status.c 233 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/showmsg.h"
  7. #include "../common/malloc.h"
  8. #include "../common/utils.h"
  9. #include "../common/ers.h"
  10. #include "map.h"
  11. #include "path.h"
  12. #include "pc.h"
  13. #include "pet.h"
  14. #include "npc.h"
  15. #include "mob.h"
  16. #include "clif.h"
  17. #include "guild.h"
  18. #include "skill.h"
  19. #include "itemdb.h"
  20. #include "battle.h"
  21. #include "chrif.h"
  22. #include "skill.h"
  23. #include "status.h"
  24. #include "script.h"
  25. #include "unit.h"
  26. #include "homunculus.h"
  27. #include "mercenary.h"
  28. #include "vending.h"
  29. #include <time.h>
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <memory.h>
  33. #include <string.h>
  34. //Regen related flags.
  35. #define RGN_HP 0x01
  36. #define RGN_SP 0x02
  37. #define RGN_SHP 0x04
  38. #define RGN_SSP 0x08
  39. static int max_weight_base[CLASS_COUNT];
  40. static int hp_coefficient[CLASS_COUNT];
  41. static int hp_coefficient2[CLASS_COUNT];
  42. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  43. static int sp_coefficient[CLASS_COUNT];
  44. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  45. static int refinebonus[MAX_REFINE_BONUS][3]; // 精錬ボーナステーブル(refine_db.txt)
  46. int percentrefinery[5][MAX_REFINE+1]; // 精錬成功率(refine_db.txt)
  47. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  48. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  49. static struct eri *sc_data_ers; //For sc_data entries
  50. static struct status_data dummy_status;
  51. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  52. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  53. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  54. //to avoid cards exploits
  55. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  56. static int StatusIconChangeTable[SC_MAX]; // status -> icon
  57. unsigned long StatusChangeFlagTable[SC_MAX]; // status -> flags
  58. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  59. sc_type status_skill2sc(int skill)
  60. {
  61. int sk = skill_get_index(skill);
  62. if( sk == 0 ) {
  63. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  64. return SC_NONE;
  65. }
  66. return SkillStatusChangeTable[sk];
  67. }
  68. int status_sc2skill(sc_type sc)
  69. {
  70. if( sc < 0 || sc >= SC_MAX ) {
  71. ShowError("status_skill2sc: Unsupported status change id %d\n", sc);
  72. return 0;
  73. }
  74. return StatusSkillChangeTable[sc];
  75. }
  76. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  77. static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
  78. {
  79. int sk = skill_get_index(skill);
  80. if( sk == 0 ) {
  81. ShowError("set_sc: Unsupported skill id %d\n", skill);
  82. return;
  83. }
  84. if( sc < 0 || sc >= SC_MAX ) {
  85. ShowError("set_sc: Unsupported status change id %d\n", sc);
  86. return;
  87. }
  88. if( StatusSkillChangeTable[sc] == 0 )
  89. StatusSkillChangeTable[sc] = skill;
  90. if( StatusIconChangeTable[sc] == SI_BLANK )
  91. StatusIconChangeTable[sc] = icon;
  92. StatusChangeFlagTable[sc] |= flag;
  93. if( SkillStatusChangeTable[sk] == SC_NONE )
  94. SkillStatusChangeTable[sk] = sc;
  95. }
  96. void initChangeTables(void)
  97. {
  98. int i;
  99. for (i = 0; i < SC_MAX; i++)
  100. StatusIconChangeTable[i] = SI_BLANK;
  101. for (i = 0; i < MAX_SKILL; i++)
  102. SkillStatusChangeTable[i] = SC_NONE;
  103. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  104. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  105. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  106. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  107. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  108. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  109. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  110. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  111. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  112. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  113. set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
  114. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  115. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  116. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  117. //The main status definitions
  118. add_sc( SM_BASH , SC_STUN );
  119. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  120. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  121. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  122. add_sc( MG_SIGHT , SC_SIGHT );
  123. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  124. add_sc( MG_FROSTDIVER , SC_FREEZE );
  125. add_sc( MG_STONECURSE , SC_STONE );
  126. add_sc( AL_RUWACH , SC_RUWACH );
  127. add_sc( AL_PNEUMA , SC_PNEUMA );
  128. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  129. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  130. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  131. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  132. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  133. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  134. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  135. add_sc( TF_POISON , SC_POISON );
  136. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  137. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  138. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  139. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  140. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  141. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  142. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  143. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  144. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  145. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  146. add_sc( PR_LEXDIVINA , SC_SILENCE );
  147. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  148. add_sc( WZ_METEOR , SC_STUN );
  149. add_sc( WZ_VERMILION , SC_BLIND );
  150. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  151. add_sc( WZ_STORMGUST , SC_FREEZE );
  152. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  153. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  154. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  155. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  156. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_NONE );
  157. add_sc( HT_LANDMINE , SC_STUN );
  158. add_sc( HT_ANKLESNARE , SC_ANKLE );
  159. add_sc( HT_SANDMAN , SC_SLEEP );
  160. add_sc( HT_FLASHER , SC_BLIND );
  161. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  162. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  163. add_sc( AS_SONICBLOW , SC_STUN );
  164. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  165. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  166. add_sc( AS_VENOMDUST , SC_POISON );
  167. add_sc( AS_SPLASHER , SC_SPLASHER );
  168. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  169. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  170. add_sc( TF_SPRINKLESAND , SC_BLIND );
  171. add_sc( TF_THROWSTONE , SC_STUN );
  172. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  173. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  174. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  175. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  176. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  177. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  178. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  179. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  180. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  181. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  182. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  183. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  184. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  185. add_sc( NPC_POISON , SC_POISON );
  186. add_sc( NPC_BLINDATTACK , SC_BLIND );
  187. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  188. add_sc( NPC_STUNATTACK , SC_STUN );
  189. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  190. add_sc( NPC_CURSEATTACK , SC_CURSE );
  191. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  192. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  193. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  194. add_sc( NPC_DARKBLESSING , SC_COMA );
  195. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  196. add_sc( NPC_DEFENDER , SC_ARMOR );
  197. add_sc( NPC_LICK , SC_STUN );
  198. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  199. add_sc( NPC_REBIRTH , SC_REBIRTH );
  200. add_sc( RG_RAID , SC_STUN );
  201. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  202. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  203. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  204. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  205. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  206. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  207. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  208. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  209. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  210. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  211. add_sc( CR_SHIELDCHARGE , SC_STUN );
  212. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  213. add_sc( CR_HOLYCROSS , SC_BLIND );
  214. add_sc( CR_GRANDCROSS , SC_BLIND );
  215. add_sc( CR_DEVOTION , SC_DEVOTION );
  216. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  217. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  218. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD );
  219. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  220. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  221. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  222. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  223. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  224. add_sc( SA_MAGICROD , SC_MAGICROD );
  225. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  226. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  227. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  228. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  229. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  230. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  231. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  232. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  233. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  234. add_sc( SA_COMA , SC_COMA );
  235. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  236. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  237. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  238. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  239. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  240. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  241. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  242. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
  243. add_sc( BA_FROSTJOKER , SC_FREEZE );
  244. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  245. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  246. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  247. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  248. add_sc( DC_SCREAM , SC_STUN );
  249. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  250. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  251. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  252. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );
  253. add_sc( NPC_DARKCROSS , SC_BLIND );
  254. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  255. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  256. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  257. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  258. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  259. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  260. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  261. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  262. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  263. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  264. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  265. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  266. set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  267. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  268. add_sc( HP_BASILICA , SC_BASILICA );
  269. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  270. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  271. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  272. add_sc( PA_GOSPEL , SC_SCRESIST );
  273. add_sc( CH_TIGERFIST , SC_STOP );
  274. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  275. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  276. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  277. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  278. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  279. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  280. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  281. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  282. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  283. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  284. add_sc( LK_SPIRALPIERCE , SC_STOP );
  285. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  286. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  287. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  288. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  289. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  290. add_sc( PF_FOGWALL , SC_FOGWALL );
  291. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  292. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  293. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  294. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  295. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  296. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  297. add_sc( TK_DOWNKICK , SC_STUN );
  298. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  299. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  300. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  301. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  302. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  303. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  304. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  305. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  306. add_sc( SG_MOON_WARM , SC_WARM );
  307. add_sc( SG_STAR_WARM , SC_WARM );
  308. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  309. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  310. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  311. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  312. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  313. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  314. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  315. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  316. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  317. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  318. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  319. add_sc( SL_STUN , SC_STUN );
  320. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  321. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  322. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  323. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  324. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  325. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  326. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  327. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  328. add_sc( WS_CARTTERMINATION , SC_STUN );
  329. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  330. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  331. add_sc( CG_HERMODE , SC_HERMODE );
  332. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  333. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  334. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  335. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  336. add_sc( GS_CRACKER , SC_STUN );
  337. add_sc( GS_DISARM , SC_STRIPWEAPON );
  338. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  339. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  340. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  341. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  342. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  343. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  344. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  345. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  346. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  347. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  348. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  349. add_sc( NPC_ICEBREATH , SC_FREEZE );
  350. add_sc( NPC_ACIDBREATH , SC_POISON );
  351. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  352. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  353. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  354. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  355. add_sc( NPC_WIDESTONE , SC_STONE );
  356. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  357. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  358. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  359. add_sc( NPC_EVILLAND , SC_BLIND );
  360. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  361. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  362. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  363. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  364. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  365. add_sc( NPC_WIDECURSE , SC_CURSE );
  366. add_sc( NPC_WIDESTUN , SC_STUN );
  367. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  368. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  369. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  370. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  371. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  372. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  373. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  374. //set_sc( ALL_PARTYFLEE , SC_INCFLEE , SI_PARTYFLEE , SCB_NONE );
  375. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  376. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  377. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  378. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  379. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  380. add_sc( MO_BALKYOUNG , SC_STUN );
  381. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  382. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  383. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  384. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  385. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  386. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  387. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  388. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  389. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  390. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  391. add_sc( MER_CRASH , SC_STUN );
  392. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  393. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  394. add_sc( MER_SIGHT , SC_SIGHT );
  395. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  396. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  397. add_sc( MER_LEXDIVINA , SC_SILENCE );
  398. add_sc( MA_LANDMINE , SC_STUN );
  399. add_sc( MA_SANDMAN , SC_SLEEP );
  400. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  401. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  402. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  403. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  404. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  405. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  406. set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  407. add_sc( ML_SPIRALPIERCE , SC_STOP );
  408. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  409. add_sc( ML_DEVOTION , SC_DEVOTION );
  410. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  411. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  412. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  413. set_sc( GD_LEADERSHIP , SC_GUILDAURA , SI_BLANK , SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX );
  414. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  415. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  416. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  417. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  418. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  419. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  420. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  421. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  422. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  423. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  424. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  425. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  426. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  427. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  428. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  429. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  430. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  431. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  432. //Status that don't have a skill associated.
  433. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  434. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  435. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  436. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  437. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  438. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  439. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  440. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  441. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  442. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  443. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  444. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  445. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  446. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  447. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  448. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  449. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  450. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  451. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  452. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  453. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  454. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  455. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  456. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  457. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  458. //Cash Items
  459. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  460. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  461. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  462. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  463. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  464. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  465. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  466. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  467. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  468. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  469. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  470. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  471. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  472. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  473. // Mercenary Bonus Effects
  474. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  475. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  476. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  477. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  478. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  479. //Other SC which are not necessarily associated to skills.
  480. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  481. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  482. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  483. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  484. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  485. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  486. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  487. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  488. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  489. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  490. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  491. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  492. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  493. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  494. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  495. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  496. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  497. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  498. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  499. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  500. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  501. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  502. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  503. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  504. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  505. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  506. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  507. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  508. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  509. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  510. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  511. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  512. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  513. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  514. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  515. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  516. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  517. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  518. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  519. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  520. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  521. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  522. // Mercenary Bonus Effects
  523. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  524. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  525. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  526. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  527. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  528. if( !battle_config.display_hallucination ) //Disable Hallucination.
  529. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  530. }
  531. static void initDummyData(void)
  532. {
  533. memset(&dummy_status, 0, sizeof(dummy_status));
  534. dummy_status.hp =
  535. dummy_status.max_hp =
  536. dummy_status.max_sp =
  537. dummy_status.str =
  538. dummy_status.agi =
  539. dummy_status.vit =
  540. dummy_status.int_ =
  541. dummy_status.dex =
  542. dummy_status.luk =
  543. dummy_status.hit = 1;
  544. dummy_status.speed = 2000;
  545. dummy_status.adelay = 4000;
  546. dummy_status.amotion = 2000;
  547. dummy_status.dmotion = 2000;
  548. dummy_status.ele_lv = 1; //Min elemental level.
  549. dummy_status.mode = MD_CANMOVE;
  550. }
  551. /*==========================================
  552. * 精錬ボーナス
  553. *------------------------------------------*/
  554. int status_getrefinebonus(int lv,int type)
  555. {
  556. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  557. return refinebonus[lv][type];
  558. return 0;
  559. }
  560. //Sets HP to given value. Flag is the flag passed to status_heal in case
  561. //final value is higher than current (use 2 to make a healing effect display
  562. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  563. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  564. {
  565. struct status_data *status;
  566. if (hp < 1) return 0;
  567. status = status_get_status_data(bl);
  568. if (status == &dummy_status)
  569. return 0;
  570. if (hp > status->max_hp) hp = status->max_hp;
  571. if (hp == status->hp) return 0;
  572. if (hp > status->hp)
  573. return status_heal(bl, hp - status->hp, 0, 1|flag);
  574. return status_zap(bl, status->hp - hp, 0);
  575. }
  576. //Sets SP to given value. Flag is the flag passed to status_heal in case
  577. //final value is higher than current (use 2 to make a healing effect display
  578. //on players)
  579. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  580. {
  581. struct status_data *status;
  582. status = status_get_status_data(bl);
  583. if (status == &dummy_status)
  584. return 0;
  585. if (sp > status->max_sp) sp = status->max_sp;
  586. if (sp == status->sp) return 0;
  587. if (sp > status->sp)
  588. return status_heal(bl, 0, sp - status->sp, 1|flag);
  589. return status_zap(bl, 0, status->sp - sp);
  590. }
  591. int status_charge(struct block_list* bl, int hp, int sp)
  592. {
  593. if(!(bl->type&BL_CONSUME))
  594. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  595. return status_damage(NULL, bl, hp, sp, 0, 3);
  596. }
  597. //Inflicts damage on the target with the according walkdelay.
  598. //If flag&1, damage is passive and does not triggers cancelling status changes.
  599. //If flag&2, fail if target does not has enough to substract.
  600. //If flag&4, if killed, mob must not give exp/loot.
  601. //If flag&8, sp loss on dead target.
  602. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  603. {
  604. struct status_data *status;
  605. struct status_change *sc;
  606. if(sp && !(target->type&BL_CONSUME))
  607. sp = 0; //Not a valid SP target.
  608. if (hp < 0) { //Assume absorbed damage.
  609. status_heal(target, cap_value(-hp, INT_MIN, INT_MAX), 0, 1);
  610. hp = 0;
  611. }
  612. if (sp < 0) {
  613. status_heal(target, 0, cap_value(-sp, INT_MIN, INT_MAX), 1);
  614. sp = 0;
  615. }
  616. if (!hp && !sp)
  617. return 0;
  618. if (target->type == BL_SKILL)
  619. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  620. status = status_get_status_data(target);
  621. if( status == &dummy_status )
  622. return 0;
  623. if( !status->hp )
  624. flag |= 8;
  625. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  626. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  627. // if (!target->prev && !(flag&2))
  628. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  629. sc = status_get_sc(target);
  630. if( battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  631. hp = 1;
  632. if( hp && !(flag&(1|8)) ) {
  633. if( sc ) {
  634. struct status_change_entry *sce;
  635. if( (sce = sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE )
  636. { // Devotion prevents any of the other ailments from ending.
  637. struct block_list *d_bl = map_id2bl(sce->val1);
  638. if( d_bl && (
  639. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) ||
  640. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id)
  641. ) && check_distance_bl(target, d_bl, sce->val3) )
  642. {
  643. clif_damage(d_bl, d_bl, gettick(), 0, 0, hp, 0, 0, 0);
  644. status_fix_damage(NULL, d_bl, hp, 0);
  645. return 0;
  646. }
  647. status_change_end(target, SC_DEVOTION, -1);
  648. }
  649. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  650. status_change_end(target,SC_STONE,-1);
  651. status_change_end(target,SC_FREEZE,-1);
  652. status_change_end(target,SC_SLEEP,-1);
  653. status_change_end(target,SC_WINKCHARM,-1);
  654. status_change_end(target,SC_CONFUSION,-1);
  655. status_change_end(target,SC_TRICKDEAD,-1);
  656. status_change_end(target,SC_HIDING,-1);
  657. status_change_end(target,SC_CLOAKING,-1);
  658. status_change_end(target,SC_CHASEWALK,-1);
  659. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  660. //Endure count is only reduced by non-players on non-gvg maps.
  661. //val4 signals infinite endure. [Skotlex]
  662. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  663. status_change_end(target, SC_ENDURE, -1);
  664. }
  665. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF)
  666. {
  667. struct skill_unit_group* sg = skill_id2group(sce->val4);
  668. if (sg) {
  669. skill_delunitgroup(sg);
  670. sce->val4 = 0;
  671. status_change_end(target, SC_GRAVITATION, -1);
  672. }
  673. }
  674. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  675. status_change_end(target, SC_DANCING, -1);
  676. }
  677. unit_skillcastcancel(target, 2);
  678. }
  679. if ((unsigned int)hp >= status->hp) {
  680. if (flag&2) return 0;
  681. hp = status->hp;
  682. }
  683. if ((unsigned int)sp > status->sp) {
  684. if (flag&2) return 0;
  685. sp = status->sp;
  686. }
  687. status->hp-= hp;
  688. status->sp-= sp;
  689. if (sc && hp && status->hp) {
  690. if (sc->data[SC_AUTOBERSERK] &&
  691. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  692. status->hp < status->max_hp>>2)
  693. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  694. if (sc->data[SC_BERSERK] && status->hp <= 100)
  695. status_change_end(target, SC_BERSERK, -1);
  696. }
  697. switch (target->type)
  698. {
  699. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  700. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  701. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  702. case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
  703. }
  704. if( status->hp || flag&8 )
  705. { //Still lives or has been dead before this damage.
  706. if (walkdelay)
  707. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  708. return hp+sp;
  709. }
  710. status->hp = 1; //To let the dead function cast skills and all that.
  711. //NOTE: These dead functions should return: [Skotlex]
  712. //0: Death cancelled, auto-revived.
  713. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  714. //&2: Also remove object from map.
  715. //&4: Also delete object from memory.
  716. switch (target->type) {
  717. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  718. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  719. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
  720. case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break;
  721. default: //Unhandled case, do nothing to object.
  722. flag = 0;
  723. break;
  724. }
  725. if(!flag) //Death cancelled.
  726. return hp+sp;
  727. //Normal death
  728. status->hp = 0;
  729. if (battle_config.clear_unit_ondeath &&
  730. battle_config.clear_unit_ondeath&target->type)
  731. skill_clear_unitgroup(target);
  732. if(target->type&BL_REGEN)
  733. { //Reset regen ticks.
  734. struct regen_data *regen = status_get_regen_data(target);
  735. if (regen) {
  736. memset(&regen->tick, 0, sizeof(regen->tick));
  737. if (regen->sregen)
  738. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  739. if (regen->ssregen)
  740. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  741. }
  742. }
  743. if( !(flag&8) && sc && sc->data[SC_KAIZEL] )
  744. { //flag&8 = disable Kaizel
  745. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  746. //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  747. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover == 1 )
  748. status_revive(target, 100, 100);
  749. else
  750. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  751. status_change_clear(target,0);
  752. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  753. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  754. if( target->type == BL_MOB )
  755. ((TBL_MOB*)target)->state.rebirth = 1;
  756. return hp+sp;
  757. }
  758. if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
  759. {// Ensure the monster has not already rebirthed before doing so.
  760. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  761. status_change_clear(target,0);
  762. ((TBL_MOB*)target)->state.rebirth = 1;
  763. return hp+sp;
  764. }
  765. status_change_clear(target,0);
  766. if(flag&4) //Delete from memory. (also invokes map removal code)
  767. unit_free(target,1);
  768. else
  769. if(flag&2) //remove from map
  770. unit_remove_map(target,1);
  771. else
  772. { //Some death states that would normally be handled by unit_remove_map
  773. unit_stop_attack(target);
  774. unit_stop_walking(target,1);
  775. unit_skillcastcancel(target,0);
  776. clif_clearunit_area(target,1);
  777. skill_unit_move(target,gettick(),4);
  778. skill_cleartimerskill(target);
  779. }
  780. return hp+sp;
  781. }
  782. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  783. //If flag&2, when the player is healed, show the HP/SP heal effect.
  784. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  785. {
  786. struct status_data *status;
  787. struct status_change *sc;
  788. status = status_get_status_data(bl);
  789. if (status == &dummy_status || !status->hp)
  790. return 0;
  791. sc = status_get_sc(bl);
  792. if (sc && !sc->count)
  793. sc = NULL;
  794. if (hp < 0) {
  795. status_damage(NULL, bl, cap_value(-hp, INT_MIN, INT_MAX), 0, 0, 1);
  796. hp = 0;
  797. }
  798. if(hp) {
  799. if (!(flag&1) && sc && sc->data[SC_BERSERK])
  800. hp = 0;
  801. if((unsigned int)hp > status->max_hp - status->hp)
  802. hp = status->max_hp - status->hp;
  803. }
  804. if(sp < 0) {
  805. status_damage(NULL, bl, 0, cap_value(-sp, INT_MIN, INT_MAX), 0, 1);
  806. sp = 0;
  807. }
  808. if(sp) {
  809. if((unsigned int)sp > status->max_sp - status->sp)
  810. sp = status->max_sp - status->sp;
  811. }
  812. if(!sp && !hp) return 0;
  813. status->hp+= hp;
  814. status->sp+= sp;
  815. if(hp && sc &&
  816. sc->data[SC_AUTOBERSERK] &&
  817. sc->data[SC_PROVOKE] &&
  818. sc->data[SC_PROVOKE]->val2==1 &&
  819. status->hp>=status->max_hp>>2
  820. ) //End auto berserk.
  821. status_change_end(bl,SC_PROVOKE,-1);
  822. // send hp update to client
  823. switch(bl->type) {
  824. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  825. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  826. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  827. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  828. }
  829. return hp+sp;
  830. }
  831. //Does percentual non-flinching damage/heal. If mob is killed this way,
  832. //no exp/drops will be awarded if there is no src (or src is target)
  833. //If rates are > 0, percent is of current HP/SP
  834. //If rates are < 0, percent is of max HP/SP
  835. //If !flag, this is heal, otherwise it is damage.
  836. //Furthermore, if flag==2, then the target must not die from the substraction.
  837. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  838. {
  839. struct status_data *status;
  840. unsigned int hp =0, sp = 0;
  841. status = status_get_status_data(target);
  842. //Change the equation when the values are high enough to discard the
  843. //imprecision in exchange of overflow protection [Skotlex]
  844. //Also add 100% checks since those are the most used cases where we don't
  845. //want aproximation errors.
  846. if (hp_rate > 99)
  847. hp = status->hp;
  848. else if (hp_rate > 0)
  849. hp = status->hp>10000?
  850. hp_rate*(status->hp/100):
  851. (hp_rate*status->hp)/100;
  852. else if (hp_rate < -99)
  853. hp = status->max_hp;
  854. else if (hp_rate < 0)
  855. hp = status->max_hp>10000?
  856. (-hp_rate)*(status->max_hp/100):
  857. (-hp_rate*status->max_hp)/100;
  858. if (hp_rate && !hp)
  859. hp = 1;
  860. if (flag == 2 && hp >= status->hp)
  861. hp = status->hp-1; //Must not kill target.
  862. //Should be safe to not do overflow protection here, noone should have
  863. //millions upon millions of SP
  864. if (sp_rate > 99)
  865. sp = status->sp;
  866. else if (sp_rate > 0)
  867. sp = (sp_rate*status->sp)/100;
  868. else if (sp_rate < -99)
  869. sp = status->max_sp;
  870. else if (sp_rate < 0)
  871. sp = (-sp_rate)*status->max_sp/100;
  872. if (sp_rate && !sp)
  873. sp = 1;
  874. //Ugly check in case damage dealt is too much for the received args of
  875. //status_heal / status_damage. [Skotlex]
  876. if (hp > INT_MAX) {
  877. hp -= INT_MAX;
  878. if (flag)
  879. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  880. else
  881. status_heal(target, INT_MAX, 0, 0);
  882. }
  883. if (sp > INT_MAX) {
  884. sp -= INT_MAX;
  885. if (flag)
  886. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  887. else
  888. status_heal(target, 0, INT_MAX, 0);
  889. }
  890. if (flag)
  891. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  892. return status_heal(target, hp, sp, 0);
  893. }
  894. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  895. {
  896. struct status_data *status;
  897. unsigned int hp, sp;
  898. if (!status_isdead(bl)) return 0;
  899. status = status_get_status_data(bl);
  900. if (status == &dummy_status)
  901. return 0; //Invalid target.
  902. hp = status->max_hp * per_hp/100;
  903. sp = status->max_sp * per_sp/100;
  904. if(hp > status->max_hp - status->hp)
  905. hp = status->max_hp - status->hp;
  906. else if (per_hp && !hp)
  907. hp = 1;
  908. if(sp > status->max_sp - status->sp)
  909. sp = status->max_sp - status->sp;
  910. else if (per_sp && !sp)
  911. sp = 1;
  912. status->hp += hp;
  913. status->sp += sp;
  914. if (bl->prev) //Animation only if character is already on a map.
  915. clif_resurrection(bl, 1);
  916. switch (bl->type) {
  917. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  918. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  919. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  920. }
  921. return 1;
  922. }
  923. /*==========================================
  924. * Checks whether the src can use the skill on the target,
  925. * taking into account status/option of both source/target. [Skotlex]
  926. * flag:
  927. * 0 - Trying to use skill on target.
  928. * 1 - Cast bar is done.
  929. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  930. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  931. * target MAY Be null, in which case the checks are only to see
  932. * whether the source can cast or not the skill on the ground.
  933. *------------------------------------------*/
  934. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  935. {
  936. struct status_data *status;
  937. struct status_change *sc=NULL, *tsc;
  938. int hide_flag;
  939. status = src?status_get_status_data(src):&dummy_status;
  940. if (src && status_isdead(src))
  941. return 0;
  942. if (!skill_num) { //Normal attack checks.
  943. if (!(status->mode&MD_CANATTACK))
  944. return 0; //This mode is only needed for melee attacking.
  945. //Dead state is not checked for skills as some skills can be used
  946. //on dead characters, said checks are left to skill.c [Skotlex]
  947. if (target && status_isdead(target))
  948. return 0;
  949. }
  950. if (skill_num == PA_PRESSURE && flag && target) {
  951. //Gloria Avoids pretty much everything....
  952. tsc = status_get_sc(target);
  953. if(tsc && tsc->option&OPTION_HIDE)
  954. return 0;
  955. return 1;
  956. }
  957. //Should fail when used on top of Land Protector [Skotlex]
  958. if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  959. && !(status->mode&MD_BOSS)
  960. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num))
  961. return 0;
  962. if (src) sc = status_get_sc(src);
  963. if(sc && sc->count)
  964. {
  965. if(sc->opt1 >0)
  966. { //Stuned/Frozen/etc
  967. if (flag != 1) //Can't cast, casted stuff can't damage.
  968. return 0;
  969. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  970. return 0; //Targetted spells can't come off.
  971. }
  972. if (
  973. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  974. || (sc->data[SC_AUTOCOUNTER] && !flag)
  975. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  976. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  977. )
  978. return 0;
  979. if (sc->data[SC_WINKCHARM] && target && !flag)
  980. { //Prevents skill usage
  981. clif_emotion(src, 3);
  982. return 0;
  983. }
  984. if (sc->data[SC_BLADESTOP]) {
  985. switch (sc->data[SC_BLADESTOP]->val1)
  986. {
  987. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  988. case 4: if (skill_num == MO_CHAINCOMBO) break;
  989. case 3: if (skill_num == MO_INVESTIGATE) break;
  990. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  991. default: return 0;
  992. }
  993. }
  994. if (sc->data[SC_DANCING] && flag!=2)
  995. {
  996. if(sc->data[SC_LONGING])
  997. { //Allow everything except dancing/re-dancing. [Skotlex]
  998. if (skill_num == BD_ENCORE ||
  999. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1000. )
  1001. return 0;
  1002. } else
  1003. switch (skill_num) {
  1004. case BD_ADAPTATION:
  1005. case CG_LONGINGFREEDOM:
  1006. case BA_MUSICALSTRIKE:
  1007. case DC_THROWARROW:
  1008. break;
  1009. default:
  1010. return 0;
  1011. }
  1012. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  1013. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  1014. }
  1015. if (skill_num && //Do not block item-casted skills.
  1016. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  1017. ) { //Skills blocked through status changes...
  1018. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  1019. sc->data[SC_SILENCE] ||
  1020. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
  1021. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
  1022. sc->data[SC_STEELBODY] ||
  1023. sc->data[SC_BERSERK]
  1024. ))
  1025. return 0;
  1026. //Skill blocking.
  1027. if (
  1028. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  1029. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  1030. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  1031. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1032. )
  1033. return 0;
  1034. }
  1035. }
  1036. if (sc && sc->option)
  1037. {
  1038. if (sc->option&OPTION_HIDE)
  1039. switch (skill_num) { //Usable skills while hiding.
  1040. case TF_HIDING:
  1041. case AS_GRIMTOOTH:
  1042. case RG_BACKSTAP:
  1043. case RG_RAID:
  1044. case NJ_SHADOWJUMP:
  1045. case NJ_KIRIKAGE:
  1046. break;
  1047. default:
  1048. //Non players can use all skills while hidden.
  1049. if (!skill_num || src->type == BL_PC)
  1050. return 0;
  1051. }
  1052. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  1053. return 0;
  1054. }
  1055. if (target == NULL || target == src) //No further checking needed.
  1056. return 1;
  1057. tsc = status_get_sc(target);
  1058. if(tsc && tsc->count)
  1059. {
  1060. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD])
  1061. return 0;
  1062. if((skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  1063. && tsc->data[SC_FREEZE])
  1064. return 0;
  1065. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1066. return 0;
  1067. }
  1068. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1069. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1070. //You cannot hide from ground skills.
