status.cpp 473 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 <functional>
  8. #include <yaml-cpp/yaml.h>
  9. #include "../common/cbasetypes.h"
  10. #include "../common/timer.h"
  11. #include "../common/nullpo.h"
  12. #include "../common/random.h"
  13. #include "../common/showmsg.h"
  14. #include "../common/malloc.h"
  15. #include "../common/utils.h"
  16. #include "../common/ers.h"
  17. #include "../common/strlib.h"
  18. #include "battle.hpp"
  19. #include "itemdb.hpp"
  20. #include "map.hpp"
  21. #include "path.hpp"
  22. #include "pc.hpp"
  23. #include "pet.hpp"
  24. #include "battleground.hpp"
  25. #include "homunculus.hpp"
  26. #include "mercenary.hpp"
  27. #include "elemental.hpp"
  28. #include "script.hpp"
  29. #include "npc.hpp"
  30. #include "guild.hpp"
  31. #include "clif.hpp"
  32. #include "mob.hpp"
  33. #include "pc_groups.hpp"
  34. // Regen related flags.
  35. enum e_regen {
  36. RGN_NONE = 0x00,
  37. RGN_HP = 0x01,
  38. RGN_SP = 0x02,
  39. RGN_SHP = 0x04,
  40. RGN_SSP = 0x08,
  41. };
  42. // Bonus values and upgrade chances for refining equipment
  43. static struct {
  44. int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; /// Success chance
  45. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  46. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  47. struct refine_cost cost[REFINE_COST_MAX];
  48. } refine_info[REFINE_TYPE_MAX];
  49. static int atkmods[SZ_ALL][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  50. static struct eri *sc_data_ers; /// For sc_data entries
  51. static struct status_data dummy_status;
  52. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  53. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  54. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  55. bool running_npc_stat_calc_event; /// Indicate if OnPCStatCalcEvent is running.
  56. // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
  57. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  58. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  59. sc_type SkillStatusChangeTable[MAX_SKILL];
  60. int StatusIconChangeTable[SC_MAX];
  61. unsigned int StatusChangeFlagTable[SC_MAX];
  62. int StatusSkillChangeTable[SC_MAX];
  63. int StatusRelevantBLTypes[EFST_MAX];
  64. unsigned int StatusChangeStateTable[SC_MAX];
  65. unsigned int StatusDisplayType[SC_MAX];
  66. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  67. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  68. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  69. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  70. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  71. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  72. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  73. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  74. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  75. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  76. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  77. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  78. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  79. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  80. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  81. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  82. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  83. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  84. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  85. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  86. #ifdef RENEWAL_ASPD
  87. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  88. #endif
  89. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  90. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  91. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  92. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  93. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  94. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  95. #ifdef RENEWAL
  96. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  97. #endif
  98. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  99. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  100. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  101. static int status_get_sc_interval(enum sc_type type);
  102. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  103. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), 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))) )
  104. /**
  105. * Returns the status change associated with a skill.
  106. * @param skill The skill to look up
  107. * @return The status registered for this skill
  108. */
  109. sc_type status_skill2sc(int skill)
  110. {
  111. int idx = skill_get_index(skill);
  112. if( idx == 0 ) {
  113. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  114. return SC_NONE;
  115. }
  116. return SkillStatusChangeTable[idx];
  117. }
  118. /**
  119. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  120. * Utilized for various duration lookups. Use with caution!
  121. * @param sc The status to look up
  122. * @return A skill associated with the status
  123. */
  124. int status_sc2skill(sc_type sc)
  125. {
  126. if( sc < 0 || sc >= SC_MAX ) {
  127. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  128. return 0;
  129. }
  130. return StatusSkillChangeTable[sc];
  131. }
  132. /**
  133. * Returns the status calculation flag associated with a given status change.
  134. * @param sc The status to look up
  135. * @return The scb_flag registered for this status (see enum scb_flag)
  136. */
  137. unsigned int status_sc2scb_flag(sc_type sc)
  138. {
  139. if( sc < 0 || sc >= SC_MAX ) {
  140. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  141. return SCB_NONE;
  142. }
  143. return StatusChangeFlagTable[sc];
  144. }
  145. /**
  146. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  147. * @param type The client-side status identifier to look up (see enum efst_types)
  148. * @return The bl types relevant to the type (see enum bl_type)
  149. */
  150. int status_type2relevant_bl_types(int type)
  151. {
  152. if( type < EFST_BLANK || type >= EFST_MAX ) {
  153. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  154. return EFST_BLANK;
  155. }
  156. return StatusRelevantBLTypes[type];
  157. }
  158. #define add_sc(skill,sc) set_sc(skill,sc,EFST_BLANK,SCB_NONE)
  159. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  160. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < EFST_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  161. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  162. {
  163. uint16 idx = skill_get_index(skill_id);
  164. if( idx == 0 ) {
  165. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  166. return;
  167. }
  168. if( sc <= SC_NONE || sc >= SC_MAX ) {
  169. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  170. return;
  171. }
  172. if( StatusSkillChangeTable[sc] == 0 )
  173. StatusSkillChangeTable[sc] = skill_id;
  174. if( StatusIconChangeTable[sc] == EFST_BLANK )
  175. StatusIconChangeTable[sc] = icon;
  176. StatusChangeFlagTable[sc] |= flag;
  177. if( SkillStatusChangeTable[idx] == SC_NONE )
  178. SkillStatusChangeTable[idx] = sc;
  179. }
  180. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  181. if (sc > SC_NONE && sc < SC_MAX) {
  182. if (StatusIconChangeTable[sc] == EFST_BLANK)
  183. StatusIconChangeTable[sc] = icon;
  184. StatusChangeFlagTable[sc] |= flag;
  185. }
  186. if (icon > EFST_BLANK && icon < EFST_MAX)
  187. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  188. }
  189. void initChangeTables(void)
  190. {
  191. int i;
  192. for (i = 0; i < SC_MAX; i++)
  193. StatusIconChangeTable[i] = EFST_BLANK;
  194. for (i = 0; i < MAX_SKILL; i++)
  195. SkillStatusChangeTable[i] = SC_NONE;
  196. for (i = 0; i < EFST_MAX; i++)
  197. StatusRelevantBLTypes[i] = BL_PC;
  198. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  199. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  200. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  201. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  202. memset(SCDisabled, 0, sizeof(SCDisabled));
  203. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  204. set_sc( NPC_PETRIFYATTACK , SC_STONE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  205. set_sc( NPC_WIDEFREEZE , SC_FREEZE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  206. add_sc( NPC_STUNATTACK , SC_STUN );
  207. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  208. set_sc( NPC_POISON , SC_POISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  209. set_sc( NPC_WIDECURSE , SC_CURSE , EFST_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  210. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  211. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  212. set_sc( NPC_BLINDATTACK , SC_BLIND , EFST_BLANK , SCB_HIT|SCB_FLEE );
  213. set_sc( NPC_BLEEDING , SC_BLEEDING , EFST_BLOODING, SCB_REGEN );
  214. set_sc( NPC_POISON , SC_DPOISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  215. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  216. /* The main status definitions */
  217. add_sc( SM_BASH , SC_STUN );
  218. set_sc( SM_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  219. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  220. set_sc( SM_ENDURE , SC_ENDURE , EFST_ENDURE , SCB_MDEF|SCB_DSPD );
  221. add_sc( MG_SIGHT , SC_SIGHT );
  222. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  223. add_sc( MG_FROSTDIVER , SC_FREEZE );
  224. add_sc( MG_STONECURSE , SC_STONE );
  225. add_sc( AL_RUWACH , SC_RUWACH );
  226. add_sc( AL_PNEUMA , SC_PNEUMA );
  227. set_sc( AL_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  228. set_sc( AL_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  229. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , EFST_CRUCIS, SCB_DEF );
  230. set_sc( AL_ANGELUS , SC_ANGELUS , EFST_ANGELUS , SCB_DEF2 );
  231. set_sc( AL_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  232. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , EFST_CONCENTRATION, SCB_AGI|SCB_DEX );
  233. set_sc( TF_HIDING , SC_HIDING , EFST_HIDING , SCB_SPEED );
  234. add_sc( TF_POISON , SC_POISON );
  235. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , EFST_TWOHANDQUICKEN , SCB_ASPD );
  236. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , EFST_AUTOCOUNTER , SCB_NONE );
  237. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , EFST_IMPOSITIO ,
  238. #ifndef RENEWAL
  239. SCB_WATK );
  240. #else
  241. SCB_NONE );
  242. #endif
  243. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , EFST_SUFFRAGIUM , SCB_NONE );
  244. set_sc( PR_ASPERSIO , SC_ASPERSIO , EFST_ASPERSIO , SCB_ATK_ELE );
  245. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  246. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , EFST_SLOWPOISON , SCB_REGEN );
  247. set_sc( PR_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  248. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  249. set_sc( PR_GLORIA , SC_GLORIA , EFST_GLORIA , SCB_LUK );
  250. add_sc( PR_STRECOVERY , SC_BLIND );
  251. add_sc( PR_LEXDIVINA , SC_SILENCE );
  252. set_sc( PR_LEXAETERNA , SC_AETERNA , EFST_LEXAETERNA, SCB_NONE );
  253. add_sc( WZ_METEOR , SC_STUN );
  254. add_sc( WZ_VERMILION , SC_BLIND );
  255. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  256. add_sc( WZ_STORMGUST , SC_FREEZE );
  257. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , EFST_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  258. add_sc( BS_HAMMERFALL , SC_STUN );
  259. set_sc( BS_ADRENALINE , SC_ADRENALINE , EFST_ADRENALINE , SCB_ASPD );
  260. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , EFST_WEAPONPERFECT, SCB_NONE );
  261. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , EFST_OVERTHRUST , SCB_NONE );
  262. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , EFST_MAXIMIZE, SCB_REGEN );
  263. add_sc( HT_LANDMINE , SC_STUN );
  264. set_sc( HT_ANKLESNARE , SC_ANKLE , EFST_ANKLESNARE , SCB_NONE );
  265. add_sc( HT_SANDMAN , SC_SLEEP );
  266. add_sc( HT_FLASHER , SC_BLIND );
  267. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  268. set_sc( AS_CLOAKING , SC_CLOAKING , EFST_CLOAKING , SCB_CRI|SCB_SPEED );
  269. add_sc( AS_SONICBLOW , SC_STUN );
  270. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , EFST_ENCHANTPOISON, SCB_ATK_ELE );
  271. set_sc( AS_POISONREACT , SC_POISONREACT , EFST_POISONREACT , SCB_NONE );
  272. add_sc( AS_VENOMDUST , SC_POISON );
  273. set_sc( AS_SPLASHER , SC_SPLASHER , EFST_SPLASHER , SCB_NONE );
  274. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , EFST_TRICKDEAD , SCB_REGEN );
  275. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  276. add_sc( TF_SPRINKLESAND , SC_BLIND );
  277. add_sc( TF_THROWSTONE , SC_STUN );
  278. set_sc( MC_LOUD , SC_LOUD , EFST_SHOUT, SCB_STR );
  279. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , EFST_ENERGYCOAT , SCB_NONE );
  280. set_sc( NPC_EMOTION , SC_MODECHANGE , EFST_BLANK , SCB_MODE );
  281. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  282. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , EFST_ARMOR_PROPERTY , SCB_DEF_ELE );
  283. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  284. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  285. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  286. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  287. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  288. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  289. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  290. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  291. add_sc( NPC_POISON , SC_POISON );
  292. add_sc( NPC_BLINDATTACK , SC_BLIND );
  293. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  294. add_sc( NPC_STUNATTACK , SC_STUN );
  295. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  296. add_sc( NPC_CURSEATTACK , SC_CURSE );
  297. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  298. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  299. set_sc( NPC_KEEPING , SC_KEEPING , EFST_BLANK , SCB_DEF );
  300. add_sc( NPC_DARKBLESSING , SC_COMA );
  301. set_sc( NPC_BARRIER , SC_BARRIER , EFST_BARRIER , SCB_MDEF|SCB_DEF );
  302. add_sc( NPC_DEFENDER , SC_ARMOR );
  303. add_sc( NPC_LICK , SC_STUN );
  304. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , EFST_ILLUSION, SCB_NONE );
  305. add_sc( NPC_REBIRTH , SC_REBIRTH );
  306. add_sc( RG_RAID , SC_STUN );
  307. #ifdef RENEWAL
  308. add_sc( RG_RAID , SC_RAID );
  309. add_sc( RG_BACKSTAP , SC_STUN );
  310. #endif
  311. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , EFST_NOEQUIPWEAPON, SCB_WATK );
  312. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , EFST_NOEQUIPSHIELD, SCB_DEF );
  313. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , EFST_NOEQUIPARMOR, SCB_VIT );
  314. set_sc( RG_STRIPHELM , SC_STRIPHELM , EFST_NOEQUIPHELM, SCB_INT );
  315. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  316. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , EFST_PROTECTWEAPON, SCB_NONE );
  317. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , EFST_PROTECTSHIELD, SCB_NONE );
  318. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , EFST_PROTECTARMOR, SCB_NONE );
  319. set_sc( AM_CP_HELM , SC_CP_HELM , EFST_PROTECTHELM, SCB_NONE );
  320. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  321. add_sc( CR_SHIELDCHARGE , SC_STUN );
  322. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  323. add_sc( CR_HOLYCROSS , SC_BLIND );
  324. add_sc( CR_GRANDCROSS , SC_BLIND );
  325. set_sc( CR_DEVOTION , SC_DEVOTION , EFST_DEVOTION , SCB_NONE);
  326. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , EFST_PROVIDENCE , SCB_ALL );
  327. set_sc( CR_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  328. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , EFST_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  329. set_sc( MO_STEELBODY , SC_STEELBODY , EFST_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  330. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  331. set_sc( MO_BLADESTOP , SC_BLADESTOP , EFST_BLADESTOP , SCB_NONE );
  332. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , EFST_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  333. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , EFST_BLANK , SCB_REGEN );
  334. #ifdef RENEWAL
  335. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , EFST_EXTREMITYFIST , SCB_NONE );
  336. #endif
  337. set_sc( SA_MAGICROD , SC_MAGICROD , EFST_MAGICROD , SCB_NONE );
  338. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , EFST_AUTOSPELL , SCB_NONE );
  339. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , EFST_PROPERTYFIRE, SCB_ATK_ELE );
  340. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , EFST_PROPERTYWATER, SCB_ATK_ELE );
  341. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , EFST_PROPERTYWIND, SCB_ATK_ELE );
  342. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , EFST_PROPERTYGROUND, SCB_ATK_ELE );
  343. set_sc( SA_VOLCANO , SC_VOLCANO , EFST_GROUNDMAGIC, SCB_WATK );
  344. set_sc( SA_DELUGE , SC_DELUGE , EFST_GROUNDMAGIC, SCB_MAXHP );
  345. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , EFST_GROUNDMAGIC, SCB_FLEE );
  346. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  347. add_sc( SA_COMA , SC_COMA );
  348. set_sc( BD_ENCORE , SC_DANCING , EFST_BDPLAYING , SCB_SPEED|SCB_REGEN );
  349. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , EFST_RICHMANKIM , SCB_NONE );
  350. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , EFST_ETERNALCHAOS , SCB_DEF2 );
  351. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , EFST_DRUMBATTLEFIELD ,
  352. #ifndef RENEWAL
  353. SCB_WATK|SCB_DEF );
  354. #else
  355. SCB_DEF );
  356. #endif
  357. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , EFST_RINGNIBELUNGEN ,
  358. #ifndef RENEWAL
  359. SCB_WATK );
  360. #else
  361. SCB_NONE );
  362. #endif
  363. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , EFST_ROKISWEIL , SCB_NONE );
  364. set_sc( BD_INTOABYSS , SC_INTOABYSS , EFST_INTOABYSS , SCB_NONE );
  365. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , EFST_SIEGFRIED , SCB_ALL );
  366. add_sc( BA_FROSTJOKER , SC_FREEZE );
  367. set_sc( BA_WHISTLE , SC_WHISTLE , EFST_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  368. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , EFST_ASSASSINCROSS , SCB_ASPD );
  369. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , EFST_POEMBRAGI , SCB_NONE );
  370. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , EFST_APPLEIDUN , SCB_MAXHP );
  371. add_sc( DC_SCREAM , SC_STUN );
  372. set_sc( DC_HUMMING , SC_HUMMING , EFST_HUMMING , SCB_HIT );
  373. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , EFST_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  374. set_sc( DC_FORTUNEKISS , SC_FORTUNE , EFST_FORTUNEKISS , SCB_CRI );
  375. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , EFST_SERVICEFORYOU , SCB_ALL );
  376. add_sc( NPC_DARKCROSS , SC_BLIND );
  377. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  378. set_sc( NPC_STOP , SC_STOP , EFST_STOP , SCB_NONE );
  379. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , EFST_BROKENWEAPON , SCB_NONE );
  380. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , EFST_BROKENARMOR , SCB_NONE );
  381. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , EFST_PROPERTYUNDEAD, SCB_DEF_ELE );
  382. set_sc( NPC_POWERUP , SC_INCHITRATE , EFST_BLANK , SCB_HIT );
  383. set_sc( NPC_AGIUP , SC_INCFLEERATE , EFST_BLANK , SCB_FLEE );
  384. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  385. set_sc( LK_AURABLADE , SC_AURABLADE , EFST_AURABLADE , SCB_NONE );
  386. set_sc( LK_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  387. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , EFST_CONCENTRATION ,
  388. #ifndef RENEWAL
  389. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  390. #else
  391. SCB_HIT|SCB_DEF );
  392. #endif
  393. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , EFST_TENSIONRELAX , SCB_REGEN );
  394. set_sc( LK_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  395. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  396. #ifndef RENEWAL
  397. EFST_ASSUMPTIO , SCB_NONE );
  398. #else
  399. EFST_ASSUMPTIO2 , SCB_NONE );
  400. #endif
  401. add_sc( HP_BASILICA , SC_BASILICA );
  402. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , EFST_MAGICPOWER , SCB_MATK );
  403. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  404. set_sc( PA_GOSPEL , SC_GOSPEL , EFST_GOSPEL , SCB_SPEED|SCB_ASPD );
  405. add_sc( PA_GOSPEL , SC_SCRESIST );
  406. add_sc( CH_TIGERFIST , SC_STOP );
  407. set_sc( ASC_EDP , SC_EDP , EFST_EDP , SCB_NONE );
  408. set_sc( SN_SIGHT , SC_TRUESIGHT , EFST_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  409. set_sc( SN_WINDWALK , SC_WINDWALK , EFST_WINDWALK , SCB_FLEE|SCB_SPEED );
  410. set_sc( WS_MELTDOWN , SC_MELTDOWN , EFST_MELTDOWN , SCB_NONE );
  411. set_sc( WS_CARTBOOST , SC_CARTBOOST , EFST_CARTBOOST , SCB_SPEED );
  412. set_sc( ST_CHASEWALK , SC_CHASEWALK , EFST_CHASEWALK , SCB_SPEED );
  413. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , EFST_SWORDREJECT, SCB_NONE );
  414. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  415. set_sc( CG_MARIONETTE , SC_MARIONETTE , EFST_MARIONETTE_MASTER, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  416. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , EFST_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  417. add_sc( LK_SPIRALPIERCE , SC_STOP );
  418. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  419. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , EFST_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  420. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  421. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , EFST_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  422. set_sc( PF_MEMORIZE , SC_MEMORIZE , EFST_MEMORIZE , SCB_NONE );
  423. set_sc( PF_FOGWALL , SC_FOGWALL , EFST_FOGWALL , SCB_NONE );
  424. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , EFST_SPIDERWEB , SCB_FLEE );
  425. set_sc( WE_BABY , SC_BABY , EFST_PROTECTEXP, SCB_NONE );
  426. set_sc( TK_RUN , SC_RUN , EFST_RUN , SCB_SPEED|SCB_DSPD );
  427. set_sc( TK_RUN , SC_SPURT , EFST_STRUP, SCB_STR );
  428. set_sc( TK_READYSTORM , SC_READYSTORM , EFST_STORMKICK_ON, SCB_NONE );
  429. set_sc( TK_READYDOWN , SC_READYDOWN , EFST_DOWNKICK_ON, SCB_NONE );
  430. add_sc( TK_DOWNKICK , SC_STUN );
  431. set_sc( TK_READYTURN , SC_READYTURN , EFST_TURNKICK_ON, SCB_NONE );
  432. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , EFST_COUNTER_ON, SCB_NONE );
  433. set_sc( TK_DODGE , SC_DODGE , EFST_DODGE_ON, SCB_NONE );
  434. set_sc( TK_SPTIME , SC_EARTHSCROLL , EFST_EARTHSCROLL , SCB_NONE );
  435. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  436. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , EFST_PROPERTYTELEKINESIS, SCB_ATK_ELE );
  437. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , EFST_PROPERTYDARK, SCB_ATK_ELE );
  438. set_sc( SG_SUN_WARM , SC_WARM , EFST_SG_SUN_WARM, SCB_NONE );
  439. set_sc( SG_MOON_WARM , SC_WARM, EFST_SG_MOON_WARM, SCB_NONE);
  440. set_sc( SG_STAR_WARM , SC_WARM, EFST_SG_STAR_WARM, SCB_NONE);
  441. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , EFST_SUN_COMFORT , SCB_DEF2 );
  442. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , EFST_MOON_COMFORT , SCB_FLEE );
  443. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , EFST_STAR_COMFORT , SCB_ASPD );
  444. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  445. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , EFST_BLANK , SCB_ALL );
  446. set_sc( SG_FUSION , SC_FUSION , EFST_BLANK , SCB_SPEED );
  447. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , EFST_ADRENALINE2 , SCB_ASPD );
  448. set_sc( SL_KAIZEL , SC_KAIZEL , EFST_KAIZEL , SCB_NONE );
  449. set_sc( SL_KAAHI , SC_KAAHI , EFST_KAAHI , SCB_NONE );
  450. set_sc( SL_KAUPE , SC_KAUPE , EFST_KAUPE , SCB_NONE );
  451. set_sc( SL_KAITE , SC_KAITE , EFST_KAITE , SCB_NONE );
  452. add_sc( SL_STUN , SC_STUN );
  453. set_sc( SL_SWOO , SC_SWOO , EFST_SWOO , SCB_SPEED );
  454. set_sc( SL_SKE , SC_SKE , EFST_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  455. set_sc( SL_SKA , SC_SKA , EFST_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  456. set_sc( SL_SMA , SC_SMA , EFST_SMA_READY, SCB_NONE );
  457. set_sc( SM_SELFPROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  458. set_sc( ST_PRESERVE , SC_PRESERVE , EFST_PRESERVE , SCB_NONE );
  459. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , EFST_DOUBLECASTING, SCB_NONE );
  460. set_sc( HW_GRAVITATION , SC_GRAVITATION , EFST_GRAVITATION , SCB_ASPD );
  461. add_sc( WS_CARTTERMINATION , SC_STUN );
  462. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , EFST_OVERTHRUSTMAX, SCB_NONE );
  463. set_sc( CG_LONGINGFREEDOM , SC_LONGING , EFST_LONGING , SCB_SPEED|SCB_ASPD );
  464. set_sc( CG_HERMODE , SC_HERMODE , EFST_HERMODE , SCB_NONE );
  465. set_sc( CG_TAROTCARD , SC_TAROTCARD , EFST_TAROTCARD, SCB_NONE );
  466. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , EFST_BLANK , SCB_ATK_ELE );
  467. set_sc( SL_HIGH , SC_SPIRIT , EFST_SOULLINK, SCB_ALL );
  468. set_sc( KN_ONEHAND , SC_ONEHAND , EFST_ONEHANDQUICKEN, SCB_ASPD );
  469. set_sc( GS_FLING , SC_FLING , EFST_BLANK , SCB_DEF|SCB_DEF2 );
  470. add_sc( GS_CRACKER , SC_STUN );
  471. add_sc( GS_DISARM , SC_STRIPWEAPON );
  472. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  473. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , EFST_GS_MADNESSCANCEL,
  474. #ifndef RENEWAL
  475. SCB_BATK|SCB_ASPD );
  476. #else
  477. SCB_ASPD );
  478. #endif
  479. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , EFST_GS_ADJUSTMENT, SCB_HIT|SCB_FLEE );
  480. set_sc( GS_INCREASING , SC_INCREASING , EFST_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  481. #ifdef RENEWAL
  482. set_sc( GS_MAGICALBULLET , SC_MAGICALBULLET , EFST_GS_MAGICAL_BULLET , SCB_NONE );
  483. #endif
  484. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , EFST_GS_GATLINGFEVER,
  485. #ifndef RENEWAL
  486. SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  487. #else
  488. SCB_FLEE|SCB_SPEED|SCB_ASPD );
  489. #endif
  490. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  491. set_sc( NJ_SUITON , SC_SUITON , EFST_BLANK , SCB_AGI|SCB_SPEED );
  492. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  493. set_sc( NJ_NEN , SC_NEN , EFST_NJ_NEN, SCB_STR|SCB_INT );
  494. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , EFST_NJ_UTSUSEMI, SCB_NONE );
  495. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , EFST_NJ_BUNSINJYUTSU, SCB_DYE );
  496. add_sc( NPC_ICEBREATH , SC_FREEZE );
  497. add_sc( NPC_ACIDBREATH , SC_POISON );
  498. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  499. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  500. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  501. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  502. add_sc( NPC_WIDESTONE , SC_STONE );
  503. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  504. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  505. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  506. add_sc( NPC_EVILLAND , SC_BLIND );
  507. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  508. set_sc( NPC_SLOWCAST , SC_SLOWCAST , EFST_SLOWCAST , SCB_NONE );
  509. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , EFST_CRITICALWOUND , SCB_NONE );
  510. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , EFST_BLANK , SCB_NONE );
  511. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  512. add_sc( NPC_WIDECURSE , SC_CURSE );
  513. add_sc( NPC_WIDESTUN , SC_STUN );
  514. set_sc( NPC_HELLPOWER , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  515. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  516. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , EFST_INVINCIBLE , SCB_SPEED );
  517. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , EFST_BLANK , SCB_SPEED );
  518. set_sc( NPC_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  519. set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , EFST_MAXPAIN , SCB_NONE );
  520. set_sc( CASH_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  521. set_sc( CASH_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  522. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , EFST_ASSUMPTIO , SCB_NONE );
  523. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , EFST_PARTYFLEE , SCB_NONE );
  524. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , EFST_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  525. set_sc( CR_SHRINK , SC_SHRINK , EFST_CR_SHRINK, SCB_NONE );
  526. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , EFST_RG_CCONFINE_S, SCB_NONE );
  527. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , EFST_RG_CCONFINE_M, SCB_FLEE );
  528. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , EFST_WZ_SIGHTBLASTER, SCB_NONE );
  529. set_sc( DC_WINKCHARM , SC_WINKCHARM , EFST_DC_WINKCHARM, SCB_NONE );
  530. add_sc( MO_BALKYOUNG , SC_STUN );
  531. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  532. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  533. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  534. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  535. set_sc( HLIF_AVOID , SC_AVOID , EFST_BLANK , SCB_SPEED );
  536. set_sc( HLIF_CHANGE , SC_CHANGE , EFST_BLANK , SCB_VIT|SCB_INT );
  537. set_sc( HFLI_FLEET , SC_FLEET , EFST_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  538. set_sc( HFLI_SPEED , SC_SPEED , EFST_BLANK , SCB_FLEE );
  539. set_sc( HAMI_DEFENCE , SC_DEFENCE , EFST_BLANK ,
  540. #ifndef RENEWAL
  541. SCB_DEF );
  542. #else
  543. SCB_VIT );
  544. #endif
  545. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , EFST_BLANK , SCB_BATK|SCB_WATK );
  546. /* Homunculus S */
  547. add_sc(MH_STAHL_HORN , SC_STUN );
  548. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , EFST_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  549. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , EFST_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  550. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  551. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , EFST_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  552. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, EFST_LIGHT_OF_REGENE, SCB_NONE);
  553. set_sc(MH_VOLCANIC_ASH , SC_ASH , EFST_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  554. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , EFST_GRANITIC_ARMOR , SCB_NONE );
  555. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , EFST_MAGMA_FLOW , SCB_NONE );
  556. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , EFST_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  557. set_sc(MH_LAVA_SLIDE , SC_BURNING , EFST_BURNT , SCB_MDEF );
  558. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , EFST_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  559. add_sc(MH_POISON_MIST , SC_BLIND );
  560. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , EFST_PAIN_KILLER , SCB_ASPD );
  561. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  562. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , EFST_TINDER_BREAKER , SCB_FLEE );
  563. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , EFST_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  564. set_sc(MH_CBC , SC_CBC , EFST_CBC , SCB_FLEE );
  565. set_sc(MH_EQC , SC_EQC , EFST_EQC , SCB_DEF2|SCB_MAXHP );
  566. add_sc( MER_CRASH , SC_STUN );
  567. set_sc( MER_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  568. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  569. add_sc( MER_SIGHT , SC_SIGHT );
  570. set_sc( MER_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  571. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  572. add_sc( MER_LEXDIVINA , SC_SILENCE );
  573. add_sc( MA_LANDMINE , SC_STUN );
  574. add_sc( MA_SANDMAN , SC_SLEEP );
  575. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  576. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  577. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  578. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  579. set_sc( ML_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  580. set_sc( MS_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  581. set_sc( MS_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  582. add_sc( ML_SPIRALPIERCE , SC_STOP );
  583. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , EFST_BLANK , SCB_ASPD );
  584. add_sc( ML_DEVOTION , SC_DEVOTION );
  585. set_sc( MER_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  586. set_sc( MER_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  587. set_sc( MER_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  588. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , EFST_BLANK , SCB_STR );
  589. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , EFST_BLANK , SCB_VIT );
  590. set_sc( GD_SOULCOLD , SC_SOULCOLD , EFST_BLANK , SCB_AGI );
  591. set_sc( GD_HAWKEYES , SC_HAWKEYES , EFST_BLANK , SCB_DEX );
  592. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , EFST_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  593. set_sc( GD_REGENERATION , SC_REGENERATION , EFST_GDSKILL_REGENERATION , SCB_REGEN );
  594. /* Rune Knight */
  595. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , EFST_ENCHANTBLADE , SCB_NONE );
  596. set_sc( RK_DRAGONHOWLING , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  597. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , EFST_DEATHBOUND , SCB_NONE );
  598. set_sc( RK_WINDCUTTER , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  599. set_sc( RK_DRAGONBREATH , SC_BURNING , EFST_BURNT , SCB_MDEF );
  600. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , EFST_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  601. set_sc( RK_REFRESH , SC_REFRESH , EFST_REFRESH , SCB_NONE );
  602. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , EFST_GIANTGROWTH , SCB_STR );
  603. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , EFST_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  604. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , EFST_VITALITYACTIVATION , SCB_REGEN );
  605. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , EFST_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  606. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , EFST_ABUNDANCE , SCB_NONE );
  607. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , EFST_CRUSHSTRIKE , SCB_NONE );
  608. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  609. /* GC Guillotine Cross */
  610. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , EFST_VENOMIMPRESS , SCB_NONE );
  611. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , EFST_POISONINGWEAPON , SCB_NONE );
  612. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , EFST_WEAPONBLOCKING , SCB_NONE );
  613. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , EFST_CLOAKINGEXCEED , SCB_SPEED );
  614. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , EFST_HALLUCINATIONWALK , SCB_FLEE );
  615. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , EFST_ROLLINGCUTTER , SCB_NONE );
  616. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , EFST_DARKCROW , SCB_NONE );
  617. /* Arch Bishop */
  618. set_sc( AB_ADORAMUS , SC_ADORAMUS , EFST_ADORAMUS , SCB_AGI|SCB_SPEED );
  619. add_sc( AB_CLEMENTIA , SC_BLESSING );
  620. add_sc( AB_CANTO , SC_INCREASEAGI );
  621. set_sc( AB_EPICLESIS , SC_EPICLESIS , EFST_EPICLESIS , SCB_MAXHP );
  622. add_sc( AB_PRAEFATIO , SC_KYRIE );
  623. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , EFST_ORATIO , SCB_NONE );
  624. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , EFST_LAUDAAGNUS , SCB_VIT );
  625. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , EFST_LAUDARAMUS , SCB_LUK );
  626. set_sc( AB_RENOVATIO , SC_RENOVATIO , EFST_RENOVATIO , SCB_REGEN );
  627. set_sc( AB_EXPIATIO , SC_EXPIATIO , EFST_EXPIATIO , SCB_NONE );
  628. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , EFST_DUPLELIGHT , SCB_NONE );
  629. set_sc( AB_SECRAMENT , SC_SECRAMENT , EFST_AB_SECRAMENT, SCB_NONE );
  630. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , EFST_OFFERTORIUM , SCB_NONE );
  631. /* Warlock */
  632. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  633. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  634. add_sc( WL_JACKFROST , SC_FREEZE );
  635. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , EFST_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  636. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , EFST_RECOGNIZEDSPELL , SCB_MATK);
  637. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  638. set_sc( WL_STASIS , SC_STASIS , EFST_STASIS , SCB_NONE );
  639. add_sc( WL_CRIMSONROCK , SC_STUN );
  640. set_sc( WL_HELLINFERNO , SC_BURNING , EFST_BURNT , SCB_MDEF );
  641. set_sc( WL_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  642. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, EFST_TELEKINESIS_INTENSE, SCB_MATK );
  643. /* Ranger */
  644. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , EFST_FEARBREEZE , SCB_NONE );
  645. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , EFST_ELECTRICSHOCKER , SCB_NONE );
  646. set_sc( RA_WUGDASH , SC_WUGDASH , EFST_WUGDASH , SCB_SPEED|SCB_DSPD );
  647. set_sc( RA_WUGBITE , SC_BITE , EFST_WUGBITE , SCB_NONE );
  648. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , EFST_CAMOUFLAGE , SCB_SPEED|SCB_DEF|SCB_DEF2 );
  649. set_sc( RA_FIRINGTRAP , SC_BURNING , EFST_BURNT , SCB_MDEF );
  650. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , EFST_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF|SCB_DEF2 );
  651. set_sc( RA_UNLIMIT , SC_UNLIMIT , EFST_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  652. /* Mechanic */
  653. set_sc( NC_ACCELERATION , SC_ACCELERATION , EFST_ACCELERATION , SCB_SPEED );
  654. set_sc( NC_HOVERING , SC_HOVERING , EFST_HOVERING , SCB_SPEED );
  655. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , EFST_SHAPESHIFT , SCB_DEF_ELE );
  656. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , EFST_INFRAREDSCAN , SCB_FLEE );
  657. set_sc( NC_ANALYZE , SC_ANALYZE , EFST_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  658. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , EFST_MAGNETICFIELD , SCB_NONE );
  659. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , EFST_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  660. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , EFST_STEALTHFIELD , SCB_SPEED );
  661. /* Royal Guard */
  662. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , EFST_LG_REFLECTDAMAGE , SCB_NONE );
  663. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , EFST_FORCEOFVANGUARD , SCB_MAXHP );
  664. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , EFST_EXEEDBREAK , SCB_NONE );
  665. set_sc( LG_PRESTIGE , SC_PRESTIGE , EFST_PRESTIGE , SCB_DEF );
  666. set_sc( LG_BANDING , SC_BANDING , EFST_BANDING , SCB_DEF2|SCB_WATK );
  667. set_sc( LG_PIETY , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  668. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , EFST_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  669. set_sc( LG_INSPIRATION , SC_INSPIRATION , EFST_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  670. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , EFST_KINGS_GRACE , SCB_NONE );
  671. /* Shadow Chaser */
  672. set_sc( SC_REPRODUCE , SC__REPRODUCE , EFST_REPRODUCE , SCB_NONE );
  673. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , EFST_AUTOSHADOWSPELL , SCB_NONE );
  674. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , EFST_SHADOWFORM , SCB_NONE );
  675. set_sc( SC_BODYPAINT , SC__BODYPAINT , EFST_BODYPAINT , SCB_ASPD );
  676. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , EFST_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  677. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , EFST_DEADLYINFECT , SCB_NONE );
  678. set_sc( SC_ENERVATION , SC__ENERVATION , EFST_ENERVATION , SCB_BATK|SCB_WATK );
  679. set_sc( SC_GROOMY , SC__GROOMY , EFST_GROOMY , SCB_ASPD|SCB_HIT );
  680. set_sc( SC_IGNORANCE , SC__IGNORANCE , EFST_IGNORANCE , SCB_NONE );
  681. set_sc( SC_LAZINESS , SC__LAZINESS , EFST_LAZINESS , SCB_FLEE|SCB_SPEED );
  682. set_sc( SC_UNLUCKY , SC__UNLUCKY , EFST_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  683. set_sc( SC_WEAKNESS , SC__WEAKNESS , EFST_WEAKNESS , SCB_MAXHP );
  684. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , EFST_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  685. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , EFST_MANHOLE , SCB_NONE );
  686. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  687. add_sc( SC_BLOODYLUST , SC_BERSERK );
  688. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  689. add_sc( SC_ESCAPE , SC_ANKLE );
  690. /* Sura */
  691. add_sc( SR_DRAGONCOMBO , SC_STUN );
  692. add_sc( SR_EARTHSHAKER , SC_STUN );
  693. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , EFST_CRESCENTELBOW , SCB_NONE );
  694. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, EFST_CURSEDCIRCLE_TARGET , SCB_NONE );
  695. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , EFST_LIGHTNINGWALK , SCB_NONE );
  696. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , EFST_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  697. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , EFST_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  698. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , EFST_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD );
  699. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , EFST_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  700. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , EFST_FLASHCOMBO , SCB_WATK );
  701. /* Wanderer / Minstrel */
  702. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , EFST_SWING, SCB_SPEED|SCB_ASPD );
  703. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , EFST_SYMPHONY_LOVE, SCB_MDEF );
  704. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , EFST_MOONLIT_SERENADE, SCB_MATK );
  705. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , EFST_RUSH_WINDMILL, SCB_WATK );
  706. set_sc( MI_ECHOSONG , SC_ECHOSONG , EFST_ECHOSONG , SCB_DEF );
  707. set_sc( MI_HARMONIZE , SC_HARMONIZE , EFST_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  708. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , EFST_NETHERWORLD , SCB_NONE );
  709. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , EFST_SIREN, SCB_NONE );
  710. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  711. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , EFST_SIRCLEOFNATURE , SCB_NONE );
  712. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , EFST_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  713. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , EFST_SONG_OF_MANA, SCB_NONE );
  714. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , EFST_DANCE_WITH_WUG, SCB_ASPD );
  715. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , EFST_SATURDAY_NIGHT_FEVER, SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  716. set_sc( WM_LERADS_DEW , SC_LERADSDEW , EFST_LERADS_DEW, SCB_MAXHP );
  717. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , EFST_MELODYOFSINK , SCB_INT );
  718. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , EFST_BEYOND_OF_WARCRY, SCB_STR|SCB_CRI|SCB_MAXHP );
  719. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , EFST_UNLIMITED_HUMMING_VOICE, SCB_NONE );
  720. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , EFST_FRIGG_SONG , SCB_MAXHP );
  721. /* Sorcerer */
  722. set_sc( SO_FIREWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  723. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  724. set_sc( SO_SPELLFIST , SC_SPELLFIST , EFST_SPELLFIST , SCB_NONE );
  725. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , EFST_COLD , SCB_NONE );
  726. set_sc( SO_CLOUD_KILL , SC_CLOUD_KILL , EFST_CLOUD_KILL, SCB_NONE );
  727. set_sc( SO_STRIKING , SC_STRIKING , EFST_STRIKING , SCB_WATK|SCB_CRI );
  728. set_sc( SO_WARMER , SC_WARMER , EFST_WARMER , SCB_NONE );
  729. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , EFST_VACUUM_EXTREME , SCB_NONE );
  730. set_sc( SO_ARRULLO , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  731. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , EFST_FIRE_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  732. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , EFST_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  733. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , EFST_WIND_INSIGNIA , SCB_WATK|SCB_ASPD|SCB_ATK_ELE|SCB_REGEN );
  734. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , EFST_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  735. /* Genetic */
  736. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , EFST_GN_CARTBOOST , SCB_SPEED );
  737. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , EFST_THORNS_TRAP, SCB_NONE );
  738. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , EFST_BLOOD_SUCKER, SCB_NONE );
  739. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , EFST_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  740. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , EFST_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  741. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , EFST_MANDRAGORA , SCB_INT );
  742. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , EFST_ILLUSIONDOPING , SCB_HIT );
  743. /* Elemental spirits' status changes */
  744. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , EFST_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  745. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , EFST_FIRE_CLOAK_OPTION , SCB_ALL );
  746. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , EFST_WATER_SCREEN_OPTION , SCB_NONE );
  747. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , EFST_WATER_DROP_OPTION , SCB_ALL );
  748. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , EFST_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  749. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , EFST_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  750. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , EFST_WIND_CURTAIN_OPTION , SCB_ALL );
  751. set_sc( EL_ZEPHYR , SC_ZEPHYR , EFST_ZEPHYR , SCB_FLEE );
  752. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , EFST_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  753. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , EFST_STONE_SHIELD_OPTION , SCB_ALL );
  754. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , EFST_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  755. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , EFST_PYROTECHNIC_OPTION , SCB_WATK );
  756. set_sc( EL_HEATER , SC_HEATER_OPTION , EFST_HEATER_OPTION , SCB_WATK );
  757. set_sc( EL_TROPIC , SC_TROPIC_OPTION , EFST_TROPIC_OPTION , SCB_WATK );
  758. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , EFST_AQUAPLAY_OPTION , SCB_MATK );
  759. set_sc( EL_COOLER , SC_COOLER_OPTION , EFST_COOLER_OPTION , SCB_MATK );
  760. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , EFST_CHILLY_AIR_OPTION , SCB_MATK );
  761. set_sc( EL_GUST , SC_GUST_OPTION , EFST_GUST_OPTION , SCB_ASPD );
  762. set_sc( EL_BLAST , SC_BLAST_OPTION , EFST_BLAST_OPTION , SCB_ASPD );
  763. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , EFST_WILD_STORM_OPTION , SCB_ASPD );
  764. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , EFST_PETROLOGY_OPTION , SCB_MAXHP );
  765. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , EFST_CURSED_SOIL_OPTION , SCB_MAXHP );
  766. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , EFST_UPHEAVAL_OPTION , SCB_MAXHP );
  767. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , EFST_TIDAL_WEAPON_OPTION , SCB_ALL );
  768. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , EFST_ROCK_CRUSHER , SCB_DEF );
  769. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , EFST_ROCK_CRUSHER_ATK , SCB_SPEED );
  770. add_sc( KO_YAMIKUMO , SC_HIDING );
  771. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , EFST_KO_JYUMONJIKIRI , SCB_NONE );
  772. add_sc( KO_MAKIBISHI , SC_STUN );
  773. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , EFST_MEIKYOUSISUI , SCB_NONE );
  774. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , EFST_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  775. add_sc( KO_JYUSATSU , SC_CURSE );
  776. set_sc( KO_ZENKAI , SC_ZENKAI , EFST_ZENKAI , SCB_NONE );
  777. set_sc( KO_IZAYOI , SC_IZAYOI , EFST_IZAYOI , SCB_MATK );
  778. set_sc( KG_KYOMU , SC_KYOMU , EFST_KYOMU , SCB_NONE );
  779. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , EFST_KAGEMUSYA , SCB_NONE );
  780. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , EFST_KG_KAGEHUMI , SCB_NONE );
  781. set_sc( OB_ZANGETSU , SC_ZANGETSU , EFST_ZANGETSU , SCB_MATK|SCB_BATK );
  782. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , EFST_AKAITSUKI , SCB_NONE );
  783. set_sc( OB_OBOROGENSOU , SC_GENSOU , EFST_GENSOU , SCB_NONE );
  784. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , EFST_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  785. /* Rebellion */
  786. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  787. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  788. set_sc( RL_H_MINE , SC_H_MINE , EFST_H_MINE , SCB_NONE);
  789. set_sc( RL_B_TRAP , SC_B_TRAP , EFST_B_TRAP , SCB_SPEED );
  790. set_sc( RL_E_CHAIN , SC_E_CHAIN , EFST_E_CHAIN , SCB_NONE );
  791. set_sc( RL_P_ALTER , SC_P_ALTER , EFST_P_ALTER , SCB_NONE );
  792. set_sc( RL_FALLEN_ANGEL , SC_FALLEN_ANGEL, EFST_BLANK, SCB_NONE );
  793. set_sc( RL_SLUGSHOT , SC_STUN , EFST_SLUGSHOT , SCB_NONE );
  794. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , EFST_HEAT_BARREL , SCB_HIT|SCB_ASPD );
  795. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , EFST_C_MARKER , SCB_FLEE );
  796. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , EFST_ANTI_M_BLAST , SCB_NONE );
  797. // New Mounts
  798. set_sc_with_vfx_noskill( SC_ALL_RIDING , EFST_ALL_RIDING , SCB_SPEED );
  799. // Costumes
  800. set_sc_with_vfx_noskill( SC_MOONSTAR , EFST_MOONSTAR , SCB_NONE );
  801. set_sc_with_vfx_noskill( SC_SUPER_STAR , EFST_SUPER_STAR , SCB_NONE );
  802. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , EFST_STRANGELIGHTS , SCB_NONE );
  803. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , EFST_DECORATION_OF_MUSIC , SCB_NONE );
  804. set_sc_with_vfx_noskill( SC_LJOSALFAR , EFST_LJOSALFAR , SCB_NONE);
  805. set_sc_with_vfx_noskill( SC_MERMAID_LONGING , EFST_MERMAID_LONGING , SCB_NONE);
  806. set_sc_with_vfx_noskill( SC_HAT_EFFECT , EFST_HAT_EFFECT , SCB_NONE);
  807. set_sc_with_vfx_noskill( SC_FLOWERSMOKE , EFST_FLOWERSMOKE , SCB_NONE);
  808. set_sc_with_vfx_noskill( SC_FSTONE , EFST_FSTONE , SCB_NONE);
  809. set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , EFST_HAPPINESS_STAR , SCB_NONE);
  810. set_sc_with_vfx_noskill( SC_MAPLE_FALLS , EFST_MAPLE_FALLS , SCB_NONE);
  811. set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , EFST_TIME_ACCESSORY , SCB_NONE);
  812. set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , EFST_MAGICAL_FEATHER , SCB_NONE);
  813. /* Summoner */
  814. set_sc( SU_HIDE , SC_SUHIDE , EFST_SUHIDE , SCB_NONE );
  815. add_sc( SU_SCRATCH , SC_BLEEDING );
  816. set_sc( SU_STOOP , SC_SU_STOOP , EFST_SU_STOOP , SCB_NONE );
  817. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  818. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , EFST_CATNIPPOWDER , SCB_WATK|SCB_MATK|SCB_SPEED|SCB_REGEN );
  819. add_sc( SU_CN_METEOR , SC_CURSE );
  820. set_sc_with_vfx( SU_SV_ROOTTWIST, SC_SV_ROOTTWIST , EFST_SV_ROOTTWIST , SCB_NONE );
  821. set_sc( SU_SCAROFTAROU , SC_BITESCAR , EFST_BITESCAR , SCB_NONE );
  822. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , EFST_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  823. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  824. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , EFST_TUNAPARTY , SCB_NONE );
  825. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , EFST_SHRIMP , SCB_BATK|SCB_MATK );
  826. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , EFST_FRESHSHRIMP , SCB_NONE );
  827. set_sc( SU_HISS , SC_HISS , EFST_HISS , SCB_FLEE2 );
  828. set_sc( SU_NYANGGRASS , SC_NYANGGRASS , EFST_NYANGGRASS , SCB_DEF|SCB_MDEF );
  829. set_sc( SU_GROOMING , SC_GROOMING , EFST_GROOMING , SCB_FLEE );
  830. add_sc( SU_PURRING , SC_GROOMING );
  831. add_sc( SU_SHRIMPARTY , SC_FRESHSHRIMP );
  832. add_sc( SU_MEOWMEOW , SC_CHATTERING );
  833. set_sc( SU_CHATTERING , SC_CHATTERING , EFST_CHATTERING , SCB_WATK|SCB_MATK );
  834. set_sc( WE_CHEERUP , SC_CHEERUP , EFST_CHEERUP , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  835. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  836. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  837. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  838. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  839. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  840. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  841. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  842. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  843. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  844. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  845. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  846. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  847. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  848. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  849. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  850. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  851. /* Status that don't have a skill associated */
  852. StatusIconChangeTable[SC_WEIGHT50] = EFST_WEIGHTOVER50;
  853. StatusIconChangeTable[SC_WEIGHT90] = EFST_WEIGHTOVER90;
  854. StatusIconChangeTable[SC_ASPDPOTION0] = EFST_ATTHASTE_POTION1;
  855. StatusIconChangeTable[SC_ASPDPOTION1] = EFST_ATTHASTE_POTION2;
  856. StatusIconChangeTable[SC_ASPDPOTION2] = EFST_ATTHASTE_POTION3;
  857. StatusIconChangeTable[SC_ASPDPOTION3] = EFST_ATTHASTE_INFINITY;
  858. StatusIconChangeTable[SC_SPEEDUP0] = EFST_MOVHASTE_HORSE;
  859. StatusIconChangeTable[SC_SPEEDUP1] = EFST_MOVHASTE_POTION;
  860. StatusIconChangeTable[SC_CHASEWALK2] = EFST_CHASEWALK2;
  861. StatusIconChangeTable[SC_MIRACLE] = EFST_SOULLINK;
  862. StatusIconChangeTable[SC_INTRAVISION] = EFST_CLAIRVOYANCE;
  863. StatusIconChangeTable[SC_STRFOOD] = EFST_FOOD_STR;
  864. StatusIconChangeTable[SC_AGIFOOD] = EFST_FOOD_AGI;
  865. StatusIconChangeTable[SC_VITFOOD] = EFST_FOOD_VIT;
  866. StatusIconChangeTable[SC_INTFOOD] = EFST_FOOD_INT;
  867. StatusIconChangeTable[SC_DEXFOOD] = EFST_FOOD_DEX;
  868. StatusIconChangeTable[SC_LUKFOOD] = EFST_FOOD_LUK;
  869. StatusIconChangeTable[SC_FLEEFOOD] = EFST_FOOD_BASICAVOIDANCE;
  870. StatusIconChangeTable[SC_HITFOOD] = EFST_FOOD_BASICHIT;
  871. StatusIconChangeTable[SC_CRIFOOD] = EFST_FOOD_CRITICALSUCCESSVALUE;
  872. StatusIconChangeTable[SC_MANU_ATK] = EFST_MANU_ATK;
  873. StatusIconChangeTable[SC_MANU_DEF] = EFST_MANU_DEF;
  874. StatusIconChangeTable[SC_SPL_ATK] = EFST_SPL_ATK;
  875. StatusIconChangeTable[SC_SPL_DEF] = EFST_SPL_DEF;
  876. StatusIconChangeTable[SC_MANU_MATK] = EFST_MANU_MATK;
  877. StatusIconChangeTable[SC_SPL_MATK] = EFST_SPL_MATK;
  878. StatusIconChangeTable[SC_ATKPOTION] = EFST_PLUSATTACKPOWER;
  879. StatusIconChangeTable[SC_MATKPOTION] = EFST_PLUSMAGICPOWER;
  880. /* Cash Items */
  881. StatusIconChangeTable[SC_FOOD_STR_CASH] = EFST_FOOD_STR_CASH;
  882. StatusIconChangeTable[SC_FOOD_AGI_CASH] = EFST_FOOD_AGI_CASH;
  883. StatusIconChangeTable[SC_FOOD_VIT_CASH] = EFST_FOOD_VIT_CASH;
  884. StatusIconChangeTable[SC_FOOD_DEX_CASH] = EFST_FOOD_DEX_CASH;
  885. StatusIconChangeTable[SC_FOOD_INT_CASH] = EFST_FOOD_INT_CASH;
  886. StatusIconChangeTable[SC_FOOD_LUK_CASH] = EFST_FOOD_LUK_CASH;
  887. StatusIconChangeTable[SC_EXPBOOST] = EFST_CASH_PLUSEXP;
  888. StatusIconChangeTable[SC_ITEMBOOST] = EFST_CASH_RECEIVEITEM;
  889. StatusIconChangeTable[SC_JEXPBOOST] = EFST_CASH_PLUSONLYJOBEXP;
  890. StatusIconChangeTable[SC_LIFEINSURANCE] = EFST_CASH_DEATHPENALTY;
  891. StatusIconChangeTable[SC_BOSSMAPINFO] = EFST_CASH_BOSS_ALARM;
  892. StatusIconChangeTable[SC_DEF_RATE] = EFST_PROTECT_DEF;
  893. StatusIconChangeTable[SC_MDEF_RATE] = EFST_PROTECT_MDEF;
  894. StatusIconChangeTable[SC_INCCRI] = EFST_CRITICALPERCENT;
  895. StatusIconChangeTable[SC_INCFLEE2] = EFST_PLUSAVOIDVALUE;
  896. StatusIconChangeTable[SC_INCHEALRATE] = EFST_HEALPLUS;
  897. StatusIconChangeTable[SC_S_LIFEPOTION] = EFST_S_LIFEPOTION;
  898. StatusIconChangeTable[SC_L_LIFEPOTION] = EFST_L_LIFEPOTION;
  899. StatusIconChangeTable[SC_SPCOST_RATE] = EFST_ATKER_BLOOD;
  900. StatusIconChangeTable[SC_COMMONSC_RESIST] = EFST_TARGET_BLOOD;
  901. StatusIconChangeTable[SC_ATTHASTE_CASH] = EFST_ATTHASTE_CASH;
  902. /* Mercenary Bonus Effects */
  903. StatusIconChangeTable[SC_MERC_FLEEUP] = EFST_MER_FLEE;
  904. StatusIconChangeTable[SC_MERC_ATKUP] = EFST_MER_ATK;
  905. StatusIconChangeTable[SC_MERC_HPUP] = EFST_MER_HP;
  906. StatusIconChangeTable[SC_MERC_SPUP] = EFST_MER_SP;
  907. StatusIconChangeTable[SC_MERC_HITUP] = EFST_MER_HIT;
  908. /* Warlock Spheres */
  909. StatusIconChangeTable[SC_SPHERE_1] = EFST_SUMMON1;
  910. StatusIconChangeTable[SC_SPHERE_2] = EFST_SUMMON2;
  911. StatusIconChangeTable[SC_SPHERE_3] = EFST_SUMMON3;
  912. StatusIconChangeTable[SC_SPHERE_4] = EFST_SUMMON4;
  913. StatusIconChangeTable[SC_SPHERE_5] = EFST_SUMMON5;
  914. /* Warlock Preserved spells */
  915. StatusIconChangeTable[SC_SPELLBOOK1] = EFST_SPELLBOOK1;
  916. StatusIconChangeTable[SC_SPELLBOOK2] = EFST_SPELLBOOK2;
  917. StatusIconChangeTable[SC_SPELLBOOK3] = EFST_SPELLBOOK3;
  918. StatusIconChangeTable[SC_SPELLBOOK4] = EFST_SPELLBOOK4;
  919. StatusIconChangeTable[SC_SPELLBOOK5] = EFST_SPELLBOOK5;
  920. StatusIconChangeTable[SC_SPELLBOOK6] = EFST_SPELLBOOK6;
  921. StatusIconChangeTable[SC_MAXSPELLBOOK] = EFST_SPELLBOOK7;
  922. StatusIconChangeTable[SC_FREEZE_SP] = EFST_FREEZE_SP;
  923. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = EFST_NEUTRALBARRIER_MASTER;
  924. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = EFST_STEALTHFIELD_MASTER;
  925. StatusIconChangeTable[SC_OVERHEAT] = EFST_OVERHEAT;
  926. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = EFST_OVERHEAT_LIMITPOINT;
  927. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = EFST_HALLUCINATIONWALK_POSTDELAY;
  928. StatusIconChangeTable[SC_TOXIN] = EFST_TOXIN;
  929. StatusIconChangeTable[SC_PARALYSE] = EFST_PARALYSE;
  930. StatusIconChangeTable[SC_VENOMBLEED] = EFST_VENOMBLEED;
  931. StatusIconChangeTable[SC_MAGICMUSHROOM] = EFST_MAGICMUSHROOM;
  932. StatusIconChangeTable[SC_DEATHHURT] = EFST_DEATHHURT;
  933. StatusIconChangeTable[SC_PYREXIA] = EFST_PYREXIA;
  934. StatusIconChangeTable[SC_OBLIVIONCURSE] = EFST_OBLIVIONCURSE;
  935. StatusIconChangeTable[SC_LEECHESEND] = EFST_LEECHESEND;
  936. StatusIconChangeTable[SC_BANDING_DEFENCE] = EFST_BANDING_DEFENCE;
  937. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = EFST_SHIELDSPELL_DEF;
  938. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = EFST_SHIELDSPELL_MDEF;
  939. StatusIconChangeTable[SC_SHIELDSPELL_REF] = EFST_SHIELDSPELL_REF;
  940. StatusIconChangeTable[SC_GLOOMYDAY_SK] = EFST_GLOOMYDAY;
  941. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = EFST_CURSEDCIRCLE_ATKER;
  942. StatusIconChangeTable[SC__BLOODYLUST] = EFST_BLOODYLUST;
  943. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = EFST_MYSTERIOUS_POWDER;
  944. StatusIconChangeTable[SC_MELON_BOMB] = EFST_MELON_BOMB;
  945. StatusIconChangeTable[SC_BANANA_BOMB] = EFST_BANANA_BOMB;
  946. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = EFST_BANANA_BOMB_SITDOWN_POSTDELAY;
  947. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = EFST_PROMOTE_HEALTH_RESERCH;
  948. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = EFST_ENERGY_DRINK_RESERCH;
  949. /* Genetics New Food Items Status Icons */
  950. StatusIconChangeTable[SC_SAVAGE_STEAK] = EFST_SAVAGE_STEAK;
  951. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = EFST_COCKTAIL_WARG_BLOOD;
  952. StatusIconChangeTable[SC_MINOR_BBQ] = EFST_MINOR_BBQ;
  953. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = EFST_SIROMA_ICE_TEA;
  954. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = EFST_DROCERA_HERB_STEAMED;
  955. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = EFST_PUTTI_TAILS_NOODLES;
  956. StatusIconChangeTable[SC_STOMACHACHE] = EFST_STOMACHACHE;
  957. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = EFST_EXTRACT_WHITE_POTION_Z;
  958. StatusIconChangeTable[SC_VITATA_500] = EFST_VITATA_500;
  959. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = EFST_EXTRACT_SALAMINE_JUICE;
  960. StatusIconChangeTable[SC_BOOST500] = EFST_BOOST500;
  961. StatusIconChangeTable[SC_FULL_SWING_K] = EFST_FULL_SWING_K;
  962. StatusIconChangeTable[SC_MANA_PLUS] = EFST_MANA_PLUS;
  963. StatusIconChangeTable[SC_MUSTLE_M] = EFST_MUSTLE_M;
  964. StatusIconChangeTable[SC_LIFE_FORCE_F] = EFST_LIFE_FORCE_F;
  965. /* Elemental Spirit's 'side' status change icons */
  966. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = EFST_CIRCLE_OF_FIRE;
  967. StatusIconChangeTable[SC_FIRE_CLOAK] = EFST_FIRE_CLOAK;
  968. StatusIconChangeTable[SC_WATER_SCREEN] = EFST_WATER_SCREEN;
  969. StatusIconChangeTable[SC_WATER_DROP] = EFST_WATER_DROP;
  970. StatusIconChangeTable[SC_WIND_STEP] = EFST_WIND_STEP;
  971. StatusIconChangeTable[SC_WIND_CURTAIN] = EFST_WIND_CURTAIN;
  972. StatusIconChangeTable[SC_SOLID_SKIN] = EFST_SOLID_SKIN;
  973. StatusIconChangeTable[SC_STONE_SHIELD] = EFST_STONE_SHIELD;
  974. StatusIconChangeTable[SC_PYROTECHNIC] = EFST_PYROTECHNIC;
  975. StatusIconChangeTable[SC_HEATER] = EFST_HEATER;
  976. StatusIconChangeTable[SC_TROPIC] = EFST_TROPIC;
  977. StatusIconChangeTable[SC_AQUAPLAY] = EFST_AQUAPLAY;
  978. StatusIconChangeTable[SC_COOLER] = EFST_COOLER;
  979. StatusIconChangeTable[SC_CHILLY_AIR] = EFST_CHILLY_AIR;
  980. StatusIconChangeTable[SC_GUST] = EFST_GUST;
  981. StatusIconChangeTable[SC_BLAST] = EFST_BLAST;
  982. StatusIconChangeTable[SC_WILD_STORM] = EFST_WILD_STORM;
  983. StatusIconChangeTable[SC_PETROLOGY] = EFST_PETROLOGY;
  984. StatusIconChangeTable[SC_CURSED_SOIL] = EFST_CURSED_SOIL;
  985. StatusIconChangeTable[SC_UPHEAVAL] = EFST_UPHEAVAL;
  986. StatusIconChangeTable[SC_REBOUND] = EFST_REBOUND;
  987. StatusIconChangeTable[SC_DEFSET] = EFST_SET_NUM_DEF;
  988. StatusIconChangeTable[SC_MDEFSET] = EFST_SET_NUM_MDEF;
  989. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = EFST_MONSTER_TRANSFORM;
  990. StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = EFST_ACTIVE_MONSTER_TRANSFORM;
  991. StatusIconChangeTable[SC_ALL_RIDING] = EFST_ALL_RIDING;
  992. StatusIconChangeTable[SC_PUSH_CART] = EFST_ON_PUSH_CART;
  993. StatusIconChangeTable[SC_MTF_ASPD] = EFST_MTF_ASPD;
  994. StatusIconChangeTable[SC_MTF_RANGEATK] = EFST_MTF_RANGEATK;
  995. StatusIconChangeTable[SC_MTF_MATK] = EFST_MTF_MATK;
  996. StatusIconChangeTable[SC_MTF_MLEATKED] = EFST_MTF_MLEATKED;
  997. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = EFST_MTF_CRIDAMAGE;
  998. StatusIconChangeTable[SC_QD_SHOT_READY] = EFST_E_QD_SHOT_READY;
  999. StatusIconChangeTable[SC_QUEST_BUFF1] = EFST_QUEST_BUFF1;
  1000. StatusIconChangeTable[SC_QUEST_BUFF2] = EFST_QUEST_BUFF2;
  1001. StatusIconChangeTable[SC_QUEST_BUFF3] = EFST_QUEST_BUFF3;
  1002. StatusIconChangeTable[SC_MTF_ASPD2] = EFST_MTF_ASPD2;
  1003. StatusIconChangeTable[SC_MTF_RANGEATK2] = EFST_MTF_RANGEATK2;
  1004. StatusIconChangeTable[SC_MTF_MATK2] = EFST_MTF_MATK2;
  1005. StatusIconChangeTable[SC_2011RWC_SCROLL] = EFST_2011RWC_SCROLL;
  1006. StatusIconChangeTable[SC_JP_EVENT04] = EFST_JP_EVENT04;
  1007. StatusIconChangeTable[SC_MTF_HITFLEE] = EFST_MTF_HITFLEE;
  1008. StatusIconChangeTable[SC_MTF_MHP] = EFST_MTF_MHP;
  1009. StatusIconChangeTable[SC_MTF_MSP] = EFST_MTF_MSP;
  1010. StatusIconChangeTable[SC_MTF_PUMPKIN] = EFST_MTF_PUMPKIN;
  1011. StatusIconChangeTable[SC_NORECOVER_STATE] = EFST_HANDICAPSTATE_NORECOVER;
  1012. StatusIconChangeTable[SC_GVG_GIANT] = EFST_GVG_GIANT;
  1013. StatusIconChangeTable[SC_GVG_GOLEM] = EFST_GVG_GOLEM;
  1014. StatusIconChangeTable[SC_GVG_STUN] = EFST_GVG_STUN;
  1015. StatusIconChangeTable[SC_GVG_STONE] = EFST_GVG_STONE;
  1016. StatusIconChangeTable[SC_GVG_FREEZ] = EFST_GVG_FREEZ;
  1017. StatusIconChangeTable[SC_GVG_SLEEP] = EFST_GVG_SLEEP;
  1018. StatusIconChangeTable[SC_GVG_CURSE] = EFST_GVG_CURSE;
  1019. StatusIconChangeTable[SC_GVG_SILENCE] = EFST_GVG_SILENCE;
  1020. StatusIconChangeTable[SC_GVG_BLIND] = EFST_GVG_BLIND;
  1021. StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = EFST_RESIST_PROPERTY_WATER;
  1022. StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = EFST_RESIST_PROPERTY_GROUND;
  1023. StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = EFST_RESIST_PROPERTY_FIRE;
  1024. StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = EFST_RESIST_PROPERTY_WIND;
  1025. // Costumes
  1026. StatusIconChangeTable[SC_MOONSTAR] = EFST_MOONSTAR;
  1027. StatusIconChangeTable[SC_SUPER_STAR] = EFST_SUPER_STAR;
  1028. StatusIconChangeTable[SC_STRANGELIGHTS] = EFST_STRANGELIGHTS;
  1029. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = EFST_DECORATION_OF_MUSIC;
  1030. StatusIconChangeTable[SC_LJOSALFAR] = EFST_LJOSALFAR;
  1031. StatusIconChangeTable[SC_MERMAID_LONGING] = EFST_MERMAID_LONGING;
  1032. StatusIconChangeTable[SC_HAT_EFFECT] = EFST_HAT_EFFECT;
  1033. StatusIconChangeTable[SC_FLOWERSMOKE] = EFST_FLOWERSMOKE;
  1034. StatusIconChangeTable[SC_FSTONE] = EFST_FSTONE;
  1035. StatusIconChangeTable[SC_HAPPINESS_STAR] = EFST_HAPPINESS_STAR;
  1036. StatusIconChangeTable[SC_MAPLE_FALLS] = EFST_MAPLE_FALLS;
  1037. StatusIconChangeTable[SC_TIME_ACCESSORY] = EFST_TIME_ACCESSORY;
  1038. StatusIconChangeTable[SC_MAGICAL_FEATHER] = EFST_MAGICAL_FEATHER;
  1039. /* Summoners status icons */
  1040. StatusIconChangeTable[SC_SPRITEMABLE] = EFST_SPRITEMABLE;
  1041. StatusIconChangeTable[SC_SHRIMPBLESSING] = EFST_PROTECTIONOFSHRIMP;
  1042. StatusIconChangeTable[SC_DORAM_BUF_01] = EFST_DORAM_BUF_01;
  1043. StatusIconChangeTable[SC_DORAM_BUF_02] = EFST_DORAM_BUF_02;
  1044. // Item Reuse Limits
  1045. StatusIconChangeTable[SC_REUSE_REFRESH] = EFST_REUSE_REFRESH;
  1046. StatusIconChangeTable[SC_REUSE_LIMIT_A] = EFST_REUSE_LIMIT_A;
  1047. StatusIconChangeTable[SC_REUSE_LIMIT_B] = EFST_REUSE_LIMIT_B;
  1048. StatusIconChangeTable[SC_REUSE_LIMIT_C] = EFST_REUSE_LIMIT_C;
  1049. StatusIconChangeTable[SC_REUSE_LIMIT_D] = EFST_REUSE_LIMIT_D;
  1050. StatusIconChangeTable[SC_REUSE_LIMIT_E] = EFST_REUSE_LIMIT_E;
  1051. StatusIconChangeTable[SC_REUSE_LIMIT_F] = EFST_REUSE_LIMIT_F;
  1052. StatusIconChangeTable[SC_REUSE_LIMIT_G] = EFST_REUSE_LIMIT_G;
  1053. StatusIconChangeTable[SC_REUSE_LIMIT_H] = EFST_REUSE_LIMIT_H;
  1054. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = EFST_REUSE_LIMIT_MTF;
  1055. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = EFST_REUSE_LIMIT_ECL;
  1056. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = EFST_REUSE_LIMIT_RECALL;
  1057. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = EFST_REUSE_LIMIT_ASPD_POTION;
  1058. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = EFST_REUSE_MILLENNIUMSHIELD;
  1059. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = EFST_REUSE_CRUSHSTRIKE;
  1060. StatusIconChangeTable[SC_REUSE_STORMBLAST] = EFST_REUSE_STORMBLAST;
  1061. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = EFST_ALL_RIDING_REUSE_LIMIT;
  1062. // Clan System
  1063. StatusIconChangeTable[SC_CLAN_INFO] = EFST_CLAN_INFO;
  1064. StatusIconChangeTable[SC_SWORDCLAN] = EFST_SWORDCLAN;
  1065. StatusIconChangeTable[SC_ARCWANDCLAN] = EFST_ARCWANDCLAN;
  1066. StatusIconChangeTable[SC_GOLDENMACECLAN] = EFST_GOLDENMACECLAN;
  1067. StatusIconChangeTable[SC_CROSSBOWCLAN] = EFST_CROSSBOWCLAN;
  1068. StatusIconChangeTable[SC_JUMPINGCLAN] = EFST_JUMPINGCLAN;
  1069. // Geffen Magic Tournament Buffs
  1070. StatusIconChangeTable[SC_GEFFEN_MAGIC1] = EFST_GEFFEN_MAGIC1;
  1071. StatusIconChangeTable[SC_GEFFEN_MAGIC2] = EFST_GEFFEN_MAGIC2;
  1072. StatusIconChangeTable[SC_GEFFEN_MAGIC3] = EFST_GEFFEN_MAGIC3;
  1073. // RODEX
  1074. StatusIconChangeTable[SC_DAILYSENDMAILCNT] = EFST_DAILYSENDMAILCNT;
  1075. StatusIconChangeTable[SC_DRESSUP] = EFST_DRESS_UP;
  1076. /* Other SC which are not necessarily associated to skills */
  1077. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  1078. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  1079. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  1080. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  1081. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1082. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1083. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1084. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1085. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1086. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1087. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1088. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1089. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1090. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1091. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1092. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1093. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1094. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1095. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1096. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1097. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1098. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1099. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1100. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1101. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1102. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1103. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1104. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1105. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1106. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1107. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1108. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1109. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1110. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1111. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1112. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1113. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1114. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1115. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1116. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1117. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1118. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
  1119. StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
  1120. StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
  1121. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= SCB_ALL;
  1122. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1123. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1124. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1125. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1126. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1127. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1128. StatusChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
  1129. StatusChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
  1130. StatusChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
  1131. /* Cash Items */
  1132. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1133. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1134. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1135. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1136. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1137. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1138. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1139. /* Mercenary Bonus Effects */
  1140. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1141. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1142. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1143. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1144. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1145. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1146. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1147. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1148. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1149. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1150. StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
  1151. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1152. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1153. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  1154. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1155. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1156. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1157. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1158. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1159. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1160. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1161. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1162. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1163. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1164. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1165. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1166. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1167. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1168. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1169. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1170. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1171. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1172. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1173. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1174. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1175. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1176. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1177. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1178. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1179. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1180. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1181. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1182. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1183. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1184. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1185. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1186. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1187. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1188. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1189. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1190. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
  1191. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1192. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1193. // Costumes
  1194. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1195. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1196. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1197. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1198. StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
  1199. StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
  1200. StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
  1201. StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
  1202. StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
  1203. StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
  1204. StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
  1205. StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
  1206. StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
  1207. // Clan System
  1208. StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
  1209. StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
  1210. StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
  1211. StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
  1212. StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
  1213. StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1214. // RODEX
  1215. StatusChangeFlagTable[SC_DAILYSENDMAILCNT] |= SCB_NONE;
  1216. // Summoner
  1217. StatusChangeFlagTable[SC_SHRIMPBLESSING] |= SCB_REGEN;
  1218. StatusChangeFlagTable[SC_DORAM_WALKSPEED] |= SCB_SPEED;
  1219. StatusChangeFlagTable[SC_DORAM_MATK] |= SCB_MATK;
  1220. StatusChangeFlagTable[SC_DORAM_FLEE2] |= SCB_FLEE2;
  1221. StatusChangeFlagTable[SC_DORAM_BUF_01] |= SCB_REGEN;
  1222. StatusChangeFlagTable[SC_DORAM_BUF_02] |= SCB_REGEN;
  1223. #ifdef RENEWAL
  1224. // renewal EDP increases your weapon atk
  1225. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1226. #endif
  1227. /* StatusDisplayType Table [Ind] */
  1228. StatusDisplayType[SC_ALL_RIDING] = BL_PC;
  1229. StatusDisplayType[SC_PUSH_CART] = BL_PC;
  1230. StatusDisplayType[SC_SPHERE_1] = BL_PC;
  1231. StatusDisplayType[SC_SPHERE_2] = BL_PC;
  1232. StatusDisplayType[SC_SPHERE_3] = BL_PC;
  1233. StatusDisplayType[SC_SPHERE_4] = BL_PC;
  1234. StatusDisplayType[SC_SPHERE_5] = BL_PC;
  1235. StatusDisplayType[SC_CAMOUFLAGE] = BL_PC;
  1236. StatusDisplayType[SC_STEALTHFIELD] = BL_PC;
  1237. StatusDisplayType[SC_DUPLELIGHT] = BL_PC;
  1238. StatusDisplayType[SC_ORATIO] = BL_PC;
  1239. StatusDisplayType[SC_FREEZING] = BL_PC;
  1240. StatusDisplayType[SC_VENOMIMPRESS] = BL_PC;
  1241. StatusDisplayType[SC_HALLUCINATIONWALK] = BL_PC;
  1242. StatusDisplayType[SC_ROLLINGCUTTER] = BL_PC;
  1243. StatusDisplayType[SC_BANDING] = BL_PC;
  1244. StatusDisplayType[SC_CRYSTALIZE] = BL_PC;
  1245. StatusDisplayType[SC_DEEPSLEEP] = BL_PC;
  1246. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = BL_PC;
  1247. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = BL_PC;
  1248. StatusDisplayType[SC_NETHERWORLD] = BL_PC;
  1249. StatusDisplayType[SC_VOICEOFSIREN] = BL_PC;
  1250. StatusDisplayType[SC_BLOODSUCKER] = BL_PC;
  1251. StatusDisplayType[SC__SHADOWFORM] = BL_PC;
  1252. StatusDisplayType[SC__MANHOLE] = BL_PC;
  1253. StatusDisplayType[SC_JYUMONJIKIRI] = BL_PC;
  1254. StatusDisplayType[SC_AKAITSUKI] = BL_PC;
  1255. StatusDisplayType[SC_MONSTER_TRANSFORM] = BL_PC;
  1256. StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = BL_PC;
  1257. StatusDisplayType[SC_DARKCROW] = BL_PC;
  1258. StatusDisplayType[SC_OFFERTORIUM] = BL_PC;
  1259. StatusDisplayType[SC_TELEKINESIS_INTENSE] = BL_PC;
  1260. StatusDisplayType[SC_UNLIMIT] = BL_PC;
  1261. StatusDisplayType[SC_ILLUSIONDOPING] = BL_PC;
  1262. StatusDisplayType[SC_C_MARKER] = BL_PC;
  1263. StatusDisplayType[SC_ANTI_M_BLAST] = BL_PC;
  1264. StatusDisplayType[SC_SPRITEMABLE] = BL_PC;
  1265. StatusDisplayType[SC_SV_ROOTTWIST] = BL_PC;
  1266. // Costumes
  1267. StatusDisplayType[SC_MOONSTAR] = BL_PC;
  1268. StatusDisplayType[SC_SUPER_STAR] = BL_PC;
  1269. StatusDisplayType[SC_STRANGELIGHTS] = BL_PC;
  1270. StatusDisplayType[SC_DECORATION_OF_MUSIC] = BL_PC;
  1271. StatusDisplayType[SC_LJOSALFAR] = BL_PC;
  1272. StatusDisplayType[SC_MERMAID_LONGING] = BL_PC;
  1273. StatusDisplayType[SC_HAT_EFFECT] = BL_PC;
  1274. StatusDisplayType[SC_FLOWERSMOKE] = BL_PC;
  1275. StatusDisplayType[SC_FSTONE] = BL_PC;
  1276. StatusDisplayType[SC_HAPPINESS_STAR] = BL_PC;
  1277. StatusDisplayType[SC_MAPLE_FALLS] = BL_PC;
  1278. StatusDisplayType[SC_TIME_ACCESSORY] = BL_PC;
  1279. StatusDisplayType[SC_MAGICAL_FEATHER] = BL_PC;
  1280. // Clans
  1281. StatusDisplayType[SC_CLAN_INFO] = BL_PC|BL_NPC;
  1282. StatusDisplayType[SC_DRESSUP] = BL_PC;
  1283. /* StatusChangeState (SCS_) NOMOVE */
  1284. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1285. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1286. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1287. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1288. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1289. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1290. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1291. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1292. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1293. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1294. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1295. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1296. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1297. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1298. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1299. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOMOVE;
  1300. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1301. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1302. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1303. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1304. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1305. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1306. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1307. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE;
  1308. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1309. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1310. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1311. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1312. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1313. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1314. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1315. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1316. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1317. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1318. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1319. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1320. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1321. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1322. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1323. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1324. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1325. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1326. /* StatusChangeState (SCS_) NODROPITEMS */
  1327. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1328. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1329. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1330. /* StatusChangeState (SCS_) NOCAST (skills) */
  1331. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1332. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1333. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1334. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1335. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1336. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1337. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1338. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1339. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1340. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST;
  1341. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1342. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1343. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1344. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1345. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1346. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1347. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1348. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1349. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1350. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1351. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1352. }
  1353. static void initDummyData(void)
  1354. {
  1355. memset(&dummy_status, 0, sizeof(dummy_status));
  1356. dummy_status.hp =
  1357. dummy_status.max_hp =
  1358. dummy_status.max_sp =
  1359. dummy_status.str =
  1360. dummy_status.agi =
  1361. dummy_status.vit =
  1362. dummy_status.int_ =
  1363. dummy_status.dex =
  1364. dummy_status.luk =
  1365. dummy_status.hit = 1;
  1366. dummy_status.speed = 2000;
  1367. dummy_status.adelay = 4000;
  1368. dummy_status.amotion = 2000;
  1369. dummy_status.dmotion = 2000;
  1370. dummy_status.ele_lv = 1; // Min elemental level.
