status.c 344 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/random.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "pet.h"
  16. #include "npc.h"
  17. #include "mob.h"
  18. #include "clif.h"
  19. #include "guild.h"
  20. #include "skill.h"
  21. #include "itemdb.h"
  22. #include "battle.h"
  23. #include "chrif.h"
  24. #include "skill.h"
  25. #include "status.h"
  26. #include "script.h"
  27. #include "unit.h"
  28. #include "homunculus.h"
  29. #include "mercenary.h"
  30. #include "elemental.h"
  31. #include "vending.h"
  32. #include <time.h>
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <memory.h>
  36. #include <string.h>
  37. #include <math.h>
  38. //Regen related flags.
  39. enum e_regen
  40. {
  41. RGN_HP = 0x01,
  42. RGN_SP = 0x02,
  43. RGN_SHP = 0x04,
  44. RGN_SSP = 0x08,
  45. };
  46. static int max_weight_base[CLASS_COUNT];
  47. static int hp_coefficient[CLASS_COUNT];
  48. static int hp_coefficient2[CLASS_COUNT];
  49. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  50. static int sp_coefficient[CLASS_COUNT];
  51. #ifdef RENEWAL_ASPD
  52. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1];
  53. #else
  54. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  55. #endif
  56. // bonus values and upgrade chances for refining equipment
  57. static struct {
  58. int chance[MAX_REFINE]; // success chance
  59. int bonus[MAX_REFINE]; // cumulative fixed bonus damage
  60. int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage
  61. } refine_info[REFINE_TYPE_MAX];
  62. static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt)
  63. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  64. static struct eri *sc_data_ers; //For sc_data entries
  65. static struct status_data dummy_status;
  66. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  67. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  68. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  69. //to avoid cards exploits
  70. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  71. static int StatusIconChangeTable[SC_MAX]; // status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
  72. static unsigned int StatusChangeFlagTable[SC_MAX]; // status -> flags
  73. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  74. static int StatusRelevantBLTypes[SI_MAX]; // "icon" -> enum bl_type (for clif_status_change to identify for which bl types to send packets)
  75. static unsigned int StatusChangeStateTable[SC_MAX]; // status -> flags
  76. /**
  77. * Returns the status change associated with a skill.
  78. * @param skill The skill to look up
  79. * @return The status registered for this skill
  80. **/
  81. sc_type status_skill2sc(int skill)
  82. {
  83. int sk = skill_get_index(skill);
  84. if( sk == 0 ) {
  85. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  86. return SC_NONE;
  87. }
  88. return SkillStatusChangeTable[sk];
  89. }
  90. /**
  91. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  92. * Utilized for various duration lookups. Use with caution!
  93. * @param sc The status to look up
  94. * @return A skill associated with the status
  95. **/
  96. int status_sc2skill(sc_type sc)
  97. {
  98. if( sc < 0 || sc >= SC_MAX ) {
  99. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  100. return 0;
  101. }
  102. return StatusSkillChangeTable[sc];
  103. }
  104. /**
  105. * Returns the status calculation flag associated with a given status change.
  106. * @param sc The status to look up
  107. * @return The scb_flag registered for this status (see enum scb_flag)
  108. **/
  109. unsigned int status_sc2scb_flag(sc_type sc)
  110. {
  111. if( sc < 0 || sc >= SC_MAX ) {
  112. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  113. return SCB_NONE;
  114. }
  115. return StatusChangeFlagTable[sc];
  116. }
  117. /**
  118. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  119. * @param type The client-side status identifier to look up (see enum si_type)
  120. * @return The bl types relevant to the type (see enum bl_type)
  121. **/
  122. int status_type2relevant_bl_types(int type)
  123. {
  124. if( type < 0 || type >= SI_MAX ) {
  125. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  126. return SI_BLANK;
  127. }
  128. return StatusRelevantBLTypes[type];
  129. }
  130. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  131. // indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  132. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  133. static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
  134. {
  135. int sk = skill_get_index(skill);
  136. if( sk == 0 ) {
  137. ShowError("set_sc: Unsupported skill id %d\n", skill);
  138. return;
  139. }
  140. if( sc < 0 || sc >= SC_MAX ) {
  141. ShowError("set_sc: Unsupported status change id %d\n", sc);
  142. return;
  143. }
  144. if( StatusSkillChangeTable[sc] == 0 )
  145. StatusSkillChangeTable[sc] = skill;
  146. if( StatusIconChangeTable[sc] == SI_BLANK )
  147. StatusIconChangeTable[sc] = icon;
  148. StatusChangeFlagTable[sc] |= flag;
  149. if( SkillStatusChangeTable[sk] == SC_NONE )
  150. SkillStatusChangeTable[sk] = sc;
  151. }
  152. void initChangeTables(void) {
  153. int i;
  154. for (i = 0; i < SC_MAX; i++)
  155. StatusIconChangeTable[i] = SI_BLANK;
  156. for (i = 0; i < MAX_SKILL; i++)
  157. SkillStatusChangeTable[i] = SC_NONE;
  158. for (i = 0; i < SI_MAX; i++)
  159. StatusRelevantBLTypes[i] = BL_PC;
  160. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  161. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  162. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  163. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  164. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  165. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  166. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  167. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  168. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  169. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  170. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  171. set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
  172. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  173. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  174. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  175. //The main status definitions
  176. add_sc( SM_BASH , SC_STUN );
  177. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  178. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  179. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  180. add_sc( MG_SIGHT , SC_SIGHT );
  181. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  182. add_sc( MG_FROSTDIVER , SC_FREEZE );
  183. add_sc( MG_STONECURSE , SC_STONE );
  184. add_sc( AL_RUWACH , SC_RUWACH );
  185. add_sc( AL_PNEUMA , SC_PNEUMA );
  186. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  187. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  188. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  189. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  190. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  191. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  192. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  193. add_sc( TF_POISON , SC_POISON );
  194. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  195. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  196. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  197. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  198. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  199. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  200. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  201. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  202. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  203. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  204. add_sc( PR_LEXDIVINA , SC_SILENCE );
  205. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  206. add_sc( WZ_METEOR , SC_STUN );
  207. add_sc( WZ_VERMILION , SC_BLIND );
  208. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  209. add_sc( WZ_STORMGUST , SC_FREEZE );
  210. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  211. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  212. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  213. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  214. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  215. add_sc( HT_LANDMINE , SC_STUN );
  216. add_sc( HT_ANKLESNARE , SC_ANKLE );
  217. add_sc( HT_SANDMAN , SC_SLEEP );
  218. add_sc( HT_FLASHER , SC_BLIND );
  219. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  220. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  221. add_sc( AS_SONICBLOW , SC_STUN );
  222. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  223. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  224. add_sc( AS_VENOMDUST , SC_POISON );
  225. add_sc( AS_SPLASHER , SC_SPLASHER );
  226. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  227. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  228. add_sc( TF_SPRINKLESAND , SC_BLIND );
  229. add_sc( TF_THROWSTONE , SC_STUN );
  230. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  231. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  232. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  233. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  234. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  235. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  236. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  237. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  238. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  239. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  240. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  241. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  242. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  243. add_sc( NPC_POISON , SC_POISON );
  244. add_sc( NPC_BLINDATTACK , SC_BLIND );
  245. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  246. add_sc( NPC_STUNATTACK , SC_STUN );
  247. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  248. add_sc( NPC_CURSEATTACK , SC_CURSE );
  249. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  250. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  251. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  252. add_sc( NPC_DARKBLESSING , SC_COMA );
  253. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  254. add_sc( NPC_DEFENDER , SC_ARMOR );
  255. add_sc( NPC_LICK , SC_STUN );
  256. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  257. add_sc( NPC_REBIRTH , SC_REBIRTH );
  258. add_sc( RG_RAID , SC_STUN );
  259. add_sc( RG_RAID , SC_RAID );
  260. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  261. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  262. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  263. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  264. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  265. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  266. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  267. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  268. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  269. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  270. add_sc( CR_SHIELDCHARGE , SC_STUN );
  271. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  272. add_sc( CR_HOLYCROSS , SC_BLIND );
  273. add_sc( CR_GRANDCROSS , SC_BLIND );
  274. add_sc( CR_DEVOTION , SC_DEVOTION );
  275. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  276. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  277. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  278. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  279. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  280. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  281. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  282. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  283. add_sc( SA_MAGICROD , SC_MAGICROD );
  284. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  285. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  286. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  287. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  288. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  289. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  290. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  291. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  292. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  293. add_sc( SA_COMA , SC_COMA );
  294. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  295. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  296. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  297. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  298. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  299. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  300. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  301. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
  302. add_sc( BA_FROSTJOKER , SC_FREEZE );
  303. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  304. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  305. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  306. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  307. add_sc( DC_SCREAM , SC_STUN );
  308. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  309. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  310. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  311. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );
  312. add_sc( NPC_DARKCROSS , SC_BLIND );
  313. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  314. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  315. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  316. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  317. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  318. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  319. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  320. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  321. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  322. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  323. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  324. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  325. 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 );
  326. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  327. add_sc( HP_BASILICA , SC_BASILICA );
  328. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  329. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  330. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  331. add_sc( PA_GOSPEL , SC_SCRESIST );
  332. add_sc( CH_TIGERFIST , SC_STOP );
  333. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  334. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  335. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  336. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  337. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  338. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  339. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  340. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  341. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  342. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  343. add_sc( LK_SPIRALPIERCE , SC_STOP );
  344. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  345. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  346. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  347. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  348. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  349. add_sc( PF_FOGWALL , SC_FOGWALL );
  350. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  351. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  352. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  353. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  354. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  355. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  356. add_sc( TK_DOWNKICK , SC_STUN );
  357. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  358. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  359. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  360. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  361. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  362. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  363. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  364. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  365. add_sc( SG_MOON_WARM , SC_WARM );
  366. add_sc( SG_STAR_WARM , SC_WARM );
  367. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  368. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  369. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  370. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  371. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  372. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  373. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  374. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  375. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  376. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  377. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  378. add_sc( SL_STUN , SC_STUN );
  379. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  380. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  381. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  382. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  383. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  384. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  385. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  386. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  387. add_sc( WS_CARTTERMINATION , SC_STUN );
  388. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  389. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  390. add_sc( CG_HERMODE , SC_HERMODE );
  391. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  392. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  393. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  394. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  395. add_sc( GS_CRACKER , SC_STUN );
  396. add_sc( GS_DISARM , SC_STRIPWEAPON );
  397. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  398. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  399. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  400. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  401. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  402. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  403. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  404. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  405. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  406. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  407. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  408. add_sc( NPC_ICEBREATH , SC_FREEZE );
  409. add_sc( NPC_ACIDBREATH , SC_POISON );
  410. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  411. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  412. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  413. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  414. add_sc( NPC_WIDESTONE , SC_STONE );
  415. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  416. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  417. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  418. add_sc( NPC_EVILLAND , SC_BLIND );
  419. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  420. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  421. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  422. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  423. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  424. add_sc( NPC_WIDECURSE , SC_CURSE );
  425. add_sc( NPC_WIDESTUN , SC_STUN );
  426. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  427. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  428. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  429. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  430. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  431. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  432. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  433. //set_sc( ALL_PARTYFLEE , SC_INCFLEE , SI_PARTYFLEE , SCB_NONE );
  434. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF );
  435. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  436. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  437. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  438. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  439. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  440. add_sc( MO_BALKYOUNG , SC_STUN );
  441. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  442. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  443. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  444. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  445. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  446. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  447. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  448. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  449. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  450. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  451. add_sc( MER_CRASH , SC_STUN );
  452. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  453. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  454. add_sc( MER_SIGHT , SC_SIGHT );
  455. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  456. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  457. add_sc( MER_LEXDIVINA , SC_SILENCE );
  458. add_sc( MA_LANDMINE , SC_STUN );
  459. add_sc( MA_SANDMAN , SC_SLEEP );
  460. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  461. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  462. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  463. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  464. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  465. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  466. 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 );
  467. add_sc( ML_SPIRALPIERCE , SC_STOP );
  468. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  469. add_sc( ML_DEVOTION , SC_DEVOTION );
  470. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  471. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  472. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  473. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  474. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  475. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  476. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  477. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  478. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  479. /**
  480. * Rune Knight
  481. **/
  482. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  483. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  484. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  485. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  486. add_sc( RK_DRAGONBREATH , SC_BURNING );
  487. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  488. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  489. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  490. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE );
  491. set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
  492. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  493. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  494. /**
  495. * GC Guillotine Cross
  496. **/
  497. set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  498. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  499. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  500. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  501. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
  502. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  503. /**
  504. * Arch Bishop
  505. **/
  506. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  507. add_sc( AB_CLEMENTIA , SC_BLESSING );
  508. add_sc( AB_CANTO , SC_INCREASEAGI );
  509. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  510. add_sc( AB_PRAEFATIO , SC_KYRIE );
  511. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  512. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  513. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  514. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  515. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
  516. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  517. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  518. /**
  519. * Warlock
  520. **/
  521. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  522. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  523. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
  524. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_NONE );
  525. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  526. /**
  527. * Ranger
  528. **/
  529. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  530. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  531. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
  532. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_CRI|SCB_SPEED );
  533. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  534. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  535. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  536. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  537. add_sc( RA_FIRINGTRAP , SC_BURNING );
  538. set_sc_with_vfx( RA_ICEBOUNDTRAP , SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
  539. /**
  540. * Mechanic
  541. **/
  542. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  543. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  544. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  545. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  546. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  547. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  548. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
  549. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  550. /**
  551. * Royal Guard
  552. **/
  553. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
  554. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
  555. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  556. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  557. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
  558. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  559. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  560. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
  561. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
  562. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
  563. /**
  564. * Shadow Chaser
  565. **/
  566. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  567. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
  568. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  569. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  570. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  571. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  572. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
  573. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
  574. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  575. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
  576. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  577. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
  578. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  579. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  580. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  581. set_sc( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  582. /**
  583. * Sura
  584. **/
  585. add_sc( SR_DRAGONCOMBO , SC_STUN );
  586. add_sc( SR_EARTHSHAKER , SC_STUN );
  587. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  588. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  589. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  590. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  591. set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
  592. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
  593. set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN );
  594. /**
  595. * Wanderer / Minstrel
  596. **/
  597. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  598. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  599. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  600. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
  601. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
  602. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  603. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  604. set_sc( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  605. set_sc( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  606. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  607. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
  608. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  609. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  610. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  611. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  612. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
  613. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
  614. set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
  615. /**
  616. * Sorcerer
  617. **/
  618. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  619. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  620. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  621. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
  622. set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
  623. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  624. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  625. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  626. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  627. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK );
  628. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_NONE );
  629. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_NONE );
  630. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK );
  631. /**
  632. * Genetic
  633. **/
  634. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED );
  635. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  636. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  637. set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE );
  638. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
  639. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
  640. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  641. // Elemental Spirit summoner's 'side' status changes.
  642. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE );
  643. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  644. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  645. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  646. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
  647. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  648. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  649. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  650. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  651. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  652. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  653. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  654. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  655. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  656. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  657. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  658. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  659. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_NONE );
  660. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_NONE );
  661. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_NONE );
  662. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_NONE );
  663. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
  664. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
  665. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  666. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  667. set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  668. add_sc( MH_STAHL_HORN , SC_STUN );
  669. set_sc( MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_WATK|SCB_DEF|SCB_FLEE );
  670. set_sc( MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_SPEED|SCB_FLEE|SCB_ATK_ELE );
  671. add_sc( MH_LAVA_SLIDE , SC_BURNING );
  672. add_sc( MH_POISON_MIST , SC_BLIND );
  673. set_sc( MH_ERASER_CUTTER , SC_ERASER_CUTTER , SI_BLANK , SCB_NONE );
  674. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  675. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  676. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  677. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  678. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  679. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  680. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  681. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  682. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  683. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  684. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  685. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  686. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  687. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  688. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  689. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  690. //Status that don't have a skill associated.
  691. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  692. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  693. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  694. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  695. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  696. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  697. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  698. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  699. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  700. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  701. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  702. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  703. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  704. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  705. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  706. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  707. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  708. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  709. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  710. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  711. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  712. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  713. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  714. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  715. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  716. //Cash Items
  717. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  718. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  719. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  720. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  721. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  722. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  723. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  724. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  725. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  726. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  727. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  728. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  729. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  730. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  731. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  732. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  733. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  734. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  735. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  736. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  737. // Mercenary Bonus Effects
  738. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  739. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  740. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  741. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  742. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  743. // Warlock Spheres
  744. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  745. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  746. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  747. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  748. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  749. // Warlock Preserved spells
  750. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  751. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  752. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  753. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  754. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  755. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  756. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  757. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  758. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  759. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  760. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  761. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  762. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  763. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  764. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  765. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  766. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  767. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  768. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  769. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  770. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  771. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  772. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  773. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  774. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  775. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  776. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  777. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  778. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  779. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  780. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  781. //Genetics New Food Items Status Icons
  782. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  783. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  784. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  785. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  786. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  787. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  788. StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
  789. StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
  790. StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
  791. StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
  792. StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
  793. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
  794. StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
  795. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
  796. // Elemental Spirit's 'side' status change icons.
  797. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  798. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  799. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  800. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  801. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  802. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  803. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  804. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  805. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  806. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  807. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  808. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  809. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  810. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  811. StatusIconChangeTable[SC_GUST] = SI_GUST;
  812. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  813. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  814. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  815. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  816. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  817. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  818. //Other SC which are not necessarily associated to skills.
  819. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  820. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  821. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  822. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  823. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  824. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  825. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  826. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  827. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  828. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  829. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  830. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  831. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  832. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  833. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  834. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  835. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  836. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  837. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  838. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  839. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  840. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  841. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  842. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  843. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  844. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  845. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  846. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  847. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  848. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  849. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  850. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  851. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  852. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  853. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  854. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  855. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  856. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  857. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  858. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  859. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  860. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  861. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  862. // Cash Items
  863. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  864. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  865. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  866. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  867. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  868. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  869. // Mercenary Bonus Effects
  870. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  871. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  872. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  873. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  874. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  875. // Guillotine Cross Poison Effects
  876. StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
  877. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  878. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  879. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  880. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  881. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  882. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  883. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  884. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  885. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  886. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  887. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  888. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  889. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  890. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  891. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  892. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
  893. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  894. #ifdef RENEWAL_EDP
  895. // renewal EDP increases your atk and weapon atk
  896. StatusChangeFlagTable[SC_EDP] |= SCB_BATK|SCB_WATK;
  897. #endif
  898. if( !battle_config.display_hallucination ) //Disable Hallucination.
  899. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  900. /* StatusChangeState (SCS_) NOMOVE */
  901. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  902. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  903. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  904. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  905. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  906. StatusChangeStateTable[SC_DANCING] |= SCS_NOMOVE|SCS_NOMOVECOND;
  907. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  908. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  909. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  910. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  911. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  912. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOMOVE|SCS_NOMOVECOND;
  913. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  914. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  915. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  916. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  917. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  918. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  919. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  920. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  921. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  922. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  923. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  924. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  925. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  926. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  927. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  928. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  929. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  930. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  931. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  932. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  933. /* StatusChangeState (SCS_) NODROPITEMS */
  934. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  935. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  936. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  937. /* StatusChangeState (SCS_) NOCAST (skills) */
  938. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  939. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  940. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  941. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  942. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  943. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  944. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
  945. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  946. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  947. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  948. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  949. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  950. }
  951. static void initDummyData(void)
  952. {
  953. memset(&dummy_status, 0, sizeof(dummy_status));
  954. dummy_status.hp =
  955. dummy_status.max_hp =
  956. dummy_status.max_sp =
  957. dummy_status.str =
  958. dummy_status.agi =
  959. dummy_status.vit =
  960. dummy_status.int_ =
  961. dummy_status.dex =
  962. dummy_status.luk =
  963. dummy_status.hit = 1;
  964. dummy_status.speed = 2000;
  965. dummy_status.adelay = 4000;
  966. dummy_status.amotion = 2000;
  967. dummy_status.dmotion = 2000;
  968. dummy_status.ele_lv = 1; //Min elemental level.
  969. dummy_status.mode = MD_CANMOVE;
  970. }
  971. //For copying a status_data structure from b to a, without overwriting current Hp and Sp
  972. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  973. {
  974. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  975. }
  976. //Sets HP to given value. Flag is the flag passed to status_heal in case
  977. //final value is higher than current (use 2 to make a healing effect display
  978. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  979. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  980. {
  981. struct status_data *status;
  982. if (hp < 1) return 0;
  983. status = status_get_status_data(bl);
  984. if (status == &dummy_status)
  985. return 0;
  986. if (hp > status->max_hp) hp = status->max_hp;
  987. if (hp == status->hp) return 0;
  988. if (hp > status->hp)
  989. return status_heal(bl, hp - status->hp, 0, 1|flag);
  990. return status_zap(bl, status->hp - hp, 0);
  991. }
  992. //Sets SP to given value. Flag is the flag passed to status_heal in case
  993. //final value is higher than current (use 2 to make a healing effect display
  994. //on players)
  995. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  996. {
  997. struct status_data *status;
  998. status = status_get_status_data(bl);
  999. if (status == &dummy_status)
  1000. return 0;
  1001. if (sp > status->max_sp) sp = status->max_sp;
  1002. if (sp == status->sp) return 0;
  1003. if (sp > status->sp)
  1004. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1005. return status_zap(bl, 0, status->sp - sp);
  1006. }
  1007. int status_charge(struct block_list* bl, int hp, int sp)
  1008. {
  1009. if(!(bl->type&BL_CONSUME))
  1010. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  1011. return status_damage(NULL, bl, hp, sp, 0, 3);
  1012. }
  1013. //Inflicts damage on the target with the according walkdelay.
  1014. //If flag&1, damage is passive and does not triggers cancelling status changes.
  1015. //If flag&2, fail if target does not has enough to substract.
  1016. //If flag&4, if killed, mob must not give exp/loot.
  1017. //flag will be set to &8 when damaging sp of a dead character
  1018. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  1019. {
  1020. struct status_data *status;
  1021. struct status_change *sc;
  1022. if(sp && !(target->type&BL_CONSUME))
  1023. sp = 0; //Not a valid SP target.
  1024. if (hp < 0) { //Assume absorbed damage.
  1025. status_heal(target, -hp, 0, 1);
  1026. hp = 0;
  1027. }
  1028. if (sp < 0) {
  1029. status_heal(target, 0, -sp, 1);
  1030. sp = 0;
  1031. }
  1032. if (target->type == BL_SKILL)
  1033. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  1034. status = status_get_status_data(target);
  1035. if( status == &dummy_status )
  1036. return 0;
  1037. if ((unsigned int)hp >= status->hp) {
  1038. if (flag&2) return 0;
  1039. hp = status->hp;
  1040. }
  1041. if ((unsigned int)sp > status->sp) {
  1042. if (flag&2) return 0;
  1043. sp = status->sp;
  1044. }
  1045. if (!hp && !sp)
  1046. return 0;
  1047. if( !status->hp )
  1048. flag |= 8;
  1049. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  1050. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  1051. // if (!target->prev && !(flag&2))
  1052. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  1053. sc = status_get_sc(target);
  1054. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1055. hp = 1;
  1056. if( hp && !(flag&1) ) {
  1057. if( sc ) {
  1058. struct status_change_entry *sce;
  1059. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1060. status_change_end(target, SC_STONE, INVALID_TIMER);
  1061. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1062. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1063. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1064. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1065. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1066. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1067. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1068. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1069. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1070. status_change_end(target, SC__INVISIBILITY, INVALID_TIMER);
  1071. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1072. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1073. //Endure count is only reduced by non-players on non-gvg maps.
  1074. //val4 signals infinite endure. [Skotlex]
  1075. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1076. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1077. }
  1078. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1079. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1080. if (sg) {
  1081. skill_delunitgroup(sg);
  1082. sce->val4 = 0;
  1083. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1084. }
  1085. }
  1086. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1087. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1088. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1089. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1090. }
  1091. unit_skillcastcancel(target, 2);
  1092. }
  1093. status->hp-= hp;
  1094. status->sp-= sp;
  1095. if (sc && hp && status->hp) {
  1096. if (sc->data[SC_AUTOBERSERK] &&
  1097. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1098. status->hp < status->max_hp>>2)
  1099. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  1100. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1101. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1102. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1103. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1104. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1105. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1106. }
  1107. switch (target->type)
  1108. {
  1109. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1110. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1111. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  1112. case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
  1113. case BL_ELEM: elemental_damage((TBL_ELEM*)target,src,hp,sp); break;
  1114. }
  1115. if( target->type == BL_PC && ((TBL_PC*)target)->disguise && src )
  1116. {// stop walking when attacked in disguise to prevent walk-delay bug
  1117. unit_stop_walking( target, 1 );
  1118. }
  1119. if( status->hp || (flag&8) )
  1120. { //Still lives or has been dead before this damage.
  1121. if (walkdelay)
  1122. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1123. return hp+sp;
  1124. }
  1125. status->hp = 1; //To let the dead function cast skills and all that.
  1126. //NOTE: These dead functions should return: [Skotlex]
  1127. //0: Death cancelled, auto-revived.
  1128. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  1129. //&2: Also remove object from map.
  1130. //&4: Also delete object from memory.
  1131. switch (target->type) {
  1132. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1133. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1134. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
  1135. case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break;
  1136. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target,src); break;
  1137. default: //Unhandled case, do nothing to object.
  1138. flag = 0;
  1139. break;
  1140. }
  1141. if(!flag) //Death cancelled.
  1142. return hp+sp;
  1143. //Normal death
  1144. status->hp = 0;
  1145. if (battle_config.clear_unit_ondeath &&
  1146. battle_config.clear_unit_ondeath&target->type)
  1147. skill_clear_unitgroup(target);
  1148. if(target->type&BL_REGEN)
  1149. { //Reset regen ticks.
  1150. struct regen_data *regen = status_get_regen_data(target);
  1151. if (regen) {
  1152. memset(&regen->tick, 0, sizeof(regen->tick));
  1153. if (regen->sregen)
  1154. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1155. if (regen->ssregen)
  1156. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1157. }
  1158. }
  1159. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) )
  1160. { //flag&8 = disable Kaizel
  1161. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1162. //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1163. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1164. status_revive(target, 100, 100);
  1165. else
  1166. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1167. status_change_clear(target,0);
  1168. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1169. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  1170. if( target->type == BL_MOB )
  1171. ((TBL_MOB*)target)->state.rebirth = 1;
  1172. return hp+sp;
  1173. }
  1174. if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
  1175. {// Ensure the monster has not already rebirthed before doing so.
  1176. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1177. status_change_clear(target,0);
  1178. ((TBL_MOB*)target)->state.rebirth = 1;
  1179. return hp+sp;
  1180. }
  1181. status_change_clear(target,0);
  1182. if(flag&4) //Delete from memory. (also invokes map removal code)
  1183. unit_free(target,CLR_DEAD);
  1184. else
  1185. if(flag&2) //remove from map
  1186. unit_remove_map(target,CLR_DEAD);
  1187. else
  1188. { //Some death states that would normally be handled by unit_remove_map
  1189. unit_stop_attack(target);
  1190. unit_stop_walking(target,1);
  1191. unit_skillcastcancel(target,0);
  1192. clif_clearunit_area(target,CLR_DEAD);
  1193. skill_unit_move(target,gettick(),4);
  1194. skill_cleartimerskill(target);
  1195. }
  1196. return hp+sp;
  1197. }
  1198. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  1199. //If flag&2, when the player is healed, show the HP/SP heal effect.
  1200. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  1201. {
  1202. struct status_data *status;
  1203. struct status_change *sc;
  1204. status = status_get_status_data(bl);
  1205. if (status == &dummy_status || !status->hp)
  1206. return 0;
  1207. sc = status_get_sc(bl);
  1208. if (sc && !sc->count)
  1209. sc = NULL;
  1210. if (hp < 0) {
  1211. if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
  1212. status_damage(NULL, bl, -hp, 0, 0, 1);
  1213. hp = 0;
  1214. }
  1215. if(hp) {
  1216. if( sc && sc->data[SC_BERSERK] ) {
  1217. if( flag&1 )
  1218. flag &= ~2;
  1219. else
  1220. hp = 0;
  1221. }
  1222. if((unsigned int)hp > status->max_hp - status->hp)
  1223. hp = status->max_hp - status->hp;
  1224. }
  1225. if(sp < 0) {
  1226. if (sp==INT_MIN) sp++;
  1227. status_damage(NULL, bl, 0, -sp, 0, 1);
  1228. sp = 0;
  1229. }
  1230. if(sp) {
  1231. if((unsigned int)sp > status->max_sp - status->sp)
  1232. sp = status->max_sp - status->sp;
  1233. }
  1234. if(!sp && !hp) return 0;
  1235. status->hp+= hp;
  1236. status->sp+= sp;
  1237. if(hp && sc &&
  1238. sc->data[SC_AUTOBERSERK] &&
  1239. sc->data[SC_PROVOKE] &&
  1240. sc->data[SC_PROVOKE]->val2==1 &&
  1241. status->hp>=status->max_hp>>2
  1242. ) //End auto berserk.
  1243. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1244. // send hp update to client
  1245. switch(bl->type) {
  1246. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1247. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1248. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  1249. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1250. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1251. }
  1252. return hp+sp;
  1253. }
  1254. //Does percentual non-flinching damage/heal. If mob is killed this way,
  1255. //no exp/drops will be awarded if there is no src (or src is target)
  1256. //If rates are > 0, percent is of current HP/SP
  1257. //If rates are < 0, percent is of max HP/SP
  1258. //If !flag, this is heal, otherwise it is damage.
  1259. //Furthermore, if flag==2, then the target must not die from the substraction.
  1260. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  1261. {
  1262. struct status_data *status;
  1263. unsigned int hp =0, sp = 0;
  1264. status = status_get_status_data(target);
  1265. //Change the equation when the values are high enough to discard the
  1266. //imprecision in exchange of overflow protection [Skotlex]
  1267. //Also add 100% checks since those are the most used cases where we don't
  1268. //want aproximation errors.
  1269. if (hp_rate > 99)
  1270. hp = status->hp;
  1271. else if (hp_rate > 0)
  1272. hp = status->hp>10000?
  1273. hp_rate*(status->hp/100):
  1274. (hp_rate*status->hp)/100;
  1275. else if (hp_rate < -99)
  1276. hp = status->max_hp;
  1277. else if (hp_rate < 0)
  1278. hp = status->max_hp>10000?
  1279. (-hp_rate)*(status->max_hp/100):
  1280. (-hp_rate*status->max_hp)/100;
  1281. if (hp_rate && !hp)
  1282. hp = 1;
  1283. if (flag == 2 && hp >= status->hp)
  1284. hp = status->hp-1; //Must not kill target.
  1285. //Should be safe to not do overflow protection here, noone should have
  1286. //millions upon millions of SP
  1287. if (sp_rate > 99)
  1288. sp = status->sp;
  1289. else if (sp_rate > 0)
  1290. sp = (sp_rate*status->sp)/100;
  1291. else if (sp_rate < -99)
  1292. sp = status->max_sp;
  1293. else if (sp_rate < 0)
  1294. sp = (-sp_rate)*status->max_sp/100;
  1295. if (sp_rate && !sp)
  1296. sp = 1;
  1297. //Ugly check in case damage dealt is too much for the received args of
  1298. //status_heal / status_damage. [Skotlex]
  1299. if (hp > INT_MAX) {
  1300. hp -= INT_MAX;
  1301. if (flag)
  1302. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1303. else
  1304. status_heal(target, INT_MAX, 0, 0);
  1305. }
  1306. if (sp > INT_MAX) {
  1307. sp -= INT_MAX;
  1308. if (flag)
  1309. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1310. else
  1311. status_heal(target, 0, INT_MAX, 0);
  1312. }
  1313. if (flag)
  1314. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1315. return status_heal(target, hp, sp, 0);
  1316. }
  1317. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1318. {
  1319. struct status_data *status;
  1320. unsigned int hp, sp;
  1321. if (!status_isdead(bl)) return 0;
  1322. status = status_get_status_data(bl);
  1323. if (status == &dummy_status)
  1324. return 0; //Invalid target.
  1325. hp = status->max_hp * per_hp/100;
  1326. sp = status->max_sp * per_sp/100;
  1327. if(hp > status->max_hp - status->hp)
  1328. hp = status->max_hp - status->hp;
  1329. else if (per_hp && !hp)
  1330. hp = 1;
  1331. if(sp > status->max_sp - status->sp)
  1332. sp = status->max_sp - status->sp;
  1333. else if (per_sp && !sp)
  1334. sp = 1;
  1335. status->hp += hp;
  1336. status->sp += sp;
  1337. if (bl->prev) //Animation only if character is already on a map.
  1338. clif_resurrection(bl, 1);
  1339. switch (bl->type) {
  1340. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1341. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1342. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  1343. }
  1344. return 1;
  1345. }
  1346. /*==========================================
  1347. * Checks whether the src can use the skill on the target,
  1348. * taking into account status/option of both source/target. [Skotlex]
  1349. * flag:
  1350. * 0 - Trying to use skill on target.
  1351. * 1 - Cast bar is done.
  1352. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  1353. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  1354. * target MAY Be null, in which case the checks are only to see
  1355. * whether the source can cast or not the skill on the ground.
  1356. *------------------------------------------*/
  1357. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  1358. {
  1359. struct status_data *status;
  1360. struct status_change *sc=NULL, *tsc;
  1361. int hide_flag;
  1362. status = src?status_get_status_data(src):&dummy_status;
  1363. if (src && src->type != BL_PC && status_isdead(src))
  1364. return 0;
  1365. if (!skill_num) { //Normal attack checks.
  1366. if (!(status->mode&MD_CANATTACK))
  1367. return 0; //This mode is only needed for melee attacking.
  1368. //Dead state is not checked for skills as some skills can be used
  1369. //on dead characters, said checks are left to skill.c [Skotlex]
  1370. if (target && status_isdead(target))
  1371. return 0;
  1372. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
  1373. return 0;
  1374. }
  1375. switch( skill_num ) {
  1376. case PA_PRESSURE:
  1377. if( flag && target ) {
  1378. //Gloria Avoids pretty much everything....
  1379. tsc = status_get_sc(target);
  1380. if(tsc && tsc->option&OPTION_HIDE)
  1381. return 0;
  1382. }
  1383. break;
  1384. case GN_WALLOFTHORN:
  1385. if( target && status_isdead(target) )
  1386. return 0;
  1387. break;
  1388. case AL_TELEPORT:
  1389. //Should fail when used on top of Land Protector [Skotlex]
  1390. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1391. && !(status->mode&MD_BOSS)
  1392. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num))
  1393. return 0;
  1394. break;
  1395. default:
  1396. break;
  1397. }
  1398. if ( src ) sc = status_get_sc(src);
  1399. if( sc && sc->count ) {
  1400. if( sc->opt1 >0 && (sc->opt1 != OPT1_CRYSTALIZE && src->type != BL_MOB) && sc->opt1 != OPT1_BURNING && skill_num != SR_GENTLETOUCH_CURE ) { //Stuned/Frozen/etc
  1401. if (flag != 1) //Can't cast, casted stuff can't damage.
  1402. return 0;
  1403. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  1404. return 0; //Targetted spells can't come off.
  1405. }
  1406. if (
  1407. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  1408. || (sc->data[SC_AUTOCOUNTER] && !flag)
  1409. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  1410. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1411. )
  1412. return 0;
  1413. if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage
  1414. if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
  1415. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1416. clif_emotion(src, E_LV);
  1417. return 0;
  1418. }
  1419. if (sc->data[SC_BLADESTOP]) {
  1420. switch (sc->data[SC_BLADESTOP]->val1)
  1421. {
  1422. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  1423. case 4: if (skill_num == MO_CHAINCOMBO) break;
  1424. case 3: if (skill_num == MO_INVESTIGATE) break;
  1425. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  1426. default: return 0;
  1427. }
  1428. }
  1429. if (sc->data[SC_DANCING] && flag!=2) {
  1430. if( src->type == BL_PC && skill_num >= WA_SWING_DANCE && skill_num <= WM_UNLIMITED_HUMMING_VOICE )
  1431. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
  1432. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1433. return 0;
  1434. } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex]
  1435. if (skill_num == BD_ENCORE ||
  1436. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1437. )
  1438. return 0;
  1439. } else {
  1440. switch (skill_num) {
  1441. case BD_ADAPTATION:
  1442. case CG_LONGINGFREEDOM:
  1443. case BA_MUSICALSTRIKE:
  1444. case DC_THROWARROW:
  1445. break;
  1446. default:
  1447. return 0;
  1448. }
  1449. }
  1450. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  1451. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  1452. }
  1453. if (skill_num && //Do not block item-casted skills.
  1454. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  1455. ) { //Skills blocked through status changes...
  1456. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  1457. sc->cant.cast ||
  1458. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
  1459. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
  1460. (sc->data[SC_STASIS] && skill_stasis_check(src, sc->data[SC_STASIS]->val2, skill_num))
  1461. ))
  1462. return 0;
  1463. //Skill blocking.
  1464. if (
  1465. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  1466. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  1467. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  1468. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1469. )
  1470. return 0;
  1471. if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
  1472. switch(skill_num) {//##TODO## make this a flag in skill_db?
  1473. // Skills that can be used even under Man Hole effects.
  1474. case SC_SHADOWFORM:
  1475. case SC_STRIPACCESSARY:
  1476. break;
  1477. default:
  1478. return 0;
  1479. }
  1480. }
  1481. }
  1482. }
  1483. if (sc && sc->option)
  1484. {
  1485. if (sc->option&OPTION_HIDE)
  1486. switch (skill_num) { //Usable skills while hiding.
  1487. case TF_HIDING:
  1488. case AS_GRIMTOOTH:
  1489. case RG_BACKSTAP:
  1490. case RG_RAID:
  1491. case NJ_SHADOWJUMP:
  1492. case NJ_KIRIKAGE:
  1493. break;
  1494. default:
  1495. //Non players can use all skills while hidden.
  1496. if (!skill_num || src->type == BL_PC)
  1497. return 0;
  1498. }
  1499. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  1500. return 0;
  1501. if(sc->option&OPTION_MOUNTING)
  1502. return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
  1503. }
  1504. if (target == NULL || target == src) //No further checking needed.
  1505. return 1;
  1506. tsc = status_get_sc(target);
  1507. if(tsc && tsc->count) {
  1508. if( tsc->data[SC_INVINCIBLE] )
  1509. return 0;
  1510. if(!skill_num && tsc->data[SC_TRICKDEAD])
  1511. return 0;
  1512. if((skill_num == WZ_STORMGUST || skill_num == WZ_FROSTNOVA || skill_num == NJ_HYOUSYOURAKU)
  1513. && tsc->data[SC_FREEZE])
  1514. return 0;
  1515. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1516. return 0;
  1517. }
  1518. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1519. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1520. //You cannot hide from ground skills.
  1521. if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
  1522. hide_flag &= ~OPTION_HIDE;
  1523. switch( target->type ) {
  1524. case BL_PC: {
  1525. struct map_session_data *sd = (TBL_PC*) target;
  1526. bool is_boss = (status->mode&MD_BOSS);
  1527. bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
  1528. if (pc_isinvisible(sd))
  1529. return 0;
  1530. if (tsc->option&hide_flag && !is_boss &&
  1531. (sd->special_state.perfect_hiding || !is_detect) )
  1532. return 0;
  1533. if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_num )
  1534. return 0;
  1535. if( tsc->data[SC_STEALTHFIELD] && !is_boss )
  1536. return 0;
  1537. }
  1538. break;
  1539. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1540. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1541. if (status->mode&MD_LOOTER)
  1542. return 1;
  1543. return 0;
  1544. case BL_HOM:
  1545. case BL_MER:
  1546. case BL_ELEM:
  1547. 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 )
  1548. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1549. if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1550. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1551. if( skill_num == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1552. return 0; // Can't use Potion Pitcher on Mercenaries
  1553. default:
  1554. //Check for chase-walk/hiding/cloaking opponents.
  1555. if( tsc ) {
  1556. if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1557. return 0;
  1558. if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) )
  1559. return 0;
  1560. }
  1561. }
  1562. return 1;
  1563. }
  1564. //Checks whether the source can see and chase target.
  1565. int status_check_visibility(struct block_list *src, struct block_list *target)
  1566. {
  1567. int view_range;
  1568. struct status_data* status = status_get_status_data(src);
  1569. struct status_change* tsc = status_get_sc(target);
  1570. switch (src->type) {
  1571. case BL_MOB:
  1572. view_range = ((TBL_MOB*)src)->min_chase;
  1573. break;
  1574. case BL_PET:
  1575. view_range = ((TBL_PET*)src)->db->range2;
  1576. break;
  1577. default:
  1578. view_range = AREA_SIZE;
  1579. }
  1580. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1581. return 0;
  1582. if( tsc && tsc->data[SC_STEALTHFIELD] )
  1583. return 0;
  1584. switch (target->type)
  1585. { //Check for chase-walk/hiding/cloaking opponents.
  1586. case BL_PC:
  1587. if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
  1588. return 0;
  1589. if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) &&
  1590. ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
  1591. return 0;
  1592. break;
  1593. default:
  1594. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
  1595. return 0;
  1596. }
  1597. return 1;
  1598. }
  1599. // Basic ASPD value
  1600. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1601. {
  1602. int amotion;
  1603. #ifdef RENEWAL_ASPD
  1604. short mod = -1;
  1605. switch( sd->weapontype2 ){ // adjustment for dual weilding
  1606. case W_DAGGER: mod = 0; break; // 0, 1, 1
  1607. case W_1HSWORD:
  1608. case W_1HAXE: mod = 1;
  1609. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  1610. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  1611. }
  1612. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  1613. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1614. : ((aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2] // dual-wield
  1615. + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod
  1616. - aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2]
  1617. + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1]);
  1618. if ( sd->status.shield )
  1619. amotion += ( 2000 - aspd_base[pc_class2idx(sd->status.class_)][W_FIST] ) +
  1620. ( aspd_base[pc_class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 );
  1621. #else
  1622. // base weapon delay
  1623. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1624. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1625. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1626. // percentual delay reduction from stats
  1627. amotion -= amotion * (4*status->agi + status->dex)/1000;
  1628. #endif
  1629. // raw delay adjustment from bAspd bonus
  1630. amotion += sd->bonus.aspd_add;
  1631. return amotion;
  1632. }
  1633. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1634. {
  1635. int flag = 0, str, dex,
  1636. #ifdef RENEWAL
  1637. rstr,
  1638. #endif
  1639. dstr;
  1640. if(!(bl->type&battle_config.enable_baseatk))
  1641. return 0;
  1642. if (bl->type == BL_PC)
  1643. switch(((TBL_PC*)bl)->status.weapon){
  1644. case W_BOW:
  1645. case W_MUSICAL:
  1646. case W_WHIP:
  1647. case W_REVOLVER:
  1648. case W_RIFLE:
  1649. case W_GATLING:
  1650. case W_SHOTGUN:
  1651. case W_GRENADE:
  1652. flag = 1;
  1653. }
  1654. if (flag) {
  1655. #ifdef RENEWAL
  1656. rstr =
  1657. #endif
  1658. str = status->dex;
  1659. dex = status->str;
  1660. } else {
  1661. #ifdef RENEWAL
  1662. rstr =
  1663. #endif
  1664. str = status->str;
  1665. dex = status->dex;
  1666. }
  1667. //Normally only players have base-atk, but homunc have a different batk
  1668. // equation, hinting that perhaps non-players should use this for batk.