  1071. if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
  1072. hide_flag &= ~OPTION_HIDE;
  1073. switch( target->type )
  1074. {
  1075. case BL_PC:
  1076. {
  1077. struct map_session_data *sd = (TBL_PC*) target;
  1078. if (pc_isinvisible(sd))
  1079. return 0;
  1080. if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
  1081. (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1082. return 0;
  1083. }
  1084. break;
  1085. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1086. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1087. if (status->mode&MD_LOOTER)
  1088. return 1;
  1089. return 0;
  1090. case BL_HOM:
  1091. case BL_MER:
  1092. if( target->type == BL_HOM && skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1093. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1094. if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1095. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1096. if( target->type == BL_MER && skill_num == AM_POTIONPITCHER )
  1097. return 0; // Can't use Potion Pitcher on Mercenaries
  1098. default:
  1099. //Check for chase-walk/hiding/cloaking opponents.
  1100. if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1101. return 0;
  1102. }
  1103. return 1;
  1104. }
  1105. //Checks whether the source can see and chase target.
  1106. int status_check_visibility(struct block_list *src, struct block_list *target)
  1107. {
  1108. int view_range;
  1109. struct status_data* status = status_get_status_data(src);
  1110. struct status_change* tsc = status_get_sc(target);
  1111. switch (src->type) {
  1112. case BL_MOB:
  1113. view_range = ((TBL_MOB*)src)->min_chase;
  1114. break;
  1115. case BL_PET:
  1116. view_range = ((TBL_PET*)src)->db->range2;
  1117. break;
  1118. default:
  1119. view_range = AREA_SIZE;
  1120. }
  1121. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1122. return 0;
  1123. switch (target->type)
  1124. { //Check for chase-walk/hiding/cloaking opponents.
  1125. case BL_PC:
  1126. if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1127. !(status->mode&MD_BOSS) &&
  1128. (
  1129. ((TBL_PC*)target)->special_state.perfect_hiding ||
  1130. !(status->mode&MD_DETECTOR)
  1131. ))
  1132. return 0;
  1133. break;
  1134. default:
  1135. if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1136. !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1137. return 0;
  1138. }
  1139. return 1;
  1140. }
  1141. // Basic ASPD value
  1142. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1143. {
  1144. int amotion;
  1145. // base weapon delay
  1146. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1147. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1148. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1149. // percentual delay reduction from stats
  1150. amotion-= amotion * (4*status->agi + status->dex)/1000;
  1151. // raw delay adjustment from bAspd bonus
  1152. amotion+= sd->aspd_add;
  1153. return amotion;
  1154. }
  1155. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1156. {
  1157. int flag = 0, str, dex, dstr;
  1158. if(!(bl->type&battle_config.enable_baseatk))
  1159. return 0;
  1160. if (bl->type == BL_PC)
  1161. switch(((TBL_PC*)bl)->status.weapon){
  1162. case W_BOW:
  1163. case W_MUSICAL:
  1164. case W_WHIP:
  1165. case W_REVOLVER:
  1166. case W_RIFLE:
  1167. case W_GATLING:
  1168. case W_SHOTGUN:
  1169. case W_GRENADE:
  1170. flag = 1;
  1171. }
  1172. if (flag) {
  1173. str = status->dex;
  1174. dex = status->str;
  1175. } else {
  1176. str = status->str;
  1177. dex = status->dex;
  1178. }
  1179. //Normally only players have base-atk, but homunc have a different batk
  1180. // equation, hinting that perhaps non-players should use this for batk.
  1181. // [Skotlex]
  1182. dstr = str/10;
  1183. str += dstr*dstr;
  1184. if (bl->type == BL_PC)
  1185. str+= dex/5 + status->luk/5;
  1186. return cap_value(str, 0, USHRT_MAX);
  1187. }
  1188. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1189. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1190. //Fills in the misc data that can be calculated from the other status info (except for level)
  1191. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1192. {
  1193. //Non players get the value set, players need to stack with previous bonuses.
  1194. if( bl->type != BL_PC )
  1195. status->batk =
  1196. status->hit = status->flee =
  1197. status->def2 = status->mdef2 =
  1198. status->cri = status->flee2 = 0;
  1199. status->matk_min = status_base_matk_min(status);
  1200. status->matk_max = status_base_matk_max(status);
  1201. status->hit += level + status->dex;
  1202. status->flee += level + status->agi;
  1203. status->def2 += status->vit;
  1204. status->mdef2 += status->int_ + (status->vit>>1);
  1205. if( bl->type&battle_config.enable_critical )
  1206. status->cri += status->luk*3 + 10;
  1207. else
  1208. status->cri = 0;
  1209. if (bl->type&battle_config.enable_perfect_flee)
  1210. status->flee2 += status->luk + 10;
  1211. else
  1212. status->flee2 = 0;
  1213. if (status->batk) {
  1214. int temp = status->batk + status_base_atk(bl, status);
  1215. status->batk = cap_value(temp, 0, USHRT_MAX);
  1216. } else
  1217. status->batk = status_base_atk(bl, status);
  1218. if (status->cri)
  1219. switch (bl->type) {
  1220. case BL_MOB:
  1221. if(battle_config.mob_critical_rate != 100)
  1222. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1223. if(!status->cri && battle_config.mob_critical_rate)
  1224. status->cri = 10;
  1225. break;
  1226. case BL_PC:
  1227. //Players don't have a critical adjustment setting as of yet.
  1228. break;
  1229. default:
  1230. if(battle_config.critical_rate != 100)
  1231. status->cri = status->cri*battle_config.critical_rate/100;
  1232. if (!status->cri && battle_config.critical_rate)
  1233. status->cri = 10;
  1234. }
  1235. if(bl->type&BL_REGEN)
  1236. status_calc_regen(bl, status, status_get_regen_data(bl));
  1237. }
  1238. //Skotlex: Calculates the initial status for the given mob
  1239. //first will only be false when the mob leveled up or got a GuardUp level.
  1240. int status_calc_mob_(struct mob_data* md, bool first)
  1241. {
  1242. struct status_data *status;
  1243. struct block_list *mbl = NULL;
  1244. int flag=0;
  1245. if(first)
  1246. { //Set basic level on respawn.
  1247. md->level = md->db->lv;
  1248. }
  1249. //Check if we need custom base-status
  1250. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1251. flag|=1;
  1252. if (md->special_state.size)
  1253. flag|=2;
  1254. if (md->guardian_data && md->guardian_data->guardup_lv)
  1255. flag|=4;
  1256. if (md->class_ == MOBID_EMPERIUM)
  1257. flag|=4;
  1258. if (battle_config.slaves_inherit_speed && md->master_id)
  1259. flag|=8;
  1260. if (md->master_id && md->special_state.ai>1)
  1261. flag|=16;
  1262. if (!flag)
  1263. { //No special status required.
  1264. if (md->base_status) {
  1265. aFree(md->base_status);
  1266. md->base_status = NULL;
  1267. }
  1268. if(first)
  1269. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1270. return 0;
  1271. }
  1272. if (!md->base_status)
  1273. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1274. status = md->base_status;
  1275. memcpy(status, &md->db->status, sizeof(struct status_data));
  1276. if (flag&(8|16))
  1277. mbl = map_id2bl(md->master_id);
  1278. if (flag&8 && mbl) {
  1279. struct status_data *mstatus = status_get_base_status(mbl);
  1280. if (mstatus &&
  1281. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1282. status->speed = mstatus->speed;
  1283. }
  1284. if (flag&16 && mbl)
  1285. { //Max HP setting from Summon Flora/marine Sphere
  1286. struct unit_data *ud = unit_bl2ud(mbl);
  1287. //Remove special AI when this is used by regular mobs.
  1288. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1289. md->special_state.ai = 0;
  1290. if (ud)
  1291. { // different levels of HP according to skill level
  1292. if (ud->skillid == AM_SPHEREMINE) {
  1293. status->max_hp = 2000 + 400*ud->skilllv;
  1294. } else { //AM_CANNIBALIZE
  1295. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1296. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1297. }
  1298. status->hp = status->max_hp;
  1299. }
  1300. }
  1301. if (flag&1)
  1302. { // increase from mobs leveling up [Valaris]
  1303. int diff = md->level - md->db->lv;
  1304. status->str+= diff;
  1305. status->agi+= diff;
  1306. status->vit+= diff;
  1307. status->int_+= diff;
  1308. status->dex+= diff;
  1309. status->luk+= diff;
  1310. status->max_hp += diff*status->vit;
  1311. status->max_sp += diff*status->int_;
  1312. status->hp = status->max_hp;
  1313. status->sp = status->max_sp;
  1314. status->speed -= diff;
  1315. }
  1316. if (flag&2)
  1317. { // change for sized monsters [Valaris]
  1318. if (md->special_state.size==1) {
  1319. status->max_hp>>=1;
  1320. status->max_sp>>=1;
  1321. if (!status->max_hp) status->max_hp = 1;
  1322. if (!status->max_sp) status->max_sp = 1;
  1323. status->hp=status->max_hp;
  1324. status->sp=status->max_sp;
  1325. status->str>>=1;
  1326. status->agi>>=1;
  1327. status->vit>>=1;
  1328. status->int_>>=1;
  1329. status->dex>>=1;
  1330. status->luk>>=1;
  1331. if (!status->str) status->str = 1;
  1332. if (!status->agi) status->agi = 1;
  1333. if (!status->vit) status->vit = 1;
  1334. if (!status->int_) status->int_ = 1;
  1335. if (!status->dex) status->dex = 1;
  1336. if (!status->luk) status->luk = 1;
  1337. } else if (md->special_state.size==2) {
  1338. status->max_hp<<=1;
  1339. status->max_sp<<=1;
  1340. status->hp=status->max_hp;
  1341. status->sp=status->max_sp;
  1342. status->str<<=1;
  1343. status->agi<<=1;
  1344. status->vit<<=1;
  1345. status->int_<<=1;
  1346. status->dex<<=1;
  1347. status->luk<<=1;
  1348. }
  1349. }
  1350. status_calc_misc(&md->bl, status, md->level);
  1351. if(flag&4)
  1352. { // Strengthen Guardians - custom value +10% / lv
  1353. struct guild_castle *gc;
  1354. gc=guild_mapname2gc(map[md->bl.m].name);
  1355. if (!gc)
  1356. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1357. else {
  1358. if(gc->castle_id > 23) {
  1359. if(md->class_ == MOBID_EMPERIUM) {
  1360. status->max_hp += 1000 * gc->defense;
  1361. status->max_sp += 200 * gc->defense;
  1362. status->hp = status->max_hp;
  1363. status->sp = status->max_sp;
  1364. status->def += (gc->defense+2)/3;
  1365. status->mdef += (gc->defense+2)/3;
  1366. }
  1367. }else{
  1368. status->max_hp += 1000 * gc->defense;
  1369. status->max_sp += 200 * gc->defense;
  1370. status->hp = status->max_hp;
  1371. status->sp = status->max_sp;
  1372. status->def += (gc->defense+2)/3;
  1373. status->mdef += (gc->defense+2)/3;
  1374. }
  1375. }
  1376. if(md->class_ != MOBID_EMPERIUM) {
  1377. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1378. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1379. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1380. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1381. }
  1382. }
  1383. if( first ) //Initial battle status
  1384. memcpy(&md->status, status, sizeof(struct status_data));
  1385. return 1;
  1386. }
  1387. //Skotlex: Calculates the stats of the given pet.
  1388. int status_calc_pet_(struct pet_data *pd, bool first)
  1389. {
  1390. nullpo_retr(0, pd);
  1391. if (first) {
  1392. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1393. pd->status.mode|= MD_CANMOVE; //so they can chase their master!
  1394. pd->status.speed = pd->petDB->speed;
  1395. }
  1396. if (battle_config.pet_lv_rate && pd->msd)
  1397. {
  1398. struct map_session_data *sd = pd->msd;
  1399. int lv;
  1400. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1401. if (lv < 0)
  1402. lv = 1;
  1403. if (lv != pd->pet.level || first)
  1404. {
  1405. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1406. pd->pet.level = lv;
  1407. if (!first) //Lv Up animation
  1408. clif_misceffect(&pd->bl, 0);
  1409. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1410. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1411. status->str = (bstat->str*lv)/pd->db->lv;
  1412. status->agi = (bstat->agi*lv)/pd->db->lv;
  1413. status->vit = (bstat->vit*lv)/pd->db->lv;
  1414. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1415. status->dex = (bstat->dex*lv)/pd->db->lv;
  1416. status->luk = (bstat->luk*lv)/pd->db->lv;
  1417. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1418. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1419. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1420. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1421. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1422. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1423. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1424. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1425. status_calc_misc(&pd->bl, &pd->status, lv);
  1426. if (!first) //Not done the first time because the pet is not visible yet
  1427. clif_send_petstatus(sd);
  1428. }
  1429. } else if (first) {
  1430. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1431. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1432. pd->pet.level = pd->db->lv;
  1433. }
  1434. //Support rate modifier (1000 = 100%)
  1435. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1436. if(battle_config.pet_support_rate != 100)
  1437. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1438. return 1;
  1439. }
  1440. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  1441. static void status_calc_sigma(void)
  1442. {
  1443. int i,j;
  1444. for(i = 0; i < CLASS_COUNT; i++)
  1445. {
  1446. unsigned int k = 0;
  1447. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  1448. for(j = 2; j <= MAX_LEVEL; j++)
  1449. {
  1450. k += (hp_coefficient[i]*j + 50) / 100;
  1451. hp_sigma_val[i][j] = k;
  1452. if (k >= INT_MAX)
  1453. break; //Overflow protection. [Skotlex]
  1454. }
  1455. for(; j <= MAX_LEVEL; j++)
  1456. hp_sigma_val[i][j] = INT_MAX;
  1457. }
  1458. }
  1459. /// Calculates base MaxHP value according to class and base level
  1460. /// The recursive equation used to calculate level bonus is (using integer operations)
  1461. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  1462. /// which reduces to something close to
  1463. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  1464. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  1465. {
  1466. unsigned int val = pc_class2idx(sd->status.class_);
  1467. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  1468. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1469. val += 100; //Since their HP can't be approximated well enough without this.
  1470. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1471. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1472. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1473. val += 2000; //Supernovice lvl99 hp bonus.
  1474. val += val * status->vit/100; // +1% per each point of VIT
  1475. if (sd->class_&JOBL_UPPER)
  1476. val += val * 25/100; //Trans classes get a 25% hp bonus
  1477. else if (sd->class_&JOBL_BABY)
  1478. val -= val * 30/100; //Baby classes get a 30% hp penalty
  1479. return val;
  1480. }
  1481. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1482. {
  1483. unsigned int val;
  1484. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  1485. val += val * status->int_/100;
  1486. if (sd->class_&JOBL_UPPER)
  1487. val += val * 25/100;
  1488. else if (sd->class_&JOBL_BABY)
  1489. val -= val * 30/100;
  1490. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1491. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1492. return val;
  1493. }
  1494. //Calculates player data from scratch without counting SC adjustments.
  1495. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1496. int status_calc_pc_(struct map_session_data* sd, bool first)
  1497. {
  1498. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1499. struct status_data *status; // pointer to the player's base status
  1500. const struct status_change *sc = &sd->sc;
  1501. struct s_skill b_skill[MAX_SKILL]; // previous skill tree
  1502. int b_weight, b_max_weight; // previous weight
  1503. int i,index;
  1504. int skill,refinedef=0;
  1505. if (++calculating > 10) //Too many recursive calls!
  1506. return -1;
  1507. // remember player-specific values that are currently being shown to the client (for refresh purposes)
  1508. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  1509. b_weight = sd->weight;
  1510. b_max_weight = sd->max_weight;
  1511. pc_calc_skilltree(sd); // スキルツリ?の計算
  1512. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  1513. if(first) {
  1514. //Load Hp/SP from char-received data.
  1515. sd->battle_status.hp = sd->status.hp;
  1516. sd->battle_status.sp = sd->status.sp;
  1517. sd->regen.sregen = &sd->sregen;
  1518. sd->regen.ssregen = &sd->ssregen;
  1519. sd->weight=0;
  1520. for(i=0;i<MAX_INVENTORY;i++){
  1521. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1522. continue;
  1523. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1524. }
  1525. sd->cart_weight=0;
  1526. sd->cart_num=0;
  1527. for(i=0;i<MAX_CART;i++){
  1528. if(sd->status.cart[i].nameid==0)
  1529. continue;
  1530. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1531. sd->cart_num++;
  1532. }
  1533. }
  1534. status = &sd->base_status;
  1535. // these are not zeroed. [zzo]
  1536. sd->hprate=100;
  1537. sd->sprate=100;
  1538. sd->castrate=100;
  1539. sd->delayrate=100;
  1540. sd->dsprate=100;
  1541. sd->hprecov_rate = 100;
  1542. sd->sprecov_rate = 100;
  1543. sd->atk_rate = sd->matk_rate = 100;
  1544. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1545. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1546. sd->regen.state.block = 0;
  1547. // zeroed arrays, order follows the order in map.h.
  1548. // add new arrays to the end of zeroed area in map.h (see comments) and size here. [zzo]
  1549. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1550. + sizeof(sd->param_equip)
  1551. + sizeof(sd->subele)
  1552. + sizeof(sd->subrace)
  1553. + sizeof(sd->subrace2)
  1554. + sizeof(sd->subsize)
  1555. + sizeof(sd->reseff)
  1556. + sizeof(sd->weapon_coma_ele)
  1557. + sizeof(sd->weapon_coma_race)
  1558. + sizeof(sd->weapon_atk)
  1559. + sizeof(sd->weapon_atk_rate)
  1560. + sizeof(sd->arrow_addele)
  1561. + sizeof(sd->arrow_addrace)
  1562. + sizeof(sd->arrow_addsize)
  1563. + sizeof(sd->magic_addele)
  1564. + sizeof(sd->magic_addrace)
  1565. + sizeof(sd->magic_addsize)
  1566. + sizeof(sd->critaddrace)
  1567. + sizeof(sd->expaddrace)
  1568. + sizeof(sd->ignore_mdef)
  1569. + sizeof(sd->ignore_def)
  1570. + sizeof(sd->itemgrouphealrate)
  1571. + sizeof(sd->sp_gain_race)
  1572. );
  1573. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1574. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1575. if (sd->special_state.intravision) //Clear status change.
  1576. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  1577. memset(&sd->special_state,0,sizeof(sd->special_state));
  1578. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  1579. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1580. status->speed = DEFAULT_WALK_SPEED;
  1581. //Give them all modes except these (useful for clones)
  1582. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY);
  1583. status->size = (sd->class_&JOBL_BABY)?0:1;
  1584. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1585. if (sd->class_&JOBL_BABY) {
  1586. if (battle_config.character_size&2)
  1587. status->size++;
  1588. } else
  1589. if(battle_config.character_size&1)
  1590. status->size++;
  1591. }
  1592. status->aspd_rate = 1000;
  1593. status->ele_lv = 1;
  1594. status->race = RC_DEMIHUMAN;
  1595. //zero up structures...
  1596. memset(&sd->autospell,0,sizeof(sd->autospell)
  1597. + sizeof(sd->autospell2)
  1598. + sizeof(sd->autospell3)
  1599. + sizeof(sd->addeff)
  1600. + sizeof(sd->addeff2)
  1601. + sizeof(sd->addeff3)
  1602. + sizeof(sd->skillatk)
  1603. + sizeof(sd->skillheal)
  1604. + sizeof(sd->skillheal2)
  1605. + sizeof(sd->hp_loss)
  1606. + sizeof(sd->sp_loss)
  1607. + sizeof(sd->hp_regen)
  1608. + sizeof(sd->sp_regen)
  1609. + sizeof(sd->skillblown)
  1610. + sizeof(sd->skillcast)
  1611. + sizeof(sd->add_def)
  1612. + sizeof(sd->add_mdef)
  1613. + sizeof(sd->add_mdmg)
  1614. + sizeof(sd->add_drop)
  1615. + sizeof(sd->itemhealrate)
  1616. );
  1617. // vars zeroing. ints, shorts, chars. in that order.
  1618. memset (&sd->arrow_atk, 0,sizeof(sd->arrow_atk)
  1619. + sizeof(sd->arrow_ele)
  1620. + sizeof(sd->arrow_cri)
  1621. + sizeof(sd->arrow_hit)
  1622. + sizeof(sd->nsshealhp)
  1623. + sizeof(sd->nsshealsp)
  1624. + sizeof(sd->critical_def)
  1625. + sizeof(sd->double_rate)
  1626. + sizeof(sd->long_attack_atk_rate)
  1627. + sizeof(sd->near_attack_def_rate)
  1628. + sizeof(sd->long_attack_def_rate)
  1629. + sizeof(sd->magic_def_rate)
  1630. + sizeof(sd->misc_def_rate)
  1631. + sizeof(sd->ignore_mdef_ele)
  1632. + sizeof(sd->ignore_mdef_race)
  1633. + sizeof(sd->perfect_hit)
  1634. + sizeof(sd->perfect_hit_add)
  1635. + sizeof(sd->get_zeny_rate)
  1636. + sizeof(sd->get_zeny_num)
  1637. + sizeof(sd->double_add_rate)
  1638. + sizeof(sd->short_weapon_damage_return)
  1639. + sizeof(sd->long_weapon_damage_return)
  1640. + sizeof(sd->magic_damage_return)
  1641. + sizeof(sd->random_attack_increase_add)
  1642. + sizeof(sd->random_attack_increase_per)
  1643. + sizeof(sd->break_weapon_rate)
  1644. + sizeof(sd->break_armor_rate)
  1645. + sizeof(sd->crit_atk_rate)
  1646. + sizeof(sd->classchange)
  1647. + sizeof(sd->speed_rate)
  1648. + sizeof(sd->speed_add_rate)
  1649. + sizeof(sd->aspd_add)
  1650. + sizeof(sd->setitem_hash)
  1651. + sizeof(sd->setitem_hash2)
  1652. // shorts
  1653. + sizeof(sd->splash_range)
  1654. + sizeof(sd->splash_add_range)
  1655. + sizeof(sd->add_steal_rate)
  1656. + sizeof(sd->add_heal_rate)
  1657. + sizeof(sd->add_heal2_rate)
  1658. + sizeof(sd->hp_gain_value)
  1659. + sizeof(sd->sp_gain_value)
  1660. + sizeof(sd->magic_hp_gain_value)
  1661. + sizeof(sd->magic_sp_gain_value)
  1662. + sizeof(sd->sp_vanish_rate)
  1663. + sizeof(sd->sp_vanish_per)
  1664. + sizeof(sd->unbreakable)
  1665. + sizeof(sd->unbreakable_equip)
  1666. + sizeof(sd->unstripable_equip)
  1667. );
  1668. // Autobonus
  1669. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  1670. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus),true);
  1671. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus),true);
  1672. // Parse equipment.
  1673. for(i=0;i<EQI_MAX-1;i++) {
  1674. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1675. if(index < 0)
  1676. continue;
  1677. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1678. continue;
  1679. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1680. continue;
  1681. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1682. continue;
  1683. if(!sd->inventory_data[index])
  1684. continue;
  1685. status->def += sd->inventory_data[index]->def;
  1686. if(first && sd->inventory_data[index]->equip_script)
  1687. { //Execute equip-script on login
  1688. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1689. if (!calculating)
  1690. return 1;
  1691. }
  1692. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1693. int r,wlv = sd->inventory_data[index]->wlv;
  1694. struct weapon_data *wd;
  1695. struct weapon_atk *wa;
  1696. if (wlv >= MAX_REFINE_BONUS)
  1697. wlv = MAX_REFINE_BONUS - 1;
  1698. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1699. wd = &sd->left_weapon; // Left-hand weapon
  1700. wa = &status->lhw;
  1701. } else {
  1702. wd = &sd->right_weapon;
  1703. wa = &status->rhw;
  1704. }
  1705. wa->atk += sd->inventory_data[index]->atk;
  1706. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1707. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1708. wd->overrefine = r*refinebonus[wlv][1];
  1709. wa->range += sd->inventory_data[index]->range;
  1710. if(sd->inventory_data[index]->script) {
  1711. if (wd == &sd->left_weapon) {
  1712. sd->state.lr_flag = 1;
  1713. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1714. sd->state.lr_flag = 0;
  1715. } else
  1716. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1717. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1718. return 1;
  1719. }
  1720. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1721. { // Forged weapon
  1722. wd->star += (sd->status.inventory[index].card[1]>>8);
  1723. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1724. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1725. wd->star += 10;
  1726. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1727. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1728. }
  1729. }
  1730. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1731. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1732. if(sd->inventory_data[index]->script) {
  1733. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1734. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1735. return 1;
  1736. }
  1737. }
  1738. }
  1739. if(sd->equip_index[EQI_AMMO] >= 0){
  1740. index = sd->equip_index[EQI_AMMO];
  1741. if(sd->inventory_data[index]){ // Arrows
  1742. sd->arrow_atk += sd->inventory_data[index]->atk;
  1743. sd->state.lr_flag = 2;
  1744. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1745. sd->state.lr_flag = 0;
  1746. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1747. return 1;
  1748. }
  1749. }
  1750. //Store equipment script bonuses
  1751. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1752. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1753. status->def += (refinedef+50)/100;
  1754. //Parse Cards
  1755. for(i=0;i<EQI_MAX-1;i++) {
  1756. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1757. if(index < 0)
  1758. continue;
  1759. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1760. continue;
  1761. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1762. continue;
  1763. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1764. continue;
  1765. if(sd->inventory_data[index]) {
  1766. int j,c;
  1767. struct item_data *data;
  1768. //Card script execution.
  1769. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1770. continue;
  1771. for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  1772. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1773. if(!c)
  1774. continue;
  1775. data = itemdb_exists(c);
  1776. if(!data)
  1777. continue;
  1778. if(first && data->equip_script)
  1779. { //Execute equip-script on login
  1780. run_script(data->equip_script,0,sd->bl.id,0);
  1781. if (!calculating)
  1782. return 1;
  1783. }
  1784. if(!data->script)
  1785. continue;
  1786. if(data->flag.no_equip) { //Card restriction checks.
  1787. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone)
  1788. continue;
  1789. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&1)
  1790. continue;
  1791. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&2)
  1792. continue;
  1793. }
  1794. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  1795. { //Left hand status.
  1796. sd->state.lr_flag = 1;
  1797. run_script(data->script,0,sd->bl.id,0);
  1798. sd->state.lr_flag = 0;
  1799. } else
  1800. run_script(data->script,0,sd->bl.id,0);
  1801. if (!calculating) //Abort, run_script his function. [Skotlex]
  1802. return 1;
  1803. }
  1804. }
  1805. }
  1806. if( sc->count && sc->data[SC_ITEMSCRIPT] )
  1807. {
  1808. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  1809. if( data && data->script )
  1810. run_script(data->script,0,sd->bl.id,0);
  1811. }
  1812. if( sd->pd )
  1813. { // Pet Bonus
  1814. struct pet_data *pd = sd->pd;
  1815. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  1816. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  1817. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  1818. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  1819. }
  1820. //param_bonus now holds card bonuses.
  1821. if(status->rhw.range < 1) status->rhw.range = 1;
  1822. if(status->lhw.range < 1) status->lhw.range = 1;
  1823. if(status->rhw.range < status->lhw.range)
  1824. status->rhw.range = status->lhw.range;
  1825. sd->double_rate += sd->double_add_rate;
  1826. sd->perfect_hit += sd->perfect_hit_add;
  1827. sd->splash_range += sd->splash_add_range;
  1828. // Damage modifiers from weapon type
  1829. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  1830. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  1831. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  1832. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  1833. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  1834. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  1835. if(pc_isriding(sd) &&
  1836. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  1837. { //When Riding with spear, damage modifier to mid-class becomes
  1838. //same as versus large size.