  1371. dummy_status.mode = MD_CANMOVE;
  1372. }
  1373. /**
  1374. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1375. * @param a: Status data structure to copy from
  1376. * @param b: Status data structure to copy to
  1377. */
  1378. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1379. {
  1380. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1381. }
  1382. /**
  1383. * Sets HP to a given value
  1384. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1385. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1386. * @param hp: What the HP is to be set as
  1387. * @param flag: Used in case final value is higher than current
  1388. * Use 2 to display healing effect
  1389. * @return heal or zapped HP if valid
  1390. */
  1391. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1392. {
  1393. struct status_data *status;
  1394. if (hp < 1)
  1395. return 0;
  1396. status = status_get_status_data(bl);
  1397. if (status == &dummy_status)
  1398. return 0;
  1399. if (hp > status->max_hp)
  1400. hp = status->max_hp;
  1401. if (hp == status->hp)
  1402. return 0;
  1403. if (hp > status->hp)
  1404. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1405. return status_zap(bl, status->hp - hp, 0);
  1406. }
  1407. /**
  1408. * Sets Max HP to a given value
  1409. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1410. * @param maxhp: What the Max HP is to be set as
  1411. * @param flag: Used in case final value is higher than current
  1412. * Use 2 to display healing effect
  1413. * @return heal or zapped HP if valid
  1414. */
  1415. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1416. {
  1417. struct status_data *status;
  1418. int64 heal;
  1419. if (maxhp < 1)
  1420. return 0;
  1421. status = status_get_status_data(bl);
  1422. if (status == &dummy_status)
  1423. return 0;
  1424. if (maxhp == status->max_hp)
  1425. return 0;
  1426. heal = maxhp - status->max_hp;
  1427. status->max_hp = maxhp;
  1428. if (heal > 0)
  1429. status_heal(bl, heal, 0, 1|flag);
  1430. else
  1431. status_zap(bl, -heal, 0);
  1432. return maxhp;
  1433. }
  1434. /**
  1435. * Sets SP to a given value
  1436. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1437. * @param sp: What the SP is to be set as
  1438. * @param flag: Used in case final value is higher than current
  1439. * Use 2 to display healing effect
  1440. * @return heal or zapped SP if valid
  1441. */
  1442. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1443. {
  1444. struct status_data *status;
  1445. status = status_get_status_data(bl);
  1446. if (status == &dummy_status)
  1447. return 0;
  1448. if (sp > status->max_sp)
  1449. sp = status->max_sp;
  1450. if (sp == status->sp)
  1451. return 0;
  1452. if (sp > status->sp)
  1453. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1454. return status_zap(bl, 0, status->sp - sp);
  1455. }
  1456. /**
  1457. * Sets Max SP to a given value
  1458. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1459. * @param maxsp: What the Max SP is to be set as
  1460. * @param flag: Used in case final value is higher than current
  1461. * Use 2 to display healing effect
  1462. * @return heal or zapped HP if valid
  1463. */
  1464. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1465. {
  1466. struct status_data *status;
  1467. if (maxsp < 1)
  1468. return 0;
  1469. status = status_get_status_data(bl);
  1470. if (status == &dummy_status)
  1471. return 0;
  1472. if (maxsp == status->max_sp)
  1473. return 0;
  1474. if (maxsp > status->max_sp)
  1475. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1476. else
  1477. status_zap(bl, status->max_sp - maxsp, 0);
  1478. status->max_sp = maxsp;
  1479. return maxsp;
  1480. }
  1481. /**
  1482. * Takes HP/SP from an Object
  1483. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1484. * @param hp: How much HP to charge
  1485. * @param sp: How much SP to charge
  1486. * @return hp+sp through status_damage()
  1487. * Note: HP/SP are integer values, not percentages. Values should be
  1488. * calculated either within function call or before
  1489. */
  1490. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1491. {
  1492. if(!(bl->type&BL_CONSUME))
  1493. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1494. return status_damage(NULL, bl, hp, sp, 0, 3);
  1495. }
  1496. /**
  1497. * Inflicts damage on the target with the according walkdelay.
  1498. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1499. * @param target: Target of the damage
  1500. * @param dhp: How much damage to HP
  1501. * @param dsp: How much damage to SP
  1502. * @param walkdelay: Amount of time before object can walk again
  1503. * @param flag: Damage flag decides various options
  1504. * flag&1: Passive damage - Does not trigger cancelling status changes
  1505. * flag&2: Fail if there is not enough to subtract
  1506. * flag&4: Mob does not give EXP/Loot if killed
  1507. * flag&8: Used to damage SP of a dead character
  1508. * @return hp+sp
  1509. * Note: HP/SP are integer values, not percentages. Values should be
  1510. * calculated either within function call or before
  1511. */
  1512. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1513. {
  1514. struct status_data *status;
  1515. struct status_change *sc;
  1516. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1517. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1518. nullpo_ret(target);
  1519. if(sp && !(target->type&BL_CONSUME))
  1520. sp = 0; // Not a valid SP target.
  1521. if (hp < 0) { // Assume absorbed damage.
  1522. status_heal(target, -hp, 0, 1);
  1523. hp = 0;
  1524. }
  1525. if (sp < 0) {
  1526. status_heal(target, 0, -sp, 1);
  1527. sp = 0;
  1528. }
  1529. if (target->type == BL_SKILL) {
  1530. if (!src || src->type&battle_config.can_damage_skill)
  1531. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1532. return 0;
  1533. }
  1534. status = status_get_status_data(target);
  1535. if(!status || status == &dummy_status )
  1536. return 0;
  1537. if ((unsigned int)hp >= status->hp) {
  1538. if (flag&2) return 0;
  1539. hp = status->hp;
  1540. }
  1541. if ((unsigned int)sp > status->sp) {
  1542. if (flag&2) return 0;
  1543. sp = status->sp;
  1544. }
  1545. if (!hp && !sp)
  1546. return 0;
  1547. if( !status->hp )
  1548. flag |= 8;
  1549. sc = status_get_sc(target);
  1550. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1551. hp = 1;
  1552. if( hp && !(flag&1) ) {
  1553. if( sc ) {
  1554. struct status_change_entry *sce;
  1555. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1556. status_change_end(target, SC_STONE, INVALID_TIMER);
  1557. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1558. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1559. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1560. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1561. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1562. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1563. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1564. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1565. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1566. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1567. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  1568. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1569. /** [Skotlex]
  1570. * Endure count is only reduced by non-players on non-gvg maps.
  1571. * val4 signals infinite endure.
  1572. **/
  1573. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map[target->m].flag.battleground && --(sce->val2) <= 0)
  1574. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1575. }
  1576. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1577. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1578. if (sg) {
  1579. skill_delunitgroup(sg);
  1580. sce->val4 = 0;
  1581. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1582. }
  1583. }
  1584. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1585. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1586. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1587. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1588. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1589. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1590. }
  1591. if (target->type == BL_PC)
  1592. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1593. unit_skillcastcancel(target, 2);
  1594. }
  1595. status->hp-= hp;
  1596. status->sp-= sp;
  1597. if (sc && hp && status->hp) {
  1598. if (sc->data[SC_AUTOBERSERK] &&
  1599. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1600. status->hp < status->max_hp>>2)
  1601. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1602. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1603. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1604. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1605. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1606. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1607. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1608. }
  1609. switch (target->type) {
  1610. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1611. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1612. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1613. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1614. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1615. }
  1616. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1617. unit_stop_walking( target, 1 );
  1618. }
  1619. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1620. if (walkdelay)
  1621. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1622. return (int)(hp+sp);
  1623. }
  1624. status->hp = 0;
  1625. /** [Skotlex]
  1626. * NOTE: These dead functions should return:
  1627. * 0: Death cancelled, auto-revived.
  1628. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1629. * &2: Remove object from map.
  1630. * &4: Delete object from memory. (One time spawn mobs)
  1631. **/
  1632. switch (target->type) {
  1633. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1634. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1635. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1636. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1637. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1638. default: // Unhandled case, do nothing to object.
  1639. flag = 0;
  1640. break;
  1641. }
  1642. if(!flag) // Death cancelled.
  1643. return (int)(hp+sp);
  1644. // Normal death
  1645. if (battle_config.clear_unit_ondeath &&
  1646. battle_config.clear_unit_ondeath&target->type)
  1647. skill_clear_unitgroup(target);
  1648. if(target->type&BL_REGEN) { // Reset regen ticks.
  1649. struct regen_data *regen = status_get_regen_data(target);
  1650. if (regen) {
  1651. memset(&regen->tick, 0, sizeof(regen->tick));
  1652. if (regen->sregen)
  1653. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1654. if (regen->ssregen)
  1655. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1656. }
  1657. }
  1658. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1659. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1660. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1661. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1662. status_revive(target, 100, 100);
  1663. else
  1664. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1665. status_change_clear(target,0);
  1666. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1667. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1668. if( target->type == BL_MOB )
  1669. ((TBL_MOB*)target)->state.rebirth = 1;
  1670. return (int)(hp+sp);
  1671. }
  1672. 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.
  1673. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1674. status_change_clear(target,0);
  1675. ((TBL_MOB*)target)->state.rebirth = 1;
  1676. return (int)(hp+sp);
  1677. }
  1678. status_change_clear(target,0);
  1679. if(flag&4) // Delete from memory. (also invokes map removal code)
  1680. unit_free(target,CLR_DEAD);
  1681. else if(flag&2) // remove from map
  1682. unit_remove_map(target,CLR_DEAD);
  1683. else { // Some death states that would normally be handled by unit_remove_map
  1684. unit_stop_attack(target);
  1685. unit_stop_walking(target,1);
  1686. unit_skillcastcancel(target,0);
  1687. clif_clearunit_area(target,CLR_DEAD);
  1688. skill_unit_move(target,gettick(),4);
  1689. skill_cleartimerskill(target);
  1690. }
  1691. // Always run NPC scripts for players last
  1692. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1693. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1694. if(target->type == BL_PC) {
  1695. TBL_PC *sd = BL_CAST(BL_PC,target);
  1696. if( sd->bg_id ) {
  1697. struct battleground_data *bg;
  1698. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1699. npc_event(sd, bg->die_event, 0);
  1700. }
  1701. npc_script_event(sd,NPCE_DIE);
  1702. }
  1703. return (int)(hp+sp);
  1704. }
  1705. /**
  1706. * Heals an object
  1707. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1708. * @param hhp: How much HP to heal
  1709. * @param hsp: How much SP to heal
  1710. * @param flag: Whether it's Forced(&1), gives HP/SP(&2) heal effect,
  1711. * or gives HP(&4) heal effect with 0 heal
  1712. * Forced healing overrides heal impedement statuses (Berserk)
  1713. * @return hp+sp
  1714. */
  1715. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1716. {
  1717. struct status_data *status;
  1718. struct status_change *sc;
  1719. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1720. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1721. status = status_get_status_data(bl);
  1722. if (status == &dummy_status || !status->hp)
  1723. return 0;
  1724. sc = status_get_sc(bl);
  1725. if (sc && !sc->count)
  1726. sc = NULL;
  1727. if (hp < 0) {
  1728. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1729. hp++;
  1730. status_damage(NULL, bl, -hp, 0, 0, 1);
  1731. hp = 0;
  1732. }
  1733. if(hp) {
  1734. if( sc && (sc->data[SC_BERSERK]) ) {
  1735. if( flag&1 )
  1736. flag &= ~2;
  1737. else
  1738. hp = 0;
  1739. }
  1740. if((unsigned int)hp > status->max_hp - status->hp)
  1741. hp = status->max_hp - status->hp;
  1742. }
  1743. if(sp < 0) {
  1744. if (sp == INT_MIN)
  1745. sp++;
  1746. status_damage(NULL, bl, 0, -sp, 0, 1);
  1747. sp = 0;
  1748. }
  1749. if(sp) {
  1750. if((unsigned int)sp > status->max_sp - status->sp)
  1751. sp = status->max_sp - status->sp;
  1752. }
  1753. if(!sp && !hp && !(flag&4))
  1754. return 0;
  1755. status->hp += hp;
  1756. status->sp += sp;
  1757. if(hp && sc &&
  1758. sc->data[SC_AUTOBERSERK] &&
  1759. sc->data[SC_PROVOKE] &&
  1760. sc->data[SC_PROVOKE]->val2==1 &&
  1761. status->hp>=status->max_hp>>2
  1762. ) // End auto berserk.
  1763. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1764. // Send HP update to client
  1765. switch(bl->type) {
  1766. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag); break;
  1767. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1768. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1769. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1770. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1771. }
  1772. return (int)hp+sp;
  1773. }
  1774. /**
  1775. * Applies percentage based damage to a unit.
  1776. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1777. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1778. * @param target: Object to modify HP/SP
  1779. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1780. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1781. * @param flag: \n
  1782. * 0: Heal target \n
  1783. * 1: Use status_damage \n
  1784. * 2: Use status_damage and make sure target must not die from subtraction
  1785. * @return hp+sp through status_heal()
  1786. */
  1787. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  1788. {
  1789. struct status_data *status;
  1790. unsigned int hp = 0, sp = 0;
  1791. status = status_get_status_data(target);
  1792. // It's safe now [MarkZD]
  1793. if (hp_rate > 99)
  1794. hp = status->hp;
  1795. else if (hp_rate > 0)
  1796. hp = apply_rate(status->hp, hp_rate);
  1797. else if (hp_rate < -99)
  1798. hp = status->max_hp;
  1799. else if (hp_rate < 0)
  1800. hp = (apply_rate(status->max_hp, -hp_rate));
  1801. if (hp_rate && !hp)
  1802. hp = 1;
  1803. if (flag == 2 && hp >= status->hp)
  1804. hp = status->hp-1; // Must not kill target.
  1805. if (sp_rate > 99)
  1806. sp = status->sp;
  1807. else if (sp_rate > 0)
  1808. sp = apply_rate(status->sp, sp_rate);
  1809. else if (sp_rate < -99)
  1810. sp = status->max_sp;
  1811. else if (sp_rate < 0)
  1812. sp = (apply_rate(status->max_sp, -sp_rate));
  1813. if (sp_rate && !sp)
  1814. sp = 1;
  1815. // Ugly check in case damage dealt is too much for the received args of
  1816. // status_heal / status_damage. [Skotlex]
  1817. if (hp > INT_MAX) {
  1818. hp -= INT_MAX;
  1819. if (flag)
  1820. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1821. else
  1822. status_heal(target, INT_MAX, 0, 0);
  1823. }
  1824. if (sp > INT_MAX) {
  1825. sp -= INT_MAX;
  1826. if (flag)
  1827. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1828. else
  1829. status_heal(target, 0, INT_MAX, 0);
  1830. }
  1831. if (flag)
  1832. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1833. return status_heal(target, hp, sp, 0);
  1834. }
  1835. /**
  1836. * Revives a unit
  1837. * @param bl: Object to revive [PC|MOB|HOM]
  1838. * @param per_hp: Percentage of HP to revive with
  1839. * @param per_sp: Percentage of SP to revive with
  1840. * @return Successful (1) or Invalid target (0)
  1841. */
  1842. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1843. {
  1844. struct status_data *status;
  1845. unsigned int hp, sp;
  1846. if (!status_isdead(bl)) return 0;
  1847. status = status_get_status_data(bl);
  1848. if (status == &dummy_status)
  1849. return 0; // Invalid target.
  1850. hp = (int64)status->max_hp * per_hp/100;
  1851. sp = (int64)status->max_sp * per_sp/100;
  1852. if(hp > status->max_hp - status->hp)
  1853. hp = status->max_hp - status->hp;
  1854. else if (per_hp && !hp)
  1855. hp = 1;
  1856. if(sp > status->max_sp - status->sp)
  1857. sp = status->max_sp - status->sp;
  1858. else if (per_sp && !sp)
  1859. sp = 1;
  1860. status->hp += hp;
  1861. status->sp += sp;
  1862. if (bl->prev) // Animation only if character is already on a map.
  1863. clif_resurrection(bl, 1);
  1864. switch (bl->type) {
  1865. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1866. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1867. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1868. }
  1869. return 1;
  1870. }
  1871. /**
  1872. * Checks whether the src can use the skill on the target,
  1873. * taking into account status/option of both source/target
  1874. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1875. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1876. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1877. target MAY be NULL, which checks if src can cast skill_id on the ground
  1878. * @param skill_id: Skill ID being used on target
  1879. * @param flag: 0 - Trying to use skill on target
  1880. * 1 - Cast bar is done
  1881. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1882. * @return src can use skill (1) or cannot use skill (0)
  1883. * @author [Skotlex]
  1884. */
  1885. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1886. struct status_data *status;
  1887. struct status_change *sc = NULL, *tsc;
  1888. int hide_flag;
  1889. status = src ? status_get_status_data(src) : &dummy_status;
  1890. if (src && src->type != BL_PC && status_isdead(src))
  1891. return false;
  1892. if (!skill_id) { // Normal attack checks.
  1893. // This mode is only needed for melee attacking.
  1894. if (!status_has_mode(status,MD_CANATTACK))
  1895. return false;
  1896. // Dead state is not checked for skills as some skills can be used
  1897. // on dead characters, said checks are left to skill.c [Skotlex]
  1898. if (target && status_isdead(target))
  1899. return false;
  1900. }
  1901. switch( skill_id ) {
  1902. case PA_PRESSURE:
  1903. if( flag && target ) {
  1904. // Gloria Avoids pretty much everything....
  1905. tsc = status_get_sc(target);
  1906. if(tsc && tsc->option&OPTION_HIDE)
  1907. return false;
  1908. }
  1909. break;
  1910. case GN_WALLOFTHORN:
  1911. if( target && status_isdead(target) )
  1912. return false;
  1913. break;
  1914. case AL_TELEPORT:
  1915. case ALL_ODINS_POWER:
  1916. // Should fail when used on top of Land Protector [Skotlex]
  1917. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1918. && !status_has_mode(status,MD_STATUS_IMMUNE)
  1919. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1920. return false;
  1921. break;
  1922. case SC_MANHOLE:
  1923. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1924. if (target && ( status_get_race2(target) == RC2_GVG || status_get_race2(target) == RC2_BATTLEFIELD ) )
  1925. return false;
  1926. default:
  1927. break;
  1928. }
  1929. if ( src )
  1930. sc = status_get_sc(src);
  1931. if( sc && sc->count ) {
  1932. if (sc->data[SC_ALL_RIDING])
  1933. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1934. if (flag == 1 && !status_has_mode(status,MD_STATUS_IMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1935. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1936. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1937. )) {
  1938. if (src->type == BL_PC)
  1939. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1940. return false;
  1941. }
  1942. if (flag == 1 && sc->data[SC_CURSEDCIRCLE_TARGET] && skill_id == MO_ABSORBSPIRITS) // Absorb Spirits fails to go through
  1943. return false;
  1944. if (skill_id != RK_REFRESH && skill_id != SU_GROOMING && sc->opt1 && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1945. if (flag != 1) // Can't cast, casted stuff can't damage.
  1946. return false;
  1947. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1948. return false; // Damage spells stop casting.
  1949. }
  1950. if (
  1951. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1952. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1953. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1954. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  1955. )
  1956. return false;
  1957. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1958. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  1959. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1960. clif_emotion(src, ET_THROB);
  1961. return false;
  1962. }
  1963. if (sc->data[SC_BLADESTOP]) {
  1964. switch (sc->data[SC_BLADESTOP]->val1) {
  1965. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1966. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1967. case 3: if (skill_id == MO_INVESTIGATE) break;
  1968. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1969. default: return false;
  1970. }
  1971. }
  1972. if (sc->data[SC_DANCING] && flag!=2) {
  1973. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1974. skill_id == WM_FRIGG_SONG))
  1975. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1976. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1977. return false;
  1978. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1979. if (skill_id == BD_ENCORE ||
  1980. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1981. )
  1982. return false;
  1983. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  1984. return false;
  1985. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1986. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1987. }
  1988. if (skill_id && // Do not block item-casted skills.
  1989. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1990. ) { // Skills blocked through status changes...
  1991. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1992. sc->cant.cast ||
  1993. (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
  1994. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1995. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1996. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1997. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1998. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  1999. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  2000. ))
  2001. return false;
  2002. // Skill blocking.
  2003. if (
  2004. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  2005. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  2006. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  2007. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  2008. )
  2009. return false;
  2010. }
  2011. if (sc->option) {
  2012. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  2013. // Non players can use all skills while hidden.
  2014. return false;
  2015. }
  2016. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  2017. return false;
  2018. }
  2019. }
  2020. if (target == NULL || target == src) // No further checking needed.
  2021. return true;
  2022. tsc = status_get_sc(target);
  2023. if (tsc && tsc->count) {
  2024. /**
  2025. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  2026. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  2027. **/
  2028. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  2029. return false;
  2030. if(!skill_id && tsc->data[SC_TRICKDEAD])
  2031. return false;
  2032. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  2033. && tsc->data[SC_FREEZE])
  2034. return false;
  2035. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  2036. return false;
  2037. if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
  2038. return false;
  2039. }
  2040. // If targetting, cloak+hide protect you, otherwise only hiding does.
  2041. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  2042. // Skill that can hit hidden target
  2043. if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
  2044. hide_flag &= ~OPTION_HIDE;
  2045. switch( target->type ) {
  2046. case BL_PC: {
  2047. struct map_session_data *tsd = (TBL_PC*)target;
  2048. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  2049. bool is_detect = status_has_mode(status,MD_DETECTOR);
  2050. if (pc_isinvisible(tsd))
  2051. return false;
  2052. if (tsc) {
  2053. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  2054. return false;
  2055. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  2056. return false; // Works against insect and demon but not against bosses
  2057. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  2058. return false; // Works against all
  2059. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  2060. return false; // Insect, demon, and boss can detect
  2061. }
  2062. }
  2063. break;
  2064. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  2065. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  2066. if (status_has_mode(status,MD_LOOTER))
  2067. return true;
  2068. return false;
  2069. case BL_HOM:
  2070. case BL_MER:
  2071. case BL_ELEM:
  2072. 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 )
  2073. return false; // Can't use support skills on Homunculus (only Master/Self)
  2074. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  2075. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  2076. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  2077. return false; // Can't use Potion Pitcher on Mercenaries
  2078. default:
  2079. // Check for chase-walk/hiding/cloaking opponents.
  2080. if( tsc ) {
  2081. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  2082. return false;
  2083. }
  2084. }
  2085. return true;
  2086. }
  2087. /**
  2088. * Checks whether the src can see the target
  2089. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2090. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2091. * @return src can see (1) or target is invisible (0)
  2092. * @author [Skotlex]
  2093. */
  2094. int status_check_visibility(struct block_list *src, struct block_list *target)
  2095. {
  2096. int view_range;
  2097. struct status_data* status = status_get_status_data(src);
  2098. struct status_change* tsc = status_get_sc(target);
  2099. switch (src->type) {
  2100. case BL_MOB:
  2101. view_range = ((TBL_MOB*)src)->min_chase;
  2102. break;
  2103. case BL_PET:
  2104. view_range = ((TBL_PET*)src)->db->range2;
  2105. break;
  2106. default:
  2107. view_range = AREA_SIZE;
  2108. }
  2109. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  2110. return 0;
  2111. if ( src->type == BL_NPC) // NPCs don't care for the rest
  2112. return 1;
  2113. if (tsc) {
  2114. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  2115. bool is_detector = status_has_mode(status,MD_DETECTOR);
  2116. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  2117. case BL_PC: {
  2118. struct map_session_data *tsd = (TBL_PC*)target;
  2119. 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))
  2120. return 0;
  2121. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  2122. return 0;
  2123. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  2124. return 0;
  2125. }
  2126. break;
  2127. default:
  2128. 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)
  2129. return 0;
  2130. }
  2131. }
  2132. return 1;
  2133. }
  2134. /**
  2135. * Base ASPD value taken from the job tables
  2136. * @param sd: Player object
  2137. * @param status: Player status
  2138. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2139. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2140. */
  2141. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2142. {
  2143. int amotion;
  2144. int classidx = pc_class2idx(sd->status.class_);
  2145. #ifdef RENEWAL_ASPD
  2146. int16 skill_lv, val = 0;
  2147. float temp_aspd = 0;
  2148. amotion = job_info[classidx].aspd_base[sd->weapontype1]; // Single weapon
  2149. if (sd->status.shield)
  2150. amotion += job_info[classidx].aspd_base[MAX_WEAPON_TYPE];
  2151. else if (sd->weapontype2 && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  2152. amotion += job_info[classidx].aspd_base[sd->weapontype2] / 4; // Dual-wield
  2153. switch(sd->status.weapon) {
  2154. case W_BOW:
  2155. case W_MUSICAL:
  2156. case W_WHIP:
  2157. case W_REVOLVER:
  2158. case W_RIFLE:
  2159. case W_GATLING:
  2160. case W_SHOTGUN:
  2161. case W_GRENADE:
  2162. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  2163. break;
  2164. default:
  2165. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  2166. break;
  2167. }
  2168. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  2169. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  2170. val += (skill_lv - 1) / 2 + 1;
  2171. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2172. val += ((skill_lv + 1) / 2);
  2173. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  2174. #else
  2175. // Angra Manyu disregards aspd_base and similar
  2176. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  2177. return 0;
  2178. // Base weapon delay
  2179. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2180. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2181. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  2182. // Percentual delay reduction from stats
  2183. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  2184. // Raw delay adjustment from bAspd bonus
  2185. amotion += sd->bonus.aspd_add;
  2186. #endif
  2187. return amotion;
  2188. }
  2189. /**
  2190. * Base attack value calculated for units
  2191. * @param bl: Object to get attack for [PC|HOM]
  2192. * @param status: Object status
  2193. * @return base attack
  2194. * Note: Function only calculates Homunculus bATK in RENEWAL
  2195. */
  2196. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  2197. {
  2198. int flag = 0, str, dex, dstr;
  2199. if(!(bl->type&battle_config.enable_baseatk))
  2200. return 0;
  2201. if (bl->type == BL_PC)
  2202. switch(((TBL_PC*)bl)->status.weapon) {
  2203. case W_BOW:
  2204. case W_MUSICAL:
  2205. case W_WHIP:
  2206. case W_REVOLVER:
  2207. case W_RIFLE:
  2208. case W_GATLING:
  2209. case W_SHOTGUN:
  2210. case W_GRENADE:
  2211. flag = 1;
  2212. }
  2213. if (flag) {
  2214. #ifdef RENEWAL
  2215. dstr =
  2216. #endif
  2217. str = status->dex;
  2218. dex = status->str;
  2219. } else {
  2220. #ifdef RENEWAL
  2221. dstr =
  2222. #endif
  2223. str = status->str;
  2224. dex = status->dex;
  2225. }
  2226. /** [Skotlex]
  2227. * Normally only players have base-atk, but homunc have a different batk
  2228. * equation, hinting that perhaps non-players should use this for batk.
  2229. **/
  2230. #ifdef RENEWAL
  2231. if (bl->type == BL_HOM)
  2232. str = 2 * ((((TBL_HOM*)bl)->homunculus.level) + status_get_homstr(bl));
  2233. #else
  2234. dstr = str/10;
  2235. str += dstr*dstr;
  2236. #endif
  2237. if (bl->type == BL_PC)
  2238. #ifdef RENEWAL
  2239. str = (dstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  2240. else if (bl->type == BL_MOB || bl->type == BL_MER)
  2241. str = dstr + ((TBL_MOB*)bl)->level;
  2242. #else
  2243. str+= dex/5 + status->luk/5;
  2244. #endif
  2245. return cap_value(str, 0, USHRT_MAX);
  2246. }
  2247. #ifdef RENEWAL
  2248. /**
  2249. * Weapon attack value calculated for Players
  2250. * @param wa: Weapon attack
  2251. * @param status: Player status
  2252. * @return weapon attack
  2253. */
  2254. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd)
  2255. {
  2256. float str = sd->base_status.str;
  2257. int weapon_atk_bonus = 0;
  2258. if (wa.range > 3 && !pc_checkskill(sd, SU_SOULATTACK))
  2259. str = sd->base_status.dex;
  2260. if (sd->bonus.weapon_atk_rate)
  2261. weapon_atk_bonus = wa.atk * sd->bonus.weapon_atk_rate / 100;
  2262. // wa.atk2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  2263. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200) + weapon_atk_bonus);
  2264. }
  2265. #endif
  2266. #ifndef RENEWAL
  2267. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2268. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2269. #endif
  2270. #ifdef RENEWAL
  2271. unsigned short status_base_matk(struct block_list *bl, const struct status_data* status, int level)
  2272. {
  2273. switch (bl->type) {
  2274. case BL_MOB:
  2275. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2276. //return status->int_ + level;
  2277. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2278. case BL_HOM:
  2279. return status_get_homint(bl) + level;
  2280. case BL_MER:
  2281. return status->int_ + status->int_ / 5 * status->int_ / 5;
  2282. case BL_PC:
  2283. default:
  2284. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2285. }
  2286. }
  2287. #endif
  2288. /**
  2289. * Fills in the misc data that can be calculated from the other status info (except for level)
  2290. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2291. * @param status: Player status
  2292. */
  2293. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2294. {
  2295. int stat;
  2296. // Non players get the value set, players need to stack with previous bonuses.
  2297. if( bl->type != BL_PC )
  2298. status->batk =
  2299. status->hit = status->flee =
  2300. status->def2 = status->mdef2 =
  2301. status->cri = status->flee2 = 0;
  2302. #ifdef RENEWAL // Renewal formulas
  2303. if (bl->type == BL_HOM) {
  2304. // Def2
  2305. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2306. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2307. // Mdef2
  2308. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2309. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2310. // Def
  2311. stat = status->def;
  2312. stat += status_get_homvit(bl) + level / 2;
  2313. status->def = cap_value(stat, 0, SHRT_MAX);
  2314. // Mdef
  2315. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2316. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2317. // Hit
  2318. stat = level + status->dex + 150;
  2319. status->hit = cap_value(stat, 1, SHRT_MAX);
  2320. // Flee
  2321. stat = level + status_get_homagi(bl);
  2322. status->flee = cap_value(stat, 1, SHRT_MAX);
  2323. // Atk
  2324. stat = (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2325. status->rhw.atk = cap_value(stat, 0, SHRT_MAX);
  2326. // Atk2
  2327. stat = (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2328. status->rhw.atk2 = cap_value(stat, 0, SHRT_MAX);
  2329. } else {
  2330. // Hit
  2331. stat = status->hit;
  2332. 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
  2333. status->hit = cap_value(stat, 1, SHRT_MAX);
  2334. // Flee
  2335. stat = status->flee;
  2336. 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
  2337. status->flee = cap_value(stat, 1, SHRT_MAX);
  2338. // Def2
  2339. if (bl->type == BL_MER)
  2340. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2341. else {
  2342. stat = status->def2;
  2343. 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)
  2344. }
  2345. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2346. // Mdef2
  2347. if (bl->type == BL_MER)
  2348. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2349. else {
  2350. stat = status->mdef2;
  2351. 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)
  2352. }
  2353. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2354. }
  2355. // MAtk
  2356. status->matk_min = status->matk_max = status_base_matk(bl, status, level);
  2357. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2358. //switch (bl->type) {
  2359. // case BL_MOB:
  2360. // status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2361. // status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2362. // break;
  2363. // case BL_MER:
  2364. // status->matk_min += 70 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2365. // status->matk_max += 130 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2366. // break;
  2367. //}
  2368. #else
  2369. // Matk
  2370. status->matk_min = status_base_matk_min(status);
  2371. status->matk_max = status_base_matk_max(status);
  2372. // Hit
  2373. stat = status->hit;
  2374. stat += level + status->dex;
  2375. status->hit = cap_value(stat, 1, SHRT_MAX);
  2376. // Flee
  2377. stat = status->flee;
  2378. stat += level + status->agi;
  2379. status->flee = cap_value(stat, 1, SHRT_MAX);
  2380. // Def2
  2381. stat = status->def2;
  2382. stat += status->vit;
  2383. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2384. // Mdef2
  2385. stat = status->mdef2;
  2386. stat += status->int_ + (status->vit>>1);
  2387. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2388. #endif
  2389. //Critical
  2390. if( bl->type&battle_config.enable_critical ) {
  2391. stat = status->cri;
  2392. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2393. status->cri = cap_value(stat, 1, SHRT_MAX);
  2394. } else
  2395. status->cri = 0;
  2396. if (bl->type&battle_config.enable_perfect_flee) {
  2397. stat = status->flee2;
  2398. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2399. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2400. } else
  2401. status->flee2 = 0;
  2402. if (status->batk) {
  2403. int temp = status->batk + status_base_atk(bl, status);
  2404. status->batk = cap_value(temp, 0, USHRT_MAX);
  2405. } else
  2406. status->batk = status_base_atk(bl, status);
  2407. if (status->cri) {
  2408. switch (bl->type) {
  2409. case BL_MOB:
  2410. if(battle_config.mob_critical_rate != 100)
  2411. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2412. if(!status->cri && battle_config.mob_critical_rate)
  2413. status->cri = 10;
  2414. break;
  2415. case BL_PC:
  2416. // Players don't have a critical adjustment setting as of yet.
  2417. break;
  2418. default:
  2419. if(battle_config.critical_rate != 100)
  2420. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2421. if (!status->cri && battle_config.critical_rate)
  2422. status->cri = 10;
  2423. }
  2424. }
  2425. if(bl->type&BL_REGEN)
  2426. status_calc_regen(bl, status, status_get_regen_data(bl));
  2427. }
  2428. /**
  2429. * Calculates the initial status for the given mob
  2430. * @param md: Mob object
  2431. * @param opt: Whether or not it is the first calculation
  2432. This will only be false when a mob levels up (Regular and WoE Guardians)
  2433. * @return 1 for calculated special statuses or 0 for none
  2434. * @author [Skotlex]
  2435. */
  2436. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2437. {
  2438. struct status_data *status;
  2439. struct block_list *mbl = NULL;
  2440. int flag=0;
  2441. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2442. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2443. ;
  2444. else
  2445. md->level = md->db->lv;
  2446. }
  2447. // Check if we need custom base-status
  2448. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2449. flag|=1;
  2450. if (md->special_state.size)
  2451. flag|=2;
  2452. if (md->guardian_data && md->guardian_data->guardup_lv)
  2453. flag|=4;
  2454. if (md->mob_id == MOBID_EMPERIUM)
  2455. flag|=4;
  2456. if (battle_config.slaves_inherit_speed && md->master_id)
  2457. flag|=8;
  2458. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2459. flag|=16;
  2460. if (md->master_id && battle_config.slaves_inherit_mode)
  2461. flag |= 32;
  2462. if (!flag) { // No special status required.
  2463. if (md->base_status) {
  2464. aFree(md->base_status);
  2465. md->base_status = NULL;
  2466. }
  2467. if (opt&SCO_FIRST)
  2468. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2469. return 0;
  2470. }
  2471. if (!md->base_status)
  2472. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2473. status = md->base_status;
  2474. memcpy(status, &md->db->status, sizeof(struct status_data));
  2475. if (flag&(8|16))
  2476. mbl = map_id2bl(md->master_id);
  2477. if (flag&8 && mbl) {
  2478. struct status_data *mstatus = status_get_base_status(mbl);
  2479. if (mstatus &&
  2480. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2481. status->speed = mstatus->speed;
  2482. if( status->speed < 2 ) // Minimum for the unit to function properly
  2483. status->speed = 2;
  2484. }
  2485. if (flag&32)
  2486. status_calc_slave_mode(md, map_id2md(md->master_id));
  2487. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2488. int diff = md->level - md->db->lv;
  2489. status->str += diff;
  2490. status->agi += diff;
  2491. status->vit += diff;
  2492. status->int_ += diff;
  2493. status->dex += diff;
  2494. status->luk += diff;
  2495. status->max_hp += diff * status->vit;
  2496. status->max_sp += diff * status->int_;
  2497. status->hp = status->max_hp;
  2498. status->sp = status->max_sp;
  2499. status->speed -= cap_value(diff, 0, status->speed - 10);
  2500. }
  2501. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2502. if (md->special_state.size == SZ_MEDIUM) {
  2503. status->max_hp >>= 1;
  2504. status->max_sp >>= 1;
  2505. if (!status->max_hp) status->max_hp = 1;
  2506. if (!status->max_sp) 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. if (!status->str) status->str = 1;
  2516. if (!status->agi) status->agi = 1;
  2517. if (!status->vit) status->vit = 1;
  2518. if (!status->int_) status->int_ = 1;
  2519. if (!status->dex) status->dex = 1;
  2520. if (!status->luk) status->luk = 1;
  2521. } else if (md->special_state.size == SZ_BIG) {
  2522. status->max_hp <<= 1;
  2523. status->max_sp <<= 1;
  2524. status->hp = status->max_hp;
  2525. status->sp = status->max_sp;
  2526. status->str <<= 1;
  2527. status->agi <<= 1;
  2528. status->vit <<= 1;
  2529. status->int_ <<= 1;
  2530. status->dex <<= 1;
  2531. status->luk <<= 1;
  2532. }
  2533. }
  2534. status_calc_misc(&md->bl, status, md->level);
  2535. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2536. struct guild_castle *gc;
  2537. gc=guild_mapname2gc(map[md->bl.m].name);
  2538. if (!gc)
  2539. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  2540. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2541. #ifdef RENEWAL
  2542. status->max_hp += 50 * (gc->defense / 5);
  2543. #else
  2544. status->max_hp += 1000 * gc->defense;
  2545. #endif
  2546. status->hp = status->max_hp;
  2547. status->def += (gc->defense+2)/3;
  2548. status->mdef += (gc->defense+2)/3;
  2549. }
  2550. if(md->mob_id != MOBID_EMPERIUM) {
  2551. status->max_hp += 1000 * gc->defense;
  2552. status->hp = status->max_hp;
  2553. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2554. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2555. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2556. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2557. }
  2558. }
  2559. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2560. struct unit_data *ud = unit_bl2ud(mbl);
  2561. // Remove special AI when this is used by regular mobs.
  2562. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2563. md->special_state.ai = AI_NONE;
  2564. if (ud) {
  2565. // Different levels of HP according to skill level
  2566. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2567. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2568. switch(ud->skill_id) {
  2569. case AM_SPHEREMINE:
  2570. status->max_hp = 2000 + 400*ud->skill_lv;
  2571. break;
  2572. case KO_ZANZOU:
  2573. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2574. break;
  2575. case AM_CANNIBALIZE:
  2576. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2577. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2578. break;
  2579. case MH_SUMMON_LEGION:
  2580. {
  2581. int homblvl = status_get_lv(mbl);
  2582. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2583. status->batk = 100 * (ud->skill_lv+5) / 2;
  2584. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2585. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2586. // status->aspd_rate = max(100,status->aspd_rate);
  2587. break;
  2588. }
  2589. case NC_SILVERSNIPER:
  2590. {
  2591. struct status_data *mstatus = status_get_status_data(mbl);
  2592. if(!mstatus)
  2593. break;
  2594. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2595. status->batk = 200 * ud->skill_lv;
  2596. break;
  2597. }
  2598. case NC_MAGICDECOY:
  2599. {
  2600. struct status_data *mstatus = status_get_status_data(mbl);
  2601. if(!mstatus)
  2602. break;
  2603. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2604. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2605. break;
  2606. }
  2607. }
  2608. status->hp = status->max_hp;
  2609. }
  2610. }
  2611. if (opt&SCO_FIRST) // Initial battle status
  2612. memcpy(&md->status, status, sizeof(struct status_data));
  2613. return 1;
  2614. }
  2615. /**
  2616. * Calculates the stats of the given pet
  2617. * @param pd: Pet object
  2618. * @param opt: Whether or not it is the first calculation
  2619. This will only be false when a pet levels up
  2620. * @return 1
  2621. * @author [Skotlex]
  2622. */
  2623. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2624. {
  2625. nullpo_retv(pd);
  2626. if (opt&SCO_FIRST) {
  2627. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2628. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2629. pd->status.class_ = CLASS_NORMAL;
  2630. pd->status.speed = pd->get_pet_db()->speed;
  2631. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2632. // Attack support requires the pet to be able to attack
  2633. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2634. }
  2635. }
  2636. if (battle_config.pet_lv_rate && pd->master) {
  2637. struct map_session_data *sd = pd->master;
  2638. int lv;
  2639. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2640. if (lv < 0)
  2641. lv = 1;
  2642. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2643. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2644. pd->pet.level = lv;
  2645. if (!(opt&SCO_FIRST)) // Lv Up animation
  2646. clif_misceffect(&pd->bl, 0);
  2647. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2648. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2649. status->str = (bstat->str*lv)/pd->db->lv;
  2650. status->agi = (bstat->agi*lv)/pd->db->lv;
  2651. status->vit = (bstat->vit*lv)/pd->db->lv;
  2652. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2653. status->dex = (bstat->dex*lv)/pd->db->lv;
  2654. status->luk = (bstat->luk*lv)/pd->db->lv;
  2655. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2656. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2657. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2658. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2659. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2660. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2661. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2662. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2663. status_calc_misc(&pd->bl, &pd->status, lv);
  2664. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2665. clif_send_petstatus(sd);
  2666. }
  2667. } else if (opt&SCO_FIRST) {
  2668. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2669. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2670. pd->pet.level = pd->db->lv;
  2671. }
  2672. // Support rate modifier (1000 = 100%)
  2673. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2674. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2675. }
  2676. /**
  2677. * Get HP bonus modifiers
  2678. * @param bl: block_list that will be checked
  2679. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2680. * @return bonus: total bonus for HP
  2681. * @author [Cydh]
  2682. */
  2683. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2684. int bonus = 0;
  2685. if (type == STATUS_BONUS_FIX) {
  2686. struct status_change *sc = status_get_sc(bl);
  2687. //Only for BL_PC
  2688. if (bl->type == BL_PC) {
  2689. struct map_session_data *sd = map_id2sd(bl->id);
  2690. uint8 i;
  2691. bonus += sd->bonus.hp;
  2692. if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
  2693. bonus += i * 200;
  2694. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2695. bonus += 1000;
  2696. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2697. bonus += 1000;
  2698. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2699. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2700. bonus += 2000;
  2701. }
  2702. #ifndef HP_SP_TABLES
  2703. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2704. bonus += 2000; // Supernovice lvl99 hp bonus.
  2705. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2706. bonus += 2000; // Supernovice lvl150 hp bonus.
