. struct block_list* src = map_id2bl(sce->val2);
  11292. if( tid == -1 || !src)
  11293. break; // Terminated by Damage
  11294. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false));
  11295. }
  11296. break;
  11297. case SC_WUGDASH:
  11298. {
  11299. struct unit_data *ud = unit_bl2ud(bl);
  11300. if (ud) {
  11301. ud->state.running = 0;
  11302. if (ud->walktimer != INVALID_TIMER)
  11303. unit_stop_walking(bl,1);
  11304. }
  11305. }
  11306. break;
  11307. case SC__SHADOWFORM:
  11308. {
  11309. struct map_session_data *s_sd = map_id2sd(sce->val2);
  11310. if (s_sd) s_sd->shadowform_id = 0;
  11311. }
  11312. break;
  11313. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  11314. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  11315. break;
  11316. case SC_NEUTRALBARRIER_MASTER:
  11317. case SC_STEALTHFIELD_MASTER:
  11318. if( sce->val2 ) {
  11319. struct skill_unit_group* group = skill_id2group(sce->val2);
  11320. sce->val2 = 0;
  11321. if( group ) // Might have been cleared before status ended, e.g. land protector
  11322. skill_delunitgroup(group);
  11323. }
  11324. break;
  11325. case SC_BANDING:
  11326. if(sce->val4) {
  11327. struct skill_unit_group *group = skill_id2group(sce->val4);
  11328. sce->val4 = 0;
  11329. if( group ) // Might have been cleared before status ended, e.g. land protector
  11330. skill_delunitgroup(group);
  11331. }
  11332. break;
  11333. case SC_CURSEDCIRCLE_ATKER:
  11334. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  11335. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  11336. break;
  11337. case SC_RAISINGDRAGON:
  11338. if( sd && sce->val2 && !pc_isdead(sd) ) {
  11339. int i = min(sd->spiritball,5);
  11340. pc_delspiritball(sd, sd->spiritball, 0);
  11341. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  11342. while( i > 0 ) {
  11343. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  11344. --i;
  11345. }
  11346. }
  11347. break;
  11348. case SC_CURSEDCIRCLE_TARGET:
  11349. {
  11350. struct block_list *src = map_id2bl(sce->val2);
  11351. struct status_change *sc2 = status_get_sc(src);
  11352. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  11353. clif_bladestop(bl, sce->val2, 0);
  11354. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  11355. }
  11356. }
  11357. break;
  11358. case SC_BLOODSUCKER:
  11359. if( sce->val2 ) {
  11360. struct block_list *src = map_id2bl(sce->val2);
  11361. if(src) {
  11362. struct status_change *sc2 = status_get_sc(src);
  11363. sc2->bs_counter--;
  11364. }
  11365. }
  11366. break;
  11367. case SC_TEARGAS:
  11368. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  11369. break;
  11370. case SC_SITDOWN_FORCE:
  11371. case SC_BANANA_BOMB_SITDOWN:
  11372. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  11373. skill_sit(sd,0);
  11374. break;
  11375. case SC_KYOUGAKU:
  11376. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  11377. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  11378. break;
  11379. case SC_INTRAVISION:
  11380. calc_flag = SCB_ALL; // Required for overlapping
  11381. break;
  11382. case SC_OVERED_BOOST:
  11383. switch (bl->type) {
  11384. case BL_HOM: {
  11385. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  11386. if( hd )
  11387. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  11388. }
  11389. break;
  11390. case BL_PC:
  11391. status_zap(bl,0,status_get_max_sp(bl) / 2);
  11392. break;
  11393. }
  11394. break;
  11395. case SC_FULL_THROTTLE: {
  11396. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  11397. clif_status_change(bl, SI_DECREASEAGI, 1, sec, 0, 0, 0);
  11398. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  11399. }
  11400. break;
  11401. case SC_REBOUND:
  11402. clif_status_load(bl, SI_DECREASEAGI, 0);
  11403. break;
  11404. case SC_ITEMSCRIPT: // Removes Buff Icons
  11405. if (sd && sce->val2 != SI_BLANK)
  11406. clif_status_load(bl, (enum si_type)sce->val2, 0);
  11407. break;
  11408. case SC_C_MARKER:
  11409. {
  11410. // Remove mark data from caster
  11411. struct map_session_data *caster = map_id2sd(sce->val2);
  11412. uint8 i = 0;
  11413. if (!caster)
  11414. break;
  11415. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  11416. if (i < MAX_SKILL_CRIMSON_MARKER) {
  11417. caster->c_marker[i] = 0;
  11418. clif_crimson_marker(caster, bl, true);
  11419. }
  11420. }
  11421. break;
  11422. case SC_H_MINE:
  11423. {
  11424. // Drop the material from target if expired
  11425. struct item it;
  11426. struct map_session_data *caster = NULL;
  11427. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  11428. break;
  11429. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  11430. break;
  11431. memset(&it, 0, sizeof(it));
  11432. it.nameid = skill_get_itemid(RL_H_MINE,0);
  11433. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  11434. it.identify = 1;
  11435. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  11436. }
  11437. break;
  11438. case SC_VACUUM_EXTREME:
  11439. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  11440. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  11441. break;
  11442. case SC_SWORDCLAN:
  11443. case SC_ARCWANDCLAN:
  11444. case SC_GOLDENMACECLAN:
  11445. case SC_CROSSBOWCLAN:
  11446. case SC_JUMPINGCLAN:
  11447. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  11448. break;
  11449. }
  11450. opt_flag = 1;
  11451. switch(type) {
  11452. case SC_STONE:
  11453. case SC_FREEZE:
  11454. case SC_STUN:
  11455. case SC_SLEEP:
  11456. case SC_BURNING:
  11457. case SC_WHITEIMPRISON:
  11458. sc->opt1 = 0;
  11459. break;
  11460. case SC_POISON:
  11461. case SC_CURSE:
  11462. case SC_SILENCE:
  11463. case SC_BLIND:
  11464. sc->opt2 &= ~(1<<(type-SC_POISON));
  11465. break;
  11466. case SC_DPOISON:
  11467. sc->opt2 &= ~OPT2_DPOISON;
  11468. break;
  11469. case SC_SIGNUMCRUCIS:
  11470. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  11471. break;
  11472. case SC_HIDING:
  11473. sc->option &= ~OPTION_HIDE;
  11474. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  11475. break;
  11476. case SC_CLOAKING:
  11477. case SC_CLOAKINGEXCEED:
  11478. case SC__INVISIBILITY:
  11479. sc->option &= ~OPTION_CLOAK;
  11480. case SC_CAMOUFLAGE:
  11481. case SC_STEALTHFIELD:
  11482. case SC__SHADOWFORM:
  11483. opt_flag |= 2;
  11484. break;
  11485. case SC_CHASEWALK:
  11486. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  11487. opt_flag |= 2;
  11488. break;
  11489. case SC__FEINTBOMB:
  11490. sc->option &= ~OPTION_INVISIBLE;
  11491. opt_flag |= 2|4;
  11492. break;
  11493. case SC_SIGHT:
  11494. sc->option &= ~OPTION_SIGHT;
  11495. break;
  11496. case SC_WEDDING:
  11497. sc->option &= ~OPTION_WEDDING;
  11498. opt_flag |= 0x4;
  11499. break;
  11500. case SC_XMAS:
  11501. sc->option &= ~OPTION_XMAS;
  11502. opt_flag |= 0x4;
  11503. break;
  11504. case SC_SUMMER:
  11505. sc->option &= ~OPTION_SUMMER;
  11506. opt_flag |= 0x4;
  11507. break;
  11508. case SC_HANBOK:
  11509. sc->option &= ~OPTION_HANBOK;
  11510. opt_flag |= 0x4;
  11511. break;
  11512. case SC_OKTOBERFEST:
  11513. sc->option &= ~OPTION_OKTOBERFEST;
  11514. opt_flag |= 0x4;
  11515. break;
  11516. case SC_ORCISH:
  11517. sc->option &= ~OPTION_ORCISH;
  11518. break;
  11519. case SC_RUWACH:
  11520. sc->option &= ~OPTION_RUWACH;
  11521. break;
  11522. case SC_FUSION:
  11523. sc->option &= ~OPTION_FLYING;
  11524. break;
  11525. // opt3
  11526. case SC_TWOHANDQUICKEN:
  11527. case SC_ONEHAND:
  11528. case SC_SPEARQUICKEN:
  11529. case SC_CONCENTRATION:
  11530. case SC_MERC_QUICKEN:
  11531. sc->opt3 &= ~OPT3_QUICKEN;
  11532. opt_flag = 0;
  11533. break;
  11534. case SC_OVERTHRUST:
  11535. case SC_MAXOVERTHRUST:
  11536. case SC_SWOO:
  11537. sc->opt3 &= ~OPT3_OVERTHRUST;
  11538. if( type == SC_SWOO )
  11539. opt_flag = 8;
  11540. else
  11541. opt_flag = 0;
  11542. break;
  11543. case SC_ENERGYCOAT:
  11544. case SC_SKE:
  11545. sc->opt3 &= ~OPT3_ENERGYCOAT;
  11546. opt_flag = 0;
  11547. break;
  11548. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  11549. if (bl->type != BL_MOB) {
  11550. opt_flag = 0;
  11551. break;
  11552. }
  11553. case SC_EXPLOSIONSPIRITS:
  11554. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  11555. opt_flag = 0;
  11556. break;
  11557. case SC_STEELBODY:
  11558. case SC_SKA:
  11559. sc->opt3 &= ~OPT3_STEELBODY;
  11560. if (type == SC_SKA)
  11561. opt_flag = 8;
  11562. else
  11563. opt_flag = 0;
  11564. break;
  11565. case SC_BLADESTOP:
  11566. sc->opt3 &= ~OPT3_BLADESTOP;
  11567. opt_flag = 0;
  11568. break;
  11569. case SC_AURABLADE:
  11570. sc->opt3 &= ~OPT3_AURABLADE;
  11571. opt_flag = 0;
  11572. break;
  11573. case SC_BERSERK:
  11574. opt_flag = 0;
  11575. sc->opt3 &= ~OPT3_BERSERK;
  11576. break;
  11577. // case ???: // doesn't seem to do anything
  11578. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  11579. // opt_flag = 0;
  11580. // break;
  11581. case SC_DANCING:
  11582. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  11583. sc->opt3 &= ~OPT3_MOONLIT;
  11584. opt_flag = 0;
  11585. break;
  11586. case SC_MARIONETTE:
  11587. case SC_MARIONETTE2:
  11588. sc->opt3 &= ~OPT3_MARIONETTE;
  11589. opt_flag = 0;
  11590. break;
  11591. case SC_ASSUMPTIO:
  11592. sc->opt3 &= ~OPT3_ASSUMPTIO;
  11593. opt_flag = 0;
  11594. break;
  11595. case SC_WARM: // SG skills [Komurka]
  11596. sc->opt3 &= ~OPT3_WARM;
  11597. opt_flag = 0;
  11598. break;
  11599. case SC_KAITE:
  11600. sc->opt3 &= ~OPT3_KAITE;
  11601. opt_flag = 0;