  1669. // [Skotlex]
  1670. dstr = str/10;
  1671. str += dstr*dstr;
  1672. if (bl->type == BL_PC)
  1673. #ifdef RENEWAL
  1674. str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  1675. #else
  1676. str+= dex/5 + status->luk/5;
  1677. #endif
  1678. return cap_value(str, 0, USHRT_MAX);
  1679. }
  1680. static inline unsigned short status_base_matk_max(const struct status_data* status)
  1681. {
  1682. #ifdef RENEWAL
  1683. return status->matk_max; // in RE maximum MATK signs weapon matk, which we store in this var
  1684. #else
  1685. return status->int_+(status->int_/5)*(status->int_/5);
  1686. #endif
  1687. }
  1688. #ifdef RENEWAL
  1689. static inline unsigned short status_base_matk_min(const struct status_data* status, int lvl)
  1690. #else
  1691. static inline unsigned short status_base_matk_min(const struct status_data* status)
  1692. #endif
  1693. {
  1694. #ifdef RENEWAL
  1695. return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(lvl/4);
  1696. #else
  1697. return status->int_+(status->int_/7)*(status->int_/7);
  1698. #endif
  1699. }
  1700. //Fills in the misc data that can be calculated from the other status info (except for level)
  1701. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1702. {
  1703. //Non players get the value set, players need to stack with previous bonuses.
  1704. if( bl->type != BL_PC )
  1705. status->batk =
  1706. status->hit = status->flee =
  1707. status->def2 = status->mdef2 =
  1708. status->cri = status->flee2 = 0;
  1709. #ifdef RENEWAL
  1710. status->matk_min = status_base_matk_min(status, level);
  1711. #else
  1712. status->matk_min = status_base_matk_min(status);
  1713. #endif
  1714. status->matk_max = status_base_matk_max(status);
  1715. #ifdef RENEWAL // renewal formulas
  1716. status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  1717. status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  1718. status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 agi = +1 def) + (every 5 agi = +1 def)
  1719. status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  1720. #else
  1721. status->hit += level + status->dex;
  1722. status->flee += level + status->agi;
  1723. status->def2 += status->vit;
  1724. status->mdef2 += status->int_ + (status->vit>>1);
  1725. #endif
  1726. if( bl->type&battle_config.enable_critical )
  1727. status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical)
  1728. else
  1729. status->cri = 0;
  1730. if (bl->type&battle_config.enable_perfect_flee)
  1731. status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee)
  1732. else
  1733. status->flee2 = 0;
  1734. if (status->batk) {
  1735. int temp = status->batk + status_base_atk(bl, status);
  1736. status->batk = cap_value(temp, 0, USHRT_MAX);
  1737. } else
  1738. status->batk = status_base_atk(bl, status);
  1739. if (status->cri)
  1740. switch (bl->type) {
  1741. case BL_MOB:
  1742. if(battle_config.mob_critical_rate != 100)
  1743. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1744. if(!status->cri && battle_config.mob_critical_rate)
  1745. status->cri = 10;
  1746. break;
  1747. case BL_PC:
  1748. //Players don't have a critical adjustment setting as of yet.
  1749. break;
  1750. default:
  1751. if(battle_config.critical_rate != 100)
  1752. status->cri = status->cri*battle_config.critical_rate/100;
  1753. if (!status->cri && battle_config.critical_rate)
  1754. status->cri = 10;
  1755. }
  1756. if(bl->type&BL_REGEN)
  1757. status_calc_regen(bl, status, status_get_regen_data(bl));
  1758. }
  1759. //Skotlex: Calculates the initial status for the given mob
  1760. //first will only be false when the mob leveled up or got a GuardUp level.
  1761. int status_calc_mob_(struct mob_data* md, bool first)
  1762. {
  1763. struct status_data *status;
  1764. struct block_list *mbl = NULL;
  1765. int flag=0;
  1766. if(first)
  1767. { //Set basic level on respawn.
  1768. md->level = md->db->lv;
  1769. }
  1770. //Check if we need custom base-status
  1771. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1772. flag|=1;
  1773. if (md->special_state.size)
  1774. flag|=2;
  1775. if (md->guardian_data && md->guardian_data->guardup_lv)
  1776. flag|=4;
  1777. if (md->class_ == MOBID_EMPERIUM)
  1778. flag|=4;
  1779. if (battle_config.slaves_inherit_speed && md->master_id)
  1780. flag|=8;
  1781. if (md->master_id && md->special_state.ai>1)
  1782. flag|=16;
  1783. if (!flag)
  1784. { //No special status required.
  1785. if (md->base_status) {
  1786. aFree(md->base_status);
  1787. md->base_status = NULL;
  1788. }
  1789. if(first)
  1790. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1791. return 0;
  1792. }
  1793. if (!md->base_status)
  1794. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1795. status = md->base_status;
  1796. memcpy(status, &md->db->status, sizeof(struct status_data));
  1797. if (flag&(8|16))
  1798. mbl = map_id2bl(md->master_id);
  1799. if (flag&8 && mbl) {
  1800. struct status_data *mstatus = status_get_base_status(mbl);
  1801. if (mstatus &&
  1802. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1803. status->speed = mstatus->speed;
  1804. }
  1805. if (flag&16 && mbl)
  1806. { //Max HP setting from Summon Flora/marine Sphere
  1807. struct unit_data *ud = unit_bl2ud(mbl);
  1808. //Remove special AI when this is used by regular mobs.
  1809. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1810. md->special_state.ai = 0;
  1811. if (ud)
  1812. { // different levels of HP according to skill level
  1813. if (ud->skillid == AM_SPHEREMINE) {
  1814. status->max_hp = 2000 + 400*ud->skilllv;
  1815. } else { //AM_CANNIBALIZE
  1816. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1817. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1818. }
  1819. status->hp = status->max_hp;
  1820. }
  1821. }
  1822. if (flag&1)
  1823. { // increase from mobs leveling up [Valaris]
  1824. int diff = md->level - md->db->lv;
  1825. status->str+= diff;
  1826. status->agi+= diff;
  1827. status->vit+= diff;
  1828. status->int_+= diff;
  1829. status->dex+= diff;
  1830. status->luk+= diff;
  1831. status->max_hp += diff*status->vit;
  1832. status->max_sp += diff*status->int_;
  1833. status->hp = status->max_hp;
  1834. status->sp = status->max_sp;
  1835. status->speed -= cap_value(diff, 0, status->speed - 10);
  1836. }
  1837. if (flag&2)
  1838. { // change for sized monsters [Valaris]
  1839. if (md->special_state.size==1) {
  1840. status->max_hp>>=1;
  1841. status->max_sp>>=1;
  1842. if (!status->max_hp) status->max_hp = 1;
  1843. if (!status->max_sp) status->max_sp = 1;
  1844. status->hp=status->max_hp;
  1845. status->sp=status->max_sp;
  1846. status->str>>=1;
  1847. status->agi>>=1;
  1848. status->vit>>=1;
  1849. status->int_>>=1;
  1850. status->dex>>=1;
  1851. status->luk>>=1;
  1852. if (!status->str) status->str = 1;
  1853. if (!status->agi) status->agi = 1;
  1854. if (!status->vit) status->vit = 1;
  1855. if (!status->int_) status->int_ = 1;
  1856. if (!status->dex) status->dex = 1;
  1857. if (!status->luk) status->luk = 1;
  1858. } else if (md->special_state.size==2) {
  1859. status->max_hp<<=1;
  1860. status->max_sp<<=1;
  1861. status->hp=status->max_hp;
  1862. status->sp=status->max_sp;
  1863. status->str<<=1;
  1864. status->agi<<=1;
  1865. status->vit<<=1;
  1866. status->int_<<=1;
  1867. status->dex<<=1;
  1868. status->luk<<=1;
  1869. }
  1870. }
  1871. status_calc_misc(&md->bl, status, md->level);
  1872. if(flag&4)
  1873. { // Strengthen Guardians - custom value +10% / lv
  1874. struct guild_castle *gc;
  1875. gc=guild_mapname2gc(map[md->bl.m].name);
  1876. if (!gc)
  1877. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1878. else
  1879. if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
  1880. #ifdef RENEWAL
  1881. status->max_hp += 50 * gc->defense;
  1882. status->max_sp += 70 * gc->defense;
  1883. #else
  1884. status->max_hp += 1000 * gc->defense;
  1885. status->max_sp += 200 * gc->defense;
  1886. #endif
  1887. status->hp = status->max_hp;
  1888. status->sp = status->max_sp;
  1889. status->def += (gc->defense+2)/3;
  1890. status->mdef += (gc->defense+2)/3;
  1891. }
  1892. if(md->class_ != MOBID_EMPERIUM) {
  1893. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1894. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1895. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1896. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1897. }
  1898. }
  1899. if( first ) //Initial battle status
  1900. memcpy(&md->status, status, sizeof(struct status_data));
  1901. return 1;
  1902. }
  1903. //Skotlex: Calculates the stats of the given pet.
  1904. int status_calc_pet_(struct pet_data *pd, bool first)
  1905. {
  1906. nullpo_ret(pd);
  1907. if (first) {
  1908. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1909. pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
  1910. pd->status.speed = pd->petDB->speed;
  1911. if(battle_config.pet_attack_support || battle_config.pet_damage_support)
  1912. {// attack support requires the pet to be able to attack
  1913. pd->status.mode|= MD_CANATTACK;
  1914. }
  1915. }
  1916. if (battle_config.pet_lv_rate && pd->msd)
  1917. {
  1918. struct map_session_data *sd = pd->msd;
  1919. int lv;
  1920. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1921. if (lv < 0)
  1922. lv = 1;
  1923. if (lv != pd->pet.level || first)
  1924. {
  1925. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1926. pd->pet.level = lv;
  1927. if (!first) //Lv Up animation
  1928. clif_misceffect(&pd->bl, 0);
  1929. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1930. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1931. status->str = (bstat->str*lv)/pd->db->lv;
  1932. status->agi = (bstat->agi*lv)/pd->db->lv;
  1933. status->vit = (bstat->vit*lv)/pd->db->lv;
  1934. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1935. status->dex = (bstat->dex*lv)/pd->db->lv;
  1936. status->luk = (bstat->luk*lv)/pd->db->lv;
  1937. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1938. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1939. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1940. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1941. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1942. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1943. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1944. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1945. status_calc_misc(&pd->bl, &pd->status, lv);
  1946. if (!first) //Not done the first time because the pet is not visible yet
  1947. clif_send_petstatus(sd);
  1948. }
  1949. } else if (first) {
  1950. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1951. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1952. pd->pet.level = pd->db->lv;
  1953. }
  1954. //Support rate modifier (1000 = 100%)
  1955. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1956. if(battle_config.pet_support_rate != 100)
  1957. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1958. return 1;
  1959. }
  1960. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  1961. static void status_calc_sigma(void)
  1962. {
  1963. int i,j;
  1964. for(i = 0; i < CLASS_COUNT; i++)
  1965. {
  1966. unsigned int k = 0;
  1967. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  1968. for(j = 2; j <= MAX_LEVEL; j++)
  1969. {
  1970. k += (hp_coefficient[i]*j + 50) / 100;
  1971. hp_sigma_val[i][j] = k;
  1972. if (k >= INT_MAX)
  1973. break; //Overflow protection. [Skotlex]
  1974. }
  1975. for(; j <= MAX_LEVEL; j++)
  1976. hp_sigma_val[i][j] = INT_MAX;
  1977. }
  1978. }
  1979. /// Calculates base MaxHP value according to class and base level
  1980. /// The recursive equation used to calculate level bonus is (using integer operations)
  1981. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  1982. /// which reduces to something close to
  1983. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  1984. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  1985. {
  1986. unsigned int val = pc_class2idx(sd->status.class_);
  1987. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  1988. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1989. val += 100; //Since their HP can't be approximated well enough without this.
  1990. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1991. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1992. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1993. val += 2000; //Supernovice lvl99 hp bonus.
  1994. val += val * status->vit/100; // +1% per each point of VIT
  1995. if (sd->class_&JOBL_UPPER)
  1996. val += val * 25/100; //Trans classes get a 25% hp bonus
  1997. else if (sd->class_&JOBL_BABY)
  1998. val -= val * 30/100; //Baby classes get a 30% hp penalty
  1999. return val;
  2000. }
  2001. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  2002. {
  2003. unsigned int val;
  2004. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  2005. val += val * status->int_/100;
  2006. if (sd->class_&JOBL_UPPER)
  2007. val += val * 25/100;
  2008. else if (sd->class_&JOBL_BABY)
  2009. val -= val * 30/100;
  2010. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2011. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  2012. return val;
  2013. }
  2014. //Calculates player data from scratch without counting SC adjustments.
  2015. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  2016. int status_calc_pc_(struct map_session_data* sd, bool first)
  2017. {
  2018. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  2019. struct status_data *status; // pointer to the player's base status
  2020. const struct status_change *sc = &sd->sc;
  2021. struct s_skill b_skill[MAX_SKILL]; // previous skill tree
  2022. int b_weight, b_max_weight, b_cart_weight_max; // previous weight
  2023. int i,index;
  2024. int skill,refinedef=0;
  2025. if (++calculating > 10) //Too many recursive calls!
  2026. return -1;
  2027. // remember player-specific values that are currently being shown to the client (for refresh purposes)
  2028. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2029. b_weight = sd->weight;
  2030. b_max_weight = sd->max_weight;
  2031. b_cart_weight_max = sd->cart_weight_max;
  2032. pc_calc_skilltree(sd); // スキルツリ?の計算
  2033. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  2034. if(first) {
  2035. //Load Hp/SP from char-received data.
  2036. sd->battle_status.hp = sd->status.hp;
  2037. sd->battle_status.sp = sd->status.sp;
  2038. sd->regen.sregen = &sd->sregen;
  2039. sd->regen.ssregen = &sd->ssregen;
  2040. sd->weight=0;
  2041. for(i=0;i<MAX_INVENTORY;i++){
  2042. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  2043. continue;
  2044. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  2045. }
  2046. sd->cart_weight=0;
  2047. sd->cart_num=0;
  2048. for(i=0;i<MAX_CART;i++){
  2049. if(sd->status.cart[i].nameid==0)
  2050. continue;
  2051. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  2052. sd->cart_num++;
  2053. }
  2054. }
  2055. status = &sd->base_status;
  2056. // these are not zeroed. [zzo]
  2057. sd->hprate=100;
  2058. sd->sprate=100;
  2059. sd->castrate=100;
  2060. sd->delayrate=100;
  2061. sd->dsprate=100;
  2062. sd->hprecov_rate = 100;
  2063. sd->sprecov_rate = 100;
  2064. sd->matk_rate = 100;
  2065. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2066. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2067. sd->regen.state.block = 0;
  2068. sd->fixcastrate=100;
  2069. sd->varcastrate=100;
  2070. // zeroed arrays, order follows the order in pc.h.
  2071. // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2072. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2073. + sizeof(sd->param_equip)
  2074. + sizeof(sd->subele)
  2075. + sizeof(sd->subrace)
  2076. + sizeof(sd->subrace2)
  2077. + sizeof(sd->subsize)
  2078. + sizeof(sd->reseff)
  2079. + sizeof(sd->weapon_coma_ele)
  2080. + sizeof(sd->weapon_coma_race)
  2081. + sizeof(sd->weapon_atk)
  2082. + sizeof(sd->weapon_atk_rate)
  2083. + sizeof(sd->arrow_addele)
  2084. + sizeof(sd->arrow_addrace)
  2085. + sizeof(sd->arrow_addsize)
  2086. + sizeof(sd->magic_addele)
  2087. + sizeof(sd->magic_addrace)
  2088. + sizeof(sd->magic_addsize)
  2089. + sizeof(sd->critaddrace)
  2090. + sizeof(sd->expaddrace)
  2091. + sizeof(sd->ignore_mdef)
  2092. + sizeof(sd->ignore_def)
  2093. + sizeof(sd->itemgrouphealrate)
  2094. + sizeof(sd->sp_gain_race)
  2095. + sizeof(sd->sp_gain_race_attack)
  2096. + sizeof(sd->hp_gain_race_attack)
  2097. );
  2098. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2099. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2100. if (sd->special_state.intravision) //Clear status change.
  2101. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2102. memset(&sd->special_state,0,sizeof(sd->special_state));
  2103. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  2104. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2105. status->speed = DEFAULT_WALK_SPEED;
  2106. //Give them all modes except these (useful for clones)
  2107. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2108. status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
  2109. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  2110. if (sd->class_&JOBL_BABY) {
  2111. if (battle_config.character_size&SZ_BIG)
  2112. status->size++;
  2113. } else
  2114. if(battle_config.character_size&SZ_MEDIUM)
  2115. status->size++;
  2116. }
  2117. status->aspd_rate = 1000;
  2118. status->ele_lv = 1;
  2119. status->race = RC_DEMIHUMAN;
  2120. //zero up structures...
  2121. memset(&sd->autospell,0,sizeof(sd->autospell)
  2122. + sizeof(sd->autospell2)
  2123. + sizeof(sd->autospell3)
  2124. + sizeof(sd->addeff)
  2125. + sizeof(sd->addeff2)
  2126. + sizeof(sd->addeff3)
  2127. + sizeof(sd->skillatk)
  2128. + sizeof(sd->sprateskill)
  2129. + sizeof(sd->skillheal)
  2130. + sizeof(sd->skillheal2)
  2131. + sizeof(sd->hp_loss)
  2132. + sizeof(sd->sp_loss)
  2133. + sizeof(sd->hp_regen)
  2134. + sizeof(sd->sp_regen)
  2135. + sizeof(sd->skillblown)
  2136. + sizeof(sd->skillcast)
  2137. + sizeof(sd->add_def)
  2138. + sizeof(sd->add_mdef)
  2139. + sizeof(sd->add_mdmg)
  2140. + sizeof(sd->add_drop)
  2141. + sizeof(sd->itemhealrate)
  2142. + sizeof(sd->subele2)
  2143. + sizeof(sd->skillcooldown)
  2144. + sizeof(sd->skillfixcast)
  2145. + sizeof(sd->skillvarcast)
  2146. );
  2147. memset (&sd->bonus, 0,sizeof(sd->bonus));
  2148. // Autobonus
  2149. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2150. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2151. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2152. // Parse equipment.
  2153. for(i=0;i<EQI_MAX-1;i++) {
  2154. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2155. if(index < 0)
  2156. continue;
  2157. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2158. continue;
  2159. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2160. continue;
  2161. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2162. continue;
  2163. if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
  2164. continue;
  2165. if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
  2166. continue;
  2167. if(!sd->inventory_data[index])
  2168. continue;
  2169. status->def += sd->inventory_data[index]->def;
  2170. if(first && sd->inventory_data[index]->equip_script)
  2171. { //Execute equip-script on login
  2172. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2173. if (!calculating)
  2174. return 1;
  2175. }
  2176. // sanitize the refine level in case someone decreased the value inbetween
  2177. if (sd->status.inventory[index].refine > MAX_REFINE)
  2178. sd->status.inventory[index].refine = MAX_REFINE;
  2179. if(sd->inventory_data[index]->type == IT_WEAPON) {
  2180. int r,wlv = sd->inventory_data[index]->wlv;
  2181. struct weapon_data *wd;
  2182. struct weapon_atk *wa;
  2183. if (wlv >= REFINE_TYPE_MAX)
  2184. wlv = REFINE_TYPE_MAX - 1;
  2185. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2186. wd = &sd->left_weapon; // Left-hand weapon
  2187. wa = &status->lhw;
  2188. } else {
  2189. wd = &sd->right_weapon;
  2190. wa = &status->rhw;
  2191. }
  2192. wa->atk += sd->inventory_data[index]->atk;
  2193. if ( (r = sd->status.inventory[index].refine) )
  2194. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  2195. #ifdef RENEWAL
  2196. // in renewal max MATK is the weapon MATK
  2197. status->matk_max += sd->inventory_data[index]->matk;
  2198. if( r )
  2199. {// renewal magic attack refine bonus
  2200. status->matk_max += refine_info[wlv].bonus[r-1] / 100;
  2201. }
  2202. // record the weapon level for future usage
  2203. status->wlv = wlv;
  2204. #endif
  2205. //Overrefine bonus.
  2206. if (r)
  2207. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  2208. wa->range += sd->inventory_data[index]->range;
  2209. if(sd->inventory_data[index]->script) {
  2210. if (wd == &sd->left_weapon) {
  2211. sd->state.lr_flag = 1;
  2212. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2213. sd->state.lr_flag = 0;
  2214. } else
  2215. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2216. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  2217. return 1;
  2218. }
  2219. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  2220. { // Forged weapon
  2221. wd->star += (sd->status.inventory[index].card[1]>>8);
  2222. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2223. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2224. wd->star += 10;
  2225. if (!wa->ele) //Do not overwrite element from previous bonuses.
  2226. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2227. }
  2228. }
  2229. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2230. int r;
  2231. if ( (r = sd->status.inventory[index].refine) )
  2232. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  2233. if(sd->inventory_data[index]->script) {
  2234. if( i == EQI_HAND_L ) //Shield
  2235. sd->state.lr_flag = 3;
  2236. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2237. if( i == EQI_HAND_L ) //Shield
  2238. sd->state.lr_flag = 0;
  2239. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  2240. return 1;
  2241. }
  2242. }
  2243. }
  2244. if(sd->equip_index[EQI_AMMO] >= 0){
  2245. index = sd->equip_index[EQI_AMMO];
  2246. if(sd->inventory_data[index]){ // Arrows
  2247. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  2248. sd->state.lr_flag = 2;
  2249. if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
  2250. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2251. sd->state.lr_flag = 0;
  2252. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  2253. return 1;
  2254. }
  2255. }
  2256. //Store equipment script bonuses
  2257. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  2258. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2259. status->def += (refinedef+50)/100;
  2260. #ifdef RENEWAL
  2261. // increment the weapon ATK using the MATK max value
  2262. status->matk_max += sd->bonus.sp_weapon_matk;
  2263. #endif
  2264. //Parse Cards
  2265. for(i=0;i<EQI_MAX-1;i++) {
  2266. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2267. if(index < 0)
  2268. continue;
  2269. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2270. continue;
  2271. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2272. continue;
  2273. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2274. continue;
  2275. if(sd->inventory_data[index]) {
  2276. int j,c;
  2277. struct item_data *data;
  2278. //Card script execution.
  2279. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  2280. continue;
  2281. for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  2282. current_equip_card_id= c= sd->status.inventory[index].card[j];
  2283. if(!c)
  2284. continue;
  2285. data = itemdb_exists(c);
  2286. if(!data)
  2287. continue;
  2288. if(first && data->equip_script)
  2289. { //Execute equip-script on login
  2290. run_script(data->equip_script,0,sd->bl.id,0);
  2291. if (!calculating)
  2292. return 1;
  2293. }
  2294. if(!data->script)
  2295. continue;
  2296. if(data->flag.no_equip) { //Card restriction checks.
  2297. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&(8*map[sd->bl.m].zone))
  2298. continue;
  2299. if(!map_flag_vs(sd->bl.m) && data->flag.no_equip&1)
  2300. continue;
  2301. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&2)
  2302. continue;
  2303. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&4)
  2304. continue;
  2305. if(map[sd->bl.m].flag.battleground && data->flag.no_equip&8)
  2306. continue;
  2307. }
  2308. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  2309. { //Left hand status.
  2310. sd->state.lr_flag = 1;
  2311. run_script(data->script,0,sd->bl.id,0);
  2312. sd->state.lr_flag = 0;
  2313. } else
  2314. run_script(data->script,0,sd->bl.id,0);
  2315. if (!calculating) //Abort, run_script his function. [Skotlex]
  2316. return 1;
  2317. }
  2318. }
  2319. }
  2320. if( sc->count && sc->data[SC_ITEMSCRIPT] )
  2321. {
  2322. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2323. if( data && data->script )
  2324. run_script(data->script,0,sd->bl.id,0);
  2325. }
  2326. if( sd->pd )
  2327. { // Pet Bonus
  2328. struct pet_data *pd = sd->pd;
  2329. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2330. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2331. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2332. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2333. }
  2334. //param_bonus now holds card bonuses.
  2335. if(status->rhw.range < 1) status->rhw.range = 1;
  2336. if(status->lhw.range < 1) status->lhw.range = 1;
  2337. if(status->rhw.range < status->lhw.range)
  2338. status->rhw.range = status->lhw.range;
  2339. sd->bonus.double_rate += sd->bonus.double_add_rate;
  2340. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  2341. sd->bonus.splash_range += sd->bonus.splash_add_range;
  2342. // Damage modifiers from weapon type
  2343. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2344. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2345. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2346. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2347. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2348. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2349. if(pc_isriding(sd) &&
  2350. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  2351. { //When Riding with spear, damage modifier to mid-class becomes
  2352. //same as versus large size.
  2353. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2354. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2355. }
  2356. // ----- STATS CALCULATION -----
  2357. // Job bonuses
  2358. index = pc_class2idx(sd->status.class_);
  2359. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  2360. if(!job_bonus[index][i])
  2361. continue;
  2362. switch(job_bonus[index][i]) {
  2363. case 1: status->str++; break;
  2364. case 2: status->agi++; break;
  2365. case 3: status->vit++; break;
  2366. case 4: status->int_++; break;
  2367. case 5: status->dex++; break;
  2368. case 6: status->luk++; break;
  2369. }
  2370. }
  2371. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2372. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  2373. status->str += 10;
  2374. status->agi += 10;
  2375. status->vit += 10;
  2376. status->int_+= 10;
  2377. status->dex += 10;
  2378. status->luk += 10;
  2379. }
  2380. // Absolute modifiers from passive skills
  2381. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  2382. status->str++;
  2383. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  2384. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2385. if((skill=pc_checkskill(sd,AC_OWL))>0)
  2386. status->dex += skill;
  2387. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  2388. status->int_ += skill;
  2389. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2390. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2391. status->str = cap_value(i,0,USHRT_MAX);
  2392. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2393. status->agi = cap_value(i,0,USHRT_MAX);
  2394. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2395. status->vit = cap_value(i,0,USHRT_MAX);
  2396. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2397. status->int_ = cap_value(i,0,USHRT_MAX);
  2398. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2399. status->dex = cap_value(i,0,USHRT_MAX);
  2400. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2401. status->luk = cap_value(i,0,USHRT_MAX);
  2402. // ------ BASE ATTACK CALCULATION ------
  2403. // Base batk value is set on status_calc_misc
  2404. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  2405. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  2406. status->batk += sd->weapon_atk[sd->status.weapon];
  2407. // Absolute modifiers from passive skills
  2408. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  2409. status->batk += 4;
  2410. // ----- HP MAX CALCULATION -----
  2411. // Basic MaxHP value
  2412. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  2413. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  2414. //This is done to handle underflows from negative Max HP bonuses
  2415. i = sd->status.max_hp + (int)status->max_hp;
  2416. status->max_hp = cap_value(i, 0, INT_MAX);
  2417. // Absolute modifiers from passive skills
  2418. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2419. status->max_hp += skill*200;
  2420. // Apply relative modifiers from equipment
  2421. if(sd->hprate < 0)
  2422. sd->hprate = 0;
  2423. if(sd->hprate!=100)
  2424. status->max_hp = status->max_hp * sd->hprate/100;
  2425. if(battle_config.hp_rate != 100)
  2426. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  2427. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2428. status->max_hp = battle_config.max_hp;
  2429. else if(!status->max_hp)
  2430. status->max_hp = 1;
  2431. // ----- SP MAX CALCULATION -----
  2432. // Basic MaxSP value
  2433. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  2434. //This is done to handle underflows from negative Max SP bonuses
  2435. i = sd->status.max_sp + (int)status->max_sp;
  2436. status->max_sp = cap_value(i, 0, INT_MAX);
  2437. // Absolute modifiers from passive skills
  2438. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  2439. status->max_sp += 30*skill;
  2440. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  2441. status->max_sp += status->max_sp * skill/100;
  2442. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  2443. status->max_sp += status->max_sp * 2*skill/100;
  2444. if( (skill = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0 )
  2445. status->max_sp += 200 + 20 * skill;
  2446. if( (skill = pc_checkskill(sd,WM_LESSON)) > 0 )
  2447. status->max_sp += 30 * skill;
  2448. // Apply relative modifiers from equipment
  2449. if(sd->sprate < 0)
  2450. sd->sprate = 0;
  2451. if(sd->sprate!=100)
  2452. status->max_sp = status->max_sp * sd->sprate/100;
  2453. if(battle_config.sp_rate != 100)
  2454. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  2455. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2456. status->max_sp = battle_config.max_sp;
  2457. else if(!status->max_sp)
  2458. status->max_sp = 1;
  2459. // ----- RESPAWN HP/SP -----
  2460. //
  2461. //Calc respawn hp and store it on base_status
  2462. if (sd->special_state.restart_full_recover)
  2463. {
  2464. status->hp = status->max_hp;
  2465. status->sp = status->max_sp;
  2466. } else {
  2467. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  2468. && battle_config.restart_hp_rate < 50)
  2469. status->hp=status->max_hp>>1;
  2470. else
  2471. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  2472. if(!status->hp)
  2473. status->hp = 1;
  2474. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  2475. }
  2476. // ----- MISC CALCULATION -----
  2477. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2478. //Equipment modifiers for misc settings
  2479. if(sd->matk_rate < 0)
  2480. sd->matk_rate = 0;
  2481. if(sd->matk_rate != 100){
  2482. status->matk_max = status->matk_max * sd->matk_rate/100;
  2483. status->matk_min = status->matk_min * sd->matk_rate/100;
  2484. }
  2485. if(sd->hit_rate < 0)
  2486. sd->hit_rate = 0;
  2487. if(sd->hit_rate != 100)
  2488. status->hit = status->hit * sd->hit_rate/100;
  2489. if(sd->flee_rate < 0)
  2490. sd->flee_rate = 0;
  2491. if(sd->flee_rate != 100)
  2492. status->flee = status->flee * sd->flee_rate/100;
  2493. if(sd->def2_rate < 0)
  2494. sd->def2_rate = 0;
  2495. if(sd->def2_rate != 100)
  2496. status->def2 = status->def2 * sd->def2_rate/100;
  2497. if(sd->mdef2_rate < 0)
  2498. sd->mdef2_rate = 0;
  2499. if(sd->mdef2_rate != 100)
  2500. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2501. if(sd->critical_rate < 0)
  2502. sd->critical_rate = 0;
  2503. if(sd->critical_rate != 100)
  2504. status->cri = status->cri * sd->critical_rate/100;
  2505. if(sd->flee2_rate < 0)
  2506. sd->flee2_rate = 0;
  2507. if(sd->flee2_rate != 100)
  2508. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2509. // ----- HIT CALCULATION -----
  2510. // Absolute modifiers from passive skills
  2511. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  2512. status->hit += skill*2;
  2513. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  2514. status->hit += skill;
  2515. if(sd->status.weapon == W_BOW)
  2516. status->rhw.range += skill;
  2517. }
  2518. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  2519. {
  2520. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  2521. status->hit += 2*skill;
  2522. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  2523. status->hit += skill;
  2524. status->rhw.range += skill;
  2525. }
  2526. }
  2527. // ----- FLEE CALCULATION -----
  2528. // Absolute modifiers from passive skills
  2529. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2530. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  2531. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  2532. status->flee += (skill*3)>>1;
  2533. // ----- EQUIPMENT-DEF CALCULATION -----
  2534. // Apply relative modifiers from equipment
  2535. if(sd->def_rate < 0)
  2536. sd->def_rate = 0;
  2537. if(sd->def_rate != 100) {
  2538. i = status->def * sd->def_rate/100;
  2539. status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2540. }
  2541. #ifndef RENEWAL
  2542. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  2543. {
  2544. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  2545. status->def = (unsigned char)battle_config.max_def;
  2546. }
  2547. #endif
  2548. // ----- EQUIPMENT-MDEF CALCULATION -----
  2549. // Apply relative modifiers from equipment
  2550. if(sd->mdef_rate < 0)
  2551. sd->mdef_rate = 0;
  2552. if(sd->mdef_rate != 100) {
  2553. i = status->mdef * sd->mdef_rate/100;
  2554. status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  2555. }
  2556. #ifndef RENEWAL
  2557. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  2558. {
  2559. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2560. status->mdef = (signed char)battle_config.max_def;
  2561. }
  2562. #endif
  2563. // ----- ASPD CALCULATION -----
  2564. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2565. // Basic ASPD value
  2566. i = status_base_amotion_pc(sd,status);
  2567. status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  2568. // Relative modifiers from passive skills
  2569. #ifndef RENEWAL_ASPD
  2570. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2571. status->aspd_rate -= 5*skill;
  2572. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2573. status->aspd_rate -= 30*skill;
  2574. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2575. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2576. status->aspd_rate -= ((skill+1)/2) * 10;
  2577. if(pc_isriding(sd))
  2578. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2579. else if(pc_isridingdragon(sd))
  2580. status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  2581. #else // needs more info
  2582. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2583. status->aspd_rate += 5*skill;
  2584. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2585. status->aspd_rate += 30*skill;
  2586. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2587. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2588. status->aspd_rate += ((skill+1)/2) * 10;
  2589. if(pc_isriding(sd))
  2590. status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2591. else if(pc_isridingdragon(sd))
  2592. status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  2593. #endif
  2594. status->adelay = 2*status->amotion;
  2595. // ----- DMOTION -----
  2596. //
  2597. i = 800-status->agi*4;
  2598. status->dmotion = cap_value(i, 400, 800);
  2599. if(battle_config.pc_damage_delay_rate != 100)
  2600. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2601. // ----- MISC CALCULATIONS -----
  2602. // Weight
  2603. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2604. sd->max_weight += 2000*skill;
  2605. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2606. sd->max_weight += 10000;
  2607. else if(pc_isridingdragon(sd))
  2608. sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
  2609. if(sc->data[SC_KNOWLEDGE])
  2610. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2611. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2612. sd->max_weight += 2000*skill;
  2613. sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
  2614. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2615. sd->regen.state.walk = 1;
  2616. else
  2617. sd->regen.state.walk = 0;
  2618. // Skill SP cost
  2619. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2620. sd->dsprate -= 4*skill;
  2621. if(sc->data[SC_SERVICE4U])
  2622. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2623. if(sc->data[SC_SPCOST_RATE])
  2624. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2625. //Underflow protections.
  2626. if(sd->dsprate < 0)
  2627. sd->dsprate = 0;
  2628. if(sd->castrate < 0)
  2629. sd->castrate = 0;
  2630. if(sd->delayrate < 0)
  2631. sd->delayrate = 0;
  2632. if(sd->hprecov_rate < 0)
  2633. sd->hprecov_rate = 0;
  2634. if(sd->sprecov_rate < 0)
  2635. sd->sprecov_rate = 0;
  2636. if(sd->fixcastrate < 0)
  2637. sd->fixcastrate = 0;
  2638. if(sd->varcastrate < 0)
  2639. sd->varcastrate = 0;
  2640. // Anti-element and anti-race
  2641. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2642. sd->subele[ELE_HOLY] += skill*5;
  2643. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2644. sd->subele[ELE_NEUTRAL] += skill;
  2645. sd->subele[ELE_FIRE] += skill*4;
  2646. }
  2647. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2648. skill = skill*4;
  2649. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2650. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2651. sd->magic_addrace[RC_DRAGON]+=skill;
  2652. sd->subrace[RC_DRAGON]+=skill;
  2653. }
  2654. if(sc->count){
  2655. if(sc->data[SC_CONCENTRATE]) { //Update the card-bonus data
  2656. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2657. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2658. }
  2659. if(sc->data[SC_SIEGFRIED]){
  2660. i = sc->data[SC_SIEGFRIED]->val2;
  2661. sd->subele[ELE_WATER] += i;
  2662. sd->subele[ELE_EARTH] += i;
  2663. sd->subele[ELE_FIRE] += i;
  2664. sd->subele[ELE_WIND] += i;
  2665. sd->subele[ELE_POISON] += i;
  2666. sd->subele[ELE_HOLY] += i;
  2667. sd->subele[ELE_DARK] += i;
  2668. sd->subele[ELE_GHOST] += i;
  2669. sd->subele[ELE_UNDEAD] += i;
  2670. }
  2671. if(sc->data[SC_PROVIDENCE]){
  2672. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2673. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2674. }
  2675. if(sc->data[SC_ARMOR_ELEMENT]) { //This status change should grant card-type elemental resist.
  2676. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2677. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2678. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2679. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2680. }
  2681. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  2682. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2683. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2684. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2685. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2686. }
  2687. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  2688. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  2689. sd->subele[ELE_FIRE] += i;
  2690. sd->subele[ELE_EARTH] -= i;
  2691. }
  2692. if( sc->data[SC_WATER_DROP_OPTION] ) {
  2693. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  2694. sd->subele[ELE_WATER] += i;
  2695. sd->subele[ELE_WIND] -= i;
  2696. }
  2697. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  2698. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  2699. sd->subele[ELE_WIND] += i;
  2700. sd->subele[ELE_WATER] -= i;
  2701. }
  2702. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  2703. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  2704. sd->subele[ELE_EARTH] += i;
  2705. sd->subele[ELE_FIRE] -= i;
  2706. }
  2707. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  2708. sd->magic_addele[ELE_FIRE] += 25;
  2709. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  2710. sd->magic_addele[ELE_WATER] += 25;
  2711. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  2712. sd->magic_addele[ELE_WIND] += 25;
  2713. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  2714. sd->magic_addele[ELE_EARTH] += 25;
  2715. }
  2716. status_cpy(&sd->battle_status, status);
  2717. // ----- CLIENT-SIDE REFRESH -----
  2718. if(!sd->bl.prev) {
  2719. //Will update on LoadEndAck
  2720. calculating = 0;
  2721. return 0;
  2722. }
  2723. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2724. clif_skillinfoblock(sd);
  2725. if(b_weight != sd->weight)
  2726. clif_updatestatus(sd,SP_WEIGHT);
  2727. if(b_max_weight != sd->max_weight) {
  2728. clif_updatestatus(sd,SP_MAXWEIGHT);
  2729. pc_updateweightstatus(sd);
  2730. }
  2731. if( b_cart_weight_max != sd->cart_weight_max ) {
  2732. clif_updatestatus(sd,SP_CARTINFO);
  2733. }
  2734. calculating = 0;
  2735. return 0;
  2736. }
  2737. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  2738. {
  2739. struct status_data *status = &md->base_status;
  2740. struct s_mercenary *merc = &md->mercenary;
  2741. if( first )
  2742. {
  2743. memcpy(status, &md->db->status, sizeof(struct status_data));
  2744. status->mode = MD_CANMOVE|MD_CANATTACK;
  2745. status->hp = status->max_hp;
  2746. status->sp = status->max_sp;
  2747. md->battle_status.hp = merc->hp;
  2748. md->battle_status.sp = merc->sp;
  2749. }
  2750. status_calc_misc(&md->bl, status, md->db->lv);
  2751. status_cpy(&md->battle_status, status);
  2752. return 0;
  2753. }
  2754. int status_calc_homunculus_(struct homun_data *hd, bool first)
  2755. {
  2756. struct status_data *status = &hd->base_status;
  2757. struct s_homunculus *hom = &hd->homunculus;
  2758. int skill;
  2759. int amotion;
  2760. status->str = hom->str / 10;
  2761. status->agi = hom->agi / 10;
  2762. status->vit = hom->vit / 10;
  2763. status->dex = hom->dex / 10;
  2764. status->int_ = hom->int_ / 10;
  2765. status->luk = hom->luk / 10;
  2766. if (first) { //[orn]
  2767. const struct s_homunculus_db *db = hd->homunculusDB;
  2768. status->def_ele = db->element;
  2769. status->ele_lv = 1;
  2770. status->race = db->race;
  2771. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2772. status->rhw.range = 1 + status->size;
  2773. status->mode = MD_CANMOVE|MD_CANATTACK;
  2774. status->speed = DEFAULT_WALK_SPEED;
  2775. if (battle_config.hom_setting&0x8 && hd->master)
  2776. status->speed = status_get_speed(&hd->master->bl);
  2777. status->hp = 1;
  2778. status->sp = 1;
  2779. }
  2780. skill = hom->level/10 + status->vit/5;
  2781. status->def = cap_value(skill, 0, 99);
  2782. skill = hom->level/10 + status->int_/5;
  2783. status->mdef = cap_value(skill, 0, 99);
  2784. status->max_hp = hom->max_hp ;
  2785. status->max_sp = hom->max_sp ;
  2786. merc_hom_calc_skilltree(hd);
  2787. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2788. status->def += skill * 4;
  2789. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2790. {
  2791. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2792. status->str += 1 +skill/3 +skill/3 +skill/4;
  2793. }
  2794. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2795. status->max_hp += skill * 2 * status->max_hp / 100;
  2796. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2797. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2798. if (first) {
  2799. hd->battle_status.hp = hom->hp ;
  2800. hd->battle_status.sp = hom->sp ;
  2801. }
  2802. status->rhw.atk = status->dex;
  2803. status->rhw.atk2 = status->str + hom->level;
  2804. status->aspd_rate = 1000;
  2805. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2806. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2807. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2808. status_calc_misc(&hd->bl, status, hom->level);
  2809. #ifdef RENEWAL
  2810. status->matk_max = status->matk_min;
  2811. #endif
  2812. status_cpy(&hd->battle_status, status);
  2813. return 1;
  2814. }
  2815. int status_calc_elemental_(struct elemental_data *ed, bool first) {
  2816. struct status_data *status = &ed->base_status;
  2817. struct s_elemental *ele = &ed->elemental;
  2818. struct map_session_data *sd = ed->master;
  2819. if( !sd )
  2820. return 0;
  2821. status->str = ele->str;
  2822. status->agi = ele->agi;
  2823. status->vit = ele->vit;
  2824. status->dex = ele->dex;
  2825. status->int_ = ele->int_;
  2826. status->luk = ele->luk;
  2827. if( first ) {
  2828. memcpy(status, &ed->db->status, sizeof(struct status_data));
  2829. status->mode = MD_CANMOVE|MD_CANATTACK;
  2830. status->max_hp += 4000 + 500 * pc_checkskill(sd,SO_EL_SYMPATHY);
  2831. status->max_sp += 300 + 50 * pc_checkskill(sd,SO_EL_SYMPATHY);
  2832. status->hp = status->max_hp;
  2833. status->sp = status->max_sp;
  2834. status->str += sd->base_status.str * 25 / 100;
  2835. status->agi += sd->base_status.agi * 25 / 100;
  2836. status->vit += sd->base_status.vit * 25 / 100;
  2837. status->int_ += sd->base_status.int_ * 25 / 100;
  2838. status->def += sd->base_status.dex * 25 / 100;
  2839. status->luk += sd->base_status.luk * 25 / 100;
  2840. status_calc_misc(&ed->bl, status, ed->db->lv);
  2841. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  2842. } else {
  2843. status_calc_misc(&ed->bl, status, ed->db->lv);
  2844. status_cpy(&ed->battle_status, status);
  2845. }
  2846. return 0;
  2847. }
  2848. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2849. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2850. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2851. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2852. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2853. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2854. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2855. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2856. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2857. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2858. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2859. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2860. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2861. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  2862. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2863. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  2864. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2865. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2866. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2867. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2868. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
  2869. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2870. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2871. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2872. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2873. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2874. //Calculates base regen values.