  2707. #endif
  2708. }
  2709. //Bonus by SC
  2710. if (sc) {
  2711. if(sc->data[SC_INCMHP])
  2712. bonus += sc->data[SC_INCMHP]->val1;
  2713. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2714. bonus += 500;
  2715. if(sc->data[SC_LERADSDEW])
  2716. bonus += sc->data[SC_LERADSDEW]->val3;
  2717. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  2718. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val4;
  2719. if(sc->data[SC_INSPIRATION])
  2720. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2721. if(sc->data[SC_SOLID_SKIN_OPTION])
  2722. bonus += 2000;
  2723. if(sc->data[SC_MTF_MHP])
  2724. bonus += sc->data[SC_MTF_MHP]->val1;
  2725. if(sc->data[SC_MARIONETTE])
  2726. bonus -= 1000;
  2727. if(sc->data[SC_SWORDCLAN])
  2728. bonus += 30;
  2729. if(sc->data[SC_ARCWANDCLAN])
  2730. bonus += 30;
  2731. if(sc->data[SC_GOLDENMACECLAN])
  2732. bonus += 30;
  2733. if(sc->data[SC_CROSSBOWCLAN])
  2734. bonus += 30;
  2735. }
  2736. } else if (type == STATUS_BONUS_RATE) {
  2737. struct status_change *sc = status_get_sc(bl);
  2738. //Only for BL_PC
  2739. if (bl->type == BL_PC) {
  2740. struct map_session_data *sd = map_id2sd(bl->id);
  2741. bonus += sd->hprate;
  2742. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2743. }
  2744. //Bonus by SC
  2745. if (sc) {
  2746. //Increasing
  2747. if(sc->data[SC_INCMHPRATE])
  2748. bonus += sc->data[SC_INCMHPRATE]->val1;
  2749. if(sc->data[SC_APPLEIDUN])
  2750. bonus += sc->data[SC_APPLEIDUN]->val2;
  2751. if(sc->data[SC_DELUGE])
  2752. bonus += sc->data[SC_DELUGE]->val2;
  2753. if(sc->data[SC_BERSERK])
  2754. bonus += 200; //+200%
  2755. if(sc->data[SC_MERC_HPUP])
  2756. bonus += sc->data[SC_MERC_HPUP]->val2;
  2757. if(sc->data[SC_EPICLESIS])
  2758. bonus += sc->data[SC_EPICLESIS]->val2;
  2759. if(sc->data[SC_FRIGG_SONG])
  2760. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2761. if(sc->data[SC_FORCEOFVANGUARD])
  2762. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2763. if(sc->data[SC_INSPIRATION])
  2764. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2765. if(sc->data[SC_RAISINGDRAGON])
  2766. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2767. if(sc->data[SC_GT_REVITALIZE])
  2768. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  2769. if(sc->data[SC_MUSTLE_M])
  2770. bonus += sc->data[SC_MUSTLE_M]->val1;
  2771. if(sc->data[SC_ANGRIFFS_MODUS])
  2772. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2773. if(sc->data[SC_PETROLOGY_OPTION])
  2774. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2775. if(sc->data[SC_POWER_OF_GAIA])
  2776. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2777. if(sc->data[SC_CURSED_SOIL_OPTION])
  2778. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2779. if(sc->data[SC_UPHEAVAL_OPTION])
  2780. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2781. //Decreasing
  2782. if(sc->data[SC_VENOMBLEED])
  2783. bonus -= 15;
  2784. if(sc->data[SC_BEYONDOFWARCRY])
  2785. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2786. if(sc->data[SC__WEAKNESS])
  2787. bonus -= sc->data[SC__WEAKNESS]->val2;
  2788. if(sc->data[SC_MYSTERIOUS_POWDER])
  2789. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2790. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2791. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2792. if(sc->data[SC_EQC])
  2793. bonus -= sc->data[SC_EQC]->val3;
  2794. }
  2795. // Max rate reduce is -100%
  2796. bonus = cap_value(bonus,-100,INT_MAX);
  2797. }
  2798. return min(bonus,INT_MAX);
  2799. }
  2800. /**
  2801. * Get SP bonus modifiers
  2802. * @param bl: block_list that will be checked
  2803. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2804. * @return bonus: total bonus for SP
  2805. * @author [Cydh]
  2806. */
  2807. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2808. int bonus = 0;
  2809. if (type == STATUS_BONUS_FIX) {
  2810. struct status_change *sc = status_get_sc(bl);
  2811. //Only for BL_PC
  2812. if (bl->type == BL_PC) {
  2813. struct map_session_data *sd = map_id2sd(bl->id);
  2814. uint8 i;
  2815. bonus += sd->bonus.sp;
  2816. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2817. bonus += 30 * i;
  2818. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2819. bonus += 200 + 20 * i;
  2820. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2821. bonus += 30 * i;
  2822. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2823. bonus += 100;
  2824. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2825. bonus += 100;
  2826. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2827. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2828. bonus += 200;
  2829. }
  2830. }
  2831. //Bonus by SC
  2832. if (sc) {
  2833. if(sc->data[SC_INCMSP])
  2834. bonus += sc->data[SC_INCMSP]->val1;
  2835. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2836. bonus += 50;
  2837. if(sc->data[SC_MTF_MSP])
  2838. bonus += sc->data[SC_MTF_MSP]->val1;
  2839. if(sc->data[SC_SWORDCLAN])
  2840. bonus += 10;
  2841. if(sc->data[SC_ARCWANDCLAN])
  2842. bonus += 10;
  2843. if(sc->data[SC_GOLDENMACECLAN])
  2844. bonus += 10;
  2845. if(sc->data[SC_CROSSBOWCLAN])
  2846. bonus += 10;
  2847. }
  2848. } else if (type == STATUS_BONUS_RATE) {
  2849. struct status_change *sc = status_get_sc(bl);
  2850. //Only for BL_PC
  2851. if (bl->type == BL_PC) {
  2852. struct map_session_data *sd = map_id2sd(bl->id);
  2853. uint8 i;
  2854. bonus += sd->sprate;
  2855. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2856. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2857. bonus += i;
  2858. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2859. bonus += 2 * i;
  2860. }
  2861. //Bonus by SC
  2862. if (sc) {
  2863. if(sc->data[SC_INCMSPRATE])
  2864. bonus += sc->data[SC_INCMSPRATE]->val1;
  2865. if(sc->data[SC_RAISINGDRAGON])
  2866. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2867. if(sc->data[SC_SERVICE4U])
  2868. bonus += sc->data[SC_SERVICE4U]->val2;
  2869. if(sc->data[SC_MERC_SPUP])
  2870. bonus += sc->data[SC_MERC_SPUP]->val2;
  2871. if(sc->data[SC_LIFE_FORCE_F])
  2872. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2873. if(sc->data[SC_VITATA_500])
  2874. bonus += sc->data[SC_VITATA_500]->val2;
  2875. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  2876. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val4;
  2877. }
  2878. // Max rate reduce is -100%
  2879. bonus = cap_value(bonus,-100,INT_MAX);
  2880. }
  2881. return min(bonus,INT_MAX);
  2882. }
  2883. /**
  2884. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2885. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2886. * @param sd Player
  2887. * @param stat Vit/Int of player as param modifier
  2888. * @param isHP true - calculates Max HP, false - calculated Max SP
  2889. * @return max The max value of HP or SP
  2890. */
  2891. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2892. double dmax = 0;
  2893. uint16 idx, level, job_id;
  2894. nullpo_ret(sd);
  2895. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2896. idx = pc_class2idx(job_id);
  2897. level = umax(sd->status.base_level,1);
  2898. if (isHP) { //Calculates MaxHP
  2899. 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);
  2900. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2901. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2902. }
  2903. else { //Calculates MaxSP
  2904. 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);
  2905. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2906. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2907. }
  2908. //Make sure it's not negative before casting to unsigned int
  2909. if(dmax < 1) dmax = 1;
  2910. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2911. }
  2912. /**
  2913. * Calculates player's weight
  2914. * @param sd: Player object
  2915. * @param flag: Calculation type
  2916. * CALCWT_ITEM - Item weight
  2917. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2918. * @return false - failed, true - success
  2919. */
  2920. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2921. {
  2922. int b_weight, b_max_weight, skill, i;
  2923. struct status_change *sc;
  2924. nullpo_retr(false, sd);
  2925. sc = &sd->sc;
  2926. b_max_weight = sd->max_weight; // Store max weight for later comparison
  2927. b_weight = sd->weight; // Store current weight for later comparison
  2928. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
  2929. if (flag&CALCWT_ITEM) {
  2930. sd->weight = 0; // Reset current weight
  2931. for(i = 0; i < MAX_INVENTORY; i++) {
  2932. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  2933. continue;
  2934. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  2935. }
  2936. }
  2937. if (flag&CALCWT_MAXBONUS) {
  2938. // Skill/Status bonus weight increases
  2939. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  2940. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  2941. sd->max_weight += 2000 * skill;
  2942. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  2943. sd->max_weight += 10000;
  2944. else if (pc_isridingdragon(sd))
  2945. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  2946. if (sc->data[SC_KNOWLEDGE])
  2947. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  2948. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  2949. sd->max_weight += 2000 * skill;
  2950. }
  2951. // Update the client if the new weight calculations don't match
  2952. if (b_weight != sd->weight)
  2953. clif_updatestatus(sd, SP_WEIGHT);
  2954. if (b_max_weight != sd->max_weight) {
  2955. clif_updatestatus(sd, SP_MAXWEIGHT);
  2956. pc_updateweightstatus(sd);
  2957. }
  2958. return true;
  2959. }
  2960. /**
  2961. * Calculates player's cart weight
  2962. * @param sd: Player object
  2963. * @param flag: Calculation type
  2964. * CALCWT_ITEM - Cart item weight
  2965. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2966. * CALCWT_CARTSTATE - Whether to check for cart state
  2967. * @return false - failed, true - success
  2968. */
  2969. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2970. {
  2971. int b_cart_weight_max, i;
  2972. nullpo_retr(false, sd);
  2973. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  2974. return false;
  2975. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  2976. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  2977. if (flag&CALCWT_ITEM) {
  2978. sd->cart_weight = 0; // Reset current cart weight
  2979. sd->cart_num = 0; // Reset current cart item count
  2980. for(i = 0; i < MAX_CART; i++) {
  2981. if (!sd->cart.u.items_cart[i].nameid)
  2982. continue;
  2983. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  2984. sd->cart_num++; // Recalculate current cart item count
  2985. }
  2986. }
  2987. // Skill bonus max weight increases
  2988. if (flag&CALCWT_MAXBONUS)
  2989. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  2990. // Update the client if the new weight calculations don't match
  2991. if (b_cart_weight_max != sd->cart_weight_max)
  2992. clif_updatestatus(sd, SP_CARTINFO);
  2993. return true;
  2994. }
  2995. /**
  2996. * Calculates player data from scratch without counting SC adjustments
  2997. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2998. * @param sd: Player object
  2999. * @param opt: Whether it is first calc (login) or not
  3000. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3001. */
  3002. int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
  3003. {
  3004. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3005. struct status_data *base_status; ///< Pointer to the player's base status
  3006. const struct status_change *sc = &sd->sc;
  3007. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3008. int i, skill, refinedef = 0;
  3009. short index = -1;
  3010. if (++calculating > 10) // Too many recursive calls!
  3011. return -1;
  3012. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3013. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3014. pc_calc_skilltree(sd); // SkillTree calculation
  3015. if (opt&SCO_FIRST) {
  3016. // Load Hp/SP from char-received data.
  3017. sd->battle_status.hp = sd->status.hp;
  3018. sd->battle_status.sp = sd->status.sp;
  3019. sd->regen.sregen = &sd->sregen;
  3020. sd->regen.ssregen = &sd->ssregen;
  3021. }
  3022. base_status = &sd->base_status;
  3023. // These are not zeroed. [zzo]
  3024. sd->hprate = 100;
  3025. sd->sprate = 100;
  3026. sd->castrate = 100;
  3027. sd->delayrate = 100;
  3028. sd->dsprate = 100;
  3029. sd->hprecov_rate = 100;
  3030. sd->sprecov_rate = 100;
  3031. sd->matk_rate = 100;
  3032. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3033. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3034. sd->regen.state.block = 0;
  3035. sd->add_max_weight = 0;
  3036. // Zeroed arrays, order follows the order in pc.hpp.
  3037. // Add new arrays to the end of zeroed area in pc.hpp (see comments) and size here. [zzo]
  3038. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  3039. + sizeof(sd->param_equip)
  3040. + sizeof(sd->subele)
  3041. + sizeof(sd->subele_script)
  3042. + sizeof(sd->subdefele)
  3043. + sizeof(sd->subrace)
  3044. + sizeof(sd->subclass)
  3045. + sizeof(sd->subrace2)
  3046. + sizeof(sd->subsize)
  3047. + sizeof(sd->reseff)
  3048. + sizeof(sd->coma_class)
  3049. + sizeof(sd->coma_race)
  3050. + sizeof(sd->weapon_coma_ele)
  3051. + sizeof(sd->weapon_coma_race)
  3052. + sizeof(sd->weapon_coma_class)
  3053. + sizeof(sd->weapon_atk)
  3054. + sizeof(sd->weapon_damage_rate)
  3055. + sizeof(sd->arrow_addele)
  3056. + sizeof(sd->arrow_addrace)
  3057. + sizeof(sd->arrow_addclass)
  3058. + sizeof(sd->arrow_addsize)
  3059. + sizeof(sd->magic_addele)
  3060. + sizeof(sd->magic_addele_script)
  3061. + sizeof(sd->magic_addrace)
  3062. + sizeof(sd->magic_addclass)
  3063. + sizeof(sd->magic_addsize)
  3064. + sizeof(sd->magic_atk_ele)
  3065. + sizeof(sd->critaddrace)
  3066. + sizeof(sd->expaddrace)
  3067. + sizeof(sd->expaddclass)
  3068. + sizeof(sd->ignore_mdef_by_race)
  3069. + sizeof(sd->ignore_mdef_by_class)
  3070. + sizeof(sd->ignore_def_by_race)
  3071. + sizeof(sd->ignore_def_by_class)
  3072. + sizeof(sd->sp_gain_race)
  3073. + sizeof(sd->magic_addrace2)
  3074. + sizeof(sd->ignore_mdef_by_race2)
  3075. + sizeof(sd->dropaddrace)
  3076. + sizeof(sd->dropaddclass)
  3077. );
  3078. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3079. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3080. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  3081. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3082. memset(&sd->special_state,0,sizeof(sd->special_state));
  3083. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3084. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3085. if (!sd->state.permanent_speed) {
  3086. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3087. base_status->speed = DEFAULT_WALK_SPEED;
  3088. } else {
  3089. int pSpeed = base_status->speed;
  3090. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3091. base_status->speed = pSpeed;
  3092. }
  3093. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3094. // Give them all modes except these (useful for clones)
  3095. 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));
  3096. base_status->size = (sd->class_&JOBL_BABY || ((battle_config.summoner_trait&2) && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)) ? SZ_SMALL : SZ_MEDIUM;
  3097. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3098. if (sd->class_&JOBL_BABY) {
  3099. if (battle_config.character_size&SZ_BIG)
  3100. base_status->size++;
  3101. } else
  3102. if(battle_config.character_size&SZ_MEDIUM)
  3103. base_status->size++;
  3104. }
  3105. base_status->aspd_rate = 1000;
  3106. base_status->ele_lv = 1;
  3107. base_status->race = ((battle_config.summoner_trait&1) && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER;
  3108. base_status->class_ = CLASS_NORMAL;
  3109. // Zero up structures...
  3110. memset(&sd->autospell, 0, sizeof(sd->autospell)
  3111. + sizeof(sd->autospell2)
  3112. + sizeof(sd->autospell3)
  3113. + sizeof(sd->addeff)
  3114. + sizeof(sd->addeff_atked)
  3115. + sizeof(sd->addeff_onskill)
  3116. + sizeof(sd->skillatk)
  3117. + sizeof(sd->skillusesprate)
  3118. + sizeof(sd->skillusesp)
  3119. + sizeof(sd->skillheal)
  3120. + sizeof(sd->skillheal2)
  3121. + sizeof(sd->skillblown)
  3122. + sizeof(sd->skillcastrate)
  3123. + sizeof(sd->skillfixcastrate)
  3124. + sizeof(sd->subskill)
  3125. + sizeof(sd->skillcooldown)
  3126. + sizeof(sd->skillfixcast)
  3127. + sizeof(sd->skillvarcast)
  3128. + sizeof(sd->hp_loss)
  3129. + sizeof(sd->sp_loss)
  3130. + sizeof(sd->hp_regen)
  3131. + sizeof(sd->sp_regen)
  3132. + sizeof(sd->percent_hp_regen)
  3133. + sizeof(sd->percent_sp_regen)
  3134. + sizeof(sd->add_def)
  3135. + sizeof(sd->add_mdef)
  3136. + sizeof(sd->add_mdmg)
  3137. + sizeof(sd->add_drop)
  3138. + sizeof(sd->itemhealrate)
  3139. + sizeof(sd->subele2)
  3140. + sizeof(sd->def_set_race)
  3141. + sizeof(sd->mdef_set_race)
  3142. + sizeof(sd->norecover_state_race)
  3143. + sizeof(sd->hp_vanish_race)
  3144. + sizeof(sd->sp_vanish_race)
  3145. );
  3146. memset (&sd->bonus, 0, sizeof(sd->bonus));
  3147. // Autobonus
  3148. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  3149. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  3150. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  3151. pc_itemgrouphealrate_clear(sd);
  3152. running_npc_stat_calc_event = true;
  3153. npc_script_event(sd, NPCE_STATCALC);
  3154. running_npc_stat_calc_event = false;
  3155. // Parse equipment
  3156. for (i = 0; i < EQI_MAX; i++) {
  3157. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3158. current_equip_combo_pos = 0;
  3159. if (index < 0)
  3160. continue;
  3161. if (i == EQI_AMMO)
  3162. continue;
  3163. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3164. continue;
  3165. if (!sd->inventory_data[index])
  3166. continue;
  3167. base_status->def += sd->inventory_data[index]->def;
  3168. // Items may be equipped, their effects however are nullified.
  3169. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3170. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3171. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3172. if (!calculating)
  3173. return 1;
  3174. }
  3175. // Sanitize the refine level in case someone decreased the value inbetween
  3176. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3177. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3178. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3179. int r = sd->inventory.u.items_inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  3180. struct weapon_data *wd;
  3181. struct weapon_atk *wa;
  3182. if(wlv >= REFINE_TYPE_MAX)
  3183. wlv = REFINE_TYPE_MAX - 1;
  3184. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3185. wd = &sd->left_weapon; // Left-hand weapon
  3186. wa = &base_status->lhw;
  3187. } else {
  3188. wd = &sd->right_weapon;
  3189. wa = &base_status->rhw;
  3190. }
  3191. wa->atk += sd->inventory_data[index]->atk;
  3192. if(r)
  3193. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  3194. #ifdef RENEWAL
  3195. wa->matk += sd->inventory_data[index]->matk;
  3196. wa->wlv = wlv;
  3197. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  3198. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  3199. #endif
  3200. if(r) // Overrefine bonus.
  3201. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  3202. wa->range += sd->inventory_data[index]->range;
  3203. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3204. if (wd == &sd->left_weapon) {
  3205. sd->state.lr_flag = 1;
  3206. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3207. sd->state.lr_flag = 0;
  3208. } else
  3209. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3210. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3211. return 1;
  3212. }
  3213. #ifdef RENEWAL
  3214. if (sd->bonus.weapon_matk_rate)
  3215. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3216. #endif
  3217. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3218. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3219. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3220. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3221. wd->star += 10;
  3222. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3223. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3224. }
  3225. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3226. int r;
  3227. if ( (r = sd->inventory.u.items_inventory[index].refine) )
  3228. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  3229. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3230. if( i == EQI_HAND_L ) // Shield
  3231. sd->state.lr_flag = 3;
  3232. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3233. if( i == EQI_HAND_L ) // Shield
  3234. sd->state.lr_flag = 0;
  3235. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3236. return 1;
  3237. }
  3238. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3239. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3240. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3241. if( !calculating )
  3242. return 1;
  3243. }
  3244. }
  3245. }
  3246. if(sd->equip_index[EQI_AMMO] >= 0) {
  3247. index = sd->equip_index[EQI_AMMO];
  3248. if(sd->inventory_data[index]) { // Arrows
  3249. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3250. sd->state.lr_flag = 2;
  3251. if( !itemdb_group_item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3252. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3253. sd->state.lr_flag = 0;
  3254. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3255. return 1;
  3256. }
  3257. }
  3258. // We've got combos to process and check
  3259. if( sd->combos.count ) {
  3260. for (i = 0; i < sd->combos.count; i++) {
  3261. uint8 j = 0;
  3262. bool no_run = false;
  3263. struct item_combo *combo = NULL;
  3264. current_equip_item_index = -1;
  3265. current_equip_combo_pos = sd->combos.pos[i];
  3266. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  3267. continue;
  3268. // Check combo items
  3269. while (j < combo->count) {
  3270. struct item_data *id = itemdb_exists(combo->nameid[j]);
  3271. // Don't run the script if at least one of combo's pair has restriction
  3272. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3273. no_run = true;
  3274. break;
  3275. }
  3276. j++;
  3277. }
  3278. if (no_run)
  3279. continue;
  3280. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  3281. if (!calculating) // Abort, run_script retriggered this
  3282. return 1;
  3283. }
  3284. }
  3285. // Store equipment script bonuses
  3286. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  3287. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  3288. base_status->def += (refinedef+50)/100;
  3289. // Parse Cards
  3290. for (i = 0; i < EQI_MAX; i++) {
  3291. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3292. current_equip_combo_pos = 0;
  3293. if (index < 0)
  3294. continue;
  3295. if (i == EQI_AMMO)
  3296. continue;
  3297. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3298. continue;
  3299. if (sd->inventory_data[index]) {
  3300. int j;
  3301. struct item_data *data;
  3302. // Card script execution.
  3303. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3304. continue;
  3305. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3306. int c = sd->inventory.u.items_inventory[index].card[j];
  3307. current_equip_card_id= c;
  3308. if(!c)
  3309. continue;
  3310. data = itemdb_exists(c);
  3311. if(!data)
  3312. continue;
  3313. 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
  3314. run_script(data->equip_script,0,sd->bl.id,0);
  3315. if (!calculating)
  3316. return 1;
  3317. }
  3318. if(!data->script)
  3319. continue;
  3320. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3321. continue;
  3322. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3323. sd->state.lr_flag = 1;
  3324. run_script(data->script,0,sd->bl.id,0);
  3325. sd->state.lr_flag = 0;
  3326. } else
  3327. run_script(data->script,0,sd->bl.id,0);
  3328. if (!calculating) // Abort, run_script his function. [Skotlex]
  3329. return 1;
  3330. }
  3331. }
  3332. }
  3333. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3334. // Parse random options
  3335. for (i = 0; i < EQI_MAX; i++) {
  3336. current_equip_item_index = index = sd->equip_index[i];
  3337. current_equip_combo_pos = 0;
  3338. current_equip_opt_index = -1;
  3339. if (index < 0)
  3340. continue;
  3341. if (i == EQI_AMMO)
  3342. continue;
  3343. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3344. continue;
  3345. if (sd->inventory_data[index]) {
  3346. int j;
  3347. struct s_random_opt_data *data;
  3348. for (j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3349. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3350. if (!opt_id)
  3351. continue;
  3352. current_equip_opt_index = j;
  3353. data = itemdb_randomopt_exists(opt_id);
  3354. if (!data || !data->script)
  3355. continue;
  3356. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3357. continue;
  3358. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3359. sd->state.lr_flag = 1;
  3360. run_script(data->script, 0, sd->bl.id, 0);
  3361. sd->state.lr_flag = 0;
  3362. }
  3363. else
  3364. run_script(data->script, 0, sd->bl.id, 0);
  3365. if (!calculating)
  3366. return 1;
  3367. }
  3368. }
  3369. current_equip_opt_index = -1;
  3370. }
  3371. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  3372. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3373. if (data && data->script)
  3374. run_script(data->script, 0, sd->bl.id, 0);
  3375. }
  3376. pc_bonus_script(sd);
  3377. if( sd->pd ) { // Pet Bonus
  3378. struct pet_data *pd = sd->pd;
  3379. s_pet_db *pet_db_ptr = pd->get_pet_db();
  3380. if( pet_db_ptr != nullptr && pet_db_ptr->pet_loyal_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  3381. run_script(pd->get_pet_db()->pet_loyal_script,0,sd->bl.id,0);
  3382. if( pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  3383. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3384. }
  3385. // param_bonus now holds card bonuses.
  3386. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3387. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3388. if(base_status->rhw.range < base_status->lhw.range)
  3389. base_status->rhw.range = base_status->lhw.range;
  3390. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3391. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3392. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3393. // Damage modifiers from weapon type
  3394. sd->right_weapon.atkmods[SZ_SMALL] = atkmods[SZ_SMALL][sd->weapontype1];
  3395. sd->right_weapon.atkmods[SZ_MEDIUM] = atkmods[SZ_MEDIUM][sd->weapontype1];
  3396. sd->right_weapon.atkmods[SZ_BIG] = atkmods[SZ_BIG][sd->weapontype1];
  3397. sd->left_weapon.atkmods[SZ_SMALL] = atkmods[SZ_SMALL][sd->weapontype2];
  3398. sd->left_weapon.atkmods[SZ_MEDIUM] = atkmods[SZ_MEDIUM][sd->weapontype2];
  3399. sd->left_weapon.atkmods[SZ_BIG] = atkmods[SZ_BIG][sd->weapontype2];
  3400. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3401. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3402. { // When Riding with spear, damage modifier to mid-class becomes
  3403. // same as versus large size.
  3404. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3405. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3406. }
  3407. // ----- STATS CALCULATION -----
  3408. // Job bonuses
  3409. index = pc_class2idx(sd->status.class_);
  3410. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  3411. if(!job_info[index].job_bonus[i])
  3412. continue;
  3413. switch(job_info[index].job_bonus[i]) {
  3414. case 1: base_status->str++; break;
  3415. case 2: base_status->agi++; break;
  3416. case 3: base_status->vit++; break;
  3417. case 4: base_status->int_++; break;
  3418. case 5: base_status->dex++; break;
  3419. case 6: base_status->luk++; break;
  3420. }
  3421. }
  3422. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3423. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3424. base_status->str += 10;
  3425. base_status->agi += 10;
  3426. base_status->vit += 10;
  3427. base_status->int_+= 10;
  3428. base_status->dex += 10;
  3429. base_status->luk += 10;
  3430. }
  3431. // Absolute modifiers from passive skills
  3432. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3433. base_status->str++;
  3434. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3435. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3436. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3437. base_status->dex += skill;
  3438. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3439. base_status->int_ += skill;
  3440. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3441. base_status->int_ += 20;
  3442. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3443. i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  3444. base_status->str = cap_value(i,0,USHRT_MAX);
  3445. i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  3446. base_status->agi = cap_value(i,0,USHRT_MAX);
  3447. i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  3448. base_status->vit = cap_value(i,0,USHRT_MAX);
  3449. i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  3450. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3451. i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  3452. base_status->dex = cap_value(i,0,USHRT_MAX);
  3453. i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  3454. base_status->luk = cap_value(i,0,USHRT_MAX);
  3455. // ------ ATTACK CALCULATION ------
  3456. // Base batk value is set in status_calc_misc
  3457. #ifndef RENEWAL
  3458. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3459. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  3460. base_status->batk += sd->weapon_atk[sd->status.weapon];
  3461. // Absolute modifiers from passive skills
  3462. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3463. base_status->batk += 4;
  3464. #else
  3465. base_status->watk = status_weapon_atk(base_status->rhw, sd);
  3466. base_status->watk2 = status_weapon_atk(base_status->lhw, sd);
  3467. base_status->eatk = sd->bonus.eatk;
  3468. #endif
  3469. // ----- HP MAX CALCULATION -----
  3470. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3471. if(battle_config.hp_rate != 100)
  3472. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3473. if (sd->status.base_level < 100)
  3474. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3475. else if (sd->status.base_level < 151)
  3476. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3477. else
  3478. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3479. // ----- SP MAX CALCULATION -----
  3480. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3481. if(battle_config.sp_rate != 100)
  3482. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3483. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3484. // ----- RESPAWN HP/SP -----
  3485. // Calc respawn hp and store it on base_status
  3486. if (sd->special_state.restart_full_recover) {
  3487. base_status->hp = base_status->max_hp;
  3488. base_status->sp = base_status->max_sp;
  3489. } else {
  3490. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3491. && battle_config.restart_hp_rate < 50)
  3492. base_status->hp = base_status->max_hp>>1;
  3493. else
  3494. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3495. if(!base_status->hp)
  3496. base_status->hp = 1;
  3497. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3498. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3499. base_status->sp = 1;
  3500. }
  3501. // ----- MISC CALCULATION -----
  3502. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3503. // Equipment modifiers for misc settings
  3504. if(sd->matk_rate < 0)
  3505. sd->matk_rate = 0;
  3506. if(sd->matk_rate != 100) {
  3507. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3508. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3509. }
  3510. if(sd->hit_rate < 0)
  3511. sd->hit_rate = 0;
  3512. if(sd->hit_rate != 100)
  3513. base_status->hit = base_status->hit * sd->hit_rate/100;
  3514. if(sd->flee_rate < 0)
  3515. sd->flee_rate = 0;
  3516. if(sd->flee_rate != 100)
  3517. base_status->flee = base_status->flee * sd->flee_rate/100;
  3518. if(sd->def2_rate < 0)
  3519. sd->def2_rate = 0;
  3520. if(sd->def2_rate != 100)
  3521. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3522. if(sd->mdef2_rate < 0)
  3523. sd->mdef2_rate = 0;
  3524. if(sd->mdef2_rate != 100)
  3525. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3526. if(sd->critical_rate < 0)
  3527. sd->critical_rate = 0;
  3528. if(sd->critical_rate != 100)
  3529. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3530. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3531. base_status->cri += 200;
  3532. if(sd->flee2_rate < 0)
  3533. sd->flee2_rate = 0;
  3534. if(sd->flee2_rate != 100)
  3535. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3536. // ----- HIT CALCULATION -----
  3537. // Absolute modifiers from passive skills
  3538. #ifndef RENEWAL
  3539. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3540. base_status->hit += skill*2;
  3541. #endif
  3542. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3543. #ifndef RENEWAL
  3544. base_status->hit += skill;
  3545. #endif
  3546. if(sd->status.weapon == W_BOW)
  3547. base_status->rhw.range += skill;
  3548. }
  3549. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3550. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3551. base_status->hit += 2*skill;
  3552. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3553. base_status->hit += skill;
  3554. base_status->rhw.range += skill;
  3555. }
  3556. }
  3557. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3558. base_status->hit += skill * 3;
  3559. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3560. base_status->hit += skill * 2;
  3561. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3562. base_status->hit += 20;
  3563. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3564. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3565. // ----- FLEE CALCULATION -----
  3566. // Absolute modifiers from passive skills
  3567. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3568. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3569. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3570. base_status->flee += (skill*3)>>1;
  3571. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3572. base_status->flee += 20;
  3573. // ----- EQUIPMENT-DEF CALCULATION -----
  3574. // Apply relative modifiers from equipment
  3575. if(sd->def_rate < 0)
  3576. sd->def_rate = 0;
  3577. if(sd->def_rate != 100) {
  3578. i = base_status->def * sd->def_rate/100;
  3579. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3580. }
  3581. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3582. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3583. #ifndef RENEWAL
  3584. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3585. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3586. base_status->def = (unsigned char)battle_config.max_def;
  3587. }
  3588. #endif
  3589. // ----- EQUIPMENT-MDEF CALCULATION -----
  3590. // Apply relative modifiers from equipment
  3591. if(sd->mdef_rate < 0)
  3592. sd->mdef_rate = 0;
  3593. if(sd->mdef_rate != 100) {
  3594. i = base_status->mdef * sd->mdef_rate/100;
  3595. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3596. }
  3597. #ifndef RENEWAL
  3598. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3599. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3600. base_status->mdef = (signed char)battle_config.max_def;
  3601. }
  3602. #endif
  3603. // ----- ASPD CALCULATION -----
  3604. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3605. // Basic ASPD value
  3606. i = status_base_amotion_pc(sd,base_status);
  3607. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3608. // Relative modifiers from passive skills
  3609. #ifndef RENEWAL_ASPD
  3610. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3611. base_status->aspd_rate -= 5*skill;
  3612. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3613. base_status->aspd_rate -= 30*skill;
  3614. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3615. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3616. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3617. if(pc_isriding(sd))
  3618. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3619. else if(pc_isridingdragon(sd))
  3620. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3621. #else // Needs more info
  3622. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3623. base_status->aspd_rate += 30*skill;
  3624. if(pc_isriding(sd))
  3625. base_status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3626. else if(pc_isridingdragon(sd))
  3627. base_status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3628. #endif
  3629. base_status->adelay = 2*base_status->amotion;
  3630. // ----- DMOTION -----
  3631. i = 800-base_status->agi*4;
  3632. base_status->dmotion = cap_value(i, 400, 800);
  3633. if(battle_config.pc_damage_delay_rate != 100)
  3634. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3635. // ----- MISC CALCULATIONS -----
  3636. // Weight
  3637. status_calc_weight(sd, CALCWT_MAXBONUS);
  3638. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3639. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  3640. sd->regen.state.walk = 1;
  3641. else
  3642. sd->regen.state.walk = 0;
  3643. // Skill SP cost
  3644. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3645. sd->dsprate -= 4*skill;
  3646. if(sc->data[SC_SERVICE4U])
  3647. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3648. if(sc->data[SC_SPCOST_RATE])
  3649. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3650. // Underflow protections.
  3651. if(sd->dsprate < 0)
  3652. sd->dsprate = 0;
  3653. if(sd->castrate < 0)
  3654. sd->castrate = 0;
  3655. if(sd->delayrate < 0)
  3656. sd->delayrate = 0;
  3657. if(sd->hprecov_rate < 0)
  3658. sd->hprecov_rate = 0;
  3659. if(sd->sprecov_rate < 0)
  3660. sd->sprecov_rate = 0;
  3661. // Anti-element and anti-race
  3662. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3663. sd->subele[ELE_HOLY] += skill*5;
  3664. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3665. sd->subele[ELE_NEUTRAL] += skill;
  3666. sd->subele[ELE_FIRE] += skill*5;
  3667. }
  3668. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3669. #ifdef RENEWAL
  3670. skill = skill * 2;
  3671. #else
  3672. skill = skill * 4;
  3673. #endif
  3674. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3675. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3676. sd->magic_addrace[RC_DRAGON]+=skill;
  3677. sd->subrace[RC_DRAGON]+=skill;
  3678. }
  3679. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3680. sd->right_weapon.addrace[RC_DEMON] += skill;
  3681. sd->right_weapon.addele[ELE_DARK] += skill;
  3682. sd->left_weapon.addrace[RC_DEMON] += skill;
  3683. sd->left_weapon.addele[ELE_DARK] += skill;
  3684. sd->magic_addrace[RC_DEMON] += skill;
  3685. sd->magic_addele[ELE_DARK] += skill;
  3686. sd->subrace[RC_DEMON] += skill;
  3687. sd->subele[ELE_DARK] += skill;
  3688. }
  3689. if(sc->count) {
  3690. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3691. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3692. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3693. }
  3694. if(sc->data[SC_SIEGFRIED]) {
  3695. i = sc->data[SC_SIEGFRIED]->val2;
  3696. sd->subele[ELE_WATER] += i;
  3697. sd->subele[ELE_EARTH] += i;
  3698. sd->subele[ELE_FIRE] += i;
  3699. sd->subele[ELE_WIND] += i;
  3700. sd->subele[ELE_POISON] += i;
  3701. sd->subele[ELE_HOLY] += i;
  3702. sd->subele[ELE_DARK] += i;
  3703. sd->subele[ELE_GHOST] += i;
  3704. sd->subele[ELE_UNDEAD] += i;
  3705. }
  3706. if(sc->data[SC_PROVIDENCE]) {
  3707. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3708. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3709. }
  3710. if (sc->data[SC_GEFFEN_MAGIC1]) {
  3711. sd->right_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3712. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3713. sd->left_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3714. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3715. }
  3716. if (sc->data[SC_GEFFEN_MAGIC2]) {
  3717. sd->magic_addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3718. sd->magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3719. }
  3720. if(sc->data[SC_GEFFEN_MAGIC3]) {
  3721. sd->subrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3722. sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3723. }
  3724. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  3725. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  3726. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  3727. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  3728. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  3729. }
  3730. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  3731. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  3732. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  3733. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  3734. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  3735. }
  3736. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  3737. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  3738. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  3739. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  3740. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  3741. }
  3742. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  3743. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  3744. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  3745. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  3746. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  3747. }
  3748. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3749. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3750. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3751. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3752. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3753. }
  3754. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3755. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3756. sd->subele[ELE_FIRE] += i;
  3757. sd->subele[ELE_WATER] -= i;
  3758. }
  3759. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3760. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3761. sd->subele[ELE_WATER] += i;
  3762. sd->subele[ELE_WIND] -= i;
  3763. }
  3764. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3765. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3766. sd->subele[ELE_WIND] += i;
  3767. sd->subele[ELE_EARTH] -= i;
  3768. }
  3769. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3770. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3771. sd->subele[ELE_EARTH] += i;
  3772. sd->subele[ELE_FIRE] -= i;
  3773. }
  3774. if (sc->data[SC_MTF_MLEATKED] )
  3775. sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  3776. if (sc->data[SC_MTF_CRIDAMAGE])
  3777. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  3778. }
  3779. status_cpy(&sd->battle_status, base_status);
  3780. // ----- CLIENT-SIDE REFRESH -----
  3781. if(!sd->bl.prev) {
  3782. // Will update on LoadEndAck
  3783. calculating = 0;
  3784. return 0;
  3785. }
  3786. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3787. clif_skillinfoblock(sd);
  3788. // If the skill is learned, the status is infinite.
  3789. if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 && !sd->sc.data[SC_SPRITEMABLE] )
  3790. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, -1);
  3791. calculating = 0;
  3792. return 0;
  3793. }
  3794. /**
  3795. * Calculates Mercenary data
  3796. * @param md: Mercenary object
  3797. * @param opt: Whether it is first calc or not (0 on level up or status)
  3798. * @return 0
  3799. */
  3800. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  3801. {
  3802. struct status_data *status = &md->base_status;
  3803. struct s_mercenary *merc = &md->mercenary;
  3804. if (opt&SCO_FIRST) {
  3805. memcpy(status, &md->db->status, sizeof(struct status_data));
  3806. status->class_ = CLASS_NORMAL;
  3807. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3808. status->hp = status->max_hp;
  3809. status->sp = status->max_sp;
  3810. md->battle_status.hp = merc->hp;
  3811. md->battle_status.sp = merc->sp;
  3812. if (md->master)
  3813. status->speed = status_get_speed(&md->master->bl);
  3814. }
  3815. status_calc_misc(&md->bl, status, md->db->lv);
  3816. status_cpy(&md->battle_status, status);
  3817. return 0;
  3818. }
  3819. /**
  3820. * Calculates Homunculus data
  3821. * @param hd: Homunculus object
  3822. * @param opt: Whether it is first calc or not (0 on level up or status)
  3823. * @return 1
  3824. */
  3825. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  3826. {
  3827. struct status_data *status = &hd->base_status;
  3828. struct s_homunculus *hom = &hd->homunculus;
  3829. int skill_lv;
  3830. int amotion;
  3831. status->str = hom->str / 10;
  3832. status->agi = hom->agi / 10;
  3833. status->vit = hom->vit / 10;
  3834. status->dex = hom->dex / 10;
  3835. status->int_ = hom->int_ / 10;
  3836. status->luk = hom->luk / 10;
  3837. APPLY_HOMUN_LEVEL_STATWEIGHT();
  3838. if (opt&SCO_FIRST) {
  3839. const struct s_homunculus_db *db = hd->homunculusDB;
  3840. status->def_ele = db->element;
  3841. status->ele_lv = 1;
  3842. status->race = db->race;
  3843. status->class_ = CLASS_NORMAL;
  3844. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  3845. status->rhw.range = 1 + status->size;
  3846. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3847. status->speed = DEFAULT_WALK_SPEED;
  3848. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  3849. status->speed = status_get_speed(&hd->master->bl);
  3850. status->hp = 1;
  3851. status->sp = 1;
  3852. }
  3853. status->aspd_rate = 1000;
  3854. #ifdef RENEWAL
  3855. amotion = hd->homunculusDB->baseASPD;
  3856. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  3857. status->def = status->mdef = 0;
  3858. #else
  3859. skill_lv = hom->level / 10 + status->vit / 5;
  3860. status->def = cap_value(skill_lv, 0, 99);
  3861. skill_lv = hom->level / 10 + status->int_ / 5;
  3862. status->mdef = cap_value(skill_lv, 0, 99);
  3863. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  3864. #endif
  3865. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  3866. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  3867. status->max_hp = hom->max_hp;
  3868. status->max_sp = hom->max_sp;
  3869. hom_calc_skilltree(hd, 0);
  3870. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3871. status->def += skill_lv * 4;
  3872. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  3873. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  3874. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  3875. }
  3876. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3877. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  3878. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  3879. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  3880. if (opt&SCO_FIRST) {
  3881. hd->battle_status.hp = hom->hp;
  3882. hd->battle_status.sp = hom->sp;
  3883. if(hom->class_ == 6052) // Eleanor
  3884. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3885. }
  3886. #ifndef RENEWAL
  3887. status->rhw.atk = status->dex;
  3888. status->rhw.atk2 = status->str + hom->level;
  3889. #endif
  3890. status_calc_misc(&hd->bl, status, hom->level);
  3891. status_cpy(&hd->battle_status, status);
  3892. return 1;
  3893. }
  3894. /**
  3895. * Calculates Elemental data
  3896. * @param ed: Elemental object
  3897. * @param opt: Whether it is first calc or not (0 on status change)
  3898. * @return 0
  3899. */
  3900. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  3901. {
  3902. struct status_data *status = &ed->base_status;
  3903. struct s_elemental *ele = &ed->elemental;
  3904. struct map_session_data *sd = ed->master;
  3905. if( !sd )
  3906. return 0;
  3907. if (opt&SCO_FIRST) {
  3908. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3909. if( !ele->mode )
  3910. status->mode = EL_MODE_PASSIVE;
  3911. else
  3912. status->mode = ele->mode;
  3913. status->class_ = CLASS_NORMAL;
  3914. status_calc_misc(&ed->bl, status, 0);
  3915. status->max_hp = ele->max_hp;
  3916. status->max_sp = ele->max_sp;
  3917. status->hp = ele->hp;
  3918. status->sp = ele->sp;
  3919. status->rhw.atk = ele->atk;
  3920. status->rhw.atk2 = ele->atk2;
  3921. status->matk_min += ele->matk;
  3922. status->def += ele->def;
  3923. status->mdef += ele->mdef;
  3924. status->flee = ele->flee;
  3925. status->hit = ele->hit;
  3926. if (ed->master)
  3927. status->speed = status_get_speed(&ed->master->bl);
  3928. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3929. } else {
  3930. status_calc_misc(&ed->bl, status, 0);
  3931. status_cpy(&ed->battle_status, status);
  3932. }
  3933. return 0;
  3934. }
  3935. /**
  3936. * Calculates NPC data
  3937. * @param nd: NPC object
  3938. * @param opt: Whether it is first calc or not (what?)
  3939. * @return 0
  3940. */
  3941. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  3942. {
  3943. struct status_data *status = &nd->status;
  3944. if (!nd)
  3945. return 0;
  3946. if (opt&SCO_FIRST) {
  3947. status->hp = 1;
  3948. status->sp = 1;
  3949. status->max_hp = 1;
  3950. status->max_sp = 1;
  3951. status->def_ele = ELE_NEUTRAL;
  3952. status->ele_lv = 1;
  3953. status->race = RC_DEMIHUMAN;
  3954. status->class_ = CLASS_NORMAL;
  3955. status->size = nd->size;
  3956. status->rhw.range = 1 + status->size;
  3957. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3958. status->speed = nd->speed;
  3959. }
  3960. status->str = nd->stat_point + nd->params.str;
  3961. status->agi = nd->stat_point + nd->params.agi;
  3962. status->vit = nd->stat_point + nd->params.vit;
  3963. status->int_= nd->stat_point + nd->params.int_;
  3964. status->dex = nd->stat_point + nd->params.dex;
  3965. status->luk = nd->stat_point + nd->params.luk;
  3966. status_calc_misc(&nd->bl, status, nd->level);
  3967. status_cpy(&nd->status, status);
  3968. return 0;
  3969. }
  3970. /**
  3971. * Calculates regeneration values
  3972. * Applies passive skill regeneration additions
  3973. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3974. * @param status: Object's status
  3975. * @param regen: Object's base regeneration data
  3976. */
  3977. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3978. {
  3979. struct map_session_data *sd;
  3980. struct status_change *sc;
  3981. int val, skill, reg_flag;
  3982. if( !(bl->type&BL_REGEN) || !regen )
  3983. return;
  3984. sd = BL_CAST(BL_PC,bl);
  3985. sc = status_get_sc(bl);
  3986. val = 1 + (status->vit/5) + (status->max_hp/200);
  3987. if( sd && sd->hprecov_rate != 100 )
  3988. val = val*sd->hprecov_rate/100;
  3989. reg_flag = bl->type == BL_PC ? 0 : 1;
  3990. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3991. val = 1 + (status->int_/6) + (status->max_sp/100);
  3992. if( status->int_ >= 120 )
  3993. val += ((status->int_-120)>>1) + 4;
  3994. if( sd && sd->sprecov_rate != 100 )
  3995. val = val*sd->sprecov_rate/100;
  3996. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3997. if( sd ) {
  3998. struct regen_data_sub *sregen;
  3999. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4000. val = regen->sp*(100+3*skill)/100;
  4001. regen->sp = cap_value(val, 1, SHRT_MAX);
  4002. }
  4003. // Only players have skill/sitting skill regen for now.
  4004. sregen = regen->sregen;
  4005. val = 0;
  4006. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4007. val += skill*5 + skill*status->max_hp/500;
  4008. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4009. val = 0;
  4010. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4011. val += skill*3 + skill*status->max_sp/500;
  4012. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4013. val += skill*3 + skill*status->max_sp/500;
  4014. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4015. val += 3 + 3 * skill;
  4016. if (sc && sc->count && sc->data[SC_SHRIMPBLESSING])
  4017. val += 150 / 100;
  4018. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4019. // Skill-related recovery (only when sit)
  4020. sregen = regen->ssregen;
  4021. val = 0;
  4022. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4023. val += skill*4 + skill*status->max_hp/500;
  4024. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4025. val += skill*30 + skill*status->max_hp/500;
  4026. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4027. val = 0;
  4028. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4029. val += skill*3 + skill*status->max_sp/500;
  4030. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4031. val += (30+10*skill)*val/100;
  4032. }
  4033. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4034. val += skill*2 + skill*status->max_sp/500;
  4035. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4036. }
  4037. if( bl->type == BL_HOM ) {
  4038. struct homun_data *hd = (TBL_HOM*)bl;
  4039. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4040. val = regen->hp*(100+5*skill)/100;
  4041. regen->hp = cap_value(val, 1, SHRT_MAX);
  4042. }
  4043. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4044. val = regen->sp*(100+3*skill)/100;
  4045. regen->sp = cap_value(val, 1, SHRT_MAX);
  4046. }
  4047. } else if( bl->type == BL_MER ) {
  4048. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4049. regen->hp = cap_value(val, 1, SHRT_MAX);
  4050. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4051. regen->sp = cap_value(val, 1, SHRT_MAX);
  4052. } else if( bl->type == BL_ELEM ) {
  4053. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4054. regen->hp = cap_value(val, 1, SHRT_MAX);
  4055. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4056. regen->sp = cap_value(val, 1, SHRT_MAX);
  4057. }
  4058. }
  4059. /**
  4060. * Calculates SC (Status Changes) regeneration values
  4061. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4062. * @param regen: Object's base regeneration data
  4063. * @param sc: Object's status change data
  4064. */
  4065. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4066. {
  4067. if (!(bl->type&BL_REGEN) || !regen)
  4068. return;
  4069. regen->flag = RGN_HP|RGN_SP;
  4070. if(regen->sregen) {
  4071. if (regen->sregen->hp)
  4072. regen->flag |= RGN_SHP;
  4073. if (regen->sregen->sp)
  4074. regen->flag |= RGN_SSP;
  4075. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4076. }
  4077. if (regen->ssregen) {
  4078. if (regen->ssregen->hp)
  4079. regen->flag |= RGN_SHP;
  4080. if (regen->ssregen->sp)
  4081. regen->flag |= RGN_SSP;
  4082. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4083. }
  4084. regen->rate.hp = regen->rate.sp = 100;
  4085. if (!sc || !sc->count)
  4086. return;
  4087. // No HP or SP regen
  4088. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4089. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4090. || sc->data[SC_BERSERK]
  4091. || sc->data[SC_TRICKDEAD]
  4092. || sc->data[SC_BLEEDING]
  4093. || sc->data[SC_MAGICMUSHROOM]
  4094. || sc->data[SC_SATURDAYNIGHTFEVER]
  4095. || sc->data[SC_REBOUND])
  4096. regen->flag = RGN_NONE;
  4097. // No natural SP regen
  4098. if (sc->data[SC_DANCING] ||
  4099. #ifdef RENEWAL
  4100. sc->data[SC_MAXIMIZEPOWER] ||
  4101. #endif
  4102. #ifndef RENEWAL
  4103. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4104. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4105. #else
  4106. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4107. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4108. #endif
  4109. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  4110. regen->flag &= ~RGN_SP;
  4111. if (sc->data[SC_TENSIONRELAX]) {
  4112. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4113. regen->state.overweight = 0; // 1x HP regen
  4114. else {
  4115. regen->rate.hp += 200;
  4116. if (regen->sregen)
  4117. regen->sregen->rate.hp += 200;
  4118. }
  4119. }
  4120. if (sc->data[SC_MAGNIFICAT])
  4121. regen->rate.sp += 100;
  4122. if (sc->data[SC_REGENERATION]) {
  4123. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4124. if (!sce->val4) {
  4125. regen->rate.hp += (sce->val2*100);
  4126. regen->rate.sp += (sce->val3*100);
  4127. } else
  4128. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4129. }
  4130. if(sc->data[SC_GT_REVITALIZE]) {
  4131. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4132. regen->state.walk = 1;
  4133. }
  4134. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4135. int ele_class = status_get_class(bl);
  4136. switch (ele_class) {
  4137. case ELEMENTALID_AGNI_S:
  4138. case ELEMENTALID_AGNI_M:
  4139. case ELEMENTALID_AGNI_L:
  4140. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4141. regen->rate.hp += 100;
  4142. break;
  4143. case ELEMENTALID_AQUA_S:
  4144. case ELEMENTALID_AQUA_M:
  4145. case ELEMENTALID_AQUA_L:
  4146. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4147. regen->rate.hp += 100;
  4148. break;
  4149. case ELEMENTALID_VENTUS_S:
  4150. case ELEMENTALID_VENTUS_M:
  4151. case ELEMENTALID_VENTUS_L:
  4152. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4153. regen->rate.hp += 100;
  4154. break;
  4155. case ELEMENTALID_TERA_S:
  4156. case ELEMENTALID_TERA_M:
  4157. case ELEMENTALID_TERA_L:
  4158. if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4159. regen->rate.hp += 100;
  4160. break;
  4161. }
  4162. }
  4163. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4164. regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.);
  4165. if (sc->data[SC_VITATA_500])
  4166. regen->rate.sp += (unsigned short)(regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100.);
  4167. if (sc->data[SC_CATNIPPOWDER]) {
  4168. regen->rate.hp *= 2;
  4169. regen->rate.sp *= 2;
  4170. }
  4171. }
  4172. /**
  4173. * Applies a state to a unit - See [StatusChangeStateTable]
  4174. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4175. * @param sc: Object's status change data
  4176. * @param flag: Which state to apply to bl
  4177. * @param start: (1) start state, (0) remove state
  4178. */
  4179. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  4180. {
  4181. /// No sc at all, we can zero without any extra weight over our conciousness
  4182. if( !sc->count ) {
  4183. memset(&sc->cant, 0, sizeof (sc->cant));
  4184. return;
  4185. }
  4186. // Can't move
  4187. if( flag&SCS_NOMOVE ) {
  4188. if( !(flag&SCS_NOMOVECOND) )
  4189. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4190. else if(
  4191. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4192. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4193. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4194. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4195. )
  4196. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4197. }
  4198. // Can't use skills
  4199. if( flag&SCS_NOCAST ) {
  4200. if( !(flag&SCS_NOCASTCOND) )
  4201. sc->cant.cast += ( start ? 1 : -1 );
  4202. }
  4203. // Can't chat
  4204. if( flag&SCS_NOCHAT ) {
  4205. if( !(flag&SCS_NOCHATCOND) )
  4206. sc->cant.chat += ( start ? 1 : -1 );
  4207. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4208. sc->cant.chat += ( start ? 1 : -1 );
  4209. }
  4210. // Player-only states
  4211. if( bl->type == BL_PC ) {
  4212. // Can't pick-up items
  4213. if( flag&SCS_NOPICKITEM ) {
  4214. if( !(flag&SCS_NOPICKITEMCOND) )
  4215. sc->cant.pickup += ( start ? 1 : -1 );
  4216. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4217. sc->cant.pickup += ( start ? 1 : -1 );
  4218. }
  4219. // Can't drop items
  4220. if( flag&SCS_NODROPITEM ) {
  4221. if( !(flag&SCS_NODROPITEMCOND) )
  4222. sc->cant.drop += ( start ? 1 : -1 );
  4223. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4224. sc->cant.drop += ( start ? 1 : -1 );
  4225. }
  4226. }
  4227. return;
  4228. }
  4229. /**
  4230. * Recalculates parts of an objects status according to specified flags
  4231. * See [set_sc] [add_sc]
  4232. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4233. * @param flag: Which status has changed on bl
  4234. */
  4235. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  4236. {
  4237. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4238. struct status_data *status = status_get_status_data(bl); // Battle Status
  4239. struct status_change *sc = status_get_sc(bl);
  4240. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4241. int temp;
  4242. if (!b_status || !status)
  4243. return;
  4244. /** [Playtester]
  4245. * This needs to be done even if there is currently no status change active, because
  4246. * we need to update the speed on the client when the last status change ends.
  4247. **/
  4248. if(flag&SCB_SPEED) {
  4249. struct unit_data *ud = unit_bl2ud(bl);
  4250. /** [Skotlex]
  4251. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4252. * because if you step on something while walking, the moment this
  4253. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4254. **/
  4255. if (ud)
  4256. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4257. }
  4258. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  4259. status_cpy(status, b_status);
  4260. return;
  4261. }
  4262. if(flag&SCB_STR) {
  4263. status->str = status_calc_str(bl, sc, b_status->str);
  4264. flag|=SCB_BATK;
  4265. if( bl->type&BL_HOM )
  4266. flag |= SCB_WATK;
  4267. }
  4268. if(flag&SCB_AGI) {
  4269. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4270. flag|=SCB_FLEE
  4271. #ifdef RENEWAL
  4272. |SCB_DEF2
  4273. #endif
  4274. ;
  4275. if( bl->type&(BL_PC|BL_HOM) )
  4276. flag |= SCB_ASPD|SCB_DSPD;
  4277. }
  4278. if(flag&SCB_VIT) {
  4279. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4280. flag|=SCB_DEF2|SCB_MDEF2;
  4281. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4282. flag |= SCB_MAXHP;
  4283. if( bl->type&BL_HOM )
  4284. flag |= SCB_DEF;
  4285. }
  4286. if(flag&SCB_INT) {
  4287. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4288. flag|=SCB_MATK|SCB_MDEF2;
  4289. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4290. flag |= SCB_MAXSP;
  4291. if( bl->type&BL_HOM )
  4292. flag |= SCB_MDEF;
  4293. }
  4294. if(flag&SCB_DEX) {
  4295. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4296. flag|=SCB_BATK|SCB_HIT
  4297. #ifdef RENEWAL
  4298. |SCB_MATK|SCB_MDEF2
  4299. #endif
  4300. ;
  4301. if( bl->type&(BL_PC|BL_HOM) )
  4302. flag |= SCB_ASPD;
  4303. if( bl->type&BL_HOM )
  4304. flag |= SCB_WATK;
  4305. }
  4306. if(flag&SCB_LUK) {
  4307. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4308. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  4309. #ifdef RENEWAL
  4310. |SCB_MATK|SCB_HIT|SCB_FLEE
  4311. #endif
  4312. ;
  4313. }
  4314. if(flag&SCB_BATK && b_status->batk) {
  4315. status->batk = status_base_atk(bl,status);
  4316. temp = b_status->batk - status_base_atk(bl,b_status);
  4317. if (temp) {
  4318. temp += status->batk;
  4319. status->batk = cap_value(temp, 0, USHRT_MAX);
  4320. }
  4321. status->batk = status_calc_batk(bl, sc, status->batk);
  4322. }
  4323. if(flag&SCB_WATK) {
  4324. #ifndef RENEWAL
  4325. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4326. if (!sd) // Should not affect weapon refine bonus
  4327. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4328. if (sd && sd->bonus.weapon_atk_rate)
  4329. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4330. if(b_status->lhw.atk) {
  4331. if (sd) {
  4332. sd->state.lr_flag = 1;
  4333. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4334. sd->state.lr_flag = 0;
  4335. } else {
  4336. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4337. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4338. }
  4339. }
  4340. #else
  4341. if(!b_status->watk) { // We only have left-hand weapon
  4342. status->watk = 0;
  4343. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4344. }
  4345. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4346. #endif
  4347. }
  4348. if(flag&SCB_HIT) {
  4349. if (status->dex == b_status->dex
  4350. #ifdef RENEWAL
  4351. && status->luk == b_status->luk
  4352. #endif
  4353. )
  4354. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4355. else
  4356. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4357. #ifdef RENEWAL
  4358. + (status->luk/3 - b_status->luk/3)
  4359. #endif
  4360. );
  4361. }
  4362. if(flag&SCB_FLEE) {
  4363. if (status->agi == b_status->agi
  4364. #ifdef RENEWAL
  4365. && status->luk == b_status->luk
  4366. #endif
  4367. )
  4368. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4369. else
  4370. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4371. #ifdef RENEWAL
  4372. + (status->luk/5 - b_status->luk/5)
  4373. #endif
  4374. );
  4375. }
  4376. if(flag&SCB_DEF) {
  4377. status->def = status_calc_def(bl, sc, b_status->def);
  4378. if( bl->type&BL_HOM )
  4379. status->def += (status->vit/5 - b_status->vit/5);
  4380. }
  4381. if(flag&SCB_DEF2) {
  4382. if (status->vit == b_status->vit
  4383. #ifdef RENEWAL
  4384. && status->agi == b_status->agi
  4385. #endif
  4386. )
  4387. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4388. else
  4389. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4390. #ifdef RENEWAL
  4391. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4392. #else
  4393. + (status->vit - b_status->vit)
  4394. #endif
  4395. );
  4396. }
  4397. if(flag&SCB_MDEF) {
  4398. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4399. if( bl->type&BL_HOM )
  4400. status->mdef += (status->int_/5 - b_status->int_/5);
  4401. }
  4402. if(flag&SCB_MDEF2) {
  4403. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4404. #ifdef RENEWAL
  4405. && status->dex == b_status->dex
  4406. #endif
  4407. )
  4408. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4409. else
  4410. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4411. #ifdef RENEWAL
  4412. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4413. #else
  4414. + ((status->vit - b_status->vit)>>1)
  4415. #endif
  4416. );
  4417. }
  4418. if(flag&SCB_SPEED) {
  4419. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4420. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4421. status->speed = battle_config.max_walk_speed;
  4422. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4423. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4424. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4425. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4426. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4427. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4428. }
  4429. if(flag&SCB_CRI && b_status->cri) {
  4430. if (status->luk == b_status->luk)
  4431. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4432. else
  4433. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4434. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4435. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  4436. status->cri <<= 1;
  4437. }
  4438. if(flag&SCB_FLEE2 && b_status->flee2) {
  4439. if (status->luk == b_status->luk)
  4440. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4441. else
  4442. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4443. }
  4444. if(flag&SCB_ATK_ELE) {
  4445. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4446. if (sd) sd->state.lr_flag = 1;
  4447. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4448. if (sd) sd->state.lr_flag = 0;
  4449. }
  4450. if(flag&SCB_DEF_ELE) {
  4451. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4452. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4453. }
  4454. if(flag&SCB_MODE) {
  4455. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4456. // Since mode changed, reset their state.
  4457. if (!status_has_mode(status,MD_CANATTACK))
  4458. unit_stop_attack(bl);
  4459. if (!status_has_mode(status,MD_CANMOVE))
  4460. unit_stop_walking(bl,1);
  4461. }
  4462. /**
  4463. * No status changes alter these yet.
  4464. * if(flag&SCB_SIZE)
  4465. * if(flag&SCB_RACE)
  4466. * if(flag&SCB_RANGE)
  4467. **/
  4468. if(flag&SCB_MAXHP) {
  4469. if( bl->type&BL_PC ) {
  4470. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4471. if(battle_config.hp_rate != 100)
  4472. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4473. if (sd->status.base_level < 100)
  4474. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  4475. else if (sd->status.base_level < 151)
  4476. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  4477. else
  4478. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4479. }
  4480. else
  4481. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4482. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4483. status->hp = status->max_hp;
  4484. if( sd ) clif_updatestatus(sd,SP_HP);
  4485. }
  4486. }
  4487. if(flag&SCB_MAXSP) {
  4488. if( bl->type&BL_PC ) {
  4489. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4490. if(battle_config.sp_rate != 100)
  4491. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4492. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4493. }
  4494. else
  4495. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4496. if( status->sp > status->max_sp ) {
  4497. status->sp = status->max_sp;
  4498. if( sd ) clif_updatestatus(sd,SP_SP);
  4499. }
  4500. }
  4501. if(flag&SCB_MATK) {
  4502. #ifndef RENEWAL
  4503. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  4504. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  4505. #else
  4506. /**
  4507. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  4508. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  4509. **/
  4510. status->matk_min = status->matk_max = status_base_matk(bl, status, status_get_lv(bl));
  4511. switch( bl->type ) {
  4512. case BL_PC: {
  4513. int wMatk = 0;
  4514. int variance = 0;
  4515. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  4516. if (sd) {
  4517. if (sd->bonus.ematk > 0)
  4518. status->matk_min += sd->bonus.ematk;
  4519. if (pc_checkskill(sd, SU_POWEROFLAND) > 0) {
  4520. 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) +
  4521. pc_checkskill(sd, SU_CHATTERING) + pc_checkskill(sd, SU_MEOWMEOW) + pc_checkskill(sd, SU_NYANGGRASS)) > 19)
  4522. status->matk_min += status->matk_min * 20 / 100;
  4523. }
  4524. }
  4525. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  4526. status->matk_max = status->matk_min;
  4527. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  4528. if (b_status->lhw.matk) {
  4529. if (sd) {
  4530. //sd->state.lr_flag = 1; //?? why was that set here
  4531. status->lhw.matk = b_status->lhw.matk;
  4532. sd->state.lr_flag = 0;
  4533. } else {
  4534. status->lhw.matk = b_status->lhw.matk;
  4535. }
  4536. }
  4537. if (b_status->rhw.matk) {
  4538. status->rhw.matk = b_status->rhw.matk;
  4539. }
  4540. if (status->rhw.matk) {
  4541. wMatk += status->rhw.matk;
  4542. variance += wMatk * status->rhw.wlv / 10;
  4543. }
  4544. if (status->lhw.matk) {
  4545. wMatk += status->lhw.matk;
  4546. variance += status->lhw.matk * status->lhw.wlv / 10;
  4547. }
  4548. status->matk_min += wMatk - variance;
  4549. status->matk_max += wMatk + variance;
  4550. }
  4551. break;
  4552. case BL_HOM:
  4553. status->matk_min += (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  4554. status->matk_max += (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  4555. break;
  4556. }
  4557. #endif
  4558. if (bl->type&BL_PC && sd->matk_rate != 100) {
  4559. status->matk_max = status->matk_max * sd->matk_rate/100;
  4560. status->matk_min = status->matk_min * sd->matk_rate/100;
  4561. }
  4562. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  4563. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  4564. status->matk_min = status->matk_max;
  4565. #ifdef RENEWAL
  4566. if( sd && sd->right_weapon.overrefine > 0) {
  4567. status->matk_min++;
  4568. status->matk_max += sd->right_weapon.overrefine - 1;
  4569. }
  4570. #endif
  4571. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  4572. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  4573. }
  4574. if(flag&SCB_ASPD) {
  4575. int amotion;
  4576. if ( bl->type&BL_HOM ) {
  4577. #ifdef RENEWAL_ASPD
  4578. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  4579. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  4580. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  4581. #else
  4582. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  4583. amotion = status_calc_aspd_rate(bl, sc, amotion);
  4584. amotion = amotion * status->aspd_rate / 1000;
  4585. #endif
  4586. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4587. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4588. status->adelay = status->amotion;
  4589. } else if ( bl->type&BL_PC ) {
  4590. uint16 skill_lv;
  4591. amotion = status_base_amotion_pc(sd,status);
  4592. #ifndef RENEWAL_ASPD
  4593. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4594. #endif
  4595. // Absolute ASPD % modifier
  4596. amotion = amotion * status->aspd_rate / 1000;
  4597. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  4598. amotion = amotion * 5 * (skill_lv + 10) / 100;
  4599. #ifdef RENEWAL_ASPD
  4600. // RE ASPD % modifier
  4601. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  4602. amotion = 10 * (200 - amotion);
  4603. amotion += sd->bonus.aspd_add;
  4604. #endif
  4605. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4606. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  4607. status->adelay = 2 * status->amotion;
  4608. } else { // Mercenary and mobs
  4609. amotion = b_status->amotion;
  4610. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4611. amotion = amotion*status->aspd_rate/1000;
  4612. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4613. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4614. temp = b_status->adelay*status->aspd_rate/1000;
  4615. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4616. }
  4617. }
  4618. if(flag&SCB_DSPD) {
  4619. int dmotion;
  4620. if( bl->type&BL_PC ) {
  4621. if (b_status->agi == status->agi)
  4622. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4623. else {
  4624. dmotion = 800-status->agi*4;
  4625. status->dmotion = cap_value(dmotion, 400, 800);
  4626. if(battle_config.pc_damage_delay_rate != 100)
  4627. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  4628. // It's safe to ignore b_status->dmotion since no bonus affects it.