  11602. break;
  11603. case SC_BUNSINJYUTSU:
  11604. sc->opt3 &= ~OPT3_BUNSIN;
  11605. opt_flag = 0;
  11606. break;
  11607. case SC_SPIRIT:
  11608. sc->opt3 &= ~OPT3_SOULLINK;
  11609. opt_flag = 0;
  11610. break;
  11611. case SC_CHANGEUNDEAD:
  11612. sc->opt3 &= ~OPT3_UNDEAD;
  11613. opt_flag = 0;
  11614. break;
  11615. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  11616. // sc->opt3 &= ~OPT3_CONTRACT;
  11617. // opt_flag = 0;
  11618. // break;
  11619. default:
  11620. opt_flag = 0;
  11621. }
  11622. if (calc_flag&SCB_DYE) { // Restore DYE color
  11623. if (vd && !vd->cloth_color && sce->val4)
  11624. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  11625. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_DYE);
  11626. }
  11627. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  11628. { //Restore body style
  11629. if (vd && !vd->body_style && sce->val4)
  11630. clif_changelook(bl,LOOK_BODY2,sce->val4);
  11631. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_BODY);
  11632. }*/
  11633. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  11634. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  11635. if( opt_flag&8 ) // bugreport:681
  11636. clif_changeoption2(bl);
  11637. else if(opt_flag) {
  11638. clif_changeoption(bl);
  11639. if (sd && (opt_flag&0x4)) {
  11640. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  11641. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  11642. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  11643. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  11644. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  11645. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  11646. }
  11647. }
  11648. if (calc_flag) {
  11649. switch (type) {
  11650. case SC_MAGICPOWER:
  11651. //If Mystical Amplification ends, MATK is immediately recalculated
  11652. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11653. break;
  11654. default:
  11655. status_calc_bl(bl, calc_flag);
  11656. break;
  11657. }
  11658. }
  11659. if(opt_flag&4) // Out of hiding, invoke on place.
  11660. skill_unit_move(bl,gettick(),1);
  11661. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  11662. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  11663. ers_free(sc_data_ers, sce);
  11664. return 1;
  11665. }
  11666. /**
  11667. * Resets timers for statuses
  11668. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  11669. * @param tid: Timer ID
  11670. * @param tick: How long before next call
  11671. * @param id: ID of character
  11672. * @param data: Information passed through the timer call
  11673. * @return 1: Success 0: Fail
  11674. */
  11675. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  11676. {
  11677. enum sc_type type = (sc_type)data;
  11678. struct block_list *bl;
  11679. struct map_session_data *sd;
  11680. struct status_data *status;
  11681. struct status_change *sc;
  11682. struct status_change_entry *sce;
  11683. int interval = status_get_sc_interval(type);
  11684. bool dounlock = false;
  11685. bl = map_id2bl(id);
  11686. if(!bl) {
  11687. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  11688. return 0;
  11689. }
  11690. sc = status_get_sc(bl);
  11691. status = status_get_status_data(bl);
  11692. if(!(sc && (sce = sc->data[type]))) {
  11693. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  11694. return 0;
  11695. }
  11696. if( sce->timer != tid ) {
  11697. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  11698. return 0;
  11699. }
  11700. sd = BL_CAST(BL_PC, bl);
  11701. // Set the next timer of the sce (don't assume the status still exists)
  11702. #define sc_timer_next(t,f,i,d) \
  11703. if( (sce=sc->data[type]) ) \
  11704. sce->timer = add_timer(t,f,i,d); \
  11705. else \
  11706. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  11707. switch(type) {
  11708. case SC_MAXIMIZEPOWER:
  11709. case SC_CLOAKING:
  11710. if(!status_charge(bl, 0, 1))
  11711. break; // Not enough SP to continue.
  11712. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  11713. return 0;
  11714. case SC_CHASEWALK:
  11715. if(!status_charge(bl, 0, sce->val4))
  11716. break; // Not enough SP to continue.
  11717. if (!sc->data[SC_CHASEWALK2]) {
  11718. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  11719. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  11720. *skill_get_time2(status_sc2skill(type),sce->val1));
  11721. }
  11722. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  11723. return 0;
  11724. break;
  11725. case SC_HIDING:
  11726. if(--(sce->val2)>0) {
  11727. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  11728. break; // Fail if it's time to substract SP and there isn't.
  11729. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  11730. return 0;
  11731. }
  11732. break;
  11733. case SC_SIGHT:
  11734. case SC_RUWACH:
  11735. case SC_SIGHTBLASTER:
  11736. if(type == SC_SIGHTBLASTER) {
  11737. //Restore trap immunity
  11738. if(sce->val4%2)
  11739. sce->val4--;
  11740. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  11741. } else {
  11742. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  11743. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  11744. }
  11745. if( --(sce->val2)>0 ) {
  11746. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  11747. sc_timer_next(20+tick, status_change_timer, bl->id, data);
  11748. return 0;
  11749. }
  11750. break;
  11751. case SC_PROVOKE:
  11752. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  11753. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  11754. return 0;
  11755. }
  11756. break;
  11757. case SC_STONE:
  11758. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  11759. sce->val3 = 0; //Incubation time used up
  11760. unit_stop_attack(bl);
  11761. if (sc->data[SC_DANCING]) {
  11762. unit_stop_walking(bl, 1);
  11763. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11764. }
  11765. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  11766. sc->opt1 = OPT1_STONE;
  11767. clif_changeoption(bl);
  11768. sc_timer_next(min(sce->val4, interval) + tick, status_change_timer, bl->id, data);
  11769. sce->val4 -= interval; //Remaining time
  11770. status_calc_bl(bl, StatusChangeFlagTable[type]);
  11771. return 0;
  11772. }
  11773. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  11774. status_percent_damage(NULL, bl, 1, 0, false);
  11775. }
  11776. break;
  11777. case SC_POISON:
  11778. case SC_DPOISON:
  11779. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  11780. unsigned int damage = 0;
  11781. if (sd)
  11782. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  11783. else
  11784. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  11785. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  11786. status_zap(bl, damage, 0);
  11787. }
  11788. break;
  11789. case SC_BLEEDING:
  11790. if (sce->val4 >= 0) {
  11791. int64 damage = rnd() % 600 + 200;
  11792. if (!sd && damage >= status->hp)
  11793. damage = status->hp - 1; // No deadly damage for monsters
  11794. map_freeblock_lock();
  11795. dounlock = true;
  11796. status_zap(bl, damage, 0);
  11797. }
  11798. break;
  11799. case SC_BURNING:
  11800. if (sce->val4 >= 0) {
  11801. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  11802. map_freeblock_lock();
  11803. dounlock = true;
  11804. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false));
  11805. }
  11806. break;
  11807. case SC_TOXIN:
  11808. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  11809. map_freeblock_lock();
  11810. dounlock = true;
  11811. 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);
  11812. }
  11813. break;
  11814. case SC_MAGICMUSHROOM:
  11815. if (sce->val4 >= 0) {
  11816. bool flag = 0;
  11817. int64 damage = status->max_hp * 3 / 100;
  11818. if (status->hp <= damage)
  11819. damage = status->hp - 1; // Cannot Kill
  11820. if (damage > 0) { // 3% Damage each 4 seconds
  11821. map_freeblock_lock();
  11822. status_zap(bl, damage, 0);
  11823. flag = !sc->data[type]; // Killed? Should not
  11824. map_freeblock_unlock();
  11825. }
  11826. if (!flag) { // Random Skill Cast
  11827. if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
  11828. int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
  11829. unit_stop_attack(bl);
  11830. unit_skillcastcancel(bl, 1);
  11831. do {
  11832. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  11833. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  11834. } while (checked++ < checked_max && mushroom_skill_id == 0);
  11835. if (!skill_get_index(mushroom_skill_id))
  11836. break;
  11837. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  11838. case CAST_GROUND:
  11839. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  11840. break;
  11841. case CAST_NODAMAGE:
  11842. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11843. break;
  11844. case CAST_DAMAGE:
  11845. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11846. break;
  11847. }
  11848. }
  11849. clif_emotion(bl, E_HEH);
  11850. }
  11851. }
  11852. break;
  11853. case SC_PYREXIA:
  11854. if (sce->val4 >= 0) {
  11855. map_freeblock_lock();
  11856. dounlock = true;
  11857. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false));
  11858. }
  11859. break;
  11860. case SC_LEECHESEND:
  11861. if (sce->val4 >= 0) {
  11862. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  11863. map_freeblock_lock();
  11864. dounlock = true;
  11865. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false));
  11866. unit_skillcastcancel(bl, 2);