  2875. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2876. {
  2877. struct map_session_data *sd;
  2878. int val, skill;
  2879. if( !(bl->type&BL_REGEN) || !regen )
  2880. return;
  2881. sd = BL_CAST(BL_PC,bl);
  2882. val = 1 + (status->vit/5) + (status->max_hp/200);
  2883. if( sd && sd->hprecov_rate != 100 )
  2884. val = val*sd->hprecov_rate/100;
  2885. regen->hp = cap_value(val, 1, SHRT_MAX);
  2886. val = 1 + (status->int_/6) + (status->max_sp/100);
  2887. if( status->int_ >= 120 )
  2888. val += ((status->int_-120)>>1) + 4;
  2889. if( sd && sd->sprecov_rate != 100 )
  2890. val = val*sd->sprecov_rate/100;
  2891. regen->sp = cap_value(val, 1, SHRT_MAX);
  2892. if( sd )
  2893. {
  2894. struct regen_data_sub *sregen;
  2895. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  2896. {
  2897. val = regen->sp*(100+3*skill)/100;
  2898. regen->sp = cap_value(val, 1, SHRT_MAX);
  2899. }
  2900. //Only players have skill/sitting skill regen for now.
  2901. sregen = regen->sregen;
  2902. val = 0;
  2903. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  2904. val += skill*5 + skill*status->max_hp/500;
  2905. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2906. val = 0;
  2907. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  2908. val += skill*3 + skill*status->max_sp/500;
  2909. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  2910. val += skill*3 + skill*status->max_sp/500;
  2911. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  2912. val += 3 + 3 * skill;
  2913. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2914. // Skill-related recovery (only when sit)
  2915. sregen = regen->ssregen;
  2916. val = 0;
  2917. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2918. val += skill*4 + skill*status->max_hp/500;
  2919. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  2920. val += skill*30 + skill*status->max_hp/500;
  2921. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2922. val = 0;
  2923. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
  2924. {
  2925. val += skill*3 + skill*status->max_sp/500;
  2926. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2927. val += (30+10*skill)*val/100;
  2928. }
  2929. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2930. val += skill*2 + skill*status->max_sp/500;
  2931. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2932. }
  2933. if( bl->type == BL_HOM ) {
  2934. struct homun_data *hd = (TBL_HOM*)bl;
  2935. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  2936. val = regen->hp*(100+5*skill)/100;
  2937. regen->hp = cap_value(val, 1, SHRT_MAX);
  2938. }
  2939. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  2940. val = regen->sp*(100+3*skill)/100;
  2941. regen->sp = cap_value(val, 1, SHRT_MAX);
  2942. }
  2943. } else if( bl->type == BL_MER ) {
  2944. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  2945. regen->hp = cap_value(val, 1, SHRT_MAX);
  2946. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  2947. regen->sp = cap_value(val, 1, SHRT_MAX);
  2948. } else if( bl->type == BL_ELEM ) {
  2949. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  2950. regen->hp = cap_value(val, 1, SHRT_MAX);
  2951. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  2952. regen->sp = cap_value(val, 1, SHRT_MAX);
  2953. }
  2954. }
  2955. //Calculates SC related regen rates.
  2956. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2957. {
  2958. if (!(bl->type&BL_REGEN) || !regen)
  2959. return;
  2960. regen->flag = RGN_HP|RGN_SP;
  2961. if(regen->sregen)
  2962. {
  2963. if (regen->sregen->hp)
  2964. regen->flag|=RGN_SHP;
  2965. if (regen->sregen->sp)
  2966. regen->flag|=RGN_SSP;
  2967. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2968. }
  2969. if (regen->ssregen)
  2970. {
  2971. if (regen->ssregen->hp)
  2972. regen->flag|=RGN_SHP;
  2973. if (regen->ssregen->sp)
  2974. regen->flag|=RGN_SSP;
  2975. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2976. }
  2977. regen->rate.hp = regen->rate.sp = 1;
  2978. if (!sc || !sc->count)
  2979. return;
  2980. if (
  2981. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  2982. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  2983. || sc->data[SC_BERSERK]
  2984. || sc->data[SC_TRICKDEAD]
  2985. || sc->data[SC_BLEEDING]
  2986. || sc->data[SC_MAGICMUSHROOM]
  2987. || sc->data[SC_RAISINGDRAGON]
  2988. || sc->data[SC_SATURDAYNIGHTFEVER]
  2989. ) //No regen
  2990. regen->flag = 0;
  2991. if (
  2992. sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER]
  2993. || (
  2994. (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  2995. (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  2996. )
  2997. ) //No natural SP regen
  2998. regen->flag &=~RGN_SP;
  2999. if(
  3000. sc->data[SC_TENSIONRELAX]
  3001. ) {
  3002. regen->rate.hp += 2;
  3003. if (regen->sregen)
  3004. regen->sregen->rate.hp += 3;
  3005. }
  3006. if (sc->data[SC_MAGNIFICAT])
  3007. {
  3008. regen->rate.hp += 1;
  3009. regen->rate.sp += 1;
  3010. }
  3011. if (sc->data[SC_REGENERATION])
  3012. {
  3013. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  3014. if (!sce->val4)
  3015. {
  3016. regen->rate.hp += sce->val2;
  3017. regen->rate.sp += sce->val3;
  3018. } else
  3019. regen->flag&=~sce->val4; //Remove regen as specified by val4
  3020. }
  3021. if(sc->data[SC_GT_REVITALIZE]){
  3022. regen->hp = cap_value(regen->hp*sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  3023. regen->state.walk= 1;
  3024. }
  3025. }
  3026. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start ) {
  3027. /* no sc at all, we can zero without any extra weight over our conciousness */
  3028. if( !sc->count ) {
  3029. memset(&sc->cant, 0, sizeof (sc->cant));
  3030. return;
  3031. }
  3032. /* can move? */
  3033. if( flag&SCS_NOMOVE ) {
  3034. if( !(flag&SCS_NOMOVECOND) ) {
  3035. sc->cant.move += ( start ? 1 : -1 );
  3036. } else if(
  3037. (sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4 && (
  3038. !sc->data[SC_LONGING] ||
  3039. (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT ||
  3040. (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
  3041. ) )
  3042. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  3043. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  3044. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  3045. || (sc->data[SC_CLOAKING] && //Need wall at level 1-2
  3046. sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1))
  3047. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  3048. ) {
  3049. sc->cant.move += ( start ? 1 : -1 );
  3050. }
  3051. }
  3052. /* can't use skills */
  3053. if( flag&SCS_NOCAST ) {
  3054. if( !(flag&SCS_NOCASTCOND) ) {
  3055. sc->cant.cast += ( start ? 1 : -1 );
  3056. } else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) ){
  3057. sc->cant.cast += ( start ? 1 : -1 );
  3058. }
  3059. }
  3060. /* player-only states */
  3061. if( bl->type == BL_PC ) {
  3062. /* can pick items? */
  3063. if( flag&SCS_NOPICKITEM ) {
  3064. if( !(flag&SCS_NOPICKITEMCOND) ) {
  3065. sc->cant.pickup += ( start ? 1 : -1 );
  3066. } else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) {
  3067. sc->cant.pickup += ( start ? 1 : -1 );
  3068. }
  3069. }
  3070. /* can drop items? */
  3071. if( flag&SCS_NODROPITEM ) {
  3072. if( !(flag&SCS_NODROPITEMCOND) ) {
  3073. sc->cant.drop += ( start ? 1 : -1 );
  3074. } else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) {
  3075. sc->cant.drop += ( start ? 1 : -1 );
  3076. }
  3077. }
  3078. }
  3079. return;
  3080. }
  3081. /// Recalculates parts of an object's battle status according to the specified flags.
  3082. /// @param flag bitfield of values from enum scb_flag
  3083. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  3084. {
  3085. const struct status_data *b_status = status_get_base_status(bl);
  3086. struct status_data *status = status_get_status_data(bl);
  3087. struct status_change *sc = status_get_sc(bl);
  3088. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3089. int temp;
  3090. if (!b_status || !status)
  3091. return;
  3092. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  3093. status_cpy(status, b_status);
  3094. return;
  3095. }
  3096. if(flag&SCB_STR) {
  3097. status->str = status_calc_str(bl, sc, b_status->str);
  3098. flag|=SCB_BATK;
  3099. if( bl->type&BL_HOM )
  3100. flag |= SCB_WATK;
  3101. }
  3102. if(flag&SCB_AGI) {
  3103. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3104. flag|=SCB_FLEE;
  3105. if( bl->type&(BL_PC|BL_HOM) )
  3106. flag |= SCB_ASPD|SCB_DSPD;
  3107. }
  3108. if(flag&SCB_VIT) {
  3109. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3110. flag|=SCB_DEF2|SCB_MDEF2;
  3111. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3112. flag |= SCB_MAXHP;
  3113. if( bl->type&BL_HOM )
  3114. flag |= SCB_DEF;
  3115. }
  3116. if(flag&SCB_INT) {
  3117. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3118. flag|=SCB_MATK|SCB_MDEF2;
  3119. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3120. flag |= SCB_MAXSP;
  3121. if( bl->type&BL_HOM )
  3122. flag |= SCB_MDEF;
  3123. }
  3124. if(flag&SCB_DEX) {
  3125. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3126. flag|=SCB_BATK|SCB_HIT;
  3127. if( bl->type&(BL_PC|BL_HOM) )
  3128. flag |= SCB_ASPD;
  3129. if( bl->type&BL_HOM )
  3130. flag |= SCB_WATK;
  3131. }
  3132. if(flag&SCB_LUK) {
  3133. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3134. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  3135. }
  3136. if(flag&SCB_BATK && b_status->batk) {
  3137. status->batk = status_base_atk(bl,status);
  3138. temp = b_status->batk - status_base_atk(bl,b_status);
  3139. if (temp)
  3140. {
  3141. temp += status->batk;
  3142. status->batk = cap_value(temp, 0, USHRT_MAX);
  3143. }
  3144. status->batk = status_calc_batk(bl, sc, status->batk);
  3145. }
  3146. if(flag&SCB_WATK) {
  3147. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  3148. if (!sd) //Should not affect weapon refine bonus
  3149. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  3150. if(b_status->lhw.atk) {
  3151. if (sd) {
  3152. sd->state.lr_flag = 1;
  3153. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3154. sd->state.lr_flag = 0;
  3155. } else {
  3156. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3157. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  3158. }
  3159. }
  3160. if( bl->type&BL_HOM )
  3161. {
  3162. status->rhw.atk += (status->dex - b_status->dex);
  3163. status->rhw.atk2 += (status->str - b_status->str);
  3164. if( status->rhw.atk2 < status->rhw.atk )
  3165. status->rhw.atk2 = status->rhw.atk;
  3166. }
  3167. }
  3168. if(flag&SCB_HIT) {
  3169. if (status->dex == b_status->dex)
  3170. status->hit = status_calc_hit(bl, sc, b_status->hit);
  3171. else
  3172. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  3173. }
  3174. if(flag&SCB_FLEE) {
  3175. if (status->agi == b_status->agi)
  3176. status->flee = status_calc_flee(bl, sc, b_status->flee);
  3177. else
  3178. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  3179. }
  3180. if(flag&SCB_DEF)
  3181. {
  3182. status->def = status_calc_def(bl, sc, b_status->def);
  3183. if( bl->type&BL_HOM )
  3184. status->def += (status->vit/5 - b_status->vit/5);
  3185. }
  3186. if(flag&SCB_DEF2) {
  3187. if (status->vit == b_status->vit)
  3188. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  3189. else
  3190. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  3191. }
  3192. if(flag&SCB_MDEF)
  3193. {
  3194. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  3195. if( bl->type&BL_HOM )
  3196. status->mdef += (status->int_/5 - b_status->int_/5);
  3197. }
  3198. if(flag&SCB_MDEF2) {
  3199. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  3200. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  3201. else
  3202. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  3203. }
  3204. if(flag&SCB_SPEED) {
  3205. struct unit_data *ud = unit_bl2ud(bl);
  3206. status->speed = status_calc_speed(bl, sc, b_status->speed);
  3207. //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3208. //because if you step on something while walking, the moment this
  3209. //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
  3210. if (ud)
  3211. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3212. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  3213. status->speed = battle_config.max_walk_speed;
  3214. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  3215. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  3216. }
  3217. if(flag&SCB_CRI && b_status->cri) {
  3218. if (status->luk == b_status->luk)
  3219. status->cri = status_calc_critical(bl, sc, b_status->cri);
  3220. else
  3221. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  3222. /**
  3223. * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  3224. **/
  3225. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  3226. status->cri <<= 1;
  3227. }
  3228. if(flag&SCB_FLEE2 && b_status->flee2) {
  3229. if (status->luk == b_status->luk)
  3230. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  3231. else
  3232. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  3233. }
  3234. if(flag&SCB_ATK_ELE) {
  3235. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  3236. if (sd) sd->state.lr_flag = 1;
  3237. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  3238. if (sd) sd->state.lr_flag = 0;
  3239. }
  3240. if(flag&SCB_DEF_ELE) {
  3241. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  3242. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  3243. }
  3244. if(flag&SCB_MODE)
  3245. {
  3246. status->mode = status_calc_mode(bl, sc, b_status->mode);
  3247. //Since mode changed, reset their state.
  3248. if (!(status->mode&MD_CANATTACK))
  3249. unit_stop_attack(bl);
  3250. if (!(status->mode&MD_CANMOVE))
  3251. unit_stop_walking(bl,1);
  3252. }
  3253. // No status changes alter these yet.
  3254. // if(flag&SCB_SIZE)
  3255. // if(flag&SCB_RACE)
  3256. // if(flag&SCB_RANGE)
  3257. if(flag&SCB_MAXHP) {
  3258. if( bl->type&BL_PC )
  3259. {
  3260. status->max_hp = status_base_pc_maxhp(sd,status);
  3261. status->max_hp += b_status->max_hp - sd->status.max_hp;
  3262. status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
  3263. if( status->max_hp > (unsigned int)battle_config.max_hp )
  3264. status->max_hp = (unsigned int)battle_config.max_hp;
  3265. }
  3266. else
  3267. {
  3268. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  3269. }
  3270. if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
  3271. {
  3272. status->hp = status->max_hp;
  3273. if( sd ) clif_updatestatus(sd,SP_HP);
  3274. }
  3275. }
  3276. if(flag&SCB_MAXSP) {
  3277. if( bl->type&BL_PC )
  3278. {
  3279. status->max_sp = status_base_pc_maxsp(sd,status);
  3280. status->max_sp += b_status->max_sp - sd->status.max_sp;
  3281. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  3282. if( status->max_sp > (unsigned int)battle_config.max_sp )
  3283. status->max_sp = (unsigned int)battle_config.max_sp;
  3284. }
  3285. else
  3286. {
  3287. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  3288. }
  3289. if( status->sp > status->max_sp )
  3290. {
  3291. status->sp = status->max_sp;
  3292. if( sd ) clif_updatestatus(sd,SP_SP);
  3293. }
  3294. }
  3295. if(flag&SCB_MATK) {
  3296. #ifdef RENEWAL
  3297. status->matk_min = status_base_matk_min(status,status_get_lv(bl));
  3298. if( sd )
  3299. status->matk_min += sd->bonus.sp_base_matk;
  3300. #else
  3301. status->matk_min = status_base_matk_min(status);
  3302. #endif
  3303. status->matk_max = status_base_matk_max(status);
  3304. if( bl->type&BL_PC && sd->matk_rate != 100 )
  3305. {
  3306. //Bonuses from previous matk
  3307. #ifndef RENEWAL // only changed in non-renewal [Ind]
  3308. status->matk_max = status->matk_max * sd->matk_rate/100;
  3309. #endif
  3310. status->matk_min = status->matk_min * sd->matk_rate/100;
  3311. }
  3312. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3313. #ifndef RENEWAL // only changed in non-renewal [Ind]
  3314. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3315. #endif
  3316. if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
  3317. status->matk_min = status->matk_max;
  3318. }
  3319. if(flag&SCB_ASPD) {
  3320. int amotion;
  3321. if( bl->type&BL_PC )
  3322. {
  3323. amotion = status_base_amotion_pc(sd,status);
  3324. #ifndef RENEWAL_ASPD
  3325. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3326. if(status->aspd_rate != 1000)
  3327. amotion = amotion*status->aspd_rate/1000;
  3328. #else
  3329. // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  3330. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
  3331. if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  3332. amotion -= ( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
  3333. * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;
  3334. if(status->aspd_rate != 1000) // absolute percentage modifier
  3335. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  3336. #endif
  3337. status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  3338. status->adelay = 2*status->amotion;
  3339. }
  3340. else
  3341. if( bl->type&BL_HOM )
  3342. {
  3343. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3344. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3345. if(status->aspd_rate != 1000)
  3346. amotion = amotion*status->aspd_rate/1000;
  3347. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3348. status->adelay = status->amotion;
  3349. }
  3350. else // mercenary and mobs
  3351. {
  3352. amotion = b_status->amotion;
  3353. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3354. if(status->aspd_rate != 1000)
  3355. amotion = amotion*status->aspd_rate/1000;
  3356. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  3357. temp = b_status->adelay*status->aspd_rate/1000;
  3358. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  3359. }
  3360. }
  3361. if(flag&SCB_DSPD) {
  3362. int dmotion;
  3363. if( bl->type&BL_PC )
  3364. {
  3365. if (b_status->agi == status->agi)
  3366. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3367. else {
  3368. dmotion = 800-status->agi*4;
  3369. status->dmotion = cap_value(dmotion, 400, 800);
  3370. if(battle_config.pc_damage_delay_rate != 100)
  3371. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3372. //It's safe to ignore b_status->dmotion since no bonus affects it.
  3373. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  3374. }
  3375. }
  3376. else
  3377. if( bl->type&BL_HOM )
  3378. {
  3379. dmotion = 800-status->agi*4;
  3380. status->dmotion = cap_value(dmotion, 400, 800);
  3381. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3382. }
  3383. else // mercenary and mobs
  3384. {
  3385. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3386. }
  3387. }
  3388. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  3389. status_calc_regen(bl, status, status_get_regen_data(bl));
  3390. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  3391. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  3392. }
  3393. /// Recalculates parts of an object's base status and battle status according to the specified flags.
  3394. /// Also sends updates to the client wherever applicable.
  3395. /// @param flag bitfield of values from enum scb_flag
  3396. /// @param first if true, will cause status_calc_* functions to run their base status initialization code
  3397. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  3398. {
  3399. struct status_data b_status; // previous battle status
  3400. struct status_data* status; // pointer to current battle status
  3401. // remember previous values
  3402. status = status_get_status_data(bl);
  3403. memcpy(&b_status, status, sizeof(struct status_data));
  3404. if( flag&SCB_BASE ) {// calculate the object's base status too
  3405. switch( bl->type ) {
  3406. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  3407. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  3408. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  3409. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  3410. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  3411. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
  3412. }
  3413. }
  3414. if( bl->type == BL_PET )
  3415. return; // pets are not affected by statuses
  3416. if( first && bl->type == BL_MOB )
  3417. return; // assume there will be no statuses active
  3418. status_calc_bl_main(bl, flag);
  3419. if( first && bl->type == BL_HOM )
  3420. return; // client update handled by caller
  3421. // compare against new values and send client updates
  3422. if( bl->type == BL_PC )
  3423. {
  3424. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3425. if(b_status.str != status->str)
  3426. clif_updatestatus(sd,SP_STR);
  3427. if(b_status.agi != status->agi)
  3428. clif_updatestatus(sd,SP_AGI);
  3429. if(b_status.vit != status->vit)
  3430. clif_updatestatus(sd,SP_VIT);
  3431. if(b_status.int_ != status->int_)
  3432. clif_updatestatus(sd,SP_INT);
  3433. if(b_status.dex != status->dex)
  3434. clif_updatestatus(sd,SP_DEX);
  3435. if(b_status.luk != status->luk)
  3436. clif_updatestatus(sd,SP_LUK);
  3437. if(b_status.hit != status->hit)
  3438. clif_updatestatus(sd,SP_HIT);
  3439. if(b_status.flee != status->flee)
  3440. clif_updatestatus(sd,SP_FLEE1);
  3441. if(b_status.amotion != status->amotion)
  3442. clif_updatestatus(sd,SP_ASPD);
  3443. if(b_status.speed != status->speed)
  3444. clif_updatestatus(sd,SP_SPEED);
  3445. if(b_status.batk != status->batk
  3446. #ifndef RENEWAL
  3447. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  3448. #endif
  3449. )
  3450. clif_updatestatus(sd,SP_ATK1);
  3451. if(b_status.def != status->def){
  3452. clif_updatestatus(sd,SP_DEF1);
  3453. #ifdef RENEWAL
  3454. clif_updatestatus(sd,SP_DEF2);
  3455. #endif
  3456. }
  3457. if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  3458. #ifdef RENEWAL
  3459. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  3460. #endif
  3461. )
  3462. clif_updatestatus(sd,SP_ATK2);
  3463. if(b_status.def2 != status->def2){
  3464. clif_updatestatus(sd,SP_DEF2);
  3465. #ifdef RENEWAL
  3466. clif_updatestatus(sd,SP_DEF1);
  3467. #endif
  3468. }
  3469. if(b_status.flee2 != status->flee2)
  3470. clif_updatestatus(sd,SP_FLEE2);
  3471. if(b_status.cri != status->cri)
  3472. clif_updatestatus(sd,SP_CRITICAL);
  3473. if(b_status.matk_max != status->matk_max)
  3474. clif_updatestatus(sd,SP_MATK1);
  3475. if(b_status.matk_min != status->matk_min)
  3476. clif_updatestatus(sd,SP_MATK2);
  3477. if(b_status.mdef != status->mdef){
  3478. clif_updatestatus(sd,SP_MDEF1);
  3479. #ifdef RENEWAL
  3480. clif_updatestatus(sd,SP_MDEF2);
  3481. #endif
  3482. }
  3483. if(b_status.mdef2 != status->mdef2){
  3484. clif_updatestatus(sd,SP_MDEF2);
  3485. #ifdef RENEWAL
  3486. clif_updatestatus(sd,SP_MDEF1);
  3487. #endif
  3488. }
  3489. if(b_status.rhw.range != status->rhw.range)
  3490. clif_updatestatus(sd,SP_ATTACKRANGE);
  3491. if(b_status.max_hp != status->max_hp)
  3492. clif_updatestatus(sd,SP_MAXHP);
  3493. if(b_status.max_sp != status->max_sp)
  3494. clif_updatestatus(sd,SP_MAXSP);
  3495. if(b_status.hp != status->hp)
  3496. clif_updatestatus(sd,SP_HP);
  3497. if(b_status.sp != status->sp)
  3498. clif_updatestatus(sd,SP_SP);
  3499. } else if( bl->type == BL_HOM ) {
  3500. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  3501. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  3502. clif_hominfo(hd->master,hd,0);
  3503. } else if( bl->type == BL_MER ) {
  3504. TBL_MER* md = BL_CAST(BL_MER, bl);
  3505. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  3506. clif_mercenary_updatestatus(md->master, SP_ATK1);
  3507. if( b_status.matk_max != status->matk_max )
  3508. clif_mercenary_updatestatus(md->master, SP_MATK1);
  3509. if( b_status.hit != status->hit )
  3510. clif_mercenary_updatestatus(md->master, SP_HIT);
  3511. if( b_status.cri != status->cri )
  3512. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  3513. if( b_status.def != status->def )
  3514. clif_mercenary_updatestatus(md->master, SP_DEF1);
  3515. if( b_status.mdef != status->mdef )
  3516. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  3517. if( b_status.flee != status->flee )
  3518. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  3519. if( b_status.amotion != status->amotion )
  3520. clif_mercenary_updatestatus(md->master, SP_ASPD);
  3521. if( b_status.max_hp != status->max_hp )
  3522. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  3523. if( b_status.max_sp != status->max_sp )
  3524. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  3525. if( b_status.hp != status->hp )
  3526. clif_mercenary_updatestatus(md->master, SP_HP);
  3527. if( b_status.sp != status->sp )
  3528. clif_mercenary_updatestatus(md->master, SP_SP);
  3529. } else if( bl->type == BL_ELEM ) {
  3530. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  3531. if( b_status.max_hp != status->max_hp )
  3532. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  3533. if( b_status.max_sp != status->max_sp )
  3534. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  3535. if( b_status.hp != status->hp )
  3536. clif_elemental_updatestatus(ed->master, SP_HP);
  3537. if( b_status.sp != status->sp )
  3538. clif_mercenary_updatestatus(ed->master, SP_SP);
  3539. }
  3540. }
  3541. /*==========================================
  3542. * Apply shared stat mods from status changes [DracoRPG]
  3543. *------------------------------------------*/
  3544. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  3545. {
  3546. if(!sc || !sc->count)
  3547. return cap_value(str,0,USHRT_MAX);
  3548. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  3549. return 50;
  3550. if(sc->data[SC_INCALLSTATUS])
  3551. str += sc->data[SC_INCALLSTATUS]->val1;
  3552. if(sc->data[SC_INCSTR])
  3553. str += sc->data[SC_INCSTR]->val1;
  3554. if(sc->data[SC_STRFOOD])
  3555. str += sc->data[SC_STRFOOD]->val1;
  3556. if(sc->data[SC_FOOD_STR_CASH])
  3557. str += sc->data[SC_FOOD_STR_CASH]->val1;
  3558. if(sc->data[SC_BATTLEORDERS])
  3559. str += 5;
  3560. if(sc->data[SC_LEADERSHIP])
  3561. str += sc->data[SC_LEADERSHIP]->val1;
  3562. if(sc->data[SC_LOUD])
  3563. str += 4;
  3564. if(sc->data[SC_TRUESIGHT])
  3565. str += 5;
  3566. if(sc->data[SC_SPURT])
  3567. str += 10;
  3568. if(sc->data[SC_NEN])
  3569. str += sc->data[SC_NEN]->val1;
  3570. if(sc->data[SC_BLESSING]){
  3571. if(sc->data[SC_BLESSING]->val2)
  3572. str += sc->data[SC_BLESSING]->val2;
  3573. else
  3574. str >>= 1;
  3575. }
  3576. if(sc->data[SC_MARIONETTE])
  3577. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  3578. if(sc->data[SC_MARIONETTE2])
  3579. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  3580. if(sc->data[SC_GIANTGROWTH])
  3581. str += 30;
  3582. if(sc->data[SC_HARMONIZE])
  3583. str += sc->data[SC_HARMONIZE]->val2;
  3584. if(sc->data[SC_SAVAGE_STEAK])
  3585. str += sc->data[SC_SAVAGE_STEAK]->val1;
  3586. if(sc->data[SC_INSPIRATION])
  3587. str += sc->data[SC_INSPIRATION]->val3;
  3588. if(sc->data[SC_STOMACHACHE])
  3589. str -= sc->data[SC_STOMACHACHE]->val1;
  3590. return (unsigned short)cap_value(str,0,USHRT_MAX);
  3591. }
  3592. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  3593. {
  3594. if(!sc || !sc->count)
  3595. return cap_value(agi,0,USHRT_MAX);
  3596. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  3597. return 50;
  3598. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3599. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  3600. if(sc->data[SC_INCALLSTATUS])
  3601. agi += sc->data[SC_INCALLSTATUS]->val1;
  3602. if(sc->data[SC_INCAGI])
  3603. agi += sc->data[SC_INCAGI]->val1;
  3604. if(sc->data[SC_AGIFOOD])
  3605. agi += sc->data[SC_AGIFOOD]->val1;
  3606. if(sc->data[SC_FOOD_AGI_CASH])
  3607. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  3608. if(sc->data[SC_SOULCOLD])
  3609. agi += sc->data[SC_SOULCOLD]->val1;
  3610. if(sc->data[SC_TRUESIGHT])
  3611. agi += 5;
  3612. if(sc->data[SC_INCREASEAGI])
  3613. agi += sc->data[SC_INCREASEAGI]->val2;
  3614. if(sc->data[SC_INCREASING])
  3615. agi += 4; // added based on skill updates [Reddozen]
  3616. if(sc->data[SC_DECREASEAGI])
  3617. agi -= sc->data[SC_DECREASEAGI]->val2;
  3618. if(sc->data[SC_QUAGMIRE])
  3619. agi -= sc->data[SC_QUAGMIRE]->val2;
  3620. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  3621. agi -= sc->data[SC_SUITON]->val2;
  3622. if(sc->data[SC_MARIONETTE])
  3623. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  3624. if(sc->data[SC_MARIONETTE2])
  3625. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  3626. if(sc->data[SC_ADORAMUS])
  3627. agi -= sc->data[SC_ADORAMUS]->val2;
  3628. if(sc->data[SC_HARMONIZE])
  3629. agi += sc->data[SC_HARMONIZE]->val2;
  3630. if(sc->data[SC_DROCERA_HERB_STEAMED])
  3631. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  3632. if(sc->data[SC_INSPIRATION])
  3633. agi += sc->data[SC_INSPIRATION]->val3;
  3634. if(sc->data[SC_STOMACHACHE])
  3635. agi -= sc->data[SC_STOMACHACHE]->val1;
  3636. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  3637. }
  3638. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  3639. {
  3640. if(!sc || !sc->count)
  3641. return cap_value(vit,0,USHRT_MAX);
  3642. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  3643. return 50;
  3644. if(sc->data[SC_INCALLSTATUS])
  3645. vit += sc->data[SC_INCALLSTATUS]->val1;
  3646. if(sc->data[SC_INCVIT])
  3647. vit += sc->data[SC_INCVIT]->val1;
  3648. if(sc->data[SC_VITFOOD])
  3649. vit += sc->data[SC_VITFOOD]->val1;
  3650. if(sc->data[SC_FOOD_VIT_CASH])
  3651. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  3652. if(sc->data[SC_CHANGE])
  3653. vit += sc->data[SC_CHANGE]->val2;
  3654. if(sc->data[SC_GLORYWOUNDS])
  3655. vit += sc->data[SC_GLORYWOUNDS]->val1;
  3656. if(sc->data[SC_TRUESIGHT])
  3657. vit += 5;
  3658. if(sc->data[SC_STRIPARMOR])
  3659. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  3660. if(sc->data[SC_MARIONETTE])
  3661. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  3662. if(sc->data[SC_MARIONETTE2])
  3663. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  3664. if(sc->data[SC_LAUDAAGNUS])
  3665. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  3666. if(sc->data[SC_HARMONIZE])
  3667. vit += sc->data[SC_HARMONIZE]->val2;
  3668. if(sc->data[SC_MINOR_BBQ])
  3669. vit += sc->data[SC_MINOR_BBQ]->val1;
  3670. if(sc->data[SC_INSPIRATION])
  3671. vit += sc->data[SC_INSPIRATION]->val3;
  3672. if(sc->data[SC_STOMACHACHE])
  3673. vit -= sc->data[SC_STOMACHACHE]->val1;
  3674. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  3675. }
  3676. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  3677. {
  3678. if(!sc || !sc->count)
  3679. return cap_value(int_,0,USHRT_MAX);
  3680. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  3681. return 50;
  3682. if(sc->data[SC_INCALLSTATUS])
  3683. int_ += sc->data[SC_INCALLSTATUS]->val1;
  3684. if(sc->data[SC_INCINT])
  3685. int_ += sc->data[SC_INCINT]->val1;
  3686. if(sc->data[SC_INTFOOD])
  3687. int_ += sc->data[SC_INTFOOD]->val1;
  3688. if(sc->data[SC_FOOD_INT_CASH])
  3689. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  3690. if(sc->data[SC_CHANGE])
  3691. int_ += sc->data[SC_CHANGE]->val3;
  3692. if(sc->data[SC_BATTLEORDERS])
  3693. int_ += 5;
  3694. if(sc->data[SC_TRUESIGHT])
  3695. int_ += 5;
  3696. if(sc->data[SC_BLESSING]){
  3697. if (sc->data[SC_BLESSING]->val2)
  3698. int_ += sc->data[SC_BLESSING]->val2;
  3699. else
  3700. int_ >>= 1;
  3701. }
  3702. if(sc->data[SC_STRIPHELM])
  3703. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  3704. if(sc->data[SC_NEN])
  3705. int_ += sc->data[SC_NEN]->val1;
  3706. if(sc->data[SC_MARIONETTE])
  3707. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  3708. if(sc->data[SC_MARIONETTE2])
  3709. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  3710. if(sc->data[SC_MANDRAGORA])
  3711. int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
  3712. if(sc->data[SC__STRIPACCESSORY])
  3713. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3714. if(sc->data[SC_HARMONIZE])
  3715. int_ += sc->data[SC_HARMONIZE]->val2;
  3716. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  3717. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  3718. if(sc->data[SC_INSPIRATION])
  3719. int_ += sc->data[SC_INSPIRATION]->val3;
  3720. if(sc->data[SC_STOMACHACHE])
  3721. int_ -= sc->data[SC_STOMACHACHE]->val1;
  3722. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  3723. }
  3724. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  3725. {
  3726. if(!sc || !sc->count)
  3727. return cap_value(dex,0,USHRT_MAX);
  3728. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  3729. return 50;
  3730. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3731. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  3732. if(sc->data[SC_INCALLSTATUS])
  3733. dex += sc->data[SC_INCALLSTATUS]->val1;
  3734. if(sc->data[SC_INCDEX])
  3735. dex += sc->data[SC_INCDEX]->val1;
  3736. if(sc->data[SC_DEXFOOD])
  3737. dex += sc->data[SC_DEXFOOD]->val1;
  3738. if(sc->data[SC_FOOD_DEX_CASH])
  3739. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  3740. if(sc->data[SC_BATTLEORDERS])
  3741. dex += 5;
  3742. if(sc->data[SC_HAWKEYES])
  3743. dex += sc->data[SC_HAWKEYES]->val1;
  3744. if(sc->data[SC_TRUESIGHT])
  3745. dex += 5;
  3746. if(sc->data[SC_QUAGMIRE])
  3747. dex -= sc->data[SC_QUAGMIRE]->val2;
  3748. if(sc->data[SC_BLESSING]){
  3749. if (sc->data[SC_BLESSING]->val2)
  3750. dex += sc->data[SC_BLESSING]->val2;
  3751. else
  3752. dex >>= 1;
  3753. }
  3754. if(sc->data[SC_INCREASING])
  3755. dex += 4; // added based on skill updates [Reddozen]
  3756. if(sc->data[SC_MARIONETTE])
  3757. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  3758. if(sc->data[SC_MARIONETTE2])
  3759. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  3760. if(sc->data[SC__STRIPACCESSORY])
  3761. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3762. if(sc->data[SC_HARMONIZE])
  3763. dex += sc->data[SC_HARMONIZE]->val2;
  3764. if(sc->data[SC_SIROMA_ICE_TEA])
  3765. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  3766. if(sc->data[SC_INSPIRATION])
  3767. dex += sc->data[SC_INSPIRATION]->val3;
  3768. if(sc->data[SC_STOMACHACHE])
  3769. dex -= sc->data[SC_STOMACHACHE]->val1;
  3770. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  3771. }
  3772. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  3773. {
  3774. if(!sc || !sc->count)
  3775. return cap_value(luk,0,USHRT_MAX);
  3776. if(sc->data[SC_CURSE])
  3777. return 0;
  3778. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  3779. return 50;
  3780. if(sc->data[SC_INCALLSTATUS])
  3781. luk += sc->data[SC_INCALLSTATUS]->val1;
  3782. if(sc->data[SC_INCLUK])
  3783. luk += sc->data[SC_INCLUK]->val1;
  3784. if(sc->data[SC_LUKFOOD])
  3785. luk += sc->data[SC_LUKFOOD]->val1;
  3786. if(sc->data[SC_FOOD_LUK_CASH])
  3787. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  3788. if(sc->data[SC_TRUESIGHT])
  3789. luk += 5;
  3790. if(sc->data[SC_GLORIA])
  3791. luk += 30;
  3792. if(sc->data[SC_MARIONETTE])
  3793. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  3794. if(sc->data[SC_MARIONETTE2])
  3795. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  3796. if(sc->data[SC_LAUDARAMUS])
  3797. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  3798. if(sc->data[SC__STRIPACCESSORY])
  3799. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3800. if(sc->data[SC_HARMONIZE])
  3801. luk += sc->data[SC_HARMONIZE]->val2;
  3802. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  3803. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  3804. if(sc->data[SC_INSPIRATION])
  3805. luk += sc->data[SC_INSPIRATION]->val3;
  3806. if(sc->data[SC_STOMACHACHE])
  3807. luk -= sc->data[SC_STOMACHACHE]->val1;
  3808. if(sc->data[SC_BANANA_BOMB])
  3809. luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
  3810. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  3811. }
  3812. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  3813. {
  3814. if(!sc || !sc->count)
  3815. return cap_value(batk,0,USHRT_MAX);
  3816. if(sc->data[SC_ATKPOTION])
  3817. batk += sc->data[SC_ATKPOTION]->val1;
  3818. if(sc->data[SC_BATKFOOD])
  3819. batk += sc->data[SC_BATKFOOD]->val1;
  3820. if(sc->data[SC_INCATKRATE])
  3821. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  3822. if(sc->data[SC_PROVOKE])
  3823. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  3824. if(sc->data[SC_CONCENTRATION])
  3825. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  3826. if(sc->data[SC_SKE])
  3827. batk += batk * 3;
  3828. if(sc->data[SC_BLOODLUST])
  3829. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  3830. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  3831. batk -= batk * 25/100;
  3832. if(sc->data[SC_CURSE])
  3833. batk -= batk * 25/100;
  3834. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  3835. // if(sc->data[SC_BLEEDING])
  3836. // batk -= batk * 25/100;
  3837. if(sc->data[SC_FLEET])
  3838. batk += batk * sc->data[SC_FLEET]->val3/100;
  3839. if(sc->data[SC_GATLINGFEVER])
  3840. batk += sc->data[SC_GATLINGFEVER]->val3;
