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- // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "../common/cbasetypes.h"
- #include "../common/timer.h"
- #include "../common/nullpo.h"
- #include "../common/random.h"
- #include "../common/showmsg.h"
- #include "../common/malloc.h"
- #include "../common/utils.h"
- #include "../common/ers.h"
- #include "../common/strlib.h"
- #include "battle.h"
- #include "map.h"
- #include "path.h"
- #include "pc.h"
- #include "pet.h"
- #include "battleground.h"
- #include "homunculus.h"
- #include "mercenary.h"
- #include "elemental.h"
- #include <stdlib.h>
- #include <math.h>
- // Regen related flags.
- enum e_regen {
- RGN_NONE = 0x00,
- RGN_HP = 0x01,
- RGN_SP = 0x02,
- RGN_SHP = 0x04,
- RGN_SSP = 0x08,
- };
- // Bonus values and upgrade chances for refining equipment
- static struct {
- int chance[MAX_REFINE]; /// Success chance
- int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
- int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
- } refine_info[REFINE_TYPE_MAX];
- static int atkmods[3][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
- static struct eri *sc_data_ers; /// For sc_data entries
- static struct status_data dummy_status;
- short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
- unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
- int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
- // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
- unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
- static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
- static signed short status_calc_hit(struct block_list *,struct status_change *,int);
- static signed short status_calc_critical(struct block_list *,struct status_change *,int);
- static signed short status_calc_flee(struct block_list *,struct status_change *,int);
- static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
- static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
- static signed short status_calc_def2(struct block_list *,struct status_change *,int);
- static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
- static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
- static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
- static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
- #ifdef RENEWAL_ASPD
- static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
- #endif
- static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
- static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
- static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
- static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
- static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
- static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
- #ifdef RENEWAL
- static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
- #endif
- static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
- static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
- static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
- static int status_get_sc_interval(enum sc_type type);
- static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone);
- #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), map_flag_vs((m)), map[(m)].flag.pvp, map_flag_gvg((m)), map[(m)].flag.battleground, map[(m)].zone << 3) )
- /**
- * Returns the status change associated with a skill.
- * @param skill The skill to look up
- * @return The status registered for this skill
- */
- sc_type status_skill2sc(int skill)
- {
- int idx = skill_get_index(skill);
- if( idx == 0 ) {
- ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
- return SC_NONE;
- }
- return SkillStatusChangeTable[idx];
- }
- /**
- * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
- * Utilized for various duration lookups. Use with caution!
- * @param sc The status to look up
- * @return A skill associated with the status
- */
- int status_sc2skill(sc_type sc)
- {
- if( sc < 0 || sc >= SC_MAX ) {
- ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
- return 0;
- }
- return StatusSkillChangeTable[sc];
- }
- /**
- * Returns the status calculation flag associated with a given status change.
- * @param sc The status to look up
- * @return The scb_flag registered for this status (see enum scb_flag)
- */
- unsigned int status_sc2scb_flag(sc_type sc)
- {
- if( sc < 0 || sc >= SC_MAX ) {
- ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
- return SCB_NONE;
- }
- return StatusChangeFlagTable[sc];
- }
- /**
- * Returns the bl types which require a status change packet to be sent for a given client status identifier.
- * @param type The client-side status identifier to look up (see enum si_type)
- * @return The bl types relevant to the type (see enum bl_type)
- */
- int status_type2relevant_bl_types(int type)
- {
- if( type < 0 || type >= SI_MAX ) {
- ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
- return SI_BLANK;
- }
- return StatusRelevantBLTypes[type];
- }
- #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
- // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
- #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
- static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
- {
- uint16 idx = skill_get_index(skill_id);
- if( idx == 0 ) {
- ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
- return;
- }
- if( sc < 0 || sc >= SC_MAX ) {
- ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
- return;
- }
- if( StatusSkillChangeTable[sc] == 0 )
- StatusSkillChangeTable[sc] = skill_id;
- if( StatusIconChangeTable[sc] == SI_BLANK )
- StatusIconChangeTable[sc] = icon;
- StatusChangeFlagTable[sc] |= flag;
- if( SkillStatusChangeTable[idx] == SC_NONE )
- SkillStatusChangeTable[idx] = sc;
- }
- static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
- if (sc > SC_NONE && sc < SC_MAX) {
- if (StatusIconChangeTable[sc] == SI_BLANK)
- StatusIconChangeTable[sc] = icon;
- StatusChangeFlagTable[sc] |= flag;
- }
- if (icon > SI_BLANK && icon < SI_MAX)
- StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
- }
- void initChangeTables(void)
- {
- int i;
- for (i = 0; i < SC_MAX; i++)
- StatusIconChangeTable[i] = SI_BLANK;
- for (i = 0; i < MAX_SKILL; i++)
- SkillStatusChangeTable[i] = SC_NONE;
- for (i = 0; i < SI_MAX; i++)
- StatusRelevantBLTypes[i] = BL_PC;
- memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
- memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
- memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
- memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
- memset(SCDisabled, 0, sizeof(SCDisabled));
- /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
- set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
- set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
- add_sc( NPC_STUNATTACK , SC_STUN );
- add_sc( NPC_SLEEPATTACK , SC_SLEEP );
- set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
- set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
- add_sc( NPC_SILENCEATTACK , SC_SILENCE );
- add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
- set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
- set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
- set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
- add_sc( ALL_REVERSEORCISH, SC_ORCISH );
- /* The main status definitions */
- add_sc( SM_BASH , SC_STUN );
- set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
- add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
- set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
- add_sc( MG_SIGHT , SC_SIGHT );
- add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
- add_sc( MG_FROSTDIVER , SC_FREEZE );
- add_sc( MG_STONECURSE , SC_STONE );
- add_sc( AL_RUWACH , SC_RUWACH );
- add_sc( AL_PNEUMA , SC_PNEUMA );
- set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
- set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
- set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
- set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
- set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
- set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
- set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
- add_sc( TF_POISON , SC_POISON );
- set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
- set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE );
- set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
- #ifndef RENEWAL
- SCB_WATK );
- #else
- SCB_NONE );
- #endif
- set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
- set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
- set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
- set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
- set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
- set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
- set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
- add_sc( PR_STRECOVERY , SC_BLIND );
- add_sc( PR_LEXDIVINA , SC_SILENCE );
- set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
- add_sc( WZ_METEOR , SC_STUN );
- add_sc( WZ_VERMILION , SC_BLIND );
- add_sc( WZ_FROSTNOVA , SC_FREEZE );
- add_sc( WZ_STORMGUST , SC_FREEZE );
- set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
- add_sc( BS_HAMMERFALL , SC_STUN );
- set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
- set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
- set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
- set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
- add_sc( HT_LANDMINE , SC_STUN );
- set_sc( HT_ANKLESNARE , SC_ANKLE , SI_ANKLESNARE , SCB_NONE );
- add_sc( HT_SANDMAN , SC_SLEEP );
- add_sc( HT_FLASHER , SC_BLIND );
- add_sc( HT_FREEZINGTRAP , SC_FREEZE );
- set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
- add_sc( AS_SONICBLOW , SC_STUN );
- set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
- set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
- add_sc( AS_VENOMDUST , SC_POISON );
- set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE );
- set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
- set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
- add_sc( TF_SPRINKLESAND , SC_BLIND );
- add_sc( TF_THROWSTONE , SC_STUN );
- set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
- set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
- set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
- add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
- set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
- add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
- add_sc( NPC_POISON , SC_POISON );
- add_sc( NPC_BLINDATTACK , SC_BLIND );
- add_sc( NPC_SILENCEATTACK , SC_SILENCE );
- add_sc( NPC_STUNATTACK , SC_STUN );
- add_sc( NPC_PETRIFYATTACK , SC_STONE );
- add_sc( NPC_CURSEATTACK , SC_CURSE );
- add_sc( NPC_SLEEPATTACK , SC_SLEEP );
- add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
- set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
- add_sc( NPC_DARKBLESSING , SC_COMA );
- set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF );
- add_sc( NPC_DEFENDER , SC_ARMOR );
- add_sc( NPC_LICK , SC_STUN );
- set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
- add_sc( NPC_REBIRTH , SC_REBIRTH );
- add_sc( RG_RAID , SC_STUN );
- #ifdef RENEWAL
- add_sc( RG_RAID , SC_RAID );
- add_sc( RG_BACKSTAP , SC_STUN );
- #endif
- set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
- set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
- set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
- set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
- add_sc( AM_ACIDTERROR , SC_BLEEDING );
- set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
- set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
- set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
- set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
- set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
- add_sc( CR_SHIELDCHARGE , SC_STUN );
- set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
- add_sc( CR_HOLYCROSS , SC_BLIND );
- add_sc( CR_GRANDCROSS , SC_BLIND );
- set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE);
- set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
- set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
- set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
- set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
- add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
- set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE );
- set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
- set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
- #ifdef RENEWAL
- set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
- #endif
- set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE );
- set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
- set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
- set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
- set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
- set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
- set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
- set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
- set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
- add_sc( SA_REVERSEORCISH , SC_ORCISH );
- add_sc( SA_COMA , SC_COMA );
- set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN );
- set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE );
- set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 );
- set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD ,
- #ifndef RENEWAL
- SCB_WATK|SCB_DEF );
- #else
- SCB_DEF );
- #endif
- set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN ,
- #ifndef RENEWAL
- SCB_WATK );
- #else
- SCB_NONE );
- #endif
- set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
- set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
- set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
- add_sc( BA_FROSTJOKER , SC_FREEZE );
- set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
- set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
- set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE );
- set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP );
- add_sc( DC_SCREAM , SC_STUN );
- set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT );
- set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD );
- set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI );
- set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL );
- add_sc( NPC_DARKCROSS , SC_BLIND );
- add_sc( NPC_GRANDDARKNESS , SC_BLIND );
- set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
- set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
- set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
- set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
- set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
- set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
- add_sc( NPC_INVISIBLE , SC_CLOAKING );
- set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
- set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
- set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION ,
- #ifndef RENEWAL
- SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
- #else
- SCB_HIT|SCB_DEF );
- #endif
- set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
- 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 );
- set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
- #ifndef RENEWAL
- SI_ASSUMPTIO , SCB_NONE );
- #else
- SI_ASSUMPTIO2 , SCB_NONE );
- #endif
- add_sc( HP_BASILICA , SC_BASILICA );
- set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
- add_sc( PA_SACRIFICE , SC_SACRIFICE );
- set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD );
- add_sc( PA_GOSPEL , SC_SCRESIST );
- add_sc( CH_TIGERFIST , SC_STOP );
- set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
- set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
- set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
- set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
- set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
- set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED );
- set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
- add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
- set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- add_sc( LK_SPIRALPIERCE , SC_STOP );
- add_sc( LK_HEADCRUSH , SC_BLEEDING );
- set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
- add_sc( HW_NAPALMVULCAN , SC_CURSE );
- set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
- set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE );
- set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE );
- set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE );
- set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
- set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
- set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
- set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
- set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
- add_sc( TK_DOWNKICK , SC_STUN );
- set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
- set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
- set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
- set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
- add_sc( TK_SEVENWIND , SC_SEVENWIND );
- set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
- set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
- set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
- add_sc( SG_MOON_WARM , SC_WARM );
- add_sc( SG_STAR_WARM , SC_WARM );
- set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
- set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
- set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
- add_sc( SG_FRIEND , SC_SKILLRATE_UP );
- set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
- set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
- set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
- set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
- set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
- set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
- set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
- add_sc( SL_STUN , SC_STUN );
- set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED );
- set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
- set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_SPEED|SCB_ASPD );
- set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
- set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
- set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
- set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
- set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD );
- add_sc( WS_CARTTERMINATION , SC_STUN );
- set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
- set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD );
- set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE );
- set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
- set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
- set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
- set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
- add_sc( GS_CRACKER , SC_STUN );
- add_sc( GS_DISARM , SC_STRIPWEAPON );
- add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
- set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL ,
- #ifndef RENEWAL
- SCB_BATK|SCB_ASPD );
- #else
- SCB_ASPD );
- #endif
- set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
- set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
- set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER ,
- #ifndef RENEWAL
- SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
- #else
- SCB_FLEE|SCB_SPEED|SCB_ASPD );
- #endif
- add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
- set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
- add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
- set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
- set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
- set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
- add_sc( NPC_ICEBREATH , SC_FREEZE );
- add_sc( NPC_ACIDBREATH , SC_POISON );
- add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
- add_sc( NPC_WIDESILENCE , SC_SILENCE );
- add_sc( NPC_WIDEFREEZE , SC_FREEZE );
- add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
- add_sc( NPC_WIDESTONE , SC_STONE );
- add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
- add_sc( NPC_WIDESLEEP , SC_SLEEP );
- add_sc( NPC_WIDESIGHT , SC_SIGHT );
- add_sc( NPC_EVILLAND , SC_BLIND );
- add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
- set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
- set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
- set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_NONE );
- add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
- add_sc( NPC_WIDECURSE , SC_CURSE );
- add_sc( NPC_WIDESTUN , SC_STUN );
- set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
- set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
- set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
- set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
- set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
- set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
- set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
- set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
- set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
- set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
- set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
- set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
- set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
- set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
- add_sc( MO_BALKYOUNG , SC_STUN );
- add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
- add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
- add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
- add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
- set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
- set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
- set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
- set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
- set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK ,
- #ifndef RENEWAL
- SCB_DEF );
- #else
- SCB_VIT );
- #endif
- set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
- /* Homunculus S */
- add_sc(MH_STAHL_HORN , SC_STUN );
- set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
- set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
- add_sc(MH_STEINWAND , SC_SAFETYWALL );
- set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
- set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, SI_LIGHT_OF_REGENE, SCB_NONE);
- set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
- set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
- set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
- set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
- set_sc(MH_LAVA_SLIDE , SC_BURNING , SI_BURNT , SCB_MDEF );
- set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
- add_sc(MH_POISON_MIST , SC_BLIND );
- set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
- add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
- set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
- set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
- set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
- set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_BATK|SCB_MAXHP );
- add_sc( MER_CRASH , SC_STUN );
- set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
- add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
- add_sc( MER_SIGHT , SC_SIGHT );
- set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
- set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
- add_sc( MER_LEXDIVINA , SC_SILENCE );
- add_sc( MA_LANDMINE , SC_STUN );
- add_sc( MA_SANDMAN , SC_SLEEP );
- add_sc( MA_FREEZINGTRAP , SC_FREEZE );
- set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
- set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
- set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
- set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
- set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
- 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 );
- add_sc( ML_SPIRALPIERCE , SC_STOP );
- set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
- add_sc( ML_DEVOTION , SC_DEVOTION );
- set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
- set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
- set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
- set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
- set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
- set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
- set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
- set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
- set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN );
- /* Rune Knight */
- set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
- set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
- set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
- set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
- set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BURNT , SCB_MDEF );
- set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
- set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
- set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
- set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
- set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
- set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
- set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
- set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
- set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
-
- /* GC Guillotine Cross */
- set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
- set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
- set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
- set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
- set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
- set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
- set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
- /* Arch Bishop */
- set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
- add_sc( AB_CLEMENTIA , SC_BLESSING );
- add_sc( AB_CANTO , SC_INCREASEAGI );
- set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
- add_sc( AB_PRAEFATIO , SC_KYRIE );
- set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
- set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
- set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
- set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
- set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_NONE );
- set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
- set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
- set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
- /* Warlock */
- add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
- set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
- add_sc( WL_JACKFROST , SC_FREEZE );
- set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
- set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
- add_sc( WL_SIENNAEXECRATE , SC_STONE );
- set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
- add_sc( WL_CRIMSONROCK , SC_STUN );
- set_sc( WL_HELLINFERNO , SC_BURNING , SI_BURNT , SCB_MDEF );
- set_sc( WL_COMET , SC_BURNING , SI_BURNT , SCB_MDEF );
- set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
- /* Ranger */
- set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
- set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
- set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED|SCB_DSPD );
- set_sc( RA_WUGBITE , SC_BITE , SI_WUGBITE , SCB_NONE );
- set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED|SCB_DEF|SCB_DEF2 );
- add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
- add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
- add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
- add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
- set_sc( RA_FIRINGTRAP , SC_BURNING , SI_BURNT , SCB_MDEF );
- set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF|SCB_DEF2 );
- set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
- /* Mechanic */
- set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
- set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
- set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
- set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
- set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
- set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
- set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
- set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
- /* Royal Guard */
- set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
- set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
- set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
- set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
- set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );
- set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
- set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
- set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
- set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
- /* Shadow Chaser */
- set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
- set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
- set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
- set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
- set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
- set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
- set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK|SCB_WATK );
- set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT );
- set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
- set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE|SCB_SPEED );
- set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
- set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_MAXHP );
- set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
- set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
- add_sc( SC_CHAOSPANIC , SC_CONFUSION );
- add_sc( SC_BLOODYLUST , SC_BERSERK );
- add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
- add_sc( SC_ESCAPE , SC_ANKLE );
- /* Sura */
- add_sc( SR_DRAGONCOMBO , SC_STUN );
- add_sc( SR_EARTHSHAKER , SC_STUN );
- set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
- set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
- set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
- set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
- set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
- set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD );
- set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
- set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK );
- /* Wanderer / Minstrel */
- set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
- set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
- set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
- set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_WATK );
- set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF );
- set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
- set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
- set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
- set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
- set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
- set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
- set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
- set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
- set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
- set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
- set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
- set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
- set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
- /* Sorcerer */
- set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
- set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
- set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
- set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
- set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
- set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
- set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
- set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
- set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
- set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_BATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
- set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
- set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
- set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
- /* Genetic */
- set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED );
- set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
- set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
- set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
- set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
- set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
- set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
- /* Elemental spirits' status changes */
- set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
- set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
- set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
- set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
- set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE );
- set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
- set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
- set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
- set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
- set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
- set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
- set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
- set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
- set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
- set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
- set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
- set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
- set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
- set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
- set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
- set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
- set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP );
- set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP );
- set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
- set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
- set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
- add_sc( KO_YAMIKUMO , SC_HIDING );
- set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
- add_sc( KO_MAKIBISHI , SC_STUN );
- set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
- set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- add_sc( KO_JYUSATSU , SC_CURSE );
- set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
- set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
- set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
- set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
- set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
- set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
- set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
- set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
- set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- /* Rebellion */
- add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
- add_sc( RL_HAMMER_OF_GOD , SC_STUN );
- set_sc( RL_H_MINE , SC_H_MINE , SI_H_MINE , SCB_NONE);
- set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
- set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
- set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_NONE );
- set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
- set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_FLEE|SCB_ASPD );
- set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_FLEE );
- set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_NONE );
- set_sc_with_vfx_noskill( SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
- set_sc_with_vfx_noskill( SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
- set_sc_with_vfx_noskill( SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED );
- set_sc_with_vfx_noskill( SC_STRANGELIGHTS , SI_STRANGELIGHTS , SCB_NONE );
- set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , SI_DECORATION_OF_MUSIC , SCB_NONE );
- /* Summoner */
- set_sc( SU_HIDE , SC_SUHIDE , SI_SUHIDE , SCB_NONE );
- add_sc( SU_SCRATCH , SC_BLEEDING );
- set_sc( SU_STOOP , SC_SU_STOOP , SI_SU_STOOP , SCB_NONE );
- add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
- set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , SI_CATNIPPOWDER , SCB_WATK|SCB_SPEED|SCB_REGEN );
- add_sc( SU_CN_METEOR , SC_CURSE );
- set_sc_with_vfx( SU_SV_ROOTTWIST , SC_SV_ROOTTWIST , SI_SV_ROOTTWIST , SCB_NONE );
- //add_sc( SU_SCAROFTAROU , SC_STUN );
- set_sc( SU_SCAROFTAROU , SC_BITESCAR , SI_BITESCAR , SCB_NONE );
- set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , SI_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
- add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
- set_sc( SU_TUNAPARTY , SC_TUNAPARTY , SI_TUNAPARTY , SCB_NONE );
- set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , SI_SHRIMP , SCB_BATK|SCB_MATK );
- set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , SI_FRESHSHRIMP , SCB_NONE );
- /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
- SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
- SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
- SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
- SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
- SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
- SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
- SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
- SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
- SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
- SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
- SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
- SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
- SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
- SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
- SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
- /* Status that don't have a skill associated */
- StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
- StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
- StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
- StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
- StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
- StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
- StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
- StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
- StatusIconChangeTable[SC_CHASEWALK2] = SI_CHASEWALK2;
- StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
- StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
- StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
- StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
- StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
- StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
- StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
- StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
- StatusIconChangeTable[SC_FLEEFOOD] = SI_FOODFLEE;
- StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
- StatusIconChangeTable[SC_CRIFOOD] = SI_FOODCRI;
- StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
- StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
- StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
- StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
- StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
- StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
- StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
- StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
- /* Cash Items */
- StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
- StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
- StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
- StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
- StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
- StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
- StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
- StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
- StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
- StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
- StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
- StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
- StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
- StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
- StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
- StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
- StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
- StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
- StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
- StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
- StatusIconChangeTable[SC_ATTHASTE_CASH] = SI_ATTHASTE_CASH;
- /* Mercenary Bonus Effects */
- StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
- StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
- StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
- StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
- StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
- /* Warlock Spheres */
- StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
- StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
- StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
- StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
- StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
- /* Warlock Preserved spells */
- StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
- StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
- StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
- StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
- StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
- StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
- StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
- StatusIconChangeTable[SC_FREEZE_SP] = SI_FREEZE_SP;
- StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
- StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
- StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
- StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
- StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
- StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
- StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
- StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
- StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
- StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
- StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
- StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
- StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
- StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
- StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
- StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
- StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
- StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
- StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
- StatusIconChangeTable[SC__BLOODYLUST] = SI_BLOODYLUST;
- StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
- StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
- StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
- StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
- StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = SI_PROMOTE_HEALTH_RESERCH;
- StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = SI_ENERGY_DRINK_RESERCH;
- /* Genetics New Food Items Status Icons */
- StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
- StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
- StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
- StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
- StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
- StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
- StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
- StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z;
- StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500;
- StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE;
- StatusIconChangeTable[SC_BOOST500] = SI_BOOST500;
- StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K;
- StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS;
- StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M;
- StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F;
- /* Elemental Spirit's 'side' status change icons */
- StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
- StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
- StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
- StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
- StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
- StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
- StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
- StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
- StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
- StatusIconChangeTable[SC_HEATER] = SI_HEATER;
- StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
- StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
- StatusIconChangeTable[SC_COOLER] = SI_COOLER;
- StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
- StatusIconChangeTable[SC_GUST] = SI_GUST;
- StatusIconChangeTable[SC_BLAST] = SI_BLAST;
- StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
- StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
- StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
- StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
- StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
- StatusIconChangeTable[SC_DEFSET] = SI_SET_NUM_DEF;
- StatusIconChangeTable[SC_MDEFSET] = SI_SET_NUM_MDEF;
- StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
- StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
- StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
- StatusIconChangeTable[SC_MTF_ASPD] = SI_MTF_ASPD;
- StatusIconChangeTable[SC_MTF_RANGEATK] = SI_MTF_RANGEATK;
- StatusIconChangeTable[SC_MTF_MATK] = SI_MTF_MATK;
- StatusIconChangeTable[SC_MTF_MLEATKED] = SI_MTF_MLEATKED;
- StatusIconChangeTable[SC_MTF_CRIDAMAGE] = SI_MTF_CRIDAMAGE;
- StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
- StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
- StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
- StatusIconChangeTable[SC_HEAT_BARREL_AFTER] = SI_HEAT_BARREL_AFTER;
- StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
- StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
- StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
- StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
- StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;
- StatusIconChangeTable[SC_MTF_ASPD2] = SI_MTF_ASPD2;
- StatusIconChangeTable[SC_MTF_RANGEATK2] = SI_MTF_RANGEATK2;
- StatusIconChangeTable[SC_MTF_MATK2] = SI_MTF_MATK2;
- StatusIconChangeTable[SC_2011RWC_SCROLL] = SI_2011RWC_SCROLL;
- StatusIconChangeTable[SC_JP_EVENT04] = SI_JP_EVENT04;
- StatusIconChangeTable[SC_MTF_HITFLEE] = SI_MTF_HITFLEE;
- StatusIconChangeTable[SC_MTF_MHP] = SI_MTF_MHP;
- StatusIconChangeTable[SC_MTF_MSP] = SI_MTF_MSP;
- StatusIconChangeTable[SC_MTF_PUMPKIN] = SI_MTF_PUMPKIN;
- StatusIconChangeTable[SC_NORECOVER_STATE] = SI_HANDICAPSTATE_NORECOVER;
- /* Summoners status icons */
- StatusIconChangeTable[SC_SPRITEMABLE] = SI_SPRITEMABLE;
- // Item Reuse Limits
- StatusIconChangeTable[SC_REUSE_REFRESH] = SI_REUSE_REFRESH;
- StatusIconChangeTable[SC_REUSE_LIMIT_A] = SI_REUSE_LIMIT_A;
- StatusIconChangeTable[SC_REUSE_LIMIT_B] = SI_REUSE_LIMIT_B;
- StatusIconChangeTable[SC_REUSE_LIMIT_C] = SI_REUSE_LIMIT_C;
- StatusIconChangeTable[SC_REUSE_LIMIT_D] = SI_REUSE_LIMIT_D;
- StatusIconChangeTable[SC_REUSE_LIMIT_E] = SI_REUSE_LIMIT_E;
- StatusIconChangeTable[SC_REUSE_LIMIT_F] = SI_REUSE_LIMIT_F;
- StatusIconChangeTable[SC_REUSE_LIMIT_G] = SI_REUSE_LIMIT_G;
- StatusIconChangeTable[SC_REUSE_LIMIT_H] = SI_REUSE_LIMIT_H;
- StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = SI_REUSE_LIMIT_MTF;
- StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = SI_REUSE_LIMIT_ECL;
- StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = SI_REUSE_LIMIT_RECALL;
- StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = SI_REUSE_LIMIT_ASPD_POTION;
- StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = SI_REUSE_MILLENNIUMSHIELD;
- StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = SI_REUSE_CRUSHSTRIKE;
- StatusIconChangeTable[SC_REUSE_STORMBLAST] = SI_REUSE_STORMBLAST;
- StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = SI_ALL_RIDING_REUSE_LIMIT;
- /* Other SC which are not necessarily associated to skills */
- StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
- StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
- StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
- StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
- StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
- StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
- StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
- StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
- StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
- StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
- StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
- StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
- StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
- StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
- StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
- StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
- StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
- StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
- StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
- StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
- StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
- StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
- StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
- StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
- StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
- StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
- StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
- StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
- StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
- StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
- StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
- StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
- StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
- StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
- StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
- StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
- StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
- StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
- StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
- StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
- StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
- StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
- StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
- StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
- StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
- StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
- /* Cash Items */
- StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
- StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
- StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
- StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
- StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
- StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
- StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
- /* Mercenary Bonus Effects */
- StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
- StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
- StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
- StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
- StatusChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED;
- StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
- StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
- StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
- StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
- StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
- StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
- StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
- StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
- StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
- StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
- StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
- StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
- StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
- StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
- StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
- StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
- StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
- StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
- StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
- StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
- StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
- StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
- StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
- StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
- StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
- StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
- StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
- StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
- StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
- StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
- StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
- StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
- StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
- StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
- StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
- StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
- StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
- StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
- StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
- StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
- StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
- StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
- StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
- StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
- StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
- StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
- StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
- #ifdef RENEWAL
- // renewal EDP increases your weapon atk
- StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
- #endif
- if( !battle_config.display_hallucination ) // Disable Hallucination.
- StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
- /* StatusDisplayType Table [Ind] */
- StatusDisplayType[SC_ALL_RIDING] = true;
- StatusDisplayType[SC_PUSH_CART] = true;
- StatusDisplayType[SC_SPHERE_1] = true;
- StatusDisplayType[SC_SPHERE_2] = true;
- StatusDisplayType[SC_SPHERE_3] = true;
- StatusDisplayType[SC_SPHERE_4] = true;
- StatusDisplayType[SC_SPHERE_5] = true;
- StatusDisplayType[SC_CAMOUFLAGE] = true;
- StatusDisplayType[SC_STEALTHFIELD] = true;
- StatusDisplayType[SC_DUPLELIGHT] = true;
- StatusDisplayType[SC_ORATIO] = true;
- StatusDisplayType[SC_FREEZING] = true;
- StatusDisplayType[SC_VENOMIMPRESS] = true;
- StatusDisplayType[SC_HALLUCINATIONWALK] = true;
- StatusDisplayType[SC_ROLLINGCUTTER] = true;
- StatusDisplayType[SC_BANDING] = true;
- StatusDisplayType[SC_CRYSTALIZE] = true;
- StatusDisplayType[SC_DEEPSLEEP] = true;
- StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = true;
- StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = true;
- StatusDisplayType[SC_NETHERWORLD] = true;
- StatusDisplayType[SC_VOICEOFSIREN] = true;
- StatusDisplayType[SC_BLOODSUCKER] = true;
- StatusDisplayType[SC__SHADOWFORM] = true;
- StatusDisplayType[SC__MANHOLE] = true;
- StatusDisplayType[SC_JYUMONJIKIRI] = true;
- StatusDisplayType[SC_AKAITSUKI] = true;
- StatusDisplayType[SC_MONSTER_TRANSFORM] = true;
- StatusDisplayType[SC_DARKCROW] = true;
- StatusDisplayType[SC_OFFERTORIUM] = true;
- StatusDisplayType[SC_TELEKINESIS_INTENSE] = true;
- StatusDisplayType[SC_UNLIMIT] = true;
- StatusDisplayType[SC_ILLUSIONDOPING] = true;
- StatusDisplayType[SC_C_MARKER] = true;
- StatusDisplayType[SC_ANTI_M_BLAST] = true;
- StatusDisplayType[SC_MOONSTAR] = true;
- StatusDisplayType[SC_SUPER_STAR] = true;
- StatusDisplayType[SC_STRANGELIGHTS] = true;
- StatusDisplayType[SC_DECORATION_OF_MUSIC] = true;
- StatusDisplayType[SC_SPRITEMABLE] = true;
- /* StatusChangeState (SCS_) NOMOVE */
- StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
- StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
- StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
- StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
- StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
- StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
- StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
- StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
- /* StatusChangeState (SCS_) NOPICKUPITEMS */
- StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
- StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
- StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
- StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
- StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
- StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
- StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
- StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
- /* StatusChangeState (SCS_) NODROPITEMS */
- StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
- StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
- StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
- /* StatusChangeState (SCS_) NOCAST (skills) */
- StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
- StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
- StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
- StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
- StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
- StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
- StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
- StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
- StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
- StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
- StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
- StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
- StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
- StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
- StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
- StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
- StatusChangeStateTable[SC_HEAT_BARREL_AFTER] |= SCS_NOCAST;
- /* StatusChangeState (SCS_) NOCHAT (skills) */
- StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
- StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
- StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
- StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
- }
- static void initDummyData(void)
- {
- memset(&dummy_status, 0, sizeof(dummy_status));
- dummy_status.hp =
- dummy_status.max_hp =
- dummy_status.max_sp =
- dummy_status.str =
- dummy_status.agi =
- dummy_status.vit =
- dummy_status.int_ =
- dummy_status.dex =
- dummy_status.luk =
- dummy_status.hit = 1;
- dummy_status.speed = 2000;
- dummy_status.adelay = 4000;
- dummy_status.amotion = 2000;
- dummy_status.dmotion = 2000;
- dummy_status.ele_lv = 1; // Min elemental level.
- dummy_status.mode = MD_CANMOVE;
- }
- /**
- * For copying a status_data structure from b to a, without overwriting current Hp and Sp
- * @param a: Status data structure to copy from
- * @param b: Status data structure to copy to
- */
- static inline void status_cpy(struct status_data* a, const struct status_data* b)
- {
- memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
- }
- /**
- * Sets HP to a given value
- * Will always succeed (overrides heal impediment statuses) but can't kill an object
- * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
- * @param hp: What the HP is to be set as
- * @param flag: Used in case final value is higher than current
- * Use 2 to display healing effect
- * @return heal or zapped HP if valid
- */
- int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
- {
- struct status_data *status;
- if (hp < 1)
- return 0;
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
- if (hp > status->max_hp)
- hp = status->max_hp;
- if (hp == status->hp)
- return 0;
- if (hp > status->hp)
- return status_heal(bl, hp - status->hp, 0, 1|flag);
- return status_zap(bl, status->hp - hp, 0);
- }
- /**
- * Sets Max HP to a given value
- * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
- * @param maxhp: What the Max HP is to be set as
- * @param flag: Used in case final value is higher than current
- * Use 2 to display healing effect
- * @return heal or zapped HP if valid
- */
- int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
- {
- struct status_data *status;
- if (maxhp < 1)
- return 0;
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
- if (maxhp == status->max_hp)
- return 0;
- if (maxhp > status->max_hp)
- status_heal(bl, maxhp - status->max_hp, 0, 1|flag);
- else
- status_zap(bl, status->max_hp - maxhp, 0);
- status->max_hp = maxhp;
- return maxhp;
- }
- /**
- * Sets SP to a given value
- * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
- * @param sp: What the SP is to be set as
- * @param flag: Used in case final value is higher than current
- * Use 2 to display healing effect
- * @return heal or zapped SP if valid
- */
- int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
- {
- struct status_data *status;
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
- if (sp > status->max_sp)
- sp = status->max_sp;
- if (sp == status->sp)
- return 0;
- if (sp > status->sp)
- return status_heal(bl, 0, sp - status->sp, 1|flag);
- return status_zap(bl, 0, status->sp - sp);
- }
- /**
- * Sets Max SP to a given value
- * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
- * @param maxsp: What the Max SP is to be set as
- * @param flag: Used in case final value is higher than current
- * Use 2 to display healing effect
- * @return heal or zapped HP if valid
- */
- int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
- {
- struct status_data *status;
- if (maxsp < 1)
- return 0;
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
- if (maxsp == status->max_sp)
- return 0;
- if (maxsp > status->max_sp)
- status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
- else
- status_zap(bl, status->max_sp - maxsp, 0);
- status->max_sp = maxsp;
- return maxsp;
- }
- /**
- * Takes HP/SP from an Object
- * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
- * @param hp: How much HP to charge
- * @param sp: How much SP to charge
- * @return hp+sp through status_damage()
- * Note: HP/SP are integer values, not percentages. Values should be
- * calculated either within function call or before
- */
- int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
- {
- if(!(bl->type&BL_CONSUME))
- return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
- return status_damage(NULL, bl, hp, sp, 0, 3);
- }
- /**
- * Inflicts damage on the target with the according walkdelay.
- * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
- * @param target: Target of the damage
- * @param dhp: How much damage to HP
- * @param dsp: How much damage to SP
- * @param walkdelay: Amount of time before object can walk again
- * @param flag: Damage flag decides various options
- * flag&1: Passive damage - Does not trigger cancelling status changes
- * flag&2: Fail if there is not enough to subtract
- * flag&4: Mob does not give EXP/Loot if killed
- * flag&8: Used to damage SP of a dead character
- * @return hp+sp
- * Note: HP/SP are integer values, not percentages. Values should be
- * calculated either within function call or before
- */
- int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
- {
- struct status_data *status;
- struct status_change *sc;
- int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
- int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
- nullpo_ret(target);
- if(sp && !(target->type&BL_CONSUME))
- sp = 0; // Not a valid SP target.
- if (hp < 0) { // Assume absorbed damage.
- status_heal(target, -hp, 0, 1);
- hp = 0;
- }
- if (sp < 0) {
- status_heal(target, 0, -sp, 1);
- sp = 0;
- }
- if (target->type == BL_SKILL) {
- if (!src || src->type&battle_config.can_damage_skill)
- return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
- return 0;
- }
- status = status_get_status_data(target);
- if(!status || status == &dummy_status )
- return 0;
- if ((unsigned int)hp >= status->hp) {
- if (flag&2) return 0;
- hp = status->hp;
- }
- if ((unsigned int)sp > status->sp) {
- if (flag&2) return 0;
- sp = status->sp;
- }
- if (!hp && !sp)
- return 0;
- if( !status->hp )
- flag |= 8;
- sc = status_get_sc(target);
- if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
- hp = 1;
- if( hp && !(flag&1) ) {
- if( sc ) {
- struct status_change_entry *sce;
- if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- status_change_end(target, SC_STONE, INVALID_TIMER);
- status_change_end(target, SC_FREEZE, INVALID_TIMER);
- status_change_end(target, SC_SLEEP, INVALID_TIMER);
- status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
- status_change_end(target, SC_CONFUSION, INVALID_TIMER);
- status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
- status_change_end(target, SC_HIDING, INVALID_TIMER);
- status_change_end(target, SC_CLOAKING, INVALID_TIMER);
- status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
- status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
- status_change_end(target, SC_SUHIDE, INVALID_TIMER);
- if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
- /** [Skotlex]
- * Endure count is only reduced by non-players on non-gvg maps.
- * val4 signals infinite endure.
- **/
- if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
- status_change_end(target, SC_ENDURE, INVALID_TIMER);
- }
- if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
- struct skill_unit_group* sg = skill_id2group(sce->val4);
- if (sg) {
- skill_delunitgroup(sg);
- sce->val4 = 0;
- status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
- }
- }
- if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
- status_change_end(target, SC_DANCING, INVALID_TIMER);
- if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
- status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
- if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
- status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
- }
- if (target->type == BL_PC)
- pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
- unit_skillcastcancel(target, 2);
- }
- status->hp-= hp;
- status->sp-= sp;
- if (sc && hp && status->hp) {
- if (sc->data[SC_AUTOBERSERK] &&
- (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
- status->hp < status->max_hp>>2)
- sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
- if (sc->data[SC_BERSERK] && status->hp <= 100)
- status_change_end(target, SC_BERSERK, INVALID_TIMER);
- if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
- status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
- if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
- status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
- }
- switch (target->type) {
- case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
- case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
- case BL_HOM: hom_damage((TBL_HOM*)target); break;
- case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
- case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
- }
- if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
- unit_stop_walking( target, 1 );
- }
- if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
- if (walkdelay)
- unit_set_walkdelay(target, gettick(), walkdelay, 0);
- return (int)(hp+sp);
- }
- status->hp = 0;
- /** [Skotlex]
- * NOTE: These dead functions should return:
- * 0: Death cancelled, auto-revived.
- * Non-zero: Standard death. Clear status, cancel move/attack, etc
- * &2: Remove object from map.
- * &4: Delete object from memory. (One time spawn mobs)
- **/
- switch (target->type) {
- case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
- case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
- case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
- case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
- case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
- default: // Unhandled case, do nothing to object.
- flag = 0;
- break;
- }
- if(!flag) // Death cancelled.
- return (int)(hp+sp);
- // Normal death
- if (battle_config.clear_unit_ondeath &&
- battle_config.clear_unit_ondeath&target->type)
- skill_clear_unitgroup(target);
- if(target->type&BL_REGEN) { // Reset regen ticks.
- struct regen_data *regen = status_get_regen_data(target);
- if (regen) {
- memset(®en->tick, 0, sizeof(regen->tick));
- if (regen->sregen)
- memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick));
- if (regen->ssregen)
- memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick));
- }
- }
- if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { // flag&8 = disable Kaizel
- int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
- // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
- if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
- status_revive(target, 100, 100);
- else
- status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
- status_change_clear(target,0);
- clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
- sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
- if( target->type == BL_MOB )
- ((TBL_MOB*)target)->state.rebirth = 1;
- return (int)(hp+sp);
- }
- if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) { // Ensure the monster has not already rebirthed before doing so.
- status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
- status_change_clear(target,0);
- ((TBL_MOB*)target)->state.rebirth = 1;
- return (int)(hp+sp);
- }
- status_change_clear(target,0);
- if(flag&4) // Delete from memory. (also invokes map removal code)
- unit_free(target,CLR_DEAD);
- else if(flag&2) // remove from map
- unit_remove_map(target,CLR_DEAD);
- else { // Some death states that would normally be handled by unit_remove_map
- unit_stop_attack(target);
- unit_stop_walking(target,1);
- unit_skillcastcancel(target,0);
- clif_clearunit_area(target,CLR_DEAD);
- skill_unit_move(target,gettick(),4);
- skill_cleartimerskill(target);
- }
- // Always run NPC scripts for players last
- //FIXME those ain't always run if a player die if he was resurect meanwhile
- //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
- if(target->type == BL_PC) {
- TBL_PC *sd = BL_CAST(BL_PC,target);
- if( sd->bg_id ) {
- struct battleground_data *bg;
- if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
- npc_event(sd, bg->die_event, 0);
- }
- npc_script_event(sd,NPCE_DIE);
- }
- return (int)(hp+sp);
- }
- /**
- * Heals an object
- * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
- * @param hhp: How much HP to heal
- * @param hsp: How much SP to heal
- * @param flag: Whether it's Forced(&1) or gives HP/SP(&2) heal effect \n
- * Forced healing overrides heal impedement statuses (Berserk)
- * @return hp+sp
- */
- int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
- {
- struct status_data *status;
- struct status_change *sc;
- int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
- int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
- status = status_get_status_data(bl);
- if (status == &dummy_status || !status->hp)
- return 0;
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
- if (hp < 0) {
- if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
- hp++;
- status_damage(NULL, bl, -hp, 0, 0, 1);
- hp = 0;
- }
- if(hp) {
- if( sc && (sc->data[SC_BERSERK]) ) {
- if( flag&1 )
- flag &= ~2;
- else
- hp = 0;
- }
- if((unsigned int)hp > status->max_hp - status->hp)
- hp = status->max_hp - status->hp;
- }
- if(sp < 0) {
- if (sp == INT_MIN)
- sp++;
- status_damage(NULL, bl, 0, -sp, 0, 1);
- sp = 0;
- }
- if(sp) {
- if((unsigned int)sp > status->max_sp - status->sp)
- sp = status->max_sp - status->sp;
- }
- if(!sp && !hp)
- return 0;
- status->hp += hp;
- status->sp += sp;
- if(hp && sc &&
- sc->data[SC_AUTOBERSERK] &&
- sc->data[SC_PROVOKE] &&
- sc->data[SC_PROVOKE]->val2==1 &&
- status->hp>=status->max_hp>>2
- ) // End auto berserk.
- status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
- // Send HP update to client
- switch(bl->type) {
- case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
- case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
- case BL_HOM: hom_heal((TBL_HOM*)bl); break;
- case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
- case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
- }
- return (int)hp+sp;
- }
- /**
- * Applies percentage based damage to a unit.
- * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
- * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
- * @param target: Object to modify HP/SP
- * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
- * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
- * @param flag: \n
- * 0: Heal target \n
- * 1: Use status_damage \n
- * 2: Use status_damage and make sure target must not die from subtraction
- * @return hp+sp through status_heal()
- */
- int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
- {
- struct status_data *status;
- unsigned int hp = 0, sp = 0;
- status = status_get_status_data(target);
- // It's safe now [MarkZD]
- if (hp_rate > 99)
- hp = status->hp;
- else if (hp_rate > 0)
- hp = apply_rate(status->hp, hp_rate);
- else if (hp_rate < -99)
- hp = status->max_hp;
- else if (hp_rate < 0)
- hp = (apply_rate(status->max_hp, -hp_rate));
- if (hp_rate && !hp)
- hp = 1;
- if (flag == 2 && hp >= status->hp)
- hp = status->hp-1; // Must not kill target.
- if (sp_rate > 99)
- sp = status->sp;
- else if (sp_rate > 0)
- sp = apply_rate(status->sp, sp_rate);
- else if (sp_rate < -99)
- sp = status->max_sp;
- else if (sp_rate < 0)
- sp = (apply_rate(status->max_sp, -sp_rate));
- if (sp_rate && !sp)
- sp = 1;
- // Ugly check in case damage dealt is too much for the received args of
- // status_heal / status_damage. [Skotlex]
- if (hp > INT_MAX) {
- hp -= INT_MAX;
- if (flag)
- status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
- else
- status_heal(target, INT_MAX, 0, 0);
- }
- if (sp > INT_MAX) {
- sp -= INT_MAX;
- if (flag)
- status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
- else
- status_heal(target, 0, INT_MAX, 0);
- }
- if (flag)
- return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
- return status_heal(target, hp, sp, 0);
- }
- /**
- * Revives a unit
- * @param bl: Object to revive [PC|MOB|HOM]
- * @param per_hp: Percentage of HP to revive with
- * @param per_sp: Percentage of SP to revive with
- * @return Successful (1) or Invalid target (0)
- */
- int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
- {
- struct status_data *status;
- unsigned int hp, sp;
- if (!status_isdead(bl)) return 0;
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0; // Invalid target.
- hp = (int64)status->max_hp * per_hp/100;
- sp = (int64)status->max_sp * per_sp/100;
- if(hp > status->max_hp - status->hp)
- hp = status->max_hp - status->hp;
- else if (per_hp && !hp)
- hp = 1;
- if(sp > status->max_sp - status->sp)
- sp = status->max_sp - status->sp;
- else if (per_sp && !sp)
- sp = 1;
- status->hp += hp;
- status->sp += sp;
- if (bl->prev) // Animation only if character is already on a map.
- clif_resurrection(bl, 1);
- switch (bl->type) {
- case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
- case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
- case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
- }
- return 1;
- }
- /**
- * Checks whether the src can use the skill on the target,
- * taking into account status/option of both source/target
- * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
- src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
- * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
- target MAY be NULL, which checks if src can cast skill_id on the ground
- * @param skill_id: Skill ID being used on target
- * @param flag: 0 - Trying to use skill on target
- * 1 - Cast bar is done
- * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
- * @return src can use skill (1) or cannot use skill (0)
- * @author [Skotlex]
- */
- bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
- struct status_data *status;
- struct status_change *sc = NULL, *tsc;
- int hide_flag;
- status = src ? status_get_status_data(src) : &dummy_status;
- if (src && src->type != BL_PC && status_isdead(src))
- return false;
- if (!skill_id) { // Normal attack checks.
- // This mode is only needed for melee attacking.
- if (!(status->mode&MD_CANATTACK))
- return false;
- // Dead state is not checked for skills as some skills can be used
- // on dead characters, said checks are left to skill.c [Skotlex]
- if (target && status_isdead(target))
- return false;
- if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
- return false;
- }
- switch( skill_id ) {
- case PA_PRESSURE:
- if( flag && target ) {
- // Gloria Avoids pretty much everything....