  1839. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  1840. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  1841. }
  1842. // ----- STATS CALCULATION -----
  1843. // Job bonuses
  1844. index = pc_class2idx(sd->status.class_);
  1845. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  1846. if(!job_bonus[index][i])
  1847. continue;
  1848. switch(job_bonus[index][i]) {
  1849. case 1: status->str++; break;
  1850. case 2: status->agi++; break;
  1851. case 3: status->vit++; break;
  1852. case 4: status->int_++; break;
  1853. case 5: status->dex++; break;
  1854. case 6: status->luk++; break;
  1855. }
  1856. }
  1857. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  1858. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  1859. status->str += 10;
  1860. status->agi += 10;
  1861. status->vit += 10;
  1862. status->int_+= 10;
  1863. status->dex += 10;
  1864. status->luk += 10;
  1865. }
  1866. // Absolute modifiers from passive skills
  1867. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  1868. status->str++;
  1869. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  1870. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  1871. if((skill=pc_checkskill(sd,AC_OWL))>0)
  1872. status->dex += skill;
  1873. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  1874. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  1875. status->str = cap_value(i,0,USHRT_MAX);
  1876. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  1877. status->agi = cap_value(i,0,USHRT_MAX);
  1878. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  1879. status->vit = cap_value(i,0,USHRT_MAX);
  1880. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  1881. status->int_ = cap_value(i,0,USHRT_MAX);
  1882. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  1883. status->dex = cap_value(i,0,USHRT_MAX);
  1884. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  1885. status->luk = cap_value(i,0,USHRT_MAX);
  1886. // ------ BASE ATTACK CALCULATION ------
  1887. // Base batk value is set on status_calc_misc
  1888. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  1889. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  1890. status->batk += sd->weapon_atk[sd->status.weapon];
  1891. // Absolute modifiers from passive skills
  1892. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  1893. status->batk += 4;
  1894. // ----- HP MAX CALCULATION -----
  1895. // Basic MaxHP value
  1896. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  1897. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  1898. //This is done to handle underflows from negative Max HP bonuses
  1899. i = sd->status.max_hp + (int)status->max_hp;
  1900. status->max_hp = cap_value(i, 0, INT_MAX);
  1901. // Absolute modifiers from passive skills
  1902. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  1903. status->max_hp += skill*200;
  1904. // Apply relative modifiers from equipment
  1905. if(sd->hprate < 0)
  1906. sd->hprate = 0;
  1907. if(sd->hprate!=100)
  1908. status->max_hp = status->max_hp * sd->hprate/100;
  1909. if(battle_config.hp_rate != 100)
  1910. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  1911. if(status->max_hp > (unsigned int)battle_config.max_hp)
  1912. status->max_hp = battle_config.max_hp;
  1913. else if(!status->max_hp)
  1914. status->max_hp = 1;
  1915. // ----- SP MAX CALCULATION -----
  1916. // Basic MaxSP value
  1917. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  1918. //This is done to handle underflows from negative Max SP bonuses
  1919. i = sd->status.max_sp + (int)status->max_sp;
  1920. status->max_sp = cap_value(i, 0, INT_MAX);
  1921. // Absolute modifiers from passive skills
  1922. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  1923. status->max_sp += 30*skill;
  1924. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  1925. status->max_sp += status->max_sp * skill/100;
  1926. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  1927. status->max_sp += status->max_sp * 2*skill/100;
  1928. // Apply relative modifiers from equipment
  1929. if(sd->sprate < 0)
  1930. sd->sprate = 0;
  1931. if(sd->sprate!=100)
  1932. status->max_sp = status->max_sp * sd->sprate/100;
  1933. if(battle_config.sp_rate != 100)
  1934. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  1935. if(status->max_sp > (unsigned int)battle_config.max_sp)
  1936. status->max_sp = battle_config.max_sp;
  1937. else if(!status->max_sp)
  1938. status->max_sp = 1;
  1939. // ----- RESPAWN HP/SP -----
  1940. //
  1941. //Calc respawn hp and store it on base_status
  1942. if (sd->special_state.restart_full_recover)
  1943. {
  1944. status->hp = status->max_hp;
  1945. status->sp = status->max_sp;
  1946. } else {
  1947. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  1948. && battle_config.restart_hp_rate < 50)
  1949. status->hp=status->max_hp>>1;
  1950. else
  1951. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  1952. if(!status->hp)
  1953. status->hp = 1;
  1954. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  1955. }
  1956. // ----- MISC CALCULATION -----
  1957. status_calc_misc(&sd->bl, status, sd->status.base_level);
  1958. //Equipment modifiers for misc settings
  1959. if(sd->matk_rate < 0)
  1960. sd->matk_rate = 0;
  1961. if(sd->matk_rate != 100){
  1962. status->matk_max = status->matk_max * sd->matk_rate/100;
  1963. status->matk_min = status->matk_min * sd->matk_rate/100;
  1964. }
  1965. if(sd->hit_rate < 0)
  1966. sd->hit_rate = 0;
  1967. if(sd->hit_rate != 100)
  1968. status->hit = status->hit * sd->hit_rate/100;
  1969. if(sd->flee_rate < 0)
  1970. sd->flee_rate = 0;
  1971. if(sd->flee_rate != 100)
  1972. status->flee = status->flee * sd->flee_rate/100;
  1973. if(sd->def2_rate < 0)
  1974. sd->def2_rate = 0;
  1975. if(sd->def2_rate != 100)
  1976. status->def2 = status->def2 * sd->def2_rate/100;
  1977. if(sd->mdef2_rate < 0)
  1978. sd->mdef2_rate = 0;
  1979. if(sd->mdef2_rate != 100)
  1980. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  1981. if(sd->critical_rate < 0)
  1982. sd->critical_rate = 0;
  1983. if(sd->critical_rate != 100)
  1984. status->cri = status->cri * sd->critical_rate/100;
  1985. if(sd->flee2_rate < 0)
  1986. sd->flee2_rate = 0;
  1987. if(sd->flee2_rate != 100)
  1988. status->flee2 = status->flee2 * sd->flee2_rate/100;
  1989. // ----- HIT CALCULATION -----
  1990. // Absolute modifiers from passive skills
  1991. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  1992. status->hit += skill*2;
  1993. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  1994. status->hit += skill;
  1995. if(sd->status.weapon == W_BOW)
  1996. status->rhw.range += skill;
  1997. }
  1998. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  1999. {
  2000. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  2001. status->hit += 2*skill;
  2002. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  2003. status->hit += skill;
  2004. status->rhw.range += skill;
  2005. }
  2006. }
  2007. // ----- FLEE CALCULATION -----
  2008. // Absolute modifiers from passive skills
  2009. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2010. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  2011. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  2012. status->flee += (skill*3)>>1;
  2013. // ----- EQUIPMENT-DEF CALCULATION -----
  2014. // Apply relative modifiers from equipment
  2015. if(sd->def_rate < 0)
  2016. sd->def_rate = 0;
  2017. if(sd->def_rate != 100) {
  2018. i = status->def * sd->def_rate/100;
  2019. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  2020. }
  2021. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  2022. {
  2023. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  2024. status->def = (unsigned char)battle_config.max_def;
  2025. }
  2026. // ----- EQUIPMENT-MDEF CALCULATION -----
  2027. // Apply relative modifiers from equipment
  2028. if(sd->mdef_rate < 0)
  2029. sd->mdef_rate = 0;
  2030. if(sd->mdef_rate != 100) {
  2031. i = status->mdef * sd->mdef_rate/100;
  2032. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  2033. }
  2034. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  2035. {
  2036. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2037. status->mdef = (signed char)battle_config.max_def;
  2038. }
  2039. // ----- ASPD CALCULATION -----
  2040. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2041. // Basic ASPD value
  2042. i = status_base_amotion_pc(sd,status);
  2043. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  2044. // Relative modifiers from passive skills
  2045. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2046. status->aspd_rate -= 5*skill;
  2047. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2048. status->aspd_rate -= 30*skill;
  2049. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2050. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2051. status->aspd_rate -= ((skill+1)/2) * 10;
  2052. if(pc_isriding(sd))
  2053. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2054. status->adelay = 2*status->amotion;
  2055. // ----- DMOTION -----
  2056. //
  2057. i = 800-status->agi*4;
  2058. status->dmotion = cap_value(i, 400, 800);
  2059. if(battle_config.pc_damage_delay_rate != 100)
  2060. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2061. // ----- MISC CALCULATIONS -----
  2062. // Weight
  2063. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2064. sd->max_weight += 2000*skill;
  2065. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2066. sd->max_weight += 10000;
  2067. if(sc->data[SC_KNOWLEDGE])
  2068. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2069. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2070. sd->max_weight += 2000*skill;
  2071. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2072. sd->regen.state.walk = 1;
  2073. else
  2074. sd->regen.state.walk = 0;
  2075. // Skill SP cost
  2076. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2077. sd->dsprate -= 4*skill;
  2078. if(sc->data[SC_SERVICE4U])
  2079. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2080. if(sc->data[SC_SPCOST_RATE])
  2081. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2082. //Underflow protections.
  2083. if(sd->dsprate < 0)
  2084. sd->dsprate = 0;
  2085. if(sd->castrate < 0)
  2086. sd->castrate = 0;
  2087. if(sd->delayrate < 0)
  2088. sd->delayrate = 0;
  2089. if(sd->hprecov_rate < 0)
  2090. sd->hprecov_rate = 0;
  2091. if(sd->sprecov_rate < 0)
  2092. sd->sprecov_rate = 0;
  2093. // Anti-element and anti-race
  2094. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2095. sd->subele[ELE_HOLY] += skill*5;
  2096. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2097. sd->subele[ELE_NEUTRAL] += skill;
  2098. sd->subele[ELE_FIRE] += skill*4;
  2099. }
  2100. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2101. skill = skill*4;
  2102. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2103. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2104. sd->magic_addrace[RC_DRAGON]+=skill;
  2105. sd->subrace[RC_DRAGON]+=skill;
  2106. }
  2107. if(sc->count){
  2108. if(sc->data[SC_CONCENTRATE])
  2109. { //Update the card-bonus data
  2110. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2111. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2112. }
  2113. if(sc->data[SC_SIEGFRIED]){
  2114. i = sc->data[SC_SIEGFRIED]->val2;
  2115. sd->subele[ELE_WATER] += i;
  2116. sd->subele[ELE_EARTH] += i;
  2117. sd->subele[ELE_FIRE] += i;
  2118. sd->subele[ELE_WIND] += i;
  2119. sd->subele[ELE_POISON] += i;
  2120. sd->subele[ELE_HOLY] += i;
  2121. sd->subele[ELE_DARK] += i;
  2122. sd->subele[ELE_GHOST] += i;
  2123. sd->subele[ELE_UNDEAD] += i;
  2124. }
  2125. if(sc->data[SC_PROVIDENCE]){
  2126. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2127. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2128. }
  2129. if(sc->data[SC_ARMOR_ELEMENT])
  2130. { //This status change should grant card-type elemental resist.
  2131. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2132. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2133. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2134. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2135. }
  2136. if(sc->data[SC_ARMOR_RESIST])
  2137. { // Undead Scroll
  2138. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2139. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2140. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2141. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2142. }
  2143. }
  2144. status_cpy(&sd->battle_status, status);
  2145. // ----- CLIENT-SIDE REFRESH -----
  2146. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2147. clif_skillinfoblock(sd);
  2148. if(b_weight != sd->weight)
  2149. clif_updatestatus(sd,SP_WEIGHT);
  2150. if(b_max_weight != sd->max_weight) {
  2151. clif_updatestatus(sd,SP_MAXWEIGHT);
  2152. pc_updateweightstatus(sd);
  2153. }
  2154. calculating = 0;
  2155. return 0;
  2156. }
  2157. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  2158. {
  2159. struct status_data *status = &md->base_status;
  2160. struct s_mercenary *merc = &md->mercenary;
  2161. if( first )
  2162. {
  2163. memcpy(status, &md->db->status, sizeof(struct status_data));
  2164. status->mode = MD_CANMOVE|MD_CANATTACK;
  2165. status->hp = status->max_hp;
  2166. status->sp = status->max_sp;
  2167. md->battle_status.hp = merc->hp;
  2168. md->battle_status.sp = merc->sp;
  2169. }
  2170. status_calc_misc(&md->bl, status, md->db->lv);
  2171. status_cpy(&md->battle_status, status);
  2172. return 0;
  2173. }
  2174. int status_calc_homunculus_(struct homun_data *hd, bool first)
  2175. {
  2176. struct status_data *status = &hd->base_status;
  2177. struct s_homunculus *hom = &hd->homunculus;
  2178. int skill;
  2179. int amotion;
  2180. status->str = hom->str / 10;
  2181. status->agi = hom->agi / 10;
  2182. status->vit = hom->vit / 10;
  2183. status->dex = hom->dex / 10;
  2184. status->int_ = hom->int_ / 10;
  2185. status->luk = hom->luk / 10;
  2186. if (first) { //[orn]
  2187. const struct s_homunculus_db *db = hd->homunculusDB;
  2188. status->def_ele = db->element;
  2189. status->ele_lv = 1;
  2190. status->race = db->race;
  2191. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2192. status->rhw.range = 1 + status->size;
  2193. status->mode = MD_CANMOVE|MD_CANATTACK;
  2194. status->speed = DEFAULT_WALK_SPEED;
  2195. if (battle_config.hom_setting&0x8 && hd->master)
  2196. status->speed = status_get_speed(&hd->master->bl);
  2197. status->hp = 1;
  2198. status->sp = 1;
  2199. }
  2200. skill = hom->level/10 + status->vit/5;
  2201. status->def = cap_value(skill, 0, 99);
  2202. skill = hom->level/10 + status->int_/5;
  2203. status->mdef = cap_value(skill, 0, 99);
  2204. status->max_hp = hom->max_hp ;
  2205. status->max_sp = hom->max_sp ;
  2206. merc_hom_calc_skilltree(hd);
  2207. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2208. status->def += skill * 4;
  2209. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2210. {
  2211. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2212. status->str += 1 +skill/3 +skill/3 +skill/4;
  2213. }
  2214. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2215. status->max_hp += skill * 2 * status->max_hp / 100;
  2216. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2217. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2218. if (first) {
  2219. hd->battle_status.hp = hom->hp ;
  2220. hd->battle_status.sp = hom->sp ;
  2221. }
  2222. status->rhw.atk = status->dex;
  2223. status->rhw.atk2 = status->str + hom->level;
  2224. status->aspd_rate = 1000;
  2225. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2226. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2227. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2228. status_calc_misc(&hd->bl, status, hom->level);
  2229. status_cpy(&hd->battle_status, status);
  2230. return 1;
  2231. }
  2232. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2233. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2234. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2235. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2236. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2237. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2238. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2239. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2240. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2241. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2242. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2243. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2244. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2245. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2246. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2247. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2248. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2249. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2250. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2251. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2252. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2253. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2254. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2255. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2256. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2257. //Calculates base regen values.
  2258. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2259. {
  2260. struct map_session_data *sd;
  2261. int val, skill;
  2262. if( !(bl->type&BL_REGEN) || !regen )
  2263. return;
  2264. sd = BL_CAST(BL_PC,bl);
  2265. val = 1 + (status->vit/5) + (status->max_hp/200);
  2266. if( sd && sd->hprecov_rate != 100 )
  2267. val = val*sd->hprecov_rate/100;
  2268. regen->hp = cap_value(val, 1, SHRT_MAX);
  2269. val = 1 + (status->int_/6) + (status->max_sp/100);
  2270. if( status->int_ >= 120 )
  2271. val += ((status->int_-120)>>1) + 4;
  2272. if( sd && sd->sprecov_rate != 100 )
  2273. val = val*sd->sprecov_rate/100;
  2274. regen->sp = cap_value(val, 1, SHRT_MAX);
  2275. if( sd )
  2276. {
  2277. struct regen_data_sub *sregen;
  2278. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  2279. {
  2280. val = regen->sp*(100+3*skill)/100;
  2281. regen->sp = cap_value(val, 1, SHRT_MAX);
  2282. }
  2283. //Only players have skill/sitting skill regen for now.
  2284. sregen = regen->sregen;
  2285. val = 0;
  2286. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  2287. val += skill*5 + skill*status->max_hp/500;
  2288. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2289. val = 0;
  2290. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  2291. val += skill*3 + skill*status->max_sp/500;
  2292. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  2293. val += skill*3 + skill*status->max_sp/500;
  2294. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2295. // Skill-related recovery (only when sit)
  2296. sregen = regen->ssregen;
  2297. val = 0;
  2298. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2299. val += skill*4 + skill*status->max_hp/500;
  2300. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  2301. val += skill*30 + skill*status->max_hp/500;
  2302. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2303. val = 0;
  2304. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
  2305. {
  2306. val += skill*3 + skill*status->max_sp/500;
  2307. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2308. val += (30+10*skill)*val/100;
  2309. }
  2310. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2311. val += skill*2 + skill*status->max_sp/500;
  2312. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2313. }
  2314. if( bl->type == BL_HOM )
  2315. {
  2316. struct homun_data *hd = (TBL_HOM*)bl;
  2317. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 )
  2318. {
  2319. val = regen->hp*(100+5*skill)/100;
  2320. regen->hp = cap_value(val, 1, SHRT_MAX);
  2321. }
  2322. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 )
  2323. {
  2324. val = regen->sp*(100+3*skill)/100;
  2325. regen->sp = cap_value(val, 1, SHRT_MAX);
  2326. }
  2327. }
  2328. else if( bl->type == BL_MER )
  2329. {
  2330. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  2331. regen->hp = cap_value(val, 1, SHRT_MAX);
  2332. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  2333. regen->sp = cap_value(val, 1, SHRT_MAX);
  2334. }
  2335. }
  2336. //Calculates SC related regen rates.
  2337. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2338. {
  2339. if (!(bl->type&BL_REGEN) || !regen)
  2340. return;
  2341. regen->flag = RGN_HP|RGN_SP;
  2342. if(regen->sregen)
  2343. {
  2344. if (regen->sregen->hp)
  2345. regen->flag|=RGN_SHP;
  2346. if (regen->sregen->sp)
  2347. regen->flag|=RGN_SSP;
  2348. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2349. }
  2350. if (regen->ssregen)
  2351. {
  2352. if (regen->ssregen->hp)
  2353. regen->flag|=RGN_SHP;
  2354. if (regen->ssregen->sp)
  2355. regen->flag|=RGN_SSP;
  2356. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2357. }
  2358. regen->rate.hp = regen->rate.sp = 1;
  2359. if (!sc || !sc->count)
  2360. return;
  2361. if (
  2362. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  2363. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  2364. || sc->data[SC_BERSERK]
  2365. || sc->data[SC_TRICKDEAD]
  2366. || sc->data[SC_BLEEDING]
  2367. ) //No regen
  2368. regen->flag = 0;
  2369. if (
  2370. sc->data[SC_DANCING]
  2371. || (
  2372. (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  2373. (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  2374. )
  2375. ) //No natural SP regen
  2376. regen->flag &=~RGN_SP;
  2377. if(
  2378. sc->data[SC_TENSIONRELAX]
  2379. ) {
  2380. regen->rate.hp += 2;
  2381. if (regen->sregen)
  2382. regen->sregen->rate.hp += 3;
  2383. }
  2384. if (sc->data[SC_MAGNIFICAT])
  2385. {
  2386. regen->rate.hp += 1;
  2387. regen->rate.sp += 1;
  2388. }
  2389. if (sc->data[SC_REGENERATION])
  2390. {
  2391. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  2392. if (!sce->val4)
  2393. {
  2394. regen->rate.hp += sce->val2;
  2395. regen->rate.sp += sce->val3;
  2396. } else
  2397. regen->flag&=~sce->val4; //Remove regen as specified by val4
  2398. }
  2399. }
  2400. /// Recalculates parts of an object's battle status according to the specified flags.
  2401. /// @param flag bitfield of values from enum scb_flag
  2402. void status_calc_bl_main(struct block_list *bl, enum scb_flag flag)
  2403. {
  2404. const struct status_data *b_status = status_get_base_status(bl);
  2405. struct status_data *status = status_get_status_data(bl);
  2406. struct status_change *sc = status_get_sc(bl);
  2407. TBL_PC *sd = BL_CAST(BL_PC,bl);
  2408. int temp;
  2409. if (!b_status || !status)
  2410. return;
  2411. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2412. status_cpy(status, b_status);
  2413. return;
  2414. }
  2415. if(flag&SCB_STR) {
  2416. status->str = status_calc_str(bl, sc, b_status->str);
  2417. flag|=SCB_BATK;
  2418. if( bl->type&BL_HOM )
  2419. flag |= SCB_WATK;
  2420. }
  2421. if(flag&SCB_AGI) {
  2422. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2423. flag|=SCB_FLEE;
  2424. if( bl->type&(BL_PC|BL_HOM) )
  2425. flag |= SCB_ASPD|SCB_DSPD;
  2426. }
  2427. if(flag&SCB_VIT) {
  2428. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2429. flag|=SCB_DEF2|SCB_MDEF2;
  2430. if( bl->type&(BL_PC|BL_HOM|BL_MER) )
  2431. flag |= SCB_MAXHP;
  2432. if( bl->type&BL_HOM )
  2433. flag |= SCB_DEF;
  2434. }
  2435. if(flag&SCB_INT) {
  2436. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2437. flag|=SCB_MATK|SCB_MDEF2;
  2438. if( bl->type&(BL_PC|BL_HOM|BL_MER) )
  2439. flag |= SCB_MAXSP;
  2440. if( bl->type&BL_HOM )
  2441. flag |= SCB_MDEF;
  2442. }
  2443. if(flag&SCB_DEX) {
  2444. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2445. flag|=SCB_BATK|SCB_HIT;
  2446. if( bl->type&(BL_PC|BL_HOM) )
  2447. flag |= SCB_ASPD;
  2448. if( bl->type&BL_HOM )
  2449. flag |= SCB_WATK;
  2450. }
  2451. if(flag&SCB_LUK) {
  2452. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2453. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2454. }
  2455. if(flag&SCB_BATK && b_status->batk) {
  2456. status->batk = status_base_atk(bl,status);
  2457. temp = b_status->batk - status_base_atk(bl,b_status);
  2458. if (temp)
  2459. {
  2460. temp += status->batk;
  2461. status->batk = cap_value(temp, 0, USHRT_MAX);
  2462. }
  2463. status->batk = status_calc_batk(bl, sc, status->batk);
  2464. }
  2465. if(flag&SCB_WATK) {
  2466. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2467. if (!sd) //Should not affect weapon refine bonus
  2468. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2469. if(b_status->lhw.atk) {
  2470. if (sd) {
  2471. sd->state.lr_flag = 1;
  2472. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2473. sd->state.lr_flag = 0;
  2474. } else {
  2475. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2476. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  2477. }
  2478. }
  2479. if( bl->type&BL_HOM )
  2480. {
  2481. status->rhw.atk += (status->dex - b_status->dex);
  2482. status->rhw.atk2 += (status->str - b_status->str);
  2483. if( status->rhw.atk2 < status->rhw.atk )
  2484. status->rhw.atk2 = status->rhw.atk;
  2485. }
  2486. }
  2487. if(flag&SCB_HIT) {
  2488. if (status->dex == b_status->dex)
  2489. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2490. else
  2491. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2492. }
  2493. if(flag&SCB_FLEE) {
  2494. if (status->agi == b_status->agi)
  2495. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2496. else
  2497. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2498. }
  2499. if(flag&SCB_DEF)
  2500. {
  2501. status->def = status_calc_def(bl, sc, b_status->def);
  2502. if( bl->type&BL_HOM )
  2503. status->def += (status->vit/5 - b_status->vit/5);
  2504. }
  2505. if(flag&SCB_DEF2) {
  2506. if (status->vit == b_status->vit)
  2507. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2508. else
  2509. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2510. }
  2511. if(flag&SCB_MDEF)
  2512. {
  2513. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2514. if( bl->type&BL_HOM )
  2515. status->mdef += (status->int_/5 - b_status->int_/5);
  2516. }
  2517. if(flag&SCB_MDEF2) {
  2518. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2519. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2520. else
  2521. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2522. }
  2523. if(flag&SCB_SPEED) {
  2524. struct unit_data *ud = unit_bl2ud(bl);
  2525. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2526. //Re-walk to adjust speed (we do not check if walktimer != -1
  2527. //because if you step on something while walking, the moment this
  2528. //piece of code triggers the walk-timer is set on -1) [Skotlex]
  2529. if (ud)
  2530. ud->state.change_walk_target = ud->state.speed_changed = 1;
  2531. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  2532. status->speed = battle_config.max_walk_speed;
  2533. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  2534. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  2535. }
  2536. if(flag&SCB_CRI && b_status->cri) {
  2537. if (status->luk == b_status->luk)
  2538. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2539. else
  2540. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2541. }
  2542. if(flag&SCB_FLEE2 && b_status->flee2) {
  2543. if (status->luk == b_status->luk)
  2544. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2545. else
  2546. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2547. }
  2548. if(flag&SCB_ATK_ELE) {
  2549. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2550. if (sd) sd->state.lr_flag = 1;
  2551. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  2552. if (sd) sd->state.lr_flag = 0;
  2553. }
  2554. if(flag&SCB_DEF_ELE) {
  2555. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2556. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2557. }
  2558. if(flag&SCB_MODE)
  2559. {
  2560. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2561. //Since mode changed, reset their state.
  2562. if (!(status->mode&MD_CANATTACK))
  2563. unit_stop_attack(bl);
  2564. if (!(status->mode&MD_CANMOVE))
  2565. unit_stop_walking(bl,1);
  2566. }
  2567. // No status changes alter these yet.
  2568. // if(flag&SCB_SIZE)
  2569. // if(flag&SCB_RACE)
  2570. // if(flag&SCB_RANGE)
  2571. if(flag&SCB_MAXHP) {
  2572. if( bl->type&BL_PC )
  2573. {
  2574. status->max_hp = status_base_pc_maxhp(sd,status);
  2575. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2576. status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
  2577. if( status->max_hp > (unsigned int)battle_config.max_hp )
  2578. status->max_hp = (unsigned int)battle_config.max_hp;
  2579. }
  2580. else
  2581. {
  2582. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2583. }
  2584. if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
  2585. {
  2586. status->hp = status->max_hp;
  2587. if( sd ) clif_updatestatus(sd,SP_HP);
  2588. }
  2589. }
  2590. if(flag&SCB_MAXSP) {
  2591. if( bl->type&BL_PC )
  2592. {
  2593. status->max_sp = status_base_pc_maxsp(sd,status);
  2594. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2595. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2596. if( status->max_sp > (unsigned int)battle_config.max_sp )
  2597. status->max_sp = (unsigned int)battle_config.max_sp;
  2598. }
  2599. else
  2600. {
  2601. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2602. }
  2603. if( status->sp > status->max_sp )
  2604. {
  2605. status->sp = status->max_sp;
  2606. if( sd ) clif_updatestatus(sd,SP_SP);
  2607. }
  2608. }
  2609. if(flag&SCB_MATK) {
  2610. //New matk
  2611. status->matk_min = status_base_matk_min(status);
  2612. status->matk_max = status_base_matk_max(status);
  2613. if( bl->type&BL_PC && sd->matk_rate != 100 )
  2614. {
  2615. //Bonuses from previous matk
  2616. status->matk_max = status->matk_max * sd->matk_rate/100;
  2617. status->matk_min = status->matk_min * sd->matk_rate/100;
  2618. }
  2619. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  2620. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  2621. if(sc->data[SC_MAGICPOWER]) { //Store current matk values
  2622. sc->mp_matk_min = status->matk_min;
  2623. sc->mp_matk_max = status->matk_max;
  2624. }
  2625. if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
  2626. status->matk_min = status->matk_max;
  2627. }
  2628. if(flag&SCB_ASPD) {
  2629. int amotion;
  2630. if( bl->type&BL_PC )
  2631. {
  2632. amotion = status_base_amotion_pc(sd,status);
  2633. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  2634. if(status->aspd_rate != 1000)
  2635. amotion = amotion*status->aspd_rate/1000;
  2636. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2637. status->adelay = 2*status->amotion;
  2638. }
  2639. else
  2640. if( bl->type&BL_HOM )
  2641. {
  2642. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  2643. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  2644. if(status->aspd_rate != 1000)
  2645. amotion = amotion*status->aspd_rate/1000;
  2646. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2647. status->adelay = status->amotion;
  2648. }
  2649. else // mercenary and mobs
  2650. {
  2651. amotion = b_status->amotion;
  2652. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  2653. if(status->aspd_rate != 1000)
  2654. amotion = amotion*status->aspd_rate/1000;
  2655. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  2656. temp = b_status->adelay*status->aspd_rate/1000;
  2657. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  2658. }
  2659. }
  2660. if(flag&SCB_DSPD) {
  2661. int dmotion;
  2662. if( bl->type&BL_PC )
  2663. {
  2664. if (b_status->agi == status->agi)
  2665. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2666. else {
  2667. dmotion = 800-status->agi*4;
  2668. status->dmotion = cap_value(dmotion, 400, 800);
  2669. if(battle_config.pc_damage_delay_rate != 100)
  2670. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2671. //It's safe to ignore b_status->dmotion since no bonus affects it.
  2672. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  2673. }
  2674. }
  2675. else
  2676. if( bl->type&BL_HOM )
  2677. {
  2678. dmotion = 800-status->agi*4;
  2679. status->dmotion = cap_value(dmotion, 400, 800);
  2680. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2681. }
  2682. else // mercenary and mobs
  2683. {
  2684. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  2685. }
  2686. }
  2687. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  2688. status_calc_regen(bl, status, status_get_regen_data(bl));
  2689. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  2690. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  2691. }
  2692. /// Recalculates parts of an object's base status and battle status according to the specified flags.
  2693. /// Also sends updates to the client wherever applicable.