  3841. if(sc->data[SC_MADNESSCANCEL])
  3842. batk += 100;
  3843. if(sc->data[SC__ENERVATION])
  3844. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  3845. if(sc->data[SC__BLOODYLUST])
  3846. batk += batk * 32 / 100;
  3847. if(sc->data[SC_RUSHWINDMILL])
  3848. batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100;
  3849. if(sc->data[SC_SATURDAYNIGHTFEVER])
  3850. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  3851. if(sc->data[SC_MELODYOFSINK])
  3852. batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
  3853. if(sc->data[SC_BEYONDOFWARCRY])
  3854. batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  3855. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  3856. batk += 50;
  3857. if(bl->type == BL_ELEM
  3858. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  3859. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  3860. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  3861. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  3862. )
  3863. batk += batk / 5;
  3864. if(sc->data[SC_FULL_SWING_K])
  3865. batk += sc->data[SC_FULL_SWING_K]->val1;
  3866. if(sc->data[SC_ODINS_POWER])
  3867. batk += 70;
  3868. if(sc->data[SC_ANGRIFFS_MODUS])
  3869. batk += batk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  3870. #ifdef RENEWAL_EDP
  3871. // renewal EDP increases your base atk by atk x skill level
  3872. if( sc->data[SC_EDP] )
  3873. batk = batk * sc->data[SC_EDP]->val1;
  3874. #endif
  3875. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  3876. }
  3877. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  3878. {
  3879. if(!sc || !sc->count)
  3880. return cap_value(watk,0,USHRT_MAX);
  3881. if(sc->data[SC_IMPOSITIO])
  3882. watk += sc->data[SC_IMPOSITIO]->val2;
  3883. if(sc->data[SC_WATKFOOD])
  3884. watk += sc->data[SC_WATKFOOD]->val1;
  3885. if(sc->data[SC_DRUMBATTLE])
  3886. watk += sc->data[SC_DRUMBATTLE]->val2;
  3887. if(sc->data[SC_VOLCANO])
  3888. watk += sc->data[SC_VOLCANO]->val2;
  3889. if(sc->data[SC_INCATKRATE])
  3890. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  3891. if(sc->data[SC_PROVOKE])
  3892. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  3893. if(sc->data[SC_CONCENTRATION])
  3894. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  3895. if(sc->data[SC_SKE])
  3896. watk += watk * 3;
  3897. if(sc->data[SC_NIBELUNGEN]) {
  3898. if (bl->type != BL_PC)
  3899. watk += sc->data[SC_NIBELUNGEN]->val2;
  3900. else {
  3901. #ifndef RENEWAL
  3902. TBL_PC *sd = (TBL_PC*)bl;
  3903. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  3904. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3905. #endif
  3906. watk += sc->data[SC_NIBELUNGEN]->val2;
  3907. }
  3908. }
  3909. if(sc->data[SC__ENERVATION])
  3910. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  3911. if(sc->data[SC__BLOODYLUST])
  3912. watk += watk * 32 / 100;
  3913. if(sc->data[SC_FLEET])
  3914. watk += watk * sc->data[SC_FLEET]->val3/100;
  3915. if(sc->data[SC_CURSE])
  3916. watk -= watk * 25/100;
  3917. if(sc->data[SC_STRIPWEAPON])
  3918. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  3919. if(sc->data[SC_MERC_ATKUP])
  3920. watk += sc->data[SC_MERC_ATKUP]->val2;
  3921. if(sc->data[SC_FIGHTINGSPIRIT])
  3922. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  3923. if(sc->data[SC__ENERVATION])
  3924. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  3925. if(sc->data[SC__BLOODYLUST])
  3926. watk += watk * 32 / 100;
  3927. if(sc->data[SC_STRIKING])
  3928. watk += sc->data[SC_STRIKING]->val2;
  3929. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  3930. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  3931. if(sc->data[SC_INSPIRATION])
  3932. watk += sc->data[SC_INSPIRATION]->val2;
  3933. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  3934. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  3935. if( sc->data[SC_TROPIC_OPTION] )
  3936. watk += sc->data[SC_TROPIC_OPTION]->val2;
  3937. if( sc->data[SC_HEATER_OPTION] )
  3938. watk += sc->data[SC_HEATER_OPTION]->val2;
  3939. if( sc->data[SC_WATER_BARRIER] )
  3940. watk -= sc->data[SC_WATER_BARRIER]->val3;
  3941. if( sc->data[SC_PYROTECHNIC_OPTION] )
  3942. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  3943. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  3944. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  3945. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  3946. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  3947. )
  3948. watk += watk / 10;
  3949. if( sc && sc->data[SC_TIDAL_WEAPON] )
  3950. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  3951. if(sc->data[SC_ANGRIFFS_MODUS])
  3952. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  3953. #ifdef RENEWAL_EDP
  3954. // renewal EDP increases your weapon atk by watk x Skill Level - 1
  3955. if( sc->data[SC_EDP] && sc->data[SC_EDP]->val1 > 1 )
  3956. watk = watk * (sc->data[SC_EDP]->val1 - 1);
  3957. #endif
  3958. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  3959. }
  3960. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3961. {
  3962. if(!sc || !sc->count)
  3963. return cap_value(matk,0,USHRT_MAX);
  3964. if(sc->data[SC_MATKPOTION])
  3965. matk += sc->data[SC_MATKPOTION]->val1;
  3966. if(sc->data[SC_MATKFOOD])
  3967. matk += sc->data[SC_MATKFOOD]->val1;
  3968. if(sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  3969. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  3970. if(sc->data[SC_MINDBREAKER])
  3971. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  3972. if(sc->data[SC_INCMATKRATE])
  3973. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  3974. if(sc->data[SC_MOONLITSERENADE])
  3975. matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
  3976. if(sc->data[SC_MELODYOFSINK])
  3977. matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
  3978. if(sc->data[SC_BEYONDOFWARCRY])
  3979. matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  3980. if(sc->data[SC_MANA_PLUS])
  3981. matk += sc->data[SC_MANA_PLUS]->val1;
  3982. if(sc->data[SC_AQUAPLAY_OPTION])
  3983. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  3984. if(sc->data[SC_CHILLY_AIR_OPTION])
  3985. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  3986. if(sc->data[SC_WATER_BARRIER])
  3987. matk -= sc->data[SC_WATER_BARRIER]->val3;
  3988. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  3989. matk += 50;
  3990. if(sc->data[SC_ODINS_POWER])
  3991. matk += 70;
  3992. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  3993. }
  3994. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) {
  3995. if(!sc || !sc->count)
  3996. return cap_value(critical,10,SHRT_MAX);
  3997. if (sc->data[SC_INCCRI])
  3998. critical += sc->data[SC_INCCRI]->val2;
  3999. if (sc->data[SC_EXPLOSIONSPIRITS])
  4000. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  4001. if (sc->data[SC_FORTUNE])
  4002. critical += sc->data[SC_FORTUNE]->val2;
  4003. if (sc->data[SC_TRUESIGHT])
  4004. critical += sc->data[SC_TRUESIGHT]->val2;
  4005. if(sc->data[SC_CLOAKING])
  4006. critical += critical;
  4007. if(sc->data[SC_STRIKING])
  4008. critical += sc->data[SC_STRIKING]->val1;
  4009. if(sc->data[SC__INVISIBILITY])
  4010. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  4011. if(sc->data[SC_CAMOUFLAGE])
  4012. critical += 100;
  4013. if(sc->data[SC__UNLUCKY])
  4014. critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
  4015. #ifdef RENEWAL
  4016. if (sc->data[SC_SPEARQUICKEN])
  4017. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  4018. #endif
  4019. return (short)cap_value(critical,10,SHRT_MAX);
  4020. }
  4021. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  4022. {
  4023. if(!sc || !sc->count)
  4024. return cap_value(hit,1,SHRT_MAX);
  4025. if(sc->data[SC_INCHIT])
  4026. hit += sc->data[SC_INCHIT]->val1;
  4027. if(sc->data[SC_HITFOOD])
  4028. hit += sc->data[SC_HITFOOD]->val1;
  4029. if(sc->data[SC_TRUESIGHT])
  4030. hit += sc->data[SC_TRUESIGHT]->val3;
  4031. if(sc->data[SC_HUMMING])
  4032. hit += sc->data[SC_HUMMING]->val2;
  4033. if(sc->data[SC_CONCENTRATION])
  4034. hit += sc->data[SC_CONCENTRATION]->val3;
  4035. if(sc->data[SC_INCHITRATE])
  4036. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  4037. if(sc->data[SC_BLIND])
  4038. hit -= hit * 25/100;
  4039. if(sc->data[SC_ADJUSTMENT])
  4040. hit -= 30;
  4041. if(sc->data[SC_INCREASING])
  4042. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  4043. if(sc->data[SC_MERC_HITUP])
  4044. hit += sc->data[SC_MERC_HITUP]->val2;
  4045. if(sc->data[SC__GROOMY])
  4046. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  4047. if(sc->data[SC_FEAR])
  4048. hit -= hit * 20 / 100;
  4049. if(sc->data[SC_INSPIRATION])
  4050. hit += 5 * sc->data[SC_INSPIRATION]->val1;
  4051. return (short)cap_value(hit,1,SHRT_MAX);
  4052. }
  4053. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  4054. {
  4055. if( bl->type == BL_PC )
  4056. {
  4057. if( map_flag_gvg(bl->m) )
  4058. flee -= flee * battle_config.gvg_flee_penalty/100;
  4059. else if( map[bl->m].flag.battleground )
  4060. flee -= flee * battle_config.bg_flee_penalty/100;
  4061. }
  4062. if(!sc || !sc->count)
  4063. return cap_value(flee,1,SHRT_MAX);
  4064. if(sc->data[SC_INCFLEE])
  4065. flee += sc->data[SC_INCFLEE]->val1;
  4066. if(sc->data[SC_FLEEFOOD])
  4067. flee += sc->data[SC_FLEEFOOD]->val1;
  4068. if(sc->data[SC_WHISTLE])
  4069. flee += sc->data[SC_WHISTLE]->val2;
  4070. if(sc->data[SC_WINDWALK])
  4071. flee += sc->data[SC_WINDWALK]->val2;
  4072. if(sc->data[SC_INCFLEERATE])
  4073. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  4074. if(sc->data[SC_VIOLENTGALE])
  4075. flee += sc->data[SC_VIOLENTGALE]->val2;
  4076. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  4077. flee += sc->data[SC_MOON_COMFORT]->val2;
  4078. if(sc->data[SC_CLOSECONFINE])
  4079. flee += 10;
  4080. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  4081. flee -= flee * 50/100;
  4082. if(sc->data[SC_BERSERK])
  4083. flee -= flee * 50/100;
  4084. if(sc->data[SC_BLIND])
  4085. flee -= flee * 25/100;
  4086. if(sc->data[SC_ADJUSTMENT])
  4087. flee += 30;
  4088. if(sc->data[SC_GATLINGFEVER])
  4089. flee -= sc->data[SC_GATLINGFEVER]->val4;
  4090. if(sc->data[SC_SPEED])
  4091. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  4092. if(sc->data[SC_MERC_FLEEUP])
  4093. flee += sc->data[SC_MERC_FLEEUP]->val2;
  4094. if(sc->data[SC_FEAR])
  4095. flee -= flee * 20 / 100;
  4096. if(sc->data[SC_PARALYSE])
  4097. flee -= flee * 10 / 100; // 10% Flee reduction
  4098. if(sc->data[SC_INFRAREDSCAN])
  4099. flee -= flee * 30 / 100;
  4100. if( sc->data[SC__LAZINESS] )
  4101. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  4102. if( sc->data[SC_GLOOMYDAY] )
  4103. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  4104. if( sc->data[SC_HALLUCINATIONWALK] )
  4105. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  4106. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  4107. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4108. if( sc->data[SC_WATER_BARRIER] )
  4109. flee -= sc->data[SC_WATER_BARRIER]->val3;
  4110. if( sc->data[SC_WIND_STEP_OPTION] )
  4111. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  4112. if( sc->data[SC_ZEPHYR] )
  4113. flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
  4114. if( sc->data[SC_MARSHOFABYSS] )
  4115. flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1);
  4116. if( sc->data[SC_ANGRIFFS_MODUS] )
  4117. flee -= flee * sc->data[SC_ANGRIFFS_MODUS]->val3 / 100;
  4118. if( sc->data[SC_GOLDENE_FERSE ] )
  4119. flee -= flee * sc->data[SC_GOLDENE_FERSE ]->val2 / 100;
  4120. #ifdef RENEWAL
  4121. if( sc->data[SC_SPEARQUICKEN] )
  4122. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  4123. #endif
  4124. return (short)cap_value(flee,1,SHRT_MAX);
  4125. }
  4126. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  4127. {
  4128. if(!sc || !sc->count)
  4129. return cap_value(flee2,10,SHRT_MAX);
  4130. if(sc->data[SC_INCFLEE2])
  4131. flee2 += sc->data[SC_INCFLEE2]->val2;
  4132. if(sc->data[SC_WHISTLE])
  4133. flee2 += sc->data[SC_WHISTLE]->val3*10;
  4134. if(sc->data[SC__UNLUCKY])
  4135. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  4136. return (short)cap_value(flee2,10,SHRT_MAX);
  4137. }
  4138. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def) {
  4139. if(!sc || !sc->count)
  4140. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  4141. if(sc->data[SC_BERSERK])
  4142. return 0;
  4143. if(sc->data[SC_SKA])
  4144. return sc->data[SC_SKA]->val3;
  4145. if(sc->data[SC_BARRIER])
  4146. return 100;
  4147. if(sc->data[SC_KEEPING])
  4148. return 90;
  4149. #ifndef RENEWAL // does not provide 90 DEF in renewal mode
  4150. if(sc->data[SC_STEELBODY])
  4151. return 90;
  4152. #endif
  4153. if(sc->data[SC_ARMORCHANGE])
  4154. def += sc->data[SC_ARMORCHANGE]->val2;
  4155. if(sc->data[SC_DRUMBATTLE])
  4156. def += sc->data[SC_DRUMBATTLE]->val3;
  4157. if(sc->data[SC_DEFENCE]) //[orn]
  4158. def += sc->data[SC_DEFENCE]->val2 ;
  4159. if(sc->data[SC_INCDEFRATE])
  4160. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  4161. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4162. def >>=1;
  4163. if(sc->data[SC_FREEZE])
  4164. def >>=1;
  4165. #ifdef RENEWAL
  4166. if(sc->data[SC_ASSUMPTIO])
  4167. def *= 2;
  4168. #endif
  4169. if(sc->data[SC_SIGNUMCRUCIS])
  4170. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  4171. if(sc->data[SC_CONCENTRATION])
  4172. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  4173. if(sc->data[SC_SKE])
  4174. def >>=1;
  4175. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  4176. def -= def * sc->data[SC_PROVOKE]->val4/100;
  4177. if(sc->data[SC_STRIPSHIELD])
  4178. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  4179. if (sc->data[SC_FLING])
  4180. def -= def * (sc->data[SC_FLING]->val2)/100;
  4181. if(sc->data[SC_STONEHARDSKIN])// Final DEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
  4182. def += sc->data[SC_STONEHARDSKIN]->val1;
  4183. if( sc->data[SC_FREEZING] )
  4184. def -= def * 10 / 100;
  4185. if( sc->data[SC_MARSHOFABYSS] )
  4186. def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4187. if( sc->data[SC_ANALYZE] )
  4188. def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4189. if( sc->data[SC__BLOODYLUST] )
  4190. def -= def * 55 / 100;
  4191. if( sc->data[SC_FORCEOFVANGUARD] )
  4192. def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4193. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4194. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4195. if(sc->data[SC_EARTHDRIVE])
  4196. def -= def * 25 / 100;
  4197. if( sc->data[SC_ROCK_CRUSHER] )
  4198. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  4199. if( sc->data[SC_POWER_OF_GAIA] )
  4200. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  4201. if( sc->data[SC_PRESTIGE] )
  4202. def += def * sc->data[SC_PRESTIGE]->val1 / 100;
  4203. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4204. def += 50;
  4205. if(sc->data[SC_ODINS_POWER])
  4206. def -= 20;
  4207. if( sc->data[SC_ANGRIFFS_MODUS] )
  4208. def -= def * sc->data[SC_ANGRIFFS_MODUS]->val4 / 100;
  4209. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  4210. }
  4211. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  4212. {
  4213. if(!sc || !sc->count)
  4214. #ifdef RENEWAL
  4215. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  4216. #else
  4217. return (short)cap_value(def2,1,SHRT_MAX);
  4218. #endif
  4219. if(sc->data[SC_BERSERK])
  4220. return 0;
  4221. if(sc->data[SC_ETERNALCHAOS])
  4222. return 0;
  4223. if(sc->data[SC_SUN_COMFORT])
  4224. def2 += sc->data[SC_SUN_COMFORT]->val2;
  4225. if(sc->data[SC_ANGELUS])
  4226. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  4227. if(sc->data[SC_CONCENTRATION])
  4228. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  4229. if(sc->data[SC_POISON])
  4230. def2 -= def2 * 25/100;
  4231. if(sc->data[SC_DPOISON])
  4232. def2 -= def2 * 25/100;
  4233. if(sc->data[SC_SKE])
  4234. def2 -= def2 * 50/100;
  4235. if(sc->data[SC_PROVOKE])
  4236. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  4237. #ifdef RENEWAL
  4238. if(sc->data[SC_ASSUMPTIO])
  4239. def2 *= 2;
  4240. #endif
  4241. if(sc->data[SC_JOINTBEAT])
  4242. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  4243. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  4244. if(sc->data[SC_FLING])
  4245. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  4246. if( sc->data[SC_FREEZING] )
  4247. def2 -= def2 * 3 / 10;
  4248. if(sc->data[SC_ANALYZE])
  4249. def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4250. if( sc->data[SC_ECHOSONG] )
  4251. def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
  4252. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
  4253. def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
  4254. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4255. def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4256. if( sc->data[SC_GT_REVITALIZE] && sc->data[SC_GT_REVITALIZE]->val4)
  4257. def2 += def2 * sc->data[SC_GT_REVITALIZE]->val4 / 100;
  4258. #ifdef RENEWAL
  4259. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  4260. #else
  4261. return (short)cap_value(def2,1,SHRT_MAX);
  4262. #endif
  4263. }
  4264. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) {
  4265. if(!sc || !sc->count)
  4266. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  4267. if(sc->data[SC_BERSERK])
  4268. return 0;
  4269. if(sc->data[SC_BARRIER])
  4270. return 100;
  4271. #ifndef RENEWAL // no longer provides 90 MDEF in renewal mode
  4272. if(sc->data[SC_STEELBODY])
  4273. return 90;
  4274. #endif
  4275. if(sc->data[SC_ARMORCHANGE])
  4276. mdef += sc->data[SC_ARMORCHANGE]->val3;
  4277. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4278. mdef += 25*mdef/100;
  4279. if(sc->data[SC_FREEZE])
  4280. mdef += 25*mdef/100;
  4281. if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1.
  4282. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  4283. if(sc->data[SC_CONCENTRATION])
  4284. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  4285. #ifdef RENEWAL
  4286. if(sc->data[SC_ASSUMPTIO])
  4287. mdef *= 2;
  4288. #endif
  4289. if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
  4290. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  4291. if( sc->data[SC_MARSHOFABYSS] )
  4292. mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4293. if(sc->data[SC_ANALYZE])
  4294. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4295. if(sc->data[SC_SYMPHONYOFLOVER])
  4296. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100;
  4297. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4)
  4298. mdef -= mdef * sc->data[SC_GT_CHANGE]->val4 / 100;
  4299. if(sc->data[SC_WATER_BARRIER])
  4300. mdef += sc->data[SC_WATER_BARRIER]->val2;
  4301. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  4302. mdef += 50;
  4303. if(sc->data[SC_ODINS_POWER])
  4304. mdef -= 20;
  4305. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  4306. }
  4307. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  4308. {
  4309. if(!sc || !sc->count)
  4310. #ifdef RENEWAL
  4311. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  4312. #else
  4313. return (short)cap_value(mdef2,1,SHRT_MAX);
  4314. #endif
  4315. if(sc->data[SC_BERSERK])
  4316. return 0;
  4317. if(sc->data[SC_SKA])
  4318. return 90;
  4319. #ifdef RENEWAL
  4320. if(sc->data[SC_ASSUMPTIO])
  4321. mdef2 *= 2;
  4322. #endif
  4323. if(sc->data[SC_MINDBREAKER])
  4324. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  4325. if(sc->data[SC_ANALYZE])
  4326. mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4327. #ifdef RENEWAL
  4328. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  4329. #else
  4330. return (short)cap_value(mdef2,1,SHRT_MAX);
  4331. #endif
  4332. }
  4333. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  4334. {
  4335. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4336. int speed_rate;
  4337. if( sc == NULL )
  4338. return cap_value(speed,10,USHRT_MAX);
  4339. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skillid == LG_EXEEDBREAK) )
  4340. {
  4341. if( sd->ud.skillid == LG_EXEEDBREAK )
  4342. speed_rate = 100 + 60 - (sd->ud.skilllv * 10);
  4343. else
  4344. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  4345. }
  4346. else
  4347. {
  4348. speed_rate = 100;
  4349. //GetMoveHasteValue2()
  4350. {
  4351. int val = 0;
  4352. if( sc->data[SC_FUSION] )
  4353. val = 25;
  4354. else if( sd ) {
  4355. if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON|OPTION_MOUNTING) )
  4356. val = 25;//Same bonus
  4357. else if( pc_isridingwug(sd) )
  4358. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  4359. else if( pc_ismadogear(sd) ) {
  4360. val = (- 10 * (5 - pc_checkskill(sd,NC_MADOLICENCE)));
  4361. if( sc->data[SC_ACCELERATION] )
  4362. val += 25;
  4363. }
  4364. }
  4365. speed_rate -= val;
  4366. }
  4367. //GetMoveSlowValue()
  4368. {
  4369. int val = 0;
  4370. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  4371. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  4372. else
  4373. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  4374. val = sc->data[SC_CHASEWALK]->val3;
  4375. else
  4376. {
  4377. // Longing for Freedom cancels song/dance penalty
  4378. if( sc->data[SC_LONGING] )
  4379. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  4380. else
  4381. if( sd && sc->data[SC_DANCING] )
  4382. 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)) );
  4383. if( sc->data[SC_DECREASEAGI] )
  4384. val = max( val, 25 );
  4385. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  4386. val = max( val, 50 );
  4387. if( sc->data[SC_DONTFORGETME] )
  4388. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  4389. if( sc->data[SC_CURSE] )
  4390. val = max( val, 300 );
  4391. if( sc->data[SC_CHASEWALK] )
  4392. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  4393. if( sc->data[SC_WEDDING] )
  4394. val = max( val, 100 );
  4395. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  4396. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  4397. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  4398. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  4399. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  4400. val = max( val, 75 );
  4401. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  4402. val = max( val, 100 );
  4403. if( sc->data[SC_GATLINGFEVER] )
  4404. val = max( val, 100 );
  4405. if( sc->data[SC_SUITON] )
  4406. val = max( val, sc->data[SC_SUITON]->val3 );
  4407. if( sc->data[SC_SWOO] )
  4408. val = max( val, 300 );
  4409. if( sc->data[SC_FREEZING] )
  4410. val = max( val, 70 );
  4411. if( sc->data[SC_MARSHOFABYSS] )
  4412. val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
  4413. if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
  4414. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 300 : 25 * (6 - sc->data[SC_CAMOUFLAGE]->val1) );
  4415. if( sc->data[SC__GROOMY] )
  4416. val = max( val, sc->data[SC__GROOMY]->val2);
  4417. if( sc->data[SC_STEALTHFIELD_MASTER] )
  4418. val = max( val, 30 );
  4419. if( sc->data[SC_BANDING_DEFENCE] )
  4420. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
  4421. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  4422. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  4423. if( sc->data[SC_POWER_OF_GAIA] )
  4424. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  4425. if( sc->data[SC_MELON_BOMB] )
  4426. val = max( val, sc->data[SC_MELON_BOMB]->val1 );
  4427. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup
  4428. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  4429. }
  4430. speed_rate += val;
  4431. }
  4432. //GetMoveHasteValue1()
  4433. {
  4434. int val = 0;
  4435. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  4436. val = max( val, 50 );
  4437. if( sc->data[SC_INCREASEAGI] )
  4438. val = max( val, 25 );
  4439. if( sc->data[SC_WINDWALK] )
  4440. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  4441. if( sc->data[SC_CARTBOOST] )
  4442. val = max( val, 20 );
  4443. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  4444. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  4445. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  4446. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  4447. if( sc->data[SC_BERSERK] )
  4448. val = max( val, 25 );
  4449. if( sc->data[SC_RUN] )
  4450. val = max( val, 55 );
  4451. if( sc->data[SC_AVOID] )
  4452. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  4453. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  4454. val = max( val, 75 );
  4455. if( sc->data[SC_CLOAKINGEXCEED] )
  4456. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  4457. if( sc->data[SC_HOVERING] )
  4458. val = max( val, 10 );
  4459. if( sc->data[SC_GN_CARTBOOST] )
  4460. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  4461. if( sc->data[SC_SWINGDANCE] )
  4462. val = max( val, sc->data[SC_SWINGDANCE]->val2 );
  4463. if( sc->data[SC_WIND_STEP_OPTION] )
  4464. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  4465. //FIXME: official items use a single bonus for this [ultramage]
  4466. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  4467. val = max( val, 25 );
  4468. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup
  4469. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  4470. speed_rate -= val;
  4471. }
  4472. if( speed_rate < 40 )
  4473. speed_rate = 40;
  4474. }
  4475. //GetSpeed()
  4476. {
  4477. if( sd && pc_iscarton(sd) )
  4478. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  4479. if( sc->data[SC_PARALYSE] )
  4480. speed += speed * 50 / 100;
  4481. if( speed_rate != 100 )
  4482. speed = speed * speed_rate / 100;
  4483. if( sc->data[SC_STEELBODY] )
  4484. speed = 200;
  4485. if( sc->data[SC_DEFENDER] )
  4486. speed = max(speed, 200);
  4487. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  4488. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  4489. }
  4490. return (short)cap_value(speed,10,USHRT_MAX);
  4491. }
  4492. // flag&1 - fixed value [malufett]
  4493. // flag&2 - percentage value
  4494. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
  4495. {
  4496. int i, pots = 0, skills1 = 0, skills2 = 0;
  4497. if(!sc || !sc->count)
  4498. return 0;
  4499. if(sc->data[i=SC_ASPDPOTION3] ||
  4500. sc->data[i=SC_ASPDPOTION2] ||
  4501. sc->data[i=SC_ASPDPOTION1] ||
  4502. sc->data[i=SC_ASPDPOTION0])
  4503. pots += sc->data[i]->val1;
  4504. if( !sc->data[SC_QUAGMIRE] ){
  4505. if(sc->data[SC_STAR_COMFORT])
  4506. skills1 = 5; // needs more info
  4507. if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
  4508. skills1 = 7;
  4509. if(sc->data[SC_ONEHAND] && skills1 < 7) skills1 = 7;
  4510. if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // needs more info
  4511. skills1 = 7;
  4512. if(sc->data[SC_ADRENALINE2] && skills1 < 6)
  4513. skills1 = 6;
  4514. if(sc->data[SC_ADRENALINE] && skills1 < 7)
  4515. skills1 = 7;
  4516. if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
  4517. skills1 = 7;
  4518. if(sc->data[SC_GATLINGFEVER] && skills1 < 9) // needs more info
  4519. skills1 = 9;
  4520. if(sc->data[SC_FLEET] && skills1 < 5)
  4521. skills1 = 5;
  4522. if(sc->data[SC_ASSNCROS] &&
  4523. skills1 < 5+1*sc->data[SC_ASSNCROS]->val1) // needs more info
  4524. {
  4525. if (bl->type!=BL_PC)
  4526. skills1 = 4+1*sc->data[SC_ASSNCROS]->val1;
  4527. else
  4528. switch(((TBL_PC*)bl)->status.weapon)
  4529. {
  4530. case W_BOW:
  4531. case W_REVOLVER:
  4532. case W_RIFLE:
  4533. case W_GATLING:
  4534. case W_SHOTGUN:
  4535. case W_GRENADE:
  4536. break;
  4537. default:
  4538. skills1 = 5+1*sc->data[SC_ASSNCROS]->val1;
  4539. }
  4540. }
  4541. }
  4542. if(sc->data[SC_BERSERK] && skills1 < 15)
  4543. skills1 = 15;
  4544. else if(sc->data[SC_MADNESSCANCEL] && skills1 < 15) // needs more info
  4545. skills1 = 15;
  4546. if(sc->data[SC_DONTFORGETME])
  4547. skills2 -= sc->data[SC_DONTFORGETME]->val2; // needs more info
  4548. if(sc->data[SC_LONGING])
  4549. skills2 -= sc->data[SC_LONGING]->val2; // needs more info
  4550. if(sc->data[SC_STEELBODY])
  4551. skills2 -= 25;
  4552. if(sc->data[SC_SKA])
  4553. skills2 -= 25;
  4554. if(sc->data[SC_DEFENDER])
  4555. skills2 -= sc->data[SC_DEFENDER]->val4; // needs more info
  4556. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
  4557. skills2 -= 25;
  4558. if(sc->data[SC_GRAVITATION])
  4559. skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info
  4560. if(sc->data[SC_JOINTBEAT]) { // needs more info
  4561. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  4562. skills2 -= 25;
  4563. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  4564. skills2 -= 10;
  4565. }
  4566. if( sc->data[SC_FREEZING] )
  4567. skills2 -= 30;
  4568. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  4569. skills2 -= 50;
  4570. if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
  4571. skills2 += 4;
  4572. if( sc->data[SC_PARALYSE] )
  4573. skills2 -= 10;
  4574. if( sc->data[SC__BODYPAINT] )
  4575. skills2 -= 2 + 5 * sc->data[SC__BODYPAINT]->val1;
  4576. if( sc->data[SC__INVISIBILITY] )
  4577. skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
  4578. if( sc->data[SC__GROOMY] )
  4579. skills2 -= sc->data[SC__GROOMY]->val2;
  4580. if( sc->data[SC_SWINGDANCE] )
  4581. skills2 += sc->data[SC_SWINGDANCE]->val2;
  4582. if( sc->data[SC_DANCEWITHWUG] )
  4583. skills2 += sc->data[SC_DANCEWITHWUG]->val3;
  4584. if( sc->data[SC_GLOOMYDAY] )
  4585. skills2 -= sc->data[SC_GLOOMYDAY]->val3;
  4586. if( sc->data[SC_EARTHDRIVE] )
  4587. skills2 -= 25;
  4588. if( sc->data[SC_GT_CHANGE] )
  4589. skills2 += sc->data[SC_GT_CHANGE]->val3;
  4590. if( sc->data[SC_MELON_BOMB] )
  4591. skills2 -= sc->data[SC_MELON_BOMB]->val1;
  4592. if( sc->data[SC_BOOST500] )
  4593. skills2 += sc->data[SC_BOOST500]->val1;
  4594. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  4595. skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  4596. if( sc->data[SC_INCASPDRATE] )
  4597. skills2 += sc->data[SC_INCASPDRATE]->val1;
  4598. return ( flag&1? (skills1 + pots) : skills2 );
  4599. }
  4600. /// Calculates an object's ASPD modifier (alters the base amotion value).
  4601. /// Note that the scale of aspd_rate is 1000 = 100%.
  4602. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  4603. {
  4604. int i;
  4605. if(!sc || !sc->count)
  4606. return cap_value(aspd_rate,0,SHRT_MAX);
  4607. if( !sc->data[SC_QUAGMIRE] ){
  4608. int max = 0;
  4609. if(sc->data[SC_STAR_COMFORT])
  4610. max = sc->data[SC_STAR_COMFORT]->val2;
  4611. if(sc->data[SC_TWOHANDQUICKEN] &&
  4612. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  4613. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  4614. if(sc->data[SC_ONEHAND] &&
  4615. max < sc->data[SC_ONEHAND]->val2)
  4616. max = sc->data[SC_ONEHAND]->val2;
  4617. if(sc->data[SC_MERC_QUICKEN] &&
  4618. max < sc->data[SC_MERC_QUICKEN]->val2)
  4619. max = sc->data[SC_MERC_QUICKEN]->val2;
  4620. if(sc->data[SC_ADRENALINE2] &&
  4621. max < sc->data[SC_ADRENALINE2]->val3)
  4622. max = sc->data[SC_ADRENALINE2]->val3;
  4623. if(sc->data[SC_ADRENALINE] &&
  4624. max < sc->data[SC_ADRENALINE]->val3)
  4625. max = sc->data[SC_ADRENALINE]->val3;
  4626. if(sc->data[SC_SPEARQUICKEN] &&
  4627. max < sc->data[SC_SPEARQUICKEN]->val2)
  4628. max = sc->data[SC_SPEARQUICKEN]->val2;
  4629. if(sc->data[SC_GATLINGFEVER] &&
  4630. max < sc->data[SC_GATLINGFEVER]->val2)
  4631. max = sc->data[SC_GATLINGFEVER]->val2;
  4632. if(sc->data[SC_FLEET] &&
  4633. max < sc->data[SC_FLEET]->val2)
  4634. max = sc->data[SC_FLEET]->val2;
  4635. if( sc->data[SC_GOLDENE_FERSE] && max < sc->data[SC_GOLDENE_FERSE]->val3 )
  4636. max = sc->data[SC_GOLDENE_FERSE]->val3;
  4637. if(sc->data[SC_ASSNCROS] &&
  4638. max < sc->data[SC_ASSNCROS]->val2)
  4639. {
  4640. if (bl->type!=BL_PC)
  4641. max = sc->data[SC_ASSNCROS]->val2;
  4642. else
  4643. switch(((TBL_PC*)bl)->status.weapon)
  4644. {
  4645. case W_BOW:
  4646. case W_REVOLVER:
  4647. case W_RIFLE:
  4648. case W_GATLING:
  4649. case W_SHOTGUN:
  4650. case W_GRENADE:
  4651. break;
  4652. default:
  4653. max = sc->data[SC_ASSNCROS]->val2;
  4654. }
  4655. }
  4656. aspd_rate -= max;
  4657. if(sc->data[SC_BERSERK])
  4658. aspd_rate -= 300;
  4659. else
  4660. if(sc->data[SC_MADNESSCANCEL])
  4661. aspd_rate -= 200;
  4662. }
  4663. if( sc->data[i=SC_ASPDPOTION3] ||
  4664. sc->data[i=SC_ASPDPOTION2] ||
  4665. sc->data[i=SC_ASPDPOTION1] ||
  4666. sc->data[i=SC_ASPDPOTION0] )
  4667. aspd_rate -= sc->data[i]->val2;
  4668. if(sc->data[SC_DONTFORGETME])
  4669. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  4670. if(sc->data[SC_LONGING])
  4671. aspd_rate += sc->data[SC_LONGING]->val2;
  4672. if(sc->data[SC_STEELBODY])
  4673. aspd_rate += 250;
  4674. if(sc->data[SC_SKA])
  4675. aspd_rate += 250;
  4676. if(sc->data[SC_DEFENDER])
  4677. aspd_rate += sc->data[SC_DEFENDER]->val4;
  4678. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  4679. aspd_rate += 250;
  4680. if(sc->data[SC_GRAVITATION])
  4681. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  4682. if(sc->data[SC_JOINTBEAT]) {
  4683. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  4684. aspd_rate += 250;
  4685. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  4686. aspd_rate += 100;
  4687. }
  4688. if( sc->data[SC_FREEZING] )
  4689. aspd_rate += 300;
  4690. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  4691. aspd_rate += 500;
  4692. if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
  4693. aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  4694. if( sc->data[SC_PARALYSE] )
  4695. aspd_rate += 100;
  4696. if( sc->data[SC__BODYPAINT] )
  4697. aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1;
  4698. if( sc->data[SC__INVISIBILITY] )
  4699. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
  4700. if( sc->data[SC__GROOMY] )
  4701. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  4702. if( sc->data[SC_SWINGDANCE] )
  4703. aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
  4704. if( sc->data[SC_DANCEWITHWUG] )
  4705. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  4706. if( sc->data[SC_GLOOMYDAY] )
  4707. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  4708. if( sc->data[SC_EARTHDRIVE] )
  4709. aspd_rate += 250;
  4710. if( sc->data[SC_GT_CHANGE] )
  4711. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  4712. if( sc->data[SC_MELON_BOMB] )
  4713. aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
  4714. if( sc->data[SC_BOOST500] )
  4715. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  4716. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  4717. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  4718. if( sc->data[SC_INCASPDRATE] )
  4719. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  4720. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  4721. }
  4722. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  4723. {
  4724. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  4725. return cap_value(dmotion,0,USHRT_MAX);
  4726. /**
  4727. * It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  4728. **/
  4729. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
  4730. return 0;
  4731. if( sc->data[SC_CONCENTRATION] )
  4732. return 0;
  4733. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  4734. return 0;
  4735. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  4736. }
  4737. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  4738. {
  4739. if(!sc || !sc->count)
  4740. return cap_value(maxhp,1,UINT_MAX);
  4741. if(sc->data[SC_INCMHPRATE])
  4742. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  4743. if(sc->data[SC_APPLEIDUN])
  4744. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  4745. if(sc->data[SC_DELUGE])
  4746. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  4747. if(sc->data[SC_BERSERK])
  4748. maxhp += maxhp * 2;
  4749. if(sc->data[SC_MARIONETTE])
  4750. maxhp -= 1000;
  4751. if(sc->data[SC_MERC_HPUP])
  4752. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  4753. if(sc->data[SC_EPICLESIS])
  4754. maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
  4755. if(sc->data[SC_VENOMBLEED])
  4756. maxhp -= maxhp * 15 / 100;
  4757. if(sc->data[SC__WEAKNESS])
  4758. maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
  4759. if(sc->data[SC_LERADSDEW])
  4760. maxhp += maxhp * sc->data[SC_LERADSDEW]->val3 / 100;
  4761. if(sc->data[SC_FORCEOFVANGUARD])
  4762. maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4763. if(sc->data[SC_INSPIRATION]) //Custom value.
  4764. maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
  4765. if(sc->data[SC_RAISINGDRAGON])
  4766. maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  4767. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  4768. maxhp -= maxhp * (4 * sc->data[SC_GT_CHANGE]->val1) / 100;
  4769. if(sc->data[SC_GT_REVITALIZE])// Max HP increase: [Skill Level x 2] %
  4770. maxhp += maxhp * (2 * sc->data[SC_GT_REVITALIZE]->val1) / 100;
  4771. if(sc->data[SC_MUSTLE_M])
  4772. maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
  4773. if(sc->data[SC_SOLID_SKIN_OPTION])
  4774. maxhp += 2000;// Fix amount.