- tsc = status_get_sc(target);
- if(tsc && tsc->option&OPTION_HIDE)
- return false;
- }
- break;
- case GN_WALLOFTHORN:
- if( target && status_isdead(target) )
- return false;
- break;
- case AL_TELEPORT:
- case ALL_ODINS_POWER:
- // Should fail when used on top of Land Protector [Skotlex]
- if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
- && !(status->mode&MD_BOSS)
- && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
- return false;
- break;
- default:
- break;
- }
- if ( src )
- sc = status_get_sc(src);
- if( sc && sc->count ) {
- if (sc->data[SC_ALL_RIDING])
- return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
- if (flag == 1 && !(status->mode&MD_BOSS) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
- (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
- (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
- )) {
- if (src->type == BL_PC)
- clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
- return false;
- }
- if (skill_id != RK_REFRESH && sc->opt1 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
- if (flag != 1) // Can't cast, casted stuff can't damage.
- return false;
- if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
- return false; // Targetted spells can't come off.
- }
- if (
- (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
- || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
- || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
- || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
- )
- return false;
- if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
- if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
- unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
- clif_emotion(src, E_LV);
- return false;
- }
- if (sc->data[SC_BLADESTOP]) {
- switch (sc->data[SC_BLADESTOP]->val1) {
- case 5: if (skill_id == MO_EXTREMITYFIST) break;
- case 4: if (skill_id == MO_CHAINCOMBO) break;
- case 3: if (skill_id == MO_INVESTIGATE) break;
- case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
- default: return false;
- }
- }
- if (sc->data[SC_DANCING] && flag!=2) {
- if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
- skill_id == WM_FRIGG_SONG))
- { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
- if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
- return false;
- } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
- if (skill_id == BD_ENCORE ||
- skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
- )
- return false;
- } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
- return false;
- if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
- return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
- }
- if (skill_id && // Do not block item-casted skills.
- (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
- ) { // Skills blocked through status changes...
- if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
- sc->cant.cast ||
- (sc->data[SC_BASILICA] && (sc->data[SC_BASILICA]->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it
- (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
- (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
- (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
- (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
- (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
- (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
- ))
- return false;
- // Skill blocking.
- if (
- (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
- (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
- (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
- (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
- )
- return false;
- }
- if (sc->option) {
- if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
- // Non players can use all skills while hidden.
- return false;
- }
- if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
- return false;
- }
- }
- if (target == NULL || target == src) // No further checking needed.
- return true;
- tsc = status_get_sc(target);
- if (tsc && tsc->count) {
- /**
- * Attacks in invincible are capped to 1 damage and handled in batte.c.
- * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
- **/
- if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
- return false;
- if(!skill_id && tsc->data[SC_TRICKDEAD])
- return false;
- if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
- && tsc->data[SC_FREEZE])
- return false;
- if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
- return false;
- if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
- return false;
- }
- // If targetting, cloak+hide protect you, otherwise only hiding does.
- hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
- // Skill that can hit hidden target
- if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
- hide_flag &= ~OPTION_HIDE;
- switch( target->type ) {
- case BL_PC: {
- struct map_session_data *tsd = (TBL_PC*)target;
- bool is_boss = (status->mode&MD_BOSS);
- bool is_detect = ((status->mode&MD_DETECTOR)?true:false);// god-knows-why gcc doesn't shut up until this happens
- if (pc_isinvisible(tsd))
- return false;
- if (tsc) {
- if ((tsc->option&hide_flag) && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || !is_detect))
- return false;
- if (tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || is_detect))
- return false;
- if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
- return false;
- if (tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
- return false;
- if (( tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect))
- return false;
- }
- }
- break;
- case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
- // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
- if (status->mode&MD_LOOTER)
- return true;
- return false;
- case BL_HOM:
- case BL_MER:
- case BL_ELEM:
- if( target->type == BL_HOM && skill_id && battle_config.hom_setting&HOMSET_NO_SUPPORT_SKILL && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
- return false; // Can't use support skills on Homunculus (only Master/Self)
- if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
- return false; // Can't use Weapon endow skills on Mercenary (only Master)
- if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
- return false; // Can't use Potion Pitcher on Mercenaries
- default:
- // Check for chase-walk/hiding/cloaking opponents.
- if( tsc ) {
- if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
- return false;
- }
- }
- return true;
- }
- /**
- * Checks whether the src can see the target
- * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
- * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
- * @return src can see (1) or target is invisible (0)
- * @author [Skotlex]
- */
- int status_check_visibility(struct block_list *src, struct block_list *target)
- {
- int view_range;
- struct status_data* status = status_get_status_data(src);
- struct status_change* tsc = status_get_sc(target);
- switch (src->type) {
- case BL_MOB:
- view_range = ((TBL_MOB*)src)->min_chase;
- break;
- case BL_PET:
- view_range = ((TBL_PET*)src)->db->range2;
- break;
- default:
- view_range = AREA_SIZE;
- }
- if (src->m != target->m || !check_distance_bl(src, target, view_range))
- return 0;
- if ( src->type == BL_NPC) // NPCs don't care for the rest
- return 1;
- if (tsc) {
- switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
- case BL_PC: {
- struct map_session_data *tsd = (TBL_PC*)target;
- if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
- return 0;
- if (tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) && ((tsd && tsd->special_state.perfect_hiding) || (status->mode&MD_DETECTOR)))
- return 0;
- if (tsc->data[SC__FEINTBOMB] && !(status->mode&(MD_BOSS|MD_DETECTOR)))
- return 0;
- }
- break;
- default:
- if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD]) && !(status->mode&(MD_BOSS|MD_DETECTOR)))
- return 0;
- }
- }
- return 1;
- }
- /**
- * Base ASPD value taken from the job tables
- * @param sd: Player object
- * @param status: Player status
- * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
- * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
- */
- int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
- {
- int amotion;
- int classidx = pc_class2idx(sd->status.class_);
- #ifdef RENEWAL_ASPD
- short mod = -1;
- switch( sd->weapontype2 ) { // Adjustment for dual weilding
- case W_DAGGER: mod = 0; break; // 0, 1, 1
- case W_1HSWORD:
- case W_1HAXE: mod = 1;
- if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
- mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
- }
- amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
- ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
- : ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield
- + job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod
- - job_info[classidx].aspd_base[sd->weapontype2]
- + job_info[classidx].aspd_base[sd->weapontype1]);
- if ( sd->status.shield )
- amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) +
- ( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 );
- #else
- // Base weapon delay
- amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
- ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
- : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2])*7/10; // Dual-wield
- // Percentual delay reduction from stats
- amotion -= amotion * (4*status->agi + status->dex)/1000;
- #endif
- // Raw delay adjustment from bAspd bonus
- amotion += sd->bonus.aspd_add;
- return amotion;
- }
- /**
- * Base attack value calculated for units
- * @param bl: Object to get attack for [PC|HOM]
- * @param status: Object status
- * @return base attack
- * Note: Function only calculates Homunculus bATK in RENEWAL
- */
- unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
- {
- int flag = 0, str, dex, dstr;
- if(!(bl->type&battle_config.enable_baseatk))
- return 0;
- if (bl->type == BL_PC)
- switch(((TBL_PC*)bl)->status.weapon) {
- case W_BOW:
- case W_MUSICAL:
- case W_WHIP:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- flag = 1;
- }
- if (flag) {
- #ifdef RENEWAL
- dstr =
- #endif
- str = status->dex;
- dex = status->str;
- } else {
- #ifdef RENEWAL
- dstr =
- #endif
- str = status->str;
- dex = status->dex;
- }
- /** [Skotlex]
- * Normally only players have base-atk, but homunc have a different batk
- * equation, hinting that perhaps non-players should use this for batk.
- **/
- #ifdef RENEWAL
- if (bl->type == BL_HOM)
- str = 2 * ((((TBL_HOM*)bl)->homunculus.level) + status_get_homstr(bl));
- #else
- dstr = str/10;
- str += dstr*dstr;
- #endif
- if (bl->type == BL_PC)
- #ifdef RENEWAL
- str = (dstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
- else if (bl->type == BL_MOB || bl->type == BL_MER)
- str = dstr + ((TBL_MOB*)bl)->level;
- #else
- str+= dex/5 + status->luk/5;
- #endif
- return cap_value(str, 0, USHRT_MAX);
- }
- #ifdef RENEWAL
- /**
- * Weapon attack value calculated for Players
- * @param wa: Weapon attack
- * @param status: Player status
- * @return weapon attack
- */
- unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data *status)
- {
- float str = status->str;
- if (wa.range > 3)
- str = status->dex;
- // wa.at2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
- return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
- }
- #endif
- #ifndef RENEWAL
- unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
- unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
- #endif
- #ifdef RENEWAL
- unsigned short status_base_matk(struct block_list *bl, const struct status_data* status, int level)
- {
- switch (bl->type) {
- case BL_MOB:
- ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
- //return status->int_ + level;
- return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
- case BL_HOM:
- return status_get_homint(bl) + level;
- case BL_MER:
- return status->int_ + status->int_ / 5 * status->int_ / 5;
- case BL_PC:
- default:
- return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
- }
- }
- #endif
- /**
- * Fills in the misc data that can be calculated from the other status info (except for level)
- * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
- * @param status: Player status
- */
- void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
- {
- int stat;
- // Non players get the value set, players need to stack with previous bonuses.
- if( bl->type != BL_PC )
- status->batk =
- status->hit = status->flee =
- status->def2 = status->mdef2 =
- status->cri = status->flee2 = 0;
- #ifdef RENEWAL // Renewal formulas
- if (bl->type == BL_HOM) {
- // Def2
- stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
- status->def2 = cap_value(stat, 0, SHRT_MAX);
- // Mdef2
- stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
- status->mdef2 = cap_value(stat, 0, SHRT_MAX);
- // Def
- stat = status->def;
- stat += status_get_homvit(bl) + level / 2;
- status->def = cap_value(stat, 0, SHRT_MAX);
- // Mdef
- stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
- status->mdef = cap_value(stat, 0, SHRT_MAX);
- // Hit
- stat = level + status->dex + 150;
- status->hit = cap_value(stat, 1, SHRT_MAX);
- // Flee
- stat = level + status_get_homagi(bl);
- status->flee = cap_value(stat, 1, SHRT_MAX);
- // Atk
- stat = (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
- status->rhw.atk = cap_value(stat, 0, SHRT_MAX);
- // Atk2
- stat = (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
- status->rhw.atk2 = cap_value(stat, 0, SHRT_MAX);
- } else {
- // Hit
- stat = status->hit;
- stat += level + status->dex + (bl->type == BL_PC ? status->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
- status->hit = cap_value(stat, 1, SHRT_MAX);
- // Flee
- stat = status->flee;
- stat += level + status->agi + (bl->type == BL_MER ? 0 : bl->type == BL_PC ? status->luk / 5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
- status->flee = cap_value(stat, 1, SHRT_MAX);
- // Def2
- if (bl->type == BL_MER)
- stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
- else {
- stat = status->def2;
- stat += (int)(((float)level + status->vit) / 2 + (bl->type == BL_PC ? ((float)status->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
- }
- status->def2 = cap_value(stat, 0, SHRT_MAX);
- // Mdef2
- if (bl->type == BL_MER)
- stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
- else {
- stat = status->mdef2;
- stat += (int)(bl->type == BL_PC ? (status->int_ + ((float)level / 4) + ((float)(status->dex + status->vit) / 5)) : ((float)(status->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
- }
- status->mdef2 = cap_value(stat, 0, SHRT_MAX);
- }
- // MAtk
- status->matk_min = status->matk_max = status_base_matk(bl, status, level);
- ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
- //switch (bl->type) {
- // case BL_MOB:
- // status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
- // status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
- // break;
- // case BL_MER:
- // status->matk_min += 70 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
- // status->matk_max += 130 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
- // break;
- //}
- #else
- // Matk
- status->matk_min = status_base_matk_min(status);
- status->matk_max = status_base_matk_max(status);
- // Hit
- stat = status->hit;
- stat += level + status->dex;
- status->hit = cap_value(stat, 1, SHRT_MAX);
- // Flee
- stat = status->flee;
- stat += level + status->agi;
- status->flee = cap_value(stat, 1, SHRT_MAX);
- // Def2
- stat = status->def2;
- stat += status->vit;
- status->def2 = cap_value(stat, 0, SHRT_MAX);
- // Mdef2
- stat = status->mdef2;
- stat += status->int_ + (status->vit>>1);
- status->mdef2 = cap_value(stat, 0, SHRT_MAX);
- #endif
- //Critical
- if( bl->type&battle_config.enable_critical ) {
- stat = status->cri;
- stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
- status->cri = cap_value(stat, 1, SHRT_MAX);
- } else
- status->cri = 0;
- if (bl->type&battle_config.enable_perfect_flee) {
- stat = status->flee2;
- stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
- status->flee2 = cap_value(stat, 0, SHRT_MAX);
- } else
- status->flee2 = 0;
- if (status->batk) {
- int temp = status->batk + status_base_atk(bl, status);
- status->batk = cap_value(temp, 0, USHRT_MAX);
- } else
- status->batk = status_base_atk(bl, status);
- if (status->cri) {
- switch (bl->type) {
- case BL_MOB:
- if(battle_config.mob_critical_rate != 100)
- status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
- if(!status->cri && battle_config.mob_critical_rate)
- status->cri = 10;
- break;
- case BL_PC:
- // Players don't have a critical adjustment setting as of yet.
- break;
- default:
- if(battle_config.critical_rate != 100)
- status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
- if (!status->cri && battle_config.critical_rate)
- status->cri = 10;
- }
- }
- if(bl->type&BL_REGEN)
- status_calc_regen(bl, status, status_get_regen_data(bl));
- }
- /**
- * Calculates the initial status for the given mob
- * @param md: Mob object
- * @param opt: Whether or not it is the first calculation
- This will only be false when a mob levels up (Regular and WoE Guardians)
- * @return 1 for calculated special statuses or 0 for none
- * @author [Skotlex]
- */
- int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
- {
- struct status_data *status;
- struct block_list *mbl = NULL;
- int flag=0;
- if (opt&SCO_FIRST) { // Set basic level on respawn.
- if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
- ;
- else
- md->level = md->db->lv;
- }
- // Check if we need custom base-status
- if (battle_config.mobs_level_up && md->level > md->db->lv)
- flag|=1;
- if (md->special_state.size)
- flag|=2;
- if (md->guardian_data && md->guardian_data->guardup_lv)
- flag|=4;
- if (md->mob_id == MOBID_EMPERIUM)
- flag|=4;
- if (battle_config.slaves_inherit_speed && md->master_id)
- flag|=8;
- if (md->master_id && md->special_state.ai>AI_ATTACK)
- flag|=16;
- if (!flag) { // No special status required.
- if (md->base_status) {
- aFree(md->base_status);
- md->base_status = NULL;
- }
- if (opt&SCO_FIRST)
- memcpy(&md->status, &md->db->status, sizeof(struct status_data));
- return 0;
- }
- if (!md->base_status)
- md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
- status = md->base_status;
- memcpy(status, &md->db->status, sizeof(struct status_data));
- if (flag&(8|16))
- mbl = map_id2bl(md->master_id);
- if (flag&8 && mbl) {
- struct status_data *mstatus = status_get_base_status(mbl);
- if (mstatus &&
- battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
- status->speed = mstatus->speed;
- if( status->speed < 2 ) // Minimum for the unit to function properly
- status->speed = 2;
- }
- if (flag&1) { // Increase from mobs leveling up [Valaris]
- int diff = md->level - md->db->lv;
- status->str += diff;
- status->agi += diff;
- status->vit += diff;
- status->int_ += diff;
- status->dex += diff;
- status->luk += diff;
- status->max_hp += diff * status->vit;
- status->max_sp += diff * status->int_;
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- status->speed -= cap_value(diff, 0, status->speed - 10);
- }
- if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
- if (md->special_state.size == SZ_MEDIUM) {
- status->max_hp >>= 1;
- status->max_sp >>= 1;
- if (!status->max_hp) status->max_hp = 1;
- if (!status->max_sp) status->max_sp = 1;
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- status->str >>= 1;
- status->agi >>= 1;
- status->vit >>= 1;
- status->int_ >>= 1;
- status->dex >>= 1;
- status->luk >>= 1;
- if (!status->str) status->str = 1;
- if (!status->agi) status->agi = 1;
- if (!status->vit) status->vit = 1;
- if (!status->int_) status->int_ = 1;
- if (!status->dex) status->dex = 1;
- if (!status->luk) status->luk = 1;
- } else if (md->special_state.size == SZ_BIG) {
- status->max_hp <<= 1;
- status->max_sp <<= 1;
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- status->str <<= 1;
- status->agi <<= 1;
- status->vit <<= 1;
- status->int_ <<= 1;
- status->dex <<= 1;
- status->luk <<= 1;
- }
- }
- status_calc_misc(&md->bl, status, md->level);
- if(flag&4) { // Strengthen Guardians - custom value +10% / lv
- struct guild_castle *gc;
- gc=guild_mapname2gc(map[md->bl.m].name);
- if (!gc)
- ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
- else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
- #ifdef RENEWAL
- status->max_hp += 50 * gc->defense;
- status->max_sp += 70 * gc->defense;
- #else
- status->max_hp += 1000 * gc->defense;
- status->max_sp += 200 * gc->defense;
- #endif
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- status->def += (gc->defense+2)/3;
- status->mdef += (gc->defense+2)/3;
- }
- if(md->mob_id != MOBID_EMPERIUM) {
- status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
- status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
- status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
- status->aspd_rate -= 100*md->guardian_data->guardup_lv;
- }
- }
- if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
- struct unit_data *ud = unit_bl2ud(mbl);
- // Remove special AI when this is used by regular mobs.
- if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
- md->special_state.ai = AI_NONE;
- if (ud) {
- // Different levels of HP according to skill level
- if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
- ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
- switch(ud->skill_id) {
- case AM_SPHEREMINE:
- status->max_hp = 2000 + 400*ud->skill_lv;
- break;
- case KO_ZANZOU:
- status->max_hp = 3000 + 3000 * ud->skill_lv;
- break;
- case AM_CANNIBALIZE:
- status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
- status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
- break;
- case MH_SUMMON_LEGION:
- {
- int homblvl = status_get_lv(mbl);
- status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
- status->batk = 100 * (ud->skill_lv+5) / 2;
- status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
- // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
- // status->aspd_rate = max(100,status->aspd_rate);
- break;
- }
- case NC_SILVERSNIPER:
- {
- struct status_data *mstatus = status_get_status_data(mbl);
- if(!mstatus)
- break;
- status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
- status->batk = 200 * ud->skill_lv;
- break;
- }
- case NC_MAGICDECOY:
- {
- struct status_data *mstatus = status_get_status_data(mbl);
- if(!mstatus)
- break;
- status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
- status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
- break;
- }
- }
- status->hp = status->max_hp;
- }
- }
- if (opt&SCO_FIRST) // Initial battle status
- memcpy(&md->status, status, sizeof(struct status_data));
- return 1;
- }
- /**
- * Calculates the stats of the given pet
- * @param pd: Pet object
- * @param opt: Whether or not it is the first calculation
- This will only be false when a pet levels up
- * @return 1
- * @author [Skotlex]
- */
- void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
- {
- nullpo_retv(pd);
- if (opt&SCO_FIRST) {
- memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
- pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
- pd->status.class_ = CLASS_NORMAL;
- pd->status.speed = pd->petDB->speed;
- if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
- // Attack support requires the pet to be able to attack
- pd->status.mode |= MD_CANATTACK;
- }
- }
- if (battle_config.pet_lv_rate && pd->master) {
- struct map_session_data *sd = pd->master;
- int lv;
- lv =sd->status.base_level*battle_config.pet_lv_rate/100;
- if (lv < 0)
- lv = 1;
- if (lv != pd->pet.level || opt&SCO_FIRST) {
- struct status_data *bstat = &pd->db->status, *status = &pd->status;
- pd->pet.level = lv;
- if (!(opt&SCO_FIRST)) // Lv Up animation
- clif_misceffect(&pd->bl, 0);
- status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
- status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
- status->str = (bstat->str*lv)/pd->db->lv;
- status->agi = (bstat->agi*lv)/pd->db->lv;
- status->vit = (bstat->vit*lv)/pd->db->lv;
- status->int_ = (bstat->int_*lv)/pd->db->lv;
- status->dex = (bstat->dex*lv)/pd->db->lv;
- status->luk = (bstat->luk*lv)/pd->db->lv;
- status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
- status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
- status->str = cap_value(status->str,1,battle_config.pet_max_stats);
- status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
- status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
- status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
- status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
- status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
- status_calc_misc(&pd->bl, &pd->status, lv);
- if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
- clif_send_petstatus(sd);
- }
- } else if (opt&SCO_FIRST) {
- status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
- if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
- pd->pet.level = pd->db->lv;
- }
- // Support rate modifier (1000 = 100%)
- pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
- pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
- }
- /**
- * Get HP bonus modifiers
- * @param bl: block_list that will be checked
- * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
- * @return bonus: total bonus for HP
- * @author [Cydh]
- */
- static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
- int bonus = 0;
- if (type == STATUS_BONUS_FIX) {
- struct status_change *sc = status_get_sc(bl);
- //Only for BL_PC
- if (bl->type == BL_PC) {
- struct map_session_data *sd = map_id2sd(bl->id);
- uint8 i;
- bonus += sd->bonus.hp;
- if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
- bonus += i * 200;
- if ((i = pc_checkskill(sd,SU_SPRITEMABLE)) > 0)
- bonus += 1000;
- #ifndef HP_SP_TABLES
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
- bonus += 2000; // Supernovice lvl99 hp bonus.
- // Summoner starts with 60 HP and gains additional HP by base level calculations.
- if ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) {
- bonus += 18;
- if (sd->status.base_level > 2)
- bonus += sd->status.base_level - 2;
- if (sd->status.base_level > 14)
- bonus += (sd->status.base_level - 13) / 2;
- }
- #endif
- }
- //Bonus by SC
- if (sc) {
- if(sc->data[SC_INCMHP])
- bonus += sc->data[SC_INCMHP]->val1;
- if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
- bonus += 500;
- if(sc->data[SC_LERADSDEW])
- bonus += sc->data[SC_LERADSDEW]->val3;
- if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
- bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val4;
- if(sc->data[SC_INSPIRATION])
- bonus += (600 * sc->data[SC_INSPIRATION]->val1);
- if(sc->data[SC_SOLID_SKIN_OPTION])
- bonus += 2000;
- if(sc->data[SC_MTF_MHP])
- bonus += sc->data[SC_MTF_MHP]->val1;
- if(sc->data[SC_MARIONETTE])
- bonus -= 1000;
- }
- } else if (type == STATUS_BONUS_RATE) {
- struct status_change *sc = status_get_sc(bl);
- //Only for BL_PC
- if (bl->type == BL_PC) {
- struct map_session_data *sd = map_id2sd(bl->id);
- bonus += sd->hprate;
- bonus -= 100; //Default hprate is 100, so it should be add 0%
- }
- //Bonus by SC
- if (sc) {
- //Increasing
- if(sc->data[SC_INCMHPRATE])
- bonus += sc->data[SC_INCMHPRATE]->val1;
- if(sc->data[SC_APPLEIDUN])
- bonus += sc->data[SC_APPLEIDUN]->val2;
- if(sc->data[SC_DELUGE])
- bonus += sc->data[SC_DELUGE]->val2;
- if(sc->data[SC_BERSERK])
- bonus += 200; //+200%
- if(sc->data[SC_MERC_HPUP])
- bonus += sc->data[SC_MERC_HPUP]->val2;
- if(sc->data[SC_EPICLESIS])
- bonus += sc->data[SC_EPICLESIS]->val2;
- if(sc->data[SC_FRIGG_SONG])
- bonus += sc->data[SC_FRIGG_SONG]->val2;
- if(sc->data[SC_FORCEOFVANGUARD])
- bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
- if(sc->data[SC_INSPIRATION])
- bonus += (5 * sc->data[SC_INSPIRATION]->val1);
- if(sc->data[SC_RAISINGDRAGON])
- bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
- if(sc->data[SC_GT_REVITALIZE])
- bonus += sc->data[SC_GT_REVITALIZE]->val2;
- if(sc->data[SC_MUSTLE_M])
- bonus += sc->data[SC_MUSTLE_M]->val1;
- if(sc->data[SC_ANGRIFFS_MODUS])
- bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
- if(sc->data[SC_PETROLOGY_OPTION])
- bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
- if(sc->data[SC_POWER_OF_GAIA])
- bonus += sc->data[SC_POWER_OF_GAIA]->val3;
- if(sc->data[SC_CURSED_SOIL_OPTION])
- bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
- if(sc->data[SC_UPHEAVAL_OPTION])
- bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
- //Decreasing
- if(sc->data[SC_VENOMBLEED])
- bonus -= 15;
- if(sc->data[SC_BEYONDOFWARCRY])
- bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
- if(sc->data[SC__WEAKNESS])
- bonus -= sc->data[SC__WEAKNESS]->val2;
- if(sc->data[SC_MYSTERIOUS_POWDER])
- bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
- if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
- bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
- if(sc->data[SC_EQC])
- bonus -= sc->data[SC_EQC]->val4;
- }
- // Max rate reduce is -100%
- bonus = cap_value(bonus,-100,INT_MAX);
- }
- return min(bonus,INT_MAX);
- }
- /**
- * Get SP bonus modifiers
- * @param bl: block_list that will be checked
- * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
- * @return bonus: total bonus for SP
- * @author [Cydh]
- */
- static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
- int bonus = 0;
- if (type == STATUS_BONUS_FIX) {
- struct status_change *sc = status_get_sc(bl);
- //Only for BL_PC
- if (bl->type == BL_PC) {
- struct map_session_data *sd = map_id2sd(bl->id);
- uint8 i;
- bonus += sd->bonus.sp;
- if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
- bonus += 30 * i;
- if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
- bonus += 200 + 20 * i;
- if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
- bonus += 30 * i;
- if ((i = pc_checkskill(sd,SU_SPRITEMABLE)) > 0)
- bonus += 100;
- // Summoner starts at 8 SP and gain 2 SP per even base lv and 3 SP per odd base lv.
- if ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) {
- bonus -= 4;
- bonus += (sd->status.base_level - 1) / 2;
- }
- }
- //Bonus by SC
- if (sc) {
- if(sc->data[SC_INCMSP])
- bonus += sc->data[SC_INCMSP]->val1;
- if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
- bonus += 50;
- if(sc->data[SC_MTF_MSP])
- bonus += sc->data[SC_MTF_MSP]->val1;
- }
- } else if (type == STATUS_BONUS_RATE) {
- struct status_change *sc = status_get_sc(bl);
- //Only for BL_PC
- if (bl->type == BL_PC) {
- struct map_session_data *sd = map_id2sd(bl->id);
- uint8 i;
- bonus += sd->sprate;
- bonus -= 100; //Default sprate is 100, so it should be add 0%
- if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
- bonus += i;
- if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
- bonus += 2 * i;
- }
- //Bonus by SC
- if (sc) {
- if(sc->data[SC_INCMSPRATE])
- bonus += sc->data[SC_INCMSPRATE]->val1;
- if(sc->data[SC_RAISINGDRAGON])
- bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
- if(sc->data[SC_SERVICE4U])
- bonus += sc->data[SC_SERVICE4U]->val2;
- if(sc->data[SC_MERC_SPUP])
- bonus += sc->data[SC_MERC_SPUP]->val2;
- if(sc->data[SC_LIFE_FORCE_F])
- bonus += sc->data[SC_LIFE_FORCE_F]->val1;
- if(sc->data[SC_VITATA_500])
- bonus += sc->data[SC_VITATA_500]->val2;
- if (sc->data[SC_ENERGY_DRINK_RESERCH])
- bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val4;
- }
- // Max rate reduce is -100%
- bonus = cap_value(bonus,-100,INT_MAX);
- }
- return min(bonus,INT_MAX);
- }
- /**
- * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
- * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
- * @param sd Player
- * @param stat Vit/Int of player as param modifier
- * @param isHP true - calculates Max HP, false - calculated Max SP
- * @return max The max value of HP or SP
- */
- static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
- double dmax = 0;
- uint16 idx, level, job_id;
- nullpo_ret(sd);
- job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
- idx = pc_class2idx(job_id);
- level = umax(sd->status.base_level,1);
- if (isHP) { //Calculates MaxHP
- dmax = job_info[idx].base_hp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
- dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
- dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
- }
- else { //Calculates MaxSP
- dmax = job_info[idx].base_sp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
- dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
- dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
- }
- //Make sure it's not negative before casting to unsigned int
- if(dmax < 1) dmax = 1;
- return cap_value((unsigned int)dmax,1,UINT_MAX);
- }
- /**
- * Calculates player's weight
- * @param sd: Player object
- * @param flag: Calculation type
- * 1 - Item weight
- * 2 - Skill/Status/Configuration max weight bonus
- * @return false - failed, true - success
- */
- bool status_calc_weight(struct map_session_data *sd, uint8 flag)
- {
- int b_weight, b_max_weight, skill, i;
- struct status_change *sc;
- nullpo_retr(false, sd);
- sc = &sd->sc;
- b_max_weight = sd->max_weight; // Store max weight for later comparison
- b_weight = sd->weight; // Store current weight for later comparison
- sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
- if (flag&1) {
- sd->weight = 0; // Reset current weight
- for(i = 0; i < MAX_INVENTORY; i++) {
- if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
- continue;
- sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
- }
- }
- if (flag&2) {
- // Skill/Status bonus weight increases
- if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
- sd->max_weight += 2000 * skill;
- if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
- sd->max_weight += 10000;
- else if (pc_isridingdragon(sd))
- sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
- if (sc->data[SC_KNOWLEDGE])
- sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
- if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
- sd->max_weight += 2000 * skill;
- }
- // Update the client if the new weight calculations don't match
- if (b_weight != sd->weight)
- clif_updatestatus(sd, SP_WEIGHT);
- if (b_max_weight != sd->max_weight) {
- clif_updatestatus(sd, SP_MAXWEIGHT);
- pc_updateweightstatus(sd);
- }
- return true;
- }
- /**
- * Calculates player's cart weight
- * @param sd: Player object
- * @return false - failed, true - success
- */
- bool status_calc_cart_weight(struct map_session_data *sd, uint8 flag)
- {
- int b_cart_weight_max, i;
- nullpo_retr(false, sd);
- if (!pc_iscarton(sd))
- return false;
- b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
- sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
- if (flag&1) {
- sd->cart_weight = 0; // Reset current cart weight
- sd->cart_num = 0; // Reset current cart item count
- for(i = 0; i < MAX_CART; i++) {
- if (!sd->cart.u.items_cart[i].nameid)
- continue;
- sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
- sd->cart_num++; // Recalculate current cart item count
- }
- }
- // Skill bonus max weight increases
- if (flag&2)
- sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
- // Update the client if the new weight calculations don't match
- if (b_cart_weight_max != sd->cart_weight_max)
- clif_updatestatus(sd, SP_CARTINFO);
- return true;
- }
- /**
- * Calculates player data from scratch without counting SC adjustments
- * Should be invoked whenever players raise stats, learn passive skills or change equipment
- * @param sd: Player object
- * @param opt: Whether it is first calc (login) or not
- * @return (-1) for too many recursive calls, (1) recursive call, (0) success
- */
- int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
- {
- static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
- struct status_data *base_status; ///< Pointer to the player's base status
- const struct status_change *sc = &sd->sc;
- struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
- int i, skill, refinedef = 0;
- short index = -1;
- if (++calculating > 10) // Too many recursive calls!
- return -1;
- // Remember player-specific values that are currently being shown to the client (for refresh purposes)
- memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
- pc_calc_skilltree(sd); // SkillTree calculation
- if (opt&SCO_FIRST) {
- // Load Hp/SP from char-received data.
- sd->battle_status.hp = sd->status.hp;
- sd->battle_status.sp = sd->status.sp;
- sd->regen.sregen = &sd->sregen;
- sd->regen.ssregen = &sd->ssregen;
- status_calc_weight(sd, 1);
- status_calc_cart_weight(sd, 1);
- }
- base_status = &sd->base_status;
- // These are not zeroed. [zzo]
- sd->hprate = 100;
- sd->sprate = 100;
- sd->castrate = 100;
- sd->delayrate = 100;
- sd->dsprate = 100;
- sd->hprecov_rate = 100;
- sd->sprecov_rate = 100;
- sd->matk_rate = 100;
- sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
- sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
- sd->regen.state.block = 0;
- // Zeroed arrays, order follows the order in pc.h.
- // Add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
- memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
- + sizeof(sd->param_equip)
- + sizeof(sd->subele)
- + sizeof(sd->subele_script)
- + sizeof(sd->subdefele)
- + sizeof(sd->subrace)
- + sizeof(sd->subclass)
- + sizeof(sd->subrace2)
- + sizeof(sd->subsize)
- + sizeof(sd->reseff)
- + sizeof(sd->coma_class)
- + sizeof(sd->coma_race)
- + sizeof(sd->weapon_coma_ele)
- + sizeof(sd->weapon_coma_race)
- + sizeof(sd->weapon_coma_class)
- + sizeof(sd->weapon_atk)
- + sizeof(sd->weapon_atk_rate)
- + sizeof(sd->arrow_addele)
- + sizeof(sd->arrow_addrace)
- + sizeof(sd->arrow_addclass)
- + sizeof(sd->arrow_addsize)
- + sizeof(sd->magic_addele)
- + sizeof(sd->magic_addele_script)
- + sizeof(sd->magic_addrace)
- + sizeof(sd->magic_addclass)
- + sizeof(sd->magic_addsize)
- + sizeof(sd->magic_atk_ele)
- + sizeof(sd->critaddrace)
- + sizeof(sd->expaddrace)
- + sizeof(sd->expaddclass)
- + sizeof(sd->ignore_mdef_by_race)
- + sizeof(sd->ignore_mdef_by_class)
- + sizeof(sd->ignore_def_by_race)
- + sizeof(sd->sp_gain_race)
- );
- memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
- memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
- if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
- clif_status_load(&sd->bl, SI_INTRAVISION, 0);
- memset(&sd->special_state,0,sizeof(sd->special_state));
- if (!sd->state.permanent_speed) {
- memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
- base_status->speed = DEFAULT_WALK_SPEED;
- } else {
- int pSpeed = base_status->speed;
- memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
- base_status->speed = pSpeed;
- }
- // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
- // Give them all modes except these (useful for clones)
- base_status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
- base_status->size = (sd->class_&JOBL_BABY || (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? SZ_SMALL : SZ_MEDIUM;
- if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
- if (sd->class_&JOBL_BABY) {
- if (battle_config.character_size&SZ_BIG)
- base_status->size++;
- } else
- if(battle_config.character_size&SZ_MEDIUM)
- base_status->size++;
- }
- base_status->aspd_rate = 1000;
- base_status->ele_lv = 1;
- base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER;
- base_status->class_ = CLASS_NORMAL;
- // Zero up structures...
- memset(&sd->autospell, 0, sizeof(sd->autospell)
- + sizeof(sd->autospell2)
- + sizeof(sd->autospell3)
- + sizeof(sd->addeff)
- + sizeof(sd->addeff_atked)
- + sizeof(sd->addeff_onskill)
- + sizeof(sd->skillatk)
- + sizeof(sd->skillusesprate)
- + sizeof(sd->skillusesp)
- + sizeof(sd->skillheal)
- + sizeof(sd->skillheal2)
- + sizeof(sd->skillblown)
- + sizeof(sd->skillcastrate)
- + sizeof(sd->skillfixcastrate)
- + sizeof(sd->subskill)
- + sizeof(sd->skillcooldown)
- + sizeof(sd->skillfixcast)
- + sizeof(sd->skillvarcast)
- + sizeof(sd->hp_loss)
- + sizeof(sd->sp_loss)
- + sizeof(sd->hp_regen)
- + sizeof(sd->sp_regen)
- + sizeof(sd->add_def)
- + sizeof(sd->add_mdef)
- + sizeof(sd->add_mdmg)
- + sizeof(sd->add_drop)
- + sizeof(sd->itemhealrate)
- + sizeof(sd->subele2)
- + sizeof(sd->def_set_race)
- + sizeof(sd->mdef_set_race)
- + sizeof(sd->norecover_state_race)
- + sizeof(sd->hp_vanish_race)
- + sizeof(sd->sp_vanish_race)
- );
- memset (&sd->bonus, 0, sizeof(sd->bonus));
- // Autobonus
- pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
- pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
- pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
- pc_itemgrouphealrate_clear(sd);
- npc_script_event(sd, NPCE_STATCALC);
- // Parse equipment
- for (i = 0; i < EQI_MAX; i++) {
- current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
- current_equip_combo_pos = 0;
- if (index < 0)
- continue;
- if (i == EQI_AMMO)
- continue;
- if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
- continue;
- if (!sd->inventory_data[index])
- continue;
- base_status->def += sd->inventory_data[index]->def;
- // Items may be equipped, their effects however are nullified.
- if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
- || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- if (!calculating)
- return 1;
- }
- // Sanitize the refine level in case someone decreased the value inbetween
- if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
- sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
- if (sd->inventory_data[index]->type == IT_WEAPON) {
- int r = sd->inventory.u.items_inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
- struct weapon_data *wd;
- struct weapon_atk *wa;
- if(wlv >= REFINE_TYPE_MAX)
- wlv = REFINE_TYPE_MAX - 1;
- if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
- wd = &sd->left_weapon; // Left-hand weapon
- wa = &base_status->lhw;
- } else {
- wd = &sd->right_weapon;
- wa = &base_status->rhw;
- }
- wa->atk += sd->inventory_data[index]->atk;
- if(r)
- wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
- #ifdef RENEWAL
- wa->matk += sd->inventory_data[index]->matk;
- wa->wlv = wlv;
- if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
- wa->matk += refine_info[wlv].bonus[r-1] / 100;
- #endif
- if(r) // Overrefine bonus.
- wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
- wa->range += sd->inventory_data[index]->range;
- if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
- if (wd == &sd->left_weapon) {
- sd->state.lr_flag = 1;
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- } else
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- if (!calculating) // Abort, run_script retriggered this. [Skotlex]
- return 1;
- }
- if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
- wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
- if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
- if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
- wd->star += 10;
- if (!wa->ele) // Do not overwrite element from previous bonuses.
- wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
- }
- } else if(sd->inventory_data[index]->type == IT_ARMOR) {
- int r;
- if ( (r = sd->inventory.u.items_inventory[index].refine) )
- refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
- if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
- if( i == EQI_HAND_L ) // Shield
- sd->state.lr_flag = 3;
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- if( i == EQI_HAND_L ) // Shield
- sd->state.lr_flag = 0;
- if (!calculating) // Abort, run_script retriggered this. [Skotlex]
- return 1;
- }
- } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
- if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- if( !calculating )
- return 1;
- }
- }
- }
- if(sd->equip_index[EQI_AMMO] >= 0) {
- index = sd->equip_index[EQI_AMMO];
- if(sd->inventory_data[index]) { // Arrows
- sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
- sd->state.lr_flag = 2;
- if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
- return 1;
- }
- }
- // We've got combos to process and check
- if( sd->combos.count ) {
- for (i = 0; i < sd->combos.count; i++) {
- uint8 j = 0;
- bool no_run = false;
- struct item_combo *combo = NULL;
- current_equip_item_index = -1;
- current_equip_combo_pos = sd->combos.pos[i];
- if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
- continue;
- // Check combo items
- while (j < combo->count) {
- struct item_data *id = itemdb_exists(combo->nameid[j]);
- // Don't run the script if at least one of combo's pair has restriction
- if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
- no_run = true;
- break;
- }
- j++;
- }
- if (no_run)
- continue;
- run_script(sd->combos.bonus[i],0,sd->bl.id,0);
- if (!calculating) // Abort, run_script retriggered this
- return 1;
- }
- }
- // Store equipment script bonuses
- memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
- memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
- base_status->def += (refinedef+50)/100;
- // Parse Cards
- for (i = 0; i < EQI_MAX; i++) {
- current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
- current_equip_combo_pos = 0;
- if (index < 0)
- continue;
- if (i == EQI_AMMO)
- continue;
- if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
- continue;
- if (sd->inventory_data[index]) {
- int j;
- struct item_data *data;
- // Card script execution.
- if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
- continue;
- for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
- int c = sd->inventory.u.items_inventory[index].card[j];
- current_equip_card_id= c;
- if(!c)
- continue;
- data = itemdb_exists(c);
- if(!data)
- continue;
- if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
- run_script(data->equip_script,0,sd->bl.id,0);
- if (!calculating)
- return 1;
- }
- if(!data->script)
- continue;
- if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
- continue;
- if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
- sd->state.lr_flag = 1;
- run_script(data->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- } else
- run_script(data->script,0,sd->bl.id,0);
- if (!calculating) // Abort, run_script his function. [Skotlex]
- return 1;
- }
- }
- }
- if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
- struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
- if( data && data->script )
- run_script(data->script,0,sd->bl.id,0);
- }
- pc_bonus_script(sd);
- if( sd->pd ) { // Pet Bonus
- struct pet_data *pd = sd->pd;
- if( pd && pd->petDB && pd->petDB->pet_loyal_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
- run_script(pd->petDB->pet_loyal_script,0,sd->bl.id,0);
- if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
- pc_bonus(sd,pd->bonus->type, pd->bonus->val);
- }
- // param_bonus now holds card bonuses.
- if(base_status->rhw.range < 1) base_status->rhw.range = 1;
- if(base_status->lhw.range < 1) base_status->lhw.range = 1;
- if(base_status->rhw.range < base_status->lhw.range)
- base_status->rhw.range = base_status->lhw.range;
- sd->bonus.double_rate += sd->bonus.double_add_rate;
- sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
- sd->bonus.splash_range += sd->bonus.splash_add_range;
- // Damage modifiers from weapon type
- sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
- sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
- sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
- sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
- sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
- sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
- if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
- (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
- { // When Riding with spear, damage modifier to mid-class becomes
- // same as versus large size.
- sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
- sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
- }
- // ----- STATS CALCULATION -----
- // Job bonuses
- index = pc_class2idx(sd->status.class_);
- for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
- if(!job_info[index].job_bonus[i])
- continue;
- switch(job_info[index].job_bonus[i]) {
- case 1: base_status->str++; break;
- case 2: base_status->agi++; break;
- case 3: base_status->vit++; break;
- case 4: base_status->int_++; break;
- case 5: base_status->dex++; break;
- case 6: base_status->luk++; break;
- }
- }
- // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
- if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
- base_status->str += 10;
- base_status->agi += 10;
- base_status->vit += 10;
- base_status->int_+= 10;
- base_status->dex += 10;
- base_status->luk += 10;
- }
- // Absolute modifiers from passive skills
- if(pc_checkskill(sd,BS_HILTBINDING)>0)
- base_status->str++;
- if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
- base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
- if((skill=pc_checkskill(sd,AC_OWL))>0)
- base_status->dex += skill;
- if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
- base_status->int_ += skill;
- if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
- base_status->int_ += 20;
- // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
- i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
- base_status->str = cap_value(i,0,USHRT_MAX);
- i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
- base_status->agi = cap_value(i,0,USHRT_MAX);
- i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
- base_status->vit = cap_value(i,0,USHRT_MAX);
- i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
- base_status->int_ = cap_value(i,0,USHRT_MAX);
- i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
- base_status->dex = cap_value(i,0,USHRT_MAX);
- i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
- base_status->luk = cap_value(i,0,USHRT_MAX);
- // ------ ATTACK CALCULATION ------
- // Base batk value is set in status_calc_misc
- #ifndef RENEWAL
- // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
- if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
- base_status->batk += sd->weapon_atk[sd->status.weapon];
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
- base_status->batk += 4;
- #else
- base_status->watk = status_weapon_atk(base_status->rhw, base_status);
- base_status->watk2 = status_weapon_atk(base_status->lhw, base_status);
- base_status->eatk = max(sd->bonus.eatk,0);
- #endif
- // ----- HP MAX CALCULATION -----
- base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
- if(battle_config.hp_rate != 100)
- base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
- base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
- // ----- SP MAX CALCULATION -----
- base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
- if(battle_config.sp_rate != 100)
- base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
- base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
- // ----- RESPAWN HP/SP -----
- // Calc respawn hp and store it on base_status
- if (sd->special_state.restart_full_recover) {
- base_status->hp = base_status->max_hp;
- base_status->sp = base_status->max_sp;
- } else {
- if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
- && battle_config.restart_hp_rate < 50)
- base_status->hp = base_status->max_hp>>1;
- else
- base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
- if(!base_status->hp)
- base_status->hp = 1;
- base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
- if( !base_status->sp ) // The minimum for the respawn setting is SP:1
- base_status->sp = 1;
- }
- // ----- MISC CALCULATION -----
- status_calc_misc(&sd->bl, base_status, sd->status.base_level);
- // Equipment modifiers for misc settings
- if(sd->matk_rate < 0)
- sd->matk_rate = 0;
- if(sd->matk_rate != 100) {
- base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
- base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
- }
- if(sd->hit_rate < 0)
- sd->hit_rate = 0;
- if(sd->hit_rate != 100)
- base_status->hit = base_status->hit * sd->hit_rate/100;
- if(sd->flee_rate < 0)
- sd->flee_rate = 0;
- if(sd->flee_rate != 100)
- base_status->flee = base_status->flee * sd->flee_rate/100;
- if(sd->def2_rate < 0)
- sd->def2_rate = 0;
- if(sd->def2_rate != 100)
- base_status->def2 = base_status->def2 * sd->def2_rate/100;
- if(sd->mdef2_rate < 0)
- sd->mdef2_rate = 0;
- if(sd->mdef2_rate != 100)
- base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
- if(sd->critical_rate < 0)
- sd->critical_rate = 0;
- if(sd->critical_rate != 100)
- base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
- if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
- base_status->cri += 20;
- if(sd->flee2_rate < 0)
- sd->flee2_rate = 0;
- if(sd->flee2_rate != 100)
- base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
- // ----- HIT CALCULATION -----
- // Absolute modifiers from passive skills
- #ifndef RENEWAL
- if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
- base_status->hit += skill*2;
- #endif
- if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
- #ifndef RENEWAL
- base_status->hit += skill;
- #endif
- if(sd->status.weapon == W_BOW)
- base_status->rhw.range += skill;
- }
- if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
- if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
- base_status->hit += 2*skill;
- if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
- base_status->hit += skill;
- base_status->rhw.range += skill;
- }
- }
- if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
- base_status->hit += skill * 3;
- if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
- base_status->hit += skill * 2;
- if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
- base_status->hit += 20;
- // ----- FLEE CALCULATION -----
- // Absolute modifiers from passive skills
- if((skill=pc_checkskill(sd,TF_MISS))>0)
- base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
- if((skill=pc_checkskill(sd,MO_DODGE))>0)
- base_status->flee += (skill*3)>>1;
- if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
- base_status->flee += 20;
- // ----- EQUIPMENT-DEF CALCULATION -----
- // Apply relative modifiers from equipment
- if(sd->def_rate < 0)
- sd->def_rate = 0;
- if(sd->def_rate != 100) {
- i = base_status->def * sd->def_rate/100;
- base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
- }
- if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
- base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
- #ifndef RENEWAL
- if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
- base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
- base_status->def = (unsigned char)battle_config.max_def;
- }
- #endif
- // ----- EQUIPMENT-MDEF CALCULATION -----
- // Apply relative modifiers from equipment
- if(sd->mdef_rate < 0)
- sd->mdef_rate = 0;
- if(sd->mdef_rate != 100) {
- i = base_status->mdef * sd->mdef_rate/100;
- base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
- }
- #ifndef RENEWAL
- if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
- base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
- base_status->mdef = (signed char)battle_config.max_def;
- }
- #endif
- // ----- ASPD CALCULATION -----
- /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
- // Basic ASPD value
- i = status_base_amotion_pc(sd,base_status);
- base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
- // Relative modifiers from passive skills
- #ifndef RENEWAL_ASPD
- if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
- base_status->aspd_rate -= 5*skill;
- if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
- base_status->aspd_rate -= 30*skill;
- if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
- (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
- base_status->aspd_rate -= ((skill+1)/2) * 10;
- if(pc_isriding(sd))
- base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
- else if(pc_isridingdragon(sd))
- base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
- #else // Needs more info
- if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
- base_status->aspd_rate += 5*skill;
- if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
- base_status->aspd_rate += 30*skill;
- if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
- (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
- base_status->aspd_rate += ((skill+1)/2) * 10;
- if(pc_isriding(sd))
- base_status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
- else if(pc_isridingdragon(sd))
- base_status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
- #endif
- base_status->adelay = 2*base_status->amotion;
- // ----- DMOTION -----
- i = 800-base_status->agi*4;
- base_status->dmotion = cap_value(i, 400, 800);
- if(battle_config.pc_damage_delay_rate != 100)
- base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
- // ----- MISC CALCULATIONS -----
- // Weight
- status_calc_weight(sd, 2);
- status_calc_cart_weight(sd, 2);
- if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
- sd->regen.state.walk = 1;
- else
- sd->regen.state.walk = 0;
- // Skill SP cost
- if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
- sd->dsprate -= 4*skill;
- if(sc->data[SC_SERVICE4U])
- sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
- if(sc->data[SC_SPCOST_RATE])
- sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
- // Underflow protections.