  11867. }
  11868. break;
  11869. case SC_TENSIONRELAX:
  11870. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  11871. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11872. return 0;
  11873. }
  11874. break;
  11875. case SC_KNOWLEDGE:
  11876. if (!sd) break;
  11877. if(bl->m == sd->feel_map[0].m ||
  11878. bl->m == sd->feel_map[1].m ||
  11879. bl->m == sd->feel_map[2].m)
  11880. { // Timeout will be handled by pc_setpos
  11881. sce->timer = INVALID_TIMER;
  11882. return 0;
  11883. }
  11884. break;
  11885. case SC_S_LIFEPOTION:
  11886. case SC_L_LIFEPOTION:
  11887. if( sd && --(sce->val4) >= 0 ) {
  11888. // val1 < 0 = per max% | val1 > 0 = exact amount
  11889. int hp = 0;
  11890. if( status->hp < status->max_hp )
  11891. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  11892. status_heal(bl, hp, 0, 2);
  11893. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  11894. return 0;
  11895. }
  11896. break;
  11897. case SC_BOSSMAPINFO:
  11898. if( sd && --(sce->val4) >= 0 ) {
  11899. struct mob_data *boss_md = map_id2boss(sce->val1);
  11900. if (boss_md) {
  11901. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  11902. return 0;
  11903. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  11904. sce->val2 = 0;
  11905. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  11906. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  11907. sce->val2 = 1;
  11908. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  11909. }
  11910. }
  11911. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11912. return 0;
  11913. }
  11914. break;
  11915. case SC_DANCING: // SP consumption by time of dancing skills
  11916. {
  11917. int s = 0;
  11918. int sp = 1;
  11919. if (--sce->val3 <= 0)
  11920. break;
  11921. switch(sce->val1&0xFFFF) {
  11922. case BD_RICHMANKIM:
  11923. case BD_DRUMBATTLEFIELD:
  11924. case BD_RINGNIBELUNGEN:
  11925. case BD_SIEGFRIED:
  11926. case BA_DISSONANCE:
  11927. case BA_ASSASSINCROSS:
  11928. case DC_UGLYDANCE:
  11929. s=3;
  11930. break;
  11931. case BD_LULLABY:
  11932. case BD_ETERNALCHAOS:
  11933. case BD_ROKISWEIL:
  11934. case DC_FORTUNEKISS:
  11935. s=4;
  11936. break;
  11937. case CG_HERMODE:
  11938. case BD_INTOABYSS:
  11939. case BA_WHISTLE:
  11940. case DC_HUMMING:
  11941. case BA_POEMBRAGI:
  11942. case DC_SERVICEFORYOU:
  11943. s=5;
  11944. break;
  11945. case BA_APPLEIDUN:
  11946. #ifdef RENEWAL
  11947. s=5;
  11948. #else
  11949. s=6;
  11950. #endif
  11951. break;
  11952. case CG_MOONLIT:
  11953. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  11954. sp= 4*(sce->val1>>16);
  11955. // Upkeep is also every 10 secs.
  11956. case DC_DONTFORGETME:
  11957. s=10;
  11958. break;
  11959. }
  11960. if( s != 0 && sce->val3 % s == 0 ) {
  11961. if (sc->data[SC_LONGING])
  11962. sp*= 3;
  11963. if (!status_charge(bl, 0, sp))
  11964. break;
  11965. }
  11966. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11967. return 0;
  11968. }
  11969. break;
  11970. case SC_BERSERK:
  11971. // 5% every 10 seconds [DracoRPG]
  11972. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  11973. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  11974. return 0;
  11975. }
  11976. break;
  11977. case SC_NOCHAT:
  11978. if(sd) {
  11979. sd->status.manner++;
  11980. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11981. clif_updatestatus(sd,SP_MANNER);
  11982. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  11983. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  11984. return 0;
  11985. }
  11986. }
  11987. break;
  11988. case SC_SPLASHER:
  11989. // Custom Venom Splasher countdown timer
  11990. // if (sce->val4 % 1000 == 0) {
  11991. // char timer[10];
  11992. // snprintf (timer, 10, "%d", sce->val4/1000);
  11993. // clif_message(bl, timer);
  11994. // }
  11995. if((sce->val4 -= 500) > 0) {
  11996. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  11997. return 0;
  11998. }
  11999. break;
  12000. case SC_MARIONETTE:
  12001. case SC_MARIONETTE2:
  12002. {
  12003. struct block_list *pbl = map_id2bl(sce->val1);
  12004. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12005. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12006. return 0;
  12007. }
  12008. }
  12009. break;
  12010. case SC_GOSPEL:
  12011. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12012. int hp, sp;
  12013. hp = (sce->val1 > 5) ? 45 : 30;
  12014. sp = (sce->val1 > 5) ? 35 : 20;
  12015. if(!status_charge(bl, hp, sp))
  12016. break;
  12017. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  12018. return 0;
  12019. }
  12020. break;
  12021. case SC_JAILED:
  12022. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12023. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  12024. return 0;
  12025. }
  12026. break;
  12027. case SC_BLIND:
  12028. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  12029. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  12030. return 0;
  12031. }
  12032. break;
  12033. case SC_ABUNDANCE:
  12034. if(--(sce->val4) > 0) {
  12035. status_heal(bl,0,60,0);
  12036. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  12037. }
  12038. break;
  12039. case SC_OBLIVIONCURSE:
  12040. if( --(sce->val4) >= 0 ) {
  12041. clif_emotion(bl,E_WHAT);
  12042. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  12043. return 0;
  12044. }
  12045. break;
  12046. case SC_WEAPONBLOCKING:
  12047. if( --(sce->val4) >= 0 ) {
  12048. if( !status_charge(bl,0,3) )
  12049. break;
  12050. sc_timer_next(5000+tick,status_change_timer,bl->id,data);
  12051. return 0;
  12052. }
  12053. break;
  12054. case SC_CLOAKINGEXCEED:
  12055. if(!status_charge(bl,0,10-sce->val1))
  12056. break;
  12057. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12058. return 0;
  12059. case SC_RENOVATIO:
  12060. if( --(sce->val4) >= 0 ) {
  12061. int heal = status->max_hp * 3 / 100;
  12062. if( sc && sc->data[SC_AKAITSUKI] && heal )
  12063. heal = ~heal + 1;
  12064. status_heal(bl, heal, 0, 3);
  12065. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  12066. return 0;
  12067. }
  12068. break;
  12069. case SC_SPHERE_1:
  12070. case SC_SPHERE_2:
  12071. case SC_SPHERE_3:
  12072. case SC_SPHERE_4:
  12073. case SC_SPHERE_5:
  12074. if( --(sce->val4) >= 0 ) {
  12075. if( !status_charge(bl, 0, 1) )
  12076. break;
  12077. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12078. return 0;
  12079. }
  12080. break;
  12081. case SC_FREEZE_SP:
  12082. if( !status_charge(bl, 0, sce->val2) ) {
  12083. int i;
  12084. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12085. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12086. break;
  12087. }
  12088. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  12089. return 0;
  12090. case SC_ELECTRICSHOCKER:
  12091. if( --(sce->val4) >= 0 ) {
  12092. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12093. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12094. return 0;
  12095. }
  12096. break;
  12097. case SC_CAMOUFLAGE:
  12098. if (!status_charge(bl, 0, 7 - sce->val1))
  12099. break;
  12100. if (--sce->val4 >= 0)
  12101. sce->val3++;
  12102. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12103. return 0;
  12104. case SC__REPRODUCE:
  12105. if(!status_charge(bl, 0, 1))
  12106. break;
  12107. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  12108. return 0;
  12109. case SC__SHADOWFORM:
  12110. if( --(sce->val4) >= 0 ) {
  12111. if( !status_charge(bl, 0, 11 - sce->val1) )
  12112. break;
  12113. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12114. return 0;
  12115. }
  12116. break;
  12117. case SC__INVISIBILITY:
  12118. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12119. break;
  12120. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12121. return 0;
  12122. case SC_STRIKING:
  12123. if( --(sce->val4) >= 0 ) {
  12124. if( !status_charge(bl,0, sce->val3 ) )
  12125. break;
  12126. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12127. return 0;
  12128. }
  12129. break;
  12130. case SC_CLOUD_KILL: {
  12131. struct block_list *src = map_id2bl(sce->val2), *unit_bl = map_id2bl(sce->val3);
  12132. if (src && unit_bl){
  12133. map_freeblock_lock();
  12134. dounlock = true;
  12135. skill_attack(skill_get_type(status_sc2skill(type)), src, unit_bl, bl, SO_CLOUD_KILL, sce->val1, tick, 0);
  12136. if (!status_isdead(bl)) {
  12137. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  12138. }
  12139. }
  12140. }
  12141. break;
  12142. case SC_WARMER: {
  12143. int hp = 0;
  12144. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  12145. if (ssc && ssc->data[SC_HEATER_OPTION])
  12146. hp = status->max_hp * 3 * sce->val1 / 100;
  12147. else
  12148. hp = status->max_hp * sce->val1 / 100;
  12149. if (sc && sc->data[SC_AKAITSUKI] && hp)
  12150. hp = ~hp + 1;
  12151. if (status->hp != status->max_hp)
  12152. status_heal(bl, hp, 0, 0);
  12153. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  12154. return 0;
  12155. }
  12156. case SC_BLOODSUCKER:
  12157. if( --(sce->val4) >= 0 ) {
  12158. struct block_list *src = map_id2bl(sce->val2);
  12159. int damage;
  12160. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  12161. break;
  12162. map_freeblock_lock();
  12163. if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
  12164. damage = 1;
  12165. else
  12166. damage = 200 + 100 * sce->val1 + status_get_int(src);
  12167. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0);
  12168. unit_skillcastcancel(bl,1);
  12169. if ( sc->data[type] ) {