  4629. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  4630. }
  4631. } else if( bl->type&BL_HOM ) {
  4632. dmotion = 800-status->agi*4;
  4633. status->dmotion = cap_value(dmotion, 400, 800);
  4634. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4635. } else { // Mercenary and mobs
  4636. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4637. }
  4638. }
  4639. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4640. status_calc_regen(bl, status, status_get_regen_data(bl));
  4641. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4642. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4643. }
  4644. /**
  4645. * Recalculates parts of an objects status according to specified flags
  4646. * Also sends updates to the client when necessary
  4647. * See [set_sc] [add_sc]
  4648. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4649. * @param flag: Which status has changed on bl
  4650. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  4651. */
  4652. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  4653. {
  4654. struct status_data b_status; // Previous battle status
  4655. struct status_data* status; // Pointer to current battle status
  4656. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
  4657. if (opt&SCO_FORCE)
  4658. ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
  4659. else {
  4660. ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
  4661. return;
  4662. }
  4663. }
  4664. // Remember previous values
  4665. status = status_get_status_data(bl);
  4666. memcpy(&b_status, status, sizeof(struct status_data));
  4667. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4668. switch( bl->type ) {
  4669. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  4670. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  4671. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  4672. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  4673. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  4674. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  4675. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  4676. }
  4677. }
  4678. if( bl->type == BL_PET )
  4679. return; // Pets are not affected by statuses
  4680. if (opt&SCO_FIRST && bl->type == BL_MOB)
  4681. return; // Assume there will be no statuses active
  4682. status_calc_bl_main(bl, flag);
  4683. if (opt&SCO_FIRST && bl->type == BL_HOM)
  4684. return; // Client update handled by caller
  4685. // Compare against new values and send client updates
  4686. if( bl->type == BL_PC ) {
  4687. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4688. if(b_status.str != status->str)
  4689. clif_updatestatus(sd,SP_STR);
  4690. if(b_status.agi != status->agi)
  4691. clif_updatestatus(sd,SP_AGI);
  4692. if(b_status.vit != status->vit)
  4693. clif_updatestatus(sd,SP_VIT);
  4694. if(b_status.int_ != status->int_)
  4695. clif_updatestatus(sd,SP_INT);
  4696. if(b_status.dex != status->dex)
  4697. clif_updatestatus(sd,SP_DEX);
  4698. if(b_status.luk != status->luk)
  4699. clif_updatestatus(sd,SP_LUK);
  4700. if(b_status.hit != status->hit)
  4701. clif_updatestatus(sd,SP_HIT);
  4702. if(b_status.flee != status->flee)
  4703. clif_updatestatus(sd,SP_FLEE1);
  4704. if(b_status.amotion != status->amotion)
  4705. clif_updatestatus(sd,SP_ASPD);
  4706. if(b_status.speed != status->speed)
  4707. clif_updatestatus(sd,SP_SPEED);
  4708. if(b_status.batk != status->batk
  4709. #ifndef RENEWAL
  4710. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4711. #endif
  4712. )
  4713. clif_updatestatus(sd,SP_ATK1);
  4714. if(b_status.def != status->def) {
  4715. clif_updatestatus(sd,SP_DEF1);
  4716. #ifdef RENEWAL
  4717. clif_updatestatus(sd,SP_DEF2);
  4718. #endif
  4719. }
  4720. if(
  4721. #ifdef RENEWAL
  4722. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  4723. #else
  4724. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4725. #endif
  4726. )
  4727. clif_updatestatus(sd,SP_ATK2);
  4728. if(b_status.def2 != status->def2) {
  4729. clif_updatestatus(sd,SP_DEF2);
  4730. #ifdef RENEWAL
  4731. clif_updatestatus(sd,SP_DEF1);
  4732. #endif
  4733. }
  4734. if(b_status.flee2 != status->flee2)
  4735. clif_updatestatus(sd,SP_FLEE2);
  4736. if(b_status.cri != status->cri)
  4737. clif_updatestatus(sd,SP_CRITICAL);
  4738. #ifndef RENEWAL
  4739. if(b_status.matk_max != status->matk_max)
  4740. clif_updatestatus(sd,SP_MATK1);
  4741. if(b_status.matk_min != status->matk_min)
  4742. clif_updatestatus(sd,SP_MATK2);
  4743. #else
  4744. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4745. clif_updatestatus(sd,SP_MATK2);
  4746. clif_updatestatus(sd,SP_MATK1);
  4747. }
  4748. #endif
  4749. if(b_status.mdef != status->mdef) {
  4750. clif_updatestatus(sd,SP_MDEF1);
  4751. #ifdef RENEWAL
  4752. clif_updatestatus(sd,SP_MDEF2);
  4753. #endif
  4754. }
  4755. if(b_status.mdef2 != status->mdef2) {
  4756. clif_updatestatus(sd,SP_MDEF2);
  4757. #ifdef RENEWAL
  4758. clif_updatestatus(sd,SP_MDEF1);
  4759. #endif
  4760. }
  4761. if(b_status.rhw.range != status->rhw.range)
  4762. clif_updatestatus(sd,SP_ATTACKRANGE);
  4763. if(b_status.max_hp != status->max_hp)
  4764. clif_updatestatus(sd,SP_MAXHP);
  4765. if(b_status.max_sp != status->max_sp)
  4766. clif_updatestatus(sd,SP_MAXSP);
  4767. if(b_status.hp != status->hp)
  4768. clif_updatestatus(sd,SP_HP);
  4769. if(b_status.sp != status->sp)
  4770. clif_updatestatus(sd,SP_SP);
  4771. } else if( bl->type == BL_HOM ) {
  4772. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4773. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4774. clif_hominfo(hd->master,hd,0);
  4775. } else if( bl->type == BL_MER ) {
  4776. TBL_MER* md = BL_CAST(BL_MER, bl);
  4777. if (!md->master)
  4778. return;
  4779. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4780. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4781. if( b_status.matk_max != status->matk_max )
  4782. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4783. if( b_status.hit != status->hit )
  4784. clif_mercenary_updatestatus(md->master, SP_HIT);
  4785. if( b_status.cri != status->cri )
  4786. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4787. if( b_status.def != status->def )
  4788. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4789. if( b_status.mdef != status->mdef )
  4790. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4791. if( b_status.flee != status->flee )
  4792. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4793. if( b_status.amotion != status->amotion )
  4794. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4795. if( b_status.max_hp != status->max_hp )
  4796. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4797. if( b_status.max_sp != status->max_sp )
  4798. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4799. if( b_status.hp != status->hp )
  4800. clif_mercenary_updatestatus(md->master, SP_HP);
  4801. if( b_status.sp != status->sp )
  4802. clif_mercenary_updatestatus(md->master, SP_SP);
  4803. } else if( bl->type == BL_ELEM ) {
  4804. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4805. if (!ed->master)
  4806. return;
  4807. if( b_status.max_hp != status->max_hp )
  4808. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4809. if( b_status.max_sp != status->max_sp )
  4810. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4811. if( b_status.hp != status->hp )
  4812. clif_elemental_updatestatus(ed->master, SP_HP);
  4813. if( b_status.sp != status->sp )
  4814. clif_mercenary_updatestatus(ed->master, SP_SP);
  4815. }
  4816. }
  4817. /**
  4818. * Adds strength modifications based on status changes
  4819. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4820. * @param sc: Object's status change information
  4821. * @param str: Initial str
  4822. * @return modified str with cap_value(str,0,USHRT_MAX)
  4823. */
  4824. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4825. {
  4826. if(!sc || !sc->count)
  4827. return cap_value(str,0,USHRT_MAX);
  4828. if(sc->data[SC_HARMONIZE]) {
  4829. str -= sc->data[SC_HARMONIZE]->val2;
  4830. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4831. }
  4832. if(sc->data[SC_INCALLSTATUS])
  4833. str += sc->data[SC_INCALLSTATUS]->val1;
  4834. if(sc->data[SC_CHASEWALK2])
  4835. str += sc->data[SC_CHASEWALK2]->val1;
  4836. if(sc->data[SC_INCSTR])
  4837. str += sc->data[SC_INCSTR]->val1;
  4838. if(sc->data[SC_STRFOOD])
  4839. str += sc->data[SC_STRFOOD]->val1;
  4840. if(sc->data[SC_FOOD_STR_CASH])
  4841. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4842. if(sc->data[SC_BATTLEORDERS])
  4843. str += 5;
  4844. if(sc->data[SC_LEADERSHIP])
  4845. str += sc->data[SC_LEADERSHIP]->val1;
  4846. if(sc->data[SC_LOUD])
  4847. str += 4;
  4848. if(sc->data[SC_TRUESIGHT])
  4849. str += 5;
  4850. if(sc->data[SC_SPURT])
  4851. str += 10;
  4852. if(sc->data[SC_NEN])
  4853. str += sc->data[SC_NEN]->val1;
  4854. if(sc->data[SC_BLESSING]) {
  4855. if(sc->data[SC_BLESSING]->val2)
  4856. str += sc->data[SC_BLESSING]->val2;
  4857. else
  4858. str >>= 1;
  4859. }
  4860. if(sc->data[SC_MARIONETTE])
  4861. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4862. if(sc->data[SC_MARIONETTE2])
  4863. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4864. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4865. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  4866. if(sc->data[SC_GIANTGROWTH])
  4867. str += 30;
  4868. if(sc->data[SC_BEYONDOFWARCRY])
  4869. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4870. if(sc->data[SC_SAVAGE_STEAK])
  4871. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4872. if(sc->data[SC_INSPIRATION])
  4873. str += sc->data[SC_INSPIRATION]->val3;
  4874. if(sc->data[SC_2011RWC_SCROLL])
  4875. str += sc->data[SC_2011RWC_SCROLL]->val1;
  4876. if(sc->data[SC_STOMACHACHE])
  4877. str -= sc->data[SC_STOMACHACHE]->val1;
  4878. if(sc->data[SC_KYOUGAKU])
  4879. str -= sc->data[SC_KYOUGAKU]->val2;
  4880. if(sc->data[SC_SWORDCLAN])
  4881. str += 1;
  4882. if(sc->data[SC_JUMPINGCLAN])
  4883. str += 1;
  4884. if(sc->data[SC_FULL_THROTTLE])
  4885. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4886. if(sc->data[SC_CHEERUP])
  4887. str += 3;
  4888. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4889. }
  4890. /**
  4891. * Adds agility modifications based on status changes
  4892. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  4893. * @param sc: Object's status change information
  4894. * @param agi: Initial agi
  4895. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  4896. */
  4897. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  4898. {
  4899. if(!sc || !sc->count)
  4900. return cap_value(agi,0,USHRT_MAX);
  4901. if(sc->data[SC_HARMONIZE]) {
  4902. agi -= sc->data[SC_HARMONIZE]->val2;
  4903. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4904. }
  4905. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4906. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  4907. if(sc->data[SC_INCALLSTATUS])
  4908. agi += sc->data[SC_INCALLSTATUS]->val1;
  4909. if(sc->data[SC_INCAGI])
  4910. agi += sc->data[SC_INCAGI]->val1;
  4911. if(sc->data[SC_AGIFOOD])
  4912. agi += sc->data[SC_AGIFOOD]->val1;
  4913. if(sc->data[SC_FOOD_AGI_CASH])
  4914. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  4915. if(sc->data[SC_SOULCOLD])
  4916. agi += sc->data[SC_SOULCOLD]->val1;
  4917. if(sc->data[SC_TRUESIGHT])
  4918. agi += 5;
  4919. if(sc->data[SC_INCREASEAGI])
  4920. agi += sc->data[SC_INCREASEAGI]->val2;
  4921. if(sc->data[SC_INCREASING])
  4922. agi += 4; // Added based on skill updates [Reddozen]
  4923. if(sc->data[SC_2011RWC_SCROLL])
  4924. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  4925. if(sc->data[SC_DECREASEAGI])
  4926. agi -= sc->data[SC_DECREASEAGI]->val2;
  4927. if(sc->data[SC_QUAGMIRE])
  4928. agi -= sc->data[SC_QUAGMIRE]->val2;
  4929. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  4930. agi -= sc->data[SC_SUITON]->val2;
  4931. if(sc->data[SC_MARIONETTE])
  4932. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  4933. if(sc->data[SC_MARIONETTE2])
  4934. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  4935. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4936. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  4937. if(sc->data[SC_ADORAMUS])
  4938. agi -= sc->data[SC_ADORAMUS]->val2;
  4939. if(sc->data[SC_MARSHOFABYSS])
  4940. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4941. if(sc->data[SC_DROCERA_HERB_STEAMED])
  4942. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  4943. if(sc->data[SC_INSPIRATION])
  4944. agi += sc->data[SC_INSPIRATION]->val3;
  4945. if(sc->data[SC_STOMACHACHE])
  4946. agi -= sc->data[SC_STOMACHACHE]->val1;
  4947. if(sc->data[SC_KYOUGAKU])
  4948. agi -= sc->data[SC_KYOUGAKU]->val2;
  4949. if(sc->data[SC_CROSSBOWCLAN])
  4950. agi += 1;
  4951. if(sc->data[SC_JUMPINGCLAN])
  4952. agi += 1;
  4953. if(sc->data[SC_FULL_THROTTLE])
  4954. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4955. if (sc->data[SC_ARCLOUSEDASH])
  4956. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  4957. if(sc->data[SC_CHEERUP])
  4958. agi += 3;
  4959. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4960. }
  4961. /**
  4962. * Adds vitality modifications based on status changes
  4963. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  4964. * @param sc: Object's status change information
  4965. * @param vit: Initial vit
  4966. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  4967. */
  4968. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  4969. {
  4970. if(!sc || !sc->count)
  4971. return cap_value(vit,0,USHRT_MAX);
  4972. if(sc->data[SC_HARMONIZE]) {
  4973. vit -= sc->data[SC_HARMONIZE]->val2;
  4974. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4975. }
  4976. if(sc->data[SC_INCALLSTATUS])
  4977. vit += sc->data[SC_INCALLSTATUS]->val1;
  4978. if(sc->data[SC_INCVIT])
  4979. vit += sc->data[SC_INCVIT]->val1;
  4980. if(sc->data[SC_VITFOOD])
  4981. vit += sc->data[SC_VITFOOD]->val1;
  4982. if(sc->data[SC_FOOD_VIT_CASH])
  4983. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  4984. if(sc->data[SC_CHANGE])
  4985. vit += sc->data[SC_CHANGE]->val2;
  4986. if(sc->data[SC_GLORYWOUNDS])
  4987. vit += sc->data[SC_GLORYWOUNDS]->val1;
  4988. if(sc->data[SC_TRUESIGHT])
  4989. vit += 5;
  4990. if(sc->data[SC_MARIONETTE])
  4991. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  4992. if(sc->data[SC_MARIONETTE2])
  4993. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  4994. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4995. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  4996. if(sc->data[SC_LAUDAAGNUS])
  4997. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  4998. if(sc->data[SC_MINOR_BBQ])
  4999. vit += sc->data[SC_MINOR_BBQ]->val1;
  5000. if(sc->data[SC_INSPIRATION])
  5001. vit += sc->data[SC_INSPIRATION]->val3;
  5002. if(sc->data[SC_2011RWC_SCROLL])
  5003. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  5004. if(sc->data[SC_STOMACHACHE])
  5005. vit -= sc->data[SC_STOMACHACHE]->val1;
  5006. if(sc->data[SC_KYOUGAKU])
  5007. vit -= sc->data[SC_KYOUGAKU]->val2;
  5008. if(sc->data[SC_SWORDCLAN])
  5009. vit += 1;
  5010. if(sc->data[SC_JUMPINGCLAN])
  5011. vit += 1;
  5012. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  5013. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  5014. if(sc->data[SC_FULL_THROTTLE])
  5015. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5016. #ifdef RENEWAL
  5017. if(sc->data[SC_DEFENCE])
  5018. vit += sc->data[SC_DEFENCE]->val2;
  5019. #endif
  5020. if(sc->data[SC_CHEERUP])
  5021. vit += 3;
  5022. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5023. }
  5024. /**
  5025. * Adds intelligence modifications based on status changes
  5026. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5027. * @param sc: Object's status change information
  5028. * @param int_: Initial int
  5029. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5030. */
  5031. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  5032. {
  5033. if(!sc || !sc->count)
  5034. return cap_value(int_,0,USHRT_MAX);
  5035. if(sc->data[SC_HARMONIZE]) {
  5036. int_ -= sc->data[SC_HARMONIZE]->val2;
  5037. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5038. }
  5039. if(sc->data[SC_INCALLSTATUS])
  5040. int_ += sc->data[SC_INCALLSTATUS]->val1;
  5041. if(sc->data[SC_INCINT])
  5042. int_ += sc->data[SC_INCINT]->val1;
  5043. if(sc->data[SC_INTFOOD])
  5044. int_ += sc->data[SC_INTFOOD]->val1;
  5045. if(sc->data[SC_FOOD_INT_CASH])
  5046. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  5047. if(sc->data[SC_CHANGE])
  5048. int_ += sc->data[SC_CHANGE]->val3;
  5049. if(sc->data[SC_BATTLEORDERS])
  5050. int_ += 5;
  5051. if(sc->data[SC_TRUESIGHT])
  5052. int_ += 5;
  5053. if(sc->data[SC_BLESSING]) {
  5054. if (sc->data[SC_BLESSING]->val2)
  5055. int_ += sc->data[SC_BLESSING]->val2;
  5056. else
  5057. int_ >>= 1;
  5058. }
  5059. if(sc->data[SC_NEN])
  5060. int_ += sc->data[SC_NEN]->val1;
  5061. if(sc->data[SC_MARIONETTE])
  5062. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5063. if(sc->data[SC_2011RWC_SCROLL])
  5064. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  5065. if(sc->data[SC_MARIONETTE2])
  5066. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5067. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5068. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5069. if(sc->data[SC_INSPIRATION])
  5070. int_ += sc->data[SC_INSPIRATION]->val3;
  5071. if(sc->data[SC_MELODYOFSINK])
  5072. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  5073. if(sc->data[SC_MANDRAGORA])
  5074. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5075. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5076. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5077. if(sc->data[SC_STOMACHACHE])
  5078. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5079. if(sc->data[SC_KYOUGAKU])
  5080. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5081. if(sc->data[SC_ARCWANDCLAN])
  5082. int_ += 1;
  5083. if(sc->data[SC_GOLDENMACECLAN])
  5084. int_ += 1;
  5085. if(sc->data[SC_JUMPINGCLAN])
  5086. int_ += 1;
  5087. if(sc->data[SC_FULL_THROTTLE])
  5088. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5089. if(sc->data[SC_CHEERUP])
  5090. int_ += 3;
  5091. if(bl->type != BL_PC) {
  5092. if(sc->data[SC_STRIPHELM])
  5093. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5094. if(sc->data[SC__STRIPACCESSORY])
  5095. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5096. }
  5097. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5098. }
  5099. /**
  5100. * Adds dexterity modifications based on status changes
  5101. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5102. * @param sc: Object's status change information
  5103. * @param dex: Initial dex
  5104. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5105. */
  5106. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5107. {
  5108. if(!sc || !sc->count)
  5109. return cap_value(dex,0,USHRT_MAX);
  5110. if(sc->data[SC_HARMONIZE]) {
  5111. dex -= sc->data[SC_HARMONIZE]->val2;
  5112. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5113. }
  5114. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5115. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5116. if(sc->data[SC_INCALLSTATUS])
  5117. dex += sc->data[SC_INCALLSTATUS]->val1;
  5118. if(sc->data[SC_INCDEX])
  5119. dex += sc->data[SC_INCDEX]->val1;
  5120. if(sc->data[SC_DEXFOOD])
  5121. dex += sc->data[SC_DEXFOOD]->val1;
  5122. if(sc->data[SC_FOOD_DEX_CASH])
  5123. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5124. if(sc->data[SC_BATTLEORDERS])
  5125. dex += 5;
  5126. if(sc->data[SC_HAWKEYES])
  5127. dex += sc->data[SC_HAWKEYES]->val1;
  5128. if(sc->data[SC_TRUESIGHT])
  5129. dex += 5;
  5130. if(sc->data[SC_QUAGMIRE])
  5131. dex -= sc->data[SC_QUAGMIRE]->val2;
  5132. if(sc->data[SC_BLESSING]) {
  5133. if (sc->data[SC_BLESSING]->val2)
  5134. dex += sc->data[SC_BLESSING]->val2;
  5135. else
  5136. dex >>= 1;
  5137. }
  5138. if(sc->data[SC_INCREASING])
  5139. dex += 4; // Added based on skill updates [Reddozen]
  5140. if(sc->data[SC_MARIONETTE])
  5141. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5142. if(sc->data[SC_2011RWC_SCROLL])
  5143. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  5144. if(sc->data[SC_MARIONETTE2])
  5145. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5146. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5147. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5148. if(sc->data[SC_SIROMA_ICE_TEA])
  5149. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5150. if(sc->data[SC_INSPIRATION])
  5151. dex += sc->data[SC_INSPIRATION]->val3;
  5152. if(sc->data[SC_STOMACHACHE])
  5153. dex -= sc->data[SC_STOMACHACHE]->val1;
  5154. if(sc->data[SC_KYOUGAKU])
  5155. dex -= sc->data[SC_KYOUGAKU]->val2;
  5156. if(sc->data[SC_ARCWANDCLAN])
  5157. dex += 1;
  5158. if(sc->data[SC_CROSSBOWCLAN])
  5159. dex += 1;
  5160. if(sc->data[SC_JUMPINGCLAN])
  5161. dex += 1;
  5162. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5163. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5164. if(sc->data[SC_MARSHOFABYSS])
  5165. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5166. if(sc->data[SC_FULL_THROTTLE])
  5167. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5168. if(sc->data[SC_CHEERUP])
  5169. dex += 3;
  5170. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5171. }
  5172. /**
  5173. * Adds luck modifications based on status changes
  5174. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5175. * @param sc: Object's status change information
  5176. * @param luk: Initial luk
  5177. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5178. */
  5179. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5180. {
  5181. if(!sc || !sc->count)
  5182. return cap_value(luk,0,USHRT_MAX);
  5183. if(sc->data[SC_HARMONIZE]) {
  5184. luk -= sc->data[SC_HARMONIZE]->val2;
  5185. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5186. }
  5187. if(sc->data[SC_CURSE])
  5188. return 0;
  5189. if(sc->data[SC_INCALLSTATUS])
  5190. luk += sc->data[SC_INCALLSTATUS]->val1;
  5191. if(sc->data[SC_INCLUK])
  5192. luk += sc->data[SC_INCLUK]->val1;
  5193. if(sc->data[SC_LUKFOOD])
  5194. luk += sc->data[SC_LUKFOOD]->val1;
  5195. if(sc->data[SC_FOOD_LUK_CASH])
  5196. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  5197. if(sc->data[SC_TRUESIGHT])
  5198. luk += 5;
  5199. if(sc->data[SC_GLORIA])
  5200. luk += 30;
  5201. if(sc->data[SC_MARIONETTE])
  5202. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  5203. if(sc->data[SC_MARIONETTE2])
  5204. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  5205. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5206. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  5207. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  5208. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  5209. if(sc->data[SC_INSPIRATION])
  5210. luk += sc->data[SC_INSPIRATION]->val3;
  5211. if(sc->data[SC_STOMACHACHE])
  5212. luk -= sc->data[SC_STOMACHACHE]->val1;
  5213. if(sc->data[SC_KYOUGAKU])
  5214. luk -= sc->data[SC_KYOUGAKU]->val2;
  5215. if(sc->data[SC_LAUDARAMUS])
  5216. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  5217. if(sc->data[SC_2011RWC_SCROLL])
  5218. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  5219. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5220. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5221. if(sc->data[SC_BANANA_BOMB])
  5222. luk -= 75;
  5223. if(sc->data[SC_GOLDENMACECLAN])
  5224. luk += 1;
  5225. if(sc->data[SC_JUMPINGCLAN])
  5226. luk += 1;
  5227. if(sc->data[SC_FULL_THROTTLE])
  5228. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5229. if(sc->data[SC_CHEERUP])
  5230. luk += 3;
  5231. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5232. }
  5233. /**
  5234. * Adds base attack modifications based on status changes
  5235. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  5236. * @param sc: Object's status change information
  5237. * @param batk: Initial batk
  5238. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  5239. */
  5240. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  5241. {
  5242. if(!sc || !sc->count)
  5243. return cap_value(batk,0,USHRT_MAX);
  5244. if(sc->data[SC_ATKPOTION])
  5245. batk += sc->data[SC_ATKPOTION]->val1;
  5246. if(sc->data[SC_BATKFOOD])
  5247. batk += sc->data[SC_BATKFOOD]->val1;
  5248. #ifndef RENEWAL
  5249. if(sc->data[SC_GATLINGFEVER])
  5250. batk += sc->data[SC_GATLINGFEVER]->val3;
  5251. if(sc->data[SC_MADNESSCANCEL])
  5252. batk += 100;
  5253. #endif
  5254. if(sc->data[SC_FULL_SWING_K])
  5255. batk += sc->data[SC_FULL_SWING_K]->val1;
  5256. if(sc->data[SC_ASH])
  5257. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  5258. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  5259. batk += sc->data[SC_PYROCLASTIC]->val2;
  5260. if (sc->data[SC_ANGRIFFS_MODUS])
  5261. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  5262. if(sc->data[SC_2011RWC_SCROLL])
  5263. batk += 30;
  5264. if(sc->data[SC_INCATKRATE])
  5265. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  5266. if(sc->data[SC_PROVOKE])
  5267. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  5268. #ifndef RENEWAL
  5269. if(sc->data[SC_CONCENTRATION])
  5270. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  5271. #endif
  5272. if(sc->data[SC_SKE])
  5273. batk += batk * 3;
  5274. if(sc->data[SC_BLOODLUST])
  5275. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  5276. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  5277. batk -= batk * 25/100;
  5278. if(sc->data[SC_CURSE])
  5279. batk -= batk * 25/100;
  5280. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  5281. if(sc->data[SC_BLEEDING])
  5282. batk -= batk * 25 / 100; */
  5283. if(sc->data[SC_FLEET])
  5284. batk += batk * sc->data[SC_FLEET]->val3/100;
  5285. if(sc->data[SC__ENERVATION])
  5286. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  5287. if(sc->data[SC_SATURDAYNIGHTFEVER])
  5288. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  5289. if( sc->data[SC_ZANGETSU] )
  5290. batk += sc->data[SC_ZANGETSU]->val2;
  5291. if(sc->data[SC_QUEST_BUFF1])
  5292. batk += sc->data[SC_QUEST_BUFF1]->val1;
  5293. if(sc->data[SC_QUEST_BUFF2])
  5294. batk += sc->data[SC_QUEST_BUFF2]->val1;
  5295. if(sc->data[SC_QUEST_BUFF3])
  5296. batk += sc->data[SC_QUEST_BUFF3]->val1;
  5297. if (sc->data[SC_SHRIMP])
  5298. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  5299. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  5300. }
  5301. /**
  5302. * Adds weapon attack modifications based on status changes
  5303. * @param bl: Object to change watk [PC]
  5304. * @param sc: Object's status change information
  5305. * @param watk: Initial watk
  5306. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  5307. */
  5308. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  5309. {
  5310. if(!sc || !sc->count)
  5311. return cap_value(watk,0,USHRT_MAX);
  5312. #ifndef RENEWAL
  5313. if(sc->data[SC_IMPOSITIO])
  5314. watk += sc->data[SC_IMPOSITIO]->val2;
  5315. if(sc->data[SC_DRUMBATTLE])
  5316. watk += sc->data[SC_DRUMBATTLE]->val2;
  5317. #endif
  5318. if(sc->data[SC_WATKFOOD])
  5319. watk += sc->data[SC_WATKFOOD]->val1;
  5320. if(sc->data[SC_VOLCANO])
  5321. watk += sc->data[SC_VOLCANO]->val2;
  5322. if(sc->data[SC_MERC_ATKUP])
  5323. watk += sc->data[SC_MERC_ATKUP]->val2;
  5324. if(sc->data[SC_WATER_BARRIER])
  5325. watk -= sc->data[SC_WATER_BARRIER]->val2;
  5326. #ifndef RENEWAL
  5327. if(sc->data[SC_NIBELUNGEN]) {
  5328. if (bl->type != BL_PC)
  5329. watk += sc->data[SC_NIBELUNGEN]->val2;
  5330. else {
  5331. TBL_PC *sd = (TBL_PC*)bl;
  5332. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  5333. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  5334. watk += sc->data[SC_NIBELUNGEN]->val2;
  5335. }
  5336. }
  5337. if(sc->data[SC_CONCENTRATION])
  5338. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  5339. #endif
  5340. if(sc->data[SC_INCATKRATE])
  5341. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  5342. if(sc->data[SC_PROVOKE])
  5343. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  5344. if(sc->data[SC_SKE])
  5345. watk += watk * 3;
  5346. if(sc->data[SC_FLEET])
  5347. watk += watk * sc->data[SC_FLEET]->val3/100;
  5348. if(sc->data[SC_CURSE])
  5349. watk -= watk * 25/100;
  5350. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  5351. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  5352. if(sc->data[SC_FIGHTINGSPIRIT])
  5353. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  5354. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  5355. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  5356. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  5357. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5358. if(sc->data[SC_INSPIRATION])
  5359. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  5360. if(sc->data[SC_GT_CHANGE])
  5361. watk += sc->data[SC_GT_CHANGE]->val2;
  5362. if(sc->data[SC__ENERVATION])
  5363. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  5364. if(sc->data[SC_STRIKING])
  5365. watk += sc->data[SC_STRIKING]->val2;
  5366. if(sc->data[SC_RUSHWINDMILL])
  5367. watk += sc->data[SC_RUSHWINDMILL]->val3;
  5368. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5369. watk += 50;
  5370. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5371. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  5372. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  5373. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  5374. watk += watk * 10 / 100;
  5375. if(sc->data[SC_PYROTECHNIC_OPTION])
  5376. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  5377. if(sc->data[SC_HEATER_OPTION])
  5378. watk += sc->data[SC_HEATER_OPTION]->val2;
  5379. if(sc->data[SC_TROPIC_OPTION])
  5380. watk += sc->data[SC_TROPIC_OPTION]->val2;
  5381. if( sc && sc->data[SC_TIDAL_WEAPON] )
  5382. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  5383. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  5384. watk += sc->data[SC_PYROCLASTIC]->val2;
  5385. if(sc->data[SC_ANGRIFFS_MODUS])
  5386. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  5387. if(sc->data[SC_ODINS_POWER])
  5388. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  5389. if (sc->data[SC_FLASHCOMBO])
  5390. watk += sc->data[SC_FLASHCOMBO]->val2;
  5391. if (sc->data[SC_CATNIPPOWDER])
  5392. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5393. if (sc->data[SC_CHATTERING])
  5394. watk += sc->data[SC_CHATTERING]->val2;
  5395. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  5396. }
  5397. #ifdef RENEWAL
  5398. /**
  5399. * Adds equip magic attack modifications based on status changes [RENEWAL]
  5400. * @param bl: Object to change matk [PC]
  5401. * @param sc: Object's status change information
  5402. * @param matk: Initial matk
  5403. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5404. */
  5405. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  5406. {
  5407. if (!sc || !sc->count)
  5408. return cap_value(matk,0,USHRT_MAX);
  5409. if (sc->data[SC_MATKPOTION])
  5410. matk += sc->data[SC_MATKPOTION]->val1;
  5411. if (sc->data[SC_MATKFOOD])
  5412. matk += sc->data[SC_MATKFOOD]->val1;
  5413. if(sc->data[SC_MANA_PLUS])
  5414. matk += sc->data[SC_MANA_PLUS]->val1;
  5415. if(sc->data[SC_COOLER_OPTION])
  5416. matk += sc->data[SC_COOLER_OPTION]->val2;
  5417. if(sc->data[SC_AQUAPLAY_OPTION])
  5418. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5419. if(sc->data[SC_CHILLY_AIR_OPTION])
  5420. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5421. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5422. matk += 50;
  5423. if(sc->data[SC_ODINS_POWER])
  5424. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5425. if(sc->data[SC_MOONLITSERENADE])
  5426. matk += sc->data[SC_MOONLITSERENADE]->val3;
  5427. if(sc->data[SC_IZAYOI])
  5428. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5429. if(sc->data[SC_ZANGETSU])
  5430. matk += sc->data[SC_ZANGETSU]->val3;
  5431. if(sc->data[SC_QUEST_BUFF1])
  5432. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5433. if(sc->data[SC_QUEST_BUFF2])
  5434. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5435. if(sc->data[SC_QUEST_BUFF3])
  5436. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5437. if(sc->data[SC_MTF_MATK2])
  5438. matk += sc->data[SC_MTF_MATK2]->val1;
  5439. if(sc->data[SC_2011RWC_SCROLL])
  5440. matk += 30;
  5441. if (sc->data[SC_CATNIPPOWDER])
  5442. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5443. if (sc->data[SC_CHATTERING])
  5444. matk += sc->data[SC_CHATTERING]->val2;
  5445. if (sc->data[SC_DORAM_MATK])
  5446. matk += sc->data[SC_DORAM_MATK]->val1;
  5447. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5448. }
  5449. #endif
  5450. /**
  5451. * Adds magic attack modifications based on status changes
  5452. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  5453. * @param sc: Object's status change information
  5454. * @param matk: Initial matk
  5455. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5456. */
  5457. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  5458. {
  5459. if(!sc || !sc->count)
  5460. return cap_value(matk,0,USHRT_MAX);
  5461. #ifndef RENEWAL
  5462. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  5463. if (sc->data[SC_MATKPOTION])
  5464. matk += sc->data[SC_MATKPOTION]->val1;
  5465. if (sc->data[SC_MATKFOOD])
  5466. matk += sc->data[SC_MATKFOOD]->val1;
  5467. if (sc->data[SC_MANA_PLUS])
  5468. matk += sc->data[SC_MANA_PLUS]->val1;
  5469. if (sc->data[SC_AQUAPLAY_OPTION])
  5470. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5471. if (sc->data[SC_CHILLY_AIR_OPTION])
  5472. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5473. if (sc->data[SC_COOLER_OPTION])
  5474. matk += sc->data[SC_COOLER_OPTION]->val2;
  5475. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5476. matk += 50;
  5477. if (sc->data[SC_ODINS_POWER])
  5478. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5479. if (sc->data[SC_IZAYOI])
  5480. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5481. if (sc->data[SC_MTF_MATK2])
  5482. matk += sc->data[SC_MTF_MATK2]->val1;
  5483. if (sc->data[SC_2011RWC_SCROLL])
  5484. matk += 30;
  5485. #endif
  5486. if (sc->data[SC_ZANGETSU])
  5487. matk += sc->data[SC_ZANGETSU]->val3;
  5488. if (sc->data[SC_QUEST_BUFF1])
  5489. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5490. if (sc->data[SC_QUEST_BUFF2])
  5491. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5492. if (sc->data[SC_QUEST_BUFF3])
  5493. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5494. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  5495. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  5496. if (sc->data[SC_MINDBREAKER])
  5497. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  5498. if (sc->data[SC_INCMATKRATE])
  5499. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  5500. if (sc->data[SC_MOONLITSERENADE])
  5501. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  5502. if (sc->data[SC_MTF_MATK])
  5503. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  5504. if(sc->data[SC_2011RWC_SCROLL])
  5505. matk += 30;
  5506. if (sc->data[SC_SHRIMP])
  5507. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  5508. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5509. }
  5510. /**
  5511. * Adds critical modifications based on status changes
  5512. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  5513. * @param sc: Object's status change information
  5514. * @param critical: Initial critical
  5515. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  5516. */
  5517. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  5518. {
  5519. if(!sc || !sc->count)
  5520. return cap_value(critical,10,SHRT_MAX);
  5521. if (sc->data[SC_INCCRI])
  5522. critical += sc->data[SC_INCCRI]->val2;
  5523. if (sc->data[SC_CRIFOOD])
  5524. critical += sc->data[SC_CRIFOOD]->val1;
  5525. if (sc->data[SC_EXPLOSIONSPIRITS])
  5526. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  5527. if (sc->data[SC_FORTUNE])
  5528. critical += sc->data[SC_FORTUNE]->val2;
  5529. if (sc->data[SC_TRUESIGHT])
  5530. critical += sc->data[SC_TRUESIGHT]->val2;
  5531. if (sc->data[SC_CLOAKING])
  5532. critical += critical;
  5533. if (sc->data[SC_STRIKING])
  5534. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  5535. #ifdef RENEWAL
  5536. if (sc->data[SC_SPEARQUICKEN])
  5537. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  5538. #endif
  5539. if (sc->data[SC__INVISIBILITY])
  5540. critical += sc->data[SC__INVISIBILITY]->val3 * 10;
  5541. if (sc->data[SC__UNLUCKY])
  5542. critical -= sc->data[SC__UNLUCKY]->val2;
  5543. if(sc->data[SC_BEYONDOFWARCRY])
  5544. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  5545. return (short)cap_value(critical,10,SHRT_MAX);
  5546. }
  5547. /**
  5548. * Adds hit modifications based on status changes
  5549. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  5550. * @param sc: Object's status change information
  5551. * @param hit: Initial hit
  5552. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  5553. */
  5554. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  5555. {
  5556. if(!sc || !sc->count)
  5557. return cap_value(hit,1,SHRT_MAX);
  5558. if(sc->data[SC_INCHIT])
  5559. hit += sc->data[SC_INCHIT]->val1;
  5560. if(sc->data[SC_HITFOOD])
  5561. hit += sc->data[SC_HITFOOD]->val1;
  5562. if(sc->data[SC_TRUESIGHT])
  5563. hit += sc->data[SC_TRUESIGHT]->val3;
  5564. if(sc->data[SC_HUMMING])
  5565. hit += sc->data[SC_HUMMING]->val2;
  5566. if(sc->data[SC_CONCENTRATION])
  5567. hit += sc->data[SC_CONCENTRATION]->val3;
  5568. if(sc->data[SC_INSPIRATION])
  5569. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  5570. if(sc->data[SC_ADJUSTMENT])
  5571. hit -= 30;
  5572. if(sc->data[SC_INCREASING])
  5573. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  5574. if(sc->data[SC_MERC_HITUP])
  5575. hit += sc->data[SC_MERC_HITUP]->val2;
  5576. if(sc->data[SC_MTF_HITFLEE])
  5577. hit += sc->data[SC_MTF_HITFLEE]->val1;
  5578. if(sc->data[SC_INCHITRATE])
  5579. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  5580. if(sc->data[SC_BLIND])
  5581. hit -= hit * 25/100;
  5582. if(sc->data[SC_HEAT_BARREL])
  5583. hit -= sc->data[SC_HEAT_BARREL]->val4;
  5584. if(sc->data[SC__GROOMY])
  5585. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  5586. if(sc->data[SC_FEAR])
  5587. hit -= hit * 20 / 100;
  5588. if (sc->data[SC_ASH])
  5589. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  5590. if (sc->data[SC_TEARGAS])
  5591. hit -= hit * 50 / 100;
  5592. if(sc->data[SC_ILLUSIONDOPING])
  5593. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  5594. if (sc->data[SC_MTF_ASPD])
  5595. hit += sc->data[SC_MTF_ASPD]->val2;
  5596. return (short)cap_value(hit,1,SHRT_MAX);
  5597. }
  5598. /**
  5599. * Adds flee modifications based on status changes
  5600. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  5601. * @param sc: Object's status change information
  5602. * @param flee: Initial flee
  5603. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  5604. */
  5605. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  5606. {
  5607. if( bl->type == BL_PC ) {
  5608. if( map_flag_gvg(bl->m) )
  5609. flee -= flee * battle_config.gvg_flee_penalty/100;
  5610. else if( map[bl->m].flag.battleground )
  5611. flee -= flee * battle_config.bg_flee_penalty/100;
  5612. }
  5613. if(!sc || !sc->count)
  5614. return cap_value(flee,1,SHRT_MAX);
  5615. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  5616. return sc->data[SC_OVERED_BOOST]->val2;
  5617. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  5618. return 1; // 1 = min flee
  5619. // Fixed value
  5620. if(sc->data[SC_INCFLEE])
  5621. flee += sc->data[SC_INCFLEE]->val1;
  5622. if(sc->data[SC_FLEEFOOD])
  5623. flee += sc->data[SC_FLEEFOOD]->val1;
  5624. if(sc->data[SC_WHISTLE])
  5625. flee += sc->data[SC_WHISTLE]->val2;
  5626. if(sc->data[SC_WINDWALK])
  5627. flee += sc->data[SC_WINDWALK]->val2;
  5628. if(sc->data[SC_VIOLENTGALE])
  5629. flee += sc->data[SC_VIOLENTGALE]->val2;
  5630. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  5631. flee += sc->data[SC_MOON_COMFORT]->val2;
  5632. if(sc->data[SC_CLOSECONFINE])
  5633. flee += 10;
  5634. if (sc->data[SC_ANGRIFFS_MODUS])
  5635. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  5636. if(sc->data[SC_ADJUSTMENT])
  5637. flee += 30;
  5638. if(sc->data[SC_SPEED])
  5639. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  5640. if(sc->data[SC_GATLINGFEVER])
  5641. flee -= sc->data[SC_GATLINGFEVER]->val4;
  5642. if(sc->data[SC_PARTYFLEE])
  5643. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  5644. if(sc->data[SC_MERC_FLEEUP])
  5645. flee += sc->data[SC_MERC_FLEEUP]->val2;
  5646. if( sc->data[SC_HALLUCINATIONWALK] )
  5647. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  5648. if(sc->data[SC_MTF_HITFLEE])
  5649. flee += sc->data[SC_MTF_HITFLEE]->val2;
  5650. if( sc->data[SC_WATER_BARRIER] )
  5651. flee -= sc->data[SC_WATER_BARRIER]->val2;
  5652. if( sc->data[SC_C_MARKER] )
  5653. flee -= sc->data[SC_C_MARKER]->val3;
  5654. #ifdef RENEWAL
  5655. if( sc->data[SC_SPEARQUICKEN] )
  5656. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  5657. #endif
  5658. // Rate value
  5659. if(sc->data[SC_INCFLEERATE])
  5660. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  5661. if(sc->data[SC_SPIDERWEB])
  5662. flee -= flee * 50/100;
  5663. if(sc->data[SC_BERSERK])
  5664. flee -= flee * 50/100;
  5665. if(sc->data[SC_BLIND])
  5666. flee -= flee * 25/100;
  5667. if(sc->data[SC_FEAR])
  5668. flee -= flee * 20 / 100;
  5669. if(sc->data[SC_PARALYSE])
  5670. flee -= flee * 10 / 100;
  5671. if(sc->data[SC_INFRAREDSCAN])
  5672. flee -= flee * 30 / 100;
  5673. if( sc->data[SC__LAZINESS] )
  5674. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  5675. if( sc->data[SC_GLOOMYDAY] )
  5676. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  5677. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5678. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5679. if( sc->data[SC_WIND_STEP_OPTION] )
  5680. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  5681. if( sc->data[SC_ZEPHYR] )
  5682. flee += sc->data[SC_ZEPHYR]->val2;
  5683. if(sc->data[SC_ASH])
  5684. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  5685. if (sc->data[SC_GOLDENE_FERSE])
  5686. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5687. if (sc->data[SC_SMOKEPOWDER])
  5688. flee += flee * 20 / 100;
  5689. if (sc->data[SC_TEARGAS])
  5690. flee -= flee * 50 / 100;
  5691. //if( sc->data[SC_C_MARKER] )
  5692. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  5693. if (sc->data[SC_GROOMING])
  5694. flee += sc->data[SC_GROOMING]->val2;
  5695. return (short)cap_value(flee,1,SHRT_MAX);
  5696. }
  5697. /**
  5698. * Adds perfect flee modifications based on status changes
  5699. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  5700. * @param sc: Object's status change information
  5701. * @param flee2: Initial flee2
  5702. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  5703. */
  5704. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  5705. {
  5706. if(!sc || !sc->count)
  5707. return cap_value(flee2,10,SHRT_MAX);
  5708. if(sc->data[SC_INCFLEE2])
  5709. flee2 += sc->data[SC_INCFLEE2]->val2;
  5710. if(sc->data[SC_WHISTLE])
  5711. flee2 += sc->data[SC_WHISTLE]->val3*10;
  5712. if(sc->data[SC__UNLUCKY])
  5713. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  5714. if (sc->data[SC_HISS])
  5715. flee2 += sc->data[SC_HISS]->val2;
  5716. if (sc->data[SC_DORAM_FLEE2])
  5717. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  5718. return (short)cap_value(flee2,10,SHRT_MAX);
  5719. }
  5720. /**
  5721. * Adds defense (left-side) modifications based on status changes
  5722. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  5723. * @param sc: Object's status change information
  5724. * @param def: Initial def
  5725. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  5726. */
  5727. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  5728. {
  5729. if(!sc || !sc->count)
  5730. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5731. if(sc->data[SC_BERSERK])
  5732. return 0;
  5733. if(sc->data[SC_BARRIER])
  5734. return 100;
  5735. if(sc->data[SC_KEEPING])
  5736. return 90;
  5737. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  5738. if(sc->data[SC_STEELBODY])
  5739. return 90;
  5740. #endif
  5741. if (sc->data[SC_NYANGGRASS]) {
  5742. if (bl->type == BL_PC)
  5743. return 0;
  5744. else
  5745. return def >>= 1;
  5746. }
  5747. if(sc->data[SC_DEFSET])
  5748. return sc->data[SC_DEFSET]->val1;
  5749. if(sc->data[SC_DRUMBATTLE])
  5750. def += sc->data[SC_DRUMBATTLE]->val3;
  5751. #ifndef RENEWAL
  5752. if(sc->data[SC_DEFENCE])
  5753. def += sc->data[SC_DEFENCE]->val2;
  5754. #endif
  5755. if(sc->data[SC_INCDEFRATE])
  5756. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5757. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5758. def += 50;
  5759. if(sc->data[SC_ODINS_POWER])
  5760. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5761. if( sc->data[SC_ANGRIFFS_MODUS] )
  5762. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5763. if(sc->data[SC_STONEHARDSKIN])
  5764. def += sc->data[SC_STONEHARDSKIN]->val1;
  5765. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5766. def >>=1;
  5767. if(sc->data[SC_FREEZE])
  5768. def >>=1;
  5769. if(sc->data[SC_SIGNUMCRUCIS])
  5770. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5771. if(sc->data[SC_CONCENTRATION])
  5772. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5773. if(sc->data[SC_SKE])
  5774. def >>=1;
  5775. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5776. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5777. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5778. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5779. if (sc->data[SC_FLING])
  5780. def -= def * (sc->data[SC_FLING]->val2)/100;
  5781. if( sc->data[SC_FREEZING] )
  5782. def -= def * 10 / 100;
  5783. if( sc->data[SC_ANALYZE] )
  5784. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5785. if( sc->data[SC_NEUTRALBARRIER] )
  5786. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5787. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5788. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  5789. if( sc->data[SC_PRESTIGE] )
  5790. def += sc->data[SC_PRESTIGE]->val3;
  5791. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5792. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  5793. if( sc->data[SC_ECHOSONG] )
  5794. def += def * sc->data[SC_ECHOSONG]->val3 / 100;
  5795. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5796. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5797. if( sc->data[SC_EARTHDRIVE] )
  5798. def -= def * 25 / 100;
  5799. if( sc->data[SC_CAMOUFLAGE] )
  5800. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5801. if( sc->data[SC_SOLID_SKIN_OPTION] )
  5802. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  5803. if( sc->data[SC_ROCK_CRUSHER] )
  5804. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5805. if( sc->data[SC_POWER_OF_GAIA] )
  5806. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5807. if(sc->data[SC_ASH])
  5808. def -= def * sc->data[SC_ASH]->val3/100;
  5809. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  5810. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  5811. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  5812. }
  5813. /**
  5814. * Adds defense (right-side) modifications based on status changes
  5815. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5816. * @param sc: Object's status change information
  5817. * @param def2: Initial def2
  5818. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5819. */
  5820. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5821. {
  5822. if(!sc || !sc->count)
  5823. #ifdef RENEWAL
  5824. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5825. #else
  5826. return (short)cap_value(def2,1,SHRT_MAX);
  5827. #endif
  5828. if(sc->data[SC_BERSERK])
  5829. return 0;
  5830. if(sc->data[SC_ETERNALCHAOS])
  5831. return 0;
  5832. if(sc->data[SC_DEFSET])
  5833. return sc->data[SC_DEFSET]->val1;
  5834. if(sc->data[SC_SUN_COMFORT])
  5835. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5836. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5837. def2 += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5838. #ifdef RENEWAL
  5839. if (sc->data[SC_SKA])
  5840. def2 += 80;
  5841. #endif
  5842. if(sc->data[SC_ANGELUS])
  5843. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5844. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5845. #else
  5846. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5847. if(sc->data[SC_CONCENTRATION])
  5848. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5849. #endif
  5850. if(sc->data[SC_POISON])
  5851. def2 -= def2 * 25/100;
  5852. if(sc->data[SC_DPOISON])
  5853. def2 -= def2 * 25/100;
  5854. if(sc->data[SC_SKE])
  5855. def2 -= def2 * 50/100;
  5856. if(sc->data[SC_PROVOKE])
  5857. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5858. if(sc->data[SC_JOINTBEAT])
  5859. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5860. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5861. if(sc->data[SC_FLING])
  5862. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5863. if( sc->data[SC_FREEZING] )
  5864. def2 -= def2 * 10 / 100;
  5865. if(sc->data[SC_ANALYZE])
  5866. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5867. if(sc->data[SC_ASH])
  5868. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5869. if (sc->data[SC_PARALYSIS])
  5870. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5871. if(sc->data[SC_EQC])
  5872. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5873. if( sc->data[SC_CAMOUFLAGE] )
  5874. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5875. #ifdef RENEWAL
  5876. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5877. #else
  5878. return (short)cap_value(def2,1,SHRT_MAX);
  5879. #endif
  5880. }
  5881. /**
  5882. * Adds magic defense (left-side) modifications based on status changes
  5883. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  5884. * @param sc: Object's status change information
  5885. * @param mdef: Initial mdef
  5886. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  5887. */
  5888. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  5889. {
  5890. if(!sc || !sc->count)
  5891. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5892. if(sc->data[SC_BERSERK])
  5893. return 0;
  5894. if(sc->data[SC_BARRIER])
  5895. return 100;
  5896. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  5897. if(sc->data[SC_STEELBODY])
  5898. return 90;
  5899. #endif
  5900. if (sc->data[SC_NYANGGRASS]) {
  5901. if (bl->type == BL_PC)
  5902. return 0;
  5903. else
  5904. return mdef >>= 1;
  5905. }
  5906. if(sc->data[SC_MDEFSET])
  5907. return sc->data[SC_MDEFSET]->val1;
  5908. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5909. mdef += 50;
  5910. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  5911. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  5912. if(sc->data[SC_STONEHARDSKIN])
  5913. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  5914. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5915. mdef += 25 * mdef / 100;
  5916. if(sc->data[SC_FREEZE])
  5917. mdef += 25 * mdef / 100;
  5918. if(sc->data[SC_BURNING])
  5919. mdef -= 25 * mdef / 100;
  5920. if( sc->data[SC_NEUTRALBARRIER] )
  5921. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5922. if(sc->data[SC_ANALYZE])
  5923. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5924. if(sc->data[SC_SYMPHONYOFLOVER])
  5925. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  5926. if(sc->data[SC_GT_CHANGE]) {
  5927. mdef -= sc->data[SC_GT_CHANGE]->val4;
  5928. if (mdef < 0)
  5929. return 0;
  5930. }
  5931. if (sc->data[SC_ODINS_POWER])
  5932. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5933. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5934. }
  5935. /**
  5936. * Adds magic defense (right-side) modifications based on status changes
  5937. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  5938. * @param sc: Object's status change information
  5939. * @param mdef2: Initial mdef2
  5940. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  5941. */
  5942. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  5943. {
  5944. if(!sc || !sc->count)
  5945. #ifdef RENEWAL
  5946. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5947. #else
  5948. return (short)cap_value(mdef2,1,SHRT_MAX);
  5949. #endif
  5950. if(sc->data[SC_BERSERK])
  5951. return 0;
  5952. if(sc->data[SC_SKA])
  5953. return 90;
  5954. if(sc->data[SC_MDEFSET])
  5955. return sc->data[SC_MDEFSET]->val1;
  5956. if(sc->data[SC_MINDBREAKER])
  5957. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  5958. if(sc->data[SC_BURNING])
  5959. mdef2 -= mdef2 * 25 / 100;
  5960. if(sc->data[SC_ANALYZE])
  5961. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5962. #ifdef RENEWAL
  5963. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5964. #else
  5965. return (short)cap_value(mdef2,1,SHRT_MAX);
  5966. #endif
  5967. }
  5968. /**
  5969. * Adds speed modifications based on status changes
  5970. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  5971. * @param sc: Object's status change information
  5972. * @param speed: Initial speed
  5973. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  5974. */
  5975. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  5976. {
  5977. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5978. int speed_rate = 100;
  5979. if (sc == NULL || (sd && sd->state.permanent_speed))
  5980. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  5981. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  5982. if( sd->ud.skill_id == LG_EXEEDBREAK )
  5983. speed_rate = 160 - 10 * sd->ud.skill_lv;
  5984. else
  5985. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  5986. } else {
  5987. int val = 0;
  5988. // GetMoveHasteValue2()
  5989. if( sc->data[SC_FUSION] )
  5990. val = 25;
  5991. else if( sd ) {
  5992. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  5993. val = 25; // Same bonus
  5994. else if( pc_isridingwug(sd) )
  5995. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  5996. else if( pc_ismadogear(sd) ) {
  5997. val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
  5998. if( sc->data[SC_ACCELERATION] )
  5999. val += 25;
  6000. }
  6001. else if( sc->data[SC_ALL_RIDING] )
  6002. val = battle_config.rental_mount_speed_boost;
  6003. }
  6004. speed_rate -= val;
  6005. // GetMoveSlowValue()
  6006. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6007. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6008. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  6009. val = sc->data[SC_CHASEWALK]->val3;
  6010. else {
  6011. val = 0;
  6012. // Longing for Freedom cancels song/dance penalty
  6013. if( sc->data[SC_LONGING] )
  6014. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  6015. else
  6016. if( sd && sc->data[SC_DANCING] )
  6017. 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)) );
  6018. if( sc->data[SC_DECREASEAGI] )
  6019. val = max( val, 25 );
  6020. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  6021. val = max( val, 50 );
  6022. if( sc->data[SC_DONTFORGETME] )
  6023. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  6024. if( sc->data[SC_CURSE] )
  6025. val = max( val, 300 );
  6026. if( sc->data[SC_CHASEWALK] )
  6027. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  6028. if( sc->data[SC_WEDDING] )
  6029. val = max( val, 100 );
  6030. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6031. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  6032. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  6033. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  6034. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  6035. val = max( val, 75 );
  6036. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  6037. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  6038. if( sc->data[SC_GATLINGFEVER] )
  6039. val = max( val, 100 );
  6040. if( sc->data[SC_SUITON] )
  6041. val = max( val, sc->data[SC_SUITON]->val3 );
  6042. if( sc->data[SC_SWOO] )
  6043. val = max( val, 300 );
  6044. if( sc->data[SC_SKA] )
  6045. val = max( val, 25 );
  6046. if( sc->data[SC_FREEZING] )
  6047. val = max( val, 50 );
  6048. if( sc->data[SC_MARSHOFABYSS] )
  6049. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  6050. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6051. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6052. if( sc->data[SC_STEALTHFIELD] )
  6053. val = max( val, 20 );
  6054. if( sc->data[SC__LAZINESS] )
  6055. val = max( val, 25 );
  6056. if( sc->data[SC_BANDING_DEFENCE] )
  6057. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  6058. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6059. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6060. if( sc->data[SC_POWER_OF_GAIA] )
  6061. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6062. if( sc->data[SC_MELON_BOMB] )
  6063. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6064. if( sc->data[SC_REBOUND] )
  6065. val = max( val, 25 );
  6066. if( sc->data[SC_B_TRAP] )
  6067. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6068. if (sc->data[SC_CATNIPPOWDER])
  6069. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6070. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6071. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6072. }
  6073. speed_rate += val;
  6074. val = 0;
  6075. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6076. speed_rate = 150;
  6077. // GetMoveHasteValue1()
  6078. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6079. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6080. if( sc->data[SC_INCREASEAGI] )
  6081. val = max( val, 25 );
  6082. if( sc->data[SC_WINDWALK] )
  6083. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  6084. if( sc->data[SC_CARTBOOST] )
  6085. val = max( val, 20 );
  6086. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6087. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6088. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  6089. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  6090. if( sc->data[SC_BERSERK] )
  6091. val = max( val, 25 );
  6092. if( sc->data[SC_RUN] )
  6093. val = max( val, 55 );
  6094. if( sc->data[SC_AVOID] )
  6095. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  6096. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  6097. val = max( val, 75 );
  6098. if( sc->data[SC_CLOAKINGEXCEED] )
  6099. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  6100. if( sc->data[SC_HOVERING] )
  6101. val = max( val, 10 );
  6102. if( sc->data[SC_GN_CARTBOOST] )
  6103. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  6104. if( sc->data[SC_SWINGDANCE] )
  6105. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  6106. if( sc->data[SC_WIND_STEP_OPTION] )
  6107. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  6108. if( sc->data[SC_FULL_THROTTLE] )
  6109. val = max( val, 25 );
  6110. if (sc->data[SC_ARCLOUSEDASH])
  6111. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  6112. if( sc->data[SC_DORAM_WALKSPEED] )
  6113. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  6114. // !FIXME: official items use a single bonus for this [ultramage]
  6115. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  6116. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  6117. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  6118. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  6119. speed_rate -= val;
  6120. if( speed_rate < 40 )
  6121. speed_rate = 40;
  6122. }
  6123. // GetSpeed()
  6124. if( sd && pc_iscarton(sd) )
  6125. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  6126. if( sc->data[SC_PARALYSE] )
  6127. speed += speed * 50 / 100;
  6128. if( speed_rate != 100 )
  6129. speed = speed * speed_rate / 100;
  6130. if( sc->data[SC_STEELBODY] )
  6131. speed = 200;
  6132. if( sc->data[SC_DEFENDER] )
  6133. speed = max(speed, 200);
  6134. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  6135. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  6136. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6137. }
  6138. #ifdef RENEWAL_ASPD
  6139. /**
  6140. * Renewal attack speed modifiers based on status changes
  6141. * This function only affects RENEWAL players and comes after base calculation
  6142. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6143. * @param sc: Object's status change information
  6144. * @param fixed: True - fixed value [malufett]
  6145. * False - percentage value
  6146. * @return modified aspd
  6147. */
  6148. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  6149. {
  6150. int bonus = 0;
  6151. if (!sc || !sc->count)
  6152. return 0;
  6153. if (fixed) {
  6154. enum sc_type sc_val;
  6155. if (!sc->data[SC_QUAGMIRE]) {
  6156. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  6157. bonus = 7;
  6158. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  6159. bonus = 6;
  6160. else if (bonus < 5 && sc->data[SC_FLEET])
  6161. bonus = 5;
  6162. }
  6163. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  6164. if (bl->type != BL_PC)
  6165. bonus += sc->data[SC_ASSNCROS]->val2;
  6166. else {
  6167. switch(((TBL_PC*)bl)->status.weapon) {
  6168. case W_BOW:
  6169. case W_REVOLVER:
  6170. case W_RIFLE:
  6171. case W_GATLING:
  6172. case W_SHOTGUN:
  6173. case W_GRENADE:
  6174. break;
  6175. default:
  6176. bonus += sc->data[SC_ASSNCROS]->val2;
  6177. break;
  6178. }
  6179. }
  6180. }
  6181. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  6182. bonus = 20;
  6183. else if (bonus < 15 && sc->data[SC_BERSERK])
  6184. bonus = 15;
  6185. 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])
  6186. bonus += sc->data[sc_val]->val1;
  6187. if (sc->data[SC_ATTHASTE_CASH])
  6188. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  6189. if (sc->data[SC_HEAT_BARREL])
  6190. bonus += sc->data[SC_HEAT_BARREL]->val1;
  6191. } else {
  6192. if (sc->data[SC_DONTFORGETME])
  6193. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  6194. if (sc->data[SC_LONGING])
  6195. bonus -= sc->data[SC_LONGING]->val2 / 10;
  6196. if (sc->data[SC_STEELBODY])
  6197. bonus -= 25;
  6198. if (sc->data[SC_SKA])
  6199. bonus -= 25;
  6200. if (sc->data[SC_DEFENDER])
  6201. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  6202. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6203. bonus -= 75;
  6204. if (sc->data[SC_GRAVITATION])
  6205. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  6206. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  6207. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  6208. bonus -= 25;
  6209. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  6210. bonus -= 10;
  6211. }
  6212. if (sc->data[SC_FREEZING])
  6213. bonus -= 15;
  6214. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  6215. bonus -= 50;
  6216. if (sc->data[SC_PARALYSE])
  6217. bonus -= 10;
  6218. if (sc->data[SC__BODYPAINT])
  6219. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  6220. if (sc->data[SC__INVISIBILITY])
  6221. bonus -= sc->data[SC__INVISIBILITY]->val2;
  6222. if (sc->data[SC__GROOMY])
  6223. bonus -= sc->data[SC__GROOMY]->val2;
  6224. if (sc->data[SC_SWINGDANCE])
  6225. bonus += sc->data[SC_SWINGDANCE]->val3;
  6226. if (sc->data[SC_DANCEWITHWUG])
  6227. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  6228. if (sc->data[SC_GLOOMYDAY])
  6229. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  6230. if (sc->data[SC_EARTHDRIVE])
  6231. bonus -= 25;
  6232. if (sc->data[SC_GT_CHANGE])
  6233. bonus += sc->data[SC_GT_CHANGE]->val3;
  6234. if (sc->data[SC_MELON_BOMB])
  6235. bonus -= sc->data[SC_MELON_BOMB]->val3;
  6236. if (sc->data[SC_PAIN_KILLER])
  6237. bonus -= sc->data[SC_PAIN_KILLER]->val2;
  6238. if (sc->data[SC_BOOST500])
  6239. bonus += sc->data[SC_BOOST500]->val1;
  6240. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  6241. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  6242. if (sc->data[SC_GOLDENE_FERSE])
  6243. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  6244. if (sc->data[SC_INCASPDRATE])
  6245. bonus += sc->data[SC_INCASPDRATE]->val1;
  6246. if (sc->data[SC_GATLINGFEVER])
  6247. bonus += sc->data[SC_GATLINGFEVER]->val1;
  6248. if (sc->data[SC_STAR_COMFORT])
  6249. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  6250. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6251. bonus += 10;
  6252. }
  6253. return bonus;
  6254. }
  6255. #endif
  6256. /**
  6257. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  6258. * A subtraction reduces the delay, meaning an increase in ASPD
  6259. * This comes after the percentage changes and is based on status changes
  6260. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6261. * @param sc: Object's status change information
  6262. * @param aspd: Object's current ASPD
  6263. * @return modified aspd
  6264. */
  6265. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  6266. {
  6267. if (!sc || !sc->count)
  6268. return cap_value(aspd, 0, 2000);
  6269. if (sc->data[SC_OVERED_BOOST])
  6270. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  6271. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  6272. aspd -= 50; // +5 ASPD
  6273. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  6274. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  6275. if (sc->data[SC_MTF_ASPD])
  6276. aspd -= sc->data[SC_MTF_ASPD]->val1;
  6277. if (sc->data[SC_MTF_ASPD2])
  6278. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  6279. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  6280. }
  6281. /**
  6282. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  6283. * Note: The scale of aspd_rate is 1000 = 100%
  6284. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  6285. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6286. * @param sc: Object's status change information
  6287. * @param aspd_rate: Object's current ASPD
  6288. * @return modified aspd_rate
  6289. */
  6290. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  6291. {
  6292. int i;
  6293. if(!sc || !sc->count)
  6294. return cap_value(aspd_rate,0,SHRT_MAX);
  6295. if( !sc->data[SC_QUAGMIRE] ) {
  6296. int max = 0;
  6297. if(sc->data[SC_STAR_COMFORT])
  6298. max = sc->data[SC_STAR_COMFORT]->val2;
  6299. if(sc->data[SC_TWOHANDQUICKEN] &&
  6300. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  6301. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  6302. if(sc->data[SC_ONEHAND] &&
  6303. max < sc->data[SC_ONEHAND]->val2)
  6304. max = sc->data[SC_ONEHAND]->val2;
  6305. if(sc->data[SC_MERC_QUICKEN] &&
  6306. max < sc->data[SC_MERC_QUICKEN]->val2)
  6307. max = sc->data[SC_MERC_QUICKEN]->val2;
  6308. if(sc->data[SC_ADRENALINE2] &&
  6309. max < sc->data[SC_ADRENALINE2]->val3)
  6310. max = sc->data[SC_ADRENALINE2]->val3;
  6311. if(sc->data[SC_ADRENALINE] &&
  6312. max < sc->data[SC_ADRENALINE]->val3)
  6313. max = sc->data[SC_ADRENALINE]->val3;
  6314. if(sc->data[SC_SPEARQUICKEN] &&
  6315. max < sc->data[SC_SPEARQUICKEN]->val2)
  6316. max = sc->data[SC_SPEARQUICKEN]->val2;
  6317. if(sc->data[SC_GATLINGFEVER] &&
  6318. max < sc->data[SC_GATLINGFEVER]->val2)
  6319. max = sc->data[SC_GATLINGFEVER]->val2;
  6320. if(sc->data[SC_FLEET] &&
  6321. max < sc->data[SC_FLEET]->val2)
  6322. max = sc->data[SC_FLEET]->val2;
  6323. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  6324. if (bl->type!=BL_PC)
  6325. max = sc->data[SC_ASSNCROS]->val2;
  6326. else
  6327. switch(((TBL_PC*)bl)->status.weapon) {
  6328. case W_BOW:
  6329. case W_REVOLVER:
  6330. case W_RIFLE:
  6331. case W_GATLING:
  6332. case W_SHOTGUN:
  6333. case W_GRENADE:
  6334. break;
  6335. default:
  6336. max = sc->data[SC_ASSNCROS]->val2;
  6337. }
  6338. }
  6339. aspd_rate -= max;
  6340. if(sc->data[SC_BERSERK])
  6341. aspd_rate -= 300;
  6342. else if(sc->data[SC_MADNESSCANCEL])
  6343. aspd_rate -= 200;
  6344. }
  6345. if( sc->data[i=SC_ASPDPOTION3] ||
  6346. sc->data[i=SC_ASPDPOTION2] ||
  6347. sc->data[i=SC_ASPDPOTION1] ||
  6348. sc->data[i=SC_ASPDPOTION0] )
  6349. aspd_rate -= sc->data[i]->val2;
  6350. if (sc->data[SC_ATTHASTE_CASH])
  6351. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  6352. if(sc->data[SC_DONTFORGETME])
  6353. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  6354. if(sc->data[SC_LONGING])
  6355. aspd_rate += sc->data[SC_LONGING]->val2;
  6356. if(sc->data[SC_STEELBODY])
  6357. aspd_rate += 250;
  6358. if(sc->data[SC_SKA])
  6359. aspd_rate += 250;
  6360. if(sc->data[SC_DEFENDER])
  6361. aspd_rate += sc->data[SC_DEFENDER]->val4;
  6362. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6363. aspd_rate += 250;
  6364. if(sc->data[SC_GRAVITATION])
  6365. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  6366. if(sc->data[SC_JOINTBEAT]) {
  6367. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  6368. aspd_rate += 250;
  6369. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  6370. aspd_rate += 100;
  6371. }
  6372. if( sc->data[SC_FREEZING] )
  6373. aspd_rate += 150;
  6374. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  6375. aspd_rate += 500;
  6376. if( sc->data[SC_PARALYSE] )
  6377. aspd_rate += 100;
  6378. if( sc->data[SC__BODYPAINT] )
  6379. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  6380. if( sc->data[SC__INVISIBILITY] )
  6381. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  6382. if( sc->data[SC__GROOMY] )
  6383. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  6384. if( sc->data[SC_SWINGDANCE] )
  6385. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  6386. if( sc->data[SC_DANCEWITHWUG] )
  6387. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  6388. if( sc->data[SC_GLOOMYDAY] )
  6389. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  6390. if( sc->data[SC_EARTHDRIVE] )
  6391. aspd_rate += 250;
  6392. if( sc->data[SC_GT_CHANGE] )
  6393. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  6394. if( sc->data[SC_MELON_BOMB] )
  6395. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  6396. if( sc->data[SC_BOOST500] )
  6397. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  6398. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  6399. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  6400. if( sc->data[SC_INCASPDRATE] )
  6401. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  6402. if( sc->data[SC_PAIN_KILLER])
  6403. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  6404. if( sc->data[SC_GOLDENE_FERSE])
  6405. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  6406. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6407. aspd_rate -= 100;
  6408. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  6409. }
  6410. /**
  6411. * Modifies the damage delay time based on status changes
  6412. * The lower your delay, the quicker you can act after taking damage
  6413. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6414. * @param sc: Object's status change information
  6415. * @param dmotion: Object's current damage delay
  6416. * @return modified delay rate
  6417. */
  6418. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  6419. {
  6420. if( !sc || !sc->count || map_flag_gvg2(bl->m) || map[bl->m].flag.battleground )
  6421. return cap_value(dmotion,0,USHRT_MAX);
  6422. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  6423. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS ) )
  6424. return 0;
  6425. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  6426. return 0;
  6427. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  6428. }
  6429. /**
  6430. * Calculates a max HP based on status changes
  6431. * Values can either be percentages or fixed, based on how equations are formulated
  6432. * @param bl: Object's block_list data
  6433. * @param maxhp: Object's current max HP
  6434. * @return modified maxhp
  6435. */
  6436. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  6437. {
  6438. int rate = 100;
  6439. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  6440. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  6441. maxhp = maxhp * rate / 100;
  6442. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  6443. }
  6444. /**
  6445. * Calculates a max SP based on status changes
  6446. * Values can either be percentages or fixed, bas ed on how equations are formulated
  6447. * @param bl: Object's block_list data
  6448. * @param maxsp: Object's current max SP
  6449. * @return modified maxsp
  6450. */
  6451. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  6452. {
  6453. int rate = 100;
  6454. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  6455. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  6456. maxsp = maxsp * rate / 100;
  6457. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  6458. }
  6459. /**
  6460. * Changes a player's element based on status changes
  6461. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6462. * @param sc: Object's status change information
  6463. * @param element: Object's current element
  6464. * @return new element
  6465. */
  6466. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  6467. {
  6468. if(!sc || !sc->count)
  6469. return cap_value(element, 0, UCHAR_MAX);
  6470. if(sc->data[SC_FREEZE])
  6471. return ELE_WATER;
  6472. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6473. return ELE_EARTH;
  6474. if(sc->data[SC_BENEDICTIO])
  6475. return ELE_HOLY;
  6476. if(sc->data[SC_CHANGEUNDEAD])
  6477. return ELE_UNDEAD;
  6478. if(sc->data[SC_ELEMENTALCHANGE])
  6479. return sc->data[SC_ELEMENTALCHANGE]->val2;
  6480. if(sc->data[SC_SHAPESHIFT])
  6481. return sc->data[SC_SHAPESHIFT]->val2;
  6482. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6483. }
  6484. /**
  6485. * Changes a player's element level based on status changes
  6486. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6487. * @param sc: Object's status change information
  6488. * @param lv: Object's current element level
  6489. * @return new element level
  6490. */
  6491. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  6492. {
  6493. if(!sc || !sc->count)
  6494. return cap_value(lv, 1, 4);
  6495. if(sc->data[SC_FREEZE])
  6496. return 1;
  6497. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6498. return 1;
  6499. if(sc->data[SC_BENEDICTIO])
  6500. return 1;
  6501. if(sc->data[SC_CHANGEUNDEAD])
  6502. return 1;
  6503. if(sc->data[SC_ELEMENTALCHANGE])
  6504. return sc->data[SC_ELEMENTALCHANGE]->val1;
  6505. if(sc->data[SC_SHAPESHIFT])
  6506. return 1;
  6507. if(sc->data[SC__INVISIBILITY])
  6508. return 1;
  6509. return (unsigned char)cap_value(lv,1,4);
  6510. }
  6511. /**
  6512. * Changes a player's attack element based on status changes
  6513. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6514. * @param sc: Object's status change information
  6515. * @param element: Object's current attack element
  6516. * @return new attack element
  6517. */
  6518. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  6519. {
  6520. if(!sc || !sc->count)
  6521. return cap_value(element, 0, UCHAR_MAX);
  6522. if(sc->data[SC_ENCHANTARMS])
  6523. return sc->data[SC_ENCHANTARMS]->val2;
  6524. if(sc->data[SC_WATERWEAPON]
  6525. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  6526. return ELE_WATER;
  6527. if(sc->data[SC_EARTHWEAPON]
  6528. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  6529. return ELE_EARTH;
  6530. if(sc->data[SC_FIREWEAPON]
  6531. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  6532. return ELE_FIRE;
  6533. if(sc->data[SC_WINDWEAPON]
  6534. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  6535. return ELE_WIND;
  6536. if(sc->data[SC_ENCPOISON])
  6537. return ELE_POISON;
  6538. if(sc->data[SC_ASPERSIO])
  6539. return ELE_HOLY;
  6540. if(sc->data[SC_SHADOWWEAPON])
  6541. return ELE_DARK;
  6542. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  6543. return ELE_GHOST;
  6544. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  6545. return ELE_WATER;
  6546. if(sc->data[SC_PYROCLASTIC])
  6547. return ELE_FIRE;
  6548. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6549. }
  6550. /**
  6551. * Changes the mode of an object
  6552. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  6553. * @param sc: Object's status change data
  6554. * @param mode: Original mode
  6555. * @return mode with cap_value(mode, 0, INT_MAX)
  6556. */
  6557. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  6558. {
  6559. if(!sc || !sc->count)
  6560. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  6561. if(sc->data[SC_MODECHANGE]) {
  6562. if (sc->data[SC_MODECHANGE]->val2)
  6563. mode = static_cast<e_mode>((mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2); // Set mode
  6564. if (sc->data[SC_MODECHANGE]->val3)
  6565. mode = static_cast<e_mode>(mode|sc->data[SC_MODECHANGE]->val3); // Add mode
  6566. if (sc->data[SC_MODECHANGE]->val4)
  6567. mode = static_cast<e_mode>(mode&~sc->data[SC_MODECHANGE]->val4); // Del mode
  6568. }
  6569. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  6570. }
  6571. /**
  6572. * Changes the mode of a slave mob
  6573. * @param md: Slave mob whose mode to change
  6574. * @param mmd: Master of slave mob
  6575. */
  6576. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  6577. {
  6578. switch (battle_config.slaves_inherit_mode) {
  6579. case 1: //Always aggressive
  6580. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  6581. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6582. break;
  6583. case 2: //Always passive
  6584. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  6585. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6586. break;
  6587. case 4: // Overwrite with slave mode
  6588. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOM_WALK|MD_CANATTACK, 0, 0, 0);
  6589. break;
  6590. default: //Copy master
  6591. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  6592. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6593. else
  6594. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6595. break;
  6596. }
  6597. }
  6598. /**
  6599. * Gets the name of the given bl
  6600. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  6601. * @return name or "Unknown" if any other bl->type than noted above
  6602. */
  6603. const char* status_get_name(struct block_list *bl)
  6604. {
  6605. nullpo_ret(bl);
  6606. switch (bl->type) {
  6607. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  6608. case BL_MOB: return ((TBL_MOB*)bl)->name;
  6609. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  6610. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  6611. //case BL_MER: // They only have database names which are global, not specific to GID.