- if(sd->dsprate < 0)
- sd->dsprate = 0;
- if(sd->castrate < 0)
- sd->castrate = 0;
- if(sd->delayrate < 0)
- sd->delayrate = 0;
- if(sd->hprecov_rate < 0)
- sd->hprecov_rate = 0;
- if(sd->sprecov_rate < 0)
- sd->sprecov_rate = 0;
- // Anti-element and anti-race
- if((skill=pc_checkskill(sd,CR_TRUST))>0)
- sd->subele[ELE_HOLY] += skill*5;
- if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
- sd->subele[ELE_NEUTRAL] += skill;
- sd->subele[ELE_FIRE] += skill*4;
- }
- if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
- #ifdef RENEWAL
- skill = skill * 2;
- #else
- skill = skill * 4;
- #endif
- sd->right_weapon.addrace[RC_DRAGON]+=skill;
- sd->left_weapon.addrace[RC_DRAGON]+=skill;
- sd->magic_addrace[RC_DRAGON]+=skill;
- sd->subrace[RC_DRAGON]+=skill;
- }
- if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
- sd->right_weapon.addrace[RC_DEMON] += skill;
- sd->right_weapon.addele[ELE_DARK] += skill;
- sd->left_weapon.addrace[RC_DEMON] += skill;
- sd->left_weapon.addele[ELE_DARK] += skill;
- sd->magic_addrace[RC_DEMON] += skill;
- sd->magic_addele[ELE_DARK] += skill;
- sd->subrace[RC_DEMON] += skill;
- sd->subele[ELE_DARK] += skill;
- }
- if(sc->count) {
- if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
- sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
- sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
- }
- if(sc->data[SC_SIEGFRIED]) {
- i = sc->data[SC_SIEGFRIED]->val2;
- sd->subele[ELE_WATER] += i;
- sd->subele[ELE_EARTH] += i;
- sd->subele[ELE_FIRE] += i;
- sd->subele[ELE_WIND] += i;
- sd->subele[ELE_POISON] += i;
- sd->subele[ELE_HOLY] += i;
- sd->subele[ELE_DARK] += i;
- sd->subele[ELE_GHOST] += i;
- sd->subele[ELE_UNDEAD] += i;
- }
- if(sc->data[SC_PROVIDENCE]) {
- sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
- sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
- }
- if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
- sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
- sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
- sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
- sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
- }
- if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
- sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
- sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
- sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
- sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
- }
- if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
- i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
- sd->subele[ELE_FIRE] += i;
- sd->subele[ELE_WATER] -= i;
- }
- if( sc->data[SC_WATER_DROP_OPTION] ) {
- i = sc->data[SC_WATER_DROP_OPTION]->val2;
- sd->subele[ELE_WATER] += i;
- sd->subele[ELE_WIND] -= i;
- }
- if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
- i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
- sd->subele[ELE_WIND] += i;
- sd->subele[ELE_EARTH] -= i;
- }
- if( sc->data[SC_STONE_SHIELD_OPTION] ) {
- i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
- sd->subele[ELE_EARTH] += i;
- sd->subele[ELE_FIRE] -= i;
- }
- if (sc->data[SC_MTF_MLEATKED] )
- sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
- if (sc->data[SC_MTF_CRIDAMAGE])
- sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
- if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
- sd->magic_addele[ELE_FIRE] += 25;
- if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
- sd->magic_addele[ELE_WATER] += 25;
- if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
- sd->magic_addele[ELE_WIND] += 25;
- if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
- sd->magic_addele[ELE_EARTH] += 25;
- }
- status_cpy(&sd->battle_status, base_status);
- // ----- CLIENT-SIDE REFRESH -----
- if(!sd->bl.prev) {
- // Will update on LoadEndAck
- calculating = 0;
- return 0;
- }
- if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
- clif_skillinfoblock(sd);
- // If the skill is learned, the status is infinite.
- if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 )
- sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, -1);
- calculating = 0;
- return 0;
- }
- /**
- * Calculates Mercenary data
- * @param md: Mercenary object
- * @param opt: Whether it is first calc or not (0 on level up or status)
- * @return 0
- */
- int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
- {
- struct status_data *status = &md->base_status;
- struct s_mercenary *merc = &md->mercenary;
- if (opt&SCO_FIRST) {
- memcpy(status, &md->db->status, sizeof(struct status_data));
- status->class_ = CLASS_NORMAL;
- status->mode = MD_CANMOVE|MD_CANATTACK;
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- md->battle_status.hp = merc->hp;
- md->battle_status.sp = merc->sp;
- if (md->master)
- status->speed = status_get_speed(&md->master->bl);
- }
- status_calc_misc(&md->bl, status, md->db->lv);
- status_cpy(&md->battle_status, status);
- return 0;
- }
- /**
- * Calculates Homunculus data
- * @param hd: Homunculus object
- * @param opt: Whether it is first calc or not (0 on level up or status)
- * @return 1
- */
- int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
- {
- struct status_data *status = &hd->base_status;
- struct s_homunculus *hom = &hd->homunculus;
- int skill_lv;
- int amotion;
- status->str = hom->str / 10;
- status->agi = hom->agi / 10;
- status->vit = hom->vit / 10;
- status->dex = hom->dex / 10;
- status->int_ = hom->int_ / 10;
- status->luk = hom->luk / 10;
- APPLY_HOMUN_LEVEL_STATWEIGHT();
- if (opt&SCO_FIRST) {
- const struct s_homunculus_db *db = hd->homunculusDB;
- status->def_ele = db->element;
- status->ele_lv = 1;
- status->race = db->race;
- status->class_ = CLASS_NORMAL;
- status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
- status->rhw.range = 1 + status->size;
- status->mode = MD_CANMOVE|MD_CANATTACK;
- status->speed = DEFAULT_WALK_SPEED;
- if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
- status->speed = status_get_speed(&hd->master->bl);
- status->hp = 1;
- status->sp = 1;
- }
- status->aspd_rate = 1000;
- #ifdef RENEWAL
- amotion = hd->homunculusDB->baseASPD;
- amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
- status->def = status->mdef = 0;
- #else
- skill_lv = hom->level / 10 + status->vit / 5;
- status->def = cap_value(skill_lv, 0, 99);
- skill_lv = hom->level / 10 + status->int_ / 5;
- status->mdef = cap_value(skill_lv, 0, 99);
- amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
- #endif
- status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
- status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
- status->max_hp = hom->max_hp;
- status->max_sp = hom->max_sp;
- hom_calc_skilltree(hd, 0);
- if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
- status->def += skill_lv * 4;
- if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
- status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
- status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
- }
- if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
- status->max_hp += skill_lv * 2 * status->max_hp / 100;
- if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
- status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
- if (opt&SCO_FIRST) {
- hd->battle_status.hp = hom->hp;
- hd->battle_status.sp = hom->sp;
- if(hom->class_ == 6052) // Eleanor
- sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
- }
- #ifndef RENEWAL
- status->rhw.atk = status->dex;
- status->rhw.atk2 = status->str + hom->level;
- #endif
- status_calc_misc(&hd->bl, status, hom->level);
- status_cpy(&hd->battle_status, status);
- return 1;
- }
- /**
- * Calculates Elemental data
- * @param ed: Elemental object
- * @param opt: Whether it is first calc or not (0 on status change)
- * @return 0
- */
- int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
- {
- struct status_data *status = &ed->base_status;
- struct s_elemental *ele = &ed->elemental;
- struct map_session_data *sd = ed->master;
- if( !sd )
- return 0;
- if (opt&SCO_FIRST) {
- memcpy(status, &ed->db->status, sizeof(struct status_data));
- if( !ele->mode )
- status->mode = EL_MODE_PASSIVE;
- else
- status->mode = ele->mode;
- status->class_ = CLASS_NORMAL;
- status_calc_misc(&ed->bl, status, 0);
- status->max_hp = ele->max_hp;
- status->max_sp = ele->max_sp;
- status->hp = ele->hp;
- status->sp = ele->sp;
- status->rhw.atk = ele->atk;
- status->rhw.atk2 = ele->atk2;
- status->matk_min += ele->matk;
- status->def += ele->def;
- status->mdef += ele->mdef;
- status->flee = ele->flee;
- status->hit = ele->hit;
- if (ed->master)
- status->speed = status_get_speed(&ed->master->bl);
- memcpy(&ed->battle_status,status,sizeof(struct status_data));
- } else {
- status_calc_misc(&ed->bl, status, 0);
- status_cpy(&ed->battle_status, status);
- }
- return 0;
- }
- /**
- * Calculates NPC data
- * @param nd: NPC object
- * @param opt: Whether it is first calc or not (what?)
- * @return 0
- */
- int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
- {
- struct status_data *status = &nd->status;
- if (!nd)
- return 0;
- if (opt&SCO_FIRST) {
- status->hp = 1;
- status->sp = 1;
- status->max_hp = 1;
- status->max_sp = 1;
- status->def_ele = ELE_NEUTRAL;
- status->ele_lv = 1;
- status->race = RC_DEMIHUMAN;
- status->class_ = CLASS_NORMAL;
- status->size = nd->size;
- status->rhw.range = 1 + status->size;
- status->mode = (MD_CANMOVE|MD_CANATTACK);
- status->speed = nd->speed;
- }
- status->str = nd->stat_point + nd->params.str;
- status->agi = nd->stat_point + nd->params.agi;
- status->vit = nd->stat_point + nd->params.vit;
- status->int_= nd->stat_point + nd->params.int_;
- status->dex = nd->stat_point + nd->params.dex;
- status->luk = nd->stat_point + nd->params.luk;
- status_calc_misc(&nd->bl, status, nd->level);
- status_cpy(&nd->status, status);
- return 0;
- }
- /**
- * Calculates regeneration values
- * Applies passive skill regeneration additions
- * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
- * @param status: Object's status
- * @param regen: Object's base regeneration data
- */
- void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
- {
- struct map_session_data *sd;
- int val, skill, reg_flag;
- if( !(bl->type&BL_REGEN) || !regen )
- return;
- sd = BL_CAST(BL_PC,bl);
- val = 1 + (status->vit/5) + (status->max_hp/200);
- if( sd && sd->hprecov_rate != 100 )
- val = val*sd->hprecov_rate/100;
- reg_flag = bl->type == BL_PC ? 0 : 1;
- regen->hp = cap_value(val, reg_flag, SHRT_MAX);
- val = 1 + (status->int_/6) + (status->max_sp/100);
- if( status->int_ >= 120 )
- val += ((status->int_-120)>>1) + 4;
- if( sd && sd->sprecov_rate != 100 )
- val = val*sd->sprecov_rate/100;
- regen->sp = cap_value(val, reg_flag, SHRT_MAX);
- if( sd ) {
- struct regen_data_sub *sregen;
- if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
- val = regen->sp*(100+3*skill)/100;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- }
- // Only players have skill/sitting skill regen for now.
- sregen = regen->sregen;
- val = 0;
- if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
- val += skill*5 + skill*status->max_hp/500;
- sregen->hp = cap_value(val, 0, SHRT_MAX);
- val = 0;
- if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
- val += skill*3 + skill*status->max_sp/500;
- if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
- val += skill*3 + skill*status->max_sp/500;
- if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
- val += 3 + 3 * skill;
- sregen->sp = cap_value(val, 0, SHRT_MAX);
- // Skill-related recovery (only when sit)
- sregen = regen->ssregen;
- val = 0;
- if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
- val += skill*4 + skill*status->max_hp/500;
- if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
- val += skill*30 + skill*status->max_hp/500;
- sregen->hp = cap_value(val, 0, SHRT_MAX);
- val = 0;
- if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
- val += skill*3 + skill*status->max_sp/500;
- if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
- val += (30+10*skill)*val/100;
- }
- if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
- val += skill*2 + skill*status->max_sp/500;
- sregen->sp = cap_value(val, 0, SHRT_MAX);
- }
- if( bl->type == BL_HOM ) {
- struct homun_data *hd = (TBL_HOM*)bl;
- if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
- val = regen->hp*(100+5*skill)/100;
- regen->hp = cap_value(val, 1, SHRT_MAX);
- }
- if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
- val = regen->sp*(100+3*skill)/100;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- }
- } else if( bl->type == BL_MER ) {
- val = (status->max_hp * status->vit / 10000 + 1) * 6;
- regen->hp = cap_value(val, 1, SHRT_MAX);
- val = (status->max_sp * (status->int_ + 10) / 750) + 1;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- } else if( bl->type == BL_ELEM ) {
- val = (status->max_hp * status->vit / 10000 + 1) * 6;
- regen->hp = cap_value(val, 1, SHRT_MAX);
- val = (status->max_sp * (status->int_ + 10) / 750) + 1;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- }
- }
- /**
- * Calculates SC (Status Changes) regeneration values
- * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
- * @param regen: Object's base regeneration data
- * @param sc: Object's status change data
- */
- void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
- {
- if (!(bl->type&BL_REGEN) || !regen)
- return;
- regen->flag = RGN_HP|RGN_SP;
- if(regen->sregen) {
- if (regen->sregen->hp)
- regen->flag |= RGN_SHP;
- if (regen->sregen->sp)
- regen->flag |= RGN_SSP;
- regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
- }
- if (regen->ssregen) {
- if (regen->ssregen->hp)
- regen->flag |= RGN_SHP;
- if (regen->ssregen->sp)
- regen->flag |= RGN_SSP;
- regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
- }
- regen->rate.hp = regen->rate.sp = 100;
- if (!sc || !sc->count)
- return;
- // No HP or SP regen
- if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
- || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
- || sc->data[SC_BERSERK]
- || sc->data[SC_TRICKDEAD]
- || sc->data[SC_BLEEDING]
- || sc->data[SC_MAGICMUSHROOM]
- || sc->data[SC_SATURDAYNIGHTFEVER]
- || sc->data[SC_REBOUND])
- regen->flag = RGN_NONE;
- // No natural SP regen
- if (sc->data[SC_DANCING] ||
- #ifdef RENEWAL
- sc->data[SC_MAXIMIZEPOWER] ||
- #endif
- #ifndef RENEWAL
- (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
- (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
- #else
- (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
- sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
- #endif
- sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
- regen->flag &= ~RGN_SP;
- if (sc->data[SC_TENSIONRELAX]) {
- if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
- regen->state.overweight = 0; // 1x HP regen
- else {
- regen->rate.hp += 200;
- if (regen->sregen)
- regen->sregen->rate.hp += 200;
- }
- }
- if (sc->data[SC_MAGNIFICAT])
- regen->rate.sp += 100;
- if (sc->data[SC_REGENERATION]) {
- const struct status_change_entry *sce = sc->data[SC_REGENERATION];
- if (!sce->val4) {
- regen->rate.hp += (sce->val2*100);
- regen->rate.sp += (sce->val3*100);
- } else
- regen->flag &= ~sce->val4; // Remove regen as specified by val4
- }
- if(sc->data[SC_GT_REVITALIZE]) {
- regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
- regen->state.walk = 1;
- }
- if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
- || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
- || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
- || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
- regen->rate.hp *= 2;
- if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
- regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.);
- if (sc->data[SC_VITATA_500])
- regen->rate.sp += (unsigned short)(regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100.);
- if (sc->data[SC_CATNIPPOWDER]) {
- regen->rate.hp *= 2;
- regen->rate.sp *= 2;
- }
- }
- /**
- * Applies a state to a unit - See [StatusChangeStateTable]
- * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change data
- * @param flag: Which state to apply to bl
- * @param start: (1) start state, (0) remove state
- */
- void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
- {
- /// No sc at all, we can zero without any extra weight over our conciousness
- if( !sc->count ) {
- memset(&sc->cant, 0, sizeof (sc->cant));
- return;
- }
- // Can't move
- if( flag&SCS_NOMOVE ) {
- if( !(flag&SCS_NOMOVECOND) )
- sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
- else if(
- (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
- || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
- || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
- || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
- || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
- )
- sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
- }
- // Can't use skills
- if( flag&SCS_NOCAST ) {
- if( !(flag&SCS_NOCASTCOND) )
- sc->cant.cast += ( start ? 1 : -1 );
- else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) )
- sc->cant.cast += ( start ? 1 : -1 );
- }
- // Can't chat
- if( flag&SCS_NOCHAT ) {
- if( !(flag&SCS_NOCHATCOND) )
- sc->cant.chat += ( start ? 1 : -1 );
- else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
- sc->cant.chat += ( start ? 1 : -1 );
- }
- // Player-only states
- if( bl->type == BL_PC ) {
- // Can't pick-up items
- if( flag&SCS_NOPICKITEM ) {
- if( !(flag&SCS_NOPICKITEMCOND) )
- sc->cant.pickup += ( start ? 1 : -1 );
- else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
- sc->cant.pickup += ( start ? 1 : -1 );
- }
- // Can't drop items
- if( flag&SCS_NODROPITEM ) {
- if( !(flag&SCS_NODROPITEMCOND) )
- sc->cant.drop += ( start ? 1 : -1 );
- else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
- sc->cant.drop += ( start ? 1 : -1 );
- }
- }
- return;
- }
- /**
- * Recalculates parts of an objects status according to specified flags
- * See [set_sc] [add_sc]
- * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
- * @param flag: Which status has changed on bl
- */
- void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
- {
- const struct status_data *b_status = status_get_base_status(bl); // Base Status
- struct status_data *status = status_get_status_data(bl); // Battle Status
- struct status_change *sc = status_get_sc(bl);
- TBL_PC *sd = BL_CAST(BL_PC,bl);
- int temp;
- if (!b_status || !status)
- return;
- /** [Playtester]
- * This needs to be done even if there is currently no status change active, because
- * we need to update the speed on the client when the last status change ends.
- **/
- if(flag&SCB_SPEED) {
- struct unit_data *ud = unit_bl2ud(bl);
- /** [Skotlex]
- * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
- * because if you step on something while walking, the moment this
- * piece of code triggers the walk-timer is set on INVALID_TIMER)
- **/
- if (ud)
- ud->state.change_walk_target = ud->state.speed_changed = 1;
- }
- if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
- status_cpy(status, b_status);
- return;
- }
- if(flag&SCB_STR) {
- status->str = status_calc_str(bl, sc, b_status->str);
- flag|=SCB_BATK;
- if( bl->type&BL_HOM )
- flag |= SCB_WATK;
- }
- if(flag&SCB_AGI) {
- status->agi = status_calc_agi(bl, sc, b_status->agi);
- flag|=SCB_FLEE
- #ifdef RENEWAL
- |SCB_DEF2
- #endif
- ;
- if( bl->type&(BL_PC|BL_HOM) )
- flag |= SCB_ASPD|SCB_DSPD;
- }
- if(flag&SCB_VIT) {
- status->vit = status_calc_vit(bl, sc, b_status->vit);
- flag|=SCB_DEF2|SCB_MDEF2;
- if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
- flag |= SCB_MAXHP;
- if( bl->type&BL_HOM )
- flag |= SCB_DEF;
- }
- if(flag&SCB_INT) {
- status->int_ = status_calc_int(bl, sc, b_status->int_);
- flag|=SCB_MATK|SCB_MDEF2;
- if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
- flag |= SCB_MAXSP;
- if( bl->type&BL_HOM )
- flag |= SCB_MDEF;
- }
- if(flag&SCB_DEX) {
- status->dex = status_calc_dex(bl, sc, b_status->dex);
- flag|=SCB_BATK|SCB_HIT
- #ifdef RENEWAL
- |SCB_MATK|SCB_MDEF2
- #endif
- ;
- if( bl->type&(BL_PC|BL_HOM) )
- flag |= SCB_ASPD;
- if( bl->type&BL_HOM )
- flag |= SCB_WATK;
- }
- if(flag&SCB_LUK) {
- status->luk = status_calc_luk(bl, sc, b_status->luk);
- flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
- #ifdef RENEWAL
- |SCB_MATK|SCB_HIT|SCB_FLEE
- #endif
- ;
- }
- if(flag&SCB_BATK && b_status->batk) {
- status->batk = status_base_atk(bl,status);
- temp = b_status->batk - status_base_atk(bl,b_status);
- if (temp) {
- temp += status->batk;
- status->batk = cap_value(temp, 0, USHRT_MAX);
- }
- status->batk = status_calc_batk(bl, sc, status->batk);
- }
- if(flag&SCB_WATK) {
- #ifndef RENEWAL
- status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
- if (!sd) // Should not affect weapon refine bonus
- status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
- if(b_status->lhw.atk) {
- if (sd) {
- sd->state.lr_flag = 1;
- status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
- sd->state.lr_flag = 0;
- } else {
- status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
- status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
- }
- }
- #else
- if(!b_status->watk) { // We only have left-hand weapon
- status->watk = 0;
- status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
- }
- else status->watk = status_calc_watk(bl, sc, b_status->watk);
- #endif
- }
- if(flag&SCB_HIT) {
- if (status->dex == b_status->dex
- #ifdef RENEWAL
- && status->luk == b_status->luk
- #endif
- )
- status->hit = status_calc_hit(bl, sc, b_status->hit);
- else
- status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
- #ifdef RENEWAL
- + (status->luk/3 - b_status->luk/3)
- #endif
- );
- }
- if(flag&SCB_FLEE) {
- if (status->agi == b_status->agi
- #ifdef RENEWAL
- && status->luk == b_status->luk
- #endif
- )
- status->flee = status_calc_flee(bl, sc, b_status->flee);
- else
- status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
- #ifdef RENEWAL
- + (status->luk/5 - b_status->luk/5)
- #endif
- );
- }
- if(flag&SCB_DEF) {
- status->def = status_calc_def(bl, sc, b_status->def);
- if( bl->type&BL_HOM )
- status->def += (status->vit/5 - b_status->vit/5);
- }
- if(flag&SCB_DEF2) {
- if (status->vit == b_status->vit
- #ifdef RENEWAL
- && status->agi == b_status->agi
- #endif
- )
- status->def2 = status_calc_def2(bl, sc, b_status->def2);
- else
- status->def2 = status_calc_def2(bl, sc, b_status->def2
- #ifdef RENEWAL
- + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
- #else
- + (status->vit - b_status->vit)
- #endif
- );
- }
- if(flag&SCB_MDEF) {
- status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
- if( bl->type&BL_HOM )
- status->mdef += (status->int_/5 - b_status->int_/5);
- }
- if(flag&SCB_MDEF2) {
- if (status->int_ == b_status->int_ && status->vit == b_status->vit
- #ifdef RENEWAL
- && status->dex == b_status->dex
- #endif
- )
- status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
- else
- status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
- #ifdef RENEWAL
- + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
- #else
- + ((status->vit - b_status->vit)>>1)
- #endif
- );
- }
- if(flag&SCB_SPEED) {
- status->speed = status_calc_speed(bl, sc, b_status->speed);
- if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
- status->speed = battle_config.max_walk_speed;
- if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
- status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
- if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
- status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
- if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
- status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
- }
- if(flag&SCB_CRI && b_status->cri) {
- if (status->luk == b_status->luk)
- status->cri = status_calc_critical(bl, sc, b_status->cri);
- else
- status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
- /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
- if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
- status->cri <<= 1;
- }
- if(flag&SCB_FLEE2 && b_status->flee2) {
- if (status->luk == b_status->luk)
- status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
- else
- status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
- }
- if(flag&SCB_ATK_ELE) {
- status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
- if (sd) sd->state.lr_flag = 1;
- status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
- if (sd) sd->state.lr_flag = 0;
- }
- if(flag&SCB_DEF_ELE) {
- status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
- status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
- }
- if(flag&SCB_MODE) {
- status->mode = status_calc_mode(bl, sc, b_status->mode);
- // Since mode changed, reset their state.
- if (!(status->mode&MD_CANATTACK))
- unit_stop_attack(bl);
- if (!(status->mode&MD_CANMOVE))
- unit_stop_walking(bl,1);
- }
- /**
- * No status changes alter these yet.
- * if(flag&SCB_SIZE)
- * if(flag&SCB_RACE)
- * if(flag&SCB_RANGE)
- **/
- if(flag&SCB_MAXHP) {
- if( bl->type&BL_PC ) {
- status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
- if(battle_config.hp_rate != 100)
- status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
- status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
- }
- else
- status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
- if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
- status->hp = status->max_hp;
- if( sd ) clif_updatestatus(sd,SP_HP);
- }
- }
- if(flag&SCB_MAXSP) {
- if( bl->type&BL_PC ) {
- status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
- if(battle_config.sp_rate != 100)
- status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
- status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
- }
- else
- status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
- if( status->sp > status->max_sp ) {
- status->sp = status->max_sp;
- if( sd ) clif_updatestatus(sd,SP_SP);
- }
- }
- if(flag&SCB_MATK) {
- #ifndef RENEWAL
- status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
- status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
- #else
- /**
- * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
- * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
- **/
- status->matk_min = status->matk_max = status_base_matk(bl, status, status_get_lv(bl));
- switch( bl->type ) {
- case BL_PC: {
- int wMatk = 0;
- int variance = 0;
- // Any +MATK you get from skills and cards, including cards in weapon, is added here.
- if (sd->bonus.ematk > 0)
- status->matk_min += sd->bonus.ematk;
- if (sd && pc_checkskill(sd, SU_POWEROFLAND) > 0) {
- if (pc_checkskill(sd, SU_SV_STEMSPEAR) == 5 && pc_checkskill(sd, SU_CN_POWDERING) == 5 && pc_checkskill(sd, SU_CN_METEOR) == 5 && pc_checkskill(sd, SU_SV_ROOTTWIST) == 5)
- status->matk_min += status->matk_min * 20 / 100;
- }
- status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
- status->matk_max = status->matk_min;
- // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
- if (b_status->lhw.matk) {
- if (sd) {
- //sd->state.lr_flag = 1; //?? why was that set here
- status->lhw.matk = b_status->lhw.matk;
- sd->state.lr_flag = 0;
- } else {
- status->lhw.matk = b_status->lhw.matk;
- }
- }
- if (b_status->rhw.matk) {
- status->rhw.matk = b_status->rhw.matk;
- }
- if (status->rhw.matk) {
- wMatk += status->rhw.matk;
- variance += wMatk * status->rhw.wlv / 10;
- }
- if (status->lhw.matk) {
- wMatk += status->lhw.matk;
- variance += status->lhw.matk * status->lhw.wlv / 10;
- }
- if (sc && sc->data[SC_CATNIPPOWDER])
- wMatk -= wMatk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
- status->matk_min += wMatk - variance;
- status->matk_max += wMatk + variance;
- }
- break;
- case BL_HOM:
- status->matk_min += (status_get_homint(bl) + status_get_homdex(bl)) / 5;
- status->matk_max += (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
- break;
- }
- #endif
- if (bl->type&BL_PC && sd->matk_rate != 100) {
- status->matk_max = status->matk_max * sd->matk_rate/100;
- status->matk_min = status->matk_min * sd->matk_rate/100;
- }
- if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
- || (sc && sc->data[SC_RECOGNIZEDSPELL]))
- status->matk_min = status->matk_max;
- #ifdef RENEWAL
- if( sd && sd->right_weapon.overrefine > 0) {
- status->matk_min++;
- status->matk_max += sd->right_weapon.overrefine - 1;
- }
- #endif
- status->matk_max = status_calc_matk(bl, sc, status->matk_max);
- status->matk_min = status_calc_matk(bl, sc, status->matk_min);
- }
- if(flag&SCB_ASPD) {
- int amotion;
- if ( bl->type&BL_HOM ) {
- #ifdef RENEWAL_ASPD
- amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
- amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
- amotion = (amotion * status_calc_aspd(bl, sc, 1) + status_calc_aspd(bl, sc, 2)) / - 100 + amotion;
- #else
- amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
- amotion = status_calc_aspd_rate(bl, sc, amotion);
- if (status->aspd_rate != 1000)
- amotion = amotion * status->aspd_rate / 1000;
- #endif
- amotion = status_calc_fix_aspd(bl, sc, amotion);
- status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
- status->adelay = status->amotion;
- } else if ( bl->type&BL_PC ) {
- amotion = status_base_amotion_pc(sd,status);
- #ifndef RENEWAL_ASPD
- status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
- if(status->aspd_rate != 1000)
- amotion = amotion*status->aspd_rate/1000;
- #else
- /// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
- amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
- if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
- amotion -= ( amotion - pc_maxaspd(sd) ) * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;
- if(status->aspd_rate != 1000) // Absolute percentage modifier
- amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
- #endif
- amotion = status_calc_fix_aspd(bl, sc, amotion);
- status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
- status->adelay = 2*status->amotion;
- } else { // Mercenary and mobs
- amotion = b_status->amotion;
- status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
- if(status->aspd_rate != 1000)
- amotion = amotion*status->aspd_rate/1000;
- amotion = status_calc_fix_aspd(bl, sc, amotion);
- status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
- temp = b_status->adelay*status->aspd_rate/1000;
- status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
- }
- }
- if(flag&SCB_DSPD) {
- int dmotion;
- if( bl->type&BL_PC ) {
- if (b_status->agi == status->agi)
- status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
- else {
- dmotion = 800-status->agi*4;
- status->dmotion = cap_value(dmotion, 400, 800);
- if(battle_config.pc_damage_delay_rate != 100)
- status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
- // It's safe to ignore b_status->dmotion since no bonus affects it.
- status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
- }
- } else if( bl->type&BL_HOM ) {
- dmotion = 800-status->agi*4;
- status->dmotion = cap_value(dmotion, 400, 800);
- status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
- } else { // Mercenary and mobs
- status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
- }
- }
- if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
- status_calc_regen(bl, status, status_get_regen_data(bl));
- if(flag&SCB_REGEN && bl->type&BL_REGEN)
- status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
- }
- /**
- * Recalculates parts of an objects status according to specified flags
- * Also sends updates to the client when necessary
- * See [set_sc] [add_sc]
- * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
- * @param flag: Which status has changed on bl
- * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
- */
- void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
- {
- struct status_data b_status; // Previous battle status
- struct status_data* status; // Pointer to current battle status
- if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
- if (opt&SCO_FORCE)
- ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
- else {
- ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
- return;
- }
- }
- // Remember previous values
- status = status_get_status_data(bl);
- memcpy(&b_status, status, sizeof(struct status_data));
- if( flag&SCB_BASE ) { // Calculate the object's base status too
- switch( bl->type ) {
- case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
- case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
- case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
- case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
- case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
- case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
- case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
- }
- }
- if( bl->type == BL_PET )
- return; // Pets are not affected by statuses
- if (opt&SCO_FIRST && bl->type == BL_MOB)
- return; // Assume there will be no statuses active
- status_calc_bl_main(bl, flag);
- if (opt&SCO_FIRST && bl->type == BL_HOM)
- return; // Client update handled by caller
- // Compare against new values and send client updates
- if( bl->type == BL_PC ) {
- TBL_PC* sd = BL_CAST(BL_PC, bl);
- if(b_status.str != status->str)
- clif_updatestatus(sd,SP_STR);
- if(b_status.agi != status->agi)
- clif_updatestatus(sd,SP_AGI);
- if(b_status.vit != status->vit)
- clif_updatestatus(sd,SP_VIT);
- if(b_status.int_ != status->int_)
- clif_updatestatus(sd,SP_INT);
- if(b_status.dex != status->dex)
- clif_updatestatus(sd,SP_DEX);
- if(b_status.luk != status->luk)
- clif_updatestatus(sd,SP_LUK);
- if(b_status.hit != status->hit)
- clif_updatestatus(sd,SP_HIT);
- if(b_status.flee != status->flee)
- clif_updatestatus(sd,SP_FLEE1);
- if(b_status.amotion != status->amotion)
- clif_updatestatus(sd,SP_ASPD);
- if(b_status.speed != status->speed)
- clif_updatestatus(sd,SP_SPEED);
- if(b_status.batk != status->batk
- #ifndef RENEWAL
- || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
- #endif
- )
- clif_updatestatus(sd,SP_ATK1);
- if(b_status.def != status->def) {
- clif_updatestatus(sd,SP_DEF1);
- #ifdef RENEWAL
- clif_updatestatus(sd,SP_DEF2);
- #endif
- }
- if(
- #ifdef RENEWAL
- b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
- #else
- b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
- #endif
- )
- clif_updatestatus(sd,SP_ATK2);
- if(b_status.def2 != status->def2) {
- clif_updatestatus(sd,SP_DEF2);
- #ifdef RENEWAL
- clif_updatestatus(sd,SP_DEF1);
- #endif
- }
- if(b_status.flee2 != status->flee2)
- clif_updatestatus(sd,SP_FLEE2);
- if(b_status.cri != status->cri)
- clif_updatestatus(sd,SP_CRITICAL);
- #ifndef RENEWAL
- if(b_status.matk_max != status->matk_max)
- clif_updatestatus(sd,SP_MATK1);
- if(b_status.matk_min != status->matk_min)
- clif_updatestatus(sd,SP_MATK2);
- #else
- if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
- clif_updatestatus(sd,SP_MATK2);
- clif_updatestatus(sd,SP_MATK1);
- }
- #endif
- if(b_status.mdef != status->mdef) {
- clif_updatestatus(sd,SP_MDEF1);
- #ifdef RENEWAL
- clif_updatestatus(sd,SP_MDEF2);
- #endif
- }
- if(b_status.mdef2 != status->mdef2) {
- clif_updatestatus(sd,SP_MDEF2);
- #ifdef RENEWAL
- clif_updatestatus(sd,SP_MDEF1);
- #endif
- }
- if(b_status.rhw.range != status->rhw.range)
- clif_updatestatus(sd,SP_ATTACKRANGE);
- if(b_status.max_hp != status->max_hp)
- clif_updatestatus(sd,SP_MAXHP);
- if(b_status.max_sp != status->max_sp)
- clif_updatestatus(sd,SP_MAXSP);
- if(b_status.hp != status->hp)
- clif_updatestatus(sd,SP_HP);
- if(b_status.sp != status->sp)
- clif_updatestatus(sd,SP_SP);
- } else if( bl->type == BL_HOM ) {
- TBL_HOM* hd = BL_CAST(BL_HOM, bl);
- if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
- clif_hominfo(hd->master,hd,0);
- } else if( bl->type == BL_MER ) {
- TBL_MER* md = BL_CAST(BL_MER, bl);
- if (!md->master)
- return;
- if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
- clif_mercenary_updatestatus(md->master, SP_ATK1);
- if( b_status.matk_max != status->matk_max )
- clif_mercenary_updatestatus(md->master, SP_MATK1);
- if( b_status.hit != status->hit )
- clif_mercenary_updatestatus(md->master, SP_HIT);
- if( b_status.cri != status->cri )
- clif_mercenary_updatestatus(md->master, SP_CRITICAL);
- if( b_status.def != status->def )
- clif_mercenary_updatestatus(md->master, SP_DEF1);
- if( b_status.mdef != status->mdef )
- clif_mercenary_updatestatus(md->master, SP_MDEF1);
- if( b_status.flee != status->flee )
- clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
- if( b_status.amotion != status->amotion )
- clif_mercenary_updatestatus(md->master, SP_ASPD);
- if( b_status.max_hp != status->max_hp )
- clif_mercenary_updatestatus(md->master, SP_MAXHP);
- if( b_status.max_sp != status->max_sp )
- clif_mercenary_updatestatus(md->master, SP_MAXSP);
- if( b_status.hp != status->hp )
- clif_mercenary_updatestatus(md->master, SP_HP);
- if( b_status.sp != status->sp )
- clif_mercenary_updatestatus(md->master, SP_SP);
- } else if( bl->type == BL_ELEM ) {
- TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
- if (!ed->master)
- return;
- if( b_status.max_hp != status->max_hp )
- clif_elemental_updatestatus(ed->master, SP_MAXHP);
- if( b_status.max_sp != status->max_sp )
- clif_elemental_updatestatus(ed->master, SP_MAXSP);
- if( b_status.hp != status->hp )
- clif_elemental_updatestatus(ed->master, SP_HP);
- if( b_status.sp != status->sp )
- clif_mercenary_updatestatus(ed->master, SP_SP);
- }
- }
- /**
- * Adds strength modifications based on status changes
- * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param str: Initial str
- * @return modified str with cap_value(str,0,USHRT_MAX)
- */
- static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
- {
- if(!sc || !sc->count)
- return cap_value(str,0,USHRT_MAX);
- if(sc->data[SC_HARMONIZE]) {
- str -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(str,0,USHRT_MAX);
- }
- if(sc->data[SC_INCALLSTATUS])
- str += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_CHASEWALK2])
- str += sc->data[SC_CHASEWALK2]->val1;
- if(sc->data[SC_INCSTR])
- str += sc->data[SC_INCSTR]->val1;
- if(sc->data[SC_STRFOOD])
- str += sc->data[SC_STRFOOD]->val1;
- if(sc->data[SC_FOOD_STR_CASH])
- str += sc->data[SC_FOOD_STR_CASH]->val1;
- if(sc->data[SC_BATTLEORDERS])
- str += 5;
- if(sc->data[SC_LEADERSHIP])
- str += sc->data[SC_LEADERSHIP]->val1;
- if(sc->data[SC_LOUD])
- str += 4;
- if(sc->data[SC_TRUESIGHT])
- str += 5;
- if(sc->data[SC_SPURT])
- str += 10;
- if(sc->data[SC_NEN])
- str += sc->data[SC_NEN]->val1;
- if(sc->data[SC_BLESSING]) {
- if(sc->data[SC_BLESSING]->val2)
- str += sc->data[SC_BLESSING]->val2;
- else
- str >>= 1;
- }
- if(sc->data[SC_MARIONETTE])
- str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
- if(sc->data[SC_MARIONETTE2])
- str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
- if(sc->data[SC_GIANTGROWTH])
- str += 30;
- if(sc->data[SC_BEYONDOFWARCRY])
- str -= sc->data[SC_BEYONDOFWARCRY]->val3;
- if(sc->data[SC_SAVAGE_STEAK])
- str += sc->data[SC_SAVAGE_STEAK]->val1;
- if(sc->data[SC_INSPIRATION])
- str += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_2011RWC_SCROLL])
- str += sc->data[SC_2011RWC_SCROLL]->val1;
- if(sc->data[SC_STOMACHACHE])
- str -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- str -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_FULL_THROTTLE])
- str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
- return (unsigned short)cap_value(str,0,USHRT_MAX);
- }
- /**
- * Adds agility modifications based on status changes
- * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param agi: Initial agi
- * @return modified agi with cap_value(agi,0,USHRT_MAX)
- */
- static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
- {
- if(!sc || !sc->count)
- return cap_value(agi,0,USHRT_MAX);
- if(sc->data[SC_HARMONIZE]) {
- agi -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(agi,0,USHRT_MAX);
- }
- if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
- agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
- if(sc->data[SC_INCALLSTATUS])
- agi += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCAGI])
- agi += sc->data[SC_INCAGI]->val1;
- if(sc->data[SC_AGIFOOD])
- agi += sc->data[SC_AGIFOOD]->val1;
- if(sc->data[SC_FOOD_AGI_CASH])
- agi += sc->data[SC_FOOD_AGI_CASH]->val1;
- if(sc->data[SC_SOULCOLD])
- agi += sc->data[SC_SOULCOLD]->val1;
- if(sc->data[SC_TRUESIGHT])
- agi += 5;
- if(sc->data[SC_INCREASEAGI])
- agi += sc->data[SC_INCREASEAGI]->val2;
- if(sc->data[SC_INCREASING])
- agi += 4; // Added based on skill updates [Reddozen]
- if(sc->data[SC_2011RWC_SCROLL])
- agi += sc->data[SC_2011RWC_SCROLL]->val1;
- if(sc->data[SC_DECREASEAGI])
- agi -= sc->data[SC_DECREASEAGI]->val2;
- if(sc->data[SC_QUAGMIRE])
- agi -= sc->data[SC_QUAGMIRE]->val2;
- if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
- agi -= sc->data[SC_SUITON]->val2;
- if(sc->data[SC_MARIONETTE])
- agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
- if(sc->data[SC_MARIONETTE2])
- agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
- if(sc->data[SC_ADORAMUS])
- agi -= sc->data[SC_ADORAMUS]->val2;
- if(sc->data[SC_MARSHOFABYSS])
- agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
- if(sc->data[SC_DROCERA_HERB_STEAMED])
- agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
- if(sc->data[SC_INSPIRATION])
- agi += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_STOMACHACHE])
- agi -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- agi -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_FULL_THROTTLE])
- agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
- if (sc->data[SC_ARCLOUSEDASH])
- agi += sc->data[SC_ARCLOUSEDASH]->val2;
- return (unsigned short)cap_value(agi,0,USHRT_MAX);
- }
- /**
- * Adds vitality modifications based on status changes
- * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param vit: Initial vit
- * @return modified vit with cap_value(vit,0,USHRT_MAX)
- */
- static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
- {
- if(!sc || !sc->count)
- return cap_value(vit,0,USHRT_MAX);
- if(sc->data[SC_HARMONIZE]) {
- vit -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(vit,0,USHRT_MAX);
- }
- if(sc->data[SC_INCALLSTATUS])
- vit += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCVIT])
- vit += sc->data[SC_INCVIT]->val1;
- if(sc->data[SC_VITFOOD])
- vit += sc->data[SC_VITFOOD]->val1;
- if(sc->data[SC_FOOD_VIT_CASH])
- vit += sc->data[SC_FOOD_VIT_CASH]->val1;
- if(sc->data[SC_CHANGE])
- vit += sc->data[SC_CHANGE]->val2;
- if(sc->data[SC_GLORYWOUNDS])
- vit += sc->data[SC_GLORYWOUNDS]->val1;
- if(sc->data[SC_TRUESIGHT])
- vit += 5;
- if(sc->data[SC_MARIONETTE])
- vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
- if(sc->data[SC_MARIONETTE2])
- vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- vit += sc->data[SC_SPIRIT]->val3&0xFF;
- if(sc->data[SC_LAUDAAGNUS])
- vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
- if(sc->data[SC_MINOR_BBQ])
- vit += sc->data[SC_MINOR_BBQ]->val1;
- if(sc->data[SC_INSPIRATION])
- vit += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_2011RWC_SCROLL])
- vit += sc->data[SC_2011RWC_SCROLL]->val1;
- if(sc->data[SC_STOMACHACHE])
- vit -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- vit -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
- vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
- if(sc->data[SC_FULL_THROTTLE])
- vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
- #ifdef RENEWAL
- if(sc->data[SC_DEFENCE])
- vit += sc->data[SC_DEFENCE]->val2;
- #endif
- return (unsigned short)cap_value(vit,0,USHRT_MAX);
- }
- /**
- * Adds intelligence modifications based on status changes
- * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param int_: Initial int
- * @return modified int with cap_value(int_,0,USHRT_MAX)
- */
- static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
- {
- if(!sc || !sc->count)
- return cap_value(int_,0,USHRT_MAX);
- if(sc->data[SC_HARMONIZE]) {
- int_ -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(int_,0,USHRT_MAX);
- }
- if(sc->data[SC_INCALLSTATUS])
- int_ += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCINT])
- int_ += sc->data[SC_INCINT]->val1;
- if(sc->data[SC_INTFOOD])
- int_ += sc->data[SC_INTFOOD]->val1;
- if(sc->data[SC_FOOD_INT_CASH])
- int_ += sc->data[SC_FOOD_INT_CASH]->val1;
- if(sc->data[SC_CHANGE])
- int_ += sc->data[SC_CHANGE]->val3;
- if(sc->data[SC_BATTLEORDERS])
- int_ += 5;
- if(sc->data[SC_TRUESIGHT])
- int_ += 5;
- if(sc->data[SC_BLESSING]) {
- if (sc->data[SC_BLESSING]->val2)
- int_ += sc->data[SC_BLESSING]->val2;
- else
- int_ >>= 1;
- }
- if(sc->data[SC_NEN])
- int_ += sc->data[SC_NEN]->val1;
- if(sc->data[SC_MARIONETTE])
- int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
- if(sc->data[SC_2011RWC_SCROLL])
- int_ += sc->data[SC_2011RWC_SCROLL]->val1;
- if(sc->data[SC_MARIONETTE2])
- int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
- if(sc->data[SC_INSPIRATION])
- int_ += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_MELODYOFSINK])
- int_ -= sc->data[SC_MELODYOFSINK]->val3;
- if(sc->data[SC_MANDRAGORA])
- int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
- if(sc->data[SC_COCKTAIL_WARG_BLOOD])
- int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
- if(sc->data[SC_STOMACHACHE])
- int_ -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- int_ -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_FULL_THROTTLE])
- int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
- if(bl->type != BL_PC) {
- if(sc->data[SC_STRIPHELM])
- int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
- if(sc->data[SC__STRIPACCESSORY])
- int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
- }
- return (unsigned short)cap_value(int_,0,USHRT_MAX);
- }
- /**
- * Adds dexterity modifications based on status changes
- * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param dex: Initial dex
- * @return modified dex with cap_value(dex,0,USHRT_MAX)
- */
- static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
- {
- if(!sc || !sc->count)
- return cap_value(dex,0,USHRT_MAX);
- if(sc->data[SC_HARMONIZE]) {
- dex -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(dex,0,USHRT_MAX);
- }
- if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
- dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
- if(sc->data[SC_INCALLSTATUS])
- dex += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCDEX])
- dex += sc->data[SC_INCDEX]->val1;
- if(sc->data[SC_DEXFOOD])
- dex += sc->data[SC_DEXFOOD]->val1;
- if(sc->data[SC_FOOD_DEX_CASH])
- dex += sc->data[SC_FOOD_DEX_CASH]->val1;
- if(sc->data[SC_BATTLEORDERS])
- dex += 5;
- if(sc->data[SC_HAWKEYES])
- dex += sc->data[SC_HAWKEYES]->val1;
- if(sc->data[SC_TRUESIGHT])
- dex += 5;
- if(sc->data[SC_QUAGMIRE])
- dex -= sc->data[SC_QUAGMIRE]->val2;
- if(sc->data[SC_BLESSING]) {
- if (sc->data[SC_BLESSING]->val2)
- dex += sc->data[SC_BLESSING]->val2;
- else
- dex >>= 1;
- }
- if(sc->data[SC_INCREASING])
- dex += 4; // Added based on skill updates [Reddozen]
- if(sc->data[SC_MARIONETTE])
- dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
- if(sc->data[SC_2011RWC_SCROLL])
- dex += sc->data[SC_2011RWC_SCROLL]->val1;
- if(sc->data[SC_MARIONETTE2])
- dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
- if(sc->data[SC_SIROMA_ICE_TEA])
- dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
- if(sc->data[SC_INSPIRATION])
- dex += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_STOMACHACHE])
- dex -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- dex -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
- dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
- if(sc->data[SC_MARSHOFABYSS])
- dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
- if(sc->data[SC_FULL_THROTTLE])
- dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
- return (unsigned short)cap_value(dex,0,USHRT_MAX);
- }
- /**
- * Adds luck modifications based on status changes
- * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param luk: Initial luk
- * @return modified luk with cap_value(luk,0,USHRT_MAX)
- */
- static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
- {
- if(!sc || !sc->count)
- return cap_value(luk,0,USHRT_MAX);
- if(sc->data[SC_HARMONIZE]) {
- luk -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(luk,0,USHRT_MAX);
- }
- if(sc->data[SC_CURSE])
- return 0;
- if(sc->data[SC_INCALLSTATUS])
- luk += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCLUK])
- luk += sc->data[SC_INCLUK]->val1;
- if(sc->data[SC_LUKFOOD])
- luk += sc->data[SC_LUKFOOD]->val1;
- if(sc->data[SC_FOOD_LUK_CASH])
- luk += sc->data[SC_FOOD_LUK_CASH]->val1;
- if(sc->data[SC_TRUESIGHT])
- luk += 5;
- if(sc->data[SC_GLORIA])
- luk += 30;
- if(sc->data[SC_MARIONETTE])
- luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
- if(sc->data[SC_MARIONETTE2])
- luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- luk += sc->data[SC_SPIRIT]->val4&0xFF;
- if(sc->data[SC_PUTTI_TAILS_NOODLES])
- luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
- if(sc->data[SC_INSPIRATION])
- luk += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_STOMACHACHE])
- luk -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- luk -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_LAUDARAMUS])
- luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
- if(sc->data[SC_2011RWC_SCROLL])
- luk += sc->data[SC_2011RWC_SCROLL]->val1;
- if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
- luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
- if(sc->data[SC_BANANA_BOMB])
- luk -= 75;
- if(sc->data[SC_FULL_THROTTLE])
- luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
- return (unsigned short)cap_value(luk,0,USHRT_MAX);
- }
- /**
- * Adds base attack modifications based on status changes
- * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param batk: Initial batk
- * @return modified batk with cap_value(batk,0,USHRT_MAX)
- */
- static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
- {
- if(!sc || !sc->count)
- return cap_value(batk,0,USHRT_MAX);
- if(sc->data[SC_ATKPOTION])
- batk += sc->data[SC_ATKPOTION]->val1;
- if(sc->data[SC_BATKFOOD])
- batk += sc->data[SC_BATKFOOD]->val1;
- #ifndef RENEWAL
- if(sc->data[SC_GATLINGFEVER])
- batk += sc->data[SC_GATLINGFEVER]->val3;
- if(sc->data[SC_MADNESSCANCEL])
- batk += 100;
- #endif
- if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
- batk += 50;
- if(bl->type == BL_ELEM
- && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
- || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
- || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
- || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
- )
- batk += batk / 5;
- if(sc->data[SC_FULL_SWING_K])
- batk += sc->data[SC_FULL_SWING_K]->val1;
- if(sc->data[SC_ASH])
- batk -= batk * sc->data[SC_ASH]->val4 / 100;
- if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
- batk += sc->data[SC_PYROCLASTIC]->val2;
- if (sc->data[SC_ANGRIFFS_MODUS])
- batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
- if(sc->data[SC_2011RWC_SCROLL])
- batk += 30;
- if(sc->data[SC_INCATKRATE])
- batk += batk * sc->data[SC_INCATKRATE]->val1/100;
- if(sc->data[SC_PROVOKE])
- batk += batk * sc->data[SC_PROVOKE]->val3/100;
- #ifndef RENEWAL
- if(sc->data[SC_CONCENTRATION])
- batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
- #endif
- if(sc->data[SC_SKE])
- batk += batk * 3;
- if(sc->data[SC_BLOODLUST])
- batk += batk * sc->data[SC_BLOODLUST]->val2/100;
- if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
- batk -= batk * 25/100;
- if(sc->data[SC_CURSE])
- batk -= batk * 25/100;
- /* Curse shouldn't effect on this? <- Curse OR Bleeding??