  4775. if(sc->data[SC_POWER_OF_GAIA])
  4776. maxhp += 3000;
  4777. if(sc->data[SC_MYSTERIOUS_POWDER])
  4778. maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
  4779. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4780. maxhp += 500;
  4781. return cap_value(maxhp,1,UINT_MAX);
  4782. }
  4783. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  4784. {
  4785. if(!sc || !sc->count)
  4786. return cap_value(maxsp,1,UINT_MAX);
  4787. if(sc->data[SC_INCMSPRATE])
  4788. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  4789. if(sc->data[SC_SERVICE4U])
  4790. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  4791. if(sc->data[SC_MERC_SPUP])
  4792. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  4793. if(sc->data[SC_RAISINGDRAGON])
  4794. maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  4795. if(sc->data[SC_LIFE_FORCE_F])
  4796. maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
  4797. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  4798. maxsp += 50;
  4799. return cap_value(maxsp,1,UINT_MAX);
  4800. }
  4801. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  4802. {
  4803. if(!sc || !sc->count)
  4804. return element;
  4805. if(sc->data[SC_FREEZE])
  4806. return ELE_WATER;
  4807. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4808. return ELE_EARTH;
  4809. if(sc->data[SC_BENEDICTIO])
  4810. return ELE_HOLY;
  4811. if(sc->data[SC_CHANGEUNDEAD])
  4812. return ELE_UNDEAD;
  4813. if(sc->data[SC_ELEMENTALCHANGE])
  4814. return sc->data[SC_ELEMENTALCHANGE]->val2;
  4815. if(sc->data[SC_SHAPESHIFT])
  4816. return sc->data[SC_SHAPESHIFT]->val2;
  4817. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  4818. }
  4819. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  4820. {
  4821. if(!sc || !sc->count)
  4822. return lv;
  4823. if(sc->data[SC_FREEZE])
  4824. return 1;
  4825. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4826. return 1;
  4827. if(sc->data[SC_BENEDICTIO])
  4828. return 1;
  4829. if(sc->data[SC_CHANGEUNDEAD])
  4830. return 1;
  4831. if(sc->data[SC_ELEMENTALCHANGE])
  4832. return sc->data[SC_ELEMENTALCHANGE]->val1;
  4833. if(sc->data[SC_SHAPESHIFT])
  4834. return 1;
  4835. if(sc->data[SC__INVISIBILITY])
  4836. return 1;
  4837. return (unsigned char)cap_value(lv,1,4);
  4838. }
  4839. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  4840. {
  4841. if(!sc || !sc->count)
  4842. return element;
  4843. if(sc->data[SC_ENCHANTARMS])
  4844. return sc->data[SC_ENCHANTARMS]->val2;
  4845. if(sc->data[SC_WATERWEAPON]
  4846. || sc->data[SC_TIDAL_WEAPON_OPTION]
  4847. || sc->data[SC_TIDAL_WEAPON]
  4848. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  4849. return ELE_WATER;
  4850. if(sc->data[SC_EARTHWEAPON] || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  4851. return ELE_EARTH;
  4852. if(sc->data[SC_FIREWEAPON] || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  4853. return ELE_FIRE;
  4854. if(sc->data[SC_WINDWEAPON] || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  4855. return ELE_WIND;
  4856. if(sc->data[SC_EARTHWEAPON])
  4857. return ELE_EARTH;
  4858. if(sc->data[SC_FIREWEAPON])
  4859. return ELE_FIRE;
  4860. if(sc->data[SC_WINDWEAPON])
  4861. return ELE_WIND;
  4862. if(sc->data[SC_ENCPOISON])
  4863. return ELE_POISON;
  4864. if(sc->data[SC_ASPERSIO])
  4865. return ELE_HOLY;
  4866. if(sc->data[SC_SHADOWWEAPON])
  4867. return ELE_DARK;
  4868. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  4869. return ELE_GHOST;
  4870. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  4871. return ELE_WATER;
  4872. if(sc->data[SC_GOLDENE_FERSE] && rand()%100 < sc->data[SC_GOLDENE_FERSE]->val4)
  4873. return ELE_HOLY;
  4874. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  4875. }
  4876. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  4877. {
  4878. if(!sc || !sc->count)
  4879. return mode;
  4880. if(sc->data[SC_MODECHANGE]) {
  4881. if (sc->data[SC_MODECHANGE]->val2)
  4882. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  4883. if (sc->data[SC_MODECHANGE]->val3)
  4884. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  4885. if (sc->data[SC_MODECHANGE]->val4)
  4886. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  4887. }
  4888. return cap_value(mode,0,USHRT_MAX);
  4889. }
  4890. const char* status_get_name(struct block_list *bl) {
  4891. nullpo_ret(bl);
  4892. switch (bl->type) {
  4893. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  4894. case BL_MOB: return ((TBL_MOB*)bl)->name;
  4895. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  4896. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  4897. case BL_NPC: return ((TBL_NPC*)bl)->name;
  4898. }
  4899. return "Unknown";
  4900. }
  4901. /*==========================================
  4902. * 対象のClassを返す(汎用)
  4903. * 戻りは整数で0以上
  4904. *------------------------------------------*/
  4905. int status_get_class(struct block_list *bl) {
  4906. nullpo_ret(bl);
  4907. switch( bl->type ) {
  4908. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  4909. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  4910. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  4911. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  4912. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  4913. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  4914. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  4915. }
  4916. return 0;
  4917. }
  4918. /*==========================================
  4919. * 対象のレベルを返す(汎用)
  4920. * 戻りは整数で0以上
  4921. *------------------------------------------*/
  4922. int status_get_lv(struct block_list *bl) {
  4923. nullpo_ret(bl);
  4924. switch (bl->type) {
  4925. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  4926. case BL_MOB: return ((TBL_MOB*)bl)->level;
  4927. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  4928. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  4929. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  4930. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  4931. }
  4932. return 1;
  4933. }
  4934. struct regen_data *status_get_regen_data(struct block_list *bl)
  4935. {
  4936. nullpo_retr(NULL, bl);
  4937. switch (bl->type) {
  4938. case BL_PC: return &((TBL_PC*)bl)->regen;
  4939. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  4940. case BL_MER: return &((TBL_MER*)bl)->regen;
  4941. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  4942. default:
  4943. return NULL;
  4944. }
  4945. }
  4946. struct status_data *status_get_status_data(struct block_list *bl)
  4947. {
  4948. nullpo_retr(&dummy_status, bl);
  4949. switch (bl->type) {
  4950. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  4951. case BL_MOB: return &((TBL_MOB*)bl)->status;
  4952. case BL_PET: return &((TBL_PET*)bl)->status;
  4953. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  4954. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  4955. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  4956. default:
  4957. return &dummy_status;
  4958. }
  4959. }
  4960. struct status_data *status_get_base_status(struct block_list *bl)
  4961. {
  4962. nullpo_retr(NULL, bl);
  4963. switch (bl->type) {
  4964. case BL_PC: return &((TBL_PC*)bl)->base_status;
  4965. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  4966. case BL_PET: return &((TBL_PET*)bl)->db->status;
  4967. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  4968. case BL_MER: return &((TBL_MER*)bl)->base_status;
  4969. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  4970. default:
  4971. return NULL;
  4972. }
  4973. }
  4974. defType status_get_def(struct block_list *bl) {
  4975. struct unit_data *ud;
  4976. struct status_data *status = status_get_status_data(bl);
  4977. int def = status?status->def:0;
  4978. ud = unit_bl2ud(bl);
  4979. if (ud && ud->skilltimer != INVALID_TIMER)
  4980. def -= def * skill_get_castdef(ud->skillid)/100;
  4981. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  4982. }
  4983. unsigned short status_get_speed(struct block_list *bl)
  4984. {
  4985. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  4986. return ((struct npc_data *)bl)->speed;
  4987. return status_get_status_data(bl)->speed;
  4988. }
  4989. int status_get_party_id(struct block_list *bl) {
  4990. nullpo_ret(bl);
  4991. switch (bl->type) {
  4992. case BL_PC:
  4993. return ((TBL_PC*)bl)->status.party_id;
  4994. case BL_PET:
  4995. if (((TBL_PET*)bl)->msd)
  4996. return ((TBL_PET*)bl)->msd->status.party_id;
  4997. break;
  4998. case BL_MOB: {
  4999. struct mob_data *md=(TBL_MOB*)bl;
  5000. if( md->master_id > 0 ) {
  5001. struct map_session_data *msd;
  5002. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5003. return msd->status.party_id;
  5004. return -md->master_id;
  5005. }
  5006. }
  5007. break;
  5008. case BL_HOM:
  5009. if (((TBL_HOM*)bl)->master)
  5010. return ((TBL_HOM*)bl)->master->status.party_id;
  5011. break;
  5012. case BL_MER:
  5013. if (((TBL_MER*)bl)->master)
  5014. return ((TBL_MER*)bl)->master->status.party_id;
  5015. break;
  5016. case BL_SKILL:
  5017. return ((TBL_SKILL*)bl)->group->party_id;
  5018. case BL_ELEM:
  5019. if (((TBL_ELEM*)bl)->master)
  5020. return ((TBL_ELEM*)bl)->master->status.party_id;
  5021. break;
  5022. }
  5023. return 0;
  5024. }
  5025. int status_get_guild_id(struct block_list *bl) {
  5026. nullpo_ret(bl);
  5027. switch (bl->type) {
  5028. case BL_PC:
  5029. return ((TBL_PC*)bl)->status.guild_id;
  5030. case BL_PET:
  5031. if (((TBL_PET*)bl)->msd)
  5032. return ((TBL_PET*)bl)->msd->status.guild_id;
  5033. break;
  5034. case BL_MOB: {
  5035. struct map_session_data *msd;
  5036. struct mob_data *md = (struct mob_data *)bl;
  5037. if (md->guardian_data) //Guardian's guild [Skotlex]
  5038. return md->guardian_data->guild_id;
  5039. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5040. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  5041. }
  5042. break;
  5043. case BL_HOM:
  5044. if (((TBL_HOM*)bl)->master)
  5045. return ((TBL_HOM*)bl)->master->status.guild_id;
  5046. break;
  5047. case BL_MER:
  5048. if (((TBL_MER*)bl)->master)
  5049. return ((TBL_MER*)bl)->master->status.guild_id;
  5050. break;
  5051. case BL_NPC:
  5052. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  5053. return ((TBL_NPC*)bl)->u.scr.guild_id;
  5054. break;
  5055. case BL_SKILL:
  5056. return ((TBL_SKILL*)bl)->group->guild_id;
  5057. case BL_ELEM:
  5058. if (((TBL_ELEM*)bl)->master)
  5059. return ((TBL_ELEM*)bl)->master->status.guild_id;
  5060. break;
  5061. }
  5062. return 0;
  5063. }
  5064. int status_get_emblem_id(struct block_list *bl) {
  5065. nullpo_ret(bl);
  5066. switch (bl->type) {
  5067. case BL_PC:
  5068. return ((TBL_PC*)bl)->guild_emblem_id;
  5069. case BL_PET:
  5070. if (((TBL_PET*)bl)->msd)
  5071. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  5072. break;
  5073. case BL_MOB: {
  5074. struct map_session_data *msd;
  5075. struct mob_data *md = (struct mob_data *)bl;
  5076. if (md->guardian_data) //Guardian's guild [Skotlex]
  5077. return md->guardian_data->emblem_id;
  5078. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5079. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  5080. }
  5081. break;
  5082. case BL_HOM:
  5083. if (((TBL_HOM*)bl)->master)
  5084. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  5085. break;
  5086. case BL_MER:
  5087. if (((TBL_MER*)bl)->master)
  5088. return ((TBL_MER*)bl)->master->guild_emblem_id;
  5089. break;
  5090. case BL_NPC:
  5091. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  5092. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  5093. if (g)
  5094. return g->emblem_id;
  5095. }
  5096. break;
  5097. case BL_ELEM:
  5098. if (((TBL_ELEM*)bl)->master)
  5099. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  5100. break;
  5101. }
  5102. return 0;
  5103. }
  5104. int status_get_mexp(struct block_list *bl)
  5105. {
  5106. nullpo_ret(bl);
  5107. if(bl->type==BL_MOB)
  5108. return ((struct mob_data *)bl)->db->mexp;
  5109. if(bl->type==BL_PET)
  5110. return ((struct pet_data *)bl)->db->mexp;
  5111. return 0;
  5112. }
  5113. int status_get_race2(struct block_list *bl)
  5114. {
  5115. nullpo_ret(bl);
  5116. if(bl->type == BL_MOB)
  5117. return ((struct mob_data *)bl)->db->race2;
  5118. if(bl->type==BL_PET)
  5119. return ((struct pet_data *)bl)->db->race2;
  5120. return 0;
  5121. }
  5122. int status_isdead(struct block_list *bl)
  5123. {
  5124. nullpo_ret(bl);
  5125. return status_get_status_data(bl)->hp == 0;
  5126. }
  5127. int status_isimmune(struct block_list *bl)
  5128. {
  5129. struct status_change *sc =status_get_sc(bl);
  5130. if (sc && sc->data[SC_HERMODE])
  5131. return 100;
  5132. if (bl->type == BL_PC &&
  5133. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  5134. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  5135. return 0;
  5136. }
  5137. struct view_data* status_get_viewdata(struct block_list *bl)
  5138. {
  5139. nullpo_retr(NULL, bl);
  5140. switch (bl->type) {
  5141. case BL_PC: return &((TBL_PC*)bl)->vd;
  5142. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  5143. case BL_PET: return &((TBL_PET*)bl)->vd;
  5144. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  5145. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  5146. case BL_MER: return ((TBL_MER*)bl)->vd;
  5147. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  5148. }
  5149. return NULL;
  5150. }
  5151. void status_set_viewdata(struct block_list *bl, int class_)
  5152. {
  5153. struct view_data* vd;
  5154. nullpo_retv(bl);
  5155. if (mobdb_checkid(class_) || mob_is_clone(class_))
  5156. vd = mob_get_viewdata(class_);
  5157. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  5158. vd = npc_get_viewdata(class_);
  5159. else if (homdb_checkid(class_))
  5160. vd = merc_get_hom_viewdata(class_);
  5161. else if (merc_class(class_))
  5162. vd = merc_get_viewdata(class_);
  5163. else if (elemental_class(class_))
  5164. vd = elemental_get_viewdata(class_);
  5165. else
  5166. vd = NULL;
  5167. switch (bl->type) {
  5168. case BL_PC:
  5169. {
  5170. TBL_PC* sd = (TBL_PC*)bl;
  5171. if (pcdb_checkid(class_)) {
  5172. if (sd->sc.option&OPTION_WEDDING)
  5173. class_ = JOB_WEDDING;
  5174. else if (sd->sc.option&OPTION_SUMMER)
  5175. class_ = JOB_SUMMER;
  5176. else if (sd->sc.option&OPTION_XMAS)
  5177. class_ = JOB_XMAS;
  5178. else if (sd->sc.option&OPTION_RIDING) {
  5179. switch (class_) { //Adapt class to a Mounted one.
  5180. case JOB_KNIGHT:
  5181. class_ = JOB_KNIGHT2;
  5182. break;
  5183. case JOB_CRUSADER:
  5184. class_ = JOB_CRUSADER2;
  5185. break;
  5186. case JOB_LORD_KNIGHT:
  5187. class_ = JOB_LORD_KNIGHT2;
  5188. break;
  5189. case JOB_PALADIN:
  5190. class_ = JOB_PALADIN2;
  5191. break;
  5192. case JOB_BABY_KNIGHT:
  5193. class_ = JOB_BABY_KNIGHT2;
  5194. break;
  5195. case JOB_BABY_CRUSADER:
  5196. class_ = JOB_BABY_CRUSADER2;
  5197. break;
  5198. }
  5199. }
  5200. sd->vd.class_ = class_;
  5201. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  5202. sd->vd.head_top = sd->status.head_top;
  5203. sd->vd.head_mid = sd->status.head_mid;
  5204. sd->vd.head_bottom = sd->status.head_bottom;
  5205. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  5206. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  5207. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  5208. sd->vd.sex = sd->status.sex;
  5209. } else if (vd)
  5210. memcpy(&sd->vd, vd, sizeof(struct view_data));
  5211. else
  5212. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  5213. }
  5214. break;
  5215. case BL_MOB:
  5216. {
  5217. TBL_MOB* md = (TBL_MOB*)bl;
  5218. if (vd)
  5219. md->vd = vd;
  5220. else
  5221. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  5222. }
  5223. break;
  5224. case BL_PET:
  5225. {
  5226. TBL_PET* pd = (TBL_PET*)bl;
  5227. if (vd) {
  5228. memcpy(&pd->vd, vd, sizeof(struct view_data));
  5229. if (!pcdb_checkid(vd->class_)) {
  5230. pd->vd.hair_style = battle_config.pet_hair_style;
  5231. if(pd->pet.equip) {
  5232. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  5233. if (!pd->vd.head_bottom)
  5234. pd->vd.head_bottom = pd->pet.equip;
  5235. }
  5236. }
  5237. } else
  5238. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  5239. }
  5240. break;
  5241. case BL_NPC:
  5242. {
  5243. TBL_NPC* nd = (TBL_NPC*)bl;
  5244. if (vd)
  5245. nd->vd = vd;
  5246. else
  5247. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  5248. }
  5249. break;
  5250. case BL_HOM: //[blackhole89]
  5251. {
  5252. struct homun_data *hd = (struct homun_data*)bl;
  5253. if (vd)
  5254. hd->vd = vd;
  5255. else
  5256. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  5257. }
  5258. break;
  5259. case BL_MER:
  5260. {
  5261. struct mercenary_data *md = (struct mercenary_data*)bl;
  5262. if (vd)
  5263. md->vd = vd;
  5264. else
  5265. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  5266. }
  5267. break;
  5268. case BL_ELEM:
  5269. {
  5270. struct elemental_data *ed = (struct elemental_data*)bl;
  5271. if (vd)
  5272. ed->vd = vd;
  5273. else
  5274. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  5275. }
  5276. break;
  5277. }
  5278. vd = status_get_viewdata(bl);
  5279. if (vd && vd->cloth_color && (
  5280. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  5281. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  5282. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  5283. ))
  5284. vd->cloth_color = 0;
  5285. }
  5286. /// Returns the status_change data of bl or NULL if it doesn't exist.
  5287. struct status_change *status_get_sc(struct block_list *bl) {
  5288. if( bl )
  5289. switch (bl->type) {
  5290. case BL_PC: return &((TBL_PC*)bl)->sc;
  5291. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  5292. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  5293. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  5294. case BL_MER: return &((TBL_MER*)bl)->sc;
  5295. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  5296. }
  5297. return NULL;
  5298. }
  5299. void status_change_init(struct block_list *bl)
  5300. {
  5301. struct status_change *sc = status_get_sc(bl);
  5302. nullpo_retv(sc);
  5303. memset(sc, 0, sizeof (struct status_change));
  5304. }
  5305. //Applies SC defense to a given status change.
  5306. //Returns the adjusted duration based on flag values.
  5307. //the flag values are the same as in status_change_start.
  5308. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  5309. {
  5310. int sc_def = 0, tick_def = 0;
  5311. struct status_data* status;
  5312. struct status_change* sc;
  5313. struct map_session_data *sd;
  5314. nullpo_ret(bl);
  5315. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  5316. if (status_isimmune(bl))
  5317. switch (type) {
  5318. case SC_DECREASEAGI:
  5319. case SC_SILENCE:
  5320. case SC_COMA:
  5321. case SC_INCREASEAGI:
  5322. case SC_BLESSING:
  5323. case SC_SLOWPOISON:
  5324. case SC_IMPOSITIO:
  5325. case SC_AETERNA:
  5326. case SC_SUFFRAGIUM:
  5327. case SC_BENEDICTIO:
  5328. case SC_PROVIDENCE:
  5329. case SC_KYRIE:
  5330. case SC_ASSUMPTIO:
  5331. case SC_ANGELUS:
  5332. case SC_MAGNIFICAT:
  5333. case SC_GLORIA:
  5334. case SC_WINDWALK:
  5335. case SC_MAGICROD:
  5336. case SC_HALLUCINATION:
  5337. case SC_STONE:
  5338. case SC_QUAGMIRE:
  5339. case SC_SUITON:
  5340. case SC_SWINGDANCE:
  5341. case SC__ENERVATION:
  5342. case SC__GROOMY:
  5343. case SC__IGNORANCE:
  5344. case SC__LAZINESS:
  5345. case SC__UNLUCKY:
  5346. case SC__WEAKNESS:
  5347. return 0;
  5348. }
  5349. sd = BL_CAST(BL_PC,bl);
  5350. status = status_get_status_data(bl);
  5351. sc = status_get_sc(bl);
  5352. if( sc && !sc->count )
  5353. sc = NULL;
  5354. switch (type) {
  5355. case SC_STUN:
  5356. case SC_POISON:
  5357. if( sc && sc->data[SC__UNLUCKY] )
  5358. return tick;
  5359. case SC_DPOISON:
  5360. case SC_SILENCE:
  5361. case SC_BLEEDING:
  5362. sc_def = 3 +status->vit;
  5363. break;
  5364. case SC_SLEEP:
  5365. sc_def = 3 +status->int_;
  5366. break;
  5367. case SC_DEEPSLEEP:
  5368. tick_def = status->int_ / 10 + status_get_lv(bl) * 65 / 1000; // Seems to be -1 sec every 10 int and -5% chance every 10 int.
  5369. sc_def = 5 * status->int_ /10;
  5370. break;
  5371. case SC_DECREASEAGI:
  5372. case SC_ADORAMUS://Arch Bishop
  5373. if (sd) tick>>=1; //Half duration for players.
  5374. case SC_STONE:
  5375. case SC_FREEZE:
  5376. sc_def = 3 +status->mdef;
  5377. break;
  5378. case SC_CURSE:
  5379. //Special property: inmunity when luk is greater than level or zero
  5380. if (status->luk > status_get_lv(bl) || status->luk == 0)
  5381. return 0;
  5382. else
  5383. sc_def = 3 +status->luk;
  5384. tick_def = status->vit;
  5385. break;
  5386. case SC_BLIND:
  5387. if( sc && sc->data[SC__UNLUCKY] )
  5388. return tick;
  5389. sc_def = 3 +(status->vit + status->int_)/2;
  5390. break;
  5391. case SC_CONFUSION:
  5392. sc_def = 3 +(status->str + status->int_)/2;
  5393. break;
  5394. case SC_ANKLE:
  5395. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  5396. tick /= 5;
  5397. sc_def = status->agi / 2;
  5398. break;
  5399. case SC_MAGICMIRROR:
  5400. case SC_ARMORCHANGE:
  5401. if (sd) //Duration greatly reduced for players.
  5402. tick /= 15;
  5403. //No defense against it (buff).
  5404. rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate
  5405. break;
  5406. case SC_WHITEIMPRISON:
  5407. rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100;
  5408. if( tick != 5000) // not applied on caster
  5409. tick -= (status->vit + status->luk) / 20 * 1000;
  5410. break;
  5411. case SC_BURNING:
  5412. // From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583
  5413. tick -= 50*status->luk + 60*status->int_ + 170*status->vit;
  5414. tick = max(tick,10000); // Minimum Duration 10s.
  5415. break;
  5416. case SC_FREEZING:
  5417. tick -= 1000 * ((status->vit + status->dex) / 20);
  5418. tick = max(tick,10000); // Minimum Duration 10s.
  5419. break;
  5420. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  5421. sc_def = 100 - ( 100 - status->int_* 8 / 10 );
  5422. sc_def = max(sc_def, 5); // minimum of 5%
  5423. break;
  5424. case SC_ELECTRICSHOCKER:
  5425. case SC_BITE: {
  5426. if( bl->type == BL_MOB )
  5427. tick -= 1000 * (status->agi/10);
  5428. if( sd && type != SC_ELECTRICSHOCKER )
  5429. tick >>= 1;
  5430. }
  5431. break;
  5432. case SC_CRYSTALIZE:
  5433. tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50);
  5434. break;
  5435. case SC_VACUUM_EXTREME:
  5436. tick -= 50*status->str;
  5437. break;
  5438. case SC_MANDRAGORA:
  5439. sc_def = (status->vit+status->luk)/5;
  5440. break;
  5441. default:
  5442. //Effect that cannot be reduced? Likely a buff.
  5443. if (!(rnd()%10000 < rate))
  5444. return 0;
  5445. return tick?tick:1;
  5446. }
  5447. if (sd) {
  5448. if (battle_config.pc_sc_def_rate != 100)
  5449. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  5450. if (sc_def < battle_config.pc_max_sc_def)
  5451. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  5452. status->luk/battle_config.pc_luk_sc_def;
  5453. else
  5454. sc_def = battle_config.pc_max_sc_def;
  5455. if (tick_def) {
  5456. if (battle_config.pc_sc_def_rate != 100)
  5457. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  5458. }
  5459. } else {
  5460. if (battle_config.mob_sc_def_rate != 100)
  5461. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  5462. if (sc_def < battle_config.mob_max_sc_def)
  5463. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  5464. status->luk/battle_config.mob_luk_sc_def;
  5465. else
  5466. sc_def = battle_config.mob_max_sc_def;
  5467. if (tick_def) {
  5468. if (battle_config.mob_sc_def_rate != 100)
  5469. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  5470. }
  5471. }
  5472. if (sc) {
  5473. if (sc->data[SC_SCRESIST])
  5474. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  5475. else if (sc->data[SC_SIEGFRIED])
  5476. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  5477. }
  5478. //When no tick def, reduction is the same for both.
  5479. if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish]
  5480. tick_def = sc_def;
  5481. //Natural resistance
  5482. if (!(flag&8)) {
  5483. rate -= rate*sc_def/100;
  5484. //Item resistance (only applies to rate%)
  5485. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  5486. {
  5487. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  5488. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  5489. if( sd->sc.data[SC_COMMONSC_RESIST] )
  5490. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  5491. }
  5492. }
  5493. if (!(rnd()%10000 < rate))
  5494. return 0;
  5495. //Why would a status start with no duration? Presume it has
  5496. //duration defined elsewhere.
  5497. if (!tick) return 1;
  5498. //Rate reduction
  5499. if (flag&2)
  5500. return tick;
  5501. tick -= tick*tick_def/100;
  5502. // Changed to 5 seconds according to recent tests [Playtester]
  5503. if (type == SC_ANKLE && tick < 5000)
  5504. tick = 5000;
  5505. return tick<=0?0:tick;
  5506. }
  5507. /*==========================================
  5508. * Starts a status change.
  5509. * 'type' = type, 'val1~4' depend on the type.
  5510. * 'rate' = base success rate. 10000 = 100%
  5511. * 'tick' is base duration
  5512. * 'flag':
  5513. * &1: Cannot be avoided (it has to start)
  5514. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  5515. * &4: sc_data loaded, no value has to be altered.
  5516. * &8: rate should not be reduced
  5517. *------------------------------------------*/
  5518. 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)
  5519. {
  5520. struct map_session_data *sd = NULL;
  5521. struct status_change* sc;
  5522. struct status_change_entry* sce;
  5523. struct status_data *status;
  5524. struct view_data *vd;
  5525. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  5526. bool sc_isnew = true;
  5527. nullpo_ret(bl);
  5528. sc = status_get_sc(bl);
  5529. status = status_get_status_data(bl);
  5530. if( type <= SC_NONE || type >= SC_MAX )
  5531. {
  5532. ShowError("status_change_start: invalid status change (%d)!\n", type);
  5533. return 0;
  5534. }
  5535. if( !sc )
  5536. return 0; //Unable to receive status changes
  5537. if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
  5538. return 0;
  5539. if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA )
  5540. {
  5541. struct mob_data *md = BL_CAST(BL_MOB,bl);
  5542. if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) )
  5543. return 0; //Emperium/BG Monsters can't be afflicted by status changes
  5544. }
  5545. if( sc->data[SC_REFRESH] ) {
  5546. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  5547. return 0; // Immune to status ailements
  5548. switch( type ) {
  5549. case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
  5550. case SC_DECREASEAGI:
  5551. case SC_BURNING:
  5552. case SC_FREEZING:
  5553. //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
  5554. case SC_MARSHOFABYSS:
  5555. case SC_TOXIN:
  5556. case SC_PARALYSE:
  5557. case SC_VENOMBLEED:
  5558. case SC_MAGICMUSHROOM:
  5559. case SC_DEATHHURT:
  5560. case SC_PYREXIA:
  5561. case SC_OBLIVIONCURSE:
  5562. //case SC_LEECHESEND://Need confirm. If it protects against nearly every Guillotine poison, it should work on this too right? [Rytech]
  5563. case SC_CRYSTALIZE:
  5564. case SC_DEEPSLEEP:
  5565. case SC_MANDRAGORA:
  5566. return 0;
  5567. }
  5568. }
  5569. else if( sc->data[SC_INSPIRATION] ) {
  5570. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  5571. return 0; // Immune to status ailements
  5572. switch( type ) {
  5573. case SC_DEEPSLEEP:
  5574. case SC_SATURDAYNIGHTFEVER:
  5575. case SC_PYREXIA:
  5576. case SC_DEATHHURT:
  5577. case SC_MAGICMUSHROOM:
  5578. case SC_VENOMBLEED:
  5579. case SC_TOXIN:
  5580. case SC_OBLIVIONCURSE:
  5581. case SC_LEECHESEND:
  5582. case SC__ENERVATION:
  5583. case SC__GROOMY:
  5584. case SC__LAZINESS:
  5585. case SC__UNLUCKY:
  5586. case SC__WEAKNESS:
  5587. case SC__BODYPAINT:
  5588. case SC__IGNORANCE:
  5589. return 0;
  5590. }
  5591. }
  5592. sd = BL_CAST(BL_PC, bl);
  5593. //Adjust tick according to status resistances
  5594. if( !(flag&(1|4)) )
  5595. {
  5596. tick = status_get_sc_def(bl, type, rate, tick, flag);
  5597. if( !tick ) return 0;
  5598. }
  5599. undead_flag = battle_check_undead(status->race,status->def_ele);
  5600. //Check for inmunities / sc fails
  5601. switch (type) {
  5602. case SC_STONE:
  5603. if(sc->data[SC_POWER_OF_GAIA])
  5604. return 0;
  5605. case SC_FREEZE:
  5606. //Undead are immune to Freeze/Stone
  5607. if (undead_flag && !(flag&1))
  5608. return 0;
  5609. case SC_DEEPSLEEP:
  5610. case SC_SLEEP:
  5611. case SC_STUN:
  5612. case SC_FREEZING:
  5613. if (sc->opt1)
  5614. return 0; //Cannot override other opt1 status changes. [Skotlex]
  5615. if((type == SC_FREEZE || type == SC_FREEZING) && sc->data[SC_WARMER])
  5616. return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  5617. break;
  5618. case SC_BURNING:
  5619. if(sc->opt1 || sc->data[SC_FREEZING])
  5620. return 0;
  5621. break;
  5622. case SC_SIGNUMCRUCIS:
  5623. //Only affects demons and undead element (but not players)
  5624. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5625. return 0;
  5626. break;
  5627. case SC_AETERNA:
  5628. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  5629. return 0;
  5630. break;
  5631. case SC_KYRIE:
  5632. if (bl->type == BL_MOB)
  5633. return 0;
  5634. break;
  5635. case SC_OVERTHRUST:
  5636. if (sc->data[SC_MAXOVERTHRUST])
  5637. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  5638. case SC_MAXOVERTHRUST:
  5639. if( sc->option&OPTION_MADOGEAR )
  5640. return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  5641. break;
  5642. case SC_ADRENALINE:
  5643. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  5644. return 0;
  5645. if (sc->data[SC_QUAGMIRE] ||
  5646. sc->data[SC_DECREASEAGI] ||
  5647. sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
  5648. )
  5649. return 0;
  5650. break;
  5651. case SC_ADRENALINE2:
  5652. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  5653. return 0;
  5654. if (sc->data[SC_QUAGMIRE] ||
  5655. sc->data[SC_DECREASEAGI]
  5656. )
  5657. return 0;
  5658. break;
  5659. case SC_MAGNIFICAT:
  5660. if( sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
  5661. return 0;
  5662. break;
  5663. case SC_ONEHAND:
  5664. case SC_MERC_QUICKEN:
  5665. case SC_TWOHANDQUICKEN:
  5666. if(sc->data[SC_DECREASEAGI])
  5667. return 0;
  5668. case SC_INCREASEAGI:
  5669. if(sd && pc_issit(sd)){
  5670. pc_setstand(sd);
  5671. clif_status_load(&sd->bl,SI_SIT,0);
  5672. }
  5673. case SC_CONCENTRATE:
  5674. case SC_SPEARQUICKEN:
  5675. case SC_TRUESIGHT:
  5676. case SC_WINDWALK:
  5677. case SC_CARTBOOST:
  5678. case SC_ASSNCROS:
  5679. if (sc->data[SC_QUAGMIRE])
  5680. return 0;
  5681. if(sc->option&OPTION_MADOGEAR)
  5682. return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
  5683. break;
  5684. case SC_CLOAKING:
  5685. //Avoid cloaking with no wall and low skill level. [Skotlex]
  5686. //Due to the cloaking card, we have to check the wall versus to known
  5687. //skill level rather than the used one. [Skotlex]
  5688. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  5689. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  5690. return 0;
  5691. break;
  5692. case SC_MODECHANGE:
  5693. {
  5694. int mode;
  5695. struct status_data *bstatus = status_get_base_status(bl);
  5696. if (!bstatus) return 0;
  5697. if (sc->data[type])
  5698. { //Pile up with previous values.
  5699. if(!val2) val2 = sc->data[type]->val2;
  5700. val3 |= sc->data[type]->val3;
  5701. val4 |= sc->data[type]->val4;
  5702. }
  5703. mode = val2?val2:bstatus->mode; //Base mode
  5704. if (val4) mode&=~val4; //Del mode
  5705. if (val3) mode|= val3; //Add mode
  5706. if (mode == bstatus->mode) { //No change.
  5707. if (sc->data[type]) //Abort previous status
  5708. return status_change_end(bl, type, INVALID_TIMER);
  5709. return 0;
  5710. }
  5711. }
  5712. break;
  5713. //Strip skills, need to divest something or it fails.
  5714. case SC_STRIPWEAPON:
  5715. if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
  5716. int i;
  5717. opt_flag = 0; //Reuse to check success condition.
  5718. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  5719. return 0;
  5720. i = sd->equip_index[EQI_HAND_L];
  5721. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  5722. opt_flag|=1;
  5723. pc_unequipitem(sd,i,3); //L-hand weapon
  5724. }
  5725. i = sd->equip_index[EQI_HAND_R];
  5726. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  5727. opt_flag|=2;
  5728. pc_unequipitem(sd,i,3);
  5729. }
  5730. if (!opt_flag) return 0;
  5731. }
  5732. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5733. break;
  5734. case SC_STRIPSHIELD:
  5735. if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
  5736. else
  5737. if (sd && !(flag&4)) {
  5738. int i;
  5739. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  5740. return 0;
  5741. i = sd->equip_index[EQI_HAND_L];
  5742. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  5743. return 0;
  5744. pc_unequipitem(sd,i,3);
  5745. }
  5746. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5747. break;
  5748. case SC_STRIPARMOR:
  5749. if (sd && !(flag&4)) {
  5750. int i;
  5751. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  5752. return 0;
  5753. i = sd->equip_index[EQI_ARMOR];
  5754. if ( i < 0 || !sd->inventory_data[i] )
  5755. return 0;
  5756. pc_unequipitem(sd,i,3);
  5757. }
  5758. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5759. break;
  5760. case SC_STRIPHELM:
  5761. if (sd && !(flag&4)) {
  5762. int i;
  5763. if(sd->bonus.unstripable_equip&EQP_HELM)
  5764. return 0;
  5765. i = sd->equip_index[EQI_HEAD_TOP];
  5766. if ( i < 0 || !sd->inventory_data[i] )
  5767. return 0;
  5768. pc_unequipitem(sd,i,3);
  5769. }
  5770. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5771. break;
  5772. case SC_MERC_FLEEUP:
  5773. case SC_MERC_ATKUP:
  5774. case SC_MERC_HPUP:
  5775. case SC_MERC_SPUP:
  5776. case SC_MERC_HITUP:
  5777. if( bl->type != BL_MER )
  5778. return 0; // Stats only for Mercenaries
  5779. break;
  5780. case SC_STRFOOD:
  5781. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  5782. return 0;
  5783. break;
  5784. case SC_AGIFOOD:
  5785. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  5786. return 0;
  5787. break;
  5788. case SC_VITFOOD:
  5789. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  5790. return 0;
  5791. break;
  5792. case SC_INTFOOD:
  5793. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  5794. return 0;
  5795. break;
  5796. case SC_DEXFOOD:
  5797. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  5798. return 0;
  5799. break;
  5800. case SC_LUKFOOD:
  5801. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  5802. return 0;
  5803. break;
  5804. case SC_FOOD_STR_CASH:
  5805. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  5806. return 0;
  5807. break;
  5808. case SC_FOOD_AGI_CASH:
  5809. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  5810. return 0;
  5811. break;
  5812. case SC_FOOD_VIT_CASH:
  5813. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  5814. return 0;
  5815. break;
  5816. case SC_FOOD_INT_CASH:
  5817. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  5818. return 0;
  5819. break;
  5820. case SC_FOOD_DEX_CASH:
  5821. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  5822. return 0;
  5823. break;
  5824. case SC_FOOD_LUK_CASH:
  5825. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  5826. return 0;
  5827. break;
  5828. case SC_CAMOUFLAGE:
  5829. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  5830. return 0;
  5831. break;
  5832. case SC__STRIPACCESSORY:
  5833. if( sd ) {
  5834. int i = -1;
  5835. if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) {
  5836. i = sd->equip_index[EQI_ACC_L];
  5837. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  5838. pc_unequipitem(sd,i,3); //L-Accessory
  5839. } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) {
  5840. i = sd->equip_index[EQI_ACC_R];
  5841. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  5842. pc_unequipitem(sd,i,3); //R-Accessory
  5843. }
  5844. if( i < 0 )
  5845. return 0;
  5846. }
  5847. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5848. break;
  5849. case SC_TOXIN:
  5850. case SC_PARALYSE:
  5851. case SC_VENOMBLEED:
  5852. case SC_MAGICMUSHROOM:
  5853. case SC_DEATHHURT:
  5854. case SC_PYREXIA:
  5855. case SC_OBLIVIONCURSE:
  5856. case SC_LEECHESEND:
  5857. { // it doesn't stack or even renewed
  5858. int i = SC_TOXIN;
  5859. for(; i<= SC_LEECHESEND; i++)
  5860. if(sc->data[i]) return 0;
  5861. }
  5862. break;
  5863. }
  5864. //Check for BOSS resistances
  5865. if(status->mode&MD_BOSS && !(flag&1)) {
  5866. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  5867. return 0;
  5868. switch (type) {
  5869. case SC_BLESSING:
  5870. case SC_DECREASEAGI:
  5871. case SC_PROVOKE:
  5872. case SC_COMA:
  5873. case SC_GRAVITATION:
  5874. case SC_SUITON:
  5875. case SC_RICHMANKIM:
  5876. case SC_ROKISWEIL:
  5877. case SC_FOGWALL:
  5878. case SC_FREEZING:
  5879. case SC_BURNING: // Place here until we have info about its behavior on Boss-monsters. [pakpil]
  5880. case SC_MARSHOFABYSS:
  5881. case SC_ADORAMUS:
  5882. // Exploit prevention - kRO Fix
  5883. case SC_PYREXIA:
  5884. case SC_DEATHHURT:
  5885. case SC_TOXIN:
  5886. case SC_PARALYSE:
  5887. case SC_VENOMBLEED:
  5888. case SC_MAGICMUSHROOM:
  5889. case SC_OBLIVIONCURSE:
  5890. case SC_LEECHESEND:
  5891. // Ranger Effects
  5892. case SC_BITE:
  5893. case SC_ELECTRICSHOCKER:
  5894. case SC_MAGNETICFIELD:
  5895. return 0;
  5896. }
  5897. }
  5898. //Before overlapping fail, one must check for status cured.
  5899. switch (type) {
  5900. case SC_BLESSING:
  5901. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  5902. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  5903. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  5904. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5905. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5906. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5907. }
  5908. break;
  5909. case SC_INCREASEAGI:
  5910. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  5911. break;
  5912. case SC_QUAGMIRE:
  5913. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  5914. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  5915. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  5916. //Also blocks the ones below...
  5917. case SC_DECREASEAGI:
  5918. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  5919. //Also blocks the ones below...
  5920. case SC_DONTFORGETME:
  5921. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  5922. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  5923. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  5924. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  5925. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5926. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  5927. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  5928. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  5929. break;
  5930. case SC_ONEHAND:
  5931. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  5932. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  5933. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  5934. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  5935. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  5936. break;
  5937. case SC_MAXOVERTHRUST:
  5938. //Cancels Normal Overthrust. [Skotlex]
  5939. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  5940. break;
  5941. case SC_KYRIE:
  5942. //Cancels Assumptio
  5943. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  5944. break;
  5945. case SC_DELUGE:
  5946. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  5947. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5948. break;
  5949. case SC_SILENCE:
  5950. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  5951. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  5952. break;
  5953. case SC_HIDING:
  5954. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  5955. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  5956. break;
  5957. case SC_BERSERK:
  5958. if(battle_config.berserk_cancels_buffs) {
  5959. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  5960. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5961. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  5962. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  5963. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  5964. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  5965. }
  5966. #ifdef RENEWAL
  5967. else {
  5968. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5969. }
  5970. #endif
  5971. break;
  5972. case SC_ASSUMPTIO:
  5973. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  5974. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5975. break;
  5976. case SC_KAITE:
  5977. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  5978. break;
  5979. case SC_CARTBOOST:
  5980. if(sc->data[SC_DECREASEAGI])
  5981. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  5982. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  5983. return 0;
  5984. }
  5985. break;
  5986. case SC_FUSION:
  5987. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  5988. break;
  5989. case SC_ADJUSTMENT:
  5990. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  5991. break;
  5992. case SC_MADNESSCANCEL:
  5993. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  5994. break;
  5995. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  5996. case SC_CHANGEUNDEAD:
  5997. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  5998. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  5999. break;
  6000. case SC_STRFOOD:
  6001. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  6002. break;
  6003. case SC_AGIFOOD:
  6004. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  6005. break;
  6006. case SC_VITFOOD:
  6007. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  6008. break;
  6009. case SC_INTFOOD:
  6010. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  6011. break;
  6012. case SC_DEXFOOD:
  6013. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  6014. break;
  6015. case SC_LUKFOOD:
  6016. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  6017. break;
  6018. case SC_FOOD_STR_CASH:
  6019. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  6020. break;
  6021. case SC_FOOD_AGI_CASH:
  6022. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  6023. break;
  6024. case SC_FOOD_VIT_CASH:
  6025. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  6026. break;
  6027. case SC_FOOD_INT_CASH:
  6028. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  6029. break;
  6030. case SC_FOOD_DEX_CASH:
  6031. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  6032. break;
  6033. case SC_FOOD_LUK_CASH:
  6034. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  6035. break;
  6036. case SC_FIGHTINGSPIRIT:
  6037. status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
  6038. break;
  6039. case SC_SWINGDANCE:
  6040. case SC_SYMPHONYOFLOVER:
  6041. case SC_MOONLITSERENADE:
  6042. case SC_RUSHWINDMILL:
  6043. case SC_ECHOSONG:
  6044. case SC_HARMONIZE:
  6045. case SC_VOICEOFSIREN:
  6046. case SC_DEEPSLEEP:
  6047. case SC_SIRCLEOFNATURE:
  6048. if( sc->data[type] ) // Don't remove same sc.
  6049. break;
  6050. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  6051. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  6052. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  6053. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  6054. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  6055. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  6056. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  6057. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  6058. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  6059. break;
  6060. case SC_SONGOFMANA:
  6061. case SC_DANCEWITHWUG:
  6062. case SC_LERADSDEW:
  6063. case SC_MELODYOFSINK:
  6064. case SC_BEYONDOFWARCRY:
  6065. case SC_UNLIMITEDHUMMINGVOICE:
  6066. if( sc->data[type] ) // Don't remove same sc.
  6067. break;
  6068. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  6069. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  6070. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  6071. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  6072. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  6073. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  6074. break;
  6075. case SC_REFLECTSHIELD:
  6076. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  6077. break;
  6078. case SC_REFLECTDAMAGE:
  6079. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  6080. break;
  6081. case SC_SHIELDSPELL_DEF:
  6082. case SC_SHIELDSPELL_MDEF:
  6083. case SC_SHIELDSPELL_REF:
  6084. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  6085. if( type != SC_SHIELDSPELL_DEF )
  6086. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  6087. if( type != SC_SHIELDSPELL_MDEF )
  6088. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  6089. if( type != SC_SHIELDSPELL_REF )
  6090. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  6091. break;
  6092. case SC_GT_ENERGYGAIN:
  6093. case SC_GT_CHANGE:
  6094. case SC_GT_REVITALIZE:
  6095. if( type != SC_GT_REVITALIZE )
  6096. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  6097. if( type != SC_GT_ENERGYGAIN )
  6098. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  6099. if( type != SC_GT_CHANGE )
  6100. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  6101. break;
  6102. }
  6103. //Check for overlapping fails
  6104. if( (sce = sc->data[type]) ) {
  6105. switch( type ) {
  6106. case SC_MERC_FLEEUP:
  6107. case SC_MERC_ATKUP:
  6108. case SC_MERC_HPUP:
  6109. case SC_MERC_SPUP:
  6110. case SC_MERC_HITUP:
  6111. if( sce->val1 > val1 )
  6112. val1 = sce->val1;
  6113. break;
  6114. case SC_ADRENALINE:
  6115. case SC_ADRENALINE2:
  6116. case SC_WEAPONPERFECTION:
  6117. case SC_OVERTHRUST:
  6118. if (sce->val2 > val2)
  6119. return 0;
  6120. break;
  6121. case SC_S_LIFEPOTION:
  6122. case SC_L_LIFEPOTION:
  6123. case SC_BOSSMAPINFO:
  6124. case SC_STUN:
  6125. case SC_SLEEP:
  6126. case SC_POISON:
  6127. case SC_CURSE:
  6128. case SC_SILENCE:
  6129. case SC_CONFUSION:
  6130. case SC_BLIND:
  6131. case SC_BLEEDING:
  6132. case SC_DPOISON:
  6133. case SC_CLOSECONFINE2: //Can't be re-closed in.
  6134. case SC_MARIONETTE:
  6135. case SC_MARIONETTE2:
  6136. case SC_NOCHAT:
  6137. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  6138. case SC__INVISIBILITY:
  6139. case SC__ENERVATION:
  6140. case SC__GROOMY:
  6141. case SC__IGNORANCE:
  6142. case SC__LAZINESS:
  6143. case SC__WEAKNESS:
  6144. case SC__UNLUCKY:
  6145. return 0;
  6146. case SC_COMBO:
  6147. case SC_DANCING:
  6148. case SC_DEVOTION:
  6149. case SC_ASPDPOTION0:
  6150. case SC_ASPDPOTION1:
  6151. case SC_ASPDPOTION2:
  6152. case SC_ASPDPOTION3:
  6153. case SC_ATKPOTION:
  6154. case SC_MATKPOTION:
  6155. case SC_ENCHANTARMS:
  6156. case SC_ARMOR_ELEMENT:
  6157. case SC_ARMOR_RESIST:
  6158. break;
  6159. case SC_GOSPEL:
  6160. //Must not override a casting gospel char.
  6161. if(sce->val4 == BCT_SELF)
  6162. return 0;
  6163. if(sce->val1 > val1)
  6164. return 1;
  6165. break;
  6166. case SC_ENDURE:
  6167. if(sce->val4 && !val4)
  6168. return 1; //Don't let you override infinite endure.
  6169. if(sce->val1 > val1)
  6170. return 1;
  6171. break;
  6172. case SC_KAAHI:
  6173. //Kaahi overwrites previous level regardless of existing level.
  6174. //Delete timer if it exists.
  6175. if (sce->val4 != INVALID_TIMER) {
  6176. delete_timer(sce->val4,kaahi_heal_timer);
  6177. sce->val4 = INVALID_TIMER;
  6178. }
  6179. break;
  6180. case SC_JAILED:
  6181. //When a player is already jailed, do not edit the jail data.