  6612. case BL_NPC: return ((TBL_NPC*)bl)->name;
  6613. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  6614. }
  6615. return "Unknown";
  6616. }
  6617. /**
  6618. * Gets the class/sprite id of the given bl
  6619. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6620. * @return class or 0 if any other bl->type than noted above
  6621. */
  6622. int status_get_class(struct block_list *bl)
  6623. {
  6624. nullpo_ret(bl);
  6625. switch( bl->type ) {
  6626. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  6627. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  6628. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  6629. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  6630. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  6631. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  6632. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  6633. }
  6634. return 0;
  6635. }
  6636. /**
  6637. * Gets the base level of the given bl
  6638. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6639. * @return base level or 1 if any other bl->type than noted above
  6640. */
  6641. int status_get_lv(struct block_list *bl)
  6642. {
  6643. nullpo_ret(bl);
  6644. switch (bl->type) {
  6645. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  6646. case BL_MOB: return ((TBL_MOB*)bl)->level;
  6647. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  6648. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  6649. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  6650. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  6651. case BL_NPC: return ((TBL_NPC*)bl)->level;
  6652. }
  6653. return 1;
  6654. }
  6655. /**
  6656. * Gets the regeneration info of the given bl
  6657. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  6658. * @return regen data or NULL if any other bl->type than noted above
  6659. */
  6660. struct regen_data *status_get_regen_data(struct block_list *bl)
  6661. {
  6662. nullpo_retr(NULL, bl);
  6663. switch (bl->type) {
  6664. case BL_PC: return &((TBL_PC*)bl)->regen;
  6665. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  6666. case BL_MER: return &((TBL_MER*)bl)->regen;
  6667. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  6668. default:
  6669. return NULL;
  6670. }
  6671. }
  6672. /**
  6673. * Gets the status data of the given bl
  6674. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6675. * @return status or "dummy_status" if any other bl->type than noted above
  6676. */
  6677. struct status_data *status_get_status_data(struct block_list *bl)
  6678. {
  6679. nullpo_retr(&dummy_status, bl);
  6680. switch (bl->type) {
  6681. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  6682. case BL_MOB: return &((TBL_MOB*)bl)->status;
  6683. case BL_PET: return &((TBL_PET*)bl)->status;
  6684. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  6685. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  6686. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  6687. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  6688. default:
  6689. return &dummy_status;
  6690. }
  6691. }
  6692. /**
  6693. * Gets the base status data of the given bl
  6694. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6695. * @return base_status or NULL if any other bl->type than noted above
  6696. */
  6697. struct status_data *status_get_base_status(struct block_list *bl)
  6698. {
  6699. nullpo_retr(NULL, bl);
  6700. switch (bl->type) {
  6701. case BL_PC: return &((TBL_PC*)bl)->base_status;
  6702. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  6703. case BL_PET: return &((TBL_PET*)bl)->db->status;
  6704. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  6705. case BL_MER: return &((TBL_MER*)bl)->base_status;
  6706. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  6707. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  6708. default:
  6709. return NULL;
  6710. }
  6711. }
  6712. /**
  6713. * Gets the defense of the given bl
  6714. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  6715. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  6716. */
  6717. defType status_get_def(struct block_list *bl)
  6718. {
  6719. struct unit_data *ud;
  6720. struct status_data *status = status_get_status_data(bl);
  6721. int def = status?status->def:0;
  6722. ud = unit_bl2ud(bl);
  6723. if (ud && ud->skilltimer != INVALID_TIMER)
  6724. def -= def * skill_get_castdef(ud->skill_id)/100;
  6725. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  6726. }
  6727. /**
  6728. * Gets the walking speed of the given bl
  6729. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6730. * @return speed
  6731. */
  6732. unsigned short status_get_speed(struct block_list *bl)
  6733. {
  6734. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  6735. return ((struct npc_data *)bl)->speed;
  6736. return status_get_status_data(bl)->speed;
  6737. }
  6738. /**
  6739. * Gets the party ID of the given bl
  6740. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  6741. * @return party ID
  6742. */
  6743. int status_get_party_id(struct block_list *bl)
  6744. {
  6745. nullpo_ret(bl);
  6746. switch (bl->type) {
  6747. case BL_PC:
  6748. return ((TBL_PC*)bl)->status.party_id;
  6749. case BL_PET:
  6750. if (((TBL_PET*)bl)->master)
  6751. return ((TBL_PET*)bl)->master->status.party_id;
  6752. break;
  6753. case BL_MOB: {
  6754. struct mob_data *md=(TBL_MOB*)bl;
  6755. if( md->master_id > 0 ) {
  6756. struct map_session_data *msd;
  6757. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6758. return msd->status.party_id;
  6759. return -md->master_id;
  6760. }
  6761. }
  6762. break;
  6763. case BL_HOM:
  6764. if (((TBL_HOM*)bl)->master)
  6765. return ((TBL_HOM*)bl)->master->status.party_id;
  6766. break;
  6767. case BL_MER:
  6768. if (((TBL_MER*)bl)->master)
  6769. return ((TBL_MER*)bl)->master->status.party_id;
  6770. break;
  6771. case BL_SKILL:
  6772. if (((TBL_SKILL*)bl)->group)
  6773. return ((TBL_SKILL*)bl)->group->party_id;
  6774. break;
  6775. case BL_ELEM:
  6776. if (((TBL_ELEM*)bl)->master)
  6777. return ((TBL_ELEM*)bl)->master->status.party_id;
  6778. break;
  6779. }
  6780. return 0;
  6781. }
  6782. /**
  6783. * Gets the guild ID of the given bl
  6784. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6785. * @return guild ID
  6786. */
  6787. int status_get_guild_id(struct block_list *bl)
  6788. {
  6789. nullpo_ret(bl);
  6790. switch (bl->type) {
  6791. case BL_PC:
  6792. return ((TBL_PC*)bl)->status.guild_id;
  6793. case BL_PET:
  6794. if (((TBL_PET*)bl)->master)
  6795. return ((TBL_PET*)bl)->master->status.guild_id;
  6796. break;
  6797. case BL_MOB:
  6798. {
  6799. struct map_session_data *msd;
  6800. struct mob_data *md = (struct mob_data *)bl;
  6801. if (md->guardian_data) // Guardian's guild [Skotlex]
  6802. return md->guardian_data->guild_id;
  6803. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6804. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6805. }
  6806. break;
  6807. case BL_HOM:
  6808. if (((TBL_HOM*)bl)->master)
  6809. return ((TBL_HOM*)bl)->master->status.guild_id;
  6810. break;
  6811. case BL_MER:
  6812. if (((TBL_MER*)bl)->master)
  6813. return ((TBL_MER*)bl)->master->status.guild_id;
  6814. break;
  6815. case BL_NPC:
  6816. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  6817. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6818. break;
  6819. case BL_SKILL:
  6820. if (((TBL_SKILL*)bl)->group)
  6821. return ((TBL_SKILL*)bl)->group->guild_id;
  6822. break;
  6823. case BL_ELEM:
  6824. if (((TBL_ELEM*)bl)->master)
  6825. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6826. break;
  6827. }
  6828. return 0;
  6829. }
  6830. /**
  6831. * Gets the guild emblem ID of the given bl
  6832. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6833. * @return guild emblem ID
  6834. */
  6835. int status_get_emblem_id(struct block_list *bl)
  6836. {
  6837. nullpo_ret(bl);
  6838. switch (bl->type) {
  6839. case BL_PC:
  6840. return ((TBL_PC*)bl)->guild_emblem_id;
  6841. case BL_PET:
  6842. if (((TBL_PET*)bl)->master)
  6843. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6844. break;
  6845. case BL_MOB:
  6846. {
  6847. struct map_session_data *msd;
  6848. struct mob_data *md = (struct mob_data *)bl;
  6849. if (md->guardian_data) // Guardian's guild [Skotlex]
  6850. return md->guardian_data->emblem_id;
  6851. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6852. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6853. }
  6854. break;
  6855. case BL_HOM:
  6856. if (((TBL_HOM*)bl)->master)
  6857. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6858. break;
  6859. case BL_MER:
  6860. if (((TBL_MER*)bl)->master)
  6861. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6862. break;
  6863. case BL_NPC:
  6864. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6865. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6866. if (g)
  6867. return g->emblem_id;
  6868. }
  6869. break;
  6870. case BL_ELEM:
  6871. if (((TBL_ELEM*)bl)->master)
  6872. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  6873. break;
  6874. }
  6875. return 0;
  6876. }
  6877. /**
  6878. * Gets the race2 of a mob or pet
  6879. * @param bl: Object whose race2 to get [MOB|PET]
  6880. * @return race2
  6881. */
  6882. enum e_race2 status_get_race2(struct block_list *bl)
  6883. {
  6884. nullpo_retr(RC2_NONE,bl);
  6885. if (bl->type == BL_MOB)
  6886. return ((struct mob_data *)bl)->db->race2;
  6887. if (bl->type == BL_PET)
  6888. return ((struct pet_data *)bl)->db->race2;
  6889. return RC2_NONE;
  6890. }
  6891. /**
  6892. * Checks if an object is dead
  6893. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6894. * @return 1: Is dead or 0: Is alive
  6895. */
  6896. int status_isdead(struct block_list *bl)
  6897. {
  6898. nullpo_ret(bl);
  6899. return status_get_status_data(bl)->hp == 0;
  6900. }
  6901. /**
  6902. * Checks if an object is immune to magic
  6903. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6904. * @return value of magic damage to be blocked
  6905. */
  6906. int status_isimmune(struct block_list *bl)
  6907. {
  6908. struct status_change *sc =status_get_sc(bl);
  6909. if (sc && sc->data[SC_HERMODE])
  6910. return 100;
  6911. if (bl->type == BL_PC &&
  6912. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  6913. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  6914. return 0;
  6915. }
  6916. /**
  6917. * Get view data of an object
  6918. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6919. * @return view data structure bl->vd
  6920. */
  6921. struct view_data* status_get_viewdata(struct block_list *bl)
  6922. {
  6923. nullpo_retr(NULL, bl);
  6924. switch (bl->type) {
  6925. case BL_PC: return &((TBL_PC*)bl)->vd;
  6926. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  6927. case BL_PET: return &((TBL_PET*)bl)->vd;
  6928. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  6929. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  6930. case BL_MER: return ((TBL_MER*)bl)->vd;
  6931. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  6932. }
  6933. return NULL;
  6934. }
  6935. /**
  6936. * Set view data of an object
  6937. * This function deals with class, mount, and item views
  6938. * SC views are set in clif_getareachar_unit()
  6939. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6940. * @param class_: class of the object
  6941. */
  6942. void status_set_viewdata(struct block_list *bl, int class_)
  6943. {
  6944. struct view_data* vd;
  6945. nullpo_retv(bl);
  6946. if (mobdb_checkid(class_) || mob_is_clone(class_))
  6947. vd = mob_get_viewdata(class_);
  6948. else if (npcdb_checkid(class_))
  6949. vd = npc_get_viewdata(class_);
  6950. else if (homdb_checkid(class_))
  6951. vd = hom_get_viewdata(class_);
  6952. else if (mercenary_db(class_))
  6953. vd = mercenary_get_viewdata(class_);
  6954. else if (elemental_class(class_))
  6955. vd = elemental_get_viewdata(class_);
  6956. else
  6957. vd = NULL;
  6958. switch (bl->type) {
  6959. case BL_PC:
  6960. {
  6961. TBL_PC* sd = (TBL_PC*)bl;
  6962. if (pcdb_checkid(class_)) {
  6963. if (sd->sc.option&OPTION_RIDING) {
  6964. switch (class_) { // Adapt class to a Mounted one.
  6965. case JOB_KNIGHT:
  6966. class_ = JOB_KNIGHT2;
  6967. break;
  6968. case JOB_CRUSADER:
  6969. class_ = JOB_CRUSADER2;
  6970. break;
  6971. case JOB_LORD_KNIGHT:
  6972. class_ = JOB_LORD_KNIGHT2;
  6973. break;
  6974. case JOB_PALADIN:
  6975. class_ = JOB_PALADIN2;
  6976. break;
  6977. case JOB_BABY_KNIGHT:
  6978. class_ = JOB_BABY_KNIGHT2;
  6979. break;
  6980. case JOB_BABY_CRUSADER:
  6981. class_ = JOB_BABY_CRUSADER2;
  6982. break;
  6983. }
  6984. }
  6985. sd->vd.class_ = class_;
  6986. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  6987. sd->vd.head_top = sd->status.head_top;
  6988. sd->vd.head_mid = sd->status.head_mid;
  6989. sd->vd.head_bottom = sd->status.head_bottom;
  6990. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  6991. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  6992. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  6993. sd->vd.body_style = cap_value(sd->status.body,0,battle_config.max_body_style);
  6994. sd->vd.sex = sd->status.sex;
  6995. if (sd->vd.cloth_color) {
  6996. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  6997. sd->vd.cloth_color = 0;
  6998. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  6999. sd->vd.cloth_color = 0;
  7000. if(sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette)
  7001. sd->vd.cloth_color = 0;
  7002. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  7003. sd->vd.cloth_color = 0;
  7004. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  7005. sd->vd.cloth_color = 0;
  7006. }
  7007. if ( sd->vd.body_style && (
  7008. sd->sc.option&OPTION_WEDDING || sd->sc.option&OPTION_XMAS ||
  7009. sd->sc.option&OPTION_SUMMER || sd->sc.option&OPTION_HANBOK ||
  7010. sd->sc.option&OPTION_OKTOBERFEST))
  7011. sd->vd.body_style = 0;
  7012. } else if (vd)
  7013. memcpy(&sd->vd, vd, sizeof(struct view_data));
  7014. else
  7015. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  7016. }
  7017. break;
  7018. case BL_MOB:
  7019. {
  7020. TBL_MOB* md = (TBL_MOB*)bl;
  7021. if (vd){
  7022. mob_free_dynamic_viewdata( md );
  7023. md->vd = vd;
  7024. }else if( pcdb_checkid( class_ ) ){
  7025. mob_set_dynamic_viewdata( md );
  7026. md->vd->class_ = class_;
  7027. }else
  7028. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  7029. }
  7030. break;
  7031. case BL_PET:
  7032. {
  7033. TBL_PET* pd = (TBL_PET*)bl;
  7034. if (vd) {
  7035. memcpy(&pd->vd, vd, sizeof(struct view_data));
  7036. if (!pcdb_checkid(vd->class_)) {
  7037. pd->vd.hair_style = battle_config.pet_hair_style;
  7038. if(pd->pet.equip) {
  7039. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  7040. if (!pd->vd.head_bottom)
  7041. pd->vd.head_bottom = pd->pet.equip;
  7042. }
  7043. }
  7044. } else
  7045. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  7046. }
  7047. break;
  7048. case BL_NPC:
  7049. {
  7050. TBL_NPC* nd = (TBL_NPC*)bl;
  7051. if (vd)
  7052. nd->vd = vd;
  7053. else
  7054. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  7055. }
  7056. break;
  7057. case BL_HOM:
  7058. {
  7059. struct homun_data *hd = (struct homun_data*)bl;
  7060. if (vd)
  7061. hd->vd = vd;
  7062. else
  7063. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  7064. }
  7065. break;
  7066. case BL_MER:
  7067. {
  7068. struct mercenary_data *md = (struct mercenary_data*)bl;
  7069. if (vd)
  7070. md->vd = vd;
  7071. else
  7072. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  7073. }
  7074. break;
  7075. case BL_ELEM:
  7076. {
  7077. struct elemental_data *ed = (struct elemental_data*)bl;
  7078. if (vd)
  7079. ed->vd = vd;
  7080. else
  7081. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  7082. }
  7083. break;
  7084. }
  7085. }
  7086. /**
  7087. * Get status change data of an object
  7088. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  7089. * @return status change data structure bl->sc
  7090. */
  7091. struct status_change *status_get_sc(struct block_list *bl)
  7092. {
  7093. if( bl )
  7094. switch (bl->type) {
  7095. case BL_PC: return &((TBL_PC*)bl)->sc;
  7096. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  7097. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  7098. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  7099. case BL_MER: return &((TBL_MER*)bl)->sc;
  7100. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  7101. }
  7102. return NULL;
  7103. }
  7104. /**
  7105. * Initiate (memset) the status change data of an object
  7106. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  7107. */
  7108. void status_change_init(struct block_list *bl)
  7109. {
  7110. struct status_change *sc = status_get_sc(bl);
  7111. nullpo_retv(sc);
  7112. memset(sc, 0, sizeof (struct status_change));
  7113. }
  7114. /*========================================== [Playtester]
  7115. * Returns the interval for status changes that iterate multiple times
  7116. * through the timer (e.g. those that deal damage in regular intervals)
  7117. * @param type: Status change (SC_*)
  7118. *------------------------------------------*/
  7119. static int status_get_sc_interval(enum sc_type type)
  7120. {
  7121. switch (type) {
  7122. case SC_POISON:
  7123. case SC_DPOISON:
  7124. case SC_LEECHESEND:
  7125. return 1000;
  7126. case SC_BURNING:
  7127. case SC_PYREXIA:
  7128. return 3000;
  7129. case SC_MAGICMUSHROOM:
  7130. return 4000;
  7131. case SC_STONE:
  7132. return 5000;
  7133. case SC_BLEEDING:
  7134. case SC_TOXIN:
  7135. return 10000;
  7136. default:
  7137. break;
  7138. }
  7139. return 0;
  7140. }
  7141. /**
  7142. * Applies SC defense to a given status change
  7143. * This function also determines whether or not the status change will be applied
  7144. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7145. * @param bl: Target of the status change
  7146. * @param type: Status change (SC_*)
  7147. * @param rate: Initial percentage rate of affecting bl
  7148. * @param tick: Initial duration that the status change affects bl
  7149. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7150. * @return adjusted duration based on flag values
  7151. */
  7152. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, unsigned char flag)
  7153. {
  7154. /// Resistance rate: 10000 = 100%
  7155. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  7156. /// 5000ms -> tick_def = 5000 -> 2500ms
  7157. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  7158. /// Fixed resistance value (after rate calculation)
  7159. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  7160. /// 2500ms -> tick_def2=2000 -> 500ms
  7161. int sc_def2 = 0, tick_def2 = 0;
  7162. struct status_data *status, *status_src;
  7163. struct status_change *sc;
  7164. struct map_session_data *sd;
  7165. nullpo_ret(bl);
  7166. if (src == NULL)
  7167. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  7168. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  7169. if (status_isimmune(bl)) {
  7170. switch (type) {
  7171. case SC_DECREASEAGI:
  7172. case SC_SILENCE:
  7173. case SC_COMA:
  7174. case SC_INCREASEAGI:
  7175. case SC_BLESSING:
  7176. case SC_SLOWPOISON:
  7177. case SC_IMPOSITIO:
  7178. case SC_AETERNA:
  7179. case SC_SUFFRAGIUM:
  7180. case SC_BENEDICTIO:
  7181. case SC_PROVIDENCE:
  7182. case SC_KYRIE:
  7183. case SC_ASSUMPTIO:
  7184. case SC_ANGELUS:
  7185. case SC_MAGNIFICAT:
  7186. case SC_GLORIA:
  7187. case SC_WINDWALK:
  7188. case SC_MAGICROD:
  7189. case SC_HALLUCINATION:
  7190. case SC_STONE:
  7191. case SC_QUAGMIRE:
  7192. case SC_SUITON:
  7193. case SC_SWINGDANCE:
  7194. case SC_FIRE_INSIGNIA:
  7195. case SC_WATER_INSIGNIA:
  7196. case SC_WIND_INSIGNIA:
  7197. case SC_EARTH_INSIGNIA:
  7198. return 0;
  7199. }
  7200. }
  7201. sd = BL_CAST(BL_PC,bl);
  7202. status = status_get_status_data(bl);
  7203. status_src = status_get_status_data(src);
  7204. sc = status_get_sc(bl);
  7205. if( sc && !sc->count )
  7206. sc = NULL;
  7207. switch (type) {
  7208. case SC_POISON:
  7209. case SC_DPOISON:
  7210. sc_def = status->vit*100;
  7211. #ifndef RENEWAL
  7212. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7213. if (sd) {
  7214. // For players: 60000 - 450*vit - 100*luk
  7215. tick_def = status->vit*75;
  7216. tick_def2 = status->luk*100;
  7217. } else {
  7218. // For monsters: 30000 - 200*vit
  7219. tick>>=1;
  7220. tick_def = (status->vit*200)/3;
  7221. }
  7222. #endif
  7223. break;
  7224. case SC_STUN:
  7225. sc_def = status->vit*100;
  7226. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7227. tick_def2 = status->luk*10;
  7228. break;
  7229. case SC_SILENCE:
  7230. #ifndef RENEWAL
  7231. sc_def = status->vit*100;
  7232. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7233. #else
  7234. sc_def = status->int_*100;
  7235. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7236. #endif
  7237. tick_def2 = status->luk*10;
  7238. break;
  7239. case SC_BLEEDING:
  7240. #ifndef RENEWAL
  7241. sc_def = status->vit*100;
  7242. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7243. #else
  7244. sc_def = status->agi*100;
  7245. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7246. #endif
  7247. tick_def2 = status->luk*10;
  7248. break;
  7249. case SC_SLEEP:
  7250. #ifndef RENEWAL
  7251. sc_def = status->int_*100;
  7252. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7253. #else
  7254. sc_def = status->agi*100;
  7255. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7256. #endif
  7257. tick_def2 = status->luk*10;
  7258. break;
  7259. case SC_STONE:
  7260. sc_def = status->mdef*100;
  7261. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7262. tick_def = 0; // No duration reduction
  7263. break;
  7264. case SC_FREEZE:
  7265. sc_def = status->mdef*100;
  7266. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7267. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  7268. break;
  7269. case SC_CURSE:
  7270. // Special property: immunity when luk is zero
  7271. if (status->luk == 0)
  7272. return 0;
  7273. sc_def = status->luk*100;
  7274. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  7275. tick_def = status->vit*100;
  7276. tick_def2 = status->luk*10;
  7277. break;
  7278. case SC_BLIND:
  7279. sc_def = (status->vit + status->int_)*50;
  7280. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7281. tick_def2 = status->luk*10;
  7282. break;
  7283. case SC_CONFUSION:
  7284. sc_def = (status->str + status->int_)*50;
  7285. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  7286. tick_def2 = status->luk*10;
  7287. break;
  7288. case SC_DECREASEAGI:
  7289. if (sd)
  7290. tick >>= 1; // Half duration for players.
  7291. sc_def2 = status->mdef*100;
  7292. break;
  7293. case SC_ANKLE:
  7294. if(status_has_mode(status,MD_STATUS_IMMUNE)) // Lasts 5 times less on bosses
  7295. tick /= 5;
  7296. sc_def = status->agi*50;
  7297. break;
  7298. case SC_DEEPSLEEP:
  7299. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  7300. break;
  7301. case SC_NETHERWORLD:
  7302. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  7303. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  7304. break;
  7305. case SC_MARSHOFABYSS:
  7306. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  7307. tick_def2 = (status->int_ + status->luk)*50;
  7308. break;
  7309. case SC_STASIS:
  7310. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  7311. tick_def2 = (status->vit + status->dex) * 50;
  7312. break;
  7313. case SC_WHITEIMPRISON:
  7314. if( tick == 5000 ) // 100% on caster
  7315. break;
  7316. if( bl->type == BL_PC )
  7317. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  7318. else
  7319. tick_def2 = (status->vit + status->luk)*50;
  7320. break;
  7321. case SC_BURNING:
  7322. tick_def2 = 75*status->luk + 125*status->agi;
  7323. break;
  7324. case SC_FREEZING:
  7325. tick_def2 = (status->vit + status->dex)*50;
  7326. break;
  7327. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  7328. sc_def = status->int_*80;
  7329. sc_def = max(sc_def, 500); // minimum of 5% resist
  7330. tick_def = 0;
  7331. //Fall through
  7332. case SC_TOXIN:
  7333. case SC_PARALYSE:
  7334. case SC_VENOMBLEED:
  7335. case SC_MAGICMUSHROOM:
  7336. case SC_DEATHHURT:
  7337. case SC_PYREXIA:
  7338. case SC_LEECHESEND:
  7339. tick_def2 = (status->vit + status->luk) * 500;
  7340. break;
  7341. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  7342. sc_def2 = status->agi*25;
  7343. break;
  7344. case SC_ELECTRICSHOCKER:
  7345. tick_def2 = (status->vit + status->agi) * 70;
  7346. break;
  7347. case SC_CRYSTALIZE:
  7348. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  7349. break;
  7350. case SC_VACUUM_EXTREME:
  7351. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  7352. break;
  7353. case SC_KYOUGAKU:
  7354. tick_def2 = 30*status->int_;
  7355. break;
  7356. case SC_PARALYSIS:
  7357. tick_def2 = (status->vit + status->luk)*50;
  7358. break;
  7359. case SC_VOICEOFSIREN:
  7360. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  7361. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  7362. break;
  7363. case SC_B_TRAP:
  7364. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  7365. break;
  7366. case SC_NORECOVER_STATE:
  7367. tick_def2 = status->luk * 100;
  7368. break;
  7369. default:
  7370. // Effect that cannot be reduced? Likely a buff.
  7371. if (!(rnd()%10000 < rate))
  7372. return 0;
  7373. return tick ? tick : 1;
  7374. }
  7375. if (sd) {
  7376. if (battle_config.pc_sc_def_rate != 100) {
  7377. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  7378. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  7379. }
  7380. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  7381. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  7382. if (battle_config.pc_sc_def_rate != 100) {
  7383. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  7384. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  7385. }
  7386. } else {
  7387. if (battle_config.mob_sc_def_rate != 100) {
  7388. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  7389. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  7390. }
  7391. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  7392. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  7393. if (battle_config.mob_sc_def_rate != 100) {
  7394. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  7395. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  7396. }
  7397. }
  7398. if (sc) {
  7399. if (sc->data[SC_SCRESIST])
  7400. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  7401. else if (sc->data[SC_SIEGFRIED])
  7402. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  7403. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  7404. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  7405. }
  7406. // When tick def not set, reduction is the same for both.
  7407. if(tick_def == -1)
  7408. tick_def = sc_def;
  7409. // Natural resistance
  7410. if (!(flag&SCSTART_NORATEDEF)) {
  7411. rate -= rate*sc_def/10000;
  7412. rate -= sc_def2;
  7413. // Minimum chances
  7414. switch (type) {
  7415. case SC_BITE:
  7416. rate = max(rate, 5000); // Minimum of 50%
  7417. break;
  7418. }
  7419. // Item resistance (only applies to rate%)
  7420. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  7421. if( sd->reseff[type-SC_COMMON_MIN] )
  7422. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  7423. if( sd->sc.data[SC_COMMONSC_RESIST] )
  7424. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  7425. }
  7426. // Aegis accuracy
  7427. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  7428. }
  7429. if (!(rnd()%10000 < rate))
  7430. return 0;
  7431. // Duration cannot be reduced
  7432. if (flag&SCSTART_NOTICKDEF)
  7433. return max(tick, 1);
  7434. tick -= tick*tick_def/10000;
  7435. tick -= tick_def2;
  7436. // Minimum durations
  7437. switch (type) {
  7438. case SC_ANKLE:
  7439. case SC_MARSHOFABYSS:
  7440. tick = max(tick, 5000); // Minimum duration 5s
  7441. break;
  7442. case SC_FREEZING:
  7443. tick = max(tick, 6000); // Minimum duration 6s
  7444. break;
  7445. case SC_BURNING:
  7446. case SC_STASIS:
  7447. case SC_VOICEOFSIREN:
  7448. tick = max(tick, 10000); // Minimum duration 10s
  7449. break;
  7450. default:
  7451. // Skills need to trigger even if the duration is reduced below 1ms
  7452. tick = max(tick, 1);
  7453. break;
  7454. }
  7455. return tick;
  7456. }
  7457. /**
  7458. * Applies SC effect
  7459. * @param bl: Source to apply effect
  7460. * @param type: Status change (SC_*)
  7461. * @param dval1~3: Depends on type of status change
  7462. * Author: Ind
  7463. */
  7464. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  7465. struct eri *eri;
  7466. struct sc_display_entry **sc_display;
  7467. struct sc_display_entry ***sc_display_ptr;
  7468. struct sc_display_entry *entry;
  7469. int i;
  7470. unsigned char sc_display_count;
  7471. unsigned char *sc_display_count_ptr;
  7472. nullpo_retv(bl);
  7473. switch( bl->type ){
  7474. case BL_PC: {
  7475. struct map_session_data* sd = (struct map_session_data*)bl;
  7476. sc_display_ptr = &sd->sc_display;
  7477. sc_display_count_ptr = &sd->sc_display_count;
  7478. eri = pc_sc_display_ers;
  7479. }
  7480. break;
  7481. case BL_NPC: {
  7482. struct npc_data* nd = (struct npc_data*)bl;
  7483. sc_display_ptr = &nd->sc_display;
  7484. sc_display_count_ptr = &nd->sc_display_count;
  7485. eri = npc_sc_display_ers;
  7486. }
  7487. break;
  7488. default:
  7489. return;
  7490. }
  7491. sc_display = *sc_display_ptr;
  7492. sc_display_count = *sc_display_count_ptr;
  7493. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7494. if( i != sc_display_count ) {
  7495. sc_display[i]->val1 = dval1;
  7496. sc_display[i]->val2 = dval2;
  7497. sc_display[i]->val3 = dval3;
  7498. return;
  7499. }
  7500. entry = ers_alloc(eri, struct sc_display_entry);
  7501. entry->type = type;
  7502. entry->val1 = dval1;
  7503. entry->val2 = dval2;
  7504. entry->val3 = dval3;
  7505. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  7506. sc_display[sc_display_count - 1] = entry;
  7507. *sc_display_ptr = sc_display;
  7508. *sc_display_count_ptr = sc_display_count;
  7509. }
  7510. /**
  7511. * Removes SC effect
  7512. * @param bl: Source to remove effect
  7513. * @param type: Status change (SC_*)
  7514. * Author: Ind
  7515. */
  7516. void status_display_remove(struct block_list *bl, enum sc_type type) {
  7517. struct eri *eri;
  7518. struct sc_display_entry **sc_display;
  7519. struct sc_display_entry ***sc_display_ptr;
  7520. int i;
  7521. unsigned char sc_display_count;
  7522. unsigned char *sc_display_count_ptr;
  7523. nullpo_retv(bl);
  7524. switch( bl->type ){
  7525. case BL_PC: {
  7526. struct map_session_data* sd = (struct map_session_data*)bl;
  7527. sc_display_ptr = &sd->sc_display;
  7528. sc_display_count_ptr = &sd->sc_display_count;
  7529. eri = pc_sc_display_ers;
  7530. }
  7531. break;
  7532. case BL_NPC: {
  7533. struct npc_data* nd = (struct npc_data*)bl;
  7534. sc_display_ptr = &nd->sc_display;
  7535. sc_display_count_ptr = &nd->sc_display_count;
  7536. eri = npc_sc_display_ers;
  7537. }
  7538. break;
  7539. default:
  7540. return;
  7541. }
  7542. sc_display = *sc_display_ptr;
  7543. sc_display_count = *sc_display_count_ptr;
  7544. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7545. if( i != sc_display_count ) {
  7546. int cursor;
  7547. ers_free(eri, sc_display[i]);
  7548. sc_display[i] = NULL;
  7549. /* The all-mighty compact-o-matic */
  7550. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  7551. if( sc_display[i] == NULL )
  7552. continue;
  7553. if( i != cursor )
  7554. sc_display[cursor] = sc_display[i];
  7555. cursor++;
  7556. }
  7557. if( !(sc_display_count = cursor) ) {
  7558. aFree(sc_display);
  7559. sc_display = NULL;
  7560. }
  7561. *sc_display_ptr = sc_display;
  7562. *sc_display_count_ptr = sc_display_count;
  7563. }
  7564. }
  7565. /**
  7566. * Applies SC defense to a given status change
  7567. * This function also determines whether or not the status change will be applied
  7568. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7569. * @param bl: Target of the status change (See: enum sc_type)
  7570. * @param type: Status change (SC_*)
  7571. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7572. * @param val1~4: Depends on type of status change
  7573. * @param tick: Initial duration that the status change affects bl
  7574. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7575. * @return adjusted duration based on flag values
  7576. */
  7577. 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) {
  7578. struct map_session_data *sd = NULL;
  7579. struct status_change* sc;
  7580. struct status_change_entry* sce;
  7581. struct status_data *status;
  7582. struct view_data *vd;
  7583. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  7584. bool sc_isnew = true;
  7585. nullpo_ret(bl);
  7586. sc = status_get_sc(bl);
  7587. status = status_get_status_data(bl);
  7588. if( type <= SC_NONE || type >= SC_MAX ) {
  7589. ShowError("status_change_start: invalid status change (%d)!\n", type);
  7590. return 0;
  7591. }
  7592. if( !sc )
  7593. return 0; // Unable to receive status changes
  7594. 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
  7595. return 0;
  7596. if (status_change_isDisabledOnMap(type, bl->m))
  7597. return 0;
  7598. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  7599. // if (bl->type == BL_MOB)
  7600. // if (status_get_race2(bl) == RC2_GVG && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  7601. if( sc->data[SC_REFRESH] ) {
  7602. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  7603. return 0; // Immune to status ailments
  7604. switch( type ) {
  7605. case SC_DEEPSLEEP:
  7606. case SC_BURNING:
  7607. case SC_FREEZING:
  7608. case SC_CRYSTALIZE:
  7609. case SC_TOXIN:
  7610. case SC_PARALYSE:
  7611. case SC_VENOMBLEED:
  7612. case SC_MAGICMUSHROOM:
  7613. case SC_DEATHHURT:
  7614. case SC_PYREXIA:
  7615. case SC_OBLIVIONCURSE:
  7616. case SC_MARSHOFABYSS:
  7617. case SC_MANDRAGORA:
  7618. return 0;
  7619. }
  7620. }
  7621. if( sc->data[SC_INSPIRATION] ) {
  7622. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7623. return 0; // Immune to status ailments
  7624. switch( type ) {
  7625. case SC_BURNING:
  7626. case SC_FREEZING:
  7627. case SC_CRYSTALIZE:
  7628. case SC_FEAR:
  7629. case SC_TOXIN:
  7630. case SC_PARALYSE:
  7631. case SC_VENOMBLEED:
  7632. case SC_MAGICMUSHROOM:
  7633. case SC_DEATHHURT:
  7634. case SC_PYREXIA:
  7635. case SC_OBLIVIONCURSE:
  7636. case SC_LEECHESEND:
  7637. case SC_DEEPSLEEP:
  7638. case SC_SATURDAYNIGHTFEVER:
  7639. case SC__BODYPAINT:
  7640. case SC__ENERVATION:
  7641. case SC__GROOMY:
  7642. case SC__IGNORANCE:
  7643. case SC__LAZINESS:
  7644. case SC__UNLUCKY:
  7645. case SC__WEAKNESS:
  7646. return 0;
  7647. }
  7648. }
  7649. if( sc->data[SC_KINGS_GRACE] ) {
  7650. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7651. return 0; // Immune to status ailments
  7652. switch( type ) {
  7653. case SC_HALLUCINATION:
  7654. case SC_BURNING:
  7655. case SC_CRYSTALIZE:
  7656. case SC_FREEZING:
  7657. case SC_DEEPSLEEP:
  7658. case SC_FEAR:
  7659. case SC_MANDRAGORA:
  7660. return 0;
  7661. }
  7662. }
  7663. // Adjust tick according to status resistances
  7664. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  7665. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  7666. if( !tick )
  7667. return 0;
  7668. }
  7669. sd = BL_CAST(BL_PC, bl);
  7670. vd = status_get_viewdata(bl);
  7671. undead_flag = battle_check_undead(status->race,status->def_ele);
  7672. // Check for immunities / sc fails
  7673. switch (type) {
  7674. case SC_DECREASEAGI:
  7675. case SC_QUAGMIRE:
  7676. case SC_DONTFORGETME:
  7677. if(sc->data[SC_SPEEDUP1])
  7678. return 0;
  7679. break;
  7680. case SC_ANGRIFFS_MODUS:
  7681. case SC_GOLDENE_FERSE:
  7682. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  7683. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  7684. )
  7685. return 0;
  7686. case SC_VACUUM_EXTREME:
  7687. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  7688. (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)
  7689. return 0;
  7690. break;
  7691. case SC_STONE:
  7692. // Undead are immune to Stone
  7693. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7694. return 0;
  7695. if (sc->data[SC_POWER_OF_GAIA] || sc->data[SC_GVG_STONE])
  7696. return 0;
  7697. if (sc->opt1)
  7698. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7699. break;
  7700. case SC_FREEZE:
  7701. // Undead are immune to Freeze
  7702. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7703. return 0;
  7704. if (sc->data[SC_GVG_FREEZ] || sc->data[SC_WARMER])
  7705. return 0;
  7706. if (sc->opt1)
  7707. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7708. break;
  7709. case SC_FREEZING:
  7710. case SC_CRYSTALIZE:
  7711. if ((type == SC_FREEZING && sc->data[SC_BURNING]) || sc->data[SC_WARMER])
  7712. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  7713. break;
  7714. case SC_SLEEP:
  7715. if (sc->data[SC_GVG_SLEEP])
  7716. return 0;
  7717. if (sc->opt1)
  7718. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7719. break;
  7720. case SC_STUN:
  7721. if (sc->opt1)
  7722. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7723. if (sc->data[SC_GVG_STUN])
  7724. return 0;
  7725. break;
  7726. case SC_BLIND:
  7727. if (sc->data[SC_FEAR])
  7728. return 0;
  7729. if (sc->data[SC_GVG_BLIND])
  7730. return 0;
  7731. break;
  7732. case SC_CURSE:
  7733. if (sc->data[SC_GVG_CURSE])
  7734. return 0;
  7735. break;
  7736. case SC_SILENCE:
  7737. if (sc->data[SC_GVG_SILENCE])
  7738. return 0;
  7739. break;
  7740. case SC_ALL_RIDING:
  7741. if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  7742. return 0;
  7743. if( sc->data[type] )
  7744. { // Already mounted, just dismount.
  7745. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  7746. return 0;
  7747. }
  7748. break;
  7749. // They're all like berserk, do not everlap each other
  7750. case SC_BERSERK:
  7751. if(sc->data[SC_SATURDAYNIGHTFEVER])
  7752. return 0;
  7753. break;
  7754. case SC_BURNING:
  7755. if (sc->data[SC_FREEZING])
  7756. return 0;
  7757. // Fall through
  7758. case SC_WHITEIMPRISON:
  7759. if (sc->opt1)
  7760. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7761. break;
  7762. case SC_SIGNUMCRUCIS:
  7763. // Only affects demons and undead element (but not players)
  7764. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7765. return 0;
  7766. break;
  7767. case SC_AETERNA:
  7768. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  7769. return 0;
  7770. break;
  7771. case SC_KYRIE:
  7772. case SC_TUNAPARTY:
  7773. if (bl->type == BL_MOB)
  7774. return 0;
  7775. break;
  7776. case SC_OVERTHRUST:
  7777. if (sc->data[SC_MAXOVERTHRUST])
  7778. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  7779. case SC_MAXOVERTHRUST:
  7780. if( sc->option&OPTION_MADOGEAR )
  7781. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  7782. break;
  7783. case SC_ADRENALINE:
  7784. if (sc->data[SC_QUAGMIRE] ||
  7785. sc->data[SC_DECREASEAGI] ||
  7786. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  7787. )
  7788. return 0;
  7789. break;
  7790. case SC_ADRENALINE2:
  7791. if (sc->data[SC_QUAGMIRE] ||
  7792. sc->data[SC_DECREASEAGI]
  7793. )
  7794. return 0;
  7795. break;
  7796. case SC_MAGNIFICAT:
  7797. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  7798. return 0;
  7799. break;
  7800. case SC_ONEHAND:
  7801. case SC_MERC_QUICKEN:
  7802. case SC_TWOHANDQUICKEN:
  7803. if(sc->data[SC_DECREASEAGI])
  7804. return 0;
  7805. case SC_INCREASEAGI:
  7806. case SC_CONCENTRATE:
  7807. case SC_SPEARQUICKEN:
  7808. case SC_TRUESIGHT:
  7809. case SC_WINDWALK:
  7810. case SC_CARTBOOST:
  7811. case SC_ASSNCROS:
  7812. if (sc->option&OPTION_MADOGEAR)
  7813. return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
  7814. if (sc->data[SC_QUAGMIRE])
  7815. return 0;
  7816. break;
  7817. case SC_CLOAKING:
  7818. // Avoid cloaking with no wall and low skill level. [Skotlex]
  7819. // Due to the cloaking card, we have to check the wall versus to known
  7820. // skill level rather than the used one. [Skotlex]
  7821. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  7822. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  7823. return 0;
  7824. break;
  7825. case SC_MODECHANGE:
  7826. {
  7827. enum e_mode mode;
  7828. struct status_data *bstatus = status_get_base_status(bl);
  7829. if (!bstatus) return 0;
  7830. if (sc->data[type]) { // Pile up with previous values.
  7831. if(!val2) val2 = sc->data[type]->val2;
  7832. val3 |= sc->data[type]->val3;
  7833. val4 |= sc->data[type]->val4;
  7834. }
  7835. mode = val2 ? static_cast<e_mode>((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
  7836. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  7837. if (val3) mode = static_cast<e_mode>(mode|val3); // Add mode
  7838. if (mode == bstatus->mode) { // No change.
  7839. if (sc->data[type]) // Abort previous status
  7840. return status_change_end(bl, type, INVALID_TIMER);
  7841. return 0;
  7842. }
  7843. }
  7844. break;
  7845. // Strip skills, need to divest something or it fails.
  7846. case SC_STRIPWEAPON:
  7847. if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  7848. short i;
  7849. opt_flag = 0; // Reuse to check success condition.
  7850. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  7851. return 0;
  7852. i = sd->equip_index[EQI_HAND_L];
  7853. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7854. opt_flag|=1;
  7855. pc_unequipitem(sd,i,3); // Left-hand weapon
  7856. }
  7857. i = sd->equip_index[EQI_HAND_R];
  7858. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7859. opt_flag|=2;
  7860. pc_unequipitem(sd,i,3);
  7861. }
  7862. if (!opt_flag) return 0;
  7863. }
  7864. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7865. break;
  7866. case SC_STRIPSHIELD:
  7867. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  7868. else
  7869. if (sd && !(flag&SCSTART_LOADED)) {
  7870. short i;
  7871. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  7872. return 0;
  7873. i = sd->equip_index[EQI_HAND_L];
  7874. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  7875. return 0;
  7876. pc_unequipitem(sd,i,3);
  7877. }
  7878. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7879. break;
  7880. case SC_STRIPARMOR:
  7881. if (sd && !(flag&SCSTART_LOADED)) {
  7882. short i;
  7883. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  7884. return 0;
  7885. i = sd->equip_index[EQI_ARMOR];
  7886. if ( i < 0 || !sd->inventory_data[i] )
  7887. return 0;
  7888. pc_unequipitem(sd,i,3);
  7889. }
  7890. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7891. break;
  7892. case SC_STRIPHELM:
  7893. if (sd && !(flag&SCSTART_LOADED)) {
  7894. short i;
  7895. if(sd->bonus.unstripable_equip&EQP_HELM)
  7896. return 0;
  7897. i = sd->equip_index[EQI_HEAD_TOP];
  7898. if ( i < 0 || !sd->inventory_data[i] )
  7899. return 0;
  7900. pc_unequipitem(sd,i,3);
  7901. }
  7902. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7903. break;
  7904. case SC_MERC_FLEEUP:
  7905. case SC_MERC_ATKUP:
  7906. case SC_MERC_HPUP:
  7907. case SC_MERC_SPUP:
  7908. case SC_MERC_HITUP:
  7909. if( bl->type != BL_MER )
  7910. return 0; // Stats only for Mercenaries
  7911. break;
  7912. case SC_STRFOOD:
  7913. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  7914. return 0;
  7915. break;
  7916. case SC_AGIFOOD:
  7917. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  7918. return 0;
  7919. break;
  7920. case SC_VITFOOD:
  7921. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  7922. return 0;
  7923. break;
  7924. case SC_INTFOOD:
  7925. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  7926. return 0;
  7927. break;
  7928. case SC_DEXFOOD:
  7929. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  7930. return 0;
  7931. break;
  7932. case SC_LUKFOOD:
  7933. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  7934. return 0;
  7935. break;
  7936. case SC_FOOD_STR_CASH:
  7937. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7938. return 0;
  7939. break;
  7940. case SC_FOOD_AGI_CASH:
  7941. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7942. return 0;
  7943. break;
  7944. case SC_FOOD_VIT_CASH:
  7945. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7946. return 0;
  7947. break;
  7948. case SC_FOOD_INT_CASH:
  7949. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7950. return 0;
  7951. break;
  7952. case SC_FOOD_DEX_CASH:
  7953. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7954. return 0;
  7955. break;
  7956. case SC_FOOD_LUK_CASH:
  7957. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7958. return 0;
  7959. break;
  7960. case SC_CAMOUFLAGE:
  7961. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  7962. return 0;
  7963. break;
  7964. case SC__STRIPACCESSORY:
  7965. if( sd ) {
  7966. short i = -1;
  7967. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  7968. i = sd->equip_index[EQI_ACC_L];
  7969. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7970. pc_unequipitem(sd,i,3); // Left-Accessory
  7971. }
  7972. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  7973. i = sd->equip_index[EQI_ACC_R];
  7974. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7975. pc_unequipitem(sd,i,3); // Right-Accessory
  7976. }
  7977. if( i < 0 )
  7978. return 0;
  7979. }
  7980. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7981. break;
  7982. case SC_TOXIN:
  7983. case SC_PARALYSE:
  7984. case SC_VENOMBLEED:
  7985. case SC_MAGICMUSHROOM:
  7986. case SC_DEATHHURT:
  7987. case SC_PYREXIA:
  7988. case SC_OBLIVIONCURSE:
  7989. case SC_LEECHESEND:
  7990. { // It doesn't stack or even renew
  7991. int i = SC_TOXIN;
  7992. for(; i<= SC_LEECHESEND; i++)
  7993. if(sc->data[i]) return 0;
  7994. }
  7995. break;
  7996. case SC_SATURDAYNIGHTFEVER:
  7997. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  7998. return 0;
  7999. break;
  8000. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  8001. if(sc->data[SC_HOVERING])
  8002. return 0;
  8003. break;
  8004. case SC_HEAT_BARREL:
  8005. //kRO Update 2014-02-12
  8006. //- Cannot be stacked with Platinum Alter and Madness Canceler [Cydh]
  8007. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  8008. return 0;
  8009. break;
  8010. case SC_P_ALTER:
  8011. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  8012. return 0;
  8013. break;
  8014. case SC_MADNESSCANCEL:
  8015. if (sc->data[type]) { // Toggle the status but still consume requirements.
  8016. status_change_end(bl, type, INVALID_TIMER);
  8017. return 0;
  8018. }
  8019. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  8020. return 0;
  8021. break;
  8022. case SC_KINGS_GRACE:
  8023. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  8024. return 0;
  8025. break;
  8026. case SC_GROOMING:
  8027. case SC_CHATTERING:
  8028. if (sc->data[type])
  8029. return 0;
  8030. case SC_WEDDING:
  8031. case SC_XMAS:
  8032. case SC_SUMMER:
  8033. case SC_HANBOK:
  8034. case SC_OKTOBERFEST:
  8035. case SC_DRESSUP:
  8036. if (!vd)
  8037. return 0;
  8038. break;
  8039. }
  8040. // Check for resistances
  8041. if(status_has_mode(status,MD_STATUS_IMMUNE) && !(flag&SCSTART_NOAVOID)) {
  8042. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  8043. return 0;
  8044. switch (type) {
  8045. case SC_BLESSING:
  8046. case SC_DECREASEAGI:
  8047. case SC_PROVOKE:
  8048. case SC_COMA:
  8049. case SC_GRAVITATION:
  8050. case SC_SUITON:
  8051. case SC_STRIPWEAPON:
  8052. case SC_STRIPARMOR:
  8053. case SC_STRIPSHIELD:
  8054. case SC_STRIPHELM:
  8055. case SC_RICHMANKIM:
  8056. case SC_ROKISWEIL:
  8057. case SC_FOGWALL:
  8058. case SC_WHITEIMPRISON:
  8059. case SC_FEAR:
  8060. case SC_FREEZING:
  8061. case SC_BURNING:
  8062. case SC_MARSHOFABYSS:
  8063. case SC_ADORAMUS:
  8064. case SC_PARALYSIS:
  8065. case SC_DEEPSLEEP:
  8066. case SC_CRYSTALIZE:
  8067. case SC_TEARGAS:
  8068. case SC_TEARGAS_SOB:
  8069. case SC_PYREXIA:
  8070. case SC_DEATHHURT:
  8071. case SC_TOXIN:
  8072. case SC_PARALYSE:
  8073. case SC_VENOMBLEED:
  8074. case SC_MAGICMUSHROOM:
  8075. case SC_OBLIVIONCURSE:
  8076. case SC_LEECHESEND:
  8077. case SC_BANDING_DEFENCE:
  8078. case SC_BITE:
  8079. case SC_ELECTRICSHOCKER:
  8080. case SC_MAGNETICFIELD:
  8081. case SC_NETHERWORLD:
  8082. case SC_CRESCENTELBOW:
  8083. case SC_VACUUM_EXTREME:
  8084. case SC_CATNIPPOWDER:
  8085. case SC_SV_ROOTTWIST:
  8086. case SC_BITESCAR:
  8087. case SC_FRESHSHRIMP:
  8088. return 0;
  8089. }
  8090. }
  8091. // Check for mvp resistance // atm only those who OS
  8092. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  8093. switch (type) {
  8094. case SC_COMA:
  8095. // continue list...
  8096. return 0;
  8097. }
  8098. }
  8099. // Before overlapping fail, one must check for status cured.
  8100. switch (type) {
  8101. case SC_BLESSING:
  8102. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  8103. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  8104. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  8105. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  8106. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8107. if (sc->data[SC_CURSE]) {
  8108. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8109. return 1; // End Curse and do not give stat boost
  8110. }
  8111. }
  8112. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8113. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8114. break;
  8115. case SC_INCREASEAGI:
  8116. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8117. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8118. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8119. break;
  8120. case SC_QUAGMIRE:
  8121. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  8122. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  8123. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8124. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  8125. // Also blocks the ones below...
  8126. case SC_DECREASEAGI:
  8127. if (type == SC_DECREASEAGI) {
  8128. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8129. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  8130. }
  8131. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  8132. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  8133. // Also blocks the ones below...