- if(sc->data[SC_BLEEDING])
- batk -= batk * 25 / 100; */
- if(sc->data[SC_FLEET])
- batk += batk * sc->data[SC_FLEET]->val3/100;
- if(sc->data[SC__ENERVATION])
- batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
- if(sc->data[SC_SATURDAYNIGHTFEVER])
- batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
- if( sc->data[SC_ZANGETSU] )
- batk += sc->data[SC_ZANGETSU]->val2;
- if(sc->data[SC_EQC])
- batk -= batk * sc->data[SC_EQC]->val3 / 100;
- if(sc->data[SC_QUEST_BUFF1])
- batk += sc->data[SC_QUEST_BUFF1]->val1;
- if(sc->data[SC_QUEST_BUFF2])
- batk += sc->data[SC_QUEST_BUFF2]->val1;
- if(sc->data[SC_QUEST_BUFF3])
- batk += sc->data[SC_QUEST_BUFF3]->val1;
- if (sc->data[SC_SHRIMP])
- batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
- return (unsigned short)cap_value(batk,0,USHRT_MAX);
- }
- /**
- * Adds weapon attack modifications based on status changes
- * @param bl: Object to change watk [PC]
- * @param sc: Object's status change information
- * @param watk: Initial watk
- * @return modified watk with cap_value(watk,0,USHRT_MAX)
- */
- static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
- {
- if(!sc || !sc->count)
- return cap_value(watk,0,USHRT_MAX);
- #ifndef RENEWAL
- if(sc->data[SC_IMPOSITIO])
- watk += sc->data[SC_IMPOSITIO]->val2;
- if(sc->data[SC_DRUMBATTLE])
- watk += sc->data[SC_DRUMBATTLE]->val2;
- #endif
- if(sc->data[SC_WATKFOOD])
- watk += sc->data[SC_WATKFOOD]->val1;
- if(sc->data[SC_VOLCANO])
- watk += sc->data[SC_VOLCANO]->val2;
- if(sc->data[SC_MERC_ATKUP])
- watk += sc->data[SC_MERC_ATKUP]->val2;
- if(sc->data[SC_WATER_BARRIER])
- watk -= sc->data[SC_WATER_BARRIER]->val2;
- #ifndef RENEWAL
- if(sc->data[SC_NIBELUNGEN]) {
- if (bl->type != BL_PC)
- watk += sc->data[SC_NIBELUNGEN]->val2;
- else {
- TBL_PC *sd = (TBL_PC*)bl;
- short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
- watk += sc->data[SC_NIBELUNGEN]->val2;
- }
- }
- if(sc->data[SC_CONCENTRATION])
- watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
- #endif
- if(sc->data[SC_INCATKRATE])
- watk += watk * sc->data[SC_INCATKRATE]->val1/100;
- if(sc->data[SC_PROVOKE])
- watk += watk * sc->data[SC_PROVOKE]->val3/100;
- if(sc->data[SC_SKE])
- watk += watk * 3;
- if(sc->data[SC_FLEET])
- watk += watk * sc->data[SC_FLEET]->val3/100;
- if(sc->data[SC_CURSE])
- watk -= watk * 25/100;
- if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
- watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
- if(sc->data[SC_FIGHTINGSPIRIT])
- watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
- if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
- watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
- if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
- watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
- if(sc->data[SC_INSPIRATION])
- watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
- if(sc->data[SC_GT_CHANGE])
- watk += sc->data[SC_GT_CHANGE]->val2;
- if(sc->data[SC__ENERVATION])
- watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
- if(sc->data[SC_STRIKING])
- watk += sc->data[SC_STRIKING]->val2;
- if(sc->data[SC_RUSHWINDMILL])
- watk += sc->data[SC_RUSHWINDMILL]->val3;
- if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
- || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
- || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
- || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
- watk += watk / 10;
- if(sc->data[SC_PYROTECHNIC_OPTION])
- watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
- if(sc->data[SC_HEATER_OPTION])
- watk += sc->data[SC_HEATER_OPTION]->val2;
- if(sc->data[SC_TROPIC_OPTION])
- watk += sc->data[SC_TROPIC_OPTION]->val2;
- if( sc && sc->data[SC_TIDAL_WEAPON] )
- watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
- if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
- watk += sc->data[SC_PYROCLASTIC]->val2;
- if(sc->data[SC_ANGRIFFS_MODUS])
- watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
- if(sc->data[SC_ODINS_POWER])
- watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
- if (sc->data[SC_FLASHCOMBO])
- watk += sc->data[SC_FLASHCOMBO]->val2;
- if (sc->data[SC_CATNIPPOWDER])
- watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
- return (unsigned short)cap_value(watk,0,USHRT_MAX);
- }
- #ifdef RENEWAL
- /**
- * Adds equip magic attack modifications based on status changes [RENEWAL]
- * @param bl: Object to change matk [PC]
- * @param sc: Object's status change information
- * @param matk: Initial matk
- * @return modified matk with cap_value(matk,0,USHRT_MAX)
- */
- static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
- {
- if (!sc || !sc->count)
- return cap_value(matk,0,USHRT_MAX);
- if (sc->data[SC_MATKPOTION])
- matk += sc->data[SC_MATKPOTION]->val1;
- if (sc->data[SC_MATKFOOD])
- matk += sc->data[SC_MATKFOOD]->val1;
- if(sc->data[SC_MANA_PLUS])
- matk += sc->data[SC_MANA_PLUS]->val1;
- if(sc->data[SC_COOLER_OPTION])
- matk += sc->data[SC_COOLER_OPTION]->val2;
- if(sc->data[SC_AQUAPLAY_OPTION])
- matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
- if(sc->data[SC_CHILLY_AIR_OPTION])
- matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
- if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
- matk += 50;
- if(sc->data[SC_ODINS_POWER])
- matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
- if(sc->data[SC_MOONLITSERENADE])
- matk += sc->data[SC_MOONLITSERENADE]->val3;
- if(sc->data[SC_IZAYOI])
- matk += 25 * sc->data[SC_IZAYOI]->val1;
- if(sc->data[SC_ZANGETSU])
- matk += sc->data[SC_ZANGETSU]->val3;
- if(sc->data[SC_QUEST_BUFF1])
- matk += sc->data[SC_QUEST_BUFF1]->val1;
- if(sc->data[SC_QUEST_BUFF2])
- matk += sc->data[SC_QUEST_BUFF2]->val1;
- if(sc->data[SC_QUEST_BUFF3])
- matk += sc->data[SC_QUEST_BUFF3]->val1;
- if(sc->data[SC_MTF_MATK2])
- matk += sc->data[SC_MTF_MATK2]->val1;
- if(sc->data[SC_2011RWC_SCROLL])
- matk += 30;
- return (unsigned short)cap_value(matk,0,USHRT_MAX);
- }
- #endif
- /**
- * Adds magic attack modifications based on status changes
- * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param matk: Initial matk
- * @return modified matk with cap_value(matk,0,USHRT_MAX)
- */
- static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
- {
- if(!sc || !sc->count)
- return cap_value(matk,0,USHRT_MAX);
- #ifndef RENEWAL
- /// Take note fixed value first before % modifiers [PRE-RENEWAL]
- if (sc->data[SC_MATKPOTION])
- matk += sc->data[SC_MATKPOTION]->val1;
- if (sc->data[SC_MATKFOOD])
- matk += sc->data[SC_MATKFOOD]->val1;
- if (sc->data[SC_MANA_PLUS])
- matk += sc->data[SC_MANA_PLUS]->val1;
- if (sc->data[SC_AQUAPLAY_OPTION])
- matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
- if (sc->data[SC_CHILLY_AIR_OPTION])
- matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
- if (sc->data[SC_COOLER_OPTION])
- matk += sc->data[SC_COOLER_OPTION]->val2;
- if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
- matk += 50;
- if (sc->data[SC_ODINS_POWER])
- matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
- if (sc->data[SC_IZAYOI])
- matk += 25 * sc->data[SC_IZAYOI]->val1;
- if (sc->data[SC_MTF_MATK2])
- matk += sc->data[SC_MTF_MATK2]->val1;
- if (sc->data[SC_2011RWC_SCROLL])
- matk += 30;
- #endif
- if (sc->data[SC_ZANGETSU])
- matk += sc->data[SC_ZANGETSU]->val3;
- if (sc->data[SC_QUEST_BUFF1])
- matk += sc->data[SC_QUEST_BUFF1]->val1;
- if (sc->data[SC_QUEST_BUFF2])
- matk += sc->data[SC_QUEST_BUFF2]->val1;
- if (sc->data[SC_QUEST_BUFF3])
- matk += sc->data[SC_QUEST_BUFF3]->val1;
- if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
- matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
- if (sc->data[SC_MINDBREAKER])
- matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
- if (sc->data[SC_INCMATKRATE])
- matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
- if (sc->data[SC_MOONLITSERENADE])
- matk += sc->data[SC_MOONLITSERENADE]->val3/100;
- if (sc->data[SC_MTF_MATK])
- matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
- if(sc->data[SC_2011RWC_SCROLL])
- matk += 30;
- if (sc->data[SC_SHRIMP])
- matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
- return (unsigned short)cap_value(matk,0,USHRT_MAX);
- }
- /**
- * Adds critical modifications based on status changes
- * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param critical: Initial critical
- * @return modified critical with cap_value(critical,10,USHRT_MAX)
- */
- static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
- {
- if(!sc || !sc->count)
- return cap_value(critical,10,SHRT_MAX);
- if (sc->data[SC_INCCRI])
- critical += sc->data[SC_INCCRI]->val2;
- if (sc->data[SC_CRIFOOD])
- critical += sc->data[SC_CRIFOOD]->val1;
- if (sc->data[SC_EXPLOSIONSPIRITS])
- critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
- if (sc->data[SC_FORTUNE])
- critical += sc->data[SC_FORTUNE]->val2;
- if (sc->data[SC_TRUESIGHT])
- critical += sc->data[SC_TRUESIGHT]->val2;
- if (sc->data[SC_CLOAKING])
- critical += critical;
- if (sc->data[SC_STRIKING])
- critical += critical * sc->data[SC_STRIKING]->val1 / 100;
- #ifdef RENEWAL
- if (sc->data[SC_SPEARQUICKEN])
- critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
- #endif
- if (sc->data[SC__INVISIBILITY])
- critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
- if (sc->data[SC__UNLUCKY])
- critical -= sc->data[SC__UNLUCKY]->val2;
- if(sc->data[SC_BEYONDOFWARCRY])
- critical += sc->data[SC_BEYONDOFWARCRY]->val3;
- return (short)cap_value(critical,10,SHRT_MAX);
- }
- /**
- * Adds hit modifications based on status changes
- * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param hit: Initial hit
- * @return modified hit with cap_value(hit,1,USHRT_MAX)
- */
- static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
- {
- if(!sc || !sc->count)
- return cap_value(hit,1,SHRT_MAX);
- if(sc->data[SC_INCHIT])
- hit += sc->data[SC_INCHIT]->val1;
- if(sc->data[SC_HITFOOD])
- hit += sc->data[SC_HITFOOD]->val1;
- if(sc->data[SC_TRUESIGHT])
- hit += sc->data[SC_TRUESIGHT]->val3;
- if(sc->data[SC_HUMMING])
- hit += sc->data[SC_HUMMING]->val2;
- if(sc->data[SC_CONCENTRATION])
- hit += sc->data[SC_CONCENTRATION]->val3;
- if(sc->data[SC_INSPIRATION])
- hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
- if(sc->data[SC_ADJUSTMENT])
- hit -= 30;
- if(sc->data[SC_INCREASING])
- hit += 20; // RockmanEXE; changed based on updated [Reddozen]
- if(sc->data[SC_MERC_HITUP])
- hit += sc->data[SC_MERC_HITUP]->val2;
- if(sc->data[SC_MTF_HITFLEE])
- hit += sc->data[SC_MTF_HITFLEE]->val1;
- if(sc->data[SC_INCHITRATE])
- hit += hit * sc->data[SC_INCHITRATE]->val1/100;
- if(sc->data[SC_BLIND])
- hit -= hit * 25/100;
- if(sc->data[SC__GROOMY])
- hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
- if(sc->data[SC_FEAR])
- hit -= hit * 20 / 100;
- if (sc->data[SC_ASH])
- hit -= hit * sc->data[SC_ASH]->val2 / 100;
- if (sc->data[SC_TEARGAS])
- hit -= hit * 50 / 100;
- if(sc->data[SC_ILLUSIONDOPING])
- hit -= sc->data[SC_ILLUSIONDOPING]->val2;
- if (sc->data[SC_MTF_ASPD])
- hit += sc->data[SC_MTF_ASPD]->val2;
- return (short)cap_value(hit,1,SHRT_MAX);
- }
- /**
- * Adds flee modifications based on status changes
- * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param flee: Initial flee
- * @return modified flee with cap_value(flee,1,USHRT_MAX)
- */
- static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
- {
- if( bl->type == BL_PC ) {
- if( map_flag_gvg(bl->m) )
- flee -= flee * battle_config.gvg_flee_penalty/100;
- else if( map[bl->m].flag.battleground )
- flee -= flee * battle_config.bg_flee_penalty/100;
- }
- if(!sc || !sc->count)
- return cap_value(flee,1,SHRT_MAX);
- if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
- return sc->data[SC_OVERED_BOOST]->val2;
- if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
- return 1; // 1 = min flee
- // Fixed value
- if(sc->data[SC_INCFLEE])
- flee += sc->data[SC_INCFLEE]->val1;
- if(sc->data[SC_FLEEFOOD])
- flee += sc->data[SC_FLEEFOOD]->val1;
- if(sc->data[SC_WHISTLE])
- flee += sc->data[SC_WHISTLE]->val2;
- if(sc->data[SC_WINDWALK])
- flee += sc->data[SC_WINDWALK]->val2;
- if(sc->data[SC_VIOLENTGALE])
- flee += sc->data[SC_VIOLENTGALE]->val2;
- if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
- flee += sc->data[SC_MOON_COMFORT]->val2;
- if(sc->data[SC_CLOSECONFINE])
- flee += 10;
- if (sc->data[SC_ANGRIFFS_MODUS])
- flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
- if(sc->data[SC_ADJUSTMENT])
- flee += 30;
- if(sc->data[SC_SPEED])
- flee += 10 + sc->data[SC_SPEED]->val1 * 10;
- if(sc->data[SC_GATLINGFEVER])
- flee -= sc->data[SC_GATLINGFEVER]->val4;
- if(sc->data[SC_PARTYFLEE])
- flee += sc->data[SC_PARTYFLEE]->val1 * 10;
- if(sc->data[SC_MERC_FLEEUP])
- flee += sc->data[SC_MERC_FLEEUP]->val2;
- if( sc->data[SC_HALLUCINATIONWALK] )
- flee += sc->data[SC_HALLUCINATIONWALK]->val2;
- if(sc->data[SC_MTF_HITFLEE])
- flee += sc->data[SC_MTF_HITFLEE]->val2;
- if( sc->data[SC_WATER_BARRIER] )
- flee -= sc->data[SC_WATER_BARRIER]->val2;
- if( sc->data[SC_C_MARKER] )
- flee -= sc->data[SC_C_MARKER]->val3;
- #ifdef RENEWAL
- if( sc->data[SC_SPEARQUICKEN] )
- flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
- #endif
- // Rate value
- if(sc->data[SC_INCFLEERATE])
- flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
- if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
- flee -= flee * 50/100;
- if(sc->data[SC_BERSERK])
- flee -= flee * 50/100;
- if(sc->data[SC_BLIND])
- flee -= flee * 25/100;
- if(sc->data[SC_FEAR])
- flee -= flee * 20 / 100;
- if(sc->data[SC_PARALYSE])
- flee -= flee * 10 / 100;
- if(sc->data[SC_INFRAREDSCAN])
- flee -= flee * 30 / 100;
- if( sc->data[SC__LAZINESS] )
- flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
- if( sc->data[SC_GLOOMYDAY] )
- flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
- if( sc->data[SC_SATURDAYNIGHTFEVER] )
- flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
- if( sc->data[SC_WIND_STEP_OPTION] )
- flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
- if( sc->data[SC_ZEPHYR] )
- flee += sc->data[SC_ZEPHYR]->val2;
- if(sc->data[SC_ASH])
- flee -= flee * sc->data[SC_ASH]->val4 / 100;
- if (sc->data[SC_GOLDENE_FERSE])
- flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
- if (sc->data[SC_SMOKEPOWDER])
- flee += flee * 20 / 100;
- if (sc->data[SC_TEARGAS])
- flee -= flee * 50 / 100;
- //if( sc->data[SC_C_MARKER] )
- // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
- if(sc->data[SC_HEAT_BARREL])
- flee -= sc->data[SC_HEAT_BARREL]->val4;
- return (short)cap_value(flee,1,SHRT_MAX);
- }
- /**
- * Adds perfect flee modifications based on status changes
- * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param flee2: Initial flee2
- * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
- */
- static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
- {
- if(!sc || !sc->count)
- return cap_value(flee2,10,SHRT_MAX);
- if(sc->data[SC_INCFLEE2])
- flee2 += sc->data[SC_INCFLEE2]->val2;
- if(sc->data[SC_WHISTLE])
- flee2 += sc->data[SC_WHISTLE]->val3*10;
- if(sc->data[SC__UNLUCKY])
- flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
- return (short)cap_value(flee2,10,SHRT_MAX);
- }
- /**
- * Adds defense (left-side) modifications based on status changes
- * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param def: Initial def
- * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
- */
- static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
- {
- if(!sc || !sc->count)
- return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
- if(sc->data[SC_BERSERK])
- return 0;
- if(sc->data[SC_SKA])
- return sc->data[SC_SKA]->val3;
- if(sc->data[SC_BARRIER])
- return 100;
- if(sc->data[SC_KEEPING])
- return 90;
- #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
- if(sc->data[SC_STEELBODY])
- return 90;
- #endif
- if(sc->data[SC_DEFSET])
- return sc->data[SC_DEFSET]->val1;
- if(sc->data[SC_DRUMBATTLE])
- def += sc->data[SC_DRUMBATTLE]->val3;
- #ifndef RENEWAL
- if(sc->data[SC_DEFENCE])
- def += sc->data[SC_DEFENCE]->val2;
- #endif
- if(sc->data[SC_INCDEFRATE])
- def += def * sc->data[SC_INCDEFRATE]->val1/100;
- if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
- def += 50;
- if(sc->data[SC_ODINS_POWER])
- def -= 20 * sc->data[SC_ODINS_POWER]->val1;
- if( sc->data[SC_ANGRIFFS_MODUS] )
- def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
- if(sc->data[SC_STONEHARDSKIN])
- def += sc->data[SC_STONEHARDSKIN]->val1;
- if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- def >>=1;
- if(sc->data[SC_FREEZE])
- def >>=1;
- if(sc->data[SC_SIGNUMCRUCIS])
- def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
- if(sc->data[SC_CONCENTRATION])
- def -= def * sc->data[SC_CONCENTRATION]->val4/100;
- if(sc->data[SC_SKE])
- def >>=1;
- if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
- def -= def * sc->data[SC_PROVOKE]->val4/100;
- if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
- def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
- if (sc->data[SC_FLING])
- def -= def * (sc->data[SC_FLING]->val2)/100;
- if( sc->data[SC_FREEZING] )
- def -= def * 10 / 100;
- if( sc->data[SC_ANALYZE] )
- def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
- if( sc->data[SC_NEUTRALBARRIER] )
- def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
- if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
- def += sc->data[SC_SHIELDSPELL_REF]->val2;
- if( sc->data[SC_PRESTIGE] )
- def += sc->data[SC_PRESTIGE]->val3;
- if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
- def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
- if( sc->data[SC_ECHOSONG] )
- def += def * sc->data[SC_ECHOSONG]->val3 / 100;
- if( sc->data[SC_SATURDAYNIGHTFEVER] )
- def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
- if( sc->data[SC_EARTHDRIVE] )
- def -= def * 25 / 100;
- if( sc->data[SC_CAMOUFLAGE] )
- def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
- if( sc->data[SC_SOLID_SKIN_OPTION] )
- def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
- if( sc->data[SC_ROCK_CRUSHER] )
- def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
- if( sc->data[SC_POWER_OF_GAIA] )
- def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
- if(sc->data[SC_ASH])
- def -= def * sc->data[SC_ASH]->val3/100;
- if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
- def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
- return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
- }
- /**
- * Adds defense (right-side) modifications based on status changes
- * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param def2: Initial def2
- * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
- */
- static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
- {
- if(!sc || !sc->count)
- #ifdef RENEWAL
- return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
- #else
- return (short)cap_value(def2,1,SHRT_MAX);
- #endif
- if(sc->data[SC_BERSERK])
- return 0;
- if(sc->data[SC_ETERNALCHAOS])
- return 0;
- if(sc->data[SC_DEFSET])
- return sc->data[SC_DEFSET]->val1;
- if(sc->data[SC_SUN_COMFORT])
- def2 += sc->data[SC_SUN_COMFORT]->val2;
- if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
- def2 += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
- if(sc->data[SC_ANGELUS])
- #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
- def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
- #else
- def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
- if(sc->data[SC_CONCENTRATION])
- def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
- #endif
- if(sc->data[SC_POISON])
- def2 -= def2 * 25/100;
- if(sc->data[SC_DPOISON])
- def2 -= def2 * 25/100;
- if(sc->data[SC_SKE])
- def2 -= def2 * 50/100;
- if(sc->data[SC_PROVOKE])
- def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
- if(sc->data[SC_JOINTBEAT])
- def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
- + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
- if(sc->data[SC_FLING])
- def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
- if( sc->data[SC_FREEZING] )
- def2 -= def2 * 10 / 100;
- if(sc->data[SC_ANALYZE])
- def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
- if(sc->data[SC_ASH])
- def2 -= def2 * sc->data[SC_ASH]->val3/100;
- if (sc->data[SC_PARALYSIS])
- def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
- if(sc->data[SC_EQC])
- def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
- if( sc->data[SC_CAMOUFLAGE] )
- def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
- #ifdef RENEWAL
- return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
- #else
- return (short)cap_value(def2,1,SHRT_MAX);
- #endif
- }
- /**
- * Adds magic defense (left-side) modifications based on status changes
- * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param mdef: Initial mdef
- * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
- */
- static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
- {
- if(!sc || !sc->count)
- return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
- if(sc->data[SC_BERSERK])
- return 0;
- if(sc->data[SC_BARRIER])
- return 100;
- #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
- if(sc->data[SC_STEELBODY])
- return 90;
- #endif
- if(sc->data[SC_MDEFSET])
- return sc->data[SC_MDEFSET]->val1;
- if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
- mdef += 50;
- if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
- mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
- if(sc->data[SC_STONEHARDSKIN])
- mdef += sc->data[SC_STONEHARDSKIN]->val1;
- if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- mdef += 25 * mdef / 100;
- if(sc->data[SC_FREEZE])
- mdef += 25 * mdef / 100;
- if(sc->data[SC_BURNING])
- mdef -= 25 * mdef / 100;
- if( sc->data[SC_NEUTRALBARRIER] )
- mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val3 / 100;
- if(sc->data[SC_ANALYZE])
- mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
- if(sc->data[SC_SYMPHONYOFLOVER])
- mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
- if(sc->data[SC_GT_CHANGE]) {
- mdef -= sc->data[SC_GT_CHANGE]->val4;
- if (mdef < 0)
- return 0;
- }
- if (sc->data[SC_ODINS_POWER])
- mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
- return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
- }
- /**
- * Adds magic defense (right-side) modifications based on status changes
- * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param mdef2: Initial mdef2
- * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
- */
- static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
- {
- if(!sc || !sc->count)
- #ifdef RENEWAL
- return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
- #else
- return (short)cap_value(mdef2,1,SHRT_MAX);
- #endif
- if(sc->data[SC_BERSERK])
- return 0;
- if(sc->data[SC_SKA])
- return 90;
- if(sc->data[SC_MDEFSET])
- return sc->data[SC_MDEFSET]->val1;
- if(sc->data[SC_MINDBREAKER])
- mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
- if(sc->data[SC_BURNING])
- mdef2 -= mdef2 * 25 / 100;
- if(sc->data[SC_ANALYZE])
- mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
- #ifdef RENEWAL
- return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
- #else
- return (short)cap_value(mdef2,1,SHRT_MAX);
- #endif
- }
- /**
- * Adds speed modifications based on status changes
- * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param speed: Initial speed
- * @return modified speed with cap_value(speed,10,USHRT_MAX)
- */
- static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
- {
- TBL_PC* sd = BL_CAST(BL_PC, bl);
- int speed_rate = 100;
- if (sc == NULL || (sd && sd->state.permanent_speed))
- return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
- if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
- if( sd->ud.skill_id == LG_EXEEDBREAK )
- speed_rate = 160 - 10 * sd->ud.skill_lv;
- else
- speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
- } else {
- int val = 0;
- // GetMoveHasteValue2()
- if( sc->data[SC_FUSION] )
- val = 25;
- else if( sd ) {
- if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
- val = 25; // Same bonus
- else if( pc_isridingwug(sd) )
- val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
- else if( pc_ismadogear(sd) ) {
- val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
- if( sc->data[SC_ACCELERATION] )
- val += 25;
- }
- else if( sc->data[SC_ALL_RIDING] )
- val = battle_config.rental_mount_speed_boost;
- }
- speed_rate -= val;
- // GetMoveSlowValue()
- if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
- val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
- else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
- val = sc->data[SC_CHASEWALK]->val3;
- else {
- val = 0;
- // Longing for Freedom cancels song/dance penalty
- if( sc->data[SC_LONGING] )
- val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
- else
- if( sd && sc->data[SC_DANCING] )
- 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)) );
- if( sc->data[SC_DECREASEAGI] )
- val = max( val, 25 );
- if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
- val = max( val, 50 );
- if( sc->data[SC_DONTFORGETME] )
- val = max( val, sc->data[SC_DONTFORGETME]->val3 );
- if( sc->data[SC_CURSE] )
- val = max( val, 300 );
- if( sc->data[SC_CHASEWALK] )
- val = max( val, sc->data[SC_CHASEWALK]->val3 );
- if( sc->data[SC_WEDDING] )
- val = max( val, 100 );
- if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
- val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
- if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
- val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
- if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
- val = max( val, 75 );
- if( sc->data[SC_SLOWDOWN] ) // Slow Potion
- val = max( val, sc->data[SC_SLOWDOWN]->val1 );
- if( sc->data[SC_GATLINGFEVER] )
- val = max( val, 100 );
- if( sc->data[SC_SUITON] )
- val = max( val, sc->data[SC_SUITON]->val3 );
- if( sc->data[SC_SWOO] )
- val = max( val, 300 );
- if( sc->data[SC_SKA] )
- val = max( val, 25 );
- if( sc->data[SC_FREEZING] )
- val = max( val, 50 );
- if( sc->data[SC_MARSHOFABYSS] )
- val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
- if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
- val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
- if( sc->data[SC_STEALTHFIELD] )
- val = max( val, 20 );
- if( sc->data[SC__LAZINESS] )
- val = max( val, 25 );
- if( sc->data[SC_BANDING_DEFENCE] )
- val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
- if( sc->data[SC_ROCK_CRUSHER_ATK] )
- val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
- if( sc->data[SC_POWER_OF_GAIA] )
- val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
- if( sc->data[SC_MELON_BOMB] )
- val = max( val, sc->data[SC_MELON_BOMB]->val2 );
- if( sc->data[SC_REBOUND] )
- val = max( val, 25 );
- if( sc->data[SC_B_TRAP] )
- val = max( val, sc->data[SC_B_TRAP]->val3 );
- if (sc->data[SC_CATNIPPOWDER])
- val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
- if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
- val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
- }
- speed_rate += val;
- val = 0;
- if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
- speed_rate = 150;
- // GetMoveHasteValue1()
- if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
- val = max( val, sc->data[SC_SPEEDUP1]->val1 );
- if( sc->data[SC_INCREASEAGI] )
- val = max( val, 25 );
- if( sc->data[SC_WINDWALK] )
- val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
- if( sc->data[SC_CARTBOOST] )
- val = max( val, 20 );
- if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
- val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
- if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
- val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
- if( sc->data[SC_BERSERK] )
- val = max( val, 25 );
- if( sc->data[SC_RUN] )
- val = max( val, 55 );
- if( sc->data[SC_AVOID] )
- val = max( val, 10 * sc->data[SC_AVOID]->val1 );
- if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
- val = max( val, 75 );
- if( sc->data[SC_CLOAKINGEXCEED] )
- val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
- if( sc->data[SC_HOVERING] )
- val = max( val, 10 );
- if( sc->data[SC_GN_CARTBOOST] )
- val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
- if( sc->data[SC_SWINGDANCE] )
- val = max( val, sc->data[SC_SWINGDANCE]->val3 );
- if( sc->data[SC_WIND_STEP_OPTION] )
- val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
- if( sc->data[SC_FULL_THROTTLE] )
- val = max( val, 25 );
- if (sc->data[SC_ARCLOUSEDASH])
- val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
- // !FIXME: official items use a single bonus for this [ultramage]
- if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
- val = max( val, sc->data[SC_SPEEDUP0]->val1 );
- if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
- val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
- speed_rate -= val;
- if( speed_rate < 40 )
- speed_rate = 40;
- }
- // GetSpeed()
- if( sd && pc_iscarton(sd) )
- speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
- if( sc->data[SC_PARALYSE] )
- speed += speed * 50 / 100;
- if( speed_rate != 100 )
- speed = speed * speed_rate / 100;
- if( sc->data[SC_STEELBODY] )
- speed = 200;
- if( sc->data[SC_DEFENDER] )
- speed = max(speed, 200);
- if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
- speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
- return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
- }
- #ifdef RENEWAL_ASPD
- /**
- * Renewal attack speed modifiers based on status changes
- * This function only affects RENEWAL players and comes after base calculation
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param flag: flag&1 - fixed value [malufett]
- * flag&2 - percentage value
- * @return modified aspd
- */
- static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
- {
- int i, pots = 0, skills1 = 0, skills2 = 0;
- if(!sc || !sc->count)
- return 0;
- if(sc->data[i=SC_ASPDPOTION3] ||
- sc->data[i=SC_ASPDPOTION2] ||
- sc->data[i=SC_ASPDPOTION1] ||
- sc->data[i=SC_ASPDPOTION0])
- pots += sc->data[i]->val1;
- if (sc->data[SC_ATTHASTE_CASH])
- pots += sc->data[SC_ATTHASTE_CASH]->val1;
- if( !sc->data[SC_QUAGMIRE] ) {
- if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
- skills1 = 7;
- if(sc->data[SC_ONEHAND] && skills1 < 7)
- skills1 = 7;
- if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // Needs more info
- skills1 = 7;
- if(sc->data[SC_ADRENALINE2] && skills1 < 6)
- skills1 = 6;
- if(sc->data[SC_ADRENALINE] && skills1 < 7)
- skills1 = 7;
- if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
- skills1 = 7;
- if(sc->data[SC_FLEET] && skills1 < 5)
- skills1 = 5;
- }
- if(sc->data[SC_BERSERK] && skills1 < 15)
- skills1 = 15;
- else if(sc->data[SC_MADNESSCANCEL] && skills1 < 20)
- skills1 = 20;
- if(sc->data[SC_DONTFORGETME])
- skills2 -= sc->data[SC_DONTFORGETME]->val2 / 10;
- if(sc->data[SC_LONGING])
- skills2 -= sc->data[SC_LONGING]->val2 / 10;
- if(sc->data[SC_STEELBODY])
- skills2 -= 25;
- if(sc->data[SC_SKA])
- skills2 -= 25;
- if(sc->data[SC_DEFENDER])
- skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
- if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
- skills2 -= 75;
- if(sc->data[SC_GRAVITATION])
- skills2 -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
- if(sc->data[SC_JOINTBEAT]) { // Needs more info
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
- skills2 -= 25;
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
- skills2 -= 10;
- }
- if( sc->data[SC_FREEZING] )
- skills2 -= 15;
- if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
- skills2 -= 50;
- if( sc->data[SC_PARALYSE] )
- skills2 -= 10;
- if( sc->data[SC__BODYPAINT] )
- skills2 -= 5 * sc->data[SC__BODYPAINT]->val1;
- if( sc->data[SC__INVISIBILITY] )
- skills2 -= sc->data[SC__INVISIBILITY]->val2;
- if( sc->data[SC__GROOMY] )
- skills2 -= sc->data[SC__GROOMY]->val2;
- if( sc->data[SC_SWINGDANCE] )
- skills2 += sc->data[SC_SWINGDANCE]->val2;
- if( sc->data[SC_DANCEWITHWUG] )
- skills2 += sc->data[SC_DANCEWITHWUG]->val3;
- if( sc->data[SC_GLOOMYDAY] )
- skills2 -= sc->data[SC_GLOOMYDAY]->val3;
- if( sc->data[SC_EARTHDRIVE] )
- skills2 -= 25;
- if( sc->data[SC_GT_CHANGE] )
- skills2 += sc->data[SC_GT_CHANGE]->val3;
- if( sc->data[SC_MELON_BOMB] )
- skills2 -= sc->data[SC_MELON_BOMB]->val3;
- if( sc->data[SC_PAIN_KILLER] )
- skills2 -= sc->data[SC_PAIN_KILLER]->val2;
- if( sc->data[SC_BOOST500] )
- skills2 += sc->data[SC_BOOST500]->val1;
- if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
- skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
- if( sc->data[SC_GOLDENE_FERSE] )
- skills2 += sc->data[SC_GOLDENE_FERSE]->val3;
- if( sc->data[SC_INCASPDRATE] )
- skills2 += sc->data[SC_INCASPDRATE]->val1;
- if( sc->data[SC_GATLINGFEVER] )
- skills2 += sc->data[SC_GATLINGFEVER]->val1;
- if( sc->data[SC_STAR_COMFORT] )
- skills2 += sc->data[SC_STAR_COMFORT]->val1;
- if( sc->data[SC_HEAT_BARREL] )
- skills2 += sc->data[SC_HEAT_BARREL]->val3;
- if(sc->data[SC_ASSNCROS] && !skills1) {
- if (bl->type!=BL_PC)
- skills2 += sc->data[SC_ASSNCROS]->val2/10;
- else
- switch(((TBL_PC*)bl)->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- break;
- default:
- skills2 += sc->data[SC_ASSNCROS]->val2/10;
- break;
- }
- }
- return ( flag&1? (skills1 + pots) : skills2 );
- }
- #endif
- /**
- * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
- * A subtraction reduces the delay, meaning an increase in ASPD
- * This comes after the percentage changes and is based on status changes
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param aspd: Object's current ASPD
- * @return modified aspd
- */
- static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
- {
- if (!sc || !sc->count)
- return cap_value(aspd, 0, 2000);
- if (sc->data[SC_OVERED_BOOST])
- return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
- if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
- || sc->data[SC_WILD_STORM_OPTION]))
- aspd -= 50; // +5 ASPD
- if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
- aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
- if (sc->data[SC_MTF_ASPD])
- aspd -= sc->data[SC_MTF_ASPD]->val1;
- if (sc->data[SC_MTF_ASPD2])
- aspd -= sc->data[SC_MTF_ASPD2]->val1;
- return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
- }
- /**
- * Calculates an object's ASPD modifier based on status changes (alters amotion value)
- * Note: The scale of aspd_rate is 1000 = 100%
- * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param aspd_rate: Object's current ASPD
- * @return modified aspd_rate
- */
- static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
- {
- int i;
- if(!sc || !sc->count)
- return cap_value(aspd_rate,0,SHRT_MAX);
- if( !sc->data[SC_QUAGMIRE] ) {
- int max = 0;
- if(sc->data[SC_STAR_COMFORT])
- max = sc->data[SC_STAR_COMFORT]->val2;
- if(sc->data[SC_TWOHANDQUICKEN] &&
- max < sc->data[SC_TWOHANDQUICKEN]->val2)
- max = sc->data[SC_TWOHANDQUICKEN]->val2;
- if(sc->data[SC_ONEHAND] &&
- max < sc->data[SC_ONEHAND]->val2)
- max = sc->data[SC_ONEHAND]->val2;
- if(sc->data[SC_MERC_QUICKEN] &&
- max < sc->data[SC_MERC_QUICKEN]->val2)
- max = sc->data[SC_MERC_QUICKEN]->val2;
- if(sc->data[SC_ADRENALINE2] &&
- max < sc->data[SC_ADRENALINE2]->val3)
- max = sc->data[SC_ADRENALINE2]->val3;
- if(sc->data[SC_ADRENALINE] &&
- max < sc->data[SC_ADRENALINE]->val3)
- max = sc->data[SC_ADRENALINE]->val3;
- if(sc->data[SC_SPEARQUICKEN] &&
- max < sc->data[SC_SPEARQUICKEN]->val2)
- max = sc->data[SC_SPEARQUICKEN]->val2;
- if(sc->data[SC_GATLINGFEVER] &&
- max < sc->data[SC_GATLINGFEVER]->val2)
- max = sc->data[SC_GATLINGFEVER]->val2;
- if(sc->data[SC_FLEET] &&
- max < sc->data[SC_FLEET]->val2)
- max = sc->data[SC_FLEET]->val2;
- if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
- if (bl->type!=BL_PC)
- max = sc->data[SC_ASSNCROS]->val2;
- else
- switch(((TBL_PC*)bl)->status.weapon) {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- break;
- default:
- max = sc->data[SC_ASSNCROS]->val2;
- }
- }
- aspd_rate -= max;
- if(sc->data[SC_BERSERK])
- aspd_rate -= 300;
- else if(sc->data[SC_MADNESSCANCEL])
- aspd_rate -= 200;
- }
- if( sc->data[i=SC_ASPDPOTION3] ||
- sc->data[i=SC_ASPDPOTION2] ||
- sc->data[i=SC_ASPDPOTION1] ||
- sc->data[i=SC_ASPDPOTION0] )
- aspd_rate -= sc->data[i]->val2;
- if (sc->data[SC_ATTHASTE_CASH])
- aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
- if(sc->data[SC_DONTFORGETME])
- aspd_rate += sc->data[SC_DONTFORGETME]->val2;
- if(sc->data[SC_LONGING])
- aspd_rate += sc->data[SC_LONGING]->val2;
- if(sc->data[SC_STEELBODY])
- aspd_rate += 250;
- if(sc->data[SC_SKA])
- aspd_rate += 250;
- if(sc->data[SC_DEFENDER])
- aspd_rate += sc->data[SC_DEFENDER]->val4;
- if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
- aspd_rate += 250;
- if(sc->data[SC_GRAVITATION])
- aspd_rate += sc->data[SC_GRAVITATION]->val2;
- if(sc->data[SC_JOINTBEAT]) {
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
- aspd_rate += 250;
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
- aspd_rate += 100;
- }
- if( sc->data[SC_FREEZING] )
- aspd_rate += 150;
- if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
- aspd_rate += 500;
- if( sc->data[SC_PARALYSE] )
- aspd_rate += 100;
- if( sc->data[SC__BODYPAINT] )
- aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
- if( sc->data[SC__INVISIBILITY] )
- aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
- if( sc->data[SC__GROOMY] )
- aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
- if( sc->data[SC_SWINGDANCE] )
- aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
- if( sc->data[SC_DANCEWITHWUG] )
- aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
- if( sc->data[SC_GLOOMYDAY] )
- aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
- if( sc->data[SC_EARTHDRIVE] )
- aspd_rate += 250;
- if( sc->data[SC_GT_CHANGE] )
- aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
- if( sc->data[SC_MELON_BOMB] )
- aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
- if( sc->data[SC_BOOST500] )
- aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
- if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
- aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
- if( sc->data[SC_INCASPDRATE] )
- aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
- if( sc->data[SC_PAIN_KILLER])
- aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
- if( sc->data[SC_GOLDENE_FERSE])
- aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
- if( sc->data[SC_HEAT_BARREL] )
- aspd_rate -= sc->data[SC_HEAT_BARREL]->val3 * 10;
- return (short)cap_value(aspd_rate,0,SHRT_MAX);
- }
- /**
- * Modifies the damage delay time based on status changes
- * The lower your delay, the quicker you can act after taking damage
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param dmotion: Object's current damage delay
- * @return modified delay rate
- */
- static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
- {
- if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
- return cap_value(dmotion,0,USHRT_MAX);
- /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
- if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
- return 0;
- if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
- return 0;
- return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
- }
- /**
- * Calculates a max HP based on status changes
- * Values can either be percentages or fixed, based on how equations are formulated
- * @param bl: Object's block_list data
- * @param maxhp: Object's current max HP
- * @return modified maxhp
- */
- static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
- {
- int rate = 100;
- maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
- if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
- maxhp = maxhp * rate / 100;
- return (unsigned int)cap_value(maxhp,1,UINT_MAX);
- }
- /**
- * Calculates a max SP based on status changes
- * Values can either be percentages or fixed, bas ed on how equations are formulated
- * @param bl: Object's block_list data
- * @param maxsp: Object's current max SP
- * @return modified maxsp
- */
- static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
- {
- int rate = 100;
- maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
-
- if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
- maxsp = maxsp * rate / 100;
-
- return (unsigned int)cap_value(maxsp,1,UINT_MAX);
- }
- /**
- * Changes a player's element based on status changes
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param element: Object's current element
- * @return new element
- */
- static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
- {
- if(!sc || !sc->count)
- return cap_value(element, 0, UCHAR_MAX);
- if(sc->data[SC_FREEZE])
- return ELE_WATER;
- if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- return ELE_EARTH;
- if(sc->data[SC_BENEDICTIO])
- return ELE_HOLY;
- if(sc->data[SC_CHANGEUNDEAD])
- return ELE_UNDEAD;
- if(sc->data[SC_ELEMENTALCHANGE])
- return sc->data[SC_ELEMENTALCHANGE]->val2;
- if(sc->data[SC_SHAPESHIFT])
- return sc->data[SC_SHAPESHIFT]->val2;
- return (unsigned char)cap_value(element,0,UCHAR_MAX);
- }
- /**
- * Changes a player's element level based on status changes
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param lv: Object's current element level
- * @return new element level
- */
- static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
- {
- if(!sc || !sc->count)
- return cap_value(lv, 1, 4);
- if(sc->data[SC_FREEZE])
- return 1;
- if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- return 1;
- if(sc->data[SC_BENEDICTIO])
- return 1;
- if(sc->data[SC_CHANGEUNDEAD])
- return 1;
- if(sc->data[SC_ELEMENTALCHANGE])
- return sc->data[SC_ELEMENTALCHANGE]->val1;
- if(sc->data[SC_SHAPESHIFT])
- return 1;
- if(sc->data[SC__INVISIBILITY])
- return 1;
- return (unsigned char)cap_value(lv,1,4);
- }
- /**
- * Changes a player's attack element based on status changes
- * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
- * @param sc: Object's status change information
- * @param element: Object's current attack element
- * @return new attack element
- */
- unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
- {
- if(!sc || !sc->count)
- return cap_value(element, 0, UCHAR_MAX);
- if(sc->data[SC_ENCHANTARMS])
- return sc->data[SC_ENCHANTARMS]->val2;
- if(sc->data[SC_WATERWEAPON]
- || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
- return ELE_WATER;
- if(sc->data[SC_EARTHWEAPON]
- || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
- return ELE_EARTH;
- if(sc->data[SC_FIREWEAPON]
- || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
- return ELE_FIRE;
- if(sc->data[SC_WINDWEAPON]
- || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
- return ELE_WIND;
- if(sc->data[SC_ENCPOISON])
- return ELE_POISON;
- if(sc->data[SC_ASPERSIO])
- return ELE_HOLY;
- if(sc->data[SC_SHADOWWEAPON])
- return ELE_DARK;
- if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
- return ELE_GHOST;
- if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
- return ELE_WATER;
- if(sc->data[SC_PYROCLASTIC])
- return ELE_FIRE;
- return (unsigned char)cap_value(element,0,UCHAR_MAX);
- }
- /**
- * Changes the mode of an object
- * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
- * @param sc: Object's status change data
- * @param mode: Original mode
- * @return mode with cap_value(mode,0,USHRT_MAX)
- */
- static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
- {
- if(!sc || !sc->count)
- return cap_value(mode, 0, INT_MAX);
- if(sc->data[SC_MODECHANGE]) {
- if (sc->data[SC_MODECHANGE]->val2)
- mode = sc->data[SC_MODECHANGE]->val2; // Set mode
- if (sc->data[SC_MODECHANGE]->val3)
- mode|= sc->data[SC_MODECHANGE]->val3; // Add mode
- if (sc->data[SC_MODECHANGE]->val4)
- mode&=~sc->data[SC_MODECHANGE]->val4; // Del mode
- }
- return cap_value(mode, 0, INT_MAX);
- }
- /**
- * Gets the name of the given bl
- * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
- * @return name or "Unknown" if any other bl->type than noted above
- */
- const char* status_get_name(struct block_list *bl)
- {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
- case BL_MOB: return ((TBL_MOB*)bl)->name;
- case BL_PET: return ((TBL_PET*)bl)->pet.name;
- case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
- //case BL_MER: // They only have database names which are global, not specific to GID.