  12170. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12171. }
  12172. map_freeblock_unlock();
  12173. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  12174. return 0;
  12175. }
  12176. break;
  12177. case SC_VOICEOFSIREN:
  12178. if( --(sce->val4) >= 0 ) {
  12179. clif_emotion(bl,E_LV);
  12180. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  12181. return 0;
  12182. }
  12183. break;
  12184. case SC_DEEPSLEEP:
  12185. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  12186. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  12187. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  12188. return 0;
  12189. }
  12190. break;
  12191. case SC_SIRCLEOFNATURE:
  12192. if( --(sce->val4) >= 0 ) {
  12193. if( !status_charge(bl,0,sce->val3) )
  12194. break;
  12195. status_heal(bl, sce->val2, 0, 1);
  12196. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12197. return 0;
  12198. }
  12199. break;
  12200. case SC_SONGOFMANA:
  12201. if( --(sce->val4) >= 0 ) {
  12202. status_heal(bl,0,sce->val3,3);
  12203. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  12204. return 0;
  12205. }
  12206. break;
  12207. case SC_SATURDAYNIGHTFEVER:
  12208. // 1% HP/SP drain every val4 seconds [Jobbie]
  12209. if( --(sce->val3) >= 0 ) {
  12210. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  12211. break;
  12212. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  12213. return 0;
  12214. }
  12215. break;
  12216. case SC_MELODYOFSINK:
  12217. if( --(sce->val4) >= 0 ) {
  12218. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  12219. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  12220. return 0;
  12221. }
  12222. break;
  12223. case SC_CRYSTALIZE:
  12224. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  12225. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  12226. break;
  12227. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12228. return 0;
  12229. }
  12230. break;
  12231. case SC_FORCEOFVANGUARD:
  12232. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  12233. break;
  12234. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  12235. return 0;
  12236. case SC_BANDING:
  12237. if( status_charge(bl, 0, 7 - sce->val1) ) {
  12238. if( sd ) pc_banding(sd, sce->val1);
  12239. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  12240. return 0;
  12241. }
  12242. break;
  12243. case SC_REFLECTDAMAGE:
  12244. if( --(sce->val4) > 0 ) {
  12245. if( !status_charge(bl,0,10) )
  12246. break;
  12247. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12248. return 0;
  12249. }
  12250. break;
  12251. case SC_OVERHEAT_LIMITPOINT:
  12252. if( --(sce->val1) > 0 ) { // Cooling
  12253. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  12254. }
  12255. break;
  12256. case SC_OVERHEAT:
  12257. {
  12258. int damage = status->max_hp / 100; // Suggestion 1% each second
  12259. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  12260. map_freeblock_lock();
  12261. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,DMG_NORMAL,0,false));
  12262. if( sc->data[type] ) {
  12263. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12264. }
  12265. map_freeblock_unlock();
  12266. }
  12267. break;
  12268. case SC_MAGNETICFIELD:
  12269. if (--(sce->val3) >= 0) {
  12270. struct block_list *src = map_id2bl(sce->val2);
  12271. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  12272. break;
  12273. if (!status_charge(bl, 0, 50))
  12274. status_zap(bl, 0, status->sp);
  12275. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12276. return 0;
  12277. }
  12278. break;
  12279. case SC_INSPIRATION:
  12280. if(--(sce->val4) >= 0) {
  12281. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  12282. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  12283. if( !status_charge(bl,hp,sp) ) break;
  12284. sc_timer_next(5000+tick,status_change_timer,bl->id, data);
  12285. return 0;
  12286. }
  12287. break;
  12288. case SC_RAISINGDRAGON:
  12289. // 1% every 5 seconds [Jobbie]
  12290. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  12291. if( !sc->data[type] ) return 0;
  12292. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  12293. return 0;
  12294. }
  12295. break;
  12296. case SC_TROPIC:
  12297. case SC_CHILLY_AIR:
  12298. case SC_WILD_STORM:
  12299. case SC_UPHEAVAL:
  12300. case SC_HEATER:
  12301. case SC_COOLER:
  12302. case SC_BLAST:
  12303. case SC_CURSED_SOIL:
  12304. case SC_PYROTECHNIC:
  12305. case SC_AQUAPLAY:
  12306. case SC_GUST:
  12307. case SC_PETROLOGY:
  12308. case SC_CIRCLE_OF_FIRE:
  12309. case SC_FIRE_CLOAK:
  12310. case SC_WATER_DROP:
  12311. case SC_WATER_SCREEN:
  12312. case SC_WIND_CURTAIN:
  12313. case SC_WIND_STEP:
  12314. case SC_STONE_SHIELD:
  12315. case SC_SOLID_SKIN:
  12316. if( !status_charge(bl,0,sce->val2) ) {
  12317. struct block_list *s_bl = battle_get_master(bl);
  12318. if (bl->type == BL_ELEM)
  12319. elemental_change_mode(BL_CAST(BL_ELEM, bl), static_cast<e_mode>(MAX_ELESKILLTREE));
  12320. if( s_bl )
  12321. status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
  12322. status_change_end(bl,type,INVALID_TIMER);
  12323. break;
  12324. }
  12325. sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
  12326. return 0;
  12327. case SC_WATER_SCREEN_OPTION:
  12328. status_heal(bl,1000,0,2);
  12329. sc_timer_next(10000 + tick,status_change_timer,bl->id,data);
  12330. return 0;
  12331. case SC_TEARGAS:
  12332. if( --(sce->val4) >= 0 ) {
  12333. struct block_list *src = map_id2bl(sce->val3);
  12334. int damage = sce->val2;
  12335. map_freeblock_lock();
  12336. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  12337. status_damage(src, bl, damage,0, 0, 1);
  12338. if( sc->data[type] ) {
  12339. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  12340. }
  12341. map_freeblock_unlock();
  12342. return 0;
  12343. }
  12344. break;
  12345. case SC_TEARGAS_SOB:
  12346. if( --(sce->val4) >= 0 ) {
  12347. clif_emotion(bl, E_SOB);
  12348. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  12349. return 0;
  12350. }
  12351. break;
  12352. case SC_STOMACHACHE:
  12353. if( --(sce->val4) >= 0 ) {
  12354. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  12355. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  12356. pc_setsit(sd);
  12357. skill_sit(sd, 1);
  12358. clif_sitting(bl);
  12359. }
  12360. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  12361. return 0;
  12362. }
  12363. break;
  12364. case SC_LEADERSHIP:
  12365. case SC_GLORYWOUNDS:
  12366. case SC_SOULCOLD:
  12367. case SC_HAWKEYES:
  12368. // They only end by status_change_end
  12369. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  12370. return 0;
  12371. case SC_MEIKYOUSISUI:
  12372. if( --(sce->val4) >= 0 ) {
  12373. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  12374. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12375. return 0;
  12376. }
  12377. break;
  12378. case SC_KAGEMUSYA:
  12379. if( --(sce->val2) >= 0 ) {
  12380. if(!status_charge(bl, 0, 1)) break;
  12381. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  12382. return 0;
  12383. }
  12384. break;
  12385. case SC_ANGRIFFS_MODUS:
  12386. if(--(sce->val4) >= 0) { // Drain hp/sp
  12387. if( !status_charge(bl,100,20) ) break;
  12388. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  12389. return 0;
  12390. }
  12391. break;
  12392. case SC_CBC:
  12393. if(--(sce->val4) >= 0) { // Drain hp/sp
  12394. int hp=0;
  12395. int sp = (status->max_sp * sce->val3) / 100;
  12396. if(bl->type == BL_MOB) hp = sp*10;
  12397. if( !status_charge(bl,hp,sp) )break;
  12398. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  12399. return 0;
  12400. }
  12401. break;
  12402. case SC_FULL_THROTTLE:
  12403. if( --(sce->val4) >= 0 ) {
  12404. status_percent_damage(bl, bl, 0, sce->val2, false);
  12405. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12406. return 0;
  12407. }
  12408. break;
  12409. case SC_REBOUND:
  12410. if( --(sce->val4) >= 0 ) {
  12411. clif_emotion(bl, E_SWT);
  12412. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  12413. return 0;
  12414. }
  12415. break;
  12416. case SC_KINGS_GRACE:
  12417. if( --(sce->val4) >= 0 ) {
  12418. status_percent_heal(bl, sce->val2, 0);
  12419. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12420. return 0;
  12421. }
  12422. break;
  12423. case SC_FRIGG_SONG:
  12424. if( --(sce->val4) >= 0 ) {
  12425. status_heal(bl, sce->val3, 0, 0);
  12426. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12427. return 0;
  12428. }
  12429. break;
  12430. case SC_C_MARKER:
  12431. if( --(sce->val4) >= 0 ) {
  12432. TBL_PC *caster = map_id2sd(sce->val2);
  12433. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  12434. break;
  12435. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12436. clif_crimson_marker(caster, bl, false);
  12437. return 0;
  12438. }
  12439. break;
  12440. case SC_STEALTHFIELD_MASTER:
  12441. if (--(sce->val4) >= 0) {
  12442. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  12443. break;
  12444. sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
  12445. return 0;
  12446. }
  12447. break;
  12448. case SC_VACUUM_EXTREME:
  12449. if (sce->val4) {
  12450. if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
  12451. clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
  12452. clif_fixpos(bl);
  12453. }
  12454. sc_timer_next(tick+sce->val4, status_change_timer, bl->id, data);
  12455. sce->val4 = 0;
  12456. }
  12457. break;
  12458. case SC_BITESCAR:
  12459. if (--(sce->val4) >= 0) {