  8134. case SC_DONTFORGETME:
  8135. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8136. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  8137. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  8138. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  8139. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8140. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8141. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8142. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  8143. break;
  8144. case SC_ADORAMUS:
  8145. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8146. break;
  8147. case SC_ONEHAND:
  8148. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  8149. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8150. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8151. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8152. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8153. break;
  8154. case SC_MAXOVERTHRUST:
  8155. // Cancels Normal Overthrust. [Skotlex]
  8156. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  8157. break;
  8158. case SC_MAGNIFICAT:
  8159. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  8160. break;
  8161. case SC_OFFERTORIUM:
  8162. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8163. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8164. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8165. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8166. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8167. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8168. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8169. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8170. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8171. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8172. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8173. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8174. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8175. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8176. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8177. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8178. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8179. break;
  8180. case SC_KYRIE:
  8181. // Cancels Assumptio
  8182. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8183. break;
  8184. case SC_DELUGE:
  8185. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  8186. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8187. break;
  8188. case SC_SILENCE:
  8189. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  8190. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  8191. break;
  8192. case SC_FREEZE:
  8193. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  8194. break;
  8195. case SC_HIDING:
  8196. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  8197. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  8198. break;
  8199. case SC_BERSERK:
  8200. if( val3 == SC__BLOODYLUST )
  8201. break;
  8202. if(battle_config.berserk_cancels_buffs) {
  8203. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8204. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8205. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  8206. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  8207. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  8208. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8209. }
  8210. #ifdef RENEWAL
  8211. else {
  8212. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8213. }
  8214. #endif
  8215. break;
  8216. case SC_ASSUMPTIO:
  8217. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  8218. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  8219. break;
  8220. case SC_KAITE:
  8221. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8222. break;
  8223. case SC_GN_CARTBOOST:
  8224. case SC_CARTBOOST:
  8225. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  8226. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8227. return 0;
  8228. }
  8229. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  8230. //since Cart Boost don't cancel Slow Grace effect
  8231. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  8232. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  8233. if(sc->data[SC_DONTFORGETME])
  8234. return 0;
  8235. break;
  8236. case SC_FUSION:
  8237. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8238. break;
  8239. case SC_ADJUSTMENT:
  8240. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  8241. break;
  8242. case SC_MADNESSCANCEL:
  8243. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  8244. break;
  8245. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  8246. case SC_CHANGEUNDEAD:
  8247. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  8248. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8249. break;
  8250. case SC_STRFOOD:
  8251. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  8252. break;
  8253. case SC_AGIFOOD:
  8254. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  8255. break;
  8256. case SC_VITFOOD:
  8257. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  8258. break;
  8259. case SC_INTFOOD:
  8260. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  8261. break;
  8262. case SC_DEXFOOD:
  8263. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  8264. break;
  8265. case SC_LUKFOOD:
  8266. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  8267. break;
  8268. case SC_FOOD_STR_CASH:
  8269. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  8270. break;
  8271. case SC_FOOD_AGI_CASH:
  8272. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  8273. break;
  8274. case SC_FOOD_VIT_CASH:
  8275. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  8276. break;
  8277. case SC_FOOD_INT_CASH:
  8278. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  8279. break;
  8280. case SC_FOOD_DEX_CASH:
  8281. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  8282. break;
  8283. case SC_FOOD_LUK_CASH:
  8284. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  8285. break;
  8286. case SC_MARSHOFABYSS:
  8287. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8288. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8289. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8290. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8291. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8292. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8293. break;
  8294. case SC_SWINGDANCE:
  8295. case SC_SYMPHONYOFLOVER:
  8296. case SC_MOONLITSERENADE:
  8297. case SC_RUSHWINDMILL:
  8298. case SC_ECHOSONG:
  8299. case SC_HARMONIZE: // Group A doesn't overlap
  8300. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  8301. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  8302. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  8303. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  8304. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  8305. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8306. break;
  8307. case SC_VOICEOFSIREN:
  8308. case SC_DEEPSLEEP:
  8309. case SC_GLOOMYDAY:
  8310. case SC_SONGOFMANA:
  8311. case SC_DANCEWITHWUG:
  8312. case SC_SATURDAYNIGHTFEVER:
  8313. case SC_LERADSDEW:
  8314. case SC_MELODYOFSINK:
  8315. case SC_BEYONDOFWARCRY:
  8316. case SC_UNLIMITEDHUMMINGVOICE:
  8317. case SC_SIRCLEOFNATURE: // Group B
  8318. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  8319. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8320. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  8321. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  8322. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  8323. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  8324. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  8325. if (type != SC_GLOOMYDAY) {
  8326. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  8327. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  8328. }
  8329. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  8330. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  8331. if (type != SC_SATURDAYNIGHTFEVER) {
  8332. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  8333. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  8334. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  8335. }
  8336. }
  8337. break;
  8338. case SC_REFLECTSHIELD:
  8339. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  8340. break;
  8341. case SC_REFLECTDAMAGE:
  8342. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  8343. break;
  8344. case SC_SHIELDSPELL_DEF:
  8345. case SC_SHIELDSPELL_MDEF:
  8346. case SC_SHIELDSPELL_REF:
  8347. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8348. if( type != SC_SHIELDSPELL_DEF )
  8349. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  8350. if( type != SC_SHIELDSPELL_MDEF )
  8351. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  8352. if( type != SC_SHIELDSPELL_REF )
  8353. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  8354. break;
  8355. case SC_BANDING:
  8356. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  8357. break;
  8358. case SC_GT_ENERGYGAIN:
  8359. case SC_GT_CHANGE:
  8360. case SC_GT_REVITALIZE:
  8361. if( type != SC_GT_REVITALIZE )
  8362. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  8363. if( type != SC_GT_ENERGYGAIN )
  8364. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  8365. if( type != SC_GT_CHANGE )
  8366. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  8367. break;
  8368. case SC_WARMER:
  8369. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8370. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8371. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8372. break;
  8373. case SC_INVINCIBLE:
  8374. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  8375. break;
  8376. case SC_INVINCIBLEOFF:
  8377. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  8378. break;
  8379. case SC_WHITEIMPRISON:
  8380. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8381. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8382. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8383. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8384. break;
  8385. case SC_FEAR:
  8386. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8387. break;
  8388. case SC_KINGS_GRACE:
  8389. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  8390. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  8391. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  8392. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  8393. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  8394. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  8395. // Fall through
  8396. case SC_GROOMING:
  8397. status_change_end(bl,SC_STUN,INVALID_TIMER);
  8398. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  8399. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8400. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  8401. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  8402. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  8403. status_change_end(bl,SC_POISON,INVALID_TIMER);
  8404. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  8405. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  8406. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  8407. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  8408. break;
  8409. case SC_2011RWC_SCROLL:
  8410. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  8411. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  8412. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  8413. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  8414. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  8415. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  8416. break;
  8417. case SC_FIGHTINGSPIRIT:
  8418. case SC_OVERED_BOOST:
  8419. case SC_MAGICPOWER:
  8420. case SC_IMPOSITIO:
  8421. case SC_KAAHI:
  8422. //These status changes always overwrite themselves even when a lower level is cast
  8423. status_change_end(bl, type, INVALID_TIMER);
  8424. break;
  8425. }
  8426. // Check for overlapping fails
  8427. if( (sce = sc->data[type]) ) {
  8428. switch( type ) {
  8429. case SC_MERC_FLEEUP:
  8430. case SC_MERC_ATKUP:
  8431. case SC_MERC_HPUP:
  8432. case SC_MERC_SPUP:
  8433. case SC_MERC_HITUP:
  8434. if( sce->val1 > val1 )
  8435. val1 = sce->val1;
  8436. break;
  8437. case SC_ADRENALINE:
  8438. case SC_ADRENALINE2:
  8439. case SC_WEAPONPERFECTION:
  8440. case SC_OVERTHRUST:
  8441. if (sce->val2 > val2)
  8442. return 0;
  8443. break;
  8444. case SC_S_LIFEPOTION:
  8445. case SC_L_LIFEPOTION:
  8446. case SC_BOSSMAPINFO:
  8447. case SC_STUN:
  8448. case SC_SLEEP:
  8449. case SC_POISON:
  8450. case SC_CURSE:
  8451. case SC_SILENCE:
  8452. case SC_CONFUSION:
  8453. case SC_BLIND:
  8454. case SC_BLEEDING:
  8455. case SC_DPOISON:
  8456. case SC_CLOSECONFINE2: // Can't be re-closed in.
  8457. case SC_TINDER_BREAKER2:
  8458. case SC_MARIONETTE:
  8459. case SC_MARIONETTE2:
  8460. case SC_NOCHAT:
  8461. case SC_ABUNDANCE:
  8462. case SC_FEAR:
  8463. case SC_BURNING:
  8464. case SC_FREEZING:
  8465. case SC_WHITEIMPRISON:
  8466. case SC_TOXIN:
  8467. case SC_PARALYSE:
  8468. case SC_VENOMBLEED:
  8469. case SC_MAGICMUSHROOM:
  8470. case SC_DEATHHURT:
  8471. case SC_PYREXIA:
  8472. case SC_OBLIVIONCURSE:
  8473. case SC_LEECHESEND:
  8474. case SC_CURSEDCIRCLE_TARGET:
  8475. case SC__ENERVATION:
  8476. case SC__GROOMY:
  8477. case SC__IGNORANCE:
  8478. case SC__LAZINESS:
  8479. case SC__UNLUCKY:
  8480. case SC__WEAKNESS:
  8481. case SC_DEEPSLEEP:
  8482. case SC_NETHERWORLD:
  8483. case SC_CRYSTALIZE:
  8484. case SC_MANDRAGORA:
  8485. case SC_DEFSET:
  8486. case SC_MDEFSET:
  8487. case SC_NORECOVER_STATE:
  8488. case SC_REUSE_LIMIT_A:
  8489. case SC_REUSE_LIMIT_B:
  8490. case SC_REUSE_LIMIT_C:
  8491. case SC_REUSE_LIMIT_D:
  8492. case SC_REUSE_LIMIT_E:
  8493. case SC_REUSE_LIMIT_F:
  8494. case SC_REUSE_LIMIT_G:
  8495. case SC_REUSE_LIMIT_H:
  8496. case SC_REUSE_MILLENNIUMSHIELD:
  8497. case SC_REUSE_CRUSHSTRIKE:
  8498. case SC_REUSE_REFRESH:
  8499. case SC_REUSE_STORMBLAST:
  8500. case SC_ALL_RIDING_REUSE_LIMIT:
  8501. case SC_REUSE_LIMIT_MTF:
  8502. case SC_REUSE_LIMIT_ECL:
  8503. case SC_REUSE_LIMIT_RECALL:
  8504. case SC_REUSE_LIMIT_ASPD_POTION:
  8505. case SC_DORAM_BUF_01:
  8506. case SC_DORAM_BUF_02:
  8507. return 0;
  8508. case SC_PUSH_CART:
  8509. case SC_COMBO:
  8510. case SC_DANCING:
  8511. case SC_DEVOTION:
  8512. case SC_ASPDPOTION0:
  8513. case SC_ASPDPOTION1:
  8514. case SC_ASPDPOTION2:
  8515. case SC_ASPDPOTION3:
  8516. case SC_ATKPOTION:
  8517. case SC_MATKPOTION:
  8518. case SC_ENCHANTARMS:
  8519. case SC_ARMOR_ELEMENT_WATER:
  8520. case SC_ARMOR_ELEMENT_EARTH:
  8521. case SC_ARMOR_ELEMENT_FIRE:
  8522. case SC_ARMOR_ELEMENT_WIND:
  8523. case SC_ARMOR_RESIST:
  8524. case SC_ATTHASTE_CASH:
  8525. break;
  8526. case SC_GOSPEL:
  8527. // Must not override a casting gospel char.
  8528. if(sce->val4 == BCT_SELF)
  8529. return 0;
  8530. if(sce->val1 > val1)
  8531. return 1;
  8532. break;
  8533. case SC_ENDURE:
  8534. if(sce->val4 && !val4)
  8535. return 1; // Don't let you override infinite endure.
  8536. if(sce->val1 > val1)
  8537. return 1;
  8538. break;
  8539. case SC_JAILED:
  8540. // When a player is already jailed, do not edit the jail data.
  8541. val2 = sce->val2;
  8542. val3 = sce->val3;
  8543. val4 = sce->val4;
  8544. break;
  8545. case SC_LERADSDEW:
  8546. if (sc && sc->data[SC_BERSERK])
  8547. return 0;
  8548. case SC_SHAPESHIFT:
  8549. case SC_PROPERTYWALK:
  8550. break;
  8551. case SC_LEADERSHIP:
  8552. case SC_GLORYWOUNDS:
  8553. case SC_SOULCOLD:
  8554. case SC_HAWKEYES:
  8555. if( sce->val4 && !val4 ) // You cannot override master guild aura
  8556. return 0;
  8557. break;
  8558. case SC_JOINTBEAT:
  8559. val2 |= sce->val2; // Stackable ailments
  8560. default:
  8561. if(sce->val1 > val1)
  8562. return 1; // Return true to not mess up skill animations. [Skotlex]
  8563. }
  8564. }
  8565. calc_flag = StatusChangeFlagTable[type];
  8566. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  8567. switch(type)
  8568. {
  8569. /* Permanent effects */
  8570. case SC_AETERNA:
  8571. case SC_MODECHANGE:
  8572. case SC_WEIGHT50:
  8573. case SC_WEIGHT90:
  8574. case SC_BROKENWEAPON:
  8575. case SC_BROKENARMOR:
  8576. case SC_READYSTORM:
  8577. case SC_READYDOWN:
  8578. case SC_READYCOUNTER:
  8579. case SC_READYTURN:
  8580. case SC_DODGE:
  8581. case SC_PUSH_CART:
  8582. case SC_SPRITEMABLE:
  8583. case SC_CLAN_INFO:
  8584. case SC_DAILYSENDMAILCNT:
  8585. tick = -1;
  8586. break;
  8587. case SC_DECREASEAGI:
  8588. case SC_INCREASEAGI:
  8589. case SC_ADORAMUS:
  8590. if (type == SC_ADORAMUS) {
  8591. // 1000% base chance to blind, but still can be resisted
  8592. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  8593. if (sc->data[SC_ADORAMUS])
  8594. return 0; //Adoramus can't refresh itself, but it can cause blind again
  8595. }
  8596. val2 = 2 + val1; // Agi change
  8597. break;
  8598. case SC_ENDURE:
  8599. val2 = 7; // Hit-count [Celest]
  8600. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
  8601. struct map_session_data *tsd;
  8602. if( sd ) {
  8603. int i;
  8604. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8605. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8606. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8607. }
  8608. }
  8609. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8610. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8611. }
  8612. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  8613. if( val4 )
  8614. tick = -1;
  8615. break;
  8616. case SC_AUTOBERSERK:
  8617. if (status->hp < status->max_hp>>2 &&
  8618. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  8619. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  8620. tick = -1;
  8621. break;
  8622. case SC_SIGNUMCRUCIS:
  8623. val2 = 10 + 4*val1; // Def reduction
  8624. tick = -1;
  8625. clif_emotion(bl, ET_SWEAT);
  8626. break;
  8627. case SC_MAXIMIZEPOWER:
  8628. tick_time = val2 = tick>0?tick:60000;
  8629. tick = -1; // Duration sent to the client should be infinite
  8630. break;
  8631. case SC_EDP:
  8632. val2 = val1 + 2; // Chance to Poison enemies.
  8633. #ifndef RENEWAL
  8634. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  8635. #endif
  8636. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  8637. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  8638. break;
  8639. case SC_POISONREACT:
  8640. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  8641. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  8642. break;
  8643. case SC_MAGICROD:
  8644. val2 = val1*20; // SP gained
  8645. break;
  8646. case SC_KYRIE:
  8647. if( val4 ) { // Formulas for Praefatio
  8648. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  8649. val3 = 6 + val1; //Hits
  8650. } else { // Formulas for Kyrie Eleison
  8651. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  8652. val3 = (val1 / 2 + 5);
  8653. }
  8654. break;
  8655. case SC_MAGICPOWER:
  8656. // val1: Skill lv
  8657. val2 = 1; // Lasts 1 invocation
  8658. val3 = 5*val1; // Matk% increase
  8659. val4 = 0; // 0 = ready to be used, 1 = activated and running
  8660. break;
  8661. case SC_SACRIFICE:
  8662. val2 = 5; // Lasts 5 hits
  8663. tick = -1;
  8664. break;
  8665. case SC_ENCPOISON:
  8666. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  8667. case SC_ASPERSIO:
  8668. case SC_FIREWEAPON:
  8669. case SC_WATERWEAPON:
  8670. case SC_WINDWEAPON:
  8671. case SC_EARTHWEAPON:
  8672. case SC_SHADOWWEAPON:
  8673. case SC_GHOSTWEAPON:
  8674. skill_enchant_elemental_end(bl,type);
  8675. break;
  8676. case SC_ELEMENTALCHANGE:
  8677. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  8678. // val2 : Element (When no element, random one is picked)
  8679. // val3 : 0 = called by skill 1 = called by script (fixed level)
  8680. if( !val2 ) val2 = rnd()%ELE_ALL;
  8681. if( val1 == 1 && val3 == 0 )
  8682. val1 = 1 + rnd()%4;
  8683. else if( val1 > 4 )
  8684. val1 = 4; // Max Level
  8685. val3 = 0; // Not need to keep this info.
  8686. break;
  8687. case SC_PROVIDENCE:
  8688. val2 = val1*5; // Race/Ele resist
  8689. break;
  8690. case SC_REFLECTSHIELD:
  8691. val2 = 10+val1*3; // %Dmg reflected
  8692. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  8693. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  8694. struct map_session_data *tsd;
  8695. if( sd ) {
  8696. int i;
  8697. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8698. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8699. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8700. }
  8701. }
  8702. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8703. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8704. }
  8705. break;
  8706. case SC_STRIPWEAPON:
  8707. if (!sd) // Watk reduction
  8708. val2 = 25;
  8709. break;
  8710. case SC_STRIPSHIELD:
  8711. if (!sd) // Def reduction
  8712. val2 = 15;
  8713. break;
  8714. case SC_STRIPARMOR:
  8715. if (!sd) // Vit reduction
  8716. val2 = 40;
  8717. break;
  8718. case SC_STRIPHELM:
  8719. if (!sd) // Int reduction
  8720. val2 = 40;
  8721. break;
  8722. case SC_AUTOSPELL:
  8723. // Val1 Skill LV of Autospell
  8724. // Val2 Skill ID to cast
  8725. // Val3 Max Lv to cast
  8726. val4 = 5 + val1*2; // Chance of casting
  8727. break;
  8728. case SC_VOLCANO:
  8729. {
  8730. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8731. uint8 i = max((val1-1)%5, 0);
  8732. val2 = val1*10; // Watk increase
  8733. #ifndef RENEWAL
  8734. if (status->def_ele != ELE_FIRE)
  8735. val2 = 0;
  8736. #endif
  8737. val3 = enchant_eff[i];
  8738. }
  8739. break;
  8740. case SC_VIOLENTGALE:
  8741. {
  8742. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8743. uint8 i = max((val1-1)%5, 0);
  8744. val2 = val1*3; // Flee increase
  8745. #ifndef RENEWAL
  8746. if (status->def_ele != ELE_WIND)
  8747. val2 = 0;
  8748. #endif
  8749. val3 = enchant_eff[i];
  8750. }
  8751. break;
  8752. case SC_DELUGE:
  8753. {
  8754. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  8755. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8756. uint8 i = max((val1-1)%5, 0);
  8757. val2 = deluge_eff[i]; // HP increase
  8758. #ifndef RENEWAL
  8759. if (status->def_ele != ELE_WATER)
  8760. val2 = 0;
  8761. #endif
  8762. val3 = enchant_eff[i];
  8763. }
  8764. break;
  8765. case SC_SUITON:
  8766. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  8767. // No penalties.
  8768. val2 = 0; // Agi penalty
  8769. val3 = 0; // Walk speed penalty
  8770. break;
  8771. }
  8772. val3 = 50;
  8773. val2 = 3*((val1+1)/3);
  8774. if (val1 > 4) val2--;
  8775. //Suiton is a special case, stop effect is forced and only happens when target enters it
  8776. if (!unit_blown_immune(bl, 0x1))
  8777. unit_stop_walking(bl, 9);
  8778. break;
  8779. case SC_ONEHAND:
  8780. case SC_TWOHANDQUICKEN:
  8781. val2 = 300;
  8782. if (val1 > 10) // For boss casted skills [Skotlex]
  8783. val2 += 20*(val1-10);
  8784. break;
  8785. case SC_MERC_QUICKEN:
  8786. val2 = 300;
  8787. break;
  8788. #ifndef RENEWAL_ASPD
  8789. case SC_SPEARQUICKEN:
  8790. val2 = 200+10*val1;
  8791. break;
  8792. #endif
  8793. case SC_DANCING:
  8794. // val1 : Skill ID + LV
  8795. // val2 : Skill Group of the Dance.
  8796. // val3 : Brings the skill_lv (merged into val1 here)
  8797. // val4 : Partner
  8798. if (val1 == CG_MOONLIT)
  8799. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  8800. val1|= (val3<<16);
  8801. val3 = tick/1000; // Tick duration
  8802. tick_time = 1000; // [GodLesZ] tick time
  8803. break;
  8804. case SC_LONGING:
  8805. val2 = 500-100*val1; // Aspd penalty.
  8806. break;
  8807. case SC_EXPLOSIONSPIRITS:
  8808. val2 = 75 + 25*val1; // Cri bonus
  8809. break;
  8810. case SC_ASPDPOTION0:
  8811. case SC_ASPDPOTION1:
  8812. case SC_ASPDPOTION2:
  8813. case SC_ASPDPOTION3:
  8814. val2 = 50*(2+type-SC_ASPDPOTION0);
  8815. break;
  8816. case SC_ATTHASTE_CASH:
  8817. val2 = 50*val1; // Just custom for pre-re
  8818. break;
  8819. case SC_NOCHAT:
  8820. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  8821. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  8822. // This is done this way because the message that the client displays is hardcoded, and only
  8823. // shows how many minutes are remaining. [Panikon]
  8824. tick = 60000;
  8825. val1 = battle_config.manner_system; // Mute filters.
  8826. if (sd) {
  8827. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8828. clif_updatestatus(sd,SP_MANNER);
  8829. }
  8830. break;
  8831. case SC_STONE:
  8832. val3 = max(val3, 100); // Incubation time
  8833. val4 = max(tick-val3, 100); // Petrify time
  8834. tick = val3;
  8835. calc_flag = 0; // Actual status changes take effect on petrified state.
  8836. break;
  8837. case SC_DPOISON:
  8838. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  8839. if (status->hp > status->max_hp>>2) {
  8840. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  8841. if (status->hp - diff < status->max_hp>>2)
  8842. diff = status->hp - (status->max_hp>>2);
  8843. status_zap(bl, diff, 0);
  8844. }
  8845. // Fall through
  8846. case SC_POISON:
  8847. case SC_BLEEDING:
  8848. case SC_BURNING:
  8849. case SC_TOXIN:
  8850. case SC_MAGICMUSHROOM:
  8851. case SC_LEECHESEND:
  8852. tick_time = status_get_sc_interval(type);
  8853. val4 = tick-tick_time; // Remaining time
  8854. break;
  8855. case SC_PYREXIA:
  8856. //Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  8857. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8858. tick_time = status_get_sc_interval(type);
  8859. val4 = tick-tick_time; // Remaining time
  8860. break;
  8861. case SC_CONFUSION:
  8862. if (!val4)
  8863. clif_emotion(bl,ET_QUESTION);
  8864. break;
  8865. case SC_S_LIFEPOTION:
  8866. case SC_L_LIFEPOTION:
  8867. if( val1 == 0 ) return 0;
  8868. // val1 = heal percent/amout
  8869. // val2 = seconds between heals
  8870. // val4 = total of heals
  8871. if( val2 < 1 ) val2 = 1;
  8872. if( (val4 = tick/(val2 * 1000)) < 1 )
  8873. val4 = 1;
  8874. tick_time = val2 * 1000; // [GodLesZ] tick time
  8875. break;
  8876. case SC_BOSSMAPINFO:
  8877. if( sd != NULL ) {
  8878. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  8879. if( boss_md == NULL ) { // No MVP on this map
  8880. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  8881. return 0;
  8882. }
  8883. val1 = boss_md->bl.id;
  8884. tick_time = 1000; // [GodLesZ] tick time
  8885. val4 = tick / tick_time;
  8886. }
  8887. break;
  8888. case SC_HIDING:
  8889. val2 = tick/1000;
  8890. tick_time = 1000; // [GodLesZ] tick time
  8891. val3 = 0; // Unused, previously speed adjustment
  8892. val4 = val1+3; // Seconds before SP substraction happen.
  8893. break;
  8894. case SC_CHASEWALK:
  8895. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  8896. val3 = 35 - 5 * val1; // Speed adjustment.
  8897. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  8898. val3 -= 40;
  8899. val4 = 10+val1*2; // SP cost.
  8900. if (map_flag_gvg2(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  8901. break;
  8902. case SC_CLOAKING:
  8903. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  8904. val1 = 10;
  8905. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  8906. tick = -1; // Duration sent to the client should be infinite
  8907. val3 = 0; // Unused, previously walk speed adjustment
  8908. // val4&1 signals the presence of a wall.
  8909. // val4&2 makes cloak not end on normal attacks [Skotlex]
  8910. // val4&4 makes cloak not end on using skills
  8911. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  8912. val4 |= battle_config.pc_cloak_check_type&7;
  8913. else
  8914. val4 |= battle_config.monster_cloak_check_type&7;
  8915. break;
  8916. case SC_SIGHT: /* splash status */
  8917. case SC_RUWACH:
  8918. case SC_SIGHTBLASTER:
  8919. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  8920. val2 = tick/20;
  8921. tick_time = 20; // [GodLesZ] tick time
  8922. break;
  8923. case SC_AUTOGUARD:
  8924. if( !(flag&SCSTART_NOAVOID) ) {
  8925. struct map_session_data *tsd;
  8926. int i;
  8927. for( i = val2 = 0; i < val1; i++) {
  8928. int t = 5-(i>>1);
  8929. val2 += (t < 0)? 1:t;
  8930. }
  8931. if( bl->type&(BL_PC|BL_MER) ) {
  8932. if( sd ) {
  8933. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8934. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8935. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8936. }
  8937. }
  8938. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8939. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8940. }
  8941. }
  8942. break;
  8943. case SC_DEFENDER:
  8944. if (!(flag&SCSTART_NOAVOID)) {
  8945. val2 = 5 + 15*val1; // Damage reduction
  8946. val3 = 0; // Unused, previously speed adjustment
  8947. val4 = 250 - 50*val1; // Aspd adjustment
  8948. if (sd) {
  8949. struct map_session_data *tsd;
  8950. int i;
  8951. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  8952. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  8953. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  8954. }
  8955. }
  8956. }
  8957. break;
  8958. case SC_TENSIONRELAX:
  8959. if (sd) {
  8960. pc_setsit(sd);
  8961. skill_sit(sd, 1);
  8962. clif_sitting(&sd->bl);
  8963. }
  8964. val2 = 12; // SP cost
  8965. tick_time = 10000; // Decrease at 10secs intervals.
  8966. val3 = tick / tick_time;
  8967. tick = -1; // Duration sent to the client should be infinite
  8968. break;
  8969. case SC_PARRYING:
  8970. val2 = 20 + val1*3; // Block Chance
  8971. break;
  8972. case SC_WINDWALK:
  8973. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  8974. break;
  8975. case SC_JOINTBEAT:
  8976. if( val2&BREAK_NECK )
  8977. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  8978. break;
  8979. case SC_BERSERK:
  8980. if( val3 == SC__BLOODYLUST )
  8981. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  8982. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  8983. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  8984. // HP healing is performing after the calc_status call.
  8985. // Val2 holds HP penalty
  8986. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8987. if (!val4) val4 = 10000; // Val4 holds damage interval
  8988. val3 = tick/val4; // val3 holds skill duration
  8989. tick_time = val4; // [GodLesZ] tick time
  8990. break;
  8991. case SC_GOSPEL:
  8992. if(val4 == BCT_SELF) { // Self effect
  8993. val2 = tick/10000;
  8994. tick_time = 10000; // [GodLesZ] tick time
  8995. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  8996. }
  8997. break;
  8998. case SC_MARIONETTE:
  8999. {
  9000. int stat;
  9001. val3 = 0;
  9002. val4 = 0;
  9003. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  9004. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  9005. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  9006. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  9007. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  9008. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  9009. break;
  9010. }
  9011. case SC_MARIONETTE2:
  9012. {
  9013. int stat,max_stat;
  9014. // Fetch caster information
  9015. struct block_list *pbl = map_id2bl(val1);
  9016. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  9017. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  9018. // Fetch target's stats
  9019. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9020. if (!psce)
  9021. return 0;
  9022. val3 = 0;
  9023. val4 = 0;
  9024. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9025. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9026. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9027. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9028. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9029. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9030. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9031. break;
  9032. }
  9033. case SC_SPIRIT:
  9034. //1st Transcendent Spirit works similar to Marionette Control
  9035. if(sd && val2 == SL_HIGH) {
  9036. int stat,max_stat;
  9037. struct status_data *status2 = status_get_base_status(bl);
  9038. val3 = 0;
  9039. val4 = 0;
  9040. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9041. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9042. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9043. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9044. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9045. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9046. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9047. }
  9048. break;
  9049. case SC_REJECTSWORD:
  9050. val2 = 15*val1; // Reflect chance
  9051. val3 = 3; // Reflections
  9052. tick = -1;
  9053. break;
  9054. case SC_MEMORIZE:
  9055. val2 = 5; // Memorized casts.
  9056. tick = -1;
  9057. break;
  9058. case SC_GRAVITATION:
  9059. val2 = 50*val1; // aspd reduction
  9060. break;
  9061. case SC_REGENERATION:
  9062. if (val1 == 1)
  9063. val2 = 2;
  9064. else
  9065. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  9066. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  9067. // If val4 comes set, this blocks regen rather than increase it.
  9068. break;
  9069. case SC_DEVOTION:
  9070. {
  9071. struct block_list *d_bl;
  9072. struct status_change *d_sc;
  9073. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  9074. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  9075. int i = (map_flag_gvg2(bl->m) || map[bl->m].flag.battleground)?2:3;
  9076. while( i >= 0 ) {
  9077. enum sc_type type2 = types[i];
  9078. if( d_sc->data[type2] )
  9079. 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);
  9080. i--;
  9081. }
  9082. }
  9083. break;
  9084. }
  9085. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  9086. status_zap(bl, status->hp-1, val2?0:status->sp);
  9087. return 1;
  9088. break;
  9089. case SC_TINDER_BREAKER2:
  9090. case SC_CLOSECONFINE2:
  9091. {
  9092. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  9093. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  9094. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  9095. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  9096. if (src2 && sc2) {
  9097. if (!sce2) // Start lock on caster.
  9098. sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
  9099. else { // Increase count of locked enemies and refresh time.
  9100. (sce2->val2)++;
  9101. delete_timer(sce2->timer, status_change_timer);
  9102. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
  9103. }
  9104. } else // Status failed.
  9105. return 0;
  9106. }
  9107. break;
  9108. case SC_KAITE:
  9109. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  9110. break;
  9111. case SC_KAUPE:
  9112. switch (val1) {
  9113. case 3: // 33*3 + 1 -> 100%
  9114. val2++;
  9115. case 1:
  9116. case 2: // 33, 66%
  9117. val2 += 33*val1;
  9118. val3 = 1; // Dodge 1 attack total.
  9119. break;
  9120. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  9121. val2 = 100;
  9122. val3 = val1-2;
  9123. break;
  9124. }
  9125. break;
  9126. case SC_COMBO:
  9127. {
  9128. // val1: Skill ID
  9129. // val2: When given, target (for autotargetting skills)
  9130. // val3: When set, this combo time should NOT delay attack/movement
  9131. // val3: If set to 2 this combo will delay ONLY attack
  9132. // val3: TK: Last used kick
  9133. // val4: TK: Combo time
  9134. struct unit_data *ud = unit_bl2ud(bl);
  9135. if ( ud && (!val3 || val3 == 2) ) {
  9136. tick += 300 * battle_config.combo_delay_rate/100;
  9137. ud->attackabletime = gettick()+tick;
  9138. if( !val3 )
  9139. unit_set_walkdelay(bl, gettick(), tick, 1);
  9140. }
  9141. val3 = 0;
  9142. val4 = tick;
  9143. break;
  9144. }
  9145. case SC_EARTHSCROLL:
  9146. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  9147. break;
  9148. case SC_RUN:
  9149. val4 = gettick(); // Store time at which you started running.
  9150. tick = -1;
  9151. break;
  9152. case SC_KAAHI:
  9153. val2 = 200*val1; // HP heal
  9154. val3 = 5*val1; // SP cost
  9155. break;
  9156. case SC_BLESSING:
  9157. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  9158. val2 = val1;
  9159. else
  9160. val2 = 0; // 0 -> Half stat.
  9161. break;
  9162. case SC_TRICKDEAD:
  9163. if (vd) vd->dead_sit = 1;
  9164. tick = -1;
  9165. break;
  9166. case SC_CONCENTRATE:
  9167. val2 = 2 + val1;
  9168. if (sd) { // Store the card-bonus data that should not count in the %
  9169. val3 = sd->param_bonus[1]; // Agi
  9170. val4 = sd->param_bonus[4]; // Dex
  9171. } else
  9172. val3 = val4 = 0;
  9173. break;
  9174. case SC_MAXOVERTHRUST:
  9175. val2 = 20*val1; // Power increase
  9176. break;
  9177. case SC_OVERTHRUST:
  9178. case SC_ADRENALINE2:
  9179. case SC_ADRENALINE:
  9180. case SC_WEAPONPERFECTION:
  9181. {
  9182. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  9183. if (type == SC_OVERTHRUST) {
  9184. // val2 holds if it was casted on self, or is bonus received from others
  9185. val3 = (val2) ? 5 * val1 : 5; // Power increase
  9186. }
  9187. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  9188. val3 = (val2) ? 300 : 200; // Aspd increase
  9189. }
  9190. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  9191. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  9192. }
  9193. break;
  9194. case SC_CONCENTRATION:
  9195. val2 = 5*val1; // Batk/Watk Increase
  9196. val3 = 10*val1; // Hit Increase
  9197. val4 = 5*val1; // Def reduction
  9198. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  9199. break;
  9200. case SC_ANGELUS:
  9201. val2 = 5*val1; // def increase
  9202. break;
  9203. case SC_IMPOSITIO:
  9204. val2 = 5*val1; // Watk increase
  9205. break;
  9206. case SC_MELTDOWN:
  9207. val2 = 100*val1; // Chance to break weapon
  9208. val3 = 70*val1; // Change to break armor
  9209. break;
  9210. case SC_TRUESIGHT:
  9211. val2 = 10*val1; // Critical increase
  9212. val3 = 3*val1; // Hit increase
  9213. break;
  9214. case SC_SUN_COMFORT:
  9215. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  9216. break;
  9217. case SC_MOON_COMFORT:
  9218. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  9219. break;
  9220. case SC_STAR_COMFORT:
  9221. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  9222. break;
  9223. case SC_QUAGMIRE:
  9224. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  9225. break;
  9226. // gs_something1 [Vicious]
  9227. case SC_GATLINGFEVER:
  9228. val2 = 20*val1; // Aspd increase
  9229. #ifndef RENEWAL
  9230. val3 = 20+10*val1; // Atk increase
  9231. #endif
  9232. val4 = 5*val1; // Flee decrease
  9233. break;
  9234. case SC_FLING:
  9235. if (bl->type == BL_PC)
  9236. val2 = 0; // No armor reduction to players.
  9237. else
  9238. val2 = 5*val1; // Def reduction
  9239. val3 = 5*val1; // Def2 reduction
  9240. break;
  9241. case SC_PROVOKE:
  9242. // val2 signals autoprovoke.
  9243. val3 = 2+3*val1; // Atk increase
  9244. val4 = 5+5*val1; // Def reduction.
  9245. break;
  9246. case SC_AVOID:
  9247. // val2 = 10*val1; // Speed change rate.
  9248. break;
  9249. case SC_DEFENCE:
  9250. #ifdef RENEWAL
  9251. val2 = 5 + (val1 * 5); // Vit bonus
  9252. #else
  9253. val2 = 2*val1; // Def bonus
  9254. #endif
  9255. break;
  9256. case SC_BLOODLUST:
  9257. val2 = 20+10*val1; // Atk rate change.
  9258. val3 = 3*val1; // Leech chance
  9259. val4 = 20; // Leech percent
  9260. break;
  9261. case SC_FLEET:
  9262. val2 = 30*val1; // Aspd change
  9263. val3 = 5+5*val1; // bAtk/wAtk rate change
  9264. break;
  9265. case SC_MINDBREAKER:
  9266. val2 = 20*val1; // matk increase.
  9267. val3 = 12*val1; // mdef2 reduction.
  9268. break;
  9269. case SC_JAILED:
  9270. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  9271. tick = val1>0?1000:250;
  9272. if (sd) {
  9273. if (sd->mapindex != val2) {
  9274. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  9275. map_idx = sd->mapindex; // Current Map
  9276. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  9277. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  9278. // 2. Set restore point (val3 -> return map, val4 return coords
  9279. val3 = map_idx;
  9280. val4 = pos;
  9281. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  9282. val3 = sd->status.save_point.map;
  9283. val4 = (sd->status.save_point.x&0xFFFF)
  9284. |(sd->status.save_point.y<<16);
  9285. }
  9286. }
  9287. break;
  9288. case SC_UTSUSEMI:
  9289. val2=(val1+1)/2; // Number of hits blocked
  9290. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  9291. break;
  9292. case SC_BUNSINJYUTSU:
  9293. val2=(val1+1)/2; // Number of hits blocked
  9294. break;
  9295. case SC_CHANGE:
  9296. val2= 30*val1; // Vit increase
  9297. val3= 20*val1; // Int increase
  9298. break;
  9299. case SC_SWOO:
  9300. if(status_has_mode(status,MD_STATUS_IMMUNE))
  9301. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  9302. break;
  9303. case SC_ARMOR:
  9304. // NPC_DEFENDER:
  9305. val2 = 80; // Damage reduction
  9306. // Attack requirements to be blocked:
  9307. val3 = BF_LONG; // Range
  9308. val4 = BF_WEAPON|BF_MISC; // Type
  9309. break;
  9310. case SC_ENCHANTARMS:
  9311. // end previous enchants
  9312. skill_enchant_elemental_end(bl,type);
  9313. // Make sure the received element is valid.
  9314. if (val2 >= ELE_ALL)
  9315. val2 = val2%ELE_ALL;
  9316. else if (val2 < 0)
  9317. val2 = rnd()%ELE_ALL;
  9318. break;
  9319. case SC_CRITICALWOUND:
  9320. val2 = 20*val1; // Heal effectiveness decrease
  9321. break;
  9322. case SC_MAGICMIRROR:
  9323. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9324. // Level 6 ~ 10 use effect of level 1 ~ 5
  9325. val1 = 1 + ((val1-1)%5);
  9326. case SC_SLOWCAST:
  9327. val2 = 20*val1; // Magic reflection/cast rate
  9328. break;
  9329. case SC_ARMORCHANGE:
  9330. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  9331. val2 =-20;
  9332. val3 = 20;
  9333. } else { // Boost def
  9334. val2 = 20;
  9335. val3 =-20;
  9336. }
  9337. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9338. // Level 6 ~ 10 use effect of level 1 ~ 5
  9339. val1 = 1 + ((val1-1)%5);
  9340. val2 *= val1; // 20% per level
  9341. val3 *= val1;
  9342. break;
  9343. case SC_EXPBOOST:
  9344. case SC_JEXPBOOST:
  9345. case SC_JP_EVENT04:
  9346. if (val1 < 0)
  9347. val1 = 0;
  9348. break;
  9349. case SC_INCFLEE2:
  9350. case SC_INCCRI:
  9351. val2 = val1*10; // Actual boost (since 100% = 1000)
  9352. break;
  9353. case SC_SUFFRAGIUM:
  9354. val2 = 15 * val1; // Speed cast decrease
  9355. break;
  9356. case SC_INCHEALRATE:
  9357. if (val1 < 1)
  9358. val1 = 1;
  9359. break;
  9360. case SC_DOUBLECAST:
  9361. val2 = 30+10*val1; // Trigger rate
  9362. break;
  9363. case SC_KAIZEL:
  9364. val2 = 10*val1; // % of life to be revived with
  9365. break;
  9366. // case SC_ARMOR_ELEMENT_WATER:
  9367. // case SC_ARMOR_ELEMENT_EARTH:
  9368. // case SC_ARMOR_ELEMENT_FIRE:
  9369. // case SC_ARMOR_ELEMENT_WIND:
  9370. // case SC_ARMOR_RESIST:
  9371. // Mod your resistance against elements:
  9372. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  9373. // break;
  9374. // case ????:
  9375. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  9376. // associated, and yet are not wrong/unknown. [Skotlex]
  9377. // break;
  9378. case SC_MERC_FLEEUP:
  9379. case SC_MERC_ATKUP:
  9380. case SC_MERC_HITUP:
  9381. val2 = 15 * val1;
  9382. break;
  9383. case SC_MERC_HPUP:
  9384. case SC_MERC_SPUP:
  9385. val2 = 5 * val1;
  9386. break;
  9387. case SC_REBIRTH:
  9388. val2 = 20*val1; // % of life to be revived with
  9389. break;
  9390. case SC_MANU_DEF:
  9391. case SC_MANU_ATK:
  9392. case SC_MANU_MATK:
  9393. val2 = 1; // Manuk group
  9394. break;
  9395. case SC_SPL_DEF:
  9396. case SC_SPL_ATK:
  9397. case SC_SPL_MATK:
  9398. val2 = 2; // Splendide group
  9399. break;
  9400. /* General */
  9401. case SC_FEAR:
  9402. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9403. break;
  9404. /* Rune Knight */
  9405. case SC_DEATHBOUND:
  9406. val2 = 500 + 100 * val1;
  9407. break;
  9408. case SC_STONEHARDSKIN:
  9409. {
  9410. int hp = status->hp / 5; // 20% of HP
  9411. if (sd)
  9412. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  9413. if (!status_charge(bl, hp, 0))
  9414. return 0;
  9415. val2 = hp;
  9416. }
  9417. break;
  9418. case SC_REFRESH:
  9419. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  9420. status_change_clear_buffs(bl, SCCB_REFRESH);
  9421. break;
  9422. case SC_MILLENNIUMSHIELD:
  9423. {
  9424. int8 chance = rnd()%100;
  9425. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  9426. val3 = 1000; // Shield HP
  9427. clif_millenniumshield(bl, val2);
  9428. }
  9429. break;
  9430. case SC_ABUNDANCE:
  9431. val4 = tick / 10000;
  9432. tick_time = 10000; // [GodLesZ] tick time
  9433. break;
  9434. case SC_GIANTGROWTH:
  9435. val2 = 15; // Double damage success rate.
  9436. break;
  9437. /* Arch Bishop */
  9438. case SC_RENOVATIO:
  9439. val4 = tick / 5000;
  9440. tick_time = 5000;
  9441. break;
  9442. case SC_SECRAMENT:
  9443. val2 = 10 * val1;
  9444. break;
  9445. case SC_VENOMIMPRESS:
  9446. val2 = 10 * val1;
  9447. break;
  9448. case SC_WEAPONBLOCKING:
  9449. val2 = 10 + 2 * val1; // Chance
  9450. val4 = tick / 5000;
  9451. tick_time = 5000; // [GodLesZ] tick time
  9452. break;
  9453. case SC_OBLIVIONCURSE:
  9454. val4 = tick / 3000;
  9455. tick_time = 3000; // [GodLesZ] tick time
  9456. break;
  9457. case SC_CLOAKINGEXCEED:
  9458. val2 = (val1 + 1) / 2; // Hits
  9459. val3 = (val1 - 1) * 10; // Walk speed
  9460. if (bl->type == BL_PC)
  9461. val4 |= battle_config.pc_cloak_check_type&7;
  9462. else
  9463. val4 |= battle_config.monster_cloak_check_type&7;
  9464. tick_time = 1000; // [GodLesZ] tick time
  9465. break;
  9466. case SC_HALLUCINATIONWALK:
  9467. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  9468. val3 = 10 * val1; // Evasion rate of magical attacks.
  9469. break;
  9470. case SC_MARSHOFABYSS:
  9471. if( bl->type == BL_PC )
  9472. val2 = 3 * val1; // AGI and DEX Reduction
  9473. else // BL_MOB
  9474. val2 = 6 * val1; // AGI and DEX Reduction
  9475. val3 = 10 * val1; // Movement Speed Reduction
  9476. break;
  9477. case SC_FREEZE_SP:
  9478. // val2 = sp drain per 10 seconds
  9479. tick_time = 10000; // [GodLesZ] tick time
  9480. break;
  9481. case SC_SPHERE_1:
  9482. case SC_SPHERE_2:
  9483. case SC_SPHERE_3:
  9484. case SC_SPHERE_4:
  9485. case SC_SPHERE_5:
  9486. if( !sd )
  9487. return 0; // Should only work on players.
  9488. val4 = tick / 1000;
  9489. if( val4 < 1 )
  9490. val4 = 1;
  9491. tick_time = 1000; // [GodLesZ] tick time
  9492. break;
  9493. case SC_SHAPESHIFT:
  9494. switch( val1 ) {
  9495. case 1: val2 = ELE_FIRE; break;
  9496. case 2: val2 = ELE_EARTH; break;
  9497. case 3: val2 = ELE_WIND; break;
  9498. case 4: val2 = ELE_WATER; break;
  9499. }
  9500. break;
  9501. case SC_ELECTRICSHOCKER:
  9502. case SC_CRYSTALIZE:
  9503. val4 = tick / 1000;
  9504. if( val4 < 1 )
  9505. val4 = 1;
  9506. tick_time = 1000; // [GodLesZ] tick time
  9507. break;
  9508. case SC_MEIKYOUSISUI:
  9509. val2 = val1 * 2; // % HP each sec
  9510. val3 = val1; // % SP each sec
  9511. val4 = tick / 1000;
  9512. if( val4 < 1 )
  9513. val4 = 1;
  9514. tick_time = 1000;
  9515. break;
  9516. case SC_CAMOUFLAGE:
  9517. val4 = tick/1000;
  9518. tick_time = 1000; // [GodLesZ] tick time
  9519. break;
  9520. case SC_WUGDASH:
  9521. val4 = gettick(); // Store time at which you started running.
  9522. tick = -1;
  9523. break;
  9524. case SC__SHADOWFORM:
  9525. {
  9526. struct map_session_data * s_sd = map_id2sd(val2);
  9527. if( s_sd )
  9528. s_sd->shadowform_id = bl->id;
  9529. val4 = tick / 1000;
  9530. tick_time = 1000; // [GodLesZ] tick time
  9531. }
  9532. break;
  9533. case SC__STRIPACCESSORY:
  9534. if (!sd)
  9535. val2 = 20;
  9536. break;
  9537. case SC__INVISIBILITY:
  9538. val2 = 50 - 10 * val1; // ASPD
  9539. val3 = 20 * val1; // CRITICAL
  9540. val4 = tick / 1000;
  9541. tick = -1; // Duration sent to the client should be infinite
  9542. tick_time = 1000; // [GodLesZ] tick time
  9543. break;
  9544. case SC__ENERVATION:
  9545. val2 = 20 + 10 * val1; // ATK Reduction
  9546. if (sd) {
  9547. pc_delspiritball(sd,sd->spiritball,0);
  9548. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  9549. }
  9550. break;
  9551. case SC__GROOMY:
  9552. val2 = 20 + 10 * val1; // ASPD
  9553. val3 = 20 * val1; // HIT
  9554. if( sd ) { // Removes Animals
  9555. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9556. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9557. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  9558. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  9559. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  9560. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  9561. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  9562. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  9563. }
  9564. break;
  9565. case SC__LAZINESS:
  9566. val2 = 10 + 10 * val1; // Cast Increase
  9567. val3 = 10 * val1; // Flee Reduction
  9568. break;
  9569. case SC__UNLUCKY:
  9570. {
  9571. sc_type rand_eff;
  9572. switch(rnd() % 3) {
  9573. case 1: rand_eff = SC_BLIND; break;
  9574. case 2: rand_eff = SC_SILENCE; break;
  9575. default: rand_eff = SC_POISON; break;
  9576. }
  9577. val2 = 10 * val1; // Crit and Flee2 Reduction
  9578. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9579. break;
  9580. }
  9581. case SC__WEAKNESS:
  9582. val2 = 10 * val1;
  9583. // Bypasses coating protection and MADO
  9584. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  9585. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  9586. break;
  9587. case SC_GN_CARTBOOST:
  9588. if( val1 < 3 )
  9589. val2 = 50;
  9590. else if( val1 > 2 && val1 < 5 )
  9591. val2 = 75;
  9592. else
  9593. val2 = 100;
  9594. break;
  9595. case SC_PROPERTYWALK:
  9596. val3 = 0;
  9597. break;
  9598. case SC_CLOUD_KILL:
  9599. val4 = tick / 500;
  9600. tick = -1; // Duration sent to the client should be infinite
  9601. tick_time = 500;
  9602. break;
  9603. case SC_STRIKING:
  9604. // val2 = watk bonus already calc
  9605. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  9606. val4 = tick / 1000;
  9607. tick_time = 1000; // [GodLesZ] tick time
  9608. break;
  9609. case SC_WARMER:
  9610. val4 = tick / 3000;
  9611. tick = -1; // Duration sent to the client should be infinite
  9612. tick_time = 3000;
  9613. break;
  9614. case SC_BLOODSUCKER:
  9615. val4 = tick / 1000;
  9616. tick_time = 1000; // [GodLesZ] tick time
  9617. break;
  9618. case SC_SWINGDANCE:
  9619. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  9620. break;
  9621. case SC_SYMPHONYOFLOVER:
  9622. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  9623. break;
  9624. case SC_MOONLITSERENADE: // MATK Increase
  9625. case SC_RUSHWINDMILL: // ATK Increase
  9626. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  9627. break;
  9628. case SC_ECHOSONG:
  9629. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  9630. break;
  9631. case SC_HARMONIZE:
  9632. val2 = 5 + 5 * val1;
  9633. break;
  9634. case SC_VOICEOFSIREN:
  9635. val4 = tick / 2000;
  9636. tick_time = 2000; // [GodLesZ] tick time
  9637. break;
  9638. case SC_DEEPSLEEP:
  9639. val4 = tick / 2000;
  9640. tick_time = 2000; // [GodLesZ] tick time
  9641. break;
  9642. case SC_SIRCLEOFNATURE:
  9643. val2 = 40 * val1; // HP recovery
  9644. val3 = 4 * val1; // SP consume
  9645. val4 = tick / 1000;
  9646. tick_time = 1000; // [GodLesZ] tick time
  9647. break;
  9648. case SC_SONGOFMANA:
  9649. val3 = 10 + min(5 * val2, 35);
  9650. val4 = tick/5000;
  9651. tick_time = 5000; // [GodLesZ] tick time
  9652. break;
  9653. case SC_SATURDAYNIGHTFEVER:
  9654. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9655. if (!val4) val4 = 3000;
  9656. val3 = tick/val4;
  9657. tick_time = val4; // [GodLesZ] tick time
  9658. break;
  9659. case SC_GLOOMYDAY:
  9660. val2 = 20 + 5 * val1; // Flee reduction.
  9661. val3 = 15 + 5 * val1; // ASPD reduction.
  9662. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  9663. val4 = 1; // Reduce walk speed by half.
  9664. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9665. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9666. }
  9667. break;
  9668. case SC_GLOOMYDAY_SK:
  9669. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  9670. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  9671. break;
  9672. case SC_SITDOWN_FORCE:
  9673. case SC_BANANA_BOMB_SITDOWN:
  9674. if( sd && !pc_issit(sd) ) {
  9675. pc_setsit(sd);
  9676. skill_sit(sd, 1);
  9677. clif_sitting(bl);
  9678. }
  9679. break;
  9680. case SC_DANCEWITHWUG:
  9681. val3 = 5 + 5 * val2; // ASPD Increase
  9682. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  9683. break;
  9684. case SC_LERADSDEW:
  9685. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  9686. break;
  9687. case SC_MELODYOFSINK:
  9688. val3 = val1 * val2; // INT Reduction.
  9689. val4 = tick/1000;
  9690. tick_time = 1000;
  9691. break;
  9692. case SC_BEYONDOFWARCRY:
  9693. val3 = val1 * val2; // STR and CRIT Reduction
  9694. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  9695. break;
  9696. case SC_UNLIMITEDHUMMINGVOICE:
  9697. {
  9698. struct unit_data *ud = unit_bl2ud(bl);
  9699. if( ud == NULL ) return 0;
  9700. ud->state.skillcastcancel = 0;
  9701. val3 = 15 - min(3 * val2, 15);
  9702. }
  9703. break;
  9704. case SC_REFLECTDAMAGE:
  9705. val2 = 15 + 5 * val1; // Reflect amount
  9706. val3 = val1*5 + 25; // Number of reflects
  9707. val4 = tick/1000; // Number of SP cycles (duration)
  9708. tick_time = 1000; // [GodLesZ] tick time
  9709. break;
  9710. case SC_FORCEOFVANGUARD:
  9711. val2 = 8 + 12 * val1; // Chance
  9712. val3 = 5 + 2 * val1; // Max rage counters
  9713. tick = -1; // Endless duration in the client
  9714. tick_time = 10000; // [GodLesZ] tick time
  9715. break;
  9716. case SC_EXEEDBREAK:
  9717. val2 = 150 * val1;
  9718. if (sd) { // Players
  9719. short index = sd->equip_index[EQI_HAND_R];
  9720. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  9721. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  9722. } else // Monster
  9723. val2 += 750;
  9724. break;
  9725. case SC_PRESTIGE:
  9726. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  9727. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  9728. break;
  9729. case SC_BANDING:
  9730. tick_time = 5000; // [GodLesZ] tick time
  9731. break;
  9732. case SC_MAGNETICFIELD:
  9733. val3 = tick / 1000;
  9734. tick_time = 1000; // [GodLesZ] tick time
  9735. break;
  9736. case SC_INSPIRATION:
  9737. val2 = (sd?sd->status.job_level:50);
  9738. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  9739. val4 = tick / 5000;
  9740. tick_time = 5000; // [GodLesZ] tick time
  9741. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
  9742. break;
  9743. case SC_CRESCENTELBOW:
  9744. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  9745. break;
  9746. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  9747. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  9748. break;
  9749. case SC_RAISINGDRAGON:
  9750. val3 = tick / 5000;
  9751. tick_time = 5000; // [GodLesZ] tick time
  9752. break;
  9753. case SC_GT_ENERGYGAIN:
  9754. val2 = 10 + 5 * val1; // Sphere gain chance.
  9755. break;
  9756. case SC_GT_CHANGE:
  9757. { // Take note there is no def increase as skill desc says. [malufett]
  9758. int stat = status_get_int(src);
  9759. if (stat <= 0)
  9760. stat = 1; // Prevent divide by zero.
  9761. 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]
  9762. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  9763. val4 = 200 / stat * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  9764. }
  9765. break;
  9766. case SC_GT_REVITALIZE:
  9767. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  9768. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  9769. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  9770. // The stat def is not shown in the status window and it is processed differently
  9771. val4 = status_get_vit(src) / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  9772. break;
  9773. case SC_PYROTECHNIC_OPTION:
  9774. val2 = 60; // Eatk Renewal (Atk2)
  9775. break;
  9776. case SC_HEATER_OPTION:
  9777. val2 = 120; // Eatk Renewal (Atk2)
  9778. val3 = ELE_FIRE; // Change into fire element.
  9779. break;
  9780. case SC_TROPIC_OPTION:
  9781. val2 = 180; // Eatk Renewal (Atk2)
  9782. val3 = MG_FIREBOLT;
  9783. break;
  9784. case SC_AQUAPLAY_OPTION:
  9785. val2 = 40;
  9786. break;
  9787. case SC_COOLER_OPTION:
  9788. val2 = 80;
  9789. val3 = ELE_WATER; // Change into water element.
  9790. break;
  9791. case SC_CHILLY_AIR_OPTION:
  9792. val2 = 120; // Matk. Renewal (Matk1)
  9793. val3 = MG_COLDBOLT;
  9794. break;
  9795. case SC_WIND_STEP_OPTION:
  9796. val2 = 50; // % Increase speed and flee.
  9797. break;
  9798. case SC_BLAST_OPTION:
  9799. val2 = 20;
  9800. val3 = ELE_WIND; // Change into wind element.
  9801. break;
  9802. case SC_WILD_STORM_OPTION:
  9803. val2 = MG_LIGHTNINGBOLT;
  9804. break;
  9805. case SC_PETROLOGY_OPTION:
  9806. val2 = 5; //HP Rate bonus
  9807. val3 = 50;
  9808. break;
  9809. case SC_SOLID_SKIN_OPTION:
  9810. val2 = 33; //% Increase DEF
  9811. break;
  9812. case SC_CURSED_SOIL_OPTION:
  9813. val2 = 10; //HP rate bonus
  9814. val3 = ELE_EARTH; // Change into earth element.
  9815. break;
  9816. case SC_UPHEAVAL_OPTION:
  9817. val2 = 15; //HP rate bonus
  9818. val3 = WZ_EARTHSPIKE;
  9819. break;
  9820. case SC_CIRCLE_OF_FIRE_OPTION:
  9821. val2 = 300;
  9822. break;
  9823. case SC_WATER_SCREEN_OPTION:
  9824. tick_time = 10000;
  9825. break;
  9826. case SC_FIRE_CLOAK_OPTION:
  9827. case SC_WATER_DROP_OPTION:
  9828. case SC_WIND_CURTAIN_OPTION:
  9829. case SC_STONE_SHIELD_OPTION:
  9830. val2 = 100; // Elemental modifier.
  9831. break;
  9832. case SC_TROPIC:
  9833. case SC_CHILLY_AIR:
  9834. case SC_WILD_STORM:
  9835. case SC_UPHEAVAL:
  9836. val2 += 10;
  9837. case SC_HEATER:
  9838. case SC_COOLER:
  9839. case SC_BLAST:
  9840. case SC_CURSED_SOIL:
  9841. val2 += 10;
  9842. case SC_PYROTECHNIC:
  9843. case SC_AQUAPLAY:
  9844. case SC_GUST:
  9845. case SC_PETROLOGY:
  9846. val2 += 5;
  9847. val3 += 9000;
  9848. case SC_CIRCLE_OF_FIRE:
  9849. case SC_FIRE_CLOAK:
  9850. case SC_WATER_DROP:
  9851. case SC_WATER_SCREEN:
  9852. case SC_WIND_CURTAIN:
  9853. case SC_WIND_STEP:
  9854. case SC_STONE_SHIELD:
  9855. case SC_SOLID_SKIN:
  9856. val2 += 5;
  9857. val3 += 1000;
  9858. tick_time = val3; // [GodLesZ] tick time
  9859. break;
  9860. case SC_WATER_BARRIER:
  9861. val2 = 30; // Reductions. Atk2 and Flee1
  9862. break;
  9863. case SC_ZEPHYR:
  9864. val2 = 25; // Flee.
  9865. break;
  9866. case SC_TIDAL_WEAPON:
  9867. val2 = 20; // Increase Elemental's attack.
  9868. break;
  9869. case SC_ROCK_CRUSHER:
  9870. case SC_ROCK_CRUSHER_ATK:
  9871. case SC_POWER_OF_GAIA:
  9872. val2 = 33; //Def rate bonus/Speed rate reduction
  9873. val3 = 20; //HP rate bonus
  9874. break;
  9875. case SC_TEARGAS:
  9876. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  9877. val4 = tick / 2000;
  9878. tick_time = 2000;
  9879. break;
  9880. case SC_TEARGAS_SOB:
  9881. val4 = tick / 3000;
  9882. tick_time = 3000;
  9883. break;
  9884. case SC_STOMACHACHE:
  9885. val2 = 8; // SP consume.
  9886. val4 = tick / 10000;
  9887. tick_time = 10000; // [GodLesZ] tick time
  9888. break;
  9889. case SC_PROMOTE_HEALTH_RESERCH:
  9890. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9891. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9892. //val3: BaseLV of Thrower For Thrown Potions
  9893. //val4: MaxHP Increase By Fixed Amount
  9894. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9895. val4 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  9896. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9897. val4 = 1000 * val2 - 500 + val3 * 10 / 3;
  9898. if (val4 <= 0) // Prevents a negeative value from happening
  9899. val4 = 0;
  9900. break;
  9901. case SC_ENERGY_DRINK_RESERCH:
  9902. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9903. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9904. //val3: BaseLV of Thrower For Thrown Potions
  9905. //val4: MaxSP Increase By Percentage Amount
  9906. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9907. val4 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  9908. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9909. val4 = val3 / 10 + 5 * val2 - 10;
  9910. if (val4 <= 0) // Prevents a negeative value from happening
  9911. val4 = 0;
  9912. break;
  9913. case SC_KYOUGAKU:
  9914. val2 = 2*val1 + rnd()%val1;
  9915. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  9916. break;
  9917. case SC_KAGEMUSYA:
  9918. val2 = tick/1000;
  9919. val3 = val1 * 2;
  9920. tick_time = 1000;
  9921. break;
  9922. case SC_ZANGETSU:
  9923. if( status_get_hp(bl) % 2 == 0 )
  9924. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  9925. else
  9926. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  9927. if( status_get_sp(bl) % 2 == 0 )
  9928. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  9929. else
  9930. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  9931. break;
  9932. case SC_GENSOU:
  9933. {
  9934. int hp = status_get_hp(bl), lv = 5;
  9935. short per = 100 / (status_get_max_hp(bl) / hp);
  9936. if( per <= 15 )
  9937. lv = 1;
  9938. else if( per <= 30 )
  9939. lv = 2;
  9940. else if( per <= 50 )
  9941. lv = 3;
  9942. else if( per <= 75 )
  9943. lv = 4;
  9944. if( hp % 2 == 0)
  9945. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  9946. else
  9947. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  9948. }
  9949. break;
  9950. case SC_ANGRIFFS_MODUS:
  9951. val2 = 50 + 20 * val1; // atk bonus
  9952. val3 = 40 + 20 * val1; // Flee reduction.