  2694. /// @param flag bitfield of values from enum scb_flag
  2695. /// @param first if true, will cause status_calc_* functions to run their base status initialization code
  2696. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  2697. {
  2698. struct status_data b_status; // previous battle status
  2699. struct status_data* status; // pointer to current battle status
  2700. // remember previous values
  2701. status = status_get_status_data(bl);
  2702. memcpy(&b_status, status, sizeof(struct status_data));
  2703. if( flag&SCB_BASE )
  2704. {// calculate the object's base status too
  2705. switch( bl->type )
  2706. {
  2707. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  2708. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  2709. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  2710. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  2711. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  2712. }
  2713. }
  2714. if( first && bl->type == BL_MOB )
  2715. return; // assume there will be no statuses active
  2716. status_calc_bl_main(bl, flag);
  2717. if( first && bl->type == BL_HOM )
  2718. return; // client update handled by caller
  2719. // compare against new values and send client updates
  2720. if( bl->type == BL_PC )
  2721. {
  2722. TBL_PC* sd = BL_CAST(BL_PC, bl);
  2723. if(b_status.str != status->str)
  2724. clif_updatestatus(sd,SP_STR);
  2725. if(b_status.agi != status->agi)
  2726. clif_updatestatus(sd,SP_AGI);
  2727. if(b_status.vit != status->vit)
  2728. clif_updatestatus(sd,SP_VIT);
  2729. if(b_status.int_ != status->int_)
  2730. clif_updatestatus(sd,SP_INT);
  2731. if(b_status.dex != status->dex)
  2732. clif_updatestatus(sd,SP_DEX);
  2733. if(b_status.luk != status->luk)
  2734. clif_updatestatus(sd,SP_LUK);
  2735. if(b_status.hit != status->hit)
  2736. clif_updatestatus(sd,SP_HIT);
  2737. if(b_status.flee != status->flee)
  2738. clif_updatestatus(sd,SP_FLEE1);
  2739. if(b_status.amotion != status->amotion)
  2740. clif_updatestatus(sd,SP_ASPD);
  2741. if(b_status.speed != status->speed)
  2742. clif_updatestatus(sd,SP_SPEED);
  2743. if(b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk || b_status.batk != status->batk)
  2744. clif_updatestatus(sd,SP_ATK1);
  2745. if(b_status.def != status->def)
  2746. clif_updatestatus(sd,SP_DEF1);
  2747. if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2)
  2748. clif_updatestatus(sd,SP_ATK2);
  2749. if(b_status.def2 != status->def2)
  2750. clif_updatestatus(sd,SP_DEF2);
  2751. if(b_status.flee2 != status->flee2)
  2752. clif_updatestatus(sd,SP_FLEE2);
  2753. if(b_status.cri != status->cri)
  2754. clif_updatestatus(sd,SP_CRITICAL);
  2755. if(b_status.matk_max != status->matk_max)
  2756. clif_updatestatus(sd,SP_MATK1);
  2757. if(b_status.matk_min != status->matk_min)
  2758. clif_updatestatus(sd,SP_MATK2);
  2759. if(b_status.mdef != status->mdef)
  2760. clif_updatestatus(sd,SP_MDEF1);
  2761. if(b_status.mdef2 != status->mdef2)
  2762. clif_updatestatus(sd,SP_MDEF2);
  2763. if(b_status.rhw.range != status->rhw.range)
  2764. clif_updatestatus(sd,SP_ATTACKRANGE);
  2765. if(b_status.max_hp != status->max_hp)
  2766. clif_updatestatus(sd,SP_MAXHP);
  2767. if(b_status.max_sp != status->max_sp)
  2768. clif_updatestatus(sd,SP_MAXSP);
  2769. if(b_status.hp != status->hp)
  2770. clif_updatestatus(sd,SP_HP);
  2771. if(b_status.sp != status->sp)
  2772. clif_updatestatus(sd,SP_SP);
  2773. }
  2774. else
  2775. if( bl->type == BL_HOM )
  2776. {
  2777. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  2778. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  2779. clif_hominfo(hd->master,hd,0);
  2780. }
  2781. else
  2782. if( bl->type == BL_MER )
  2783. {
  2784. TBL_MER* md = BL_CAST(BL_MER, bl);
  2785. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  2786. clif_mercenary_updatestatus(md->master, SP_ATK1);
  2787. if( b_status.matk_max != status->matk_max )
  2788. clif_mercenary_updatestatus(md->master, SP_MATK1);
  2789. if( b_status.hit != status->hit )
  2790. clif_mercenary_updatestatus(md->master, SP_HIT);
  2791. if( b_status.cri != status->cri )
  2792. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  2793. if( b_status.def != status->def )
  2794. clif_mercenary_updatestatus(md->master, SP_DEF1);
  2795. if( b_status.mdef != status->mdef )
  2796. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  2797. if( b_status.flee != status->flee )
  2798. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  2799. if( b_status.amotion != status->amotion )
  2800. clif_mercenary_updatestatus(md->master, SP_ASPD);
  2801. if( b_status.max_hp != status->max_hp )
  2802. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  2803. if( b_status.max_sp != status->max_sp )
  2804. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  2805. if( b_status.hp != status->hp )
  2806. clif_mercenary_updatestatus(md->master, SP_HP);
  2807. if( b_status.sp != status->sp )
  2808. clif_mercenary_updatestatus(md->master, SP_SP);
  2809. }
  2810. }
  2811. /*==========================================
  2812. * Apply shared stat mods from status changes [DracoRPG]
  2813. *------------------------------------------*/
  2814. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  2815. {
  2816. if(!sc || !sc->count)
  2817. return cap_value(str,0,USHRT_MAX);
  2818. if(sc->data[SC_INCALLSTATUS])
  2819. str += sc->data[SC_INCALLSTATUS]->val1;
  2820. if(sc->data[SC_INCSTR])
  2821. str += sc->data[SC_INCSTR]->val1;
  2822. if(sc->data[SC_STRFOOD])
  2823. str += sc->data[SC_STRFOOD]->val1;
  2824. if(sc->data[SC_BATTLEORDERS])
  2825. str += 5;
  2826. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16)
  2827. str += (sc->data[SC_GUILDAURA]->val3)>>16;
  2828. if(sc->data[SC_LOUD])
  2829. str += 4;
  2830. if(sc->data[SC_TRUESIGHT])
  2831. str += 5;
  2832. if(sc->data[SC_SPURT])
  2833. str += 10;
  2834. if(sc->data[SC_NEN])
  2835. str += sc->data[SC_NEN]->val1;
  2836. if(sc->data[SC_BLESSING]){
  2837. if(sc->data[SC_BLESSING]->val2)
  2838. str += sc->data[SC_BLESSING]->val2;
  2839. else
  2840. str >>= 1;
  2841. }
  2842. if(sc->data[SC_MARIONETTE])
  2843. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  2844. if(sc->data[SC_MARIONETTE2])
  2845. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  2846. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  2847. str = 50;
  2848. return (unsigned short)cap_value(str,0,USHRT_MAX);
  2849. }
  2850. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  2851. {
  2852. if(!sc || !sc->count)
  2853. return cap_value(agi,0,USHRT_MAX);
  2854. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2855. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  2856. if(sc->data[SC_INCALLSTATUS])
  2857. agi += sc->data[SC_INCALLSTATUS]->val1;
  2858. if(sc->data[SC_INCAGI])
  2859. agi += sc->data[SC_INCAGI]->val1;
  2860. if(sc->data[SC_AGIFOOD])
  2861. agi += sc->data[SC_AGIFOOD]->val1;
  2862. if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16)
  2863. agi += (sc->data[SC_GUILDAURA]->val4)>>16;
  2864. if(sc->data[SC_TRUESIGHT])
  2865. agi += 5;
  2866. if(sc->data[SC_INCREASEAGI])
  2867. agi += sc->data[SC_INCREASEAGI]->val2;
  2868. if(sc->data[SC_INCREASING])
  2869. agi += 4; // added based on skill updates [Reddozen]
  2870. if(sc->data[SC_DECREASEAGI])
  2871. agi -= sc->data[SC_DECREASEAGI]->val2;
  2872. if(sc->data[SC_QUAGMIRE])
  2873. agi -= sc->data[SC_QUAGMIRE]->val2;
  2874. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  2875. agi -= sc->data[SC_SUITON]->val2;
  2876. if(sc->data[SC_MARIONETTE])
  2877. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  2878. if(sc->data[SC_MARIONETTE2])
  2879. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  2880. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  2881. agi = 50;
  2882. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  2883. }
  2884. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  2885. {
  2886. if(!sc || !sc->count)
  2887. return cap_value(vit,0,USHRT_MAX);
  2888. if(sc->data[SC_INCALLSTATUS])
  2889. vit += sc->data[SC_INCALLSTATUS]->val1;
  2890. if(sc->data[SC_INCVIT])
  2891. vit += sc->data[SC_INCVIT]->val1;
  2892. if(sc->data[SC_VITFOOD])
  2893. vit += sc->data[SC_VITFOOD]->val1;
  2894. if(sc->data[SC_CHANGE])
  2895. vit += sc->data[SC_CHANGE]->val2;
  2896. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF)
  2897. vit += sc->data[SC_GUILDAURA]->val3&0xFFFF;
  2898. if(sc->data[SC_TRUESIGHT])
  2899. vit += 5;
  2900. if(sc->data[SC_STRIPARMOR])
  2901. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  2902. if(sc->data[SC_MARIONETTE])
  2903. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  2904. if(sc->data[SC_MARIONETTE2])
  2905. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  2906. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  2907. vit = 50;
  2908. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  2909. }
  2910. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  2911. {
  2912. if(!sc || !sc->count)
  2913. return cap_value(int_,0,USHRT_MAX);
  2914. if(sc->data[SC_INCALLSTATUS])
  2915. int_ += sc->data[SC_INCALLSTATUS]->val1;
  2916. if(sc->data[SC_INCINT])
  2917. int_ += sc->data[SC_INCINT]->val1;
  2918. if(sc->data[SC_INTFOOD])
  2919. int_ += sc->data[SC_INTFOOD]->val1;
  2920. if(sc->data[SC_CHANGE])
  2921. int_ += sc->data[SC_CHANGE]->val3;
  2922. if(sc->data[SC_BATTLEORDERS])
  2923. int_ += 5;
  2924. if(sc->data[SC_TRUESIGHT])
  2925. int_ += 5;
  2926. if(sc->data[SC_BLESSING]){
  2927. if (sc->data[SC_BLESSING]->val2)
  2928. int_ += sc->data[SC_BLESSING]->val2;
  2929. else
  2930. int_ >>= 1;
  2931. }
  2932. if(sc->data[SC_STRIPHELM])
  2933. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  2934. if(sc->data[SC_NEN])
  2935. int_ += sc->data[SC_NEN]->val1;
  2936. if(sc->data[SC_MARIONETTE])
  2937. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  2938. if(sc->data[SC_MARIONETTE2])
  2939. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  2940. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  2941. int_ = 50;
  2942. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  2943. }
  2944. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  2945. {
  2946. if(!sc || !sc->count)
  2947. return cap_value(dex,0,USHRT_MAX);
  2948. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  2949. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  2950. if(sc->data[SC_INCALLSTATUS])
  2951. dex += sc->data[SC_INCALLSTATUS]->val1;
  2952. if(sc->data[SC_INCDEX])
  2953. dex += sc->data[SC_INCDEX]->val1;
  2954. if(sc->data[SC_DEXFOOD])
  2955. dex += sc->data[SC_DEXFOOD]->val1;
  2956. if(sc->data[SC_BATTLEORDERS])
  2957. dex += 5;
  2958. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF)
  2959. dex += sc->data[SC_GUILDAURA]->val4&0xFFFF;
  2960. if(sc->data[SC_TRUESIGHT])
  2961. dex += 5;
  2962. if(sc->data[SC_QUAGMIRE])
  2963. dex -= sc->data[SC_QUAGMIRE]->val2;
  2964. if(sc->data[SC_BLESSING]){
  2965. if (sc->data[SC_BLESSING]->val2)
  2966. dex += sc->data[SC_BLESSING]->val2;
  2967. else
  2968. dex >>= 1;
  2969. }
  2970. if(sc->data[SC_INCREASING])
  2971. dex += 4; // added based on skill updates [Reddozen]
  2972. if(sc->data[SC_MARIONETTE])
  2973. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  2974. if(sc->data[SC_MARIONETTE2])
  2975. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  2976. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  2977. dex = 50;
  2978. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  2979. }
  2980. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  2981. {
  2982. if(!sc || !sc->count)
  2983. return cap_value(luk,0,USHRT_MAX);
  2984. if(sc->data[SC_CURSE])
  2985. return 0;
  2986. if(sc->data[SC_INCALLSTATUS])
  2987. luk += sc->data[SC_INCALLSTATUS]->val1;
  2988. if(sc->data[SC_INCLUK])
  2989. luk += sc->data[SC_INCLUK]->val1;
  2990. if(sc->data[SC_LUKFOOD])
  2991. luk += sc->data[SC_LUKFOOD]->val1;
  2992. if(sc->data[SC_TRUESIGHT])
  2993. luk += 5;
  2994. if(sc->data[SC_GLORIA])
  2995. luk += 30;
  2996. if(sc->data[SC_MARIONETTE])
  2997. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  2998. if(sc->data[SC_MARIONETTE2])
  2999. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  3000. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  3001. luk = 50;
  3002. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  3003. }
  3004. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  3005. {
  3006. if(!sc || !sc->count)
  3007. return cap_value(batk,0,USHRT_MAX);
  3008. if(sc->data[SC_ATKPOTION])
  3009. batk += sc->data[SC_ATKPOTION]->val1;
  3010. if(sc->data[SC_BATKFOOD])
  3011. batk += sc->data[SC_BATKFOOD]->val1;
  3012. if(sc->data[SC_INCATKRATE])
  3013. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  3014. if(sc->data[SC_PROVOKE])
  3015. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  3016. if(sc->data[SC_CONCENTRATION])
  3017. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  3018. if(sc->data[SC_SKE])
  3019. batk += batk * 3;
  3020. if(sc->data[SC_BLOODLUST])
  3021. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  3022. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  3023. batk -= batk * 25/100;
  3024. if(sc->data[SC_CURSE])
  3025. batk -= batk * 25/100;
  3026. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  3027. // if(sc->data[SC_BLEEDING])
  3028. // batk -= batk * 25/100;
  3029. if(sc->data[SC_FLEET])
  3030. batk += batk * sc->data[SC_FLEET]->val3/100;
  3031. if(sc->data[SC_GATLINGFEVER])
  3032. batk += sc->data[SC_GATLINGFEVER]->val3;
  3033. if(sc->data[SC_MADNESSCANCEL])
  3034. batk += 100;
  3035. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  3036. }
  3037. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  3038. {
  3039. if(!sc || !sc->count)
  3040. return cap_value(watk,0,USHRT_MAX);
  3041. if(sc->data[SC_IMPOSITIO])
  3042. watk += sc->data[SC_IMPOSITIO]->val2;
  3043. if(sc->data[SC_WATKFOOD])
  3044. watk += sc->data[SC_WATKFOOD]->val1;
  3045. if(sc->data[SC_DRUMBATTLE])
  3046. watk += sc->data[SC_DRUMBATTLE]->val2;
  3047. if(sc->data[SC_VOLCANO])
  3048. watk += sc->data[SC_VOLCANO]->val2;
  3049. if(sc->data[SC_INCATKRATE])
  3050. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  3051. if(sc->data[SC_PROVOKE])
  3052. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  3053. if(sc->data[SC_CONCENTRATION])
  3054. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  3055. if(sc->data[SC_SKE])
  3056. watk += watk * 3;
  3057. if(sc->data[SC_NIBELUNGEN]) {
  3058. if (bl->type != BL_PC)
  3059. watk += sc->data[SC_NIBELUNGEN]->val2;
  3060. else {
  3061. TBL_PC *sd = (TBL_PC*)bl;
  3062. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  3063. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3064. watk += sc->data[SC_NIBELUNGEN]->val2;
  3065. }
  3066. }
  3067. if(sc->data[SC_BLOODLUST])
  3068. watk += watk * sc->data[SC_BLOODLUST]->val2/100;
  3069. if(sc->data[SC_FLEET])
  3070. watk += watk * sc->data[SC_FLEET]->val3/100;
  3071. if(sc->data[SC_CURSE])
  3072. watk -= watk * 25/100;
  3073. if(sc->data[SC_STRIPWEAPON])
  3074. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  3075. if(sc->data[SC_MERC_ATKUP])
  3076. watk += sc->data[SC_MERC_ATKUP]->val2;
  3077. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  3078. }
  3079. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3080. {
  3081. if(!sc || !sc->count)
  3082. return cap_value(matk,0,USHRT_MAX);
  3083. if(sc->data[SC_MATKPOTION])
  3084. matk += sc->data[SC_MATKPOTION]->val1;
  3085. if(sc->data[SC_MATKFOOD])
  3086. matk += sc->data[SC_MATKFOOD]->val1;
  3087. if(sc->data[SC_MAGICPOWER])
  3088. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  3089. if(sc->data[SC_MINDBREAKER])
  3090. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  3091. if(sc->data[SC_INCMATKRATE])
  3092. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  3093. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  3094. }
  3095. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3096. {
  3097. if(!sc || !sc->count)
  3098. return cap_value(critical,10,SHRT_MAX);
  3099. if (sc->data[SC_INCCRI])
  3100. critical += sc->data[SC_INCCRI]->val2;
  3101. if (sc->data[SC_EXPLOSIONSPIRITS])
  3102. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  3103. if (sc->data[SC_FORTUNE])
  3104. critical += sc->data[SC_FORTUNE]->val2;
  3105. if (sc->data[SC_TRUESIGHT])
  3106. critical += sc->data[SC_TRUESIGHT]->val2;
  3107. if(sc->data[SC_CLOAKING])
  3108. critical += critical;
  3109. return (short)cap_value(critical,10,SHRT_MAX);
  3110. }
  3111. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3112. {
  3113. if(!sc || !sc->count)
  3114. return cap_value(hit,1,SHRT_MAX);
  3115. if(sc->data[SC_INCHIT])
  3116. hit += sc->data[SC_INCHIT]->val1;
  3117. if(sc->data[SC_HITFOOD])
  3118. hit += sc->data[SC_HITFOOD]->val1;
  3119. if(sc->data[SC_TRUESIGHT])
  3120. hit += sc->data[SC_TRUESIGHT]->val3;
  3121. if(sc->data[SC_HUMMING])
  3122. hit += sc->data[SC_HUMMING]->val2;
  3123. if(sc->data[SC_CONCENTRATION])
  3124. hit += sc->data[SC_CONCENTRATION]->val3;
  3125. if(sc->data[SC_INCHITRATE])
  3126. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  3127. if(sc->data[SC_BLIND])
  3128. hit -= hit * 25/100;
  3129. if(sc->data[SC_ADJUSTMENT])
  3130. hit -= 30;
  3131. if(sc->data[SC_INCREASING])
  3132. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3133. if(sc->data[SC_MERC_HITUP])
  3134. hit += sc->data[SC_MERC_HITUP]->val2;
  3135. return (short)cap_value(hit,1,SHRT_MAX);
  3136. }
  3137. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3138. {
  3139. if( bl->type == BL_PC )
  3140. {
  3141. if( map_flag_gvg(bl->m) )
  3142. flee -= flee * battle_config.gvg_flee_penalty/100;
  3143. else if( map[bl->m].flag.battleground )
  3144. flee -= flee * battle_config.bg_flee_penalty/100;
  3145. }
  3146. if(!sc || !sc->count)
  3147. return cap_value(flee,1,SHRT_MAX);
  3148. if(sc->data[SC_INCFLEE])
  3149. flee += sc->data[SC_INCFLEE]->val1;
  3150. if(sc->data[SC_FLEEFOOD])
  3151. flee += sc->data[SC_FLEEFOOD]->val1;
  3152. if(sc->data[SC_WHISTLE])
  3153. flee += sc->data[SC_WHISTLE]->val2;
  3154. if(sc->data[SC_WINDWALK])
  3155. flee += sc->data[SC_WINDWALK]->val2;
  3156. if(sc->data[SC_INCFLEERATE])
  3157. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  3158. if(sc->data[SC_VIOLENTGALE])
  3159. flee += sc->data[SC_VIOLENTGALE]->val2;
  3160. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  3161. flee += sc->data[SC_MOON_COMFORT]->val2;
  3162. if(sc->data[SC_CLOSECONFINE])
  3163. flee += 10;
  3164. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  3165. flee -= flee * 50/100;
  3166. if(sc->data[SC_BERSERK])
  3167. flee -= flee * 50/100;
  3168. if(sc->data[SC_BLIND])
  3169. flee -= flee * 25/100;
  3170. if(sc->data[SC_ADJUSTMENT])
  3171. flee += 30;
  3172. if(sc->data[SC_GATLINGFEVER])
  3173. flee -= sc->data[SC_GATLINGFEVER]->val4;
  3174. if(sc->data[SC_SPEED])
  3175. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  3176. if(sc->data[SC_MERC_FLEEUP])
  3177. flee += sc->data[SC_MERC_FLEEUP]->val2;
  3178. return (short)cap_value(flee,1,SHRT_MAX);
  3179. }
  3180. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3181. {
  3182. if(!sc || !sc->count)
  3183. return cap_value(flee2,10,SHRT_MAX);
  3184. if(sc->data[SC_INCFLEE2])
  3185. flee2 += sc->data[SC_INCFLEE2]->val2;
  3186. if(sc->data[SC_WHISTLE])
  3187. flee2 += sc->data[SC_WHISTLE]->val3*10;
  3188. return (short)cap_value(flee2,10,SHRT_MAX);
  3189. }
  3190. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3191. {
  3192. if(!sc || !sc->count)
  3193. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3194. if(sc->data[SC_BERSERK])
  3195. return 0;
  3196. if(sc->data[SC_SKA])
  3197. return sc->data[SC_SKA]->val3;
  3198. if(sc->data[SC_BARRIER])
  3199. return 100;
  3200. if(sc->data[SC_KEEPING])
  3201. return 90;
  3202. if(sc->data[SC_STEELBODY])
  3203. return 90;
  3204. if(sc->data[SC_ARMORCHANGE])
  3205. def += sc->data[SC_ARMORCHANGE]->val2;
  3206. if(sc->data[SC_DRUMBATTLE])
  3207. def += sc->data[SC_DRUMBATTLE]->val3;
  3208. if(sc->data[SC_DEFENCE]) //[orn]
  3209. def += sc->data[SC_DEFENCE]->val2 ;
  3210. if(sc->data[SC_INCDEFRATE])
  3211. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  3212. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3213. def >>=1;
  3214. if(sc->data[SC_FREEZE])
  3215. def >>=1;
  3216. if(sc->data[SC_SIGNUMCRUCIS])
  3217. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  3218. if(sc->data[SC_CONCENTRATION])
  3219. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  3220. if(sc->data[SC_SKE])
  3221. def >>=1;
  3222. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  3223. def -= def * sc->data[SC_PROVOKE]->val4/100;
  3224. if(sc->data[SC_STRIPSHIELD])
  3225. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  3226. if (sc->data[SC_FLING])
  3227. def -= def * (sc->data[SC_FLING]->val2)/100;
  3228. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3229. }
  3230. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3231. {
  3232. if(!sc || !sc->count)
  3233. return cap_value(def2,1,SHRT_MAX);
  3234. if(sc->data[SC_BERSERK])
  3235. return 0;
  3236. if(sc->data[SC_ETERNALCHAOS])
  3237. return 0;
  3238. if(sc->data[SC_SUN_COMFORT])
  3239. def2 += sc->data[SC_SUN_COMFORT]->val2;
  3240. if(sc->data[SC_ANGELUS])
  3241. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  3242. if(sc->data[SC_CONCENTRATION])
  3243. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  3244. if(sc->data[SC_POISON])
  3245. def2 -= def2 * 25/100;
  3246. if(sc->data[SC_DPOISON])
  3247. def2 -= def2 * 25/100;
  3248. if(sc->data[SC_SKE])
  3249. def2 -= def2 * 50/100;
  3250. if(sc->data[SC_PROVOKE])
  3251. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  3252. if(sc->data[SC_JOINTBEAT])
  3253. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  3254. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  3255. if(sc->data[SC_FLING])
  3256. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  3257. return (short)cap_value(def2,1,SHRT_MAX);
  3258. }
  3259. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3260. {
  3261. if(!sc || !sc->count)
  3262. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3263. if(sc->data[SC_BERSERK])
  3264. return 0;
  3265. if(sc->data[SC_BARRIER])
  3266. return 100;
  3267. if(sc->data[SC_STEELBODY])
  3268. return 90;
  3269. if(sc->data[SC_SKA])
  3270. return 90;
  3271. if(sc->data[SC_ARMORCHANGE])
  3272. mdef += sc->data[SC_ARMORCHANGE]->val3;
  3273. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3274. mdef += 25*mdef/100;
  3275. if(sc->data[SC_FREEZE])
  3276. mdef += 25*mdef/100;
  3277. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0)
  3278. mdef += sc->data[SC_ENDURE]->val1;
  3279. if(sc->data[SC_CONCENTRATION])
  3280. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  3281. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3282. }
  3283. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3284. {
  3285. if(!sc || !sc->count)
  3286. return cap_value(mdef2,1,SHRT_MAX);
  3287. if(sc->data[SC_BERSERK])
  3288. return 0;
  3289. if(sc->data[SC_MINDBREAKER])
  3290. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  3291. return (short)cap_value(mdef2,1,SHRT_MAX);
  3292. }
  3293. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3294. {
  3295. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3296. int speed_rate;
  3297. if( sc == NULL )
  3298. return cap_value(speed,10,USHRT_MAX);
  3299. if( sd && sd->ud.skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0 )
  3300. {
  3301. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  3302. }
  3303. else
  3304. {
  3305. speed_rate = 100;
  3306. //GetMoveHasteValue2()
  3307. {
  3308. int val = 0;
  3309. if( sc->data[SC_FUSION] )
  3310. val = 25;
  3311. else
  3312. if( sd && pc_isriding(sd) )
  3313. val = 25;
  3314. speed_rate -= val;
  3315. }
  3316. //GetMoveSlowValue()
  3317. {
  3318. int val = 0;
  3319. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  3320. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  3321. else
  3322. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  3323. val = sc->data[SC_CHASEWALK]->val3;
  3324. else
  3325. {
  3326. // Longing for Freedom cancels song/dance penalty
  3327. if( sc->data[SC_LONGING] )
  3328. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  3329. else
  3330. if( sd && sc->data[SC_DANCING] )
  3331. 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)) );
  3332. if( sc->data[SC_DECREASEAGI] )
  3333. val = max( val, 25 );
  3334. if( sc->data[SC_QUAGMIRE] )
  3335. val = max( val, 50 );
  3336. if( sc->data[SC_DONTFORGETME] )
  3337. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  3338. if( sc->data[SC_CURSE] )
  3339. val = max( val, 300 );
  3340. if( sc->data[SC_CHASEWALK] )
  3341. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  3342. if( sc->data[SC_WEDDING] )
  3343. val = max( val, 100 );
  3344. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  3345. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  3346. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  3347. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  3348. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  3349. val = max( val, 75 );
  3350. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  3351. val = max( val, 100 );
  3352. if( sc->data[SC_GATLINGFEVER] )
  3353. val = max( val, 100 );
  3354. if( sc->data[SC_SUITON] )
  3355. val = max( val, sc->data[SC_SUITON]->val3 );
  3356. if( sc->data[SC_SWOO] )
  3357. val = max( val, 300 );
  3358. if( sd && sd->speed_rate + sd->speed_add_rate > 0 ) // permanent item-based speedup
  3359. val = max( val, sd->speed_rate + sd->speed_add_rate );
  3360. }
  3361. speed_rate += val;
  3362. }
  3363. //GetMoveHasteValue1()
  3364. {
  3365. int val = 0;
  3366. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  3367. val = max( val, 50 );
  3368. if( sc->data[SC_INCREASEAGI] )
  3369. val = max( val, 25 );
  3370. if( sc->data[SC_WINDWALK] )
  3371. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  3372. if( sc->data[SC_CARTBOOST] )
  3373. val = max( val, 20 );
  3374. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  3375. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  3376. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  3377. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  3378. if( sc->data[SC_BERSERK] )
  3379. val = max( val, 25 );
  3380. if( sc->data[SC_RUN] )
  3381. val = max( val, 55 );
  3382. if( sc->data[SC_AVOID] )
  3383. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  3384. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  3385. val = max( val, 75 );
  3386. //FIXME: official items use a single bonus for this [ultramage]
  3387. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  3388. val = max( val, 25 );
  3389. if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup
  3390. val = max( val, -(sd->speed_rate + sd->speed_add_rate) );
  3391. speed_rate -= val;
  3392. }
  3393. if( speed_rate < 40 )
  3394. speed_rate = 40;
  3395. }
  3396. //GetSpeed()
  3397. {
  3398. if( sd && pc_iscarton(sd) )
  3399. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  3400. if( speed_rate != 100 )
  3401. speed = speed * speed_rate / 100;
  3402. if( sc->data[SC_STEELBODY] )
  3403. speed = 200;
  3404. if( sc->data[SC_DEFENDER] )
  3405. speed = max(speed, 200);
  3406. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  3407. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  3408. }
  3409. return (short)cap_value(speed,10,USHRT_MAX);
  3410. }
  3411. /// Calculates an object's ASPD modifier (alters the base amotion value).
  3412. /// Note that the scale of aspd_rate is 1000 = 100%.
  3413. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3414. {
  3415. int i;
  3416. if(!sc || !sc->count)
  3417. return cap_value(aspd_rate,0,SHRT_MAX);
  3418. if(!sc->data[SC_QUAGMIRE])
  3419. {
  3420. int max = 0;
  3421. if(sc->data[SC_STAR_COMFORT])
  3422. max = sc->data[SC_STAR_COMFORT]->val2;
  3423. if(sc->data[SC_TWOHANDQUICKEN] &&
  3424. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  3425. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  3426. if(sc->data[SC_ONEHAND] &&
  3427. max < sc->data[SC_ONEHAND]->val2)
  3428. max = sc->data[SC_ONEHAND]->val2;
  3429. if(sc->data[SC_MERC_QUICKEN] &&
  3430. max < sc->data[SC_MERC_QUICKEN]->val2)
  3431. max = sc->data[SC_MERC_QUICKEN]->val2;
  3432. if(sc->data[SC_ADRENALINE2] &&
  3433. max < sc->data[SC_ADRENALINE2]->val3)
  3434. max = sc->data[SC_ADRENALINE2]->val3;
  3435. if(sc->data[SC_ADRENALINE] &&
  3436. max < sc->data[SC_ADRENALINE]->val3)
  3437. max = sc->data[SC_ADRENALINE]->val3;
  3438. if(sc->data[SC_SPEARQUICKEN] &&
  3439. max < sc->data[SC_SPEARQUICKEN]->val2)
  3440. max = sc->data[SC_SPEARQUICKEN]->val2;
  3441. if(sc->data[SC_GATLINGFEVER] &&
  3442. max < sc->data[SC_GATLINGFEVER]->val2)
  3443. max = sc->data[SC_GATLINGFEVER]->val2;
  3444. if(sc->data[SC_FLEET] &&
  3445. max < sc->data[SC_FLEET]->val2)
  3446. max = sc->data[SC_FLEET]->val2;
  3447. if(sc->data[SC_ASSNCROS] &&
  3448. max < sc->data[SC_ASSNCROS]->val2)
  3449. {
  3450. if (bl->type!=BL_PC)
  3451. max = sc->data[SC_ASSNCROS]->val2;
  3452. else
  3453. switch(((TBL_PC*)bl)->status.weapon)
  3454. {
  3455. case W_BOW:
  3456. case W_REVOLVER:
  3457. case W_RIFLE:
  3458. case W_GATLING:
  3459. case W_SHOTGUN:
  3460. case W_GRENADE:
  3461. break;
  3462. default:
  3463. max = sc->data[SC_ASSNCROS]->val2;
  3464. }
  3465. }
  3466. aspd_rate -= max;
  3467. //These stack with the rest of bonuses.