- case BL_NPC: return ((TBL_NPC*)bl)->name;
- //case BL_ELEM: // They only have database names which are global, not specific to GID.
- }
- return "Unknown";
- }
- /**
- * Gets the class/sprite id of the given bl
- * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
- * @return class or 0 if any other bl->type than noted above
- */
- int status_get_class(struct block_list *bl)
- {
- nullpo_ret(bl);
- switch( bl->type ) {
- case BL_PC: return ((TBL_PC*)bl)->status.class_;
- case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
- case BL_PET: return ((TBL_PET*)bl)->pet.class_;
- case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
- case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
- case BL_NPC: return ((TBL_NPC*)bl)->class_;
- case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
- }
- return 0;
- }
- /**
- * Gets the base level of the given bl
- * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
- * @return base level or 1 if any other bl->type than noted above
- */
- int status_get_lv(struct block_list *bl)
- {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC: return ((TBL_PC*)bl)->status.base_level;
- case BL_MOB: return ((TBL_MOB*)bl)->level;
- case BL_PET: return ((TBL_PET*)bl)->pet.level;
- case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
- case BL_MER: return ((TBL_MER*)bl)->db->lv;
- case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
- case BL_NPC: return ((TBL_NPC*)bl)->level;
- }
- return 1;
- }
- /**
- * Gets the regeneration info of the given bl
- * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
- * @return regen data or NULL if any other bl->type than noted above
- */
- struct regen_data *status_get_regen_data(struct block_list *bl)
- {
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->regen;
- case BL_HOM: return &((TBL_HOM*)bl)->regen;
- case BL_MER: return &((TBL_MER*)bl)->regen;
- case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
- default:
- return NULL;
- }
- }
- /**
- * Gets the status data of the given bl
- * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
- * @return status or "dummy_status" if any other bl->type than noted above
- */
- struct status_data *status_get_status_data(struct block_list *bl)
- {
- nullpo_retr(&dummy_status, bl);
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->battle_status;
- case BL_MOB: return &((TBL_MOB*)bl)->status;
- case BL_PET: return &((TBL_PET*)bl)->status;
- case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
- case BL_MER: return &((TBL_MER*)bl)->battle_status;
- case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
- case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
- default:
- return &dummy_status;
- }
- }
- /**
- * Gets the base status data of the given bl
- * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
- * @return base_status or NULL if any other bl->type than noted above
- */
- struct status_data *status_get_base_status(struct block_list *bl)
- {
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->base_status;
- case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
- case BL_PET: return &((TBL_PET*)bl)->db->status;
- case BL_HOM: return &((TBL_HOM*)bl)->base_status;
- case BL_MER: return &((TBL_MER*)bl)->base_status;
- case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
- case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
- default:
- return NULL;
- }
- }
- /**
- * Gets the defense of the given bl
- * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
- * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
- */
- defType status_get_def(struct block_list *bl)
- {
- struct unit_data *ud;
- struct status_data *status = status_get_status_data(bl);
- int def = status?status->def:0;
- ud = unit_bl2ud(bl);
- if (ud && ud->skilltimer != INVALID_TIMER)
- def -= def * skill_get_castdef(ud->skill_id)/100;
- return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
- }
- /**
- * Gets the walking speed of the given bl
- * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
- * @return speed
- */
- unsigned short status_get_speed(struct block_list *bl)
- {
- if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
- return ((struct npc_data *)bl)->speed;
- return status_get_status_data(bl)->speed;
- }
- /**
- * Gets the party ID of the given bl
- * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
- * @return party ID
- */
- int status_get_party_id(struct block_list *bl)
- {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC:
- return ((TBL_PC*)bl)->status.party_id;
- case BL_PET:
- if (((TBL_PET*)bl)->master)
- return ((TBL_PET*)bl)->master->status.party_id;
- break;
- case BL_MOB: {
- struct mob_data *md=(TBL_MOB*)bl;
- if( md->master_id > 0 ) {
- struct map_session_data *msd;
- if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
- return msd->status.party_id;
- return -md->master_id;
- }
- }
- break;
- case BL_HOM:
- if (((TBL_HOM*)bl)->master)
- return ((TBL_HOM*)bl)->master->status.party_id;
- break;
- case BL_MER:
- if (((TBL_MER*)bl)->master)
- return ((TBL_MER*)bl)->master->status.party_id;
- break;
- case BL_SKILL:
- if (((TBL_SKILL*)bl)->group)
- return ((TBL_SKILL*)bl)->group->party_id;
- break;
- case BL_ELEM:
- if (((TBL_ELEM*)bl)->master)
- return ((TBL_ELEM*)bl)->master->status.party_id;
- break;
- }
- return 0;
- }
- /**
- * Gets the guild ID of the given bl
- * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
- * @return guild ID
- */
- int status_get_guild_id(struct block_list *bl)
- {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC:
- return ((TBL_PC*)bl)->status.guild_id;
- case BL_PET:
- if (((TBL_PET*)bl)->master)
- return ((TBL_PET*)bl)->master->status.guild_id;
- break;
- case BL_MOB:
- {
- struct map_session_data *msd;
- struct mob_data *md = (struct mob_data *)bl;
- if (md->guardian_data) // Guardian's guild [Skotlex]
- return md->guardian_data->guild_id;
- if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
- return msd->status.guild_id; // Alchemist's mobs [Skotlex]
- }
- break;
- case BL_HOM:
- if (((TBL_HOM*)bl)->master)
- return ((TBL_HOM*)bl)->master->status.guild_id;
- break;
- case BL_MER:
- if (((TBL_MER*)bl)->master)
- return ((TBL_MER*)bl)->master->status.guild_id;
- break;
- case BL_NPC:
- if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
- return ((TBL_NPC*)bl)->u.scr.guild_id;
- break;
- case BL_SKILL:
- if (((TBL_SKILL*)bl)->group)
- return ((TBL_SKILL*)bl)->group->guild_id;
- break;
- case BL_ELEM:
- if (((TBL_ELEM*)bl)->master)
- return ((TBL_ELEM*)bl)->master->status.guild_id;
- break;
- }
- return 0;
- }
- /**
- * Gets the guild emblem ID of the given bl
- * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
- * @return guild emblem ID
- */
- int status_get_emblem_id(struct block_list *bl)
- {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC:
- return ((TBL_PC*)bl)->guild_emblem_id;
- case BL_PET:
- if (((TBL_PET*)bl)->master)
- return ((TBL_PET*)bl)->master->guild_emblem_id;
- break;
- case BL_MOB:
- {
- struct map_session_data *msd;
- struct mob_data *md = (struct mob_data *)bl;
- if (md->guardian_data) // Guardian's guild [Skotlex]
- return md->guardian_data->emblem_id;
- if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
- return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
- }
- break;
- case BL_HOM:
- if (((TBL_HOM*)bl)->master)
- return ((TBL_HOM*)bl)->master->guild_emblem_id;
- break;
- case BL_MER:
- if (((TBL_MER*)bl)->master)
- return ((TBL_MER*)bl)->master->guild_emblem_id;
- break;
- case BL_NPC:
- if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
- struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
- if (g)
- return g->emblem_id;
- }
- break;
- case BL_ELEM:
- if (((TBL_ELEM*)bl)->master)
- return ((TBL_ELEM*)bl)->master->guild_emblem_id;
- break;
- }
- return 0;
- }
- /**
- * Gets the race of a mob or pet
- * @param bl: Object whose race to get [MOB|PET]
- * @return race
- */
- int status_get_race2(struct block_list *bl)
- {
- nullpo_ret(bl);
- if(bl->type == BL_MOB)
- return ((struct mob_data *)bl)->db->race2;
- if(bl->type == BL_PET)
- return ((struct pet_data *)bl)->db->race2;
- return 0;
- }
- /**
- * Checks if an object is dead
- * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
- * @return 1: Is dead or 0: Is alive
- */
- int status_isdead(struct block_list *bl)
- {
- nullpo_ret(bl);
- return status_get_status_data(bl)->hp == 0;
- }
- /**
- * Checks if an object is immune to magic
- * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
- * @return value of magic damage to be blocked
- */
- int status_isimmune(struct block_list *bl)
- {
- struct status_change *sc =status_get_sc(bl);
- if (sc && sc->data[SC_HERMODE])
- return 100;
- if (bl->type == BL_PC &&
- ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
- return ((TBL_PC*)bl)->special_state.no_magic_damage;
- return 0;
- }
- /**
- * Get view data of an object
- * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
- * @return view data structure bl->vd
- */
- struct view_data* status_get_viewdata(struct block_list *bl)
- {
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->vd;
- case BL_MOB: return ((TBL_MOB*)bl)->vd;
- case BL_PET: return &((TBL_PET*)bl)->vd;
- case BL_NPC: return ((TBL_NPC*)bl)->vd;
- case BL_HOM: return ((TBL_HOM*)bl)->vd;
- case BL_MER: return ((TBL_MER*)bl)->vd;
- case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
- }
- return NULL;
- }
- /**
- * Set view data of an object
- * This function deals with class, mount, and item views
- * SC views are set in clif_getareachar_unit()
- * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
- * @param class_: class of the object
- */
- void status_set_viewdata(struct block_list *bl, int class_)
- {
- struct view_data* vd;
- nullpo_retv(bl);
- if (mobdb_checkid(class_) || mob_is_clone(class_))
- vd = mob_get_viewdata(class_);
- else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
- vd = npc_get_viewdata(class_);
- else if (homdb_checkid(class_))
- vd = hom_get_viewdata(class_);
- else if (mercenary_class(class_))
- vd = mercenary_get_viewdata(class_);
- else if (elemental_class(class_))
- vd = elemental_get_viewdata(class_);
- else
- vd = NULL;
- switch (bl->type) {
- case BL_PC:
- {
- TBL_PC* sd = (TBL_PC*)bl;
- if (pcdb_checkid(class_)) {
- if (sd->sc.option&OPTION_RIDING) {
- switch (class_) { // Adapt class to a Mounted one.
- case JOB_KNIGHT:
- class_ = JOB_KNIGHT2;
- break;
- case JOB_CRUSADER:
- class_ = JOB_CRUSADER2;
- break;
- case JOB_LORD_KNIGHT:
- class_ = JOB_LORD_KNIGHT2;
- break;
- case JOB_PALADIN:
- class_ = JOB_PALADIN2;
- break;
- case JOB_BABY_KNIGHT:
- class_ = JOB_BABY_KNIGHT2;
- break;
- case JOB_BABY_CRUSADER:
- class_ = JOB_BABY_CRUSADER2;
- break;
- }
- }
- sd->vd.class_ = class_;
- clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
- sd->vd.head_top = sd->status.head_top;
- sd->vd.head_mid = sd->status.head_mid;
- sd->vd.head_bottom = sd->status.head_bottom;
- sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
- sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
- sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
- sd->vd.body_style = cap_value(sd->status.body,0,battle_config.max_body_style);
- sd->vd.sex = sd->status.sex;
- if (sd->vd.cloth_color) {
- if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
- sd->vd.cloth_color = 0;
- if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
- sd->vd.cloth_color = 0;
- if(sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette)
- sd->vd.cloth_color = 0;
- if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
- sd->vd.cloth_color = 0;
- if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
- sd->vd.cloth_color = 0;
- }
- if ( sd->vd.body_style && (
- sd->sc.option&OPTION_WEDDING || sd->sc.option&OPTION_XMAS ||
- sd->sc.option&OPTION_SUMMER || sd->sc.option&OPTION_HANBOK ||
- sd->sc.option&OPTION_OKTOBERFEST))
- sd->vd.body_style = 0;
- } else if (vd)
- memcpy(&sd->vd, vd, sizeof(struct view_data));
- else
- ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
- }
- break;
- case BL_MOB:
- {
- TBL_MOB* md = (TBL_MOB*)bl;
- if (vd)
- md->vd = vd;
- else
- ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
- }
- break;
- case BL_PET:
- {
- TBL_PET* pd = (TBL_PET*)bl;
- if (vd) {
- memcpy(&pd->vd, vd, sizeof(struct view_data));
- if (!pcdb_checkid(vd->class_)) {
- pd->vd.hair_style = battle_config.pet_hair_style;
- if(pd->pet.equip) {
- pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
- if (!pd->vd.head_bottom)
- pd->vd.head_bottom = pd->pet.equip;
- }
- }
- } else
- ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
- }
- break;
- case BL_NPC:
- {
- TBL_NPC* nd = (TBL_NPC*)bl;
- if (vd)
- nd->vd = vd;
- else
- ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
- }
- break;
- case BL_HOM:
- {
- struct homun_data *hd = (struct homun_data*)bl;
- if (vd)
- hd->vd = vd;
- else
- ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
- }
- break;
- case BL_MER:
- {
- struct mercenary_data *md = (struct mercenary_data*)bl;
- if (vd)
- md->vd = vd;
- else
- ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
- }
- break;
- case BL_ELEM:
- {
- struct elemental_data *ed = (struct elemental_data*)bl;
- if (vd)
- ed->vd = vd;
- else
- ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
- }
- break;
- }
- }
- /**
- * Get status change data of an object
- * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
- * @return status change data structure bl->sc
- */
- struct status_change *status_get_sc(struct block_list *bl)
- {
- if( bl )
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->sc;
- case BL_MOB: return &((TBL_MOB*)bl)->sc;
- case BL_NPC: return &((TBL_NPC*)bl)->sc;
- case BL_HOM: return &((TBL_HOM*)bl)->sc;
- case BL_MER: return &((TBL_MER*)bl)->sc;
- case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
- }
- return NULL;
- }
- /**
- * Initiate (memset) the status change data of an object
- * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
- */
- void status_change_init(struct block_list *bl)
- {
- struct status_change *sc = status_get_sc(bl);
- nullpo_retv(sc);
- memset(sc, 0, sizeof (struct status_change));
- }
- /*========================================== [Playtester]
- * Returns the interval for status changes that iterate multiple times
- * through the timer (e.g. those that deal damage in regular intervals)
- * @param type: Status change (SC_*)
- *------------------------------------------*/
- static int status_get_sc_interval(enum sc_type type)
- {
- switch (type) {
- case SC_POISON:
- case SC_DPOISON:
- case SC_LEECHESEND:
- return 1000;
- case SC_BURNING:
- case SC_PYREXIA:
- return 3000;
- case SC_MAGICMUSHROOM:
- return 4000;
- case SC_STONE:
- return 5000;
- case SC_BLEEDING:
- case SC_TOXIN:
- return 10000;
- default:
- break;
- }
- return 0;
- }
- /**
- * Applies SC defense to a given status change
- * This function also determines whether or not the status change will be applied
- * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
- * @param bl: Target of the status change
- * @param type: Status change (SC_*)
- * @param rate: Initial percentage rate of affecting bl
- * @param tick: Initial duration that the status change affects bl
- * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
- * @return adjusted duration based on flag values
- */
- int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, unsigned char flag)
- {
- /// Resistance rate: 10000 = 100%
- /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
- /// 5000ms -> tick_def = 5000 -> 2500ms
- int sc_def = 0, tick_def = -1; // -1 = use sc_def
- /// Fixed resistance value (after rate calculation)
- /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
- /// 2500ms -> tick_def2=2000 -> 500ms
- int sc_def2 = 0, tick_def2 = 0;
- struct status_data *status, *status_src;
- struct status_change *sc;
- struct map_session_data *sd;
- nullpo_ret(bl);
- if (src == NULL)
- return tick?tick:1; // This should not happen in current implementation, but leave it anyway
- // Status that are blocked by Golden Thief Bug card or Wand of Hermod
- if (status_isimmune(bl)) {
- switch (type) {
- case SC_DECREASEAGI:
- case SC_SILENCE:
- case SC_COMA:
- case SC_INCREASEAGI:
- case SC_BLESSING:
- case SC_SLOWPOISON:
- case SC_IMPOSITIO:
- case SC_AETERNA:
- case SC_SUFFRAGIUM:
- case SC_BENEDICTIO:
- case SC_PROVIDENCE:
- case SC_KYRIE:
- case SC_ASSUMPTIO:
- case SC_ANGELUS:
- case SC_MAGNIFICAT:
- case SC_GLORIA:
- case SC_WINDWALK:
- case SC_MAGICROD:
- case SC_HALLUCINATION:
- case SC_STONE:
- case SC_QUAGMIRE:
- case SC_SUITON:
- case SC_SWINGDANCE:
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__IGNORANCE:
- case SC__LAZINESS:
- case SC__UNLUCKY:
- case SC__WEAKNESS:
- return 0;
- }
- }
- sd = BL_CAST(BL_PC,bl);
- status = status_get_status_data(bl);
- status_src = status_get_status_data(src);
- sc = status_get_sc(bl);
- if( sc && !sc->count )
- sc = NULL;
- switch (type) {
- case SC_POISON:
- case SC_DPOISON:
- sc_def = status->vit*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- if (sd) {
- // For players: 60000 - 450*vit - 100*luk
- tick_def = status->vit*75;
- tick_def2 = status->luk*100;
- } else {
- // For monsters: 30000 - 200*vit
- tick>>=1;
- tick_def = (status->vit*200)/3;
- }
- break;
- case SC_STUN:
- sc_def = status->vit*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- tick_def2 = status->luk*10;
- break;
- case SC_SILENCE:
- #ifndef RENEWAL
- sc_def = status->vit*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- #else
- sc_def = status->int_*100;
- sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- #endif
- tick_def2 = status->luk*10;
- break;
- case SC_BLEEDING:
- #ifndef RENEWAL
- sc_def = status->vit*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- #else
- sc_def = status->agi*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- #endif
- tick_def2 = status->luk*10;
- break;
- case SC_SLEEP:
- #ifndef RENEWAL
- sc_def = status->int_*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- #else
- sc_def = status->agi*100;
- sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- #endif
- tick_def2 = status->luk*10;
- break;
- case SC_STONE:
- sc_def = status->mdef*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- tick_def = 0; // No duration reduction
- break;
- case SC_FREEZE:
- sc_def = status->mdef*100;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
- break;
- case SC_CURSE:
- // Special property: immunity when luk is zero
- if (status->luk == 0)
- return 0;
- sc_def = status->luk*100;
- sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
- tick_def = status->vit*100;
- tick_def2 = status->luk*10;
- break;
- case SC_BLIND:
- sc_def = (status->vit + status->int_)*50;
- sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
- tick_def2 = status->luk*10;
- break;
- case SC_CONFUSION:
- sc_def = (status->str + status->int_)*50;
- sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
- tick_def2 = status->luk*10;
- break;
- case SC_DECREASEAGI:
- if (sd)
- tick >>= 1; // Half duration for players.
- // Fall through
- case SC_ADORAMUS: // Arch Bishop
- sc_def2 = status->mdef*100;
- break;
- case SC_ANKLE:
- if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
- tick /= 5;
- sc_def = status->agi*50;
- break;
- case SC_DEEPSLEEP:
- sc_def = (sd ? sd->status.int_ : status_get_base_status(bl)->int_) * 50;
- tick_def = 0; // Linear reduction instead
- tick_def2 = ((sd ? sd->status.int_ : status_get_base_status(bl)->int_) + status_get_lv(bl)) * 50; // kRO balance update lists this formula
- break;
- case SC_NETHERWORLD:
- // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
- tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
- break;
- case SC_MARSHOFABYSS:
- // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
- tick_def2 = (status->int_ + status->luk)*50;
- break;
- case SC_STASIS:
- // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
- tick_def2 = (status->vit + status->dex) * 50;
- break;
- case SC_WHITEIMPRISON:
- if( tick == 5000 ) // 100% on caster
- break;
- if( bl->type == BL_PC )
- tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
- else
- tick_def2 = (status->vit + status->luk)*50;
- break;
- case SC_BURNING:
- tick_def2 = 75*status->luk + 125*status->agi;
- break;
- case SC_FREEZING:
- tick_def2 = (status->vit + status->dex)*50;
- break;
- case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
- sc_def = status->int_*80;
- sc_def = max(sc_def, 500); // minimum of 5% resist
- break;
- case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
- sc_def2 = status->agi*25;
- break;
- case SC_ELECTRICSHOCKER:
- tick_def2 = (status->vit + status->agi) * 70;
- break;
- case SC_CRYSTALIZE:
- tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
- break;
- case SC_VACUUM_EXTREME:
- tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
- break;
- case SC_KYOUGAKU:
- tick_def2 = 30*status->int_;
- break;
- case SC_PARALYSIS:
- tick_def2 = (status->vit + status->luk)*50;
- break;
- case SC_VOICEOFSIREN:
- // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
- tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
- break;
- case SC_B_TRAP:
- tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; // (custom)
- break;
- case SC_NORECOVER_STATE:
- tick_def2 = status->luk * 100;
- break;
- default:
- // Effect that cannot be reduced? Likely a buff.
- if (!(rnd()%10000 < rate))
- return 0;
- return tick ? tick : 1;
- }
- if (sd) {
- if (battle_config.pc_sc_def_rate != 100) {
- sc_def = sc_def*battle_config.pc_sc_def_rate/100;
- sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
- }
- sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
- sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
- if (battle_config.pc_sc_def_rate != 100) {
- tick_def = tick_def*battle_config.pc_sc_def_rate/100;
- tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
- }
- } else {
- if (battle_config.mob_sc_def_rate != 100) {
- sc_def = sc_def*battle_config.mob_sc_def_rate/100;
- sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
- }
- sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
- sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
- if (battle_config.mob_sc_def_rate != 100) {
- tick_def = tick_def*battle_config.mob_sc_def_rate/100;
- tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
- }
- }
- if (sc) {
- if (sc->data[SC_SCRESIST])
- sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
- else if (sc->data[SC_SIEGFRIED])
- sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
- else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
- sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
- }
- // When tick def not set, reduction is the same for both.
- if(tick_def == -1)
- tick_def = sc_def;
- // Natural resistance
- if (!(flag&SCSTART_NORATEDEF)) {
- rate -= rate*sc_def/10000;
- rate -= sc_def2;
- // Minimum chances
- switch (type) {
- case SC_BITE:
- rate = max(rate, 5000); // Minimum of 50%
- break;
- }
- // Item resistance (only applies to rate%)
- if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
- if( sd->reseff[type-SC_COMMON_MIN] > 0 )
- rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
- if( sd->sc.data[SC_COMMONSC_RESIST] )
- rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
- }
- // Aegis accuracy
- if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
- }
- if (!(rnd()%10000 < rate))
- return 0;
- // Duration cannot be reduced
- if (flag&SCSTART_NOTICKDEF)
- return max(tick, 1);
- tick -= tick*tick_def/10000;
- tick -= tick_def2;
- // Minimum durations
- switch (type) {
- case SC_ANKLE:
- case SC_MARSHOFABYSS:
- case SC_DEEPSLEEP:
- tick = max(tick, 5000); // Minimum duration 5s
- break;
- case SC_FREEZING:
- tick = max(tick, 6000); // Minimum duration 6s
- break;
- case SC_BURNING:
- case SC_STASIS:
- tick = max(tick, 10000); // Minimum duration 10s
- break;
- default:
- // Skills need to trigger even if the duration is reduced below 1ms
- tick = max(tick, 1);
- break;
- }
- return tick;
- }
- /**
- * Applies SC effect to the player
- * @param sd: Source to apply effect [PC]
- * @param type: Status change (SC_*)
- * @param dval1~3: Depends on type of status change
- * Author: Ind
- */
- void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
- struct sc_display_entry *entry;
- int i;
- for( i = 0; i < sd->sc_display_count; i++ ) {
- if( sd->sc_display[i]->type == type )
- break;
- }
- if( i != sd->sc_display_count ) {
- sd->sc_display[i]->val1 = dval1;
- sd->sc_display[i]->val2 = dval2;
- sd->sc_display[i]->val3 = dval3;
- return;
- }
- entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry);
- entry->type = type;
- entry->val1 = dval1;
- entry->val2 = dval2;
- entry->val3 = dval3;
- RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
- sd->sc_display[sd->sc_display_count - 1] = entry;
- }
- /**
- * Removes SC effect of the player
- * @param sd: Source to remove effect [PC]
- * @param type: Status change (SC_*)
- * Author: Ind
- */
- void status_display_remove(struct map_session_data *sd, enum sc_type type) {
- int i;
- for( i = 0; i < sd->sc_display_count; i++ ) {
- if( sd->sc_display[i]->type == type )
- break;
- }
- if( i != sd->sc_display_count ) {
- int cursor;
- ers_free(pc_sc_display_ers, sd->sc_display[i]);
- sd->sc_display[i] = NULL;
- /* The all-mighty compact-o-matic */
- for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
- if( sd->sc_display[i] == NULL )
- continue;
- if( i != cursor )
- sd->sc_display[cursor] = sd->sc_display[i];
- cursor++;
- }
- if( !(sd->sc_display_count = cursor) ) {
- aFree(sd->sc_display);
- sd->sc_display = NULL;
- }
- }
- }
- /**
- * Applies SC defense to a given status change
- * This function also determines whether or not the status change will be applied
- * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
- * @param bl: Target of the status change (See: enum sc_type)
- * @param type: Status change (SC_*)
- * @param rate: Initial percentage rate of affecting bl (0~10000)
- * @param val1~4: Depends on type of status change
- * @param tick: Initial duration that the status change affects bl
- * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
- * @return adjusted duration based on flag values
- */
- int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,unsigned char flag) {
- struct map_session_data *sd = NULL;
- struct status_change* sc;
- struct status_change_entry* sce;
- struct status_data *status;
- struct view_data *vd;
- int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
- bool sc_isnew = true;
- nullpo_ret(bl);
- sc = status_get_sc(bl);
- status = status_get_status_data(bl);
- if( type <= SC_NONE || type >= SC_MAX ) {
- ShowError("status_change_start: invalid status change (%d)!\n", type);
- return 0;
- }
- if( !sc )
- return 0; // Unable to receive status changes
- if( status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
- return 0;
- if (status_change_isDisabledOnMap(type, bl->m))
- return 0;
- if( bl->type == BL_MOB) {
- struct mob_data *md = BL_CAST(BL_MOB,bl);
- if(md && (md->mob_id == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
- return 0; // Emperium/BG Monsters can't be afflicted by status changes
- // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
- // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
- }
- if( sc->data[SC_REFRESH] ) {
- if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
- return 0; // Immune to status ailments
- switch( type ) {
- case SC_DEEPSLEEP:
- case SC_BURNING:
- case SC_FREEZING:
- case SC_CRYSTALIZE:
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_MARSHOFABYSS:
- case SC_MANDRAGORA:
- return 0;
- }
- }
- if( sc->data[SC_INSPIRATION] ) {
- if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
- return 0; // Immune to status ailments
- switch( type ) {
- case SC_BURNING:
- case SC_FREEZING:
- case SC_CRYSTALIZE:
- case SC_FEAR:
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- case SC_DEEPSLEEP:
- case SC_SATURDAYNIGHTFEVER:
- case SC__BODYPAINT:
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__IGNORANCE:
- case SC__LAZINESS:
- case SC__UNLUCKY:
- case SC__WEAKNESS:
- return 0;
- }
- }
- if( sc->data[SC_KINGS_GRACE] ) {
- if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
- return 0; // Immune to status ailments
- switch( type ) {
- case SC_HALLUCINATION:
- case SC_BURNING:
- case SC_CRYSTALIZE:
- case SC_FREEZING:
- case SC_DEEPSLEEP:
- case SC_FEAR:
- case SC_MANDRAGORA:
- return 0;
- }
- }
- // Adjust tick according to status resistances
- if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
- tick = status_get_sc_def(src, bl, type, rate, tick, flag);
- if( !tick )
- return 0;
- }
- sd = BL_CAST(BL_PC, bl);
- vd = status_get_viewdata(bl);
- undead_flag = battle_check_undead(status->race,status->def_ele);
- // Check for immunities / sc fails
- switch (type) {
- case SC_DECREASEAGI:
- case SC_QUAGMIRE:
- case SC_DONTFORGETME:
- if(sc->data[SC_SPEEDUP1])
- return 0;
- break;
- case SC_ANGRIFFS_MODUS:
- case SC_GOLDENE_FERSE:
- if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
- || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
- )
- return 0;
- case SC_VACUUM_EXTREME:
- if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
- (sc->data[SC_VACUUM_EXTREME_POSTDELAY] && sc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == val2))) // Ignore post delay from other vacuum (this will make stack effect enabled)
- return 0;
- break;
- case SC_STONE:
- if(sc->data[SC_POWER_OF_GAIA])
- return 0;
- case SC_FREEZE:
- // Undead are immune to Freeze/Stone
- if (undead_flag && !(flag&SCSTART_NOAVOID))
- return 0;
- case SC_DEEPSLEEP:
- case SC_SLEEP:
- case SC_STUN:
- case SC_FREEZING:
- case SC_CRYSTALIZE:
- if (sc->opt1)
- return 0; // Cannot override other opt1 status changes. [Skotlex]
- if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
- return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
- break;
- case SC_BLIND:
- if (sc->data[SC_FEAR])
- return 0;
- break;
- case SC_ALL_RIDING:
- if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
- return 0;
- if( sc->data[type] )
- { // Already mounted, just dismount.
- status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
- return 0;
- }
- break;
- // They're all like berserk, do not everlap each other
- case SC_BERSERK:
- if(sc->data[SC_SATURDAYNIGHTFEVER])
- return 0;
- break;
- case SC_BURNING:
- if(sc->opt1 || sc->data[SC_FREEZING])
- return 0;
- break;
- case SC_SIGNUMCRUCIS:
- // Only affects demons and undead element (but not players)
- if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
- return 0;
- break;
- case SC_AETERNA:
- if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
- return 0;
- break;
- case SC_KYRIE:
- case SC_TUNAPARTY:
- if (bl->type == BL_MOB)
- return 0;
- break;
- case SC_OVERTHRUST:
- if (sc->data[SC_MAXOVERTHRUST])
- return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
- case SC_MAXOVERTHRUST:
- if( sc->option&OPTION_MADOGEAR )
- return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
- break;
- case SC_ADRENALINE:
- if (sc->data[SC_QUAGMIRE] ||
- sc->data[SC_DECREASEAGI] ||
- sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
- )
- return 0;
- break;
- case SC_ADRENALINE2:
- if (sc->data[SC_QUAGMIRE] ||
- sc->data[SC_DECREASEAGI]
- )
- return 0;
- break;
- case SC_MAGNIFICAT:
- if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
- return 0;
- break;
- case SC_ONEHAND:
- case SC_MERC_QUICKEN:
- case SC_TWOHANDQUICKEN:
- if(sc->data[SC_DECREASEAGI])
- return 0;
- case SC_INCREASEAGI:
- case SC_CONCENTRATE:
- case SC_SPEARQUICKEN:
- case SC_TRUESIGHT:
- case SC_WINDWALK:
- case SC_CARTBOOST:
- case SC_ASSNCROS:
- if (sc->option&OPTION_MADOGEAR)
- return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
- if (sc->data[SC_QUAGMIRE])
- return 0;
- break;
- case SC_CLOAKING:
- // Avoid cloaking with no wall and low skill level. [Skotlex]
- // Due to the cloaking card, we have to check the wall versus to known
- // skill level rather than the used one. [Skotlex]
- // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
- if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
- return 0;
- break;
- case SC_MODECHANGE:
- {
- enum e_mode mode;
- struct status_data *bstatus = status_get_base_status(bl);
- if (!bstatus) return 0;
- if (sc->data[type]) { // Pile up with previous values.
- if(!val2) val2 = sc->data[type]->val2;
- val3 |= sc->data[type]->val3;
- val4 |= sc->data[type]->val4;
- }
- mode = val2?val2:bstatus->mode; // Base mode
- if (val4) mode&=~val4; // Del mode
- if (val3) mode|= val3; // Add mode
- if (mode == bstatus->mode) { // No change.
- if (sc->data[type]) // Abort previous status
- return status_change_end(bl, type, INVALID_TIMER);
- return 0;
- }
- }
- break;
- // Strip skills, need to divest something or it fails.
- case SC_STRIPWEAPON:
- if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
- short i;
- opt_flag = 0; // Reuse to check success condition.
- if(sd->bonus.unstripable_equip&EQP_WEAPON)
- return 0;
- i = sd->equip_index[EQI_HAND_L];
- if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
- opt_flag|=1;
- pc_unequipitem(sd,i,3); // Left-hand weapon
- }
- i = sd->equip_index[EQI_HAND_R];
- if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
- opt_flag|=2;
- pc_unequipitem(sd,i,3);
- }
- if (!opt_flag) return 0;
- }
- if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
- break;
- case SC_STRIPSHIELD:
- if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
- else
- if (sd && !(flag&SCSTART_LOADED)) {
- short i;
- if(sd->bonus.unstripable_equip&EQP_SHIELD)
- return 0;
- i = sd->equip_index[EQI_HAND_L];
- if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
- return 0;
- pc_unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
- break;
- case SC_STRIPARMOR:
- if (sd && !(flag&SCSTART_LOADED)) {
- short i;
- if(sd->bonus.unstripable_equip&EQP_ARMOR)
- return 0;
- i = sd->equip_index[EQI_ARMOR];
- if ( i < 0 || !sd->inventory_data[i] )
- return 0;
- pc_unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
- break;
- case SC_STRIPHELM:
- if (sd && !(flag&SCSTART_LOADED)) {
- short i;
- if(sd->bonus.unstripable_equip&EQP_HELM)
- return 0;
- i = sd->equip_index[EQI_HEAD_TOP];
- if ( i < 0 || !sd->inventory_data[i] )
- return 0;
- pc_unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
- break;
- case SC_MERC_FLEEUP:
- case SC_MERC_ATKUP:
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
- case SC_MERC_HITUP:
- if( bl->type != BL_MER )
- return 0; // Stats only for Mercenaries
- break;
- case SC_STRFOOD:
- if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
- return 0;
- break;
- case SC_AGIFOOD:
- if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
- return 0;
- break;
- case SC_VITFOOD:
- if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
- return 0;
- break;
- case SC_INTFOOD:
- if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
- return 0;
- break;
- case SC_DEXFOOD:
- if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
- return 0;
- break;
- case SC_LUKFOOD:
- if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_STR_CASH:
- if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
- return 0;
- break;
- case SC_FOOD_AGI_CASH:
- if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
- return 0;
- break;
- case SC_FOOD_VIT_CASH:
- if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
- return 0;
- break;
- case SC_FOOD_INT_CASH:
- if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
- return 0;
- break;
- case SC_FOOD_DEX_CASH:
- if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
- return 0;
- break;
- case SC_FOOD_LUK_CASH:
- if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
- return 0;
- break;
- case SC_CAMOUFLAGE:
- if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
- return 0;
- break;
- case SC__STRIPACCESSORY:
- if( sd ) {
- short i = -1;
- if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
- i = sd->equip_index[EQI_ACC_L];
- if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
- pc_unequipitem(sd,i,3); // Left-Accessory
- }
- if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
- i = sd->equip_index[EQI_ACC_R];
- if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
- pc_unequipitem(sd,i,3); // Right-Accessory
- }
- if( i < 0 )
- return 0;
- }
- if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
- break;
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- { // It doesn't stack or even renew
- int i = SC_TOXIN;
- for(; i<= SC_LEECHESEND; i++)
- if(sc->data[i]) return 0;
- }
- break;
- case SC_SATURDAYNIGHTFEVER:
- if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
- return 0;
- break;
- case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
- if(sc->data[SC_HOVERING])
- return 0;
- break;
- case SC_HEAT_BARREL:
- //kRO Update 2014-02-12
- //- Cannot be stacked with Platinum Alter and Madness Canceler (and otherwise?) [Cydh]
- if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
- return 0;
- break;
- case SC_P_ALTER:
- if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
- return 0;
- break;
- case SC_MADNESSCANCEL:
- if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
- return 0;
- break;
- case SC_KINGS_GRACE:
- if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
- return 0;
- break;
- case SC_WEDDING:
- case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- case SC_OKTOBERFEST:
- if (!vd)
- return 0;
- break;
- }
- // Check for BOSS resistances
- if(status->mode&MD_BOSS && !(flag&SCSTART_NOAVOID)) {
- if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
- return 0;
- switch (type) {
- case SC_BLESSING:
- case SC_DECREASEAGI:
- case SC_PROVOKE:
- case SC_COMA:
- case SC_GRAVITATION:
- case SC_SUITON:
- case SC_RICHMANKIM:
- case SC_ROKISWEIL:
- case SC_FOGWALL:
- case SC_FREEZING:
- case SC_BURNING:
- case SC_MARSHOFABYSS:
- case SC_ADORAMUS:
- case SC_PARALYSIS:
- case SC_DEEPSLEEP:
- case SC_CRYSTALIZE:
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__IGNORANCE:
- case SC__LAZINESS:
- case SC__UNLUCKY:
- case SC__WEAKNESS:
- case SC_TEARGAS:
- case SC_TEARGAS_SOB:
- case SC_PYREXIA:
- case SC_DEATHHURT:
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- case SC_BITE:
- case SC_ELECTRICSHOCKER:
- case SC_MAGNETICFIELD:
- case SC_NETHERWORLD:
- case SC_VACUUM_EXTREME:
- case SC_SV_ROOTTWIST:
- case SC_BITESCAR:
- case SC_FRESHSHRIMP:
- return 0;
- }
- }
- // Check for mvp resistance // atm only those who OS
- if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID)) {
- switch (type) {
- case SC_COMA:
- // continue list...
- return 0;
- }
- }
- // Before overlapping fail, one must check for status cured.
- switch (type) {
- case SC_BLESSING:
- // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
- // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
- if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
- status_change_end(bl, SC_CURSE, INVALID_TIMER);
- if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- if (sc->data[SC_CURSE]) {
- status_change_end(bl, SC_CURSE, INVALID_TIMER);
- return 1; // End Curse and do not give stat boost
- }
- }
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
- break;
- case SC_INCREASEAGI:
- status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
- status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
- break;
- case SC_QUAGMIRE:
- status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
- status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
- status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
- status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
- // Also blocks the ones below...
- case SC_DECREASEAGI:
- if (type == SC_DECREASEAGI) {
- status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
- status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
- }
- status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
- status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
- // Also blocks the ones below...