  12460. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  12461. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12462. return 0;
  12463. }
  12464. break;
  12465. case SC_FRESHSHRIMP:
  12466. if (--(sce->val4) >= 0) {
  12467. status_heal(bl, sce->val2, 0, 3);
  12468. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick, status_change_timer, bl->id, data);
  12469. return 0;
  12470. }
  12471. break;
  12472. case SC_DORAM_BUF_01:
  12473. if( sd && --(sce->val4) >= 0 ) {
  12474. if( status->hp < status->max_hp )
  12475. status_heal(bl, 10, 0, 2);
  12476. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  12477. return 0;
  12478. }
  12479. break;
  12480. case SC_DORAM_BUF_02:
  12481. if( sd && --(sce->val4) >= 0 ) {
  12482. if( status->sp < status->max_sp )
  12483. status_heal(bl, 0, 5, 2);
  12484. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  12485. return 0;
  12486. }
  12487. break;
  12488. }
  12489. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  12490. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  12491. sc_timer_next(min(sce->val4,interval)+tick, status_change_timer, bl->id, data);
  12492. sce->val4 -= interval;
  12493. if (dounlock)
  12494. map_freeblock_unlock();
  12495. return 0;
  12496. }
  12497. if (dounlock)
  12498. map_freeblock_unlock();
  12499. // Default for all non-handled control paths is to end the status
  12500. return status_change_end( bl,type,tid );
  12501. #undef sc_timer_next
  12502. }
  12503. /**
  12504. * For each iteration of repetitive status
  12505. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  12506. * @param ap: va_list arguments (src, sce, type, tick)
  12507. */
  12508. int status_change_timer_sub(struct block_list* bl, va_list ap)
  12509. {
  12510. struct status_change* tsc;
  12511. struct block_list* src = va_arg(ap,struct block_list*);
  12512. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  12513. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  12514. unsigned int tick = va_arg(ap,unsigned int);
  12515. if (status_isdead(bl))
  12516. return 0;
  12517. tsc = status_get_sc(bl);
  12518. switch( type ) {
  12519. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  12520. case SC_CONCENTRATE:
  12521. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12522. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12523. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12524. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12525. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12526. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12527. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12528. break;
  12529. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  12530. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  12531. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
  12532. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12533. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12534. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12535. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12536. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  12537. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  12538. }
  12539. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12540. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  12541. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12542. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  12543. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  12544. }
  12545. break;
  12546. case SC_SIGHTBLASTER:
  12547. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  12548. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  12549. {
  12550. if (sce) {
  12551. struct skill_unit *su = NULL;
  12552. if(bl->type == BL_SKILL)
  12553. su = (struct skill_unit *)bl;
  12554. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  12555. && (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
  12556. sce->val2 = 0; // This signals it to end.
  12557. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  12558. //Remove trap immunity temporarily so it triggers if you still stand on it
  12559. sce->val4++;
  12560. }
  12561. }
  12562. }
  12563. break;
  12564. case SC_TINDER_BREAKER:
  12565. case SC_CLOSECONFINE:{
  12566. enum sc_type type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  12567. // Lock char has released the hold on everyone...
  12568. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  12569. tsc->data[type2]->val2 = 0;
  12570. status_change_end(bl, type2, INVALID_TIMER);
  12571. }
  12572. break;
  12573. }
  12574. case SC_CURSEDCIRCLE_TARGET:
  12575. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  12576. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  12577. status_change_end(bl, type, INVALID_TIMER);
  12578. }
  12579. break;
  12580. }
  12581. return 0;
  12582. }
  12583. /**
  12584. * Clears buffs/debuffs on an object
  12585. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  12586. * @param type: Type to remove
  12587. * SCCB_BUFFS: Clear Buffs
  12588. * SCCB_DEBUFFS: Clear Debuffs
  12589. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  12590. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  12591. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  12592. */
  12593. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  12594. {
  12595. int i;
  12596. struct status_change *sc= status_get_sc(bl);
  12597. if (!sc || !sc->count)
  12598. return;
  12599. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  12600. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  12601. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12602. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  12603. if(!sc->data[i])
  12604. continue;
  12605. switch (i) {
  12606. // Stuff that cannot be removed
  12607. case SC_WEIGHT50:
  12608. case SC_WEIGHT90:
  12609. case SC_COMBO:
  12610. case SC_SMA:
  12611. case SC_DANCING:
  12612. case SC_LEADERSHIP:
  12613. case SC_GLORYWOUNDS:
  12614. case SC_SOULCOLD:
  12615. case SC_HAWKEYES:
  12616. case SC_SAFETYWALL:
  12617. case SC_PNEUMA:
  12618. case SC_NOCHAT:
  12619. case SC_JAILED:
  12620. case SC_ANKLE:
  12621. case SC_BLADESTOP:
  12622. case SC_STRFOOD:
  12623. case SC_AGIFOOD:
  12624. case SC_VITFOOD:
  12625. case SC_INTFOOD:
  12626. case SC_DEXFOOD:
  12627. case SC_LUKFOOD:
  12628. case SC_FLEEFOOD:
  12629. case SC_HITFOOD:
  12630. case SC_CRIFOOD:
  12631. case SC_BATKFOOD:
  12632. case SC_WATKFOOD:
  12633. case SC_MATKFOOD:
  12634. case SC_FOOD_STR_CASH:
  12635. case SC_FOOD_AGI_CASH:
  12636. case SC_FOOD_VIT_CASH:
  12637. case SC_FOOD_DEX_CASH:
  12638. case SC_FOOD_INT_CASH:
  12639. case SC_FOOD_LUK_CASH:
  12640. case SC_EXPBOOST:
  12641. case SC_JEXPBOOST:
  12642. case SC_ITEMBOOST:
  12643. case SC_ELECTRICSHOCKER:
  12644. case SC__MANHOLE:
  12645. case SC_GIANTGROWTH:
  12646. case SC_MILLENNIUMSHIELD:
  12647. case SC_REFRESH:
  12648. case SC_STONEHARDSKIN:
  12649. case SC_VITALITYACTIVATION:
  12650. case SC_FIGHTINGSPIRIT:
  12651. case SC_ABUNDANCE:
  12652. case SC_CRUSHSTRIKE:
  12653. case SC_SAVAGE_STEAK:
  12654. case SC_COCKTAIL_WARG_BLOOD:
  12655. case SC_MINOR_BBQ:
  12656. case SC_SIROMA_ICE_TEA:
  12657. case SC_DROCERA_HERB_STEAMED:
  12658. case SC_PUTTI_TAILS_NOODLES:
  12659. case SC_CURSEDCIRCLE_ATKER:
  12660. case SC_CURSEDCIRCLE_TARGET:
  12661. case SC_PUSH_CART:
  12662. case SC_ALL_RIDING:
  12663. case SC_STYLE_CHANGE:
  12664. case SC_MONSTER_TRANSFORM:
  12665. case SC_ACTIVE_MONSTER_TRANSFORM:
  12666. case SC_MTF_ASPD:
  12667. case SC_MTF_RANGEATK:
  12668. case SC_MTF_MATK:
  12669. case SC_MTF_MLEATKED:
  12670. case SC_MTF_CRIDAMAGE:
  12671. case SC_QUEST_BUFF1:
  12672. case SC_QUEST_BUFF2:
  12673. case SC_QUEST_BUFF3:
  12674. case SC_MTF_ASPD2:
  12675. case SC_MTF_RANGEATK2:
  12676. case SC_MTF_MATK2:
  12677. case SC_2011RWC_SCROLL:
  12678. case SC_JP_EVENT04:
  12679. case SC_MTF_MHP:
  12680. case SC_MTF_MSP:
  12681. case SC_MTF_PUMPKIN:
  12682. case SC_MTF_HITFLEE:
  12683. case SC_ATTHASTE_CASH:
  12684. case SC_REUSE_REFRESH:
  12685. case SC_REUSE_LIMIT_A:
  12686. case SC_REUSE_LIMIT_B:
  12687. case SC_REUSE_LIMIT_C:
  12688. case SC_REUSE_LIMIT_D:
  12689. case SC_REUSE_LIMIT_E:
  12690. case SC_REUSE_LIMIT_F:
  12691. case SC_REUSE_LIMIT_G:
  12692. case SC_REUSE_LIMIT_H:
  12693. case SC_REUSE_LIMIT_MTF:
  12694. case SC_REUSE_LIMIT_ECL:
  12695. case SC_REUSE_LIMIT_RECALL:
  12696. case SC_REUSE_LIMIT_ASPD_POTION:
  12697. case SC_REUSE_MILLENNIUMSHIELD:
  12698. case SC_REUSE_CRUSHSTRIKE:
  12699. case SC_REUSE_STORMBLAST:
  12700. case SC_ALL_RIDING_REUSE_LIMIT:
  12701. case SC_SPRITEMABLE:
  12702. case SC_BITESCAR:
  12703. case SC_GEFFEN_MAGIC1:
  12704. case SC_GEFFEN_MAGIC2:
  12705. case SC_GEFFEN_MAGIC3:
  12706. // Costumes
  12707. case SC_MOONSTAR:
  12708. case SC_SUPER_STAR:
  12709. case SC_STRANGELIGHTS:
  12710. case SC_DECORATION_OF_MUSIC:
  12711. case SC_LJOSALFAR:
  12712. case SC_MERMAID_LONGING:
  12713. case SC_HAT_EFFECT:
  12714. case SC_FLOWERSMOKE:
  12715. case SC_FSTONE:
  12716. case SC_HAPPINESS_STAR:
  12717. case SC_MAPLE_FALLS:
  12718. case SC_TIME_ACCESSORY:
  12719. case SC_MAGICAL_FEATHER:
  12720. continue;
  12721. // Chemical Protection is only removed by some skills
  12722. case SC_CP_WEAPON:
  12723. case SC_CP_SHIELD:
  12724. case SC_CP_ARMOR:
  12725. case SC_CP_HELM:
  12726. if(!(type&SCCB_CHEM_PROTECT))
  12727. continue;
  12728. break;
  12729. // Debuffs that can be removed.