  3468. if(sc->data[SC_BERSERK])
  3469. aspd_rate -= 300;
  3470. else if(sc->data[SC_MADNESSCANCEL])
  3471. aspd_rate -= 200;
  3472. }
  3473. if(sc->data[i=SC_ASPDPOTION3] ||
  3474. sc->data[i=SC_ASPDPOTION2] ||
  3475. sc->data[i=SC_ASPDPOTION1] ||
  3476. sc->data[i=SC_ASPDPOTION0])
  3477. aspd_rate -= sc->data[i]->val2;
  3478. if(sc->data[SC_DONTFORGETME])
  3479. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  3480. if(sc->data[SC_LONGING])
  3481. aspd_rate += sc->data[SC_LONGING]->val2;
  3482. if(sc->data[SC_STEELBODY])
  3483. aspd_rate += 250;
  3484. if(sc->data[SC_SKA])
  3485. aspd_rate += 250;
  3486. if(sc->data[SC_DEFENDER])
  3487. aspd_rate += sc->data[SC_DEFENDER]->val4;
  3488. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  3489. aspd_rate += 250;
  3490. if(sc->data[SC_GRAVITATION])
  3491. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  3492. if(sc->data[SC_JOINTBEAT]) {
  3493. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  3494. aspd_rate += 250;
  3495. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  3496. aspd_rate += 100;
  3497. }
  3498. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  3499. }
  3500. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  3501. {
  3502. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  3503. return cap_value(dmotion,0,USHRT_MAX);
  3504. if( sc->data[SC_ENDURE] )
  3505. return 0;
  3506. if( sc->data[SC_CONCENTRATION] )
  3507. return 0;
  3508. if( sc->data[SC_RUN] )
  3509. return 0;
  3510. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  3511. }
  3512. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  3513. {
  3514. if(!sc || !sc->count)
  3515. return cap_value(maxhp,1,UINT_MAX);
  3516. if(sc->data[SC_INCMHPRATE])
  3517. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  3518. if(sc->data[SC_APPLEIDUN])
  3519. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  3520. if(sc->data[SC_DELUGE])
  3521. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  3522. if(sc->data[SC_BERSERK])
  3523. maxhp += maxhp * 2;
  3524. if(sc->data[SC_MARIONETTE])
  3525. maxhp -= 1000;
  3526. if(sc->data[SC_MERC_HPUP])
  3527. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  3528. return cap_value(maxhp,1,UINT_MAX);
  3529. }
  3530. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  3531. {
  3532. if(!sc || !sc->count)
  3533. return cap_value(maxsp,1,UINT_MAX);
  3534. if(sc->data[SC_INCMSPRATE])
  3535. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  3536. if(sc->data[SC_SERVICE4U])
  3537. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  3538. if(sc->data[SC_MERC_SPUP])
  3539. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  3540. return cap_value(maxsp,1,UINT_MAX);
  3541. }
  3542. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  3543. {
  3544. if(!sc || !sc->count)
  3545. return element;
  3546. if(sc->data[SC_FREEZE])
  3547. return ELE_WATER;
  3548. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3549. return ELE_EARTH;
  3550. if(sc->data[SC_BENEDICTIO])
  3551. return ELE_HOLY;
  3552. if(sc->data[SC_CHANGEUNDEAD])
  3553. return ELE_UNDEAD;
  3554. if(sc->data[SC_ELEMENTALCHANGE])
  3555. return sc->data[SC_ELEMENTALCHANGE]->val2;
  3556. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3557. }
  3558. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  3559. {
  3560. if(!sc || !sc->count)
  3561. return lv;
  3562. if(sc->data[SC_FREEZE])
  3563. return 1;
  3564. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3565. return 1;
  3566. if(sc->data[SC_BENEDICTIO])
  3567. return 1;
  3568. if(sc->data[SC_CHANGEUNDEAD])
  3569. return 1;
  3570. if(sc->data[SC_ELEMENTALCHANGE])
  3571. return sc->data[SC_ELEMENTALCHANGE]->val1;
  3572. return (unsigned char)cap_value(lv,1,4);
  3573. }
  3574. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  3575. {
  3576. if(!sc || !sc->count)
  3577. return element;
  3578. if(sc->data[SC_ENCHANTARMS])
  3579. return sc->data[SC_ENCHANTARMS]->val2;
  3580. if(sc->data[SC_WATERWEAPON])
  3581. return ELE_WATER;
  3582. if(sc->data[SC_EARTHWEAPON])
  3583. return ELE_EARTH;
  3584. if(sc->data[SC_FIREWEAPON])
  3585. return ELE_FIRE;
  3586. if(sc->data[SC_WINDWEAPON])
  3587. return ELE_WIND;
  3588. if(sc->data[SC_ENCPOISON])
  3589. return ELE_POISON;
  3590. if(sc->data[SC_ASPERSIO])
  3591. return ELE_HOLY;
  3592. if(sc->data[SC_SHADOWWEAPON])
  3593. return ELE_DARK;
  3594. if(sc->data[SC_GHOSTWEAPON])
  3595. return ELE_GHOST;
  3596. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  3597. }
  3598. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  3599. {
  3600. if(!sc || !sc->count)
  3601. return mode;
  3602. if(sc->data[SC_MODECHANGE]) {
  3603. if (sc->data[SC_MODECHANGE]->val2)
  3604. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  3605. if (sc->data[SC_MODECHANGE]->val3)
  3606. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  3607. if (sc->data[SC_MODECHANGE]->val4)
  3608. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  3609. }
  3610. return cap_value(mode,0,USHRT_MAX);
  3611. }
  3612. const char* status_get_name(struct block_list *bl)
  3613. {
  3614. nullpo_retr(0, bl);
  3615. switch (bl->type) {
  3616. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  3617. case BL_MOB: return ((TBL_MOB*)bl)->name;
  3618. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  3619. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  3620. case BL_NPC: return ((TBL_NPC*)bl)->name;
  3621. }
  3622. return "Unknown";
  3623. }
  3624. /*==========================================
  3625. * 対象のClassを返す(汎用)
  3626. * 戻りは整数で0以上
  3627. *------------------------------------------*/
  3628. int status_get_class(struct block_list *bl)
  3629. {
  3630. nullpo_retr(0, bl);
  3631. switch( bl->type )
  3632. {
  3633. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  3634. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  3635. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  3636. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  3637. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  3638. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  3639. }
  3640. return 0;
  3641. }
  3642. /*==========================================
  3643. * 対象のレベルを返す(汎用)
  3644. * 戻りは整数で0以上
  3645. *------------------------------------------*/
  3646. int status_get_lv(struct block_list *bl)
  3647. {
  3648. nullpo_retr(0, bl);
  3649. switch (bl->type) {
  3650. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  3651. case BL_MOB: return ((TBL_MOB*)bl)->level;
  3652. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  3653. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  3654. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  3655. }
  3656. return 1;
  3657. }
  3658. struct regen_data *status_get_regen_data(struct block_list *bl)
  3659. {
  3660. nullpo_retr(NULL, bl);
  3661. switch (bl->type) {
  3662. case BL_PC: return &((TBL_PC*)bl)->regen;
  3663. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  3664. case BL_MER: return &((TBL_MER*)bl)->regen;
  3665. default:
  3666. return NULL;
  3667. }
  3668. }
  3669. struct status_data *status_get_status_data(struct block_list *bl)
  3670. {
  3671. nullpo_retr(&dummy_status, bl);
  3672. switch (bl->type) {
  3673. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  3674. case BL_MOB: return &((TBL_MOB*)bl)->status;
  3675. case BL_PET: return &((TBL_PET*)bl)->status;
  3676. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  3677. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  3678. default:
  3679. return &dummy_status;
  3680. }
  3681. }
  3682. struct status_data *status_get_base_status(struct block_list *bl)
  3683. {
  3684. nullpo_retr(NULL, bl);
  3685. switch (bl->type) {
  3686. case BL_PC: return &((TBL_PC*)bl)->base_status;
  3687. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  3688. case BL_PET: return &((TBL_PET*)bl)->db->status;
  3689. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  3690. case BL_MER: return &((TBL_MER*)bl)->base_status;
  3691. default:
  3692. return NULL;
  3693. }
  3694. }
  3695. signed char status_get_def(struct block_list *bl)
  3696. {
  3697. struct unit_data *ud;
  3698. struct status_data *status = status_get_status_data(bl);
  3699. int def = status?status->def:0;
  3700. ud = unit_bl2ud(bl);
  3701. if (ud && ud->skilltimer != -1)
  3702. def -= def * skill_get_castdef(ud->skillid)/100;
  3703. return cap_value(def, CHAR_MIN, CHAR_MAX);
  3704. }
  3705. unsigned short status_get_speed(struct block_list *bl)
  3706. {
  3707. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  3708. return ((struct npc_data *)bl)->speed;
  3709. return status_get_status_data(bl)->speed;
  3710. }
  3711. int status_get_party_id(struct block_list *bl)
  3712. {
  3713. nullpo_retr(0, bl);
  3714. switch (bl->type) {
  3715. case BL_PC:
  3716. return ((TBL_PC*)bl)->status.party_id;
  3717. case BL_PET:
  3718. if (((TBL_PET*)bl)->msd)
  3719. return ((TBL_PET*)bl)->msd->status.party_id;
  3720. break;
  3721. case BL_MOB:
  3722. {
  3723. struct mob_data *md=(TBL_MOB*)bl;
  3724. if( md->master_id>0 )
  3725. {
  3726. struct map_session_data *msd;
  3727. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3728. return msd->status.party_id;
  3729. return -md->master_id;
  3730. }
  3731. }
  3732. break;
  3733. case BL_HOM:
  3734. if (((TBL_HOM*)bl)->master)
  3735. return ((TBL_HOM*)bl)->master->status.party_id;
  3736. break;
  3737. case BL_MER:
  3738. if (((TBL_MER*)bl)->master)
  3739. return ((TBL_MER*)bl)->master->status.party_id;
  3740. break;
  3741. case BL_SKILL:
  3742. return ((TBL_SKILL*)bl)->group->party_id;
  3743. }
  3744. return 0;
  3745. }
  3746. int status_get_guild_id(struct block_list *bl)
  3747. {
  3748. nullpo_retr(0, bl);
  3749. switch (bl->type) {
  3750. case BL_PC:
  3751. return ((TBL_PC*)bl)->status.guild_id;
  3752. case BL_PET:
  3753. if (((TBL_PET*)bl)->msd)
  3754. return ((TBL_PET*)bl)->msd->status.guild_id;
  3755. break;
  3756. case BL_MOB:
  3757. {
  3758. struct map_session_data *msd;
  3759. struct mob_data *md = (struct mob_data *)bl;
  3760. if (md->guardian_data) //Guardian's guild [Skotlex]
  3761. return md->guardian_data->guild_id;
  3762. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3763. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  3764. }
  3765. break;
  3766. case BL_HOM:
  3767. if (((TBL_HOM*)bl)->master)
  3768. return ((TBL_HOM*)bl)->master->status.guild_id;
  3769. break;
  3770. case BL_MER:
  3771. if (((TBL_MER*)bl)->master)
  3772. return ((TBL_MER*)bl)->master->status.guild_id;
  3773. break;
  3774. case BL_NPC:
  3775. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  3776. return ((TBL_NPC*)bl)->u.scr.guild_id;
  3777. break;
  3778. case BL_SKILL:
  3779. return ((TBL_SKILL*)bl)->group->guild_id;
  3780. }
  3781. return 0;
  3782. }
  3783. int status_get_emblem_id(struct block_list *bl)
  3784. {
  3785. nullpo_retr(0, bl);
  3786. switch (bl->type) {
  3787. case BL_PC:
  3788. return ((TBL_PC*)bl)->guild_emblem_id;
  3789. case BL_PET:
  3790. if (((TBL_PET*)bl)->msd)
  3791. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  3792. break;
  3793. case BL_MOB:
  3794. {
  3795. struct map_session_data *msd;
  3796. struct mob_data *md = (struct mob_data *)bl;
  3797. if (md->guardian_data) //Guardian's guild [Skotlex]
  3798. return md->guardian_data->emblem_id;
  3799. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  3800. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  3801. }
  3802. break;
  3803. case BL_HOM:
  3804. if (((TBL_HOM*)bl)->master)
  3805. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  3806. break;
  3807. case BL_MER:
  3808. if (((TBL_MER*)bl)->master)
  3809. return ((TBL_MER*)bl)->master->guild_emblem_id;
  3810. break;
  3811. case BL_NPC:
  3812. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  3813. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  3814. if (g)
  3815. return g->emblem_id;
  3816. }
  3817. break;
  3818. }
  3819. return 0;
  3820. }
  3821. int status_get_mexp(struct block_list *bl)
  3822. {
  3823. nullpo_retr(0, bl);
  3824. if(bl->type==BL_MOB)
  3825. return ((struct mob_data *)bl)->db->mexp;
  3826. if(bl->type==BL_PET)
  3827. return ((struct pet_data *)bl)->db->mexp;
  3828. return 0;
  3829. }
  3830. int status_get_race2(struct block_list *bl)
  3831. {
  3832. nullpo_retr(0, bl);
  3833. if(bl->type == BL_MOB)
  3834. return ((struct mob_data *)bl)->db->race2;
  3835. if(bl->type==BL_PET)
  3836. return ((struct pet_data *)bl)->db->race2;
  3837. return 0;
  3838. }
  3839. int status_isdead(struct block_list *bl)
  3840. {
  3841. nullpo_retr(0, bl);
  3842. return status_get_status_data(bl)->hp == 0;
  3843. }
  3844. int status_isimmune(struct block_list *bl)
  3845. {
  3846. struct status_change *sc =status_get_sc(bl);
  3847. if (sc && sc->data[SC_HERMODE])
  3848. return 100;
  3849. if (bl->type == BL_PC &&
  3850. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  3851. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  3852. return 0;
  3853. }
  3854. struct view_data* status_get_viewdata(struct block_list *bl)
  3855. {
  3856. nullpo_retr(NULL, bl);
  3857. switch (bl->type) {
  3858. case BL_PC: return &((TBL_PC*)bl)->vd;
  3859. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  3860. case BL_PET: return &((TBL_PET*)bl)->vd;
  3861. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  3862. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  3863. case BL_MER: return ((TBL_MER*)bl)->vd;
  3864. }
  3865. return NULL;
  3866. }
  3867. void status_set_viewdata(struct block_list *bl, int class_)
  3868. {
  3869. struct view_data* vd;
  3870. nullpo_retv(bl);
  3871. if (mobdb_checkid(class_) || mob_is_clone(class_))
  3872. vd = mob_get_viewdata(class_);
  3873. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  3874. vd = npc_get_viewdata(class_);
  3875. else if (homdb_checkid(class_))
  3876. vd = merc_get_hom_viewdata(class_);
  3877. else if (merc_class(class_))
  3878. vd = merc_get_viewdata(class_);
  3879. else
  3880. vd = NULL;
  3881. switch (bl->type) {
  3882. case BL_PC:
  3883. {
  3884. TBL_PC* sd = (TBL_PC*)bl;
  3885. if (pcdb_checkid(class_)) {
  3886. if (sd->sc.option&OPTION_WEDDING)
  3887. class_ = JOB_WEDDING;
  3888. else
  3889. if (sd->sc.option&OPTION_SUMMER)
  3890. class_ = JOB_SUMMER;
  3891. else
  3892. if (sd->sc.option&OPTION_XMAS)
  3893. class_ = JOB_XMAS;
  3894. else
  3895. if (sd->sc.option&OPTION_RIDING)
  3896. switch (class_)
  3897. { //Adapt class to a Mounted one.
  3898. case JOB_KNIGHT:
  3899. class_ = JOB_KNIGHT2;
  3900. break;
  3901. case JOB_CRUSADER:
  3902. class_ = JOB_CRUSADER2;
  3903. break;
  3904. case JOB_LORD_KNIGHT:
  3905. class_ = JOB_LORD_KNIGHT2;
  3906. break;
  3907. case JOB_PALADIN:
  3908. class_ = JOB_PALADIN2;
  3909. break;
  3910. case JOB_BABY_KNIGHT:
  3911. class_ = JOB_BABY_KNIGHT2;
  3912. break;
  3913. case JOB_BABY_CRUSADER:
  3914. class_ = JOB_BABY_CRUSADER2;
  3915. break;
  3916. }
  3917. sd->vd.class_ = class_;
  3918. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  3919. sd->vd.head_top = sd->status.head_top;
  3920. sd->vd.head_mid = sd->status.head_mid;
  3921. sd->vd.head_bottom = sd->status.head_bottom;
  3922. sd->vd.hair_style = sd->status.hair;
  3923. sd->vd.hair_color = sd->status.hair_color;
  3924. sd->vd.cloth_color = sd->status.clothes_color;
  3925. sd->vd.sex = sd->status.sex;
  3926. } else if (vd)
  3927. memcpy(&sd->vd, vd, sizeof(struct view_data));
  3928. else
  3929. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  3930. }
  3931. break;
  3932. case BL_MOB:
  3933. {
  3934. TBL_MOB* md = (TBL_MOB*)bl;
  3935. if (vd)
  3936. md->vd = vd;
  3937. else
  3938. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  3939. }
  3940. break;
  3941. case BL_PET:
  3942. {
  3943. TBL_PET* pd = (TBL_PET*)bl;
  3944. if (vd) {
  3945. memcpy(&pd->vd, vd, sizeof(struct view_data));
  3946. if (!pcdb_checkid(vd->class_)) {
  3947. pd->vd.hair_style = battle_config.pet_hair_style;
  3948. if(pd->pet.equip) {
  3949. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  3950. if (!pd->vd.head_bottom)
  3951. pd->vd.head_bottom = pd->pet.equip;
  3952. }
  3953. }
  3954. } else
  3955. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  3956. }
  3957. break;
  3958. case BL_NPC:
  3959. {
  3960. TBL_NPC* nd = (TBL_NPC*)bl;
  3961. if (vd)
  3962. nd->vd = vd;
  3963. else
  3964. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  3965. }
  3966. break;
  3967. case BL_HOM: //[blackhole89]
  3968. {
  3969. struct homun_data *hd = (struct homun_data*)bl;
  3970. if (vd)
  3971. hd->vd = vd;
  3972. else
  3973. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  3974. }
  3975. break;
  3976. case BL_MER:
  3977. {
  3978. struct mercenary_data *md = (struct mercenary_data*)bl;
  3979. if (vd)
  3980. md->vd = vd;
  3981. else
  3982. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  3983. }
  3984. break;
  3985. }
  3986. vd = status_get_viewdata(bl);
  3987. if (vd && vd->cloth_color && (
  3988. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  3989. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  3990. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  3991. ))
  3992. vd->cloth_color = 0;
  3993. }
  3994. /// Returns the status_change data of bl or NULL if it doesn't exist.
  3995. struct status_change *status_get_sc(struct block_list *bl)
  3996. {
  3997. if( bl )
  3998. switch (bl->type) {
  3999. case BL_PC: return &((TBL_PC*)bl)->sc;
  4000. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  4001. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  4002. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  4003. case BL_MER: return &((TBL_MER*)bl)->sc;
  4004. }
  4005. return NULL;
  4006. }
  4007. void status_change_init(struct block_list *bl)
  4008. {
  4009. struct status_change *sc = status_get_sc(bl);
  4010. nullpo_retv(sc);
  4011. memset(sc, 0, sizeof (struct status_change));
  4012. }
  4013. //Applies SC defense to a given status change.
  4014. //Returns the adjusted duration based on flag values.
  4015. //the flag values are the same as in status_change_start.
  4016. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  4017. {
  4018. int sc_def, tick_def = 0;
  4019. struct status_data* status;
  4020. struct status_change* sc;
  4021. struct map_session_data *sd;
  4022. nullpo_retr(0, bl);
  4023. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  4024. if (status_isimmune(bl))
  4025. switch (type)
  4026. {
  4027. case SC_DECREASEAGI:
  4028. case SC_SILENCE:
  4029. case SC_COMA:
  4030. case SC_INCREASEAGI:
  4031. case SC_BLESSING:
  4032. case SC_SLOWPOISON:
  4033. case SC_IMPOSITIO:
  4034. case SC_AETERNA:
  4035. case SC_SUFFRAGIUM:
  4036. case SC_BENEDICTIO:
  4037. case SC_PROVIDENCE:
  4038. case SC_KYRIE:
  4039. case SC_ASSUMPTIO:
  4040. case SC_ANGELUS:
  4041. case SC_MAGNIFICAT:
  4042. case SC_GLORIA:
  4043. case SC_WINDWALK:
  4044. case SC_MAGICROD:
  4045. case SC_HALLUCINATION:
  4046. case SC_STONE:
  4047. case SC_QUAGMIRE:
  4048. case SC_SUITON:
  4049. return 0;
  4050. }
  4051. sd = BL_CAST(BL_PC,bl);
  4052. status = status_get_status_data(bl);
  4053. switch (type)
  4054. {
  4055. case SC_STUN:
  4056. case SC_POISON:
  4057. case SC_DPOISON:
  4058. case SC_SILENCE:
  4059. case SC_BLEEDING:
  4060. sc_def = 3 +status->vit;
  4061. break;
  4062. case SC_SLEEP:
  4063. sc_def = 3 +status->int_;
  4064. break;
  4065. case SC_DECREASEAGI:
  4066. if (sd) tick>>=1; //Half duration for players.
  4067. case SC_STONE:
  4068. case SC_FREEZE:
  4069. sc_def = 3 +status->mdef;
  4070. break;
  4071. case SC_CURSE:
  4072. //Special property: inmunity when luk is greater than level or zero
  4073. if (status->luk > status_get_lv(bl) || status->luk == 0)
  4074. return 0;
  4075. else
  4076. sc_def = 3 +status->luk;
  4077. tick_def = status->vit;
  4078. break;
  4079. case SC_BLIND:
  4080. sc_def = 3 +(status->vit + status->int_)/2;
  4081. break;
  4082. case SC_CONFUSION:
  4083. sc_def = 3 +(status->str + status->int_)/2;
  4084. break;
  4085. case SC_ANKLE:
  4086. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  4087. tick /= 5;
  4088. sc_def = status->agi / 2;
  4089. break;
  4090. case SC_MAGICMIRROR:
  4091. case SC_ARMORCHANGE:
  4092. if (sd) //Duration greatly reduced for players.
  4093. tick /= 15;
  4094. //No defense against it (buff).
  4095. default:
  4096. //Effect that cannot be reduced? Likely a buff.
  4097. if (!(rand()%10000 < rate))
  4098. return 0;
  4099. return tick?tick:1;
  4100. }
  4101. if (sd) {
  4102. if (battle_config.pc_sc_def_rate != 100)
  4103. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  4104. if (sc_def < battle_config.pc_max_sc_def)
  4105. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  4106. status->luk/battle_config.pc_luk_sc_def;
  4107. else
  4108. sc_def = battle_config.pc_max_sc_def;
  4109. if (tick_def) {
  4110. if (battle_config.pc_sc_def_rate != 100)
  4111. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  4112. }
  4113. } else {
  4114. if (battle_config.mob_sc_def_rate != 100)
  4115. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  4116. if (sc_def < battle_config.mob_max_sc_def)
  4117. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  4118. status->luk/battle_config.mob_luk_sc_def;
  4119. else
  4120. sc_def = battle_config.mob_max_sc_def;
  4121. if (tick_def) {
  4122. if (battle_config.mob_sc_def_rate != 100)
  4123. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  4124. }
  4125. }
  4126. sc = status_get_sc(bl);
  4127. if (sc && sc->count)
  4128. {
  4129. if (sc->data[SC_SCRESIST])
  4130. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  4131. else if (sc->data[SC_SIEGFRIED])
  4132. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  4133. }
  4134. //When no tick def, reduction is the same for both.
  4135. if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish]
  4136. tick_def = sc_def;
  4137. //Natural resistance
  4138. if (!(flag&8)) {
  4139. rate -= rate*sc_def/100;
  4140. //Item resistance (only applies to rate%)
  4141. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  4142. {
  4143. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  4144. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4145. if( sd->sc.data[SC_COMMONSC_RESIST] )
  4146. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  4147. }
  4148. }
  4149. if (!(rand()%10000 < rate))
  4150. return 0;
  4151. //Why would a status start with no duration? Presume it has
  4152. //duration defined elsewhere.
  4153. if (!tick) return 1;
  4154. //Rate reduction
  4155. if (flag&2)
  4156. return tick;
  4157. tick -= tick*tick_def/100;
  4158. // Changed to 5 seconds according to recent tests [Playtester]
  4159. if (type == SC_ANKLE && tick < 5000)
  4160. tick = 5000;
  4161. return tick<=0?0:tick;
  4162. }
  4163. /*==========================================
  4164. * Starts a status change.
  4165. * 'type' = type, 'val1~4' depend on the type.
  4166. * 'rate' = base success rate. 10000 = 100%
  4167. * 'tick' is base duration
  4168. * 'flag':
  4169. * &1: Cannot be avoided (it has to start)
  4170. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  4171. * &4: sc_data loaded, no value has to be altered.
  4172. * &8: rate should not be reduced
  4173. *------------------------------------------*/
  4174. int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  4175. {
  4176. struct map_session_data *sd = NULL;
  4177. struct status_change* sc;
  4178. struct status_change_entry* sce;
  4179. struct status_data *status;
  4180. struct view_data *vd;
  4181. int opt_flag, calc_flag, undead_flag;
  4182. nullpo_retr(0, bl);
  4183. sc = status_get_sc(bl);
  4184. status = status_get_status_data(bl);
  4185. if( type <= SC_NONE || type >= SC_MAX )
  4186. {
  4187. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4188. return 0;
  4189. }
  4190. if( !sc )
  4191. return 0; //Unable to receive status changes
  4192. if( status_isdead(bl) )
  4193. return 0;
  4194. if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA )
  4195. {
  4196. struct mob_data *md = BL_CAST(BL_MOB,bl);
  4197. if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) )
  4198. return 0; //Emperium/BG Monsters can't be afflicted by status changes
  4199. }
  4200. sd = BL_CAST(BL_PC, bl);
  4201. //Adjust tick according to status resistances
  4202. if( !(flag&(1|4)) )
  4203. {
  4204. tick = status_get_sc_def(bl, type, rate, tick, flag);
  4205. if( !tick ) return 0;
  4206. }
  4207. undead_flag = battle_check_undead(status->race,status->def_ele);
  4208. //Check for inmunities / sc fails
  4209. switch (type)
  4210. {
  4211. case SC_FREEZE:
  4212. case SC_STONE:
  4213. //Undead are immune to Freeze/Stone
  4214. if (undead_flag && !(flag&1))
  4215. return 0;
  4216. case SC_SLEEP:
  4217. case SC_STUN:
  4218. if (sc->opt1)
  4219. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4220. break;
  4221. case SC_SIGNUMCRUCIS:
  4222. //Only affects demons and undead element (but not players)
  4223. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4224. return 0;
  4225. break;
  4226. case SC_AETERNA:
  4227. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  4228. return 0;
  4229. break;
  4230. case SC_KYRIE:
  4231. if (bl->type == BL_MOB)
  4232. return 0;
  4233. break;
  4234. case SC_OVERTHRUST:
  4235. if (sc->data[SC_MAXOVERTHRUST])
  4236. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4237. break;
  4238. case SC_ADRENALINE:
  4239. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4240. return 0;
  4241. if (sc->data[SC_QUAGMIRE] ||
  4242. sc->data[SC_DECREASEAGI]
  4243. )
  4244. return 0;
  4245. break;
  4246. case SC_ADRENALINE2:
  4247. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4248. return 0;
  4249. if (sc->data[SC_QUAGMIRE] ||
  4250. sc->data[SC_DECREASEAGI]
  4251. )
  4252. return 0;
  4253. break;
  4254. case SC_ONEHAND:
  4255. case SC_MERC_QUICKEN:
  4256. case SC_TWOHANDQUICKEN:
  4257. if(sc->data[SC_DECREASEAGI])
  4258. return 0;
  4259. case SC_CONCENTRATE:
  4260. case SC_INCREASEAGI:
  4261. case SC_SPEARQUICKEN:
  4262. case SC_TRUESIGHT:
  4263. case SC_WINDWALK:
  4264. case SC_CARTBOOST:
  4265. case SC_ASSNCROS:
  4266. if (sc->data[SC_QUAGMIRE])
  4267. return 0;
  4268. break;
  4269. case SC_CLOAKING:
  4270. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4271. //Due to the cloaking card, we have to check the wall versus to known
  4272. //skill level rather than the used one. [Skotlex]
  4273. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  4274. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  4275. return 0;
  4276. break;
  4277. case SC_MODECHANGE:
  4278. {
  4279. int mode;
  4280. struct status_data *bstatus = status_get_base_status(bl);
  4281. if (!bstatus) return 0;
  4282. if (sc->data[type])
  4283. { //Pile up with previous values.
  4284. if(!val2) val2 = sc->data[type]->val2;
  4285. val3 |= sc->data[type]->val3;
  4286. val4 |= sc->data[type]->val4;
  4287. }
  4288. mode = val2?val2:bstatus->mode; //Base mode
  4289. if (val4) mode&=~val4; //Del mode
  4290. if (val3) mode|= val3; //Add mode
  4291. if (mode == bstatus->mode) { //No change.
  4292. if (sc->data[type]) //Abort previous status
  4293. return status_change_end(bl, type, -1);
  4294. return 0;
  4295. }
  4296. }
  4297. break;
  4298. //Strip skills, need to divest something or it fails.
  4299. case SC_STRIPWEAPON:
  4300. if (sd) {
  4301. int i;
  4302. opt_flag = 0; //Reuse to check success condition.
  4303. if(sd->unstripable_equip&EQP_WEAPON)
  4304. return 0;
  4305. i = sd->equip_index[EQI_HAND_L];
  4306. if (i>=0 && sd->inventory_data[i] &&
  4307. sd->inventory_data[i]->type == IT_WEAPON)
  4308. {
  4309. opt_flag|=1;
  4310. pc_unequipitem(sd,i,3); //L-hand weapon
  4311. }
  4312. i = sd->equip_index[EQI_HAND_R];
  4313. if (i>=0 && sd->inventory_data[i] &&
  4314. sd->inventory_data[i]->type == IT_WEAPON)
  4315. {
  4316. opt_flag|=2;
  4317. pc_unequipitem(sd,i,3);
  4318. }
  4319. if (!opt_flag) return 0;
  4320. }
  4321. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4322. break;
  4323. case SC_STRIPSHIELD:
  4324. if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
  4325. else
  4326. if (sd) {
  4327. int i;
  4328. if(sd->unstripable_equip&EQP_SHIELD)
  4329. return 0;
  4330. i = sd->equip_index[EQI_HAND_L];
  4331. if (i<0 || !sd->inventory_data[i] ||
  4332. sd->inventory_data[i]->type != IT_ARMOR)
  4333. return 0;
  4334. pc_unequipitem(sd,i,3);
  4335. }
  4336. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4337. break;
  4338. case SC_STRIPARMOR:
  4339. if (sd) {
  4340. int i;
  4341. if(sd->unstripable_equip&EQP_ARMOR)
  4342. return 0;
  4343. i = sd->equip_index[EQI_ARMOR];
  4344. if (i<0 || !sd->inventory_data[i])
  4345. return 0;
  4346. pc_unequipitem(sd,i,3);
  4347. }
  4348. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4349. break;
  4350. case SC_STRIPHELM:
  4351. if (sd) {
  4352. int i;
  4353. if(sd->unstripable_equip&EQP_HELM)
  4354. return 0;
  4355. i = sd->equip_index[EQI_HEAD_TOP];
  4356. if (i<0 || !sd->inventory_data[i])
  4357. return 0;
  4358. pc_unequipitem(sd,i,3);
  4359. }
  4360. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4361. break;
  4362. case SC_MERC_FLEEUP:
  4363. case SC_MERC_ATKUP:
  4364. case SC_MERC_HPUP:
  4365. case SC_MERC_SPUP:
  4366. case SC_MERC_HITUP:
  4367. if( bl->type != BL_MER )
  4368. return 0; // Stats only for Mercenaries
  4369. break;
  4370. }
  4371. //Check for BOSS resistances
  4372. if(status->mode&MD_BOSS && !(flag&1)) {
  4373. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  4374. return 0;
  4375. switch (type) {
  4376. case SC_BLESSING:
  4377. if (!undead_flag && status->race!=RC_DEMON)
  4378. break;
  4379. case SC_DECREASEAGI:
  4380. case SC_PROVOKE:
  4381. case SC_COMA:
  4382. case SC_GRAVITATION:
  4383. case SC_SUITON:
  4384. case SC_RICHMANKIM:
  4385. case SC_ROKISWEIL:
  4386. case SC_FOGWALL:
  4387. return 0;
  4388. }
  4389. }
  4390. //Before overlapping fail, one must check for status cured.