- case SC_DONTFORGETME:
- status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
- status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
- status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
- status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
- status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
- break;
- case SC_ADORAMUS:
- status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
- break;
- case SC_ONEHAND:
- // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
- status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
- break;
- case SC_MAXOVERTHRUST:
- // Cancels Normal Overthrust. [Skotlex]
- status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
- break;
- case SC_MAGNIFICAT:
- status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
- break;
- case SC_OFFERTORIUM:
- status_change_end(bl,SC_MAGNIFICAT,INVALID_TIMER);
- break;
- case SC_KYRIE:
- // Cancels Assumptio
- status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
- break;
- case SC_DELUGE:
- if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- break;
- case SC_SILENCE:
- if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
- status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
- break;
- case SC_FREEZE:
- status_change_end(bl, SC_AETERNA, INVALID_TIMER);
- break;
- case SC_HIDING:
- status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
- status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
- break;
- case SC_BERSERK:
- if( val3 == SC__BLOODYLUST )
- break;
- if(battle_config.berserk_cancels_buffs) {
- status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
- status_change_end(bl, SC_PARRYING, INVALID_TIMER);
- status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
- status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
- }
- #ifdef RENEWAL
- else {
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- }
- #endif
- break;
- case SC_ASSUMPTIO:
- status_change_end(bl, SC_KYRIE, INVALID_TIMER);
- status_change_end(bl, SC_KAITE, INVALID_TIMER);
- break;
- case SC_KAITE:
- status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
- break;
- case SC_GN_CARTBOOST:
- case SC_CARTBOOST:
- if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
- status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
- return 0;
- }
- //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
- //since Cart Boost don't cancel Slow Grace effect
- //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
- //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
- if(sc->data[SC_DONTFORGETME])
- return 0;
- break;
- case SC_FUSION:
- status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
- break;
- case SC_ADJUSTMENT:
- status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
- break;
- case SC_MADNESSCANCEL:
- status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
- break;
- // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
- case SC_CHANGEUNDEAD:
- status_change_end(bl, SC_BLESSING, INVALID_TIMER);
- status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
- break;
- case SC_STRFOOD:
- status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
- break;
- case SC_AGIFOOD:
- status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
- break;
- case SC_VITFOOD:
- status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
- break;
- case SC_INTFOOD:
- status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
- break;
- case SC_DEXFOOD:
- status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
- break;
- case SC_LUKFOOD:
- status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_STR_CASH:
- status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
- break;
- case SC_FOOD_AGI_CASH:
- status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
- break;
- case SC_FOOD_VIT_CASH:
- status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
- break;
- case SC_FOOD_INT_CASH:
- status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
- break;
- case SC_FOOD_DEX_CASH:
- status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
- break;
- case SC_FOOD_LUK_CASH:
- status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
- break;
- case SC_MARSHOFABYSS:
- status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
- status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
- break;
- case SC_SWINGDANCE:
- case SC_SYMPHONYOFLOVER:
- case SC_MOONLITSERENADE:
- case SC_RUSHWINDMILL:
- case SC_ECHOSONG:
- case SC_HARMONIZE:
- case SC_FRIGG_SONG: // Group A doesn't overlap
- if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
- if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
- if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
- if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
- if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
- if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
- if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER);
- break;
- case SC_VOICEOFSIREN:
- case SC_DEEPSLEEP:
- case SC_GLOOMYDAY:
- case SC_SONGOFMANA:
- case SC_DANCEWITHWUG:
- case SC_SATURDAYNIGHTFEVER:
- case SC_LERADSDEW:
- case SC_MELODYOFSINK:
- case SC_BEYONDOFWARCRY:
- case SC_UNLIMITEDHUMMINGVOICE:
- case SC_SIRCLEOFNATURE: // Group B
- if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
- if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
- if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
- if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
- if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
- if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
- if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
- if (type != SC_GLOOMYDAY) {
- status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
- status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
- }
- if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
- if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
- if (type != SC_SATURDAYNIGHTFEVER) {
- if (sc->data[SC_SATURDAYNIGHTFEVER]) {
- sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
- status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
- }
- }
- break;
- case SC_REFLECTSHIELD:
- status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
- break;
- case SC_REFLECTDAMAGE:
- status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
- break;
- case SC_SHIELDSPELL_DEF:
- case SC_SHIELDSPELL_MDEF:
- case SC_SHIELDSPELL_REF:
- status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
- if( type != SC_SHIELDSPELL_DEF )
- status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
- if( type != SC_SHIELDSPELL_MDEF )
- status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
- if( type != SC_SHIELDSPELL_REF )
- status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
- break;
- case SC_BANDING:
- status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
- break;
- case SC_GT_ENERGYGAIN:
- case SC_GT_CHANGE:
- case SC_GT_REVITALIZE:
- if( type != SC_GT_REVITALIZE )
- status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
- if( type != SC_GT_ENERGYGAIN )
- status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
- if( type != SC_GT_CHANGE )
- status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
- break;
- case SC_WARMER:
- status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
- status_change_end(bl, SC_FREEZING, INVALID_TIMER);
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- break;
- case SC_INVINCIBLE:
- status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
- break;
- case SC_INVINCIBLEOFF:
- status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
- break;
- case SC_WHITEIMPRISON:
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- status_change_end(bl, SC_FREEZING, INVALID_TIMER);
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- break;
- case SC_FEAR:
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- break;
- case SC_FREEZING:
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- break;
- case SC_KINGS_GRACE:
- status_change_end(bl,SC_POISON,INVALID_TIMER);
- status_change_end(bl,SC_BLIND,INVALID_TIMER);
- status_change_end(bl,SC_FREEZE,INVALID_TIMER);
- status_change_end(bl,SC_STONE,INVALID_TIMER);
- status_change_end(bl,SC_STUN,INVALID_TIMER);
- status_change_end(bl,SC_SLEEP,INVALID_TIMER);
- status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
- status_change_end(bl,SC_CURSE,INVALID_TIMER);
- status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
- status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
- status_change_end(bl,SC_SILENCE,INVALID_TIMER);
- status_change_end(bl,SC_BURNING,INVALID_TIMER);
- status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
- status_change_end(bl,SC_FREEZING,INVALID_TIMER);
- status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
- status_change_end(bl,SC_FEAR,INVALID_TIMER);
- status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
- break;
- case SC_2011RWC_SCROLL:
- status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
- status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
- status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
- status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
- status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
- status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
- break;
- case SC_EQC:
- status_change_end(bl,SC_TINDER_BREAKER2,INVALID_TIMER);
- break;
- case SC_FIGHTINGSPIRIT:
- case SC_OVERED_BOOST:
- case SC_MAGICPOWER:
- case SC_IMPOSITIO:
- case SC_KAAHI:
- //These status changes always overwrite themselves even when a lower level is cast
- status_change_end(bl, type, INVALID_TIMER);
- break;
- }
- // Check for overlapping fails
- if( (sce = sc->data[type]) ) {
- switch( type ) {
- case SC_MERC_FLEEUP:
- case SC_MERC_ATKUP:
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
- case SC_MERC_HITUP:
- if( sce->val1 > val1 )
- val1 = sce->val1;
- break;
- case SC_ADRENALINE:
- case SC_ADRENALINE2:
- case SC_WEAPONPERFECTION:
- case SC_OVERTHRUST:
- if (sce->val2 > val2)
- return 0;
- break;
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- case SC_BOSSMAPINFO:
- case SC_STUN:
- case SC_SLEEP:
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_CONFUSION:
- case SC_BLIND:
- case SC_BLEEDING:
- case SC_DPOISON:
- case SC_CLOSECONFINE2: // Can't be re-closed in.
- case SC_TINDER_BREAKER2:
- case SC_MARIONETTE:
- case SC_MARIONETTE2:
- case SC_NOCHAT:
- case SC_ABUNDANCE:
- case SC_FEAR:
- case SC_BURNING:
- case SC_FREEZING:
- case SC_WHITEIMPRISON:
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- case SC_CURSEDCIRCLE_TARGET:
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__IGNORANCE:
- case SC__LAZINESS:
- case SC__UNLUCKY:
- case SC__WEAKNESS:
- case SC_DEEPSLEEP:
- case SC_NETHERWORLD:
- case SC_CRYSTALIZE:
- case SC_MANDRAGORA:
- case SC_DEFSET:
- case SC_MDEFSET:
- case SC_NORECOVER_STATE:
- case SC_REUSE_LIMIT_A:
- case SC_REUSE_LIMIT_B:
- case SC_REUSE_LIMIT_C:
- case SC_REUSE_LIMIT_D:
- case SC_REUSE_LIMIT_E:
- case SC_REUSE_LIMIT_F:
- case SC_REUSE_LIMIT_G:
- case SC_REUSE_LIMIT_H:
- case SC_REUSE_MILLENNIUMSHIELD:
- case SC_REUSE_CRUSHSTRIKE:
- case SC_REUSE_REFRESH:
- case SC_REUSE_STORMBLAST:
- case SC_ALL_RIDING_REUSE_LIMIT:
- case SC_REUSE_LIMIT_MTF:
- case SC_REUSE_LIMIT_ECL:
- case SC_REUSE_LIMIT_RECALL:
- case SC_REUSE_LIMIT_ASPD_POTION:
- return 0;
- case SC_COMBO:
- case SC_DANCING:
- case SC_DEVOTION:
- case SC_ASPDPOTION0:
- case SC_ASPDPOTION1:
- case SC_ASPDPOTION2:
- case SC_ASPDPOTION3:
- case SC_ATKPOTION:
- case SC_MATKPOTION:
- case SC_ENCHANTARMS:
- case SC_ARMOR_ELEMENT:
- case SC_ARMOR_RESIST:
- case SC_ATTHASTE_CASH:
- break;
- case SC_GOSPEL:
- // Must not override a casting gospel char.
- if(sce->val4 == BCT_SELF)
- return 0;
- if(sce->val1 > val1)
- return 1;
- break;
- case SC_ENDURE:
- if(sce->val4 && !val4)
- return 1; // Don't let you override infinite endure.
- if(sce->val1 > val1)
- return 1;
- break;
- case SC_JAILED:
- // When a player is already jailed, do not edit the jail data.
- val2 = sce->val2;
- val3 = sce->val3;
- val4 = sce->val4;
- break;
- case SC_LERADSDEW:
- if (sc && sc->data[SC_BERSERK])
- return 0;
- case SC_SHAPESHIFT:
- case SC_PROPERTYWALK:
- break;
- case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- if( sce->val4 && !val4 ) // You cannot override master guild aura
- return 0;
- break;
- case SC_JOINTBEAT:
- val2 |= sce->val2; // Stackable ailments
- default:
- if(sce->val1 > val1)
- return 1; // Return true to not mess up skill animations. [Skotlex]
- }
- }
- calc_flag = StatusChangeFlagTable[type];
- if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
- switch(type)
- {
- /* Permanent effects */
- case SC_AETERNA:
- case SC_MODECHANGE:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_BROKENWEAPON:
- case SC_BROKENARMOR:
- case SC_READYSTORM:
- case SC_READYDOWN:
- case SC_READYCOUNTER:
- case SC_READYTURN:
- case SC_DODGE:
- case SC_PUSH_CART:
- case SC_SPRITEMABLE:
- tick = -1;
- break;
- case SC_DECREASEAGI:
- case SC_INCREASEAGI:
- case SC_ADORAMUS:
- if (type == SC_ADORAMUS) {
- // 1000% base chance to blind, but still can be resisted
- sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
- if (sc->data[SC_ADORAMUS])
- return 0; //Adoramus can't refresh itself, but it can cause blind again
- }
- val2 = 2 + val1; // Agi change
- break;
- case SC_ENDURE:
- val2 = 7; // Hit-count [Celest]
- if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
- struct map_session_data *tsd;
- if( sd ) {
- int i;
- for( i = 0; i < MAX_DEVOTION; i++ ) {
- if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
- status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
- }
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
- }
- // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
- if( val4 )
- tick = -1;
- break;
- case SC_AUTOBERSERK:
- if (status->hp < status->max_hp>>2 &&
- (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
- sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
- tick = -1;
- break;
- case SC_SIGNUMCRUCIS:
- val2 = 10 + 4*val1; // Def reduction
- tick = -1;
- clif_emotion(bl,E_SWT);
- break;
- case SC_MAXIMIZEPOWER:
- tick_time = val2 = tick>0?tick:60000;
- tick = -1; // Duration sent to the client should be infinite
- break;
- case SC_EDP:
- val2 = val1 + 2; // Chance to Poison enemies.
- #ifndef RENEWAL
- val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
- #endif
- if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
- tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
- break;
- case SC_POISONREACT:
- val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
- val3=50; // + 5*val1; // Chance to counter. [Skotlex]
- break;
- case SC_MAGICROD:
- val2 = val1*20; // SP gained
- break;
- case SC_KYRIE:
- if( val4 ) { // Formulas for Praefatio
- val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
- val3 = 6 + val1; //Hits
- } else { // Formulas for Kyrie Eleison
- val2 = status->max_hp * (val1 * 2 + 10) / 100;
- val3 = (val1 / 2 + 5);
- }
- break;
- case SC_MAGICPOWER:
- // val1: Skill lv
- val2 = 1; // Lasts 1 invocation
- val3 = 5*val1; // Matk% increase
- val4 = 0; // 0 = ready to be used, 1 = activated and running
- break;
- case SC_SACRIFICE:
- val2 = 5; // Lasts 5 hits
- tick = -1;
- break;
- case SC_ENCPOISON:
- val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
- case SC_ASPERSIO:
- case SC_FIREWEAPON:
- case SC_WATERWEAPON:
- case SC_WINDWEAPON:
- case SC_EARTHWEAPON:
- case SC_SHADOWWEAPON:
- case SC_GHOSTWEAPON:
- skill_enchant_elemental_end(bl,type);
- break;
- case SC_ELEMENTALCHANGE:
- // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
- // val2 : Element (When no element, random one is picked)
- // val3 : 0 = called by skill 1 = called by script (fixed level)
- if( !val2 ) val2 = rnd()%ELE_ALL;
- if( val1 == 1 && val3 == 0 )
- val1 = 1 + rnd()%4;
- else if( val1 > 4 )
- val1 = 4; // Max Level
- val3 = 0; // Not need to keep this info.
- break;
- case SC_PROVIDENCE:
- val2 = val1*5; // Race/Ele resist
- break;
- case SC_REFLECTSHIELD:
- val2 = 10+val1*3; // %Dmg reflected
- // val4 used to mark if reflect shield is an inheritance bonus from Devotion
- if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
- struct map_session_data *tsd;
- if( sd ) {
- int i;
- for( i = 0; i < MAX_DEVOTION; i++ ) {
- if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
- status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
- }
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
- }
- break;
- case SC_STRIPWEAPON:
- if (!sd) // Watk reduction
- val2 = 25;
- break;
- case SC_STRIPSHIELD:
- if (!sd) // Def reduction
- val2 = 15;
- break;
- case SC_STRIPARMOR:
- if (!sd) // Vit reduction
- val2 = 40;
- break;
- case SC_STRIPHELM:
- if (!sd) // Int reduction
- val2 = 40;
- break;
- case SC_AUTOSPELL:
- // Val1 Skill LV of Autospell
- // Val2 Skill ID to cast
- // Val3 Max Lv to cast
- val4 = 5 + val1*2; // Chance of casting
- break;
- case SC_VOLCANO:
- {
- int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
- uint8 i = max((val1-1)%5, 0);
- val2 = val1*10; // Watk increase
- #ifndef RENEWAL
- if (status->def_ele != ELE_FIRE)
- val2 = 0;
- #endif
- val3 = enchant_eff[i];
- }
- break;
- case SC_VIOLENTGALE:
- {
- int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
- uint8 i = max((val1-1)%5, 0);
- val2 = val1*3; // Flee increase
- #ifndef RENEWAL
- if (status->def_ele != ELE_WIND)
- val2 = 0;
- #endif
- val3 = enchant_eff[i];
- }
- break;
- case SC_DELUGE:
- {
- int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
- int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
- uint8 i = max((val1-1)%5, 0);
- val2 = deluge_eff[i]; // HP increase
- #ifndef RENEWAL
- if (status->def_ele != ELE_WATER)
- val2 = 0;
- #endif
- val3 = enchant_eff[i];
- }
- break;
- case SC_SUITON:
- if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
- // No penalties.
- val2 = 0; // Agi penalty
- val3 = 0; // Walk speed penalty
- break;
- }
- val3 = 50;
- val2 = 3*((val1+1)/3);
- if (val1 > 4) val2--;
- //Suiton is a special case, stop effect is forced and only happens when target enters it
- if (!unit_blown_immune(bl, 0x1))
- unit_stop_walking(bl, 9);
- break;
- case SC_ONEHAND:
- case SC_TWOHANDQUICKEN:
- val2 = 300;
- if (val1 > 10) // For boss casted skills [Skotlex]
- val2 += 20*(val1-10);
- break;
- case SC_MERC_QUICKEN:
- val2 = 300;
- break;
- #ifndef RENEWAL_ASPD
- case SC_SPEARQUICKEN:
- val2 = 200+10*val1;
- break;
- #endif
- case SC_DANCING:
- // val1 : Skill ID + LV
- // val2 : Skill Group of the Dance.
- // val3 : Brings the skill_lv (merged into val1 here)
- // val4 : Partner
- if (val1 == CG_MOONLIT)
- clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
- val1|= (val3<<16);
- val3 = tick/1000; // Tick duration
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_LONGING:
- val2 = 500-100*val1; // Aspd penalty.
- break;
- case SC_EXPLOSIONSPIRITS:
- val2 = 75 + 25*val1; // Cri bonus
- break;
- case SC_ASPDPOTION0:
- case SC_ASPDPOTION1:
- case SC_ASPDPOTION2:
- case SC_ASPDPOTION3:
- val2 = 50*(2+type-SC_ASPDPOTION0);
- break;
- case SC_ATTHASTE_CASH:
- val2 = 50*val1; // Just custom for pre-re
- break;
- case SC_NOCHAT:
- // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
- // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
- // This is done this way because the message that the client displays is hardcoded, and only
- // shows how many minutes are remaining. [Panikon]
- tick = 60000;
- val1 = battle_config.manner_system; // Mute filters.
- if (sd) {
- clif_changestatus(sd,SP_MANNER,sd->status.manner);
- clif_updatestatus(sd,SP_MANNER);
- }
- break;
- case SC_STONE:
- val3 = max(val3, 100); // Incubation time
- val4 = max(tick-val3, 100); // Petrify time
- tick = val3;
- calc_flag = 0; // Actual status changes take effect on petrified state.
- break;
- case SC_DPOISON:
- // Lose 10/15% of your life as long as it doesn't brings life below 25%
- if (status->hp > status->max_hp>>2) {
- int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
- if (status->hp - diff < status->max_hp>>2)
- diff = status->hp - (status->max_hp>>2);
- status_zap(bl, diff, 0);
- }
- // Fall through
- case SC_POISON:
- case SC_BLEEDING:
- case SC_BURNING:
- case SC_TOXIN:
- case SC_MAGICMUSHROOM:
- case SC_LEECHESEND:
- tick_time = status_get_sc_interval(type);
- val4 = tick-tick_time; // Remaining time
- break;
- case SC_PYREXIA:
- //Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
- status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
- tick_time = status_get_sc_interval(type);
- val4 = tick-tick_time; // Remaining time
- break;
- case SC_CONFUSION:
- if (!val4)
- clif_emotion(bl,E_WHAT);
- break;
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- if( val1 == 0 ) return 0;
- // val1 = heal percent/amout
- // val2 = seconds between heals
- // val4 = total of heals
- if( val2 < 1 ) val2 = 1;
- if( (val4 = tick/(val2 * 1000)) < 1 )
- val4 = 1;
- tick_time = val2 * 1000; // [GodLesZ] tick time
- break;
- case SC_BOSSMAPINFO:
- if( sd != NULL ) {
- struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
- if( boss_md == NULL || boss_md->bl.prev == NULL ) { // No MVP on this map - MVP is dead
- clif_bossmapinfo(sd->fd, boss_md, 1);
- return 0; // No need to start SC
- }
- val1 = boss_md->bl.id;
- if( (val4 = tick/1000) < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- }
- break;
- case SC_HIDING:
- val2 = tick/1000;
- tick_time = 1000; // [GodLesZ] tick time
- val3 = 0; // Unused, previously speed adjustment
- val4 = val1+3; // Seconds before SP substraction happen.
- break;
- case SC_CHASEWALK:
- val2 = tick>0?tick:10000; // Interval at which SP is drained.
- val3 = 35 - 5 * val1; // Speed adjustment.
- if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
- val3 -= 40;
- val4 = 10+val1*2; // SP cost.
- if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
- break;
- case SC_CLOAKING:
- if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
- val1 = 10;
- tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
- tick = -1; // Duration sent to the client should be infinite
- val3 = 0; // Unused, previously walk speed adjustment
- // val4&1 signals the presence of a wall.
- // val4&2 makes cloak not end on normal attacks [Skotlex]
- // val4&4 makes cloak not end on using skills
- if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
- val4 |= battle_config.pc_cloak_check_type&7;
- else
- val4 |= battle_config.monster_cloak_check_type&7;
- break;
- case SC_SIGHT: /* splash status */
- case SC_RUWACH:
- case SC_SIGHTBLASTER:
- val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
- val2 = tick/20;
- tick_time = 20; // [GodLesZ] tick time
- break;
- case SC_AUTOGUARD:
- if( !(flag&SCSTART_NOAVOID) ) {
- struct map_session_data *tsd;
- int i;
- for( i = val2 = 0; i < val1; i++) {
- int t = 5-(i>>1);
- val2 += (t < 0)? 1:t;
- }
- if( bl->type&(BL_PC|BL_MER) ) {
- if( sd ) {
- for( i = 0; i < MAX_DEVOTION; i++ ) {
- if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
- status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
- }
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
- }
- }
- break;
- case SC_DEFENDER:
- if (!(flag&SCSTART_NOAVOID)) {
- val2 = 5 + 15*val1; // Damage reduction
- val3 = 0; // Unused, previously speed adjustment
- val4 = 250 - 50*val1; // Aspd adjustment
- if (sd) {
- struct map_session_data *tsd;
- int i;
- for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
- if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
- status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
- }
- }
- }
- break;
- case SC_TENSIONRELAX:
- if (sd) {
- pc_setsit(sd);
- skill_sit(sd, 1);
- clif_sitting(&sd->bl);
- }
- val2 = 12; // SP cost
- tick_time = 10000; // Decrease at 10secs intervals.
- val3 = tick / tick_time;
- tick = -1; // Duration sent to the client should be infinite
- break;
- case SC_PARRYING:
- val2 = 20 + val1*3; // Block Chance
- break;
- case SC_WINDWALK:
- val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
- break;
- case SC_JOINTBEAT:
- if( val2&BREAK_NECK )
- sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
- break;
- case SC_BERSERK:
- if( val3 == SC__BLOODYLUST )
- sc_start(src,bl,(sc_type)val3,100,val1,tick);
- if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
- sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
- // HP healing is performing after the calc_status call.
- // Val2 holds HP penalty
- if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
- if (!val4) val4 = 10000; // Val4 holds damage interval
- val3 = tick/val4; // val3 holds skill duration
- tick_time = val4; // [GodLesZ] tick time
- break;
- case SC_GOSPEL:
- if(val4 == BCT_SELF) { // Self effect
- val2 = tick/10000;
- tick_time = 10000; // [GodLesZ] tick time
- status_change_clear_buffs(bl,11); // Remove buffs/debuffs
- }
- break;
- case SC_MARIONETTE:
- {
- int stat;
- val3 = 0;
- val4 = 0;
- stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
- stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
- break;
- }
- case SC_MARIONETTE2:
- {
- int stat,max_stat;
- // Fetch caster information
- struct block_list *pbl = map_id2bl(val1);
- struct status_change *psc = pbl?status_get_sc(pbl):NULL;
- struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
- // Fetch target's stats
- struct status_data* status2 = status_get_status_data(bl); // Battle status
- if (!psce)
- return 0;
- val3 = 0;
- val4 = 0;
- max_stat = battle_config.max_parameter; // Cap to 99 (default)
- stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
- stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
- stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
- stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
- stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
- stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
- break;
- }
- case SC_SPIRIT:
- //1st Transcendent Spirit works similar to Marionette Control
- if(sd && val2 == SL_HIGH) {
- int stat,max_stat;
- // Fetch target's stats
- struct status_data* status2 = status_get_status_data(bl); // Battle status
- val3 = 0;
- val4 = 0;
- max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
- stat = max(0, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
- stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
- stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
- stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
- stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
- stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
- }
- break;
- case SC_REJECTSWORD:
- val2 = 15*val1; // Reflect chance
- val3 = 3; // Reflections
- tick = -1;
- break;
- case SC_MEMORIZE:
- val2 = 5; // Memorized casts.
- tick = -1;
- break;
- case SC_GRAVITATION:
- val2 = 50*val1; // aspd reduction
- break;
- case SC_REGENERATION:
- if (val1 == 1)
- val2 = 2;
- else
- val2 = val1; // HP Regerenation rate: 200% 200% 300%
- val3 = val1; // SP Regeneration Rate: 100% 200% 300%
- // If val4 comes set, this blocks regen rather than increase it.
- break;
- case SC_DEVOTION:
- {
- struct block_list *d_bl;
- struct status_change *d_sc;
- if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
- const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
- int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
- while( i >= 0 ) {
- enum sc_type type2 = types[i];
- if( d_sc->data[type2] )
- status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? 1 : SCSTART_NOAVOID|SCSTART_NOICON);
- i--;
- }
- }
- break;
- }
- case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
- status_zap(bl, status->hp-1, val2?0:status->sp);
- return 1;
- break;
- case SC_TINDER_BREAKER2:
- case SC_CLOSECONFINE2:
- {
- struct block_list *src2 = val2?map_id2bl(val2):NULL;
- struct status_change *sc2 = src2?status_get_sc(src2):NULL;
- enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
- struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
- if (src2 && sc2) {
- if (!sce2) // Start lock on caster.
- sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
- else { // Increase count of locked enemies and refresh time.
- (sce2->val2)++;
- delete_timer(sce2->timer, status_change_timer);
- sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
- }
- } else // Status failed.
- return 0;
- }
- break;
- case SC_KAITE:
- val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
- break;
- case SC_KAUPE:
- switch (val1) {
- case 3: // 33*3 + 1 -> 100%
- val2++;
- case 1:
- case 2: // 33, 66%
- val2 += 33*val1;
- val3 = 1; // Dodge 1 attack total.
- break;
- default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
- val2 = 100;
- val3 = val1-2;
- break;
- }
- break;
- case SC_COMBO:
- {
- // val1: Skill ID
- // val2: When given, target (for autotargetting skills)
- // val3: When set, this combo time should NOT delay attack/movement
- // val3: If set to 2 this combo will delay ONLY attack
- // val3: TK: Last used kick
- // val4: TK: Combo time
- struct unit_data *ud = unit_bl2ud(bl);
- if ( ud && (!val3 || val3 == 2) ) {
- tick += 300 * battle_config.combo_delay_rate/100;
- ud->attackabletime = gettick()+tick;
- if( !val3 )
- unit_set_walkdelay(bl, gettick(), tick, 1);
- }
- val3 = 0;
- val4 = tick;
- break;
- }
- case SC_EARTHSCROLL:
- val2 = 11-val1; // Chance to consume: 11-skill_lv%
- break;
- case SC_RUN:
- val4 = gettick(); // Store time at which you started running.
- tick = -1;
- break;
- case SC_KAAHI:
- val2 = 200*val1; // HP heal
- val3 = 5*val1; // SP cost
- break;
- case SC_BLESSING:
- if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
- val2 = val1;
- else
- val2 = 0; // 0 -> Half stat.
- break;
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 1;
- tick = -1;
- break;
- case SC_CONCENTRATE:
- val2 = 2 + val1;
- if (sd) { // Store the card-bonus data that should not count in the %
- val3 = sd->param_bonus[1]; // Agi
- val4 = sd->param_bonus[4]; // Dex
- } else
- val3 = val4 = 0;
- break;
- case SC_MAXOVERTHRUST:
- val2 = 20*val1; // Power increase
- break;
- case SC_OVERTHRUST:
- case SC_ADRENALINE2:
- case SC_ADRENALINE:
- case SC_WEAPONPERFECTION:
- {
- struct map_session_data * s_sd = BL_CAST(BL_PC, src);
- if (type == SC_OVERTHRUST) {
- // val2 holds if it was casted on self, or is bonus received from others
- val3 = (val2) ? 5 * val1 : 5; // Power increase
- }
- else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
- val3 = (val2) ? 300 : 200; // Aspd increase
- }
- if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
- tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
- }
- break;
- case SC_CONCENTRATION:
- val2 = 5*val1; // Batk/Watk Increase
- val3 = 10*val1; // Hit Increase
- val4 = 5*val1; // Def reduction
- sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
- break;
- case SC_ANGELUS:
- val2 = 5*val1; // def increase
- break;
- case SC_IMPOSITIO:
- val2 = 5*val1; // Watk increase
- break;
- case SC_MELTDOWN:
- val2 = 100*val1; // Chance to break weapon
- val3 = 70*val1; // Change to break armor
- break;
- case SC_TRUESIGHT:
- val2 = 10*val1; // Critical increase
- val3 = 3*val1; // Hit increase
- break;
- case SC_SUN_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
- break;
- case SC_MOON_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
- break;
- case SC_STAR_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
- break;
- case SC_QUAGMIRE:
- val2 = (sd?5:10)*val1; // Agi/Dex decrease.
- break;
- // gs_something1 [Vicious]
- case SC_GATLINGFEVER:
- val2 = 20*val1; // Aspd increase
- #ifndef RENEWAL
- val3 = 20+10*val1; // Atk increase
- #endif
- val4 = 5*val1; // Flee decrease
- break;
- case SC_FLING:
- if (bl->type == BL_PC)
- val2 = 0; // No armor reduction to players.
- else
- val2 = 5*val1; // Def reduction
- val3 = 5*val1; // Def2 reduction
- break;
- case SC_PROVOKE:
- // val2 signals autoprovoke.
- val3 = 2+3*val1; // Atk increase
- val4 = 5+5*val1; // Def reduction.
- break;
- case SC_AVOID:
- // val2 = 10*val1; // Speed change rate.
- break;
- case SC_DEFENCE:
- #ifdef RENEWAL
- val2 = 5 + (val1 * 5); // Vit bonus
- #else
- val2 = 2*val1; // Def bonus
- #endif
- break;
- case SC_BLOODLUST:
- val2 = 20+10*val1; // Atk rate change.
- val3 = 3*val1; // Leech chance
- val4 = 20; // Leech percent
- break;
- case SC_FLEET:
- val2 = 30*val1; // Aspd change
- val3 = 5+5*val1; // bAtk/wAtk rate change
- break;
- case SC_MINDBREAKER:
- val2 = 20*val1; // matk increase.
- val3 = 12*val1; // mdef2 reduction.
- break;
- case SC_SKA:
- val2 = tick/1000;
- val3 = rnd()%100; // Def changes randomly every second...
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_JAILED:
- // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
- tick = val1>0?1000:250;
- if (sd) {
- if (sd->mapindex != val2) {
- int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
- map_idx = sd->mapindex; // Current Map
- // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
- pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
- // 2. Set restore point (val3 -> return map, val4 return coords
- val3 = map_idx;
- val4 = pos;
- } else if (!val3 || val3 == sd->mapindex) { // Use save point.
- val3 = sd->status.save_point.map;
- val4 = (sd->status.save_point.x&0xFFFF)
- |(sd->status.save_point.y<<16);
- }
- }
- break;
- case SC_UTSUSEMI:
- val2=(val1+1)/2; // Number of hits blocked
- val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
- break;
- case SC_BUNSINJYUTSU:
- val2=(val1+1)/2; // Number of hits blocked
- break;
- case SC_CHANGE:
- val2= 30*val1; // Vit increase
- val3= 20*val1; // Int increase
- break;
- case SC_SWOO:
- if(status->mode&MD_BOSS)
- tick /= 5; // !TODO: Reduce skill's duration. But for how long?
- break;
- case SC_SPIDERWEB:
- if( bl->type == BL_PC )
- tick /= 2;
- break;
- case SC_ARMOR:
- // NPC_DEFENDER:
- val2 = 80; // Damage reduction
- // Attack requirements to be blocked:
- val3 = BF_LONG; // Range
- val4 = BF_WEAPON|BF_MISC; // Type
- break;
- case SC_ENCHANTARMS:
- // end previous enchants
- skill_enchant_elemental_end(bl,type);
- // Make sure the received element is valid.
- if (val2 >= ELE_ALL)
- val2 = val2%ELE_ALL;
- else if (val2 < 0)
- val2 = rnd()%ELE_ALL;
- break;
- case SC_CRITICALWOUND:
- val2 = 20*val1; // Heal effectiveness decrease
- break;
- case SC_MAGICMIRROR:
- // Level 1 ~ 5 & 6 ~ 10 has different duration
- // Level 6 ~ 10 use effect of level 1 ~ 5
- val1 = 1 + ((val1-1)%5);
- case SC_SLOWCAST:
- val2 = 20*val1; // Magic reflection/cast rate
- break;
- case SC_ARMORCHANGE:
- if (val2 == NPC_ANTIMAGIC) { // Boost mdef
- val2 =-20;
- val3 = 20;
- } else { // Boost def
- val2 = 20;
- val3 =-20;
- }
- // Level 1 ~ 5 & 6 ~ 10 has different duration
- // Level 6 ~ 10 use effect of level 1 ~ 5
- val1 = 1 + ((val1-1)%5);
- val2 *= val1; // 20% per level
- val3 *= val1;
- break;
- case SC_EXPBOOST:
- case SC_JEXPBOOST:
- case SC_JP_EVENT04:
- if (val1 < 0)
- val1 = 0;
- break;
- case SC_INCFLEE2:
- case SC_INCCRI:
- val2 = val1*10; // Actual boost (since 100% = 1000)
- break;
- case SC_SUFFRAGIUM:
- val2 = 15 * val1; // Speed cast decrease
- break;
- case SC_INCHEALRATE:
- if (val1 < 1)
- val1 = 1;
- break;
- case SC_HALLUCINATION:
- val2 = 5+val1; // Factor by which displayed damage is increased by
- break;
- case SC_DOUBLECAST:
- val2 = 30+10*val1; // Trigger rate
- break;
- case SC_KAIZEL:
- val2 = 10*val1; // % of life to be revived with
- break;
- // case SC_ARMOR_ELEMENT:
- // case SC_ARMOR_RESIST:
- // Mod your resistance against elements:
- // val1 = water | val2 = earth | val3 = fire | val4 = wind
- // break;
- // case ????:
- // Place here SCs that have no SCB_* data, no skill associated, no ICON
- // associated, and yet are not wrong/unknown. [Skotlex]
- // break;
- case SC_MERC_FLEEUP:
- case SC_MERC_ATKUP:
- case SC_MERC_HITUP:
- val2 = 15 * val1;
- break;
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
- val2 = 5 * val1;
- break;
- case SC_REBIRTH:
- val2 = 20*val1; // % of life to be revived with
- break;
- case SC_MANU_DEF:
- case SC_MANU_ATK:
- case SC_MANU_MATK:
- val2 = 1; // Manuk group
- break;
- case SC_SPL_DEF:
- case SC_SPL_ATK:
- case SC_SPL_MATK:
- val2 = 2; // Splendide group
- break;
- /* General */
- case SC_FEAR:
- status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
- break;
- /* Rune Knight */
- case SC_DEATHBOUND:
- val2 = 500 + 100 * val1;
- break;
- case SC_STONEHARDSKIN:
- if( sd )
- val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
- break;
- case SC_ABUNDANCE:
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_GIANTGROWTH:
- val2 = 15; // Triple damage success rate.
- break;
- /* Arch Bishop */
- case SC_RENOVATIO:
- val4 = tick / 5000;
- tick_time = 5000;
- break;
- case SC_SECRAMENT:
- val2 = 10 * val1;
- break;
- case SC_VENOMIMPRESS:
- val2 = 10 * val1;
- break;
- case SC_WEAPONBLOCKING:
- val2 = 10 + 2 * val1; // Chance
- val4 = tick / 5000;
- tick_time = 5000; // [GodLesZ] tick time
- break;
- case SC_OBLIVIONCURSE:
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_CLOAKINGEXCEED:
- val2 = (val1 + 1) / 2; // Hits
- val3 = (val1 - 1) * 10; // Walk speed
- if (bl->type == BL_PC)
- val4 |= battle_config.pc_cloak_check_type&7;
- else
- val4 |= battle_config.monster_cloak_check_type&7;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_HALLUCINATIONWALK:
- val2 = 50 * val1; // Evasion rate of physical attacks. Flee
- val3 = 10 * val1; // Evasion rate of magical attacks.
- break;
- case SC_MARSHOFABYSS:
- if( bl->type == BL_PC )
- val2 = 3 * val1; // AGI and DEX Reduction
- else // BL_MOB
- val2 = 6 * val1; // AGI and DEX Reduction
- val3 = 10 * val1; // Movement Speed Reduction
- break;
- case SC_FREEZE_SP:
- // val2 = sp drain per 10 seconds
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_SPHERE_1:
- case SC_SPHERE_2:
- case SC_SPHERE_3:
- case SC_SPHERE_4:
- case SC_SPHERE_5:
- if( !sd )
- return 0; // Should only work on players.
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_SHAPESHIFT:
- switch( val1 ) {
- case 1: val2 = ELE_FIRE; break;
- case 2: val2 = ELE_EARTH; break;
- case 3: val2 = ELE_WIND; break;
- case 4: val2 = ELE_WATER; break;
- }
- break;
- case SC_ELECTRICSHOCKER:
- case SC_CRYSTALIZE:
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_MEIKYOUSISUI:
- val2 = val1 * 2; // % HP each sec
- val3 = val1; // % SP each sec
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000;
- break;
- case SC_CAMOUFLAGE:
- val4 = tick/1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_WUGDASH:
- val4 = gettick(); // Store time at which you started running.
- tick = -1;
- break;
- case SC__SHADOWFORM:
- {
- struct map_session_data * s_sd = map_id2sd(val2);
- if( s_sd )
- s_sd->shadowform_id = bl->id;
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- }
- break;
- case SC__STRIPACCESSORY:
- if (!sd)
- val2 = 20;
- break;
- case SC__INVISIBILITY:
- val2 = 50 - 10 * val1; // ASPD
- val3 = 20 * val1; // CRITICAL
- val4 = tick / 1000;
- tick = -1; // Duration sent to the client should be infinite
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC__ENERVATION:
- val2 = 20 + 10 * val1; // ATK Reduction
- if (sd) {
- pc_delspiritball(sd,sd->spiritball,0);
- pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
- }
- break;
- case SC__GROOMY:
- val2 = 20 + 10 * val1; // ASPD
- val3 = 20 * val1; // HIT
- if( sd ) { // Removes Animals
- if( pc_isriding(sd) ) pc_setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
- if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
- if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
- if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
- if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
- if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
- //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
- }
- break;
- case SC__LAZINESS:
- val2 = 10 + 10 * val1; // Cast Increase
- val3 = 10 * val1; // Flee Reduction
- break;
- case SC__UNLUCKY:
- {
- sc_type rand_eff;
- switch(rnd() % 3) {
- case 1: rand_eff = SC_BLIND; break;
- case 2: rand_eff = SC_SILENCE; break;
- default: rand_eff = SC_POISON; break;
- }
- val2 = 10 * val1; // Crit and Flee2 Reduction
- status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
- break;
- }
- case SC__WEAKNESS:
- val2 = 10 * val1;
- // Bypasses coating protection and MADO
- sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
- sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
- break;
- case SC__FEINTBOMB:
- val2 = 1; // -1 SP each iteration
- val4 = tick / 1000;
- tick_time = 1000;
- val_flag |= 1|2;
- break;
- case SC_GN_CARTBOOST:
- if( val1 < 3 )
- val2 = 50;
- else if( val1 > 2 && val1 < 5 )
- val2 = 75;
- else
- val2 = 100;
- break;
- case SC_PROPERTYWALK:
- val3 = 0;
- break;
- case SC_STRIKING:
- // val2 = watk bonus already calc
- val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_BLOODSUCKER:
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_SWINGDANCE:
- val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
- break;
- case SC_SYMPHONYOFLOVER:
- val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
- break;
- case SC_MOONLITSERENADE: // MATK Increase
- case SC_RUSHWINDMILL: // ATK Increase
- val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
- break;
- case SC_ECHOSONG:
- val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
- break;
- case SC_HARMONIZE:
- val2 = 5 + 5 * val1;
- break;
- case SC_VOICEOFSIREN:
- val4 = tick / 2000;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_DEEPSLEEP:
- val4 = tick / 2000;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_SIRCLEOFNATURE:
- val2 = 40 * val1; // HP recovery
- val3 = 4 * val1; // SP consume
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_SONGOFMANA:
- val3 = 10 + min(5 * val2, 35);
- val4 = tick/5000;
- tick_time = 5000; // [GodLesZ] tick time
- break;
- case SC_SATURDAYNIGHTFEVER:
- if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
- if (!val4) val4 = 3000;
- val3 = tick/val4;
- tick_time = val4; // [GodLesZ] tick time
- break;
- case SC_GLOOMYDAY:
- val2 = 20 + 5 * val1; // Flee reduction.
- val3 = 15 + 5 * val1; // ASPD reduction.
- if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
- val4 = 1; // Reduce walk speed by half.
- if( pc_isriding(sd) ) pc_setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
- }
- break;
- case SC_GLOOMYDAY_SK:
- // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
- val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
- break;
- case SC_SITDOWN_FORCE:
- case SC_BANANA_BOMB_SITDOWN:
- if( sd && !pc_issit(sd) ) {
- pc_setsit(sd);
- skill_sit(sd, 1);
- clif_sitting(bl);
- }
- break;
- case SC_DANCEWITHWUG:
- val3 = 5 + 5 * val2; // ASPD Increase
- val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
- break;
- case SC_LERADSDEW:
- val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
- break;
- case SC_MELODYOFSINK:
- val3 = val1 * val2; // INT Reduction.
- val4 = tick/1000;
- tick_time = 1000;
- break;
- case SC_BEYONDOFWARCRY:
- val3 = val1 * val2; // STR and CRIT Reduction
- val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
- break;
- case SC_UNLIMITEDHUMMINGVOICE:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if( ud == NULL ) return 0;
- ud->state.skillcastcancel = 0;
- val3 = 15 - min(3 * val2, 15);
- }
- break;
- case SC_REFLECTDAMAGE:
- val2 = 15 + 5 * val1; // Reflect amount
- val3 = val1*5 + 25; // Number of reflects
- val4 = tick/1000; // Number of SP cycles (duration)
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_FORCEOFVANGUARD:
- val2 = 8 + 12 * val1; // Chance
- val3 = 5 + 2 * val1; // Max rage counters
- tick = -1; // Endless duration in the client
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_EXEEDBREAK:
- val2 = 150 * val1;
- if (sd) { // Players
- short index = sd->equip_index[EQI_HAND_R];
- if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
- val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
- } else // Monster
- val2 += 750;
- break;
- case SC_PRESTIGE:
- val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
- val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
- break;
- case SC_BANDING:
- tick_time = 5000; // [GodLesZ] tick time
- break;
- case SC_MAGNETICFIELD:
- val3 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_INSPIRATION:
- val2 = (sd?sd->status.job_level:50);
- val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
- val4 = tick / 5000;
- tick_time = 5000; // [GodLesZ] tick time
- status_change_clear_buffs(bl,3); // Remove buffs/debuffs
- break;
- case SC_CRESCENTELBOW:
- val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
- break;
- case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
- val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
- break;
- case SC_RAISINGDRAGON:
- val3 = tick / 5000;
- tick_time = 5000; // [GodLesZ] tick time
- break;
- case SC_GT_ENERGYGAIN:
- val2 = 10 + 5 * val1; // Sphere gain chance.
- break;
- case SC_GT_CHANGE:
- { // Take note there is no def increase as skill desc says. [malufett]
- int stat = status_get_int(src);
- if (stat <= 0)
- stat = 1; // Prevent divide by zero.
- val2 = (status_get_dex(src) / 4 + status_get_str(src) / 2) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
- val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
- val4 = 200 / stat * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
- }
- break;
- case SC_GT_REVITALIZE:
- // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
- val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
- val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
- // The stat def is not shown in the status window and it is processed differently
- val4 = status_get_vit(src) / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
- break;
- case SC_PYROTECHNIC_OPTION:
- val2 = 60; // Eatk Renewal (Atk2)
- break;
- case SC_HEATER_OPTION:
- val2 = 120; // Eatk Renewal (Atk2)
- val3 = ELE_FIRE; // Change into fire element.
- break;
- case SC_TROPIC_OPTION:
- val2 = 180; // Eatk Renewal (Atk2)
- val3 = MG_FIREBOLT;
- break;
- case SC_AQUAPLAY_OPTION:
- val2 = 40;
- break;
- case SC_COOLER_OPTION:
- val2 = 80;
- val3 = ELE_WATER; // Change into water element.
- break;
- case SC_CHILLY_AIR_OPTION:
- val2 = 120; // Matk. Renewal (Matk1)
- val3 = MG_COLDBOLT;
- break;
- case SC_WIND_STEP_OPTION:
- val2 = 50; // % Increase speed and flee.
- break;
- case SC_BLAST_OPTION:
- val2 = 20;
- val3 = ELE_WIND; // Change into wind element.
- break;
- case SC_WILD_STORM_OPTION:
- val2 = MG_LIGHTNINGBOLT;
- break;
- case SC_PETROLOGY_OPTION:
- val2 = 5; //HP Rate bonus
- val3 = 50;
- break;
- case SC_SOLID_SKIN_OPTION:
- val2 = 33; //% Increase DEF
- break;
- case SC_CURSED_SOIL_OPTION:
- val2 = 10; //HP rate bonus
- val3 = ELE_EARTH; // Change into earth element.
- break;
- case SC_UPHEAVAL_OPTION:
- val2 = 15; //HP rate bonus
- val3 = WZ_EARTHSPIKE;
- break;
- case SC_CIRCLE_OF_FIRE_OPTION:
- val2 = 300;
- break;
- case SC_WATER_SCREEN_OPTION:
- tick_time = 10000;
- break;
- case SC_FIRE_CLOAK_OPTION:
- case SC_WATER_DROP_OPTION:
- case SC_WIND_CURTAIN_OPTION:
- case SC_STONE_SHIELD_OPTION:
- val2 = 100; // Elemental modifier.
- break;
- case SC_TROPIC:
- case SC_CHILLY_AIR:
- case SC_WILD_STORM:
- case SC_UPHEAVAL:
- val2 += 10;
- case SC_HEATER:
- case SC_COOLER:
- case SC_BLAST:
- case SC_CURSED_SOIL:
- val2 += 10;
- case SC_PYROTECHNIC:
- case SC_AQUAPLAY:
- case SC_GUST:
- case SC_PETROLOGY:
- val2 += 5;
- val3 += 9000;
- case SC_CIRCLE_OF_FIRE:
- case SC_FIRE_CLOAK:
- case SC_WATER_DROP:
- case SC_WATER_SCREEN:
- case SC_WIND_CURTAIN:
- case SC_WIND_STEP:
- case SC_STONE_SHIELD:
- case SC_SOLID_SKIN:
- val2 += 5;
- val3 += 1000;
- tick_time = val3; // [GodLesZ] tick time
- break;
- case SC_WATER_BARRIER:
- val2 = 30; // Reductions. Atk2 and Flee1
- break;
- case SC_ZEPHYR:
- val2 = 25; // Flee.
- break;
- case SC_TIDAL_WEAPON:
- val2 = 20; // Increase Elemental's attack.
- break;
- case SC_ROCK_CRUSHER:
- case SC_ROCK_CRUSHER_ATK:
- case SC_POWER_OF_GAIA:
- val2 = 33; //Def rate bonus/Speed rate reduction
- val3 = 20; //HP rate bonus
- break;
- case SC_TEARGAS:
- val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
- val4 = tick / 2000;
- tick_time = 2000;
- break;
- case SC_TEARGAS_SOB:
- val4 = tick / 3000;
- tick_time = 3000;
- break;
- case SC_STOMACHACHE:
- val2 = 8; // SP consume.