  12730. case SC_DEEPSLEEP:
  12731. case SC_BURNING:
  12732. case SC_FREEZING:
  12733. case SC_CRYSTALIZE:
  12734. case SC_TOXIN:
  12735. case SC_PARALYSE:
  12736. case SC_VENOMBLEED:
  12737. case SC_MAGICMUSHROOM:
  12738. case SC_DEATHHURT:
  12739. case SC_PYREXIA:
  12740. case SC_OBLIVIONCURSE:
  12741. case SC_LEECHESEND:
  12742. case SC_MARSHOFABYSS:
  12743. case SC_MANDRAGORA:
  12744. if(!(type&SCCB_REFRESH))
  12745. continue;
  12746. break;
  12747. case SC_HALLUCINATION:
  12748. case SC_QUAGMIRE:
  12749. case SC_SIGNUMCRUCIS:
  12750. case SC_DECREASEAGI:
  12751. case SC_SLOWDOWN:
  12752. case SC_MINDBREAKER:
  12753. case SC_WINKCHARM:
  12754. case SC_STOP:
  12755. case SC_ORCISH:
  12756. case SC_STRIPWEAPON:
  12757. case SC_STRIPSHIELD:
  12758. case SC_STRIPARMOR:
  12759. case SC_STRIPHELM:
  12760. case SC_BITE:
  12761. case SC_ADORAMUS:
  12762. case SC_VACUUM_EXTREME:
  12763. case SC_FEAR:
  12764. case SC_MAGNETICFIELD:
  12765. case SC_NETHERWORLD:
  12766. if (!(type&SCCB_DEBUFFS))
  12767. continue;
  12768. break;
  12769. // The rest are buffs that can be removed.
  12770. case SC_BERSERK:
  12771. case SC_SATURDAYNIGHTFEVER:
  12772. if (!(type&SCCB_BUFFS))
  12773. continue;
  12774. sc->data[i]->val2 = 0;
  12775. break;
  12776. default:
  12777. if (!(type&SCCB_BUFFS))
  12778. continue;
  12779. break;
  12780. }
  12781. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12782. }
  12783. //Removes bonus_script
  12784. if (bl->type == BL_PC) {
  12785. i = 0;
  12786. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  12787. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  12788. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  12789. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  12790. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  12791. }
  12792. // Cleaning all extras vars
  12793. sc->comet_x = 0;
  12794. sc->comet_y = 0;
  12795. #ifndef RENEWAL
  12796. sc->sg_counter = 0;
  12797. #endif
  12798. sc->bs_counter = 0;
  12799. return;
  12800. }
  12801. /**
  12802. * Infect a user with status effects (SC_DEADLYINFECT)
  12803. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  12804. * @param bl: Object to change
  12805. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  12806. * @return 1: Success 0: Fail
  12807. */
  12808. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  12809. {
  12810. int i, flag = 0;
  12811. struct status_change *sc = status_get_sc(src);
  12812. const struct TimerData *timer = NULL;
  12813. unsigned int tick;
  12814. struct status_change_data data;
  12815. if( !sc || !sc->count )
  12816. return 0;
  12817. tick = gettick();
  12818. // Status Immunity resistance
  12819. if (status_bl_has_mode(src,MD_STATUS_IMMUNE) || status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12820. return 0;
  12821. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  12822. if( !sc->data[i] || i == SC_COMMON_MAX )
  12823. continue;
  12824. if (sc->data[i]->timer != INVALID_TIMER) {
  12825. timer = get_timer(sc->data[i]->timer);
  12826. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  12827. continue;
  12828. }
  12829. switch( i ) {
  12830. // Debuffs that can be spread.
  12831. // NOTE: We'll add/delete SCs when we are able to confirm it.
  12832. case SC_DEATHHURT:
  12833. case SC_PARALYSE:
  12834. if (type)
  12835. continue;
  12836. case SC_CURSE:
  12837. case SC_SILENCE:
  12838. case SC_CONFUSION:
  12839. case SC_BLIND:
  12840. case SC_HALLUCINATION:
  12841. case SC_SIGNUMCRUCIS:
  12842. case SC_DECREASEAGI:
  12843. //case SC_SLOWDOWN:
  12844. //case SC_MINDBREAKER:
  12845. //case SC_WINKCHARM:
  12846. //case SC_STOP:
  12847. case SC_ORCISH:
  12848. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  12849. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  12850. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  12851. //case SC_STRIPHELM:
  12852. //case SC__STRIPACCESSORY:
  12853. //case SC_BITE:
  12854. case SC_FEAR:
  12855. case SC_FREEZING:
  12856. case SC_VENOMBLEED:
  12857. if (sc->data[i]->timer != INVALID_TIMER)
  12858. data.tick = DIFF_TICK(timer->tick, tick);
  12859. else
  12860. data.tick = INVALID_TIMER;
  12861. break;
  12862. // Special cases
  12863. case SC_TOXIN:
  12864. case SC_MAGICMUSHROOM:
  12865. case SC_PYREXIA:
  12866. case SC_LEECHESEND:
  12867. if (type)
  12868. continue;
  12869. case SC_POISON:
  12870. case SC_DPOISON:
  12871. case SC_BLEEDING:
  12872. case SC_BURNING:
  12873. if (sc->data[i]->timer != INVALID_TIMER)
  12874. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  12875. else
  12876. data.tick = INVALID_TIMER;
  12877. break;
  12878. default:
  12879. continue;
  12880. }
  12881. if( i ) {
  12882. data.val1 = sc->data[i]->val1;
  12883. data.val2 = sc->data[i]->val2;
  12884. data.val3 = sc->data[i]->val3;
  12885. data.val4 = sc->data[i]->val4;
  12886. 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);
  12887. flag = 1;
  12888. }
  12889. }
  12890. return flag;
  12891. }
  12892. /**
  12893. * Applying natural heal bonuses (sit, skill, homun, etc...)
  12894. * TODO: the va_list doesn't seem to be used, safe to remove?
  12895. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  12896. * @param args: va_list arguments
  12897. * @return which regeneration bonuses have been applied (flag)
  12898. */
  12899. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  12900. static int status_natural_heal(struct block_list* bl, va_list args)
  12901. {
  12902. struct regen_data *regen;
  12903. struct status_data *status;
  12904. struct status_change *sc;
  12905. struct unit_data *ud;
  12906. struct view_data *vd = NULL;
  12907. struct regen_data_sub *sregen;
  12908. struct map_session_data *sd;
  12909. int rate, multi = 1, flag;
  12910. regen = status_get_regen_data(bl);
  12911. if (!regen)
  12912. return 0;
  12913. status = status_get_status_data(bl);
  12914. sc = status_get_sc(bl);
  12915. if (sc && !sc->count)
  12916. sc = NULL;
  12917. sd = BL_CAST(BL_PC,bl);
  12918. flag = regen->flag;
  12919. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  12920. flag &= ~(RGN_HP|RGN_SHP);
  12921. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  12922. flag &= ~(RGN_SP|RGN_SSP);
  12923. if (flag && (
  12924. status_isdead(bl) ||
  12925. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  12926. ))
  12927. flag = RGN_NONE;
  12928. if (sd) {
  12929. if (sd->hp_loss.value || sd->sp_loss.value)
  12930. pc_bleeding(sd, natural_heal_diff_tick);
  12931. if (sd->hp_regen.value || sd->sp_regen.value)
  12932. pc_regen(sd, natural_heal_diff_tick);
  12933. }
  12934. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  12935. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  12936. { // Apply sitting regen bonus.