  4391. switch (type)
  4392. {
  4393. case SC_BLESSING:
  4394. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  4395. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  4396. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  4397. if (sc->data[SC_CURSE])
  4398. status_change_end(bl,SC_CURSE,-1);
  4399. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4400. status_change_end(bl,SC_STONE,-1);
  4401. }
  4402. break;
  4403. case SC_INCREASEAGI:
  4404. status_change_end(bl,SC_DECREASEAGI,-1);
  4405. break;
  4406. case SC_QUAGMIRE:
  4407. status_change_end(bl,SC_CONCENTRATE,-1);
  4408. status_change_end(bl,SC_TRUESIGHT,-1);
  4409. status_change_end(bl,SC_WINDWALK,-1);
  4410. //Also blocks the ones below...
  4411. case SC_DECREASEAGI:
  4412. status_change_end(bl,SC_CARTBOOST,-1);
  4413. //Also blocks the ones below...
  4414. case SC_DONTFORGETME:
  4415. status_change_end(bl,SC_INCREASEAGI,-1);
  4416. status_change_end(bl,SC_ADRENALINE,-1);
  4417. status_change_end(bl,SC_ADRENALINE2,-1);
  4418. status_change_end(bl,SC_SPEARQUICKEN,-1);
  4419. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4420. status_change_end(bl,SC_ONEHAND,-1);
  4421. status_change_end(bl,SC_MERC_QUICKEN,-1);
  4422. break;
  4423. case SC_ONEHAND:
  4424. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  4425. status_change_end(bl,SC_ASPDPOTION0,-1);
  4426. status_change_end(bl,SC_ASPDPOTION1,-1);
  4427. status_change_end(bl,SC_ASPDPOTION2,-1);
  4428. status_change_end(bl,SC_ASPDPOTION3,-1);
  4429. break;
  4430. case SC_MAXOVERTHRUST:
  4431. //Cancels Normal Overthrust. [Skotlex]
  4432. status_change_end(bl, SC_OVERTHRUST, -1);
  4433. break;
  4434. case SC_KYRIE:
  4435. //Cancels Assumptio
  4436. status_change_end(bl,SC_ASSUMPTIO,-1);
  4437. break;
  4438. case SC_DELUGE:
  4439. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  4440. status_change_end(bl,SC_BLIND,-1);
  4441. break;
  4442. case SC_SILENCE:
  4443. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  4444. status_change_end(bl,SC_GOSPEL,-1);
  4445. break;
  4446. case SC_HIDING:
  4447. status_change_end(bl, SC_CLOSECONFINE, -1);
  4448. status_change_end(bl, SC_CLOSECONFINE2, -1);
  4449. break;
  4450. case SC_BERSERK:
  4451. if(battle_config.berserk_cancels_buffs)
  4452. {
  4453. status_change_end(bl,SC_ONEHAND,-1);
  4454. status_change_end(bl,SC_TWOHANDQUICKEN,-1);
  4455. status_change_end(bl,SC_CONCENTRATION,-1);
  4456. status_change_end(bl,SC_PARRYING,-1);
  4457. status_change_end(bl,SC_AURABLADE,-1);
  4458. status_change_end(bl,SC_MERC_QUICKEN,-1);
  4459. }
  4460. break;
  4461. case SC_ASSUMPTIO:
  4462. status_change_end(bl,SC_KYRIE,-1);
  4463. status_change_end(bl,SC_KAITE,-1);
  4464. break;
  4465. case SC_KAITE:
  4466. status_change_end(bl,SC_ASSUMPTIO,-1);
  4467. break;
  4468. case SC_CARTBOOST:
  4469. if(sc->data[SC_DECREASEAGI])
  4470. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  4471. status_change_end(bl,SC_DECREASEAGI,-1);
  4472. return 0;
  4473. }
  4474. break;
  4475. case SC_FUSION:
  4476. status_change_end(bl,SC_SPIRIT,-1);
  4477. break;
  4478. case SC_ADJUSTMENT:
  4479. status_change_end(bl,SC_MADNESSCANCEL,-1);
  4480. break;
  4481. case SC_MADNESSCANCEL:
  4482. status_change_end(bl,SC_ADJUSTMENT,-1);
  4483. break;
  4484. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  4485. case SC_CHANGEUNDEAD:
  4486. status_change_end(bl,SC_BLESSING,-1);
  4487. status_change_end(bl,SC_INCREASEAGI,-1);
  4488. break;
  4489. }
  4490. //Check for overlapping fails
  4491. if( (sce = sc->data[type]) )
  4492. {
  4493. switch( type )
  4494. {
  4495. case SC_MERC_FLEEUP:
  4496. case SC_MERC_ATKUP:
  4497. case SC_MERC_HPUP:
  4498. case SC_MERC_SPUP:
  4499. case SC_MERC_HITUP:
  4500. if( sce->val1 > val1 )
  4501. val1 = sce->val1;
  4502. break;
  4503. case SC_ADRENALINE:
  4504. case SC_ADRENALINE2:
  4505. case SC_WEAPONPERFECTION:
  4506. case SC_OVERTHRUST:
  4507. if (sce->val2 > val2)
  4508. return 0;
  4509. break;
  4510. case SC_S_LIFEPOTION:
  4511. case SC_L_LIFEPOTION:
  4512. case SC_BOSSMAPINFO:
  4513. case SC_STUN:
  4514. case SC_SLEEP:
  4515. case SC_POISON:
  4516. case SC_CURSE:
  4517. case SC_SILENCE:
  4518. case SC_CONFUSION:
  4519. case SC_BLIND:
  4520. case SC_BLEEDING:
  4521. case SC_DPOISON:
  4522. case SC_CLOSECONFINE2: //Can't be re-closed in.
  4523. case SC_MARIONETTE:
  4524. case SC_MARIONETTE2:
  4525. case SC_NOCHAT:
  4526. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  4527. return 0;
  4528. case SC_COMBO:
  4529. case SC_DANCING:
  4530. case SC_DEVOTION:
  4531. case SC_ASPDPOTION0:
  4532. case SC_ASPDPOTION1:
  4533. case SC_ASPDPOTION2:
  4534. case SC_ASPDPOTION3:
  4535. case SC_ATKPOTION:
  4536. case SC_MATKPOTION:
  4537. case SC_ENCHANTARMS:
  4538. case SC_ARMOR_ELEMENT:
  4539. case SC_ARMOR_RESIST:
  4540. break;
  4541. case SC_GOSPEL:
  4542. //Must not override a casting gospel char.
  4543. if(sce->val4 == BCT_SELF)
  4544. return 0;
  4545. if(sce->val1 > val1)
  4546. return 1;
  4547. break;
  4548. case SC_ENDURE:
  4549. if(sce->val4 && !val4)
  4550. return 1; //Don't let you override infinite endure.
  4551. if(sce->val1 > val1)
  4552. return 1;
  4553. break;
  4554. case SC_KAAHI:
  4555. //Kaahi overwrites previous level regardless of existing level.
  4556. //Delete timer if it exists.
  4557. if (sce->val4 != -1) {
  4558. delete_timer(sce->val4,kaahi_heal_timer);
  4559. sce->val4=-1;
  4560. }
  4561. break;
  4562. case SC_JAILED:
  4563. //When a player is already jailed, do not edit the jail data.
  4564. val2 = sce->val2;
  4565. val3 = sce->val3;
  4566. val4 = sce->val4;
  4567. break;
  4568. case SC_JOINTBEAT:
  4569. val2 |= sce->val2; // stackable ailments
  4570. default:
  4571. if(sce->val1 > val1)
  4572. return 1; //Return true to not mess up skill animations. [Skotlex]
  4573. }
  4574. }
  4575. vd = status_get_viewdata(bl);
  4576. calc_flag = StatusChangeFlagTable[type];
  4577. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  4578. switch(type)
  4579. {
  4580. case SC_DECREASEAGI:
  4581. case SC_INCREASEAGI:
  4582. val2 = 2 + val1; //Agi change
  4583. break;
  4584. case SC_ENDURE:
  4585. val2 = 7; // Hit-count [Celest]
  4586. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
  4587. {
  4588. struct map_session_data *tsd;
  4589. if( sd )
  4590. {
  4591. int i;
  4592. for( i = 0; i < 5; i++ )
  4593. {
  4594. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  4595. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  4596. }
  4597. }
  4598. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  4599. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  4600. }
  4601. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  4602. if( val4 )
  4603. tick = -1;
  4604. break;
  4605. case SC_AUTOBERSERK:
  4606. if (status->hp < status->max_hp>>2 &&
  4607. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  4608. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  4609. tick = -1;
  4610. break;
  4611. case SC_SIGNUMCRUCIS:
  4612. val2 = 10 + 4*val1; //Def reduction
  4613. tick = -1;
  4614. clif_emotion(bl,4);
  4615. break;
  4616. case SC_MAXIMIZEPOWER:
  4617. val2 = tick>0?tick:60000;
  4618. break;
  4619. case SC_EDP: // [Celest]
  4620. val2 = val1 + 2; //Chance to Poison enemies.
  4621. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  4622. break;
  4623. case SC_POISONREACT:
  4624. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  4625. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  4626. break;
  4627. case SC_MAGICROD:
  4628. val2 = val1*20; //SP gained
  4629. break;
  4630. case SC_KYRIE:
  4631. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  4632. val3 = (val1 / 2 + 5); //Hits
  4633. break;
  4634. case SC_MAGICPOWER:
  4635. //val1: Skill lv
  4636. val2 = 1; //Lasts 1 invocation
  4637. val3 = 5*val1; //Matk% increase
  4638. break;
  4639. case SC_SACRIFICE:
  4640. val2 = 5; //Lasts 5 hits
  4641. tick = -1;
  4642. break;
  4643. case SC_ENCPOISON:
  4644. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  4645. case SC_ASPERSIO:
  4646. case SC_FIREWEAPON:
  4647. case SC_WATERWEAPON:
  4648. case SC_WINDWEAPON:
  4649. case SC_EARTHWEAPON:
  4650. case SC_SHADOWWEAPON:
  4651. case SC_GHOSTWEAPON:
  4652. skill_enchant_elemental_end(bl,type);
  4653. break;
  4654. case SC_ELEMENTALCHANGE:
  4655. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  4656. // val2 : Element (When no element, random one is picked)
  4657. // val3 : 0 = called by skill 1 = called by script (fixed level)
  4658. if( !val2 ) val2 = rand()%ELE_MAX;
  4659. if( val1 == 1 && val3 == 0 )
  4660. val1 = 1 + rand()%4;
  4661. else if( val1 > 4 )
  4662. val1 = 4; // Max Level
  4663. val3 = 0; // Not need to keep this info.
  4664. break;
  4665. case SC_PROVIDENCE:
  4666. val2=val1*5; //Race/Ele resist
  4667. break;
  4668. case SC_REFLECTSHIELD:
  4669. val2=10+val1*3; // %Dmg reflected
  4670. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
  4671. {
  4672. struct map_session_data *tsd;
  4673. if( sd )
  4674. {
  4675. int i;
  4676. for( i = 0; i < 5; i++ )
  4677. {
  4678. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  4679. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4680. }
  4681. }
  4682. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  4683. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4684. }
  4685. break;
  4686. case SC_STRIPWEAPON:
  4687. if (!sd) //Watk reduction
  4688. val2 = 25;
  4689. break;
  4690. case SC_STRIPSHIELD:
  4691. if (!sd) //Def reduction
  4692. val2 = 15;
  4693. break;
  4694. case SC_STRIPARMOR:
  4695. if (!sd) //Vit reduction
  4696. val2 = 40;
  4697. break;
  4698. case SC_STRIPHELM:
  4699. if (!sd) //Int reduction
  4700. val2 = 40;
  4701. break;
  4702. case SC_AUTOSPELL:
  4703. //Val1 Skill LV of Autospell
  4704. //Val2 Skill ID to cast
  4705. //Val3 Max Lv to cast
  4706. val4 = 5 + val1*2; //Chance of casting
  4707. break;
  4708. case SC_VOLCANO:
  4709. if (status->def_ele == ELE_FIRE)
  4710. val2 = val1*10; //Watk increase
  4711. else
  4712. val2 = 0;
  4713. break;
  4714. case SC_VIOLENTGALE:
  4715. if (status->def_ele == ELE_WIND)
  4716. val2 = val1*3; //Flee increase
  4717. else
  4718. val2 = 0;
  4719. break;
  4720. case SC_DELUGE:
  4721. if(status->def_ele == ELE_WATER)
  4722. val2 = deluge_eff[val1-1]; //HP increase
  4723. else
  4724. val2 = 0;
  4725. break;
  4726. case SC_SUITON:
  4727. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  4728. //No penalties.
  4729. val2 = 0; //Agi penalty
  4730. val3 = 0; //Walk speed penalty
  4731. break;
  4732. }
  4733. val3 = 50;
  4734. val2 = 3*((val1+1)/3);
  4735. if (val1 > 4) val2--;
  4736. break;
  4737. case SC_ONEHAND:
  4738. case SC_TWOHANDQUICKEN:
  4739. val2 = 300;
  4740. if (val1 > 10) //For boss casted skills [Skotlex]
  4741. val2 += 20*(val1-10);
  4742. break;
  4743. case SC_MERC_QUICKEN:
  4744. val2 = 300;
  4745. break;
  4746. case SC_SPEARQUICKEN:
  4747. val2 = 200+10*val1;
  4748. break;
  4749. case SC_DANCING:
  4750. //val1 : Skill ID + LV
  4751. //val2 : Skill Group of the Dance.
  4752. //val3 : Brings the skilllv (merged into val1 here)
  4753. //val4 : Partner
  4754. if (val1 == CG_MOONLIT)
  4755. clif_status_change(bl,SI_MOONLIT,1,tick);
  4756. val1|= (val3<<16);
  4757. val3 = tick/1000; //Tick duration
  4758. tick = 1000;
  4759. break;
  4760. case SC_LONGING:
  4761. val2 = 500-100*val1; //Aspd penalty.
  4762. break;
  4763. case SC_EXPLOSIONSPIRITS:
  4764. val2 = 75 + 25*val1; //Cri bonus
  4765. break;
  4766. case SC_ASPDPOTION0:
  4767. case SC_ASPDPOTION1:
  4768. case SC_ASPDPOTION2:
  4769. case SC_ASPDPOTION3:
  4770. val2 = 50*(2+type-SC_ASPDPOTION0);
  4771. break;
  4772. case SC_WEDDING:
  4773. case SC_XMAS:
  4774. case SC_SUMMER:
  4775. if (!vd) return 0;
  4776. //Store previous values as they could be removed.
  4777. val1 = vd->class_;
  4778. val2 = vd->weapon;
  4779. val3 = vd->shield;
  4780. val4 = vd->cloth_color;
  4781. unit_stop_attack(bl);
  4782. clif_changelook(bl,LOOK_WEAPON,0);
  4783. clif_changelook(bl,LOOK_SHIELD,0);
  4784. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  4785. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  4786. break;
  4787. case SC_NOCHAT:
  4788. tick = 60000;
  4789. val1 = battle_config.manner_system; //Mute filters.
  4790. if (sd)
  4791. {
  4792. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  4793. clif_updatestatus(sd,SP_MANNER);
  4794. }
  4795. break;
  4796. case SC_STONE:
  4797. val3 = tick/1000; //Petrified HP-damage iterations.
  4798. if(val3 < 1) val3 = 1;
  4799. tick = val4; //Petrifying time.
  4800. if (tick < 1000)
  4801. tick = 1000; //Min time
  4802. calc_flag = 0; //Actual status changes take effect on petrified state.
  4803. break;
  4804. case SC_DPOISON:
  4805. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  4806. if (status->hp > status->max_hp>>2)
  4807. {
  4808. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  4809. if (status->hp - diff < status->max_hp>>2)
  4810. diff = status->hp - (status->max_hp>>2);
  4811. status_zap(bl, diff, 0);
  4812. }
  4813. // fall through
  4814. case SC_POISON: /* 毒 */
  4815. val3 = tick/1000; //Damage iterations
  4816. if(val3 < 1) val3 = 1;
  4817. tick = 1000;
  4818. //val4: HP damage
  4819. if (bl->type == BL_PC)
  4820. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  4821. else
  4822. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  4823. break;
  4824. case SC_CONFUSION:
  4825. clif_emotion(bl,1);
  4826. break;
  4827. case SC_BLEEDING:
  4828. val4 = tick/10000;
  4829. if (!val4) val4 = 1;
  4830. tick = 10000;
  4831. break;
  4832. case SC_S_LIFEPOTION:
  4833. case SC_L_LIFEPOTION:
  4834. if( val1 == 0 ) return 0;
  4835. // val1 = heal percent/amout
  4836. // val2 = seconds between heals
  4837. // val4 = total of heals
  4838. if( val2 < 1 ) val2 = 1;
  4839. if( (val4 = tick/(val2 * 1000)) < 1 )
  4840. val4 = 1;
  4841. tick = val2 * 1000; // val2 = Seconds between heals
  4842. break;
  4843. case SC_BOSSMAPINFO:
  4844. if( sd != NULL )
  4845. {
  4846. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  4847. if( boss_md == NULL || boss_md->bl.prev == NULL )
  4848. { // No MVP on this map - MVP is dead
  4849. clif_bossmapinfo(sd->fd, boss_md, 1);
  4850. return 0; // No need to start SC
  4851. }
  4852. val1 = boss_md->bl.id;
  4853. if( (val4 = tick/1000) < 1 )
  4854. val4 = 1;
  4855. tick = 1000;
  4856. }
  4857. break;
  4858. case SC_HIDING:
  4859. val2 = tick/1000;
  4860. tick = 1000;
  4861. val3 = 0; // unused, previously speed adjustment
  4862. val4 = val1+3; //Seconds before SP substraction happen.
  4863. break;
  4864. case SC_CHASEWALK:
  4865. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  4866. val3 = 35 - 5 * val1; //Speed adjustment.
  4867. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  4868. val3 -= 40;
  4869. val4 = 10+val1*2; //SP cost.
  4870. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  4871. break;
  4872. case SC_CLOAKING:
  4873. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  4874. val1 = 10;
  4875. val2 = tick>0?tick:60000; //SP consumption rate.
  4876. val3 = 0; // unused, previously walk speed adjustment
  4877. //val4&1 signals the presence of a wall.
  4878. //val4&2 makes cloak not end on normal attacks [Skotlex]
  4879. //val4&4 makes cloak not end on using skills
  4880. if (bl->type == BL_PC) //Standard cloaking.
  4881. val4 |= battle_config.pc_cloak_check_type&7;
  4882. else
  4883. val4 |= battle_config.monster_cloak_check_type&7;
  4884. break;
  4885. case SC_SIGHT: /* サイト/ルアフ */
  4886. case SC_RUWACH:
  4887. case SC_SIGHTBLASTER:
  4888. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  4889. val2 = tick/250;
  4890. tick = 10;
  4891. break;
  4892. //Permanent effects.
  4893. case SC_AETERNA:
  4894. case SC_MODECHANGE:
  4895. case SC_WEIGHT50:
  4896. case SC_WEIGHT90:
  4897. case SC_BROKENWEAPON:
  4898. case SC_BROKENARMOR:
  4899. case SC_READYSTORM:
  4900. case SC_READYDOWN:
  4901. case SC_READYCOUNTER:
  4902. case SC_READYTURN:
  4903. case SC_DODGE:
  4904. tick = -1;
  4905. break;
  4906. case SC_AUTOGUARD:
  4907. if( !(flag&1) )
  4908. {
  4909. struct map_session_data *tsd;
  4910. int i,t;
  4911. for( i = val2 = 0; i < val1; i++)
  4912. {
  4913. t = 5-(i>>1);
  4914. val2 += (t < 0)? 1:t;
  4915. }
  4916. if( bl->type&(BL_PC|BL_MER) )
  4917. {
  4918. if( sd )
  4919. {
  4920. for( i = 0; i < 5; i++ )
  4921. {
  4922. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  4923. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4924. }
  4925. }
  4926. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  4927. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  4928. }
  4929. }
  4930. break;
  4931. case SC_DEFENDER:
  4932. if (!(flag&1))
  4933. {
  4934. struct map_session_data *tsd;
  4935. int i;
  4936. val2 = 5 + 15*val1; //Damage reduction
  4937. val3 = 0; // unused, previously speed adjustment
  4938. val4 = 250 - 50*val1; //Aspd adjustment
  4939. if (sd)
  4940. for (i = 0; i < 5; i++)
  4941. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  4942. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  4943. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  4944. }
  4945. }
  4946. break;
  4947. case SC_TENSIONRELAX:
  4948. if (sd) {
  4949. pc_setsit(sd);
  4950. clif_sitting(&sd->bl);
  4951. }
  4952. val2 = 12; //SP cost
  4953. val4 = 10000; //Decrease at 10secs intervals.
  4954. val3 = tick/val4;
  4955. tick = val4;
  4956. break;
  4957. case SC_PARRYING:
  4958. val2 = 20 + val1*3; //Block Chance
  4959. break;
  4960. case SC_WINDWALK:
  4961. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  4962. break;
  4963. case SC_JOINTBEAT:
  4964. if( val2&BREAK_NECK )
  4965. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
  4966. break;
  4967. case SC_BERSERK:
  4968. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  4969. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  4970. //HP healing is performing after the calc_status call.
  4971. //Val2 holds HP penalty
  4972. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  4973. if (!val4) val4 = 10000; //Val4 holds damage interval
  4974. val3 = tick/val4; //val3 holds skill duration
  4975. tick = val4;
  4976. break;
  4977. case SC_GOSPEL:
  4978. if(val4 == BCT_SELF) { // self effect
  4979. val2 = tick/10000;
  4980. tick = 10000;
  4981. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  4982. }
  4983. break;
  4984. case SC_MARIONETTE:
  4985. {
  4986. int stat;
  4987. val3 = 0;
  4988. val4 = 0;
  4989. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  4990. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  4991. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  4992. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  4993. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  4994. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  4995. break;
  4996. }
  4997. case SC_MARIONETTE2:
  4998. {
  4999. int stat,max_stat;
  5000. // fetch caster information
  5001. struct block_list *pbl = map_id2bl(val1);
  5002. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  5003. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  5004. // fetch target's stats
  5005. struct status_data* status = status_get_status_data(bl); // battle status
  5006. if (!psce)
  5007. return 0;
  5008. val3 = 0;
  5009. val4 = 0;
  5010. max_stat = battle_config.max_parameter; //Cap to 99 (default)
  5011. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  5012. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  5013. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  5014. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  5015. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  5016. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  5017. break;
  5018. }
  5019. case SC_REJECTSWORD:
  5020. val2 = 15*val1; //Reflect chance
  5021. val3 = 3; //Reflections
  5022. tick = -1;
  5023. break;
  5024. case SC_MEMORIZE:
  5025. val2 = 5; //Memorized casts.
  5026. tick = -1;
  5027. break;
  5028. case SC_GRAVITATION:
  5029. val2 = 50*val1; //aspd reduction
  5030. break;
  5031. case SC_REGENERATION:
  5032. if (val1 == 1)
  5033. val2 = 2;
  5034. else
  5035. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  5036. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  5037. //if val4 comes set, this blocks regen rather than increase it.
  5038. break;
  5039. case SC_DEVOTION:
  5040. {
  5041. struct block_list *d_bl;
  5042. struct status_change *d_sc;
  5043. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
  5044. { // Inherits Status From Source
  5045. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  5046. enum sc_type type2;
  5047. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  5048. while( i >= 0 )
  5049. {
  5050. type2 = types[i];
  5051. if( d_sc->data[type2] )
  5052. sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  5053. i--;
  5054. }
  5055. }
  5056. break;
  5057. }
  5058. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  5059. status_zap(bl, status->hp-1, val2?0:status->sp);
  5060. return 1;
  5061. break;
  5062. case SC_CLOSECONFINE2:
  5063. {
  5064. struct block_list *src = val2?map_id2bl(val2):NULL;
  5065. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5066. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  5067. if (src && sc2) {
  5068. if (!sce2) //Start lock on caster.
  5069. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  5070. else { //Increase count of locked enemies and refresh time.
  5071. (sce2->val2)++;
  5072. delete_timer(sce2->timer, status_change_timer);
  5073. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  5074. }
  5075. } else //Status failed.
  5076. return 0;
  5077. }
  5078. break;
  5079. case SC_KAITE:
  5080. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  5081. break;
  5082. case SC_KAUPE:
  5083. switch (val1) {
  5084. case 3: //33*3 + 1 -> 100%
  5085. val2++;
  5086. case 1:
  5087. case 2: //33, 66%
  5088. val2 += 33*val1;
  5089. val3 = 1; //Dodge 1 attack total.
  5090. break;
  5091. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  5092. val2 = 100;
  5093. val3 = val1-2;
  5094. break;
  5095. }
  5096. break;
  5097. case SC_COMBO:
  5098. {
  5099. //val1: Skill ID
  5100. //val2: When given, target (for autotargetting skills)
  5101. //val3: When set, this combo time should NOT delay attack/movement
  5102. //val4: Combo time
  5103. struct unit_data *ud = unit_bl2ud(bl);
  5104. switch (val1) {
  5105. case TK_STORMKICK:
  5106. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  5107. break;
  5108. case TK_DOWNKICK:
  5109. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  5110. break;
  5111. case TK_TURNKICK:
  5112. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  5113. break;
  5114. case TK_COUNTER:
  5115. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  5116. break;
  5117. case MO_COMBOFINISH:
  5118. case CH_TIGERFIST:
  5119. case CH_CHAINCRUSH:
  5120. if( sd )
  5121. {
  5122. sd->state.combo = 1;
  5123. clif_skillinfoblock(sd);
  5124. }
  5125. break;
  5126. case TK_JUMPKICK:
  5127. if( sd )
  5128. {
  5129. sd->state.combo = 2;
  5130. clif_skillinfoblock(sd);
  5131. }
  5132. break;
  5133. }
  5134. if (ud && !val3)
  5135. {
  5136. ud->attackabletime = gettick()+tick;
  5137. unit_set_walkdelay(bl, gettick(), tick, 1);
  5138. }
  5139. val4 = tick; //Store combo-time in val4.
  5140. }
  5141. break;
  5142. case SC_EARTHSCROLL:
  5143. val2 = 11-val1; //Chance to consume: 11-skilllv%
  5144. break;
  5145. case SC_RUN:
  5146. val4 = gettick(); //Store time at which you started running.
  5147. tick = -1;
  5148. break;
  5149. case SC_KAAHI:
  5150. val2 = 200*val1; //HP heal
  5151. val3 = 5*val1; //SP cost
  5152. val4 = -1; //Kaahi Timer.
  5153. break;
  5154. case SC_BLESSING:
  5155. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5156. val2 = val1;
  5157. else
  5158. val2 = 0; //0 -> Half stat.
  5159. break;
  5160. case SC_TRICKDEAD:
  5161. if (vd) vd->dead_sit = 1;
  5162. tick = -1;
  5163. break;
  5164. case SC_CONCENTRATE:
  5165. val2 = 2 + val1;
  5166. if (sd) { //Store the card-bonus data that should not count in the %
  5167. val3 = sd->param_bonus[1]; //Agi
  5168. val4 = sd->param_bonus[4]; //Dex
  5169. } else {
  5170. val3 = val4 = 0;
  5171. }
  5172. break;
  5173. case SC_MAXOVERTHRUST:
  5174. val2 = 20*val1; //Power increase
  5175. break;
  5176. case SC_OVERTHRUST:
  5177. //val2 holds if it was casted on self, or is bonus received from others
  5178. val3 = 5*val1; //Power increase
  5179. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5180. tick += tick / 10;
  5181. break;
  5182. case SC_ADRENALINE2:
  5183. case SC_ADRENALINE:
  5184. val3 = (val2) ? 300 : 200; // aspd increase
  5185. case SC_WEAPONPERFECTION:
  5186. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5187. tick += tick / 10;
  5188. break;
  5189. case SC_CONCENTRATION:
  5190. val2 = 5*val1; //Batk/Watk Increase
  5191. val3 = 10*val1; //Hit Increase
  5192. val4 = 5*val1; //Def reduction
  5193. break;
  5194. case SC_ANGELUS:
  5195. val2 = 5*val1; //def increase
  5196. break;
  5197. case SC_IMPOSITIO:
  5198. val2 = 5*val1; //watk increase
  5199. break;
  5200. case SC_MELTDOWN:
  5201. val2 = 100*val1; //Chance to break weapon
  5202. val3 = 70*val1; //Change to break armor
  5203. break;
  5204. case SC_TRUESIGHT:
  5205. val2 = 10*val1; //Critical increase
  5206. val3 = 3*val1; //Hit increase
  5207. break;
  5208. case SC_SUN_COMFORT:
  5209. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  5210. break;
  5211. case SC_MOON_COMFORT:
  5212. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  5213. break;
  5214. case SC_STAR_COMFORT:
  5215. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  5216. break;
  5217. case SC_QUAGMIRE:
  5218. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5219. break;
  5220. // gs_something1 [Vicious]
  5221. case SC_GATLINGFEVER:
  5222. val2 = 20*val1; //Aspd increase
  5223. val3 = 20+10*val1; //Batk increase
  5224. val4 = 5*val1; //Flee decrease
  5225. break;
  5226. case SC_FLING:
  5227. if (bl->type == BL_PC)
  5228. val2 = 0; //No armor reduction to players.
  5229. else
  5230. val2 = 5*val1; //Def reduction
  5231. val3 = 5*val1; //Def2 reduction
  5232. break;
  5233. case SC_PROVOKE:
  5234. //val2 signals autoprovoke.
  5235. val3 = 2+3*val1; //Atk increase
  5236. val4 = 5+5*val1; //Def reduction.
  5237. break;
  5238. case SC_AVOID:
  5239. //val2 = 10*val1; //Speed change rate.
  5240. break;
  5241. case SC_DEFENCE:
  5242. val2 = 2*val1; //Def bonus
  5243. break;
  5244. case SC_BLOODLUST:
  5245. val2 = 20+10*val1; //Atk rate change.
  5246. val3 = 3*val1; //Leech chance
  5247. val4 = 20; //Leech percent
  5248. break;
  5249. case SC_FLEET:
  5250. val2 = 30*val1; //Aspd change
  5251. val3 = 5+5*val1; //bAtk/wAtk rate change
  5252. break;
  5253. case SC_MINDBREAKER:
  5254. val2 = 20*val1; //matk increase.
  5255. val3 = 12*val1; //mdef2 reduction.
  5256. break;
  5257. case SC_SKA:
  5258. val2 = tick/1000;
  5259. val3 = rand()%100; //Def changes randomly every second...