  6182. val2 = sce->val2;
  6183. val3 = sce->val3;
  6184. val4 = sce->val4;
  6185. break;
  6186. case SC_LERADSDEW:
  6187. if( sc && sc->data[SC_BERSERK] )
  6188. return 0;
  6189. case SC_SHAPESHIFT:
  6190. case SC_PROPERTYWALK:
  6191. break;
  6192. case SC_LEADERSHIP:
  6193. case SC_GLORYWOUNDS:
  6194. case SC_SOULCOLD:
  6195. case SC_HAWKEYES:
  6196. if( sce->val4 && !val4 )//you cannot override master guild aura
  6197. return 0;
  6198. break;
  6199. case SC_JOINTBEAT:
  6200. val2 |= sce->val2; // stackable ailments
  6201. default:
  6202. if(sce->val1 > val1)
  6203. return 1; //Return true to not mess up skill animations. [Skotlex]
  6204. }
  6205. }
  6206. vd = status_get_viewdata(bl);
  6207. calc_flag = StatusChangeFlagTable[type];
  6208. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  6209. switch(type)
  6210. {
  6211. case SC_DECREASEAGI:
  6212. case SC_INCREASEAGI:
  6213. val2 = 2 + val1; //Agi change
  6214. break;
  6215. case SC_ENDURE:
  6216. val2 = 7; // Hit-count [Celest]
  6217. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
  6218. {
  6219. struct map_session_data *tsd;
  6220. if( sd )
  6221. {
  6222. int i;
  6223. for( i = 0; i < 5; i++ )
  6224. {
  6225. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6226. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  6227. }
  6228. }
  6229. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6230. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  6231. }
  6232. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  6233. if( val4 )
  6234. tick = -1;
  6235. break;
  6236. case SC_AUTOBERSERK:
  6237. if (status->hp < status->max_hp>>2 &&
  6238. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  6239. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  6240. tick = -1;
  6241. break;
  6242. case SC_SIGNUMCRUCIS:
  6243. val2 = 10 + 4*val1; //Def reduction
  6244. tick = -1;
  6245. clif_emotion(bl,E_SWT);
  6246. break;
  6247. case SC_MAXIMIZEPOWER:
  6248. tick_time = val2 = tick>0?tick:60000;
  6249. tick = -1; // duration sent to the client should be infinite
  6250. break;
  6251. case SC_EDP: // [Celest]
  6252. val2 = val1 + 2; //Chance to Poison enemies.
  6253. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  6254. if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
  6255. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  6256. break;
  6257. case SC_POISONREACT:
  6258. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  6259. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  6260. break;
  6261. case SC_MAGICROD:
  6262. val2 = val1*20; //SP gained
  6263. break;
  6264. case SC_KYRIE:
  6265. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  6266. val3 = (val1 / 2 + 5); //Hits
  6267. break;
  6268. case SC_MAGICPOWER:
  6269. //val1: Skill lv
  6270. val2 = 1; //Lasts 1 invocation
  6271. val3 = 5*val1; //Matk% increase
  6272. val4 = 0; // 0 = ready to be used, 1 = activated and running
  6273. break;
  6274. case SC_SACRIFICE:
  6275. val2 = 5; //Lasts 5 hits
  6276. tick = -1;
  6277. break;
  6278. case SC_ENCPOISON:
  6279. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  6280. case SC_ASPERSIO:
  6281. case SC_FIREWEAPON:
  6282. case SC_WATERWEAPON:
  6283. case SC_WINDWEAPON:
  6284. case SC_EARTHWEAPON:
  6285. case SC_SHADOWWEAPON:
  6286. case SC_GHOSTWEAPON:
  6287. skill_enchant_elemental_end(bl,type);
  6288. break;
  6289. case SC_ELEMENTALCHANGE:
  6290. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  6291. // val2 : Element (When no element, random one is picked)
  6292. // val3 : 0 = called by skill 1 = called by script (fixed level)
  6293. if( !val2 ) val2 = rnd()%ELE_MAX;
  6294. if( val1 == 1 && val3 == 0 )
  6295. val1 = 1 + rnd()%4;
  6296. else if( val1 > 4 )
  6297. val1 = 4; // Max Level
  6298. val3 = 0; // Not need to keep this info.
  6299. break;
  6300. case SC_PROVIDENCE:
  6301. val2=val1*5; //Race/Ele resist
  6302. break;
  6303. case SC_REFLECTSHIELD:
  6304. val2=10+val1*3; // %Dmg reflected
  6305. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
  6306. {
  6307. struct map_session_data *tsd;
  6308. if( sd )
  6309. {
  6310. int i;
  6311. for( i = 0; i < 5; i++ )
  6312. {
  6313. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6314. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6315. }
  6316. }
  6317. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6318. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6319. }
  6320. break;
  6321. case SC_STRIPWEAPON:
  6322. if (!sd) //Watk reduction
  6323. val2 = 25;
  6324. break;
  6325. case SC_STRIPSHIELD:
  6326. if (!sd) //Def reduction
  6327. val2 = 15;
  6328. break;
  6329. case SC_STRIPARMOR:
  6330. if (!sd) //Vit reduction
  6331. val2 = 40;
  6332. break;
  6333. case SC_STRIPHELM:
  6334. if (!sd) //Int reduction
  6335. val2 = 40;
  6336. break;
  6337. case SC_AUTOSPELL:
  6338. //Val1 Skill LV of Autospell
  6339. //Val2 Skill ID to cast
  6340. //Val3 Max Lv to cast
  6341. val4 = 5 + val1*2; //Chance of casting
  6342. break;
  6343. case SC_VOLCANO:
  6344. val2 = val1*10; //Watk increase
  6345. #ifndef RENEWAL
  6346. if (status->def_ele != ELE_FIRE)
  6347. val2 = 0;
  6348. #endif
  6349. break;
  6350. case SC_VIOLENTGALE:
  6351. val2 = val1*3; //Flee increase
  6352. #ifndef RENEWAL
  6353. if (status->def_ele != ELE_WIND)
  6354. val2 = 0;
  6355. #endif
  6356. break;
  6357. case SC_DELUGE:
  6358. val2 = deluge_eff[val1-1]; //HP increase
  6359. #ifndef RENEWAL
  6360. if(status->def_ele != ELE_WATER)
  6361. val2 = 0;
  6362. #endif
  6363. break;
  6364. case SC_SUITON:
  6365. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  6366. //No penalties.
  6367. val2 = 0; //Agi penalty
  6368. val3 = 0; //Walk speed penalty
  6369. break;
  6370. }
  6371. val3 = 50;
  6372. val2 = 3*((val1+1)/3);
  6373. if (val1 > 4) val2--;
  6374. break;
  6375. case SC_ONEHAND:
  6376. case SC_TWOHANDQUICKEN:
  6377. val2 = 300;
  6378. if (val1 > 10) //For boss casted skills [Skotlex]
  6379. val2 += 20*(val1-10);
  6380. break;
  6381. case SC_MERC_QUICKEN:
  6382. val2 = 300;
  6383. break;
  6384. #ifndef RENEWAL
  6385. case SC_SPEARQUICKEN:
  6386. val2 = 200+10*val1;
  6387. break;
  6388. #endif
  6389. case SC_DANCING:
  6390. //val1 : Skill ID + LV
  6391. //val2 : Skill Group of the Dance.
  6392. //val3 : Brings the skilllv (merged into val1 here)
  6393. //val4 : Partner
  6394. if (val1 == CG_MOONLIT)
  6395. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  6396. val1|= (val3<<16);
  6397. val3 = tick/1000; //Tick duration
  6398. tick_time = 1000; // [GodLesZ] tick time
  6399. break;
  6400. case SC_LONGING:
  6401. val2 = 500-100*val1; //Aspd penalty.
  6402. break;
  6403. case SC_EXPLOSIONSPIRITS:
  6404. val2 = 75 + 25*val1; //Cri bonus
  6405. break;
  6406. case SC_ASPDPOTION0:
  6407. case SC_ASPDPOTION1:
  6408. case SC_ASPDPOTION2:
  6409. case SC_ASPDPOTION3:
  6410. val2 = 50*(2+type-SC_ASPDPOTION0);
  6411. break;
  6412. case SC_WEDDING:
  6413. case SC_XMAS:
  6414. case SC_SUMMER:
  6415. if (!vd) return 0;
  6416. //Store previous values as they could be removed.
  6417. val1 = vd->class_;
  6418. val2 = vd->weapon;
  6419. val3 = vd->shield;
  6420. val4 = vd->cloth_color;
  6421. unit_stop_attack(bl);
  6422. clif_changelook(bl,LOOK_WEAPON,0);
  6423. clif_changelook(bl,LOOK_SHIELD,0);
  6424. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  6425. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  6426. break;
  6427. case SC_NOCHAT:
  6428. // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
  6429. tick = 60000;
  6430. val1 = battle_config.manner_system; //Mute filters.
  6431. if (sd)
  6432. {
  6433. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  6434. clif_updatestatus(sd,SP_MANNER);
  6435. }
  6436. break;
  6437. case SC_STONE:
  6438. val3 = tick/1000; //Petrified HP-damage iterations.
  6439. if(val3 < 1) val3 = 1;
  6440. tick = val4; //Petrifying time.
  6441. if (tick < 1000)
  6442. tick = 1000; //Min time
  6443. calc_flag = 0; //Actual status changes take effect on petrified state.
  6444. break;
  6445. case SC_DPOISON:
  6446. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  6447. if (status->hp > status->max_hp>>2) {
  6448. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  6449. if (status->hp - diff < status->max_hp>>2)
  6450. diff = status->hp - (status->max_hp>>2);
  6451. if( val2 && bl->type == BL_MOB ) {
  6452. struct block_list* src = map_id2bl(val2);
  6453. if( src )
  6454. mob_log_damage((TBL_MOB*)bl,src,diff);
  6455. }
  6456. status_zap(bl, diff, 0);
  6457. }
  6458. // fall through
  6459. case SC_POISON: /* 毒 */
  6460. val3 = tick/1000; //Damage iterations
  6461. if(val3 < 1) val3 = 1;
  6462. tick_time = 1000; // [GodLesZ] tick time
  6463. //val4: HP damage
  6464. if (bl->type == BL_PC)
  6465. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  6466. else
  6467. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  6468. break;
  6469. case SC_CONFUSION:
  6470. clif_emotion(bl,E_WHAT);
  6471. break;
  6472. case SC_BLEEDING:
  6473. val4 = tick/10000;
  6474. if (!val4) val4 = 1;
  6475. tick_time = 10000; // [GodLesZ] tick time
  6476. break;
  6477. case SC_S_LIFEPOTION:
  6478. case SC_L_LIFEPOTION:
  6479. if( val1 == 0 ) return 0;
  6480. // val1 = heal percent/amout
  6481. // val2 = seconds between heals
  6482. // val4 = total of heals
  6483. if( val2 < 1 ) val2 = 1;
  6484. if( (val4 = tick/(val2 * 1000)) < 1 )
  6485. val4 = 1;
  6486. tick_time = val2 * 1000; // [GodLesZ] tick time
  6487. break;
  6488. case SC_BOSSMAPINFO:
  6489. if( sd != NULL )
  6490. {
  6491. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  6492. if( boss_md == NULL || boss_md->bl.prev == NULL )
  6493. { // No MVP on this map - MVP is dead
  6494. clif_bossmapinfo(sd->fd, boss_md, 1);
  6495. return 0; // No need to start SC
  6496. }
  6497. val1 = boss_md->bl.id;
  6498. if( (val4 = tick/1000) < 1 )
  6499. val4 = 1;
  6500. tick_time = 1000; // [GodLesZ] tick time
  6501. }
  6502. break;
  6503. case SC_HIDING:
  6504. val2 = tick/1000;
  6505. tick_time = 1000; // [GodLesZ] tick time
  6506. val3 = 0; // unused, previously speed adjustment
  6507. val4 = val1+3; //Seconds before SP substraction happen.
  6508. break;
  6509. case SC_CHASEWALK:
  6510. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  6511. val3 = 35 - 5 * val1; //Speed adjustment.
  6512. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  6513. val3 -= 40;
  6514. val4 = 10+val1*2; //SP cost.
  6515. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  6516. break;
  6517. case SC_CLOAKING:
  6518. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  6519. val1 = 10;
  6520. tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
  6521. tick = -1; // duration sent to the client should be infinite
  6522. val3 = 0; // unused, previously walk speed adjustment
  6523. //val4&1 signals the presence of a wall.
  6524. //val4&2 makes cloak not end on normal attacks [Skotlex]
  6525. //val4&4 makes cloak not end on using skills
  6526. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
  6527. val4 |= battle_config.pc_cloak_check_type&7;
  6528. else
  6529. val4 |= battle_config.monster_cloak_check_type&7;
  6530. break;
  6531. case SC_SIGHT: /* サイト/ルアフ */
  6532. case SC_RUWACH:
  6533. case SC_SIGHTBLASTER:
  6534. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  6535. val2 = tick/250;
  6536. tick_time = 10; // [GodLesZ] tick time
  6537. break;
  6538. //Permanent effects.
  6539. case SC_AETERNA:
  6540. case SC_MODECHANGE:
  6541. case SC_WEIGHT50:
  6542. case SC_WEIGHT90:
  6543. case SC_BROKENWEAPON:
  6544. case SC_BROKENARMOR:
  6545. case SC_READYSTORM:
  6546. case SC_READYDOWN:
  6547. case SC_READYCOUNTER:
  6548. case SC_READYTURN:
  6549. case SC_DODGE:
  6550. case SC_PUSH_CART:
  6551. tick = -1;
  6552. break;
  6553. case SC_AUTOGUARD:
  6554. if( !(flag&1) )
  6555. {
  6556. struct map_session_data *tsd;
  6557. int i,t;
  6558. for( i = val2 = 0; i < val1; i++)
  6559. {
  6560. t = 5-(i>>1);
  6561. val2 += (t < 0)? 1:t;
  6562. }
  6563. if( bl->type&(BL_PC|BL_MER) )
  6564. {
  6565. if( sd )
  6566. {
  6567. for( i = 0; i < 5; i++ )
  6568. {
  6569. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6570. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6571. }
  6572. }
  6573. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6574. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6575. }
  6576. }
  6577. break;
  6578. case SC_DEFENDER:
  6579. if (!(flag&1))
  6580. {
  6581. val2 = 5 + 15*val1; //Damage reduction
  6582. val3 = 0; // unused, previously speed adjustment
  6583. val4 = 250 - 50*val1; //Aspd adjustment
  6584. if (sd)
  6585. {
  6586. struct map_session_data *tsd;
  6587. int i;
  6588. for (i = 0; i < 5; i++)
  6589. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  6590. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  6591. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  6592. }
  6593. }
  6594. }
  6595. break;
  6596. case SC_TENSIONRELAX:
  6597. if (sd) {
  6598. pc_setsit(sd);
  6599. clif_sitting(&sd->bl);
  6600. }
  6601. val2 = 12; //SP cost
  6602. val4 = 10000; //Decrease at 10secs intervals.
  6603. val3 = tick/val4;
  6604. tick = -1; // duration sent to the client should be infinite
  6605. tick_time = val4; // [GodLesZ] tick time
  6606. break;
  6607. case SC_PARRYING:
  6608. val2 = 20 + val1*3; //Block Chance
  6609. break;
  6610. case SC_WINDWALK:
  6611. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  6612. break;
  6613. case SC_JOINTBEAT:
  6614. if( val2&BREAK_NECK )
  6615. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
  6616. break;
  6617. case SC_BERSERK:
  6618. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  6619. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  6620. //HP healing is performing after the calc_status call.
  6621. //Val2 holds HP penalty
  6622. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  6623. if (!val4) val4 = 10000; //Val4 holds damage interval
  6624. val3 = tick/val4; //val3 holds skill duration
  6625. tick_time = val4; // [GodLesZ] tick time
  6626. break;
  6627. case SC_GOSPEL:
  6628. if(val4 == BCT_SELF) { // self effect
  6629. val2 = tick/10000;
  6630. tick_time = 10000; // [GodLesZ] tick time
  6631. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  6632. }
  6633. break;
  6634. case SC_MARIONETTE:
  6635. {
  6636. int stat;
  6637. val3 = 0;
  6638. val4 = 0;
  6639. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  6640. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  6641. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  6642. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  6643. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  6644. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  6645. break;
  6646. }
  6647. case SC_MARIONETTE2:
  6648. {
  6649. int stat,max_stat;
  6650. // fetch caster information
  6651. struct block_list *pbl = map_id2bl(val1);
  6652. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  6653. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  6654. // fetch target's stats
  6655. struct status_data* status = status_get_status_data(bl); // battle status
  6656. if (!psce)
  6657. return 0;
  6658. val3 = 0;
  6659. val4 = 0;
  6660. max_stat = battle_config.max_parameter; //Cap to 99 (default)
  6661. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  6662. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  6663. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  6664. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  6665. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  6666. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  6667. break;
  6668. }
  6669. case SC_REJECTSWORD:
  6670. val2 = 15*val1; //Reflect chance
  6671. val3 = 3; //Reflections
  6672. tick = -1;
  6673. break;
  6674. case SC_MEMORIZE:
  6675. val2 = 5; //Memorized casts.
  6676. tick = -1;
  6677. break;
  6678. case SC_GRAVITATION:
  6679. val2 = 50*val1; //aspd reduction
  6680. break;
  6681. case SC_REGENERATION:
  6682. if (val1 == 1)
  6683. val2 = 2;
  6684. else
  6685. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  6686. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  6687. //if val4 comes set, this blocks regen rather than increase it.
  6688. break;
  6689. case SC_DEVOTION:
  6690. {
  6691. struct block_list *d_bl;
  6692. struct status_change *d_sc;
  6693. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
  6694. { // Inherits Status From Source
  6695. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  6696. enum sc_type type2;
  6697. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  6698. while( i >= 0 )
  6699. {
  6700. type2 = types[i];
  6701. if( d_sc->data[type2] )
  6702. sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  6703. i--;
  6704. }
  6705. }
  6706. break;
  6707. }
  6708. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  6709. if( val3 && bl->type == BL_MOB ) {
  6710. struct block_list* src = map_id2bl(val3);
  6711. if( src )
  6712. mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
  6713. }
  6714. status_zap(bl, status->hp-1, val2?0:status->sp);
  6715. return 1;
  6716. break;
  6717. case SC_CLOSECONFINE2:
  6718. {
  6719. struct block_list *src = val2?map_id2bl(val2):NULL;
  6720. struct status_change *sc2 = src?status_get_sc(src):NULL;
  6721. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  6722. if (src && sc2) {
  6723. if (!sce2) //Start lock on caster.
  6724. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  6725. else { //Increase count of locked enemies and refresh time.
  6726. (sce2->val2)++;
  6727. delete_timer(sce2->timer, status_change_timer);
  6728. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  6729. }
  6730. } else //Status failed.
  6731. return 0;
  6732. }
  6733. break;
  6734. case SC_KAITE:
  6735. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  6736. break;
  6737. case SC_KAUPE:
  6738. switch (val1) {
  6739. case 3: //33*3 + 1 -> 100%
  6740. val2++;
  6741. case 1:
  6742. case 2: //33, 66%
  6743. val2 += 33*val1;
  6744. val3 = 1; //Dodge 1 attack total.
  6745. break;
  6746. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  6747. val2 = 100;
  6748. val3 = val1-2;
  6749. break;
  6750. }
  6751. break;
  6752. case SC_COMBO: {
  6753. //val1: Skill ID
  6754. //val2: When given, target (for autotargetting skills)
  6755. //val3: When set, this combo time should NOT delay attack/movement
  6756. //val3: TK: Last used kick
  6757. //val4: TK: Combo time
  6758. struct unit_data *ud = unit_bl2ud(bl);
  6759. if (ud && !val3) {
  6760. tick += 300 * battle_config.combo_delay_rate/100;
  6761. ud->attackabletime = gettick()+tick;
  6762. unit_set_walkdelay(bl, gettick(), tick, 1);
  6763. }
  6764. val3 = 0;
  6765. val4 = tick;
  6766. }
  6767. break;
  6768. case SC_EARTHSCROLL:
  6769. val2 = 11-val1; //Chance to consume: 11-skilllv%
  6770. break;
  6771. case SC_RUN:
  6772. val4 = gettick(); //Store time at which you started running.
  6773. tick = -1;
  6774. break;
  6775. case SC_KAAHI:
  6776. val2 = 200*val1; //HP heal
  6777. val3 = 5*val1; //SP cost
  6778. val4 = INVALID_TIMER; //Kaahi Timer.
  6779. break;
  6780. case SC_BLESSING:
  6781. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  6782. val2 = val1;
  6783. else
  6784. val2 = 0; //0 -> Half stat.
  6785. break;
  6786. case SC_TRICKDEAD:
  6787. if (vd) vd->dead_sit = 1;
  6788. tick = -1;
  6789. break;
  6790. case SC_CONCENTRATE:
  6791. val2 = 2 + val1;
  6792. if (sd) { //Store the card-bonus data that should not count in the %
  6793. val3 = sd->param_bonus[1]; //Agi
  6794. val4 = sd->param_bonus[4]; //Dex
  6795. } else {
  6796. val3 = val4 = 0;
  6797. }
  6798. break;
  6799. case SC_MAXOVERTHRUST:
  6800. val2 = 20*val1; //Power increase
  6801. break;
  6802. case SC_OVERTHRUST:
  6803. //val2 holds if it was casted on self, or is bonus received from others
  6804. val3 = 5*val1; //Power increase
  6805. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  6806. tick += tick / 10;
  6807. break;
  6808. case SC_ADRENALINE2:
  6809. case SC_ADRENALINE:
  6810. val3 = (val2) ? 300 : 200; // aspd increase
  6811. case SC_WEAPONPERFECTION:
  6812. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  6813. tick += tick / 10;
  6814. break;
  6815. case SC_CONCENTRATION:
  6816. val2 = 5*val1; //Batk/Watk Increase
  6817. val3 = 10*val1; //Hit Increase
  6818. val4 = 5*val1; //Def reduction
  6819. break;
  6820. case SC_ANGELUS:
  6821. val2 = 5*val1; //def increase
  6822. break;
  6823. case SC_IMPOSITIO:
  6824. val2 = 5*val1; //watk increase
  6825. break;
  6826. case SC_MELTDOWN:
  6827. val2 = 100*val1; //Chance to break weapon
  6828. val3 = 70*val1; //Change to break armor
  6829. break;
  6830. case SC_TRUESIGHT:
  6831. val2 = 10*val1; //Critical increase
  6832. val3 = 3*val1; //Hit increase
  6833. break;
  6834. case SC_SUN_COMFORT:
  6835. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  6836. break;
  6837. case SC_MOON_COMFORT:
  6838. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  6839. break;
  6840. case SC_STAR_COMFORT:
  6841. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  6842. break;
  6843. case SC_QUAGMIRE:
  6844. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  6845. break;
  6846. // gs_something1 [Vicious]
  6847. case SC_GATLINGFEVER:
  6848. val2 = 20*val1; //Aspd increase
  6849. val3 = 20+10*val1; //Batk increase
  6850. val4 = 5*val1; //Flee decrease
  6851. break;
  6852. case SC_FLING:
  6853. if (bl->type == BL_PC)
  6854. val2 = 0; //No armor reduction to players.
  6855. else
  6856. val2 = 5*val1; //Def reduction
  6857. val3 = 5*val1; //Def2 reduction
  6858. break;
  6859. case SC_PROVOKE:
  6860. //val2 signals autoprovoke.
  6861. val3 = 2+3*val1; //Atk increase
  6862. val4 = 5+5*val1; //Def reduction.
  6863. break;
  6864. case SC_AVOID:
  6865. //val2 = 10*val1; //Speed change rate.
  6866. break;
  6867. case SC_DEFENCE:
  6868. val2 = 2*val1; //Def bonus
  6869. break;
  6870. case SC_BLOODLUST:
  6871. val2 = 20+10*val1; //Atk rate change.
  6872. val3 = 3*val1; //Leech chance
  6873. val4 = 20; //Leech percent
  6874. break;
  6875. case SC_ANGRIFFS_MODUS:
  6876. val2 = 70 + 30*val1; //atk
  6877. val3 = 50 + 20*val1; //flee
  6878. val4 = 60 + 20*val1; //def
  6879. break;
  6880. case SC_GOLDENE_FERSE:
  6881. val2 = 20 + 10*val1; //flee
  6882. val3 = 10 + 4*val1; //aspd
  6883. val4 = 2 + 2*val1; //chance to issue holy-ele attack
  6884. break;
  6885. case SC_FLEET:
  6886. val2 = 30*val1; //Aspd change
  6887. val3 = 5+5*val1; //bAtk/wAtk rate change
  6888. break;
  6889. case SC_MINDBREAKER:
  6890. val2 = 20*val1; //matk increase.
  6891. val3 = 12*val1; //mdef2 reduction.
  6892. break;
  6893. case SC_SKA:
  6894. val2 = tick/1000;
  6895. val3 = rnd()%100; //Def changes randomly every second...
  6896. tick_time = 1000; // [GodLesZ] tick time
  6897. break;
  6898. case SC_JAILED:
  6899. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  6900. tick = val1>0?1000:250;
  6901. if (sd)
  6902. {
  6903. if (sd->mapindex != val2)
  6904. {
  6905. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  6906. map = sd->mapindex; //Current Map
  6907. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  6908. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  6909. //2. Set restore point (val3 -> return map, val4 return coords
  6910. val3 = map;
  6911. val4 = pos;
  6912. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  6913. val3 = sd->status.save_point.map;
  6914. val4 = (sd->status.save_point.x&0xFFFF)
  6915. |(sd->status.save_point.y<<16);
  6916. }
  6917. }
  6918. break;
  6919. case SC_UTSUSEMI:
  6920. val2=(val1+1)/2; // number of hits blocked
  6921. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  6922. break;
  6923. case SC_BUNSINJYUTSU:
  6924. val2=(val1+1)/2; // number of hits blocked
  6925. break;
  6926. case SC_CHANGE:
  6927. val2= 30*val1; //Vit increase
  6928. val3= 20*val1; //Int increase
  6929. break;
  6930. case SC_SWOO:
  6931. if(status->mode&MD_BOSS)
  6932. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  6933. break;
  6934. case SC_SPIDERWEB:
  6935. if( bl->type == BL_PC )
  6936. tick /= 2;
  6937. break;
  6938. case SC_ARMOR:
  6939. //NPC_DEFENDER:
  6940. val2 = 80; //Damage reduction
  6941. //Attack requirements to be blocked:
  6942. val3 = BF_LONG; //Range
  6943. val4 = BF_WEAPON|BF_MISC; //Type
  6944. break;
  6945. case SC_ENCHANTARMS:
  6946. //end previous enchants
  6947. skill_enchant_elemental_end(bl,type);
  6948. //Make sure the received element is valid.
  6949. if (val2 >= ELE_MAX)
  6950. val2 = val2%ELE_MAX;
  6951. else if (val2 < 0)
  6952. val2 = rnd()%ELE_MAX;
  6953. break;
  6954. case SC_CRITICALWOUND:
  6955. val2 = 20*val1; //Heal effectiveness decrease
  6956. break;
  6957. case SC_MAGICMIRROR:
  6958. case SC_SLOWCAST:
  6959. val2 = 20*val1; //Magic reflection/cast rate
  6960. break;
  6961. case SC_ARMORCHANGE:
  6962. if (val2 == NPC_ANTIMAGIC)
  6963. { //Boost mdef
  6964. val2 =-20;
  6965. val3 = 20;
  6966. } else { //Boost def
  6967. val2 = 20;
  6968. val3 =-20;
  6969. }
  6970. val2*=val1; //20% per level
  6971. val3*=val1;
  6972. break;
  6973. case SC_EXPBOOST:
  6974. case SC_JEXPBOOST:
  6975. if (val1 < 0)
  6976. val1 = 0;
  6977. break;
  6978. case SC_INCFLEE2:
  6979. case SC_INCCRI:
  6980. val2 = val1*10; //Actual boost (since 100% = 1000)
  6981. break;
  6982. case SC_SUFFRAGIUM:
  6983. val2 = 15 * val1; //Speed cast decrease
  6984. break;
  6985. case SC_INCHEALRATE:
  6986. if (val1 < 1)
  6987. val1 = 1;
  6988. break;
  6989. case SC_HALLUCINATION:
  6990. val2 = 5+val1; //Factor by which displayed damage is increased by
  6991. break;
  6992. case SC_DOUBLECAST:
  6993. val2 = 30+10*val1; //Trigger rate
  6994. break;
  6995. case SC_KAIZEL:
  6996. val2 = 10*val1; //% of life to be revived with
  6997. break;
  6998. // case SC_ARMOR_ELEMENT:
  6999. // case SC_ARMOR_RESIST:
  7000. // Mod your resistance against elements:
  7001. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  7002. // break;
  7003. //case ????:
  7004. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  7005. //associated, and yet are not wrong/unknown. [Skotlex]
  7006. //break;
  7007. case SC_MERC_FLEEUP:
  7008. case SC_MERC_ATKUP:
  7009. case SC_MERC_HITUP:
  7010. val2 = 15 * val1;
  7011. break;
  7012. case SC_MERC_HPUP:
  7013. case SC_MERC_SPUP:
  7014. val2 = 5 * val1;
  7015. break;
  7016. case SC_REBIRTH:
  7017. val2 = 20*val1; //% of life to be revived with
  7018. break;
  7019. case SC_MANU_DEF:
  7020. case SC_MANU_ATK:
  7021. case SC_MANU_MATK:
  7022. val2 = 1; // Manuk group
  7023. break;
  7024. case SC_SPL_DEF:
  7025. case SC_SPL_ATK:
  7026. case SC_SPL_MATK:
  7027. val2 = 2; // Splendide group
  7028. break;
  7029. /**
  7030. * General
  7031. **/
  7032. case SC_FEAR:
  7033. val2 = 2;
  7034. val4 = tick / 1000;
  7035. tick_time = 1000; // [GodLesZ] tick time
  7036. break;
  7037. case SC_BURNING:
  7038. val4 = tick / 2000; // Total Ticks to Burn!!
  7039. tick_time = 2000; // [GodLesZ] tick time
  7040. break;
  7041. /**
  7042. * Rune Knight
  7043. **/
  7044. case SC_DEATHBOUND:
  7045. val2 = 500 + 100 * val1;
  7046. break;
  7047. case SC_FIGHTINGSPIRIT:
  7048. val_flag |= 1|2;
  7049. break;
  7050. case SC_ABUNDANCE:
  7051. val4 = tick / 10000;
  7052. tick_time = 10000; // [GodLesZ] tick time
  7053. break;
  7054. case SC_GIANTGROWTH:
  7055. val2 = 10; // Triple damage success rate.
  7056. break;
  7057. /**
  7058. * Arch Bishop
  7059. **/
  7060. case SC_RENOVATIO:
  7061. val4 = tick / 5000;
  7062. tick_time = 5000;
  7063. break;
  7064. case SC_SECRAMENT:
  7065. val2 = 10 * val1;
  7066. break;
  7067. case SC_VENOMIMPRESS:
  7068. val2 = 10 * val1;
  7069. val_flag |= 1|2;
  7070. break;
  7071. case SC_POISONINGWEAPON:
  7072. val_flag |= 1|2|4;
  7073. break;
  7074. case SC_WEAPONBLOCKING:
  7075. val2 = 10 + 2 * val1; // Chance
  7076. val4 = tick / 3000;
  7077. tick_time = 3000; // [GodLesZ] tick time
  7078. val_flag |= 1|2;
  7079. break;
  7080. case SC_TOXIN:
  7081. val4 = tick / 10000;
  7082. tick_time = 10000; // [GodLesZ] tick time
  7083. break;
  7084. case SC_MAGICMUSHROOM:
  7085. val4 = tick / 4000;
  7086. tick_time = 4000; // [GodLesZ] tick time
  7087. break;
  7088. case SC_PYREXIA:
  7089. status_change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
  7090. val4 = tick / 3000;
  7091. tick_time = 4000; // [GodLesZ] tick time
  7092. break;
  7093. case SC_LEECHESEND:
  7094. val4 = tick / 1000;
  7095. tick_time = 1000; // [GodLesZ] tick time
  7096. break;
  7097. case SC_OBLIVIONCURSE:
  7098. val4 = tick / 3000;
  7099. tick_time = 3000; // [GodLesZ] tick time
  7100. break;
  7101. case SC_ROLLINGCUTTER:
  7102. val_flag |= 1;
  7103. break;
  7104. case SC_CLOAKINGEXCEED:
  7105. val2 = ( val1 + 1 ) / 2; // Hits
  7106. val3 = 90 + val1 * 10; // Walk speed
  7107. val_flag |= 1|2|4;
  7108. if (bl->type == BL_PC)
  7109. val4 |= battle_config.pc_cloak_check_type&7;
  7110. else
  7111. val4 |= battle_config.monster_cloak_check_type&7;
  7112. tick_time = 1000; // [GodLesZ] tick time
  7113. break;
  7114. case SC_HALLUCINATIONWALK:
  7115. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  7116. val3 = 10 * val1; // Evasion rate of magical attacks.
  7117. val_flag |= 1|2|4;
  7118. break;
  7119. case SC_WHITEIMPRISON:
  7120. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7121. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7122. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7123. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7124. break;
  7125. case SC_FREEZING:
  7126. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7127. break;
  7128. case SC_READING_SB:
  7129. // val2 = sp reduction per second
  7130. tick_time = 5000; // [GodLesZ] tick time
  7131. break;
  7132. case SC_SPHERE_1:
  7133. case SC_SPHERE_2:
  7134. case SC_SPHERE_3:
  7135. case SC_SPHERE_4:
  7136. case SC_SPHERE_5:
  7137. if( !sd )
  7138. return 0; // Should only work on players.
  7139. val4 = tick / 1000;
  7140. if( val4 < 1 )
  7141. val4 = 1;
  7142. tick_time = 1000; // [GodLesZ] tick time
  7143. val_flag |= 1;
  7144. break;
  7145. case SC_SHAPESHIFT:
  7146. switch( val1 )
  7147. {
  7148. case 1: val2 = ELE_FIRE; break;
  7149. case 2: val2 = ELE_EARTH; break;
  7150. case 3: val2 = ELE_WIND; break;
  7151. case 4: val2 = ELE_WATER; break;
  7152. }
  7153. break;
  7154. case SC_ELECTRICSHOCKER:
  7155. case SC_CRYSTALIZE:
  7156. val4 = tick / 1000;
  7157. if( val4 < 1 )
  7158. val4 = 1;
  7159. tick_time = 1000; // [GodLesZ] tick time
  7160. break;
  7161. case SC_CAMOUFLAGE:
  7162. //val3 |= battle_config.pc_camouflage_check_type&7;
  7163. tick_time = 1000; // [GodLesZ] tick time
  7164. break;
  7165. case SC_WUGDASH:
  7166. val4 = gettick(); //Store time at which you started running.
  7167. tick = -1;
  7168. break;
  7169. case SC__SHADOWFORM: {
  7170. struct map_session_data * s_sd = map_id2sd(val2);
  7171. if( s_sd )
  7172. s_sd->shadowform_id = bl->id;
  7173. val4 = tick / 1000;
  7174. val_flag |= 1|2|4;
  7175. tick_time = 1000; // [GodLesZ] tick time
  7176. }
  7177. break;
  7178. case SC__STRIPACCESSORY:
  7179. if (!sd)
  7180. val2 = 20;
  7181. break;
  7182. case SC__INVISIBILITY:
  7183. val2 = 50 - 10 * val1; // ASPD
  7184. val3 = 20 * val1; // CRITICAL
  7185. val4 = tick / 1000;
  7186. tick_time = 1000; // [GodLesZ] tick time
  7187. val_flag |= 1|2;
  7188. break;
  7189. case SC__ENERVATION:
  7190. val2 = 20 + 10 * val1; // ATK Reduction
  7191. val_flag |= 1|2;
  7192. if( sd ) pc_delspiritball(sd,sd->spiritball,0);
  7193. break;
  7194. case SC__GROOMY:
  7195. val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
  7196. val3 = 20 * val1; //HIT
  7197. val_flag |= 1|2|4;
  7198. if( sd )
  7199. { // Removes Animals
  7200. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  7201. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  7202. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  7203. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  7204. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  7205. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  7206. if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1);
  7207. if( sd->md ) merc_delete(sd->md,3);
  7208. }
  7209. break;
  7210. case SC__LAZINESS:
  7211. val2 = 10 + 10 * val1; // Cast reduction
  7212. val3 = 10 * val1; // Flee Reduction
  7213. val_flag |= 1|2|4;
  7214. break;
  7215. case SC__UNLUCKY:
  7216. val2 = 10 * val1; // Crit and Flee2 Reduction
  7217. val_flag |= 1|2|4;
  7218. break;
  7219. case SC__WEAKNESS:
  7220. val2 = 10 * val1;
  7221. val_flag |= 1|2;
  7222. skill_strip_equip(bl,EQP_WEAPON|EQP_SHIELD,100,val1,tick);
  7223. break;
  7224. case SC__BLOODYLUST:
  7225. val_flag |= 1|2;
  7226. break;
  7227. case SC_GN_CARTBOOST:
  7228. if( val1 < 3 )
  7229. val2 = 50;
  7230. else if( val1 < 5 )
  7231. val2 = 75;
  7232. else
  7233. val2 = 100;
  7234. break;
  7235. case SC_PROPERTYWALK:
  7236. val_flag |= 1|2;
  7237. val3 = 0;
  7238. break;
  7239. case SC_WARMER:
  7240. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7241. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7242. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7243. break;
  7244. case SC_STRIKING:
  7245. val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  7246. val4 = tick / 1000;
  7247. tick_time = 1000; // [GodLesZ] tick time
  7248. break;
  7249. case SC_BLOODSUCKER:
  7250. val4 = tick / 1000;
  7251. tick_time = 1000; // [GodLesZ] tick time
  7252. break;
  7253. case SC_SWINGDANCE:
  7254. val2 = 4 * val1; // Walk speed and aspd reduction.
  7255. break;
  7256. case SC_SYMPHONYOFLOVER:
  7257. case SC_RUSHWINDMILL:
  7258. case SC_ECHOSONG:
  7259. val2 = 6 * val1;
  7260. val2 += val3; //Adding 1% * Lesson Bonus
  7261. val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
  7262. break;
  7263. case SC_MOONLITSERENADE:
  7264. val2 = 10 * val1;
  7265. break;
  7266. case SC_HARMONIZE:
  7267. val2 = 3 + 2 * val1;
  7268. break;
  7269. case SC_VOICEOFSIREN:
  7270. val4 = tick / 2000;
  7271. tick_time = 2000; // [GodLesZ] tick time
  7272. break;
  7273. case SC_DEEPSLEEP:
  7274. val4 = tick / 2000;
  7275. tick_time = 2000; // [GodLesZ] tick time
  7276. break;
  7277. case SC_SIRCLEOFNATURE:
  7278. val2 = 1 + val1; //SP consume
  7279. val3 = 40 * val1; //HP recovery
  7280. val4 = tick / 1000;
  7281. tick_time = 1000; // [GodLesZ] tick time
  7282. break;
  7283. case SC_SONGOFMANA:
  7284. val3 = 10 + (2 * val2);
  7285. val4 = tick/3000;
  7286. tick_time = 3000; // [GodLesZ] tick time
  7287. break;
  7288. case SC_SATURDAYNIGHTFEVER:
  7289. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  7290. if (!val4) val4 = 3000;
  7291. val3 = tick/val4;
  7292. tick_time = val4; // [GodLesZ] tick time
  7293. break;
  7294. case SC_GLOOMYDAY:
  7295. val2 = 20 + 5 * val1; // Flee reduction.
  7296. val3 = 15 + 5 * val1; // ASPD reduction.
  7297. if( rand()%100 < val1 ){ // (Skill Lv) %
  7298. val4 = 1; // reduce walk speed by half.
  7299. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  7300. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  7301. }
  7302. break;
  7303. case SC_GLOOMYDAY_SK:
  7304. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  7305. val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  7306. break;
  7307. case SC_SITDOWN_FORCE:
  7308. case SC_BANANA_BOMB_SITDOWN:
  7309. if( sd && !pc_issit(sd) )
  7310. {
  7311. pc_setsit(sd);
  7312. skill_sit(sd,1);
  7313. clif_sitting(bl);
  7314. }
  7315. break;
  7316. case SC_DANCEWITHWUG:
  7317. val3 = (5 * val1) + (1 * val2); //Still need official value.
  7318. break;
  7319. case SC_LERADSDEW:
  7320. val3 = (5 * val1) + (1 * val2);
  7321. break;
  7322. case SC_MELODYOFSINK:
  7323. val3 = (5 * val1) + (1 * val2);
  7324. break;
  7325. case SC_BEYONDOFWARCRY:
  7326. val3 = (5 * val1) + (1 * val2);
  7327. break;
  7328. case SC_UNLIMITEDHUMMINGVOICE:
  7329. {
  7330. struct unit_data *ud = unit_bl2ud(bl);
  7331. if( ud == NULL ) return 0;
  7332. ud->state.skillcastcancel = 0;
  7333. val3 = 15 - (2 * val2);
  7334. }
  7335. break;
  7336. case SC_REFLECTDAMAGE:
  7337. val2 = 15 + 5 * val1;
  7338. val3 = (val1==5)?20:(val1+4)*2; // SP consumption
  7339. val4 = tick/10000;
  7340. tick_time = 10000; // [GodLesZ] tick time
  7341. break;
  7342. case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
  7343. val2 = 20 + 12 * (val1 - 1); // Chance
  7344. val3 = 5 + (2 * val1); // Max rage counters
  7345. tick = -1; //endless duration in the client
  7346. tick_time = 6000; // [GodLesZ] tick time
  7347. val_flag |= 1|2|4;
  7348. break;
  7349. case SC_EXEEDBREAK:
  7350. val1 *= 150; // 150 * skill_lv
  7351. if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
  7352. val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100);
  7353. val1 += 15 * (sd ? sd->status.job_level:50) + 100;
  7354. }
  7355. else // Mobs
  7356. val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
  7357. break;
  7358. case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
  7359. val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
  7360. val1 *= 15; // Defence added
  7361. if( sd )
  7362. val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
  7363. val_flag |= 1|2;
  7364. break;
  7365. case SC_BANDING:
  7366. tick_time = 5000; // [GodLesZ] tick time
  7367. val_flag |= 1;
  7368. break;
  7369. case SC_SHIELDSPELL_DEF:
  7370. case SC_SHIELDSPELL_MDEF:
  7371. case SC_SHIELDSPELL_REF:
  7372. val_flag |= 1|2;
  7373. break;
  7374. case SC_MAGNETICFIELD:
  7375. val3 = tick / 1000;
  7376. tick_time = 1000; // [GodLesZ] tick time
  7377. break;
  7378. case SC_INSPIRATION:
  7379. if( sd )
  7380. {
  7381. val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
  7382. val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
  7383. }
  7384. val4 = tick / 1000;
  7385. tick_time = 1000; // [GodLesZ] tick time
  7386. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  7387. break;
  7388. case SC_SPELLFIST:
  7389. case SC_CURSEDCIRCLE_ATKER:
  7390. val_flag |= 1|2|4;
  7391. break;
  7392. case SC_CRESCENTELBOW:
  7393. val2 = 94 + val1;
  7394. val_flag |= 1|2;
  7395. break;
  7396. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  7397. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  7398. val_flag |= 1;
  7399. break;
  7400. case SC_RAISINGDRAGON:
  7401. val3 = tick / 5000;
  7402. tick_time = 5000; // [GodLesZ] tick time
  7403. break;
  7404. case SC_GT_CHANGE:
  7405. {// take note there is no def increase as skill desc says. [malufett]
  7406. struct block_list * src;
  7407. val3 = status->agi * val1 / 60; // ASPD increase: [(Target痴 AGI x Skill Level) / 60] %
  7408. if( (src = map_id2bl(val2)) )
  7409. val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster痴 INT) x Skill Level]
  7410. }
  7411. break;
  7412. case SC_GT_REVITALIZE:
  7413. {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
  7414. struct block_list * src;
  7415. val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  7416. if( (src = map_id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
  7417. val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster痴 VIT / 4) x Skill Level]
  7418. }
  7419. break;
  7420. case SC_PYROTECHNIC_OPTION:
  7421. val2 = 60; // Watk TODO: Renewal (Atk2)
  7422. val3 = 11; // % Increase damage.