  12937. sregen = regen->ssregen;
  12938. if(flag&(RGN_SHP)) { // Sitting HP regen
  12939. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  12940. if (regen->state.overweight)
  12941. rate >>= 1; // Half as fast when overweight.
  12942. sregen->tick.hp += rate;
  12943. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12944. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  12945. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  12946. flag &= ~(RGN_HP|RGN_SHP);
  12947. break;
  12948. }
  12949. }
  12950. }
  12951. if(flag&(RGN_SSP)) { // Sitting SP regen
  12952. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  12953. if (regen->state.overweight)
  12954. rate >>= 1; // Half as fast when overweight.
  12955. sregen->tick.sp += rate;
  12956. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12957. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  12958. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  12959. flag &= ~(RGN_SP|RGN_SSP);
  12960. break;
  12961. }
  12962. }
  12963. }
  12964. }
  12965. if (flag && regen->state.overweight)
  12966. flag = RGN_NONE;
  12967. ud = unit_bl2ud(bl);
  12968. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  12969. flag &= ~(RGN_SHP|RGN_SSP);
  12970. if(!regen->state.walk)
  12971. flag &= ~RGN_HP;
  12972. }
  12973. if (!flag)
  12974. return 0;
  12975. if (flag&(RGN_HP|RGN_SP)) {
  12976. if(!vd)
  12977. vd = status_get_viewdata(bl);
  12978. if(vd && vd->dead_sit == 2)
  12979. multi += 1; //This causes the interval to be halved
  12980. if(regen->state.gc)
  12981. multi += 1; //This causes the interval to be halved
  12982. }
  12983. // Natural Hp regen
  12984. if (flag&RGN_HP) {
  12985. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  12986. if (ud && ud->walktimer != INVALID_TIMER)
  12987. rate /= 2;
  12988. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  12989. if(bl->type == BL_HOM)
  12990. rate *= 2;
  12991. regen->tick.hp += rate;
  12992. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  12993. int val = 0;
  12994. do {
  12995. val += regen->hp;
  12996. regen->tick.hp -= battle_config.natural_healhp_interval;
  12997. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  12998. if (status_heal(bl, val, 0, 1) < val)
  12999. flag &= ~RGN_SHP; // Full.
  13000. }
  13001. }
  13002. // Natural SP regen
  13003. if(flag&RGN_SP) {
  13004. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  13005. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  13006. if(bl->type==BL_HOM)
  13007. rate *= 2;
  13008. #ifdef RENEWAL
  13009. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13010. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  13011. rate /= 2; // Tick is doubled in Fury state
  13012. #endif
  13013. regen->tick.sp += rate;
  13014. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  13015. int val = 0;
  13016. do {
  13017. val += regen->sp;
  13018. regen->tick.sp -= battle_config.natural_healsp_interval;
  13019. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  13020. if (status_heal(bl, 0, val, 1) < val)
  13021. flag &= ~RGN_SSP; // full.
  13022. }
  13023. }
  13024. if (!regen->sregen)
  13025. return flag;
  13026. // Skill regen
  13027. sregen = regen->sregen;
  13028. if(flag&RGN_SHP) { // Skill HP regen
  13029. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13030. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13031. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13032. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13033. break; // Full
  13034. }
  13035. }
  13036. if(flag&RGN_SSP) { // Skill SP regen
  13037. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13038. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13039. int val = sregen->sp;
  13040. if (sd && sd->state.doridori) {
  13041. val *= 2;
  13042. sd->state.doridori = 0;
  13043. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13044. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  13045. 100,rate,skill_get_time(TK_SPTIME, rate));
  13046. if (
  13047. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13048. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13049. ) { // Angel of the Sun/Moon/Star
  13050. clif_feel_hate_reset(sd);
  13051. pc_resethate(sd);
  13052. pc_resetfeel(sd);
  13053. }
  13054. }
  13055. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13056. if(status_heal(bl, 0, val, 3) < val)
  13057. break; // Full
  13058. }
  13059. }
  13060. return flag;
  13061. }
  13062. /**
  13063. * Natural heal main timer
  13064. * @param tid: Timer ID
  13065. * @param tick: Current tick (time)
  13066. * @param id: Object ID to heal
  13067. * @param data: data pushed through timer function
  13068. * @return 0
  13069. */
  13070. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  13071. {
  13072. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13073. map_foreachregen(status_natural_heal);
  13074. natural_heal_prev_tick = tick;
  13075. return 0;
  13076. }
  13077. /**
  13078. * Get the chance to upgrade a piece of equipment
  13079. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  13080. * @param refine: The target's refine level
  13081. * @return The chance to refine the item, in percent (0~100)
  13082. */
  13083. int status_get_refine_chance(enum refine_type wlv, int refine, bool enriched)
  13084. {
  13085. if ( refine < 0 || refine >= MAX_REFINE)
  13086. return 0;
  13087. int type = enriched ? 1 : 0;
  13088. if (battle_config.event_refine_chance)
  13089. type |= 2;
  13090. return refine_info[wlv].chance[type][refine];
  13091. }
  13092. /**
  13093. * Check if status is disabled on a map
  13094. * @param type: Status Change data
  13095. * @param mapIsVS: If the map is a map_flag_vs type
  13096. * @param mapisPVP: If the map is a PvP type
  13097. * @param mapIsGVG: If the map is a map_flag_gvg type
  13098. * @param mapIsBG: If the map is a Battleground type
  13099. * @param mapZone: Map Zone type
  13100. * @param mapIsTE: If the map us WOE TE
  13101. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13102. */
  13103. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13104. {
  13105. if (type <= SC_NONE || type >= SC_MAX)
  13106. return false;
  13107. if ((!mapIsVS && SCDisabled[type]&1) ||
  13108. (mapIsPVP && SCDisabled[type]&2) ||
  13109. (mapIsGVG && SCDisabled[type]&4) ||
  13110. (mapIsBG && SCDisabled[type]&8) ||
  13111. (mapIsTE && SCDisabled[type]&16) ||
  13112. (SCDisabled[type]&(mapZone)))
  13113. {
  13114. return true;
  13115. }
  13116. return false;
  13117. }
  13118. /**
  13119. * Clear a status if it is disabled on a map
  13120. * @param bl: Block list data
  13121. * @param sc: Status Change data
  13122. */
  13123. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  13124. {
  13125. nullpo_retv(bl);
  13126. if (sc && sc->count) {
  13127. unsigned short i;
  13128. bool mapIsVS = map_flag_vs2(bl->m);
  13129. bool mapIsPVP = map[bl->m].flag.pvp != 0;
  13130. bool mapIsGVG = map_flag_gvg2_no_te(bl->m);
  13131. bool mapIsBG = map[bl->m].flag.battleground != 0;
  13132. bool mapIsTE = map_flag_gvg2_te(bl->m);
  13133. unsigned int mapZone = map[bl->m].zone << 3;
  13134. for (i = 0; i < SC_MAX; i++) {
  13135. if (!sc->data[i] || !SCDisabled[i])
  13136. continue;
  13137. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapZone, mapIsTE))
  13138. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13139. }
  13140. }
  13141. }
  13142. /**
  13143. * Read status_disabled.txt file
  13144. * @param str: Fields passed from sv_readdb
  13145. * @param columns: Columns passed from sv_readdb function call
  13146. * @param current: Current row being read into SCDisabled array
  13147. * @return True - Successfully stored, False - Invalid SC
  13148. */
  13149. static bool status_readdb_status_disabled(char **str, int columns, int current)
  13150. {
  13151. int type = SC_NONE;
  13152. if (ISDIGIT(str[0][0]))
  13153. type = atoi(str[0]);
  13154. else {
  13155. if (!script_get_constant(str[0],&type))
  13156. type = SC_NONE;
  13157. }
  13158. if (type <= SC_NONE || type >= SC_MAX) {
  13159. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  13160. return false;
  13161. }
  13162. SCDisabled[type] = (unsigned int)atol(str[1]);
  13163. return true;
  13164. }
  13165. /**
  13166. * Read sizefix database for attack calculations
  13167. * @param fields: Fields passed from sv_readdb
  13168. * @param columns: Columns passed from sv_readdb function call
  13169. * @param current: Current row being read into atkmods array
  13170. * @return True
  13171. */
  13172. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  13173. {
  13174. unsigned int i;
  13175. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  13176. atkmods[current][i] = atoi(fields[i]);
  13177. return true;
  13178. }
  13179. /**
  13180. * Reads and parses an entry from the refine_db
  13181. * @param node: The YAML node containing the entry
  13182. * @param refine_info_index: The sequential index of the current entry
  13183. * @param file_name: File name for displaying only