  9953. val4 = tick/1000; // hp/sp reduction timer
  9954. tick_time = 1000;
  9955. break;
  9956. case SC_GOLDENE_FERSE:
  9957. val2 = 10 + 10*val1; // flee bonus
  9958. val3 = 6 + 4 * val1; // Aspd Bonus
  9959. val4 = 2 + 2 * val1; // Chance of holy attack
  9960. break;
  9961. case SC_OVERED_BOOST:
  9962. val2 = 300 + 40*val1; // flee bonus
  9963. val3 = 179 + 2*val1; // aspd bonus
  9964. val4 = 50; // def reduc %
  9965. break;
  9966. case SC_GRANITIC_ARMOR:
  9967. val2 = 2*val1; // dmg reduction
  9968. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  9969. val4 = 5*val1; // unknow formula
  9970. break;
  9971. case SC_MAGMA_FLOW:
  9972. val2 = 3*val1; // Activation chance
  9973. break;
  9974. case SC_PYROCLASTIC:
  9975. val2 += 10*val1; // atk bonus
  9976. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  9977. break;
  9978. case SC_PARALYSIS: // [Lighta] need real info
  9979. val2 = 2*val1; // def reduction
  9980. val3 = 500*val1; // varcast augmentation
  9981. break;
  9982. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  9983. val2 = 20 * val1; // hp reco on death %
  9984. break;
  9985. case SC_PAIN_KILLER: // Yommy leak need confirm
  9986. val2 = 10 * val1; // aspd reduction %
  9987. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  9988. if(sc->data[SC_PARALYSIS])
  9989. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  9990. break;
  9991. case SC_STYLE_CHANGE:
  9992. tick = -1; // Infinite duration
  9993. break;
  9994. case SC_CBC:
  9995. val3 = 10; // Drain sp % dmg
  9996. val4 = tick/1000; // dmg each sec
  9997. tick = 1000;
  9998. break;
  9999. case SC_EQC:
  10000. val2 = 5 * val1; // def % reduc
  10001. val3 = 2 * val1; // HP drain %
  10002. break;
  10003. case SC_ASH:
  10004. val2 = 0; // hit % reduc
  10005. val3 = 0; // def % reduc
  10006. val4 = 0; // atk flee & reduc
  10007. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE)) {
  10008. val2 = 50;
  10009. if (status_get_race(bl) == RC_PLANT) // plant type
  10010. val3 = 50;
  10011. if (status_get_element(bl) == ELE_WATER) // defense water type
  10012. val4 = 50;
  10013. }
  10014. break;
  10015. case SC_FULL_THROTTLE:
  10016. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  10017. val3 = 20; //+% AllStats
  10018. tick_time = 1000;
  10019. val4 = tick / tick_time;
  10020. break;
  10021. case SC_REBOUND:
  10022. tick_time = 2000;
  10023. val4 = tick / tick_time;
  10024. clif_emotion(bl, ET_SWEAT);
  10025. break;
  10026. case SC_KINGS_GRACE:
  10027. val2 = 3 + val1; //HP Recover rate
  10028. tick_time = 1000;
  10029. val4 = tick / tick_time;
  10030. break;
  10031. case SC_TELEKINESIS_INTENSE:
  10032. val2 = 10 * val1; // sp consum / casttime reduc %
  10033. val3 = 40 * val1; // magic dmg bonus
  10034. break;
  10035. case SC_OFFERTORIUM:
  10036. val2 = 30 * val1; // heal power bonus
  10037. val3 = 100 + 20 * val1; // sp cost inc
  10038. break;
  10039. case SC_FRIGG_SONG:
  10040. val2 = 5 * val1; // maxhp bonus
  10041. val3 = 80 + 20 * val1; // healing
  10042. tick_time = 1000;
  10043. val4 = tick / tick_time;
  10044. break;
  10045. case SC_FLASHCOMBO:
  10046. val2 = 20 * val1 + 20; // atk bonus
  10047. break;
  10048. case SC_DARKCROW:
  10049. val2 = 30 * val1;
  10050. break;
  10051. case SC_UNLIMIT:
  10052. val2 = 50 * val1;
  10053. status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10054. status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10055. break;
  10056. case SC_MONSTER_TRANSFORM:
  10057. case SC_ACTIVE_MONSTER_TRANSFORM:
  10058. if( !mobdb_checkid(val1) )
  10059. val1 = MOBID_PORING; // Default poring
  10060. break;
  10061. case SC_APPLEIDUN:
  10062. {
  10063. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10064. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  10065. if (s_sd)
  10066. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  10067. break;
  10068. }
  10069. case SC_EPICLESIS:
  10070. val2 = 5 * val1; //HP rate bonus
  10071. break;
  10072. case SC_ILLUSIONDOPING:
  10073. val2 = 50; // -Hit
  10074. break;
  10075. case SC_STEALTHFIELD:
  10076. tick_time = tick;
  10077. tick = -1;
  10078. break;
  10079. case SC_STEALTHFIELD_MASTER:
  10080. tick_time = val3 = 2000 + 1000 * val1;
  10081. val4 = tick / tick_time;
  10082. break;
  10083. case SC_VACUUM_EXTREME:
  10084. // Suck target at n second, only if the n second is lower than the duration
  10085. // Doesn't apply to BL_PC
  10086. if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status_has_mode(status,MD_CANMOVE)) {
  10087. tick_time = val4;
  10088. val4 = tick - tick_time;
  10089. }
  10090. else
  10091. val4 = 0;
  10092. break;
  10093. case SC_FIRE_INSIGNIA:
  10094. case SC_WATER_INSIGNIA:
  10095. case SC_WIND_INSIGNIA:
  10096. case SC_EARTH_INSIGNIA:
  10097. tick_time = 5000;
  10098. val4 = tick / tick_time;
  10099. break;
  10100. case SC_NEUTRALBARRIER:
  10101. val2 = 10 + val1 * 5; // Def/Mdef
  10102. tick = -1;
  10103. break;
  10104. /* Rebellion */
  10105. case SC_B_TRAP:
  10106. val2 = src->id;
  10107. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  10108. break;
  10109. case SC_C_MARKER:
  10110. // val1 = skill_lv
  10111. // val2 = src_id
  10112. val3 = 10; // -10 flee
  10113. //Start timer to send mark on mini map
  10114. val4 = tick/1000;
  10115. tick_time = 1000; // Sends every 1 seconds
  10116. break;
  10117. case SC_H_MINE:
  10118. val2 = src->id;
  10119. break;
  10120. case SC_HEAT_BARREL:
  10121. {
  10122. uint8 n = 10;
  10123. if (sd)
  10124. n = (uint8)sd->spiritball_old;
  10125. //kRO Update 2016-05-25
  10126. val2 = n * 5; // -fixed casttime
  10127. val3 = (6 + val1 * 2) * n; // ATK
  10128. val4 = 25 + val1 * 5; // -hit
  10129. }
  10130. break;
  10131. case SC_P_ALTER:
  10132. {
  10133. uint8 n = 10;
  10134. if (sd)
  10135. n = (uint8)sd->spiritball_old;
  10136. val2 = 10 * n; // +atk
  10137. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  10138. }
  10139. break;
  10140. case SC_E_CHAIN:
  10141. val2 = 10;
  10142. if (sd)
  10143. val2 = sd->spiritball_old;
  10144. break;
  10145. case SC_ANTI_M_BLAST:
  10146. val2 = val1 * 10;
  10147. break;
  10148. case SC_CATNIPPOWDER:
  10149. val2 = 50; // WATK%, MATK%
  10150. val3 = 25 * val1; // Move speed reduction
  10151. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  10152. val4 = status_get_lv(src) / 12;
  10153. break;
  10154. case SC_BITESCAR: {
  10155. const struct status_data *b_status = status_get_base_status(src); // Base Status
  10156. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  10157. tick_time = 1000;
  10158. val4 = tick / tick_time;
  10159. }
  10160. break;
  10161. case SC_ARCLOUSEDASH:
  10162. val2 = 15 + 5 * val1; // AGI
  10163. val3 = 25; // Move speed increase
  10164. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  10165. val4 = 10; // Ranged ATK increase
  10166. break;
  10167. case SC_SHRIMP:
  10168. val2 = 10; // BATK%, MATK%
  10169. break;
  10170. case SC_FRESHSHRIMP: {
  10171. int min = 0, max = 0;
  10172. #ifdef RENEWAL
  10173. min = max = status_base_matk(src, status, status_get_lv(src));
  10174. if (status->rhw.matk > 0) {
  10175. int wMatk, variance;
  10176. wMatk = status->rhw.matk;
  10177. variance = wMatk * status->rhw.wlv / 10;
  10178. min += wMatk - variance;
  10179. max += wMatk + variance;
  10180. }
  10181. #endif
  10182. if (sd && sd->right_weapon.overrefine > 0) {
  10183. min++;
  10184. max += sd->right_weapon.overrefine - 1;
  10185. }
  10186. val2 += min + 178; // Heal
  10187. if (max > min)
  10188. val2 += rnd() % (max - min); // Heal
  10189. if (sd) {
  10190. if (pc_checkskill(sd, SU_POWEROFSEA)) {
  10191. val2 += val2 * 10 / 100;
  10192. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  10193. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  10194. val2 += val2 * 20 / 100;
  10195. }
  10196. if (pc_checkskill(sd, SU_SPIRITOFSEA))
  10197. val2 *= 2; // Doubles HP
  10198. }
  10199. tick_time = 10000 - ((val1 - 1) * 1000);
  10200. val4 = tick / tick_time;
  10201. }
  10202. break;
  10203. case SC_TUNAPARTY:
  10204. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  10205. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  10206. val2 <<= 1; // Double the shield life
  10207. break;
  10208. case SC_HISS:
  10209. val2 = 50; // Perfect Dodge
  10210. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  10211. break;
  10212. case SC_GROOMING:
  10213. val2 = 100; // Flee
  10214. break;
  10215. case SC_CHATTERING:
  10216. val2 = 100; // eATK, eMATK
  10217. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  10218. break;
  10219. case SC_SWORDCLAN:
  10220. case SC_ARCWANDCLAN:
  10221. case SC_GOLDENMACECLAN:
  10222. case SC_CROSSBOWCLAN:
  10223. case SC_JUMPINGCLAN:
  10224. tick = -1;
  10225. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,-1,flag);
  10226. break;
  10227. case SC_DORAM_BUF_01:
  10228. case SC_DORAM_BUF_02:
  10229. tick_time = 10000; // every 10 seconds
  10230. if( (val4 = tick/tick_time) < 1 )
  10231. val4 = 1;
  10232. break;
  10233. default:
  10234. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == EFST_BLANK ) {
  10235. // Status change with no calc, no icon, and no skill associated...?
  10236. ShowError("UnknownStatusChange [%d]\n", type);
  10237. return 0;
  10238. }
  10239. } else // Special considerations when loading SC data.
  10240. switch( type ) {
  10241. case SC_WEDDING:
  10242. case SC_XMAS:
  10243. case SC_SUMMER:
  10244. case SC_HANBOK:
  10245. case SC_OKTOBERFEST:
  10246. case SC_DRESSUP:
  10247. if( !vd )
  10248. break;
  10249. clif_changelook(bl,LOOK_BASE,vd->class_);
  10250. clif_changelook(bl,LOOK_WEAPON,0);
  10251. clif_changelook(bl,LOOK_SHIELD,0);
  10252. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10253. clif_changelook(bl,LOOK_BODY2,0);
  10254. break;
  10255. case SC_STONE:
  10256. if (val3 > 0)
  10257. break; //Incubation time still active
  10258. //Fall through
  10259. case SC_POISON:
  10260. case SC_DPOISON:
  10261. case SC_BLEEDING:
  10262. case SC_BURNING:
  10263. case SC_TOXIN:
  10264. case SC_MAGICMUSHROOM:
  10265. case SC_PYREXIA:
  10266. case SC_LEECHESEND:
  10267. tick_time = tick;
  10268. tick = tick_time + max(val4,0);
  10269. break;
  10270. case SC_SWORDCLAN:
  10271. case SC_ARCWANDCLAN:
  10272. case SC_GOLDENMACECLAN:
  10273. case SC_CROSSBOWCLAN:
  10274. case SC_JUMPINGCLAN:
  10275. case SC_CLAN_INFO:
  10276. // If the player still has a clan status, but was removed from his clan
  10277. if( sd && sd->status.clan_id == 0 ){
  10278. return 0;
  10279. }
  10280. break;
  10281. }
  10282. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  10283. switch(type) {
  10284. // Start |1 val_flag setting
  10285. case SC_ROLLINGCUTTER:
  10286. case SC_BANDING:
  10287. case SC_SPHERE_1:
  10288. case SC_SPHERE_2:
  10289. case SC_SPHERE_3:
  10290. case SC_SPHERE_4:
  10291. case SC_SPHERE_5:
  10292. case SC_LIGHTNINGWALK:
  10293. case SC_MONSTER_TRANSFORM:
  10294. case SC_ACTIVE_MONSTER_TRANSFORM:
  10295. case SC_EXPBOOST:
  10296. case SC_JEXPBOOST:
  10297. case SC_ITEMBOOST:
  10298. case SC_JP_EVENT04:
  10299. case SC_PUSH_CART:
  10300. case SC_SWORDCLAN:
  10301. case SC_ARCWANDCLAN:
  10302. case SC_GOLDENMACECLAN:
  10303. case SC_CROSSBOWCLAN:
  10304. case SC_JUMPINGCLAN:
  10305. case SC_DRESSUP:
  10306. val_flag |= 1;
  10307. break;
  10308. // Start |1|2 val_flag setting
  10309. case SC_FIGHTINGSPIRIT:
  10310. case SC_VENOMIMPRESS:
  10311. case SC_WEAPONBLOCKING:
  10312. case SC__INVISIBILITY:
  10313. case SC__ENERVATION:
  10314. case SC__WEAKNESS:
  10315. case SC_PROPERTYWALK:
  10316. case SC_PRESTIGE:
  10317. case SC_SHIELDSPELL_DEF:
  10318. case SC_SHIELDSPELL_MDEF:
  10319. case SC_SHIELDSPELL_REF:
  10320. case SC_CRESCENTELBOW:
  10321. case SC_CHILLY_AIR_OPTION:
  10322. case SC_GUST_OPTION:
  10323. case SC_WILD_STORM_OPTION:
  10324. case SC_UPHEAVAL_OPTION:
  10325. case SC_CIRCLE_OF_FIRE_OPTION:
  10326. case SC_CLAN_INFO:
  10327. case SC_DAILYSENDMAILCNT:
  10328. val_flag |= 1|2;
  10329. break;
  10330. // Start |1|2|4 val_flag setting
  10331. case SC_POISONINGWEAPON:
  10332. case SC_CLOAKINGEXCEED:
  10333. case SC_HALLUCINATIONWALK:
  10334. case SC__SHADOWFORM:
  10335. case SC__GROOMY:
  10336. case SC__LAZINESS:
  10337. case SC__UNLUCKY:
  10338. case SC_FORCEOFVANGUARD:
  10339. case SC_SPELLFIST:
  10340. case SC_CURSEDCIRCLE_ATKER:
  10341. case SC_PYROTECHNIC_OPTION:
  10342. case SC_HEATER_OPTION:
  10343. case SC_AQUAPLAY_OPTION:
  10344. case SC_COOLER_OPTION:
  10345. case SC_BLAST_OPTION:
  10346. case SC_PETROLOGY_OPTION:
  10347. case SC_CURSED_SOIL_OPTION:
  10348. case SC_WATER_BARRIER:
  10349. val_flag |= 1|2|4;
  10350. break;
  10351. }
  10352. /* [Ind] */
  10353. if (StatusDisplayType[type]&bl->type) {
  10354. int dval1 = 0, dval2 = 0, dval3 = 0;
  10355. switch (type) {
  10356. case SC_ALL_RIDING:
  10357. dval1 = 1;
  10358. break;
  10359. case SC_CLAN_INFO:
  10360. dval1 = val1;
  10361. dval2 = val2;
  10362. dval3 = val3;
  10363. break;
  10364. default: /* All others: just copy val1 */
  10365. dval1 = val1;
  10366. break;
  10367. }
  10368. status_display_add(bl,type,dval1,dval2,dval3);
  10369. clif_efst_status_change_sub(bl, bl, AREA);
  10370. }
  10371. // Those that make you stop attacking/walking....
  10372. switch (type) {
  10373. case SC_WHITEIMPRISON:
  10374. case SC_DEEPSLEEP:
  10375. case SC_CRYSTALIZE:
  10376. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  10377. pc_setstand(sd, true);
  10378. case SC_FREEZE:
  10379. case SC_STUN:
  10380. if (sc->data[SC_DANCING])
  10381. unit_stop_walking(bl, 1);
  10382. case SC_TRICKDEAD:
  10383. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10384. case SC_SLEEP:
  10385. case SC_STONE:
  10386. // Cancel cast when get status [LuzZza]
  10387. if (battle_config.sc_castcancel&bl->type)
  10388. unit_skillcastcancel(bl, 0);
  10389. // Fall through
  10390. case SC_CURSEDCIRCLE_ATKER:
  10391. case SC_KINGS_GRACE:
  10392. unit_stop_attack(bl);
  10393. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  10394. break;
  10395. // Fall through
  10396. case SC_STOP:
  10397. case SC_CONFUSION:
  10398. case SC_CLOSECONFINE:
  10399. case SC_CLOSECONFINE2:
  10400. case SC_TINDER_BREAKER:
  10401. case SC_TINDER_BREAKER2:
  10402. case SC_BITE:
  10403. case SC_THORNSTRAP:
  10404. case SC_MEIKYOUSISUI:
  10405. case SC_KYOUGAKU:
  10406. case SC_PARALYSIS:
  10407. //case SC__CHAOS:
  10408. case SC_SV_ROOTTWIST:
  10409. unit_stop_walking(bl,1);
  10410. break;
  10411. case SC_CURSEDCIRCLE_TARGET:
  10412. unit_stop_attack(bl);
  10413. // Fall through
  10414. case SC_ANKLE:
  10415. case SC_SPIDERWEB:
  10416. case SC_ELECTRICSHOCKER:
  10417. case SC_MAGNETICFIELD:
  10418. case SC_NETHERWORLD:
  10419. if (!unit_blown_immune(bl,0x1))
  10420. unit_stop_walking(bl,1);
  10421. break;
  10422. case SC__MANHOLE:
  10423. // Manhole ignores blow_immune, when the enemy is BL_PC
  10424. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  10425. unit_stop_walking(bl,1);
  10426. unit_stop_attack(bl);
  10427. break;
  10428. case SC_VACUUM_EXTREME:
  10429. if (bl->type != BL_PC && !unit_blown_immune(bl,0x1)) {
  10430. unit_stop_walking(bl,1);
  10431. unit_stop_attack(bl);
  10432. }
  10433. break;
  10434. case SC_HIDING:
  10435. case SC_CLOAKING:
  10436. case SC_CLOAKINGEXCEED:
  10437. case SC__FEINTBOMB:
  10438. case SC_CHASEWALK:
  10439. case SC_WEIGHT90:
  10440. case SC_CAMOUFLAGE:
  10441. case SC_STEALTHFIELD:
  10442. case SC_VOICEOFSIREN:
  10443. case SC_WEDDING:
  10444. case SC_XMAS:
  10445. case SC_SUMMER:
  10446. case SC_HANBOK:
  10447. case SC_OKTOBERFEST:
  10448. case SC_DRESSUP:
  10449. case SC_SUHIDE:
  10450. unit_stop_attack(bl);
  10451. break;
  10452. case SC_SILENCE:
  10453. if (battle_config.sc_castcancel&bl->type)
  10454. unit_skillcastcancel(bl, 0);
  10455. break;
  10456. case SC_ITEMSCRIPT: // Shows Buff Icons
  10457. if (sd && val2 != EFST_BLANK)
  10458. clif_status_change(bl, (enum efst_types)val2, 1, tick, 0, 0, 0);
  10459. break;
  10460. }
  10461. // Set option as needed.
  10462. opt_flag = 1;
  10463. switch(type) {
  10464. // OPT1
  10465. case SC_STONE:
  10466. if (val3 > 0)
  10467. sc->opt1 = OPT1_STONEWAIT;
  10468. else
  10469. sc->opt1 = OPT1_STONE;
  10470. break;
  10471. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  10472. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  10473. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  10474. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  10475. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  10476. // OPT2
  10477. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  10478. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  10479. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  10480. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  10481. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  10482. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  10483. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  10484. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  10485. // OPT3
  10486. case SC_TWOHANDQUICKEN:
  10487. case SC_ONEHAND:
  10488. case SC_SPEARQUICKEN:
  10489. case SC_CONCENTRATION:
  10490. case SC_MERC_QUICKEN:
  10491. sc->opt3 |= OPT3_QUICKEN;
  10492. opt_flag = 0;
  10493. break;
  10494. case SC_MAXOVERTHRUST:
  10495. case SC_OVERTHRUST:
  10496. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  10497. sc->opt3 |= OPT3_OVERTHRUST;
  10498. opt_flag = 0;
  10499. break;
  10500. case SC_ENERGYCOAT:
  10501. case SC_SKE:
  10502. sc->opt3 |= OPT3_ENERGYCOAT;
  10503. opt_flag = 0;
  10504. break;
  10505. case SC_INCATKRATE:
  10506. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  10507. if (bl->type != BL_MOB) {
  10508. opt_flag = 0;
  10509. break;
  10510. }
  10511. case SC_EXPLOSIONSPIRITS:
  10512. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  10513. opt_flag = 0;
  10514. break;
  10515. case SC_STEELBODY:
  10516. case SC_SKA:
  10517. sc->opt3 |= OPT3_STEELBODY;
  10518. opt_flag = 0;
  10519. break;
  10520. case SC_BLADESTOP:
  10521. sc->opt3 |= OPT3_BLADESTOP;
  10522. opt_flag = 0;
  10523. break;
  10524. case SC_AURABLADE:
  10525. sc->opt3 |= OPT3_AURABLADE;
  10526. opt_flag = 0;
  10527. break;
  10528. case SC_BERSERK:
  10529. opt_flag = 0;
  10530. sc->opt3 |= OPT3_BERSERK;
  10531. break;
  10532. // case ???: // doesn't seem to do anything
  10533. // sc->opt3 |= OPT3_LIGHTBLADE;
  10534. // opt_flag = 0;
  10535. // break;
  10536. case SC_DANCING:
  10537. if ((val1&0xFFFF) == CG_MOONLIT)
  10538. sc->opt3 |= OPT3_MOONLIT;
  10539. opt_flag = 0;
  10540. break;
  10541. case SC_MARIONETTE:
  10542. case SC_MARIONETTE2:
  10543. sc->opt3 |= OPT3_MARIONETTE;
  10544. opt_flag = 0;
  10545. break;
  10546. case SC_ASSUMPTIO:
  10547. sc->opt3 |= OPT3_ASSUMPTIO;
  10548. opt_flag = 0;
  10549. break;
  10550. case SC_WARM: // SG skills [Komurka]
  10551. sc->opt3 |= OPT3_WARM;
  10552. opt_flag = 0;
  10553. break;
  10554. case SC_KAITE:
  10555. sc->opt3 |= OPT3_KAITE;
  10556. opt_flag = 0;
  10557. break;
  10558. case SC_BUNSINJYUTSU:
  10559. sc->opt3 |= OPT3_BUNSIN;
  10560. opt_flag = 0;
  10561. break;
  10562. case SC_SPIRIT:
  10563. sc->opt3 |= OPT3_SOULLINK;
  10564. opt_flag = 0;
  10565. break;
  10566. case SC_CHANGEUNDEAD:
  10567. sc->opt3 |= OPT3_UNDEAD;
  10568. opt_flag = 0;
  10569. break;
  10570. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10571. // sc->opt3 |= OPT3_CONTRACT;
  10572. // opt_flag = 0;
  10573. // break;
  10574. // OPTION
  10575. case SC_HIDING:
  10576. sc->option |= OPTION_HIDE;
  10577. opt_flag = 2;
  10578. break;
  10579. case SC_CLOAKING:
  10580. case SC_CLOAKINGEXCEED:
  10581. case SC__INVISIBILITY:
  10582. sc->option |= OPTION_CLOAK;
  10583. case SC_CAMOUFLAGE:
  10584. case SC_STEALTHFIELD:
  10585. case SC__SHADOWFORM:
  10586. opt_flag = 2;
  10587. break;
  10588. case SC_CHASEWALK:
  10589. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  10590. opt_flag = 2;
  10591. break;
  10592. case SC__FEINTBOMB:
  10593. sc->option |= OPTION_INVISIBLE;
  10594. opt_flag |= 2|4;
  10595. break;
  10596. case SC_SIGHT:
  10597. sc->option |= OPTION_SIGHT;
  10598. break;
  10599. case SC_RUWACH:
  10600. sc->option |= OPTION_RUWACH;
  10601. break;
  10602. case SC_WEDDING:
  10603. sc->option |= OPTION_WEDDING;
  10604. opt_flag |= 0x4;
  10605. break;
  10606. case SC_XMAS:
  10607. sc->option |= OPTION_XMAS;
  10608. opt_flag |= 0x4;
  10609. break;
  10610. case SC_SUMMER:
  10611. case SC_DRESSUP:
  10612. sc->option |= OPTION_SUMMER;
  10613. opt_flag |= 0x4;
  10614. break;
  10615. case SC_HANBOK:
  10616. sc->option |= OPTION_HANBOK;
  10617. opt_flag |= 0x4;
  10618. break;
  10619. case SC_OKTOBERFEST:
  10620. sc->option |= OPTION_OKTOBERFEST;
  10621. opt_flag |= 0x4;
  10622. break;
  10623. case SC_ORCISH:
  10624. sc->option |= OPTION_ORCISH;
  10625. break;
  10626. case SC_FUSION:
  10627. sc->option |= OPTION_FLYING;
  10628. break;
  10629. default:
  10630. opt_flag = 0;
  10631. }
  10632. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  10633. if(opt_flag) {
  10634. clif_changeoption(bl);
  10635. if(sd && (opt_flag&0x4)) {
  10636. clif_changelook(bl,LOOK_BASE,vd->class_);
  10637. clif_changelook(bl,LOOK_WEAPON,0);
  10638. clif_changelook(bl,LOOK_SHIELD,0);
  10639. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10640. }
  10641. }
  10642. if (calc_flag&SCB_DYE) { // Reset DYE color
  10643. if (vd && vd->cloth_color) {
  10644. val4 = vd->cloth_color;
  10645. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  10646. }
  10647. calc_flag&=~SCB_DYE;
  10648. }
  10649. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  10650. { //Reset body style
  10651. if (vd && vd->body_style)
  10652. {
  10653. val4 = vd->body_style;
  10654. clif_changelook(bl,LOOK_BODY2,0);
  10655. }
  10656. calc_flag&=~SCB_BODY;
  10657. }*/
  10658. if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
  10659. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  10660. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  10661. if( tick_time )
  10662. tick = tick_time;
  10663. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  10664. if((sce=sc->data[type])) { // reuse old sc
  10665. if( sce->timer != INVALID_TIMER )
  10666. delete_timer(sce->timer, status_change_timer);
  10667. sc_isnew = false;
  10668. } else { // New sc
  10669. ++(sc->count);
  10670. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  10671. }
  10672. sce->val1 = val1;
  10673. sce->val2 = val2;
  10674. sce->val3 = val3;
  10675. sce->val4 = val4;
  10676. if (tick >= 0)
  10677. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  10678. else
  10679. sce->timer = INVALID_TIMER; // Infinite duration
  10680. if (calc_flag)
  10681. status_calc_bl(bl,calc_flag);
  10682. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  10683. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  10684. if(sd) {
  10685. if (sd->pd)
  10686. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  10687. switch (type) {
  10688. case SC_BERSERK:
  10689. case SC_MERC_HPUP:
  10690. case SC_MERC_SPUP:
  10691. status_calc_pc(sd, SCO_FORCE);
  10692. break;
  10693. default:
  10694. status_calc_pc(sd, SCO_NONE);
  10695. break;
  10696. }
  10697. }
  10698. // 1st thing to execute when loading status
  10699. switch (type) {
  10700. case SC_FULL_THROTTLE:
  10701. status_percent_heal(bl,100,0);
  10702. break;
  10703. case SC_BERSERK:
  10704. if (!(sce->val2)) { // Don't heal if already set
  10705. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  10706. status_set_sp(bl, 0, 0); // Damage all SP
  10707. }
  10708. sce->val2 = 5 * status->max_hp / 100;
  10709. break;
  10710. case SC_RUN:
  10711. {
  10712. struct unit_data *ud = unit_bl2ud(bl);
  10713. if( ud )
  10714. ud->state.running = unit_run(bl, NULL, SC_RUN);
  10715. }
  10716. break;
  10717. case SC_BOSSMAPINFO:
  10718. if (sd)
  10719. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  10720. break;
  10721. case SC_MERC_HPUP:
  10722. status_percent_heal(bl, 100, 0); // Recover Full HP
  10723. break;
  10724. case SC_MERC_SPUP:
  10725. status_percent_heal(bl, 0, 100); // Recover Full SP
  10726. break;
  10727. case SC_WUGDASH:
  10728. {
  10729. struct unit_data *ud = unit_bl2ud(bl);
  10730. if( ud )
  10731. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  10732. }
  10733. break;
  10734. case SC_COMBO:
  10735. switch(sce->val1) {
  10736. case TK_STORMKICK:
  10737. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10738. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  10739. break;
  10740. case TK_DOWNKICK:
  10741. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10742. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  10743. break;
  10744. case TK_TURNKICK:
  10745. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10746. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  10747. break;
  10748. case TK_COUNTER:
  10749. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10750. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  10751. break;
  10752. default: // Rest just toggle inf to enable autotarget
  10753. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  10754. break;
  10755. }
  10756. break;
  10757. case SC_RAISINGDRAGON:
  10758. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  10759. break;
  10760. case SC_C_MARKER:
  10761. //Send mini-map, don't wait for first timer triggered
  10762. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  10763. clif_crimson_marker(sd, bl, false);
  10764. break;
  10765. case SC_GVG_GIANT:
  10766. case SC_GVG_GOLEM:
  10767. case SC_GVG_STUN:
  10768. case SC_GVG_STONE:
  10769. case SC_GVG_FREEZ:
  10770. case SC_GVG_SLEEP:
  10771. case SC_GVG_CURSE:
  10772. case SC_GVG_SILENCE:
  10773. case SC_GVG_BLIND:
  10774. if (val1 || val2)
  10775. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  10776. break;
  10777. }
  10778. if( opt_flag&2 && sd && sd->touching_id )
  10779. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  10780. return 1;
  10781. }
  10782. /**
  10783. * End all statuses except those listed
  10784. * TODO: May be useful for dispel instead resetting a list there
  10785. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10786. * @param type: Changes behaviour of the function
  10787. * 0: PC killed -> Place here statuses that do not dispel on death.
  10788. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  10789. * 2: Do clif_changeoption()
  10790. * 3: Do not remove some permanent/time-independent effects
  10791. * @return 1: Success 0: Fail
  10792. */
  10793. int status_change_clear(struct block_list* bl, int type)
  10794. {
  10795. struct status_change* sc;
  10796. int i;
  10797. sc = status_get_sc(bl);
  10798. if (!sc)
  10799. return 0;
  10800. // Cleaning all extras vars
  10801. sc->comet_x = 0;
  10802. sc->comet_y = 0;
  10803. #ifndef RENEWAL
  10804. sc->sg_counter = 0;
  10805. #endif
  10806. sc->bs_counter = 0;
  10807. if (!sc->count)
  10808. return 0;
  10809. for(i = 0; i < SC_MAX; i++) {
  10810. if(!sc->data[i])
  10811. continue;
  10812. if(type == 0) {
  10813. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  10814. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  10815. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  10816. break;
  10817. case SC_WEIGHT50:
  10818. case SC_WEIGHT90:
  10819. case SC_EDP:
  10820. case SC_MELTDOWN:
  10821. case SC_WEDDING:
  10822. case SC_XMAS:
  10823. case SC_SUMMER:
  10824. case SC_HANBOK:
  10825. case SC_OKTOBERFEST:
  10826. case SC_DRESSUP:
  10827. case SC_NOCHAT:
  10828. case SC_FUSION:
  10829. case SC_EARTHSCROLL:
  10830. case SC_READYSTORM:
  10831. case SC_READYDOWN:
  10832. case SC_READYCOUNTER:
  10833. case SC_READYTURN:
  10834. case SC_DODGE:
  10835. case SC_MIRACLE:
  10836. case SC_JAILED:
  10837. case SC_EXPBOOST:
  10838. case SC_ITEMBOOST:
  10839. case SC_HELLPOWER:
  10840. case SC_JEXPBOOST:
  10841. case SC_AUTOTRADE:
  10842. case SC_WHISTLE:
  10843. case SC_ASSNCROS:
  10844. case SC_POEMBRAGI:
  10845. case SC_APPLEIDUN:
  10846. case SC_HUMMING:
  10847. case SC_DONTFORGETME:
  10848. case SC_FORTUNE:
  10849. case SC_SERVICE4U:
  10850. case SC_FOOD_STR_CASH:
  10851. case SC_FOOD_AGI_CASH:
  10852. case SC_FOOD_VIT_CASH:
  10853. case SC_FOOD_DEX_CASH:
  10854. case SC_FOOD_INT_CASH:
  10855. case SC_FOOD_LUK_CASH:
  10856. case SC_SAVAGE_STEAK:
  10857. case SC_COCKTAIL_WARG_BLOOD:
  10858. case SC_MINOR_BBQ:
  10859. case SC_SIROMA_ICE_TEA:
  10860. case SC_DROCERA_HERB_STEAMED:
  10861. case SC_PUTTI_TAILS_NOODLES:
  10862. case SC_DEF_RATE:
  10863. case SC_MDEF_RATE:
  10864. case SC_INCHEALRATE:
  10865. case SC_INCFLEE2:
  10866. case SC_INCHIT:
  10867. case SC_ATKPOTION:
  10868. case SC_MATKPOTION:
  10869. case SC_S_LIFEPOTION:
  10870. case SC_L_LIFEPOTION:
  10871. case SC_PUSH_CART:
  10872. case SC_LIGHT_OF_REGENE:
  10873. case SC_STYLE_CHANGE:
  10874. case SC_QUEST_BUFF1:
  10875. case SC_QUEST_BUFF2:
  10876. case SC_QUEST_BUFF3:
  10877. case SC_2011RWC_SCROLL:
  10878. case SC_JP_EVENT04:
  10879. case SC_ATTHASTE_CASH:
  10880. case SC_REUSE_REFRESH:
  10881. case SC_REUSE_LIMIT_A:
  10882. case SC_REUSE_LIMIT_B:
  10883. case SC_REUSE_LIMIT_C:
  10884. case SC_REUSE_LIMIT_D:
  10885. case SC_REUSE_LIMIT_E:
  10886. case SC_REUSE_LIMIT_F:
  10887. case SC_REUSE_LIMIT_G:
  10888. case SC_REUSE_LIMIT_H:
  10889. case SC_REUSE_LIMIT_MTF:
  10890. case SC_REUSE_LIMIT_ECL:
  10891. case SC_REUSE_LIMIT_RECALL:
  10892. case SC_REUSE_LIMIT_ASPD_POTION:
  10893. case SC_REUSE_MILLENNIUMSHIELD:
  10894. case SC_REUSE_CRUSHSTRIKE:
  10895. case SC_REUSE_STORMBLAST:
  10896. case SC_ALL_RIDING_REUSE_LIMIT:
  10897. case SC_SPRITEMABLE:
  10898. case SC_DORAM_BUF_01:
  10899. case SC_DORAM_BUF_02:
  10900. case SC_GEFFEN_MAGIC1:
  10901. case SC_GEFFEN_MAGIC2:
  10902. case SC_GEFFEN_MAGIC3:
  10903. // Costumes
  10904. case SC_MOONSTAR:
  10905. case SC_SUPER_STAR:
  10906. case SC_STRANGELIGHTS:
  10907. case SC_DECORATION_OF_MUSIC:
  10908. case SC_LJOSALFAR:
  10909. case SC_MERMAID_LONGING:
  10910. case SC_HAT_EFFECT:
  10911. case SC_FLOWERSMOKE:
  10912. case SC_FSTONE:
  10913. case SC_HAPPINESS_STAR:
  10914. case SC_MAPLE_FALLS:
  10915. case SC_TIME_ACCESSORY:
  10916. case SC_MAGICAL_FEATHER:
  10917. // Clans
  10918. case SC_CLAN_INFO:
  10919. case SC_SWORDCLAN:
  10920. case SC_ARCWANDCLAN:
  10921. case SC_GOLDENMACECLAN:
  10922. case SC_CROSSBOWCLAN:
  10923. case SC_JUMPINGCLAN:
  10924. case SC_DAILYSENDMAILCNT:
  10925. continue;
  10926. }
  10927. }
  10928. if( type == 3 ) {
  10929. switch (i) { // !TODO: This list may be incomplete
  10930. case SC_WEIGHT50:
  10931. case SC_WEIGHT90:
  10932. case SC_NOCHAT:
  10933. case SC_PUSH_CART:
  10934. case SC_ALL_RIDING:
  10935. case SC_STYLE_CHANGE:
  10936. // Costumes
  10937. case SC_MOONSTAR:
  10938. case SC_SUPER_STAR:
  10939. case SC_STRANGELIGHTS:
  10940. case SC_DECORATION_OF_MUSIC:
  10941. case SC_LJOSALFAR:
  10942. case SC_MERMAID_LONGING:
  10943. case SC_HAT_EFFECT:
  10944. case SC_FLOWERSMOKE:
  10945. case SC_FSTONE:
  10946. case SC_HAPPINESS_STAR:
  10947. case SC_MAPLE_FALLS:
  10948. case SC_TIME_ACCESSORY:
  10949. case SC_MAGICAL_FEATHER:
  10950. // Clans
  10951. case SC_CLAN_INFO:
  10952. case SC_SWORDCLAN:
  10953. case SC_ARCWANDCLAN:
  10954. case SC_GOLDENMACECLAN:
  10955. case SC_CROSSBOWCLAN:
  10956. case SC_JUMPINGCLAN:
  10957. case SC_DAILYSENDMAILCNT:
  10958. continue;
  10959. }
  10960. }
  10961. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10962. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  10963. (sc->count)--;
  10964. if (sc->data[i]->timer != INVALID_TIMER)
  10965. delete_timer(sc->data[i]->timer, status_change_timer);
  10966. ers_free(sc_data_ers, sc->data[i]);
  10967. sc->data[i] = NULL;
  10968. }
  10969. }
  10970. sc->opt1 = 0;
  10971. sc->opt2 = 0;
  10972. sc->opt3 = 0;
  10973. if( type == 0 || type == 2 )
  10974. clif_changeoption(bl);
  10975. return 1;
  10976. }
  10977. /**
  10978. * End a specific status after checking
  10979. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10980. * @param type: Status change (SC_*)
  10981. * @param tid: Timer
  10982. * @param file: Used for dancing save
  10983. * @param line: Used for dancing save
  10984. * @return 1: Success 0: Fail
  10985. */
  10986. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  10987. {
  10988. struct map_session_data *sd;
  10989. struct status_change *sc;
  10990. struct status_change_entry *sce;
  10991. struct status_data *status;
  10992. struct view_data *vd;
  10993. int opt_flag = 0;
  10994. enum scb_flag calc_flag = SCB_NONE;
  10995. nullpo_ret(bl);
  10996. sc = status_get_sc(bl);
  10997. status = status_get_status_data(bl);
  10998. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  10999. return 0;
  11000. sd = BL_CAST(BL_PC,bl);
  11001. if (sce->timer != tid && tid != INVALID_TIMER)
  11002. return 0;
  11003. if (tid == INVALID_TIMER) {
  11004. if (type == SC_ENDURE && sce->val4)
  11005. // Do not end infinite endure.
  11006. return 0;
  11007. if (type == SC_SPIDERWEB) {
  11008. //Delete the unit group first to expire found in the status change
  11009. struct skill_unit_group *group = NULL, *group2 = NULL;
  11010. unsigned int tick = gettick();
  11011. int pos = 1;
  11012. if (sce->val2)
  11013. if (!(group = skill_id2group(sce->val2)))
  11014. sce->val2 = 0;
  11015. if (sce->val3) {
  11016. if (!(group2 = skill_id2group(sce->val3)))
  11017. sce->val3 = 0;
  11018. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11019. group = group2;
  11020. pos = 2;
  11021. }
  11022. }
  11023. if (sce->val4) {
  11024. if (!(group2 = skill_id2group(sce->val4)))
  11025. sce->val4 = 0;
  11026. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11027. group = group2;
  11028. pos = 3;
  11029. }
  11030. }
  11031. if (pos == 1)
  11032. sce->val2 = 0;
  11033. else if (pos == 2)
  11034. sce->val3 = 0;
  11035. else if (pos == 3)
  11036. sce->val4 = 0;
  11037. if (group)
  11038. skill_delunitgroup(group);
  11039. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  11040. return 0; //Don't end the status change yet as there are still unit groups associated with it
  11041. }
  11042. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  11043. delete_timer(sce->timer,status_change_timer);
  11044. if (sc->opt1)
  11045. switch (type) {
  11046. // "Ugly workaround" [Skotlex]
  11047. // delays status change ending so that a skill that sets opt1 fails to
  11048. // trigger when it also removed one
  11049. case SC_STONE:
  11050. sce->val4 = -1; // Petrify time
  11051. case SC_FREEZE:
  11052. case SC_STUN:
  11053. case SC_SLEEP:
  11054. if (sce->val1) {
  11055. // Removing the 'level' shouldn't affect anything in the code
  11056. // since these SC are not affected by it, and it lets us know
  11057. // if we have already delayed this attack or not.
  11058. sce->val1 = 0;
  11059. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  11060. return 1;
  11061. }
  11062. }
  11063. }
  11064. (sc->count)--;
  11065. if ( StatusChangeStateTable[type] )
  11066. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  11067. sc->data[type] = NULL;
  11068. if (StatusDisplayType[type]&bl->type)
  11069. status_display_remove(bl,type);
  11070. vd = status_get_viewdata(bl);
  11071. calc_flag = static_cast<scb_flag>(StatusChangeFlagTable[type]);
  11072. switch(type) {
  11073. case SC_GRANITIC_ARMOR:
  11074. {
  11075. int damage = status->max_hp*sce->val3/100;
  11076. if(status->hp < damage) // to not kill him
  11077. damage = status->hp-1;
  11078. status_damage(NULL,bl,damage,0,0,1);
  11079. }
  11080. break;
  11081. case SC_PYROCLASTIC:
  11082. if(bl->type == BL_PC)
  11083. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  11084. break;
  11085. case SC_RUN:
  11086. {
  11087. struct unit_data *ud = unit_bl2ud(bl);
  11088. bool begin_spurt = true;
  11089. if (ud) {
  11090. if(!ud->state.running)
  11091. begin_spurt = false;
  11092. ud->state.running = 0;
  11093. if (ud->walktimer != INVALID_TIMER)
  11094. unit_stop_walking(bl,1);
  11095. }
  11096. if (begin_spurt && sce->val1 >= 7 &&
  11097. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  11098. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  11099. )
  11100. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  11101. }
  11102. break;
  11103. case SC_AUTOBERSERK:
  11104. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  11105. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  11106. break;
  11107. case SC_ENDURE:
  11108. case SC_DEFENDER:
  11109. case SC_REFLECTSHIELD:
  11110. case SC_AUTOGUARD:
  11111. {
  11112. struct map_session_data *tsd;
  11113. if( bl->type == BL_PC ) { // Clear Status from others
  11114. int i;
  11115. for( i = 0; i < MAX_DEVOTION; i++ ) {
  11116. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  11117. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11118. }
  11119. }
  11120. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  11121. tsd = ((TBL_MER*)bl)->master;
  11122. if( tsd && tsd->sc.data[type] )
  11123. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11124. }
  11125. }
  11126. break;
  11127. case SC_DEVOTION:
  11128. {
  11129. struct block_list *d_bl = map_id2bl(sce->val1);
  11130. if( d_bl ) {
  11131. if( d_bl->type == BL_PC )
  11132. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  11133. else if( d_bl->type == BL_MER )
  11134. ((TBL_MER*)d_bl)->devotion_flag = 0;
  11135. clif_devotion(d_bl, NULL);
  11136. }
  11137. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  11138. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  11139. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  11140. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11141. }
  11142. break;
  11143. case SC_BLADESTOP:
  11144. if(sce->val4) {
  11145. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  11146. struct block_list *tbl = map_id2bl(tid2);
  11147. struct status_change *tsc = status_get_sc(tbl);
  11148. sce->val4 = 0;
  11149. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  11150. tsc->data[SC_BLADESTOP]->val4 = 0;
  11151. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  11152. }
  11153. clif_bladestop(bl, tid2, 0);
  11154. }
  11155. break;
  11156. case SC_DANCING:
  11157. {
  11158. const char* prevfile = "<unknown>";
  11159. int prevline = 0;
  11160. struct map_session_data *dsd;
  11161. struct status_change_entry *dsc;
  11162. if( sd ) {
  11163. if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
  11164. prevfile = sd->delunit_prevfile;
  11165. prevline = sd->delunit_prevline;
  11166. } else
  11167. prevfile = "<none>";
  11168. sd->delunit_prevfile = file;
  11169. sd->delunit_prevline = line;
  11170. }
  11171. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  11172. dsc = dsd->sc.data[SC_DANCING];
  11173. if(dsc) {
  11174. // This will prevent recursive loops.
  11175. dsc->val2 = dsc->val4 = 0;
  11176. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  11177. }
  11178. }
  11179. if(sce->val2) { // Erase associated land skill
  11180. struct skill_unit_group *group;
  11181. group = skill_id2group(sce->val2);
  11182. if( group == NULL ) {
  11183. 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",
  11184. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  11185. sd ? sd->status.char_id : 0,
  11186. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  11187. prevfile, prevline,
  11188. file, line);
  11189. }
  11190. sce->val2 = 0;
  11191. skill_delunitgroup(group);
  11192. }
  11193. if((sce->val1&0xFFFF) == CG_MOONLIT)
  11194. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  11195. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  11196. }
  11197. break;
  11198. case SC_NOCHAT:
  11199. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  11200. sd->status.manner = 0;
  11201. if (sd && tid == INVALID_TIMER) {
  11202. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11203. clif_updatestatus(sd,SP_MANNER);
  11204. }
  11205. break;
  11206. case SC_SPLASHER:
  11207. {
  11208. struct block_list *src=map_id2bl(sce->val3);
  11209. if(src && tid != INVALID_TIMER)
  11210. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  11211. }
  11212. break;
  11213. case SC_TINDER_BREAKER2:
  11214. case SC_CLOSECONFINE2:{
  11215. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  11216. struct status_change *sc2 = src?status_get_sc(src):NULL;
  11217. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  11218. if (src && sc2 && sc2->data[type2]) {
  11219. // If status was already ended, do nothing.
  11220. // Decrease count
  11221. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  11222. status_change_end(src, type2, INVALID_TIMER);
  11223. }
  11224. }
  11225. case SC_TINDER_BREAKER:
  11226. case SC_CLOSECONFINE:
  11227. if (sce->val2 > 0) {
  11228. // Caster has been unlocked... nearby chars need to be unlocked.
  11229. int range = 1
  11230. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  11231. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  11232. map_foreachinallarea(status_change_timer_sub,
  11233. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  11234. }
  11235. break;
  11236. case SC_COMBO:
  11237. skill_combo_toggle_inf(bl,sce->val1,0);
  11238. break;
  11239. case SC_MARIONETTE:
  11240. case SC_MARIONETTE2: // Marionette target
  11241. if (sce->val1) { // Check for partner and end their marionette status as well
  11242. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  11243. struct block_list *pbl = map_id2bl(sce->val1);
  11244. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  11245. if (sc2 && sc2->data[type2]) {
  11246. sc2->data[type2]->val1 = 0;
  11247. status_change_end(pbl, type2, INVALID_TIMER);
  11248. }
  11249. }
  11250. break;
  11251. case SC_CONCENTRATION:
  11252. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11253. break;
  11254. case SC_BERSERK:
  11255. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  11256. status_percent_heal(bl, 100, 0);
  11257. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  11258. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  11259. status_set_hp(bl, 100, 0);
  11260. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  11261. sc->data[SC_ENDURE]->val4 = 0;
  11262. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11263. }
  11264. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  11265. break;
  11266. case SC_GOSPEL:
  11267. if (sce->val3) { // Clear the group.
  11268. struct skill_unit_group* group = skill_id2group(sce->val3);
  11269. sce->val3 = 0;
  11270. if (group)
  11271. skill_delunitgroup(group);
  11272. }
  11273. break;
  11274. case SC_HERMODE:
  11275. if(sce->val3 == BCT_SELF)
  11276. skill_clear_unitgroup(bl);
  11277. break;
  11278. case SC_BASILICA: // Clear the skill area. [Skotlex]
  11279. if (sce->val3 && sce->val4 == bl->id) {
  11280. struct skill_unit_group* group = skill_id2group(sce->val3);
  11281. sce->val3 = 0;
  11282. if (group)
  11283. skill_delunitgroup(group);
  11284. }
  11285. break;
  11286. case SC_TRICKDEAD:
  11287. if (vd) vd->dead_sit = 0;
  11288. break;
  11289. case SC_WARM:
  11290. case SC__MANHOLE:
  11291. if (sce->val4) { // Clear the group.
  11292. struct skill_unit_group* group = skill_id2group(sce->val4);
  11293. sce->val4 = 0;
  11294. if( group ) // Might have been cleared before status ended, e.g. land protector
  11295. skill_delunitgroup(group);
  11296. }
  11297. break;
  11298. case SC_JAILED:
  11299. if(tid == INVALID_TIMER)
  11300. break;
  11301. // Natural expiration.
  11302. if(sd && sd->mapindex == sce->val2)
  11303. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  11304. break; // Guess hes not in jail :P
  11305. case SC_CHANGE:
  11306. if (tid == INVALID_TIMER)
  11307. break;
  11308. // "lose almost all their HP and SP" on natural expiration.
  11309. status_set_hp(bl, 10, 0);
  11310. status_set_sp(bl, 10, 0);
  11311. break;
  11312. case SC_AUTOTRADE:
  11313. if (tid == INVALID_TIMER)
  11314. break;
  11315. // Vending is not automatically closed for autovenders
  11316. vending_closevending(sd);
  11317. map_quit(sd);
  11318. // Because map_quit calls status_change_end with tid -1
  11319. // from here it's not neccesary to continue
  11320. return 1;
  11321. break;
  11322. case SC_STOP:
  11323. if( sce->val2 ) {
  11324. struct block_list* tbl = map_id2bl(sce->val2);
  11325. sce->val2 = 0;
  11326. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  11327. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  11328. }
  11329. break;
  11330. case SC_TENSIONRELAX:
  11331. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  11332. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  11333. break;
  11334. case SC_MONSTER_TRANSFORM:
  11335. case SC_ACTIVE_MONSTER_TRANSFORM:
  11336. if (sce->val2)
  11337. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  11338. break;
  11339. /* 3rd Stuff */
  11340. case SC_MILLENNIUMSHIELD:
  11341. clif_millenniumshield(bl, 0);
  11342. break;
  11343. case SC_HALLUCINATIONWALK:
  11344. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  11345. break;
  11346. case SC_WHITEIMPRISON:
  11347. {
  11348. struct block_list* src = map_id2bl(sce->val2);
  11349. if( tid == -1 || !src)
  11350. break; // Terminated by Damage
  11351. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false));
  11352. }
  11353. break;
  11354. case SC_WUGDASH:
  11355. {
  11356. struct unit_data *ud = unit_bl2ud(bl);
  11357. if (ud) {
  11358. ud->state.running = 0;
  11359. if (ud->walktimer != INVALID_TIMER)
  11360. unit_stop_walking(bl,1);
  11361. }
  11362. }
  11363. break;
  11364. case SC__SHADOWFORM:
  11365. {
  11366. struct map_session_data *s_sd = map_id2sd(sce->val2);
  11367. if (s_sd) s_sd->shadowform_id = 0;
  11368. }
  11369. break;
  11370. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  11371. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  11372. break;
  11373. case SC_NEUTRALBARRIER_MASTER:
  11374. case SC_STEALTHFIELD_MASTER:
  11375. if( sce->val2 ) {
  11376. struct skill_unit_group* group = skill_id2group(sce->val2);
  11377. sce->val2 = 0;
  11378. if( group ) // Might have been cleared before status ended, e.g. land protector
  11379. skill_delunitgroup(group);
  11380. }
  11381. break;
  11382. case SC_BANDING:
  11383. if(sce->val4) {
  11384. struct skill_unit_group *group = skill_id2group(sce->val4);
  11385. sce->val4 = 0;
  11386. if( group ) // Might have been cleared before status ended, e.g. land protector
  11387. skill_delunitgroup(group);
  11388. }
  11389. break;
  11390. case SC_CURSEDCIRCLE_ATKER:
  11391. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  11392. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  11393. break;
  11394. case SC_RAISINGDRAGON:
  11395. if( sd && sce->val2 && !pc_isdead(sd) ) {
  11396. int i = min(sd->spiritball,5);
  11397. pc_delspiritball(sd, sd->spiritball, 0);
  11398. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  11399. while( i > 0 ) {
  11400. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  11401. --i;
  11402. }
  11403. }
  11404. break;
  11405. case SC_CURSEDCIRCLE_TARGET:
  11406. {
  11407. struct block_list *src = map_id2bl(sce->val2);
  11408. struct status_change *sc2 = status_get_sc(src);
  11409. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  11410. clif_bladestop(bl, sce->val2, 0);
  11411. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  11412. }
  11413. }
  11414. break;
  11415. case SC_BLOODSUCKER:
  11416. if( sce->val2 ) {
  11417. struct block_list *src = map_id2bl(sce->val2);
  11418. if(src) {
  11419. struct status_change *sc2 = status_get_sc(src);
  11420. sc2->bs_counter--;
  11421. }
  11422. }
  11423. break;
  11424. case SC_TEARGAS:
  11425. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  11426. break;
  11427. case SC_SITDOWN_FORCE:
  11428. case SC_BANANA_BOMB_SITDOWN:
  11429. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  11430. skill_sit(sd,0);
  11431. break;
  11432. case SC_KYOUGAKU:
  11433. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  11434. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  11435. break;
  11436. case SC_INTRAVISION:
  11437. calc_flag = SCB_ALL; // Required for overlapping
  11438. break;
  11439. case SC_OVERED_BOOST:
  11440. switch (bl->type) {
  11441. case BL_HOM: {
  11442. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  11443. if( hd )
  11444. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  11445. }
  11446. break;
  11447. case BL_PC:
  11448. status_zap(bl,0,status_get_max_sp(bl) / 2);
  11449. break;
  11450. }
  11451. break;
  11452. case SC_FULL_THROTTLE: {
  11453. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  11454. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  11455. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  11456. }
  11457. break;
  11458. case SC_REBOUND:
  11459. clif_status_load(bl, EFST_DEC_AGI, 0);
  11460. break;
  11461. case SC_ITEMSCRIPT: // Removes Buff Icons
  11462. if (sd && sce->val2 != EFST_BLANK)
  11463. clif_status_load(bl, (enum efst_types)sce->val2, 0);
  11464. break;
  11465. case SC_C_MARKER:
  11466. {
  11467. // Remove mark data from caster
  11468. struct map_session_data *caster = map_id2sd(sce->val2);
  11469. uint8 i = 0;
  11470. if (!caster)
  11471. break;
  11472. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  11473. if (i < MAX_SKILL_CRIMSON_MARKER) {
  11474. caster->c_marker[i] = 0;
  11475. clif_crimson_marker(caster, bl, true);
  11476. }
  11477. }
  11478. break;
  11479. case SC_H_MINE:
  11480. {
  11481. // Drop the material from target if expired
  11482. struct item it;
  11483. struct map_session_data *caster = NULL;
  11484. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  11485. break;
  11486. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  11487. break;
  11488. memset(&it, 0, sizeof(it));
  11489. it.nameid = skill_get_itemid(RL_H_MINE,0);
  11490. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  11491. it.identify = 1;
  11492. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  11493. }
  11494. break;
  11495. case SC_VACUUM_EXTREME:
  11496. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  11497. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  11498. break;
  11499. case SC_SWORDCLAN:
  11500. case SC_ARCWANDCLAN:
  11501. case SC_GOLDENMACECLAN:
  11502. case SC_CROSSBOWCLAN:
  11503. case SC_JUMPINGCLAN:
  11504. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  11505. break;
  11506. }
  11507. opt_flag = 1;
  11508. switch(type) {
  11509. case SC_STONE:
  11510. case SC_FREEZE:
  11511. case SC_STUN:
  11512. case SC_SLEEP:
  11513. case SC_BURNING:
  11514. case SC_WHITEIMPRISON:
  11515. sc->opt1 = 0;
  11516. break;
  11517. case SC_POISON:
  11518. case SC_CURSE:
  11519. case SC_SILENCE:
  11520. case SC_BLIND:
  11521. sc->opt2 &= ~(1<<(type-SC_POISON));
  11522. break;
  11523. case SC_DPOISON:
  11524. sc->opt2 &= ~OPT2_DPOISON;
  11525. break;
  11526. case SC_SIGNUMCRUCIS:
  11527. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  11528. break;
  11529. case SC_HIDING:
  11530. sc->option &= ~OPTION_HIDE;
  11531. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  11532. break;
  11533. case SC_CLOAKING:
  11534. case SC_CLOAKINGEXCEED:
  11535. case SC__INVISIBILITY:
  11536. sc->option &= ~OPTION_CLOAK;
  11537. case SC_CAMOUFLAGE:
  11538. case SC_STEALTHFIELD:
  11539. case SC__SHADOWFORM:
  11540. opt_flag |= 2;
  11541. break;
  11542. case SC_CHASEWALK:
  11543. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  11544. opt_flag |= 2;
  11545. break;
  11546. case SC__FEINTBOMB:
  11547. sc->option &= ~OPTION_INVISIBLE;
  11548. opt_flag |= 2|4;
  11549. break;
  11550. case SC_SIGHT:
  11551. sc->option &= ~OPTION_SIGHT;
  11552. break;
  11553. case SC_WEDDING:
  11554. sc->option &= ~OPTION_WEDDING;
  11555. opt_flag |= 0x4;
  11556. break;
  11557. case SC_XMAS:
  11558. sc->option &= ~OPTION_XMAS;
  11559. opt_flag |= 0x4;
  11560. break;
  11561. case SC_SUMMER:
  11562. case SC_DRESSUP:
  11563. sc->option &= ~OPTION_SUMMER;
  11564. opt_flag |= 0x4;
  11565. break;
  11566. case SC_HANBOK:
  11567. sc->option &= ~OPTION_HANBOK;
  11568. opt_flag |= 0x4;
  11569. break;
  11570. case SC_OKTOBERFEST:
  11571. sc->option &= ~OPTION_OKTOBERFEST;
  11572. opt_flag |= 0x4;
  11573. break;
  11574. case SC_ORCISH:
  11575. sc->option &= ~OPTION_ORCISH;
  11576. break;
  11577. case SC_RUWACH:
  11578. sc->option &= ~OPTION_RUWACH;
  11579. break;
  11580. case SC_FUSION:
  11581. sc->option &= ~OPTION_FLYING;
  11582. break;
  11583. // opt3
  11584. case SC_TWOHANDQUICKEN:
  11585. case SC_ONEHAND:
  11586. case SC_SPEARQUICKEN:
  11587. case SC_CONCENTRATION:
  11588. case SC_MERC_QUICKEN:
  11589. sc->opt3 &= ~OPT3_QUICKEN;
  11590. opt_flag = 0;
  11591. break;
  11592. case SC_OVERTHRUST:
  11593. case SC_MAXOVERTHRUST:
  11594. case SC_SWOO:
  11595. sc->opt3 &= ~OPT3_OVERTHRUST;
  11596. if( type == SC_SWOO )
  11597. opt_flag = 8;
  11598. else
  11599. opt_flag = 0;
  11600. break;
  11601. case SC_ENERGYCOAT:
  11602. case SC_SKE:
  11603. sc->opt3 &= ~OPT3_ENERGYCOAT;
  11604. opt_flag = 0;
  11605. break;
  11606. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  11607. if (bl->type != BL_MOB) {
  11608. opt_flag = 0;
  11609. break;
  11610. }
  11611. case SC_EXPLOSIONSPIRITS:
  11612. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  11613. opt_flag = 0;
  11614. break;
  11615. case SC_STEELBODY:
  11616. case SC_SKA:
  11617. sc->opt3 &= ~OPT3_STEELBODY;
  11618. if (type == SC_SKA)
  11619. opt_flag = 8;
  11620. else
  11621. opt_flag = 0;
  11622. break;
  11623. case SC_BLADESTOP:
  11624. sc->opt3 &= ~OPT3_BLADESTOP;
  11625. opt_flag = 0;
  11626. break;
  11627. case SC_AURABLADE:
  11628. sc->opt3 &= ~OPT3_AURABLADE;
  11629. opt_flag = 0;
  11630. break;
  11631. case SC_BERSERK:
  11632. opt_flag = 0;
  11633. sc->opt3 &= ~OPT3_BERSERK;
  11634. break;
  11635. // case ???: // doesn't seem to do anything
  11636. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  11637. // opt_flag = 0;
  11638. // break;
  11639. case SC_DANCING:
  11640. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  11641. sc->opt3 &= ~OPT3_MOONLIT;
  11642. opt_flag = 0;
  11643. break;
  11644. case SC_MARIONETTE:
  11645. case SC_MARIONETTE2:
  11646. sc->opt3 &= ~OPT3_MARIONETTE;
  11647. opt_flag = 0;
  11648. break;
  11649. case SC_ASSUMPTIO:
  11650. sc->opt3 &= ~OPT3_ASSUMPTIO;
  11651. opt_flag = 0;
  11652. break;
  11653. case SC_WARM: // SG skills [Komurka]
  11654. sc->opt3 &= ~OPT3_WARM;
  11655. opt_flag = 0;
  11656. break;
  11657. case SC_KAITE:
  11658. sc->opt3 &= ~OPT3_KAITE;
  11659. opt_flag = 0;
  11660. break;
  11661. case SC_BUNSINJYUTSU:
  11662. sc->opt3 &= ~OPT3_BUNSIN;
  11663. opt_flag = 0;
  11664. break;
  11665. case SC_SPIRIT:
  11666. sc->opt3 &= ~OPT3_SOULLINK;
  11667. opt_flag = 0;
  11668. break;
  11669. case SC_CHANGEUNDEAD:
  11670. sc->opt3 &= ~OPT3_UNDEAD;
  11671. opt_flag = 0;
  11672. break;
  11673. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  11674. // sc->opt3 &= ~OPT3_CONTRACT;
  11675. // opt_flag = 0;
  11676. // break;
  11677. default:
  11678. opt_flag = 0;
  11679. }
  11680. if (calc_flag&SCB_DYE) { // Restore DYE color
  11681. if (vd && !vd->cloth_color && sce->val4)
  11682. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  11683. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_DYE);
  11684. }
  11685. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  11686. { //Restore body style
  11687. if (vd && !vd->body_style && sce->val4)
  11688. clif_changelook(bl,LOOK_BODY2,sce->val4);
  11689. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_BODY);
  11690. }*/
  11691. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  11692. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  11693. if( opt_flag&8 ) // bugreport:681
  11694. clif_changeoption2(bl);
  11695. else if(opt_flag) {
  11696. clif_changeoption(bl);
  11697. if (sd && (opt_flag&0x4)) {
  11698. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  11699. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  11700. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  11701. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  11702. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  11703. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  11704. }
  11705. }
  11706. if (calc_flag) {
  11707. switch (type) {
  11708. case SC_MAGICPOWER:
  11709. //If Mystical Amplification ends, MATK is immediately recalculated
  11710. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11711. break;
  11712. default:
  11713. status_calc_bl(bl, calc_flag);
  11714. break;
  11715. }
  11716. }
  11717. if(opt_flag&4) // Out of hiding, invoke on place.
  11718. skill_unit_move(bl,gettick(),1);
  11719. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  11720. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  11721. ers_free(sc_data_ers, sce);
  11722. return 1;
  11723. }
  11724. /**
  11725. * Resets timers for statuses
  11726. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  11727. * @param tid: Timer ID
  11728. * @param tick: How long before next call
  11729. * @param id: ID of character
  11730. * @param data: Information passed through the timer call
  11731. * @return 1: Success 0: Fail
  11732. */
  11733. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  11734. {
  11735. enum sc_type type = (sc_type)data;
  11736. struct block_list *bl;
  11737. struct map_session_data *sd;
  11738. int interval = status_get_sc_interval(type);
  11739. bool dounlock = false;
  11740. bl = map_id2bl(id);
  11741. if(!bl) {
  11742. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  11743. return 0;
  11744. }
  11745. struct status_change * const sc = status_get_sc(bl);
  11746. struct status_data * const status = status_get_status_data(bl);
  11747. if(!sc) {
  11748. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  11749. return 0;
  11750. }
  11751. struct status_change_entry * const sce = sc->data[type];
  11752. if(!sce) {
  11753. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  11754. return 0;
  11755. }
  11756. if( sce->timer != tid ) {
  11757. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  11758. return 0;
  11759. }
  11760. sd = BL_CAST(BL_PC, bl);
  11761. std::function<void (unsigned int)> sc_timer_next = [&sce, &bl, &data](unsigned int t) {
  11762. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  11763. };
  11764. switch(type) {
  11765. case SC_MAXIMIZEPOWER:
  11766. case SC_CLOAKING:
  11767. if(!status_charge(bl, 0, 1))
  11768. break; // Not enough SP to continue.