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_PROMOTE_HEALTH_RESERCH:
- //val1: 1 = Regular Potion, 2 = Thrown Potion
- //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
- //val3: BaseLV of Thrower For Thrown Potions
- //val4: MaxHP Increase By Fixed Amount
- if (val1 == 1) // If potion was normally used, take the user's BaseLv
- val4 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
- else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
- val4 = 1000 * val2 - 500 + val3 * 10 / 3;
- if (val4 <= 0) // Prevents a negeative value from happening
- val4 = 0;
- break;
- case SC_ENERGY_DRINK_RESERCH:
- //val1: 1 = Regular Potion, 2 = Thrown Potion
- //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
- //val3: BaseLV of Thrower For Thrown Potions
- //val4: MaxSP Increase By Percentage Amount
- if (val1 == 1) // If potion was normally used, take the user's BaseLv
- val4 = status_get_lv(bl) / 10 + 5 * val2 - 10;
- else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
- val4 = val3 / 10 + 5 * val2 - 10;
- if (val4 <= 0) // Prevents a negeative value from happening
- val4 = 0;
- break;
- case SC_KYOUGAKU:
- val2 = 2*val1 + rnd()%val1;
- clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
- break;
- case SC_KAGEMUSYA:
- val3 = val1 * 2;
- case SC_IZAYOI:
- val2 = tick/1000;
- if( type == SC_IZAYOI )
- tick = -1; // Duration sent to the client should be infinite
- tick_time = 1000;
- break;
- case SC_ZANGETSU:
- if( status_get_hp(bl) % 2 == 0 )
- val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
- else
- val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
- if( status_get_sp(bl) % 2 == 0 )
- val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
- else
- val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
- break;
- case SC_GENSOU:
- {
- int hp = status_get_hp(bl), lv = 5;
- short per = 100 / (status_get_max_hp(bl) / hp);
- if( per <= 15 )
- lv = 1;
- else if( per <= 30 )
- lv = 2;
- else if( per <= 50 )
- lv = 3;
- else if( per <= 75 )
- lv = 4;
- if( hp % 2 == 0)
- status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
- else
- status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
- }
- break;
- case SC_ANGRIFFS_MODUS:
- val2 = 50 + 20 * val1; // atk bonus
- val3 = 40 + 20 * val1; // Flee reduction.
- val4 = tick/1000; // hp/sp reduction timer
- tick_time = 1000;
- break;
- case SC_GOLDENE_FERSE:
- val2 = 10 + 10*val1; // flee bonus
- val3 = 6 + 4 * val1; // Aspd Bonus
- val4 = 2 + 2 * val1; // Chance of holy attack
- break;
- case SC_OVERED_BOOST:
- val2 = 300 + 40*val1; // flee bonus
- val3 = 179 + 2*val1; // aspd bonus
- val4 = 50; // def reduc %
- break;
- case SC_GRANITIC_ARMOR:
- val2 = 2*val1; // dmg reduction
- val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
- val4 = 5*val1; // unknow formula
- break;
- case SC_MAGMA_FLOW:
- val2 = 3*val1; // Activation chance
- break;
- case SC_PYROCLASTIC:
- val2 += 10*val1; // atk bonus
- val3 = 2*val1; // Chance To AutoCast Hammer Fall %
- break;
- case SC_PARALYSIS: // [Lighta] need real info
- val2 = 2*val1; // def reduction
- val3 = 500*val1; // varcast augmentation
- break;
- case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
- val2 = 20 * val1; // hp reco on death %
- break;
- case SC_PAIN_KILLER: // Yommy leak need confirm
- val2 = 10 * val1; // aspd reduction %
- val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
- if(sc->data[SC_PARALYSIS])
- sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
- break;
- case SC_STYLE_CHANGE:
- tick = -1; // Infinite duration
- break;
- case SC_CBC:
- val3 = 10; // Drain sp % dmg
- val4 = tick/1000; // dmg each sec
- tick = 1000;
- break;
- case SC_EQC:
- val2 = 5 * val1; // def % reduc
- val3 = 5 * val1; // atk % reduc
- val4 = 2 * val1; // HP drain %
- sc_start2(src, bl,SC_STUN,100,val1,bl->id,(1000*status_get_lv(src))/50+500*val1);
- break;
- case SC_ASH:
- val2 = 0; // hit % reduc
- val3 = 0; // def % reduc
- val4 = 0; // atk flee & reduc
- if (!(status_get_mode(bl)&MD_BOSS)) {
- val2 = 50;
- if (status_get_race(bl) == RC_PLANT) // plant type
- val3 = 50;
- if (status_get_element(bl) == ELE_WATER) // defense water type
- val4 = 50;
- }
- break;
- case SC_FULL_THROTTLE:
- val2 = ( val1 == 1 ? 6 : 6 - val1 );
- val3 = 20; //+% AllStats
- tick_time = 1000;
- val4 = tick / tick_time;
- tick = -1;
- break;
- case SC_REBOUND:
- tick_time = 2000;
- val4 = tick / tick_time;
- clif_emotion(bl, E_SWT);
- break;
- case SC_KINGS_GRACE:
- val2 = 3 + val1; //HP Recover rate
- tick_time = 1000;
- val4 = tick / tick_time;
- break;
- case SC_TELEKINESIS_INTENSE:
- val2 = 10 * val1; // sp consum / casttime reduc %
- val3 = 40 * val1; // magic dmg bonus
- break;
- case SC_OFFERTORIUM:
- val2 = 30 * val1; // heal power bonus
- val3 = 100 + 20 * val1; // sp cost inc
- break;
- case SC_FRIGG_SONG:
- val2 = 5 * val1; // maxhp bonus
- val3 = 80 + 20 * val1; // healing
- tick_time = 1000;
- val4 = tick / tick_time;
- break;
- case SC_FLASHCOMBO:
- val2 = 20 * val1 + 20; // atk bonus
- break;
- case SC_DARKCROW:
- val2 = 30 * val1;
- break;
- case SC_UNLIMIT:
- val2 = 50 * val1;
- status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
- status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
- break;
- case SC_MONSTER_TRANSFORM:
- if( !mobdb_checkid(val1) )
- val1 = MOBID_PORING; // Default poring
- break;
- case SC_APPLEIDUN:
- val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
- if (sd)
- val2 += pc_checkskill(sd,BA_MUSICALLESSON);
- break;
- case SC_EPICLESIS:
- val2 = 5 * val1; //HP rate bonus
- break;
- case SC_ILLUSIONDOPING:
- val2 = 50; // -Hit
- break;
- case SC_STEALTHFIELD:
- tick_time = tick;
- tick = -1;
- break;
- case SC_STEALTHFIELD_MASTER:
- tick_time = val3 = 2000 + 1000 * val1;
- val4 = tick / tick_time;
- break;
- case SC_VACUUM_EXTREME:
- // Suck target at n second, only if the n second is lower than the duration
- // Doesn't apply to BL_PC
- if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status->mode&MD_CANMOVE) {
- tick_time = val4;
- val4 = tick - tick_time;
- }
- else
- val4 = 0;
- break;
- case SC_NEUTRALBARRIER:
- val2 = 10 + val1 * 5; // Def
- val3 = 10 + val1 * 5; // Mdef
- break;
- /* Rebellion */
- case SC_B_TRAP:
- val2 = src->id;
- val3 = val1 * 25; // -movespeed (custom)
- break;
- case SC_C_MARKER:
- // val1 = skill_lv
- // val2 = src_id
- val3 = 10; // -10 flee
- //Start timer to send mark on mini map
- val4 = tick/1000;
- tick_time = 1000; // Sends every 1 seconds
- break;
- case SC_H_MINE:
- val2 = src->id;
- break;
- case SC_HEAT_BARREL:
- //kRO Update 2014-02-26
- {
- uint8 n = 10;
- if (sd)
- n = (uint8)sd->spiritball_old;
- val2 = val1 * 5; // -fixed casttime (custom)
- val3 = val1 * n / 5; // +aspd (custom)
- val4 = 75 - val1 * 5; // -flee
- }
- break;
- case SC_P_ALTER:
- {
- uint8 n = 10;
- if (sd)
- n = (uint8)sd->spiritball_old;
- val2 = val1 * n * 2; // +atk (custom)
- val3 = val1 * 15; // +def (custom)
- }
- break;
- case SC_E_CHAIN:
- val2 = 10;
- if (sd)
- val2 = sd->spiritball_old;
- break;
- case SC_ANTI_M_BLAST:
- val2 = val1 * 10;
- if (bl->type != BL_PC)
- val2 /= 5; //(custom) //kRO update 2012-02-12, reduce the rate for Non-Player target [Cydh]
- break;
- case SC_CATNIPPOWDER:
- val2 = 50; // WATK%, MATK%
- val3 = 25 * val1; // Move speed reduction
- break;
- case SC_BITESCAR:
- val2 = 2 * val1; // MHP% damage
- val4 = tick / 1000;
- tick_time = 1000;
- break;
- case SC_ARCLOUSEDASH:
- val2 = 15 + 5 * val1; // AGI
- val3 = 25; // Move speed increase
- if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
- val4 = 10; // Ranged ATK increase
- break;
- case SC_SHRIMP:
- val2 = 10; // BATK%, MATK%
- break;
- case SC_FRESHSHRIMP:
- val4 = tick / (10000 - ((val1 - 1) * 1000));
- tick_time = 10000 - ((val1 - 1) * 1000);
- if (val4 <= 0) // Prevents a negeative value from happening
- val4 = 0;
- break;
- case SC_TUNAPARTY:
- val2 = (status->max_hp * (val1 * 10) / 100); // %Max HP to absorb
- //val3 = 6 + val1; // Hits !TODO: Does it have hits too?
- break;
- default:
- if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == SI_BLANK ) {
- // Status change with no calc, no icon, and no skill associated...?
- ShowError("UnknownStatusChange [%d]\n", type);
- return 0;
- }
- } else // Special considerations when loading SC data.
- switch( type ) {
- case SC_WEDDING:
- case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- case SC_OKTOBERFEST:
- if( !vd )
- break;
- clif_changelook(bl,LOOK_BASE,vd->class_);
- clif_changelook(bl,LOOK_WEAPON,0);
- clif_changelook(bl,LOOK_SHIELD,0);
- clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
- clif_changelook(bl,LOOK_BODY2,0);
- break;
- case SC_STONE:
- if (val3 > 0)
- break; //Incubation time still active
- //Fall through
- case SC_POISON:
- case SC_DPOISON:
- case SC_BLEEDING:
- case SC_BURNING:
- case SC_TOXIN:
- case SC_MAGICMUSHROOM:
- case SC_PYREXIA:
- case SC_LEECHESEND:
- tick_time = tick;
- tick = tick_time + max(val4,0);
- break;
- }
- // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
- switch(type) {
- // Start |1 val_flag setting
- case SC_ROLLINGCUTTER:
- case SC_BANDING:
- case SC_SPHERE_1:
- case SC_SPHERE_2:
- case SC_SPHERE_3:
- case SC_SPHERE_4:
- case SC_SPHERE_5:
- case SC_LIGHTNINGWALK:
- case SC_MONSTER_TRANSFORM:
- case SC_EXPBOOST:
- case SC_JEXPBOOST:
- case SC_ITEMBOOST:
- case SC_JP_EVENT04:
- val_flag |= 1;
- break;
- // Start |1|2 val_flag setting
- case SC_FIGHTINGSPIRIT:
- case SC_VENOMIMPRESS:
- case SC_WEAPONBLOCKING:
- case SC__INVISIBILITY:
- case SC__ENERVATION:
- case SC__WEAKNESS:
- case SC_PROPERTYWALK:
- case SC_PRESTIGE:
- case SC_SHIELDSPELL_DEF:
- case SC_SHIELDSPELL_MDEF:
- case SC_SHIELDSPELL_REF:
- case SC_CRESCENTELBOW:
- case SC_CHILLY_AIR_OPTION:
- case SC_GUST_OPTION:
- case SC_WILD_STORM_OPTION:
- case SC_UPHEAVAL_OPTION:
- case SC_CIRCLE_OF_FIRE_OPTION:
- val_flag |= 1|2;
- break;
- // Start |1|2|4 val_flag setting
- case SC_POISONINGWEAPON:
- case SC_CLOAKINGEXCEED:
- case SC_HALLUCINATIONWALK:
- case SC__SHADOWFORM:
- case SC__GROOMY:
- case SC__LAZINESS:
- case SC__UNLUCKY:
- case SC_FORCEOFVANGUARD:
- case SC_SPELLFIST:
- case SC_CURSEDCIRCLE_ATKER:
- case SC_PYROTECHNIC_OPTION:
- case SC_HEATER_OPTION:
- case SC_AQUAPLAY_OPTION:
- case SC_COOLER_OPTION:
- case SC_BLAST_OPTION:
- case SC_PETROLOGY_OPTION:
- case SC_CURSED_SOIL_OPTION:
- case SC_WATER_BARRIER:
- val_flag |= 1|2|4;
- break;
- }
- /* [Ind] */
- if (sd && StatusDisplayType[type]) {
- int dval1 = 0, dval2 = 0, dval3 = 0;
- switch (type) {
- case SC_ALL_RIDING:
- dval1 = 1;
- break;
- default: /* All others: just copy val1 */
- dval1 = val1;
- break;
- }
- status_display_add(sd,type,dval1,dval2,dval3);
- }
- // Those that make you stop attacking/walking....
- switch (type) {
- case SC_WHITEIMPRISON:
- case SC_DEEPSLEEP:
- case SC_CRYSTALIZE:
- if (sd && pc_issit(sd)) // Avoid sprite sync problems.
- pc_setstand(sd, true);
- case SC_FREEZE:
- case SC_STUN:
- if (sc->data[SC_DANCING])
- unit_stop_walking(bl, 1);
- case SC_TRICKDEAD:
- status_change_end(bl, SC_DANCING, INVALID_TIMER);
- case SC_SLEEP:
- case SC_STONE:
- // Cancel cast when get status [LuzZza]
- if (battle_config.sc_castcancel&bl->type)
- unit_skillcastcancel(bl, 0);
- // Fall through
- case SC_CURSEDCIRCLE_ATKER:
- unit_stop_attack(bl);
- if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
- break;
- // Fall through
- case SC_STOP:
- case SC_CONFUSION:
- case SC_CLOSECONFINE:
- case SC_CLOSECONFINE2:
- case SC_TINDER_BREAKER:
- case SC_TINDER_BREAKER2:
- case SC_BITE:
- case SC_THORNSTRAP:
- case SC_MEIKYOUSISUI:
- case SC_KYOUGAKU:
- case SC_PARALYSIS:
- //case SC__CHAOS:
- case SC_SV_ROOTTWIST:
- unit_stop_walking(bl,1);
- break;
- case SC_CURSEDCIRCLE_TARGET:
- unit_stop_attack(bl);
- // Fall through
- case SC_ANKLE:
- case SC_SPIDERWEB:
- case SC_ELECTRICSHOCKER:
- case SC_MAGNETICFIELD:
- case SC_NETHERWORLD:
- if (!unit_blown_immune(bl,0x1))
- unit_stop_walking(bl,1);
- break;
- case SC__MANHOLE:
- if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
- unit_stop_walking(bl,1);
- break;
- case SC_VACUUM_EXTREME:
- if (bl->type != BL_PC && !unit_blown_immune(bl,0x1)) {
- unit_stop_walking(bl,1);
- unit_stop_attack(bl);
- }
- break;
- case SC_HIDING:
- case SC_CLOAKING:
- case SC_CLOAKINGEXCEED:
- case SC__FEINTBOMB:
- case SC_CHASEWALK:
- case SC_WEIGHT90:
- case SC_CAMOUFLAGE:
- case SC_STEALTHFIELD:
- case SC_VOICEOFSIREN:
- case SC_HEAT_BARREL_AFTER:
- case SC_WEDDING:
- case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- case SC_OKTOBERFEST:
- case SC_SUHIDE:
- unit_stop_attack(bl);
- break;
- case SC_SILENCE:
- if (battle_config.sc_castcancel&bl->type)
- unit_skillcastcancel(bl, 0);
- break;
- case SC_ITEMSCRIPT: // Shows Buff Icons
- if (sd && val2 != SI_BLANK)
- clif_status_change(bl, (enum si_type)val2, 1, tick, 0, 0, 0);
- break;
- }
- // Set option as needed.
- opt_flag = 1;
- switch(type) {
- // OPT1
- case SC_STONE:
- if (val3 > 0)
- sc->opt1 = OPT1_STONEWAIT;
- else
- sc->opt1 = OPT1_STONE;
- break;
- case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
- case SC_STUN: sc->opt1 = OPT1_STUN; break;
- case SC_DEEPSLEEP: opt_flag = 0;
- case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
- case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
- case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
- case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
- // OPT2
- case SC_POISON: sc->opt2 |= OPT2_POISON; break;
- case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
- case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
- case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
- case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
- case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
- case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
- case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
- // OPT3
- case SC_TWOHANDQUICKEN:
- case SC_ONEHAND:
- case SC_SPEARQUICKEN:
- case SC_CONCENTRATION:
- case SC_MERC_QUICKEN:
- sc->opt3 |= OPT3_QUICKEN;
- opt_flag = 0;
- break;
- case SC_MAXOVERTHRUST:
- case SC_OVERTHRUST:
- case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
- sc->opt3 |= OPT3_OVERTHRUST;
- opt_flag = 0;
- break;
- case SC_ENERGYCOAT:
- case SC_SKE:
- sc->opt3 |= OPT3_ENERGYCOAT;
- opt_flag = 0;
- break;
- case SC_INCATKRATE:
- // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
- if (bl->type != BL_MOB) {
- opt_flag = 0;
- break;
- }
- case SC_EXPLOSIONSPIRITS:
- sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
- opt_flag = 0;
- break;
- case SC_STEELBODY:
- case SC_SKA:
- sc->opt3 |= OPT3_STEELBODY;
- opt_flag = 0;
- break;
- case SC_BLADESTOP:
- sc->opt3 |= OPT3_BLADESTOP;
- opt_flag = 0;
- break;
- case SC_AURABLADE:
- sc->opt3 |= OPT3_AURABLADE;
- opt_flag = 0;
- break;
- case SC_BERSERK:
- opt_flag = 0;
- sc->opt3 |= OPT3_BERSERK;
- break;
- // case ???: // doesn't seem to do anything
- // sc->opt3 |= OPT3_LIGHTBLADE;
- // opt_flag = 0;
- // break;
- case SC_DANCING:
- if ((val1&0xFFFF) == CG_MOONLIT)
- sc->opt3 |= OPT3_MOONLIT;
- opt_flag = 0;
- break;
- case SC_MARIONETTE:
- case SC_MARIONETTE2:
- sc->opt3 |= OPT3_MARIONETTE;
- opt_flag = 0;
- break;
- case SC_ASSUMPTIO:
- sc->opt3 |= OPT3_ASSUMPTIO;
- opt_flag = 0;
- break;
- case SC_WARM: // SG skills [Komurka]
- sc->opt3 |= OPT3_WARM;
- opt_flag = 0;
- break;
- case SC_KAITE:
- sc->opt3 |= OPT3_KAITE;
- opt_flag = 0;
- break;
- case SC_BUNSINJYUTSU:
- sc->opt3 |= OPT3_BUNSIN;
- opt_flag = 0;
- break;
- case SC_SPIRIT:
- sc->opt3 |= OPT3_SOULLINK;
- opt_flag = 0;
- break;
- case SC_CHANGEUNDEAD:
- sc->opt3 |= OPT3_UNDEAD;
- opt_flag = 0;
- break;
- // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
- // sc->opt3 |= OPT3_CONTRACT;
- // opt_flag = 0;
- // break;
- // OPTION
- case SC_HIDING:
- sc->option |= OPTION_HIDE;
- opt_flag = 2;
- break;
- case SC_CLOAKING:
- case SC_CLOAKINGEXCEED:
- case SC__INVISIBILITY:
- sc->option |= OPTION_CLOAK;
- case SC_CAMOUFLAGE:
- case SC_STEALTHFIELD:
- case SC__SHADOWFORM:
- opt_flag = 2;
- break;
- case SC_CHASEWALK:
- sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
- opt_flag = 2;
- break;
- case SC__FEINTBOMB:
- sc->option |= OPTION_INVISIBLE;
- opt_flag = 2;
- break;
- case SC_SIGHT:
- sc->option |= OPTION_SIGHT;
- break;
- case SC_RUWACH:
- sc->option |= OPTION_RUWACH;
- break;
- case SC_WEDDING:
- sc->option |= OPTION_WEDDING;
- opt_flag |= 0x4;
- break;
- case SC_XMAS:
- sc->option |= OPTION_XMAS;
- opt_flag |= 0x4;
- break;
- case SC_SUMMER:
- sc->option |= OPTION_SUMMER;
- opt_flag |= 0x4;
- break;
- case SC_HANBOK:
- sc->option |= OPTION_HANBOK;
- opt_flag |= 0x4;
- break;
- case SC_OKTOBERFEST:
- sc->option |= OPTION_OKTOBERFEST;
- opt_flag |= 0x4;
- break;
- case SC_ORCISH:
- sc->option |= OPTION_ORCISH;
- break;
- case SC_FUSION:
- sc->option |= OPTION_FLYING;
- break;
- default:
- opt_flag = 0;
- }
- // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
- if(opt_flag) {
- clif_changeoption(bl);
- if(sd && (opt_flag&0x4)) {
- clif_changelook(bl,LOOK_BASE,vd->class_);
- clif_changelook(bl,LOOK_WEAPON,0);
- clif_changelook(bl,LOOK_SHIELD,0);
- clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
- }
- }
- if (calc_flag&SCB_DYE) { // Reset DYE color
- if (vd && vd->cloth_color) {
- val4 = vd->cloth_color;
- clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
- }
- calc_flag&=~SCB_DYE;
- }
- /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
- { //Reset body style
- if (vd && vd->body_style)
- {
- val4 = vd->body_style;
- clif_changelook(bl,LOOK_BODY2,0);
- }
- calc_flag&=~SCB_BODY;
- }*/
- if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
- clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
- // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
- if( tick_time )
- tick = tick_time;
- // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
- if((sce=sc->data[type])) { // reuse old sc
- if( sce->timer != INVALID_TIMER )
- delete_timer(sce->timer, status_change_timer);
- sc_isnew = false;
- } else { // New sc
- ++(sc->count);
- sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
- }
- sce->val1 = val1;
- sce->val2 = val2;
- sce->val3 = val3;
- sce->val4 = val4;
- if (tick >= 0)
- sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
- else
- sce->timer = INVALID_TIMER; // Infinite duration
- if (calc_flag)
- status_calc_bl(bl,calc_flag);
- if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
- status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
- if(sd) {
- if (sd->pd)
- pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
- switch (type) {
- case SC_BERSERK:
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
- status_calc_pc(sd, SCO_FORCE);
- break;
- default:
- status_calc_pc(sd, SCO_NONE);
- break;
- }
- }
- // 1st thing to execute when loading status
- switch (type) {
- case SC_FULL_THROTTLE:
- status_percent_heal(bl,100,0);
- break;
- case SC_BERSERK:
- if (!(sce->val2)) { // Don't heal if already set
- status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
- status_set_sp(bl, 0, 0); // Damage all SP
- }
- sce->val2 = 5 * status->max_hp / 100;
- break;
- case SC_RUN:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if( ud )
- ud->state.running = unit_run(bl, NULL, SC_RUN);
- }
- break;
- case SC_BOSSMAPINFO:
- clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
- break;
- case SC_MERC_HPUP:
- status_percent_heal(bl, 100, 0); // Recover Full HP
- break;
- case SC_MERC_SPUP:
- status_percent_heal(bl, 0, 100); // Recover Full SP
- break;
- case SC_WUGDASH:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if( ud )
- ud->state.running = unit_run(bl, sd, SC_WUGDASH);
- }
- break;
- case SC_COMBO:
- switch(sce->val1) {
- case TK_STORMKICK:
- clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
- break;
- case TK_DOWNKICK:
- clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
- break;
- case TK_TURNKICK:
- clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
- break;
- case TK_COUNTER:
- clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
- break;
- default: // Rest just toogle inf to enable autotarget
- skill_combo_toogle_inf(bl,sce->val1,INF_SELF_SKILL);
- break;
- }
- break;
- case SC_RAISINGDRAGON:
- sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
- break;
- case SC_C_MARKER:
- //Send mini-map, don't wait for first timer triggered
- if (src->type == BL_PC && (sd = map_id2sd(src->id)))
- clif_crimson_marker(sd, bl, false);
- break;
- }
- if( opt_flag&2 && sd && sd->touching_id )
- npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
- return 1;
- }
- /**
- * End all statuses except those listed
- * TODO: May be useful for dispel instead resetting a list there
- * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
- * @param type: Changes behaviour of the function
- * 0: PC killed -> Place here statuses that do not dispel on death.
- * 1: If for some reason status_change_end decides to still keep the status when quitting.
- * 2: Do clif_changeoption()
- * 3: Do not remove some permanent/time-independent effects
- * @return 1: Success 0: Fail
- */
- int status_change_clear(struct block_list* bl, int type)
- {
- struct status_change* sc;
- int i;
- sc = status_get_sc(bl);
- if (!sc || !sc->count)
- return 0;
- for(i = 0; i < SC_MAX; i++) {
- if(!sc->data[i])
- continue;
- if(type == 0) {
- switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
- case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
- if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
- break;
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_EDP:
- case SC_MELTDOWN:
- case SC_WEDDING:
- case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- case SC_OKTOBERFEST:
- case SC_NOCHAT:
- case SC_FUSION:
- case SC_EARTHSCROLL:
- case SC_READYSTORM:
- case SC_READYDOWN:
- case SC_READYCOUNTER:
- case SC_READYTURN:
- case SC_DODGE:
- case SC_MIRACLE:
- case SC_JAILED:
- case SC_EXPBOOST:
- case SC_ITEMBOOST:
- case SC_HELLPOWER:
- case SC_JEXPBOOST:
- case SC_AUTOTRADE:
- case SC_WHISTLE:
- case SC_ASSNCROS:
- case SC_POEMBRAGI:
- case SC_APPLEIDUN:
- case SC_HUMMING:
- case SC_DONTFORGETME:
- case SC_FORTUNE:
- case SC_SERVICE4U:
- case SC_FOOD_STR_CASH:
- case SC_FOOD_AGI_CASH:
- case SC_FOOD_VIT_CASH:
- case SC_FOOD_DEX_CASH:
- case SC_FOOD_INT_CASH:
- case SC_FOOD_LUK_CASH:
- case SC_SAVAGE_STEAK:
- case SC_COCKTAIL_WARG_BLOOD:
- case SC_MINOR_BBQ:
- case SC_SIROMA_ICE_TEA:
- case SC_DROCERA_HERB_STEAMED:
- case SC_PUTTI_TAILS_NOODLES:
- case SC_DEF_RATE:
- case SC_MDEF_RATE:
- case SC_INCHEALRATE:
- case SC_INCFLEE2:
- case SC_INCHIT:
- case SC_ATKPOTION:
- case SC_MATKPOTION:
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- case SC_PUSH_CART:
- case SC_LIGHT_OF_REGENE:
- case SC_STYLE_CHANGE:
- case SC_MOONSTAR:
- case SC_SUPER_STAR:
- case SC_HEAT_BARREL_AFTER:
- case SC_STRANGELIGHTS:
- case SC_DECORATION_OF_MUSIC:
- case SC_QUEST_BUFF1:
- case SC_QUEST_BUFF2:
- case SC_QUEST_BUFF3:
- case SC_2011RWC_SCROLL:
- case SC_JP_EVENT04:
- case SC_ATTHASTE_CASH:
- case SC_REUSE_REFRESH:
- case SC_REUSE_LIMIT_A:
- case SC_REUSE_LIMIT_B:
- case SC_REUSE_LIMIT_C:
- case SC_REUSE_LIMIT_D:
- case SC_REUSE_LIMIT_E:
- case SC_REUSE_LIMIT_F:
- case SC_REUSE_LIMIT_G:
- case SC_REUSE_LIMIT_H:
- case SC_REUSE_LIMIT_MTF:
- case SC_REUSE_LIMIT_ECL:
- case SC_REUSE_LIMIT_RECALL:
- case SC_REUSE_LIMIT_ASPD_POTION:
- case SC_REUSE_MILLENNIUMSHIELD:
- case SC_REUSE_CRUSHSTRIKE:
- case SC_REUSE_STORMBLAST:
- case SC_ALL_RIDING_REUSE_LIMIT:
- case SC_SPRITEMABLE:
- continue;
- }
- }
- if( type == 3 ) {
- switch (i) { // !TODO: This list may be incomplete
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_NOCHAT:
- case SC_PUSH_CART:
- case SC_ALL_RIDING:
- case SC_STYLE_CHANGE:
- case SC_MOONSTAR:
- case SC_SUPER_STAR:
- case SC_STRANGELIGHTS:
- case SC_DECORATION_OF_MUSIC:
- continue;
- }
- }
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
- if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
- (sc->count)--;
- if (sc->data[i]->timer != INVALID_TIMER)
- delete_timer(sc->data[i]->timer, status_change_timer);
- ers_free(sc_data_ers, sc->data[i]);
- sc->data[i] = NULL;
- }
- }
- sc->opt1 = 0;
- sc->opt2 = 0;
- sc->opt3 = 0;
- // Cleaning all extras vars
- sc->comet_x = 0;
- sc->comet_y = 0;
- #ifndef RENEWAL
- sc->sg_counter = 0;
- #endif
- sc->bs_counter = 0;
- if( type == 0 || type == 2 )
- clif_changeoption(bl);
- return 1;
- }
- /**
- * End a specific status after checking
- * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
- * @param type: Status change (SC_*)
- * @param tid: Timer
- * @param file: Used for dancing save
- * @param line: Used for dancing save
- * @return 1: Success 0: Fail
- */
- int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
- {
- struct map_session_data *sd;
- struct status_change *sc;
- struct status_change_entry *sce;
- struct status_data *status;
- struct view_data *vd;
- int opt_flag = 0, calc_flag;
- nullpo_ret(bl);
- sc = status_get_sc(bl);
- status = status_get_status_data(bl);
- if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
- return 0;
- sd = BL_CAST(BL_PC,bl);
- if (sce->timer != tid && tid != INVALID_TIMER)
- return 0;
- if (tid == INVALID_TIMER) {
- if (type == SC_ENDURE && sce->val4)
- // Do not end infinite endure.
- return 0;
- if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
- delete_timer(sce->timer,status_change_timer);
- if (sc->opt1)
- switch (type) {
- // "Ugly workaround" [Skotlex]
- // delays status change ending so that a skill that sets opt1 fails to
- // trigger when it also removed one
- case SC_STONE:
- sce->val4 = -1; // Petrify time
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- if (sce->val1) {
- // Removing the 'level' shouldn't affect anything in the code
- // since these SC are not affected by it, and it lets us know
- // if we have already delayed this attack or not.
- sce->val1 = 0;
- sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
- return 1;
- }
- }
- }
- (sc->count)--;
- if ( StatusChangeStateTable[type] )
- status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
- sc->data[type] = NULL;
- if (sd && StatusDisplayType[type])
- status_display_remove(sd,type);
- vd = status_get_viewdata(bl);
- calc_flag = StatusChangeFlagTable[type];
- switch(type) {
- case SC_GRANITIC_ARMOR:
- {
- int damage = status->max_hp*sce->val3/100;
- if(status->hp < damage) // to not kill him
- damage = status->hp-1;
- status_damage(NULL,bl,damage,0,0,1);
- }
- break;
- case SC_PYROCLASTIC:
- if(bl->type == BL_PC)
- skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
- break;
- case SC_RUN:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- bool begin_spurt = true;
- if (ud) {
- if(!ud->state.running)
- begin_spurt = false;
- ud->state.running = 0;
- if (ud->walktimer != INVALID_TIMER)
- unit_stop_walking(bl,1);
- }
- if (begin_spurt && sce->val1 >= 7 &&
- DIFF_TICK(gettick(), sce->val4) <= 1000 &&
- (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
- )
- sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
- }
- break;
- case SC_AUTOBERSERK:
- if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
- status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
- break;
- case SC_ENDURE:
- case SC_DEFENDER:
- case SC_REFLECTSHIELD:
- case SC_AUTOGUARD:
- {
- struct map_session_data *tsd;
- if( bl->type == BL_PC ) { // Clear Status from others
- int i;
- for( i = 0; i < MAX_DEVOTION; i++ ) {
- if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
- status_change_end(&tsd->bl, type, INVALID_TIMER);
- }
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
- tsd = ((TBL_MER*)bl)->master;
- if( tsd && tsd->sc.data[type] )
- status_change_end(&tsd->bl, type, INVALID_TIMER);
- }
- }
- break;
- case SC_DEVOTION:
- {
- struct block_list *d_bl = map_id2bl(sce->val1);
- if( d_bl ) {
- if( d_bl->type == BL_PC )
- ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
- else if( d_bl->type == BL_MER )
- ((TBL_MER*)d_bl)->devotion_flag = 0;
- clif_devotion(d_bl, NULL);
- }
- status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
- status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
- status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
- status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- }
- break;
- case SC_BLADESTOP:
- if(sce->val4) {
- int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
- struct block_list *tbl = map_id2bl(tid2);
- struct status_change *tsc = status_get_sc(tbl);
- sce->val4 = 0;
- if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
- tsc->data[SC_BLADESTOP]->val4 = 0;
- status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
- }
- clif_bladestop(bl, tid2, 0);
- }
- break;
- case SC_DANCING:
- {
- const char* prevfile = "<unknown>";
- int prevline = 0;
- struct map_session_data *dsd;
- struct status_change_entry *dsc;
- if( sd ) {
- if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
- prevfile = sd->delunit_prevfile;
- prevline = sd->delunit_prevline;
- } else
- prevfile = "<none>";
- sd->delunit_prevfile = file;
- sd->delunit_prevline = line;
- }
- if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
- dsc = dsd->sc.data[SC_DANCING];
- if(dsc) {
- // This will prevent recursive loops.
- dsc->val2 = dsc->val4 = 0;
- status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
- }
- }
- if(sce->val2) { // Erase associated land skill
- struct skill_unit_group *group;
- group = skill_id2group(sce->val2);
- if( group == NULL ) {
- 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",
- sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
- sd ? sd->status.char_id : 0,
- mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
- prevfile, prevline,
- file, line);
- }
- sce->val2 = 0;
- skill_delunitgroup(group);
- }
- if((sce->val1&0xFFFF) == CG_MOONLIT)
- clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
- status_change_end(bl, SC_LONGING, INVALID_TIMER);
- }
- break;
- case SC_NOCHAT:
- if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
- sd->status.manner = 0;
- if (sd && tid == INVALID_TIMER) {
- clif_changestatus(sd,SP_MANNER,sd->status.manner);
- clif_updatestatus(sd,SP_MANNER);
- }
- break;
- case SC_SPLASHER:
- {
- struct block_list *src=map_id2bl(sce->val3);
- if(src && tid != INVALID_TIMER)
- skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
- }
- break;
- case SC_TINDER_BREAKER2:
- case SC_CLOSECONFINE2:{
- struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
- struct status_change *sc2 = src?status_get_sc(src):NULL;
- enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
- if (src && sc2 && sc2->data[type2]) {
- // If status was already ended, do nothing.
- // Decrease count
- if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
- status_change_end(src, type2, INVALID_TIMER);
- }
- }
- case SC_TINDER_BREAKER:
- case SC_CLOSECONFINE:
- if (sce->val2 > 0) {
- // Caster has been unlocked... nearby chars need to be unlocked.
- int range = 1
- + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
- + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
- map_foreachinarea(status_change_timer_sub,
- bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
- }
- break;
- case SC_COMBO:
- skill_combo_toogle_inf(bl,sce->val1,0);
- break;
- case SC_MARIONETTE:
- case SC_MARIONETTE2: // Marionette target
- if (sce->val1) { // Check for partner and end their marionette status as well
- enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
- struct block_list *pbl = map_id2bl(sce->val1);
- struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
- if (sc2 && sc2->data[type2]) {
- sc2->data[type2]->val1 = 0;
- status_change_end(pbl, type2, INVALID_TIMER);
- }
- }
- break;
- case SC_CONCENTRATION:
- status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- break;
- case SC_BERSERK:
- if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
- status_percent_heal(bl, 100, 0);
- status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
- } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
- status_set_hp(bl, 100, 0);
- if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
- sc->data[SC_ENDURE]->val4 = 0;
- status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- }
- sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
- break;
- case SC_GOSPEL:
- if (sce->val3) { // Clear the group.
- struct skill_unit_group* group = skill_id2group(sce->val3);
- sce->val3 = 0;
- if (group)
- skill_delunitgroup(group);
- }
- break;
- case SC_HERMODE:
- if(sce->val3 == BCT_SELF)
- skill_clear_unitgroup(bl);
- break;
- case SC_BASILICA: // Clear the skill area. [Skotlex]
- if (sce->val3 && sce->val4 == bl->id) {
- struct skill_unit_group* group = skill_id2group(sce->val3);
- sce->val3 = 0;
- if (group)
- skill_delunitgroup(group);
- }
- break;
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 0;
- break;
- case SC_WARM:
- case SC__MANHOLE:
- if (sce->val4) { // Clear the group.
- struct skill_unit_group* group = skill_id2group(sce->val4);
- sce->val4 = 0;
- if( group ) // Might have been cleared before status ended, e.g. land protector
- skill_delunitgroup(group);
- }
- break;
- case SC_JAILED:
- if(tid == INVALID_TIMER)
- break;
- // Natural expiration.
- if(sd && sd->mapindex == sce->val2)
- pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
- break; // Guess hes not in jail :P
- case SC_CHANGE:
- if (tid == INVALID_TIMER)
- break;
- // "lose almost all their HP and SP" on natural expiration.
- status_set_hp(bl, 10, 0);
- status_set_sp(bl, 10, 0);
- break;
- case SC_AUTOTRADE:
- if (tid == INVALID_TIMER)
- break;
- // Vending is not automatically closed for autovenders
- vending_closevending(sd);
- map_quit(sd);
- // Because map_quit calls status_change_end with tid -1
- // from here it's not neccesary to continue
- return 1;
- break;
- case SC_STOP:
- if( sce->val2 ) {
- struct block_list* tbl = map_id2bl(sce->val2);
- sce->val2 = 0;
- if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
- status_change_end(tbl, SC_STOP, INVALID_TIMER);
- }
- break;
- case SC_MONSTER_TRANSFORM:
- if (sce->val2)
- status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
- break;
- /* 3rd Stuff */
- case SC_MILLENNIUMSHIELD:
- clif_millenniumshield(bl, 0);
- break;
- case SC_HALLUCINATIONWALK:
- sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
- break;
- case SC_WHITEIMPRISON:
- {
- struct block_list* src = map_id2bl(sce->val2);
- if( tid == -1 || !src)
- break; // Terminated by Damage
- status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false));
- }
- break;
- case SC_WUGDASH:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud) {
- ud->state.running = 0;
- if (ud->walktimer != INVALID_TIMER)
- unit_stop_walking(bl,1);
- }
- }
- break;
- case SC__SHADOWFORM:
- {
- struct map_session_data *s_sd = map_id2sd(sce->val2);
- if (s_sd) s_sd->shadowform_id = 0;
- }
- break;
- case SC__FEINTBOMB:
- if( sd && pc_ishiding(sd) ) {
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
- status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
- }
- break;
- case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
- sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
- break;
- case SC_NEUTRALBARRIER_MASTER:
- case SC_STEALTHFIELD_MASTER:
- case SC_SV_ROOTTWIST:
- if( sce->val2 ) {
- struct skill_unit_group* group = skill_id2group(sce->val2);
- sce->val2 = 0;
- if( group ) // Might have been cleared before status ended, e.g. land protector
- skill_delunitgroup(group);
- }
- break;
- case SC_BANDING:
- if(sce->val4) {
- struct skill_unit_group *group = skill_id2group(sce->val4);
- sce->val4 = 0;
- if( group ) // Might have been cleared before status ended, e.g. land protector
- skill_delunitgroup(group);
- }
- break;
- case SC_CURSEDCIRCLE_ATKER:
- if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
- map_foreachinrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
- break;
- case SC_RAISINGDRAGON:
- if( sd && sce->val2 && !pc_isdead(sd) ) {
- int i = min(sd->spiritball,5);
- pc_delspiritball(sd, sd->spiritball, 0);
- status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
- while( i > 0 ) {
- pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
- --i;
- }
- }
- break;
- case SC_CURSEDCIRCLE_TARGET:
- {
- struct block_list *src = map_id2bl(sce->val2);
- struct status_change *sc2 = status_get_sc(src);
- if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
- clif_bladestop(bl, sce->val2, 0);
- status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
- }
- }
- break;
- case SC_BLOODSUCKER:
- if( sce->val2 ) {
- struct block_list *src = map_id2bl(sce->val2);
- if(src) {
- struct status_change *sc2 = status_get_sc(src);
- sc2->bs_counter--;
- }
- }
- break;
- case SC_TEARGAS:
- status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
- break;
- case SC_SITDOWN_FORCE:
- case SC_BANANA_BOMB_SITDOWN:
- if( sd && pc_issit(sd) && pc_setstand(sd, false) )
- skill_sit(sd,0);
- break;
- case SC_KYOUGAKU:
- clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
- clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
- break;
- case SC_INTRAVISION:
- calc_flag = SCB_ALL; // Required for overlapping
- break;
- case SC_OVERED_BOOST:
- switch (bl->type) {
- case BL_HOM: {
- struct homun_data *hd = BL_CAST(BL_HOM,bl);
- if( hd )
- hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
- }
- break;
- case BL_PC:
- status_zap(bl,0,status_get_max_sp(bl) / 2);
- break;
- }
- break;
- case SC_FULL_THROTTLE: {
- int sec = skill_get_time2(status_sc2skill(type), sce->val1);
- clif_status_change(bl, SI_DECREASEAGI, 1, sec, 0, 0, 0);
- sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
- }
- break;
- case SC_REBOUND:
- clif_status_load(bl, SI_DECREASEAGI, 0);
- break;
- case SC_ITEMSCRIPT: // Removes Buff Icons
- if (sd && sce->val2 != SI_BLANK)
- clif_status_load(bl, (enum si_type)sce->val2, 0);
- break;
- case SC_HEAT_BARREL:
- if (sd)
- sc_start(bl,bl,SC_HEAT_BARREL_AFTER,100,sce->val1,skill_get_time2(RL_HEAT_BARREL, sce->val1));
- break;
- case SC_C_MARKER:
- {
- // Remove mark data from caster
- struct map_session_data *caster = map_id2sd(sce->val2);
- uint8 i = 0;
- if (!caster)
- break;
- ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
- if (i < MAX_SKILL_CRIMSON_MARKER) {
- caster->c_marker[i] = 0;
- clif_crimson_marker(caster, bl, true);
- }
- }
- break;
- case SC_H_MINE:
- {
- // Drop the material from target if expired
- struct item it;
- struct map_session_data *caster = NULL;
- if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
- break;
- if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
- break;
- memset(&it, 0, sizeof(it));
- it.nameid = skill_get_itemid(RL_H_MINE,0);
- it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
- it.identify = 1;
- map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
- }
- break;
- case SC_VACUUM_EXTREME:
- ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
- sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
- break;
- }
- opt_flag = 1;
- switch(type) {
- case SC_STONE:
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- case SC_DEEPSLEEP:
- case SC_BURNING:
- case SC_WHITEIMPRISON:
- case SC_CRYSTALIZE:
- sc->opt1 = 0;
- break;
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- sc->opt2 &= ~(1<<(type-SC_POISON));
- break;
- case SC_DPOISON:
- sc->opt2 &= ~OPT2_DPOISON;
- break;
- case SC_SIGNUMCRUCIS:
- sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
- break;
- case SC_HIDING:
- sc->option &= ~OPTION_HIDE;
- opt_flag |= 2|4; // Check for warp trigger + AoE trigger
- break;
- case SC_CLOAKING:
- case SC_CLOAKINGEXCEED:
- case SC__INVISIBILITY:
- sc->option &= ~OPTION_CLOAK;
- case SC_CAMOUFLAGE:
- case SC_STEALTHFIELD:
- case SC__SHADOWFORM:
- opt_flag |= 2;
- break;
- case SC_CHASEWALK:
- sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
- opt_flag |= 2;
- break;
- case SC__FEINTBOMB:
- sc->option &= ~OPTION_INVISIBLE;
- opt_flag |= 2;
- break;
- case SC_SIGHT:
- sc->option &= ~OPTION_SIGHT;
- break;
- case SC_WEDDING:
- sc->option &= ~OPTION_WEDDING;
- opt_flag |= 0x4;
- break;
- case SC_XMAS:
- sc->option &= ~OPTION_XMAS;
- opt_flag |= 0x4;
- break;
- case SC_SUMMER:
- sc->option &= ~OPTION_SUMMER;
- opt_flag |= 0x4;
- break;
- case SC_HANBOK:
- sc->option &= ~OPTION_HANBOK;
- opt_flag |= 0x4;
- break;
- case SC_OKTOBERFEST:
- sc->option &= ~OPTION_OKTOBERFEST;
- opt_flag |= 0x4;
- break;
- case SC_ORCISH:
- sc->option &= ~OPTION_ORCISH;
- break;
- case SC_RUWACH:
- sc->option &= ~OPTION_RUWACH;
- break;
- case SC_FUSION:
- sc->option &= ~OPTION_FLYING;
- break;
- // opt3
- case SC_TWOHANDQUICKEN:
- case SC_ONEHAND:
- case SC_SPEARQUICKEN:
- case SC_CONCENTRATION:
- case SC_MERC_QUICKEN:
- sc->opt3 &= ~OPT3_QUICKEN;
- opt_flag = 0;
- break;
- case SC_OVERTHRUST:
- case SC_MAXOVERTHRUST:
- case SC_SWOO:
- sc->opt3 &= ~OPT3_OVERTHRUST;
- if( type == SC_SWOO )
- opt_flag = 8;
- else
- opt_flag = 0;
- break;
- case SC_ENERGYCOAT:
- case SC_SKE:
- sc->opt3 &= ~OPT3_ENERGYCOAT;
- opt_flag = 0;
- break;
- case SC_INCATKRATE: // Simulated Explosion spirits effect.