  5260. tick = 1000;
  5261. break;
  5262. case SC_JAILED:
  5263. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  5264. tick = val1>0?1000:250;
  5265. if (sd)
  5266. {
  5267. if (sd->mapindex != val2)
  5268. {
  5269. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5270. map = sd->mapindex; //Current Map
  5271. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5272. pc_setpos(sd,(unsigned short)val2,val3,val4, 3);
  5273. //2. Set restore point (val3 -> return map, val4 return coords
  5274. val3 = map;
  5275. val4 = pos;
  5276. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  5277. val3 = sd->status.save_point.map;
  5278. val4 = (sd->status.save_point.x&0xFFFF)
  5279. |(sd->status.save_point.y<<16);
  5280. }
  5281. }
  5282. break;
  5283. case SC_UTSUSEMI:
  5284. val2=(val1+1)/2; // number of hits blocked
  5285. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5286. break;
  5287. case SC_BUNSINJYUTSU:
  5288. val2=(val1+1)/2; // number of hits blocked
  5289. break;
  5290. case SC_CHANGE:
  5291. val2= 30*val1; //Vit increase
  5292. val3= 20*val1; //Int increase
  5293. break;
  5294. case SC_SWOO:
  5295. if(status->mode&MD_BOSS)
  5296. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5297. break;
  5298. case SC_SPIDERWEB:
  5299. if( bl->type == BL_PC )
  5300. tick /= 2;
  5301. break;
  5302. case SC_ARMOR:
  5303. //NPC_DEFENDER:
  5304. val2 = 80; //Damage reduction
  5305. //Attack requirements to be blocked:
  5306. val3 = BF_LONG; //Range
  5307. val4 = BF_WEAPON|BF_MISC; //Type
  5308. break;
  5309. case SC_ENCHANTARMS:
  5310. //end previous enchants
  5311. skill_enchant_elemental_end(bl,type);
  5312. //Make sure the received element is valid.
  5313. if (val2 >= ELE_MAX)
  5314. val2 = val2%ELE_MAX;
  5315. else if (val2 < 0)
  5316. val2 = rand()%ELE_MAX;
  5317. break;
  5318. case SC_CRITICALWOUND:
  5319. val2 = 20*val1; //Heal effectiveness decrease
  5320. break;
  5321. case SC_MAGICMIRROR:
  5322. case SC_SLOWCAST:
  5323. val2 = 20*val1; //Magic reflection/cast rate
  5324. break;
  5325. case SC_ARMORCHANGE:
  5326. if (val2 == NPC_ANTIMAGIC)
  5327. { //Boost mdef
  5328. val2 =-20;
  5329. val3 = 20;
  5330. } else { //Boost def
  5331. val2 = 20;
  5332. val3 =-20;
  5333. }
  5334. val2*=val1; //20% per level
  5335. val3*=val1;
  5336. break;
  5337. case SC_EXPBOOST:
  5338. case SC_JEXPBOOST:
  5339. if (val1 < 0)
  5340. val1 = 0;
  5341. break;
  5342. case SC_INCFLEE2:
  5343. case SC_INCCRI:
  5344. val2 = val1*10; //Actual boost (since 100% = 1000)
  5345. break;
  5346. case SC_SUFFRAGIUM:
  5347. val2 = 15 * val1; //Speed cast decrease
  5348. break;
  5349. case SC_INCHEALRATE:
  5350. if (val1 < 1)
  5351. val1 = 1;
  5352. break;
  5353. case SC_HALLUCINATION:
  5354. val2 = 5+val1; //Factor by which displayed damage is increased by
  5355. break;
  5356. case SC_DOUBLECAST:
  5357. val2 = 30+10*val1; //Trigger rate
  5358. break;
  5359. case SC_KAIZEL:
  5360. val2 = 10*val1; //% of life to be revived with
  5361. break;
  5362. // case SC_ARMOR_ELEMENT:
  5363. // case SC_ARMOR_RESIST:
  5364. // Mod your resistance against elements:
  5365. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  5366. // break;
  5367. //case ????:
  5368. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  5369. //associated, and yet are not wrong/unknown. [Skotlex]
  5370. //break;
  5371. case SC_MERC_FLEEUP:
  5372. case SC_MERC_ATKUP:
  5373. case SC_MERC_HITUP:
  5374. val2 = 15 * val1;
  5375. break;
  5376. case SC_MERC_HPUP:
  5377. case SC_MERC_SPUP:
  5378. val2 = 5 * val1;
  5379. break;
  5380. case SC_REBIRTH:
  5381. val2 = 20*val1; //% of life to be revived with
  5382. break;
  5383. case SC_MANU_DEF:
  5384. case SC_MANU_ATK:
  5385. case SC_MANU_MATK:
  5386. val2 = 1; // Manuk group
  5387. break;
  5388. case SC_SPL_DEF:
  5389. case SC_SPL_ATK:
  5390. case SC_SPL_MATK:
  5391. val2 = 2; // Splendide group
  5392. break;
  5393. default:
  5394. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  5395. { //Status change with no calc, no icon, and no skill associated...?
  5396. ShowError("UnknownStatusChange [%d]\n", type);
  5397. return 0;
  5398. }
  5399. }
  5400. else //Special considerations when loading SC data.
  5401. switch( type )
  5402. {
  5403. case SC_WEDDING:
  5404. case SC_XMAS:
  5405. case SC_SUMMER:
  5406. clif_changelook(bl,LOOK_WEAPON,0);
  5407. clif_changelook(bl,LOOK_SHIELD,0);
  5408. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  5409. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  5410. break;
  5411. case SC_KAAHI:
  5412. val4 = -1;
  5413. break;
  5414. }
  5415. //Those that make you stop attacking/walking....
  5416. switch (type)
  5417. {
  5418. case SC_FREEZE:
  5419. case SC_STUN:
  5420. case SC_SLEEP:
  5421. case SC_STONE:
  5422. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  5423. pc_setstand(sd);
  5424. case SC_TRICKDEAD:
  5425. unit_stop_attack(bl);
  5426. status_change_end(bl, SC_DANCING, -1);
  5427. // Cancel cast when get status [LuzZza]
  5428. if (battle_config.sc_castcancel&bl->type)
  5429. unit_skillcastcancel(bl, 0);
  5430. case SC_STOP:
  5431. case SC_CONFUSION:
  5432. case SC_CLOSECONFINE:
  5433. case SC_CLOSECONFINE2:
  5434. case SC_ANKLE:
  5435. case SC_SPIDERWEB:
  5436. unit_stop_walking(bl,1);
  5437. break;
  5438. case SC_HIDING:
  5439. case SC_CLOAKING:
  5440. case SC_CHASEWALK:
  5441. case SC_WEIGHT90:
  5442. unit_stop_attack(bl);
  5443. break;
  5444. case SC_SILENCE:
  5445. if (battle_config.sc_castcancel&bl->type)
  5446. unit_skillcastcancel(bl, 0);
  5447. break;
  5448. }
  5449. // Set option as needed.
  5450. opt_flag = 1;
  5451. switch(type)
  5452. {
  5453. //OPT1
  5454. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  5455. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  5456. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  5457. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  5458. //OPT2
  5459. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  5460. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  5461. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  5462. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  5463. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  5464. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  5465. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  5466. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  5467. //OPT3
  5468. case SC_TWOHANDQUICKEN:
  5469. case SC_ONEHAND:
  5470. case SC_SPEARQUICKEN:
  5471. case SC_CONCENTRATION:
  5472. case SC_MERC_QUICKEN:
  5473. sc->opt3 |= OPT3_QUICKEN;
  5474. opt_flag = 0;
  5475. break;
  5476. case SC_MAXOVERTHRUST:
  5477. case SC_OVERTHRUST:
  5478. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  5479. sc->opt3 |= OPT3_OVERTHRUST;
  5480. opt_flag = 0;
  5481. break;
  5482. case SC_ENERGYCOAT:
  5483. case SC_SKE:
  5484. sc->opt3 |= OPT3_ENERGYCOAT;
  5485. opt_flag = 0;
  5486. break;
  5487. case SC_INCATKRATE:
  5488. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  5489. if (bl->type != BL_MOB) {
  5490. opt_flag = 0;
  5491. break;
  5492. }
  5493. case SC_EXPLOSIONSPIRITS:
  5494. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  5495. opt_flag = 0;
  5496. break;
  5497. case SC_STEELBODY:
  5498. case SC_SKA:
  5499. sc->opt3 |= OPT3_STEELBODY;
  5500. opt_flag = 0;
  5501. break;
  5502. case SC_BLADESTOP:
  5503. sc->opt3 |= OPT3_BLADESTOP;
  5504. opt_flag = 0;
  5505. break;
  5506. case SC_AURABLADE:
  5507. sc->opt3 |= OPT3_AURABLADE;
  5508. opt_flag = 0;
  5509. break;
  5510. case SC_BERSERK:
  5511. sc->opt3 |= OPT3_BERSERK;
  5512. opt_flag = 0;
  5513. break;
  5514. // case ???: // doesn't seem to do anything
  5515. // sc->opt3 |= OPT3_LIGHTBLADE;
  5516. // opt_flag = 0;
  5517. // break;
  5518. case SC_DANCING:
  5519. if ((val1&0xFFFF) == CG_MOONLIT)
  5520. sc->opt3 |= OPT3_MOONLIT;
  5521. opt_flag = 0;
  5522. break;
  5523. case SC_MARIONETTE:
  5524. case SC_MARIONETTE2:
  5525. sc->opt3 |= OPT3_MARIONETTE;
  5526. opt_flag = 0;
  5527. break;
  5528. case SC_ASSUMPTIO:
  5529. sc->opt3 |= OPT3_ASSUMPTIO;
  5530. opt_flag = 0;
  5531. break;
  5532. case SC_WARM: //SG skills [Komurka]
  5533. sc->opt3 |= OPT3_WARM;
  5534. opt_flag = 0;
  5535. break;
  5536. case SC_KAITE:
  5537. sc->opt3 |= OPT3_KAITE;
  5538. opt_flag = 0;
  5539. break;
  5540. case SC_BUNSINJYUTSU:
  5541. sc->opt3 |= OPT3_BUNSIN;
  5542. opt_flag = 0;
  5543. break;
  5544. case SC_SPIRIT:
  5545. sc->opt3 |= OPT3_SOULLINK;
  5546. opt_flag = 0;
  5547. break;
  5548. case SC_CHANGEUNDEAD:
  5549. sc->opt3 |= OPT3_UNDEAD;
  5550. opt_flag = 0;
  5551. break;
  5552. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  5553. // sc->opt3 |= OPT3_CONTRACT;
  5554. // opt_flag = 0;
  5555. // break;
  5556. //OPTION
  5557. case SC_HIDING:
  5558. sc->option |= OPTION_HIDE;
  5559. opt_flag = 2;
  5560. break;
  5561. case SC_CLOAKING:
  5562. sc->option |= OPTION_CLOAK;
  5563. opt_flag = 2;
  5564. break;
  5565. case SC_CHASEWALK:
  5566. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  5567. opt_flag = 2;
  5568. break;
  5569. case SC_SIGHT:
  5570. sc->option |= OPTION_SIGHT;
  5571. break;
  5572. case SC_RUWACH:
  5573. sc->option |= OPTION_RUWACH;
  5574. break;
  5575. case SC_WEDDING:
  5576. sc->option |= OPTION_WEDDING;
  5577. break;
  5578. case SC_XMAS:
  5579. sc->option |= OPTION_XMAS;
  5580. break;
  5581. case SC_SUMMER:
  5582. sc->option |= OPTION_SUMMER;
  5583. break;
  5584. case SC_ORCISH:
  5585. sc->option |= OPTION_ORCISH;
  5586. break;
  5587. case SC_FUSION:
  5588. sc->option |= OPTION_FLYING;
  5589. break;
  5590. default:
  5591. opt_flag = 0;
  5592. }
  5593. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  5594. if(opt_flag)
  5595. clif_changeoption(bl);
  5596. if (calc_flag&SCB_DYE)
  5597. { //Reset DYE color
  5598. if (vd && vd->cloth_color)
  5599. {
  5600. val4 = vd->cloth_color;
  5601. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  5602. }
  5603. calc_flag&=~SCB_DYE;
  5604. }
  5605. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) ) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  5606. clif_status_change(bl,StatusIconChangeTable[type],1,tick);
  5607. else if( sd ) //Send packet to self otherwise (disguised player?)
  5608. clif_status_load(bl,StatusIconChangeTable[type],1);
  5609. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  5610. if((sce=sc->data[type]))
  5611. {// reuse old sc
  5612. if( sce->timer != INVALID_TIMER )
  5613. delete_timer(sce->timer, status_change_timer);
  5614. }
  5615. else
  5616. {// new sc
  5617. ++(sc->count);
  5618. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  5619. }
  5620. sce->val1 = val1;
  5621. sce->val2 = val2;
  5622. sce->val3 = val3;
  5623. sce->val4 = val4;
  5624. if (tick >= 0)
  5625. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  5626. else
  5627. sce->timer = INVALID_TIMER; //Infinite duration
  5628. if (calc_flag)
  5629. status_calc_bl(bl,calc_flag);
  5630. if(sd && sd->pd)
  5631. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  5632. switch( type )
  5633. {
  5634. case SC_BERSERK:
  5635. sce->val2 = 5*status->max_hp/100;
  5636. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  5637. status_set_sp(bl, 0, 0); //Damage all SP
  5638. break;
  5639. case SC_CHANGE:
  5640. status_percent_heal(bl, 100, 100);
  5641. break;
  5642. case SC_RUN:
  5643. {
  5644. struct unit_data *ud = unit_bl2ud(bl);
  5645. if( ud )
  5646. ud->state.running = unit_run(bl);
  5647. }
  5648. break;
  5649. case SC_BOSSMAPINFO:
  5650. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  5651. break;
  5652. case SC_MERC_HPUP:
  5653. status_percent_heal(bl, 100, 0); // Recover Full HP
  5654. break;
  5655. case SC_MERC_SPUP:
  5656. status_percent_heal(bl, 0, 100); // Recover Full SP
  5657. break;
  5658. }
  5659. if( opt_flag&2 && sd && sd->touching_id )
  5660. npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
  5661. return 1;
  5662. }
  5663. /*==========================================
  5664. * ステータス異常全解除
  5665. * type:
  5666. * 0 - ???
  5667. * 1 - ???
  5668. * 2 - ???
  5669. *------------------------------------------*/
  5670. int status_change_clear(struct block_list* bl, int type)
  5671. {
  5672. struct status_change* sc;
  5673. int i;
  5674. sc = status_get_sc(bl);
  5675. if (!sc || !sc->count)
  5676. return 0;
  5677. for(i = 0; i < SC_MAX; i++)
  5678. {
  5679. if(!sc->data[i])
  5680. continue;
  5681. if(type == 0)
  5682. switch (i)
  5683. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  5684. case SC_WEIGHT50:
  5685. case SC_WEIGHT90:
  5686. case SC_EDP:
  5687. case SC_MELTDOWN:
  5688. case SC_XMAS:
  5689. case SC_SUMMER:
  5690. case SC_NOCHAT:
  5691. case SC_FUSION:
  5692. case SC_EARTHSCROLL:
  5693. case SC_READYSTORM:
  5694. case SC_READYDOWN:
  5695. case SC_READYCOUNTER:
  5696. case SC_READYTURN:
  5697. case SC_DODGE:
  5698. case SC_JAILED:
  5699. case SC_EXPBOOST:
  5700. case SC_ITEMBOOST:
  5701. case SC_HELLPOWER:
  5702. case SC_JEXPBOOST:
  5703. case SC_AUTOTRADE:
  5704. continue;
  5705. }
  5706. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5707. if( type == 1 && sc->data[i] )
  5708. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  5709. (sc->count)--;
  5710. if (sc->data[i]->timer != INVALID_TIMER)
  5711. delete_timer(sc->data[i]->timer, status_change_timer);
  5712. ers_free(sc_data_ers, sc->data[i]);
  5713. sc->data[i] = NULL;
  5714. }
  5715. }
  5716. sc->opt1 = 0;
  5717. sc->opt2 = 0;
  5718. sc->opt3 = 0;
  5719. sc->option &= OPTION_MASK;
  5720. if( type == 0 || type == 2 )
  5721. clif_changeoption(bl);
  5722. return 1;
  5723. }
  5724. /*==========================================
  5725. * ステータス異常終了
  5726. *------------------------------------------*/
  5727. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  5728. {
  5729. struct map_session_data *sd;
  5730. struct status_change *sc;
  5731. struct status_change_entry *sce;
  5732. struct status_data *status;
  5733. struct view_data *vd;
  5734. int opt_flag=0, calc_flag;
  5735. nullpo_retr(0, bl);
  5736. sc = status_get_sc(bl);
  5737. status = status_get_status_data(bl);
  5738. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  5739. return 0;
  5740. sd = BL_CAST(BL_PC,bl);
  5741. if (sce->timer != tid && tid != -1)
  5742. return 0;
  5743. if (tid == -1) {
  5744. if (type == SC_ENDURE && sce->val4)
  5745. //Do not end infinite endure.
  5746. return 0;
  5747. if (sce->timer != -1) //Could be a SC with infinite duration
  5748. delete_timer(sce->timer,status_change_timer);
  5749. if (sc->opt1)
  5750. switch (type) {
  5751. //"Ugly workaround" [Skotlex]
  5752. //delays status change ending so that a skill that sets opt1 fails to
  5753. //trigger when it also removed one
  5754. case SC_STONE:
  5755. sce->val3 = 0; //Petrify time counter.
  5756. case SC_FREEZE:
  5757. case SC_STUN:
  5758. case SC_SLEEP:
  5759. if (sce->val1) {
  5760. //Removing the 'level' shouldn't affect anything in the code
  5761. //since these SC are not affected by it, and it lets us know
  5762. //if we have already delayed this attack or not.
  5763. sce->val1 = 0;
  5764. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  5765. return 1;
  5766. }
  5767. }
  5768. }
  5769. sc->data[type] = NULL;
  5770. (sc->count)--;
  5771. vd = status_get_viewdata(bl);
  5772. calc_flag = StatusChangeFlagTable[type];
  5773. switch(type){
  5774. case SC_WEDDING:
  5775. case SC_XMAS:
  5776. case SC_SUMMER:
  5777. if (!vd) break;
  5778. if (sd)
  5779. { //Load data from sd->status.* as the stored values could have changed.
  5780. //Must remove OPTION to prevent class being rechanged.
  5781. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  5782. clif_changeoption(&sd->bl);
  5783. status_set_viewdata(bl, sd->status.class_);
  5784. } else {
  5785. vd->class_ = sce->val1;
  5786. vd->weapon = sce->val2;
  5787. vd->shield = sce->val3;
  5788. vd->cloth_color = sce->val4;
  5789. }
  5790. clif_changelook(bl,LOOK_BASE,vd->class_);
  5791. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5792. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  5793. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  5794. if(sd) clif_skillinfoblock(sd);
  5795. break;
  5796. case SC_RUN:
  5797. {
  5798. struct unit_data *ud = unit_bl2ud(bl);
  5799. bool begin_spurt = true;
  5800. if (ud) {
  5801. if(!ud->state.running)
  5802. begin_spurt = false;
  5803. ud->state.running = 0;
  5804. if (ud->walktimer != -1)
  5805. unit_stop_walking(bl,1);
  5806. }
  5807. if (begin_spurt && sce->val1 >= 7 &&
  5808. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  5809. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  5810. )
  5811. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  5812. }
  5813. break;
  5814. case SC_AUTOBERSERK:
  5815. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  5816. status_change_end(bl,SC_PROVOKE,-1);
  5817. break;
  5818. case SC_ENDURE:
  5819. case SC_DEFENDER:
  5820. case SC_REFLECTSHIELD:
  5821. case SC_AUTOGUARD:
  5822. {
  5823. struct map_session_data *tsd;
  5824. if( bl->type == BL_PC )
  5825. { // Clear Status from others
  5826. int i;
  5827. for( i = 0; i < 5; i++ )
  5828. {
  5829. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  5830. status_change_end(&tsd->bl, type, -1);
  5831. }
  5832. }
  5833. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
  5834. { // Clear Status from Master
  5835. tsd = ((TBL_MER*)bl)->master;
  5836. if( tsd && tsd->sc.data[type] )
  5837. status_change_end(&tsd->bl, type, -1);
  5838. }
  5839. }
  5840. break;
  5841. case SC_DEVOTION:
  5842. {
  5843. struct block_list *d_bl = map_id2bl(sce->val1);
  5844. if( d_bl )
  5845. {
  5846. if( d_bl->type == BL_PC )
  5847. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  5848. else if( d_bl->type == BL_MER )
  5849. ((TBL_MER*)d_bl)->devotion_flag = 0;
  5850. clif_devotion(d_bl, NULL);
  5851. }
  5852. status_change_end(bl,SC_AUTOGUARD,-1);
  5853. status_change_end(bl,SC_DEFENDER,-1);
  5854. status_change_end(bl,SC_REFLECTSHIELD,-1);
  5855. status_change_end(bl,SC_ENDURE,-1);
  5856. }
  5857. break;
  5858. case SC_BLADESTOP:
  5859. if(sce->val4)
  5860. {
  5861. int tid = sce->val4;
  5862. struct block_list *tbl = map_id2bl(tid);
  5863. struct status_change *tsc = status_get_sc(tbl);
  5864. sce->val4 = 0;
  5865. if(tbl && tsc && tsc->data[SC_BLADESTOP])
  5866. {
  5867. tsc->data[SC_BLADESTOP]->val4 = 0;
  5868. status_change_end(tbl,SC_BLADESTOP,-1);
  5869. }
  5870. clif_bladestop(bl, tid, 0);
  5871. }
  5872. break;
  5873. case SC_DANCING:
  5874. {
  5875. struct map_session_data *dsd;
  5876. struct status_change_entry *dsc;
  5877. struct skill_unit_group *group;
  5878. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
  5879. {// end status on partner as well
  5880. dsc = dsd->sc.data[SC_DANCING];
  5881. if(dsc)
  5882. { //This will prevent recursive loops.
  5883. dsc->val2 = dsc->val4 = 0;
  5884. status_change_end(&dsd->bl, SC_DANCING, -1);
  5885. }
  5886. }
  5887. if(sce->val2)
  5888. {// erase associated land skill
  5889. group = skill_id2group(sce->val2);
  5890. sce->val2 = 0;
  5891. skill_delunitgroup(group);
  5892. }
  5893. if((sce->val1&0xFFFF) == CG_MOONLIT)
  5894. clif_status_change(bl,SI_MOONLIT,0,0);
  5895. status_change_end(bl,SC_LONGING,-1);
  5896. }
  5897. break;
  5898. case SC_NOCHAT:
  5899. if (sd && sd->status.manner < 0 && tid != -1)
  5900. sd->status.manner = 0;
  5901. if (sd)
  5902. {
  5903. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  5904. clif_updatestatus(sd,SP_MANNER);
  5905. }
  5906. break;
  5907. case SC_SPLASHER:
  5908. {
  5909. struct block_list *src=map_id2bl(sce->val3);
  5910. if(src && tid!=-1)
  5911. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  5912. }
  5913. break;
  5914. case SC_CLOSECONFINE2:
  5915. {
  5916. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  5917. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5918. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  5919. //If status was already ended, do nothing.
  5920. //Decrease count
  5921. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  5922. status_change_end(src, SC_CLOSECONFINE, -1);
  5923. }
  5924. }
  5925. case SC_CLOSECONFINE:
  5926. if (sce->val2 > 0) {
  5927. //Caster has been unlocked... nearby chars need to be unlocked.
  5928. int range = 1
  5929. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  5930. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  5931. map_foreachinarea(status_change_timer_sub,
  5932. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  5933. }
  5934. break;
  5935. case SC_COMBO: //Clear last used skill when it is part of a combo.
  5936. if( sd )
  5937. {
  5938. if( sd->state.combo )
  5939. {
  5940. sd->state.combo = 0;
  5941. clif_skillinfoblock(sd);
  5942. }
  5943. if( sd->skillid_old == sce->val1 )
  5944. sd->skillid_old = sd->skilllv_old = 0;
  5945. }
  5946. break;
  5947. case SC_MARIONETTE:
  5948. case SC_MARIONETTE2: /// Marionette target
  5949. if (sce->val1)
  5950. { // check for partner and end their marionette status as well
  5951. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  5952. struct block_list *pbl = map_id2bl(sce->val1);
  5953. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  5954. if (sc2 && sc2->data[type2])
  5955. {
  5956. sc2->data[type2]->val1 = 0;
  5957. status_change_end(pbl, type2, -1);
  5958. }
  5959. }
  5960. break;
  5961. case SC_BERSERK:
  5962. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  5963. if(status->hp > 100 && sce->val2)
  5964. status_set_hp(bl, 100, 0);
  5965. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  5966. {
  5967. sc->data[SC_ENDURE]->val4 = 0;
  5968. status_change_end(bl, SC_ENDURE, -1);
  5969. }
  5970. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  5971. break;
  5972. case SC_GOSPEL:
  5973. if (sce->val3) { //Clear the group.
  5974. struct skill_unit_group* group = skill_id2group(sce->val3);
  5975. sce->val3 = 0;
  5976. skill_delunitgroup(group);
  5977. }
  5978. break;
  5979. case SC_HERMODE:
  5980. if(sce->val3 == BCT_SELF)
  5981. skill_clear_unitgroup(bl);
  5982. break;
  5983. case SC_BASILICA: //Clear the skill area. [Skotlex]
  5984. skill_clear_unitgroup(bl);
  5985. break;
  5986. case SC_TRICKDEAD:
  5987. if (vd) vd->dead_sit = 0;
  5988. break;
  5989. case SC_WARM:
  5990. if (sce->val4) { //Clear the group.
  5991. struct skill_unit_group* group = skill_id2group(sce->val4);
  5992. sce->val4 = 0;
  5993. skill_delunitgroup(group);
  5994. }
  5995. break;
  5996. case SC_KAAHI:
  5997. //Delete timer if it exists.
  5998. if (sce->val4 != -1)
  5999. delete_timer(sce->val4,kaahi_heal_timer);
  6000. break;
  6001. case SC_JAILED:
  6002. if(tid == -1)
  6003. break;
  6004. //natural expiration.
  6005. if(sd && sd->mapindex == sce->val2)
  6006. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, 3);
  6007. break; //guess hes not in jail :P
  6008. case SC_CHANGE:
  6009. if (tid == -1)
  6010. break;
  6011. // "lose almost all their HP and SP" on natural expiration.
  6012. status_set_hp(bl, 10, 0);
  6013. status_set_sp(bl, 10, 0);
  6014. break;
  6015. case SC_AUTOTRADE:
  6016. if (tid == -1)
  6017. break;
  6018. vending_closevending(sd);
  6019. map_quit(sd);
  6020. // Because map_quit calls status_change_end with tid -1
  6021. // from here it's not neccesary to continue
  6022. return 1;
  6023. break;
  6024. case SC_STOP:
  6025. if( sce->val2 )
  6026. {
  6027. struct block_list* tbl = map_id2bl(sce->val2);
  6028. sce->val2 = 0;
  6029. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  6030. status_change_end(tbl, SC_STOP, -1);
  6031. }
  6032. break;
  6033. }
  6034. opt_flag = 1;
  6035. switch(type){
  6036. case SC_STONE:
  6037. case SC_FREEZE:
  6038. case SC_STUN:
  6039. case SC_SLEEP:
  6040. sc->opt1 = 0;
  6041. break;
  6042. case SC_POISON:
  6043. case SC_CURSE:
  6044. case SC_SILENCE:
  6045. case SC_BLIND:
  6046. sc->opt2 &= ~(1<<(type-SC_POISON));
  6047. break;
  6048. case SC_DPOISON:
  6049. sc->opt2 &= ~OPT2_DPOISON;
  6050. break;
  6051. case SC_SIGNUMCRUCIS:
  6052. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  6053. break;
  6054. case SC_HIDING:
  6055. sc->option &= ~OPTION_HIDE;
  6056. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  6057. break;
  6058. case SC_CLOAKING:
  6059. sc->option &= ~OPTION_CLOAK;
  6060. opt_flag|= 2;
  6061. break;
  6062. case SC_CHASEWALK:
  6063. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  6064. opt_flag|= 2;
  6065. break;
  6066. case SC_SIGHT:
  6067. sc->option &= ~OPTION_SIGHT;
  6068. break;
  6069. case SC_WEDDING:
  6070. sc->option &= ~OPTION_WEDDING;
  6071. break;
  6072. case SC_XMAS:
  6073. sc->option &= ~OPTION_XMAS;
  6074. break;
  6075. case SC_SUMMER:
  6076. sc->option &= ~OPTION_SUMMER;
  6077. break;
  6078. case SC_ORCISH:
  6079. sc->option &= ~OPTION_ORCISH;
  6080. break;
  6081. case SC_RUWACH:
  6082. sc->option &= ~OPTION_RUWACH;
  6083. break;
  6084. case SC_FUSION:
  6085. sc->option &= ~OPTION_FLYING;
  6086. break;
  6087. //opt3
  6088. case SC_TWOHANDQUICKEN:
  6089. case SC_ONEHAND:
  6090. case SC_SPEARQUICKEN:
  6091. case SC_CONCENTRATION:
  6092. case SC_MERC_QUICKEN:
  6093. sc->opt3 &= ~OPT3_QUICKEN;
  6094. opt_flag = 0;
  6095. break;
  6096. case SC_OVERTHRUST:
  6097. case SC_MAXOVERTHRUST:
  6098. case SC_SWOO:
  6099. sc->opt3 &= ~OPT3_OVERTHRUST;
  6100. opt_flag = 0;
  6101. break;
  6102. case SC_ENERGYCOAT:
  6103. case SC_SKE:
  6104. sc->opt3 &= ~OPT3_ENERGYCOAT;
  6105. opt_flag = 0;
  6106. break;
  6107. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  6108. if (bl->type != BL_MOB)
  6109. {
  6110. opt_flag = 0;
  6111. break;
  6112. }
  6113. case SC_EXPLOSIONSPIRITS:
  6114. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  6115. opt_flag = 0;
  6116. break;
  6117. case SC_STEELBODY:
  6118. case SC_SKA:
  6119. sc->opt3 &= ~OPT3_STEELBODY;
  6120. opt_flag = 0;
  6121. break;
  6122. case SC_BLADESTOP:
  6123. sc->opt3 &= ~OPT3_BLADESTOP;
  6124. opt_flag = 0;
  6125. break;
  6126. case SC_AURABLADE:
  6127. sc->opt3 &= ~OPT3_AURABLADE;
  6128. opt_flag = 0;
  6129. break;
  6130. case SC_BERSERK:
  6131. sc->opt3 &= ~OPT3_BERSERK;
  6132. opt_flag = 0;
  6133. break;
  6134. // case ???: // doesn't seem to do anything
  6135. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  6136. // opt_flag = 0;
  6137. // break;
  6138. case SC_DANCING:
  6139. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  6140. sc->opt3 &= ~OPT3_MOONLIT;
  6141. opt_flag = 0;
  6142. break;
  6143. case SC_MARIONETTE:
  6144. case SC_MARIONETTE2:
  6145. sc->opt3 &= ~OPT3_MARIONETTE;
  6146. opt_flag = 0;
  6147. break;
  6148. case SC_ASSUMPTIO:
  6149. sc->opt3 &= ~OPT3_ASSUMPTIO;
  6150. opt_flag = 0;
  6151. break;
  6152. case SC_WARM: //SG skills [Komurka]
  6153. sc->opt3 &= ~OPT3_WARM;
  6154. opt_flag = 0;
  6155. break;
  6156. case SC_KAITE:
  6157. sc->opt3 &= ~OPT3_KAITE;
  6158. opt_flag = 0;
  6159. break;
  6160. case SC_BUNSINJYUTSU:
  6161. sc->opt3 &= ~OPT3_BUNSIN;
  6162. opt_flag = 0;
  6163. break;
  6164. case SC_SPIRIT:
  6165. sc->opt3 &= ~OPT3_SOULLINK;
  6166. opt_flag = 0;
  6167. break;
  6168. case SC_CHANGEUNDEAD:
  6169. sc->opt3 &= ~OPT3_UNDEAD;
  6170. opt_flag = 0;
  6171. break;
  6172. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  6173. // sc->opt3 &= ~OPT3_CONTRACT;
  6174. // opt_flag = 0;
  6175. // break;
  6176. default:
  6177. opt_flag = 0;
  6178. }
  6179. if (calc_flag&SCB_DYE)
  6180. { //Restore DYE color
  6181. if (vd && !vd->cloth_color && sce->val4)
  6182. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  6183. calc_flag&=~SCB_DYE;
  6184. }
  6185. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  6186. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) )
  6187. clif_status_change(bl,StatusIconChangeTable[type],0,0);
  6188. else if (sd)
  6189. clif_status_load(bl,StatusIconChangeTable[type],0);
  6190. if(opt_flag)
  6191. clif_changeoption(bl);
  6192. if (calc_flag)
  6193. status_calc_bl(bl,calc_flag);
  6194. if(opt_flag&4) //Out of hiding, invoke on place.