  13184. * @return True on success or false on failure
  13185. */
  13186. static bool status_yaml_readdb_refine_sub(const YAML::Node &node, int refine_info_index, const std::string &file_name) {
  13187. if (refine_info_index < 0 || refine_info_index >= REFINE_TYPE_MAX)
  13188. return false;
  13189. int bonus_per_level = node["StatsPerLevel"].as<int>();
  13190. int random_bonus_start_level = node["RandomBonusStartLevel"].as<int>();
  13191. int random_bonus = node["RandomBonusValue"].as<int>();
  13192. const YAML::Node &costs = node["Costs"];
  13193. for (const auto costit : costs) {
  13194. const YAML::Node &type = costit;
  13195. int idx = 0, price;
  13196. unsigned short material;
  13197. const std::string keys[] = { "Type", "Price", "Material" };
  13198. for (int i = 0; i < ARRAYLENGTH(keys); i++) {
  13199. if (!type[keys[i]].IsDefined())
  13200. ShowWarning("status_yaml_readdb_refine_sub: Invalid refine cost with undefined " CL_WHITE "%s" CL_RESET "in file" CL_WHITE "%s" CL_RESET ".\n", keys[i].c_str(), file_name.c_str());
  13201. }
  13202. std::string refine_cost_const = type["Type"].as<std::string>();
  13203. if (ISDIGIT(refine_cost_const[0]))
  13204. idx = atoi(refine_cost_const.c_str());
  13205. else
  13206. script_get_constant(refine_cost_const.c_str(), &idx);
  13207. price = type["Price"].as<int>();
  13208. material = type["Material"].as<uint16>();
  13209. refine_info[refine_info_index].cost[idx].nameid = material;
  13210. refine_info[refine_info_index].cost[idx].zeny = price;
  13211. }
  13212. const YAML::Node &rates = node["Rates"];
  13213. for (const auto rateit : rates) {
  13214. const YAML::Node &level = rateit;
  13215. int refine_level = level["Level"].as<int>() - 1;
  13216. if (refine_level >= MAX_REFINE)
  13217. continue;
  13218. if (level["NormalChance"].IsDefined())
  13219. refine_info[refine_info_index].chance[REFINE_CHANCE_NORMAL][refine_level] = level["NormalChance"].as<int>();
  13220. if (level["EnrichedChance"].IsDefined())
  13221. refine_info[refine_info_index].chance[REFINE_CHANCE_ENRICHED][refine_level] = level["EnrichedChance"].as<int>();
  13222. if (level["EventNormalChance"].IsDefined())
  13223. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_NORMAL][refine_level] = level["EventNormalChance"].as<int>();
  13224. if (level["EventEnrichedChance"].IsDefined())
  13225. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_ENRICHED][refine_level] = level["EventEnrichedChance"].as<int>();
  13226. if (level["Bonus"].IsDefined())
  13227. refine_info[refine_info_index].bonus[refine_level] = level["Bonus"].as<int>();
  13228. if (refine_level >= random_bonus_start_level - 1)
  13229. refine_info[refine_info_index].randombonus_max[refine_level] = random_bonus * (refine_level - random_bonus_start_level + 2);
  13230. }
  13231. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  13232. refine_info[refine_info_index].bonus[refine_level] += bonus_per_level + (refine_level > 0 ? refine_info[refine_info_index].bonus[refine_level - 1] : 0);
  13233. return true;
  13234. }
  13235. /**
  13236. * Loads refine values from the refine_db
  13237. * @param directory: Location of refine_db file
  13238. * @param file: File name
  13239. */
  13240. static void status_yaml_readdb_refine(const std::string &directory, const std::string &file) {
  13241. int count = 0;
  13242. const std::string labels[] = { "Armor", "WeaponLv1", "WeaponLv2", "WeaponLv3", "WeaponLv4", "Shadow" };
  13243. const std::string current_file = directory + "/" + file;
  13244. YAML::Node config;
  13245. try {
  13246. config = YAML::LoadFile(current_file);
  13247. }
  13248. catch (...) {
  13249. ShowError("Failed to read '" CL_WHITE "%s" CL_RESET "'.\n", current_file.c_str());
  13250. return;
  13251. }
  13252. for (int i = 0; i < ARRAYLENGTH(labels); i++) {
  13253. const YAML::Node &node = config[labels[i]];
  13254. if (node.IsDefined() && status_yaml_readdb_refine_sub(node, i, file))
  13255. count++;
  13256. }
  13257. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, current_file.c_str());
  13258. }
  13259. /**
  13260. * Returns refine cost (zeny or item) for a weapon level.
  13261. * @param weapon_lv Weapon level
  13262. * @param type Refine type (can be retrieved from refine_cost_type enum)
  13263. * @param what true = returns zeny, false = returns item id
  13264. * @return Refine cost for a weapon level
  13265. */
  13266. int status_get_refine_cost(int weapon_lv, int type, bool what) {
  13267. return what ? refine_info[weapon_lv].cost[type].zeny : refine_info[weapon_lv].cost[type].nameid;
  13268. }
  13269. /**
  13270. * Read attribute fix database for attack calculations
  13271. * Function stores information in the attr_fix_table
  13272. * @return True
  13273. */
  13274. static bool status_readdb_attrfix(const char *basedir,bool silent)
  13275. {
  13276. FILE *fp;
  13277. char line[512], path[512];
  13278. int entries = 0;
  13279. sprintf(path, "%s/attr_fix.txt", basedir);
  13280. fp = fopen(path,"r");
  13281. if (fp == NULL) {
  13282. if (silent==0)
  13283. ShowError("Can't read %s\n", path);
  13284. return 1;
  13285. }
  13286. while (fgets(line, sizeof(line), fp)) {
  13287. int lv, i, j;
  13288. if (line[0] == '/' && line[1] == '/')
  13289. continue;
  13290. lv = atoi(line);
  13291. if (!CHK_ELEMENT_LEVEL(lv))
  13292. continue;
  13293. for (i = 0; i < ELE_ALL;) {
  13294. char *p;
  13295. if (!fgets(line, sizeof(line), fp))
  13296. break;
  13297. if (line[0]=='/' && line[1]=='/')
  13298. continue;
  13299. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  13300. while (*p == 32) //skipping space (32=' ')
  13301. p++;
  13302. //TODO seem unsafe to continue without check
  13303. attr_fix_table[lv-1][i][j] = atoi(p);
  13304. p = strchr(p,',');
  13305. if(p)
  13306. *p++=0;
  13307. }
  13308. i++;
  13309. }
  13310. entries++;
  13311. }
  13312. fclose(fp);
  13313. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", entries, path);
  13314. return true;
  13315. }
  13316. /**
  13317. * Sets defaults in tables and starts read db functions
  13318. * sv_readdb reads the file, outputting the information line-by-line to
  13319. * previous functions above, separating information by delimiter
  13320. * DBs being read:
  13321. * attr_fix.txt: Attribute adjustment table for attacks
  13322. * size_fix.txt: Size adjustment table for weapons
  13323. * refine_db.txt: Refining data table
  13324. * @return 0
  13325. */
  13326. int status_readdb(void)
  13327. {
  13328. int i, j, k;
  13329. const char* dbsubpath[] = {
  13330. "",
  13331. "/" DBIMPORT,
  13332. //add other path here
  13333. };
  13334. // Initialize databases to default
  13335. memset(SCDisabled, 0, sizeof(SCDisabled));
  13336. // size_fix.txt
  13337. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  13338. for(j=0;j<MAX_WEAPON_TYPE;j++)
  13339. atkmods[i][j]=100;
  13340. // refine_db.yml
  13341. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  13342. {
  13343. memset(refine_info[i].cost, 0, sizeof(struct refine_cost));
  13344. for(j = 0; j < REFINE_CHANCE_TYPE_MAX; j++)
  13345. for(k=0;k<MAX_REFINE; k++)
  13346. {
  13347. refine_info[i].chance[j][k] = 100;
  13348. refine_info[i].bonus[k] = 0;
  13349. refine_info[i].randombonus_max[k] = 0;
  13350. }
  13351. }
  13352. // attr_fix.txt
  13353. for(i=0;i<4;i++)
  13354. for(j=0;j<ELE_ALL;j++)
  13355. for(k=0;k<ELE_ALL;k++)
  13356. attr_fix_table[i][j][k]=100;
  13357. // read databases
  13358. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  13359. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  13360. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  13361. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  13362. char* dbsubpath1 = (char*)aMalloc(n1+1);
  13363. char* dbsubpath2 = (char*)aMalloc(n2+1);
  13364. if(i==0) {
  13365. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13366. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  13367. }
  13368. else {
  13369. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13370. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  13371. }
  13372. status_readdb_attrfix(dbsubpath2,i > 0); // !TODO use sv_readdb ?
  13373. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  13374. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i > 0);
  13375. status_yaml_readdb_refine(dbsubpath2, "refine_db.yml");
  13376. aFree(dbsubpath1);
  13377. aFree(dbsubpath2);
  13378. }
  13379. return 0;
  13380. }
  13381. /**
  13382. * Status db init and destroy.
  13383. */
  13384. int do_init_status(void)
  13385. {
  13386. add_timer_func_list(status_change_timer,"status_change_timer");
  13387. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  13388. initChangeTables();
  13389. initDummyData();
  13390. status_readdb();
  13391. natural_heal_prev_tick = gettick();
  13392. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  13393. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  13394. return 0;
  13395. }
  13396. void do_final_status(void)
  13397. {
  13398. ers_destroy(sc_data_ers);
  13399. }