- if (bl->type != BL_MOB) {
- opt_flag = 0;
- break;
- }
- case SC_EXPLOSIONSPIRITS:
- sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
- opt_flag = 0;
- break;
- case SC_STEELBODY:
- case SC_SKA:
- sc->opt3 &= ~OPT3_STEELBODY;
- opt_flag = 0;
- break;
- case SC_BLADESTOP:
- sc->opt3 &= ~OPT3_BLADESTOP;
- opt_flag = 0;
- break;
- case SC_AURABLADE:
- sc->opt3 &= ~OPT3_AURABLADE;
- opt_flag = 0;
- break;
- case SC_BERSERK:
- opt_flag = 0;
- sc->opt3 &= ~OPT3_BERSERK;
- break;
- // case ???: // doesn't seem to do anything
- // sc->opt3 &= ~OPT3_LIGHTBLADE;
- // opt_flag = 0;
- // break;
- case SC_DANCING:
- if ((sce->val1&0xFFFF) == CG_MOONLIT)
- sc->opt3 &= ~OPT3_MOONLIT;
- opt_flag = 0;
- break;
- case SC_MARIONETTE:
- case SC_MARIONETTE2:
- sc->opt3 &= ~OPT3_MARIONETTE;
- opt_flag = 0;
- break;
- case SC_ASSUMPTIO:
- sc->opt3 &= ~OPT3_ASSUMPTIO;
- opt_flag = 0;
- break;
- case SC_WARM: // SG skills [Komurka]
- sc->opt3 &= ~OPT3_WARM;
- opt_flag = 0;
- break;
- case SC_KAITE:
- sc->opt3 &= ~OPT3_KAITE;
- opt_flag = 0;
- break;
- case SC_BUNSINJYUTSU:
- sc->opt3 &= ~OPT3_BUNSIN;
- opt_flag = 0;
- break;
- case SC_SPIRIT:
- sc->opt3 &= ~OPT3_SOULLINK;
- opt_flag = 0;
- break;
- case SC_CHANGEUNDEAD:
- sc->opt3 &= ~OPT3_UNDEAD;
- opt_flag = 0;
- break;
- // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
- // sc->opt3 &= ~OPT3_CONTRACT;
- // opt_flag = 0;
- // break;
- default:
- opt_flag = 0;
- }
- if (calc_flag&SCB_DYE) { // Restore DYE color
- if (vd && !vd->cloth_color && sce->val4)
- clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
- calc_flag&=~SCB_DYE;
- }
- /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
- { //Restore body style
- if (vd && !vd->body_style && sce->val4)
- clif_changelook(bl,LOOK_BODY2,sce->val4);
- calc_flag&=~SCB_BODY;
- }*/
- // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
- clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
- if( opt_flag&8 ) // bugreport:681
- clif_changeoption2(bl);
- else if(opt_flag) {
- clif_changeoption(bl);
- if (sd && (opt_flag&0x4)) {
- clif_changelook(bl,LOOK_BASE,sd->vd.class_);
- clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
- clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
- clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
- clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
- clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
- }
- }
- if (calc_flag) {
- switch (type) {
- case SC_MAGICPOWER:
- //If Mystical Amplification ends, MATK is immediately recalculated
- status_calc_bl_(bl, calc_flag, SCO_FORCE);
- break;
- default:
- status_calc_bl(bl, calc_flag);
- break;
- }
- }
- if(opt_flag&4) // Out of hiding, invoke on place.
- skill_unit_move(bl,gettick(),1);
- if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
- npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
- ers_free(sc_data_ers, sce);
- return 1;
- }
- /**
- * Resets timers for statuses
- * Used with reoccurring status effects, such as dropping SP every 5 seconds
- * @param tid: Timer ID
- * @param tick: How long before next call
- * @param id: ID of character
- * @param data: Information passed through the timer call
- * @return 1: Success 0: Fail
- */
- int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
- {
- enum sc_type type = (sc_type)data;
- struct block_list *bl;
- struct map_session_data *sd;
- struct status_data *status;
- struct status_change *sc;
- struct status_change_entry *sce;
- int interval = status_get_sc_interval(type);
- bool dounlock = false;
- bl = map_id2bl(id);
- if(!bl) {
- ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
- return 0;
- }
- sc = status_get_sc(bl);
- status = status_get_status_data(bl);
- if(!(sc && (sce = sc->data[type]))) {
- ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
- return 0;
- }
- if( sce->timer != tid ) {
- ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
- return 0;
- }
- sd = BL_CAST(BL_PC, bl);
- // Set the next timer of the sce (don't assume the status still exists)
- #define sc_timer_next(t,f,i,d) \
- if( (sce=sc->data[type]) ) \
- sce->timer = add_timer(t,f,i,d); \
- else \
- ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
- switch(type) {
- case SC_MAXIMIZEPOWER:
- case SC_CLOAKING:
- if(!status_charge(bl, 0, 1))
- break; // Not enough SP to continue.
- sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
- return 0;
- case SC_CHASEWALK:
- if(!status_charge(bl, 0, sce->val4))
- break; // Not enough SP to continue.
- if (!sc->data[SC_CHASEWALK2]) {
- sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
- (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
- *skill_get_time2(status_sc2skill(type),sce->val1));
- }
- sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
- return 0;
- break;
- case SC_SKA:
- if(--(sce->val2)>0) {
- sce->val3 = rnd()%100; // Random defense.
- sc_timer_next(1000+tick, status_change_timer,bl->id, data);
- return 0;
- }
- break;
- case SC_HIDING:
- if(--(sce->val2)>0) {
- if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
- break; // Fail if it's time to substract SP and there isn't.
- sc_timer_next(1000+tick, status_change_timer,bl->id, data);
- return 0;
- }
- break;
- case SC_SIGHT:
- case SC_RUWACH:
- case SC_SIGHTBLASTER:
- if(type == SC_SIGHTBLASTER) {
- //Restore trap immunity
- if(sce->val4%2)
- sce->val4--;
- map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
- } else {
- map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
- skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
- }
- if( --(sce->val2)>0 ) {
- sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
- sc_timer_next(20+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_PROVOKE:
- if(sce->val2) { // Auto-provoke (it is ended in status_heal)
- sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
- return 0;
- }
- break;
- case SC_STONE:
- if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
- sce->val3 = 0; //Incubation time used up
- unit_stop_attack(bl);
- if (sc->data[SC_DANCING]) {
- unit_stop_walking(bl, 1);
- status_change_end(bl, SC_DANCING, INVALID_TIMER);
- }
- status_change_end(bl, SC_AETERNA, INVALID_TIMER);
- sc->opt1 = OPT1_STONE;
- clif_changeoption(bl);
- sc_timer_next(min(sce->val4, interval) + tick, status_change_timer, bl->id, data);
- sce->val4 -= interval; //Remaining time
- status_calc_bl(bl, StatusChangeFlagTable[type]);
- return 0;
- }
- if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
- status_percent_damage(NULL, bl, 1, 0, false);
- }
- break;
- case SC_POISON:
- case SC_DPOISON:
- if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
- int64 damage = 0;
- if (sd)
- damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
- else
- damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
- if (status->hp > max(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
- status_zap(bl, damage, 0);
- }
- break;
- case SC_BLEEDING:
- if (sce->val4 >= 0) {
- int64 damage = rnd() % 600 + 200;
- if (!sd && damage >= status->hp)
- damage = status->hp - 1; // No deadly damage for monsters
- map_freeblock_lock();
- dounlock = true;
- status_zap(bl, damage, 0);
- }
- break;
- case SC_BURNING:
- if (sce->val4 >= 0) {
- int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
- map_freeblock_lock();
- dounlock = true;
- status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false));
- }
- break;
- case SC_TOXIN:
- if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
- map_freeblock_lock();
- dounlock = true;
- status_damage(bl, bl, 1, status->max_sp * 3 / 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 1, 1, DMG_NORMAL, 0, false), 0);
- }
- break;
- case SC_MAGICMUSHROOM:
- if (sce->val4 >= 0) {
- bool flag = 0;
- int64 damage = status->max_hp * 3 / 100;
- if (status->hp <= damage)
- damage = status->hp - 1; // Cannot Kill
- if (damage > 0) { // 3% Damage each 4 seconds
- map_freeblock_lock();
- status_zap(bl, damage, 0);
- flag = !sc->data[type]; // Killed? Should not
- map_freeblock_unlock();
- }
- if (!flag) { // Random Skill Cast
- if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
- int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
- unit_stop_attack(bl);
- unit_skillcastcancel(bl, 1);
- do {
- int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
- mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
- } while (checked++ < checked_max && mushroom_skill_id == 0);
- if (!skill_get_index(mushroom_skill_id))
- break;
- switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
- case CAST_GROUND:
- skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
- break;
- case CAST_NODAMAGE:
- skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
- break;
- case CAST_DAMAGE:
- skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
- break;
- }
- }
- clif_emotion(bl, E_HEH);
- }
- }
- break;
- case SC_PYREXIA:
- if (sce->val4 >= 0) {
- map_freeblock_lock();
- dounlock = true;
- status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false));
- }
- break;
- case SC_LEECHESEND:
- if (sce->val4 >= 0) {
- int64 damage = status->vit * (sce->val1 - 3) + status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
- map_freeblock_lock();
- dounlock = true;
- status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false));
- unit_skillcastcancel(bl, 2);
- }
- break;
- case SC_TENSIONRELAX:
- if(status->max_hp > status->hp && --(sce->val3) >= 0) {
- sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_KNOWLEDGE:
- if (!sd) break;
- if(bl->m == sd->feel_map[0].m ||
- bl->m == sd->feel_map[1].m ||
- bl->m == sd->feel_map[2].m)
- { // Timeout will be handled by pc_setpos
- sce->timer = INVALID_TIMER;
- return 0;
- }
- break;
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- if( sd && --(sce->val4) >= 0 ) {
- // val1 < 0 = per max% | val1 > 0 = exact amount
- int hp = 0;
- if( status->hp < status->max_hp )
- hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
- status_heal(bl, hp, 0, 2);
- sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_BOSSMAPINFO:
- if( sd && --(sce->val4) >= 0 ) {
- struct mob_data *boss_md = map_id2boss(sce->val1);
- if( boss_md && sd->bl.m == boss_md->bl.m ) {
- clif_bossmapinfo(sd->fd, boss_md, 1); // Update X, Y on minimap
- if (boss_md->bl.prev != NULL) {
- sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- }
- }
- break;
- case SC_DANCING: // SP consumption by time of dancing skills
- {
- int s = 0;
- int sp = 1;
- if (--sce->val3 <= 0)
- break;
- switch(sce->val1&0xFFFF) {
- case BD_RICHMANKIM:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_SIEGFRIED:
- case BA_DISSONANCE:
- case BA_ASSASSINCROSS:
- case DC_UGLYDANCE:
- s=3;
- break;
- case BD_LULLABY:
- case BD_ETERNALCHAOS:
- case BD_ROKISWEIL:
- case DC_FORTUNEKISS:
- s=4;
- break;
- case CG_HERMODE:
- case BD_INTOABYSS:
- case BA_WHISTLE:
- case DC_HUMMING:
- case BA_POEMBRAGI:
- case DC_SERVICEFORYOU:
- s=5;
- break;
- case BA_APPLEIDUN:
- #ifdef RENEWAL
- s=5;
- #else
- s=6;
- #endif
- break;
- case CG_MOONLIT:
- // Moonlit's cost is 4sp*skill_lv [Skotlex]
- sp= 4*(sce->val1>>16);
- // Upkeep is also every 10 secs.
- case DC_DONTFORGETME:
- s=10;
- break;
- }
- if( s != 0 && sce->val3 % s == 0 ) {
- if (sc->data[SC_LONGING])
- sp*= 3;
- if (!status_charge(bl, 0, sp))
- break;
- }
- sc_timer_next(1000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_BERSERK:
- // 5% every 10 seconds [DracoRPG]
- if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
- sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_NOCHAT:
- if(sd) {
- sd->status.manner++;
- clif_changestatus(sd,SP_MANNER,sd->status.manner);
- clif_updatestatus(sd,SP_MANNER);
- if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
- sc_timer_next(60000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- }
- break;
- case SC_SPLASHER:
- // Custom Venom Splasher countdown timer
- // if (sce->val4 % 1000 == 0) {
- // char timer[10];
- // snprintf (timer, 10, "%d", sce->val4/1000);
- // clif_message(bl, timer);
- // }
- if((sce->val4 -= 500) > 0) {
- sc_timer_next(500 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_MARIONETTE:
- case SC_MARIONETTE2:
- {
- struct block_list *pbl = map_id2bl(sce->val1);
- if( pbl && check_distance_bl(bl, pbl, 7) ) {
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- }
- break;
- case SC_GOSPEL:
- if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
- int hp, sp;
- hp = (sce->val1 > 5) ? 45 : 30;
- sp = (sce->val1 > 5) ? 35 : 20;
- if(!status_charge(bl, hp, sp))
- break;
- sc_timer_next(10000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_JAILED:
- if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
- sc_timer_next(60000+tick, status_change_timer, bl->id,data);
- return 0;
- }
- break;
- case SC_BLIND:
- if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
- sc_timer_next(5000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_ABUNDANCE:
- if(--(sce->val4) > 0) {
- status_heal(bl,0,60,0);
- sc_timer_next(10000+tick, status_change_timer, bl->id, data);
- }
- break;
- case SC_OBLIVIONCURSE:
- if( --(sce->val4) >= 0 ) {
- clif_emotion(bl,E_WHAT);
- sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
- return 0;
- }
- break;
- case SC_WEAPONBLOCKING:
- if( --(sce->val4) >= 0 ) {
- if( !status_charge(bl,0,3) )
- break;
- sc_timer_next(5000+tick,status_change_timer,bl->id,data);
- return 0;
- }
- break;
- case SC_CLOAKINGEXCEED:
- if(!status_charge(bl,0,10-sce->val1))
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- case SC_RENOVATIO:
- if( --(sce->val4) >= 0 ) {
- int heal = status->max_hp * 3 / 100;
- if( sc && sc->data[SC_AKAITSUKI] && heal )
- heal = ~heal + 1;
- status_heal(bl, heal, 0, 3);
- sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_SPHERE_1:
- case SC_SPHERE_2:
- case SC_SPHERE_3:
- case SC_SPHERE_4:
- case SC_SPHERE_5:
- if( --(sce->val4) >= 0 ) {
- if( !status_charge(bl, 0, 1) )
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_FREEZE_SP:
- if( !status_charge(bl, 0, sce->val2) ) {
- int i;
- for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
- break;
- }
- sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
- return 0;
- case SC_ELECTRICSHOCKER:
- if( --(sce->val4) >= 0 ) {
- status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_CAMOUFLAGE:
- if (!status_charge(bl, 0, 7 - sce->val1))
- break;
- if (--sce->val4 >= 0)
- sce->val3++;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- case SC__REPRODUCE:
- if(!status_charge(bl, 0, 1))
- break;
- sc_timer_next(1000+tick, status_change_timer, bl->id, data);
- return 0;
- case SC__SHADOWFORM:
- if( --(sce->val4) >= 0 ) {
- if( !status_charge(bl, 0, 11 - sce->val1) )
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC__INVISIBILITY:
- if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- case SC__FEINTBOMB:
- if( --(sce->val4) >= 0) {
- if( !status_charge(bl, 0, sce->val2) )
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_STRIKING:
- if( --(sce->val4) >= 0 ) {
- if( !status_charge(bl,0, sce->val3 ) )
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_BLOODSUCKER:
- if( --(sce->val4) >= 0 ) {
- struct block_list *src = map_id2bl(sce->val2);
- int damage;
- if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
- break;
- map_freeblock_lock();
- if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
- damage = 1;
- else
- damage = 200 + 100 * sce->val1 + status_get_int(src);
- status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0);
- unit_skillcastcancel(bl,1);
- if ( sc->data[type] ) {
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- }
- map_freeblock_unlock();
- status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
- return 0;
- }
- break;
- case SC_VOICEOFSIREN:
- if( --(sce->val4) >= 0 ) {
- clif_emotion(bl,E_LV);
- sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_DEEPSLEEP:
- if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
- status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
- sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_SIRCLEOFNATURE:
- if( --(sce->val4) >= 0 ) {
- if( !status_charge(bl,0,sce->val3) )
- break;
- status_heal(bl, sce->val2, 0, 1);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_SONGOFMANA:
- if( --(sce->val4) >= 0 ) {
- status_heal(bl,0,sce->val3,3);
- sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_SATURDAYNIGHTFEVER:
- // 1% HP/SP drain every val4 seconds [Jobbie]
- if( --(sce->val3) >= 0 ) {
- if( !status_charge(bl, status->hp / 100, status->sp / 100) )
- break;
- sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_MELODYOFSINK:
- if( --(sce->val4) >= 0 ) {
- status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
- sc_timer_next(1000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_CRYSTALIZE:
- if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
- if( bl->type != BL_MOB) // Doesn't work on mobs
- status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_FORCEOFVANGUARD:
- if( !status_charge(bl,0,24 - 4 * sce->val1) )
- break;
- sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
- return 0;
- case SC_BANDING:
- if( status_charge(bl, 0, 7 - sce->val1) ) {
- if( sd ) pc_banding(sd, sce->val1);
- sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_REFLECTDAMAGE:
- if( --(sce->val4) > 0 ) {
- if( !status_charge(bl,0,10) )
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_OVERHEAT_LIMITPOINT:
- if( --(sce->val1) > 0 ) { // Cooling
- sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
- }
- break;
- case SC_OVERHEAT:
- {
- int damage = status->max_hp / 100; // Suggestion 1% each second
- if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
- map_freeblock_lock();
- status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,DMG_NORMAL,0,false));
- if( sc->data[type] ) {
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- }
- map_freeblock_unlock();
- }
- break;
- case SC_MAGNETICFIELD:
- if (--(sce->val3) >= 0) {
- struct block_list *src = map_id2bl(sce->val2);
- if (!src || (src && (status_isdead(src) || src->m != bl->m)))
- break;
- if (!status_charge(bl, 0, 50))
- status_zap(bl, 0, status->sp);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_INSPIRATION:
- if(--(sce->val4) >= 0) {
- int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
- int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
- if( !status_charge(bl,hp,sp) ) break;
- sc_timer_next(5000+tick,status_change_timer,bl->id, data);
- return 0;
- }
- break;
- case SC_RAISINGDRAGON:
- // 1% every 5 seconds [Jobbie]
- if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
- if( !sc->data[type] ) return 0;
- sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_TROPIC:
- case SC_CHILLY_AIR:
- case SC_WILD_STORM:
- case SC_UPHEAVAL:
- case SC_HEATER:
- case SC_COOLER:
- case SC_BLAST:
- case SC_CURSED_SOIL:
- case SC_PYROTECHNIC:
- case SC_AQUAPLAY:
- case SC_GUST:
- case SC_PETROLOGY:
- case SC_CIRCLE_OF_FIRE:
- case SC_FIRE_CLOAK:
- case SC_WATER_DROP:
- case SC_WATER_SCREEN:
- case SC_WIND_CURTAIN:
- case SC_WIND_STEP:
- case SC_STONE_SHIELD:
- case SC_SOLID_SKIN:
- if( !status_charge(bl,0,sce->val2) ) {
- struct block_list *s_bl = battle_get_master(bl);
- if (bl->type == BL_ELEM)
- elemental_change_mode(BL_CAST(BL_ELEM, bl), MAX_ELESKILLTREE);
- if( s_bl )
- status_change_end(s_bl,type+1,INVALID_TIMER);
- status_change_end(bl,type,INVALID_TIMER);
- break;
- }
- sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
- return 0;
- case SC_WATER_SCREEN_OPTION:
- status_heal(bl,1000,0,2);
- sc_timer_next(10000 + tick,status_change_timer,bl->id,data);
- return 0;
- case SC_TEARGAS:
- if( --(sce->val4) >= 0 ) {
- struct block_list *src = map_id2bl(sce->val3);
- int damage = sce->val2;
- map_freeblock_lock();
- clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
- status_damage(src, bl, damage,0, 0, 1);
- if( sc->data[type] ) {
- sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
- }
- map_freeblock_unlock();
- return 0;
- }
- break;
- case SC_TEARGAS_SOB:
- if( --(sce->val4) >= 0 ) {
- clif_emotion(bl, E_SOB);
- sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_STOMACHACHE:
- if( --(sce->val4) >= 0 ) {
- status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
- if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
- pc_setsit(sd);
- skill_sit(sd, 1);
- clif_sitting(bl);
- }
- sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- // They only end by status_change_end
- sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
- return 0;
- case SC_MEIKYOUSISUI:
- if( --(sce->val4) >= 0 ) {
- status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_IZAYOI:
- case SC_KAGEMUSYA:
- if( --(sce->val2) >= 0 ) {
- if(!status_charge(bl, 0, 1)) break;
- sc_timer_next(1000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_ANGRIFFS_MODUS:
- if(--(sce->val4) >= 0) { // Drain hp/sp
- if( !status_charge(bl,100,20) ) break;
- sc_timer_next(1000+tick,status_change_timer,bl->id, data);
- return 0;
- }
- break;
- case SC_CBC:
- if(--(sce->val4) >= 0) { // Drain hp/sp
- int hp=0;
- int sp = (status->max_sp * sce->val3) / 100;
- if(bl->type == BL_MOB) hp = sp*10;
- if( !status_charge(bl,hp,sp) )break;
- sc_timer_next(1000+tick,status_change_timer,bl->id, data);
- return 0;
- }
- break;
- case SC_FULL_THROTTLE:
- if( --(sce->val4) >= 0 ) {
- status_percent_damage(bl, bl, 0, sce->val2, false);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_REBOUND:
- if( --(sce->val4) >= 0 ) {
- clif_emotion(bl, E_SWT);
- sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_KINGS_GRACE:
- if( --(sce->val4) >= 0 ) {
- status_percent_heal(bl, sce->val2, 0);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_FRIGG_SONG:
- if( --(sce->val4) >= 0 ) {
- status_heal(bl, sce->val3, 0, 0);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_C_MARKER:
- if( --(sce->val4) >= 0 ) {
- TBL_PC *caster = map_id2sd(sce->val2);
- if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- clif_crimson_marker(caster, bl, false);
- return 0;
- }
- break;
- case SC_STEALTHFIELD_MASTER:
- if (--(sce->val4) >= 0) {
- if (!status_charge(bl, 0, status->max_sp * 3 / 100))
- break;
- sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_VACUUM_EXTREME:
- if (sce->val4) {
- if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
- clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
- clif_fixpos(bl);
- }
- sc_timer_next(tick+sce->val4, status_change_timer, bl->id, data);
- sce->val4 = 0;
- }
- break;
- case SC_BITESCAR:
- if (--(sce->val4) >= 0) {
- status_percent_damage(bl, bl, -(sce->val2), 0, 0);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_FRESHSHRIMP:
- if (--(sce->val4) >= 0) {
- status_heal(bl, status->max_hp / 100, 0, 2);
- sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick, status_change_timer, bl->id, data);
- }
- break;
- }
- // If status has an interval and there is at least 100ms remaining time, wait for next interval
- if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
- sc_timer_next(min(sce->val4,interval)+tick, status_change_timer, bl->id, data);
- sce->val4 -= interval;
- if (dounlock)
- map_freeblock_unlock();
- return 0;
- }
- if (dounlock)
- map_freeblock_unlock();
- // Default for all non-handled control paths is to end the status
- return status_change_end( bl,type,tid );
- #undef sc_timer_next
- }
- /**
- * For each iteration of repetitive status
- * @param bl: Object [PC|MOB|HOM|MER|ELEM]
- * @param ap: va_list arguments (src, sce, type, tick)
- */
- int status_change_timer_sub(struct block_list* bl, va_list ap)
- {
- struct status_change* tsc;
- struct block_list* src = va_arg(ap,struct block_list*);
- struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
- enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
- unsigned int tick = va_arg(ap,unsigned int);
- if (status_isdead(bl))
- return 0;
- tsc = status_get_sc(bl);
- switch( type ) {
- case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
- case SC_CONCENTRATE:
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
- rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- break;
- case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
- if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
- tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
- skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
- }
- if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
- rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- if (battle_check_target(src, bl, BCT_ENEMY) > 0)
- skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
- }
- break;
- case SC_SIGHTBLASTER:
- if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
- status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
- {
- if (sce) {
- struct skill_unit *su = NULL;
- if(bl->type == BL_SKILL)
- su = (struct skill_unit *)bl;
- if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
- && (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
- sce->val2 = 0; // This signals it to end.
- } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
- //Remove trap immunity temporarily so it triggers if you still stand on it
- sce->val4++;
- }
- }
- }
- break;
- case SC_TINDER_BREAKER:
- case SC_CLOSECONFINE:{
- int type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
- // Lock char has released the hold on everyone...
- if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
- tsc->data[type2]->val2 = 0;
- status_change_end(bl, type2, INVALID_TIMER);
- }
- break;
- }
- case SC_CURSEDCIRCLE_TARGET:
- if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
- clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
- status_change_end(bl, type, INVALID_TIMER);
- }
- break;
- }
- return 0;
- }
- /**
- * Clears buffs/debuffs on an object
- * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
- * @param type: Type to remove
- * &1: Clear Buffs
- * &2: Clear Debuffs
- * &4: Specific debuffs with a refresh
- * &8: Clear chemical protection
- */
- void status_change_clear_buffs (struct block_list* bl, int type)
- {
- int i;
- struct status_change *sc= status_get_sc(bl);
- if (!sc || !sc->count)
- return;
- if (type&6) // Debuffs
- for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
- for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
- if(!sc->data[i])
- continue;
- switch (i) {
- // Stuff that cannot be removed
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_COMBO:
- case SC_SMA:
- case SC_DANCING:
- case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- case SC_SAFETYWALL:
- case SC_PNEUMA:
- case SC_NOCHAT:
- case SC_JAILED:
- case SC_ANKLE:
- case SC_BLADESTOP:
- case SC_STRFOOD:
- case SC_AGIFOOD:
- case SC_VITFOOD:
- case SC_INTFOOD:
- case SC_DEXFOOD:
- case SC_LUKFOOD:
- case SC_FLEEFOOD:
- case SC_HITFOOD:
- case SC_CRIFOOD:
- case SC_BATKFOOD:
- case SC_WATKFOOD:
- case SC_MATKFOOD:
- case SC_FOOD_STR_CASH:
- case SC_FOOD_AGI_CASH:
- case SC_FOOD_VIT_CASH:
- case SC_FOOD_DEX_CASH:
- case SC_FOOD_INT_CASH:
- case SC_FOOD_LUK_CASH:
- case SC_EXPBOOST:
- case SC_JEXPBOOST:
- case SC_ITEMBOOST:
- case SC_ELECTRICSHOCKER:
- case SC__MANHOLE:
- case SC_GIANTGROWTH:
- case SC_MILLENNIUMSHIELD:
- case SC_REFRESH:
- case SC_STONEHARDSKIN:
- case SC_VITALITYACTIVATION:
- case SC_FIGHTINGSPIRIT:
- case SC_ABUNDANCE:
- case SC_SAVAGE_STEAK:
- case SC_COCKTAIL_WARG_BLOOD:
- case SC_MINOR_BBQ:
- case SC_SIROMA_ICE_TEA:
- case SC_DROCERA_HERB_STEAMED:
- case SC_PUTTI_TAILS_NOODLES:
- case SC_CURSEDCIRCLE_ATKER:
- case SC_CURSEDCIRCLE_TARGET:
- case SC_PUSH_CART:
- case SC_ALL_RIDING:
- case SC_STYLE_CHANGE:
- case SC_MONSTER_TRANSFORM:
- case SC_MOONSTAR:
- case SC_SUPER_STAR:
- case SC_MTF_ASPD:
- case SC_MTF_RANGEATK:
- case SC_MTF_MATK:
- case SC_MTF_MLEATKED:
- case SC_MTF_CRIDAMAGE:
- case SC_HEAT_BARREL_AFTER:
- case SC_STRANGELIGHTS:
- case SC_DECORATION_OF_MUSIC:
- case SC_QUEST_BUFF1:
- case SC_QUEST_BUFF2:
- case SC_QUEST_BUFF3:
- case SC_MTF_ASPD2:
- case SC_MTF_RANGEATK2:
- case SC_MTF_MATK2:
- case SC_2011RWC_SCROLL:
- case SC_JP_EVENT04:
- case SC_MTF_MHP:
- case SC_MTF_MSP:
- case SC_MTF_PUMPKIN:
- case SC_MTF_HITFLEE:
- case SC_ATTHASTE_CASH:
- case SC_REUSE_REFRESH:
- case SC_REUSE_LIMIT_A:
- case SC_REUSE_LIMIT_B:
- case SC_REUSE_LIMIT_C:
- case SC_REUSE_LIMIT_D:
- case SC_REUSE_LIMIT_E:
- case SC_REUSE_LIMIT_F:
- case SC_REUSE_LIMIT_G:
- case SC_REUSE_LIMIT_H:
- case SC_REUSE_LIMIT_MTF:
- case SC_REUSE_LIMIT_ECL:
- case SC_REUSE_LIMIT_RECALL:
- case SC_REUSE_LIMIT_ASPD_POTION:
- case SC_REUSE_MILLENNIUMSHIELD:
- case SC_REUSE_CRUSHSTRIKE:
- case SC_REUSE_STORMBLAST:
- case SC_ALL_RIDING_REUSE_LIMIT:
- case SC_SPRITEMABLE:
- case SC_BITESCAR:
- continue;
- // Chemical Protection is only removed by some skills
- case SC_CP_WEAPON:
- case SC_CP_SHIELD:
- case SC_CP_ARMOR:
- case SC_CP_HELM:
- if(!(type&8))
- continue;
- break;
- // Debuffs that can be removed.
- case SC_DEEPSLEEP:
- case SC_BURNING:
- case SC_FREEZING:
- case SC_CRYSTALIZE:
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- case SC_MARSHOFABYSS:
- case SC_MANDRAGORA:
- if(!(type&4))
- continue;
- break;
- case SC_HALLUCINATION:
- case SC_QUAGMIRE:
- case SC_SIGNUMCRUCIS:
- case SC_DECREASEAGI:
- case SC_SLOWDOWN:
- case SC_MINDBREAKER:
- case SC_WINKCHARM:
- case SC_STOP:
- case SC_ORCISH:
- case SC_STRIPWEAPON:
- case SC_STRIPSHIELD:
- case SC_STRIPARMOR:
- case SC_STRIPHELM:
- case SC_BITE:
- case SC_ADORAMUS:
- case SC_VACUUM_EXTREME:
- case SC_FEAR:
- case SC_MAGNETICFIELD:
- case SC_NETHERWORLD:
- if (!(type&2))
- continue;
- break;
- // The rest are buffs that can be removed.
- case SC_BERSERK:
- case SC_SATURDAYNIGHTFEVER:
- if (!(type&1))
- continue;
- sc->data[i]->val2 = 0;
- break;
- default:
- if (!(type&1))
- continue;
- break;
- }
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
- }
- //Removes bonus_script
- if (bl->type == BL_PC) {
- i = 0;
- if (type&1) i |= BSF_REM_BUFF;
- if (type&2) i |= BSF_REM_DEBUFF;
- if (type&4) i |= BSF_REM_ON_REFRESH;
- if (type&8) i |= BSF_REM_ON_LUXANIMA;
- pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
- }
- // Cleaning all extras vars
- sc->comet_x = 0;
- sc->comet_y = 0;
- #ifndef RENEWAL
- sc->sg_counter = 0;
- #endif
- sc->bs_counter = 0;
- return;
- }
- /**
- * Infect a user with status effects (SC_DEADLYINFECT)
- * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
- * @param bl: Object to change
- * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
- * @return 1: Success 0: Fail
- */
- int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
- {
- int i, flag = 0;
- struct status_change *sc = status_get_sc(src);
- const struct TimerData *timer = NULL;
- unsigned int tick;
- struct status_change_data data;
- if( !sc || !sc->count )
- return 0;
- tick = gettick();
- //Boss monsters resistance
- if( (status_get_mode(src)&MD_BOSS) || (status_get_mode(bl)&MD_BOSS) )
- return 0;
- for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
- if( !sc->data[i] || i == SC_COMMON_MAX )
- continue;
- if (sc->data[i]->timer != INVALID_TIMER) {
- timer = get_timer(sc->data[i]->timer);
- if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
- continue;
- }
- switch( i ) {
- // Debuffs that can be spread.
- // NOTE: We'll add/delete SCs when we are able to confirm it.
- case SC_DEATHHURT:
- case SC_PARALYSE:
- if (type)
- continue;
- case SC_CURSE:
- case SC_SILENCE:
- case SC_CONFUSION:
- case SC_BLIND:
- case SC_HALLUCINATION:
- case SC_SIGNUMCRUCIS:
- case SC_DECREASEAGI:
- //case SC_SLOWDOWN:
- //case SC_MINDBREAKER:
- //case SC_WINKCHARM:
- //case SC_STOP:
- case SC_ORCISH:
- //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
- //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
- //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
- //case SC_STRIPHELM:
- //case SC__STRIPACCESSORY:
- //case SC_BITE:
- case SC_FEAR:
- case SC_FREEZING:
- case SC_VENOMBLEED:
- if (sc->data[i]->timer != INVALID_TIMER)
- data.tick = DIFF_TICK(timer->tick, tick);
- else
- data.tick = INVALID_TIMER;
- break;
- // Special cases
- case SC_TOXIN:
- case SC_MAGICMUSHROOM:
- case SC_PYREXIA:
- case SC_LEECHESEND:
- if (type)
- continue;
- case SC_POISON:
- case SC_DPOISON:
- case SC_BLEEDING:
- case SC_BURNING:
- if (sc->data[i]->timer != INVALID_TIMER)
- data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
- else
- data.tick = INVALID_TIMER;
- break;
- default:
- continue;
- }
- if( i ) {
- data.val1 = sc->data[i]->val1;
- data.val2 = sc->data[i]->val2;
- data.val3 = sc->data[i]->val3;
- data.val4 = sc->data[i]->val4;
- status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
- flag = 1;
- }
- }
- return flag;
- }
- /**
- * Applying natural heal bonuses (sit, skill, homun, etc...)
- * TODO: the va_list doesn't seem to be used, safe to remove?
- * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
- * @param args: va_list arguments
- * @return which regeneration bonuses have been applied (flag)
- */
- static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
- static int status_natural_heal(struct block_list* bl, va_list args)
- {
- struct regen_data *regen;
- struct status_data *status;
- struct status_change *sc;
- struct unit_data *ud;
- struct view_data *vd = NULL;
- struct regen_data_sub *sregen;
- struct map_session_data *sd;
- int rate, multi = 1, flag;
- regen = status_get_regen_data(bl);
- if (!regen)
- return 0;
- status = status_get_status_data(bl);
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
- sd = BL_CAST(BL_PC,bl);
- flag = regen->flag;
- if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
- flag &= ~(RGN_HP|RGN_SHP);
- if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
- flag &= ~(RGN_SP|RGN_SSP);
- if (flag && (
- status_isdead(bl) ||
- (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
- ))
- flag = RGN_NONE;
- if (sd) {
- if (sd->hp_loss.value || sd->sp_loss.value)
- pc_bleeding(sd, natural_heal_diff_tick);
- if (sd->hp_regen.value || sd->sp_regen.value)
- pc_regen(sd, natural_heal_diff_tick);
- }
- if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
- (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
- { // Apply sitting regen bonus.
- sregen = regen->ssregen;
- if(flag&(RGN_SHP)) { // Sitting HP regen
- rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
- if (regen->state.overweight)
- rate >>= 1; // Half as fast when overweight.
- sregen->tick.hp += rate;
- while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
- sregen->tick.hp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
- flag &= ~(RGN_HP|RGN_SHP);
- break;
- }
- }
- }
- if(flag&(RGN_SSP)) { // Sitting SP regen
- rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
- if (regen->state.overweight)
- rate >>= 1; // Half as fast when overweight.
- sregen->tick.sp += rate;
- while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
- sregen->tick.sp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
- flag &= ~(RGN_SP|RGN_SSP);
- break;
- }
- }
- }
- }
- if (flag && regen->state.overweight)
- flag = RGN_NONE;
- ud = unit_bl2ud(bl);
- if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
- flag &= ~(RGN_SHP|RGN_SSP);
- if(!regen->state.walk)
- flag &= ~RGN_HP;
- }
- if (!flag)
- return 0;
- if (flag&(RGN_HP|RGN_SP)) {
- if(!vd)
- vd = status_get_viewdata(bl);
- if(vd && vd->dead_sit == 2)
- multi += 1; //This causes the interval to be halved
- if(regen->state.gc)
- multi += 1; //This causes the interval to be halved
- }
- // Natural Hp regen
- if (flag&RGN_HP) {
- rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
- if (ud && ud->walktimer != INVALID_TIMER)
- rate /= 2;
- // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
- if(bl->type == BL_HOM)
- rate *= 2;
- regen->tick.hp += rate;
- if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
- int val = 0;
- do {
- val += regen->hp;
- regen->tick.hp -= battle_config.natural_healhp_interval;
- } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
- if (status_heal(bl, val, 0, 1) < val)
- flag &= ~RGN_SHP; // Full.
- }
- }
- // Natural SP regen
- if(flag&RGN_SP) {
- rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
- // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
- if(bl->type==BL_HOM)
- rate *= 2;
- #ifdef RENEWAL
- if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
- sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
- rate /= 2; // Tick is doubled in Fury state
- #endif
- regen->tick.sp += rate;
- if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
- int val = 0;
- do {
- val += regen->sp;
- regen->tick.sp -= battle_config.natural_healsp_interval;
- } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
- if (status_heal(bl, 0, val, 1) < val)
- flag &= ~RGN_SSP; // full.
- }
- }
- if (!regen->sregen)
- return flag;
- // Skill regen
- sregen = regen->sregen;
- if(flag&RGN_SHP) { // Skill HP regen
- sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
- while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
- sregen->tick.hp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
- break; // Full
- }
- }
- if(flag&RGN_SSP) { // Skill SP regen
- sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
- while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
- int val = sregen->sp;
- if (sd && sd->state.doridori) {
- val *= 2;
- sd->state.doridori = 0;
- if ((rate = pc_checkskill(sd,TK_SPTIME)))
- sc_start(bl,bl,status_skill2sc(TK_SPTIME),
- 100,rate,skill_get_time(TK_SPTIME, rate));
- if (
- (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
- rnd()%10000 < battle_config.sg_angel_skill_ratio
- ) { // Angel of the Sun/Moon/Star
- clif_feel_hate_reset(sd);
- pc_resethate(sd);
- pc_resetfeel(sd);
- }
- }
- sregen->tick.sp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, 0, val, 3) < val)
- break; // Full
- }
- }
- return flag;
- }
- /**
- * Natural heal main timer
- * @param tid: Timer ID
- * @param tick: Current tick (time)
- * @param id: Object ID to heal
- * @param data: data pushed through timer function
- * @return 0
- */
- static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
- {
- natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
- map_foreachregen(status_natural_heal);
- natural_heal_prev_tick = tick;
- return 0;
- }
- /**
- * Get the chance to upgrade a piece of equipment
- * @param wlv: The weapon type of the item to refine (see see enum refine_type)
- * @param refine: The target's refine level
- * @return The chance to refine the item, in percent (0~100)
- */
- int status_get_refine_chance(enum refine_type wlv, int refine)
- {
- if ( refine < 0 || refine >= MAX_REFINE)
- return 0;
- return refine_info[wlv].chance[refine];
- }
- /**
- * Check if status is disabled on a map
- * @param type: Status Change data
- * @param mapIsVS: If the map is a map_flag_vs type
- * @param mapisPVP: If the map is a PvP type
- * @param mapIsGVG: If the map is a map_flag_gvg type
- * @param mapIsBG: If the map is a Battleground type
- * @param mapZone: Map Zone type
- * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
- */
- static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone)
- {
- if (type <= SC_NONE || type >= SC_MAX)
- return false;
- if ((!mapIsVS && SCDisabled[type]&1) ||
- (mapIsPVP && SCDisabled[type]&2) ||
- (mapIsGVG && SCDisabled[type]&4) ||
- (mapIsBG && SCDisabled[type]&8) ||
- (SCDisabled[type]&(mapZone)))
- {
- return true;
- }
- return false;
- }
- /**
- * Clear a status if it is disabled on a map
- * @param bl: Block list data
- * @param sc: Status Change data
- */
- void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
- {
- nullpo_retv(bl);
- if (sc && sc->count) {
- unsigned short i;
- bool mapIsVS = map_flag_vs(bl->m);
- bool mapIsPVP = map[bl->m].flag.pvp;
- bool mapIsGVG = map_flag_gvg(bl->m);
- bool mapIsBG = map[bl->m].flag.battleground;
- unsigned int mapZone = map[bl->m].zone << 3;
- for (i = 0; i < SC_MAX; i++) {
- if (!sc->data[i] || !SCDisabled[i])
- continue;
- if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapZone))
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
- }
- }
- }
- /**
- * Read status_disabled.txt file
- * @param str: Fields passed from sv_readdb
- * @param columns: Columns passed from sv_readdb function call
- * @param current: Current row being read into SCDisabled array
- * @return True - Successfully stored, False - Invalid SC
- */
- static bool status_readdb_status_disabled(char **str, int columns, int current)
- {
- int type = SC_NONE;
- if (ISDIGIT(str[0][0]))
- type = atoi(str[0]);
- else {
- if (!script_get_constant(str[0],&type))
- type = SC_NONE;
- }
- if (type <= SC_NONE || type >= SC_MAX) {
- ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
- return false;
- }
- SCDisabled[type] = (unsigned int)atol(str[1]);
- return true;
- }
- /**
- * Read sizefix database for attack calculations
- * @param fields: Fields passed from sv_readdb
- * @param columns: Columns passed from sv_readdb function call
- * @param current: Current row being read into atkmods array
- * @return True
- */
- static bool status_readdb_sizefix(char* fields[], int columns, int current)
- {
- unsigned int i;
- for(i = 0; i < MAX_WEAPON_TYPE; i++)
- atkmods[current][i] = atoi(fields[i]);
- return true;
- }
- /**
- * Read refine database for refining calculations
- * @param fields: Fields passed from sv_readdb
- * @param columns: Columns passed from sv_readdb function call
- * @param current: Current row being read into refine_info array
- * @return True
- */
- static bool status_readdb_refine(char* fields[], int columns, int current)
- {
- int i, bonus_per_level, random_bonus, random_bonus_start_level;
- current = atoi(fields[0]);
- if (current < 0 || current >= REFINE_TYPE_MAX)
- return false;
- bonus_per_level = atoi(fields[1]);
- random_bonus_start_level = atoi(fields[2]);
- random_bonus = atoi(fields[3]);
- for(i = 0; i < MAX_REFINE; i++) {
- char* delim;
- if (!(delim = strchr(fields[4+i], ':')))
- return false;
- *delim = '\0';
- refine_info[current].chance[i] = atoi(fields[4+i]);
- if (i >= random_bonus_start_level - 1)
- refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
- refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
- if (i > 0)
- refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
- }
- return true;
- }
- /**
- * Read attribute fix database for attack calculations
- * Function stores information in the attr_fix_table
- * @return True
- */
- static bool status_readdb_attrfix(const char *basedir,bool silent)
- {
- FILE *fp;
- char line[512], path[512];
- int entries = 0;
- sprintf(path, "%s/attr_fix.txt", basedir);
- fp = fopen(path,"r");
- if (fp == NULL) {
- if (silent==0)
- ShowError("Can't read %s\n", path);
- return 1;
- }
- while (fgets(line, sizeof(line), fp)) {
- int lv, i, j;
- if (line[0] == '/' && line[1] == '/')
- continue;
- lv = atoi(line);
- if (!CHK_ELEMENT_LEVEL(lv))
- continue;
- for (i = 0; i < ELE_ALL;) {
- char *p;
- if (!fgets(line, sizeof(line), fp))
- break;
- if (line[0]=='/' && line[1]=='/')
- continue;
- for (j = 0, p = line; j < ELE_ALL && p; j++) {
- while (*p == 32) //skipping space (32=' ')
- p++;
- //TODO seem unsafe to continue without check
- attr_fix_table[lv-1][i][j] = atoi(p);
- if (battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
- attr_fix_table[lv-1][i][j] = 0;
- p = strchr(p,',');
- if(p)
- *p++=0;
- }
- i++;
- }
- entries++;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
- return true;
- }
- /**
- * Sets defaults in tables and starts read db functions
- * sv_readdb reads the file, outputting the information line-by-line to
- * previous functions above, separating information by delimiter
- * DBs being read:
- * attr_fix.txt: Attribute adjustment table for attacks
- * size_fix.txt: Size adjustment table for weapons
- * refine_db.txt: Refining data table
- * @return 0
- */
- int status_readdb(void)
- {
- int i, j, k;
- const char* dbsubpath[] = {
- "",
- "/"DBIMPORT,
- //add other path here
- };
- // Initialize databases to default
- memset(SCDisabled, 0, sizeof(SCDisabled));
- // size_fix.txt
- for(i=0;i<ARRAYLENGTH(atkmods);i++)
- for(j=0;j<MAX_WEAPON_TYPE;j++)
- atkmods[i][j]=100;
- // refine_db.txt
- for(i=0;i<ARRAYLENGTH(refine_info);i++)
- {
- for(j=0;j<MAX_REFINE; j++)
- {
- refine_info[i].chance[j] = 100;
- refine_info[i].bonus[j] = 0;
- refine_info[i].randombonus_max[j] = 0;
- }
- }
- // attr_fix.txt
- for(i=0;i<4;i++)
- for(j=0;j<ELE_ALL;j++)
- for(k=0;k<ELE_ALL;k++)
- attr_fix_table[i][j][k]=100;
- // read databases
- // path,filename,separator,mincol,maxcol,maxrow,func_parsor
- for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
- int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
- int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
- char* dbsubpath1 = (char*)aMalloc(n1+1);
- char* dbsubpath2 = (char*)aMalloc(n2+1);
- if(i==0) {
- safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
- safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
- }
- else {
- safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
- safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
- }
-
- status_readdb_attrfix(dbsubpath2,i); // !TODO use sv_readdb ?
- sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i);
- sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i);
- sv_readdb(dbsubpath2, "refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine, i);
- aFree(dbsubpath1);
- aFree(dbsubpath2);
- }
- return 0;
- }
- /**
- * Status db init and destroy.
- */
- int do_init_status(void)
- {
- add_timer_func_list(status_change_timer,"status_change_timer");
- add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
- initChangeTables();
- initDummyData();
- status_readdb();
- natural_heal_prev_tick = gettick();
- sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
- add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
- return 0;
- }
- void do_final_status(void)
- {
- ers_destroy(sc_data_ers);
- }
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