  6195. skill_unit_move(bl,gettick(),1);
  6196. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  6197. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  6198. ers_free(sc_data_ers, sce);
  6199. return 1;
  6200. }
  6201. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr data)
  6202. {
  6203. struct block_list *bl;
  6204. struct status_change *sc;
  6205. struct status_change_entry *sce;
  6206. struct status_data *status;
  6207. int hp;
  6208. if(!((bl=map_id2bl(id))&&
  6209. (sc=status_get_sc(bl)) &&
  6210. (sce = sc->data[SC_KAAHI])))
  6211. return 0;
  6212. if(sce->val4 != tid) {
  6213. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  6214. sce->val4=-1;
  6215. return 0;
  6216. }
  6217. status=status_get_status_data(bl);
  6218. if(!status_charge(bl, 0, sce->val3)) {
  6219. sce->val4=-1;
  6220. return 0;
  6221. }
  6222. hp = status->max_hp - status->hp;
  6223. if (hp > sce->val2)
  6224. hp = sce->val2;
  6225. if (hp)
  6226. status_heal(bl, hp, 0, 2);
  6227. sce->val4=-1;
  6228. return 1;
  6229. }
  6230. /*==========================================
  6231. * ステータス異常終了タイマー
  6232. *------------------------------------------*/
  6233. int status_change_timer(int tid, unsigned int tick, int id, intptr data)
  6234. {
  6235. enum sc_type type = (sc_type)data;
  6236. struct block_list *bl;
  6237. struct map_session_data *sd;
  6238. struct status_data *status;
  6239. struct status_change *sc;
  6240. struct status_change_entry *sce;
  6241. bl = map_id2bl(id);
  6242. if(!bl)
  6243. {
  6244. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  6245. return 0;
  6246. }
  6247. sc = status_get_sc(bl);
  6248. status = status_get_status_data(bl);
  6249. if(!(sc && (sce = sc->data[type])))
  6250. {
  6251. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  6252. return 0;
  6253. }
  6254. if( sce->timer != tid )
  6255. {
  6256. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  6257. return 0;
  6258. }
  6259. sd = BL_CAST(BL_PC, bl);
  6260. // set the next timer of the sce (don't assume the status still exists)
  6261. #define sc_timer_next(t,f,i,d) \
  6262. if( (sce=sc->data[type]) ) \
  6263. sce->timer = add_timer(t,f,i,d); \
  6264. else \
  6265. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  6266. switch(type)
  6267. {
  6268. case SC_MAXIMIZEPOWER:
  6269. case SC_CLOAKING:
  6270. if(!status_charge(bl, 0, 1))
  6271. break; //Not enough SP to continue.
  6272. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  6273. return 0;
  6274. case SC_CHASEWALK:
  6275. if(!status_charge(bl, 0, sce->val4))
  6276. break; //Not enough SP to continue.
  6277. if (!sc->data[SC_INCSTR]) {
  6278. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  6279. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  6280. *skill_get_time2(status_sc2skill(type),sce->val1));
  6281. }
  6282. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  6283. return 0;
  6284. break;
  6285. case SC_SKA:
  6286. if(--(sce->val2)>0){
  6287. sce->val3 = rand()%100; //Random defense.
  6288. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  6289. return 0;
  6290. }
  6291. break;
  6292. case SC_HIDING:
  6293. if(--(sce->val2)>0){
  6294. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  6295. break; //Fail if it's time to substract SP and there isn't.
  6296. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  6297. return 0;
  6298. }
  6299. break;
  6300. case SC_SIGHT:
  6301. case SC_RUWACH:
  6302. case SC_SIGHTBLASTER:
  6303. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  6304. if( --(sce->val2)>0 ){
  6305. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  6306. return 0;
  6307. }
  6308. break;
  6309. case SC_PROVOKE:
  6310. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  6311. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  6312. return 0;
  6313. }
  6314. break;
  6315. case SC_STONE:
  6316. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  6317. sce->val4 = 0;
  6318. unit_stop_walking(bl,1);
  6319. sc->opt1 = OPT1_STONE;
  6320. clif_changeoption(bl);
  6321. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  6322. status_calc_bl(bl, StatusChangeFlagTable[type]);
  6323. return 0;
  6324. }
  6325. if(--(sce->val3) > 0) {
  6326. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  6327. status_percent_damage(NULL, bl, 1, 0, false);
  6328. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  6329. return 0;
  6330. }
  6331. break;
  6332. case SC_POISON:
  6333. if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
  6334. break;
  6335. case SC_DPOISON:
  6336. if (--(sce->val3) > 0) {
  6337. if (!sc->data[SC_SLOWPOISON]) {
  6338. bool flag;
  6339. map_freeblock_lock();
  6340. status_zap(bl, sce->val4, 0);
  6341. flag = !sc->data[type]; //We check for this rather than 'killed' since the target could have revived with kaizel.
  6342. map_freeblock_unlock();
  6343. if (flag) return 0; //target died, SC cancelled already.
  6344. }
  6345. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  6346. return 0;
  6347. }
  6348. break;
  6349. case SC_TENSIONRELAX:
  6350. if(status->max_hp > status->hp && --(sce->val3) > 0){
  6351. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  6352. return 0;
  6353. }
  6354. break;
  6355. case SC_KNOWLEDGE:
  6356. if (!sd) break;
  6357. if(bl->m == sd->feel_map[0].m ||
  6358. bl->m == sd->feel_map[1].m ||
  6359. bl->m == sd->feel_map[2].m)
  6360. { //Timeout will be handled by pc_setpos
  6361. sce->timer = INVALID_TIMER;
  6362. return 0;
  6363. }
  6364. break;
  6365. case SC_BLEEDING:
  6366. if (--(sce->val4) >= 0) {
  6367. int flag, hp = rand()%600 + 200;
  6368. map_freeblock_lock();
  6369. status_fix_damage(NULL, bl, sd||hp<status->hp?hp:status->hp-1, 0);
  6370. flag = !sc->data[type];
  6371. map_freeblock_unlock();
  6372. if( !flag ) {
  6373. if( status->hp == 1 ) break;
  6374. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  6375. }
  6376. return 0;
  6377. }
  6378. break;
  6379. case SC_S_LIFEPOTION:
  6380. case SC_L_LIFEPOTION:
  6381. if( sd && --(sce->val4) >= 0 )
  6382. {
  6383. // val1 < 0 = per max% | val1 > 0 = exact amount
  6384. int hp = 0;
  6385. if( status->hp < status->max_hp )
  6386. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  6387. status_heal(bl, hp, 0, 2);
  6388. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  6389. return 0;
  6390. }
  6391. break;
  6392. case SC_BOSSMAPINFO:
  6393. if( sd && --(sce->val4) >= 0 )
  6394. {
  6395. struct mob_data *boss_md = map_id2boss(sce->val1);
  6396. if( boss_md && sd->bl.m == boss_md->bl.m )
  6397. {
  6398. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  6399. if (boss_md->bl.prev != NULL) {
  6400. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  6401. return 0;
  6402. }
  6403. }
  6404. }
  6405. break;
  6406. case SC_DANCING: //ダンススキルの時間SP消費
  6407. {
  6408. int s = 0;
  6409. int sp = 1;
  6410. if (--sce->val3 <= 0)
  6411. break;
  6412. switch(sce->val1&0xFFFF){
  6413. case BD_RICHMANKIM:
  6414. case BD_DRUMBATTLEFIELD:
  6415. case BD_RINGNIBELUNGEN:
  6416. case BD_SIEGFRIED:
  6417. case BA_DISSONANCE:
  6418. case BA_ASSASSINCROSS:
  6419. case DC_UGLYDANCE:
  6420. s=3;
  6421. break;
  6422. case BD_LULLABY:
  6423. case BD_ETERNALCHAOS:
  6424. case BD_ROKISWEIL:
  6425. case DC_FORTUNEKISS:
  6426. s=4;
  6427. break;
  6428. case CG_HERMODE:
  6429. case BD_INTOABYSS:
  6430. case BA_WHISTLE:
  6431. case DC_HUMMING:
  6432. case BA_POEMBRAGI:
  6433. case DC_SERVICEFORYOU:
  6434. s=5;
  6435. break;
  6436. case BA_APPLEIDUN:
  6437. s=6;
  6438. break;
  6439. case CG_MOONLIT:
  6440. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  6441. sp= 4*(sce->val1>>16);
  6442. //Upkeep is also every 10 secs.
  6443. case DC_DONTFORGETME:
  6444. s=10;
  6445. break;
  6446. }
  6447. if( s != 0 && sce->val3 % s == 0 )
  6448. {
  6449. if (sc->data[SC_LONGING])
  6450. sp*= 3;
  6451. if (!status_charge(bl, 0, sp))
  6452. break;
  6453. }
  6454. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  6455. return 0;
  6456. }
  6457. break;
  6458. case SC_DEVOTION:
  6459. //FIXME: use normal status duration instead of a looping timer
  6460. if( (sce->val4 -= 1000) > 0 )
  6461. {
  6462. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  6463. return 0;
  6464. }
  6465. break;
  6466. case SC_BERSERK:
  6467. // 5% every 10 seconds [DracoRPG]
  6468. if(--(sce->val3)>0 && status_charge(bl, sce->val2, 0))
  6469. {
  6470. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  6471. return 0;
  6472. }
  6473. break;
  6474. case SC_NOCHAT:
  6475. if(sd){
  6476. sd->status.manner++;
  6477. clif_changestatus(bl,SP_MANNER,sd->status.manner);
  6478. clif_updatestatus(sd,SP_MANNER);
  6479. if (sd->status.manner < 0)
  6480. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  6481. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  6482. return 0;
  6483. }
  6484. }
  6485. break;
  6486. case SC_SPLASHER:
  6487. // custom Venom Splasher countdown timer
  6488. //if (sce->val4 % 1000 == 0) {
  6489. // char timer[10];
  6490. // snprintf (timer, 10, "%d", sce->val4/1000);
  6491. // clif_message(bl, timer);
  6492. //}
  6493. if((sce->val4 -= 500) > 0) {
  6494. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  6495. return 0;
  6496. }
  6497. break;
  6498. case SC_MARIONETTE:
  6499. case SC_MARIONETTE2:
  6500. {
  6501. struct block_list *pbl = map_id2bl(sce->val1);
  6502. if( pbl && check_distance_bl(bl, pbl, 7) )
  6503. {
  6504. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  6505. return 0;
  6506. }
  6507. }
  6508. break;
  6509. case SC_GOSPEL:
  6510. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  6511. {
  6512. int hp, sp;
  6513. hp = (sce->val1 > 5) ? 45 : 30;
  6514. sp = (sce->val1 > 5) ? 35 : 20;
  6515. if(!status_charge(bl, hp, sp))
  6516. break;
  6517. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  6518. return 0;
  6519. }
  6520. break;
  6521. case SC_GUILDAURA:
  6522. {
  6523. struct block_list *tbl = map_id2bl(sce->val2);
  6524. if (tbl && battle_check_range(bl, tbl, 2)){
  6525. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  6526. return 0;
  6527. }
  6528. }
  6529. break;
  6530. case SC_JAILED:
  6531. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  6532. {
  6533. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  6534. return 0;
  6535. }
  6536. break;
  6537. case SC_BLIND:
  6538. if(sc->data[SC_FOGWALL])
  6539. { //Blind lasts forever while you are standing on the fog.
  6540. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  6541. return 0;
  6542. }
  6543. break;
  6544. }
  6545. // default for all non-handled control paths is to end the status
  6546. return status_change_end( bl,type,tid );
  6547. #undef sc_timer_next
  6548. }
  6549. /*==========================================
  6550. * ステータス異常タイマー範囲処理
  6551. *------------------------------------------*/
  6552. int status_change_timer_sub(struct block_list* bl, va_list ap)
  6553. {
  6554. struct map_session_data *sd, *tsd;
  6555. struct status_change* tsc;
  6556. struct block_list* src = va_arg(ap,struct block_list*);
  6557. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  6558. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  6559. unsigned int tick = va_arg(ap,unsigned int);
  6560. if (status_isdead(bl))
  6561. return 0;
  6562. tsc = status_get_sc(bl);
  6563. sd = BL_CAST(BL_PC, src);
  6564. tsd = BL_CAST(BL_PC, bl);
  6565. switch( type )
  6566. {
  6567. case SC_SIGHT: /* サイト */
  6568. case SC_CONCENTRATE:
  6569. status_change_end(bl, SC_HIDING, -1);
  6570. status_change_end(bl, SC_CLOAKING, -1);
  6571. break;
  6572. case SC_RUWACH: /* ルアフ */
  6573. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING])) {
  6574. status_change_end(bl, SC_HIDING, -1);
  6575. status_change_end(bl, SC_CLOAKING, -1);
  6576. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  6577. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  6578. }
  6579. break;
  6580. case SC_SIGHTBLASTER:
  6581. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  6582. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  6583. {
  6584. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  6585. if (sce) sce->val2 = 0; //This signals it to end.
  6586. }
  6587. break;
  6588. case SC_CLOSECONFINE:
  6589. //Lock char has released the hold on everyone...
  6590. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  6591. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  6592. status_change_end(bl, SC_CLOSECONFINE2, -1);
  6593. }
  6594. break;
  6595. }
  6596. return 0;
  6597. }
  6598. /*==========================================
  6599. * Clears buffs/debuffs of a character.
  6600. * type&1 -> buffs, type&2 -> debuffs
  6601. *------------------------------------------*/
  6602. int status_change_clear_buffs (struct block_list* bl, int type)
  6603. {
  6604. int i;
  6605. struct status_change *sc= status_get_sc(bl);
  6606. if (!sc || !sc->count)
  6607. return 0;
  6608. if (type&2) //Debuffs
  6609. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  6610. {
  6611. if(sc->data[i])
  6612. status_change_end(bl,(sc_type)i,-1);
  6613. }
  6614. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  6615. {
  6616. if(!sc->data[i])
  6617. continue;
  6618. switch (i) {
  6619. //Stuff that cannot be removed
  6620. case SC_WEIGHT50:
  6621. case SC_WEIGHT90:
  6622. case SC_COMBO:
  6623. case SC_SMA:
  6624. case SC_DANCING:
  6625. case SC_GUILDAURA:
  6626. case SC_SAFETYWALL:
  6627. case SC_PNEUMA:
  6628. case SC_NOCHAT:
  6629. case SC_JAILED:
  6630. case SC_ANKLE:
  6631. case SC_BLADESTOP:
  6632. case SC_CP_WEAPON:
  6633. case SC_CP_SHIELD:
  6634. case SC_CP_ARMOR:
  6635. case SC_CP_HELM:
  6636. case SC_STRFOOD:
  6637. case SC_AGIFOOD:
  6638. case SC_VITFOOD:
  6639. case SC_INTFOOD:
  6640. case SC_DEXFOOD:
  6641. case SC_LUKFOOD:
  6642. case SC_HITFOOD:
  6643. case SC_FLEEFOOD:
  6644. case SC_BATKFOOD:
  6645. case SC_WATKFOOD:
  6646. case SC_MATKFOOD:
  6647. continue;
  6648. //Debuffs that can be removed.
  6649. case SC_HALLUCINATION:
  6650. case SC_QUAGMIRE:
  6651. case SC_SIGNUMCRUCIS:
  6652. case SC_DECREASEAGI:
  6653. case SC_SLOWDOWN:
  6654. case SC_MINDBREAKER:
  6655. case SC_WINKCHARM:
  6656. case SC_STOP:
  6657. case SC_ORCISH:
  6658. case SC_STRIPWEAPON:
  6659. case SC_STRIPSHIELD:
  6660. case SC_STRIPARMOR:
  6661. case SC_STRIPHELM:
  6662. if (!(type&2))
  6663. continue;
  6664. break;
  6665. //The rest are buffs that can be removed.
  6666. case SC_BERSERK:
  6667. if (!(type&1))
  6668. continue;
  6669. sc->data[i]->val2 = 0;
  6670. break;
  6671. default:
  6672. if (!(type&1))
  6673. continue;
  6674. break;
  6675. }
  6676. status_change_end(bl,(sc_type)i,-1);
  6677. }
  6678. return 0;
  6679. }
  6680. //Natural regen related stuff.
  6681. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  6682. static int status_natural_heal(struct block_list* bl, va_list args)
  6683. {
  6684. struct regen_data *regen;
  6685. struct status_data *status;
  6686. struct status_change *sc;
  6687. struct unit_data *ud;
  6688. struct view_data *vd = NULL;
  6689. struct regen_data_sub *sregen;
  6690. struct map_session_data *sd;
  6691. int val,rate,bonus = 0,flag;
  6692. regen = status_get_regen_data(bl);
  6693. if (!regen) return 0;
  6694. status = status_get_status_data(bl);
  6695. sc = status_get_sc(bl);
  6696. if (sc && !sc->count)
  6697. sc = NULL;
  6698. sd = BL_CAST(BL_PC,bl);
  6699. flag = regen->flag;
  6700. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  6701. flag&=~(RGN_HP|RGN_SHP);
  6702. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  6703. flag&=~(RGN_SP|RGN_SSP);
  6704. if (flag && (
  6705. status_isdead(bl) ||
  6706. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  6707. ))
  6708. flag=0;
  6709. if (sd) {
  6710. if (sd->hp_loss.value || sd->sp_loss.value)
  6711. pc_bleeding(sd, natural_heal_diff_tick);
  6712. if (sd->hp_regen.value || sd->sp_regen.value)
  6713. pc_regen(sd, natural_heal_diff_tick);
  6714. }
  6715. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  6716. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  6717. { //Apply sitting regen bonus.
  6718. sregen = regen->ssregen;
  6719. if(flag&(RGN_SHP))
  6720. { //Sitting HP regen
  6721. val = natural_heal_diff_tick * sregen->rate.hp;
  6722. if (regen->state.overweight)
  6723. val>>=1; //Half as fast when overweight.
  6724. sregen->tick.hp += val;
  6725. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6726. {
  6727. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6728. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6729. { //Full
  6730. flag&=~(RGN_HP|RGN_SHP);
  6731. break;
  6732. }
  6733. }
  6734. }
  6735. if(flag&(RGN_SSP))
  6736. { //Sitting SP regen
  6737. val = natural_heal_diff_tick * sregen->rate.sp;
  6738. if (regen->state.overweight)
  6739. val>>=1; //Half as fast when overweight.
  6740. sregen->tick.sp += val;
  6741. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6742. {
  6743. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6744. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  6745. { //Full
  6746. flag&=~(RGN_SP|RGN_SSP);
  6747. break;
  6748. }
  6749. }
  6750. }
  6751. }
  6752. if (flag && regen->state.overweight)
  6753. flag=0;
  6754. ud = unit_bl2ud(bl);
  6755. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != -1)
  6756. {
  6757. flag&=~(RGN_SHP|RGN_SSP);
  6758. if(!regen->state.walk)
  6759. flag&=~RGN_HP;
  6760. }
  6761. if (!flag)
  6762. return 0;
  6763. if (flag&(RGN_HP|RGN_SP))
  6764. {
  6765. if(!vd) vd = status_get_viewdata(bl);
  6766. if(vd && vd->dead_sit == 2)
  6767. bonus++;
  6768. if(regen->state.gc)
  6769. bonus++;
  6770. }
  6771. //Natural Hp regen
  6772. if (flag&RGN_HP)
  6773. {
  6774. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  6775. if (ud && ud->walktimer != -1)
  6776. rate/=2;
  6777. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  6778. if(bl->type==BL_HOM) rate *=2;
  6779. regen->tick.hp += rate;
  6780. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  6781. {
  6782. val = 0;
  6783. do {
  6784. val += regen->hp;
  6785. regen->tick.hp -= battle_config.natural_healhp_interval;
  6786. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  6787. if (status_heal(bl, val, 0, 1) < val)
  6788. flag&=~RGN_SHP; //full.
  6789. }
  6790. }
  6791. //Natural SP regen
  6792. if(flag&RGN_SP)
  6793. {
  6794. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  6795. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  6796. if(bl->type==BL_HOM) rate *=2;
  6797. regen->tick.sp += rate;
  6798. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  6799. {
  6800. val = 0;
  6801. do {
  6802. val += regen->sp;
  6803. regen->tick.sp -= battle_config.natural_healsp_interval;
  6804. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  6805. if (status_heal(bl, 0, val, 1) < val)
  6806. flag&=~RGN_SSP; //full.
  6807. }
  6808. }
  6809. if (!regen->sregen)
  6810. return flag;
  6811. //Skill regen
  6812. sregen = regen->sregen;
  6813. if(flag&RGN_SHP)
  6814. { //Skill HP regen
  6815. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  6816. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6817. {
  6818. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  6819. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  6820. break; //Full
  6821. }
  6822. }
  6823. if(flag&RGN_SSP)
  6824. { //Skill SP regen
  6825. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  6826. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  6827. {
  6828. val = sregen->sp;
  6829. if (sd && sd->state.doridori) {
  6830. val*=2;
  6831. sd->state.doridori = 0;
  6832. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  6833. sc_start(bl,status_skill2sc(TK_SPTIME),
  6834. 100,rate,skill_get_time(TK_SPTIME, rate));
  6835. if (
  6836. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  6837. rand()%10000 < battle_config.sg_angel_skill_ratio
  6838. ) { //Angel of the Sun/Moon/Star
  6839. clif_feel_hate_reset(sd);
  6840. pc_resethate(sd);
  6841. pc_resetfeel(sd);
  6842. }
  6843. }
  6844. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  6845. if(status_heal(bl, 0, val, 3) < val)
  6846. break; //Full
  6847. }
  6848. }
  6849. return flag;
  6850. }
  6851. //Natural heal main timer.
  6852. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr data)
  6853. {
  6854. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  6855. map_foreachregen(status_natural_heal);
  6856. natural_heal_prev_tick = tick;
  6857. return 0;
  6858. }
  6859. int status_readdb(void)
  6860. {
  6861. int i,j,class_;
  6862. FILE *fp;
  6863. char line[1024], path[1024],*p;
  6864. sprintf(path, "%s/job_db1.txt", db_path);
  6865. fp=fopen(path,"r"); // Job-specific values (weight, HP, SP, ASPD)
  6866. if(fp==NULL){
  6867. ShowError("can't read %s\n", path);
  6868. return 1;
  6869. }
  6870. i = 0;
  6871. while(fgets(line, sizeof(line), fp))
  6872. {
  6873. //NOTE: entry MAX_WEAPON_TYPE is not counted
  6874. char* split[5 + MAX_WEAPON_TYPE];
  6875. i++;
  6876. if(line[0]=='/' && line[1]=='/')
  6877. continue;
  6878. for(j=0,p=line; j < 5 + MAX_WEAPON_TYPE && p; j++){
  6879. split[j]=p;
  6880. p=strchr(p,',');
  6881. if(p) *p++=0;
  6882. }
  6883. if(j < 5 + MAX_WEAPON_TYPE)
  6884. { //Weapon #.MAX_WEAPON_TYPE is constantly not load. Fix to that: replace < with <= [blackhole89]
  6885. ShowDebug("%s: Not enough columns at line %d\n", path, i);
  6886. continue;
  6887. }
  6888. class_ = atoi(split[0]);
  6889. if(!pcdb_checkid(class_))
  6890. continue;
  6891. class_ = pc_class2idx(class_);
  6892. max_weight_base[class_]=atoi(split[1]);
  6893. hp_coefficient[class_]=atoi(split[2]);
  6894. hp_coefficient2[class_]=atoi(split[3]);
  6895. sp_coefficient[class_]=atoi(split[4]);
  6896. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6897. aspd_base[class_][j]=atoi(split[j+5]);
  6898. }
  6899. fclose(fp);
  6900. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6901. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  6902. sprintf(path, "%s/job_db2.txt", db_path);
  6903. fp=fopen(path,"r");
  6904. if(fp==NULL){
  6905. ShowError("can't read %s\n", path);
  6906. return 1;
  6907. }
  6908. while(fgets(line, sizeof(line), fp))
  6909. {
  6910. char *split[MAX_LEVEL+1]; //Job Level is limited to MAX_LEVEL, so the bonuses should likewise be limited to it. [Skotlex]
  6911. if(line[0]=='/' && line[1]=='/')
  6912. continue;
  6913. for(j=0,p=line;j<MAX_LEVEL+1 && p;j++){
  6914. split[j]=p;
  6915. p=strchr(p,',');
  6916. if(p) *p++=0;
  6917. }
  6918. class_ = atoi(split[0]);
  6919. if(!pcdb_checkid(class_))
  6920. continue;
  6921. class_ = pc_class2idx(class_);
  6922. for(i=1;i<j && split[i];i++)
  6923. job_bonus[class_][i-1]=atoi(split[i]);
  6924. }
  6925. fclose(fp);
  6926. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6927. // サイズ補正テ?ブル
  6928. for(i=0;i<3;i++)
  6929. for(j=0;j<MAX_WEAPON_TYPE;j++)
  6930. atkmods[i][j]=100;
  6931. sprintf(path, "%s/size_fix.txt", db_path);
  6932. fp=fopen(path,"r");
  6933. if(fp==NULL){
  6934. ShowError("can't read %s\n", path);
  6935. return 1;
  6936. }
  6937. i=0;
  6938. while(fgets(line, sizeof(line), fp))
  6939. {
  6940. char *split[MAX_WEAPON_TYPE];
  6941. if(line[0]=='/' && line[1]=='/')
  6942. continue;
  6943. if(atoi(line)<=0)
  6944. continue;
  6945. memset(split,0,sizeof(split));
  6946. for(j=0,p=line;j<MAX_WEAPON_TYPE && p;j++){
  6947. split[j]=p;
  6948. p=strchr(p,',');
  6949. if(p) *p++=0;
  6950. atkmods[i][j]=atoi(split[j]);
  6951. }
  6952. i++;
  6953. }
  6954. fclose(fp);
  6955. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6956. // 精?デ?タテ?ブル
  6957. for(i=0;i<5;i++){
  6958. for(j=0;j<MAX_REFINE; j++)
  6959. percentrefinery[i][j]=100;
  6960. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  6961. refinebonus[i][0]=0;
  6962. refinebonus[i][1]=0;
  6963. refinebonus[i][2]=10;
  6964. }
  6965. sprintf(path, "%s/refine_db.txt", db_path);
  6966. fp=fopen(path,"r");
  6967. if(fp==NULL){
  6968. ShowError("can't read %s\n", path);
  6969. return 1;
  6970. }
  6971. i=0;
  6972. while(fgets(line, sizeof(line), fp))
  6973. {
  6974. char *split[MAX_REFINE+4];
  6975. if(line[0]=='/' && line[1]=='/')
  6976. continue;
  6977. if(atoi(line)<=0)
  6978. continue;
  6979. memset(split,0,sizeof(split));
  6980. for(j=0,p=line;j<MAX_REFINE+4 && p;j++){
  6981. split[j]=p;
  6982. p=strchr(p,',');
  6983. if(p) *p++=0;
  6984. }
  6985. refinebonus[i][0]=atoi(split[0]); // 精?ボ?ナス
  6986. refinebonus[i][1]=atoi(split[1]); // 過?精?ボ?ナス
  6987. refinebonus[i][2]=atoi(split[2]); // 安全精?限界
  6988. for(j=0;j<MAX_REFINE && split[j+3];j++)
  6989. percentrefinery[i][j]=atoi(split[j+3]);
  6990. i++;
  6991. }
  6992. fclose(fp); //Lupus. close this file!!!
  6993. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  6994. return 0;
  6995. }
  6996. /*==========================================
  6997. * スキル関係初期化処理
  6998. *------------------------------------------*/
  6999. int do_init_status(void)
  7000. {
  7001. add_timer_func_list(status_change_timer,"status_change_timer");
  7002. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  7003. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  7004. initChangeTables();
  7005. initDummyData();
  7006. status_readdb();
  7007. status_calc_sigma();
  7008. natural_heal_prev_tick = gettick();
  7009. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  7010. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  7011. return 0;
  7012. }
  7013. void do_final_status(void)
  7014. {
  7015. ers_destroy(sc_data_ers);
  7016. }