  11769. sc_timer_next(sce->val2+tick);
  11770. return 0;
  11771. case SC_CHASEWALK:
  11772. if(!status_charge(bl, 0, sce->val4))
  11773. break; // Not enough SP to continue.
  11774. if (!sc->data[SC_CHASEWALK2]) {
  11775. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  11776. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  11777. *skill_get_time2(status_sc2skill(type),sce->val1));
  11778. }
  11779. sc_timer_next(sce->val2+tick);
  11780. return 0;
  11781. break;
  11782. case SC_HIDING:
  11783. if(--(sce->val2)>0) {
  11784. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  11785. break; // Fail if it's time to substract SP and there isn't.
  11786. sc_timer_next(1000+tick);
  11787. return 0;
  11788. }
  11789. break;
  11790. case SC_SIGHT:
  11791. case SC_RUWACH:
  11792. case SC_SIGHTBLASTER:
  11793. if(type == SC_SIGHTBLASTER) {
  11794. //Restore trap immunity
  11795. if(sce->val4%2)
  11796. sce->val4--;
  11797. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  11798. } else {
  11799. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  11800. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  11801. }
  11802. if( --(sce->val2)>0 ) {
  11803. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  11804. sc_timer_next(20+tick);
  11805. return 0;
  11806. }
  11807. break;
  11808. case SC_PROVOKE:
  11809. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  11810. sc_timer_next(1000*60+tick);
  11811. return 0;
  11812. }
  11813. break;
  11814. case SC_STONE:
  11815. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  11816. sce->val3 = 0; //Incubation time used up
  11817. unit_stop_attack(bl);
  11818. if (sc->data[SC_DANCING]) {
  11819. unit_stop_walking(bl, 1);
  11820. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11821. }
  11822. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  11823. sc->opt1 = OPT1_STONE;
  11824. clif_changeoption(bl);
  11825. sc_timer_next(min(sce->val4, interval) + tick);
  11826. sce->val4 -= interval; //Remaining time
  11827. status_calc_bl(bl, StatusChangeFlagTable[type]);
  11828. return 0;
  11829. }
  11830. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  11831. status_percent_damage(NULL, bl, 1, 0, false);
  11832. }
  11833. break;
  11834. case SC_POISON:
  11835. case SC_DPOISON:
  11836. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  11837. unsigned int damage = 0;
  11838. if (sd)
  11839. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  11840. else
  11841. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  11842. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  11843. status_zap(bl, damage, 0);
  11844. }
  11845. break;
  11846. case SC_BLEEDING:
  11847. if (sce->val4 >= 0) {
  11848. int64 damage = rnd() % 600 + 200;
  11849. if (!sd && damage >= status->hp)
  11850. damage = status->hp - 1; // No deadly damage for monsters
  11851. map_freeblock_lock();
  11852. dounlock = true;
  11853. status_zap(bl, damage, 0);
  11854. }
  11855. break;
  11856. case SC_BURNING:
  11857. if (sce->val4 >= 0) {
  11858. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  11859. map_freeblock_lock();
  11860. dounlock = true;
  11861. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false));
  11862. }
  11863. break;
  11864. case SC_TOXIN:
  11865. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  11866. map_freeblock_lock();
  11867. dounlock = true;
  11868. 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);
  11869. }
  11870. break;
  11871. case SC_MAGICMUSHROOM:
  11872. if (sce->val4 >= 0) {
  11873. bool flag = 0;
  11874. int64 damage = status->max_hp * 3 / 100;
  11875. if (status->hp <= damage)
  11876. damage = status->hp - 1; // Cannot Kill
  11877. if (damage > 0) { // 3% Damage each 4 seconds
  11878. map_freeblock_lock();
  11879. status_zap(bl, damage, 0);
  11880. flag = !sc->data[type]; // Killed? Should not
  11881. map_freeblock_unlock();
  11882. }
  11883. if (!flag) { // Random Skill Cast
  11884. if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
  11885. int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
  11886. unit_stop_attack(bl);
  11887. unit_skillcastcancel(bl, 1);
  11888. do {
  11889. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  11890. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  11891. } while (checked++ < checked_max && mushroom_skill_id == 0);
  11892. if (!skill_get_index(mushroom_skill_id))
  11893. break;
  11894. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  11895. case CAST_GROUND:
  11896. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  11897. break;
  11898. case CAST_NODAMAGE:
  11899. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11900. break;
  11901. case CAST_DAMAGE:
  11902. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11903. break;
  11904. }
  11905. }
  11906. clif_emotion(bl, ET_SMILE);
  11907. }
  11908. }
  11909. break;
  11910. case SC_PYREXIA:
  11911. if (sce->val4 >= 0) {
  11912. map_freeblock_lock();
  11913. dounlock = true;
  11914. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false));
  11915. }
  11916. break;
  11917. case SC_LEECHESEND:
  11918. if (sce->val4 >= 0) {
  11919. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  11920. map_freeblock_lock();
  11921. dounlock = true;
  11922. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false));
  11923. unit_skillcastcancel(bl, 2);
  11924. }
  11925. break;
  11926. case SC_TENSIONRELAX:
  11927. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  11928. sc_timer_next(10000 + tick);
  11929. return 0;
  11930. }
  11931. break;
  11932. case SC_KNOWLEDGE:
  11933. if (!sd) break;
  11934. if(bl->m == sd->feel_map[0].m ||
  11935. bl->m == sd->feel_map[1].m ||
  11936. bl->m == sd->feel_map[2].m)
  11937. { // Timeout will be handled by pc_setpos
  11938. sce->timer = INVALID_TIMER;
  11939. return 0;
  11940. }
  11941. break;
  11942. case SC_S_LIFEPOTION:
  11943. case SC_L_LIFEPOTION:
  11944. if( sd && --(sce->val4) >= 0 ) {
  11945. // val1 < 0 = per max% | val1 > 0 = exact amount
  11946. int hp = 0;
  11947. if( status->hp < status->max_hp )
  11948. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  11949. status_heal(bl, hp, 0, 2);
  11950. sc_timer_next((sce->val2 * 1000) + tick);
  11951. return 0;
  11952. }
  11953. break;
  11954. case SC_BOSSMAPINFO:
  11955. if( sd && --(sce->val4) >= 0 ) {
  11956. struct mob_data *boss_md = map_id2boss(sce->val1);
  11957. if (boss_md) {
  11958. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  11959. return 0;
  11960. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  11961. sce->val2 = 0;
  11962. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  11963. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  11964. sce->val2 = 1;
  11965. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  11966. }
  11967. }
  11968. sc_timer_next(1000 + tick);
  11969. return 0;
  11970. }
  11971. break;
  11972. case SC_DANCING: // SP consumption by time of dancing skills
  11973. {
  11974. int s = 0;
  11975. int sp = 1;
  11976. if (--sce->val3 <= 0)
  11977. break;
  11978. switch(sce->val1&0xFFFF) {
  11979. case BD_RICHMANKIM:
  11980. case BD_DRUMBATTLEFIELD:
  11981. case BD_RINGNIBELUNGEN:
  11982. case BD_SIEGFRIED:
  11983. case BA_DISSONANCE:
  11984. case BA_ASSASSINCROSS:
  11985. case DC_UGLYDANCE:
  11986. s=3;
  11987. break;
  11988. case BD_LULLABY:
  11989. case BD_ETERNALCHAOS:
  11990. case BD_ROKISWEIL:
  11991. case DC_FORTUNEKISS:
  11992. s=4;
  11993. break;
  11994. case CG_HERMODE:
  11995. case BD_INTOABYSS:
  11996. case BA_WHISTLE:
  11997. case DC_HUMMING:
  11998. case BA_POEMBRAGI:
  11999. case DC_SERVICEFORYOU:
  12000. s=5;
  12001. break;
  12002. case BA_APPLEIDUN:
  12003. #ifdef RENEWAL
  12004. s=5;
  12005. #else
  12006. s=6;
  12007. #endif
  12008. break;
  12009. case CG_MOONLIT:
  12010. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12011. sp= 4*(sce->val1>>16);
  12012. // Upkeep is also every 10 secs.
  12013. case DC_DONTFORGETME:
  12014. s=10;
  12015. break;
  12016. }
  12017. if( s != 0 && sce->val3 % s == 0 ) {
  12018. if (sc->data[SC_LONGING])
  12019. sp*= 3;
  12020. if (!status_charge(bl, 0, sp))
  12021. break;
  12022. }
  12023. sc_timer_next(1000+tick);
  12024. return 0;
  12025. }
  12026. break;
  12027. case SC_BERSERK:
  12028. // 5% every 10 seconds [DracoRPG]
  12029. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12030. sc_timer_next(sce->val4+tick);
  12031. return 0;
  12032. }
  12033. break;
  12034. case SC_NOCHAT:
  12035. if(sd) {
  12036. sd->status.manner++;
  12037. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12038. clif_updatestatus(sd,SP_MANNER);
  12039. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12040. sc_timer_next(60000+tick);
  12041. return 0;
  12042. }
  12043. }
  12044. break;
  12045. case SC_SPLASHER:
  12046. // Custom Venom Splasher countdown timer
  12047. // if (sce->val4 % 1000 == 0) {
  12048. // char timer[10];
  12049. // snprintf (timer, 10, "%d", sce->val4/1000);
  12050. // clif_message(bl, timer);
  12051. // }
  12052. if((sce->val4 -= 500) > 0) {
  12053. sc_timer_next(500 + tick);
  12054. return 0;
  12055. }
  12056. break;
  12057. case SC_MARIONETTE:
  12058. case SC_MARIONETTE2:
  12059. {
  12060. struct block_list *pbl = map_id2bl(sce->val1);
  12061. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12062. sc_timer_next(1000 + tick);
  12063. return 0;
  12064. }
  12065. }
  12066. break;
  12067. case SC_GOSPEL:
  12068. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12069. int hp, sp;
  12070. hp = (sce->val1 > 5) ? 45 : 30;
  12071. sp = (sce->val1 > 5) ? 35 : 20;
  12072. if(!status_charge(bl, hp, sp))
  12073. break;
  12074. sc_timer_next(10000+tick);
  12075. return 0;
  12076. }
  12077. break;
  12078. case SC_JAILED:
  12079. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12080. sc_timer_next(60000+tick);
  12081. return 0;
  12082. }
  12083. break;
  12084. case SC_BLIND:
  12085. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  12086. sc_timer_next(5000+tick);
  12087. return 0;
  12088. }
  12089. break;
  12090. case SC_ABUNDANCE:
  12091. if(--(sce->val4) > 0) {
  12092. status_heal(bl,0,60,0);
  12093. sc_timer_next(10000+tick);
  12094. }
  12095. break;
  12096. case SC_OBLIVIONCURSE:
  12097. if( --(sce->val4) >= 0 ) {
  12098. clif_emotion(bl,ET_QUESTION);
  12099. sc_timer_next(3000 + tick);
  12100. return 0;
  12101. }
  12102. break;
  12103. case SC_WEAPONBLOCKING:
  12104. if( --(sce->val4) >= 0 ) {
  12105. if( !status_charge(bl,0,3) )
  12106. break;
  12107. sc_timer_next(5000+tick);
  12108. return 0;
  12109. }
  12110. break;
  12111. case SC_CLOAKINGEXCEED:
  12112. if(!status_charge(bl,0,10-sce->val1))
  12113. break;
  12114. sc_timer_next(1000 + tick);
  12115. return 0;
  12116. case SC_RENOVATIO:
  12117. if( --(sce->val4) >= 0 ) {
  12118. int heal = status->max_hp * 3 / 100;
  12119. if( sc && sc->data[SC_AKAITSUKI] && heal )
  12120. heal = ~heal + 1;
  12121. status_heal(bl, heal, 0, 3);
  12122. sc_timer_next(5000 + tick);
  12123. return 0;
  12124. }
  12125. break;
  12126. case SC_SPHERE_1:
  12127. case SC_SPHERE_2:
  12128. case SC_SPHERE_3:
  12129. case SC_SPHERE_4:
  12130. case SC_SPHERE_5:
  12131. if( --(sce->val4) >= 0 ) {
  12132. if( !status_charge(bl, 0, 1) )
  12133. break;
  12134. sc_timer_next(1000 + tick);
  12135. return 0;
  12136. }
  12137. break;
  12138. case SC_FREEZE_SP:
  12139. if( !status_charge(bl, 0, sce->val2) ) {
  12140. int i;
  12141. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12142. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12143. break;
  12144. }
  12145. sc_timer_next(10000 + tick);
  12146. return 0;
  12147. case SC_ELECTRICSHOCKER:
  12148. if( --(sce->val4) >= 0 ) {
  12149. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12150. sc_timer_next(1000 + tick);
  12151. return 0;
  12152. }
  12153. break;
  12154. case SC_CAMOUFLAGE:
  12155. if (!status_charge(bl, 0, 7 - sce->val1))
  12156. break;
  12157. if (--sce->val4 >= 0)
  12158. sce->val3++;
  12159. sc_timer_next(1000 + tick);
  12160. return 0;
  12161. case SC__REPRODUCE:
  12162. if(!status_charge(bl, 0, 1))
  12163. break;
  12164. sc_timer_next(1000+tick);
  12165. return 0;
  12166. case SC__SHADOWFORM:
  12167. if( --(sce->val4) >= 0 ) {
  12168. if( !status_charge(bl, 0, 11 - sce->val1) )
  12169. break;
  12170. sc_timer_next(1000 + tick);
  12171. return 0;
  12172. }
  12173. break;
  12174. case SC__INVISIBILITY:
  12175. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12176. break;
  12177. sc_timer_next(1000 + tick);
  12178. return 0;
  12179. case SC_STRIKING:
  12180. if( --(sce->val4) >= 0 ) {
  12181. if( !status_charge(bl,0, sce->val3 ) )
  12182. break;
  12183. sc_timer_next(1000 + tick);
  12184. return 0;
  12185. }
  12186. break;
  12187. case SC_CLOUD_KILL: {
  12188. struct block_list *src = map_id2bl(sce->val2), *unit_bl = map_id2bl(sce->val3);
  12189. if (src && unit_bl){
  12190. map_freeblock_lock();
  12191. dounlock = true;
  12192. skill_attack(skill_get_type(status_sc2skill(type)), src, unit_bl, bl, SO_CLOUD_KILL, sce->val1, tick, 0);
  12193. if (!status_isdead(bl)) {
  12194. sc_timer_next(500 + tick);
  12195. }
  12196. }
  12197. }
  12198. break;
  12199. case SC_WARMER: {
  12200. int hp = 0;
  12201. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  12202. if (ssc && ssc->data[SC_HEATER_OPTION])
  12203. hp = status->max_hp * 3 * sce->val1 / 100;
  12204. else
  12205. hp = status->max_hp * sce->val1 / 100;
  12206. if (sc && sc->data[SC_AKAITSUKI] && hp)
  12207. hp = ~hp + 1;
  12208. if (status->hp != status->max_hp)
  12209. status_heal(bl, hp, 0, 0);
  12210. sc_timer_next(3000 + tick);
  12211. return 0;
  12212. }
  12213. case SC_BLOODSUCKER:
  12214. if( --(sce->val4) >= 0 ) {
  12215. struct block_list *src = map_id2bl(sce->val2);
  12216. int damage;
  12217. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  12218. break;
  12219. map_freeblock_lock();
  12220. if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
  12221. damage = 1;
  12222. else
  12223. damage = 200 + 100 * sce->val1 + status_get_int(src);
  12224. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0);
  12225. unit_skillcastcancel(bl,1);
  12226. if ( sc->data[type] ) {
  12227. sc_timer_next(1000 + tick);
  12228. }
  12229. map_freeblock_unlock();
  12230. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  12231. return 0;
  12232. }
  12233. break;
  12234. case SC_VOICEOFSIREN:
  12235. if( --(sce->val4) >= 0 ) {
  12236. clif_emotion(bl,ET_THROB);
  12237. sc_timer_next(2000 + tick);
  12238. return 0;
  12239. }
  12240. break;
  12241. case SC_DEEPSLEEP:
  12242. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  12243. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  12244. sc_timer_next(2000 + tick);
  12245. return 0;
  12246. }
  12247. break;
  12248. case SC_SIRCLEOFNATURE:
  12249. if( --(sce->val4) >= 0 ) {
  12250. if( !status_charge(bl,0,sce->val3) )
  12251. break;
  12252. status_heal(bl, sce->val2, 0, 1);
  12253. sc_timer_next(1000 + tick);
  12254. return 0;
  12255. }
  12256. break;
  12257. case SC_SONGOFMANA:
  12258. if( --(sce->val4) >= 0 ) {
  12259. status_heal(bl,0,sce->val3,3);
  12260. sc_timer_next(5000 + tick);
  12261. return 0;
  12262. }
  12263. break;
  12264. case SC_SATURDAYNIGHTFEVER:
  12265. // 1% HP/SP drain every val4 seconds [Jobbie]
  12266. if( --(sce->val3) >= 0 ) {
  12267. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  12268. break;
  12269. sc_timer_next(sce->val4+tick);
  12270. return 0;
  12271. }
  12272. break;
  12273. case SC_MELODYOFSINK:
  12274. if( --(sce->val4) >= 0 ) {
  12275. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  12276. sc_timer_next(1000+tick);
  12277. return 0;
  12278. }
  12279. break;
  12280. case SC_CRYSTALIZE:
  12281. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  12282. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  12283. break;
  12284. sc_timer_next(1000 + tick);
  12285. return 0;
  12286. }
  12287. break;
  12288. case SC_FORCEOFVANGUARD:
  12289. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  12290. break;
  12291. sc_timer_next(10000 + tick);
  12292. return 0;
  12293. case SC_BANDING:
  12294. if( status_charge(bl, 0, 7 - sce->val1) ) {
  12295. if( sd ) pc_banding(sd, sce->val1);
  12296. sc_timer_next(5000 + tick);
  12297. return 0;
  12298. }
  12299. break;
  12300. case SC_REFLECTDAMAGE:
  12301. if( --(sce->val4) > 0 ) {
  12302. if( !status_charge(bl,0,10) )
  12303. break;
  12304. sc_timer_next(1000 + tick);
  12305. return 0;
  12306. }
  12307. break;
  12308. case SC_OVERHEAT_LIMITPOINT:
  12309. if( --(sce->val1) > 0 ) { // Cooling
  12310. sc_timer_next(30000 + tick);
  12311. }
  12312. break;
  12313. case SC_OVERHEAT:
  12314. {
  12315. int damage = status->max_hp / 100; // Suggestion 1% each second
  12316. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  12317. map_freeblock_lock();
  12318. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,DMG_NORMAL,0,false));
  12319. if( sc->data[type] ) {
  12320. sc_timer_next(1000 + tick);
  12321. }
  12322. map_freeblock_unlock();
  12323. }
  12324. break;
  12325. case SC_MAGNETICFIELD:
  12326. if (--(sce->val3) >= 0) {
  12327. struct block_list *src = map_id2bl(sce->val2);
  12328. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  12329. break;
  12330. if (!status_charge(bl, 0, 50))
  12331. status_zap(bl, 0, status->sp);
  12332. sc_timer_next(1000 + tick);
  12333. return 0;
  12334. }
  12335. break;
  12336. case SC_INSPIRATION:
  12337. if(--(sce->val4) >= 0) {
  12338. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  12339. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  12340. if( !status_charge(bl,hp,sp) ) break;
  12341. sc_timer_next(5000+tick);
  12342. return 0;
  12343. }
  12344. break;
  12345. case SC_RAISINGDRAGON:
  12346. // 1% every 5 seconds [Jobbie]
  12347. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  12348. if( !sc->data[type] ) return 0;
  12349. sc_timer_next(5000 + tick);
  12350. return 0;
  12351. }
  12352. break;
  12353. case SC_TROPIC:
  12354. case SC_CHILLY_AIR:
  12355. case SC_WILD_STORM:
  12356. case SC_UPHEAVAL:
  12357. case SC_HEATER:
  12358. case SC_COOLER:
  12359. case SC_BLAST:
  12360. case SC_CURSED_SOIL:
  12361. case SC_PYROTECHNIC:
  12362. case SC_AQUAPLAY:
  12363. case SC_GUST:
  12364. case SC_PETROLOGY:
  12365. case SC_CIRCLE_OF_FIRE:
  12366. case SC_FIRE_CLOAK:
  12367. case SC_WATER_DROP:
  12368. case SC_WATER_SCREEN:
  12369. case SC_WIND_CURTAIN:
  12370. case SC_WIND_STEP:
  12371. case SC_STONE_SHIELD:
  12372. case SC_SOLID_SKIN:
  12373. if( !status_charge(bl,0,sce->val2) ) {
  12374. struct block_list *s_bl = battle_get_master(bl);
  12375. if (bl->type == BL_ELEM)
  12376. elemental_change_mode(BL_CAST(BL_ELEM, bl), static_cast<e_mode>(MAX_ELESKILLTREE));
  12377. if( s_bl )
  12378. status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
  12379. status_change_end(bl,type,INVALID_TIMER);
  12380. break;
  12381. }
  12382. sc_timer_next(sce->val3 + tick);
  12383. return 0;
  12384. case SC_WATER_SCREEN_OPTION:
  12385. status_heal(bl,1000,0,2);
  12386. sc_timer_next(10000 + tick);
  12387. return 0;
  12388. case SC_TEARGAS:
  12389. if( --(sce->val4) >= 0 ) {
  12390. struct block_list *src = map_id2bl(sce->val3);
  12391. int damage = sce->val2;
  12392. map_freeblock_lock();
  12393. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  12394. status_damage(src, bl, damage,0, 0, 1);
  12395. if( sc->data[type] ) {
  12396. sc_timer_next(2000 + tick);
  12397. }
  12398. map_freeblock_unlock();
  12399. return 0;
  12400. }
  12401. break;
  12402. case SC_TEARGAS_SOB:
  12403. if( --(sce->val4) >= 0 ) {
  12404. clif_emotion(bl, ET_CRY);
  12405. sc_timer_next(3000 + tick);
  12406. return 0;
  12407. }
  12408. break;
  12409. case SC_STOMACHACHE:
  12410. if( --(sce->val4) >= 0 ) {
  12411. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  12412. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  12413. pc_setsit(sd);
  12414. skill_sit(sd, 1);
  12415. clif_sitting(bl);
  12416. }
  12417. sc_timer_next(10000 + tick);
  12418. return 0;
  12419. }
  12420. break;
  12421. case SC_LEADERSHIP:
  12422. case SC_GLORYWOUNDS:
  12423. case SC_SOULCOLD:
  12424. case SC_HAWKEYES:
  12425. // They only end by status_change_end
  12426. sc_timer_next(600000 + tick);
  12427. return 0;
  12428. case SC_MEIKYOUSISUI:
  12429. if( --(sce->val4) >= 0 ) {
  12430. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  12431. sc_timer_next(1000 + tick);
  12432. return 0;
  12433. }
  12434. break;
  12435. case SC_KAGEMUSYA:
  12436. if( --(sce->val2) >= 0 ) {
  12437. if(!status_charge(bl, 0, 1)) break;
  12438. sc_timer_next(1000+tick);
  12439. return 0;
  12440. }
  12441. break;
  12442. case SC_ANGRIFFS_MODUS:
  12443. if(--(sce->val4) >= 0) { // Drain hp/sp
  12444. if( !status_charge(bl,100,20) ) break;
  12445. sc_timer_next(1000+tick);
  12446. return 0;
  12447. }
  12448. break;
  12449. case SC_CBC:
  12450. if(--(sce->val4) >= 0) { // Drain hp/sp
  12451. int hp=0;
  12452. int sp = (status->max_sp * sce->val3) / 100;
  12453. if(bl->type == BL_MOB) hp = sp*10;
  12454. if( !status_charge(bl,hp,sp) )break;
  12455. sc_timer_next(1000+tick);
  12456. return 0;
  12457. }
  12458. break;
  12459. case SC_FULL_THROTTLE:
  12460. if( --(sce->val4) >= 0 ) {
  12461. status_percent_damage(bl, bl, 0, sce->val2, false);
  12462. sc_timer_next(1000 + tick);
  12463. return 0;
  12464. }
  12465. break;
  12466. case SC_REBOUND:
  12467. if( --(sce->val4) >= 0 ) {
  12468. clif_emotion(bl, ET_SWEAT);
  12469. sc_timer_next(2000 + tick);
  12470. return 0;
  12471. }
  12472. break;
  12473. case SC_KINGS_GRACE:
  12474. if( --(sce->val4) >= 0 ) {
  12475. status_percent_heal(bl, sce->val2, 0);
  12476. sc_timer_next(1000 + tick);
  12477. return 0;
  12478. }
  12479. break;
  12480. case SC_FRIGG_SONG:
  12481. if( --(sce->val4) >= 0 ) {
  12482. status_heal(bl, sce->val3, 0, 0);
  12483. sc_timer_next(1000 + tick);
  12484. return 0;
  12485. }
  12486. break;
  12487. case SC_C_MARKER:
  12488. if( --(sce->val4) >= 0 ) {
  12489. TBL_PC *caster = map_id2sd(sce->val2);
  12490. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  12491. break;
  12492. sc_timer_next(1000 + tick);
  12493. clif_crimson_marker(caster, bl, false);
  12494. return 0;
  12495. }
  12496. break;
  12497. case SC_STEALTHFIELD_MASTER:
  12498. if (--(sce->val4) >= 0) {
  12499. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  12500. break;
  12501. sc_timer_next(sce->val3 + tick);
  12502. return 0;
  12503. }
  12504. break;
  12505. case SC_VACUUM_EXTREME:
  12506. if (sce->val4) {
  12507. if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
  12508. clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
  12509. clif_fixpos(bl);
  12510. }
  12511. sc_timer_next(tick+sce->val4);
  12512. sce->val4 = 0;
  12513. }
  12514. break;
  12515. case SC_FIRE_INSIGNIA:
  12516. if (--(sce->val4) >= 0) {
  12517. if (status->def_ele == ELE_FIRE)
  12518. status_heal(bl, status->max_hp / 100, 0, 1);
  12519. else if (status->def_ele == ELE_EARTH)
  12520. status_zap(bl, status->max_hp / 100, 0);
  12521. sc_timer_next(5000 + tick);
  12522. return 0;
  12523. }
  12524. break;
  12525. case SC_WATER_INSIGNIA:
  12526. if (--(sce->val4) >= 0) {
  12527. if (status->def_ele == ELE_WATER)
  12528. status_heal(bl, status->max_hp / 100, 0, 1);
  12529. else if (status->def_ele == ELE_FIRE)
  12530. status_zap(bl, status->max_hp / 100, 0);
  12531. sc_timer_next(5000 + tick);
  12532. return 0;
  12533. }
  12534. break;
  12535. case SC_WIND_INSIGNIA:
  12536. if (--(sce->val4) >= 0) {
  12537. if (status->def_ele == ELE_WIND)
  12538. status_heal(bl, status->max_hp / 100, 0, 1);
  12539. else if (status->def_ele == ELE_WATER)
  12540. status_zap(bl, status->max_hp / 100, 0);
  12541. sc_timer_next(5000 + tick);
  12542. return 0;
  12543. }
  12544. break;
  12545. case SC_EARTH_INSIGNIA:
  12546. if (--(sce->val4) >= 0) {
  12547. if (status->def_ele == ELE_EARTH)
  12548. status_heal(bl, status->max_hp / 100, 0, 1);
  12549. else if (status->def_ele == ELE_WIND)
  12550. status_zap(bl, status->max_hp / 100, 0);
  12551. sc_timer_next(5000 + tick);
  12552. return 0;
  12553. }
  12554. break;
  12555. case SC_BITESCAR:
  12556. if (--(sce->val4) >= 0) {
  12557. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  12558. sc_timer_next(1000 + tick);
  12559. return 0;
  12560. }
  12561. break;
  12562. case SC_FRESHSHRIMP:
  12563. if (--(sce->val4) >= 0) {
  12564. status_heal(bl, sce->val2, 0, 3);
  12565. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  12566. return 0;
  12567. }
  12568. break;
  12569. case SC_DORAM_BUF_01:
  12570. if( sd && --(sce->val4) >= 0 ) {
  12571. if( status->hp < status->max_hp )
  12572. status_heal(bl, 10, 0, 2);
  12573. sc_timer_next(10000 + tick);
  12574. return 0;
  12575. }
  12576. break;
  12577. case SC_DORAM_BUF_02:
  12578. if( sd && --(sce->val4) >= 0 ) {
  12579. if( status->sp < status->max_sp )
  12580. status_heal(bl, 0, 5, 2);
  12581. sc_timer_next(10000 + tick);
  12582. return 0;
  12583. }
  12584. break;
  12585. }
  12586. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  12587. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  12588. sc_timer_next(min(sce->val4,interval)+tick);
  12589. sce->val4 -= interval;
  12590. if (dounlock)
  12591. map_freeblock_unlock();
  12592. return 0;
  12593. }
  12594. if (dounlock)
  12595. map_freeblock_unlock();
  12596. // Default for all non-handled control paths is to end the status
  12597. return status_change_end( bl,type,tid );
  12598. }
  12599. /**
  12600. * For each iteration of repetitive status
  12601. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  12602. * @param ap: va_list arguments (src, sce, type, tick)
  12603. */
  12604. int status_change_timer_sub(struct block_list* bl, va_list ap)
  12605. {
  12606. struct status_change* tsc;
  12607. struct block_list* src = va_arg(ap,struct block_list*);
  12608. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  12609. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  12610. unsigned int tick = va_arg(ap,unsigned int);
  12611. if (status_isdead(bl))
  12612. return 0;
  12613. tsc = status_get_sc(bl);
  12614. switch( type ) {
  12615. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  12616. case SC_CONCENTRATE:
  12617. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12618. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12619. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12620. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12621. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12622. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12623. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12624. break;
  12625. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  12626. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  12627. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
  12628. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12629. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12630. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12631. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12632. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  12633. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  12634. }
  12635. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12636. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  12637. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12638. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  12639. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  12640. }
  12641. break;
  12642. case SC_SIGHTBLASTER:
  12643. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  12644. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  12645. {
  12646. if (sce) {
  12647. struct skill_unit *su = NULL;
  12648. if(bl->type == BL_SKILL)
  12649. su = (struct skill_unit *)bl;
  12650. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  12651. && (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
  12652. sce->val2 = 0; // This signals it to end.
  12653. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  12654. //Remove trap immunity temporarily so it triggers if you still stand on it
  12655. sce->val4++;
  12656. }
  12657. }
  12658. }
  12659. break;
  12660. case SC_TINDER_BREAKER:
  12661. case SC_CLOSECONFINE:{
  12662. enum sc_type type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  12663. // Lock char has released the hold on everyone...
  12664. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  12665. tsc->data[type2]->val2 = 0;
  12666. status_change_end(bl, type2, INVALID_TIMER);
  12667. }
  12668. break;
  12669. }
  12670. case SC_CURSEDCIRCLE_TARGET:
  12671. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  12672. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  12673. status_change_end(bl, type, INVALID_TIMER);
  12674. }
  12675. break;
  12676. }
  12677. return 0;
  12678. }
  12679. /**
  12680. * Clears buffs/debuffs on an object
  12681. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  12682. * @param type: Type to remove
  12683. * SCCB_BUFFS: Clear Buffs
  12684. * SCCB_DEBUFFS: Clear Debuffs
  12685. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  12686. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  12687. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  12688. */
  12689. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  12690. {
  12691. int i;
  12692. struct status_change *sc= status_get_sc(bl);
  12693. if (!sc || !sc->count)
  12694. return;
  12695. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  12696. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  12697. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12698. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  12699. if(!sc->data[i])
  12700. continue;
  12701. switch (i) {
  12702. // Stuff that cannot be removed
  12703. case SC_WEIGHT50:
  12704. case SC_WEIGHT90:
  12705. case SC_COMBO:
  12706. case SC_SMA:
  12707. case SC_DANCING:
  12708. case SC_LEADERSHIP:
  12709. case SC_GLORYWOUNDS:
  12710. case SC_SOULCOLD:
  12711. case SC_HAWKEYES:
  12712. case SC_SAFETYWALL:
  12713. case SC_PNEUMA:
  12714. case SC_NOCHAT:
  12715. case SC_JAILED:
  12716. case SC_ANKLE:
  12717. case SC_BLADESTOP:
  12718. case SC_STRFOOD:
  12719. case SC_AGIFOOD:
  12720. case SC_VITFOOD:
  12721. case SC_INTFOOD:
  12722. case SC_DEXFOOD:
  12723. case SC_LUKFOOD:
  12724. case SC_FLEEFOOD:
  12725. case SC_HITFOOD:
  12726. case SC_CRIFOOD:
  12727. case SC_BATKFOOD:
  12728. case SC_WATKFOOD:
  12729. case SC_MATKFOOD:
  12730. case SC_FOOD_STR_CASH:
  12731. case SC_FOOD_AGI_CASH:
  12732. case SC_FOOD_VIT_CASH:
  12733. case SC_FOOD_DEX_CASH:
  12734. case SC_FOOD_INT_CASH:
  12735. case SC_FOOD_LUK_CASH:
  12736. case SC_EXPBOOST:
  12737. case SC_JEXPBOOST:
  12738. case SC_ITEMBOOST:
  12739. case SC_ELECTRICSHOCKER:
  12740. case SC__MANHOLE:
  12741. case SC_GIANTGROWTH:
  12742. case SC_MILLENNIUMSHIELD:
  12743. case SC_REFRESH:
  12744. case SC_STONEHARDSKIN:
  12745. case SC_VITALITYACTIVATION:
  12746. case SC_FIGHTINGSPIRIT:
  12747. case SC_ABUNDANCE:
  12748. case SC_CRUSHSTRIKE:
  12749. case SC_SAVAGE_STEAK:
  12750. case SC_COCKTAIL_WARG_BLOOD:
  12751. case SC_MINOR_BBQ:
  12752. case SC_SIROMA_ICE_TEA:
  12753. case SC_DROCERA_HERB_STEAMED:
  12754. case SC_PUTTI_TAILS_NOODLES:
  12755. case SC_CURSEDCIRCLE_ATKER:
  12756. case SC_CURSEDCIRCLE_TARGET:
  12757. case SC_PUSH_CART:
  12758. case SC_ALL_RIDING:
  12759. case SC_STYLE_CHANGE:
  12760. case SC_MONSTER_TRANSFORM:
  12761. case SC_ACTIVE_MONSTER_TRANSFORM:
  12762. case SC_MTF_ASPD:
  12763. case SC_MTF_RANGEATK:
  12764. case SC_MTF_MATK:
  12765. case SC_MTF_MLEATKED:
  12766. case SC_MTF_CRIDAMAGE:
  12767. case SC_QUEST_BUFF1:
  12768. case SC_QUEST_BUFF2:
  12769. case SC_QUEST_BUFF3:
  12770. case SC_MTF_ASPD2:
  12771. case SC_MTF_RANGEATK2:
  12772. case SC_MTF_MATK2:
  12773. case SC_2011RWC_SCROLL:
  12774. case SC_JP_EVENT04:
  12775. case SC_MTF_MHP:
  12776. case SC_MTF_MSP:
  12777. case SC_MTF_PUMPKIN:
  12778. case SC_MTF_HITFLEE:
  12779. case SC_ATTHASTE_CASH:
  12780. case SC_REUSE_REFRESH:
  12781. case SC_REUSE_LIMIT_A:
  12782. case SC_REUSE_LIMIT_B:
  12783. case SC_REUSE_LIMIT_C:
  12784. case SC_REUSE_LIMIT_D:
  12785. case SC_REUSE_LIMIT_E:
  12786. case SC_REUSE_LIMIT_F:
  12787. case SC_REUSE_LIMIT_G:
  12788. case SC_REUSE_LIMIT_H:
  12789. case SC_REUSE_LIMIT_MTF:
  12790. case SC_REUSE_LIMIT_ECL:
  12791. case SC_REUSE_LIMIT_RECALL:
  12792. case SC_REUSE_LIMIT_ASPD_POTION:
  12793. case SC_REUSE_MILLENNIUMSHIELD:
  12794. case SC_REUSE_CRUSHSTRIKE:
  12795. case SC_REUSE_STORMBLAST:
  12796. case SC_ALL_RIDING_REUSE_LIMIT:
  12797. case SC_SPRITEMABLE:
  12798. case SC_BITESCAR:
  12799. case SC_GEFFEN_MAGIC1:
  12800. case SC_GEFFEN_MAGIC2:
  12801. case SC_GEFFEN_MAGIC3:
  12802. // Costumes
  12803. case SC_MOONSTAR:
  12804. case SC_SUPER_STAR:
  12805. case SC_STRANGELIGHTS:
  12806. case SC_DECORATION_OF_MUSIC:
  12807. case SC_LJOSALFAR:
  12808. case SC_MERMAID_LONGING:
  12809. case SC_HAT_EFFECT:
  12810. case SC_FLOWERSMOKE:
  12811. case SC_FSTONE:
  12812. case SC_HAPPINESS_STAR:
  12813. case SC_MAPLE_FALLS:
  12814. case SC_TIME_ACCESSORY:
  12815. case SC_MAGICAL_FEATHER:
  12816. continue;
  12817. // Chemical Protection is only removed by some skills
  12818. case SC_CP_WEAPON:
  12819. case SC_CP_SHIELD:
  12820. case SC_CP_ARMOR:
  12821. case SC_CP_HELM:
  12822. if(!(type&SCCB_CHEM_PROTECT))
  12823. continue;
  12824. break;
  12825. // Debuffs that can be removed.
  12826. case SC_DEEPSLEEP:
  12827. case SC_BURNING:
  12828. case SC_FREEZING:
  12829. case SC_CRYSTALIZE:
  12830. case SC_TOXIN:
  12831. case SC_PARALYSE:
  12832. case SC_VENOMBLEED:
  12833. case SC_MAGICMUSHROOM:
  12834. case SC_DEATHHURT:
  12835. case SC_PYREXIA:
  12836. case SC_OBLIVIONCURSE:
  12837. case SC_LEECHESEND:
  12838. case SC_MARSHOFABYSS:
  12839. case SC_MANDRAGORA:
  12840. if(!(type&SCCB_REFRESH))
  12841. continue;
  12842. break;
  12843. case SC_HALLUCINATION:
  12844. case SC_QUAGMIRE:
  12845. case SC_SIGNUMCRUCIS:
  12846. case SC_DECREASEAGI:
  12847. case SC_SLOWDOWN:
  12848. case SC_MINDBREAKER:
  12849. case SC_WINKCHARM:
  12850. case SC_STOP:
  12851. case SC_ORCISH:
  12852. case SC_STRIPWEAPON:
  12853. case SC_STRIPSHIELD:
  12854. case SC_STRIPARMOR:
  12855. case SC_STRIPHELM:
  12856. case SC_BITE:
  12857. case SC_ADORAMUS:
  12858. case SC_VACUUM_EXTREME:
  12859. case SC_FEAR:
  12860. case SC_MAGNETICFIELD:
  12861. case SC_NETHERWORLD:
  12862. if (!(type&SCCB_DEBUFFS))
  12863. continue;
  12864. break;
  12865. // The rest are buffs that can be removed.
  12866. case SC_BERSERK:
  12867. case SC_SATURDAYNIGHTFEVER:
  12868. if (!(type&SCCB_BUFFS))
  12869. continue;
  12870. sc->data[i]->val2 = 0;
  12871. break;
  12872. default:
  12873. if (!(type&SCCB_BUFFS))
  12874. continue;
  12875. break;
  12876. }
  12877. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12878. }
  12879. //Removes bonus_script
  12880. if (bl->type == BL_PC) {
  12881. i = 0;
  12882. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  12883. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  12884. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  12885. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  12886. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  12887. }
  12888. // Cleaning all extras vars
  12889. sc->comet_x = 0;
  12890. sc->comet_y = 0;
  12891. #ifndef RENEWAL
  12892. sc->sg_counter = 0;
  12893. #endif
  12894. sc->bs_counter = 0;
  12895. return;
  12896. }
  12897. /**
  12898. * Infect a user with status effects (SC_DEADLYINFECT)
  12899. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  12900. * @param bl: Object to change
  12901. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  12902. * @return 1: Success 0: Fail
  12903. */
  12904. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  12905. {
  12906. int i, flag = 0;
  12907. struct status_change *sc = status_get_sc(src);
  12908. const struct TimerData *timer = NULL;
  12909. unsigned int tick;
  12910. struct status_change_data data;
  12911. if( !sc || !sc->count )
  12912. return 0;
  12913. tick = gettick();
  12914. // Status Immunity resistance
  12915. if (status_bl_has_mode(src,MD_STATUS_IMMUNE) || status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12916. return 0;
  12917. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  12918. if( !sc->data[i] || i == SC_COMMON_MAX )
  12919. continue;
  12920. if (sc->data[i]->timer != INVALID_TIMER) {
  12921. timer = get_timer(sc->data[i]->timer);
  12922. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  12923. continue;
  12924. }
  12925. switch( i ) {
  12926. // Debuffs that can be spread.
  12927. // NOTE: We'll add/delete SCs when we are able to confirm it.
  12928. case SC_DEATHHURT:
  12929. case SC_PARALYSE:
  12930. if (type)
  12931. continue;
  12932. case SC_CURSE:
  12933. case SC_SILENCE:
  12934. case SC_CONFUSION:
  12935. case SC_BLIND:
  12936. case SC_HALLUCINATION:
  12937. case SC_SIGNUMCRUCIS:
  12938. case SC_DECREASEAGI:
  12939. //case SC_SLOWDOWN:
  12940. //case SC_MINDBREAKER:
  12941. //case SC_WINKCHARM:
  12942. //case SC_STOP:
  12943. case SC_ORCISH:
  12944. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  12945. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  12946. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  12947. //case SC_STRIPHELM:
  12948. //case SC__STRIPACCESSORY:
  12949. //case SC_BITE:
  12950. case SC_FEAR:
  12951. case SC_FREEZING:
  12952. case SC_VENOMBLEED:
  12953. if (sc->data[i]->timer != INVALID_TIMER)
  12954. data.tick = DIFF_TICK(timer->tick, tick);
  12955. else
  12956. data.tick = INVALID_TIMER;
  12957. break;
  12958. // Special cases
  12959. case SC_TOXIN:
  12960. case SC_MAGICMUSHROOM:
  12961. case SC_PYREXIA:
  12962. case SC_LEECHESEND:
  12963. if (type)
  12964. continue;
  12965. case SC_POISON:
  12966. case SC_DPOISON:
  12967. case SC_BLEEDING:
  12968. case SC_BURNING:
  12969. if (sc->data[i]->timer != INVALID_TIMER)
  12970. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  12971. else
  12972. data.tick = INVALID_TIMER;
  12973. break;
  12974. default:
  12975. continue;
  12976. }
  12977. if( i ) {
  12978. data.val1 = sc->data[i]->val1;
  12979. data.val2 = sc->data[i]->val2;
  12980. data.val3 = sc->data[i]->val3;
  12981. data.val4 = sc->data[i]->val4;
  12982. 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);
  12983. flag = 1;
  12984. }
  12985. }
  12986. return flag;
  12987. }
  12988. /**
  12989. * Applying natural heal bonuses (sit, skill, homun, etc...)
  12990. * TODO: the va_list doesn't seem to be used, safe to remove?
  12991. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  12992. * @param args: va_list arguments
  12993. * @return which regeneration bonuses have been applied (flag)
  12994. */
  12995. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  12996. static int status_natural_heal(struct block_list* bl, va_list args)
  12997. {
  12998. struct regen_data *regen;
  12999. struct status_data *status;
  13000. struct status_change *sc;
  13001. struct unit_data *ud;
  13002. struct view_data *vd = NULL;
  13003. struct regen_data_sub *sregen;
  13004. struct map_session_data *sd;
  13005. int rate, multi = 1, flag;
  13006. regen = status_get_regen_data(bl);
  13007. if (!regen)
  13008. return 0;
  13009. status = status_get_status_data(bl);
  13010. sc = status_get_sc(bl);
  13011. if (sc && !sc->count)
  13012. sc = NULL;
  13013. sd = BL_CAST(BL_PC,bl);
  13014. flag = regen->flag;
  13015. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  13016. flag &= ~(RGN_HP|RGN_SHP);
  13017. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  13018. flag &= ~(RGN_SP|RGN_SSP);
  13019. if (flag && (
  13020. status_isdead(bl) ||
  13021. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  13022. ))
  13023. flag = RGN_NONE;
  13024. if (sd) {
  13025. if (sd->hp_loss.value || sd->sp_loss.value)
  13026. pc_bleeding(sd, natural_heal_diff_tick);
  13027. if (sd->hp_regen.value || sd->sp_regen.value)
  13028. pc_regen(sd, natural_heal_diff_tick);
  13029. }
  13030. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13031. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13032. { // Apply sitting regen bonus.
  13033. sregen = regen->ssregen;
  13034. if(flag&(RGN_SHP)) { // Sitting HP regen
  13035. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13036. if (regen->state.overweight)
  13037. rate >>= 1; // Half as fast when overweight.
  13038. sregen->tick.hp += rate;
  13039. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13040. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13041. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13042. flag &= ~(RGN_HP|RGN_SHP);
  13043. break;
  13044. }
  13045. }
  13046. }
  13047. if(flag&(RGN_SSP)) { // Sitting SP regen
  13048. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13049. if (regen->state.overweight)
  13050. rate >>= 1; // Half as fast when overweight.
  13051. sregen->tick.sp += rate;
  13052. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13053. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13054. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13055. flag &= ~(RGN_SP|RGN_SSP);
  13056. break;
  13057. }
  13058. }
  13059. }
  13060. }
  13061. if (flag && regen->state.overweight)
  13062. flag = RGN_NONE;
  13063. ud = unit_bl2ud(bl);
  13064. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  13065. flag &= ~(RGN_SHP|RGN_SSP);
  13066. if(!regen->state.walk)
  13067. flag &= ~RGN_HP;
  13068. }
  13069. if (!flag)
  13070. return 0;
  13071. if (flag&(RGN_HP|RGN_SP)) {
  13072. if(!vd)
  13073. vd = status_get_viewdata(bl);
  13074. if(vd && vd->dead_sit == 2)
  13075. multi += 1; //This causes the interval to be halved
  13076. if(regen->state.gc)
  13077. multi += 1; //This causes the interval to be halved
  13078. }
  13079. // Natural Hp regen
  13080. if (flag&RGN_HP) {
  13081. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  13082. if (ud && ud->walktimer != INVALID_TIMER)
  13083. rate /= 2;
  13084. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  13085. if(bl->type == BL_HOM)
  13086. rate *= 2;
  13087. regen->tick.hp += rate;
  13088. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  13089. int val = 0;
  13090. do {
  13091. val += regen->hp;
  13092. regen->tick.hp -= battle_config.natural_healhp_interval;
  13093. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  13094. if (status_heal(bl, val, 0, 1) < val)
  13095. flag &= ~RGN_SHP; // Full.
  13096. }
  13097. }
  13098. // Natural SP regen
  13099. if(flag&RGN_SP) {
  13100. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  13101. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  13102. if(bl->type==BL_HOM)
  13103. rate *= 2;
  13104. #ifdef RENEWAL
  13105. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13106. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  13107. rate /= 2; // Tick is doubled in Fury state
  13108. #endif
  13109. regen->tick.sp += rate;
  13110. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  13111. int val = 0;
  13112. do {
  13113. val += regen->sp;
  13114. regen->tick.sp -= battle_config.natural_healsp_interval;
  13115. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  13116. if (status_heal(bl, 0, val, 1) < val)
  13117. flag &= ~RGN_SSP; // full.
  13118. }
  13119. }
  13120. if (!regen->sregen)
  13121. return flag;
  13122. // Skill regen
  13123. sregen = regen->sregen;
  13124. if(flag&RGN_SHP) { // Skill HP regen
  13125. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13126. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13127. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13128. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13129. break; // Full
  13130. }
  13131. }
  13132. if(flag&RGN_SSP) { // Skill SP regen
  13133. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13134. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13135. int val = sregen->sp;
  13136. if (sd && sd->state.doridori) {
  13137. val *= 2;
  13138. sd->state.doridori = 0;
  13139. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13140. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  13141. 100,rate,skill_get_time(TK_SPTIME, rate));
  13142. if (
  13143. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13144. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13145. ) { // Angel of the Sun/Moon/Star
  13146. clif_feel_hate_reset(sd);
  13147. pc_resethate(sd);
  13148. pc_resetfeel(sd);
  13149. }
  13150. }
  13151. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13152. if(status_heal(bl, 0, val, 3) < val)
  13153. break; // Full
  13154. }
  13155. }
  13156. return flag;
  13157. }
  13158. /**
  13159. * Natural heal main timer
  13160. * @param tid: Timer ID
  13161. * @param tick: Current tick (time)
  13162. * @param id: Object ID to heal
  13163. * @param data: data pushed through timer function
  13164. * @return 0
  13165. */
  13166. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  13167. {
  13168. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13169. map_foreachregen(status_natural_heal);
  13170. natural_heal_prev_tick = tick;
  13171. return 0;
  13172. }
  13173. /**
  13174. * Get the chance to upgrade a piece of equipment
  13175. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  13176. * @param refine: The target's refine level
  13177. * @return The chance to refine the item, in percent (0~100)
  13178. */
  13179. int status_get_refine_chance(enum refine_type wlv, int refine, bool enriched)
  13180. {
  13181. if ( refine < 0 || refine >= MAX_REFINE)
  13182. return 0;
  13183. int type = enriched ? 1 : 0;
  13184. if (battle_config.event_refine_chance)
  13185. type |= 2;
  13186. return refine_info[wlv].chance[type][refine];
  13187. }
  13188. /**
  13189. * Check if status is disabled on a map
  13190. * @param type: Status Change data
  13191. * @param mapIsVS: If the map is a map_flag_vs type
  13192. * @param mapisPVP: If the map is a PvP type
  13193. * @param mapIsGVG: If the map is a map_flag_gvg type
  13194. * @param mapIsBG: If the map is a Battleground type
  13195. * @param mapZone: Map Zone type
  13196. * @param mapIsTE: If the map us WOE TE
  13197. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13198. */
  13199. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13200. {
  13201. if (type <= SC_NONE || type >= SC_MAX)
  13202. return false;
  13203. if ((!mapIsVS && SCDisabled[type]&1) ||
  13204. (mapIsPVP && SCDisabled[type]&2) ||
  13205. (mapIsGVG && SCDisabled[type]&4) ||
  13206. (mapIsBG && SCDisabled[type]&8) ||
  13207. (mapIsTE && SCDisabled[type]&16) ||
  13208. (SCDisabled[type]&(mapZone)))
  13209. {
  13210. return true;
  13211. }
  13212. return false;
  13213. }
  13214. /**
  13215. * Clear a status if it is disabled on a map
  13216. * @param bl: Block list data
  13217. * @param sc: Status Change data
  13218. */
  13219. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  13220. {
  13221. nullpo_retv(bl);
  13222. if (sc && sc->count) {
  13223. unsigned short i;
  13224. bool mapIsVS = map_flag_vs2(bl->m);
  13225. bool mapIsPVP = map[bl->m].flag.pvp != 0;
  13226. bool mapIsGVG = map_flag_gvg2_no_te(bl->m);
  13227. bool mapIsBG = map[bl->m].flag.battleground != 0;
  13228. bool mapIsTE = map_flag_gvg2_te(bl->m);
  13229. unsigned int mapZone = map[bl->m].zone << 3;
  13230. for (i = 0; i < SC_MAX; i++) {
  13231. if (!sc->data[i] || !SCDisabled[i])
  13232. continue;
  13233. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapZone, mapIsTE))
  13234. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13235. }
  13236. }
  13237. }
  13238. /**
  13239. * Read status_disabled.txt file
  13240. * @param str: Fields passed from sv_readdb
  13241. * @param columns: Columns passed from sv_readdb function call
  13242. * @param current: Current row being read into SCDisabled array
  13243. * @return True - Successfully stored, False - Invalid SC
  13244. */
  13245. static bool status_readdb_status_disabled(char **str, int columns, int current)
  13246. {
  13247. int type = SC_NONE;
  13248. if (ISDIGIT(str[0][0]))
  13249. type = atoi(str[0]);
  13250. else {
  13251. if (!script_get_constant(str[0],&type))
  13252. type = SC_NONE;
  13253. }
  13254. if (type <= SC_NONE || type >= SC_MAX) {
  13255. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  13256. return false;
  13257. }
  13258. SCDisabled[type] = (unsigned int)atol(str[1]);
  13259. return true;
  13260. }
  13261. /**
  13262. * Read sizefix database for attack calculations
  13263. * @param fields: Fields passed from sv_readdb
  13264. * @param columns: Columns passed from sv_readdb function call
  13265. * @param current: Current row being read into atkmods array
  13266. * @return True
  13267. */
  13268. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  13269. {
  13270. unsigned int i;
  13271. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  13272. atkmods[current][i] = atoi(fields[i]);
  13273. return true;
  13274. }
  13275. /**
  13276. * Reads and parses an entry from the refine_db
  13277. * @param node: The YAML node containing the entry
  13278. * @param refine_info_index: The sequential index of the current entry
  13279. * @param file_name: File name for displaying only
  13280. * @return True on success or false on failure
  13281. */
  13282. static bool status_yaml_readdb_refine_sub(const YAML::Node &node, int refine_info_index, const std::string &file_name) {
  13283. if (refine_info_index < 0 || refine_info_index >= REFINE_TYPE_MAX)
  13284. return false;
  13285. int bonus_per_level = node["StatsPerLevel"].as<int>();
  13286. int random_bonus_start_level = node["RandomBonusStartLevel"].as<int>();
  13287. int random_bonus = node["RandomBonusValue"].as<int>();
  13288. if (file_name.find("import") != std::string::npos) { // Import file, reset refine bonus before calculation
  13289. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  13290. refine_info[refine_info_index].bonus[refine_level] = 0;
  13291. }
  13292. const YAML::Node &costs = node["Costs"];
  13293. for (const auto costit : costs) {
  13294. const YAML::Node &type = costit;
  13295. int idx = 0, price;
  13296. unsigned short material;
  13297. const std::string keys[] = { "Type", "Price", "Material" };
  13298. for (int i = 0; i < ARRAYLENGTH(keys); i++) {
  13299. if (!type[keys[i]].IsDefined())
  13300. 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());
  13301. }
  13302. std::string refine_cost_const = type["Type"].as<std::string>();
  13303. if (ISDIGIT(refine_cost_const[0]))
  13304. idx = atoi(refine_cost_const.c_str());
  13305. else
  13306. script_get_constant(refine_cost_const.c_str(), &idx);
  13307. price = type["Price"].as<int>();
  13308. material = type["Material"].as<uint16>();
  13309. refine_info[refine_info_index].cost[idx].nameid = material;
  13310. refine_info[refine_info_index].cost[idx].zeny = price;
  13311. }
  13312. const YAML::Node &rates = node["Rates"];
  13313. for (const auto rateit : rates) {
  13314. const YAML::Node &level = rateit;
  13315. int refine_level = level["Level"].as<int>() - 1;
  13316. if (refine_level >= MAX_REFINE)
  13317. continue;
  13318. if (level["NormalChance"].IsDefined())
  13319. refine_info[refine_info_index].chance[REFINE_CHANCE_NORMAL][refine_level] = level["NormalChance"].as<int>();
  13320. if (level["EnrichedChance"].IsDefined())
  13321. refine_info[refine_info_index].chance[REFINE_CHANCE_ENRICHED][refine_level] = level["EnrichedChance"].as<int>();
  13322. if (level["EventNormalChance"].IsDefined())
  13323. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_NORMAL][refine_level] = level["EventNormalChance"].as<int>();
  13324. if (level["EventEnrichedChance"].IsDefined())
  13325. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_ENRICHED][refine_level] = level["EventEnrichedChance"].as<int>();
  13326. if (level["Bonus"].IsDefined())
  13327. refine_info[refine_info_index].bonus[refine_level] = level["Bonus"].as<int>();
  13328. if (refine_level >= random_bonus_start_level - 1)
  13329. refine_info[refine_info_index].randombonus_max[refine_level] = random_bonus * (refine_level - random_bonus_start_level + 2);
  13330. }
  13331. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  13332. refine_info[refine_info_index].bonus[refine_level] += bonus_per_level + (refine_level > 0 ? refine_info[refine_info_index].bonus[refine_level - 1] : 0);
  13333. return true;
  13334. }
  13335. /**
  13336. * Loads refine values from the refine_db
  13337. * @param directory: Location of refine_db file
  13338. * @param file: File name
  13339. */
  13340. static void status_yaml_readdb_refine(const std::string &directory, const std::string &file) {
  13341. int count = 0;
  13342. const std::string labels[] = { "Armor", "WeaponLv1", "WeaponLv2", "WeaponLv3", "WeaponLv4", "Shadow" };
  13343. const std::string current_file = directory + "/" + file;
  13344. YAML::Node config;
  13345. try {
  13346. config = YAML::LoadFile(current_file);
  13347. }
  13348. catch (...) {
  13349. ShowError("Failed to read '" CL_WHITE "%s" CL_RESET "'.\n", current_file.c_str());
  13350. return;
  13351. }
  13352. for (int i = 0; i < ARRAYLENGTH(labels); i++) {
  13353. const YAML::Node &node = config[labels[i]];
  13354. if (node.IsDefined() && status_yaml_readdb_refine_sub(node, i, current_file))
  13355. count++;
  13356. }
  13357. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, current_file.c_str());
  13358. }
  13359. /**
  13360. * Returns refine cost (zeny or item) for a weapon level.
  13361. * @param weapon_lv Weapon level
  13362. * @param type Refine type (can be retrieved from refine_cost_type enum)
  13363. * @param what true = returns zeny, false = returns item id
  13364. * @return Refine cost for a weapon level
  13365. */
  13366. int status_get_refine_cost(int weapon_lv, int type, bool what) {
  13367. return what ? refine_info[weapon_lv].cost[type].zeny : refine_info[weapon_lv].cost[type].nameid;
  13368. }
  13369. /**
  13370. * Read attribute fix database for attack calculations
  13371. * Function stores information in the attr_fix_table
  13372. * @return True
  13373. */
  13374. static bool status_readdb_attrfix(const char *basedir,bool silent)
  13375. {
  13376. FILE *fp;
  13377. char line[512], path[512];
  13378. int entries = 0;
  13379. sprintf(path, "%s/attr_fix.txt", basedir);
  13380. fp = fopen(path,"r");
  13381. if (fp == NULL) {
  13382. if (silent==0)
  13383. ShowError("Can't read %s\n", path);
  13384. return 1;
  13385. }
  13386. while (fgets(line, sizeof(line), fp)) {
  13387. int lv, i, j;
  13388. if (line[0] == '/' && line[1] == '/')
  13389. continue;
  13390. lv = atoi(line);
  13391. if (!CHK_ELEMENT_LEVEL(lv))
  13392. continue;
  13393. for (i = 0; i < ELE_ALL;) {
  13394. char *p;
  13395. if (!fgets(line, sizeof(line), fp))
  13396. break;
  13397. if (line[0]=='/' && line[1]=='/')
  13398. continue;
  13399. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  13400. while (*p == 32) //skipping space (32=' ')
  13401. p++;
  13402. //TODO seem unsafe to continue without check
  13403. attr_fix_table[lv-1][i][j] = atoi(p);
  13404. p = strchr(p,',');
  13405. if(p)
  13406. *p++=0;
  13407. }
  13408. i++;
  13409. }
  13410. entries++;
  13411. }
  13412. fclose(fp);
  13413. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", entries, path);
  13414. return true;
  13415. }
  13416. /**
  13417. * Sets defaults in tables and starts read db functions
  13418. * sv_readdb reads the file, outputting the information line-by-line to
  13419. * previous functions above, separating information by delimiter
  13420. * DBs being read:
  13421. * attr_fix.txt: Attribute adjustment table for attacks
  13422. * size_fix.txt: Size adjustment table for weapons
  13423. * refine_db.txt: Refining data table
  13424. * @return 0
  13425. */
  13426. int status_readdb(void)
  13427. {
  13428. int i, j, k;
  13429. const char* dbsubpath[] = {
  13430. "",
  13431. "/" DBIMPORT,
  13432. //add other path here
  13433. };
  13434. // Initialize databases to default
  13435. memset(SCDisabled, 0, sizeof(SCDisabled));
  13436. // size_fix.txt
  13437. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  13438. for(j=0;j<MAX_WEAPON_TYPE;j++)
  13439. atkmods[i][j]=100;
  13440. // refine_db.yml
  13441. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  13442. {
  13443. memset(refine_info[i].cost, 0, sizeof(struct refine_cost));
  13444. for(j = 0; j < REFINE_CHANCE_TYPE_MAX; j++)
  13445. for(k=0;k<MAX_REFINE; k++)
  13446. {
  13447. refine_info[i].chance[j][k] = 100;
  13448. refine_info[i].bonus[k] = 0;
  13449. refine_info[i].randombonus_max[k] = 0;
  13450. }
  13451. }
  13452. // attr_fix.txt
  13453. for(i=0;i<MAX_ELE_LEVEL;i++)
  13454. for(j=0;j<ELE_ALL;j++)
  13455. for(k=0;k<ELE_ALL;k++)
  13456. attr_fix_table[i][j][k]=100;
  13457. // read databases
  13458. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  13459. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  13460. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  13461. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  13462. char* dbsubpath1 = (char*)aMalloc(n1+1);
  13463. char* dbsubpath2 = (char*)aMalloc(n2+1);
  13464. if(i==0) {
  13465. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13466. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  13467. }
  13468. else {
  13469. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13470. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  13471. }
  13472. status_readdb_attrfix(dbsubpath2,i > 0); // !TODO use sv_readdb ?
  13473. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  13474. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i > 0);
  13475. status_yaml_readdb_refine(dbsubpath2, "refine_db.yml");
  13476. aFree(dbsubpath1);
  13477. aFree(dbsubpath2);
  13478. }
  13479. return 0;
  13480. }
  13481. /**
  13482. * Status db init and destroy.
  13483. */
  13484. int do_init_status(void)
  13485. {
  13486. add_timer_func_list(status_change_timer,"status_change_timer");
  13487. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  13488. initChangeTables();
  13489. initDummyData();
  13490. status_readdb();
  13491. natural_heal_prev_tick = gettick();
  13492. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  13493. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  13494. return 0;
  13495. }
  13496. void do_final_status(void)
  13497. {
  13498. ers_destroy(sc_data_ers);
  13499. }