  7423. val_flag |= 1|2|4;
  7424. break;
  7425. case SC_HEATER_OPTION:
  7426. val2 = 120; // Watk. TODO: Renewal (Atk2)
  7427. val3 = 33; // % Increase effects.
  7428. val4 = 3; // Change into fire element.
  7429. val_flag |= 1|2|4;
  7430. break;
  7431. case SC_TROPIC_OPTION:
  7432. val2 = 180; // Watk. TODO: Renewal (Atk2)
  7433. val3 = MG_FIREBOLT;
  7434. break;
  7435. case SC_AQUAPLAY_OPTION:
  7436. val2 = 40; // Matk. TODO: Renewal (Matk1)
  7437. val3 = 33; // % Increase effects.
  7438. val_flag |= 1|2|4;
  7439. break;
  7440. case SC_COOLER_OPTION:
  7441. val2 = 80; // % Freezing chance
  7442. val3 = 33; // % increased damage
  7443. val4 = 1; // Change into water elemet
  7444. val_flag |= 1|2|4;
  7445. break;
  7446. case SC_CHILLY_AIR_OPTION:
  7447. val2 = 120; // Matk. TODO: Renewal (Matk1)
  7448. val3 = MG_COLDBOLT;
  7449. val_flag |= 1|2;
  7450. break;
  7451. case SC_GUST_OPTION:
  7452. val2 = 33;
  7453. val_flag |= 1|2;
  7454. break;
  7455. case SC_WIND_STEP_OPTION:
  7456. val2 = 50; // % Increase speed and flee.
  7457. break;
  7458. case SC_BLAST_OPTION:
  7459. val2 = 33;
  7460. val3 = 4;
  7461. val_flag |= 1|2|4;
  7462. break;
  7463. case SC_WILD_STORM_OPTION:
  7464. val2 = MG_LIGHTNINGBOLT;
  7465. val_flag |= 1|2;
  7466. break;
  7467. case SC_PETROLOGY_OPTION:
  7468. val2 = 5;
  7469. val3 = 33;
  7470. val_flag |= 1|2|4;
  7471. break;
  7472. case SC_CURSED_SOIL_OPTION:
  7473. val2 = 10;
  7474. val3 = 33;
  7475. val4 = 2;
  7476. val_flag |= 1|2|4;
  7477. break;
  7478. case SC_UPHEAVAL_OPTION:
  7479. val2 = WZ_EARTHSPIKE;
  7480. val_flag |= 1|2;
  7481. break;
  7482. case SC_CIRCLE_OF_FIRE_OPTION:
  7483. val2 = 300;
  7484. val_flag |= 1|2;
  7485. break;
  7486. case SC_FIRE_CLOAK_OPTION:
  7487. case SC_WATER_DROP_OPTION:
  7488. case SC_WIND_CURTAIN_OPTION:
  7489. case SC_STONE_SHIELD_OPTION:
  7490. val2 = 20; // Elemental modifier. Not confirmed.
  7491. break;
  7492. case SC_CIRCLE_OF_FIRE:
  7493. case SC_FIRE_CLOAK:
  7494. case SC_WATER_DROP:
  7495. case SC_WATER_SCREEN:
  7496. case SC_WIND_CURTAIN:
  7497. case SC_WIND_STEP:
  7498. case SC_STONE_SHIELD:
  7499. case SC_SOLID_SKIN:
  7500. val2 = 10;
  7501. tick_time = 2000; // [GodLesZ] tick time
  7502. break;
  7503. case SC_WATER_BARRIER:
  7504. val2 = 40; // Increasement. Mdef1 ???
  7505. val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
  7506. val_flag |= 1|2|4;
  7507. break;
  7508. case SC_ZEPHYR:
  7509. val2 = 22; // Flee.
  7510. break;
  7511. case SC_TIDAL_WEAPON:
  7512. val2 = 20; // Increase Elemental's attack.
  7513. break;
  7514. case SC_ROCK_CRUSHER:
  7515. case SC_ROCK_CRUSHER_ATK:
  7516. case SC_POWER_OF_GAIA:
  7517. val2 = 33;
  7518. break;
  7519. case SC_MELON_BOMB:
  7520. case SC_BANANA_BOMB:
  7521. val1 = 15;
  7522. break;
  7523. case SC_STOMACHACHE:
  7524. val2 = 8; // SP consume.
  7525. val4 = tick / 10000;
  7526. tick_time = 10000; // [GodLesZ] tick time
  7527. break;
  7528. default:
  7529. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  7530. { //Status change with no calc, no icon, and no skill associated...?
  7531. ShowError("UnknownStatusChange [%d]\n", type);
  7532. return 0;
  7533. }
  7534. }
  7535. else //Special considerations when loading SC data.
  7536. switch( type )
  7537. {
  7538. case SC_WEDDING:
  7539. case SC_XMAS:
  7540. case SC_SUMMER:
  7541. clif_changelook(bl,LOOK_WEAPON,0);
  7542. clif_changelook(bl,LOOK_SHIELD,0);
  7543. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  7544. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  7545. break;
  7546. case SC_KAAHI:
  7547. val4 = INVALID_TIMER;
  7548. break;
  7549. }
  7550. //Those that make you stop attacking/walking....
  7551. switch (type) {
  7552. case SC_FREEZE:
  7553. case SC_STUN:
  7554. case SC_SLEEP:
  7555. case SC_STONE:
  7556. case SC_DEEPSLEEP:
  7557. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  7558. pc_setstand(sd);
  7559. case SC_TRICKDEAD:
  7560. unit_stop_attack(bl);
  7561. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7562. // Cancel cast when get status [LuzZza]
  7563. if (battle_config.sc_castcancel&bl->type)
  7564. unit_skillcastcancel(bl, 0);
  7565. case SC_STOP:
  7566. case SC_CONFUSION:
  7567. case SC_CLOSECONFINE:
  7568. case SC_CLOSECONFINE2:
  7569. case SC_ANKLE:
  7570. case SC_SPIDERWEB:
  7571. case SC_ELECTRICSHOCKER:
  7572. case SC_BITE:
  7573. case SC_THORNSTRAP:
  7574. case SC__MANHOLE:
  7575. case SC_CRYSTALIZE:
  7576. case SC_WHITEIMPRISON:
  7577. case SC_VACUUM_EXTREME:
  7578. case SC_CURSEDCIRCLE_ATKER:
  7579. case SC_CURSEDCIRCLE_TARGET:
  7580. case SC_FEAR:
  7581. case SC_NETHERWORLD:
  7582. unit_stop_walking(bl,1);
  7583. break;
  7584. case SC_HIDING:
  7585. case SC_CLOAKING:
  7586. case SC_CLOAKINGEXCEED:
  7587. case SC_CHASEWALK:
  7588. case SC_WEIGHT90:
  7589. case SC_CAMOUFLAGE:
  7590. case SC_VOICEOFSIREN:
  7591. unit_stop_attack(bl);
  7592. break;
  7593. case SC_SILENCE:
  7594. if (battle_config.sc_castcancel&bl->type)
  7595. unit_skillcastcancel(bl, 0);
  7596. break;
  7597. }
  7598. // Set option as needed.
  7599. opt_flag = 1;
  7600. switch(type)
  7601. {
  7602. //OPT1
  7603. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  7604. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  7605. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  7606. case SC_SLEEP:
  7607. case SC_DEEPSLEEP: sc->opt1 = OPT1_SLEEP; break;
  7608. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  7609. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  7610. case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
  7611. //OPT2
  7612. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  7613. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  7614. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  7615. case SC_SIGNUMCRUCIS:
  7616. sc->opt2 |= OPT2_SIGNUMCRUCIS;
  7617. break;
  7618. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  7619. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  7620. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  7621. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  7622. //OPT3
  7623. case SC_TWOHANDQUICKEN:
  7624. case SC_ONEHAND:
  7625. case SC_SPEARQUICKEN:
  7626. case SC_CONCENTRATION:
  7627. case SC_MERC_QUICKEN:
  7628. sc->opt3 |= OPT3_QUICKEN;
  7629. opt_flag = 0;
  7630. break;
  7631. case SC_MAXOVERTHRUST:
  7632. case SC_OVERTHRUST:
  7633. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  7634. sc->opt3 |= OPT3_OVERTHRUST;
  7635. opt_flag = 0;
  7636. break;
  7637. case SC_ENERGYCOAT:
  7638. case SC_SKE:
  7639. sc->opt3 |= OPT3_ENERGYCOAT;
  7640. opt_flag = 0;
  7641. break;
  7642. case SC_INCATKRATE:
  7643. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  7644. if (bl->type != BL_MOB) {
  7645. opt_flag = 0;
  7646. break;
  7647. }
  7648. case SC_EXPLOSIONSPIRITS:
  7649. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  7650. opt_flag = 0;
  7651. break;
  7652. case SC_STEELBODY:
  7653. case SC_SKA:
  7654. sc->opt3 |= OPT3_STEELBODY;
  7655. opt_flag = 0;
  7656. break;
  7657. case SC_BLADESTOP:
  7658. sc->opt3 |= OPT3_BLADESTOP;
  7659. opt_flag = 0;
  7660. break;
  7661. case SC_AURABLADE:
  7662. sc->opt3 |= OPT3_AURABLADE;
  7663. opt_flag = 0;
  7664. break;
  7665. case SC_BERSERK:
  7666. sc->opt3 |= OPT3_BERSERK;
  7667. opt_flag = 0;
  7668. break;
  7669. // case ???: // doesn't seem to do anything
  7670. // sc->opt3 |= OPT3_LIGHTBLADE;
  7671. // opt_flag = 0;
  7672. // break;
  7673. case SC_DANCING:
  7674. if ((val1&0xFFFF) == CG_MOONLIT)
  7675. sc->opt3 |= OPT3_MOONLIT;
  7676. opt_flag = 0;
  7677. break;
  7678. case SC_MARIONETTE:
  7679. case SC_MARIONETTE2:
  7680. sc->opt3 |= OPT3_MARIONETTE;
  7681. opt_flag = 0;
  7682. break;
  7683. case SC_ASSUMPTIO:
  7684. sc->opt3 |= OPT3_ASSUMPTIO;
  7685. opt_flag = 0;
  7686. break;
  7687. case SC_WARM: //SG skills [Komurka]
  7688. sc->opt3 |= OPT3_WARM;
  7689. opt_flag = 0;
  7690. break;
  7691. case SC_KAITE:
  7692. sc->opt3 |= OPT3_KAITE;
  7693. opt_flag = 0;
  7694. break;
  7695. case SC_BUNSINJYUTSU:
  7696. sc->opt3 |= OPT3_BUNSIN;
  7697. opt_flag = 0;
  7698. break;
  7699. case SC_SPIRIT:
  7700. sc->opt3 |= OPT3_SOULLINK;
  7701. opt_flag = 0;
  7702. break;
  7703. case SC_CHANGEUNDEAD:
  7704. sc->opt3 |= OPT3_UNDEAD;
  7705. opt_flag = 0;
  7706. break;
  7707. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  7708. // sc->opt3 |= OPT3_CONTRACT;
  7709. // opt_flag = 0;
  7710. // break;
  7711. //OPTION
  7712. case SC_HIDING:
  7713. sc->option |= OPTION_HIDE;
  7714. opt_flag = 2;
  7715. break;
  7716. case SC_CLOAKING:
  7717. case SC_CLOAKINGEXCEED:
  7718. case SC__INVISIBILITY:
  7719. sc->option |= OPTION_CLOAK;
  7720. opt_flag = 2;
  7721. break;
  7722. case SC_CHASEWALK:
  7723. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  7724. opt_flag = 2;
  7725. break;
  7726. case SC_SIGHT:
  7727. sc->option |= OPTION_SIGHT;
  7728. break;
  7729. case SC_RUWACH:
  7730. sc->option |= OPTION_RUWACH;
  7731. break;
  7732. case SC_WEDDING:
  7733. sc->option |= OPTION_WEDDING;
  7734. break;
  7735. case SC_XMAS:
  7736. sc->option |= OPTION_XMAS;
  7737. break;
  7738. case SC_SUMMER:
  7739. sc->option |= OPTION_SUMMER;
  7740. break;
  7741. case SC_ORCISH:
  7742. sc->option |= OPTION_ORCISH;
  7743. break;
  7744. case SC_FUSION:
  7745. sc->option |= OPTION_FLYING;
  7746. break;
  7747. default:
  7748. opt_flag = 0;
  7749. }
  7750. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  7751. if(opt_flag)
  7752. clif_changeoption(bl);
  7753. if (calc_flag&SCB_DYE)
  7754. { //Reset DYE color
  7755. if (vd && vd->cloth_color)
  7756. {
  7757. val4 = vd->cloth_color;
  7758. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  7759. }
  7760. calc_flag&=~SCB_DYE;
  7761. }
  7762. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  7763. /**
  7764. * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  7765. **/
  7766. if( tick_time )
  7767. tick = tick_time;
  7768. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  7769. if((sce=sc->data[type])) {// reuse old sc
  7770. if( sce->timer != INVALID_TIMER )
  7771. delete_timer(sce->timer, status_change_timer);
  7772. sc_isnew = false;
  7773. } else {// new sc
  7774. ++(sc->count);
  7775. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  7776. }
  7777. sce->val1 = val1;
  7778. sce->val2 = val2;
  7779. sce->val3 = val3;
  7780. sce->val4 = val4;
  7781. if (tick >= 0)
  7782. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  7783. else
  7784. sce->timer = INVALID_TIMER; //Infinite duration
  7785. if (calc_flag)
  7786. status_calc_bl(bl,calc_flag);
  7787. if ( sc_isnew && StatusChangeStateTable[type] ) /* non-zero */
  7788. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  7789. if(sd && sd->pd)
  7790. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  7791. switch( type )
  7792. {
  7793. case SC_BERSERK:
  7794. sce->val2 = 5*status->max_hp/100;
  7795. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  7796. status_set_sp(bl, 0, 0); //Damage all SP
  7797. break;
  7798. case SC_CHANGE:
  7799. status_percent_heal(bl, 100, 100);
  7800. break;
  7801. case SC_RUN:
  7802. {
  7803. struct unit_data *ud = unit_bl2ud(bl);
  7804. if( ud )
  7805. ud->state.running = unit_run(bl);
  7806. }
  7807. break;
  7808. case SC_BOSSMAPINFO:
  7809. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  7810. break;
  7811. case SC_MERC_HPUP:
  7812. status_percent_heal(bl, 100, 0); // Recover Full HP
  7813. break;
  7814. case SC_MERC_SPUP:
  7815. status_percent_heal(bl, 0, 100); // Recover Full SP
  7816. break;
  7817. /**
  7818. * Ranger
  7819. **/
  7820. case SC_WUGDASH:
  7821. {
  7822. struct unit_data *ud = unit_bl2ud(bl);
  7823. if( ud )
  7824. ud->state.running = unit_wugdash(bl, sd);
  7825. }
  7826. break;
  7827. case SC_COMBO:
  7828. switch (sce->val1) {
  7829. case TK_STORMKICK:
  7830. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  7831. break;
  7832. case TK_DOWNKICK:
  7833. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  7834. break;
  7835. case TK_TURNKICK:
  7836. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  7837. break;
  7838. case TK_COUNTER:
  7839. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  7840. break;
  7841. case MO_COMBOFINISH:
  7842. case CH_TIGERFIST:
  7843. case CH_CHAINCRUSH:
  7844. if (sd)
  7845. clif_skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
  7846. break;
  7847. case TK_JUMPKICK:
  7848. if (sd)
  7849. clif_skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
  7850. break;
  7851. case MO_TRIPLEATTACK:
  7852. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  7853. clif_skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
  7854. break;
  7855. case SR_FALLENEMPIRE:
  7856. if (sd){
  7857. clif_skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
  7858. clif_skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
  7859. }
  7860. break;
  7861. }
  7862. break;
  7863. case SC_RAISINGDRAGON:
  7864. sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
  7865. break;
  7866. }
  7867. if( opt_flag&2 && sd && sd->touching_id )
  7868. npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
  7869. return 1;
  7870. }
  7871. /*==========================================
  7872. * ステータス異常全解除
  7873. * type:
  7874. * 0 - ???
  7875. * 1 - ???
  7876. * 2 - ???
  7877. *------------------------------------------*/
  7878. int status_change_clear(struct block_list* bl, int type)
  7879. {
  7880. struct status_change* sc;
  7881. int i;
  7882. sc = status_get_sc(bl);
  7883. if (!sc || !sc->count)
  7884. return 0;
  7885. for(i = 0; i < SC_MAX; i++)
  7886. {
  7887. if(!sc->data[i])
  7888. continue;
  7889. if(type == 0)
  7890. switch (i)
  7891. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  7892. case SC_ELEMENTALCHANGE://Only when its Holy or Dark that it doesn't dispell on death
  7893. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  7894. break;
  7895. case SC_WEIGHT50:
  7896. case SC_WEIGHT90:
  7897. case SC_EDP:
  7898. case SC_MELTDOWN:
  7899. case SC_XMAS:
  7900. case SC_SUMMER:
  7901. case SC_NOCHAT:
  7902. case SC_FUSION:
  7903. case SC_EARTHSCROLL:
  7904. case SC_READYSTORM:
  7905. case SC_READYDOWN:
  7906. case SC_READYCOUNTER:
  7907. case SC_READYTURN:
  7908. case SC_DODGE:
  7909. case SC_JAILED:
  7910. case SC_EXPBOOST:
  7911. case SC_ITEMBOOST:
  7912. case SC_HELLPOWER:
  7913. case SC_JEXPBOOST:
  7914. case SC_AUTOTRADE:
  7915. case SC_WHISTLE:
  7916. case SC_ASSNCROS:
  7917. case SC_POEMBRAGI:
  7918. case SC_APPLEIDUN:
  7919. case SC_HUMMING:
  7920. case SC_DONTFORGETME:
  7921. case SC_FORTUNE:
  7922. case SC_SERVICE4U:
  7923. case SC_FOOD_STR_CASH:
  7924. case SC_FOOD_AGI_CASH:
  7925. case SC_FOOD_VIT_CASH:
  7926. case SC_FOOD_DEX_CASH:
  7927. case SC_FOOD_INT_CASH:
  7928. case SC_FOOD_LUK_CASH:
  7929. case SC_DEF_RATE:
  7930. case SC_MDEF_RATE:
  7931. case SC_INCHEALRATE:
  7932. case SC_INCFLEE2:
  7933. case SC_INCHIT:
  7934. case SC_ATKPOTION:
  7935. case SC_MATKPOTION:
  7936. case SC_S_LIFEPOTION:
  7937. case SC_L_LIFEPOTION:
  7938. case SC_PUSH_CART:
  7939. continue;
  7940. }
  7941. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7942. if( type == 1 && sc->data[i] )
  7943. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  7944. (sc->count)--;
  7945. if (sc->data[i]->timer != INVALID_TIMER)
  7946. delete_timer(sc->data[i]->timer, status_change_timer);
  7947. ers_free(sc_data_ers, sc->data[i]);
  7948. sc->data[i] = NULL;
  7949. }
  7950. }
  7951. sc->opt1 = 0;
  7952. sc->opt2 = 0;
  7953. sc->opt3 = 0;
  7954. sc->option &= OPTION_MASK;
  7955. if( type == 0 || type == 2 )
  7956. clif_changeoption(bl);
  7957. return 1;
  7958. }
  7959. /*==========================================
  7960. * ステータス異常終了
  7961. *------------------------------------------*/
  7962. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  7963. {
  7964. struct map_session_data *sd;
  7965. struct status_change *sc;
  7966. struct status_change_entry *sce;
  7967. struct status_data *status;
  7968. struct view_data *vd;
  7969. int opt_flag=0, calc_flag;
  7970. nullpo_ret(bl);
  7971. sc = status_get_sc(bl);
  7972. status = status_get_status_data(bl);
  7973. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  7974. return 0;
  7975. sd = BL_CAST(BL_PC,bl);
  7976. if (sce->timer != tid && tid != INVALID_TIMER)
  7977. return 0;
  7978. if (tid == INVALID_TIMER) {
  7979. if (type == SC_ENDURE && sce->val4)
  7980. //Do not end infinite endure.
  7981. return 0;
  7982. if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
  7983. delete_timer(sce->timer,status_change_timer);
  7984. if (sc->opt1)
  7985. switch (type) {
  7986. //"Ugly workaround" [Skotlex]
  7987. //delays status change ending so that a skill that sets opt1 fails to
  7988. //trigger when it also removed one
  7989. case SC_STONE:
  7990. sce->val3 = 0; //Petrify time counter.
  7991. case SC_FREEZE:
  7992. case SC_STUN:
  7993. case SC_SLEEP:
  7994. if (sce->val1) {
  7995. //Removing the 'level' shouldn't affect anything in the code
  7996. //since these SC are not affected by it, and it lets us know
  7997. //if we have already delayed this attack or not.
  7998. sce->val1 = 0;
  7999. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  8000. return 1;
  8001. }
  8002. }
  8003. }
  8004. (sc->count)--;
  8005. if ( StatusChangeStateTable[type] )
  8006. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  8007. sc->data[type] = NULL;
  8008. vd = status_get_viewdata(bl);
  8009. calc_flag = StatusChangeFlagTable[type];
  8010. switch(type){
  8011. case SC_WEDDING:
  8012. case SC_XMAS:
  8013. case SC_SUMMER:
  8014. if (!vd) break;
  8015. if (sd)
  8016. { //Load data from sd->status.* as the stored values could have changed.
  8017. //Must remove OPTION to prevent class being rechanged.
  8018. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  8019. clif_changeoption(&sd->bl);
  8020. status_set_viewdata(bl, sd->status.class_);
  8021. } else {
  8022. vd->class_ = sce->val1;
  8023. vd->weapon = sce->val2;
  8024. vd->shield = sce->val3;
  8025. vd->cloth_color = sce->val4;
  8026. }
  8027. clif_changelook(bl,LOOK_BASE,vd->class_);
  8028. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  8029. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  8030. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  8031. if(sd) clif_skillinfoblock(sd);
  8032. break;
  8033. case SC_RUN:
  8034. {
  8035. struct unit_data *ud = unit_bl2ud(bl);
  8036. bool begin_spurt = true;
  8037. if (ud) {
  8038. if(!ud->state.running)
  8039. begin_spurt = false;
  8040. ud->state.running = 0;
  8041. if (ud->walktimer != INVALID_TIMER)
  8042. unit_stop_walking(bl,1);
  8043. }
  8044. if (begin_spurt && sce->val1 >= 7 &&
  8045. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  8046. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  8047. )
  8048. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  8049. }
  8050. break;
  8051. case SC_AUTOBERSERK:
  8052. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  8053. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  8054. break;
  8055. case SC_ENDURE:
  8056. case SC_DEFENDER:
  8057. case SC_REFLECTSHIELD:
  8058. case SC_AUTOGUARD:
  8059. {
  8060. struct map_session_data *tsd;
  8061. if( bl->type == BL_PC )
  8062. { // Clear Status from others
  8063. int i;
  8064. for( i = 0; i < 5; i++ )
  8065. {
  8066. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  8067. status_change_end(&tsd->bl, type, INVALID_TIMER);
  8068. }
  8069. }
  8070. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
  8071. { // Clear Status from Master
  8072. tsd = ((TBL_MER*)bl)->master;
  8073. if( tsd && tsd->sc.data[type] )
  8074. status_change_end(&tsd->bl, type, INVALID_TIMER);
  8075. }
  8076. }
  8077. break;
  8078. case SC_DEVOTION:
  8079. {
  8080. struct block_list *d_bl = map_id2bl(sce->val1);
  8081. if( d_bl )
  8082. {
  8083. if( d_bl->type == BL_PC )
  8084. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  8085. else if( d_bl->type == BL_MER )
  8086. ((TBL_MER*)d_bl)->devotion_flag = 0;
  8087. clif_devotion(d_bl, NULL);
  8088. }
  8089. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  8090. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  8091. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  8092. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  8093. }
  8094. break;
  8095. case SC_BLADESTOP:
  8096. if(sce->val4)
  8097. {
  8098. int tid = sce->val4;
  8099. struct block_list *tbl = map_id2bl(tid);
  8100. struct status_change *tsc = status_get_sc(tbl);
  8101. sce->val4 = 0;
  8102. if(tbl && tsc && tsc->data[SC_BLADESTOP])
  8103. {
  8104. tsc->data[SC_BLADESTOP]->val4 = 0;
  8105. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  8106. }
  8107. clif_bladestop(bl, tid, 0);
  8108. }
  8109. break;
  8110. case SC_DANCING:
  8111. {
  8112. const char* prevfile = "<unknown>";
  8113. int prevline = 0;
  8114. struct map_session_data *dsd;
  8115. struct status_change_entry *dsc;
  8116. struct skill_unit_group *group;
  8117. if( sd )
  8118. {
  8119. if( sd->delunit_prevfile )
  8120. {// initially this is NULL, when a character logs in
  8121. prevfile = sd->delunit_prevfile;
  8122. prevline = sd->delunit_prevline;
  8123. }
  8124. else
  8125. {
  8126. prevfile = "<none>";
  8127. }
  8128. sd->delunit_prevfile = file;
  8129. sd->delunit_prevline = line;
  8130. }
  8131. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
  8132. {// end status on partner as well
  8133. dsc = dsd->sc.data[SC_DANCING];
  8134. if(dsc)
  8135. { //This will prevent recursive loops.
  8136. dsc->val2 = dsc->val4 = 0;
  8137. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  8138. }
  8139. }
  8140. if(sce->val2)
  8141. {// erase associated land skill
  8142. group = skill_id2group(sce->val2);
  8143. if( group == NULL )
  8144. {
  8145. ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
  8146. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  8147. sd ? sd->status.char_id : 0,
  8148. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  8149. prevfile, prevline,
  8150. file, line);
  8151. }
  8152. sce->val2 = 0;
  8153. skill_delunitgroup(group);
  8154. }
  8155. if((sce->val1&0xFFFF) == CG_MOONLIT)
  8156. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  8157. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  8158. }
  8159. break;
  8160. case SC_NOCHAT:
  8161. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  8162. sd->status.manner = 0;
  8163. if (sd && tid == INVALID_TIMER)
  8164. {
  8165. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8166. clif_updatestatus(sd,SP_MANNER);
  8167. }
  8168. break;
  8169. case SC_SPLASHER:
  8170. {
  8171. struct block_list *src=map_id2bl(sce->val3);
  8172. if(src && tid != INVALID_TIMER)
  8173. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  8174. }
  8175. break;
  8176. case SC_CLOSECONFINE2:
  8177. {
  8178. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  8179. struct status_change *sc2 = src?status_get_sc(src):NULL;
  8180. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  8181. //If status was already ended, do nothing.
  8182. //Decrease count
  8183. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  8184. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
  8185. }
  8186. }
  8187. case SC_CLOSECONFINE:
  8188. if (sce->val2 > 0) {
  8189. //Caster has been unlocked... nearby chars need to be unlocked.
  8190. int range = 1
  8191. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  8192. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  8193. map_foreachinarea(status_change_timer_sub,
  8194. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  8195. }
  8196. break;
  8197. case SC_COMBO:
  8198. if( sd )
  8199. switch (sce->val1) {
  8200. case MO_COMBOFINISH:
  8201. case CH_TIGERFIST:
  8202. case CH_CHAINCRUSH:
  8203. clif_skillinfo(sd, MO_EXTREMITYFIST, 0);
  8204. break;
  8205. case TK_JUMPKICK:
  8206. clif_skillinfo(sd, TK_JUMPKICK, 0);
  8207. break;
  8208. case MO_TRIPLEATTACK:
  8209. if (pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  8210. clif_skillinfo(sd, SR_DRAGONCOMBO, 0);
  8211. break;
  8212. case SR_FALLENEMPIRE:
  8213. clif_skillinfo(sd, SR_GATEOFHELL, 0);
  8214. clif_skillinfo(sd, SR_TIGERCANNON, 0);
  8215. break;
  8216. }
  8217. break;
  8218. case SC_MARIONETTE:
  8219. case SC_MARIONETTE2: /// Marionette target
  8220. if (sce->val1)
  8221. { // check for partner and end their marionette status as well
  8222. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  8223. struct block_list *pbl = map_id2bl(sce->val1);
  8224. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  8225. if (sc2 && sc2->data[type2])
  8226. {
  8227. sc2->data[type2]->val1 = 0;
  8228. status_change_end(pbl, type2, INVALID_TIMER);
  8229. }
  8230. }
  8231. break;
  8232. case SC_BERSERK:
  8233. case SC_SATURDAYNIGHTFEVER:
  8234. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  8235. if(status->hp > 100 && sce->val2)
  8236. status_set_hp(bl, 100, 0);
  8237. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  8238. {
  8239. sc->data[SC_ENDURE]->val4 = 0;
  8240. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  8241. }
  8242. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  8243. if( type == SC_SATURDAYNIGHTFEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  8244. sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  8245. break;
  8246. case SC_GOSPEL:
  8247. if (sce->val3) { //Clear the group.
  8248. struct skill_unit_group* group = skill_id2group(sce->val3);
  8249. sce->val3 = 0;
  8250. skill_delunitgroup(group);
  8251. }
  8252. break;
  8253. case SC_HERMODE:
  8254. if(sce->val3 == BCT_SELF)
  8255. skill_clear_unitgroup(bl);
  8256. break;
  8257. case SC_BASILICA: //Clear the skill area. [Skotlex]
  8258. skill_clear_unitgroup(bl);
  8259. break;
  8260. case SC_TRICKDEAD:
  8261. if (vd) vd->dead_sit = 0;
  8262. break;
  8263. case SC_WARM:
  8264. case SC__MANHOLE:
  8265. if (sce->val4) { //Clear the group.
  8266. struct skill_unit_group* group = skill_id2group(sce->val4);
  8267. sce->val4 = 0;
  8268. if( group ) /* might have been cleared before status ended, e.g. land protector */
  8269. skill_delunitgroup(group);
  8270. }
  8271. break;
  8272. case SC_KAAHI:
  8273. //Delete timer if it exists.
  8274. if (sce->val4 != INVALID_TIMER)
  8275. delete_timer(sce->val4,kaahi_heal_timer);
  8276. break;
  8277. case SC_JAILED:
  8278. if(tid == INVALID_TIMER)
  8279. break;
  8280. //natural expiration.
  8281. if(sd && sd->mapindex == sce->val2)
  8282. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  8283. break; //guess hes not in jail :P
  8284. case SC_CHANGE:
  8285. if (tid == INVALID_TIMER)
  8286. break;
  8287. // "lose almost all their HP and SP" on natural expiration.
  8288. status_set_hp(bl, 10, 0);
  8289. status_set_sp(bl, 10, 0);
  8290. break;
  8291. case SC_AUTOTRADE:
  8292. if (tid == INVALID_TIMER)
  8293. break;
  8294. // Note: vending/buying is closed by unit_remove_map, no
  8295. // need to do it here.
  8296. map_quit(sd);
  8297. // Because map_quit calls status_change_end with tid -1
  8298. // from here it's not neccesary to continue
  8299. return 1;
  8300. break;
  8301. case SC_STOP:
  8302. if( sce->val2 )
  8303. {
  8304. struct block_list* tbl = map_id2bl(sce->val2);
  8305. sce->val2 = 0;
  8306. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  8307. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  8308. }
  8309. break;
  8310. /**
  8311. * 3rd Stuff
  8312. **/
  8313. case SC_MILLENNIUMSHIELD:
  8314. clif_millenniumshield(sd,0);
  8315. break;
  8316. case SC_HALLUCINATIONWALK:
  8317. sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  8318. break;
  8319. case SC_WHITEIMPRISON:
  8320. if( tid == -1 )
  8321. break; // Terminated by Damage
  8322. status_fix_damage(bl,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,0,0));
  8323. break;
  8324. case SC_WUGDASH:
  8325. {
  8326. struct unit_data *ud = unit_bl2ud(bl);
  8327. if (ud) {
  8328. ud->state.running = 0;
  8329. if (ud->walktimer != -1)
  8330. unit_stop_walking(bl,1);
  8331. }
  8332. }
  8333. break;
  8334. case SC_ADORAMUS:
  8335. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8336. break;
  8337. case SC__SHADOWFORM: {
  8338. struct map_session_data *s_sd = map_id2sd(sce->val2);
  8339. if( !s_sd )
  8340. break;
  8341. s_sd->shadowform_id = 0;
  8342. }
  8343. break;
  8344. case SC_SITDOWN_FORCE:
  8345. if( sd && pc_issit(sd) ) {
  8346. pc_setstand(sd);
  8347. clif_standing(bl);
  8348. }
  8349. break;
  8350. case SC_NEUTRALBARRIER_MASTER:
  8351. case SC_STEALTHFIELD_MASTER:
  8352. if( sce->val2 ) {
  8353. struct skill_unit_group* group = skill_id2group(sce->val2);
  8354. sce->val2 = 0;
  8355. if( group ) /* might have been cleared before status ended, e.g. land protector */
  8356. skill_delunitgroup(group);
  8357. }
  8358. break;
  8359. case SC_BANDING:
  8360. if(sce->val4) {
  8361. struct skill_unit_group *group = skill_id2group(sce->val4);
  8362. sce->val4 = 0;
  8363. if( group ) /* might have been cleared before status ended, e.g. land protector */
  8364. skill_delunitgroup(group);
  8365. }
  8366. break;
  8367. case SC_CURSEDCIRCLE_ATKER:
  8368. if( sce->val3 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
  8369. map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  8370. break;
  8371. case SC_RAISINGDRAGON:
  8372. if( sd && sce->val2 && !pc_isdead(sd) ) {
  8373. int i;
  8374. i = min(sd->spiritball,5);
  8375. pc_delspiritball(sd, sd->spiritball, 0);
  8376. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8377. while( i > 0 ) {
  8378. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  8379. --i;
  8380. }
  8381. }
  8382. break;
  8383. case SC_CURSEDCIRCLE_TARGET:
  8384. clif_bladestop(bl, sce->val2, 0);
  8385. break;
  8386. case SC_BLOODSUCKER:
  8387. if( sce->val2 ){
  8388. struct block_list *src = map_id2bl(sce->val2);
  8389. if(src){
  8390. struct status_change *sc = status_get_sc(src);
  8391. sc->bs_counter--;
  8392. }
  8393. }
  8394. break;
  8395. }
  8396. opt_flag = 1;
  8397. switch(type){
  8398. case SC_STONE:
  8399. case SC_FREEZE:
  8400. case SC_STUN:
  8401. case SC_SLEEP:
  8402. case SC_DEEPSLEEP:
  8403. case SC_BURNING:
  8404. case SC_WHITEIMPRISON:
  8405. case SC_CRYSTALIZE:
  8406. sc->opt1 = 0;
  8407. break;
  8408. case SC_POISON:
  8409. case SC_CURSE:
  8410. case SC_SILENCE:
  8411. case SC_BLIND:
  8412. sc->opt2 &= ~(1<<(type-SC_POISON));
  8413. break;
  8414. case SC_DPOISON:
  8415. sc->opt2 &= ~OPT2_DPOISON;
  8416. break;
  8417. case SC_SIGNUMCRUCIS:
  8418. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  8419. break;
  8420. case SC_HIDING:
  8421. sc->option &= ~OPTION_HIDE;
  8422. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  8423. break;
  8424. case SC_CLOAKING:
  8425. case SC_CLOAKINGEXCEED:
  8426. case SC__INVISIBILITY:
  8427. sc->option &= ~OPTION_CLOAK;
  8428. case SC_CAMOUFLAGE:
  8429. opt_flag|= 2;
  8430. break;
  8431. case SC_CHASEWALK:
  8432. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  8433. opt_flag|= 2;
  8434. break;
  8435. case SC_SIGHT:
  8436. sc->option &= ~OPTION_SIGHT;
  8437. break;
  8438. case SC_WEDDING:
  8439. sc->option &= ~OPTION_WEDDING;
  8440. break;
  8441. case SC_XMAS:
  8442. sc->option &= ~OPTION_XMAS;
  8443. break;
  8444. case SC_SUMMER:
  8445. sc->option &= ~OPTION_SUMMER;
  8446. break;
  8447. case SC_ORCISH:
  8448. sc->option &= ~OPTION_ORCISH;
  8449. break;
  8450. case SC_RUWACH:
  8451. sc->option &= ~OPTION_RUWACH;
  8452. break;
  8453. case SC_FUSION:
  8454. sc->option &= ~OPTION_FLYING;
  8455. break;
  8456. //opt3
  8457. case SC_TWOHANDQUICKEN:
  8458. case SC_ONEHAND:
  8459. case SC_SPEARQUICKEN:
  8460. case SC_CONCENTRATION:
  8461. case SC_MERC_QUICKEN:
  8462. sc->opt3 &= ~OPT3_QUICKEN;
  8463. opt_flag = 0;
  8464. break;
  8465. case SC_OVERTHRUST:
  8466. case SC_MAXOVERTHRUST:
  8467. case SC_SWOO:
  8468. sc->opt3 &= ~OPT3_OVERTHRUST;
  8469. if( type == SC_SWOO )
  8470. opt_flag = 8;
  8471. else
  8472. opt_flag = 0;
  8473. break;
  8474. case SC_ENERGYCOAT:
  8475. case SC_SKE:
  8476. sc->opt3 &= ~OPT3_ENERGYCOAT;
  8477. opt_flag = 0;
  8478. break;
  8479. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  8480. if (bl->type != BL_MOB)
  8481. {
  8482. opt_flag = 0;
  8483. break;
  8484. }
  8485. case SC_EXPLOSIONSPIRITS:
  8486. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  8487. opt_flag = 0;
  8488. break;
  8489. case SC_STEELBODY:
  8490. case SC_SKA:
  8491. sc->opt3 &= ~OPT3_STEELBODY;
  8492. opt_flag = 0;
  8493. break;
  8494. case SC_BLADESTOP:
  8495. sc->opt3 &= ~OPT3_BLADESTOP;
  8496. opt_flag = 0;
  8497. break;
  8498. case SC_AURABLADE:
  8499. sc->opt3 &= ~OPT3_AURABLADE;
  8500. opt_flag = 0;
  8501. break;
  8502. case SC_BERSERK:
  8503. sc->opt3 &= ~OPT3_BERSERK;
  8504. opt_flag = 0;
  8505. break;
  8506. // case ???: // doesn't seem to do anything
  8507. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  8508. // opt_flag = 0;
  8509. // break;
  8510. case SC_DANCING:
  8511. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  8512. sc->opt3 &= ~OPT3_MOONLIT;
  8513. opt_flag = 0;
  8514. break;
  8515. case SC_MARIONETTE:
  8516. case SC_MARIONETTE2:
  8517. sc->opt3 &= ~OPT3_MARIONETTE;
  8518. opt_flag = 0;
  8519. break;
  8520. case SC_ASSUMPTIO:
  8521. sc->opt3 &= ~OPT3_ASSUMPTIO;
  8522. opt_flag = 0;
  8523. break;
  8524. case SC_WARM: //SG skills [Komurka]
  8525. sc->opt3 &= ~OPT3_WARM;
  8526. opt_flag = 0;
  8527. break;
  8528. case SC_KAITE:
  8529. sc->opt3 &= ~OPT3_KAITE;
  8530. opt_flag = 0;
  8531. break;
  8532. case SC_BUNSINJYUTSU:
  8533. sc->opt3 &= ~OPT3_BUNSIN;
  8534. opt_flag = 0;
  8535. break;
  8536. case SC_SPIRIT:
  8537. sc->opt3 &= ~OPT3_SOULLINK;
  8538. opt_flag = 0;
  8539. break;
  8540. case SC_CHANGEUNDEAD:
  8541. sc->opt3 &= ~OPT3_UNDEAD;
  8542. opt_flag = 0;
  8543. break;
  8544. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  8545. // sc->opt3 &= ~OPT3_CONTRACT;
  8546. // opt_flag = 0;
  8547. // break;
  8548. default:
  8549. opt_flag = 0;
  8550. }
  8551. if (calc_flag&SCB_DYE)
  8552. { //Restore DYE color
  8553. if (vd && !vd->cloth_color && sce->val4)
  8554. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  8555. calc_flag&=~SCB_DYE;
  8556. }
  8557. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  8558. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  8559. if( opt_flag&8 ) //bugreport:681
  8560. clif_changeoption2(bl);
  8561. else if(opt_flag)
  8562. clif_changeoption(bl);
  8563. if (calc_flag)
  8564. status_calc_bl(bl,calc_flag);
  8565. if(opt_flag&4) //Out of hiding, invoke on place.
  8566. skill_unit_move(bl,gettick(),1);
  8567. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  8568. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  8569. ers_free(sc_data_ers, sce);
  8570. return 1;
  8571. }
  8572. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  8573. {
  8574. struct block_list *bl;
  8575. struct status_change *sc;
  8576. struct status_change_entry *sce;
  8577. struct status_data *status;
  8578. int hp;
  8579. if(!((bl=map_id2bl(id))&&
  8580. (sc=status_get_sc(bl)) &&
  8581. (sce = sc->data[SC_KAAHI])))
  8582. return 0;
  8583. if(sce->val4 != tid) {
  8584. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  8585. sce->val4 = INVALID_TIMER;
  8586. return 0;
  8587. }
  8588. status=status_get_status_data(bl);
  8589. if(!status_charge(bl, 0, sce->val3)) {
  8590. sce->val4 = INVALID_TIMER;
  8591. return 0;
  8592. }
  8593. hp = status->max_hp - status->hp;
  8594. if (hp > sce->val2)
  8595. hp = sce->val2;
  8596. if (hp)
  8597. status_heal(bl, hp, 0, 2);
  8598. sce->val4 = INVALID_TIMER;
  8599. return 1;
  8600. }
  8601. /*==========================================
  8602. * ステータス異常終了タイマー
  8603. *------------------------------------------*/
  8604. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  8605. {
  8606. enum sc_type type = (sc_type)data;
  8607. struct block_list *bl;
  8608. struct map_session_data *sd;
  8609. struct status_data *status;
  8610. struct status_change *sc;
  8611. struct status_change_entry *sce;
  8612. bl = map_id2bl(id);
  8613. if(!bl)
  8614. {
  8615. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  8616. return 0;
  8617. }
  8618. sc = status_get_sc(bl);
  8619. status = status_get_status_data(bl);
  8620. if(!(sc && (sce = sc->data[type])))
  8621. {
  8622. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  8623. return 0;
  8624. }
  8625. if( sce->timer != tid )
  8626. {
  8627. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  8628. return 0;
  8629. }
  8630. sd = BL_CAST(BL_PC, bl);
  8631. // set the next timer of the sce (don't assume the status still exists)
  8632. #define sc_timer_next(t,f,i,d) \
  8633. if( (sce=sc->data[type]) ) \
  8634. sce->timer = add_timer(t,f,i,d); \
  8635. else \
  8636. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  8637. switch(type)
  8638. {
  8639. case SC_MAXIMIZEPOWER:
  8640. case SC_CLOAKING:
  8641. if(!status_charge(bl, 0, 1))
  8642. break; //Not enough SP to continue.
  8643. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  8644. return 0;
  8645. case SC_CHASEWALK:
  8646. if(!status_charge(bl, 0, sce->val4))
  8647. break; //Not enough SP to continue.
  8648. if (!sc->data[SC_INCSTR]) {
  8649. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  8650. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  8651. *skill_get_time2(status_sc2skill(type),sce->val1));
  8652. }
  8653. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  8654. return 0;
  8655. break;
  8656. case SC_SKA:
  8657. if(--(sce->val2)>0){
  8658. sce->val3 = rnd()%100; //Random defense.
  8659. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  8660. return 0;
  8661. }
  8662. break;
  8663. case SC_HIDING:
  8664. if(--(sce->val2)>0){
  8665. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  8666. break; //Fail if it's time to substract SP and there isn't.
  8667. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  8668. return 0;
  8669. }
  8670. break;
  8671. case SC_SIGHT:
  8672. case SC_RUWACH:
  8673. case SC_SIGHTBLASTER:
  8674. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  8675. if( --(sce->val2)>0 ){
  8676. sce->val4 += 250; // use for Shadow Form 2 seconds checking.
  8677. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  8678. return 0;
  8679. }
  8680. break;
  8681. case SC_PROVOKE:
  8682. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  8683. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  8684. return 0;
  8685. }
  8686. break;
  8687. case SC_STONE:
  8688. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  8689. sce->val4 = 0;
  8690. unit_stop_walking(bl,1);
  8691. unit_stop_attack(bl);
  8692. sc->opt1 = OPT1_STONE;
  8693. clif_changeoption(bl);
  8694. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  8695. status_calc_bl(bl, StatusChangeFlagTable[type]);
  8696. return 0;
  8697. }
  8698. if(--(sce->val3) > 0) {
  8699. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  8700. status_percent_damage(NULL, bl, 1, 0, false);
  8701. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  8702. return 0;
  8703. }
  8704. break;
  8705. case SC_POISON:
  8706. if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
  8707. break;
  8708. case SC_DPOISON:
  8709. if (--(sce->val3) > 0) {
  8710. if (!sc->data[SC_SLOWPOISON]) {
  8711. if( sce->val2 && bl->type == BL_MOB ) {
  8712. struct block_list* src = map_id2bl(sce->val2);
  8713. if( src )
  8714. mob_log_damage((TBL_MOB*)bl,src,sce->val4);
  8715. }
  8716. map_freeblock_lock();
  8717. status_zap(bl, sce->val4, 0);
  8718. if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
  8719. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  8720. }
  8721. map_freeblock_unlock();
  8722. }
  8723. return 0;
  8724. }
  8725. break;
  8726. case SC_TENSIONRELAX:
  8727. if(status->max_hp > status->hp && --(sce->val3) > 0){
  8728. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  8729. return 0;
  8730. }
  8731. break;
  8732. case SC_KNOWLEDGE:
  8733. if (!sd) break;
  8734. if(bl->m == sd->feel_map[0].m ||
  8735. bl->m == sd->feel_map[1].m ||
  8736. bl->m == sd->feel_map[2].m)
  8737. { //Timeout will be handled by pc_setpos
  8738. sce->timer = INVALID_TIMER;
  8739. return 0;
  8740. }
  8741. break;
  8742. case SC_BLEEDING:
  8743. if (--(sce->val4) >= 0) {
  8744. int hp = rnd()%600 + 200;
  8745. map_freeblock_lock();
  8746. status_fix_damage(NULL, bl, sd||hp<status->hp?hp:status->hp-1, 1);
  8747. if( sc->data[type] ) {
  8748. if( status->hp == 1 ) {
  8749. map_freeblock_unlock();
  8750. break;
  8751. }
  8752. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  8753. }
  8754. map_freeblock_unlock();
  8755. return 0;
  8756. }
  8757. break;
  8758. case SC_S_LIFEPOTION:
  8759. case SC_L_LIFEPOTION:
  8760. if( sd && --(sce->val4) >= 0 )
  8761. {
  8762. // val1 < 0 = per max% | val1 > 0 = exact amount
  8763. int hp = 0;
  8764. if( status->hp < status->max_hp )
  8765. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  8766. status_heal(bl, hp, 0, 2);
  8767. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  8768. return 0;
  8769. }
  8770. break;
  8771. case SC_BOSSMAPINFO:
  8772. if( sd && --(sce->val4) >= 0 )
  8773. {
  8774. struct mob_data *boss_md = map_id2boss(sce->val1);
  8775. if( boss_md && sd->bl.m == boss_md->bl.m )
  8776. {
  8777. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  8778. if (boss_md->bl.prev != NULL) {
  8779. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  8780. return 0;
  8781. }
  8782. }
  8783. }
  8784. break;
  8785. case SC_DANCING: //ダンススキルの時間SP消費
  8786. {
  8787. int s = 0;
  8788. int sp = 1;
  8789. if (--sce->val3 <= 0)
  8790. break;
  8791. switch(sce->val1&0xFFFF){
  8792. case BD_RICHMANKIM:
  8793. case BD_DRUMBATTLEFIELD:
  8794. case BD_RINGNIBELUNGEN:
  8795. case BD_SIEGFRIED:
  8796. case BA_DISSONANCE:
  8797. case BA_ASSASSINCROSS:
  8798. case DC_UGLYDANCE:
  8799. s=3;
  8800. break;
  8801. case BD_LULLABY:
  8802. case BD_ETERNALCHAOS:
  8803. case BD_ROKISWEIL:
  8804. case DC_FORTUNEKISS:
  8805. s=4;
  8806. break;
  8807. case CG_HERMODE:
  8808. case BD_INTOABYSS:
  8809. case BA_WHISTLE:
  8810. case DC_HUMMING:
  8811. case BA_POEMBRAGI:
  8812. case DC_SERVICEFORYOU:
  8813. s=5;
  8814. break;
  8815. case BA_APPLEIDUN:
  8816. #ifdef RENEWAL
  8817. s=5;
  8818. #else
  8819. s=6;
  8820. #endif
  8821. break;
  8822. case CG_MOONLIT:
  8823. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  8824. sp= 4*(sce->val1>>16);
  8825. //Upkeep is also every 10 secs.
  8826. case DC_DONTFORGETME:
  8827. s=10;
  8828. break;
  8829. }
  8830. if( s != 0 && sce->val3 % s == 0 )
  8831. {
  8832. if (sc->data[SC_LONGING])
  8833. sp*= 3;
  8834. if (!status_charge(bl, 0, sp))
  8835. break;
  8836. }
  8837. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  8838. return 0;
  8839. }
  8840. break;
  8841. case SC_BERSERK:
  8842. // 5% every 10 seconds [DracoRPG]
  8843. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 )
  8844. {
  8845. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  8846. return 0;
  8847. }
  8848. break;
  8849. case SC_NOCHAT:
  8850. if(sd){
  8851. sd->status.manner++;
  8852. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8853. clif_updatestatus(sd,SP_MANNER);
  8854. if (sd->status.manner < 0)
  8855. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  8856. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  8857. return 0;
  8858. }
  8859. }
  8860. break;
  8861. case SC_SPLASHER:
  8862. // custom Venom Splasher countdown timer
  8863. //if (sce->val4 % 1000 == 0) {
  8864. // char timer[10];
  8865. // snprintf (timer, 10, "%d", sce->val4/1000);
  8866. // clif_message(bl, timer);
  8867. //}
  8868. if((sce->val4 -= 500) > 0) {
  8869. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  8870. return 0;
  8871. }
  8872. break;
  8873. case SC_MARIONETTE:
  8874. case SC_MARIONETTE2:
  8875. {
  8876. struct block_list *pbl = map_id2bl(sce->val1);
  8877. if( pbl && check_distance_bl(bl, pbl, 7) )
  8878. {
  8879. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  8880. return 0;
  8881. }
  8882. }
  8883. break;
  8884. case SC_GOSPEL:
  8885. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  8886. {
  8887. int hp, sp;
  8888. hp = (sce->val1 > 5) ? 45 : 30;
  8889. sp = (sce->val1 > 5) ? 35 : 20;
  8890. if(!status_charge(bl, hp, sp))
  8891. break;
  8892. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  8893. return 0;
  8894. }
  8895. break;
  8896. case SC_JAILED:
  8897. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  8898. {
  8899. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  8900. return 0;
  8901. }
  8902. break;
  8903. case SC_BLIND:
  8904. if(sc->data[SC_FOGWALL])
  8905. { //Blind lasts forever while you are standing on the fog.
  8906. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  8907. return 0;
  8908. }
  8909. break;
  8910. case SC_ABUNDANCE:
  8911. if(--(sce->val4) > 0) {
  8912. if( !sc->data[SC_BERSERK] )
  8913. status_heal(bl,0,60,0);
  8914. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  8915. }
  8916. break;
  8917. case SC_PYREXIA:
  8918. if( --(sce->val4) >= 0 ) {
  8919. map_freeblock_lock();
  8920. clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
  8921. status_fix_damage(NULL,bl,100,0);
  8922. if( sc->data[type] ) {
  8923. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  8924. }
  8925. map_freeblock_unlock();
  8926. return 0;
  8927. }
  8928. break;
  8929. case SC_LEECHESEND:
  8930. if( --(sce->val4) >= 0 ) {
  8931. int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  8932. damage += status->vit * (sce->val1 - 3);
  8933. unit_skillcastcancel(bl,2);
  8934. map_freeblock_lock();
  8935. status_damage(bl, bl, damage, 0, clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
  8936. if( sc->data[type] ) {
  8937. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  8938. }
  8939. map_freeblock_unlock();
  8940. return 0;
  8941. }
  8942. break;
  8943. case SC_MAGICMUSHROOM:
  8944. if( --(sce->val4) >= 0 ) {
  8945. bool flag = 0;
  8946. int damage = status->max_hp * 3 / 100;
  8947. if( status->hp <= damage )
  8948. damage = status->hp - 1; // Cannot Kill
  8949. if( damage > 0 ) { // 3% Damage each 4 seconds
  8950. map_freeblock_lock();
  8951. status_zap(bl,damage,0);
  8952. flag = !sc->data[type]; // Killed? Should not
  8953. map_freeblock_unlock();
  8954. }
  8955. if( !flag ) { // Random Skill Cast
  8956. if( sd ) {
  8957. int mushroom_skillid = 0, i;
  8958. unit_stop_attack(bl);
  8959. unit_skillcastcancel(bl,1);
  8960. do {
  8961. i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  8962. mushroom_skillid = skill_magicmushroom_db[i].skillid;
  8963. }
  8964. while( mushroom_skillid == 0 );
  8965. switch( skill_get_casttype(mushroom_skillid) ) { // Magic Mushroom skills are buffs or area damage
  8966. case CAST_GROUND:
  8967. skill_castend_pos2(bl,bl->x,bl->y,mushroom_skillid,1,tick,0);
  8968. break;
  8969. case CAST_NODAMAGE:
  8970. skill_castend_nodamage_id(bl,bl,mushroom_skillid,1,tick,0);
  8971. break;
  8972. case CAST_DAMAGE:
  8973. skill_castend_damage_id(bl,bl,mushroom_skillid,1,tick,0);
  8974. break;
  8975. }
  8976. }
  8977. clif_emotion(bl,E_HEH);
  8978. sc_timer_next(4000+tick,status_change_timer,bl->id,data);
  8979. }
  8980. return 0;
  8981. }
  8982. break;
  8983. case SC_TOXIN:
  8984. if( --(sce->val4) >= 0 )
  8985. { //Damage is every 10 seconds including 3%sp drain.
  8986. map_freeblock_lock();
  8987. clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
  8988. status_damage(NULL,bl,1,status->max_sp*3/100,0,16);
  8989. if( sc->data[type] ) {
  8990. sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
  8991. }
  8992. map_freeblock_unlock();
  8993. return 0;
  8994. }
  8995. break;
  8996. case SC_OBLIVIONCURSE:
  8997. if( --(sce->val4) >= 0 )
  8998. {
  8999. clif_emotion(bl,E_WHAT);
  9000. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  9001. return 0;
  9002. }
  9003. break;
  9004. case SC_WEAPONBLOCKING:
  9005. if( --(sce->val4) >= 0 )
  9006. {
  9007. if( !status_charge(bl,0,3) )
  9008. break;
  9009. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  9010. return 0;
  9011. }
  9012. break;
  9013. case SC_CLOAKINGEXCEED:
  9014. if(!status_charge(bl,0,10-sce->val1))
  9015. break;
  9016. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9017. return 0;
  9018. case SC_RENOVATIO:
  9019. if( --(sce->val4) >= 0 )
  9020. {
  9021. status_heal(bl, status->max_hp * 3 / 100, 0, 2);
  9022. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9023. return 0;
  9024. }
  9025. break;
  9026. case SC_BURNING:
  9027. if( --(sce->val4) >= 0 )
  9028. {
  9029. struct block_list *src = map_id2bl(sce->val3);
  9030. int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
  9031. map_freeblock_lock();
  9032. clif_damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
  9033. status_damage(src, bl, damage, 0, 0, 1);
  9034. if( sc->data[type]){ // Target still lives. [LimitLine]
  9035. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9036. }
  9037. map_freeblock_unlock();
  9038. return 0;
  9039. }
  9040. break;
  9041. case SC_FEAR:
  9042. if( --(sce->val4) >= 0 )
  9043. {
  9044. if( sce->val2 > 0 )
  9045. sce->val2--;
  9046. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9047. return 0;
  9048. }
  9049. break;
  9050. case SC_SPHERE_1:
  9051. case SC_SPHERE_2:
  9052. case SC_SPHERE_3:
  9053. case SC_SPHERE_4:
  9054. case SC_SPHERE_5:
  9055. if( --(sce->val4) >= 0 )
  9056. {
  9057. if( !status_charge(bl, 0, 1) )
  9058. break;
  9059. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9060. return 0;
  9061. }
  9062. break;
  9063. case SC_READING_SB:
  9064. if( !status_charge(bl, 0, sce->val2) ){
  9065. int i;
  9066. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  9067. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9068. break;
  9069. }
  9070. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9071. return 0;
  9072. case SC_ELECTRICSHOCKER:
  9073. if( --(sce->val4) >= 0 )
  9074. {
  9075. status_charge(bl, 0, status->max_sp / 100 * sce->val1 );
  9076. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9077. return 0;
  9078. }
  9079. break;
  9080. case SC_CAMOUFLAGE:
  9081. if( !status_charge(bl,0,7 - sce->val1) )
  9082. break;
  9083. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9084. return 0;
  9085. case SC__REPRODUCE:
  9086. if(!status_charge(bl, 0, 1))
  9087. break;
  9088. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  9089. return 0;
  9090. case SC__SHADOWFORM:
  9091. if( --(sce->val4) >= 0 )
  9092. {
  9093. if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
  9094. break;
  9095. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9096. return 0;
  9097. }
  9098. break;
  9099. case SC__INVISIBILITY:
  9100. if( --(sce->val4) >= 0 )
  9101. {
  9102. if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skilllv.
  9103. break;
  9104. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9105. return 0;
  9106. }
  9107. break;
  9108. case SC_STRIKING:
  9109. if( --(sce->val4) >= 0 )
  9110. {
  9111. if( !status_charge(bl,0, sce->val1 ) )
  9112. break;
  9113. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9114. return 0;
  9115. }
  9116. break;
  9117. case SC_BLOODSUCKER:
  9118. if( --(sce->val4) >= 0 ) {
  9119. struct block_list *src = map_id2bl(sce->val2);
  9120. int damage;
  9121. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  9122. break;
  9123. map_freeblock_lock();
  9124. damage = 200 + 100 * sce->val1 + status_get_int(src);
  9125. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1);
  9126. unit_skillcastcancel(bl,1);
  9127. if ( sc->data[type] ) {
  9128. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9129. }
  9130. map_freeblock_unlock();
  9131. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  9132. return 0;
  9133. }
  9134. break;
  9135. case SC_VOICEOFSIREN:
  9136. if( --(sce->val4) >= 0 )
  9137. {
  9138. clif_emotion(bl,E_LV);
  9139. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9140. return 0;
  9141. }
  9142. break;
  9143. case SC_DEEPSLEEP:
  9144. if( --(sce->val4) >= 0 )
  9145. { // Recovers 1% HP/SP every 2 seconds.
  9146. status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
  9147. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9148. return 0;
  9149. }
  9150. break;
  9151. case SC_SIRCLEOFNATURE:
  9152. if( --(sce->val4) >= 0 )
  9153. {
  9154. if( !status_charge(bl,0,sce->val2) )
  9155. break;
  9156. status_heal(bl, sce->val3, 0, 1);
  9157. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9158. return 0;
  9159. }
  9160. break;
  9161. case SC_SONGOFMANA:
  9162. if( --(sce->val4) >= 0 )
  9163. {
  9164. status_heal(bl,0,sce->val3,3);
  9165. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  9166. return 0;
  9167. }
  9168. break;
  9169. case SC_SATURDAYNIGHTFEVER:
  9170. // 1% HP/SP drain every 3 seconds [Jobbie]
  9171. if( --(sce->val3) >= 0 )
  9172. {
  9173. int hp = status->hp / 100;
  9174. int sp = status->sp / 100;
  9175. if( !status_charge(bl, hp, sp) )
  9176. break;
  9177. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  9178. return 0;
  9179. }
  9180. break;
  9181. case SC_CRYSTALIZE:
  9182. if( --(sce->val4) >= 0 )
  9183. { // Drains 2% of HP and 1% of SP every seconds.
  9184. if( bl->type != BL_MOB) // doesn't work on mobs
  9185. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  9186. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9187. return 0;
  9188. }
  9189. break;
  9190. case SC_FORCEOFVANGUARD:
  9191. if( !status_charge(bl,0,20) )
  9192. break;
  9193. sc_timer_next(6000 + tick, status_change_timer, bl->id, data);
  9194. return 0;
  9195. case SC_BANDING:
  9196. if( status_charge(bl, 0, 7 - sce->val1) )
  9197. {
  9198. if( sd ) pc_banding(sd, sce->val1);
  9199. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9200. return 0;
  9201. }
  9202. break;
  9203. case SC_REFLECTDAMAGE:
  9204. if( --(sce->val4) >= 0 ) {
  9205. if( !status_charge(bl,0,sce->val3) )
  9206. break;
  9207. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9208. return 0;
  9209. }
  9210. break;
  9211. case SC_OVERHEAT_LIMITPOINT:
  9212. if( --(sce->val1) > 0 ) { // Cooling
  9213. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  9214. }
  9215. break;
  9216. case SC_OVERHEAT:
  9217. {
  9218. int damage = status->max_hp / 100; // Suggestion 1% each second
  9219. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  9220. map_freeblock_lock();
  9221. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  9222. if( sc->data[type] ) {
  9223. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9224. }
  9225. map_freeblock_unlock();
  9226. }
  9227. break;
  9228. case SC_MAGNETICFIELD:
  9229. {
  9230. if( --(sce->val3) <= 0 )
  9231. break; // Time out
  9232. if( sce->val2 == bl->id )
  9233. {
  9234. if( !status_charge(bl,0,14 + (3 * sce->val1)) )
  9235. break; // No more SP status should end, and in the next second will end for the other affected players
  9236. }
  9237. else
  9238. {
  9239. struct block_list *src = map_id2bl(sce->val2);
  9240. struct status_change *ssc;
  9241. if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
  9242. break; // Source no more under Magnetic Field
  9243. }
  9244. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9245. }
  9246. break;
  9247. case SC_INSPIRATION:
  9248. if(--(sce->val4) >= 0)
  9249. {
  9250. int hp = status->max_hp * (7-sce->val1) / 100;
  9251. int sp = status->max_sp * (9-sce->val1) / 100;
  9252. if( !status_charge(bl,hp,sp) ) break;
  9253. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  9254. return 0;
  9255. }
  9256. break;
  9257. case SC_RAISINGDRAGON:
  9258. // 1% every 5 seconds [Jobbie]
  9259. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) )
  9260. {
  9261. if( !sc->data[type] ) return 0;
  9262. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9263. return 0;
  9264. }
  9265. break;
  9266. case SC_CIRCLE_OF_FIRE:
  9267. case SC_FIRE_CLOAK:
  9268. case SC_WATER_DROP:
  9269. case SC_WATER_SCREEN:
  9270. case SC_WIND_CURTAIN:
  9271. case SC_WIND_STEP:
  9272. case SC_STONE_SHIELD:
  9273. case SC_SOLID_SKIN:
  9274. if( !status_charge(bl,0,sce->val2) )
  9275. {
  9276. struct block_list *s_bl = battle_get_master(bl);
  9277. if( s_bl )
  9278. status_change_end(s_bl,type+1,INVALID_TIMER);
  9279. status_change_end(bl,type,INVALID_TIMER);
  9280. break;
  9281. }
  9282. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9283. return 0;
  9284. case SC_STOMACHACHE:
  9285. if( --(sce->val4) > 0 )
  9286. {
  9287. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  9288. if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds.
  9289. {
  9290. pc_stop_walking(sd,1|4);
  9291. pc_stop_attack(sd);
  9292. pc_setsit(sd);
  9293. clif_sitting(bl);
  9294. }
  9295. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9296. return 0;
  9297. }
  9298. break;
  9299. case SC_LEADERSHIP:
  9300. case SC_GLORYWOUNDS:
  9301. case SC_SOULCOLD:
  9302. case SC_HAWKEYES:
  9303. /* they only end by status_change_end */
  9304. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  9305. return 0;
  9306. }
  9307. // default for all non-handled control paths is to end the status
  9308. return status_change_end( bl,type,tid );
  9309. #undef sc_timer_next
  9310. }
  9311. /*==========================================
  9312. * ステータス異常タイマー範囲処理
  9313. *------------------------------------------*/
  9314. int status_change_timer_sub(struct block_list* bl, va_list ap)
  9315. {
  9316. struct status_change* tsc;
  9317. struct block_list* src = va_arg(ap,struct block_list*);
  9318. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  9319. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  9320. unsigned int tick = va_arg(ap,unsigned int);
  9321. if (status_isdead(bl))
  9322. return 0;
  9323. tsc = status_get_sc(bl);
  9324. switch( type ) {
  9325. case SC_SIGHT: /* サイト */
  9326. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
  9327. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  9328. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9329. case SC_CONCENTRATE:
  9330. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9331. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9332. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9333. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9334. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  9335. break;
  9336. case SC_RUWACH: /* ルアフ */
  9337. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  9338. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
  9339. tsc->data[SC__INVISIBILITY])) {
  9340. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9341. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9342. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9343. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9344. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  9345. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  9346. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  9347. }
  9348. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
  9349. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  9350. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9351. break;
  9352. case SC_SIGHTBLASTER:
  9353. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  9354. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  9355. {
  9356. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  9357. if (sce) sce->val2 = 0; //This signals it to end.
  9358. }
  9359. break;
  9360. case SC_CLOSECONFINE:
  9361. //Lock char has released the hold on everyone...
  9362. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  9363. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  9364. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  9365. }
  9366. break;
  9367. case SC_CURSEDCIRCLE_TARGET:
  9368. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  9369. status_change_end(bl, type, INVALID_TIMER);
  9370. }
  9371. break;
  9372. }
  9373. return 0;
  9374. }
  9375. /*==========================================
  9376. * Clears buffs/debuffs of a character.
  9377. * type&1 -> buffs, type&2 -> debuffs
  9378. *------------------------------------------*/
  9379. int status_change_clear_buffs (struct block_list* bl, int type)
  9380. {
  9381. int i;
  9382. struct status_change *sc= status_get_sc(bl);
  9383. if (!sc || !sc->count)
  9384. return 0;
  9385. if (type&2) //Debuffs
  9386. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  9387. {
  9388. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9389. }
  9390. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  9391. {
  9392. if(!sc->data[i])
  9393. continue;
  9394. switch (i) {
  9395. //Stuff that cannot be removed
  9396. case SC_WEIGHT50:
  9397. case SC_WEIGHT90:
  9398. case SC_COMBO:
  9399. case SC_SMA:
  9400. case SC_DANCING:
  9401. case SC_LEADERSHIP:
  9402. case SC_GLORYWOUNDS:
  9403. case SC_SOULCOLD:
  9404. case SC_HAWKEYES:
  9405. case SC_GUILDAURA:
  9406. case SC_SAFETYWALL:
  9407. case SC_PNEUMA:
  9408. case SC_NOCHAT:
  9409. case SC_JAILED:
  9410. case SC_ANKLE:
  9411. case SC_BLADESTOP:
  9412. case SC_CP_WEAPON:
  9413. case SC_CP_SHIELD:
  9414. case SC_CP_ARMOR:
  9415. case SC_CP_HELM:
  9416. case SC_STRFOOD:
  9417. case SC_AGIFOOD:
  9418. case SC_VITFOOD:
  9419. case SC_INTFOOD:
  9420. case SC_DEXFOOD:
  9421. case SC_LUKFOOD:
  9422. case SC_HITFOOD:
  9423. case SC_FLEEFOOD:
  9424. case SC_BATKFOOD:
  9425. case SC_WATKFOOD:
  9426. case SC_MATKFOOD:
  9427. case SC_FOOD_STR_CASH:
  9428. case SC_FOOD_AGI_CASH:
  9429. case SC_FOOD_VIT_CASH:
  9430. case SC_FOOD_DEX_CASH:
  9431. case SC_FOOD_INT_CASH:
  9432. case SC_FOOD_LUK_CASH:
  9433. case SC_EXPBOOST:
  9434. case SC_JEXPBOOST:
  9435. case SC_ITEMBOOST:
  9436. case SC_ELECTRICSHOCKER:
  9437. case SC__MANHOLE:
  9438. case SC_GIANTGROWTH:
  9439. case SC_MILLENNIUMSHIELD:
  9440. case SC_REFRESH:
  9441. case SC_STONEHARDSKIN:
  9442. case SC_VITALITYACTIVATION:
  9443. case SC_FIGHTINGSPIRIT:
  9444. case SC_ABUNDANCE:
  9445. case SC_CURSEDCIRCLE_ATKER:
  9446. case SC_CURSEDCIRCLE_TARGET:
  9447. continue;
  9448. //Debuffs that can be removed.
  9449. case SC_HALLUCINATION:
  9450. case SC_QUAGMIRE:
  9451. case SC_SIGNUMCRUCIS:
  9452. case SC_DECREASEAGI:
  9453. case SC_SLOWDOWN:
  9454. case SC_MINDBREAKER:
  9455. case SC_WINKCHARM:
  9456. case SC_STOP:
  9457. case SC_ORCISH:
  9458. case SC_STRIPWEAPON:
  9459. case SC_STRIPSHIELD:
  9460. case SC_STRIPARMOR:
  9461. case SC_STRIPHELM:
  9462. case SC_BITE:
  9463. case SC_ADORAMUS:
  9464. case SC_VACUUM_EXTREME:
  9465. case SC_BURNING:
  9466. case SC_FEAR:
  9467. case SC_MAGNETICFIELD:
  9468. case SC_NETHERWORLD:
  9469. if (!(type&2))
  9470. continue;
  9471. break;
  9472. //The rest are buffs that can be removed.
  9473. case SC_BERSERK:
  9474. case SC_SATURDAYNIGHTFEVER:
  9475. if (!(type&1))
  9476. continue;
  9477. sc->data[i]->val2 = 0;
  9478. break;
  9479. default:
  9480. if (!(type&1))
  9481. continue;
  9482. break;
  9483. }
  9484. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9485. }
  9486. return 0;
  9487. }
  9488. int status_change_spread( struct block_list *src, struct block_list *bl ) {
  9489. int i, flag = 0;
  9490. struct status_change *sc = status_get_sc(src);
  9491. const struct TimerData *timer;
  9492. unsigned int tick;
  9493. struct status_change_data data;
  9494. if( !sc || !sc->count )
  9495. return 0;
  9496. tick = gettick();
  9497. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  9498. if( !sc->data[i] || i == SC_COMMON_MAX )
  9499. continue;
  9500. switch( i ) {
  9501. //Debuffs that can be spreaded.
  9502. // NOTE: We'll add/delte SCs when we are able to confirm it.
  9503. case SC_POISON:
  9504. case SC_CURSE:
  9505. case SC_SILENCE:
  9506. case SC_CONFUSION:
  9507. case SC_BLIND:
  9508. case SC_BLEEDING:
  9509. case SC_DPOISON:
  9510. case SC_NOCHAT:
  9511. case SC_HALLUCINATION:
  9512. case SC_SIGNUMCRUCIS:
  9513. case SC_DECREASEAGI:
  9514. case SC_SLOWDOWN:
  9515. case SC_MINDBREAKER:
  9516. case SC_WINKCHARM:
  9517. case SC_STOP:
  9518. case SC_ORCISH:
  9519. //case SC_STRIPWEAPON://Omg I got infected and had the urge to strip myself physically.
  9520. //case SC_STRIPSHIELD://No this is stupid and shouldnt be spreadable at all.
  9521. //case SC_STRIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
  9522. //case SC_STRIPHELM:
  9523. //case SC__STRIPACCESSORY:
  9524. case SC_BITE:
  9525. case SC_FREEZING:
  9526. case SC_BURNING:
  9527. case SC_FEAR:
  9528. case SC_PYREXIA:
  9529. case SC_PARALYSE:
  9530. case SC_DEATHHURT:
  9531. case SC_MAGICMUSHROOM:
  9532. case SC_VENOMBLEED:
  9533. case SC_TOXIN:
  9534. case SC_OBLIVIONCURSE:
  9535. case SC_LEECHESEND:
  9536. if( sc->data[i]->timer != INVALID_TIMER ) {
  9537. timer = get_timer(sc->data[i]->timer);
  9538. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
  9539. continue;
  9540. data.tick = DIFF_TICK(timer->tick,tick);
  9541. } else
  9542. data.tick = INVALID_TIMER;
  9543. data.val1 = sc->data[i]->val1;
  9544. data.val2 = sc->data[i]->val2;
  9545. data.val3 = sc->data[i]->val3;
  9546. data.val4 = sc->data[i]->val4;
  9547. status_change_start(bl,i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
  9548. flag = 1;
  9549. break;
  9550. default:
  9551. continue;
  9552. break;
  9553. }
  9554. }
  9555. return flag;
  9556. }
  9557. //Natural regen related stuff.
  9558. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  9559. static int status_natural_heal(struct block_list* bl, va_list args)
  9560. {
  9561. struct regen_data *regen;
  9562. struct status_data *status;
  9563. struct status_change *sc;
  9564. struct unit_data *ud;
  9565. struct view_data *vd = NULL;
  9566. struct regen_data_sub *sregen;
  9567. struct map_session_data *sd;
  9568. int val,rate,bonus = 0,flag;
  9569. regen = status_get_regen_data(bl);
  9570. if (!regen) return 0;
  9571. status = status_get_status_data(bl);
  9572. sc = status_get_sc(bl);
  9573. if (sc && !sc->count)
  9574. sc = NULL;
  9575. sd = BL_CAST(BL_PC,bl);
  9576. flag = regen->flag;
  9577. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  9578. flag&=~(RGN_HP|RGN_SHP);
  9579. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  9580. flag&=~(RGN_SP|RGN_SSP);
  9581. if (flag && (
  9582. status_isdead(bl) ||
  9583. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  9584. ))
  9585. flag=0;
  9586. if (sd) {
  9587. if (sd->hp_loss.value || sd->sp_loss.value)
  9588. pc_bleeding(sd, natural_heal_diff_tick);
  9589. if (sd->hp_regen.value || sd->sp_regen.value)
  9590. pc_regen(sd, natural_heal_diff_tick);
  9591. }
  9592. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  9593. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  9594. { //Apply sitting regen bonus.
  9595. sregen = regen->ssregen;
  9596. if(flag&(RGN_SHP))
  9597. { //Sitting HP regen
  9598. val = natural_heal_diff_tick * sregen->rate.hp;
  9599. if (regen->state.overweight)
  9600. val>>=1; //Half as fast when overweight.
  9601. sregen->tick.hp += val;
  9602. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9603. {
  9604. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  9605. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  9606. { //Full
  9607. flag&=~(RGN_HP|RGN_SHP);
  9608. break;
  9609. }
  9610. }
  9611. }
  9612. if(flag&(RGN_SSP))
  9613. { //Sitting SP regen
  9614. val = natural_heal_diff_tick * sregen->rate.sp;
  9615. if (regen->state.overweight)
  9616. val>>=1; //Half as fast when overweight.
  9617. sregen->tick.sp += val;
  9618. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9619. {
  9620. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  9621. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  9622. { //Full
  9623. flag&=~(RGN_SP|RGN_SSP);
  9624. break;
  9625. }
  9626. }
  9627. }
  9628. }
  9629. if (flag && regen->state.overweight)
  9630. flag=0;
  9631. ud = unit_bl2ud(bl);
  9632. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
  9633. {
  9634. flag&=~(RGN_SHP|RGN_SSP);
  9635. if(!regen->state.walk)
  9636. flag&=~RGN_HP;
  9637. }
  9638. if (!flag)
  9639. return 0;
  9640. if (flag&(RGN_HP|RGN_SP))
  9641. {
  9642. if(!vd) vd = status_get_viewdata(bl);
  9643. if(vd && vd->dead_sit == 2)
  9644. bonus++;
  9645. if(regen->state.gc)
  9646. bonus++;
  9647. }
  9648. //Natural Hp regen
  9649. if (flag&RGN_HP)
  9650. {
  9651. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  9652. if (ud && ud->walktimer != INVALID_TIMER)
  9653. rate/=2;
  9654. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  9655. if(bl->type==BL_HOM) rate *=2;
  9656. regen->tick.hp += rate;
  9657. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  9658. {
  9659. val = 0;
  9660. do {
  9661. val += regen->hp;
  9662. regen->tick.hp -= battle_config.natural_healhp_interval;
  9663. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  9664. if (status_heal(bl, val, 0, 1) < val)
  9665. flag&=~RGN_SHP; //full.
  9666. }
  9667. }
  9668. //Natural SP regen
  9669. if(flag&RGN_SP)
  9670. {
  9671. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  9672. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  9673. if(bl->type==BL_HOM) rate *=2;
  9674. regen->tick.sp += rate;
  9675. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  9676. {
  9677. val = 0;
  9678. do {
  9679. val += regen->sp;
  9680. regen->tick.sp -= battle_config.natural_healsp_interval;
  9681. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  9682. if (status_heal(bl, 0, val, 1) < val)
  9683. flag&=~RGN_SSP; //full.
  9684. }
  9685. }
  9686. if (!regen->sregen)
  9687. return flag;
  9688. //Skill regen
  9689. sregen = regen->sregen;
  9690. if(flag&RGN_SHP)
  9691. { //Skill HP regen
  9692. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  9693. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9694. {
  9695. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  9696. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  9697. break; //Full
  9698. }
  9699. }
  9700. if(flag&RGN_SSP)
  9701. { //Skill SP regen
  9702. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  9703. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9704. {
  9705. val = sregen->sp;
  9706. if (sd && sd->state.doridori) {
  9707. val*=2;
  9708. sd->state.doridori = 0;
  9709. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  9710. sc_start(bl,status_skill2sc(TK_SPTIME),
  9711. 100,rate,skill_get_time(TK_SPTIME, rate));
  9712. if (
  9713. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  9714. rnd()%10000 < battle_config.sg_angel_skill_ratio
  9715. ) { //Angel of the Sun/Moon/Star
  9716. clif_feel_hate_reset(sd);
  9717. pc_resethate(sd);
  9718. pc_resetfeel(sd);
  9719. }
  9720. }
  9721. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  9722. if(status_heal(bl, 0, val, 3) < val)
  9723. break; //Full
  9724. }
  9725. }
  9726. return flag;
  9727. }
  9728. //Natural heal main timer.
  9729. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  9730. {
  9731. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  9732. map_foreachregen(status_natural_heal);
  9733. natural_heal_prev_tick = tick;
  9734. return 0;
  9735. }
  9736. /**
  9737. * Get the chance to upgrade a piece of equipment.
  9738. * @param wlv The weapon type of the item to refine (see see enum refine_type)
  9739. * @param refine The target refine level
  9740. * @return The chance to refine the item, in percent (0~100)
  9741. **/
  9742. int status_get_refine_chance(enum refine_type wlv, int refine) {
  9743. if ( refine < 0 || refine >= MAX_REFINE)
  9744. return 0;
  9745. return refine_info[wlv].chance[refine];
  9746. }
  9747. /*------------------------------------------
  9748. * DB reading.
  9749. * job_db1.txt - weight, hp, sp, aspd
  9750. * job_db2.txt - job level stat bonuses
  9751. * size_fix.txt - size adjustment table for weapons
  9752. * refine_db.txt - refining data table
  9753. *------------------------------------------*/
  9754. static bool status_readdb_job1(char* fields[], int columns, int current)
  9755. {// Job-specific values (weight, HP, SP, ASPD)
  9756. int idx, class_;
  9757. unsigned int i;
  9758. class_ = atoi(fields[0]);
  9759. if(!pcdb_checkid(class_))
  9760. {
  9761. ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
  9762. return false;
  9763. }
  9764. idx = pc_class2idx(class_);
  9765. max_weight_base[idx] = atoi(fields[1]);
  9766. hp_coefficient[idx] = atoi(fields[2]);
  9767. hp_coefficient2[idx] = atoi(fields[3]);
  9768. sp_coefficient[idx] = atoi(fields[4]);
  9769. #ifdef RENEWAL_ASPD
  9770. for(i = 0; i <= MAX_WEAPON_TYPE; i++)
  9771. #else
  9772. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  9773. #endif
  9774. {
  9775. aspd_base[idx][i] = atoi(fields[i+5]);
  9776. }
  9777. return true;
  9778. }
  9779. static bool status_readdb_job2(char* fields[], int columns, int current)
  9780. {
  9781. int idx, class_, i;
  9782. class_ = atoi(fields[0]);
  9783. if(!pcdb_checkid(class_))
  9784. {
  9785. ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
  9786. return false;
  9787. }
  9788. idx = pc_class2idx(class_);
  9789. for(i = 1; i < columns; i++)
  9790. {
  9791. job_bonus[idx][i-1] = atoi(fields[i]);
  9792. }
  9793. return true;
  9794. }
  9795. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  9796. {
  9797. unsigned int i;
  9798. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  9799. {
  9800. atkmods[current][i] = atoi(fields[i]);
  9801. }
  9802. return true;
  9803. }
  9804. static bool status_readdb_refine(char* fields[], int columns, int current)
  9805. {
  9806. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  9807. current = atoi(fields[0]);
  9808. if (current < 0 || current >= REFINE_TYPE_MAX)
  9809. return false;
  9810. bonus_per_level = atoi(fields[1]);
  9811. random_bonus_start_level = atoi(fields[2]);
  9812. random_bonus = atoi(fields[3]);
  9813. for(i = 0; i < MAX_REFINE; i++)
  9814. {
  9815. char* delim;
  9816. if (!(delim = strchr(fields[4+i], ':')))
  9817. return false;
  9818. *delim = '\0';
  9819. refine_info[current].chance[i] = atoi(fields[4+i]);
  9820. if (i >= random_bonus_start_level - 1)
  9821. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  9822. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  9823. if (i > 0)
  9824. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  9825. }
  9826. return true;
  9827. }
  9828. int status_readdb(void)
  9829. {
  9830. int i, j;
  9831. // initialize databases to default
  9832. //
  9833. // job_db1.txt
  9834. memset(max_weight_base, 0, sizeof(max_weight_base));
  9835. memset(hp_coefficient, 0, sizeof(hp_coefficient));
  9836. memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
  9837. memset(sp_coefficient, 0, sizeof(sp_coefficient));
  9838. memset(aspd_base, 0, sizeof(aspd_base));
  9839. // job_db2.txt
  9840. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  9841. // size_fix.txt
  9842. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  9843. for(j=0;j<MAX_WEAPON_TYPE;j++)
  9844. atkmods[i][j]=100;
  9845. // refine_db.txt
  9846. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  9847. {
  9848. for(j=0;j<MAX_REFINE; j++)
  9849. {
  9850. refine_info[i].chance[j] = 100;
  9851. refine_info[i].bonus[j] = 0;
  9852. refine_info[i].randombonus_max[j] = 0;
  9853. }
  9854. }
  9855. // read databases
  9856. //
  9857. #ifdef RENEWAL_ASPD
  9858. sv_readdb(db_path, "re/job_db1.txt", ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
  9859. #else
  9860. sv_readdb(db_path, "pre-re/job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
  9861. #endif
  9862. sv_readdb(db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
  9863. sv_readdb(db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
  9864. sv_readdb(db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine);
  9865. return 0;
  9866. }
  9867. /*==========================================
  9868. * スキル関係初期化処理
  9869. *------------------------------------------*/
  9870. int do_init_status(void)
  9871. {
  9872. add_timer_func_list(status_change_timer,"status_change_timer");
  9873. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  9874. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  9875. initChangeTables();
  9876. initDummyData();
  9877. status_readdb();
  9878. status_calc_sigma();
  9879. natural_heal_prev_tick = gettick();
  9880. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  9881. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  9882. return 0;
  9883. }
  9884. void do_final_status(void)
  9885. {
  9886. ers_destroy(sc_data_ers);
  9887. }